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Update documentation
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@@ -33,4 +33,4 @@ An extremely useful feature is the *Mirror to Connecting Maps* checkbox in the t
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Follow Connections
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------------------
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Double-clicking on a connection will open the destination map. This is very useful for navigating through your maps, similar to double-clicking on :ref:`Event Warps <event-warps>`.
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Double-clicking on a connection will open the destination map. This is very useful for navigating through your maps, similar to double-clicking on :ref:`Warp Events <event-warps>`.
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@@ -19,7 +19,7 @@ All of the events are visible on the map. The Event Details window on the right
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.. warning::
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There is currently no undo/redo functionality when editing events! Use Git version control!
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Events Positions
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Event Positions
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----------------
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All events have X/Y coordinates. To move an Event, click and drag it to a new position on the map. Alternatively, you can use the X and Y spinners in the event properties.
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@@ -33,18 +33,18 @@ Events also have an elevation, also known as Z coordinates (see image above). E
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Next, we'll cover each type of event in detail.
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Event Objects
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Object Events
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-------------
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Event objects are typically used for NPCs (non-player-characters). More technically, it's any event that has a sprite and the ability to move around. Event objects are displayed using their assigned sprite, except for special cases. Any event object that uses a dynamic sprite will be displayed as a blue square with an `N` |dynamic-sprite|. Some examples of dynamic sprites are the player's rival and berry trees.
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Object events are typically used for NPCs (non-player-characters). More technically, it's any event that has a sprite and the ability to move around. Object events are displayed using their assigned sprite, except for special cases. Any object event that uses a dynamic sprite will be displayed as a blue square with an `N` |dynamic-sprite|. Some examples of dynamic sprites are the player's rival and berry trees.
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.. |dynamic-sprite|
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image:: images/editing-map-events/dynamic-sprite.png
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.. figure:: images/editing-map-events/event-object.png
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:alt: Event Object Properties
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:alt: Object Event Properties
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Event Object Properties
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Object Event Properties
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Id
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This is the local id of the object in the map. Some script values use this local id to specify object when using scripting commands such as `applymovement`.
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@@ -72,15 +72,15 @@ Sight Radius or Berry Tree ID
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.. _event-warps:
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Event Warps
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Warp Events
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-----------
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Event warps are how the player is able to warp to other maps, such as entering a building. Double-clicking on a warp will automatically open the destination map and select the destination warp. This makes it very easy to navigate around in Porymap.
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Warp events are how the player is able to warp to other maps, such as entering a building. Double-clicking on a warp will automatically open the destination map and select the destination warp. This makes it very easy to navigate around in Porymap.
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.. figure:: images/editing-map-events/event-warp.png
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:alt: Event Warp Properties
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:alt: Warp Event Properties
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Event Warp Properties
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Warp Event Properties
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Id
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This is the local id of the warp in the map. This is used when setting the Destination Warp property for another warp.
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@@ -91,15 +91,15 @@ Destination Map
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Destination Warp
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The Id of the warp in the destination map.
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Event Triggers
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Trigger Events
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--------------
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Event triggers are scripts that execute when the player walks over them. However, they only execute when a variable is equal some value. Typically, they execute once, set the variable's value to something else, and then never execute again because the variable's value no longer matches.
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Trigger events are scripts that execute when the player walks over them. However, they only execute when a variable is equal some value. Typically, they execute once, set the variable's value to something else, and then never execute again because the variable's value no longer matches.
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.. figure:: images/editing-map-events/event-trigger.png
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:alt: Event Trigger Properties
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:alt: Trigger Event Properties
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Event Trigger Properties
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Trigger Event Properties
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Id
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The local id of the trigger in the map. This value is not used for anything.
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@@ -113,15 +113,15 @@ Var
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Var Value
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The value that the Var must equal for the trigger's Script to execute.
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Event Weather Triggers
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Weather Trigger Events
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----------------------
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Event weather triggers are a very specific type of trigger. When the player walks over a weather trigger, the overworld's weather will transition to the specified weather type.
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Weather trigger events are a very specific type of trigger. When the player walks over a weather trigger, the overworld's weather will transition to the specified weather type.
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.. figure:: images/editing-map-events/event-weather-trigger.png
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:alt: Event Weather Trigger Properties
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:alt: Weather Trigger Event Properties
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Event Weather Trigger Properties
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Weather Trigger Event Properties
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Id
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The local id of the trigger in the map. This value is not used for anything.
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@@ -129,15 +129,15 @@ Id
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Weather
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The type of weather to transition to.
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Event Signs
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Sign Event
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-----------
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Event signs, or signposts, are simple interactable scripts. They are typically used for things like signs in front of buildings. The player's facing direction can be required to be a certain direction in order to interact with the sign. Signs are the first of three "BG" event types.
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Sign events, or signposts, are simple interactable scripts. They are typically used for things like signs in front of buildings. The player's facing direction can be required to be a certain direction in order to interact with the sign. Signs are the first of three "BG" event types.
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.. figure:: images/editing-map-events/event-sign.png
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:alt: Event Sign Properties
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:alt: Sign Event Properties
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Event Sign Properties
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Sign Event Properties
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Id
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The local id of the BG event in the map. This value is not used for anything.
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@@ -148,15 +148,15 @@ Player Facing Direction
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Script
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The script that executes when the player interacts with the sign.
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Event Hidden Item
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Hidden Item Event
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-----------------
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Hidden items are invisible items that can be picked up by the player. They each use a flag to ensure the item can only be picked up once.
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.. figure:: images/editing-map-events/event-hidden-item.png
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:alt: Event Hidden Item Properties
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:alt: Hidden Item Event Properties
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Event Hidden Item Properties
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Hidden Item Event Properties
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Id
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The local id of the BG event in the map. This value is not used for anything.
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@@ -167,15 +167,15 @@ Item
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Flag
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This flag is set when the player receives the hidden item.
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Event Secret Base
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Secret Base Event
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-----------------
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This is the event used to mark entrances to secret bases. This event will only be functional on certain metatiles. Unfortunately, they are hardcoded into the game's engine (see ``sSecretBaseEntranceMetatiles`` in ``src/secret_base.c``).
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.. figure:: images/editing-map-events/event-secret-base.png
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:alt: Event Secret Base Properties
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:alt: Secret Base Event Properties
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Event Secret Base Properties
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Secret Base Event Properties
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Id
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The local id of the BG event in the map. This value is not used for anything.
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Binary file not shown.
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Before Width: | Height: | Size: 2.2 KiB After Width: | Height: | Size: 2.6 KiB |
@@ -7,7 +7,7 @@ About Porymap
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**Porymap is a cross-platform map editor for the Gen 3 pret decompilation projects. Its primary functions are to allow editing map tiles, collision, events, connections, and properties. Porymap provides additional functionality, such as tileset editing and region map editing. Downloadable releases are available for Windows and Mac, and Linux users can build it from source.**
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Those familiar with traditional Gen 3 binary ROM hacking can think of it as the Advance Map equivalent for the decompilation projects. Porymap supports the same features as Advance Map, except for Wild Pokemon editing, so Advance Map users shouldn't have much difficulty learning how to use Porymap. There are many usability improvements in Porymap. The most notable is undo/redo when painting map tiles.
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Those familiar with traditional Gen 3 binary ROM hacking can think of it as the Advance Map equivalent for the decompilation projects. Porymap supports the same features as Advance Map, so Advance Map users shouldn't have much difficulty learning how to use Porymap. There are many usability improvements in Porymap. The most notable is undo/redo when painting map tiles.
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Porymap reads and writes files in the decompilation projects. It **does not** read or write ROM files. **Therefore, it is highly recommended to use Git for version control when working with Porymap.**
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@@ -65,6 +65,9 @@ Header Tab
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Connections Tab
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Change how the map connects with surrounding maps when the player walks from one to another.
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Wild Pokémon Tab
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Edit the wild Pokémon available in the map.
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Tileset Editor
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--------------
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