#ifndef GUARD_CONSTANTS_BATTLE_SCRIPT_COMMANDS_H #define GUARD_CONSTANTS_BATTLE_SCRIPT_COMMANDS_H enum BattleScriptOpcode { B_SCR_OP_ATTACKCANCELER, B_SCR_OP_ACCURACYCHECK, B_SCR_OP_ATTACKSTRING, B_SCR_OP_PPREDUCE, B_SCR_OP_CRITCALC, B_SCR_OP_DAMAGECALC, B_SCR_OP_TYPECALC, B_SCR_OP_ADJUSTNORMALDAMAGE, B_SCR_OP_ADJUSTNORMALDAMAGE2, B_SCR_OP_ATTACKANIMATION, B_SCR_OP_WAITANIMATION, B_SCR_OP_HEALTHBARUPDATE, B_SCR_OP_DATAHPUPDATE, B_SCR_OP_CRITMESSAGE, B_SCR_OP_EFFECTIVENESSSOUND, B_SCR_OP_RESULTMESSAGE, B_SCR_OP_PRINTSTRING, B_SCR_OP_PRINTSELECTIONSTRING, B_SCR_OP_WAITMESSAGE, B_SCR_OP_PRINTFROMTABLE, B_SCR_OP_PRINTSELECTIONSTRINGFROMTABLE, B_SCR_OP_SETEFFECTWITHCHANCE, B_SCR_OP_SETEFFECTPRIMARY, B_SCR_OP_SETEFFECTSECONDARY, B_SCR_OP_CLEARSTATUSFROMEFFECT, B_SCR_OP_TRYFAINTMON, B_SCR_OP_DOFAINTANIMATION, B_SCR_OP_CLEAREFFECTSONFAINT, B_SCR_OP_JUMPIFSTATUS, B_SCR_OP_JUMPIFSTATUS2, B_SCR_OP_JUMPIFABILITY, B_SCR_OP_JUMPIFSIDEAFFECTING, B_SCR_OP_JUMPIFSTAT, B_SCR_OP_JUMPIFSTATUS3CONDITION, B_SCR_OP_JUMPIFTYPE, B_SCR_OP_GETEXP, B_SCR_OP_CHECKTEAMSLOST, B_SCR_OP_MOVEVALUESCLEANUP, B_SCR_OP_SETMULTIHIT, B_SCR_OP_DECREMENTMULTIHIT, B_SCR_OP_GOTO, B_SCR_OP_JUMPIFBYTE, B_SCR_OP_JUMPIFHALFWORD, B_SCR_OP_JUMPIFWORD, B_SCR_OP_JUMPIFARRAYEQUAL, B_SCR_OP_JUMPIFARRAYNOTEQUAL, B_SCR_OP_SETBYTE, B_SCR_OP_ADDBYTE, B_SCR_OP_SUBBYTE, B_SCR_OP_COPYARRAY, B_SCR_OP_COPYARRAYWITHINDEX, B_SCR_OP_ORBYTE, B_SCR_OP_ORHALFWORD, B_SCR_OP_ORWORD, B_SCR_OP_BICBYTE, B_SCR_OP_BICHALFWORD, B_SCR_OP_BICWORD, B_SCR_OP_PAUSE, B_SCR_OP_WAITSTATE, B_SCR_OP_HEALTHBAR_UPDATE, B_SCR_OP_RETURN, B_SCR_OP_END, B_SCR_OP_END2, B_SCR_OP_END3, B_SCR_OP_JUMPIFAFFECTEDBYPROTECT, B_SCR_OP_CALL, B_SCR_OP_JUMPIFTYPE2, B_SCR_OP_JUMPIFABILITYPRESENT, B_SCR_OP_ENDSELECTIONSCRIPT, B_SCR_OP_PLAYANIMATION, B_SCR_OP_PLAYANIMATION_VAR, B_SCR_OP_SETGRAPHICALSTATCHANGEVALUES, B_SCR_OP_PLAYSTATCHANGEANIMATION, B_SCR_OP_MOVEEND, B_SCR_OP_TYPECALC2, B_SCR_OP_RETURNATKTOBALL, B_SCR_OP_GETSWITCHEDMONDATA, B_SCR_OP_SWITCHINDATAUPDATE, B_SCR_OP_SWITCHINANIM, B_SCR_OP_JUMPIFCANTSWITCH, B_SCR_OP_OPENPARTYSCREEN, B_SCR_OP_SWITCHHANDLEORDER, B_SCR_OP_SWITCHINEFFECTS, B_SCR_OP_TRAINERSLIDEIN, B_SCR_OP_PLAYSE, B_SCR_OP_FANFARE, B_SCR_OP_PLAYFAINTCRY, B_SCR_OP_ENDLINKBATTLE, B_SCR_OP_RETURNTOBALL, B_SCR_OP_HANDLELEARNNEWMOVE, B_SCR_OP_YESNOBOXLEARNMOVE, B_SCR_OP_YESNOBOXSTOPLEARNINGMOVE, B_SCR_OP_HITANIMATION, B_SCR_OP_GETMONEYREWARD, B_SCR_OP_UPDATEBATTLERMOVES, B_SCR_OP_SWAPATTACKERWITHTARGET, B_SCR_OP_INCREMENTGAMESTAT, B_SCR_OP_DRAWPARTYSTATUSSUMMARY, B_SCR_OP_HIDEPARTYSTATUSSUMMARY, B_SCR_OP_JUMPTOCALLEDMOVE, B_SCR_OP_STATUSANIMATION, B_SCR_OP_STATUS2ANIMATION, B_SCR_OP_CHOSENSTATUSANIMATION, B_SCR_OP_YESNOBOX, B_SCR_OP_CANCELALLACTIONS, B_SCR_OP_ADJUSTSETDAMAGE, B_SCR_OP_REMOVEITEM, B_SCR_OP_ATKNAMEINBUFF1, B_SCR_OP_DRAWLVLUPBOX, B_SCR_OP_RESETSENTMONSVALUE, B_SCR_OP_SETATKTOPLAYER0, B_SCR_OP_MAKEVISIBLE, B_SCR_OP_RECORDLASTABILITY, B_SCR_OP_BUFFERMOVETOLEARN, B_SCR_OP_JUMPIFPLAYERRAN, B_SCR_OP_HPTHRESHOLDS, B_SCR_OP_HPTHRESHOLDS2, B_SCR_OP_USEITEMONOPPONENT, B_SCR_OP_VARIOUS, B_SCR_OP_SETPROTECTLIKE, B_SCR_OP_TRYEXPLOSION, B_SCR_OP_SETATKHPTOZERO, B_SCR_OP_JUMPIFNEXTTARGETVALID, B_SCR_OP_TRYHEALHALFHEALTH, B_SCR_OP_TRYMIRRORMOVE, B_SCR_OP_SETRAIN, B_SCR_OP_SETREFLECT, B_SCR_OP_SETSEEDED, B_SCR_OP_MANIPULATEDAMAGE, B_SCR_OP_TRYSETREST, B_SCR_OP_JUMPIFNOTFIRSTTURN, B_SCR_OP_NOP, B_SCR_OP_JUMPIFCANTMAKEASLEEP, B_SCR_OP_STOCKPILE, B_SCR_OP_STOCKPILETOBASEDAMAGE, B_SCR_OP_STOCKPILETOHPHEAL, B_SCR_OP_NEGATIVEDAMAGE, B_SCR_OP_STATBUFFCHANGE, B_SCR_OP_NORMALISEBUFFS, B_SCR_OP_SETBIDE, B_SCR_OP_CONFUSEIFREPEATINGATTACKENDS, B_SCR_OP_SETMULTIHITCOUNTER, B_SCR_OP_INITMULTIHITSTRING, B_SCR_OP_FORCERANDOMSWITCH, B_SCR_OP_TRYCONVERSIONTYPECHANGE, B_SCR_OP_GIVEPAYDAYMONEY, B_SCR_OP_SETLIGHTSCREEN, B_SCR_OP_TRYKO, B_SCR_OP_DAMAGETOHALFTARGETHP, B_SCR_OP_SETSANDSTORM, B_SCR_OP_WEATHERDAMAGE, B_SCR_OP_TRYINFATUATING, B_SCR_OP_UPDATESTATUSICON, B_SCR_OP_SETMIST, B_SCR_OP_SETFOCUSENERGY, B_SCR_OP_TRANSFORMDATAEXECUTION, B_SCR_OP_SETSUBSTITUTE, B_SCR_OP_MIMICATTACKCOPY, B_SCR_OP_METRONOME, B_SCR_OP_DMGTOLEVEL, B_SCR_OP_PSYWAVEDAMAGEEFFECT, B_SCR_OP_COUNTERDAMAGECALCULATOR, B_SCR_OP_MIRRORCOATDAMAGECALCULATOR, B_SCR_OP_DISABLELASTUSEDATTACK, B_SCR_OP_TRYSETENCORE, B_SCR_OP_PAINSPLITDMGCALC, B_SCR_OP_SETTYPETORANDOMRESISTANCE, B_SCR_OP_SETALWAYSHITFLAG, B_SCR_OP_COPYMOVEPERMANENTLY, B_SCR_OP_TRYCHOOSESLEEPTALKMOVE, B_SCR_OP_SETDESTINYBOND, B_SCR_OP_TRYSETDESTINYBONDTOHAPPEN, B_SCR_OP_REMAININGHPTOPOWER, B_SCR_OP_TRYSPITEPPREDUCE, B_SCR_OP_HEALPARTYSTATUS, B_SCR_OP_CURSETARGET, B_SCR_OP_TRYSETSPIKES, B_SCR_OP_SETFORESIGHT, B_SCR_OP_TRYSETPERISHSONG, B_SCR_OP_ROLLOUTDAMAGECALCULATION, B_SCR_OP_JUMPIFCONFUSEDANDSTATMAXED, B_SCR_OP_FURYCUTTERCALC, B_SCR_OP_FRIENDSHIPTODAMAGECALCULATION, B_SCR_OP_PRESENTDAMAGECALCULATION, B_SCR_OP_SETSAFEGUARD, B_SCR_OP_MAGNITUDEDAMAGECALCULATION, B_SCR_OP_JUMPIFNOPURSUITSWITCHDMG, B_SCR_OP_SETSUNNY, B_SCR_OP_MAXATTACKHALVEHP, B_SCR_OP_COPYFOESTATS, B_SCR_OP_RAPIDSPINFREE, B_SCR_OP_SETDEFENSECURLBIT, B_SCR_OP_RECOVERBASEDONSUNLIGHT, B_SCR_OP_HIDDENPOWERCALC, B_SCR_OP_SELECTFIRSTVALIDTARGET, B_SCR_OP_TRYSETFUTUREATTACK, B_SCR_OP_TRYDOBEATUP, B_SCR_OP_SETSEMIINVULNERABLEBIT, B_SCR_OP_CLEARSEMIINVULNERABLEBIT, B_SCR_OP_SETMINIMIZE, B_SCR_OP_SETHAIL, B_SCR_OP_TRYMEMENTO, B_SCR_OP_SETFORCEDTARGET, B_SCR_OP_SETCHARGE, B_SCR_OP_CALLENVIRONMENTATTACK, B_SCR_OP_CUREIFBURNEDPARALYZEDORPOISONED, B_SCR_OP_SETTORMENT, B_SCR_OP_JUMPIFNODAMAGE, B_SCR_OP_SETTAUNT, B_SCR_OP_TRYSETHELPINGHAND, B_SCR_OP_TRYSWAPITEMS, B_SCR_OP_TRYCOPYABILITY, B_SCR_OP_TRYWISH, B_SCR_OP_TRYSETROOTS, B_SCR_OP_DOUBLEDAMAGEDEALTIFDAMAGED, B_SCR_OP_SETYAWN, B_SCR_OP_SETDAMAGETOHEALTHDIFFERENCE, B_SCR_OP_SCALEDAMAGEBYHEALTHRATIO, B_SCR_OP_TRYSWAPABILITIES, B_SCR_OP_TRYIMPRISON, B_SCR_OP_TRYSETGRUDGE, B_SCR_OP_WEIGHTDAMAGECALCULATION, B_SCR_OP_ASSISTATTACKSELECT, B_SCR_OP_TRYSETMAGICCOAT, B_SCR_OP_TRYSETSNATCH, B_SCR_OP_TRYGETINTIMIDATETARGET, B_SCR_OP_SWITCHOUTABILITIES, B_SCR_OP_JUMPIFHASNOHP, B_SCR_OP_GETSECRETPOWEREFFECT, B_SCR_OP_PICKUP, B_SCR_OP_DOCASTFORMCHANGEANIMATION, B_SCR_OP_TRYCASTFORMDATACHANGE, B_SCR_OP_SETTYPEBASEDHALVERS, B_SCR_OP_SETWEATHERBALLTYPE, B_SCR_OP_TRYRECYCLEITEM, B_SCR_OP_SETTYPETOENVIRONMENT, B_SCR_OP_PURSUITDOUBLES, B_SCR_OP_SNATCHSETBATTLERS, B_SCR_OP_REMOVELIGHTSCREENREFLECT, B_SCR_OP_HANDLEBALLTHROW, B_SCR_OP_GIVECAUGHTMON, B_SCR_OP_TRYSETCAUGHTMONDEXFLAGS, B_SCR_OP_DISPLAYDEXINFO, B_SCR_OP_TRYGIVECAUGHTMONNICK, B_SCR_OP_SUBATTACKERHPBYDMG, B_SCR_OP_REMOVEATTACKERSTATUS1, B_SCR_OP_FINISHACTION, B_SCR_OP_FINISHTURN, B_SCR_OP_TRAINERSLIDEOUT, }; // 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 sDMG_MULTIPLIER (gBattleScripting + 0x0E) // dmgMultiplier #define sTWOTURN_STRINGID (gBattleScripting + 0x0F) // twoTurnsMoveStringId #define sB_ANIM_ARG1 (gBattleScripting + 0x10) // animArg1 #define sB_ANIM_ARG2 (gBattleScripting + 0x11) // animArg2 #define sTRIPLE_KICK_POWER (gBattleScripting + 0x12) // tripleKickPower #define sMOVEEND_STATE (gBattleScripting + 0x14) // moveendState #define sBATTLER_WITH_ABILITY (gBattleScripting + 0x15) // battlerWithAbility #define sMULTIHIT_EFFECT (gBattleScripting + 0x16) // multihitMoveEffect #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 sPURSUIT_DOUBLES_ATTACKER (gBattleScripting + 0x20) // pursuitDoublesAttacker #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 // 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 // Cmd_accuracycheck #define NO_ACC_CALC 0xFFFE #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 // Cmd_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_PALACE_FLAVOR_TEXT 8 #define VARIOUS_ARENA_JUDGMENT_WINDOW 9 #define VARIOUS_ARENA_OPPONENT_MON_LOST 10 #define VARIOUS_ARENA_PLAYER_MON_LOST 11 #define VARIOUS_ARENA_BOTH_MONS_LOST 12 #define VARIOUS_EMIT_YESNOBOX 13 #define VARIOUS_DRAW_ARENA_REF_TEXT_BOX 14 #define VARIOUS_ERASE_ARENA_REF_TEXT_BOX 15 #define VARIOUS_ARENA_JUDGMENT_STRING 16 #define VARIOUS_ARENA_WAIT_STRING 17 #define VARIOUS_WAIT_CRY 18 #define VARIOUS_RETURN_OPPONENT_MON1 19 #define VARIOUS_RETURN_OPPONENT_MON2 20 #define VARIOUS_VOLUME_DOWN 21 #define VARIOUS_VOLUME_UP 22 #define VARIOUS_SET_ALREADY_STATUS_MOVE_ATTEMPT 23 #define VARIOUS_PALACE_TRY_ESCAPE_STATUS 24 #define VARIOUS_SET_TELEPORT_OUTCOME 25 #define VARIOUS_PLAY_TRAINER_DEFEATED_MUSIC 26 // 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