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Old June 9th, 2009 (09:10 AM).
Larsie13
Gone
 
Join Date: Oct 2006
Location: The Netherlands
Age: 23
Nature: Modest
Quote originally posted by Weavile Gemini:
Actually, Larsie, XSE hasn't been recognizing the lastresult keyword for some reason...
That's because XSE's std.rbh isn't in the same folder the .exe is. You need to extract everything from XSE's ZIP file in the same folder-structure as it is in the ZIP.
Quote originally posted by metapod23:
Okay, I need help with this script. The basic problem is I've got three sprites (event no's 13, 14, and 15) that are supposed to move, but just don't. I've tried to figure out the problem, but haven't been able to. I gave them ID number 270 (the reason for the setflag) and I gave the script var #6042. Now the script works, but first when the 2nd applymovement for MOVEPLAYER goes, the player only steps up one space, and doesn't step right first. Second, the movements for sprites 13, 14, 15 don't work at all. They stay put and it moves onto the next msgbox. Do I need a different var? A different flag? Any help is appreciated. The relevant parts of the script are below:

Spoiler:
'---------------
#org 0x802646
lockall
applymovement MOVE_PLAYER 0x81A75DB
waitmovement 0x0
textcolor 0x0
msgbox 0x880240E MSG_KEEPOPEN '"Okay, JOE, then what's this POKéMO..."
applymovement MOVE_PLAYER 0x88024D8
msgbox 0x88024DC MSG_FACE '"[.] [.] [.]\pWhat's it to you, kid..."
applymovement 0x13 0x88025A8
applymovement 0x14 0x880259E
applymovement 0x15 0x880259E

waitmovement 0x13
waitmovement 0x14
waitmovement 0x15
hidesprite 0x13
hidesprite 0x14
hidesprite 0x15
setflag 0x270
setvar 0x6042 0x1
msgbox 0x88025B3 MSG_KEEPOPEN '"JOE: Thanks for the help.\nThose w..."
call 0x81A991D
releaseall
end

'-----------
' Movements
'-----------
#org 0x1A75DB
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements

#org 0x8024D8
#raw 0x20 'Step Right (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0xFE 'End of Movements

#org 0x8025A8
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0xFE 'End of Movements

#org 0x80259E
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0xFE 'End of Movements
0x13 = 19, 0x14 = 20, and 0x15 = 21. Use 19, 20 and 21, or 0xD, 0xF and 0xF. Also, you'll need a waitmovement 0 after the MOVEPLAYER.
Quote originally posted by Gamer2020:
Hey guys. I have a problem.
Basically I wrote a script so that when the player steps on a certain spot a sprites goes up to him and battles him.
It works up until after the battle where it just plain goes sour.
Ive attached a small video to show you what happens.

This is the script
Spoiler:
#dynamic 800000

#org @start
lock
checkflag 0x1005
if 0x1 call @done
call @pre
applymovement 0x01 @move1
waitmovement 0x0
sethealingplace 0x6
setflag 0x1005
trainerbattle 0x1 0x237 0x0 @before @after @run
end

#org @pre
applymovement 0x01 @move3
msgbox @stuff 0x2
return

#org @run
msgbox @text 0x2
applymovement 0x01 @move2
waitmovement 0x0
hidesprite 0x01
setflag 0x1005
release
end

#org @done
releaseall
end

#org @move1
#raw 0x56
#raw 0x09
#raw 0x0A
#raw 0x02
#raw 0xFE

#org @move2
#raw 0x0B
#raw 0x0B
#raw 0x0B
#raw 0x0B
#raw 0x0B
#raw 0x0B
#raw 0xFE

#org @move3
#raw 0x00
#raw 0xFE

#org @before
= How much did you hear?

#org @after
= Didn't think you'd be that strong.

#org @text
= Bye now!

#org @stuff
= They're are Whirlpools blocking\nthe entrances sir.



This is the amap stuff for the sprite


and this is the amap stuff for the script tile.




I think I am just overlooking something so please if you know what I did wrong please tell me.
O_O #dynamic 800000? That's the same as #dynamic 0xC3500! You forgot the 0x. Try to remember that it can make quite a big difference forgetting the 0x or not.