Commit Graph

14 Commits

Author SHA1 Message Date
agsmgmaster64
01fc86e263
added macros and lists to battle scripts to make battle scripting much easier (#180)
* tweaked some battle script commands

tweaked some battle script commands to allow reading pointers for those that support it

* Implemented macros and lists for battle scripts

Implemented many macros from the decomps along with many new lists relevant to battle scripting

* Implemented a list for stat animation

Implemented a list for playstatchangeanimation which shows which stats are displayed exactly

* Implemented HMA-consistent macros

Implemented HMA-consistent macros alongside the decomp macros per haven's request
2023-08-09 21:16:41 -05:00
agsmgmaster64
56fc56265f
tweaked some battle script commands (#175)
tweaked some battle script commands to allow reading pointers for those that support it
2023-07-20 06:43:52 -05:00
ShinyTillDawn
a483490829
More feature requests (#152)
* Updated the "jumpiftype" commands' type field.

* Added the other keypadIcons anchor.

The name was very similar in the decomps, but this anchor refers to a table instead of a sprite sheet.

* Added the HM logo image in tableReference.txt.

Thank you VersekrDarkYT for notifying us about this image in #feature-requests!

* Added Emerald's message box graphics anchor refs.

Thank you Lunos for the feature request! The word "noframe" for Emerald's message box identifies the message box graphics used for stuff like the "Would you like to save the game?" prompt. These type of message boxes are independent of the text frame configured by the player.

* Miscellaneous typo fixed.
2023-04-28 22:35:38 -05:00
haven1433
a44841290f first pass at updating script pointer logic
instead of the script line itself knowing that it points to something,
pull it down to the argument level, so that each argument knows
if it points to something.

This will allow a single script line to point to multiple things (like trainers pointing to multiple text or scripts)
2022-12-02 08:38:21 -06:00
Haven1433
aad0f4e48c fixes 2022-09-01 12:48:12 -05:00
Haven1433
52880278ea update battleScriptReference
thanks to AGSMG for helping to fill out some of these missing details
2022-09-01 12:45:33 -05:00
Haven1433
8e48443170 add battle script compare options 2022-06-09 07:59:56 -05:00
Haven1433
d1e113d362 fix setbyte/addbyte parameter 2022-05-19 21:02:34 -05:00
Haven1433
01f0c3905e battle script update 2022-05-16 21:11:48 -05:00
Haven1433
e251b08ac8 Improve battle script parsing 2022-03-19 22:56:31 -05:00
Benjamin Popp
c38ed8c87a Update battle scripts to recognize more pointers
- statbuffchange, last param is a pointer
- jumpifbyte, last param is a pointer
2020-08-03 22:00:18 -05:00
Benjamin Popp
c8ccab9710 Improving battle script support
* Allow battle scripts to _not_ add a new code body if the code body contains a subset of already found code.
* Allow battle scripts to include XXXXXX: labels for parts that have things pointing directly to them.
* Improve battle script parameter recognition.
2020-06-23 22:38:10 -05:00
Benjamin Popp
1d0d030434 Improve BattleScript support 2020-05-03 22:12:45 -05:00
Benjamin Popp
93250ec061 Add backbone for battle-script support
battle scripts are almost identical to pokescripts in how they work. Each command has a single-byte code, followed by some number of arguments, each of which are 1 to 4 bytes.

Because of these similarities, we can reuse the same engine code and just load the engine from another file. So the code tool can have a 4th mode and basically just work for free. Runs for battle scripts can be as simple as XSE runs: just a single byte, don't bothe decoding, show decoding only in the tool.

Still to add: how to know which battle script commands are ending commands, or which ones point to other battle scripts, or which ones point to strings. How to view battle scripts in the editor? Etc.
2020-05-01 08:16:04 -05:00