~JV~
Dev of Pokémon Uranium
- 684
- Posts
- 17
- Years
- Age 31
- Rio de Janeiro
- Seen May 13, 2022
the mode 7 script is already included with the kit, just change the view option in game on the options menu.
The mode 7 included with Essentials is extremley buggy, I wouldn't suggest using it. The newer mode 7 scripts need to be modified in order to be used with Essentials, both Luka (Drago_Champ) and I have tried modifing it, with not much success.I was curious, are mode 7 scripts compatible with this kit? If so what steps would be needed to integrate it? Would it be very heavy scripting?
The mode 7 included with Essentials is extremely buggy, I wouldn't suggest using it. The newer mode 7 scripts need to be modified in order to be used with Essentials, both Luka (Drago_Champ) and I have tried modifying it, with not much success.
As I understand it, you look at each square of the region map in turn, and say which map it belongs with. I assume it's possible to make multiple squares belong to a single map; otherwise, how would larger Routes work?If I want to make a city that takes up two tiles on the region map, would I separate the city into two maps? If so, how do I make it so if you use fly on the tile without the Pokemon Center, it goes to the map with the Pokemon center?
My only problem with that is getting the player on the town map to change its location depending on which part of the city that you are in.As I understand it, you look at each square of the region map in turn, and say which map it belongs with. I assume it's possible to make multiple squares belong to a single map; otherwise, how would larger Routes work?
And since you've made the city squares all point to the same map, Flying to any one of them will take you to the PokéCentre in that city.
In the tileset tab in the database, you can set tiles to be passable only from certain directions. Simply make your ledge tiles only passable from above (only one of the 4 arrows should be on).I have a question, I can't seem to get the ledges to work one way. In my game, the ledges let you jump from the top and the bottom. How can I fix it so that you can only jump from the top.
In Amethyst, each tile on the world map is equivalent to a fixed number of tiles on the OW map. D/P use this system too. This means it's possible to modify the script to incorporate this, if your maps follow the same rule; simply find the script which checks the world map tile you're on, and then increase it by the player's X and Y divided by the number of tiles each world map tile corresponds to. For example, if you have 32 tiles per world map tile (like D/P), you'd find the X and Y of the world map tile normally, then add $game_player.x/32 and $game_player.y/32. This would give you the correct world map tile.My only problem with that is getting the player on the town map to change its location depending on which part of the city that you are in.
Alternatively, I could make it so that the town map location is centered on the city, but that would require the Town map grid to be 16x16 rather than 32x32 for the square and L shaped cities
I'm receiving the following error when I try to leave the first map of the game. Directory Game\Data is corrupted. It was working fine until now. I only edited a warp on another map and an overworld.
I have a question.
Is it possible to have a double battle, like the one with Steven in Emerald, in Pokemon Essentials?