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Old April 7th, 2013 (1:48 PM).
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karatekid552 karatekid552 is offline
What happens if I push it?....
     
    Join Date: Nov 2012
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    Posts: 1,766
    Quote:
    Originally Posted by TempixTL View Post
    Game: Pokemon Fire Red
    Editor: XSE 1.1
    Type: Movement Script

    So I've been hacking Fire Red for a few days now with XSE 1.0, and I recently came across a download link for 1.1 (FINALLY) so I started using it because it's less buggy, etc. and whether this is related to my problem or not, I'm not sure, but the script shown below will not do what I want it to do.

    What's supposed to happen:

    Rival's song plays
    Rival says "Wait up"
    Player faces rival
    Rival approaches player
    Rival tells you your pokemon are bad
    Player jumps to the side (looking like rival pushed him)
    Rival walks out the door
    A variable is set so that the script doesn't occur again

    What actually happens:

    Rival's song plays
    Rival says "Wait up"
    Rival DOES NOT approach the player and stays in the same spot
    Text box saying your pokemon are bad still appears
    Player still jumps to the side
    Rival stays in the same old spot
    A variable is set so that the script doesn't occur again

    So my obvious problem is that my applymovement portion of the script is not working.
    The sprite I am trying to move does have the person event #5 as specified in the script, so I'm not sure what the problem is... I have to have 3 of these scripts, and one of them works (they are EXACTLY the same), the other two do not, but I think I may have compiled the first one using XSE 1.0 if that means anything.

    Here is the script itself:
    Spoiler:
    #dynamic 0x720438

    #org @start
    lock
    playsong 0x013B 0x0
    msgbox @wait 0x6
    applymovement 0xFF @facehim
    applymovement 0x5 @movegary
    waitmovement 0x0
    msgbox @hi 0x6
    applymovement 0xFF @moveplayer
    waitmovement 0x0
    applymovement 0x5 @garyleave
    waitmovement 0x0
    hidesprite 0x5
    fadesong 0x012D
    setvar 0x4067 0x0
    release
    end

    #org @wait
    = Hey \v\h01! Wait up!

    #org @facehim
    #raw 0x01 0xFE

    #org @movegary
    #raw 0x13 0x10 0x10 0x10 0x10 0x10 0x10 0xFE

    #org @hi
    = Let me see the POKEMON you picked\nfor just a moment...\p...\pHa! You're not even worth my time\nto battle, my POKEMON is a million\ltimes better than yours! See ya\laround, weakling!

    #org @moveplayer
    #raw 0x51 0xFE

    #org @garyleave
    #raw 0x10 0x10 0xFE


    And while I'm at it, how would I make it sound like the rival leaves through the door? Right now he just kinda disappears without a sound (in theory)
    You would need to use the setdoor animation commands and the playsong commands in conjunction with the hide/showsprite commands. Doors are quite fun:p.

    I'm wondering if the problem you are having deals with the raws. Try giving them all their own lines. If you notice, the player's movements are only one raw and those work. So, give it a try. It couldn't hurt.

    Also, check to make sure it deffinaetely is the the person number, not the event number. Here is an img:
    Spoiler:


    I know it is in Spanish, (i don't speak Spanish, so if I can read it, so can you:p) but the number you should be looking at for Gary is "No. de Gente:", which is just under the "Delete Event" button.
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