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11-02-05 12:59 PM
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Acmlm's Board - I2 Archive - Pokémon hacking - A few problems | |
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MrBaka
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Since: 03-02-05
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Posted on 03-02-05 08:34 AM Link | Quote
I have a couple of questions.

Okay. I want to move the rival to somewhere else besides Route 103, right? I figure the best way of doing this is to copy the rival's properties under the objects > people tab and apply them to another person already in the level I wanted to move the rival to. So I did that, and it worked perfectly. Well, almost. There are a couple of issues...



Here's the rival.

When you talk to the rival normally (if you're a girl, for example) he says "Okay, so it's this one and that one that live on ROUTE 103..." then the little exclamation point pops up above his head and he faces you. Well, it's the same when I moved him to a different level, except that the "!" no longer came up and he didn't face me.



After this, we battle and everything else goes normally. However, after I defeat him, he's still facing up, and after he's done saying "We should head back to the lab," he doesn't move, and just stays there. If you talk to him again, you just battle again, and you can keep battling him over and over as long as you keep talking to him. Although, the rival still appears in the second town just like he does normally after you beat him. (You know, when he says "Come on, let's get back to the lab" or whatever and walks down to Littleroot, and you follow him.)

I just don't know what the problem is. The only difference I can see between the two events are where they're located, on which level they are, the objects' indexes, and this thing I found when I looked at the objects' properties from the main map editing screen:



I have no idea what this is, and I don't know how to change it, either.

So, if anyone could help me with this dilemma, it would be greatly appreciated.

I would also like to know how to create exits in maps that don't originally have them, or at least move exits from one level to another.

That's all for now.

-Mr. Baka


(edited by MrBaka on 03-01-05 11:35 PM)
Kyoufu Kawa
I'm not bad. I'm just drawn that way.
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Posted on 03-02-05 11:01 PM Link | Quote
MrBaka is not as stupid as his name suggests if only for the barrage of helpful information he posted.


Baka, the problem is that the script tries to ApplyMove to sprite index #2. You're using #9. Switch around the two sprites, or edit the script accordingly, and it should work as expected. As for the unknown byte you circled, that's probably not a problem.

BTW: The ! sign is a movement code. Change one byte in the script and both movements are fixed in one go.
MrBaka
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Posted on 03-03-05 08:24 PM Link | Quote
Oh! That makes sense. Thanks for your help.

Actually, I get what you're saying and everything, there's just one little problem. For some reason, the script that is used when you battle your rival won't open in ScriptEd, and I obviously can't edit the script if it won't open. I probably would have checked out the script myself when I realized something was wrong, but like I said before, it won't open. I know there are other scripts in the game like this, and it would be helpful if you could tell me how to view/edit them (The weird thing is, though, I think I recall being able to open it before without any problems. Maybe it was an earlier version of EliteMap, I don't remember).

Anyway... again, thank you for your help.

-Mr. Baka

Edit: Oh yeah... you didn't answer my question about the exits. I guess I could just replace the levels I want to have exits with levels that already have them... no big deal, I guess, it would just be easier if I didn't have to do that. :/


(edited by MrBaka on 03-03-05 11:25 AM)
(edited by MrBaka on 03-03-05 12:36 PM)
Kyoufu Kawa
I'm not bad. I'm just drawn that way.
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Posted on 03-04-05 12:22 AM Link | Quote
See the script value in the data sheet? Find that offset in a hex editor, then look for the ApplyMove command in there. I can't remember it's hex value but that's listed in commands.html
interdpth

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Posted on 03-04-05 01:59 AM Link | Quote
If I remember my hex scripting correctly. The end of a script is 02 or 03. So make sure those are at the end of the script.
MrBaka
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Posted on 03-04-05 06:46 AM Link | Quote
Thanks.

Can anyone PLEASE tell me how to make an exit on a map that doesn't already have one?
Kyoufu Kawa
I'm not bad. I'm just drawn that way.
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Since: 03-19-04
From: Catgirl Central

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Posted on 03-04-05 09:02 PM Link | Quote
Exit tab, Repoint button.
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