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event.inc
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event.inc
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@ Does nothing.
.macro nop
.byte 0x00
.endm
@ Does nothing.
.macro nop1
.byte 0x01
.endm
@ Terminates script execution.
.macro end
.byte 0x02
.endm
@ Jumps back to after the last-executed call statement, and continues script execution from there.
.macro return
.byte 0x03
.endm
@ Jumps to destination and continues script execution from there. The location of the calling script is remembered and can be returned to later.
.macro call destination:req
.byte 0x04
.4byte \destination
.endm
@ Jumps to destination and continues script execution from there.
.macro goto destination:req
.byte 0x05
.4byte \destination
.endm
@ If the result of the last comparison matches condition (see Comparison operators), jumps to destination and continues script execution from there.
.macro goto_if condition:req, destination:req
.byte 0x06
.byte \condition
.4byte \destination
.endm
@ If the result of the last comparison matches condition (see Comparison operators), calls destination.
.macro call_if condition:req, destination:req
.byte 0x07
.byte \condition
.4byte \destination
.endm
@ Jumps to the script in gStdScripts at index function.
.macro gotostd function:req
.byte 0x08
.byte \function
.endm
@ callstd function names
STD_OBTAIN_ITEM = 0
STD_FIND_ITEM = 1
STD_OBTAIN_DECORATION = 7
STD_REGISTER_MATCH_CALL = 8
@ Calls the script in gStdScripts at index function.
.macro callstd function:req
.byte 0x09
.byte \function
.endm
@ If the result of the last comparison matches condition (see Comparison operators), jumps to the script in gStdScripts at index function.
.macro gotostd_if condition:req, function:req
.byte 0x0a
.byte \condition
.byte \function
.endm
@ If the result of the last comparison matches condition (see Comparison operators), calls the script in gStdScripts at index function.
.macro callstd_if condition:req, function:req
.byte 0x0b
.byte \condition
.byte \function
.endm
@ Equivalent to the 'return' command for a RAM script.
.macro returnram
.byte 0x0c
.endm
@ Equivalent to the 'end' command for a RAM script.
.macro endram
.byte 0x0d
.endm
@ Sets the Mystery Event script status (MEVENT_STATUS_*).
.macro setmysteryeventstatus value:req
.byte 0x0e
.byte \value
.endm
@ Sets the value at the specified script data index to a fixed 4-byte value.
.macro loadword destIndex:req, value:req
.byte 0x0f
.byte \destIndex
.4byte \value
.endm
@ Sets the value at the specified script data index to a fixed byte value.
.macro loadbyte destIndex:req, value:req
.byte 0x10
.byte \destIndex
.byte \value
.endm
@ Sets the value at the specified pointer.
.macro setptr value:req, ptr:req
.byte 0x11
.byte \value
.4byte \ptr
.endm
@ Sets the value at the specified script data index to the value at pointer 'source'.
.macro loadbytefromptr destIndex:req, source:req
.byte 0x12
.byte \destIndex
.4byte \source
.endm
@ Sets the value at pointer 'destination' to the contents of the script data at 'srcIndex'.
.macro setptrbyte srcIndex:req, destination:req
.byte 0x13
.byte \srcIndex
.4byte \destination
.endm
@ Copies the contents of the script data from one index to another.
.macro copylocal destIndex:req, srcIndex:req
.byte 0x14
.byte \destIndex
.byte \srcIndex
.endm
@ Copies the byte at source to destination, replacing whatever byte was previously there.
.macro copybyte destination:req, source:req
.byte 0x15
.4byte \destination
.4byte \source
.endm
@ Changes the value of destination to value.
.macro setvar destination:req, value:req
.byte 0x16
.2byte \destination
.2byte \value
.endm
@ Changes the value of destination by adding value to it. Overflow is not prevented (0xFFFF + 1 = 0x0000).
.macro addvar destination:req, value:req
.byte 0x17
.2byte \destination
.2byte \value
.endm
@ Changes the value of destination by subtracting value to it. Overflow is not prevented (0x0000 - 1 = 0xFFFF).
.macro subvar destination:req, value:req
.byte 0x18
.2byte \destination
.2byte \value
.endm
@ Copies the value of source into destination.
.macro copyvar destination:req, source:req
.byte 0x19
.2byte \destination
.2byte \source
.endm
@ If source is not a variable, then this function acts like setvar. Otherwise, it acts like copyvar.
.macro setorcopyvar destination:req, source:req
.byte 0x1a
.2byte \destination
.2byte \source
.endm
@ Compares the values of the script data at indexes 'local1' and 'local2'.
@ The result is stored in comparisonResult to be acted on by goto_if / call_if
.macro compare_local_to_local local1:req, local2:req
.byte 0x1b
.byte \local1
.byte \local2
.endm
@ Compares the value of the script data at index 'local' to a fixed value.
@ The result is stored in comparisonResult to be acted on by goto_if / call_if
.macro compare_local_to_value local:req, value:req
.byte 0x1c
.byte \local
.byte \value
.endm
@ Compares the value of the script data at index 'local' to the value at 'ptr'
@ The result is stored in comparisonResult to be acted on by goto_if / call_if
.macro compare_local_to_ptr local:req, ptr:req
.byte 0x1d
.byte \local
.4byte \ptr
.endm
@ Compares the value at 'ptr' to the value of the script data at index 'local'.
@ The result is stored in comparisonResult to be acted on by goto_if / call_if
.macro compare_ptr_to_local ptr:req, local:req
.byte 0x1e
.4byte \ptr
.byte \local
.endm
@ Compares the value at 'ptr' to a fixed value.
@ The result is stored in comparisonResult to be acted on by goto_if / call_if
.macro compare_ptr_to_value ptr:req, value:req
.byte 0x1f
.4byte \ptr
.byte \value
.endm
@ Compares the value at 'ptr1' to the value at 'ptr2'.
@ The result is stored in comparisonResult to be acted on by goto_if / call_if
.macro compare_ptr_to_ptr ptr1:req, ptr2:req
.byte 0x20
.4byte \ptr1
.4byte \ptr2
.endm
@ Compares the value of 'var' to a fixed value.
@ The result is stored in comparisonResult to be acted on by goto_if / call_if
.macro compare_var_to_value var:req, value:req
.byte 0x21
.2byte \var
.2byte \value
.endm
@ Compares the value of 'var1' to the value of 'var2'.
@ The result is stored in comparisonResult to be acted on by goto_if / call_if
.macro compare_var_to_var var1:req, var2:req
.byte 0x22
.2byte \var1
.2byte \var2
.endm
@ Generic compare macro which attempts to deduce argument types based on their values
@ Any values between VARS_START to VARS_END and SPECIAL_VARS_START to SPECIAL_VARS_END are considered event variable identifiers
.macro compare var:req, arg:req
.if ((\arg >= VARS_START && \arg <= VARS_END) || (\arg >= SPECIAL_VARS_START && \arg <= SPECIAL_VARS_END))
compare_var_to_var \var, \arg
.else
compare_var_to_value \var, \arg
.endif
.endm
@ Calls the native C function stored at func.
.macro callnative func:req
.byte 0x23
.4byte \func
.endm
@ Replaces the script with the function stored at func. Execution returns to the bytecode script when func returns TRUE.
.macro gotonative func:req
.byte 0x24
.4byte \func
.endm
@ Calls a function listed in the table in data/specials.inc.
.macro special function:req
.byte 0x25
.2byte SPECIAL_\function
.endm
@ Calls a function listed in the table in data/specials.inc.
@ That function's output (if any) will be written to the variable specified by 'output'.
.macro specialvar output:req, function:req
.byte 0x26
.2byte \output
.2byte SPECIAL_\function
.endm
@ Blocks script execution until a command or C code manually unblocks it. Generally used with specific
@ commands and specials. Calling EnableBothScriptContexts for instance will allow execution to continue.
.macro waitstate
.byte 0x27
.endm
@ Blocks script execution for frames. (Pokemon Emerald runs at just shy of 60 frames per second.)
.macro delay frames:req
.byte 0x28
.2byte \frames
.endm
@ Sets flag to TRUE.
.macro setflag flag:req
.byte 0x29
.2byte \flag
.endm
@ Sets flag to FALSE.
.macro clearflag flag:req
.byte 0x2a
.2byte \flag
.endm
@ Compares flag to TRUE and stores the result in comparisonResult to be used by goto_if, etc
@ See additional _if_unset and _if_set macros
.macro checkflag flag:req
.byte 0x2b
.2byte \flag
.endm
@ Initializes the RTC`s local time offset to the given hour and minute.
.macro initclock hour:req, minute:req
.byte 0x2c
.2byte \hour
.2byte \minute
.endm
@ Updates local time using the RTC and runs time based events.
.macro dotimebasedevents
.byte 0x2d
.endm
@ Sets the values of variables VAR_0x8000, VAR_0x8001, and VAR_0x8002 to the current hour, minute, and second.
.macro gettime
.byte 0x2e
.endm
@ Plays the specified sound. Only one sound may play at a time, with newer ones interrupting older ones.
.macro playse song:req
.byte 0x2f
.2byte \song
.endm
@ Blocks script execution until the currently-playing sound (triggered by playse) finishes playing.
.macro waitse
.byte 0x30
.endm
@ Plays the fanfare specified by the song number. If the specified song is not a fanfare it will instead play the first song in sFanfares.
.macro playfanfare song:req
.byte 0x31
.2byte \song
.endm
@ Blocks script execution until all currently-playing fanfares finish.
.macro waitfanfare
.byte 0x32
.endm
@ Plays the specified song. If save_song is TRUE, the
@ specified song will be saved as if savebgm was called with it.
.macro playbgm song:req, save_song:req
.byte 0x33
.2byte \song
.byte \save_song
.endm
@ Saves the specified song to be played later. Saved music may be played when Overworld_PlaySpecialMapMusic is called. This occurs on
@ exiting most warps.
.macro savebgm song:req
.byte 0x34
.2byte \song
.endm
@ Crossfades the currently-playing song into the map's default song.
.macro fadedefaultbgm
.byte 0x35
.endm
@ Crossfades the currently-playing song into the specified song.
.macro fadenewbgm song:req
.byte 0x36
.2byte \song
.endm
@ Fades out the currently-playing song.
.macro fadeoutbgm speed:req
.byte 0x37
.byte \speed
.endm
@ Fades the previously-playing song back in.
.macro fadeinbgm speed:req
.byte 0x38
.byte \speed
.endm
@ Helper macro for warp commands that formats their arguments.
@ It allows warp macros to either provide 1. a valid id for which warp location to use,
@ or 2. a pair of x/y coordinates to use. Both may be provided but at least one will be
@ ignored by SetPlayerCoordsFromWarp. If none are provided it will use dummy arguments,
@ and the warp will send the player to the center of the map.
@ Examples of valid inputs for a warp command:
@ - warp MAP, x, y
@ - warp MAP, warpId
@ - warp MAP
@ - warp MAP, warpId, x, y
.macro formatwarp map:req, a, b, c
map \map
.ifb \a @ No arguments provided, use dummy warpId and coords.
.byte WARP_ID_NONE
.2byte -1 @ x
.2byte -1 @ y
.else
.ifb \b @ Only one argument provided, treat it as a warpId and use dummy coords.
.byte \a @ warpId
.2byte -1 @ x
.2byte -1 @ y
.else
.ifb \c @ Only two arguments provided, treat them as a coord pair and use dummy warpId.
.byte WARP_ID_NONE
.2byte \a @ x
.2byte \b @ y
.else @ All three arguments provided. Output them and let the warp sort out which to use.
.byte \a @ warpId
.2byte \b @ x
.2byte \c @ y
.endif
.endif
.endif
.endm
@ Warps the player to the specified map.
@ Warp commands can be given either the id of which warp location to go to on the destination map
@ or a pair of x/y coordinates to go to directly on the destination map.
.macro warp map:req, a, b, c
.byte 0x39
formatwarp \map, \a, \b, \c
.endm
@ Warps the player to the specified map without playing a sound effect.
@ Warp commands can be given either the id of which warp location to go to on the destination map
@ or a pair of x/y coordinates to go to directly on the destination map.
.macro warpsilent map:req, a, b, c
.byte 0x3a
formatwarp \map, \a, \b, \c
.endm
@ Warps the player to the specified map and plays a door opening animation before stepping upwards into it.
@ Warp commands can be given either the id of which warp location to go to on the destination map
@ or a pair of x/y coordinates to go to directly on the destination map.
.macro warpdoor map:req, a, b, c
.byte 0x3b
formatwarp \map, \a, \b, \c
.endm
@ Warps the player to another map using a hole animation. If the specified map is MAP_UNDEFINED it will instead
@ use the map set by setholewarp. In either case the target coordinates on the destination map will be the
@ player's current position.
.macro warphole map:req
.byte 0x3c
map \map
.endm
@ Warps the player to the specified map using a teleport effect. Effect is similar to warpspinenter but
@ this warp has a fade out first and doesn't maintain the original facing direction.
@ Warp commands can be given either the id of which warp location to go to on the destination map
@ or a pair of x/y coordinates to go to directly on the destination map.
.macro warpteleport map:req, a, b, c
.byte 0x3d
formatwarp \map, \a, \b, \c
.endm
@ Sets the warp destination to be used later.
@ Warp commands can be given either the id of which warp location to go to on the destination map
@ or a pair of x/y coordinates to go to directly on the destination map.
.macro setwarp map:req, a, b, c
.byte 0x3e
formatwarp \map, \a, \b, \c
.endm
@ Sets the dynamic warp destination. Warps with a destination map of MAP_NONE will target this destination.
@ Warp commands can be given either the id of which warp location to go to on the destination map
@ or a pair of x/y coordinates to go to directly on the destination map.
.macro setdynamicwarp map:req, a, b, c
.byte 0x3f
formatwarp \map, \a, \b, \c
.endm
@ Sets the destination that diving or emerging from a dive will take the player to. Note that this only
@ applies if the current map does not have a dive/emerge connection. If it does have a corresponding
@ map connection then that map and the player's current coordinates will be used as the destination instead.
@ Warp commands can be given either the id of which warp location to go to on the destination map
@ or a pair of x/y coordinates to go to directly on the destination map.
.macro setdivewarp map:req, a, b, c
.byte 0x40
formatwarp \map, \a, \b, \c
.endm
@ Sets the destination that falling into a hole will take the player to.
@ While it does accept and set the x/y coordinates and warpId, they are ultimately ignored.
@ This is only used to set the map the player should fall to. The exact location on the
@ map to fall to is determined by warphole.
@ Warp commands can be given either the id of which warp location to go to on the destination map
@ or a pair of x/y coordinates to go to directly on the destination map.
.macro setholewarp map:req, a=0, b=0, c
.byte 0x41
formatwarp \map, \a, \b, \c
.endm
@ Retrieves the player's zero-indexed x- and y-coordinates in the map, and stores them in the specified variables.
.macro getplayerxy x:req, y:req
.byte 0x42
.2byte \x
.2byte \y
.endm
@ Retrieves the number of Pokemon in the player's party, and stores that number in VAR_RESULT.
.macro getpartysize
.byte 0x43
.endm
@ Attempts to add quantity of the specified item to the player's Bag. If the player has enough room, the item will
@ be added and VAR_RESULT will be set to TRUE; otherwise, VAR_RESULT is set to FALSE.
.macro additem itemId:req, quantity=1
.byte 0x44
.2byte \itemId
.2byte \quantity
.endm
@ Removes quantity of the specified item from the player's Bag. If the player has fewer than 'quantity' in their bag
@ then none will be removed and VAR_RESULT will be set to FALSE. Otherwise it will be set to TRUE.
.macro removeitem itemId:req, quantity=1
.byte 0x45
.2byte \itemId
.2byte \quantity
.endm
@ Checks if the player has enough space in their Bag to hold quantity more of the specified item. Sets VAR_RESULT to
@ TRUE if there is room, or FALSE is there is no room.
.macro checkitemspace itemId:req, quantity=1
.byte 0x46
.2byte \itemId
.2byte \quantity
.endm
@ Checks if the player has quantity or more of the specified item in their Bag. Sets VAR_RESULT to TRUE if the player has
@ enough of the item, or FALSE if they have fewer than quantity of the item.
.macro checkitem itemId:req, quantity=1
.byte 0x47
.2byte \itemId
.2byte \quantity
.endm
@ Checks which Bag pocket the specified item belongs in, and writes the pocket value (POCKET_*) to VAR_RESULT.
@ This is used to show the name of the proper Bag pocket when the player receives an item via callstd.
.macro checkitemtype itemId:req
.byte 0x48
.2byte \itemId
.endm
@ Adds quantity of the specified item to the player's PC.
.macro addpcitem itemId:req, quantity=1
.byte 0x49
.2byte \itemId
.2byte \quantity
.endm
@ Checks for quantity of the specified item in the player's PC.
.macro checkpcitem itemId:req, quantity=1
.byte 0x4a
.2byte \itemId
.2byte \quantity
.endm
@ Adds a decoration to the player's PC.
.macro adddecoration decoration:req
.byte 0x4b
.2byte \decoration
.endm
@ Removes a decoration from the player's PC.
.macro removedecoration decoration:req
.byte 0x4c
.2byte \decoration
.endm
@ Checks for decoration in the player's PC.
.macro checkdecor decoration:req
.byte 0x4d
.2byte \decoration
.endm
@ Checks if the player has enough space in their PC to hold the decoration.
@ Sets VAR_RESULT to TRUE if there is room, or FALSE is there is no room.
.macro checkdecorspace decoration:req
.byte 0x4e
.2byte \decoration
.endm
@ Applies the movement data at movements to the specified (localId) object. If no map is specified, then the current map is used.
.macro applymovement localId:req, movements:req, map
.ifb \map
.byte 0x4f
.2byte \localId
.4byte \movements
.else
@ Really only useful if the object has followed from one map to another (e.g. Wally during the catching event).
.byte 0x50
.2byte \localId
.4byte \movements
map \map
.endif
.endm
@ Blocks script execution until the movements being applied to the specified (localId) object finish.
@ If the specified object is 0, then the command will block script execution until all objects
@ affected by applymovement finish their movements. If the specified object is not currently being
@ manipulated with applymovement, then this command does nothing.
@ If no map is specified, then the current map is used.
.macro waitmovement localId:req, map
.ifb \map
.byte 0x51
.2byte \localId
.else
.byte 0x52
.2byte \localId
map \map
.endif
.endm
@ Attempts to despawn the specified (localId) object on the specified map.
@ It also sets the object's visibility flag if it has one.
@ If no map is specified, then the current map is used.
.macro removeobject localId:req, map
.ifb \map
.byte 0x53
.2byte \localId
.else
.byte 0x54
.2byte \localId
map \map
.endif
.endm
@ Attempts to spawn the specified (localId) object the specified map.
@ Note that unlike removeobject this does not modify the object's flag.
@ If no map is specified, then the current map is used.
.macro addobject localId:req, map
.ifb \map
.byte 0x55
.2byte \localId
.else
.byte 0x56
.2byte \localId
map \map
.endif
.endm
@ Sets the specified (localId) object's position on the current map.
.macro setobjectxy localId:req, x:req, y:req
.byte 0x57
.2byte \localId
.2byte \x
.2byte \y
.endm
@ Sets the specified object's invisibility to FALSE.
.macro showobjectat localId:req, map:req
.byte 0x58
.2byte \localId
map \map
.endm
@ Sets the specified object's invisibility to TRUE.
.macro hideobjectat localId:req, map:req
.byte 0x59
.2byte \localId
map \map
.endm
@ Turns the currently selected object (if there is one) to face the player.
.macro faceplayer
.byte 0x5a
.endm
@ Turns the specified object in the specified direction.
.macro turnobject localId:req, direction:req
.byte 0x5b
.2byte \localId
.byte \direction
.endm
@ Configures the arguments for a trainer battle, then jumps to the appropriate script in scripts/trainer_battle.inc
.macro trainerbattle type:req, trainer:req, local_id:req, pointer1:req, pointer2, pointer3, pointer4
.byte 0x5c
.byte \type
.2byte \trainer
.2byte \local_id
.if \type == TRAINER_BATTLE_SINGLE
.4byte \pointer1 @ text
.4byte \pointer2 @ text
.elseif \type == TRAINER_BATTLE_CONTINUE_SCRIPT_NO_MUSIC
.4byte \pointer1 @ text
.4byte \pointer2 @ text
.4byte \pointer3 @ event script
.elseif \type == TRAINER_BATTLE_CONTINUE_SCRIPT
.4byte \pointer1 @ text
.4byte \pointer2 @ text
.4byte \pointer3 @ event script
.elseif \type == TRAINER_BATTLE_SINGLE_NO_INTRO_TEXT
.4byte \pointer1 @ text
.elseif \type == TRAINER_BATTLE_DOUBLE
.4byte \pointer1 @ text
.4byte \pointer2 @ text
.4byte \pointer3 @ text
.elseif \type == TRAINER_BATTLE_REMATCH
.4byte \pointer1 @ text
.4byte \pointer2 @ text
.elseif \type == TRAINER_BATTLE_CONTINUE_SCRIPT_DOUBLE
.4byte \pointer1 @ text
.4byte \pointer2 @ text
.4byte \pointer3 @ text
.4byte \pointer4 @ event script
.elseif \type == TRAINER_BATTLE_REMATCH_DOUBLE
.4byte \pointer1 @ text
.4byte \pointer2 @ text
.4byte \pointer3 @ text
.elseif \type == TRAINER_BATTLE_CONTINUE_SCRIPT_DOUBLE_NO_MUSIC
.4byte \pointer1 @ text
.4byte \pointer2 @ text
.4byte \pointer3 @ text
.4byte \pointer4 @ event script
.elseif \type == TRAINER_BATTLE_PYRAMID
.4byte \pointer1 @ text
.4byte \pointer2 @ text
.elseif \type == TRAINER_BATTLE_SET_TRAINER_A
.4byte \pointer1 @ text
.4byte \pointer2 @ text
.elseif \type == TRAINER_BATTLE_SET_TRAINER_B
.4byte \pointer1 @ text
.4byte \pointer2 @ text
.elseif \type == TRAINER_BATTLE_HILL
.4byte \pointer1 @ text
.4byte \pointer2 @ text
.endif
.endm
NO_MUSIC = FALSE
@ Starts a single trainer battle. Takes a trainer, intro text, loss text, and an optional event script.
@ When used with an event script, you can also pass in an optional flag to disable music
.macro trainerbattle_single trainer:req, intro_text:req, lose_text:req, event_script=FALSE, music=TRUE
.if \event_script == FALSE
trainerbattle TRAINER_BATTLE_SINGLE, \trainer, 0, \intro_text, \lose_text
.elseif \music == TRUE
trainerbattle TRAINER_BATTLE_CONTINUE_SCRIPT, \trainer, 0, \intro_text, \lose_text, \event_script
.else
trainerbattle TRAINER_BATTLE_CONTINUE_SCRIPT_NO_MUSIC, \trainer, 0, \intro_text, \lose_text, \event_script
.endif
.endm
@ Starts a double trainer battle. Takes a trainer, intro text, loss text, text for when you have too few pokemon
@ and an optional event script. When used with an event script you can pass in an optional flag to disable music
.macro trainerbattle_double trainer:req, intro_text:req, lose_text:req, not_enough_pkmn_text:req, event_script=FALSE, music=TRUE
.if \event_script == FALSE
trainerbattle TRAINER_BATTLE_DOUBLE, \trainer, 0, \intro_text, \lose_text, \not_enough_pkmn_text
.elseif \music == TRUE
trainerbattle TRAINER_BATTLE_CONTINUE_SCRIPT_DOUBLE, \trainer, 0, \intro_text, \lose_text, \not_enough_pkmn_text, \event_script
.else
trainerbattle TRAINER_BATTLE_CONTINUE_SCRIPT_DOUBLE_NO_MUSIC, \trainer, 0, \intro_text, \lose_text, \not_enough_pkmn_text, \event_script
.endif
.endm
@ Starts a rematch battle. Takes a trainer, intro text and loss text
.macro trainerbattle_rematch trainer:req, intro_text:req, lose_text:req
trainerbattle TRAINER_BATTLE_REMATCH, \trainer, 0, \intro_text, \lose_text
.endm
@ Starts a rematch double battle. Takes a trainer, intro text, loss text, and text for when you have too few pokemon
.macro trainerbattle_rematch_double trainer:req, intro_text:req, lose_text:req, not_enough_pkmn_text:req
trainerbattle TRAINER_BATTLE_REMATCH_DOUBLE, \trainer, 0, \intro_text, \lose_text, \not_enough_pkmn_text
.endm
@ Starts a trainer battle, skipping intro text. Takes a trainer and loss text
.macro trainerbattle_no_intro trainer:req, lose_text:req
trainerbattle TRAINER_BATTLE_SINGLE_NO_INTRO_TEXT, \trainer, 0, \lose_text
.endm
@ Starts a trainer battle using the battle information stored in RAM (usually by the scripts in trainer_battle.inc, which
@ are run by trainerbattle), and blocks script execution until the battle finishes.
.macro dotrainerbattle
.byte 0x5d
.endm
@ Goes to address after the trainerbattle command (called by the battle functions, see battle_setup.c)
.macro gotopostbattlescript
.byte 0x5e
.endm
@ Goes to address specified in the trainerbattle command (called by the battle functions, see battle_setup.c)
.macro gotobeatenscript
.byte 0x5f
.endm
@ Checks if the trainer has been defeated by the player (by comparing the flag 'trainer + TRAINER_FLAGS_START' to TRUE).
.macro checktrainerflag trainer:req
.byte 0x60
.2byte \trainer
.endm
@ Sets the trainer flag (trainer + TRAINER_FLAGS_START) to TRUE (defeated).
.macro settrainerflag trainer:req
.byte 0x61
.2byte \trainer
.endm
@ Sets the trainer flag (trainer + TRAINER_FLAGS_START) to FALSE (not defeated).
.macro cleartrainerflag trainer:req
.byte 0x62
.2byte \trainer
.endm
@ Sets the coordinates of an object's template, so that if the sprite goes off screen
@ it'll still be there when it comes back on screen.
.macro setobjectxyperm localId:req, x:req, y:req
.byte 0x63
.2byte \localId
.2byte \x
.2byte \y
.endm
@ Copies a live object event's xy position to its template, so that if the sprite goes off screen
@ it'll still be there when it comes back on screen.
.macro copyobjectxytoperm localId:req
.byte 0x64
.2byte \localId
.endm
@ Sets the movement type (MOVEMENT_TYPE_*) for an object's template.
.macro setobjectmovementtype word:req, byte:req
.byte 0x65
.2byte \word
.byte \byte
.endm
@ If a standard message box (or its text) is being drawn on-screen, this command blocks script execution until the
@ box and its text have been fully drawn.
.macro waitmessage
.byte 0x66
.endm
@ Starts displaying a standard message box containing the specified text. If text is a pointer, then the string at
@ that offset will be loaded and used. If text is NULL, then the value of script data 0 will be treated as
@ a pointer to the text. The 'loadword 0' in msgbox sets this value, for instance.
.macro message text:req
.byte 0x67
.4byte \text
.endm
@ Closes the current message box.
.macro closemessage
.byte 0x68
.endm
@ Freezes all objects immediately except the player. The player is frozen once their movement is finished.
.macro lockall
.byte 0x69
.endm
@ Freezes all objects immediately except the player and the selected object. The player and selected object are frozen once their movement is finished.
.macro lock
.byte 0x6a
.endm
@ Resumes normal movement for all objects on-screen, and closes any standard message boxes that are still open.
.macro releaseall
.byte 0x6b
.endm
@ Resumes normal movement for the selected object (if there is one) and the player. Also closes any standard message boxes that are still open.
.macro release
.byte 0x6c
.endm
@ Blocks script execution until the player presses the A or B button.
.macro waitbuttonpress
.byte 0x6d
.endm
@ Displays a YES/NO multichoice box at the specified coordinates, and blocks script execution until the user makes a selection.
@ Their selection is stored in VAR_RESULT as NO (0) or YES (1). Pressing B is equivalent to answering NO
.macro yesnobox x:req, y:req
.byte 0x6e
.byte \x
.byte \y
.endm
@ Displays a multichoice box from which the user can choose a selection, and blocks script execution until a selection is made.
@ Lists of options are predefined (sMultichoiceLists) and the one to be used is specified with multichoiceId.
@ If ignoreBPress is set to a non-zero value, then the user will not be allowed to back out of the multichoice with the B button.
.macro multichoice x:req, y:req, multichoiceId:req, ignoreBPress:req
.byte 0x6f
.byte \x
.byte \y
.byte \multichoiceId
.byte \ignoreBPress
.endm
@ Displays a multichoice box from which the user can choose a selection, and blocks script execution until a selection is made.
@ Lists of options are predefined (sMultichoiceLists) and the one to be used is specified with multichoiceId.
@ The default argument determines the initial position of the cursor when the box is first opened; it is zero-indexed, and if it is too large, it is treated as 0.
@ If ignoreBPress is set to a non-zero value, then the user will not be allowed to back out of the multichoice with the B button.
.macro multichoicedefault x:req, y:req, multichoiceId:req, default:req, ignoreBPress:req
.byte 0x70
.byte \x
.byte \y
.byte \multichoiceId
.byte \default
.byte \ignoreBPress
.endm
@ Displays a multichoice box from which the user can choose a selection, and blocks script execution until a selection is made.
@ Lists of options are predefined (sMultichoiceLists) and the one to be used is specified with multichoiceId.
@ The per_row argument determines how many list items will be shown on a single row of the box.
@ If ignoreBPress is set to a non-zero value, then the user will not be allowed to back out of the multichoice with the B button.
.macro multichoicegrid x:req, y:req, multichoiceId:req, per_row:req, ignoreBPress:req
.byte 0x71
.byte \x
.byte \y
.byte \multichoiceId
.byte \per_row
.byte \ignoreBPress
.endm
@ Nopped in Emerald.
.macro drawbox
.byte 0x72
.endm
@ Nopped in Emerald, but still consumes parameters.
.macro erasebox left:req, top:req, right:req, bottom:req
.byte 0x73
.byte \left
.byte \top
.byte \right
.byte \bottom
.endm
@ Nopped in Emerald, but still consumes parameters.
.macro drawboxtext left:req, top:req, multichoiceId:req, ignoreBPress:req
.byte 0x74
.byte \left
.byte \top
.byte \multichoiceId
.byte \ignoreBPress
.endm
@ Displays a box containing the front sprite for the specified Pokemon species.
.macro showmonpic species:req, x:req, y:req
.byte 0x75
.2byte \species
.byte \x
.byte \y
.endm
@ Hides the box displayed by showmonpic.
.macro hidemonpic
.byte 0x76
.endm
@ Draws an image of the winner of the contest. winnerId is any CONTEST_WINNER_* constant.
.macro showcontestpainting winnerId:req
.byte 0x77
.byte \winnerId
.endm
@ Displays the given string as braille text in a standard message box. The string should use the .braille directive
@ to convert text to braille, and be preceded by brailleformat. The brailleformat data is skipped over (in RS, these
@ bytes determined the box's size and position, but in Emerald these are calculated automatically).
.macro braillemessage text:req
.byte 0x78
.4byte \text
.endm
@ Formatting for the braille window, to be put at the start of a pointer used by braillemessage.
@ These are from RS and are ignored in Emerald (see ScrCmd_braillemessage, and comment above)
.macro brailleformat winLeft:req, winTop:req, winRight:req, winBottom:req, textLeft:req, textTop:req
.byte \winLeft
.byte \winTop
.byte \winRight
.byte \winBottom
.byte \textLeft
.byte \textTop
.endm
@ Gives the player a Pokémon of the specified species and level, holding the specified item. The trailing 0s are unused parameters.
@ VAR_RESULT will be set to MON_GIVEN_TO_PARTY, MON_GIVEN_TO_PC, or MON_CANT_GIVE depending on the outcome.
.macro givemon species:req, level:req, item:req
.byte 0x79
.2byte \species
.byte \level
.2byte \item
.4byte 0
.4byte 0
.byte 0
.endm
@ Gives the player an Egg of the specified species.