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  #5976    
Old August 3rd, 2011, 08:34 PM
HACKERXIDE's Avatar
HACKERXIDE
Beginning Trainer
 
Join Date: Mar 2010
Location: Pallet Town
Gender: Male
Nature: Calm
ok im gonna get this, so i will repost my script, but i will try to give more info this time, in the picture below you can see the script tile where I walk on and the person tile that is supposed to walk to my position on the script tile.


I have the person event invisible, but not through Adv.Map.
My problem now is that the game freezes when
I step on the Script tile!
I don't know why but below is the adv map settings for the script tile.



My Script
Spoiler:

#Dynamic 0x456769

#ORG @Main
Lockall
showsprite 0x3
applymovement 0xFF @move
applymovement 0x3 @move1
waitmovement 0x0
hidesprite 0x3
trainerbattle 0x0 0x001 0x0 @before @defeat
Message @test
Boxset 0x6
setvar 0x4099 0x0
releaseall
end

#org @move
#raw 0x62
#raw 0x0
#raw 0xFE

#org @move2
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1
#raw 0x1E
#raw 0xFE

#org @before
= hey lets battle!

#org @defeat
= You taught me!

#org @test
= Well I have to go!

Thanks for any future suggestions, once I learn this to the fullest I plan to put a tutorial up about it since i've searched far and wide and found not a single one! Thanks from Hackerxide.
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  #5977    
Old August 3rd, 2011, 08:56 PM
metapod23's Avatar
metapod23
Hardened Trainer
 
Join Date: Mar 2009
Gender: Male
Nature: Timid
Quote:
Originally Posted by HACKERXIDE View Post
ok im gonna get this, so i will repost my script, but i will try to give more info this time, in the picture below you can see the script tile where I walk on and the person tile that is supposed to walk to my position on the script tile.


I have the person event invisible, but not through Adv.Map.
My problem now is that the game freezes when
I step on the Script tile!
I don't know why but below is the adv map settings for the script tile.



My Script
Spoiler:

#Dynamic 0x456769

#ORG @Main
Lockall
showsprite 0x3
applymovement 0xFF @move
applymovement 0x3 @move1
waitmovement 0x0
hidesprite 0x3
trainerbattle 0x0 0x001 0x0 @before @defeat
Message @test
Boxset 0x6
setvar 0x4099 0x1
releaseall
end

#org @move
#raw 0x62
#raw 0x0
#raw 0xFE

#org @move2
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1
#raw 0x1E
#raw 0xFE

#org @before
= hey lets battle!

#org @defeat
= You taught me!

#org @test
= Well I have to go!

Thanks for any future suggestions, once I learn this to the fullest I plan to put a tutorial up about it since i've searched far and wide and found not a single one! Thanks from Hackerxide.
Most important change in bold. You have to set variable 4099 to something other than 0, because you have set the script to activate when 4099's var value is 0. If you don't set variable 4099 to something other than 0, it will continue endlessly and glitch up.
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  #5978    
Old August 4th, 2011, 02:08 AM
Hacks0rus's Avatar
Hacks0rus
Monster Raving Looney
 
Join Date: Jul 2011
Gender: Male
Nature: Timid
I was away from my computor for most of yesterday, but i just though i would say thanks for all your help and tips.
turns out i had the wrong version of XSE installed like [T]ouko said
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  #5979    
Old August 4th, 2011, 04:18 AM
tkallab's Avatar
tkallab
Should have been in Dissidia
 
Join Date: Jan 2008
Location: I'm on a horse
Age: 17
Gender: Male
Nature: Quiet
Quote:
Originally Posted by tkallab View Post
I have a simple problem here. At least, I hope it's simple, otherwise I'm stuck with this glitch.
I've made a script where the player steps on a tile, then walks up, and a msgbox opens, and that's the script. Don't get me wrong, it works perfectly, but there's a small issue.
You see, the tile the player steps on is a warp. So a little arrow shows up when he steps on it. And then the arrow continues to be there until the script is over.
So, is there a way to remove that arrow while the script is still running?
Might as well illustrate this with some screepshots I took for another forum.


So, here I wanna go outside. Everything okay.


When suddenly, someone decides to not let me out. Don't worry, this is still part of the script.


Now an applymovement command moves me toward the lady. BUT. The arrow is still there.


Even when I stop moving and start a new conversation, the arrow continues to exist.


It's gone after the script ends, luckily.

Is it possible to remove that arrow during the script?
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  #5980    
Old August 4th, 2011, 05:40 AM
[T]ouko's Avatar
[T]ouko
Dedicated Scripter!
 
Join Date: Jul 2011
Gender: Female
@Hacks0rus You're welcome

@tkallab Since I don't see your script, I can only assume this: Maybe you used lockall in your script, if I'm correct, that freezes everything, and if something is in the middle of an animation, that doesn't matter, it get's frozen too. So my best guess would be to change lockall to lock. Also, could you post the script (maybe you did in a previous post, sorry can't find it)? Because I don't even know if you used lockall, maybe something else is wrong.
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  #5981    
Old August 4th, 2011, 05:45 AM
tkallab's Avatar
tkallab
Should have been in Dissidia
 
Join Date: Jan 2008
Location: I'm on a horse
Age: 17
Gender: Male
Nature: Quiet
Code:
#dynamic 0x800000

#org @start
checkflag 0x300
if 0x1 goto @dontgo
msgbox @comehere 0x6
applymovement 0xFF @getoverhere
waitmovement 0x0
msgbox @fateful 0x6
setflag 0x300
end

#org @fateful
= [red_fr]Good morning, you must be \v\h01.\nI will have to register you so we\lknow you've arrived.\p[black_fr]...\p[red_fr]All done. You can go upstairs now\nto commence the challenge. Good\lluck!

#org @comehere
= [red_fr]Please come over to the counter.

#org @getoverhere
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x12
#raw 0x12
#raw 0x11
#raw 0xFE

#org @dontgo
msgbox @wrongway 0x6
applymovement 0xff @up
waitmovement 0x0
end

#org @wrongway
= [red_fr]Wait, you're going the wrong way!\nPlease take the stairs to start\lthe challenge.

#org @up
#raw 0x11
#raw 0xfe
Here's the script. Didn't even use a lock command :/
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  #5982    
Old August 4th, 2011, 09:23 AM
Spherical Ice's Avatar
Spherical Ice
Community Supporter Tier 2
 
Join Date: Nov 2007
As far as I know, there is no way to remove that arrow as the script will automatically lock the player. So the only way to fix it is if you put three scripts around the warp and work from there. :/

Now, I've got a minor question. If I wanted to set a tile where the player is stood, would the following work?
getplayerpos 0x7A3A 0x7A3B
setmaptile 0x7A3A 0x7A3B 0x1 0x0


If not, how would I go about doing so? Is it even possible?
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  #5983    
Old August 4th, 2011, 11:10 AM
tkallab's Avatar
tkallab
Should have been in Dissidia
 
Join Date: Jan 2008
Location: I'm on a horse
Age: 17
Gender: Male
Nature: Quiet
Why didn't I think of that -.- Thank you!
As for your question, I doubt that'd work because the script would read it as the x and y position instead of the variables :/ This is coming from just a logical thinker and not from a hacking expert though, so I'd say try it out.
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  #5984    
Old August 4th, 2011, 11:17 AM
hinkage's Avatar
hinkage
But on Saturday nobody showed
Community Supporter Tier 3
 
Join Date: Aug 2010
Location: CT
Age: 18
Gender: Male
Nature: Sassy
Quote:
Originally Posted by tkallab View Post
Why didn't I think of that -.- Thank you!
As for your question, I doubt that'd work because the script would read it as the x and y position instead of the variables :/ This is coming from just a logical thinker and not from a hacking expert though, so I'd say try it out.

I did try it, actually, thinking the same way as you. And, of course, it didn't work.



Sorry, guy. But there is another option.

For the main script, set a var. Then jump to another org. Then in that org use the compare command to see what var has been set, then call (not jump) ANOTHER org to set the appropriate setmaptile, then return to the main script.
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Last edited by hinkage; August 4th, 2011 at 11:20 AM. Reason: Added (not jump)
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  #5985    
Old August 4th, 2011, 11:52 AM
DavidJCobb
RESIDENT RAAAAAAAAAAAAGEMASTER
 
Join Date: Jul 2010
Gender: Male
Nature: Lonely
My advanced eval trick allows one to pass the value of a variable into a script that accepts only raw values and not variables. The "dynamic script compilation at run-time" link in my signature links to an explanation of how it works.

Basically, with some complex RAM edits, you can literally write a script at run-time. You'd take your script -- "setmaptile 0xWWXX 0xYYZZ 0x1 0x0 ; return" -- and convert it to hex. You'd write those hex values into variables, and then use some tricky RAM manipulation to call those variables and get the game to treat them as script code. Since you're building the script at run-time, any part of it can be changed -- in this case, the WWXX and YYZZ that get passed to setmaptile.

The effect is that functions that only take values can have those values "injected" from variables.

I should note that it is a very complex technique, but it solves problems like this quite effectively.
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  #5986    
Old August 4th, 2011, 06:42 PM
HACKERXIDE's Avatar
HACKERXIDE
Beginning Trainer
 
Join Date: Mar 2010
Location: Pallet Town
Gender: Male
Nature: Calm
ok i fixed my script, and now when i step on the script tile, my player gets the exclamation mark and faces down like i want, but the game freezes after that, so the applymovement for the other sprite, aka the one that is supposed to battle me does not move towards me. Is there any scripting to be done for the sprite itself?

Spoiler:
#Dynamic 0x71A3B0

#ORG @Main
Lockall
showsprite 0x3
applymovement 0xFF @move
waitmovement 0x0
applymovement 0x3 @move1
waitmovement 0x0
trainerbattle 0x0 0x001 0x0 @before @defeat
Message @test
Boxset 0x6
hidesprite 0x3
setvar 0x4099 0x1
releaseall
end

#org @move
#raw 0x62
#raw 0x0
#raw 0xFE

#org @move2
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1
#raw 0x1E
#raw 0xFE

#org @before
= hey lets battle!

#org @defeat
= You taught me!

#org @test
= Well I have to go!
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  #5987    
Old August 4th, 2011, 07:42 PM
hinkage's Avatar
hinkage
But on Saturday nobody showed
Community Supporter Tier 3
 
Join Date: Aug 2010
Location: CT
Age: 18
Gender: Male
Nature: Sassy
Quote:
Originally Posted by HACKERXIDE View Post
ok i fixed my script, and now when i step on the script tile, my player gets the exclamation mark and faces down like i want, but the game freezes after that, so the applymovement for the other sprite, aka the one that is supposed to battle me does not move towards me. Is there any scripting to be done for the sprite itself?

Spoiler:
#Dynamic 0x71A3B0

#ORG @Main
Lockall
showsprite 0x3
applymovement 0xFF @move
waitmovement 0x0
applymovement 0x3 @move1
waitmovement 0x0
trainerbattle 0x0 0x001 0x0 @before @defeat
Message @test
Boxset 0x6
hidesprite 0x3
setvar 0x4099 0x1
releaseall
end

#org @move
#raw 0x62
#raw 0x0
#raw 0xFE

#org @move2
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1
#raw 0x1E
#raw 0xFE

#org @before
= hey lets battle!

#org @defeat
= You taught me!

#org @test
= Well I have to go!

You reference @move1 but the org is @move2.

That's all I've got. It looks fine besides that, the @move1 you reference must be blank data, since you never defined it.
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  #5988    
Old August 4th, 2011, 07:58 PM
HACKERXIDE's Avatar
HACKERXIDE
Beginning Trainer
 
Join Date: Mar 2010
Location: Pallet Town
Gender: Male
Nature: Calm
Quote:
Originally Posted by hinkage View Post
You reference @move1 but the org is @move2.

That's all I've got. It looks fine besides that, the @move1 you reference must be blank data, since you never defined it.

Ok yea i saw that and fixed it since my last post, but im glad to say i now got the script to work where the trainer comes to me when i step on the script tile, he battles me but after he is supposed to say a line and walk away. He does not say anything and is just facing me, can't talk to him, only can walk away and back onto the script tile then he says see ya later and walks away..

Is there anyway to fix this new problem....im almost there!


My new script!
Spoiler:

#Dynamic 0x71A3B0

#ORG @Main
Lockall
showsprite 0x3
applymovement 0xFF @move
waitmovement 0x0
applymovement 0x3 @move2
waitmovement 0x0
trainerbattle 0x0 0x001 0x0 @before @defeat
checkflag 0x1008
if 0x1 goto @Main2
setflag 0x1008
releaseall
end

#Org @Main2
lock
faceplayer
Message @test
Boxset 0x2
applymovement 0x3 @move3
waitmovement 0x0
hidesprite 0x3
setvar 0x4099 0x1
release
end

#org @move
#raw 0x62
#raw 0x0
#raw 0xFE

#org @move2
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1
#raw 0x1E
#raw 0xFE

#org @move3
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0xFE

#org @before
= hey lets battle!

#org @defeat
= You taught me!

#org @test
= Well I have to go!

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  #5989    
Old August 5th, 2011, 03:46 AM
metapod23's Avatar
metapod23
Hardened Trainer
 
Join Date: Mar 2009
Gender: Male
Nature: Timid
Quote:
Originally Posted by HACKERXIDE View Post
Ok yea i saw that and fixed it since my last post, but im glad to say i now got the script to work where the trainer comes to me when i step on the script tile, he battles me but after he is supposed to say a line and walk away. He does not say anything and is just facing me, can't talk to him, only can walk away and back onto the script tile then he says see ya later and walks away..

Is there anyway to fix this new problem....im almost there!


My new script!
Spoiler:

#Dynamic 0x71A3B0

#ORG @Main
Lockall
showsprite 0x3
applymovement 0xFF @move
waitmovement 0x0
applymovement 0x3 @move2
waitmovement 0x0
textcolor 0x0
msgbox @before msg_normal
trainerbattle 0x3 0x001 0x0 @defeat
msgbox @test msg_normal

applymovement 0x3 @move3
waitmovement 0x0
hidesprite 0x3
setvar 0x4099 0x1
release
end

#org @move
#raw 0x62
#raw 0x0
#raw 0xFE

#org @move2
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1
#raw 0x1E
#raw 0xFE

#org @move3
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0xFE

#org @before
= hey lets battle!

#org @defeat
= You taught me!

#org @test
= Well I have to go!

Changes in bold. Use trainerbattle 0x3 to continue the script.

Also, obviously if flag 0x1008 isn't set, the script will end abruptly after the trainer battle as well. I don't see the point for the flag at all, in fact, so I just removed it from the script all together.

Are you using an older version of XSE? You shouldn't need to use any boxset commands with the latest version.
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  #5990    
Old August 5th, 2011, 10:29 AM
ruup20's Avatar
ruup20
Gonna splash everybody!
 
Join Date: Jan 2011
Location: Undella Town
Gender: Male
Nature: Jolly
#dynamic 0x800240
#org @start
lock
msgbox @text1 0x5
if 0x1 goto @fine
if 0x0 goto @notfine
release
end

#org @text1
= Beep-beep!\nBeep-beep!\lIt's Ash.\lAsh: Hello [player]. How are\lyou doing?

#org @fine
= That's nice. I tought you\nwould be nervous. You get your\lfirst pokemon today. Isn't it?\lPlease chose wisely! My friend\lDawn is coming to help you to\lbecome a Pokemon trainer.\lJust like me. Bye-bye!

#org @notfine
= Oh. I think you are nervous.\nToday you get your first Pokemon.\lPlease choose wisely.My friend\lDawn is coming to help you to\lbecome a Pokemon trainer.\lJust like me. Bye-bye!


What's wrong with this script? It freezes when I step on it.
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Thank you.
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  #5991    
Old August 5th, 2011, 10:44 AM
Spherical Ice's Avatar
Spherical Ice
Community Supporter Tier 2
 
Join Date: Nov 2007
The script tile needs an unknown of 03 and a variable of 4050.
Also, the script will read as:
Beep-beep!
Beep-beep!
It's Ash.
Ash: Hello [player]. How are you doing?

YES/NO

That doesn't make sense. Try to rephrase it to something like "Ash: Hello, [player]! How are you? Are you nervous for the big day?". Anyway yeah, unknown and var.
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  #5992    
Old August 5th, 2011, 10:52 AM
ruup20's Avatar
ruup20
Gonna splash everybody!
 
Join Date: Jan 2011
Location: Undella Town
Gender: Male
Nature: Jolly
Yes, but I have a tool to change the multichoises to Fine/Bad. Anyway thanks.

Edit: It still doesn't work I set everything good.
Attached Images
File Type: png BV.PNG‎ (3.3 KB, 3 views)
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I really need a advanced scripter for my hack and a good storyline-guy,
Thank you.

Last edited by ruup20; August 5th, 2011 at 10:58 AM.
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  #5993    
Old August 5th, 2011, 12:53 PM
[T]ouko's Avatar
[T]ouko
Dedicated Scripter!
 
Join Date: Jul 2011
Gender: Female
Quote:
Originally Posted by ruup20 View Post
#dynamic 0x800240
#org @start
lock
msgbox @text1 0x5
if 0x1 goto @fine
if 0x0 goto @notfine
release
end

#org @text1
= Beep-beep!\nBeep-beep!\lIt's Ash.\lAsh: Hello [player]. How are\lyou doing?

#org @fine
= That's nice. I tought you\nwould be nervous. You get your\lfirst pokemon today. Isn't it?\lPlease chose wisely! My friend\lDawn is coming to help you to\lbecome a Pokemon trainer.\lJust like me. Bye-bye!

#org @notfine
= Oh. I think you are nervous.\nToday you get your first Pokemon.\lPlease choose wisely.My friend\lDawn is coming to help you to\lbecome a Pokemon trainer.\lJust like me. Bye-bye!


What's wrong with this script? It freezes when I step on it.
You forgot something.

Msgbox @text 0x5
Compare lastresult 0x1
If 0x1 goto @fine
And here you put what happens whn no is pressed. You don't need an extra line for if 0x0....

You forgot the compare line, which compares the lastresult (yes if you pressed yes, no if not) witn 0x1. If it is 0x1, meaning you pressed yes, it will go to fine. If not it will continue.
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  #5994    
Old August 5th, 2011, 12:59 PM
RedFan's Avatar
RedFan
Master Trainer
 
Join Date: Jul 2010
Location: At Home
Gender: Male
Jeez, ive got a problem with a trigger script in XSE
When i trigger the script i want to use showsprite for person number 11 (B in hex).
But, for some reason when i compile the script and open it up again my command Changes.
I compiled it as

showsprite 0x0B

and it changes to

showsprite 0xB

Anyone help? :/
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  #5995    
Old August 5th, 2011, 01:07 PM
Christopher D.
→ Espoinage!
 
Join Date: Nov 2010
Gender: Male
Nature: Adamant
Quote:
Originally Posted by RedFan View Post
Jeez, ive got a problem with a trigger script in XSE
When i trigger the script i want to use showsprite for person number 11 (B in hex).
But, for some reason when i compile the script and open it up again my command Changes.
I compiled it as

showsprite 0x0B

and it changes to

showsprite 0xB

Anyone help? :/
I'm positive 0x0B is the same as 0xB, just as 0x01 the same as 0x1.
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  #5996    
Old August 5th, 2011, 01:15 PM
RedFan's Avatar
RedFan
Master Trainer
 
Join Date: Jul 2010
Location: At Home
Gender: Male
Quote:
Originally Posted by Christopher D. View Post
I'm positive 0x0B is the same as 0xB, just as 0x01 the same as 0x1.
Well, when i want to whow sprites with 0x1 it wont work but 0x01 works :/
by the way my person id is 002C.


Fixed :D
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Last edited by RedFan; August 5th, 2011 at 01:41 PM. Reason: Fixed
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  #5997    
Old August 5th, 2011, 01:43 PM
Spherical Ice's Avatar
Spherical Ice
Community Supporter Tier 2
 
Join Date: Nov 2007
Quote:
Originally Posted by ruup20 View Post
Yes, but I have a tool to change the multichoises to Fine/Bad. Anyway thanks.

Edit: It still doesn't work I set everything good.
You realise Yes/No will no longer work though? Well, whatever. And I'm stumped as to why it doesn't work.
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  #5998    
Old August 6th, 2011, 11:28 PM
lilroosterbutt
Beginning Trainer
 
Join Date: Sep 2010
Gender: Male
Hello.
Simply put, I need help with a Pokemon Center script.
I'm using FireRed for the rom and XSE for my scripts.
I have two questions, the first one being more important than the second.

Here's the situation:
I am trying to make the hero go to a Pokemon healing location every single time they white out from a trainer battle or wild-battle.
My game is centered around a single map, so technically, I only wish to use 1 or 2 healing places.

My problems arise from reasons I cannot find solutions for on the Internet:

Problem 1. The level scripts have me confused when setting the healing place.
Bear in mind that I have a rough understanding on how level scripts work.
I wouldn't be surprised if this was my source of error.
For one map, I placed these 2 level scripts:
Spoiler:
'---------------
#org 0x9061DB
sethealingplace 0x1
end

~ and ~
'---------------
#org 0x1BC05C
special 0x182
end

The player walks through that map first.
He/She then takes the stairs (warp) down a level into another map with these 2 level scripts:
Spoiler:

'---------------
#org 0x1BC05C
special 0x182
end

~ and ~
'---------------
#org 0x16A2CB
sethealingplace 0x2
end

I should mention that I am certain that I have the correct script type in A-Map.
The script at 0x1BC05C is categorized as "On entering map/on menu close"
The script at the other place is categorized as "on entering map/not on menu close"

It is in this map (the second one) where I have my "Pokemon Center."
However, it is not the same layout as the original one; the map is expanded and Nurse Joy is moved to another location.

The main problem arises when I go to another map and "white-out."
Instead of returning to the Pokemon Center (as described above), I end up at a glitched location.
At the glitched location, the automatic healing begins and ends, with a messed up healing screen (the TV) and no pokeballs showing up in the invisible machine.
I have yet to find the particular map that I end up in after whiting out (just my luck: there isn't a warp to take).

I have no clue how to fix this


Problem 2. The location of "Nurse Joy" and her healing script is not in the exact position as the original "Pokemon Center." Rather, I have created a new map and placed "Nurse Joy" in another location.
I notice that when I manually go to heal my Pokemon (so, when I go heal without whiting out), the television icon in the back does not fully light up (only the bottom half does) and the Pokeball icon does not show.
Perhaps this problem is caused by me moving Nurse Joy to another location?

I honestly have searched through the simple help thread and this thread, but the things I've found have not helped me fully.
Yes, I've used the search function, but that didn't help much.
I am still a "noobie" at this stuff, so likewise, I am not surprised that such error showed up.

Any help is greatly appreciated.
I am willing, wholeheartedly, to listen to any advice from the more experienced people on this forum.
Thank you for taking the time to read all this, and hopefully, responding with helpful advice.
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  #5999    
Old August 6th, 2011, 11:38 PM
Crimson5M's Avatar
Crimson5M
Please call me Crimson
Community Supporter Tier 5
 
Join Date: Feb 2011
Location: Scotland
Age: 18
Gender: Male
Nature: Quiet
Spoiler:
#dynamic 0x800000

#org @setup
#raw 0x2
#raw pointer @setup1
#raw 0x0

#org @setup1
#raw word 0x5005 'This is the variable you set later on in your script.
#raw word 0x0
#raw pointer @start
#raw word 0x0

#org @start
checkflag 0x4013
if 0x0 goto @end
checkflag 0x4022
if 0x1 goto @end
applymovement 0x5 @move1 //looks up exclamation
sound 0x15
checksound
waitmovement 0x0
msgbox @msg1 0x6 //playerlook at this omg
applymovement 0x5 @move9
applymovement move_player @move9
waitmovement 0x0
special 0x113
applymovement move_camera @move2 //5 left 1 down
waitmovement 0x0
applymovement 0x9 @move3 //step right on spot
waitmovement 0x0
msgbox @msg2 0x6 //...
applymovement 0x8 @move4 //step left on spot
waitmovement 0x0
msgbox @msg3 0x6 //...
applymovement 0x9 @move3 //step right on spot
waitmovement 0x0
msgbox @msg4 0x6 //...
applymovement 0x8 @move5 //move 6 up
applymovement 0x9 @move5
waitmovement 0x0
applymovement 0x8 @move5 //move 6 up
applymovement 0x9 @move5
applymovement 0x5 @move6 //7 left look up
applymovement Move_player @move7 //1 down 6 right look up
waitmovement 0x0
hidesprite 0x8
hidesprite 0x9
setflag 0x4021
setflag 0x4022
msgbox @msg5 0x6 //huh that was weird
applymovement 0x5 @move8 //look right
applymovement move_player @move9 //look left
waitmovement 0x0
msgbox @msg7 0x6 //anyway playa, battol soon nub
applymovement 0x5 @move5
waitmovement 0x0
hidesprite 0x5
setflag 0x4020
clearflag 0x4019
showsprite 0x2
applymovement 0x2 @move10 //walks 2 down and then left slowly.
sound 0x12
checksound
waitmovement 0x0
msgbox @msg8 0x6 //player...
applymovement move_player @move11 //look right exclamation
sound 0x15
checksound
waitmovement 0x0
fadesong 0x1c7
msgbox @msg9 0x6 //boo hoourgo away i get ur room
applymovement 0x2 @move12 //look down
waitmovement 0xa
applymovement 0x2 @move13 //4 left
waitmovement 0x0
msgbox @msg12 0x6 //...
fanfare 0x172
preparemsg @msg13 //player recieved running shoes
waitfanfare
waitmsg
setflag 0x112
msgbox @msg14 0x6 //oh hay a note
applymovement 0x2 @move4
waitmovement 0x0
msgbox @msg15 0x6 //remember
applymovement 0x2 @move12 //look down
waitmovement 0x0
msgbox @msg16 0x6 //bai
applymovement 0x2 @move14 //walk down 8
waitmovement 0x0
hidesprite 0x2
setflag 0x2019
fadesong 0x195
special 0x114
setvar 0x5005 0x1
release
end

#org @end
release
end

#org @move1
#raw 0x01 0x56 0xfe

#org @move2
#raw 0xa 0xa 0xa 0xa 0xa 0xa 0x8 0xfe

#org @move3
#raw 0x20 0xfe

#org @move4
#raw 0x1f 0xfe

#org @move5
#raw 0x09 0x09 0x09 0x09 0x09 0x09 0xfe

#org @move6
#raw 0xa 0xa 0xa 0xa 0xa 0xa 0xa 0x1 0xfe

#org @move7
#raw 0x8 0xa 0xa 0xa 0xa 0xa 0xa 0x1 0xfe

#org @move8
#raw 0x3 0xfe

#org @move9
#raw 0x2 0xfe

#org @move10
#raw 0x4 0x4 0x6 0xfe

#org @move11
#raw 0x3 0x56 0xfe

#org @move12
#raw 0x0 0xfe

#org @move13
#raw 0xa 0xa 0xa 0xa 0xfe

#org @move14
#raw 0xb 0x8 0x8 0x8 0x8 0x8 0x8 0x8 0x8 0xfe

#org @msg1
= ...

#org @msg2
= ...

#org @msg3
= ...

#org @msg4
= ...

#org @msg5
= ...

#org @msg7
= ...

#org @msg8
= ...

#org @msg9
= ...

#org @msg12
= [...

#org @msg13
= ...

#org @msg14
= ...

#org @msg15
= ...

#org @msg16
= ...


Basically, if flag 0x4013 hasn't been set, it freezes.
It's a level script for Ruby btw.
Oh and the running shoes also won't work.
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  #6000    
Old August 7th, 2011, 03:07 AM
ruup20's Avatar
ruup20
Gonna splash everybody!
 
Join Date: Jan 2011
Location: Undella Town
Gender: Male
Nature: Jolly
Okay everthing works fine now thanks everyone.
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I really need a advanced scripter for my hack and a good storyline-guy,
Thank you.
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