Conversation Between AimayBee and Full Metal
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  1. AimayBee
    April 6th, 2010 5:29 AM
    AimayBee
    Okay thanks.
    Well, that's just too easy. ^^
  2. Full Metal
    April 5th, 2010 1:25 PM
    Full Metal
    well...lets see here
    Spoiler:

    #dyn 0x 740000
    #org @start
    lock
    checkflag 0xZZYY 'checks for this script being executed before
    compare LASTRESULT 'compare the last result
    if true jump @empty 'if it has been executed before, jump to the "@empty" label
    jump @givepoke 'otherwise, give the pokemon
    #org @empty
    message @isemptymsg
    callstd MSG_NORMAL
    release
    end
    #org @isemptymsg
    = It's empty...
    #org @givepoke
    givepokemon 0xSPECIES 0xLEVEL ITEM 0 0 0 'adds pokemon
    callstd MSG_OBTAIN 'the default obtained XXX Y's message
    setflag 0xZZYY 'ensures the script that it's been executed once before
    release 'allows for movement
    end 'Ends script

    i've not tested that yet, so i'm sure there are bugs, but that is the general idea.
    although i am curious, why not just remove the pokeball from the map after it has been called?
  3. AimayBee
    April 5th, 2010 10:20 AM
    AimayBee
    Well, using the PKSV thingy i made a give pokemon script and it works perfectly... But i can't make the pokeball leave an 'it's empty' message when you click on it again... I've tried flags and everything but i can't get it to work... Can you help?
  4. Full Metal
    April 4th, 2010 2:06 PM
    Full Metal
    shure, what ya need?
  5. AimayBee
    April 4th, 2010 12:41 AM
    AimayBee
    I don't know who to ask but could you help me with a scripting thingy? Please. x