mirror of https://github.com/pret/pokecrystal.git
s/number/scene/, and correct some documentation
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@ -65,7 +65,7 @@ Callback types:
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## `.CoordEvents: db` *N*
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- **`coord_event` *id*, *y*, *x*, `$0`, *script*, `$0`, `$0`**
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- **`coord_event` *scene id*, *y*, *x*, *script***
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## `.BGEvents: db` *N*
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@ -90,7 +90,7 @@ BG event types:
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## `.ObjectEvents: db` *N*
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- **`object_event` *sprite*, *y*, *x*, *movement*, *ry*, *rx*, *hour*, *daytime*, *palette*, *type*, *range*, *script*, *event_flag***
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- **`object_event` *sprite*, *y*, *x*, *movement*, *ry*, *rx*, *h1*, *h2*, *palette*, *type*, *range*, *script*, *event_flag***
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Movement types:
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@ -19,7 +19,7 @@ warp_def: macro
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endm
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coord_event: macro
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;\1: number: controlled by setscene/setmapscene
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;\1: scene id: controlled by setscene/setmapscene
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;\2: y: top to bottom, starts at 0
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;\3: x: left to right, starts at 0
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;\4: script pointer
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@ -43,17 +43,17 @@ object_event: macro
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;\3: x: left to right, starts at 0
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;\4: movement function: a SPRITEMOVEDATA_* constant
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;\5, \6: movement radius: y, x
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;\7, \8: hour1 and hour2: control the hours an object_event is visible (0-23)
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; * if hour1 < hour2, the object_event will only appear from hour1 to hour2
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; * if hour1 > hour2, the object_event will not appear from hour2 to hour1
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; * if hour1 == hour2, the object_event will always appear
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; * if hour1 == -1, hour2 is treated as a time-of-day value:
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;\7, \8: hour limits: h1, h2 (0-23)
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; * if h1 < h2, the object_event will only appear from h1 to h2
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; * if h1 > h2, the object_event will not appear from h2 to h1
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; * if h1 == h2, the object_event will always appear
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; * if h1 == -1, h2 is treated as a time-of-day value:
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; a combo of MORN, DAY, and/or NITE, or -1 to always appear
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;\9: color: a PAL_NPC_* constant, or 0 for sprite default
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;\10: function: a OBJECTTYPE_* constant
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;\11: sight range: applies to OBJECTTYPE_TRAINER
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;\12: script pointer
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;\13: event flag: an EVENT_* constant, or 0 to always appear
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;\13: event flag: an EVENT_* constant, or -1 to always appear
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db \1, \2 + 4, \3 + 4, \4
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dn \5, \6
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db \7, \8
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