#ifndef GUARD_CONSTANTS_STATUS_H #define GUARD_CONSTANTS_STATUS_H // Sleep class statuses #define STATUS_NONE 0 #define STATUS_SLEEP 1 #define STATUS_SLEEPLESS 2 #define STATUS_NIGHTMARE 3 #define STATUS_YAWNING 4 #define STATUS_NAPPING 5 // Burn class statuses #define STATUS_BURN 1 #define STATUS_POISONED 2 #define STATUS_BADLY_POISONED 3 #define STATUS_PARALYSIS 4 // Frozen class statuses #define STATUS_FROZEN 1 #define STATUS_SHADOW_HOLD 2 #define STATUS_WRAP 3 #define STATUS_WRAPPED 4 #define STATUS_INGRAIN 5 #define STATUS_PETRIFIED 6 #define STATUS_CONSTRICTION 7 // Cringe class statuses #define STATUS_CRINGE 1 #define STATUS_CONFUSED 2 #define STATUS_PAUSED 3 #define STATUS_COWERING 4 #define STATUS_TAUNTED 5 #define STATUS_ENCORE 6 #define STATUS_INFATUATED 7 // Bide class statuses #define STATUS_BIDE 1 #define STATUS_SOLARBEAM 2 #define STATUS_SKY_ATTACK 3 #define STATUS_RAZOR_WIND 4 #define STATUS_FOCUS_PUNCH 5 #define STATUS_SKULL_BASH 6 #define STATUS_FLYING 7 #define STATUS_BOUNCING 8 #define STATUS_DIVING 9 #define STATUS_DIGGING 10 #define STATUS_CHARGING 11 #define STATUS_ENRAGED 12 // Reflect class statuses #define STATUS_REFLECT 1 #define STATUS_SAFEGUARD 2 #define STATUS_LIGHT_SCREEN 3 #define STATUS_COUNTER 4 #define STATUS_MAGIC_COAT 5 #define STATUS_WISH 6 #define STATUS_PROTECT 7 #define STATUS_MIRROR_COAT 8 #define STATUS_ENDURING 9 #define STATUS_MINI_COUNTER 10 #define STATUS_MIRROR_MOVE 11 #define STATUS_CONVERSION2 12 #define STATUS_VITAL_THROW 13 #define STATUS_MIST 14 // Curse class statuses #define STATUS_CURSED 1 #define STATUS_DECOY 2 #define STATUS_SNATCH 3 // Leech Seed class statuses #define STATUS_LEECH_SEED 1 #define STATUS_DESTINY_BOND 2 // Sure Shot class statuses #define STATUS_SURE_SHOT 1 #define STATUS_WHIFFER 2 #define STATUS_SET_DAMAGE 3 #define STATUS_FOCUS_ENERGY 4 // Long Toss class statuses #define STATUS_LONG_TOSS 1 #define STATUS_PIERCE 2 // Invisible class statuses #define STATUS_INVISIBLE 1 #define STATUS_TRANSFORMED 2 #define STATUS_MOBILE 3 // Blinker class statuses #define STATUS_BLINKER 1 #define STATUS_CROSS_EYED 2 #define STATUS_EYEDROPS 3 #define STATUS_SPRITE_ID_SLEEPLESS 0 #define STATUS_SPRITE_ID_BURNED 1 #define STATUS_SPRITE_ID_POISONED 2 #define STATUS_SPRITE_ID_BADLY_POISONED 3 #define STATUS_SPRITE_ID_CONFUSED 4 #define STATUS_SPRITE_ID_COWERING 5 #define STATUS_SPRITE_ID_TAUNTED 6 #define STATUS_SPRITE_ID_ENCORE 7 #define STATUS_SPRITE_ID_SHIELD_BLUE 8 #define STATUS_SPRITE_ID_SHIELD_RED 9 #define STATUS_SPRITE_ID_SHIELD_YELLOW 10 #define STATUS_SPRITE_ID_SHIELD_GREEN 11 #define STATUS_SPRITE_ID_ENDURE 12 #define STATUS_SPRITE_ID_LOWHP 13 #define STATUS_SPRITE_ID_CURSED 14 #define STATUS_SPRITE_ID_SNATCH 15 #define STATUS_SPRITE_ID_SURE_SHOT 16 #define STATUS_SPRITE_ID_WHIFFER 17 #define STATUS_SPRITE_ID_SET_DAMAGE 18 #define STATUS_SPRITE_ID_FOCUS_ENERGY 19 #define STATUS_SPRITE_ID_BLINKER 20 #define STATUS_SPRITE_ID_CROSS_EYED 21 #define STATUS_SPRITE_ID_EYEDROPS 22 #define STATUS_SPRITE_ID_MUZZLED 23 #define STATUS_SPRITE_ID_GRUDGE 24 #define STATUS_SPRITE_ID_EXPOSED 25 #define STATUS_SPRITE_ID_SLEEP 26 #define STATUS_SPRITE_ID_STAT_DOWN 27 #define STATUS_SPRITE_ID_FROZEN 28 #define STATUS_SPRITE_ID_LAST 28 #define STATUS_SPRITE_SLEEPLESS (1 << STATUS_SPRITE_ID_SLEEPLESS) #define STATUS_SPRITE_BURNED (1 << STATUS_SPRITE_ID_BURNED) #define STATUS_SPRITE_POISONED (1 << STATUS_SPRITE_ID_POISONED) #define STATUS_SPRITE_BADLY_POISONED (1 << STATUS_SPRITE_ID_BADLY_POISONED) #define STATUS_SPRITE_CONFUSED (1 << STATUS_SPRITE_ID_CONFUSED) #define STATUS_SPRITE_COWERING (1 << STATUS_SPRITE_ID_COWERING) #define STATUS_SPRITE_TAUNTED (1 << STATUS_SPRITE_ID_TAUNTED) #define STATUS_SPRITE_ENCORE (1 << STATUS_SPRITE_ID_ENCORE) #define STATUS_SPRITE_SHIELD_BLUE (1 << STATUS_SPRITE_ID_SHIELD_BLUE) // REFLECT, COUNTER, MINI_COUNTER, MIST #define STATUS_SPRITE_SHIELD_RED (1 << STATUS_SPRITE_ID_SHIELD_RED) // SAFEGUARD, MIRROR_COAT #define STATUS_SPRITE_SHIELD_YELLOW (1 << STATUS_SPRITE_ID_SHIELD_YELLOW) // LIGHT_SCREEN, MAGIC_COAT #define STATUS_SPRITE_SHIELD_GREEN (1 << STATUS_SPRITE_ID_SHIELD_GREEN) // PROTECT, MIRRO_MOVE, VITAL_THROW #define STATUS_SPRITE_ENDURE (1 << STATUS_SPRITE_ID_ENDURE) #define STATUS_SPRITE_LOWHP (1 << STATUS_SPRITE_ID_LOWHP) #define STATUS_SPRITE_CURSED (1 << STATUS_SPRITE_ID_CURSED) #define STATUS_SPRITE_SNATCH (1 << STATUS_SPRITE_ID_SNATCH) #define STATUS_SPRITE_SURE_SHOT (1 << STATUS_SPRITE_ID_SURE_SHOT) #define STATUS_SPRITE_WHIFFER (1 << STATUS_SPRITE_ID_WHIFFER) #define STATUS_SPRITE_SET_DAMAGE (1 << STATUS_SPRITE_ID_SET_DAMAGE) #define STATUS_SPRITE_FOCUS_ENERGY (1 << STATUS_SPRITE_ID_FOCUS_ENERGY) #define STATUS_SPRITE_BLINKER (1 << STATUS_SPRITE_ID_BLINKER) #define STATUS_SPRITE_CROSS_EYED (1 << STATUS_SPRITE_ID_CROSS_EYED) #define STATUS_SPRITE_EYEDROPS (1 << STATUS_SPRITE_ID_EYEDROPS) #define STATUS_SPRITE_MUZZLED (1 << STATUS_SPRITE_ID_MUZZLED) #define STATUS_SPRITE_GRUDGE (1 << STATUS_SPRITE_ID_GRUDGE) #define STATUS_SPRITE_EXPOSED (1 << STATUS_SPRITE_ID_EXPOSED) #define STATUS_SPRITE_SLEEP (1 << STATUS_SPRITE_ID_SLEEP) #define STATUS_SPRITE_STAT_DOWN (1 << STATUS_SPRITE_ID_STAT_DOWN) #define STATUS_SPRITE_FROZEN (1 << STATUS_SPRITE_ID_FROZEN) #endif