NarutoActor
The rocks cry out to me
- 1,974
- Posts
- 16
- Years
- Age 31
- Brooklyn/Marlboro
- Seen Apr 2, 2016
it's 0003 and any var as long as the vaule is 0. if not then you have to change the var vaule.
Before messing around with the header, I would rather make sure the flag is being set properly first.
This script prevents you from leaving the room.
Can someone please tell me what I'm doing wrong and what I should do?
#dynamic 0x800309
#org @mover
[b]setvar 0x5000 0x0 [i](a variable set to 0x0 will keep repeating itself whenever stepped on)[/i]
countpokemon [i](counts # of Pokemon)[/i]
compare lastresult 0x0 [i](compares the # of Pokemon to the #0)[/i]
if 0x1 goto @stop [i](if the # of Pokemon the player has is 0, goes to @stop)[/i]
release
end
#org @stop[/b]
applymovement 0xFF @move
waitmovement 0x0
msgbox @1 0x6
applymovement 0xFF @move2
waitmovement 0x0
release
end
#org @move
#raw 0x62
#raw 0xFE
#org @move2
#raw 0x10
#raw 0xFE
#org @1
= Woops! Probably should bring\nGrowly along....
Don't think it matters in Pallet Town - the running shoes won't work even if it is set correctly unless you change the "name on entering."
Just trying to prevent a headache for someone who might be doing everything right with the script.
I've never had that problem ha ha. Not that I've noticed at least. I'll edit post back once I check later and let you know.
#org @congrats
= ???: Well hello there young'un.\nFrom the look of you, it's obvious\lthat you're a trainer. So was I,\lonce, a great one, even. There was\la time when the name Pryce\linspired respect and admiration[.]\land a time when it inspired\lrevulsion and fear[.]\l[.][.][.][.][.][.][.][.]\lBut enough of that. It does my old\lheart good to help out budding\ltrainers like you. Here, a gift\lfrom me. Something tells me this\lit
em will come in useful on your\ljourney.
Thanks. I knew it would be something stupid like that, I just couldn't spot it :\The word "item" in the last line is split up into two lines, so XSE doesn't recognize "em will come in useful on your\ljourney." as any type of code.
It worked perfectly!!!Don't think it matters in Pallet Town - the running shoes won't work even if it is set correctly unless you change the "name on entering."
Just trying to prevent a headache for someone who might be doing everything right with the script.
For this one, I would personally use setvar and countpokemon (if this is your first Pokemon) or the command for checking for a certain Pokemon. Let me add some options in bold.
Code:#dynamic 0x800309 #org @mover [B]setvar 0x5000 0x0 [I](a variable set to 0x0 will keep repeating itself whenever stepped on)[/I][/B] [B]countpokemon [I](counts # of Pokemon)[/I][/B] [B]compare lastresult 0x0 [I](compares the # of Pokemon to the #0)[/I][/B] [B]if 0x1 goto @stop [I](if the # of Pokemon the player has is 0, goes to @stop)[/I][/B] [B]release[/B] [B]end[/B] [B]#org @stop[/B] applymovement 0xFF @move waitmovement 0x0 msgbox @1 0x6 applymovement 0xFF @move2 waitmovement 0x0 release end #org @move #raw 0x62 #raw 0xFE #org @move2 #raw 0x10 #raw 0xFE #org @1 = Woops! Probably should bring\nGrowly along....
It worked perfectly!!!
You are pure geneous thank you so much!
There's just one little problem: the poke ball doesn't disappear until I warp to another room. Therefore giving me the ability to obtain as many pokemon as I want. How would I go about making the sprite permanently invisible?
He needs to make the person ID change to 0828 since the set flag is 0x828.Spoiler:
#dynamic 0x8003C3
#org @newgrowls
lock
faceplayer
checkflag 0x901
if 0x1 goto @done
msgbox @1 0x6
givepokemon 58 0x5 0x0 0x0 0x0 0x0
hidesprite 0x00 //instead of 0x00 you put, 0x(hex version of the person event no.)
setflag 0x828
setflag 0x3000
release
end
#org @done
clearflag 0x900
release
end
#org @1
= Let's go Growly....\nTime to visit Professor Oak.
Picture outline.
Spoiler:make sure that the person id is near the flag number.
![]()
You don't need all those flags unless they correspond with other scripts.It worked perfectly!!!
You are pure geneous thank you so much!
There's just one little problem: the poke ball doesn't disappear until I warp to another room. Therefore giving me the ability to obtain as many pokemon as I want. How would I go about making the sprite permanently invisible?
He needs to make the person ID change to 0828 since the set flag is 0x828.
You don't need all those flags unless they correspond with other scripts.
'---------------
#org 0x800000
checkflag 0x1000
if 0x0 goto 0x8800040
lock
msgbox 0x8800043 MSG_KEEPOPEN '"GRAMPS! Where are you?"
applymovement MOVE_PLAYER 0x8800100
applymovement 0x3 0x8800104
waitmovement 0x3
closeonkeypress
msgbox 0x880005C MSG_NORMAL '"Oh, it's you, [player]. Have you s..."
applymovement 0x3 0x880010F
waitmovement 0x3
setflag 0x1000
goto 0x8800040
'---------------
#org 0x800040
release
end
'---------
' Strings
'---------
#org 0x800043
= GRAMPS! Where are you?
#org 0x80005C
= Oh, it's you, [player]. Have you seen\ngramps?\lYou know, Professor Oak? I can't\lfind him.\lOh, what would you know about it?\lI gotta ask smarter people. Smell\lyou later!
'-----------
' Movements
'-----------
#org 0x800100
#raw 0x63 'Question Mark (?)
#raw 0x3 'Face Right
#raw 0xFE 'End of Movements
#org 0x800104
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x12 'Step Left (Normal)
#raw 0xFE 'End of Movements
#org 0x80010F
#raw 0x20 'Step Right (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0xFE 'End of Movements
'---------
' Strings
'---------
#org 0x800043
= GRAMPS! Where are you?
#org 0x80005C
= Oh, it's you, [player]. Have you seen\ngramps?\lYou know, Professor Oak? I can't\lfind him.\lOh, what would you know about it?\lI gotta ask smarter people. Smell\lyou later!
'-----------
' Movements
'-----------
#org 0x800100
#raw 0x63 'Question Mark (?)
#raw 0x3 'Face Right
#raw 0xFE 'End of Movements
#org 0x800104
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x12 'Step Left (Normal)
#raw 0xFE 'End of Movements
#org 0x80010F
#raw 0x20 'Step Right (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0xFE 'End of Movements
I have a question..
Let's say you have 6 Pokemon in your party. Is it possible, when you encounter a trainer battle, to just use 3 of those Pokemon, for example, in your party?
I believe it requires ASM, but despite that, is there a way?
Hiche..
I used Jpans clean script patch, and I put in my own Pokémon center, but when my pokmon faint I head to this random place, and not to my own Pokemon center, even after I've used it.
How do I set a pokmon center as a pokemon center after a white out?
Thank you guys so much! :)
It worked perfectly and I just wanted to say I appreciate you showing me the right way.
Check the script on a clean ROM to see how to set it. In particular, check the Pokémon Centers' level scripts, and look for the sethealingplace command.
I need help with this script:
Spoiler:
#dyn 0x740000
#org 0x8734246
lock
msgbox @crono1
callstd MSG_NOCLOSE
pause 0x4
closemsg
applymovement 0x8 @cronoturns
msgbox @crono2
callstd MSG_NORMAL
applymovement 0x9 @gruntturns
msgbox @crono3
callstd MSG_NORMAL
applymovement 0x9 @gruntcomes
jump @trainer
#org @trainer
trainerbattle 0x1 0x003 0x9 @intro @defeat @aftermath
#org @aftermath
lock
msgbox @crono4
applymovement 0x9 @gruntruns
applymovement 0x8 @cronoruns
disappear 0x8
disappear 0x9
pause 0x3
end
#org @intro
= GRUNT: I do as CRONO says.
#org @defeat
= ...I have failed CRONO.
#org @afterwards
= I can also say something after the battle
#org @crono1
= Alright, the next step is...
#org @cronoturns
m look_down say_! end
#org @crono2
= Oh, crap! Not you again!
#org @gruntturns
m look_down say_! end
#org @crono3
= I don't have time for a battle!\nIt's the GRUNT's turn!
#org @gruntcomes
m walk_down look_right end
#org @crono4
= What?! No way!\pGrrr...abort mission!
#org @cronoruns
m run_up run_up run_up run_up run_up run_up run_up run_up end
#org @gruntruns
m run_up run_up run_up run_up run_up run_up run_up run_up end