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Tile Detection Level Script
There is a way to make a Level Script to detect if the player press the A button while facing a specific tile?
I know there is the button detection routine, but what about the facing specific tiles? Note: It's for the Headbutt trees, because I don't want to make a lot of events to place in each tree. (Imagine a bunch of events at Lake of Rage in GSC style, it's bad) |
I don't think that's the best approach for this kind of thing.
Why not just assign the headbutt trees a behaviour byte? |
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Doesn't seem like it should be any more complex than just hooking where that check for 8F's script is and adding a second check for your new byte.
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one list by JPAN, the behaviour byte and the script for each 81 --> 1a7606 (bookshelf) 82 --> 1a760f (market shelves) 83 --> 1a6955 (pc script) 85 --> 1a6c32 (town map) 86 --> 1A764E (tv script) 87 --> 1A76E7 (pokecenter) 88 --> 1A76DE (pokemart) 89 --> 1A7657 (cabinet) 8a --> 1A7660 (cooking range) 8b --> 1A7669 (dresser) 8c --> 1A7672 (snacks) 8d --> 1BBFD8 (wireless) 8e --> 1BB8A7 (not available) 8f --> 1A7702 (questionaire) 90 --> 1a7618 (fridge) 91 --> 1A76F0 (indigo plateu) 92 --> 1A76F9 (indigo plateau 2) 93 --> 1a763c (blueprint) 94 --> 1A767B (pokemon pictures) 95 --> 1A7684 (complex machine) 96 --> 1A768D (telephone) 97 --> 1A762A (complex numbers) 98 --> 1A7696 (ads) 99 --> 1A769F (tasty food) 9a --> 1A76A8 (trash can) 9b --> 1A76B1 (cup) |
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