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Custom Definitions.event
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Custom Definitions.event
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// External definitions
#include "EngineHacks/SkillSys/CustomDefinitions.event"
#include "Events/EventDefs.event"
// Idk why this needs to be here but it does
#define Item 0x9
#define Spears 0x1
// Important general defs
#define IsPointer 0x08000000
#define EndConvo "CALL $9EE2C4"
// Repointing class table
#define ClassTable NewClassTable
#define ItemTable NewItemTable
// Character definitions
#define Romi 0x1
#define Rainer 0x2
#define Ruby 0x3
#define Ella 0x4
#define Arla 0x5
#define Ursula 0x6
#define Kilvonso 0x7
#define Rayleigh 0x8
#define Frida 0x9
// Boss definitions
#define Evans 0x35
// Item definitions
#define Dealbreaker 0xBD
#define SpiritDust 0xBE
#define BagOfHolding 0xBF
#define WoodenShield 0xC0
#define ThievesCloak 0xC1
#define FilliShield 0x71
// Icon definitions
#define DealbreakerIcon 0xE0
#define SpiritDustIcon 0xE1
#define BagOfHoldingIcon 0xE2
#define WoodenShieldIcon 0xE3
#define ThievesCloakIcon 0xE4
// Class definitions
#define Nomad 0x80
#define ThiefF 0x81
#define MoveKnight 0x82
#define PirateF 0x83
#define AssassinF 0x84
#define BerserkerF 0x85
#define WarriorF 0x86
#define DreadFighter 0x87
#define DreadFighterF 0x88
#define SoldierF 0x89
#define Halberdier 0x8A
#define HalberdierF 0x8B
#define TricksterF 0x8C
#define Trickster 0x8D
#define NomadF 0x8E
#define RangerF 0x8F
#define WarCleric 0x90
#define WarClericF 0x91
#define Crusader 0x92
#define CrusaderF 0x93
#define DarkFlierF 0x94
#define Marshall 0x95
#define ArmoredMarksman 0x96
#define MarshallF 0x97
#define SpellFencer 0x98
#define MaligKnight 0x99
#define BowFighter 0x9A
#define SwordMercenary 0xF
#define SwordMercenaryF 0x10
#define AxeMercenary 0x9B
#define AxeMercenaryF 0x9C
#define AxeKnight 0x9D
#define LanceKnight 0x9
// Definitions to allow for battle animations
// #define ClassAnimTable (0xc00008-0x20)
#define AnimTableEntry(index) "ORG NewClassAnimTable - 0x20 + ((index) * 0x20)"
#define SwordAnim(Animation) "BYTE Swords 0x01 ; SHORT Animation"
#define SpearAnim(Animation) "BYTE Spears 0x01 ; SHORT Animation"
#define AxeAnim(Animation) "BYTE Axes 0x01 ; SHORT Animation"
#define HandAxeAnim(Animation) "BYTE HandAxe 0x00 ; SHORT Animation ; BYTE Tomahawk 0x00 ; SHORT Animation ; BYTE Hatchet 0x00 ; SHORT Animation"
#define BowAnim(Animation) "BYTE Bows 0x01 ; SHORT Animation"
#define StaffAnim(Animation) "BYTE Staves 0x01 ; SHORT Animation"
#define AnimaAnim(Animation) "BYTE Anima 0x01 ; SHORT Animation"
#define LightAnim(Animation) "BYTE Light 0x01 ; SHORT Animation"
#define DarkAnim(Animation) "BYTE Dark 0x01 ; SHORT Animation"
#define UnarmedAnim(Animation) "BYTE Item 0x01 ; SHORT Animation"
#define SpecialAnim(Animation,Weapon) "BYTE Weapon 0x00 ; SHORT Animation"
// Class Cards
#define setCardEntry(cardEntry,cardLocation,cardPaletteLocation) "PUSH; ORG PortraitTable+cardEntry*0x1C; POIN 0 0 cardPaletteLocation 0 cardLocation; POP"
#define NomadCard 0xAD
#define ThiefFCard 0xAE
#define AssassinFCard 0xAF
#define PirateFCard 0xB0
#define BerserkerFCard 0xB1
#define WarriorFCard 0xB2
#define DreadFighterCard 0xB3
#define DreadFighterFCard 0xB4
#define SoldierFCard 0xB5
#define HalberdierCard 0xB6
#define HalberdierFCard 0xB7
#define TricksterCard 0xB8
#define TricksterFCard 0xB9
#define RangerFCard 0xBA
#define WarClericCard 0xBB
#define WarClericFCard 0xBC
#define CrusaderCard 0xBD
#define CrusaderFCard 0xBE
#define DarkFlierFCard 0xBF
#define MarshallCard 0xC0
#define ArmoredMarksmanCard 0xC1
#define MarshallFCard 0xC0
#define SpellFencerCard 0xC1
#define WyvernRiderCard 0xC2
#define WyvernLordCard 0xC3
#define MaligKnightCard 0xC4
#define BowFighterCard 0xC5
#define SwordMercenaryCard 0xC6
#define SwordMercenaryFCard 0xC7
#define AxeMercenaryCard 0xC8
#define AxeMercenaryFCard 0xC9
#define AxeKnightCard 0xCA
// Include repointer file
#include "Repointers.event"