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Movement Script Not Working
So I created a movement/battle script where the trainer and an NPC both move. The player movements work just fine but the NPC stands in place and then doesn't disappear when the battle is over. I've created similar scripts in the past and I'm very stumped. I'm hoping someone may be able to help me. I can post or PM the script if necessary. Thank you.
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@Pokeeng
You should probably post your script and the settings for the NPC sprite and the script in AdvanceMap. |
So the person ID of the NPC is 0x1334 if I'm not mistaken. I set movement and trainer as '01'
#dynamic 0x807AFD #org @start lock checkflag 0x1330 if 0x1 goto @already msgbox @1 0x6 waitmsg applymovement 0xFF @walk waitmovement 0xFF msgbox @2 0x6 applymovement 0x11 @walk1 waitmovement 0x11 applymovement 0xFF @walk2 waitmovement 0xFF trainerbattle 0x3 0x16 0x0 @after msgbox @3 0x6 fadescreen 0x1 setflag 0x1332 hidesprite 0x11 setflag 0x1334 fadescreen 0x0 setvar 0x4057 0x4 setflag 0x1336 release end #org @already msgbox @again trainerbattle 0x3 0x16 0x0 @after msgbox @3 0x6 fadescreen 0x1 setflag 0x1332 hidesprite 0x11 setflag 0x1334 fadescreen 0x0 setvar 0x4057 0x4 setflag 0x1336 release end #org @1 = Did you really think you had won #org @2 = I was moments away from infinitenpower.pWith Jirachi, I would have rulednthe world unopposed.pYour interference will not gonunpunished.pI will have my vengeance! #org @after = No.pNO.pNO!pI CANNOT LOSE! #org @3 = Mark my words, child.pThis world will feel my wrath.pThis is not the last you will seenof me. #org @walk #raw 0x62 #raw 0xFE #org @walk1 #raw 0x8 #raw 0x8 #raw 0x8 #raw 0x8 #raw 0x52 #raw 0xFE #org @walk2 #raw 0x47 #raw 0xFE |
Have you expanded the amount of flags? 0x1334 is not an available flag in the vanilla games as far as I'm aware. Where did you get the idea to use those values?
For Fire Red, check this list for where flags are used: https://github.com/pret/pokefirered/blob/master/include/constants/flags.h For Emerald, check this list: https://github.com/pret/pokeemerald/blob/master/include/constants/flags.h |
I've used other flags from after 1300 before. I just assumed it was fine. How bad is it?
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@Pokeeng
If you did not expand the amount of flags it can lead to completely random results, as is also stated in this thread: https://www.pokecommunity.com/showthread.php?t=302347. Long story short: no, it's not safe to use them, so you shouldn't. Instead, stay with the flags mentioned in the sources I sent before. |
So I've always been led to believe by the sources I've used that 1200+ is safe but assuming that the issue is the script, is there anything noticeably wrong with it?
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@Pokeeng
That's why I was curious what sources you used. Because anything I've ever read about flags is to be cautious which ones to use. Either way, you use hidesprite 0x11. So that means person event number 17 (in decimal) will be hidden. Make sure those correspondent correctly with AdvanceMap. Subsequently, make sure to use a safe flag instead of those you've used up to this point. |
I'll definitely make sure to use safe flags from here on out. This specific script is actually for the end of the game so I'm surprised I haven't encountered a single glitch in 10+ playtests. I appreciate the help, thank you so much!
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