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-   -   Other Event in advance map help Emerald (https://www.pokecommunity.com/showthread.php?t=359592)

Zarus December 9th, 2015 5:51 PM

Event in advance map help Emerald
 
There is this event in Pokemon Emerald, more specifically, in the Dewford Cave that is when you deliver the letter to Steven, I want it to be just outside of where he is in that room cause I got a problem with having random encounters of sunfloras at level 0-100 so I decided to seal the room and move the event to the outside in the first room of the cave and it worked. But Steven doesn't go away and I don't know how to make that event one time only, any suggestions? Mods can move this thread where it is appropriate and sorry if I can't ask such a question here.

C me December 10th, 2015 7:32 AM

Quote:

Originally Posted by Zarus (Post 9028010)
There is this event in Pokemon Emerald, more specifically, in the Dewford Cave that is when you deliver the letter to Steven, I want it to be just outside of where he is in that room cause I got a problem with having random encounters of sunfloras at level 0-100 so I decided to seal the room and move the event to the outside in the first room of the cave and it worked. But Steven doesn't go away and I don't know how to make that event one time only, any suggestions? Mods can move this thread where it is appropriate and sorry if I can't ask such a question here.

Tbh don't even bother.
Random encounters of sunfloras is an easy to fix problem. From my experience it's caused by the wildpokemon in that map having a level higher than 100 or something else wrong with it. Check to make sure the wild data is fine, if it looks fine then repoint it somewhere else and see if it works.

Or if it still doesn't work, delete the wild data and add new data again.

Zarus December 10th, 2015 7:43 AM

I forgot to mention that I had previously deleted all the pkmn data in the room and it bugged out in Advance Map so new pkmn data is being written on there everytime I decide to go into the room in Advance Map and I get an error msg saying

" ERROR: (ENotAPointer) AdvanceMapError(5): Value $FFFFFFFF is not a Pointer!"

Even if I don't do anything it will ask me to save the new Pokemon data and even though I try to change the data so there's no encounter, I will still encounter Sunfloras between level 0-100 in there. Thats why I can't edit the wild data in there and thats why I decided to move the event just outside of the room instead.

C me December 10th, 2015 1:07 PM

Quote:

Originally Posted by Zarus (Post 9028853)
I forgot to mention that I had previously deleted all the pkmn data in the room and it bugged out in Advance Map so new pkmn data is being written on there everytime I decide to go into the room in Advance Map and I get an error msg saying

" ERROR: (ENotAPointer) AdvanceMapError(5): Value $FFFFFFFF is not a Pointer!"

Even if I don't do anything it will ask me to save the new Pokemon data and even though I try to change the data so there's no encounter, I will still encounter Sunfloras between level 0-100 in there. Thats why I can't edit the wild data in there and thats why I decided to move the event just outside of the room instead.

I had that too can't remeber which version the bug is in, try the other one (1.92 or 1.95). Or if you can fix it yourself look at the connection offset from the advanced header tab and change it in a hex editor.

Zarus December 10th, 2015 2:13 PM

Well I have no clue how to do those things so I will just overwrite this rom with a new one, kinda sad that I have to redo the base stat changes I made for all pokemon but now I know that you shouldn't remove all pokemon in a room where there is supposed to be pokemon. But thanks for the help anyways.

C me December 11th, 2015 2:16 AM

Quote:

Originally Posted by Zarus (Post 9029355)
Well I have no clue how to do those things so I will just overwrite this rom with a new one, kinda sad that I have to redo the base stat changes I made for all pokemon but now I know that you shouldn't remove all pokemon in a room where there is supposed to be pokemon. But thanks for the help anyways.

Both your event problems are to do with flags. To make him disappear you'll need a hidesprite and then a flag set. I think your issue is that you haven't given him a person ID in Amap and that's why he doesn't stay diappeared.

For steven it's 341 but you can also use BD and 131.

Since the event works fine (and assuming you haven't changed the script) the person ID is the only thing you need to change.

Zarus December 11th, 2015 3:10 AM

Quote:

Originally Posted by C me (Post 9030229)
Both your event problems are to do with flags. To make him disappear you'll need a hidesprite and then a flag set. I think your issue is that you haven't given him a person ID in Amap and that's why he doesn't stay diappeared.

For steven it's 341 but you can also use BD and 131.

Since the event works fine (and assuming you haven't changed the script) the person ID is the only thing you need to change.

Yea I tested your idea and it seems he goes away but only when you exit the room then he disappears but if you don't go out of the room he will still talk with you so is there a way to make him only talk once so that if I talk to him he will be quiet or saying something else if you talk to him a 2nd time?

C me December 11th, 2015 4:23 AM

Quote:

Originally Posted by Zarus (Post 9030261)
Yea I tested your idea and it seems he goes away but only when you exit the room then he disappears but if you don't go out of the room he will still talk with you so is there a way to make him only talk once so that if I talk to him he will be quiet or saying something else if you talk to him a 2nd time?

Again assuming you haven't changed the script, I'm pretty sure that's because it's hidesprite 0x1 and in your new map I don't think Steven is person event number 1. Change the hidesprite to his person event number and it should work.

Zarus December 11th, 2015 5:36 AM

yea I try to edit the script but it doesnt save my new changes and it's weird cause I made a fadescreen command work and that saved but now it doesnt save my changes to the script and I have no clue on why that is.

edit: I managed to make him disappear after talking to him once but the fadescreen command had to be removed apparently so it looks like he vanishes into thin air which i dont really care about so i guess your solution helped alot there, thanks :)

C me December 11th, 2015 6:49 AM

Quote:

Originally Posted by Zarus (Post 9030354)
yea I try to edit the script but it doesnt save my new changes and it's weird cause I made a fadescreen command work and that saved but now it doesnt save my changes to the script and I have no clue on why that is.

When you're saying save changes, you're pressing the compile button right? Saving the script doesn't put it into your ROM, it just saves it to your pc.

Does XSE not compile it, does it say why? Are you sure you're editing the right file?

When you test the event, leave the map first(preferabely through a warp) then go back in and test it.

Zarus December 11th, 2015 7:08 AM

yea I actually press compile and then I close the xse program and don't save the script to my pc then when I open up the script again, it is different from how I left it, but I made it work so he disappears now.

It just looks weird when he does and if I enter another command like fadescreen and press compile it will compile it but when I test it, the fadescreen doesnt work properly or it is changed to something else when I open up the script again.


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