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CustomDefinitions.event
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// #define FreeSpace 0xb2a610
// #define FreeSpaceEnd 0xC00000
#define FreeSpace 0xD00000 //FE7
#define FreeSpaceEnd 0xE00000 //unchanged
#define FreeSpaceBLRange 0x100000 //FE7
#define ChapterTileset(chapter, object, palette, config) "PUSH; ORG 0xC9A200 + (148* chapter) + 4; SHORT object; BYTE palette config; POP"
#define ChapterTileAnims(chapter, anim1, anim2) "PUSH; ORG 0xC9A200 + (148* chapter) + 9; BYTE anim1 anim2; POP"
#ifndef ItemTable
#define ItemTable 0x8BE222C //FE7
#endif
#ifndef DebuffTableRam
#define DebuffTableRam 0x0203F100 //unchanged
#define DebuffTableSize 0x00000440 //unchanged
#endif
#ifndef ChapterDataTable
#define ChapterDataTable 0xC9A200 //FE7 -> FE8 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"
//item ID for skill scroll
#define SkillScroll 0xBC
#include "EngineHacks/SkillSystem/skill_definitions.event"
// #define __DEBUG__ // Uncomment to get the Debug startup menu :p