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  #3851    
Old May 18th, 2010 (12:36 PM).
Metroid Die Metroid Die is offline
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Quote originally posted by PeregrineFig:
You forgot the waitmovement 0x0 after those last two applymovements.
ahhh, my bad...
thanks
  #3852    
Old May 18th, 2010 (01:03 PM).
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Nikolai Fox Nikolai Fox is offline
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Quote originally posted by Legendofall:
how to write ASM.... any tutorials?
Google "ASM Guide" or "ASM Tutorial". There aren't and guides for it on this site, and it's not a Pokémon exclusive thing.
  #3853    
Old May 18th, 2010 (01:20 PM). Edited May 18th, 2010 by FireFox.
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Hi folks, I have a couple:

1. I'd like to do a script where the trainer OW sprite vanishes after the battle, but I'm not sure of the process. Also I'd need it so the trainer doesn't re-appear.
2. I'd like to replace the battle music with a specific trainer. Is this possible without chaning the trainer class?
3. What's the sprite ID for the Female R/S trainer in FireRed?
4. Is it possible to insert a music track from Emerald into FireRed (namly "Battle! VS Frontier Brain")?

Sorry to be a pain in the neck.

Thanks :3
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  #3854    
Old May 18th, 2010 (08:39 PM).
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Jonny Buuz Jonny Buuz is offline
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The following script works fine. I only have one problem with it.

Spoiler:
#dynamic 0x800000

#org @start
checkflag 0x501
if 0x1 goto @not
msgbox @1 0x6
applymovement 0x0C @gone
applymovement 0x0D @gone
applymovement 0x0B @gone
waitmovement 0x0
setflag 0x501
release
end

#org @not
release
end

#org @1
= [red_fr][player]! Help me!

#org @gone
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x60
#raw 0xFE


The sprites have moved offscreen, and have disappeared, as I intended them to. However, I can still bump into these now invisible sprites if I walk over to where they have moved. Once I leave the map and come back, they are gone, but I was wondering; what can I do to remove them from the map immediately after the script has ended?

Thanks in advance.
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  #3855    
Old May 19th, 2010 (03:46 AM). Edited May 19th, 2010 by Nikolai Fox.
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Nikolai Fox Nikolai Fox is offline
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Quote originally posted by FireFox:
Hi folks, I have a couple:

1. I'd like to do a script where the trainer OW sprite vanishes after the battle, but I'm not sure of the process. Also I'd need it so the trainer doesn't re-appear.
2. I'd like to replace the battle music with a specific trainer. Is this possible without chaning the trainer class?
3. What's the sprite ID for the Female R/S trainer in FireRed?
4. Is it possible to insert a music track from Emerald into FireRed (namly "Battle! VS Frontier Brain")?

Sorry to be a pain in the neck.

Thanks :3
2. not without asm hacking
3. just scroll through them in a-map. but if you want to apply movements or whatever to her, then you use
applymovement 0xY @move (Y=the person event number, so if you set her sprite as person ID 1 it will be 0x1)
4. yes, check the tutorial section. there are a few about this

1. depends how you want them to dissapear. if you want it between a flash then
fadescreen 0x1
setflag 0xY
fadescreen 0x0

this would make the sprite dissapear between a black flash

or

have the sprite walk off screen
applymovement 0xY @move (y is same as in the dissapear script)
waitmovement 0xY (make this y the same as the apply movement y)
setflag 0xY

for setflag, make sure your PERSON ID (not person event ID) is the same as the flag. so if you have setflag 0x104 then make the person id 0104

Quote originally posted by Jonny Buuz:
The following script works fine. I only have one problem with it.

Spoiler:
#dynamic 0x800000

#org @start
checkflag 0x501
if 0x1 goto @not
msgbox @1 0x6
applymovement 0x0C @gone
applymovement 0x0D @gone
applymovement 0x0B @gone
waitmovement 0x0
setflag 0x501
release
end

#org @not
release
end

#org @1
= [red_fr][player]! Help me!

#org @gone
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x60
#raw 0xFE


The sprites have moved offscreen, and have disappeared, as I intended them to. However, I can still bump into these now invisible sprites if I walk over to where they have moved. Once I leave the map and come back, they are gone, but I was wondering; what can I do to remove them from the map immediately after the script has ended?

Thanks in advance.
Because you used 0x60. you can still bump into those.

to make them dissapear make that person's PERSON ID 0501 (same as the flag). that will remove the person altogether.
  #3856    
Old May 19th, 2010 (05:02 AM).
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Jacusiek Jacusiek is offline
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Quote originally posted by PeregrineFig:
You write the ASM code as a text file, then save it with type all files, and add the extension .asm. For free space you can find it with Free Space Finder, in HackMew's tools in the toolbox, and then you use your hex editor to copy and then paste-write (or count the bytes and delete them off the end after a paste-insert) into the free space. If this is going over your head, then this is probably a little too advanced for you right now.
I save this code, as .asm:
Spoiler:
b507 push {r0-r2, lr}
4804 ldr r0, 0x0203f408 ;Growth block data storage address
6800 ldr r0, [r0]
4904 ldr r1, 0x020370C2 ;var 0x8005 used for storing the exp value
8809 ldrh r1, [r1]
2280 mov r2, 0x80
0912 lsl r2, 0x8
418a cmp r1,r2 ; checks if exp is between "safe" values
db02 blt add_exp
bd07 pop {r0-r2, pc}
6842 add_exp: ldr r2, [r0+0x4]
------ sub r2, r2, r1 ; subrtacts the experience
6042 str r2, [r0+0x4]
bd07 pop {r0-r2, pc}

Then I try to compile ASM but it is error (I named this file "lesson1.asm"):
hxxp://img39.yfrog.com/img39/9517/nowyobrazmapabitowaq.png
xx = tt (hxxp - http)
  #3857    
Old May 19th, 2010 (10:55 AM).
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PeregrineFig PeregrineFig is offline
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Quote originally posted by Jonny Buuz:
The following script works fine. I only have one problem with it.

Spoiler:
#dynamic 0x800000

#org @start
checkflag 0x501
if 0x1 goto @not
msgbox @1 0x6
applymovement 0x0C @gone
applymovement 0x0D @gone
applymovement 0x0B @gone
waitmovement 0x0
setflag 0x501
release
end

#org @not
release
end

#org @1
= [red_fr][player]! Help me!

#org @gone
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x60
#raw 0xFE


The sprites have moved offscreen, and have disappeared, as I intended them to. However, I can still bump into these now invisible sprites if I walk over to where they have moved. Once I leave the map and come back, they are gone, but I was wondering; what can I do to remove them from the map immediately after the script has ended?

Thanks in advance.
I make them walk onto a spot surrounded by unwalkable tiles so they can't be collided with.
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  #3858    
Old May 19th, 2010 (11:39 AM).
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Nikolai Fox Nikolai Fox is offline
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Quote originally posted by PeregrineFig:
I make them walk onto a spot surrounded by unwalkable tiles so they can't be collided with.
but hide sprite + set flag will remove them from anywhere, no need for workarounds
  #3859    
Old May 19th, 2010 (12:07 PM).
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NarutoActor NarutoActor is offline
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Quote originally posted by Jacusiek:
I save this code, as .asm:
Spoiler:
b507 push {r0-r2, lr}
4804 ldr r0, 0x0203f408 ;Growth block data storage address
6800 ldr r0, [r0]
4904 ldr r1, 0x020370C2 ;var 0x8005 used for storing the exp value
8809 ldrh r1, [r1]
2280 mov r2, 0x80
0912 lsl r2, 0x8
418a cmp r1,r2 ; checks if exp is between "safe" values
db02 blt add_exp
bd07 pop {r0-r2, pc}
6842 add_exp: ldr r2, [r0+0x4]
------ sub r2, r2, r1 ; subrtacts the experience
6042 str r2, [r0+0x4]
bd07 pop {r0-r2, pc}

Then I try to compile ASM but it is error (I named this file "lesson1.asm"):
hxxp://img39.yfrog.com/img39/9517/nowyobrazmapabitowaq.png
xx = tt (hxxp - http)
save it has exp.asm then in the comand prompt put
Thum exp.asm exp.bin

also the code should be like this
.thumb
.align2
Start:
push {r0-r2, lr}
ldr r0, 0x0203f408
ldr r0, [r0]
ldr r1, 0x020370C2
ldrh r1, [r1]
mov r2, 0x80
lsl r2, 0x8
cmp r1,r2
blt add_exp
pop {r0-r2, pc}
add_exp:
ldr r2, [r0+0x4]
sub r2, r2, r1
str r2, [r0+0x4]
pop {r0-r2, pc}

EDIT: Damb Pc won't allow tabs.
one tabs with push and pop
two tabs for other comands
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~There are those people who understand hex, F the rest
  #3860    
Old May 19th, 2010 (12:27 PM).
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majorawsome majorawsome is offline
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Game: ruby
im trying to make the yes/no question only be asked onced and once the yes/no question is done i want it to go to @done but it just starts the question over
Please help!
Editor: XSE
Script: person event
Spoiler:
#Dynamic 0x8002C9

#ORG @Start
lock
faceplayer
checkflag 0x200
if 0x1 goto @done
msgbox @waffles 0x5
if 0x1 goto @yes1
if 0x0 goto @no1
msgbox @Done 0x6
setflag 0x200
release
end

#org @waffles
= Hello. im here to talk\nabout\nmuffins and waffles with\lyou would you like to continue the\lconversation or quit because you\lare a gay hag?

#org @yes1
= well then.\pwhen you eat your waffles in the\nmourning don't forget to eat your\lmuffin. some muffins squirt in\lyour mouth while eating them so\ldont be surprised. in this case it\lwill quench your thirst from the\lwaffles and the muffins if you\ldidnt drink anything. if your\lwaffles are filled with milk then\lyour'e a lucky duck!

#org @no1
= well then have a nice day! but I\nhave to tell you something first!

#org @Done
= I'm afraid of dolphins!
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how does the skittle company know what a rainbow tastes like
  #3861    
Old May 19th, 2010 (12:30 PM).
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NarutoActor NarutoActor is offline
The rocks cry out to me
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You need to add
compare LASTRESULT 0x1 ' if yes
if 0x1 goto @yes 'if true goto yes
compare LASTRESULT 0x0 'if no
if 0x1 goto @no if true
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  #3862    
Old May 19th, 2010 (01:13 PM).
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@Nikolai Fox
Thanks for that.

I have another...
Is there a way to stop a trainer from sending out his/her strongest pokemon next? As in, only send out pokemon in the order they have them (like R/G/B/Y)?
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  #3863    
Old May 19th, 2010 (04:35 PM).
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Ven Ven is offline
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Spoiler:
#dynamic 0x71B6BC

#org @start
lock
hidepokepic
preparemsg @msg
waitmsg
multichoice 0x0 0x0 0x39 0x0
copyvar 0x8000 0x800D
compare 0x8000 0x0
if 0x1 goto @option1
compare 0x8000 0x1
if 0x1 goto @option2
compare 0x8000 0x2
if 0x1 goto @option3
compare 0x8000 0x7F
if 0x1 goto @canceled
end

#org @option1
showpokepic 0x118 0x02 0x02
msgbox @torchic 0x5
if 0x1 goto @yes
goto @start
end

#org @option2
showpokepic 0x115 0x02 0x02
msgbox @treecko 0x5
if 0x1 goto @yes1
goto @start
end

#org @option3
showpokepic 0x11B 0x02 0x02
msgbox @mudkip 0x5
if 0x1 goto @yes2
goto @start
end

#org @canceled
release
end

#org @yes
givepokemon 0x118 0x5 0x0 0x0 0x0 0x0
setflag 0x828
goto @battle
end

#org @yes1
givepokemon 0x115 0x5 0x0 0x0 0x0 0x0
setflag 0x828
goto @battle
end

#org @yes2
givepokemon 0x11B 0x5 0x0 0x0 0x0 0x0
setflag 0x828
goto @battle
end

#org @battle
cry 0x6 0x0
wildbattle 0x6 0x2 0x0
setflag 0x102
clearflag 0x105
fadescreen 0x1
fadescreen 0x0
hidesprite 0x800F
showsprite 0x09
release
end

#org @msg
= Prof. Birch is in trouble!\nRelease a Pokemon and rescue him!

#org @torchic
= Do you want [red_fr]TORCHIC,\n[black_fr]the [red_fr]Chick [black_fr]Pokemon?

#org @treecko
= = Do you want [green_fr]TREECKO,\n[black_fr]the [green_fr]Wood Gecko [black_fr]Pokemon?

#org @mudkip
= = Do you want [blue_fr]MUDKIP,\n[black_fr]the [blue_fr]Mud Fish [black_fr]Pokemon?

The problem here is that if the player says no, he will still be sent to the pointer that he would have been sent to if he had said yes.
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  #3864    
Old May 20th, 2010 (01:43 AM).
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Nikolai Fox Nikolai Fox is offline
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Quote originally posted by FireFox:
@Nikolai Fox
Thanks for that.

I have another...
Is there a way to stop a trainer from sending out his/her strongest pokemon next? As in, only send out pokemon in the order they have them (like R/G/B/Y)?
Open up the trainer in a-trainer and make the AI value 0 (in pokémon data, make sure all pokémon have 0 AI data. This will make them use no strategy and just send them out one after the other)
  #3865    
Old May 20th, 2010 (02:16 AM).
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Hermione Granger Hermione Granger is offline
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Quote originally posted by Ven:
Spoiler:
#dynamic 0x71B6BC

#org @start
lock
hidepokepic
preparemsg @msg
waitmsg
multichoice 0x0 0x0 0x39 0x0
copyvar 0x8000 0x800D
compare 0x8000 0x0
if 0x1 goto @option1
compare 0x8000 0x1
if 0x1 goto @option2
compare 0x8000 0x2
if 0x1 goto @option3
compare 0x8000 0x7F
if 0x1 goto @canceled
end

#org @option1
showpokepic 0x118 0x02 0x02
msgbox @torchic 0x5
if 0x1 goto @yes
goto @start
end

#org @option2
showpokepic 0x115 0x02 0x02
msgbox @treecko 0x5
if 0x1 goto @yes1
goto @start
end

#org @option3
showpokepic 0x11B 0x02 0x02
msgbox @mudkip 0x5
if 0x1 goto @yes2
goto @start
end

#org @canceled
release
end

#org @yes
givepokemon 0x118 0x5 0x0 0x0 0x0 0x0
setflag 0x828
goto @battle
end

#org @yes1
givepokemon 0x115 0x5 0x0 0x0 0x0 0x0
setflag 0x828
goto @battle
end

#org @yes2
givepokemon 0x11B 0x5 0x0 0x0 0x0 0x0
setflag 0x828
goto @battle
end

#org @battle
cry 0x6 0x0
wildbattle 0x6 0x2 0x0
setflag 0x102
clearflag 0x105
fadescreen 0x1
fadescreen 0x0
hidesprite 0x800F
showsprite 0x09
release
end

#org @msg
= Prof. Birch is in trouble!\nRelease a Pokemon and rescue him!

#org @torchic
= Do you want [red_fr]TORCHIC,\n[black_fr]the [red_fr]Chick [black_fr]Pokemon?

#org @treecko
= = Do you want [green_fr]TREECKO,\n[black_fr]the [green_fr]Wood Gecko [black_fr]Pokemon?

#org @mudkip
= = Do you want [blue_fr]MUDKIP,\n[black_fr]the [blue_fr]Mud Fish [black_fr]Pokemon?

The problem here is that if the player says no, he will still be sent to the pointer that he would have been sent to if he had said yes.
Put "compare LASTRESULT 0x1" every after 0x5 msgbox like so:

msgbox @torchic 0x5
compare LASTRESULT 0x1
if 0x1 goto @yes

I don't know why, but that's how it works. :\
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  #3866    
Old May 20th, 2010 (02:41 AM).
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krillian krillian is offline
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GAME Pokemon Emerald
script editor XSE

Does anyone know how to make a pokemon appear in the first slot of your party
and does anyone know how to force the player to releae the frist pokemon in your party
  #3867    
Old May 20th, 2010 (04:27 AM). Edited May 20th, 2010 by Jacusiek.
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Jacusiek Jacusiek is offline
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Quote originally posted by NarutoActor:
save it has exp.asm then in the comand prompt put
Thum exp.asm exp.bin

also the code should be like this
.thumb
.align2
Start:
push {r0-r2, lr}
ldr r0, 0x0203f408
ldr r0, [r0]
ldr r1, 0x020370C2
ldrh r1, [r1]
mov r2, 0x80
lsl r2, 0x8
cmp r1,r2
blt add_exp
pop {r0-r2, pc}
add_exp:
ldr r2, [r0+0x4]
sub r2, r2, r1
str r2, [r0+0x4]
pop {r0-r2, pc}

EDIT: Damb Pc won't allow tabs.
one tabs with push and pop
two tabs for other comands
This code you gave is wrong too ;/, i put it into asm file:
Spoiler:
push {r0-r2, lr}
ldr r0, 0x0203f408
ldr r0, [r0]
ldr r1, 0x020370C2
ldrh r1, [r1]
mov r2, 0x80
lsl r2, 0x8
cmp r1,r2
blt add_exp
pop {r0-r2, pc}
add_exp:
ldr r2, [r0+0x4]
sub r2, r2, r1
str r2, [r0+0x4]
pop {r0-r2, pc}

Here's the error:
hxxp://img46.imageshack.us/i/nowyobrazmapabitowamj.png/
(xx = tt)
I don't understand it ; (
  #3868    
Old May 20th, 2010 (05:22 AM).
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Hermione Granger Hermione Granger is offline
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Quote originally posted by Jacusiek:
This code you gave is wrong too ;/, i put it into asm file:
Spoiler:
push {r0-r2, lr}
ldr r0, 0x0203f408
ldr r0, [r0]
ldr r1, 0x020370C2
ldrh r1, [r1]
mov r2, 0x80
lsl r2, 0x8
cmp r1,r2
blt add_exp
pop {r0-r2, pc}
add_exp:
ldr r2, [r0+0x4]
sub r2, r2, r1
str r2, [r0+0x4]
pop {r0-r2, pc}

Here's the error:
hxxp://img46.imageshack.us/i/nowyobrazmapabitowamj.png/
(xx = tt)
I don't understand it ; (
Attached is a txt file with the correct code. Download it then rename it to "exp.asm" then compile it.
Attached Files
File Type: txt exp.txt‎ (282 Bytes, 6 views) (Save to Dropbox)
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  #3869    
Old May 20th, 2010 (05:32 AM).
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Jacusiek Jacusiek is offline
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Ehh, it is error again:
hxxp://img191.imageshack.us/i/kopiap1020126.png/
  #3870    
Old May 20th, 2010 (05:41 AM).
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Shiny Quagsire Shiny Quagsire is offline
STOP HIM SAM, HE'S GONNA TELL US A STORY!!!
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Quote originally posted by krillian:
GAME Pokemon Emerald
script editor XSE

Does anyone know how to make a pokemon appear in the first slot of your party
and does anyone know how to force the player to releae the frist pokemon in your party
1.)Givepokemon is your friend.
2.)Look at this thread
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  #3871    
Old May 20th, 2010 (11:10 AM).
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FireFox FireFox is offline
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Quote originally posted by Nikolai Fox:
Open up the trainer in a-trainer and make the AI value 0 (in pokémon data, make sure all pokémon have 0 AI data. This will make them use no strategy and just send them out one after the other)
Great! Thank you very much! :)
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  #3872    
Old May 20th, 2010 (12:27 PM).
PEPITO1O1O's Avatar
PEPITO1O1O PEPITO1O1O is offline
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This has to do with scripting in a way so I'm guessing it goes here and if it doesn't don't hate cuz everone makes mistakes.
OK the question that keeps me from scripting.
When you have a script tile placed what do you put in for the:
Unkown
Var Number
Var Value
Unkown (that has two boxes)
and do they change for each map or something? Please go in detail because this is what has scared me of scripting.
Yes I have looked for this infromation but I never found it.
Thank you in advanced
~PEPITO1O1O
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  #3873    
Old May 20th, 2010 (01:05 PM).
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Shiny Quagsire Shiny Quagsire is offline
STOP HIM SAM, HE'S GONNA TELL US A STORY!!!
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Quote originally posted by PEPITO1O1O:
This has to do with scripting in a way so I'm guessing it goes here and if it doesn't don't hate cuz everone makes mistakes.
OK the question that keeps me from scripting.
When you have a script tile placed what do you put in for the:
Unkown
Var Number
Var Value
Unkown (that has two boxes)
and do they change for each map or something? Please go in detail because this is what has scared me of scripting.
Yes I have looked for this infromation but I never found it.
Thank you in advanced
~PEPITO1O1O
Unknown is kinda explanatory. It's unknown. Var number is a variable that can be set so it only happens once. (Ex. Professor Oak stops you from going into grass.)
Var Value is the current value of the variable. 1 if it already happened; 0 if not.
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  #3874    
Old May 20th, 2010 (01:09 PM).
PEPITO1O1O's Avatar
PEPITO1O1O PEPITO1O1O is offline
~Saïx~
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And how do you figure out the var numbers? Because I have noticed that in different maps the var numbers are different.
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Yusuke Urameshi


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  #3875    
Old May 20th, 2010 (02:05 PM).
PeregrineFig's Avatar
PeregrineFig PeregrineFig is offline
Starting Pokémon Obsidian
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Quote originally posted by PEPITO1O1O:
And how do you figure out the var numbers? Because I have noticed that in different maps the var numbers are different.
You can use any variable you want, just set it to a value other than the value on the header tab in a script.
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