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Hola,
after trying and searching for a long time I have to ask now :) I've got a problem with healing places. Is it possible to set them at another place, after I deleted the original Pokémon-Center Lady When I lose a fight now I am at the map the Poke-Center was (before I edited the map) and my Pokémon get healed but there is no sprite of Joy and it is not the map I want. Hope you understand what I mean :) Now I want to change this "reset point" to another place - so at the Poke-Center I created by my self. I tried to set it simply with the line "sethealingplace 0x01" in my healing script but like I thought before this one doesn't work. Hope someone can help me with this problem Would help a lot thanks :) |
A great tutorial dude. Thanks for this. I might start learning ASM today.
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Hi! Love your tutorial!!! But my compile button is faded, and I can't click on it... what's wrong with it?
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Um... The hidepokepic command doesn't work for me. Can someone please help me ?
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Anyone ?
Thnx , Magic ! Will someone help me there ? Hi ? |
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As for your problem, it would help if you posted the entire script over here in the Script Help Thread. Good luck! |
Hello, I am new to scripting and I have a problem in applying movement, I made a script that only happens a mistake. The idea of the script was a character walking up to me I deliver a master ball and then back to the starting point and it disappears, it happens and the sprit is on my screen the gba .. but when I put the A-map out of my screen (in the case of GBA) the script but happen! character not walk up to me.
Does anyone know why? |
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My Script
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It works perfectly when the Sprite that will move is within the scope of the GBA screen, but when I put away 10 steps (getting out of the GBA in game screen) it does not go to me, the script msg giveitem and hidesprite work, but she does not go to me. but when I put the sprite in the range of vision of my character in game, it moves perfectly. |
OWs that are too far off screen won't be able to move during the script, I can't remember it movesprite works - easiest way would be to make the OW so it is just one tile offscreen, that should work.
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http://i60.*.com/mjv2h4.jpg The range of an NPC for them to move is 1-9 tiles away from the player's left/right, and 1-6(or maybe 7?) from the player's north/south. |
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But in theory, it should work. Since the player and the camera are locked all the time, and probably created this 'illusion' that the NPCs could only work around a specific radius from the player, so maybe the camera's actually the one's important here for NPCs to move. |
You can move the camera and still move NPCs normally, from my experience. I don't think it's solely down to luck that they're in range, so the scope is probably judged from the center of the camera position.
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Oh thank you, at least I know that the script is correct, only 2 more questions.
is there any way I banter with script it? eg a script that makes another sprite like another appears on the screen? would practically the same than my sprite forward to my screen. does anyone know a script for me to do rematch? I know I'll probably use SetFlags out the basic commands, but I found no tutorial on the internet. Thank U! |
Amazing tutorial! Thanks so much!
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Ok so I'm adding some custom items to my hack and when I try to compile my item description it gives me a "Error 6 Overflow on line 4 Wrong parameter type" error and I don't think my code is wrong but I dunno whats going on
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Sometimes XSE has a mishap. I copy and pasted your script and it debugged just fine for me. :( |
well I redownloaded XSE and my code worked that time, mustve been a bug with teh version I was using.
Edit: Well I seem to have run into anotehr snag, I've managed to successfully impliment the Dawn, Dusk and Shiny stones but there text is kinda messed up http://gyazo.com/92547a1abd9b40e256f25dbe521218f1 and yet in the editing programs they appear fine |
How to edit the Seagallop animation ?
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First Line \nSecond Line \nThird Line Also make sure you compile in free space and fix the pointers appropritely ! |
I found a command that's not covered in the tutorial nor did I find a mention of it in the thread. It's "PLAYERFACING", a handy command that allows the script to differentiate depending on the direction the player is facing. I found it in the Black Glasses guy.
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As you can see, it's used with: "compare PLAYERFACING 0xX if 0x1 call @string" The X in 0xX is dependent on the direction the player is facing. After some experimenting, I found that 0x1 is facing down, 0x2 is facing up, 0x3 is facing left, and 0x4 is facing right. |
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