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Whoops, just noticed it was in the wrong thread :3c Thanks much, though.set the flag before hand, then clear it when you want the sprite to appear. Also, that's not ASM :D
Whoops, just noticed it was in the wrong thread :3c Thanks much, though.set the flag before hand, then clear it when you want the sprite to appear. Also, that's not ASM :D
I've got another question for anybody willing to answer.
I have a script that works just like the farfetch'd puzzle in GSC (you're basically chasing a pokemon through the forest and have to interact with it various times). Whenever I interact with the sprite and it moves off screen, however, it eventually just resets back to where it was originally placed (it doesn't stay where it moved to). How would I go about fixing this?
I set the sprite's flag within the script after the movement, but it still resets back to its original position.
I'm sure you must all hate me by now, but I've almost got this sorted. So, I was adding Pokémon to MrDS' base (which I finally got working) and it was all going well - I managed to add everything up to Prinplup. While editing Prinplup, though, the program froze up, forcing me to end the process. Now, attempting to reopen it presents me with this:
Spoiler:![]()
Frankly, I have no idea what this means (no surprises there), but it affects the loading of my backup, too - something that is completely untouched besides being changed from BPRE to MrDS. Any ideas?
You don't need to bother with flags, you can just use the movesprite2 command after each applymovement to set the sprite's new default location.I've got another question for anybody willing to answer.
I have a script that works just like the farfetch'd puzzle in GSC (you're basically chasing a pokemon through the forest and have to interact with it various times). Whenever I interact with the sprite and it moves off screen, however, it eventually just resets back to where it was originally placed (it doesn't stay where it moved to). How would I go about fixing this?
I set the sprite's flag within the script after the movement, but it still resets back to its original position.
Ah, that makes sense. I'll just go ahead and use that method instead then. Thanks again, FBI.the NPC_states struct will refresh itself, if you move the sprite too far, it will delete itself from the "currently active" NPCs lists, and will load itself when it is near it's default position. If you're making it travel large distances, it may be better to just make a second sprite and "vanish" the first one using a temporary flag.
I suggest keeping the second OAM in the corner of the map, away from the player's view and using movesprite to move it into position. This will save you some flags :)
You don't need to bother with flags, you can just use the movesprite2 command after each applymovement to set the sprite's new default location.
Are you sure you were using movesprite2 rather than movesprite? Because I just tested it and the sprite stayed at its new position even if I moved very far away from it. If for some reason it really doesn't work for you though, it'd be best to go for FBI's approach.That's what I was doing, but it still kept resetting back to its original position once the player moved too far away from it. Thanks, though.
I asked this earlier but it appears that now it is on the page before this one it has fallen into the dark. Thankfully along with that question I have more:
1) Is there a blank Emerald patch (As in a patch that removes all scripts/events)?
2) Using Emerald's usual choose your starter screen how do I change the Pokemon without using A-Starter (Because I am using the Emerald 650 patch and I cannot use Pokemon not from Hoenn?)
3) Are there any good scripting tutorials/scripting help for Emerald(XSE)? (I know there are ones mainly Firered which I have read but for Emerald it is slightly different.)
In Fire Red is it possible to use larger sprites (specifically thinking of 80x80) or are you restricted to 64x64 sprites? If you can, how do you do this?
What is the correct way to script a Gym Trainer so they are not able to be battled after defeating the Gym Leader?
The image is at 0xE830CC and the palette is at 0xE83604. Both the male and female bag screens use the same palette, but different colours.What offset is the bag background in Firered?
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