Distinguish 'virtual object' names from object events
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+21
-11
@@ -1016,7 +1016,7 @@
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@ Converts STR_VAR_1, STR_VAR_2, or STR_VAR_3 to its corresponding index into sScriptStringVars (0, 1, or 2).
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@ If given anything else it will output it directly.
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@ Note: because the STR_VAR_# arguments given to this macro are not part of a processed string they are not
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@ Note: Because the STR_VAR_# arguments given to this macro are not part of a processed string they are not
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@ replaced with their charmap values, they are just passed as the literal characters "STR_VAR_#".
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.macro stringvar id:req
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.if \id == STR_VAR_1
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@@ -1237,9 +1237,10 @@
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.byte \level
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.endm
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.macro messageautoscroll pointer:req
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@ Automatically scrolls through the message without player input and at a fixed speed.
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.macro messageautoscroll text:req
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.byte 0x9b
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.4byte \pointer
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.4byte \text
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.endm
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@ Executes the specified field effect animation (FLDEFF_*).
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@@ -1334,19 +1335,23 @@
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map \map
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.endm
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.macro createvobject sprite:req, byte2:req, x:req, y:req, elevation, direction
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@ Creates a sprite with object graphics. Used when creating large groups of static NPCs that exceed
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@ the object event limit (e.g. Contest / Battle Dome audiences and Union Room group members).
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@ The specified id can be used to refer to the sprite again later with turnvobject.
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.macro createvobject graphicsId:req, id:req, x:req, y:req, elevation=3, direction=DIR_SOUTH
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.byte 0xaa
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.byte \sprite
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.byte \byte2
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.byte \graphicsId
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.byte \id
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.2byte \x
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.2byte \y
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.byte \elevation
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.byte \direction
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.endm
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.macro turnvobject index:req, direction:req
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@ Turns a sprite created with createvobject.
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.macro turnvobject id:req, direction:req
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.byte 0xab
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.byte \index
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.byte \id
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.byte \direction
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.endm
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@@ -1515,7 +1520,7 @@
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.byte 0xc5
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.endm
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@ Writes the name of the specified (box) PC box to the specified buffer.
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@ Writes the name of the specified PC box to the specified buffer.
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.macro bufferboxname stringVarId:req, box:req
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.byte 0xc6
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stringvar \stringVarId
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@@ -1627,10 +1632,13 @@
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formatwarp \map, \a, \b, \c
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.endm
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@ Sets the selected object to the id of the currently approaching trainer.
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.macro selectapproachingtrainer
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.byte 0xd8
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.endm
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@ Freezes all objects immediately except the player and the approaching trainers.
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@ The player and trainers are frozen once their movement is finished.
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.macro lockfortrainer
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.byte 0xd9
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.endm
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@@ -1640,9 +1648,11 @@
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.byte 0xda
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.endm
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.macro messageinstant pointer:req
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@ Prints and draws the message all at once rather than character by character.
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@ Does not wait for player input to continue.
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.macro messageinstant text:req
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.byte 0xdb
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.4byte \pointer
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.4byte \text
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.endm
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.macro fadescreenswapbuffers mode:req
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