ROM Hacking Need a helping hand? You can get help on any ROM Hacking-related problems or questions you have here.

TrollandToad.com
Closed Thread
 
Thread Tools
  #4751    
Old September 13th, 2010 (6:24 AM).
Saitou Saitou is offline
 
     
    Join Date: Sep 2010
    Gender: Male
    Nature: Relaxed
    Posts: 118
    Yes, it actually does. Thank you for the clarification, shiny quagsire.

    Relevant Advertising!

      #4752    
    Old September 19th, 2010 (8:04 AM).
    lisl lisl is offline
       
      Join Date: Jun 2009
      Gender: Male
      Posts: 23
      Hey can anyone help me? Im trying to find a give pokemon menu script like for example you have to chose one pokemon betwen 3 pokemon

      I tried this script but it doesnt work:

      #org $StartChik
      checkflag 0x800
      if B_True goto $NoBall
      message $Chick
      $Chick 1 = Chikorita!\lThe Fire Bird.\pTake the Chikorita?
      boxset 5
      compare LASTRESULT 1
      if B_False goto $PutBack
      givepokemon 152 5 0
      jingle
      message $GotChick
      $GotChick 1 = You Recieved a Chikorita
      boxset 6
      message $NameChick
      $NameChick 1 = Would You like to give Chikorita a name?
      boxset 5
      compare LASTRESULT 1
      if b_False goto $GiveDex
      Namepokemon
      setflag 0x203
      goto $GiveDex

      #org $StartShrew
      checkflag 0x800
      if B_True goto $NoBall
      message $Shrew
      $Shrew 1 = SandShrew!\lDesert Mole.\pTake the Sandshrew?
      boxset 5
      compare LASTRESULT 1
      if B_False goto $PutBack
      givepokemon 27 5 0
      jingle
      message $GotChick
      $GotShrew 1 = You Recieved a Sandshrew
      boxset 6
      message $NameShrew
      $NameShrew 1 = Would You like to give Sandshrew a name?
      boxset 5
      compare LASTRESULT 1
      if b_False goto $GiveDex
      Namepokemon
      setflag 0x204
      goto $GiveDex

      #org $StartWing
      checkflag 0x800
      if B_True goto $NoBall
      message $Chick
      $Wing 1 = Wingull!\lThe Ocean Bird.\pTake the Wingull?
      boxset 5
      compare LASTRESULT 1
      if B_False goto $PutBack
      givepokemon 152 5 0
      jingle
      message $GotGull
      $GotGull 1 = You Recieved a Wingull
      boxset 6
      message $NameGull
      $NameGull 1 = Would You like to give Wingull a name?
      boxset 5
      compare LASTRESULT 1
      if b_False goto $GiveDex
      Namepokemon
      setflag 0x205
      goto $GiveDex

      #org $GiveDex
      setflag 0x800
      setflag 0x801
      message $Pokedex
      $Pokedex 1 = I hope You like your new pokemon.\pWhile your on your journeys I have\la favour to ask you.\pProf OAK and I are trying to make an\lindex of everything pokemon.\pTake this pokedex with you and it\lwill log all the pokemon you see and catch.\pIt would greatly help our studies!
      boxset 6
      jingle
      message $GotDex
      $Gotdex 1 = You got the Pokedex!
      boxset 6
      end

      #org $PutBack
      message $PutBack
      $PutBack 1 = You put the pokeball back.
      boxset 6
      end

      #org $NoBall
      message $Lastball
      $Lastball 1 = You already have your pokemon.\nDont be so greedy!
      boxset 6
        #4753    
      Old September 19th, 2010 (10:25 AM).
      ~Teh Panda~'s Avatar
      ~Teh Panda~ ~Teh Panda~ is offline
      Sea of Dreams - Redux
      • Silver Tier
       
      Join Date: Aug 2007
      Posts: 906
      Having troubles with a level scrip D:
      Alright so after the second movements 'left' and 'right' the script just stops... And you return to playing... So if someone could help out with this it would be great as I need to get it up to the warp

      Script
      Code:
      '---------------
      #org 0x730000
      lock
      setvar 0x4033 0x1
      playsong 0x133 0x0
      applymovement 0x1 0x8730041
      applymovement MOVE_PLAYER 0x8730041
      waitmovement 0x0
      waitmovement 0x0
      msgbox 0x873004A MSG_SIGN '"Filler"
      applymovement MOVE_PLAYER 0x8730044
      applymovement 0x1 0x8730047
      waitmovement 0x0
      waitmovement 0x0
      fadedefault
      msgbox 0x8730253 MSG_NORMAL "'Filler"
      warp 0x4 0x3 0x0 0x0 0x0
      release
      end
      
      
      '---------
      ' Strings
      '---------
      #org 0x73004A
      = Filler
      
      #org 0x730253
      = Filler
      
      '-----------
      ' Movements
      '-----------
      #org 0x730041
      #raw 0x1 'Face Up
      #raw 0xFE 'End of Movements
      
      #org 0x730044
      #raw 0x2 'Face Left
      #raw 0xFE 'End of Movements
      
      #org 0x730047
      #raw 0x3 'Face Right
      #raw 0xFE 'End of Movements
      __________________




      Mystic still in work to let you know...
        #4754    
      Old September 23rd, 2010 (8:20 PM).
      Alignment's Avatar
      Alignment Alignment is offline
      Revered with the stars
         
        Join Date: Mar 2010
        Gender: Male
        Nature: Lonely
        Posts: 308
        Code:
        #dyn 0x740000
        #org @start
        lock
        setvar 0x4033 0x1
        playsong 0x133
        applymovement 0x1 0x8730041
        applymovement PLAYER 0x8730041
        pauseevent 0x0
        msgbox 0x873004A
        callstd MSG_NORMAL
        applymovement PLAYER 0x8730044
        applymovement 0x1 0x8730047
        pauseevent 0x0
        fadedefault
        msgbox 0x8730253
        callstd MSG_NORMAL
        warp 0x4 0x3 0x0 0x0
        release
        end
        
        
        #org 0x73004A
        = Filler
        
        #org 0x730253
        = Filler
        
        #org 0x730041
        m Look_up end
        
        #org 0x730044
        m look_left end
        
        #org 0x730047
        m look_right end
        I converted it into PKSV, it should be fine. I'm not sure how to fix it in XSE (though I don't think you need 2 waitmovements? )
          #4755    
        Old September 26th, 2010 (7:31 AM).
        Jm20's Avatar
        Jm20 Jm20 is offline
        A.k.a. Zig :-)
           
          Join Date: Sep 2009
          Location: The Netherlands
          Age: 25
          Gender: Male
          Posts: 88
          I made this level script. Everything runs fine, but at the end there appears a msgbox with random symbols. This is the script:
          Code:
          #dynamic 0x162CDD
          
          #org @start
          setvar 0x7003 0x1
          applymovement 0xFF @move1
          waitmovement 0x0
          applymovement 0x4 @move2
          waitmovement 0x0
          msgbox @talk 0x6
          pause 0x20
          applymovement 0x4 @move5
          waitmovement 0x0
          applymovement 0x3 @move3
          applymovement 0x2 @move3
          applymovement 0x1 @move3
          waitmovement 0x0
          end
          
          #org @move1
          #raw 0x1
          #raw 0xFE
          
          #org @move2
          #raw 0x3
          #raw 0xFE
          
          #org @move3
          #raw 0x21
          #raw 0xFE
          
          #org @move5
          #raw 0x1
          #raw 0x62
          #raw 0xFE
          
          #org @talk
          = Blah!
          What went wrong?
            #4756    
          Old September 26th, 2010 (7:38 AM). Edited September 26th, 2010 by Spherical Ice.
          Spherical Ice's Avatar
          Spherical Ice Spherical Ice is online now
          • Crystal Tier
           
          Join Date: Nov 2007
          Location: Bristol, UK
          Age: 19
          Posts: 5,231
          Quote:
          Originally Posted by Jm20 View Post
          I made this level script. Everything runs fine, but at the end there appears a msgbox with random symbols. This is the script:
          Code:
          #dynamic 0x162CDD
          
          #org @start
          setvar 0x7003 0x1
          applymovement 0xFF @move1
          waitmovement 0x0
          applymovement 0x4 @move2
          waitmovement 0x0
          msgbox @talk 0x6
          pause 0x20
          applymovement 0x4 @move5
          waitmovement 0x0
          applymovement 0x3 @move3
          applymovement 0x2 @move3
          applymovement 0x1 @move3
          waitmovement 0x0
          end
          
          #org @move1
          #raw 0x1
          #raw 0xFE
          
          #org @move2
          #raw 0x3
          #raw 0xFE
          
          #org @move3
          #raw 0x21
          #raw 0xFE
          
          #org @move5
          #raw 0x1
          #raw 0x62
          #raw 0xFE
          
          #org @talk
          = Blah!
          What went wrong?
          In Advance Map, go to Professional View (CTRL+H), then go to "Map Script offset:", copy the offset there, open up XSE, load your ROM, paste the offset in the box next to "Offset", and then click the spanner at the far right, then the Spanner and Screwdriver icon next to it, twice. On the script will be a section like this:

          #org @start
          #raw 0x2
          #raw pointer 0xoffset
          #raw 0x0

          #org 0xoffset
          #raw word 0x7000
          #raw word 0x0
          #raw pointer @offset1
          #raw word 0xFFFF


          If the last #raw word isn't 0x0, change it to that. So, in my example, #raw word 0xFFFF will become #raw word 0x0.
          Recompile the script, and paste the offset in the space you previously got the offset from, and then hit the Save changes and reload map button.

          Quote:
          Originally Posted by Alignment View Post
          Code:
          #dyn 0x740000
          #org @start
          lock
          setvar 0x4033 0x1
          playsong 0x133
          applymovement 0x1 0x8730041
          applymovement PLAYER 0x8730041
          pauseevent 0x0
          msgbox 0x873004A
          callstd MSG_NORMAL
          applymovement PLAYER 0x8730044
          applymovement 0x1 0x8730047
          pauseevent 0x0
          fadedefault
          msgbox 0x8730253
          callstd MSG_NORMAL
          warp 0x4 0x3 0x0 0x0
          release
          end
          
          
          #org 0x73004A
          = Filler
          
          #org 0x730253
          = Filler
          
          #org 0x730041
          m Look_up end
          
          #org 0x730044
          m look_left end
          
          #org 0x730047
          m look_right end
          I converted it into PKSV, it should be fine. I'm not sure how to fix it in XSE (though I don't think you need 2 waitmovements? )
          Code:
          #dynamic 0x740000
          
          #org @start
          lock
          setvar 0x4033 0x1
          playsong 0x133 0x0
          applymovement 0x1 0x8730041
          applymovement 0xFF 0x8730041
          waitmovement 0x1
          waitmovement 0xFF // I feel safer using waitmovement then pauses.
          msgbox 0x873004A MSG_NORMAL
          applymovement 0xFF 0x8730044
          applymovement 0x1 0x8730047
          waitmovement 0xFF
          waitmovement 0x1
          fadedefault
          msgbox 0x8730253 MSG_NORMAL
          warp 0x4 0x3 0x0 0x0
          release
          end
           
          #org 0x73004A
          = Filler
           
          #org 0x730253
          = Filler
           
          #org 0x730041
          #raw 0x1
          #raw 0xFE
           
          #org 0x730044
          #raw 0x2
          #raw 0xFE
           
          #org 0x730047
          #raw 0x3
          #raw 0xFE
          Ammendments in bold.
          __________________

          A Pokemon that is discriminated!
          Support squirtle and make it everyone's favourite.
            #4757    
          Old September 26th, 2010 (8:13 AM).
          Jm20's Avatar
          Jm20 Jm20 is offline
          A.k.a. Zig :-)
             
            Join Date: Sep 2009
            Location: The Netherlands
            Age: 25
            Gender: Male
            Posts: 88
            Quote:
            Originally Posted by Spherical Ice View Post
            In Advance Map, go to Professional View (CTRL+H), then go to "Map Script offset:", copy the offset there, open up XSE, load your ROM, paste the offset in the box next to "Offset", and then click the spanner at the far right, then the Spanner and Screwdriver icon next to it, twice. On the script will be a section like this:

            #org @start
            #raw 0x2
            #raw pointer 0xoffset
            #raw 0x0

            #org 0xoffset
            #raw word 0x7000
            #raw word 0x0
            #raw pointer @offset1
            #raw word 0xFFFF


            If the last #raw word isn't 0x0, change it to that. So, in my example, #raw word 0xFFFF will become #raw word 0x0.
            Recompile the script, and paste the offset in the space you previously got the offset from, and then hit the Save changes and reload map button.
            Thank you!!! It worked
              #4758    
            Old September 26th, 2010 (8:37 AM).
            Spherical Ice's Avatar
            Spherical Ice Spherical Ice is online now
            • Crystal Tier
             
            Join Date: Nov 2007
            Location: Bristol, UK
            Age: 19
            Posts: 5,231
            You're welcome. In the future, an easier, space- and time-saving method is to just add this before the actual script in your level scripts:

            #org @setup
            #raw 0x2
            #raw pointer @setup1
            #raw 0x0

            #org @setup1
            #raw word 0x7000 'This is the variable you set later on in your script.
            #raw word 0x0
            #raw pointer @start
            #raw word 0x0

            #org @start 'actual script goes here
            ...
            release
            end

            And then pasting the offset straight into the Map Script offset box in the Professional View.
            __________________

            A Pokemon that is discriminated!
            Support squirtle and make it everyone's favourite.
              #4759    
            Old September 28th, 2010 (3:36 AM). Edited September 28th, 2010 by Rely97.
            Rely97's Avatar
            Rely97 Rely97 is offline
               
              Join Date: Aug 2010
              Gender: Male
              Posts: 14
              Okay, I have a relatively big problem with May. I'm working on making my own script, but for some reason, my own May was messed up. I'm really terrible with scripts, so I borrowed my base script for Ruby Destiny Reign of Legends. Here's the script

              Spoiler:
              #org 0x814EB92
              '-----------------------------------
              lockall
              checkgender
              compare LASTRESULT BOY
              if == jump 0x814EBAB ' Equal To
              compare LASTRESULT 0x1
              if == jump 0x814EC04 ' Equal To
              end
              #org 0x814EBAB
              '-----------------------------------
              msgbox 0x816D57A ' TAMASHII:\c\h01\h02 ...
              callstd MSG_NOCLOSE ' Non-closing message
              playsound 0x19F
              nop1 ' #raw 0x1
              applymovement 0x2 0x81A0839 ' raw_3E end
              pauseevent 0x0
              applymovement 0x2 0x81A0833 ' alert end
              pauseevent 0x0
              applymovement 0x2 0x81A0835 ' pause4 pause4 pause4...
              pauseevent 0x0
              msgbox 0x816D5B6 ' \c\h01\h02Oh, hey th...
              callstd MSG_NOCLOSE ' Non-closing message
              copyvar 0x8000 0x4023
              compare 0x8000 0x0
              if == jump 0x814EC5D ' Equal To
              compare 0x8000 0x1
              if == jump 0x814EC6D ' Equal To
              compare 0x8000 0x2
              if == jump 0x814EC7D ' Equal To
              end
              #org 0x814EC5D
              '-----------------------------------
              trainerbattle 0x3 0x214 0x0 0x816D65B
              jump 0x814ECBD
              #org 0x814ECBD
              '-----------------------------------
              msgbox 0x816D688 ' TAMASHII: \c\h01\h02...
              callstd MSG_NOCLOSE ' Non-closing message
              jump 0x814ECD9
              #org 0x814ECD9
              '-----------------------------------
              closemsg
              copyvar PLAYERFACING 0x800C
              compare 0x8000 0x1
              if == jump 0x814ED29 ' Equal To
              compare 0x8000 0x2
              if == jump 0x814ED0C ' Equal To
              compare 0x8000 0x3
              if == jump 0x814ED29 ' Equal To
              compare 0x8000 0x4
              if == jump 0x814ED29 ' Equal To
              end
              #org 0x814ED29
              '-----------------------------------
              applymovement 0x2 0x814ED71 ' walk_down_slow walk_...
              pauseevent 0x0
              sound 0xA
              applymovement 0x2 0x814ED74 ' raw_0C pause4 walk_d...
              pauseevent 0x0
              jump 0x814ED46
              #org 0x814ED46
              '-----------------------------------
              disappear 0x2
              setvar 0x4062 0x1
              setvar 0x4084 0x4
              clearflag 0x379
              setflag 0x82
              setvar 0x40C7 0x1
              clearflag 0x3D3
              playsong 0x0
              fadesound 0x26B
              if 0x8 jumpstd 0x8 ' Unknown Compare/IF condition
              CMD_FE 0xC
              copyscriptbanks 0x8 0x8
              jumpstd 0xFE
              #org 0x814EC04
              '-----------------------------------
              msgbox 0x816D762 ' JAYSON: \c\h01\h04Hm...
              callstd MSG_NOCLOSE ' Non-closing message
              playsound 0x1A5
              nop1 ' #raw 0x1
              applymovement 0x2 0x81A0839 ' raw_3E end
              pauseevent 0x0
              applymovement 0x2 0x81A0833 ' alert end
              pauseevent 0x0
              applymovement 0x2 0x81A0835 ' pause4 pause4 pause4...
              pauseevent 0x0
              msgbox 0x816D7A9 ' \c\h01\h04Oh, hi \v\...
              callstd MSG_NOCLOSE ' Non-closing message
              copyvar 0x8000 0x4023
              compare 0x8000 0x0
              if == jump 0x814EC8D ' Equal To
              compare 0x8000 0x1
              if == jump 0x814EC9D ' Equal To
              compare 0x8000 0x2
              if == jump 0x814ECAD ' Equal To
              end
              #org 0x814EC8D
              '-----------------------------------
              trainerbattle 0x3 0x20B 0x0 0x816D836
              jump 0x814ECCB
              #org 0x814ECCB
              '-----------------------------------
              msgbox 0x816D856 ' JAYSON:\c\h01\h04 Oh...
              callstd MSG_NOCLOSE ' Non-closing message
              jump 0x814ECD9
              #org 0x814EC9D
              '-----------------------------------
              trainerbattle 0x3 0x20E 0x0 0x816D836
              jump 0x814ECCB
              #org 0x814EC6D
              '-----------------------------------
              trainerbattle 0x3 0x217 0x0 0x816D65B
              jump 0x814ECBD
              #org 0x814EC7D
              '-----------------------------------
              trainerbattle 0x3 0x211 0x0 0x816D65B
              jump 0x814ECBD
              #org 0x814ED0C
              '-----------------------------------
              applymovement 0x2 0x814ED67 ' walk_left_slow walk_...
              pauseevent 0x0
              sound 0xA
              applymovement 0x2 0x814ED6B ' raw_0C pause4 walk_d...
              pauseevent 0x0
              jump 0x814ED46
              #org 0x814ECAD
              '-----------------------------------
              trainerbattle 0x3 0x208 0x0 0x816D836
              jump 0x814ECCB

              #org 0x816D57A
              = TAMASHII:\c\h01\h02 I know there's an ELECTRIKE\nhere somewhere...
              #org 0x816D5B6
              = \c\h01\h02Oh, hey there, \v\h01\v\h05!\p...Oh, I see, my dad gave you a\nPOK\eMON as a gift.\pSince we're here, let's have a quick\nbattle!\pI could show you my PIKACHU\nin action!
              #org 0x816D65B
              = Wow! That's great!\n\v\h01\v\h05, you're pretty good!
              #org 0x816D688
              = TAMASHII: \c\h01\h02Oh well...\nA loss is a loss...\lEheheh...\p... ... ... ...\n... ... ... ...\pAre you saying that you came all the\nway here just to tell me that my DAD\lwants to see me?\pWow.., how nice of you.\pWell, let's go.
              #org 0x816D762
              = JAYSON: \c\h01\h04Hmm... I just know that there's\nan ELECTRIKE here...\pHuh..?
              #org 0x816D7A9
              = \c\h01\h04Oh, hi \v\h01!\pNice! So my dad gave you a POK\eMON!\pThat's awesome!\pHey, let's have a battle!\pI could show you my POK\eMON in\nbattle!\pLet's go!
              #org 0x816D836
              = Wow.\nSo you won.., that's nice.
              #org 0x816D856
              = JAYSON:\c\h01\h04 Oh well...\nAt least I saw how good you are.\pBut the way you battle, reminded me\nof your brother.\p... ... ... ... ... \n... ... ... ... ...\pAre you saying my dad sent you here \nto tell me that he needs to see me?\pWell, okay. \nLet's go then.
              #org 0x81A0839
              M raw_3E end
              #org 0x81A0833
              M alert end
              #org 0x81A0835
              M pause4 pause4 pause4 end
              #org 0x814ED71
              M walk_down_slow walk_down_slow end
              #org 0x814ED74
              M raw_0C pause4 walk_down_slow walk_down_slow end
              #org 0x814ED67
              M walk_left_slow walk_down_slow walk_down_slow end
              #org 0x814ED6B
              M raw_0C pause4 walk_down_slow walk_down_slow walk_down_slow end



              ... My character, which is using this script, is on a different map. Here is her information.

              Quote:
              Person event
              No: 1
              Person even number: 1
              Picture number: 240
              Unknown: 00 00
              Pos(X/Y): 0010,0007
              Unknown: 03
              Movement: 00
              Unknown: 00
              Trainer: No.
              Unknown: 00
              View radius:0000
              Offset:14EB92
              Person ID: 02D3
              Unknown: 00 00
              The script works for the most part, right about untill the end. At the end, May(Or Tamashii in this case) doesn't walk away and set the flag, allowing for the hero to get the pokedex and continue on his/her quest.

              Another error is you can battle Tamashii over and over and over again.

              Could someone please help me see what's wrong?
              __________________
              Truly, why is a raven like a writing desk?
                #4760    
              Old September 28th, 2010 (5:17 AM).
              lisl lisl is offline
                 
                Join Date: Jun 2009
                Gender: Male
                Posts: 23
                Anyone can ansnwer to my last post please?
                  #4761    
                Old September 28th, 2010 (6:06 AM).
                Shiny Quagsire's Avatar
                Shiny Quagsire Shiny Quagsire is offline
                I'm Still Alive, Elsewhere
                   
                  Join Date: May 2009
                  Location: Hoenn Safari Zone
                  Age: 19
                  Gender: Male
                  Nature: Jolly
                  Posts: 700
                  Quote:
                  Originally Posted by lisl View Post
                  Anyone can ansnwer to my last post please?
                  First off, I reccommend you switch to XSE, since it's command database is more up to date. Second, you have to give more details. What is the problem?
                  __________________



                    #4762    
                  Old September 28th, 2010 (7:50 AM).
                  Spherical Ice's Avatar
                  Spherical Ice Spherical Ice is online now
                  • Crystal Tier
                   
                  Join Date: Nov 2007
                  Location: Bristol, UK
                  Age: 19
                  Posts: 5,231
                  I'm guessing this is the most fitting place to ask; Hm, the spriteinvisible command (and I'm also guessing the spritevisible command, but because the former isn't working, I can't tell) isn't working.
                  Here's the fragment of the script containing the command:
                  applymovement 0x4 @walk1
                  spriteinvisible 0x2 0x4 0x0
                  spriteinvisible 0x3 0x4 0x0
                  spriteinvisible 0x4 0x4 0x0
                  pause 0x10
                  setvar 0x7001 0x0


                  Perhaps there are extra parameters I am omitting? What I am trying to do is make the sprites 0x2, 0x3 and 0x4 in the downstairs of the Player's house (i.e Bank 4, Map 0) disappear, however nothing seems to happen. The rest of the script works perfectly.
                  (Yes, there is meant to be no waitmovement.)
                  __________________

                  A Pokemon that is discriminated!
                  Support squirtle and make it everyone's favourite.
                    #4763    
                  Old September 28th, 2010 (11:43 AM).
                  Jm20's Avatar
                  Jm20 Jm20 is offline
                  A.k.a. Zig :-)
                     
                    Join Date: Sep 2009
                    Location: The Netherlands
                    Age: 25
                    Gender: Male
                    Posts: 88
                    ^ Don't you think it isn't working because there is no waitmovement?

                    My problem:
                    This script isn't working. It is a step-on-tile script. An other, similar script doesn't work either, so I must be doing something wrong.
                    Code:
                    #dynamic 0x16A617
                    
                    #org @start
                    applymovement 0x2 @move1
                    waitmovement 0x0
                    msgbox @talk 0x6
                    end
                    
                    #org @move1
                    #raw 0x62
                    #raw 0x02
                    #raw 0xFE
                    
                    #org @talk
                    = Blahblah
                      #4764    
                    Old September 28th, 2010 (1:04 PM).
                    Spherical Ice's Avatar
                    Spherical Ice Spherical Ice is online now
                    • Crystal Tier
                     
                    Join Date: Nov 2007
                    Location: Bristol, UK
                    Age: 19
                    Posts: 5,231
                    Uh, no, because the movement works perfectly. The sprite I'm tring to make invisible is not related to the movement at all.

                    Are you sure the scripts settings look like this?
                    Spoiler:

                    If not, do so.
                    __________________

                    A Pokemon that is discriminated!
                    Support squirtle and make it everyone's favourite.
                      #4765    
                    Old September 29th, 2010 (10:28 AM). Edited September 30th, 2010 by Christos.
                    lisl lisl is offline
                       
                      Join Date: Jun 2009
                      Gender: Male
                      Posts: 23
                      Shiny quagsire the problem is i need to know in how to make give pokemon menu script like for example you have to chose betwen 3 pokemon

                      I tried this script but it doesnt work:

                      Spoiler:

                      #org $StartChik
                      checkflag 0x800
                      if B_True goto $NoBall
                      message $Chick
                      $Chick 1 = Chikorita!\lThe Fire Bird.\pTake the Chikorita?
                      boxset 5
                      compare LASTRESULT 1
                      if B_False goto $PutBack
                      givepokemon 152 5 0
                      jingle
                      message $GotChick
                      $GotChick 1 = You Recieved a Chikorita
                      boxset 6
                      message $NameChick
                      $NameChick 1 = Would You like to give Chikorita a name?
                      boxset 5
                      compare LASTRESULT 1
                      if b_False goto $GiveDex
                      Namepokemon
                      setflag 0x203
                      goto $GiveDex

                      #org $StartShrew
                      checkflag 0x800
                      if B_True goto $NoBall
                      message $Shrew
                      $Shrew 1 = SandShrew!\lDesert Mole.\pTake the Sandshrew?
                      boxset 5
                      compare LASTRESULT 1
                      if B_False goto $PutBack
                      givepokemon 27 5 0
                      jingle
                      message $GotChick
                      $GotShrew 1 = You Recieved a Sandshrew
                      boxset 6
                      message $NameShrew
                      $NameShrew 1 = Would You like to give Sandshrew a name?
                      boxset 5
                      compare LASTRESULT 1
                      if b_False goto $GiveDex
                      Namepokemon
                      setflag 0x204
                      goto $GiveDex

                      #org $StartWing
                      checkflag 0x800
                      if B_True goto $NoBall
                      message $Chick
                      $Wing 1 = Wingull!\lThe Ocean Bird.\pTake the Wingull?
                      boxset 5
                      compare LASTRESULT 1
                      if B_False goto $PutBack
                      givepokemon 152 5 0
                      jingle
                      message $GotGull
                      $GotGull 1 = You Recieved a Wingull
                      boxset 6
                      message $NameGull
                      $NameGull 1 = Would You like to give Wingull a name?
                      boxset 5
                      compare LASTRESULT 1
                      if b_False goto $GiveDex
                      Namepokemon
                      setflag 0x205
                      goto $GiveDex

                      #org $GiveDex
                      setflag 0x800
                      setflag 0x801
                      message $Pokedex
                      $Pokedex 1 = I hope You like your new pokemon.\pWhile your on your journeys I have\la favour to ask you.\pProf OAK and I are trying to make an\lindex of everything pokemon.\pTake this pokedex with you and it\lwill log all the pokemon you see and catch.\pIt would greatly help our studies!
                      boxset 6
                      jingle
                      message $GotDex
                      $Gotdex 1 = You got the Pokedex!
                      boxset 6
                      end

                      #org $PutBack
                      message $PutBack
                      $PutBack 1 = You put the pokeball back.
                      boxset 6
                      end

                      #org $NoBall
                      message $Lastball
                      $Lastball 1 = You already have your pokemon.\nDont be so greedy!
                      boxset 6
                        #4766    
                      Old September 29th, 2010 (10:41 AM).
                      Spherical Ice's Avatar
                      Spherical Ice Spherical Ice is online now
                      • Crystal Tier
                       
                      Join Date: Nov 2007
                      Location: Bristol, UK
                      Age: 19
                      Posts: 5,231
                      To make the Pokémon menu appear, you need to set the flag 0x828.
                      __________________

                      A Pokemon that is discriminated!
                      Support squirtle and make it everyone's favourite.
                        #4767    
                      Old September 29th, 2010 (11:56 AM).
                      Random92 Random92 is offline
                         
                        Join Date: Sep 2010
                        Gender: Male
                        Posts: 29
                        Hey. I've started scripting other things than just signposts This is a simple script I made, and it's not quite working. I only want this script to run once, and to prevent it from running more than one time I have checkflag and setflag in it. But by simply leaving and entering the house, it can run again :/

                        '---------------
                        #org 0x800143
                        checkflag 0x7
                        if 0x1 goto 0x880016C
                        msgbox 0x880016F MSG_FACE '"Â\n[player]! Wait!"
                        applymovement 0x1 0x880019B
                        waitmovement 0x0
                        msgbox 0x880017D MSG_FACE '"Omg does this really work?!"
                        setflag 0x7
                        release
                        end

                        '---------------
                        #org 0x80016C
                        release
                        end


                        '---------
                        ' Strings
                        '---------
                        #org 0x80016F
                        = Â\n[player]! Wait!

                        #org 0x80017D
                        = Omg does this really work?!


                        '-----------
                        ' Movements
                        '-----------
                        #org 0x80019B
                        #raw 0xF 'Step Right (Slow)
                        #raw 0xF 'Step Right (Slow)
                        #raw 0xD 'Step Up (Slow)
                        #raw 0xFE 'End of Movements
                          #4768    
                        Old September 29th, 2010 (12:00 PM). Edited June 1st, 2013 by Spherical Ice.
                        Spherical Ice's Avatar
                        Spherical Ice Spherical Ice is online now
                        • Crystal Tier
                         
                        Join Date: Nov 2007
                        Location: Bristol, UK
                        Age: 19
                        Posts: 5,231
                        Try using a flag that hasn't been used by the game, such as the flags over 0x200.
                        __________________

                        A Pokemon that is discriminated!
                        Support squirtle and make it everyone's favourite.
                          #4769    
                        Old September 29th, 2010 (12:24 PM).
                        Random92 Random92 is offline
                           
                          Join Date: Sep 2010
                          Gender: Male
                          Posts: 29
                          Changed to 0x200 and the script works exactly like I want it too Thanks a lot man.
                            #4770    
                          Old September 30th, 2010 (5:03 AM). Edited September 30th, 2010 by Jm20.
                          Jm20's Avatar
                          Jm20 Jm20 is offline
                          A.k.a. Zig :-)
                             
                            Join Date: Sep 2009
                            Location: The Netherlands
                            Age: 25
                            Gender: Male
                            Posts: 88
                            Quote:
                            Originally Posted by Spherical Ice View Post
                            Uh, no, because the movement works perfectly. The sprite I'm tring to make invisible is not related to the movement at all.

                            Are you sure the scripts settings look like this?
                            Spoiler:

                            If not, do so.
                            Well, I obviously am not skilled enough to help you But I'm glad you are, since you've helped me out again! :D Thanks again! (That means: no, the settings weren't set like that, now they are.)

                            edit:
                            MAJOR problem:
                            When I 'add' a new level script to a map 5.0 (which hasn't got any levelscripts before) in the header tab in Adv.Map, Adv.Map automatically loads the level script from map 4.0. That is, the "script offset" box is filled with the same offset as in map 4.0. When I insert a new script offset in "script offset 2", the offset changes for both maps (so 5.0 ánd 4.0)! Is there a way to prevent Adv.Map from associating one "script offset" to two maps? (I will give more info later if needed, but can't right now...)
                              #4771    
                            Old September 30th, 2010 (6:58 AM).
                            Spherical Ice's Avatar
                            Spherical Ice Spherical Ice is online now
                            • Crystal Tier
                             
                            Join Date: Nov 2007
                            Location: Bristol, UK
                            Age: 19
                            Posts: 5,231
                            Yeah, that is because of AMap. If you do your level scripts like I explained in this post (link), you'll be able to prevent this problem. So yeah, rescript your level script for 5.0, then go to professional view (CTRL+H) and paste the new offset in the Map Script offset box.

                            As a side note, does anyone know the answer to my question? [/impatient]
                            __________________

                            A Pokemon that is discriminated!
                            Support squirtle and make it everyone's favourite.
                              #4772    
                            Old September 30th, 2010 (4:26 PM).
                            Teh Blazer's Avatar
                            Teh Blazer Teh Blazer is offline
                            Divider of Zero
                               
                              Join Date: Feb 2009
                              Location: 'MERICA
                              Age: 22
                              Gender: Male
                              Nature: Relaxed
                              Posts: 772
                              Um Spherical Ice, that link is to the wrong post XD
                              But in all seriousness, I have never found a way around that inviso sprite command. The closest I got was to assign the people (their Person Id) a certain flag number and set that flag so they turn invisible. I THINK that's how it works.
                              __________________
                              Being a hero is overrated anyways
                                #4773    
                              Old October 2nd, 2010 (7:10 AM). Edited October 2nd, 2010 by lisl.
                              lisl lisl is offline
                                 
                                Join Date: Jun 2009
                                Gender: Male
                                Posts: 23
                                I use ruby not fire red anyone?

                                Quote:
                                Originally Posted by Spherical Ice View Post
                                To make the Pokémon menu appear, you need to set the flag 0x828.
                                I use Ruby not Fire Red anyone?
                                  #4774    
                                Old October 2nd, 2010 (2:10 PM).
                                Hiche.. Hiche.. is offline
                                 
                                   
                                  Join Date: Apr 2008
                                  Posts: 981
                                  Quote:
                                  Originally Posted by lisl View Post
                                  I use ruby not fire red anyone?

                                  I use Ruby not Fire Red anyone?
                                  To activate your Pokémon menu in Ruby, I believe you need to include a "setflag 0x800". If you want to activate your PokéDex, use "setflag 0x801".
                                    #4775    
                                  Old October 3rd, 2010 (8:47 AM).
                                  Incineroar's Avatar
                                  Incineroar Incineroar is online now
                                  the spirit of the fighter
                                  • Moderator
                                  • Platinum Tier
                                  • Developer
                                   
                                  Join Date: May 2009
                                  Location: Iki Town
                                  Age: 22
                                  Gender: Male
                                  Nature: Brave
                                  Posts: 13,573
                                  Is there anything wrong with this:
                                  Code:
                                  #dynamic 0x800020
                                  
                                  #org @start
                                  lock
                                  faceplayer
                                  callasm 0x800004
                                  storevar 0x0 lastresult
                                  msgbox @msg 0x2
                                  release
                                  end
                                  
                                  #org @msg
                                  = Hey, that Pokemon's ID Number\nis [buffer1]!
                                  It won't compile properly. Ascript gives me an error, while pksv changes the callasm offset.
                                  __________________
                                  Closed Thread

                                  Quick Reply

                                  Join the conversation!

                                  Create an account to post a reply in this thread, participate in other discussions, and more!

                                  Create a PokéCommunity Account

                                  Sponsored Links
                                  Thread Tools

                                  Posting Rules
                                  You may not post new threads
                                  You may not post replies
                                  You may not post attachments
                                  You may not edit your posts

                                  BB code is On
                                  Smilies are On
                                  [IMG] code is On
                                  HTML code is Off

                                  Forum Jump


                                  All times are GMT -8. The time now is 9:43 AM.