Lollypop
Member since '07 <300 posts
- 250
- Posts
- 17
- Years
- Age 27
- Melbourne,Australia
- Seen Sep 28, 2016
how do u make another npc lol? the map is in pallet town. its ur room.
[b]Game: ruby[/b]
[b]Type:xse [/b]
[b]Editor: [/b]
[b]Script:[SPOILER] #dynamic 0x2166F0
#org @start
checkflag 0x01
if 0x01 goto @done
lock
faceplayer
textcolor 0x01
Message @Speak
BoxSet 0x6
setflag 0x4
release
end
#org @done
faceplayer
clearflag 0x04
release
end
#org @Speak
= !!![/SPOILER][/b]
im try to make an event were i enter a town & see a pokemon then he gets that ! & notices me & runs of (like the dogs in g/s/c). this is what i have:
can someone tell me what i did as soon as posible. and can you show me how to fix it so it would work right cause right now its not working.Code:[B]Game: ruby[/B] [B]Type:xse [/B] [B]Editor: [/B] [B]Script:[SPOILER] #dynamic 0x2166F0 #org @start checkflag 0x01 if 0x01 goto @done lock faceplayer textcolor 0x01 Message @Speak BoxSet 0x6 setflag 0x4 release end #org @done faceplayer clearflag 0x04 release end #org @Speak = !!![/SPOILER][/B]
thanks. i saw that from youtube & i've been trying to fix it but still no luck. this is what i have now (dont know if it's right but it looks right from what i have seen):
Spoiler:#dynamic 0x803000
#org @start
lock
faceplayer
applymovement ox5 @move1
msgbox @1 0x56
applymovement ox6 @move2
waitmovement 0x2
fadescreen 0x1
fadescreen 0x0
hidesprite 0x187
hidesprite 0x188
setflag 0x200
setflag 0x201
release
end
#org @move1
#raw 0x80
#raw 0xFE
#org @move2
#raw 0x81
#raw 0xFE
#org @1
= ???
bty i dont no what version of xse i have i got this one mediafire.com/?d2fzwimnmd5
thanks i fixed it. & this is what i gotA couple of things. One, "0x" and "ox" are different in that "0x" is correct. Two, there is no "std function 0x56". I assume that after the "msgbox @1" you meant to put "0x6". Three, you can't have more than 256 OWs on a map. According to your hidesprite commands, you have at lest 392 which doesn't make any sense. Check the "Person No." for each of your OWs in AdvanceMap again. Four, why are you using "waitmovement 0x2"? You should either be using "waitmovement 0x0" or maybe "waitmovement 0xXX" where XX equals the Person No. of the OW that you just applied a movement to. Five, you're missing a "waitmovement" command after the first "applymovement". Six, from what I can tell, your use of "fadescreen" will create a blinking effect but the OWs will disappear after the blink which won't look good.
First what version are you using of xse and maybe i can help you and now i need some help
Xse newest version pokemon fire red
'---------------
#org 0x80173E
checkflag 0x1000
if 0x1 goto 0x8801872
hidesprite 0x3
showsprite 0x3
waitmovement 0x3
applymovement 0x3 0x8801784
waitmovement 0x3
msgbox 0x880178E MSG_NORMAL '"Hi honey today is you're birthday...."
setflag 0x82F
fanfare 0x13E
waitfanfare
msgbox 0x88017C8 MSG_NORMAL '"You recieved the running shoes.\pR..."
applymovement 0x3 0x8801789
waitmovement 0x3
hidesprite 0x3
setflag 0x1000
release
end
'---------------
#org 0x801872
release
end
'---------
' Strings
'---------
#org 0x80178E
= Hi honey today is you're birthday.\nHere is you're gift.
#org 0x8017C8
= You recieved the running shoes.\pRead the instructions.\lPress B to run super fast it.\lI hope you like it also you're dad\lwas looking for you he said he\lhad a surprise.
'-----------
' Movements
'-----------
#org 0x801784
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0xFE 'End of Movements
#org 0x801789
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0xFE 'End of Movements
i cant get the running shoes and i want the mom to be invisible until i step on the script tile she moves and everything but those 2 issues i cant fix.
'---------------
#org 0x80173E
checkflag 0x0x82F
if 0x1 goto 0x8801872
applymovement 0x3 0x8801784
waitmovement 0x3
msgbox 0x880178E MSG_NORMAL '"Hi honey today is you're birthday...."
fanfare 0x13E
waitfanfare
msgbox 0x88017C8 MSG_NORMAL '"You recieved the running shoes.\pR..."
applymovement 0x3 0x8801789
waitmovement 0x3
hidesprite 0x3
setflag 0x82F
release
end
'---------------
#org 0x801872
release
end
'---------
' Strings
'---------
#org 0x80178E
= Hi honey today is you're birthday.\nHere is you're gift.
#org 0x8017C8
= You recieved the running shoes.\pRead the instructions.\lPress B to run super fast it.\lI hope you like it also you're dad\lwas looking for you he said he\lhad a surprise.
'-----------
' Movements
'-----------
#org 0x801784
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0xFE 'End of Movements
#org 0x801789
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0xFE 'End of Movements
Umm..you just place the script tiles where you want them and the two pokemon should run off. Taking out the msgbox is unnecessary.thanks i fixed it. & this is what i gotnow how do i make it so that when i enter the town the 2 pkmn are Alerted by me & run off. i got the apply & waitmovement. do i need to take out the msgbox or do i not need it? i dont know what to use. also im a bit confused in which #s i' adding in script offset, do i add the ones from free space finder & also what im i supode to do with the #s from when i compile the script.Spoiler:#dynamic 0x803000
#org @start
lock
faceplayer
applymovement ox5 @move1
waitmovement 0x0
msgbox @1 0x2
applymovement 0x6 @move2
waitmovement 0x0
hidesprite 0x4
hidesprite 0x5
setflag 0x200
setflag 0x201
release
end
#org @move1
#raw 0x80
#raw 0xFE
#org @move2
#raw 0x81
#raw 0xFE
#org @1
= !!!
#org @start
checkflag 0x200
if 0x1 goto @done
applymovement ox5 @move1
waitmovement 0x0
msgbox @1 0x2
applymovement 0x6 @move2
waitmovement 0x0
hidesprite 0x4
hidesprite 0x5
setflag 0x200
release
end
#org @done
release
end
#org @move1
#raw 0x80
#raw 0xFE
#org @move2
#raw 0x81
#raw 0xFE
#org @1
= !!!
#dynamic 0x(offset from FSF)
checkflag 0x200
if 0x1 goto @done
applymovement ox5 @move1
waitmovement 0x0
msgbox @1 0x2
applymovement 0x6 @move2
waitmovement 0x0
hidesprite 0x4
hidesprite 0x5
setflag 0x200
release
end
#org @done
release
end
#org @move1
#raw 0x80
#raw 0xFE
#org @move2
#raw 0x81
#raw 0xFE
#org @1
= !!!
#dynamic 0x(offset from FSF)
#org @start
checkflag 0x200
if 0x1 goto @done
applymovement ox5 @move1
waitmovement 0x0
msgbox @1 0x2
applymovement 0x6 @move2
waitmovement 0x0
hidesprite 0x4
hidesprite 0x5
setflag 0x200
release
end
#org @done
release
end
#org @move1
#raw 0x80
#raw 0xFE
#org @move2
#raw 0x81
#raw 0xFE
#org @1
= !!!
#org @move1
#raw 0x56
#raw 0xFE