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  #8151    
Old May 7th, 2013, 08:35 AM
LaDestitute's Avatar
LaDestitute
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Quote:
Originally Posted by Spherical Ice View Post
You need to set the Unknown on the Script tile to 0300 (or just 03 in 1.9.5) in Advance Map and the Var number to an unused variable - I tend to use 4050.
Okay, thanks, it worked fine. :D

Although, some questions.
What does the Unknown value do?
How do I get the NPC to actually move to the player's front position, say if they step on the left or right script event instead of the middle one? It looks a bit odd with the NPC moving to the middle, otherwise. I could just have one script event, though, I guess. That works too, I'm just curious.
  #8152    
Old May 7th, 2013, 08:57 AM
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Quote:
Originally Posted by LaDestitute View Post
Okay, thanks, it worked fine. :D

Although, some questions.
What does the Unknown value do?
How do I get the NPC to actually move to the player's front position, say if they step on the left or right script event instead of the middle one? It looks a bit odd with the NPC moving to the middle, otherwise. I could just have one script event, though, I guess. That works too, I'm just curious.
The unknown is just a staple. I never use it and things usually work fine, but it is something that Game Freak used on theirs as far as I know.

There is a command called playerfacing(?). That will get the players direction and you can run different scripts based on it or you could force the player to look in the direction of the person that is moving.
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  #8153    
Old May 7th, 2013, 09:08 AM
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Yeah, the unknown is just there for consistency's sake - it is also used in warps.
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  #8154    
Old May 7th, 2013, 09:26 AM
hinkage's Avatar
hinkage
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Quote:
Originally Posted by LaDestitute View Post
Okay, thanks, it worked fine. :D

Although, some questions.
What does the Unknown value do?
How do I get the NPC to actually move to the player's front position, say if they step on the left or right script event instead of the middle one? It looks a bit odd with the NPC moving to the middle, otherwise. I could just have one script event, though, I guess. That works too, I'm just curious.
If you have multiple scriptboxes and want the NPC to walk up to you... uh, it's just easier to show through example:

Spoiler:
#org @set
lock
setvar 0x4001 0xX (1 for first scriptbox, 2 for second, etc. this is a temp var, it resets after leaving the map.)
jump @main (your main script)

#org @main
compare 0x4001 0x1
if == call @comp1 (if 0x1 is set then call this. "comp1" stands for "comparison 1")
compare 0x4001 0x2
if == call @comp2 (if 0x2 is set...)
compare 0x4001 0x3
if == call @comp3 (if 0x3 is set... and on and on, for each scriptbox you have)
pauseevent 0x0
--your script ---
release
end

#org @comp1
applymovement 0xX @move1 (should move sprite X to put sprite in front of player according to the first scriptbox -- you have to define @move1, @move2, @move3, etc., yourself)
return

#org @comp2
applymovement 0xX @move2 (should move sprite X to put sprite in front of player according to the second scriptbox)
return

#org @comp3
applymovement 0xX @move3 (same as other two)
return


Check out your rival's scripts. They do it too, and it might be easier for you to understand if you actually see it in action.
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  #8155    
Old May 7th, 2013, 09:50 AM
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Since I don't have the patience to read through 327 pages of questions I don't know if this has been asked yet but How do you give the player character the National dex early in the game?
  #8156    
Old May 7th, 2013, 10:00 AM
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LaDestitute
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Another question, how do I make it so with the givepokemon command, have the Pokemon given have a specific OT and IDno (or is the IDno randomly generated? Not sure) and/or nickname?

Edit - Overheat, please use the search function next time, before asking.
To award the national dex, use this:
special 0x16F
  #8157    
Old May 7th, 2013, 10:49 AM
Spherical Ice's Avatar
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It involves ASM, using data found in this thread in R&D. I'm not very good at ASM but I could maybe do this.
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  #8158    
Old May 7th, 2013, 11:19 AM
LaDestitute's Avatar
LaDestitute
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Can someone proof-check this for me? I'm using a compare variable to set different NPC movement depending on variable value (with the three script events sharing the same variable, but different values) but it's not working as I thought.

Code:
#dynamic 0x800000

#org @start
countpokemon
compare 0x800D 0x1
if 0x1 goto @continue
goto @nopokemon

#org @nopokemon
compare 0x4000 0x1
if 0x1 goto @nopass0
if 0x2 goto @nopass1
if 0x3 goto @nopass2

#org @continue
release
end

#org @nopass0
applymovement 0x1 @move3
waitmovement 0x0
msgbox @1 0x6
applymovement 0x1 @move4
waitmovement 0x0
release
setflag 0x200
end

#org @nopass1
applymovement 0x1 @move1
waitmovement 0x0
msgbox @1 0x6
applymovement 0x1 @move2
waitmovement 0x0
release
setflag 0x200
end

#org @nopass2
applymovement 0x1 @move5
waitmovement 0x0
msgbox @1 0x6
applymovement 0x1 @move6
waitmovement 0x0
release
setflag 0x200
end

#org @move1
#raw 0x62 
#raw 0x1D
#raw 0x1D
#raw 0xFE

#org @move2
#raw 0x11
#raw 0x11
#raw 0xFE

#org @move3
#raw 0x62 
#raw 0x0A
#raw 0x1D
#raw 0x1D
#raw 0xFE

#org @move4
#raw 0x11
#raw 0x11
#raw 0x0B
#raw 0xFE

#org @move5
#raw 0x62 
#raw 0x0B
#raw 0x1D
#raw 0x1D
#raw 0xFE

#org @move6
#raw 0x11
#raw 0x11
#raw 0x0A
#raw 0xFE

#org @1
= I can't let you pass because you\ndon't have any Pokémon.\pIt's not safe to go out without\nat least one.
  #8159    
Old May 7th, 2013, 12:09 PM
Spherical Ice's Avatar
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Quote:
Originally Posted by LaDestitute View Post
Can someone proof-check this for me? I'm using a compare variable to set different NPC movement depending on variable value (with the three script events sharing the same variable, but different values) but it's not working as I thought.

Code:
#dynamic 0x800000

#org @start
countpokemon
compare 0x800D 0x1
if 0x1 goto @continue
goto @nopokemon

#org @nopokemon
compare 0x4000 0x1
if 0x1 goto @nopass0
if 0x2 goto @nopass1
if 0x3 goto @nopass2

#org @continue
release
end

#org @nopass0
applymovement 0x1 @move3
waitmovement 0x0
msgbox @1 0x6
applymovement 0x1 @move4
waitmovement 0x0
release
setflag 0x200
end

#org @nopass1
applymovement 0x1 @move1
waitmovement 0x0
msgbox @1 0x6
applymovement 0x1 @move2
waitmovement 0x0
release
setflag 0x200
end

#org @nopass2
applymovement 0x1 @move5
waitmovement 0x0
msgbox @1 0x6
applymovement 0x1 @move6
waitmovement 0x0
release
setflag 0x200
end

#org @move1
#raw 0x62 
#raw 0x1D
#raw 0x1D
#raw 0xFE

#org @move2
#raw 0x11
#raw 0x11
#raw 0xFE

#org @move3
#raw 0x62 
#raw 0x0A
#raw 0x1D
#raw 0x1D
#raw 0xFE

#org @move4
#raw 0x11
#raw 0x11
#raw 0x0B
#raw 0xFE

#org @move5
#raw 0x62 
#raw 0x0B
#raw 0x1D
#raw 0x1D
#raw 0xFE

#org @move6
#raw 0x11
#raw 0x11
#raw 0x0A
#raw 0xFE

#org @1
= I can't let you pass because you\ndon't have any Pokémon.\pIt's not safe to go out without\nat least one.
Code:
#dynamic 0x800000

#org @start
countpokemon
compare 0x800D 0x1
This means the script will only not activate if the player has one Pokémon in their party - use checkflag 0x828 instead.

Code:
if 0x1 goto @continue
goto @nopokemon

#org @nopokemon
compare 0x4000 0x1
if 0x1 goto @nopass0
if 0x2 goto @nopass1
if 0x3 goto @nopass2
You need to add the compare line everytime.

Code:
#org @continue
release
end

#org @nopass0
applymovement 0x1 @move3
waitmovement 0x0
msgbox @1 0x6
applymovement 0x1 @move4
waitmovement 0x0
release
setflag 0x200
end
Release always goes before end, without any commands in between.

Code:
#org @nopass1
applymovement 0x1 @move1
waitmovement 0x0
msgbox @1 0x6
applymovement 0x1 @move2
waitmovement 0x0
release
setflag 0x200
end

#org @nopass2
applymovement 0x1 @move5
waitmovement 0x0
msgbox @1 0x6
applymovement 0x1 @move6
waitmovement 0x0
release
setflag 0x200
end
Again, release goes directly before end.
Code:
#org @move1
#raw 0x62 
#raw 0x1D
#raw 0x1D
#raw 0xFE

#org @move2
#raw 0x11
#raw 0x11
#raw 0xFE

#org @move3
#raw 0x62 
#raw 0x0A
#raw 0x1D
#raw 0x1D
#raw 0xFE

#org @move4
#raw 0x11
#raw 0x11
#raw 0x0B
#raw 0xFE

#org @move5
#raw 0x62 
#raw 0x0B
#raw 0x1D
#raw 0x1D
#raw 0xFE

#org @move6
#raw 0x11
#raw 0x11
#raw 0x0A
#raw 0xFE

#org @1
= I can't let you pass because you\ndon't have any Pokémon.\pIt's not safe to go out without\nat least one.
So, the fixed script would look like this:

Code:
#dynamic 0x800000

#org @start
checkflag 0x828
if 0x1 goto @continue
goto @nopokemon

#org @nopokemon
compare 0x4000 0x1
if 0x1 goto @nopass0
compare 0x4000 0x1
if 0x2 goto @nopass1
compare 0x4000 0x1
if 0x3 goto @nopass2
goto @continue

#org @continue
release
end

#org @nopass0
applymovement 0x1 @move3
waitmovement 0x0
msgbox @1 0x6
applymovement 0x1 @move4
waitmovement 0x0
setflag 0x200
release
end

#org @nopass1
applymovement 0x1 @move1
waitmovement 0x0
msgbox @1 0x6
applymovement 0x1 @move2
waitmovement 0x0
setflag 0x200
release
end

#org @nopass2
applymovement 0x1 @move5
waitmovement 0x0
msgbox @1 0x6
applymovement 0x1 @move6
waitmovement 0x0
setflag 0x200
release
end

#org @move1
#raw 0x62 
#raw 0x1D
#raw 0x1D
#raw 0xFE

#org @move2
#raw 0x11
#raw 0x11
#raw 0xFE

#org @move3
#raw 0x62 
#raw 0x0A
#raw 0x1D
#raw 0x1D
#raw 0xFE

#org @move4
#raw 0x11
#raw 0x11
#raw 0x0B
#raw 0xFE

#org @move5
#raw 0x62 
#raw 0x0B
#raw 0x1D
#raw 0x1D
#raw 0xFE

#org @move6
#raw 0x11
#raw 0x11
#raw 0x0A
#raw 0xFE

#org @1
= I can't let you pass because you\ndon't have any Pokémon.\pIt's not safe to go out without\nat least one.
To be honest, you could save a lot of space by using the call command for the nopass parts but this will work.
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  #8160    
Old May 7th, 2013, 12:15 PM
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LaDestitute
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I tried using the call command, but I kept getting errors from debug.
  #8161    
Old May 7th, 2013, 04:56 PM
karatekid552's Avatar
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What happens if I push it?....
 
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Quote:
Originally Posted by Overheat View Post
Since I don't have the patience to read through 327 pages of questions I don't know if this has been asked yet but How do you give the player character the National dex early in the game?
There is a nice little search feature up in the top right hand corner. Search this and the Simple Questions thread since it has been answered..... Far too many times.
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  #8162    
Old May 9th, 2013, 05:03 AM
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Varion Bluefire
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C+P'd from RHO.

So, I'm trying my hands at scripting, using XSE

This is my script:

"#dynamic 0x2A28C8
#org @start
lock
faceplayer
msgbox @1 0x6
release
end

#org @1
= Hello world!"

I've put the offset 2A28C8 which i got from FSF into aMap on the event person i desire.

When talking to this person, nothing happens.

What do? :/
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November 2014 ~ Chime Version Returns.

Last edited by Varion Bluefire; May 9th, 2013 at 05:37 AM.
  #8163    
Old May 9th, 2013, 06:40 AM
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DrFuji
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Quote:
Originally Posted by Varion View Post
C+P'd from RHO.

So, I'm trying my hands at scripting, using XSE

This is my script:

"#dynamic 0x2A28C8
#org @start
lock
faceplayer
msgbox @1 0x6
release
end

#org @1
= Hello world!"

I've put the offset 2A28C8 which i got from FSF into aMap on the event person i desire.

When talking to this person, nothing happens.

What do? :/
It sounds like you're using an outdated version of XSE. Try using version 1.1.1 which was the most recent update.
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  #8164    
Old May 9th, 2013, 06:50 AM
Spherical Ice's Avatar
Spherical Ice
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On another note, you could save space by doing this:

Code:
#dynamic 0x800000

#org @start
msgbox @string1 0x2
end

#org @string1
= Hello world!
msgbox 0x2 automatically includes the lock, faceplayer and release.
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  #8165    
Old May 10th, 2013, 03:07 AM
horcruxrocks's Avatar
horcruxrocks
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Join Date: May 2012
Gender: Male
Nature: Brave
Guys read this script
Quote:
#dynamic 0x800000

#org @start
lockall
faceplayer
checkflag 0x828
if 0x1 goto @done
msgbox @talk1 0x6
givepokemon 0x4 0x8 0x0 0x0 0x0 0x0
giveitem 0x3F 0x1 0x0
setflag 0x828
releaseall
end

#org @done
msgbox @talk2 0x0
release
end

#org @talk1
= Erik obtained a CHARMANDER!

#org @talk2
= Sorry you got your item!
I inserted it to an event and when i checked it out its not working
Just a msgbox appears with no text.Any help would be appreciated
Also can any one teach me abt these cmmands as i have not understood completely :
Quote:
checkflag 0x828
if 0x1 goto @done
msgbox @talk1 0x6
givepokemon 0x4 0x8 0x0 0x0 0x0 0x0
giveitem 0x3F 0x1 0x0
setflag 0x828
releaseall
end

#org @done
msgbox @talk2 0x0
release
end

#org @talk1
= Erik obtained a CHARMANDER!

#org @talk2
= Sorry you got your item!
Thank you

-Horcrux
  #8166    
Old May 10th, 2013, 03:55 AM
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karatekid552
What happens if I push it?....
 
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Quote:
Originally Posted by horcruxrocks View Post
Guys read this script


I inserted it to an event and when i checked it out its not working
Just a msgbox appears with no text.Any help would be appreciated
Also can any one teach me abt these cmmands as i have not understood completely :

Thank you

-Horcrux
It sounds like you are using an old version of XSE. You need to have v1.1.1. Also, what commands exactly need an explanation?
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  #8167    
Old May 10th, 2013, 04:01 AM
horcruxrocks's Avatar
horcruxrocks
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Quote:
Originally Posted by karatekid552 View Post
It sounds like you are using an old version of XSE. You need to have v1.1.1. Also, what commands exactly need an explanation?
checkflag 0x828
if 0x1 goto @done
  #8168    
Old May 10th, 2013, 04:06 AM
Aryan143's Avatar
Aryan143
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Location: Delhi, India
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Quote:
Originally Posted by horcruxrocks View Post
checkflag 0x828
if 0x1 goto @done
This checks that if the flag 828 is set or not. If yes, it continues onto @done
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  #8169    
Old May 10th, 2013, 04:21 AM
horcruxrocks's Avatar
horcruxrocks
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Quote:
Originally Posted by Aryan143 View Post
This checks that if the flag 828 is set or not. If yes, it continues onto @done
one more question when i am adding an event in a map that person is not showing in the map when i play.It does not appear when i load rom and load a saved game.But when i start a new game it appears

Last edited by horcruxrocks; May 10th, 2013 at 04:34 AM.
  #8170    
Old May 10th, 2013, 04:47 AM
karatekid552's Avatar
karatekid552
What happens if I push it?....
 
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Quote:
Originally Posted by horcruxrocks View Post
one more question when i am adding an event in a map that person is not showing in the map when i play.It does not appear when i load rom and load a saved game.But when i start a new game it appears
Then the flag in the person's A-map Person ID is set.
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  #8171    
Old May 10th, 2013, 05:44 AM
hinkage's Avatar
hinkage
Go make some new disaster
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Age: 19
Wait is it true that using flags above 0x8FF overwrite vars? And what about vars above 0x40FF? Because in old hacks I did those things and never had a problem -- I'm guessing it's cuz I never used whatever vars and stuff got corrupted, but it would be good to know a definite window of stuff that's usable. (I searched this myself too and found nothing really).

Ty Karatekid who will probably end up answering this :I
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  #8172    
Old May 10th, 2013, 07:42 AM
karatekid552's Avatar
karatekid552
What happens if I push it?....
 
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Quote:
Originally Posted by hinkage View Post
Wait is it true that using flags above 0x8FF overwrite vars? And what about vars above 0x40FF? Because in old hacks I did those things and never had a problem -- I'm guessing it's cuz I never used whatever vars and stuff got corrupted, but it would be good to know a definite window of stuff that's usable. (I searched this myself too and found nothing really).

Ty Karatekid who will probably end up answering this :I
Flags- Yes. There is actually a formula I came up with at the end of R&D to see which flag will corrupt which var and vice versa.

Vars- These take up PC box space and such.


Basically, the best flags are 200-2FF (about) and vars are 4000-40FF. Knizz did release a hack which relocates the 7000(?) vars to some nice free RAM space for use.

You're welcome, you know it! Haha
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  #8173    
Old May 10th, 2013, 10:25 AM
~Anbuja's Avatar
~Anbuja
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Hi!
I need help with this.
I've applied Jpans engine to my ROM, and tried to recompile the nurse joy script.
Everything works fine, until the part when the nurse joy comes to the part shes supposed to say "We hope to see you again!" then my screen turns into 3 different colors and the rom image crushes.
I suck at scripting so I don't have a clue what else to do, I hope someone can help me there :>
Spoiler:

Quote:
#Dynamic 0x740000
'---------------
#org @start
lock
faceplayer
call @one
release
end

'---------------
#org @one
special 0x187
compare LASTRESULT 0x2
if 0x1 goto @nope
preparemsg @text1 '"Welcome to our POKéMON CENTER!\pWo..."
waitmsg
multichoice 0x13 0x8 0x0 0x2
copyvar 0x8000 LASTRESULT
compare 0x8000 0x0
if 0x1 goto @A1A65B8
compare 0x8000 0x1
if 0x1 goto @A1A6663
compare 0x8000 0x7F
if 0x1 goto @A1A6663
end

'---------------
#org @nope
release
end

'---------------
#org @A1A65B8
cmdc3 0xF
preparemsg @text2 '"Okay, I'll take your POKéMON for a..."
waitmsg
call @A1A65CE
special 0x169
goto @A1A65EC

'---------------
#org @A1A6663
msgbox @again MSG_KEEPOPEN '"We hope to see you again!"
return

'---------------
#org @A1A65CE
applymovement LASTTALKED 0x81A75E7
waitmovement 0x0
doanimation 0x19
checkanimation 0x19
applymovement LASTTALKED @A1A75ED
waitmovement 0x0
special 0x0
return

'---------------
#org @A1A65EC
special2 LASTRESULT 0x1B1
compare LASTRESULT 0x0
if 0x1 goto @A1A661D
special2 LASTRESULT 0x183
copyvar 0x8008 LASTRESULT
compare 0x8008 0x0
if 0x1 goto @A1A661D
compare 0x8008 0x1
if 0x1 goto @A1A6636
end

'---------------
#org @A1A661D
preparemsg @TY '"Thank you for waiting.\nWe've rest..."
waitmsg
applymovement LASTTALKED @A1A666C
waitmovement 0x0
msgbox @again MSG_KEEPOPEN '"We hope to see you again!"
return

'---------------
#org @A1A6636
checkflag 0x842
if 0x1 goto @A1A661D
msgbox @TY MSG_KEEPOPEN '"Thank you for waiting.\nWe've rest..."
setflag 0x842
preparemsg @Playing '"It appears as if [buffer1] is play..."
waitmsg
applymovement LASTTALKED @A1A666C
waitmovement 0x0
msgbox @again MSG_KEEPOPEN '"We hope to see you again!"
return


'---------
' Strings
'---------
#org @text1
= [black_fr]Welcome to our [blue_fr]POKéMON CENTER!\p[black_fr]Would you like me to heal your\n[blue_fr]POKéMON [black_fr]back to perfect health?

#org @text2
= [black_fr]Okay, I'll take your [blue_fr]POKéMON [black_fr]for a\nfew seconds.

#org @again
= We hope to see you again!

#org @TY
= [black_fr]Thank you for waiting.\nWe've restored your [blue_fr]POKéMON [black_fr]to\lfull health.

#org @Playing
= It appears as if [buffer1] is playing\nright now.\lGo for it!


'-----------
' Movements
'-----------
#org @A1A75E7
#raw 0x2F 'Face Left (Delayed)
#raw 0xFE 'End of Movements

#org @A1A75ED
#raw 0x2D 'Face Down (Delayed)
#raw 0xFE 'End of Movements

#org @A1A666C
#raw 0x5B 'mov5B
#raw 0x1A 'Delay3
#raw 0xFE 'End of Movements

Thanks in advantage!
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  #8174    
Old May 10th, 2013, 02:55 PM
Varion Bluefire's Avatar
Varion Bluefire
A.K.A The Glitch
 
Join Date: Apr 2013
Age: 20
Gender: Male
Nature: Naughty
Send a message via Skype™ to Varion Bluefire
I'm trying to do a script for the prof's lab I've got this.

Quote:
'---------------
#org 0x71BBEF
checkflag 0x828
if 0x1 goto 0x71BFAE
msgbox 0x871BC71 MSG_NORMAL '"Mazort: Ah! There you are.\nCome h..."
applymovement MOVE_PLAYER 0x871BED4
waitmovement 0x0
applymovement 0x8 0x871BEDD
waitmovement 0x0
msgbox 0x871BCA8 MSG_NORMAL '"[rival]: Woah!\nWhy are they here?..."
msgbox 0x871BCF3 MSG_NORMAL '"Mazort: Shush now child!\nYou're b..."
applymovement MOVE_PLAYER 0x871BEE2
applymovement 0x8 0x871BEE6
waitmovement 0x0
msgbox 0x871BD99 MSG_NORMAL '"[rival]: What?"
applymovement MOVE_PLAYER 0x871BEEA
applymovement 0x8 0x871BEED
waitmovement 0x0
applymovement 0x4 0x871BEF0
waitmovement 0x0
msgbox 0x871BDA5 MSG_NORMAL '"Mazort: You two can have a healthy..."
applymovement 0x4 0x871BEF3
waitmovement 0x0
msgbox 0x871BE01 MSG_NORMAL '"Mazort: Now then!\nOnto business.\..."
setvar 0x4055 0x2
release
end

'---------
' Strings
'---------

#org 0x71BC71
= Mazort: Ah! There you are.\nCome here, why don't you?

#org 0x71BCA8
= [rival]: Woah!\nWhy are they here?\pI thought I was getting a Pokémon\lnot them.

#org 0x71BCF3
= Mazort: Shush now child!\nYou're both getting a Pokémon\lSince you both have the same goal.\pTo become a Champion.\nIt seems perfect that\lyou both want the same thing.

#org 0x71BD99
= [rival]: What?

#org 0x71BDA5
= Mazort: You two can have a healthy \nrivalry.\pHeh, that's how it was done\nback in the day.

#org 0x71BE01
= Mazort: Now then!\nOnto business.\l[player], on that table is three Pokéballs.\pIn each is one Pokémon, of a different type.\pGo ahead and pick one.\nBut pick carefully, each type has\lit's own weaknesses and advantages.

'-----------
' Movements
'-----------
#org 0x71BED4
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements

#org 0x71BEDD
#raw 0x53 'Jump in Place (Facing Up)
#raw 0x53 'Jump in Place (Facing Up)
#raw 0x53 'Jump in Place (Facing Up)
#raw 0xFE 'End of Movements

#org 0x71BEE2
#raw 0x2 'Face Left
#raw 0x63 'Question Mark (?)
#raw 0xFE 'End of Movements

#org 0x71BEE6
#raw 0x3 'Face Right
#raw 0x63 'Question Mark (?)
#raw 0xFE 'End of Movements

#org 0x71BEEA
#raw 0x1 'Face Up
#raw 0xFE 'End of Movements

#org 0x71BEED
#raw 0x1 'Face Up
#raw 0xFE 'End of Movements

#org 0x71BEF0
#raw 0x1 'Face Up
#raw 0xFE 'End of Movements

#org 0x71BEF3
#raw 0x0 'Face Down
#raw 0xFE 'End of Movements


#org 0x71BFAE
release
end
Everything works fine up until

'That's how it was done, back in the day'
After that the script stops, and releases the player.

It stopped the next bit after i put in the flag check for after having a pokemon. :\
__________________

The bell chimes again...
November 2014 ~ Chime Version Returns.
  #8175    
Old May 10th, 2013, 03:41 PM
DrFuji's Avatar
DrFuji
Helfen, Wehren, Heilen
 
Join Date: Sep 2009
Location: Upside-downia
Age: 21
Gender: Male
Nature: Jolly
Quote:
Originally Posted by Anbuja's_BlooDY View Post
Hi!
I need help with this.
I've applied Jpans engine to my ROM, and tried to recompile the nurse joy script.
Everything works fine, until the part when the nurse joy comes to the part shes supposed to say "We hope to see you again!" then my screen turns into 3 different colors and the rom image crushes.
I suck at scripting so I don't have a clue what else to do, I hope someone can help me there :>
Spoiler:


Thanks in advantage!
Yeah I've always found JPAN's engine to have a problem with Nurse Joy's script. This is because it doesn't like the command 'special2 0x800D 0x183' which checks if somebody is in the WiFi Room. If you change the part of the script to something like this (where red = delete) then it should be fine:

Code:
//---------------
#org 0x1A65EC
special2 LASTRESULT 0x1B1
compare LASTRESULT 0x0
if 0x1 goto 0x81A661D
special2 LASTRESULT 0x183
copyvar 0x8008 LASTRESULT
compare 0x8008 0x0
if 0x1 goto 0x81A661D
compare 0x8008 0x1
if 0x1 goto 0x81A6636
end
You can also delete this entire section of the script and repoint the parts that point to 0x1A65EC so that they point to 0x1A661D. I just didn't want to post the entire script here :P

Quote:
Originally Posted by Varion View Post
I'm trying to do a script for the prof's lab I've got this.



Everything works fine up until

'That's how it was done, back in the day'
After that the script stops, and releases the player.

It stopped the next bit after i put in the flag check for after having a pokemon. :\
You do realise that you've used the end command right? Your script is ending there because you have told it to finish, unless this is an XSE glitch or it has merged with an old script. Could we see the un-compiled version of your script if it is different to what you've shown us?
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