Hello!
I am making a give running shoe script!
so, i have setflag 0x82F right?
but, then do i need to give the player the key item "running shoe"
(if yes, what is the item number)
Just the flag will do! :)
#dynamic 0x2477A0
#org @start
lock
faceplayer
checkflag 0x82F
if 0x1 goto @done
msgbox @1 0x6
setflag 0x82F
release
end
#org @done
= Have fun on your journey!
#org @1
= Here are your running shoes!
[COLOR="Red"]#dynamic 0x2477A0[/COLOR]
#org @start
lock
faceplayer
checkflag 0x82F
if 0x1 goto [COLOR="Red"]@done[/color]
msgbox @1 0x6
setflag 0x82F
release
end
[COLOR="Red"]#org @done
= Have fun on your journey![/COLOR]
#org @1
= Here are your running shoes!
#dynamic 0x740000
#org @start
lock
faceplayer
checkflag 0x82F
if 0x1 goto [B]@done[/B]
msgbox @1 0x6
setflag 0x82F
release
end
#org @done
msgbox @2 0x6
release
end
#org @1
= Here are your running shoes!
#org @2
= Have fun on your journey!
Code:[COLOR="Red"]#dynamic 0x2477A0[/COLOR] #org @start lock faceplayer checkflag 0x82F if 0x1 goto [COLOR="Red"]@done[/color] msgbox @1 0x6 setflag 0x82F release end [COLOR="Red"]#org @done = Have fun on your journey![/COLOR] #org @1 = Here are your running shoes!
Your #dynamic should be a fixed number - looks to me like you're using FSF. Just keep #dynamic 0x740000 as standard.
Secondly, your @done pointer needs to go to an alternative script, not straight to a message. Your finished product is something like:
Code:#dynamic 0x740000 #org @start lock faceplayer checkflag 0x82F if 0x1 goto [B]@done[/B] msgbox @1 0x6 setflag 0x82F release end #org @done msgbox @2 0x6 release end #org @1 = Here are your running shoes! #org @2 = Have fun on your journey!
Technically you can change up a the msgbox too but meh. Here you go.
Spoiler:
So, i always use 0x740000?
'---------------
#org 0x2477A0
lock
faceplayer
checkflag 0x82F
if 0x1 goto 0x82477B9
msgbox 0x82477C4 MSG_NORMAL '"Here are your running shoes!"
setflag 0x82F
release
end
'---------------
#org 0x2477B9
msgbox 0x82477E3 MSG_NORMAL '"Have fun on your journey!"
release
end
'---------
' Strings
'---------
#org 0x2477C4
= Here are your running shoes!
#org 0x2477E3
= Have fun on your journey!
Not to sound patronising, but you've tried holding B as you move right? Unless the map you're in is disallowing running then it should work - if you're trying this inside a house, go to a town map. When you speak to the person again, doe he say the second line of text?
'---------------
#org 0x8013F7
lockall
preparemsg 0x8801411 '"Your POKéMON look tired[.]\nYou sh..."
waitmsg
waitkeypress
fadescreen 0x1
closeonkeypress
special 0x0
fadescreen 0x0
msgbox 0x8801447 MSG_NORMAL '"There. All better now!"
releaseall
end
'---------
' Strings
'---------
#org 0x801411
= Your POKéMON look tired[.]\nYou should give them a rest.
#org 0x801447
= There. All better now!
paymoney 0x50 0x0
Would that be correct? This is for XSE. Basically what I was going for is to get your Pokes healed and pay 80 Pokeyen.
Also, I am completely confused on this one.
I want to have a guy in Viridian City who has a garden with rare Pokemon, and the only way to enter is to have 3 or more badges. If you do not have enough badges, he will not move. If you do he will let you pass by moving into the garden.
#dynamic 0x1000000
#org @start
lockall
special 0x113
applymovement 0x7f @3
applymovement 0x1 @1
applymovement 0xFF @1
applymovement 0x2 @2
waitmovement 0x0
special 0x114
hidesprite 0x2
applymovement 0xFF @4
waitmovement 0x0
applymovement 0xFF @5
waitmovement 0x0
applymovement 0x1 @6
msgbox @mes1 0x4
closeonkeypress
applymovement 0x1 @7
applymovement 0xFF @8
waitmovement 0x0
applymovement 0x1 @lol
setvar 0x4033 0x7
setflag 0x309
releaseall
end
#org @8
#raw 0x1
#raw 0xFE
#org @1
#raw 0x0
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x3
#raw 0xB
#raw 0xB
#raw 0x0
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x2
#raw 0xA
#raw 0xA
#raw 0xA
#raw 0x0
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x3
#raw 0xB
#raw 0x0
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0xFE
#org @2
#raw 0x2
#raw 0x2
#raw 0x2
#raw 0x2
#raw 0x2
#raw 0x2
#raw 0x2
#raw 0x2
#raw 0x2
#raw 0x2
#raw 0x2
#raw 0x2
#raw 0x2
#raw 0x2
#raw 0x2
#raw 0x2
#raw 0x2
#raw 0x2
#raw 0x2
#raw 0x2
#raw 0x2
#raw 0xA
#raw 0xA
#raw 0xA
#raw 0xA
#raw 0x1
#raw 0x9
#raw 0x9
#raw 0x9
#raw 0x9
#raw 0x9
#raw 0x9
#raw 0xFE
#org @3
#raw 0x0
#raw 0x0
#raw 0x0
#raw 0x0
#raw 0x0
#raw 0x0
#raw 0x0
#raw 0x0
#raw 0x0
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x0
#raw 0x0
#raw 0x0
#raw 0x0
#raw 0x0
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x0
#raw 0x0
#raw 0x0
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x0
#raw 0x8
#raw 0x0
#raw 0x8
#raw 0x0
#raw 0x8
#raw 0x0
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0xFE
#org @4
#raw 0x3
#raw 0x51
#raw 0xB
#raw 0xfe
#org @5
#raw 0x2
#raw 0xfe
#org @6
#raw 0x3
#raw 0xFE
#org @7
#raw 0x66
#raw 0xFE
#org @lol
#raw 0x1
#raw 0x9
#raw 0x9
#raw 0x9
#raw 0x9
#raw 0x9
#raw 0x9
#raw 0x9
#raw 0x9
#raw 0x9
#raw 0x9
#raw 0x9
#raw 0xFE
#org @mes1
= [green_fr][player][black_fr]: Thanks CHARIZARD for\nfetching me here!\p[orange_fr]CHARIZARD[black_fr]: Chaaar!
FIRERED
Why I the OW 1, 2, and FF isn't moving?
here's the script:
Spoiler:
Code:#dynamic 0x1000000 #org @start lockall special 0x113 applymovement 0x7f @3 applymovement 0x1 @1 applymovement 0xFF @1 applymovement 0x2 @2 waitmovement 0x0 special 0x114 hidesprite 0x2 applymovement 0xFF @4 waitmovement 0x0 applymovement 0xFF @5 waitmovement 0x0 applymovement 0x1 @6 msgbox @mes1 0x4 closeonkeypress applymovement 0x1 @7 applymovement 0xFF @8 waitmovement 0x0 applymovement 0x1 @lol setvar 0x4033 0x7 setflag 0x309 releaseall end #org @8 #raw 0x1 #raw 0xFE #org @1 #raw 0x0 #raw 0x8 #raw 0x8 #raw 0x8 #raw 0x8 #raw 0x3 #raw 0xB #raw 0xB #raw 0x0 #raw 0x8 #raw 0x8 #raw 0x8 #raw 0x8 #raw 0x8 #raw 0x8 #raw 0x8 #raw 0x8 #raw 0x8 #raw 0x8 #raw 0x8 #raw 0x8 #raw 0x2 #raw 0xA #raw 0xA #raw 0xA #raw 0x0 #raw 0x8 #raw 0x8 #raw 0x8 #raw 0x8 #raw 0x3 #raw 0xB #raw 0x0 #raw 0x8 #raw 0x8 #raw 0x8 #raw 0x8 #raw 0x8 #raw 0x8 #raw 0x8 #raw 0x8 #raw 0x8 #raw 0x8 #raw 0x8 #raw 0x8 #raw 0x8 #raw 0x8 #raw 0x8 #raw 0x8 #raw 0xFE #org @2 #raw 0x2 #raw 0x2 #raw 0x2 #raw 0x2 #raw 0x2 #raw 0x2 #raw 0x2 #raw 0x2 #raw 0x2 #raw 0x2 #raw 0x2 #raw 0x2 #raw 0x2 #raw 0x2 #raw 0x2 #raw 0x2 #raw 0x2 #raw 0x2 #raw 0x2 #raw 0x2 #raw 0x2 #raw 0xA #raw 0xA #raw 0xA #raw 0xA #raw 0x1 #raw 0x9 #raw 0x9 #raw 0x9 #raw 0x9 #raw 0x9 #raw 0x9 #raw 0xFE #org @3 #raw 0x0 #raw 0x0 #raw 0x0 #raw 0x0 #raw 0x0 #raw 0x0 #raw 0x0 #raw 0x0 #raw 0x0 #raw 0x8 #raw 0x8 #raw 0x8 #raw 0x8 #raw 0x8 #raw 0x8 #raw 0x8 #raw 0x8 #raw 0x0 #raw 0x0 #raw 0x0 #raw 0x0 #raw 0x0 #raw 0x8 #raw 0x8 #raw 0x8 #raw 0x8 #raw 0x0 #raw 0x0 #raw 0x0 #raw 0x8 #raw 0x8 #raw 0x8 #raw 0x8 #raw 0x8 #raw 0x8 #raw 0x8 #raw 0x8 #raw 0x8 #raw 0x8 #raw 0x8 #raw 0x8 #raw 0x8 #raw 0x0 #raw 0x8 #raw 0x0 #raw 0x8 #raw 0x0 #raw 0x8 #raw 0x0 #raw 0x8 #raw 0x8 #raw 0x8 #raw 0x8 #raw 0x8 #raw 0xFE #org @4 #raw 0x3 #raw 0x51 #raw 0xB #raw 0xfe #org @5 #raw 0x2 #raw 0xfe #org @6 #raw 0x3 #raw 0xFE #org @7 #raw 0x66 #raw 0xFE #org @lol #raw 0x1 #raw 0x9 #raw 0x9 #raw 0x9 #raw 0x9 #raw 0x9 #raw 0x9 #raw 0x9 #raw 0x9 #raw 0x9 #raw 0x9 #raw 0x9 #raw 0xFE #org @mes1 = [green_fr][player][black_fr]: Thanks CHARIZARD for\nfetching me here!\p[orange_fr]CHARIZARD[black_fr]: Chaaar!
the #org @lol, #org @2 and #org @8 isn't executed
I'm pretty sure its due to the fact that you are trying to move the camera while trying to move your sprites. Try moving just one and then the other. Not really sure as to why you would need to move the camera with them.
cuz I want a continues follow the OW Script, and OW2 will have a crossing scene while FF and OW1 is moving...
and the camera stops and the applymovement below it isn't executed
FIRERED
Why I the OW 1, 2, and FF isn't moving?
here's the script:
Spoiler:
Code:#dynamic 0x1000000 #org @start lockall special 0x113 applymovement 0x7f @3 applymovement 0x1 @1 applymovement 0xFF @1 applymovement 0x2 @2 waitmovement 0x0 special 0x114 hidesprite 0x2 applymovement 0xFF @4 waitmovement 0x0 applymovement 0xFF @5 waitmovement 0x0 applymovement 0x1 @6 msgbox @mes1 0x4 closeonkeypress applymovement 0x1 @7 applymovement 0xFF @8 waitmovement 0x0 applymovement 0x1 @lol setvar 0x4033 0x7 setflag 0x309 releaseall end #org @8 #raw 0x1 #raw 0xFE #org @1 #raw 0x0 #raw 0x8 #raw 0x8 #raw 0x8 #raw 0x8 #raw 0x3 #raw 0xB #raw 0xB #raw 0x0 #raw 0x8 #raw 0x8 #raw 0x8 #raw 0x8 #raw 0x8 #raw 0x8 #raw 0x8 #raw 0x8 #raw 0x8 #raw 0x8 #raw 0x8 #raw 0x8 #raw 0x2 #raw 0xA #raw 0xA #raw 0xA #raw 0x0 #raw 0x8 #raw 0x8 #raw 0x8 #raw 0x8 #raw 0x3 #raw 0xB #raw 0x0 #raw 0x8 #raw 0x8 #raw 0x8 #raw 0x8 #raw 0x8 #raw 0x8 #raw 0x8 #raw 0x8 #raw 0x8 #raw 0x8 #raw 0x8 #raw 0x8 #raw 0x8 #raw 0x8 #raw 0x8 #raw 0x8 #raw 0xFE #org @2 #raw 0x2 #raw 0x2 #raw 0x2 #raw 0x2 #raw 0x2 #raw 0x2 #raw 0x2 #raw 0x2 #raw 0x2 #raw 0x2 #raw 0x2 #raw 0x2 #raw 0x2 #raw 0x2 #raw 0x2 #raw 0x2 #raw 0x2 #raw 0x2 #raw 0x2 #raw 0x2 #raw 0x2 #raw 0xA #raw 0xA #raw 0xA #raw 0xA #raw 0x1 #raw 0x9 #raw 0x9 #raw 0x9 #raw 0x9 #raw 0x9 #raw 0x9 #raw 0xFE #org @3 #raw 0x0 #raw 0x0 #raw 0x0 #raw 0x0 #raw 0x0 #raw 0x0 #raw 0x0 #raw 0x0 #raw 0x0 #raw 0x8 #raw 0x8 #raw 0x8 #raw 0x8 #raw 0x8 #raw 0x8 #raw 0x8 #raw 0x8 #raw 0x0 #raw 0x0 #raw 0x0 #raw 0x0 #raw 0x0 #raw 0x8 #raw 0x8 #raw 0x8 #raw 0x8 #raw 0x0 #raw 0x0 #raw 0x0 #raw 0x8 #raw 0x8 #raw 0x8 #raw 0x8 #raw 0x8 #raw 0x8 #raw 0x8 #raw 0x8 #raw 0x8 #raw 0x8 #raw 0x8 #raw 0x8 #raw 0x8 #raw 0x0 #raw 0x8 #raw 0x0 #raw 0x8 #raw 0x0 #raw 0x8 #raw 0x0 #raw 0x8 #raw 0x8 #raw 0x8 #raw 0x8 #raw 0x8 #raw 0xFE #org @4 #raw 0x3 #raw 0x51 #raw 0xB #raw 0xfe #org @5 #raw 0x2 #raw 0xfe #org @6 #raw 0x3 #raw 0xFE #org @7 #raw 0x66 #raw 0xFE #org @lol #raw 0x1 #raw 0x9 #raw 0x9 #raw 0x9 #raw 0x9 #raw 0x9 #raw 0x9 #raw 0x9 #raw 0x9 #raw 0x9 #raw 0x9 #raw 0x9 #raw 0xFE #org @mes1 = [green_fr][player][black_fr]: Thanks CHARIZARD for\nfetching me here!\p[orange_fr]CHARIZARD[black_fr]: Chaaar!
the #org @lol, #org @2 and #org @8 isn't executed
So I've set my first trainers 'Unknown Value' (the one under PERSONAL ID) to be 01. So I thought that made it so when you walked past the trainer, it should only activate the walking past animation once ever in the game. However once I leave the map and come back it completely resets and the guy comes back and he doesn't battle me but he does activate 'talking 3' in the script.
However I don't want him to walk up to me, after I battle him, I want him to stay there forever unless I talk to him, does anyone what's wrong? Here is my script
Spoiler:#dynamic 0x800000
#org @main
lock
faceplayer
textcolor 0x0
compare 0x4012 0x0
if 0x1 goto @main1
compare 0x4012 0x1
if 0x1 goto @main2
compare 0x4012 0x2
if 0x1 goto @main3
release
end
#org @main1
trainerbattle 0x0 0x3 0x0 @1 @2
msgbox @3 MSG_NORMAL
release
end
#org @main2
trainerbattle 0x0 0x4 0x0 @1 @2
msgbox @3 MSG_NORMAL
release
end
#org @main3
trainerbattle 0x0 0x5 0x0 @1 @2
msgbox @3 MSG_NORMAL
release
end
#org @1
= Talking 1
#org @2
= Talking 2
#org @3
= Talking 3
No, that script is not correct. You've put the paymoney command in a pointer that should only be used for text. Move it into the main part of your script.
In-game, badges are and their effects (Using HMs, appearing on your trainer card) are activated by flags ranging from 0x820 to 0x827. Flag 0x820 gives the Boulder Badge, 0x821 gives the Cascade Badge, 0x822 gives the Thunder Badge etc. Unless you're using a non-linear gym route, you can just use a checkflag command to see if the 0x822 flag has been activated and then branch your script depending on whether the player has it or not.