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  #7726    
Old January 30th, 2013, 06:18 PM
thetripplenine's Avatar
thetripplenine
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Join Date: Jan 2013
Location: California
Age: 16
Gender: Male
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Quote:
Originally Posted by FBI agent View Post
Spoiler:
#dynamic 0x9C0000

#org @start
clearflag 0x204
showsprite 0x[Mother's event number]
setdooropened 0x1 0x8
doorchange
applymovement 0x[Mother's event number] @out_door
waitmovement 0x0
msgbox @1 0x6
giveitem 0x4 0x5 MSG_OBTAIN
fanfare 0x13E
msgbox @received2 0x6
giveitem 0xD 0x5 MSG_OBTAIN
fanfare 0x13E
msgbox @received3 0x6
setflag 0x204
setflag 0x82F
msgbox @received 0x6
applymovement 0x[Mother's event number] @go_inside
waitmovement 0x0
disappear 0x[Mother's event number]
setdoorclosed 0x1 0x8
doorchange
releaseall
end

#org @go_inside
[INSERT MOTHER WALK UP ONE HERE]

#org @out_door
[INSERT MOTHER WALK DOWN HERE]

#org @1
= WAIT [player]! You cannot be a recruit\nwithout the propper attier.

#org @received
= [Player] received the \c\h01ÊRUNNING\nSHOES!

#org @received2
= [Player] received \c\h01ÊPokéballs!

#org @received3
= [Player] received Potions!


TO MAKE THIS WORK RIGHT:

First, make a mother sprite at the door you want her to show up at in AdvanceMap.
Note she should be 1 tiles above the door. Like this:


Set the mother's person ID to 0204 in Advance map. Now create a green script tile in the player's room (make sure he can't avoid it, make two if you have too -- right outside the stairs is perfect. Make those script tiles setflag 0x204 then release end.

EDIT:
This XSE you're using isn't the updated one right? I think you're using an old version (idk though).
No it's the new xse, btw i think my script is bad cause it's not working...
  #7727    
Old January 30th, 2013, 06:22 PM
FBI agent's Avatar
FBI agent
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Location: Isle 4 - Dairy Products
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Quote:
Originally Posted by thetripplenine View Post
No it's the new xse, btw i think my script is bad cause it's not working...
Looking at it now, you don't have wait fanfare and stuff. Though I can tell you right now, you're doing things that are a little too hard for your level right now. Try to do something simpler and build on it. Master applymovement and flags :)
__________________
...

People whom I thank:
Comrade -- For helping me with my bad hack, and for being a good friend
Darthatron -- Helping me get into basic ASM, even though I'm hopeless. (He is heartless stay away).
Anbuja's_BlooDY -- Graphics help, and being a good friend
FBI -- For having the username I wanted
  #7728    
Old January 30th, 2013, 06:24 PM
karatekid552's Avatar
karatekid552
What happens if I push it?....
 
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Quote:
Originally Posted by thetripplenine View Post
No it's the new xse, btw i think my script is bad cause it's not working...
I would recommend reading every scripting tutorial you can find. I have looked at almost all of them. That and breaking down in game scripts is the best way to learn.
__________________

Paired with Simba
  #7729    
Old January 30th, 2013, 06:37 PM
thetripplenine's Avatar
thetripplenine
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Join Date: Jan 2013
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Quote:
Originally Posted by FBI agent View Post
Looking at it now, you don't have wait fanfare and stuff. Though I can tell you right now, you're doing things that are a little too hard for your level right now. Try to do something simpler and build on it. Master applymovement and flags

Ehhhh level shmevel, I just want to try becoming more advanced and i do look at other scripting tutorials
  #7730    
Old January 30th, 2013, 06:59 PM
FBI agent's Avatar
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I'm trying to use setmaptile but it refreshes back as fast as I move :/
Is there something else I should be doing?

Quote:
Originally Posted by thetripplenine View Post
Ehhhh level shmevel, I just want to try becoming more advanced and i do look at other scripting tutorials
Spoiler:
]
__________________
...

People whom I thank:
Comrade -- For helping me with my bad hack, and for being a good friend
Darthatron -- Helping me get into basic ASM, even though I'm hopeless. (He is heartless stay away).
Anbuja's_BlooDY -- Graphics help, and being a good friend
FBI -- For having the username I wanted
  #7731    
Old January 30th, 2013, 07:02 PM
DrFuji's Avatar
DrFuji
Helfen, Wehren, Heilen
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Quote:
Originally Posted by FBI agent View Post
I'm trying to use setmaptile but it refreshes back as fast as I move :/
Is there something else I should be doing?
You need to use the command 'special 0x8E' after the setting the tile. This updates the map and retains all of your changes.
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  #7732    
Old January 30th, 2013, 07:18 PM
thetripplenine's Avatar
thetripplenine
999
 
Join Date: Jan 2013
Location: California
Age: 16
Gender: Male
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Quote:
Originally Posted by FBI agent View Post

Spoiler:
]

LOL,
ok btw i updated it, but now it just freezes, fun...

Spoiler:
#dynamic 0x9C0000

#org @start
checkflag 0x200
if 0x1 goto @done
setflag 0x200
applymovement 0x1 @move
waitmovement 0x1
msgbox @1 0x6
applymovement 0x1 @move_back
waitmovement 0x1
if 0x1 goto @take
release
end

#org @done
release
end

#org @move
setdooropened 0x1 0x7
doorchange
warpwalk 0x0 0xB 0x0 0x1 0x8
setdoorclosed 0x1 0x7
doorchange
#raw 0xFE

#org @move_back
setdooropened 0x1 0x7
doorchange
warpwalk 0x1 0x0 0x0 0x2 0x6
setdoorclosed 0x1 0x7
doorchange
#raw 0xFE

#org @take
giveitem 0x4 0x5 MSG_OBTAIN
fanfare 0x13E
fadedefault
msgbox @received2 0x6
giveitem 0xD 0x5 MSG_OBTAIN
fanfare 0x13E
fadedefault
msgbox @received3 0x6
setflag 0x860
msgbox @received 0x6
fanfare 0x13E
fadedefault

#org @1
= WAIT [player]! You cannot be a recruit\nwithout the propper attier.

#org @received
= [Player] received the \c\h01ÊRUNNING\nSHOES!

#org @received2
= [Player] received \c\h01ÊPokéballs!

#org @received3
= [Player] received \c\h01ÊPotions!
  #7733    
Old January 30th, 2013, 07:23 PM
FBI agent's Avatar
FBI agent
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Gender: Male
Quote:
Originally Posted by thetripplenine View Post
LOL,
ok btw i updated it, but now it just freezes, fun...

Spoiler:
#dynamic 0x9C0000

#org @start
checkflag 0x200
if 0x1 goto @done
setflag 0x200
applymovement 0x1 @move
waitmovement 0x1
msgbox @1 0x6
applymovement 0x1 @move_back
waitmovement 0x1
if 0x1 goto @take
release
end

#org @done
release
end

#org @move
setdooropened 0x1 0x7
doorchange
warpwalk 0x0 0xB 0x0 0x1 0x8
setdoorclosed 0x1 0x7
doorchange
#raw 0xFE

#org @move_back
setdooropened 0x1 0x7
doorchange
warpwalk 0x1 0x0 0x0 0x2 0x6
setdoorclosed 0x1 0x7
doorchange
#raw 0xFE

#org @take
giveitem 0x4 0x5 MSG_OBTAIN
fanfare 0x13E
fadedefault
msgbox @received2 0x6
giveitem 0xD 0x5 MSG_OBTAIN
fanfare 0x13E
fadedefault
msgbox @received3 0x6
setflag 0x860
msgbox @received 0x6
fanfare 0x13E
fadedefault

#org @1
= WAIT [player]! You cannot be a recruit\nwithout the propper attier.

#org @received
= [Player] received the \c\h01ÊRUNNING\nSHOES!

#org @received2
= [Player] received \c\h01ÊPokéballs!

#org @received3
= [Player] received \c\h01ÊPotions!
Don't use warp command to move people, it's meant to warp the player. Remove warp commands. Use disappear and flag setting to create the illusion she warped back. Also after fanfare you need waitfanfare, and is this right syntax : giveitem 0xD 0x5 MSG_OBTAIN ? I don't know not a very XSE kinda guy. Compile your script after those changes.

EDIT: I just noticed you're trying to script door animations and stuff inside the movement block. You can't do that you can only have your #raw movements in those. Everthing else for you goes in the main block of code.
__________________
...

People whom I thank:
Comrade -- For helping me with my bad hack, and for being a good friend
Darthatron -- Helping me get into basic ASM, even though I'm hopeless. (He is heartless stay away).
Anbuja's_BlooDY -- Graphics help, and being a good friend
FBI -- For having the username I wanted
  #7734    
Old January 30th, 2013, 07:24 PM
thetripplenine's Avatar
thetripplenine
999
 
Join Date: Jan 2013
Location: California
Age: 16
Gender: Male
Nature: Bold
Quote:
Originally Posted by FBI agent View Post
Don't use warp command to move people, it's meant to warp the player. Remove warp commands. Use disappear and flag setting to create the illusion he warped back. Also after fanfare you need waitfanfare, and is this right syntax : giveitem 0xD 0x5 MSG_OBTAIN ? I don't know not a very XSE kinda guy.

OH WARP IS FOR THE PLAYER I thought it could be for anyone...
  #7735    
Old January 30th, 2013, 07:31 PM
karatekid552's Avatar
karatekid552
What happens if I push it?....
 
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Quote:
Originally Posted by FBI agent View Post
Don't use warp command to move people, it's meant to warp the player. Remove warp commands. Use disappear and flag setting to create the illusion she warped back. Also after fanfare you need waitfanfare, and is this right syntax : giveitem 0xD 0x5 MSG_OBTAIN ? I don't know not a very XSE kinda guy. Compile your script after those changes.

EDIT: I just noticed you're trying to script door animations and stuff inside the movement block. You can't do that you can only have your #raw movements in those. Everthing else for you goes in the main block of code.

The new XSE should tell the nesesary parameters as you type. Honestly, my favorite feature. I got tired of searching through the command database everytime I needed to know how many fillers a command had..
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  #7736    
Old January 30th, 2013, 07:40 PM
thetripplenine's Avatar
thetripplenine
999
 
Join Date: Jan 2013
Location: California
Age: 16
Gender: Male
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Well I'm trying to make the mom walk through the door and go to a different map so i thought I had to use the warp command...

Here's my better script I think

Spoiler:
dynamic 0x9C0000

#org @start
checkflag 0x200
if 0x1 goto @done
setflag 0x200
applymovement 0x1 @move
waitmovement 0x1
msgbox @1 0x6
applymovement 0x1 @move_back
waitmovement 0x1
if 0x1 goto @take
release
end

#org @done
release
end

#org @move
setdooropened 0x1 0x7
doorchange
hidesprite 0x1
#raw 0x62
showsprite 0x1
setdoorclosed 0x1 0x7
doorchange
#raw 0xFE

#org @move_back
setdooropened 0x1 0x7
doorchange
#raw 0x09
hidesprite 0x1
setdoorclosed 0x1 0x7
doorchange
#raw 0xFE

#org @take
giveitem 0x4 0x5 MSG_OBTAIN
fanfare 0x13E
fadedefault
msgbox @received2 0x6
giveitem 0xD 0x5 MSG_OBTAIN
fanfare 0x13E
fadedefault
msgbox @received3 0x6
setflag 0x860
msgbox @received 0x6
fanfare 0x13E
fadedefault

#org @1
= WAIT [player]! You cannot be a recruit\nwithout the propper attier.

#org @received
= [Player] received the \c\h01ÊRUNNING\nSHOES!

#org @received2
= [Player] received \c\h01ÊPokéballs!

#org @received3
= [Player] received \c\h01ÊPotions!
  #7737    
Old January 30th, 2013, 07:55 PM
DrFuji's Avatar
DrFuji
Helfen, Wehren, Heilen
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Join Date: Sep 2009
Location: Upside-downia
Age: 21
Gender: Male
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Quote:
Originally Posted by thetripplenine View Post
Well I'm trying to make the mom walk through the door and go to a different map so i thought I had to use the warp command...

Here's my better script I think

Spoiler:
dynamic 0x9C0000

#org @start
checkflag 0x200
if 0x1 goto @done
setflag 0x200
applymovement 0x1 @move
waitmovement 0x1
msgbox @1 0x6
applymovement 0x1 @move_back
waitmovement 0x1
if 0x1 goto @take
release
end

#org @done
release
end

#org @move
setdooropened 0x1 0x7
doorchange
hidesprite 0x1
#raw 0x62
showsprite 0x1
setdoorclosed 0x1 0x7
doorchange
#raw 0xFE

#org @move_back
setdooropened 0x1 0x7
doorchange
#raw 0x09
hidesprite 0x1
setdoorclosed 0x1 0x7
doorchange
#raw 0xFE

#org @take
giveitem 0x4 0x5 MSG_OBTAIN
fanfare 0x13E
fadedefault
msgbox @received2 0x6
giveitem 0xD 0x5 MSG_OBTAIN
fanfare 0x13E
fadedefault
msgbox @received3 0x6
setflag 0x860
msgbox @received 0x6
fanfare 0x13E
fadedefault

#org @1
= WAIT [player]! You cannot be a recruit\nwithout the propper attier.

#org @received
= [Player] received the \c\h01ÊRUNNING\nSHOES!

#org @received2
= [Player] received \c\h01ÊPokéballs!

#org @received3
= [Player] received \c\h01ÊPotions!
When you're using an applymovement command your pointer should only be comprised of #raws unlike what you have in your @move sections of the script. Don't place other commands such as hidesprite or setdooropen in those sections as they will be interpreted differently by the ROM when compiled. Also, you haven't fully closed off your script at the end of your @take pointer.

I'm not trying to offend you but honestly, the whole script is a pretty big mess of jumbled commands and I don't think you have really learned the basics of what each command does or how it should be used. While you said that you want to become advanced and move on to bigger scripts, you're not at that point yet. Just slow down, try to get the grasp of individual commands, work on basic scripts in a practicing ROM and keep re-reading the tutorials available (particularly diegoisawesome's one if you're using XSE). Once again, I'm not trying to be mean/ a downer but from what I can see you're biting off more than you can chew at this point.
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  #7738    
Old January 30th, 2013, 08:50 PM
thetripplenine's Avatar
thetripplenine
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Age: 16
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Quote:
Originally Posted by DrFuji View Post
When you're using an applymovement command your pointer should only be comprised of #raws unlike what you have in your @move sections of the script. Don't place other commands such as hidesprite or setdooropen in those sections as they will be interpreted differently by the ROM when compiled. Also, you haven't fully closed off your script at the end of your @take pointer.

I'm not trying to offend you but honestly, the whole script is a pretty big mess of jumbled commands and I don't think you have really learned the basics of what each command does or how it should be used. While you said that you want to become advanced and move on to bigger scripts, you're not at that point yet. Just slow down, try to get the grasp of individual commands, work on basic scripts in a practicing ROM and keep re-reading the tutorials available (particularly diegoisawesome's one if you're using XSE). Once again, I'm not trying to be mean/ a downer but from what I can see you're biting off more than you can chew at this point.
Well I stopped trying to do the advanced part,
now all i need help on is getting 5 pokeballs, 5 potions, and the running shoes after the movement, everything else is fine....

Here's my new script:
Spoiler:
#dynamic 0x9C0000

#org @start
checkflag 0x200
if 0x1 goto @done
setflag 0x200
applymovement 0x0 @move
waitmovement 0x0
msgbox @1 0x6
applymovement 0x0 @move_back
waitmovement 0x0
if 0x1 goto @take
release
end

#org @done
release
end

#org @move
#raw 0x08
#raw 0x08
#raw 0x0B
#raw 0x0B
#raw 0x0B
#raw 0x0B
#raw 0x0B
#raw 0xFE

#org @move_back
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x09
#raw 0x09
#raw 0x03
#raw 0xFE


#org @take
giveitem 0x4 0x5 0x0
fanfare 0x13E
fadedefault
msgbox @received2 0x6
giveitem 0xD 0x5 0x0
fanfare 0x13E
fadedefault
msgbox @received3 0x6
setflag 0x860
msgbox @received 0x6
fanfare 0x13E
fadedefault
release
end

#org @1
= Wait [player]! You cannot be a recruit\nwithout the propper attier.

#org @received
= [Player] received the \c\h01ÊRUNNING\nSHOES!

#org @received2
= [Player] received \c\h01ÊPokéballs!

#org @received3
= [Player] received \c\h01ÊPotions!
  #7739    
Old January 31st, 2013, 12:42 AM
tajaros's Avatar
tajaros
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Quote:
Originally Posted by thetripplenine View Post
Well I stopped trying to do the advanced part,
now all i need help on is getting 5 pokeballs, 5 potions, and the running shoes after the movement, everything else is fine....

Here's my new script:
Spoiler:
#dynamic 0x9C0000

#org @start
checkflag 0x200
if 0x1 goto @done
setflag 0x200
applymovement 0x0 @move
waitmovement 0x0
msgbox @1 0x6
applymovement 0x0 @move_back
waitmovement 0x0
if 0x1 goto @take
release
end

#org @done
release
end

#org @move
#raw 0x08
#raw 0x08
#raw 0x0B
#raw 0x0B
#raw 0x0B
#raw 0x0B
#raw 0x0B
#raw 0xFE

#org @move_back
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x09
#raw 0x09
#raw 0x03
#raw 0xFE


#org @take
giveitem 0x4 0x5 0x0
fanfare 0x13E
fadedefault
msgbox @received2 0x6
giveitem 0xD 0x5 0x0
fanfare 0x13E
fadedefault
msgbox @received3 0x6
setflag 0x860
msgbox @received 0x6
fanfare 0x13E
fadedefault
release
end

#org @1
= Wait [player]! You cannot be a recruit\nwithout the propper attier.

#org @received
= [Player] received the \c\h01ÊRUNNING\nSHOES!

#org @received2
= [Player] received \c\h01ÊPokéballs!

#org @received3
= [Player] received \c\h01ÊPotions!
Ok, so here are your problems on your script why have if 0x1 in the pointer that goes to @take you don't need that you just put goto @take in there.

And for your fanfares remove the fadedefault there that is used for music not for fanfares instead put a waitfanfare after your msgbox.

And remove the release at the end of your script since you didn't put a lock code in your script.
__________________
  #7740    
Old January 31st, 2013, 04:32 AM
.parado✗'s Avatar
.parado✗
paranormal user
 
Join Date: Sep 2012
Location: Ha✗land
Age: 18
Gender: Male
Nature: Gentle
Send a message via Skype™ to .parado✗
Hey guys!
How can I compare, if i defeated or lost at the last trainer battled?

with trainerbattle 0x9 0x0 0x3 @win @loose i can just pop up messageboxes but
i cant write code..
__________________
If you are interested in a german romhacker forum, go to

www.board.romresources.net

I'm registered under the name: "Laz0r" there.
  #7741    
Old January 31st, 2013, 05:07 AM
miksy91's Avatar
miksy91
A GB/C Rom Hacker since 2010
 
Join Date: Oct 2008
Location: A small country in the North
Gender: Male
Nature: Relaxed
Quote:
Originally Posted by .parado✗ View Post
Hey guys!
How can I compare, if i defeated or lost at the last trainer battled?

with trainerbattle 0x9 0x0 0x3 @win @loose i can just pop up messageboxes but
i cant write code..
Trace the routine defined for making the blackout to occur. That way, you'll find out which byte value is changed determining whether you win or lost the match. Of course it doesn't have to work like this, but it does in G/S/C and the same developers made FRLG and RSE so it likely does.

This ram address (where the byte is) is possibly called later on to check whether or not the match was won. Call a subroutine, at this point, for making this byte value being set to "battle won" even if you lost the battle against this certain opponent (whom I believe you're planning to use this routine with).

That's all I can say about it really...

Spoiler:
Also, 1000th post!
__________________
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Learn how to hack GB/C games:

Check my GameBoy/Color hacking videos in Youtube
-The video set uses Pokemon Silver (U) rom for demonstrations
  #7742    
Old January 31st, 2013, 05:27 AM
DrFuji's Avatar
DrFuji
Helfen, Wehren, Heilen
Community Supporter
 
Join Date: Sep 2009
Location: Upside-downia
Age: 21
Gender: Male
Nature: Jolly
Quote:
Originally Posted by .parado✗ View Post
Hey guys!
How can I compare, if i defeated or lost at the last trainer battled?

with trainerbattle 0x9 0x0 0x3 @win @loose i can just pop up messageboxes but
i cant write code..
You can figure out whether you won or lost a battle by using the command 'special2 0xYYYY 0xB4', where 0xYYYY is a variable which you can read the result from later. Special 0xB4 works by storing a value to the variable indicating what the result of the battle was. If the value is equal to 0x1 then the enemy was defeated, if it is 0x4 then the enemy ran away and if it is 0x7 then they were captured. While most of the results are for wild Pokemon, if you compare the variable to 0x1 after a trainer battle then it works in much the same way.

Here's an example of it in use:

Code:
#dynamic 0x800000

#org @start
trainerbattle 0x9 0x1 0x3 @Victory @Defeat
special2 0x800D 0xB4
compare 0x800D 0x1
if 0x1 goto @Beaten
msgbox @Winner 0x2
release
end

#org @Beaten
msgbox @Loser 0x2
release
end

#org @Victory
= I'm the best!

#org @After
= Disappointing.

#org @Winner
= I won!

#org @Loser
= I lost...
__________________
  #7743    
Old January 31st, 2013, 12:31 PM
Noossab Blue's Avatar
Noossab Blue
 
Join Date: Dec 2012
Location: USA
Gender: Female
Nature: Quirky
I have a script acting strangely...its a modified version of Oak giving you a starter in FR. I'll highlight what I've changed.

Spoiler:
This is the first pokeball, usually with Bulbasaur:
Code:
#dynamic 0x800000
#org @begin1
lock
faceplayer
setvar 0x4001 0x0
checkflag 0x900
if 0x0 call @startersel1
copyvar 0x4002 0x9000
setvar 0x4003 0x4
setvar 0x4004 0x7
compare 0x4055 0x3
if 0x4 goto 0x8169DE4
compare 0x4055 0x2
if 0x1 goto @continue
msgbox 0x818EA19 MSG_KEEPOPEN
release
end

#org @startersel1
random 0x3
copyvar 0x8008 LASTRESULT
compare 0x8008 0x0
if 0x1 call @bulbasaur
compare 0x8008 0x1
if 0x1 call @chikorita
compare 0x8008 0x2
if 0x1 call @treeko
setflag 0x900
return

#org @bulbasaur
setvar 0x9000 0x1
return

#org @chikorita
setvar 0x9000 0x98
return

#org @treeko
setvar 0x9000 0x115
return
Squirtle Ball:
Code:
#dynamic 0x800000
#org @begin2
lock
faceplayer
setvar 0x4001 0x1
checkflag 0x901
if 0x0 call @startersel2
copyvar 0x4002 0x9001
setvar 0x4003 0x1
setvar 0x4004 0x5
compare 0x4055 0x3
if 0x4 goto 0x8169DE4
compare 0x4055 0x2
if 0x1 goto @continue
msgbox 0x818EA19 MSG_KEEPOPEN '"Those are POKé BALLS.\nThey contai..."
release
end

#org @startersel2
random 0x3
copyvar 0x8008 LASTRESULT
compare 0x8008 0x0
if 0x1 call @squirtle
compare 0x8008 0x1
if 0x1 call @totodile
compare 0x8008 0x2
if 0x1 call @mudkip
setflag 0x901
return

#org @squirtle
setvar 0x9001 0x7
return

#org @totodile
setvar 0x9001 0x9E
return

#org @mudkip
setvar 0x9001 0x11B
return
And Charmander Ball:
Code:
#dynamic 0x800000
#org @begin3
lock
faceplayer
setvar 0x4001 0x2
checkflag 0x902
if 0x0 call @startersel3
copyvar 0x4002 0x9002
setvar 0x4003 0x7
setvar 0x4004 0x6
compare 0x4055 0x3
if 0x4 goto 0x8169DE4
compare 0x4055 0x2
if 0x1 goto @continue
msgbox 0x818EA19 MSG_KEEPOPEN '"Those are POKé BALLS.\nThey contai..."
release
end

#org @startersel3
random 0x3
copyvar 0x8008 LASTRESULT
compare 0x8008 0x0
if 0x1 call @charmander
compare 0x8008 0x1
if 0x1 call @cyndaquil
compare 0x8008 0x2
if 0x1 call @torchic
setflag 0x902
return

#org @charmander
setvar 0x9002 0x4
return

#org @cyndaquil
setvar 0x9002 0x9B
return

#org @torchic
setvar 0x9002 0x118
return

They all continue to this script:

Spoiler:
Code:
'---------------
#org 0x169DE4
msgbox 0x818EA45 MSG_KEEPOPEN
release
end

'---------------
#org @continue
applymovement 0x4 0x81A75EF
waitmovement 0x0
showpokepic 0x4002 0xA 0x3
textcolor 0x0
bufferpokemon 0x0 0x4002
compare 0x4001 0x0
if 0x1 goto 0x8169C14
compare 0x4001 0x1
if 0x1 goto 0x8169C33
compare 0x4001 0x2
if 0x1 goto 0x8169C52
end

'---------------
#org 0x169C14
msgbox 0x818E272 MSG_YESNO
compare LASTRESULT 0x1
if 0x1 goto 0x8169C74
compare LASTRESULT 0x0
if 0x1 goto 0x8169C71
end

'---------------
#org 0x169C33
msgbox 0x818E207 MSG_YESNO
compare LASTRESULT 0x1
if 0x1 goto 0x8169C74
compare LASTRESULT 0x0
if 0x1 goto 0x8169C71
end

'---------------
#org 0x169C52
msgbox 0x818E194 MSG_YESNO
compare LASTRESULT 0x1
if 0x1 goto 0x8169C74
compare LASTRESULT 0x0
if 0x1 goto 0x8169C71
end

'---------------
#org 0x169C74
hidepokepic
hidesprite LASTTALKED
msgbox 0x818E2E5 MSG_KEEPOPEN '"This POKéMON is really quite\nener..."
call 0x81A6675
setflag 0x828
setflag 0x291
givepokemon 0x4002 0x5 0x0 0x0 0x0 0x0
copyvar 0x4031 0x4001
bufferpokemon 0x0 0x4002
preparemsg 0x818E30D '"[player] received the [buffer1]\nf..."
waitmsg
fanfare 0x13E
waitfanfare
msgbox 0x81A56A7 MSG_YESNO '"Do you want to give a nickname to\..."
compare LASTRESULT 0x1
if 0x1 goto 0x8169CCC
compare LASTRESULT 0x0
if 0x1 goto 0x8169CDC
end

'---------------
#org 0x169C71
hidepokepic
release
end

'---------------
#org 0x1A6675
copyvar 0x8012 0x8013
return

'---------------
#org 0x169CCC
setvar 0x8004 0x0
call 0x81A74EB
goto 0x8169CDC

'---------------
#org 0x169CDC
closeonkeypress
compare 0x4001 0x0
if 0x1 goto 0x8169CFF
compare 0x4001 0x1
if 0x1 goto 0x8169D1F
compare 0x4001 0x2
if 0x1 goto 0x8169D0F
end

'---------------
#org 0x1A74EB
fadescreen 0x1
special 0x9E
waitstate
return

'---------------
#org 0x169CFF
applymovement 0x8 0x8169D62
waitmovement 0x0
goto 0x8169D2F

'---------------
#org 0x169D1F
applymovement 0x8 0x8169D72
waitmovement 0x0
goto 0x8169D2F

'---------------
#org 0x169D0F
applymovement 0x8 0x8169D6B
waitmovement 0x0
goto 0x8169D2F

'---------------
#org 0x169D2F
textcolor 0x0
msgbox 0x818DD34 MSG_KEEPOPEN '"[rival]: I'll take this one, then!"
hidesprite 0x4004
textcolor 0x3
bufferpokemon 0x0 0x4003
preparemsg 0x818DD52 '"[rival] received the [buffer1]\nfr..."
waitmsg
fanfare 0x13E
waitfanfare
setvar 0x4055 0x3
checkflag 0x83E
if 0x1 call 0x8169D5C
release
end

'---------------
#org 0x169D5C
setvar 0x4070 0x1
return


'---------
' Strings
'---------
#org 0x18EA19
= Those are POKé BALLS.\nThey contain POKéMON!

#org 0x18EA45
= That's PROF. OAK's last POKéMON.

#org 0x18E272
= I see! [buffer1] is your choice.\nIt's very easy to raise.\pSo, [player], you want to go with\nthe GRASS POKéMON [buffer1]?

#org 0x18E207
= Hm! [buffer1] is your choice.\nIt's one worth raising.\pSo, [player], you've decided on the\nWATER POKéMON [buffer1]?

#org 0x18E194
= Ah! [buffer1] is your choice.\nYou should raise it patiently.\pSo, [player], you're claiming the\nFIRE POKéMON [buffer1]?

#org 0x18E2E5
= This POKéMON is really quite\nenergetic!

#org 0x18E30D
= [player] received the [buffer1]\nfrom PROF. OAK!

#org 0x1A56A7
= Do you want to give a nickname to\nthis [buffer1]?

#org 0x18DD34
= [rival]: I'll take this one, then!

#org 0x18DD52
= [rival] received the [buffer1]\nfrom PROF. OAK!


'-----------
' Movements
'-----------
#org 0x1A75EF
#raw 0x3 'Face Right
#raw 0xFE 'End of Movements

#org 0x169D62
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements

#org 0x169D72
#raw 0x10 'Step Down (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x2E 'Face Up (Delayed)
#raw 0xFE 'End of Movements

#org 0x169D6B
#raw 0x10 'Step Down (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x2E 'Face Up (Delayed)
#raw 0xFE 'End of Movements

When I only insert the script into the first pokeball and not the others, it always returns a nidoran male. And if you talk to a different pokeball before the first one, the game glitches up and restarts.

If I insert the scripts to all three, the first still shows a nidoran male and the second two always glitch, no matter what order you talk to them in.

If I remove the bufferpokemon from the continue script and message scripts, the first ball returns nidoran male and the second two don't seem to have a value, as the picture is a question mark and the game freezes when you accept the (non)pokemon.
__________________
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  #7744    
Old January 31st, 2013, 02:30 PM
Shubunkus's Avatar
Shubunkus
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Join Date: Jul 2012
Gender: Male
Nature: Bold
Hey, quick question. I am trying to make an applymovement script, but this isn't the applymovement after you talk to a sprite. It is a "level script" I believe it's called. Anyways, every time I step on the tile where the script is, the ROM just freezes. I know it doesn't have anything to do with the script because it works fine if I apply it directly to a sprite. Does this have anything to do with SetVar? I hope I'm not being to vague and hope someone can help me out as soon as possible. Thanks!
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  #7745    
Old January 31st, 2013, 03:30 PM
FBI agent's Avatar
FBI agent
Imagine something beautiful
 
Join Date: Jan 2013
Location: Isle 4 - Dairy Products
Gender: Male
Quote:
Originally Posted by Shubunkus View Post
Hey, quick question. I am trying to make an applymovement script, but this isn't the applymovement after you talk to a sprite. It is a "level script" I believe it's called. Anyways, every time I step on the tile where the script is, the ROM just freezes. I know it doesn't have anything to do with the script because it works fine if I apply it directly to a sprite. Does this have anything to do with SetVar? I hope I'm not being to vague and hope someone can help me out as soon as possible. Thanks!
That's not a level script, I think you're talking about the green script tile in advance map. Open A-map and change:

Var number: 5240
Unknown: 03 00
__________________
...

People whom I thank:
Comrade -- For helping me with my bad hack, and for being a good friend
Darthatron -- Helping me get into basic ASM, even though I'm hopeless. (He is heartless stay away).
Anbuja's_BlooDY -- Graphics help, and being a good friend
FBI -- For having the username I wanted
  #7746    
Old January 31st, 2013, 03:33 PM
SpadeEdge16's Avatar
SpadeEdge16
 
Join Date: May 2012
Gender: Male
Quote:
Originally Posted by FBI agent View Post
That's not a level script, I think you're talking about the green script tile in advance map. Open A-map and change:

Var number: 5240
Unknown: 03 00
hey, FBI agent, why do you say change it to 5240? Just wondering cause i put mine at 4050, is 5240 better or something? o-o
  #7747    
Old January 31st, 2013, 03:42 PM
FBI agent's Avatar
FBI agent
Imagine something beautiful
 
Join Date: Jan 2013
Location: Isle 4 - Dairy Products
Gender: Male
Quote:
Originally Posted by Noossab Blue View Post
I have a script acting strangely...its a modified version of Oak giving you a starter in FR. I'll highlight what I've changed.

Spoiler:
This is the first pokeball, usually with Bulbasaur:
Code:
#dynamic 0x800000
#org @begin1
lock
faceplayer
setvar 0x4001 0x0
checkflag 0x900
if 0x0 call @startersel1
copyvar 0x4002 0x9000
setvar 0x4003 0x4
setvar 0x4004 0x7
compare 0x4055 0x3
if 0x4 goto 0x8169DE4
compare 0x4055 0x2
if 0x1 goto @continue
msgbox 0x818EA19 MSG_KEEPOPEN
release
end

#org @startersel1
random 0x3
copyvar 0x8008 LASTRESULT
compare 0x8008 0x0
if 0x1 call @bulbasaur
compare 0x8008 0x1
if 0x1 call @chikorita
compare 0x8008 0x2
if 0x1 call @treeko
setflag 0x900
return

#org @bulbasaur
setvar 0x9000 0x1
return

#org @chikorita
setvar 0x9000 0x98
return

#org @treeko
setvar 0x9000 0x115
return
Squirtle Ball:
Code:
#dynamic 0x800000
#org @begin2
lock
faceplayer
setvar 0x4001 0x1
checkflag 0x901
if 0x0 call @startersel2
copyvar 0x4002 0x9001
setvar 0x4003 0x1
setvar 0x4004 0x5
compare 0x4055 0x3
if 0x4 goto 0x8169DE4
compare 0x4055 0x2
if 0x1 goto @continue
msgbox 0x818EA19 MSG_KEEPOPEN '"Those are POKé BALLS.\nThey contai..."
release
end

#org @startersel2
random 0x3
copyvar 0x8008 LASTRESULT
compare 0x8008 0x0
if 0x1 call @squirtle
compare 0x8008 0x1
if 0x1 call @totodile
compare 0x8008 0x2
if 0x1 call @mudkip
setflag 0x901
return

#org @squirtle
setvar 0x9001 0x7
return

#org @totodile
setvar 0x9001 0x9E
return

#org @mudkip
setvar 0x9001 0x11B
return
And Charmander Ball:
Code:
#dynamic 0x800000
#org @begin3
lock
faceplayer
setvar 0x4001 0x2
checkflag 0x902
if 0x0 call @startersel3
copyvar 0x4002 0x9002
setvar 0x4003 0x7
setvar 0x4004 0x6
compare 0x4055 0x3
if 0x4 goto 0x8169DE4
compare 0x4055 0x2
if 0x1 goto @continue
msgbox 0x818EA19 MSG_KEEPOPEN '"Those are POKé BALLS.\nThey contai..."
release
end

#org @startersel3
random 0x3
copyvar 0x8008 LASTRESULT
compare 0x8008 0x0
if 0x1 call @charmander
compare 0x8008 0x1
if 0x1 call @cyndaquil
compare 0x8008 0x2
if 0x1 call @torchic
setflag 0x902
return

#org @charmander
setvar 0x9002 0x4
return

#org @cyndaquil
setvar 0x9002 0x9B
return

#org @torchic
setvar 0x9002 0x118
return

They all continue to this script:

Spoiler:
Code:
'---------------
#org 0x169DE4
msgbox 0x818EA45 MSG_KEEPOPEN
release
end

'---------------
#org @continue
applymovement 0x4 0x81A75EF
waitmovement 0x0
showpokepic 0x4002 0xA 0x3
textcolor 0x0
bufferpokemon 0x0 0x4002
compare 0x4001 0x0
if 0x1 goto 0x8169C14
compare 0x4001 0x1
if 0x1 goto 0x8169C33
compare 0x4001 0x2
if 0x1 goto 0x8169C52
end

'---------------
#org 0x169C14
msgbox 0x818E272 MSG_YESNO
compare LASTRESULT 0x1
if 0x1 goto 0x8169C74
compare LASTRESULT 0x0
if 0x1 goto 0x8169C71
end

'---------------
#org 0x169C33
msgbox 0x818E207 MSG_YESNO
compare LASTRESULT 0x1
if 0x1 goto 0x8169C74
compare LASTRESULT 0x0
if 0x1 goto 0x8169C71
end

'---------------
#org 0x169C52
msgbox 0x818E194 MSG_YESNO
compare LASTRESULT 0x1
if 0x1 goto 0x8169C74
compare LASTRESULT 0x0
if 0x1 goto 0x8169C71
end

'---------------
#org 0x169C74
hidepokepic
hidesprite LASTTALKED
msgbox 0x818E2E5 MSG_KEEPOPEN '"This POKéMON is really quite\nener..."
call 0x81A6675
setflag 0x828
setflag 0x291
givepokemon 0x4002 0x5 0x0 0x0 0x0 0x0
copyvar 0x4031 0x4001
bufferpokemon 0x0 0x4002
preparemsg 0x818E30D '"[player] received the [buffer1]\nf..."
waitmsg
fanfare 0x13E
waitfanfare
msgbox 0x81A56A7 MSG_YESNO '"Do you want to give a nickname to\..."
compare LASTRESULT 0x1
if 0x1 goto 0x8169CCC
compare LASTRESULT 0x0
if 0x1 goto 0x8169CDC
end

'---------------
#org 0x169C71
hidepokepic
release
end

'---------------
#org 0x1A6675
copyvar 0x8012 0x8013
return

'---------------
#org 0x169CCC
setvar 0x8004 0x0
call 0x81A74EB
goto 0x8169CDC

'---------------
#org 0x169CDC
closeonkeypress
compare 0x4001 0x0
if 0x1 goto 0x8169CFF
compare 0x4001 0x1
if 0x1 goto 0x8169D1F
compare 0x4001 0x2
if 0x1 goto 0x8169D0F
end

'---------------
#org 0x1A74EB
fadescreen 0x1
special 0x9E
waitstate
return

'---------------
#org 0x169CFF
applymovement 0x8 0x8169D62
waitmovement 0x0
goto 0x8169D2F

'---------------
#org 0x169D1F
applymovement 0x8 0x8169D72
waitmovement 0x0
goto 0x8169D2F

'---------------
#org 0x169D0F
applymovement 0x8 0x8169D6B
waitmovement 0x0
goto 0x8169D2F

'---------------
#org 0x169D2F
textcolor 0x0
msgbox 0x818DD34 MSG_KEEPOPEN '"[rival]: I'll take this one, then!"
hidesprite 0x4004
textcolor 0x3
bufferpokemon 0x0 0x4003
preparemsg 0x818DD52 '"[rival] received the [buffer1]\nfr..."
waitmsg
fanfare 0x13E
waitfanfare
setvar 0x4055 0x3
checkflag 0x83E
if 0x1 call 0x8169D5C
release
end

'---------------
#org 0x169D5C
setvar 0x4070 0x1
return


'---------
' Strings
'---------
#org 0x18EA19
= Those are POKé BALLS.\nThey contain POKéMON!

#org 0x18EA45
= That's PROF. OAK's last POKéMON.

#org 0x18E272
= I see! [buffer1] is your choice.\nIt's very easy to raise.\pSo, [player], you want to go with\nthe GRASS POKéMON [buffer1]?

#org 0x18E207
= Hm! [buffer1] is your choice.\nIt's one worth raising.\pSo, [player], you've decided on the\nWATER POKéMON [buffer1]?

#org 0x18E194
= Ah! [buffer1] is your choice.\nYou should raise it patiently.\pSo, [player], you're claiming the\nFIRE POKéMON [buffer1]?

#org 0x18E2E5
= This POKéMON is really quite\nenergetic!

#org 0x18E30D
= [player] received the [buffer1]\nfrom PROF. OAK!

#org 0x1A56A7
= Do you want to give a nickname to\nthis [buffer1]?

#org 0x18DD34
= [rival]: I'll take this one, then!

#org 0x18DD52
= [rival] received the [buffer1]\nfrom PROF. OAK!


'-----------
' Movements
'-----------
#org 0x1A75EF
#raw 0x3 'Face Right
#raw 0xFE 'End of Movements

#org 0x169D62
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements

#org 0x169D72
#raw 0x10 'Step Down (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x2E 'Face Up (Delayed)
#raw 0xFE 'End of Movements

#org 0x169D6B
#raw 0x10 'Step Down (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x2E 'Face Up (Delayed)
#raw 0xFE 'End of Movements

When I only insert the script into the first pokeball and not the others, it always returns a nidoran male. And if you talk to a different pokeball before the first one, the game glitches up and restarts.

If I insert the scripts to all three, the first still shows a nidoran male and the second two always glitch, no matter what order you talk to them in.

If I remove the bufferpokemon from the continue script and message scripts, the first ball returns nidoran male and the second two don't seem to have a value, as the picture is a question mark and the game freezes when you accept the (non)pokemon.
Problem #1:
Quote:
#dynamic 0x800000
#org @begin1
lock
faceplayer
setvar 0x4001 0x0
checkflag 0x900
if 0x0 call @startersel1
copyvar 0x4002 0x9000
setvar 0x4003 0x4
setvar 0x4004 0x7
compare 0x4055 0x3
if 0x4 goto 0x8169DE4
compare 0x4055 0x2
if 0x1 goto @continue
msgbox 0x818EA19 MSG_KEEPOPEN
release
end

#org @startersel1
random 0x3
copyvar 0x8008 LASTRESULT
compare 0x8008 0x0
if 0x1 call @bulbasaur
compare 0x8008 0x1
if 0x1 call @chikorita
compare 0x8008 0x2
if 0x1 call @treeko
setflag 0x900
return
You are setting the flag at a subroutine that's executed only if the flag is set. This the subroutine is never executed and whatever value is in variable 0x9002 is being displayed @continue instead. My hunch is 0x9002 holds nidoran male's number.

Ball #2 and Ball #3 have the same problem ^^

Quote:
Originally Posted by SpadeEdge16 View Post
hey, FBI agent, why do you say change it to 5240? Just wondering cause i put mine at 4050, is 5240 better or something? o-o
If 4050 works, use 4050 ;D
5240 works for me everytime because 5240 is never used. If you set variable 0x5240 to something other than 0 somewhere it'll stop working (same with 4050). I'm not sure if 4050 is used anywhere, but should be safe I think. Theoretically unimportant temporary variables are probably ideal.
__________________
...

People whom I thank:
Comrade -- For helping me with my bad hack, and for being a good friend
Darthatron -- Helping me get into basic ASM, even though I'm hopeless. (He is heartless stay away).
Anbuja's_BlooDY -- Graphics help, and being a good friend
FBI -- For having the username I wanted

Last edited by FBI agent; January 31st, 2013 at 03:45 PM. Reason: Your double post has been automatically merged.
  #7748    
Old January 31st, 2013, 05:04 PM
thetripplenine's Avatar
thetripplenine
999
 
Join Date: Jan 2013
Location: California
Age: 16
Gender: Male
Nature: Bold
Quote:
Originally Posted by tajaros View Post
Ok, so here are your problems on your script why have if 0x1 in the pointer that goes to @take you don't need that you just put goto @take in there.

And for your fanfares remove the fadedefault there that is used for music not for fanfares instead put a waitfanfare after your msgbox.

And remove the release at the end of your script since you didn't put a lock code in your script.
I got some problems, so when the mom talks to the player i want the player to face the mom, I do not receive the running shoes from her either and it says Received pokeballs in not what i want it to say like it says it twice once in light green and the other regular, it is the same with potions.

Edit:
Here's the new script

Spoiler:
#dynamic 0x9C0000

#org @start
checkflag 0x200
if 0x1 goto @done
setflag 0x200
applymovement 0x0 @move
waitmovement 0x0
msgbox @1 0x6
goto @take
applymovement 0x0 @move_back
waitmovement 0x0
end

#org @done
release
end

#org @move
#raw 0x08
#raw 0x08
#raw 0x0B
#raw 0x0B
#raw 0x0B
#raw 0x0B
#raw 0x0B
#raw 0xFE

#org @move_back
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x09
#raw 0x09
#raw 0x03
#raw 0xFE


#org @take
giveitem 0x4 0x5 0x0
msgbox @received2 0x6
giveitem 0xD 0x5 0x0
msgbox @received3 0x6
setflag 0x860
msgbox @received 0x6
end

#org @1
= Wait [player]! You cannot be a recruit\nwithout the propper attier.

#org @received
= [Player] received the \c\h01ÊRUNNING\nSHOES!

#org @received2
= [Player] received \c\h01ÊPokéballs!

#org @received3
= [Player] received \c\h01ÊPotions!
  #7749    
Old January 31st, 2013, 05:36 PM
Shubunkus's Avatar
Shubunkus
I.R.
 
Join Date: Jul 2012
Gender: Male
Nature: Bold
Quote:
Originally Posted by FBI agent View Post
That's not a level script, I think you're talking about the green script tile in advance map. Open A-map and change:

Var number: 5240
Unknown: 03 00
Thank you VERY much! I'm sort-of new at scripting, so please excuse my lack of knowledge for terminology withing scripting. Once again, thank you.
__________________
  #7750    
Old January 31st, 2013, 05:42 PM
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DrFuji
Helfen, Wehren, Heilen
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Join Date: Sep 2009
Location: Upside-downia
Age: 21
Gender: Male
Nature: Jolly
Quote:
Originally Posted by FBI agent View Post
You are setting the flag at a subroutine that's executed only if the flag is set. This the subroutine is never executed and whatever value is in variable 0x9002 is being displayed @continue instead. My hunch is 0x9002 holds nidoran male's number.
But if the flag isn't set that's then it goes to to the pointer rather than the other way around. The if command was comparing the flag's status to 0x0 rather than 0x1.

I'm not entirely sure what could be causing the problem though. Have you decompiled the script to see if any commands are messed up (since you're working with already inserted scripts), Nossab Blue?

Quote:
Originally Posted by thetripplenine View Post
I got some problems, so when the mom talks to the player i want the player to face the mom, I do not receive the running shoes from her either and it says Received pokeballs in not what i want it to say like it says it twice once in light green and the other regular, it is the same with potions.

Edit:
Here's the new script

Spoiler:
#dynamic 0x9C0000

#org @start
checkflag 0x200
if 0x1 goto @done
setflag 0x200
applymovement 0x0 @move
waitmovement 0x0
msgbox @1 0x6
goto @take
applymovement 0x0 @move_back
waitmovement 0x0
end

#org @done
release
end

#org @move
#raw 0x08
#raw 0x08
#raw 0x0B
#raw 0x0B
#raw 0x0B
#raw 0x0B
#raw 0x0B
#raw 0xFE

#org @move_back
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x09
#raw 0x09
#raw 0x03
#raw 0xFE


#org @take
giveitem 0x4 0x5 0x0
msgbox @received2 0x6
giveitem 0xD 0x5 0x0
msgbox @received3 0x6
setflag 0x860
msgbox @received 0x6
end

#org @1
= Wait [player]! You cannot be a recruit\nwithout the propper attier.

#org @received
= [Player] received the \c\h01ÊRUNNING\nSHOES!

#org @received2
= [Player] received \c\h01ÊPokéballs!

#org @received3
= [Player] received \c\h01ÊPotions!
There's no need to have the script branch off to the @take section if you want everything to activate. You can also turn the play by using the applymovement command but instead of using the mother's Event Number, use 0xFF (which is the player's). The running shoes are given by setting the flag 0x8C0. Finally, the command 'giveitem' always displays an automatic message whenever you use it. If you want it to be silent then it would be better to use 'additem' instead.

All-in-all, this script should be closer to what you want:

Code:
#dynamic 0x9C0000

#org @start
checkflag 0x8C0 // Changed to 0x8C0 since it is going to be set later on during the script anyway
if 0x1 goto @done
applymovement 0x0 @move
applymovement 0xFF @turn // Added movement command for the player so they will face the mother
waitmovement 0x0
msgbox @1 0x6 // Moved the @take section of the script here
additem 0x4 0x5 // Changed to additem
msgbox @received2 0x6
additem 0xD 0x5 // Changed to additem
msgbox @received3 0x6
setflag 0x8C0 // In Pokemon Emerald the Running Shoes are activated by the flag 0x8C0
msgbox @received 0x6
applymovement 0x0 @move_back
waitmovement 0x0
end

#org @done
release
end

#org @move
#raw 0x08
#raw 0x08
#raw 0x0B
#raw 0x0B
#raw 0x0B
#raw 0x0B
#raw 0x0B
#raw 0xFE

#org @move_back
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x09
#raw 0x09
#raw 0x03
#raw 0xFE

#org @turn // Player movements
#raw 0x2
#raw 0xFE

#org @1
= Wait [player]! You cannot be a recruit\nwithout the propper attier.

#org @received
= [Player] received the \c\h01ÊRUNNING\nSHOES!

#org @received2
= [Player] received \c\h01ÊPokéballs!

#org @received3
= [Player] received \c\h01ÊPotions![/spoiler]
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