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Fixed Elm Lab new game error

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Gamer5

Fisherman
Hey so I started a new game for funzies and I noticed something weird.

If you quickly turn while walking in between the bookcases in Elm's Lab when you are going to get your first pokemon, you will walk into the bookcases and the event carries on from there.

. . = empty square
O = player
Q = assistant
x = bookcase
_ = door

. . . . . . . . . . . . . . . .
x x x x . . . . x x x x
. . . . . . . . O . . . . . .
. . . . . Q . . . . . . . . .
. . . . . . __ . . . . . . .

Now walk north and quickly turn right before you land on the square and...

. . . . . . . . . . . . . . . .
x x x x . . . . x x x O
. . . . . . . . . . . . . . . .
. . . . . Q . . . . . . . . .
. . . . . . __ . . . . . . .

... you are now inside the bookcases.

I think this is because the event forces the player forward 4 spaces, and forward is different depending on where you are looking. My suggestion would be to force the player to look North before moving forward.

Not sure if any other events could cause the same error. But I thought it was funny that if you do this same trick at the very beginning with your mom, you will not be looking at her when she is talking to you.
 

JojoP

Pokémon Ranger
I've experienced that as well ... I'l add that to the bugs list, but I am not realy sure if it's really something to worry about atm
 

DracoHouston

Kolben Developer
Contributor
I think this is because the event forces the player forward 4 spaces, and forward is different depending on where you are looking. My suggestion would be to force the player to look North before moving forward.

Not sure if any other events could cause the same error. But I thought it was funny that if you do this same trick at the very beginning with your mom, you will not be looking at her when she is talking to you.
Correct. At present the only scripting available for moving the player and npcs around involve using a turn command to turn 1, 2 or 3 90 degree turns, then a move command that moves that character forwards. The move command doesn't check for collision or if you can actually walk there (it can take you off the map if set up wrong) and it doesn't trigger other blocks like script blocks and warp blocks (can't force a player out of an area with a script, they walk through the door and keep going)

The same thing happens when coming out of a warp block, warp blocks put you on another map at a certain location, then forces you forward in the direction you were looking. If you go through an entrance wrong (like with the experimental diagonal movement) you can walk into walls and all kinds of things.

Slide blocks, like the stairs in your room exhibit the same behaviour.
 
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