- 18
- Posts
- 10
- Years
- Seen Apr 21, 2020
In this instance, the script is activated when the player talks to Pikachu (0x1). What I would like to happen is for Pikachu's sprite to disappear between the two fadescreen commands, but that's not happening :(
Here's another instance of this happening, but this time the event is activated via script tile. I would like for the sprite to disappear after running off screen, but again, that doesn't happen. Actually, it does disappear, but only until the player moves (at that point, it appears in its original position).
Any ideas?
Spoiler:
#dyn 0x7406B6
#org @main
'-----------------------------------
lockall
cry PIKACHU 0x2
msgbox 0x87400BD ' blah blah...
callstd MSG_LOCK ' Built-in lock command
closemsg
pause 0x5
msgbox 0x88401E6 ' blah blah...
textcolor BLUE
callstd MSG_LOCK ' Built-in lock command
closemsg
pause 0x30
setvar 0x8004 0x3
setvar 0x8005 0xE
setvar 0x8006 0xE
setvar 0x8007 0x3
special 0x136
waitspecial
pause 0x1E
sound 0x15
applymovement PLAYER 0x88404A3 ' say_! end
pauseevent 0x0
pause 0x1E
sound 0x59
msgbox 0x8840279 ' blah blah...
callstd MSG_LOCK ' Built-in lock command
closemsg
pause 0x1E
fadescreen FADEOUT_BLACK
disappear 0x1
fadedefault
fadescreen FADEIN_BLACK
storepokemon 0x0 PIKACHU
addpokemon PIKACHU 5 NONE 0x0 0x0 0x0
applymovement PLAYER @walk
pauseevent 0x0
warp 0x4 0x0 0x1
releaseall
end
#org 0x87400BD
= blah blah
#org 0x88401E6
= blah blah
#org 0x8840279
= blah blah
#org 0x88404A3
M say_! end
#org @walk
M walk_down walk_down end
#org @main
'-----------------------------------
lockall
cry PIKACHU 0x2
msgbox 0x87400BD ' blah blah...
callstd MSG_LOCK ' Built-in lock command
closemsg
pause 0x5
msgbox 0x88401E6 ' blah blah...
textcolor BLUE
callstd MSG_LOCK ' Built-in lock command
closemsg
pause 0x30
setvar 0x8004 0x3
setvar 0x8005 0xE
setvar 0x8006 0xE
setvar 0x8007 0x3
special 0x136
waitspecial
pause 0x1E
sound 0x15
applymovement PLAYER 0x88404A3 ' say_! end
pauseevent 0x0
pause 0x1E
sound 0x59
msgbox 0x8840279 ' blah blah...
callstd MSG_LOCK ' Built-in lock command
closemsg
pause 0x1E
fadescreen FADEOUT_BLACK
disappear 0x1
fadedefault
fadescreen FADEIN_BLACK
storepokemon 0x0 PIKACHU
addpokemon PIKACHU 5 NONE 0x0 0x0 0x0
applymovement PLAYER @walk
pauseevent 0x0
warp 0x4 0x0 0x1
releaseall
end
#org 0x87400BD
= blah blah
#org 0x88401E6
= blah blah
#org 0x8840279
= blah blah
#org 0x88404A3
M say_! end
#org @walk
M walk_down walk_down end
Here's another instance of this happening, but this time the event is activated via script tile. I would like for the sprite to disappear after running off screen, but again, that doesn't happen. Actually, it does disappear, but only until the player moves (at that point, it appears in its original position).
Spoiler:
#dyn 0x740186
#org @main
'-----------------------------------
lockall
setvar 0x4035 0x1
applymovement PLAYER @look
pauseevent 0x0
pause 0x05
msgbox 0x874019F ' TEXT HERE...
callstd MSG_LOCK ' Built-in lock command
closemsg
pause 0x1E
applymovement PLAYER 0x87401B4 ' walk_left walk_left ...
pauseevent 0x0
pause 0x1E
fadescreen FADEOUT_BLACK
pause 0x40
msgbox @talk2
callstd MSG_LOCK
closemsg
fadescreen FADEIN_BLACK
pause 0x1E
applymovement PLAYER @surprise
pauseevent 0x0
pause 0x20
reappear 0x3
applymovement 0x3 @walk1
pauseevent 0x0
msgbox @talk3
callstd MSG_LOCK
closemsg
pause 0x20
applymovement 0x3 @surprise
pauseevent 0x0
pause 0x1E
msgbox @talk4
callstd MSG_LOCK
closemsg
pause 0x1E
applymovement PLAYER @follow
applymovement 0x3 @tolab
pauseevent 0x0
pause 0x1E
applymovement 0x3 @turn
pauseevent 0x0
pause 0x1E
msgbox @talk5
callstd MSG_LOCK
closemsg
applymovement 0x3 @run
pauseevent 0x0
disappear 0x3
fadedefault
pause 0x1E
releaseall
end
#org 0x874019F
= TEXT HERE
#org 0x87401B4
M walk_down walk_left walk_left walk_left end
#org @talk2
= TEXT HERE
#org @surprise
M say_! end
#org @look
M look_up_delayed end
#org @talk3
= TEXT HERE
#org @talk4
= TEXT HERE
#org @walk1
M walk_right walk_right walk_right walk_right walk_right walk_right walk_right end
#org @tolab
M walk_left walk_left walk_left walk_left end
#org @follow
M walk_left walk_left walk_left walk_left end
#org @turn
M look_right_delayed end
#org @talk5
= blah blah blah
#org @run
M run_up run_up run_up run_up end
#org @main
'-----------------------------------
lockall
setvar 0x4035 0x1
applymovement PLAYER @look
pauseevent 0x0
pause 0x05
msgbox 0x874019F ' TEXT HERE...
callstd MSG_LOCK ' Built-in lock command
closemsg
pause 0x1E
applymovement PLAYER 0x87401B4 ' walk_left walk_left ...
pauseevent 0x0
pause 0x1E
fadescreen FADEOUT_BLACK
pause 0x40
msgbox @talk2
callstd MSG_LOCK
closemsg
fadescreen FADEIN_BLACK
pause 0x1E
applymovement PLAYER @surprise
pauseevent 0x0
pause 0x20
reappear 0x3
applymovement 0x3 @walk1
pauseevent 0x0
msgbox @talk3
callstd MSG_LOCK
closemsg
pause 0x20
applymovement 0x3 @surprise
pauseevent 0x0
pause 0x1E
msgbox @talk4
callstd MSG_LOCK
closemsg
pause 0x1E
applymovement PLAYER @follow
applymovement 0x3 @tolab
pauseevent 0x0
pause 0x1E
applymovement 0x3 @turn
pauseevent 0x0
pause 0x1E
msgbox @talk5
callstd MSG_LOCK
closemsg
applymovement 0x3 @run
pauseevent 0x0
disappear 0x3
fadedefault
pause 0x1E
releaseall
end
#org 0x874019F
= TEXT HERE
#org 0x87401B4
M walk_down walk_left walk_left walk_left end
#org @talk2
= TEXT HERE
#org @surprise
M say_! end
#org @look
M look_up_delayed end
#org @talk3
= TEXT HERE
#org @talk4
= TEXT HERE
#org @walk1
M walk_right walk_right walk_right walk_right walk_right walk_right walk_right end
#org @tolab
M walk_left walk_left walk_left walk_left end
#org @follow
M walk_left walk_left walk_left walk_left end
#org @turn
M look_right_delayed end
#org @talk5
= blah blah blah
#org @run
M run_up run_up run_up run_up end
Any ideas?