map: MACRO ;\1: map id db GROUP_\1, MAP_\1 ENDM scene_script: MACRO ;\1: script pointer dw \1, 0 ENDM warp_def: MACRO ;\1: x: left to right, starts at 0 ;\2: y: top to bottom, starts at 0 ;\3: warp destination: starts at 1 ;\4: map id: from constants/map_constants.asm db \2, \1, \3 map \4 ENDM coord_event: MACRO ;\1: x: left to right, starts at 0 ;\2: y: top to bottom, starts at 0 ;\3: scene id: controlled by setscene/setmapscene ;\4: script pointer db \3, \2, \1, $0 dw \4 db $0, $0 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: flag: an EVENT_BEAT_* constant ;\2: trainer group ;\3: trainer id ;\4: seen text ;\5: win text ;\6: loss text ;\7: after-battle text dw \1 db \2, \3 dw \4, \5, \6, \7 ENDM itemball: MACRO ;\1: item: from constants/item_constants.asm ;\2: quantity: default 1 if _NARG == 2 db \1, \2 else db \1, 1 endc ENDM elevfloor: MACRO ;\1: floor: a FLOOR_* constant ;\2: warp destination: starts at 1 ;\3: map id db \1, \2 map \3 ENDM stonetable: MACRO ;\1: warp id ;\2: object_event id ;\3: script pointer db \1, \2 dw \3 ENDM