mirror of https://github.com/pret/pokeemerald.git
parent
a277480d42
commit
4f69ffa308
|
@ -11,6 +11,7 @@ All specials need to be added to the table in `data/specials.inc` following othe
|
||||||
- [Set Seen/Caught Mon](#setseenmon-and-setcaughtmon)
|
- [Set Seen/Caught Mon](#setseenmon-and-setcaughtmon)
|
||||||
- [Set Mon Ball](#setmonball)
|
- [Set Mon Ball](#setmonball)
|
||||||
- [Check For Species](#checkforspecies)
|
- [Check For Species](#checkforspecies)
|
||||||
|
- [Get An Object's Facing Direction](#getobjectfacingdirection)
|
||||||
|
|
||||||
### getobjectposition
|
### getobjectposition
|
||||||
|
|
||||||
|
@ -277,4 +278,82 @@ Route101_EventScript_Text_NoTorchic:
|
||||||
|
|
||||||
Route101_EventScript_Text_HasTorchic:
|
Route101_EventScript_Text_HasTorchic:
|
||||||
.string "You have a TORCHIC!$"
|
.string "You have a TORCHIC!$"
|
||||||
```
|
```
|
||||||
|
|
||||||
|
### getobjectfacingdirection
|
||||||
|
|
||||||
|
Credits to Lunos.
|
||||||
|
|
||||||
|
This command will let you check the direction at which an object event on a map is facing, which in turn allows you to handle edge cases in overworld scripts that deal with lots of movement.
|
||||||
|
|
||||||
|
1. First, our scripting macro:
|
||||||
|
|
||||||
|
```c
|
||||||
|
@ Gets the facing direction of a given event object and stores it in the variable \dest.
|
||||||
|
.macro getobjectfacingdirection evObjId:req, dest:req
|
||||||
|
setvar \dest, \evObjId
|
||||||
|
specialvar \dest, Script_GetObjectFacingDirection
|
||||||
|
.endm
|
||||||
|
```
|
||||||
|
|
||||||
|
2. Next, a special function that will return the facing direction of the event object whose Local ID *(i.e. the object's ID on the current map)* is stored in [the temporary variable](https://github.com/pret/pokeemerald/blob/master/include/constants/vars.h#L6-L7) `VAR_TEMP_1`
|
||||||
|
|
||||||
|
```c
|
||||||
|
u8 Script_GetObjectFacingDirection(void)
|
||||||
|
{
|
||||||
|
u8 objId = GetObjectEventIdByLocalId(VarGet(VAR_TEMP_1));
|
||||||
|
return gObjectEvents[objId].facingDirection;
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
And we're done.
|
||||||
|
|
||||||
|
This macro is as easy to use as the other ones in this document.
|
||||||
|
|
||||||
|
You just invoke `getobjectfacingdirection`, feed it an event object's Local ID and then a variable to store their facing directon.
|
||||||
|
|
||||||
|
Here's a quick example of its usage:
|
||||||
|
|
||||||
|
```
|
||||||
|
Route101_EventScript_RouteSign::
|
||||||
|
getobjectfacingdirection OBJ_EVENT_ID_PLAYER, VAR_TEMP_1
|
||||||
|
goto_if_eq VAR_TEMP_1, DIR_NORTH, Route101_EventScript_RouteSign_North
|
||||||
|
goto_if_eq VAR_TEMP_1, DIR_SOUTH, Route101_EventScript_RouteSign_South
|
||||||
|
goto_if_eq VAR_TEMP_1, DIR_WEST, Route101_EventScript_RouteSign_West
|
||||||
|
goto_if_eq VAR_TEMP_1, DIR_EAST, Route101_EventScript_RouteSign_East
|
||||||
|
end
|
||||||
|
|
||||||
|
Route101_EventScript_RouteSign_North:
|
||||||
|
msgbox Route101_Text_RouteSign_North, MSGBOX_DEFAULT
|
||||||
|
release
|
||||||
|
end
|
||||||
|
|
||||||
|
Route101_EventScript_RouteSign_South:
|
||||||
|
msgbox Route101_Text_RouteSign_South, MSGBOX_DEFAULT
|
||||||
|
release
|
||||||
|
end
|
||||||
|
|
||||||
|
Route101_EventScript_RouteSign_West:
|
||||||
|
msgbox Route101_Text_RouteSign_West, MSGBOX_DEFAULT
|
||||||
|
release
|
||||||
|
end
|
||||||
|
|
||||||
|
Route101_EventScript_RouteSign_East:
|
||||||
|
msgbox Route101_Text_RouteSign_East, MSGBOX_DEFAULT
|
||||||
|
release
|
||||||
|
end
|
||||||
|
|
||||||
|
Route101_Text_RouteSign_North:
|
||||||
|
.string "The Player is facing North!$"
|
||||||
|
|
||||||
|
Route101_Text_RouteSign_South:
|
||||||
|
.string "The Player is facing South!$"
|
||||||
|
|
||||||
|
Route101_Text_RouteSign_West:
|
||||||
|
.string "The Player is facing West!$"
|
||||||
|
|
||||||
|
Route101_Text_RouteSign_East:
|
||||||
|
.string "The Player is facing East!$"
|
||||||
|
```
|
||||||
|
|
||||||
|
![mGBA_20221107_192254264](https://user-images.githubusercontent.com/4485172/200428501-11075a22-41d5-4a69-b08d-46d4913d5280.gif)
|
||||||
|
|
Loading…
Reference in New Issue