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-   -   [Archive] Script help thread (https://www.pokecommunity.com/showthread.php?t=120081)

Shadows September 2nd, 2008 2:22 PM

Quote:

Originally Posted by dshayabusa (Post 3902376)
Quote:

Originally Posted by T
In Pallet, if you try to leave without a pokemon, this script activates:
Spoiler:
'-----------------------
#org 0x1655ED
lockall
setvar 0x4001 0x0
goto 0x8165605
end

'-----------------------
#org 0x165605
setvar 0x8004 0x0
setvar 0x8005 0x2
special 0x174
textcolor 0x0
pause 0x1E
playsong 0x12E 0x0
msgbox2 0x817D72C '"OAK: Hey! Wait!\nDon't go out!"
waitmsgbox
pause 0x55
closeonkeypress
applymovement MOVE_PLAYER 0x81A75ED
waitmovement 0x0
sound 0x15
applymovement MOVE_PLAYER 0x81A75DB
waitmovement 0x0
pause 0x1E
showsprite 0x3
compare 0x4001 0x0
if 0x1 call 0x81656B8
compare 0x4001 0x1
if 0x1 call 0x81656C3
pause 0x1E
msgbox 0x817D74A '"OAK: It's unsafe!\nWild POKéMON liv..."
callstd 0x4
closeonkeypress
pause 0x1E
compare 0x4001 0x0
if 0x1 call 0x81656CE
compare 0x4001 0x1
if 0x1 call 0x81656E0
setdooropened 0x10 0xD
doorchange
applymovement 0x3 0x816572E
applymovement MOVE_PLAYER 0x8165758
waitmovement 0x0
setdoorclosed 0x10 0xD
doorchange
setvar 0x4055 0x1
clearflag 0x2B
setvar 0x4050 0x1
setflag 0x2C
setflag 0x4001
warp 0x4 0x3 0xFF 0x6 0xC
waitstate
releaseall
end

'-----------------------
#org 0x1656B8
applymovement 0x3 0x81656F2
waitmovement 0x0
return

'-----------------------
#org 0x1656C3
applymovement 0x3 0x81656FB
waitmovement 0x0
return

'-----------------------
#org 0x1656CE
applymovement 0x3 0x8165705
applymovement MOVE_PLAYER 0x8165731
waitmovement 0x0
return

'-----------------------
#org 0x1656E0
applymovement 0x3 0x8165719
applymovement MOVE_PLAYER 0x8165744
waitmovement 0x0
return


'-----------
' Movements
'-----------
#org 0x1A75ED
#raw 2D 'Face Down (Delayed)
#raw FE 'End of Movements

#org 0x1A75DB
#raw 62 'Exclamation Mark (!)
#raw FE 'End of Movements

#org 0x16572E
#raw 11 'Step Up (Normal)
#raw 60 'Hide
#raw FE 'End of Movements

#org 0x165758
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 60 'Hide
#raw FE 'End of Movements

#org 0x1656F2
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw FE 'End of Movements

#org 0x1656FB
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw FE 'End of Movements

#org 0x165705
#raw 10 'Step Down (Normal)
#raw 12 'Step Left (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 2E 'Face Up (Delayed)
#raw FE 'End of Movements

#org 0x165731
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 12 'Step Left (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw FE 'End of Movements

#org 0x165719
#raw 10 'Step Down (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 2E 'Face Up (Delayed)
#raw FE 'End of Movements

#org 0x165744
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw FE 'End of Movements


'---------
' Strings
'---------
#org 0x17D72C
= OAK: Hey! Wait!\nDon't go out!

#org 0x17D74A
= OAK: It's unsafe!\nWild POKéMON live in tall grass!\pYou need your own POKéMON for\nyour protection.\pI know!\nHere, come with me!

but, I'm trying to make oak capture a pokemon, so where do I put this without harming the original script?
Spoiler:
closeonkeypress
special 0x187
compare LASTRESULT 0x2
if 0x1 goto 0x81A7AE0
special 0x188
special 0x9D
waitstate

Try what I've done. Unless you want to delete some of the existing script there is no other way to add what you want to the script without changing it.

Then what should I replace?
no matter where I put it it alwats pauses the movement/removes the warp...

emosillyputty September 2nd, 2008 5:51 PM

Hi, I want to make an event happen when you step on a certain tile, and I put the following script on the S tile on advance map.

#org $start
checkflag 0x828
if b_true goto $move
applymovement 0xFF $move
pausemove 0
applymovement 0x00 $move2
release
end

#org $done
release
end

#org $move
#raw 0x62 0xFE

#org $move2
#raw 0x1D 0x1D 0x4F 0x1D 0x1D 0x1D 0x1D 0x1D 0x1D 0x1D 0x1D 0x60 0xFE



BUT when I step on the tile an exclamation mark appears above the player's head and then nothing else happens, this is at the start of the game when you have no pokemon yet. Do I have to put a certain script on the person i want to move or is it a problem with the script I made? ANY help whatsoever would be much appreciated.
Thanks in advance,

Emosillyputty

destinedjagold September 2nd, 2008 6:05 PM

Code:

#org $start
checkflag 0x828
if b_true goto $done
applymovement 0xFF $move
pausemove 0
applymovement 0x00 $move2
pausemove 0
release
end

#org $done
release
end

#org $move
#raw 0x62 0xFE

#org $move2
#raw 0x1D 0x1D 0x4F 0x1D
#raw 0x1D 0x1D 0x1D 0x1D
#raw 0x1D 0x1D 0x1D 0x60
#raw 0xFE


what you lack is in red.
what you went wrong is in blue.
also, I think it is also because you used too many movements in the raw command. :\
I am no expert in raws but you can also do it like this...

Code:

#org $move2
$move2 1 ; #binary 0x1D 0x1D 0x4F 0x1D 0x1D 0x1D 0x1D 0x1D 0x1D 0x1D 0x1D 0x60 0xFE



Grinner September 2nd, 2008 6:05 PM

Could someone advise me on a small ruby scripting question?

I have been setting up a scean in a trial hack where your pokemon are stolen half way through the game (disabeling the Pokemon menu ext.) and have set up so that you can be given a pokemon from another trainer, however i was hopeing to find a way to remove the pokemon at the end of the scean. So far i have been unable to find any commands to do this and as its not done in the games i dont know if its even possable.

If its not possable then could anyone recomend some alternitives? possably a give pokemon, then trade at the end (btw i have not found any tutorials for pokemon trade scripts so an example would be very usefull)? although i think it would be a bit obvious. If anyone has a solution it would be helpfull in XSE but if not i can adapt.

Thanks for your time

emosillyputty September 2nd, 2008 6:32 PM

I used your new script and it still didnt work, not that I'm not grateful, I'm very happy that you gave me some of your time, but, the problem is still the same. Oh, and I just found out, some people I deleted are still there and wont reply, and one tile, if I step on it, the game freezes. Thanks again and I hope to get another answer.

Emosillyputty

destinedjagold September 2nd, 2008 6:40 PM

Quote:

Originally Posted by emosillyputty (Post 3905201)
I used your new script and it still didnt work, not that I'm not grateful, I'm very happy that you gave me some of your time, but, the problem is still the same. Oh, and I just found out, some people I deleted are still there and wont reply, and one tile, if I step on it, the game freezes. Thanks again and I hope to get another answer.

Emosillyputty

by the way...
your script states that you will move the person with an event number of 0...?

maybe you went wrong and confused yourself with no and the person event number... :\

Thrace September 2nd, 2008 8:33 PM

Quote:

Originally Posted by T (Post 3904446)
Then what should I replace?
no matter where I put it it alwats pauses the movement/removes the warp...

Well it depends what you want to happen...
Obviously you don't want him leading you back to the lab etc.

Try making a new script and using the one you decompiled as a base. It'll avoid many problems that you would face when trying to replace or add stuff to the script.

Semblance September 2nd, 2008 8:39 PM

Quote:

Originally Posted by Grinner (Post 3905161)
Could someone advise me on a small ruby scripting question?

I have been setting up a scean in a trial hack where your pokemon are stolen half way through the game (disabeling the Pokemon menu ext.) and have set up so that you can be given a pokemon from another trainer, however i was hopeing to find a way to remove the pokemon at the end of the scean. So far i have been unable to find any commands to do this and as its not done in the games i dont know if its even possable.

If its not possable then could anyone recomend some alternitives? possably a give pokemon, then trade at the end (btw i have not found any tutorials for pokemon trade scripts so an example would be very usefull)? although i think it would be a bit obvious. If anyone has a solution it would be helpfull in XSE but if not i can adapt.

Thanks for your time

Just add a clearflag 0x828

Ninja Caterpie September 2nd, 2008 10:30 PM

No, clearflag would disable the Pokemon menu but when it reappears, you should still have your Pokemon. Right?

Grinner September 3rd, 2008 1:09 AM

Quote:

Originally Posted by Dark Lakitu (Post 3905601)
No, clearflag would disable the Pokemon menu but when it reappears, you should still have your Pokemon. Right?

exactly, just like if you give a pokemon before its enabled, it just dosent show the menu although that would work, in a battle you could just swap to another pokemon and theres no problem. I was looking for some way to stop this and make it a suvival type game where your pokemon needs to last a few trainers untill you recover your pokemon.

Hedgehogger September 3rd, 2008 12:43 PM

Lawd...Haven't been on this site in months...incase anyone had been wondering, I never gave up on my hack, just a lot of unforseen occurences came up and halted progress for some time. Before I attempt to revive it, I need help with a fairly large script, involving a move used outside of battle:

Spoiler:
#org 0x803199
special 0x187
compare LASTRESULT 0x2
if 0x1 jump 0x1A7AE0
jingle
#Raw 0x7C
#Raw 0x9D
nop
compare LASTRESULT 0x6
if 0x1 jump 0x804100
#raw 0x9D
nop
killscript
#raw 0x80
message 0x804900
boxset 0x5
if 0x1 jump 0x1BE09A
message 0x1BDFD7
callstd 0x4
#raw 0x68
#raw 0x9C
special 0x2700
end

#org 0x1A7AE0
release
end

#org 0x1BE09A
#raw 0x68
#raw 0x6B
end

#org 0x1BDFD7
= \v\h02 used \v\h03!

#org 0x804900
= It's a flatter wall in the rock[.]\nIt looks possible to climb.

#org 0x803900
= It's a flatter wall in the rock[.]\nIt looks possible to climb. Use ROCK SLIDE?


Now I'm guessing what's messing up the script when I compile it is the "804100" and "804900" offsets...Could be, but I could be wrong. Any help would be greatly appreciated.

Shadows September 3rd, 2008 4:02 PM

In this script I'm trying to make Jessie and James Dissapear...
hidesprite has never worked for me :(
I need those sprites to disapear after the battle, if you talk to them again...
Spoiler:
#dynamic 0x71CA48

#ORG @Main
lock
faceplayer
checkflag 0x200
if 0x1 goto @hide
trainerbattle 0x1 0x1 0x1 @begin @end
setflag 0x200
release
end


#ORG @hide
message @go
fadescreen 0x0
hidesprite 0x12
hidesprite 0x11
release
end

#org @begin
= JESSIE&JAMES:Hand over those Fossils!

#org @end
= JESSIE&JAMES:Team Rocket Blasts off again!

#ORG @go
= JESSIE:Take your stupid fossil\n...\pLets Go James!

Thrace September 3rd, 2008 10:50 PM

Quote:

Originally Posted by Hedgehogger (Post 3906726)
Lawd...Haven't been on this site in months...incase anyone had been wondering, I never gave up on my hack, just a lot of unforseen occurences came up and halted progress for some time. Before I attempt to revive it, I need help with a fairly large script, involving a move used outside of battle:

Spoiler:
#org 0x803199
special 0x187
compare LASTRESULT 0x2
if 0x1 jump 0x1A7AE0
jingle
#Raw 0x7C
#Raw 0x9D
nop
compare LASTRESULT 0x6
if 0x1 jump 0x804100
#raw 0x9D
nop
killscript
#raw 0x80
message 0x804900
boxset 0x5
if 0x1 jump 0x1BE09A
message 0x1BDFD7
callstd 0x4
#raw 0x68
#raw 0x9C
special 0x2700
end

#org 0x1A7AE0
release
end

#org 0x1BE09A
#raw 0x68
#raw 0x6B
end

#org 0x1BDFD7
= \v\h02 used \v\h03!

#org 0x804900
= It's a flatter wall in the rock[.]\nIt looks possible to climb.

#org 0x803900
= It's a flatter wall in the rock[.]\nIt looks possible to climb. Use ROCK SLIDE?


Now I'm guessing what's messing up the script when I compile it is the "804100" and "804900" offsets...Could be, but I could be wrong. Any help would be greatly appreciated.

It probably is... What happens when you try it out? Also, why have you used so many #raws? Has it been decompiled? If it has it shouldn't have raws... But then why do you have static offsets?

You've really made it tough for yourself. XD

Quote:

Originally Posted by T (Post 3907318)
In this script I'm trying to make Jessie and James Dissapear...
hidesprite has never worked for me :(
I need those sprites to disapear after the battle, if you talk to them again...
Spoiler:
#dynamic 0x71CA48

#ORG @Main
lock
faceplayer
checkflag 0x200
if 0x1 goto @hide
trainerbattle 0x0 0x1 0x1 @begin @end
setflag 0x200
release
end


#ORG @hide
message @go
boxset 6
hidesprite 0x12
hidesprite 0x11
setflag 0x[peopleID]
fadescreen 0x0
release
end

#org @begin
= JESSIE&JAMES:Hand over those Fossils!

#org @end
= JESSIE&JAMES:Team Rocket Blasts off again!

#ORG @go
= JESSIE:Take your stupid fossil\n...\pLets Go James!

I've made the changes. You also need to make sure that you have the people ID of the people you want to hide set to a flag that is set after you use hidesprite.

Shadows September 4th, 2008 1:04 PM

Quote:

Originally Posted by dshayabusa (Post 3908074)
I've made the changes. You also need to make sure that you have the people ID of the people you want to hide set to a flag that is set after you use hidesprite.

I've tried it, but it doesn't work.
Do I need a specific people ID?

Thrace September 4th, 2008 1:45 PM

Quote:

Originally Posted by T (Post 3909302)
I've tried it, but it doesn't work.
Do I need a specific people ID?

It just has to be the number of the flag you have set. Try for example, setting flag 200 and put 0200 in the people ID.

Shadows September 4th, 2008 2:06 PM

Quote:

Originally Posted by dshayabusa (Post 3909404)
It just has to be the number of the flag you have set. Try for example, setting flag 200 and put 0200 in the people ID.

I have, and it still doesn't work :\

Thrace September 4th, 2008 10:02 PM

Quote:

Originally Posted by T (Post 3909468)
I have, and it still doesn't work :\

Really? Theres no reason why it should'nt work...
Are you sure the people numbers are 12 and 11?

Decompile the script and post it again, it might be something wrong with that.

Ninja Caterpie September 4th, 2008 10:46 PM

The Event numbers have to be the ones you use...Well, that's how I get it to work...

NTA September 5th, 2008 7:30 AM

Script
 
in this script the wild battle wont work

#org $Wildbattle
lock
faceplayer
cry 5
message $mewtwo
$mewtwo 1 = Mew: Fool you dare challenge me?
boxset 6
checkflag 0x200
if 0x1 goto $mewtwobattle
release
end

#org $mewtwobattle
lock
wildbattle 150 50 0
release
setflag 0x200
#raw 53
fadescreen 0
end

Shen September 5th, 2008 7:43 AM

Okay, sorry if this has been covered:
I was trying some scripts with XSE and tried a givepokemon script. I put this:

Spoiler:

'-----------------------
#dynamic 0x6B46BC
#org @start
checkflag 0x200
if b_true goto @end
message @1
boxset 6
givepokemon 25 5 0 0 0 0
message @2
boxset 6
#raw 0x68
setflag 0x200
release
end
#org @end
message @3
boxset 6
release
end
#org @1
msgbox 1 =Here's a Pokemon.
#org @2
msgbox 1 =You got a Pokemon.
#org @3
msgbox 1 =Have fun.


after compiling it becomes this:

Spoiler:

eXtreme Script Editor v1.0.0
-------------------------------------
Opening output --> C:\Documents and Settings\Shen\My Documents\Pokemon Emerald - Road to a Star\Pokemon Emerald # GBA.gba...
Processing input script...
2 - DYNAMIC
> lDynamicStart = 0x6B46BC
3 - ORG
> lNewOffset = 0x6BD1EB
4 - (2B) - CHECKFLAG
> iWord = 0x200
5 - (??) IF (native)
> bCondition = 0x1
This is a jumping IF, 0x06.
> pTarget = 0x86BD21A
6 - (0F) MSGBOX (native)
> pText = 0x86BD225
7 - (09) BOXSET (native)
> bType = 0x6
8 - (79) - GIVEPOKEMON
> iWord = 0x19
> bByte = 0x5
> iWord = 0x0
> lDword = 0x0
> lDword = 0x0
> bByte = 0x0
9 - (0F) MSGBOX (native)
> pText = 0x86C258D
10 - (09) BOXSET (native)
> bType = 0x6
11 - RAW
> bOut = 0x68
12 - (29) - SETFLAG
> iWord = 0x200
13 - (6C) - RELEASE
14 - (02) - END
16 - ORG
> lNewOffset = 0x6BD21A
17 - (0F) MSGBOX (native)
> pText = 0x86C2A67
18 - (09) BOXSET (native)
> bType = 0x6
19 - (6C) - RELEASE
20 - (02) - END
22 - ORG
> lNewOffset = 0x6BD225
23 - (0F) MSGBOX (native)
> pText = 0x8000001
25 - ORG
> lNewOffset = 0x6C258D
26 - (0F) MSGBOX (native)
> pText = 0x8000001
28 - ORG
> lNewOffset = 0x6C2A67
29 - (0F) MSGBOX (native)
> pText = 0x8000001
-------------------------------
DYNAMIC_OFFSET 1
> sLabel = @1
> lOffset = 0x6BD225
DYNAMIC_OFFSET 2
> sLabel = @2
> lOffset = 0x6C258D
DYNAMIC_OFFSET 3
> sLabel = @3
> lOffset = 0x6C2A67
DYNAMIC_OFFSET 4
> sLabel = @end
> lOffset = 0x6BD21A
DYNAMIC_OFFSET 5
> sLabel = @start
> lOffset = 0x6BD1EB
-------------------------------
Cleaning up...
Closing output...
Finished processing input in 0.371 seconds.


-taken from log. When activated, completely different text comes up (foreign characters like Ô), and it then basically freezes the game.
Any help?

Binary September 5th, 2008 8:07 AM

Quote:

Originally Posted by Nine-Tailed Assassin (Post 3911160)
in this script the wild battle wont work

#org $Wildbattle
lock
faceplayer
cry 5
message $mewtwo
$mewtwo 1 = Mew: Fool you dare challenge me?
boxset 6
checkflag 0x200
if 0x1 goto $mewtwobattle
release
end

#org $mewtwobattle
lock
wildbattle 150 50 0
release
setflag 0x200
#raw 53
fadescreen 0
end

Code:

#org $wildbattle
lock
faceplayer
message $mewtwo
boxset 6
cry 0x05 6
nop
nop
wildbattle 150 50 0x0
fadescreen 0
setflag 0x200
release
end

#org $mewtwo
$mewtwo 1 = Mew: Fool you dare challenge me?


Hope that works.

machomuu September 5th, 2008 12:59 PM

Help
 
Can someone please help me with my script on the previous page (or maybe the page before that):nervous:.

Thrace September 5th, 2008 2:29 PM

Quote:

Originally Posted by Shen (Post 3911181)
Okay, sorry if this has been covered:
I was trying some scripts with XSE and tried a givepokemon script. I put this:

Spoiler:

'-----------------------
#dynamic 0x6B46BC
#org @start
checkflag 0x200
if b_true goto @end
message @1
boxset 6
givepokemon 25 5 0 0 0 0
message @2
boxset 6
#raw 0x68
setflag 0x200
release
end
#org @end
message @3
boxset 6
release
end
#org @1
msgbox 1 =Here's a Pokemon.
#org @2
msgbox 1 =You got a Pokemon.
#org @3
msgbox 1 =Have fun.


after compiling it becomes this:

Spoiler:

eXtreme Script Editor v1.0.0
-------------------------------------
Opening output --> C:\Documents and Settings\Shen\My Documents\Pokemon Emerald - Road to a Star\Pokemon Emerald # GBA.gba...
Processing input script...
2 - DYNAMIC
> lDynamicStart = 0x6B46BC
3 - ORG
> lNewOffset = 0x6BD1EB
4 - (2B) - CHECKFLAG
> iWord = 0x200
5 - (??) IF (native)
> bCondition = 0x1
This is a jumping IF, 0x06.
> pTarget = 0x86BD21A
6 - (0F) MSGBOX (native)
> pText = 0x86BD225
7 - (09) BOXSET (native)
> bType = 0x6
8 - (79) - GIVEPOKEMON
> iWord = 0x19
> bByte = 0x5
> iWord = 0x0
> lDword = 0x0
> lDword = 0x0
> bByte = 0x0
9 - (0F) MSGBOX (native)
> pText = 0x86C258D
10 - (09) BOXSET (native)
> bType = 0x6
11 - RAW
> bOut = 0x68
12 - (29) - SETFLAG
> iWord = 0x200
13 - (6C) - RELEASE
14 - (02) - END
16 - ORG
> lNewOffset = 0x6BD21A
17 - (0F) MSGBOX (native)
> pText = 0x86C2A67
18 - (09) BOXSET (native)
> bType = 0x6
19 - (6C) - RELEASE
20 - (02) - END
22 - ORG
> lNewOffset = 0x6BD225
23 - (0F) MSGBOX (native)
> pText = 0x8000001
25 - ORG
> lNewOffset = 0x6C258D
26 - (0F) MSGBOX (native)
> pText = 0x8000001
28 - ORG
> lNewOffset = 0x6C2A67
29 - (0F) MSGBOX (native)
> pText = 0x8000001
-------------------------------
DYNAMIC_OFFSET 1
> sLabel = @1
> lOffset = 0x6BD225
DYNAMIC_OFFSET 2
> sLabel = @2
> lOffset = 0x6C258D
DYNAMIC_OFFSET 3
> sLabel = @3
> lOffset = 0x6C2A67
DYNAMIC_OFFSET 4
> sLabel = @end
> lOffset = 0x6BD21A
DYNAMIC_OFFSET 5
> sLabel = @start
> lOffset = 0x6BD1EB
-------------------------------
Cleaning up...
Closing output...
Finished processing input in 0.371 seconds.


-taken from log. When activated, completely different text comes up (foreign characters like Ô), and it then basically freezes the game.
Any help?

Delete the things in bold, also use enters after different offsets.

Quote:

Originally Posted by machomuu (Post 3911836)
Can someone please help me with my script on the previous page (or maybe the page before that):nervous:.

Um, which one? I looked but I think they've been answered already.

machomuu September 5th, 2008 2:41 PM

Well here's the script

Spoiler:
#org $Wildbattle
lock
faceplayer
cry 5
message $Pikachucry
$Pikachucry 1 = Pikachu: Pika Pii!
boxset 6
checkflag 0x820
if 0x1 goto $Wildbattle
release
end
#org $Wildbattle
lock
wildbattle 25 25 0
release
setflag 0x508
fadescreen 0
end


I put a Pikachu sprite down, then put an offset on the pikachu, but when I talk to it, no battle!!! help!!

Thrace September 5th, 2008 2:59 PM

Quote:

Originally Posted by machomuu (Post 3912329)
Well here's the script

Spoiler:
#org $Wildbattle
lock
faceplayer
cry 0xa1 5
message $Pikachucry
$Pikachucry 1 = Pikachu: Pika Pii!
boxset 6
checkflag 0x828
if 0x1 goto $Wildbattle
release
end

#org $Wildbattle
lock
wildbattle 25 25 0
release
setflag 0x508
fadescreen 0
end


I put a Pikachu sprite down, then put an offset on the pikachu, but when I talk to it, no battle!!! help!!

I've made some changes, try it now.


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