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-   -   Script Help Thread (DO NOT REQUEST SCRIPTS) (https://www.pokecommunity.com/showthread.php?t=163576)

Christos April 15th, 2014 12:48 PM

Quote:

Originally Posted by pokepokemon9 (Post 8199543)
#dynamic 0x800000
Spoiler:

#org @start
lockall
faceplayer
checkflag 0x828
if 0x1 goto @done
msgbox @1 0x5
compare LASTRESULT 0x1
if 0x1 goto @take
msgbox @2 0x6
release
end

#org @take
givepokemon 0x4 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox @3 0x4
waitfanfare
closeonkeypress
setflag 0x828
msgbox @4 0x5
compare LASTRESULT 0x1
if 0x1 gosub @name
msgbox @5 0x6
release
end

#org @name
countpokemon
subvar 0x800D 0x1
copyvar 0x8004 0x800D

call 0x1A74EB
return

#org @done
msgbox @6 0x6
release
end

#org @1
= Hello.\nSorry to trouble you.\pI can't take care\nof my Charmander.\pCan you take care of\nit for me?

#org @2
= That's okay.\pI'm sure someone else will\ntake it.

#org @3
= [black_fr]You received a Charmander!

#org @4
= [black_fr]Would you like to give a\nnickname to Charmander?

#org @5
= Please take care of\nCharmander.

#org @6
= Are you taking good care\nof Charmander?

It'd help if you actually write what's wrong with your script before you post it.

Anyway, the pokémon that's supposed to show up on the nicknaming screen is defined by the variable 8004, which gives the position in the party your new pokémon will be in. So setvar 0x8004 0x0 would nickname the first pokémon in your slot, 0x2 the second and so on. I edited your script so that it works correctly for any number of pokémon in the party except 6. The problem is that if your party is full and Charmander is set to a PC box, the screen will show the last pokémon in your party, not Charmander. special 0x9E only works with pokémon currently in your party as far as I know, so you should check if the party is full in the script before continuing to give the pokémon.

Andrut April 16th, 2014 6:42 AM

I can't believe I'm actually asking this...
What is the special for activating the regional Pokédex in FR? I want to find it in the script and replace it with the National dex special.

Kurapika April 16th, 2014 8:04 AM

Quote:

Originally Posted by Andrut (Post 8200606)
I can't believe I'm actually asking this...
What is the special for activating the regional Pokédex in FR? I want to find it in the script and replace it with the National dex special.

See this thread!

Ethanb900 April 16th, 2014 8:27 AM

Alright. I'm back with a similar problem to what I've had before. Here's the script:
Quote:

#dynamic 0x800000

#org @start
lock
faceplayer
checkflag 0x200
if 0x1 goto @finished
msgbox @yes 0x5
compare 0x800D 0x1
if 0x1 goto @bulba
msgbox @no 0x6
release
end

#org @finished
msgbox @already_recieved 0x6
release
end

#org @bulba
[email protected]_ask 0x5
compare 0x800D 0x1
if 0x1 goto @bulba_yes
goto @char

#org @char
[email protected]_ask 0x5
compare 0x800D 0x1
if 0x1 goto @char_yes
goto @squir

#org @squir
msgbox @squir_ask 0x5
compare 0x800D 0x1
if 0x1 goto @bulba

#org @bulba_yes
compare 0x4011 0x0
if 0x0 goto @not_bulba
giveitem 0x1 0x1 MSG_OBTAIN
msgbox @enjoy_bulba 0x6
setflag 0x200
release
end

#org @not_bulba
msgbox @bulbanotstarter 0x6
release
end

#org @bulbanotstarter
= Wait! I don't think you chose Bulbasaur. I have no time for liars!

#org @enjoy_bulba
= Enjoy that Venusaurite!

#org @char_yes
compare 0x4011 0x1
if 0x0 goto @not_char
giveitem 0x2 0x1 MSG_OBTAIN
msgbox @enjoy_char 0x6
setflag 0x200
release
end

#org @not_char
msgbox @charnotstarter 0x6
release
end

#org @charnotstarter
= Wait! I don't think you chose Charmander. I have no time for liars!

#org @enjoy_char
= Enjoy that Charizardite!

#org @squir_yes
compare 0x4011 0x2
if 0x0 goto @not_squir
giveitem 0x3 0x1 MSG_OBTAIN
msgbox @enjoy_squir 0x6
setflag 0x200
release
end

#org @not_squir
msgbox @squirnotstarter 0x6
release
end

#org @squirnotstarter
= Wait! I don't think you chose Squirtle. I have no time for liars!

#org @enjoy_squir
= Enjoy that Blastoisite!

#org @already_recieved
= I already gave you your item! Go away!

#org @yes
= Can I check your starter?

#org @no
= Why won't you let me check your starter?
Now I think this is perfect. The problem is when I hit compile, it compiles and saves to the rom. I then insert the script offset into A-Map onto a clean sprite. I test the rom to see if it works, and I can only hear the ding. He faces me however, but only on the first time. I'll try talking to him the next couple of times, but nothing works. How do I make this actually work? Also, if anything is wrong with the script, just mention that.

***I might want to add that the item offsets are just fillers for when I get a chance to change the items to what I want. So don't say anything about how a Masterball isn't a Mega Stone.

Ik-Stan April 18th, 2014 4:51 AM

Hey guys, I'm pretty new to ROM hacking, so forgive me if this is a dumb question but I don't understand what's wrong with this script for a starter (for the first pokeball):
Spoiler:

#Dynamic 0x800000

#org @bulbasaur
lock
faceplayer
checkflag 0x200
if 0x1 goto @havestarter
checkflag 0x201
if 0x1 goto @havestarter
checkflag 0x202
if 0x1 goto @havestarter
showpokepic 0x01 0x0A 0x03
msgbox @wantbulba 0x5
compare 0x800D 0x1
if 0x0 goto @no
hidepokepic
givepokemon 0x1 0x5 0x8B 0x0 0x0 0x0
fanfare 0x13E
waitfanfare
msgbox @heresbulba 0x6
setflag 0x200
hidesprite 0x800F
release
end

#org @havestarter
msgbox @lastpokemon 0x6
release
end

#org @no
hidepokepic
msgbox @goaway 0x2
closeonkeypress
release
end

#org @heresbulba
= You got the BULBASAUR, a great\nchoice!



#org @goaway
= Alright, which POKÉMON do you\nwant then?


#org @wantbulba
= So you want BULBASAUR, the GRASS\ntype?

#org @lastpokemon
= That's the professor's last\nPOKÉMON. Go away!

It freezes everytime I'm trying to "talk" to the pokeball.
Thanks in advance

Christos April 19th, 2014 5:31 AM

Quote:

Originally Posted by Ik-Stan (Post 8203321)
Hey guys, I'm pretty new to ROM hacking, so forgive me if this is a dumb question but I don't understand what's wrong with this script for a starter (for the first pokeball):
Spoiler:

#Dynamic 0x800000

#org @bulbasaur
lock
faceplayer
checkflag 0x200
if 0x1 goto @havestarter
checkflag 0x201
if 0x1 goto @havestarter
checkflag 0x202
if 0x1 goto @havestarter
showpokepic 0x01 0x0A 0x03
msgbox @wantbulba 0x5
compare 0x800D 0x1
if 0x0 goto @no
hidepokepic
givepokemon 0x1 0x5 0x8B 0x0 0x0 0x0
fanfare 0x13E
waitfanfare
msgbox @heresbulba 0x6
setflag 0x200
hidesprite 0x800F
release
end

#org @havestarter
msgbox @lastpokemon 0x6
release
end

#org @no
hidepokepic
msgbox @goaway 0x2
closeonkeypress
release
end

#org @heresbulba
= You got the BULBASAUR, a great\nchoice!



#org @goaway
= Alright, which POKÉMON do you\nwant then?


#org @wantbulba
= So you want BULBASAUR, the GRASS\ntype?

#org @lastpokemon
= That's the professor's last\nPOKÉMON. Go away!

It freezes everytime I'm trying to "talk" to the pokeball.
Thanks in advance

Your script seems to work fine, are you sure you copied the correct compiled offset for @bulbasaur to the script offset box of the pokéball in Advance Map?

Quote:

Originally Posted by Ethanb900 (Post 8200704)
Alright. I'm back with a similar problem to what I've had before. Here's the script:


Now I think this is perfect. The problem is when I hit compile, it compiles and saves to the rom. I then insert the script offset into A-Map onto a clean sprite. I test the rom to see if it works, and I can only hear the ding. He faces me however, but only on the first time. I'll try talking to him the next couple of times, but nothing works. How do I make this actually work? Also, if anything is wrong with the script, just mention that.

***I might want to add that the item offsets are just fillers for when I get a chance to change the items to what I want. So don't say anything about how a Masterball isn't a Mega Stone.

There are few things wrong with your script, but it should compile properly and you should be able to see what's wrong so you can fix it. If all you can hear is a ding then look at my answer for Ik-Stan.

Ik-Stan April 19th, 2014 6:55 AM

Spheal, thanks for your reaction. I'm sure I copied the right offset. Any more ideas?

Christos April 19th, 2014 7:12 AM

Quote:

Originally Posted by Ik-Stan (Post 8205011)
Spheal, thanks for your reaction. I'm sure I copied the right offset. Any more ideas?

Well, I can't see anything wrong with the script. Are you sure you're compiling it into the same ROM?

Ethanb900 April 19th, 2014 7:00 PM

Quote:

Originally Posted by Spheal (Post 8204933)
Your script seems to work fine, are you sure you copied the correct compiled offset for @bulbasaur to the script offset box of the pokéball in Advance Map?

There are few things wrong with your script, but it should compile properly and you should be able to see what's wrong so you can fix it. If all you can hear is a ding then look at my answer for Ik-Stan.

Well I used offset 0x9B0000 as my script offset, and I entered that in A-Map. But it only pops up as a ding, no text though...

Teh Blazer April 19th, 2014 9:19 PM

Quote:

Originally Posted by Ethanb900 (Post 8206099)
Well I used offset 0x9B0000 as my script offset, and I entered that in A-Map. But it only pops up as a ding, no text though...

Have you tried turning it off and on again using a different offset? 9B0000 seems a bit high, usually around 800000 is what people use for script offsets.

Christos April 20th, 2014 12:57 AM

Quote:

Originally Posted by Ethanb900 (Post 8206099)
Well I used offset 0x9B0000 as my script offset, and I entered that in A-Map. But it only pops up as a ding, no text though...

Okay so I tried the script myself and it works fine. So you must be doing something wrong with the compiling.

You started the script with "#dynamic 0x800000", right? When you compile with XSE, you a small window pops up showing you where the script was located, which is at free space after the offset you specified (800000). Just copy the offset compiled for @start and enter it in Advance Map.

Rezordaxx April 20th, 2014 5:17 AM

Fire red
editor XSE

soon as it warps the screen just stays black and nothing happens

Spoiler:
'---------------
#org 0x80E2B9
lockall
faceplayer
checkflag 0x206
if 0x1 goto 0x880E34E
showpokepic 0x4 0x0 0x4
msgbox 0x880E351 MSG_NORMAL '"You fool!\nYou came to get your so..."
hidepokepic
trainerbattle 0x1 0x19 0x0 0x880E2E6 0x880E2F5 0x880E318
end

'---------------
#org 0x80E34E
release
end

'---------------
#org 0x80E318
showpokepic 0x4 0x0 0x4
msgbox 0x880E37C MSG_NORMAL '"NOW WE BOTH GO TO ANOTHER DIMENSIO..."
hidepokepic
closeonkeypress
setflag 0x206
fadescreen 0x1
hidesprite 0x1
fadescreen 0x0
showpokepic 0x1 0x0 0x4
msgbox 0x880E41C MSG_NORMAL '"Guys,\nI really need to get going\..."
hidepokepic
fadescreen 0x1
warpmuted 0x41 0x0 0x1 0x2 0x6
fadescreen 0x0
releaseall
end


'---------
' Strings
'---------
#org 0x80E351
= You fool!\nYou came to get your son back?

#org 0x80E2E6
= LETS RUMBLE!

#org 0x80E2F5
= NO YOU FOOL!\nYOU kILLED US BOTH!

#org 0x80E37C
= NOW WE BOTH GO TO ANOTHER DIMENSION!\nAAAAAHRG\pTwo other Saiyans are on there way to earth\nlet me tell you a secret\pthey are much stronger than me\nHAHAHAHAHA!

#org 0x80E41C
= Guys,\nI really need to get going\pTell the others not to wish\nme back until the Saiyans arrive!\pI am going to train in otherword!\nGoodbye!

pokepokemon9 April 20th, 2014 8:50 AM

I put this script into the game. Normally when I try to use XSE and I talk to the person, they say nothing. When I talked to the guy this time, he said something that one of the other guys says.

#Dynamic 0x270200

#ORG @Main
Lock
FacePlayer
Message @Speak
BoxSet 0x6
Release
End

#ORG @Speak
= Hello there!

Logan April 20th, 2014 8:54 AM

Quote:

Originally Posted by pokepokemon9 (Post 8206831)
I put this script into the game. Normally when I try to use XSE and I talk to the person, they say nothing. When I talked to the guy this time, he said something that one of the other guys says.

#Dynamic 0x270200

#ORG @Main
Lock
FacePlayer
Message @Speak
BoxSet 0x6
Release
End

#ORG @Speak
= Hello there!

I think you may be using an old version of XSE, I'd definitely suggest updating to a newer version. Also I certainly wouldn't compile that script to that offset as that is probably your problem. The new version of XSE doesn't require the boxset command, instead you can just put the 0x6 inside the msgbox command. Also, a quick tip would be to use the MSG_FACE type as it doesn't require lock, faceplayer or release commands. Here is what your script should look like, just compile it and copy the @start offset into the A-Map person event.

Code:

#dynamic 0x800000

#org @start
msgbox @msg1 MSG_FACE
end

#org @msg1
= Hello there!



Ik-Stan April 20th, 2014 8:58 AM

Quote:

Originally Posted by Spheal (Post 8205026)
Well, I can't see anything wrong with the script. Are you sure you're compiling it into the same ROM?

I tried it on a clean ROM and it worked, so I'm guessing there's something wrong with my ROM.

mainstreet April 20th, 2014 11:16 AM

Game: Pokemon FireRed
Type: Person event (Scripted Legendary Encounter)
Editor: PKSV-UI by Score_Under (via AdvanceMap 1.95)
Script:
Spoiler:
#org 0x83B9410
'-----------------------------------
special INIT_STEPCOUNT
compare LASTRESULT 0x2
if == jump 0x81A7AE0 ' Equal To
special GET_STEPCOUNT
lock
faceplayer
battle ENTEI 50 NONE
checksound
cry ENTEI 0x2
message 0x83B947F ' Brm!
showmsg
waitcry
pause 0xA
playsound 0x2 0x2
waitbutton
setflag 0x807
special BATTLE_PIXELLATE
waitspecial
clearflag 0x807
special2 LASTRESULT 0xB4
compare LASTRESULT 0x1
if == jump 0x824F0F7 ' Equal To
compare LASTRESULT 0x4
if == jump 0x8163824 ' Equal To
compare LASTRESULT 0x5
if == jump 0x8163824 ' Equal To
setflag 0x228
release
end

#org 0x81A7AE0
'-----------------------------------
release
end

#org 0x824F0F7
'-----------------------------------
setflag 0x228
jump 0x81A922D

#org 0x81A922D
'-----------------------------------
fadescreen FADEOUT_BLACK
disappear LASTTALKED
fadescreen FADEIN_BLACK
release
end

#org 0x8163824
'-----------------------------------
setvar 0x8004 0x91
jump 0x81A9236

#org 0x81A9236
'-----------------------------------
fadescreen FADEOUT_BLACK
disappear LASTTALKED
fadescreen FADEIN_BLACK
storepokemon 0x0 0x8004
msgbox 0x81A63C4 ' The \v\h02 flew away...
callstd MSG_NOCLOSE ' Non-closing message
release
' Release commands close any open messages
end


#org 0x83B947F
= Brm!

#org 0x81A63C4
= The \v\h02 flew away!


The goal: I have all three legendary dogs in a spot. What I want them to do is act like all the other legendary encounters here. I examined other legendary scripts to try to determine how they differed, and then could make my own to do this. Eventually I want to make all of the Gen II legendaries available somewhere.
What's actually happening:Catching the Pokemon does nothing. That is, it's still there, available for capture as many times as I want. If I run, the flee message for ZAPDOS displays, then if I walk away, any of the three that I've already ran from comes back after I take a step. If I make the legendary faint, the message doesn't display, but the pokemon still comes back after the next encounter. From the code examination (I have Entei's in the script, Suicune and Raikou's are similar, just with their own flags and coding) the issue (I believe) has to be in how var 8004 is being set. I'm not sure what exactly 8004 needs to become for it to work properly.

Screenshots and/or videos:
Since I can't post links, apparently, since I'm new here (and this is also my first attempt at hacking), the screencaps aren't available right here... www dot mainstreet52 dot info slash images slash FRIPH slash Dogs1.png is the first image (the others are Dogs2.png and Dogs3.png, and they were taken in numerical order.) I'm not sure how helpful they'll be... this is on fleeing twice.

UPDATE: Okay, so I figured out the Var... changed the var, and it no longer says ZAPDOS flew away, it gets the Pokemon correct. That's all that it fixed though. The code's the same as the other legendaries except for the changes to get the correct pokemon there... so I don't know what I'm doing wrong.

Ethanb900 April 20th, 2014 11:55 AM

Quote:

Originally Posted by Spheal (Post 8206437)
Okay so I tried the script myself and it works fine. So you must be doing something wrong with the compiling.

You started the script with "#dynamic 0x800000", right? When you compile with XSE, you a small window pops up showing you where the script was located, which is at free space after the offset you specified (800000). Just copy the offset compiled for @start and enter it in Advance Map.

Are you effing kidding me? I forgot to change the #dynamic to 0x9B0000 and now I feel completely retarded! Thanks for the help! I'll see if it works right now!

Ethanb900 April 20th, 2014 4:36 PM

So I've scrapped my last script, cause it still wouldn't work, so I decided to start working on a starter script. Prof. Maple is standing outside of your house, waiting to ask a favor to meet his acquaintance. Prof. Maple then gives you Bulbasaur, Charmander, or Squirtle. After you get a gift from his acquaintance, you meet him in his Lab. I haven't gotten it figured out yet, but this is all I have.

Quote:

#dynamic 0x800000

#org @start
lock
faceplayer
msgbox @intro 0x6
goto @1

#org @1
msgbox @favor 0x6
goto @bulba1

#org @bulba
msgbox @askbulba 0x6
yesnobox 0x0 0x0
compare 0x800D 0x1
if 0x1 goto @yesbulba
compare 0x800D 0x0
if 0x0 goto @char

#org @char
msgbox @askchar 0x6
yesnobox 0x0 0x0
compare 0x800D 0x1
if 0x1 goto @yeschar
compare 0x800D 0x0
if 0x0 goto @squirt

#org @squirt
msgbox @asksquirt 0x6
yesnobox 0x0 0x0
compare 0x800D 0x1
if 0x1 goto @yessquirt
compare 0x800D 0x0
if 0x0 goto @bulba

#org @yesbulba
givepokemon 0x1 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox @gotbulba 0x4
waitfanfare
closeonkeypress
setflag 0x828
msgbox @namebulba 0x5
compare 0x800D 0x1
if 0x1 call @name
msgbox @carebulba 0x6
release
end

#org @yeschar
givepokemon 0x4 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox @gotchar 0x4
waitfanfare
closeonkeypress
setflag 0x828
msgbox @namechar 0x5
compare 0x800D 0x1
if 0x1 call @name
msgbox @carechar 0x6
release
end

#org @yessquirt
givepokemon 0x7 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox @gotsquirt 0x4
waitfanfare
closeonkeypress
setflag 0x828
msgbox @namesquirt 0x5
compare 0x800D 0x1
if 0x1 call @name
msgbox @caresquirt 0x6
release
end

#org @name
call 0x1A74EB
return

#org @intro
= Good morning, [PLAYER]. \nI need a favor from you.

#org @favor
= Can you go visit Prof. Hickory for me? \nHe lives in Castor Town, which \lis just a short walk from here. \lBut the route is full of Pokémon, \lso I'll give you a Pokémon to borrow.

#org @askbulba
= Would you like a Bulbasaur?

#org @gotbulba
= You received a Bulbasaur!

#org @namebulba
= Would you like to name Bulbasaur?

#org @carebulba
= Please take care of Bulbasaur!

#org @askchar
= Would you like a Charmander?

#org @gotchar
= You received a Charmander!

#org @namechar
= Would you like to name Charmander?

#org @carechar
= Please take care of Charmander!

#org @asksquirt
= Would you like a Squirtle?

#org @gotsquirt
= You received a Squirtle!

#org @namesquirt
= Would you like to name Squirtle?

#org @caresquirt
= Please take care of Charmander!

I've tested this out, and I've had a weird problem. I received a ????????, a Masterball, and several Great Balls, for I cannot choose anything else. Can anybody help me out here?

Teh Blazer April 20th, 2014 9:06 PM

Quote:

Originally Posted by Rezordaxx (Post 8206611)
Fire red
editor XSE

soon as it warps the screen just stays black and nothing happens

Spoiler:
'---------------
#org 0x80E2B9
lockall
faceplayer
checkflag 0x206
if 0x1 goto 0x880E34E
showpokepic 0x4 0x0 0x4
msgbox 0x880E351 MSG_NORMAL '"You fool!\nYou came to get your so..."
hidepokepic
trainerbattle 0x1 0x19 0x0 0x880E2E6 0x880E2F5 0x880E318
end

'---------------
#org 0x80E34E
release
end

'---------------
#org 0x80E318
showpokepic 0x4 0x0 0x4
msgbox 0x880E37C MSG_NORMAL '"NOW WE BOTH GO TO ANOTHER DIMENSIO..."
hidepokepic
closeonkeypress
setflag 0x206
fadescreen 0x1
hidesprite 0x1
fadescreen 0x0
showpokepic 0x1 0x0 0x4
msgbox 0x880E41C MSG_NORMAL '"Guys,\nI really need to get going\..."
hidepokepic
fadescreen 0x1
warpmuted 0x41 0x0 0x1 0x2 0x6
fadescreen 0x0
releaseall
end


'---------
' Strings
'---------
#org 0x80E351
= You fool!\nYou came to get your son back?

#org 0x80E2E6
= LETS RUMBLE!

#org 0x80E2F5
= NO YOU FOOL!\nYOU kILLED US BOTH!

#org 0x80E37C
= NOW WE BOTH GO TO ANOTHER DIMENSION!\nAAAAAHRG\pTwo other Saiyans are on there way to earth\nlet me tell you a secret\pthey are much stronger than me\nHAHAHAHAHA!

#org 0x80E41C
= Guys,\nI really need to get going\pTell the others not to wish\nme back until the Saiyans arrive!\pI am going to train in otherword!\nGoodbye!

Your warp command is telling the game to warp to map bank 41 and map number 0. Just to be sure, do you want to warp to the 0th map in the 41st bank? Because I haven't touched A-Map in awhile, but I don't remember 41 banks...


Quote:

Originally Posted by Ethanb900 (Post 8207426)
So I've scrapped my last script, cause it still wouldn't work, so I decided to start working on a starter script. Prof. Maple is standing outside of your house, waiting to ask a favor to meet his acquaintance. Prof. Maple then gives you Bulbasaur, Charmander, or Squirtle. After you get a gift from his acquaintance, you meet him in his Lab. I haven't gotten it figured out yet, but this is all I have.




I've tested this out, and I've had a weird problem. I received a ????????, a Masterball, and several Great Balls, for I cannot choose anything else. Can anybody help me out here?

Do you mean you're receiving a ???????? Pokemon and it's holding a masterball/great ball? And what do you mean you cannot choose anything else? Are you stuck on the bulbasaur one and you can only select yes to get out of it? From what I see, the givepokemon command looks fine to me.

Christos April 21st, 2014 1:29 AM

Quote:

Originally Posted by Rezordaxx (Post 8206611)
Fire red
editor XSE

soon as it warps the screen just stays black and nothing happens

Spoiler:
'---------------
#org 0x80E2B9
lockall
faceplayer
checkflag 0x206
if 0x1 goto 0x880E34E
showpokepic 0x4 0x0 0x4
msgbox 0x880E351 MSG_NORMAL '"You fool!\nYou came to get your so..."
hidepokepic
trainerbattle 0x1 0x19 0x0 0x880E2E6 0x880E2F5 0x880E318
end

'---------------
#org 0x80E34E
release
end

'---------------
#org 0x80E318
showpokepic 0x4 0x0 0x4
msgbox 0x880E37C MSG_NORMAL '"NOW WE BOTH GO TO ANOTHER DIMENSIO..."
hidepokepic
closeonkeypress
setflag 0x206
fadescreen 0x1
hidesprite 0x1
fadescreen 0x0
showpokepic 0x1 0x0 0x4
msgbox 0x880E41C MSG_NORMAL '"Guys,\nI really need to get going\..."
hidepokepic
fadescreen 0x1
warpmuted 0x41 0x0 0x1 0x2 0x6
fadescreen 0x0
releaseall
end


'---------
' Strings
'---------
#org 0x80E351
= You fool!\nYou came to get your son back?

#org 0x80E2E6
= LETS RUMBLE!

#org 0x80E2F5
= NO YOU FOOL!\nYOU kILLED US BOTH!

#org 0x80E37C
= NOW WE BOTH GO TO ANOTHER DIMENSION!\nAAAAAHRG\pTwo other Saiyans are on there way to earth\nlet me tell you a secret\pthey are much stronger than me\nHAHAHAHAHA!

#org 0x80E41C
= Guys,\nI really need to get going\pTell the others not to wish\nme back until the Saiyans arrive!\pI am going to train in otherword!\nGoodbye!

What Teh Blazer said, it's map bank first then map number. But make sure that the bank and map numbers are in decimal, for example, 0x41 is for map number 65, if you want the 41th map in whichever bank in Advance Map, that would be 0x29.

Quote:

Originally Posted by Ethanb900 (Post 8207426)
So I've scrapped my last script, cause it still wouldn't work, so I decided to start working on a starter script. Prof. Maple is standing outside of your house, waiting to ask a favor to meet his acquaintance. Prof. Maple then gives you Bulbasaur, Charmander, or Squirtle. After you get a gift from his acquaintance, you meet him in his Lab. I haven't gotten it figured out yet, but this is all I have.




I've tested this out, and I've had a weird problem. I received a ????????, a Masterball, and several Great Balls, for I cannot choose anything else. Can anybody help me out here?

Your script should execute without getting any items. Make sure to add a "setvar 0x8004 0x0" before the nicknaming special so that it works correctly.

I also noticed that the script won't jump to the next pokémon if you say no to the first one. I'm pretty sure you're compiling the scripts wrong. Are you sure you followed my instructions from my previous posts?

Rezordaxx April 21st, 2014 2:41 AM

Quote:

Originally Posted by Spheal (Post 8208018)
What Teh Blazer said, it's map bank first then map number. But make sure that the bank and map numbers are in decimal, for example, 0x41 is for map number 65, if you want the 41th map in whichever bank in Advance Map, that would be 0x29.

I get it now thanks! stupid I didnt think of that!

Ethanb900 April 21st, 2014 5:22 AM

Quote:

Originally Posted by Teh Blazer (Post 8207785)
Your warp command is telling the game to warp to map bank 41 and map number 0. Just to be sure, do you want to warp to the 0th map in the 41st bank? Because I haven't touched A-Map in awhile, but I don't remember 41 banks...




Do you mean you're receiving a ???????? Pokemon and it's holding a masterball/great ball? And what do you mean you cannot choose anything else? Are you stuck on the bulbasaur one and you can only select yes to get out of it? From what I see, the givepokemon command looks fine to me.

Nothing pops up for a selection. No yes/no box, no text boxes (except for the items I get), and I only get the items. I need a serious amount of help here.

Teh Blazer April 21st, 2014 1:48 PM

Quote:

Originally Posted by Ethanb900 (Post 8208233)
Nothing pops up for a selection. No yes/no box, no text boxes (except for the items I get), and I only get the items. I need a serious amount of help here.

Something really wrong is going on here, especially since you don't have any "giveitem" commands in your script so you shouldn't be receiving items in the first place. As Spheal said, have you made sure you compiled the script correctly and assigned the same address you got from compiling the script to an event OW?

Also, Spheal is correct in adding the "setvar 0x8004 0x0" and your yes/no thing is a bit off. But I think as for now, making sure you compiled the script correctly comes first, but do keep those in mind.

Ethanb900 April 21st, 2014 5:22 PM

Quote:

Originally Posted by Teh Blazer (Post 8209034)
Something really wrong is going on here, especially since you don't have any "giveitem" commands in your script so you shouldn't be receiving items in the first place. As Spheal said, have you made sure you compiled the script correctly and assigned the same address you got from compiling the script to an event OW?

Also, Spheal is correct in adding the "setvar 0x8004 0x0" and your yes/no thing is a bit off. But I think as for now, making sure you compiled the script correctly comes first, but do keep those in mind.

I'll try cleaning up the script and post the results later. If everything goes correctly, then I'll have a working starter giveaway!

Flugmerkur April 21st, 2014 6:56 PM

My script is happening at a random order. Sometimes it works like it is supposed too, and sometimes it works out of order. What am I doing wrong?

I want to talk the NPC to tell you he is on the phone, then end. When you talk to him again he gets angrier and tells you to leave. Then it should end again. Finally, the third time you talk to him he yells at you and a battle commences.


Spoiler:
#dynamic 0x800000

#org @prestart
checkflag 0x2022
if 0x1 goto @done
if 0x0 goto @start
end

#org @start
Checkflag 0x2020
if 0x1 goto @end
if 0x0 goto @begin
release
end

#org @begin
lock
msgbox @talk 0x6
faceplayer
msgbox @talk2 0x6
setflag 0x2020
release
end

#org @talk
= No, honey. I told you I'd be at\nwork late tonight.\pI can't pick up the kids right\nnow.\pWait, can you hold on for a\nsecond?

#org @talk2
= ...\pDo you mind?\pI'm talking on the phone\nright now.

#org @end
checkflag 0x2025
if 0x1 goto @battle
if 0x0 goto @begin2
release
end

#org @begin2
lock
faceplayer
msgbox @talk3 0x6
setflag 0x2025
release
end

#org @talk3
= Dude!\pGo away! I'm on the phone!\pSheesh...


#org @battle
lock
faceplayer
trainerbattle 0x1 0x0A9 0x0 @before @after @later
setflag 0x2022
end

#org @before
= That's it! I'm going to teach you\nsome manners!

#org @after
= My wife hung up on me...

#org @later
= Hmmph...

#org @done
lock
faceplayer
msgbox @1 0x6
release
end

#org @1
= I was wasting minutes on my phone\nplan anyway.


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