Applymovement will only work for the current map you're on. The only way to go to another map without physically going there, is to warp.
You need applymovement to simulate the two characters going into the boat, as it would look weird if they magically teleported to their destination with the boat driving itself, wouldn't it? :P
You sure, it would look awesome.
LOL, trust me it wouldn't look awesome. There would be little sense :)
Well, the other side is a different map, I'm presuming, so just make the exact same script, only with the other destination. I'm assuming there's another animation for the boat going in the opposite direction.
Though if you're hacking Emerald, I see what you mean about the applymovement. I think there's a sprite for the boat and by doing some scripting that is beyond me at this point, you probably could script the boat actually going there, as opposed to warping there.
I'm sorry. What exactly are you confused about?
Is it the script?
Because all you have to do is copy the script you have, but put in the other destination.
Is it what I said below that?
Because that was just me thinking out loud :P
Oh that. No I mean this would be after the applymovement, after the two 'get' in the boat. The boat sprite (I'm assuming there's a boat sprite) would get its own applymovement. I'm not positive if that's how it would work though.
Warping would only be used if you didn't want to script the boat moving. Lazy, but slightly faster.
I'm just going to point out the problems in the script. Keep in mind, I'm not the best, though I think I know what I'm doing, so you may want to check with someone who's got more advanced knowledge.
Spoiler:#dynamic 0x9C0000
#org @start
lock
faceplayer
if 0x1 goto @done (if what is 0x1? you need a compare or checkflag)
message @leave 0x6 (for fire red the message box for asking questions is 0x5, it might be different for emerald, i don't know)
compare LASTRESULT 1
if b_true goto @yes (if they say yes, and you want all this applymovement to happen, you need to put return under #org @yes, not end)
applymovement 0x2 @move
waitmovement 0x2
applymovement 0xFF @move2
waitmovement 0xFF
if 0x1 goto @move3 (once again, if what is 0x1?)
applymovement 0x1 @move3
waitmovement 0x1
compare LASTRESULT 0x1 (For no, the correct thing here would be 0x0)
if b_true goto @no
applymovement 0xFF @exit (I'm not sure what this is for exactly)
waitmovement 0xFF
applymovement 0x1 @exit2
waitmovement 0x1
release
end
#org @done
release
end
#org @move
#raw 0x09
#raw 0x54
#raw 0xFE
#org @move2
#raw 0x09
#raw 0x09
#raw 0x54
#raw 0xFE
#org @move3
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0xFE
#org @exit
#raw 0x55
#raw 0x09
#raw 0x09
#raw 0xFE
#org @exit2
#raw 0x55
#raw 0x09
#raw 0xFE
#org @Leave
= Do you want to go to the training\ncamp?
#org @yes
message @pressyes 0x6
release
end
#org @no
message @pressno 0x6
release
end
#org @pressyes
= Ok lets go!
#org @pressno
= Ok, but tell me if you want to\ngo to the training camp
I hope I helped a little...
What happened was the boat went of without me and I turned invisible... lol
EDIT:
I think this is what you wanted me to do right?
Spoiler:#dynamic 0x9C0000
#org @start
lock
faceplayer
message @leave 0x5
compare LASTRESULT 1
if b_true goto @yes
applymovement 0x2 @move
waitmovement 0x2
applymovement 0xFF @move2
waitmovement 0xFF
applymovement 0x1 @move3
waitmovement 0x1
compare LASTRESULT 0x0
if b_true goto @no
applymovement 0xFF @exit
waitmovement 0xFF
applymovement 0x1 @exit2
waitmovement 0x1
release
end
#org @move
#raw 0x09
#raw 0x54
#raw 0xFE
#org @move2
#raw 0x09
#raw 0x09
#raw 0x54
#raw 0xFE
#org @move3
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0xFE
#org @exit
#raw 0x55
#raw 0x09
#raw 0x09
#raw 0xFE
#org @exit2
#raw 0x55
#raw 0x09
#raw 0xFE
#org @Leave
= Do you want to go to the training\ncamp?
#org @yes
message @pressyes 0x6
release
return
#org @no
message @pressno 0x6
release
end
#org @pressyes
= Ok lets go!
#org @pressno
= Ok, but tell me if you want to\ngo to the training camp
[/COLOR][/COLOR]
Are you really using applymovement to get the boat from one island to the next lol. Just do what I suggested and use a warp. Also if you want the player/camera to follow the boat you need to do to do this:
Spoiler:
#org @start
lock
faceplayer
message @leave 0x5
compare LASTRESULT 1
if b_true goto @yes
applymovement 0x2 @move
waitmovement 0x2
applymovement 0xFF @move2
waitmovement 0xFF
applymovement 0x1 @move3
applymovement 0xFF @move3
waitmovement 0x1
compare LASTRESULT 0x0
if b_true goto @no
applymovement 0xFF @exit
waitmovement 0xFF
applymovement 0x1 @exit2
waitmovement 0x1
release
end
#org @move
#raw 0x09
#raw 0x54
#raw 0xFE
#org @move2
#raw 0x09
#raw 0x09
#raw 0x54
#raw 0xFE
#org @move3
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0xFE
#org @exit
#raw 0x55
#raw 0x09
#raw 0x09
#raw 0xFE
#org @exit2
#raw 0x55
#raw 0x09
#raw 0xFE
#org @Leave
= Do you want to go to the training\ncamp?
#org @yes
message @pressyes 0x6
release
return
#org @no
message @pressno 0x6
release
end
#org @pressyes
= Ok lets go!
#org @pressno
= Ok, but tell me if you want to\ngo to the training camp
Probably the most inefficient and wierdest way to do this, but if you add that one line I did it should work (unless the two maps are not connected...then it won't.
Um, how does making applymovement 0xFF @move3 move the camera... I already have a @move 3 btw, or did you do that on purpose?
EDIT:
Ok, well now I know how it works, btw you only move if you say no, also the part that I made red in the script does not come in affect after you reach your destination.
You have a compare lastresult 0x1 there for some apparent reason which skips the part in your script that you've highlighted.
0x7F is the camera!!!!! 0xFF is the player!
Edit: whoops, sorry, I thought you wanted to move the camera independently. Yeah, that will work.
Who do you think you're trying to correct assistant?
-------------
Also, after the question, you want to compare the lastresult to NO not YES. Then make a jump to @no and continue the script, that way you don't need that many subroutines.