##Displays a portrait over the world map.
WM_SHOWPORTRAIT, 0x51, 16, -game:FE6 -indexMode:8
##The ID to give this object on the world map.
##All items shown at once must have a unique ID.
	MapObjectID, 4, 4
##Position at which to display the portrait (in pixels).
	Position, 8, 4, -coordinates:2 -preferredBase:10
##The ID of the portrait to display.
	PortraitID, 12, 4



##Displays a portrait over the world map.
WM_SHOWPORTRAIT, 0xB1, 20, -game:FE7 -indexMode:8
##The ID to give this object on the world map.
##All items shown at once must have a unique ID.
	MapObjectID, 4, 1
##The ID of the portrait to display.
	PortraitID, 8, 1
##Horizontal position of the portrait (in pixels).
	Position, 12, 1, -preferredBase:10
##The way to load the portrait to the screen.
	LoadType, 13, 1
##Time to wait before loading the portrait.
	Delay, 16, 1, -preferredBase:10

##Removes a portrait over the world map.
WM_REMOVEPORTRAIT, 0xB2, 16, -game:FE7 -indexMode:8
##The ID of the portrait to remove.
	PortraitID, 4, 1
##The way to remove the portrait from the screen, namely
##the direction in which the portrait should go to dissappear.
	RemoveType, 9, 1
##Time to wait before removing the portrait.
	Delay, 12, 1, -preferredBase:10



##Displays a portrait over the world map.
WM_SHOWPORTRAIT, 0xC460, 12, -game:FE8 -indexMode:8
##The ID of the portrait to display.
	PortraitID, 6, 1
##Horizontal position of the portrait (in pixels).
	Position, 8, 2, -preferredBase:10

##Removes a portrait over the world map.
WM_CLEARPORTRAIT, 0xC540, 8, -game:FE8 -indexMode:8
	0, 2, 2, -fixed
##The direction in which the portrait should go to dissappear.
##0x000 means no movement and no fading
##0x100 means move to the left
##0x200 and all else means right
	RemoveType, 4, 2
##Time to wait before removing the portrait.
	Delay, 6, 2