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  #7951    
Old February 22nd, 2013, 08:45 AM
karatekid552's Avatar
karatekid552
What happens if I push it?....
 
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Quote:
Originally Posted by SporreKing View Post
Thx! I did search for other OWE's but didn't find any but now i have one! gonna try it out.
Why won't 2.X work btw?
It's not designed the same way. I still have it and it works well, but for Overworlds, you can't beat the Classic version. Give them both a try and you will see what I mean.
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  #7952    
Old February 26th, 2013, 05:58 PM
Noossab Blue's Avatar
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I'm trying to create a simple yes/no trainer battle. Here is what I have:

Spoiler:
#dynamic 0x800000
#org @begin
lock
faceplayer
checktrainerflag 0x66
compare lastresult 0x0
if 0x1 goto @finished
msgbox @ask 0x5
compare lastresult 0x0
if 0x1 goto @nope
trainerbattle 0x0 0x66 0x0 0x81722C7 0x81722F9
goto @finished

#org @nope
msgbox @no 0x6
settrainerflag 0x66
release
end

#org @finished
msgbox 0x8172315 MSG_NORMAL '"Ssh! You'll scare the bugs away.\n..."
end


'---------
' Strings
'---------
#org 0x1722C7
= Great! Let's battle our\nPOKéMON!

#org 0x1722F9
= No!\nCATERPIE can't hack it!

#org 0x172315
= Ssh! You'll scare the bugs away.\nAnother time, okay?

#org @ask
= Wanna battle?

#org @no
= No? Lame!


It's close to working. The problem is, the trainer only asks if you want to battle once, so if you say no you can't change your mind and say yes until you enter another battle and come back to him. Conversely, if you say yes, the battle commences, but if you come back to him after another battle, he asks if you want to battle again, even though you already won...not sure why...
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  #7953    
Old February 26th, 2013, 07:10 PM
karatekid552's Avatar
karatekid552
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Quote:
Originally Posted by Noossab Blue View Post
I'm trying to create a simple yes/no trainer battle. Here is what I have:

Spoiler:
#dynamic 0x800000
#org @begin
lock
faceplayer
checktrainerflag 0x66
compare lastresult 0x0
if 0x1 goto @finished
msgbox @ask 0x5
compare lastresult 0x0
if 0x1 goto @nope
trainerbattle 0x0 0x66 0x0 0x81722C7 0x81722F9
goto @finished

#org @nope
msgbox @no 0x6
settrainerflag 0x66
release
end

#org @finished
msgbox 0x8172315 MSG_NORMAL '"Ssh! You'll scare the bugs away.\n..."
end


'---------
' Strings
'---------
#org 0x1722C7
= Great! Let's battle our\nPOKéMON!

#org 0x1722F9
= No!\nCATERPIE can't hack it!

#org 0x172315
= Ssh! You'll scare the bugs away.\nAnother time, okay?

#org @ask
= Wanna battle?

#org @no
= No? Lame!


It's close to working. The problem is, the trainer only asks if you want to battle once, so if you say no you can't change your mind and say yes until you enter another battle and come back to him. Conversely, if you say yes, the battle commences, but if you come back to him after another battle, he asks if you want to battle again, even though you already won...not sure why...
Well, the first problem is there is no "end" at the end of @begin. This can cause bytes to run together if you have, let's say another script in that same area, and it might just keep going onto the next script.

There is no need to set the trainers flag if you say no, it was already set from the start.

Lastly, play with the type of trainer battle. I think your problem lies in using the wrong type. The types range from 0-3 so give them all a try.
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  #7954    
Old February 26th, 2013, 07:30 PM
FBI agent's Avatar
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Quote:
Originally Posted by Noossab Blue View Post
I'm trying to create a simple yes/no trainer battle. Here is what I have:

Spoiler:
#dynamic 0x800000
#org @begin
lock
faceplayer
checktrainerflag 0x66
compare lastresult 0x0
if 0x1 goto @finished
msgbox @ask 0x5
compare lastresult 0x0
if 0x1 goto @nope
trainerbattle 0x0 0x66 0x0 0x81722C7 0x81722F9
goto @finished

#org @nope
msgbox @no 0x6
settrainerflag 0x66
release
end

#org @finished
msgbox 0x8172315 MSG_NORMAL '"Ssh! You'll scare the bugs away.\n..."
end


'---------
' Strings
'---------
#org 0x1722C7
= Great! Let's battle our\nPOKéMON!

#org 0x1722F9
= No!\nCATERPIE can't hack it!

#org 0x172315
= Ssh! You'll scare the bugs away.\nAnother time, okay?

#org @ask
= Wanna battle?

#org @no
= No? Lame!


It's close to working. The problem is, the trainer only asks if you want to battle once, so if you say no you can't change your mind and say yes until you enter another battle and come back to him. Conversely, if you say yes, the battle commences, but if you come back to him after another battle, he asks if you want to battle again, even though you already won...not sure why...
Lets see here.
checktrainerflag 0x66 'Set when trainer is battled
compare lastresult 0x0 'Check if flag is not set (i.e not battled)
if 0x1 goto @finished 'If it's not battled goto @finish

It's only working because you can't do that, and it runs anyways (Atleast not in PKSV's new version. Just do checkflag, if true.) :P

What you should do is:
checktrainerflag 0x66
if 0x1 goto @finished

Also, logically you're setting the trainerflag if you haven't battled (which is wrong). Here's a PKSV representation of what it should look like.

Spoiler:

#dynamic 0x740000
#org @start
lock
faceplayer
checktrainerflag 0x66
if TRUE jump @done
msgbox @question
callstd MSG_YESNO
compare LASTRESULT YES
if != jump @no
settrainerflag 0x66
msgbox @openbattle
callstd MSG_NORMAL
trainerbattle 0x3 0x66 0x1 @defeat
jump @done

#org @done
msgbox @after
callstd MSG_NORMAL
release
end

#org @no
msgbox @tired
callstd MSG_NORMAL
release
end

#org @question
= Do you want to battle?

#org @tired
= Next time then.

#org @after
= That was a good battle!

#org @openbattle
= Prepare for battle!

#org @defeat
= Damn I lost


Try that PKSV version, you can convert it to XSE easily, if you wish.
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  #7955    
Old February 26th, 2013, 10:02 PM
Noossab Blue's Avatar
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Brilliant. Thanks! That's exactly what I needed.
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3DS FC: 3196 3609 8450

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Current as of 1/31/14: I updated again!

  #7956    
Old February 27th, 2013, 05:49 AM
karatekid552's Avatar
karatekid552
What happens if I push it?....
 
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Quote:
Originally Posted by FBI agent View Post
Lets see here.
checktrainerflag 0x66 'Set when trainer is battled
compare lastresult 0x0 'Check if flag is not set (i.e not battled)
if 0x1 goto @finished 'If it's not battled goto @finish

It's only working because you can't do that, and it runs anyways (Atleast not in PKSV's new version. Just do checkflag, if true.)

What you should do is:
checktrainerflag 0x66
if 0x1 goto @finished

Also, logically you're setting the trainerflag if you haven't battled (which is wrong). Here's a PKSV representation of what it should look like.

Spoiler:

#dynamic 0x740000
#org @start
lock
faceplayer
checktrainerflag 0x66
if TRUE jump @done
msgbox @question
callstd MSG_YESNO
compare LASTRESULT YES
if != jump @no
settrainerflag 0x66
msgbox @openbattle
callstd MSG_NORMAL
trainerbattle 0x3 0x66 0x1 @defeat
jump @done

#org @done
msgbox @after
callstd MSG_NORMAL
release
end

#org @no
msgbox @tired
callstd MSG_NORMAL
release
end

#org @question
= Do you want to battle?

#org @tired
= Next time then.

#org @after
= That was a good battle!

#org @openbattle
= Prepare for battle!

#org @defeat
= Damn I lost


Try that PKSV version, you can convert it to XSE easily, if you wish.
Umm FBI, trainer flags work backwards. They are cleared when you beat them. Another name for settrainerflag is enabletrainer. They are interchangeable names for the same command. Same goes for cleartrainerflag, its other optional name is disabletrainer.

I know that the commands themselves work that way, but the settrainerflag 0x0 command may be equivalent to a standard clearflag 0x500 (trainer flags are just regular flags starting at 500 if I remember correctly) so there is a chance that the main names for the commands are misleading. The only way to really tell would be to take a clean rom and right off the bat, checkflag 0x500 and see what it holds.

Proof- I wrote a working script to make every trainer in the game ready to battle again. It didn't work when I logically used cleartrainerflag, so when I switched to setrainerflag, everybody wanted to battle again.


Edit: Comrade likes your Signiture.
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  #7957    
Old February 27th, 2013, 06:32 AM
FBI agent's Avatar
FBI agent
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Quote:
Originally Posted by karatekid552 View Post
Umm FBI, trainer flags work backwards. They are cleared when you beat them. Another name for settrainerflag is enabletrainer. They are interchangeable names for the same command. Same goes for cleartrainerflag, its other optional name is disabletrainer.

I know that the commands themselves work that way, but the settrainerflag 0x0 command may be equivalent to a standard clearflag 0x500 (trainer flags are just regular flags starting at 500 if I remember correctly) so there is a chance that the main names for the commands are misleading. The only way to really tell would be to take a clean rom and right off the bat, checkflag 0x500 and see what it holds.

Proof- I wrote a working script to make every trainer in the game ready to battle again. It didn't work when I logically used cleartrainerflag, so when I switched to setrainerflag, everybody wanted to battle again.


Edit: Comrade likes your Signiture.
Derp, I always forget some detail. :D
You are right about the trainer flags, they do work differently (and in my opinion they should be named in script editors more consistently with other flags). The script should still work if you remove settrainerflag (you don't have to remove settrainerflag but it's a pointless command using up space, where it is right now) and change this part:

checktrainerflag 0x66
if FALSE jump @done

It's often easy to confuse/generalize on commands that appear to work in the same fashion. Sorry for any confusion last post caused.

I'm glad comrade likes my signature, I was originally going to leave it under maintenance forever :P
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My current projects:
- Nothing right now. Gief request
  #7958    
Old February 27th, 2013, 09:48 PM
hackstar's Avatar
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what is var numbers? where will i get it....
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  #7959    
Old February 28th, 2013, 02:14 AM
karatekid552's Avatar
karatekid552
What happens if I push it?....
 
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Quote:
Originally Posted by hackstar View Post
what is var numbers? where will i get it....
For which game?

Vars are variables that are used to prevent scripts and such from happening again. Except for temporary ones like LASTRESULT, 90% of the time, they are used for map scripts amd scripttiles as a simple way of making them never happen again, but they can also be set to specific values to show your progress in a specific event.

For FR, here is a very complete list of used flags and vars: http://www.pokecommunity.com/showthr...56#post6829256

And an extension of that post dealing specfically with safe vars: http://www.pokecommunity.com/showpos...&postcount=183
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  #7960    
Old March 3rd, 2013, 11:55 AM
LocksmithArmy's Avatar
LocksmithArmy
Mew!
 
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Age: 25
Gender: Male
ok... so basically I am going to give the player the opportunity to catch Latias... and if they catch Latias they will step on a script tile (a little later) and Latios will fly in and attack them... but only if they catch latias... not faint or run from or whatever...

how can I check if they have caught a specific pokemon... like check that pokedex number or soemthing...

i guess in the end I could have latias set different flags for caught and fainted but id rather be able to check the pokedex...
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  #7961    
Old March 3rd, 2013, 12:09 PM
karatekid552's Avatar
karatekid552
What happens if I push it?....
 
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Quote:
Originally Posted by LocksmithArmy View Post
ok... so basically I am going to give the player the opportunity to catch Latias... and if they catch Latias they will step on a script tile (a little later) and Latios will fly in and attack them... but only if they catch latias... not faint or run from or whatever...

how can I check if they have caught a specific pokemon... like check that pokedex number or soemthing...

i guess in the end I could have latias set different flags for caught and fainted but id rather be able to check the pokedex...
See JPAN's study on the Sepecial and Special2 commands. I beleive I saw a special that does just that.


Edit: I think this might help: Special 0D4 seems to place on 0x8005 the seen pokemon and on 0x8006 the caught ones. Also places on 0x800c a number that might be pokemon the pokedex doesn't detect but were caught. if 0x8004 = 0, print kanto's values, 0x8004 != 0x0, national dex values
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  #7962    
Old March 3rd, 2013, 12:12 PM
ep!c
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Hey, to check if a Pokémon is caught or not, you need a special.

Special 0xB4.

*key 0x1 = fainted, 0x7 = captured, 0x4 = escaped*

So you make your wildbattle and after it you compare.

Example:
wildbattle blabla
waitstate (only for XSE 1.0)
special2 LASTRESULT 0xB4
compare LASTRESULT 0x7
if 0x1 call @caught


Hope it helps

@up
Darn, you were a bit faster xD
  #7963    
Old March 3rd, 2013, 12:19 PM
karatekid552's Avatar
karatekid552
What happens if I push it?....
 
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Quote:
Originally Posted by ep!c View Post
Hey, to check if a Pokémon is caught or not, you need a special.

Special 0xB4.

*key 0x1 = fainted, 0x7 = captured, 0x4 = escaped*

So you make your wildbattle and after it you compare.

Example:
wildbattle blabla
waitstate (only for XSE 1.0)
special2 LASTRESULT 0xB4
compare LASTRESULT 0x7
if 0x1 call @caught


Hope it helps

@up
Darn, you were a bit faster xD
He knows how to do that, I taught him it personally. He said he would rather not have to set a flag depending upon certain conditions, being fainted or caught.


But now that I think about it, a var has to be set either way to prevent the script from happening again. Why not use special B4 and set a var to a specific number based upon the outcome like 1 for ran, 2 for fainted, and 3 for caught, and then only have the second script for Latios run if that var equals 3 (in the script tile settings in A-map) then at the end, just set that var to 4, and the events will never happen again.
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  #7964    
Old March 3rd, 2013, 12:53 PM
LocksmithArmy's Avatar
LocksmithArmy
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Quote:
Originally Posted by karatekid552 View Post
He knows how to do that, I taught him it personally. He said he would rather not have to set a flag depending upon certain conditions, being fainted or caught.


But now that I think about it, a var has to be set either way to prevent the script from happening again. Why not use special B4 and set a var to a specific number based upon the outcome like 1 for ran, 2 for fainted, and 3 for caught, and then only have the second script for Latios run if that var equals 3 (in the script tile settings in A-map) then at the end, just set that var to 4, and the events will never happen again.
yeah that seems like the most logical way to do it...
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  #7965    
Old March 4th, 2013, 09:20 PM
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vanillagfx
Togepi
 
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Err what am I doing wrong? http://prntscr.com/v32c9
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  #7966    
Old March 4th, 2013, 09:34 PM
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destinedjagold
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Quote:
Originally Posted by vanillagfx View Post
Err what am I doing wrong? http://prntscr.com/v32c9
make sure that the script offset in Advance Map is using the correct offset that XSE gave you after you have compiled the script.

I seriously doubt that you should be using an offset that is beyond 8 hex characters.
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  #7967    
Old March 5th, 2013, 12:15 PM
karatekid552's Avatar
karatekid552
What happens if I push it?....
 
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Quote:
Originally Posted by vanillagfx View Post
Err what am I doing wrong? http://prntscr.com/v32c9
I have actually heard of bugs in XSE where if you use @1, it writes it to offset 000001. This goes for any script editor and is one of the first thing most tutorials say never to do.

So, if you rom crashes like that on opening, that is what happened. If when you talked to the npc, then I have no clue.
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  #7968    
Old March 5th, 2013, 08:49 PM
awipe1's Avatar
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I have 2 questions to ask TPC.

Problem numbers one: I created a level script. Yes I did it the proper way by getting the map offset and such. It is an [2] level script where you walk into the room for the first time and the mom gives you your shoes. It works perfectly fine but everytime I enter the room, the script activates again. I have the right variable under the flags section. Anyone know what the problem might be? Here is the script for you to look at.

Spoiler:
#dynamic 0x800000

#org @start
lock
sound 0x15
applymovement 0x1 @Move1
waitmovement 0x0
msgbox @Talk1 MSG_KEEPOPEN
closeonkeypress
pause 0x1E
applymovement 0x1 @Move2
waitmovement 0x0
msgbox @Talk2 MSG_KEEPOPEN
closeonkeypress
special 0x171
setflag 0x82F
fanfare 0x13E
msgbox @shoe 0x6
waitfanfare
msgbox @yay 0x6
applymovement 0x1 @Move3
waitmovement 0x0
setvar 0x4000 0x1
release
end

#org @Move1
#raw 0x1
#raw 0x62
#raw 0xFE

#org @Talk1
= Hey! \v\h01!

#org @Move2
#raw 0x11
#raw 0x11
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0xFE

#org @Move3
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x10
#raw 0x10
#raw 0x3
#raw 0xFE

#org @shoe
= [Player], received RUNNING SHOES!

#org @yay
= Hold the B button to run!\nDon't run indoors!\pYou can use these to get around\nfaster!\pPROFESSOR OAK is waiting for you!\nGo see him at his lab!

#org @Talk2
= Your dad has still not come home\nyet ...\pI'm sure he will be home soon!\pPROFESSOR OAK told me you are\nstarting your POKéMON adventure\ltoday! I think you will need these!


Note I created another level script the same way and that one works perfectly fine, it's just this one that keeps repeating.

Problem numbers two: I wrote a script where you pick up a pokeball containing a Pokemon (It's a long script) and the Pokeball is gone (which is suppose to happen) but when you leave the room and come back, the Pokeball reappears. I don't know what I am doing wrong! I these comands

hidesprite 0x1
setflag 0x7

and I also made the person ID 7. That should work, shouldn't it?

Please PC help me!
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NOTE: You wouldn't be designing your own sprites, I would be telling you what I needed, and you would make it for me ... as appealing as that sounds. I know it doesn't sound like a fun task, but if you want to be a part of this ROM, then that's what will happen. Also I would like to see some stuff you have made before I accept your offer.
  #7969    
Old March 5th, 2013, 09:13 PM
tajaros's Avatar
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Quote:
Originally Posted by awipe1 View Post
I have 2 questions to ask TPC.

Problem numbers one: I created a level script. Yes I did it the proper way by getting the map offset and such. It is an [2] level script where you walk into the room for the first time and the mom gives you your shoes. It works perfectly fine but everytime I enter the room, the script activates again. I have the right variable under the flags section. Anyone know what the problem might be? Here is the script for you to look at.

Spoiler:
#dynamic 0x800000

#org @start
lock
sound 0x15
applymovement 0x1 @Move1
waitmovement 0x0
msgbox @Talk1 MSG_KEEPOPEN
closeonkeypress
pause 0x1E
applymovement 0x1 @Move2
waitmovement 0x0
msgbox @Talk2 MSG_KEEPOPEN
closeonkeypress
special 0x171
setflag 0x82F
fanfare 0x13E
msgbox @shoe 0x6
waitfanfare
msgbox @yay 0x6
applymovement 0x1 @Move3
waitmovement 0x0
setvar 0x4000 0x1
release
end

#org @Move1
#raw 0x1
#raw 0x62
#raw 0xFE

#org @Talk1
= Hey! \v\h01!

#org @Move2
#raw 0x11
#raw 0x11
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0xFE

#org @Move3
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x10
#raw 0x10
#raw 0x3
#raw 0xFE

#org @shoe
= [Player], received RUNNING SHOES!

#org @yay
= Hold the B button to run!\nDon't run indoors!\pYou can use these to get around\nfaster!\pPROFESSOR OAK is waiting for you!\nGo see him at his lab!

#org @Talk2
= Your dad has still not come home\nyet ...\pI'm sure he will be home soon!\pPROFESSOR OAK told me you are\nstarting your POKéMON adventure\ltoday! I think you will need these!


Note I created another level script the same way and that one works perfectly fine, it's just this one that keeps repeating.

Problem numbers two: I wrote a script where you pick up a pokeball containing a Pokemon (It's a long script) and the Pokeball is gone (which is suppose to happen) but when you leave the room and come back, the Pokeball reappears. I don't know what I am doing wrong! I these comands

hidesprite 0x1
setflag 0x7

and I also made the person ID 7. That should work, shouldn't it?

Please PC help me!
Change the var you are using, you can't use 0x4000 for your level scripts since it reactivates every time you leave the map or something like that.

Try changing it to 0x4010 or some other var.
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  #7970    
Old March 6th, 2013, 02:00 AM
sarge981
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Join Date: Feb 2013
Gender: Male
Hello I will make this very simple. I have one problem that is cursing me. I am making a simple trainer script. I have made a script that works in XSE but the only problem is I cant get the player to face me. I understand that the script needs to have lock faceplayer to do so. The only problem is if I put it in my script it causes the screen to go black/red. I hear this is a common problem if you check the trainer box. The only problem if I dont check it the person wont move towards me. Is there some kind of script I can add to my original script so that I dont have to check the trainer box and the trainer will still approach me?

Here is the original script

#dynamic 0x800E8A

#org @start
trainerbattle 0x0 0x003 0x001 @before @after
msgbox @beaten 0x6
release
end

#org @before
= You wont beat\nme soldier.

#org @after
= Hmph, as\nyou were.

#org @beaten
= Keep moving forward



ANY help would be greatful
  #7971    
Old March 6th, 2013, 02:17 AM
karatekid552's Avatar
karatekid552
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Quote:
Originally Posted by sarge981 View Post
Hello I will make this very simple. I have one problem that is cursing me. I am making a simple trainer script. I have made a script that works in XSE but the only problem is I cant get the player to face me. I understand that the script needs to have lock faceplayer to do so. The only problem is if I put it in my script it causes the screen to go black/red. I hear this is a common problem if you check the trainer box. The only problem if I dont check it the person wont move towards me. Is there some kind of script I can add to my original script so that I dont have to check the trainer box and the trainer will still approach me?

Here is the original script

#dynamic 0x800E8A

#org @start
trainerbattle 0x0 0x003 0x001 @before @after
msgbox @beaten 0x6
release
end

#org @before
= You wont beat\nme soldier.

#org @after
= Hmph, as\nyou were.

#org @beaten
= Keep moving forward



ANY help would be greatful
When you check the trainer box, you also need to type in a radius. This radius is how many tiles away the NPC can "see you" from. Also, in your trainer battle command, I'm not too sure, but I remember that being a filler byte (always 0x0) so that could be a problem also.
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  #7972    
Old March 6th, 2013, 02:33 AM
sarge981
Unhatched Egg
 
Join Date: Feb 2013
Gender: Male
Quote:
Originally Posted by karatekid552 View Post
When you check the trainer box, you also need to type in a radius. This radius is how many tiles away the NPC can "see you" from. Also, in your trainer battle command, I'm not too sure, but I remember that being a filler byte (always 0x0) so that could be a problem also.
I should have mentioned that I have a set view radius on there already. I have also tried the filler byte as well but no luck.
  #7973    
Old March 6th, 2013, 02:42 AM
Aryan143's Avatar
Aryan143
The Fennekin Fan!
 
Join Date: Jul 2012
Location: Delhi, India
Age: 14
Gender: Male
Nature: Modest
Quote:
Originally Posted by sarge981 View Post
Hello I will make this very simple. I have one problem that is cursing me. I am making a simple trainer script. I have made a script that works in XSE but the only problem is I cant get the player to face me. I understand that the script needs to have lock faceplayer to do so. The only problem is if I put it in my script it causes the screen to go black/red. I hear this is a common problem if you check the trainer box. The only problem if I dont check it the person wont move towards me. Is there some kind of script I can add to my original script so that I dont have to check the trainer box and the trainer will still approach me?

Here is the original script

#dynamic 0x800E8A

#org @start
trainerbattle 0x0 0x003 0x0 @before @after
msgbox @beaten 0x6
release
end

#org @before
= You wont beat\nme soldier.

#org @after
= Hmph, as\nyou were.

#org @beaten
= Keep moving forward



ANY help would be greatful
I tried your script and the only thing you need to change is changed in bold.
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  #7974    
Old March 6th, 2013, 02:49 AM
sarge981
Unhatched Egg
 
Join Date: Feb 2013
Gender: Male
Quote:
Originally Posted by Aryan143 View Post
I tried your script and the only thing you need to change is changed in bold.
Did you have trainer and view radius checked? Also after the battle did the player face you depending on your direction?
  #7975    
Old March 6th, 2013, 04:58 AM
ep!c
Banned
 
Join Date: Mar 2013
Gender: Male
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Quote:
Originally Posted by destinjagold
I seriously doubt that you should be using an offset that is beyond 8 hex characters.
Well, there are also pointers for 8+ hex characters, which XSE has problems with.
There are three possibilites to fix.

1. You make the pointers manually, its a ~2 min work / script.
2. Make the starterscript into 8-caracter offset and with call @ you point into the expand area
3. You repoint all pokemon sprites to +1000000, delete the whole pokemon then at D00000, be sure you point the graphics into +1000000 and have 0x800000 - 0xFFFFFF for scripts, which is for even 3 regions lol.
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