Merge branch 'followers' into lighting
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README.md
11
README.md
@ -4,13 +4,13 @@ This is a fork of the [matching decompilation](https://github.com/pret/pokeemera
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This fork tries to maintain vanilla compatibility whenever possible. It doesn't increase the size of any save data structure or the object event structure.
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There are several branches, each with one main feature:
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There are several branches, each with one main feature (and sometimes some extra stuff):
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**followers** branch:
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* [HGSS-style pokémon followers](https://bulbapedia.bulbagarden.net/wiki/Walking_Pok%C3%A9mon#Pok.C3.A9mon_HeartGold_and_SoulSilver) for all 386 pokémon, including emotes, the 28 Unown forms and a majority of follower messages.
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* Dynamic overworld palettes & reflections compatible with vanilla berry trees.
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* Function to change a pokemon's nature while preserving most properties of its PID.
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* Function to detect newer emulators/new GBA hardware.
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* PID (but not legitimacy) preserving Pokémon nature-changing function
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* Function to detect modern emulators/GBA hardware.
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**icons** branch:
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* Everything from the **followers** branch.
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@ -28,6 +28,11 @@ There are several branches, each with one main feature:
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* WIP interframe-blended lamp lights at night, i.e in Rustboro.
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* HGSS-style alpha-blended shadows for object events.
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Additional branches to mention:
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* `followers-expanded-id` - like `followers`, but includes backwards-compatible 16-bit graphics IDs for object events.
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* `lighting-expanded-id` - like the above but for `lighting`.
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To set up the repository, see [INSTALL.md](INSTALL.md).
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## See also
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@ -5190,6 +5190,11 @@ bool8 FollowablePlayerMovement_Step(struct ObjectEvent *objectEvent, struct Spri
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ClearObjectEventMovement(objectEvent, sprite);
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if (objectEvent->invisible) { // Animate exiting pokeball
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// Player is jumping, but follower is invisible
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if (PlayerGetCopyableMovement() == COPY_MOVE_JUMP2) {
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sprite->sTypeFuncId = 0; // return to shadowing state
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return FALSE;
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}
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MoveObjectEventToMapCoords(objectEvent, targetX, targetY);
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ObjectEventSetSingleMovement(objectEvent, sprite, MOVEMENT_ACTION_EXIT_POKEBALL);
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objectEvent->singleMovementActive = 1;
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