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-   -   Other Movesprite and Movesprite2 (https://www.pokecommunity.com/showthread.php?t=350122)

Lance32497 June 5th, 2015 5:16 PM

Movesprite and Movesprite2
 
Does anyone here encounter this problem and solve it?, sometimes movesprite and movesprite2 are working, sometimes not working, firered anyway.

C me June 6th, 2015 3:00 AM

In my new scripts I've found that only movesprite2 works to actually move a sprite (even though movesprite is used in game and works in vanilla scripts) so I just used that.

Lance32497 June 6th, 2015 5:01 AM

Quote:

Originally Posted by C me (Post 8784556)
In my new scripts I've found that only movesprite2 works to actually move a sprite (even though movesprite is used in game and works in vanilla scripts) so I just used that.

There are times that movesprite2 doesnt work, wonder why

C me June 6th, 2015 5:36 AM

Quote:

Originally Posted by Lance32497 (Post 8784645)
There are times that movesprite2 doesnt work, wonder why

Maybe it's telling the wrong person event to move or there are 2 or more people with the same person event number.

Could be a script thing.

Lance32497 June 6th, 2015 5:50 AM

Quote:

Originally Posted by C me (Post 8784673)
Maybe it's telling the wrong person event to move or there are 2 or more people with the same person event number.

Could be a script thing.

perhaps, I'll try to take a look

NewDenverCity June 6th, 2015 8:43 AM

If you're telling the wrong person to move, then you'd have a different OW showing up in the script. For instance, having person 0x2 as the leader of the enemy team and person 0xA is a hostage or something, then if you put in movesprite 0xA 0x(X coordinate) 0x(Y coordinate) or something similar, then the wrong person will show up. So I don't think that you're putting in the wrong OW number(unless you don't put in a person ID that exists on that map).
Also, unless you've been hacking the maps by hand, I think it's almost impossible to make two people have the same number. You'd have to have 256 people on one map in order for the player sprite and that one to start acting funny(or at least that's what I've read. I've never made that many people events on one map, that number is outrageous).
I didn't know there was a difference between movesprite and movesprite2 to be honest. movesprite works for me, but I haven't ever used movesprite2 before because I haven't needed it.

C me June 6th, 2015 10:03 AM

Quote:

Originally Posted by NewDenverCity (Post 8784943)
If you're telling the wrong person to move, then you'd have a different OW showing up in the script. For instance, having person 0x2 as the leader of the enemy team and person 0xA is a hostage or something, then if you put in movesprite 0xA 0x(X coordinate) 0x(Y coordinate) or something similar, then the wrong person will show up. So I don't think that you're putting in the wrong OW number(unless you don't put in a person ID that exists on that map).
Also, unless you've been hacking the maps by hand, I think it's almost impossible to make two people have the same number. You'd have to have 256 people on one map in order for the player sprite and that one to start acting funny(or at least that's what I've read. I've never made that many people events on one map, that number is outrageous).
I didn't know there was a difference between movesprite and movesprite2 to be honest. movesprite works for me, but I haven't ever used movesprite2 before because I haven't needed it.

You could easily misstype a number in the person event number box, when you're scrolling through the person events on the map or when you're changing the picture number( I've done it a lot myself) so it's not almost impossible.

Movesprite is temporary, movesprite2 is permanent.

NewDenverCity June 6th, 2015 10:12 AM

Quote:

Originally Posted by C me (Post 8785054)
You could easily misstype a number in the person event number box, when you're scrolling through the person events on the map or when you're changing the picture number( I've done it a lot myself) so it's not almost impossible.

Movesprite is temporary, movesprite2 is permanent.

Oh of course, I've mistyped things before. I've had to fix scripts dozens of times over myself. However, you can easily find a bug if the wrong person shows up, is all I'm really saying.


Thanks, I didn't know that!

Lance32497 June 6th, 2015 3:26 PM

weird, I had checked the person event number and person number and all are fine, it still doesnt work

NewDenverCity June 6th, 2015 5:11 PM

Can you give us the script?

Lance32497 June 6th, 2015 6:04 PM

not in PC, but it's just

movesprite 0x1 0x19 0xE

NewDenverCity June 6th, 2015 6:57 PM

Does the person have a flag that needs to be set/cleared in order to be visible? Is there a level script already interacting with that sprite? That's all I can think of right now.

Lance32497 June 6th, 2015 8:04 PM

Quote:

Originally Posted by NewDenverCity (Post 8785960)
Does the person have a flag that needs to be set/cleared in order to be visible? Is there a level script already interacting with that sprite? That's all I can think of right now.

nope, I make a new Person in route 1 and give this script to him

#org 0x883A5E6
movesprite 0x4 0xA 0x19
end

Joexv June 6th, 2015 8:55 PM

Sometimes I've found that if the person event is too far away movesprite2 won't work. Nver had an issue regarding movesprite, but you have to consider in the map refreshing once you walk such and such distance, so you will need to use the proper level script.

Dionen June 6th, 2015 9:08 PM

Try using the special that resets the map after movesprite2 (the one used after setmaptile)
It works most of the time


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