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Scripting problems
Okay, so I have a script and it runs pretty well for one I almost completely wrote on my own. Here's the script:
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When the @move part happens, it works. But then instead of playing the message, the NPC then does their movement @move 3 (back to their chair). And then they face down, instead of facing right like I want them to. Then the game is stuck, even though I have the "release" and "end" at the end of the script. Why isn't it working? And where do I put the Running Shoes offset in the script? I'm not sure on that. Thank you. :) |
First off, you need to end each of your movements with 0xFE, because that's what tells the game that the movement process is over (So, for instance, in @move, you need to have 0xFE at the end of the last movement. Same for move2 and move3. Because you don't end them, the game doesn't know to continue with the script.
As for Running Shoes, IIRC you only need to set the flag (the command for which would be setflag 0x8C0) to make it so that the player can run. |
Try this:
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The Running Shoes use flag 0x82F in Fire Red, if that's the ROM you are using. |
Knowing Jabu, it'd probably be this:
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That worked! Thanks a lot. :)
Now, how would I make it so this message never plays again (And the scripts around it)? And is there a list of the fanfares anywhere? Edit: That's weird. When I leave the town and go to the route, the Running Shoes are disabled. When I get to another town, they're re-enabled. The route is listed as a route in the Header, though. Has this happened to anyone else before? |
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Do you have any idea about the Running Shoes issue? |
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EDIT: nvm, if the flag was cleared, you'd have a different issue. DOUBLE EDIT: Mind showing us a screenshot of the header tab in Advance Map? |
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Umm ok I'm not seeing why your issue would occur. This is weird. Can you try doing this on a clean Emerald rom?
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