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  #22601    
Old August 28th, 2012 (5:33 AM).
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    Quote:
    Originally Posted by SpadeEdge16 View Post
    I don't know if this would go in the script help thread, but I want to know if this is possible. I want another character to have their pkmn use fly and take the player to another location, and during the fly sequence, I want to pause or delay the faded screen from fly and have a message appear, as if they were talking while flying.
    for example:
    player is with blue, blue does the "pkmn uses HM movement", and the animation of using fly happens while taking blue and the player.
    then the screen stays black as a message sequence happens, so blue is speaking while flying the player.
    After the message ends, the landing part of the fly sequence happens and blue and the player appear in a new location.
    Doable?
    It is in fact doable, or at least, fake-able. This is key:
    Code:
    ...
    setanimation 0x0 0x1
    doanimation 0x1E
    ...
    This will play the "Fly-Pokemon-Swooping-Down" animation. So, to do what you want, you'd need to do something like this:

    1. Make a msgbox with Blue commanding someone to fly
    2. Display the swooping Pokemon, and hide both you and Blue
    3. Use the warp command to go to a different map, filled with black tiles
    4. Have a level script to the talking part
    5. Warp again to the next map
    6. Use the swooping Pokemon animation to look like you're landing, in another level script
    7. Continue.

    Quote:
    Originally Posted by shinyabsol1 View Post
    I have an odd problem. For some reason, when I try to surf, my game (FR) restarts itself. Everything goes normally until right after the pokemon animation bar, which is when it restarts.

    I have no clue what could be causing my game to do this. Anyone know what's going on here?
    From the way it sounds, it seems like your game is hitting a loop or a road block when trying to display either the surfing Wailmer sprite or you in surfing mode, which the emulator handles by restarting. Are you using JPAN's engine? If it does, I'd make sure you're avoiding using variables 0x4054 to 0x4059, which are responsible for hero switching, and have given me problems when I use them.
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      #22602    
    Old August 28th, 2012 (6:59 AM).
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    RetroRoller RetroRoller is offline
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      Quote:
      Originally Posted by redriders180 View Post
      It's possible that you accidentally overwrote part of apostrophe image. The images are uncompressed, and can be found only in TileMolestor, since the text is 2BPP, and imaging programs like NSE only do 4 and 8 BPP. I don't have the offset on-hand, but I think there are tutorials that discuss changing the font that have it.
      Yup, I did - I found a font tutorial and found some transparent/error palette pixels above the apostrophe image.

      Thanks.
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        #22603    
      Old August 28th, 2012 (9:13 AM). Edited August 28th, 2012 by shinyabsol1.
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        Quote:
        Originally Posted by redriders180
        From the way it sounds, it seems like your game is hitting a loop or a road block when trying to display either the surfing Wailmer sprite or you in surfing mode, which the emulator handles by restarting. Are you using JPAN's engine? If it does, I'd make sure you're avoiding using variables 0x4054 to 0x4059, which are responsible for hero switching, and have given me problems when I use them.
        Thanks for helping, redriders180! I am indeed using JPAN's engine, but not in its entirety, just specific hacks applied with the hack applier. One of those hacks is the overworld switching one, and I have it written in my notes that I set it to use variables 0x4054 to 0x4059. But I haven't used any of those variables in my game thus far.... What should I do? Would removing the overworld hack from my game (if possible) help?

        Thanks again for the help!

        edit: I just applied the overworld hack in the same manner as I did on my other rom, then tried to surf, and the game restarted! So this confirms that the problem lies in this hack.
          #22604    
        Old August 28th, 2012 (9:28 AM).
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          OK, I'm going to try with my questions again!

          1) Does anybody know of an Egg move editor besides FinalZero's? That is irritating to use and doesn't work with my modified Emerald ROM for some reason (unless Pelipper can learn actually learn Flamethrower, that is, or Wynaut can learn anything).
          2) How can I add new trainers without it messing up my ROM? I added one new trainer to Emerald with HackMew's A-Trainer (Youngster Billy) and put him on Route 101. Everything works fine, except when I battle him, he's called 'Youngster ??????' in battle and every other Trainer's name either disappears (e.g. it says 'YOUNGSTER wants to battle!') or gives me a very long list of glitch characters and then resets the game.
          3) Does anybody know the offsets to the ASM routines or whatever to the Pokémon animations in Emerald? I don't need to know how to access or modify them, just to identify them and maybe copy-paste them onto other Pokémon.

          Thanks!
            #22605    
          Old August 28th, 2012 (10:21 AM).
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            Quote:
            Originally Posted by shinyabsol1 View Post
            Thanks for helping, redriders180! I am indeed using JPAN's engine, but not in its entirety, just specific hacks applied with the hack applier. One of those hacks is the overworld switching one, and I have it written in my notes that I set it to use variables 0x4054 to 0x4059. But I haven't used any of those variables in my game thus far.... What should I do? Would removing the overworld hack from my game (if possible) help?

            Thanks again for the help!

            edit: I just applied the overworld hack in the same manner as I did on my other rom, then tried to surf, and the game restarted! So this confirms that the problem lies in this hack.
            Now that you've patched the "overworld hack" to an umodified rom, create another patch to remove it. You can simply use Lunar Ips and use the rom the hack is applied to as Unmodifed rom and the clean rom as Modified rom. Then the program creates the patch file so that it changes the data back to normal when applied to your hack.

            Also if the ips-file is checked with a hex editor, you can see what it actually writes and where and find how it's causing the bug that way. May be a bit too complicated though but I was to use that hack and see if it really works, I'd go for it.
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              #22606    
            Old August 28th, 2012 (1:46 PM).
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              Quote:
              Originally Posted by miksy91
              Now that you've patched the "overworld hack" to an umodified rom, create another patch to remove it. You can simply use Lunar Ips and use the rom the hack is applied to as Unmodifed rom and the clean rom as Modified rom. Then the program creates the patch file so that it changes the data back to normal when applied to your hack.
              I should have mentioned that the rom I want to fix is my hack that I am currently working on, which has a bunch of other stuff implemented. Won't patching it with this fix overwrite the stuff I have done? Obviously, I don't want that.

              Quote:
              Also if the ips-file is checked with a hex editor, you can see what it actually writes and where and find how it's causing the bug that way. May be a bit too complicated though but I was to use that hack and see if it really works, I'd go for it.
              Your wording here is a bit confusing...but I think I get the overall gist. I'll give this a shot. Thanks.

              ---

              I did another test with this hack, and I discovered that while I can't surf with what is implemented through the hack applier, surf still works if JPAN's ENTIRE engine is patched to the rom. Does anybody know why this might be? The reason I ask is because I still very much would like the overworld hack to be a part of my hack, if possible.

              To me it seems like there is a discrepancy between what the applier patches and what the patch patches. Does anyone know where (or how I might find) the data for the overworld hack in an engine-patched rom? If I could get that data and move it to my hack (overwriting what the applier put) that might solve this problem.

              Thanks for any help!
                #22607    
              Old August 28th, 2012 (10:37 PM). Edited August 28th, 2012 by miksy91.
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              miksy91 miksy91 is offline
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                Quote:
                Originally Posted by shinyabsol1 View Post
                I should have mentioned that the rom I want to fix is my hack that I am currently working on, which has a bunch of other stuff implemented. Won't patching it with this fix overwrite the stuff I have done? Obviously, I don't want that.
                No it doesn't. Just think about it!
                Lunar IPS is a program that creates patch files comparing the datas of two roms with another. If the two files are exactly the same, it gives some sort of error message like "Patch file does simply nothing.". Basically, when you start editing a clean FireRed rom and apply it the overworld hack, Lunar Ips transfers the data of the overworld hack into FireRed rom.

                Let's assume the following:
                0x12A056 (this would be one offset to write to)
                06 2A 88 95 FE (bytes to write to 0x12A056)
                0x28B522 (another offset to write to)
                72 6B CC D7 AA (bytes to write to offset 0x28B522)

                Basically, let's assume that this is what the overworld hack does. It writes those bytes in those rom addresses. If you then again create another patch file using this "overworld hack" -rom as unmodified rom and clean FireRed rom as modified rom, this is what the patch file would turn out:

                0x12A056 (offset to write to)
                9A FF 00 F0 (original bytes of FireRed rom that would be replaced in 0x12A056)
                0x28B522 (offset to write to)
                BB AA BA 9A B7 (original bytes of FireRed rom that would be replaced in 0x28B522)

                This simple process goes straight as a "hack remover". If you wanted to remove only parts of it, you'd have to investigate properly what it does though.
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                  #22608    
                Old August 29th, 2012 (2:54 AM).
                No-san No-san is offline
                   
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                  Hello again,

                  I'm having concerns about offsets. To be precise, about the interest of FSF in certain situations.

                  Correct me if I'm wrong, but from what I understood, I don't need FSF when scripting with XSE. All I need to do is add #dynamic 0x800000, add pointers, and XSE finds free offsets itself.
                  But what about Advance Map and Advance Trainer?

                  About Advance Trainer... It automatically tells me when a repoint is needed. So I click the "repoint" button: my question is, can I use the suggested offset, or do I need to look for a free one with FSF for safety? And when I typed my offset in that "please repoint" window, before validating the repoint, do I need to change "00" to "FF" ?

                  About Advance Map now... Let's say I add an event on my map, a character. Then I click "change events" like I'm supposed to, and a new window appears, asking me to search for an offset to repoint.
                  I've read tutorials telling me to get an new offset with FSF, and ask said new window to look for a new offset between the offset from FSF and $FFFFFF. Then I select one of the suggested offsets and repoint...
                  But is FSF really necessary for that too? I mean, can't I just click OK in said new window directly and choose an offset among the huge list suggested that way to repoint? Because the offsets suggested by said new window are all free, right?

                  I tried to be as clear as possible, I hope it's not too confusing...
                  Anyway, thanks in advance for your help.
                    #22609    
                  Old August 29th, 2012 (6:02 AM).
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                  @No-san: Yes, you are right. You don't actually need FSF, but it's being used out of common courtesy to check whether the offset really IS free =)
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                    #22610    
                  Old August 29th, 2012 (7:27 AM). Edited August 29th, 2012 by No-san.
                  No-san No-san is offline
                     
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                    Thank you very much Ash493!
                    After some more tutorials, new questions came up...

                    I read that editing a compiled script over and over again may end up causing bugs... What can I do about it?

                    1. Clicking "delete event" in Advance Map? But if I do that, will the offsets used by said script be cleared as well? Because if they're not, it's just wasting space...

                    2. Adding "#removeall offset" to my scripts? I figured that's the safest solution, but I'm not too sure about how to use it...
                    If before the #dynamic line I add #removeall in all the scripts I edit and all the scripts I create, they will be working?
                    And if I delete an event in Advance Map and that it doesn't clear offsets, how can I use #removeall since there is no more event to trigger the script? Just add the #removeall in some unrelated script?

                    Finally, a detail about #removeall... If the script that gets #removeall'd contains setflags and setvars, will the flags and vars be cleared as well? If yes, that'd be a problem for other scripts that use those flags and vars... Because the definition of #removeall is XSE's guide is "Removes a compiled script, if it's a valid one, along with all his extra data, such as strings, movements, mart items and braille texts", but I don't know what a string is. And the rest of the definition isn't too clear to me either, actually ...

                    As always, thanks in advance for your precious help.
                      #22611    
                    Old August 29th, 2012 (9:45 AM).
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                      Quote:
                      Originally Posted by miksy91
                      No it doesn't. Just think about it!
                      Lunar IPS is a program that creates patch files comparing the datas of two roms with another. If the two files are exactly the same, it gives some sort of error message like "Patch file does simply nothing.". Basically, when you start editing a clean FireRed rom and apply it the overworld hack, Lunar Ips transfers the data of the overworld hack into FireRed rom.

                      Let's assume the following:
                      0x12A056 (this would be one offset to write to)
                      06 2A 88 95 FE (bytes to write to 0x12A056)
                      0x28B522 (another offset to write to)
                      72 6B CC D7 AA (bytes to write to offset 0x28B522)

                      Basically, let's assume that this is what the overworld hack does. It writes those bytes in those rom addresses. If you then again create another patch file using this "overworld hack" -rom as unmodified rom and clean FireRed rom as modified rom, this is what the patch file would turn out:

                      0x12A056 (offset to write to)
                      9A FF 00 F0 (original bytes of FireRed rom that would be replaced in 0x12A056)
                      0x28B522 (offset to write to)
                      BB AA BA 9A B7 (original bytes of FireRed rom that would be replaced in 0x28B522)

                      This simple process goes straight as a "hack remover". If you wanted to remove only parts of it, you'd have to investigate properly what it does though.
                      This all makes perfect sense...but when I actually patch my hack with the "removal" patch that I made, it deletes many of the tiles that I have inserted (everything appears all black in game), and A-map gives me an error: "Error on compressed data (size of data is $FFFFFF)".

                      Here's how I made the patch:

                      1). Applied overworld hack to clean FR rom
                      2). Used LIPS to create a patch using the rom that I just applied the overworld hack to as the unmodified rom, and a clean FR rom as the modified rom

                      Anything wrong there?
                        #22612    
                      Old August 29th, 2012 (1:29 PM).
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                        I'm new to Rom Hacking, so I don't know if this is a silly question or not.
                        How do you add new battle music to Fire Red? Like, so I can have a regular battle theme, a gym battle theme, an Elite 4 battle theme, a team battle theme, etc.
                          #22613    
                        Old August 30th, 2012 (7:46 AM).
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                          Quote:
                          Originally Posted by heyo View Post
                          I'm new to Rom Hacking, so I don't know if this is a silly question or not.
                          How do you add new battle music to Fire Red? Like, so I can have a regular battle theme, a gym battle theme, an Elite 4 battle theme, a team battle theme, etc.
                          http://www.pokecommunity.com/showthread.php?t=121856

                          ----
                          I have a question, how do you change the in-battle HP/EXP bars (like in Flora Sky)? Are the images something I could find in UNLZ, or would I have to edit it with something like tile molestor? Also, if there's a tutorial somewhere (I haven't found one) can you link it?
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                            #22614    
                          Old August 30th, 2012 (2:32 PM). Edited August 30th, 2012 by okuhtfesq.
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                            Whenever I try to use the "Load Tileset 1" command in the block editor of Advance Map 1.95, rather than my tiles loading correctly, I just get a solid color.
                            When I save the tilesets from the game, open them up with Paint, and edit them, and then load them back into the block editor, all of the game's pre-existing tiles look normal, but the tiles I insert are a solid color. Why is this happening? I would greatly appreciate help!!! I used Cello's tutorial and followed it quite closely (at least I think)..
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                              #22615    
                            Old August 30th, 2012 (5:40 PM).
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                              Quote:
                              Originally Posted by RetroRoller View Post
                              http://www.pokecommunity.com/showthread.php?t=121856

                              ----
                              I have a question, how do you change the in-battle HP/EXP bars (like in Flora Sky)? Are the images something I could find in UNLZ, or would I have to edit it with something like tile molestor? Also, if there's a tutorial somewhere (I haven't found one) can you link it?
                              Yes, if I do recall the HP bars are somewhere in UnLZ. Not sure exactly where, but they're definitely there.

                              Quote:
                              Originally Posted by okuhtfesq View Post
                              Whenever I try to use the "Load Tileset 1" command in the block editor of Advance Map 1.95, rather than my tiles loading correctly, I just get a solid color.
                              When I save the tilesets from the game, open them up with Paint, and edit them, and then load them back into the block editor, all of the game's pre-existing tiles look normal, but the tiles I insert are a solid color. Why is this happening? I would greatly appreciate help!!! I used Cello's tutorial and followed it quite closely (at least I think)..
                              For every tileset you're using, you're allowed 12 plaettes, with 12 colors on each palette. Advance Map is very specific with their colors and if you add any extra color that's not in the pre-existing list of colors, it becomes the last color in that palette. You can fix it by manually editing the palette to replace one of the colors with your new color.

                              tl;dr You're using colors that aren't recognized by the palette.
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                                #22616    
                              Old August 30th, 2012 (10:45 PM).
                              okuhtfesq okuhtfesq is offline
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                                Quote:
                                Originally Posted by Teh Blazer View Post
                                For every tileset you're using, you're allowed 12 plaettes, with 12 colors on each palette. Advance Map is very specific with their colors and if you add any extra color that's not in the pre-existing list of colors, it becomes the last color in that palette. You can fix it by manually editing the palette to replace one of the colors with your new color.

                                tl;dr You're using colors that aren't recognized by the palette.
                                Thank you so much! It worked.
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                                  #22617    
                                Old August 31st, 2012 (3:08 AM).
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                                  My apologies if this is in the wrong place.

                                  Does anyone have the emerald decapitalisation patch by wichu? I dl'd the ruby and FR ones, but the emerald one is no longer on 2shared.
                                    #22618    
                                  Old August 31st, 2012 (8:02 AM).
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                                  Anyone encountered this problem before?


                                  It happens when I patch a clean FR ROM with the patch I created.
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                                    #22619    
                                  Old August 31st, 2012 (8:14 AM).
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                                  redriders180 redriders180 is offline
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                                    Quote:
                                    Originally Posted by Suicune™ View Post
                                    Anyone encountered this problem before?


                                    It happens when I patch a clean FR ROM with the patch I created.
                                    Lunar IPS can only make patches for files up to 16 MB, the standard length of a GBA ROM. If you expanded your ROM, then LIPS won't be able to make a patch, except for the first 16 megabytes. If you didn't intentionally expand it, then chances are that the extra bytes are worthless, and can be truncated using a hex editor, or the like. If you did expand it, then you need to use another patching medium, such as A-Ptch.
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                                      #22620    
                                    Old August 31st, 2012 (9:14 AM).
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                                    Never Mind, it seemed to work when I used UPS patcher but I have another problem now:



                                    It's basically a corruption with the warp tiles.
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                                      #22621    
                                    Old August 31st, 2012 (9:38 AM).
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                                    If its not too much trouble, remove all the events by going into the Header tab and changing the event offset (Ctrl+H to go into Professional View) and replace it with $00000. That will safely erase all the events, so if you have anything on that map you dont want to lose then you should save it first.
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                                      #22622    
                                    Old August 31st, 2012 (1:23 PM).
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                                      Does anyone know go to change the little pikachu in the fire red intro (the one on top of the message in the beginning of the game)?
                                      I want to replace it with one of my fakemons
                                        #22623    
                                      Old August 31st, 2012 (3:24 PM).
                                      Panda-monium Panda-monium is offline
                                         
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                                        TLDR: I need help modifying the properties of specific moves in HG/SS. Could someone walk me through it, please?

                                        Full: Ok, so I understand that there really isn't a specific attack editor for HG/SS, yet. At least, the one in PPRE isn't finished. Anyway, I heard that it's possible to take a rom of Diamond/Pearl and use Attack Editor DS to modify specific moves in those games, extract the waza.tbl.narc file, and then replace the corresponding a/0/1/1 file in HG/SS with the waza.tbl.narc one. Two issues with this.

                                        First, I've tried using Attack Editor DS with a clean Diamond rom, but nothing ever saves. I even attempted to modify one attack at a time, saving and closing out of the program before moving onto the next attack. No dice.

                                        Second, I've very, very little experience with hex editing programs like Crystal Tile 2. More like clueless, actually. Upon opening the rom file in CT2, I'm never quite sure when to extract/input certain files, or even search for specific things within directories. Like, I've seen posts were people will say to search for pointer/offset (as an example) 0x123456a, but I can't for the life of me find any sort of thing in that format. All the offsets I see are in a 012345678 (no "x") format.

                                        So, hypothetically speaking, say I wanted to modify the attack "Pound" from base 40 power to base 50 in my Soul Silver rom. Could someone walk me through the process of doing that, with the assumption that I have the mental capacity of a 10 year-old?
                                          #22624    
                                        Old August 31st, 2012 (9:01 PM).
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                                          Someone please, I'm begging you, PLEASE, show me how to make a pick up item script! I have been looking for 4 days now and no where online shows how to make a pick up item script! I am about to go insane! This is what I want to happen. Player goes up to the item on the ground, picks it up, and the player has the item. I am trying to make the player pick up 5 pokeballs right now and I am having troubles! =( Here is my script:

                                          #org $script
                                          lock
                                          faceplayer
                                          checkflag 0x1201
                                          if 0x01 goto $done
                                          giveitem 0x04 0x05
                                          boxset 6
                                          setflag 0x1201
                                          removesprite 0x5
                                          release
                                          end

                                          #org $done
                                          removesprite 0x5
                                          boxset 6
                                          release
                                          end

                                          What happens is after I pick up the pokeball, i get my items but the sprite is still there and the sprite is only removed after I leave the screen, How do I make the sprite leave ASAP? Please help me!
                                            #22625    
                                          Old August 31st, 2012 (9:34 PM).
                                          SpadeEdge16's Avatar
                                          SpadeEdge16 SpadeEdge16 is offline
                                             
                                            Join Date: May 2012
                                            Gender: Male
                                            Posts: 154
                                            Quote:
                                            Originally Posted by awipe1 View Post
                                            Someone please, I'm begging you, PLEASE, show me how to make a pick up item script! I have been looking for 4 days now and no where online shows how to make a pick up item script! I am about to go insane! This is what I want to happen. Player goes up to the item on the ground, picks it up, and the player has the item. I am trying to make the player pick up 5 pokeballs right now and I am having troubles! =( Here is my script:

                                            #org $script
                                            lock
                                            faceplayer
                                            checkflag 0x1201
                                            if 0x01 goto $done
                                            giveitem 0x04 0x05
                                            boxset 6
                                            setflag 0x1201
                                            removesprite 0x5
                                            release
                                            end

                                            #org $done
                                            removesprite 0x5
                                            boxset 6
                                            release
                                            end

                                            What happens is after I pick up the pokeball, i get my items but the sprite is still there and the sprite is only removed after I leave the screen, How do I make the sprite leave ASAP? Please help me!
                                            Well, I'm no scripting expert, but did you make sure to set the sprite's ID to the flag number? Also, you wouldn't need the removesprite in the "done" pointer, it should just be release end, because there shouldn't be anything to interact with after the player gets the item.
                                            If you've already done that and it's not working, I'm sorry, someone more advanced will help you eventually.
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