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Teleportation circle tiles?

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It may be as simple as the code below. You could have an event trigger anywhere that does a similar thing. It's not a problem for exit tiles since they can teleport you to another map.

Code:
CA/042F: 79    Place party 1 on map $0011 (Falcon, upper deck (leaving the Tomb / "We're going in!" / Bahamut / ending))
CA/0437: 45    Refresh objects
CA/0438: 38    Hold screen
CA/0439: 46    Make party 1 the current party
CA/043B: 45    Refresh objects
CA/043C: 47    Make character in slot 0 the lead character
CA/043D: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CA/043F: D5        Set vehicle/entity's position to (15, 10)
CA/0442: CE        Turn vehicle/entity down
CA/0443: FF        End queue
CA/0444: 41    Show object $31

Edit: In your event you'll also need to set the parent map (WoB or WoR) and the location (this can be done with command 6C), in order to exit at the right place on the world map if you exit the new location your are in.
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Messages In This Thread
Teleportation circle tiles? - by MysticLord - 04-12-2020, 05:04 PM
RE: Teleportation circle tiles? - by madsiur - 04-12-2020, 05:18 PM
RE: Teleportation circle tiles? - by AtmaTek - 04-13-2020, 12:32 AM

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