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  #5726    
Old June 16th, 2011, 06:17 PM
DrFuji's Avatar
DrFuji
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Quote:
Originally Posted by Anselection View Post
This is also for Fire Red. I made this script for the first rival battle, and when I go to debug or compile it, XSE closes itself out. I've tried redownloading XSE and it didn't work.

Code:
#dynamic 0x800000
 
#org @start
checkflag 0x1001
if 0x1 goto @done1
lock
applymovement 0x01 @move2
waitmovement 0x0
trainerbattle 0x1 0x001 0x0 @before @after @later
 
#org @later
msgbox @BeforeWalkingAway 0x6
applymovement 0x01 @move3
waitmovement 0x0
hidesprite 0x1
setflag 0x1001
release
end
 
#org @done1
release
end
 
#org @before
=  Well, hey there stranger.\nWhat are you doing around here in\lthe wild? Oh, you are a Pokémon\ltrainer, too? We should battle!\lYeah, come on!
 
#org @after
= Whoa! You're really strong!
 
#org @BeforeWalkingAway
= Whoa, that Pokémon is quite\nthe fighter. My name is [RIVAL]. And\lyou are? … Oh, your name is\l[PLAYER]? Look, I can’t stay long. I\lgotta go beat the gym leader in\lAsidia City if I wanna become\lthe final Elite Four Champion.\lSee ya!
 
#org @move2
#raw 0x62
#raw 0x11
#raw 0x13
#raw 0x13
#raw 0x11
#raw 0x11
#raw 0xFE
 
#org @move3
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0xFE
So, to whoever can fix this: thank you. SO much.
Corrections in red.

Since you want the script to continue after you've had a trainer battle, you need to change the trainerbattle type to 0x1 and add a new address where the script can continue from.

EDIT: Beaten ;_;
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  #5727    
Old June 16th, 2011, 10:51 PM
Satoshi Ookami's Avatar
Satoshi Ookami
Memento Mori
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Join Date: Jul 2008
Location: Abyss of Time, Great Seal
Age: 22
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Quote:
Originally Posted by PaulGR View Post
The command disappear 0x1 is not working why?
Disappear command is very buggy... you shouldn't use it.
It's better if you make person disappear by using hidden movement.
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  #5728    
Old June 17th, 2011, 08:10 AM
Whispeon's Avatar
Whispeon
Newfound Ghosttype Eeveelution
 
Join Date: Apr 2010
Location: In the place near the thing with the people
Gender: Male
Nature: Gentle
Can someone please answer my question in the last page? I'm super sorry I'm bugging you all like this, but it hasn't been answered, and it really is a problem.
  #5729    
Old June 17th, 2011, 01:13 PM
Spherical Ice's Avatar
Spherical Ice
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Join Date: Nov 2007
Location: UK
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I'm afraid you're chances of getting your question answered are low as, I think it's safe to say, Pokéscript is obsolete compared to languages like those present in XSE. Sorry. >:

I seem to have some trouble with this trigger script.

XSE, FireRed, Trigger Script
Spoiler:
#dynamic 0x800000

#org @start
checkflag 0x1205
if 0x1 goto @end
lock
clearflag 0x902
showsprite 0x7
showsprite 0x8
showsprite 0x9
msgbox @1 0x6
fadesong 0x14b // Mt Ember, tbr
applymovement 0xFF @shock
applymovement 0x7 @grunt1
applymovement 0x8 @grunt2
applymovement 0x9 @lilith1
waitmovement 0x0
msgbox @2 0x6
fadescreen 0x1
msgbox @3 0x4
closeonkeypress
setweather 0xD
fadescreen 0x0
doweather
applymovement 0x9 @lshock
waitmovement 0x0
msgbox @4 0x6
fadescreen 0x3
cry 0xFE 0x0
waitcry
spriteface 0xFF 0x3
spriteface 0x7 0x3
spriteface 0x8 0x3
spriteface 0x9 0x3
fadescreen 0x2
clearflag 0x901
showsprite 0x10
msgbox @5 0x6
applymovement 0x9 @lilith3
waitmovement 0x0
msgbox @6 0x6
clearflag 0x905

showsprite 0x11
hidesprite 0x10
setflag 0x901
hidesprite 0x11
setflag 0x905
spriteface 0xFF 0x1
spriteface 0x7 0x2
spriteface 0x8 0x2
applymovement 0x9 @movelil
applymovement 0x7 @movegrunt
applymovement 0x8 @movegrunt1
waitmovement 0x0
hidesprite 0x9
hidesprite 0x8
hidesprite 0x7
setflag 0x902
fadedefault
setflag 0x1205
release
end

#org @end
release
end

movements and text removed


Spoiler:

...
hidesprite 0x10
setflag 0x901
hidesprite 0x11
setflag 0x905
...

Okay, so what's meant to happen in this portion of the script is basically: screen fades to white, Raikou's cry is heard, the player, and events 7, 8 and 9 face left, the screen fades back to normal. Up to here works. Until, when I want Person # 10 and Person ID 901 to appear as it doesn't appear. Afterwards, a message is shown, person nine moves, more text is shown, which all works, until Person # 11 and Person ID 905 appears, followed by the hiding of #10, which also doesn't work. The pause for half a second works, but then, lo and behold, the hiding of #11 doesn't work.

The second spoiler shows part of the level script which hides #10 and #11 to begin with. The rest of this level script works, so I don't think that's the problem.

This is really annoying me. Any ideas why it's happening?

e: Although the rest of the script works, if I exit and re-enter the map, the script executes again, but if I stay in the map and walk over the tile, nothing happens. I have put flags in, so I dunno why that happens either. >:
__________________

Last edited by Spherical Ice; June 17th, 2011 at 01:22 PM.
  #5730    
Old June 17th, 2011, 02:56 PM
DrFuji's Avatar
DrFuji
Helfen, Wehren, Heilen
 
Join Date: Sep 2009
Location: Upside-downia
Age: 21
Gender: Male
Nature: Jolly
Quote:
Originally Posted by Spherical Ice View Post
I'm afraid you're chances of getting your question answered are low as, I think it's safe to say, Pokéscript is obsolete compared to languages like those present in XSE. Sorry. >:

I seem to have some trouble with this trigger script.

XSE, FireRed, Trigger Script
Spoiler:
#dynamic 0x800000

#org @start
checkflag 0x1205
if 0x1 goto @end
lock
clearflag 0x902
showsprite 0x7
showsprite 0x8
showsprite 0x9
msgbox @1 0x6
fadesong 0x14b // Mt Ember, tbr
applymovement 0xFF @shock
applymovement 0x7 @grunt1
applymovement 0x8 @grunt2
applymovement 0x9 @lilith1
waitmovement 0x0
msgbox @2 0x6
fadescreen 0x1
msgbox @3 0x4
closeonkeypress
setweather 0xD
fadescreen 0x0
doweather
applymovement 0x9 @lshock
waitmovement 0x0
msgbox @4 0x6
fadescreen 0x3
cry 0xFE 0x0
waitcry
spriteface 0xFF 0x3
spriteface 0x7 0x3
spriteface 0x8 0x3
spriteface 0x9 0x3
fadescreen 0x2
clearflag 0x901
showsprite 0x10
msgbox @5 0x6
applymovement 0x9 @lilith3
waitmovement 0x0
msgbox @6 0x6
clearflag 0x905
showsprite 0x11
hidesprite 0x10
setflag 0x901
hidesprite 0x11
setflag 0x905
spriteface 0xFF 0x1
spriteface 0x7 0x2
spriteface 0x8 0x2
applymovement 0x9 @movelil
applymovement 0x7 @movegrunt
applymovement 0x8 @movegrunt1
waitmovement 0x0
hidesprite 0x9
hidesprite 0x8
hidesprite 0x7
setflag 0x902
fadedefault
setflag 0x1205
release
end

#org @end
release
end

movements and text removed


Spoiler:

...
hidesprite 0x10
setflag 0x901
hidesprite 0x11
setflag 0x905
...

Okay, so what's meant to happen in this portion of the script is basically: screen fades to white, Raikou's cry is heard, the player, and events 7, 8 and 9 face left, the screen fades back to normal. Up to here works. Until, when I want Person # 10 and Person ID 901 to appear as it doesn't appear. Afterwards, a message is shown, person nine moves, more text is shown, which all works, until Person # 11 and Person ID 905 appears, followed by the hiding of #10, which also doesn't work. The pause for half a second works, but then, lo and behold, the hiding of #11 doesn't work.

The second spoiler shows part of the level script which hides #10 and #11 to begin with. The rest of this level script works, so I don't think that's the problem.

This is really annoying me. Any ideas why it's happening?

e: Although the rest of the script works, if I exit and re-enter the map, the script executes again, but if I stay in the map and walk over the tile, nothing happens. I have put flags in, so I dunno why that happens either. >:
FRom what I'm assuming, you're using a sequential order for your person event, so should be using the HEX numbers for people #10 and #11 (0xA and 0xB), that may be why they're not appearing - I do this all the time as well. I'm not sure why the script executes itself again after you reenter the map because you're setting and checking a flag, but hopefully this will help will help with your person problem.
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  #5731    
Old June 18th, 2011, 06:04 PM
Arcticblast's Avatar
Arcticblast
Beginning Trainer
 
Join Date: May 2011
Gender: Male
This is going to sound like a really dumb question, I know. Bear with me.

I'm using the newest version of XSE to edit scripts in my Ruby ROM. If I go to "Open Script" in Advance Map and edit from there, how do I save the edited script to the ROM?
  #5732    
Old June 18th, 2011, 08:15 PM
isaiahbob
Beginning Trainer
 
Join Date: Jun 2011
if i am understanding your question, you just have to press the compile button (the one that looks like two gears)
  #5733    
Old June 18th, 2011, 08:18 PM
DrFuji's Avatar
DrFuji
Helfen, Wehren, Heilen
 
Join Date: Sep 2009
Location: Upside-downia
Age: 21
Gender: Male
Nature: Jolly
Quote:
Originally Posted by Arcticblast View Post
This is going to sound like a really dumb question, I know. Bear with me.

I'm using the newest version of XSE to edit scripts in my Ruby ROM. If I go to "Open Script" in Advance Map and edit from there, how do I save the edited script to the ROM?
You need to compile the script again (The two blue cogs on the top of XSE). This method will be fine if you're making the script shorter/ keeping it the same length, but if you are making it longer would be best to change the offsets in the script so it doesn't overwrite anything.

EDIT: Beaten ;_;
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  #5734    
Old June 18th, 2011, 08:26 PM
isaiahbob
Beginning Trainer
 
Join Date: Jun 2011
I have an applymovement script that I need help on. It goes like this:
Spoiler:

#dynamic 0x71A248

#org @start
goto @moved
release end

#org @tut
= WHAT!

#org @moved
applymovement 0x1 @?
pause 0x40
applymovement 0x1 @turn
pause 0x30
applymovement 0x1 @!
waitmovement 0x1
applymovement 0x1 @recoil
message @tut
boxset 6
applymovement 0x1 @run
release
end

#org @?
#raw 0x63
#raw 0xFE

#org @turn
#raw 0x4a
#raw 0x4c
#raw 0xFE

#org @!
#raw 0x62
#raw 0xFE

#org @recoil
#raw 0x20
#raw 0x20
#raw 0xFE

#org @run
#raw 0x4d
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0xFE




Everything works until after the person talks, then nothing happens. It's like the script stops. It won't go past that point. (I'm trying to make the guy run away after he says @tut.)

Last edited by giradialkia; June 19th, 2011 at 12:32 AM. Reason: Spoilering
  #5735    
Old June 18th, 2011, 08:52 PM
Binary's Avatar
Binary
え?
 
Join Date: Aug 2007
Age: 20
Quote:
Originally Posted by isaiahbob View Post
I have an applymovement script that I need help on. It goes like this:

#dynamic 0x71A248

#org @start
goto @moved
release end

#org @tut
= WHAT!

#org @moved
applymovement 0x1 @?
pause 0x40
applymovement 0x1 @turn
pause 0x30
applymovement 0x1 @!
waitmovement 0x1
applymovement 0x1 @recoil
message @tut
boxset 6
applymovement 0x1 @run
release
end

#org @?
#raw 0x63
#raw 0xFE

#org @turn
#raw 0x4a
#raw 0x4c
#raw 0xFE

#org @!
#raw 0x62
#raw 0xFE

#org @recoil
#raw 0x20
#raw 0x20
#raw 0xFE

#org @run
#raw 0x4d
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0xFE




Everything works until after the person talks, then nothing happens. It's like the script stops. It won't go past that point. (I'm trying to make the guy run away after he says @tut.)

Code:
#dynamic 0x71A248

#org @start
goto @moved   'I'd recommend just putting the movements here, but eh.. your choice.
release 
end

#org @tut
= WHAT!

#org @moved
applymovement 0x1 @?
pause 0x40
applymovement 0x1 @turn
pause 0x30
applymovement 0x1 @!
waitmovement 0x1
applymovement 0x1 @recoil
waitmovement 0x0
message @tut    'shouldn't it be message @tut 0x6 or something? :/
boxset 6
applymovement 0x1 @run
waitmovement 0x0
release
end

#org @?
#raw 0x63
#raw 0xFE

#org @turn
#raw 0x4a
#raw 0x4c
#raw 0xFE

#org @!
#raw 0x62
#raw 0xFE

#org @recoil
#raw 0x20
#raw 0x20
#raw 0xFE

#org @run
#raw 0x4d
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0xFE
I'd recommend just using waitmovement 0x0, but as long as you're using the commands correctly, you're fine.
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  #5736    
Old June 18th, 2011, 09:21 PM
isaiahbob
Beginning Trainer
 
Join Date: Jun 2011
IT WORKS NOW!

Thank you Thank you Thank you Thank you Thank you Thank you Thank you Thank you Thank you Thank you Thank you.

Last edited by isaiahbob; June 18th, 2011 at 09:23 PM. Reason: Your double post has been automatically merged.
  #5737    
Old June 18th, 2011, 11:44 PM
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 DrFuji View Post
EDIT: Beaten ;_;
I read that very often from you :D

isaiahbob: Binary pretty much explained everything but I'd add this: don't use boxset I think it's pokescript command so use the msgbox command in a way Binary showed you =)
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  #5738    
Old June 19th, 2011, 11:21 AM
SOOZ
Beginning Trainer
 
Join Date: Jun 2011
Hi, I have a problem with my wildbattle script. The pokemon doesn't disappeared after the fight, i don't know what to do...

Here is my script:

'---------------
#org 0xE3CF70
lockall
checksound
cry 0x97 0x2
pause 0x28
waitcry
setwildbattle 0x97 0xA 0x0
setflag 0x8C1
special 0x13A
waitstate
clearflag 0x8C1
special2 0x800D 0xB7
compare 0x800D 0x1
if 0x1 goto 0x8E3D0B0
compare 0x800D 0x4
if 0x1 goto 0x8E3D180
compare 0x800D 0x5
if 0x1 goto 0x8E3D180
setflag 0x1C0
releaseall
end

'---------------
#org 0xE3D0B0
setflag 0x1C0
goto 0x8E3D290

'---------------
#org 0xE3D180
setvar 0x8004 0x97
goto 0x8E3D3D0

'---------------
#org 0xE3D290
fadescreen3 0x1
hidesprite 0x800F
fadescreen3 0x0
releaseall
end

'---------------
#org 0xE3D3D0
fadescreen3 0x1
hidesprite 0x800F
fadescreen3 0x0
bufferpokemon 0x0 0x8004
msgbox 0x8E3D630 0x4 '"Le MEW s'est enfui!"
releaseall
end


'---------
' Strings
'---------
#org 0xE3D630
= Le MEW s'est enfui!



Can you tell me what is wrong with it please?
EDIT: I used the Rayquaza's wildbattle script to help me...
  #5739    
Old June 19th, 2011, 11:25 AM
M.L's Avatar
M.L
Busy atm
 
Join Date: Oct 2010
Gender: Male
i just wana ask have you put the setflag in the person id in A-Map?
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Fluffy
  #5740    
Old June 19th, 2011, 11:39 AM
SOOZ
Beginning Trainer
 
Join Date: Jun 2011
Quote:
Originally Posted by M.L View Post
i just wana ask have you put the setflag in the person id in A-Map?
Yes i read that but I don't know what flag I have to choose. Some are already used, aren't they? and do I have to translate them in Hex?

Sorry but I just begin to script :s
  #5741    
Old June 19th, 2011, 11:26 PM
Satoshi Ookami's Avatar
Satoshi Ookami
Memento Mori
Community Supporter
 
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Location: Abyss of Time, Great Seal
Age: 22
Gender: Male
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Quote:
Originally Posted by SOOZ View Post
Yes i read that but I don't know what flag I have to choose. Some are already used, aren't they? and do I have to translate them in Hex?

Sorry but I just begin to script :s
You set this flag didn't you? "setflag 0x8C1"
Then that should be the one you want to put =)
If it's not flag that activates something =)
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  #5742    
Old June 20th, 2011, 02:02 AM
DANKENNEH03's Avatar
DANKENNEH03
Sapphire Editor
 
Join Date: Jun 2011
Location: UK
Gender: Male
Game: Ruby

I'm fairly new to this whole scripting business.

I'm trying to make a script where you would walk over it and a earthquake will happen with a sound, and shortly after that a msgbox will appear then closeonkeypress, then everything goes back to normal. (after the one time it wont happen again).

Unfortunately my script is not working, in fact it stops working on the 2nd line at "lockall".
But when I get rid of "lockall" the earthquake works, the sound goes on forever, the msgbox never appears and this will happen every time you walk over it.

Help Please.

Script,
Spoiler:
'-----------------------
#org 0x24019A
lockall
goto 0x8240387
end

'-----------------------
#org 0x240387
sound 0x31
setvar 0x8007 0xF
special 0x131
waitstate
pause 0x28
msgbox 0x83050AA '"It sounds as if something hit the/l..."
closeonkeypress
releaseall
end


'---------
' Strings
'---------
#org 0x3050AA
= It sounds as if something hit the/lplanet not far from here.
  #5743    
Old June 20th, 2011, 02:35 AM
DrFuji's Avatar
DrFuji
Helfen, Wehren, Heilen
 
Join Date: Sep 2009
Location: Upside-downia
Age: 21
Gender: Male
Nature: Jolly
Quote:
Originally Posted by DANKENNEH03 View Post
Game: Ruby

I'm fairly new to this whole scripting business.

I'm trying to make a script where you would walk over it and a earthquake will happen with a sound, and shortly after that a msgbox will appear then closeonkeypress, then everything goes back to normal. (after the one time it wont happen again).

Unfortunately my script is not working, in fact it stops working on the 2nd line at "lockall".
But when I get rid of "lockall" the earthquake works, the sound goes on forever, the msgbox never appears and this will happen every time you walk over it.

Help Please.

Script,
Spoiler:
'-----------------------
#org 0x24019A
lockall
goto 0x8240387
end

'-----------------------
#org 0x240387
sound 0x31
setvar 0x8007 0xF
special 0x131
waitstate
pause 0x28
msgbox 0x83050AA '"It sounds as if something hit the/l..."
closeonkeypress
releaseall
end


'---------
' Strings
'---------
#org 0x3050AA
= It sounds as if something hit the/lplanet not far from here.
Corrections in red.

Code:
#org @start
lockall
checkflag 0x200
if 0x1 goto @Continue
releaseall
end
 
#org @Continue
sound 0x31
setvar 0x8004 0xF
setvar 0x8005 0xF
setvar 0x8006 0xF
setvar 0x8007 0xF
special 0x131
waitstate
pause 0x28
msgbox @Collide 0x4
closeonkeypress
setflag 0x200
releaseall
end
 
#org @Collide
= It sounds as if something hit the/lplanet not far from here.
I have no idea why you have the command 'goto' when you aren't checking a flag/ variable beforehand - You might as well have just put the entire script in a huge block. I put in the 'setflag' command so that this script won't repeat each time you step on it.

The timing and magnitude of earthquakes are based on four variable values, rather than just the one you had originally. This might be why your earthquake was going on forever.
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  #5744    
Old June 20th, 2011, 03:04 AM
DANKENNEH03's Avatar
DANKENNEH03
Sapphire Editor
 
Join Date: Jun 2011
Location: UK
Gender: Male
Quote:
Originally Posted by DrFuji View Post
Corrections in red.

Code:
#org @start
lockall
checkflag 0x200
if 0x1 goto @Continue
releaseall
end
 
#org @Continue
sound 0x31
setvar 0x8004 0xF
setvar 0x8005 0xF
setvar 0x8006 0xF
setvar 0x8007 0xF
special 0x131
waitstate
pause 0x28
msgbox @Collide 0x4
closeonkeypress
setflag 0x200
releaseall
end
 
#org @Collide
= It sounds as if something hit the/lplanet not far from here.
I have no idea why you have the command 'goto' when you aren't checking a flag/ variable beforehand - You might as well have just put the entire script in a huge block. I put in the 'setflag' command so that this script won't repeat each time you step on it.

The timing and magnitude of earthquakes are based on four variable values, rather than just the one you had originally. This might be why your earthquake was going on forever.



Thank-you for your help and time.

I have tried the modified script you had wrote and the problem of the lock has gone.
But there is still a problem, When I place the script down on the floor and walk over it, nothing happens.
I don't freeze over it, I just walk over it as if nothing was there in the first place.

Thanks for your time.
  #5745    
Old June 20th, 2011, 03:11 AM
DrFuji's Avatar
DrFuji
Helfen, Wehren, Heilen
 
Join Date: Sep 2009
Location: Upside-downia
Age: 21
Gender: Male
Nature: Jolly
Quote:
Originally Posted by DANKENNEH03 View Post
Thank-you for your help and time.

I have tried the modified script you had wrote and the problem of the lock has gone.
But there is still a problem, When I place the script down on the floor and walk over it, nothing happens.
I don't freeze over it, I just walk over it as if nothing was there in the first place.

Thanks for your time.
Oh sorry, I'm afraid I messed up a bit when writing that. Instead of continuing if you had not set the flag, it was only continuing if you had.

At the beginning it should be:
...
checkflag 0x200
if 0x0 goto @Continue
...

Once again, sorry for being a bit careless.
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  #5746    
Old June 20th, 2011, 03:40 AM
DANKENNEH03's Avatar
DANKENNEH03
Sapphire Editor
 
Join Date: Jun 2011
Location: UK
Gender: Male
Quote:
Originally Posted by DrFuji View Post
Oh sorry, I'm afraid I messed up a bit when writing that. Instead of continuing if you had not set the flag, it was only continuing if you had.

At the beginning it should be:
...
checkflag 0x200
if 0x0 goto @Continue
...

Once again, sorry for being a bit careless.



Thanks again, and it's no problem as long I get the help I need.

But again unfortunately there is still a problem. I got a feeling I am doing something wrong because when I walk over this script it does one of two things, it will either get stuck on lock and freeze the player, or the player will just walk over it with nothing happen.

Sorry for being such a fuss.

Thanks again.
  #5747    
Old June 20th, 2011, 05:54 AM
SOOZ
Beginning Trainer
 
Join Date: Jun 2011
Quote:
Originally Posted by Ash493 View Post
You set this flag didn't you? "setflag 0x8C1"
Then that should be the one you want to put =)
If it's not flag that activates something =)
I have done what you told me, but now, the pokemon disappeared until I come in and come out of a house. It comes back! How can I make it disappeared FOR EVER? :'(

Thank you for helping me
  #5748    
Old June 20th, 2011, 04:27 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 SOOZ View Post
I have done what you told me, but now, the pokemon disappeared until I come in and come out of a house. It comes back! How can I make it disappeared FOR EVER? :'(

Thank you for helping me

Write the flag in the Person ID box.
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  #5749    
Old June 21st, 2011, 07:03 AM
Winter Wonderland's Avatar
Winter Wonderland
Puts the fun in dysfunctional
 
Join Date: Jun 2011
Location: Florida
Gender:
Nature: Quirky
Okay, so I'm trying to make this sprite disappear after a battle. It works, up until I decide to take a step anywhere, then it reappears. It's on Fire Red. Here's the script, can anyone tell me what's wrong with it?

Code:
#dynamic 0x800000
 
#org @start
checkflag 0x829
if 0x0 goto @done
checkflag 0x1000
if 0x1 goto @done
applymovement 0x03 @move1
waitmovement 0x0
trainerbattle 0x1 0x1AA 0x0 @before @after @later
end
 
#org @before
= Hey, [PLAYER]! We never tested out our\nPokemon! We should battle, like\lright now!
 
#org @after
= Damn! Your Pokemon is pretty good!
 
#org @later
msgbox @3 0x6
giveitem 0x4 0x05 MSG_OBTAIN
closeonkeypress
applymovement 0x03 @move2
waitmovement 0x0
hidesprite 0x03
setflag 0x1000
release
end
 
#org @done
release
end
 
#org @3
= Wow! Your Totodile is pretty\nstrong! You know, there's a gym in\lSky Slate City. Why don't you go\lcheck it out? Also, you should\ltake these. It will help you fill\lout the PokeDex. I'll see you\llater, friend!
 
#org @4
= You received the PokeBalls!
 
#org @move1
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x11
#raw 0x11
#raw 0xFE
 
#org @move2
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0xFE
__________________


Some say the world will end in fire,
Some say in ice.
From what I've tasted of desire
I hold with those who favor fire.
But if it had to perish twice,
I think I know enough of hate
To say that for destruction ice
Is also great
And would suffice.
Robert Frost, Fire and Ice.

Play Me Casually | Project Leola

  #5750    
Old June 21st, 2011, 07:08 AM
The Void's Avatar
The Void
Comforter, philosopher, and lifelong mate
 
Join Date: May 2010
Location: Aboard the ship of Theseus
Gender: Male
Nature: Calm
Quote:
Originally Posted by Winter Wonderland View Post
Okay, so I'm trying to make this sprite disappear after a battle. It works, up until I decide to take a step anywhere, then it reappears. It's on Fire Red. Here's the script, can anyone tell me what's wrong with it?

Code:
#dynamic 0x800000
 
#org @start
checkflag 0x829
if 0x0 goto @done
checkflag 0x1000
if 0x1 goto @done
applymovement 0x03 @move1
waitmovement 0x0
trainerbattle 0x1 0x1AA 0x0 @before @after @later
end
 
#org @before
= Hey, [PLAYER]! We never tested out our\nPokemon! We should battle, like\lright now!
 
#org @after
= Damn! Your Pokemon is pretty good!
 
#org @later
msgbox @3 0x6
giveitem 0x4 0x05 MSG_OBTAIN
closeonkeypress
applymovement 0x03 @move2
waitmovement 0x0
hidesprite 0x03
setflag 0x1000
release
end
 
#org @done
release
end
 
#org @3
= Wow! Your Totodile is pretty\nstrong! You know, there's a gym in\lSky Slate City. Why don't you go\lcheck it out? Also, you should\ltake these. It will help you fill\lout the PokeDex. I'll see you\llater, friend!
 
#org @4
= You received the PokeBalls!
 
#org @move1
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x11
#raw 0x11
#raw 0xFE
 
#org @move2
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0xFE
Are you using XSE? I'm not familiar with those codes...

I usually use applymovement, pauseevent, fadedefault, disappear and setflag
codes...
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