Commit Graph

13 Commits

Author SHA1 Message Date
3e78e5b2b6 TextBox -> Textbox
Homogenizing names.
2019-04-09 16:09:18 +02:00
e51c64e167 Don't use legacy macros 2019-02-17 13:31:28 -05:00
80ece33e3e Document wBattleAnimFlags
`anim_clearsprites` was misnamed, so I renamed it to `anim_keepsprites`,
and documented it in docs/battle_anim_commands.md
2019-02-16 12:55:40 +01:00
c4979d9770 Rename "feet and head follow" commands
The lot of these were rather misnamed, since they're used to replace
part of the player or enemy with objects for several background effects.
https://github.com/pret/pokecrystal/pull/578#issuecomment-440996244
2018-11-25 23:57:38 +01:00
4e3ed078f9 Cosmetic fixes 2018-11-20 21:53:45 +01:00
595127ba65 anim_ret_command is an index in a table after all
For some reason I thought BattleAnim_Ret was never used, due to how the
battle anim loop would be exited early from. It seems I was wrong.
Removing commands before anim_ret without it being part of the `enum`
seems to break things.
2018-07-28 12:14:04 +02:00
04d0490c4c Fix anim_ret_command 2018-07-18 10:55:30 +02:00
f964d04a87 * loadmenuheader -> loadmenu (ead103d)
* objectface -> turnobject (c834bda)
2018-02-25 20:05:37 -05:00
4ce75e8dfc Document some more battle animation commands 2018-01-01 04:40:15 -05:00
cc5aeb8b87 Fix anim_obj x/y values
- negative values have no meaning
- left in optional tile x/y for backwards compatibility
2017-12-29 13:43:17 -05:00
50fc9c3389 endm -> ENDM 2017-12-28 22:31:16 +01:00
7beb497d3a Uppercase MACRO and EQU(S) according to the style guide 2017-12-28 13:23:44 +01:00
35a3a19fda Use "battle_anims" and "sprite_anims" for clarity, not just "anims" 2017-12-26 18:45:04 -05:00