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authorRangi <remy.oukaour+rangi42@gmail.com>2018-05-24 11:52:47 -0400
committerRangi <remy.oukaour+rangi42@gmail.com>2018-05-24 11:52:47 -0400
commite9431d531506e6f5afbcf23c8a9360486cc2643b (patch)
tree1a7a66374aaf384eadccb4f183234ce88a04ca69
parent52a028da9e40e9a490ea08d8cf24d9f01adf3039 (diff)
Example
-rw-r--r--Add-a-new-sprite-movement-behavior.md2
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@@ -84,7 +84,7 @@ Here's what the individual `db` values mean:
- `HIGH_PRIORITY`: The object will appear above other objects. Do not combine with `LOW_PRIORITY`. Example: `SPRITEMOVEDATA_GRASS`, which appears above the player when walking through tall grass.
- `USE_OBP1`: The object will use SGB palette #1 instead of #0. This was relevant for Gold and Silver since they could be played on the Super Game Boy, but not Crystal.
- **palette flags:** A combination of any of these values, or 0 for none of them:
- - `SWIMMING`: The object can move over water but is blocked by land, instead of vice-versa.
+ - `SWIMMING`: The object can move over water but is blocked by land, instead of vice-versa. Example: `SPRITEMOVEDATA_SWIM_WANDER`, which is used for the Lapras in Union Cave.
- `STRENGTH_BOULDER`: The object blocks the player if they haven't used Strength. Example: `SPRITEMOVEDATA_STRENGTH_BOULDER` of course, but also the `SPRITEMOVEDATA_BIGDOLL*` data for some reason.
- `BIG_OBJECT`: The object blocks the spaces below it, to its right, and to its bottom-right, not just the space its coordinates are at. Example: `SPRITEMOVEDATA_BIGDOLLSYM`, which is used for the Snorlax in Vermilion City.