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Tauwasser’s Scripting Compendium
Last edited by IIMarckus (2011-01-18 14:46:24)
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I made this post sticky, so it won't get lost like it was trying to.
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Rehosted here.
Tauwasser, if this ever gets updated, let me know so I can put the new one here too. ☺
Is it just me, or is this document cut short near the end?
cYa,
Tauwasser
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Me too, i remember that before it rehosted here. It have a thanks part in the end, right?
Last edited by Cloud (2011-03-18 23:40:25)
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Yeah, it did get cut off somehow. I know the one I originally uploaded was the full doc. Maybe IIMarkus knows what happened to it.
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In my favorites: http://skeetendo.110mb.com/scriptingcodes_eng.htm
Works perfectly :D
Last edited by Miksy91 (2011-03-19 05:11:10)
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In my favorites: http://skeetendo.110mb.com/scriptingcodes_eng.htm
Works perfectly :D
Yeah, this is the full version. Thanks for the link.
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Is it just me, or is this document cut short near the end?
cYa,
Tauwasser
Don’t know why that happened, but I’ve fixed it.
I noticed this (which is kinda obvious pointing to items) but I think it would be worth writing in the compendium:
6D (Hide person)
Also sets the flag bit of the person who is made hidden.
6E (Show person)
Resets the flag bit of the person who is made shown.
Last edited by Miksy91 (2011-08-27 16:31:34)
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Yes that is very handy. Thanks for that tidbit.
EDIT: I looked and already saw those in there. Still worthwhile though.
Last edited by tysonrss (2011-08-27 20:00:12)
Pokemon Blue DX is reborn!
It's really not
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Are you still updating the compendium Tauwasser ?
There are at least a couple of mistakes with the explanations of its commands.
For example 0F 3F 00 is supposed to check whether 1 (of all) pokemon has at least the wanted level.
Instead, it checks whether all pokemon have achieved that level or not.
Another one that I get in my mind is command 9D.
It checks whether RAM is 0 or not and if 0, text with command "46, Full item pocket" is displayed.
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If the structure for the Hide Person command is [6D][Person], what determines the person's "number"?
Could it possibly be determined from the event data in the map header?
Last edited by Vitharix (2012-03-19 02:20:30)
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Yes. When you are in Goldmap and editing a person, at the top of the popup it will say "People 1" or "People 2" etc. Take that number and add 1 to it to get the number to use here. If you use Johtomap, you will have to add 2 to the number it shows.
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Alright, thanks for the speedy reply. It doesn't seem to be correct if I use the byte 04 to represent Person 2. My interpretation was that the person list started at 00, when representing people on a map.
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Alright, thanks for the speedy reply. It doesn't seem to be correct if I use the byte 04 to represent Person 2. My interpretation was that the person list started at 00, when representing people on a map.
Person 00 is the player.
What IIMarckus said. Person 00 is the player, Person 01 is unused, Person 02 is the first person event on the map.
Goldmap begins numbering them at 1, Johtomap is even more wrong and starts numbering them at 0.
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Hm. Well, that means there's something wrong with my script. Thanks for the replies.
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