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Revise the Seafoam Islands script labels, like SeafoamIslandsB3FObjectMoving1Script/SCRIPT_SEAFOAMISLANDSB3F_OBJECT_MOVING1. "It all has to do with moving the boulders around. ... They were also very, very redundant here. Many routines that do practically the same thing."
Revise the Silph Co text labels. "For all the Silph workers whose text just varies depending on whether you saved Silph, I don't think they need dialog-specific labels; just things like SilphCo7FWorkerM1BeforeText and SilphCo7FWorkerM1AfterText would do. Likewise for other NPCs who just switch between two texts based on an event."
Name trainers' labels and constants according to their class, not their sprite. Special characters like gym leaders already do this. There's just one non-special case that already does so: in PokemonMansionB1F.asm, an OPP_BURGLAR has TEXT_POKEMONMANSIONB1F_BURGLAR, despite using SPRITE_SUPER_NERD. The rest are named after their sprite.
The text was updated successfully, but these errors were encountered:
Follow-up to PR #367.
SeafoamIslandsB3FObjectMoving1Script
/SCRIPT_SEAFOAMISLANDSB3F_OBJECT_MOVING1
. "It all has to do with moving the boulders around. ... They were also very, very redundant here. Many routines that do practically the same thing."Revise the Silph Co text labels."For all the Silph workers whose text just varies depending on whether you saved Silph, I don't think they need dialog-specific labels; just things likeSilphCo7FWorkerM1BeforeText
andSilphCo7FWorkerM1AfterText
would do. Likewise for other NPCs who just switch between two texts based on an event."OPP_BURGLAR
hasTEXT_POKEMONMANSIONB1F_BURGLAR
, despite usingSPRITE_SUPER_NERD
. The rest are named after their sprite.The text was updated successfully, but these errors were encountered: