You can also set all maps to be Outdoor=false if you don't like to use the night/day thing.
Bad idea. Calling a map "outdoor" means more than shading the screen - you can only run outside, and you can only use Fly outside too.
It's also too much work. Just look in
PokemonUtilities and find the line that says "
ENABLESHADING = true" (around line 314). Change it to false. Job done.
Hi, I was wondering if someone could lend me a hand in adding some new terrain tags.
I'll propose them in a sensible order
Tag 14 - Ash Covered Grass
Like in RSE I want to be able to set a tag for ash covered grass.
I guess one way to do it would be to have the tile just disappear when walked upon(with normal grass on a lower layer) along with an animation which I can make, using a placeholder of the normal grass animation.
I want it to check for the soot sack switch (not item) and if ON it should add 1 to the variable Soot (variable 40 currently in my game).
(I tried doing this with events but it was much too laggy with all those events on the map >.< )
Tag 15 - Puddles
Reflection but not surfable, plays animation when walked upon, again I guess I could use a placeholder animation until I make one.
Tag 16 - Beach Sand
Just plays an animation (footprints) when walked upon (Beneath player not above)
I also wondered if it's possible to change the Terrain tag 10 Tall grass to disable passage if the player is riding a bike? (possibly disable running too)
Any and all help is appreciated, as I'm not a scripter but have a vague general understanding clear instructions or tips are the most helpful. Thank you for reading (and hopefully helping)!
As far as the ripple animation for puddles goes, tall grass rustles when you walk through it. Take a peek in
PokemonField and find "
Events.onStepTakenFieldMovement", specifically the lines:
Code:
if currentTag==PBTerrain::Grass
$scene.spriteset.addUserAnimation(GRASS_ANIMATION_ID,event.x,event.y)
Copy-paste that, use "
15" instead of "
PBTerrain::Grass", and use "
PUDDLE_ANIMATION_ID" instead of "
GRASS_ANIMATION_ID". Then, right at the top of PokemonField, add in the appropriate line. The animation itself goes in the database (F9), and I suspect it will display on top of the player (which isn't right), so you'll have to figure out how to solve that.
For ashy grass, do the same as above, but add 1 to your soot count (if you have the bag for it) and
somehow make sure that tile shows cleared grass until you leave the map - I won't tell you how to do this partly because you need to work for it, but mainly because I don't know how.
Sand is a bit harder. You'll need a longer footprint animation, and two versions of it (moving horizontally or vertically). Implement it like the grass animation again, with the animation used depending on the player's facing direction. Remember to fix it appearing above the player.
That's all I'm giving you. It may well end up being a tutorial, if/when I get round to writing it up (along with my other ones).