Dratii
Working on something new...
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Boxset 0x2 doesn't need "lock" or "faceplayer" it does it automatically.Nowhere in the script did you use "lock" or "faceplayer"
Boxset 0x2 doesn't need "lock" or "faceplayer" it does it automatically.Nowhere in the script did you use "lock" or "faceplayer"
Nowhere in the script did you use "lock" or "faceplayer"
I think I found itIs that really needed? I used boxset 0x2, which gives the same effect as lock and faceplayer. Do I need to have them in a person script altogether?
Edit: I guess I just type too slow.
Fixed, if you still have some trouble with it after your fix.Alright, everybody. I made a pretty big script that is supposed to define a random thing to talk about, and then talk about it. When I put the script on A-Map, and then talk to the person in the emulator, nothing happens. What did I do wrong?
Here's the script...
Spoiler:#dynamic 0x2DD0F8
#org @start
#raw 0x8F 0x0B 0x00
compare 0x800D 0x0
if 0x1 goto @getenoughexercise
compare 0x800D 0x1
if 0x1 goto @whentheresawill
compare 0x800D 0x2
if 0x1 goto @idiotproof
compare 0x800D 0x3
if 0x1 goto @youreunique
compare 0x800D 0x4
if 0x1 goto @threekindsofpeople
compare 0x800D 0x5
if 0x1 goto @abbreviation
compare 0x800D 0x6
if 0x1 goto @handle
compare 0x800D 0x7
if 0x1 goto @completeidiot
compare 0x800D 0x8
if 0x1 goto @mayitakeyourorder
compare 0x800D 0x9
if 0x1 goto @liveforever
compare 0x800D 0xA
if 0x1 goto @bodyofagod
end
#org @getenoughexercise
msgbox @pushingmyluck
boxset 0x2
release
end
#org @whentheresawill
msgbox @iwanttobeinit
boxset 0x2
release
end
#org @idiotproof
msgbox @betteridiot
boxset 0x2
release
end
#org @youreunique
msgbox @justlike
boxset 0x2
release
end
#org @threekindsofpeople
msgbox @twokinds
boxset 0x2
release
end
#org @abbreviation
msgbox @suchalongword
boxset 0x2
release
end
#org @handle
msgbox @ibrokeit
boxset 0x2
release
end
#org @completeidiot
msgbox @missingparts
boxset 0x2
release
end
#org @mayitakeyourorder
msgbox @cani
boxset 0x5
compare LASTRESULT 0x1
if 0x1 goto @closed
if 0x0 goto @rudepeoplebugme
release
end
#org @liveforever
msgbox @sofarsogood
boxset 0x2
release
end
#org @bodyofagod
msgbox @buddha
boxset 0x2
release
end
#org @closed
msgbox @wereclosed
boxset 0x2
release
end
#org @rudepeoplebugme
msgbox @you
boxset 0x2
release
end
#org @you
= Meanie.
#org @wereclosed
= I'm sorry, but we're closed.
#org @buddha
= I have the body of a god... \pBuddha.
#org @cani
= May I take your order?
#org @missingparts
= I'm not a complete idiot...\psome parts are missing.
#org @ibrokeit
= I used to have a handle\non life...\pbut then I broke it.
#org @suchalongword
= Why is "abbreviation" such\na long word?
#org @twokinds
= There are three kinds of people...\pThose who can count, and those\nwho can't.
#org @justlike
= Always remember that you're\nunique...\pjust like everyone else.
#org @betteridiot
= Make something idiot-proof...\pand someone will make a \nbetter idiot.
#org @iwanttobeinit
= When there's a will...\pI want to be in it.
#org @pushingmyluck
= I get enough exercise just \npushing my luck.
#org @sofarsogood
= I intend to live forever...\pso far, so good.
Be warned, it's quite long.
I just said that!Fixed, if you still have some trouble with it after your fix.
No, actually, look closely. It's different.I just said that!
*sigh*
Then only Vrai will declare the winner :badsmile:!No, actually, look closely. It's different.
Then only Vrai will declare the winner :badsmile:!
Good luck on Opal by the way.
That's how it works for my game. It should work for you.Well, I guess I'd be the winner. :)
Before either of you posted, I edited my post to say that I magically fixed it. Hehe.
Anyways, I got another job for you peoples.
I have a trainerbattle script that I want to continue after the battle. But, as soon as the battle is over, the script ends. How could I make that work?
Here's the script:
Spoiler:#dynamic 0x71B284
#org @start
applymovement 0xFF @move3
waitmovement 0x0
applymovement 0x03 @move
waitmovement 0x0
msgbox @before
boxset 0x2
trainerbattle 0x9 0x001 0x0 @before2 @after
goto @later
end
#org @later
msgbox @beaten
boxset 0x2
msgbox @player
boxset 0x2
msgbox @rival
boxset 0x2
msgbox @youreceived
boxset 0x2
applymovement 0x03 @move2
waitmovement 0x0
#raw 0x53 0x03 0x00
setflag 0x829
release
end
#org @before
= Hey! I want a battle!
#org @before2
= Are you ready?
#org @after
= I didn't think you'd\nbe so good...
#org @beaten
= \v\h06:What's your name?
#org @player
= \c\h01\h06My name is \v\h01.
#org @rival
= \v\h06:Really? I'll have to \nremember that... \pHey. Here's a little gift,\lto show what a good person\lI am. Cya 'round.
#org @youreceived
= You received a Pokèdex!
#org @move
#raw 0x13 0x13 0x13 0x13 0xFE
#org @move2
#raw 0x12 0x12 0x12 0x12 0x11 0x12 0x11 0xFE
#org @move3
#raw 0x54 0x62 0xFE
Erm, unless I'm doing this wrong...
I have this script:
Spoiler:#org @start
checkflag 0x1005
if 0x1 goto @end
applymovement 0xFF @move3
waitmovement 0x0
applymovement 0x03 @move
waitmovement 0x0
msgbox @before
boxset 0x2
trainerbattle 0x1 0x001 0x0 @before2 @after
setflag 0x1005
release
end
Well, it's part of a script.
The script works all fine and dandy, but then, it comes up again every time I step on the tile. Is there something I'm forgetting?
No, you put applymovement 0x3, meaning that must be a persons event numberI already have the #dynamic b\c its part of another script
And it shouldn't have anything to do with the person number.
No, you put applymovement 0x3, meaning that must be a persons event number
Graarg.
The script works fine. Don't pay any attention to that. The problem is, is that even after the whole script is done, this part continues after I step on the tile. I think it might have something to do with the flags, but I'm not sure.
Now that should work. Remember: trainerbattle almost always ends the script right there and doesn't continue. That's why the script loops and the flag doesn't set.Erm, unless I'm doing this wrong...
I have this script:
Spoiler:#org @start
checkflag 0x1005
if 0x1 goto @end
applymovement 0xFF @move3
waitmovement 0x0
applymovement 0x03 @move
waitmovement 0x0
msgbox @before
boxset 0x2
setflag 0x1005
trainerbattle 0x1 0x001 0x0 @before2 @after
end
Well, it's part of a script.
The script works all fine and dandy, but then, it comes up again every time I step on the tile. Is there something I'm forgetting?
Now that should work. Remember: trainerbattle almost always ends the script right there and doesn't continue. That's why the script loops and the flag doesn't set.
#dynamic 0x800000 #org @start lock faceplayer trainerbattle 0x1 134 0x0 @iwillwin @darn @continue end #org @continue message @greatbattle boxset 6 release end #org @iwillwin = I'm going to win! #org @darn = oh darn, I lost! #org @greatbattle = that was a great\nbattle [PLAYER]. |
This won't do anything except from make it look prettier, but...Code:#raw 0x53 0x03 0x00
Thanks, it works perfectly.
Remember: trainerbattle almost always ends the script right there and doesn't continue. That's why the script loops and the flag doesn't set.
The script works all fine and dandy, but then, it comes up again every time I step on the tile. Is there something I'm forgetting?
trainerbattle 0x1 [TrainerNo.] [Reserved (0x0 will be fine 99.99% of the times)] [BeforeText] [AfterText] [AfterScript]
trainerbattle 0x0 [TrainerNo.] [Reserved (same as above)] [BeforeText] [AfterText]
You're welcome.
Absolutely not. If you don't trust me, just decompile some trainerbattle scripts and watch how they work in-game.
Yes. The fact that using a trainerbattle 0x1 requires you to use 3 pointers, and not 2 two as you did.
Next version of XSE won't even allow you to compile it like that.
The syntax for trainer battle 0x1 is the following:
An easy fix to your script would be to change the trainerbattle type from 0x1 to 0x0:Code:trainerbattle 0x1 [TrainerNo.] [Reserved (0x0 will be fine 99.99% of the times)] [BeforeText] [AfterText] [AfterScript]
Code:trainerbattle 0x0 [TrainerNo.] [Reserved (same as above)] [BeforeText] [AfterText]