#ifndef GUARD_CONSTANTS_BATTLE_SCRIPT_COMMANDS_H #define GUARD_CONSTANTS_BATTLE_SCRIPT_COMMANDS_H // Battle Scripting and BattleCommunication addresses #define sPAINSPLIT_HP gBattleScripting #define sBIDE_DMG gBattleScripting + 4 #define sMULTIHIT_STRING gBattleScripting + 8 #define sDMG_MULTIPLIER gBattleScripting + 0xE #define sTWOTURN_STRINGID gBattleScripting + 0xF #define sB_ANIM_ARG1 gBattleScripting + 0x10 #define sB_ANIM_ARG2 gBattleScripting + 0x11 #define sTRIPLE_KICK_POWER gBattleScripting + 0x12 #define sMOVEEND_STATE gBattleScripting + 0x14 #define sBATTLER_WITH_ABILITY gBattleScripting + 0x15 #define sMULTIHIT_EFFECT gBattleScripting + 0x16 #define sBATTLER gBattleScripting + 0x17 #define sB_ANIM_TURN gBattleScripting + 0x18 #define sB_ANIM_TARGETS_HIT gBattleScripting + 0x19 #define sSTATCHANGER gBattleScripting + 0x1A #define sSTAT_ANIM_PLAYED gBattleScripting + 0x1B #define sGIVEEXP_STATE gBattleScripting + 0x1C #define sBATTLE_STYLE gBattleScripting + 0x1D #define sLVLBOX_STATE gBattleScripting + 0x1E #define sLEARNMOVE_STATE gBattleScripting + 0x1F #define sFIELD_20 gBattleScripting + 0x20 #define sRESHOW_MAIN_STATE gBattleScripting + 0x21 #define sRESHOW_HELPER_STATE gBattleScripting + 0x22 #define sFIELD_23 gBattleScripting + 0x23 #define sWINDOWS_TYPE gBattleScripting + 0x24 #define sMULTIPLAYER_ID gBattleScripting + 0x25 #define sSPECIAL_TRAINER_BATTLE_TYPE gBattleScripting + 0x26 // Array entries for battle communication #define MULTIUSE_STATE 0 #define CURSOR_POSITION 1 #define TASK_ID 1 // task Id and cursor position share the same field #define SPRITES_INIT_STATE1 1 // shares the Id as well #define SPRITES_INIT_STATE2 2 #define MOVE_EFFECT_BYTE 3 #define ACTIONS_CONFIRMED_COUNT 4 #define MULTISTRING_CHOOSER 5 #define MISS_TYPE 6 #define MSG_DISPLAY 7 #define BATTLE_COMMUNICATION_ENTRIES_COUNT 8 #define cEFFECT_CHOOSER (gBattleCommunication + MOVE_EFFECT_BYTE) #define cMULTISTRING_CHOOSER (gBattleCommunication + MULTISTRING_CHOOSER) #define cMISS_TYPE (gBattleCommunication + MISS_TYPE) // Battle Script defines for getting the wanted battler #define BS_TARGET 0 #define BS_ATTACKER 1 #define BS_EFFECT_BATTLER 2 #define BS_FAINTED 3 #define BS_ATTACKER_WITH_PARTNER 4 // for Cmd_updatestatusicon #define BS_FAINTED_LINK_MULTIPLE_1 5 // for openpartyscreen #define BS_FAINTED_LINK_MULTIPLE_2 6 // for openpartyscreen #define BS_BATTLER_0 7 #define BS_ATTACKER_SIDE 8 // for Cmd_jumpifability #define BS_NOT_ATTACKER_SIDE 9 // for Cmd_jumpifability #define BS_SCRIPTING 10 #define BS_PLAYER1 11 #define BS_OPPONENT1 12 #define BS_PLAYER2 13 // for Cmd_updatestatusicon #define BS_OPPONENT2 14 // atk 01, accuracy calc #define NO_ACC_CALC 0xFFFE #define NO_ACC_CALC_CHECK_LOCK_ON 0xFFFF #define ACC_CURR_MOVE 0 // compare operands #define CMP_EQUAL 0x0 #define CMP_NOT_EQUAL 0x1 #define CMP_GREATER_THAN 0x2 #define CMP_LESS_THAN 0x3 #define CMP_COMMON_BITS 0x4 #define CMP_NO_COMMON_BITS 0x5 // TODO: documentation // atk76, various #define VARIOUS_CANCEL_MULTI_TURN_MOVES 0 #define VARIOUS_SET_MAGIC_COAT_TARGET 1 #define VARIOUS_IS_RUNNING_IMPOSSIBLE 2 #define VARIOUS_GET_MOVE_TARGET 3 #define VARIOUS_GET_BATTLER_FAINTED 4 #define VARIOUS_RESET_INTIMIDATE_TRACE_BITS 5 #define VARIOUS_UPDATE_CHOICE_MOVE_ON_LVL_UP 6 #define VARIOUS_RESET_PLAYER_FAINTED 7 #define VARIOUS_GET_BATTLERS_FOR_RECALL 8 #define VARIOUS_RETURN_OPPONENT_MON1 9 #define VARIOUS_RETURN_OPPONENT_MON2 10 #define VARIOUS_CHECK_POKEFLUTE 11 #define VARIOUS_WAIT_FANFARE 12 // Cmd_manipulatedmg #define DMG_CHANGE_SIGN 0 #define DMG_RECOIL_FROM_MISS 1 #define DMG_DOUBLED 2 // Cmd_jumpifcantswitch #define SWITCH_IGNORE_ESCAPE_PREVENTION (1 << 7) // Cmd_statbuffchange #define STAT_CHANGE_ALLOW_PTR (1 << 0) // If set, allow use of jumpptr. Set in every use of statbuffchange #define STAT_CHANGE_NOT_PROTECT_AFFECTED (1 << 5) // stat change flags for Cmd_playstatchangeanimation #define STAT_CHANGE_NEGATIVE (1 << 0) #define STAT_CHANGE_BY_TWO (1 << 1) #define STAT_CHANGE_MULTIPLE_STATS (1 << 2) #define STAT_CHANGE_CANT_PREVENT (1 << 3) // stat flags for Cmd_playstatchangeanimation #define BIT_HP (1 << 0) #define BIT_ATK (1 << 1) #define BIT_DEF (1 << 2) #define BIT_SPEED (1 << 3) #define BIT_SPATK (1 << 4) #define BIT_SPDEF (1 << 5) #define BIT_ACC (1 << 6) #define BIT_EVASION (1 << 7) #define PARTY_SCREEN_OPTIONAL (1 << 7) // Flag for first argument to openpartyscreen // cases for Cmd_moveend #define MOVEEND_RAGE 0 #define MOVEEND_DEFROST 1 #define MOVEEND_SYNCHRONIZE_TARGET 2 #define MOVEEND_ON_DAMAGE_ABILITIES 3 #define MOVEEND_IMMUNITY_ABILITIES 4 #define MOVEEND_SYNCHRONIZE_ATTACKER 5 #define MOVEEND_CHOICE_MOVE 6 #define MOVEEND_CHANGED_ITEMS 7 #define MOVEEND_ATTACKER_INVISIBLE 8 #define MOVEEND_ATTACKER_VISIBLE 9 #define MOVEEND_TARGET_VISIBLE 10 #define MOVEEND_ITEM_EFFECTS_ALL 11 #define MOVEEND_KINGSROCK_SHELLBELL 12 #define MOVEEND_SUBSTITUTE 13 #define MOVEEND_UPDATE_LAST_MOVES 14 #define MOVEEND_MIRROR_MOVE 15 #define MOVEEND_NEXT_TARGET 16 #define MOVEEND_COUNT 17 #endif // GUARD_CONSTANTS_BATTLE_SCRIPT_COMMANDS_H