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  #1226    
Old May 31st, 2009 (05:48 AM).
Larsie13 Larsie13 is offline
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Location: The Netherlands
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Nature: Modest
Posts: 159
Quote originally posted by PlatniumPiano:
Spoiler:
Another buggy script...

So this script I have is made up of two parts, a green map tile which is supposed to call the person event, and the person event itself. (Thankfully, this time when I stepped onto the tile, it didn't freeze! It just did nothing... well its an improvement!) I have the Script tile's Var number set to 0905 as well as the person event for the person ID number.
What is supposed to happen is:

1. The game sets the "lockall" command into play.
2. A message box is displayed, and a "!" pops over my head and I face left.
3. The Professor's Sprite is unveiled from a couple blocks away (it was set to hidden on A-map before) and he starts to walk over to me.
4. We talk, I get item, and he leaves.
5. When the Professor's 2nd movement is completed, the sprite is hidden, and I go along my merry way.

The problem is that first off, when I step on the script tile, nothing happens. Also, if I press a (z if you will) where the sprite is supposed to be hidden, the event plays without the sprite showing up.

So I guess what I'm asking is:
How do I get the script tile to call the event, show the sprite, play the dialouge, and then hide the sprite?

Any help is much appreciated

The Person Event:

Spoiler:

#dynamic 0x21ECA7

#org @start
checkflag 0x905
if 0x0 goto @stop
release
end

#org @stop
lockall
msgbox @wait MSG_NORMAL
applymovement 0xFF @whoa
waitmovement 0x0
showsprite 0x5
applymovement 0x5 @walking
waitmovement 0x0
msgbox @poke MSG_NORMAL
giveitem 0x4 0x5 MSG_OBTAIN
fanfare 0x13E
waitfanfare
setflag 0x905
msgbox @luck MSG_NORMAL
applymovement 0x5 @goback
waitmovement 0x0
releaseall
end

#org @wait
= Wait, [PLAYER]!

#org @whoa
#raw 0x56 0x02 0xFE

#org @walking
#raw 0x07 0x07 0x05 0x05 0x07 0x07 0x05 0x03 0xFE

#org @poke
= [PLAYER]!\pHow has that Ponyta been working\nout for you?\p... ... ...\n... ... ...\pWell, that's good.\nListen, before you go to\pthe next town, there is\nsomething you should know.\pPonyta won't be your only POKéMON.\pI know, it's crazy, but you can catch\nothers with a tool called aPOKéBALL.\pI have some for you here.\nTry it!

#org @luck
= Just throw one when a POKéMON\nyou want to catch is weak.\pIf all goes well, the POKéMON\nwill be under your command!\p... ... ...\nAnd a word of advice...\pThe next town is the middle-ground\nbetween Terracasa and Crescent.\pIt might be rough.\pBut, good luck anyways.\nIf you were able to defeat Lord Aspen,\pthis should not be a problem for you.

#org @goback
#raw 0x4 0x6 0x6 0x6 0x4 0x4 0x6 0x6 0xFE


The Script Tile (Shortened from Script Below+Person Event Above to just Script Below:

Spoiler:

'---------------
#org 0x1E66E8
call 0x21ECA7
Well, first off, why use the script tile like that? Just give it the same offset as the Person event, that saves some space, and it would still work the same way. Also, and I see that happening a lot, your dynamic offset is too low. You could risk overwriting important data, so use #dynamic 0x800000. Thirdly, var number 0x905 is also too low. Try 0x5000 and up. They're never used by the game. (Except 0x80XX.)
And lastly, if you use setflag 0x905, you should put that as the People ID number for the Professor, and use a hidesprite command before setting the flag. And don't forget to move the setflag to AFTER the last movement, otherwise the professor will disappear before talking and walking away. You'll also have to include a setvar. For instance, use setvar 0x5000 0x1, and give the script tile Var Number 5000, and Var Value 0000.
  #1227    
Old May 31st, 2009 (06:10 AM).
DarkPrince304's Avatar
DarkPrince304 DarkPrince304 is offline
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Join Date: May 2009
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hello again guys
Here's a script
Spoiler:

#dynamic 0x800000
#org @start
lock
faceplayer
checkflag 0x200
if 0x1 goto @5
applymovement 0xFF @1
waitmovement 0xFF
showsprite 0x58
applymovement 0x58 @2
waitmovement 0x1
message @3
boxset 6
setflag 0x200
message @4
boxset 6
release
end

#org @1
#raw 0x62
#raw 0x20
#raw 0x02
#raw 0xFE

#org @2
#raw 0x62
#raw 0x20
#raw 0xFE

#org @3
= [PLAYER]!\nWhat am I seeing!\lDo you know its so late\lnight? Go to bed immediately!

#org @4
= [PLAYER]! Go to bed!

#org @5
message @6
boxset 6
clearflag 0x200
release
end

#org @6
= ASH:Hmm...zzz\n...\pzzz\n...\pCharmander I choose you!\n.....\pSquirtle I choose you!\n.....\pGo Bulbasaur!


And here's what the script supposed to do
I begin my game then go to the stairs and mom comes up saying
[PLAYER]!\nWhat am I seeing!\lDo you know its so late\lnight? Go to bed immediately!
and mom remains standing there till I don't sleep
before sleeping if I talk to mom she says "[PLAYER]! Go to bed!
But what the problem is that when I go to the stairs mom comes up and says
[PLAYER]!\nWhat am I seeing!\lDo you know its so late\lnight? Go to bed immediately! [PLAYER]! Go to bed!

She says both of the lines
But I want mom to only speak 1st line and the 2nd line when I try to speak to her before speaking
So PLease correct my script and help me
Thanks
__________________
I am the creator of Pokemon Gotta Catch em' All! Game.







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  #1228    
Old May 31st, 2009 (07:12 AM). Edited May 31st, 2009 by metapod23.
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metapod23 metapod23 is offline
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Gender: Male
Nature: Timid
Posts: 673
Quote originally posted by Allegretto:
Thx for the help with the specialheal givepokemon script combo. Have a problem with the next applymovement script. He dosn't go where he needs to go. Th person should go 3 steps up first then 3 steps left and finally 4 steps up before ending up where he should end up.

Here's the script as i compiled it.

Spoiler:
#dynamic 0x8013D8

#org @start
checkflag 0x828
if 0x1 goto @done
msgbox @1 0x6
applymovement 0x03 @move
waitmovement 0x0
applymovement 0xFF @move2
pause 0x30
msgbox @2 0x6
playsong 0x13E 0x0
applymovement 0x03 @move3
applymovement 0xFF @move3
waitmovement 0x0
fadesong 0x12C
release
end

#org @done
release
end

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

#org @move2
#raw 0x03
#raw 0xFE

#org @move3
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0xFE

#org @1
= Waaaiiiitttt!!!

#org @2
= You can't go out there\nwithout your own Pokemon.\pWild Pokemon will hurt you.








Can you help?
I don't see a move script for the 4 steps up in your code. It looks like your code would make person 0x3 step up three, person 0xff face right, 0x3 and 0xff then step left three. EDIT: Also, I realized that person 0xff can't be a correct code, since it needs to be a sprite number, so am not sure what that's supposed to do?

I guess you'd need to add another move script like:

Code:
@move4
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0xFE
to make him go 4 more steps up?
  #1229    
Old May 31st, 2009 (02:00 PM).
PlatniumPiano's Avatar
PlatniumPiano PlatniumPiano is offline
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Posts: 480
Quote originally posted by Larsie13:
Well, first off, why use the script tile like that? Just give it the same offset as the Person event, that saves some space, and it would still work the same way. Also, and I see that happening a lot, your dynamic offset is too low. You could risk overwriting important data, so use #dynamic 0x800000. Thirdly, var number 0x905 is also too low. Try 0x5000 and up. They're never used by the game. (Except 0x80XX.)
And lastly, if you use setflag 0x905, you should put that as the People ID number for the Professor, and use a hidesprite command before setting the flag. And don't forget to move the setflag to AFTER the last movement, otherwise the professor will disappear before talking and walking away. You'll also have to include a setvar. For instance, use setvar 0x5000 0x1, and give the script tile Var Number 5000, and Var Value 0000.

Thanks, it worked when I stepped on the script tile! The only problem there is now is that the sprite doesn't show :/

Do I have the setvar command, or showsprite command in the wrong place, or is it because the sprite is set to "hidden" on A-map?

Feel free to make revisions:
Spoiler:

'---------------
#org 0x8003EE
checkflag 0x905
if 0x0 goto 0x88003FA
release
end
'---------------
#org 0x8003FA
lockall
msgbox 0x8800452 MSG_NORMAL '"Wait, [player]!"
setvar 0x5000 0x1
showsprite 0x5
applymovement MOVE_PLAYER 0x880045E
waitmovement 0x0
applymovement 0x5 0x8800462
waitmovement 0x0
msgbox 0x880046C MSG_NORMAL '"[player]!\pHow has that Ponyta bee..."
giveitem 0x4 0x5 MSG_OBTAIN
fanfare 0x13E
waitfanfare
msgbox 0x88005A7 MSG_NORMAL '"Just throw one when a POKéMON\nyou..."
applymovement 0x5 0x88006FB
waitmovement 0x0
hidesprite 0x5
setflag 0x905
releaseall
end

'---------
' Strings
'---------
#org 0x800452
= Wait, [player]!
#org 0x80046C
= [player]!\pHow has that Ponyta been working\nout for you?\p... ... ...\n... ... ...\pWell, that's good.\nListen, before you go to\pthe next town, there is\nsomething you should know.\pPonyta won't be your only POKéMON.\pI know, it's crazy, but you can catch\nothers with a tool called aPOKéBALL.\pI have some for you here.\nTry it!
#org 0x8005A7
= Just throw one when a POKéMON\nyou want to catch is weak.\pIf all goes well, the POKéMON\nwill be under your command!\p... ... ...\nAnd a word of advice...\pThe next town is the middle-ground\nbetween Terracasa and Crescent.\pIt might be rough.\pBut, good luck anyways.\nIf you were able to defeat Lord Aspen,\pthis should not be a problem for you.

'-----------
' Movements
'-----------
#org 0x80045E
#raw 0x56 'Exclamation Mark (!)
#raw 0x2 'Face Left
#raw 0xFE 'End of Movements
#org 0x800462
#raw 0x7 'Step Right (Slow)
#raw 0x7 'Step Right (Slow)
#raw 0x5 'Step Up (Slow)
#raw 0x5 'Step Up (Slow)
#raw 0x7 'Step Right (Slow)
#raw 0x7 'Step Right (Slow)
#raw 0x5 'Step Up (Slow)
#raw 0x3 'Face Right
#raw 0xFE 'End of Movements
#org 0x8006FB
#raw 0x4 'Step Down (Slow)
#raw 0x6 'Step Left (Slow)
#raw 0x6 'Step Left (Slow)
#raw 0x6 'Step Left (Slow)
#raw 0x4 'Step Down (Slow)
#raw 0x4 'Step Down (Slow)
#raw 0x6 'Step Left (Slow)
#raw 0x6 'Step Left (Slow)
#raw 0xFE 'End of Movements
  #1230    
Old May 31st, 2009 (03:55 PM). Edited June 7th, 2009 by PI Hudson.
PI Hudson's Avatar
PI Hudson PI Hudson is offline
Can be random for hugs> PIE!!!
 
Join Date: May 2009
Location: Minnesota
Age: 22
Gender: Male
Nature: Modest
Posts: 33
Editor XSE 1.1.1
Game Emerald (U) (BPEE)

I have a script that works perfect when used in one place, but stops working in the two other places

Spoiler:
#dynamic 0x9C0C74

#org @start
checkflag 0x503
if 0x1 goto @done
lock
setflag 0x503
sound 0x15
applymovement 0x6 @a
applymovement 0x7 @a
waitmovement 0x6
msgbox @1 0x6
getplayerpos 0x800C 0x800D
compare 0x800D 0x10
if 0x1 call @work1
compare 0x800D 0x12
if 0x1 call @work2
applymovement 0x6 @b
applymovement 0x7 @b
applymovement 0xFF @b
waitmovement 0x0
msgbox @2 0x6
applymovement 0x0 @c
msgbox @3 0x6
applymovement 0x0 @d
msgbox @4 0x6
warpteleport 0x0 0x9 0x0 0x0 0x0
release
end

#org @done
end

#org @a
#raw 0x56 0x14 0x14 0x14 0xB 0xB 0xB 0xB 0xB 0xFE

#org @1
= ALEX: Hey, [player]!\nPROF. ALDER isn't going to wait for\lus!\lLet's get to the farmhouse.

#org @work1
#raw 0x8 0x27 0xFE
return

#org @work2
#raw 0x9 0x27 0xFE
return

#org @b
#raw 0xA 0xA 0xA 0xA 0xA 0xA 0xA 0xA 0xA 0xA 0xA 0xA 0xA 0xA 0xA 0xA 0xA 0xA 0xA 0xA 0xA 0xA 0xA 0xA 0xA 0x26 0xFE

#org @2
= PROF. ALDER: ...and those are the\nPOKéMON in the contest. We have\lalready sent in some people to\lprepare the area.

#org @c
#raw 0x27 0xFE

#org @3
= This man here has let us use his\nfield for this contest so don't go\lpast the fence without his\lpermission.

#org @d
#raw 0x25 0xFE

#org @4
= PROF. ALDER: You will be\nteleported to the area by my\lPOKéMON momentarily.
a problem when I compile it is that @work1 and @work2 become this

Spoiler:
'---------------
#org 0x9C1947
gotostd 0x27

'---------------
#org 0x9C194C
callstd 0x27
  #1231    
Old May 31st, 2009 (07:19 PM).
Kalsard's Avatar
Kalsard Kalsard is offline
Looking for time travellers.
 
Join Date: May 2009
Location: New Zealand
Age: 20
Gender: Male
Nature: Calm
Posts: 95
I have a question for Firered.
My script doesn't work :
-The person event 1- Lugia- Does not move when it is supposed to
-Trainer battle does not trigger- it just freezes-
Thanks =)

Spoiler:
'---------------
#dynamic 0x808824

#org @start
msgbox @string1 0x2 '"I don't get it. Where is Lugia?\n ..."
applymovement 0x1 @move1
waitmovement 0x0
msgbox @string2 0x2 '"It's...it's here..."
applymovement 0x2 @move2
waitmovement 0x0
applymovement 0xFF @move3
waitmovement 0x0
msgbox @string3 0x2 '"Get out of the way!\nThis is a cha..."
applymovement 0x1 @move4
pause 0x20
msgbox @string4 0x2 '"Wait! Come back!"
applymovement 0x2 @move5
waitmovement 0x0
hidesprite 0x1
applymovement 0x2 @move6
applymovement 0xFF @move7
waitmovement 0x0
trainerbattle 0x1 0x2 0x0 @string5 @string6 @later
release
end

#org @later
msgbox @string7 0x2 '"I must go back to base and inform\..."
applymovement 0x2 @move8
waitmovement 0x0
hidesprite 0x2
setflag 0x1006
release
end


'---------
' Strings
'---------
#org @string1
= I don't get it. Where is Lugia?\n The weather signs are according\lto the book.

#org @string2
= It's...it's here...

#org @string3
= Get out of the way!\nThis is a change to catch Lugia!

#org @string4
= Wait! Come back!

#org @string5
= This is all your fault!\nPrepare to face the wrath of Team Rocket!

#org @string6
= I must inform the others...

#org @string7
= I must go back to base and inform\nthe others about Lugia.\pWe'll meet again...


'-----------
' Movements
'-----------
#org @move1
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0xFE 'End of Movements

#org @move2
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements

#org @move3
#raw 0x13 'Step Right (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x0 'Face Down
#raw 0xFE 'End of Movements

#org @move4
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0xFE 'End of Movements

#org @move5
#raw 0x62 'Exclamation Mark (!)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements

#org @move6
#raw 0x10 'Step Down (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0xFE 'End of Movements

#org @move7
#raw 0x2 'Face Left

#org @move8
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0xFE 'End of Movements
__________________

"What I have shown you is reality. What you remember, that is the illusion."

  #1232    
Old May 31st, 2009 (08:33 PM).
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Xatoku Xatoku is offline
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Location: Canada
Gender: Male
Posts: 451
Well I'm not sure about Lugia, but the trainerbattle script doesn't trigger because on move7, there's no end of movements (#raw 0xFE) ergot the script will freeze.
  #1233    
Old May 31st, 2009 (09:07 PM).
DarkPrince304's Avatar
DarkPrince304 DarkPrince304 is offline
Back to Hacking after exams!!!
 
Join Date: May 2009
Location: PokeCommunity
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Nature: Calm
Posts: 167
Quote originally posted by DarkPrince304:
hello again guys
Here's a script
Spoiler:

#dynamic 0x800000
#org @start
lock
faceplayer
checkflag 0x200
if 0x1 goto @5
applymovement 0xFF @1
waitmovement 0xFF
showsprite 0x58
applymovement 0x58 @2
waitmovement 0x1
message @3
boxset 6
setflag 0x200
message @4
boxset 6
release
end

#org @1
#raw 0x62
#raw 0x20
#raw 0x02
#raw 0xFE

#org @2
#raw 0x62
#raw 0x20
#raw 0xFE

#org @3
= [PLAYER]!\nWhat am I seeing!\lDo you know its so late\lnight? Go to bed immediately!

#org @4
= [PLAYER]! Go to bed!

#org @5
message @6
boxset 6
clearflag 0x200
release
end

#org @6
= ASH:Hmm...zzz\n...\pzzz\n...\pCharmander I choose you!\n.....\pSquirtle I choose you!\n.....\pGo Bulbasaur!


And here's what the script supposed to do
I begin my game then go to the stairs and mom comes up saying
[PLAYER]!\nWhat am I seeing!\lDo you know its so late\lnight? Go to bed immediately!
and mom remains standing there till I don't sleep
before sleeping if I talk to mom she says "[PLAYER]! Go to bed!
But what the problem is that when I go to the stairs mom comes up and says
[PLAYER]!\nWhat am I seeing!\lDo you know its so late\lnight? Go to bed immediately! [PLAYER]! Go to bed!

She says both of the lines
But I want mom to only speak 1st line and the 2nd line when I try to speak to her before speaking
So PLease correct my script and help me
Thanks
Anyone care to help me
__________________
I am the creator of Pokemon Gotta Catch em' All! Game.







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  #1234    
Old May 31st, 2009 (09:12 PM).
onyx79's Avatar
onyx79 onyx79 is offline
Red Dead Revolver
 
Join Date: Jan 2009
Location: Orange Islands (=
Gender: Male
Nature: Modest
Posts: 503
That script really makes me angry look:
'---------------
#org 0x1A33F0
lock
faceplayer
checkflag 0xA3
if 0x1 goto 0x8271FA0
msgbox 0x8271FED MSG_YESNO '"Hi!it's nice to see you here\nafte..."
compare LASTRESULT 0x1
if 0x1 goto 0x8271FD3
msgbox 0x827203D MSG_NORMAL '"That's too bad...."
release
end
'---------------
#org 0x271FA0
msgbox 0x8272071 MSG_NORMAL '"Good luck at the rest of\nyour que..."
release
end
'---------------
#org 0x271FD3
giveitem 0x1 0x1 MSG_OBTAIN
msgbox 0x8272071 MSG_NORMAL '"Good luck at the rest of\nyour que..."
setflag 0xA3
release
end

'---------
' Strings
'---------
#org 0x271FED
= Hi!it's nice to see you here\nafter a long journey you deserve\pa present,want it
#org 0x27203D
= That's too bad....
#org 0x272071
= Good luck at the rest of\nyour quest!

that's prof oak giving a masterball but instead of giving it,he just says: Good luck at the rest of your quest!
  #1235    
Old June 1st, 2009 (01:19 AM).
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DarkPrince304 DarkPrince304 is offline
Back to Hacking after exams!!!
 
Join Date: May 2009
Location: PokeCommunity
Gender: Male
Nature: Calm
Posts: 167
I remodled my script to this
Spoiler:

#dynamic 0x800004
#org @start
lock
faceplayer
checkflag 0x200
if 0x1 goto @done
applymovement 0xFF @1
waitmovement 0xFF
showsprite 0x1
applymovement 0x1 @2
waitmovement 0x1
msgbox @3 0x6
setflag 0x200
msgbox @5 0x6
release
end

#org @done
clearflag 0x200
msgbox @yo 0x6
showpokepic 0x4 0x0A 0x03
cry 0x6 0x0
Msgbox @sleep 0x6
hidepokepic
showpokepic 0x7 0x0A 0x03
cry 0x7 0x0
Msgbox @sleep1 0x6
hidepokepic
showpokepic 0x1 0x0A 0x03
cry 0x1 0x0
Msgbox @sleep2 0x6
hidepokepic
fadescreen 0x1
fanfare 0x100
special 0x0
waitfanfare
fadescreen 0x0
msgbox @woah 0x6
release
end

#org @1
#raw 0x62
#raw 0x4E
#raw 0x4A
#raw 0xFE

#org @2
#raw 0x62
#raw 0x20
#raw 0x2D
#raw 0xFE

#org @3
= [PLAYER]! Do you know its so late?\nTomorrow you have to choose your 1st\lPokemon from Professor Oak,\land you don't want to be late\ldo you?\lGo to bed and sleep now!\p\c\h01\h04[PLAYER]:Okay Mom...

#org @5
= [PLAYER]! Go to Bed!

#org @yo
= [PLAYER] got to bed and went to sleep...

#org @sleep
= \c\h01\h04[PLAYER]:Ahh...zzz\n...\p...\lCharmander I choose you!\l...

#org @sleep1
= \c\h01\h04Go Squirtle!\p...

#org @sleep2
= \c\h01\h04I choose you Bulbasaur\pZzz...\l...

#org @woah
= \c\h01\h04[PLAYER]:Woah! Oh my Gosh I am late.\nI better hurry!\pEven a Squirtle would be good enough!


I set the @start offset to the S Tile in Advance Map
and I set the @5 Offset to Mom's Hidden Sprite in Advance Map
and I set the @done Offset to a script on the bed in my room

Here's what the script should do...
I begin my adventure then I go to the stairs...Suddenly Mom comes up saying me that it is late night and I should go to sleep early...And Mom remains blocking the stairs till I don't sleep...And when I sleep I dream about choosing my 1st Pokemon and then next morning Mom shouldn't be there blocking the stairs so I could progress further...

But what happens is...
When I go to stairs mom comes up and says the @3 offset message along with the @5 offset message and when i go to sleep i see the dream and next morning mom is still standing there blocking the way...

What I want to do...
Mom must come up saying @3 offset message telling me to sleep and before sleeping she should keep blocking the way and if i talk to her she should only say @5 offset message...then when i go to sleep the next morning mom shouldn't be there

Please I am having this problem from 3-4 days and I can't solve it
Please help me...
Thanks
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  #1236    
Old June 1st, 2009 (02:29 AM).
Larsie13 Larsie13 is offline
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Quote originally posted by PlatniumPiano:
Thanks, it worked when I stepped on the script tile! The only problem there is now is that the sprite doesn't show :/

Do I have the setvar command, or showsprite command in the wrong place, or is it because the sprite is set to "hidden" on A-map?

Feel free to make revisions:
Spoiler:

'---------------
#org 0x8003EE
checkflag 0x905
if 0x0 goto 0x88003FA
release
end
'---------------
#org 0x8003FA
lockall
msgbox 0x8800452 MSG_NORMAL '"Wait, [player]!"
setvar 0x5000 0x1
showsprite 0x5
applymovement MOVE_PLAYER 0x880045E
waitmovement 0x0
applymovement 0x5 0x8800462
waitmovement 0x0
msgbox 0x880046C MSG_NORMAL '"[player]!\pHow has that Ponyta bee..."
giveitem 0x4 0x5 MSG_OBTAIN
fanfare 0x13E
waitfanfare
msgbox 0x88005A7 MSG_NORMAL '"Just throw one when a POKéMON\nyou..."
applymovement 0x5 0x88006FB
waitmovement 0x0
hidesprite 0x5
setflag 0x905
releaseall
end

'---------
' Strings
'---------
#org 0x800452
= Wait, [player]!
#org 0x80046C
= [player]!\pHow has that Ponyta been working\nout for you?\p... ... ...\n... ... ...\pWell, that's good.\nListen, before you go to\pthe next town, there is\nsomething you should know.\pPonyta won't be your only POKéMON.\pI know, it's crazy, but you can catch\nothers with a tool called aPOKéBALL.\pI have some for you here.\nTry it!
#org 0x8005A7
= Just throw one when a POKéMON\nyou want to catch is weak.\pIf all goes well, the POKéMON\nwill be under your command!\p... ... ...\nAnd a word of advice...\pThe next town is the middle-ground\nbetween Terracasa and Crescent.\pIt might be rough.\pBut, good luck anyways.\nIf you were able to defeat Lord Aspen,\pthis should not be a problem for you.

'-----------
' Movements
'-----------
#org 0x80045E
#raw 0x56 'Exclamation Mark (!)
#raw 0x2 'Face Left
#raw 0xFE 'End of Movements
#org 0x800462
#raw 0x7 'Step Right (Slow)
#raw 0x7 'Step Right (Slow)
#raw 0x5 'Step Up (Slow)
#raw 0x5 'Step Up (Slow)
#raw 0x7 'Step Right (Slow)
#raw 0x7 'Step Right (Slow)
#raw 0x5 'Step Up (Slow)
#raw 0x3 'Face Right
#raw 0xFE 'End of Movements
#org 0x8006FB
#raw 0x4 'Step Down (Slow)
#raw 0x6 'Step Left (Slow)
#raw 0x6 'Step Left (Slow)
#raw 0x6 'Step Left (Slow)
#raw 0x4 'Step Down (Slow)
#raw 0x4 'Step Down (Slow)
#raw 0x6 'Step Left (Slow)
#raw 0x6 'Step Left (Slow)
#raw 0xFE 'End of Movements
Instead of showsprite 0x5, you might want to try an applymovement. If you have a movement list, somewhere you'll see a "Show" movement. Use that for sprite 5.
Quote originally posted by PI Hudson:
Editor XSE 1.1.1
Game Emerald (U) (BPEE)

I have a script that works perfect when used in one place, but stops working in the two other places

Spoiler:
#dynamic 0x9C0C74

#org @start
checkflag 0x503
if 0x1 goto @done
lock
setflag 0x503
sound 0x15
applymovement 0x6 @a
applymovement 0x7 @a
waitmovement 0x6
msgbox @1 0x6
getplayerpos 0x800C 0x800D
compare 0x800D 0x10
if 0x1 call @work1
compare 0x800D 0x12
if 0x1 call @work2
applymovement 0x6 @b
applymovement 0x7 @b
applymovement 0xFF @b
waitmovement 0x0
msgbox @2 0x6
applymovement 0x0 @c
msgbox @3 0x6
applymovement 0x0 @d
msgbox @4 0x6
warpteleport 0x0 0x9 0x0 0x0 0x0
release
end

#org @done
end

#org @a
#raw 0x56 0x14 0x14 0x14 0xB 0xB 0xB 0xB 0xB 0xFE

#org @1
= ALEX: Hey, [player]!\nPROF. ALDER isn't going to wait for\lus!\lLet's get to the farmhouse.

#org @work1
#raw 0x8 0x27 0xFE
return

#org @work2
#raw 0x9 0x27 0xFE
return

#org @b
#raw 0xA 0xA 0xA 0xA 0xA 0xA 0xA 0xA 0xA 0xA 0xA 0xA 0xA 0xA 0xA 0xA 0xA 0xA 0xA 0xA 0xA 0xA 0xA 0xA 0xA 0x26 0xFE

#org @2
= PROF. ALDER: ...and those are the\nPOKéMON in the contest. We have\lalready sent in some people to\lprepare the area.

#org @c
#raw 0x27 0xFE

#org @3
= This man here has let us use his\nfield for this contest so don't go\lpast the fence without his\lpermission.

#org @d
#raw 0x25 0xFE

#org @4
= PROF. ALDER: You will be\nteleported to the area by my\lPOKéMON momentarily.
a problem when I compile it is that @work1 and @work2 become this

Spoiler:
'---------------
#org 0x9C1947
gotostd 0x27

'---------------
#org 0x9C194C
callstd 0x27
Well, you called those two offsets, so XSE treats the #raw 0x8 and 0x9 as commands, namely commands 8 and 9, gotostd and callstd. I guess you wanted movements, so use this:
Code:
#dynamic 0x9C0C74

#org @start
checkflag 0x503
if 0x1 goto @done
lock
setflag 0x503
sound 0x15
applymovement 0x6 @a
applymovement 0x7 @a
waitmovement 0x6
msgbox @1 0x6
getplayerpos 0x800C 0x800D
compare 0x800D 0x10
if 0x1 call @work1
compare 0x800D 0x12
if 0x1 call @work2
applymovement 0x6 @b
applymovement 0x7 @b
applymovement 0xFF @b
waitmovement 0x0
msgbox @2 0x6
applymovement 0x0 @c
msgbox @3 0x6
applymovement 0x0 @d
msgbox @4 0x6
warpteleport 0x0 0x9 0x0 0x0 0x0
release
end

#org @done
end

#org @a
#raw 0x56 0x14 0x14 0x14 0xB 0xB 0xB 0xB 0xB 0xFE

#org @1
= ALEX: Hey, [player]!\nPROF. ALDER isn't going to wait for\lus!\lLet's get to the farmhouse.

#org @work1
applymovement 0x[WHichever sprite you want to move] @work1walk
waitmovement 0
return

#org @work1walk
#raw 0x8 0x27 0xFE

#org @work2
applymovement 0x[Whatever] @work2walk
waitmovement 0
return

#org @work2walk
#raw 0x9 0x27 0xFE

#org @b
#raw 0xA 0xA 0xA 0xA 0xA 0xA 0xA 0xA 0xA 0xA 0xA 0xA 0xA 0xA 0xA 0xA 0xA 0xA 0xA 0xA 0xA 0xA 0xA 0xA 0xA 0x26 0xFE

#org @2
= PROF. ALDER: ...and those are the\nPOKéMON in the contest.  We have\lalready sent in some people to\lprepare the area.

#org @c
#raw 0x27 0xFE

#org @3
= This man here has let us use his\nfield for this contest so don't go\lpast the fence without his\lpermission.

#org @d
#raw 0x25 0xFE

#org @4
= PROF. ALDER: You will be\nteleported to the area by my\lPOKéMON momentarily.
  #1237    
Old June 1st, 2009 (02:43 AM).
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onyx79 onyx79 is offline
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Quote originally posted by onyx79:
That script really makes me angry look:
'---------------
#org 0x1A33F0
lock
faceplayer
checkflag 0xA3
if 0x1 goto 0x8271FA0
msgbox 0x8271FED MSG_YESNO '"Hi!it's nice to see you here\nafte..."
compare LASTRESULT 0x1
if 0x1 goto 0x8271FD3
msgbox 0x827203D MSG_NORMAL '"That's too bad...."
release
end
'---------------
#org 0x271FA0
msgbox 0x8272071 MSG_NORMAL '"Good luck at the rest of\nyour que..."
release
end
'---------------
#org 0x271FD3
giveitem 0x1 0x1 MSG_OBTAIN
msgbox 0x8272071 MSG_NORMAL '"Good luck at the rest of\nyour que..."
setflag 0xA3
release
end

'---------
' Strings
'---------
#org 0x271FED
= Hi!it's nice to see you here\nafter a long journey you deserve\pa present,want it
#org 0x27203D
= That's too bad....
#org 0x272071
= Good luck at the rest of\nyour quest!

that's prof oak giving a masterball but instead of giving it,he just says: Good luck at the rest of your quest!
what about me??????,that's racist!
  #1238    
Old June 1st, 2009 (04:37 AM).
DarkPrince304's Avatar
DarkPrince304 DarkPrince304 is offline
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Quote originally posted by DarkPrince304:
I remodled my script to this
Spoiler:

#dynamic 0x800004
#org @start
lock
faceplayer
checkflag 0x200
if 0x1 goto @done
applymovement 0xFF @1
waitmovement 0xFF
showsprite 0x1
applymovement 0x1 @2
waitmovement 0x1
msgbox @3 0x6
setflag 0x200
msgbox @5 0x6
release
end

#org @done
clearflag 0x200
msgbox @yo 0x6
showpokepic 0x4 0x0A 0x03
cry 0x6 0x0
Msgbox @sleep 0x6
hidepokepic
showpokepic 0x7 0x0A 0x03
cry 0x7 0x0
Msgbox @sleep1 0x6
hidepokepic
showpokepic 0x1 0x0A 0x03
cry 0x1 0x0
Msgbox @sleep2 0x6
hidepokepic
fadescreen 0x1
fanfare 0x100
special 0x0
waitfanfare
fadescreen 0x0
msgbox @woah 0x6
release
end

#org @1
#raw 0x62
#raw 0x4E
#raw 0x4A
#raw 0xFE

#org @2
#raw 0x62
#raw 0x20
#raw 0x2D
#raw 0xFE

#org @3
= [PLAYER]! Do you know its so late?\nTomorrow you have to choose your 1st\lPokemon from Professor Oak,\land you don't want to be late\ldo you?\lGo to bed and sleep now!\p\c\h01\h04[PLAYER]:Okay Mom...

#org @5
= [PLAYER]! Go to Bed!

#org @yo
= [PLAYER] got to bed and went to sleep...

#org @sleep
= \c\h01\h04[PLAYER]:Ahh...zzz\n...\p...\lCharmander I choose you!\l...

#org @sleep1
= \c\h01\h04Go Squirtle!\p...

#org @sleep2
= \c\h01\h04I choose you Bulbasaur\pZzz...\l...

#org @woah
= \c\h01\h04[PLAYER]:Woah! Oh my Gosh I am late.\nI better hurry!\pEven a Squirtle would be good enough!


I set the @start offset to the S Tile in Advance Map
and I set the @5 Offset to Mom's Hidden Sprite in Advance Map
and I set the @done Offset to a script on the bed in my room

Here's what the script should do...
I begin my adventure then I go to the stairs...Suddenly Mom comes up saying me that it is late night and I should go to sleep early...And Mom remains blocking the stairs till I don't sleep...And when I sleep I dream about choosing my 1st Pokemon and then next morning Mom shouldn't be there blocking the stairs so I could progress further...

But what happens is...
When I go to stairs mom comes up and says the @3 offset message along with the @5 offset message and when i go to sleep i see the dream and next morning mom is still standing there blocking the way...

What I want to do...
Mom must come up saying @3 offset message telling me to sleep and before sleeping she should keep blocking the way and if i talk to her she should only say @5 offset message...then when i go to sleep the next morning mom shouldn't be there

Please I am having this problem from 3-4 days and I can't solve it
Please help me...
Thanks
Can anyone please help me too?
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  #1239    
Old June 1st, 2009 (07:05 AM). Edited June 1st, 2009 by PlatniumPiano.
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PlatniumPiano PlatniumPiano is offline
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Quote originally posted by Larsie13:
Instead of showsprite 0x5, you might want to try an applymovement. If you have a movement list, somewhere you'll see a "Show" movement. Use that for sprite 5.
Alright, it works now!
Mostly... sorry, lol I have another problem but this should be the last one. Everything works fine until the guy gives me the pokeballs, at which point he dissapears? No joke, I'm talking, it plays the fanfare, and poof, he's gone. It still displays the text and finishes the script, just not with him there, though.

:\ help?
Code:
 
 
'---------------
#org 0x8003EE
hidesprite 0x5
checkflag 0x905
if 0x0 goto 0x88003FA
lockall
msgbox 0x8800452 MSG_NORMAL '"Wait, [player]!"
setvar 0x5000 0x1
showsprite 0x5
applymovement MOVE_PLAYER 0x880045E
waitmovement 0x0
applymovement 0x5 0x8800462
waitmovement 0x0
msgbox 0x880046C MSG_NORMAL '"ÊÊ\n that Ponyta been\nworking out..."
giveitem 0x4 0x5 MSG_OBTAIN
showsprite 0x5
msgbox 0x88005A7 MSG_NORMAL '"Just throw one when a POKéMON\nyou..."
applymovement 0x5 0x88006FB
waitmovement 0x0
hidesprite 0x5
setflag 0x905
releaseall
end
'---------------
#org 0x8003FA
lockall
msgbox 0x8800452 MSG_NORMAL '"Wait, [player]!"
setvar 0x5000 0x1
showsprite 0x5
applymovement MOVE_PLAYER 0x880045E
waitmovement 0x0
applymovement 0x5 0x8800462
waitmovement 0x0
msgbox 0x880046C MSG_NORMAL '"ÊÊ\n that Ponyta been\nworking out..."
giveitem 0x4 0x5 MSG_OBTAIN
showsprite 0x5
msgbox 0x88005A7 MSG_NORMAL '"Just throw one when a POKéMON\nyou..."
applymovement 0x5 0x88006FB
waitmovement 0x0
hidesprite 0x5
setflag 0x905
releaseall
end
 
'---------
' Strings
'---------
#org 0x800452
= Wait, [player]!
#org 0x80046C
= ÊÊ\n that Ponyta been\nworking out for you?\p... ... ...\pWell, that's good.\nListen, before you go to\pthe next town, there is\nsomething you should know.\pPonyta won't be your only POKéMON.\pI know, it's crazy, but you can catch\nothers with a tool called a POKéBALL.\pI have some for you here.\nTry it!
#org 0x8005A7
= Just throw one when a POKéMON\nyou want to catch is weak.\pIf all goes well, the POKéMON\nwill be under your command!\p... ... ...\nAnd a word of advice...\pThe next town is the middle-ground\nbetween Terracasa and Crescent.\pIt might be rough.\pBut, good luck anyways.\nIf you were able to defeat Lord Aspen,\pthis should not be a problem for you.
 
'-----------
' Movements
'-----------
#org 0x80045E
#raw 0x56 'Exclamation Mark (!)
#raw 0x2 'Face Left
#raw 0xFE 'End of Movements
#org 0x800462
#raw 0x55 'Show
#raw 0x4 'Step Down (Slow)
#raw 0x7 'Step Right (Slow)
#raw 0x7 'Step Right (Slow)
#raw 0x5 'Step Up (Slow)
#raw 0x5 'Step Up (Slow)
#raw 0x7 'Step Right (Slow)
#raw 0x7 'Step Right (Slow)
#raw 0x7 'Step Right (Slow)
#raw 0x5 'Step Up (Slow)
#raw 0x7 'Step Right (Slow)
#raw 0x7 'Step Right (Slow)
#raw 0xFE 'End of Movements
#org 0x8006FB
#raw 0x55 'Show
#raw 0x6 'Step Left (Slow)
#raw 0x6 'Step Left (Slow)
#raw 0x4 'Step Down (Slow)
#raw 0x6 'Step Left (Slow)
#raw 0x6 'Step Left (Slow)
#raw 0x6 'Step Left (Slow)
#raw 0x4 'Step Down (Slow)
#raw 0x4 'Step Down (Slow)
#raw 0x6 'Step Left (Slow)
#raw 0x6 'Step Left (Slow)
#raw 0x5 'Step Up (Slow)
#raw 0xFE 'End of Movements
DarkPrince, what is your mom's person id in a-map?
  #1240    
Old June 1st, 2009 (08:12 AM).
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DarkPrince304 DarkPrince304 is offline
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Umm its 002C i think the flag i set is already used in rom? :\
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  #1241    
Old June 1st, 2009 (08:42 AM).
PlatniumPiano's Avatar
PlatniumPiano PlatniumPiano is offline
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Quote originally posted by DarkPrince304:
Umm its 002C i think the flag i set is already used in rom? :\
yeah flags 1-900 are usually no-gos. try 901-999 or something like that. And change the mom's id to the flag number. Did you include a hidesprite command?
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  #1242    
Old June 1st, 2009 (09:45 AM). Edited June 1st, 2009 by Kyouya.
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Kyouya Kyouya is offline
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Game:Ruby
Type: give pokemon
Editor: xse
Script: Giving starter
but when i open script in xse it has things totally different

spoiler is the script i made
Spoiler:
Spoiler:
#dynamic 0x152F17
Spoiler:
Spoiler:
#org @yes
= msgbox @pokemon 0x5
if 0x1 goto @bagon
if 0x0 goto @beldum
release
end
#org @pokemon
= It is time to recieve your first pokemon, so do you want a bagon
#org @bagon
givepokemon 0x18B 0x10 0x0 0x0 0x0 0x0
setflag 0x800
Setflag 0x801
= here is your bagon
#org @beldum
givepokemon 0x18E 0x10 0x0 0x0 0x0 0x0
setflag 0x800
Setflag 0x801
= here is your beldum
#org @out
=Sora: uh da how do i get /n out of here/pSteven:theres exit near the box




this came out
Code:
'---------------
#org @start
lock
faceplayer
msgbox @string1 MSG_YESNO '"Are you ready for your first/npoke..."
if 0x1 goto @snippet1
if 0x0 goto @snippet2
release
end
'---------------
#org @snippet1
'---------------
#org @snippet2
'---------
' Strings
'---------
#org @string1
= Are you ready for your first/npokemon
And a few other things came out too
  #1243    
Old June 1st, 2009 (11:32 AM).
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Xatoku Xatoku is offline
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Yeah I'm still waiting for help, what's the script to move the camera without moving the player?
  #1244    
Old June 1st, 2009 (11:38 AM).
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Samike360 Samike360 is offline
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Quote originally posted by Xatoku:
Yeah I'm still waiting for help, what's the script to move the camera without moving the player?
Read this tutorial.

If not, then it's special 0x113 and 0x114.
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From now one, if you haven't contacted me yet....I will not accept hacks unless they are at least in progressing hacks. So if you want my help, get some screenshots first.
  #1245    
Old June 1st, 2009 (12:47 PM).
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Xatoku Xatoku is offline
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I have this script which makes one sprite dissapear, and another sprite appear. The only problem is that the script will not allow the 2nd sprite to appear. For the 1st sprite, I have Unknown as 00 and Movement 00, aswell as the Person ID 368. The 2nd sprite has the same settings escept that it is set to 'Hidden. Here's the script. Somebody please tell me why the 2nd sprite isn't appearing.

First sprite is 0x4.
Second Sprite is 0x6.

Spoiler:
#dynamic 0x800000

#org @start
checkflag 0x368
if 0x1 goto @end
lockall
msgbox @text1 0x6
applymovement 0x4 @move1
waitmovement 0x0
applymovement 0x4 @move2
waitmovement 0x0
pause 0x25
applymovement MOVE_PLAYER @move3
waitmovement 0x0
showsprite 0x6
hidesprite 0x4
setflag 0x368
releaseall
end

#org @end
releaseall
end

#org @text1
= [red_fr][Player]:[black_fr] Hey you!

#org @move1
#raw 0x62
#raw 0xFE

#org @move2
#raw 0x03
#raw 0xFE

#org @move3
#raw 0x50
#raw 0x51
#raw 0x02
#raw 0xFE


Also, I can talk to the 2nd sprite afterwards even though it's invisible, but if I move so far that he is off of the screen, and I come back. I cannot talk to him.
  #1246    
Old June 1st, 2009 (01:03 PM).
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Samike360 Samike360 is offline
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Quote originally posted by Xatoku:
I have this script which makes one sprite dissapear, and another sprite appear. The only problem is that the script will not allow the 2nd sprite to appear. For the 1st sprite, I have Unknown as 00 and Movement 00, aswell as the Person ID 368. The 2nd sprite has the same settings escept that it is set to 'Hidden. Here's the script. Somebody please tell me why the 2nd sprite isn't appearing.

First sprite is 0x4.
Second Sprite is 0x6.

Spoiler:
#dynamic 0x800000

#org @start
checkflag 0x368
if 0x1 goto @end
lockall
msgbox @text1 0x6
applymovement 0x4 @move1
waitmovement 0x0
applymovement 0x4 @move2
waitmovement 0x0
pause 0x25
applymovement MOVE_PLAYER @move3
waitmovement 0x0
showsprite 0x6
hidesprite 0x4
setflag 0x368
releaseall
end

#org @end
releaseall
end

#org @text1
= [red_fr][Player]:[black_fr] Hey you!

#org @move1
#raw 0x62
#raw 0xFE

#org @move2
#raw 0x03
#raw 0xFE

#org @move3
#raw 0x50
#raw 0x51
#raw 0x02
#raw 0xFE


Also, I can talk to the 2nd sprite afterwards even though it's invisible, but if I move so far that he is off of the screen, and I come back. I cannot talk to him.
If your script is in firered, include the #raw 0x62 which makes the sprite reappear. I think that it is #raw 0x55 on ruby. Make a seperate applymovement with just that command, like

#raw 0x62
#raw 0xFE

get it?
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  #1247    
Old June 1st, 2009 (01:23 PM).
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Didn't work XD Any other help?
  #1248    
Old June 1st, 2009 (07:36 PM).
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PI Hudson PI Hudson is offline
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Nature: Modest
Posts: 33
Here, I have a level script(for Emerald (U) (BPEE)) that won't work correctly at all.(set to #05, on entering map/on menu close)

the only thing that shows the script is trying is that once you capture a Pokemon, the screen fades to the overworld, but stays black.

Spoiler:
'---------------
#org 0x854386
checkflag 0x507
if 0x1 goto 0x886A46A
countpokemon
compare LASTRESULT 0x1
if 0x1 goto 0x886A49D
special 0xD0
end

'---------------
#org 0x86A46A
msgbox 0x886A4BB MSG_NORMAL '"PROF. ALDER: I will now demonstrat..."
applymovement 0x0 0x886A4F9
msgbox 0x886A6ED MSG_NORMAL '"PROF. ALDER: Ah, here's a rare one..."
special 0xA0
waitstate
applymovement 0x0 0x886A713
msgbox 0x889B1EA MSG_NORMAL '"PROF. ALDER: ...and that's how to\..."
special 0xD0
setflag 0x507
release
end

'---------------
#org 0x86A49D
msgbox 0x89C0B28 MSG_NORMAL '"PROF. ALDER: The contest is now\no..."
special 0xD1
setflag 0x500
setflag 0x501
setflag 0x502
warpteleport 0x1 0x4 0x0 0x0 0x0
end


'---------
' Strings
'---------
#org 0x86A4BB
= PROF. ALDER: I will now demonstrate\nhow to catch a pokemon.

#org 0x86A6ED
= PROF. ALDER: Ah, here's a rare one!

#org 0x89B1EA
= PROF. ALDER: ...and that's how to\ncatch a POKéMON.

#org 0x9C0B28
= PROF. ALDER: The contest is now\nover.\pThe winners will be teleported to\lmy lab.


'-----------
' Movements
'-----------
#org 0x86A4F9
#raw 0x8 'Step Down (Normal)
#raw 0x8 'Step Down (Normal)
#raw 0x8 'Step Down (Normal)
#raw 0x28 'Step on the Spot Right (Fastest)
#raw 0x14 'Delay5
#raw 0x14 'Delay5
#raw 0x27 'Step on the Spot Left (Fastest)
#raw 0x14 'Delay5
#raw 0x14 'Delay5
#raw 0x28 'Step on the Spot Right (Fastest)
#raw 0x14 'Delay5
#raw 0x14 'Delay5
#raw 0x27 'Step on the Spot Left (Fastest)
#raw 0x25 'Step on the Spot Down (Fastest)
#raw 0xFE 'End of Movements

#org 0x86A713
#raw 0x26 'Step on the Spot Up (Fastest)
#raw 0xFE 'End of Movements
  #1249    
Old June 2nd, 2009 (03:32 AM). Edited June 2nd, 2009 by destinedjagold.
onyx79's Avatar
onyx79 onyx79 is offline
Red Dead Revolver
 
Join Date: Jan 2009
Location: Orange Islands (=
Gender: Male
Nature: Modest
Posts: 503
That script really makes me angry look:
Spoiler:
'---------------
#org 0x1A33F0
lock
faceplayer
checkflag 0xA3
if 0x1 goto 0x8271FA0
msgbox 0x8271FED MSG_YESNO '"Hi!it's nice to see you here\nafte..."
compare LASTRESULT 0x1
if 0x1 goto 0x8271FD3
msgbox 0x827203D MSG_NORMAL '"That's too bad...."
release
end
'---------------
#org 0x271FA0
msgbox 0x8272071 MSG_NORMAL '"Good luck at the rest of\nyour que..."
release
end
'---------------
#org 0x271FD3
giveitem 0x1 0x1 MSG_OBTAIN
msgbox 0x8272071 MSG_NORMAL '"Good luck at the rest of\nyour que..."
setflag 0xA3
release
end

'---------
' Strings
'---------
#org 0x271FED
= Hi!it's nice to see you here\nafter a long journey you deserve\pa present,want it
#org 0x27203D
= That's too bad....
#org 0x272071
= Good luck at the rest of\nyour quest!


that's prof oak giving a masterball but instead of giving it,he just says: Good luck at the rest of your quest!
  #1250    
Old June 2nd, 2009 (06:30 AM).
jesse jenco's Avatar
jesse jenco jesse jenco is offline
ZAP YELLOW creator
 
Join Date: Mar 2009
Age: 23
Gender:
Nature: Modest
Posts: 21
hey everyone im the creator of zap yellow and im trying to put pikachu emoticons in some scripts i need a script where the showpokepic command is used in a gym leader script without any ill effects before or after the battle plz help me out
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