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map: macro
;\1: map id
db GROUP_\1, MAP_\1
endm
scene_script: macro
;\1: script pointer
dw \1, 0
endm
warp_def: macro
;\1: y: top to bottom, starts at 0
;\2: x: left to right, starts at 0
;\3: warp destination: starts at 1
;\4: map id: from constants/map_constants.asm
db \1, \2, \3
map \4
endm
coord_event: macro
;\1: scene id: controlled by setscene/setmapscene
;\2: y: top to bottom, starts at 0
;\3: x: left to right, starts at 0
;\4: script pointer
db \1, \2, \3, $0
dw \4
db $0, $0
endm
bg_event: macro
;\1: y: top to bottom, starts at 0
;\2: x: left to right, starts at 0
;\3: function: a BGEVENT_* constant
;\4: script pointer
db \1, \2, \3
dw \4
endm
object_event: macro
;\1: sprite: a SPRITE_* constant
;\2: y: top to bottom, starts at 0
;\3: x: left to right, starts at 0
;\4: movement function: a SPRITEMOVEDATA_* constant
;\5, \6: movement radius: y, x
;\7, \8: hour limits: h1, h2 (0-23)
; * if h1 < h2, the object_event will only appear from h1 to h2
; * if h1 > h2, the object_event will not appear from h2 to h1
; * if h1 == h2, the object_event will always appear
; * if h1 == -1, h2 is treated as a time-of-day value:
; a combo of MORN, DAY, and/or NITE, or -1 to always appear
;\9: color: a PAL_NPC_* constant, or 0 for sprite default
;\10: function: a OBJECTTYPE_* constant
;\11: sight range: applies to OBJECTTYPE_TRAINER
;\12: script pointer
;\13: event flag: an EVENT_* constant, or -1 to always appear
db \1, \2 + 4, \3 + 4, \4
dn \5, \6
db \7, \8
shift
dn \8, \9
shift
db \9
shift
dw \9
shift
dw \9
endm
trainer: macro
;\1: flag: an EVENT_BEAT_* constant
;\2: trainer group
;\3: trainer id
;\4: seen text
;\5: win text
;\6: loss text
;\7: after-battle text
dw \1
db \2, \3
dw \4, \5, \6, \7
endm
itemball: macro
;\1: item: from constants/item_constants.asm
;\2: quantity: default 1
if _NARG == 2
db \1, \2
else
db \1, 1
endc
endm
elevfloor: macro
;\1: floor: a FLOOR_* constant
;\2: warp destination: starts at 1
;\3: map id
db \1, \2
map \3
ENDM
stonetable: macro
;\1: warp id
;\2: object_event id
;\3: script pointer
db \1, \2
dw \3
endm
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