OBJ_EVENT_ID_PLAYER/CAMERA -> LOCALID_PLAYER/CAMERA
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@@ -1,5 +1,5 @@
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@ On this map the player will automatically walk into the room, but the camera is supposed to remain still.
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@ To do this GF sets the player (OBJ_EVENT_ID_PLAYER) invisible and creates a fake player object (LOCALID_ARENA_BATTLE_PLAYER).
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@ To do this GF sets the player (LOCALID_PLAYER) invisible and creates a fake player object (LOCALID_ARENA_BATTLE_PLAYER).
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@ The graphics of this fake player object are represented with VAR_OBJ_GFX_ID_1.
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@ The graphics of the opponent are represented with VAR_OBJ_GFX_ID_0, which will ultimately be set by tower_setopponent.
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BattleFrontier_BattleArenaBattleRoom_MapScripts::
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@@ -464,7 +464,7 @@ BattleFrontier_BattleArenaBattleRoom_EventScript_SetUpRoomObjects::
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hideobjectat LOCALID_ARENA_BATTLE_PLAYER, MAP_BATTLE_FRONTIER_BATTLE_ARENA_BATTLE_ROOM
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removeobject LOCALID_ARENA_BATTLE_OPPONENT
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call BattleFrontier_BattleDomeBattleRoom_EventScript_SetPlayerGfx
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applymovement OBJ_EVENT_ID_PLAYER, BattleFrontier_BattleDomeBattleRoom_Movement_SetInvisible
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applymovement LOCALID_PLAYER, BattleFrontier_BattleDomeBattleRoom_Movement_SetInvisible
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setvar VAR_TEMP_1, 1
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end
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