Associate reserved pointers directly to their values, rather than referencing magic SDFs
- String buffer referencing is no longer done via a pointer but instead by a magic value separate from the pointer system (it's still -8 though) - String buffer now stored in universe instead of scenario
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@@ -71,8 +71,6 @@ special node. In addition, there are a number of reserved pointers that are set
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circumstances. Rather than referencing a Stuff Done Flag, these refer to special values of
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the encounter itself. The reserved pointers are:</p>
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<ol start=''>
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<li value='5'>If the special node was called to determine the result of a custom trap
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effect, this pointer refers to the trap level.</li>
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<li value='8'>This can be used anywhere a scenario message is expected to refer to the
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special string buffer. The contents of the special string buffer can be manipulated using
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the Clear Buffer special node and various Append To Buffer special nodes.</li>
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@@ -80,6 +78,8 @@ the Clear Buffer special node and various Append To Buffer special nodes.</li>
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on.</li>
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<li>This contains the Y coordinate of the space the special node was triggered on.</li>
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<li>This contains the terrain type of the space the special node was triggered on.</li>
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<li value='15'>If the special node was called to determine the result of a custom trap
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effect, this pointer refers to the trap level.</li>
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<li value='20'>When a special node is called during an attack, this contains the number of
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the targeted creature, ready to be passed to a Select Target special node.</li>
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<li>When a special node is called during an attack, this contains the X coordinate of the
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