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  #6401    
Old January 17th, 2012 (7:09 PM).
JonathonPetruk JonathonPetruk is offline
     
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    Hi I was just wondering if it would be possible to take a pokemon out of your party with a script, like givepokemon, but in reverse. Pretty much the player will be lent a pokemon and give it back later.

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      #6402    
    Old January 17th, 2012 (7:29 PM).
    DrFuji's Avatar
    DrFuji DrFuji is offline
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    Quote:
    Originally Posted by JonathonPetruk View Post
    Hi I was just wondering if it would be possible to take a pokemon out of your party with a script, like givepokemon, but in reverse. Pretty much the player will be lent a pokemon and give it back later.
    There is no basic scripting command that will allow you to do that. However, HackMew did make an ASM routine that will allow you to do this. If you don't know how to insert ASM then you could use metapod23's script, but HackMew's routine is far better. Besides, it wouldn't hurt to learn how to put ASM into a ROM.
    __________________
      #6403    
    Old January 18th, 2012 (4:07 PM).
    JonathonPetruk JonathonPetruk is offline
       
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      could i get some help with this script.
      im using fire red rom, XSE and amap

      #dynamic 0x2DD100

      #org @start
      checkflag 0x1209
      if 0x1 goto @done
      applymovement 0x04 @move
      msgbox @talk 0x6
      setflag 0x1209
      release
      end

      #org @move
      #raw 0x10
      #raw 0x10
      #raw 0x10
      #raw 0x10
      #raw 0x10
      #raw 0xFE

      #org @talk
      = Gary rushed off so quick i\ncouldn't give him his pokedex!\lCould you please go get Gary for\lme?

      #org @dex
      = Thank you! Gary, you rushed off so\nfast i couldn't give you your'e\lpokedex!

      #org @done
      checkflag 0x1207
      if 0x1 goto @dex
      if 0x1 setflag 0x829
      release
      end

      a little explanation.. after you get ur first pokemon and after the battle u try to go out and oak comes down telling you to go get gary. so i step on the tile and nothing happens. i want to make it so that after you get gary from this place you go back to oaks lab and he gives you the pokedex. help please
        #6404    
      Old January 18th, 2012 (5:21 PM).
      Alignment's Avatar
      Alignment Alignment is offline
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        Quote:
        Originally Posted by JonathonPetruk View Post
        could i get some help with this script.
        im using fire red rom, XSE and amap

        #dynamic 0x2DD100

        #org @start
        checkflag 0x1209
        if 0x1 goto @done
        applymovement 0x04 @move
        msgbox @talk 0x6ile
        setflag 0x1209
        release
        end

        #org @move
        #raw 0x10
        #raw 0x10
        #raw 0x10
        #raw 0x10
        #raw 0x10
        #raw 0xFE

        #org @talk
        = Gary rushed off so quick i\ncouldn't give him his pokedex!\lCould you please go get Gary for\lme?

        #org @dex
        = Thank you! Gary, you rushed off so\nfast i couldn't give you your'e\lpokedex!

        #org @done
        checkflag 0x1207
        if 0x1 goto @dex
        if 0x1 setflag 0x829
        release
        end

        a little explanation.. after you get ur first pokemon and after the battle u try to go out and oak comes down telling you to go get gary. so i step on the tile and nothing happens. i want to make it so that after you get gary from this place you go back to oaks lab and he gives you the pokedex. help please
        After applymovement you need waitmovement. Other than that there doesn't seem to be any other errors, most likely you have the script var value/number messed up in A-map. Double check that.

        My question is kinda silly, but after I set a tile through a script how do I make it update the map immediately. So far I have
        fadescreen 0x1
        setmaptile 0x14 0x1A 0x358 0x0
        fadescreen 0x0
        but that didn't work out :/
          #6405    
        Old January 19th, 2012 (5:14 AM).
        destinedjagold's Avatar
        destinedjagold destinedjagold is offline
        Oh Hai Thar~
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        Quote:
        Originally Posted by Alignment View Post
        My question is kinda silly, but after I set a tile through a script how do I make it update the map immediately. So far I have
        fadescreen 0x1
        setmaptile 0x14 0x1A 0x358 0x0
        fadescreen 0x0
        but that didn't work out :/
        you need the code special 0x8E after the setmaptile code.
        __________________


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          #6406    
        Old January 20th, 2012 (9:45 PM).
        daniel80000's Avatar
        daniel80000 daniel80000 is offline
           
          Join Date: Dec 2011
          Gender: Male
          Posts: 1
          Game: FireRed
          Type: Person
          Editor: XSE or Pksvui (whichever one is better)
          Script:
          Spoiler:
          #org 0x800000
          lock
          faceplayer
          checkflag 0x10A
          if 1 jump 0x800000
          special 0x16F
          setflag 0x10A
          fanfare 0x13E
          msgbox 0x810000
          callstd 0x6
          waitfanfare
          release
          end

          #org 0x820000
          msgbox 0x800070
          callstd 0x6
          release
          end

          #org 0x810000
          = Hey! You got a POKéDEX from PROF.\nOAK didn't you?\pHe likes to cheap out sometimes and\lnot get all the upgrades for it.\pLucky for you, I've got one you\lcan have!

          #org 0x820000
          = If your wondering why I just gave\nthis to you,\pI have a good feeling that you will\lgo far in the future.\pDon't make a liar out of me!


          Trying to make person upgrade you pokedex after you get it. Sorry if there are a lot of errors, I'm brand new to hacking lol
            #6407    
          Old January 21st, 2012 (9:23 AM).
          redo's Avatar
          redo redo is offline
             
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            Posts: 7
            Hi, I'm new at scripting and on this community page. As far as i've read the threads and posting I'm very impressed about the knowledge and abilities in scripting. Well, but im posting because my script(s) don't work.

            I use AM 1.92 and the latest XSE version. I'm hacking the german 1.0 Version of Ruby. I designed a giveitem with flag, a givepokemon with flag, a wildbattle script with flag and setmaptile, one trainerbattle and two warps. I deleted all former header scripts from my map so that there is none in the header. As long as i don't leave the map everything works fine. But after I leave and get back and after a wildbattle in the gras my sprite won't move, but I somehow move the camera and can even get to wildpokemon battles. It's really creepy. When I somehow accomplish to leave the map again then I can move my sprite again. I Hope someone can help.

            1.

            '---------------
            #org 0x801849
            checkflag 0x200
            if 0x1 goto 0x8801864
            giveitem 0x35 0x1 MSG_OBTAIN
            setflag 0x200
            release
            end

            '---------------
            #org 0x801864
            msgbox 0x880186F MSG_NORMAL '"Hier ist sonst nichts."
            release
            end


            2.

            '---------------
            #org 0x80116D
            lock
            faceplayer
            checkflag 0x800
            if 0x1 goto 0x8800E2C
            msgbox 0x8800E37 MSG_YESNO '"Hallo.\nIch habe keine Lust\nmehr ..."
            compare LASTRESULT 0x1
            if 0x1 goto 0x8800DE8
            msgbox 0x8800E9A MSG_NORMAL '"Schade.\pDann setze ich es\neben a..."
            release
            end

            '---------------
            #org 0x800E2C
            msgbox 0x8800F45 MSG_NORMAL '"Ist GLUMANDA stärker\ngeworden?"
            release
            end

            '---------------
            #org 0x800DE8
            givepokemon 0x4 0xA 0x0 0x0 0x0 0x0
            fanfare 0x13E
            msgbox 0x8800ECD MSG_KEEPOPEN '"[red_rs]Du erhälst GLUMANDA!"
            waitfanfare
            closeonkeypress
            setflag 0x800
            msgbox 0x8800EED MSG_YESNO '"[red_rs]Möchtest du GLUMANDA\neine..."
            compare LASTRESULT 0x1
            if 0x1 call 0x8000004
            msgbox 0x8800F23 MSG_NORMAL '"Trainiere ihn gut!"
            release
            end

            '---------------
            #org 0x4
            cmd24 0x6951AEFF

            3.

            '---------------
            #org 0x8016D6
            checkflag 0x500
            if 0x1 goto 0x880170F
            msgbox 0x8801669 MSG_NORMAL '"MOGELBAUM: ?!"
            cry 0xB9 0x0
            wildbattle 0xB9 0xA 0x8B
            fadescreen 0x1
            fadescreen 0x0
            setflag 0x500
            setmaptile 0x16 0x26 0x119 0x0
            setmaptile 0x16 0x27 0x121 0x0
            special 0x8E
            end

            '---------------
            #org 0x80170F
            end


            4.

            #org 0x8017C8
            trainerbattle 0x0 0x267 0x0 0x88017E1 0x88017F8
            msgbox 0x8801811 MSG_NORMAL '"Meine Pikachus können\nim Dunkel..."
            release
            end
              #6408    
            Old January 21st, 2012 (4:21 PM). Edited January 21st, 2012 by droomph.
            droomph's Avatar
            droomph droomph is offline
            weeb
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            Posts: 4,291
            Quote:
            Originally Posted by redo View Post
            Hi, I'm new at scripting and on this community page. As far as i've read the threads and posting I'm very impressed about the knowledge and abilities in scripting. Well, but im posting because my script(s) don't work.

            I use AM 1.92 and the latest XSE version. I'm hacking the german 1.0 Version of Ruby. I designed a giveitem with flag, a givepokemon with flag, a wildbattle script with flag and setmaptile, one trainerbattle and two warps. I deleted all former header scripts from my map so that there is none in the header. As long as i don't leave the map everything works fine. But after I leave and get back and after a wildbattle in the gras my sprite won't move, but I somehow move the camera and can even get to wildpokemon battles. It's really creepy. When I somehow accomplish to leave the map again then I can move my sprite again. I Hope someone can help.
            Code:
            1.
            
            '---------------
            #org 0x801849
            checkflag 0x200
            if 0x1 goto 0x8801864
            giveitem 0x35 0x1 MSG_OBTAIN
            setflag 0x200
            release
            end
            
            '---------------
            #org 0x801864
            msgbox 0x880186F MSG_NORMAL '"Hier ist sonst nichts."
            release
            end
            Check if any scripts already use flag 0x200.
            Quote:
            Code:
            2.
            
            '---------------
            #org 0x80116D
            lock
            faceplayer
            checkflag 0x800
            if 0x1 goto 0x8800E2C
            msgbox 0x8800E37 MSG_YESNO '"Hallo.\nIch habe keine Lust\nmehr ..."
            compare LASTRESULT 0x1
            if 0x1 goto 0x8800DE8
            msgbox 0x8800E9A MSG_NORMAL '"Schade.\pDann setze ich es\neben a..."
            release
            end
            
            '---------------
            #org 0x800E2C
            msgbox 0x8800F45 MSG_NORMAL '"Ist GLUMANDA stärker\ngeworden?"
            release
            end
            
            '---------------
            #org 0x800DE8
            givepokemon 0x4 0xA 0x0 0x0 0x0 0x0
            fanfare 0x13E
            msgbox 0x8800ECD MSG_KEEPOPEN '"[red_rs]Du erhälst GLUMANDA!"
            waitfanfare
            closeonkeypress
            setflag 0x800
            msgbox 0x8800EED MSG_YESNO '"[red_rs]Möchtest du GLUMANDA\neine..."
            compare LASTRESULT 0x1
            if 0x1 call 0x8000004
            msgbox 0x8800F23 MSG_NORMAL '"Trainiere ihn gut!"
            release
            end
            
            '---------------
            #org 0x4
            cmd24 0x6951AEFF
            Okay, why would you use address 4? That's part of the header, and the Game won't work if you mess with it.

            Also, nicknaming a Pokémon is a special command. Look at BIRCH in his lab for the exact special.
            Quote:
            Code:
            3.
            
            '---------------
            #org 0x8016D6
            checkflag 0x500
            if 0x1 goto 0x880170F
            msgbox 0x8801669 MSG_NORMAL '"MOGELBAUM: ?!"
            cry 0xB9 0x0
            wildbattle 0xB9 0xA 0x8B
            fadescreen 0x1
            fadescreen 0x0
            setflag 0x500
            setmaptile 0x16 0x26 0x119 0x0
            setmaptile 0x16 0x27 0x121 0x0
            special 0x8E
            end
            
            '---------------
            #org 0x80170F
            end
            That should work.
            Quote:
            Code:
            4.
            
            #org 0x8017C8
            trainerbattle 0x0 0x267 0x0 0x88017E1 0x88017F8
            msgbox 0x8801811 MSG_NORMAL '"Meine Pikachus können\nim Dunkel..."
            release
            end
            You should replace the first 0x0 with 0x3.

            Quote:
            Originally Posted by daniel80000 View Post
            Game: FireRed
            Type: Person
            Editor: XSE or Pksvui (whichever one is better)
            Script:
            Trying to make person upgrade you pokedex after you get it. Sorry if there are a lot of errors, I'm brand new to hacking lol
            Code:
            #org 0x800000
            lock
            faceplayer
            checkflag 0x10A
            if 1 jump 0x820000
            special 0x16F
            setflag 0x10A
            fanfare 0x13E
            msgbox 0x8810000
            callstd 0x6
            waitfanfare
            release
            end
            
            #org 0x820000
            msgbox 0x8800070
            callstd 0x6
            release
            end
            
            #org 0x8810000
            = Hey! You got a POKéDEX from PROF.\nOAK didn't you?\pHe likes to cheap out sometimes and\lnot get all the upgrades for it.\pLucky for you, I've got one you\lcan have!
            
            #org 0x8800070
            = If your wondering why I just gave\nthis to you,\pI have a good feeling that you will\lgo far in the future.\pDon't make a liar out of me!
            All mistakes marked in bold and highlighted.
            __________________
            did u no there r 21 letters in the alphabet
            o i forgot 5
            uraqt


              #6409    
            Old January 22nd, 2012 (4:16 AM). Edited January 22nd, 2012 by redo.
            redo's Avatar
            redo redo is offline
               
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              Gender: Male
              Posts: 7
              Quote:
              Originally Posted by redo View Post
              @droomph

              Thanks for your help. I did everything you said, I removed th whole nickname part, I used a clean ROM and inserted these scripts. But it is still the same. As long as I stay in the map everythin is fine. When i get out an back and after facing a wild pokemon, my sprite isn't moving while I'm moving some sort of camera through which I even can face wild Pokemon. I absolutely don't know what could cause that. I thougt it would be a header script, but i removed every single script in the header.
              edit: I gotta correct myself. Even without leaving the map the error occurs. Just the first time I enter the map and after a wild pokemn battle I lose control over my sprite.

              Me again: I found out, that the error only occurs, when the bug-catcher I inserted is on the screen when a wild pokemon battle starts. After the fight I become him. I'm becoming the sprite of the bug catcher trainer, but keeping my things and pokemon. What did I wrong. Thats my Trainer Script:

              Code:
              #org 0x8017C8
              trainerbattle 0x0 0x267 0x0 0x88017E1 0x88017F8
              msgbox 0x8801811 MSG_NORMAL '"Hi"
              release
              end
              When I change 0x0 into 0x3 it won't compile, so kept it that way.
              The Person Nr. is 0, the first Unknown is 00, Movement is 00, sec. Unknown is 00, third Unknown is 00, Person ID is 0267. I can fight him without any problems.
                #6410    
              Old January 22nd, 2012 (11:53 AM).
              droomph's Avatar
              droomph droomph is offline
              weeb
              • Crystal Tier
               
              Join Date: Sep 2011
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              Age: 20
              Gender: Male
              Nature: Impish
              Posts: 4,291
              Quote:
              Originally Posted by redo View Post
              edit: I gotta correct myself. Even without leaving the map the error occurs. Just the first time I enter the map and after a wild pokemn battle I lose control over my sprite.

              Me again: I found out, that the error only occurs, when the bug-catcher I inserted is on the screen when a wild pokemon battle starts. After the fight I become him. I'm becoming the sprite of the bug catcher trainer, but keeping my things and pokemon. What did I wrong. Thats my Trainer Script:
              Code:
              #org 0x8017C8
              trainerbattle 0x0 0x267 0x0 0x88017E1 0x88017F8
              msgbox 0x8801811 MSG_NORMAL '"Hi"
              release
              end
              When I change 0x0 into 0x3 it won't compile, so kept it that way.
              The Person Nr. is 0, the first Unknown is 00, Movement is 00, sec. Unknown is 00, third Unknown is 00, Person ID is 0267. I can fight him without any problems.
              Did you put the sight distance on?

              Also, the 0x267 is supposed to be the TRAINER ID.
              __________________
              did u no there r 21 letters in the alphabet
              o i forgot 5
              uraqt


                #6411    
              Old January 22nd, 2012 (1:40 PM).
              DrFuji's Avatar
              DrFuji DrFuji is offline
              Heiki Hecchara‌‌
              • Crystal Tier
               
              Join Date: Sep 2009
              Location: Downia-upside
              Age: 24
              Gender: Male
              Nature: Jolly
              Posts: 1,328
              Quote:
              Originally Posted by redo View Post
              edit: I gotta correct myself. Even without leaving the map the error occurs. Just the first time I enter the map and after a wild pokemn battle I lose control over my sprite.

              Me again: I found out, that the error only occurs, when the bug-catcher I inserted is on the screen when a wild pokemon battle starts. After the fight I become him. I'm becoming the sprite of the bug catcher trainer, but keeping my things and pokemon. What did I wrong. Thats my Trainer Script:

              Code:
              #org 0x8017C8
              trainerbattle 0x0 0x267 0x0 0x88017E1 0x88017F8
              msgbox 0x8801811 MSG_NORMAL '"Hi"
              release
              end
              When I change 0x0 into 0x3 it won't compile, so kept it that way.
              The Person Nr. is 0, the first Unknown is 00, Movement is 00, sec. Unknown is 00, third Unknown is 00, Person ID is 0267. I can fight him without any problems.
              It sounds like your sprite has the movement type 'Look Down'. Change it from that to 'No Movement'.
              __________________
                #6412    
              Old January 22nd, 2012 (2:04 PM). Edited January 22nd, 2012 by redo.
              redo's Avatar
              redo redo is offline
                 
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                Posts: 7
                @ droomph,
                the sight distance was 0004.
                the Trainer ID was supposed to be 0x267. Shouldn't it be in the script and in advance map (Person ID 0267)?

                @DrFuji

                Yes, it was on "look down", I'll try it now with "no movement" and will report the outcoming.

                Thanks so far

                edit: GREAT! No more body changes. All I did was setting to "no movement". I don't believe how powerful such a setting can be. Thanks you two.
                  #6413    
                Old January 24th, 2012 (2:14 PM). Edited January 24th, 2012 by redo.
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                redo redo is offline
                   
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                  Posts: 7
                  Is there a way to prevent escaping from a wild Battle or at least reduce the chance to escape (without level up)?

                  Or let them leave an item after winning?
                    #6414    
                  Old January 24th, 2012 (3:52 PM).
                  DrFuji's Avatar
                  DrFuji DrFuji is offline
                  Heiki Hecchara‌‌
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                  Nature: Jolly
                  Posts: 1,328
                  Quote:
                  Originally Posted by redo View Post
                  Is there a way to prevent escaping from a wild Battle or at least reduce the chance to escape (without level up)?

                  Or let them leave an item after winning?
                  Those things are impossible to achieve without ASM. However, if you are in a scripted wild battle, you can kind of prevent the player from running away, as shown in this post.
                  __________________
                    #6415    
                  Old January 28th, 2012 (7:35 AM).
                  Haile Selassie IV's Avatar
                  Haile Selassie IV Haile Selassie IV is offline
                  .
                     
                    Join Date: Mar 2007
                    Location: Aker, Amsterdam, Noord-Holland, The Netherlands, Europe, The Earth.
                    Age: 24
                    Nature: Modest
                    Posts: 82
                    I've searched for this quite some time, couldn't find anything really helpfull, but does anyone know how to edit or write a roaming pokémon/legendary script? I know that there are some special commands which have something to do with it, but that's about it. Those commands could really help me though.
                    __________________
                    Cna yuo raed tihs? Olny 55% of plepoe can.

                    I cdnuolt blveiee taht I cluod aulaclty uesdnatnrd waht I was rdanieg. The phaonmneal pweor of the hmuan mnid, aoccdrnig to a rscheearch at Cmabrigde Uinervtisy, it dseno't mtaetr in waht oerdr the ltteres in a wrod are, the olny iproamtnt tihng is taht the frsit and lsat ltteer be in the rghit pclae. The rset can be a taotl mses and you can sitll raed it whotuit a pboerlm. Tihs is bcuseae the huamn mnid deos not raed ervey lteter by istlef, but the wrod as a wlohe. Azanmig huh? yaeh and I awlyas tghuhot slpeling was ipmorantt!
                    fi yuo cna raed tihs, palce it in yuor siantugre.
                      #6416    
                    Old January 28th, 2012 (4:17 PM).
                    droomph's Avatar
                    droomph droomph is offline
                    weeb
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                    Join Date: Sep 2011
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                    Age: 20
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                    Posts: 4,291
                    Quote:
                    Originally Posted by Haile Selassie IV View Post
                    I've searched for this quite some time, couldn't find anything really helpfull, but does anyone know how to edit or write a roaming pokémon/legendary script? I know that there are some special commands which have something to do with it, but that's about it. Those commands could really help me though.
                    It's in ASM.

                    JPAN has a hack for FireRed that can do that though.
                    __________________
                    did u no there r 21 letters in the alphabet
                    o i forgot 5
                    uraqt


                      #6417    
                    Old January 30th, 2012 (8:09 PM).
                    Crocky's Avatar
                    Crocky Crocky is offline
                    SuperScarlet!
                       
                      Join Date: Feb 2009
                      Posts: 95
                      Hey everyone, I just got back into rom hacking an I forgot some stuff.

                      Quote:
                      #dynamic 0x800000
                      #org @start
                      lock
                      faceplayer
                      msgbox @1 0x6
                      playsong 0x020F 0x0
                      fadesong 0x020F
                      fadescreen 0x1
                      fadescreen 0x0
                      hidesprite 0x800F
                      setflag 0x1005
                      release
                      end

                      #org @1
                      = Hurry up \v\h01!\pYou dont want to be late to\nget your first Pokémon do you?
                      What im trying to do here is make this guy play Gary's theme when you start to talk to him and disappear after you finish talking to him. When i talk to him in my Emerald, he just plays the theme and disappears without saying anything. Does anyone see what I did wrong?
                        #6418    
                      Old January 31st, 2012 (12:05 PM). Edited January 31st, 2012 by redo.
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                      redo redo is offline
                         
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                        Gender: Male
                        Posts: 7
                        Code:
                        '---------------
                        #org 0x8052A4
                        checkflag 0x111
                        if 0x0 goto 0x88055A5
                        lock
                        applymovement 0x3 0x8801C65
                        waitmovement 0x3
                        msgbox 0x88054E2 MSG_FACE '"Hallo [player]\v\h05!\pSchön dich ..."
                        msgbox 0x8805557 MSG_FACE '"Wie dem auch sei.\pLass und nach H..."
                        applymovement 0x3 0x88055F8
                        applymovement MOVE_PLAYER 0x880561B
                        clearflag 0x111
                        release
                        end
                        
                        '---------------
                        #org 0x8055A5
                        release
                        end
                        
                        
                        '---------
                        ' Strings
                        '---------
                        #org 0x8054E2
                        = Hallo [player]\v\h05!\pSchön dich zu sehen.\nHattest du eine angenehme Fahrt?\pDein Handtuch guckt übrigens aus\ndeinem Rucksack.
                        
                        #org 0x805557
                        = Wie dem auch sei.\pLass uns nach Hause fahren und\ndort alles Weitere bereden.
                        
                        
                        '-----------
                        ' Movements
                        '-----------
                        #org 0x801C65
                        #raw 0x56 'Exclamation Mark (!)
                        #raw 0xB 'Step Right (Normal)
                        #raw 0xB 'Step Right (Normal)
                        #raw 0xB 'Step Right (Normal)
                        #raw 0xB 'Step Right (Normal)
                        #raw 0xB 'Step Right (Normal)
                        #raw 0xB 'Step Right (Normal)
                        #raw 0xFE 'End of Movements
                        
                        #org 0x8055F8
                        #raw 0xA 'Step Left (Normal)
                        #raw 0xA 'Step Left (Normal)
                        #raw 0xA 'Step Left (Normal)
                        #raw 0xA 'Step Left (Normal)
                        #raw 0xA 'Step Left (Normal)
                        #raw 0xA 'Step Left (Normal)
                        #raw 0xA 'Step Left (Normal)
                        #raw 0xA 'Step Left (Normal)
                        #raw 0xA 'Step Left (Normal)
                        #raw 0xA 'Step Left (Normal)
                        #raw 0xA 'Step Left (Normal)
                        #raw 0xA 'Step Left (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0xFE 'End of Movements
                        
                        #org 0x80561B
                        #raw 0xA 'Step Left (Normal)
                        #raw 0xA 'Step Left (Normal)
                        #raw 0xA 'Step Left (Normal)
                        #raw 0xA 'Step Left (Normal)
                        #raw 0xA 'Step Left (Normal)
                        #raw 0xA 'Step Left (Normal)
                        #raw 0xA 'Step Left (Normal)
                        #raw 0xA 'Step Left (Normal)
                        #raw 0xA 'Step Left (Normal)
                        #raw 0xA 'Step Left (Normal)
                        #raw 0xA 'Step Left (Normal)
                        #raw 0xA 'Step Left (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0xFE 'End of Movements
                        The problem is the applymovement nr. 2 and 3 (applymovement 0x3 0x88055F8, applymovement MOVE_PLAYER 0x880561B)

                        The person 0x3 and the player won't move as ordered. After 0x3 moves to the player and talks to him they should go both together 12steps left and 21 steps up. But after the first applymovement and the talking nothing happens (without crashing, I can move). What could be wrong?
                          #6419    
                        Old January 31st, 2012 (1:48 PM).
                        droomph's Avatar
                        droomph droomph is offline
                        weeb
                        • Crystal Tier
                         
                        Join Date: Sep 2011
                        Location: nowhere spectacular
                        Age: 20
                        Gender: Male
                        Nature: Impish
                        Posts: 4,291
                        Quote:
                        Originally Posted by redo View Post
                        Code:
                        '---------------
                        #org 0x8052A4
                        checkflag 0x111
                        if 0x0 goto 0x88055A5
                        lock
                        applymovement 0x3 0x8801C65
                        waitmovement 0x3
                        msgbox 0x88054E2 MSG_FACE '"Hallo [player]\v\h05!\pSchön dich ..."
                        msgbox 0x8805557 MSG_FACE '"Wie dem auch sei.\pLass und nach H..."
                        applymovement 0x3 0x88055F8
                        applymovement MOVE_PLAYER 0x880561B
                        clearflag 0x111
                        release
                        end
                        
                        '---------------
                        #org 0x8055A5
                        release
                        end
                        
                        
                        '---------
                        ' Strings
                        '---------
                        #org 0x8054E2
                        = Hallo [player]\v\h05!\pSchön dich zu sehen.\nHattest du eine angenehme Fahrt?\pDein Handtuch guckt übrigens aus\ndeinem Rucksack.
                        
                        #org 0x805557
                        = Wie dem auch sei.\pLass uns nach Hause fahren und\ndort alles Weitere bereden.
                        
                        
                        '-----------
                        ' Movements
                        '-----------
                        #org 0x801C65
                        #raw 0x56 'Exclamation Mark (!)
                        #raw 0xB 'Step Right (Normal)
                        #raw 0xB 'Step Right (Normal)
                        #raw 0xB 'Step Right (Normal)
                        #raw 0xB 'Step Right (Normal)
                        #raw 0xB 'Step Right (Normal)
                        #raw 0xB 'Step Right (Normal)
                        #raw 0xFE 'End of Movements
                        
                        #org 0x8055F8
                        #raw 0xA 'Step Left (Normal)
                        #raw 0xA 'Step Left (Normal)
                        #raw 0xA 'Step Left (Normal)
                        #raw 0xA 'Step Left (Normal)
                        #raw 0xA 'Step Left (Normal)
                        #raw 0xA 'Step Left (Normal)
                        #raw 0xA 'Step Left (Normal)
                        #raw 0xA 'Step Left (Normal)
                        #raw 0xA 'Step Left (Normal)
                        #raw 0xA 'Step Left (Normal)
                        #raw 0xA 'Step Left (Normal)
                        #raw 0xA 'Step Left (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0xFE 'End of Movements
                        
                        #org 0x80561B
                        #raw 0xA 'Step Left (Normal)
                        #raw 0xA 'Step Left (Normal)
                        #raw 0xA 'Step Left (Normal)
                        #raw 0xA 'Step Left (Normal)
                        #raw 0xA 'Step Left (Normal)
                        #raw 0xA 'Step Left (Normal)
                        #raw 0xA 'Step Left (Normal)
                        #raw 0xA 'Step Left (Normal)
                        #raw 0xA 'Step Left (Normal)
                        #raw 0xA 'Step Left (Normal)
                        #raw 0xA 'Step Left (Normal)
                        #raw 0xA 'Step Left (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0xFE 'End of Movements
                        The problem is the applymovement nr. 2 and 3 (applymovement 0x3 0x88055F8, applymovement MOVE_PLAYER 0x880561B)

                        The person 0x3 and the player won't move as ordered. After 0x3 moves to the player and talks to him they should go both together 12steps left and 21 steps up. But after the first applymovement and the talking nothing happens (without crashing, I can move). What could be wrong?
                        The problem here is that you already set lock three times and faceplayer two times. The first time it works because lock keeps the player in place, thus nothing is wrong with the other sprite that moves. The second time, however, you and the sprite are both locked down, so no command can move you two.

                        Try doing either a release or a releaseall before applying the movements again.

                        (Also, for the computer's sake, make the second MSG_FACE a MSG_NORMAL.)
                        __________________
                        did u no there r 21 letters in the alphabet
                        o i forgot 5
                        uraqt


                          #6420    
                        Old January 31st, 2012 (2:08 PM).
                        destinedjagold's Avatar
                        destinedjagold destinedjagold is offline
                        Oh Hai Thar~
                        • Silver Tier
                         
                        Join Date: May 2007
                        Location: Philippines
                        Age: 26
                        Gender: Male
                        Nature: Careful
                        Posts: 8,507
                        Quote:
                        Originally Posted by redo View Post
                        Code:
                        '---------------
                        #org 0x8052A4
                        checkflag 0x111
                        if 0x0 goto 0x88055A5
                        lock
                        applymovement 0x3 0x8801C65
                        waitmovement 0x3
                        msgbox 0x88054E2 MSG_NORMAL '"Hallo [player]\v\h05!\pSchön dich ..."
                        msgbox 0x8805557 MSG_NORMAL '"Wie dem auch sei.\pLass und nach H..."
                        applymovement 0x3 0x88055F8
                        applymovement MOVE_PLAYER 0x880561B
                        waitmovement 0
                        clearflag 0x111
                        release
                        end
                        
                        '---------------
                        #org 0x8055A5
                        release
                        end
                        
                        
                        '---------
                        ' Strings
                        '---------
                        #org 0x8054E2
                        = Hallo [player]\v\h05!\pSchön dich zu sehen.\nHattest du eine angenehme Fahrt?\pDein Handtuch guckt übrigens aus\ndeinem Rucksack.
                        
                        #org 0x805557
                        = Wie dem auch sei.\pLass uns nach Hause fahren und\ndort alles Weitere bereden.
                        
                        
                        '-----------
                        ' Movements
                        '-----------
                        #org 0x801C65
                        #raw 0x56 'Exclamation Mark (!)
                        #raw 0xB 'Step Right (Normal)
                        #raw 0xB 'Step Right (Normal)
                        #raw 0xB 'Step Right (Normal)
                        #raw 0xB 'Step Right (Normal)
                        #raw 0xB 'Step Right (Normal)
                        #raw 0xB 'Step Right (Normal)
                        #raw 0xFE 'End of Movements
                        
                        #org 0x8055F8
                        #raw 0xA 'Step Left (Normal)
                        #raw 0xA 'Step Left (Normal)
                        #raw 0xA 'Step Left (Normal)
                        #raw 0xA 'Step Left (Normal)
                        #raw 0xA 'Step Left (Normal)
                        #raw 0xA 'Step Left (Normal)
                        #raw 0xA 'Step Left (Normal)
                        #raw 0xA 'Step Left (Normal)
                        #raw 0xA 'Step Left (Normal)
                        #raw 0xA 'Step Left (Normal)
                        #raw 0xA 'Step Left (Normal)
                        #raw 0xA 'Step Left (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0xFE 'End of Movements
                        
                        #org 0x80561B
                        #raw 0xA 'Step Left (Normal)
                        #raw 0xA 'Step Left (Normal)
                        #raw 0xA 'Step Left (Normal)
                        #raw 0xA 'Step Left (Normal)
                        #raw 0xA 'Step Left (Normal)
                        #raw 0xA 'Step Left (Normal)
                        #raw 0xA 'Step Left (Normal)
                        #raw 0xA 'Step Left (Normal)
                        #raw 0xA 'Step Left (Normal)
                        #raw 0xA 'Step Left (Normal)
                        #raw 0xA 'Step Left (Normal)
                        #raw 0xA 'Step Left (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0x9 'Step Up (Normal)
                        #raw 0xFE 'End of Movements
                        The problem is the applymovement nr. 2 and 3 (applymovement 0x3 0x88055F8, applymovement MOVE_PLAYER 0x880561B)

                        The person 0x3 and the player won't move as ordered. After 0x3 moves to the player and talks to him they should go both together 12steps left and 21 steps up. But after the first applymovement and the talking nothing happens (without crashing, I can move). What could be wrong?
                        Blue = the proper.
                        Red = the command line you forgot.
                        __________________


                        FC: 0061-1111-6462
                        TSV: 1364(X), 0790(OR)

                          #6421    
                        Old January 31st, 2012 (2:22 PM). Edited January 31st, 2012 by redo.
                        redo's Avatar
                        redo redo is offline
                           
                          Join Date: Jan 2012
                          Gender: Male
                          Posts: 7
                          Quote:
                          '---------------
                          #org 0x8052A4
                          checkflag 0x111
                          if 0x0 goto 0x88055A5
                          applymovement 0x3 0x8801C65
                          waitmovement 0x3
                          msgbox 0x88054E2 MSG_NORMAL '"Hallo [player]\v\h05!\pSchön dich ..."
                          msgbox 0x8805557 MSG_NORMAL '"Wie dem auch sei.\pLass uns nach H..."
                          releaseall
                          applymovement MOVE_PLAYER 0x880561B
                          releaseall
                          applymovement 0x3 0x88055F8
                          clearflag 0x111
                          release
                          end

                          '---------------
                          #org 0x8055A5
                          release
                          end


                          '---------
                          ' Strings
                          '---------
                          #org 0x8054E2
                          = Hallo [player]\v\h05!\pSchön dich zu sehen.\nHattest du eine angenehme Fahrt?\pDein Handtuch guckt übrigens aus\ndeinem Rucksack.

                          #org 0x805557
                          = Wie dem auch sei.\pLass uns nach Hause fahren und\ndort alles Weitere bereden.


                          '-----------
                          ' Movements
                          '-----------
                          #org 0x801C65
                          #raw 0x56 'Exclamation Mark (!)
                          #raw 0xB 'Step Right (Normal)
                          #raw 0xB 'Step Right (Normal)
                          #raw 0xB 'Step Right (Normal)
                          #raw 0xB 'Step Right (Normal)
                          #raw 0xB 'Step Right (Normal)
                          #raw 0xB 'Step Right (Normal)
                          #raw 0xFE 'End of Movements

                          #org 0x80561B
                          #raw 0xA 'Step Left (Normal)
                          #raw 0xA 'Step Left (Normal)
                          #raw 0xA 'Step Left (Normal)
                          #raw 0xA 'Step Left (Normal)
                          #raw 0xA 'Step Left (Normal)
                          #raw 0xA 'Step Left (Normal)
                          #raw 0xA 'Step Left (Normal)
                          #raw 0xA 'Step Left (Normal)
                          #raw 0xA 'Step Left (Normal)
                          #raw 0xA 'Step Left (Normal)
                          #raw 0xA 'Step Left (Normal)
                          #raw 0xA 'Step Left (Normal)
                          #raw 0x9 'Step Up (Normal)
                          #raw 0x9 'Step Up (Normal)
                          #raw 0x9 'Step Up (Normal)
                          #raw 0x9 'Step Up (Normal)
                          #raw 0x9 'Step Up (Normal)
                          #raw 0x9 'Step Up (Normal)
                          #raw 0x9 'Step Up (Normal)
                          #raw 0x9 'Step Up (Normal)
                          #raw 0x9 'Step Up (Normal)
                          #raw 0x9 'Step Up (Normal)
                          #raw 0x9 'Step Up (Normal)
                          #raw 0x9 'Step Up (Normal)
                          #raw 0x9 'Step Up (Normal)
                          #raw 0x9 'Step Up (Normal)
                          #raw 0x9 'Step Up (Normal)
                          #raw 0x9 'Step Up (Normal)
                          #raw 0x9 'Step Up (Normal)
                          #raw 0x9 'Step Up (Normal)
                          #raw 0x9 'Step Up (Normal)
                          #raw 0x9 'Step Up (Normal)
                          #raw 0x9 'Step Up (Normal)
                          #raw 0xFE 'End of Movements

                          #org 0x8055F8
                          #raw 0xA 'Step Left (Normal)
                          #raw 0xA 'Step Left (Normal)
                          #raw 0xA 'Step Left (Normal)
                          #raw 0xA 'Step Left (Normal)
                          #raw 0xA 'Step Left (Normal)
                          #raw 0xA 'Step Left (Normal)
                          #raw 0xA 'Step Left (Normal)
                          #raw 0xA 'Step Left (Normal)
                          #raw 0xA 'Step Left (Normal)
                          #raw 0xA 'Step Left (Normal)
                          #raw 0xA 'Step Left (Normal)
                          #raw 0xA 'Step Left (Normal)
                          #raw 0x9 'Step Up (Normal)
                          #raw 0x9 'Step Up (Normal)
                          #raw 0x9 'Step Up (Normal)
                          #raw 0x9 'Step Up (Normal)
                          #raw 0x9 'Step Up (Normal)
                          #raw 0x9 'Step Up (Normal)
                          #raw 0x9 'Step Up (Normal)
                          #raw 0x9 'Step Up (Normal)
                          #raw 0x9 'Step Up (Normal)
                          #raw 0x9 'Step Up (Normal)
                          #raw 0x9 'Step Up (Normal)
                          #raw 0x9 'Step Up (Normal)
                          #raw 0x9 'Step Up (Normal)
                          #raw 0x9 'Step Up (Normal)
                          #raw 0x9 'Step Up (Normal)
                          #raw 0x9 'Step Up (Normal)
                          #raw 0x9 'Step Up (Normal)
                          #raw 0x9 'Step Up (Normal)
                          #raw 0x9 'Step Up (Normal)
                          #raw 0x9 'Step Up (Normal)
                          #raw 0x9 'Step Up (Normal)
                          #raw 0xFE 'End of Movements
                          Thanks for your reply.
                          That's what my script look like now. I changed into msg_normal and pasted before the second and third applymovement releaseall (just to be safe).
                          But there wasn't any change. They are both not moving.

                          @destinedjagold

                          I didn't saw your reply. I'll try your suggestion right away.

                          Yay! Waitmovement 0x0 did it. Who or whar exactly is even meant by this command? Thank you guys
                            #6422    
                          Old January 31st, 2012 (11:50 PM).
                          Satoshi Ookami's Avatar
                          Satoshi Ookami Satoshi Ookami is offline
                          Memento Mori
                          • Gold Tier
                           
                          Join Date: Jul 2008
                          Location: Abyss of Time, Great Seal
                          Age: 24
                          Gender: Male
                          Nature: Calm
                          Posts: 14,475
                          Quote:
                          Originally Posted by redo View Post
                          Yay! Waitmovement 0x0 did it. Who or whar exactly is even meant by this command? Thank you guys
                          Hard to explain... let's just say it's command that tells ROM that movement is actually finished and ROM can move to another command.
                          The thing you need to remember is that waitmovement 0x0 (or 0 if you're using decimal) must be written after each applymovement you put into ROM.
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                            #6423    
                          Old February 1st, 2012 (5:16 AM).
                          Haile Selassie IV's Avatar
                          Haile Selassie IV Haile Selassie IV is offline
                          .
                             
                            Join Date: Mar 2007
                            Location: Aker, Amsterdam, Noord-Holland, The Netherlands, Europe, The Earth.
                            Age: 24
                            Nature: Modest
                            Posts: 82
                            Quote:
                            Originally Posted by droomph View Post
                            It's in ASM.

                            JPAN has a hack for FireRed that can do that though.
                            Thanks, but I'll find an alternative for those pokémon then
                            __________________
                            Cna yuo raed tihs? Olny 55% of plepoe can.

                            I cdnuolt blveiee taht I cluod aulaclty uesdnatnrd waht I was rdanieg. The phaonmneal pweor of the hmuan mnid, aoccdrnig to a rscheearch at Cmabrigde Uinervtisy, it dseno't mtaetr in waht oerdr the ltteres in a wrod are, the olny iproamtnt tihng is taht the frsit and lsat ltteer be in the rghit pclae. The rset can be a taotl mses and you can sitll raed it whotuit a pboerlm. Tihs is bcuseae the huamn mnid deos not raed ervey lteter by istlef, but the wrod as a wlohe. Azanmig huh? yaeh and I awlyas tghuhot slpeling was ipmorantt!
                            fi yuo cna raed tihs, palce it in yuor siantugre.
                              #6424    
                            Old February 3rd, 2012 (3:58 AM).
                            redo's Avatar
                            redo redo is offline
                               
                              Join Date: Jan 2012
                              Gender: Male
                              Posts: 7
                              Does anyone know, how to make the fainted hero get back to a certain position (I want him to restart at this room)? In my starting scene i've let the hero walk through a later city with pokecenter (via applymovement) and warp to the starting town. Now when he faints in a nearby forest he restarts in the later city at the pokecenter. Is there a way to edit this?
                                #6425    
                              Old February 3rd, 2012 (4:08 AM).
                              hinkage's Avatar
                              hinkage hinkage is offline
                              Everyone currently in an argument with this member: I really suggest you stop.
                              • Gold Tier
                               
                              Join Date: Aug 2010
                              Age: 21
                              Posts: 378
                              Quote:
                              Originally Posted by redo View Post
                              Does anyone know, how to make the fainted hero get back to a certain position (I want him to restart at this room)? In my starting scene i've let the hero walk through a later city with pokecenter (via applymovement) and warp to the starting town. Now when he faints in a nearby forest he restarts in the later city at the pokecenter. Is there a way to edit this?
                              When you enter a new town, or Poke Center, there's a script with the command "sethealingplace". Delete that script and you won't return to that town after you die, ever.

                              Better yet, you could edit said script and use flags to make it only return you to that town after a certain event.
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