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_FACTORY_BATTLE_PLAYER).
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@ To do this GF sets the player (LOCALID_PLAYER) invisible and creates a fake player object (LOCALID_FACTORY_BATTLE_PLAYER).
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@ The graphics of this fake player object are represented with VAR_OBJ_GFX_ID_F.
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@ The graphics of the opponent are represented with VAR_OBJ_GFX_ID_0, which will ultimately be set by factory_setopponentgfx.
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@@ -30,7 +30,7 @@ BattleFrontier_BattleFactoryBattleRoom_OnWarp:
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BattleFrontier_BattleFactoryBattleRoom_EventScript_HideObjects::
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setvar VAR_TEMP_1, 1
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hideobjectat OBJ_EVENT_ID_PLAYER, MAP_BATTLE_FRONTIER_BATTLE_FACTORY_BATTLE_ROOM
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hideobjectat LOCALID_PLAYER, MAP_BATTLE_FRONTIER_BATTLE_FACTORY_BATTLE_ROOM
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goto_if_ne VAR_TEMP_F, FRONTIER_BRAIN_NOT_READY, BattleFrontier_BattleFactoryBattleRoom_EventScript_EndHideObjects
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hideobjectat LOCALID_FACTORY_BATTLE_OPPONENT, MAP_BATTLE_FRONTIER_BATTLE_FACTORY_BATTLE_ROOM
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BattleFrontier_BattleFactoryBattleRoom_EventScript_EndHideObjects::
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@@ -53,7 +53,7 @@ BattleFrontier_BattleFactoryBattleRoom_EventScript_EnterRoomFactoryHeadBattle::
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closemessage
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applymovement LOCALID_FACTORY_BATTLE_OPPONENT, BattleFrontier_BattleFactoryBattleRoom_Movement_NolandMoveToBattle
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applymovement LOCALID_FACTORY_BATTLE_PLAYER, BattleFrontier_BattleFactoryBattleRoom_Movement_PlayerEnterRoom
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applymovement OBJ_EVENT_ID_PLAYER, BattleFrontier_BattleFactoryBattleRoom_Movement_PlayerEnterRoom
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applymovement LOCALID_PLAYER, BattleFrontier_BattleFactoryBattleRoom_Movement_PlayerEnterRoom
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waitmovement 0
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call BattleFrontier_BattleFactoryBattleRoom_EventScript_ScientistsFaceBattle
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goto BattleFrontier_BattleFactoryBattleRoom_EventScript_BattleOpponent
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@@ -62,7 +62,7 @@ BattleFrontier_BattleFactoryBattleRoom_EventScript_EnterRoomFactoryHeadBattle::
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BattleFrontier_BattleFactoryBattleRoom_EventScript_EnterRoom::
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goto_if_ne VAR_TEMP_F, FRONTIER_BRAIN_NOT_READY, BattleFrontier_BattleFactoryBattleRoom_EventScript_EnterRoomFactoryHeadBattle
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applymovement LOCALID_FACTORY_BATTLE_PLAYER, BattleFrontier_BattleFactoryBattleRoom_Movement_PlayerEnterRoom
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applymovement OBJ_EVENT_ID_PLAYER, BattleFrontier_BattleFactoryBattleRoom_Movement_PlayerEnterRoom
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applymovement LOCALID_PLAYER, BattleFrontier_BattleFactoryBattleRoom_Movement_PlayerEnterRoom
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waitmovement 0
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call BattleFrontier_BattleFactoryBattleRoom_EventScript_ScientistsFaceBattle
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factory_setopponentgfx
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