#ifndef GUARD_CONSTANTS_BATTLE_DOME_H #define GUARD_CONSTANTS_BATTLE_DOME_H #define DOME_ROUND1 0 #define DOME_ROUND2 1 #define DOME_SEMIFINAL 2 #define DOME_FINAL 3 #define DOME_ROUNDS_COUNT 4 //#define DOME_TOURNAMENT_TRAINERS_COUNT 16 -- defined in global #define DOME_TOURNAMENT_MATCHES_COUNT DOME_TOURNAMENT_TRAINERS_COUNT - 1 #define DOME_BATTLE_PARTY_SIZE 2 #define DOME_PLAYER_WON_MATCH 1 #define DOME_PLAYER_LOST_MATCH 2 #define DOME_PLAYER_RETIRED 9 #define BATTLE_DOME_FUNC_INIT 0 #define BATTLE_DOME_FUNC_GET_DATA 1 #define BATTLE_DOME_FUNC_SET_DATA 2 #define BATTLE_DOME_FUNC_GET_ROUND_TEXT 3 #define BATTLE_DOME_FUNC_GET_OPPONENT_NAME 4 #define BATTLE_DOME_FUNC_INIT_OPPONENT_PARTY 5 #define BATTLE_DOME_FUNC_SHOW_OPPONENT_INFO 6 #define BATTLE_DOME_FUNC_SHOW_TOURNEY_TREE 7 #define BATTLE_DOME_FUNC_SHOW_PREV_TOURNEY_TREE 8 #define BATTLE_DOME_FUNC_SET_OPPONENT_ID 9 #define BATTLE_DOME_FUNC_SET_OPPONENT_GFX 10 #define BATTLE_DOME_FUNC_SHOW_STATIC_TOURNEY_TREE 11 #define BATTLE_DOME_FUNC_RESOLVE_WINNERS 12 #define BATTLE_DOME_FUNC_SAVE 13 #define BATTLE_DOME_FUNC_INCREMENT_STREAK 14 #define BATTLE_DOME_FUNC_SET_TRAINERS 15 #define BATTLE_DOME_FUNC_RESET_SKETCH 16 #define BATTLE_DOME_FUNC_RESTORE_HELD_ITEMS 17 #define BATTLE_DOME_FUNC_REDUCE_PARTY 18 #define BATTLE_DOME_FUNC_COMPARE_SEEDS 19 #define BATTLE_DOME_FUNC_GET_WINNER_NAME 20 #define BATTLE_DOME_FUNC_INIT_RESULTS_TREE 21 #define BATTLE_DOME_FUNC_INIT_TRAINERS 22 #define DOME_DATA_WIN_STREAK 0 #define DOME_DATA_WIN_STREAK_ACTIVE 1 #define DOME_DATA_ATTEMPTED_SINGLES_50 2 #define DOME_DATA_ATTEMPTED_SINGLES_OPEN 3 #define DOME_DATA_HAS_WON_SINGLES_50 4 #define DOME_DATA_HAS_WON_SINGLES_OPEN 5 #define DOME_DATA_ATTEMPTED_CHALLENGE 6 #define DOME_DATA_HAS_WON_CHALLENGE 7 #define DOME_DATA_SELECTED_MONS 8 #define DOME_DATA_PREV_TOURNEY_TYPE 9 // ID for Exit/Cancel on the tourney tree #define TOURNEY_TREE_CLOSE_BUTTON 31 // Input IDs on the tourney tree #define TOURNEY_TREE_SELECTED_CLOSE 0 #define TOURNEY_TREE_NO_SELECTION 1 #define TOURNEY_TREE_SELECTED_TRAINER 2 #define TOURNEY_TREE_SELECTED_MATCH 3 // Modes for showing the tourney tree info card #define INFOCARD_NEXT_OPPONENT 0 #define INFOCARD_TRAINER 1 #define INFOCARD_MATCH 2 // Input IDs for the info cards #define INFOCARD_INPUT_NONE 0 #define TRAINERCARD_INPUT_UP 1 #define TRAINERCARD_INPUT_DOWN 2 #define TRAINERCARD_INPUT_LEFT 3 #define TRAINERCARD_INPUT_RIGHT 4 #define MATCHCARD_INPUT_UP 5 #define MATCHCARD_INPUT_DOWN 6 #define MATCHCARD_INPUT_LEFT 7 #define MATCHCARD_INPUT_RIGHT 8 #define INFOCARD_INPUT_AB 9 #define CARD_ALTERNATE_SLOT (1 << 0) // When set, uses an alternate slot to store the incoming card sprites #define MOVE_CARD_RIGHT (1 << 1) #define MOVE_CARD_DOWN (1 << 2) #define MOVE_CARD_LEFT (1 << 3) #define MOVE_CARD_UP (1 << 4) #define MOVE_CARD (MOVE_CARD_RIGHT | MOVE_CARD_DOWN | MOVE_CARD_LEFT | MOVE_CARD_UP) // Text IDs for sBattleDomeWinTexts #define DOME_TEXT_NO_WINNER_YET 0 #define DOME_TEXT_WON_USING_MOVE 1 #define DOME_TEXT_CHAMP_USING_MOVE 2 #define DOME_TEXT_WON_ON_FORFEIT 3 #define DOME_TEXT_CHAMP_ON_FORFEIT 4 #define DOME_TEXT_WON_NO_MOVES 5 #define DOME_TEXT_CHAMP_NO_MOVES 6 // Offsets/start positions within sBattleDomeOpponentStatsTexts #define DOME_TEXT_TWO_GOOD_STATS 0 #define DOME_TEXT_ONE_GOOD_STAT 15 #define DOME_TEXT_TWO_BAD_STATS 21 #define DOME_TEXT_ONE_BAD_STAT 36 #define DOME_TEXT_WELL_BALANCED 42 #define DOME_TEXT_HP 0 #define DOME_TEXT_ATK 5 #define DOME_TEXT_DEF 9 #define DOME_TEXT_SPEED 12 #define DOME_TEXT_SPATK 14 // Move point indexes for sBattleStyleMovePoints[][], to determine Battle Dome trainers battle styles #define MOVE_POINTS_COMBO 0 // Moves that work well in combination (e.g. Rain Dance + Hydro Pump) #define MOVE_POINTS_STAT_RAISE 1 #define MOVE_POINTS_STAT_LOWER 2 #define MOVE_POINTS_RARE 3 // Uncommon moves. Mostly arbitrary #define MOVE_POINTS_HEAL 4 #define MOVE_POINTS_RISKY 5 #define MOVE_POINTS_STATUS 6 #define MOVE_POINTS_DMG 7 #define MOVE_POINTS_DEF 8 // Defensive moves, like Amnesia, Light Screen, or accuracy-lowers #define MOVE_POINTS_ACCURATE 9 #define MOVE_POINTS_POWERFUL 10 // Most of the moves that are >= 100 power #define MOVE_POINTS_POPULAR 11 // Group seems arbitrary. All using it are TM/HMs, but its only 11/58 #define MOVE_POINTS_LUCK 12 #define MOVE_POINTS_STRONG 13 // Most of the moves that are >= 90 power #define MOVE_POINTS_LOW_PP 14 #define MOVE_POINTS_EFFECT 15 // Moves with additional effects #define NUM_MOVE_POINT_TYPES 16 // Battle style IDs for sBattleDomeOpponentStyleTexts #define DOME_BATTLE_STYLE_RISKY 0 #define DOME_BATTLE_STYLE_STALL 1 #define DOME_BATTLE_STYLE_VARIED 2 #define DOME_BATTLE_STYLE_COMBO_HIGH 3 #define DOME_BATTLE_STYLE_RARE_MOVES 4 #define DOME_BATTLE_STYLE_RARE_MOVE 5 #define DOME_BATTLE_STYLE_HP 6 #define DOME_BATTLE_STYLE_STORE_POWER 7 #define DOME_BATTLE_STYLE_ENFEEBLE_LOW 8 #define DOME_BATTLE_STYLE_LUCK 9 #define DOME_BATTLE_STYLE_REGAL 10 #define DOME_BATTLE_STYLE_LOW_PP 11 #define DOME_BATTLE_STYLE_STATUS_ATK 12 #define DOME_BATTLE_STYLE_ENDURE 13 #define DOME_BATTLE_STYLE_STATUS 14 #define DOME_BATTLE_STYLE_STRAIGHTFORWARD 15 #define DOME_BATTLE_STYLE_AGGRESSIVE 16 #define DOME_BATTLE_STYLE_DEF 17 #define DOME_BATTLE_STYLE_ENFEEBLE_HIGH 18 #define DOME_BATTLE_STYLE_POPULAR_POWER 19 #define DOME_BATTLE_STYLE_COMBO_LOW 20 #define DOME_BATTLE_STYLE_ACCURATE 21 #define DOME_BATTLE_STYLE_POWERFUL 22 #define DOME_BATTLE_STYLE_ATK_OVER_DEF 23 #define DOME_BATTLE_STYLE_DEF_OVER_ATK 24 #define DOME_BATTLE_STYLE_POPULAR_STRONG 25 #define DOME_BATTLE_STYLE_EFFECTS 26 #define DOME_BATTLE_STYLE_BALANCED 27 #define DOME_BATTLE_STYLE_UNUSED1 28 #define DOME_BATTLE_STYLE_UNUSED2 29 #define DOME_BATTLE_STYLE_UNUSED3 30 #define DOME_BATTLE_STYLE_UNUSED4 31 #define NUM_BATTLE_STYLES 32 #endif //GUARD_CONSTANTS_BATTLE_DOME_H