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  #8826    
Old September 26th, 2013 (01:24 PM).
mf91 mf91 is offline
 
Join Date: Sep 2013
Posts: 30
Evening people :] I have encountered an issue with my Emerald ROM hacking project. Basically, whenever I go upstairs in the house you start in, or in your Rival's house, the player sprite and music changes to surfing!

I have not done much, I downloaded a hacked "Hard Edition" patch that I applied (to my Emerald game), and then I added 5 sprites that each gives me a pokemon. I also added some grass with some random legendary pokemon just for show-off (everyone does this the first time, right?). All of this is happening in Littleroot Town, I just expanded the map a bit to add my stuff.

When I added these sprites, I used these stages:
- I first added all the sprite people to give me the Pokemon, and gave them an unique Person ID (Starting from 1250++), using AdvanceMap.
- I then used FreeSpaceFinder, copied the thing I got from there, opened PKSV UI (poke script) and used the numbers in the Dynamic at the top (Im not 100% sure about whats actually happening at this stage, now that I think of it).
- I then used the built-in give Pokemon script in PKSV UI, compiled and copied the Offset that PKSV UI created for me, over to the Script Offset in AdvanceMap for the right Sprite.
... And that is mostly it.

Does anyone have any clue what can have happened? This was not an issue before I "used my magic" on the ROM.. And Im just as intrested in an explanation to how/why this is happening as I am in a fix

Thanks!
  #8827    
Old September 26th, 2013 (03:31 PM).
therealnovus therealnovus is offline
 
Join Date: Sep 2013
Gender: Male
Posts: 2
I'm now having a problem with compiling. I'm trying to set the flag for the person so that it stays hidden, so i put
Code:
setflag 0x200
return
It compiles fine, but when I re-open the code (or de-compile) it changes the above code to the red code below:
Code:
'---------------
#org 0x2DD289
lock
faceplayer
msgbox 0x82DD2C0 MSG_NORMAL '"The girl that lives here is so\ncu..."
checkgender
compare LASTRESULT 0x1
if 0x1 goto 0x82DD2A1
release
end

'---------------
#org 0x2DD2A1
applymovement LASTTALKED 0x82DD32B
waitmovement LASTTALKED
msgbox 0x82DD303 MSG_NORMAL '"Oh... that's you... uh... I gotta\..."
applymovement LASTTALKED 0x82DD32E
waitmovement LASTTALKED
hidesprite 0x2
checkobedience 0xD9DC
nop

'---------
' Strings
'---------
#org 0x2DD2C0
= The girl that lives here is so\ncute... I have to get her number!

#org 0x2DD303
= Oh... that's you... uh... I gotta\ngo.


'-----------
' Movements
'-----------
#org 0x2DD32B
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements

#org 0x2DD32E
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0xFE 'End of Movements
Why is this happening?
  #8828    
Old September 26th, 2013 (03:38 PM).
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Quote originally posted by therealnovus:
I'm now having a problem with compiling. I'm trying to set the flag for the person so that it stays hidden, so i put
Code:
setflag 0x200
return
It compiles fine, but when I re-open the code (or de-compile) it changes the above code to the red code below:
Code:
'---------------
#org 0x2DD289
lock
faceplayer
msgbox 0x82DD2C0 MSG_NORMAL '"The girl that lives here is so\ncu..."
checkgender
compare LASTRESULT 0x1
if 0x1 goto 0x82DD2A1
release
end

'---------------
#org 0x2DD2A1
applymovement LASTTALKED 0x82DD32B
waitmovement LASTTALKED
msgbox 0x82DD303 MSG_NORMAL '"Oh... that's you... uh... I gotta\..."
applymovement LASTTALKED 0x82DD32E
waitmovement LASTTALKED
hidesprite 0x2
checkobedience 0xD9DC
nop

'---------
' Strings
'---------
#org 0x2DD2C0
= The girl that lives here is so\ncute... I have to get her number!

#org 0x2DD303
= Oh... that's you... uh... I gotta\ngo.


'-----------
' Movements
'-----------
#org 0x2DD32B
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements

#org 0x2DD32E
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0xFE 'End of Movements
Why is this happening?
You must repoint since the area you're using is out of space. You know free space starts at 720000 in FR and Ruby, and Emerald at E50000 or something.
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  #8829    
Old October 6th, 2013 (01:35 AM).
Hoshizora Hoshizora is offline
 
Join Date: Oct 2013
Gender: Male
Posts: 1
Game: FireRed Editor: XSE

I want to create a person event script where you talk to a guy and he tells you 'now playing sound X' and plays that sound at the same time. The next time you talk to him, he plays sound X + 1. So on and so forth throughout all the sounds in the game that are called by the 'sound 0x01' command.

Right now all I can think of doing is using a variable, adding one to the variable each time the sound is played. A flag check is used for the first time you talk to him to set the variable to 0x0. All I can think of doing from there is ham-handedly throwing in [variable 0x5000] in where I want it to go, but I know that's not going to make it work.

Spoiler:
#org 0x800000
checkflag 0x1000
if 0x1 goto #0x800001
setflag 0x1000
setvar 0x5000 0x0
sound 0x[variable 0x5000]
msgbox 0x800002 0x2
addvar 0x5000 0x1
end

#org 0x800001
sound 0x[variable 0x5000]
msgbox 0x800001 0x2
addvar 0x5000 0x1
end


#org 0x800002
= now playing sound [variable 0x5000].

Disclaimer: I know I cannot put #org scripts so close to eachother. The above is an example with simpler numbers to be easier to read.
  #8830    
Old October 7th, 2013 (04:50 AM).
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TheUltimateG.J TheUltimateG.J is offline
 
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Age: 16
Gender: Male
Nature: Jolly
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how to make a script such that when i enter roue 22 first a charmander thumbs to me then it goes back then suddenly the screen fades white when the screen turned normal the charmander has evolved to charmeleon or its OW sprite is changed and then it starts to battle me.How can i make this script please help me.
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  #8831    
Old October 7th, 2013 (06:41 PM).
Danny0317's Avatar
Danny0317 Danny0317 is offline
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I'm having trouble with this level script on FR. It all works perfectly until after the setflags in the bottom, which after that I can't move even though I have the release and end commands.
Here is the script
Spoiler:
#dynamic 0x800000
#org @start
checkflag 0x1202
if 0x1 goto @end
msgbox @craphelp 0x6
applymovement 0xFF @omw
msgbox @shutup 0x6
msgbox @choose 0x6
msgbox @douwantsneasel 0x5
compare 0x800D 0x1
if 0x1 goto @sneasel
msgbox @gligar 0x5
compare 0x800D 0x1
if 0x1 goto @givegligar
msgbox @sneasel2 0x5
compare 0x800D 0x1
if 0x1 goto @sneasel
compare 0x800D 0x0
if 0x0 goto @choose
release
end

#org @sneasel
setflag 0x828
givepokemon 0xD7 0x5 0x0 0x0 0x0 0x0
applymovement 14 @fine
waitmovement 0x0
trainerbattle 0x3 0x1 0x0 @see
msgbox @damnit 0x6
applymovement 16 @nowme
waitmovement 0x0
msgbox @nowim 0x6
trainerbattle 0x3 0x2 0x0 @hehe
msgbox @seeyaloser 0x6
fadescreen 0x1
hidesprite 14
hidesprite 16
fadescreen 0x0
msgbox @thanks 0x6
fadescreen 0x1
hidesprite 15
fadescreen 0x0
setflag 0x1201
setflag 0x1202
release
end


#org @givegligar
setflag 0x828
givepokemon 0xCF 0x5 0x0 0x0 0x0 0x0
applymovement 14 @fine
waitmovement 0x0
trainerbattle 0x3 0x1 0x0 @see
msgbox @damnit 0x6
applymovement 16 @nowme
waitmovement 0x0
msgbox @nowim 0x6
trainerbattle 0x3 0x2 0x0 @hehe
msgbox @seeyaloser 0x6
fadescreen 0x1
hidesprite 14
hidesprite 16
fadescreen 0x0
msgbox @thanks 0x6
fadescreen 0x1
hidesprite 15
fadescreen 0x0
setflag 0x1201
setflag 0x1202
release
end


#org @craphelp
= God damn it! These thugs are\njumping me!! Yo kid, help me out\lhere! Make these thugs go away\lwith my Pokemons!

#org @shutup
= Shut up! Haha that's what you get\nfor visiting the hood!

#org @choose
= Quick grab one of my Pokemon! I\nhave a Gligar and A sneasel!

#org @douwantsneasel
= (Grab Sneasel?)

#org @gligar
= (Choose Gligar?)

#org @omw
#raw 0x10
#raw 0x10
#raw 0x2
#raw 0xFE

#org @sneasel2
= (Choose Sneasel?)

#org @fine
#raw 0x10
#raw 0xF
#raw 0xF
#raw 0x11
#raw 0x3
#raw 0xFE

#org @see
= Kid, you're screwed!

#org @damnit
= Damn it kid you got lucky!!

#org @nowme
#raw 0x13
#raw 0x13
#raw 0x0
#raw 0xFE

#org @hehe
= Now, you're REALLY screwed!

#org @seeyaloser
= God damn it kid, you got lucky. At\nleast we got some money of this\lguy!

#org @thanks
= Thank you for that man, I need a\nrest. You can keep that Pokemon,\las a gift for saving me.

#org @end
release
end

#org @nowim
= Now it's my turn! Go ZUBAT!


btw "the hood" is the town you start in.
So yeah can anyone tell me why I cant move after the script?
__________________
Pokémon Fluorite Version (Beta 2 Released)


Beta 1 is out! Click on the image to get it!

Hey guys, I'm really sorry to advertise here, but my friend's band just released a really good song, and I think I'd mean a lot to them if I shared it, so..

https://soundcloud.com/the-keys-to-lincoln-road/thinking-of-you-nana
  #8832    
Old October 7th, 2013 (06:50 PM).
destinedjagold's Avatar
destinedjagold destinedjagold is online now
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Quote originally posted by Dark Sneasel:
I'm having trouble with this level script on FR. It all works perfectly until after the setflags in the bottom, which after that I can't move even though I have the release and end commands.
Here is the script
Spoiler:
#dynamic 0x800000
#org @start
checkflag 0x1202
if 0x1 goto @end
msgbox @craphelp 0x6
applymovement 0xFF @omw
msgbox @shutup 0x6
msgbox @choose 0x6
msgbox @douwantsneasel 0x5
compare 0x800D 0x1
if 0x1 goto @sneasel
msgbox @gligar 0x5
compare 0x800D 0x1
if 0x1 goto @givegligar
msgbox @sneasel2 0x5
compare 0x800D 0x1
if 0x1 goto @sneasel
compare 0x800D 0x0
if 0x0 goto @choose
release
end

#org @sneasel
setflag 0x828
givepokemon 0xD7 0x5 0x0 0x0 0x0 0x0
applymovement 14 @fine
waitmovement 0x0
trainerbattle 0x3 0x1 0x0 @see
msgbox @damnit 0x6
applymovement 16 @nowme
waitmovement 0x0
msgbox @nowim 0x6
trainerbattle 0x3 0x2 0x0 @hehe
msgbox @seeyaloser 0x6
fadescreen 0x1
hidesprite 14
hidesprite 16
fadescreen 0x0
msgbox @thanks 0x6
fadescreen 0x1
hidesprite 15
fadescreen 0x0
setflag 0x1201
setflag 0x1202
release
end


#org @givegligar
setflag 0x828
givepokemon 0xCF 0x5 0x0 0x0 0x0 0x0
applymovement 14 @fine
waitmovement 0x0
trainerbattle 0x3 0x1 0x0 @see
msgbox @damnit 0x6
applymovement 16 @nowme
waitmovement 0x0
msgbox @nowim 0x6
trainerbattle 0x3 0x2 0x0 @hehe
msgbox @seeyaloser 0x6
fadescreen 0x1
hidesprite 14
hidesprite 16
fadescreen 0x0
msgbox @thanks 0x6
fadescreen 0x1
hidesprite 15
fadescreen 0x0
setflag 0x1201
setflag 0x1202
release
end


#org @craphelp
= God damn it! These thugs are\njumping me!! Yo kid, help me out\lhere! Make these thugs go away\lwith my Pokemons!

#org @shutup
= Shut up! Haha that's what you get\nfor visiting the hood!

#org @choose
= Quick grab one of my Pokemon! I\nhave a Gligar and A sneasel!

#org @douwantsneasel
= (Grab Sneasel?)

#org @gligar
= (Choose Gligar?)

#org @omw
#raw 0x10
#raw 0x10
#raw 0x2
#raw 0xFE

#org @sneasel2
= (Choose Sneasel?)

#org @fine
#raw 0x10
#raw 0xF
#raw 0xF
#raw 0x11
#raw 0x3
#raw 0xFE

#org @see
= Kid, you're screwed!

#org @damnit
= Damn it kid you got lucky!!

#org @nowme
#raw 0x13
#raw 0x13
#raw 0x0
#raw 0xFE

#org @hehe
= Now, you're REALLY screwed!

#org @seeyaloser
= God damn it kid, you got lucky. At\nleast we got some money of this\lguy!

#org @thanks
= Thank you for that man, I need a\nrest. You can keep that Pokemon,\las a gift for saving me.

#org @end
release
end

#org @nowim
= Now it's my turn! Go ZUBAT!


btw "the hood" is the town you start in.
So yeah can anyone tell me why I cant move after the script?
Maybe this is why?
Code:
#org @start
checkflag 0x1202
if 0x1 goto @end
msgbox @craphelp 0x6
applymovement 0xFF @omw
waitmovement 0x0
msgbox @shutup 0x6
msgbox @choose 0x6
msgbox @douwantsneasel 0x5
compare 0x800D 0x1
if 0x1 goto @sneasel
msgbox @gligar 0x5
compare 0x800D 0x1
if 0x1 goto @givegligar
msgbox @sneasel2 0x5
compare 0x800D 0x1
if 0x1 goto @sneasel
compare 0x800D 0x0
if 0x0 goto @choose
release
end
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TSV: 1364(X), 0790(OR)

  #8833    
Old October 7th, 2013 (07:00 PM).
Danny0317's Avatar
Danny0317 Danny0317 is offline
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Quote originally posted by destinedjagold:
Maybe this is why?
Code:
#org @start
checkflag 0x1202
if 0x1 goto @end
msgbox @craphelp 0x6
applymovement 0xFF @omw
waitmovement 0x0
msgbox @shutup 0x6
msgbox @choose 0x6
msgbox @douwantsneasel 0x5
compare 0x800D 0x1
if 0x1 goto @sneasel
msgbox @gligar 0x5
compare 0x800D 0x1
if 0x1 goto @givegligar
msgbox @sneasel2 0x5
compare 0x800D 0x1
if 0x1 goto @sneasel
compare 0x800D 0x0
if 0x0 goto @choose
release
end
I tried that already, still doesn't work.
__________________
Pokémon Fluorite Version (Beta 2 Released)


Beta 1 is out! Click on the image to get it!

Hey guys, I'm really sorry to advertise here, but my friend's band just released a really good song, and I think I'd mean a lot to them if I shared it, so..

https://soundcloud.com/the-keys-to-lincoln-road/thinking-of-you-nana
  #8834    
Old October 7th, 2013 (07:06 PM).
destinedjagold's Avatar
destinedjagold destinedjagold is online now
Oh Hai Thar~ 'ω'
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Join Date: May 2007
Location: Philippines
Gender: Male
Nature: Careful
Posts: 7,196
Quote originally posted by Dark Sneasel:
I tried that already, still doesn't work.
Oh, wait... It's a level script.
Can you also show us a screenshot of the header tab of A-Map?
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3DS FC: 0061-1111-6462
TSV: 1364(X), 0790(OR)

  #8835    
Old October 7th, 2013 (07:13 PM).
Danny0317's Avatar
Danny0317 Danny0317 is offline
deez nuts!!!1!!!1!!!1!!
Gold Tier
 
Join Date: Jun 2013
Location: Miami, FL
Age: 15
Gender: Male
Nature: Hasty
Posts: 928
Quote originally posted by destinedjagold:
Oh, wait... It's a level script.
Can you also show us a screenshot of the header tab of A-Map?
Yeah mind if I put it tommorow morning? I have to go to sleep.
__________________
Pokémon Fluorite Version (Beta 2 Released)


Beta 1 is out! Click on the image to get it!

Hey guys, I'm really sorry to advertise here, but my friend's band just released a really good song, and I think I'd mean a lot to them if I shared it, so..

https://soundcloud.com/the-keys-to-lincoln-road/thinking-of-you-nana
  #8836    
Old October 8th, 2013 (12:21 PM). Edited October 8th, 2013 by DrFuji.
johnnyndl johnnyndl is offline
 
Join Date: Feb 2011
Gender: Male
Posts: 1
I have one problem, I can't figure out how fix it!

I'm making a hack of pokemon emerald, I just wanna put the legendaries in the game (Entei, Suicune, Raikou, Moltres etc). So, I try to use this script for articuno:

Spoiler:
'-----------------------
#org 0x80000
lock
faceplayer
checksound
cry 0x90 0x2
pause 0x28
waitcry
startwildbattle 0x90 0x28 0x0
setflag 0x8C1
special 0x13B
waitstate
clearflag 0x8C1
special2 LASTRESULT 0xB7
compare LASTRESULT 0x1
if 0x1 goto 0x8238F9F
compare LASTRESULT 0x4
if 0x1 goto 0x8238FA8
compare LASTRESULT 0x5
if 0x1 goto 0x8000000
setflag 0x1BC
release
end

'-----------------------
#org 0x8000000
setflag 0x1BC
goto 0x8000000
end

'-----------------------
#org 0x8000000
setvar 0x8004 0xFB
goto 0x8000000
end

'-----------------------
#org 0x8000000
fadescreen3 0x1
hidesprite LASTTALKED
fadescreen3 0x0
release
end

'-----------------------
#org 0x8000000
fadescreen3 0x1
hidesprite LASTTALKED
fadescreen3 0x0
bufferpokemon 0x0 0x8004
msgbox 0x8000000 '"The [buffer1] flew away!"
callstd 0x4
release
end


'---------
' Strings
'---------
#org 0x8000000
= The [buffer1] flew away!


But the pokemon wont desapear when the battle ends.

Sorry my bad english...

I try to find the script for put pokemons in the emerald game, but every script then I use, the same mistake happen. What I'm doing wrong?
  #8837    
Old October 8th, 2013 (04:35 PM).
Danny0317's Avatar
Danny0317 Danny0317 is offline
deez nuts!!!1!!!1!!!1!!
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Quote originally posted by destinedjagold:
Oh, wait... It's a level script.
Can you also show us a screenshot of the header tab of A-Map?
Yeah, here they are, in normal and header modes

__________________
Pokémon Fluorite Version (Beta 2 Released)


Beta 1 is out! Click on the image to get it!

Hey guys, I'm really sorry to advertise here, but my friend's band just released a really good song, and I think I'd mean a lot to them if I shared it, so..

https://soundcloud.com/the-keys-to-lincoln-road/thinking-of-you-nana
  #8838    
Old October 10th, 2013 (03:11 PM).
Misledangel Misledangel is offline
 
Join Date: Sep 2013
Gender: Male
Nature: Quiet
Posts: 35
#dynamic 0x800000

#org @start
msgbox @1 0x6
closeonkeypress
applymovement 0xFF @move
release
end

#org @1
= Red's Mom:[Player]\nIts locked upstairs.

#org @move
#raw 0x12
#raw 0x10



whats wrong with the script ? halts the game :/
basically i just want to make the player move left once then down when i step on a tile
  #8839    
Old October 10th, 2013 (03:23 PM).
Danny0317's Avatar
Danny0317 Danny0317 is offline
deez nuts!!!1!!!1!!!1!!
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Quote originally posted by Misledangel:
#dynamic 0x800000

#org @start
msgbox @1 0x6
closeonkeypress
applymovement 0xFF @move
release
end

#org @1
= Red's Mom:[Player]\nIts locked upstairs.

#org @move
#raw 0x12
#raw 0x10



whats wrong with the script ? halts the game :/
basically i just want to make the player move left once then down when i step on a tile
Msgbox 0x6 doesn't use closekeyonpress.

You would have to replace 0x6 with 0x4 I'm pretty sure.
__________________
Pokémon Fluorite Version (Beta 2 Released)


Beta 1 is out! Click on the image to get it!

Hey guys, I'm really sorry to advertise here, but my friend's band just released a really good song, and I think I'd mean a lot to them if I shared it, so..

https://soundcloud.com/the-keys-to-lincoln-road/thinking-of-you-nana
  #8840    
Old October 10th, 2013 (03:25 PM).
GoGoJJTech's Avatar
GoGoJJTech GoGoJJTech is offline
http://GoGoJJTech.com (WIP!)
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Age: 16
Gender: Female
Nature: Jolly
Posts: 2,077
Quote originally posted by Dark Sneasel:
Msgbox 0x6 doesn't use closekeyonpress.

You would have to replace 0x6 with 0x4 I'm pretty sure.
ORRRRRRR
You could remove closeonkeypress and just end the movement. Without FE the game continues reading and obviously freezes.
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  #8841    
Old October 10th, 2013 (04:00 PM).
Misledangel Misledangel is offline
 
Join Date: Sep 2013
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Posts: 35
Quote originally posted by gogojjtech:
ORRRRRRR
You could remove closeonkeypress and just end the movement. Without FE the game continues reading and obviously freezes.

#dynamic 0x8000AD

#org @start
msgbox @1 0x6 ( tried replacing with 0x4 too )
applymovement 0xFF @move
release
end

#org @1
= Red's Mom:[Player]\nIts locked upstairs.

#org @move
#raw 0x12
#raw 0x10
#raw 0xFE


still no luck :'(
  #8842    
Old October 10th, 2013 (04:01 PM).
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GoGoJJTech GoGoJJTech is offline
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#org @start
msgbox @1 0x6
applymovement 0xFF @move
waitmovement 0
release
end

#org @1
= Red's Mom:[Player]\nIts locked upstairs.

#org @move
#raw 0x12
#raw 0x10
#raw 0xFE
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  #8843    
Old October 10th, 2013 (04:12 PM).
Misledangel Misledangel is offline
 
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Didnt work :/ it just freezes as soon as i step on that tile
  #8844    
Old October 10th, 2013 (04:13 PM).
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Quote originally posted by Misledangel:
Didnt work :/ it just freezes as soon as i step on that tile
That's because you don't know how tiles work then. You forgot to put a var for the tile
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  #8845    
Old October 10th, 2013 (04:19 PM).
Misledangel Misledangel is offline
 
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Quote originally posted by gogojjtech:
That's because you don't know how tiles work then. You forgot to put a var for the tile
ahem ahem i think your right
but i want this script to stay there
for the whole game ?
  #8846    
Old October 10th, 2013 (04:20 PM).
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Quote originally posted by Misledangel:
ahem ahem i think your right
but i want this script to stay there
for the whole game ?
You still need a var. var 0000 is nonexistent and points to the wrong RAM area and your game freezes on contact.
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  #8847    
Old October 10th, 2013 (04:23 PM).
Misledangel Misledangel is offline
 
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Quote originally posted by gogojjtech:
You still need a var. var 0000 is nonexistent and points to the wrong RAM area and your game freezes on contact.
thanks for pointing in a direction i will look it up which var would you use for a tile in reds house ? in a non hacked rom
  #8848    
Old October 10th, 2013 (04:24 PM).
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Quote originally posted by Misledangel:
thanks for pointing in a direction i will look it up which var would you use for a tile in reds house ?
use this thread as a guide: http://www.pokecommunity.com/showthread.php?t=302347
If you need more vars (I doubt it) then use jambo51's extension routine
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  #8849    
Old October 10th, 2013 (04:28 PM).
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Hey guys, first timer needing help with a FR script
Okay I'm relatively new to this but have been making quick progress with XSE over the past few days. What I'm trying to accomplish is essentially a check to see if the player has already obtained the National Dex (the goal is to open up a new area of the map once the national dex is obtained). I understand that to activate the Nat Dex you use special 0x16F, but I haven't the slightest idea with how to perform a check. Any suggestions ?
  #8850    
Old October 10th, 2013 (04:30 PM).
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Quote originally posted by mynameislouie:
Hey guys, first timer needing help with a FR script
Okay I'm relatively new to this but have been making quick progress with XSE over the past few days. What I'm trying to accomplish is essentially a check to see if the player has already obtained the National Dex (the goal is to open up a new area of the map once the national dex is obtained). I understand that to activate the Nat Dex you use special 0x16F, but I haven't the slightest idea with how to perform a check. Any suggestions ?
checkflag/setflag
or
setvar/compare
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