mirror of
https://gitlab.com/xCrystal/pokecrystal-board.git
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349 lines
8.4 KiB
Markdown
349 lines
8.4 KiB
Markdown
# Event Commands
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Defined in [macros/scripts/events.asm](/macros/scripts/events.asm) and [engine/scripting.asm:ScriptCommandTable](/engine/scripting.asm).
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## `$00`: <code>scall <i>script</i></code>
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## `$01`: <code>farscall <i>script</i></code>
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## `$02`: <code>ptcall <i>script</i></code>
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## `$03`: <code>jump <i>script</i></code>
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## `$04`: <code>farjump <i>script</i></code>
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## `$05`: <code>ptjump <i>script</i></code>
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## `$06`: <code>if_equal <i>byte</i>, <i>script</i></code>
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## `$07`: <code>if_not_equal <i>byte</i>, <i>script</i></code>
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## `$08`: <code>iffalse <i>script</i></code>
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## `$09`: <code>iftrue <i>script</i></code>
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## `$0A`: <code>if_greater_than <i>byte</i>, <i>script</i></code>
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## `$0B`: <code>if_less_than <i>byte</i>, <i>script</i></code>
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## `$0C`: <code>jumpstd <i>std_script</i></code>
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## `$0D`: <code>callstd <i>std_script</i></code>
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## `$0E`: <code>callasm <i>asm</i></code>
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## `$0F`: <code>special <i>special_pointer</i></code>
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## `$10`: <code>ptcallasm <i>asm</i></code>
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## `$11`: <code>checkmapscene <i>map</i></code>
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## `$12`: <code>setmapscene <i>map</i>, <i>scene_id</i></code>
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## `$13`: `checkscene`
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## `$14`: <code>setscene <i>scene_id</i></code>
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## `$15`: <code>writebyte <i>value</i></code>
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## `$16`: <code>addvar <i>value</i></code>
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## `$17`: <code>random <i>value</i></code>
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## `$18`: `checkver`
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## `$19`: <code>copybytetovar <i>address</i></code>
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## `$1A`: <code>copyvartobyte <i>address</i></code>
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## `$1B`: <code>loadvar <i>address</i>, <i>value</i></code>
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## `$1C`: <code>checkcode <i>variable</i></code>
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## `$1D`: <code>writevarcode <i>variable</i></code>
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## `$1E`: <code>writecode <i>variable</i>, <i>value</i></code>
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## `$1F`: <code>giveitem <i>item_id</i>[, <i>quantity</i>=1]</code>
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## `$20`: <code>takeitem <i>item_id</i>[, <i>quantity</i>=1]</code>
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## `$21`: <code>checkitem <i>item_id</i></code>
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## `$22`: <code>givemoney <i>account</i>, <i>value</i></code>
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## `$23`: <code>takemoney <i>account</i>, <i>value</i></code>
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## `$24`: <code>checkmoney <i>account</i>, <i>value</i></code>
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## `$25`: <code>givecoins <i>value</i></code>
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## `$26`: <code>takecoins <i>value</i></code>
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## `$27`: <code>checkcoins <i>value</i></code>
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## `$28`: <code>addcellnum <i>contact_id</i></code>
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## `$29`: <code>delcellnum <i>contact_id</i></code>
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## `$2A`: <code>checkcellnum <i>contact_id</i></code>
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## `$2B`: <code>checktime <i>time</i></code>
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- **`checkmorn`:** `checktime MORN`
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- **`checkday`:** `checktime DAY`
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- **`checknite`:** `checktime NITE`
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## `$2C`: <code>checkpoke <i>mon_id</i></code>
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## `$2D`: <code>givepoke <i>mon_id</i>, <i>level</i>[, <i>item</i>=0[, <i>trainer</i>=0, <i>ot_name</i>, <i>nickname</i>]]</code>
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## `$2E`: <code>giveegg <i>mon_id</i>, <i>level</i></code>
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## `$2F`: <code>givepokeitem <i>pointer</i></code>
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## `$30`: <code>checkpokeitem <i>pointer</i></code>
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## `$31`: <code>checkevent <i>event_flag</i></code>
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## `$32`: <code>clearevent <i>event_flag</i></code>
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## `$33`: <code>setevent <i>event_flag</i></code>
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## `$34`: <code>checkflag <i>engine_flag</i></code>
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## `$35`: <code>clearflag <i>engine_flag</i></code>
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## `$36`: <code>setflag <i>engine_flag</i></code>
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## `$37`: `wildon`
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## `$38`: `wildoff`
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## `$39`: <code>xycompare <i>pointer</i></code>
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## `$3A`: <code>warpmod <i>warp_id</i>, <i>map</i></code>
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## `$3B`: <code>blackoutmod <i>map</i></code>
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## `$3C`: <code>warp <i>map</i>, <i>x</i>, <i>y</i></code>
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## `$3D`: <code>readmoney <i>account</i>, <i>memory</i></code>
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## `$3E`: <code>readcoins <i>memory</i></code>
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## `$3F`: <code>vartomem <i>memory</i></code>
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## `$40`: <code>pokenamemem <i>mon_id</i>, <i>memory</i></code>
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## `$41`: <code>itemtotext <i>item_id</i>, <i>memory</i></code>
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## `$42`: <code>mapnametotext <i>memory</i></code>
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## `$43`: <code>trainertotext <i>trainer_id</i>, <i>trainer_group</i>, <i>memory</i></code>
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## `$44`: <code>stringtotext <i>text_pointer</i>, <i>memory</i></code>
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## `$45`: `itemnotify`
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## `$46`: `pocketisfull`
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## `$47`: `opentext`
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## `$48`: <code>refreshscreen [<i>dummy</i>=0]</code>
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## `$49`: `closetext`
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## `$4A`: <code>loadbytec2cf <i>byte</i></code>
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## `$4B`: <code>farwritetext <i>text_pointer</i></code>
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## `$4C`: <code>writetext <i>text_pointer</i></code>
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## `$4D`: <code>repeattext <i>byte1</i>, <i>byte2</i></code>
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## `$4E`: `yesorno`
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## `$4F`: <code>loadmenudata <i>data_pointer</i></code>
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## `$50`: `closewindow`
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## `$51`: <code>jumptextfaceplayer <i>text_pointer</i></code>
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## `$52`: <code>farjumptext <i>text_pointer</i></code>
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## `$53`: <code>jumptext <i>text_pointer</i></code>
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## `$54`: `waitbutton`
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## `$55`: `buttonsound`
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## `$56`: <code>pokepic <i>mon_id</i></code>
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## `$57`: `closepokepic`
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## `$58`: `_2dmenu`
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## `$59`: `verticalmenu`
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## `$5A`: `loadpikachudata`
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## `$5B`: `randomwildmon`
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## `$5C`: `loadmemtrainer`
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## `$5D`: <code>loadwildmon <i>mon_id</i>, <i>level</i></code>
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## `$5E`: <code>loadtrainer <i>trainer_group</i>, <i>trainer_id</i></code>
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## `$5F`: `startbattle`
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## `$60`: `reloadmapafterbattle`
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## `$61`: <code>catchtutorial <i>byte</i></code>
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## `$62`: <code>trainertext <i>which_text</i></code>
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## `$63`: <code>trainerflagaction <i>action</i></code>
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## `$64`: <code>winlosstext <i>win_text_pointer</i>, <i>loss_text_pointer</i></code>
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## `$65`: `scripttalkafter`
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## `$66`: `end_if_just_battled`
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## `$67`: `check_just_battled`
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## `$68`: <code>setlasttalked <i>object_id</i></code>
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## `$69`: <code>applymovement <i>object_id</i>, <i>data_pointer</i></code>
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## `$6A`: <code>applymovement2 <i>data_pointer</i></code>
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## `$6B`: `faceplayer`
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## `$6C`: <code>faceobject <i>object1</i>, <i>object2</i></code>
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## `$6D`: <code>variablesprite <i>variable_sprite_id</i>, <i>sprite_id</i></code>
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## `$6E`: <code>disappear <i>object_id</i></code>
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## `$6F`: <code>appear <i>object_id</i></code>
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## `$70`: <code>follow <i>object2</i>, <i>object1</i></code>
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## `$71`: `stopfollow`
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## `$72`: <code>moveobject <i>object_id</i>, <i>x</i>, <i>y</i></code>
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## `$73`: <code>writeobjectxy <i>object_id</i></code>
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## `$74`: <code>loademote <i>emote_id</i></code>
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## `$75`: <code>showemote <i>emote_id</i>, <i>object_id</i>, <i>length</i></code>
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## `$76`: <code>spriteface <i>object_id</i>, <i>facing</i></code>
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## `$77`: <code>follownotexact <i>object2</i>, <i>object1</i></code>
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## `$78`: <code>earthquake <i>param</i></code>
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## `$79`: <code>changemap <i>bank</i>, <i>blockdata_pointer</i></code>
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## `$7A`: <code>changeblock <i>x</i>, <i>y</i>, <i>block</i></code>
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## `$7B`: `reloadmap`
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## `$7C`: `reloadmappart`
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## `$7D`: <code>writecmdqueue <i>queue_pointer</i></code>
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## `$7E`: <code>delcmdqueue <i>byte</i></code>
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## `$7F`: <code>playmusic <i>music_id</i></code>
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## `$80`: `encountermusic`
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## `$81`: <code>musicfadeout <i>music_id</i>, <i>length</i></code>
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## `$82`: `playmapmusic`
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## `$83`: `dontrestartmapmusic`
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## `$84`: <code>cry <i>mon_id</i></code>
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## `$85`: <code>playsound <i>sfx_id</i></code>
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## `$86`: `waitsfx`
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## `$87`: `warpsound`
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## `$88`: `specialsound`
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## `$89`: <code>passtoengine <i>data_pointer</i></code>
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## `$8A`: <code>newloadmap <i>which_method</i></code>
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## `$8B`: <code>pause <i>length</i></code>
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## `$8C`: <code>deactivatefacing <i>length</i></code>
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## `$8D`: <code>priorityjump <i>script</i></code>
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## `$8E`: `warpcheck`
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## `$8F`: <code>ptpriorityjump <i>script</i></code>
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## `$90`: `return`
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## `$91`: `end`
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## `$92`: <code>reloadandreturn <i>which_method</i></code>
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## `$93`: `end_all`
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## `$94`: <code>pokemart <i>dialog_id</i>, <i>mart_id</i></code>
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## `$95`: <code>elevator <i>floor_list</i></code>
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## `$96`: <code>trade <i>trade_id</i></code>
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## `$97`: <code>askforphonenumber <i>contact_id</i></code>
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## `$98`: <code>phonecall <i>call_id</i></code>
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## `$99`: `hangup`
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## `$9A`: <code>describedecoration <i>byte</i></code>
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## `$9B`: <code>fruittree <i>tree_id</i></code>
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## `$9C`: <code>specialphonecall <i>call_id</i></code>
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## `$9D`: `checkphonecall`
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## `$9E`: <code>verbosegiveitem <i>item_id</i>[, <i>quantity</i>=1]</code>
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## `$9F`: <code>verbosegiveitem2 <i>item_id</i>, <i>variable</i></code>
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## `$A0`: <code>swarm <i>swarm_id</i>, <i>map</i></code>
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## `$A1`: `halloffame`
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## `$A2`: `credits`
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## `$A3`: <code>warpfacing <i>facing</i>, <i>map</i>, <i>x</i>, <i>y</i></code>
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## `$A4`: <code>battletowertext <i>memory</i></code>
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## `$A5`: <code>landmarktotext <i>landmark_id</i>, <i>memory</i></code>
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## `$A6`: <code>trainerclassname <i>trainer_group</i>, <i>memory</i></code>
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## `$A7`: <code>name <i>type</i>, <i>id</i>, <i>memory</i></code>
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## `$A8`: <code>wait <i>duration</i></code>
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## `$A9`: `check_save`
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