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Follow-up to PR #367.
- 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 likeSilphCo7FWorkerM1BeforeTextandSilphCo7FWorkerM1AfterTextwould 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_BURGLARhasTEXT_POKEMONMANSIONB1F_BURGLAR, despite usingSPRITE_SUPER_NERD. The rest are named after their sprite.