### List Audio Asset Directories - Bash Source: https://context7.com/sheerst/pokewilds/llms.txt Displays the first 10 entries in the `music/` and `sounds/` directories, showing the organization of game audio. Both music and sound effects use the `.ogg` format. ```bash ls music/ | head -10 # Contains demakes of Pokemon music from various generations # Format: .ogg files for cross-platform compatibility # Examples: # - route_themes/ # - battle_themes/ # - town_themes/ # - legendary_encounters/ ls sounds/ | head -10 # Contains Pokemon cries and sound effects # Format: .ogg files # Examples: # - pokemon_cries/ # - attack_sounds/ # - item_sounds/ # - menu_sounds/ ``` -------------------------------- ### View Credits File - Bash Source: https://context7.com/sheerst/pokewilds/llms.txt Demonstrates how to view the credits file for a specific asset using `cat`. This file lists the artist and asset type for all contributions. ```bash # Example from pokemon/pokemon/absol/credits.txt cat pokemon/pokemon/absol/credits.txt # Format: # Artist Name - Asset type # Example content: ``` -------------------------------- ### List Battle Background Sprites - Bash Source: https://context7.com/sheerst/pokewilds/llms.txt Lists the sprite files used for battle backgrounds, organized into terrain and sky/cloud layers. These assets are composited to create the battle scene. ```bash # Battle background sprites in battle/ directory battle_bg1.png # Basic battle ground battle_bg2.png # Mid-layer terrain battle_bg3.png # Forest battle background battle_bg4.png # Water/beach battle background battle_bg5.png # Mountain battle background battle_bg6.png # Cave/dungeon battle background bg_sky-day.png # Daytime sky layer bg_clouds1-day.png # Daytime clouds layer bg_clouds1.png # General clouds layer # Backgrounds composite in layers: # 1. Sky layer (back) # 2. Cloud layer # 3. Terrain layer (battle_bgX) # 4. Pokemon sprites (front) ``` -------------------------------- ### Follower Dialogue File Format - Text Source: https://context7.com/sheerst/pokewilds/llms.txt Defines the format for `pokemon/follower_dialogue.txt`. Each line specifies dialogue text and optional filters for Pokemon type, biome, or emotes. ```text # From pokemon/follower_dialogue.txt text=POKEMON is carefully eyeing you. text=POKEMON is stretching., type=FIGHTING, emote=... text=POKEMON looks like it wants to spar., type=FIGHTING text=POKEMON notices the crashing waves., biome=beach # Dialogue attributes: # - text: The message displayed (required) # - type: Pokemon type filter (FIGHTING, FIRE, WATER, etc.) # - biome: Location filter (beach, forest, mountain, etc.) # - emote: Visual indicator (..., !, ?, <3) ``` -------------------------------- ### List Overworld Tile Directories - Bash Source: https://context7.com/sheerst/pokewilds/llms.txt Lists the top-level directories for overworld tiles, categorized by biome and structure type. Each tile is typically 16x16 pixels and supports transparency. ```bash # Tile directories ls tiles/ # Output includes: # beach/ - Coastal and shore tiles # desert/ - Sand and oasis tiles # forest/ - Tree and grass tiles # mountain/ - Rocky terrain tiles # water/ - Ocean, river, lake tiles # structures/ - Buildings, fences, furniture # Example usage for modders: # - Each tile is 16x16 pixels # - Tiles support transparency for layering # - Animated tiles use sprite sheets (e.g., water ripples) ``` -------------------------------- ### Add Custom Follower Dialogue - Bash Source: https://context7.com/sheerst/pokewilds/llms.txt Appends custom dialogue lines to `pokemon/follower_dialogue.txt` using the `echo` command. Dialogue can be filtered by Pokemon type, biome, and emotes. ```bash # Add custom follower dialogue echo 'text=POKEMON is admiring the scenery., biome=mountain, emote=!' >> pokemon/follower_dialogue.txt echo 'text=POKEMON splashes in the water., type=WATER, biome=river' >> pokemon/follower_dialogue.txt echo 'text=POKEMON feels right at home., type=GHOST, biome=graveyard, emote=<3' >> pokemon/follower_dialogue.txt # Dialogue will randomly trigger when: # 1. Pokemon is following the player # 2. Location/type conditions match # 3. Random chance timer triggers ``` -------------------------------- ### Add Custom Pokemon Spawns - JavaScript Source: https://context7.com/sheerst/pokewilds/llms.txt Modifies the `wilds_data.asm` file to add new Pokemon or alter existing wild encounters. Requires v0.9+ of the game. Define biome, species, level range, and encounter rate. ```javascript // Modding example: Adding custom spawns // Edit wilds_data.asm (v0.9+) to add new Pokemon or modify existing spawns // Structure: BIOME_CODE, SPECIES, MIN_LEVEL, MAX_LEVEL, ENCOUNTER_RATE FOREST, PIKACHU, 5, 10, 15 FOREST, BULBASAUR, 5, 8, 10 DEEP_FOREST, SCYTHER, 15, 20, 5 VOLCANO, CHARMANDER, 10, 15, 8 ``` -------------------------------- ### Define Biomes in Pokewilds Source: https://context7.com/sheerst/pokewilds/llms.txt Lists the biome codes used in Pokewilds for defining wild Pokemon encounter areas. These codes are static and represent different environmental types. ```text OCEAN # Water surrounding the island - Carvanha RIVER # Rivers on the island - Magikarp, Poliwag, Goldeen, Remoraid BEACH # Coastal area - Squirtle, Krabby, Totodile, Shellder, Wooper TIDAL_BEACH # Coastal with tides - includes Alolan forms FOREST # Large 2x2 trees - Oddish, Pidgey, Bulbasaur, Charmander DEEP_FOREST # Dark with shaded overlay - Zubat, Houndour, Scyther, Sableye WOODED_LAKE # 1x2 trees with lakes - mixed encounters SAVANNA # Yellowish grass - Ponyta, Miltank, Tauros, Eevee MOUNTAIN # Raised non-snowy terrain - Rhydon, Onix, Machop DESERT # Large dry area - Kangaskhan, Cubone, Numel, Camerupt SAND_PIT # Knee-deep sand - Diglett, Sandile VOLCANO # Middle of mountain - Slugma, Geodude, Magmar SNOW # Snowy tundra - Larvitar, Sneasel, Aron, Swinub GRAVEYARD # Ghost types - Gastly, Litwick, Misdreavus MANSION # Dungeon spawn - Magmar, Grimer, Koffing, Ditto RUINS_INNER # Desert ruins dungeon - Lunatone, Elgyem, Duskull RUINS_OUTER # Outside ruins - Sigilyph, Natu, Beldum REGI_CAVE # Legendary dungeon - no wild encounters ``` -------------------------------- ### Consolidate Tile Collision Checks Source: https://github.com/sheerst/pokewilds/wiki/Future-Plans-(WIP) This snippet consolidates checks for solid tiles, ledges, gates, and doors during Pokemon movement. It aims to reduce redundancy by moving these checks into a dedicated method or property, improving code clarity and maintainability. The checks are performed on adjacent tiles and the target tile before movement. ```java if (!leftTile.isSolid && !leftTile.isLedge && !leftTile.nameUpper.contains("gate") && !leftTile.name.contains("door")) { // ... movement logic } Tile temp = Pokemon.this.mapTiles.get(newPos); if (temp == null || temp.isSolid || temp.isLedge || temp.name.contains("door") || temp.nameUpper.contains("gate") || temp.nameUpper.contains("door") || game.player.position.equals(newPos)) { // ... collision handling } ``` === COMPLETE CONTENT === This response contains all available snippets from this library. No additional content exists. Do not make further requests.