ROM Hacking Need a helping hand? You can get help on any ROM Hacking-related problems or questions you have here.

Closed Thread
 
Thread Tools
  #8101    
Old April 5th, 2013 (10:21 PM).
Meowing Mewtwo's Avatar
Meowing Mewtwo Meowing Mewtwo is offline
     
    Join Date: Aug 2012
    Location: California
    Gender: Other
    Nature: Serious
    Posts: 27
    Hey all, I wrote a script for my starter Pokemon, an Eevee, and when I tested it in my ROM, all that happened was the noise you hear when you click a text box. If someone could help me out, I'd appreciate it. Here's the script:

    Code:
    #dynamic 0x6B09F8
    
    #org @start
    setflag 0x828
    msgbox @1 0x5
    @take
    msgbox @2 0x6
    release
    end
    
    #org @take
    givepokemon 0x133 0x5 0x0 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 @1
    = It's an EEVEE.\nBut it's covered in burns!\pWill you help it?
    
    #org @2
    = That's okay.\pSomeone else will\nprobably take it.
    
    #org @3
    = [black_rs]You received an EEVEE!
    
    #org @4
    = [black_rs]Would you like to give a\nnickname to this little EEVEE?
    
    #org @5
    = That EEVEE is looking\nbetter already[.]
    __________________
    This account is dead and has been for a long time.
    I did, however, remake it on August 09, 2014. You can find my new location here.

    Relevant Advertising!

      #8102    
    Old April 5th, 2013 (10:45 PM).
    tajaros's Avatar
    tajaros tajaros is offline
    Hi I'm dawg
       
      Join Date: Apr 2012
      Location: Philippines
      Age: 18
      Gender: Male
      Nature: Timid
      Posts: 857
      Quote:
      Originally Posted by Meowing Mewtwo View Post
      Hey all, I wrote a script for my starter Pokemon, an Eevee, and when I tested it in my ROM, all that happened was the noise you hear when you click a text box. If someone could help me out, I'd appreciate it. Here's the script:

      Code:
      #dynamic 0x6B09F8
      
      #org @start
      setflag 0x828
      msgbox @1 0x5
      @take
      msgbox @2 0x6
      release
      end
      
      #org @take
      givepokemon 0x133 0x5 0x0 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 @1
      = It's an EEVEE.\nBut it's covered in burns!\pWill you help it?
      
      #org @2
      = That's okay.\pSomeone else will\nprobably take it.
      
      #org @3
      = [black_rs]You received an EEVEE!
      
      #org @4
      = [black_rs]Would you like to give a\nnickname to this little EEVEE?
      
      #org @5
      = That EEVEE is looking\nbetter already[.]
      Here I fixed your script I found numerous of errors in your script especially in the first part you didn't even have a decision command to check if the user picked yes or no.

      Also you've placed a release command in your script but it doesn't have any lock command in it. Also the givepokemon command 133 is Eevee's Pokemon No. so you have to convert to 133 to hex, so it will be 85.

      I think that's all there is to it. Here's the fixed script btw.

      Code:
      #dynamic 0x800000
      
      #org @start
      lock
      msgbox @1 0x5
      compare LASTRESULT 0x1
      if 0x1 goto @take
      msgbox @5 0x6
      release
      end
      
      #org @take
      givepokemon 0x85 0x5 0x0 0x0 0x0 0x0
      setflag 0x828
      fanfare 0x13E
      msgbox @2 0x4
      waitfanfare
      closeonkeypress
      msgbox @3 0x5
      compare LASTRESULT 0x1
      if 0x1 goto @nick
      goto @good
      end
      
      #org @nick
      setvar 0x8004 0x0
      call @nickname
      goto @good
      
      #org @nickname
      fadescreen 0x1
      special 0x9E
      waitstate
      return
      
      #org @good
      msgbox @4 0x6
      release
      end
      
      #org @1
      = It's an EEVEE.\nBut it's covered in burns!\pWill you help it?
      
      #org @2
      = [black_rs]You received an EEVEE!
      
      #org @3
      = [black_rs]Would you like to give a\nnickname to this little EEVEE?
      
      #org @4
      = That EEVEE is looking\nbetter already.
      
      #org @5
      = That's okay.\pSomeone else will\nprobably take it.
      __________________
        #8103    
      Old April 6th, 2013 (5:22 PM).
      Mittica Mittica is offline
         
        Join Date: Apr 2013
        Gender: Male
        Posts: 1
        Hi, I need help with something, how could I get my character to follow someone (such as the part when you walk into Route one for the first time and he makes you follow him back to his lab in FR/LG)

        Game: Fire Red
        System: XSE/Pokescript, I use both
        Type: Follow script maybe? Idk what to call it.
          #8104    
        Old April 6th, 2013 (8:05 PM). Edited April 6th, 2013 by LocksmithArmy.
        LocksmithArmy's Avatar
        LocksmithArmy LocksmithArmy is offline
        Mew!
           
          Join Date: Feb 2013
          Age: 28
          Gender: Male
          Posts: 415
          well its quite simple...
          the character you want to follow has a movment sequence... you just have to copy that movement sequence with your character... only one step behind.

          if character 1 and character 2 are beside eachother face to face... (character one is on the left)
          if character 1s sequence looks like Walk_down walk_down walk_down walk_left
          character 2 can be walk_left walk_down walk_down walk_down walk_left

          notice how character 2 has a step before the setps that character 1 has... that means he should be following... movement commands are simple really.

          you will want to check the players facing most likely... this will tell you weather you are standing above, below, left or right of the character you want to follow, so you know which movements to make to do the following...

          I hope that made since...
          if not here is an example:
          Spoiler:

          #org 0x8800190
          '-----------------------------------
          closemsg
          applymovement 0x4 0x8800200 ' walk_right walk_righ...
          compare PLAYERFACING UP
          if == call 0x8800240 ' Equal To
          compare PLAYERFACING DOWN
          if == call 0x8800250 ' Equal To
          compare PLAYERFACING RIGHT
          if == call 0x8800260 ' Equal To
          compare PLAYERFACING LEFT
          if == call 0x8800270 ' Equal To
          pauseevent 0x0
          msgbox 0x8800220 ' \v\h01 entered a \ns...
          callstd MSG_NOCLOSE ' Non-closing message
          closemsg
          warp 0x4 0x4 0xFF 0x3 0x4
          disappear 0x7
          movesprite2 0x4 0x6 0x3
          spritebehave 0x4 0x8
          end

          #org 0x8800240
          '-----------------------------------
          applymovement PLAYER 0x8800210 ' walk_up walk_right w...
          return

          #org 0x8800250
          '-----------------------------------
          applymovement PLAYER 0x8800280 ' walk_down walk_right...
          return

          #org 0x8800260
          '-----------------------------------
          applymovement PLAYER 0x8800290 ' walk_right walk_righ...
          return

          #org 0x8800270
          '-----------------------------------
          applymovement PLAYER 0x88002A0 ' walk_up look_down wa...
          return


          #org 0x8800220
          = \v\h01 entered a \nsecret passage!

          #org 0x8800200(Oak walks this way)
          M walk_right walk_right walk_right walk_right walk_right walk_right hide end

          #org 0x8800210(I am facing UP, so I am below Oak, to follow I must walk up then follow)
          M walk_up walk_right walk_right walk_right walk_right walk_right walk_right hide end

          #org 0x8800280(I am facing DOWN, so I am above Oak, to follow I must walk down then follow)
          M walk_down walk_right walk_right walk_right walk_right walk_right walk_right hide end

          #org 0x8800290(I am facing right, so I am to the left of Oak, to follow I must walk right then follow)
          M walk_right walk_right walk_right walk_right walk_right walk_right walk_right hide end

          #org 0x88002A0(I am facing left, so I am to the right of Oak, to follow I must get out of oaks way by going up, then back down... then follow)
          M walk_up look_down walk_down walk_right walk_right walk_right walk_right walk_right hide end

          (another option would have been to check playerfacing before moving oak, then at each result (up down left right) move Oak and the player, this way instead of having the player get out of oaks way, Oak could walk around the player...)


          This is my example from when (in my hack) the player chooses to catch their own starting pokemon... you talk to Oak, (after he offers you his 3 choices) and he offers you the chance to catch your own starter... you say yes and upon selecting yes this script is run (he walks and the player follows, depending on the players location or which way he is facing oak)
          __________________
            #8105    
          Old April 7th, 2013 (1:30 PM). Edited April 7th, 2013 by TempixTL.
          TempixTL's Avatar
          TempixTL TempixTL is offline
             
            Join Date: Feb 2012
            Gender: Male
            Nature: Relaxed
            Posts: 15
            Game: Pokemon Fire Red
            Editor: XSE 1.1
            Type: Movement Script

            So I've been hacking Fire Red for a few days now with XSE 1.0, and I recently came across a download link for 1.1 (FINALLY) so I started using it because it's less buggy, etc. and whether this is related to my problem or not, I'm not sure, but the script shown below will not do what I want it to do.

            What's supposed to happen:

            Rival's song plays
            Rival says "Wait up"
            Player faces rival
            Rival approaches player
            Rival tells you your pokemon are bad
            Player jumps to the side (looking like rival pushed him)
            Rival walks out the door
            A variable is set so that the script doesn't occur again

            What actually happens:

            Rival's song plays
            Rival says "Wait up"
            Rival DOES NOT approach the player and stays in the same spot
            Text box saying your pokemon are bad still appears
            Player still jumps to the side
            Rival stays in the same old spot
            A variable is set so that the script doesn't occur again

            So my obvious problem is that my applymovement portion of the script is not working.
            The sprite I am trying to move does have the person event #5 as specified in the script, so I'm not sure what the problem is... I have to have 3 of these scripts, and one of them works (they are EXACTLY the same), the other two do not, but I think I may have compiled the first one using XSE 1.0 if that means anything.

            Here is the script itself:
            Spoiler:
            #dynamic 0x720438

            #org @start
            lock
            playsong 0x013B 0x0
            msgbox @wait 0x6
            applymovement 0xFF @facehim
            applymovement 0x5 @movegary
            waitmovement 0x0
            msgbox @hi 0x6
            applymovement 0xFF @moveplayer
            waitmovement 0x0
            applymovement 0x5 @garyleave
            waitmovement 0x0
            hidesprite 0x5
            fadesong 0x012D
            setvar 0x4067 0x0
            release
            end

            #org @wait
            = Hey \v\h01! Wait up!

            #org @facehim
            #raw 0x01 0xFE

            #org @movegary
            #raw 0x13 0x10 0x10 0x10 0x10 0x10 0x10 0xFE

            #org @hi
            = Let me see the POKEMON you picked\nfor just a moment...\p...\pHa! You're not even worth my time\nto battle, my POKEMON is a million\ltimes better than yours! See ya\laround, weakling!

            #org @moveplayer
            #raw 0x51 0xFE

            #org @garyleave
            #raw 0x10 0x10 0xFE


            And while I'm at it, how would I make it sound like the rival leaves through the door? Right now he just kinda disappears without a sound (in theory)
              #8106    
            Old April 7th, 2013 (1:48 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 TempixTL View Post
              Game: Pokemon Fire Red
              Editor: XSE 1.1
              Type: Movement Script

              So I've been hacking Fire Red for a few days now with XSE 1.0, and I recently came across a download link for 1.1 (FINALLY) so I started using it because it's less buggy, etc. and whether this is related to my problem or not, I'm not sure, but the script shown below will not do what I want it to do.

              What's supposed to happen:

              Rival's song plays
              Rival says "Wait up"
              Player faces rival
              Rival approaches player
              Rival tells you your pokemon are bad
              Player jumps to the side (looking like rival pushed him)
              Rival walks out the door
              A variable is set so that the script doesn't occur again

              What actually happens:

              Rival's song plays
              Rival says "Wait up"
              Rival DOES NOT approach the player and stays in the same spot
              Text box saying your pokemon are bad still appears
              Player still jumps to the side
              Rival stays in the same old spot
              A variable is set so that the script doesn't occur again

              So my obvious problem is that my applymovement portion of the script is not working.
              The sprite I am trying to move does have the person event #5 as specified in the script, so I'm not sure what the problem is... I have to have 3 of these scripts, and one of them works (they are EXACTLY the same), the other two do not, but I think I may have compiled the first one using XSE 1.0 if that means anything.

              Here is the script itself:
              Spoiler:
              #dynamic 0x720438

              #org @start
              lock
              playsong 0x013B 0x0
              msgbox @wait 0x6
              applymovement 0xFF @facehim
              applymovement 0x5 @movegary
              waitmovement 0x0
              msgbox @hi 0x6
              applymovement 0xFF @moveplayer
              waitmovement 0x0
              applymovement 0x5 @garyleave
              waitmovement 0x0
              hidesprite 0x5
              fadesong 0x012D
              setvar 0x4067 0x0
              release
              end

              #org @wait
              = Hey \v\h01! Wait up!

              #org @facehim
              #raw 0x01 0xFE

              #org @movegary
              #raw 0x13 0x10 0x10 0x10 0x10 0x10 0x10 0xFE

              #org @hi
              = Let me see the POKEMON you picked\nfor just a moment...\p...\pHa! You're not even worth my time\nto battle, my POKEMON is a million\ltimes better than yours! See ya\laround, weakling!

              #org @moveplayer
              #raw 0x51 0xFE

              #org @garyleave
              #raw 0x10 0x10 0xFE


              And while I'm at it, how would I make it sound like the rival leaves through the door? Right now he just kinda disappears without a sound (in theory)
              You would need to use the setdoor animation commands and the playsong commands in conjunction with the hide/showsprite commands. Doors are quite fun:p.

              I'm wondering if the problem you are having deals with the raws. Try giving them all their own lines. If you notice, the player's movements are only one raw and those work. So, give it a try. It couldn't hurt.

              Also, check to make sure it deffinaetely is the the person number, not the event number. Here is an img:
              Spoiler:


              I know it is in Spanish, (i don't speak Spanish, so if I can read it, so can you:p) but the number you should be looking at for Gary is "No. de Gente:", which is just under the "Delete Event" button.
              __________________

              Paired with Simba
                #8107    
              Old April 7th, 2013 (3:03 PM).
              TempixTL's Avatar
              TempixTL TempixTL is offline
                 
                Join Date: Feb 2012
                Gender: Male
                Nature: Relaxed
                Posts: 15
                Quote:
                Originally Posted by karatekid552 View Post
                You would need to use the setdoor animation commands and the playsong commands in conjunction with the hide/showsprite commands. Doors are quite fun:p.

                I'm wondering if the problem you are having deals with the raws. Try giving them all their own lines. If you notice, the player's movements are only one raw and those work. So, give it a try. It couldn't hurt.

                Also, check to make sure it deffinaetely is the the person number, not the event number. Here is an img:

                I know it is in Spanish, (i don't speak Spanish, so if I can read it, so can you:p) but the number you should be looking at for Gary is "No. de Gente:", which is just under the "Delete Event" button.
                Alright, I tried giving each movement their own #raw, but still no luck unfortunately. I also double checked to make sure I had the right person event no., and I did so I'm not sure what the problem could be! I get the feeling maybe there was a change in the way XSE works with the applymovement command from 1.0-1.1 possibly?
                  #8108    
                Old April 7th, 2013 (3:36 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 TempixTL View Post
                  Alright, I tried giving each movement their own #raw, but still no luck unfortunately. I also double checked to make sure I had the right person event no., and I did so I'm not sure what the problem could be! I get the feeling maybe there was a change in the way XSE works with the applymovement command from 1.0-1.1 possibly?
                  Nope, it hasn't changed. Try shifting things around and seeing if it will run the script on a different OW.
                  __________________

                  Paired with Simba
                    #8109    
                  Old April 7th, 2013 (4:04 PM).
                  TempixTL's Avatar
                  TempixTL TempixTL is offline
                     
                    Join Date: Feb 2012
                    Gender: Male
                    Nature: Relaxed
                    Posts: 15
                    Quote:
                    Originally Posted by karatekid552 View Post
                    Nope, it hasn't changed. Try shifting things around and seeing if it will run the script on a different OW.
                    Alright, so I messed around with a few things and I'm just gonna restate some things that may not have been clear earlier...

                    - I need 3 of these scripts
                    - One of them works, the other two do not

                    So in my said messing around, I tried pointing the script events that weren't working to the same pointer as the script event that does work and the same thing happened, it didn't work. However, if I move the script events to another place on the map, it suddenly works! But since the script is not where it should be, it obviously doesn't work right. So the question now is why don't the scripts work where they're supposed to?
                      #8110    
                    Old April 7th, 2013 (4:23 PM).
                    aar2697 aar2697 is offline
                       
                      Join Date: Jun 2010
                      Age: 20
                      Gender: Male
                      Posts: 37
                      I am having much trouble with the callasm command. I believe it's because I installed JPAN's hacked engine. callasm works with a clean ROM, but it doesn't work on my hacked ROM (the game crashes), which I've been working on for a very long time and have ZERO motivation to move to a new ROM.
                      I'd like to know if maybe the JPAN hacked engine requires something other than callasm for ASM scripts to play out. I know the engine uses specials for its asm scripts, but I don't understand why callasm isn't working for me.
                        #8111    
                      Old April 7th, 2013 (5:01 PM). Edited April 7th, 2013 by karatekid552.
                      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 aar2697 View Post
                        I am having much trouble with the callasm command. I believe it's because I installed JPAN's hacked engine. callasm works with a clean ROM, but it doesn't work on my hacked ROM (the game crashes), which I've been working on for a very long time and have ZERO motivation to move to a new ROM.
                        I'd like to know if maybe the JPAN hacked engine requires something other than callasm for ASM scripts to play out. I know the engine uses specials for its asm scripts, but I don't understand why callasm isn't working for me.
                        The most common problem is adding 1 to the offset of the ASM routine. I have spent hours trying to fix routines when all it was, was that simple problem. I'm fairly certain it works the same since a friend of mine used callasm with JPAN's hack and there aren't any changes made to that command listed in his documentation.

                        Quote:
                        Originally Posted by TempixTL View Post
                        Alright, so I messed around with a few things and I'm just gonna restate some things that may not have been clear earlier...

                        - I need 3 of these scripts
                        - One of them works, the other two do not

                        So in my said messing around, I tried pointing the script events that weren't working to the same pointer as the script event that does work and the same thing happened, it didn't work. However, if I move the script events to another place on the map, it suddenly works! But since the script is not where it should be, it obviously doesn't work right. So the question now is why don't the scripts work where they're supposed to?
                        My thoughts could be that the tiles you are standing on are conflicting. I have never seen this before.... Could you provide and image or a video of them both working and non-working?
                        __________________

                        Paired with Simba
                          #8112    
                        Old April 7th, 2013 (5:06 PM).
                        aar2697 aar2697 is offline
                           
                          Join Date: Jun 2010
                          Age: 20
                          Gender: Male
                          Posts: 37
                          karatekid552, I have been adding 1. Again, it works on a clean ROM but not my hack. The ASM hex data is placed on an even address. It ends with a 0. So, the offset referenced in the XSE script ends with a 1.
                            #8113    
                          Old April 7th, 2013 (5:26 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 aar2697 View Post
                            karatekid552, I have been adding 1. Again, it works on a clean ROM but not my hack. The ASM hex data is placed on an even address. It ends with a 0. So, the offset referenced in the XSE script ends with a 1.
                            I know it works in your hack, but sometimes, when you move things, you forget to do something. Trust me, it happens a lot.

                            Have you tried debugging it? Also, what is this routine and what does it do? Can I see it? It could be the routine itself since a lot was changed and shifted in JPAN's hack and references in the routine may no longer exist.
                            __________________

                            Paired with Simba
                              #8114    
                            Old April 7th, 2013 (5:46 PM).
                            TempixTL's Avatar
                            TempixTL TempixTL is offline
                               
                              Join Date: Feb 2012
                              Gender: Male
                              Nature: Relaxed
                              Posts: 15
                              Quote:
                              Originally Posted by karatekid552 View Post

                              My thoughts could be that the tiles you are standing on are conflicting. I have never seen this before.... Could you provide and image or a video of them both working and non-working?
                              Definitely, here's a YouTube video: http://youtu.be/HblZ9n9HK8Y
                              The first part is the working script, the second one is the failing script.

                              I do also have a picture:
                              Spoiler:


                              The highlighted event is the one working script, and there is another script event directly under it for something completely different. The two script events on the side also have the same script events under them, and they also have a warp under that which serves no purpose. And I have tried moving the script events under the broken ones somewhere else, but no dice. Same thing with the warps.
                                #8115    
                              Old April 7th, 2013 (5:46 PM). Edited April 7th, 2013 by aar2697.
                              aar2697 aar2697 is offline
                                 
                                Join Date: Jun 2010
                                Age: 20
                                Gender: Male
                                Posts: 37
                                Quote:
                                Originally Posted by karatekid552 View Post
                                I know it works in your hack, but sometimes, when you move things, you forget to do something. Trust me, it happens a lot.

                                Have you tried debugging it? Also, what is this routine and what does it do? Can I see it? It could be the routine itself since a lot was changed and shifted in JPAN's hack and references in the routine may no longer exist.
                                Figured it out. The character I was using for the script wasn't working right for some reason. I'm fine now. Sorry if I wasted your time.

                                Edit (3rd time now, probably): My gender checker ASM script I wrote myself works! It was pointless because XSE already has a checkgender command, but I did it just for practice. Now I can sleep in peace, knowing I didn't waste the whole day learning ASM.

                                Quote:
                                Originally Posted by TempixTL View Post
                                Definitely, here's a YouTube video: http://youtu.be/HblZ9n9HK8Y
                                The first part is the working script, the second one is the failing script.

                                I do also have a picture:
                                Spoiler:


                                The highlighted event is the one working script, and there is another script event directly under it for something completely different. The two script events on the side also have the same script events under them, but one of them also has a warp under that which serves no purpose. And I have tried moving the script events under the broken ones somewhere else, but no dice. Same thing with the one warp.
                                This is occurring because you cannot move a sprite that's off the screen. It has to be within 6 or less tiles from the player I believe. So, the sprite disappears when you have the script thing all the way down there and it is no longer loaded. You'll need to have the script run when you're closer to the rival. Or, what you could do is..
                                1. Put two rivals on that map
                                2. Give each of them flags
                                3. Put the sprite in the video in his position as it is now.
                                4. Put the second rival sprite somewhere where he can't be seen. Or, alternatively, you can use a setmaptile script on the map and use the hidesprite command in it so that the second rival sprite disappears before you enter.
                                5. On the script tile event, use setflag 0x[first rival event's flag number] to hide the first rival sprite. Then, use showspritepos 0x[event number of second rival sprite] and 0x[x coordinate] 0x[y coordinate] to show the second rival sprite at a designated position that is 6 tiles from your player. Then, have him walk down and do the script similarly as it initially had been.

                                Sorry this is kind of badly written. If you need me to clarify anything, I can.
                                  #8116    
                                Old April 7th, 2013 (7:31 PM).
                                TempixTL's Avatar
                                TempixTL TempixTL is offline
                                   
                                  Join Date: Feb 2012
                                  Gender: Male
                                  Nature: Relaxed
                                  Posts: 15
                                  Quote:
                                  Originally Posted by aar2697 View Post
                                  This is occurring because you cannot move a sprite that's off the screen. It has to be within 6 or less tiles from the player I believe. So, the sprite disappears when you have the script thing all the way down there and it is no longer loaded. You'll need to have the script run when you're closer to the rival. Or, what you could do is..
                                  1. Put two rivals on that map
                                  2. Give each of them flags
                                  3. Put the sprite in the video in his position as it is now.
                                  4. Put the second rival sprite somewhere where he can't be seen. Or, alternatively, you can use a setmaptile script on the map and use the hidesprite command in it so that the second rival sprite disappears before you enter.
                                  5. On the script tile event, use setflag 0x[first rival event's flag number] to hide the first rival sprite. Then, use showspritepos 0x[event number of second rival sprite] and 0x[x coordinate] 0x[y coordinate] to show the second rival sprite at a designated position that is 6 tiles from your player. Then, have him walk down and do the script similarly as it initially had been.

                                  Sorry this is kind of badly written. If you need me to clarify anything, I can.
                                  No, that was very helpful! Thanks to you and karatekid552, my scripts are now functioning correctly.
                                    #8117    
                                  Old April 13th, 2013 (8:33 AM).
                                  QuartierGenerale QuartierGenerale is offline
                                     
                                    Join Date: Oct 2012
                                    Posts: 53
                                    Hi,

                                    in PKSV i write

                                    Quote:
                                    compare PLAYERFACING DOWN
                                    if == call 0x8741BD2 ' Equal To
                                    compare PLAYERFACING LEFT
                                    if == call 0x8741BDD ' Equal To
                                    compare PLAYERFACING RIGHT
                                    if == call 0x8741BC7 ' Equal To
                                    but it enter always in DOWN, also when my player is pointing the right or the left. Why? Maybe an error in the PKSV variable translation and i have to put directly the value instead of RIGHT, LEFT? If yes, which are these values?

                                    Thanks a lot
                                      #8118    
                                    Old April 16th, 2013 (11:26 PM).
                                    lemonzap's Avatar
                                    lemonzap lemonzap is offline
                                    the 1337 lemonmeister
                                       
                                      Join Date: Aug 2012
                                      Gender: Male
                                      Posts: 6
                                      This script is an S-tile script and only freezes the player for a split second and plays the exclamation sound. Any ideas whats wrong?
                                      Spoiler:
                                      #dynamic 900000
                                      #org @start
                                      lock
                                      msgbox @wait 0x4
                                      applymovement 0x2 @catch
                                      waitmovement 0x0
                                      msgbox @ask 0x5
                                      compare 0x800D 0x1
                                      if 0x1 goto @yes
                                      compare 0x800D 0x0
                                      if 0x1 goto @no
                                      release
                                      end

                                      #org @wait
                                      = Kate!/pWait!

                                      #org @ask
                                      = will you?

                                      #org @yes
                                      sound 0x15
                                      applymovement 0x2 @yay
                                      waitmovement 0x0
                                      msgbox 0x4 @gameover

                                      #org @no
                                      msgbox 0x3 @oh
                                      applymovement 0x2 @sulk
                                      waitmovement 0x0
                                      msgbox 0x4 @gameover

                                      #org @gameover
                                      = GAME OVER

                                      #org @oh
                                      = oh...

                                      #org @yay
                                      #raw 0x58
                                      #raw 0x73
                                      #raw 0x73
                                      #raw 0x73
                                      #raw 0x73
                                      #raw 0xFE

                                      #org @sulk
                                      #raw 0x00
                                      #raw 0x02
                                      #raw 0x06
                                      #raw 0x06
                                      #raw 0x06
                                      #raw 0x06
                                      #raw 0x06
                                      #raw 0x06
                                      #raw 0x06
                                      #raw 0x06
                                      #raw 0x06
                                      #raw 0x06
                                      #raw 0x06
                                      #raw 0x06
                                      #raw 0xFE

                                      #org @catch
                                      #raw 0x38
                                      #raw 0x38
                                      #raw 0x38
                                      #raw 0x38
                                      #raw 0x38
                                      #raw 0x38
                                      #raw 0x38
                                      #raw 0x38
                                      #raw 0x38
                                      #raw 0x38
                                      #raw 0x38
                                      #raw 0x38
                                      #raw 0x38
                                      #raw 0x38
                                      #raw 0x38
                                      #raw 0x38
                                      #raw 0x38
                                      #raw 0xFE
                                        #8119    
                                      Old April 16th, 2013 (11:41 PM).
                                      Shadowraze's Avatar
                                      Shadowraze Shadowraze is offline
                                      ur mum
                                         
                                        Join Date: Apr 2013
                                        Location: ur mum
                                        Age: 18
                                        Gender: Other
                                        Nature: Lonely
                                        Posts: 798
                                        Quote:
                                        Originally Posted by lemonzap View Post
                                        This script is an S-tile script and only freezes the player for a split second and plays the exclamation sound. Any ideas whats wrong?
                                        Spoiler:
                                        #dynamic 900000
                                        #org @start
                                        lock
                                        msgbox @wait 0x4
                                        applymovement 0x2 @catch
                                        waitmovement 0x0
                                        msgbox @ask 0x5
                                        compare 0x800D 0x1
                                        if 0x1 goto @yes
                                        compare 0x800D 0x0
                                        if 0x1 goto @no
                                        release
                                        end

                                        #org @wait
                                        = Kate!/pWait!

                                        #org @ask
                                        = will you?

                                        #org @yes
                                        sound 0x15
                                        applymovement 0x2 @yay
                                        waitmovement 0x0
                                        msgbox 0x4 @gameover

                                        #org @no
                                        msgbox 0x3 @oh
                                        applymovement 0x2 @sulk
                                        waitmovement 0x0
                                        msgbox 0x4 @gameover

                                        #org @gameover
                                        = GAME OVER

                                        #org @oh
                                        = oh...

                                        #org @yay
                                        #raw 0x58
                                        #raw 0x73
                                        #raw 0x73
                                        #raw 0x73
                                        #raw 0x73
                                        #raw 0xFE

                                        #org @sulk
                                        #raw 0x00
                                        #raw 0x02
                                        #raw 0x06
                                        #raw 0x06
                                        #raw 0x06
                                        #raw 0x06
                                        #raw 0x06
                                        #raw 0x06
                                        #raw 0x06
                                        #raw 0x06
                                        #raw 0x06
                                        #raw 0x06
                                        #raw 0x06
                                        #raw 0x06
                                        #raw 0xFE

                                        #org @catch
                                        #raw 0x38
                                        #raw 0x38
                                        #raw 0x38
                                        #raw 0x38
                                        #raw 0x38
                                        #raw 0x38
                                        #raw 0x38
                                        #raw 0x38
                                        #raw 0x38
                                        #raw 0x38
                                        #raw 0x38
                                        #raw 0x38
                                        #raw 0x38
                                        #raw 0x38
                                        #raw 0x38
                                        #raw 0x38
                                        #raw 0x38
                                        #raw 0xFE
                                        Yes you didn't 0x on 900000. It should be 0x900000

                                        And also you didn't put a closeonkeypress command after the msgbox command but if you don't want to put that change 0x4 to 0x6. Also put a release and end to @yes and @no.

                                        Oh and also didn't you said you were using an S tile? You have to put a variable in it. Try reading this tut I'm sure it will help you. http://www.pokecommunity.com/showthread.php?t=279345

                                        Just put a setvar in the end of your script so for example setvar 0x4075 0x1 and then on A-map put in 4075 on the Var Number and it should work.
                                          #8120    
                                        Old April 17th, 2013 (12:05 AM). Edited April 17th, 2013 by lemonzap.
                                        lemonzap's Avatar
                                        lemonzap lemonzap is offline
                                        the 1337 lemonmeister
                                           
                                          Join Date: Aug 2012
                                          Gender: Male
                                          Posts: 6
                                          Quote:
                                          Originally Posted by Shadowraze View Post
                                          Yes you didn't 0x on 900000. It should be 0x900000

                                          And also you didn't put a closeonkeypress command after the msgbox command but if you don't want to put that change 0x4 to 0x6. Also put a release and end to @yes and @no.

                                          Oh and also didn't you said you were using an S tile? You have to put a variable in it. Try reading this tut I'm sure it will help you.

                                          Just put a setvar in the end of your script so for example setvar 0x4075 0x1 and then on A-map put in 4075 on the Var Number and it should work.
                                          I moved the people who were being told to move closer and now that works but still no messages show up. I changed the message types to 0x6 and added a setvar but it didnt change anything. I've read through that tutorial before but have not been able to find any information on the s-tiles in there so I've just been trying things out. Also I don't know if this could be related but when I try to make a level script that displays a message it just displays

                                          This is a test message
                                          this is a signpost

                                          over and over again. Everything else in the level script works fine, just not messages. just like my s-tile script.

                                          Thanks for the help. I really appreciate the speedy reply.

                                          I've been trying to make more scripts and I have not been able to make a message display yet. I have even tried copying example scripts directly from tajaros' tutorial and using them in both emerald and fire red. I cant figure out what I'm doing wrong.

                                          I finally fixed my problem. I had to add

                                          boxset <message type no.>

                                          after each message. for instance this would not work

                                          lock
                                          msgbox @wait 0x6
                                          release

                                          but this does work

                                          lock
                                          msgbox @wait 0x6
                                          boxset 6
                                          release
                                            #8121    
                                          Old April 18th, 2013 (1:51 AM).
                                          Shadowraze's Avatar
                                          Shadowraze Shadowraze is offline
                                          ur mum
                                             
                                            Join Date: Apr 2013
                                            Location: ur mum
                                            Age: 18
                                            Gender: Other
                                            Nature: Lonely
                                            Posts: 798
                                            Quote:
                                            Originally Posted by lemonzap View Post
                                            I moved the people who were being told to move closer and now that works but still no messages show up. I changed the message types to 0x6 and added a setvar but it didnt change anything. I've read through that tutorial before but have not been able to find any information on the s-tiles in there so I've just been trying things out. Also I don't know if this could be related but when I try to make a level script that displays a message it just displays

                                            This is a test message
                                            this is a signpost

                                            over and over again. Everything else in the level script works fine, just not messages. just like my s-tile script.

                                            Thanks for the help. I really appreciate the speedy reply.

                                            I've been trying to make more scripts and I have not been able to make a message display yet. I have even tried copying example scripts directly from tajaros' tutorial and using them in both emerald and fire red. I cant figure out what I'm doing wrong.

                                            I finally fixed my problem. I had to add

                                            boxset <message type no.>

                                            after each message. for instance this would not work

                                            lock
                                            msgbox @wait 0x6
                                            release

                                            but this does work

                                            lock
                                            msgbox @wait 0x6
                                            boxset 6
                                            release
                                            Actually I am tajaros. :3

                                            If that tut didn't helped you that much it try diegoisawesome's tutorial.

                                            What it keeps doing it over and over again? Are you sure you put a setvar in your level script and have done the things I included in my tut?

                                            Also the script before should be working fine if you followed my instructions. But I'm pretty sure you're having trouble putting the var in the S-tile Script.

                                            Ok, so for example you're using var 0x4010. You put setvar 0x4010 0x1 in the end of your script and then put 0x4010 in the var number box in A-map when you click the S-tile.

                                            Also are you sure you're compiling things properly?
                                              #8122    
                                            Old April 18th, 2013 (2:30 AM).
                                            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 lemonzap View Post
                                              I moved the people who were being told to move closer and now that works but still no messages show up. I changed the message types to 0x6 and added a setvar but it didnt change anything. I've read through that tutorial before but have not been able to find any information on the s-tiles in there so I've just been trying things out. Also I don't know if this could be related but when I try to make a level script that displays a message it just displays

                                              This is a test message
                                              this is a signpost

                                              over and over again. Everything else in the level script works fine, just not messages. just like my s-tile script.

                                              Thanks for the help. I really appreciate the speedy reply.

                                              I've been trying to make more scripts and I have not been able to make a message display yet. I have even tried copying example scripts directly from tajaros' tutorial and using them in both emerald and fire red. I cant figure out what I'm doing wrong.

                                              I finally fixed my problem. I had to add

                                              boxset <message type no.>

                                              after each message. for instance this would not work

                                              lock
                                              msgbox @wait 0x6
                                              release

                                              but this does work

                                              lock
                                              msgbox @wait 0x6
                                              boxset 6
                                              release
                                              By this description, you are using an old version of XSE. V1.0.0 most likely. Go to Gamer2020's toolbox. There you will find his most recent version (just a couple of weeks ago, if that) which has had several bugs fixed.
                                              __________________

                                              Paired with Simba
                                                #8123    
                                              Old April 24th, 2013 (9:24 PM).
                                              kearnseyboy6's Avatar
                                              kearnseyboy6 kearnseyboy6 is offline
                                              Aussie's Toughest Mudder
                                                 
                                                Join Date: Dec 2008
                                                Posts: 300
                                                Where is the script for the mum when a player faints and warps back to home? I just want to edit the text!
                                                __________________
                                                HOLIDAYING CURRENTLY!!
                                                  #8124    
                                                Old April 25th, 2013 (2:23 AM).
                                                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 kearnseyboy6 View Post
                                                  Where is the script for the mum when a player faints and warps back to home? I just want to edit the text!
                                                  I think that that particular one is a map script in your home, but I could be wrong. Try searching for the text in A-text and editing it there.
                                                  __________________

                                                  Paired with Simba
                                                    #8125    
                                                  Old April 25th, 2013 (5:18 AM). Edited April 25th, 2013 by kearnseyboy6.
                                                  kearnseyboy6's Avatar
                                                  kearnseyboy6 kearnseyboy6 is offline
                                                  Aussie's Toughest Mudder
                                                     
                                                    Join Date: Dec 2008
                                                    Posts: 300
                                                    Quote:
                                                    Originally Posted by karatekid552 View Post
                                                    I think that that particular one is a map script in your home, but I could be wrong. Try searching for the text in A-text and editing it there.
                                                    Thanks heaps Karatekid! worked like a charm. FYI the offset is 1A5FDF. I had no idea you can add text and edit by searching for them!

                                                    2) Also I have a new problem with level scripts. When I use this script:

                                                    #org @busted
                                                    applymovement 0x01 @seen
                                                    waitmovement 0x01
                                                    msgbox @what 0x06
                                                    applymovement 0x02 @fight
                                                    waitmovement 0x02
                                                    msgbox @oak 0x06
                                                    trainerbattle 0x03 0x5B 0x00 @win
                                                    msgbox @pokedex 0x06
                                                    applymovement 0x02 @getit
                                                    waitmovement 0x02
                                                    hidesprite 0x03
                                                    setflag 0x204
                                                    applymovement 0x02 @return
                                                    waitmovement 0x02
                                                    msgbox @byebye 0x06
                                                    applymovement 0xFF @left
                                                    applymovement 0x02 @left2
                                                    waitmovement 0x02
                                                    hidesprite 0x02
                                                    msgbox @leaveyou 0x06
                                                    setvar 0x4022 0x0001
                                                    release
                                                    end

                                                    *I ignored the movements and messages.

                                                    When I enter the map the text goes funny, which is expected according to Tajaros tut, he said change the #raw 0xFFFF to 0x0.

                                                    Now this DOES fix the problem, but only when I take 2 steps in any direction upon entering the map!

                                                    I have given the script the correct flag and chosen option 2 (validates values thing). I have no idea why this glitch occurs any help would be appreciated!

                                                    Cheers again for the first question!

                                                    EDIT: I solved it !!! It was purely because I used var 0x4022. I read that in David(forgot his name) said that vars 0x4000-40FF are the only safe vars to use.

                                                    How ever this is either wrong because I have tried twice (0x4000 doesn't work, its a temp) so is there any guaranteed safe vars please?

                                                    I am using 0x8000 and greater now, I know this is bad but I have don't have time to waste. How likely will glitches occur if I continue using vars this high?
                                                    Closed Thread
                                                    Quick Reply

                                                    Sponsored Links
                                                    Thread Tools

                                                    Posting Rules
                                                    You may not post new threads
                                                    You may not post replies
                                                    You may not post attachments
                                                    You may not edit your posts

                                                    BB code is On
                                                    Smilies are On
                                                    [IMG] code is On
                                                    HTML code is Off

                                                    Forum Jump


                                                    All times are GMT -8. The time now is 1:04 AM.