User | Post |
Kyoufu Kawa
Posts: 740/2481 |
Sucks to be you then. All I can tell you is to take VERY close looks at things that already do such things and keep a hex editor handy. |
MewFreak55555
Posts: 73/106 |
It won't work for me.... |
Kyoufu Kawa
Posts: 727/2481 |
Originally posted by mewthree9000
Is it possible to use this command in other types of events insted of trap? Also what is the command to make the main hero move? Sorry that i am asking alot i am trying to learn scripts it is the only thing i haven't really ever done...
Yes. People and levelscripts can ALSO do ApplyMovement. As for moving the player, use 0x0000 or 0xFFFF, can't remember... |
mewthree9000
Posts: 15/41 |
Ok. Thanks for the info.
Edit: Is it possible to use this command in other types of events insted of trap? Also what is the command to make the main hero move? Sorry that i am asking alot i am trying to learn scripts it is the only thing i haven't really ever done... |
Kyoufu Kawa
Posts: 725/2481 |
ApplyMovement [person index #] [pointer to movement]
Then, at the location specified, put the movements, end with a trailing 0xFE byte. For the actual bytes, check the trap in, for example, Verdanturf. |
mewthree9000
Posts: 14/41 |
Hey can someone tell me how sprite movements are coded? Like in traps and such? Like What is the hex for up,down,left, and right is all i need. |