Update docs/battle_anim_commands.md

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mid-kid 2018-11-26 00:10:41 +01:00
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@ -47,6 +47,9 @@ Loads 1-5 sets of graphics. Will overwrite any previously loaded sets.
- *gfx*: `ANIM_GFX` constants (see [constants/battle_anim_constants.asm](/constants/battle_anim_constants.asm))
Caveats:
- These will override any currently-loaded GFX.
## `$D6`: <code>anim_incobj <i>object_id</i></code>
@ -76,15 +79,17 @@ Increments a bg effect's state.
Since there can't be two of the same bg effect, the effect type is used. This is distinct from `anim_incobj`.
## `$D9`: `anim_enemyfeetobj`
Temporarily creates sprites from the bottom row of the enemy frontpic, so that the player backpic can be moved around without corrupting the enemy frontpic.
## `$D9`: `anim_battlergfx_2row`
## `$DA`: `anim_playerheadobj`
## `$DA`: `anim_battlergfx_1row`
Temporarily creates sprites from the top row of the player backpic, so that the enemy frontpic can be moved around without corrupting the player backpic.
Loads animation graphics for the bottom one or two rows of the enemy pokemon and the top one or two rows of the player's.
These graphics are identified through `ANIM_GFX_ENEMYFEET` and `ANIM_GFX_PLAYERHEAD`.
Caveats:
- Doesn't work with `anim_4gfx` and `anim_5gfx`.
- This overwrites previously loaded animation graphics if you've loaded more than 53 tiles (2row) or 66 tiles (1row).
## `$DB`: `anim_checkpokeball`