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authorRangi42 <remy.oukaour+rangi42@gmail.com>2018-01-26 21:55:10 -0500
committerRangi42 <remy.oukaour+rangi42@gmail.com>2018-01-26 21:55:10 -0500
commitcee8b0eef042ba719c73d0bbd24e06a13935d2f8 (patch)
tree47a458510b97c8bd814226cd3af7e0ca19984e53 /Hard-coded-logic.md
parenta8828783496e37c47c1404140ca63cc1a270890e (diff)
Numbered list for logic steps
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1 files changed, 10 insertions, 10 deletions
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@@ -35,16 +35,16 @@ This is caused by `PlaceEnemysName` in [home/text.asm](../blob/master/home/text.
This is caused by `PlayBattleMusic` in [engine/battle/start_battle.asm](../blob/master/engine/battle/start_battle.asm). The routine's logic is:
-- If `[BattleType]` is `BATTLETYPE_SUICUNE` or `BATTLETYPE_ROAMING`, play `MUSIC_SUICUNE_BATTLE`.
-- If it's a wild battle, play `MUSIC_KANTO_WILD_BATTLE` if we're in Kanto, `MUSIC_JOHTO_WILD_BATTLE_NIGHT` in Johto at night, or `MUSIC_JOHTO_WILD_BATTLE` during morning and day.
-- If `[OtherTrainerClass]` is `CHAMPION` or `RED`, play `MUSIC_CHAMPION_BATTLE`.
-- If `[OtherTrainerClass]` is `GRUNTM` or `GRUNTF`, play `MUSIC_ROCKET_BATTLE`. (They should have included `EXECUTIVEM`, `EXECUTIVEF`, and `SCIENTIST` too…)
-- If `[OtherTrainerClass]` is listed under `KantoGymLeaders` in [data/trainers/leaders.asm](../blob/master/data/trainers/leaders.asm), play `MUSIC_KANTO_GYM_LEADER_BATTLE`.
-- If `[OtherTrainerClass]` is listed under `GymLeaders` in [data/trainers/leaders.asm](../blob/master/data/trainers/leaders.asm), play `MUSIC_JOHTO_GYM_LEADER_BATTLE`. (`CHAMPION`, `RED`, and the Kanto Gym leaders are listed but have already been accounted for at this point.)
-- If `[OtherTrainerClass]` is `RIVAL2` and `[OtherTrainerID]` is at least `RIVAL2_2_CHIKORITA` (i.e. we're battling our rival in Indigo Plateau), play `MUSIC_CHAMPION_BATTLE`.
-- If `[OtherTrainerClass]` is `RIVAL1` or `RIVAL2`, play `MUSIC_RIVAL_BATTLE`.
-- If it's a link battle, play `MUSIC_JOHTO_TRAINER_BATTLE`.
-- Play `MUSIC_KANTO_TRAINER_BATTLE` if we're in Kanto or `MUSIC_JOHTO_TRAINER_BATTLE` if we're in Johto.
+1. If `[BattleType]` is `BATTLETYPE_SUICUNE` or `BATTLETYPE_ROAMING`, play `MUSIC_SUICUNE_BATTLE`.
+2. If it's a wild battle, play `MUSIC_KANTO_WILD_BATTLE` if we're in Kanto, `MUSIC_JOHTO_WILD_BATTLE_NIGHT` in Johto at night, or `MUSIC_JOHTO_WILD_BATTLE` during morning and day.
+3. If `[OtherTrainerClass]` is `CHAMPION` or `RED`, play `MUSIC_CHAMPION_BATTLE`.
+4. If `[OtherTrainerClass]` is `GRUNTM` or `GRUNTF`, play `MUSIC_ROCKET_BATTLE`. (They should have included `EXECUTIVEM`, `EXECUTIVEF`, and `SCIENTIST` too…)
+5. If `[OtherTrainerClass]` is listed under `KantoGymLeaders` in [data/trainers/leaders.asm](../blob/master/data/trainers/leaders.asm), play `MUSIC_KANTO_GYM_LEADER_BATTLE`.
+6. If `[OtherTrainerClass]` is listed under `GymLeaders` in [data/trainers/leaders.asm](../blob/master/data/trainers/leaders.asm), play `MUSIC_JOHTO_GYM_LEADER_BATTLE`. (`CHAMPION`, `RED`, and the Kanto Gym leaders are listed but have already been accounted for at this point.)
+7. If `[OtherTrainerClass]` is `RIVAL2` and `[OtherTrainerID]` is at least `RIVAL2_2_CHIKORITA` (i.e. we're battling our rival in Indigo Plateau), play `MUSIC_CHAMPION_BATTLE`.
+8. If `[OtherTrainerClass]` is `RIVAL1` or `RIVAL2`, play `MUSIC_RIVAL_BATTLE`.
+9. If it's a link battle, play `MUSIC_JOHTO_TRAINER_BATTLE`.
+10. Play `MUSIC_KANTO_TRAINER_BATTLE` if we're in Kanto or `MUSIC_JOHTO_TRAINER_BATTLE` if we're in Johto.
## Some maps don't display a location sign