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  #6176    
Old October 15th, 2011 (10:50 PM).
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Satoshi Ookami Satoshi Ookami is offline
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Quote originally posted by Vladimir312:
I'm looking to create a "train" script where you can see the players sprite as the train moves. How would I keep the character moving in sync with the train without making it walk as the train is moving?
Why in the world don't you want sync movement? o.O
Make player disappear when he "enters" train, make him reappear when you want "looking through the window" and use sync movement.
There's no point in trying it by using other means o.O
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  #6177    
Old October 16th, 2011 (12:34 PM).
zacharianinja zacharianinja is offline
 
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Im currently hacking a fire red rom and i have found a huge bug, when i go into a battle then select the bag option in the battle interface the game restarts to the start screen at the beginning of the game, i havent added any scripts yet. do i have to set a flag or anything? (i copied the file and made a give pokemon script also and it still occurs)
  #6178    
Old October 16th, 2011 (01:04 PM).
DavidJCobb DavidJCobb is offline
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Quote originally posted by Ash493:
Why in the world don't you want sync movement? o.O
Make player disappear when he "enters" train, make him reappear when you want "looking through the window" and use sync movement.
There's no point in trying it by using other means o.O
Wouldn't it be easier to use some script or ASM (i.e. JPAN's engine) to change the player's OW into one whose walking and standing frames are identical, and then use applymovement?
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  #6179    
Old October 17th, 2011 (03:10 AM).
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Quote originally posted by DavidJCobb:
Wouldn't it be easier to use some script or ASM (i.e. JPAN's engine) to change the player's OW into one whose walking and standing frames are identical, and then use applymovement?
Since ASM is concerned I must say no.
And remember, not everyone can do ASM.
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  #6180    
Old October 18th, 2011 (07:10 AM).
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hello folks!


Appologise for my first post being that of a requesting nature, but I'm having a fair
bit of trouble with a script I'm working on for a questline.

So far i've managed to finish the quest scripts apart from the final event, which is as follows.


player talks to npc, npc warps him outside building,
two new npcs are stood blocking the door which was previously used to access
this building.

Any ideas?

quick over view

*have building with entrance clear
*enter building, do quest
* finish quest, warp back outside building
*entrance to building now blocked by two npcs


Using Fire Red, english type BRP, v1.0
  #6181    
Old October 18th, 2011 (09:39 AM).
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Pretty easy to do.
1) Put those 2 NPC that will block the entrance in A-Map.
2) Assign them with some flag.
3) Set that flag before you do actual script. It means that those two blocking the way will disappear.
4) Script the script where NPC warps player and add clearflag 0x(number of flag that was assigned to those 2 NPCs) command =)
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  #6182    
Old October 18th, 2011 (12:13 PM).
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Aaaaaaack!! So simple!! I was trying to
over complicate it! I guess sometimes you need to step out of the forest to see the trees.

Happy to report it worked beautifully, the variable is now set in pallet town during the oak script.

Thanks Ash!
  #6183    
Old October 18th, 2011 (02:35 PM).
zacharianinja zacharianinja is offline
 
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alright this is probably gonna seem like a stupid question because its gonna be a simple answer but hope do i make a pokeball with an item in it. i can make it and gives you the item and everything but i dont know how to get it to disapear right after so you cant get it anymore
  #6184    
Old October 18th, 2011 (03:09 PM). Edited October 18th, 2011 by bambambiker.
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Quote originally posted by zacharianinja:
alright this is probably gonna seem like a stupid question because its gonna be a simple answer but hope do i make a pokeball with an item in it. i can make it and gives you the item and everything but i dont know how to get it to disapear right after so you cant get it anymore


you need to set a flag, something like this perhaps with XSE

Spoiler:


#dynamic 0xoffset
lock
checkflag 0x1266
if 0x1 goto 0x871BCEE
setflag 0x1266
giveitem 0x44 0x1 MSG_OBTAIN
closeonkeypress
hidesprite LASTTALKED
release
end

'---------------
#org 0x71BCEE
hidesprite 0x1266
end



Make sure the **** is the same as the person ID for the item ball, this should work...
  #6185    
Old October 18th, 2011 (03:20 PM).
zacharianinja zacharianinja is offline
 
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i use pokescript so im not quite sure how this converts into that
  #6186    
Old October 18th, 2011 (03:23 PM).
Sephiroth2009 Sephiroth2009 is offline
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Quote originally posted by zacharianinja:
alright this is probably gonna seem like a stupid question because its gonna be a simple answer but hope do i make a pokeball with an item in it. i can make it and gives you the item and everything but i dont know how to get it to disapear right after so you cant get it anymore
That's really easy and basic. Just set a flag in your script, hidesprite command than set the flag number on the item in A-MAP.
  #6187    
Old October 18th, 2011 (03:54 PM).
zacharianinja zacharianinja is offline
 
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This is he script im using, idk why im having problems with it, ironically i can script a lot of others things but this im having trouble with haha

#org $begin
lock
giveitem 0x44 0x1
setflag 0x1205
removesprite 0x1205
release
end
  #6188    
Old October 18th, 2011 (06:21 PM).
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you're almost there with it
you should be able to just add the flag

like this, this is your script with the missing parts, it should work in poke script... dont forget to set your people ID to 1205 in A.M

Quote:
#org $begin
lock
checkflag 0x1205
if 0x01 goto $done
giveitem 0x44 0x1
setflag 0x1205
removesprite 0x1205
release
end

#org $done
nop
end
  #6189    
Old October 18th, 2011 (06:33 PM).
zacharianinja zacharianinja is offline
 
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alright so somethings still messed up. i think it might be my advance map because some scripts work with different versions. as of the moment the script you game me forces you to keep talking to the pokeball about 3 times then allows you to walk away without the dialogue finishing
  #6190    
Old October 18th, 2011 (06:51 PM).
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the script I gave was written for XSE, not poke-script
I said it should work because I very briefly used
poke-script before I started using XSe, which I
find to be better! so unless you want to compile it within XSE you're gonna have to wait till someone who uses poke-script comes along!
  #6191    
Old October 18th, 2011 (10:28 PM).
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大輔 大輔 is offline
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I've always wished about a "follow me" script where other people can follow you around the map... =o
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  #6192    
Old October 19th, 2011 (12:40 AM).
DavidJCobb DavidJCobb is offline
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Quote originally posted by dabeatmaster123:
I've always wished about a "follow me" script where other people can follow you around the map... =o
ASM. Jambo51's working on it. Thread in the R&D section and videos of it on his YouTube channel.
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  #6193    
Old October 19th, 2011 (08:33 AM).
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frits191 frits191 is offline
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Hey guys I have a problem with a simple script:
The idea is I want a voice to give the Hero his starter: A pichu egg.
I use a green script box.
Now the tekst works but the only thing that doesn't work is the giveegg itself.
Thanks for helping
Spoiler:

#Dyn 0x74000
#org @Main
lock
faceplayer
Message @Giveonixegg
Callstd MSG_NORMAL
giveegg PICHU
message @get-msg
fanfare 0x101
showmsg
waitfanfare
waitbutton
:end
setvar 0x6001 0x1
Release
end

#Org @Giveonixegg
= You hear a strange voice:\pYou will need this on your journey.

#Org @get-msg
= You received a Pichu Egg!
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  #6194    
Old October 19th, 2011 (02:33 PM).
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Quote originally posted by frits191:
Hey guys I have a problem with a simple script:
The idea is I want a voice to give the Hero his starter: A pichu egg.
I use a green script box.
Now the tekst works but the only thing that doesn't work is the giveegg itself.
Thanks for helping
Spoiler:

#Dyn 0x74000
#org @Main
lock
faceplayer
Message @Giveonixegg
Callstd MSG_NORMAL
giveegg PICHU
message @get-msg
fanfare 0x101
showmsg
waitfanfare
waitbutton
:end
setvar 0x6001 0x1
Release
end

#Org @Giveonixegg
= You hear a strange voice:\pYou will need this on your journey.

#Org @get-msg
= You received a Pichu Egg!
Have you tried using the number instead of saying PICHU?

My Question:
If I use a script that forces me to move to another map (applymovement) and I happen to have another level script on that other map, will the level script activate?
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  #6195    
Old October 19th, 2011 (03:20 PM). Edited October 20th, 2011 by hinkage.
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Quote originally posted by frits191:
Hey guys I have a problem with a simple script:
The idea is I want a voice to give the Hero his starter: A pichu egg.
I use a green script box.
Now the tekst works but the only thing that doesn't work is the giveegg itself.
Thanks for helping :)
Spoiler:

#Dyn 0x74000
#org @Main
lock
faceplayer
Message @Giveonixegg
Callstd MSG_NORMAL
giveegg PICHU
message @get-msg
fanfare 0x101
showmsg
waitfanfare
waitbutton
:end
setvar 0x6001 0x1
Release
end

#Org @Giveonixegg
= You hear a strange voice:\pYou will need this on your journey.

#Org @get-msg
= You received a Pichu Egg!
Like the above said. Pichu's number in hex is 18, so try "giveegg 0x18 0xAC"
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  #6196    
Old October 19th, 2011 (03:55 PM).
Sephiroth2009 Sephiroth2009 is offline
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Quote originally posted by Teh Blazer:
Have you tried using the number instead of saying PICHU?

My Question:
If I use a script that forces me to move to another map (applymovement) and I happen to have another level script on that other map, will the level script activate?
Hmm...this is un heard of. I've never heard of anyone doing such a thing..or tried. But I don't see why not. You might be able to call the map script inside the script you're using anyhow. If what you're tying doesn't work.
  #6197    
Old October 19th, 2011 (06:28 PM).
DavidJCobb DavidJCobb is offline
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Quote originally posted by Teh Blazer:
My Question:
If I use a script that forces me to move to another map (applymovement) and I happen to have another level script on that other map, will the level script activate?
That's... a really good question. I know half of the answer.

Only one script will run at a time. So if the level script does activate in the middle of applymovement, then the script that was running before it will terminate execution immediately (as if you had just run a "goto" to the level script). Whether or not the movement itself will terminate, though, is difficult to know.

This is assuming that applymovement can actually successfully carry the player outside of the current map through any means, map connections or otherwise.
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  #6198    
Old October 20th, 2011 (02:20 AM).
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frits191 frits191 is offline
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Quote originally posted by Teh Blazer:
Have you tried using the number instead of saying PICHU?
Well I tried it now, but it still won't work.
Maybey it's my ROM or something.
I have no idea.

The updated script:
Spoiler:
#Dyn 0x74000
#org @Main
lock
faceplayer
Message @Giveonixegg
Callstd MSG_NORMAL
giveegg 0x18
message @get-msg
fanfare 0x101
showmsg
waitfanfare
waitbutton
:end
setvar 0x6001 0x1
Release
end

#Org @Giveonixegg
= You hear a strange voice:\pYou will need this on your journey.

#Org @get-msg
= You received a Pichu Egg!
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  #6199    
Old October 20th, 2011 (10:53 AM).
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Satoshi Ookami Satoshi Ookami is offline
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Quote originally posted by zacharianinja:
alright so somethings still messed up. i think it might be my advance map because some scripts work with different versions. as of the moment the script you game me forces you to keep talking to the pokeball about 3 times then allows you to walk away without the dialogue finishing
Switch to XSE. Pokescript is too buggy.

Quote originally posted by hinkage:
Like the above said. Pichu's number in hex is 18, so try "giveegg 0x18"
Nope, Pichu != Pikachu.
Pichu's actual number is AC (172 in dec).

Quote originally posted by frits191:
Well I tried it now, but it still won't work.
Maybey it's my ROM or something.
I have no idea.

The updated script:
Spoiler:
#Dyn 0x74000
#org @Main
lock
faceplayer
Message @Giveonixegg
Callstd MSG_NORMAL
giveegg 0x18
message @get-msg
fanfare 0x101
showmsg
waitfanfare
waitbutton
:end
setvar 0x6001 0x1
Release
end

#Org @Giveonixegg
= You hear a strange voice:\pYou will need this on your journey.

#Org @get-msg
= You received a Pichu Egg!
Well it's actually your commands that's causing the problem...
There should be dynamic instead of dyn and msgbox instead of Message...
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  #6200    
Old October 21st, 2011 (10:51 AM).
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EdensElite EdensElite is offline
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My script works perfectly, except it gives out a random pokemon cry for some reason

Spoiler:
#dynamic 0x800000
#org @start
lock
faceplayer
checkgender
compare lastresult 0x0
if 0x0 goto @girl
if 0x1 goto @boy

#org @boy
showpokepic 0xFC 0x1 0x4
msgbox @1 0x6
hidepokepic
release
end

#org @girl
showpokepic 0xFD 0x1 0x4
msgbox @1 0x6
hidepokepic
release
end

#org @1
= [player]: What is that Pok\h1Bmon?\n...Nidoking?


How do I get rid of the cry?
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