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  #8951    
Old November 2nd, 2013 (07:05 AM).
Aruaruu Aruaruu is offline
 
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Quote originally posted by ~Pokedude~:
You must have a complete new offset for the script.
Because 2 scripts overwrote each other, this abnormal thing has outputted.
I am not really sure what you mean.
I forgot to put the msgbox there I just realized. Will report back if it fixes it or more problems.
  #8952    
Old November 2nd, 2013 (07:12 AM).
~Pokedude~ ~Pokedude~ is offline
 
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You put msgbox there afterwards, and you forgot to repoint the script, so everything is messed up now.
  #8953    
Old November 2nd, 2013 (08:25 AM). Edited November 3rd, 2013 by Aruaruu.
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Quote originally posted by ~Pokedude~:
You put msgbox there afterwards, and you forgot to repoint the script, so everything is messed up now.
It appears that I have it working. Both the when fighting the e4 for the first time and on the rematch.
Also think I understood that. Thanks.
  #8954    
Old November 2nd, 2013 (12:20 PM).
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what is the command to make the player follow a move script?
like applymovement 0x.. @move

I used 0xFE and it doesnt work i am using XSE
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  #8955    
Old November 2nd, 2013 (12:21 PM).
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Quote originally posted by Rezordaxx:
what is the command to make the player follow a move script?
like applymovement 0x.. @move

I used 0xFE and it doesnt work i am using XSE
0xFF is the player. 0xFE is the camera. But you need specials for the camera to move.
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  #8956    
Old November 2nd, 2013 (02:33 PM).
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Quote originally posted by gogojjtech:
0xFF is the player. 0xFE is the camera. But you need specials for the camera to move.
0x7E (or maybe 0x7F) is the camera. It isn't 0xFE. Just FYI.
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  #8957    
Old November 3rd, 2013 (01:27 AM).
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This may be slightly noobish and i have gone through it 100 times atleast but it doesn't seem to be doing what i want.
[SPOILER]#dynamic 0x740000

#org @start
checkflag 0x6080
if 0x1 goto @done1
clearflag 0x6089
applymovement 0xFF @move1
pause 0x30
msgbox @1 0x5
compare LASTRESULT 0x1
if 0x1 goto @take
msgbox @2 0x6
applymovement 0xFF @move
pause 0x30
release
end

#org @take
checkflag 0x6089
if 0x1 goto @done
msgbox @2 0x6
applymovement 0xFF @move
pause 0x30
release
end

#org @done
msgbox @3 0x6
setflag 0x6080
release
end

#org @done1
release
end

#org @move
#raw 0x11
#raw 0xFE

#org @move1
#raw 0x02
#raw 0xFE

#org @1
= Do you have a ticket?

#org @2
= You do not have the\nticket.\pReturn when you obtain the\nticket.

#org @3
= You do have the ticket\nyou may go through.[\SPOILER]
Where it says (#org @take
checkflag 0x6089
if 0x0 goto @done) It does not go to the correct place even if i clear flag set flag.

All i want it to do is if you have the ticket it lets you proceed if you don't but you still click yes it goes to the you dont have the ticket message but that part doesnt work properly any help?
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  #8958    
Old November 3rd, 2013 (01:43 AM).
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You clear the flag 0x6089 (I dunno why you want to mess up the variable-area..)
at the beginning of the script, which makes no sense, cause if you have the ticket, the flag is still cleared and you cant proceed. Then, always use "waitmovement 0x0" after an applymovement. It saves you 1 byte and is much more accurate.

Do you use a green S-field with this script?
Then I recommend you using a variable such as "setvar 0x4080 0x1". In AdvanceMap
put at "flag" 4080 then. As I metioned above, dont use flags above 0xFFF..
Well that's everything I found wrong in the script..
This would be my correction:

Code:
#dynamic 0x740000

#org @start
checkflag 0x200
if 0x0 call @done1
applymovement 0xFF @move1
waitmovement 0x0
msgbox @1 0x5
compare LASTRESULT 0x1
if 0x1 goto @take
msgbox @2 0x6
applymovement 0xFF @move
waitmovement 0x0
release
end

#org @take
checkflag 0x201
if 0x1 goto @done
msgbox @2 0x6
applymovement 0xFF @move
waitmovement 0x0
release
end

#org @done
setvar 0x4090 0x1
msgbox @3 0x6
setflag 0x200
release
end

#org @done1
clearflag 0x201
return

#org @move
#raw 0x10
#raw 0xFE

#org @move1
#raw 0x02
#raw 0xFE

#org @1
= Do you have a ticket?

#org @2
= You do not have the\nticket.\pReturn when you obtain the\nticket.

#org @3
= You do have the ticket\nyou may go through.
Just don't forget to put the var 4090 into AdvanceMap!
  #8959    
Old November 3rd, 2013 (03:36 PM).
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mhh anyone can explain me a Follow here Script?
pls °O°
  #8960    
Old November 3rd, 2013 (08:39 PM).
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Quote originally posted by KuroSeka:
mhh anyone can explain me a Follow here Script?
pls °O°
You have the person that's following be one step behind the person that's being followed. Essentially, you're gonna have them have the same movements but the follower will be one movement behind the followee.
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  #8961    
Old November 3rd, 2013 (09:56 PM).
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Its possible with a little ASM snippet, which compares your button imput and lets a virtual sprite (or a real sprite which you have placed in the map) move.
This is easy, but map switch, warps, etc are a huge problem.
  #8962    
Old November 4th, 2013 (06:24 AM).
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Does anyone know if I need a call or something else to go to a custom script/asm in a GBC rom? I need to go from a specific ROM bank location to a custom one, meaning to go from RO14 to RO1E or RO1F...
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  #8963    
Old November 4th, 2013 (12:19 PM). Edited November 4th, 2013 by miksy91.
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Quote originally posted by Airikita:
Does anyone know if I need a call or something else to go to a custom script/asm in a GBC rom? I need to go from a specific ROM bank location to a custom one, meaning to go from RO14 to RO1E or RO1F...
See what they say here in Pandocs --> Memory Bank Controllers under "MBC3".

Code:
2000-3FFF - ROM Bank Number (Write Only)
 
Same as for MBC1, except that the whole 7 bits of the RAM Bank Number are written directly to this address. As for the MBC1, writing a value of 00h, will select Bank 01h instead. All other values 01-7Fh select the corresponding ROM Banks.
To make more sense, what this small text string here says is that by writing a value to somewhere in ram between addresses $2000 and $3FFF, the rom bank that is currently accessable from addresses $4000-$7FFF is changed.
(Writing 00 won't "work" since rom bank 0 has to be always accessable right here between $0000-$3FFF.)

This is how you can change rom banks in all of its simplicity. However, it's safe to say that we would run into problems if all we could do would be jumping from rom bank into another without being able to call anything from another rom bank. In Gold and Silver, "RST 8" is made to function as a "3-byte call" from current address to rom address determined by a and hl (a = rom bank, hl = address).

Code:
ld a, (rom bank)
ld hl, (address)
RST 8
....
---------
00:0008
jp 2E27
---------
00:2E27 // whole functionality
1) Stores the current rom bank onto stack
2) Calls RST 10 to switch the rom bank
3) Call 2E48 calls "jp hl" which now jumps to the address determined before RST 8 (a:hl). When that routine ends with "ret", we return here after this call 2E48.
4) Value of bc is stored in CFE0-CFE1.
5) Original rom bank (and the value of f register) is popped into bc.
6) Call RST 10 returns the original rom bank.
7) Original value of bc is taken back from CFE0-CFE1.
8) Routine ends and we go back executing code at the original routine (after RST 8).
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  #8964    
Old November 5th, 2013 (07:11 PM).
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Alright so I am writing a script where when you talk to this man, him and his abra will teleport you across the lake. When he does, you him and his abra will appear on the otherside and you can talk to him again and get teleported again.

I have it set up so there are two old man (one is always hidden with a flag) and there is always an abra beside the old man (there are two but one is always hidden by a flag).

This is what ACTUALLY happens when I talk to the old man. I get teleported across, but the old man I just talked to doesn't disapear while the abra does. When I try to talk to the other old man, he just stops after he tells abra to teleport.

this is the code

Spoiler:
#dynamic 0x800000

#org @main
lock
faceplayer
textcolor 0x0
msgbox @talk2 MSG_YESNO
compare LASTRESULT 0x1
if 0x1 goto @main3
msgbox @talk3 MSG_NORMAL
release
end

#org @main3
msgbox @talk4 MSG_NORMAL
checkflag 0x3C
if 0x1 goto @main4A
checkflag 0x36
if 0x1 goto @main4B
release
end

#org @main4A
applymovement 0x8 0x880175F
waitmovement 0x0
msgbox @talk5 MSG_NORMAL
fadescreen 0x1
clearflag 0x3C
clearflag 0x4B
setflag 0x36
setflag 0x37
hidesprite 0x8
hidesprite 0xB
showsprite 0x9
showsprite 0xA
warp 0x3 0x20 0xFF 0x18 0x1E
applymovement MOVE_PLAYER 0x8800EE1
waitmovement 0x0
fadescreen 0x0
goto @main5

#org @main4B
applymovement 0x9 0x8800EDB
waitmovement 0x0
msgbox @talk5 MSG_NORMAL
fadescreen 0x1
clearflag 0x36
clearflag 0x67
setflag 0x3C
setflag 0x4B
hidesprite 0x9
hidesprite 0xA
showsprite 0x8
showsprite 0xB
warp 0x3 0x20 0xFF 0x1E 0x06
applymovement MOVE_PLAYER 0x8800EDB
waitmovement 0x0
fadescreen 0x0
goto @main5

#org @main5
msgbox @talk6 MSG_NORMAL
release
end

#org @talk2
= Hello there!\nMe and my ABRA teleport people\lacross the water.\pWould you like us to teleport you\nto the other side?

#org @talk3
= Alright well I will always be here\nso if you change your mind let\lme know!

#org @talk4
= Alright hold on!\nABRA use teleport!

#org @talk5
= ABRA: Abrraaaa!

#org @talk6
= There you go young one!\pIf you want to go back, ask me\nand I will be more than willing\lto teleport you back!


Anyone know what's wrong with my script? Please let me know!
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  #8965    
Old November 7th, 2013 (11:54 AM).
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Emerald:
Person Event:
PKSV-UI:
Spoiler:
#org 0x86B475C
checkflag 0x201
if B_True goto $GotBall
checkitem 0x2
compare LASTRESULT 10
if B_<< goto $NoUltra
message $WantBall
$WantBall 1 = Oh, You have ten Ultra Balls.\pIf you want i can trade you a MasterBall \lfor ten of your UltraBalls...\pWhat do you say?
boxset 5
compare LASTRESULT 10
if B_FALSE goto $DontGet
giveitem 0x1 1
removeitem 0x2 10
Release
end

#ORG $GotBall
Lock
Faceplayer
message $Likeballs
$Likeballs 1 = Smart Choice!
boxset 6
release
end

#ORG $NoUltra
Lock
Faceplayer
message $ugotnoballs
$ugotnoballs 1 = Oh, you... dont have ten Ultra Balls!?\lCome back when you get ten!!/p and ill give ya something good!!
boxset 6
release
end

#ORG $DontGet
Lock
Faceplayer
message $badchoice
$badchoice 1 = its your loss!!\nI guess ill be keeping these for myself.
boxset 6
release
end


Did i do that correctly??




i used a modifyed sample of a script that i got from a thread on pokecommunity i tryed to compile it but even the sample script wouldnt compile kept saying "Unknown value in IF (Value must be integer)" so i was wondering is there a way to fix this script also idk if im doing this right with the modified script i want to be able to trade 10 ultra balls for a masterball

but i also want to be able to repeat the event
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  #8966    
Old November 7th, 2013 (12:09 PM).
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Quote originally posted by JordanB500:
Emerald:
Person Event:
PKSV-UI:
Spoiler:
#org 0x86B475C
checkflag 0x201
if B_True goto $GotBall
checkitem 0x2
compare LASTRESULT 10
if B_<< goto $NoUltra
message $WantBall
$WantBall 1 = Oh, You have ten Ultra Balls.\pIf you want i can trade you a MasterBall \lfor ten of your UltraBalls...\pWhat do you say?
boxset 5
compare LASTRESULT 10
if B_FALSE goto $DontGet
giveitem 0x1 1
removeitem 0x2 10
Release
end

#ORG $GotBall
Lock
Faceplayer
message $Likeballs
$Likeballs 1 = Smart Choice!
boxset 6
release
end

#ORG $NoUltra
Lock
Faceplayer
message $ugotnoballs
$ugotnoballs 1 = Oh, you... dont have ten Ultra Balls!?\lCome back when you get ten!!/p and ill give ya something good!!
boxset 6
release
end

#ORG $DontGet
Lock
Faceplayer
message $badchoice
$badchoice 1 = its your loss!!\nI guess ill be keeping these for myself.
boxset 6
release
end


Did i do that correctly??




i used a modifyed sample of a script that i got from a thread on pokecommunity i tryed to compile it but even the sample script wouldnt compile kept saying "Unknown value in IF (Value must be integer)" so i was wondering is there a way to fix this script also idk if im doing this right with the modified script i want to be able to trade 10 ultra balls for a masterball

but i also want to be able to repeat the event
Remove

checkflag 0x201
if B_True goto $Gotball
if you want to repeat it

Does it give you a line at the error like @line 22 or something?

I recommend XSE instead of pokescript xse is much easy'r to work with,
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  #8967    
Old November 7th, 2013 (12:14 PM).
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Teh Blazer Teh Blazer is offline
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Quote originally posted by Rezordaxx:
Remove

checkflag 0x201
if B_True goto $Gotball
if you want to repeat it

Does it give you a line at the error like @line 22 or something?

I recommend XSE instead of pokescript xse is much easy'r to work with,
In addition to that, you're also forgetting a dynamic.
(If pksv doesn't use dynamics, then please ignore me completely)
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  #8968    
Old November 7th, 2013 (12:44 PM). Edited November 7th, 2013 by JordanB500.
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Initialized.
#ORG
-> 0x86B475C
CHECKITEM
-> 0x2
Unknown value in CHECKITEM (Value must be integer)

btw tried usin xse and it crashed
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  #8969    
Old November 7th, 2013 (02:02 PM).
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Quote originally posted by JordanB500:
Initialized.
#ORG
-> 0x86B475C
CHECKITEM
-> 0x2
Unknown value in CHECKITEM (Value must be integer)

btw tried usin xse and it crashed
Try downloading Unofficial XSE, also the script works completely different in XSE.
If you are gonna use XSE then you must take XSE tutorial.
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  #8970    
Old November 7th, 2013 (02:04 PM).
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Quote originally posted by JordanB500:
Initialized.
#ORG
-> 0x86B475C
CHECKITEM
-> 0x2
Unknown value in CHECKITEM (Value must be integer)

btw tried usin xse and it crashed
If u say it crashed we cant help you tell us the error message of the crash mine crashed before too bit now it works fine

The value must always come right after the command so CHEKITEM 0x2
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  #8971    
Old November 7th, 2013 (02:23 PM). Edited November 7th, 2013 by JordanB500.
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]i did it just says it that way in the log and the error is
run-rime error 9
Subscript out of range

also where do i get the unofficial version?



sorry still new to adding screenshots to the posts
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  #8972    
Old November 7th, 2013 (10:54 PM).
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Quote originally posted by JordanB500:
]i did it just says it that way in the log and the error is
run-rime error 9
Subscript out of range

also where do i get the unofficial version?



sorry still new to adding screenshots to the posts
http://youtu.be/EQFv9DsvWMI
Maybe this wil help you with your error
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  #8973    
Old November 8th, 2013 (07:15 AM). Edited November 8th, 2013 by JordanB500.
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ty one more question is there a way to change the script for the opening sequence with prof birch? or use different music for that part? i know i couldnt find that in am

Edit: just changed the script again now it says
Spoiler:
#org 0x86B475C
checkitem 0x2 10
if B_<< goto $NoUltra
message $WantBalls
$WantBalls = Oh, You have ten Ultra Balls.\pIf you want i can trade you a MasterBall \lfor ten of your UltraBalls...\pWhat do you say?
boxset 5
compare LASTRESULT 10
if B_FALSE goto $DontGet
giveitem 0x1 1
removeitem 0x2 10
Release
end

#ORG $NoUltra
Lock
Faceplayer
message $NoBalls
$NoBalls 1 = Oh, you... dont have ten Ultra Balls!?\lCome back when you get ten!!/p and ill give ya something good!!
boxset 6
release
end

#ORG $DontGet
Lock
Faceplayer
message $Badchoice
$Badchoice 1 = its your loss!!
boxset 6
release
end


and in xse it says too many parameters on line 4 the correct number is 2

so still gettin nowhere
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  #8974    
Old November 8th, 2013 (12:20 PM).
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Quote originally posted by JordanB500:
ty one more question is there a way to change the script for the opening sequence with prof birch? or use different music for that part? i know i couldnt find that in am

Edit: just changed the script again now it says
Spoiler:
#org 0x86B475C
checkitem 0x2 10
if B_<< goto $NoUltra
message $WantBalls
$WantBalls = Oh, You have ten Ultra Balls.\pIf you want i can trade you a MasterBall \lfor ten of your UltraBalls...\pWhat do you say?
boxset 5
compare LASTRESULT 10
if B_FALSE goto $DontGet
giveitem 0x1 1
removeitem 0x2 10
Release
end

#ORG $NoUltra
Lock
Faceplayer
message $NoBalls
$NoBalls 1 = Oh, you... dont have ten Ultra Balls!?\lCome back when you get ten!!/p and ill give ya something good!!
boxset 6
release
end

#ORG $DontGet
Lock
Faceplayer
message $Badchoice
$Badchoice 1 = its your loss!!
boxset 6
release
end


and in xse it says too many parameters on line 4 the correct number is 2

so still gettin nowhere
The intro is not a script. It's ASM with text. You can find the offsets with a-text but I advise not using it to repoint
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  #8975    
Old November 8th, 2013 (01:57 PM). Edited November 8th, 2013 by awipe1.
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Alright so I am writing a script where when you talk to this man, him and his abra will teleport you across the lake. When he does, you him and his abra will appear on the otherside and you can talk to him again and get teleported again.

I have it set up so there are two old man (one is always hidden with a flag) and there is always an abra beside the old man (there are two but one is always hidden by a flag).

This is what ACTUALLY happens when I talk to the old man. I get teleported across, but the old man I just talked to doesn't disapear while the abra does. When I try to talk to the other old man, he just stops after he tells abra to teleport.

this is the code

Spoiler:
#dynamic 0x800000

#org @main
lock
faceplayer
textcolor 0x0
msgbox @talk2 MSG_YESNO
compare LASTRESULT 0x1
if 0x1 goto @main3
msgbox @talk3 MSG_NORMAL
release
end

#org @main3
msgbox @talk4 MSG_NORMAL
checkflag 0x3C
if 0x1 goto @main4A
checkflag 0x36
if 0x1 goto @main4B
release
end

#org @main4A
applymovement 0x8 0x880175F
waitmovement 0x0
msgbox @talk5 MSG_NORMAL
fadescreen 0x1
clearflag 0x3C
clearflag 0x4B
setflag 0x36
setflag 0x37
hidesprite 0x8
hidesprite 0xB
showsprite 0x9
showsprite 0xA
warp 0x3 0x20 0xFF 0x18 0x1E
applymovement MOVE_PLAYER 0x8800EE1
waitmovement 0x0
fadescreen 0x0
goto @main5

#org @main4B
applymovement 0x9 0x8800EDB
waitmovement 0x0
msgbox @talk5 MSG_NORMAL
fadescreen 0x1
clearflag 0x36
clearflag 0x67
setflag 0x3C
setflag 0x4B
hidesprite 0x9
hidesprite 0xA
showsprite 0x8
showsprite 0xB
warp 0x3 0x20 0xFF 0x1E 0x06
applymovement MOVE_PLAYER 0x8800EDB
waitmovement 0x0
fadescreen 0x0
goto @main5

#org @main5
msgbox @talk6 MSG_NORMAL
release
end

#org @talk2
= Hello there!\nMe and my ABRA teleport people\lacross the water.\pWould you like us to teleport you\nto the other side?

#org @talk3
= Alright well I will always be here\nso if you change your mind let\lme know!

#org @talk4
= Alright hold on!\nABRA use teleport!

#org @talk5
= ABRA: Abrraaaa!

#org @talk6
= There you go young one!\pIf you want to go back, ask me\nand I will be more than willing\lto teleport you back!
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