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  #2551    
Old November 29th, 2009 (06:51 AM).
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Quote originally posted by Pokepal17:
Hmm, I don't believe there is so I think you'd have to use ASM.
Actually there is no ASM involved actually. On advance map, simply check the trainer box, specify how many spaces should the trainer be able to see you, and insert your script. So whenever the trainer sees you... I'm not sure after that. I haven't tested it out yet, because just thought it up in theory. I'm going to do a lot of testing today, so I'll edit this post when I've found out..
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  #2552    
Old November 29th, 2009 (06:55 AM).
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Quote originally posted by BlitŻ:
Actually there is no ASM involved actually. On advance map, simply check the trainer box, specify how many spaces should the trainer be able to see you, and insert your script. So whenever the trainer sees you... I'm not sure after that. I haven't tested it out yet, because just thought it up in theory. I'm going to do a lot of testing today, so I'll edit this post when I've found out..
Doesn't work, been there and tried it. So again, ASM would be the way to go.
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  #2553    
Old November 29th, 2009 (07:03 AM).
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Quote originally posted by Pokepal17:
Doesn't work, been there and tried it. So again, ASM would be the way to go.
Oh, I see.. but why wouldn't it work, would it be that there' has to be a trainer battle in the script? Or maybe for the fact that the event comes to you..
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  #2554    
Old November 29th, 2009 (07:06 AM).
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Quote originally posted by BlitŻ:
Oh, I see.. but why wouldn't it work, would it be that there' has to be a trainer battle in the script? Or maybe for the fact that the event comes to you..
The trainerbattle has to be there first, I think the trainer box was designed only for trainerbattles, so normal scripts won't work. I remeber what happens, your game will either freeze or reset.
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  #2555    
Old November 29th, 2009 (07:21 AM).
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Quote originally posted by Ash493:

Anyways here's my problem.
After I patched ROM with Shinyzer I wanted to make trainer battle with trainer who has shiny pokemon but nothing happens when I talk to NPC and also freeze the game.

Code:
#dynamic 0xA000000
#org @start
setvar 0x8003 0xC05 (It's same llike HackMew has in his tut)
trainerbattle 0x0 0x1 0x0 @before @in 
msgbox @after
callstd 0x6
release
end
What happens if you remove the setvar?


Quote originally posted by Pokepal17:
The trainerbattle has to be there first, I think the trainer box was designed only for trainerbattles, so normal scripts won't work. I remeber what happens, your game will either freeze or reset.
The Trainer checkbox should be used for actual trainers only, indeed. Otherwhise the game won't make it work properly.
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  #2556    
Old November 29th, 2009 (09:36 AM).
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Quote originally posted by HackMew:
What happens if you remove the setvar?
It's okay now
I found a way to get it to work
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  #2557    
Old November 29th, 2009 (09:40 AM).
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Quote originally posted by Ash493:
It's okay now :)
I found a way to get it to work :)
I guess you used a walkable script tile. Anyway, it would nice if you edit your post so that if someone is having the same problem, he/she could see your reply and solve the problem as well.
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  #2558    
Old November 29th, 2009 (10:35 AM).
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Quote originally posted by HackMew:
I guess you used a walkable script tile. Anyway, it would nice if you edit your post so that if someone is having the same problem, he/she could see your reply and solve the problem as well.
Well... in fact I guess problem was with ASM offset.
I patched different ROM and it worked even with the script I posted.
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  #2559    
Old November 30th, 2009 (04:01 PM). Edited November 30th, 2009 by ~Teh Panda~.
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Sea of Dreams - Redux
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SOLVED

Spoiler:
Alright, the script works up until the end of the message, then the message repeats instead of the giveitem message for some reason... I have no clue whats wrong... ALso it gives the running shoes but not the item

-----------------

Code:
  '---------------
#org 0x9A3000
lock
checkflag 0x82F
if 0x1 goto 0x89A3044
applymovement 0x1 0x89A3047
applymovement 0x2 0x89A3047
waitmovement 0x0
applymovement 0xFF 0x89A304B
waitmovement 0x0
textcolor 0x1
msgbox 0x89A304F 0x6 '"DAD: Hey there [player]!\nYou have..."
giveitem 0x161 0x1 0x3
setflag 0x82F
release
end

'---------------
#org 0x9A3044
release
end


'---------
' Strings
'---------
#org 0x9A304F
= DAD: Hey there [player]!\nYou have been sleeping for a quite\la while. Your mother and I were\lwondering if you could deliver\lthis package of goodies to our\lretailer in SAFFRON at Silph Co's\lMegaMart.\lMOM: Here are some running shoes\lto help you on your journey!


'-----------
' Movements
'-----------
#org 0x9A3047
#raw 0x62 'Exclamation Mark (!)
#raw 0x3 'Face Right
#raw 0xFE 'End of Movements

#org 0x9A304B
#raw 0x63 'Question Mark (?)
#raw 0x2 'Face Left
#raw 0xFE 'End of Movements
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  #2560    
Old November 30th, 2009 (04:46 PM).
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Quote originally posted by Ash493:
Cirnos Servant : It might have something to do with showsprite command... since if OW is hidden in FR it might sometimes be very buggy.

Anyways here's my problem.
After I patched ROM with Shinyzer I wanted to make trainer battle with trainer who has shiny pokemon but nothing happens when I talk to NPC and also freeze the game.
Code:
#dynamic 0xA000000
#org @start
setvar 0x8003 0xC05 (It's same llike HackMew has in his tut)
trainerbattle 0x0 0x1 0x0 @before @in 
msgbox @after
callstd 0x6
release
end
You should update your version of XSE, since you are using a version that has been outdatet since Christmas. I can tell because the "msgbox" command now has the "callstd" value as a third parameter. Please read the first post next time as it clearly states that you need to be using the latest version of XSE. :3
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  #2561    
Old November 30th, 2009 (05:15 PM).
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@Ash493

Your offset A000000 is not an ingame offset.
The hex in the GBA rom is from 000000 to FFFFFF
You might be wanting A00000
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  #2562    
Old November 30th, 2009 (05:34 PM).
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Code:
'---------------
#org 0x298D2A
checkflag 0x202
if 0x1 goto 0x8298D6F
lock
faceplayer
msgbox 0x8298D90 MSG_NORMAL '"Hold on kiddo!"
applymovement MOVE_PLAYER 0x8298D72
waitmovement 0x0
applymovement 0x4 0x298D75
waitmovement 0x0
msgbox 0x8298DA1 MSG_NORMAL '"Where the hell did you come from?\..."
applymovement 0x4 0x8298D83
waitmovement 0x0
setflag 0x202
release
end

'---------------
#org 0x298D6F
release
end


'---------
' Strings
'---------
#org 0x298D90
= Hold on kiddo!

#org 0x298DA1
= Where the hell did you come from?\nI saw that statue glow,\pthen you just pop out of nowhere!\nHmph... Ill figure it out.


'-----------
' Movements
'-----------
#org 0x298D72
#raw 0x2 'Face Left
#raw 0xFE 'End of Movements

#org 0x298D75
#raw 0x20 'Step Right (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0x55 'Jump in Place (Facing Right)
#raw 0xFE 'End of Movements

#org 0x298D83
#raw 0x1F 'Step Left (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0xFE 'End of Movements
The person doesn't come to the player, it's not the person number cause on the tile two tiles away it works just fine, same everything except for two extra movements.
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dragging himself, forw
ard again, the pain has
still not diminished. E
ventually though, he e
merges inside a v
ery large room w

here everything about

the house

suddenly

changes.
  #2563    
Old November 30th, 2009 (06:36 PM).
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I usually try to figure things out on my own, but I've been having a lot of trouble with the scripts on this map, and this one baffles me the most. I don't want to spoil the scripting, but I'll post it so you guys maybe could help me out.

Anyway, when the player steps on the tile, nothing at all happens. I thought is was a flag issue (I would have a checkflag if 0x1 goto script at the begginning, but I took it out until I get it to work), but it still happens. I've tried many settings (0300 4050, 0003 4050, 0003 4057, 0003 4051 0002 among others) but it still doesn't happen. I would really appreciate some help, as this script is important.

By the way, this is firered, for Johto Adventures, and I'm using XSE.


Spoiler:
'---------------
#org 0x808449
msgbox 0x88082F2 MSG_NORMAL (Text)
applymovement 0x1 0x88082EE
applymovement 0x6 0x88082EE
applymovement MOVE_PLAYER 0x88082EB
waitmovement 0x0
msgbox 0x8808262 MSG_NORMAL '(Text)
msgbox 0x8808303 MSG_NORMAL (Text)
msgbox 0x880802D MSG_NORMAL '(Text)
hidesprite 0x6
applymovement 0x1 0x8807A6E
waitmovement 0x0
release
end


'---------
' Strings
'---------
#org 0x8082F2
= (Text)

#org 0x808262
= (Text)

#org 0x808303
= (Text)

#org 0x80802D
= (Text)


'-----------
' Movements
'-----------
#org 0x8082EE
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0xFE 'End of Movements

#org 0x8082EB
#raw 0x64 'Cross (X)
#raw 0xFE 'End of Movements

#org 0x807A6E
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements
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  #2564    
Old November 30th, 2009 (06:51 PM).
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Quote originally posted by Samike360:
I usually try to figure things out on my own, but I've been having a lot of trouble with the scripts on this map, and this one baffles me the most. I don't want to spoil the scripting, but I'll post it so you guys maybe could help me out.

Anyway, when the player steps on the tile, nothing at all happens. I thought is was a flag issue (I would have a checkflag if 0x1 goto script at the begginning, but I took it out until I get it to work), but it still happens. I've tried many settings (0300 4050, 0003 4050, 0003 4057, 0003 4051 0002 among others) but it still doesn't happen. I would really appreciate some help, as this script is important.

By the way, this is firered, for Johto Adventures, and I'm using XSE.


Spoiler:
'---------------
#org 0x808449
msgbox 0x88082F2 MSG_NORMAL (Text)
applymovement 0x1 0x88082EE
applymovement 0x6 0x88082EE
applymovement MOVE_PLAYER 0x88082EB
waitmovement 0x0
msgbox 0x8808262 MSG_NORMAL '(Text)
msgbox 0x8808303 MSG_NORMAL (Text)
msgbox 0x880802D MSG_NORMAL '(Text)
hidesprite 0x6
applymovement 0x1 0x8807A6E
waitmovement 0x0
release
end


'---------
' Strings
'---------
#org 0x8082F2
= (Text)

#org 0x808262
= (Text)

#org 0x808303
= (Text)

#org 0x80802D
= (Text)


'-----------
' Movements
'-----------
#org 0x8082EE
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0xFE 'End of Movements

#org 0x8082EB
#raw 0x64 'Cross (X)
#raw 0xFE 'End of Movements

#org 0x807A6E
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements
What's the var VALUE (not number) of the script tile?

@Panda, ash's script has been fixed, I was just informing him that he was using an old version of XSE.
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  #2565    
Old December 1st, 2009 (05:45 AM).
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Quote originally posted by ~Teh Panda~:
Your offset A000000 is not an ingame offset.
The hex in the GBA rom is from 000000 to FFFFFF
You might be wanting A00000
As Pokepal stated I've already fixed it
And the offset... I just misspelled it :D

Quote originally posted by Pokepal17:
You should update your version of XSE, since you are using a version that has been outdatet since Christmas. I can tell because the "msgbox" command now has the "callstd" value as a third parameter. Please read the first post next time as it clearly states that you need to be using the latest version of XSE. :3
well I'm used to callstd so I don't mind it :D
But I guess I'll update it anyway :D
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  #2566    
Old December 1st, 2009 (02:58 PM).
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Quote originally posted by Pokepal17:
What's the var VALUE (not number) of the script tile?
I have it on 0000....should I change it? I've never really messed around with that before
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  #2567    
Old December 1st, 2009 (02:59 PM).
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It must be 0300.
If not, it wont work
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  #2568    
Old December 1st, 2009 (03:05 PM).
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var number means the varibles number so 4050 is var 0x4050 if you ever set a var 0x4050 0x1 that means the var value is 0x1. setting it to 0x300, 0x400 or 0x200 will come out with the same result(un less acorse you used it somewhere 0x4050 0x200) so I am not sure if 0x300 will fix the problem but if it dose, note that it dose not have to be exactly 0x300 to work.
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  #2569    
Old December 1st, 2009 (03:12 PM). Edited December 1st, 2009 by Samike360.
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Edit: Never mind, I finally fixed the problem. After experimenting with different values, I found that 0300 as the unknown, 4060 for the var number, and 0000 for the var value works fine. Thanks for your help.
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  #2570    
Old December 1st, 2009 (04:30 PM).
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Quote originally posted by Samike360:
Edit: Never mind, I finally fixed the problem. After experimenting with different values, I found that 0300 as the unknown, 4060 for the var number, and 0000 for the var value works fine. Thanks for your help.
Everything is fine except the Unknown. It should be 0003. Don't listen to anyone else suggesting you to put it as 0300. That was for AM 1.82 and older. Since AdvanceMap 1.90 (thanks to my suggestion) the values were properly handled as a single value. Hence way now with the newest AM you have to type 0003.
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  #2571    
Old December 2nd, 2009 (05:47 PM).
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Quote originally posted by HackMew:
Everything is fine except the Unknown. It should be 0003. Don't listen to anyone else suggesting you to put it as 0300. That was for AM 1.82 and older. Since AdvanceMap 1.90 (thanks to my suggestion) the values were properly handled as a single value. Hence way now with the newest AM you have to type 0003.

I tried using 0003 but it only works if i walk up to it, not walking down/right/left.
Im using a-map 1.90 btw.
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  #2572    
Old December 3rd, 2009 (10:41 AM).
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How can I make a trade script in ruby with xse?

example: I want a script where you can trade a hitmonlee for an electrode
  #2573    
Old December 3rd, 2009 (11:24 AM).
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Quote originally posted by bigtukker:
How can I make a trade script in ruby with xse?

example: I want a script where you can trade a hitmonlee for an electrode
http://www.pokecommunity.com/showthread.php?t=198705

Use the tool.
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  #2574    
Old December 3rd, 2009 (02:04 PM).
bigtukker bigtukker is offline
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thanks it helped, is there also a way to create new "trainer's eyes"
  #2575    
Old December 3rd, 2009 (03:28 PM).
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I was wondering if this script is correct to use in a game I'm making

Spoiler:
#dynamic 0x800000
#org @start
checkflag 0x828
lock
faceplayer
end
#org @giveme
givepokemon 0x77 0x10 0x0 0x0 0x0 0x0
lock
msgbox @give
boxset 0x6
applymovement 0x04 @back
waitmovement 0x0
release
end
#org @give
= Here take this Pokemon because \n Prof. Oak isn't in.
#org @back
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x62
#raw 0x63
#raw 0xFE
#org @end
release
end


Im trying to make a script that you walk up to him from your house entrance 3 steps down and he gives you a pokemon but I wasn't sure if it was right
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