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Pokeditor Lauching with 0.20

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Prince Vade

Champion
Trusted Support
Retired Mod
DracoHouston
I'm having some problems with NPC scripts.
I want the player to enter violet city and be approached by Looker.
But as of right now, when the player enters violet city, nothing happens.
In the attached files, I will include:
•Looker folder, where i'm putting his scripts.
•violet.dat that I am using
•script file for when the specific script is "Registered"
Can you please tell me what I am doing wrong? :/
 

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DracoHouston

Kolben Developer
Contributor
DracoHouston
I'm having some problems with NPC scripts.
I want the player to enter violet city and be approached by Looker.
But as of right now, when the player enters violet city, nothing happens.
In the attached files, I will include:
•Looker folder, where i'm putting his scripts.
•violet.dat that I am using
•script file for when the specific script is "Registered"
Can you please tell me what I am doing wrong? :/
i havent looked yet but script blocks only trigger if a player chooses to move into it. so you need to put the script blocks that trigger your script where the player is going to walk AFTER they have warped in. remember that when warping between maps you continue moving 1 tile forward, so if the script blocks are where the player ends up after that they will NOT trigger unless the player moves back into it
 

Prince Vade

Champion
Trusted Support
Retired Mod
DracoHouston
I fully realize how old this thread is but here goes:
Is there an update of pokeditor somewhere? Cause I seem to lac a few commands. Like move. I downloaded it from the wikipage and it lacks the correct commands I should say.
I have looked around for updates, but everything leads me to the wikipage.
Is there a new release or do I have the updated one?
 

DracoHouston

Kolben Developer
Contributor
https://dl.dropbox.com/u/75583296/pokeditor21.zip
-move mode added
-grid snap added
-you can select both fields and entities, but can't edit them in properties window if you have more than 1 selected still
-select all with ctrl+a added
-floor bounding boxes are in the right places now

to use move mode you select things in the other modes, then click move mode. after that you can click-drag the left mouse button to move your selection, moving your mouse up and down changes the z axis, left and right changes the x axis. to move along the y axis (up/down) hold shift and move the mouse up and down while click dragging
 

Prince Vade

Champion
Trusted Support
Retired Mod
DracoHouston
nilllzz
I've tagged nilllzz as well in this because i plan to update the pokeditor forum as soon as i get more info on this, and thought he could help.
So i am trying to get in a wallblock that has certain dimensions and a different face on each side.
Looking at the first floor of the player's home i see several examples of this.
The fridge, the stove, the television, as well as tables and chairs.
Looking at the properties i notice 3 abnormal things.
_scale.
_textureindex
_texture
The scale is abnormal because of the decimals or the numbers used to scale it. Can you give me some in-depth info on why you would scale it so abnormally?
The Texture index has several numbers instead of zeros i see. When i try to play with this pokeditor crashes. I would like some info on possible values, what this does, and the job of each value, if possible.
And finally, the texture. I understand each individual component: [32,48,16,16]
Meaning the pixel count of the tile used. But i have noticed when the texture index is changed there is more of these. [32,48,16,16][0,32,16,16][16,0,16,16]
For example. Could I get some information on these as well? The significance of having more than one, and possibly their relation with the textureindex?
 

DracoHouston

Kolben Developer
Contributor
scale is a multiplier. you can scale in all 3 dimensions. to make something smaller than a tile length you give it a scale under 1.0, if you want a bigger one you give it a scale over 1.0

texture is a list of rectangles, each rectangle is a 'texture' you are using. these are referenced by textureindex, which will look like a bunch of numbers
0,1,3,2,1,0,0,0,0,1 or w/e
0 means first texture rectangle in the list, 1 is second, 2 is 3rd and so on. each number corresponds to a triangle in the model. 2 triangles per face
 

Prince Vade

Champion
Trusted Support
Retired Mod
scale is a multiplier. you can scale in all 3 dimensions. to make something smaller than a tile length you give it a scale under 1.0, if you want a bigger one you give it a scale over 1.0

texture is a list of rectangles, each rectangle is a 'texture' you are using. these are referenced by textureindex, which will look like a bunch of numbers
0,1,3,2,1,0,0,0,0,1 or w/e
0 means first texture rectangle in the list, 1 is second, 2 is 3rd and so on. each number corresponds to a triangle in the model. 2 triangles per face
Alright, so what do the numbers in _textureindex correspond with? I noticed that when some of the numbers are changed the _texture has extra values as well. Could you give me an example of a block with a different texture on each side?
That would help a lot with our little Hoenn project us Mod Trio are working on.
 

Zelif

Starting Trainer
Just a question, what maps need to be done and is there anywhere we can check (a thread or the wiki) what needs to be done?
 

Darkfire

Administrator
Administrator
P3D Developer
if someone has started something they usually post in the forum "works in progress"
 
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