#include "pkmn_types.h" #ifndef CONFIG_S_ #define CONFIG_S_ #define MAGIC_BOUNCE_FLAG 0x0203FFFD #define OBJ_1_TEMP 0x0203FFFE #define OBJ_2_TEMP 0x0203FFFF /*Variables regarding battle background loading*/ #define NORMAL_VAR 0x4000 #define SEA_VAR 0x4001 /*Variables and Tags regarding mugshots*/ #define MUGHSOT_1_TABLE 0x5000 #define MUGSHOT_1_X 0x5001 #define MUGSHOT_1_Y 0x5002 #define MUGSHOT_1_TAG 0x1337 #define MUGHSOT_2_TABLE 0x5003 #define MUGSHOT_2_X 0x5004 #define MUGSHOT_2_Y 0x5005 #define MUGSHOT_2_TAG 0x1338 /*Variable for special control*/ #define CALLASM_VAR 0x5006 /*Variables for camera control*/ #define CAMERA_VAR_X 0x5007 #define CAMERA_VAR_Y 0x5008 /*Variables for walking script control*/ #define WALK_SCRIPT_VAR 0x5009 /*Variable for custom text*/ #define TEXT_VAR 0x500C /*Variable for controlling evolutions*/ #define EVO_VAR 0x500D /*Variables to control the music overrides*/ #define VAR_FROM_1 0x51FA #define VAR_FROM_2 0x51FB #define VAR_FROM_3 0x51FC #define VAR_TO_1 0x51FD #define VAR_TO_2 0x51FE #define VAR_TO_3 0x51FF /*Flag to enable the music overrides*/ #define FLAG_ENABLE_MUSIC_OVERRIDES 0x742 /*Special music override values*/ #define MUS_NO_OVERRIDE 0xFFFF #define MUS_SKIP_PLAY 0xFFFE /*Flag to deactivate transparent textboxes*/ #define FLAG_ACTIVATE 0x900 #define FLAG_WALK_SCRIPT 0x901 /*Effect IDs controlling various in-battle item effects etc.*/ #define ITEM_EFFECT_SMOOTH_ROCK 0x48 #define ITEM_EFFECT_DAMP_ROCK 0x49 #define ITEM_EFFECT_HEAT_ROCK 0x4A #define ITEM_EFFECT_ICY_ROCK 0x4B #define ITEM_EFFECT_FLAME_ORB 0x4C #define ITEM_EFFECT_TOXIC_ORB 0x4D #define ITEM_EFFECT_EXPERT_BELT 0x4E /*Battlescript command definitions (Do not edit unless changing the command table [bs_command_table.S])*/ #define BS_ATTACKSTRING 0x02 #define BS_PPREDUCE 0x03 #define BS_ATTACKANIMATION 0x09 #define BS_WAITANIMATION 0x0A #define BS_PRINTSTRING 0x10 #define BS_WAITMESSAGE 0x12 #define BS_JUMPIFSTATUS 0x1C #define BS_JUMPIFABILITY 0x1E #define BS_JUMPIFSTAT 0x20 #define BS_JUMPIFWORD 0x2B #define BS_GOTO 0x28 #define BS_JUMPIFARRAYNOTEQUAL 0x2D #define BS_SETBYTE 0x2E #define BS_ORWORD 0x35 #define BS_PAUSE 0x39 #define BS_WAITSTATE 0x3A #define BS_RETURN 0x3C #define BS_END3 0x3F #define BS_CALL 0x41 #define BS_PLAYANIMATION 0x45 #define BS_PLAYSTATANIM 0x48 #define BS_SWITCH1 0x4C #define BS_SWITCH2 0x4D #define BS_SWITCH3 0x4E #define BS_NOP3 0x83 #define BS_STATBUFFCHANGE 0x89 #define BS_CASTFORMSWITCH 0xE7 #define BS_CALLASM 0xF8 #define BS_CURESTATUS 0xF9 #define BS_SETWORD 0xFA /*For hacking the miracle eye command into set foresight*/ /*Comment out the first define to deactivate the miracleeye injection in the command table*/ /*Some move effect IDs important for correct implementation*/ #define MOVE_EFFECT_SACRED_SWORD 0xFF #endif