pokecrystal-board/docs/move_effect_commands.md

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# Move Effect Commands
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Defined in [macros/scripts/battle_commands.asm](/macros/scripts/battle_commands.asm) and [data/battle/effect_command_pointers.asm:BattleCommandPointers](/data/battle/effect_command_pointers.asm).
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## `$01`: `checkturn`
## `$02`: `checkobedience`
## `$03`: `usedmovetext`
## `$04`: `doturn`
## `$05`: `critical`
## `$06`: `damagestats`
## `$07`: `stab`
## `$08`: `damagevariation`
## `$09`: `checkhit`
## `$0A`: `lowersub`
## `$0B`: `hittargetnosub`
## `$0C`: `raisesub`
## `$0D`: `failuretext`
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## `$0E`: `applydamage`
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## `$0F`: `criticaltext`
## `$10`: `supereffectivetext`
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## `$11`: `checkfaint`
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## `$12`: `buildopponentrage`
## `$13`: `poisontarget`
## `$14`: `sleeptarget`
## `$15`: `draintarget`
## `$16`: `eatdream`
## `$17`: `burntarget`
## `$18`: `freezetarget`
## `$19`: `paralyzetarget`
## `$1A`: `selfdestruct`
## `$1B`: `mirrormove`
## `$1C`: `statup`
## `$1D`: `statdown`
## `$1E`: `payday`
## `$1F`: `conversion`
## `$20`: `resetstats`
## `$21`: `storeenergy`
## `$22`: `unleashenergy`
## `$23`: `forceswitch`
## `$24`: `endloop`
## `$25`: `flinchtarget`
## `$26`: `ohko`
## `$27`: `recoil`
## `$28`: `mist`
## `$29`: `focusenergy`
## `$2A`: `confuse`
## `$2B`: `confusetarget`
## `$2C`: `heal`
## `$2D`: `transform`
## `$2E`: `screen`
## `$2F`: `poison`
## `$30`: `paralyze`
## `$31`: `substitute`
## `$32`: `rechargenextturn`
## `$33`: `mimic`
## `$34`: `metronome`
## `$35`: `leechseed`
## `$36`: `splash`
## `$37`: `disable`
## `$38`: `cleartext`
## `$39`: `charge`
## `$3A`: `checkcharge`
## `$3B`: `traptarget`
## `$3C`: `effect0x3c`
## `$3D`: `rampage`
## `$3E`: `checkrampage`
## `$3F`: `constantdamage`
## `$40`: `counter`
## `$41`: `encore`
## `$42`: `painsplit`
## `$43`: `snore`
## `$44`: `conversion2`
## `$45`: `lockon`
## `$46`: `sketch`
## `$47`: `defrostopponent`
## `$48`: `sleeptalk`
## `$49`: `destinybond`
## `$4A`: `spite`
## `$4B`: `falseswipe`
## `$4C`: `healbell`
## `$4D`: `kingsrock`
## `$4E`: `triplekick`
## `$4F`: `kickcounter`
## `$50`: `thief`
## `$51`: `arenatrap`
## `$52`: `nightmare`
## `$53`: `defrost`
## `$54`: `curse`
## `$55`: `protect`
## `$56`: `spikes`
## `$57`: `foresight`
## `$58`: `perishsong`
## `$59`: `startsandstorm`
## `$5A`: `endure`
## `$5B`: `checkcurl`
## `$5C`: `rolloutpower`
## `$5D`: `effect0x5d`
## `$5E`: `furycutter`
## `$5F`: `attract`
## `$60`: `happinesspower`
## `$61`: `present`
## `$62`: `damagecalc`
## `$63`: `frustrationpower`
## `$64`: `safeguard`
## `$65`: `checksafeguard`
## `$66`: `getmagnitude`
## `$67`: `batonpass`
## `$68`: `pursuit`
## `$69`: `clearhazards`
## `$6A`: `healmorn`
## `$6B`: `healday`
## `$6C`: `healnite`
## `$6D`: `hiddenpower`
## `$6E`: `startrain`
## `$6F`: `startsun`
## `$70`: `attackup`
## `$71`: `defenseup`
## `$72`: `speedup`
## `$73`: `specialattackup`
## `$74`: `specialdefenseup`
## `$75`: `accuracyup`
## `$76`: `evasionup`
## `$77`: `attackup2`
## `$78`: `defenseup2`
## `$79`: `speedup2`
## `$7A`: `specialattackup2`
## `$7B`: `specialdefenseup2`
## `$7C`: `accuracyup2`
## `$7D`: `evasionup2`
## `$7E`: `attackdown`
## `$7F`: `defensedown`
## `$80`: `speeddown`
## `$81`: `specialattackdown`
## `$82`: `specialdefensedown`
## `$83`: `accuracydown`
## `$84`: `evasiondown`
## `$85`: `attackdown2`
## `$86`: `defensedown2`
## `$87`: `speeddown2`
## `$88`: `specialattackdown2`
## `$89`: `specialdefensedown2`
## `$8A`: `accuracydown2`
## `$8B`: `evasiondown2`
## `$8C`: `statupmessage`
## `$8D`: `statdownmessage`
## `$8E`: `statupfailtext`
## `$8F`: `statdownfailtext`
## `$90`: `effectchance`
## `$91`: `statdownanim`
## `$92`: `statupanim`
## `$93`: `switchturn`
## `$94`: `fakeout`
## `$95`: `bellydrum`
## `$96`: `psychup`
## `$97`: `rage`
## `$98`: `doubleflyingdamage`
## `$99`: `doubleundergrounddamage`
## `$9A`: `mirrorcoat`
## `$9B`: `checkfuturesight`
## `$9C`: `futuresight`
## `$9D`: `doubleminimizedamage`
## `$9E`: `skipsuncharge`
## `$9F`: `thunderaccuracy`
## `$A0`: `teleport`
## `$A1`: `beatup`
## `$A2`: `ragedamage`
## `$A3`: `resettypematchup`
## `$A4`: `allstatsup`
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## `$A5`: `bidefailtext`
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## `$A6`: `raisesubnoanim`
## `$A7`: `lowersubnoanim`
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## `$A8`: `beatupfailtext`
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## `$A9`: `clearmissdamage`
## `$AA`: `movedelay`
## `$AB`: `hittarget`
## `$AC`: `tristatuschance`
## `$AD`: `supereffectivelooptext`
## `$AE`: `startloop`
## `$AF`: `curl`
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## `$FE`: `endturn`
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## `$FF`: `endmove`