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  #8801    
Old September 14th, 2013, 12:43 PM
pokefreake's Avatar
pokefreake
 
Join Date: Nov 2012
Gender: Male

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Does the player sprite have a number?
Is there a command to switch one sprite with another?
  #8802    
Old September 14th, 2013, 12:52 PM
Telinc1's Avatar
Telinc1
Pokémon Trainer
 
Join Date: Jun 2013
Age: 38
Gender: Male
Nature: Quirky
Quote:
Originally Posted by pokefreake View Post
Does the player sprite have a number?
If you're talking about the commands applymovement, hidesprite, etc., the sprite number of the player is 0xFF. You can also use MOVE_PLAYER if you're using XSE.
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  #8803    
Old September 14th, 2013, 06:39 PM
pokefreake's Avatar
pokefreake
 
Join Date: Nov 2012
Gender: Male
For some reason my map script isn't working. The beginning of the script works, but after the trainer battle the rest of the script stops. I tried having all of this in one script and that didn't work. Then I tried making two scripts. The first script had a value of 0 and the second one had a value of 1. That didn't work either. Any ideas?

First script:
Spoiler:

#dyn 0x740000
#org @start
lockall
msgbox @Hey
callstd MSG_NOCLOSE
applymovement PLAYER @FirstM
pauseevent 0x1
closemsg
message @MeijiCapture //Edit
callstd MSG_NOCLOSE
pause 0x1
closemsg
addpokemon PIKACHU 0x5 LEFTOVERS 0 0 0
fanfare 0x101
waitfanfare
fadedefault
addvar 0x4011 0x1
trainerbattle 0x0 0x001 0x1 @intro @defeat
releaseall
end


#org @Hey
= What's going on over there?

#org @MeijiCapture
= Proffessor you're under arrest.

#org @intro
= I'll finish you!

#org @defeat
= What? Impossible!

#org @FirstM
m walk_down walk_down walk_down walk_left walk_left walk_left walk_up walk_up walk_up walk_up walk_left look_up end


Second:
Spoiler:

#dyn 0x740000
#org @start
lockall
msgbox @afterwards
callstd msg_normal
fadescreen FADEOUT_BLACK
disappear 0x3
applymovement 0x2 @DefeatGrunt1
applymovement PLAYER @DefeatGrunt2
fadescreen FADEIN_BLACK
msgbox @GruntDefeated //Edit
callstd msg_normal
fadescreen FADEOUT_BLACK
disappear 0x1
disappear 0x2
fadescreen FADEIN_BLACK
addvar 0x4011 0x1
releaseall
end

#org @afterwards
= Beaten! By a child!?\nI guess I should be going\nnow! Pidgey use fly.

#org @GruntDefeated
= Now I should tell you what to do.

#org @DefeatGrunt1
m look_right end

#org @DefeatGrunt2
m look_right end
  #8804    
Old September 14th, 2013, 07:01 PM
destinedjagold's Avatar
destinedjagold
Oh Hai Thar~ 'ω'
Community Supporter
 
Join Date: May 2007
Location: Philippines
Gender: Male
Nature: Careful
Quote:
Originally Posted by pokefreake View Post
For some reason my map script isn't working. The beginning of the script works, but after the trainer battle the rest of the script stops. I tried having all of this in one script and that didn't work. Then I tried making two scripts. The first script had a value of 0 and the second one had a value of 1. That didn't work either. Any ideas?

First script:
Spoiler:

#dyn 0x740000
#org @start
lockall
msgbox @Hey
callstd MSG_NOCLOSE
applymovement PLAYER @FirstM
pauseevent 0x1
closemsg
message @MeijiCapture //Edit
callstd MSG_NOCLOSE
pause 0x1
closemsg
addpokemon PIKACHU 0x5 LEFTOVERS 0 0 0
fanfare 0x101
waitfanfare
fadedefault
addvar 0x4011 0x1
trainerbattle 0x0 0x001 0x1 @intro @defeat
releaseall
end


#org @Hey
= What's going on over there?

#org @MeijiCapture
= Proffessor you're under arrest.

#org @intro
= I'll finish you!

#org @defeat
= What? Impossible!

#org @FirstM
m walk_down walk_down walk_down walk_left walk_left walk_left walk_up walk_up walk_up walk_up walk_left look_up end


Second:
Spoiler:

#dyn 0x740000
#org @start
lockall
msgbox @afterwards
callstd msg_normal
fadescreen FADEOUT_BLACK
disappear 0x3
applymovement 0x2 @DefeatGrunt1
applymovement PLAYER @DefeatGrunt2
fadescreen FADEIN_BLACK
msgbox @GruntDefeated //Edit
callstd msg_normal
fadescreen FADEOUT_BLACK
disappear 0x1
disappear 0x2
fadescreen FADEIN_BLACK
addvar 0x4011 0x1
releaseall
end

#org @afterwards
= Beaten! By a child!?\nI guess I should be going\nnow! Pidgey use fly.

#org @GruntDefeated
= Now I should tell you what to do.

#org @DefeatGrunt1
m look_right end

#org @DefeatGrunt2
m look_right end
Turn it into one script.
Code:
#dyn 0x740000
#org @start
lockall
msgbox @Hey
callstd MSG_NOCLOSE
applymovement PLAYER @FirstM
pauseevent 0x1
closemsg
message @MeijiCapture //Edit
callstd MSG_NOCLOSE
pause 0x1
closemsg
addpokemon PIKACHU 0x5 LEFTOVERS 0 0 0
fanfare 0x101
waitfanfare
fadedefault
addvar 0x4011 0x1
trainerbattle 0x1 0x001 0x1 @intro @defeat @continue
end 

#org @Hey
= What's going on over there?

#org @MeijiCapture
= Proffessor you're under arrest.

#org @intro
= I'll finish you!

#org @defeat
= What? Impossible!

#org @FirstM
m walk_down walk_down walk_down walk_left walk_left walk_left walk_up walk_up walk_up walk_up walk_left look_up end

#org @continue
lockall
msgbox @afterwards
callstd msg_normal
fadescreen FADEOUT_BLACK
disappear 0x3
applymovement 0x2 @DefeatGrunt1
applymovement PLAYER @DefeatGrunt2
fadescreen FADEIN_BLACK
msgbox @GruntDefeated //Edit
callstd msg_normal
fadescreen FADEOUT_BLACK
disappear 0x1
disappear 0x2
fadescreen FADEIN_BLACK
addvar 0x4011 0x1
releaseall
end 

#org @afterwards
= Beaten! By a child!?\nI guess I should be going\nnow! Pidgey use fly.

#org @GruntDefeated
= Now I should tell you what to do.

#org @DefeatGrunt1
m look_right end

#org @DefeatGrunt2
m look_right end
Use 0x1 in trainerbattles if you want other things to happen after a trainer battle.
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  #8805    
Old September 14th, 2013, 07:31 PM
karatekid552's Avatar
karatekid552
What happens if I push it?....
 
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Quote:
Originally Posted by destinedjagold View Post
Turn it into one script.
Code:
#dyn 0x740000
#org @start
lockall
msgbox @Hey
callstd MSG_NOCLOSE
applymovement PLAYER @FirstM
pauseevent 0x1
closemsg
message @MeijiCapture //Edit
callstd MSG_NOCLOSE
pause 0x1
closemsg
addpokemon PIKACHU 0x5 LEFTOVERS 0 0 0
fanfare 0x101
waitfanfare
fadedefault
addvar 0x4011 0x1
trainerbattle 0x1 0x001 0x1 @intro @defeat @continue
end 

#org @Hey
= What's going on over there?

#org @MeijiCapture
= Proffessor you're under arrest.

#org @intro
= I'll finish you!

#org @defeat
= What? Impossible!

#org @FirstM
m walk_down walk_down walk_down walk_left walk_left walk_left walk_up walk_up walk_up walk_up walk_left look_up end

#org @continue
lockall
msgbox @afterwards
callstd msg_normal
fadescreen FADEOUT_BLACK
disappear 0x3
applymovement 0x2 @DefeatGrunt1
applymovement PLAYER @DefeatGrunt2
fadescreen FADEIN_BLACK
msgbox @GruntDefeated //Edit
callstd msg_normal
fadescreen FADEOUT_BLACK
disappear 0x1
disappear 0x2
fadescreen FADEIN_BLACK
addvar 0x4011 0x1
releaseall
end 

#org @afterwards
= Beaten! By a child!?\nI guess I should be going\nnow! Pidgey use fly.

#org @GruntDefeated
= Now I should tell you what to do.

#org @DefeatGrunt1
m look_right end

#org @DefeatGrunt2
m look_right end
Use 0x1 in trainerbattles if you want other things to happen after a trainer battle.
Another good option is 0x3. It doesn't require the @continue, it just keeps moving if you win.
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  #8806    
Old September 15th, 2013, 10:01 AM
avaramoon
Mirage Of Tales
 
Join Date: Dec 2011
Location: Sogen Suburb, Avlar
Gender: Female
Nature: Brave
Sorry for coming back here so much, and thankyou to everyone who has helped me before. It's appreciatted.

My level scripts always seem to only work when you enter the map, which is good when i want that to happen, but when I want to make a trip script it doesn't..I set the unknowns to 03, and the vars to 01. I don't want to set it to 0 because that will make it repeat. Any ideas what the problem could be?
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  #8807    
Old September 15th, 2013, 06:01 PM
pokefreake's Avatar
pokefreake
 
Join Date: Nov 2012
Gender: Male
For some reason the script from before wont release. Everything else works fine. Thanks everyone .

Spoiler:

#dyn 0x740000
#org @start
lockall
msgbox @Hey
callstd MSG_NOCLOSE
applymovement PLAYER @FirstM
pauseevent 0x1
closemsg
message @MeijiCapture //Edit
callstd MSG_NOCLOSE
pause 0x1
closemsg
addpokemon PIKACHU 0x5 LEFTOVERS 0 0 0
fanfare 0x101
waitfanfare
fadedefault
trainerbattle 0x1 0x001 0x1 @intro @defeat @continue
end

#org @Hey
= What's going on over there?

#org @MeijiCapture
= Proffessor you're under arrest.

#org @intro
= I'll finish you!

#org @defeat
= What? Impossible!

#org @FirstM
m walk_down walk_down walk_down walk_left walk_left walk_left walk_up walk_up walk_up walk_up walk_left look_up end

#org @continue
lockall
msgbox @afterwards
callstd msg_normal
fadescreen FADEOUT_BLACK
disappear 0x3
applymovement 0x2 @DefeatGrunt1
applymovement PLAYER @DefeatGrunt2
fadescreen FADEIN_BLACK
msgbox @GruntDefeated //Edit
callstd msg_normal
fadescreen FADEOUT_BLACK
disappear 0x1
disappear 0x2
fadescreen FADEIN_BLACK
addvar 0x4011 0x1
releaseall
end

#org @afterwards
= Beaten! By a child!?\nI guess I should be going\nnow! Pidgey use fly.

#org @GruntDefeated
= Now I should tell you what to do.

#org @DefeatGrunt1
m look_right end

#org @DefeatGrunt2
m look_right end
  #8808    
Old September 15th, 2013, 06:09 PM
Renegade's Avatar
Renegade
Time for real life...
 
Join Date: Nov 2011
Location: United States
Gender: Male
Nature: Careful
Quote:
Originally Posted by pokefreake View Post
For some reason the script from before wont release. Everything else works fine. Thanks everyone .

Spoiler:

#dyn 0x740000
#org @start
lockall
msgbox @Hey
callstd MSG_NOCLOSE
applymovement PLAYER @FirstM
pauseevent 0x1
closemsg
message @MeijiCapture //Edit
callstd MSG_NOCLOSE
pause 0x1
closemsg
addpokemon PIKACHU 0x5 LEFTOVERS 0 0 0
fanfare 0x101
waitfanfare
fadedefault
trainerbattle 0x1 0x001 0x1 @intro @defeat @continue
end

#org @Hey
= What's going on over there?

#org @MeijiCapture
= Proffessor you're under arrest.

#org @intro
= I'll finish you!

#org @defeat
= What? Impossible!

#org @FirstM
m walk_down walk_down walk_down walk_left walk_left walk_left walk_up walk_up walk_up walk_up walk_left look_up end

#org @continue
lockall
msgbox @afterwards
callstd msg_normal
fadescreen FADEOUT_BLACK
disappear 0x3
applymovement 0x2 @DefeatGrunt1
applymovement PLAYER @DefeatGrunt2
fadescreen FADEIN_BLACK
msgbox @GruntDefeated //Edit
callstd msg_normal
fadescreen FADEOUT_BLACK
disappear 0x1
disappear 0x2
fadescreen FADEIN_BLACK
addvar 0x4011 0x1
releaseall
end

#org @afterwards
= Beaten! By a child!?\nI guess I should be going\nnow! Pidgey use fly.

#org @GruntDefeated
= Now I should tell you what to do.

#org @DefeatGrunt1
m look_right end

#org @DefeatGrunt2
m look_right end
Here's what it should look like:
Code:
#dyn 0x740000
#org @start
lockall
msgbox @Hey
callstd MSG_NOCLOSE
applymovement PLAYER @FirstM
pauseevent 0x1
closemsg
message @MeijiCapture //Edit
callstd MSG_NOCLOSE
pause 0x1
closemsg
addpokemon PIKACHU 0x5 LEFTOVERS 0 0 0
fanfare 0x101
waitfanfare
fadedefault
trainerbattle 0x1 0x001 0x1 @intro @defeat @continue //SHOULD BE 0x0
end 

#org @Hey
= What's going on over there?

#org @MeijiCapture
= Proffessor you're under arrest.

#org @intro
= I'll finish you!

#org @defeat
= What? Impossible!

#org @FirstM
m walk_down walk_down walk_down walk_left walk_left walk_left walk_up walk_up walk_up walk_up walk_left look_up end

#org @continue
lockall            //SHOULD BE DELETED
msgbox @afterwards
callstd msg_normal
fadescreen FADEOUT_BLACK
disappear 0x3
applymovement 0x2 @DefeatGrunt1
applymovement PLAYER @DefeatGrunt2
fadescreen FADEIN_BLACK
msgbox @GruntDefeated //Edit
callstd msg_normal
fadescreen FADEOUT_BLACK
disappear 0x1
disappear 0x2
fadescreen FADEIN_BLACK
addvar 0x4011 0x1
releaseall
end 

#org @afterwards
= Beaten! By a child!?\nI guess I should be going\nnow! Pidgey use fly.

#org @GruntDefeated
= Now I should tell you what to do.

#org @DefeatGrunt1
m look_right end

#org @DefeatGrunt2
m look_right end
  #8809    
Old September 16th, 2013, 11:34 AM
pokefreake's Avatar
pokefreake
 
Join Date: Nov 2012
Gender: Male
I fixed that and it still doesn't release.
Code:
#dyn 0x740000
#org @start
lockall
msgbox @Hey
callstd MSG_NOCLOSE
applymovement PLAYER @FirstM
pauseevent 0x1
closemsg
message @MeijiCapture //Edit
callstd MSG_NOCLOSE
pause 0x1
closemsg
addpokemon PIKACHU 0x5 LEFTOVERS 0 0 0
fanfare 0x101
waitfanfare
fadedefault
trainerbattle 0x1 0x001 0x0 @intro @defeat @continue
end 

#org @Hey
= What's going on over there?

#org @MeijiCapture
= Proffessor you're under arrest.

#org @intro
= I'll finish you!

#org @defeat
= What? Impossible!

#org @FirstM
m walk_down walk_down walk_down walk_left walk_left walk_left walk_up walk_up walk_up walk_up walk_left look_up end

#org @continue
msgbox @afterwards
callstd msg_normal
fadescreen FADEOUT_BLACK
disappear 0x3
applymovement 0x2 @DefeatGrunt1
applymovement PLAYER @DefeatGrunt2
fadescreen FADEIN_BLACK
msgbox @GruntDefeated //Edit
callstd msg_normal
fadescreen FADEOUT_BLACK
disappear 0x1
disappear 0x2
fadescreen FADEIN_BLACK
addvar 0x4011 0x1
releaseall
end 

#org @afterwards
= Beaten! By a child!?\nI guess I should be going\pnow! Pidgey use fly.

#org @GruntDefeated
= Now I should tell you what to do.

#org @DefeatGrunt1
m look_right end

#org @DefeatGrunt2
m look_right end
  #8810    
Old September 16th, 2013, 01:25 PM
Rezordaxx's Avatar
Rezordaxx
Asks many questions!
 
Join Date: Aug 2013
Location: The Netherlands
Age: 15
Gender: Male
Nature: Relaxed
Quote:
Originally Posted by pokefreake View Post
I fixed that and it still doesn't release.
Code:
#dyn 0x740000
#org @start
lockall
msgbox @Hey
callstd MSG_NOCLOSE
applymovement PLAYER @FirstM
pauseevent 0x1
closemsg
message @MeijiCapture //Edit
callstd MSG_NOCLOSE
pause 0x1
closemsg
addpokemon PIKACHU 0x5 LEFTOVERS 0 0 0
fanfare 0x101
waitfanfare
fadedefault
trainerbattle 0x1 0x001 0x0 @intro @defeat @continue
end 

#org @Hey
= What's going on over there?

#org @MeijiCapture
= Proffessor you're under arrest.

#org @intro
= I'll finish you!

#org @defeat
= What? Impossible!

#org @FirstM
m walk_down walk_down walk_down walk_left walk_left walk_left walk_up walk_up walk_up walk_up walk_left look_up end

#org @continue
msgbox @afterwards
callstd msg_normal
fadescreen FADEOUT_BLACK
disappear 0x3
applymovement 0x2 @DefeatGrunt1
applymovement PLAYER @DefeatGrunt2
fadescreen FADEIN_BLACK
msgbox @GruntDefeated //Edit
callstd msg_normal
fadescreen FADEOUT_BLACK
disappear 0x1
disappear 0x2
fadescreen FADEIN_BLACK
addvar 0x4011 0x1
releaseall
end 

#org @afterwards
= Beaten! By a child!?\nI guess I should be going\pnow! Pidgey use fly.

#org @GruntDefeated
= Now I should tell you what to do.

#org @DefeatGrunt1
m look_right end

#org @DefeatGrunt2
m look_right end
Try to use a dynamic after 800000 scripts often dont work that well with a dynamic below 800000.
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  #8811    
Old September 16th, 2013, 01:26 PM
GoGoJJTech's Avatar
GoGoJJTech
アルファ近く
 
Join Date: Nov 2012
Location: Earth
Age: 15
Gender: Male
Nature: Quiet
Quote:
Originally Posted by Rezordaxx View Post
Try to use a dynamic after 800000 scripts often dont work that well with a dynamic below 800000.
Free space in FR starts at 720000 so it's safe alright.
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  #8812    
Old September 16th, 2013, 01:29 PM
Rezordaxx's Avatar
Rezordaxx
Asks many questions!
 
Join Date: Aug 2013
Location: The Netherlands
Age: 15
Gender: Male
Nature: Relaxed
Quote:
Originally Posted by gogojjtech View Post
Free space in FR starts at 720000 so it's safe alright.
Oh I thought only above 800000 was safe
__________________

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  #8813    
Old September 16th, 2013, 01:30 PM
pokefreake's Avatar
pokefreake
 
Join Date: Nov 2012
Gender: Male
Quote:
Originally Posted by Rezordaxx View Post
Oh I thought only above 800000 was safe
Maybe for Emerald or Ruby it is. I only hack Fire Red so i'm not too sure.
  #8814    
Old September 16th, 2013, 01:31 PM
GoGoJJTech's Avatar
GoGoJJTech
アルファ近く
 
Join Date: Nov 2012
Location: Earth
Age: 15
Gender: Male
Nature: Quiet
Quote:
Originally Posted by Rezordaxx View Post
Oh I thought only above 800000 was safe
FR - 720000
Em - E70000
Ru - 6D0000

You guys should write this down. I may be wrong with emerald, but it DOES use FF bytes, not 00
__________________
  #8815    
Old September 16th, 2013, 05:00 PM
karatekid552's Avatar
karatekid552
What happens if I push it?....
 
Join Date: Nov 2012
Location: Do you really want to know? Really?
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Quote:
Originally Posted by gogojjtech View Post
FR - 720000
Em - E70000
Ru - 6D0000

You guys should write this down. I may be wrong with emerald, but it DOES use FF bytes, not 00
Stop worrying about this guys. Just use FSF set to search for 1000 bytes. Then it will find a good start offset. Also, for scripting, just use a #Dynamic anywhere, XSE will find room. I even once, just to see what would happen, did #Dynamic 0x000000 and managed not to break anything. It isn't a good idea, but it shows that the start offset for dynamic scripting is merely a start offset, so that nothing is compiled before it, which is useful for grouping your scripts away from image data and such. (due to laziness with NSE 2.X image insertion, all of my scripts for DC are at 0xB00000, because NSE defaults to 0x800000.)
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  #8816    
Old September 17th, 2013, 03:45 PM
HyruleShield
 
Join Date: Sep 2013
Gender: Male
Anyone know the offset (Hex) for changing the starters in Black 2?
  #8817    
Old September 17th, 2013, 07:48 PM
Kurapika's Avatar
Kurapika
Grudgebearer
 
Join Date: Feb 2013
Location: Lavendar Town - Morocco
Gender: Male
Nature: Naughty
I see Special 0x187 used sometimes before setting a pokemart, it apparently puts some result in the var 0x800D, does anyone know what does that Special do exactly?
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  #8818    
Old September 18th, 2013, 11:19 AM
GoGoJJTech's Avatar
GoGoJJTech
アルファ近く
 
Join Date: Nov 2012
Location: Earth
Age: 15
Gender: Male
Nature: Quiet
Quote:
Originally Posted by Kurapika View Post
I see Special 0x187 used sometimes before setting a pokemart, it apparently puts some result in the var 0x800D, does anyone know what does that Special do exactly?
It's an error checker of some kind, and when it returns 2, it ends. There's a thread here:
http://www.pokecommunity.com/showthread.php?t=184273
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  #8819    
Old September 18th, 2013, 06:37 PM
karatekid552's Avatar
karatekid552
What happens if I push it?....
 
Join Date: Nov 2012
Location: Do you really want to know? Really?
Gender: Male
Nature: Bold
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Quote:
Originally Posted by gogojjtech View Post
It's an error checker of some kind, and when it returns 2, it ends. There's a thread here:
http://www.pokecommunity.com/showthread.php?t=184273
Yeah, I think it is essentially a try block. I have never used it once, so don't worry about it. The chance that it will be necessary is close to never, and all it will do is prevent the script from running, which is stupid in it's own right: if there is an error to deal with at that point, then the script not running will look like an error in itself, and will only serve to confuse you more.
__________________

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  #8820    
Old September 25th, 2013, 05:47 PM
therealnovus
 
Join Date: Sep 2013
Gender: Male
I am trying to make a signpost, which should be an extremely simple script, but its not working O.o
When I press A on the sign, nothing happens.

Code:
#org 0x1658A2
msgbox 0x81658AA '"[player]'s house"
end

#org 0x1658AA
= [player]'s house
Any idea what I'm doing wrong?
  #8821    
Old September 25th, 2013, 05:55 PM
destinedjagold's Avatar
destinedjagold
Oh Hai Thar~ 'ω'
Community Supporter
 
Join Date: May 2007
Location: Philippines
Gender: Male
Nature: Careful
Quote:
Originally Posted by therealnovus View Post
I am trying to make a signpost, which should be an extremely simple script, but its not working O.o
When I press A on the sign, nothing happens.

Code:
#org 0x1658A2
msgbox 0x81658AA '"[player]'s house"
end

#org 0x1658AA
= [player]'s house
Any idea what I'm doing wrong?
Make sure your signpost tile has these values on Advance Map.
__________________
  #8822    
Old September 25th, 2013, 06:19 PM
Tavok's Avatar
Tavok
 
Join Date: Aug 2013
Gender: Male
Ok, so, I wondered if you could help me with this. It is a script I made to give the starter Pokemon to the players, but after "showpokepic", it releases the player with the pic and message still open.

I use:
Scripting and compiling: XSE
I edit:
Fire Red.

Spoiler:
#dynamic 0x800000

#org @script
lockall
compare 0x4011 0x0006
if 0x1 goto @starter
checkflag 0x01204
if 0x1 goto @onlyone
message @pokeball 0x6
releaseall
end

#org @starter
showpokepic 0x93 0xA 0x3
message @choosethis 0x5
compare 0x800D 0x1
if 0x1 goto @ok
hidepokepic
releaseall
end

#org @ok
hidepokepic
hidesprite 0x4
setflag 0x1206
message @gotpoke 0x0
fanfare 0x13E
waitfanfare
givepokemon 0x93 0x5 0x8E 0x0 0x0 0x0
setflag 0x828
msgbox @givenickname 0x5
compare 0x800D 0x1
if 0x1 goto @name
msgbox @goodchoice 0x6
applymovement 0x1 @profdown
applymovement 0xFF @gotoprof
msgbox @adventure
setflag 0x829
special 0x16F
msgbox @obtaineddex 0x0
fanfare 0x13E
waitfanfare
message @giveballs 0x0
giveitem 0x4 0x10 0x6
message @seeya 0x6
setflag 0x1204
setvar 0x4011 0x0007


Can anyone help?
  #8823    
Old September 25th, 2013, 06:40 PM
destinedjagold's Avatar
destinedjagold
Oh Hai Thar~ 'ω'
Community Supporter
 
Join Date: May 2007
Location: Philippines
Gender: Male
Nature: Careful
Quote:
Originally Posted by Tavok View Post
Ok, so, I wondered if you could help me with this. It is a script I made to give the starter Pokemon to the players, but after "showpokepic", it releases the player with the pic and message still open.

I use:
Scripting and compiling: XSE
I edit:
Fire Red.

Spoiler:
#dynamic 0x800000

#org @script
lockall
compare 0x4011 0x0006
if 0x1 goto @starter
checkflag 0x01204
if 0x1 goto @onlyone
message @pokeball 0x6
releaseall
end

#org @starter
showpokepic 0x93 0xA 0x3
message @choosethis 0x5
compare 0x800D 0x1
if 0x1 goto @ok
hidepokepic
releaseall
end

#org @ok
hidepokepic
hidesprite 0x4
setflag 0x1206
message @gotpoke 0x0
fanfare 0x13E
waitfanfare
givepokemon 0x93 0x5 0x8E 0x0 0x0 0x0
setflag 0x828
msgbox @givenickname 0x5
compare 0x800D 0x1
if 0x1 goto @name
msgbox @goodchoice 0x6
applymovement 0x1 @profdown
applymovement 0xFF @gotoprof
msgbox @adventure
setflag 0x829
special 0x16F
msgbox @obtaineddex 0x0
fanfare 0x13E
waitfanfare
message @giveballs 0x0
giveitem 0x4 0x10 0x6
message @seeya 0x6
setflag 0x1204
setvar 0x4011 0x0007


Can anyone help?
Code:
message @gotpoke 0x0
...There is no message type number zero (0)...
That is probably the one causing the problem.
__________________
  #8824    
Old September 25th, 2013, 07:05 PM
Tavok's Avatar
Tavok
 
Join Date: Aug 2013
Gender: Male
I can not believe I didn't see that... I probably left them as fillers when I was doing the "sketch". I changed them all to 0x6. That fixes the problem with the pic and text, but now it just stops after the fanfare and @gotpoke message. Any idea why? I'm sorry if I cause too much trouble :/
Oh, and also, which number plays the sound that happens when an "!" and an "'?" comes up? Thanks in advance.
  #8825    
Old September 25th, 2013, 07:35 PM
DrFuji's Avatar
DrFuji
Helfen, Wehren, Heilen
 
Join Date: Sep 2009
Location: Upside-downia
Age: 21
Gender: Male
Nature: Jolly
Quote:
Originally Posted by therealnovus View Post
I am trying to make a signpost, which should be an extremely simple script, but its not working O.o
When I press A on the sign, nothing happens.

Code:
#org 0x1658A2
msgbox 0x81658AA '"[player]'s house"
end

#org 0x1658AA
= [player]'s house
Any idea what I'm doing wrong?
You seem to be missing the message type after the pointer to the "[player]'s house" text. Since you were able to compile it at all makes me believe that you are using an outdated version of XSE (here's a link to the latest release). Try rewriting your script in that as well as adding the message type, hopefully that will work.

Quote:
Originally Posted by Tavok View Post
Oh, and also, which number plays the sound that happens when an "!" and an "'?" comes up? Thanks in advance.
That would be 'sound 0x15'. I'm not sure why your script is stopping again though.
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