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-rw-r--r-- | Hard-coded-logic.md | 20 |
1 files changed, 10 insertions, 10 deletions
diff --git a/Hard-coded-logic.md b/Hard-coded-logic.md index 90c358a..a016019 100644 --- a/Hard-coded-logic.md +++ b/Hard-coded-logic.md @@ -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 |