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- 12
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- Seen Feb 1, 2014
0x800D is very good, as long as you don't ask any questions or such. If not, try 0x8012. That one isn't used too often.
What do you mean with "don't ask any questions"?
Thanks :)
0x800D is very good, as long as you don't ask any questions or such. If not, try 0x8012. That one isn't used too often.
What do you mean with "don't ask any questions"?
Thanks :)
I thought you were using XSE?...Oh...Sorry I don't really understand...So do I make up a number? And I don't know any movement commands that could get the sprite off the screen (and thus disappear?)
Sorry I really know very little about scripting. PKSV has a flag list. Could I apply say Gary's flag listed on there, because shouldn't that flag make the trainer walk out the screen (like he does) or does that contradict the idea of "use a free flag"?
Sorry I'm a bit lost :(
Is it possible to increase the value of variable? I mean that if you have a variable x which has a value of 0x2, can I increase it's value by one so it is 0x3?
And I don't want to start making scripts where I check the value of the variable and then change it to one bigger manually.
Is it possible to make someone fight with you in a double battle? I'm not sure if this was in Fire Red or a DS pokemon game.
Super easy, just check the "Double Battle" box in A-Trainer.
Hey, can anyone give me the list of actions for the 'spritebehave' command on XSE?
Look in advance map. They are in the events tab under the movement types.
So, if I put:
spritebehave 0xFF 0x0C
Will the players sprite disappear? I am putting this on a level script and want it to happen immediately when he/she enters the area.
I made a script and everything is working fine, except that my selected person doesn't move/follow the applymovement bit. She just stands as she is and talks from there, the applymovement for the players character however works fine?
What is my problem?
Spoiler:
#dynamic 0x8008FE
#org @start
msgbox @talk1 0x6
playsong 0x011A 0x0
applymovement 3 @walk1
waitmovement 3
applymovement 0xFF @walk2
waitmovement 0xFF
msgbox @talk2 0x6
giveitem 0x103 1 0x0)
msgbox @talk3 0x6
applymovement 3 @walk3
waitmovement 3
hidesprite 3
setvar 0x6100 0x1
setflag 0x1206
fadesong 0x012C
release
end
#org @talk1
= HEY WAIT! DONT GO YET!
#org @talk2
= I fixed your bike finally and it\nruns better than ever!\pHere you go!
#org @talk3
= That's all I needed to give you.\nI'll catch you later!\pBye!
#org @walk1
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x4A
#raw 0xFE
#org @walk2
#raw 0x63
#raw 0x55
#raw 0xFE
#org @walk3
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0xFE
Extra: For the script in advancemap i have both unknown figures set to 03 and the var number is 6100. My person is no.2 and her person event num. is 3. Her Person Id. is 1206 (same as flag)
Hey, I'm just getting back into hacking for the first time in like... 3 or 4 years, and I'm trying to change the beginning of the game (ruby) so that you just start out in your bed and not on the truck. I've changed it so you start in the middle of the starter town, and then used warpmuted to stop the earthquake at the start of the game... which also should have ideally warped you straight into your bed, but the script doesn't execute when the game starts. It only happens if you exit and come back to the map. How can I make it happen at the very very very beginning?
Is it the flag? It was above 900 so?
What should i do with the flag if so?
Please correct my mistake for me :(
I'm a very newbie scriptwriter and rom hacker
I'm just making a small game for some friends.