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  #7301    
Old September 16th, 2012 (9:59 PM).
DoubleDare96's Avatar
DoubleDare96 DoubleDare96 is offline
Pybro
     
    Join Date: Aug 2012
    Location: California, United States
    Gender: Male
    Nature: Adamant
    Posts: 6
    Game: Fire Red
    Script: XSE

    Here is my script
    Spoiler:

    #dynamic 0x26D4A2

    #org @start
    lockall
    showsprite 0x6
    setdooropened 0x20 0x0F
    doorchange
    applymovement 0x6 @go
    waitmovement 0x0
    setdoorclosed 0x20 0x0F
    doorchange
    applymovement 0xFF @step
    waitmovement 0x0
    msgbox @hey 0x6
    applymovement 0x6 @run
    hidesprite 0x6
    setflag 0x1202
    setvar 0x6002 0x1
    releaseall
    end

    #org @go
    #raw 0x10
    #raw 0xFE

    #org @step
    #raw 0x14
    #raw 0x11
    #raw 0x62
    #raw 0xFE

    #org @hey
    = [green_fr]\v\h06: Oh! Hey \v\h01! I am so\nexcited to get my Pokemon! I am\lgonna get there first!

    #org @run
    #raw 0x1F
    #raw 0x1F
    #raw 0x1F
    #raw 0x1F
    #raw 0x1F
    #raw 0x1F
    #raw 0x1F
    #raw 0x1F
    #raw 0xFE

    I want to be able to use that to make sprite 0x6 only visible during the event. I set sprite 0x6 to hidden in Advance Map but that makes him only visible during the door animation. After the door animation he is invisible during the @hey pointer where he is talking and is still invisible during the @run animation. Please help me!
      #7302    
    Old September 17th, 2012 (2:23 AM).
    tajaros's Avatar
    tajaros tajaros is offline
    Hi I'm dawg
       
      Join Date: Apr 2012
      Location: Philippines
      Age: 19
      Gender: Male
      Nature: Timid
      Posts: 857
      Quote:
      Originally Posted by DoubleDare96 View Post
      Game: Fire Red
      Script: XSE

      Here is my script
      Spoiler:

      #dynamic 0x26D4A2

      #org @start
      lockall
      showsprite 0x6
      setdooropened 0x20 0x0F
      doorchange
      applymovement 0x6 @go
      waitmovement 0x0
      setdoorclosed 0x20 0x0F
      doorchange
      applymovement 0xFF @step
      waitmovement 0x0
      msgbox @hey 0x6
      applymovement 0x6 @run
      hidesprite 0x6
      setflag 0x1202
      setvar 0x6002 0x1
      releaseall
      end

      #org @go
      #raw 0x10
      #raw 0xFE

      #org @step
      #raw 0x14
      #raw 0x11
      #raw 0x62
      #raw 0xFE

      #org @hey
      = [green_fr]\v\h06: Oh! Hey \v\h01! I am so\nexcited to get my Pokemon! I am\lgonna get there first!

      #org @run
      #raw 0x1F
      #raw 0x1F
      #raw 0x1F
      #raw 0x1F
      #raw 0x1F
      #raw 0x1F
      #raw 0x1F
      #raw 0x1F
      #raw 0xFE

      I want to be able to use that to make sprite 0x6 only visible during the event. I set sprite 0x6 to hidden in Advance Map but that makes him only visible during the door animation. After the door animation he is invisible during the @hey pointer where he is talking and is still invisible during the @run animation. Please help me!
      Are you using JPAN's engine?

      If, not remove the setting in Advance-map that 0x6 is hidden, instead input in the person ID 002C, and it should be appear when you use showsprite and hide using hidesprite... :)
      __________________
        #7303    
      Old September 18th, 2012 (8:09 AM). Edited September 18th, 2012 by Inkblots.
      Inkblots's Avatar
      Inkblots Inkblots is offline
         
        Join Date: Sep 2012
        Location: Canada
        Age: 28
        Gender: Female
        Nature: Calm
        Posts: 267
        Okay, I'm brand new to this, so I'm sure it's a really simple fix, but I cannot see what's wrong for the life of me.
        I'm just trying to do a simple yes/no script in which the player receives a Treecko if they push yes (copying a script almost directly from a tutorial by Full Metal). However, when I go to test it, "yes" ends up getting treated the same as "no", and I can't get the pokemon. Can anybody see what I did wrong?

        Game: Ruby
        Type: Person event
        Editor: PKSV
        Script:
        Spoiler:
        #dynamic 0x740000

        #org @main
        lock
        faceplayer
        checkflag 0x200
        if 0x1 jump @haveit
        message @want
        callstd MSG_YESNO
        if 0x1 jump @yes
        jump @no

        #org @haveit
        message @howsit
        callstd MSG_NORMAL
        release
        end

        #org @yes
        setflag 0x200
        addpokemon TREECKO 5 00 0 0 0
        message @herego
        callstd MSG_NORMAL
        release
        end

        #org @no
        message @dontwant
        callstd MSG_NORMAL
        release
        end

        #org @want
        = I have this TREECKO, but I don't want it. \nWould you like it?

        #org @howsit
        = How is my TREECKO doing?

        #org @dontwant
        = Oh, ok. I'll find another trainer.

        #org @herego
        = Here you go. Please take good care of my TREECKO!


        <update>

        Thanks to Ash493 and Alignment, it was the missing "compare" line that was causing the problem :) Ash493's recommendation worked, but I'll probably be using Alignment's solution in the future just because I prefer words over numbers ;)
          #7304    
        Old September 18th, 2012 (9:06 AM). Edited September 18th, 2012 by Satoshi Ookami.
        Satoshi Ookami's Avatar
        Satoshi Ookami Satoshi Ookami is offline
        Memento Mori
         
        Join Date: Jul 2008
        Location: Abyss of Time, Great Seal
        Age: 26
        Gender: Male
        Nature: Calm
        Posts: 14,530
        I don't know how you got into jump command but jump command is not good.

        Code:
        #dynamic 0x740000
        
        #org @main
        lock
        faceplayer
        checkflag 0x200
        if 0x1 goto @haveit
        message @want
        callstd MSG_YESNO I don't know if this can be used... if it doesn't work replace it with 0x5.
        compare 0x800D 0x1
        if 0x1 goto @yes
        if 0x0 goto @no
        release
        end
        
        #org @haveit
        message @howsit
        callstd MSG_NORMAL Same. But Normal is 0x6.
        release
        end
        
        #org @yes
        setflag 0x200
        addgivepokemon TREECKO 5 00 0 0 0
        message @herego
        callstd MSG_NORMAL
        release
        end
        
        #org @no
        message @dontwant
        callstd MSG_NORMAL
        release
        end
        
        #org @want 
        = I have this TREECKO, but I don't want it. \nWould you like it?
        
        #org @howsit
        = How is my TREECKO doing?
        
        #org @dontwant
        = Oh, ok. I'll find another trainer.
        
        #org @herego
        = Here you go. Please take good care of my TREECKO!
        __________________
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          #7305    
        Old September 18th, 2012 (9:33 AM).
        Alignment's Avatar
        Alignment Alignment is offline
        Revered with the stars
           
          Join Date: Mar 2010
          Gender: Male
          Nature: Lonely
          Posts: 308
          Quote:
          Originally Posted by Inkblots View Post
          Okay, I'm brand new to this, so I'm sure it's a really simple fix, but I cannot see what's wrong for the life of me.
          I'm just trying to do a simple yes/no script in which the player receives a Treecko if they push yes (copying a script almost directly from a tutorial by Full Metal). However, when I go to test it, "yes" ends up getting treated the same as "no", and I can't get the pokemon. Can anybody see what I did wrong?

          Game: Ruby
          Type: Person event
          Editor: PKSV
          Script:
          Spoiler:
          #dynamic 0x740000

          #org @main
          lock
          faceplayer
          checkflag 0x200
          if 0x1 jump @haveit
          message @want
          callstd MSG_YESNO
          if 0x1 jump @yes
          jump @no

          #org @haveit
          message @howsit
          callstd MSG_NORMAL
          release
          end

          #org @yes
          setflag 0x200
          addpokemon TREECKO 5 00 0 0 0
          message @herego
          callstd MSG_NORMAL
          release
          end

          #org @no
          message @dontwant
          callstd MSG_NORMAL
          release
          end

          #org @want
          = I have this TREECKO, but I don't want it. \nWould you like it?

          #org @howsit
          = How is my TREECKO doing?

          #org @dontwant
          = Oh, ok. I'll find another trainer.

          #org @herego
          = Here you go. Please take good care of my TREECKO!
          If you're using PKSV you don't need to say 0x1 and stuff, it provides confusion. Just say compare LASTRESULT YES and it should work. If 0x1 will not work, you need to check the last result.

          Spoiler:
          #dynamic 0x740000

          #org @main
          lock
          faceplayer
          checkflag 0x200
          if TRUE jump @haveit ' it's a good habit to use words like TRUE and YES because they help the scripter avoid confusion when they're reviewing the script :)
          msgbox @want
          callstd MSG_YESNO
          compare LASTRESULT YES
          if == jump @yes

          call @no


          #org @haveit
          message @howsit
          callstd MSG_NORMAL
          release
          end

          #org @yes
          setflag 0x200
          addpokemon TREECKO 5 00 0 0 0
          message @herego
          callstd MSG_NORMAL
          release
          end

          #org @no
          message @dontwant
          callstd MSG_NORMAL
          release
          end

          #org @want
          = I have this TREECKO, but I don't want it. \nWould you like it?

          #org @howsit
          = How is my TREECKO doing?

          #org @dontwant
          = Oh, ok. I'll find another trainer.

          #org @herego
          = Here you go. Please take good care of my TREECKO!


          That's the fix, try it out should work
            #7306    
          Old September 18th, 2012 (3:22 PM).
          passarbye's Avatar
          passarbye passarbye is offline
          Just passin' thru
             
            Join Date: Sep 2012
            Gender: Male
            Posts: 21
            Hey guys, i'm having some issues with three different scripts.
            some help with them would be greatly appreciated.

            Game: Pokemon Fire Red BPRE
            Editor: XSE
            Script: trying to make a situation where you get to pick from 3 pokemon from people, rather than from items like oak's place.
            i also want them to recognize if you've picked a pokemon from one of the other people.

            Spoiler:

            SCRIPT #1

            #dynamic 0x801000

            #org @start
            lock
            faceplayer
            checkflag 0x1200
            if 0x1 goto @done
            checkflag 0x1201
            if 0x1 goto @picked
            checkflag 0x1202
            if 0x1 goto @picked
            msgbox @question 0x5
            compare LASTRESULT 0x1
            if 0x1 goto @givepokemon
            msgbox @nothanks 0x6
            release
            end

            #org @done
            msgbox @checkup 0x6
            release
            end

            #org @givepokemon
            msgbox @thanks 0x6
            givepokemon 0x1 0x5 0x0 0x0 0x0 0x0
            fanfare 0x13E
            msgbox @recieved 0x6
            waitfanfare
            setflag 0x1200
            msgbox @thanks2 0x6
            release
            end

            #org @question
            = I can't take care of my Bulbasaur,\nwould you like to take it?
            #org @nothanks
            = I understand. Please come back if\nyou change your mind!
            #org @thanks
            = Oh good!
            #org @thanks2
            = Please take good care of\nBulbasaur!
            #org @recieved
            = \v\h01 recieved a BULBASAUR!
            #org @checkup
            = How is my old Bulbasaur doing?\nKeep treating him well!
            #org @picked
            = But you've already picked out a\npokemon from one of my sisters!\lYou can't have mine.



            SCRIPT #2


            #dynamic 0x800B00

            #org @start
            lock
            faceplayer
            checkflag 0x1200
            if 0x1 goto @picked
            checkflag 0x1201
            if 0x1 goto @done
            checkflag 0x1202
            if 0x1 goto @picked
            msgbox @question 0x5
            compare LASTRESULT 0x1
            if 0x1 goto @givepokemon
            msgbox @nothanks 0x6
            release
            end

            #org @done
            msgbox @checkup 0x6
            release
            end

            #org @givepokemon
            msgbox @thanks 0x6
            givepokemon 0x4 0x5 0x0 0x0 0x0 0x0
            fanfare 0x13E
            msgbox @recieved 0x6
            waitfanfare
            setflag 0x1201
            msgbox @thanks2 0x6
            release
            end

            #org @question
            = Hi! Would you like to take care of\nmy Charmander?

            #org @nothanks
            = Oh, okay..

            #org @thanks
            = Thank you so much!

            #org @thanks2
            = Hope you like Charmander.

            #org @recieved
            = \v\h01 recieved a CHARMANDER!

            #org @checkup
            = How is Charmander doing?

            #org @picked
            = But you've already taken a pokemon\nfrom one of my sisters..


            SCRIPT #3

            #dynamic 0x802800

            #org @start
            lock
            faceplayer
            checkflag 0x1200
            if 0x1 goto @picked
            checkflag 0x1201
            if 0x1 goto @picked
            checkflag 0x1202
            if 0x1 goto @done
            msgbox @question 0x5
            compare LASTRESULT 0x1
            if 0x1 goto @givepokemon
            msgbox @nothanks 0x6
            release
            end

            #org @done
            msgbox @checkup 0x6
            release
            end

            #org @givepokemon
            msgbox @thanks 0x6
            givepokemon 0x7 0x5 0x0 0x0 0x0 0x0
            fanfare 0x13E
            msgbox @recieved 0x6
            waitfanfare
            setflag 0x1202
            msgbox @thanks2 0x6
            release
            end

            #org @question
            = Hey! Can you take care of my\nSquirtle?

            #org @nothanks
            = Oh, fine. Come back later if you\nwant it.

            #org @thanks
            = Great!

            #org @thanks2
            = Stay safe!

            #org @recieved
            = \v\h01 recieved a SQUIRTLE!

            #org @checkup
            = How's my Squirtle doing?

            #org @picked
            = Don't take my pokemon! You already\ntook one from my sister!





            Screenshots in attachments!



            i can talk to all three of them, and all three will give me their pokemon (had to restart to test for each one). they will even talk to me after i take their pokemon, but the other two that didn't give me their pokemon will either just beep when i talk to them (no dialogue box), or crash the game.
            i've used the debug option in XSE before compiling, but no errors occur at debug.


            i am a total noob when it comes to scripting, so if i'm using something wrong, then please tell me.

            i'd like to know how to fix this so that one will give me a pokemon, but the other two won't after i take one.
            Attached Images
            File Type: png ORDER.png‎ (23.8 KB, 9 views) (Save to Dropbox)
            File Type: png BULB.png‎ (19.8 KB, 9 views) (Save to Dropbox)
            File Type: png CHAR.png‎ (23.3 KB, 8 views) (Save to Dropbox)
            File Type: png SQUIR.png‎ (28.7 KB, 8 views) (Save to Dropbox)
              #7307    
            Old September 18th, 2012 (5:53 PM). Edited September 18th, 2012 by DoubleDare96.
            DoubleDare96's Avatar
            DoubleDare96 DoubleDare96 is offline
            Pybro
               
              Join Date: Aug 2012
              Location: California, United States
              Gender: Male
              Nature: Adamant
              Posts: 6
              Quote:
              Originally Posted by passarbye View Post
              Hey guys, i'm having some issues with three different scripts.
              some help with them would be greatly appreciated.

              Game: Pokemon Fire Red BPRE
              Editor: XSE
              Script: trying to make a situation where you get to pick from 3 pokemon from people, rather than from items like oak's place.
              i also want them to recognize if you've picked a pokemon from one of the other people.

              Spoiler:

              SCRIPT #1

              #dynamic 0x801000

              #org @start
              lock
              faceplayer
              checkflag 0x1200
              if 0x1 goto @done
              checkflag 0x1201
              if 0x1 goto @picked
              checkflag 0x1202
              if 0x1 goto @picked
              msgbox @question 0x5
              compare LASTRESULT 0x1
              if 0x1 goto @givepokemon
              msgbox @nothanks 0x6
              release
              end

              #org @done
              msgbox @checkup 0x6
              release
              end

              #org @givepokemon
              msgbox @thanks 0x6
              givepokemon 0x1 0x5 0x0 0x0 0x0 0x0
              fanfare 0x13E
              msgbox @recieved 0x6
              waitfanfare
              setflag 0x1200
              msgbox @thanks2 0x6
              release
              end

              #org @question
              = I can't take care of my Bulbasaur,\nwould you like to take it?
              #org @nothanks
              = I understand. Please come back if\nyou change your mind!
              #org @thanks
              = Oh good!
              #org @thanks2
              = Please take good care of\nBulbasaur!
              #org @recieved
              = \v\h01 recieved a BULBASAUR!
              #org @checkup
              = How is my old Bulbasaur doing?\nKeep treating him well!
              #org @picked
              = But you've already picked out a\npokemon from one of my sisters!\lYou can't have mine.



              SCRIPT #2


              #dynamic 0x800B00

              #org @start
              lock
              faceplayer
              checkflag 0x1200
              if 0x1 goto @picked
              checkflag 0x1201
              if 0x1 goto @done
              checkflag 0x1202
              if 0x1 goto @picked
              msgbox @question 0x5
              compare LASTRESULT 0x1
              if 0x1 goto @givepokemon
              msgbox @nothanks 0x6
              release
              end

              #org @done
              msgbox @checkup 0x6
              release
              end

              #org @givepokemon
              msgbox @thanks 0x6
              givepokemon 0x4 0x5 0x0 0x0 0x0 0x0
              fanfare 0x13E
              msgbox @recieved 0x6
              waitfanfare
              setflag 0x1201
              msgbox @thanks2 0x6
              release
              end

              #org @question
              = Hi! Would you like to take care of\nmy Charmander?

              #org @nothanks
              = Oh, okay..

              #org @thanks
              = Thank you so much!

              #org @thanks2
              = Hope you like Charmander.

              #org @recieved
              = \v\h01 recieved a CHARMANDER!

              #org @checkup
              = How is Charmander doing?

              #org @picked
              = But you've already taken a pokemon\nfrom one of my sisters..


              SCRIPT #3

              #dynamic 0x802800

              #org @start
              lock
              faceplayer
              checkflag 0x1200
              if 0x1 goto @picked
              checkflag 0x1201
              if 0x1 goto @picked
              checkflag 0x1202
              if 0x1 goto @done
              msgbox @question 0x5
              compare LASTRESULT 0x1
              if 0x1 goto @givepokemon
              msgbox @nothanks 0x6
              release
              end

              #org @done
              msgbox @checkup 0x6
              release
              end

              #org @givepokemon
              msgbox @thanks 0x6
              givepokemon 0x7 0x5 0x0 0x0 0x0 0x0
              fanfare 0x13E
              msgbox @recieved 0x6
              waitfanfare
              setflag 0x1202
              msgbox @thanks2 0x6
              release
              end

              #org @question
              = Hey! Can you take care of my\nSquirtle?

              #org @nothanks
              = Oh, fine. Come back later if you\nwant it.

              #org @thanks
              = Great!

              #org @thanks2
              = Stay safe!

              #org @recieved
              = \v\h01 recieved a SQUIRTLE!

              #org @checkup
              = How's my Squirtle doing?

              #org @picked
              = Don't take my pokemon! You already\ntook one from my sister!





              Screenshots in attachments!



              i can talk to all three of them, and all three will give me their pokemon (had to restart to test for each one). they will even talk to me after i take their pokemon, but the other two that didn't give me their pokemon will either just beep when i talk to them (no dialogue box), or crash the game.
              i've used the debug option in XSE before compiling, but no errors occur at debug.


              i am a total noob when it comes to scripting, so if i'm using something wrong, then please tell me.

              i'd like to know how to fix this so that one will give me a pokemon, but the other two won't after i take one.
              Try having all three of them use the same flag. The reason that it doesn't work is because you checkflag 0x1200 or whatever for each one and it goes straight to @done instead of checking @picked.
                #7308    
              Old September 19th, 2012 (5:12 AM).
              ManekenT ManekenT is offline
                 
                Join Date: Aug 2012
                Posts: 2
                Need help with var number, with some var numbers the scripts seem to work but reset when i change maps and with some they dont work at all.
                How do i find out which var number is correct and for what are they used?
                Or is there a problem in the script?

                Game: FireRed
                Type: Trigger
                Editor: XSE

                Spoiler:
                Code:
                '---------------
                #org 0x740C95
                lockall
                setvar 0x7000 0x1
                goto 0x8740CA1
                
                '---------------
                #org 0x740CA1
                checkflag 0x901
                if 0x1 goto 0x8740CF4
                checkflag 0x902
                if 0x1 goto 0x8740CD5
                applymovement 0x2 0x8740DA1
                waitmovement 0x0
                msgbox 0x8740CF7 MSG_KEEPOPEN '"Text"
                applymovement MOVE_PLAYER 0x8740D9E
                waitmovement 0x0
                setflag 0x902
                releaseall
                end
                
                '---------------
                #org 0x740CF4
                releaseall
                end
                
                '---------------
                #org 0x740CD5
                applymovement 0x2 0x8740DA1
                waitmovement 0x0
                msgbox 0x8740D40 MSG_KEEPOPEN '"Text"
                applymovement MOVE_PLAYER 0x8740D9E
                waitmovement 0x0
                releaseall
                end
                
                
                '---------
                ' Strings
                '---------
                #org 0x740CF7
                = Text
                #org 0x740D40
                = Text
                
                
                '-----------
                ' Movements
                '-----------
                #org 0x740DA1
                #raw 0x2 'Face Left
                #raw 0xFE 'End of Movements
                
                #org 0x740D9E
                #raw 0x11 'Step Up (Normal)
                #raw 0xFE 'End of Movements
                  #7309    
                Old September 19th, 2012 (7:29 AM). Edited September 20th, 2012 by Bilaterus.
                Bilaterus's Avatar
                Bilaterus Bilaterus is offline
                ToBe Best Spriter ;)
                   
                  Join Date: Jul 2011
                  Gender: Male
                  Nature: Naive
                  Posts: 31
                  Hey this is quite a long script with some movement and a battle, I would like to find out what is inevitably wrong with it but it won't let me compile! I keep getting an error message saying 'run time error 13 type mismatch'. I've looked over it and I'm finding it difficult to find a/the mistake I have made. I'm still working on it but if it's saying errors now there's no point carrying on. :O

                  Game:
                  Fire Red (The best one! Lol)
                  Type:
                  Level Script
                  Editor:
                  PokeScript
                  Script:
                  Spoiler:
                  #org $script
                  message $hey
                  $hey 1 = \c\h01\h08???: Hey!
                  boxset 4
                  applymovement 0xFF $gotcha
                  $gotcha 1 ; #binary 0x10 0x10 0x10 0xFE
                  applymovement 6 $gotchme
                  $gotchme 1 ; #binary 0x61 0x1E 0x1E 0x1E 0x1E 0x1E 0x1E 0x1E 0xFE
                  pausemove 0x0000
                  applymovement 6 $exclam
                  $exclam 1 ; #binary 0x62 0xFE
                  pausemove 0x0000
                  message $hello
                  $hello 1 = \c\h01\h08AIDE: Did PROF. OAK give you\nthat POKeMON?
                  boxset 5
                  compare 0x800D 0x0001
                  if 0x01 goto $yes
                  message $wah
                  $wah 1 = \c\h01\h08WAH?!\pY...You...\pLet's see if you know\nhow to use it, THIEF!
                  boxset 6
                  fadescreen 1
                  applymovement 4 $bye
                  $bye 1 ; #binary 0x60 0xFE
                  applymovement 5 $bye
                  applymovement 7 $seven
                  $seven 1 ; #binary 0x61 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0xFE
                  applymovement 8 $seven
                  applymovement 9 $seven
                  applymovement 10 $seven
                  applymovement 11 $seven
                  applymovement 12 $seven
                  applymovement 13 $seven
                  pausemove 0x0000
                  pause 0x40
                  fadescreen 0x00
                  pause 0x40
                  message $geddit
                  $geddit 1 = \c\h01\h08For PROFESSOR OAK!
                  boxset 6
                  trainerbattle 0x09 0x01 $win $lose
                  release
                  end

                  message $after
                  $after 1 = You're tough!
                  boxset 6
                  release
                  end

                  #org $win
                  applymovement 7 $exclam
                  applymovement 8 $exclam
                  applymovement 9 $exclam
                  applymovement 10 $exclam
                  applymovement 11 $exclam
                  applymovement 12 $exclam
                  applymovement 13 $exclam
                  pausemove 0x0000
                  message $woah
                  $woah 1 = \c\h01\h08W... Wha... I lost?!
                  boxset 6
                  #raw 0xAC 0x11 0x00 0x0E 0x00
                  #raw 0xAE
                  message $ooak
                  $ooak 1 = \c\h01\h08???:What is going on out here?
                  boxset 6
                  applymovement 14 $oakapp
                  $oakapp 1 ; #binary 0x61 0x10 0xFE
                  pausemove 0x0000
                  #raw 0xAD 0x11 0x00 0x0E 0x00
                  #raw 0xAE
                  applymovement 7 $lookleft1
                  $lookleft1 1 ; #binary 0x02 0x13 0x65 0xFE
                  applymovement 10 $lookleft
                  $lookleft 1 ; #binary 0x02 0x65 0xFE
                  applymovement 11 $lookleft
                  applymovement 13 $lookleft
                  applymovement 8 $lookup
                  $lookup 1 ; #binary 0x01 0x65 0xFE
                  applymovement 9 $lookup
                  applymovement 12 $lookup
                  pausemove 0x0000
                  pausemove 0x30
                  applymovement 14 $oakent
                  $oakent 1 ; #binary 0x08 0x0A 0x08 0x08 0xFE
                  pausemove 0x0000
                  message $ohak
                  $ohak 1 = \c\h01\h08OAK: AIDEN!
                  boxset 6
                  applymovement 6 $aiden
                  $aiden 1 ; #binary 0x03 0x03 0x02 0x02 0x01 0xFE
                  pausemove 0x0000
                  message $aidups
                  $aidups 1 = Erm...\pSo...\pHow about that job?
                  boxset 6
                  message $uroak
                  $uroak 1 = Leave PALLET TOWN now AIDEN...
                  boxset 6
                  setvar 0x6003 0x01
                  release
                  end

                  #org $lose
                  release
                  end

                  #org $yes
                  message $oh
                  $oh 1 = oh coolz
                  boxset 6
                  release
                  end


                  Thanks in advance for the help!

                  EDIT: For all those with a similar problem I found out that I had too many movements in one offset (i.e
                  $seven 1 ; #binary 0x61 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0xFE
                  should be cut down to
                  $seven 1 ; #binary 0x61 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0xFE
                  $seven2 1 ; #binary 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0xFE
                  So yup :)
                  __________________
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                  Visit my youtube channel too and check out my tutorials on all things (you guessed it!) Advance Mapping!
                  http://www.youtube.com/user/AdvancedMapFreak
                    #7310    
                  Old September 19th, 2012 (4:26 PM).
                  passarbye's Avatar
                  passarbye passarbye is offline
                  Just passin' thru
                     
                    Join Date: Sep 2012
                    Gender: Male
                    Posts: 21
                    Quote:
                    Originally Posted by DoubleDare96 View Post
                    Try having all three of them use the same flag. The reason that it doesn't work is because you checkflag 0x1200 or whatever for each one and it goes straight to @done instead of checking @picked.
                    if i use the same flag, then won't all three of them ask how each pokemon is doing?

                    say i take a pokemon from person A.
                    person A sets flag 0x1200

                    if i talk to person B, and they checkflag 0x1200, then they'll go straight to their @done and ask how their pokemon is doing (when i didn't take it), instead of telling me that i've already taken one from person A

                    so how would i go about writing that?

                    if i take a pokemon from person A, i want them to talk to me about how their pokemon is doing (which i can do).
                    but if i talk to person B after taking a pokemon from person A, i want person B to tell me that i can't have theirs.
                      #7311    
                    Old September 20th, 2012 (1:27 AM).
                    Satoshi Ookami's Avatar
                    Satoshi Ookami Satoshi Ookami is offline
                    Memento Mori
                     
                    Join Date: Jul 2008
                    Location: Abyss of Time, Great Seal
                    Age: 26
                    Gender: Male
                    Nature: Calm
                    Posts: 14,530
                    @passarby: Use of 3 flags is a good idea.
                    But... do it this way:

                    Let all 3 OWs have different flags and check them like this:
                    checkflag 0xflag of the OW
                    if 0x1 goto "How's my PKMN doing?"
                    checkflag 0xflag of the different OW
                    if 0x1 goto "I cannot give you mine"
                    checkflag 0xflag of the last OW
                    if 0x1 goto "I cannot give you mine"

                    By using this script will go to the right #org because the flags will be set differently ;)
                    __________________
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                      #7312    
                    Old September 20th, 2012 (1:14 PM).
                    Darkrai87 Darkrai87 is offline
                       
                      Join Date: Dec 2010
                      Gender: Male
                      Posts: 20
                      Quote:
                      Originally Posted by Bilaterus View Post
                      Hey this is quite a long script with some movement and a battle, I would like to find out what is inevitably wrong with it but it won't let me compile! I keep getting an error message saying 'run time error 13 type mismatch'. I've looked over it and I'm finding it difficult to find a/the mistake I have made. I'm still working on it but if it's saying errors now there's no point carrying on. :O

                      Game:
                      Fire Red (The best one! Lol)
                      Type:
                      Level Script
                      Editor:
                      PokeScript
                      Script:
                      Spoiler:
                      #org $script
                      message $hey
                      $hey 1 = \c\h01\h08???: Hey!
                      boxset 4
                      applymovement 0xFF $gotcha
                      $gotcha 1 ; #binary 0x10 0x10 0x10 0xFE
                      applymovement 6 $gotchme
                      $gotchme 1 ; #binary 0x61 0x1E 0x1E 0x1E 0x1E 0x1E 0x1E 0x1E 0xFE
                      pausemove 0x0000
                      applymovement 6 $exclam
                      $exclam 1 ; #binary 0x62 0xFE
                      pausemove 0x0000
                      message $hello
                      $hello 1 = \c\h01\h08AIDE: Did PROF. OAK give you\nthat POKeMON?
                      boxset 5
                      compare 0x800D 0x0001
                      if 0x01 goto $yes
                      message $wah
                      $wah 1 = \c\h01\h08WAH?!\pY...You...\pLet's see if you know\nhow to use it, THIEF!
                      boxset 6
                      fadescreen 1
                      applymovement 4 $bye
                      $bye 1 ; #binary 0x60 0xFE
                      applymovement 5 $bye
                      applymovement 7 $seven
                      $seven 1 ; #binary 0x61 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0xFE
                      applymovement 8 $seven
                      applymovement 9 $seven
                      applymovement 10 $seven
                      applymovement 11 $seven
                      applymovement 12 $seven
                      applymovement 13 $seven
                      pausemove 0x0000
                      pause 0x40
                      fadescreen 0x00
                      pause 0x40
                      message $geddit
                      $geddit 1 = \c\h01\h08For PROFESSOR OAK!
                      boxset 6
                      trainerbattle 0x09 0x01 $win $lose
                      release
                      end

                      message $after
                      $after 1 = You're tough!
                      boxset 6
                      release
                      end

                      #org $win
                      applymovement 7 $exclam
                      applymovement 8 $exclam
                      applymovement 9 $exclam
                      applymovement 10 $exclam
                      applymovement 11 $exclam
                      applymovement 12 $exclam
                      applymovement 13 $exclam
                      pausemove 0x0000
                      message $woah
                      $woah 1 = \c\h01\h08W... Wha... I lost?!
                      boxset 6
                      #raw 0xAC 0x11 0x00 0x0E 0x00
                      #raw 0xAE
                      message $ooak
                      $ooak 1 = \c\h01\h08???:What is going on out here?
                      boxset 6
                      applymovement 14 $oakapp
                      $oakapp 1 ; #binary 0x61 0x10 0xFE
                      pausemove 0x0000
                      #raw 0xAD 0x11 0x00 0x0E 0x00
                      #raw 0xAE
                      applymovement 7 $lookleft1
                      $lookleft1 1 ; #binary 0x02 0x13 0x65 0xFE
                      applymovement 10 $lookleft
                      $lookleft 1 ; #binary 0x02 0x65 0xFE
                      applymovement 11 $lookleft
                      applymovement 13 $lookleft
                      applymovement 8 $lookup
                      $lookup 1 ; #binary 0x01 0x65 0xFE
                      applymovement 9 $lookup
                      applymovement 12 $lookup
                      pausemove 0x0000
                      pausemove 0x30
                      applymovement 14 $oakent
                      $oakent 1 ; #binary 0x08 0x0A 0x08 0x08 0xFE
                      pausemove 0x0000
                      message $ohak
                      $ohak 1 = \c\h01\h08OAK: AIDEN!
                      boxset 6
                      applymovement 6 $aiden
                      $aiden 1 ; #binary 0x03 0x03 0x02 0x02 0x01 0xFE
                      pausemove 0x0000
                      message $aidups
                      $aidups 1 = Erm...\pSo...\pHow about that job?
                      boxset 6
                      message $uroak
                      $uroak 1 = Leave PALLET TOWN now AIDEN...
                      boxset 6
                      setvar 0x6003 0x01
                      release
                      end

                      #org $lose
                      release
                      end

                      #org $yes
                      message $oh
                      $oh 1 = oh coolz
                      boxset 6
                      release
                      end


                      Thanks in advance for the help!

                      EDIT: For all those with a similar problem I found out that I had too many movements in one offset (i.e
                      $seven 1 ; #binary 0x61 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0xFE
                      should be cut down to
                      $seven 1 ; #binary 0x61 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0xFE
                      $seven2 1 ; #binary 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0xFE
                      So yup :)
                      For future reference PokeScript is really buggy and not really supported by many people anymore so be wary.
                      __________________
                      Currently playing through: Pokemon Flora Sky
                        #7313    
                      Old September 20th, 2012 (4:35 PM).
                      awipe1's Avatar
                      awipe1 awipe1 is offline
                         
                        Join Date: Aug 2012
                        Gender: Male
                        Posts: 215
                        Hey I wrote a script for running shoes, but it doesn't work! Like everything is fine except the player does not recieve the running shoes, when they hold B they won't run! Can someone please tell me why this happens?

                        I use XSE 1.1.1 and am moding pokemon fire red
                        this is the script
                        Spoiler:

                        #dynamic 0x800000

                        #org @start
                        lock
                        sound 0x15
                        applymovement 0x1 @Move1
                        waitmovement 0x0
                        msgbox @Talk1 MSG_KEEPOPEN
                        closeonkeypress
                        pause 0x1E
                        applymovement 0x1 @Move2
                        waitmovement 0x0
                        msgbox @Talk2 MSG_KEEPOPEN
                        closeonkeypress
                        special 0x171
                        fanfare 0x13E
                        msgbox @shoe 0x6
                        waitfanfare
                        msgbox @yay 0x6
                        applymovement 0x1 @Move3
                        waitmovement 0x0
                        setvar 0x4033 0x1
                        release
                        end

                        #org @Move1
                        #raw 0x1
                        #raw 0x62
                        #raw 0xFE

                        #org @Talk1
                        = Hey! \v\h01!

                        #org @Move2
                        #raw 0x11
                        #raw 0x11
                        #raw 0x13
                        #raw 0xFE

                        #org @Move3
                        #raw 0x12
                        #raw 0x10
                        #raw 0x10
                        #raw 0x2
                        #raw 0xFE

                        #org @shoe
                        = [Player], received RUNNING SHOES!

                        #org @yay
                        = Hold the B button to run!\pYou can use these to get around\nfaster!\pProfessor Oak is waiting for you!\nGo outside and go to his lab!

                        #org @Talk2
                        = Your dad has still not come home\nyet ...\pI'm sure he will be home soon!\pProfessor Oak told me you are\nstarting your Pokemon adventure\ltoday! I think you will need these!
                          #7314    
                        Old September 20th, 2012 (6:13 PM).
                        Alignment's Avatar
                        Alignment Alignment is offline
                        Revered with the stars
                           
                          Join Date: Mar 2010
                          Gender: Male
                          Nature: Lonely
                          Posts: 308
                          Quote:
                          Originally Posted by awipe1 View Post
                          Hey I wrote a script for running shoes, but it doesn't work! Like everything is fine except the player does not recieve the running shoes, when they hold B they won't run! Can someone please tell me why this happens?

                          I use XSE 1.1.1 and am moding pokemon fire red
                          this is the script
                          Spoiler:

                          #dynamic 0x800000

                          #org @start
                          lock
                          sound 0x15
                          applymovement 0x1 @Move1
                          waitmovement 0x0
                          msgbox @Talk1 MSG_KEEPOPEN
                          closeonkeypress
                          pause 0x1E
                          applymovement 0x1 @Move2
                          waitmovement 0x0
                          msgbox @Talk2 MSG_KEEPOPEN
                          closeonkeypress
                          special 0x171
                          fanfare 0x13E
                          msgbox @shoe 0x6
                          waitfanfare
                          msgbox @yay 0x6
                          applymovement 0x1 @Move3
                          waitmovement 0x0
                          setvar 0x4033 0x1
                          release
                          end

                          #org @Move1
                          #raw 0x1
                          #raw 0x62
                          #raw 0xFE

                          #org @Talk1
                          = Hey! \v\h01!

                          #org @Move2
                          #raw 0x11
                          #raw 0x11
                          #raw 0x13
                          #raw 0xFE

                          #org @Move3
                          #raw 0x12
                          #raw 0x10
                          #raw 0x10
                          #raw 0x2
                          #raw 0xFE

                          #org @shoe
                          = [Player], received RUNNING SHOES!

                          #org @yay
                          = Hold the B button to run!\pYou can use these to get around\nfaster!\pProfessor Oak is waiting for you!\nGo outside and go to his lab!

                          #org @Talk2
                          = Your dad has still not come home\nyet ...\pI'm sure he will be home soon!\pProfessor Oak told me you are\nstarting your Pokemon adventure\ltoday! I think you will need these!
                          Assuming this is Fire Red, you must set flag 0x82F somewhere in the script.
                            #7315    
                          Old September 20th, 2012 (10:05 PM).
                          firefur firefur is offline
                             
                            Join Date: Jul 2012
                            Gender: Male
                            Posts: 4
                            I am a first timer on here so please be patiant with me. I am trying to get a simple message script to work for a pokemon hack of mine. I am using XSE. I wrote out my code, saved it as an rbc file, than went to compile it to my fire red ROM, and it said 'unknown keyword 'lock' on line 4.


                            Heres the ode im using


                            #dynamic 0x800000

                            #org @speak
                            lock
                            faceplayer
                            msgbox @blah 0x6
                            release
                            end

                            #org @blah
                            See you later -wink-
                              #7316    
                            Old September 20th, 2012 (10:49 PM).
                            DrFuji's Avatar
                            DrFuji DrFuji is online now
                            Heiki Hecchara‌‌
                             
                            Join Date: Sep 2009
                            Location: Aussie
                            Age: 25
                            Gender: Male
                            Nature: Jolly
                            Posts: 1,485
                            Quote:
                            Originally Posted by firefur View Post
                            I am a first timer on here so please be patiant with me. I am trying to get a simple message script to work for a pokemon hack of mine. I am using XSE. I wrote out my code, saved it as an rbc file, than went to compile it to my fire red ROM, and it said 'unknown keyword 'lock' on line 4.


                            Heres the ode im using


                            #dynamic 0x800000

                            #org @speak
                            lock
                            faceplayer
                            msgbox @blah 0x6
                            release
                            end

                            #org @blah
                            See you later -wink-
                            It sounds like you're using XSE version 1.0 which is known to have problems recognising simple commands. Here's a link to XSE 1.1.1 that will be able to compile your scripts correctly.

                            Also, your script can be altered to make it shorter yet still do everything you want it to. Use this script (Minus my explanations):

                            Code:
                            #dynamic 0x800000
                            
                            #org @speak
                            msgbox @blah 0x2 // the 0x2 type msgbox automatically includes the lock and faceplayer commands
                            release
                            end
                            
                            #org @blah
                            = See you later  -wink- // You forgot to include the equals sign which indicates that the following text is what should be said in-game
                            __________________
                              #7317    
                            Old September 21st, 2012 (8:27 AM). Edited September 21st, 2012 by firefur.
                            firefur firefur is offline
                               
                              Join Date: Jul 2012
                              Gender: Male
                              Posts: 4
                              Thanks so much! The code you gave me worked without having to update (though I probably still will lol)

                              Ran into another problem....

                              The code compiles and it gives me the offsets. I click the player in Advancemap, put in the script offset, and save my changes, but when I loa the rom to test it, the NPC says nothing. Any ideas on how to fix this? I have tried with both offsets given (though im fairly sure you use the one on the top), and I still can't get them to speak.

                              Thanks for your time in advance :D
                                #7318    
                              Old September 21st, 2012 (3:58 PM).
                              DrFuji's Avatar
                              DrFuji DrFuji is online now
                              Heiki Hecchara‌‌
                               
                              Join Date: Sep 2009
                              Location: Aussie
                              Age: 25
                              Gender: Male
                              Nature: Jolly
                              Posts: 1,485
                              Quote:
                              Originally Posted by firefur View Post
                              Thanks so much! The code you gave me worked without having to update (though I probably still will lol)

                              Ran into another problem....

                              The code compiles and it gives me the offsets. I click the player in Advancemap, put in the script offset, and save my changes, but when I loa the rom to test it, the NPC says nothing. Any ideas on how to fix this? I have tried with both offsets given (though im fairly sure you use the one on the top), and I still can't get them to speak.

                              Thanks for your time in advance :D
                              Once again, that has to do with having an outdated version of XSE :P
                              __________________
                                #7319    
                              Old September 21st, 2012 (5:57 PM).
                              Renegade's Avatar
                              Renegade Renegade is offline
                              Time for real life...
                                 
                                Join Date: Nov 2011
                                Location: United States
                                Gender: Male
                                Nature: Careful
                                Posts: 998
                                Quote:
                                Originally Posted by firefur View Post
                                Thanks so much! The code you gave me worked without having to update (though I probably still will lol)

                                Ran into another problem....

                                The code compiles and it gives me the offsets. I click the player in Advancemap, put in the script offset, and save my changes, but when I loa the rom to test it, the NPC says nothing. Any ideas on how to fix this? I have tried with both offsets given (though im fairly sure you use the one on the top), and I still can't get them to speak.

                                Thanks for your time in advance :D
                                As DrFuji said, you need a major update :P I have a link for you:
                                http://www.mediafire.com/?1p31j337yes50io
                                  #7320    
                                Old September 22nd, 2012 (2:21 PM).
                                firefur firefur is offline
                                   
                                  Join Date: Jul 2012
                                  Gender: Male
                                  Posts: 4
                                  Thanks guys, it's working great!
                                    #7321    
                                  Old September 27th, 2012 (1:42 AM).
                                  BOH BOH is offline
                                     
                                    Join Date: Aug 2007
                                    Posts: 31
                                    Hi, i've two questions

                                    1. Using PKSV, i've edited a signpost script inserted a checkflag:

                                    #dynamic 0x814D7F6
                                    #org @main
                                    lockall
                                    checkflag 0x51
                                    if true call @text
                                    releaseall
                                    end

                                    #org @text
                                    msgbox 0x816AE50
                                    callstd MSG_NOCLOSE ' Non-closing message
                                    return

                                    #org 0x816AE50
                                    = my message

                                    I've compiled all but when i reopen this script there are only four lines saying:

                                    #org 0x814D7F6
                                    '-----------------------------------
                                    loadpointer 0xF 0x16AE5000
                                    'Pointer not in ROM area
                                    jumpstd 0x9

                                    where is the error?

                                    2. I wanna lock or open a door depending on a flag. If locked i want to display a message, else hero can enter normally. How can i do this?

                                    Thanks a lot
                                    __________________
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                                      #7322    
                                    Old September 27th, 2012 (6:59 AM).
                                    Avonly's Avatar
                                    Avonly Avonly is offline
                                       
                                      Join Date: Sep 2012
                                      Gender: Female
                                      Posts: 4
                                      I am a person, who don't know anything about rom editing.
                                      I would like to ask you, users, for help.

                                      What I am interested,
                                      is a change boy
                                      Spoiler:
                                      oi45.tinypic.com/2r6yz2b.jpg
                                      on a girl sprites.
                                      Spoiler:
                                      oi49.tinypic.com/2n1hvn6.jpg

                                      There are many editing programs, but only Tile Layer Pro and Molester support R/B/Y versions.
                                      Work in them is too complicated for someone like me, inexperienced.


                                      Moderators don't want to accept a separate topic, so write it here.
                                        #7323    
                                      Old September 27th, 2012 (7:06 AM).
                                      Nate VonGrimm's Avatar
                                      Nate VonGrimm Nate VonGrimm is offline
                                         
                                        Join Date: Oct 2011
                                        Location: Uxbridge
                                        Age: 27
                                        Gender: Male
                                        Nature: Relaxed
                                        Posts: 124
                                        Quote:
                                        Originally Posted by Avonly View Post
                                        I am a person, who don't know anything about rom editing.
                                        I would like to ask you, users, for help.

                                        What I am interested,
                                        is a change boy
                                        Spoiler:
                                        oi45.tinypic.com/2r6yz2b.jpg
                                        on a girl sprites.
                                        Spoiler:
                                        oi49.tinypic.com/2n1hvn6.jpg

                                        There are many editing programs, but only Tile Layer Pro and Molester support R/B/Y versions.
                                        Work in them is too complicated for someone like me, inexperienced.


                                        Moderators don't want to accept a separate topic, so write it here.
                                        This question is best asked at the 'Simple Questions' thread.
                                        This thread is for script help.

                                        And the mods won't accept a new thread for it because there is already a couple a question threads around for people to ask these questions.
                                        __________________
                                        Currently working on a new Pokemon Hack with an in-depth story line!
                                        That's about as much as you're going to get for now...


                                          #7324    
                                        Old September 27th, 2012 (8:33 AM).
                                        Avonly's Avatar
                                        Avonly Avonly is offline
                                           
                                          Join Date: Sep 2012
                                          Gender: Female
                                          Posts: 4
                                          Okay, Nate VonGrimm. I write there too.
                                          I hope it will not taken as spam (ask the same question).
                                            #7325    
                                          Old September 27th, 2012 (9:46 AM).
                                          Alignment's Avatar
                                          Alignment Alignment is offline
                                          Revered with the stars
                                             
                                            Join Date: Mar 2010
                                            Gender: Male
                                            Nature: Lonely
                                            Posts: 308
                                            Quote:
                                            Originally Posted by BOH View Post
                                            Hi, i've two questions

                                            1. Using PKSV, i've edited a signpost script inserted a checkflag:

                                            #dynamic 0x814D7F6
                                            #org @main
                                            lockall
                                            checkflag 0x51
                                            if true call @text
                                            releaseall
                                            end

                                            #org @text
                                            msgbox 0x816AE50
                                            callstd MSG_NOCLOSE ' Non-closing message
                                            return

                                            #org 0x816AE50
                                            = my message

                                            I've compiled all but when i reopen this script there are only four lines saying:

                                            #org 0x814D7F6
                                            '-----------------------------------
                                            loadpointer 0xF 0x16AE5000
                                            'Pointer not in ROM area
                                            jumpstd 0x9

                                            where is the error?

                                            2. I wanna lock or open a door depending on a flag. If locked i want to display a message, else hero can enter normally. How can i do this?

                                            Thanks a lot
                                            Question 1) change your #dyn to something inside the ROM, i.e 0x740000

                                            Question 2) You can do this two ways. A simple setmaptile checking a flag, or a walk_down if the flag isn't set. To so both of these you need the same skeleton as you made in question 1. Instead of else you have to just continue the script, there aren't anything like parameters in any scripting program (to my knowledge).

                                            It's important to note that the flag being true or false is dependent on which situation you're going to use. For example the walk_down will require the flag to be unset, where as the setmaptile will require it to be set (to follow the same general skeleton atleast).

                                            Spoiler:

                                            #dyn 0x740000
                                            #org @start
                                            lockall
                                            checkflag 0x[whatever the flag is]
                                            if true jump @flag_set
                                            msgbox @text
                                            callstd MSG_NORMAL
                                            release
                                            end

                                            #org @flag_set
                                            'Here you either do the text message walk down or the setmaptile
                                            'it's just appymovement PLAYER @walkdown
                                            'for setmaptile the sytnax is:
                                            'setmaptile X Y tile movement-permission
                                            'followed by the special
                                            releaseall
                                            end


                                            That's all in PKSV btw.
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