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  #6751    
Old April 16th, 2012 (09:07 PM).
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Nate VonGrimm Nate VonGrimm is offline
 
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I have been having this problem for a few months now and so far, no solution has been found.

I have a script that I know should work but doesn't.

This script is for Pokemon Ruby.

Spoiler:
#dynamic 0x800000

#org @endofdream
setvar 0x5005 0x1
lock
clearflag 0x200
special 0x13D
sound 0x58
movesprite 0x1 0xC 0xA
showsprite 0x1
pause 0x50
warp 0x0 0x9 0xFF 0x1A 0x23
release
end


This is supposed to teleport me to the first village (the coordinates are correct) but instead of teleporting, the screen just goes black and I can still move about.
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  #6752    
Old April 17th, 2012 (12:52 AM).
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Satoshi Ookami Satoshi Ookami is offline
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I'm not really sure that these commands are the right ones...

Code:
movesprite 0x1 0xC 0xA
showsprite 0x1
pause 0x50
You should use applymovement and waitmovement.
Also I do not believe that the 0x1 is the one you want.
Player is 0xFF.
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  #6753    
Old April 17th, 2012 (04:36 AM).
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Mana Mana is offline
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Quote originally posted by Nate VonGrimm:
I have been having this problem for a few months now and so far, no solution has been found.

I have a script that I know should work but doesn't.

This script is for Pokemon Ruby.

Spoiler:
#dynamic 0x800000

#org @endofdream
setvar 0x5005 0x1
lock
clearflag 0x200
special 0x13D
sound 0x58
movesprite 0x1 0xC 0xA
showsprite 0x1
pause 0x50
warp 0x0 0x9 0xFF 0x1A 0x23
release
end


This is supposed to teleport me to the first village (the coordinates are correct) but instead of teleporting, the screen just goes black and I can still move about.
I think the person above misunderstood your question.

I've taken a look at a Ruby Rom and 0x0 0x9 is definitely the right map, and you must have enlarged it a bit I guess? That shouldn't make a difference so I'm not sure what's happening.

How about placing a new Warp Event in a-map where you want to go, and then use a normal warp:

warp 0x0 0x9 0xEVENT NUMBER 0x0 0x0

The warp event on the map won't work like a normal door/cave/whatever if it's on a normal tile, so it won't cause problems
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  #6754    
Old April 17th, 2012 (07:43 AM).
bensgraphicdesign bensgraphicdesign is offline
 
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Back again! Question, is there a script to being lead to an area, with directions like 'left once, then up twice etc.' also how do I get a enemy trainer to spot me [!] above their head? Sorry for being a pain to you guys... I owe SwiftSign a lot thanks dude.
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  #6755    
Old April 17th, 2012 (07:53 AM).
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Quote originally posted by bensgraphicdesign:
Back again! Question, is there a script to being lead to an area, with directions like 'left once, then up twice etc.' also how do I get a enemy trainer to spot me [!] above their head? Sorry for being a pain to you guys... I owe SwiftSign a lot thanks dude.
For movements you should use:

Quote:
...
applymovement 0xPERSONEVENTNUMBER @Movements
waitmovement 0x0
...

#org @Movements
#raw 0x12 0x11 0x11 0xFE
The #raw list describes the movements, here is Diegoisawesome's list:

Spoiler:
#raw 0x0 = Face Down
#raw 0x1 = Face Up
#raw 0x2 = Face Left
#raw 0x3 = Face Right
#raw 0x4 = Face Down (Faster)
#raw 0x5 = Face Up (Faster)
#raw 0x6 = Face Left (Faster)
#raw 0x7 = Face Right (Faster)
#raw 0x8 = Step Down (Very Slow)
#raw 0x9 = Step Up (Very Slow)
#raw 0xA = Step Left (Very Slow)
#raw 0xB = Step Right (Very Slow)
#raw 0xC = Step Down (Slow)
#raw 0xD = Step Up (Slow)
#raw 0xE = Step Left (Slow)
#raw 0xF = Step Right (Slow)
#raw 0x10 = Step Down (Normal)
#raw 0x11 = Step Up (Normal)
#raw 0x12 = Step Left (Normal)
#raw 0x13 = Step Right (Normal)
#raw 0x14 = Jump2 Down
#raw 0x15 = Jump2 Up
#raw 0x16 = Jump2 Left
#raw 0x17 = Jump2 Right
#raw 0x18 = Delay1
#raw 0x19 = Delay2
#raw 0x1A = Delay3
#raw 0x1B = Delay4
#raw 0x1C = Delay5
#raw 0x1D = Step Down (Fast)
#raw 0x1E = Step Up (Fast)
#raw 0x1F = Step Left (Fast)
#raw 0x20 = Step Right (Fast)
#raw 0x21 = Step on the Spot Down (Normal)
#raw 0x22 = Step on the Spot Up (Normal)
#raw 0x23 = Step on the Spot Left (Normal)
#raw 0x24 = Step on the Spot Right (Normal)
#raw 0x25 = Step on the Spot Down (Faster)
#raw 0x26 = Step on the Spot Up (Faster)
#raw 0x27 = Step on the Spot Left (Faster)
#raw 0x28 = Step on the Spot Right (Faster)
#raw 0x29 = Step on the Spot Down (Fastest)
#raw 0x2A = Step on the Spot Up (Fastest)
#raw 0x2B = Step on the Spot Left (Fastest)
#raw 0x2C = Step on the Spot Right (Fastest)
#raw 0x2D = Face Down (Delayed)
#raw 0x2E = Face Up (Delayed)
#raw 0x2F = Face Left (Delayed)
#raw 0x30 = Face Right (Delayed)
#raw 0x31 = Slide Down (Slow)
#raw 0x32 = Slide Up (Slow)
#raw 0x33 = Slide Left (Slow)
#raw 0x34 = Slide Right (Slow)
#raw 0x35 = Slide Down (Normal)
#raw 0x36 = Slide Up (Normal)
#raw 0x37 = Slide Left (Normal)
#raw 0x38 = Slide Right (Normal)
#raw 0x39 = Slide Down (Fast)
#raw 0x3A = Slide Up (Fast)
#raw 0x3B = Slide Left (Fast)
#raw 0x3C = Slide Right (Fast)
#raw 0x3D = Slide Running on Right Foot (Down)
#raw 0x3E = Slide Running on Right Foot (Up)
#raw 0x3F = Slide Running on Right Foot (Left)
#raw 0x40 = Slide Running on Right Foot (Right)
#raw 0x41 = Slide Running on Left Foot (Down)
#raw 0x42 = Slide Running on Left Foot (Up)
#raw 0x43 = Slide Running on Left Foot (Left)
#raw 0x44 = Slide Running on Left Foot (Right)
#raw 0x46 = Jump Facing Left (Down)
#raw 0x47 = Jump Facing Down (Up)
#raw 0x48 = Jump Facing Up (Left)
#raw 0x49 = Jump Facing Left (Right)
#raw 0x4A = Face Player
#raw 0x4B = Face Against Player
#raw 0x4C = Lock Sprite Facing
#raw 0x4D = Release Sprite Facing
#raw 0x4E = Jump Down
#raw 0x4F = Jump Up
#raw 0x50 = Jump Left
#raw 0x51 = Jump Right
#raw 0x52 = Jump in Place (Facing Down)
#raw 0x53 = Jump in Place (Facing Up)
#raw 0x54 = Jump in Place (Facing Left)
#raw 0x55 = Jump in Place (Facing Right)
#raw 0x56 = Jump in Place (Facing Down/Up)
#raw 0x57 = Jump in Place (Facing Up/Down)
#raw 0x58 = Jump in Place (Facing Left/Right)
#raw 0x59 = Jump in Place (Facing Right/Left)
#raw 0x60 = Hide Sprite
#raw 0x61 = Show Sprite
#raw 0x62 = Exclamation Mark (!)
#raw 0x63 = Question Mark (?)
#raw 0x64 = Cross (X)
#raw 0x65 = Double Exclamation Mark (!!)
#raw 0x66 = Happy ()
#raw 0xFE = End of Movements



If you want to move the player use "applymovement 0xFF @Movements" instead.

Being spotted by a trainer isn't technically a script, you need to assign the battle script (which you could look up by decompiling an existing trainer) and then in A-Map, on the person event, tick the 'trainer' box or set the value to 1.
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  #6756    
Old April 17th, 2012 (09:03 AM).
bensgraphicdesign bensgraphicdesign is offline
 
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I really need to learn scripting better before asking here, I don't know how to repay you for helping me though SwiftSign! Thanks a lot!
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  #6757    
Old April 17th, 2012 (06:12 PM). Edited April 17th, 2012 by Nate VonGrimm.
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Nate VonGrimm Nate VonGrimm is offline
 
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Quote originally posted by Ash493:
I'm not really sure that these commands are the right ones...

Code:
movesprite 0x1 0xC 0xA
showsprite 0x1
pause 0x50
You should use applymovement and waitmovement.
Also I do not believe that the 0x1 is the one you want.
Player is 0xFF.
I do believe you have misunderstood.
They are sprite commands.
Not movement commands.

Sorry for the confusion.


Quote originally posted by SwiftSign:


I think the person above misunderstood your question.

I've taken a look at a Ruby Rom and 0x0 0x9 is definitely the right map, and you must have enlarged it a bit I guess? That shouldn't make a difference so I'm not sure what's happening.

How about placing a new Warp Event in a-map where you want to go, and then use a normal warp:

warp 0x0 0x9 0xEVENT NUMBER 0x0 0x0

The warp event on the map won't work like a normal door/cave/whatever if it's on a normal tile, so it won't cause problems
I was afraid of that.. lol

It is really strange.
No-one can figure out why it is doing this.
It's a bit annoying really because I can't use a teleport script without having a Warp Event which is going to make things a little more difficult for my hack, but never mind.

Thanks for the help.
I'm sure I will think of a way to fit warps in my hack =]
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  #6758    
Old April 18th, 2012 (02:24 PM).
Cowness Cowness is offline
 
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I'm trying to make a script that only activates once you've beaten the Elite Four (Ruby). I went to the Champion's Room in AdvanceMap and found no script. What is the flag that signals the defeat of the Elite Four in Ruby?
  #6759    
Old April 18th, 2012 (04:06 PM).
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I'm a little confused about offsets. Let's say I want to make another person event. I understand how to use commands and such, but how exactly do you determine what offset you need for each string of commands?
  #6760    
Old April 18th, 2012 (09:10 PM).
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Quote originally posted by Dark Breloom:
I'm a little confused about offsets. Let's say I want to make another person event. I understand how to use commands and such, but how exactly do you determine what offset you need for each string of commands?
There are things called pointers in every possible game. In GBA games, they consist of four bytes which point to a 4-byte ram address (correctly said but you can just assume they point into rom data by "taking out" 08 when calculating a pointer).

See pointer documentation through a link in my description.

So basically, you can yourself determine where you want to put the data you wish. When you're for example creating a script, search for blank data in the rom, pick up the offset of it and make a certain event point to that script. Simple as that.
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  #6761    
Old April 19th, 2012 (03:24 AM).
Mana's Avatar
Mana Mana is offline
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Quote originally posted by Dark Breloom:
I'm a little confused about offsets. Let's say I want to make another person event. I understand how to use commands and such, but how exactly do you determine what offset you need for each string of commands?
I'm gonna add on that if you're hacking GBA then you can use XSE which directs all your pointers to the correct offsets, so you don't actually have to look up every individual pointer.
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  #6762    
Old April 19th, 2012 (09:36 AM).
Nate VonGrimm's Avatar
Nate VonGrimm Nate VonGrimm is offline
 
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Quote originally posted by Cowness:
I'm trying to make a script that only activates once you've beaten the Elite Four (Ruby). I went to the Champion's Room in AdvanceMap and found no script. What is the flag that signals the defeat of the Elite Four in Ruby?
There is no flag.
It's just another script.

If you are looking for the Hall of Fame script, I suggest looking into the Level Scripts that are in the Hall of Fame map.
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  #6763    
Old April 19th, 2012 (11:36 AM).
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Quote originally posted by SwiftSign:

I'm gonna add on that if you're hacking GBA then you can use XSE which directs all your pointers to the correct offsets, so you don't actually have to look up every individual pointer.
I am using XSE. What would I have to do for XSE to determine the offsets?
  #6764    
Old April 19th, 2012 (11:47 AM).
Cowness Cowness is offline
 
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Quote originally posted by Nate VonGrimm:


There is no flag.
It's just another script.

If you are looking for the Hall of Fame script, I suggest looking into the Level Scripts that are in the Hall of Fame map.
The level script doesn't contain any information about the battle with Steven, and none of the events in the map have any scripts. Where is the script containing the battle detail with the Champion (Ruby)?
  #6765    
Old April 19th, 2012 (07:11 PM).
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Winter Wonderland Winter Wonderland is offline
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Hey, I've tried looking through the Diegoisawesome tutorial for XSE and couldn't find anything about it, so I came here to see if anyone else knew. I know there's a way to give someone a Pokemon, that much is obvious. However, I can find nothing on doing the inverse. I was wondering if any of you knew a way to remove a Pokemon from the Player. Thanks in advance to whoever can provide the answer. :)
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  #6766    
Old April 19th, 2012 (08:34 PM). Edited April 19th, 2012 by DrFuji.
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DrFuji DrFuji is offline
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Quote originally posted by Dark Breloom:
I am using XSE. What would I have to do for XSE to determine the offsets?
By including the command '#dynamic 0x800000' at the begining of your script, XSE will immediately start searching for free space in your ROM from that point on. Once you compile your script, a box should pop up with a scroll bar full of numbers and word which you have used as pointers (the #org commands you have used in your script). Select the numbers which correlate to the beginning of your script (@start if you're just copying examples in tutorials word-for-word) and press the copy button. Open up you ROM in Advance Map and paste the offset that you copied into the script offset box on your object.

Quote originally posted by Winter Wonderland:
Hey, I've tried looking through the Diegoisawesome tutorial for XSE and couldn't find anything about it, so I came here to see if anyone else knew. I know there's a way to give someone a Pokemon, that much is obvious. However, I can find nothing on doing the inverse. I was wondering if any of you knew a way to remove a Pokemon from the Player. Thanks in advance to whoever can provide the answer. :)
HackMew has provided two ASM codes that allow you to take Pokemon away from a player.
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  #6767    
Old April 19th, 2012 (11:36 PM).
MegaBuster MegaBuster is offline
 
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All of this is working except the warp and I honestly don't know why!
Anyone got any ideas? Thanks in advance!

#dynamic 0x800000

#org @start
lock
faceplayer
msgbox @1 0x5
compare 0x800D 0x1
if 0x1 goto @check
msgbox @2 0x6
release
end

#org @check
checkitem 0x16F 0x1
compare 0x800D 0x1
if 0x4 goto @got
release
end

#org @got
msgbox @3 0x6
pause 0x14
special 0x187
compare LASTRESULT 0x2
if 0x1 goto 0x81A7AE0
special 0x188
fadescreen 0x1
special 0x17B
waitstate
goto @warp
end

#org @warp
warp 0x32 0x4 0x1 0x0 0x0

#org @3
= All aboard!

#org @1
= Would you like to ride the\n FERRY?

#org @2
= No ride today!
  #6768    
Old April 20th, 2012 (04:21 AM).
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Mana Mana is offline
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Quote originally posted by MegaBuster:
All of this is working except the warp and I honestly don't know why!
Anyone got any ideas? Thanks in advance!


#org @warp
warp 0x32 0x4 0x1 0x0 0x0
I would imagine 32 is your decimal number, you need to convert it to hex if you're using the '0x__' format. You can use the calculator on XSE or windows calculator in advanced mode.

For the record though, 32 -> 0x20

warp 0x20 0x4 0x1 0x0 0x0
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  #6769    
Old April 20th, 2012 (07:36 PM).
MegaBuster MegaBuster is offline
 
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Tried it, stupid Hexidecimal mistake, but the script works all the way through now, but I don't warp. Trying to use the SS Aqua Animation and then warp to a new area. Not sure what I'm doing wrong!


#dynamic 0x800000

#org @start
lock
faceplayer
msgbox @1 0x5
compare 0x800D 0x1
if 0x1 goto @check
msgbox @2 0x6
release
end

#org @check
checkitem 0x16F 0x1
compare 0x800D 0x1
if 0x4 goto @got
release
end

#org @got
msgbox @3 0x6
pause 0x14
special 0x187
compare LASTRESULT 0x2
if 0x1 goto 0x81A7AE0
special 0x188
fadescreen 0x1
special 0x17B
waitstate
goto @warp
end

#org @warp
warp 0x20 0x4 0x1 0x0 0x0

#org @3
= All aboard!

#org @1
= Would you like to ride the\n FERRY?

#org @2
= No ride today!
  #6770    
Old April 21st, 2012 (12:52 AM).
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Quote originally posted by MegaBuster:
Tried it, stupid Hexidecimal mistake, but the script works all the way through now, but I don't warp. Trying to use the SS Aqua Animation and then warp to a new area. Not sure what I'm doing wrong!


#dynamic 0x800000

#org @start
lock
faceplayer
msgbox @1 0x5
compare 0x800D 0x1
if 0x1 goto @check
msgbox @2 0x6
release
end

#org @check
checkitem 0x16F 0x1
compare 0x800D 0x1
if 0x4 goto @got
release
end

#org @got
msgbox @3 0x6
pause 0x14
special 0x187
compare LASTRESULT 0x2
if 0x1 goto 0x81A7AE0
special 0x188
fadescreen 0x1
special 0x17B
waitstate
goto @warp
end

#org @warp
warp 0x20 0x4 0x1 0x0 0x0

#org @3
= All aboard!

#org @1
= Would you like to ride the\n FERRY?

#org @2
= No ride today!
Try taking out "goto @warp" and change it to the warp command (warp 0x20...).
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  #6771    
Old April 21st, 2012 (04:25 PM).
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hinkage hinkage is offline
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Quote originally posted by MegaBuster:
Tried it, stupid Hexidecimal mistake, but the script works all the way through now, but I don't warp. Trying to use the SS Aqua Animation and then warp to a new area. Not sure what I'm doing wrong!
:(

#dynamic 0x800000

#org @start
lock
faceplayer
msgbox @1 0x5
compare 0x800D 0x1
if 0x1 goto @check
msgbox @2 0x6
release
end

#org @check
checkitem 0x16F 0x1
compare 0x800D 0x1
if 0x4 goto @got
release
end

#org @got
msgbox @3 0x6
pause 0x14
special 0x187
compare LASTRESULT 0x2
if 0x1 goto 0x81A7AE0
special 0x188
fadescreen 0x1
special 0x17B
waitstate
goto @warp
end

#org @warp
warp 0x20 0x4 0x1 0x0 0x0

#org @3
= All aboard!

#org @1
= Would you like to ride the\n FERRY?

#org @2
= No ride today!

Try changing it to "warp 0x20 0x4 0xFF 0x0 0x0"
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  #6772    
Old April 21st, 2012 (04:33 PM).
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Quote originally posted by MegaBuster:
Tried it, stupid Hexidecimal mistake, but the script works all the way through now, but I don't warp. Trying to use the SS Aqua Animation and then warp to a new area. Not sure what I'm doing wrong!


#dynamic 0x800000

#org @start
lock
faceplayer
msgbox @1 0x5
compare 0x800D 0x1
if 0x1 goto @check
msgbox @2 0x6
release
end

#org @check
checkitem 0x16F 0x1
compare 0x800D 0x1
if 0x4 goto @got
release
end

#org @got
msgbox @3 0x6
pause 0x14
special 0x187
compare LASTRESULT 0x2
if 0x1 goto 0x81A7AE0
special 0x188
fadescreen 0x1
special 0x17B
waitstate
goto @warp
end

#org @warp
warp 0x20 0x4 0x1 0x0 0x0

#org @3
= All aboard!

#org @1
= Would you like to ride the\n FERRY?

#org @2
= No ride today!
Add waitstate and end after the warp. Like so:

Code:
#org @warp
warp 0x20 0x4 0x1 0x0 0x0
waitstate
end
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  #6773    
Old April 21st, 2012 (04:38 PM).
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So, with flags, how do you know what Hexidecimal code you put after the command? Is it any combination that hasn't been used? Or is there a list of what each combination does?
  #6774    
Old April 21st, 2012 (05:30 PM).
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Winter Wonderland Winter Wonderland is offline
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So, I tried multiple different ways and I can't seem to get it to work. everything works fine up until I hit the warp. When I hit the warp, the script freezes. Any help/advice?
Spoiler:

#dynamic 0x800000
#org @start
lock
checkflag 0x200
if 0x1 goto @done
setflag 0x200
msgbox @grave 0x6
setvar 0x8004 0xF
setvar 0x8005 0xF
setvar 0x8006 0xF
setvar 0x8007 0xF
special 0x136
fadescreen 0x1
warp 0x3 0x21 0x0 0x0 0x0
fadescreen 0x0
msgbox @wake 0x6
release
end

#org @grave
= -text-

#org @wake
= -text-

#org @grave2
= -Text-

#org @done
lock
msgbox @grave2 0x6
release
end

Thanks in advance.
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Some say in ice.
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To say that for destruction ice
Is also great
And would suffice.
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  #6775    
Old April 21st, 2012 (05:48 PM).
Lost Heart's Avatar
Lost Heart Lost Heart is offline
Titania
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Join Date: Mar 2010
Age: 18
Gender: Female
Nature: Bashful
Posts: 1,274
Quote originally posted by Winter Wonderland:
So, I tried multiple different ways and I can't seem to get it to work. everything works fine up until I hit the warp. When I hit the warp, the script freezes. Any help/advice?
Spoiler:

#dynamic 0x800000
#org @start
lock
checkflag 0x200
if 0x1 goto @done
setflag 0x200
msgbox @grave 0x6
setvar 0x8004 0xF
setvar 0x8005 0xF
setvar 0x8006 0xF
setvar 0x8007 0xF
special 0x136
fadescreen 0x1
warp 0x3 0x21 0x0 0x0 0x0
fadescreen 0x0
msgbox @wake 0x6
release
end

#org @grave
= -text-

#org @wake
= -text-

#org @grave2
= -Text-

#org @done
lock
msgbox @grave2 0x6
release
end

Thanks in advance.
When you do the warp, it will start with the next command, but once the warp has happened, the script ends, so you'll need a level script for the rest. Plus, you don't need the fadescreens.
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