What the stage overlays and the executable use of FIELDSTG (fieldstg.h has the rest): its layers and ...
#define SCRIPT_WAIT_WALK(id)
until the character gets to its goal
#define FIELD_COMMAND_HALT_PARTNERS
The field commands, which an event script hands FIELD_TASK_COMMANDS as the first argument of a pose c...
#define SCRIPT_END
The commands of an event script (FieldEvent.script), as FIELDSTG_runEvent reads them: a halfword kind...
#define SCRIPT_LEAVE(mode, x, y, dir)
FIELDSTG_leaveField; ends the event.
#define SCRIPT_COMMAND(id, command, arg)
the same word for a script command's id: FIELDSTG_setEventPose creates its task if none runs and hand...
#define SCRIPT_FOLLOW(snap, id)
FIELDSTG_followWithCamera.
#define FIELD_COMMAND_ICON3
its substate 3, with ITEM_GET
#define FIELD_COMMAND_PLAY_SWITCH02
#define SCRIPT_WALK(id, x, y, dir)
Actor.setGoal: walks to (x, y), then faces dir.
#define LIFT_DOWN
and back down to the objects' place on the map
#define LIFT_UP
The lift: the map objects 3 (always shown) and 2 (shown while it moves), which move 0x7F pixels up or...
#define SCRIPT_WAIT_BOX
until box 0 closes
#define SCRIPT_POSE(id, set, dir)
Actor.setPose: its animation set, facing dir.
#define SCRIPT_WAIT(frames)
#define FIELD_TASK_COMMANDS
script command 813 (FIELDSTG_startCommandTask): the field commands
#define SCRIPT_PLACE(id, x, y)
puts a character at (x, y)
#define SCRIPT_TALK(box, entry, id, kind)
box of the event's boxes shows the event text's entry: a talk box at the corner kind next to the char...