Generate local IDs from map.json files
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@@ -1,5 +1,3 @@
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.set LOCALID_STEVEN, 1
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GraniteCave_StevensRoom_MapScripts::
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.byte 0
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@@ -29,24 +27,24 @@ GraniteCave_StevensRoom_EventScript_Steven::
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call_if_eq VAR_FACING, DIR_WEST, GraniteCave_StevensRoom_EventScript_StevenExitWestEast
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call_if_eq VAR_FACING, DIR_EAST, GraniteCave_StevensRoom_EventScript_StevenExitWestEast
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playse SE_EXIT
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removeobject LOCALID_STEVEN
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removeobject LOCALID_GRANITE_CAVE_STEVEN
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release
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end
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GraniteCave_StevensRoom_EventScript_StevenExitNorth::
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applymovement LOCALID_STEVEN, GraniteCave_StevensRoom_Movement_StevenExit
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applymovement LOCALID_GRANITE_CAVE_STEVEN, GraniteCave_StevensRoom_Movement_StevenExit
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waitmovement 0
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return
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GraniteCave_StevensRoom_EventScript_StevenExitWestEast::
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applymovement OBJ_EVENT_ID_PLAYER, GraniteCave_StevensRoom_Movement_PlayerTurnTowardExit
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applymovement LOCALID_STEVEN, GraniteCave_StevensRoom_Movement_StevenExit
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applymovement LOCALID_GRANITE_CAVE_STEVEN, GraniteCave_StevensRoom_Movement_StevenExit
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waitmovement 0
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return
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GraniteCave_StevensRoom_EventScript_StevenExitSouth::
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applymovement OBJ_EVENT_ID_PLAYER, GraniteCave_StevensRoom_Movement_PlayerTurnTowardExit
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applymovement LOCALID_STEVEN, GraniteCave_StevensRoom_Movement_StevenExitSouth
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applymovement LOCALID_GRANITE_CAVE_STEVEN, GraniteCave_StevensRoom_Movement_StevenExitSouth
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waitmovement 0
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return
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