im trying to make a trainer but if i talk to that trainer nothing is happening this is the script that i used:
can someone tell me what i did wrong
Your script is looking okay.
You might have chosen bad offsets or a wrong Trainer-ID.
Verify the Trainer-ID, and if the problem still exists, try using different offsets.
I've been trying to script lately, and I'm trying to do a completely overhaul of all non-ASM elements of the game starting from the beginning (I've already finished the title screen and Birch Intro)
I understand scripting except for 2 parts right now.
1) How do you know which setflag variables do what? I've seen them in a ton of scripts I've been looking through and I don't know what they trigger.
2) I can't find the exact location for the starting script where you get off of the truck and MOM starts talking to you. I've found the general location based on the pointer to the text and I thought it started at 0x1436D1, but when I open the location in ScriptED, it doesn't read it correctly, and when I recompile it, it changes all the 0xAE's into 0xB6's and the 0x51's into 0x28's in the hex editor. So I just assume that I'm not opening the script at the right location (I can't find the pointer to the script from that location in the ROM anyways), or mabye its something more than that?
Heres what ScriptED reads (it doesn't look right due to those weird call functions and #raw commands)
I apologize if this had already been discussed before, but I couldn't find anything directly relevant using the search function here... all I found was an inconclusive thread on Acmlm's Board using Google.
1) No one has made a list for them yet. If you're interested in finding out what they trigger, you can always create a test script activatinng them, and see what happens, of have a look at existing scripts, and try to figure out what they trigger in said script.
2) The exact offset of the "Out-of-Truck" part from the Littleroot Level script has not been found yet, as it seems to differ from regular "Map-enter" or "Warp-enter" events.
ScriptED has many problems with reading scripts.
If you're really after a specific script, you should go the Hex way.
Maybe you deleted my post before, but i am pretty sure this wasn't answered before, so i will try to explain better. I have searched multiple times this thread, putting "trainers", "trainerbattle" or things like that. I have seen many scripts, but in all of them the trainerbattle command uses an existing ID. I mean, they are actually adding a new sprite to act like a trainer, but they aren't adding a new ID for it, they are using existing IDs, so the battle will have the same pokemons as the old trainer with that ID.
In emerald the last ID for a trainer is 352, i actually made a large table with all trainers, their IDs, and their pokemons. Some of them have attacks too (like the gym leaders). I know the last id for a trainer used in emerald should be 352. I want for example to add new IDs (from 360 to 3FF for example) and add also the data of the pokes they have.
EDIT:
Another thing: i wrote a new thread in Hacks Showcase, with a fairly simple hack but i think it will be interesting to many people. I read the rules, but it didn't appear. The unique rule it didn't respect is the one about screenshots, but this is because there aren't actually any good screenshots to take, because i didn't edit any maps, sprites or another graphic, just all hexediting...
EDIT FOR THE EDIT:
The thread appeared, after 2 days...:D
What programs can change pallette colors for overworld sprites besides Paint Shop Pro? And how?
(I used the search function and only found a tutorial on PSP)
You could try repointing the whole Trainer-tables, so that you have enough room at the end to add your new Trainer.
Once you've done that, you should be able to call your new Trainer be the next ID.