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  #5376    
Old March 11th, 2011 (06:06 PM).
pokeguy9000's Avatar
pokeguy9000
Ghost Ralts
 
Join Date: Jan 2009
Location: Oldale Town
Age: 20
Nature: Impish
Hi i'm using XSE and Advance Map and trying to script all the people in an art gallery scene. Ive never used XSE before but because it is good for editing scripts and can be opened on A-Map i am trying to learn.

Anyway this is the script
Spoiler:
#dynamic 0x800000

#org @entrance
lock
faceplayer
msgbox @amber 0x6
release
end

#org @amber
= Welcome to the exhibition. I'm Amber and\nthis was put together with the help of the\lLogan Park curators club.\pI hope you like it


and the problem is that whenever i talk to the sprite she faces me but nothing happens and i can just walk away, this only happens once and i have to double tap A again to get her to face me but there is still no text.

Thanks
__________________
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It's the second sprite i ever made and i am very eager to make more and get better
So if you want me involved in your project or hack then please feel free to PM me
  #5377    
Old March 13th, 2011 (06:45 AM).
metapod23's Avatar
metapod23
Hardened Trainer
 
Join Date: Mar 2009
Gender: Male
Nature: Timid
Quote originally posted by pokeguy9000:
Hi i'm using XSE and Advance Map and trying to script all the people in an art gallery scene. Ive never used XSE before but because it is good for editing scripts and can be opened on A-Map i am trying to learn.

Anyway this is the script
Spoiler:
#dynamic 0x800000

#org @entrance
lock
faceplayer
msgbox @amber 0x6
release
end

#org @amber
= Welcome to the exhibition. I'm Amber and\nthis was put together with the help of the\lLogan Park curators club.\pI hope you like it


and the problem is that whenever i talk to the sprite she faces me but nothing happens and i can just walk away, this only happens once and i have to double tap A again to get her to face me but there is still no text.

Thanks
My only suggestion is to use msgbox 0x2 (msg_face) instead and remove the faceplayer command. You can also try removing the lock and release commands - they don't seem to be necessary for simple dialogues.
__________________
  #5378    
Old March 13th, 2011 (07:45 AM).
Collen
I have returned.
 
Join Date: Jul 2009
I need help with my script.
Spoiler:
'-----------------------
#dynamic 0x80052C

#org @start
lock
faceplayer
checkflag 0x510
if 0x1 goto @afterpkmn
msgbox @beforepkmn 0x6
release
end

#org @afterpkmn
checkflag 0x511
if 0x1 goto @battle
msgbox @pkmnget 0x6
release
end

#org @battle
checkflag 0x512
if 0x1 goto @thanks
msgbox @battletime 0x6
release
end

#org @thanks
msgbox @thankyou 0x6
release
end

#org @beforepkmn
= It's such a sunny day outside!\pOh! Hey there, [player].\nAre you exited for your first day\las a Pok\h1Bmon trainer?\pSigh... I remember my first day.\lCaught a measly little Caterpie.\l'Course, now it's a Butterfree and\lthe star of my team!\pMaybe one day we'll balltle.\lMaybe.

#org @pkmnget
= Wow, nice Pok\h1Dmon you got there.\nI'll be looking forward to battling you!

#org @battletime
= Eight badges...?\nYou finally stand a chance to\lme.\pMind you, I've beaten the Pok\h1Dmon\lLeague before.\pI won't go easy on you!

#org @thankyou
= That was a good battle.\nCarry that Olive Branch with you-\lit will allow you to go behind the\lPok\h1Dmon League's gates.\pGood luck with your quest.

(yes, I haven't made the battle script yet.)
The problem is that once I compile it, it goes down to this:
Spoiler:
'-----------------------
#org 0x80052C
lock
faceplayer
checkflag 0x510
if 0x1 goto 0x8800540

'-----------------------
#org 0x800540
goto 0xF0880

and it won't work. What do I do? I'm using XSE, by the way.
__________________

  #5379    
Old March 13th, 2011 (10:00 AM).
FANOFFIRESTARTERS!!!'s Avatar
FANOFFIRESTARTERS!!!
Call me FOFS
 
Join Date: Aug 2008
Need help with my script Idea!
My idea is to have someone say something at random, yes I know how to do random numbers. But the difference is, a script tile would set the flag that corresponds with something the person would say, so that what the man says could be different each time you play, so if someone good at scripting is willing to help me please leave a VM.
__________________
My RBY solo challange!
RBY: 25/81 [31%]
Spoiler:

1Venusaur 2Charizard 3Blastoise
4Butterfree 5Beedrill 6Pidgeot
7Raticate 8Fearow 9Arbok
10Raichu 11Sandslash 12Nidoqueen 13Nidoking
14Clefable 15Ninetales 16Wigglytuff 17Golbat
18Vileplume 19Parasect 20Venomoth
21Dugtrio 22Persian 23Golduck
24Primeape 25Arcanine 26Poliwrath
27Alakazam 28Machamp 29Victreebel
30Tentacruel 31Golem 32Rapidash
33Slowbro 34Magneton 35Farfetch'd 36Dodrio 37Dewgong 38Muk
39Cloyster 40Gengar 41Onix
42Hypno 43Kingler 44Electrode
45Exeggutor 46Marowak 47Hitmonlee
48Hitmonchan 49Lickitung 50Weezing
51Rhydon 52Chansey 53Tangela
54Kangaskhan 55Seadra 56Seaking 57Starmie 58Mr. Mime
59Scyther 60Jynx 61Electabuzz 62Magmar 63Pinsir 64Tauros
65Gyarados 66Lapras 67Ditto 68Vaporeon 69Jolteon
70Flareon 71Porygon 72Omastar 73Kabutops
74Aerodactyl 75Snorlax 76Articuno 77Zapdos
78Moltres 79Dragonite 80Mewtwo 81Mew
  #5380    
Old March 15th, 2011 (10:45 AM).
joshblevins's Avatar
joshblevins
 
Join Date: Jul 2010
Gender: Male
This script is supposed to make the professors walk up to me notice me and my rival are getting attacked by some pokemon and then tell us quick take a starter we take a starter and then the script ends.

He walks up to me then when he is supposed to ask what starter we would like he instead asks me what tm i want then if i choose any of the four a picture of houdour shows up on the screena nd then it freezes. any help would be greatly appreciated

#dynamic 0x71A3C0

#org @start
checkflag 0x828
if 0x1 goto @skip
lock
applymovement 0x03 @move
waitmovement 0x0
msgbox @speak 0x6
goto @Continue


#org @Continue
msgbox @Talk 0x6
setflag 0x828
multichoice 0xE 0x0 0x1E 0x0
copyvar 0x800D 0x8000
compare 0x8000 0x0
if 0x1 goto @Houndour
compare 0x8000 0x1
if 0x1 goto @Ralts
compare 0x8000 0x2
if 0x1 goto @Heracross
goto @Continue

#org @skip
end

#org @move
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x2
#raw 0x62
#raw 0x20
#raw 0x20
#raw 0xFE

#org @speak
= What are you boys doing all the way out here?

#org @Houndour
showpokepic 0xE4 0x10 0x03
msgbox @ask 0x5
if 0x0 goto @Continue
hidepokepic
givepokemon 0xE4 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox @given 0x6
waitfanfare

#org @Ralts
showpokepic 0x188 0x10 0x03
msgbox @ask1 0x5
if 0x0 goto @Continue
hidepokepic
givepokemon 0x188 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox @given1 0x6
waitfanfare

#org @Heracross
showpokepic 0xD6 0x10 0x03
msgbox @ask2 0x5
if 0x0 goto @Continue
hidepokepic
givepokemon 0xD6 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox @given2 0x6
waitfanfare

#org @ask
= Would you like Houndour?
#org @ask1
= Would you like Ralts?
#org @ask2
= Would you like Heracross?

#org @given
= \v\h01 recieved Houdour!

#org @given1
= \v\h01 recieved Ralts!

#org @given2
= \v\h01 recieved Heracross!

#org @Talk
= Quick choose a pokemon!
__________________
Working on a Fire Red Remake Hack nameless for the time being!
  #5381    
Old March 15th, 2011 (11:53 AM).
SKRoy
Pokémon Hacker
 
Join Date: Mar 2010
Gender: Male
Hello (first sorry about my English, I'm Dutch),

I want to make a wild battle script. I have te overworld of a Lugia. I make my wild battle script in PokéTronic, because I'm not very good with scripting. But when you fight with the Lugia and the fight is over he's not away... How can I make a wild battle fight, that when the fight is over that the Pokémon is gone?

I'm a beginner so maby someone have a tutorial or a easy script or something?
  #5382    
Old March 16th, 2011 (04:15 AM).
Collen
I have returned.
 
Join Date: Jul 2009
Quote originally posted by SKRoy:
Hello (first sorry about my English, I'm Dutch),

I want to make a wild battle script. I have te overworld of a Lugia. I make my wild battle script in PokéTronic, because I'm not very good with scripting. But when you fight with the Lugia and the fight is over he's not away... How can I make a wild battle fight, that when the fight is over that the Pokémon is gone?

I'm a beginner so maby someone have a tutorial or a easy script or something?
http://www.pokecommunity.com/showthread.php?t=164276
Use CTRL+F and search "wildbattle". Make sure to know some flags.
__________________

  #5383    
Old March 17th, 2011 (04:33 AM).
Collen
I have returned.
 
Join Date: Jul 2009
Need help.
Trying to compile script. It won't work.
Using XSE

'-----------------------
#dynamic 0x71F050

#org @start
msgbox @talk 0x6
giveitem 0xD 0x1 MSG_OBTAIN
end

#org @talk
= Hi.

Says I need to define the perimeter for "giveitem 0xD 0x1 MSG_OBTAIN"
In the tutorial, it doesn't say that. I don't get it.
__________________

  #5384    
Old March 17th, 2011 (10:59 AM).
SKRoy
Pokémon Hacker
 
Join Date: Mar 2010
Gender: Male
What's wrong whit this script?:


#org $start
lock
faceplayer
cry 0xA1 406
#raw 0x33
pause 0x30
message $cry
$cry 1 = Grrrawwhh!
boxset 6
wildbattle 406 1 1
pause 0x60
fadescreen 0
removesprite 0x800F
setflag 0x1211
pause 0x10
fadescreen 0
release
end

In XSE I get:
Fout 13 'type mismatch' op lijn 1.
Geen #define of parameter.
Lijn: #org $start
  #5385    
Old March 17th, 2011 (11:45 AM).
Collen
I have returned.
 
Join Date: Jul 2009
I don't think that's an XSE script. It looks more like a PKSV script. But, anyway, in XSE you need

#dynamic 0x(offset here)

#org @start
__________________

  #5386    
Old March 17th, 2011 (12:16 PM).
joshblevins's Avatar
joshblevins
 
Join Date: Jul 2010
Gender: Male
Quote originally posted by Collen:
Need help.
Trying to compile script. It won't work.
Using XSE

'-----------------------
#dynamic 0x71F050

#org @start
msgbox @talk 0x6
giveitem 0xD 0x1 MSG_OBTAIN
end

#org @talk
= Hi.

Says I need to define the perimeter for "giveitem 0xD 0x1 MSG_OBTAIN"
In the tutorial, it doesn't say that. I don't get it.
Try this out.

'-----------------------
#dynamic 0x71F050

#org @start
lock
faceplayer
msgbox @talk 0x6
giveitem 0xD 0x1 0x0 0x0 0x0
release
end

#org @talk
= Hi.
__________________
Working on a Fire Red Remake Hack nameless for the time being!
  #5387    
Old March 17th, 2011 (02:21 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 Collen:
Need help.
Trying to compile script. It won't work.
Using XSE

'-----------------------
#dynamic 0x71F050

#org @start
msgbox @talk 0x6
giveitem 0xD 0x1 MSG_OBTAIN
end

#org @talk
= Hi.

Says I need to define the perimeter for "giveitem 0xD 0x1 MSG_OBTAIN"
In the tutorial, it doesn't say that. I don't get it.
There are some .RKC files that come with XSE that translate other scripting tool commands so XSE can understand them. You will have to use the preprocessing directive '#include std' (std is the file that translates MSG_OBTAIN) at the beginning to make this script run in its current format.

Otherwise, you can replace MSG_OBTAIN with 0x0 and still have the same result. MSG_FIND can be replaced with 0x1.
__________________
  #5388    
Old March 17th, 2011 (02:34 PM). Edited March 17th, 2011 by Collen.
Collen
I have returned.
 
Join Date: Jul 2009
Okay, I'm having more problems.

Spoiler:
'-----------------------
#org 0x71F5FD
lock
faceplayer
checkflag 0x82F
if 0x1 goto 0x872234B
msgbox 0x87226D1 '"Sigh...\nBecause I don't have Runni..."
callstd 0x6
release
end

'-----------------------
#org 0x72234B
checkflag 0x514
if 0x1 goto 0x87226AD
msgbox 0x872272D '"Are those...?\nRunning shoes!\pPlea..."
callstd 0x5
compare LASTRESULT 0x1
if 0x1 goto 0x87226AD
msgbox 0x872276E '"Sniffle..."
callstd 0x6
release
end

'-----------------------
#org 0x7226AD
msgbox 0x872277A '"Gee, thanks, mister!\nRunning Shoes..."
callstd 0x6
setflag 0x514
clearflag 0x82F
applymovement 0x2 0x87226C6
hidesprite 0x2
setflag 0x516
comparefarbytetovar 0x1E1E1E1E 0x1E
comparefarbytetovar 0xFF1E1E1E 0xCD


'-----------
' Movements
'-----------
#org 0x7226C6
#raw 1E 'Step Up (Fast)
#raw 1E 'Step Up (Fast)
#raw 1E 'Step Up (Fast)
#raw 1E 'Step Up (Fast)
#raw 1E 'Step Up (Fast)
#raw 1E 'Step Up (Fast)
#raw 1E 'Step Up (Fast)
#raw 1E 'Step Up (Fast)
#raw 1E 'Step Up (Fast)
#raw 1E 'Step Up (Fast)


'---------
' Strings
'---------
#org 0x7226D1
= Sigh...\nBecause I don't have Running Shoes,\leveryone says I'm uncool!\pIt's so unfair!!!

#org 0x72272D
= Are those...?\nRunning shoes!\pPlease, mister, may I have them?

#org 0x72276E
= Sniffle...

#org 0x72277A
= Gee, thanks, mister!\nRunning Shoes are so 'in'!

When I give the running shoes, she disappears for a second and then runs away when I walk. If I follow her, the game crashes...
__________________

  #5389    
Old March 17th, 2011 (04:47 PM).
blakcat
Beginning Trainer
 
Join Date: Aug 2009
Gender: Male
Hey, all. I'm getting this problem:
When I try to have a trigger (the green 's' in A-Map) run a trainerbattle, the game stops working. It basically locks you there and never releases, and it never actually runs the script. However, I know it is possible to do this without the game breaking, because it happens in the normal version of the game (Ruby) multiple times.
Thanks.


@Collen: I think your problem might be that you don't have "release" and "end" at the end of #org 0x7226AD. And another thing, you should probably have the "waitmovement" command following "applymovement." Let me know if that works!
  #5390    
Old March 17th, 2011 (09:38 PM).
Darthatron's Avatar
Darthatron
巨大なトロール。
Community Supporter
 
Join Date: Jan 2006
Location: Melbourne, Australia
Age: 23
Gender: Male
Nature: Modest
Quote originally posted by Collen:
Okay, I'm having more problems.

Spoiler:
'-----------------------
#org 0x71F5FD
lock
faceplayer
checkflag 0x82F
if 0x1 goto 0x872234B
msgbox 0x87226D1 '"Sigh...\nBecause I don't have Runni..."
callstd 0x6
release
end

'-----------------------
#org 0x72234B
checkflag 0x514
if 0x1 goto 0x87226AD
msgbox 0x872272D '"Are those...?\nRunning shoes!\pPlea..."
callstd 0x5
compare LASTRESULT 0x1
if 0x1 goto 0x87226AD
msgbox 0x872276E '"Sniffle..."
callstd 0x6
release
end

'-----------------------
#org 0x7226AD
msgbox 0x872277A '"Gee, thanks, mister!\nRunning Shoes..."
callstd 0x6
setflag 0x514
clearflag 0x82F
applymovement 0x2 0x87226C6
waitmovement 0x0
hidesprite 0x2
setflag 0x516
release
end



'-----------
' Movements
'-----------
#org 0x7226C6
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0xFE 'End Movement


'---------
' Strings
'---------
#org 0x7226D1
= Sigh...\nBecause I don't have Running Shoes,\leveryone says I'm uncool!\pIt's so unfair!!!

#org 0x72272D
= Are those...?\nRunning shoes!\pPlease, mister, may I have them?

#org 0x72276E
= Sniffle...

#org 0x72277A
= Gee, thanks, mister!\nRunning Shoes are so 'in'!

When I give the running shoes, she disappears for a second and then runs away when I walk. If I follow her, the game crashes...
I've added in bold what you forgot to add in.

Also, I have no idea why you had those comparefarbytetovar commands. :\
__________________
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わたし は ばか です
  #5391    
Old March 18th, 2011 (04:07 AM).
destinedjagold's Avatar
destinedjagold
Oh Hai Thar~ 'ω'
Community Supporter
 
Join Date: May 2007
Location: Philippines
Gender: Male
Nature: Careful
Quote originally posted by blakcat:
Hey, all. I'm getting this problem:
When I try to have a trigger (the green 's' in A-Map) run a trainerbattle, the game stops working. It basically locks you there and never releases, and it never actually runs the script. However, I know it is possible to do this without the game breaking, because it happens in the normal version of the game (Ruby) multiple times.
Thanks.
If you think that your script is causing the problem, then post it here.
However, based on what you have said, I think you forgot to set the unknown and variable numbers of the said "green 's'" tile through Advance Map...
If you're hacking Ruby, then put 0003 on 'Unknown' and 4000 on 'Var Number'.
If you're hacking FireRed, then put 0003 on 'Unknown' and 4050(not sure) on 'Var Number'...
Either which of the ROMs you are hacking, write 0000 on 'Var Value'...
__________________

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


  #5392    
Old March 18th, 2011 (01:33 PM).
Complans's Avatar
Complans
Trainer
 
Join Date: Mar 2010
Location: United Kingdom
Age: 21
Gender: Male
Nature: Relaxed
Quote originally posted by pokeguy9000:
Hi i'm using XSE and Advance Map and trying to script all the people in an art gallery scene. Ive never used XSE before but because it is good for editing scripts and can be opened on A-Map i am trying to learn.

Anyway this is the script
Spoiler:
#dynamic 0x800000

#org @entrance
lock
faceplayer
msgbox @amber 0x6
release
end

#org @amber
= Welcome to the exhibition. I'm Amber and\nthis was put together with the help of the\lLogan Park curators club.\pI hope you like it


and the problem is that whenever i talk to the sprite she faces me but nothing happens and i can just walk away, this only happens once and i have to double tap A again to get her to face me but there is still no text.

Thanks
I am having the same problem. I tried removing faceplayer, lock, and release but it still won't work.
  #5393    
Old March 18th, 2011 (06:49 PM).
Collen
I have returned.
 
Join Date: Jul 2009
^ try putting "callstd 0x6" after the "msgbox" thing.

I'm having problems with a script as well.
Spoiler:
'-----------------------
#org 0x72221C
checkflag 0x508
if 0x1 goto 0x8722313
end

'-----------------------
#org 0x722313
hidesprite 0x2
end

It's supposed to make a sprite disapear after I activate the flag.
But when I activate the flag (it activates inside a house) and come outside, he's still there, even though the flag is set.
__________________

  #5394    
Old March 18th, 2011 (07:59 PM).
blakcat
Beginning Trainer
 
Join Date: Aug 2009
Gender: Male
Quote originally posted by destinedjagold:

If you think that your script is causing the problem, then post it here.
However, based on what you have said, I think you forgot to set the unknown and variable numbers of the said "green 's'" tile through Advance Map...
If you're hacking Ruby, then put 0003 on 'Unknown' and 4000 on 'Var Number'.
If you're hacking FireRed, then put 0003 on 'Unknown' and 4050(not sure) on 'Var Number'...
Either which of the ROMs you are hacking, write 0000 on 'Var Value'...

Thanks, destinedjagold, it worked quite well!!
  #5395    
Old March 19th, 2011 (02:16 AM). Edited March 19th, 2011 by Complans.
Complans's Avatar
Complans
Trainer
 
Join Date: Mar 2010
Location: United Kingdom
Age: 21
Gender: Male
Nature: Relaxed
Quote originally posted by Collen:
^ try putting "callstd 0x6" after the "msgbox" thing.

I'm having problems with a script as well.
Spoiler:
'-----------------------
#org 0x72221C
checkflag 0x508
if 0x1 goto 0x8722313
end

'-----------------------
#org 0x722313
hidesprite 0x2
end

It's supposed to make a sprite disapear after I activate the flag.
But when I activate the flag (it activates inside a house) and come outside, he's still there, even though the flag is set.
Still no luck. I dunno if it's the way I'm adding the scripts to the game, I'm using PokeScript, is this right?

EDIT: I just found out I can compile using XSE.. silly me
  #5396    
Old March 19th, 2011 (03:36 AM).
Collen
I have returned.
 
Join Date: Jul 2009
Oh, right. I should probably mention that it's a Map Script (you know, in the "header" thing?).
__________________

  #5397    
Old March 19th, 2011 (05:36 AM).
Complans's Avatar
Complans
Trainer
 
Join Date: Mar 2010
Location: United Kingdom
Age: 21
Gender: Male
Nature: Relaxed
I'm having another problem, now with applymovement.

My situation is, there is an area like this:

[attachment]

When the player steps on one of the four spaces in front of the man, a message box will come up telling the player to not go in there, and it will move the player three spaces to the left and one up. The thing is, it works perfectly but once the player finishes moving he is stuck there.

Code:
Spoiler:
#dynamic 0x800000
#org @start
msgbox @man 0x06
applymovement 0xFF @move
waitmovement 0xFF
release
end

#org @man
= Man: Whoa, little boy! It's\nnot safe to go in there!

#org @move
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x11
Attached Images
File Type: png hwjde.png‎ (3.1 KB, 4 views) (Save to Dropbox)
  #5398    
Old March 19th, 2011 (06:26 AM).
metapod23's Avatar
metapod23
Hardened Trainer
 
Join Date: Mar 2009
Gender: Male
Nature: Timid
Quote originally posted by Collen:
Oh, right. I should probably mention that it's a Map Script (you know, in the "header" thing?).
Put 508 as the sprite's ID # if you haven't already (to hide a sprite, it must have an ID # and you must set the same flag # equivalent).


Quote originally posted by Complans:
I'm having another problem, now with applymovement.

My situation is, there is an area like this:

[attachment]

When the player steps on one of the four spaces in front of the man, a message box will come up telling the player to not go in there, and it will move the player three spaces to the left and one up. The thing is, it works perfectly but once the player finishes moving he is stuck there.

Code:
Spoiler:
#dynamic 0x800000
#org @start
msgbox @man 0x06
applymovement 0xFF @move
waitmovement 0xFF
release
end

#org @man
= Man: Whoa, little boy! It's\nnot safe to go in there!

#org @move
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x11
#raw 0xfe
Put #raw 0xfe at the end of the movements - you need this at the end to indicate to the game that there are no more movements to be completed.
__________________
  #5399    
Old March 19th, 2011 (07:48 AM).
Complans's Avatar
Complans
Trainer
 
Join Date: Mar 2010
Location: United Kingdom
Age: 21
Gender: Male
Nature: Relaxed
Quote originally posted by metapod23:
Put 508 as the sprite's ID # if you haven't already (to hide a sprite, it must have an ID # and you must set the same flag # equivalent).




Put #raw 0xfe at the end of the movements - you need this at the end to indicate to the game that there are no more movements to be completed.
Thanks! Works perfectly
  #5400    
Old March 19th, 2011 (08:34 AM).
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SasukeCat
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Problem:
When the script ends the pokeball doesn't dissapear.

Game: FireRed
Type:
Person event
Editor: XSE
Script:
Spoiler:
'---------------
#org 0x800000
lock
faceplayer
msgbox 0x8800022 MSG_FACE '"A co to jest?\nWidocznie jakis tre..."
givepokemon 0x85 0x5 0x0 0x6 0x6 0x6
setflag 0x828
setflag 0x829
fadescreen 0x0
clearflag 0xBB

'---------
' Strings
'---------
#org 0x800022
= A co to jest?\nWidocznie jakis trener\lzgubil swojego pokemon'a i pokedex'a\lOtrzymales EEVEE i POKEDEX

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