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Old July 31st, 2009, 10:50 AM
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score_under
I program the *other* ASM.
 
Join Date: Aug 2005
Location: Hertfordshire, England
Age: 21
Nature: Rash
Quote:
Originally Posted by techie775 View Post
Well my question is if you can't use Advance Map to edit you scripts,
then how do you do it? That Decompile method in pksv?
You seem to have something editable in your dynamic-decompiled output there. You just shouldn't edit scripts directly from AdvanceMap unless you had the dynamic decompiling setting on last time you decompiled, or you are going to decompile it again with that option, or you're 100% sure the compiled bytecode is the same or shorter than the orignal.

Quote:
I got it so it work like I had it before but when you leave the area and return the tree flag resets it's there again and starts over where you can battle him again. I don't understand what you mean about jump commands. I think I have to put a command in @org code3 so make sudowoodo disappear if you've already battled it. I'm sorta new at alot of this stuff so I might not catch it all. Thanks again.
Here's my script
Spoiler:
#dynamic 0x740000
#org 0x740000
jump @start ' This redirects the script to your dynamic-offset version. Remove this line if you don't want this.

#org @start
'-----------------------------------

jump @code2

#org @code2
'-----------------------------------
lock
faceplayer
checkflag 0x225
if true jump @code3 ' Flag is set
cry SUDOWOODO 0x0
msgbox @text1 ' GYAOOOO!!!!
callstd MSG_LOCK ' Built-in lock command
checksound
battle SUDOWOODO 40 NONE
special BATTLE_WIPE
waitspecial
disappear LASTTALKED
setflag 0x225
release
end

#org @code3
'-----------------------------------
release
end


#org @text1
= GYAOOOO!!!!
Since you're setting flag 0x225, set Sudowoodo's AdvanceMap Person ID to "225".

Also, the bit I've put in bold you can remove when you compile it - you only need the first #org and the last jump if you want to compile it again - but if you're not going to edit it, don't remove that..
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