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_DOME_PLAYER).
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@ To do this GF sets the player (LOCALID_PLAYER) invisible and creates a fake player object (LOCALID_DOME_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 dome_setopponentgfx.
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@@ -464,7 +464,7 @@ BattleFrontier_BattleDomeBattleRoom_EventScript_SetUpObjects::
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call BattleFrontier_BattleDomeBattleRoom_EventScript_AddAudience
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call BattleFrontier_BattleDomeBattleRoom_EventScript_SetPlayerGfx
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setvar VAR_TEMP_1, 1
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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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frontier_get FRONTIER_DATA_BATTLE_NUM
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goto_if_ne VAR_RESULT, DOME_FINAL, BattleFrontier_BattleDomeBattleRoom_EventScript_EndSetUpObjects
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frontier_getbrainstatus
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