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Script tile not activating in Emerald?
Hi
I'm trying to make an encounter with an Articuno. In the "Map script" section of Shoal Cave, I have it hide the sprite (which is done successfully, using flag 0x2E) The issue I'm having is, the script tile (when stood on) does not activate. I've got the var numbers and everything in that I'm supposed to have, and I'm not sure why it isn't working. I used var 0x4012 for a previous set of scripts (that take place in a set, unskippable order) and they all work properly. I know I can't use that var for this since the order does not matter. The weird thing is, if I used 0x4012 for this event- it works after I activate those ordered scripts, which I don't want; I need it to be completely independent. Any help would be appreciated. https://i.gyazo.com/810d2c623da29ca0d63cc0dc60970645.png This is the details of the script tile in advance map. Here is my script: #dynamic 0x800000 #org @start clearflag 0x2E setvar 0x4013 0x1 checkflag 0x2E if 0x1 goto @end checkflag 0x86E if 0x1 goto @battle msgbox @notready MSG_KEEPOPEN closeonkeypress applymovement 0xFF @away waitmovement 0x0 release end #org @battle msgbox @ready MSG_KEEPOPEN fadescreen 0x1 cry 144 0x2 msgbox @cry MSG_KEEPOPEN waitcry closeonkeypress showsprite 0x3 movesprite2 3 0x08 0x09 setvar 0x8004 0x1 setvar 0x8005 0x23 special 0x1FD pause 0x32 fadescreen 0x0 msgbox @appear MSG_KEEPOPEN closeonkeypress cry 144 0x0 waitcry setwildbattle 144 40 0x0 special 0x13B playsong 0x1FE 0x0 waitstate fadescreen 0x1 hidesprite 0x3 fadescreen 0x0 msgbox @defeated MSG_KEEPOPEN closeonkeypress setvar 0x4013 0x0 setflag 0x2E release end #org @end release end #org @notready = You feel a chilly presence...\p...\pBut you are not powerful\nenough to challenge it. #org @ready = You feel a chilly presence...\p...\pIt wishes to challenge you. #org @cry = Gyaooh! #org @appear = An ARTICUNO has appeared! #org @defeated = The ARTICUNO was satisfied\nwith the BATTLE... #org @away #raw 0x08 #raw 0xFE |
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