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_FALLARBOR_TENT_BATTLE_PLAYER).
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@ To do this GF sets the player (LOCALID_PLAYER) invisible and creates a fake player object (LOCALID_FALLARBOR_TENT_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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FallarborTown_BattleTentBattleRoom_MapScripts::
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@@ -230,7 +230,7 @@ FallarborTown_BattleTentBattleRoom_OnWarp:
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.2byte 0
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FallarborTown_BattleTentBattleRoom_EventScript_SetUpObjects::
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hideobjectat OBJ_EVENT_ID_PLAYER, MAP_FALLARBOR_TOWN_BATTLE_TENT_BATTLE_ROOM
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hideobjectat LOCALID_PLAYER, MAP_FALLARBOR_TOWN_BATTLE_TENT_BATTLE_ROOM
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hideobjectat LOCALID_FALLARBOR_TENT_BATTLE_PLAYER, MAP_FALLARBOR_TOWN_BATTLE_TENT_BATTLE_ROOM
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removeobject LOCALID_FALLARBOR_TENT_BATTLE_OPPONENT
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setvar VAR_TEMP_1, 1
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