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- #dynamic 0x(your offset here)
- //incomplete, as the callasm is in the wrong place
- #org @start
- jumpifsecondarystatus BANK_USER 0x1000 0x81D7D4F
- jumpifword B_& 0x2023DD0 0x200 0x81D7D4F
- jumpifhalfword B_= 0x2023D4A MOVE_FLY 0x81D7D3E
- jumpifhalfword B_= 0x2023D4A MOVE_DIVE 0x81D7D33
- jumpifhalfword B_= 0x2023D4A MOVE_BOUNCE 0x81D7D28
- jumpifhalfword B_= 0x2023D4A 0x(move id of shadow force) @force
- jumpifhalfword B_= 0x2023D4A 0x(move id of phantom force) @force
- setbyte 0x2023FD3 0x5
- goto 0x81D7D44
- #org @force
- setbyte 0x02023FD3 0x6 //effect of move, showing the enemy
- //that this is dive, can be hit by
- //surf or whirlpool.
- call 0x081D6F58 //prints the string, does the hiding animation,
- //sets effect 0x4C on the target(research needed),
- //copies the effect of to set and pastes it at 0x02023FD3
- hidepreattack //makes the user unhittable? the setbyte above may
- //be necessary as well.
- goto 0x081D694E //ends the script like normal, but doesn't do 'unhidepostattack'
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