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  #7926    
Old February 18th, 2013 (9:02 AM).
Kurapika's Avatar
Kurapika Kurapika is offline
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    Yo!

    I just read dieagoisawesome's tutorial, and now I am trying to follow its instructions but I get a problem.
    I am trying to insert a Script that triggers when you walk on it, in a Fire Red rom.

    Spoiler:
    This is the main code BEFORE the compilation (movements and strings aren't included, they don't matter.)

    #dynamic 0x80000000
    #org @start
    lockall
    applymovement 0xFF @alert
    waitmovement 0x0
    msgbox @respect 0x6
    applymovement 0xFF @sit
    waitmovement 0x0
    msgbox @okey 0x6
    applymovement 0x5 @lookright
    waitmovement 0x0
    msgbox @haha 0x6
    applymovement 0xFF @lookleft
    waitmovement 0x0
    applymovement 0x03 @lookleft
    waitmovement 0x0
    applymovement 0x04 @lookdown
    waitmovement 0x0
    msgbox @what 0x6
    releaseall
    end

    I compile the code etc etc, when I run the rom and walk on the script to test my code, the movements are all aplied but not a single messagebox appears. So, I opened the script and noticed there is no 0x6 nor a callstd 0x6 in the code... and this is my problem: the callstd 0x6 disappears when I compile the code.

    Spoiler:
    This is the main code AFTER the compilation (movements and strings aren't included, they don't matter.)

    #org 0x800721
    lockall
    applymovement MOVE_PLAYER 0x8800781
    waitmovement 0x0
    msgbox 0x8800785 '"\c\h01ÇSensei\c\h01Á: [player]!!!\p..."
    //as you can see there is no callstd 0x6
    applymovement MOVE_PLAYER 0x880081D
    waitmovement 0x0
    msgbox 0x8800821 '"\c\h01ËHero\c\h01Á: ...\p\c\h01ËHer..."
    //as you can see there is no callstd 0x6
    applymovement 0x5 0x880086A
    waitmovement 0x0
    msgbox 0x880086D '"Goryla: AHAHA!!!"
    //as you can see there is no callstd 0x6
    applymovement MOVE_PLAYER 0x880087F
    waitmovement 0x0
    applymovement 0x3 0x880087F
    waitmovement 0x0
    applymovement 0x4 0x8800882
    waitmovement 0x0
    msgbox 0x8800885 '"\c\h01ËHero\c\h01Á: What are you la..."
    //as you can see there is no callstd 0x6
    releaseall
    end

    P.S.: I tried "msgbox @alert callstd 0x6" instead of "msgbox @alert 0x6", but nothing changes
    P.S. #2: I tried to insert "callstd 0x6" after every message in the compiled code, it worked, BUT the last part of the code does not work, apparently it went trought the offset of another code or something like that!

    Spoiler:
    This is the main code after adding "callstd 0x6"s (movements and strings aren't included, they don't matter.)

    #org 0x800528
    lockall
    applymovement MOVE_PLAYER 0x8800580
    waitmovement 0x0
    msgbox 0x8800584 '"\c\h01ÇSensei\c\h01Á: [player]!!!\p..."
    callstd 0x6
    applymovement MOVE_PLAYER 0x880061C
    waitmovement 0x0
    msgbox 0x8800620 '"\c\h01ËHero\c\h01Á: ...\p\c\h01ËHer..."
    callstd 0x6
    applymovement 0x5 0x8800669
    waitmovement 0x0
    msgbox 0x880066C '"Goryla: AHAHA!!!"
    callstd 0x6
    applymovement MOVE_PLAYER 0x880067E
    waitmovement 0x0
    applymovement 0x3 0x880067E
    waitmovement 0x0
    applymovement 0x4 0x8800681
    waitmovement 0x0
    //So, here, the code is messed up: The 4th msgbox, releaseall and end are missing
    msgbox 0xFE546285
    call 0xCD0401FC

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      #7927    
    Old February 18th, 2013 (9:24 AM).
    karatekid552's Avatar
    karatekid552 karatekid552 is offline
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      Quote:
      Originally Posted by Kurapika View Post
      Yo!

      I just read dieagoisawesome's tutorial, and now I am trying to follow its instructions but I get a problem.
      I am trying to insert a Script that triggers when you walk on it, in a Fire Red rom.

      Spoiler:
      This is the main code BEFORE the compilation (movements and strings aren't included, they don't matter.)

      #dynamic 0x80000000
      #org @start
      lockall
      applymovement 0xFF @alert
      waitmovement 0x0
      msgbox @respect 0x6
      applymovement 0xFF @sit
      waitmovement 0x0
      msgbox @okey 0x6
      applymovement 0x5 @lookright
      waitmovement 0x0
      msgbox @haha 0x6
      applymovement 0xFF @lookleft
      waitmovement 0x0
      applymovement 0x03 @lookleft
      waitmovement 0x0
      applymovement 0x04 @lookdown
      waitmovement 0x0
      msgbox @what 0x6
      releaseall
      end

      I compile the code etc etc, when I run the rom and walk on the script to test my code, the movements are all aplied but not a single messagebox appears. So, I opened the script and noticed there is no 0x6 nor a callstd 0x6 in the code... and this is my problem: the callstd 0x6 disappears when I compile the code.

      Spoiler:
      This is the main code AFTER the compilation (movements and strings aren't included, they don't matter.)

      #org 0x800721
      lockall
      applymovement MOVE_PLAYER 0x8800781
      waitmovement 0x0
      msgbox 0x8800785 '"\c\h01ÇSensei\c\h01Á: [player]!!!\p..."
      //as you can see there is no callstd 0x6
      applymovement MOVE_PLAYER 0x880081D
      waitmovement 0x0
      msgbox 0x8800821 '"\c\h01ËHero\c\h01Á: ...\p\c\h01ËHer..."
      //as you can see there is no callstd 0x6
      applymovement 0x5 0x880086A
      waitmovement 0x0
      msgbox 0x880086D '"Goryla: AHAHA!!!"
      //as you can see there is no callstd 0x6
      applymovement MOVE_PLAYER 0x880087F
      waitmovement 0x0
      applymovement 0x3 0x880087F
      waitmovement 0x0
      applymovement 0x4 0x8800882
      waitmovement 0x0
      msgbox 0x8800885 '"\c\h01ËHero\c\h01Á: What are you la..."
      //as you can see there is no callstd 0x6
      releaseall
      end

      P.S.: I tried "msgbox @alert callstd 0x6" instead of "msgbox @alert 0x6", but nothing changes
      P.S. #2: I tried to insert "callstd 0x6" after every message in the compiled code, it worked, BUT the last part of the code does not work, apparently it went trought the offset of another code or something like that!

      Spoiler:
      This is the main code after adding "callstd 0x6"s (movements and strings aren't included, they don't matter.)

      #org 0x800528
      lockall
      applymovement MOVE_PLAYER 0x8800580
      waitmovement 0x0
      msgbox 0x8800584 '"\c\h01ÇSensei\c\h01Á: [player]!!!\p..."
      callstd 0x6
      applymovement MOVE_PLAYER 0x880061C
      waitmovement 0x0
      msgbox 0x8800620 '"\c\h01ËHero\c\h01Á: ...\p\c\h01ËHer..."
      callstd 0x6
      applymovement 0x5 0x8800669
      waitmovement 0x0
      msgbox 0x880066C '"Goryla: AHAHA!!!"
      callstd 0x6
      applymovement MOVE_PLAYER 0x880067E
      waitmovement 0x0
      applymovement 0x3 0x880067E
      waitmovement 0x0
      applymovement 0x4 0x8800681
      waitmovement 0x0
      //So, here, the code is messed up: The 4th msgbox, releaseall and end are missing
      msgbox 0xFE546285
      call 0xCD0401FC

      I don't know why all of your strings are messed up, however I do know that on XSE 1.0.0, you can't do a msgbox @msg 0x6. It just isn't supported, which is why you must callstd. However, it is supported in v.1.1.1. Your other problem, I believe is that you edited the in game, already compiled script. If you add to a script, you must repoint it, because it takes up more room.

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        #7928    
      Old February 18th, 2013 (9:45 AM).
      Kurapika's Avatar
      Kurapika Kurapika is offline
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        Oh! Indeed, I am using V1.0.0. I'll look for the newer version and try again, thank you! :]

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          #7929    
        Old February 18th, 2013 (9:51 AM).
        Trainer Cyan Trainer Cyan is offline
           
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          ok thnx for helping me with the script but now when i do have the badge he disappears and then respawns as soon as i step one foot, I want to make him go away forever and I think I set my flags correctly :/

          Spoiler:
          '---------------
          #org 0x2F6583
          lock
          faceplayer
          checkflag 0x820
          if 0x1 goto 0x82F65B4
          msgbox 0x82F678C MSG_FACE '"You can't pass\p there have been \..."
          release
          end

          '---------------
          #org 0x2F65B4
          msgbox 0x82F67E9 MSG_FACE '"That badge! ok you can go,\nbut be..."
          waitmsg
          fadescreen 0x3
          closeonkeypress
          hidesprite LASTTALKED
          fadescreen 0x2
          setflag 0x209
          release
          end

            #7930    
          Old February 18th, 2013 (10:38 AM).
          FBI's Avatar
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          Quote:
          Originally Posted by Trainer Cyan View Post
          ok thnx for helping me with the script but now when i do have the badge he disappears and then respawns as soon as i step one foot, I want to make him go away forever and I think I set my flags correctly :/

          Spoiler:
          '---------------
          #org 0x2F6583
          lock
          faceplayer
          checkflag 0x820
          if 0x1 goto 0x82F65B4
          msgbox 0x82F678C MSG_FACE '"You can't pass\p there have been \..."
          release
          end

          '---------------
          #org 0x2F65B4
          msgbox 0x82F67E9 MSG_FACE '"That badge! ok you can go,\nbut be..."
          waitmsg
          fadescreen 0x3
          closeonkeypress
          hidesprite LASTTALKED
          fadescreen 0x2
          setflag 0x209
          release
          end

          You need to go into advance map and change his Person ID to 209. Also fadescreen 0x3 and 0x2 is right? I usually do fadescreen 0x1 then fadescreen 0x0.

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            #7931    
          Old February 18th, 2013 (6:53 PM).
          Noossab Blue's Avatar
          Noossab Blue Noossab Blue is offline
             
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            Quote:
            Originally Posted by FBI agent View Post
            I'd check to make sure you didn't clear or reuse 0x200 at all. I know it sounds stupid, but at this point your error doesn't seem like it should've caused an error.

            I haven't used it...I only new it was free because we used it to fix that starter script I worked on a while ago, which was in a different hack...

            Oh well. It's a very negligible event really. Only for plot consistency...too bad it won't work though.

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              #7932    
            Old February 18th, 2013 (7:43 PM).
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            thetripplenine thetripplenine is offline
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              Quote:
              Originally Posted by thetripplenine View Post

              Oh, Totally My bad... Sorry for the trouble.

              So how do I make it so the boat will be on the other side, cause when I did it the person was somewhere else and not where I wanted him to be and the ship randomly disappeared....

              Sorry It took me so long to reply I was doing other stuff...

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                #7933    
              Old February 19th, 2013 (12:44 PM).
              SporreKing SporreKing is offline
                 
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                Hello guys! I have been doing scripts earlier but only using PokeScript and now I wanna move on and try XSE.

                So i did a simple script:

                ---------------------------

                #dynamic 0x800000
                #org @start
                lock
                faceplayer
                msgbox @1 0x6
                release
                end

                #org @1
                = Hi.\nMy name is SporreKing.

                -------------------------------
                And that's supposed to work if I'm not wrong.... But in my case I'm not talking to a person. My script is triggered by a "ScriptEvent" inside AdvanceMap. But whenever I step on the ScriptEvent the game is freezing and I can't do anything. I guess the problem is that "lock" doesn't really have any target since there's no Person, only a ScriptEvent, "faceplayer" doesn't work either because there's nobody who can face the player. But that's just a theory of mine.

                Is my theory right, and how should i do instead if it is?

                If my theory is wrong.... What's causing the freezing?

                  #7934    
                Old February 19th, 2013 (2:14 PM).
                FBI's Avatar
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                Quote:
                Originally Posted by SporreKing View Post
                Hello guys! I have been doing scripts earlier but only using PokeScript and now I wanna move on and try XSE.

                So i did a simple script:

                ---------------------------

                #dynamic 0x800000
                #org @start
                lock
                faceplayer
                msgbox @1 0x6
                release
                end

                #org @1
                = Hi.\nMy name is SporreKing.

                -------------------------------
                And that's supposed to work if I'm not wrong.... But in my case I'm not talking to a person. My script is triggered by a "ScriptEvent" inside AdvanceMap. But whenever I step on the ScriptEvent the game is freezing and I can't do anything. I guess the problem is that "lock" doesn't really have any target since there's no Person, only a ScriptEvent, "faceplayer" doesn't work either because there's nobody who can face the player. But that's just a theory of mine.

                Is my theory right, and how should i do instead if it is?

                If my theory is wrong.... What's causing the freezing?

                Hmm, that theory is kinda right. Another problem is that you put that kinda script on a person, not a script event tiles. Another problem on top of that problem is that, you need to specify var values and var numbers. Faceplayer only works when you speak with an actual overworld.

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                  #7935    
                Old February 19th, 2013 (11:10 PM).
                SporreKing SporreKing is offline
                   
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                  Quote:
                  Originally Posted by FBI agent View Post
                  Hmm, that theory is kinda right. Another problem is that you put that kinda script on a person, not a script event tiles. Another problem on top of that problem is that, you need to specify var values and var numbers. Faceplayer only works when you speak with an actual overworld.

                  Ahhh, ok. But how should i do if i want a text box to pop up when i step on the ScriprEvent? I don't wanna talk to any1, only want a text box to pop up when i step on a specifoc place(ScriptEvent position) Also, what are those var values and var numbers you're talking about? And why do i need them?

                    #7936    
                  Old February 19th, 2013 (11:22 PM).
                  karatekid552's Avatar
                  karatekid552 karatekid552 is offline
                  What happens if I push it?....
                     
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                    Quote:
                    Originally Posted by SporreKing View Post
                    Ahhh, ok. But how should i do if i want a text box to pop up when i step on the ScriprEvent? I don't wanna talk to any1, only want a text box to pop up when i step on a specifoc place(ScriptEvent position) Also, what are those var values and var numbers you're talking about? And why do i need them?

                    On a green-s-tile event in A-map, you are asked to fill out a var (variable number) and a value to go along with it. The script will only run when this tile is stepped on and the var is equal to that value. A good one to start with is var 5000, which is automatically set to zero before your first use. If you only want the script to run once, at the end of the script, add this as the last line:

                    setvar 0x5000 (or whichever var you chose) 0x1

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                      #7937    
                    Old February 20th, 2013 (12:26 AM).
                    SporreKing SporreKing is offline
                       
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                      Quote:
                      Originally Posted by karatekid552 View Post
                      On a green-s-tile event in A-map, you are asked to fill out a var (variable number) and a value to go along with it. The script will only run when this tile is stepped on and the var is equal to that value. A good one to start with is var 5000, which is automatically set to zero before your first use. If you only want the script to run once, at the end of the script, add this as the last line:

                      setvar 0x5000 (or whichever var you chose) 0x1

                      Thx! I think I get it now, I really appreciate it. I'll return if iget any problems, one last question, faceplayer won't work, but will lock and release work?

                        #7938    
                      Old February 20th, 2013 (12:28 AM).
                      destinedjagold's Avatar
                      destinedjagold destinedjagold is online now
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                      Quote:
                      Originally Posted by SporreKing View Post
                      Thx! I think I get it now, I really appreciate it. I'll return if iget any problems, one last question, faceplayer won't work, but will lock and release work?

                      faceplayer wont work on S-tiled scripts.

                      If you want to make NPCs face you or any other direction, you'd need to add an applymovement command.

                      Also, I don't think lock is required, since it only tells the ROM to lock the NPC you are talking to in place. But you are using an s-tiled event, so it's of no use.
                      I am not sure about release though.

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                        #7939    
                      Old February 20th, 2013 (12:48 AM).
                      karatekid552's Avatar
                      karatekid552 karatekid552 is offline
                      What happens if I push it?....
                         
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                        Quote:
                        Originally Posted by destinedjagold View Post

                        faceplayer wont work on S-tiled scripts.

                        If you want to make NPCs face you or any other direction, you'd need to add an applymovement command.

                        Also, I don't think lock is required, since it only tells the ROM to lock the NPC you are talking to in place. But you are using an s-tiled event, so it's of no use.
                        I am not sure about release though.

                        For script tiles, the commands are lockall and releaseall if you want the on screen NPC's to stop moving.

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                          #7940    
                        Old February 20th, 2013 (7:08 AM).
                        SporreKing SporreKing is offline
                           
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                          Quote:
                          Originally Posted by karatekid552 View Post
                          On a green-s-tile event in A-map, you are asked to fill out a var (variable number) and a value to go along with it. The script will only run when this tile is stepped on and the var is equal to that value. A good one to start with is var 5000, which is automatically set to zero before your first use. If you only want the script to run once, at the end of the script, add this as the last line:

                          setvar 0x5000 (or whichever var you chose) 0x1

                          Thanks for the help! It worked perfect now! :D

                            #7941    
                          Old February 20th, 2013 (9:01 AM).
                          Doom Chaos's Avatar
                          Doom Chaos Doom Chaos is offline
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                            Hey fellas, I'm currently trying to edit Pokemon Emerald's champion script. You know, the one where the player is forced to talk to Wallace as soon as he enters the room and once he beats him, Prof. Birch appears and congratulates the player and the player is forced to go to the Hall of Fame with Wallace afterwards.

                            I tried using Advance Map 1.92 in order to find the script in the champion's room. Unfortunately, I cannot find it, so I cannot edit anything. What am I doing wrong? All I want to do is add another surprise trainer that appears right before Prof. Birch arrives, similar to Pokemon Shiny Gold's Carlos battle. It shouldn't be too hard to edit, but I need to find the original script first!

                            Thanks.

                              #7942    
                            Old February 20th, 2013 (9:27 AM).
                            karatekid552's Avatar
                            karatekid552 karatekid552 is offline
                            What happens if I push it?....
                               
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                              Quote:
                              Originally Posted by Doom Chaos View Post
                              Hey fellas, I'm currently trying to edit Pokemon Emerald's champion script. You know, the one where the player is forced to talk to Wallace as soon as he enters the room and once he beats him, Prof. Birch appears and congratulates the player and the player is forced to go to the Hall of Fame with Wallace afterwards.

                              I tried using Advance Map 1.92 in order to find the script in the champion's room. Unfortunately, I cannot find it, so I cannot edit anything. What am I doing wrong? All I want to do is add another surprise trainer that appears right before Prof. Birch arrives, similar to Pokemon Shiny Gold's Carlos battle. It shouldn't be too hard to edit, but I need to find the original script first!

                              Thanks.

                              It should just be a map script under the header tab in A-map. Remember, if you add to ot, you must repoint thay section sonce it will tale up more room than the origional.

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                                #7943    
                              Old February 20th, 2013 (9:54 AM).
                              Doom Chaos's Avatar
                              Doom Chaos Doom Chaos is offline
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                                Quote:
                                Originally Posted by karatekid552 View Post
                                It should just be a map script under the header tab in A-map. Remember, if you add to ot, you must repoint thay section sonce it will tale up more room than the origional.
                                You are correct, it is a map script. Thanks! What do you mean by "ot", though? Just wondering.

                                  #7944    
                                Old February 20th, 2013 (10:19 AM).
                                karatekid552's Avatar
                                karatekid552 karatekid552 is offline
                                What happens if I push it?....
                                   
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                                  Quote:
                                  Originally Posted by Doom Chaos View Post
                                  You are correct, it is a map script. Thanks! What do you mean by "ot", though? Just wondering.

                                  Sorry, " add to it" not ot, haha

                                  Wow my spelling is awful. Sonce should be since and tale should be take. Sorry about that!

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                                    #7945    
                                  Old February 21st, 2013 (12:36 AM).
                                  Kurapika's Avatar
                                  Kurapika Kurapika is offline
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                                    Yo!

                                    So, quickly, I added some Person Events to Viridian City's map. This map has a level script that applies some movement on those Person Events I added alongside another Person Event that originally exists in the said map.
                                    The problem is that applymovement in the script does not work on the Person Events I just added in the map, only the Person Event that exists originally in the map is affected by applymovement.
                                    So, I am wondering if I should add some specific values to these Persons Events?!?!
                                    I find it weird tough since I was able to applymovement on some other Person Events that was added by me in a different map.

                                    P.S.: I am using Advance Map 1.0.9 - It's a Fire Red rom v1.0
                                    P.S. #2: In a different map (a "house" map) I created other Person Events (the same way!! only different thing is Person ID's) and applied to them applymovement throught a "trigger" Script and everything worked fine with them... I don't know why it won't work in the city's map.
                                    P.S. #3: I tried different values for the concerned Person Events' Talking level, Movement and Movement type with no avail.
                                    P.S. #4: Help! xD

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                                      #7946    
                                    Old February 21st, 2013 (4:53 AM).
                                    FBI's Avatar
                                    FBI FBI is offline
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                                    Quote:
                                    Originally Posted by Kurapika View Post
                                    Yo!

                                    So, quickly, I added some Person Events to Viridian City's map. This map has a level script that applies some movement on those Person Events I added alongside another Person Event that originally exists in the said map.
                                    The problem is that applymovement in the script does not work on the Person Events I just added in the map, only the Person Event that exists originally in the map is affected by applymovement.
                                    So, I am wondering if I should add some specific values to these Persons Events?!?!
                                    I find it weird tough since I was able to applymovement on some other Person Events that was added by me in a different map.

                                    P.S.: I am using Advance Map 1.0.9 - It's a Fire Red rom v1.0
                                    P.S. #2: In a different map (a "house" map) I created other Person Events (the same way!! only different thing is Person ID's) and applied to them applymovement throught a "trigger" Script and everything worked fine with them... I don't know why it won't work in the city's map. :(
                                    P.S. #3: I tried different values for the concerned Person Events' Talking level, Movement and Movement type with no avail. :(
                                    P.S. #4: Help! xD

                                    You need to do applymovement 0x[Hex value of person id] @move
                                    So if the person ID was 10, then you do applymovement 0xA rather than applymovement 0x10. That is only if you're using the 0x prefix.

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                                      #7947    
                                    Old February 21st, 2013 (8:13 AM).
                                    Kurapika's Avatar
                                    Kurapika Kurapika is offline
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                                      OMG! Why didn't I think about it... >.<
                                      Thanks man! I'm going to try it right away, for sure it will work, thank you!! :]

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                                        #7948    
                                      Old February 21st, 2013 (1:50 PM). Edited February 21st, 2013 by SporreKing.
                                      SporreKing SporreKing is offline
                                         
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                                        Hey! I recently repointed the "OW-Sprite-pointer-table" using Hex Workshop to get more OWSprites. As default in A-map there's only 150 sprites, and as default in OWE-RE there's 153 OWSprites?! When I repoint the sprite-tabel, add a new sprite and then go to A-map my new OWSprite shows up as no. 151 as it should, but in OWE-RE I still only have 153 sprites and can't go any further. I think it's because OWE-RE only checks the spritetable at 0x0039FDB0 and not the actuall pointer, just a theory though. Another notice I've made's that the sprites in OWE-RE seems to have another order than the one's in A-Map btw... The last sprite in A-Map is a deoxys and the last one in OWE-RE is a messed up boat.

                                        My question is, how comes there's only 150 sprites in A-Map but 153 in OWE-RE?

                                        And why can't i see my new added sprite in OWE-RE but in A-Map?

                                        Btw, I'm using FireRed if it matters...

                                          #7949    
                                        Old February 21st, 2013 (5:19 PM).
                                        karatekid552's Avatar
                                        karatekid552 karatekid552 is offline
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                                          Quote:
                                          Originally Posted by SporreKing View Post
                                          Hey! I recently repointed the "OW-Sprite-pointer-table" using Hex Workshop to get more OWSprites. As default in A-map there's only 150 sprites, and as default in OWE-RE there's 153 OWSprites?! When I repoint the sprite-tabel, add a new sprite and then go to A-map my new OWSprite shows up as no. 151 as it should, but in OWE-RE I still only have 153 sprites and can't go any further. I think it's because OWE-RE only checks the spritetable at 0x0039FDB0 and not the actuall pointer, just a theory though. Another notice I've made's that the sprites in OWE-RE seems to have another order than the one's in A-Map btw... The last sprite in A-Map is a deoxys and the last one in OWE-RE is a messed up boat.

                                          My question is, how comes there's only 150 sprites in A-Map but 153 in OWE-RE?

                                          And why can't i see my new added sprite in OWE-RE but in A-Map?

                                          Btw, I'm using FireRed if it matters...

                                          OWERE reads not from the pointer bank you repointed, but from the bank that the repointed bank points to. I know, it's confusing. So, to avoid this, go download NSE Classic (not 2.X, CLASSIC) Very similar interface, but it reads from the same bank as A-map and has many more features. It can edit any in game sprite like Unlz can, but better if you know how to use it, but its default is Overworlds.

                                          By the way, this belongs in simple questions, not the script help thread:D.

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                                            #7950    
                                          Old February 21st, 2013 (10:31 PM).
                                          SporreKing SporreKing is offline
                                             
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                                            Quote:
                                            Originally Posted by karatekid552 View Post
                                            OWERE reads not from the pointer bank you repointed, but from the bank that the repointed bank points to. I know, it's confusing. So, to avoid this, go download NSE Classic (not 2.X, CLASSIC) Very similar interface, but it reads from the same bank as A-map and has many more features. It can edit any in game sprite like Unlz can, but better if you know how to use it, but its default is Overworlds.

                                            By the way, this belongs in simple questions, not the script help thread:D.

                                            Thx! I did search for other OWE's but didn't find any but now i have one! gonna try it out.
                                            Why won't 2.X work btw?

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