Quote:
Originally Posted by _-Davie-_
Hey There,
This relates to Pokemon Ruby by the way,
I was just thinking about this and was curious. I'm quite aware that there is a script command for CheckItem but I was wondering whether there is a command for CheckPokemon. The idea behind this is say for example you picked the fire type pokemon at the start of the game then a certain event would occur however if you picked another then a different event would occur.
Get back to me when you can,
~Davie~
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Well, I'll tell you how the game deals with that. They just have a variable and they set that variable into three possible values. But making things short, as long as you are dealing with FR, and you still use the original Pokeball choosing script, I can tell you what you'd need to do...
compare 0x4031 0x0
if 0x1 call 0xEVENT1
compare 0x4031 0x1
if 0x1 call 0xEVENT2
compare 0x4031 0x2
if 0x1 call 0xEVENT3
[EDIT]: Argh, you were doing things in Ruby, well, at least this may help someone else, if someone knows the value in Ruby...
Quote:
Originally Posted by frank$or
I have a question about #raw 0x60 ( disappear )
If i use flags and i let them dissappear they won't show up again?
#org 0x blablabla
checkflag 0x100
blablabla
setflag 0x100
end
blablabla
is this correct with the flags?
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Basically, all you'd need to do in the script is the movement, and then a setflag 0x100, then in Advance Map assign to that sprite that "100" into its People ID., that's enough to make it dissappear forever, once you've refreshed the screen (Don't forget that #raw 0x60 won't really disappear the sprite, just will hide it, so better move it somewhere safe once it has been "hidden", so our player won't be able to interact with the "hidden" sprite). Once the screen has been refreshed (by warping or whatever) you won't have to worry 'bout that sprite ever again.