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  #5901    
Old July 21st, 2011 (06:26 AM).
Articuno23's Avatar
Articuno23 Articuno23 is offline
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I have used var number 4050 again and again without any problems however i keep the value 0000 every time. I would like to know if for a green script tile with var # and values 4050 and 0001 to activate would you have to setvar 0x4050 0001 in a previous script?
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  #5902    
Old July 21st, 2011 (06:31 AM).
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DrFuji DrFuji is offline
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Quote originally posted by Articuno23:
I have used var number 4050 again and again without any problems however i keep the value 0000 every time. I would like to know if for a green script tile with var # and values 4050 and 0001 to activate would you have to setvar 0x4050 0001 in a previous script?
Yes, you need to have set the variable to what you specify in the 'Var value' box for the script to activate. If you haven't done that, you'll step over the tile as if there was nothing there.

This is quite useful as it avoids a number of lines in the script that check for a flag in order to skip it.
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  #5903    
Old July 21st, 2011 (06:33 AM). Edited July 21st, 2011 by Articuno23.
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Articuno23 Articuno23 is offline
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Also, i have a large applymovement script where the sprites are hidden and then appear using showsprite, show this makes it look like they get out of a boat. However some sprites stay hidden when they are meant to appear and some aren't hidden at the start when they are meant to. I have used var 4050 0000 for all of this script and put it in each sprites ID and put unknown 0003 but it still doesn't work. 3 sprites work how i want them and 3 don't. Is this because there is not enough space in the var number and if so how do i get more space. Thanks.

Spoiler:
#dynamic 0x800000

#org @main
checkflag 0x3054
if 0x1 goto @done
showsprite 15
msgbox @captain 0x6
showsprite 17
applymovement 17 @faceboat
waitmovement 17
movesprite 17 -10 -10
applymovement 15 @profface
waitmovement 15
msgbox @prof 0x6
showsprite 16
applymovement 16 @moveboat
waitmovement 16
applymovement 15 @prof!
applymovement 0xFF @player!
pause 0x50
applymovement 30 @vladmirface
applymovement 15 @profback
applymovement 0xFF @playerback
waitmovement 15
waitmovement 0xFF
msgbox @profcomemsg 0x6
showsprite 23
applymovement 23 @santiago1
waitmovement 23
showsprite 24
applymovement 23 @santiago11
waitmovement 23
applymovement 24 @abra1
waitmovement 24
showsprite 51
applymovement 51 @spheal1
waitmovement 51
applymovement 15 @oak2
applymovement 0xFF @player2
msgbox @oakcomp 0x6
applymovement 15 @oak1
showsprite 48
applymovement 48 @gary1
waitmovement 48
showsprite 44
applymovement 48 @gary11
waitmovement 48
applymovement 44 @pidgey1
waitmovement 44
showsprite 21
applymovement 21 @slowpokeface
applymovement 44 @slowpokeface
applymovement 48 @slowpokeface
applymovement 30 @vladmirmove1
applymovement 34 @whitemove1
applymovement 20 @elekidmove1
applymovement 15 @oakmove1
applymovement 0xFF @playermove1
applymovement 48 @garymove1
applymovement 44 @pidgeymove1
applymovement 21 @slowpokemove1
applymovement 23 @santiagomove1
applymovement 24 @abramove1
applymovement 51 @sphealmove1
setflag 0x3055
setflag 0x3054
release
end

#org @oakcomp
= Oh I forgot to tell you about the\nupcoming competition. I will tell\pyou more later but basically you\nare going to be judged on trainer\pability.
#org @lets
= Let's.......

#org @prof
= This is Marport docks, the Warden\nwho organises the challenges\pis waiting for us.
#org @profcomemsg
= Let's head further up the beach\nwe must meet with the other\prookie trainers.

#org @captain
= This is as far as I go,\nnow I must tend to my ship.

'-----------------------
#org @done
release
end


'-----------
' Movements
'-----------
#org @oak1
#raw 0x12 0x03 0xFE

#org @oak2
#raw 0x12 0x12 0x62 0x3 0xFE

#org @player2
#raw 0x12 0x12 0x2 0xFE

#org @sphealmove1
#raw 0x12 0x12 0x12 0x12 0x12 0x12 0x12 0x12 0x12 0x11 0x11 0x1 0xFE

#org @abramove1
#raw 0x12 0x12 0x12 0x12 0x12 0x12 0x12 0x12 0x11 0x11 0x11 0x1 0xFE


#org @santiagomove1
#raw 0x12 0x12 0x12 0x12 0x12 0x12 0x12 0x11 0x11 0x11 0x11 0x1 0xFE

#org @slowpokemove1
#raw 0x12 0x12 0x12 0x12 0x12 0x2 0xFE

#org @pidgeymove1
#raw 0x12 0x12 0x12 0x12 0x12 0x2 0xFE

#org @garymove1
#raw 0x12 0x12 0x12 0x12 0x11 0x12 0x2 0xFE

#org @slowpokeface
#raw 0x2 0xFE

#org @pidgey1
#raw 0x12 0xFE

#org @gary11
#raw 0x12 0xFE

#org @gary1
#raw 0x12 0xFE

#org @playermove1
#raw 0x12 0x12 0x12 0x12 0x12 0x12 0x2 0xFE

#org @oakmove1
#raw 0x12 0x12 0x12 0x12 0x12 0x11 0x12 0x2 0xFE

#org @elekidmove1
#raw 0x12 0x12 0x12 0x12 0x12 0x11 0x11 0x11 0x1 0xFE

#org @whitemove1
#raw 0x12 0x12 0x12 0x12 0x11 0x11 0x11 0x11 0x3 0xFE

#org @vladmirmove1
#raw 0x12 0x12 0x12 0x11 0x11 0x11 0x11 0x11 0x3 0x62 0xFE


#org @spheal1
#raw 0x2 0xFE

#org @abra1
#raw 0x12 0x2 0xFE

#org @santiago1
#raw 0x12 0xFE

#org @santiago11
#raw 0x12 0x3 0xFE

#org @vladmirface
#raw 0x3 0xFE

#org @prof!
#raw 0x0 0x62 0xFE

#org @player!
#raw 0x0 0x62 0xFE

#org @profback
#raw 0x3 0xFE

#org @playerback
#raw 0x2 0xFE


#org @profface
#raw 0x13 0x3 0xFE


#org @faceboat
#raw 0x2E 0x60 0xFE


#org @moveboat
#raw 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x12 0x12 0x0E 0x0E 0xFE



This script pauses at the part when gary is meant to get out of the boat. (Showsprite 48) Also the girl with the spheal , (spheal) doesn't appear when i use showsprite. NEED HELP!! Thanks alot in advance.
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  #5904    
Old July 24th, 2011 (06:15 AM).
mfmeijer's Avatar
mfmeijer mfmeijer is offline
 
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Location: The Netherlands
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#org $script
checkflag 0x1201
if 0x01 goto $done
message $stop
$stop 1 = Stop!\nYou can't go without a\pPokémon!
boxset 6
applymovement 2 $move
$move 1 ; #binary 0x61 0x11 0x11 0x11 0x11 0x11 0x13 0x13 0x13 0x11 0x11 0x11 0x11 0x11 0x4A 0xFE
pausemove 0x0000
message $pokemon
$pokemon 1 = I will help you with your \nadventure. I will give you \pthis Pokémon!
boxset 6
givepokemon 131 5 0x8B
message $lapras
$lapras 1 = \v\h01 recieved a\nLapras! I will also give you\pthis!
boxset 6
setflag 0x1201
special 0x16F
message $pokedex
$pokedex 1 = \v\h01 recieved a\n Pokédex! Now you can go on your\pown pokemon adventure!
applymovement 2 $moveback
$moveback 1 ; #binary 0x10 0x10 0x10 0x10 0x10 0x12 0x12 0x12 0x10 0x10 0x10 0x10 0x10 0x60 0xFE
release
end

#org $done
release
done

this is my script but it gives me an error and i don't know what is wrong!
Please help!
  #5905    
Old July 24th, 2011 (10:03 AM).
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borisjo borisjo is offline
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Quote originally posted by mfmeijer:
#org $script
checkflag 0x1201
if 0x01 goto $done
message $stop
$stop 1 = Stop!\nYou can't go without a\pPokémon!
boxset 6
applymovement 2 $move
$move 1 ; #binary 0x61 0x11 0x11 0x11 0x11 0x11 0x13 0x13 0x13 0x11 0x11 0x11 0x11 0x11 0x4A 0xFE
pausemove 0x0000
message $pokemon
$pokemon 1 = I will help you with your \nadventure. I will give you \pthis Pokémon!
boxset 6
givepokemon 131 5 0x8B
message $lapras
$lapras 1 = \v\h01 recieved a\nLapras! I will also give you\pthis!
boxset 6
setflag 0x1201
special 0x16F
message $pokedex
$pokedex 1 = \v\h01 recieved a\n Pokédex! Now you can go on your\pown pokemon adventure!
applymovement 2 $moveback
$moveback 1 ; #binary 0x10 0x10 0x10 0x10 0x10 0x12 0x12 0x12 0x10 0x10 0x10 0x10 0x10 0x60 0xFE
release
end

#org $done
release
done

this is my script but it gives me an error and i don't know what is wrong!
Please help!
1st. You forgot the pausemove at $moveback.
2nd. It can also give problems if you use to many movements, try use a maximum of 9 on each line and you will get something like this:
applymovement 2 $move
$move 1 ; #binary 0x61 0x11 0x11 0x11 0x11 0x11 0x13 0x13
applymovement 2 $move2
$move2 1 ; #binary 0x13 0x11 0x11 0x11 0x11 0x11 0x4A 0xFE
pausemove 0

It's been a long time since I scripted with Pokéscript but I think this should work!
  #5906    
Old July 25th, 2011 (11:05 AM).
mfmeijer's Avatar
mfmeijer mfmeijer is offline
 
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Location: The Netherlands
Gender: Male
Posts: 52
Quote originally posted by borisjo:
1st. You forgot the pausemove at $moveback.
2nd. It can also give problems if you use to many movements, try use a maximum of 9 on each line and you will get something like this:
applymovement 2 $move
$move 1 ; #binary 0x61 0x11 0x11 0x11 0x11 0x11 0x13 0x13
applymovement 2 $move2
$move2 1 ; #binary 0x13 0x11 0x11 0x11 0x11 0x11 0x4A 0xFE
pausemove 0

It's been a long time since I scripted with Pokéscript but I think this should work!
I changed things as you said, but the person that has to move doesn't move.. can you please show me what i need to change in advance map because even with tons of tutorials i can't find out how it works..
  #5907    
Old July 26th, 2011 (04:14 PM).
DavidJCobb DavidJCobb is offline
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Quote originally posted by msfan645:
I am having trouble with a yes/no XSE script. It keeps saying I'm missing #define. And when i use #define, It ends out like too many parameters.
Script:
Spoiler:
#dynamic 0x8002A8

#org @start
lock
faceplayer
msgbox @question 0x5
compare LASTRESULT 0x1
if 0x1 goto @yes
msgbox @no 0x2
release
end

#org @question
= Do you like the new ship?

#org @no
= Oh. You don't like the new ship?\nDon't worry. Everybody's opinion\lis different.

#org @yes
= Ok! Cool!
You're misusing the "goto" function, and trying to run a string as a script. Fixed version:

Spoiler:
#dynamic 0x8002A8

#org @start
lock
faceplayer
msgbox @question 0x5
compare LASTRESULT 0x1
if 0x1 goto @yes_msg
msgbox @no 0x2
release
end

#org @yes_msg
msgbox @yes 0x2
release
end

#org @question
= Do you like the new ship?

#org @no
= Oh. You don't like the new ship?\nDon't worry. Everybody's opinion\lis different.

#org @yes
= Ok! Cool!
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  #5908    
Old July 27th, 2011 (10:55 AM).
Valor Valor is offline
 
Join Date: Jul 2011
Gender: Male
Posts: 4
I have a question regarding the battle music that is played in Pokémon Fire Red. I've made a script about a rival battle and it works fine. But the problem is that I want to change the music that is played during the battle. For example: play the Champion Battle Song (a-map: 012B battle 6) instead of the normal trainer battle song.
Here is my script in case I have to change something in there.

#dyn 0x740000
#org @start

lockall
faceplayer
setvar 0x4001 0x3
movesprite 0xA 0x19 0x21
jump @main

#org @main
textcolor BLUE
playsound 0x0 0x11D
reappear 0xA
msgbox @talk
callstd MSG_NOCLOSE
closemsg
applymovement 0xA @walk
pauseevent 0x0
message @question
callstd MSG_YESNO
compare LASTRESULT YES
if == call @pushedyes
compare LASTRESULT NO
if == call @pushedno
trainerbattle 0x9 0x2 0x0 @win @lose
msgbox @speak
callstd MSG_NOCLOSE
closemsg
pause 0xA
playsound 0x0 0x112
compare 0x4001 0x0
if == call @move1
compare 0x4001 0x1
if == call @move2
compare 0x4001 0x2
if == call @move1
compare 0x4001 0x3
if == call @move2
fadedefault
disappear 0xA
setvar 0x401D 0x1
releaseall
end

#org @pushedyes
message @yes
callstd MSG_NORMAL
return

#org @pushedno
message @no
callstd MSG_NORMAL
return

#org @move1
applymovement 0xA @away1
pauseevent 0x0
return

#org @move2
applymovement 0xA @away2
pauseevent 0x0
return

#org @talk
= Stop right there!

#org @question
= Your name is \v\h01,\nam I right?

#org @yes
= Then prepare to fight!

#org @no
= Either way, \nprepare to battle

#org @win
= Lucky you.

#org @lose
= Ha, I knew it.

#org @speak
= I'm going to report this.

#org @walk
M walk_down walk_down walk_down walk_down walk_down end

#org @away1
M walk_right walk_down walk_down walk_down walk_down walk_down walk_down walk_down end

#org @away2
M walk_left walk_down walk_down walk_down walk_down walk_down walk_down walk_down end


Please point me to the right topic if I posted wrong.
Thanks in advance,
Valor
  #5909    
Old July 27th, 2011 (01:08 PM).
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siper x siper x is offline
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Join Date: Jul 2009
Age: 19
Gender: Male
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Posts: 374
One of my first scripts, and it isn’t working. Saying that shows that I know nothing about scripting, but I tried, and since I’m here, failed. Help?

Spoiler:

It is the how you get your pokemon, original pokedex, etc. script, but isn’t working. I looked at other scripts for reference and help, but it still isn’t working.

#org 0x9750439
'-----------------------------------
checkflag FR_POKEMON
if true jump 0x994382 ' Flag is set
lockall
checkflag FR_POKEMON
if false jump 0x9843675
release
end

#org 0x994382
'-----------------------------------
release
end

#org 0x9843675
'-----------------------------------
textcolor RED
applymovement PLAYER 0x94b32l6 ' walk_left walk_left...
applymovement 0x6 0x94b32l7 ' look_up_delayed e...
msgbox 0x991269D ' Hi...
addpokemon EEVEE 7 ORANBERRY 0x0 0x0 0x0
msgbox 0x991279D ' Yo...
additem TRIPASS 0x1
setflag FR_POKEDEX
setflag FR_POKEMON
msgbox 0x9943695 ' Th...
setflag FR_RUNNING_SHOES
msgbox 0x9953976 ' Go...
release
end

#org 0x94b32l6
M walk_left walk_left walk_down end

#org 0x94b32l7
M look_up_delayed end

#org 0x991269D
= Hi [player]!\nHow's it going?\pYou got a package from\nyour dad. It's an EEVEE\nand a Pokedex!

#org 0x991279D
= You also have been given\na pass to the PokeSchool!

#org 0x9943695
= This is from me.\nI hope you like it.\pObtained Running Shoes!

#org 0x9953976
= Go on now.\nMake me and your father\nproud!
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  #5910    
Old July 27th, 2011 (04:05 PM).
isaiahbob isaiahbob is offline
 
Join Date: Jun 2011
Posts: 19
I put "setflag 0x82f" in the script for the player's sister, which is supposed to activate the running shoes. But when I try to use them, the running shoes don't work (even though i set the flag). Is it 'cause I'm in a cave?

Thanks
  #5911    
Old July 27th, 2011 (04:10 PM).
DavidJCobb DavidJCobb is offline
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Quote originally posted by isaiahbob:
I put "setflag 0x82f" in the script for the player's sister, which is supposed to activate the running shoes. But when I try to use them, the running shoes don't work (even though i set the flag). Is it 'cause I'm in a cave?
Could be. Simplest way to test is to leave the cave and try to run, or perhaps change the map type in AdvanceMap to one that would allow running.
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  #5912    
Old July 27th, 2011 (11:20 PM).
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NinjaBilly4 NinjaBilly4 is offline
 
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Posts: 5
Alright. Basically I have started a Fire Red hack. It is about defeating Team Rocket. I am still working on the title but I have hit a problem at the beginning. In the first rival battle, the tutorial guy that tells you what to do is stopping the fight because I deleted the lines for him to say. Is there a way to bypass him talking using advanced text? I understand the script pretty well so if you can just point me in the right direction as to what scripting event it is under I would appreciate it.
  #5913    
Old July 27th, 2011 (11:38 PM).
DavidJCobb DavidJCobb is offline
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Quote originally posted by NinjaBilly4:
Alright. Basically I have started a Fire Red hack. It is about defeating Team Rocket. I am still working on the title but I have hit a problem at the beginning. In the first rival battle, the tutorial guy that tells you what to do is stopping the fight because I deleted the lines for him to say. Is there a way to bypass him talking using advanced text? I understand the script pretty well so if you can just point me in the right direction as to what scripting event it is under I would appreciate it.
Uh, there might be an easier way... I'm pretty sure that the tutorial battle is one of the battle types you can specify with XSE's "trainerbattle" command. If I'm right, then you'd just change that command to use a normal battle type, rather than the tutorial battle. That way, you don't need to do any text editing -- the text simply won't be used.
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  #5914    
Old July 27th, 2011 (11:44 PM).
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Posiden Posiden is offline
 
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Gender: Male
Posts: 65
I've written the first script (well actually edited a peice from deiegosareawsome's tutorial) for a 'get your starter' thing. It works without a problem to the first comparison, then if you select 'no' there it does excactly what its meant to, but if you select 'yes' it just freezes. If anyone could help me understanding why this happens it would be great. (btw Pompip is the name of my starter and I've written him over Treecko so he is #277).

#dynamic 0x6B482C
#org @start
checkflag 0x800
if 0x1 goto @done
msgbox @1 0x5
compare LASTRESULT 0x1
if 0x1 goto @take
msgbox @2 0x6
release
end
#org @take
givepokemon 0x277 0x5 0x0 0x0 0x0 0x0
msgbox @3 0x6
setflag 0x800
msgbox @4 0x5
compare LASTRESULT 0x1
if 0x1 gosub @name
msgbox @5 0x6
release
end
#org @name
call 0x1A74EB
return
#org @done
msgbox @6 0x6
release
end
#org @1
= This Pokemon is powerful, but \nhard to gain the trust of. Would you \plike to pick Pompip?
#org @2
= Have a look at the othere two \npokemon.
#org @3
= [black_fr]You received a Pompip!
#org @4
= [black_fr]Would you like to give a\nnickname to Pompip?
#org @5
= Take care of Pompip.
#org @6
= This pokeball is empty.
  #5915    
Old July 27th, 2011 (11:46 PM). Edited July 28th, 2011 by NinjaBilly4.
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NinjaBilly4 NinjaBilly4 is offline
 
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Posts: 5
I will try that. I am using something different but I can change the trainer like you said with it so I bet it would work. Thanks!

Quote originally posted by DavidJCobb:
Uh, there might be an easier way... I'm pretty sure that the tutorial battle is one of the battle types you can specify with XSE's "trainerbattle" command. If I'm right, then you'd just change that command to use a normal battle type, rather than the tutorial battle. That way, you don't need to do any text editing -- the text simply won't be used.
Ummm.... Unless I am doing it wrong... Which I dont think so... That did not work. Anymore suggestions? I changed the trainer idea but gave him the same sprite, pokemon, and name but I think it is the event itself with a built in script...
  #5916    
Old July 28th, 2011 (12:50 AM).
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Spherical Ice Spherical Ice is offline
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Join Date: Nov 2007
Location: Leicester, UK
Posts: 3,831
Quote originally posted by Posiden:
I've written the first script (well actually edited a peice from deiegosareawsome's tutorial) for a 'get your starter' thing. It works without a problem to the first comparison, then if you select 'no' there it does excactly what its meant to, but if you select 'yes' it just freezes. If anyone could help me understanding why this happens it would be great. (btw Pompip is the name of my starter and I've written him over Treecko so he is #277).

#dynamic 0x6B482C
#org @start
checkflag 0x800
if 0x1 goto @done
msgbox @1 0x5
compare LASTRESULT 0x1
if 0x1 goto @take
msgbox @2 0x6
release
end

#org @take
givepokemon 0x277 0x5 0x0 0x0 0x0 0x0
msgbox @3 0x6
setflag 0x800
msgbox @4 0x5
compare LASTRESULT 0x1
if 0x1 gosub @name
msgbox @5 0x6
release
end
#org @name
call 0x1A74EB
return
#org @done
msgbox @6 0x6
release
end
#org @1
= This Pokemon is powerful, but \nhard to gain the trust of. Would you \plike to pick Pompip?
#org @2
= Have a look at the othere two \npokemon.
#org @3
= [black_fr]You received a Pompip!
#org @4
= [black_fr]Would you like to give a\nnickname to Pompip?
#org @5
= Take care of Pompip.
#org @6
= This pokeball is empty.
Spoiler:
Code:
#dynamic 0x800000
#org @start
checkflag 0x800
if 0x1 goto @done
msgbox @1 0x5
compare LASTRESULT 0x1
if 0x1 goto @take
msgbox @2 0x6
release
end

#org @take
givepokemon 0x115 0x5 0x0 0x0 0x0 0x0
msgbox @3 0x6
setflag 0x800
msgbox @4 0x5
compare LASTRESULT 0x1
if 0x1 gosub @name
msgbox @5 0x6
release
end

#org @name
call 0x1A74EB
return

#org @done
msgbox @6 0x6
release
end

#org @1
= This Pokemon is powerful, but \nhard to gain the trust of. Would you \plike to pick Pompip?

#org @2
= Have a look at the othere two \npokemon.

#org @3
= [black_fr]You received a Pompip!

#org @4
= [black_fr]Would you like to give a\nnickname to Pompip?

#org @5
= Take care of Pompip.

#org @6
= This pokeball is empty.

It was in your givepokemon command. You wrote 0x277, which is bascially saying "Pokémon Number 631", because the "0x" indicates your using hex, so hex 277 is decimal (what we ordinarily use for counting) 631.
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  #5917    
Old July 28th, 2011 (07:29 AM).
NinjaBilly4's Avatar
NinjaBilly4 NinjaBilly4 is offline
 
Join Date: Jul 2011
Posts: 5
I fixed the starting battle to where its a normal battle the problem comes after it. Instead of him saying goodbye he just stands there like a normal trainer. When you walk out and walk back in to the trigger, he says where are you goin lets battle walks to the wrong part of the screen and then walks out. How do I fix it to where he walks out like normal after being beaten? Should I make another trigger event that does the same thing the other is not doing?
  #5918    
Old July 28th, 2011 (07:37 AM).
Satoshi Ookami's Avatar
Satoshi Ookami Satoshi Ookami is offline
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Quote originally posted by NinjaBilly4:
I fixed the starting battle to where its a normal battle the problem comes after it. Instead of him saying goodbye he just stands there like a normal trainer. When you walk out and walk back in to the trigger, he says where are you goin lets battle walks to the wrong part of the screen and then walks out. How do I fix it to where he walks out like normal after being beaten? Should I make another trigger event that does the same thing the other is not doing?
Well you need applymovement =)
That person needs to move after battle =)

So you do it this way:
commands
.
.
.
.
trainerbattle 0x1 0xnumber @before @battle @after

And the after string must be new one =)
#org @after
some commands if you need...
applymovement 0x(number of person in hex - that number can be checked in A-Map) @movement
waitmovement 0x0
For understanding the movements I recommend using diegoisawesome's scripting tutorial =)
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  #5919    
Old July 28th, 2011 (07:48 AM).
NinjaBilly4's Avatar
NinjaBilly4 NinjaBilly4 is offline
 
Join Date: Jul 2011
Posts: 5
Quote originally posted by Ash493:

Well you need applymovement =)
That person needs to move after battle =)

So you do it this way:
commands
.
.
.
.
trainerbattle 0x1 0xnumber @before @battle @after

And the after string must be new one =)
#org @after
some commands if you need...
applymovement 0x(number of person in hex - that number can be checked in A-Map) @movement
waitmovement 0x0
For understanding the movements I recommend using diegoisawesome's scripting tutorial =)
I still have the original movement for after the battle. The problem comes from me changing the battle (Earlier post tells you what battle I changed.) All I changed was the 0x9 (tutorial battle I guess) in trainerbattle 0x9 0x147 0x3 @begin @after; to trainerbattle 0x0 0x147 0x3 @begin @after. What does the "0x3" mean?
  #5920    
Old July 28th, 2011 (07:50 AM). Edited July 28th, 2011 by Spherical Ice.
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Spherical Ice Spherical Ice is offline
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Location: Leicester, UK
Posts: 3,831
You need to make the trainerbattle command like so: trainerbattle 0x1 0x 0x0 @challenge @defeat @after. The "0x" bit should be the trainer id. @challenge is the text string before the battle, @defeat is the text string when the trainer sprite appears at the end and after is the rest of your script.
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  #5921    
Old July 28th, 2011 (08:16 AM). Edited July 28th, 2011 by colcolstyles.
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NinjaBilly4 NinjaBilly4 is offline
 
Join Date: Jul 2011
Posts: 5
This is my script for skipping the tutorial battle. The part that it isnt jumping to is bolded:

Spoiler:
#org 0x81692F3
'-----------------------------------
lockall
setvar 0x4002 0x2
jump 0x816930B

#org 0x816930B
'-----------------------------------
textcolor BLUE
playsound 0x2 0x2
applymovement 0x8 0x81A75ED ' look_down_delayed en...
pauseevent 0x0
applymovement PLAYER 0x81A75E9 ' look_up_delayed end
pauseevent 0x0
msgbox 0x818DDA4 ' \v\h06: Wait, kid!\n...
callstd MSG_NOCLOSE ' Non-closing message
closemsg
applymovement 0x4 0x81A75F1 ' raw_00 end
pauseevent 0x0
compare 0x4031 0x0
if == jump 0x81693D2 ' Equal To
compare 0x4031 0x1
if == jump 0x816944D ' Equal To
compare 0x4031 0x2
if == jump 0x816935A ' Equal To
end

#org 0x81693D2
'-----------------------------------
compare 0x4002 0x1
if == jump 0x81693F4 ' Equal To
compare 0x4002 0x2
if == jump 0x8169404 ' Equal To
compare 0x4002 0x3
if == jump 0x8169414 ' Equal To
end

#org 0x81693F4
'-----------------------------------
applymovement 0x8 0x8169438 ' walk_left walk_left ...
pauseevent 0x0
jump 0x8169424

#org 0x8169424
'-----------------------------------
trainerbattle 0x0 0x147 0x3 0x818DE1A 0x818DDEA
jump 0x81694C2

#org 0x81694C2
'-----------------------------------
special HEAL_POKEMON
msgbox 0x818DE38 ' \v\h06: You lucked o...
callstd MSG_NOCLOSE ' Non-closing message
closemsg
playsound 0x47 0x47
compare 0x4002 0x1
if == call 0x8169504 ' Equal To
compare 0x4002 0x2
if == call 0x8169516 ' Equal To
compare 0x4002 0x3
if == call 0x8169528 ' Equal To
disappear 0x8
sound 0x9
fadedefault
setvar 0x4055 0x4
setflag 0x258
releaseall
end


#org 0x8169504
'-----------------------------------
applymovement 0x7 0x816953A ' walk_right walk_down...
applymovement PLAYER 0x8169553 ' pause_long pause loo...
pauseevent 0x8
return

#org 0x816944D
'-----------------------------------
compare 0x4002 0x1
if == jump 0x816946F ' Equal To
compare 0x4002 0x2
if == jump 0x816947F ' Equal To
compare 0x4002 0x3
if == jump 0x816948F ' Equal To
end

#org 0x816946F
'-----------------------------------
applymovement 0x8 0x81694B3 ' walk_left walk_left ...
pauseevent 0x0
jump 0x816949F

#org 0x816949F
'-----------------------------------
trainerbattle 0x0 0x147 0x3 0x818DE1A 0x818DDEA
jump 0x81694C2

#org 0x816947F
'-----------------------------------
applymovement 0x8 0x81694B9 ' walk_left walk_left ...
pauseevent 0x0
jump 0x816949F

#org 0x816935A
'-----------------------------------
compare 0x4002 0x1
if == jump 0x816937C ' Equal To
compare 0x4002 0x2
if == jump 0x816938C ' Equal To
compare 0x4002 0x3
if == jump 0x816939C ' Equal To
end

#org 0x816937C
'-----------------------------------
applymovement 0x8 0x81693C0 ' walk_left walk_left ...
pauseevent 0x0
jump 0x81693AC

#org 0x81693AC
'-----------------------------------
trainerbattle 0x0 0x147 0x3 0x818DE1A 0x818DDEA
jump 0x81694C2

#org 0x816938C
'-----------------------------------
applymovement 0x8 0x81693C7 ' walk_left walk_left ...
pauseevent 0x0
jump 0x81693AC

#org 0x816939C
'-----------------------------------
applymovement 0x8 0x81693CD ' walk_left walk_left ...
pauseevent 0x0
jump 0x81693AC

#org 0x8169404
'-----------------------------------
applymovement 0x8 0x8169440 ' walk_left walk_left ...
pauseevent 0x0
jump 0x8169424

#org 0x8169414
'-----------------------------------
applymovement 0x8 0x8169447 ' walk_left walk_left ...
pauseevent 0x0
jump 0x8169424

#org 0x8169516
'-----------------------------------
applymovement 0x8 0x816954A ' walk_right walk_down...
applymovement PLAYER 0x8169553 ' pause_long pause loo...
pauseevent 0x8
return

#org 0x8169528
'-----------------------------------
applymovement 0x8 0x8169542 ' walk_left walk_down ...
applymovement PLAYER 0x8169559 ' pause_long pause loo...
pauseevent 0x8
return

#org 0x816948F
'-----------------------------------
applymovement 0x8 0x81694BE ' walk_left walk_down ...
pauseevent 0x0
jump 0x816949F


#org 0x818DDA4
= \v\h06: Wait, kid!\nWhere are you goin'?\pCome on, let's go!

#org 0x818DE1A
= \v\h06: Alright!\nLet's do this!

#org 0x818DDEA
= WHAT?\nUnbelievable!\lHow did you beat me, kid?

#org 0x818DE38
= \v\h06: You lucked out!\pKid! Myers!\nI will get you later!

#org 0x81A75ED
M look_down_delayed end

#org 0x81A75E9
M look_up_delayed end

#org 0x81A75F1
M raw_00 end

#org 0x8169438
M walk_left walk_left walk_left walk_left walk_left walk_down walk_down end

#org 0x816953A
M walk_right walk_down walk_down walk_down walk_down walk_down pause end

#org 0x8169553
M pause_long pause look_right_delayed pause_long look_down_delayed end

#org 0x81694B3
M walk_left walk_left walk_left walk_down walk_down end

#org 0x81694B9
M walk_left walk_left walk_down walk_down end

#org 0x81693C0
M walk_left walk_left walk_left walk_left walk_down walk_down end

#org 0x81693C7
M walk_left walk_left walk_left walk_down walk_down end

#org 0x81693CD
M walk_left walk_left walk_down walk_down end

#org 0x8169440
M walk_left walk_left walk_left walk_left walk_down walk_down end

#org 0x8169447
M walk_left walk_left walk_left walk_down walk_down end

#org 0x816954A
M walk_right walk_down walk_down walk_down walk_left walk_down walk_down pause end

#org 0x8169542
M walk_left walk_down walk_down walk_down walk_down walk_down pause end

#org 0x8169559
M pause_long pause look_left_delayed pause_long look_down_delayed end

#org 0x81694BE
M walk_left walk_down walk_down end

Why doesnt it work? And could you please explain why. I am new. JUst started last night. I did programming with AS which is why I am I get some of the event stuff.

*Ref: Original Script:


#org 0x81692F3
'-----------------------------------
lockall
setvar 0x4002 0x2
jump 0x816930B

#org 0x816930B
'-----------------------------------
textcolor BLUE
playsound 0x13B 0x0
applymovement 0x8 0x81A75ED ' look_down_delayed en...
pauseevent 0x0
applymovement PLAYER 0x81A75E9 ' look_up_delayed end
pauseevent 0x0
msgbox 0x818DDA4 ' \v\h06: Wait, \v\h01...
callstd MSG_NOCLOSE ' Non-closing message
closemsg
applymovement 0x4 0x81A75F1 ' raw_00 end
pauseevent 0x0
compare 0x4031 0x0
if == jump 0x81693D2 ' Equal To
compare 0x4031 0x1
if == jump 0x816944D ' Equal To
compare 0x4031 0x2
if == jump 0x816935A ' Equal To
end

#org 0x81693D2
'-----------------------------------
compare 0x4002 0x1
if == jump 0x81693F4 ' Equal To
compare 0x4002 0x2
if == jump 0x8169404 ' Equal To
compare 0x4002 0x3
if == jump 0x8169414 ' Equal To
end

#org 0x81693F4
'-----------------------------------
applymovement 0x8 0x8169438 ' walk_left walk_left ...
pauseevent 0x0
jump 0x8169424

#org 0x8169424
'-----------------------------------
trainerbattle 0x9 0x148 0x3 0x818DDEA 0x818DE1A
jump 0x81694C2

#org 0x81694C2
'-----------------------------------
special HEAL_POKEMON
msgbox 0x818DE38 ' \v\h06: Okay! I'll m...
callstd MSG_NOCLOSE ' Non-closing message
closemsg
playsound 0x13C 0x0
compare 0x4002 0x1
if == call 0x8169504 ' Equal To
compare 0x4002 0x2
if == call 0x8169516 ' Equal To
compare 0x4002 0x3
if == call 0x8169528 ' Equal To
disappear 0x8
sound 0x9
fadedefault
setvar 0x4055 0x4
setflag 0x258
releaseall
end

#org 0x8169504
'-----------------------------------
applymovement 0x8 0x816953A ' walk_right walk_down...
applymovement PLAYER 0x8169553 ' pause_long pause loo...
pauseevent 0x8
return

#org 0x816944D
'-----------------------------------
compare 0x4002 0x1
if == jump 0x816946F ' Equal To
compare 0x4002 0x2
if == jump 0x816947F ' Equal To
compare 0x4002 0x3
if == jump 0x816948F ' Equal To
end

#org 0x816946F
'-----------------------------------
applymovement 0x8 0x81694B3 ' walk_left walk_left ...
pauseevent 0x0
jump 0x816949F

#org 0x816949F
'-----------------------------------
trainerbattle 0x9 0x147 0x3 0x818DDEA 0x818DE1A
jump 0x81694C2

#org 0x816947F
'-----------------------------------
applymovement 0x8 0x81694B9 ' walk_left walk_left ...
pauseevent 0x0
jump 0x816949F

#org 0x816935A
'-----------------------------------
compare 0x4002 0x1
if == jump 0x816937C ' Equal To
compare 0x4002 0x2
if == jump 0x816938C ' Equal To
compare 0x4002 0x3
if == jump 0x816939C ' Equal To
end

#org 0x816937C
'-----------------------------------
applymovement 0x8 0x81693C0 ' walk_left walk_left ...
pauseevent 0x0
jump 0x81693AC

#org 0x81693AC
'-----------------------------------
trainerbattle 0x9 0x146 0x3 0x818DDEA 0x818DE1A
jump 0x81694C2

#org 0x816938C
'-----------------------------------
applymovement 0x8 0x81693C7 ' walk_left walk_left ...
pauseevent 0x0
jump 0x81693AC

#org 0x816939C
'-----------------------------------
applymovement 0x8 0x81693CD ' walk_left walk_left ...
pauseevent 0x0
jump 0x81693AC

#org 0x8169404
'-----------------------------------
applymovement 0x8 0x8169440 ' walk_left walk_left ...
pauseevent 0x0
jump 0x8169424

#org 0x8169414
'-----------------------------------
applymovement 0x8 0x8169447 ' walk_left walk_left ...
pauseevent 0x0
jump 0x8169424

#org 0x8169516
'-----------------------------------
applymovement 0x8 0x816954A ' walk_right walk_down...
applymovement PLAYER 0x8169553 ' pause_long pause loo...
pauseevent 0x8
return

#org 0x8169528
'-----------------------------------
applymovement 0x8 0x8169542 ' walk_left walk_down ...
applymovement PLAYER 0x8169559 ' pause_long pause loo...
pauseevent 0x8
return

#org 0x816948F
'-----------------------------------
applymovement 0x8 0x81694BE ' walk_left walk_down ...
pauseevent 0x0
jump 0x816949F


#org 0x818DDA4
= \v\h06: Wait, \v\h01!\nLet's check out our POK\eMON!\pCome on, I'll take you on!

#org 0x818DDEA
= WHAT?\nUnbelievable!\lI picked the wrong POK\eMON!

#org 0x818DE1A
= \v\h06: Yeah!\nAm I great or what?

#org 0x818DE38
= \v\h06: Okay! I'll make my\nPOK\eMON battle to toughen it up!\p\v\h01! Gramps!\nSmell you later!

#org 0x81A75ED
M look_down_delayed end

#org 0x81A75E9
M look_up_delayed end

#org 0x81A75F1
M raw_00 end

#org 0x8169438
M walk_left walk_left walk_left walk_left walk_left walk_down walk_down end

#org 0x816953A
M walk_right walk_down walk_down walk_down walk_down walk_down pause end

#org 0x8169553
M pause_long pause look_right_delayed pause_long look_down_delayed end

#org 0x81694B3
M walk_left walk_left walk_left walk_down walk_down end

#org 0x81694B9
M walk_left walk_left walk_down walk_down end

#org 0x81693C0
M walk_left walk_left walk_left walk_left walk_down walk_down end

#org 0x81693C7
M walk_left walk_left walk_left walk_down walk_down end

#org 0x81693CD
M walk_left walk_left walk_down walk_down end

#org 0x8169440
M walk_left walk_left walk_left walk_left walk_down walk_down end

#org 0x8169447
M walk_left walk_left walk_left walk_down walk_down end

#org 0x816954A
M walk_right walk_down walk_down walk_down walk_left walk_down walk_down pause end

#org 0x8169542
M walk_left walk_down walk_down walk_down walk_down walk_down pause end

#org 0x8169559
M pause_long pause look_left_delayed pause_long look_down_delayed end

#org 0x81694BE
M walk_left walk_down walk_down end
  #5922    
Old July 28th, 2011 (01:05 PM). Edited July 28th, 2011 by Mageofange.
Mageofange's Avatar
Mageofange Mageofange is offline
FFX Maniac
 
Join Date: Feb 2009
Location: On my couch
Age: 20
Gender:
Nature: Calm
Posts: 7
I'm using Pokéscript :D
Spoiler:


#org $script
lock
faceplayer
checkflag 0x1223
if 0x01 goto $mehmeh
checkitem 0x61
#raw 0x01 0x00
compare 0x800D 0x01
if 0x04 goto $gotwaterstone
checkflag 0x1222
if 0x01 goto $meh
message $hello
$hello 1 = Hello young trainer. I am Carver\nthis town's craftsman.\pCan I ask you a favor?
boxset 5
compare 0x800D 0x01
if 0x01 goto $yes
message $no
$no 1 = That's fine.\nI suppose it was rude of me\lto ask so suddenly anyway.
boxset 6
release
end

#org $yes
message $favor
$favor 1 = Could you help this old man to\nfind a \c\h01\06Water Stone\c\h01\h02?\pIf you find one could you\nbring it to me?
boxset 6
setflag 0x1222
release
end

#org $meh
message $haveyou
$haveyou 1 = Have you found the \c\h01\h06Water Stone \c\h01\h02yet?
boxset 6
release
end

#org $gotwaterstone
applymovement 0 $move
$move 1 ; #binary 0x62 0xFE
pausemove 0x0000
message $found
$found 1 = Oh, you have a \c\h01\h06Water Stone\c\h01\h02!
boxset 6
removeitem 61 1
playfanfare 0x13E
message $player
$player 1 = \v\h01 gave the \c\h01\h06Water Stone\c\h01\h02\pto Carver!
boxset 4
waitfanfare
applymovement 1 $move
pausemove 0x0000
message $reaction
$reaction 1 = POLIWHIRL is reacting to the\n \c\h01\h06Water Stone\c\h01\h02!
boxset 6
fanfare 0x13E
message $evolve
$evolve 1 = POLIWHIRL evolved into POLIWRATH!
boxset 4
waitfanfare
message $carver
$carver 1 = Wow! The stone made my\nPOLIWIRL evolve!
boxset 6
setflag 0x1220
setflag 0x1223
release
end

#org $mehmeh
message $thankyousomuch
$thankyousomuch 1 = Thank you for the \c\h01\h06Water Stone\c\h01\h02!
boxset 6
release
end


The whole script works up until the line:
Spoiler:

$found 1 = Oh, you have a \c\h01\h06Water Stone\c\h01\h02!
boxset 6


Then a wierd box appears in the top right-hand corner. It looks like a text box, except smaller. If I keep pressing A, I hear a few beeps and then I'm at the line:
Spoiler:

applymovement 1 $move
pausemove 0x0000
message $reaction
$reaction 1 = POLIWHIRL is reacting to the\n \c\h01\h06Water Stone\c\h01\h02!

It all continues as normal from there!

I'm using a LeafGreen ROM, Pokéscript, and it's a person script.
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  #5923    
Old July 28th, 2011 (01:15 PM).
Spherical Ice's Avatar
Spherical Ice Spherical Ice is offline
ModeratorCS
 
Join Date: Nov 2007
Location: Leicester, UK
Posts: 3,831
Quote originally posted by NinjaBilly4:
This is my script for skipping the tutorial battle. The part that it isnt jumping to is bolded:

Spoiler:
#org 0x81692F3
'-----------------------------------
lockall
setvar 0x4002 0x2
jump 0x816930B

#org 0x816930B
'-----------------------------------
textcolor BLUE
playsound 0x2 0x2
applymovement 0x8 0x81A75ED ' look_down_delayed en...
pauseevent 0x0
applymovement PLAYER 0x81A75E9 ' look_up_delayed end
pauseevent 0x0
msgbox 0x818DDA4 ' \v\h06: Wait, kid!\n...
callstd MSG_NOCLOSE ' Non-closing message
closemsg
applymovement 0x4 0x81A75F1 ' raw_00 end
pauseevent 0x0
compare 0x4031 0x0
if == jump 0x81693D2 ' Equal To
compare 0x4031 0x1
if == jump 0x816944D ' Equal To
compare 0x4031 0x2
if == jump 0x816935A ' Equal To
end

#org 0x81693D2
'-----------------------------------
compare 0x4002 0x1
if == jump 0x81693F4 ' Equal To
compare 0x4002 0x2
if == jump 0x8169404 ' Equal To
compare 0x4002 0x3
if == jump 0x8169414 ' Equal To
end

#org 0x81693F4
'-----------------------------------
applymovement 0x8 0x8169438 ' walk_left walk_left ...
pauseevent 0x0
jump 0x8169424

#org 0x8169424
'-----------------------------------
trainerbattle 0x0 0x147 0x3 0x818DE1A 0x818DDEA
jump 0x81694C2

#org 0x81694C2
'-----------------------------------
special HEAL_POKEMON
msgbox 0x818DE38 ' \v\h06: You lucked o...
callstd MSG_NOCLOSE ' Non-closing message
closemsg
playsound 0x47 0x47
compare 0x4002 0x1
if == call 0x8169504 ' Equal To
compare 0x4002 0x2
if == call 0x8169516 ' Equal To
compare 0x4002 0x3
if == call 0x8169528 ' Equal To
disappear 0x8
sound 0x9
fadedefault
setvar 0x4055 0x4
setflag 0x258
releaseall
end


#org 0x8169504
'-----------------------------------
applymovement 0x7 0x816953A ' walk_right walk_down...
applymovement PLAYER 0x8169553 ' pause_long pause loo...
pauseevent 0x8
return

#org 0x816944D
'-----------------------------------
compare 0x4002 0x1
if == jump 0x816946F ' Equal To
compare 0x4002 0x2
if == jump 0x816947F ' Equal To
compare 0x4002 0x3
if == jump 0x816948F ' Equal To
end

#org 0x816946F
'-----------------------------------
applymovement 0x8 0x81694B3 ' walk_left walk_left ...
pauseevent 0x0
jump 0x816949F

#org 0x816949F
'-----------------------------------
trainerbattle 0x0 0x147 0x3 0x818DE1A 0x818DDEA
jump 0x81694C2

#org 0x816947F
'-----------------------------------
applymovement 0x8 0x81694B9 ' walk_left walk_left ...
pauseevent 0x0
jump 0x816949F

#org 0x816935A
'-----------------------------------
compare 0x4002 0x1
if == jump 0x816937C ' Equal To
compare 0x4002 0x2
if == jump 0x816938C ' Equal To
compare 0x4002 0x3
if == jump 0x816939C ' Equal To
end

#org 0x816937C
'-----------------------------------
applymovement 0x8 0x81693C0 ' walk_left walk_left ...
pauseevent 0x0
jump 0x81693AC

#org 0x81693AC
'-----------------------------------
trainerbattle 0x0 0x147 0x3 0x818DE1A 0x818DDEA
jump 0x81694C2

#org 0x816938C
'-----------------------------------
applymovement 0x8 0x81693C7 ' walk_left walk_left ...
pauseevent 0x0
jump 0x81693AC

#org 0x816939C
'-----------------------------------
applymovement 0x8 0x81693CD ' walk_left walk_left ...
pauseevent 0x0
jump 0x81693AC

#org 0x8169404
'-----------------------------------
applymovement 0x8 0x8169440 ' walk_left walk_left ...
pauseevent 0x0
jump 0x8169424

#org 0x8169414
'-----------------------------------
applymovement 0x8 0x8169447 ' walk_left walk_left ...
pauseevent 0x0
jump 0x8169424

#org 0x8169516
'-----------------------------------
applymovement 0x8 0x816954A ' walk_right walk_down...
applymovement PLAYER 0x8169553 ' pause_long pause loo...
pauseevent 0x8
return

#org 0x8169528
'-----------------------------------
applymovement 0x8 0x8169542 ' walk_left walk_down ...
applymovement PLAYER 0x8169559 ' pause_long pause loo...
pauseevent 0x8
return

#org 0x816948F
'-----------------------------------
applymovement 0x8 0x81694BE ' walk_left walk_down ...
pauseevent 0x0
jump 0x816949F


#org 0x818DDA4
= \v\h06: Wait, kid!\nWhere are you goin'?\pCome on, let's go!

#org 0x818DE1A
= \v\h06: Alright!\nLet's do this!

#org 0x818DDEA
= WHAT?\nUnbelievable!\lHow did you beat me, kid?

#org 0x818DE38
= \v\h06: You lucked out!\pKid! Myers!\nI will get you later!

#org 0x81A75ED
M look_down_delayed end

#org 0x81A75E9
M look_up_delayed end

#org 0x81A75F1
M raw_00 end

#org 0x8169438
M walk_left walk_left walk_left walk_left walk_left walk_down walk_down end

#org 0x816953A
M walk_right walk_down walk_down walk_down walk_down walk_down pause end

#org 0x8169553
M pause_long pause look_right_delayed pause_long look_down_delayed end

#org 0x81694B3
M walk_left walk_left walk_left walk_down walk_down end

#org 0x81694B9
M walk_left walk_left walk_down walk_down end

#org 0x81693C0
M walk_left walk_left walk_left walk_left walk_down walk_down end

#org 0x81693C7
M walk_left walk_left walk_left walk_down walk_down end

#org 0x81693CD
M walk_left walk_left walk_down walk_down end

#org 0x8169440
M walk_left walk_left walk_left walk_left walk_down walk_down end

#org 0x8169447
M walk_left walk_left walk_left walk_down walk_down end

#org 0x816954A
M walk_right walk_down walk_down walk_down walk_left walk_down walk_down pause end

#org 0x8169542
M walk_left walk_down walk_down walk_down walk_down walk_down pause end

#org 0x8169559
M pause_long pause look_left_delayed pause_long look_down_delayed end

#org 0x81694BE
M walk_left walk_down walk_down end

Why doesnt it work? And could you please explain why. I am new. JUst started last night. I did programming with AS which is why I am I get some of the event stuff.

*Ref: Original Script:


#org 0x81692F3
'-----------------------------------
lockall
setvar 0x4002 0x2
jump 0x816930B

#org 0x816930B
'-----------------------------------
textcolor BLUE
playsound 0x13B 0x0
applymovement 0x8 0x81A75ED ' look_down_delayed en...
pauseevent 0x0
applymovement PLAYER 0x81A75E9 ' look_up_delayed end
pauseevent 0x0
msgbox 0x818DDA4 ' \v\h06: Wait, \v\h01...
callstd MSG_NOCLOSE ' Non-closing message
closemsg
applymovement 0x4 0x81A75F1 ' raw_00 end
pauseevent 0x0
compare 0x4031 0x0
if == jump 0x81693D2 ' Equal To
compare 0x4031 0x1
if == jump 0x816944D ' Equal To
compare 0x4031 0x2
if == jump 0x816935A ' Equal To
end

#org 0x81693D2
'-----------------------------------
compare 0x4002 0x1
if == jump 0x81693F4 ' Equal To
compare 0x4002 0x2
if == jump 0x8169404 ' Equal To
compare 0x4002 0x3
if == jump 0x8169414 ' Equal To
end

#org 0x81693F4
'-----------------------------------
applymovement 0x8 0x8169438 ' walk_left walk_left ...
pauseevent 0x0
jump 0x8169424

#org 0x8169424
'-----------------------------------
trainerbattle 0x9 0x148 0x3 0x818DDEA 0x818DE1A
jump 0x81694C2

#org 0x81694C2
'-----------------------------------
special HEAL_POKEMON
msgbox 0x818DE38 ' \v\h06: Okay! I'll m...
callstd MSG_NOCLOSE ' Non-closing message
closemsg
playsound 0x13C 0x0
compare 0x4002 0x1
if == call 0x8169504 ' Equal To
compare 0x4002 0x2
if == call 0x8169516 ' Equal To
compare 0x4002 0x3
if == call 0x8169528 ' Equal To
disappear 0x8
sound 0x9
fadedefault
setvar 0x4055 0x4
setflag 0x258
releaseall
end

#org 0x8169504
'-----------------------------------
applymovement 0x8 0x816953A ' walk_right walk_down...
applymovement PLAYER 0x8169553 ' pause_long pause loo...
pauseevent 0x8
return

#org 0x816944D
'-----------------------------------
compare 0x4002 0x1
if == jump 0x816946F ' Equal To
compare 0x4002 0x2
if == jump 0x816947F ' Equal To
compare 0x4002 0x3
if == jump 0x816948F ' Equal To
end

#org 0x816946F
'-----------------------------------
applymovement 0x8 0x81694B3 ' walk_left walk_left ...
pauseevent 0x0
jump 0x816949F

#org 0x816949F
'-----------------------------------
trainerbattle 0x9 0x147 0x3 0x818DDEA 0x818DE1A
jump 0x81694C2

#org 0x816947F
'-----------------------------------
applymovement 0x8 0x81694B9 ' walk_left walk_left ...
pauseevent 0x0
jump 0x816949F

#org 0x816935A
'-----------------------------------
compare 0x4002 0x1
if == jump 0x816937C ' Equal To
compare 0x4002 0x2
if == jump 0x816938C ' Equal To
compare 0x4002 0x3
if == jump 0x816939C ' Equal To
end

#org 0x816937C
'-----------------------------------
applymovement 0x8 0x81693C0 ' walk_left walk_left ...
pauseevent 0x0
jump 0x81693AC

#org 0x81693AC
'-----------------------------------
trainerbattle 0x9 0x146 0x3 0x818DDEA 0x818DE1A
jump 0x81694C2

#org 0x816938C
'-----------------------------------
applymovement 0x8 0x81693C7 ' walk_left walk_left ...
pauseevent 0x0
jump 0x81693AC

#org 0x816939C
'-----------------------------------
applymovement 0x8 0x81693CD ' walk_left walk_left ...
pauseevent 0x0
jump 0x81693AC

#org 0x8169404
'-----------------------------------
applymovement 0x8 0x8169440 ' walk_left walk_left ...
pauseevent 0x0
jump 0x8169424

#org 0x8169414
'-----------------------------------
applymovement 0x8 0x8169447 ' walk_left walk_left ...
pauseevent 0x0
jump 0x8169424

#org 0x8169516
'-----------------------------------
applymovement 0x8 0x816954A ' walk_right walk_down...
applymovement PLAYER 0x8169553 ' pause_long pause loo...
pauseevent 0x8
return

#org 0x8169528
'-----------------------------------
applymovement 0x8 0x8169542 ' walk_left walk_down ...
applymovement PLAYER 0x8169559 ' pause_long pause loo...
pauseevent 0x8
return

#org 0x816948F
'-----------------------------------
applymovement 0x8 0x81694BE ' walk_left walk_down ...
pauseevent 0x0
jump 0x816949F


#org 0x818DDA4
= \v\h06: Wait, \v\h01!\nLet's check out our POK\eMON!\pCome on, I'll take you on!

#org 0x818DDEA
= WHAT?\nUnbelievable!\lI picked the wrong POK\eMON!

#org 0x818DE1A
= \v\h06: Yeah!\nAm I great or what?

#org 0x818DE38
= \v\h06: Okay! I'll make my\nPOK\eMON battle to toughen it up!\p\v\h01! Gramps!\nSmell you later!

#org 0x81A75ED
M look_down_delayed end

#org 0x81A75E9
M look_up_delayed end

#org 0x81A75F1
M raw_00 end

#org 0x8169438
M walk_left walk_left walk_left walk_left walk_left walk_down walk_down end

#org 0x816953A
M walk_right walk_down walk_down walk_down walk_down walk_down pause end

#org 0x8169553
M pause_long pause look_right_delayed pause_long look_down_delayed end

#org 0x81694B3
M walk_left walk_left walk_left walk_down walk_down end

#org 0x81694B9
M walk_left walk_left walk_down walk_down end

#org 0x81693C0
M walk_left walk_left walk_left walk_left walk_down walk_down end

#org 0x81693C7
M walk_left walk_left walk_left walk_down walk_down end

#org 0x81693CD
M walk_left walk_left walk_down walk_down end

#org 0x8169440
M walk_left walk_left walk_left walk_left walk_down walk_down end

#org 0x8169447
M walk_left walk_left walk_left walk_down walk_down end

#org 0x816954A
M walk_right walk_down walk_down walk_down walk_left walk_down walk_down pause end

#org 0x8169542
M walk_left walk_down walk_down walk_down walk_down walk_down pause end

#org 0x8169559
M pause_long pause look_left_delayed pause_long look_down_delayed end

#org 0x81694BE
M walk_left walk_down walk_down end
Spoiler:
Code:
#org 0x81692F3
'-----------------------------------
lockall
setvar 0x4002 0x2
jump 0x816930B

#org 0x816930B
'-----------------------------------
textcolor BLUE
playsound 0x2 0x2
applymovement 0x8 0x81A75ED ' look_down_delayed en...
pauseevent 0x0
applymovement PLAYER 0x81A75E9 ' look_up_delayed end
pauseevent 0x0
msgbox 0x818DDA4 ' \v\h06: Wait, kid!\n...
callstd MSG_NOCLOSE ' Non-closing message
closemsg
applymovement 0x4 0x81A75F1 ' raw_00 end
pauseevent 0x0
compare 0x4031 0x0
if == jump 0x81693D2 ' Equal To
compare 0x4031 0x1
if == jump 0x816944D ' Equal To
compare 0x4031 0x2
if == jump 0x816935A ' Equal To
end

#org 0x81693D2
'-----------------------------------
compare 0x4002 0x1
if == jump 0x81693F4 ' Equal To
compare 0x4002 0x2
if == jump 0x8169404 ' Equal To
compare 0x4002 0x3
if == jump 0x8169414 ' Equal To
end

#org 0x81693F4
'-----------------------------------
applymovement 0x8 0x8169438 ' walk_left walk_left ...
pauseevent 0x0
jump 0x8169424

#org 0x8169424
'-----------------------------------
trainerbattle 0x1 0x147 0x0 0x818DE1A 0x818DDEA 0x81694C2
end

#org 0x81694C2
'-----------------------------------
special HEAL_POKEMON
msgbox 0x818DE38 ' \v\h06: You lucked o...
callstd MSG_NOCLOSE ' Non-closing message
closemsg
playsound 0x47 0x47
compare 0x4002 0x1
if == call 0x8169504 ' Equal To
compare 0x4002 0x2
if == call 0x8169516 ' Equal To
compare 0x4002 0x3
if == call 0x8169528 ' Equal To
disappear 0x8
sound 0x9
fadedefault
setvar 0x4055 0x4
setflag 0x258
releaseall
end

#org 0x8169504
'-----------------------------------
applymovement 0x7 0x816953A ' walk_right walk_down...
applymovement PLAYER 0x8169553 ' pause_long pause loo...
pauseevent 0x8
return

#org 0x816944D
'-----------------------------------
compare 0x4002 0x1
if == jump 0x816946F ' Equal To
compare 0x4002 0x2
if == jump 0x816947F ' Equal To
compare 0x4002 0x3
if == jump 0x816948F ' Equal To
end

#org 0x816946F
'-----------------------------------
applymovement 0x8 0x81694B3 ' walk_left walk_left ...
pauseevent 0x0
jump 0x816949F

#org 0x816949F
'-----------------------------------
trainerbattle 0x0 0x147 0x3 0x818DE1A 0x818DDEA
jump 0x81694C2

#org 0x816947F
'-----------------------------------
applymovement 0x8 0x81694B9 ' walk_left walk_left ...
pauseevent 0x0
jump 0x816949F

#org 0x816935A
'-----------------------------------
compare 0x4002 0x1
if == jump 0x816937C ' Equal To
compare 0x4002 0x2
if == jump 0x816938C ' Equal To
compare 0x4002 0x3
if == jump 0x816939C ' Equal To
end

#org 0x816937C
'-----------------------------------
applymovement 0x8 0x81693C0 ' walk_left walk_left ...
pauseevent 0x0
jump 0x81693AC

#org 0x81693AC
'-----------------------------------
trainerbattle 0x0 0x147 0x3 0x818DE1A 0x818DDEA
jump 0x81694C2

#org 0x816938C
'-----------------------------------
applymovement 0x8 0x81693C7 ' walk_left walk_left ...
pauseevent 0x0
jump 0x81693AC

#org 0x816939C
'-----------------------------------
applymovement 0x8 0x81693CD ' walk_left walk_left ...
pauseevent 0x0
jump 0x81693AC

#org 0x8169404
'-----------------------------------
applymovement 0x8 0x8169440 ' walk_left walk_left ...
pauseevent 0x0
jump 0x8169424

#org 0x8169414
'-----------------------------------
applymovement 0x8 0x8169447 ' walk_left walk_left ...
pauseevent 0x0
jump 0x8169424

#org 0x8169516
'-----------------------------------
applymovement 0x8 0x816954A ' walk_right walk_down...
applymovement PLAYER 0x8169553 ' pause_long pause loo...
pauseevent 0x8
return

#org 0x8169528
'-----------------------------------
applymovement 0x8 0x8169542 ' walk_left walk_down ...
applymovement PLAYER 0x8169559 ' pause_long pause loo...
pauseevent 0x8
return

#org 0x816948F
'-----------------------------------
applymovement 0x8 0x81694BE ' walk_left walk_down ...
pauseevent 0x0
jump 0x816949F


#org 0x818DDA4
= \v\h06: Wait, kid!\nWhere are you goin'?\pCome on, let's go!

#org 0x818DE1A
= \v\h06: Alright!\nLet's do this!

#org 0x818DDEA
= WHAT?\nUnbelievable!\lHow did you beat me, kid?

#org 0x818DE38
= \v\h06: You lucked out!\pKid! Myers!\nI will get you later!

#org 0x81A75ED
M look_down_delayed end

#org 0x81A75E9
M look_up_delayed end

#org 0x81A75F1
M raw_00 end

#org 0x8169438
M walk_left walk_left walk_left walk_left walk_left walk_down walk_down end

#org 0x816953A
M walk_right walk_down walk_down walk_down walk_down walk_down pause end

#org 0x8169553
M pause_long pause look_right_delayed pause_long look_down_delayed end

#org 0x81694B3
M walk_left walk_left walk_left walk_down walk_down end

#org 0x81694B9
M walk_left walk_left walk_down walk_down end

#org 0x81693C0
M walk_left walk_left walk_left walk_left walk_down walk_down end

#org 0x81693C7
M walk_left walk_left walk_left walk_down walk_down end

#org 0x81693CD
M walk_left walk_left walk_down walk_down end

#org 0x8169440
M walk_left walk_left walk_left walk_left walk_down walk_down end

#org 0x8169447
M walk_left walk_left walk_left walk_down walk_down end

#org 0x816954A
M walk_right walk_down walk_down walk_down walk_left walk_down walk_down pause end

#org 0x8169542
M walk_left walk_down walk_down walk_down walk_down walk_down pause end

#org 0x8169559
M pause_long pause look_left_delayed pause_long look_down_delayed end

#org 0x81694BE
M walk_left walk_down walk_down end
Fixed in bold.
__________________
  #5924    
Old July 29th, 2011 (12:48 PM).
borisjo's Avatar
borisjo borisjo is offline
Scripter (XSE, pokescript)
 
Join Date: Mar 2011
Gender: Male
Posts: 9
Quote originally posted by Mageofange:
I'm using Pokéscript :D
Spoiler:


#org $script
lock
faceplayer
checkflag 0x1223
if 0x01 goto $mehmeh
checkitem 0x61
#raw 0x01 0x00
compare 0x800D 0x01
if 0x04 goto $gotwaterstone
checkflag 0x1222
if 0x01 goto $meh
message $hello
$hello 1 = Hello young trainer. I am Carver\nthis town's craftsman.\pCan I ask you a favor?
boxset 5
compare 0x800D 0x01
if 0x01 goto $yes
message $no
$no 1 = That's fine.\nI suppose it was rude of me\lto ask so suddenly anyway.
boxset 6
release
end

#org $yes
message $favor
$favor 1 = Could you help this old man to\nfind a \c\h01\06Water Stone\c\h01\h02?\pIf you find one could you\nbring it to me?
boxset 6
setflag 0x1222
release
end

#org $meh
message $haveyou
$haveyou 1 = Have you found the \c\h01\h06Water Stone \c\h01\h02yet?
boxset 6
release
end

#org $gotwaterstone
applymovement 0 $move
$move 1 ; #binary 0x62 0xFE
pausemove 0x0000
message $found
$found 1 = Oh, you have a \c\h01\h06Water Stone\c\h01\h02!
boxset 6
removeitem 61 1
playfanfare 0x13E
message $player
$player 1 = \v\h01 gave the \c\h01\h06Water Stone\c\h01\h02\pto Carver!
boxset 4
waitfanfare
applymovement 1 $move
pausemove 0x0000
message $reaction
$reaction 1 = POLIWHIRL is reacting to the\n \c\h01\h06Water Stone\c\h01\h02!
boxset 6
fanfare 0x13E
message $evolve
$evolve 1 = POLIWHIRL evolved into POLIWRATH!
boxset 4
waitfanfare
message $carver
$carver 1 = Wow! The stone made my\nPOLIWIRL evolve!
boxset 6
setflag 0x1220
setflag 0x1223
release
end

#org $mehmeh
message $thankyousomuch
$thankyousomuch 1 = Thank you for the \c\h01\h06Water Stone\c\h01\h02!
boxset 6
release
end


The whole script works up until the line:
Spoiler:

$found 1 = Oh, you have a \c\h01\h06Water Stone\c\h01\h02!
boxset 6


Then a wierd box appears in the top right-hand corner. It looks like a text box, except smaller. If I keep pressing A, I hear a few beeps and then I'm at the line:
Spoiler:

applymovement 1 $move
pausemove 0x0000
message $reaction
$reaction 1 = POLIWHIRL is reacting to the\n \c\h01\h06Water Stone\c\h01\h02!

It all continues as normal from there!

I'm using a LeafGreen ROM, Pokéscript, and it's a person script.
Script seems fine, try removing the \v\h01 and the \c\h01\.
I know it sounds weird but I also got some problems with the text line with it and without it I did not have those weird boxes.
But I haven't figured out why it happens and how to solve it.
  #5925    
Old July 29th, 2011 (02:45 PM).
[T]ouko's Avatar
[T]ouko [T]ouko is offline
Dedicated Scripter!
 
Join Date: Jul 2011
Gender: Female
Posts: 46
Quote originally posted by NinjaBilly4:
I fixed the starting battle to where its a normal battle the problem comes after it. Instead of him saying goodbye he just stands there like a normal trainer. When you walk out and walk back in to the trigger, he says where are you goin lets battle walks to the wrong part of the screen and then walks out. How do I fix it to where he walks out like normal after being beaten? Should I make another trigger event that does the same thing the other is not doing?
In my experience, if you want the tutorial battle, you change the third parameter to 0x3. If you want the script to continue after the battle, change the first parameter to 0x9. For example:
-beginning of script-
Trainerbattle 0x9 0x1 0x0 @before @end
Goto @continue
Release
End

#org @continue
-end of script-

For me the trainerbattle 0x 0x 0x @before @end @continue doesn't work, I think it did once, but after that I got an XSE error saying I used too kuch parameters.
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