Difference between revisions of "Unhide ene"

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==Example==
 
==Example==
 
  <span style='font-size:12px;font-family:courier'>
 
  <span style='font-size:12px;font-family:courier'>
  <span style='color:blue'>100:    </span><span style='color:green'>leti </span>R1, 00000003 <span style='color:orange'>//Floor number = 3 caves 1.</span>
+
  <span style='color:blue'>100:    </span><span style='color:green'>leti </span>R1, 00000003 <span style='color:orange'>//Floor number = 3.</span>
 
  <span style='color:green'>        leti </span>R2, 00000006 <span style='color:orange'>//room id 6.</span>
 
  <span style='color:green'>        leti </span>R2, 00000006 <span style='color:orange'>//room id 6.</span>
 
  <span style='color:green'>        leti </span>R3, 00000008 <span style='color:orange'>//appear flag 8.</span>
 
  <span style='color:green'>        leti </span>R3, 00000008 <span style='color:orange'>//appear flag 8.</span>

Revision as of 03:14, 16 February 2013

Syntax

Syntax: unhide_ene register1

  • register1 = Floor number.
  • register2 = Room id.
  • register3 = The set wave number on the enemy you want to unhide.
  • register4 = Delay time before the enemy appears.

Use

Used to unhide enemy(s) through scripting.

Example


100:     leti R1, 00000003 //Floor number = 3.
         leti R2, 00000006 //room id 6.
         leti R3, 00000008 //appear flag 8.
         leti R4, 00000001 //Delay time of 1.
         unhide_ene R1 //Tells where to start the continuation of registry strings to be used for the unhide enemy information.
         ret 

Also see

leti, ret