- 1
- Posts
- 8
- Years
- Seen Jun 12, 2021
First post, so someone let me know if I'm doing something wrong.
I've been working on this small script for upwards of 5 hours now and I can't seem to figure out what's causing the corruption of my upward and downward resting sprites (photo attached). Originally I thought it might be that I was using unsafe flags, but after replacing them and ultimately trying to omit them, I found that this wasn't the case. In fact, I stripped the offset down to just lock, msgbox, release, and end commands and was still facing the same problem. The only pattern I could find was that the more commands I issued in the script, the more sprites got corrupted. When I say this I mean that if I added more pointers with nothing more than the aforementioned commands, not only would my upward and downward facing sprites be ruined, but more and more sprites in the walking animation would look this way (resting left/right, walking up/down, etc). It might be helpful to know that the offset is for a person event I added on Route 115, so it's not the case that this only occurs after I've talked to the person.
Script is as follows:
Someone save me from this nightmare.
I've been working on this small script for upwards of 5 hours now and I can't seem to figure out what's causing the corruption of my upward and downward resting sprites (photo attached). Originally I thought it might be that I was using unsafe flags, but after replacing them and ultimately trying to omit them, I found that this wasn't the case. In fact, I stripped the offset down to just lock, msgbox, release, and end commands and was still facing the same problem. The only pattern I could find was that the more commands I issued in the script, the more sprites got corrupted. When I say this I mean that if I added more pointers with nothing more than the aforementioned commands, not only would my upward and downward facing sprites be ruined, but more and more sprites in the walking animation would look this way (resting left/right, walking up/down, etc). It might be helpful to know that the offset is for a person event I added on Route 115, so it's not the case that this only occurs after I've talked to the person.
Script is as follows:
#dynamic 0x481DD5
#org @start
lock
checkflag 0x202
if 0x0 goto @goToSH
checkflag 0x1221
if 0x1 goto @condition
trainerbattle 0x0 0x356 0x0 @beforeI @afterI
msgbox @shock 0x6
release
end
#org @goToSH
msgbox @noTalk 0x6
release
end
#org @noTalk
= He seems too distracted to talk.
#org @condition
msgbox @edge 0x6
faceplayer
trainerbattle 0x0 0x356 0x0 @beforeBC @afterBC
fadescreen 0x1
hidesprite 0x24
setflag 0x206
fadescreen 0x0
release
end
#org @edge
= What I'd do for a chance at\nrevenge.
#org @beforeI
= Maybe you can help me release all\nthis pent up anger!
#org @afterI
= Gah! Losing hurts, but not as much\nas betrayal.
#org @shock
= I can't believe they did this to\nme...
#org @beforeBC
= Did you know you're talking to the\nman who invented the repeat ball?\lOf course not.\lNo one does because Devon Corp.\lstole my invention!\lI'd do anything to get my design\lback.\l...\lYou say you're looking for people\lto help you take on Devon HQ?\lI'd love to help, but I need to\lmake sure you can carry your own\lweight, first!
#org @afterBC
= Well you've certainly got the\nmuscle. I think we can do this!\lI'll be waiting out front.
Someone save me from this nightmare.
Attachments
Last edited: