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Teleportation circle tiles?

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If you are trying to move all parties to a different map than the current one I would recommend event commands 0x6a/0x6b. 0x6a fades out the screen first and 0xd2/0xd3 are the equivalent map load functions for when you are in a vehicle. I believe 0x79 is more intended for moving a particular party such as in the Phoenix Cave.

Looking at my notes for the arguments,
The first two bytes tell the commands the map id, direction to face, and whether to play the map's default music
Also, I could not find the 0x02 and 0x08 bits for the second byte documented anywhere. However, while editing events I found 0x02 used in Ebot's rock when the party is taken back to Thamasa and it seems to be responsible for updating the parent map (so you can avoid the additional 0x4c call). I am not sure about  the 0x08 bit yet but I found it was used when loading the Imperial Camp from the WOB event tile.
The third and fourth bytes are the x and y position, respectively.
The fourth byte controls whether to fade in the screen, execute the new map's entrance event, and be in a vehicle.

For example, if you want to put the party in Strago's house (map 0x15d) at pos (37, 21) facing up, default map music playing, not execute the entrance event, update parent map, and fade in the screen you can try:
0x6a, 0x5d, 0x03, 0x25, 0x15, 0x00
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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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