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_TOWER_MULTI_CORRIDOR_PLAYER).
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@ To do this GF sets the player (LOCALID_PLAYER) invisible and creates a fake player object (LOCALID_TOWER_MULTI_CORRIDOR_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 partner are represented with VAR_OBJ_GFX_ID_E, which will ultimately be set by tower_setpartnergfx.
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@@ -34,7 +34,7 @@ BattleFrontier_BattleTowerMultiCorridor_OnWarp:
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.2byte 0
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BattleFrontier_BattleTowerMultiCorridor_EventScript_SetUpObjects::
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hideobjectat OBJ_EVENT_ID_PLAYER, MAP_BATTLE_FRONTIER_BATTLE_TOWER_MULTI_CORRIDOR
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hideobjectat LOCALID_PLAYER, MAP_BATTLE_FRONTIER_BATTLE_TOWER_MULTI_CORRIDOR
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hideobjectat LOCALID_TOWER_MULTI_CORRIDOR_PLAYER, MAP_BATTLE_FRONTIER_BATTLE_TOWER_MULTI_CORRIDOR
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hideobjectat LOCALID_TOWER_MULTI_CORRIDOR_PARTNER, MAP_BATTLE_FRONTIER_BATTLE_TOWER_MULTI_CORRIDOR
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special OffsetCameraForBattle
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