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/* Script to modify the letters and characters available in the Naming Screens | |
Made by PhoenixBound, based on previous work by TragicManner */ | |
import asm65816 | |
main_capital: { // offset EFA460 | |
text_pos(0, 0) "[2F]A[2F]B[2F]C[2F]D[2F]E[2F]F[2F]G[2F]H[2F]I" text_pos(22, 0) "[2F]-[2F]#" | |
text_pos(0, 1) "[2F]J[2F]K[2F]L[2F]M[2F]N[2F]O[2F]P[2F]Q[2F]R" text_pos(22, 1) "[2F]'[2F]~" | |
text_pos(0, 2) "[2F]S[2F]T[2F]U[2F]V[2F]W[2F]X[2F]Y[2F]Z[2F] " text_pos(22, 2) "[2F].[2F][5F]" | |
text_pos(0, 3) "[2F][B0][2F][B1][2F][B2][2F][B3][2F][B4][2F][B5][2F][B7][2F] [2F][B8][2F]?" text_pos(22, 3) "[2F][B9][2F]!" |
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command movecode_flyover_text1(movecode_num) { | |
ROM[0xC3ABED] = { | |
mov_jsrmov(0xA204) | |
mov_rtl | |
} | |
_mc: { | |
mov_setx(123) | |
mov_sety(456) | |
"[23 39 A0]" | |
"[25 C8 9F]" |
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import ebpp | |
command adr32(a) "[{byte[0] a} {byte[1] a} {byte[2] a} 00]" | |
define LOWERCASE_PREFIX = 0 | |
define UPPERCASE_PREFIX = 4 | |
// Prints the item name with a prefix, based in the configured prefixed in the ITEM_PREFIX_TABLE | |
// Example: prefixed_itemname(1, LOWERCASE_PREFIX) could print something like "the Franklin badge" | |
// prefixed_itemname(3, UPPERCASE_PREFIX) could print something like "An Teddy bear" |
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import ebpp | |
define FIRST_CAPSULE_ITEM = 1 | |
define AMOUNT_OF_CAPSULE_ITEMS = 3 | |
txt_liquid: "drank" eob | |
txt_capsule: "swallowed" eob | |
command drink_verb(item_number) { | |
// Store the contents of register 0 on the stack |
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burst_of_steam: bluemagic_skill("Vented a burst of steam", burst_of_steam_text, fire1) | |
burst_of_steam_text: | |
"{sound(25)}@{user} vented a burst of steam!" | |
"{sound(51)}[1C 13 00 07]{pause(28)}{sound(53)}{pause(6)}[1C 13 24 00]{pause(30)}" | |
eob | |
command bluemagic_skill(skill_name, skill_text_label, skill_flag) { | |
if not isaacinparty { | |
goto(skill_text_label) |
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import math | |
def calculate_exp(constant, level): | |
return int(math.floor(level * level * (level + 1) * constant)) | |
CONSTANTS = [214.0/256.0, 203.0/256.0, 0.75, 150.0/256.0] | |
for character_number, constant in enumerate(CONSTANTS): | |
print "{}:".format(character_number) |
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import general | |
import faceprint | |
import flags | |
import tree | |
define cflag_lorraine_1 = flag count( "convo_flags", 0x0a00 ) | |
define cflag_lorraine_2 = flag count( "convo_flags", 0x0a00 ) | |
lorraine: | |
face_lorraine "Morning!" next |
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import asm65816 | |
import asmref | |
/* | |
This modifies the CC_1F control code tree, this will add [1F 32], [1F 33], and [1F 34] so that you can switch fonts. This will mirror what you will see in the Font folder so that: | |
[1F 30] = Normal Font | |
[1F 31] = Saturn Font | |
[1F 32] = Big Font | |
[1F 33] = Battle Font | |
[1F 34] = Small Font |
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import asm65816 | |
// Update the Pointer | |
ROM[0xC1219A] = ASMLoadAddress06 (row_front) | |
// Translated Text Goes Between Quotation Marks Here | |
row_front: | |
"Front Row" |
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/* Add all Stats and Resistances to the Equipment menu */ | |
import asm65816 | |
import ebpp | |
import ebpp_std | |
/* | |
NOTES: | |
0xC1AA5D = Part of the main routine of the Equipment selection menu. When this routine exits, it closes the windows associated with the equipment menu. |
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