63 lines
1.4 KiB
C
63 lines
1.4 KiB
C
#ifndef GUARD_GLOBAL_BERRY_H
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#define GUARD_GLOBAL_BERRY_H
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struct Berry
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{
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/*0x00*/ u8 name[7];
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/*0x07*/ u8 firmness;
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/*0x08*/ u16 size;
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/*0x0A*/ u8 maxYield;
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/*0x0B*/ u8 minYield;
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/*0x0C*/ const u8 *description1;
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/*0x10*/ const u8 *description2;
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/*0x14*/ u8 stageDuration;
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/*0x15*/ u8 spicy;
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/*0x16*/ u8 dry;
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/*0x17*/ u8 sweet;
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/*0x18*/ u8 bitter;
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/*0x19*/ u8 sour;
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/*0x1A*/ u8 smoothness;
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};
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struct EnigmaBerry
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{
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/*0x000*/ struct Berry berry;
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/*0x01B*/ u8 pic[(6 * 6) * TILE_SIZE_4BPP];
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/*0x49C*/ u16 palette[16];
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/*0x4BC*/ u8 description1[45];
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/*0x4E9*/ u8 description2[45];
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/*0x516*/ u8 itemEffect[18];
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/*0x528*/ u8 holdEffect;
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/*0x529*/ u8 holdEffectParam;
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/*0x52C*/ u32 checksum;
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};
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struct BattleEnigmaBerry
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{
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/*0x00*/ u8 name[7];
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/*0x07*/ u8 holdEffect;
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/*0x08*/ u8 itemEffect[18];
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/*0x1A*/ u8 holdEffectParam;
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};
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struct BerryTree
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{
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/*0x00*/ u8 berry;
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/*0x01*/ u8 stage:7;
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/*
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A berry sparkle is a state that a berry tree
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can be in after growing within the player's
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viewport.
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*/
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/*0x01*/ bool8 growthSparkle:1;
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/*0x02*/ u16 minutesUntilNextStage;
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/*0x04*/ u8 berryYield;
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/*0x05*/ u8 regrowthCount:4;
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/*0x05*/ u8 watered1:1;
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/*0x05*/ u8 watered2:1;
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/*0x05*/ u8 watered3:1;
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/*0x05*/ u8 watered4:1;
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};
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#endif // GUARD_GLOBAL_BERRY_H
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