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Okay, so for my personal hack I'm using pokecrystal and I want to create a fight somewhere (not sure where yet) with the legendary dogs at a low level (level 20). The idea is probably that I'd put them in a house or on a route close to ecruteak, you see the sprite, you talk to it and you fight them.
Now I figure I could just copy ho-oh or lugia's data and paste it in another map, but I don't really understand all the data that I'm seeing. Like the last line where it says .personevents and it lists a whole bunch of variables. What do they represent? I see one is the sprite, but there's also one that says: SPRITEMOVEDATA_POKEMON. What is that?
I am still quite a newb at assembly so some guidance would be greatly appreciated..
Here's the code of maps/WhirlIslandLugiaChamber.asm with added comments.
;; Each sprite on the map--trainers, Berry trees, Strength boulders, legendary ;; Pokémon, etc--needs a constant to identify it in scripts. The "const_value ;; set 2" is always the same no matter how many sprites you list. const_value set 2 ;; Lugia is the only sprite on the map. "MAPNAME_SPRITENAME" is the usual ;; pattern used to avoid duplicate names. const WHIRLISLANDLUGIACHAMBER_LUGIA ;; With that out of the way, you can start defining map scripts. WhirlIslandLugiaChamber_MapScriptHeader: ;; "Map triggers" are used to automatically run a script under certain ;; circumstances, like as soon as you enter a map, or when you step on a ;; certain tile. .MapTriggers: ;; This map doesn't have any triggers, so you say the count is 0 and don't list ;; any. db 0 ;; "Map callbacks" also run automatically under certain circumstances, before ;; the triggers do. .MapCallbacks: ;; This map has one callback. db 1 ; callbacks ;; Here you specify the type of callback, and the script it should run. ;; The types are listed in constants/map_setup_constants.asm: TILES, OBJECTS, ;; CMDQUEUE, SPRITES, and NEWMAP. The names refer to when the callback is ;; run, like, as soon as the map is created, or before sprites are displayed. ;; If you try to do certain things at the wrong time, the game could freeze ;; or crash. Just refer to other maps' callbacks for which types are appropriate ;; for which things. dbw MAPCALLBACK_OBJECTS, .Lugia ;; Here's the callback definition. .Lugia: ;; This logic amounts to "If EVENT_FOUGHT_LUGIA is not set and the player ;; has the SILVER_WING item, then show Lugia, otherwise do not". Events are ;; unset by default, unless they were set by the InitializeEventsScript ;; script in engine/std_scripts.asm. checkevent EVENT_FOUGHT_LUGIA iftrue .NoAppear checkitem SILVER_WING iftrue .Appear jump .NoAppear .Appear: appear WHIRLISLANDLUGIACHAMBER_LUGIA return .NoAppear: disappear WHIRLISLANDLUGIACHAMBER_LUGIA return ;; This script is the one assigned to Lugia's sprite down below in PersonEvents, ;; so it runs when you press A to talk to Lugia. It's a list of commands that ;; run one at a time, until the "end" command. A full list of commands is the ;; ScriptCommandTable in engine/scripting.asm. Some names are self-explanatory, ;; others are more obscure. Lugia: faceplayer opentext writetext LugiaText cry LUGIA pause 15 closetext ;; Remember the callback earlier that hid Lugia if this event was set? It ;; gets set now, before the battle starts, so whether you win or lose ;; Lugia will be gone. setevent EVENT_FOUGHT_LUGIA ;; Battle types are listed in constants/battle_constants.asm. If you don't ;; specify one, you'll get BATTLETYPE_NORMAL, a normal battle. You can ;; search through the code for where BATTLETYPE_FORCEITEM is used to see ;; what effects it has. As the name hints, it forces Lugia to hold the item ;; defined in data/base_stats/lugia.asm--although that item is NO_ITEM, so ;; this is a bit silly. It's more useful for the Vermilion City Snorlax, ;; who is defined to hold Leftovers. writecode VAR_BATTLETYPE, BATTLETYPE_FORCEITEM ;; Level 60 Lugia. loadwildmon LUGIA, 60 startbattle disappear WHIRLISLANDLUGIACHAMBER_LUGIA reloadmapafterbattle end ;; "text" begins a block of text shown by the writetext command. "line" starts ;; a new line; each line can fit 18 characters. "para" clears the two-line text ;; box and restarts at the top. "cont" is used if you printed two lines already; ;; it scrolls down to write another. "done" ends the text, of course. LugiaText: text "Gyaaas!" done ;; Now the "map scripts" are over, and "map events" are defined. Map events are ;; warps, xy triggers, signposts, and person events. Each type is explained ;; more below. WhirlIslandLugiaChamber_MapEventHeader: ; filler db 0, 0 ;; Warps teleport/warp you to a different map when you step on them. The tile ;; you step on has to have a warpable collision type for it to work. If you're ;; making your own maps, make sure to set warps on top of doors, ladders, holes, ;; etc. If you're making your own tilesets, make sure to use a warpable ;; collision ID. I listed all of them at https://hax.iimarck.us/post/42130/. .Warps: ;; There's one warp. db 1 ;; The parameters are: y, x, id, map. y and x locate the warp on the map; ;; y is "number of tiles down" and x is "number of tiles right" from the ;; top-left corner. You don't have to use hexadecimal numbers, but the ;; pokecrystal maps consistently do so. Just don't mix them up; $10 is 16, ;; not 10. (I know hexadecimal, but have still made this mistake before.) ;; The warp id corresponds to the map: look at the warps defined in ;; WhirlIslandB2F.asm, you'll see that the third one is to Lugia's chamber. ;; You don't have to make warps in pairs, but of course that makes sense ;; for back-and-forth doors. warp_def $d, $9, 3, WHIRL_ISLAND_B2F ;; XY triggers run an event when you step on a certain tile, if the "map ;; trigger" is correct. Each map has a map trigger that starts at 0. For ;; example, New Bark Town has XY triggers defined for map trigger 0 that ;; stop you from leaving (the NPC tells you it's dangerous). Then when you ;; get your starter it runs the command "domaptrigger NEW_BARK_TOWN, $1", ;; which sets the map trigger to 1 for New Bark Town, so the XY trigger for 0 ;; doesn't run and you can leave. .XYTriggers: ;; There are no triggers on this map. db 0 ;; Signposts are events that run when you talk to a certain tile that doesn't ;; have a person on it. (If a person wanders on top of a signpost, you'll talk ;; to the person, not the signpost.) Signpost events are used for literal ;; signposts, and also for hidden items. .Signposts: db 0 ;; Person events are NPCs. People, Pokémon, boulders, Berry trees, Poké Balls. .PersonEvents: ;; There's one on this map. db 1 ;; Lots of parameters here: sprite ID, y, x, movement type, y movement ;; radius, x movement radius, "clock_hour", "clock_daytime", color, person ;; type, sight range, script, and event flag. (The parameters have brief ;; comments in macros/map.asm naming them.) ;; * The sprite is selected from constants/sprite_constants.asm. ;; * The y and x coordinates place it on the map, just like warps. ;; * The movement type is selected from constants/sprite_constants.asm. ;; It defines how the sprite moves. SPRITEMOVEDATA_POKEMON makes it ;; wiggle in place like the Pokémon in your party menu. ;; * The y and x movement radii apply to wandering sprites (like those with ;; SPRITEMOVEDATA_WANDER or SPRITEMOVEDATA_WALK_UP_DOWN), and constrain ;; how far they can walk from their starting location. ;; * I've never used the "clock_hour" parameter; it's always -1. ;; * The "clock_daytime" parameter can be (1 << MORN), (1 << DAY), or ;; (1 << NITE) to make a sprite only appear at that time; or -1 for all ;; times. It's used in KrissHouse1F.asm and MountMoonGiftShop.asm. ;; * The color is selected from constants/sprite_constants.asm. You have to ;; include the "(1 << 3) |" part, and then whatever PAL_OW color you ;; want. ;; * The person type is selected from constants/map_constants.asm. It can be ;; a SCRIPT, ITEMBALL, or TRAINER. SCRIPT runs when you talk to it, ;; ITEMBALL has a simple map script definition that automatically runs a ;; standard larger script defined elsewhere, and trainers have their ;; complex behavior of noticing you and auto-battling. ;; * The sight radius applies to trainers: how many tiles ahead they can ;; notice you and walk towards you to battle. ;; * The event script is, of course, the one you defined earlier. ;; * The event flag determines whether the sprite is visible. If this ;; event is off (the default), the sprite is visible; if it's on, the ;; sprite is gone. The "appear" and "disappear" commands toggle this ;; event. Notice that it's not the same as the EVENT_FOUGHT_LUGIA flag: ;; in general you want to have separate flags just for sprite visibility, ;; so that it's independent of any other conditions. person_event SPRITE_LUGIA, 5, 9, SPRITEMOVEDATA_POKEMON, 0, 0, -1, -1, (1 << 3) | PAL_OW_BLUE, PERSONTYPE_SCRIPT, 0, Lugia, EVENT_WHIRL_ISLAND_LUGIA_CHAMBER_LUGIA
(Edited to explain the "clock_daytime" person_event parameter.)
Last edited by Rangi (2016-11-17 01:07:01)
That is very thorough, I can definitely work with that! Thanks a bunch! In a way, it opened up alot more opportunities so I hope I don't get lost in the possibilities hehe :P.