; The multiplier is divided by 10, so we can use values like 0.5. SUPER_EFFECTIVE EQU 20 NOT_VERY_EFFECTIVE EQU 05 NO_EFFECT EQU 00 ; All other cases are neutral (1x). ; attacker defender*= db NORMAL, ROCK, NOT_VERY_EFFECTIVE db NORMAL, STEEL, NOT_VERY_EFFECTIVE db FIRE, FIRE, NOT_VERY_EFFECTIVE db FIRE, WATER, NOT_VERY_EFFECTIVE db FIRE, GRASS, SUPER_EFFECTIVE db FIRE, ICE, SUPER_EFFECTIVE db FIRE, BUG, SUPER_EFFECTIVE db FIRE, ROCK, NOT_VERY_EFFECTIVE db FIRE, DRAGON, NOT_VERY_EFFECTIVE db FIRE, STEEL, SUPER_EFFECTIVE db WATER, FIRE, SUPER_EFFECTIVE db WATER, WATER, NOT_VERY_EFFECTIVE db WATER, GRASS, NOT_VERY_EFFECTIVE db WATER, GROUND, SUPER_EFFECTIVE db WATER, ROCK, SUPER_EFFECTIVE db WATER, DRAGON, NOT_VERY_EFFECTIVE db ELECTRIC, WATER, SUPER_EFFECTIVE db ELECTRIC, ELECTRIC, NOT_VERY_EFFECTIVE db ELECTRIC, GRASS, NOT_VERY_EFFECTIVE db ELECTRIC, GROUND, NO_EFFECT db ELECTRIC, FLYING, SUPER_EFFECTIVE db ELECTRIC, DRAGON, NOT_VERY_EFFECTIVE db GRASS, FIRE, NOT_VERY_EFFECTIVE db GRASS, WATER, SUPER_EFFECTIVE db GRASS, GRASS, NOT_VERY_EFFECTIVE db GRASS, POISON, NOT_VERY_EFFECTIVE db GRASS, GROUND, SUPER_EFFECTIVE db GRASS, FLYING, NOT_VERY_EFFECTIVE db GRASS, BUG, NOT_VERY_EFFECTIVE db GRASS, ROCK, SUPER_EFFECTIVE db GRASS, DRAGON, NOT_VERY_EFFECTIVE db GRASS, STEEL, NOT_VERY_EFFECTIVE db ICE, WATER, NOT_VERY_EFFECTIVE db ICE, GRASS, SUPER_EFFECTIVE db ICE, ICE, NOT_VERY_EFFECTIVE db ICE, GROUND, SUPER_EFFECTIVE db ICE, FLYING, SUPER_EFFECTIVE db ICE, DRAGON, SUPER_EFFECTIVE db ICE, STEEL, NOT_VERY_EFFECTIVE db ICE, FIRE, NOT_VERY_EFFECTIVE db FIGHTING, NORMAL, SUPER_EFFECTIVE db FIGHTING, ICE, SUPER_EFFECTIVE db FIGHTING, POISON, NOT_VERY_EFFECTIVE db FIGHTING, FLYING, NOT_VERY_EFFECTIVE db FIGHTING, PSYCHIC, NOT_VERY_EFFECTIVE db FIGHTING, BUG, NOT_VERY_EFFECTIVE db FIGHTING, ROCK, SUPER_EFFECTIVE db FIGHTING, DARK, SUPER_EFFECTIVE db FIGHTING, STEEL, SUPER_EFFECTIVE db POISON, GRASS, SUPER_EFFECTIVE db POISON, POISON, NOT_VERY_EFFECTIVE db POISON, GROUND, NOT_VERY_EFFECTIVE db POISON, ROCK, NOT_VERY_EFFECTIVE db POISON, GHOST, NOT_VERY_EFFECTIVE db POISON, STEEL, NO_EFFECT db GROUND, FIRE, SUPER_EFFECTIVE db GROUND, ELECTRIC, SUPER_EFFECTIVE db GROUND, GRASS, NOT_VERY_EFFECTIVE db GROUND, POISON, SUPER_EFFECTIVE db GROUND, FLYING, NO_EFFECT db GROUND, BUG, NOT_VERY_EFFECTIVE db GROUND, ROCK, SUPER_EFFECTIVE db GROUND, STEEL, SUPER_EFFECTIVE db FLYING, ELECTRIC, NOT_VERY_EFFECTIVE db FLYING, GRASS, SUPER_EFFECTIVE db FLYING, FIGHTING, SUPER_EFFECTIVE db FLYING, BUG, SUPER_EFFECTIVE db FLYING, ROCK, NOT_VERY_EFFECTIVE db FLYING, STEEL, NOT_VERY_EFFECTIVE db PSYCHIC, FIGHTING, SUPER_EFFECTIVE db PSYCHIC, POISON, SUPER_EFFECTIVE db PSYCHIC, PSYCHIC, NOT_VERY_EFFECTIVE db PSYCHIC, DARK, NO_EFFECT db PSYCHIC, STEEL, NOT_VERY_EFFECTIVE db BUG, FIRE, NOT_VERY_EFFECTIVE db BUG, GRASS, SUPER_EFFECTIVE db BUG, FIGHTING, NOT_VERY_EFFECTIVE db BUG, POISON, NOT_VERY_EFFECTIVE db BUG, FLYING, NOT_VERY_EFFECTIVE db BUG, PSYCHIC, SUPER_EFFECTIVE db BUG, GHOST, NOT_VERY_EFFECTIVE db BUG, DARK, SUPER_EFFECTIVE db BUG, STEEL, NOT_VERY_EFFECTIVE db ROCK, FIRE, SUPER_EFFECTIVE db ROCK, ICE, SUPER_EFFECTIVE db ROCK, FIGHTING, NOT_VERY_EFFECTIVE db ROCK, GROUND, NOT_VERY_EFFECTIVE db ROCK, FLYING, SUPER_EFFECTIVE db ROCK, BUG, SUPER_EFFECTIVE db ROCK, STEEL, NOT_VERY_EFFECTIVE db GHOST, NORMAL, NO_EFFECT db GHOST, PSYCHIC, SUPER_EFFECTIVE db GHOST, DARK, NOT_VERY_EFFECTIVE db GHOST, STEEL, NOT_VERY_EFFECTIVE db GHOST, GHOST, SUPER_EFFECTIVE db DRAGON, DRAGON, SUPER_EFFECTIVE db DRAGON, STEEL, NOT_VERY_EFFECTIVE db DARK, FIGHTING, NOT_VERY_EFFECTIVE db DARK, PSYCHIC, SUPER_EFFECTIVE db DARK, GHOST, SUPER_EFFECTIVE db DARK, DARK, NOT_VERY_EFFECTIVE db DARK, STEEL, NOT_VERY_EFFECTIVE db STEEL, FIRE, NOT_VERY_EFFECTIVE db STEEL, WATER, NOT_VERY_EFFECTIVE db STEEL, ELECTRIC, NOT_VERY_EFFECTIVE db STEEL, ICE, SUPER_EFFECTIVE db STEEL, ROCK, SUPER_EFFECTIVE db STEEL, STEEL, NOT_VERY_EFFECTIVE ; Foresight removes Ghost's immunities. db $fe db NORMAL, GHOST, NO_EFFECT db FIGHTING, GHOST, NO_EFFECT db $ff ; end