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[Other✓] Script being skipped?

  • 60
    Posts
    10
    Years
    Alright friends I'm here once again with another scripting issue. But instead of posting the entire script I'll just post what isn't working. Below is my script that isn't working and the person information. But anyways, what I want to happen is the screen to go black, and when it comes back up, there is mist, a music change, and a character has moved by the time the screen comes back up. Now the music and mist are alright, but for some odd reason the character moving is getting skipped. I even tried moving the character script to go after the screen face but to no avail, it fails. I have no idea why the character sprite won't move, I even have showsprite which was my last problem. Hopefully PC can lend me some answers again. (picture of advance map person event information has been added)

    Person event info (char that wont move):
    Person event
    No: 7
    Person event no: 8
    Picture no: 187
    Unknown: 00 00
    Pos (X\Y): 0009 000C
    Unknown: 00
    Movement type:
    Look down
    Movement: 00
    Unknown: 00
    Trainer: No
    Unknown: 00
    View radius: 0000
    Script offset: $000000
    Person ID: 1290
    Unknown: 00 00

    Script that isn't woking:
    fadescreen 0x1
    setweather 0xA
    doweather
    playsong 0x166 0x0
    showsprite 0x8
    applymovement 0x8 0x8803643
    waitmovement 0x0
    fadescreen 0x0
    setvar 0x4056 0x1
    release
    end
     
    Last edited:
    1) make sure the flag for the OW isn't set.
    2) make sure no other OW has the same person event number on the map (in this case it's 8)
    3) make sure the OW isn't too far off screen for the player to see. if it is about 11 tiles away it won't register the event and will skip the applymovement completely
    4) make sure the applymovement movement is actually correct and ending with 0xFE
     
    1) make sure the flag for the OW isn't set.
    2) make sure no other OW has the same person event number on the map (in this case it's 8)
    3) make sure the OW isn't too far off screen for the player to see. if it is about 11 tiles away it won't register the event and will skip the applymovement completely
    4) make sure the applymovement movement is actually correct and ending with 0xFE

    I followed all of your steps but nothing changed. I even remove all of the person events and replaced them, changed the script to recognize the right ID's, and nothing happened. Still the same result. I'm going to post the entire script below, maybe I messed up with something in the beginning? But the only thing that isn't working is the last applymovement.

    '---------------
    #org 0x803648
    playsong 0x1D3 0x0
    applymovement 0x8 0x8803348
    waitmovement 0x0
    applymovement 0x7 0x880334B
    waitmovement 0x0
    applymovement 0x1 0x880334E
    waitmovement 0x0
    applymovement 0x4 0x8803351
    waitmovement 0x0
    msgbox 0x88032D7 0x6 '"Grunt Girl: Who is this kid?!"
    applymovement 0x4 0x8803354
    applymovement 0x1 0x8803357
    waitmovement 0x0
    msgbox 0x88032F7 0x6 '"Jasmine: [player], I told you not ..."
    applymovement 0x4 0x8803354
    applymovement 0x1 0x8803357
    waitmovement 0x0
    sound 0x6B
    special 0x131
    waitstate
    fadescreen 0x1
    setweather 0xA
    doweather
    playsong 0x166 0x0
    showsprite 0x2
    applymovement 0x2 0x880374A
    waitmovement 0x0
    fadescreen 0x0
    setvar 0x4056 0x1
    release
    end


    '---------
    ' Strings
    '---------
    #org 0x8032D7
    = Grunt Girl: Who is this kid?!

    #org 0x8032F7
    = Jasmine: [player], I told you not to come \nhere!\pJasmine: Leave before it's to late!


    '-----------
    ' Movements
    '-----------
    #org 0x803348
    #raw 0x0 'Face Down
    #raw 0xFE 'End of Movements

    #org 0x80334B
    #raw 0x0 'Face Down
    #raw 0xFE 'End of Movements

    #org 0x80334E
    #raw 0x0 'Face Down
    #raw 0xFE 'End of Movements

    #org 0x803351
    #raw 0x0 'Face Down
    #raw 0xFE 'End of Movements

    #org 0x803354
    #raw 0x0 'Face Down
    #raw 0xFE 'End of Movements

    #org 0x803357
    #raw 0x0 'Face Down
    #raw 0xFE 'End of Movements

    #org 0x80374A
    #raw 0x25 'Step on the Spot Down (Fastest)
    #raw 0x25 'Step on the Spot Down (Fastest)
    #raw 0x25 'Step on the Spot Down (Fastest)
    #raw 0x25 'Step on the Spot Down (Fastest)
    #raw 0xFE 'End of Movements
     
    You're missing lock at the start, unless this is a subscript, and the lock happened in the main script.

    Put lock as the very first command. Froze the game. I have no idea why. I will tinker with lock and see what happens but putting it at the beginning froze my game when stepping on the script.
     
    Put lock as the very first command. Froze the game. I have no idea why. I will tinker with lock and see what happens but putting it at the beginning froze my game when stepping on the script.

    I don't know why that would happen. Also person ID 1290 seems really high, you can't even set flags that high.
     
    I don't know why that would happen. Also person ID 1290 seems really high, you can't even set flags that high.

    Set the PID to 1205 and nothing happened, I still get the same result. Everything in the script works except the one NPC at the end.

    showsprite 0x2
    applymovement 0x2 0x880374A
    waitmovement 0x0

    #org 0x80374A
    #raw 0x25 'Step on the Spot Down (Fastest)
    #raw 0x25 'Step on the Spot Down (Fastest)
    #raw 0x25 'Step on the Spot Down (Fastest)
    #raw 0x25 'Step on the Spot Down (Fastest)
    #raw 0xFE 'End of Movements

    I don't see what is wrong with that...
    (Also the NPC is 5 tiles away from the script the player steps on to activate the event.)
     
    Isn't fadescreen 0x1 normal to black so he'll be moving while the screen is black.

    Also for person ID I mean that's still high. Person ID is a flag and flags don't go that high. If you go over 900 it overlaps some RAM, I'm usually using 300 or less.
     
    Isn't fadescreen 0x1 normal to black so he'll be moving while the screen is black.

    Also for person ID I mean that's still high. Person ID is a flag and flags don't go that high. If you go over 900 it overlaps some RAM, I'm usually using 300 or less.

    Yes the plan is for the NPC to move into a specific place and appear when the screen comes back. My original plan was to have the movement type as hidden and then use showsprite to make the NPC appear. But neither of these worked. BUT, out of curiosity I decided to test the not working script on a new script tile. The result, it worked! But I had edited a few things. (script below) The following made the npc walk up to me when I stepped on the script. So something is making the first script not work but I'm not too sure what it is. I will do a bit more testing because I have a few ideas/edits I might be able to add to fix this.

    '---------------
    #org 0x800CC3
    applymovement 0x2 0x8800CD5
    waitmovement 0x0
    setvar 0x4058 0x1
    release
    end


    '-----------
    ' Movements
    '-----------
    #org 0x800CD5
    #raw 0x8 'Step Down (Normal)
    #raw 0x8 'Step Down (Normal)
    #raw 0x8 'Step Down (Normal)
    #raw 0xFE 'End of Movements
     
    Fixed it, so it turns out that the applymovement script 0x25 for latios/latias makes them jitter, not run down super fast like the applymovement offset name would make someone think. (Step on the Spot Down (Fastest)) So I decided to just switch it to 0x15 (Step Down (Fast)) and viola! As soon as the screen came up, BAM, a red latias was in front of me! Thanks for all of the help friends! :D
     
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