Quote:
Originally Posted by Tazman
I realize that. I have PoketScript and have been using it for quite a while. What I want to know is how to make a trainer dissappear and why my custom trainer always ends up to be a Team aqua grunt. Like I said, I have been using PET, which I have mentioned in my previous Forum, instead of the other program that IrishWitch has provided. I want to know how to get around that and be able to use the program PET by HelmetedRodent, unless you don't know what that is. OH! I almost forgot! As of recently, I came to a bump in the Wildbattle area. I tried to make a Deoxys, but when I talked to the sprite, the game froze! So, I tried the sample script IrishWitch provided...THAT DIDN'T WORK EITHER! So, I know I'm doing something wrong here. I'll post these two scripts for ya so you can get a better view of what I'm talking about.
Here's the one for the Wildbattle...
#org $StartWild
lock
faceplayer
cry 386
message $Cry
$Cry 1 = . . .
boxset 6
checkflag 0x808
if 0x1 goto $WildBatt
release
end
#org $Wildbatt
lock
wildbattle 386 82 1
release
setflag 0x500
fadescreen 0
end
And here's the one for the trainerbattle...
#org $Trainer
lock
faceplayer
trainerbattle 0 2B5 $MadChall $MadDefeat
$MadChall 1 = ?????: ...\p\v\h01: This guy has an eerie look on\nhis face...\lAs if I am staring at a ghost.\p?????: SCREEEEEECH!!
$MadDefeat 1 = ...
boxset 6
release
end
I honestly don't think anything is wrong with the script, but I just want to make sure.
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I'm trying not to be rude, here, but all you're coming here for is help with a script. You want to know what's wrong with the script, look at this tutorial, and you may realise some things.
This may make no sense to you, but let's look at your first script.
Due to errors in the default database of Pokescript, you're script would compile this.
[6A] [5A] [30] [82] [01] [0F] [00] [XX] [XX] [XX] [XX] [09] [06] [29] [08] [08] [06] [01] [XX] [XX] [XX] [XX] [6C] [02] '[XX] [XX] [XX] [XX] is just a pointer.
That's only the $start wild section.
This in Pokescript language would be.
Code:
#org 0xXXXXXX
lock
faceplayer
cry pkmn_volbeat
#raw 0x0F 0x00
'The script would fall apart here, because it would try and use whatever byte is here, to do something.
Cry would use the first two bytes from that message command, but if you actually look at this tutorial and see how commands should be set out for Pokescript, you probably would have avoided that error.
Now the second script. Know why the battle is screwed up?
This line right here.
Code:
trainerbattle 0 2B5 $MadChall $MadDefeat
The 2B5 isn't detected as a number, because it isn't a number in a decimal system. Try using
0x2B5.