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Anyway, I'll repeat it. You can use the scripting commmand: comparefarbytetobyte. |
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In one of my maps, as soon as I take a left or right onto the script tiles the game freezes.
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It's layout is this: comparefarbytetobyte 0xpointer to ram address with byte value to compare with. 0xbyte to compare with. |
In FR, the location for the playtime is at 0x20245C6 in the RAM. The first two bytes you'll find there are the hours of playtime, second byte minutes, then seconds and last, but not least, the milliseconds.
In R/S, the offset is 0x2024EB2, and in Emerald 0x2024A96. And indeed, you can check them with comparefarbytetobyte. To check for at least an hour of playtime, you would use: Code:
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You'll have to use ASM to access it. Read HackMew's Knowledge, ASM Tutorial 1, which explains how to access the player data. |
I edited the map for Cinnabar Island (img21.imageshack.us/img21/1884/cinnabarisland.png), and now the script to keep you out of the Gym until you have the Secret Key doesn't work. How do I fix this?
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I have a script problem(duh)
the player is in a tight hallway and professor oke is one tile above you. I want him to follow you left and right so I wrote a script. My first attempt used flags, and it worked on paper but no in game. I then tried a referent way of doing things. I tried comparing the players facing so if he is facing left oke will move left, and if he faces right oke will move right. But When I play the game no matter what I do oke only moves left '--------------- #org 0x71BBE4 lock getplayerpos 0x6000 0x6001 compare PLAYERFACING 0x3 if 0x1 goto 0x871BC3E compare PLAYERFACING 0x4 if 0x1 goto 0x871BC63 end '--------------- #org 0x71BC3E applymovement 0x17 0x871BC70 waitmovement 0x0 release end '--------------- #org 0x71BC63 applymovement 0x17 0x871BC73 waitmovement 0x0 release end '----------- ' Movements '----------- #org 0x71BC70 #raw 0x12 'Step Left (Normal) #raw 0xFE 'End of Movements #org 0x71BC73 #raw 0x13 'Step Right (Normal) #raw 0xFE 'End of Movements |
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I'd really appreciate it if someone could help me with this.
Game: FireRed Type: Event Editor: XSE Script: Spoiler:
Screenshots and/or Videos: N/A My main problem is on move2 move3 and move 4. Move2 Work's perfectly, but the other two don't move at all, also the waitmovement command won't work, and it just goes straight to the text. Also, I'm trying to make all three movements happen at the same time. |
Game: Pokémon Rose Version (Fire Red Hack)
Type: A Trigger Script (you walk over a green script tile) Editor: I'm using PokeScript to put the script into the game, and I'm using XSE to view the script. Script: What I wrote and compiled with PokeScript: Spoiler:
The script, as seen in XSE: Spoiler:
Here's what happens: Spoiler:
I previously edited the script and had this in XSE: Spoiler:
With this result in-game: Spoiler:
So, in short, XSE shows that the messages I want to have in this dialogue do in fact appear, and the movements for the player do, in fact, appear--it's the part right after setting variable 0x4001 that is messing up. What this script is SUPPOSED to do is: 1. Stop the player and set the appropriate variable for the movement part of the script. 2. First message from the mother 3. Movement towards the mother 4. Another message 5. Followed by another message 6. Oak question (Yes: go to 9, No: go to 7) 7. Elm question (Yes: go to 10, No: go to 8) 8. Birch question (Yes: go to 11, No: go to 5) 9: Another message from the mom, and a variable is set (go to 12) 10: Another message from the mom, and a variable is set (go to 12) 11: Another message from the mom, and a variable is set (go to 12) 12: A final message by the mom, a variable is set to prevent this script from occurring again, and the script ends. |
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Okay, I tryed that, and now he dosen't move at all.
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I used XSE instead and it worked just fine. I don't know what I was missing in the previous script, but it's irrelevant if I can make it work otherwise! =) |
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Pokescript just bugs some scripts :) qwertyuiop1234567890 : Use trigger script ;) |
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--------------- #org 0x71BBE4 lock compare PLAYERFACING 0x3 if 0x1 goto 0x871BC3E compare PLAYERFACING 0x4 if 0x1 goto 0x871BC63 end '--------------- #org 0x71BC3E applymovement 0x11 0x871BC70 waitmovement 0x0 release end '--------------- #org 0x71BC63 applymovement 0x11 0x871BC73 waitmovement 0x0 release end '----------- ' Movements '----------- #org 0x71BC70 #raw 0x12 'Step Left (Normal) #raw 0xFE 'End of Movements #org 0x71BC73 #raw 0x13 'Step Right (Normal) #raw 0xFE 'End of Movements |
In one of my maps, as soon as I take a left or right onto the script tiles the game freezes.
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Reposting.. |
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Cirnos Servant : It might have something to do with showsprite command... since if OW is hidden in FR it might sometimes be very buggy.
Anyways here's my problem. After I patched ROM with Shinyzer I wanted to make trainer battle with trainer who has shiny pokemon but nothing happens when I talk to NPC and also freeze the game. Code:
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Hi,does any one know that how to make a script happens when a moving(walking around) OW see you?
And the "Green S" script won't sutable for me ,because it can't get to know whether the OW see you. It's just like a trainerbattle script ,but I don't want to have a battle.Something like this writing to a trainer will be crash: Code:
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