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Old February 2nd, 2013, 10:26 AM
thetripplenine's Avatar
thetripplenine
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Join Date: Jan 2013
Location: California
Age: 16
Gender: Male
Nature: Bold
Quote:
Originally Posted by FBI agent View Post
OK, you're using the right flag, but incorrect logic in your script. Checking a flag then comparing it to 0x1 checks if it is true. So you don't even need the @done. Try this:

#dynamic 0x9C0000

#org @start
checkflag 0x860
if 0x1 goto @hey
release
end

#org @hey
msgbox @youcant 0x6
applymovement 0x0 @move
waitmovement 0x0
applymovement 0xFF @turn
waitmovement 0x0
applymovement 0x0 @moveback
waitmovement 0x0
release
end

#org @done
release
end

#org @move
#raw 0x0B
#raw 0x00
#raw 0xFE

#org @moveback
#raw 0x0A
#raw 0x00
#raw 0xFE

#org @turn
#raw 0x56
#raw 0x08
#raw 0x01
#raw 0xFE

#org @youcant
= You cannot enter until you take a\nPokémon.


As for the sprite that doesn't appear, change it's personID to 0000. I think a level script is keeping the said person form appearing, just change his person id in advance map.
Well, it worked, but what happened was when I got the pokemon menu it blocked me, if you don't have the pokemon menu it doesn't block you, but what i want to happen is in reverse.
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