• ✨ ARCHIVE MODE ✨
    The forum has now been set to read-only mode, no new posts, resources, replies etc will not be possible.
    We recommend you join our Discord server to get real-time response: Discord Invite Link

Tutorial The Glorious Return Of Mapping Thread

Status
Not open for further replies.

BakaOnibi

Trainer
Donator
Anyway, I've been thinking of designing some of my own maps for fun, your tile sets will come in handy so thanks.

Is there anyway to force a battle from a script?
I was thinking of making a sort of legendary battle, have Heatran as the overworld but have it turn out to be a lvl 100 Metapod when you battle it. But I need to make an event to force the battle to start when you interact with it.
 

DracoHouston

Kolben Developer
Contributor
Anyway, I've been thinking of designing some of my own maps for fun, your tile sets will come in handy so thanks.

Is there anyway to force a battle from a script?
I was thinking of making a sort of legendary battle, have Heatran as the overworld but have it turn out to be a lvl 100 Metapod when you battle it. But I need to make an event to force the battle to start when you interact with it.
Scripts can only bring up an image of a pokemon, grant a pokemon, remove an NPC, move a character forward, turn a character, present options to a player (for yes/no questions mostly), save flags in the players save 'registry', check if those flags exist or not, unregister the flags, save changes to maps, check what position a character is, bring up screens like the town map or storage system and grant items. Right now we are fairly limited. Trainer battles aren't in at all at this point as well as a lot of pokemon and moves.

That sort of thing is what I'm interested in the most, I want to make custom maps with custom trainer battles.
 

BakaOnibi

Trainer
Donator
Okay, if you force someone to walk into grass, will they still have the possibility of battling?
If I make an invisible grass patch and set the probability so high that they will always encounter the pokemon, I could set the script to start when approaching the pokemon. Not entirely ideal, but it should work.
 

DracoHouston

Kolben Developer
Contributor
Okay, if you force someone to walk into grass, will they still have the possibility of battling?
If I make an invisible grass patch and set the probability so high that they will always encounter the pokemon, I could set the script to start when approaching the pokemon. Not entirely ideal, but it should work.
It does not appear to do any checks at all, I have not tested it on grass but this is what it looks like when you try and force a player through a warp block (skip to 47 seconds in)
 

DracoHouston

Kolben Developer
Contributor
Oh, a step you forgot to add, the texture has to be outputted to the right folder to work, in this case its /content/textures
 

Saruish

Dragon Tamer
DracoHouston: You've been having trouble making your own textures? I haven't had a problem so far.

View attachment 35

Try making the .xnb files with this:
http://sourceforge.net/projects/xnbbuilder/

Set Target Platform to Windows, Target Profile to Reach and select Compress Output.
Press convert and you should be fine.

Your tiles don't have to be 16x16. My avatar is 176x176 and I've tried scaling it.

Here's how to scale something:
Code:
{"Entity"{ENT[{"Scale"{sngArr[2,2,0]}}{"EntityID"{str[WallBlock]}}{"Position"{sngArr[0,0.5,5]}}{"TexturePath"{str[Onibi]}}{"Textures"{recArr[[0,0,176,176]]}}{"TextureIndex"{intArr[0,0]}}{"Collision"{bool[0]}}{"ModelID"{int[3]}}{"Action"{int[0]}}{"AdditionalValue"{str[]}}{"Rotation"{int[2]}}]}}
{"Entity"{ENT[{"Scale"{sngArr[4,4,0]}}{"EntityID"{str[WallBlock]}}{"Position"{sngArr[1,4,5]}}{"TexturePath"{str[Onibi]}}{"Textures"{recArr[[0,0,176,176]]}}{"TextureIndex"{intArr[0,0]}}{"Collision"{bool[0]}}{"ModelID"{int[3]}}{"Action"{int[0]}}{"AdditionalValue"{str[]}}{"Rotation"{int[2]}}]}}
wow thanks. ^^.. Now I just got to edit a Character design for my game character. Originally I did a overlayd of a scientist and came up with this. I could try to do the same.

Edit: Seem I allways have trouble with the hair

Edit 2: well I got my first spirit for it done. Took me a bit to get it right.
 

Saruish

Dragon Tamer
well im done now. But im runing into a issue My white areas of the .png is visible in game got a solution for that?
 

nilllzz

Original Developer
Administrator
P3D Developer
you can also use the RGB code 255,0,255 for transparent areas, even in paint.
 

DracoHouston

Kolben Developer
Contributor
well im done now. But im runing into a issue My white areas of the .png is visible in game got a solution for that?
Are you making them your .pngs in MSPaint? It's unable to make transparent areas, try Paint.NET:
http://www.getpaint.net/download.html

Make sure you delete the white areas in the .png.
Do billboard sprites like the trees require transparency around them or does it automatically avoid white? If so I better erase the white around some of my textures in my tile sets, some of them were intended as use as billboards :(
you can also use the RGB code 255,0,255 for transparent areas, even in paint.
Good to know, thanks.
 

Saruish

Dragon Tamer
well im done now. But im runing into a issue My white areas of the .png is visible in game got a solution for that?
Are you making them your .pngs in MSPaint? It's unable to make transparent areas, try Paint.NET:
http://www.getpaint.net/download.html

Make sure you delete the white areas in the .png.
Do billboard sprites like the trees require transparency around them or does it automatically avoid white? If so I better erase the white around some of my textures in my tile sets, some of them were intended as use as billboards :(
you can also use the RGB code 255,0,255 for transparent areas, even in paint.
Good to know, thanks.
Well. I did mine but I miss a spot...erasing is such a pain. too bad we cant just make a flood that transparented and floods the stuff needed for it.

Edit: nvm I think I figure out where to change it on a large scale. Sweet now I jsut make it soem color im not using and change it to transparent. Right next to the vial icon is where you do it.


Edit2:my bad first normal flood then global flood.
 

DracoHouston

Kolben Developer
Contributor
Well. I did mine but I miss a spot...erasing is such a pain. too bad we cant just make a flood that transparented and floods the stuff needed for it.
I use GIMP (gnu image manipulator program) which is free, has a crap ui but has lots of features. I haven't used paint.net but people seem to get on with it fine so you could try that one too. Basically, there's free good image editors out there, don't use paint.

In GIMP you can use magic selection to pick all pixels in an area of similar colour based on a threshold you set, or you can pick an area of the same colour with another tool, you can use selection tools to isolate areas so you don't go over lines, I'm sure paint.net can do all this too.

I assume if this is using the alpha channel from the PNGs then we can do semi transparent textures too, btw.
 
Status
Not open for further replies.
Top