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  #2826    
Old January 5th, 2010 (07:18 PM).
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Quote originally posted by trebornosliw:
Okay, so ignore the sub-blargh error when you start the rom, that's just a clock issue that won't affect your script. Your setflag needs to come right before the end of your script, after the pause 0x30 would be great. However, 0x200 isn't a good flag to use, are you aiming for a specific event flag? 0x1000 is a lot safer, as it isn't used by the game.
I'm'a delete all events in the game at one point anyway, so 0x200 shouldn't matter much, nyaa? or should I still change it regardless?
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  #2827    
Old January 5th, 2010 (07:40 PM).
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Quote originally posted by NarutoActor:
Think before you post, 4050 is not the only free var there are tons of them. The one I personally use is 5050.
You can't use the same variable for other scripts can you? If not how do you find out the other variables?
  #2828    
Old January 5th, 2010 (10:36 PM).
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Quote originally posted by arpeejajo:
You can't use the same variable for other scripts can you? If not how do you find out the other variables?
Yes, you can use the same variable for every level.
if you use 4050, you can use it for EVERY script.
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  #2829    
Old January 5th, 2010 (10:49 PM).
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Quote originally posted by 0m3GA ARS3NAL:
Yes, you can use the same variable for every level.
if you use 4050, you can use it for EVERY script.
Well, yeah you can but I'd recommend one that the game doesn't use. Even if you don't reuse any of the original scripts beyond the PokéCenters et al., it's probably a good idea to err on the safe side and use different variables.
But yes, you can reuse variables. For example, I use 0x7000 as a general story progress meter.
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  #2830    
Old January 5th, 2010 (10:57 PM).
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Quote originally posted by colcolstyles:
Well, yeah you can but I'd recommend one that the game doesn't use. Even if you don't reuse any of the original scripts beyond the PokéCenters et al., it's probably a good idea to err on the safe side and use different variables.
But yes, you can reuse variables. For example, I use 0x7000 as a general story progress meter.
That is a smart idea.
if the game at any point changes the variable in a bad way for you many scrips could get turned off... I think I'll start doing that. (I've grown so accustomed to using 4050, lol)
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  #2831    
Old January 5th, 2010 (11:40 PM).
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im learning how to script and each time i compile the script is not as i put it my game is fire red look

#dynamic 0x800000
#org @start
lock
faceplayer
msgbox @1 0x6
release
end

#org @1
= Do you have any pokemon.\nCheck if PROF.OAK\lgives you one.


and this is how it looks after i compile it and put it on a sprite in a-map

'-----------------------
#org 0x4567DE
lock
faceplayer
msgbox 0x84567E9 '"Will you get any\npokemon check if\..."
release
end


'---------
' Strings
'---------
#org 0x4567E9
= Will you get any\npokemon check if\lPROF.OAK will give you\lany

and i dont get it and then when i talk to the person it doesn't say anything i just hear the ping sound and nothing else help!!!
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  #2832    
Old January 5th, 2010 (11:48 PM).
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Quote originally posted by locoroco:
im learning how to script and each time i compile the script is not as i put it my game is fire red look

#dynamic 0x800000
#org @start
lock
faceplayer
msgbox @1 0x6
release
end

#org @1
= Do you have any pokemon.\nCheck if PROF.OAK\lgives you one.


and this is how it looks after i compile it and put it on a sprite in a-map

'-----------------------
#org 0x4567DE
lock
faceplayer
msgbox 0x84567E9 '"Will you get any\npokemon check if\..."
release
end


'---------
' Strings
'---------
#org 0x4567E9
= Will you get any\npokemon check if\lPROF.OAK will give you\lany

and i dont get it and then when i talk to the person it doesn't say anything i just hear the ping sound and nothing else help!!!
Well did you compile it to the right rom?
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  #2833    
Old January 6th, 2010 (07:04 AM).
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Whenever I compile this code
Code:
'---------------
#org 0x34EB8C
lockall
applymovement MOVE_PLAYER 0x834EBC6
waitmovement 0x0
applymovement MOVE_PLAYER 0x834EBFE
waitmovement 0x0
msgbox 0x834EC0E MSG_KEEPOPEN '"[player]: Hmm, where am I?"
closeonkeypress
applymovement 0x1 0x834EBCC
waitmovement 0x0
msgbox 0x834EBDC MSG_KEEPOPEN '"Julia: Hey! Where'd you come from?..."
closeonkeypress
msgbox 0x834EC59 MSG_KEEPOPEN '"[player]: I don't know."
releaseall
end

'---------
' Strings
'---------
#org 0x34EC0E
= [player]: Hmm, where am I?

#org 0x34EBDC
= Julia: Hey! Where'd you come from?

#org 0x34EC59
= [player]: I don't know.


'-----------
' Movements
'-----------
#org 0x34EBC6
#raw 0x62 'Exclamation Mark (!)
#raw 0x1A 'Delay3
#raw 0x2F 'Face Left (Delayed)
#raw 0x1A 'Delay3
#raw 0x30 'Face Right (Delayed)
#raw 0xFE 'End of Movements

#org 0x34EBFE
#raw 0x1A 'Delay3
#raw 0x2E 'Face Up (Delayed)
#raw 0x1A 'Delay3
#raw 0x2D 'Face Down (Delayed)
#raw 0xFE 'End of Movements

#org 0x34EBCC
#raw 0x62 'Exclamation Mark (!)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x2E 'Face Up (Delayed)
#raw 0xFE 'End of Movements
and then close the editor and then open the script again, it changes to this
Code:
'---------------
#org 0x34EB8C
lockall
applymovement MOVE_PLAYER 0x834EBC6
waitmovement 0x0
applymovement MOVE_PLAYER 0x834EBFE
waitmovement 0x0
msgbox 0x834EC0E MSG_KEEPOPEN '"[player]: Hmm, where am I?"
closeonkeypress
applymovement 0x1 0x834EBCC
waitmovement 0x0
msgbox 0x834EBDC MSG_KEEPOPEN '"Julia: Hey! Where'd you come from?..."
closeonkeypress
msgbox 0x834EC59 MSG_KEEPOPEN '"[player]: I don't know."
releaseall
settrainerflag 0x2F1A
copyvarifnotzero 0xFE30 0x1262
loadbytefrompointer 0x2E 0xFFFFFFFE

'---------
' Strings
'---------
#org 0x34EC0E
= [player]: Hmm, where am I?

#org 0x34EBDC
= Julia: Hey! Where'd you come from?è+è&\n

#org 0x34EC59
= [player]: I don't know.


'-----------
' Movements
'-----------
#org 0x34EBC6
#raw 0x62 'Exclamation Mark (!)
#raw 0x1A 'Delay3
#raw 0x2F 'Face Left (Delayed)
#raw 0x1A 'Delay3
#raw 0x30 'Face Right (Delayed)
#raw 0xFE 'End of Movements

#org 0x34EBFE
#raw 0x1A 'Delay3
#raw 0x2E 'Face Up (Delayed)
#raw 0x1A 'Delay3
#raw 0x2D 'Face Down (Delayed)
#raw 0xFE 'End of Movements

#org 0x34EBCC
#raw 0x62 'Exclamation Mark (!)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x2E 'Face Up (Delayed)
#raw 0xFE 'End of Movements
I use XSE and open the editor through Advance Map 1.92
  #2834    
Old January 6th, 2010 (11:31 AM).
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You extended the offset 0x34EB8C.
It's normal when you add something to old offset and don't delete something else.
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  #2835    
Old January 6th, 2010 (11:57 AM). Edited January 6th, 2010 by Apollo-player.
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does anyone know why this doesnt work? i kind of need help on the givepoemon line

'-----------------------
#org 0x1B1439
msgbox 0x904734 "theres a note\pit reads: i cant do this, please\capture my pokemon"
msgbox 0x904735 "will you accept the challenge?"
boxset 6
compare LASTRESULT 0x0
if 0x1 goto 0x85FB257
releaseall
end
#org 0x5FB257
givepokemon 0x054 0x5 0x0
return

and it isnt the #dynamic
  #2836    
Old January 6th, 2010 (01:13 PM).
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Quote originally posted by Ash493:
You extended the offset 0x34EB8C.
It's normal when you add something to old offset and don't delete something else.
So what should I do to fix it? Give it a different offset or what?
  #2837    
Old January 6th, 2010 (03:57 PM).
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Quote originally posted by Yusshin:
I'm'a delete all events in the game at one point anyway, so 0x200 shouldn't matter much, nyaa? or should I still change it regardless?
Well, as far as I know, it's best to avoid flags used by the game either way, but it's your call. Also, certain flags already have set effects that I don't know how to edit (for instance, the gym badges, firstpokemon, and pokedex flags).
@NarutoActor, chill out, seriously. I wasn't aware that any var could be used, I didn't realize that it was the same type of var that I'd use in a script . No need to be rude about it. Anyway, thanks for teaching me something new, I'll try messing with that a bit.
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  #2838    
Old January 6th, 2010 (06:42 PM).
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Quote originally posted by Apollo-player:
does anyone know why this doesnt work? i kind of need help on the givepoemon line

'-----------------------
#org 0x1B1439
msgbox 0x904734 0x6 "theres a note\pit reads: i cant do this, please\capture my pokemon"
msgbox 0x904735 0x5 "will you accept the challenge?"
compare LASTRESULT 0x0
if 0x1 call 0x85FB257
releaseall
end
#org 0x5FB257
givepokemon 0x054 0x5 0x0 0x0 0x0 0x0
return

and it isnt the #dynamic
5 problems...
1. You were using boxset, that no longer exists.
2. You were missing a 'boxset' command.
3. You were missing some buffers in 'givepokemon'
4. A 'goto' should have been a 'call'.
5. One of those boxsets was a Yes/No box, right? That's boxset #5.

Fixes are in bold.
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  #2839    
Old January 7th, 2010 (03:45 AM).
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thanks darthatron... i am still learning and i am kind of used to pokescript.
  #2840    
Old January 7th, 2010 (06:22 AM).
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Quote originally posted by arpeejajo:
So what should I do to fix it? Give it a different offset or what?
Being you I'd start again with the new ROM.
Since if you corrupt some old scripts it might do something really bad to other offsets.
And yes you need different offset you can use #dynamic 0x700000/800000/etc...
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  #2841    
Old January 8th, 2010 (08:54 AM).
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I have a question about dynamic offsets. When I made the below code as dynamic and then compiled it and copied the first offset into the Advance Map, and opened it up again it changed to the code below. Is that supposed to happen?
Also, why is it when I walk into this script nothing happens?
Code:
'---------------
#org 0x800008
lock
msgbox 0x800027 MSG_NORMAL '"Hmm. Where am I?"
closeonkeypress
applymovement 0x1 0x880003A
waitmovement 0x0
applymovement 0x1 0x8800040
waitmovement 0x0
release
end


'---------
' Strings
'---------
#org 0x800027
= Hmm. Where am I?


'-----------
' Movements
'-----------
#org 0x80003A
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0xFE 'End of Movements

#org 0x800040
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0xFE 'End of Movements
  #2842    
Old January 8th, 2010 (09:06 AM).
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Quote originally posted by arpeejajo:
I have a question about dynamic offsets. When I made the below code as dynamic and then compiled it and copied the first offset into the Advance Map, and opened it up again it changed to the code below. Is that supposed to happen?
Also, why is it when I walk into this script nothing happens?
Code:
'---------------
#org 0x800008
lock
msgbox 0x800027 0x4 '"Hmm. Where am I?"
closeonkeypress
applymovement 0x1 0x880003A
waitmovement 0x0
release
end


'---------
' Strings
'---------
#org 0x800027
= Hmm. Where am I?


'-----------
' Movements
'-----------
#org 0x80003A
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0xFE 'End of Movements

Hmm, what exactly are you talking about? I only see one problem with the script itself and make sure the unkown in amap is 0003 and the var is 4050. Changes in bold and removed some stuff. Also the script will keep happening unless you set a flag.
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  #2843    
Old January 8th, 2010 (09:23 AM).
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Is the text box 0x4 or 0x6? Either way I tried both and they didn't work.
  #2844    
Old January 8th, 2010 (11:20 AM).
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This script is supposed to make a cave entrance appear when you press A on a signpost, but nothing happens.

'-----------------------
#org 0xE20000
setmaptile 0xE 0x4 0x28B 0x1
setmaptile 0xF 0x4 0x28C 0x1
setmaptile 0x10 0x4 0x28D 0x1
setmaptile 0xE 0x5 0x293 0x1
setmaptile 0xF 0x5 0x294 0x0
setmaptile 0x10 0x5 0x295 0x1
end
  #2845    
Old January 8th, 2010 (12:14 PM).
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Quote originally posted by arpeejajo:
Is the text box 0x4 or 0x6? Either way I tried both and they didn't work.
0x4 is to be used with closeonkeypress but i dont know why its not working. What exactly is happening?
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Old January 8th, 2010 (12:23 PM).
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Quote originally posted by Quickster:
0x4 is to be used with closeonkeypress but i don't know why its not working. What exactly is happening?
From XSE it compiles just fine. But in game nothing happens, I walk right through the script.
The sprite that has the movements has an unknown of 03 and it's event number is 1.
The script offset is 800008, unknown 0003, and Var Number I use is 7000 (I also tried with 4050 and nothing happened).
  #2847    
Old January 8th, 2010 (12:34 PM).
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Quote originally posted by arpeejajo:
From XSE it compiles just fine. But in game nothing happens, I walk right through the script.
The sprite that has the movements has an unknown of 03 and it's event number is 1.
The script offset is 800008, unknown 0003, and Var Number I use is 7000 (I also tried with 4050 and nothing happened).
So the person event number is 1. The unknown for the script tile is 0003(the unknown above var number).The var number is 4050. The var value is 0000. If you use var number 7000 put 0001 in the var value and make a script like this.

Code:
#dynamic 0x??????

#org @start
compare 0x7000 0x2
if 0x1 goto @end
setvar 0x7000 0x1
release
end

#org @end
release
end
Then in your original script after its done setvar 0x7000 0x2 so it wont happen again.
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  #2848    
Old January 8th, 2010 (12:43 PM).
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Quote originally posted by Quickster:
So the person event number is 1. The unknown for the script tile is 0003(the unknown above var number).The var number is 4050. The var value is 0000. If you use var number 7000 put 0001 in the var value and make a script like this.

Code:
#dynamic 0x??????

#org @start
compare 0x7000 0x2
if 0x1 goto @end
setvar 0x7000 0x1
release
end

#org @end
release
end
Then in your original script after its done setvar 0x7000 0x2 so it wont happen again.
So that code is in a separate offset right? I did that and added everything else, but it still doesn't work.
  #2849    
Old January 8th, 2010 (12:48 PM).
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Quote originally posted by arpeejajo:
So that code is in a separate offset right? I did that and added everything else, but it still doesn't work.
Hmm,it is in a different offset.Can you tell me the steps you are doing everything in fot the original?
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  #2850    
Old January 8th, 2010 (12:55 PM).
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Quote originally posted by Shiny_Noctowl:
This script is supposed to make a cave entrance appear when you press A on a signpost, but nothing happens.

'-----------------------
#org 0xE20000
setmaptile 0xE 0x4 0x28B 0x1
setmaptile 0xF 0x4 0x28C 0x1
setmaptile 0x10 0x4 0x28D 0x1
setmaptile 0xE 0x5 0x293 0x1
setmaptile 0xF 0x5 0x294 0x0
setmaptile 0x10 0x5 0x295 0x1
special 0x8E
end
there. try that, special 0x8E resets the map for it to work.
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