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  #26    
Old February 16th, 2008, 10:47 PM
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Quote:
Originally Posted by MattChar View Post
1st homework. :D
Code:
#ORG $begin
lock
faceplayer
message $wazzap
boxset 6
release
end

#ORG $wazzap
 $talk 1 = \v\h01, whats up?
and

Code:
#ORG $begin
lock
faceplayer
message $howyadoin
boxset 6
release
end

#ORG $howyadoin
 $talk 1 = Hey, buddy how ya' doin!
do i get a cookie? ^.^
I have a tiny question about that...
shouldn't "$talk 1" be "$wazzap 1" and "$howyadoin1" respectively? Or does that not matter?
Because that's the way it is in the tutorial.. Is it ok to a different value there?
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  #27    
Old February 16th, 2008, 10:49 PM
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Quote:
Originally Posted by DarkChild View Post
I have a tiny question about that...
shouldn't "$talk 1" be "$wazzap 1" and "$howyadoin1" respectively? Or does that not matter?
Because that's the way it is in the tutorial.. Is it ok to a different value there?
Oh dude thank you so much for pointing that out!
I can't believe Itman and I both missed that!
Yes you are right DarkChild!
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  #28    
Old February 17th, 2008, 01:29 AM
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Quote:
Originally Posted by Teh Blaziken View Post
Code:
#ORG $begin
checkflag 0x200
lock (I read somewhere that we shoudn't lock while using applymovement script. Does it work anway??)
faceplayer
if B_true goto $done
applymovement 0x01 $dudewalk
pausemove 0
message $dudetalk
boxset 6
checkflag 0x200 (should be setflag right?)
release
end

#ORG $done
release
end

#ORG $dudewalk
$dudewalk 1 ; #binary 0x13 0x13 0x13 0x13 0x4A 0xFE

#ORG $dudetalk
$dudetalk 1 = Hey, I'm a dude!\nDid you know that?\pOh then You're stupid!
Also you forgot to mention how to control the player.
Here it for reference since you are not on:
If you want to control the player then use the value 0xFF

Also the spoiler for the FR movements isn't working, i guess I'll post it here until you're on again, i hope you don't mind:
Code:
Special  Commands:

0x4A = Faceplayer
0x4B = Face against player
0x60 = Disappear (Removes The Sprite, But The Person Can Still Be Interacted With)
0x62 = ! Pops Up
0x63 = ? Pops Up
0x64 = X Pops Up (Vs-Seeker Can't Fight)
0x65 = !! Pops Up (Vs-Seeker Can Fight)
0x66 = "" Pops Up
0x01 = Face Up
0x02 = Face Left
0x03 = Face Right
0x04 = Face Down

Walking Commands:

0x08 = Super Slow-Step Down(Super Slow Speed)
0x09 = Super Slow-Step Up(Super Slow Speed)
0x0A = Suoer Slow-Step Left(Super Slow Speed)
0x0B = Super Slow-Step Right(Super Slow Speed)

0x0C = Slow-Step Down(Slow Speed)
0x0D = Slow-Step Up(Slow Speed)
0x0E = Slow-Step Left(Slow Speed)
0x0F = Slow-Step Right(Slow Speed)

0x10 = Step Down(Normal Speed)
0x11 = Step Up(Normal Speed)
0x12 = Step Left(Normal Speed)
0x13 = Step Right(Normal Speed)

0x1D = Run Down(Fast Speed)
0x1E = Run Up(Fast Speed)
0x1F = Run Left(Fast Speed)
0x20 = Run Right(Fast Speed)

Jump In Place Commands:

0x52 = Jump(Face Down)
0x53 = Jump(Face Up)
0x54 = Jump(Face Left)
0x55 = Jump(Face Right)

Jump In Place Commands:
0x56 = Jump(Face Down->Up)
0x57 = Jump(Face Up->Down)
0x58 = Jump(Face Left->Right)
0x59 = Jump(Face Right->Left)
 
Jump In Direction Commands:

0x4E = Jump Down(Normal Speed)
0x4F = Jump Up(Normal Speed)
0x50 = Jump Left(Normal Speed)
0x51 = Jump Right(Normal Speed)

0x14 = Jump Down(Fast Speed)
0x15 = Jump Up(Fast Speed)
0x16 = Jump Left(Fast Speed)
0x17 = Jump Right(Fast Speed)

0x46 = Look Left Jump->Down
0x47 = Look Down Jump->Up(Jump Backwards)
0x48 = Look Up Jump->Left
0x49 = Look Left Jump->Right(Jump Backwards)[/spoiler]
Anyway here is my apply movenemt homework XD

Spoiler:

FIRST PART:
Code:
#ORG $begin
checkflag 0x200
lock
faceplayer
if B_TRUE go to $nothing
applymovement 0x02 $walk1
pausemovement 0
applymovement 0x02 $walk2
pausemovement 0
message $koo
boxset 6
setflag 0x200
release
end

#ORG $nothing
release
end

#ORG $walk1
$walk1 1 ; #binary 0x13 0x13 0x1E 0x1E 0x1E 0x1E 0x1E 0xFE

#ORG $walk2
$walk2 1 ; #binary 0x0A 0x0A 0x0A 0x0A 0x0A 0x0A 0x0A 0x4A 0xFE

#ORG $koo
$koo 1 = Hi I'm Koo! Who Are You?
Second one:
Code:
#ORG $Start
checkflag 0x201
lock
faceplayer
if B_TRUE goto $nothing
applymovement 0xFF $playerwalk
pausemove 0
message $Donkey
boxset 6
setflag 0x201
release
end

#ORG $nothing
release
end

#ORG $playerwalk
$playerwalk 1 ; #binary 0x1E 0x1E 0x1E 0x1E 0x1E 0x1E 0x1F 0x1E 0x1E 0xFE

#ORG $Donkey
$Donkey 1 = Oh I better hurry to \nDonkey Kong's Bannana Party!
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Last edited by Twinx; February 17th, 2008 at 04:43 AM.
  #29    
Old February 17th, 2008, 03:06 AM
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Hey great tutorial!
I tried the homework and it all worked!
Then i made my own script with lots of moving and it won't compile.
it says run time error 13! Type mismatch

anyway this is the script:
#org $begin
checkflag 0x200
lock
faceplayer
if B_true goto $done
applymovement 0x04 $nutcase
Pause 0x340
message $crazy
boxset 6
setflag 0x200
release
end

#org $done
release
end

#org $nutcase
$nutcase 1 ; #binary 0x1F 0x1F 0x1D 0x47 0x1F 0x20 0x20 0x20 0x1F 0x20 0x20 0x1D 0x1D

0x1D 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1E 0x1E 0x20 0x20 0x20 0x20 0x20 0x1E 0x1F

0x1D 0x20 0x62 0xFE

#org $crazy
$crazy 1 = Hi,\nI'm Brendan and i'm Dumm!

Last edited by Lyzo; February 17th, 2008 at 03:07 AM. Reason: forgot something
  #30    
Old February 17th, 2008, 04:25 AM
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Quote:
Originally Posted by lyzmaster View Post
Hey great tutorial!
I tried the homework and it all worked!
Then i made my own script with lots of moving and it won't compile.
it says run time error 13! Type mismatch

anyway this is the script:
#org $begin
checkflag 0x200
lock
faceplayer
if B_true goto $done
applymovement 0x04 $nutcase
Pause 0x340
message $crazy
boxset 6
setflag 0x200
release
end

#org $done
release
end

#org $nutcase
$nutcase 1 ; #binary 0x1F 0x1F 0x1D 0x47 0x1F 0x20 0x20 0x20 0x1F 0x20 0x20 0x1D 0x1D

0x1D 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1E 0x1E 0x20 0x20 0x20 0x20 0x20 0x1E 0x1F

0x1D 0x20 0x62 0xFE

#org $crazy
$crazy 1 = Hi,\nI'm Brendan and i'm Dumm!
Sorry Teh Blaziken, but I like to help around here too lol!

There is a reason why that happens: there are too many movements on one line. Try this script, it should work. It breaks up the movements on each line. Look at the way I do it...also, make sure there are only 8-9 movements on each line, not counting 0xFE.

#org $begin
checkflag 0x200
lock
faceplayer
if B_true goto $done
applymovement 0x04 $nutcase
pausemove 0
applymovement 0x04 $nutcase1
pausemove 0
applymovement 0x04 $nutcase2
pausemove 0
applymovement 0x04 $nutcase3
pausemove 0

message $crazy
boxset 6
setflag 0x200
release
end

#org $done
release
end

#org $nutcase
$nutcase 1 ; 0x1F 0x1F 0x1D 0x47 0x1F 0x20 0x20 0x20 0xFE

#org $nutcase1
$nutcase1 1 ; 0x1F 0x20 0x20 0x1D 0x1D 0x1D 0x1F 0x1F 0xFE

#org $nutcase2
$nutcase2 1 ; 0x1F 0x1F 0x1F 0x1F 0x1F 0x1E 0x1E 0x20 0xFE

#org $nutcase3
$nutcase3 1 ; 0x20 0x20 0x20 0x20 0x1E 0x1F 0x1D 0x20 0x62 0xFE

#org $crazy
$crazy 1 = Hi,\nI'm Brendan and i'm Dumm!

That right there should work now. If not, make an extra line, and just put '0x62 0xFE' but i don't think you will have to.
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  #31    
Old February 17th, 2008, 10:35 AM
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what does /c/h01 mean, RIVAL?
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  #32    
Old February 17th, 2008, 10:44 AM
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Quote:
Originally Posted by shinypkmnfan13 View Post
what does /c/h01 mean, RIVAL?
That's the start of a color code, i'm pretty sure he put a list of the colors in the first post.
Example: /c/h01/h06Hey, what's up?

That would make "Hey, what's up?" dark green.
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  #33    
Old February 17th, 2008, 12:35 PM
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Hey again! I have one small compiling problem...
When I press burn A small window comes up saying that I have to push the floating pointer and enter an offset...
what should i do?

Edit: Nvm fixed it!

Last edited by Lyzo; February 18th, 2008 at 05:16 AM. Reason: Fixed
  #34    
Old February 17th, 2008, 12:50 PM
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Quote:
Originally Posted by lyzmaster View Post
Hey again! I have one small compiling problem...
When I press burn A small window comes up saying that I have to push the floating pointer and enter an offset...
what should i do?
that means your script is wrong, it means there is a $ at the top/bottom that doesn't match up with a $ at the top/bottom.

So, if at the top, you put $talk, but there is no $talk at the bottom, that will come up, go back and check yourself, or post it here.
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  #35    
Old February 17th, 2008, 02:25 PM
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Do you know a "follow-me" script? I want to remake Yellow in R/S/E/FR/LG, hehe...
  #36    
Old February 17th, 2008, 07:40 PM
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Quote:
Originally Posted by MattChar View Post
Do you know a "follow-me" script? I want to remake Yellow in R/S/E/FR/LG, hehe...
See follow Me scripts are the same as applymovement commands, But you just make two people move at the same time.
Also that is like imposible my friend...
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  #37    
Old February 17th, 2008, 08:06 PM
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do what the creator of jaune ecalir did...make it connected to your sprite.
I can do every simple script except the follow me script.
I mean the prof.Oak follow me script.
  #38    
Old February 17th, 2008, 08:23 PM
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Hey Teh Blaziken, this is quite a nice tutorial you have here. Quite easy to understand as well. Also, I found the movement scripts for R/S/E in another thread (I think Wingzro's). Here they are in case anybody wants to use them

Spoiler:

' Other Actions
0x54 ' Hide
0x55 ' Show
0x56 ' Alert
0x57 ' Question
0x58 ' Love
0x5A ' Pokeball
0x10 ' Delay0
0x11 ' Delay1
0x12 ' Delay2
0x13 ' Delay3
0x14 ' Delay4

' Step
0x00 ' Down0
0x01 ' Up0
0x02 ' Left0
0x03 ' Right0
0x04 ' Down1
0x05 ' Up1
0x06 ' Left1
0x07 ' Right1
0x08 ' Down2
0x09 ' Up2
0x0A ' Left2
0x0B ' Right2
0x17 ' Left3
0x18 ' Right3
0x15 ' Down3
0x16 ' Up3
0x2D ' Down4
0x2E ' Up4
0x2F ' Left4
0x30 ' Right4

' Running
0x35 ' RunDown
0x36 ' RunUp
0x37 ' RunLeft
0x38 ' RunRight
0x7E ' RunDown2
0x7F ' RunUp2
0x80 ' RunLeft2
0x81 ' RunRight2

' Hop & Jump
0x0C ' HopTileDown
0x0D ' HopTileUp
0x0E ' HopTileLeft
0x0F ' HopTileRight
0x3A ' HighHopDown
0x3B ' HighHopUp
0x3C ' HighHopLeft
0x3D ' HighHopRight
0x46 ' HopDown
0x47 ' HopUp
0x48 ' HopLeft
0x49 ' HopRight
0x4A ' HopDown180
0x4B ' HopUp180
0x4C ' HopLeft180
0x4D ' HopRight180
0x42 ' JumpDown
0x43 ' JumpUp
0x44 ' JumpLeft
0x45 ' JumpRight

' Straf (May have glitches)
0x19 ' StDown1
0x1A ' StUp1
0x1B ' StLeft1
0x1C ' StRight1
0x1D ' StDown2
0x1E ' StUp2
0x1F ' StLeft2
0x20 ' StRight2
0x21 ' StDown3
0x22 ' StUp3
0x23 ' StLeft3
0x24 ' StRight3
0x25 ' StDown4
0x26 ' StUp4
0x27 ' StLeft4
0x28 ' StRight4
0x6A ' StDown1i
0x6B ' StUp1i
0x6C ' StLeft1i
0x6D ' StRight1i
0x6E ' StDown5
0x6F ' StUp5
0x70 ' StLeft5
0x71 ' StRight5

'Special
0x31 ' SlideFaceDown
0x32 ' SlideFaceUp
0x33 ' SlideFaceLeft
0x34 ' SlideFaceRight
0x86 ' IceSlideDown
0x87 ' IceSlideUp
0x88 ' IceSlideLeft
0x89 ' IceSlideRight

' Glitchy
0x3E ' Up0A
0x3F ' Down0A
0x4E ' Down0B
0x63 ' Up0B
0x65 ' Right0A
0x66 ' RunStopLoopDown
0x67 ' RunStopLoopUp
0x68 ' RunStopLoopLeft
0x69 ' RunStopLoopRight
0x72 ' Down15
0x73 ' Up15
0x74 ' Left15
0x75 ' Right15
0x7A ' Down6
0x7B ' Up6
0x7C ' Left6
0x7D ' Right6
0x82 ' Down7
0x83 ' Up7
0x84 ' Left7
0x85 ' Right7

' EXIT
0xFE
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  #39    
Old February 19th, 2008, 02:38 AM
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Hey TB.. are you still working on these? I'm not rushing you or anything, but just wondering if you found any errors in my applymovement homework. It's in the 28th post.
Anyway, can't wait for the others
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  #40    
Old February 19th, 2008, 08:51 AM
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^^I'll correct it :)^^

#ORG $begin
checkflag 0x200
if B_True go to $nothing
applymovement 0x02 $walk1
pausemovement 0
applymovement 0x02 $walk2
pausemovement 0
message $koo
boxset 6
setflag 0x200
release
end

#ORG $nothing
release
end

#ORG $walk1
$walk1 1 ; #binary 0x13 0x13 0x1E 0x1E 0x1E 0x1E 0x1E 0xFE

#ORG $walk2
$walk2 1 ; #binary 0x0A 0x0A 0x0A 0x0A 0x0A 0x0A 0x0A 0x4A 0xFE

#ORG $koo
$koo 1 = Hi I'm Koo! Who Are You?

Only problem was you put 'lock' and 'faceplayer' in a movement script...do you want the person to stand still, or move? Lock will make it so they won't move lol. Faceplayer is not needed since there are movement commands for facing different directions.

Same thing with the second one, no 'lock' or 'faceplayer'!!!
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  #41    
Old February 19th, 2008, 10:01 AM
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Quote:
Originally Posted by itman1234 View Post

Only problem was you put 'lock' and 'faceplayer' in a movement script...do you want the person to stand still, or move? Lock will make it so they won't move lol. Faceplayer is not needed since there are movement commands for facing different directions.

Same thing with the second one, no 'lock' or 'faceplayer'!!!
Thanks itman !
About the lock/faceplayer, it's there in the tutorial, I pointed out that I heard somewhere that it shouldn't be used. (view quote in my above post)

Anyway, it appears TB hasn't been very active, I hope he remembers to fix those errors in the tutorial. '
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  #42    
Old February 19th, 2008, 10:34 AM
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Quote:
Originally Posted by DarkChild View Post
Thanks itman ! :)
About the lock/faceplayer, it's there in the tutorial, I pointed out that I heard somewhere that it shouldn't be used. (view quote in my above post)

Anyway, it appears TB hasn't been very active, I hope he remembers to fix those errors in the tutorial. ^^'
Yeah, i guess he made a mistake, i will tell him about it.
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  #43    
Old February 19th, 2008, 03:30 PM
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Quote:
Originally Posted by Jack of Bl♠des View Post
Hey Teh Blaziken, this is quite a nice tutorial you have here. Quite easy to understand as well. Also, I found the movement scripts for R/S/E in another thread (I think Wingzro's). Here they are in case anybody wants to use them

Spoiler:

' Other Actions
0x54 ' Hide
0x55 ' Show
0x56 ' Alert
0x57 ' Question
0x58 ' Love
0x5A ' Pokeball
0x10 ' Delay0
0x11 ' Delay1
0x12 ' Delay2
0x13 ' Delay3
0x14 ' Delay4

' Step
0x00 ' Down0
0x01 ' Up0
0x02 ' Left0
0x03 ' Right0
0x04 ' Down1
0x05 ' Up1
0x06 ' Left1
0x07 ' Right1
0x08 ' Down2
0x09 ' Up2
0x0A ' Left2
0x0B ' Right2
0x17 ' Left3
0x18 ' Right3
0x15 ' Down3
0x16 ' Up3
0x2D ' Down4
0x2E ' Up4
0x2F ' Left4
0x30 ' Right4

' Running
0x35 ' RunDown
0x36 ' RunUp
0x37 ' RunLeft
0x38 ' RunRight
0x7E ' RunDown2
0x7F ' RunUp2
0x80 ' RunLeft2
0x81 ' RunRight2

' Hop & Jump
0x0C ' HopTileDown
0x0D ' HopTileUp
0x0E ' HopTileLeft
0x0F ' HopTileRight
0x3A ' HighHopDown
0x3B ' HighHopUp
0x3C ' HighHopLeft
0x3D ' HighHopRight
0x46 ' HopDown
0x47 ' HopUp
0x48 ' HopLeft
0x49 ' HopRight
0x4A ' HopDown180
0x4B ' HopUp180
0x4C ' HopLeft180
0x4D ' HopRight180
0x42 ' JumpDown
0x43 ' JumpUp
0x44 ' JumpLeft
0x45 ' JumpRight

' Straf (May have glitches)
0x19 ' StDown1
0x1A ' StUp1
0x1B ' StLeft1
0x1C ' StRight1
0x1D ' StDown2
0x1E ' StUp2
0x1F ' StLeft2
0x20 ' StRight2
0x21 ' StDown3
0x22 ' StUp3
0x23 ' StLeft3
0x24 ' StRight3
0x25 ' StDown4
0x26 ' StUp4
0x27 ' StLeft4
0x28 ' StRight4
0x6A ' StDown1i
0x6B ' StUp1i
0x6C ' StLeft1i
0x6D ' StRight1i
0x6E ' StDown5
0x6F ' StUp5
0x70 ' StLeft5
0x71 ' StRight5

'Special
0x31 ' SlideFaceDown
0x32 ' SlideFaceUp
0x33 ' SlideFaceLeft
0x34 ' SlideFaceRight
0x86 ' IceSlideDown
0x87 ' IceSlideUp
0x88 ' IceSlideLeft
0x89 ' IceSlideRight

' Glitchy
0x3E ' Up0A
0x3F ' Down0A
0x4E ' Down0B
0x63 ' Up0B
0x65 ' Right0A
0x66 ' RunStopLoopDown
0x67 ' RunStopLoopUp
0x68 ' RunStopLoopLeft
0x69 ' RunStopLoopRight
0x72 ' Down15
0x73 ' Up15
0x74 ' Left15
0x75 ' Right15
0x7A ' Down6
0x7B ' Up6
0x7C ' Left6
0x7D ' Right6
0x82 ' Down7
0x83 ' Up7
0x84 ' Left7
0x85 ' Right7

' EXIT
0xFE
Oh yeah I'll use those, and thankies man!

Quote:
Originally Posted by DarkChild View Post
Hey TB.. are you still working on these? I'm not rushing you or anything, but just wondering if you found any errors in my applymovement homework. It's in the 28th post.
Anyway, can't wait for the others
eh I am Sorry Ihaven't been here i just have been busy Spriting!

Quote:
Originally Posted by itman1234 View Post
I'll correct it

#ORG $begin
checkflag 0x200
if B_True go to $nothing
applymovement 0x02 $walk1
pausemovement 0
applymovement 0x02 $walk2
pausemovement 0
message $koo
boxset 6
setflag 0x200
release
end

#ORG $nothing
release
end

#ORG $walk1
$walk1 1 ; #binary 0x13 0x13 0x1E 0x1E 0x1E 0x1E 0x1E 0xFE

#ORG $walk2
$walk2 1 ; #binary 0x0A 0x0A 0x0A 0x0A 0x0A 0x0A 0x0A 0x4A 0xFE

#ORG $koo
$koo 1 = Hi I'm Koo! Who Are You?

Only problem was you put 'lock' and 'faceplayer' in a movement script...do you want the person to stand still, or move? Lock will make it so they won't move lol. Faceplayer is not needed since there are movement commands for facing different directions.

Same thing with the second one, no 'lock' or 'faceplayer'!!!
Yeh There ye' go!

Quote:
Originally Posted by DarkChild View Post
Thanks itman !
About the lock/faceplayer, it's there in the tutorial, I pointed out that I heard somewhere that it shouldn't be used. (view quote in my above post)

Anyway, it appears TB hasn't been very active, I hope he remembers to fix those errors in the tutorial. '
Yeh I am very sorry for that, I just got in a rush and forgot about that!

Yeh I have been spriting
I fixed them sorry for the confusion all!


Quote:
Originally Posted by itman1234 View Post
Yeah, i guess he made a mistake, i will tell him about it.
Yeh I just hurried too fast..... Sorry guys!

I am still working on tuts(very slowly mind you) Another vesrion shall be released before Monday of next week I promise!
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  #44    
Old February 19th, 2008, 04:02 PM
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how do you enter the script offset into advance map, maybe someone should make a tut for people who don't know how to or aren't doing it right.
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  #45    
Old February 19th, 2008, 05:10 PM
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Quote:
Originally Posted by shinypkmnfan13 View Post
how do you enter the script offset into advance map, maybe someone should make a tut for people who don't know how to or aren't doing it right.
Wow, I'm responding to an awful lot of topics today.

Anyway, to insert a script, what you do is find the offset in BufRite (or whatever you use to compile scripts) first. The offset is always $****** (the *'s representing whatever numbers you get). From there, just open the map in Advance Map that you want, find the person you want to apply the script to, and put the offset you're given in Bufrite (it helps to have a document saved with all the offset and what they do) in place of that person's offset. After that, click "Save Map" at the top to make sure everything is saved properly.
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  #46    
Old February 19th, 2008, 07:07 PM
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Same with script events, right?
I need to learn how to script.
Thank you very much for this, but I think I need a picture tut, It's easier for me sometimes.
Thanx again, I appreciate you helping me.
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  #47    
Old February 19th, 2008, 08:34 PM
Volcan
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Quote:
do what the creator of jaune ecalir did...make it connected to your sprite.
I can do every simple script except the follow me script.
I mean the prof.Oak follow me script.
Oh man, that's the one I'm trying to do...
  #48    
Old February 19th, 2008, 09:08 PM
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Hey shinypkmnfan13, I PMed you that tutorial if you still don't have it all the way.
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  #49    
Old February 19th, 2008, 09:31 PM
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Great tutorial! I finally learned the Applymovement basics. TY!
BTW, if people write the test-script here, other can just copy it. Wouldn't it be better if we sent you a PM?
  #50    
Old February 20th, 2008, 04:05 AM
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Quote:
Originally Posted by Aquila View Post
Great tutorial! I finally learned the Applymovement basics. TY!
BTW, if people write the test-script here, other can just copy it. Wouldn't it be better if we sent you a PM?
Why would anyone do that if they want to learn how to script?
This isn't like school where some people don't care whether they learn or not
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