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#1 2011-09-01 14:56:25

zhengwei
Member
Registered: 2011-08-18
Post 32/140

trigger event problem

I has some trigger event problem..Could anybody help me?
I adds a new trigger event...It can active or deactive with script code in some map,Why it can't active or deactive in other map?It looks like dead...

Last edited by zhengwei (2011-09-01 15:06:14)

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#2 2011-09-01 16:42:49

Tauwasser
Member
Registered: 2010-10-16
Post 192/447

Re: trigger event problem

Could you be more specific?

I guess this problem involves script codes 0x12 and 0x14?

cYa,

Tauwasser

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#3 2011-09-01 16:49:20

zhengwei
Member
Registered: 2011-08-18
Post 33/140

Re: trigger event problem

Tauwasser wrote:

Could you be more specific?

I guess this problem involves script codes 0x12 and 0x14?

cYa,

Tauwasser


I read other thread,it must replace some value in the trigger table....I tests it,it works...but I has another problem...I replaces some values...Could I insert some code without replace anymore or repoint 25:4000 to another ROM address?

Last edited by zhengwei (2011-09-01 16:50:12)

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#4 2011-09-01 17:10:02

zhengwei
Member
Registered: 2011-08-18
Post 34/140

Re: trigger event problem

I want to complete this mission...If hiro has a item....he enters any caves,he will start battle with Mew...I think I only inserts some trigger events..If hiro enter in a trigger event in the map,he will battle ....but there are many trigger events that I has to insert..Is there a more good method to solve?

Last edited by zhengwei (2011-09-02 01:45:18)

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#5 2011-09-01 19:34:20

Tauwasser
Member
Registered: 2010-10-16
Post 194/447

Re: trigger event problem

You can use the script header of the maps in question and just write your script there. This has also the advantage that you only need to write the script once and can access it from all script headers you want. Look at some script headers in the game that do something, like Elm's lab and you should get the hang of it.

cYa,

Tauwasser

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#6 2011-09-02 01:49:42

zhengwei
Member
Registered: 2011-08-18
Post 35/140

Re: trigger event problem

Tauwasser wrote:

You can use the script header of the maps in question and just write your script there. This has also the advantage that you only need to write the script once and can access it from all script headers you want. Look at some script headers in the game that do something, like Elm's lab and you should get the hang of it.

cYa,

Tauwasser

Do I write the script code in second part of script header?That first part must replace some value in the trigger table....The trigger table can repoint?

Last edited by zhengwei (2011-09-02 01:49:58)

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#7 2011-09-02 05:26:06

zhengwei
Member
Registered: 2011-08-18
Post 36/140

Re: trigger event problem

Tauwasser wrote:

You can use the script header of the maps in question and just write your script there. This has also the advantage that you only need to write the script once and can access it from all script headers you want. Look at some script headers in the game that do something, like Elm's lab and you should get the hang of it.

cYa,

Tauwasser

I knows how to solve....I can use the second part of script header.....And I can check random number after wild pokemon battle...starting Mew battle if it agrees.


But how can I call script code after wild pokemon battle????
The second part table as follows:

Number                                 Status of map                                                                    Checks as (as number x.)

01                Map data has already been loaded to ram, tileset and sprites still missing        Map change (3), Loading (2), Map connection (3),After Battle (1)

02                Map data, tileset and sprites are all loaded                                                Map change (5),

03                Neither map data not tilesets nor sprites are loaded                                    Map change (2), Loading (1), Map connection (2)

04                Map data and tileset loaded, sprites still missing                                         Map change (4), Loading (3),Sprite reload (1), Map connection (4),Afterbattle (2)

05                Neither map data not tilesets nor sprites are loaded                                    Map change (1), Map connection (1)



I uses the number "04"...But when map change or something...it will call script code....

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#8 2011-09-02 09:11:53

zhengwei
Member
Registered: 2011-08-18
Post 37/140

Re: trigger event problem

Tauwasser wrote:

You can use the script header of the maps in question and just write your script there. This has also the advantage that you only need to write the script once and can access it from all script headers you want. Look at some script headers in the game that do something, like Elm's lab and you should get the hang of it.

cYa,

Tauwasser

sorry..I has solved the problem about "after battle"....but the repoint the trigger table still don't solve...

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