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B2W2 Scripting Q


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Hi all!

First off I just want to thank Kaphotics for all the general knowledge and videos available on this topic, thank you very much!

I have some general questions about some of the known commands for b2w2 scripting.

I plan on having an interactable Victini, that when talk to it, you have the option to let it join your team (gift pokemon). Right now I have only added the interactable npc Victini to my chosen map, so now for the rest! I've been looking at some of the code for other gift pokemon in the game (eevee and deerling). I see it starts with a script, prompts yesorno, and then the script starts jumping through functions (yes and party is not 6/full, yes but party full, and no).

1) Jump Function X (offset#)

For the jump function commands, X is usually a small number (like 17, 24, etc), but neither the name of the function it's going to or the offset #. What is X? What is it doing, what does it mean for the code?

2) Functions

Do functions need to be added to the header like scripts or can I just add my functions after my new script, no pointer required at the beginning?

3) Logic06

What is this?

4) Flags

I don't think I'll need flags for my code specifically, because after Victini joins (yes and party not 6/full), the npc will be removed from the map. If this works out correctly the way I want it to, there won't be a Victini to interact with to prompt the script again and keep receiving a gift Victini. But in general, how to you determine a flag value/number? Can this just be any value not already used by another script in the game (and if so, how do you figure out which values are already in use by other scripts or free to use)? Or are there a specific set of flag values used for different purposes within the game?

Edit: Found answer to this one!

These are all of my questions, thank you for any and all help!

 

 

 

 

 

 

Edited by Chezamon
x1 answered questions
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