• Just a reminder that providing specifics on, sharing links to, or naming websites where ROMs can be accessed is against the rules. If your post has any of this information it will be removed.
  • Ever thought it'd be cool to have your art, writing, or challenge runs featured on PokéCommunity? Click here for info - we'd love to spotlight your work!
  • Welcome to PokéCommunity! Register now and join one of the best fan communities on the 'net to talk Pokémon and more! We are not affiliated with The Pokémon Company or Nintendo.

[Script] script getting error 9

  • 35
    Posts
    9
    Years
    Not sure exactly what I'm doing wrong, but xse won't compile this script:

    Spoiler:


    I know it's blaming this line: OAK : Whew… \pA POKéMON can appear at \nanytime in tall grass.\pYou need your own POKéMON for\nyour protection.\pI know!\nHere, come with me!

    Also off topic(don't feel like making another post just to ask this.), but does anyone know how I might do my own custom wild battle with it using oak actually steeping out, and throwing his own pokeball from his own bag to catch a pokemon that appears? basically I want to do the pikachu wild battle from pokemon yellow. if someone could point me to where wild battle method is located that might be enough
     
    The issue with your script is due to the three dots put together in a single character in that text string. Instead of that character, use "[.]"; XSE will recognise that and turn it into the appropriate in-game character (0xB0).

    As for catching a different Pokemon, both JPAN's Engine and the CFRU have a new special (0x9C) that plays the Old Man tutorial but changes the Pokemon based on variables 0x8004 and 0x8005 so that would probably be the easiest way.
     
    The issue with your script is due to the three dots put together in a single character in that text string. Instead of that character, use "[.]"; XSE will recognise that and turn it into the appropriate in-game character (0xB0).

    As for catching a different Pokemon, both JPAN's Engine and the CFRU have a new special (0x9C) that plays the Old Man tutorial but changes the Pokemon based on variables 0x8004 and 0x8005 so that would probably be the easiest way.

    ok, thanks it compiles now. as for cfru/japn's engine, is that something in the default firered rom or is that some sort of patch?
     
    JPAN's Engine is a patch/ can be applied with a tool, while the CFRU needs to be compiled. Since you've already been editing a ROM, they may mess up some data, so be sure to back up your progress before attempting to use them.
     
    Back
    Top