Go Back   The PokéCommunity Forums > ROM Hacking > ROM Hacking Hub
Reload this Page Script Help Thread (DO NOT REQUEST SCRIPTS)

Notices
For all updates, view the main page.

ROM Hacking Hub General discussions about ROM Hacking and Emulation. Not sure where to start? This is the place for you.
Posting links to ROMs is illegal and is not tolerated anywhere on the forum.
New threads in this forum are to be approved by a moderator before they are displayed.



Closed Thread
 
Thread Tools
  #4851    
Old October 23rd, 2010 (01:06 AM).
Co500's Avatar
Co500
You think you're strong? You're not.
Community Supporter
 
Join Date: Jun 2008
Location: Far Awayyyyyyy
Gender: Male
Quote originally posted by colcolstyles:
You don't have to apologize. I just wanted you to be a little more careful before posting. There's already an enormous amount of misinformation on hacking out there; no sense in adding to it.



Uhm, why don't you try it out? Isn't that one of the main principles behind hacking?
Just to make sure and if your not going to tell me if it needs improving or it will work theres not point you posting about it, is there?
__________________
It can't end now. Not like this.


I hope you’ll remember, there is something good in goodbye.



  #4852    
Old October 23rd, 2010 (01:23 AM).
Andrut's Avatar
Andrut
Collecting dust since 1898
 
Join Date: Dec 2009
Location: Warsaw, Poland
Age: 16
Is there a way to make the Dex in Ruby National already? I remember a one Ruby hack had it.
__________________
Quote originally posted by anonymous:
Florges
It's a forest guardian that pities how bad a type Grass is, so it gets moves to help out Grass-types, but is smart enough not to be Grass-type itself. The appearance is simply mimicry to hide from humans.
  #4853    
Old October 23rd, 2010 (01:25 AM).
Co500's Avatar
Co500
You think you're strong? You're not.
Community Supporter
 
Join Date: Jun 2008
Location: Far Awayyyyyyy
Gender: Male
Quote originally posted by xoax:
Is there a way to make the Dex in Ruby National already? I remember a one Ruby hack had it.
I dont think so but couldnt you just include the flag when your activating the pokedex?
__________________
It can't end now. Not like this.


I hope you’ll remember, there is something good in goodbye.



  #4854    
Old October 23rd, 2010 (10:32 AM).
colcolstyles's Avatar
colcolstyles
Yours truly
 
Join Date: May 2008
Location: The Bay Area
Gender: Male
Nature: Lonely
Quote originally posted by Co500:
if your not going to tell me if it needs improving or it will work theres not point you posting about it, is there?
I guess the point was that I was trying to get you to realize that hacking is all about figuring things out for yourself. If you go to ask for help before you've even tried to see if something works, you're doing something wrong.
__________________

Brother of Vrai
  #4855    
Old October 23rd, 2010 (02:02 PM).
ERROR
 
Join Date: Aug 2009
If it doesnt trouble anyone too much, would anyone mind helping me out with this script?
Code:
#dynamic 0x32134C

#org @start 
checkflag 0x826 
if 0x0 goto @nope
if 0x1 goto @yep
release
end

#org @nope
lock
faceplayer
applymovement 0x01 @move2 
msgbox @2 0x6 
release
end

#org @yep
lock
faceplayer
applymovement 0x01 @move
waitmovement 0x0 
msgbox @1 0x6
applymovement 0x01 @move3 
waitmovement 0x0 
msgbox @3 0x6
release 
end

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

#org @move2
#raw 0x62 
#raw 0xFE

#org move3 
#raw 0x10
#raw 0x12
#raw 0x3 
#raw 0xFE

#org @2
= I aplogize sir but you aren't yet\nready for the terrible strength of\lthe Unknown Gym Leader. Come back\lafter you have strengthened your\lPokemon.

#org @1 
= Congratulations sir, your effort\nwill not go unrewarded.

#org @3 
= You may proceed.
I get Error 13 "type mismatch" on line 24
it says im missing dynamic label

Any help will be appreciated
__________________
Gen IV FC: 4772 1434 3503
Gen V FC: 2753 3643 9488
  #4856    
Old October 23rd, 2010 (02:08 PM).
DrFuji's Avatar
DrFuji
Helfen, Wehren, Heilen
Community Supporter
 
Join Date: Sep 2009
Location: Downia-upside
Age: 22
Gender: Male
Nature: Jolly
Quote originally posted by ERROR:
If it doesnt trouble anyone too much, would anyone mind helping me out with this script?
Code:
#dynamic 0x32134C
 
#org @start 
checkflag 0x826 
if 0x0 goto @nope
if 0x1 goto @yep
release
end
 
#org @nope
lock
faceplayer
applymovement 0x01 @move2 
msgbox @2 0x6 
release
end
 
#org @yep
lock
faceplayer
applymovement 0x01 @move
waitmovement 0x0 
msgbox @1 0x6
applymovement 0x01 @move3 
waitmovement 0x0 
msgbox @3 0x6
release 
end
 
#org @move 
#raw 0x62 
#raw 0xFE
 
#org @move2
#raw 0x62 
#raw 0xFE
 
#org move3 
#raw 0x10
#raw 0x12
#raw 0x3 
#raw 0xFE
 
#org @2
= I aplogize sir but you aren't yet\nready for the terrible strength of\lthe Unknown Gym Leader. Come back\lafter you have strengthened your\lPokemon.
 
#org @1 
= Congratulations sir, your effort\nwill not go unrewarded.
 
#org @3 
= You may proceed.
I get Error 13 "type mismatch" on line 24
it says im missing dynamic label

Any help will be appreciated :)
You forgot the '@' infront of the move3 movements, so it should be:

Code:
#org @move3 
#raw 0x10
#raw 0x12
#raw 0x3 
#raw 0xFE
__________________
  #4857    
Old October 23rd, 2010 (02:12 PM).
ERROR
 
Join Date: Aug 2009
Quote originally posted by DrFuji:
You forgot the '@' infront of the move3 movements, so it should be:

Code:
#org @move3 
#raw 0x10
#raw 0x12
#raw 0x3 
#raw 0xFE
Lol. Thanks, I wouldn't have thought to look down there.
__________________
Gen IV FC: 4772 1434 3503
Gen V FC: 2753 3643 9488
  #4858    
Old October 23rd, 2010 (04:00 PM). Edited October 23rd, 2010 by ERROR.
ERROR
 
Join Date: Aug 2009
I'm not understanding this.

Code:
#dynamic 0x34EB8C

#org @one
checkflag 0x826
if 0x1 goto @ready
lock
faceplayer
msgbox @yes 0x6
end

#org @ready
applymovement 0x01 @move1
pause 0x30 
applymovement 0x01 @move2 
waitmovement 0x0 
msgbox @go 0x6 
release
end

#org @move1 
#raw 0x62 
#raw 0xFE

#org @move2
#raw 0xC 
#raw 0xA 
#raw 0x30 
#raw 0xFE

#org @yes
= I apologize but you aren't yet\nready for the amazing strength of\lthe Unknown Gym Leader. Come back\lwhen you have earned the other\lbadges.

#org @go
= Your efforts will not go\nunrewarded. You may proceed.
the script works fine. the only problem is that after the script is over and i talk to him again. it keeps going every time i press a.

i forgot what im supposed to put to keep it form repeating xD
Attached Images
File Type: png 1.PNG‎ (10.1 KB, 9 views) (Save to Dropbox)
File Type: png 2.PNG‎ (9.9 KB, 7 views) (Save to Dropbox)
__________________
Gen IV FC: 4772 1434 3503
Gen V FC: 2753 3643 9488
  #4859    
Old October 23rd, 2010 (05:30 PM).
destinedjagold's Avatar
destinedjagold
Oh Hai Thar~ 'ω'
Community Supporter
 
Join Date: May 2007
Location: Philippines
Gender: Male
Nature: Careful
Quote originally posted by ERROR:
I'm not understanding this.

Code:
#dynamic 0x34EB8C

#org @one
checkflag 0x826
if 0x1 goto @ready
lock
faceplayer
msgbox @yes 0x6
end

#org @ready
applymovement 0x01 @move1
pause 0x30 
applymovement 0x01 @move2 
waitmovement 0x0 
msgbox @go 0x6 
release
end

#org @move1 
#raw 0x62 
#raw 0xFE

#org @move2
#raw 0xC 
#raw 0xA 
#raw 0x30 
#raw 0xFE

#org @yes
= I apologize but you aren't yet\nready for the amazing strength of\lthe Unknown Gym Leader. Come back\lwhen you have earned the other\lbadges.

#org @go
= Your efforts will not go\nunrewarded. You may proceed.
the script works fine. the only problem is that after the script is over and i talk to him again. it keeps going every time i press a.

i forgot what im supposed to put to keep it form repeating xD
You need a new checkflag and setflag commands, plus, you need to add a level script on that map to put him in place after you come back on that map.

Quote:
#org @ready
checkflag 0x1000
if 0x1 goto @done

applymovement 0x01 @move1
pause 0x30
applymovement 0x01 @move2
waitmovement 0x0
msgbox @go 0x6
setflag 0x1000
release
end

#org @done
release
end
And as I said, you need to add a level script on that map to keep him in place.
Quote:
#dynamic 0xoffset

#org @start
checkflag 0x1000 (this flag should match the one that checks if he already moved)
if 0x0 goto @nothing
movesprite2 (NPC number) (X-number) (Y-number)
end

#org @nothing
release
end
There are tutorials on how to put Level Scripts.
__________________

3DS FC: 0061-1111-6462
TSV: 1364(X), 0790(OR)


  #4860    
Old October 24th, 2010 (12:47 AM).
Satoshi Ookami's Avatar
Satoshi Ookami
Memento Mori
Community Supporter
 
Join Date: Jul 2008
Location: Abyss of Time, Great Seal
Age: 22
Gender: Male
Nature: Calm
Quote originally posted by xoax:
Is there a way to make the Dex in Ruby National already? I remember a one Ruby hack had it.
It should be this:
writebytetooffset 0x2 0x2026B00
writebytetooffset 0x3 0x2026B01
writebytetooffset 0xDA 0x2024EBE
writebytetooffset 0x67 0x2026A5A
__________________
ROM hacking FAQ - Read before asking how to play a hack. | Previous Sign 2 | Previous Sign

Anime List | PSN Trophy List
  #4861    
Old October 26th, 2010 (04:08 PM). Edited October 27th, 2010 by Xperious.
Xperious's Avatar
Xperious
Ty Will kill you!
 
Join Date: Apr 2008
Location: Wisconsin
Age: 21
Gender: Male
Nature: Relaxed
EDIT: Nvm, I'm switching my rom base to Ruby. So I don't need any help on these scripts

Hey everyone, I have been having a lot of trouble with a couple of my scripts. They seem to compile fine, but when I go talk to them in-game, they don't say anything, the game doesn't freeze or anything, NOTHING happens.

I don't know what it could be, I've gotten more complex scripts than these working before. Well.. Here they are-

Rom Name: Fire red
Script Editer:
XSE


Spoiler:
#dynamic 0x80012f

#org @tyson
lock
faceplayer
checkflag 0x1001 //If you stole you starter yet
if 0x1 goto @gone
checkflag 0x1000 // If you talked already
if 0x1 goto @hurry
msgbox @Welcome 0x5
compare LASTRESULT 0x1
if 0x1 goto @okay
msgbox @back 0x1
release
end

#org @gone
hidesprite 0x3
end

#org @okay
setflag 0x1000
msgbox @ok 0x6
end

#org @hurry
= Hurry up and get\lyour POKEMON!

#org @Welcome
= Hello \v\ho1.\nI'm glad you decided\lto show up. I have\noverheard the family\lin that big house\ntalking. They said they were\lplanning on taking a\nwalk with their kids, but\lthey won't let them take\nthier POKEMON with.\lIf you want to be a\nTITAN, you will needa\lPOKEMON of your own.\nWhen the family leaves,\lbreak in and steal one\nof the two POKEMON\lthat belong to the Kids.\nYou won't have time to get\lboth of them, so get outta\nthere once you get one.\lI'll meet you in the next\ntown when you are done\nwith your task. Understood?

#org @ok
= Okay good.\lYou should hurry up and\ngo get a POKEMON for\lyourself. I will be waiting\nfor you in the next\ltown when you are done.

#org @back
= You'll be back.n\They always come back.




Spoiler:

#Dynamic 0x800500

#org @start
msgbox @sign 0x3
end

#org @sign
= -Soltree Town-
  #4862    
Old October 27th, 2010 (07:16 AM).
pkmntrainerpaul's Avatar
pkmntrainerpaul
New account: P-Sign
 
Join Date: Sep 2008
Location: The Netherlands
Age: 18
Gender: Male
I've got a problem with this script:
Pokémon Fire Red
XSE
Green S Tile

Spoiler:

'---------------
#org 0x800C12
lock
checkflag 0x824
if 0x1 goto 0x8800C57
applymovement MOVE_PLAYER 0x8800C5A
waitmovement 0x0
cry 0x131 0x0
wildbattle 0x83 0x5 0x0
hidesprite 0x1
setflag 0x824
release
end

'---------------
#org 0x800C57
release
end


'-----------
' Movements
'-----------
#org 0x800C5A
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements

Everything works fine. except one thing:
When this script ends, the player warps off the map.
Can someone help?
__________________
  #4863    
Old October 27th, 2010 (01:19 PM).
smilewolfy
pokemon photographer
 
Join Date: Oct 2010
Location: Parramatta, Australia
Age: 20
Gender: Male
Nature: Rash
Send a message via Windows Live Messenger to smilewolfy
I know the whole give pokemon thing to your character, but how do you get professor oak to give a pokemon to your rival in firered, i deleted the starter pokemon event
  #4864    
Old October 27th, 2010 (06:32 PM).
inuside21
Beginning Trainer
 
Join Date: Feb 2010
Gender: Male
create a possible pokemon for your rival, place it in a-trainer, example:

oak give: squirtle

then in a-trainer
rival - squirtle - assign at 0x00

oak give: charmander

then in a-trainer
rival - charmander - assign at 0x01

.. if you going to use it

check the flag you use in your picked pokemon,
if yes(picked) example: squirtle(1001) chrmander(1002) trainerbattle 0x00(rival sqt) or 0x01(rival chr)

this is just for simply script, because i dont know how to use setvars :D
  #4865    
Old October 27th, 2010 (07:16 PM).
Xperious's Avatar
Xperious
Ty Will kill you!
 
Join Date: Apr 2008
Location: Wisconsin
Age: 21
Gender: Male
Nature: Relaxed
BASE: Ruby

Okay hi everyone. I Was wondering about something. I am hacking Pokemon Ruby and i changed the starting position so the mother doesn't ask you to set your clock. So what I need to know is, if I wanted to have somebody ask me the time and then have the clock come up so I can set it, how would go about that?

Thanks in advance
  #4866    
Old October 29th, 2010 (02:26 PM).
Ooka's Avatar
Ooka
<3
Community Supporter
 
Join Date: Aug 2007
Location: Challenging The E4
Age: 22
Gender: Male
Nature: Relaxed
Send a message via Skype™ to Ooka
I'm pretty sure this is an advancemap problem (I mean, I'm doing something wrong in advancemap) because I've used the same exact script elsewhere and it worked. But anyways, I have two scripts on top of each other on the tile, one of them isn't working when it should, any chance someone could help me out?
  #4867    
Old October 29th, 2010 (02:55 PM). Edited October 29th, 2010 by Jm20.
Jm20's Avatar
Jm20
A.k.a. Zig :-)
 
Join Date: Sep 2009
Location: The Netherlands
Age: 22
Gender: Male
I hack Fire Red and inserting level scripts again. I inserted one on the beginning map (Pallet Town 4.1), but the level script keeps repeating itself. I don't know if it is my fault or something else, but I do the following:

script type: 02 Validates values, loads... etc.
Flag: 7000
Value: 0000
Script:
Code:
'---------------
#org 0x2DD1AE
setflag 0x7000
msgbox 0x82DD1BB 0x6 '"Testing."
end


'---------
' Strings
'---------
#org 0x2DD1BB
= Testing.
Is it maybe something with the setup script (under 'Map script offset' in ProHeader view)? I tried adding it manually but it didn't help... I've got the idea I forgot something simple...
  #4868    
Old October 29th, 2010 (05:33 PM).
DrFuji's Avatar
DrFuji
Helfen, Wehren, Heilen
Community Supporter
 
Join Date: Sep 2009
Location: Downia-upside
Age: 22
Gender: Male
Nature: Jolly
Quote originally posted by Jm20:
I hack Fire Red and inserting level scripts again. I inserted one on the beginning map (Pallet Town 4.1), but the level script keeps repeating itself. I don't know if it is my fault or something else, but I do the following:

script type: 02 Validates values, loads... etc.
Flag: 7000
Value: 0000
Script:
Code:
'---------------
#org 0x2DD1AE
setflag 0x7000
msgbox 0x82DD1BB 0x6 '"Testing."
end
 
 
'---------
' Strings
'---------
#org 0x2DD1BB
= Testing.
Is it maybe something with the setup script (under 'Map script offset' in ProHeader view)? I tried adding it manually but it didn't help... I've got the idea I forgot something simple...
The name is a bit deceptive as isn't actually a flag that you have to set for the level script type 02, but a variable. To stop the endless repetition use this command somewhere in your script:
Code:
setvar 0x7000 0xSomethingOtherThan0
The value of your chosen variable determines when your level script will be played. In your case, you has designated that when the variable is set to 0, the script will run automatically. By changing the variable somewhere in the script to something other than your chosen value it will not run again allowing you to continue with you game.
__________________
  #4869    
Old October 29th, 2010 (07:48 PM). Edited October 29th, 2010 by Ooka.
Ooka's Avatar
Ooka
<3
Community Supporter
 
Join Date: Aug 2007
Location: Challenging The E4
Age: 22
Gender: Male
Nature: Relaxed
Send a message via Skype™ to Ooka
Alright, for some reason the naming won't work. When you select yes it just jumps to the end of the script.

Code:
#dynamic 0x804828

#org @starterselect
checkflag 0x860
if 0x1 goto @nope
lock
msgbox @message 0x5
compare LASTRESULT 0x1
if 0x1 goto @getpkmn
msgbox @message2 0x6
release
end

#org @getpkmn
givepokemon 277 5 0 0 0 0
fanfare 0x13E
msgbox @message3 0x4
waitfanfare
closeonkeypress
setflag 0x860
msgbox @message4 0x5
compare LASTRESULT 0x1
if 0x1 gosub @namepoke
applymovement 0xFF @playmove
applymovement 0x01 @profmov
waitmovement 0x0
msgbox @finally 0x6
release
end

#org @finally
= Alright, well, I'm really glad \nyou decided to take on this \pchallenge. I actually have a favor to \nask before you officially take off. \pI have a trainer coming by for \nhis Pokemon. He shows a lot of \ppromise so I'd like you to meet \nup with him and battle. \pHe'll meet you above Oldale. \nThat's all, and good luck \pin your battle!

#org @playmove
#raw 0x02
#raw 0x0A
#raw 0x0A
#raw 0x01
#raw 0x09
#raw 0x12
#raw 0x12
#raw 0xFE

#org @profmov
#raw 0x02
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x00
#raw 0x12
#raw 0x12
#raw 0xFE

#org @message
= Would you like to pick Treecko, \nthe Grass type Pokemon?

#org @message2
= Alright, take your time.

#org @message3
= You picked Treecko!

#org @message4
= Would you like to nickname the \nTreecko you just received?

#org @namepoke
special 0x166
return

#org @nope
release
end
  #4870    
Old October 29th, 2010 (11:50 PM).
Jm20's Avatar
Jm20
A.k.a. Zig :-)
 
Join Date: Sep 2009
Location: The Netherlands
Age: 22
Gender: Male
Quote originally posted by DrFuji:
The name is a bit deceptive as isn't actually a flag that you have to set for the level script type 02, but a variable. To stop the endless repetition use this command somewhere in your script:
Code:
setvar 0x7000 0xSomethingOtherThan0
The value of your chosen variable determines when your level script will be played. In your case, you has designated that when the variable is set to 0, the script will run automatically. By changing the variable somewhere in the script to something other than your chosen value it will not run again allowing you to continue with you game.
All right, thanks! I thought that "setflag 0x7000" is the same as "setvar 0x7000 0x1", but clearly it isn't!
  #4871    
Old October 29th, 2010 (11:58 PM).
Binary's Avatar
Binary
え?
 
Join Date: Aug 2007
Age: 20
Quote originally posted by Ooka:
Alright, for some reason the naming won't work. When you select yes it just jumps to the end of the script.

Code:
#dynamic 0x804828

#org @starterselect
checkflag 0x860
if 0x1 goto @nope
lock
msgbox @message 0x5
compare LASTRESULT 0x1
if 0x1 goto @getpkmn
msgbox @message2 0x6
release
end

#org @getpkmn
givepokemon 277 5 0 0 0 0
fanfare 0x13E
msgbox @message3 0x4
waitfanfare
closeonkeypress
setflag 0x860
msgbox @message4 0x5
compare LASTRESULT 0x1
if 0x1 gosub @namepoke
applymovement 0xFF @playmove
applymovement 0x01 @profmov
waitmovement 0x0
msgbox @finally 0x6
release
end

#org @finally
= Alright, well, I'm really glad \nyou decided to take on this \pchallenge. I actually have a favor to \nask before you officially take off. \pI have a trainer coming by for \nhis Pokemon. He shows a lot of \ppromise so I'd like you to meet \nup with him and battle. \pHe'll meet you above Oldale. \nThat's all, and good luck \pin your battle!

#org @playmove
#raw 0x02
#raw 0x0A
#raw 0x0A
#raw 0x01
#raw 0x09
#raw 0x12
#raw 0x12
#raw 0xFE

#org @profmov
#raw 0x02
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x00
#raw 0x12
#raw 0x12
#raw 0xFE

#org @message
= Would you like to pick Treecko, \nthe Grass type Pokemon?

#org @message2
= Alright, take your time.

#org @message3
= You picked Treecko!

#org @message4
= Would you like to nickname the \nTreecko you just received?

#org @namepoke
special 0x166
return

#org @nope
release
end
Try using this:
Spoiler:
#org @namepoke
fadescreen 0x1
special 0x9E
waitstate
return

Apparently, the game uses special 0x9E for nicknaming your first pokemon. fadescreen 0x1 will fade the screen out to black and waitstate just sets the script at a wait state, which is commonly used for some specials.
__________________
  #4872    
Old October 31st, 2010 (08:46 PM).
dido525
Beginning Trainer
 
Join Date: Oct 2010
Age: 20
Gender: Male
Nature: Quiet
Game: Pokemon fire red
Type: Hidesprite script
Editor: XSE
Spoiler:

#dynamic 0x800000

#org @start
lock
faceplayer
checkflag 0x200
if 0x01 goto @done
msgbox @1 0x6
fadescreen 0x1
fadescreen 0x0
hidesprite 0x800F
setflag 0x200
release
end

#org @1
= ???: I have been spotted...

#org @done
release
end



Okay so after I compile and insert the script... I put the flag # down on the person ID box but when I lod my game the sprite simply dissapears. Any help please? . Thanks in advance
  #4873    
Old November 1st, 2010 (02:25 AM).
Ooka's Avatar
Ooka
<3
Community Supporter
 
Join Date: Aug 2007
Location: Challenging The E4
Age: 22
Gender: Male
Nature: Relaxed
Send a message via Skype™ to Ooka
Quote originally posted by Binary:

Try using this:
Spoiler:
#org @namepoke
fadescreen 0x1
special 0x9E
waitstate
return

Apparently, the game uses special 0x9E for nicknaming your first pokemon. fadescreen 0x1 will fade the screen out to black and waitstate just sets the script at a wait state, which is commonly used for some specials.
Ah, thanks for this, I just ended up using:

Code:
call 0x827378B
call 0x82723DD
But next time I'll remember that raw.
  #4874    
Old November 1st, 2010 (07:41 AM).
hashtag's Avatar
hashtag
the man in black
Community Supporter
 
Join Date: Nov 2008
Location: Salisbury, England
Age: 20
Gender: Male
He's using 800F because it makes the sprite you last talked to disappear. It's very useful for things like Cut trees so that you can use one script for everything single one of them. Changing the hidesprite to the person's actual ID would make no difference as this is doing the exact same job. Your advice is very silly; telling him to use between 1000-2000 is wrong as flags go up to 3FFF so you could easily use those. He also doesn't need to get a new offset as 800000 is perfectly fine when you're using dynamic offsets.

Anyway, dido525, your description is very vague and is kinda weird. You say the sprite simply disappears? Well, by the looks of your script, that's exactly what it's meant to do. What exactly is wrong with everything?
__________________
#
  #4875    
Old November 1st, 2010 (04:44 PM).
dido525
Beginning Trainer
 
Join Date: Oct 2010
Age: 20
Gender: Male
Nature: Quiet
Quote originally posted by Manipulation:
He's using 800F because it makes the sprite you last talked to disappear. It's very useful for things like Cut trees so that you can use one script for everything single one of them. Changing the hidesprite to the person's actual ID would make no difference as this is doing the exact same job. Your advice is very silly; telling him to use between 1000-2000 is wrong as flags go up to 3FFF so you could easily use those. He also doesn't need to get a new offset as 800000 is perfectly fine when you're using dynamic offsets.

Anyway, dido525, your description is very vague and is kinda weird. You say the sprite simply disappears? Well, by the looks of your script, that's exactly what it's meant to do. What exactly is wrong with everything?

It's only supposed to dissapear AFTER I talk to the person I inserted the offset into. However when I load the offset into advance map the sprite dosent even appear, even though I put in in the map. The funny thing is that if I remove the offset the sprite re-appears again so I don't know whats going on
Closed Thread
Quick Reply

Sponsored Links
Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are UTC -8. The time now is 02:46 PM.