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Conversation Between DrFuji and M.L
Showing Visitor Messages 31 to 40 of 101
  1. M.L
    August 16th, 2011 06:43 PM
    M.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

  2. M.L
    August 16th, 2011 04:11 PM
    M.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

  3. M.L
    August 16th, 2011 02:31 PM
    M.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

  4. DrFuji
    August 16th, 2011 02:26 PM
    DrFuji
    Sorry, I don't know ;_;

  5. M.L
    August 16th, 2011 02:24 PM
    M.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?

  6. DrFuji
    August 16th, 2011 02:10 PM
    DrFuji
    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 :P

    Spoiler:
    #dynamic 0x800000

    #org @start
    checkflag 0x829
    if 0x1 goto @Skip
    msgbox @ChoosePokemon 0x2
    goto @Bulbasaur

    #org @Bulbasaur
    showpokepic 0x1 0xA 0x3
    msgbox @WantBulbasaur? 0x5
    compare 0x800D 0x1
    if 0x1 goto @TakeBulbasaur
    goto @Charmander

    #org @Charmander
    showpokepic 0x4 0xA 0x3
    msgbox @WantCharmander? 0x5
    compare 0x800D 0x1
    if 0x1 goto @TakeCharmander
    goto @Squirtle

    #org @Squirtle
    showpokepic 0x7 0xA 0x3
    msgbox @WantSquirtle? 0x5
    compare 0x800D 0x1
    if 0x1 goto @TakeSquirtle
    goto @Bulbasaur

    #org @ChoosePokemon
    = Go ahead! Take a Pokemon!

    #org @WantBulbasaur?
    = Do you want a Bulbasaur?

    #org @WantCharmander?
    = Do you want a Charmander?

    #org @WantSquirtle?
    = Do you want a Squirtle?

    #org @TakeBulbasaur
    givepokemon 0x1 0x5 0x0 0x0 0x0 0x0
    goto @GotPokemon

    #org @TakeCharmander
    givepokemon 0x4 0x5 0x0 0x0 0x0 0x0
    goto @GotPokemon

    #org @TakeSquirtle
    givepokemon 0x7 0x5 0x0 0x0 0x0 0x0
    goto @GotPokemon

    #org @GotPokemon
    hidepokepic
    msgbox @GoodChoice 0x2
    setflag 0x829
    release
    end

    #org @GoodChoice
    = That was an excellent decision!\nHave fun on your journey!

    #org @Skip
    msgbox @Done 0x2
    release
    end

    #org @Done
    = You've already got a Pokemon!


    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

  7. M.L
    August 16th, 2011 01:16 PM
    M.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?

  8. DrFuji
    August 16th, 2011 06:29 AM
    DrFuji
    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:
    #dynamic 0x800000

    #org @start
    msgbox @1 0x5
    compare LASTRESULT 0x1
    if 0x1 goto @set
    msgbox @2 0x5
    compare LASTRESULT 0x1
    if 0x1 goto @setoff
    release
    end

    #org @set
    setmaptile 0xF 0xD 0x2A5 0x1
    setmaptile 0xF 0xE 0x2AD 0x1
    special 0x8E
    setflag 0x200
    msgbox @3 0x5
    compare LASTRESULT 0x1
    if 0x1 goto @setoff1
    release
    end

    #org @setoff
    setmaptile 0xF 0xD 0x285 0x1
    setmaptile 0xF 0xE 0x28D 0x1
    special 0x8E
    clearflag 0x200
    msgbox @4 0x5
    compare LASTRESULT 0x1
    if 0x1 goto @set1
    release
    end

    #org @set1
    setmaptile 0xF 0xD 0x2A5 0x1
    setmaptile 0xF 0xE 0x2AD 0x1
    special 0x8E
    setflag 0x200
    release
    end

    #org @setoff1
    setmaptile 0xF 0xD 0x285 0x1
    setmaptile 0xF 0xE 0x28D 0x1
    special 0x8E
    clearflag 0x200
    release
    end

    #org @1
    = Turn on light?

    #org @2
    = Turn off light?

    #org @3
    = Light is on turn off?

    #org @4
    = Light is off turn on?


    Next, insert this levelscript as a type 01 in Advance Map.

    Spoiler:
    #dynamic 0x800000

    #org @start
    checkflag 0x200
    if 0x1 goto @LightOn
    end

    #org @LightOn
    setmaptile 0xF 0xD 0x2A5 0x1
    setmaptile 0xF 0xE 0x2AD 0x1
    special 0x8E
    end


    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!).

  9. M.L
    August 16th, 2011 04:50 AM
    M.L
    hmmm im a bit confused on the level script part?

    #dynamic 0x800000

    #org @start
    msgbox @1 0x5
    compare LASTRESULT 0x1
    if 0x1 goto @set
    msgbox @2 0x5
    compare LASTRESULT 0x1
    if 0x1 goto @setoff
    release
    end

    #org @set
    setmaptile 0xF 0xD 0x2A5 0x1
    setmaptile 0xF 0xE 0x2AD 0x1
    special 0x8E
    msgbox @3 0x5
    compare LASTRESULT 0x1
    if 0x1 goto @setoff1
    release
    end

    #org @setoff
    setmaptile 0xF 0xD 0x285 0x1
    setmaptile 0xF 0xE 0x28D 0x1
    special 0x8E
    msgbox @4 0x5
    compare LASTRESULT 0x1
    if 0x1 goto @set1
    release
    end

    #org @set1
    setmaptile 0xF 0xD 0x2A5 0x1
    setmaptile 0xF 0xE 0x2AD 0x1
    special 0x8E
    release
    end

    #org @setoff1
    setmaptile 0xF 0xD 0x285 0x1
    setmaptile 0xF 0xE 0x28D 0x1
    special 0x8E
    release
    end

    #org @1
    = Turn on light?

    #org @2
    = Turn off light?

    #org @3
    = Light is on turn off?

    #org @4
    = Light is off turn on?

    theres my script but once i leave the map it goes back to normal i want it to remain what you set it last until you change it again?

  10. DrFuji
    August 15th, 2011 10:32 PM
    DrFuji
    You have to use a type 01 levelscript which is designed to instantly perform setmaptile commands. Have it check the flag you used to mark the event and then change the tiles however you want. Because of the script type, you won't have to mess around with variables for it to work :)


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