December 29th, 2007, 5:54 AM
Hello, i have an Problem. How can i activate Day and Night on an new map?
December 29th, 2007, 6:56 AM
Read notes.html before asking these silly questions.
This text file describes metadata on each map in the game. The file is divided into sections, and each section's title is the ID of the map whose metadata the section describes (check the middle of the status bar to find a map's ID.) The section title is enclosed by two square brackets like this: 
Each section can have any number of entries. The entry's name and the entry's value are separated by an equal sign (=).
The map ID 000 is reserved for global metadata not specific to any map. For the section titled , possible entry types are:
Home: The point that the player is placed in when all Pokemon have fainted and no Pokemon Center was entered. This setting consists of four numbers, separated by commas, that indicate the map ID, the X and Y coordinates, and the direction to make the player face (2=down; 4=left; 6=right; 8=up; 0=retain facing). The map identified by this setting musthave an event page with the "autorun" trigger and a conditional switch "Starting Over" (normally numbered 5, but can be changed by editing the STARTING_OVER_SWITCH constant in the script section PokemonField). The event page, when run, must heal all Pokemon in the player's party (For an example, see the event for the Pokemon Center's receptionist). This setting is required.
StorageCreator: Creator of the Pokemon Storage System. Default is "BILL". To set whether this person was seen, use the script $PokemonGlobal.seenStorageCreator=true .
PlayerA, PlayerB, PlayerC, PlayerD: Information on the player characters in the game. This setting consists of a number of comma-separated fields, described below:
Field 1: Trainer type. This is an internal name of the trainer type and has one of the values defined in trainernames.txt. The file Graphics/Characters/trainerXXX.png, where XXX is the ID of that trainer type, should match the defined trainer type.
Field 2: Character sprite, as found in Graphics/Characters.
Field 3: Character sprite when mounted on a bicycle.
Field 4: Back of the Trainer, for use in battles. The size is 128x128 and the file must be located in Graphics/Pictures.
Field 5: Surfing character sprite.
Field 6: Running character sprite.
Field 7: Diving character sprite.
To change the player in script, use pbChangePlayer(X) where X is one of 0, 1, 2, or 3 and refers to players A, B, C, or D. The PlayerA setting is required while the other three settings are optional.
WildBattleBGM: Default music played in wild Pokemon battles. It should be placed in the Audio/BGM/ directory.
TrainerBattleBGM: Default music played in Trainer battles. It should be placed in the Audio/BGM/ directory.
WildVictoryME: Default victory music played in wild Pokemon battles. It should be placed in the Audio/ME/ directory.
TrainerVictoryME: Default victory music played in Trainer battles. It should be placed in the Audio/ME/ directory.
TextSkin: Default speech text frame.
Other map IDs are specific to a map. For sections with titles other than , the possible entry types are:
Outdoor: If this is set to 1 or true, this map is an outdoor map. If this is set to 0 or false, this map is an indoor map. The default is false. Day/night tinting will be enabled only for outdoor maps.
Bicycle: If this is set to 1 or true, the bicycle can be used on this map. The default is equal to the "Outdoor" setting. The bicycle will automatically dismount whenever the player loses a battle or enters an area where bicycles are not allowed.
HealingSpot: If this setting is present, this map is a healing spot (such as a Pokemon Center), and this setting indicates this healing spot's entrance. This setting consists of three numbers, separated by commas, that indicate the map ID and the X and Y coordinates of the entrance. When this map is entered, the location that the player goes with Teleport will be set to the point identified by this setting. This setting is not to be confused with the point that the player goes after he or she loses a battle; that point is set using a Script event command consisting of the text "pbSetPokemonCenter" (which sets it to the player's current location; see also "Home").
BicycleAlways: If this is set to 1 or true, the bicycle will be mounted automatically and can't be dismounted on this map.
ShowArea: If this is set to 1 or true, a window with the map's location will be displayed when it is entered. The default is false. For outdoor maps, this setting is generally set to true.
DarkMap: If this is set to 1 or true, this map is enshrouded in darkness and a circle of light will appear around the player.
EscapePoint: The entrance of the location associated with this map, for instance, the entrance of a cave. This setting consists of three numbers, separated by commas, that indicate the map ID and the X and Y coordinates of the entrance. If this is not set, Dig and the Escape Rope cannot be used.
MapPosition: The position on the regional map where this map is located. This setting consists of three numbers, separated by commas, that indicate the regional map ID and the position's X and Y coordinates. The cursor will be placed on this point when the regional map is opened.
Weather: The weather in effect on this map. This setting consists of two fields, the first field is one of Rain, Storm, Snow, or Sandstorm, and the second field is the chance in 100 that the weather will occur when the map is entered. The weather will affect battles within the map.
DiveMap: The underwater layer of this map. This setting consists of a map ID, and is required if an area contains deep patches in the water (tiles with terrain tag 5). The map must have the same width and height as this map. Coordinates of this map are associated with the same coordinates of the underwater map. Because of this, the underwater walls should have the same shape as the deep patches on the water's surface. Multiple maps cannot refer to the same underwater layer.
December 29th, 2007, 6:57 AM
You already asked this in the Essentials thread, don't create a new thread just because you didn't like the answer you received.