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  #4601   Link to this post, but load the entire thread.  
Old August 19th, 2010 (10:54 AM).
colcolstyles's Avatar
colcolstyles colcolstyles is offline
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Quote:
Originally Posted by Donkey5 View Post
I'm a beginning scripter and experimenting with various scripts. I have a problem right here, it's hidesprite. The sprite keeps reappearing after I make a step, although the flag number is the same as the person's ID. The cry also doesn't work. Can someone help me? (I cannot post a screenshot because the system disallows me to post an URL before having 15 posts.)


Spoiler:
#dynamic 0x800000

#org @start
lock
faceplayer
msgbox @1 0x6
cry 0x7 0x0
wildbattle 0x7 0x1 0x0
fadescreen 1
hidesprite 0x1
setflag 0x1204
fadescreen 0
release
end

#org @1
= I'm a Pokémon, not a human.


My script.
You need a 'waitcry' command after 'cry' or else the game will go ahead and start the battle without waiting for the cry to finish. As for the other problem, everything should work as long as you have '1024' written in the "Person ID" field in AdvanceMap. I can't tell you what's wrong because I don't have the ROM. Make sure that the address in the "Script offset" field matches the address of "@start" that is displayed when you compile the script in XSE.
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Old August 19th, 2010 (12:11 PM).
Donkey5 Donkey5 is offline
 
Join Date: Jul 2010
Gender: Male
Posts: 3
Thank you about the cry, it works now. As for the hidesprite, I added another event on the map, used the script on that person event and it worked flawlessly.

Thank you =)
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Old August 19th, 2010 (5:52 PM).
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Surmonter Surmonter is offline
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I just started scripting, and I am disecting scripts from other tutorials to try and teach myself most of the stuff. Well, I got down a lot of the basics but I am have trouble.

With this script, something always goes wrong. It says "Hello! Happy birthday!" then skips the rest of the dialouge (after pausing for a few seconds) and goes right to "Can you take care of it?"

Can someone please help me?

Spoiler:

#dynamic 0x800000

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

#org @take
givepokemon 0x14C 0x5 0x16 0x0 0x0 0x0
fanfare 0x13E
msgbox @3 0x4
waitfanfare
closeonkeypress
setflag 0x828
msgbox @4 0x5
compare LASTRESULT 0x1
if 0x1 gosub @name
msgbox @5 0x6
release
end

#org @name
call 0x1A74EB
return

#org @done
msgbox @6 0x6
release
end

#org @1
= Hello!\nHappy Birthday!\nI have a present for you\n, you will need it!\pCan you take care of it?

#org @2
= That's okay.\pI will just keep it..\nand cry...

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

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

#org @5
= Please take care of\nTrapinch!

#org @6
= Are you taking good care\nof Trapinch?
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  #4604   Link to this post, but load the entire thread.  
Old August 19th, 2010 (6:41 PM).
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Zenox9120 Zenox9120 is offline
 
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Location: Alpine, Utah
Age: 28
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Hey, so I've got this script and it's got a couple bugs. It works for the most part, but there are just some bugs I don't know how to work out on my own.

I'll tell you basically what I want my script to do. Basically, you pick one of your starter pokemon (This is the script for one of the 9 pokeballs in the lab) and once you pick your pokemon, you're asked to give it a nickname and the like. Then after you've got it, your rival randomly picks one of the 3 starters that is a superior type to your own. Then he walks off and leaves. Most of it works.

Here's the script
Spoiler:
#org $start
lock
checkflag 0x29F
if b_true goto $talk2
checkflag 0x200
if b_true goto $talk
message $1
$1 1 = It's one of PROF. CEDAR's many\nPOKéMON.
boxset 6
release
end

#org $talk
#raw 0x75 0x93 0x00 0x0A 0x03
message $2
$2 1 = Would you like the FIRE POKéMON,\nCYNDAQUIL?
boxset 5
compare LASTRESULT 0x1
if b_true goto $yes
#raw 0x76
message $3
$3 1 = Well, keep looking around.\nI'm sure you'll find one you like!
boxset 6
release
end

#org $yes
#raw 0x76
setflag 0x29F
removesprite 5
setflag 0x828
message $4
$4 1 = A fine choice, indeed!\nI'm sure you'll be very happy with it!
boxset 6
givepokemon 155 5 0
fanfare 0x13E
message $5
$5 1 = \v\h01\ recieved a CYNDAQUIL!
boxset 4
waitfanfare
#raw 0x68
message $6
$6 1 = Would you like to give a nickname to\nyour new CYNDAQUIL?
boxset 5
compare LASTRESULT 0x1
if b_true gosub $name
#raw 0x8F 0x03 0x00
compare 0x800D 0x0
if 0x1 goto $Squirtle
compare 0x800D 0x1
if 0x1 goto $totodile
compare 0x800D 0x2
if 0x1 goto $mudkip

#org $name
call 0x1A74EB
return

#org $talk2
message $7
$7 1 = It's one of PROF. CEDAR's\nremaining POKéMON.
boxset 6
release
end

#org $squirtle
message $8
$8 1 = Man, \v\h01!\ \nYou took the one I wanted.
boxset 6
applymovement 8 $walk
$walk 1 ; #binary 0x12 0x12 0x11 0xFE
pausemove 0
message $9
$9 1 = Well, then I guess I'll take this one.
boxset 6
removesprite 5
fanfare 0x13E
message $10
$10 1 = \v\h06\ got a SQUIRTLE!
boxset 4
waitfanfare
message $11
$11 1 = Sorry to jet, but I'm in a hurry!
boxset 6
playsound 0x13C
#raw 0x33
applymovement 8 $walk2
$walk2 1 ; #binary 0x10 0x13 0x13 0x13 0x10 0x10 0x10 0x10 0x10 0x10 0xFE
pausemove
fadesound
removesprite 8
release
end

#org $totodile
message $8
boxset 6
applymovement 8 $walk3
$walk3 1 ; #binary 0x13 0x13 0x13 0x13 0x11 0xFE
pausemove 0
message $9
boxset 6
removesprite 5
fanfare 0x13E
message $12
$12 1 = \v\h06\ got a TOTODILE!
boxset 4
waitfanfare
message $11
boxset 6
playsound 0x13C
#raw 0x33
applymovement 8 $walk4
$walk4 1 ; #binary 0x10 0x12 0x12 0x12 0x10 0x10 0x10 0x10 0x10 0x10 0xFE
pausemove
fadesound
removesprite 8
release
end

#org $mudkip
message $8
boxset 6
applymovement 8 $walk5
$walk5 1 ; #binary 0x10 0x10 0x10 0x12 0x12 0x11 0xFE
pausemove 0
message $9
boxset 6
removesprite 5
fanfare 0x13E
message $13
$13 1 = \v\h06\ got a MUDKIP!
boxset 4
waitfanfare
message $11
boxset 6
playsound 0x13C
#raw 0x33
applymovement 8 $walk6
$walk6 1 ; #binary 0x10 0x13 0x13 0x13 0x10 0x10 0x10 0xFE
pausemove
fadesound
removesprite 8
release
end


Now here's the list of bugs
1. Obviously it doesn't show a Cyndaquil, it shows a Dratini. I don't know what the pokemon numbers are in hex, otherwise it would show them correctly. Anyone got a list? I've got the normal pokemon list, but I don't know how to convert it to hex.

2. For some reason, when you say yes to giving a nickname, a tile is randomly changed to another tile on the map, a sound effect plays and the script continues. The nickname screen never shows. None of that was programmed, which is very odd.

3. This isn't really a bug, I just didn't know how. So, the rival picks randomly one of the 3 starters. How do I make the game know that this has happened? Should I use flags and just have like 9 of them and check if one of them is on? I don't know ... just someone say how the game does it and I'll do it that way.

4. Once the rival leaves, I don't know why, but it says "PLAYER recieved a ????????. PLAYER put the ???????? in the bag" Gary's theme never ends and that textbox won't leave. The cause of this, I don't know.

If you could just list the cause and the fix (Cause due to future reference, just giving me the fix doesn't help me learn :P) that would be great.

Also, while we're on the subject, there's another thing in my game. I have another event script that works basically fine. One thing though, I want the character used in the event to be nonexistent until the actual event is initiated, sort of like Oak in the beginning of FR/LG. Anyone know how to do this?

Oh, and in case it's needed, this is LeafGreen.

Thank you very much in advance!
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Old August 20th, 2010 (4:01 PM).
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KotovSyndrome_ KotovSyndrome_ is offline
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Join Date: Jul 2008
Location: Wales
Gender: Male
Nature: Adamant
Posts: 57
Quote:
Originally Posted by Surmonter View Post


Can someone please help me?


Spoiler:

#dynamic 0x800000

#org @start

checkflag 0x828
if 0x1 goto @done
msgbox @1 0x5
compare LASTRESULT 0x1
if 0x1 goto @take
msgbox @2 0x6
release
end

#org @take

givepokemon 0x14C 0x5 0x16 0x0 0x0 0x0
fanfare 0x13E
msgbox @3 0x4
waitfanfare
closeonkeypress
setflag 0x828
msgbox @4 0x5
compare LASTRESULT 0x1
if 0x1 gosub @name
msgbox @5 0x6
release
end

#org @name

call 0x1A74EB
return

#org @done

msgbox @6 0x6
release
end

#org @1

= Hello!\nHappy Birthday!\pI have a present for you\n, you will need it!\pCan you take care of it?

#org @2

= That's okay.\pI will just keep it..\nand cry...

#org @3

= [black_fr]You received a Trapinch!

#org @4

= [black_fr]Would you like to give a\nnickname to Trapinch?

#org @5

= Please take care of\nTrapinch!

#org @6

= Are you taking good care\nof Trapinch?


Try this. Change is in bold.
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  #4606   Link to this post, but load the entire thread.  
Old August 21st, 2010 (7:15 AM).
Picceta Picceta is offline
 
Join Date: Sep 2007
Gender:
Posts: 2
Game: FireRed
Type: Person

It's an item pickup, it picks up fine, but doesn't disappear until I walk around the map. I'd appreciate any help!

Spoiler:
#org $script
lock
faceplayer
checkflag 0x1201
if 0x01 goto $done
message $talk
$talk 1 = \v\h01 picked up a Potion!
boxset 6
giveitem 0x0D 0x01
setflag 0x1201
release
end

#org $done
removesprite 2
setflag 0x1202
release
end
  #4607   Link to this post, but load the entire thread.  
Old August 21st, 2010 (1:11 PM).
Zenox9120's Avatar
Zenox9120 Zenox9120 is offline
 
Join Date: Feb 2010
Location: Alpine, Utah
Age: 28
Gender: Male
Nature: Naughty
Posts: 32
Quote:
Originally Posted by Zenox9120 View Post
Spoiler:
#org $start
lock
checkflag 0x29F
if b_true goto $talk2
checkflag 0x200
if b_true goto $talk
message $1
$1 1 = It's one of PROF. CEDAR's many\nPOKéMON.
boxset 6
release
end

#org $talk
#raw 0x75 0x93 0x00 0x0A 0x03
message $2
$2 1 = Would you like the FIRE POKéMON,\nCYNDAQUIL?
boxset 5
compare LASTRESULT 0x1
if b_true goto $yes
#raw 0x76
message $3
$3 1 = Well, keep looking around.\nI'm sure you'll find one you like!
boxset 6
release
end

#org $yes
#raw 0x76
setflag 0x29F
removesprite 5
setflag 0x828
message $4
$4 1 = A fine choice, indeed!\nI'm sure you'll be very happy with it!
boxset 6
givepokemon 155 5 0
fanfare 0x13E
message $5
$5 1 = \v\h01\ recieved a CYNDAQUIL!
boxset 4
waitfanfare
#raw 0x68
message $6
$6 1 = Would you like to give a nickname to\nyour new CYNDAQUIL?
boxset 5
compare LASTRESULT 0x1
if b_true gosub $name
#raw 0x8F 0x03 0x00
compare 0x800D 0x0
if 0x1 goto $Squirtle
compare 0x800D 0x1
if 0x1 goto $totodile
compare 0x800D 0x2
if 0x1 goto $mudkip

#org $name
call 0x1A74EB
return

#org $talk2
message $7
$7 1 = It's one of PROF. CEDAR's\nremaining POKéMON.
boxset 6
release
end

#org $squirtle
message $8
$8 1 = Man, \v\h01!\ \nYou took the one I wanted.
boxset 6
applymovement 8 $walk
$walk 1 ; #binary 0x12 0x12 0x11 0xFE
pausemove 0
message $9
$9 1 = Well, then I guess I'll take this one.
boxset 6
removesprite 5
fanfare 0x13E
message $10
$10 1 = \v\h06\ got a SQUIRTLE!
boxset 4
waitfanfare
message $11
$11 1 = Sorry to jet, but I'm in a hurry!
boxset 6
playsound 0x13C
#raw 0x33
applymovement 8 $walk2
$walk2 1 ; #binary 0x10 0x13 0x13 0x13 0x10 0x10 0x10 0x10 0x10 0x10 0xFE
pausemove
fadesound
removesprite 8
release
end

#org $totodile
message $8
boxset 6
applymovement 8 $walk3
$walk3 1 ; #binary 0x13 0x13 0x13 0x13 0x11 0xFE
pausemove 0
message $9
boxset 6
removesprite 5
fanfare 0x13E
message $12
$12 1 = \v\h06\ got a TOTODILE!
boxset 4
waitfanfare
message $11
boxset 6
playsound 0x13C
#raw 0x33
applymovement 8 $walk4
$walk4 1 ; #binary 0x10 0x12 0x12 0x12 0x10 0x10 0x10 0x10 0x10 0x10 0xFE
pausemove
fadesound
removesprite 8
release
end

#org $mudkip
message $8
boxset 6
applymovement 8 $walk5
$walk5 1 ; #binary 0x10 0x10 0x10 0x12 0x12 0x11 0xFE
pausemove 0
message $9
boxset 6
removesprite 5
fanfare 0x13E
message $13
$13 1 = \v\h06\ got a MUDKIP!
boxset 4
waitfanfare
message $11
boxset 6
playsound 0x13C
#raw 0x33
applymovement 8 $walk6
$walk6 1 ; #binary 0x10 0x13 0x13 0x13 0x10 0x10 0x10 0xFE
pausemove
fadesound
removesprite 8
release
end


2. For some reason, when you say yes to giving a nickname, a tile is randomly changed to another tile on the map, a sound effect plays and the script continues. The nickname screen never shows. None of that was programmed, which is very odd.

3. This isn't really a bug, I just didn't know how. So, the rival picks randomly one of the 3 starters. How do I make the game know that this has happened? Should I use flags and just have like 9 of them and check if one of them is on? I don't know ... just someone say how the game does it and I'll do it that way.

Also, while we're on the subject, there's another thing in my game. I have another event script that works basically fine. One thing though, I want the character used in the event to be nonexistent until the actual event is initiated, sort of like Oak in the beginning of FR/LG. Anyone know how to do this?
I've fixed everything but the listed bugs in the script I posted earlier. I'd really appreciate assistance on the last 3.
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Old August 21st, 2010 (4:26 PM).
Rely97's Avatar
Rely97 Rely97 is offline
 
Join Date: Aug 2010
Gender: Male
Posts: 14
I would like to request help in editing pokemon trainer's text?

Advance text doesn't work for me and I can't find advance trainer.

...I believe this would be called a trigger type?

Right now I'm using PKSV, AM, and PET.
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Old August 21st, 2010 (5:10 PM).
Nightcrow's Avatar
Nightcrow Nightcrow is offline
 
Join Date: Jun 2010
Location: Belgium
Age: 37
Gender: Male
Nature: Calm
Posts: 47
Quote:
Originally Posted by Rely97 View Post
I would like to request help in editing pokemon trainer's text?

Advance text doesn't work for me and I can't find advance trainer.

...I believe this would be called a trigger type?

Right now I'm using PKSV, AM, and PET.
In advancemap go to 'events' and find trainer who's text you want to edit. Select that trainer and on the right you will see a button open script.
You can open the script in a script editor like XSE. In that script you can find and edit the text the trainer says(usually at the bottom). if you make the text longer, you may need to use a diffrent pointer or you'll overwrite some other game data. Use free space finder(built in in advance map) to find one. Then compile the script and burn it to your rom.
If you have problems finding this check out the XSE script tutorial on the forum.(all credit goes to the creator of the tutorial obviously)

all done :D
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Old August 21st, 2010 (5:34 PM).
Rely97's Avatar
Rely97 Rely97 is offline
 
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Gender: Male
Posts: 14
Okay, thank you! I just have one more question(Sorry!).

Well, I guess this might be considered two.

(1) I'm editing FireRed, where do I find Gary/Green's battle with Ash/Red? All I found is Green's text.

(2)How do you make a person walk in an event(As in, walk up to you, talk, then battle you) and then disappear after he loses?
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  #4611   Link to this post, but load the entire thread.  
Old August 21st, 2010 (5:35 PM). Edited August 22nd, 2010 by Nightcrow.
Nightcrow's Avatar
Nightcrow Nightcrow is offline
 
Join Date: Jun 2010
Location: Belgium
Age: 37
Gender: Male
Nature: Calm
Posts: 47
Still pretty new to scripting myself so here's a few noob questions i can't seem to find a straightforward answer to.

Questions:
Spoiler:

Flags: I know how to use them, but how do i know which value to choose for a new flag i create. I don't want to end up using a flag that is already being used by a diffrent script. Closest thing i found is:
'start at 1000 and go upwards and you should be fine'
Is this true?

Variables: Same question. How do i know the variable i want to use isn't already taken? Is there any safe variable to start from and count upwards?


Thanks in advance:)

-------------------------------------------------

Quote:
Originally Posted by Rely97 View Post
Okay, thank you! I just have one more question(Sorry!).

Well, I guess this might be considered two.

(1) I'm editing FireRed, where do I find Gary/Green's battle with Ash/Red? All I found is Green's text.

(2)How do you make a person walk in an event(As in, walk up to you, talk, then battle you) and then disappear after he loses?
1:
I don't really know which battle you mean, try adding a screenshot or something. :)
If you want to edit the pokemon, their moves, the trainer's items, the money you get for beating him etc... I advise HackMew's Advance Trainer. Checkout all of HackMew's tools while you are at it. They are GREAT! Thanks to HackMew! :)

2:
check out thethethethe's Scripting Tutorial, you will need the command 'applymovement' which is explained there, the values to make you character move are also included in that awesome tutorial. It helped me a great deal in starting to script! Thanks thethethethe! :)

hope this helps...
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Old August 21st, 2010 (7:30 PM).
Flandre Scarlet's Avatar
Flandre Scarlet Flandre Scarlet is offline
Free your mind.
 
Join Date: Feb 2008
Location: Australia
Age: 27
Gender: Male
Nature: Adamant
Posts: 356
Hey guys, I have a small problem with this script, when I talk to the person from the right side, nothing happens, it just goes on with the part if you were to talk to the person from the front (I hope that make sense.)

Spoiler:
'---------------
#org 0x808B31
msgbox 0x8808BF8 MSG_FACE '"I'm sorry, but no one is allowed\n..."
compare PLAYERFACING 0x4
if 0x1 goto 0x8808B99
setdooropened 0x20 0xB
doorchange
clearflag 0x1008
showsprite 0x8
applymovement 0x3 0x8808D1B
waitmovement 0x0
applymovement 0x8 0x8808D1F
waitmovement 0x0
msgbox 0x8808CA0 MSG_NORMAL '"[red_fr]???: Officer, we need you ..."
msgbox 0x8808CEB MSG_NORMAL '"[blue_fr]Okay, I'm coming in now!"
applymovement 0x8 0x8808D23
waitmovement 0x0
hidesprite 0x8
applymovement 0x3 0x8808D26
waitmovement 0x0
hidesprite 0x3
setflag 0x1009
setdoorclosed 0x20 0xB
release
end

'---------------
#org 0x808B99
setdooropened 0x20 0xB
doorchange
clearflag 0x1008
showsprite 0x8
applymovement MOVE_PLAYER 0x8808D09
waitmovement 0x0
applymovement 0x3 0x8808D0D
waitmovement 0x0
applymovement 0x8 0x8808D11
waitmovement 0x0
msgbox 0x8808CA0 MSG_NORMAL '"[red_fr]???: Officer, we need you ..."
msgbox 0x8808CEB MSG_NORMAL '"[blue_fr]Okay, I'm coming in now!"
applymovement 0x8 0x8808D14
waitmovement 0x0
hidesprite 0x8
applymovement 0x3 0x8808D17
waitmovement 0x0
hidesprite 0x3
setflag 0x1009
setdoorclosed 0x20 0xB
release
end


'---------
' Strings
'---------
#org 0x808BF8
= I'm sorry, but no one is allowed\nin here.\pWe have an evil organisation\ninside the building causing chaos.\pWe already have enough people\ninside to defeat them, sorry.

#org 0x808CA0
= [red_fr]???: Officer, we need you in\nhere!\pThings have gotten out of control!

#org 0x808CEB
= [blue_fr]Okay, I'm coming in now!


'-----------
' Movements
'-----------
#org 0x808D1B
#raw 0x13 'Step Right (Normal)
#raw 0x2 'Face Left
#raw 0xFE 'End of Movements

#org 0x808D1F
#raw 0x10 'Step Down (Normal)
#raw 0x3 'Face Right
#raw 0xFE 'End of Movements

#org 0x808D23
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements

#org 0x808D26
#raw 0x12 'Step Left (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements

#org 0x808D09
#raw 0x10 'Step Down (Normal)
#raw 0x1 'Face Up
#raw 0xFE 'End of Movements

#org 0x808D0D
#raw 0x10 'Step Down (Normal)
#raw 0x1 'Face Up
#raw 0xFE 'End of Movements

#org 0x808D11
#raw 0x10 'Step Down (Normal)
#raw 0xFE 'End of Movements

#org 0x808D14
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements

#org 0x808D17
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements


If someone were willing to help me, I'd be highly grateful. Thanks!
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Old August 22nd, 2010 (1:57 AM).
Darthatron's Avatar
Darthatron Darthatron is offline
巨大なトロール。
 
Join Date: Jan 2006
Location: Melbourne, Australia
Age: 31
Gender: Male
Nature: Modest
Posts: 1,152
Quote:
Originally Posted by Flandre Scarlet View Post
Hey guys, I have a small problem with this script, when I talk to the person from the right side, nothing happens, it just goes on with the part if you were to talk to the person from the front (I hope that make sense.)

If someone were willing to help me, I'd be highly grateful. Thanks!
Simply put, PLAYERFACING doesn't always work properly. This can be fixed by copybyte command;
Code:
'---------------
#org 0x808B31
msgbox 0x8808BF8 MSG_FACE '"I'm sorry, but no one is allowed\n..."
setvar PLAYERFACING 0x0000
copybyte 0x020370D4 0x02036E58            ;Prepare the PLAYERFACING variable.
compare PLAYERFACING 0x04                       ;Is the player facing right?
if 0x1 goto 0x8808B99
setdooropened 0x20 0xB
doorchange
clearflag 0x1008
showsprite 0x8
applymovement 0x3 0x8808D1B
waitmovement 0x0
applymovement 0x8 0x8808D1F
waitmovement 0x0
msgbox 0x8808CA0 MSG_NORMAL '"[red_fr]???: Officer, we need you ..."
msgbox 0x8808CEB MSG_NORMAL '"[blue_fr]Okay, I'm coming in now!"
applymovement 0x8 0x8808D23
waitmovement 0x0
hidesprite 0x8
applymovement 0x3 0x8808D26
waitmovement 0x0
hidesprite 0x3
setflag 0x1009
setdoorclosed 0x20 0xB
release
end

'---------------
#org 0x808B99
setdooropened 0x20 0xB
doorchange
clearflag 0x1008
showsprite 0x8
applymovement MOVE_PLAYER 0x8808D09
waitmovement 0x0
applymovement 0x3 0x8808D0D
waitmovement 0x0
applymovement 0x8 0x8808D11
waitmovement 0x0
msgbox 0x8808CA0 MSG_NORMAL '"[red_fr]???: Officer, we need you ..."
msgbox 0x8808CEB MSG_NORMAL '"[blue_fr]Okay, I'm coming in now!"
applymovement 0x8 0x8808D14
waitmovement 0x0
hidesprite 0x8
applymovement 0x3 0x8808D17
waitmovement 0x0
hidesprite 0x3
setflag 0x1009
setdoorclosed 0x20 0xB
release
end


'---------
' Strings
'---------
#org 0x808BF8
= I'm sorry, but no one is allowed\nin here.\pWe have an evil organisation\ninside the building causing chaos.\pWe already have enough people\ninside to defeat them, sorry.

#org 0x808CA0
= [red_fr]???: Officer, we need you in\nhere!\pThings have gotten out of control!

#org 0x808CEB
= [blue_fr]Okay, I'm coming in now!


'-----------
' Movements
'-----------
#org 0x808D1B
#raw 0x13 'Step Right (Normal)
#raw 0x2 'Face Left
#raw 0xFE 'End of Movements

#org 0x808D1F
#raw 0x10 'Step Down (Normal)
#raw 0x3 'Face Right
#raw 0xFE 'End of Movements

#org 0x808D23
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements

#org 0x808D26
#raw 0x12 'Step Left (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements

#org 0x808D09
#raw 0x10 'Step Down (Normal)
#raw 0x1 'Face Up
#raw 0xFE 'End of Movements

#org 0x808D0D
#raw 0x10 'Step Down (Normal)
#raw 0x1 'Face Up
#raw 0xFE 'End of Movements

#org 0x808D11
#raw 0x10 'Step Down (Normal)
#raw 0xFE 'End of Movements

#org 0x808D14
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements

#org 0x808D17
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements
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  #4614   Link to this post, but load the entire thread.  
Old August 22nd, 2010 (2:39 AM). Edited August 22nd, 2010 by supersam2.
supersam2 supersam2 is offline
 
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Quote:
Originally Posted by shiny quagsire View Post
Your problem is this:
Code:
setflag 501
The 501 needs to be 0x501.
Code:
setflag 0x501

OMG --' sorry for asking that noob question... really I'm sorry and thanks a lot

EDIT: huh... Still don't work...

here is the final script:

Code:
'---------------
#org 0x9C51CC
lock
checkflag 0x501
if 0x1 goto 0x89C7A2A
msgbox 0x89C7A5B MSG_FACE '"Maman: j'ai une\nmauvaise nouvelle..."
msgbox 0x89C7B50 MSG_FACE '"Maman non reste avec\nmoi! Maman! ..."
fadescreen 0x1
hidesprite LASTTALKED
setflag 0x501
fadescreen 0x0
msgbox 0x89C7BC8 MSG_FACE '"ouvre la lettre de\nMaman.\lCher  ..."
release
end

'---------------
#org 0x9C7A2A
release
end


'---------
' Strings
'---------
#org 0x9C7A5B
= Maman: j'ai une\nmauvaise nouvelle pour toi, je\lsuis gravement malade et\lje vais mourir. Il est trop dur\lpour moi de te dire ce qu'il\lfaut que je te dise, c'est\lpourquoi je t'ai écrit une\llettre, j'espère que tu ne m'en\lvoudras pas, je t'aime\l

#org 0x9C7B50
= Maman non reste avec\nmoi! Maman! MAMAAAAAAAN!\lNOOOOOON! J'ai besoin de toi\ls'il te plaît ne me laisse\lpas! Mamaaaan!\l

#org 0x9C7BC8
= ouvre la lettre de\nMaman.\lCher  p , si tu lis cette\llettre c'est que je ne suis plus\llà, j'ai beaucoup de choses à te\ldire alors je vais commencer par\lle début. Je t'ai dit qu'à ta\lnaissance, ton père nous avait\labandonnés, je t'ai menti, c'est\lmoi qui suis partie en\lt'emportant, parce que j'aivais\lpeur de ce dont il\létait capable, quand tu est né\let pendant ma grossesse,\lil n'arrêtait pas de répèter\lqu'il allait faire de toi le\lplus grand dresseur pokémon de\ltous les temps. Il était très\lsévère avec lui même et se\lcontraignait à une conduite\lexemplaire, si bien que j'ai eu\lpeur. Peur qu'il fasse la même\lchose avec toi et que tu ne sois\lpas heureux à cause de lui. Je\lne lui ai pas donné de nouvelles\ldepuis que je suis partie, et\lj'aimerais que tu le retrouve,\lc'est quelqu'un de bien. Je\lvoudrais qu'il sache que je\lne l'ai pas quitté parce que je\lne l'aimais pas. Il t'aidera\ldans la vie et t'aidera quoi que\ltu fasse. Je T'aime, Maman
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Old August 22nd, 2010 (7:15 AM).
Teh Newbeh's Avatar
Teh Newbeh Teh Newbeh is offline
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Is it possible to continue a script after losing in a trainer or pokemon battle without asm?
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Old August 22nd, 2010 (7:45 AM). Edited August 22nd, 2010 by supersam2.
supersam2 supersam2 is offline
 
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huh sorry, I did'nt know I had to put the flag number in the ID. Problem solved, thank you for all

teh newbeh: ask Dante, author of pokémon crono, he did that in a trainerbattle (battling giovani with a nidorino lvl 33 and you've only a poochyena lvl 5 xD)
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Old August 23rd, 2010 (6:07 AM).
w0uter w0uter is offline
 
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Hi. My goal in this script is to, when you talk to gary,
let him walk to the mart (a few steps right), make
him tell the player that it's closed and then run off.
Player 'thinks'(in grey) that gary is a moron, and then
OAK appears from above. He says: Hey, kid! Don't run off!
Then he walks to the player. Here is when it stops working
instead of saying that its dangerous to stay outside and
then taking player with him to the lab, only a weird box on the left
appears and then after clicking A a yes/no box appears.

here's the script:
Spoiler:

#org $walmartevent
lock
faceplayer
message $hi
$hi 1 = \v\h06: Hi \v\h01! What do\nyou think? Shall we go do some\lshopping?\p\v\h01: Dude, don't call it\nshopping. That makes it sound\l****ing gay.\p\v\h06: Yes, but dont you\nthink the activity itself is\lkinda gay so it doenst matter\lwhat you call it?\p\v\h01: Dude, you need to\nmask the fact that 'shopping'\lis gay by not calling it\lshopping.\p\v\h06: **** you. Lets get\nin there.
boxset 6
applymovement 1 $towalmart
$towalmart 1 ; #binary 0x13 0x13 0x13 0x13 0x01 0xFE
pausemove 0x0000
pause 0x40
applymovement 1 $face
$face 1 ; 0x02 0xFE
pausemove 0x0000
message $closed
$closed 1 = \v\h06: Dude, its closed!\nThe ****ing WALMART is ****ing\lclosed! I'll go ask someone\lwhy!
boxset 6
applymovement 1 $runaway
$runaway 1 ; #binary 0x10 0x10 0x10 0x10 0x10 0x10 0x10 0x10 0xFE
pausemove 0x0000
removesprite 1
setflag 0x1001
message $garyfail
$garyfail 1 = \c\h01\h03\(\v\h06 fails so hard,\nrunning off on his own.\lI'd better go after him.)
boxset 6
message $wait
$wait 1 = Man: Hey, kid! Don't run off!
boxset 6
clearflag 0x1002
showsprite 2
applymovement 0xFF $turn
$turn 1 ; #binary 0x02 0x62 0xFE
pausemove 0x0000
applymovement 2 $toplayer
$toplayer 1 ; #binary 0x10 0x10 0x10 0x10 0x10 0x10 0x13 0x13 0x13 0xFE
pausemovement 0x0000
message $danger
$danger 1 = Man: Kid! You better get to my\nlab! It's dangerous to stay\loutside! You gotta go inside\lNOW!\p\v\h01: Err... why?\pMan: no time to explain, go to\nmy lab it's just a few steps\lnorth from here!\p\v\h01: Ok, if you say so...\p\c\h01\h03\(Screw you, \v\h06. I ain't\nsavin' you this time.)
boxset 6
applymovement 2 $tolab
$tolab 1 ; #binary 0x12 0x12 0x12 0x12 0x12 0x11 0x11 0x11 0x11 0x12 0x11 0xFE
applymovement 0xFF $tolab2
$tolab2 1 ; #binary 0x12 0x12 0x12 0x12 0x12 0x12 0x11 0x11 0x11 0x11 0x12 0xFE
pausemovement 0x0000
#raw 0xAC 0x10 0x00 0x0F 0x00
#raw 0xAE
applymovement 2 $inlab
$inlab 1 ; #binary 0x11 0xFE
removesprite 2
setflag 0x1002
applymovement 0xFF $inlab2
$inlab2 ; #binary 0x11 0x11 0xFE
pausemove 0x0000
#raw 0xAD 0x10 0x00 0x0F 0x00
#raw 0xAE
warp 0x4 0x3 0x1
release
end


what am i doing wrong?
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Old August 23rd, 2010 (9:45 AM).
Klaww The Clown's Avatar
Klaww The Clown Klaww The Clown is offline
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This is my first post, and I spent about 15 minutes to figure out if this went under script help or simple questions, but...Yeah...

Anyway...

Game: Pokemon Fire Red
Type: Person
Editor: XSE
Script:
Spoiler:
#dynamic 0x71AB46

#org @start
lock
faceplayer
checkflag 0x100
if 0x1 goto @hey
msgbox @1 0x6
release
end

#org @hey
checkflag 0x101
if 0x1 goto @goaway
msgbox @2 0x6
giveitem 0x15D 0x1 MSG_OBTAIN
setflag 0x101
release
end

#org @goaway
checkflag 0x102
if 0x1 goto @kthxbai
msgbox @3 0x6
release
end

#org @kthxbai
checkflag 0x103
if 0x1 goto @goodluck
msgbox @4 0x6
fanfare 0x13E
msgbox @6 0x4
waitfanfare
closeonkeypress
setflag 0x82F
release
end

#org @goodluck
msgbox @5 0x6
release
end

#org @1
= Hey, [PLAYER], [RIVAL] wanted to\nsee you!\lHe said he had something to give\lyou.

#org @2
= Oh, hi [PLAYER]!\pAww! A POK\h1BMON!\pI guess this means you want to run\noff, and take the POK\h1BMON LEAGUE\lchallenge...\p...\p...\p...Alright. I'll allow you to go, but\nonly if you go give this PARCEL to\lmy friend. She lives in the next\ltown over.\pI'll see you soon!

#org @3
= My friend MRS. RAZ lives in the\nhouse beside the STRYKE POK\h1bMON\lLAB.

#org @4
= Thank you!\pFine, you may try the POK\h1bMON\nLEAGUE challenge...\pBut I think you should have these.

#org @5
= Sorry, there's not really much I\ncan do to help you, but good luck!

#org @6
= [black_fr] You received RUNNING SHOES!

Screenshots and/or Videos: None...

Basically, if you don't wanna read that, my problem is with the "giveitem 0x15D 0x1 MSG_OBTAIN" line. I figured it would give me the OAK'S PARCEL, but when I press debug, it says "missing #define or parameter".

Any other advice would be good, since I just started trying to script. (No hex editor... Yet.) I probably did something wrong with flags, anyway.

This is probably a really stupid newbie mistake, but yeah.

Also, ignore the dialog. I'm definitely changing it laters. That's the MOM script by the way, and it's not fully done.

Just keep in mind that I'm new, pl0x? :P

And, really sorry if I put this in the wrong place. :embarrass
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Old August 23rd, 2010 (9:55 AM).
Logan's Avatar
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You need to put '#include stditems.rbh' before the '#dynamic 0x<offset>'.
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Old August 23rd, 2010 (10:01 AM).
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colcolstyles colcolstyles is offline
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Quote:
Originally Posted by Manipulation View Post
You need to put '#include stditems.rbh' before the '#dynamic 0x<offset>'.
But he didn't use any macros that are included in "stditems.rbh". :\

Klaww, I compiled the script and it worked fine. Maybe you should copy the script into a new XSE window and try compiling it again.
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Old August 23rd, 2010 (10:03 AM).
Logan's Avatar
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Quote:
Originally Posted by colcolstyles View Post
But he didn't use any macros that are included in "stditems.rbh". :\

Klaww, I compiled the script and it worked fine. Maybe you should copy the script into a new XSE window and try compiling it again.
Oh yeah. :(

Anyway, have you deleted your 'std' file? Because that includes the MSG_OBTAIN thing and if you have then that explains things.
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Old August 23rd, 2010 (10:27 AM).
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Nightcrow Nightcrow is offline
 
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Hai:)

Second try for this question:

How can you find flag and variable offsets that aren't used yet? The offsets from free space finder can't be used for these, and i don't want to end up using a flag/variable that is being used by the game somewhere... I'm putting a lot of time in this hack, so i don't want to end up with a broken rom cos i've altered wrong values.

Does anybody know? Or is there a tool available that finds unused values for these?
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Old August 23rd, 2010 (10:28 AM).
Klaww The Clown's Avatar
Klaww The Clown Klaww The Clown is offline
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Quote:
Originally Posted by colcolstyles View Post
But he didn't use any macros that are included in "stditems.rbh". :\

Klaww, I compiled the script and it worked fine. Maybe you should copy the script into a new XSE window and try compiling it again.
I just tried this, and it still gives me the same error.
Quote:
Originally Posted by Manipulation View Post


Oh yeah. :(

Anyway, have you deleted your 'std' file? Because that includes the MSG_OBTAIN thing and if you have then that explains things.
I'm assuming you mean the "std.rbh" file inside the main XSE folder?

That's there. Although, if I open it, it looks like this, is that normal?
Spoiler:
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I know I opened the stditems file, to check what OAK'S PARCEL's hex thing was, but I didn't change anything, so that's not it... I think.
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Old August 23rd, 2010 (10:31 AM).
Logan's Avatar
Logan Logan is offline
 
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Quote:
Originally Posted by Klaww The Clown View Post
I just tried this, and it still gives me the same error.

I'm assuming you mean the "std.rbh" file inside the main XSE folder?

That's there. Although, if I open it, it looks like this, is that normal?
Spoiler:
Éú¡8ƒ±¤åÇcãS¤¯]ñY¤!
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I know I opened the stditems file, to check what OAK'S PARCEL's hex thing was, but I didn't change anything, so that's not it... I think.
That's not normal, no. Try replacing that with this:
Spoiler:
#define LASTRESULT 0x800D
#define LASTTALKED 0x800F

#define PLAYERFACING 0x800C
#define FACE_DOWN 0x1
#define FACE_UP 0x2
#define FACE_LEFT 0x3
#define FACE_RIGHT 0x4

#define MSG_OBTAIN 0x0
#define MSG_FIND 0x1
#define MSG_FACE 0x2
#define MSG_SIGN 0x3
#define MSG_KEEPOPEN 0x4
#define MSG_YESNO 0x5
#define MSG_NORMAL 0x6
#define MSG_POKENAV 0xA

#define MOVE_PLAYER 0xFF
#define MOVE_CAMERA 0x7F

#define B_FALSE 0x0
#define B_TRUE 0x1
#define B_NO 0x0
#define B_YES 0x1
#define B_BOY 0x0
#define B_GIRL 0x1

#define B_< 0x0
#define B_<< 0x0
#define B_= 0x1
#define B_== 0x1
#define B_> 0x2
#define B_>> 0x2
#define B_<= 0x3
#define B_>= 0x4
#define B_!= 0x5
#define B_<> 0x5

#define SP_HEALPKMN 0x0
#define SP_CHOOSEPKMN 0x9C
#define SP_CATCHPKMN 0x9D
#define SP_FRNATIONAL 0x16F
#define SP_EMNATIONAL 0x1F3

#define RS_PKMNMENU 0x800
#define RS_POKEDEX 0x801
#define RS_POKENAV 0x802
#define RS_RUNNINGSHOES 0x860

#define RS_BADGE1 0x807
#define RS_BADGE2 0x808
#define RS_BADGE3 0x809
#define RS_BADGE4 0x80A
#define RS_BADGE5 0x80B
#define RS_BADGE6 0x80C
#define RS_BADGE7 0x80D
#define RS_BADGE8 0x80E

#define EM_PKMNMENU 0x860
#define EM_POKEDEX 0x861
#define EM_POKENAV 0x862
#define EM_RUNNINGSHOES 0x8C0

#define EM_BADGE1 0x867
#define EM_BADGE2 0x868
#define EM_BADGE3 0x869
#define EM_BADGE4 0x86A
#define EM_BADGE5 0x86B
#define EM_BADGE6 0x86C
#define EM_BADGE7 0x86D
#define EM_BADGE8 0x86E

#define FR_PKMNMENU 0x828
#define FR_POKEDEX 0x829
#define FR_RUNNINGSHOES 0x82F

#define FR_BADGE1 0x820
#define FR_BADGE2 0x821
#define FR_BADGE3 0x822
#define FR_BADGE4 0x823
#define FR_BADGE5 0x824
#define FR_BADGE6 0x825
#define FR_BADGE7 0x826
#define FR_BADGE8 0x827
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  #4625   Link to this post, but load the entire thread.  
Old August 23rd, 2010 (10:50 AM).
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Kevin Kevin is offline
kevin del rey
 
Join Date: Jul 2010
Location: Virginia
Age: 24
Gender: Male
Posts: 2,686
Quote:
Originally Posted by Nightcrow View Post
Hai:)

Second try for this question:

How can you find flag and variable offsets that aren't used yet? The offsets from free space finder can't be used for these, and i don't want to end up using a flag/variable that is being used by the game somewhere... I'm putting a lot of time in this hack, so i don't want to end up with a broken rom cos i've altered wrong values.

Does anybody know? Or is there a tool available that finds unused values for these?
Usually flags 1000-2000 are not used.
And variables? I dunno, I think it was 7000+? =P But I'm sure that 1000-2000 flags aren't used.
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