fix some func calls in the auto level grinder

This commit is contained in:
Bryan Bishop
2013-09-22 10:50:21 -05:00
parent c1fbb59696
commit a4c418bc7a

View File

@@ -366,7 +366,7 @@ class SpeedRunner(Runner):
# wait for the move to be over
self.cry.text_wait()
hp = ((self.cry.vba.get_memory_at(0xd218) << 8) | self.cry.vba.get_memory_at(0xd217))
hp = ((self.cry.vba.memory[0xd218] << 8) | self.cry.vba.memory[0xd217])
print "enemy hp is: " + str(hp)
if hp == 0:
@@ -377,11 +377,11 @@ class SpeedRunner(Runner):
attacks = attacks - 1
while self.cry.vba.get_memory_at(0xd22d) != 0:
while self.cry.vba.memory[0xd22d] != 0:
self.cry.vba.press("a", hold=10, after=1)
# wait for the map to finish loading
self.cry.vba.nstep(50)
self.cry.vba.step(count=50)
print "okay, back in the overworld"
@@ -449,7 +449,7 @@ class SpeedRunner(Runner):
self.cry.wait_for_script_running()
# wait for it to be really really done
self.cry.vba.nstep(50)
self.cry.vba.step(count=50)
self.cry.move("r")
self.cry.move("r")
@@ -469,7 +469,7 @@ class SpeedRunner(Runner):
self.cry.move("d")
# check partymon1 level
if self.cry.vba.get_memory_at(0xdcfe) < level:
if self.cry.vba.memory[0xdcfe] < level:
self.new_bark_level_grind(level, skip=False)
else:
return