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This continues documentation of the distortion world overlay by documenting the map object event system. In distortion world maps, all map object events are hard-coded (with the notable exception of the portal in 1F). This documents all static data that defines the objects present on each map. The standard object event structure is used and augmented to allow for conditional spawning of objects (using flag conditions), and object sprite rotation (only used for that one Cynthia trying out a 90deg platform). This also documents functions related to map object management. Signed-off-by: Kuruyia <github@kuruyia.net>
46 lines
771 B
ArmAsm
46 lines
771 B
ArmAsm
#include "macros/scrcmd.inc"
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#include "res/text/bank/distortion_world_b3f.h"
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ScriptEntry _000A
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ScriptEntry _000E
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ScriptEntryEnd
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_000A:
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InitPersistedMapFeaturesForDistortionWorld
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End
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_000E:
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LockAll
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AddDistortionWorldMapObject 128
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ApplyMovement 128, _0060
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WaitMovement
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Message 0
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ShowYesNoMenu VAR_RESULT
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GoToIfEq VAR_RESULT, MENU_NO, _003B
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Message 1
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GoTo _003E
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_003B:
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Message 2
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_003E:
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Message 3
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Message 4
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CloseMessage
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ApplyMovement 128, _0068
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WaitMovement
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DeleteDistortionWorldMapObject 128
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SetVar VAR_DISTORTION_WORLD_PROGRESS, 6
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ReleaseAll
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End
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.balign 4, 0
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_0060:
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WalkNormalNorth 7
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EndMovement
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.balign 4, 0
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_0068:
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WalkNormalSouth 7
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EndMovement
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