Merge pull request #1516 from GriffinRichards/doc-miscbattle

Miscellaneous battle documentation
This commit is contained in:
GriffinR
2021-10-19 08:09:17 -04:00
committed by GitHub
70 changed files with 4275 additions and 4235 deletions

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@@ -306,4 +306,56 @@
#define B_WAIT_TIME_MED 48
#define B_WAIT_TIME_SHORT 32
#define CASTFORM_NORMAL 0
#define CASTFORM_FIRE 1
#define CASTFORM_WATER 2
#define CASTFORM_ICE 3
#define NUM_CASTFORM_FORMS 4
#define CASTFORM_SUBSTITUTE (1 << 7)
#define FLEE_ITEM 1
#define FLEE_ABILITY 2
#define B_WIN_TYPE_NORMAL 0
#define B_WIN_TYPE_ARENA 1
// Window Ids for gStandardBattleWindowTemplates / gBattleArenaWindowTemplates
#define B_WIN_MSG 0
#define B_WIN_ACTION_PROMPT 1 // "What will {x} do?"
#define B_WIN_ACTION_MENU 2 // "Fight/Pokémon/Bag/Run" menu
#define B_WIN_MOVE_NAME_1 3 // Top left
#define B_WIN_MOVE_NAME_2 4 // Top right
#define B_WIN_MOVE_NAME_3 5 // Bottom left
#define B_WIN_MOVE_NAME_4 6 // Bottom right
#define B_WIN_PP 7
#define B_WIN_DUMMY 8
#define B_WIN_PP_REMAINING 9
#define B_WIN_MOVE_TYPE 10
#define B_WIN_SWITCH_PROMPT 11 // "Switch which?"
#define B_WIN_YESNO 12
#define B_WIN_LEVEL_UP_BOX 13
#define B_WIN_LEVEL_UP_BANNER 14
#define B_WIN_VS_PLAYER 15
#define B_WIN_VS_OPPONENT 16
#define B_WIN_VS_MULTI_PLAYER_1 17
#define B_WIN_VS_MULTI_PLAYER_2 18
#define B_WIN_VS_MULTI_PLAYER_3 19
#define B_WIN_VS_MULTI_PLAYER_4 20
#define B_WIN_VS_OUTCOME_DRAW 21
#define B_WIN_VS_OUTCOME_LEFT 22
#define B_WIN_VS_OUTCOME_RIGHT 23
// The following are duplicate id values for windows that Battle Arena uses differently.
#define ARENA_WIN_PLAYER_NAME 15
#define ARENA_WIN_VS 16
#define ARENA_WIN_OPPONENT_NAME 17
#define ARENA_WIN_MIND 18
#define ARENA_WIN_SKILL 19
#define ARENA_WIN_BODY 20
#define ARENA_WIN_JUDGEMENT_TITLE 21
#define ARENA_WIN_JUDGEMENT_TEXT 22
// Flag for BattlePutTextOnWindow. Never set
#define B_WIN_COPYTOVRAM (1 << 7)
#endif // GUARD_CONSTANTS_BATTLE_H

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@@ -318,7 +318,7 @@
#define SOUND_PAN_TARGET 63
// move background ids
#define BG_DARK_ 0 // the same as BG_DARK but is unused
#define BG_NONE 0 // the same as BG_DARK but is unused
#define BG_DARK 1
#define BG_GHOST 2
#define BG_PSYCHIC 3
@@ -395,6 +395,9 @@
// Tasks with return values often assign them to gBattleAnimArgs[7].
#define ARG_RET_ID 7
// For createsprite macro to use internally
#define ANIMSPRITE_IS_TARGET (1 << 7)
// Trapping Wrap-like moves end turn animation.
#define TRAP_ANIM_BIND 0
#define TRAP_ANIM_WRAP 0

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@@ -1,38 +1,51 @@
#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
// 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
#define cEFFECT_CHOOSER gBattleCommunication + 3
#define cMULTISTRING_CHOOSER gBattleCommunication + 5
#define cMISS_TYPE gBattleCommunication + 6
// 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
@@ -40,8 +53,8 @@
#define BS_EFFECT_BATTLER 2
#define BS_FAINTED 3
#define BS_ATTACKER_WITH_PARTNER 4 // for Cmd_updatestatusicon
#define BS_UNK_5 5
#define BS_UNK_6 6
#define BS_FAINTED_LINK_MULTIPLE_1 5
#define BS_FAINTED_LINK_MULTIPLE_2 6
#define BS_BATTLER_0 7
#define BS_ATTACKER_SIDE 8 // for Cmd_jumpifability
#define BS_NOT_ATTACKER_SIDE 9 // for Cmd_jumpifability