HexManiacAdvance/src/HexManiac.Core/Models/Code/battleScriptReference.txt
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

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# conditions:
# 00 A = B
# 01 A != B
# 02 A > B
# 03 A < B
# 04 A & B <- at least one common bit
# 05 A &~ B <- no common bits
00 attackcanceler
01 accuracycheck ptr<`bse`> param1:
02 attackstring
03 ppreduce
04 critcalc
05 damagecalc
06 typecalc
07 adjustnormaldamage
08 adjustnormaldamage2
09 attackanimation
0a waitanimation
0b healthbarupdate battler.
0c datahpupdate battler.
0d critmessage
0e effectivenesssound
0f resultmessage
10 printstring id:
11 printselectionstring id:
12 waitmessage param0:
13 printfromtable ptr<>
14 printselectionstringfromtable ptr<>
15 seteffectwithchance
16 seteffectprimary
17 seteffectsecondary
18 clearstatusfromeffect battler.
19 tryfaintmon battler. fromMove. ptr<>
1a dofaintanimation battler.
1b cleareffectsonfaint battler.
1c jumpifstatus battler. status1:: ptr<`bse`>
1d jumpifstatus2 battler. status2:: ptr<`bse`>
1e jumpifability param0. ability. ptr<`bse`>
1f jumpifsideaffecting battler. sidestatus: ptr<`bse`>
20 jumpifstat battler. ifflag. stat. value. ptr<`bse`>
21 jumpifstatus3condition battler. status3:: param2. ptr<`bse`>
22 jumpiftype battler. type. ptr<`bse`>
23 getexp battler.
24 checkteamslost ptr<>
25 movevaluescleanup
26 setmultihit value.
27 decrementmultihit ptr<>
28 goto ptr<`bse`>
29 jumpifbyte ifflag.battle_compare param1:: param2. ptr<`bse`>
2a jumpifhalfword ifflag.battle_compare address:: value: ptr<`bse`>
2b jumpifword ifflag.battle_compare param1:: param2:: ptr<`bse`>
2c jumpifarrayequal param0:: param1:: param2. ptr<`bse`>
2d jumpifarraynotequal param0:: param1:: param2. ptr<`bse`>
2e setbyte ram:: param1.
2f addbyte ram:: param1.
30 subbyte ram:: param1.
31 copyarray param0:: param1:: param2.
32 copyarraywithindex param0:: param1:: param2:: param3.
33 orbyte ram:: param1.
34 orhalfword ram:: param1:
35 orword ram:: param1::
36 bicbyte ram:: param1.
37 bichalfword ram:: param1:
38 bicword ram:: param1::
39 pause param0:
3a waitstate
3b healthbar_update battler.
3c return
3d end
3e end2
3f end3
40 jumpifaffectedbyprotect ptr<>
41 call ptr<`bse`>
42 jumpiftype2 battler. type. ptr<>
43 jumpifabilitypresent ability. ptr<>
44 endselectionscript
45 playanimation battler. param1. param2::
46 playanimation2 battler. param1:: param2::
47 setgraphicalstatchangevalues
48 playstatchangeanimation battler. param1. param2.
49 moveend param0. param1.
# Help macros for 5 uses of moveend command
#XX moveendall # All cases
# moveend 0, 0
#XX se moveendcase case # Chosen case
# moveend 1, 0
#XX om moveendfrom from # All cases from (inclusive)
# moveend 0, 0
#XX moveendto {to} # All cases from 0 to (not inclusive)
# moveend 2, {to}
#XX om moveendfromto from, {to} # Cases from (inclusive) to (not inclusive)
# moveend 2, {to}
4a typecalc2
4b returnatktoball
4c getswitchedmondata battler.
4d switchindataupdate battler.
4e switchinanim battler. dontclearsubstitutebit.
4f jumpifcantswitch battler. ptr<>
50 openpartyscreen param0. ptr<>
51 switchhandleorder battler. param1.
52 switchineffects battler.
53 trainerslidein battler.
54 playse song:
55 fanfare song:
56 playfaintcry battler.
57 endlinkbattle
58 returntoball battler.
59 handlelearnnewmove param0<> param1<> param2.
5a yesnoboxlearnmove ptr<>
5b yesnoboxstoplearningmove ptr<>
5c hitanimation battler.
[BPRE_BPGE] 5d getmoneyreward ptr<>
[BPEE_AXPE_AXVE] 5d getmoneyreward
5e updatebattlermoves battler.
5f swapattackerwithtarget
60 incrementgamestat param0.
61 drawpartystatussummary battler.
62 hidepartystatussummary battler.
63 jumptocalledmove param0.
64 statusanimation battler.
65 status2animation battler. status2::
66 chosenstatusanimation battler. param1. param2::
67 yesnobox
68 cancelallactions
69 adjustsetdamage
6a removeitem battler.
6b atknameinbuff1
6c drawlvlupbox
6d resetsentmonsvalue
6e setatktoplayer0
6f makevisible battler.
70 recordlastability battler.
71 buffermovetolearn
72 jumpifplayerran ptr<>
73 hpthresholds battler.
74 hpthresholds2 battler.
75 useitemonopponent
76 various battler. param1.
77 setprotectlike
78 faintifabilitynotdamp
79 setatkhptozero
7a jumpifnexttargetvalid ptr<`bse`>
7b tryhealhalfhealth ptr<> battler.
7c trymirrormove
7d setrain
7e setreflect
7f setseeded
80 manipulatedamage param0.
81 trysetrest ptr<>
82 jumpifnotfirstturn ptr<`bse`>
83 nop
84 jumpifcantmakeasleep ptr<`bse`>
85 stockpile
86 stockpiletobasedamage ptr<>
87 stockpiletohpheal ptr<>
88 negativedamage
89 statbuffchange param0. ptr<>
8a normalisebuffs
8b setbide
8c confuseifrepeatingattackends
8d setmultihitcounter param0.
8e initmultihitstring
8f forcerandomswitch ptr<>
90 tryconversiontypechange ptr<>
91 givepaydaymoney
92 setlightscreen
93 tryKO ptr<>
94 damagetohalftargethp
95 setsandstorm
96 weatherdamage
97 tryinfatuating ptr<`bse`>
98 updatestatusicon battler.
99 setmist
9a setfocusenergy
9b transformdataexecution
9c setsubstitute
9d mimicattackcopy ptr<>
9e metronome
9f dmgtolevel
a0 psywavedamageeffect
a1 counterdamagecalculator ptr<>
a2 mirrorcoatdamagecalculator ptr<>
a3 disablelastusedattack ptr<>
a4 trysetencore ptr<`bse`>
a5 painsplitdmgcalc ptr<>
a6 settypetorandomresistance ptr<>
a7 setalwayshitflag
a8 copymovepermanently ptr<>
a9 trychoosesleeptalkmove ptr<`bse`>
aa setdestinybond
ab trysetdestinybondtohappen
ac remaininghptopower
ad tryspiteppreduce ptr<`bse`>
ae healpartystatus
af cursetarget ptr<>
b0 trysetspikes ptr<`bse`>
b1 setforesight
b2 trysetperishsong ptr<`bse`>
b3 rolloutdamagecalculation
b4 jumpifconfusedandstatmaxed stat. ptr<`bse`>
b5 furycuttercalc
b6 happinesstodamagecalculation
b7 presentdamagecalculation
b8 setsafeguard
b9 magnitudedamagecalculation
ba jumpifnopursuitswitchdmg ptr<`bse`>
bb setsunny
bc maxattackhalvehp ptr<>
bd copyfoestats ptr<>
be rapidspinfree
bf setdefensecurlbit
c0 recoverbasedonsunlight ptr<>
c1 hiddenpowercalc
c2 selectfirstvalidtarget
c3 trysetfutureattack ptr<>
c4 trydobeatup param0<> param1<>
c5 setsemiinvulnerablebit
c6 clearsemiinvulnerablebit
c7 setminimize
c8 sethail
c9 jumpifattackandspecialattackcannotfall ptr<`bse`>
ca setforcedtarget
cb setcharge
cc callterrainattack
cd cureifburnedparalysedorpoisoned ptr<>
ce settorment ptr<>
cf jumpifnodamage ptr<`bse`>
d0 settaunt ptr<>
d1 trysethelpinghand ptr<`bse`>
d2 tryswapitems ptr<`bse`>
d3 trycopyability ptr<`bse`>
d4 trywish param0. param1<`bse`>
d5 trysetroots ptr<`bse`>
d6 doubledamagedealtifdamaged
d7 setyawn ptr<>
d8 setdamagetohealthdifference ptr<>
d9 scaledamagebyhealthratio
da tryswapabilities ptr<`bse`>
db tryimprison ptr<`bse`>
dc trysetgrudge ptr<`bse`>
dd weightdamagecalculation
de assistattackselect ptr<>
df trysetmagiccoat ptr<`bse`>
e0 trysetsnatch ptr<`bse`>
e1 trygetintimidatetarget ptr<>
e2 switchoutabilities battler.
e3 jumpifhasnohp battler. ptr<`bse`>
e4 getsecretpowereffect
e5 pickup
e6 docastformchangeanimation
e7 trycastformdatachange
e8 settypebasedhalvers ptr<>
e9 setweatherballtype
ea tryrecycleitem ptr<`bse`>
eb settypetoterrain ptr<>
ec pursuitdoubles ptr<>
ed snatchsetbattlers
ee removelightscreenreflect
ef handleballthrow
f0 givecaughtmon
f1 trysetcaughtmondexflags ptr<>
f2 displaydexinfo
f3 trygivecaughtmonnick ptr<>
f4 subattackerhpbydmg
f5 removeattackerstatus1
f6 finishaction
f7 finishturn
[BPEE] f8 trainerslideout battler.
# various command changed to more readable macros
#XX cancelmultiturnmoves {battler}
# various {battler} 0
#XX setmagiccoattarget {battler}
# various {battler} 1
#XX getifcantrunfrombattle {battler}
# various {battler} 2
#XX getmovetarget {battler}
# various {battler} 3
#XX various4 {battler}
# various {battler} 4
#XX resetintimidatetracebits {battler}
# various {battler} 5
#XX updatechoicemoveonlvlup {battler}
# various {battler} 6
#XX various7 {battler}
# various {battler} 7
#XX various8 {battler}
# various {battler} 8
#XX returnopponentmon1toball {battler}
# various {battler} 9
#XX returnopponentmon2toball {battler}
# various {battler} 10
#XX checkpokeflute {battler}
# various {battler} 11
#XX waitfanfare {battler}
# various {battler} 12
# helpful macros
#XX setstatchanger {stat} {stages} {down}
# setbyte sSTATCHANGER {stat} | {stages} << 4 | {down} << 7
#XX setmoveeffect {effect}
# setbyte cEFFECT_CHOOSER {effect}
#XX chosenstatus1animation {battler} {status}
# chosenstatusanimation {battler} 0x0 {status}
#XX chosenstatus2animation {battler} {status}
# chosenstatusanimation {battler} 0x1 {status}
#XX sethword {dst} {value}
# setbyte {dst} {value} & 0xFF
# setbyte {dst} + 1 ({value} >> 8) & 0xFF
#XX setword {dst} {value}
# setbyte {dst}, {value} & 0xFF
# setbyte {dst} + 1 ({value} >> 8) & 0xFF
# setbyte {dst} + 2 ({value} >> 16) & 0xFF
# setbyte {dst} + 3 ({value} >> 24) & 0xFF
#XX copybyte {dst} {src}
# copyarray {dst} {src} 0x1
#XX copyhword {dst} {src}
# copyarray {dst} {src} 0x2
#XX copyword {dst} {src}
# copyarray {dst} {src} 0x4
#XX jumpifbytenotequal {byte1} {byte2} {jumpptr}
# jumpifarraynotequal {byte1} {byte2} 1 {jumpptr}
#XX jumpifbyteequal {byte1} {byte2} {jumpptr}
# jumpifarrayequal {byte1} {byte2} 1 {jumpptr}
#XX jumpifmove {move} {jumpptr}
# jumpifhalfword CMP_EQUAL gCurrentMove {move} {jumpptr}
#XX jumpifnotmove {move} {jumpptr}
# jumpifhalfword CMP_NOT_EQUAL gCurrentMove {move} {jumpptr}
#XX jumpifstatus3 {battler} {status} {jumpptr}
# jumpifstatus3condition {battler} {status} 0 {jumpptr}
#XX jumpifnostatus3 {battler} {status} {jumpptr}
# jumpifstatus3condition {battler} {status} 1 {jumpptr}
#XX jumpifmovehadnoeffect {jumpptr}
# jumpifbyte CMP_COMMON_BITS gMoveResultFlags MOVE_RESULT_NO_EFFECT {jumpptr}
#XX jumpifbattletype {flags} {jumpptr}
# jumpifword CMP_COMMON_BITS gBattleTypeFlags {flags} {jumpptr}
#XX jumpifnotbattletype {flags} {jumpptr}
# jumpifword CMP_NO_COMMON_BITS gBattleTypeFlags {flags} {jumpptr}