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I think I have my script set up right, I'm using XSE:
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What my AdvanceMap looks like: Spoiler:
What my XSE looks like: Spoiler:
When I start the game, I get an unaffected Pallet Town. However when I tried changing the behavior of some of the already-existing NPC's, this change was reflected in the game (albeit a bit buggy). Like I said I think I understand most of the code stuff. Just not sure how to make what I do appear :/ Or I have some fatal mistake and I'm living an illusion that I know how to do this. Lol. Thanks for the help! |
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Hello and many thanx for the tutorials :)
I have a little problem that I have tried many different ways to solve it but I was unable to do so. To my problem. I have this normal wildbattle script: #dynamic 0x800000 #org @start lock faceplayer cry 0x96 0x0 msgbox @talk1 0x6 wildbattle 0x96 0x5 0x0 fadescreen 1 hidesprite 0x800F fadescreen 0 setflag 0x1201 release end #org @talk1 = Prepare for your destiny! The script works perfectly as it. My problem is that I want to change the music of the battle. The pokemon in the scrip is MewTwo and I want to make a script for a legendary battle. But no matter what I have tried I cant make it to play the legendary music. I did decompile the original firered MewTwo battlescript n the command for the legendary battle music which is named Encounter 4 if I remember in the rom is: playsong 0x156 0x0. But I cant get it to work. I have tried to put the line after the msgbox, it didnt work. After the wildbattle command, again it didnt work. The music remained to the normal battle. I even tired it as a fanfare but nowthin, all the same. If anyone knows how to do it please reply, I have searched all the tutorials here n on the net I found a couple but they were usin pokescript but ever since I discovered XSE I no longer use pokescript nor I even remember how to use it. Btw here is the full MewTwo battlescrip in case it helps to figure out what I am doin wrong n what I'm supposed to do. '--------------- #org 0x1624F5 special 0x187 compare LASTRESULT 0x2 if 0x1 goto 0x81A7AE0 special 0x188 lock faceplayer checksound cry 0x96 0x2 preparemsg 0x8177F9F '"Mew!" waitmsg waitcry pause 0x14 playsong 0x156 0x0 waitkeypress setwildbattle 0x96 0x46 0x0 setflag 0x807 special 0x138 waitstate clearflag 0x807 special2 LASTRESULT 0xB4 compare LASTRESULT 0x1 if 0x1 goto 0x8162558 compare LASTRESULT 0x4 if 0x1 goto 0x8162561 compare LASTRESULT 0x5 if 0x1 goto 0x8162561 setflag 0x2BC release end '--------------- #org 0x1A7AE0 release end '--------------- #org 0x162558 setflag 0x2BC goto 0x81A922D '--------------- #org 0x162561 setvar 0x8004 0x96 goto 0x81A9236 '--------------- #org 0x1A922D fadescreen 0x1 hidesprite LASTTALKED fadescreen 0x0 release end '--------------- #org 0x1A9236 fadescreen 0x1 hidesprite LASTTALKED fadescreen 0x0 bufferpokemon 0x0 0x8004 msgbox 0x81A63C4 MSG_KEEPOPEN '"The [buffer1] flew away!" release end '--------- ' Strings '--------- #org 0x177F9F = Mew! #org 0x1A63C4 = The [buffer1] flew away! And thanx in advance to the whole community :) |
WOW! THAT'S A VERY LONG POST! :D
Well, the details are all clear and understandable. Nice post bro! This helps me a lot. :D Hey, by the way, I'm also making my own hacked game. :D |
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Use Cyclone instead :) It's easier when it comes to creating wild battles. |
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I can't figure out how to actually get the rom to use the code! NOTHING I CAN FIND WILL TELL ME! I can script a bit but I can never get the script into the ROM! Please help
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Nice tutorial, Just wondering two things you didn't put in,
1. How to do a script that stops you from passing untill you have done something Here I want one where a guy stops you from entering a gym as the leader is gone until you have beaten 7 gyms 2. How do you get the Follow-me script |
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2. Check Research & Development section |
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I'm ok if you can't but if I see it I think I could understand a lot better Thanks if you do, I understand if you dont |
I'm having trouble fixing my scripts. I would modify my script on a separate .rbc file, then open up the old script from AdvanceMap, then paste the modified script over it, then click compile. When I close XSE and re-open the script from AdvanceMap, it just shows the old script. I've tried it many times, keeping the same offset. I don't want to have to change the offset and take up more space every time I modify the script :(
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Just a small error in the script...may have been told before...but yah its just an small human error......just saying no offense... |
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Do u even know scripting..no offense but u should have read carrefully what i posted... I said the pointers are not set properly....and btw its not an compiled script...ugh.....and aif u r talking about editing a script in advance map...it would give u pointers like 0x(offset) but in xse its our made llike @start.....ummmm...kinda sorry if i was rude but please check that my posts spoiler in quotes.....sorry if i was rude.. Looks like it was just a misunderstanding |
Hello everyone,
I'm having some trouble compiling my scripts... The script I'm using is: Quote:
When I compiled it and added the offset to the script tile in Advance Map, it works and looks fine, but when I trigger it in game, the script resets into this: Quote:
I have no idea what causes this :/. More info: Advance map version: 1.9.5 XSE version: 1.1.1 Pokemon version: Emerald Experience: little ;D Please get back to me a.s.a.p. :0. Sincerely, DoC |
Ignoring the fact that flag 0x994 may not be entirely safe (http://www.pokecommunity.com/showthread.php?t=302347) add in an 8 here ->
if 0x1 goto 0x8527703 You actually don't need to use flags with script tiles, you can use variables to make them work with no checking in-script. Have a look at the link above for more details. |
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#dynamic 0x80000 #org @start checkflag 0x994 if 0x1 goto @next end #org @next lockall msgbox @message MSG_KEEPOPEN '"Hmmm[.] \pI should beat the\nPokém..." closeonkeypress applymovement MOVE_PLAYER @move waitmovement 0x0 releaseall end #org @message = Hmmm[.] \pI should beat the\nPokémon league first! #org @move #raw 0x9 'Step Up (Normal) #raw 0xFE 'End of Movements I put an end command after the checkflag, since if the flag is not set the game will freeze otherwise. Also, if you're using trigger scripts, I suggest not using flags at all since they're unnecessary. Trigger scripts take a variable value and a number. So for example, if your script's variable value is 52C0 and its variable value is 0, the trigger script will always be executed as long as 52C0's value in the game is 0, which is the default value. So instead of setting a flag, once the setvar 0x52C0 0x1 command is executed in any script, your trigger script would not execute again, unless you set the variable's value to 0 again. |
Oh thanks a lot for the help!
I thought the @stuff was outdated, since I probably messed up the first time using it lol. Will take a look at what you two said in a couple of hours, when I'm home. Thanks again! -DoC |
Hmm... It works better now, thanks a lot for the dynamic scripting explenation!~
But now when the flag isn't set and I pass the tile, the game freezes (sound still continues to roll). However when the flag is set, it works fine (it lets me pass without stopping or so). How should I fix this? :o |
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