SergeyThePiplup
Joined 20 December 2023
Some fixes and additions Tags: Visual edit Mobile edit Mobile web edit Advanced mobile edit |
( Tags: Visual edit Mobile edit Mobile web edit Advanced mobile edit |
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'''Creating a scene''' | '''Creating a scene''' | ||
After applying ActorAndLevelLoader, you can edit existing or add new cutscenes or overworld in the game in Script Scenes tree. All existing cutscenes(Acting Scenes) and | After applying ActorAndLevelLoader, you can edit existing or add new cutscenes or overworld in the game in Script Scenes tree. All existing cutscenes (Acting Scenes) and over worlds (Enter Scenes) are located in separate folders with the name, corresponding to the background it uses. All folders are sorted by what letter is in the beginning. To add a new folder, double click on Script Scenes, then in the opened tab, press the plus button at the bottom, name the folder, then scroll the list with scenes to the bottom. There, you can edit what background it uses, as well as what name will be shown to the player in the overworld if this scene is loaded. Then, if you're using the background from the original, search for applicable Script Scene in the list, remember its Type, then go back to your scene, then edit its Type to what was used by existing scene. If you're using a custom background, however, just put One Layer or Two Layers based on how many layers your background has. | ||
To add a new Acting or Enter Scene, double click on the folder where you want the scene to be added, then press Add Acting Scene(or Add Enter Scene). Then, just place actors where you want them to be at the beginning of the scene, then place a performer where you want the camera to be in(only for Acting Scenes!) | To add a new Acting or Enter Scene, double click on the folder where you want the scene to be added, then press Add Acting Scene (or Add Enter Scene). Then, just place actors where you want them to be at the beginning of the scene, then place a performer where you want the camera to be in (only for Acting Scenes!) | ||
'''Acting scripts: how to write, how to play''' | '''Acting scripts: how to write, how to play''' | ||
After creating your first Acting Scene and placing actors and performer, double click on the script on the right of the screen(SceneName.ssb). It'll open up an empty file. | After creating your first Acting Scene and placing actors and performer, double click on the script on the right of the screen (SceneName.ssb). It'll open up an empty file. | ||
Every single scene must have <code>def 0 {//the rest of the code is here}</code> at the beginning. In the list of important for an Acting script code, there is also: | Every single scene must have <code>def 0 {//the rest of the code is here}</code> at the beginning. In the list of important for an Acting script code, there is also: | ||
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* <code>supervision_Acting(0);</code> - loads all actors, objects and performers. | * <code>supervision_Acting(0);</code> - loads all actors, objects and performers. | ||
* <code>camera_SetMyself<performer 0>();</code> - sets the camera's position to wherever performer 0 is located. | * <code>camera_SetMyself<performer 0>();</code> - sets the camera's position to wherever performer 0 is located. | ||
* <code>screen_FadeIn(1, 60);</code> - starts to brighten up the bottom screen(1 disallows the script from continuing until this code finishes running, 60 is the amount of frames the game will take to fade in(in this case, 1 second) | * <code>screen_FadeIn(1, 60);</code> - starts to brighten up the bottom screen (1 disallows the script from continuing until this code finishes running, 60 is the amount of frames the game will take to fade in (in this case, 1 second) | ||
All codes mentioned here must be run in this exact order! Otherwise, it won't work as expected. | All codes mentioned here must be run in this exact order! Otherwise, it won't work as expected. | ||
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Check if the scene has a performer. If it does, check if the order of codes at the beginning has been followed. If so, check if both scenes and scripts are saved. | Check if the scene has a performer. If it does, check if the order of codes at the beginning has been followed. If so, check if both scenes and scripts are saved. | ||
* Game freaks out after the last line of code | * Game freaks out after the last line of code | ||
Script doesn't contain any opcodes that would end it(<code>end;</code>, <code>JumpCommon</code>, etc.) | Script doesn't contain any opcodes that would end it (<code>end;</code>, <code>JumpCommon</code>, etc.) | ||
* SkyTemple throws an error on the line <code>camera_SetMyself<performer 0>();</code> | * SkyTemple throws an error on the line <code>camera_SetMyself<performer 0>();</code> | ||
Outdated version of SkyTemple. Use | Outdated version of SkyTemple. Use | ||
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'''Adding new objects''' | '''Adding new objects''' | ||
If you want to add the new object, apply ExtractObjectTable first. After that, double click on Objects Sprites, then click on New Object Sprite. After that, save and reload the ROM(it is necessary, otherwise, you'll get an error on the next step). Then, find the new object sprite, and import your object. If you just want a static object, press Import Image. An image you have must be indexed, have 16 colors(one of which is transparency color) and up to 512x512 resolution. Then, go to Lists->Objects, press plus button, scroll down, rename the last object exactly the same as object sprite is named, then save and reload the ROM again. | If you want to add the new object, apply ExtractObjectTable first. After that, double click on Objects Sprites, then click on New Object Sprite. After that, save and reload the ROM (it is necessary, otherwise, you'll get an error on the next step). Then, find the new object sprite, and import your object. If you just want a static object, press Import Image. An image you have must be indexed, have 16 colors (one of which is transparency color) and up to 512x512 resolution. Then, go to Lists->Objects, press plus button, scroll down, rename the last object exactly the same as object sprite is named, then save and reload the ROM again. | ||