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#define FreeSpace 0xefb2e0
#define FreeSpaceEnd 0xC00000
#define FreeSpaceBLRange 0x1c1ec0
#define ChapterTileset(chapter, object, palette, config) "PUSH; ORG 0x8b0890 + (148* chapter) + 4; SHORT object; BYTE palette config; POP"
#define ChapterTileAnims(chapter, anim1, anim2) "PUSH; ORG 0x8b0890 + (148* chapter) + 9; BYTE anim1 anim2; POP"
#define AllChapters 0xFF
#ifndef DebuffTableRam
#define DebuffTableRam 0x0203F100
#define DebuffTableSize 0x00000440
#endif
#ifndef ChapterDataTable
#define ChapterDataTable 0x8B0890
#define ChapterDataTableEntSize 148
#endif
#define LunarBrace MoonBracelet
#define SolarBrace SunBracelet
// Attribute for defining items with passive stat bonuses
#define PASSIVE_ITEM_BOOSTS_ATTR 0x00800000
// Attribute for defining items with passive skills
#define PASSIVE_ITEM_SKILL_ATTR 0x00800000
// this is for if you use the legacy way of define item attributes in your table (this is for byte 3)
#define PassiveBoosts 0x80
#define StatBonus(HPB,StrB,MagB,SklB,SpdB,DefB,ResB,LckB,MovB,ConB) "BYTE HPB StrB SklB SpdB DefB ResB LckB MovB ConB MagB 0x0 0x0 0x0 0x0 0x0 0x0 0x0 0x0 0x0 0x0"
#define GrowthBonus(HPB,StrB,MagB,SklB,SpdB,DefB,ResB,LckB) "BYTE 0x0 0x0 0x0 0x0 0x0 0x0 0x0 0x0 0x0 0x0 HPB StrB SklB SpdB DefB ResB LckB MagB 0x0 0x0"
#define rEquipmentBonus(stat) "rAdd; rWithConstant(stat); rCallExternal(GetEquipmentStatBonus^1)"
//item ID for skill scroll
#define SkillScroll 0xBC
#include "EngineHacks/SkillSystem/skill_definitions.event"
#include "EngineHacks/SkillSystem/skill_definitions_pirate.event"
#define NewBattleHitArray $203AAC0 //for some rounds stuff
#define jumpToHack_r0(offset) "SHORT 0x4800 0x4700 ; POIN (offset|1)"
#define jumpToHack_r1(offset) "SHORT 0x4900 0x4708 ; POIN (offset|1)"
#define jumpToHack_r2(offset) "SHORT 0x4A00 0x4710 ; POIN (offset|1)"
#define jumpToHack_r3(offset) "SHORT 0x4B00 0x4718 ; POIN (offset|1)"
// #define __CHAPTERJUMP__ // Uncomment to enable chapter jump
// #define __DEBUG__ // Uncomment to get the Debug startup menu :p