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98 lines
3.7 KiB
C
98 lines
3.7 KiB
C
#ifndef GUARD_CONSTANTS_BATTLE_SCRIPT_COMMANDS_H
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#define GUARD_CONSTANTS_BATTLE_SCRIPT_COMMANDS_H
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// Battle Scripting and BattleCommunication addresses
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#define sPAINSPLIT_HP gBattleScripting
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#define sBIDE_DMG gBattleScripting + 4
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#define sMULTIHIT_STRING gBattleScripting + 8
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#define sDMG_MULTIPLIER gBattleScripting + 0xE
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#define sTWOTURN_STRINGID gBattleScripting + 0xF
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#define sB_ANIM_ARG1 gBattleScripting + 0x10
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#define sB_ANIM_ARG2 gBattleScripting + 0x11
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#define sTRIPLE_KICK_POWER gBattleScripting + 0x12
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#define sMOVEEND_STATE gBattleScripting + 0x14
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#define sBANK_WITH_ABILITY gBattleScripting + 0x15
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#define sMULTIHIT_EFFECT gBattleScripting + 0x16
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#define sBANK gBattleScripting + 0x17
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#define sB_ANIM_TURN gBattleScripting + 0x18
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#define sB_ANIM_TARGETS_HIT gBattleScripting + 0x19
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#define sSTATCHANGER gBattleScripting + 0x1A
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#define sFIELD_1B gBattleScripting + 0x1B
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#define sGIVEEXP_STATE gBattleScripting + 0x1C
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#define sBATTLE_STYLE gBattleScripting + 0x1D
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#define sLVLBOX_STATE gBattleScripting + 0x1E
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#define sLEARNMOVE_STATE gBattleScripting + 0x1F
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#define sFIELD_20 gBattleScripting + 0x20
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#define sRESHOW_MAIN_STATE gBattleScripting + 0x21
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#define sRESHOW_HELPER_STATE gBattleScripting + 0x22
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#define sFIELD_23 gBattleScripting + 0x23
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#define sFIELD_24 gBattleScripting + 0x24
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#define sMULTIPLAYER_ID gBattleScripting + 0x25
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#define cEFFECT_CHOOSER gBattleCommunication + 3
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#define cMULTISTRING_CHOOSER gBattleCommunication + 5
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// Battle Script defines for getting the wanted battler
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#define BS_TARGET 0
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#define BS_ATTACKER 1
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#define BS_EFFECT_BATTLER 2
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#define BS_FAINTED 3
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#define BS_BANK_0 7
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#define BS_ATTACKER_WITH_PARTNER 4 // for atk98_status_icon_update
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#define BS_ATTACKER_SIDE 8 // for atk1E_jumpifability
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#define BS_NOT_ATTACKER_SIDE 9 // for atk1E_jumpifability
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#define BS_SCRIPTING 10
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#define BS_PLAYER1 11
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#define BS_OPPONENT1 12
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#define BS_PLAYER2 13
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#define BS_OPPONENT2 14
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// atk 01, accuracy calc
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#define NO_ACC_CALC 0xFFFE
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#define NO_ACC_CALC_CHECK_LOCK_ON 0xFFFF
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#define ACC_CURR_MOVE 0
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// compare operands
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#define CMP_EQUAL 0x0
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#define CMP_NOT_EQUAL 0x1
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#define CMP_GREATER_THAN 0x2
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#define CMP_LESS_THAN 0x3
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#define CMP_COMMON_BITS 0x4
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#define CMP_NO_COMMON_BITS 0x5
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// atk76, various
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#define VARIOUS_CANCEL_MULTI_TURN_MOVES 0
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#define VARIOUS_SET_MAGIC_COAT_TARGET 1
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#define VARIOUS_IS_RUNNING_IMPOSSIBLE 2
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#define VARIOUS_GET_MOVE_TARGET 3
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#define VARIOUS_RESET_INTIMIDATE_TRACE_BITS 5
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#define VARIOUS_UPDATE_CHOICE_MOVE_ON_LVL_UP 6
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#define VARIOUS_EMIT_YESNOBOX 13
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#define VARIOUS_WAIT_CRY 18
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#define VARIOUS_RETURN_OPPONENT_MON1 19
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#define VARIOUS_RETURN_OPPONENT_MON2 20
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#define VARIOUS_SET_TELEPORT_OUTCOME 25
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#define VARIOUS_PLAY_TRAINER_DEFEATED_MUSIC 26
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// atk80, dmg manipulation
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#define ATK80_DMG_CHANGE_SIGN 0
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#define ATK80_DMG_HALF_BY_TWO_NOT_MORE_THAN_HALF_MAX_HP 1
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#define ATK80_DMG_DOUBLED 2
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// atk4F, a flag used for the jumpifcantswitch command
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#define ATK4F_DONT_CHECK_STATUSES 0x80
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// statchange defines
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#define STAT_CHANGE_BS_PTR 0x1
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#define STAT_CHANGE_NOT_PROTECT_AFFECTED 0x20
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#define STAT_CHANGE_WORKED 0
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#define STAT_CHANGE_DIDNT_WORK 1
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// atk48
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#define ATK48_STAT_NEGATIVE 0x1
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#define ATK48_STAT_BY_TWO 0x2
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#define ATK48_BIT_x4 0x4
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#define ATK48_DONT_CHECK_LOWER 0x8
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#endif // GUARD_CONSTANTS_BATTLE_SCRIPT_COMMANDS_H
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