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Old August 17th, 2012 (06:09 PM). Edited August 18th, 2012 by DrFuji.
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DrFuji
Helfen, Wehren, Heilen
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Join Date: Sep 2009
Location: Upside-downia
Age: 22
Gender: Male
Nature: Jolly
Quote originally posted by EHero70:
EHero70


Ok with this script (Give Pokemon) Everyhting goes well till he aks me if I want to give my Pokemon a nickname. If I say yes the nickname screen doesn't show up and Im stuck with a Pokemon that has no name. If I say no to the nickname the script continues but once again my Pokemon still has absoulutely no name. Any help??

Code:
#dynamic 0x39D4EE
#org @start
checkflag 0x202
if 0x1 goto @done
msgbox @1 0x5
compare LASTRESULT 0x1
if 0x1 goto @take
msgbox @2 0x6
release
end

#org @take
givepokemon 0xF 0x15 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox @3 0x4
waitfanfare
closeonkeypress
setflag 0x828
msgbox @4 0x5
compare LASTRESULT 0x1
if 0x1 gosub @name
msgbox @5 0x6
setflag 0x202
release
end
#org @name
call 0x1A74EB
return
#org @done
msgbox @6 0x6
release
end

#org @1
= Hello there youngling. Would you\ndo me a kind favor?\pMy Squirtle hasn't been listening\nto me anymore.\pWill you be kind enough to take it\nfor me?
#org @2
= Oh, I see you can't take my\nSquirtle for me.
#org @3
= [black_fr]You received a Squirtle!
#org @4
= [black_fr]Would you like to give a\nnickname to Squirtle?
#org @5
= I trust in you that you will take\ncare of my Squirtle.
#org @6
= You are taking good care of\nSquirtle right?
I'm assuming this is on FR, but if it isn't then feel free to disregard this post :P

Try replacing your @name pointer with this one:

Code:
#org @name
special2 0x8004 0x83
subvar 0x8004 0x1
fadescreen 0x1
special 0x9E
waitstate
return
The only thing is that it will only work if you have 5 Pokemon or less in your party (ie Squirtle should not be transferred to the PC). Unless this is the player's starting Pokemon I'd suggest adding in a check earlier on in the script to see if the player has a full party and if they do they won't be able to get Squirtle until they deposit a Pokemon into the PC.

Quote originally posted by SpadeEdge16:
Hey, can someone help me out?
I'm doing a script where your two rivals in the game meet up with you at the same time, and take turns battling you, and so far I've only got the script to work, up until the part where the second rival approaches the player, then right when she's in front of the player, before she can say anything, my game freezes. Anyone know why this is happenning?
Code:
#dynamic 0x800000
#org @start
checkflag 0x178
if 0x1 goto @done
clearflag 0x180
lock
msgbox @wait 0x6
applymovement 0xFF @stop
showsprite 0x1
applymovement 0x01 @chris
waitmovement 0x01
msgbox @alright 0x6
showsprite 0x02
msgbox @huh 0x6
showsprite 0x02
applymovement 0xFF @notice
applymovement 0x02 @ace
waitmovement 0x2
pause 0x20
msgbox @hey 0x6
msgbox @who 0x6
msgbox @intro 0x6
msgbox @sorry 0x6
msgbox @well 0x6
msgbox @no! 0x6
trainerbattle 0x1 0x75 0x0 @challenge1 @defeat1 @after1
release
end

#org @after1
msgbox @see 0x6
msgbox @ohyeah 0x6
fadescreen 0x1
special 0x00
fanfare 0x100
fadescreen 0x0
trainerbattle 0x1 0x76 0x0 @challenge2 @defeat2 @after2
release
end

#org @see
= CHRIS: Well, ACE, what'd ya' think\nabout that!?

#org @ohyeah
= ACE: I think I'm gonna show you\nwhat a REAL battle looks like!\lHere, [player], let me heal your POKEMON\lfirst!

#org @challenge2
= ACE: Alright, here I come!

#org @defeat2
= ACE: You sure have gotten strong!\nBut I have too, huh!

#org @after2
msgbox @that 0x6
msgbox @whatev 0x6
applymovement 0x01 @chrisleave
pause 0x120
hidesprite 0x01
msgbox @acesays 0x6
fanfare 0x101
additem 0xB8 0x1
msgbox @playerrec 0x6
setflag 0x178
setflag 0x180
msgbox @acebye 0x6
applymovement 0x02 @aceleave
pause 0x120
hidesprite 0x02
release
end

#org @that
= ACE: Until I can see you battle\nlike that, CHRIS, [player] won't have as\lmuch fun with you as he does with\lme!

#org @whatev
= CHRIS: Yeah, whatever...\nDon't worry, [player], we'll battle\lagain soon, and without any\linterruptions...\lSee ya'!

#org @chrisleave
#raw 0x10
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0xFE

#org @acesays
= ACE: Well, I guess as long as you\nhad fun with one of us, that's all\lthat matters!\lI'll be leaving now too, I'll see\lyou soon, [player]!\lAnd before I go, take this!

#org @playerrec
= [player] recieved a SOOTHE BELL!

#org @acebye
= ACE: Put that on your POKEMON,\nit'll make the bond between you\land that POKEMON stronger than\lever!\lI've used it on mine to ensure I\lraised them with love and care,\lbut I think your POKEMON would\llike it too!\lUse it well!\lBye, [player]!

#org @aceleave
#raw 0x10
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x10
#raw 0x13
#raw 0xFE

#org @done
release
end

#org @wait
= CHRIS: Hey, [player], hold on a sec!

#org @stop
#raw 0x62
#raw 0x0
#raw 0xFE

#org @chris
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x11
#raw 0xFE

#org @alright
= CHRIS: Alright, I've buckled down\nsince our last battle!\lMy team is trained using hard work\land motivation!\lThey can't be beaten now!\l

#org @huh
= CHRIS: Huh?\nThat girl looks like she knows\lyou...

#org @notice
#raw 0x03
#raw 0xFE

#org @ace
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x11
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x11

#org @hey
= ACE: Hey, [player]!\nIt's been a while!\lHow's your journey going?

#org @who
= CHRIS: Uh...\nWho's this, [player]?

#org @intro
= ACE: Hi there!\nMy name's ACE!\l[player] and I met on ROUTE 1 and\lbattled!\lI was actually thinking we could\lcatch up with a battle!\lHow about it, [player]?

#org @sorry
= CHRIS: Woah, woah, woah!\nSorry, ACE, but [player] was about to\lbattle me before you came!

#org @well
= ACE: Well, maybe [player] wants to\nbattle me instead!\lI'm sure he has more fun battling\lme anyways!

#org @no!
= CHRIS: No way that's true!\nI've heard enough of this!

#org @challenge1
= CHRIS: [player], let's show her how we\nbattle!

#org @defeat1
= CHRIS: Heh, even though I trained\nso hard, part of me was expecting\lthis.
You forgot to add 0xFE at the end of your @ace movements
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