diff --git a/include/constants/map_scripts.h b/include/constants/map_scripts.h index 26de3ebc6..68d360955 100644 --- a/include/constants/map_scripts.h +++ b/include/constants/map_scripts.h @@ -1,6 +1,41 @@ #ifndef GUARD_CONSTANTS_MAP_SCRIPTS_H #define GUARD_CONSTANTS_MAP_SCRIPTS_H +/* + IDs for special scripts that can be run for a particular map. + For the functions that handle when they are run, see these constants' uses in src/script.c + + Below describes when a script of this kind will be called, and what it typically does. + They are numbered in the order that they will be called when entering a map (from a warp or camera transition). + NOTE: These descriptions are just of what they generally do, not what they always or have to do + + 3. ON_LOAD: Run after the layout is loaded (but not drawn yet). + Almost exclusively used to set metatiles on the map before it's first drawn + + 6. ON_FRAME_TABLE: Run every frame after the map has faded in, before player input is processed. + This is a table of scripts that each run if their condition is satisfied. + Used to trigger an event, such as the player exiting the cable car or the SS Tidal sailor announcing progress + + 2. ON_TRANSITION: Run during the transition to the map + Used to set map-specific flags/vars, update object positions/movement types, set weather, etc + + 5. ON_WARP_INTO_MAP_TABLE: Run after the map's objects are loaded. + This is a table of scripts that each run if their condition is satisfied. + Used to add objects to the scene or update something about the player as they warp in (e.g. their facing dir or visibility) + Note that ON_TRANSITION may also handle object visibility, but would do so by modifying a flag or var + + 4. ON_RESUME: Run at the end of map load, and again any time upon returning to field (e.g. exiting the Bag menu, or finishing a battle) + Used to hide defeated static pokemon, or maintain some map state (e.g. the Trainer Hill timer, or the cycling road challenge) + In some maps this takes the metatile setting job of ON_LOAD + + 1. ON_DIVE_WARP: Run after the player chooses to dive/emerge. + Only used once, to determine whether or not the player should emerge in the Sealed Chamber + + x. ON_RETURN_TO_FIELD: Run exlusively upon returning to the field, shortly after ON_RESUME (as opposed to ON_RESUME, which also runs once on entering the map) + Used rarely, when something must only happen on reload (e.g. making sure Mew is above the grass after battling it on Faraway Island) + +*/ + #define MAP_SCRIPT_ON_LOAD 1 #define MAP_SCRIPT_ON_FRAME_TABLE 2 #define MAP_SCRIPT_ON_TRANSITION 3