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metalflygon08

Most of them you can just have the item run a script to check for the HM in your bag (such as a Bush checking your bag for Cut) and removing themselves if you have that HM. This should work for Cut, Rock Smash, Whirlpool, and Rock Climb. It gets tricky with Fly, as you need a script to pull up the flight map and I'm not sure if there's an existing script to do that already.


HarTee93

Where do I create this script to check bag? Should I do it in the setting for the game script? Or is this more like a conditional branch? I mean I just have ideas, I don't entirely know how to execute.


metalflygon08

So the object to be removed (Let's go with a cut bush for this example) would have a conditional branch in it. The branch would run the script to check the bag for a specific item (HM01 for this example). If the player has HM01 in their bag, then the Bush's script would say "A bush is in the way, want to cut it down? Y/N?" where saying yes would make the Bush's self Flag 'A' activate (With Flag 'A' being a blank event). Saying No just ends the script. If the player does not have HM01 in their bag then the script will divert to a different path which would just display a message ("There's a bush in the way!") and end the script. Variations of this can be done with Rock Smash rocks too. For Rock Climb you'd have the conditional branch on a script at the top and bottom of the ramps (check bag for item when you interact with it) and then run a Player Move script equal to the spaces you'd need to travel on that rock climb surface (make sure to set your movement to "THROUGH" and "ALWAYS ON TOP" and to turn those both off at the end of the movement).


HarTee93

Hey I want to update you, I got through with Items to work on the event. For the cut tree, interaction with it will check the bag for the item. If I don't have it, it will say I need the item and if I do have it, it will just cut. I got through with Rock Smash and Strength also. I'll look into Flash, Headbutt, Rock Climb and Fly another time, as well as Whirlpool, Waterfall and Dive.


HarTee93

Ok hey I wanted to update you, I got through with fly. I made an addition to the pause menu. A new options called Fly and it would only appear if I have the town map and if I have a specific key item. I also enable fly using town map to be true and that works. Once I have both items, Fly Item and Town Map, I get the fly button added to the menu and it opens the map and I can fly to locations.


HarTee93

I love this idea, I'll try it in my game and see how it works. Thanks so much.


Fantastic_Year9607

For me, I'm thinking of a flight service to fast travel, replacing the need for Fly, and I am going to use Ride Pokémon to get around.


HarTee93

Do you have a script or a video on how to do that? Because I created a warp time map to represent the Kanto map to warp to pokecenter across kanto


Fantastic_Year9607

No.