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Appearing sprite levelscript issue
Hi!
Can someone can tell me, what I made wrong with this level script? I want to make that sprite is appearing while player got a Pokemon and every time, when player is entering the map afterwards. #org 0x88007C4 compare 0x4055 0x4 if >= jump 0x88007D0 end #org 0x88007D0 reappear 0x5 end The script trigger is "On entering the map/not menu is closing." The sprite is just not appearing on the map. |
I'm trying to solve this for three days, it would be nice when someone will amswer...
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@Captain W'Kos
These aren't even XSE commands? Not sure what you're trying to do exactly, but you should probably set a variable or a flag which should be checked in a level script. I recommend taking Anthroyd's Gen III ROM Hacking Video Tutorials on Youtube to get an understanding of some of the basics of scripting. That will probably help you further;) |
I am using PKSV Script Editor bcause it's clear to me. I'm trying to make a new starting town in Kanto and I have scripted person that stops the player when he is trying to leave the town. After he got a starter Pokemon the person stands near the town entrance. And I'm trying to make the levelscript is checking if player got starter Pokemon (variable 4055 is in 4 or larger) then the person sprite appears. If not, he not appears.
About tutorials, I am watching this guy, but I think, his XSE commands are outdated or something, bcause they're different than in-game or compiler scripts, for example #dynamic than #dyn. I know, #dyn is only for automatic assign code to memory cells, and it isn't saving in code, but this is only example. Edit: I have modified the script for working in opposite way, I mean, if variable 4055 is smaller than 4 it makes sprite disappear. It still not working like the game is skipping the compare command or the variable isn't smaller than 4 (but it is, bcause variable in that situation is set to 0) Anyway, the script is now: #dyn 0x800000 #org @start compare 0x4055 0x4 if < jump @no end #org @no disappear 0x5 end The levelscript trigger is still on entering map/not on menu close. |
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@Captain W'Kos
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And I have a question: Did you know how to decompile addresses that are used by commands? For example special 0x9D and I want to decompile 0x9D address, check how it's made and make a copy with different values. Everything is in my another post "Forcing starter Pokemon gender. And some other issues". |
OK, I am on the PC...
I have compiled the levelscript with that hidesprite command. It's still not working. #org 0x80084C compare 0x4055 0x4 if 0x0 jump 0x88005CC end #org 0x8005CC hidesprite 0x5 end And are there somewhere a list of equation codes? Belive me, < tells me a little bit more than 0x0... I have tried it with spriteinvisible, but the effect is still the same... Tried to split the script into compare and set flag and script with trigger 02 that just executes the hidesprite. I didn't even believe that this thing would work. And it didn't. script1, trigger 03: #org 0x80084C compare 0x4055 0x4 if 0x0 goto 0x88005CC end #org 0x8005CC setflag 0x11 end Script2, trigger 02: #org 0x80085B spriteinvisible 0x5 0x43 0x0 release end |
@Captain W'Kos
Read my last post again. I explicitly told you that this would not work. You need to assign a flag to the overworld sprite and set that flag to make the sprite disappear. Take a look at Anthroyd's tutorials, specifically the one about flags and variables. Although it's probably a good idea to take them all. |
Something like this?
This is what I deduced from the tutorial... Or maybe I am too dumb... '--------------- #org 0x80084C hidesprite 0x5 setflag 0x11 compare 0x4055 0x4 if 0x0 jump 0x8005CC end '--------------- #org 0x8005CC clearflag 0x0011 end Yeah, I'm dumb... It's not working. |
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Nevermind, I have found a similar post... https://www.pokecommunity.com/showthread.php?p=9915945 |
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