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  #2976    
Old January 31st, 2010 (12:47 PM).
metapod23's Avatar
metapod23 metapod23 is offline
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    Quote:
    Originally Posted by The Gambling Gallade View Post
    I'm making a little test hack, that demonstrates for me little hacking techniques (Whether it be scripting, sprite editing, ASM, or whatever), and I'm sort of doing one thing of each in the hack, so if I need to, I can look back at it and understand how I did that. Later in my life, I will be making a full hack.

    But, this one script has been troubling me. I simply put it on the floor on a tile that is darker than the rest, and whenever I step there, it freezes on me.
    I've taken a huge break from scripting, and I forget how to do a lot of it. Can any of you tell me what's wrong with this? It is supposed to say a message, and then give you 10,000 dollars when you step on it. Of course, this can be done multiple times. The message should replay everytime you step on it, and you should get 10,000 dollars every time you step on it. The money doesn't matter, it's just to test a givemoney script.
    Spoiler:
    #dynamic 0x80011E
    #org @money
    msgbox @givemoney 0x3
    givemoney 0x2710 0x00
    end

    #org @givemoney
    = Stepping here will give you \hB710,000.
    Have "setvar 0x(whatever variable you want to use) 0x0" at the beginning. The 0x0 at the end will make it happen again and again. Having 0x1 will make it happen only once.

    Make sure you set that variable number as the var number for the Script in A-Map as well.
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      #2977    
    Old January 31st, 2010 (12:50 PM).
    HackMew's Avatar
    HackMew HackMew is offline
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    Quote:
    Originally Posted by trebornosliw View Post
    Well, you should have lockall and releaseall in there, I think (someone please correct me if I'm wrong). Also, make sure you have the Unknown set to 0003 or 0030 and the Var Number set to 4050, 5050, or whatever you prefer.
    It's not 0003 or 0030. It's 0003. Period.
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      #2978    
    Old January 31st, 2010 (1:32 PM).
    trebornosliw's Avatar
    trebornosliw trebornosliw is offline
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      Quote:
      Originally Posted by HackMew View Post
      It's not 0003 or 0030. It's 0003. Period.
      Ah, okay then. I've seen a few people use 0030, but it was probably for something else. Thanks!
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        #2979    
      Old January 31st, 2010 (1:41 PM).
      BlitŻ's Avatar
      BlitŻ BlitŻ is offline
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      Quote:
      Originally Posted by trebornosliw View Post
      Ah, okay then. I've seen a few people use 0030, but it was probably for something else. Thanks!
      What about 0300? I usually do 0300 and 4050 and it works fine
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        #2980    
      Old January 31st, 2010 (3:02 PM).
      HackMew's Avatar
      HackMew HackMew is offline
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      Quote:
      Originally Posted by trebornosliw View Post
      Ah, okay then. I've seen a few people use 0030, but it was probably for something else. Thanks!
      I guess it was just a plain mistake, actually. The game doesn't use such value at all. AFAIK.


      Quote:
      Originally Posted by BlitŻ View Post
      What about 0300? I usually do 0300 and 4050 and it works fine :P
      The fact it works fine doesn't imply it's right.
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        #2981    
      Old January 31st, 2010 (3:03 PM).
      TacomenX's Avatar
      TacomenX TacomenX is offline
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        Why won't this script work?

        #org $801409
        jingle
        message $never
        $never 1 = HEY YOU!
        showsprite 6
        applymovement 6 $saphire
        $saphire 1 ; #binary 0x1D 0x1D 0x1D 0x1D 0XFE
        applymovement 6 $sol
        $sol 1 ; #binary 0x1F 0X1D 0X1D 0X1D 0XFE
        pausemove 0x0000
        goto $magi

        #org $magi
        special 0x113
        applymovement 0x7F $move1
        $move1 ; #binary 0x10 0x10 0x10 0x10 0x10 0x10 0x10 0x10 0xFE
        goto $pro

        #org $pro
        message $soul
        $soul 1 = ****, he is closer than \nI imagined...
        boxset 5
        goto $moveit

        #org $moveit
        applymovement 0x7F $move2
        $move2 ; #binary 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0xFE
        setvar 0x6000 0x0002
        release
        end

        The character from the first section of the sprite starts running as accordingly but when $sol starts then he shows the "!" sign and starts running forward in the same place.

        Also the message hey you is not displayed.

        Can you help me out please? :]
          #2982    
        Old January 31st, 2010 (3:45 PM).
        BlitŻ's Avatar
        BlitŻ BlitŻ is offline
        guahh my dog is so cute
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        Quote:
        Originally Posted by TacomenX View Post
        Why won't this script work?

        #org $801409
        jingle
        message $never
        $never 1 = HEY YOU!
        showsprite 6
        applymovement 6 $saphire
        $saphire 1 ; #binary 0x1D 0x1D 0x1D 0x1D 0XFE
        applymovement 6 $sol
        $sol 1 ; #binary 0x1F 0X1D 0X1D 0X1D 0XFE
        pausemove 0x0000
        goto $magi

        #org $magi
        special 0x113
        applymovement 0x7F $move1
        $move1 ; #binary 0x10 0x10 0x10 0x10 0x10 0x10 0x10 0x10 0xFE
        goto $pro

        #org $pro
        message $soul
        $soul 1 = ****, he is closer than \nI imagined...
        boxset 5
        goto $moveit

        #org $moveit
        applymovement 0x7F $move2
        $move2 ; #binary 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0xFE
        setvar 0x6000 0x0002
        release
        end

        The character from the first section of the sprite starts running as accordingly but when $sol starts then he shows the "!" sign and starts running forward in the same place.

        Also the message hey you is not displayed.

        Can you help me out please? :]
        You might want to stop using poke script and switch to XSE, simply because you WON'T get help here if you use poke script, or 80% of the time you won't. Plus, there are alot more people you know how to use XSE rather than poke script. So, just translate that into XSE and edit your post, that's the only advice I can give you right now to fix it.
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          #2983    
        Old February 1st, 2010 (8:50 AM). Edited February 1st, 2010 by KotovSyndrome_.
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          Is there something I can do to disable a trigger script after it's been used once?
          I'm using XSE.
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            #2984    
          Old February 1st, 2010 (9:19 AM). Edited February 1st, 2010 by Hiche...
          Hiche.. Hiche.. is offline
           
             
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            Quote:
            Originally Posted by ellface View Post
            Is there something I can do to disable a trigger script after it's been used once?
            I'm using XSE.
            Yes. When you set a flag, check the flag at the beginning of the script.
            Example:
            Code:
            #org @1
            checkflag 0x1000
            if 0x1 goto @done
            ...
            ...
            ...
            setflag 0x1000
            end
            
             #org @done
            release
            end
            
            ...
            ...
            When you set the flag, the script will then check the flag and go to @done. I hope you understand this.
              #2985    
            Old February 1st, 2010 (10:25 AM).
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            colcolstyles colcolstyles is offline
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            @Hiche..

            Eh, yes that works but it's not a very good method. The script will still actually activate (though the only commands that will run are release and end) which, though it seems harmless, can cause problems. For example, if the player triggers the script while the box that displays the current location is still showing, it will very suddenly disappear or, if the script is right on the edge of the map, effectively stop it from showing up altogether.

            The way I would recommend doing it would be the following:

            Code:
            #org @yourscript
            ...
            ... // this is your script here
            ...
            setflag 0x1000 // or setvar if it's a multiple part script
            end
            Then, in AdvanceMap, click on the little green S box that your script is assigned to and put '1000' in the Var Number box and '0000' in the Var Value box. What this does is it makes the script check the value of the flag/variable in the Var Number box (0x1000) and compare it with the number in the Var Value box (0x0000). If they are equal, then the script will run. If not, then it won't. The first time the player steps on that trigger script, the flag 0x1000 will not be set. However, at the end of the script, 0x1000 is set. The next time the player steps on that tile, the script will not run because the flag has been set and, therefore, is not equal to 0x0000.
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              #2986    
            Old February 1st, 2010 (10:41 AM).
            Hiche.. Hiche.. is offline
             
               
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              Quote:
              Originally Posted by colcolstyles View Post
              @Hiche..

              Eh, yes that works but it's not a very good method. The script will still actually activate (though the only commands that will run are release and end) which, though it seems harmless, can cause problems. For example, if the player triggers the script while the box that displays the current location is still showing, it will very suddenly disappear or, if the script is right on the edge of the map, effectively stop it from showing up altogether.

              The way I would recommend doing it would be the following:

              Code:
              #org @yourscript
              ...
              ... // this is your script here
              ...
              setflag 0x1000 // or setvar if it's a multiple part script
              end
              Then, in AdvanceMap, click on the little green S box that your script is assigned to and put '1000' in the Var Number box and '0000' in the Var Value box. What this does is it makes the script check the value of the flag/variable in the Var Number box (0x1000) and compare it with the number in the Var Value box (0x0000). If they are equal, then the script will run. If not, then it won't. The first time the player steps on that trigger script, the flag 0x1000 will not be set. However, at the end of the script, 0x1000 is set. The next time the player steps on that tile, the script will not run because the flag has been set and, therefore, is not equal to 0x0000.
              Well, this is surely better than check flag. I thought the Var number can only be the common values everybody uses (4050, 5040, etc..), but it seems I missed this. Thanks for the info, colcolstyles.
                #2987    
              Old February 1st, 2010 (10:45 AM).
              0m3GA ARS3NAL's Avatar
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              Nope, 4050 is just a variable that isn't changed at any specific point in the game, therefore any scripts with that var number are pretty safe from being disabled on accident.
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                #2988    
              Old February 1st, 2010 (12:03 PM). Edited February 1st, 2010 by KotovSyndrome_.
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                Colcolstyles, I tried your way but I needed the Var No. to be 4050 otherwise the script wouldn't activate at all.

                Hiche, I did try that earlier, but it seems I forgot the release XD

                Thanks guys Workin' now.

                However...
                New problem

                Basicly, this is a rival battle trigger script, when you hit the trigger, he is meant to appear, walk up to you, talk, battle, talk, and walk away.
                Everything works fine, except, his sprite doesn't appear...

                Spoiler:

                #dynamic 0x800000

                #org @main
                clearflag 0x1367
                showsprite 0x557
                applymovement 0xFF @move2
                waitmovement 0x0
                applymovement 0x4F @move
                waitmovement 0x0
                goto @start
                applymovement 0x4F @move3
                waitmovement 0x0
                setflag 0x1367
                hidesprite 0x557
                release
                end

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

                #org @move2
                #raw 0x62
                #raw 0x01
                #raw 0xFE

                #org @move3
                #raw 0x13
                #raw 0x10
                #raw 0x10
                #raw 0x12
                #raw 0x12
                #raw 0x10
                #raw 0x10
                #raw 0x10
                #raw 0x10
                #raw 0x10
                #raw 0x10
                #raw 0xFE

                #org @start
                trainerbattle 0x0 0x001 0x0 @intro @defeat
                msgbox @yeahboys 0x2
                end

                #org @intro
                = Hey, [PLAYER]!\pProfessor Burdock told me he gave\nyou a Pokemon too..\lLet me see yours.

                #org @defeat
                = Hmmph..\nThat was a fluke.

                #org @yeahboys
                = Well, I'll see you 'round,\n[PLAYER].


                Thanks in advance for anyone who can help
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                  #2989    
                Old February 1st, 2010 (12:45 PM).
                Satoshi Ookami's Avatar
                Satoshi Ookami Satoshi Ookami is offline
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                I'm not pretty sure since I hate showsprite command but do you really have 1367 OWs in one map?
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                  #2990    
                Old February 1st, 2010 (1:06 PM).
                HackMew's Avatar
                HackMew HackMew is offline
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                Quote:
                Originally Posted by Ash493 View Post
                I'm not pretty sure since I hate showsprite command but do you really have 1367 OWs in one map?
                No, no. That 0x1367 (not 1367) is just a flag. The problem is the showsprite command. The value must be the person event number. Not the ID aka flag.
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                  #2991    
                Old February 1st, 2010 (2:49 PM).
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                  Ah, thanks a lot HackMew

                  I knew it'd be something stupid like that XD
                  __________________

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                  We've all got better things to do,
                  Than talk in circles, run in place,
                  Answers inches from our face.
                    #2992    
                  Old February 1st, 2010 (9:02 PM).
                  Dabutcha's Avatar
                  Dabutcha Dabutcha is offline
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                    Join Date: Jan 2010
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                    Game: Pokemon Firered
                    Type: Movement/Running Shoe script
                    Editor: Poketscript & Notepad
                    Script:
                    Spoiler:
                    #org $shoes
                    lock
                    faceplayer
                    applymovement 1 $move
                    $move 1 ; #binary 0x11 0x0B
                    pausemove 0x0000
                    message $11
                    $11 1 = Professor Mike is looking for\nyou, dear.\p Take these shoes on your\n way there.
                    boxset 6
                    fanfare 0x13E
                    message $got1
                    $got1 1 = \v\h01 received the running shoes!
                    boxset 4
                    waitfanfare
                    pause 0x30
                    setflag 0x82F
                    applymovement 2 $move
                    $move 2 ; #binary 0x0A 0x10
                    pausemove 0x0000
                    pause 0x30
                    release
                    end

                    Screenshots and/or Videos: After pressing A once:
                    White.PNG

                    After pressing it twice nothing happens, the third time:
                    Whit2.PNG

                    Then I cant move. BTW the second mom is the original so I dont have to delete it.
                      #2993    
                    Old February 1st, 2010 (9:18 PM).
                    jnzooger jnzooger is offline
                       
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                      Quote:
                      Originally Posted by jnzooger View Post
                      No one seems to have this info up anywhere on the web, so I'm hoping someone here can help me. I need to change the layout of the title screen in Pokemon Red (GB) to look like so: (See 1st attachment: "What I need.png")[stupid 15 post rule]

                      So far, I have been able to get to this point: (See 2nd attachment: "What I have.png")[stupid 15 post rule]

                      I already know how to fix the Bulbasaur, but I'm stuck on the rest. In the Japanese Green version, the word "Green" is 2 tiles large, and in Red, "Red" is only 1 tile. The hand problem comes from the Pokeball bounce on the Red version title screen.

                      So, basically, I need to:
                      • Flip the Pokemon and the trainer
                      • Stop the hand from moving
                      • And change "Red" to "Green"

                      Any one out there that can help?
                      Still need help with this, plus I also need help repointing the Pokemon battle graphics to different banks. (Moving them around in the same bank is a non-issue, but they don't all fit in some of the banks.)
                        #2994    
                      Old February 1st, 2010 (11:23 PM).
                      Omega Zero's Avatar
                      Omega Zero Omega Zero is offline
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                      Quote:
                      Originally Posted by Dabutcha View Post
                      Game: Pokemon Firered
                      Type: Movement/Running Shoe script
                      Editor: Poketscript & Notepad
                      Script:
                      Spoiler:
                      #org $shoes
                      lock
                      faceplayer
                      applymovement 1 $move
                      $move 1 ; #binary 0x11 0x0B 0xFE
                      pausemove 0x0000
                      message $11
                      $11 1 = Professor Mike is looking for\nyou, dear.\p Take these shoes on your\n way there.
                      boxset 6
                      fanfare 0x13E
                      message $got1
                      $got1 1 = \v\h01 received the running shoes!
                      boxset 4
                      waitfanfare
                      pause 0x30
                      setflag 0x82F
                      applymovement 2 $move
                      $move 2 ; #binary 0x0A 0x10 0xFE
                      pausemove 0x0000
                      pause 0x30
                      release
                      end

                      Screenshots and/or Videos: After pressing A once:
                      Attachment 52283

                      After pressing it twice nothing happens, the third time:
                      Attachment 52284

                      Then I cant move. BTW the second mom is the original so I dont have to delete it.
                      You forgot to end the movements with 0xFE i'll fix it up in bold :3
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                        #2995    
                      Old February 2nd, 2010 (12:16 AM).
                      Satoshi Ookami's Avatar
                      Satoshi Ookami Satoshi Ookami is offline
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                      Quote:
                      Originally Posted by HackMew View Post
                      No, no. That 0x1367 (not 1367) is just a flag. The problem is the showsprite command. The value must be the person event number. Not the ID aka flag.
                      Yeah I meant that 557 is 1367 in hex it was nice coincidence...

                      @ellface : And by the way you might wanna think of editing your script and putting clearflag to different string.
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                        #2996    
                      Old February 2nd, 2010 (4:16 PM).
                      Dabutcha's Avatar
                      Dabutcha Dabutcha is offline
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                        Spoiler:
                        #org $shoes
                        lock
                        faceplayer
                        applymovement 1 $move
                        $move 1 ; #binary 0x11 0x0B 0xFE
                        pausemove 0x0000
                        message $11
                        $11 1 = Professor Mike is looking for\nyou, dear.\p Take these shoes on your\n way there.
                        boxset 6
                        fanfare 0x13E
                        message $got1
                        $got1 1 = \v\h01 received the running shoes!
                        boxset 4
                        waitfanfare
                        pause 0x30
                        setflag 0x82F
                        applymovement 2 $move
                        $move 2 ; #binary 0x0A 0x10 0xFE
                        pausemove 0x0000
                        pause 0x30
                        release
                        end


                        Still doesnt work. I think Ill switch to XSE if this is a valid script. I have one more though.

                        Game: Pokemon Firered
                        Type: Pokemon Flag
                        Editor: Poketscript & Notepad
                        Script:
                        Spoiler:
                        lock
                        faceplayer
                        checkflag 0x1200
                        if 0x01 goto $done
                        message $talk
                        $talk 1 = It's a wild Cubone!
                        boxset 6
                        givepokemon 104 5 0x8B
                        setflag 0x1200
                        removesprite
                        release
                        end
                        #org $done
                        message $noob
                        $noob 1 =
                        boxset 6
                        release
                        end
                          #2997    
                        Old February 2nd, 2010 (8:28 PM).
                        icychill66 icychill66 is offline
                           
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                          This is actually my first ever post! But I need some advice/help for my hack I am currently working on. I am using Advance Map and inserting my custom scripts using pokescript, and it seems to be going really well so far. However, every time I want to check to see if my scripts work properly, I have to start a whole new game on the emulator and it is just really tedious to go through oak's speech and the intro every time! Is there a way around this? I'm sure there is because how else would people hack a full length game and check to make sure their script is working correctly? Thanks!
                            #2998    
                          Old February 2nd, 2010 (8:54 PM).
                          Denali's Avatar
                          Denali Denali is offline
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                            For some reason after this script the flag 200 script continues to run, and this script continues to run also. Does anyone know why?
                            Code:
                            #dynamic 0x80084C
                            #org @herecomesgrowly
                            clearflag 0x200
                            checkflag 0x900
                            if 0x1 goto @done
                            applymovement 0x07 @getit
                            waitmovement 0x0
                            applymovement 0xFF @getit2
                            waitmovement 0x0
                            msgbox @1 0x6
                            givepokemon 58 0x5 0x0 0x0 0x0 0x0
                            msgbox @2 0x4
                            closeonkeypress
                            setflag 0x828
                            applymovement 0x07 @getit3
                            waitmovement 0x0
                            msgbox @3 0x6
                            applymovement 0x07 @getit4
                            release
                            end
                            #org @done
                            release
                            end
                            #org @getit
                            #raw 0x02
                            #raw 0x62
                            #raw 0x1E
                            #raw 0x1F
                            #raw 0x1F
                            #raw 0x1F
                            #raw 0xFE
                            #org @getit2
                            #raw 0x63
                            #raw 0xFE
                            #org @getit3
                            #raw 0x63
                            #raw 0xFE
                            #org @getit4
                            #raw 0x20
                            #raw 0x20
                            #raw 0x20
                            #raw 0x20
                            #raw 0x1D
                            #raw 0x1D
                            #raw 0x1D
                            #raw 0xFE
                            #org @1
                            = Hey, man!\nI'm glad I finally found you!\nYou forgot your Growlithe on the\lship!\p....
                            #org @2
                            = \v\h01 received Growly from the\lannoying sailor!
                            #org @3
                            = Okay....\nWhy are you staring at me like\lthat?\p....\pYou're way creepy man!
                              #2999    
                            Old February 2nd, 2010 (9:03 PM).
                            forestw785's Avatar
                            forestw785 forestw785 is offline
                            I divide by 0.
                               
                              Join Date: Sep 2009
                              Gender: Male
                              Posts: 60
                              I'm trying to learn XSE, and I want to give the Pokemon menu to the player, and the script is failing.... anyone mind telling me what I did wrong?

                              Spoiler:
                              #Dynamic 0x800000

                              #org @start
                              lock
                              faceplayer
                              checkflag 0x828
                              if 0x1 goto @status
                              release
                              end

                              #org @status
                              msgbox @status 0x6
                              end

                              #org @status
                              = Hey, let me teach you how to\nview your Pokémon's status...
                                #3000    
                              Old February 3rd, 2010 (12:18 AM).
                              Satoshi Ookami's Avatar
                              Satoshi Ookami Satoshi Ookami is offline
                              Memento Mori
                              • Gold Tier
                               
                              Join Date: Jul 2008
                              Location: Abyss of Time, Great Seal
                              Age: 25
                              Gender: Male
                              Nature: Calm
                              Posts: 14,508
                              Both of you might have the same problem.
                              @Denali : You probably mistaken setflag (set the flag) command with clearflag (it clears = delete it, the flag).

                              @forestw785 : As for you... you again mistaken setflag command. In your script it's with checkflag which is command which just check if the flag is set.
                              You can do it this way.


                              Spoiler:
                              #Dynamic 0x800000

                              #org @start
                              lock
                              faceplayer
                              checkflag 0x828
                              if 0x0 goto @status
                              You can put here msgbox which person says after player receives Pokedex.
                              release
                              end

                              #org @status
                              msgbox @status 0x6
                              setflag 0x828
                              end

                              #org @status
                              = Hey, let me teach you how to\nview your Pokémon's status...
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