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[Other] XSE rival encounter problem

  • 27
    Posts
    10
    Years
    I tryed to make a rival battle but it can't compile so can anyone please help?
    Heres the script:
    #dynamic 0x800000

    #org @start
    checkflag 0x828
    if 0x1 goto @done
    msgbox @1 0x6
    applymovement 0x04 @move
    waitmovement 0x0
    applymovement 0xFF @move2
    pause 0x30
    msgbox @2 0x6
    playsong 0x13E 0x0
    trainerbattle 0x0 0x001 0x0 @before @after
    waitmovement 0x0
    fadesong 0x12C
    applymovement 0x13 @move3
    release
    end

    #org @done
    release
    end

    #org @move
    #raw 0x62
    #raw 0x12
    #raw 0x12
    #raw 0x12
    #raw 0x12
    #raw 0xFE

    #org @move2
    #raw 0x03
    #raw 0xFE

    #org @move3
    #raw 0x13
    #raw 0x11
    #raw 0x11

    #org @before= \v\h06:Did you get a pokemon?\nYou did lets battle!

    #org @after= \v\h06: That was a great battle!

    #org @beaten well i better start my\nbye!
     
    ok so here are your Problems and their solutions
    1)
    #org @before
    =\v\h06:Did you get a pokemon?\nYou did lets battle!

    2)
    #org @after
    = \v\h06: That was a great battle!
    3)
    #org @beaten
    = well i better start my\nbye!
    Do this
    and then remove the msgbox @1
    and msgbox @2 because you have not written the dialouges in the script
    also as this is a rival battle in the trainerbattle 0x1 0x001 0x0 you have to change the first 0x1 to 0x9 i dont know why iV0 told me to do this
    This will solve your problems
     
    Problems:

    No @1/@2 for the messages.

    @move3 lacks a 0xFE byte at the end.

    Trainer battle should be trainerbattle 0x1 0x001 0x0 @before @after @later (0x1 instead of 0x0, an extra pointer on the end). Do not use 0x9 unless you want tutorial speech during the battle.

    Everything after the trainer battle should be moved to the 'later' pointer, with some additions, ala:
    waitmovement 0x0 not needed
    fadesong 0x12C
    msgbox @Beaten 0x6
    applymovement 0x13 @move3
    waitmovement 0x0
    release
    end​
     
    The script compiles yay! but now the character is not moving

    here is the script:

    #dynamic 0x800000

    #org @start
    checkflag 0x1201
    applymovement 0x04 @move1
    waitmovement 0x0
    applymovement 0xFF @move2
    trainerbattle 0x0 0x001 0x0 @before @after
    msgbox @Beaten 0x6
    applymovement 0x13 @move3
    waitmovement 0x0
    release
    end



    #org @move1
    #raw 0x62
    #raw 0x12
    #raw 0x12
    #raw 0x12
    #raw 0x12
    #raw 0xFE

    #org @move2
    #raw 0x03
    #raw 0xFE

    #org @move3
    #raw 0x13
    #raw 0x11
    #raw 0x11
    #raw 0xFE

    #org @before
    = \v\h06:Wait \v\h01 you have a pokemon?\p\v\h01:Yup\p\v\h06:then lets battle!

    #org @after
    = That was a great battle!


    #org @beaten
    = Well i better go now bye!
     
    Last edited:
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