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  #6351    
Old January 1st, 2012, 02:06 AM
lilroosterbutt
Beginning Trainer
 
Join Date: Sep 2010
Gender: Male

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Hello.

I'm having trouble with using "special 0x110" of XSE, which saves the hall of fame and plays the ending in FireRed.

Whenever my script ends, the PLAYER ends up in front of the Pokemon League Building, located in map bank 3, map 9 of Advance Map.

I've tried adding warp command in front of the special 0x110, but the game still sends the PLAYER to (3,9).

Any help is greatly appreciated.

Thanks.
  #6352    
Old January 1st, 2012, 03:41 AM
SKRoy
Pokémon Hacker
 
Join Date: Mar 2010
Gender: Male
Quote:
Originally Posted by DavidJCobb View Post
My signature has a link to a list of every flag in FireRed and what it's used for. If you remove all of the default Nintendo scripts for a particular flag, then that flag will be safe to use in your custom scripts.
Thanks, but I still don't know what's wrong with this script:

#dynamic 0x800000
#org @start
lock
faceplayer
msgbox @1 0x6
cry 0x6 0x0
wildbattle 0x6 0x1E 0x8B
fadescreen 0x1
fadescreen 0x0
hidesprite 0x800F
setflag 0x200
release
end

#org @1
= CHARIZARD: Raaarrgghh!

It's for Fire Red, but in XSE I got the error that Wildbattle 0x6 0x1E 0x8B is incorrect. Please help!
  #6353    
Old January 1st, 2012, 12:03 PM
destinydownloads's Avatar
destinydownloads
 
Join Date: Jan 2012
Location: London
Gender: Male
Someone help me with a nickname script sent to a box, I know how to give to party. So what will be different.
  #6354    
Old January 1st, 2012, 06:27 PM
Vladimir312's Avatar
Vladimir312
Beginning Trainer
 
Join Date: Sep 2011
Location: Las Vegas, Nevada
Gender: Male
I'm having problems with a script that is supposed to not let you pass until speaking to professor oak. Unfortunately, it just freezes your sprite and you can't move.
Here goes:

#dyn 0x740000
#org @start
compare 0x8001
if == jump @pass
msgbox @talk
callstd MSG_LOCK
applymovement PLAYER @walk
pauseevent 0x0
end

#org @pass
end

#org @talk
= I should get a pokemon before\ngoing out there[.]

#org @walk
M walk_down end

Last edited by Vladimir312; January 1st, 2012 at 06:28 PM. Reason: Typo
  #6355    
Old January 1st, 2012, 07:06 PM
Roboto-kun's Avatar
Roboto-kun
is an Ace Trainer.
 
Join Date: Apr 2011
Gender: Male
Nature: Jolly
Quote:
Originally Posted by Vladimir312 View Post
I'm having problems with a script that is supposed to not let you pass until speaking to professor oak. Unfortunately, it just freezes your sprite and you can't move.
Here goes:

#dyn 0x740000
#org @start
compare 0x8001
if == jump @pass
msgbox @talk
callstd MSG_LOCK
applymovement PLAYER @walk
pauseevent 0x0
end

#org @pass
end

#org @talk
= I should get a pokemon before\ngoing out there[.]

#org @walk
M walk_down end
Are you using PKSV? If that's the case, then I'll be able to help. Replace "compare" with "checkflag." So your script now looks likes this:

Spoiler:
#dyn 0x740000
#org @start
checkflag 0x8001
if == jump @pass
msgbox @talk
callstd MSG_LOCK
applymovement PLAYER @walk
pauseevent 0x0
end

#org @pass
end

#org @talk
= I should get a pokemon before\ngoing out there[.]

#org @walk
M walk_down end


Dunno if it's the same with XSE.
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  #6356    
Old January 1st, 2012, 11:30 PM
Satoshi Ookami's Avatar
Satoshi Ookami
Memento Mori
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Location: Abyss of Time, Great Seal
Age: 22
Gender: Male
Nature: Calm
Quote:
Originally Posted by Roboto-kun View Post
Are you using PKSV? If that's the case, then I'll be able to help. Replace "compare" with "checkflag." So your script now looks likes this:

Spoiler:
#dyn 0x740000
#org @start
checkflag 0x8001
if == jump @pass
msgbox @talk
callstd MSG_LOCK
applymovement PLAYER @walk
pauseevent 0x0
end

#org @pass
end

#org @talk
= I should get a pokemon before\ngoing out there[.]

#org @walk
M walk_down end


Dunno if it's the same with XSE.
I can say for sure it is not same as XSE's style since XSE does not use "=="
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  #6357    
Old January 4th, 2012, 03:35 AM
Flashpoint's Avatar
Flashpoint
→ P e r s i s t e n c e
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Hello, I'm having minor difficulties with a "special/healing pokemon" script. Everything works fine, it's just that the nurse doesn't put an actual "pokeball" on the healing machine. Thanks, if anyone could assist me.

Code:
#dynamic 0x800000

#org @start
lock
faceplayer
msgbox @10 0x5
applymovement 0x1 @nursing
pause 0x35
fadescreen 0x1
fanfare 0x100
special 0x0
waitfanfare
fadescreen 0x0
applymovement 0x1 @done
closeonkeypress
msgbox @11 0x6
release
end

#org @nursing
#raw 0x3
#raw 0x13
#raw 0x2E
#raw 0x2E
#raw 0x12 
#raw 0x2
#raw 0xFE

#org @done
#raw 0x2
#raw 0x4
#raw 0xFE

#org @10
= What wonderful Pokèmon you\nhave there!\pThey look like\nthey could use a long rest.

#org @11
= Now they look better!\nDon't forget to visit!
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  #6358    
Old January 4th, 2012, 04:36 AM
Truality
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WHISBII, you're missing these commands (supposing they apply to every 'healing machine' tile):

Code:
doanimation 0x19
checkanimation 0x19
I assume you would add them after the @nursing move ends. Also, wouldn't it be better if you used a waitmovement 0x0 instead of a pause?
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  #6359    
Old January 4th, 2012, 03:05 PM
Flashpoint's Avatar
Flashpoint
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Quote:
Originally Posted by Truality View Post
WHISBII, you're missing these commands (supposing they apply to every 'healing machine' tile):

Code:
doanimation 0x19
checkanimation 0x19
I assume you would add them after the @nursing move ends. Also, wouldn't it be better if you used a waitmovement 0x0 instead of a pause?
Waitmovement wasn't working. I'm not exactly sure why? I played it through and it still looks good.

Thanks.
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  #6360    
Old January 4th, 2012, 03:20 PM
Indescribled's Avatar
Indescribled
 
Join Date: Dec 2011
I have pksv and am trying to make a script where the player is given an item after the person speaks. I can get them to speak but how do I put the additem into the script?
This is what I have

#dynamic 0x74000
#org @main
message @text
callstd 2
end

#org @text
= Hey \v\h01! I hope this will help you.

additem greatball 1
  #6361    
Old January 5th, 2012, 06:08 PM
AustinWolff's Avatar
AustinWolff
has left
 
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Location: LA, California
Age: 17
Gender: Male
Nature: Brave
Quote:
Originally Posted by Indescribled View Post
I have pksv and am trying to make a script where the player is given an item after the person speaks. I can get them to speak but how do I put the additem into the script?
This is what I have

#dynamic 0x74000
#org @main
message @text
callstd 2
end

#org @text
= Hey \v\h01! I hope this will help you.

additem greatball 1
Spoiler:
the command is giveitem 0x? 0x? 0x0

the first 0x? is the item you are giving. it has to be in hex, and there is a list of the items hex number somewhere (just google it) but for great ball, I think it is 0x3. the second 0x? is the amount you want to give the item. in your case its 0x1. if you want to give 10, it has to be in hex, which would be 0xA. the last 0x0 is a buffer. so your script would look like this:

Spoiler:
#dynamic 0x74000
#org @main
checkflag 0x1200
if 0x1 goto @done
message @text
callstd 2
giveitem 0x3 0x1 0x0
setflag 0x1200
end

#org @done
message @already
callstd 2
end

#org @text
= Hey \v\h01! I hope this will help you.

#org @already
= Hey \v\h01! Did it help you?


the check flags and set flags stop the event from happening again. there are numerous tutorials if you want to know more.
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  #6362    
Old January 5th, 2012, 08:49 PM
Flashpoint's Avatar
Flashpoint
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Here is another script I got stuck on. The script is supposed to check if you dont already have the item, then give it to you. Once that's done the movement, etc happens.

I believe most of it is right. However, when I step on the "Script" set on the ground, not on a character it freezes. No dialogue, nothing?

Quote:
#dynamic 0x800000

#org @start
lock
faceplayer
applymovement 0x1 @miner
compare 0xD2 0x0
if 0x0 goto @obtained
msgbox @done 0x6
release
end

#org @obtained
msgbox @what 0x6
fanfare 0x100
giveitem 0xD2 0x1 MSG_OBTAIN
waitfanfare
msgbox @1 0x6
applymovement 0xFF @player
applymovement 0x1 @later
hidesprite 0x1
setflag 0x1
release
end

#org @miner
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x6
#raw 0x65
#raw 0xFE

#org @player
#raw 0x55
#raw 0x3B
#raw 0xFE

#org @later
#raw 0x1F
#raw 0x1E
#raw 0x1E
#raw 0xFE

#org @what
= What are you doing kid!? \p[Player] I need to get through this cave. \nBefore you go inside, you should have lthis.

#org @done
= It seems you already have a hammer. \nBest of luck to you on your \padventure.

#org @1
= Professor is on the ocean.
__________________
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Winston Churchill
Pokémon Auburn/Slate in the making!

  #6363    
Old January 5th, 2012, 10:35 PM
Binary's Avatar
Binary
え?
 
Join Date: Aug 2007
Age: 19
Quote:
Originally Posted by WHISBII View Post
Here is another script I got stuck on. The script is supposed to check if you dont already have the item, then give it to you. Once that's done the movement, etc happens.

I believe most of it is right. However, when I step on the "Script" set on the ground, not on a character it freezes. No dialogue, nothing?

Shouldn't there be a waitmovement 0x0 after applymovement 0x1 @miner?And I think it would be better to check if the player has the item in which case the script would be directed to another offset containing the @done msgbox, or if the player doesn't have it, the script would just continue after checking for the item. And I'm assuming the compare 0xD2 0x0 checks for the item?
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  #6364    
Old January 6th, 2012, 12:33 AM
colcolstyles's Avatar
colcolstyles
Yours truly
 
Join Date: May 2008
Location: The Bay Area
Gender: Male
Nature: Lonely
Quote:
Originally Posted by AustinWolff View Post
the command is giveitem 0x? 0x? 0x0

the first 0x? is the item you are giving. it has to be in hex, and there is a list of the items hex number somewhere (just google it) but for great ball, I think it is 0x3. the second 0x? is the amount you want to give the item. in your case its 0x1. if you want to give 10, it has to be in hex, which would be 0xA. the last 0x0 is a buffer. so your script would look like this:

Spoiler:
#dynamic 0x74000
#org @main
checkflag 0x1200
if 0x1 goto @done
message @text
callstd 2
giveitem 0x3 0x1 0x0
setflag 0x1200
end

#org @done
message @already
callstd 2
end

#org @text
= Hey \v\h01! I hope this will help you.

#org @already
= Hey \v\h01! Did it help you?


the check flags and set flags stop the event from happening again. there are numerous tutorials if you want to know more.
The third parameter is not a buffer. It determines the text that is displayed. The options (MSG_OBTAIN and MSG_FIND) will display something along the lines of "PLAYER obtained/found a ITEM" depending on which value is used. Also, you should just insert a "#include stditems.rbh" statement at the beginning and use "ITEM_GREATBALL" instead of using the hex code. It's more readable that way. Finally, the parameters don't have to be in hex to work.

Quote:
Originally Posted by WHISBII View Post
Here is another script I got stuck on. The script is supposed to check if you dont already have the item, then give it to you. Once that's done the movement, etc happens.

I believe most of it is right. However, when I step on the "Script" set on the ground, not on a character it freezes. No dialogue, nothing?

Spoiler:
#dynamic 0x800000

#org @start
lock
faceplayer
applymovement 0x1 @miner
compare 0xD2 0x0
if 0x0 goto @obtained
msgbox @done 0x6
release
end

#org @obtained
msgbox @what 0x6
fanfare 0x100
giveitem 0xD2 0x1 MSG_OBTAIN
waitfanfare
msgbox @1 0x6
applymovement 0xFF @player
applymovement 0x1 @later
hidesprite 0x1
setflag 0x1
release
end

#org @miner
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x6
#raw 0x65
#raw 0xFE

#org @player
#raw 0x55
#raw 0x3B
#raw 0xFE

#org @later
#raw 0x1F
#raw 0x1E
#raw 0x1E
#raw 0xFE

#org @what
= What are you doing kid!? \p[Player] I need to get through this cave. \nBefore you go inside, you should have lthis.

#org @done
= It seems you already have a hammer. \nBest of luck to you on your \padventure.

#org @1
= Professor is on the ocean.
If the game is freezing it's most likely because of an error with the event data and not the script itself. Also, you're currently comparing the value of variable 0xd2 to zero. What you're trying to do is check if the player has item 0xd2. You do that by using "checkitem 0xd2 1" followed by "compare LASTRESULT B_TRUE" and "if B_TRUE goto/call @script" (although I would recommend using a symbol like "ITEM_X" instead of a hex number).
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  #6365    
Old January 6th, 2012, 05:37 PM
AustinWolff's Avatar
AustinWolff
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Location: LA, California
Age: 17
Gender: Male
Nature: Brave
Quote:
The third parameter is not a buffer. It determines the text that is displayed. The options (MSG_OBTAIN and MSG_FIND) will display something along the lines of "PLAYER obtained/found a ITEM" depending on which value is used. Also, you should just insert a "#include stditems.rbh" statement at the beginning and use "ITEM_GREATBALL" instead of using the hex code. It's more readable that way. Finally, the parameters don't have to be in hex to work.
really? cool! so what you're saying is you could just do this is in a script?
Spoiler:
............
giveitem ITEM_POTION 0x1 MSG_OBTAIN
............
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  #6366    
Old January 6th, 2012, 05:51 PM
colcolstyles's Avatar
colcolstyles
Yours truly
 
Join Date: May 2008
Location: The Bay Area
Gender: Male
Nature: Lonely
Quote:
Originally Posted by AustinWolff View Post
really? cool! so what you're saying is you could just do this is in a script?
Spoiler:
............
giveitem ITEM_POTION 0x1 MSG_OBTAIN
............
Yup, as long as you use the "#include" preprocessing directive with "stditems.rbh". Also, you can just use "1" instead of "0x1" if you want.
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  #6367    
Old January 6th, 2012, 06:35 PM
AustinWolff's Avatar
AustinWolff
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Location: LA, California
Age: 17
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Nature: Brave
I made a movecamera script but when I step on the event the script skips over the move camera and goes strait to the end of the script. Did i have a problem in there or is it simply a compiling error?
Spoiler:
#dynamic 0x800000

#org @start
checkflag 0x1200
if 0x1 goto @done
applymovement 0x3 @move 'GOES TO PLAYER)
applymovement 0xFF @move2 'EXCLAMATION MARK)
waitmovement 0x0
msgbox @1 0x6
lockall
special 0x113
applymovement 0x7F @move3
waitmovement 0x0
special 0x114
releaseall
msgbox @2 0x6
setflag 0x1200
end

#org @1
= Hello trainer. The gym is over there.

#org @2
= Good luck!
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  #6368    
Old January 6th, 2012, 09:06 PM
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 Indescribled View Post
I have pksv and am trying to make a script where the player is given an item after the person speaks. I can get them to speak but how do I put the additem into the script?
This is what I have

#dynamic 0x74000
#org @main
message @text
callstd 2
end

#org @text
= Hey \v\h01! I hope this will help you.

additem greatball 1
Finally, someone who uses PKSV -.-

Anyway, construct it like this:

Code:
#dyn 0x740000
#org @main
lock
faceplayer
message @give
callstd MSG_NORMAL
additem GREATBALL 1
release
end

#org @give
= Hey \v\h01!\nI hope this will help you.


At least that's the basic way of writing it. However, the problem with this is that there are no flags, meaning if you talk to the guy again, he will just give you the same thing over and over. To fix this, flags will be needed. Follow this script:

Code:
#dyn 0x740000
#org @main
lock
faceplayer
checkflag 0x200
if == jump @haveit
message @talk
callstd MSG_YESNO 
compare LASTRESULT YES
if == jump @pushedyes
jump @pushedno

#org @haveit
message @howsit
callstd MSG_NORMAL
release
end

#org @pushedyes
setflag 0x200
additem GREATBALL 1
message @take
callstd MSG_NORMAL
release
end

#org @pushedno
message @notake
callstd MSG_NORMAL
release
end

#org @talk
= Here, \v\h01.\nTake this GREAT BALL.

#org @howsit
= Have you used it yet?

#org @take
= I hope it will help you.

#org @notake
= Okay, but this is your loss.
If you are just starting out to script using PKSV, then I suggest reading this guide. Once you're done with that, you can go to more advanced lessons like the one I made here.

Quote:
Originally Posted by Vladimir312 View Post
I'm having problems with a script that is supposed to not let you pass until speaking to professor oak. Unfortunately, it just freezes your sprite and you can't move.
Here goes:

#dyn 0x740000
#org @start
compare 0x8001
if == jump @pass
msgbox @talk
callstd MSG_LOCK
applymovement PLAYER @walk
pauseevent 0x0
end

#org @pass
end

#org @talk
= I should get a pokemon before\ngoing out there[.]

#org @walk
M walk_down end
Your script is okay; nothing wrong there. However, you probably forgot to set the var number of the green script tile you set for the player (in A-Map). Try setting it to something like 6001 then set the Unknown to 03. Then see if it works.
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Last edited by The Void; January 6th, 2012 at 09:11 PM. Reason: Your double post has been automatically merged.
  #6369    
Old January 6th, 2012, 10:20 PM
Binary's Avatar
Binary
え?
 
Join Date: Aug 2007
Age: 19
Quote:
Originally Posted by AustinWolff View Post
I made a movecamera script but when I step on the event the script skips over the move camera and goes strait to the end of the script. Did i have a problem in there or is it simply a compiling error?
Spoiler:
#dynamic 0x800000

#org @start
checkflag 0x1200
if 0x1 goto @done
applymovement 0x3 @move 'GOES TO PLAYER)
applymovement 0xFF @move2 'EXCLAMATION MARK)
waitmovement 0x0
msgbox @1 0x6
lockall
special 0x113
applymovement 0x7F @move3
waitmovement 0x0
special 0x114
releaseall
msgbox @2 0x6
setflag 0x1200
end

#org @1
= Hello trainer. The gym is over there.

#org @2
= Good luck!
Have you omitted the code in the @done, @move, @move2 and @move3 pointers? And what do you mean by the script going to the end? Does it only display the msgbox @2 or go straight to @done?
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  #6370    
Old January 7th, 2012, 07:20 PM
AustinWolff's Avatar
AustinWolff
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Age: 17
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Quote:
Originally Posted by Binary View Post

Have you omitted the code in the @done, @move, @move2 and @move3 pointers? And what do you mean by the script going to the end? Does it only display the msgbox @2 or go straight to @done?
for the first question: yes
for the second: it displays msgbox @1 then goes straight to msgbox @2, which means the move camera never happens. anyway, is there any problems with the script or do you think I messed it up with compiling?
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  #6371    
Old January 7th, 2012, 10:41 PM
Quickster's Avatar
Quickster
Dream or Drop?
 
Join Date: Oct 2007
Gender: Male
Nature: Quiet
Can someone explain how buffernumber or any buffer in general works? I would like to be able to place a found byte to a number so I can use it in a msgbox as a [buffer].

EDIT: Can you copy a byte to a variable?

Last edited by Quickster; January 7th, 2012 at 10:53 PM.
  #6372    
Old January 8th, 2012, 12:39 AM
Darthatron's Avatar
Darthatron
巨大なトロール。
Community Supporter Tier 2
 
Join Date: Jan 2006
Location: Melbourne, Australia
Age: 22
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Quote:
Originally Posted by Quickster View Post
Can someone explain how buffernumber or any buffer in general works? I would like to be able to place a found byte to a number so I can use it in a msgbox as a [buffer].

EDIT: Can you copy a byte to a variable?
Code:
setvar 0x8000 0x0000
copybyte 0x020370B8 0x02036E12
That copys the byte at 0x02036E12 to Variable 0x8000. Change the high-lighted value to where ever the byte you want to copy is.
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  #6373    
Old January 8th, 2012, 08:31 AM
Quickster's Avatar
Quickster
Dream or Drop?
 
Join Date: Oct 2007
Gender: Male
Nature: Quiet
Quote:
Originally Posted by Darthatron View Post
Code:
setvar 0x8000 0x0000
copybyte 0x020370B8 0x02036E12
That copys the byte at 0x02036E12 to Variable 0x8000. Change the high-lighted value to where ever the byte you want to copy is.
Thanks very much. And where can you find the values to copy to a variable?
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  #6374    
Old January 8th, 2012, 02:30 PM
masterquestmq's Avatar
masterquestmq
Enthusiastic Rom Hacker
 
Join Date: Nov 2010
Gender: Male
can someone help me with my lost item script.

#dynamic 0x800000

#org @start
lock
msgbox @talk 0x5
compare LASTRESULT 0x1
if 0x1 goto @give
release
end

#org @give
giveitem 0x44 0x01 msg_obtain
hidesprite 0x06
setflag 0x305
release
end

#org @talk
= Looks like someone dropped a RARE\nCANDY. Will you take it?


after i compile this script i try to test it out. when I click the item it turns into a talking script I set one of the other OW in the map. is this a bug? or maybe the flag has been used?
  #6375    
Old January 8th, 2012, 03:09 PM
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destinedjagold
Oh Hai Thar~ 'ω'
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Join Date: May 2007
Location: Philippines
Gender: Male
Nature: Careful
Quote:
Originally Posted by masterquestmq View Post
can someone help me with my lost item script.

#dynamic 0x800000

#org @start
lock
msgbox @talk 0x5
compare LASTRESULT 0x1
if 0x1 goto @give
release
end

#org @give
giveitem 0x44 0x01 msg_obtain
hidesprite 0x06
setflag 0x305
release
end

#org @talk
= Looks like someone dropped a RARE\nCANDY. Will you take it?


after i compile this script i try to test it out. when I click the item it turns into a talking script I set one of the other OW in the map. is this a bug? or maybe the flag has been used?
There's nothing wrong with your script.
Maybe the Person Event Number of the OW isn't 6?
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