shithub: pokecrystal

ref: b975f3e068fb9dbbe688445914cfb65036eeadc1
dir: /docs/event_commands.md/

View raw version
# Event Commands

Defined in [macros/scripts/events.asm](/macros/scripts/events.asm) and [engine/overworld/scripting.asm:ScriptCommandTable](/engine/overworld/scripting.asm).

Until this document is filled out, the [G/S Scripting Compendium](https://hax.iimarckus.org/files/scriptingcodes_eng.htm) has descriptions for most of these commands. It was written for G/S binary hacking and not Crystal assembly hacking, so it's not 100% accurate for pokecrystal.


## `$00`: <code>scall <i>script</i></code>

## `$01`: <code>farscall <i>script</i></code>

## `$02`: <code>ptcall <i>script</i></code>

## `$03`: <code>jump <i>script</i></code>

## `$04`: <code>farjump <i>script</i></code>

## `$05`: <code>ptjump <i>script</i></code>

## `$06`: <code>ifequal <i>byte</i>, <i>script</i></code>

## `$07`: <code>ifnotequal <i>byte</i>, <i>script</i></code>

## `$08`: <code>iffalse <i>script</i></code>

## `$09`: <code>iftrue <i>script</i></code>

## `$0A`: <code>ifgreater <i>byte</i>, <i>script</i></code>

## `$0B`: <code>ifless <i>byte</i>, <i>script</i></code>

## `$0C`: <code>jumpstd <i>std_script</i></code>

## `$0D`: <code>callstd <i>std_script</i></code>

## `$0E`: <code>callasm <i>asm</i></code>

## `$0F`: <code>special <i>special_pointer</i></code>

## `$10`: <code>ptcallasm <i>asm</i></code>

## `$11`: <code>checkmapscene <i>map</i></code>

## `$12`: <code>setmapscene <i>map</i>, <i>scene_id</i></code>

## `$13`: `checkscene`

## `$14`: <code>setscene <i>scene_id</i></code>

## `$15`: <code>writebyte <i>value</i></code>

## `$16`: <code>addvar <i>value</i></code>

## `$17`: <code>random <i>value</i></code>

## `$18`: `checkver`

## `$19`: <code>copybytetovar <i>address</i></code>

## `$1A`: <code>copyvartobyte <i>address</i></code>

## `$1B`: <code>loadvar <i>address</i>, <i>value</i></code>

## `$1C`: <code>checkcode <i>variable</i></code>

## `$1D`: <code>writevarcode <i>variable</i></code>

## `$1E`: <code>writecode <i>variable</i>, <i>value</i></code>

## `$1F`: <code>giveitem <i>item_id</i>[, <i>quantity</i>=1]</code>

## `$20`: <code>takeitem <i>item_id</i>[, <i>quantity</i>=1]</code>

## `$21`: <code>checkitem <i>item_id</i></code>

## `$22`: <code>givemoney <i>account</i>, <i>value</i></code>

## `$23`: <code>takemoney <i>account</i>, <i>value</i></code>

## `$24`: <code>checkmoney <i>account</i>, <i>value</i></code>

## `$25`: <code>givecoins <i>value</i></code>

## `$26`: <code>takecoins <i>value</i></code>

## `$27`: <code>checkcoins <i>value</i></code>

## `$28`: <code>addcellnum <i>contact_id</i></code>

## `$29`: <code>delcellnum <i>contact_id</i></code>

## `$2A`: <code>checkcellnum <i>contact_id</i></code>

## `$2B`: <code>checktime <i>time</i></code>

## `$2C`: <code>checkpoke <i>mon_id</i></code>

## `$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>

## `$2E`: <code>giveegg <i>mon_id</i>, <i>level</i></code>

## `$2F`: <code>givepokemail <i>pointer</i></code>

## `$30`: <code>checkpokemail <i>pointer</i></code>

## `$31`: <code>checkevent <i>event_flag</i></code>

## `$32`: <code>clearevent <i>event_flag</i></code>

## `$33`: <code>setevent <i>event_flag</i></code>

## `$34`: <code>checkflag <i>engine_flag</i></code>

## `$35`: <code>clearflag <i>engine_flag</i></code>

## `$36`: <code>setflag <i>engine_flag</i></code>

## `$37`: `wildon`

## `$38`: `wildoff`

## `$39`: <code>xycompare <i>pointer</i></code>

## `$3A`: <code>warpmod <i>warp_id</i>, <i>map</i></code>

## `$3B`: <code>blackoutmod <i>map</i></code>

## `$3C`: <code>warp <i>map</i>, <i>x</i>, <i>y</i></code>

## `$3D`: <code>readmoney <i>account</i>, <i>memory</i></code>

## `$3E`: <code>readcoins <i>memory</i></code>

## `$3F`: <code>vartomem <i>memory</i></code>

## `$40`: <code>pokenamemem <i>mon_id</i>, <i>memory</i></code>

## `$41`: <code>itemtotext <i>item_id</i>, <i>memory</i></code>

## `$42`: <code>mapnametotext <i>memory</i></code>

## `$43`: <code>trainertotext <i>trainer_id</i>, <i>trainer_group</i>, <i>memory</i></code>

## `$44`: <code>stringtotext <i>text_pointer</i>, <i>memory</i></code>

## `$45`: `itemnotify`

## `$46`: `pocketisfull`

## `$47`: `opentext`

## `$48`: <code>refreshscreen [<i>dummy</i>=0]</code>

## `$49`: `closetext`

## `$4A`: <code>loadbytec2cf <i>byte</i></code>

## `$4B`: <code>farwritetext <i>text_pointer</i></code>

## `$4C`: <code>writetext <i>text_pointer</i></code>

## `$4D`: <code>repeattext <i>byte1</i>, <i>byte2</i></code>

## `$4E`: `yesorno`

## `$4F`: <code>loadmenu <i>menu_header</i></code>

## `$50`: `closewindow`

## `$51`: <code>jumptextfaceplayer <i>text_pointer</i></code>

## `$52`: <code>farjumptext <i>text_pointer</i></code>

## `$53`: <code>jumptext <i>text_pointer</i></code>

## `$54`: `waitbutton`

## `$55`: `buttonsound`

## `$56`: <code>pokepic <i>mon_id</i></code>

## `$57`: `closepokepic`

## `$58`: `_2dmenu`

## `$59`: `verticalmenu`

## `$5A`: `loadpikachudata`

## `$5B`: `randomwildmon`

## `$5C`: `loadmemtrainer`

## `$5D`: <code>loadwildmon <i>mon_id</i>, <i>level</i></code>

## `$5E`: <code>loadtrainer <i>trainer_group</i>, <i>trainer_id</i></code>

## `$5F`: `startbattle`

## `$60`: `reloadmapafterbattle`

## `$61`: <code>catchtutorial <i>byte</i></code>

## `$62`: <code>trainertext <i>which_text</i></code>

## `$63`: <code>trainerflagaction <i>action</i></code>

## `$64`: <code>winlosstext <i>win_text_pointer</i>, <i>loss_text_pointer</i></code>

## `$65`: `scripttalkafter`

## `$66`: `endifjustbattled`

## `$67`: `checkjustbattled`

## `$68`: <code>setlasttalked <i>object_id</i></code>

## `$69`: <code>applymovement <i>object_id</i>, <i>data_pointer</i></code>

## `$6A`: <code>applymovement2 <i>data_pointer</i></code>

## `$6B`: `faceplayer`

## `$6C`: <code>faceobject <i>object1</i>, <i>object2</i></code>

## `$6D`: <code>variablesprite <i>variable_sprite_id</i>, <i>sprite_id</i></code>

## `$6E`: <code>disappear <i>object_id</i></code>

## `$6F`: <code>appear <i>object_id</i></code>

## `$70`: <code>follow <i>object2</i>, <i>object1</i></code>

## `$71`: `stopfollow`

## `$72`: <code>moveobject <i>object_id</i>, <i>x</i>, <i>y</i></code>

## `$73`: <code>writeobjectxy <i>object_id</i></code>

## `$74`: <code>loademote <i>emote_id</i></code>

## `$75`: <code>showemote <i>emote_id</i>, <i>object_id</i>, <i>length</i></code>

## `$76`: <code>turnobject <i>object_id</i>, <i>facing</i></code>

## `$77`: <code>follownotexact <i>object2</i>, <i>object1</i></code>

## `$78`: <code>earthquake <i>param</i></code>

## `$79`: <code>changemap <i>bank</i>, <i>blockdata_pointer</i></code>

## `$7A`: <code>changeblock <i>x</i>, <i>y</i>, <i>block</i></code>

## `$7B`: `reloadmap`

## `$7C`: `reloadmappart`

## `$7D`: <code>writecmdqueue <i>queue_pointer</i></code>

## `$7E`: <code>delcmdqueue <i>byte</i></code>

## `$7F`: <code>playmusic <i>music_id</i></code>

## `$80`: `encountermusic`

## `$81`: <code>musicfadeout <i>music_id</i>, <i>length</i></code>

## `$82`: `playmapmusic`

## `$83`: `dontrestartmapmusic`

## `$84`: <code>cry <i>mon_id</i></code>

## `$85`: <code>playsound <i>sfx_id</i></code>

## `$86`: `waitsfx`

## `$87`: `warpsound`

## `$88`: `specialsound`

## `$89`: <code>passtoengine <i>data_pointer</i></code>

## `$8A`: <code>newloadmap <i>which_method</i></code>

## `$8B`: <code>pause <i>length</i></code>

## `$8C`: <code>deactivatefacing <i>length</i></code>

## `$8D`: <code>priorityjump <i>script</i></code>

## `$8E`: `warpcheck`

## `$8F`: <code>ptpriorityjump <i>script</i></code>

## `$90`: `return`

## `$91`: `end`

## `$92`: <code>reloadandreturn <i>which_method</i></code>

## `$93`: `endall`

## `$94`: <code>pokemart <i>dialog_id</i>, <i>mart_id</i></code>

## `$95`: <code>elevator <i>floor_list</i></code>

## `$96`: <code>trade <i>trade_id</i></code>

## `$97`: <code>askforphonenumber <i>contact_id</i></code>

## `$98`: <code>phonecall <i>call_id</i></code>

## `$99`: `hangup`

## `$9A`: <code>describedecoration <i>byte</i></code>

## `$9B`: <code>fruittree <i>tree_id</i></code>

## `$9C`: <code>specialphonecall <i>call_id</i></code>

## `$9D`: `checkphonecall`

## `$9E`: <code>verbosegiveitem <i>item_id</i>[, <i>quantity</i>=1]</code>

## `$9F`: <code>verbosegiveitem2 <i>item_id</i>, <i>variable</i></code>

## `$A0`: <code>swarm <i>swarm_id</i>, <i>map</i></code>

## `$A1`: `halloffame`

## `$A2`: `credits`

## `$A3`: <code>warpfacing <i>facing</i>, <i>map</i>, <i>x</i>, <i>y</i></code>

## `$A4`: <code>battletowertext <i>memory</i></code>

## `$A5`: <code>landmarktotext <i>landmark_id</i>, <i>memory</i></code>

## `$A6`: <code>trainerclassname <i>trainer_group</i>, <i>memory</i></code>

## `$A7`: <code>name <i>type</i>, <i>id</i>, <i>memory</i></code>

## `$A8`: <code>wait <i>duration</i></code>

## `$A9`: `checksave`