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  #1426    
Old June 17th, 2009 (07:43 AM).
HackChu's Avatar
HackChu
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also dont forget,when using fadescreen commands to use hidesprite 0x800f,cuz if you do it just regular hidesprite the screen will jack up.
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  #1427    
Old June 17th, 2009 (07:43 AM).
Xatoku's Avatar
Xatoku
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Quote originally posted by HackMew:
Since there's nothing like that in the game, you should make your own routine. Welcome to the amazing world of ASM.
It's gonna be a looong Summer XD
  #1428    
Old June 17th, 2009 (08:12 AM). Edited June 17th, 2009 by ckret2.
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Edit: Fixed! Thank you, Larsie13!

I've been working on this script for a while, and no matter what I do it always messes up just a little. When I get the yes/no option, say I click on "no" when the yes/no box comes up, the rom will read off the dialogue at @nosteal like it's supposed to, then it'll go to @steal and on to @cansteal. Or if I click on "yes" and the rom reads off @steal and @cansteal, it'll then read off the data under @nosteal as well. I think I've fixed it up, but is there anything here that might cause a problem?

Spoiler:
#dynamic 0x725538
#org @start
trainerbattle 0x0 0x9E 0x0 @before @after
msgbox @wannasteal 0x5
compare 0x800D 0x1
if 0x1 goto @steal
if 0x0 goto @nosteal

#org @nosteal
msgbox @nostealthanks 0x6
fadescreen 0x1
hidesprite 0x800F
fadescreen 0x0
msgbox @runoff 0x6
setflag 0x20B
release
end

#org @steal
countpokemon
compare 0x800D 0x6
if 0x1 goto @cantsteal
if 0x0 goto @cansteal

#org @cantsteal
msgbox @toomanypoke 0x6
fadescreen 0x1
hidesprite 0x800F
fadescreen 0x0
msgbox @runoff 0x6
setflag 0x20B
release
end

#org @cansteal
fanfare 0x13E
msgbox @yousteal 0x6
waitfanfare
givepokemon 0x34 0x11 0x3 0x0 0x0 0x0
fadescreen 0x1
hidesprite 0x800F
fadescreen 0x0
msgbox @runoff 0x6
setflag 0x20B
release
end

#org @before
= [red_fr]I bent some twigs as trail\nmarkers, but I can't find them.\pCould you help me find[.]\pOh, no! You're a ROCKET?!

#org @after
= Next time, I'll look for my trail\nmarkers by myself!

#org @wannasteal
= [red_fr]I'm sorry I bothered you on your\nimportant T-TEAM ROCKET business.\lI won't do it again, I promise!\p[.] What? You[.] you want to steal\nmy MEOWTH?!

#org @yousteal
= [black_fr][PLAYER] stole MEOWTH\nfrom PICNICKER SOFIA!\p[red_fr]SOFIA: I'm so sorry, MEOWTH[.]

#org @nostealthanks
= [red_fr]SOFIA: Oh, thank goodness!\pI'll make sure the next time I\nmark a path through ROCK TUNNEL,\lI don't cross YOUR path!

#org @toomanypoke
= [black_fr]You can't steal this MEOWTH!\nYour party is full!\p[red_fr]SOFIA: Oh, thank goodness!\pI'll make sure the next time I\nmark a path through ROCK TUNNEL,\lI don't cross YOUR path!

#org @runoff
= [black_fr]SOFIA ran away in terror!


Here's how it's supposed to work: after battle, if you talk to the sprite and say "yes," to the question of if you want to steal the Pokémon the game will check to see if you have six Pokémon in your party. If you do, it'll say you have too many and you won't steal the Pokémon. If you don't, you'll get a level 17 Meowth holding a Great Ball. (Because Pickup gets weird things.) If you say "no" to the initial question, the trainer thanks you. No matter which of the three options you go with (yes but the party's full, yes and the party's not full, or no), the sprite disappears and the flag is set. I think this script should finally get it to work, but that's what I thought before I tinkered with it. Are there any visible problems with it?

By the way, is there any way to tell how many bytes a script will take up before you compile it, other than figuring out how many bytes each command is and adding it up manually?
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I got an Illumise?
Pretty awesome.
Glad I grabbed an egg I didn't recognize.
  #1429    
Old June 17th, 2009 (11:39 AM).
Larsie13
Gone
 
Join Date: Oct 2006
Location: The Netherlands
Age: 23
Nature: Modest
Quote originally posted by ckret2:
I've been working on this script for a while, and no matter what I do it always messes up just a little. When I get the yes/no option, say I click on "no" when the yes/no box comes up, the rom will read off the dialogue at @nosteal like it's supposed to, then it'll go to @steal and on to @cansteal. Or if I click on "yes" and the rom reads off @steal and @cansteal, it'll then read off the data under @nosteal as well. I think I've fixed it up, but is there anything here that might cause a problem?

Spoiler:
#dynamic 0x725538
#org @start
trainerbattle 0x0 0x9E 0x0 @before @after
msgbox @wannasteal 0x5
compare 0x800D 0x1
if 0x1 goto @steal
if 0x0 goto @nosteal

#org @nosteal
msgbox @nostealthanks 0x6
fadescreen 0x1
hidesprite 0x800F
fadescreen 0x0
msgbox @runoff 0x6
setflag 0x20B
release
end

#org @steal
countpokemon
compare 0x800D 0x6
if 0x1 goto @cantsteal
if 0x0 goto @cansteal

#org @cantsteal
msgbox @toomanypoke 0x6
fadescreen 0x1
hidesprite 0x800F
fadescreen 0x0
msgbox @runoff 0x6
setflag 0x20B
release
end

#org @cansteal
fanfare 0x13E
msgbox @yousteal 0x6
waitfanfare
givepokemon 0x34 0x11 0x3 0x0 0x0 0x0
fadescreen 0x1
hidesprite 0x800F
fadescreen 0x0
msgbox @runoff 0x6
setflag 0x20B
release
end

#org @before
= [red_fr]I bent some twigs as trail\nmarkers, but I can't find them.\pCould you help me find[.]\pOh, no! You're a ROCKET?!

#org @after
= Next time, I'll look for my trail\nmarkers by myself!

#org @wannasteal
= [red_fr]I'm sorry I bothered you on your\nimportant T-TEAM ROCKET business.\lI won't do it again, I promise!\p[.] What? You[.] you want to steal\nmy MEOWTH?!

#org @yousteal
= [black_fr][PLAYER] stole MEOWTH\nfrom PICNICKER SOFIA!\p[red_fr]SOFIA: I'm so sorry, MEOWTH[.]

#org @nostealthanks
= [red_fr]SOFIA: Oh, thank goodness!\pI'll make sure the next time I\nmark a path through ROCK TUNNEL,\lI don't cross YOUR path!

#org @toomanypoke
= [black_fr]You can't steal this MEOWTH!\nYour party is full!\p[red_fr]SOFIA: Oh, thank goodness!\pI'll make sure the next time I\nmark a path through ROCK TUNNEL,\lI don't cross YOUR path!

#org @runoff
= [black_fr]SOFIA ran away in terror!


Here's how it's supposed to work: after battle, if you talk to the sprite and say "yes," to the question of if you want to steal the Pokémon the game will check to see if you have six Pokémon in your party. If you do, it'll say you have too many and you won't steal the Pokémon. If you don't, you'll get a level 17 Meowth holding a Great Ball. (Because Pickup gets weird things.) If you say "no" to the initial question, the trainer thanks you. No matter which of the three options you go with (yes but the party's full, yes and the party's not full, or no), the sprite disappears and the flag is set. I think this script should finally get it to work, but that's what I thought before I tinkered with it. Are there any visible problems with it?

By the way, is there any way to tell how many bytes a script will take up before you compile it, other than figuring out how many bytes each command is and adding it up manually?
2 "if"s in a row don't work. Change it to this:

Spoiler:
#dynamic 0x725538
#org @start
trainerbattle 0x0 0x9E 0x0 @before @after
msgbox @wannasteal 0x5
compare 0x800D 0x1
if 0x1 goto @steal
goto @nosteal

#org @nosteal
msgbox @nostealthanks 0x6
fadescreen 0x1
hidesprite 0x800F
fadescreen 0x0
msgbox @runoff 0x6
setflag 0x20B
release
end

#org @steal
countpokemon
compare 0x800D 0x6
if 0x1 goto @cantsteal
goto @cansteal

#org @cantsteal
msgbox @toomanypoke 0x6
fadescreen 0x1
hidesprite 0x800F
fadescreen 0x0
msgbox @runoff 0x6
setflag 0x20B
release
end

#org @cansteal
fanfare 0x13E
msgbox @yousteal 0x6
waitfanfare
givepokemon 0x34 0x11 0x3 0x0 0x0 0x0
fadescreen 0x1
hidesprite 0x800F
fadescreen 0x0
msgbox @runoff 0x6
setflag 0x20B
release
end

#org @before
= [red_fr]I bent some twigs as trail\nmarkers, but I can't find them.\pCould you help me find[.]\pOh, no! You're a ROCKET?!

#org @after
= Next time, I'll look for my trail\nmarkers by myself!

#org @wannasteal
= [red_fr]I'm sorry I bothered you on your\nimportant T-TEAM ROCKET business.\lI won't do it again, I promise!\p[.] What? You[.] you want to steal\nmy MEOWTH?!

#org @yousteal
= [black_fr][PLAYER] stole MEOWTH\nfrom PICNICKER SOFIA!\p[red_fr]SOFIA: I'm so sorry, MEOWTH[.]

#org @nostealthanks
= [red_fr]SOFIA: Oh, thank goodness!\pI'll make sure the next time I\nmark a path through ROCK TUNNEL,\lI don't cross YOUR path!

#org @toomanypoke
= [black_fr]You can't steal this MEOWTH!\nYour party is full!\p[red_fr]SOFIA: Oh, thank goodness!\pI'll make sure the next time I\nmark a path through ROCK TUNNEL,\lI don't cross YOUR path!

#org @runoff
= [black_fr]SOFIA ran away in terror!

Also, you could try debugging the script (button next to the compile-button), and add all "+X" numbers, then you'll know how many bytes it will use. You will also be able to spot some errors that way. It takes a little time, but I don;t think there's an other way.
  #1430    
Old June 17th, 2009 (11:42 AM).
BlitŻ's Avatar
BlitŻ
guahh my dog is so cute
 
Join Date: Feb 2009
Location: Bay Area, Califronia.
Age: 19
Gender: Male
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I'm having a problem with a give item script. an since this is the part that is not working I'm only gonna show you the problem

I'm using XSE and this is fire red

giveitem 0x4 0x1 MSG_OBTAIN

it says here that it's a type mismatch error and I'm missing a #define, I'm using version 1.1.1 of XSE.

I looked at other guides and I'm using the exact same words as the tuts but it still won't work.

Once I replaced the msg obtain with 0x6 adn it compiled but In game it sad the previous message twice and it still didn't give me the item
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  #1431    
Old June 17th, 2009 (11:44 AM).
Larsie13
Gone
 
Join Date: Oct 2006
Location: The Netherlands
Age: 23
Nature: Modest
Quote originally posted by jebees:
I'm having a problem with a give item script. an since this is the part that is not working I'm only gonna show you the problem

I'm using XSE and this is fire red

giveitem 0x4 0x1 MSG_OBTAIN

it says here that it's a type mismatch error and I'm missing a #define, I'm using version 1.1.1 of XSE.

I looked at other guides and I'm using the exact same words as the tuts but it still won't work.

Once I replaced the msg obtain with 0x6 adn it compiled but In game it sad the previous message twice and it still didn't give me the item
Don't use 0x6; use 0x0 or 0x1 for giveitem. And for the MSG_OBTAIN not being recognized: You need XSE's "std.rbh" to be in the same folder as XSE.exe is. In other words, extract the entire archive into a folder.
  #1432    
Old June 17th, 2009 (12:11 PM).
BlitŻ's Avatar
BlitŻ
guahh my dog is so cute
 
Join Date: Feb 2009
Location: Bay Area, Califronia.
Age: 19
Gender: Male
Nature: Jolly
Quote originally posted by Larsie13:
Don't use 0x6; use 0x0 or 0x1 for giveitem. And for the MSG_OBTAIN not being recognized: You need XSE's "std.rbh" to be in the same folder as XSE.exe is. In other words, extract the entire archive into a folder.

Oh okay that makes a bit more sense.

I think this problem happened becasue before I was using XSE 1.1.0, but when I found out the new one was out I switched
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  #1433    
Old June 17th, 2009 (04:59 PM).
PlatniumPiano's Avatar
PlatniumPiano
You are now breathing manually
 
Join Date: Dec 2008
Location: Yesterday
Gender: Male
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Code:
'---------------
#org 0x6B0B1C
#raw 0x2
#raw pointer 0x86B0B22
#raw 0x0
'---------------
#org 0x6B0B22
#raw word 0x8888
#raw word 0x0
#raw pointer 0x8804256
#raw word 0x0
'---------------
#org 0x804256
setvar 0x7890 0x1
checkflag 0x800
if 0x1 goto 0x8804266
end
'---------------
#org 0x804266
setflag 0x3AE
end
This level script is still not working. When flag 800 is set, the sprite is still there. Help?
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  #1434    
Old June 17th, 2009 (05:46 PM).
HackChu's Avatar
HackChu
I need a haircut...
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Uh,you didn't setflag 800,and plus the OW has to have 0800 as ppl id.
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  #1435    
Old June 17th, 2009 (05:50 PM).
PlatniumPiano's Avatar
PlatniumPiano
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Quote originally posted by tyson:
Uh,you didn't setflag 800,and plus the OW has to have 0800 as ppl id.
I set flag 800 on map 1.3 the level script is on map 1.8, and I assigned the OW the person ID as 3AE, so I set flag 3AE only if 800 has already been set.
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  #1436    
Old June 18th, 2009 (12:36 AM).
ExitWound's Avatar
ExitWound
Boggle
 
Join Date: Aug 2007
Age: 23
I am trying to make a script where a guy is just standing there and when you get 2 spaces in front of him, he'll approach you, talk for a little while, then battle. After the battle, he will leave but I haven't gotten that far yet because I am stuck on one problem:

When the battle is over, I no longer have control over my character but control over him... I'm getting quite frustrated so could somebody please help me? Here is my script:

Spoiler:
#org $start
checkflag 0x4000
if b_true goto $nevermind
message $alert
boxset 6
applymovement 37 $approach
message $battle
boxset 6
trainerbattle 0x9 0x01D $won $won
message $after
boxset 6
setflag 0x4000
release
end

#org $approach
#raw 0x08
#raw 0x08
#raw 0xFE

#org $alert
$alert 1 = You!

#org $battle
$battle 1 = You're \v\h01 right?\p...\pBattle me!

#org $won
$won 1 = ...

#org $after
$after 1 = Damn it...\lSo the rumors were true.\pWe'll soon battle again.\lBe ready!

#org $nevermind
release
end
  #1437    
Old June 18th, 2009 (04:18 AM).
diegoisawesome's Avatar
diegoisawesome
Please understand
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Quote originally posted by ExitWound:
I am trying to make a script where a guy is just standing there and when you get 2 spaces in front of him, he'll approach you, talk for a little while, then battle. After the battle, he will leave but I haven't gotten that far yet because I am stuck on one problem:

When the battle is over, I no longer have control over my character but control over him... I'm getting quite frustrated so could somebody please help me? Here is my script:

Spoiler:
#org $start
checkflag 0x4000
if b_true goto $nevermind
message $alert
boxset 6
applymovement 37 $approach
message $battle
boxset 6
trainerbattle 0x9 0x01D $won $won
message $after
boxset 6
setflag 0x4000
release
end

#org $approach
#raw 0x08
#raw 0x08
#raw 0xFE

#org $alert
$alert 1 = You!

#org $battle
$battle 1 = You're \v\h01 right?\p...\pBattle me!

#org $won
$won 1 = ...

#org $after
$after 1 = Damn it...\lSo the rumors were true.\pWe'll soon battle again.\lBe ready!

#org $nevermind
release
end
It has nothing to do with your script. Just change the guy that you have control of from Face down to No movement in A-Map.
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  #1438    
Old June 18th, 2009 (07:42 AM).
HackMew's Avatar
HackMew
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Join Date: Jun 2006
Quote originally posted by diegoisawesome:
It has nothing to do with your script. Just change the guy that you have control of from Face down to No movement in A-Map.
Sorry but... no. Just set the Movement to 11.
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  #1439    
Old June 18th, 2009 (10:20 AM).
Quickster's Avatar
Quickster
Dream or Drop?
 
Join Date: Oct 2007
Gender: Male
Nature: Quiet
Would it be possible to make a pokemon follow you in a small house? I heard that you need a lot a scripts or level scripts but i just want it to happen in houses.
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  #1440    
Old June 18th, 2009 (10:40 AM).
HackMew's Avatar
HackMew
Mewtwo Strikes Back
 
Join Date: Jun 2006
Quote originally posted by Quickster:
Would it be possible to make a pokemon follow you in a small house? I heard that you need a lot a scripts or level scripts but i just want it to happen in houses.
Or, to put it shorter... ASM.
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  #1441    
Old June 18th, 2009 (10:48 AM).
Quickster's Avatar
Quickster
Dream or Drop?
 
Join Date: Oct 2007
Gender: Male
Nature: Quiet
Quote originally posted by HackMew:
Or, to put it shorter... ASM.
It seems ASM is the solution to a lot of thing,are there any guides?

EDIT: I fuond yours,ill look into it.

EDIT2:another question,is there a script to check happiness?
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  #1442    
Old June 18th, 2009 (11:18 AM). Edited June 18th, 2009 by ExitWound.
ExitWound's Avatar
ExitWound
Boggle
 
Join Date: Aug 2007
Age: 23
Quote originally posted by HackMew:
Sorry but... no. Just set the Movement to 11.
Acctually, it worked either way. But now, the script stops after the battle. He doesn't say, "Damn it...\lSo the rumors were true.\pWe'll soon battle again.\lBe ready!"
  #1443    
Old June 18th, 2009 (12:16 PM).
HackMew's Avatar
HackMew
Mewtwo Strikes Back
 
Join Date: Jun 2006
Quote originally posted by Quickster:
It seems ASM is the solution to a lot of thing,are there any guides?

EDIT: I fuond yours,ill look into it.

EDIT2:another question,is there a script to check happiness?
Oh, well... that's because you can do basically anything with ASM. There's a special to check happiness in the game already.


Quote originally posted by ExitWound:
Acctually, it worked either way. But now, the script stops after the battle. He doesn't say, "Damn it...\lSo the rumors were true.\pWe'll soon battle again.\lBe ready!"
Using "No movement" is not a good solution anyway. Try converting your script to XSE (see the tuts) and then compile it again using XSE instead. PokéScript is outdated so you can't expect much from it except bugs.
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  #1444    
Old June 18th, 2009 (12:20 PM).
0m3GA ARS3NAL's Avatar
0m3GA ARS3NAL
Im comin' home...
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Join Date: Jan 2008
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Here is a biggie for the ASM people out there.

Any way to change a pokemon's species without corrupting the pokemon to bad egg?
(Like, changing the checksum...)
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  #1445    
Old June 18th, 2009 (12:58 PM).
Quickster's Avatar
Quickster
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Join Date: Oct 2007
Gender: Male
Nature: Quiet
Quote originally posted by HackMew:
Oh, well... that's because you can do basically anything with ASM. There's a special to check happiness in the game already.




Using "No movement" is not a good solution anyway. Try converting your script to XSE (see the tuts) and then compile it again using XSE instead. PokéScript is outdated so you can't expect much from it except bugs.
Do you know that special?
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  #1446    
Old June 18th, 2009 (01:34 PM).
HackMew's Avatar
HackMew
Mewtwo Strikes Back
 
Join Date: Jun 2006
Quote originally posted by 0m3GA ARS3NAL:
Here is a biggie for the ASM people out there.

Any way to change a pokemon's species without corrupting the pokemon to bad egg?
(Like, changing the checksum...)
Sure thing. I even gave you an example with the only difference the exp points were changed rather than species. Basically you read the Pokémon species, you decrypt it, change it and encrypt again. Then you need to updated the checksum accordingly.


Quote originally posted by Quickster:
Do you know that special?
It's 0xE6. Decompile the Daisy's script at 0x168E46, FR US v1.0, for a working example.
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  #1447    
Old June 18th, 2009 (01:35 PM).
Quickster's Avatar
Quickster
Dream or Drop?
 
Join Date: Oct 2007
Gender: Male
Nature: Quiet
Quote originally posted by HackMew:
Sure thing. I even gave you an example with the only difference the exp points were changed rather than species. Basically you read the Pokémon species, you decrypt it, change it and encrypt again. Then you need to updated the checksum accordingly.




It's 0xE6. Decompile the Daisy's script at 0x168E46, FR US v1.0, for a working example.
Okay,thank you very much.
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But sometimes I want to come back to it...

  #1448    
Old June 18th, 2009 (02:52 PM). Edited June 18th, 2009 by ExitWound.
ExitWound's Avatar
ExitWound
Boggle
 
Join Date: Aug 2007
Age: 23
Quote originally posted by HackMew:
Using "No movement" is not a good solution anyway. Try converting your script to XSE (see the tuts) and then compile it again using XSE instead. PokéScript is outdated so you can't expect much from it except bugs.
Well.... I couldn't find any tutorials on it but is this right?
Spoiler:
#dynamic 0x8004AA

#org @start
checkflag 0x4000
if b_true goto @nevermind
message @alert
boxset 6
applymovement 37 @approach
message @battle
boxset 6
trainerbattle 0x9 0x0 0x01D @won @won
applymovement 37 @leave
message @after
boxset 6
setflag 0x4000
release
end

#org @approach
#raw 0x08
#raw 0x08
#raw 0x08
#raw 0x08
#raw 0x08
#raw 0xFE

#org @leave
#raw 0x0B
#raw 0x08
#raw 0x08
#raw 0x08
#raw 0x08
#raw 0x08
#raw 0x08
#raw 0x54
#raw 0xFE

#org @alert
= You!

#org @battle
= You're \v\h01 right?\p...\pBattle me!

#org @won
= ...

#org @after
= Damn it...\lSo the rumors were true.\pWe'll soon battle again.\lBe ready!

#org @nevermind
release
end
  #1449    
Old June 18th, 2009 (03:26 PM).
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Samike360
Lover of May
 
Join Date: Mar 2009
Location: ATL
Gender:
Nature: Bold
^One immediate thing I see is that you need waitmovement 0x0 after the applymovements.

EDIT: And it's 0x37. Also, there should be the type of msgbox command after the msgbox (try putting 0x6)
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  #1450    
Old June 18th, 2009 (03:40 PM). Edited June 18th, 2009 by ExitWound.
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ExitWound
Boggle
 
Join Date: Aug 2007
Age: 23
Quote originally posted by Samike360:
^One immediate thing I see is that you need waitmovement 0x0 after the applymovements.

EDIT: And it's 0x37. Also, there should be the type of msgbox command after the msgbox (try putting 0x6)
Apparently, my XSE has down syndrome. When I add in the waitmovement 0x0, this is what happens:

Spoiler:
#org 0x8004AA
checkflag 0x4000
if 0x1 goto 0x88004FB
msgbox 0x88004FD '"You!"
callstd 0x6
applymovement 0x25 0x88004EC
waitmovement 0x0
msgbox 0x8800502 '"You're [player] right?\p...\pBattle..."
callstd 0x6
trainerbattle 0x9 0x1D 0x0 0x8800522 0x8800522
applymovement 0x25 0x88004F2
waitmovement 0x0
msgbox 0x8800526 '"Damn it...\lSo the rumors were true..."
callstd 0x8
jumpstd 0x8
jumpstd 0x8
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