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  #6076    
Old August 26th, 2011, 12:47 PM
DavidJCobb
RESIDENT RAAAAAAAAAAAAGEMASTER
 
Join Date: Jul 2010
Gender: Male
Nature: Lonely
Quote:
Originally Posted by metapod23 View Post
Actually, the warp command does take variables. You'd just need to use getplayerpos and then replace the x and y locations in the warp command (warp, warpmuted, etc) with the variables you used.
...Seriously?

Do the bank and map arguments also support variables? Because if so, I can simplify quite a few of my debug scripts...
__________________
  #6077    
Old August 26th, 2011, 01:49 PM
shinyabsol1's Avatar
shinyabsol1
Pokemon DarkJasper!?
 
Join Date: Aug 2010
Gender: Male
Nature: Calm
Quote:
Originally Posted by metapod23
Actually, the warp command does take variables. You'd just need to use getplayerpos and then replace the x and y locations in the warp command (warp, warpmuted, etc) with the variables you used.
Wow! I didn't know you could do that! Thanks metapod23! Worked perfectly.

Although I did notice one difference between using this method and the warphole method (other than the animation). When warping with warphole, the player warps and is still facing the same direction they were facing when they warped. warp + variables, on the other hand, warps the player so that they are facing down, regardless of the starting face direction. This is not anything that I care about in particular...but I just got to wondering if maintaining the face direction is possible with the warp command?

Know anything about this?
  #6078    
Old August 26th, 2011, 03:36 PM
Geogebra
Beginning Trainer
 
Join Date: Nov 2010
Gender: Male
Okay, so I am making a Fire red hack using xse and advance map.
What I am trying to do is to make a mr.briney-ish script. I want two person to go inside a boat, dissapeaer/become invisible, and then the boat drives with the two passangers, when the boat arrives both of the two persons will move outside the boat.

Here is the part of my script where the boat-part is:
Spoiler:
#org @neste
applymovement 0x05 @m1
waitmovement 0x0
msgbox @melanie3 0x2
applymovement 0xFF @p2
applymovement 0x05 @m2
waitmovement 0x0
hidesprite 0xFF
applymovement 0xFF @ppp
applymovement 0x05 @ppp
applymovement 0x03 @baout
waitmovement 0x0
showsprite 0xFF
applymovement 0x05 @m3
applymovement 0xFF @p3


However when it comes to the part when the boat moves, the invisible player and the camera do not move, as a reason the boat drives out of the frame, and soon after the player starts moving and warps to a new map as planned.
I have tried to insert a movecamera-command but without any luck.. the camera didn't even stop moving. annyone knows what I have done wrong?
I would apreciate any help, thanks beforehand

oh and if annyone need it, here is the whole script:
Spoiler:
#dynamic 0x726034
#org @start

checkflag 0x4003
if 0x1 goto @ferdig
checkflag 0x4008
if 0x1 goto @neste
checkflag 0x4002
if 0x1 goto @ferdig
applymovement 0xFF @p1
applymovement 0x05 @m
waitmovement 0x0
msgbox @melanie1 0x5
compare 0x800D 0x0
if 0x1 goto @nei
setflag 0x4002
spriteinvisible 0x3 0x0 0x7
setflag 0x4005
msgbox @melanie2 0x2
end

#org @melanie1
= HOOPSIDEISI!\nI'm so sorry. I was so worried\labout my sick Clefairy that I ran\linto you..\lOH! is that a pair of running\lshoes you are wearing!\lWould you mind doing me a favor\lwhile I'm taking care of my\lClefairy?

#org @melanie2
= Fabolus!\nI need a medecine for my sick\lClefairy. If you head to\lvermillion city, northwest from\lhere, you couldtalk to a woman who\lowns a herbshop at the market.\lTell her that Melanie sent you.\lThanks, and please hurry!!

#org @ferdig
applymovement 0x7 @me
waitmovement 0x0
release
end

#org @me
#raw 0x1
#raw 0xFE

#org @nei
msgbox @nei2 0x2
applymovement 0x3 @m6
waitmovement 0x0
hidesprite 0x1
setflag 0x4006
end

#org @nei2
= Oh, fine then..\nwell I have to run, see ya!

#org @m6
#raw 0x1D
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0xFE

#org @neste
applymovement 0x05 @m1
waitmovement 0x0
msgbox @melanie3 0x2
applymovement 0xFF @p2
applymovement 0x05 @m2
waitmovement 0x0
hidesprite 0xFF
applymovement 0xFF @ppp
applymovement 0x05 @ppp
applymovement 0x03 @baout
waitmovement 0x0
showsprite 0xFF
applymovement 0x05 @m3
applymovement 0xFF @p3
waitmovement 0x0
warp 0x0 0x7 0 0x7 0x8
end

#org @melanie3
= Oh fine you got the medicine. Come\non lets hurry back to cleffa!


#org @p1
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0xFE

#org @m
#raw 0x1F
#raw 0x7
#raw 0x1F
#raw 0x7
#raw 0x1F
#raw 0x7
#raw 0x1F
#raw 0x49
#raw 0xE
#raw 0xFE

#org @m1
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0xFE

#org @p2
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x0
#raw 0xFE

#org @m2
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x0
#raw 0x60
#raw 0xFE

#org @baout
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x11
#raw 0x11
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x11
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0xFE

#org @m3
#raw 0x61
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x60
#raw 0xFE

#org @p3
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0xFE

#org @ppp
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x11
#raw 0x11
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x11
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0xFE
  #6079    
Old August 26th, 2011, 04:10 PM
metapod23's Avatar
metapod23
Hardened Trainer
 
Join Date: Mar 2009
Gender: Male
Nature: Timid
Quote:
Originally Posted by shinyabsol1 View Post
Wow! I didn't know you could do that! Thanks metapod23! Worked perfectly.

Although I did notice one difference between using this method and the warphole method (other than the animation). When warping with warphole, the player warps and is still facing the same direction they were facing when they warped. warp + variables, on the other hand, warps the player so that they are facing down, regardless of the starting face direction. This is not anything that I care about in particular...but I just got to wondering if maintaining the face direction is possible with the warp command?

Know anything about this?
You're welcome.

The only way I know to change the player's facing when warped is to use a header, script type 04, and use spriteface to change the way the player is facing based on its x-y position.
__________________
  #6080    
Old August 26th, 2011, 06:27 PM
hinkage's Avatar
hinkage
Go make some new disaster
Community Supporter
 
Join Date: Aug 2010
Age: 19
Quote:
Originally Posted by DuoRyan View Post
I need help the hidepokepic command won't work! FR hacked engine used!
Spoiler:

#dynamic 0x800000

#org @set
setvar 0x4002 0x1
setvar 0x4003 0x98
setvar 0x4004 0x115
setvar 0x4005 0x4
setvar 0x4006 0x9b
setvar 0x4007 0x118
setvar 0x4008 0x7
setvar 0x4009 0x9e
setvar 0x400a 0x11b
goto @start

#org @start
checkflag 0x828
if 0x1 goto @done
applymovement 0x1 @move
applymovement 0xff @move
waitmovement 0x0
applymovement 0x2 @move2
waitmovement 0x0
playsong 0x12e 0x0
msgbox @1 0x6
pause 0x10
msgbox @2 0x6
pause 0x10
msgbox @3 0x6
pause 0x10
msgbox @4 0x6
pause 0x10
fadedefault
preparemsg @6
waitmsg
setvar 0x8006 0x0
special 0x25
loadpointer 0x0 @Champion
special 0x25
setvar 0x8006 0x1
loadpointer 0x0 @Ace
special 0x25
setvar 0x8006 0x2
loadpointer 0x0 @Breeder
special 0x25
multichoice 0x0 0x0 0x21 0x0
random 0x03
compare LASTRESULT 0x0
if 0x1 goto @next1
compare LASTRESULT 0x1
if 0x1 goto @next2
compare LASTRESULT 0x2
if 0x1 goto @next3
end

#org @Champion
= Champion

#org @Ace
= Ace

#org @Breeder
= Breeder

#org @next1
msgbox @7 0x6
preparemsg @a
waitmsg
setvar 0x8006 0x0
special 0x25
loadpointer 0x0 @Care
special 0x25
setvar 0x8006 0x1
loadpointer 0x0 @Disciple
special 0x25
setvar 0x8006 0x2
loadpointer 0x0 @Hate
special 0x25
multichoice 0x0 0x0 0x21 0x0
random 0x03
compare LASTRESULT 0x0
if 0x1 goto @next4
compare LASTRESULT 0x1
if 0x1 goto @next5
compare LASTRESULT 0x2
if 0x1 goto @next6
end

#org @next2
msgbox @8 0x6
preparemsg @a
waitmsg
setvar 0x8006 0x0
special 0x25
loadpointer 0x0 @Care
special 0x25
setvar 0x8006 0x1
loadpointer 0x0 @Disciple
special 0x25
setvar 0x8006 0x2
loadpointer 0x0 @Hate
special 0x25
multichoice 0x0 0x0 0x21 0x0
random 0x03
compare LASTRESULT 0x0
if 0x1 goto @next4
compare LASTRESULT 0x1
if 0x1 goto @next5
compare LASTRESULT 0x2
if 0x1 goto @next6
end

#org @next3
msgbox @9 0x6
preparemsg @a
waitmsg
setvar 0x8006 0x0
special 0x25
loadpointer 0x0 @Care
special 0x25
setvar 0x8006 0x1
loadpointer 0x0 @Disciple
special 0x25
setvar 0x8006 0x2
loadpointer 0x0 @Hate
special 0x25
multichoice 0x0 0x0 0x21 0x0
random 0x03
compare LASTRESULT 0x0
if 0x1 goto @next4
compare LASTRESULT 0x1
if 0x1 goto @next5
compare LASTRESULT 0x2
if 0x1 goto @next6
end

#org @Care
= Care

#org @Disciple
= Disciple

#org @Hate
= Hate

#org @next4
msgbox @b 0x6
preparemsg @e
waitmsg
setvar 0x8006 0x0
special 0x25
loadpointer 0x0 @Brave
special 0x25
setvar 0x8006 0x1
loadpointer 0x0 @Timid
special 0x25
setvar 0x8006 0x2
loadpointer 0x0 @Hasty
special 0x25
multichoice 0x0 0x0 0x21 0x0
random 0x03
compare LASTRESULT 0x0
if 0x1 goto @next7
compare LASTRESULT 0x1
if 0x1 goto @next8
compare LASTRESULT 0x2
if 0x1 goto @next9
end

#org @next5
msgbox @c 0x6
preparemsg @e
waitmsg
setvar 0x8006 0x0
special 0x25
loadpointer 0x0 @Brave
special 0x25
setvar 0x8006 0x1
loadpointer 0x0 @Timid
special 0x25
setvar 0x8006 0x2
loadpointer 0x0 @Hasty
special 0x25
multichoice 0x0 0x0 0x21 0x0
random 0x03
compare LASTRESULT 0x0
if 0x1 goto @next7
compare LASTRESULT 0x1
if 0x1 goto @next8
compare LASTRESULT 0x2
if 0x1 goto @next9
end

#org @next6
msgbox @d 0x6
preparemsg @e
waitmsg
setvar 0x8006 0x0
special 0x25
loadpointer 0x0 @Brave
special 0x25
setvar 0x8006 0x1
loadpointer 0x0 @Timid
special 0x25
setvar 0x8006 0x2
loadpointer 0x0 @Hasty
special 0x25
multichoice 0x0 0x0 0x21 0x0
random 0x03
compare LASTRESULT 0x0
if 0x1 goto @next7
compare LASTRESULT 0x1
if 0x1 goto @next8
compare LASTRESULT 0x2
if 0x1 goto @next9
end

#org @Brave
= Brave

#org @Timid
= Timid

#org @Hasty
= Hasty

#org @next7
msgbox @f 0x6
preparemsg @i
waitmsg
setvar 0x8006 0x0
special 0x25
loadpointer 0x0 @Pet
special 0x25
setvar 0x8006 0x1
loadpointer 0x0 @Freind
special 0x25
setvar 0x8006 0x2
loadpointer 0x0 @Tool
special 0x25
multichoice 0x0 0x0 0x21 0x0
random 0x03
compare LASTRESULT 0x0
if 0x1 goto @nexta
compare LASTRESULT 0x1
if 0x1 goto @nextb
compare LASTRESULT 0x2
if 0x1 goto @nextc
end

#org @next8
msgbox @g 0x6
preparemsg @i
waitmsg
setvar 0x8006 0x0
special 0x25
loadpointer 0x0 @Pet
special 0x25
setvar 0x8006 0x1
loadpointer 0x0 @Freind
special 0x25
setvar 0x8006 0x2
loadpointer 0x0 @Tool
special 0x25
multichoice 0x0 0x0 0x21 0x0
random 0x03
compare LASTRESULT 0x0
if 0x1 goto @nexta
compare LASTRESULT 0x1
if 0x1 goto @nextb
compare LASTRESULT 0x2
if 0x1 goto @nextc
end

#org @next9
msgbox @h 0x6
preparemsg @i
waitmsg
setvar 0x8006 0x0
special 0x25
loadpointer 0x0 @Pet
special 0x25
setvar 0x8006 0x1
loadpointer 0x0 @Freind
special 0x25
setvar 0x8006 0x2
loadpointer 0x0 @Tool
special 0x25
multichoice 0x0 0x0 0x21 0x0
random 0x03
compare LASTRESULT 0x0
if 0x1 goto @nexta
compare LASTRESULT 0x1
if 0x1 goto @nextb
compare LASTRESULT 0x2
if 0x1 goto @nextc
end

#org @Pet
= Pet

#org @Freind
= Friend

#org @Tool
= Tool

#org @nexta
msgbox @j 0x6
preparemsg @m
waitmsg
setvar 0x8006 0x0
special 0x25
loadpointer 0x0 @Grass
special 0x25
setvar 0x8006 0x1
loadpointer 0x0 @Fire
special 0x25
setvar 0x8006 0x2
loadpointer 0x0 @Water
special 0x25
multichoice 0x0 0x0 0x21 0x0
copyvar 0x8000 LASTRESULT
compare 0x8000 0x0
if 0x1 goto @nextd
compare 0x8000 0x1
if 0x1 goto @nexte
compare 0x8000 0x2
if 0x1 goto @nextf
end

#org @nextb
msgbox @k 0x6
preparemsg @m
waitmsg
setvar 0x8006 0x0
special 0x25
loadpointer 0x0 @Grass
special 0x25
setvar 0x8006 0x1
loadpointer 0x0 @Fire
special 0x25
setvar 0x8006 0x2
loadpointer 0x0 @Water
special 0x25
multichoice 0x0 0x0 0x21 0x0
copyvar 0x8000 LASTRESULT
compare 0x8000 0x0
if 0x1 goto @nextd
compare 0x8000 0x1
if 0x1 goto @nexte
compare 0x8000 0x2
if 0x1 goto @nextf
end

#org @nextc
msgbox @l 0x6
preparemsg @m
waitmsg
setvar 0x8006 0x0
special 0x25
loadpointer 0x0 @Grass
special 0x25
setvar 0x8006 0x1
loadpointer 0x0 @Fire
special 0x25
setvar 0x8006 0x2
loadpointer 0x0 @Water
special 0x25
multichoice 0x0 0x0 0x21 0x0
copyvar 0x8000 LASTRESULT
compare 0x8000 0x0
if 0x1 goto @nextd
compare 0x8000 0x1
if 0x1 goto @nexte
compare 0x8000 0x2
if 0x1 goto @nextf
end

#org @Grass
= Grass

#org @Fire
= Fire

#org @Water
= Water

#org @nextd
msgbox @n 0x6
random 0x3
compare LASTRESULT 0x0
if 0x1 goto @starterG1
compare LASTRESULT 0x1
if 0x1 goto @starterG2
compare LASTRESULT 0x2
if 0x1 goto @starterG3
end

#org @starterG1
msgbox @q 0x6
applymovement 0x2 @move3
waitmovement 0x0
msgbox @r 0x6
showpokepic 0x4002 0xA 0x3
hidepokepic
givepokemon 0x4002 0x5 0x8b 0x0 0x0 0x0
fanfare 0x102
waitfanfare
bufferpokemon 0x0 0x4002
preparemsg @s
waitmsg
msgbox @t 0x5
compare LASTRESULT 0x1
if 0x1 goto @nickname
compare LASTRESULT 0x0
if 0x0 goto @nextevent
end

#org @nickname
call @nickname2
return

#org @nickname2
fadescreen 0x1
special 0x9E
waitstate
return

#org @nextevent
msgbox @u 0x6
applymovement 0x2 @move4
waitmovement 0x0
showpokepic 0x4005 0xa 0x3
hidepokepic
msgbox @v 0x6
bufferpokemon 0x0 0x4005
preparemsg @w
waitmsg
fanfare 0x102
waitfanfare
setflag 0x828
setvar 0x4050 0x3
end


#org @starterG2
msgbox @q 0x6
applymovement 0x2 @move3
waitmovement 0x0
msgbox @r2 0x6
showpokepic 0x4003 0xA 0x3
hidepokepic
givepokemon 0x4003 0x5 0x8b 0x0 0x0 0x0
fanfare 0x102
waitfanfare
bufferpokemon 0x0 0x4003
preparemsg @s2
waitmsg
msgbox @t2 0x5
compare LASTRESULT 0x1
if 0x1 goto @nickname
compare LASTRESULT 0x0
if 0x0 goto @nextevent2
end


#org @nextevent2
msgbox @u 0x6
applymovement 0x2 @move4
waitmovement 0x0
showpokepic 0x4006 0xa 0x3
hidepokepic
msgbox @v2 0x6
bufferpokemon 0x0 0x4006
preparemsg @w2
waitmsg
fanfare 0x102
waitfanfare
setflag 0x828
setvar 0x4050 0x3
end


#org @starterG3
msgbox @q 0x6
applymovement 0x2 @move3
waitmovement 0x0
msgbox @r3 0x6
showpokepic 0x4004 0xA 0x3
hidepokepic
givepokemon 0x4004 0x5 0x8b 0x0 0x0 0x0
fanfare 0x102
waitfanfare
bufferpokemon 0x0 0x4004
preparemsg @s3
waitmsg
msgbox @t3 0x5
compare LASTRESULT 0x1
if 0x1 goto @nickname
compare LASTRESULT 0x0
if 0x0 goto @nextevent3
end

#org @nextevent3
msgbox @u 0x6
applymovement 0x2 @move4
waitmovement 0x0
showpokepic 0x4007 0xa 0x3
hidepokepic
msgbox @v3 0x6
bufferpokemon 0x0 0x4007
preparemsg @w3
waitmsg
fanfare 0x102
waitfanfare
setflag 0x828
setvar 0x4050 0x3
end


#org @nexte
msgbox @o 0x6
random 0x3
compare LASTRESULT 0x0
if 0x1 goto @starterF1
compare LASTRESULT 0x1
if 0x1 goto @starterF2
compare LASTRESULT 0x2
if 0x1 goto @starterF3
end


#org @starterF1
msgbox @q 0x6
applymovement 0x2 @move3
waitmovement 0x0
msgbox @r4 0x6
showpokepic 0x4005 0xA 0x3
hidepokepic
givepokemon 0x4005 0x5 0x8b 0x0 0x0 0x0
fanfare 0x102
waitfanfare
bufferpokemon 0x0 0x4005
preparemsg @s4
waitmsg
msgbox @t4 0x5
compare LASTRESULT 0x1
if 0x1 goto @nickname
compare LASTRESULT 0x0
if 0x0 goto @nextevent4
end

#org @nextevent4
msgbox @u 0x6
applymovement 0x2 @move4
waitmovement 0x0
showpokepic 0x4008 0xa 0x3
hidepokepic
msgbox @v4 0x6
bufferpokemon 0x0 0x4008
preparemsg @w4
waitmsg
fanfare 0x102
waitfanfare
setflag 0x828
setvar 0x4050 0x3
end


#org @starterF2
msgbox @q 0x6
applymovement 0x2 @move3
waitmovement 0x0
msgbox @r5 0x6
showpokepic 0x4006 0xA 0x3
hidepokepic
givepokemon 0x4006 0x5 0x8b 0x0 0x0 0x0
fanfare 0x102
waitfanfare
bufferpokemon 0x0 0x4006
preparemsg @s5
waitmsg
msgbox @t5 0x5
compare LASTRESULT 0x1
if 0x1 goto @nickname
compare LASTRESULT 0x0
if 0x0 goto @nextevent5
end

#org @nextevent5
msgbox @u 0x6
applymovement 0x2 @move4
waitmovement 0x0
showpokepic 0x4009 0xa 0x3
hidepokepic
msgbox @v5 0x6
bufferpokemon 0x0 0x4009
preparemsg @w5
waitmsg
fanfare 0x102
waitfanfare
setflag 0x828
setvar 0x4050 0x3
end


#org @starterF3
msgbox @q 0x6
applymovement 0x2 @move3
waitmovement 0x0
msgbox @r6 0x6
showpokepic 0x4007 0xA 0x3
hidepokepic
givepokemon 0x4007 0x5 0x8b 0x0 0x0 0x0
fanfare 0x102
waitfanfare
bufferpokemon 0x0 0x4007
preparemsg @s6
waitmsg
msgbox @t6 0x5
compare LASTRESULT 0x1
if 0x1 goto @nickname
compare LASTRESULT 0x0
if 0x0 goto @nextevent6
end

#org @nextevent6
msgbox @u 0x6
applymovement 0x2 @move4
waitmovement 0x0
showpokepic 0x400a 0xa 0x3
hidepokepic
msgbox @v6 0x6
bufferpokemon 0x0 0x400a
preparemsg @w6
waitmsg
fanfare 0x102
waitfanfare
setflag 0x828
setvar 0x4050 0x3
end


#org @nextf
msgbox @p 0x6
random 0x3
compare LASTRESULT 0x0
if 0x1 goto @starterW1
compare LASTRESULT 0x1
if 0x1 goto @starterW2
compare LASTRESULT 0x2
if 0x1 goto @starterW3
end

#org @starterW1
msgbox @q 0x6
applymovement 0x2 @move3
waitmovement 0x0
msgbox @r7 0x6
showpokepic 0x4008 0xA 0x3
hidepokepic
givepokemon 0x4008 0x5 0x8b 0x0 0x0 0x0
fanfare 0x102
waitfanfare
bufferpokemon 0x0 0x4008
preparemsg @s7
waitmsg
msgbox @t7 0x5
compare LASTRESULT 0x1
if 0x1 goto @nickname
compare LASTRESULT 0x0
if 0x0 goto @nextevent7
end

#org @nextevent7
msgbox @u 0x6
applymovement 0x2 @move4
waitmovement 0x0
showpokepic 0x4002 0xa 0x3
hidepokepic
msgbox @v7 0x6
bufferpokemon 0x0 0x4002
preparemsg @w7
waitmsg
fanfare 0x102
waitfanfare
setflag 0x828
setvar 0x4050 0x3
end


#org @starterW2
msgbox @q 0x6
applymovement 0x2 @move3
waitmovement 0x0
msgbox @r8 0x6
showpokepic 0x4009 0xA 0x3
hidepokepic
givepokemon 0x4009 0x5 0x8b 0x0 0x0 0x0
fanfare 0x102
waitfanfare
bufferpokemon 0x0 0x4006
preparemsg @s8
waitmsg
msgbox @t8 0x5
compare LASTRESULT 0x1
if 0x1 goto @nickname
compare LASTRESULT 0x0
if 0x0 goto @nextevent8
end

#org @nextevent8
msgbox @u 0x6
applymovement 0x2 @move4
waitmovement 0x0
showpokepic 0x4003 0xa 0x3
hidepokepic
msgbox @v8 0x6
bufferpokemon 0x0 0x4003
preparemsg @w8
waitmsg
fanfare 0x102
waitfanfare
setflag 0x828
setvar 0x4050 0x3
end


#org @starterW3
msgbox @q 0x6
applymovement 0x2 @move3
waitmovement 0x0
msgbox @r9 0x6
showpokepic 0x400A 0xA 0x3
hidepokepic
givepokemon 0x400A 0x5 0x8b 0x0 0x0 0x0
fanfare 0x102
waitfanfare
bufferpokemon 0x0 0x400A
preparemsg @s9
waitmsg
msgbox @t9 0x5
compare LASTRESULT 0x1
if 0x1 goto @nickname
compare LASTRESULT 0x0
if 0x0 goto @nextevent9
end

#org @nextevent9
msgbox @u 0x6
applymovement 0x2 @move4
waitmovement 0x0
showpokepic 0x4004 0xa 0x3
hidepokepic
msgbox @v9 0x6
bufferpokemon 0x0 0x4004
preparemsg @w9
waitmsg
fanfare 0x102
waitfanfare
setflag 0x828
setvar 0x4050 0x3
end

#org @done
checkflag 0x829
if 0x1 goto @done2
msgbox @x 0x6
pause 0x10
applymovement 0x2 @move5
waitmovement 0x0
fanfare 0x102
waitfanfare
preparemsg @y
waitmsg
applymovement 0x1 @move6
waitmovement 0x0
msgbox @z 0x6
pause 0x10
applymovement 0x2 @move7
applymovement 0x1 @move8
waitmovement 0x0
msgbox @noway 0x6
pause 0x10
msgbox @noway2 0x6
pause 0x10
applymovement 0x2 @move9
waitmovement 0x0
sound 0x9
hidesprite 0x2
setflag 0x829
applymovement 0x1 @movea
applymovement 0xff @moveb
waitmovement 0x0
msgbox @noway3 0x6
pause 0x10
applymovement 0x1 @movec
waitmovement 0x0
sound 0x9
hidesprite 0x1
setflag 0x829
end

#org @done2
release
end

#org @1
=

#org @2
=

#org @3
=

#org @4
=

#org @6
=

#org @7
=

#org @8
=

#org @9
=

#org @a
=

#org @b
=

#org @c
=

#org @d
=

#org @e
=

#org @f
=

#org @g
=

#org @h
=

#org @i
=

#org @j
=

#org @k
=

#org @l
=

#org @m
=

#org @n
=

#org @o
=

#org @p
=

#org @q
=

#org @r
=

#org @r2
=

#org @r3
=

#org @r4
=

#org @r5
=

#org @r6
=

#org @r7
=

#org @r8
=

#org @r9
=

#org @s
=

#org @s2
=

#org @s3
=

#org @s4
=

#org @s5
=

#org @s6
=

#org @s7
=

#org @s8
=

#org @s9
=

#org @t
=

#org @t2
=

#org @t3
=

#org @t4
=

#org @t5
=

#org @t6
=

#org @t7
=

#org @t8
=

#org @t9
=

#org @u
=

#org @v
=

#org @v2
=

#org @v3
=

#org @v4
=

#org @v5
=

#org @v6
=

#org @v7
=

#org @v8
=

#org @v9
=

#org @w
=

#org @w2
=

#org @w3
=

#org @w4
=

#org @w5
=

#org @w6
=

#org @w7
=

#org @w8
=

#org @w9
=

#org @x
=

#org @y
=

#org @z
=

#org @noway
=

#org @noway2
=

#org @noway3
=

#org @move
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x12
#raw 0x12
#raw 0xfe

#org @move2
#raw 0x3
#raw 0x1c
#raw 0x1c
#raw 0x62
#raw 0xfe

#org @move3
#raw 0x1
#raw 0x1c
#raw 0x1c
#raw 0x10
#raw 0x13
#raw 0xfe

#org @move4
#raw 0x12
#raw 0x11
#raw 0x1
#raw 0x1c
#raw 0x1c
#raw 0x13
#raw 0xfe

#org @move5
#raw 0x1c
#raw 0x1c
#raw 0x10
#raw 0x3
#raw 0xfe

#org @move6
#raw 0x0
#raw 0x1c
#raw 0x1c
#raw 0x63
#raw 0xfe

#org @move7
#raw 0x1
#raw 0x1c
#raw 0x1c
#raw 0x12
#raw 0x11
#raw 0x3
#raw 0xfe

#org @move8
#raw 0x2
#raw 0xfe

#org @move9
#raw 0x10
#raw 0x13
#raw 0x10
#raw 0x10
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x60
#raw 0xfe

#org @movea
#raw 0x0
#raw 0xfe

#org @moveb
#raw 0x1
#raw 0xfe

#org @movec
#raw 0x13
#raw 0x13
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x60
Wait...
Why did you say "showpokepic" one line, then immediately hide it next line? By that logic it should only flash for a brief half second. I don't use XSE though so, maybe hidepokepic isn't the right command? Or, more likely, you used it wrong.
__________________
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  #6081    
Old August 27th, 2011, 05:46 PM
treeckopa
Beginning Trainer
 
Join Date: Dec 2008
Location: Hong Kong
Gender:
I'm not sure if this is the right place to ask this question...
where can I download XSE?
I can only find one in the HackMew's Tools Factory, but it is not available right now it seems...and when I go to whack a hack, it provides a Spanish version only but I don't know Spanish.
So where can I get a English XSE?
  #6082    
Old August 27th, 2011, 06:29 PM
DrFuji's Avatar
DrFuji
Helfen, Wehren, Heilen
Community Supporter
 
Join Date: Sep 2009
Location: Upside-downia
Age: 21
Gender: Male
Nature: Jolly
Quote:
Originally Posted by treeckopa View Post
I'm not sure if this is the right place to ask this question...
where can I download XSE?
I can only find one in the HackMew's Tools Factory, but it is not available right now it seems...and when I go to whack a hack, it provides a Spanish version only but I don't know Spanish.
So where can I get a English XSE?
You can download it here.
__________________
  #6083    
Old August 27th, 2011, 06:36 PM
treeckopa
Beginning Trainer
 
Join Date: Dec 2008
Location: Hong Kong
Gender:
Quote:
Originally Posted by DrFuji View Post
You can download it here.
A message shows up
"Could not open count_file.php file for writing."
what should I do?
  #6084    
Old August 27th, 2011, 07:03 PM
Darkdata's Avatar
Darkdata
15 year old me was an idiot.
 
Join Date: Aug 2005
Nature: Calm
http://www.andreasartori.net/hackmew/downloads/XSE.zip should work.
__________________
Jul | Homepage
  #6085    
Old August 27th, 2011, 09:33 PM
mihir
Unhatched Egg
 
Join Date: May 2011
Gender: Male
Guess this is why so many people ask for scripters.......
  #6086    
Old August 29th, 2011, 01:22 AM
_Steven_Stone_
Beginning Trainer
 
Join Date: Aug 2011
I've been following a YouTube tutorial on movement, of course, I managed to mess things up when mixing scripts together.
What works is the dialogue. What doesn't work are the movements. The dialogue simply ends at "Come with me to the base."
Game: LeafGreen Type: Person Editor: PKSV Script:
Spoiler:
#dyn 0x7402B8
#org @main
lock
faceplayer
checkflag 0x6001
if == jump @haveit
message @talk
callstd MSG_YESNO
compare LASTRESULT YES
if == jump @pushedyes
jump @pushedno

#org @pushedyes
message @yes
callstd MSG_NORMAL
compare PLAYERFACING UP
if == call @up
compare PLAYERFACING DOWN
if == call @down
compare PLAYERFACING RIGHT
if == call @right
compare PLAYERFACING LEFT
if == call @left
message @bye
callstd MSG_NOCLOSE
pause 0xA
closemsg
applymovement 0x1 @walkaway
applymovement PLAYER @seeaway
pauseevent 0x0
fadedefault
disappear 0x1

#org @pushedno
message @no
callstd MSG_NORMAL
release
end

#org @haveit
message @PKM
callstd MSG_NORMAL
release
end

#org @talk
= Hey, kid.\nYou look like you don't have a\lPokémon.\lI know a place you can get some.\lWhat'd ya say? Wanna join up?

#org @yes
= I knew you would understand.\nHere, come with me to the base.

#org @no
= Your loss, it's a pretty sweet deal.

#org @bye
=This Game Corner holds our secret hide-out.\pJust keep it a better secret than I did.

#org @PKM
=Welcome to our ranks, kid.

#org @up
applymovement 0x1 @leadup
applymovement PLAYER @followup
pauseevent 0x0
return

#org @down
applymovement 0x1 @leaddown
applymovement PLAYER @followdown
pauseevent 0x0
return

#org @left
applymovement 0x1 @leadleft
applymovement PLAYER @followleft
pauseevent 0x0
return

#org @right
applymovement 0x1 @leadright
applymovement PLAYER @followright
pauseevent 0x0
return

#org @leadup
m walk_left walk_down walk_left walk_left walk_left walk_left walk_left walk_down walk_down walk_down walk_down walk_down walk_down walk_left walk_left walk_left walk_left walk_left walk_left walk_left walk_left look_up end

#org @followup
m walk_left walk_down walk_left walk_left walk_left walk_left walk_left walk_down walk_down walk_down walk_down walk_down walk_down walk_left walk_left walk_left walk_left walk_left walk_left walk_left walk_left look_up end

#org @leaddown
m walk_down walk_left walk_left walk_left walk_left walk_left walk_left walk_down walk_down walk_down walk_down walk_down walk_down walk_left walk_left walk_left walk_left walk_left walk_left walk_left walk_left look_up end

#org @followdown
m pause_long pause_long m walk_left walk_left walk_left walk_left walk_left walk_left walk_down walk_down walk_down walk_down walk_down walk_down walk_left walk_left walk_left walk_left walk_left walk_left walk_left walk_left look_up end

#org @leadright
m walk_down walk_left walk_left walk_left walk_left walk_left walk_left walk_down walk_down walk_down walk_down walk_down walk_down walk_left walk_left walk_left walk_left walk_left walk_left walk_left walk_left look_up end

#org @followright
m pause_long walk_right walk_down walk_left walk_left walk_left walk_left walk_left walk_left walk_down walk_down walk_down walk_down walk_down walk_down walk_left walk_left walk_left walk_left walk_left walk_left walk_left walk_left look_up end

#org @leadleft
m walk_down walk_left walk_left walk_left walk_left walk_left walk_left walk_down walk_down walk_down walk_down walk_down walk_down walk_left walk_left walk_left walk_left walk_left walk_left walk_left walk_left look_up end

#org @followleft
m pause_long walk_left walk_down walk_left walk_left walk_left walk_left walk_left walk_left walk_down walk_down walk_down walk_down walk_down walk_down walk_left walk_left walk_left walk_left walk_left walk_left walk_left walk_left look_up end

#org @walkaway
m walk_down walk_down walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_up walk_up walk_up walk_up walk_up walk_up walk_right end

#org @seeaway
m look_down look_down look_right look_right look_right look_right look_right look_right look_right look_right look_right look_right end
Screenshots and/or videos: Unable to post video, but this is the script that he has in his description.
Spoiler:
#
Spoiler:
dyn 0x740000
#org @main
lock
faceplayer
message @talk
callstd MSG_NORMAL
compare PLAYERFACING UP
if == call @up
compare PLAYERFACING DOWN
if == call @down
compare PLAYERFACING LEFT
if == call @left
message @bye
callstd MSG_NOCLOSE
pause 0xA
closemsg
applymovement 0x4 @walkaway
applymovement PLAYER @seeaway
pauseevent 0x0
fadedefault
disappear 0x4
setflag 0x1550
release
end

#org @up
applymovement 0x4 @leadup
applymovement PLAYER @followup
pauseevent 0x0
return

#org @down
applymovement 0x4 @leaddown
applymovement PLAYER @followdown
pauseevent 0x0
return

#org @left
applymovement 0x4 @leadleft
applymovement PLAYER @followleft
pauseevent 0x0
return

#org @talk
= Lets take a walk

#org @bye
= Bye!

#org @walkaway
m walk_down walk_left walk_left walk_up walk_left walk_up walk_up walk_up walk_up walk_up walk_up end

#org @seeaway
m look_down_delayed pause_long look_left_delayed pause_long pause_long pause_long pause_long pause_long pause_long pause_long pause_long end

#org @leadup
m walk_right walk_right walk_right walk_right end

#org @followup
m walk_up walk_right walk_right walk_right

#org @leaddown
m walk_right walk_right walk_right walk_right end

#org @followdown
m walk_down walk_right walk_right walk_right end

#org @leadleft
m walk_down walk_right walk_right walk_up walk_right walk_right end

#org @followleft
m look_down pause_long pause_long look_right pause_long pause_long walk_right walk_right end

Last edited by _Steven_Stone_; August 29th, 2011 at 01:25 AM. Reason: Extra spoiler
  #6087    
Old August 31st, 2011, 12:41 PM
ruup20's Avatar
ruup20
Gonna splash everybody!
 
Join Date: Jan 2011
Location: Undella Town
Gender: Male
Nature: Jolly
Okay so I tested the script and I walked down the stairs and the game resets. I don't know if it's the script or just the game

Spoiler:
#dynamic 0x800000
#org @start
lock
setvar 0x8004 0xF
setvar 0x8005 0xF
setvar 0x8006 0xF
setvar 0x8007 0xF
special 0x136
applymovement 0x07 @move
message @1 0x6
applymovement 0x02 @move
message @2 0x6
setvar 0x8004 0xF
setvar 0x8005 0xF
setvar 0x8006 0xF
setvar 0x8007 0xF
special 0x136
applymovement 0x07 @move3
message @3 0x6
release
end

#org @1
= Brother: Wow! What was that? An\nearthquake? I hope it has nothing\lto do with that Groudon where that\lwierd old man is talking about.\lMaybe you could visit him. He lives\lon number 2. Go little brother!

#org @move
#raw 0x62 0x12 0x12 0x11 0xFE

#org @move2
#raw 0x11 0x11 0x12 0x12 0x12 0x12 0x12 0x11 0xFE

#org @2
= Vera: Is everyone okay? I am. I\nhope this will never happen again.

#org @3
= Brother: Oh no! It happens again.\nI think you have to leave now!

#org @move3
#raw 0x65 0x0 0x3 0x1 0x2 0xFE
__________________

I really need a advanced scripter for my hack and a good storyline-guy,
Thank you.
  #6088    
Old August 31st, 2011, 03:31 PM
metapod23's Avatar
metapod23
Hardened Trainer
 
Join Date: Mar 2009
Gender: Male
Nature: Timid
Quote:
Originally Posted by ruup20 View Post
Okay so I tested the script and I walked down the stairs and the game resets. I don't know if it's the script or just the game
Are any of the sprites on the map set to hidden by any chance?
__________________
  #6089    
Old August 31st, 2011, 05:53 PM
capj4
Beginning Trainer
 
Join Date: Aug 2011
Gender: Male
ok so i have a give pokemon script and it works on giving it but when i ask again it freezes. i have checkflag so it wont give it again. i dont want them to keep gettn that pokemon


emerald\\
person\\give pokemon



Spoiler:
#org $script
Lock
faceplayer
checkflag 0x0001
if 0x01 goto $dont
message $talk
$talk 1 = Here's a Pokémon!
boxset 6
setflag 0x0001
givepokemon 11 5 0x00
givepokemon 25 5 0x00
release
end

#org $dont
message $dont
dont 1 = no more pokemon for you!
boxset 6
release
end


can i suggest someone on youtube? he is awesome an your move script confuses me alot. he could do the same thing u got typed on but in 2 lines lol

google chrome. translate languages for you. as for xse idk

Last edited by capj4; August 31st, 2011 at 05:59 PM. Reason: Your double post has been automatically merged.
  #6090    
Old September 1st, 2011, 12:49 AM
ruup20's Avatar
ruup20
Gonna splash everybody!
 
Join Date: Jan 2011
Location: Undella Town
Gender: Male
Nature: Jolly
Yes one is hidden. Do I have to un-hide it?
__________________

I really need a advanced scripter for my hack and a good storyline-guy,
Thank you.
  #6091    
Old September 2nd, 2011, 07:59 AM
hackernoah
Beginning Trainer
 
Join Date: Feb 2011
Gender: Male
Every time I try and step on the script box, it gets to the point where it says the text, and then I can no longer move. Can anyone see something wrong with the script?
Code:
#org $script
jingle
checkflag 0x829
if 0x01 goto $done
message $you
$you 1 = You have a strange feeling you\n shouldn't leave.
boxset 6
applymovement 0xFF $walkdown
$walkdown 1 ; #binary 0x10
pausemove 0x0000
release
end

#org $done
setvar 0x6001 0x0002
release
end
  #6092    
Old September 2nd, 2011, 12:59 PM
hinkage's Avatar
hinkage
Go make some new disaster
Community Supporter
 
Join Date: Aug 2010
Age: 19
Quote:
Originally Posted by hackernoah View Post
Every time I try and step on the script box, it gets to the point where it says the text, and then I can no longer move. Can anyone see something wrong with the script?
Code:
#org $script
jingle
checkflag 0x829
if 0x01 goto $done
message $you
$you 1 = You have a strange feeling you\n shouldn't leave.
boxset 6
applymovement 0xFF $walkdown
$walkdown 1 ; #binary 0x10
pausemove 0x0000
release
end

#org $done
setvar 0x6001 0x0002
release
end

It's simply because you forgot the 0xFE at the end of your movement data. Add that, and it should work perfectly.

Also, as a side note, you only need "pausemove 0x0" not "pausemove 0x0000". Same thing goes for the vars.
__________________
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  #6093    
Old September 2nd, 2011, 05:13 PM
metapod23's Avatar
metapod23
Hardened Trainer
 
Join Date: Mar 2009
Gender: Male
Nature: Timid
Quote:
Originally Posted by ruup20 View Post
Yes one is hidden. Do I have to un-hide it?
You have two options: There are more than one "Hidden" listed as the behavior. You can change it to the one after the first one, and it should be okay. Keep in mind, though, that the sprite is still on the map and can still be bumped into and interacted with by the player. It's only invisible.

The second option, if using Fire Red, is to set the sprite to a normal behavior and place 2C as its ID #. This will hide any sprite on the map, and make it like it's not there, so it can't be interacted with or bumped into. As long as you don't clear flag 2C, all sprites set to this ID # will be hidden. This is the method I recommend if you want it to seem like the sprite isn't there at all until a certain event takes place.

The problem isn't with your script. Anytime a sprite's behavior is set to the first Hidden command, anytime you get near it the game resets.
__________________
  #6094    
Old September 2nd, 2011, 05:34 PM
shinyabsol1's Avatar
shinyabsol1
Pokemon DarkJasper!?
 
Join Date: Aug 2010
Gender: Male
Nature: Calm
Is it possible to make a script keep track of how much time has passed since a certain event occurred (using RTC)?

Like for a honey tree script...where you put honey on a tree, then have to wait a certain amount of time for a pokemon to appear...

Thanks.
  #6095    
Old September 6th, 2011, 09:04 AM
mfmeijer's Avatar
mfmeijer
 
Join Date: Jul 2011
Location: The Netherlands
Gender: Male
Can someone help me with this it is pokescript but it doesn't work..

Spoiler:
#org $start
lock
faceplayer
checkflag 0x1200
if b_true goto $done
release
end

#org $done
applymovement 0x01 $move1
pausemove 0x0
message $1
boxset 6
checkgender
compare LASTRESULT 0x0
if b_true goto $boy
compare LASTRESULT 0x1
if b_true goto $girl
end


#org $girl
givepokemon 196 7 214
fanfare 0x13E
message $2
boxset 4
waitfanfare
#raw 0x68
setflag 0x828
message $3
boxset 5
compare LASTRESULT 0x01
if b_true gosub $name
message $4
boxset 6
applymovement 0x01 $move2
setflag 0x1200
release
end

#org $boy
givepokemon 197 7 206
fanfare 0x13E
message $6
boxset 4
waitfanfare
#raw 0x68
setflag 0x828
message $5
boxset 5
compare LASTRESULT 0x01
if b_true gosub $name
message $4
boxset 6
applymovement 0x01 $move2
setflag 0x1200
release
end



#org $name
call 0x1A74EB
return

'---------String----------
#org $1
$1 1 =Hello \v\h01! I think you\nare old enough to go on your\ladventure! But you will need\lyour own Pokémon. I went to \lthe professor and she gave me\lthis Pokémon for you!

#org $2
$2 1 =\c\h01\h02You received a Espeon!

#org $3
$3 1 =\c\h01\h02Would you like to rename Espeon?

#org $4
$4 1 =Take good care of it!\nAnd have fun on your trip!

#org $5
$5 1 =\c\h01\h02Would you like to rename Umbreon?


#org $6
$6 1 =\c\h01\h02You received a Umbreon!

'--------movement--------
#org $move1
#raw 0x03 0x13 0x13 0x11 0xFE

#org $move2
#raw 0x00 0x10 0x12 0x12 0xFE


Here are pictures from advancemap:
Spoiler:
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  #6096    
Old September 6th, 2011, 09:25 AM
DavidJCobb
RESIDENT RAAAAAAAAAAAAGEMASTER
 
Join Date: Jul 2010
Gender: Male
Nature: Lonely
Quote:
Originally Posted by metapod23 View Post
The second option, if using Fire Red, is to set the sprite to a normal behavior and place 2C as its ID # . . . As long as you don't clear flag 2C, all sprites set to this ID # will be hidden.
I feel the need to note that if they're trying to keep the original FireRed scripts intact, then using ID 2C will cause conflicts with Professor Oak's sprite in Pallet Town (3.0).

There is a very large range of flags (0x300 - 0x3FF) that I could not find in any of the game's default scripts. These flags could technically be used by the game engine itself, but if they're not, then one of them would work well for the asker.

Of course, if they're not planning on keeping FireRed's original scripts, then they can use almost any flag they want.
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  #6097    
Old September 6th, 2011, 11:47 AM
hinkage's Avatar
hinkage
Go make some new disaster
Community Supporter
 
Join Date: Aug 2010
Age: 19
Quote:
Originally Posted by DavidJCobb View Post
I feel the need to note that if they're trying to keep the original FireRed scripts intact, then using ID 2C will cause conflicts with Professor Oak's sprite in Pallet Town (3.0).

There is a very large range of flags (0x300 - 0x3FF) that I could not find in any of the game's default scripts. These flags could technically be used by the game engine itself, but if they're not, then one of them would work well for the asker.

Of course, if they're not planning on keeping FireRed's original scripts, then they can use almost any flag they want.

OR if they want to use FireRed's original scripts, flags 0x1200+ are unused.
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  #6098    
Old September 6th, 2011, 12:04 PM
DavidJCobb
RESIDENT RAAAAAAAAAAAAGEMASTER
 
Join Date: Jul 2010
Gender: Male
Nature: Lonely
Quote:
Originally Posted by hinkage View Post
OR if they want to use FireRed's original scripts, flags 0x1200+ are unused.
That's because flags that high are not safe to use. According to HackMew, Flag 0x900 overlaps the RAM used for Variable 0x4000.
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  #6099    
Old September 6th, 2011, 07:48 PM
metapod23's Avatar
metapod23
Hardened Trainer
 
Join Date: Mar 2009
Gender: Male
Nature: Timid
Quote:
Originally Posted by DavidJCobb View Post
I feel the need to note that if they're trying to keep the original FireRed scripts intact, then using ID 2C will cause conflicts with Professor Oak's sprite in Pallet Town (3.0).

There is a very large range of flags (0x300 - 0x3FF) that I could not find in any of the game's default scripts. These flags could technically be used by the game engine itself, but if they're not, then one of them would work well for the asker.

Of course, if they're not planning on keeping FireRed's original scripts, then they can use almost any flag they want.
I don't think it matters regardless of if you keep the old scripts in place. I don't believe flag 2C is ever cleared in Fire Red and it (seems) to be set automatically from the start of the game. As long as you don't clear the flag in a future script, it can be recycled to hide any sprite on the map, and then just have the sprite appear with the showsprite command when an event requires it.

I don't think it matters if multiple sprites use the same flag. It only won't work if you want them to appear permanently on the map after a certain event, or to appear before an event and then be hidden afterwards. Then you'd have to use an unused flag. For one-shot events (like Oak stopping you from leaving Pallet, or whenever Gary appears to battle you) using 2C, from my experience, works without fail.
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  #6100    
Old September 9th, 2011, 10:06 PM
1-Up's Avatar
1-Up
Beginning Trainer
 
Join Date: May 2009
Hey guys, long time no see. I have a problem trying use the settrainerflag script.. Here it is, anything wrong with this?

Using:
A-Map
A-Trainer
XSE
Pokemon Fire Red

Spoiler:

First try, using the trainer numbers in A-Trainer:
#dynamic 0x751420
#org @start
settrainerflag 0x66
settrainerflag 0x67
settrainerflag 0x68
settrainerflag 0x213
settrainerflag 0x214
end

Second try, converting the trainer numbers in hex:

#dynamic 0x751420
#org @start
settrainerflag 0x42
settrainerflag 0x43
settrainerflag 0x44
settrainerflag 0xD5
settrainerflag 0xD6
end


Set the script to a script tile in A-Map with unknown 03 and Var number at 4050 with the talking level at "always".. I step on it on the next map, in the small building going on to route 2 (leaving varidian forest). When I step on it, it doesn't freeze or anything, just doesn't reset the trainers in the forest.

I even tried adding it in the header as an "entering map" script and that didn't work either.

Any suggestions? Please PM me so I don't have to look through all these posts. Thanks in advanced. :D
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