pokecrystal/macros/scripts/maps.asm

135 lines
2.5 KiB
NASM

map_id: MACRO
;\1: map id
db GROUP_\1, MAP_\1
ENDM
object_const_def EQUS "const_def 2"
scene_script: MACRO
;\1: script pointer
dw \1
dw 0 ; filler
ENDM
callback: MACRO
;\1: type: a MAPCALLBACK_* constant
;\2: script pointer
dbw \1, \2
ENDM
warp_event: MACRO
;\1: x: left to right, starts at 0
;\2: y: top to bottom, starts at 0
;\3: map id: from constants/map_constants.asm
;\4: warp destination: starts at 1
db \2, \1, \4
map_id \3
ENDM
coord_event: MACRO
;\1: x: left to right, starts at 0
;\2: y: top to bottom, starts at 0
;\3: scene id: a SCENE_* constant; controlled by setscene/setmapscene
;\4: script pointer
db \3, \2, \1
db 0 ; filler
dw \4
dw 0 ; filler
ENDM
bg_event: MACRO
;\1: x: left to right, starts at 0
;\2: y: top to bottom, starts at 0
;\3: function: a BGEVENT_* constant
;\4: script pointer
db \2, \1, \3
dw \4
ENDM
object_event: MACRO
;\1: x: left to right, starts at 0
;\2: y: top to bottom, starts at 0
;\3: sprite: a SPRITE_* constant
;\4: movement function: a SPRITEMOVEDATA_* constant
;\5, \6: movement radius: x, y
;\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 \3, \2 + 4, \1 + 4, \4
dn \6, \5
db \7, \8
shift
dn \8, \9
shift
db \9
shift
dw \9
shift
dw \9
ENDM
trainer: MACRO
;\1: trainer group
;\2: trainer id
;\3: flag: an EVENT_BEAT_* constant
;\4: seen text
;\5: win text
;\6: loss text
;\7: after-battle text
dw \3
db \1, \2
dw \4, \5, \6, \7
ENDM
itemball: MACRO
;\1: item: from constants/item_constants.asm
;\2: quantity: default 1
if _NARG == 1
itemball \1, 1
else
db \1, \2
endc
ENDM
hiddenitem: MACRO
;\1: item: from constants/item_constants.asm
;\2: flag: an EVENT_* constant
dwb \2, \1
ENDM
elevfloor: MACRO
;\1: floor: a FLOOR_* constant
;\2: warp destination: starts at 1
;\3: map id
db \1, \2
map_id \3
ENDM
conditional_event: MACRO
;\1: flag: an EVENT_* constant
;\2: script pointer
dw \1, \2
ENDM
cmdqueue: MACRO
;\1: type: a CMDQUEUE_* constant
;\2: data pointer
dbw \1, \2
dw 0 ; filler
ENDM
stonetable: MACRO
;\1: warp id
;\2: object_event id
;\3: script pointer
dbbw \1, \2, \3
ENDM