C me
Creator of Pokemon League Of Legends
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- Posts
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- Seen Apr 9, 2021
Just have a setvar 0xVAR 0x0 command in the event before this second level script is meant to be triggered.
Thank You it worked!
Just have a setvar 0xVAR 0x0 command in the event before this second level script is meant to be triggered.
Does your script-tile have '7000' as the var number in A-Map? Other than your flag and variable numbers being pretty high, the rest looks find. Have a look here for suggested flag/var numbers as well as more information on Script Tiles.
Ok I have lowered the var number to 4050 and I put in in the var value box instead of the number box. Now when i step on it it freezes the game leaving only the music playing. And when i put 4050 in the number box it doesn't execute the script at all same goes for when i put 4050 in both of the boxes.
Here is the updated script.
Spoiler:#dynamic 0x800A45
#org @start
msgbox @mom1 0x6
applymovement 1 @walk1
waitmovement 1
msgbox @mom2 0x6
msgbox @recieved 0x6
setflag 0x860
msgbox @mom3 0x6
applymovement 1 @walk2
waitmovement 1
setvar 4050 0x1
release
end
#org @walk1
#raw 0x09
#raw 0x0B
#raw 0x0B
#raw 0x0B
#raw 0x0B
#raw 0x09
#raw 0x0B
#raw 0x0B
#raw 0x01
#raw 0xFE
#org @walk2
#raw 0x08
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x08
#raw 0x03
#raw 0xFE
#org @mom1
= Hello honey, are you all ready to\nset out all ready?\pThat was quick, but before you go\ni have somthing I want to give\lyou.
#org @recieved
= \v\h01 recieved the Running Shoes!
#org @mom2
= These are Runnng Shoes.\nThey help you run faster without\lusing alot of energy.\pThey sound pretty helpful to me.\pHere try them on.\n
#org @mom3
= Oh! and the Professor called a\nlittle bit ago and said to tell\lyou that you need to come by\lbefore you leave town.
Ok so i got it run like its suppost too but it runs every time i step on it.The 0xVARNUMBER (0x4050) should go in the Var Number box. The value is the value at which the script activates - which should be zero.
With 4050 in the number box and 0000 in the value box - what happens? Does it freeze or just not activate? If it's the latter, 4050 is probably being used elsewhere - do you have any other script tiles? Or are you using any original scripts from the Oak scene?
Is it a person event or script tile?
I'm assuming you're talking to me? It's a level script :P
Ah. Well it's freezing as the 'not set' branch of your script has no setvar in it, I'd imagine.
Setvar to 0x0 still makes it zero. Any other value should work.
But I don't want the var to set till after the flag is set.
Nevermind, I just took the lazy way out and used flags with the resettign variables, works fine.
Wait if that's what you want you're using the level script wrong. To make it activate 'after a flag' you just change the settings so it activates when var = 0x1 rather than 0x0 (with a setvar to 0x2 instead).
I don't get it. Can you give me an example? It happens for another map too.
Last problem hopefully(because I've just finished playing through my hack and everything that can be fixed is fixed).
Vars work just like flags, so you can use one variable to act as the trigger and stopper on a level script. If you set the var value to 0x1 then the level script will only trigger after the variable has already been set to 1. This could be done in whatever script you currently have your 'setflag' command.
Var = 0, nothing happens (no need for a flag in script)
Var = 1, script activates, sets var to 2.
Var = 2, nothing happens
This is really useful as you can then set up sequential level scripts all using one variable.
Var = 0, first script activates, sets var to 1
Var =1, next script activates, sets var to 2
Etc. etc.
Hope this helps! If you need more help drop me a VM and I'll dig up some pictures.
So does the first message box pop up, or nothing happens at all bar freezing?
Your offsets are all really low - are you sure it's free space?
It goes past the map it's in, into another map, through that, into another map, through that then freezes as it enters another map. The initial text works, the yes/no but not the post journey text.
Is all that map movement controlled by this script?? If so I'm surprised it got so far, I've never considered cross-map scripts because it's completely avoidable aha. You say it used to work conpletely?
Perhaps you could post the entire script, just to see it in its entirety.
The bold/underlined part is where I noticed something. Here's how I would check for no.That is the entire script except for movements and text but if you want it completely uncut:
Spoiler:'---------------
#org 0x3A5EE0
lock
faceplayer
msgbox 0x83A5F40 MSG_YESNO '"Would you like to set sail to\nBil..."
compare LASTRESULT 0x1
if 0x0 goto 0x83A5F70
closeonkeypress
applymovement 0xD 0x83A5FE0
waitmovement 0x0
spriteinvisible 0xD 0x0 0x6
applymovement MOVE_PLAYER 0x83A5FE6
waitmovement 0x0
spriteinvisible 0xFF 0x0 0x6
applymovement 0xE 0x83A5FF0
applymovement MOVE_PLAYER 0x83A60E0
waitmovement 0x0
msgbox 0x83A5FC0 MSG_KEEPOPEN '"We have arrived in Bilgewater!"
closeonkeypress
spritevisible 0xFF 0x0 0x4
release
end
'---------------
#org 0x3A5F70
msgbox 0x83A5F80 MSG_KEEPOPEN '"Ok, just come see me if you want t..."
closeonkeypress
release
end
'---------
' Strings
'---------
#org 0x3A5F40
= Would you like to set sail to\nBilgewater now?
#org 0x3A5FC0
= We have arrived in Bilgewater!
#org 0x3A5F80
= Ok, just come see me if you want to\ngo. I'll be right here.
'-----------
' Movements
'-----------
#org 0x3A5FE0
#raw 0x0 'Face Down
#raw 0xFE 'End of Movements
#org 0x3A5FE6
#raw 0x8 'Step Down (Normal)
#raw 0xFE 'End of Movements
#org 0x3A5FF0
#raw 0x31 'Slide Down
#raw 0x31 'Slide Down
#raw 0x31 'Slide Down
#raw 0x31 'Slide Down
#raw 0x31 'Slide Down
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#raw 0x30 'Slide Right
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#raw 0x30 'Slide Right
#raw 0x31 'Slide Down
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#raw 0x30 'Slide Right
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#raw 0x31 'Slide Down
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#raw 0x31 'Slide Down
#raw 0x33 'Slide Left
#raw 0x33 'Slide Left
#raw 0x33 'Slide Left
#raw 0x31 'Slide Down
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#raw 0x31 'Slide Down
#raw 0x31 'Slide Down
#raw 0x30 'Slide Right
#raw 0x30 'Slide Right
#raw 0x30 'Slide Right
#raw 0x31 'Slide Down
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#raw 0x31 'Slide Down
#raw 0x31 'Slide Down
#raw 0x31 'Slide Down
#raw 0x31 'Slide Down
#raw 0x31 'Slide Down
#raw 0x33 'Slide Left
#raw 0x33 'Slide Left
#raw 0x33 'Slide Left
#raw 0x33 'Slide Left
#raw 0x33 'Slide Left
#raw 0x33 'Slide Left
#raw 0x33 'Slide Left
#raw 0x33 'Slide Left
#raw 0x33 'Slide Left
#raw 0x33 'Slide Left
#raw 0x31 'Slide Down
#raw 0x31 'Slide Down
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#raw 0x33 'Slide Left
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#raw 0x33 'Slide Left
#raw 0x33 'Slide Left
#raw 0x31 'Slide Down
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#raw 0x31 'Slide Down
#raw 0x31 'Slide Down
#raw 0x31 'Slide Down
#raw 0x31 'Slide Down
#raw 0x31 'Slide Down
#raw 0x2 'Face Left
#raw 0xFE 'End of Movements
#org 0x3A60E0
#raw 0x31 'Slide Down
#raw 0x31 'Slide Down
#raw 0x31 'Slide Down
#raw 0x31 'Slide Down
#raw 0x31 'Slide Down
#raw 0x31 'Slide Down
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#raw 0x31 'Slide Down
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#raw 0x30 'Slide Right
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#raw 0x31 'Slide Down
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#raw 0x30 'Slide Right
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#raw 0x31 'Slide Down
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#raw 0x33 'Slide Left
#raw 0x33 'Slide Left
#raw 0x33 'Slide Left
#raw 0x31 'Slide Down
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#raw 0x30 'Slide Right
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#raw 0x33 'Slide Left
#raw 0x33 'Slide Left
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#raw 0x33 'Slide Left
#raw 0x33 'Slide Left
#raw 0x31 'Slide Down
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#raw 0x33 'Slide Left
#raw 0x33 'Slide Left
#raw 0x33 'Slide Left
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#raw 0x33 'Slide Left
#raw 0x33 'Slide Left
#raw 0x31 'Slide Down
#raw 0x31 'Slide Down
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#raw 0x31 'Slide Down
#raw 0x31 'Slide Down
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#raw 0x31 'Slide Down
#raw 0x31 'Slide Down
#raw 0x31 'Slide Down
#raw 0x31 'Slide Down
#raw 0x31 'Slide Down
#raw 0xFE 'End of Movements
I have another cross map script that goes through 5 maps, 3 fully and that works ok. Although I can't get it to do something mid journey like how DAD calls you in Emerald on the way to Dewford, it just freezes. It's only after the movement that I can do something else(although in this case I don't need it to happen).