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happiness_changes.asm
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HappinessChanges:
table_width 3, HappinessChanges
; change if happiness < 100, change if happiness < 200, change otherwise
db +5, +4, +3 ; Gained a level
db +5, +3, +2 ; Vitamin
db +1, +1, +0 ; X Item
db +10, +5, +2 ; EV lowering berry
db +5, +4, +3 ; Battled a Gym Leader
db +1, +1, +0 ; Learned a move
db -1, -1, -1 ; Lost to an enemy
db -5, -5, -10 ; Fainted due to poison
db -5, -5, -10 ; Lost to a much stronger enemy
db +5, +5, +5 ; Haircut (Y1)
db +10, +10, +10 ; Haircut (Y2)
db +20, +20, +20 ; Haircut (Y3)
db +10, +10, +10 ; Haircut (O1)
db +20, +20, +20 ; Haircut (O2)
db +40, +40, +40 ; Haircut (O3)
db -5, -5, -10 ; Used Heal Powder or Energypowder (bitter)
db -10, -10, -15 ; Used Energy Root (bitter)
db -15, -15, -20 ; Used Revival Herb (bitter)
db +3, +3, +1 ; Grooming
db +10, +8, +6 ; Gained a level in the place where it was caught
db +5, +3, +2 ; Took a photograph
db +5, +3, +2 ; Received a blessing
db +2, +2, +1 ; Added every step cycle
assert_table_length NUM_HAPPINESS_CHANGES