More battle_dome.c doc
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@@ -7,7 +7,7 @@
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#define DOME_FINAL 3
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#define DOME_ROUNDS_COUNT 4
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//#define DOME_TOURNAMENT_TRAINERS_COUNT 16 : defined in global
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//#define DOME_TOURNAMENT_TRAINERS_COUNT 16 -- defined in global
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#define DOME_TOURNAMENT_MATCHES_COUNT DOME_TOURNAMENT_TRAINERS_COUNT - 1
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#define DOME_BATTLE_PARTY_SIZE 2
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@@ -24,7 +24,7 @@
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#define BATTLE_DOME_FUNC_INIT_OPPONENT_PARTY 5
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#define BATTLE_DOME_FUNC_SHOW_OPPONENT_INFO 6
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#define BATTLE_DOME_FUNC_SHOW_TOURNEY_TREE 7
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#define BATTLE_DOME_FUNC_SHOW_PREV_RESULTS_TREE 8
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#define BATTLE_DOME_FUNC_SHOW_PREV_TOURNEY_TREE 8
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#define BATTLE_DOME_FUNC_SET_OPPONENT_ID 9
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#define BATTLE_DOME_FUNC_SET_OPPONENT_GFX 10
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#define BATTLE_DOME_FUNC_SHOW_STATIC_TOURNEY_TREE 11
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@@ -49,37 +49,82 @@
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#define DOME_DATA_ATTEMPTED_CHALLENGE 6
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#define DOME_DATA_HAS_WON_CHALLENGE 7
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#define DOME_DATA_SELECTED_MONS 8
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#define DOME_DATA_LAST_TOURNEY_TYPE 9
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#define DOME_DATA_PREV_TOURNEY_TYPE 9
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//TODO:
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#define DOME_WINTEXT_NO_WINNER_YET 0
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#define DOME_WINTEXT_USED_MOVE 1
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#define DOME_WINTEXT_CHAMP 2
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#define DOME_WINTEXT_FORFEIT 3
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// ID for Exit/Cancel on the tourney tree
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#define TOURNEY_TREE_CLOSE_BUTTON 31
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#define DOME_STATTEXT_GOOD_DOUBLE_STAT 0
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#define DOME_STATTEXT_GOOD_SINGLE_STAT 15
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#define DOME_STATTEXT_WELL_BALANCED 42
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// Input IDs on the tourney tree
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#define TOURNEY_TREE_SELECTED_CLOSE 0
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#define TOURNEY_TREE_NO_SELECTION 1
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#define TOURNEY_TREE_SELECTED_TRAINER 2
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#define TOURNEY_TREE_SELECTED_MATCH 3
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// Move quality indexes, to determine Battle Dome trainers battle styles
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#define MOVE_QUALITY_COMBO 0 // Moves that work well in combination (e.g. Rain Dance + Hydro Pump)
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#define MOVE_QUALITY_STAT_RAISE 1
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#define MOVE_QUALITY_STAT_LOWER 2
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#define MOVE_QUALITY_RARE 3 // Uncommon moves. Mostly arbitrary
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#define MOVE_QUALITY_HEAL 4
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#define MOVE_QUALITY_RISKY 5
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#define MOVE_QUALITY_STATUS 6
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#define MOVE_QUALITY_DMG 7
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#define MOVE_QUALITY_DEF 8 // Defensive moves, like Amnesia, Light Screen, or accuracy-lowers
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#define MOVE_QUALITY_ACCURATE 9
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#define MOVE_QUALITY_POWERFUL 10 // Most of the moves that are >= 100 power
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#define MOVE_QUALITY_POPULAR 11 // Group seems arbitrary. All using it are TM/HMs, but its only 11/58
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#define MOVE_QUALITY_LUCK 12
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#define MOVE_QUALITY_STRONG 13 // Most of the moves that are >= 90 power
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#define MOVE_QUALITY_LOW_PP 14
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#define MOVE_QUALITY_EFFECT 15 // Moves with additional effects
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#define NUM_MOVE_QUALITIES 16
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// Modes for showing the tourney tree info card
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#define INFOCARD_NEXT_OPPONENT 0
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#define INFOCARD_TRAINER 1
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#define INFOCARD_MATCH 2
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// Input IDs for the info cards
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#define INFOCARD_INPUT_NONE 0
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#define TRAINERCARD_INPUT_UP 1
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#define TRAINERCARD_INPUT_DOWN 2
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#define TRAINERCARD_INPUT_LEFT 3
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#define TRAINERCARD_INPUT_RIGHT 4
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#define MATCHCARD_INPUT_UP 5
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#define MATCHCARD_INPUT_DOWN 6
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#define MATCHCARD_INPUT_LEFT 7
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#define MATCHCARD_INPUT_RIGHT 8
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#define INFOCARD_INPUT_AB 9
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#define CARD_ALTERNATE_SLOT (1 << 0) // When set, uses an alternate slot to store the incoming card sprites
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#define MOVE_CARD_RIGHT (1 << 1)
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#define MOVE_CARD_DOWN (1 << 2)
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#define MOVE_CARD_LEFT (1 << 3)
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#define MOVE_CARD_UP (1 << 4)
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#define MOVE_CARD (MOVE_CARD_RIGHT | MOVE_CARD_DOWN | MOVE_CARD_LEFT | MOVE_CARD_UP)
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// Text IDs for sBattleDomeWinTexts
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#define DOME_TEXT_NO_WINNER_YET 0
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#define DOME_TEXT_WON_USING_MOVE 1
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#define DOME_TEXT_CHAMP_USING_MOVE 2
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#define DOME_TEXT_WON_ON_FORFEIT 3
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#define DOME_TEXT_CHAMP_ON_FORFEIT 4
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#define DOME_TEXT_WON_NO_MOVES 5
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#define DOME_TEXT_CHAMP_NO_MOVES 6
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// Offsets/start positions within sBattleDomeOpponentStatsTexts
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#define DOME_TEXT_TWO_GOOD_STATS 0
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#define DOME_TEXT_ONE_GOOD_STAT 15
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#define DOME_TEXT_TWO_BAD_STATS 21
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#define DOME_TEXT_ONE_BAD_STAT 36
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#define DOME_TEXT_WELL_BALANCED 42
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#define DOME_TEXT_HP 0
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#define DOME_TEXT_ATK 5
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#define DOME_TEXT_DEF 9
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#define DOME_TEXT_SPEED 12
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#define DOME_TEXT_SPATK 14
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// Move point indexes for sBattleStyleMovePoints[][], to determine Battle Dome trainers battle styles
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#define MOVE_POINTS_COMBO 0 // Moves that work well in combination (e.g. Rain Dance + Hydro Pump)
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#define MOVE_POINTS_STAT_RAISE 1
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#define MOVE_POINTS_STAT_LOWER 2
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#define MOVE_POINTS_RARE 3 // Uncommon moves. Mostly arbitrary
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#define MOVE_POINTS_HEAL 4
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#define MOVE_POINTS_RISKY 5
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#define MOVE_POINTS_STATUS 6
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#define MOVE_POINTS_DMG 7
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#define MOVE_POINTS_DEF 8 // Defensive moves, like Amnesia, Light Screen, or accuracy-lowers
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#define MOVE_POINTS_ACCURATE 9
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#define MOVE_POINTS_POWERFUL 10 // Most of the moves that are >= 100 power
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#define MOVE_POINTS_POPULAR 11 // Group seems arbitrary. All using it are TM/HMs, but its only 11/58
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#define MOVE_POINTS_LUCK 12
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#define MOVE_POINTS_STRONG 13 // Most of the moves that are >= 90 power
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#define MOVE_POINTS_LOW_PP 14
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#define MOVE_POINTS_EFFECT 15 // Moves with additional effects
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#define NUM_MOVE_POINT_TYPES 16
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// Battle style IDs for sBattleDomeOpponentStyleTexts
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#define DOME_BATTLE_STYLE_RISKY 0
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#define DOME_BATTLE_STYLE_STALL 1
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#define DOME_BATTLE_STYLE_VARIED 2
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@@ -90,7 +135,7 @@
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#define DOME_BATTLE_STYLE_STORE_POWER 7
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#define DOME_BATTLE_STYLE_ENFEEBLE_LOW 8
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#define DOME_BATTLE_STYLE_LUCK 9
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#define DOME_BATTLE_STYLE_10 10
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#define DOME_BATTLE_STYLE_REGAL 10
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#define DOME_BATTLE_STYLE_LOW_PP 11
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#define DOME_BATTLE_STYLE_STATUS_ATK 12
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#define DOME_BATTLE_STYLE_ENDURE 13
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@@ -859,6 +859,8 @@
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#define FRONTIER_MON_LATIOS_7 848
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#define FRONTIER_MON_LATIOS_8 849
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#define FRONTIER_MONS_HIGH_TIER 849 // Mons above this point can only appear > level 50
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#define FRONTIER_MON_DRAGONITE_1 850
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#define FRONTIER_MON_DRAGONITE_2 851
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#define FRONTIER_MON_DRAGONITE_3 852
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@@ -80,7 +80,8 @@
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#define STAT_ACC 6 // Only in battles.
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#define STAT_EVASION 7 // Only in battles.
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#define NUM_BATTLE_STATS 8
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#define NUM_EV_STATS NUM_STATS - 1 // excludes HP
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#define NUM_BATTLE_STATS NUM_STATS + 2 // includes Accuracy and Evasion
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// Shiny odds
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#define SHINY_ODDS 8 // Actual probability is SHINY_ODDS/65536
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