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Can you post the most recent script you're using?
Already done...check a few post above this one
And you will find it
Can you post the most recent script you're using?
#org 0x8007CB
= [red_fr][player] - Hmmm...why don't I\nuse 'it' ?..heh..heh..Ô ÓÑ\h80ËÌÁÁ
I tried your script and it worked fine for me in a clean FireRed ROM.
But I think I figure out your problem.
That right there tells me that you are editing your script after you opened the offset on XSE. You should know that if you edit or add more stuff to an already-inserted script in the ROM, it'll overwrite the other parts of your script.Code:#org 0x8007CB = [red_fr][player] - Hmmm...why don't I\nuse 'it' ?..heh..heh..Ô ÓÑ\h80ËÌÁÁ
You should always edit your uncompiled script for any changes that you make, clear the offset and then compile your script again.
Now it's getting late and I need my sleep. Good luck!
So you added "waitmovement 0x0" just as its written after every applymovement command, right? They aren't in that script.
I tried your script and it worked fine for me in a clean FireRed ROM.
But I think I figure out your problem.
That right there tells me that you are editing your script after you opened the offset on XSE. You should know that if you edit or add more stuff to an already-inserted script in the ROM, it'll overwrite the other parts of your script.Code:#org 0x8007CB = [red_fr][player] - Hmmm...why don't I\nuse 'it' ?..heh..heh..Ô ÓÑ\h80ËÌÁÁ
You should always edit your uncompiled script for any changes that you make, clear the offset and then compile your script again.
Now it's getting late and I need my sleep. Good luck!
As an aside, I put waitmovement 0x0 (I think that's the command) after every applymovement cluster that I want to occur at the same time and that has eliminated any problems I had with movements not executing. You may want to try throwing waitmovements after your applymovements and see if that solves your issue. I had pretty much the same problem when I started scripting all those years ago, and that fixed it.
How about you try putting waitmovement 0x0 after every applymovement command unless you want a simultaneous movement of 2 or more sprites. Make sure you put it before a msgbox script. Maybe the timing wasn't right. waitmovement 0x0 makes an accurate pause for applymovement execution iirc.
for example at this part of thr script:
#org 0x8001D7
applymovement 0x1 0x880027E
msgbox 0x88002DF MSG_FACE '"[orange_fr]MOM - Oh! [player], com..."
applymovement MOVE_PLAYER 0x8800283
msgbox 0x8800303 MSG_FACE '"[red_fr][player] - Umm...why did y..."
applymovement MOVE_PLAYER 0x880028B
msgbox 0x880039E MSG_FACE '"[green_fr]DAD - ...And we have dec..."
applymovement MOVE_PLAYER 0x880028E
fadedefault
sound 0x0
msgbox 0x88003E6 MSG_FACE '"[red_fr][player] - B..BU..BUT WHY ..."
you should have put waitmovement every after applymovement commands if you don't want them to have a simultaneous excecution. Second, you didn't even put pause or waitmovement. I speculate that it won't even execute those movments ingame before the msgbox script.
I hope that helps.