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add portrait script commands
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@@ -1,6 +1,7 @@
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#include "constants/event_flag.h"
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#include "constants/item.h"
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#include "constants/ground_map.h"
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#include "portrait_placement.h"
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#include "structs/str_ground_script.h"
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#define LPARRAY(x) (ARRAY_COUNT(x)), x
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@@ -36,6 +37,10 @@
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// 21: follow object/make object follow/get parented?
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// 22..2f: ???
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#define TEXTBOX_AUTO_PRESS(endF, midF) { 0x2b, 0, 0, endF, midF, NULL} // Waits specified number of frames, then automatically does a button press without waiting for player's input. -1 disables it.
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// Note for the spriteId: first 4 bits(0xF) are the actual spriteId, but sometimes a 0x40 flag is attached to it, but it has no practical use. Could be different in Blue?
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#define PORTRAIT(place, id, sprite) { 0x2e, place, id, sprite, 0, NULL } // Sets up portrait data for the specified speaker
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#define PORTRAIT_REP(id, sprite) { 0x2e, PLACEMENT_COUNT, id, sprite, 0, NULL } // Same as the above, but it assumes the last used placement for the speaker. Useful in long scripts, where you don't need to remember all the placements.
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// 30..39: various text printing
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#define MSG_NPC(id, msg) { 0x34, 0, id, 0, 0, msg } // ID is portrait id of the npc. -1 means no portrait
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// 3a: yes/no choice (only used for saving)
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