Quote:
Originally Posted by lukenetty
Meh, they don't work, can someone please show an correct example of a wild battle script? It's voor PokeScript.
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You can modify the 'simple tutorial' script for the basics. Replace the givepokemon command with
wildbattle <pokemon> <level> <object>
The pokemon number are the same as givepokemon. I think I posted them in the tut
Quote:
Originally Posted by Monkey
Code:
#org $start
lock
applymovement <Sprite No> $move
pausemove 0
warp <Bank> <map> <warp no>
release
end
#org $move
#raw ...
#raw ...
#raw ...
#raw FE
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I've replaced the ... with descriptors in the above quote and added a command so the applymove works properly. The values have to be read from the map you're referring to in advanced map.
ie(Fictional values):
map 7
(bank).3
(map) has a warp with the
warp no 7.
and if your applying your movement to the main character use the value FF.
If not get the sprite no from the map where your placing your script.
the values for #RAW movement data are posted earlier in this thread.
Quote:
Originally Posted by rpgdude
How would I make so a guy won't let you in a cave unless you have a Groudon. I am using PokeScript
Thanks in advance
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Check my tutorial for usage in flags and displaying text. Then put a 'script' event in front of the door to the cave (or even the guy himself). Set the guy or scripts 'flag value' to the flag you set in your script!