#ifndef GUARD_CONSTANTS_STATUS_H #define GUARD_CONSTANTS_STATUS_H // Sleep 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 // Non-volatile statuses #define STATUS_BURN 1 #define STATUS_POISONED 2 #define STATUS_BADLY_POISONED 3 #define STATUS_PARALYSIS 4 // Immobilize 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 // Volatile 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 // Charging 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 // Protection 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 // Waiting statuses #define STATUS_CURSED 1 #define STATUS_DECOY 2 #define STATUS_SNATCH 3 // Linked statuses #define STATUS_LEECH_SEED 1 #define STATUS_DESTINY_BOND 2 // Move statuses #define STATUS_SURE_SHOT 1 #define STATUS_WHIFFER 2 #define STATUS_SET_DAMAGE 3 #define STATUS_FOCUS_ENERGY 4 // Item statuses #define STATUS_LONG_TOSS 1 #define STATUS_PIERCE 2 // Transform statuses #define STATUS_INVISIBLE 1 #define STATUS_TRANSFORMED 2 #define STATUS_MOBILE 3 // Eyesight statuses #define STATUS_BLINKER 1 #define STATUS_CROSS_EYED 2 #define STATUS_EYEDROPS 3 #define STATUS_SPRITE_SLEEPLESS (1 << 0) #define STATUS_SPRITE_BURNED (1 << 1) #define STATUS_SPRITE_POISONED (1 << 2) #define STATUS_SPRITE_BADLY_POISONED (1 << 3) #define STATUS_SPRITE_CONFUSED (1 << 4) #define STATUS_SPRITE_COWERING (1 << 5) #define STATUS_SPRITE_TAUNTED (1 << 6) #define STATUS_SPRITE_ENCORE (1 << 7) #define STATUS_SPRITE_SHIELD_BLUE (1 << 8) // REFLECT, COUNTER, MINI_COUNTER, MIST #define STATUS_SPRITE_SHIELD_RED (1 << 9) // SAFEGUARD, MIRROR_COAT #define STATUS_SPRITE_SHIELD_YELLOW (1 << 10) // LIGHT_SCREEN, MAGIC_COAT #define STATUS_SPRITE_SHIELD_GREEN (1 << 11) // PROTECT, MIRRO_MOVE, VITAL_THROW #define STATUS_SPRITE_ENDURE (1 << 12) #define STATUS_SPRITE_LOWHP (1 << 13) #define STATUS_SPRITE_CURSED (1 << 14) #define STATUS_SPRITE_SNATCH (1 << 15) #define STATUS_SPRITE_SURE_SHOT (1 << 16) #define STATUS_SPRITE_WHIFFER (1 << 17) #define STATUS_SPRITE_SET_DAMAGE (1 << 18) #define STATUS_SPRITE_FOCUS_ENERGY (1 << 19) #define STATUS_SPRITE_BLINKER (1 << 20) #define STATUS_SPRITE_CROSS_EYED (1 << 21) #define STATUS_SPRITE_EYEDROPS (1 << 22) #define STATUS_SPRITE_MUZZLED (1 << 23) #define STATUS_SPRITE_GRUDGE (1 << 24) #define STATUS_SPRITE_EXPOSED (1 << 25) #define STATUS_SPRITE_SLEEP (1 << 26) #define STATUS_SPRITE_STAT_DOWN (1 << 27) #define STATUS_SPRITE_FROZEN (1 << 28) #endif