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  #7051    
Old July 7th, 2012 (04:28 AM).
Blaziken_rjcf's Avatar
Blaziken_rjcf Blaziken_rjcf is offline
 
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That makes sense. I should've thought about that before. =/
Thanks for the help.
  #7052    
Old July 7th, 2012 (05:40 AM).
supersam2 supersam2 is offline
 
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thank you, I had no clue what it could do but I'll definitely check that out
  #7053    
Old July 7th, 2012 (02:13 PM).
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So... My script won't run properly.
It freezes right before warping. Help?
Spoiler:

'---------------
#org 0x800314
lock
checkflag 0x828
if 0x0 goto 0x8800325
if 0x1 goto 0x88003BF
'---------------
#org 0x800325
playsong 0x12E 0x0
msgbox 0x880034F MSG_FACE '"Wait!\nDon't go out!"
applymovement MOVE_PLAYER 0x8800365
waitmovement 0x0
applymovement 0x3 0x8800368
waitmovement 0x0
msgbox 0x8800372 MSG_FACE '"You shouldn't go out without\nPOKÉ..."
warp 0x3 0xD1 0xD5 0xE8DD 0xFEAB
#define virtualloadpointer 0xE8B4E2E3
nop
'---------------
#org 0x8003BF
release
end


'---------
' Strings
'---------
#org 0x80034F
= Wait!\nDon't go out!

#org 0x800372
= You shouldn't go out without\nPOKÉMON for protection.\pI know.\nCome with me.


'-----------
' Movements
'-----------
#org 0x800365
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements

#org 0x800368
#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 0x4A 'Face Player
#raw 0xFE 'End of Movements
  #7054    
Old July 7th, 2012 (02:28 PM).
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Quote originally posted by Aowel:
So... My script won't run properly.
It freezes right before warping. Help?
Spoiler:

'---------------
#org 0x800314
lock
checkflag 0x828
if 0x0 goto 0x8800325
if 0x1 goto 0x88003BF
end <- I putted end here
'---------------
#org 0x800325
playsong 0x12E 0x0
msgbox 0x880034F MSG_FACE '"Wait!\nDon't go out!"
applymovement MOVE_PLAYER 0x8800365
waitmovement 0x0
applymovement 0x3 0x8800368
waitmovement 0x0
msgbox 0x8800372 MSG_FACE '"You shouldn't go out without\nPOKÉ..."
warp 0x3 0xD1 0xD5 0xE8DD 0xFEAB
#define virtualloadpointer 0xE8B4E2E3
nop

'---------------
#org 0x8003BF
release
end


'---------
' Strings
'---------
#org 0x80034F
= Wait!\nDon't go out!

#org 0x800372
= You shouldn't go out without\nPOKÉMON for protection.\pI know.\nCome with me.


'-----------
' Movements
'-----------
#org 0x800365
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements

#org 0x800368
#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 0x4A 'Face Player
#raw 0xFE 'End of Movements
I believe you have to replace those I highlighted red with "END" and all the blue higlighted parts are the ones that I added to the script, And also is this a script box script?

Because I don't see any setvar anywhere on the script try setting one to see if it solves the problems or maybe you just inputed the setvar in A-map and just did a checkflag here to make the script work...

Hope this helps...
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  #7055    
Old July 8th, 2012 (05:28 AM).
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Can anyone help me with this script cuz everytime i recieve the master ball it reappers after i take a step.

#dynamic 0x291439
#org @start
lock
giveitem 0x1 0x1 0x1
message @remball 0x6
release
end

#org @remball
= Hey..Guess what my lucky day \pits a master ball.

Please Help!
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  #7056    
Old July 8th, 2012 (07:52 AM).
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Quote originally posted by Shaf:
Can anyone help me with this script cuz everytime i recieve the master ball it reappers after i take a step.

#dynamic 0x291439
#org @start
lock
giveitem 0x1 0x1 0x1
message @remball 0x6
release
end

#org @remball
= Hey..Guess what my lucky day \pits a master ball.

Please Help!
You forgot to set a flag, and you also forgot to use the hidesprite command. Don't worry, it's solved easily.

Here's the fixed script:
Spoiler:
#dynamic 0x291439
#org @start
lock
giveitem 0x1 0x1 0x1
message @remball 0x6
hidesprite 0x7
setflag 0x203
release
end

#org @remball
= Hey..Guess what my lucky day \pits a master ball.


Make sure to change the event number on hidesprite to whatever the event number is for the pokeball the player sees on the ground. You'll also need to set the person ID of that to the flag used in setflag (which you can change if you want to). Hope this helps!
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  #7057    
Old July 8th, 2012 (05:35 PM). Edited July 8th, 2012 by Aowel.
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Quote originally posted by tajaros:


I believe you have to replace those I highlighted red with "END" and all the blue higlighted parts are the ones that I added to the script, And also is this a script box script?

Because I don't see any setvar anywhere on the script try setting one to see if it solves the problems or maybe you just inputed the setvar in A-map and just did a checkflag here to make the script work...

Hope this helps...
Sorry I got back to this so late. So I tried setting the end on both parts of the script. Still freezes. I did set the Var number in A-map and did a checkflag. Should I do a setvar?

EDIT: And can someone explain to me what setvar does? I read the tutorial and still can't figure it out...
Spoiler:

'---------------
#org 0x800314
lock
checkflag 0x828
if 0x0 goto 0x8800325
if 0x1 goto 0x88003BF
end
'---------------
#org 0x800325
playsong 0x12E 0x0
msgbox 0x880034F MSG_FACE '"Wait!\nDon't go out!"
applymovement MOVE_PLAYER 0x8800365
waitmovement 0x0
applymovement 0x3 0x8800368
waitmovement 0x0
msgbox 0x8800372 MSG_FACE '"You shouldn't go out without\nPOKÉ..."
warp 0x5 0x1 0x0 0x06 0x0C
hidesprite 0x03
setvar 0x800D 0x1
end
'---------------
#org 0x8003BF
release
end


'---------
' Strings
'---------
#org 0x80034F
= [Blue_fr]Wait!\nDon't go out!

#org 0x800372
= [Blue_fr]OAK: You shouldn't go out without\nPOKÉMON for protection.\pI know.\nCome with me.


'-----------
' Movements
'-----------
#org 0x800365
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements

#org 0x800368
#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 0x4A 'Face Player
#raw 0xFE 'End of Movements


My newest fix: I got it to go through the warp. But it doesn't put the player into the next area. It freezes and stops playing the music. Help!
  #7058    
Old July 8th, 2012 (06:10 PM).
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Hey everyone, I'm back with another script issue. So I tried using Shinyzer so that I could cause a wild battle with a shiny through a script, but so far all that happens when you talk to the Pokemon is that the game freezes. I tested it without the lines that are supposed to be used for the shiny Pokemon (callasm and setvar), and it worked, but obviously it doesn't otherwise. Does anyone know what I've done wrong?

Game: Pokemon Firered
Type: Person Event
Editor: XSE
Script:
Spoiler:
'---------------
#org 0x74126B
lock
faceplayer
msgbox 0x8741298 MSG_NORMAL '"RATTATA: SQUEAK!"
cry 0x13 0x0
callasm 0x8005001
setvar 0x8003 0x1
wildbattle 0x13 0x5 0x8B
fadescreen 0x1
fadescreen 0x0
hidesprite LASTTALKED
setflag 0x205
release
end


'---------
' Strings
'---------
#org 0x741298
= RATTATA: SQUEAK!
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  #7059    
Old July 8th, 2012 (08:51 PM).
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Quote originally posted by thanethane98:
Hey everyone, I'm back with another script issue. So I tried using Shinyzer so that I could cause a wild battle with a shiny through a script, but so far all that happens when you talk to the Pokemon is that the game freezes. I tested it without the lines that are supposed to be used for the shiny Pokemon (callasm and setvar), and it worked, but obviously it doesn't otherwise. Does anyone know what I've done wrong?

Game: Pokemon Firered
Type: Person Event
Editor: XSE
Script:
Spoiler:
'---------------
#org 0x74126B
lock
faceplayer
msgbox 0x8741298 MSG_NORMAL '"RATTATA: SQUEAK!"
cry 0x13 0x0
callasm 0x8005001
setvar 0x8003 0x1
wildbattle 0x13 0x5 0x8B
fadescreen 0x1
fadescreen 0x0
hidesprite LASTTALKED
setflag 0x205
release
end


'---------
' Strings
'---------
#org 0x741298
= RATTATA: SQUEAK!
First of all, have you tried whether the script runs properly without calling the assembly code like you've done? If so, I'd advise you to remove the assembly code it calls as of now and re-write it (not sure what Shinyzer does exactly but feel free to try with it again if it serves the needed purpose).

Another way would be by writing it in assembly which really isn't that hard because I remember Hackmew posting a specific step-by-step tutorial how to do it (correct me if I'm wrong here). Only thing you need to do is to download an assembly editor that supports GBA games (that use this kind of assembly system) and write the code like he explained.
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  #7060    
Old July 8th, 2012 (08:59 PM). Edited July 8th, 2012 by thanethane98.
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Quote originally posted by miksy91:
First of all, have you tried whether the script runs properly without calling the assembly code like you've done? If so, I'd advise you to remove the assembly code it calls as of now and re-write it (not sure what Shinyzer does exactly but feel free to try with it again if it serves the needed purpose).

Another way would be by writing it in assembly which really isn't that hard because I remember Hackmew posting a specific step-by-step tutorial how to do it (correct me if I'm wrong here). Only thing you need to do is to download an assembly editor that supports GBA games (that use this kind of assembly system) and write the code like he explained.
Yeah, as I said, I removed the assembly code and ran the script without any issues. Shinyzer basically puts the assembly code in the gba rom for you (at least, that's what I'm assuming it does). I'll try adding it manually and see if that fixes it (unless somebody else knows what I did wrong with my script).
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  #7061    
Old July 8th, 2012 (09:34 PM).
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diegoisawesome diegoisawesome is offline
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Quote originally posted by thanethane98:
Yeah, as I said, I removed the assembly code and ran the script without any issues. Shinyzer basically puts the assembly code in the gba rom for you (at least, that's what I'm assuming it does). I'll try adding it manually and see if that fixes it (unless somebody else knows what I did wrong with my script).
Shinyzer doesn't require a callasm. The ASM is called in the ROM once var 0x8003 is set. Keep the setvar, remove the callasm and it should work.
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  #7062    
Old July 8th, 2012 (09:38 PM).
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Quote originally posted by diegoisawesome:
Shinyzer doesn't require a callasm. The ASM is called in the ROM once var 0x8003 is set. Keep the setvar, remove the callasm and it should work.
Thanks, I'll try it tomorrow. Unfortunately, I managed to screw up all the tiles on the ROM I was working on by hardly paying attention while hex editing (this was at about 12:30 A.M.), and then overwrote my backup. Yeah, not my best moment... Luckily all the scripts are backed up, and that's most of my progress right now.
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  #7063    
Old July 9th, 2012 (03:01 AM).
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Shaf Shaf is offline
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Here i have made one script its for making a person to give me a pokemon.
I dunno how to make the girl stop giving me pokemon even after i have
took pokemon once from her!
Quote:
#dynamic 0x6B3552
#org @start
lock
faceplayer
msgbox 0x86B2BB8 '"Want this pokemon?"
callstd 0x5
checkflag 0x828
compare LASTRESULT 0x0
if 0x1 goto 0x86B2989
countpokemon
compare LASTRESULT 0x6
if 0x1 goto @htfsd
msgbox @pkmndk

callstd 0x4
setflag 0x10A
fanfare 0x172
msgbox2 @rcvebkpk '"[player] received the PKMN."
waitfanfare
waitmsgbox
givepokemon 0x198 0x64 0x1 0x0 0xE9E3D3 0xDB
release

#org 0x6B2989
msgbox 0x86B29C8 '"As Your Wsh :D."
boxset 0x4
release
end

#org @htfsd
msgbox 0x86B3515 '"Oh? You've too many POKéMON.\nThere..."
callstd 0x4
release
end

'---------
' Strings
'---------
#org 0x6B2BB8
= Want this pokemon?

#org 0x6B29C8
= I can't give you anymore.

#org 0x6B3515
= Oh? You've too many POKéMON.\nThere's no room for this pkmn...

#org @rcvebkpk
= [player] received the PKMN.

#org @pkmndk
= Take Care!Sanoyara!
Thanks and please help
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  #7064    
Old July 10th, 2012 (05:15 AM).
+N30N_J3ST3R+'s Avatar
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Pokemon Black Chasm Director
 
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I cant figure out what is wrong with this script, any help is appreciated!
Spoiler:

#org $begin
lock
faceplayer
checkflag 0x3200
if b_true goto $allready got one
message $poke
$poke 1 = Hey you, want a Rilou? Well I dont care, Take it!
boxset 5
compare LASTRESULT 1
if 1 goto $get
message $You already got one!
$You allready got one! 1 = Alright
boxset 6
release
end
#org $get
lock
message $get1
$get1 1 =Alright here you go!
boxset 6
givepokemon 64 16 0
message %received
%received 1 =PLAYER received Rilou
Boxset 6
setflag 0x3200
release
end
#org $alreadygotone
lock
faceplayer
message $how
4how 1 =How is my Rilou?
boxset 6
release end.
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  #7065    
Old July 10th, 2012 (07:30 AM).
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Quote originally posted by +N30N_J3ST3R+:
I cant figure out what is wrong with this script, any help is appreciated!
Spoiler:

#org $begin
lock
faceplayer
checkflag 0x3200
if b_true goto $allready got one
message $poke
$poke 1 = Hey you, want a Rilou? Well I dont care, Take it!
boxset 5
compare LASTRESULT 1
if 1 goto $get
message $You already got one!
$You allready got one! 1 = Alright
boxset 6
release
end
#org $get
lock
message $get1
$get1 1 =Alright here you go!
boxset 6
givepokemon 64 16 0
message %received
%received 1 =PLAYER received Rilou
Boxset 6
setflag 0x3200
release
end
#org $alreadygotone
lock
faceplayer
message $how
4how 1 =How is my Rilou?
boxset 6
release end.
Which script editor are you using? You need to specify these things.
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  #7066    
Old July 10th, 2012 (10:27 AM).
+N30N_J3ST3R+'s Avatar
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Theanethane98 Im using script editior XSE 1.11, and it says theres something wrong with line 6.
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----------------------------------------------------------------------------
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----------------------------------------------------------------------------
Need a:
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Scripter
Mapper
Tile editor/maker/insertor
----------------------------------------------------------------------------
Please PM me if interested!
  #7067    
Old July 10th, 2012 (10:51 AM).
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Quote originally posted by +N30N_J3ST3R+:
Theanethane98 Im using script editior XSE 1.11, and it says theres something wrong with line 6.
Are you really using XSE? Your whole script is in Pokescript format...
XSE has a different format for scripting. That whole script is wrong for XSE, but is good for Pokescript. If you don't know the format for XSE, there are plenty tutorials on it.
  #7068    
Old July 11th, 2012 (01:59 AM). Edited July 11th, 2012 by Pinta77.
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I'm using Pksv-ui. For some reason, I cant get the basic wild pokemon battle script to work. I haven't changed it at all, this is the one generates for me.

Spoiler:
#dyn 0x740000
#org @start
special 0x187
compare LASTRESULT 2
if == jump 0x81A7AE0
special 0x188
lock
faceplayer
checksound
cry MINUN 2
waitcry
pause 0x14
playsound 0x156 0x0
battle MINUN 0x2B ULTRABALL
setflag 0x807
special 0x138
waitspecial
clearflag 0x807
special2 0x800D 0xB4
compare LASTRESULT 1
if == jump 0x8162558
compare LASTRESULT 4
if == jump 0x8162561
compare LASTRESULT 5
if == jump 0x8162561
setflag 0x1020
release
end


That's just the regular old one it generates. Any suggestions? Am I maybe putting it in the game wrong? I put it as the script offset for a person event. Any help would be greatly appreciated.
  #7069    
Old July 11th, 2012 (09:08 PM).
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Hey can anyone help me with a simple battle script. When i try to compile it says "Unknown keyword "boxset" line 6"

#dynamic 0x800000

#org @start
trainerbattle 0x0 0x000 0x0 @before @after
message @beaten 0x6
boxset 0x6
release
end

#org @before
=

#org @after
=

#org @beaten
=
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  #7070    
Old July 11th, 2012 (09:36 PM). Edited July 11th, 2012 by Renegade.
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Quote originally posted by DarkCharizard77:
Hey can anyone help me with a simple battle script. When i try to compile it says "Unknown keyword "boxset" line 6"

#dynamic 0x800000

#org @start
trainerbattle 0x0 0x000 0x0 @before @after
message @beaten 0x6
boxset 0x6
release
end

#org @before
=

#org @after
=

#org @beaten
=
Why do you have the extra boxset 6 anyways? It is not needed. After your "message @beaten" command, you already have 0x6. 0x6 is boxset 6. I'm also not sure why you're compiling it when there is no text in the message commands... (You only have an equals symbol...)



I also have a question. I made this simple battle script:

Code:
#dynamic 0x800380

#org @start
trainerbattle 0x0 0x001 0x0 @before @after
textcolor 0x0
message @beaten 6
release
end

#org @beaten
= You're pretty tough for a new guy.

#org @before
= You look like a new trainer.\nBattle me!

#org @after
= I lost!
But there is a big problem. When I walk into the view distance of this trainer, the "trainerbattle by sight" doesn't work. When I talk to the trainer, he skips directly to the @beaten message, except I haven't even battled him yet... His value in the script is correct in terms of matching the value in PET and I do have the "trainer" box on A-Map checked. I'm not sure why this is happening... Help please?
  #7071    
Old July 11th, 2012 (09:40 PM).
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Quote originally posted by CrystalStatic:
Why do you have the extra boxset 6 anyways? It is not needed. After your "message @beaten" command, you already have 0x6. 0x6 is boxset 6. I'm also not sure why you're compiling it when there is no text in the message commands... (You only have an equals symbol...)
i have message there i just erased them before posting and ic now
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  #7072    
Old July 11th, 2012 (10:05 PM).
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Quote originally posted by CrystalStatic:
I also have a question. I made this simple battle script:

Code:
#dynamic 0x800380

#org @start
trainerbattle 0x0 0x001 0x0 @before @after
textcolor 0x0
message @beaten 0x6
end

#org @beaten
= You're pretty tough for a new guy.

#org @before
= You look like a new trainer.\nBattle me!

#org @after
= I lost!
But there is a big problem. When I walk into the view distance of this trainer, the "trainerbattle by sight" doesn't work. When I talk to the trainer, he skips directly to the @beaten message, except I haven't even battled him yet... His value in the script is correct in terms of matching the value in PET and I do have the "trainer" box on A-Map checked. I'm not sure why this is happening... Help please?

Did you set view radius in A-Map as well? The script looks fine, although you don't need release and make sure you put 0x before the 6 in your @beaten message. It also doesn't hurt to triple check to see if the values match PET.
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  #7073    
Old July 12th, 2012 (05:19 AM).
Final Flash Final Flash is offline
 
Join Date: Jul 2009
Gender: Male
Posts: 2
Can anyone help me with this problem? I'm trying to make a givepokemon script for a starter pokemon. It gives you the pokemon but the pokemon button in the menu doesn't show up afterwards. here's my script:

Spoiler:

#dynamic 0x800000

#org @start
lock
faceplayer
countpokemon
compare LASTRESULT 0x1
if 0x1 goto @toomany
givepokemon 0x13 0x2 0x0 0x0 0x0 0x0
fanfare 0x101
msgbox @player 0x2
waitfanfare
setflag 0x1031
setflag 0x1024
setflag 0x1020
setflag 0x1033
release
end

#org @player
= [PLAYER] found a RATATTA!

#org @toomany
msgbox @toomany2 0x2

#org @toomany2
= [Player] already has a Ratatta.

clearflag 0x1031
clearflag 0x1024
clearflag 0x1020
clearflag 0x1033




Using XSE + the original version of Fire Red. I've only been scripting for a week or 2 and I'm not very good at it so any help would be appreciated.
  #7074    
Old July 12th, 2012 (05:56 AM).
SacredMurathJohn's Avatar
SacredMurathJohn SacredMurathJohn is offline
ROM Hacking
 
Join Date: Jul 2012
Location: Turkey
Gender: Male
Nature: Hasty
Posts: 41
Quote originally posted by Final Flash:
Can anyone help me with this problem? I'm trying to make a givepokemon script for a starter pokemon. It gives you the pokemon but the pokemon button in the menu doesn't show up afterwards. here's my script:

Spoiler:

#dynamic 0x800000

#org @start
lock
faceplayer
countpokemon
compare LASTRESULT 0x1
if 0x1 goto @toomany
givepokemon 0x13 0x2 0x0 0x0 0x0 0x0
fanfare 0x101
msgbox @player 0x2
waitfanfare
setflag 0x1031
setflag 0x1024
setflag 0x1020
setflag 0x1033
release
end

#org @player
= [PLAYER] found a RATATTA!

#org @toomany
msgbox @toomany2 0x2

#org @toomany2
= [Player] already has a Ratatta.

clearflag 0x1031
clearflag 0x1024
clearflag 0x1020
clearflag 0x1033




Using XSE + the original version of Fire Red. I've only been scripting for a week or 2 and I'm not very good at it so any help would be appreciated.
You need to add setflag 0x828. When this flag is enable, it activates POKéMON menu.
  #7075    
Old July 12th, 2012 (07:58 AM).
Final Flash Final Flash is offline
 
Join Date: Jul 2009
Gender: Male
Posts: 2
Yeah that was it, thanks.
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