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  #26    
Old October 21st, 2009, 12:15 PM
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NarutoActor
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Quote:
Originally Posted by score_under View Post
Are you sure? My copy is 1.1.1, which still reports itself as latest, and it gives me this:
Code:
#org 0x165758
#raw 0x13 'Step Right (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x60 'Hide
#raw 0xFE 'End of Movements
you can define things maby his is step_up_normal but the normal xse is #raw 0x13
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  #27    
Old October 23rd, 2009, 01:40 AM
mervyn797
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Quote:
Originally Posted by The blob of blobs View Post
no, moving a sprite from one map to another is not possible (to my knowledge)
However, creating the illusion is as easy as making a sprite on each map, with the same picture number, and the scripts make one dissapear and the other rea-apear (I'm working on this again, due to being in standby, i couldn't update the post
bah, i donno, i use the disappear command but it wouldnt disappear untill we dont move out of the screen.
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  #28    
Old October 23rd, 2009, 12:11 PM
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if ur using FR there might be a special for reloading the map...(i think, idk if it's in the list or not)
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  #29    
Old October 24th, 2009, 05:30 AM
mervyn797
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if there is, plz tell.
yeah, im using firered rom
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  #30    
Old October 24th, 2009, 10:43 AM
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special 0x8E
T_T there IS A LIST of specials in lesson 6...
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  #31    
Old October 25th, 2009, 01:22 PM
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Ok FINALLY! The CSS is finished!
Final design i think, any suggestions, please leave a vm
for a suggestion you need the following...
a tiled image
a color for the border of the entire post
a color for the border of a lesson
a color for the bg of a lesson
and lastly, a (horizontally) tile image for the comments
nao...i am making a new lesson for level scripts (finally) next is sprite dissapearance
ALSO, don't feel shy people, submit a script or two for me to add to the collection (i also gotta re-add that...)
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  #32    
Old October 26th, 2009, 07:38 AM
mervyn797
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excellent work there, blob of blobs. lesson 6, thank god!
i can give u some scripts, but which ones in particular do u need?
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  #33    
Old October 26th, 2009, 02:02 PM
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any...these are just scripts submitted by people who like to share
i didn't post this earlier...it was assumed that people would know this...
MAKE SURE THAT THESE ARE PKSV SCRIPTS!
o yea...lesson 6 has been there for long time....?
also,lesson nine is what was added
and i'll update that with type two when i get a break from all this homework >_<
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  #34    
Old October 26th, 2009, 02:26 PM
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o.o nice update i like how you incorporated the css from your sig to the thread and I like the snes script but why an old system why not a wii?
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  #35    
Old October 26th, 2009, 09:27 PM
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Hey can u make the variables part a bit more easier?
I mean I understand only the compare and storevar what's the use of others?
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  #36    
Old October 27th, 2009, 05:55 AM
mervyn797
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well,
a small script from me to add for your collection, xD
CLICK THE SPOILER
Spoiler:
Code:
#dynamic 0x74000
#org @start
lock
checkflag 0x8c3
if true jump @end
applymovement PLAYER @a1 ' look_left say_! end
applymovement 0x4 @a2' look_down look_right...
message @a3' \v\h06: Awesome weat...
showmsg
closemsg
applymovement 0x4 @a4 ' run_down run_down ru...
disappear 0x4
setflag 0x8c3
release
end

#org @end
release
end

#org @a3
= \v\h06: Awesome weather right?\nLet's hurry up!\p Don't want to be late\n for out first Pokemon!  

#org @a1
M look_left say_! end

#org @a2
M look_down look_right end

#org @a4
M run_down run_down run_down end
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  #37    
Old October 28th, 2009, 01:18 PM
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@max0edge- I think i'll update the variables section, OR add a second section for them, there is a lot of useage in them
@mervyn-A few q's, do you want credits?,Care to give it a title or shall i?
*edit*
Also,mervyn here's a ...efficientized version 'o ur script
Spoiler:

#dynamic 0x74000
#org @start
lock
checkflag 0x8C3
if true jump :end
applymovement PLAYER @a1
applymovement 0x4 @a2
message @a3'
callstd MSG_NORMAL
applymovement 0x4 @a4
pauseevent 0x0
disappear 0x4' Where 0x4 is event # of whoever is talking to you
setflag 0x8C3
:end
release
end

#org @a3
= \v\h06: Awesome weather right?\nLet's hurry up!\p Don't want to be late\n for out first Pokemon!

#org @a1
M look_left say_! end

#org @a2
M look_down look_right end

#org @a4
M run_down run_down run_down end

@narutoactor-XD all you have to do is change a word
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Last edited by Full Metal; October 28th, 2009 at 01:40 PM.
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  #38    
Old October 28th, 2009, 02:05 PM
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Here f-metal an eevee script!
Spoiler:
#dyn 0x740000
#org @start
lock
checkflag 0xABC
if 0x1 jump @geteevee
faceplayer
msgbox @eevee1
callstd MSG_NORMAL
release
end

#org @geteevee
faceplayer
checkflag 0xXYZ
if 0x1 jump @eevee2
msgbox @eevee3
callstd MSG_NORMAL
countpokemon
compare LASTRESULT 0x6
if == jump @toomany
addpokemon EEVEE 6 NONE 0x0 0x0 0x0
setflag 0xXYZ
storepokemon 0x0 EEVEE
message obtain
fanfare 0x101
showmsg
waitfanfare
waitbutton
faceplayer
msgbox @howseevee
callstd MSG_NORMAL
end

#org @eevee2
faceplayer
msgbox @howseevee
callstd MSG_NORMAL
end

#org @toomany
msgbox @toomuch
callstd MSG_NOCLOSE
release
end


#org @eevee1
=

#org @howseevee
=

#org @eevee3
=

#org @toomany
=

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  #39    
Old October 29th, 2009, 02:18 AM
mervyn797
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@blob of blobs: oh thanks for that edit. and the title, i cant think of one. xD
a small correction, make it Mervyn instead of mervn

also, blob of blobs,
that special thing isnt working for me, is there a particular way to use it?
this is the last part of my script:
Code:
pauseevent 0x55
setflag 0x201
setflag 0x202
setflag 0x203
special 0x8E
fadescreen FADEOUT_BLACK
fadescreen FADEIN_BLACK
release
end

Last edited by mervyn797; October 29th, 2009 at 03:19 AM.
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  #40    
Old November 1st, 2009, 05:06 AM
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try putting it in between the fadescreens
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  #41    
Old November 25th, 2009, 10:40 AM
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I am trying to make a script to replace the default oak walking you to the lab script.
I placed a dude blocking the right side of the path, and the left side I created this script, but it freezes when I get to that point... this language is VERY confusing!

Spoiler:
#dynamic 0x874009F
#org @start
lockall
countpokemon
compare 0x800D 0x0
if 0x1 goto @sorry
releaseall
end

#org @sorry
applymovement 0xFF @face
message @sorryMsg
showmsg
waitbutton
applymovement 0xFF @walk
releaseall
end

#org @sorryMsg
= You shouldn't go into the park\nwithout a pok\emon to\lprotect you!

#org @walk
M walk_down
return

#org @face
M walk_left
return


I know I have a lot wrong, what would it take to make this work? Would using flags make the script easier to write? Is this even the right place to be asking for help?
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  #42    
Old November 25th, 2009, 12:55 PM
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well for one is the tile script set to unknow 3 and var number 4050(or something close)
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  #43    
Old November 26th, 2009, 02:22 AM
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Yes and yes. Strange thing is when I go to look at my script, it shows up as...

Spoiler:
#org 0x8740264
'-----------------------------------
#raw 0xFF
loadbytefrompointer 0x3 0xDCE700E9
#raw 0xE3
#raw 0xE9
#raw 0xE0
#raw 0xD8
#raw 0xE2
givetocoincase 232 ' Bear in mind, it's not in hex
#raw 0xDB
#raw 0xE3
nop0 ' #raw 0x0
#raw 0xDD
#raw 0xE2
#raw 0xE8
#raw 0xE3
nop0 ' #raw 0x0
#raw 0xE8
#raw 0xDC
#raw 0xD9
nop0 ' #raw 0x0
#raw 0xE4
#raw 0xD5
#raw 0xE6
#raw 0xDF
CMD_FE 0xEB
#raw 0xDD
#raw 0xE8
#raw 0xDC
#raw 0xE3
#raw 0xE9
#raw 0xE8
nop0 ' #raw 0x0
#raw 0xD5
nop0 ' #raw 0x0
#raw 0xE4
#raw 0xE3
#raw 0xDF
comparevars 0xE3E1 0xE2
#raw 0xE8
#raw 0xE3
#raw 0xFA
#raw 0xE4
#raw 0xE6
#raw 0xE3
#raw 0xE8
#raw 0xD9
#raw 0xD7
#raw 0xE8
nop0 ' #raw 0x0
#raw 0xED
#raw 0xE3
#raw 0xE9
tempspriteface 0xFF 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF (for a bazillion times)
'Decompiler stopped due to failsafe mechanism (too many #RAW 0xFF commands)
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  #44    
Old November 27th, 2009, 05:58 AM
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...ok...when this happens, it's usually a compiler error, try this
step one
compile this script in PKSV
#eorg 0x8740264
step two
re-compile the original script with dynamics
and see if it works.
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  #45    
Old November 28th, 2009, 07:41 PM
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I'm trying to change the text of Prof. Oak, but it always mix up all the words and when I fix and save the script, it turns out of order again...

Is there a way to change Oak's text as desired (It is when u walk to grass and he stops you.)
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  #46    
Old November 29th, 2009, 09:20 AM
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My guess would be that you have no clue what you are doing.
Read the script, figure out the order the text is called in, edit
the text accordingly while also making sure that you keep the
length shorter/equal to the original text length. If this is a bit to complicated....
1)Start with a new ROM, don't do ANYTHING TO IT
2) The only thing you should do to it is....
2.A)Edit the text using a-text
3)Create yet another new ROM and make a patch
4)Delete the two ROMS u just created
5)Apply the patch to your ROM Hack
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I like to push it,
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until my luck is over.
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  #47    
Old November 30th, 2009, 05:30 PM
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Jemzx
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Quote:
Originally Posted by Full Metal View Post
My guess would be that you have no clue what you are doing.
Read the script, figure out the order the text is called in, edit
the text accordingly while also making sure that you keep the
length shorter/equal to the original text length. If this is a bit to complicated....
1)Start with a new ROM, don't do ANYTHING TO IT
2) The only thing you should do to it is....
2.A)Edit the text using a-text
3)Create yet another new ROM and make a patch
4)Delete the two ROMS u just created
5)Apply the patch to your ROM Hack
thank you Full Metal, but I'm still getting wrong the change with Prof. Oak...

Maybe I'll delete the original script and make a new one with Pokescript... So I should cut to the starter pokemon event, and make something else...
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  #48    
Old December 1st, 2009, 05:32 AM
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O___O??
Pokescript.....
Use PKSV, trust me, it's much better
AND it's updated and has SG, plus it's own built in script generator
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★ full metal.

I like to push it,
and push it,
until my luck is over.
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  #49    
Old December 18th, 2009, 05:23 PM
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Ok, I just saw the lesson 9, now I learn how to make the level scripts I wanted... Thanks a lot for the tutorial n_n

Last edited by Jemzx; December 18th, 2009 at 05:40 PM.
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  #50    
Old December 18th, 2009, 07:14 PM
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Full Metal
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thank u for teh complimentz...
i'm finking of making mawr......
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