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Old March 26th, 2007 (6:16 AM).
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Does anyone know how to make shiny poke battle...???

one more, what the fuction of
writebytetooffset
callasm
killscript

in scripted...
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Old March 26th, 2007 (6:23 AM). Edited March 26th, 2007 by Irish Witch.
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No, it's the other way around.
in scripted, pokescript whatever:
Leave out 0x means it's decimal.
Put it in means it's hex.

I think the number in elitemap is decimal, but yea, make sure they match up
and make sure your not mixing up the event number and people number.
That sometimes happens.

you want people no.


also, it's not said but it's not actually 0x10 per item..
you also ad 0x10 for the #raw FE plus 0x10 for the command itself.

So the result should theoretically be 0x100 for that first movement command if done properly. 0x80 will work, provided the command after is a text box or something so it has time to catch up.

But I still prefer to use pausemove 0
... Older versions of scripted may use wait 0
The most recent versions actually support BOTH.
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Old March 26th, 2007 (6:39 AM).
Prof. 9 Prof. 9 is offline
 
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Quote:
Originally Posted by Irish Witch View Post
No, it's the other way around.
in scripted, pokescript whatever:
Leave out 0x means it's decimal.
Put it in means it's hex.

I think the number in elitemap is decimal, but yea, make sure they match up
and make sure your not mixing up the event number and people number.
That sometimes happens.

you want people no.


also, it's not said but it's not actually 0x10 per item..
you also ad 0x10 for the #raw FE plus 0x10 for the command itself.

So the result should theoretically be 0x100 for that first movement command if done properly. 0x80 will work, provided the command after is a text box or something so it has time to catch up.

But I still prefer to use pausemove 0
... Older versions of scripted may use wait 0
The most recent versions actually support BOTH.
That's what I meant, it IS a decimal number, but Diamond Cutter converts it to hex when it puts the script in the game.

It's from Advance Map, but i'm pretty sure it's decimal. In fact, I've never seen a decimal event/people number in Advance Map.

Hm... maybe i'll try to use 0xC (12 in hex) later.
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Old March 26th, 2007 (11:54 AM).
foofatron foofatron is offline
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[QUOTE=zel;
What is the real problem... Seems like it was compiled... Sooo?



I doesn't work i type it in the people offsets and it doesn't work.The person just stands there and says nothing.
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Old March 26th, 2007 (11:49 PM).
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Quote:
Originally Posted by RinniP View Post
I cant give an answer to this, sorry. My aunt is the one with the experience here.

I do have one suggestion, I know sel put the lines
[I]#raw 0x67
writebytetooffset 0x62 0x8666081A
i dont see the suggestion in thit?:S
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Old March 27th, 2007 (2:36 AM).
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Ignore that message Monkey,

There had been a bug in the program making the line in bold not process correctly.
I was suggesting leave those lines out, but the bug is fixed now.

Re-download, install... Report back if it works!
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Old March 27th, 2007 (6:40 AM).
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hi
i am workin on pkescript i compiled this script but it aint wokin plz help
Quote:
#org $Startscript
lock
faceplayer
checkflag 0x200
if 1 goto $GotIt
message $AskMe
$AskMe 1 = Would you like a free pokemon?
boxset 5
compare LASTRESULT 1
if 1 goto $Giveit
message $Forget
$Forget 1 = Oh.. Ok, forget it!
boxset 6
release
end

#org $Gotit
message $Howis
$Howis 1 = So, How's the pokemon?
boxset 6
release
end

#org $Giveit
givepokemon 0x288 5 0
message $Whatisit
$Whatisit 1= You Recieved a zigzagoon!
boxset 6
release
setflag 0x200
end
when i apply it to the guy under the board of littleroot town when i talk to him(after getting running shoes) the text comes
Quote:
"Would you like a free pokemon?" if i press yen ti repetes its self if i press no the message"Oh.. Ok, forget it!"displays and the box comes out

plz help me thanks a bunch!!!!!!!!
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Old March 27th, 2007 (10:17 AM).
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First of all, I must apologize for the length of this reply, I'll try to size it down using spoilers... I'll try... :D

Quote:
Originally Posted by Monkey View Post
zel all items or just a 15 items?

ZEL's EDIT: There are some explanations added here, have a look at them.
list:
masterball -> 0001 -> 00 01 -> double cero can turn into "0", while 01 can turn into 1 -> 0 1 -> swap -> 1 0 -> write to list
ultraball -> 0002 -> 00 02 -> 0 2 -> swap -> 1 0 -> write
greatball -> 0003 -> 00 03 -> 0 3 -> 3 0
pokeball
safariball
netball
diveball
nestball
repeatball
timerball -> 000A -> 0 A -> A 0
luxuryball
premierball
full restore -> 0013 -> 0 13 -> 13 0
max potion
max revive

i will hold it at this

rinnip i dont understand it:S
Notice how I build my "item list", of course, some other people may do it differently, this is the way I do it.

OK then, your script should be (stand by for some comments)

#org 0x8096F0
lock
faceplayer
#raw 0x67
writebytetooffset 0x62 0x8666081A
pokemart 0x809710
release
end

#org 0x809710
#binary 1 0 2 0 3 0 4 0 5 0 6 0 7 0 8 0 9 0 A 0 B 0 C 0 13 0 14 0 19 0 0 0


It seems as you put the items in the FR order, so I think you already had the FR item list, ah? :P
Keep in mind the #org 0x8096F0, and 0x809710 are just as an example, you can put the script anywhere you want. But the size is important, so if you put it at 0xWhatever, the second part must be at least at 0xWhatever+20
Oh, by the way... Are you ok with selling all those items... I mean, do you seriously intend to sell a Masterball??? ('cause it's sold for $0, unless you modify it with Advance-Mart's Item Editor)

For the rest... Notice I didn't have to use the 0x, however the values are still in hex. It may be confusing, je!, I'm used to it...

Quote:
Originally Posted by Prof. 9 View Post
I compiled the following script using DiamondCutter:
EDIT: Oh, and I'm hacking Ruby.

org 0x6C46D0
...
...
message 0x6C4A54
boxset 0x6
applymovement 0xFF 0x6C4AB8
pause 0x10
warp 0x1 0x4 0x0
applymovement 0xFF 0x6C4AB8
release
end

I hope that anyone can help me!
(if this post doesn't belong here (I wasn't sure) please move it!)
EDIT: Thanks!
Well, you can't add any other command after the warp (because you are in another map, and the game forgets about the original script). And, I'm curious about the freeze... What is it? Is it just a normal freeze... Or a constant flashing freeze? (I saw lots of different freeze... As you see... :P)
I don't know but maybe you are overwriting offset. Your main script is quite long... It could be possible... Hex Editors may help you find out.

Quote:
Originally Posted by foofatron View Post
Spoiler:
#org 0x800000
message 0x800030
boxset 0x2
message 0x800055
boxset BOXSET_YESNO
compare LASTRESULT 1
if 1 0x800150
message 0x800100
boxset 0x2
break

#org 0x800150
message 0x800125
boxset 0x2
warp 0x00 0x12 0x01
break

#org 0x800030
= Hello, Can I help you?
#org 0x800055
= Wanna lift to Pineco Rocks?
#org 0x800100
= To bad, come again.
#org 0x800125
= Okay, let's go.


I doesn't work i type it in the people offsets and it doesn't work.The person just stands there and says nothing.
First, I re-attached your script so we don't lose it (hidden in the spoiler tags)

And, the script should be compiled correctly, as it is correct. So, most likely, there's some other kind of problem when you are writing it into AdvanceMap (I suppose you didn't forgot the "$" sign, don't you?)

Quote:
Originally Posted by max1992 View Post
hi
i am workin on pkescript i compiled this script but it aint wokin plz help


when i apply it to the guy under the board of littleroot town when i talk to him(after getting running shoes) the text comes



plz help me thanks a bunch!!!!!!!!
Well, once again I'm getting into pokescript when I don't really use it hehe... XD

But, it seems to have the same problem with the givepokemon command. All of you, if you want to use the givepokemon command, you must use it as your last command (of course you need "end" after it), else it will truncate your script, in your specific case, it will not reproduce the message "you received a Zigzagoon", and will not set the flag, thus making the event keep repeating as you keep talking to the person.

So, as a suggestion for Irish Witch, maybe you should try to, when you are compiling, if you find a givepokemon command, put it in the bottom of the script, or something, so they can put it anywhere, and the program makes the work. ;)
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Old March 27th, 2007 (11:24 AM).
foofatron foofatron is offline
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No I put the it like $800000 that is there something I'm missing?I make a new person get his pic,put him where I need him and go to script offset after I click on him and type ^ that in.Then I go to talk to the guy and he says nothing.
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Old March 27th, 2007 (12:02 PM). Edited March 27th, 2007 by Monkey.
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Quote:
Originally Posted by RinniP View Post
Ignore that message Monkey,

There had been a bug in the program making the line in bold not process correctly.
I was suggesting leave those lines out, but the bug is fixed now.

Re-download, install... Report back if it works!
sell and cancel doing normale but when i wanna do buy it black screens

i edit later when i tested zel's script

edit: i cant work with scriptED i get all time error so i cant test Zel's script i tryed to do it in pokescript language but then i get error when compiling "rune time error 13 type mismatch"
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Old March 27th, 2007 (10:10 PM). Edited March 27th, 2007 by Irish Witch.
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Quote:
Originally Posted by Zel

Well, once again I'm getting into pokescript when I don't really use it hehe... XD

But, it seems to have the same problem with the givepokemon command. All of you, if you want to use the givepokemon command, you must use it as your last command (of course you need "end" after it), else it will truncate your script, in your specific case, it will not reproduce the message "you received a Zigzagoon", and will not set the flag, thus making the event keep repeating as you keep talking to the person.

So, as a suggestion for Irish Witch, maybe you should try to, when you are compiling, if you find a givepokemon command, put it in the bottom of the script, or something, so they can put it anywhere, and the program makes the work. ;)
Actually I just made an important discovery. I knew it didn't have to be last because of this post I made back here: A Professional Give Pokemon Script this is a fully tested script that have used in my own hack that not only gives you a pokemon but has a clause in it so the script wont crash if you already have a full party and also lets you rename the pokemon.....

so I just tried putting a bunch of #raw 0 after the givepokemon command and your script worked.
Spoiler:
#org $Startscript
lock
faceplayer
checkflag 0x200
if 1 goto $GotIt
message $AskMe
$AskMe 1 = Would you like a free pokemon?
boxset 5
compare LASTRESULT 1
if 1 goto $Giveit
message $Forget
$Forget 1 = Oh.. Ok, forget it!
boxset 6
release
end

#org $Gotit
message $Howis
$Howis 1 = So, How's the pokemon?
boxset 6
release
end

#org $Giveit
givepokemon 288 5 0
#raw 0 0 0 0 0 0 0 0 0 0 0 0
message $Whatisit
$Whatisit 1 = You Recieved a zigzagoon!
boxset 6
release
setflag 0x200
end

Givepokemon must just take too long to process so stuff written after that sometimes gets ignored.

I also fixed the following;
$Whatisit 1= You Recieved a zigzagoon!
- Needs a space between 1 and =
givepokemon 0x288 5 0
- 288 is zigzagoon, not 0x288

When I compile with these changes your script worked fine.
Next build will have the #raw 's built into the givepokemon command, keep and eye out for the update.
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Old March 27th, 2007 (10:22 PM).
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no i didnt forgot the $ and i dont really think there is something wrong with the script becouse zel/RinniP helped really much with it and with making pokescript so i could compile it actually if u readed one page back/two


Spoiler:
#org $Somewhere
lock
faceplayer
#raw 0x67
writebytetooffset 0x62 0x8666081A
pokemart $ListOfSoldItems
release
end

#org $ListOfSoldItems
#binary int 0x1 0x2 0x3 0x4 0x5 0x6 0x7
#binary int 0x8 0x9 0xa 0xb 0xc 0x13 0x14 0x17 0x00
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Old March 27th, 2007 (10:32 PM). Edited March 27th, 2007 by Irish Witch.
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Pkay.. Now I get it...
Monkey: Just do this:
Code:
#org $StartMarket
lock
faceplayer
pokemart $marketValues
release
end

#org $marketValues
#binary int 0x1 0x2 0x3 0x4 0x5 0x6 0x7 0x8
#binary int 0x9 0xa 0xb 0xc 0x13 0x14 0x0
Zel,
I was doubtful about those commands in the first place. All this trouble and that was all that was needed....
.... I assume you did test that script first, and if so what rom. Maybe all this problem was a r/s vs fr/lg thing. That command aparantly wasn't necessary in ruby.
(And no, it's not a difference in my program. I tried compiling your script with pokescript AND with scripted. They both crashed in the same manner!)

Also: Settle this for me.. When I was looking at scripted's source code it seamed to behave the same way mine does.
Put 0x (or &h) in front and it's hex. Leave it out and it's decimal.....
... Is that or is that not the case, or is it maybe only like that in a certain version of scripted :/

Quote:
Originally Posted by Originally Posted by foofatron
Spoiler:

#org 0x800000
message 0x800030
boxset 0x2
message 0x800055
boxset BOXSET_YESNO
compare LASTRESULT 1
if 1 0x800150
message 0x800100
boxset 0x2
break

#org 0x800150
message 0x800125
boxset 0x2
warp 0x00 0x12 0x01
break

#org 0x800030
= Hello, Can I help you?
#org 0x800055
= Wanna lift to Pineco Rocks?
#org 0x800100
= To bad, come again.
#org 0x800125
= Okay, let's go.


I doesn't work i type it in the people offsets and it doesn't work.The person just stands there and says nothing.
Um, my very first suggestion is re-organising your offsets so their not jumping around all over the place. Like This:
Spoiler:

#org 0x800000
message 0x8000150
boxset 0x2
message 0x8000170
boxset BOXSET_YESNO
compare LASTRESULT 1
if 1 0x800100
message 0x800200
boxset 0x2
break

#org 0x800100
message 0x800220
boxset 0x2
warp 0x00 0x12 0x01
break

#org 0x8000150
= Hello, Can I help you?
#org 0x8000170
= Wanna lift to Pineco Rocks?
#org 0x800200
= To bad, come again.
#org 0x800220
= Okay, let's go.
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Old March 27th, 2007 (10:46 PM).
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still black screen when i do buy:s
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Old March 27th, 2007 (10:52 PM).
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?? PM me the script ??
Make sure it's identical to mine.
remember that the 15th item must be 0x0 .... not 15 items and ten 0x0
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Old March 27th, 2007 (11:03 PM).
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its just the same script u posted before so this one:

Code:
#org $StartMarket
lock
faceplayer
pokemart $marketValues
release
end

#org $marketValues
#binary int 0x1 0x2 0x3 0x4 0x5 0x6 0x7 0x8
#binary int 0x9 0xa 0xb 0xc 0x13 0x14 0x0
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Old March 27th, 2007 (11:14 PM).
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Pics attached from my run of the script...

Try putting the script on a fresh rom (no changes on it). If it works then it means you somehow stuffed up the rom with all the mucking around we did earlier.

If thats the case, I hope you kept the buffer files. It will save you having to re-compile if you just open the buffer files all at once, burn them and plug in the new offsets into your maps!
Attached Images
File Type: png POKEMO~1_01.png‎ (5.4 KB, 30 views) (Save to Dropbox)
File Type: png POKEMO~1_02.png‎ (4.2 KB, 27 views) (Save to Dropbox)
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Old March 27th, 2007 (11:16 PM). Edited March 27th, 2007 by Monkey.
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k will try it with clean rom will edit later

edit: yup now it works:) to bad i can start over again for me hack:(
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Old March 27th, 2007 (11:31 PM).
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That's something I'm actually working towards.. I'm currently working on a record editor for changing stuff like trainer info etc, and once I'm done with that I'll hook it into a project manager.
Literally: when you open a rom with the project manager it creates a folder for your hack containing all the .buf files, undo data, a copy of the original rom, and a history of everything you did to it.
If something you put into the rom stuffs it up you can then select 'Undo' to restore it.... And if it's really bad you can tell it 'Re-Compile All', deselect anything you think might have caused problems and save time re-constructing your rom!
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Old March 28th, 2007 (2:19 AM).
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Here is how I do it I put a script sign thing then a person and type in the offset $800000 on the person and the script thing so it looks like this. [P]
[S]
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Old March 28th, 2007 (5:03 AM).
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Woi.....
Everyone in here... please help me...

Does anyone know how to make shiny poke battle...???

one more, what the fuction of
writebytetooffset
callasm
killscript
in scripted...
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Old March 28th, 2007 (9:28 AM).
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This is taken from the info for rubikon (the language of scripted) on my website and is copied almost verbatim from scripteds documentation:

Code:
 Advanced Commands

I strongly advise not fiddling with these commands. They are strictly for advanced users only and the practical uses of many of them are still questionable.

KILLSCRIPT
Removes a script from a script bank and clear all values, flags and script stuff.

LOADPOINTER <bank> <pointer>
Loads data from a location into a script bank. Can be used for a number of things, including displaying text.

COPYSCRIPTSBANK <bank1> <bank2>
Copy information from one script bank to another.

COPYBYTE <pointer> <pointer>
Copies a byte from location 1 to location 2

COPYVARIFNOTZERO <variable> <Variable>
Copies the data in system variable A to system Variable B

CALLASM <pointer>
Calls a non-standard system routine not represented in this command structure.

WRITEBYTETOOFFSET <byte> <pointer>
Writes a byte to an offset

LOADBYTEFROMPOINTER <bank> <pointer>
Opposite of above
In other words its stuff that could be used for a number of things, but we aren't sure what yet.


As for shiney pokemon battles. The only sure way we know is to hack a make a backup pokemon (there are blanks in the list) and give it a different color scheme. There may be a way to force a shiny battle using a combination of the commands above but I don't think anybody knows it!
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Old March 28th, 2007 (10:53 PM).
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How would i make it so you talk to a person, and a battle with mew starts?
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Old March 29th, 2007 (7:08 AM).
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Maybe any one know
what i have to put into script that the people will desapire after end of script
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Old March 29th, 2007 (7:44 AM). Edited March 29th, 2007 by zel 2.0.
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Quote:
Originally Posted by Irish Witch View Post
Zel,
I was doubtful about those commands in the first place. All this trouble and that was all that was needed....
.... I assume you did test that script first, and if so what rom. Maybe all this problem was a r/s vs fr/lg thing. That command aparantly wasn't necessary in ruby.
(And no, it's not a difference in my program. I tried compiling your script with pokescript AND with scripted. They both crashed in the same manner!)

Also: Settle this for me.. When I was looking at scripted's source code it seamed to behave the same way mine does.
Put 0x (or &h) in front and it's hex. Leave it out and it's decimal.....
... Is that or is that not the case, or is it maybe only like that in a certain version of scripted :/
Of course I tested the script, since, in fact, that's what I've been using all along in my hack! :P
And, everything I always say is for Fire Red, that's all I know of, anyway. That's why I always say to be careful if I say something for FR, and you want to try it on R/S/E.

I don't know what you did when you were compiling, but here are my results...

Spoiler:


Oh, and when it comes to the compilation of the "weird part" of hex without 0x, what it does is...

12 - SEEK
> pNewOffset = 809710
13 - RAW
> bOut = 1
> bOut = 0
> bOut = 2
> bOut = 0
> bOut = 3
> bOut = 0
> bOut = 4
> bOut = 0
> bOut = 5
> bOut = 0
> bOut = 6
> bOut = 0
> bOut = 7
> bOut = 0
> bOut = 8
> bOut = 0
> bOut = 9
> bOut = 0
> bOut = A
> bOut = 0
> bOut = B
> bOut = 0
> bOut = C
> bOut = 0
> bOut = 13
> bOut = 0
> bOut = 14
> bOut = 0
> bOut = 19
> bOut = 0
> bOut = 0
> bOut = 0


[EDIT]: By the way... I have Scripted version 1.0.0.3, are we on the same wave?

Anyway... Since the problem has been solved. Then that settles it, I think. Peace! :D

Quote:
Originally Posted by wmoor0826 View Post
How would i make it so you talk to a person, and a battle with mew starts?
Basically, by using the wildbattle command. It should go like this:

#org 0xSomewhere
wildbattle 0xPoke 0xLevel 0xStyle
end


Of course, this would be the easy way, and it would keep repeating, to avoid that, just use flags.

#org 0xSomewhere
checkflag 0xMyFlag
if 0x1 jump 0xSomewhere2
setflag 0xMyFlag
wildbattle 0xPoke 0xLevel 0xStyle
end

#org 0xSomewhere2
release
end

Additionally, if you use the "MyFlag" value in the sprite's People ID (in AdvanceMap), the sprite will dissappear as soon as you end the battle.

Problem with this simple script is that the battle may end because of fainting the opponent, catching it, or simply running away. The script would be a bit more complicated to forbid the run. I haven't done that yet.

Quote:
Originally Posted by KebaSun View Post
Maybe any one know
what i have to put into script that the people will desapire after end of script
Using flags, as always. Basically, it is what I told before. Setting a flag, and putting it into the corresponding sprite's People ID value. Of course, applymovements are a must so that first the sprite would walk away (and move it somewhere it cannot be seen, 'cause the dissappearing will take effect once you reload the map, by entering a house, or switching maps), and I think that's what you need, right?
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