Flag and scripting help

Feb 23, 2008 at 8:36 PM
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I need help with a few things.
First of all, I need help with some scripting.
Secondly, I'll need to know:
What flags are
and
How they work
If you could help me out, that'd be great!
 
Feb 24, 2008 at 11:27 AM
Luls
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Not too suer how to explain that anymore D:...

*wrecks brains*
 
Feb 24, 2008 at 12:52 PM
Justin-chan
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Flags are like switches. Like, if you set a certain flag, you can make something happen such as making something disappear or appear.

Its hard to explain.
 
Feb 24, 2008 at 4:12 PM
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But doesn't it have to be a certain number?
 
Feb 24, 2008 at 4:47 PM
Luls
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jcys810 said:
Flags are like switches. Like, if you set a certain flag, you can make something happen such as making something disappear or appear.

Its hard to explain.

Oh lol.

"Flags are like triggers, like when you trigger them, they make something happen."

Thats what i said xD now I remember :confused:

@Kaeso: And yes it does have to have a certain number. 2 scenerios:

SCENERIO 1:

If you got a sprite on the map that has the Flag ID of 1000 and you check the box that says "invisible if Flag ID is set" or "visible if Flag ID is set" then it will appear / disappear when it is set when you use the command <FL+1000.
If you <FL-1000, the sprite will do the opposite.

SCENERIO 2:

Lets say you have an event #0100 and an event #0200.

Code:
#0100
<FLJ1000:0200

#0200

When you use the <FL+1000 to set the flag, it will skip to event 200 due to the <FLJ that causes it to skip to event 200 when flag 1000 is set. If you <FL-1000, it will do the opposite (meaning it wouldn't skip to event 200)

I think this should be clear enough =/...
 
Feb 24, 2008 at 8:09 PM
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Ah. Thanks a lot. That's simple to use. =D
 
Mar 8, 2008 at 9:21 PM
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Metalogz said:
SCENERIO 1:

If you got a sprite on the map that has the Flag ID of 1000 and you check the box that says "invisible if Flag ID is set" or "visible if Flag ID is set" then it will appear / disappear when it is set when you use the command <FL+1000.
If you <FL-1000, the sprite will do the opposite.
Uh, is this supposed to be instantaneous, or does the room have to reload for the visible/invisible thing to take effect? Because I've tried and it doesn't seem to be doing anything. Set FlagID to 103, then checked "invisible if FlagID is set" and put "<FL+0103" in an otherwise working block of script. Didn't do a thing.

On that note, what do the checkboxes that read:

Flag 0x1000
Unknown 0x0200 flag
Flag 0x0100

mean?
 
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