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  #1501    
Old June 23rd, 2009 (09:30 AM).
NatureKeeper NatureKeeper is offline
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Quote originally posted by Sky the Shaym:
Thanks, but whenever i paste it into XSE and compile, i close XSE, then reopen the script, and all that's there is:'-----------------------
#org 0x80005B
checkflag 0x829
Try a different, bigger sized offset. Try 1kbytes offset. It happened a lot with me. Use my very same script with a different offset.
  #1502    
Old June 23rd, 2009 (10:34 AM).
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Can someone fix my script?
  #1503    
Old June 23rd, 2009 (10:46 AM).
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Quote originally posted by Toon Link:
Can someone fix my script?
What script? Could you please quote the script or post it? We aren't telepathic, y'know...
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  #1504    
Old June 23rd, 2009 (11:18 AM).
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This script. The battle woks but the movement doesn't.
Spoiler:
#dynamic 0x800000

#org @start
checkflag 0x1000
if 0x1 goto @later
applymovement 0x1 @move
waitmovement 0x0
setflag 0x1000
trainerbattle 0x1 0x2DC 0x0 @before @after @later
release
end

#org @later
msgbox @want 0x6
applymovement 0x4 @move2
waitmovement 0x0
release
end

#org @move
#raw 0x09
#raw 0xFE

#org @move2
#raw 0x09
#raw 0xFE

#org @before
= I'm a new trainer!

#org @after
= Wow!\nYou're good!

#org @want
  #1505    
Old June 23rd, 2009 (03:33 PM).
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Quote originally posted by Toon Link:
This script. The battle woks but the movement doesn't.
Spoiler:
#dynamic 0x800000

#org @start
checkflag 0x1000
if 0x1 goto @later
applymovement 0x1 @move
waitmovement 0x0
setflag 0x1000
trainerbattle 0x1 0x2DC 0x0 @before @after @later
waitstate
end

#org @later
msgbox @want 0x6
applymovement 0x4 @move2
waitmovement 0x0
release
end

#org @move
#raw 0x09
#raw 0xFE

#org @move2
#raw 0x09
#raw 0xFE

#org @before
= I'm a new trainer!

#org @after
= Wow!\nYou're good!

#org @want
I made one correction...and you didn't write the "@want" message.

Well you either;
>Have the wrong Person # in the script (eg. in a-map #=1, but in script #=3)
>Have two of the same Person # on the same map
>Don't have the Person # (eg. In A-map, #=10, but in script, #=16)
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Old June 23rd, 2009 (06:56 PM).
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Quote originally posted by Kurayamiblack:
I have this script for Lugia and Ho-Oh, here's the script for Lugia
Spoiler:
#org 0x82692A2
'-----------------------------------
lock
faceplayer
checksound
pause 0x14
sound 0x52
setvar 0x8004 0x0
setvar 0x8005 0x3
setvar 0x8006 0x4
setvar 0x8007 0x2
special 0x138
pause 0x1E
sound 0x52
setvar 0x8004 0x0
setvar 0x8005 0x3
setvar 0x8006 0x4
setvar 0x8007 0x2
special 0x138
pause 0x1E
pause 0x32
checksound
cry 0xF9 0x2
waitcry
pause 0x14
special 0x117
setvar 0x8004 0xF9
setvar 0x8005 0x32
setvar 0x8006 0x0
special 0x1E2
setflag 0x8C1
special 0x13A
waitspecial
clearflag 0x8C1
special2 0x800D 0xB7
compare LASTRESULT 0x1
if 0x1 jump 0x8269336 ' Equal To
compare LASTRESULT 0x4
if 0x1 jump 0x8269344 ' Equal To
compare LASTRESULT 0x5
if 0x1 jump 0x8269344 ' Equal To
setvar 0x2904 0x1DD
setvar 0x8004 0xF9
jump 0x8273776
#org 0x8269336
'-----------------------------------
setflag 0x1DD
setvar 0x8004 0xF9
jump 0x8273776
#org 0x8273776
'-----------------------------------
#raw 0xDC
nop1 ' #raw 0x1
disappear 0x800F
#raw 0xDC
storepokemon 0x0 0x8004
msgbox 0x8273204 ' The \v\h02 flew away!
callstd MSG_NOCLOSE ' Non-closing msg
release
end
#org 0x8269344
'-----------------------------------
setvar 0x8004 0xF9
jump 0x8273776

#org 0x8273204
= The \v\h02 flew away!


I've looked in thee scripting tutorials and everything but I can't figure something out. How can I change the battle music for this wild-battle? Lugia and Ho-Oh have their own battle music so obviously it's possible to change the music of wild encounters, but how do I do it?

EDIT: Also, there's 1 more problem with the script. When Lugia is captured, the screen fades to black and he disappears but the screen doesn't fade back into normal, it stays black until you change screens, such as viewing your pokemon team or leaving the map. I'd appreciate if someone helped me out with that too, but the music question is my primary concern.
I'm not even sure the problem is in the script, but I'm convinced that there's something that can be added to the script to trigger a music change. I've been looking through tutorials, doing script comparisons, and I've even tried sappy but nothing so far seems to have any effect (Sappy only makes things worse but that might be my fault).

This will be the only time bumping my question here, so if the fact that I did it this time is annoying, well, this topic won't see this question again (from me).
  #1507    
Old June 23rd, 2009 (07:34 PM).
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You would have to follow Mastermind_X's battle music swap tutorial. http://sfc.pokemon-inside.net/lesson.php?id=13&lang=en It's pretty simple. Just use 7030 and 7033 instead of the variables he gives.
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  #1508    
Old June 23rd, 2009 (09:50 PM).
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Quote originally posted by megiddo:
You would have to follow Mastermind_X's battle music swap tutorial. http://sfc.pokemon-inside.net/lesson.php?id=13&lang=en It's pretty simple. Just use 7030 and 7033 instead of the variables he gives.
Oh great, hex editing... the one thing I epically fail at no matter how many tutorials I read. I can't understand any of it and I just can't follow the instructions very well because when someone says "look here or there" I look and I'm like "WTH am I looking at... am I even in the right place? Which of these 7 lines does what?". I handle scripting so much better, I can't see any structure to what I'm tinkering with in Hex Editors ;_;

*sigh*

But if this is the only way... =/
  #1509    
Old June 23rd, 2009 (11:15 PM). Edited June 23rd, 2009 by ExitWound.
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Sooooo... Is somebody going to tell me whats wrong with my script? It still doesn't finish after the battle:

Spoiler:
#dynamic 0x8002D0

#org @start
checkflag 0x1000
if 0x1 goto @nevermind
message @alert 0x6
applymovement 0x25 @approach
waitmovement 0x0
setflag 0x1000
message @battle 0x6
trainerbattle 0x0 0x01D 0x1 @before @won
call @after
end

#org @after
lock
message @beaten 0x6
applymovement 0x25 @leave
waitmovement 0x0
release
end

#org @approach
#raw 0x08 0x08 0x08 0x08 0x08 0xFE

#org @leave
#raw 0x0B 0x08 0x08 0x08 0x08 0x08 0x08 0x54 0xFE

#org @alert
= You!

#org @battle
= You're \v\h01 right?\p...

#org @before
= Battle me!

#org @won
= ...

#org @beaten
= Damn it...\lSo the rumors were true.\pWe'll soon battle again.\lBe ready!

#org @nevermind
release
end


Person and script events:

Spoiler:
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  #1510    
Old June 24th, 2009 (04:04 AM).
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^You might be able to do it that way, but I always use trainerbattle 0x1, that lets you do the scripts afterwards. Try that, and take out the call @after and put it at the same line after the @won.
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  #1511    
Old June 24th, 2009 (05:48 AM).
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Quote originally posted by ExitWound:
Sooooo... Is somebody going to tell me whats wrong with my script? It still doesn't finish after the battle:

Spoiler:
#dynamic 0x8002D0

#org @start
checkflag 0x1000
if 0x1 goto @nevermind
message @alert 0x6
applymovement 0x25 @approach
waitmovement 0x0
message @battle 0x6
trainerbattle 0x1 0x1D 0x0 @before @won @after
waitstate
end

#org @after
lock 'not needed
message @beaten 0x6
applymovement 0x25 @leave
waitmovement 0x0
setflag 0x1000
release
end

#org @approach
#raw 0x08 0x08 0x08 0x08 0x08 0xFE

#org @leave
#raw 0x0B 0x08 0x08 0x08 0x08 0x08 0x08 0x54 0xFE

#org @alert
= You!

#org @battle
= You're [player] right?\p...

#org @before
= Battle me!

#org @won
= ...

#org @beaten
= Damn it...\pSo the rumors were true.\pWe'll soon battle again.\nBe ready!

#org @nevermind
release
end

Okay... You keep using "\l" after "\p" You're supposed to use "\n" after "\p" then if you want, "\l"...
And use "[player]" instead of \v\h01

Okay, the setflag....NEVER set a flag before a battle...What if you lose? Then the event won't happen again!
And I'm assuming you want the Player to win, because there's a Poineter named "@won"
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Old June 24th, 2009 (08:14 AM).
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When I walk on the green S, the game is freezing!
And do you need to do something with 'var number' and 'var value'?
game: fire red
editor: XSE
scripttype: trigger


Spoiler:

#Dynamic 0x71CED4

#org @start
checkflag 0x828
if 0x0 goto @hey!
end

#org @hey!
applymovement 0x11 @move
waitmovement 0x0
msgbox @hello
boxset 0x6
givepokemon 0x19 0x30 0x0 0x0 0x0 0x0
fanfare 0x13
waitfanfare
setflag 0x828
msgbox @dex
boxset 0x6
setflag 0x829
msgbox @go
end

#org @move
#raw 0x13 0x13 0x13 0x13 0x13 0x13 0x13 0xFE

#org @hello
= OAK\v\h01!\nLook out!\pWithout your PIKACHU\nit's dangerous here!\pSo, here is your\nPIKACHU back!

#org @dex
= You got PIKACHU back!\pOAK:Okay, \v\h01...\nNow wait a minute!\p...I've made\na new dexter!\pHere take it!\pObtained POKéDEX!

#org @go
= OAK: Now \v\h01!\nGo further!\pIn VIRIDIAN CITY\nis someone waiting!
  #1513    
Old June 24th, 2009 (08:18 AM).
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Quote originally posted by LaccyO:
When I walk on the green S, the game is freezing!
And do you need to do something with 'var number' and 'var value'?
game: fire red
editor: XSE
scripttype: trigger

Spoiler:

#Dynamic 0x71CED4

#org @start
checkflag 0x828
if 0x0 goto @hey!
end

#org @hey!
applymovement 0x11 @move
waitmovement 0x0
msgbox @hello 0x6
givepokemon 0x19 0x30 0x0 0x0 0x0 0x0
fanfare 0x13
waitfanfare
setflag 0x828
msgbox @dex 0x6
setflag 0x829
msgbox @go 0x6
release
end

#org @move
#raw 0x13 0x13 0x13 0x13 0x13 0x13 0x13 0xFE

#org @hello
= OAK\v\h01!\nLook out!\pWithout your PIKACHU\nit's dangerous here!\pSo, here is your\nPIKACHU back!

#org @dex
= You got PIKACHU back!\pOAK:Okay, \v\h01...\nNow wait a minute!\p...I've made\na new dexter!\pHere take it!\pObtained POKéDEX!

#org @go
= OAK: Now \v\h01!\nGo further!\pIn VIRIDIAN CITY\nis someone waiting!
Okay first of all there is no more boxset, it's just a byte at then end of the message command.

Next change the script tile's unknown to 0003 var number to 4050.
Changes in script.
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  #1514    
Old June 24th, 2009 (02:09 PM).
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Quote originally posted by megiddo:
You would have to follow Mastermind_X's battle music swap tutorial. http://sfc.pokemon-inside.net/lesson.php?id=13&lang=en It's pretty simple. Just use 7030 and 7033 instead of the variables he gives.
I found this topic
http://www.pokecommunity.com/showthread.php?t=157294
and after reading an actual conversation, I was able to get a little bit of what I needed to do but then I realized that in my last few posts I forgot to mention which version I'm editing. I'm editing Emerald version. I went to my VBA and opened up the "memory viewer" and went to 00cffef0 and noticed there was nothing there. So I don't think the link you gave me is going to help until I find the proper location at which to perform the steps listed. And I don't know anything about locating such a thing and from what I've seen, nobody knows where the right location for this version is either (or at least they aren't publically saying anything). So, does this mean that there's no chance for me to change the music anytime soon? Or are there other options I missed?
  #1515    
Old June 24th, 2009 (04:14 PM).
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Quote originally posted by cooley:
Okay... You keep using "\l" after "\p" You're supposed to use "\n" after "\p" then if you want, "\l"...
And use "[player]" instead of \v\h01

Okay, the setflag....NEVER set a flag before a battle...What if you lose? Then the event won't happen again!
And I'm assuming you want the Player to win, because there's a Poineter named "@won" ;)
Thanks so much! The script works perfectly now! All I need to know now is how do I keep the sprite from coming back? If I beat the battle, leave, and come back, the rival is still standing there.

BTW: I use \v\h01 because it looks cooler =]
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  #1516    
Old June 24th, 2009 (05:16 PM).
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^I use \v\h01 too for some reason (I don't think it makes a difference)
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  #1517    
Old June 24th, 2009 (05:36 PM).
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Quote originally posted by ExitWound:
Thanks so much! The script works perfectly now! All I need to know now is how do I keep the sprite from coming back? If I beat the battle, leave, and come back, the rival is still standing there.

BTW: I use \v\h01 because it looks cooler =]
Put the flag number in the Person ID area in Advance Map.
  #1518    
Old June 24th, 2009 (05:42 PM).
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Hmm. I'm not sure how to find the Emerald offset.
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  #1519    
Old June 24th, 2009 (05:44 PM).
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So I have a problem with a script I'm making, it's a givepokemon script.
What happens is that it's kinda linked to other people in the map. This script serves as a template for 3 or so person events, and I can't get it to work. What's supposed to happen, is it's supposed to first check if the player already talked to one of the people on the map, if so, then it's supposed to finish the script. If not, then it needs to initiate the event, with the applymovement and all. The only trouble is that when I talk to the person for the event to happen, the applymovement works, the person faces my and says "H" (?) then the game freezes. Does anybody know what's wrong here? I've provided both the compiled and decompiled versions for reference:

Type: Person Event
Editor: XSE
ROM: Ruby Version AXVE

Compiled Script:
Spoiler:

Code:
 
'---------------
#org 0x805862
lock
faceplayer
checkflag 0x3110
if 0x1 goto 0x88058F0
applymovement 0x8 0x880593A
msgbox 0x880593C MSG_YESNO '"Hey!\nYou're the one who saved\lLo..."
compare LASTRESULT 0x0
if 0x1 goto 0x88058CA
msgbox 0x8805A91 MSG_FACE '"Thanks!\nI hope you can give it a ..."
givepokemon 0x98 0xF 0x0 0x0 0x0 0x0
bufferpokemon 0x0 0x98
fanfare 0x13E
msgbox 0x8805ABF MSG_KEEPOPEN '"You recieved a [buffer1]!"
closeonkeypress
waitfanfare
msgbox 0x8805AD4 MSG_YESNO '"Would you like to give a\nnickname..."
compare LASTRESULT 0x1
if 0x1 call 0x88058FA
setflag 0x3110
goto 0x8805918
'---------------
#org 0x8058F0
msgbox 0x8805902 MSG_NORMAL '"Hello, how are you?"
end
'---------------
#org 0x8058CA
msgbox 0x88058D4 MSG_NORMAL '"Oh... that's alright too."
end
'---------------
#org 0x8058FA
fadescreen 0x1
special 0x9E
waitstate
return
'---------------
#org 0x805918
msgbox 0x8805922 MSG_NORMAL '"Take good care of [buffer1]!"
release
end
 
'---------
' Strings
'---------
#org 0x80593C
= Hey!\nYou're the one who saved\lLord Fir from that parasite.\pHe kept us locked up here for\nso long... now we can be free!\pTell you what...\pA couple people down here are\ntrainers like yourself, only we\lhave no use for our POKéMON anymore.\pWere giving them away, but be warned:\nyou can only get one.\pMy POKéMON is a Chikorita. Do you want it?
#org 0x805A91
= Thanks!\nI hope you can give it a good home.
#org 0x805ABF
= You recieved a [buffer1]!
#org 0x805AD4
= Would you like to give a\nnickname to this [buffer1]?
#org 0x805902
= Hello, how are you?
#org 0x8058D4
= Oh... that's alright too.
#org 0x805922
= Take good care of [buffer1]!
 
'-----------
' Movements
'-----------
#org 0x80593A
#raw 0x56 'Exclamation Mark (!)


Decompiled Script:
Spoiler:

Code:
 
 
#include std.rbh
 
#dynamic 0x800000
 
#org @start
checkflag 0x3110
if 0x1 goto @left
lockall
applymovement 0x8 @whoa
msgbox @you 0x5
compare LASTRESULT 0x0
if 0x1 goto @tobad
msgbox @home MSG_FACE
givepokemon 0x98 0xF 0x0 0x0 0x0 0x0
bufferpokemon 0x0 0x98
fanfare 0x13E
msgbox @got MSG_KEEPOPEN
closeonkeypress
waitfanfare
msgbox @nick 0x5
compare LASTRESULT 0x1
if 0x1 call @name
setflag 0x3110
goto @done
 
#org @tobad
msgbox @ohwel MSG_FACE
end
 
#org @ohwel
= Oh... that's alright too.
 
#org @left
msgbox @ich MSG_FACE
end
 
#org @name
fadescreen 0x1
special 0x9E
waitstate
return
 
#org @ich
= Hello, how are you?
 
#org @done
msgbox @take MSG_FACE
end
 
#org @take
= Take good care of [buffer1]!
 
#org @whoa
#raw 0x56
 
#org @you
= Hey!\nYou're the one who saved\lLord Fir from that parasite.\pHe kept us locked up here for\nso long... now we can be free!\pTell you what...\pA couple people down here are\ntrainers like yourself, only we\lhave no use for our POKéMON anymore.\pWere giving them away, but be warned:\nyou can only get one.\pMy POKéMON is a Chikorita. Do you want it?
 
#org @home
= Thanks!\nI hope you can give it a good home.
 
#org @got
= You recieved a [buffer1]!
 
#org @nick
= Would you like to give a\nnickname to this [buffer1]?
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  #1520    
Old June 24th, 2009 (07:31 PM).
ExitWound's Avatar
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Quote originally posted by G.K.S.:
Put the flag number in the Person ID area in Advance Map.
Gah... Of course xD

I could've sworn I already did that. Anyway, thanks.
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  #1521    
Old June 25th, 2009 (06:35 AM).
LaccyO's Avatar
LaccyO LaccyO is offline
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when i walked over the green s, the game freezed...
and is there a flag for the national dex or do you just need to use flag 829?
game: fire red
editor: xse
script: trigger

Spoiler:

#Dynamic 0x71D63C

#org @start
checkflag 0x829
if 0x0 goto @msg
end

#org @msg
lock
msgbox @wait 0x6
applymovement 0xFF @back
release
end

#org @wait
= Wait! I promised PROF. OAK\nto go see him first!

#org @back
#raw 0x00 0xFE
  #1522    
Old June 25th, 2009 (09:47 AM). Edited June 25th, 2009 by GKS.
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Quote originally posted by LaccyO:
when i walked over the green s, the game freezed...
and is there a flag for the national dex or do you just need to use flag 829?
game: fire red
editor: xse
script: trigger

Spoiler:

#Dynamic 0x71D63C

#org @start
checkflag 0x829
if 0x0 goto @msg
end

#org @msg
lock
msgbox @wait 0x6
applymovement 0xFF @back
release
end

#org @wait
= Wait! I promised PROF. OAK\nto go see him first!

#org @back
#raw 0x00 0xFE
The green s could be fixed by doing this in Advance Map for the green s:
Change the Unknown number to 300
Change the Var Number to 4050.

Special 0x16F activates the national dex in Fr/Lg.

Please rep for the help.
  #1523    
Old June 25th, 2009 (10:58 AM).
Spherical Ice's Avatar
Spherical Ice Spherical Ice is online now
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Location: Leicester, UK
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Quote originally posted by JohnPaulJones:
Spoiler:

Code:
 
#include std.rbh
 
#dynamic 0x800000
 
#org @start
checkflag 0x3110
if 0x1 goto @left
lockall
applymovement 0x8 @whoa
waitmovement 0x0
msgbox @you 0x5
compare LASTRESULT 0x0
if 0x1 goto @tobad
msgbox @home MSG_FACE
givepokemon 0x98 0xF 0x0 0x0 0x0 0x0
bufferpokemon 0x0 0x98
fanfare 0x13E
msgbox @got MSG_KEEPOPEN
closeonkeypress
waitfanfare
msgbox @nick 0x5
compare LASTRESULT 0x1
if 0x1 call @name
setflag 0x3110
goto @done
release
end
 
#org @tobad
msgbox @ohwel MSG_FACE
release
end
 
#org @ohwel
= Oh... That's alright too.
 
#org @left
msgbox @ich MSG_FACE
release
end
 
#org @name
fadescreen 0x1
special 0x9E
waitstate
return
 
#org @ich
= Hello, how are you?
 
#org @done
msgbox @take MSG_FACE
release
end
 
#org @take
= Take good care of [buffer1]!
 
#org @whoa
#raw 0x56
#raw 0xFE
 
#org @you
= Hey!\nYou're the one who saved\lLord Fir from that parasite.\pHe kept us locked up here for\nso long... now we can be free!\pTell you what...\pA couple people down here are\ntrainers like yourself, only we\lhave no use for our POKéMON anymore.\pWere giving them away, but be warned:\nyou can only get one.\pMy POKéMON is a Chikorita.\nDo you want it?
 
#org @home
= Thanks!\nI hope you can give it a good home.
 
#org @got
= You recieved a [buffer1]!
 
#org @nick
= Would you like to give a\nnickname to this [buffer1]?
Amended in bold. I think I did everything.
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  #1524    
Old June 25th, 2009 (01:24 PM).
Doom Chaos's Avatar
Doom Chaos Doom Chaos is offline
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Location: Canada
Age: 21
Nature: Calm
Posts: 44
This thread is more appropriate for my request I posted in another thread. My problem is that I can't insert an item in a map.
My script is:
#dynamic 0x800000
#org @start
giveitem 0xD 0x1 MSG_FIND
end

I take the code and replace the one in Adv-Map. I run VBA and look for the item I placed. The
result I get is that I can take it, it disappears for a moment (like it should). But when I move ONE STEP
from the item, the sprite appears again and this way, the player gets as many potions (0xD) as he/she
wants! I want it to act like a normal item, you know, to be only taken once and to disappear for the rest
of the game. What is wrong with that? (I use FIRE RED)
  #1525    
Old June 25th, 2009 (01:27 PM).
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Pokepal17 Pokepal17 is offline
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Location: Steeltown
Age: 20
Gender: Male
Nature: Modest
Posts: 1,517
Quote originally posted by Doom Chaos:
This thread is more appropriate for my request I posted in another thread. My problem is that I can't insert an item in a map.
My script is:
#dynamic 0x800000
#org @start
giveitem 0xD 0x1 MSG_FIND
end

I take the code and replace the one in Adv-Map. I run VBA and look for the item I placed. The
result I get is that I can take it, it disappears for a moment (like it should). But when I move ONE STEP
from the item, the sprite appears again and this way, the player gets as many potions (0xD) as he/she
wants! I want it to act like a normal item, you know, to be only taken once and to disappear for the rest
of the game. What is wrong with that? (I use FIRE RED)
Set an unused flag as an ID.
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