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  #7951    
Old February 22nd, 2013 (8:45 AM).
karatekid552's Avatar
karatekid552 karatekid552 is offline
What happens if I push it?....
     
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    Quote:
    Originally Posted by SporreKing View Post
    Thx! I did search for other OWE's but didn't find any but now i have one! gonna try it out.
    Why won't 2.X work btw?
    It's not designed the same way. I still have it and it works well, but for Overworlds, you can't beat the Classic version. Give them both a try and you will see what I mean.
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      #7952    
    Old February 26th, 2013 (5:58 PM).
    Noossab Blue's Avatar
    Noossab Blue Noossab Blue is offline
       
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      I'm trying to create a simple yes/no trainer battle. Here is what I have:

      Spoiler:
      #dynamic 0x800000
      #org @begin
      lock
      faceplayer
      checktrainerflag 0x66
      compare lastresult 0x0
      if 0x1 goto @finished
      msgbox @ask 0x5
      compare lastresult 0x0
      if 0x1 goto @nope
      trainerbattle 0x0 0x66 0x0 0x81722C7 0x81722F9
      goto @finished

      #org @nope
      msgbox @no 0x6
      settrainerflag 0x66
      release
      end

      #org @finished
      msgbox 0x8172315 MSG_NORMAL '"Ssh! You'll scare the bugs away.\n..."
      end


      '---------
      ' Strings
      '---------
      #org 0x1722C7
      = Great! Let's battle our\nPOKéMON!

      #org 0x1722F9
      = No!\nCATERPIE can't hack it!

      #org 0x172315
      = Ssh! You'll scare the bugs away.\nAnother time, okay?

      #org @ask
      = Wanna battle?

      #org @no
      = No? Lame!


      It's close to working. The problem is, the trainer only asks if you want to battle once, so if you say no you can't change your mind and say yes until you enter another battle and come back to him. Conversely, if you say yes, the battle commences, but if you come back to him after another battle, he asks if you want to battle again, even though you already won...not sure why...
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        #7953    
      Old February 26th, 2013 (7:10 PM).
      karatekid552's Avatar
      karatekid552 karatekid552 is offline
      What happens if I push it?....
         
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        Quote:
        Originally Posted by Noossab Blue View Post
        I'm trying to create a simple yes/no trainer battle. Here is what I have:

        Spoiler:
        #dynamic 0x800000
        #org @begin
        lock
        faceplayer
        checktrainerflag 0x66
        compare lastresult 0x0
        if 0x1 goto @finished
        msgbox @ask 0x5
        compare lastresult 0x0
        if 0x1 goto @nope
        trainerbattle 0x0 0x66 0x0 0x81722C7 0x81722F9
        goto @finished

        #org @nope
        msgbox @no 0x6
        settrainerflag 0x66
        release
        end

        #org @finished
        msgbox 0x8172315 MSG_NORMAL '"Ssh! You'll scare the bugs away.\n..."
        end


        '---------
        ' Strings
        '---------
        #org 0x1722C7
        = Great! Let's battle our\nPOKéMON!

        #org 0x1722F9
        = No!\nCATERPIE can't hack it!

        #org 0x172315
        = Ssh! You'll scare the bugs away.\nAnother time, okay?

        #org @ask
        = Wanna battle?

        #org @no
        = No? Lame!


        It's close to working. The problem is, the trainer only asks if you want to battle once, so if you say no you can't change your mind and say yes until you enter another battle and come back to him. Conversely, if you say yes, the battle commences, but if you come back to him after another battle, he asks if you want to battle again, even though you already won...not sure why...
        Well, the first problem is there is no "end" at the end of @begin. This can cause bytes to run together if you have, let's say another script in that same area, and it might just keep going onto the next script.

        There is no need to set the trainers flag if you say no, it was already set from the start.

        Lastly, play with the type of trainer battle. I think your problem lies in using the wrong type. The types range from 0-3 so give them all a try.
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          #7954    
        Old February 26th, 2013 (7:30 PM).
        FBI's Avatar
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        Quote:
        Originally Posted by Noossab Blue View Post
        I'm trying to create a simple yes/no trainer battle. Here is what I have:

        Spoiler:
        #dynamic 0x800000
        #org @begin
        lock
        faceplayer
        checktrainerflag 0x66
        compare lastresult 0x0
        if 0x1 goto @finished
        msgbox @ask 0x5
        compare lastresult 0x0
        if 0x1 goto @nope
        trainerbattle 0x0 0x66 0x0 0x81722C7 0x81722F9
        goto @finished

        #org @nope
        msgbox @no 0x6
        settrainerflag 0x66
        release
        end

        #org @finished
        msgbox 0x8172315 MSG_NORMAL '"Ssh! You'll scare the bugs away.\n..."
        end


        '---------
        ' Strings
        '---------
        #org 0x1722C7
        = Great! Let's battle our\nPOKéMON!

        #org 0x1722F9
        = No!\nCATERPIE can't hack it!

        #org 0x172315
        = Ssh! You'll scare the bugs away.\nAnother time, okay?

        #org @ask
        = Wanna battle?

        #org @no
        = No? Lame!


        It's close to working. The problem is, the trainer only asks if you want to battle once, so if you say no you can't change your mind and say yes until you enter another battle and come back to him. Conversely, if you say yes, the battle commences, but if you come back to him after another battle, he asks if you want to battle again, even though you already won...not sure why...
        Lets see here.
        checktrainerflag 0x66 'Set when trainer is battled
        compare lastresult 0x0 'Check if flag is not set (i.e not battled)
        if 0x1 goto @finished 'If it's not battled goto @finish

        It's only working because you can't do that, and it runs anyways (Atleast not in PKSV's new version. Just do checkflag, if true.) :P

        What you should do is:
        checktrainerflag 0x66
        if 0x1 goto @finished

        Also, logically you're setting the trainerflag if you haven't battled (which is wrong). Here's a PKSV representation of what it should look like.

        Spoiler:

        #dynamic 0x740000
        #org @start
        lock
        faceplayer
        checktrainerflag 0x66
        if TRUE jump @done
        msgbox @question
        callstd MSG_YESNO
        compare LASTRESULT YES
        if != jump @no
        settrainerflag 0x66
        msgbox @openbattle
        callstd MSG_NORMAL
        trainerbattle 0x3 0x66 0x1 @defeat
        jump @done

        #org @done
        msgbox @after
        callstd MSG_NORMAL
        release
        end

        #org @no
        msgbox @tired
        callstd MSG_NORMAL
        release
        end

        #org @question
        = Do you want to battle?

        #org @tired
        = Next time then.

        #org @after
        = That was a good battle!

        #org @openbattle
        = Prepare for battle!

        #org @defeat
        = Damn I lost


        Try that PKSV version, you can convert it to XSE easily, if you wish.
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          #7955    
        Old February 26th, 2013 (10:02 PM).
        Noossab Blue's Avatar
        Noossab Blue Noossab Blue is offline
           
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          Brilliant. Thanks! That's exactly what I needed.
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            #7956    
          Old February 27th, 2013 (5:49 AM).
          karatekid552's Avatar
          karatekid552 karatekid552 is offline
          What happens if I push it?....
             
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            Quote:
            Originally Posted by FBI agent View Post
            Lets see here.
            checktrainerflag 0x66 'Set when trainer is battled
            compare lastresult 0x0 'Check if flag is not set (i.e not battled)
            if 0x1 goto @finished 'If it's not battled goto @finish

            It's only working because you can't do that, and it runs anyways (Atleast not in PKSV's new version. Just do checkflag, if true.)

            What you should do is:
            checktrainerflag 0x66
            if 0x1 goto @finished

            Also, logically you're setting the trainerflag if you haven't battled (which is wrong). Here's a PKSV representation of what it should look like.

            Spoiler:

            #dynamic 0x740000
            #org @start
            lock
            faceplayer
            checktrainerflag 0x66
            if TRUE jump @done
            msgbox @question
            callstd MSG_YESNO
            compare LASTRESULT YES
            if != jump @no
            settrainerflag 0x66
            msgbox @openbattle
            callstd MSG_NORMAL
            trainerbattle 0x3 0x66 0x1 @defeat
            jump @done

            #org @done
            msgbox @after
            callstd MSG_NORMAL
            release
            end

            #org @no
            msgbox @tired
            callstd MSG_NORMAL
            release
            end

            #org @question
            = Do you want to battle?

            #org @tired
            = Next time then.

            #org @after
            = That was a good battle!

            #org @openbattle
            = Prepare for battle!

            #org @defeat
            = Damn I lost


            Try that PKSV version, you can convert it to XSE easily, if you wish.
            Umm FBI, trainer flags work backwards. They are cleared when you beat them. Another name for settrainerflag is enabletrainer. They are interchangeable names for the same command. Same goes for cleartrainerflag, its other optional name is disabletrainer.

            I know that the commands themselves work that way, but the settrainerflag 0x0 command may be equivalent to a standard clearflag 0x500 (trainer flags are just regular flags starting at 500 if I remember correctly) so there is a chance that the main names for the commands are misleading. The only way to really tell would be to take a clean rom and right off the bat, checkflag 0x500 and see what it holds.

            Proof- I wrote a working script to make every trainer in the game ready to battle again. It didn't work when I logically used cleartrainerflag, so when I switched to setrainerflag, everybody wanted to battle again.


            Edit: Comrade likes your Signiture.
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              #7957    
            Old February 27th, 2013 (6:32 AM).
            FBI's Avatar
            FBI FBI is offline
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            Quote:
            Originally Posted by karatekid552 View Post
            Umm FBI, trainer flags work backwards. They are cleared when you beat them. Another name for settrainerflag is enabletrainer. They are interchangeable names for the same command. Same goes for cleartrainerflag, its other optional name is disabletrainer.

            I know that the commands themselves work that way, but the settrainerflag 0x0 command may be equivalent to a standard clearflag 0x500 (trainer flags are just regular flags starting at 500 if I remember correctly) so there is a chance that the main names for the commands are misleading. The only way to really tell would be to take a clean rom and right off the bat, checkflag 0x500 and see what it holds.

            Proof- I wrote a working script to make every trainer in the game ready to battle again. It didn't work when I logically used cleartrainerflag, so when I switched to setrainerflag, everybody wanted to battle again.


            Edit: Comrade likes your Signiture.
            Derp, I always forget some detail. :D
            You are right about the trainer flags, they do work differently (and in my opinion they should be named in script editors more consistently with other flags). The script should still work if you remove settrainerflag (you don't have to remove settrainerflag but it's a pointless command using up space, where it is right now) and change this part:

            checktrainerflag 0x66
            if FALSE jump @done

            It's often easy to confuse/generalize on commands that appear to work in the same fashion. Sorry for any confusion last post caused.

            I'm glad comrade likes my signature, I was originally going to leave it under maintenance forever :P
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              #7958    
            Old February 27th, 2013 (9:48 PM).
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            hackstar hackstar is offline
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              what is var numbers? where will i get it....
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                #7959    
              Old February 28th, 2013 (2:14 AM).
              karatekid552's Avatar
              karatekid552 karatekid552 is offline
              What happens if I push it?....
                 
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                Quote:
                Originally Posted by hackstar View Post
                what is var numbers? where will i get it....
                For which game?

                Vars are variables that are used to prevent scripts and such from happening again. Except for temporary ones like LASTRESULT, 90% of the time, they are used for map scripts amd scripttiles as a simple way of making them never happen again, but they can also be set to specific values to show your progress in a specific event.

                For FR, here is a very complete list of used flags and vars: http://www.pokecommunity.com/showthread.php?p=6829256#post6829256

                And an extension of that post dealing specfically with safe vars: http://www.pokecommunity.com/showpost.php?p=6902344&postcount=183
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                  #7960    
                Old March 3rd, 2013 (11:55 AM).
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                LocksmithArmy LocksmithArmy is offline
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                  ok... so basically I am going to give the player the opportunity to catch Latias... and if they catch Latias they will step on a script tile (a little later) and Latios will fly in and attack them... but only if they catch latias... not faint or run from or whatever...

                  how can I check if they have caught a specific pokemon... like check that pokedex number or soemthing...

                  i guess in the end I could have latias set different flags for caught and fainted but id rather be able to check the pokedex...
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                    #7961    
                  Old March 3rd, 2013 (12:09 PM).
                  karatekid552's Avatar
                  karatekid552 karatekid552 is offline
                  What happens if I push it?....
                     
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                    Quote:
                    Originally Posted by LocksmithArmy View Post
                    ok... so basically I am going to give the player the opportunity to catch Latias... and if they catch Latias they will step on a script tile (a little later) and Latios will fly in and attack them... but only if they catch latias... not faint or run from or whatever...

                    how can I check if they have caught a specific pokemon... like check that pokedex number or soemthing...

                    i guess in the end I could have latias set different flags for caught and fainted but id rather be able to check the pokedex...
                    See JPAN's study on the Sepecial and Special2 commands. I beleive I saw a special that does just that.


                    Edit: I think this might help: Special 0D4 seems to place on 0x8005 the seen pokemon and on 0x8006 the caught ones. Also places on 0x800c a number that might be pokemon the pokedex doesn't detect but were caught. if 0x8004 = 0, print kanto's values, 0x8004 != 0x0, national dex values
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                      #7962    
                    Old March 3rd, 2013 (12:12 PM).
                    ep!c ep!c is offline
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                      Hey, to check if a Pokémon is caught or not, you need a special.

                      Special 0xB4.

                      *key 0x1 = fainted, 0x7 = captured, 0x4 = escaped*

                      So you make your wildbattle and after it you compare.

                      Example:
                      wildbattle blabla
                      waitstate (only for XSE 1.0)
                      special2 LASTRESULT 0xB4
                      compare LASTRESULT 0x7
                      if 0x1 call @caught


                      Hope it helps

                      @up
                      Darn, you were a bit faster xD
                        #7963    
                      Old March 3rd, 2013 (12:19 PM).
                      karatekid552's Avatar
                      karatekid552 karatekid552 is offline
                      What happens if I push it?....
                         
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                        Quote:
                        Originally Posted by ep!c View Post
                        Hey, to check if a Pokémon is caught or not, you need a special.

                        Special 0xB4.

                        *key 0x1 = fainted, 0x7 = captured, 0x4 = escaped*

                        So you make your wildbattle and after it you compare.

                        Example:
                        wildbattle blabla
                        waitstate (only for XSE 1.0)
                        special2 LASTRESULT 0xB4
                        compare LASTRESULT 0x7
                        if 0x1 call @caught


                        Hope it helps

                        @up
                        Darn, you were a bit faster xD
                        He knows how to do that, I taught him it personally. He said he would rather not have to set a flag depending upon certain conditions, being fainted or caught.


                        But now that I think about it, a var has to be set either way to prevent the script from happening again. Why not use special B4 and set a var to a specific number based upon the outcome like 1 for ran, 2 for fainted, and 3 for caught, and then only have the second script for Latios run if that var equals 3 (in the script tile settings in A-map) then at the end, just set that var to 4, and the events will never happen again.
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                          #7964    
                        Old March 3rd, 2013 (12:53 PM).
                        LocksmithArmy's Avatar
                        LocksmithArmy LocksmithArmy is offline
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                          Quote:
                          Originally Posted by karatekid552 View Post
                          He knows how to do that, I taught him it personally. He said he would rather not have to set a flag depending upon certain conditions, being fainted or caught.


                          But now that I think about it, a var has to be set either way to prevent the script from happening again. Why not use special B4 and set a var to a specific number based upon the outcome like 1 for ran, 2 for fainted, and 3 for caught, and then only have the second script for Latios run if that var equals 3 (in the script tile settings in A-map) then at the end, just set that var to 4, and the events will never happen again.
                          yeah that seems like the most logical way to do it...
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                            #7965    
                          Old March 4th, 2013 (9:20 PM).
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                          vanillagfx vanillagfx is offline
                             
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                            Err what am I doing wrong? http://prntscr.com/v32c9
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                              #7966    
                            Old March 4th, 2013 (9:34 PM).
                            destinedjagold's Avatar
                            destinedjagold destinedjagold is offline
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                            Quote:
                            Originally Posted by vanillagfx View Post
                            Err what am I doing wrong? http://prntscr.com/v32c9
                            make sure that the script offset in Advance Map is using the correct offset that XSE gave you after you have compiled the script.

                            I seriously doubt that you should be using an offset that is beyond 8 hex characters.
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                              #7967    
                            Old March 5th, 2013 (12:15 PM).
                            karatekid552's Avatar
                            karatekid552 karatekid552 is offline
                            What happens if I push it?....
                               
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                              Quote:
                              Originally Posted by vanillagfx View Post
                              Err what am I doing wrong? http://prntscr.com/v32c9
                              I have actually heard of bugs in XSE where if you use @1, it writes it to offset 000001. This goes for any script editor and is one of the first thing most tutorials say never to do.

                              So, if you rom crashes like that on opening, that is what happened. If when you talked to the npc, then I have no clue.
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                                #7968    
                              Old March 5th, 2013 (8:49 PM).
                              awipe1's Avatar
                              awipe1 awipe1 is offline
                                 
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                                I have 2 questions to ask TPC.

                                Problem numbers one: I created a level script. Yes I did it the proper way by getting the map offset and such. It is an [2] level script where you walk into the room for the first time and the mom gives you your shoes. It works perfectly fine but everytime I enter the room, the script activates again. I have the right variable under the flags section. Anyone know what the problem might be? Here is the script for you to look at.

                                Spoiler:
                                #dynamic 0x800000

                                #org @start
                                lock
                                sound 0x15
                                applymovement 0x1 @Move1
                                waitmovement 0x0
                                msgbox @Talk1 MSG_KEEPOPEN
                                closeonkeypress
                                pause 0x1E
                                applymovement 0x1 @Move2
                                waitmovement 0x0
                                msgbox @Talk2 MSG_KEEPOPEN
                                closeonkeypress
                                special 0x171
                                setflag 0x82F
                                fanfare 0x13E
                                msgbox @shoe 0x6
                                waitfanfare
                                msgbox @yay 0x6
                                applymovement 0x1 @Move3
                                waitmovement 0x0
                                setvar 0x4000 0x1
                                release
                                end

                                #org @Move1
                                #raw 0x1
                                #raw 0x62
                                #raw 0xFE

                                #org @Talk1
                                = Hey! \v\h01!

                                #org @Move2
                                #raw 0x11
                                #raw 0x11
                                #raw 0x13
                                #raw 0x13
                                #raw 0x13
                                #raw 0x13
                                #raw 0xFE

                                #org @Move3
                                #raw 0x12
                                #raw 0x12
                                #raw 0x12
                                #raw 0x12
                                #raw 0x10
                                #raw 0x10
                                #raw 0x3
                                #raw 0xFE

                                #org @shoe
                                = [Player], received RUNNING SHOES!

                                #org @yay
                                = Hold the B button to run!\nDon't run indoors!\pYou can use these to get around\nfaster!\pPROFESSOR OAK is waiting for you!\nGo see him at his lab!

                                #org @Talk2
                                = Your dad has still not come home\nyet ...\pI'm sure he will be home soon!\pPROFESSOR OAK told me you are\nstarting your POKéMON adventure\ltoday! I think you will need these!


                                Note I created another level script the same way and that one works perfectly fine, it's just this one that keeps repeating.

                                Problem numbers two: I wrote a script where you pick up a pokeball containing a Pokemon (It's a long script) and the Pokeball is gone (which is suppose to happen) but when you leave the room and come back, the Pokeball reappears. I don't know what I am doing wrong! I these comands

                                hidesprite 0x1
                                setflag 0x7

                                and I also made the person ID 7. That should work, shouldn't it?

                                Please PC help me!
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                                  #7969    
                                Old March 5th, 2013 (9:13 PM).
                                tajaros's Avatar
                                tajaros tajaros is offline
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                                  Quote:
                                  Originally Posted by awipe1 View Post
                                  I have 2 questions to ask TPC.

                                  Problem numbers one: I created a level script. Yes I did it the proper way by getting the map offset and such. It is an [2] level script where you walk into the room for the first time and the mom gives you your shoes. It works perfectly fine but everytime I enter the room, the script activates again. I have the right variable under the flags section. Anyone know what the problem might be? Here is the script for you to look at.

                                  Spoiler:
                                  #dynamic 0x800000

                                  #org @start
                                  lock
                                  sound 0x15
                                  applymovement 0x1 @Move1
                                  waitmovement 0x0
                                  msgbox @Talk1 MSG_KEEPOPEN
                                  closeonkeypress
                                  pause 0x1E
                                  applymovement 0x1 @Move2
                                  waitmovement 0x0
                                  msgbox @Talk2 MSG_KEEPOPEN
                                  closeonkeypress
                                  special 0x171
                                  setflag 0x82F
                                  fanfare 0x13E
                                  msgbox @shoe 0x6
                                  waitfanfare
                                  msgbox @yay 0x6
                                  applymovement 0x1 @Move3
                                  waitmovement 0x0
                                  setvar 0x4000 0x1
                                  release
                                  end

                                  #org @Move1
                                  #raw 0x1
                                  #raw 0x62
                                  #raw 0xFE

                                  #org @Talk1
                                  = Hey! \v\h01!

                                  #org @Move2
                                  #raw 0x11
                                  #raw 0x11
                                  #raw 0x13
                                  #raw 0x13
                                  #raw 0x13
                                  #raw 0x13
                                  #raw 0xFE

                                  #org @Move3
                                  #raw 0x12
                                  #raw 0x12
                                  #raw 0x12
                                  #raw 0x12
                                  #raw 0x10
                                  #raw 0x10
                                  #raw 0x3
                                  #raw 0xFE

                                  #org @shoe
                                  = [Player], received RUNNING SHOES!

                                  #org @yay
                                  = Hold the B button to run!\nDon't run indoors!\pYou can use these to get around\nfaster!\pPROFESSOR OAK is waiting for you!\nGo see him at his lab!

                                  #org @Talk2
                                  = Your dad has still not come home\nyet ...\pI'm sure he will be home soon!\pPROFESSOR OAK told me you are\nstarting your POKéMON adventure\ltoday! I think you will need these!


                                  Note I created another level script the same way and that one works perfectly fine, it's just this one that keeps repeating.

                                  Problem numbers two: I wrote a script where you pick up a pokeball containing a Pokemon (It's a long script) and the Pokeball is gone (which is suppose to happen) but when you leave the room and come back, the Pokeball reappears. I don't know what I am doing wrong! I these comands

                                  hidesprite 0x1
                                  setflag 0x7

                                  and I also made the person ID 7. That should work, shouldn't it?

                                  Please PC help me!
                                  Change the var you are using, you can't use 0x4000 for your level scripts since it reactivates every time you leave the map or something like that.

                                  Try changing it to 0x4010 or some other var.
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                                    #7970    
                                  Old March 6th, 2013 (2:00 AM).
                                  sarge981 sarge981 is offline
                                     
                                    Join Date: Feb 2013
                                    Gender: Male
                                    Posts: 6
                                    Hello I will make this very simple. I have one problem that is cursing me. I am making a simple trainer script. I have made a script that works in XSE but the only problem is I cant get the player to face me. I understand that the script needs to have lock faceplayer to do so. The only problem is if I put it in my script it causes the screen to go black/red. I hear this is a common problem if you check the trainer box. The only problem if I dont check it the person wont move towards me. Is there some kind of script I can add to my original script so that I dont have to check the trainer box and the trainer will still approach me?

                                    Here is the original script

                                    #dynamic 0x800E8A

                                    #org @start
                                    trainerbattle 0x0 0x003 0x001 @before @after
                                    msgbox @beaten 0x6
                                    release
                                    end

                                    #org @before
                                    = You wont beat\nme soldier.

                                    #org @after
                                    = Hmph, as\nyou were.

                                    #org @beaten
                                    = Keep moving forward



                                    ANY help would be greatful
                                      #7971    
                                    Old March 6th, 2013 (2:17 AM).
                                    karatekid552's Avatar
                                    karatekid552 karatekid552 is offline
                                    What happens if I push it?....
                                       
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                                      Quote:
                                      Originally Posted by sarge981 View Post
                                      Hello I will make this very simple. I have one problem that is cursing me. I am making a simple trainer script. I have made a script that works in XSE but the only problem is I cant get the player to face me. I understand that the script needs to have lock faceplayer to do so. The only problem is if I put it in my script it causes the screen to go black/red. I hear this is a common problem if you check the trainer box. The only problem if I dont check it the person wont move towards me. Is there some kind of script I can add to my original script so that I dont have to check the trainer box and the trainer will still approach me?

                                      Here is the original script

                                      #dynamic 0x800E8A

                                      #org @start
                                      trainerbattle 0x0 0x003 0x001 @before @after
                                      msgbox @beaten 0x6
                                      release
                                      end

                                      #org @before
                                      = You wont beat\nme soldier.

                                      #org @after
                                      = Hmph, as\nyou were.

                                      #org @beaten
                                      = Keep moving forward



                                      ANY help would be greatful
                                      When you check the trainer box, you also need to type in a radius. This radius is how many tiles away the NPC can "see you" from. Also, in your trainer battle command, I'm not too sure, but I remember that being a filler byte (always 0x0) so that could be a problem also.
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                                        #7972    
                                      Old March 6th, 2013 (2:33 AM).
                                      sarge981 sarge981 is offline
                                         
                                        Join Date: Feb 2013
                                        Gender: Male
                                        Posts: 6
                                        Quote:
                                        Originally Posted by karatekid552 View Post
                                        When you check the trainer box, you also need to type in a radius. This radius is how many tiles away the NPC can "see you" from. Also, in your trainer battle command, I'm not too sure, but I remember that being a filler byte (always 0x0) so that could be a problem also.
                                        I should have mentioned that I have a set view radius on there already. I have also tried the filler byte as well but no luck.
                                          #7973    
                                        Old March 6th, 2013 (2:42 AM).
                                        Aryan143's Avatar
                                        Aryan143 Aryan143 is offline
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                                          Quote:
                                          Originally Posted by sarge981 View Post
                                          Hello I will make this very simple. I have one problem that is cursing me. I am making a simple trainer script. I have made a script that works in XSE but the only problem is I cant get the player to face me. I understand that the script needs to have lock faceplayer to do so. The only problem is if I put it in my script it causes the screen to go black/red. I hear this is a common problem if you check the trainer box. The only problem if I dont check it the person wont move towards me. Is there some kind of script I can add to my original script so that I dont have to check the trainer box and the trainer will still approach me?

                                          Here is the original script

                                          #dynamic 0x800E8A

                                          #org @start
                                          trainerbattle 0x0 0x003 0x0 @before @after
                                          msgbox @beaten 0x6
                                          release
                                          end

                                          #org @before
                                          = You wont beat\nme soldier.

                                          #org @after
                                          = Hmph, as\nyou were.

                                          #org @beaten
                                          = Keep moving forward



                                          ANY help would be greatful
                                          I tried your script and the only thing you need to change is changed in bold.
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                                            #7974    
                                          Old March 6th, 2013 (2:49 AM).
                                          sarge981 sarge981 is offline
                                             
                                            Join Date: Feb 2013
                                            Gender: Male
                                            Posts: 6
                                            Quote:
                                            Originally Posted by Aryan143 View Post
                                            I tried your script and the only thing you need to change is changed in bold.
                                            Did you have trainer and view radius checked? Also after the battle did the player face you depending on your direction?
                                              #7975    
                                            Old March 6th, 2013 (4:58 AM).
                                            ep!c ep!c is offline
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                                              Quote:
                                              Originally Posted by destinjagold
                                              I seriously doubt that you should be using an offset that is beyond 8 hex characters.
                                              Well, there are also pointers for 8+ hex characters, which XSE has problems with.
                                              There are three possibilites to fix.

                                              1. You make the pointers manually, its a ~2 min work / script.
                                              2. Make the starterscript into 8-caracter offset and with call @ you point into the expand area
                                              3. You repoint all pokemon sprites to +1000000, delete the whole pokemon then at D00000, be sure you point the graphics into +1000000 and have 0x800000 - 0xFFFFFF for scripts, which is for even 3 regions lol.
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