#ifndef GUARD_CONSTANTS_BATTLE_SCRIPT_COMMANDS_H #define GUARD_CONSTANTS_BATTLE_SCRIPT_COMMANDS_H // The following correspond to the struct members of BattleScripting by adding their offset #define sPAINSPLIT_HP (gBattleScripting + 0x00) // painSplitHp #define sBIDE_DMG (gBattleScripting + 0x04) // bideDmg #define sMULTIHIT_STRING (gBattleScripting + 0x08) // multihitString #define sEXP_CATCH (gBattleScripting + 0x0E) // expOnCatch #define sUNUSED (gBattleScripting + 0x0F) // unused #define sB_ANIM_ARG1 (gBattleScripting + 0x10) // animArg1 #define sB_ANIM_ARG2 (gBattleScripting + 0x11) // animArg2 #define sSAVED_STRINID (gBattleScripting + 0x12) // savedStringId #define sMOVEEND_STATE (gBattleScripting + 0x14) // moveendState #define sSAVED_STAT_CHANGER (gBattleScripting + 0x15) // savedStatChanger #define sSHIFT_SWITCHED (gBattleScripting + 0x16) // shiftSwitched #define sBATTLER (gBattleScripting + 0x17) // battler #define sB_ANIM_TURN (gBattleScripting + 0x18) // animTurn #define sB_ANIM_TARGETS_HIT (gBattleScripting + 0x19) // animTargetsHit #define sSTATCHANGER (gBattleScripting + 0x1A) // statChanger #define sSTAT_ANIM_PLAYED (gBattleScripting + 0x1B) // statAnimPlayed #define sGIVEEXP_STATE (gBattleScripting + 0x1C) // getexpState #define sBATTLE_STYLE (gBattleScripting + 0x1D) // battleStyle #define sLVLBOX_STATE (gBattleScripting + 0x1E) // drawlvlupboxState #define sLEARNMOVE_STATE (gBattleScripting + 0x1F) // learnMoveState #define sSAVED_BATTLER (gBattleScripting + 0x20) // savedBattler #define sRESHOW_MAIN_STATE (gBattleScripting + 0x21) // reshowMainState #define sRESHOW_HELPER_STATE (gBattleScripting + 0x22) // reshowHelperState #define sLVLUP_HP (gBattleScripting + 0x23) // levelUpHP #define sWINDOWS_TYPE (gBattleScripting + 0x24) // windowsType #define sMULTIPLAYER_ID (gBattleScripting + 0x25) // multiplayerId #define sSPECIAL_TRAINER_BATTLE_TYPE (gBattleScripting + 0x26) // specialTrainerBattleType #define sMON_CAUGHT (gBattleScripting + 0x27) // monCaught #define sSAVED_DMG (gBattleScripting + 0x28) // savedDmg #define sSAVED_MOVE_EFFECT (gBattleScripting + 0x2C) // savedMoveEffect #define sMOVE_EFFECT (gBattleScripting + 0x2E) // moveEffect #define sMULTIHIT_EFFECT (gBattleScripting + 0x30) // multihitMoveEffect #define sILLUSION_NICK_HACK (gBattleScripting + 0x32) // illusionNickHack #define sFIXED_ABILITY_POPUP (gBattleScripting + 0x33) // fixedPopup #define sABILITY_OVERWRITE (gBattleScripting + 0x34) // abilityPopupOverwrite #define sSWITCH_CASE (gBattleScripting + 0x36) // switchCase #define sBERRY_OVERRIDE (gBattleScripting + 0x37) // overrideBerryRequirements #define sSTICKY_WEB_STAT_DROP (gBattleScripting + 0x38) // stickyWebStatDrop // 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 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_MULTIPLE_1 5 // for openpartyscreen #define BS_FAINTED_MULTIPLE_2 6 // for openpartyscreen #define BS_BATTLER_0 7 #define BS_ATTACKER_SIDE 8 // for Cmd_jumpifability #define BS_TARGET_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 #define BS_ABILITY_BATTLER 15 #define BS_ATTACKER_PARTNER 16 // Cmd_accuracycheck #define NO_ACC_CALC_CHECK_LOCK_ON 0xFFFF #define ACC_CURR_MOVE 0 // compare operands #define CMP_EQUAL 0 #define CMP_NOT_EQUAL 1 #define CMP_GREATER_THAN 2 #define CMP_LESS_THAN 3 #define CMP_COMMON_BITS 4 #define CMP_NO_COMMON_BITS 5 enum CmdVarious { VARIOUS_CANCEL_MULTI_TURN_MOVES, VARIOUS_IS_RUNNING_IMPOSSIBLE, VARIOUS_GET_MOVE_TARGET, VARIOUS_GET_BATTLER_FAINTED, VARIOUS_RESET_SWITCH_IN_ABILITY_BITS, VARIOUS_UPDATE_CHOICE_MOVE_ON_LVL_UP, VARIOUS_RESET_PLAYER_FAINTED, VARIOUS_PALACE_FLAVOR_TEXT, VARIOUS_ARENA_JUDGMENT_WINDOW, VARIOUS_ARENA_OPPONENT_MON_LOST, VARIOUS_ARENA_PLAYER_MON_LOST, VARIOUS_ARENA_BOTH_MONS_LOST, VARIOUS_EMIT_YESNOBOX, VARIOUS_DRAW_ARENA_REF_TEXT_BOX, VARIOUS_ERASE_ARENA_REF_TEXT_BOX, VARIOUS_ARENA_JUDGMENT_STRING, VARIOUS_ARENA_WAIT_STRING, VARIOUS_WAIT_CRY, VARIOUS_RETURN_OPPONENT_MON1, VARIOUS_RETURN_OPPONENT_MON2, VARIOUS_VOLUME_DOWN, VARIOUS_VOLUME_UP, VARIOUS_SET_ALREADY_STATUS_MOVE_ATTEMPT, VARIOUS_PALACE_TRY_ESCAPE_STATUS, VARIOUS_SET_TELEPORT_OUTCOME, VARIOUS_PLAY_TRAINER_DEFEATED_MUSIC, VARIOUS_STAT_TEXT_BUFFER, VARIOUS_SWITCHIN_ABILITIES, VARIOUS_INSTANT_HP_DROP, VARIOUS_CLEAR_STATUS, VARIOUS_RESTORE_PP, VARIOUS_TRY_ACTIVATE_MOXIE, VARIOUS_TRY_ACTIVATE_FELL_STINGER, VARIOUS_PLAY_MOVE_ANIMATION, VARIOUS_SET_LUCKY_CHANT, VARIOUS_SUCKER_PUNCH_CHECK, VARIOUS_SET_SIMPLE_BEAM, VARIOUS_TRY_ENTRAINMENT, VARIOUS_SET_LAST_USED_ABILITY, VARIOUS_INVERT_STAT_STAGES, VARIOUS_TRY_ME_FIRST, VARIOUS_JUMP_IF_BATTLE_END, VARIOUS_TRY_ELECTRIFY, VARIOUS_TRY_SOAK, VARIOUS_TRY_LAST_RESORT, VARIOUS_SET_ARG_TO_BATTLE_DAMAGE, VARIOUS_TRY_AUTOTOMIZE, VARIOUS_ABILITY_POPUP, VARIOUS_JUMP_IF_TARGET_ALLY, VARIOUS_TRY_SYNCHRONOISE, VARIOUS_PSYCHO_SHIFT, VARIOUS_CURE_STATUS, VARIOUS_POWER_TRICK, VARIOUS_AFTER_YOU, VARIOUS_BESTOW, VARIOUS_JUMP_IF_NOT_GROUNDED, VARIOUS_HANDLE_TRAINER_SLIDE_MSG, VARIOUS_TRY_TRAINER_SLIDE_MSG_FIRST_OFF, VARIOUS_TRY_TRAINER_SLIDE_MSG_LAST_ON, VARIOUS_SET_AURORA_VEIL, VARIOUS_TRY_THIRD_TYPE, VARIOUS_ACUPRESSURE, VARIOUS_SET_POWDER, VARIOUS_SPECTRAL_THIEF, VARIOUS_GRAVITY_ON_AIRBORNE_MONS, VARIOUS_CHECK_IF_GRASSY_TERRAIN_HEALS, VARIOUS_JUMP_IF_ROAR_FAILS, VARIOUS_TRY_INSTRUCT, VARIOUS_JUMP_IF_NOT_BERRY, VARIOUS_TRACE_ABILITY, VARIOUS_UPDATE_NICK, VARIOUS_TRY_ILLUSION_OFF, VARIOUS_SET_SPRITEIGNORE0HP, VARIOUS_HANDLE_FORM_CHANGE, VARIOUS_GET_STAT_VALUE, VARIOUS_JUMP_IF_FULL_HP, VARIOUS_LOSE_TYPE, VARIOUS_TRY_ACTIVATE_SOULHEART, VARIOUS_TRY_ACTIVATE_RECEIVER, VARIOUS_TRY_ACTIVATE_BEAST_BOOST, VARIOUS_TRY_FRISK, VARIOUS_JUMP_IF_SHIELDS_DOWN_PROTECTED, VARIOUS_TRY_FAIRY_LOCK, VARIOUS_JUMP_IF_NO_ALLY, VARIOUS_POISON_TYPE_IMMUNITY, VARIOUS_JUMP_IF_HOLD_EFFECT, VARIOUS_INFATUATE_WITH_BATTLER, VARIOUS_SET_LAST_USED_ITEM, VARIOUS_PARALYZE_TYPE_IMMUNITY, VARIOUS_JUMP_IF_ABSENT, VARIOUS_DESTROY_ABILITY_POPUP, VARIOUS_TOTEM_BOOST, VARIOUS_TRY_ACTIVATE_GRIM_NEIGH, VARIOUS_MOVEEND_ITEM_EFFECTS, VARIOUS_TERRAIN_SEED, VARIOUS_MAKE_INVISIBLE, VARIOUS_ROOM_SERVICE, VARIOUS_EERIE_SPELL_PP_REDUCE, VARIOUS_JUMP_IF_TEAM_HEALTHY, VARIOUS_TRY_HEAL_QUARTER_HP, VARIOUS_JUMP_IF_PRANKSTER_BLOCKED, VARIOUS_TRY_TO_CLEAR_PRIMAL_WEATHER, VARIOUS_GET_ROTOTILLER_TARGETS, VARIOUS_JUMP_IF_NOT_ROTOTILLER_AFFECTED, VARIOUS_TRY_ACTIVATE_BATTLE_BOND, VARIOUS_CONSUME_BERRY, VARIOUS_JUMP_IF_CANT_REVERT_TO_PRIMAL, VARIOUS_JUMP_IF_SPECIES, VARIOUS_UPDATE_ABILITY_POPUP, VARIOUS_JUMP_IF_WEATHER_AFFECTED, VARIOUS_JUMP_IF_LEAF_GUARD_PROTECTED, VARIOUS_SET_ATTACKER_STICKY_WEB_USER, VARIOUS_TRY_NO_RETREAT, VARIOUS_CHECK_POLTERGEIST, VARIOUS_CUT_1_3_HP_RAISE_STATS, VARIOUS_TRY_END_NEUTRALIZING_GAS, VARIOUS_JUMP_IF_UNDER_200, VARIOUS_SET_SKY_DROP, VARIOUS_CLEAR_SKY_DROP, VARIOUS_SKY_DROP_YAWN, VARIOUS_CURE_CERTAIN_STATUSES, VARIOUS_TRY_RESET_NEGATIVE_STAT_STAGES, VARIOUS_JUMP_IF_LAST_USED_ITEM_BERRY, VARIOUS_JUMP_IF_LAST_USED_ITEM_HOLD_EFFECT, VARIOUS_SAVE_BATTLER_ITEM, VARIOUS_RESTORE_BATTLER_ITEM, VARIOUS_BATTLER_ITEM_TO_LAST_USED_ITEM, VARIOUS_SWAP_SIDE_STATUSES, VARIOUS_SWAP_STATS, }; // Cmd_manipulatedamage #define DMG_CHANGE_SIGN 0 #define DMG_RECOIL_FROM_MISS 1 #define DMG_DOUBLED 2 #define DMG_1_8_TARGET_HP 3 #define DMG_FULL_ATTACKER_HP 4 #define DMG_CURR_ATTACKER_HP 5 #define DMG_BIG_ROOT 6 #define DMG_RECOIL_FROM_IMMUNE 7 // Used to calculate recoil for the Gen 4 version of Jump Kick // 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_MIRROR_ARMOR (1 << 1) // Stat change redirection caused by Mirror Armor ability. #define STAT_CHANGE_NOT_PROTECT_AFFECTED (1 << 5) #define STAT_CHANGE_UPDATE_MOVE_EFFECT (1 << 6) // 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 enum MoveEndEffects { MOVEEND_SUM_DAMAGE, MOVEEND_PROTECT_LIKE_EFFECT, MOVEEND_ABSORB, MOVEEND_RAGE, MOVEEND_SYNCHRONIZE_TARGET, MOVEEND_ABILITIES, MOVEEND_ABILITIES_ATTACKER, MOVEEND_STATUS_IMMUNITY_ABILITIES, MOVEEND_SYNCHRONIZE_ATTACKER, MOVEEND_CHOICE_MOVE, MOVEEND_ATTACKER_INVISIBLE, MOVEEND_ATTACKER_VISIBLE, MOVEEND_TARGET_VISIBLE, MOVEEND_ITEM_EFFECTS_TARGET, MOVEEND_MOVE_EFFECTS2, MOVEEND_ITEM_EFFECTS_ALL, MOVEEND_KINGSROCK, // These item effects will occur each strike of a multi-hit move MOVEEND_NUM_HITS, MOVEEND_SUBSTITUTE, MOVEEND_SKY_DROP_CONFUSE, MOVEEND_UPDATE_LAST_MOVES, MOVEEND_MIRROR_MOVE, MOVEEND_NEXT_TARGET, // Everything up until here is handled for each strike of a multi-hit move MOVEEND_MULTIHIT_MOVE, MOVEEND_DEFROST, MOVEEND_RECOIL, MOVEEND_ITEM_EFFECTS_ATTACKER, MOVEEND_MAGICIAN, // Occurs after final multi-hit strike, and after other items/abilities would activate MOVEEND_RED_CARD, // Red Card triggers before Eject Pack MOVEEND_EJECT_ITEMS, MOVEEND_WHITE_HERB, MOVEEND_LIFEORB_SHELLBELL, // Includes shell bell, throat spray, etc MOVEEND_CHANGED_ITEMS, MOVEEND_PICKPOCKET, MOVEEND_DANCER, MOVEEND_EMERGENCY_EXIT, MOVEEND_SYMBIOSIS, MOVEEND_OPPORTUNIST, // Occurs after other stat change items/abilities to try and copy the boosts MOVEEND_SAME_MOVE_TURNS, MOVEEND_SET_EVOLUTION_TRACKER, MOVEEND_CLEAR_BITS, MOVEEND_COUNT, }; // switch cases #define B_SWITCH_NORMAL 0 #define B_SWITCH_HIT 1 // dragon tail, circle throw #define B_SWITCH_RED_CARD 2 // Argument labels for EFFECT_HIT_SET_REMOVE_TERRAIN #define ARG_SET_PSYCHIC_TERRAIN 0 #define ARG_TRY_REMOVE_TERRAIN_HIT 1 #define ARG_TRY_REMOVE_TERRAIN_FAIL 2 #endif // GUARD_CONSTANTS_BATTLE_SCRIPT_COMMANDS_H