diff --git a/src/HexManiac.Core/Models/Code/scriptReference.txt b/src/HexManiac.Core/Models/Code/scriptReference.txt index 327852ae..44a85dec 100644 --- a/src/HexManiac.Core/Models/Code/scriptReference.txt +++ b/src/HexManiac.Core/Models/Code/scriptReference.txt @@ -184,21 +184,21 @@ double.battle.continue.silent 5C 08 trainer:data.trainers.stats 00 00 star 38 fadein speed. # blocks script execution until the current song fades back in from silence. # The fade in will complete after max(16*speed, 16) frames. # Does nothing in FRLG if the Quest Log is active. -39 warp mapbank. map. warp. x: y: # sends player to mapbank/map at tile 'warp'. If warp is negative or out of range, uses x/y instead, or the middle of the map if those are negative as well - # x and y can be variables - # blocks script execution and, after a few frames, resets the script runner state, ending the current script -3A warpmuted mapbank. map. warp. x: y: # same as warp, but doesn't play sappy song 0009 (the same as when warping via Dive) -3B warpwalk mapbank. map. warp. x: y: # same as warp, but with a walking and door-opening effect -3C warphole mapbank. map. # similar to warp, but with a falling-down-a-hole effect. Sends the player to same X/Y as on the map they started on. - # If 'mapbank' and 'map' are 127 127, goes to the map selected by warp5, or to the warp used to enter the current room if warp5 was not used. -3D warpteleport mapbank. map. warp. x: y: # same as warp, but with an effect of stepping onto a warp pad. Warping to a door/cave opening causes the player to land on the exact same block as it. -3E warp3 mapbank. map. warp. x: y: # Sets the map & coordinates for the player to go to in conjunction with specific "special" commands. - # x and y can be variables, as with other warp commands. -3F setwarpplace mapbank. map. warp. x: y: # sets a variable position (dynamic warp). Go to it with warp 7F 7F 7F 0000 0000 -40 warp4 mapbank. map. warp. x: y: # Sets the map & coordinates that the player would go to after using Dive. -41 warp5 mapbank. map. warp. x: y: # Sets the map & coordinates that the player would go to if they fell in a hole. -42 getplayerpos varX: varY: # stores the current player position into varX and varY -43 countPokemon # stores number of pokemon in your party, including non-usable eggs and bad eggs, into LASTRESULT (variable 800D) +39 warp mapbank. map. warp.-1 x: y: # sends player to mapbank/map at tile 'warp'. If warp is negative or out of range, uses x/y instead, or the middle of the map if those are negative as well + # x and y can be variables + # blocks script execution and, after a few frames, resets the script runner state, ending the current script +3A warpmuted mapbank. map. warp.-1 x: y: # same as warp, but doesn't play sappy song 0009 (the same as when warping via Dive) +3B warpwalk mapbank. map. warp.-1 x: y: # same as warp, but with a walking and door-opening effect +3C warphole mapbank. map. # similar to warp, but with a falling-down-a-hole effect. Sends the player to same X/Y as on the map they started on. + # If 'mapbank' and 'map' are 127 127, goes to the map selected by warp5, or to the warp used to enter the current room if warp5 was not used. +3D warpteleport mapbank. map. warp.-1 x: y: # same as warp, but with an effect of stepping onto a warp pad. Warping to a door/cave opening causes the player to land on the exact same block as it. +3E warp3 mapbank. map. warp.-1 x: y: # Sets the map & coordinates for the player to go to in conjunction with specific "special" commands. + # x and y can be variables, as with other warp commands. +3F setwarpplace mapbank. map. warp.-1 x: y: # sets a variable position (dynamic warp). Go to it with warp 7F 7F 7F 0000 0000 +40 warp4 mapbank. map. warp.-1 x: y: # Sets the map & coordinates that the player would go to after using Dive. +41 warp5 mapbank. map. warp.-1 x: y: # Sets the map & coordinates that the player would go to if they fell in a hole. +42 getplayerpos varX: varY: # stores the current player position into varX and varY +43 countPokemon # stores number of pokemon in your party, including non-usable eggs and bad eggs, into LASTRESULT (variable 800D) 44 additem item:data.items.stats quantity: # Tries to put 'quantity' more of 'item' in the player's inventory. # 'item' and 'quantity' can be variables. # if the operation was succcessful, LASTRESULT (variable 800D) is set to 1. If the operation fails, it is set to 0.