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@ -369,10 +369,12 @@ $~~~~$<c>then always returns PLAYERMOVEMENT_FINISH but often is overwritten by c
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8) The player may need to turn to a different direction through the ``ChangeDirectionScript`` (when ``DoPlayerMovement`` returns with ``PLAYERMOVEMENT_TURN``). Otherwise or after that, ``CheckPlayerState`` sets ``wMapEventStatus`` to ``MAPEVENTS_OFF``,
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8) The player may need to turn to a different direction through the ``ChangeDirectionScript`` (when ``DoPlayerMovement`` returns with ``PLAYERMOVEMENT_TURN``). Otherwise or after that, ``CheckPlayerState`` sets ``wMapEventStatus`` to ``MAPEVENTS_OFF``,
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9) When the step finishes (i.e. ``PLAYERSTEP_STOP_F`` becomes set) in some ``HandleMap`` iteration, ``CheckPlayerState`` sets ``wScriptFlags2`` to $ff and ``wMapEventStatus`` to ``MAPEVENTS_ON``.
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9) When the step finishes (i.e. ``PLAYERSTEP_STOP_F`` becomes set) in some ``HandleMap`` iteration, ``CheckPlayerState`` sets ``wScriptFlags2`` to $ff and ``wMapEventStatus`` to ``MAPEVENTS_ON``.
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10) In the next ``HandleMap`` iteration, ``CheckBoardEvent.board`` is called with ``wScriptFlags2[4]`` set.
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10) In the next ``HandleMap`` iteration, ``CheckBoardEvent.board`` is called with ``wScriptFlags2[4]`` set.
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- If player is not above a tile (``wPlayerTile``) with a space collision: ``wScriptFlags2[4]`` is reset. **Go back to 7)**.
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- If player is not above a tile (``wPlayerTile``) with a space collision: ``wScriptFlags2[4]`` is reset. **Go back to 7**.
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- If player is above a tile, the corresponding space script is queued to be executed by ``ScriptEvents`` in the current ``HandleMap`` iteration. ``wScriptFlags2[4]`` is reset. **Continue to 11)**.
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- If player is above a tile, the corresponding space script is queued to be executed by ``ScriptEvents`` in the current ``HandleMap`` iteration. ``wScriptFlags2[4]`` is reset. **Continue to 11**.
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11) The space script loads the value of ``wCurSpaceNextSpace`` into ``wCurSpace``, loads the new space data to ``wCurSpaceStruct[]``, and decreases ``wSpacesLeft``.
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11) The space script loads the value of ``wCurSpaceNextSpace`` into ``wCurSpace``, loads the new space data to ``wCurSpaceStruct[]``, and decreases ``wSpacesLeft``.
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- If the space is an End Space, a fading out animation plays and then the ``exitoverworld`` script sets ``wMapStatus`` to ``MAPSTATUS_DONE``. This causes ``OverworldLoop`` to return back to the game menu. **Exit this workflow**.
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- If the space is an End Space, a fading out animation plays and then the ``exitoverworld`` script sets ``wMapStatus`` to ``MAPSTATUS_DONE``. This causes ``OverworldLoop`` to return back to the game menu. **Exit this workflow**.
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- If ``wSpacesLeft`` is non-0, **go back to 6)**.
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- If ``wSpacesLeft`` is non-0, **go back to 6**.
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12) The landed-on space is disabled by executing a block change that converts it into a Grey Space. ``hCurBoardEvent`` is set to ``BOARDEVENT_END_TURN``. ``CheckBoardEvent`` does nothing in this state. In the first subsequent ``HandleMap`` iteration where no other kind of event triggers causing ``PlayerEvents`` to return early, ``hCurBoardEvent`` is set to ``BOARDEVENT_DISPLAY_MENU``.
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12) The script code specific to the space type of the landed-on space is executed.
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13) **Go back to 3)**
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- If player whites out in battle, ``Script_BattleWhiteout`` executes ``exitoverworld``. **Exit this workflow**.
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13) The landed-on space is disabled by executing a block change that converts it into a Grey Space. ``hCurBoardEvent`` is set to ``BOARDEVENT_END_TURN``. ``CheckBoardEvent`` does nothing in this state. In the first subsequent ``HandleMap`` iteration where no other kind of event triggers causing ``PlayerEvents`` to return early, ``hCurBoardEvent`` is set to ``BOARDEVENT_DISPLAY_MENU``.
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14) **Go back to 3**
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