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Conversation Between Tropical Sunlight and Sarcastic Prince
Showing Visitor Messages 151 to 165 of 414
  1. Sarcastic Prince
    June 7th, 2010 2:45 AM
    Sarcastic Prince
    Well, I made a movement script, but I can't make it work.
    Spoiler:
    #dynamic 0x800000
    #org @start

    #define say_! 0x62
    applymovement move_PLAYER @pointer
    waitmovement 0x0
    #org @pointer
    #raw 0x11 0xFE
    #define look_right 0x03
    applymovement move_PLAYER @pointer
    waitmovement 0x0


    #define show_sprite 0x61
    #define step_right 0x13
    applymovement 6 @pointer
    waitmovement 0x0
    #define step_right 0x13
    applymovement 6 @pointer
    waitmovement 0x0
    #define step_right 0x13

    applymovement 6 @pointer
    waitmovement 0x0
    #define step_right 0x13

    applymovement 6 @pointer
    waitmovement 0x0
    #define step_right 0x13

    applymovement 6 @pointer
    waitmovement 0x0
    #define step_right 0x13

    applymovement 6 @pointer
    waitmovement 0x0
    #define step_right 0x13
    applymovement 6 @pointer
    waitmovement 0x0
    #define step_right 0x13


    applymovement 6 @pointer
    waitmovement 0x0




    msgbox @say MSG_NORMAL
    trainerbattle 0x3 0x001 0x0 @defeattext

    msgbox @say2 MSG_NORMAL
    fadescreen 0x1
    hidesprite 6
    setflag 0x1201
    fadescreen 0x0


    #org @say
    = [player]: [orange_Woah! Oh, it's\nonly you, Mary.em]\pMary: [aqua_It's only me?! Wow, [player],\nyou REALLY have guts sayin' that.\pBut that doesn't matter, as I'm going to\nbeat you to the ground now with\pmy awesome Pokemon!em]\p[player]: [orange_I won't lose!em]

    #org @defeattext
    = No! Pikachu, nooooo!

    #org @say2
    = Mary: [aqua_Pfft. You're lucky this time, but next\ntime, I won't go easy on ya!em]

    What have I done wrong?
  2. Sarcastic Prince
    June 7th, 2010 2:38 AM
    Sarcastic Prince
    I think this should be the last question.
    How do you make XSE know that you're showing a sprite?
    (#define show_sprite 0x61)
    Should I type any numbers in it?
  3. Sarcastic Prince
    June 7th, 2010 2:12 AM
    Sarcastic Prince
    Another question. How do I change the background music via scripting?
  4. Sarcastic Prince
    June 7th, 2010 2:08 AM
    Sarcastic Prince
    Oh, and another question. If I were to make people disappear in A-Map, (Hidden) how do I not make the player not bump at the hidden person as if it's a block?
  5. Sarcastic Prince
    June 7th, 2010 2:05 AM
    Sarcastic Prince
    What if I wanna make the player move?
    What command should I type then?
  6. Tropical Sunlight
    June 5th, 2010 5:33 AM
    Tropical Sunlight
    Just like you said.

    ...
    warp 0x(map bank) 0x(map) 0x(exit) 0x0 0x0
    ...

    ^^ there are also warpmuted, warpwalk, warpteleport and warphole commands.

    ...
    trainerbattle 0x3 0x(battle) 0x0 @defeattext
    ...
  7. Sarcastic Prince
    June 4th, 2010 11:35 PM
    Sarcastic Prince
    Now, I need to know how to make warps and trainer battles.
  8. Tropical Sunlight
    May 26th, 2010 4:26 AM
    Tropical Sunlight
    Well, okay : D

    This tutorial will cover up everything that's needed to know about making movements. In this tutorial, the most important thing is the People no.
    First, copy this, paste in into XSE and save it as a file. You'll be needing it.
    Spoiler:
    #define look_up 0x01
    #define look_left 0x02
    #define look_right 0x03
    #define look_down 0x04
    #define step_down_very_slow 0x08
    #define step_up_very_slow 0x09
    #define step_left_very_slow 0x0a
    #define step_right_very_slow 0x0b
    #define step_down_slow 0x0c
    #define step_up_slow 0x0d
    #define step_left_slow 0x0e
    #define step_right_slow 0x0f
    #define step_down 0x10
    #define step_up 0x11
    #define step_left 0x12
    #define step_right 0x13
    #define jump_down2 0x14
    #define jump_up2 0x15
    #define jump_left2 0x16
    #define jump_right2 0x17
    #define step_down_fast 0x1d
    #define step_up_fast 0x1e
    #define step_left_fast 0x1f
    #define step_right_fast 0x20
    #define step_in_place_down 0x21
    #define step_in_place_up 0x22
    #define step_in_place_left 0x23
    #define step_in_place_right 0x24
    #define step_in_place_down_fast 0x25
    #define step_in_place_up_fast 0x26
    #define step_in_place_left_fast 0x27
    #define step_in_place_right_fast 0x28
    #define step_in_place_down_very_fast 0x29
    #define step_in_place_up_very_fast 0x2a
    #define step_in_place_left_very_fast 0x2b
    #define step_in_place_right_very_fast 0x2c
    #define look_down_delayed 0x2d
    #define look_up_delayed 0x2e
    #define look_left_delayed 0x2f
    #define look_right_delayed 0x30
    #define slide_down 0x31
    #define slide_up 0x32
    #define slide_left 0x33
    #define slide_right 0x34
    #define slide_down_on_right_foot 0x3d
    #define slide_up_on_right_foot 0x3e
    #define slide_left_on_right_foot 0x3f
    #define slide_right_on_right_foot 0x40
    #define slide_down_on_left_foot 0x41
    #define slide_up_on_left_foot 0x42
    #define slide_left_on_left_foot 0x43
    #define slide_right_on_left_foot 0x44
    #define face_player 0x4a
    #define face_away_from_player 0x4b
    #define jump_down 0x4e
    #define jump_up 0x4f
    #define jump_left 0x50
    #define jump_right 0x51
    #define jump_in_place_face_down 0x52
    #define jump_in_place_face_up 0x53
    #define jump_in_place_face_left 0x54
    #define jump_in_place_face_right 0x55
    #define jump_in_place_face_down_to_up 0x56
    #define jump_in_place_face_up_to_down 0x57
    #define jump_in_place_face_left_to_right 0x58
    #define jump_in_place_face_right_to_left 0x59
    #define hide_sprite 0x60
    #define show_sprite 0x61
    #define say_! 0x62
    #define say_? 0x63
    #define say_x 0x64
    #define say_!! 0x65
    #define say_:) 0x66
    #define stop 0xfe

    Here's how it's done.
    you use it like this:

    ...
    applymovement (People no.) @pointer
    waitmovement 0x0
    ...

    and then this:

    #org @pointer
    #raw 0x11 0xFE

    at the end of every movement, there is 0xFE.
    0x11 means that the OW would walk up, and waitmovement makes the script wait until the OW is finished with the movement.
  9. Sarcastic Prince
    May 26th, 2010 12:32 AM
    Sarcastic Prince
    I wanna learn the basics of Movements.
  10. Tropical Sunlight
    May 25th, 2010 3:30 AM
    Tropical Sunlight
    Well, what would you like to do?
  11. Sarcastic Prince
    May 25th, 2010 12:28 AM
    Sarcastic Prince
    Yes!! FINALLY! It worked! Now, on to the next lesson, please.
  12. Tropical Sunlight
    May 24th, 2010 3:29 AM
    Tropical Sunlight
    The OW's ID should be 1200 and his Person no. should be 45.
  13. Sarcastic Prince
    May 24th, 2010 1:51 AM
    Sarcastic Prince
    TS. I need your help. Just like before, the sprite doesn't dissappear.
    Is making a sprite dissappear THAT hard?
    I think I can't the hang of it.

    Here's what I typed:
    #include stditems.rbh

    #dynamic 0x800000
    #org @start
    lock
    faceplayer
    msgbox @say MSG_KEEPOPEN
    giveitem ITEM_POKEBALL 0x5 MSG_OBTAIN
    giveitem ITEM_POTION 0x5 MSG_OBTAIN
    msgbox @say2 MSG_NORMAL
    fadescreen 0x1
    hidesprite 45
    setflag 0x1200
    fadescreen 0x0
    release
    end

    #org @say
    = Hello, [player]. The Prof.\nasked me to give you this\pStarter Pack. Here, take it!\nIt's all yours!

    #org @say2
    = The Starter Pack includes\n5 Pokeballs and Potions. Good luck,\p[player], I must be going back to\nthe Professor's lab now.
  14. Tropical Sunlight
    May 23rd, 2010 6:16 AM
    Tropical Sunlight
    Sure.
  15. Sarcastic Prince
    May 23rd, 2010 6:14 AM
    Sarcastic Prince
    Uhh... what? Anyways, I will be hacking my Emerald Rom tomorrow, and I'll see if I make
    any progress in scripting...

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