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  #176    
Old June 15th, 2013, 12:31 PM
Sceptylos's Avatar
Sceptylos
Saint
 
Join Date: May 2013
Location: France
Age: 18
Gender: Male
Nature: Calm
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I've been on this for about 2 days and I'm starting to lose hope, what I'm trying to do is make a Team Rocket Grunt escort the player to a little corner in Viridian Forest then battle him but all I can do right now is make him talk, the movement script doesn't work (pretty sure I'm doing it wrong even though I copy/pasted and edited) and I haven't inserted the trainer battle yet.

Code:
#dynamic 0x74000
#org @start
lockall
checkflag 0x1227
if true jump :end
message @a3
callstd MSG_NORMAL
applymovement 0x13 @a1
applymovement 0x13 @a2
pauseevent 0x0
disappear 0x13
setflag 0x1227
:end
releaseall
end

#org @a3
= Hello young one, allow me to escort \nyou through this dangerous forest!

#org @a1
M look_up say_! end

#org @a2
M walk_left walk_left walk_left walk_left walk_left end
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  #177    
Old October 3rd, 2013, 02:58 PM
superluke's Avatar
superluke
 
Join Date: Sep 2013
what is wrong with this script?
when ever I run no matter how much money I have it will take all my money away or,
it will just not work at all.

#dyn 0x740000
#org @Main
lock
faceplayer
showmoney 0x0 0x0
message @First
callstd MSG_Normal
paymoney 1000 0
pause 0xF
updatemoney 0 0 0
message @Second
callstd MSG_Normal
hidemoney 0 0
release
end

#org @First
= You lost money.

#org @Second
= Hahaha.
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  #178    
Old December 20th, 2013, 09:04 PM
bitelaserkhalif's Avatar
bitelaserkhalif
BITE LASER wants to fight!
 
Join Date: Dec 2013
Location: Indonesia || Jakarta
Age: 14
Gender: Male
Nature: Bold
Errm..Thanks for tutorial, most of them is working fine.

WAIT!
I have another question.
First, how to trigger script like in Rocket Hideout in Mahogany Town?(This meant stepping on scripted title will trigger wild pokemon battle.)
I had tried using script generator, and the game frozen even i had inserted release all, why?

Second, How to creating Interact to battle?(wild battle like articuno on FRLG, and it's on pokemon emerald; I dont know where is an unused flag ones in pokemon emerald).
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Last edited by bitelaserkhalif; December 25th, 2013 at 09:08 PM. Reason: want other question and don't want banned(preventing 2 posting)
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  #179    
Old January 15th, 2014, 11:37 AM
TeunCornflakes's Avatar
TeunCornflakes
Unofficial PokéMusic Composer
 
Join Date: May 2013
Location: the Netherlands
Age: 14
Gender: Male
Hey, tutorials like this are really great and everything, but I just don't know how to put it into the game.
Say, I just want to change what Mom says the first time in FireRed. I know what to write, but how to save it into the ROM?
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  #180    
Old April 16th, 2014, 10:59 AM
DealNotTheDevil
 
Join Date: Jan 2012
Gender: Male
Hi guys!

Great tutorial!

Anyway,
I've found out how to change music for any battles I set
(example playsound 0x228 0x228),

But is there any way to change music for random wild battles.

(I intend to use to "load map" script).

I couldn't find it, even after using google. Thanks!
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  #181    
Old April 21st, 2014, 03:19 PM
ContestTrainer
 
Join Date: Oct 2011
Gender: Female
Hey does anyone have any idea on how to fix my script I can't get Ethan to say the start of it and all he does is give me the egg (repetitively if i keep talking to him) and says please take care of it... also how do I get his text to fit in the box, all it does is mush over the first words! (What I want to happen with this is him say these lines msgbox 0x87558A1 msgbox 0x87558DE msgbox 0x8755910 then give egg then say #org 0x8755961 on repeat without saying anything else or giving me the egg)

#org 0x8755880
'-----------------------------------
lock
faceplayer
msgbox 0x87558A1 ' Ethan: O-Oh! Your \v...
msgbox 0x87558DE ' Then why are you her...
msgbox 0x8755910 ' Then take this Egg I...
giveegg 0x74
msgbox 0x8755961 ' Take good care of it...
callstd MSG_LOCK ' Built-in lock command
release
end


#org 0x87558A1
= Ethan: O-Oh! Your \v\h01, right? U-Uh... Hi! U-Um? Are you lost?

#org 0x87558DE
= Then why are you here? Just exploring? Well um...

#org 0x8755910
= Then take this Egg I found, My Mom said it needs to be with a trainer anyways...

#org 0x8755961
= Take good care of it ok? Please vist so I can see it!

~Thank You in advance!~
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  #182    
Old April 23rd, 2014, 01:55 AM
Christos's Avatar
Christos
Project Shinx
 
Join Date: Feb 2006
Location: Spain, Went's room
Nature: Serious
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Quote:
Originally Posted by ContestTrainer View Post
Hey does anyone have any idea on how to fix my script I can't get Ethan to say the start of it and all he does is give me the egg (repetitively if i keep talking to him) and says please take care of it... also how do I get his text to fit in the box, all it does is mush over the first words! (What I want to happen with this is him say these lines msgbox 0x87558A1 msgbox 0x87558DE msgbox 0x8755910 then give egg then say #org 0x8755961 on repeat without saying anything else or giving me the egg)

#org 0x8755880
'-----------------------------------
lock
faceplayer
msgbox 0x87558A1 ' Ethan: O-Oh! Your \v...
msgbox 0x87558DE ' Then why are you her...
msgbox 0x8755910 ' Then take this Egg I...
giveegg 0x74
msgbox 0x8755961 ' Take good care of it...
callstd MSG_LOCK ' Built-in lock command
release
end


#org 0x87558A1
= Ethan: O-Oh! Your \v\h01, right? U-Uh... Hi! U-Um? Are you lost?

#org 0x87558DE
= Then why are you here? Just exploring? Well um...

#org 0x8755910
= Then take this Egg I found, My Mom said it needs to be with a trainer anyways...

#org 0x8755961
= Take good care of it ok? Please vist so I can see it!

~Thank You in advance!~
You're going to need a "callstd" command after each msgbox command, otherwise the text won't show.
As for the text, you can use \n, \l and \p to divide it in lines, and boxes, check the first post for more information on that.

Now, for the egg to only be given to you once, you'll have to set a flag after the egg is given, and then check for the flag at the beginning of the script, so that it skips the giveegg part.

For example:
Code:
#org 0x800000
lock
faceplayer
checkflag 0x254
if 0x0 goto 0x[your script with a setflag 0x254 command in it]
msgbox 0x[text for the NPC when you talk to him again]
callstd MSG_NORMAL
release
end
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  #183    
Old April 23rd, 2014, 02:04 AM
The Void's Avatar
The Void
Iron hand in a velvet glove
 
Join Date: May 2010
Location: Holy Roman Empire
Gender: Male
Nature: Calm
Quote:
Originally Posted by DealNotTheDevil View Post
Hi guys!

Great tutorial!

Anyway,
I've found out how to change music for any battles I set
(example playsound 0x228 0x228),

But is there any way to change music for random wild battles.

(I intend to use to "load map" script).

I couldn't find it, even after using google. Thanks!
AdvanceMap has this option in the Header option of any map.
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  #184    
Old April 25th, 2014, 12:42 PM
faintster
 
Join Date: Apr 2014
Location: Milwaukee, WI
Gender: Male
i need help i put followed every tutorial down to the t and when i talk to my person nothing happens it just beeps please help

nevermind i just need to update my programs this is getting easier just take time i guess i really need to
want to get this down

Last edited by Christos; April 26th, 2014 at 12:39 AM. Reason: merged (double post)
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  #185    
Old April 30th, 2014, 05:22 AM
Whitney's Shaymin's Avatar
Whitney's Shaymin
Creator Of Pokemon Grace
Community Supporter
 
Join Date: Apr 2012
Location: Goldenrod, Johto
Gender: Male
Nature: Timid
Hey guys, ive been trying to get a roadblock in the starting town but he won't talk to me. (all I hear is a beep) Here's my script.

#org 0x8740000
'-----------------------------------
#raw 0xFF
lockall
checkflag 0x291
if true jump 0x8740048 ' Flag is set
message 0x8740014 ' I'm sorry, the road ...
showmsg
waitbutton
releaseall
end

#org 0x8740048
'-----------------------------------
message 0x874005C ' I'm sorry, th-\pOh r...
showmsg
waitbutton
fadescreen FADEOUT_WHITE
closemsg
disappear 0x2C
setflag 0x291
fadescreen FADEIN_WHITE
releaseall
end


#org 0x8740014
= I'm sorry, the road is closed\nuntil further notice.

#org 0x874005C
= I'm sorry, th-\pOh right!\nThe construction just finished\lyesterday[.]
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  #186    
Old May 23rd, 2014, 10:31 PM
Oddball20007's Avatar
Oddball20007
 
Join Date: Jun 2013
Location: I am the darkness inside the souls of kings. I am the executor.
Gender: Male
Nature: Calm
Hello! Its 30 minutes till midnight here and I have had a very busy night, so I'm tired and can't be bothered with looking through pages 2-7 to check and see if this has been answered soooooo...
I use the automatic script generator, now in AdvanceMap there is an offset tab, but the 0x740000, or whatever it comes up with doesn't work in the tab, and when I try and imput something that makes sense to me (Like just 740000 or whatever, I do make sure its the correct numbers when I put it in BTW) It turns into 74000074 or something to that effect. If possible screenshots would be lovely, otherwise can you put it into terms that make it so easy a caveman can do it? (I had to get some sort of reference into my post. :3)
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  #187    
Old May 23rd, 2014, 10:50 PM
The Void's Avatar
The Void
Iron hand in a velvet glove
 
Join Date: May 2010
Location: Holy Roman Empire
Gender: Male
Nature: Calm
Quote:
Originally Posted by Oddball20007 View Post
Hello! Its 30 minutes till midnight here and I have had a very busy night, so I'm tired and can't be bothered with looking through pages 2-7 to check and see if this has been answered soooooo...
I use the automatic script generator, now in AdvanceMap there is an offset tab, but the 0x740000, or whatever it comes up with doesn't work in the tab, and when I try and imput something that makes sense to me (Like just 740000 or whatever, I do make sure its the correct numbers when I put it in BTW) It turns into 74000074 or something to that effect. If possible screenshots would be lovely, otherwise can you put it into terms that make it so easy a caveman can do it? (I had to get some sort of reference into my post. :3)
If you're using the latest version of AdvanceMap, be sure to remove the first two zero's. Also, you should remove '0x' in the offset.
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  #188    
Old October 1st, 2014, 04:36 AM
Taconinja's Avatar
Taconinja
 
Join Date: Aug 2014
Is PKSV still a good option? Whenever I post a thread in the beginners lounge asking for help on a pksv script, no one bothers to look at it, they just tell me "Use XSE it's much better lol" without a reason why.
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  #189    
Old October 12th, 2014, 02:51 AM
AriArk's Avatar
AriArk
 
Join Date: Aug 2010
Location: UK
Gender: Male
How do you make an overworld sprite disappear?
I tried:
disappear 0x1

which didn't work.

Any help?
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  #190    
Old October 14th, 2014, 02:30 AM
BlazikenXY's Avatar
BlazikenXY
Hacker
 
Join Date: Sep 2014
Location: Somewhere in the world, obviously
Age: 17
Gender: Male
Nature: Gentle
Quote:
Originally Posted by AriArk View Post
How do you make an overworld sprite disappear?
I tried:
disappear 0x1

which didn't work.

Any help?
You need to set a flag, and paste the flag to the Person's ID in Advanced Map.
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  #191    
Old October 16th, 2014, 02:10 PM
AkameTheBulbasaur's Avatar
AkameTheBulbasaur
Akame Marukawa of Iyotono
 
Join Date: May 2013
Location: A place
Age: 17
Gender: Female
Nature: Relaxed
Quote:
Originally Posted by Taconinja View Post
Is PKSV still a good option? Whenever I post a thread in the beginners lounge asking for help on a pksv script, no one bothers to look at it, they just tell me "Use XSE it's much better lol" without a reason why.
PKSV is still a perfectly valid option, at least in my opinion. Honestly, after using both, I can't really say that XSE is better. Both of them do the exact same thing, so it really doesn't matter.

On a side note, it really, really, really bugs me when somebody asks for help on a PKSV script and all the answers they get are "OMG!!!1111 Y R U USIN PKSV JUST USE XSE!11111" Seriously people, it's like if somebody had a problem with their iPhone and instead of getting help, people just told them "Get a samsung it's so much better!" because brand loyalty (I guess.)

Personally for me, XSE doesn't work on my computer, so I physically cannot use it. If you can't help with the script because you don't know anything about PKSV, then just don't post. If you don't have anything helpful to say, then just be quiet.

Anyway, rant over. If you need any help with PKSV, you can ask me. I've used PKSV for years now, and I know a pretty good amount on how to use various commands and such.
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  #192    
Old 3 Weeks Ago, 08:35 AM
Haile Selassie IV's Avatar
Haile Selassie IV
.
 
Join Date: Mar 2007
Location: Aker, Amsterdam, Noord-Holland, The Netherlands, Europe, The Earth.
Age: 21
Nature: Modest
I know this script is terribly wrong, but I can't figure out where I screw up. It doesn't move initially, but does set a flag somewhere, only to screw up the movement and text.
The compare playerfacing doesn't seem to work quite well :/

I'm using pksv and a FR ROM.

Spoiler:
#dyn 0x740000
#org @start
lock
faceplayer
checkflag 0x1016
if 0x1 jump @try2
checkflag 0x1015
if 0x1 jump @home2
checkflag 0x1010
if 0x1 jump @upreturn
checkflag 0x1011
if 0x1 jump @downsea
checkflag 0x1012
if 0x1 jump @home1
checkflag 0x1013
if 0x1 jump @rightreturn
compare PLAYERFACING UP
if == jump @up
compare PLAYERFACING DOWN
if == jump @down
compare PLAYERFACING LEFT
if == jump @left
compare playerfacing right
if == jump @right
release
end

#org @up
applymovement 0x7 @upmov1
setflag 0x1010
release
end

#org @down
applymovement 0x7 @downmov1
setflag 0x1011
release
end

#org @left
applymovement 0x7 @leftmov1
setflag 0x1012
release
end

#org @right
applymovement 0x7 @rightmov1
setflag 0x1013
release
end

#org @upreturn
compare playerfacing up
if == jump @extraupreturn
applymovement 0x7 @upmov2
clearflag 0x1010
release
end

#org @downsea
compare playerfacing up
if == jump :end
applymovement 0x7 @downmov2
applymovement player @downmov21
msgbox @lure
callstd msg_normal
applymovement 0x7 @downmov3
msgbox @try
callstd msg_yesno
compare LASTRESULT YES
if 0x1 jump @yes
clearflag 0x1011
setflag 0x1016
:end
release
end

#org @try2
msgbox @try
callstd msg_yesno
compare lastresult yes
if 0x1 jump @yes
release
end

#org @yes
msgbox @fail
callstd msg_normal
applymovement 0x7 @downmov4
msgbox @fail2
callstd msg_normal
fadescreen 1
disappear 0x7
disappear 0x11
setflag 0x1014
fadescreen 0
release
end

#org @home1
applymovement 0x7 @leftmov2
clearflag 0x1012
setflag 0x1015
release
end

#org @home2
applymovement 0x7 @leftmov3
msgbox @sleep
callstd msg_normal
clearflag 0x1015
fadescreen 1
disappear 0x7
setflag 0x100b
fadescreen 0
release
end

#org @rightreturn
compare playerfacing right
if == jump @extrarightreturn
applymovement 0x7 @rightmov2
clearflag 0x1013
release
end

#org @extrarightreturn
applymovement 0x7 @rightmov21
clearflag 0x1013
release
end

#org @extraupreturn
applymovement 0x7 @upmov21
clearflag 0x1010
release
end

#org @upmov2
m walk_down_vslow walk_down_vslow walk_down_vslow walk_down_vslow walk_down_vslow walk_down_vslow end

#org @upmov21
m say_? walk_left_vslow walk_right_vslow walk_right_vslow walk_down_vslow walk_down_vslow walk_left_vslow walk_down_vslow walk_down_vslow walk_down_vslow walk_down_vslow end

#org @upmov1
m run_up run_up run_up run_up run_up run_up end

#org @downmov1
m run_down run_down run_down jump_up2 walk_down_vslow walk_down_vslow walk_left_vslow walk_left_vslow walk_down_vslow walk_down_vslow end

#org @downmov2
m walk_down_vslow walk_left_vslow walk_left_vslow walk_left_vslow walk_down_vslow walk_left_vslow walk_left_vslow jump_down1 end

#org @downmov21
m walk_down walk_down walk_left walk_left walk_left walk_down walk_left walk_left walk_down end

#org @downmov3
m walk_down_vslow walk_down_vslow walk_down_vslow look_left end

#org @downmov4
m walk_left walk_left end

#org @downnov5
m run_down run_down run_down run_down run_down run_down run_down run_down run_down run_down run_down run_down run_down run_down run_down run_down run_down run_down run_down run_down run_down run_down end

#org @fail
= SLOWPOKE got scared and moved away[.]

#org @fail2
= \c\h01\h08Hehe excellent[.]\pYou're mine!

#org @lure
= \c\h01\h08????: Come here boy, don't be afraid hehe[.]

#org @try
= Maybe SLOWPOKE will notice you\nif you do something.\pThrow a rock?

#org @leftmov1
m walk_left_vslow walk_left_vslow walk_left_vslow walk_left_vslow walk_left_vslow walk_left_vslow end

#org @leftmov2
m walk_left_vslow walk_left_vslow walk_down_vslow walk_down_vslow walk_left_vslow end

#org @leftmov3
m run_left walk_left walk_left_slow walk_left_vslow end

#org @rightmov1
m walk_right_vslow walk_right_vslow walk_down_vslow walk_right_vslow walk_right_vslow end

#org @rightmov2
m say_? say_? say_! walk_left_vslow walk_left_vslow walk_left_vslow walk_right_vslow walk_up_vslow walk_left_vslow say_? walk_left_vslow say_! end

#org @rightmov21
m walk_down_vslow walk_left_vslow walk_left_vslow walk_left_vslow walk_left_vslow end

#org @sleep
= SLOWPOKE fell asleep[.]\pBetter grab it!
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  #193    
Old 3 Weeks Ago, 01:28 PM
FBI agent's Avatar
FBI agent
Imagine something beautiful
 
Join Date: Jan 2013
Location: Unknown Island
Gender: Male
Quote:
Originally Posted by Haile Selassie IV View Post
I know this script is terribly wrong, but I can't figure out where I screw up. It doesn't move initially, but does set a flag somewhere, only to screw up the movement and text.
The compare playerfacing doesn't seem to work quite well :/

I'm using pksv and a FR ROM.

Spoiler:
#dyn 0x740000
#org @start
lock
faceplayer
checkflag 0x1016
if 0x1 jump @try2
checkflag 0x1015
if 0x1 jump @home2
checkflag 0x1010
if 0x1 jump @upreturn
checkflag 0x1011
if 0x1 jump @downsea
checkflag 0x1012
if 0x1 jump @home1
checkflag 0x1013
if 0x1 jump @rightreturn
compare PLAYERFACING UP
if == jump @up
compare PLAYERFACING DOWN
if == jump @down
compare PLAYERFACING LEFT
if == jump @left
compare playerfacing right
if == jump @right
release
end

#org @up
applymovement 0x7 @upmov1
setflag 0x1010
release
end

#org @down
applymovement 0x7 @downmov1
setflag 0x1011
release
end

#org @left
applymovement 0x7 @leftmov1
setflag 0x1012
release
end

#org @right
applymovement 0x7 @rightmov1
setflag 0x1013
release
end

#org @upreturn
compare playerfacing up
if == jump @extraupreturn
applymovement 0x7 @upmov2
clearflag 0x1010
release
end

#org @downsea
compare playerfacing up
if == jump :end
applymovement 0x7 @downmov2
applymovement player @downmov21
msgbox @lure
callstd msg_normal
applymovement 0x7 @downmov3
msgbox @try
callstd msg_yesno
compare LASTRESULT YES
if 0x1 jump @yes
clearflag 0x1011
setflag 0x1016
:end
release
end

#org @try2
msgbox @try
callstd msg_yesno
compare lastresult yes
if 0x1 jump @yes
release
end

#org @yes
msgbox @fail
callstd msg_normal
applymovement 0x7 @downmov4
msgbox @fail2
callstd msg_normal
fadescreen 1
disappear 0x7
disappear 0x11
setflag 0x1014
fadescreen 0
release
end

#org @home1
applymovement 0x7 @leftmov2
clearflag 0x1012
setflag 0x1015
release
end

#org @home2
applymovement 0x7 @leftmov3
msgbox @sleep
callstd msg_normal
clearflag 0x1015
fadescreen 1
disappear 0x7
setflag 0x100b
fadescreen 0
release
end

#org @rightreturn
compare playerfacing right
if == jump @extrarightreturn
applymovement 0x7 @rightmov2
clearflag 0x1013
release
end

#org @extrarightreturn
applymovement 0x7 @rightmov21
clearflag 0x1013
release
end

#org @extraupreturn
applymovement 0x7 @upmov21
clearflag 0x1010
release
end

#org @upmov2
m walk_down_vslow walk_down_vslow walk_down_vslow walk_down_vslow walk_down_vslow walk_down_vslow end

#org @upmov21
m say_? walk_left_vslow walk_right_vslow walk_right_vslow walk_down_vslow walk_down_vslow walk_left_vslow walk_down_vslow walk_down_vslow walk_down_vslow walk_down_vslow end

#org @upmov1
m run_up run_up run_up run_up run_up run_up end

#org @downmov1
m run_down run_down run_down jump_up2 walk_down_vslow walk_down_vslow walk_left_vslow walk_left_vslow walk_down_vslow walk_down_vslow end

#org @downmov2
m walk_down_vslow walk_left_vslow walk_left_vslow walk_left_vslow walk_down_vslow walk_left_vslow walk_left_vslow jump_down1 end

#org @downmov21
m walk_down walk_down walk_left walk_left walk_left walk_down walk_left walk_left walk_down end

#org @downmov3
m walk_down_vslow walk_down_vslow walk_down_vslow look_left end

#org @downmov4
m walk_left walk_left end

#org @downnov5
m run_down run_down run_down run_down run_down run_down run_down run_down run_down run_down run_down run_down run_down run_down run_down run_down run_down run_down run_down run_down run_down run_down end

#org @fail
= SLOWPOKE got scared and moved away[.]

#org @fail2
= \c\h01\h08Hehe excellent[.]\pYou're mine!

#org @lure
= \c\h01\h08????: Come here boy, don't be afraid hehe[.]

#org @try
= Maybe SLOWPOKE will notice you\nif you do something.\pThrow a rock?

#org @leftmov1
m walk_left_vslow walk_left_vslow walk_left_vslow walk_left_vslow walk_left_vslow walk_left_vslow end

#org @leftmov2
m walk_left_vslow walk_left_vslow walk_down_vslow walk_down_vslow walk_left_vslow end

#org @leftmov3
m run_left walk_left walk_left_slow walk_left_vslow end

#org @rightmov1
m walk_right_vslow walk_right_vslow walk_down_vslow walk_right_vslow walk_right_vslow end

#org @rightmov2
m say_? say_? say_! walk_left_vslow walk_left_vslow walk_left_vslow walk_right_vslow walk_up_vslow walk_left_vslow say_? walk_left_vslow say_! end

#org @rightmov21
m walk_down_vslow walk_left_vslow walk_left_vslow walk_left_vslow walk_left_vslow end

#org @sleep
= SLOWPOKE fell asleep[.]\pBetter grab it!
after every applymovement line, insert the line "pauseevent 0x0".
Also you don't need:
Quote:
compare playerfacing right
if == jump @right
replace it with just "jump @right".
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People whom I thank:
Comrade -- For helping me with my bad hack, and for being a good friend
Darthatron -- Helping me get into basic ASM, even though I'm hopeless. (He is heartless stay away).
Anbuja's_BlooDY -- Graphics help, and being a good friend
FBI -- For having the username I wanted
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  #194    
Old 3 Weeks Ago, 07:11 AM
Haile Selassie IV's Avatar
Haile Selassie IV
.
 
Join Date: Mar 2007
Location: Aker, Amsterdam, Noord-Holland, The Netherlands, Europe, The Earth.
Age: 21
Nature: Modest
Ah thanks, it worked. I've never had any trouble with movements and not using pauseevent. Thanks!
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Cna yuo raed tihs? Olny 55% of plepoe can.

I cdnuolt blveiee taht I cluod aulaclty uesdnatnrd waht I was rdanieg. The phaonmneal pweor of the hmuan mnid, aoccdrnig to a rscheearch at Cmabrigde Uinervtisy, it dseno't mtaetr in waht oerdr the ltteres in a wrod are, the olny iproamtnt tihng is taht the frsit and lsat ltteer be in the rghit pclae. The rset can be a taotl mses and you can sitll raed it whotuit a pboerlm. Tihs is bcuseae the huamn mnid deos not raed ervey lteter by istlef, but the wrod as a wlohe. Azanmig huh? yaeh and I awlyas tghuhot slpeling was ipmorantt!
fi yuo cna raed tihs, palce it in yuor siantugre.
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