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re-add warp changes
lost during merging
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@ -184,21 +184,21 @@ double.battle.continue.silent 5C 08 trainer:data.trainers.stats 00 00 star
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38 fadein speed. # blocks script execution until the current song fades back in from silence.
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# The fade in will complete after max(16*speed, 16) frames.
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# Does nothing in FRLG if the Quest Log is active.
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39 warp mapbank. map. warp. x: y: # sends player to mapbank/map at tile 'warp'. If warp is negative or out of range, uses x/y instead, or the middle of the map if those are negative as well
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# x and y can be variables
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# blocks script execution and, after a few frames, resets the script runner state, ending the current script
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3A warpmuted mapbank. map. warp. x: y: # same as warp, but doesn't play sappy song 0009 (the same as when warping via Dive)
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3B warpwalk mapbank. map. warp. x: y: # same as warp, but with a walking and door-opening effect
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3C warphole mapbank. map. # similar to warp, but with a falling-down-a-hole effect. Sends the player to same X/Y as on the map they started on.
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# If 'mapbank' and 'map' are 127 127, goes to the map selected by warp5, or to the warp used to enter the current room if warp5 was not used.
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3D warpteleport mapbank. map. warp. x: y: # same as warp, but with an effect of stepping onto a warp pad. Warping to a door/cave opening causes the player to land on the exact same block as it.
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3E warp3 mapbank. map. warp. x: y: # Sets the map & coordinates for the player to go to in conjunction with specific "special" commands.
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# x and y can be variables, as with other warp commands.
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3F setwarpplace mapbank. map. warp. x: y: # sets a variable position (dynamic warp). Go to it with warp 7F 7F 7F 0000 0000
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40 warp4 mapbank. map. warp. x: y: # Sets the map & coordinates that the player would go to after using Dive.
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41 warp5 mapbank. map. warp. x: y: # Sets the map & coordinates that the player would go to if they fell in a hole.
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42 getplayerpos varX: varY: # stores the current player position into varX and varY
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43 countPokemon # stores number of pokemon in your party, including non-usable eggs and bad eggs, into LASTRESULT (variable 800D)
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39 warp mapbank. map. warp.-1 x: y: # sends player to mapbank/map at tile 'warp'. If warp is negative or out of range, uses x/y instead, or the middle of the map if those are negative as well
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# x and y can be variables
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# blocks script execution and, after a few frames, resets the script runner state, ending the current script
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3A warpmuted mapbank. map. warp.-1 x: y: # same as warp, but doesn't play sappy song 0009 (the same as when warping via Dive)
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3B warpwalk mapbank. map. warp.-1 x: y: # same as warp, but with a walking and door-opening effect
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3C warphole mapbank. map. # similar to warp, but with a falling-down-a-hole effect. Sends the player to same X/Y as on the map they started on.
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# If 'mapbank' and 'map' are 127 127, goes to the map selected by warp5, or to the warp used to enter the current room if warp5 was not used.
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3D warpteleport mapbank. map. warp.-1 x: y: # same as warp, but with an effect of stepping onto a warp pad. Warping to a door/cave opening causes the player to land on the exact same block as it.
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3E warp3 mapbank. map. warp.-1 x: y: # Sets the map & coordinates for the player to go to in conjunction with specific "special" commands.
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# x and y can be variables, as with other warp commands.
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3F setwarpplace mapbank. map. warp.-1 x: y: # sets a variable position (dynamic warp). Go to it with warp 7F 7F 7F 0000 0000
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40 warp4 mapbank. map. warp.-1 x: y: # Sets the map & coordinates that the player would go to after using Dive.
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41 warp5 mapbank. map. warp.-1 x: y: # Sets the map & coordinates that the player would go to if they fell in a hole.
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42 getplayerpos varX: varY: # stores the current player position into varX and varY
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43 countPokemon # stores number of pokemon in your party, including non-usable eggs and bad eggs, into LASTRESULT (variable 800D)
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44 additem item:data.items.stats quantity: # Tries to put 'quantity' more of 'item' in the player's inventory.
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# 'item' and 'quantity' can be variables.
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# if the operation was succcessful, LASTRESULT (variable 800D) is set to 1. If the operation fails, it is set to 0.
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