TorbenC
Trainer
Hello, this is Torben Carrington again with 66 more bug fixes. These were created for version 0.39.
I wanted to alert you, there is a new format for the bug fixes in the changelog. This format helps to easily note each fix because most of the time a single bug fix listed in the old model can contain somewhere between 2-6 bug fixes. The format now has sections called "Bug Fix Set" and each bug fix set contains a list of the bugs fixed for those files. Each bug fix in these sets is denoted with asterisks.
This allows me to easily show the amount of bug fixes done as the old numbering system really doesn't do these Bug Fix Packs justice. For instance, there are only 28 bug fix sets listed in this Bug Fix Pack, previously that would have been considered the number of bug fixes involved... which is incorrect. In reality there are 66 bug fixes, now you can see this by simply counting the asterisks.
In this Bug Fix Pack I have added in around 6 missing NPCs complete with dialogue, I have corrected the dialogue of a multitude of other NPCs and added in missing dialogue trees for them, I have corrected the dialogue of most Pokemon battles with trainers from route 30 through Violet City's sprout tower and gym, and last but not least I have corrected the few scripted events within these areas (the teacher finally spins and talks silly!).
This Bug Fix Pack is pretty dialogue intensive as you will see. I hope you enjoy it (and I hope it gets added to the release soon), please leave some feedback as I really enjoy reading it, both bad and good. With 66 bug fixes in this Bug Fix Pack which was made in only 2 days, I know I'm getting faster at this.
Here is the "default" information on installing and understanding the whole Bug Fix Pack system:
Each Bug Fix Pack will have an archive attached at the bottom of the post containing all of the bug fixes I've done that time around, simply extract the contents into Pokemon3D's root directory (the directory with the Pokemon3D launcher) and merge/replace older files with the new contents. There will also be a changelog in the threads, listing each bug I fixed with that Bug Fix Pack (I won't include it with the archive so as not to irritate people by cluttering their Pokemon folders).
The changelog works like this:
Bug Fix Set) filedirectory\editedfile.dat && anotherdirectory\anotherfile.dat:
* Each fix in these files is denoted by a separate "*". But sometimes the fix spans multiple lines, if this
- happens a continuation of the previous line is denoted with a "-". Like this.
* This would be another fix for the files listed.
There are also two tags, NEW and DELETED. This would mean the file directly after the tag is either newly added to the game (NEW), or that this Bug Fix Pack cuts out support for (DELETED) the file (meaning you can delete it from your Pokemon folders). Some bug fixes may be content additions, such as missing NPCs from the game. And one more thing to note, all directories listed in a bug fix start in the Pokemon\Scripts folder.
These are just a few guidelines I'll follow to keep everything nice and orderly. Each bug fix set will list the files it edited, but each file may be edited by multiple bug fix sets, keep this in mind. If this occurs, know that bug fix sets are ordered in application, meaning, the first bug fix set is applied to the files edited before the second bug fix set that edits those same files. Line numbers will not be provided as it is far to much work when another bug fix edits the same file and the line numbers get screwed with.
*wipes sweat* Alright! Now that this is all out of the way, I'm going to try and release a new Bug Fix Pack once every 1-2 weeks (quicker if I get on the team, but for now it's just for fun). Due to limited internet access for the moment I cannot tell if some bugs I am fixing have already been fixed for the future version, but the hope is that at least the majority of them will be new bug fixes. Why do this? I love the game and want to help out Nilllzz with finishing this masterpiece... and build a little portfolio of sorts at the same time, win win!
The goal here is to patch up the cogs of early development releases of this fantastic game, Nilllzz doesn't have time to go through and fix these minute details of the game, and by me doing this I hope that this will offer Nilllzz more time to work on more important aspects of the game like new maps, game engine features, and more... or take a break, either way is a win.
Below the changelog I have normally will add a list of wanted/needed script instructions to be implemented. These instructions range from minor conveniences to important functions to help match original gameplay. This is for Nilllzz to mull over and hopefully implement some if not all of them, so for the general users who don't have access to the source code, feel free to skip over it or post in agreement or disagreement with the suggestions.
Without further ado, here is the changelog for the new Bug Fix Pack:
--------------------------------------------
Changelog:
Bug Fix Set) trainer\30002.trainer:
* Corrected DefeatMessage dialogue for Youngster Mikey.
Bug Fix Set) trainer\31001.trainer:
* Corrected OutroMessage and DefeatMessage dialogue for Bug Catcher Wade.
NOTICE: I haven't corrected the phone number exchange dialogue, this will happen in a later Bug Fix Pack (see Engine Feature
- Suggestions #1).
Bug Fix Set) ..\maps\route31.dat:
* Corrected the dialogue formatting and movement pattern for NPC "Nerdy" ID 3. He is now "Walk" instead of "Still".
* Corrected a sign's text at position x7, y0, z5.
Bug Fix Set) ..\maps\violet.dat:
* Corrected dialogue formatting for NPC "John Maynad" ID 0.
* Corrected dialogue formatting for NPC "Ass Trainer" ID 1.
* Corrected a sign's text formatting at position x24, y0, z10.
* Corrected a sign's text formatting at position x27, y0, z19.
* Corrected a sign's text at position x24, y0, z22.
* Corrected a sign's text at position x15, y0, z19.
* Corrected a sign's text at position x10, y0, z20.
* Corrected a sign's text at position x32, y0, z28.
* Corrected the position and movement pattern of NPC "Derp" ID 2. The position changed from x14, y0, z23 to x5, y0, z20. He is also
- now "Looking" instead of "Walk".
* Added a missing NPC. I gave him the name "OlderMan", the ID of 4, and the movement of "Straight". The correct dialogue was also
-added in from the original Pokemon Gold/Silver/Crystal versions of the game. He was placed at position x16, y0, z22.
Bug Fix Set) ..\maps\violet_center.dat:
* Moved the easter-egg NPC "Random" ID 2 from position x11, y0, z8 to position x2, y0, z3 to make room for a new NPC.
* Added a missing NPC. I gave him the name "BillTalker", the ID of 6, and the movement of "Straight". The correct dialogue was also
- added in from the original Pokemon Gold/Silver/Crystal versions of the game. He was placed at position x10, y0, z7.
* Added a missing NPC. I gave him the name "ComputerGuy", the ID of 5, and the movement of "Still". The correct dialogue was also added
- in from the original Pokemon Gold/Silver/Crystal versions of the game. He was placed at position x12, y0, z0.
* Added a missing NPC. I gave him the name "Gentleman", the ID of 7, and the movement of "Looking". The correct dialogue was also added
- in from the original Pokemon Gold/Silver/Crystal versions of the game. He was placed at position x6, y0, z5. I could not find a
- Gentleman's skin so I gave him a middle aged man's skin instead.
Bug Fix Set) ..\maps\violet\001.dat:
* Corrected dialogue formatting and movement pattern for NPC "derp" ID 0. He is now "Still" instead of "Looking".
* Corrected ID and movement pattern for NPC "Kyle". The ID was originally 0, it is now ID 1. This is because he is the second NPC
- loaded on the map and ID 0 was already taken by NPC "derp". He is also "Walk" instead of "Looking".
Bug Fix Set) ..\maps\violet_mart.dat:
* Corrected ID for NPC "SellMan". The ID was originally 1, it is now ID 0. This is because he is the first NPC loaded on the map.
* Added a missing NPC. I gave him the name "Guy", the ID of 1, and the movement of "Still". The correct dialogue was also
- added in from the original Pokemon Gold/Silver/Crystal versions of the game. He was placed at position x6, y0, z0.
* Added a missing NPC. I gave him the name "Gal", the ID of 2, and the movement of "Straight". The correct dialogue was also
- added in from the original Pokemon Gold/Silver/Crystal versions of the game. He was placed at position x8, y0, z4.
Bug Fix Set) ..\maps\violet\002.dat && NEW violet\strawberry.dat:
* Created a new script violet\strawberry.dat. This script handles all dialogue for the NPC "Straberry" ID 2.
* Corrected dialogue for NPC "Straberry" and the cry for Pidgey is now played properly.
* Set NPC "Straberry" ID 2 to use the newly added script violet\strawberry.dat
* Corrected dialogue formatting for NPC "derpina" ID 0.
NOTICE: I have not yet altered NPC "Straberry"'s movement pattern to match the previous games.
Bug Fix Set) ..\maps\violet.dat && violet\teacher.dat:
* Corrected the position of NPC "Teacher" ID 3. The position changed from x12, y0, z17 to x13, y0, z18.
* Corrected dialogue for NPC "Teacher".
* Corrected the scripted movement for NPC "Teacher" to include the spinning and corrected the path itself to match the originals.
* Corrected the resulting position placement into ..\maps\violet\school.dat from position x2, y0, z1 to position x4, y0, z1.
Bug Fix Set) ..\maps\violet\school.dat && NEW violet\school_teacher.dat:
* Created a new script violet\school_teacher.dat. This script handles all dialogue (and spinning) for the NPC "Teacher" ID 4.
* Corrected dialogue for NPC "Teacher".
* Set NPC "Teacher" ID 4 to use the newly added script violet\school_teacher.dat.
* Corrected dialogue formatting for NPC "derp" ID 0.
* Corrected dialogue formatting for NPC "derp" ID 1.
* Corrected dialogue formatting for NPC "derp" ID 2.
Bug Fix Set) ..\maps\violet\sprouttower1.dat:
* Corrected dialogue for NPC "OldLady" ID 3.
* Corrected dialogue and rotation for NPC "PillerGirl" ID 4.
* Corrected dialogue and movement pattern for NPC "Sage" ID 1. He is now "Walk" instead of "Looking".
* Corrected dialogue for NPC "Sage" ID 0.
Bug Fix Set) ..\maps\violet\sprouttower2.dat && trainer\sprout001.trainer:
* Corrected movement pattern for NPC "Sage" ID 0. He is now "Looking" instead of "Walk".
* Corrected IntroMessage and DefeatMessage for Sage Nico.
Bug Fix Set) trainer\sprout002.trainer:
* Corrected IntroMessage formatting and corrected dialogue for DefeatMessage for Sage Chow.
Bug Fix Set) trainer\sprout003.trainer:
* Corrected IntroMessage dialogue formatting and corrected dialogue for DefeatMessage for Sage Edmond.
Bug Fix Set) trainer\sprout004.trainer:
* Corrected IntroMessage dialogue formatting and corrected dialogue for DefeatMessage for Sage Jin.
Bug Fix Set) trainer\sprout005.trainer:
* Corrected IntroMessage dialogue formatting and corrected dialogue for DefeatMessage for Sage Neal.
Bug Fix Set) trainer\sprout006.trainer:
* Corrected IntroMessage dialogue formatting and corrected dialogue for DefeatMessage for Sage Troy.
Bug Fix Set) ..\maps\violet\sprouttowerf3.dat && rival\rival_sprouttower:
* Corrected script block position. The position has been changed from x9, y0, z8 to x9, y0, z9.
* Corrected scripted event for rival. The rival now properly uses the escape rope to leave, corrected miss-use
- of "@Music.play(nomusic). Replaced with new script function "@Music.stop", and corrected dialogue and dialogue
- formatting.
Bug Fix Set) trainers\sproutelder.trainer && trainers\sprouttower\elder.dat:
* Corrected dialogue for IntroMessage and DefeatMessage for Sage Li.
* Corrected dialogue formatting for after battle speech.
Bug Fix Set) route32\badgeCheck.dat && route32\badgeCheckTalk.dat:
* Corrected dialogue for both scripts.
* Removed miracle seed event from route32\badgeCheck.dat. This was it only fires upon talking to the NPC.
* Corrected the route32\badgeCheck.dat event for not having the Mystery Egg or Violet City Gym Badge, you now get
- pushed back properly. Also cleaned up and slightly optimized the two scripts, and also removed an unnecessary
- register string.
Bug Fix Set) trainer\violetgym001.trainer:
* Corrected DefeatMessage dialogue for Bird Keeper Abe.
Bug Fix Set) trainer\violeygym002.trainer:
* Corrected IntroMessage dialogue formatting and corrected dialogue for DefeatMessage for Bird Keeper Rod.
Bug Fix Set) trainser\violet_gym\003.dat && trainer\violetgymleader.trainer:
* Corrected dialogue formatting for IntroMessage, OutroMessage, and DefeatMessage.
* Corrected dialogue for after battle speech.
Bug Fix Set) ..\maps\violet.dat && NEW violet\elmcall.dat:
* Created a new script violet\elmcall.dat. This script handles the Poke-Gear call the player receives from Professor
- Elm, after getting the badge from Violet City, talking about an aid in the Pokemon center.
* Set the map script for ..\maps\violet.dat to the newly created violet\elmcall.dat.
Bug Fix Set) violet\togepi_egg.dat:
* Corrected dialogue and dialogue formatting.
* Corrected the Aid's way of leaving, now the aid actually walks out of the Pokemon Center like in the originals.
Bug Fix Set) route36\sudowoodo_reaction.dat:
* Corrected dialogue formatting.
Bug Fix Set) route36\rocksmash_event.dat:
* Corrected dialogue formatting.
Bug Fix Set) ..\maps\route36.dat:
* Corrected the rotation of a sign at position x32, y0, z13.
--------------------------------------------
Engine Feature Suggestions:
#1) Run Scripts via OutroMessage:
This is purely a convenience feature but I figured I'd suggest it to see if it gets implemented before fixing trainers that have conditional dialogue post-battle. Some NPCs will have an OutroMessage that they say, but then add onto it if certain conditions are met (such as not having that NPC's phone number in the case of Bug Catcher Wade on Route 31). It would be great if we could have the OutroMessage as usual, but then an escape key to run a particular script for the extra dialogue.
Something such as "That was a great battle [SCRIPT]trainers\route30\wade" which would, upon talking to the NPC after the battle say "That was a great battle" then run the script trainers\route30\wade.dat.
#2) @NPC.spin(int) and @Player.spin(int):
This is purely a convenience feature, it would be great to be able to use these functions to make the player spin around a certain number of times and stop facing the direction they started in. This idea came up when creating the violey\school_teacher.dat and re-writing the violet\teacher.dat scripts.
The integer would be a positive number for clockwise spinning and negative for counter-clockwise spinning, the number given is the amount of full spins the actor will do before stopping.
-----------------------------------
Edit Log:
Note: Add 7 views to the view count for the file, I re-uploaded it because I thought something might be wrong, turns out it was fine.
I wanted to alert you, there is a new format for the bug fixes in the changelog. This format helps to easily note each fix because most of the time a single bug fix listed in the old model can contain somewhere between 2-6 bug fixes. The format now has sections called "Bug Fix Set" and each bug fix set contains a list of the bugs fixed for those files. Each bug fix in these sets is denoted with asterisks.
This allows me to easily show the amount of bug fixes done as the old numbering system really doesn't do these Bug Fix Packs justice. For instance, there are only 28 bug fix sets listed in this Bug Fix Pack, previously that would have been considered the number of bug fixes involved... which is incorrect. In reality there are 66 bug fixes, now you can see this by simply counting the asterisks.
In this Bug Fix Pack I have added in around 6 missing NPCs complete with dialogue, I have corrected the dialogue of a multitude of other NPCs and added in missing dialogue trees for them, I have corrected the dialogue of most Pokemon battles with trainers from route 30 through Violet City's sprout tower and gym, and last but not least I have corrected the few scripted events within these areas (the teacher finally spins and talks silly!).
This Bug Fix Pack is pretty dialogue intensive as you will see. I hope you enjoy it (and I hope it gets added to the release soon), please leave some feedback as I really enjoy reading it, both bad and good. With 66 bug fixes in this Bug Fix Pack which was made in only 2 days, I know I'm getting faster at this.
Here is the "default" information on installing and understanding the whole Bug Fix Pack system:
Each Bug Fix Pack will have an archive attached at the bottom of the post containing all of the bug fixes I've done that time around, simply extract the contents into Pokemon3D's root directory (the directory with the Pokemon3D launcher) and merge/replace older files with the new contents. There will also be a changelog in the threads, listing each bug I fixed with that Bug Fix Pack (I won't include it with the archive so as not to irritate people by cluttering their Pokemon folders).
The changelog works like this:
Bug Fix Set) filedirectory\editedfile.dat && anotherdirectory\anotherfile.dat:
* Each fix in these files is denoted by a separate "*". But sometimes the fix spans multiple lines, if this
- happens a continuation of the previous line is denoted with a "-". Like this.
* This would be another fix for the files listed.
There are also two tags, NEW and DELETED. This would mean the file directly after the tag is either newly added to the game (NEW), or that this Bug Fix Pack cuts out support for (DELETED) the file (meaning you can delete it from your Pokemon folders). Some bug fixes may be content additions, such as missing NPCs from the game. And one more thing to note, all directories listed in a bug fix start in the Pokemon\Scripts folder.
These are just a few guidelines I'll follow to keep everything nice and orderly. Each bug fix set will list the files it edited, but each file may be edited by multiple bug fix sets, keep this in mind. If this occurs, know that bug fix sets are ordered in application, meaning, the first bug fix set is applied to the files edited before the second bug fix set that edits those same files. Line numbers will not be provided as it is far to much work when another bug fix edits the same file and the line numbers get screwed with.
*wipes sweat* Alright! Now that this is all out of the way, I'm going to try and release a new Bug Fix Pack once every 1-2 weeks (quicker if I get on the team, but for now it's just for fun). Due to limited internet access for the moment I cannot tell if some bugs I am fixing have already been fixed for the future version, but the hope is that at least the majority of them will be new bug fixes. Why do this? I love the game and want to help out Nilllzz with finishing this masterpiece... and build a little portfolio of sorts at the same time, win win!
The goal here is to patch up the cogs of early development releases of this fantastic game, Nilllzz doesn't have time to go through and fix these minute details of the game, and by me doing this I hope that this will offer Nilllzz more time to work on more important aspects of the game like new maps, game engine features, and more... or take a break, either way is a win.
Below the changelog I have normally will add a list of wanted/needed script instructions to be implemented. These instructions range from minor conveniences to important functions to help match original gameplay. This is for Nilllzz to mull over and hopefully implement some if not all of them, so for the general users who don't have access to the source code, feel free to skip over it or post in agreement or disagreement with the suggestions.
Without further ado, here is the changelog for the new Bug Fix Pack:
--------------------------------------------
Changelog:
Bug Fix Set) trainer\30002.trainer:
* Corrected DefeatMessage dialogue for Youngster Mikey.
Bug Fix Set) trainer\31001.trainer:
* Corrected OutroMessage and DefeatMessage dialogue for Bug Catcher Wade.
NOTICE: I haven't corrected the phone number exchange dialogue, this will happen in a later Bug Fix Pack (see Engine Feature
- Suggestions #1).
Bug Fix Set) ..\maps\route31.dat:
* Corrected the dialogue formatting and movement pattern for NPC "Nerdy" ID 3. He is now "Walk" instead of "Still".
* Corrected a sign's text at position x7, y0, z5.
Bug Fix Set) ..\maps\violet.dat:
* Corrected dialogue formatting for NPC "John Maynad" ID 0.
* Corrected dialogue formatting for NPC "Ass Trainer" ID 1.
* Corrected a sign's text formatting at position x24, y0, z10.
* Corrected a sign's text formatting at position x27, y0, z19.
* Corrected a sign's text at position x24, y0, z22.
* Corrected a sign's text at position x15, y0, z19.
* Corrected a sign's text at position x10, y0, z20.
* Corrected a sign's text at position x32, y0, z28.
* Corrected the position and movement pattern of NPC "Derp" ID 2. The position changed from x14, y0, z23 to x5, y0, z20. He is also
- now "Looking" instead of "Walk".
* Added a missing NPC. I gave him the name "OlderMan", the ID of 4, and the movement of "Straight". The correct dialogue was also
-added in from the original Pokemon Gold/Silver/Crystal versions of the game. He was placed at position x16, y0, z22.
Bug Fix Set) ..\maps\violet_center.dat:
* Moved the easter-egg NPC "Random" ID 2 from position x11, y0, z8 to position x2, y0, z3 to make room for a new NPC.
* Added a missing NPC. I gave him the name "BillTalker", the ID of 6, and the movement of "Straight". The correct dialogue was also
- added in from the original Pokemon Gold/Silver/Crystal versions of the game. He was placed at position x10, y0, z7.
* Added a missing NPC. I gave him the name "ComputerGuy", the ID of 5, and the movement of "Still". The correct dialogue was also added
- in from the original Pokemon Gold/Silver/Crystal versions of the game. He was placed at position x12, y0, z0.
* Added a missing NPC. I gave him the name "Gentleman", the ID of 7, and the movement of "Looking". The correct dialogue was also added
- in from the original Pokemon Gold/Silver/Crystal versions of the game. He was placed at position x6, y0, z5. I could not find a
- Gentleman's skin so I gave him a middle aged man's skin instead.
Bug Fix Set) ..\maps\violet\001.dat:
* Corrected dialogue formatting and movement pattern for NPC "derp" ID 0. He is now "Still" instead of "Looking".
* Corrected ID and movement pattern for NPC "Kyle". The ID was originally 0, it is now ID 1. This is because he is the second NPC
- loaded on the map and ID 0 was already taken by NPC "derp". He is also "Walk" instead of "Looking".
Bug Fix Set) ..\maps\violet_mart.dat:
* Corrected ID for NPC "SellMan". The ID was originally 1, it is now ID 0. This is because he is the first NPC loaded on the map.
* Added a missing NPC. I gave him the name "Guy", the ID of 1, and the movement of "Still". The correct dialogue was also
- added in from the original Pokemon Gold/Silver/Crystal versions of the game. He was placed at position x6, y0, z0.
* Added a missing NPC. I gave him the name "Gal", the ID of 2, and the movement of "Straight". The correct dialogue was also
- added in from the original Pokemon Gold/Silver/Crystal versions of the game. He was placed at position x8, y0, z4.
Bug Fix Set) ..\maps\violet\002.dat && NEW violet\strawberry.dat:
* Created a new script violet\strawberry.dat. This script handles all dialogue for the NPC "Straberry" ID 2.
* Corrected dialogue for NPC "Straberry" and the cry for Pidgey is now played properly.
* Set NPC "Straberry" ID 2 to use the newly added script violet\strawberry.dat
* Corrected dialogue formatting for NPC "derpina" ID 0.
NOTICE: I have not yet altered NPC "Straberry"'s movement pattern to match the previous games.
Bug Fix Set) ..\maps\violet.dat && violet\teacher.dat:
* Corrected the position of NPC "Teacher" ID 3. The position changed from x12, y0, z17 to x13, y0, z18.
* Corrected dialogue for NPC "Teacher".
* Corrected the scripted movement for NPC "Teacher" to include the spinning and corrected the path itself to match the originals.
* Corrected the resulting position placement into ..\maps\violet\school.dat from position x2, y0, z1 to position x4, y0, z1.
Bug Fix Set) ..\maps\violet\school.dat && NEW violet\school_teacher.dat:
* Created a new script violet\school_teacher.dat. This script handles all dialogue (and spinning) for the NPC "Teacher" ID 4.
* Corrected dialogue for NPC "Teacher".
* Set NPC "Teacher" ID 4 to use the newly added script violet\school_teacher.dat.
* Corrected dialogue formatting for NPC "derp" ID 0.
* Corrected dialogue formatting for NPC "derp" ID 1.
* Corrected dialogue formatting for NPC "derp" ID 2.
Bug Fix Set) ..\maps\violet\sprouttower1.dat:
* Corrected dialogue for NPC "OldLady" ID 3.
* Corrected dialogue and rotation for NPC "PillerGirl" ID 4.
* Corrected dialogue and movement pattern for NPC "Sage" ID 1. He is now "Walk" instead of "Looking".
* Corrected dialogue for NPC "Sage" ID 0.
Bug Fix Set) ..\maps\violet\sprouttower2.dat && trainer\sprout001.trainer:
* Corrected movement pattern for NPC "Sage" ID 0. He is now "Looking" instead of "Walk".
* Corrected IntroMessage and DefeatMessage for Sage Nico.
Bug Fix Set) trainer\sprout002.trainer:
* Corrected IntroMessage formatting and corrected dialogue for DefeatMessage for Sage Chow.
Bug Fix Set) trainer\sprout003.trainer:
* Corrected IntroMessage dialogue formatting and corrected dialogue for DefeatMessage for Sage Edmond.
Bug Fix Set) trainer\sprout004.trainer:
* Corrected IntroMessage dialogue formatting and corrected dialogue for DefeatMessage for Sage Jin.
Bug Fix Set) trainer\sprout005.trainer:
* Corrected IntroMessage dialogue formatting and corrected dialogue for DefeatMessage for Sage Neal.
Bug Fix Set) trainer\sprout006.trainer:
* Corrected IntroMessage dialogue formatting and corrected dialogue for DefeatMessage for Sage Troy.
Bug Fix Set) ..\maps\violet\sprouttowerf3.dat && rival\rival_sprouttower:
* Corrected script block position. The position has been changed from x9, y0, z8 to x9, y0, z9.
* Corrected scripted event for rival. The rival now properly uses the escape rope to leave, corrected miss-use
- of "@Music.play(nomusic). Replaced with new script function "@Music.stop", and corrected dialogue and dialogue
- formatting.
Bug Fix Set) trainers\sproutelder.trainer && trainers\sprouttower\elder.dat:
* Corrected dialogue for IntroMessage and DefeatMessage for Sage Li.
* Corrected dialogue formatting for after battle speech.
Bug Fix Set) route32\badgeCheck.dat && route32\badgeCheckTalk.dat:
* Corrected dialogue for both scripts.
* Removed miracle seed event from route32\badgeCheck.dat. This was it only fires upon talking to the NPC.
* Corrected the route32\badgeCheck.dat event for not having the Mystery Egg or Violet City Gym Badge, you now get
- pushed back properly. Also cleaned up and slightly optimized the two scripts, and also removed an unnecessary
- register string.
Bug Fix Set) trainer\violetgym001.trainer:
* Corrected DefeatMessage dialogue for Bird Keeper Abe.
Bug Fix Set) trainer\violeygym002.trainer:
* Corrected IntroMessage dialogue formatting and corrected dialogue for DefeatMessage for Bird Keeper Rod.
Bug Fix Set) trainser\violet_gym\003.dat && trainer\violetgymleader.trainer:
* Corrected dialogue formatting for IntroMessage, OutroMessage, and DefeatMessage.
* Corrected dialogue for after battle speech.
Bug Fix Set) ..\maps\violet.dat && NEW violet\elmcall.dat:
* Created a new script violet\elmcall.dat. This script handles the Poke-Gear call the player receives from Professor
- Elm, after getting the badge from Violet City, talking about an aid in the Pokemon center.
* Set the map script for ..\maps\violet.dat to the newly created violet\elmcall.dat.
Bug Fix Set) violet\togepi_egg.dat:
* Corrected dialogue and dialogue formatting.
* Corrected the Aid's way of leaving, now the aid actually walks out of the Pokemon Center like in the originals.
Bug Fix Set) route36\sudowoodo_reaction.dat:
* Corrected dialogue formatting.
Bug Fix Set) route36\rocksmash_event.dat:
* Corrected dialogue formatting.
Bug Fix Set) ..\maps\route36.dat:
* Corrected the rotation of a sign at position x32, y0, z13.
--------------------------------------------
Engine Feature Suggestions:
#1) Run Scripts via OutroMessage:
This is purely a convenience feature but I figured I'd suggest it to see if it gets implemented before fixing trainers that have conditional dialogue post-battle. Some NPCs will have an OutroMessage that they say, but then add onto it if certain conditions are met (such as not having that NPC's phone number in the case of Bug Catcher Wade on Route 31). It would be great if we could have the OutroMessage as usual, but then an escape key to run a particular script for the extra dialogue.
Something such as "That was a great battle [SCRIPT]trainers\route30\wade" which would, upon talking to the NPC after the battle say "That was a great battle" then run the script trainers\route30\wade.dat.
#2) @NPC.spin(int) and @Player.spin(int):
This is purely a convenience feature, it would be great to be able to use these functions to make the player spin around a certain number of times and stop facing the direction they started in. This idea came up when creating the violey\school_teacher.dat and re-writing the violet\teacher.dat scripts.
The integer would be a positive number for clockwise spinning and negative for counter-clockwise spinning, the number given is the amount of full spins the actor will do before stopping.
-----------------------------------
Edit Log:
Note: Add 7 views to the view count for the file, I re-uploaded it because I thought something might be wrong, turns out it was fine.
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