September 7th, 2011 9:37 AMM.L
hey been so long but i need to ask
i have been working with the daycare original script and have got the part working where it asks you to store a pokemon and you can choose one and it well stores it but i dont want it to ask for you to store a pokemon i want it to ammideatly store it can you take a look at my script and see if you can find anything :?
September 1st, 2011 10:12 AMM.L
wow its been what a week lol
haha weird you know what they say use and abuse lol
haha nayways man hows all with yewww?
August 18th, 2011 6:53 AMM.L
that would be great as i would like a few of these also have you seen mitchel 1 hack their is that spider moving thing dam that must of been alot of scripting
EDIT: hello and good morning
LOL WAIT WHAT IM confused
August 18th, 2011 6:47 AMDrFuji
I'll send you some more detailed instructions tomorrow if you want :P
August 18th, 2011 6:41 AMM.L
no as i was confused as what it was suposed to do :/ i inserted it and nothing had changed to what i wanted it to as well ya thats about it i dunno why(i didnt wanna bother you again about it tho)
August 18th, 2011 6:33 AMDrFuji
Sure, it will work if you are heading to the cave and step on the tile.
Unfortunately it won't be able to work if you exiting the cave. Using a levelscript allows you to affect the map instantly, while the green S tile will affect it once it has been stepped on. Since you haven't touched the green S tile when you're coming out of what should be the cave entrance, you'll find yourself stuck in the mountain. A levelscript is the only way you'll be able to achieve what you're asking :<
Were you able to insert the earlier levelscript okay? :P
August 18th, 2011 6:22 AMM.L
hi sorry to botherz you again
but another question about setmaptile but slightly diffrent i wanna have a part of the game that a cave entrance only happens later in the game but once it has been set i want it to permantly stay set do i have to use the level script thing if so i had a thought to put a script with a random setvar number that wont be used and it would be like this
if b_true goto @set
and put that on the begining tile so when you step on it then if its been checked it shall open up if not nothing will happen?
could that work?
August 16th, 2011 10:43 AMM.L
i just red your review on my map lol haha yea i dont take them as fences never thought they were fences honestly i thought they were more like markers or metal stakes or somthing but i may be wrong do they look weird? haha yea that ledge at the bottom shall be editied or somthing like that haha
August 16th, 2011 8:11 AMM.L
problem solved :D but i have to create new maps not use existing ones anyways its still on hold as my older project i have been working on for a while is finally picking up speed so im working on that
August 16th, 2011 6:31 AMM.L
D: D: damm this gay as of now its on hold as im working on a difrent project that works i tested it dam this sucks i dont know why its not working im ganna try a brand new map from scratch and see if that works
August 16th, 2011 6:26 AMDrFuji
Sorry, I don't know ;_;
August 16th, 2011 6:24 AMM.L
im sorry as if im bothering you but i have an issue wuth my game as i try to play it and i had map edits to the rom on A-map but it doesnt show in game.... the indoors edits work but nothing gets edited outdoors exept movement permisions maybe.... do you knwo what the issue is?
August 16th, 2011 6:10 AMDrFuji
If you want to make a script like that then it would be similar to the one below. It is a very basic one that I whipped up in two minutes :PSpoiler:
Basically, if you don't choose yes the script will go into an infinite loop of Bulbasaur > Charmander > Squirtle > Bulbasaur until the player agrees to take one of them. Have a look at how I have used the 'goto' command as that is what tells the game to skip to another area of the script. Good luck, man :P
August 16th, 2011 5:16 AMM.L
ohhhk thanx i think im moving to fast i havnt even bothered with applymovements and stuff but the thing is i know how to write them as i used to script with pokescript so i know some of the commands also i need to ask if you wanna do a starter script lets say and you want the professor to give you 3 options so if you dont choose option 1 it goes to 2 if you dont choose 2 it goes to 3 and if you dont choose 3 it goes back to one until you choose one?
will i have to write it that if no go to1/2/3 So if no goto 0x0 and if yes the script shall continue or is that wrong?
August 15th, 2011 10:29 PMDrFuji
Your script is kind of weird, since after asking the player if they want to turn on the light (and they say no) it will ask them if they want to turn it off again. Similarly, after initially choosing yes or no they will be asked if they want to turn it the other way around. No offence, but the way that this script is set up doesn't seem to be very good.
Anyway, I've added some parts to your script which tell the game whether the light is on or not. When the light is turned on, flag 0x200 will become set, whereas if it is off, the flag will be cleared. You could also use a variable rather than flags if you want to.Spoiler:
Next, insert this levelscript as a type 01 in Advance Map.Spoiler:
This levelscript will make the lights turn on whenever you walk into the map. I'm not sure how your tiles are set up in the map initially, so if they you set up the map with the lights being on in A-Map, you will have to alter this levelscript so that they turn off. Hopefully this helps :)
Here is a guide to making a levelscript that was posted a few years ago, but the type you're using is far easier to use since it doesn't check if a variable is set in order to start (Use 01 rather than 02!).