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  #8651    
Old August 11th, 2013 (12:01 PM).
jatikeren jatikeren is offline
     
    Join Date: Jan 2012
    Gender: Male
    Posts: 19
    okay i understand now..

    Quote:
    warp 0x19 0x29 0xFF 0x1 0xA
    it's a HEX...
    not DEC...

    of course i'm confusing...
    ehhehe

    now just about "TRI-PASS"

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      #8652    
    Old August 11th, 2013 (3:42 PM).
    Bubblepopper Bubblepopper is offline
       
      Join Date: Aug 2013
      Gender: Male
      Posts: 5
      Hey guys,

      I'm seriously new to ROM hacking, and iv started off small with a simple message box script, I'm sure you all know the one.

      #dynamic 0x800000

      #org @start
      lock
      faceplayer
      msgbox @talk1 0x6
      release
      end

      #org talk1
      = Hey there!


      This is the code i have seen everywhere, i have tried to retype it and re compile it but everytime i load the ROM it does nothing but simply turn the character to face you......

      Does anyone know what is the problem?

      Iv seen in a tutorial video, when the person opened the script from Advance Map that the msgbox part said "MSG_NORMAL" instead of the parameters, mine does not and im unsure if thats the reason, or if im entering the parameters wrong i dunno, so ill just leave this here
        #8653    
      Old August 11th, 2013 (3:45 PM).
      karatekid552's Avatar
      karatekid552 karatekid552 is offline
      What happens if I push it?....
         
        Join Date: Nov 2012
        Location: Do you really want to know? Really?
        Gender: Male
        Nature: Bold
        Posts: 1,766
        Quote:
        Originally Posted by Bubblepopper View Post
        Hey guys,

        I'm seriously new to ROM hacking, and iv started off small with a simple message box script, I'm sure you all know the one.

        #dynamic 0x800000

        #org @start
        lock
        faceplayer
        msgbox @talk1 0x6
        release
        end

        #org talk1
        = Hey there!


        This is the code i have seen everywhere, i have tried to retype it and re compile it but everytime i load the ROM it does nothing but simply turn the character to face you......

        Does anyone know what is the problem?

        Iv seen in a tutorial video, when the person opened the script from Advance Map that the msgbox part said "MSG_NORMAL" instead of the parameters, mine does not and im unsure if thats the reason, or if im entering the parameters wrong i dunno, so ill just leave this here
        You are using an old XSE version. Get the new one from Gamer2020's tools thread.
        __________________

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          #8654    
        Old August 11th, 2013 (3:59 PM).
        cclemur's Avatar
        cclemur cclemur is offline
           
          Join Date: Sep 2011
          Gender: Male
          Posts: 4
          I have been working on a script, and I am not sure what to do.
          When you talk to oak, he is supposed to give you a pokemon, then the grunts will come over, try to take it, fail then push you off the boat. all of the movement is working except for when the grunts are supposed to come out to get you. they don't come out, but I know they are moving up and around as they should. Here is the code:
          Spoiler:
          '---------------
          #org 0x8015A8
          checkflag 0x828
          if 0x1 goto 0x880160A
          msgbox 0x880179B MSG_NORMAL '"Hello.\nOne of my collegues told m..."
          goto 0x88015C1

          '---------------
          #org 0x80160A
          msgbox 0x8801861 MSG_NORMAL '"Good job!"
          release
          end

          '---------------
          #org 0x8015C1
          givepokemon 0x93 0x5 0x139 0x0 0x0 0x0
          fanfare 0x13E
          msgbox 0x88017F2 MSG_KEEPOPEN '"[black_fr]You received a Dratini!"
          waitfanfare
          closeonkeypress
          setflag 0x828
          msgbox 0x880180F MSG_YESNO '"[black_fr]Would you like to give a..."
          compare LASTRESULT 0x1
          if 0x1 call 0x8801603
          msgbox 0x8801842 MSG_NORMAL '"Please take care of\nDratini."
          goto 0x8801615

          '---------------
          #org 0x801603
          call 0x81A74EB
          return

          '---------------
          #org 0x801615
          applymovement 0x4 0x8801747
          waitmovement 0x0
          applymovement 0x4 0x880174A
          waitmovement 0x0
          applymovement MOVE_PLAYER 0x880175A
          waitmovement 0x0
          trainerbattle 0x1 0x1 0x0 0x880175D 0x8801777 0x8801647
          end

          '---------------
          #org 0x1A74EB
          fadescreen 0x1
          special 0x9E
          waitstate
          return

          '---------------
          #org 0x801647
          msgbox 0x880186D MSG_NORMAL '"Oh darn...\nWell...\pOff the boat ..."
          applymovement 0x5 0x8801747
          waitmovement 0x0
          applymovement 0x5 0x8801735
          waitmovement 0x0
          applymovement 0x4 0x8801731
          applymovement 0x2 0x8801731
          applymovement MOVE_PLAYER 0x8801731
          waitmovement 0x0
          applymovement 0x4 0x880172E
          waitmovement 0x0
          applymovement 0x5 0x8801725
          applymovement 0x4 0x8801725
          applymovement 0x2 0x8801725
          applymovement MOVE_PLAYER 0x8801725
          waitmovement 0x0
          applymovement 0x5 0x880171F
          applymovement 0x4 0x880171F
          applymovement 0x2 0x880171F
          applymovement MOVE_PLAYER 0x880171F
          waitmovement 0x0
          applymovement 0x5 0x880172E
          applymovement 0x4 0x880172E
          waitmovement 0x0
          applymovement 0x5 0x880171C
          applymovement 0x4 0x8801719
          waitmovement 0x0
          msgbox 0x8801897 MSG_NORMAL '"See ya!!"
          applymovement 0x5 0x8801716
          applymovement 0x4 0x8801716
          applymovement 0x2 0x8801716
          applymovement MOVE_PLAYER 0x8801716
          waitmovement 0x0
          warp 0x3 0x0 0xFF 0x6 0x13
          end


          '---------
          ' Strings
          '---------
          #org 0x80179B
          = Hello.\nOne of my collegues told me\pto give this Dratini to an\nup and coming trainer.

          #org 0x801861
          = Good job!

          #org 0x8017F2
          = [black_fr]You received a Dratini!

          #org 0x80180F
          = [black_fr]Would you like to give a\nnickname to Dratini?

          #org 0x801842
          = Please take care of\nDratini.

          #org 0x80175D
          = I'll take that Dratini!

          #org 0x801777
          = h darn, well off the boat you go!

          #org 0x80186D
          = Oh darn...\nWell...\pOff the boat you go!

          #org 0x801897
          = See ya!!


          '-----------
          ' Movements
          '-----------
          #org 0x801747
          #raw 0x61 'Show
          #raw 0xFE 'End of Movements

          #org 0x80174A
          #raw 0x12 'Step Left (Normal)
          #raw 0x12 'Step Left (Normal)
          #raw 0x12 'Step Left (Normal)
          #raw 0x12 'Step Left (Normal)
          #raw 0x12 'Step Left (Normal)
          #raw 0x12 'Step Left (Normal)
          #raw 0x12 'Step Left (Normal)
          #raw 0x12 'Step Left (Normal)
          #raw 0x12 'Step Left (Normal)
          #raw 0x12 'Step Left (Normal)
          #raw 0x12 'Step Left (Normal)
          #raw 0x12 'Step Left (Normal)
          #raw 0x12 'Step Left (Normal)
          #raw 0x12 'Step Left (Normal)
          #raw 0xFE 'End of Movements

          #org 0x80175A
          #raw 0x3 'Face Right
          #raw 0xFE 'End of Movements

          #org 0x801735
          #raw 0x12 'Step Left (Normal)
          #raw 0x12 'Step Left (Normal)
          #raw 0x12 'Step Left (Normal)
          #raw 0x12 'Step Left (Normal)
          #raw 0x12 'Step Left (Normal)
          #raw 0x12 'Step Left (Normal)
          #raw 0x12 'Step Left (Normal)
          #raw 0x12 'Step Left (Normal)
          #raw 0x12 'Step Left (Normal)
          #raw 0x12 'Step Left (Normal)
          #raw 0x12 'Step Left (Normal)
          #raw 0x12 'Step Left (Normal)
          #raw 0x12 'Step Left (Normal)
          #raw 0x12 'Step Left (Normal)
          #raw 0x12 'Step Left (Normal)
          #raw 0x12 'Step Left (Normal)
          #raw 0xFE 'End of Movements

          #org 0x801731
          #raw 0x13 'Step Right (Normal)
          #raw 0x13 'Step Right (Normal)
          #raw 0xFE 'End of Movements

          #org 0x80172E
          #raw 0x10 'Step Down (Normal)
          #raw 0xFE 'End of Movements

          #org 0x801725
          #raw 0x13 'Step Right (Normal)
          #raw 0x13 'Step Right (Normal)
          #raw 0x13 'Step Right (Normal)
          #raw 0x13 'Step Right (Normal)
          #raw 0x13 'Step Right (Normal)
          #raw 0x13 'Step Right (Normal)
          #raw 0x13 'Step Right (Normal)
          #raw 0xFE 'End of Movements

          #org 0x80171F
          #raw 0x11 'Step Up (Normal)
          #raw 0x11 'Step Up (Normal)
          #raw 0x11 'Step Up (Normal)
          #raw 0x11 'Step Up (Normal)
          #raw 0xFE 'End of Movements

          #org 0x80171C
          #raw 0x13 'Step Right (Normal)
          #raw 0xFE 'End of Movements

          #org 0x801719
          #raw 0x12 'Step Left (Normal)
          #raw 0xFE 'End of Movements

          #org 0x801716
          #raw 0x1E 'Step Up (Fast)
          #raw 0xFE 'End of Movements
            #8655    
          Old August 11th, 2013 (4:40 PM).
          karatekid552's Avatar
          karatekid552 karatekid552 is offline
          What happens if I push it?....
             
            Join Date: Nov 2012
            Location: Do you really want to know? Really?
            Gender: Male
            Nature: Bold
            Posts: 1,766
            Quote:
            Originally Posted by cclemur View Post
            I have been working on a script, and I am not sure what to do.
            When you talk to oak, he is supposed to give you a pokemon, then the grunts will come over, try to take it, fail then push you off the boat. all of the movement is working except for when the grunts are supposed to come out to get you. they don't come out, but I know they are moving up and around as they should. Here is the code:
            Spoiler:
            '---------------
            #org 0x8015A8
            checkflag 0x828
            if 0x1 goto 0x880160A
            msgbox 0x880179B MSG_NORMAL '"Hello.\nOne of my collegues told m..."
            goto 0x88015C1

            '---------------
            #org 0x80160A
            msgbox 0x8801861 MSG_NORMAL '"Good job!"
            release
            end

            '---------------
            #org 0x8015C1
            givepokemon 0x93 0x5 0x139 0x0 0x0 0x0
            fanfare 0x13E
            msgbox 0x88017F2 MSG_KEEPOPEN '"[black_fr]You received a Dratini!"
            waitfanfare
            closeonkeypress
            setflag 0x828
            msgbox 0x880180F MSG_YESNO '"[black_fr]Would you like to give a..."
            compare LASTRESULT 0x1
            if 0x1 call 0x8801603
            msgbox 0x8801842 MSG_NORMAL '"Please take care of\nDratini."
            goto 0x8801615

            '---------------
            #org 0x801603
            call 0x81A74EB
            return

            '---------------
            #org 0x801615
            applymovement 0x4 0x8801747
            waitmovement 0x0
            applymovement 0x4 0x880174A
            waitmovement 0x0
            applymovement MOVE_PLAYER 0x880175A
            waitmovement 0x0
            trainerbattle 0x1 0x1 0x0 0x880175D 0x8801777 0x8801647
            end

            '---------------
            #org 0x1A74EB
            fadescreen 0x1
            special 0x9E
            waitstate
            return

            '---------------
            #org 0x801647
            msgbox 0x880186D MSG_NORMAL '"Oh darn...\nWell...\pOff the boat ..."
            applymovement 0x5 0x8801747
            waitmovement 0x0
            applymovement 0x5 0x8801735
            waitmovement 0x0
            applymovement 0x4 0x8801731
            applymovement 0x2 0x8801731
            applymovement MOVE_PLAYER 0x8801731
            waitmovement 0x0
            applymovement 0x4 0x880172E
            waitmovement 0x0
            applymovement 0x5 0x8801725
            applymovement 0x4 0x8801725
            applymovement 0x2 0x8801725
            applymovement MOVE_PLAYER 0x8801725
            waitmovement 0x0
            applymovement 0x5 0x880171F
            applymovement 0x4 0x880171F
            applymovement 0x2 0x880171F
            applymovement MOVE_PLAYER 0x880171F
            waitmovement 0x0
            applymovement 0x5 0x880172E
            applymovement 0x4 0x880172E
            waitmovement 0x0
            applymovement 0x5 0x880171C
            applymovement 0x4 0x8801719
            waitmovement 0x0
            msgbox 0x8801897 MSG_NORMAL '"See ya!!"
            applymovement 0x5 0x8801716
            applymovement 0x4 0x8801716
            applymovement 0x2 0x8801716
            applymovement MOVE_PLAYER 0x8801716
            waitmovement 0x0
            warp 0x3 0x0 0xFF 0x6 0x13
            end


            '---------
            ' Strings
            '---------
            #org 0x80179B
            = Hello.\nOne of my collegues told me\pto give this Dratini to an\nup and coming trainer.

            #org 0x801861
            = Good job!

            #org 0x8017F2
            = [black_fr]You received a Dratini!

            #org 0x80180F
            = [black_fr]Would you like to give a\nnickname to Dratini?

            #org 0x801842
            = Please take care of\nDratini.

            #org 0x80175D
            = I'll take that Dratini!

            #org 0x801777
            = h darn, well off the boat you go!

            #org 0x80186D
            = Oh darn...\nWell...\pOff the boat you go!

            #org 0x801897
            = See ya!!


            '-----------
            ' Movements
            '-----------
            #org 0x801747
            #raw 0x61 'Show
            #raw 0xFE 'End of Movements

            #org 0x80174A
            #raw 0x12 'Step Left (Normal)
            #raw 0x12 'Step Left (Normal)
            #raw 0x12 'Step Left (Normal)
            #raw 0x12 'Step Left (Normal)
            #raw 0x12 'Step Left (Normal)
            #raw 0x12 'Step Left (Normal)
            #raw 0x12 'Step Left (Normal)
            #raw 0x12 'Step Left (Normal)
            #raw 0x12 'Step Left (Normal)
            #raw 0x12 'Step Left (Normal)
            #raw 0x12 'Step Left (Normal)
            #raw 0x12 'Step Left (Normal)
            #raw 0x12 'Step Left (Normal)
            #raw 0x12 'Step Left (Normal)
            #raw 0xFE 'End of Movements

            #org 0x80175A
            #raw 0x3 'Face Right
            #raw 0xFE 'End of Movements

            #org 0x801735
            #raw 0x12 'Step Left (Normal)
            #raw 0x12 'Step Left (Normal)
            #raw 0x12 'Step Left (Normal)
            #raw 0x12 'Step Left (Normal)
            #raw 0x12 'Step Left (Normal)
            #raw 0x12 'Step Left (Normal)
            #raw 0x12 'Step Left (Normal)
            #raw 0x12 'Step Left (Normal)
            #raw 0x12 'Step Left (Normal)
            #raw 0x12 'Step Left (Normal)
            #raw 0x12 'Step Left (Normal)
            #raw 0x12 'Step Left (Normal)
            #raw 0x12 'Step Left (Normal)
            #raw 0x12 'Step Left (Normal)
            #raw 0x12 'Step Left (Normal)
            #raw 0x12 'Step Left (Normal)
            #raw 0xFE 'End of Movements

            #org 0x801731
            #raw 0x13 'Step Right (Normal)
            #raw 0x13 'Step Right (Normal)
            #raw 0xFE 'End of Movements

            #org 0x80172E
            #raw 0x10 'Step Down (Normal)
            #raw 0xFE 'End of Movements

            #org 0x801725
            #raw 0x13 'Step Right (Normal)
            #raw 0x13 'Step Right (Normal)
            #raw 0x13 'Step Right (Normal)
            #raw 0x13 'Step Right (Normal)
            #raw 0x13 'Step Right (Normal)
            #raw 0x13 'Step Right (Normal)
            #raw 0x13 'Step Right (Normal)
            #raw 0xFE 'End of Movements

            #org 0x80171F
            #raw 0x11 'Step Up (Normal)
            #raw 0x11 'Step Up (Normal)
            #raw 0x11 'Step Up (Normal)
            #raw 0x11 'Step Up (Normal)
            #raw 0xFE 'End of Movements

            #org 0x80171C
            #raw 0x13 'Step Right (Normal)
            #raw 0xFE 'End of Movements

            #org 0x801719
            #raw 0x12 'Step Left (Normal)
            #raw 0xFE 'End of Movements

            #org 0x801716
            #raw 0x1E 'Step Up (Fast)
            #raw 0xFE 'End of Movements
            So, you're saying that the grunts don't appear? They are invisible? Could I see a video so that I can get a better insight as to what is going on here?
            __________________

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              #8656    
            Old August 11th, 2013 (5:18 PM).
            GoGoJJTech's Avatar
            GoGoJJTech GoGoJJTech is offline
            (☞゚ヮ゚)☞ http://GoGoJJTech.com ☜(゚ヮ゚☜)
            • Gold Tier
             
            Join Date: Nov 2012
            Location: Earth
            Age: 19
            Gender: Female
            Nature: Jolly
            Posts: 2,477
            I think the issue is trainerbattle 0x1?
            __________________
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              #8657    
            Old August 11th, 2013 (6:18 PM).
            destinedjagold's Avatar
            destinedjagold destinedjagold is offline
            Oh Hai Thar~
            • Silver Tier
             
            Join Date: May 2007
            Location: Philippines
            Age: 27
            Gender: Male
            Nature: Careful
            Posts: 8,574
            Quote:
            Originally Posted by cclemur View Post
            I have been working on a script, and I am not sure what to do.
            When you talk to oak, he is supposed to give you a pokemon, then the grunts will come over, try to take it, fail then push you off the boat. all of the movement is working except for when the grunts are supposed to come out to get you. they don't come out, but I know they are moving up and around as they should. Here is the code:
            Spoiler:
            '---------------
            #org 0x8015A8
            checkflag 0x828
            if 0x1 goto 0x880160A
            msgbox 0x880179B MSG_NORMAL '"Hello.\nOne of my collegues told m..."
            goto 0x88015C1

            '---------------
            #org 0x80160A
            msgbox 0x8801861 MSG_NORMAL '"Good job!"
            release
            end

            '---------------
            #org 0x8015C1
            givepokemon 0x93 0x5 0x139 0x0 0x0 0x0
            fanfare 0x13E
            msgbox 0x88017F2 MSG_KEEPOPEN '"[black_fr]You received a Dratini!"
            waitfanfare
            closeonkeypress
            setflag 0x828
            msgbox 0x880180F MSG_YESNO '"[black_fr]Would you like to give a..."
            compare LASTRESULT 0x1
            if 0x1 call 0x8801603
            msgbox 0x8801842 MSG_NORMAL '"Please take care of\nDratini."
            goto 0x8801615

            '---------------
            #org 0x801603
            call 0x81A74EB
            return

            '---------------
            #org 0x801615
            applymovement 0x4 0x8801747
            waitmovement 0x0
            applymovement 0x4 0x880174A
            waitmovement 0x0
            applymovement MOVE_PLAYER 0x880175A
            waitmovement 0x0
            trainerbattle 0x1 0x1 0x0 0x880175D 0x8801777 0x8801647
            end

            '---------------
            #org 0x1A74EB
            fadescreen 0x1
            special 0x9E
            waitstate
            return

            '---------------
            #org 0x801647
            msgbox 0x880186D MSG_NORMAL '"Oh darn...\nWell...\pOff the boat ..."
            applymovement 0x5 0x8801747
            waitmovement 0x0
            applymovement 0x5 0x8801735
            waitmovement 0x0
            applymovement 0x4 0x8801731
            applymovement 0x2 0x8801731
            applymovement MOVE_PLAYER 0x8801731
            waitmovement 0x0
            applymovement 0x4 0x880172E
            waitmovement 0x0
            applymovement 0x5 0x8801725
            applymovement 0x4 0x8801725
            applymovement 0x2 0x8801725
            applymovement MOVE_PLAYER 0x8801725
            waitmovement 0x0
            applymovement 0x5 0x880171F
            applymovement 0x4 0x880171F
            applymovement 0x2 0x880171F
            applymovement MOVE_PLAYER 0x880171F
            waitmovement 0x0
            applymovement 0x5 0x880172E
            applymovement 0x4 0x880172E
            waitmovement 0x0
            applymovement 0x5 0x880171C
            applymovement 0x4 0x8801719
            waitmovement 0x0
            msgbox 0x8801897 MSG_NORMAL '"See ya!!"
            applymovement 0x5 0x8801716
            applymovement 0x4 0x8801716
            applymovement 0x2 0x8801716
            applymovement MOVE_PLAYER 0x8801716
            waitmovement 0x0
            warp 0x3 0x0 0xFF 0x6 0x13
            end


            '---------
            ' Strings
            '---------
            #org 0x80179B
            = Hello.\nOne of my collegues told me\pto give this Dratini to an\nup and coming trainer.

            #org 0x801861
            = Good job!

            #org 0x8017F2
            = [black_fr]You received a Dratini!

            #org 0x80180F
            = [black_fr]Would you like to give a\nnickname to Dratini?

            #org 0x801842
            = Please take care of\nDratini.

            #org 0x80175D
            = I'll take that Dratini!

            #org 0x801777
            = h darn, well off the boat you go!

            #org 0x80186D
            = Oh darn...\nWell...\pOff the boat you go!

            #org 0x801897
            = See ya!!


            '-----------
            ' Movements
            '-----------
            #org 0x801747
            #raw 0x61 'Show
            #raw 0xFE 'End of Movements

            #org 0x80174A
            #raw 0x12 'Step Left (Normal)
            #raw 0x12 'Step Left (Normal)
            #raw 0x12 'Step Left (Normal)
            #raw 0x12 'Step Left (Normal)
            #raw 0x12 'Step Left (Normal)
            #raw 0x12 'Step Left (Normal)
            #raw 0x12 'Step Left (Normal)
            #raw 0x12 'Step Left (Normal)
            #raw 0x12 'Step Left (Normal)
            #raw 0x12 'Step Left (Normal)
            #raw 0x12 'Step Left (Normal)
            #raw 0x12 'Step Left (Normal)
            #raw 0x12 'Step Left (Normal)
            #raw 0x12 'Step Left (Normal)
            #raw 0xFE 'End of Movements

            #org 0x80175A
            #raw 0x3 'Face Right
            #raw 0xFE 'End of Movements

            #org 0x801735
            #raw 0x12 'Step Left (Normal)
            #raw 0x12 'Step Left (Normal)
            #raw 0x12 'Step Left (Normal)
            #raw 0x12 'Step Left (Normal)
            #raw 0x12 'Step Left (Normal)
            #raw 0x12 'Step Left (Normal)
            #raw 0x12 'Step Left (Normal)
            #raw 0x12 'Step Left (Normal)
            #raw 0x12 'Step Left (Normal)
            #raw 0x12 'Step Left (Normal)
            #raw 0x12 'Step Left (Normal)
            #raw 0x12 'Step Left (Normal)
            #raw 0x12 'Step Left (Normal)
            #raw 0x12 'Step Left (Normal)
            #raw 0x12 'Step Left (Normal)
            #raw 0x12 'Step Left (Normal)
            #raw 0xFE 'End of Movements

            #org 0x801731
            #raw 0x13 'Step Right (Normal)
            #raw 0x13 'Step Right (Normal)
            #raw 0xFE 'End of Movements

            #org 0x80172E
            #raw 0x10 'Step Down (Normal)
            #raw 0xFE 'End of Movements

            #org 0x801725
            #raw 0x13 'Step Right (Normal)
            #raw 0x13 'Step Right (Normal)
            #raw 0x13 'Step Right (Normal)
            #raw 0x13 'Step Right (Normal)
            #raw 0x13 'Step Right (Normal)
            #raw 0x13 'Step Right (Normal)
            #raw 0x13 'Step Right (Normal)
            #raw 0xFE 'End of Movements

            #org 0x80171F
            #raw 0x11 'Step Up (Normal)
            #raw 0x11 'Step Up (Normal)
            #raw 0x11 'Step Up (Normal)
            #raw 0x11 'Step Up (Normal)
            #raw 0xFE 'End of Movements

            #org 0x80171C
            #raw 0x13 'Step Right (Normal)
            #raw 0xFE 'End of Movements

            #org 0x801719
            #raw 0x12 'Step Left (Normal)
            #raw 0xFE 'End of Movements

            #org 0x801716
            #raw 0x1E 'Step Up (Fast)
            #raw 0xFE 'End of Movements
            studying your script, i found out that the grunt is hidden and then you 'showed him up' via movement scripts. that works, only if you add #raw 0x61 to every single applymovement of your grunt, preferably, the very first movement on your movement address.

            example...
            Code:
            ...
            #org 0x80174A
            #raw 0x61 'Show
            #raw 0x12 'Step Left (Normal)
            #raw 0x12 'Step Left (Normal)
            #raw 0x12 'Step Left (Normal)
            #raw 0x12 'Step Left (Normal)
            #raw 0x12 'Step Left (Normal)
            #raw 0x12 'Step Left (Normal)
            #raw 0x12 'Step Left (Normal)
            #raw 0x12 'Step Left (Normal)
            #raw 0x12 'Step Left (Normal)
            #raw 0x12 'Step Left (Normal)
            #raw 0x12 'Step Left (Normal)
            #raw 0x12 'Step Left (Normal)
            #raw 0x12 'Step Left (Normal)
            #raw 0x12 'Step Left (Normal)
            #raw 0xFE 'End of Movements
            ...
            do note that he will also disappear in every other applymovement commands, even if he's not included, so you better add him in every applymovement group scripts.

            example...
            Code:
            ...
            #org 0x801647
            applymovement 0x4 0x8801747
            waitmovement 0x0
            msgbox 0x880186D MSG_NORMAL '"Oh darn...\nWell...\pOff the boat ..."
            applymovement 0x4 0x8801747
            applymovement 0x5 0x8801747
            waitmovement 0x0
            applymovement 0x4 0x8801747
            applymovement 0x5 0x8801735
            waitmovement 0x0
            ...
            
            ...
            #org 0x801747
            #raw 0x61 'Show
            #raw 0xFE 'End of Movements
            ...
            and that's how annoying the 'hidden' behavior in a-map is. :3
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              #8658    
            Old August 11th, 2013 (6:40 PM).
            karatekid552's Avatar
            karatekid552 karatekid552 is offline
            What happens if I push it?....
               
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              Quote:
              Originally Posted by destinedjagold View Post
              studying your script, i found out that the grunt is hidden and then you 'showed him up' via movement scripts. that works, only if you add #raw 0x61 to every single applymovement of your grunt, preferably, the very first movement on your movement address.

              example...
              Code:
              ...
              #org 0x80174A
              #raw 0x61 'Show
              #raw 0x12 'Step Left (Normal)
              #raw 0x12 'Step Left (Normal)
              #raw 0x12 'Step Left (Normal)
              #raw 0x12 'Step Left (Normal)
              #raw 0x12 'Step Left (Normal)
              #raw 0x12 'Step Left (Normal)
              #raw 0x12 'Step Left (Normal)
              #raw 0x12 'Step Left (Normal)
              #raw 0x12 'Step Left (Normal)
              #raw 0x12 'Step Left (Normal)
              #raw 0x12 'Step Left (Normal)
              #raw 0x12 'Step Left (Normal)
              #raw 0x12 'Step Left (Normal)
              #raw 0x12 'Step Left (Normal)
              #raw 0xFE 'End of Movements
              ...
              do note that he will also disappear in every other applymovement commands, even if he's not included, so you better add him in every applymovement group scripts.

              example...
              Code:
              ...
              #org 0x801647
              applymovement 0x4 0x8801747
              waitmovement 0x0
              msgbox 0x880186D MSG_NORMAL '"Oh darn...\nWell...\pOff the boat ..."
              applymovement 0x4 0x8801747
              applymovement 0x5 0x8801747
              waitmovement 0x0
              applymovement 0x4 0x8801747
              applymovement 0x5 0x8801735
              waitmovement 0x0
              ...
              
              ...
              #org 0x801747
              #raw 0x61 'Show
              #raw 0xFE 'End of Movements
              ...
              and that's how annoying the 'hidden' behavior in a-map is. :3
              Thanks DJG, I didn't have time to study his long script.
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                #8659    
              Old August 12th, 2013 (1:02 AM).
              Mauri Mauri is offline
                 
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                Hey guys, does exist a method for make appear a sprite in a determinate coords (X|Y)?
                  #8660    
                Old August 12th, 2013 (5:44 AM).
                Wobbu's Avatar
                Wobbu Wobbu is offline
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                  How I go about this is that I'll give a person event an ID and set their flag. Later on, when I need them, I'll clear their flag and have them fulfill their duties
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                    #8661    
                  Old August 12th, 2013 (5:52 AM).
                  Bubblepopper Bubblepopper is offline
                     
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                    Hey again guys,

                    I posted a script yesterday and you guys helped me a lot, anyways started trying to move on to more advanced scripts and i've ran into another problem.

                    Iv made a script for a random NPC to give a pokemon to you, im following a tutorial and even though iv followed his script something went wrong, I think its something to do with the flags, but no matter how much a tinker with them the character continues to talk like hes already given you the pokemon.

                    Im using XSE 1.1.1 so thats not the problem.

                    Anyways heres the code, any help at all would be really appreciated!

                    #dynamic 0x800042

                    #org @start
                    lock
                    faceplayer
                    checkflag 0x1200
                    if 0x1 goto @done
                    msgbox @question 0x5
                    compare LASTRESULT 0x1
                    if 0x1 goto @givepokemon
                    msgbox @nothanks 0x6
                    release
                    end

                    #org @done
                    msgbox @checkup 0x6
                    release
                    end

                    #org @givepokemon
                    msgbox @thanks 0x6
                    givepokemon 0x19 0xA 0xD 0x0 0x0 0x0
                    fanfare 0x13E
                    msgbox @recieved 0x6
                    waitfanfare
                    setflag 0x1200
                    msgbox @thanks2 0x6
                    release
                    end

                    #org @question
                    = Hey there!\pYou seem like a nice person.\nWould you like this Pikachu?

                    #org @nothanks
                    = Oh, that's too bad.\pCome back if you change your mind.

                    #org @thanks
                    = Oh, thats great!\pHere you go!

                    #org @thanks2
                    = Thanks again.\pTake goo care of Pikachu!

                    #org @recieved
                    = \v\h01 recieved PIKACHU!

                    #org @checkup
                    = Hey again.\pHow's my Pikachu doing with you?
                      #8662    
                    Old August 12th, 2013 (6:04 AM).
                    Wobbu's Avatar
                    Wobbu Wobbu is offline
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                      Quote:
                      Originally Posted by Bubblepopper View Post
                      checkflag 0x1200
                      Wow, that's a large number. I'd suggest using a flag in the 0x200s.
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                        #8663    
                      Old August 12th, 2013 (6:07 AM).
                      Bubblepopper Bubblepopper is offline
                         
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                        Quote:
                        Originally Posted by jsziede View Post
                        Wow, that's a large number. I'd suggest using a flag in the 0x200s.
                        Would that help though?

                        The tutorial script worked without a hitch and its flag was set to 1200, but mine just keeps skipping to "@done" which then loads "@checkup", so the NPC continually talks like the Pokemon was given to the player already...
                          #8664    
                        Old August 12th, 2013 (6:20 AM).
                        Wobbu's Avatar
                        Wobbu Wobbu is offline
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                          If you've already set flag 0x1200 earlier, then it will remain set unless you clear it via the clearflag command. And for the sake of vars, keep the flag numbers to a minimum.
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                            #8665    
                          Old August 12th, 2013 (6:29 AM).
                          Bubblepopper Bubblepopper is offline
                             
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                            That was it thank you!

                            I must have already had the flag set, didnt even think of that.

                            Cheers for the help!
                              #8666    
                            Old August 12th, 2013 (6:44 AM).
                            Mauri Mauri is offline
                               
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                              Quote:
                              Originally Posted by jsziede View Post
                              How I go about this is that I'll give a person event an ID and set their flag. Later on, when I need them, I'll clear their flag and have them fulfill their duties
                              Mmmm.. i think haven't got it. =(
                                #8667    
                              Old August 12th, 2013 (1:40 PM).
                              cclemur's Avatar
                              cclemur cclemur is offline
                                 
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                                Quote:
                                Originally Posted by destinedjagold View Post
                                [B][FONT="Book Antiqua"]studying your script, i found out that the grunt is hidden and then you 'showed him up' via movement scripts. that works, only if you add #raw 0x61 to every single applymovement of your grunt, preferably, the very first movement on your movement address.
                                Thanks for the insight on the hidden scripts, but the problem is that I the grunts won't leave their "hiding place" but still move the way they are supposed to minus the appearing which you have just informed me how to do. I will post a video, but seeing as I can't post links yet, just check out my youtube channel for the video if you are willing to help. the channel name is cclemur
                                  #8668    
                                Old August 12th, 2013 (2:36 PM).
                                karatekid552's Avatar
                                karatekid552 karatekid552 is offline
                                What happens if I push it?....
                                   
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                                  Quote:
                                  Originally Posted by Bubblepopper View Post
                                  That was it thank you!

                                  I must have already had the flag set, didnt even think of that.

                                  Cheers for the help!
                                  Read this: http://www.pokecommunity.com/showthread.php?t=302347
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                                    #8669    
                                  Old August 13th, 2013 (2:57 AM).
                                  Mauri Mauri is offline
                                     
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                                    Hello again,

                                    Which is the flag, or the var, where i can check if a battle has been won or not? I need it because i would realize a battle that i'm sure i'll loose, and after that i would move my sprite to another bank map and position.
                                      #8670    
                                    Old August 13th, 2013 (3:37 AM).
                                    Wobbu's Avatar
                                    Wobbu Wobbu is offline
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                                      Quote:
                                      Originally Posted by Mauri View Post
                                      Hello again,

                                      Which is the flag, or the var, where i can check if a battle has been won or not? I need it because i would realize a battle that i'm sure i'll loose, and after that i would move my sprite to another bank map and position.
                                      Just use checktrainerflag 0xYYY.
                                      YYY would be the trainer's number (the one you'll see in A-Trainer).
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                                        #8671    
                                      Old August 13th, 2013 (3:43 AM). Edited August 13th, 2013 by Mauri.
                                      Mauri Mauri is offline
                                         
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                                        So, like this?

                                        Code:
                                        trainerbattle ..
                                        checktrainerflag 0x
                                        if 0x1 goto @win
                                        // if you loose
                                        Right? Or have i to compare the last result?
                                          #8672    
                                        Old August 13th, 2013 (5:08 AM). Edited August 13th, 2013 by karatekid552.
                                        karatekid552's Avatar
                                        karatekid552 karatekid552 is offline
                                        What happens if I push it?....
                                           
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                                          Quote:
                                          Originally Posted by Mauri View Post
                                          So, like this?

                                          Code:
                                          trainerbattle ..
                                          checktrainerflag 0x
                                          if 0x1 goto @win
                                          // if you loose
                                          Right? Or have i to compare the last result?
                                          Nope, a common misconception is that trainerflags are set when you beat them. Trainerflags are really cleared when you beat them.

                                          And yes, you need to compare LASTRESULT 0x0 in between the chckflag and the if.
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                                            #8673    
                                          Old August 13th, 2013 (5:24 AM).
                                          Mauri Mauri is offline
                                             
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                                            So it should be like this:

                                            Code:
                                            checktrainerflag 0x
                                            compare LASTRESULT 0x0
                                            if 0x1 goto @Win
                                              #8674    
                                            Old August 13th, 2013 (5:37 AM).
                                            Wobbu's Avatar
                                            Wobbu Wobbu is offline
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                                              Quote:
                                              Originally Posted by Mauri View Post
                                              So, like this?

                                              Code:
                                              trainerbattle ..
                                              checktrainerflag 0x
                                              if 0x1 goto @win
                                              // if you loose
                                              Right? Or have i to compare the last result?
                                              Yeah, if the trainer has been defeated, then the flag will be set. You don't need to check a variable, just do if 0x1 goto.
                                              If you want to do a script with the actual trainerbattle in it, then this is what you want:
                                              Code:
                                              trainerbattle 0x3 0xYYY 0x0 @intro @defeat
                                              Iirc, trainerbattle 0x3 allows execution after the battle, even if you lose.
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                                                #8675    
                                              Old August 13th, 2013 (6:01 AM). Edited August 13th, 2013 by karatekid552.
                                              karatekid552's Avatar
                                              karatekid552 karatekid552 is offline
                                              What happens if I push it?....
                                                 
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                                                Quote:
                                                Originally Posted by jsziede View Post
                                                Yeah, if the trainer has been defeated, then the flag will be set. You don't need to check a variable, just do if 0x1 goto.
                                                If you want to do a script with the actual trainerbattle in it, then this is what you want:
                                                Code:
                                                trainerbattle 0x3 0xYYY 0x0 @intro @defeat
                                                Iirc, trainerbattle 0x3 allows execution after the battle, even if you lose.
                                                NO!

                                                Sorry bro, but this is completely wrong. Trainerflags are cleared when you win, and trainerbattle 0x3 doesn't require a pounter to continue the script, however the wcript will NOT continue if you lose. The only trainerbattle that will continue is 0x9. However that is the tutorial battle which has all sprts of messaged which pop up, though woth a alittle work, they can be removed.

                                                Quote:
                                                Originally Posted by Mauri View Post
                                                So it should be like this:

                                                Code:
                                                checktrainerflag 0x
                                                compare LASTRESULT 0x0
                                                if 0x1 goto @Win
                                                Yes, that is correct, for checking if you won of course.
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