[ARCHIVE] Simple Questions (SEARCH BEFORE ASKING A QUESTION)
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October 18th, 2012 (12:59 PM).
Glory To Arstotzka
Originally Posted by
Thank you for replying! But I have no idea how to make this levelscript type 5 to work, I've tried many things but the screen stays black when I come back to the map after a battle. I hope you know how I can solve this? I have added the script here:
Script removed for brevity.
You can't execute scripts like that using type 5 level scripts. It explicity requires type 2, which in turn, is variable reliant.
Try setting a variable you haven't used inside the type 5 script:
[Checks for caught Pokémon]
[If not caught, branch to @alt]
setvar 0x40F0 0x1
And then putting the "exit" script in the type 2 level script slot, using (in my example) var 0x40F0 as the control value, and set the "value" to 1.
Your script requires some modification, because you can't warp and then continue execution of the script, so it needs split up into 2 parts.
Type 2 level script (Map 1, same map as type 5 script from above):
msgbox @1 0x2
warp 0x0 0x05 0xFF 0x1A 0x0E
setvar 0x40F0 0x2
= Attention! We have our\nlast member: \vh01!
Finally, you need to (in the map you warp back to) add yet another type 2 level script which contains the remaining movement part. The var is still 0x40F0, but the value is now 2:
applymovement 0xFF @move
setvar 0x40F0 0x3
I know for a fact that the last 2 parts will work, but I'm not sure about the type 5 level script part. It's worth a try. If it doesn't work, you're looking at ASM hacking to get your desired result, and that's not fun.
Hey guys, please check out my recreations of the gen 1 and 2 music on my custom engine at my SoundCloud! -
Joined Jun 2009
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