mirror of https://github.com/pret/pokecrystal.git
206 lines
3.2 KiB
Markdown
206 lines
3.2 KiB
Markdown
# Map Event Scripts
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## Contents
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- [Object constants](#object-constants)
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- [Map scripts](#map-scripts)
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- [Scene scripts](#scene-scripts)
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- [Callbacks](#callbacks)
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- [Callback types](#callback-types)
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- [Event scripts](#event-scripts)
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- [Text](#text)
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- [Movement data](#movement-data)
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- [Map events](#map-events)
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- [Warp events](#warp-events)
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- [Coord events](#coord-events)
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- [BG events](#bg-events)
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- [BG event types](#bg-event-types)
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- [Object events](#object-events)
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- [Movement types](#movement-types)
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- [Object types](#object-types)
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## Object constants
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<pre>
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object_const_def ; object_event constants
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const <i>MAPNAME</i>_<i>OBJECTNAME</i>
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</pre>
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## Map scripts
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<pre>
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<i>MapName</i>_MapScripts:
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</pre>
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### Scene scripts
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<pre>
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db <i>N</i> ; scene scripts
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scene_script <i>script</i>
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</pre>
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### Callbacks
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<pre>
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db <i>N</i> ; callbacks
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callback <i>type</i>, <i>script</i>
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</pre>
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#### Callback types
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- `MAPCALLBACK_NEWMAP`
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- `MAPCALLBACK_TILES`
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- `MAPCALLBACK_OBJECTS`
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- `MAPCALLBACK_SPRITES`
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- `MAPCALLBACK_CMDQUEUE`
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<pre>
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callback MAPCALLBACK_CMDQUEUE, .Boulders
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.Boulders:
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writecmdqueue .BoulderCmdQueue
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endcallback
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.BoulderCmdQueue:
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cmdqueue CMDQUEUE_STONETABLE, .BoulderTable
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.BoulderTable:
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stonetable <i>warp_id</i>, <i>person</i>, <i>script</i>
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db -1 ; end
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</pre>
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## Event scripts
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[Event commands](event_commands.md)
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## Text
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[Text commands](text_commands.md)
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## Movement data
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[Movement commands](movement_commands.md)
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## Map events
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<pre>
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<i>MapName</i>_MapEvents:
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db 0, 0 ; filler
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</pre>
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### Warp events
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<pre>
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db <i>N</i> ; warp events
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warp_event <i>x</i>, <i>y</i>, <i>map</i>, <i>warp_id</i>
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</pre>
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### Coord events
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<pre>
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db <i>N</i> ; coord events
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coord_event <i>x</i>, <i>y</i>, <i>scene_id</i>, <i>script</i>
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</pre>
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### BG events
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<pre>
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db <i>N</i> ; bg events
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bg_event <i>x</i>, <i>y</i>, <i>type</i>, <i>script</i>
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</pre>
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#### BG event types
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- `BGEVENT_READ`
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- `BGEVENT_UP/DOWN/LEFT/RIGHT`
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- `BGEVENT_IFSET/IFNOTSET`
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<pre>
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conditional_event <i>event_flag</i>, <i>script</i>
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</pre>
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- `BGEVENT_ITEM`
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<pre>
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hiddenitem <i>item_id</i>, <i>event_flag</i>
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</pre>
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- `BGEVENT_COPY`
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### Object events
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<pre>
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db <i>N</i> ; object events
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object_event <i>x</i>, <i>y</i>, <i>sprite</i>, <i>movement</i>, <i>rx</i>, <i>ry</i>, <i>h1</i>, <i>h2</i>, <i>palette</i>, <i>type</i>, <i>range</i>, <i>script</i>, <i>event_flag</i>
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</pre>
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#### Movement types
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- `SPRITEMOVEDATA_STILL`
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- `SPRITEMOVEDATA_WANDER`
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- `SPRITEMOVEDATA_SPINRANDOM_SLOW`
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- `SPRITEMOVEDATA_WALK_UP_DOWN`
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- `SPRITEMOVEDATA_WALK_LEFT_RIGHT`
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- `SPRITEMOVEDATA_STANDING_UP/DOWN/LEFT/RIGHT`
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- `SPRITEMOVEDATA_SPINRANDOM_FAST`
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- `SPRITEMOVEDATA_BIGDOLLSYM`
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- `SPRITEMOVEDATA_POKEMON`
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- `SPRITEMOVEDATA_SUDOWOODO`
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- `SPRITEMOVEDATA_SMASHABLE_ROCK`
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- `SPRITEMOVEDATA_STRENGTH_BOULDER`
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- `SPRITEMOVEDATA_SPINCOUNTERCLOCKWISE`
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- `SPRITEMOVEDATA_SPINCLOCKWISE`
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- `SPRITEMOVEDATA_BIGDOLLASYM`
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- `SPRITEMOVEDATA_BIGDOLL`
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- `SPRITEMOVEDATA_SWIM_WANDER`
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#### Object types
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- `OBJECTTYPE_SCRIPT`
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- `OBJECTTYPE_ITEMBALL`
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<pre>
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itemball <i>item_id</i>[, <i>quantity</i>=1]
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</pre>
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- `OBJECTTYPE_TRAINER`
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<pre>
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trainer <i>group_id</i>, <i>trainer_id</i>, <i>event_flag</i>, <i>seen_text</i>, <i>beaten_text</i>, <i>loss_text</i>, <i>script</i>
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</pre>
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