* 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
* 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.
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)
* 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.
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.