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  #2576    
Old December 3rd, 2009 (5:03 PM).
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    I'm using HackMew's XSE. This is the problem I'm having:

    In the script editor, here's what my script looks like:
    http://img260.imageshack.us/img260/6571/ugha.png

    However, after I click on Compile, I open up the script again in AdvanceMap, but this is what it looks like:
    http://img6.imageshack.us/img6/4944/ughb.png

    Now where the hell did all of that random stuff come from?

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      #2577    
    Old December 3rd, 2009 (5:33 PM).
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    make sure to use lock,release and end commands. Now use the original script, and use new offsets.
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      #2578    
    Old December 3rd, 2009 (5:45 PM).
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    Quote:
    Originally Posted by AztecFire View Post
    I'm using HackMew's XSE. This is the problem I'm having:

    In the script editor, here's what my script looks like:
    http://img260.imageshack.us/img260/6571/ugha.png

    However, after I click on Compile, I open up the script again in AdvanceMap, but this is what it looks like:
    http://img6.imageshack.us/img6/4944/ughb.png

    Now where the hell did all of that random stuff come from?
    That would be XSE's built-in anti-profanity scanner picking up on your naughty language and reacting accordingly.
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      #2579    
    Old December 3rd, 2009 (5:49 PM).
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    oh I didn't know xse had that feature. then just make the script without the curse then hex edit (or other scripter not sure if other scripters have the same feature I never curse) and add your curse but I am giving you a word of advise. Dont curse XD
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      #2580    
    Old December 3rd, 2009 (6:01 PM).
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    Quote:
    Originally Posted by NarutoActor View Post
    oh I didn't know xse had that feature. then just make the script without the curse then hex edit (or other scripter not sure if other scripters have the same feature I never curse) and add your curse but I am giving you a word of advise. Dont curse XD
    o.O
    That was a joke... (but your advise is still morally correct^^)

    I think the problem actually lies in the fact that there is no 'end' after 'trainerbattle' so XSE continues to decompile the data after the 'trainerbattle' which is most likely not a script and actually some other form of data. However, doesn't 'trainerbattle' end the script after the battle is over? Actually, there might be a certain type of 'trainerbattle' which continues the script afterwards but I haven't scripted a battle in ages. You should test out the script in-game and see if it works OK. If it does, then it doesn't matter what you get when you decompile the script.
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      #2581    
    Old December 3rd, 2009 (6:15 PM).
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    Yeah I notice that you should always have an "end". And good point it might just be the program not the actual game, always test first(hey something might go terribly wrong and you might get a few laughs)
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      #2582    
    Old December 4th, 2009 (5:39 AM).
    Satoshi Ookami's Avatar
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    Quote:
    Originally Posted by colcolstyles View Post
    That would be XSE's built-in anti-profanity scanner picking up on your naughty language and reacting accordingly.
    Lol this was good one xD

    Anyways my opinion is that you've expanded existing offset in ROM and that's why it did what you showed us.
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      #2583    
    Old December 4th, 2009 (11:31 AM).
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      Quote:
      Originally Posted by NarutoActor View Post
      Yeah I notice that you should always have an "end". And good point it might just be the program not the actual game, always test first(hey something might go terribly wrong and you might get a few laughs)
      I agree. There's no reason not to end any script with a

      release
      end

      It just makes good programming sense. Sure you'll lose a bit of free space in your rom but it's not like those two bytes are going to be of much importance later on and it's more important that you get the proper results in-game.
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        #2584    
      Old December 4th, 2009 (11:58 AM).
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        Quote:
        Originally Posted by Shukumei View Post
        I agree. There's no reason not to end any script with a

        release
        end

        It just makes good programming sense. Sure you'll lose a bit of free space in your rom but it's not like those two bytes are going to be of much importance later on and it's more important that you get the proper results in-game.

        Not all need to use
        release
        End
        Only those who use lock command need to add release.

        and end is important to make the script run properly.
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          #2585    
        Old December 4th, 2009 (12:46 PM).
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        actual if you step on a tile and use an applymovement after the script if you don't but release you can't move. Even if you did not use a lock.
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          #2586    
        Old December 4th, 2009 (12:48 PM).
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          Forgot to mention that
          But most of the time, you don't need a release before an end.
          Thats my point if you use level scripts and signposts
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            #2587    
          Old December 4th, 2009 (2:40 PM).
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            Okay, I tried adding "release" and "end" at the end of the first "paragraph", but and everything looks just fine.

            Except one thing. The number "8" is added in front of my offsets. I mean, what?

            This is what I mean: If I use 0x9A6740 in the script, after I click on compile and open again, 0x9A6740 turns into 0x89A6740.

            Now where did that 8 come from?
              #2588    
            Old December 4th, 2009 (7:05 PM).
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            Quote:
            Originally Posted by AztecFire View Post
            Okay, I tried adding "release" and "end" at the end of the first "paragraph", but and everything looks just fine.

            Except one thing. The number "8" is added in front of my offsets. I mean, what?

            This is what I mean: If I use 0x9A6740 in the script, after I click on compile and open again, 0x9A6740 turns into 0x89A6740.

            Now where did that 8 come from?
            The 8 means that it points into the first 16mb of the rom. In hex your pointer is 08 9A 67 40, but it gets flipped into reverse making it, 40 67 9A 08. :3
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              #2589    
            Old December 4th, 2009 (8:55 PM).
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            what pokepal said XD but if that's something that realy bothers you I think you can edit the setting of xse to never show the 8( or just use pksv witch always uses 8)

            All in all 8 appearing or not will not effect the script.
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              #2590    
            Old December 4th, 2009 (10:57 PM). Edited December 5th, 2009 by theschmizz393.
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              Well, I'm new to scripting, and all I'm trying to do is make the National Dex available early in the game. I might be doing this totally wrong, but here it is:

              '---------------
              #org 0x800690
              lock
              faceplayer
              checkflag 0x1F3
              if 0x0 goto 0x88006A4
              if 0x1 goto 0x88006B6
              release
              end

              '---------------
              #org 0x8006A4
              fanfare 0x13E
              waitfanfare
              setflag 0x1F3
              msgbox 0x88006C0 0x6 '"Your Pokedex was upgraded!"
              release
              end

              '---------------
              #org 0x8006B6
              msgbox 0x88006D5 0x6 '"You're welcome."
              end


              '---------
              ' Strings
              '---------
              #org 0x8006C0
              = Your Pokedex was upgraded!

              #org 0x8006D5
              = You're welcome.



              I'm using xse and everytime I try to put this on a trainer the game freezes when I talk to them. Thanks for helping!
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                #2591    
              Old December 5th, 2009 (5:19 PM).
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                Daznam. I haz script troubles. Also, sorry in advance for the decompiled version.

                Problem: The NPC won't disappear(setflag wise)unless I talk to him a second time. Meaning, he is invisible, but still in my path, so I have to talk to him again. After that, it's all good. Now, why did that happen? Thx

                Script:
                Spoiler:
                Code:
                '---------------
                #org 0x8020D0
                lock
                faceplayer
                applymovement 0x1 0x8802152
                waitmovement 0x0
                msgbox 0x8802155 0x6 '"Professor Larch: [blue_fr]Oh hello..."
                applymovement 0x1 0x8802313
                waitmovement 0x0
                sound 0x26
                pause 0x10
                msgbox 0x8802319 0x6 '"[darknavyblue_fr]>>Where in the he..."
                sound 0x26
                pause 0x10
                applymovement 0x1 0x8802361
                waitmovement 0x0
                msgbox 0x8802368 0x6 '"Larch: [blue_fr]Oh, I almost forgo..."
                additem 0x122 0x1
                fanfare 0x13D
                waitfanfare
                signmsg
                msgbox 0x88025BD 0x6 '"[player] recieved the Research\nPa..."
                additem 0x16C 0x1
                additem 0x153 0x1
                normalmsg
                applymovement 0x1 0x88025E0
                waitmovement 0x0
                sound 0x26
                pause 0x10
                setflag 0x209
                release
                end
                
                
                '---------
                ' Strings
                '---------
                #org 0x802155
                = Professor Larch: [blue_fr]Oh hello there.\nYou must be [player].\pIt's great to finally meet you.\nI've some questions for you, ok?\p[black_fr][player]: [green_fr]Oh really, what kind\nof questions might you mean?\p[black_fr]Larch: [blue_fr]Well, I've been hearing\nreports of some Team Snagga Grunts\pin the area.\nDo you know anything about this?\p[black_fr][player]: [green_fr]Yeah, I actually just\nfought one off a while ago.\p[black_fr]Larch: [blue_fr]I see, I see. Well It's\ngreat to meet you, but I must\pleave now.\nTake care!
                
                #org 0x802319
                = [darknavyblue_fr]>>Where in the hell did he run off\nto?\pHe's not going to take on--
                
                #org 0x802368
                = Larch: [blue_fr]Oh, I almost forgot the\nreason I called you here.\pI have some vitally important\ndocuments that need to be\pin Mero Town for my associate,\nDr. Oddigem, ASAP.\pI've asked all the locals for\nhelp, but they all seem too busy\pfor the task.\nI knew you were getting your first\pPokémon soon, so I figured you\nwould help.\pSince you are helping me, I will\nhelp you.\pTake this TM Case, along with this\nHM 1, which contains Cut.\pYou need the Badge from Faye, the\nMero Town Gym Leader, to use Cut\poutside of battle, though.\nMero Town is to the East past\pNebel Path.\nWell, I must leave now, good luck!
                
                #org 0x8025BD
                = [player] recieved the Research\nPapers.
                
                
                '-----------
                ' Movements
                '-----------
                #org 0x802152
                #raw 0x62 'Exclamation Mark (!)
                #raw 0xFE 'End of Movements
                
                #org 0x802313
                #raw 0x10 'Step Down (Normal)
                #raw 0x12 'Step Left (Normal)
                #raw 0x10 'Step Down (Normal)
                #raw 0x60 'Hide
                #raw 0xFE 'End of Movements
                
                #org 0x802361
                #raw 0x1 'Face Up
                #raw 0x61 'Show
                #raw 0x11 'Step Up (Normal)
                #raw 0x13 'Step Right (Normal)
                #raw 0x11 'Step Up (Normal)
                #raw 0x4A 'Face Player
                #raw 0xFE 'End of Movements
                
                #org 0x8025E0
                #raw 0x10 'Step Down (Normal)
                #raw 0x12 'Step Left (Normal)
                #raw 0x10 'Step Down (Normal)
                #raw 0x60 'Hide
                #raw 0xFE 'End of Movements
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                  #2592    
                Old December 5th, 2009 (5:33 PM).
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                  Quote:
                  Originally Posted by Jesse[TB Pro] View Post
                  Daznam. I haz script troubles. Also, sorry in advance for the decompiled version.

                  Problem: The NPC won't disappear(setflag wise)unless I talk to him a second time. Meaning, he is invisible, but still in my path, so I have to talk to him again. After that, it's all good. Now, why did that happen? Thx

                  Script:
                  Spoiler:
                  Code:
                  '---------------
                  #org 0x8020D0
                  lock
                  faceplayer
                  applymovement 0x1 0x8802152
                  waitmovement 0x0
                  msgbox 0x8802155 0x6 '"Professor Larch: [blue_fr]Oh hello..."
                  applymovement 0x1 0x8802313
                  waitmovement 0x0
                  sound 0x26
                  pause 0x10
                  msgbox 0x8802319 0x6 '"[darknavyblue_fr]>>Where in the he..."
                  sound 0x26
                  pause 0x10
                  applymovement 0x1 0x8802361
                  waitmovement 0x0
                  msgbox 0x8802368 0x6 '"Larch: [blue_fr]Oh, I almost forgo..."
                  additem 0x122 0x1
                  fanfare 0x13D
                  waitfanfare
                  signmsg
                  msgbox 0x88025BD 0x6 '"[player] recieved the Research\nPa..."
                  additem 0x16C 0x1
                  additem 0x153 0x1
                  normalmsg
                  applymovement 0x1 0x88025E0
                  waitmovement 0x0
                  sound 0x26
                  pause 0x10
                  setflag 0x209
                  release
                  end
                  
                  
                  '---------
                  ' Strings
                  '---------
                  #org 0x802155
                  = Professor Larch: [blue_fr]Oh hello there.\nYou must be [player].\pIt's great to finally meet you.\nI've some questions for you, ok?\p[black_fr][player]: [green_fr]Oh really, what kind\nof questions might you mean?\p[black_fr]Larch: [blue_fr]Well, I've been hearing\nreports of some Team Snagga Grunts\pin the area.\nDo you know anything about this?\p[black_fr][player]: [green_fr]Yeah, I actually just\nfought one off a while ago.\p[black_fr]Larch: [blue_fr]I see, I see. Well It's\ngreat to meet you, but I must\pleave now.\nTake care!
                  
                  #org 0x802319
                  = [darknavyblue_fr]>>Where in the hell did he run off\nto?\pHe's not going to take on--
                  
                  #org 0x802368
                  = Larch: [blue_fr]Oh, I almost forgot the\nreason I called you here.\pI have some vitally important\ndocuments that need to be\pin Mero Town for my associate,\nDr. Oddigem, ASAP.\pI've asked all the locals for\nhelp, but they all seem too busy\pfor the task.\nI knew you were getting your first\pPokémon soon, so I figured you\nwould help.\pSince you are helping me, I will\nhelp you.\pTake this TM Case, along with this\nHM 1, which contains Cut.\pYou need the Badge from Faye, the\nMero Town Gym Leader, to use Cut\poutside of battle, though.\nMero Town is to the East past\pNebel Path.\nWell, I must leave now, good luck!
                  
                  #org 0x8025BD
                  = [player] recieved the Research\nPapers.
                  
                  
                  '-----------
                  ' Movements
                  '-----------
                  #org 0x802152
                  #raw 0x62 'Exclamation Mark (!)
                  #raw 0xFE 'End of Movements
                  
                  #org 0x802313
                  #raw 0x10 'Step Down (Normal)
                  #raw 0x12 'Step Left (Normal)
                  #raw 0x10 'Step Down (Normal)
                  #raw 0x60 'Hide
                  #raw 0xFE 'End of Movements
                  
                  #org 0x802361
                  #raw 0x1 'Face Up
                  #raw 0x61 'Show
                  #raw 0x11 'Step Up (Normal)
                  #raw 0x13 'Step Right (Normal)
                  #raw 0x11 'Step Up (Normal)
                  #raw 0x4A 'Face Player
                  #raw 0xFE 'End of Movements
                  
                  #org 0x8025E0
                  #raw 0x10 'Step Down (Normal)
                  #raw 0x12 'Step Left (Normal)
                  #raw 0x10 'Step Down (Normal)
                  #raw 0x60 'Hide
                  #raw 0xFE 'End of Movements
                  Hmm...that has never never happened to me. Make sure the person ID is flag 209, but you should try the hidesprite command-I'm pretty sure that'll fix it
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                    #2593    
                  Old December 5th, 2009 (5:51 PM). Edited December 5th, 2009 by Aether Noir.
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                    Arghhhh, I've been trying this over and over and can't find a solution on my own, so here goes.

                    I'm trying to give a mantine, and then hide the sprite that gave it to you, but the sprite never shows up at all. Here's what I've got, and keep in mind this is my VERY FIRST non pure-speech script ever.

                    I'm using XSE, on FireRed and the general goal of this script is to give a pokemon, and have the pokeball sprite go away forever.

                    Decompiled:
                    Spoiler:
                    #dynamic 0x2000

                    #org @start
                    lock
                    faceplayer
                    checkflag 0x828
                    if 0x1 goto @done
                    checkflag 0x828
                    if 0x1 goto @done
                    msgbox @1 0x5
                    compare LASTRESULT 0x1
                    if 0x0 goto @stop
                    if 0x1 call @name
                    checkflag 0x20
                    if 0x1 goto @hide

                    #org @name
                    givepokemon 0xE2 0x5 0x0 0x0 0x0 0x0
                    msgbox @6 0x6
                    compare LASTRESULT 0x1
                    if 0x0 goto @hide
                    call 0x1A74EB
                    msgbox @3 0x6
                    fanfare 0x13E
                    waitfanfare
                    setflag 0x20
                    return

                    #org @stop
                    msgbox @2 0x6
                    release
                    end

                    #org @hide
                    hidesprite 0x92
                    call @done

                    #org @done
                    msgbox @5 0x6
                    release
                    end

                    #org @1
                    = There's a Mantine that was saved\l from Aether Bay here,\l do you want it?

                    #org @2
                    = Well, it'll stay here if you\lchange your mind.

                    #org @3
                    = [black_fr]Obtained a Mantine!

                    #org @4
                    = It is in good shape,\l considering it was just\l rescued after a storm.

                    #org @5
                    = The place where you\l got the rescued Mantine!

                    #org @6
                    = [black_fr]Would you like to give a\nnickname to Mantine?


                    Compiled:
                    Spoiler:
                    '---------------
                    #org 0x34F023
                    lock
                    faceplayer
                    checkflag 0x828
                    if 0x1 goto 0x834F0A6
                    checkflag 0x828
                    if 0x1 goto 0x834F0A6
                    msgbox 0x834F0B1 MSG_YESNO '"There's a Mantine that was saved\l..."
                    compare LASTRESULT 0x1
                    if 0x0 goto 0x834F092
                    if 0x1 call 0x834F05A
                    checkflag 0x92
                    if 0x1 goto 0x834F09D
                    '---------------
                    #org 0x34F0A6
                    msgbox 0x83526F0 MSG_NORMAL '"The place where you\l got the resc..."
                    release
                    end

                    '---------------
                    #org 0x34F092
                    msgbox 0x834F0FC MSG_NORMAL '"Well, it'll stay here if you\pchan..."
                    release
                    end

                    '---------------
                    #org 0x34F05A
                    givepokemon 0xE2 0x5 0x0 0x0 0x0 0x0
                    msgbox 0x8352720 MSG_NORMAL '"[black_fr]Would you like to give a..."
                    compare LASTRESULT 0x1
                    if 0x0 goto 0x834F09D
                    call 0x81A74EB
                    msgbox 0x834F12D MSG_NORMAL '"[black_fr]Obtained a Mantine!"
                    fanfare 0x13E
                    waitfanfare
                    setflag 0x92
                    return

                    '---------------
                    #org 0x34F09D
                    hidesprite 0x92
                    call 0x834F0A6
                    '---------------
                    #org 0x1A74EB
                    fadescreen 0x1
                    special 0x9E
                    waitstate
                    return


                    '---------
                    ' Strings
                    '---------
                    #org 0x34F0B1
                    = There's a Mantine that was saved\l from Aether Bay here,\l do you want it?

                    #org 0x3526F0
                    = The place where you\l got the rescued Mantine!

                    #org 0x34F0FC
                    = Well, it'll stay here if you\pchange your mind.

                    #org 0x352720
                    = [black_fr]Would you like to give a\nnickname to Mantine?

                    #org 0x34F12D
                    = [black_fr]Obtained a Mantine!
                    __________________
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                      #2594    
                    Old December 5th, 2009 (7:09 PM).
                    TB Pro's Avatar
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                      Quote:
                      Originally Posted by Samike360 View Post
                      Hmm...that has never never happened to me. Make sure the person ID is flag 209, but you should try the hidesprite command-I'm pretty sure that'll fix it
                      Hidesprite makes the sprite reappear on map re-load though right?
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                        #2595    
                      Old December 5th, 2009 (7:31 PM).
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                      Samike360 Samike360 is offline
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                        Quote:
                        Originally Posted by Jesse[TB Pro] View Post
                        Hidesprite makes the sprite reappear on map re-load though right?
                        Not if you assign the flag number to the person's ID
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                          #2596    
                        Old December 5th, 2009 (11:00 PM).
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                        Satoshi Ookami Satoshi Ookami is offline
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                        @Jesse : I don't see any wrong part there... is number of NPC you wanna disappear 1? Since I guess the final applymovement is for him/her to disappear right?

                        @Samike : If it's FR then hidesprite might not work.

                        @Aether : You forgot to end script in @start string.
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                          #2597    
                        Old December 6th, 2009 (12:58 AM).
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                          I added an end, but my sprite still doesn't show up at all, I can't go up and activate the pokeball if it's not there...
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                            #2598    
                          Old December 6th, 2009 (1:29 AM).
                          Satoshi Ookami's Avatar
                          Satoshi Ookami Satoshi Ookami is offline
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                          Quote:
                          Originally Posted by Aether Noir View Post
                          I added an end, but my sprite still doesn't show up at all, I can't go up and activate the pokeball if it's not there...
                          Does it have assigned flag?
                          Maybe that flag was already used in game and that means that OW won't appear.
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                            #2599    
                          Old December 6th, 2009 (4:11 AM).
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                          amoliski amoliski is offline
                             
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                            Alright, I am making a script that gives you a message, causes an earthquake, fades out, changes some tiles, resets the map, and finally fades in. I'm finally getting the hang of XSE, as everything works... except for the fadescreen...
                            So close, and yet, so far.

                            Spoiler:
                            #dynamic 0x800000
                            #org @start
                            lock
                            msgbox @talk 0x6
                            setvar 0x8004 0xF
                            setvar 0x8005 0xF
                            setvar 0x8006 0xA
                            setvar 0x8007 0x5
                            special 0x136
                            pause 0x20
                            fadescreen 0x3
                            setmaptile 0xD 0xF 0x236 0x0
                            setmaptile 0x12 0xE 0x9F 0x0
                            setmaptile 0x1A 0x0D 0x9F 0x0
                            setmaptile 0x15 0xE 0xB7 0x1
                            setmaptile 0x18 0xE 0xB7 0x1
                            special 0x8E
                            fadescreen 0x2
                            release
                            end


                            '---------
                            ' Strings
                            '---------
                            #org @talk
                            = Whaccha Know, It/n works!
                              #2600    
                            Old December 6th, 2009 (7:21 AM).
                            Satoshi Ookami's Avatar
                            Satoshi Ookami Satoshi Ookami is offline
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                            If you mean the second one, you should put setmaptile to different string.
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