Moving Through Rooms
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#1
25 April 2008 - 02:58 AM
#2
25 April 2008 - 06:36 AM
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<SOU0011<ANP----:0002<TRAXXXX:YYYY:WWWW:ZZZZ
---- = Door Event (Eg. If your door is event 100, XXXX would be 0100)
XXXX = What map to be transferred to
YYYY = What event to play (Usually a mapload, either 0090, 0091, 0092, 0093 or 0094)
WWWW = Coordinates on X axis
ZZZZ = Coordinates on Y axis
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#3
25 April 2008 - 06:51 AM
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#EVENT NUMBER (Eg. If your door is event 100, put #0100 here)
<SOU0011<ANP----:0002<TRAXXXX:YYYY:WWWW:ZZZZ
---- = Door Event (Eg. If your door is event 100, XXXX would be 0100)
XXXX = What map to be transferred to
YYYY = What event to play (Usually a mapload, either 0090, 0091, 0092, 0093 or 0094)
WWWW = Coordinates on X axis
ZZZZ = Coordinates on Y axis
The one in bold should be <CNP----:0000:0000
Cause that changes the door NPC into a 0 sprite in the direction represented by the value 0 (actually the direction doesn't matter as the door can face any direction lol).
K lemme give you a detailed explanation on how this script works.
If:
Your door is event 100.
You want to make it go to map 2
You want to make your character appear at coords 1,1 in map 2
You want event 90 to play first when you appear in map 2...
#0100
<CNP0100:0000:0000
<SOU0011
<FAO0004
<TRA0002:0090:0001:0001
Ok...
The <CNP has already been explained above.
The <SOU command plays a sound and the sound number 0011 is the door sound.
The <FAO command makes the screen FAde Out. The fade number 0004 makes the screen fade out from/to the centre (can be 0001, 0002, 0003, 0004, each with a different direction)
Lastly, the <TRA command TRAnsfers your main character to the specified map number (in this case, map2), plays the event specified in the command (in this case, event 0090) and transfers you to coords specified (in this case, 1,1)
Fien.
Moar original signature go!
#4
25 April 2008 - 10:26 AM
![]() | "Heavy swords for sale. Suitable for most RPG Protagonists. Apply now!" |
New MSN: decayedcorpse810@hotmail.com![]()
Call me Impulse or Justin if you are lazy to remember my name
#5
25 April 2008 - 01:34 PM
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#6
25 April 2008 - 03:22 PM
![]() | "Bleep, Bloop, Bleep, Bloop" |
Hey Metalogz, you can use <ANPXXXX:0002 to open a door, it gives a door frame automatically. :/
olol k... cause I saw in Cave Story original script that they always used CNP unless the tileset doesn't have an open door tile...
Fien.
Moar original signature go!
#7
25 April 2008 - 08:41 PM
#8
26 April 2008 - 09:09 AM
![]() | "Heavy swords for sale. Suitable for most RPG Protagonists. Apply now!" |
#EVENT NUMBER (Eg. If your door is event 100, put #0100 here)
<SOU0011<ANP----:0002:0000<FAO!!!!<TRAXXXX:YYYY:WWWW:ZZZZ
---- = Door Event (Eg. If your door is event 100, XXXX would be 0100)
XXXX = What map to be transferred to
YYYY = What event to play (Usually a mapload, either 0090, 0091, 0092, 0093 or 0094)
WWWW = Coordinates on X axis
ZZZZ = Coordinates on Y axis
!!!! = Which direction to fade out
0000 for Left, 0001 for Up, 0002 for Right, 0003 for Down, 0004 for Center.
New MSN: decayedcorpse810@hotmail.com![]()
Call me Impulse or Justin if you are lazy to remember my name
#9
28 April 2008 - 05:32 AM
#10
30 April 2008 - 12:50 AM
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