I updated my script:
#dynamic 0xE00000
#org @start
lockall
checkflag 0x1280
if 0x1 goto @end
fadescreen 0x1
setmaptile 0x58 0x5 0xA7 0x0
setmaptile 0x58 0x4 0x9F 0x1
fadescreen 0x0
setvar 0x6001 0x1
releaseall
end
#org @end
releaseall
end
I'm 99.99% positive 0x1280 isn't set, now onto what happens:
When I walk over one of the script tiles it lags for a split second, leading me to believe lockall and releaseall are working, but no screen fade or tile change, which looks like it's saying that the flag is set... but again, I'm almost sure it's not. I'll try with different flags and if that's what the problem is I'll edit this post. If I don't edit this with 'IT WAS THE FLAG,' or something like that, it means that wasn't the problem.
IT WAS THE FLAG
...
:/
Thankfully (In a weird way, otherwise I'd feel really stupid right now if this whole thing was about a flag hahaha), the flag wasn't the issue with all of it. This is my newest script:
I step on it, it fades the screen out and back in, but no tiles are changed. If I go to step on it again it doesn't work, so the setvar works.
I read something about refreshing, but I also read that a fadescreen would refresh it :/
EDIT2:
Alright so I've managed to fix a few things, but I still have some issues:
1) After I go over my script tile(s) it fades the screen and stuff, but the tile set doesn't take affect. What I mean by this is I still have to run out of frame and come back for the tiles to appear as the newly set ones, fadescreen or special 0x8E doesn't refresh.
2) When I set the tiles and go into the newly opened cave entrance and do everything there I have to come back out. I can leave, but then the tiles all revert back to their originals. How can I make the tile change permanent? If I can't, how can I make it so it changes tiles as soon as I warp back to the map (Because it would be easy to have tiles on both ends of the map to check every time a player enters this map if it should set the tiles, but then right when the player comes out of the previously shifted tiles they aren't shifted any more, and there's no way to make that happen if the player comes out on a warp tile :/)