Relativize doc links, to fix links in docs site (#7964)
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@ -36,7 +36,6 @@ def proc_items(items):
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s = s.replace('](README.md)', '](./)')
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s = s.replace('](/INSTALL.md', '](INSTALL.md')
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s = s.replace('](docs/', '](')
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s = s.replace('](/docs/', '](/')
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s = URL_RE.sub(handle_url, s)
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item['Chapter']['content'] = ANCHOR_RE.sub(handle_anchor, s)
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proc_items(item['Chapter']['sub_items'])
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@ -1,2 +1,2 @@
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## Running documentation website locally
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- [Ubuntu WSL1/WSL2](/docs/local_mdbook/ubuntu_WSL.md)
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- [Ubuntu WSL1/WSL2](ubuntu_WSL.md)
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@ -7,7 +7,7 @@ This document is a guide for maintainers to account for all the reccomended step
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# Checklist
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## Is the branch's theoretical functionality in scope?
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If you're not sure if a branch's functionality is [in scope](docs/team_procedures/scope.md), start a conversation on Discord to resolve.
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If you're not sure if a branch's functionality is [in scope](scope.md), start a conversation on Discord to resolve.
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## Does the branch successfully compile?
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From `make clean`, the branch should locally compile.
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@ -37,18 +37,18 @@ If you're not sure if something CAN be tested, start a discussion. Some contribu
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If any new tests are `KNOWN_FAILING`, issues should be opened describing each of the `KNOWN_FAILING` tests and our understanding of why they fail.
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## Does the branch meet our [config philosophy](/docs/STYLEGUIDE.md#config-philosophy)?
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## Does the branch meet our [config philosophy](../STYLEGUIDE.md#config-philosophy)?
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## Does the branch meet our [saves philosophy](/docs/STYLEGUIDE.md#saves-philosophy)?
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## Does the branch meet our [saves philosophy](../STYLEGUIDE.md#saves-philosophy)?
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## Does the submitted code follow the [styleguide](/docs/STYLEGUIDE.md)?
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## Does the submitted code follow the [styleguide](../STYLEGUIDE.md)?
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This applies to code that comes from other branches or games.
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## Is the pull request appropriately labeled?
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Without labels, the CHANGELOG will not be properly formatted. For specifically the `bugfix` label, an additional label, detailing what area the bug exists in is required.
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## Is `pokeemerald-expansion` free from a merge freeze?
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Our [release schedule](/docs/team_procedures/schedule.md) prevents us from merging Big Features and non-bugfixes within certain dates close to a release. Please use `/release` in the RHH Discord to clarify when these are occuring.
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Our [release schedule](schedule.md) prevents us from merging Big Features and non-bugfixes within certain dates close to a release. Please use `/release` in the RHH Discord to clarify when these are occuring.
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# Merging
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@ -53,4 +53,4 @@ This designation should be reserved for instances where an existing feature on `
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Blocking issues or PRs can be deferred to future releases but should be discussed with the Maintainers that assigned the designation in the first place.
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If a version's milestone does not have any issues or PRs assigned to it, that version should be [released](https://github.com/rh-hideout/pokeemerald-expansion/blob/master/docs/team_procedures/expansion_versions.md) as close to the goal date as possible.
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If a version's milestone does not have any issues or PRs assigned to it, that version should be [released](expansion_versions.md) as close to the goal date as possible.
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@ -23,8 +23,8 @@ When writing map scripts, `fadescreenswapbuffers` should be preferred over `fade
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### Q: How do I make lightbulbs glow?
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A: Making lamps glow is not part of the tileset itself. Instead, place certain object events on top of where you desire a glowing effect.
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@ -48,7 +48,7 @@ on separate lines to mark those colors as being light-blended, i.e:
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During the day time, these color indices appear as normal, but will be blended with either yellow or the 0 index at night. These indices should only be used for things you expect to light up. If you are using [porytiles](https://github.com/grunt-lucas/porytiles/wiki), palette overrides and using slight alterations to a color will aid you in avoiding color conflicts where the wrong index is assigned.
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The windows appear as normal during the day time (blue) and light up in the night. These use the default color.
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@ -2,7 +2,7 @@
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*Written by Bivurnum*
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*gif by ghoulslash*
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## Configs
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The configs for follower NPCs can be found in [include/config/follower_npc.h](https://github.com/rh-hideout/pokeemerald-expansion/blob/upcoming/include/config/follower_npc.h).
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@ -42,7 +42,7 @@ The main things that the Expansion changes are listed here.
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# Useful resources
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You can open a sprite debug menu by pressing `Select` in a Pokémon's summary screen outside of battle.
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# The Data - Part 1
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@ -73,7 +73,7 @@ We add this at the end so that no existing species change Id and so that we don'
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Now, let's see how it looks in-game!
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Hmmm, something's not right...
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@ -446,7 +446,7 @@ Now we can add the number and entry to our Mewthree:
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},
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};
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```
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The values `pokemonScale`, `pokemonOffset`, `trainerScale` and `trainerOffset` are used for the height comparison figure in the Pokédex.
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@ -497,7 +497,7 @@ Edit [src/data/pokemon/pokedex_orders.h](https://github.com/rh-hideout/pokeemera
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...
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};
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```
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# The Graphics
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@ -1058,7 +1058,7 @@ What this allows us to do is to be able to get all forms of a Pokémon in our co
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For example, in the HGSS dex, it lets us browse between the entries of every form available.:
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In addition, we have the `GET_BASE_SPECIES_ID` macro, which returns the first entry of the table (or return the species itself if it doesn't have a table registered). With this, you can check if a Pokémon is any form of a species. For example, making it so that the Light Ball affects all Pikachu forms:
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```c
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@ -1089,7 +1089,7 @@ The second value is the target form, to which the Pokémon will change into.
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Values after that are referred as arguments, and needs to be put there depends on the type of form change, detailed in `include/constants/form_change_types.h`.
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## 3. Gender differences
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You may have seen that there's a couple of duplicate fields with a "Female" suffix.
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```diff
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@ -1262,8 +1262,8 @@ Either way, you may also create custom animation tables and use them here approp
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### How to add the Pokémon Object Events to map
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In Porymap, select the object you want to set the sprite to. Then, change the field "Sprite" to use `OBJ_EVENT_GFX_SPECIES(SPECIES)`, replacing SPECIES with the name of the species you want to use. If you get a compiler error, it's because it used the species define as part of the macro, so it needs to match how you defined it all the way back in [Declare a species constant](#1-Declare-a-species-constant).
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If you want to use their shiny and/or female versions, use one of the following macros:
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- `OBJ_EVENT_GFX_SPECIES_SHINY(name)`
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