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-rw-r--r--Turn-to-face-enemy-trainers-when-"Seen"-by-them.md4
1 files changed, 2 insertions, 2 deletions
diff --git a/Turn-to-face-enemy-trainers-when-"Seen"-by-them.md b/Turn-to-face-enemy-trainers-when-"Seen"-by-them.md
index 76df7d7..212dbcf 100644
--- a/Turn-to-face-enemy-trainers-when-"Seen"-by-them.md
+++ b/Turn-to-face-enemy-trainers-when-"Seen"-by-them.md
@@ -1,6 +1,6 @@
In all the Pokémon games after Gen 1 (with the exception of FireRed/LeafGreen, who wanted to mimic Gen 1 in this way) the player turns to face an enemy trainer after they see you and walk up to you. Have you ever wanted that to happen in your hack of Red and Blue? It's fairly simple to.
-First off, let's go to [engine/overworld/trainer_sight.asm](..blob/master/engine/overworld/trainer_sight.asm) and add a small routine at the end of the file.
+First off, let's go to [engine/overworld/trainer_sight.asm](../blob/master/engine/overworld/trainer_sight.asm) and add a small routine at the end of the file.
```
@@ -31,7 +31,7 @@ FaceEnemyTrainer::
Basically, this routine just checks which direction the enemy trainer is facing, then updates the player's facing direction accordingly, so that the player turns toward the enemy trainer.
-Next, we have to actually call this routine for it to take effect. So take a look in [home/trainers.asm](..blob/master/home/trainers.asm) and find the routine called `CheckFightingMapTrainers::` and change this line accordingly:
+Next, we have to actually call this routine for it to take effect. So take a look in [home/trainers.asm](../blob/master/home/trainers.asm) and find the routine called `CheckFightingMapTrainers::` and change this line accordingly:
```diff
xor a ; EXCLAMATION_BUBBLE
ld [wWhichEmotionBubble], a