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-rw-r--r--Add-different-kinds-of-new-items.md12
1 files changed, 6 insertions, 6 deletions
diff --git a/Add-different-kinds-of-new-items.md b/Add-different-kinds-of-new-items.md
index 0fc49f7..ff223ca 100644
--- a/Add-different-kinds-of-new-items.md
+++ b/Add-different-kinds-of-new-items.md
@@ -14,12 +14,12 @@ Item constants are defined in [constants/item_constants.asm](../blob/master/cons
There are 256 valid item IDs, from $00 to $FF, broken into different segments:
-- **$00:** `NO_ITEM`. Zero indicates the lack of an item; leave this alone.
-- **$01–$BE:** `MASTER_BALL` to `ITEM_BE`, including 23 unused <code>ITEM_<i>XX</i></code> constants. The <code>ITEM_<i>XX</i></code> constants are simplest to replace with any kind of item you want, except for TMs or HMs.
-- **$BF–$F2:** `TM_DYNAMICPUNCH` to `TM_NIGHTMARE`, along with the unused `ITEM_C3` and `ITEM_DC`. These are defined with an `add_tm` macro that simultaneously defines the <code>TM_<i>MOVENAME</i></code> item constant (starting at whatever the current item ID is; by default it's $BF) and the <code><i>MOVENAME</i>_TMNUM</code> constant (starting at 1). Any item constants after the first TM are assumed to also be TMs, which is why you can't just add new items to the end of the list. Note that `ITEM_C3` and `ITEM_DC` are kind of unusable—they can't be normal items, and some TM-related code manually skips over those two slots—so if you want to use them you'll have to [correct that design flaw](../blob/master/docs/design_flaws.md#item_c3-and-item_dc-break-up-the-continuous-sequence-of-tm-items).
-- **$F3−$F9:** `HM_CUT` to `HM_WATERFALL`. These are defined with an `add_hm` macro that simultaneously defines the <code>HM_<i>MOVENAME</i></code> item constant (starting at whatever the current item ID is; by default it's $F3) and the <code><i>MOVENAME</i>_TMNUM</code> constant (starting at whatever the current TM/HM number is; by default it's 51). Any item constants after the first HM are assumed to also be HMs, with all the differences that implies (they'll have an "H" in the Pack, using them will print "Booted up an HM", they can't be tossed, etc).
-- **$FA−$FE:** Not really usable, and of these ID values, only `ITEM_FA` is defined.
-- **$FF:** `ITEM_FROM_MEM`. A special value used in some scripts to give whatever item is in `wScriptVar`, instead of a hard-coded item. (For instance, fruit trees rely on it so they don't need a separate script for each kind of Berry and Apricorn.)
+- **`NO_ITEM` ($00):** Zero indicates the lack of an item; leave this alone.
+- **Regular items ($01–$BE):** `MASTER_BALL` to `ITEM_BE`, including 23 unused <code>ITEM_<i>XX</i></code> constants. The <code>ITEM_<i>XX</i></code> constants are simplest to replace with any kind of item you want, except for TMs or HMs.
+- **TMs ($BF–$F2):** `TM_DYNAMICPUNCH` to `TM_NIGHTMARE`, along with the unused `ITEM_C3` and `ITEM_DC`. These are defined with an `add_tm` macro that simultaneously defines the <code>TM_<i>MOVENAME</i></code> item constant (starting at whatever the current item ID is; by default it's $BF) and the <code><i>MOVENAME</i>_TMNUM</code> constant (starting at 1). Any item constants after the first TM are assumed to also be TMs, which is why you can't just add new items to the end of the list. Note that `ITEM_C3` and `ITEM_DC` are kind of unusable—they can't be normal items, and some TM-related code manually skips over those two slots—so if you want to use them you'll have to [correct that design flaw](../blob/master/docs/design_flaws.md#item_c3-and-item_dc-break-up-the-continuous-sequence-of-tm-items).
+- **HMs ($F3−$F9):** `HM_CUT` to `HM_WATERFALL`. These are defined with an `add_hm` macro that simultaneously defines the <code>HM_<i>MOVENAME</i></code> item constant (starting at whatever the current item ID is; by default it's $F3) and the <code><i>MOVENAME</i>_TMNUM</code> constant (starting at whatever the current TM/HM number is; by default it's 51). Any item constants after the first HM are assumed to also be HMs, with all the differences that implies (they'll have an "H" in the Pack, using them will print "Booted up an HM", they can't be tossed, etc).
+- **Unused ($FA−$FE):** Not really usable, since they're beyond the range of all kinds of items. Of these ID values, only `ITEM_FA` is even defined.
+- **`ITEM_FROM_MEM` ($FF):** A special value used in some scripts to give whatever item is in `wScriptVar`, instead of a hard-coded item. (For instance, fruit trees rely on it so they don't need a separate script for each kind of Berry and Apricorn.)
(Note that after the `add_tm`s and `add_hm`s, there are also some `add_mt`s. This macro defines more <code><i>MOVENAME</i>\_TMNUM</code> constants, but not more <code>TM\_<i>MOVENAME</i></code> or <code>HM\_<i>MOVENAME</i></code> constants, so the moves are recognized as teachable but don't have an associated item.)