OH and when i open advance map and choose xse as my script editor via "settings" "choose script editor" it says "are offsets seperated from the rom name by ":" (default) or " " in the preffered script editor?? => Yes for ":" : No for " "." WHAT IS THIS??????? WHAT DO I CHOOSE AND HOW DOES THIS AFFECT MY SCRIPTING ???? PLEASE HELP ME!!!!!!!!
Don't worry about that, it just means that anything to the right of those marks is a comment in the script meaning when the script editor compiles the scripts it will pass over it. XSE recognizes both of those, so it doesn't matter which one you use.
can someone tell me what i did wrong im trying to enter a city & then have a pokemon notice me run away from me.
The question has already kinda been answered but here is what I would do. "%" will stand in for any numbers or flags that you would use. Also obvious stuff like offsets are omitted. For the applymovement commands 0x1 will be the pokemon and obviously the hero would be 0xFF:
Code:
checkflag %
if 0x1 goto @done
applymovement 0x1 @move1
applymovement 0xFF @move2 'if there is anything you want the hero to do like look at the pokemon
waitmovement 0x0
msgbox 'if you want anything to be said
setflag %
release
end
#org @move1
#raw 0x% 'direction of the player for the pokemon to look
#raw 0x62 'makes "!" thought bubble appear over pokemon, 0x65 is "!!"
#raw 'here you would put whatever movements required to make the pokemon flee
#raw 0xFE 'ends movement
#org @move2
#raw 0x% 'direction hero looks if you want
#raw 0xFE 'ends movement
Add the msg if you want a message to display but you really don't need it.
What should happen is when you step on the tile the script is assigned to the pokemon should look at you (and you at him if you assign the player a movement), a thought bubble should appear over the pokemon, and then it will flee. You could tweak it a bit, for instance move the fleeing movements to after the waitmovement so that it isn't an instant movement.
If you need the movement hex codes they are in the help document for XSE although I am sure you could find them somewhere in these forums, maybe even this thread. I didn't check this script because I am working on my own scripts right now.
Hope this helps a bit. There may be a better way to do this but this should work well enough.
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You also mentioned message box problems. I don't know what type of message box you are using but try 0x6, that at least works for me. It may be a bit long and boring but the help document I mentioned earlier might help a bit with the more simple commands. I know it took me a while to force myself to read it.
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Wow this is turning into quite the post I am separating all of my help requests from my help offerings
I guess I have a question of my own as well. In my hack of FR I want to have a Mew in the overworld but the sprite for Mew apparently isn't meant for walking, when I applymovement it doesn't turn in the direction of movement, it just moves. That's fine for me, to get around that I need to know a way I can get it to blink before disappearing (like it was teleporting). I was hoping there was an easier way than sequencing some hidesprite/showsprite commands. If anybody knows the offset for the teleport script in FireRed that should suffice.
Okay I have continued working on the above script, using a simple hidesprite as a placeholder until I figure out what to do with Mew. I have run into a strange problem though. In an effort to avoid having to keep changing the offset every time I compile a new version of my script I compiled it once and used the Open Script button in AdvanceMap to edit the compiled script. However when I open the script the end of my script is replaced with this
applymovement 0xC2BD 0xC3CAC7BB
cmdc9
cmdc8
The sprite I am trying to move is 0xD and that is the longest offset I have ever seen (aren't they only 6 digits?). I don't even know what the cmdc commands are supposed to be. Also the movement I am trying to apply to 0xD is removed from the script as is the ending of the script. Help would be just grand.