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Posted

I'm not looking at any scripts right now, but I'm pretty sure that you need to have a post-battle handler. It ends up being something where if you lose, you go to the pokemon center and whatnot. You probably should take a look to see if you can find another double battle to copy that data. There's a good example in the Dragon's Den with the rival, Claire, and Lance.

  • 6 months later...
Posted

Ok. I can't seem to save my scripts, so I opened it in an older version of PPRE. This is what it looks like in PPRE Beta 10b (It's a backup version in case the newer version freezes on use of movements) :

===scr_0

PlaySound 0x5dc

Setvarhero 0x1

Setvarrival 0x2

Lockall

Faceplayer

Message 0x0

Closemsgonkeypress

Applymovement 0x0 mov_0

Waitmovement

Message 0x1

Closemsgonkeypress

Faceplayer

Message 0x2

Yesnobox 0x800c

If 0x800c 0x1

COMPARELASTRESULT 0x1 func_0

Jump func_2

===scr_1

PlaySound 0x5dc

Lockall

Faceplayer

Message 0xa

Waitbutton

Closemsgonkeypress

Releaseall

End

===scr_2

PlaySound 0x5dc

Lockall

Faceplayer

Message 0xb

Waitbutton

Closemsgonkeypress

Releaseall

End

===scr_3

PlaySound 0x5dc

Lockall

Faceplayer

Message 0xc

Waitbutton

Closemsgonkeypress

Releaseall

End

===scr_4

End

=mov_0

Seeleft 0x1

003F 0x1

End

=mov_1

Walkrightfst 0x5

Walkupfst 0x1

Walkrightfst 0x6

003F 0x4

Walkleftfst 0xb

Walkdownfst 0x1

End

==func_0

Releaseall

End

==func_1

Message 0x3

Yesnobox 0x800c

If 0x800c 0x1

COMPARELASTRESULT 0x1 func_0

Jump func_2

==func_2

Message 0x4

Applymovement 0x0 mov_2

Waitmovement

Faceplayer

Message 0x5

Closemsgonkeypress

Releaseall

End

When I save it, I get this in PPRE.log:

Traceback (most recent call last):

File "ppre.pyw", line 2110, in updateMap

UnboundLocalError: local variable 'e' referenced before assignment

When I edit it in the latest version, I put this in:

scr_1

Fanfare 1500

Setvarhero 1

Setvarrival 2

Lockall

Faceplayer

Message 0

CloseMsgOnKeyPress

Applymovement 0 mov_1

Waitmovement

Message 1

CloseMsgOnKeyPress

Faceplayer

Message 2

Yesnobox

CheckLR 1 func_1

Jump func_2

func_1

Message 3

Yesnobox

CheckLR 1 func_1

Jump func_2

func_2

Message 4

Applymovement 0 mov_2

Waitmovement

Faceplayer

Message 5

CloseMsgOnKeyPress

Releaseall

End

But when I save it, I get this:

Traceback (most recent call last):

File "ppre.pyw", line 2274, in updateMap

File "ascript.pyc", line 484, in writeScript

IndexError: sequence index out of range

And it reverts back my script (Not saving) and deletes my functions. Is there anything wrong with my script?

And if you need it, here are the text strings:

text_0="Oh, \v0103\z0001, is it?\rI’ve been expecting you.\r"

text_1="My name is Prof. Birch. I am\na Pokémon researcher.\rI saw that you moved here yesterday.\rI was compelled to give you a Pokémon,\nseeing as your dad is\x25BDa gym leader.\rEver since the arrival of \v0103\z0002,\nI’ve been wanting to see if I can\x25BDfind her someone to visit.\r"

text_2="Now, let me ask you.\rWould you like to become friends\nwith Pokémon?\r"

text_3="Well, that’s what I didn’t want\nto hear. Let me ask again.\rWould you like to become friends\nwith Pokémon?\r"

text_4="Splendid! That’s what I want\nto hear!\r"

text_5="I have three Pokémon here, Torchic,\nTreeko, and Mudkip.\rI want you to have all three.\r"

text_6="\v0103\z0001 received the three Pokémon!\r"

text_7="Prof. Birch: Okay. Now that you have\nsome Pokémon, why don’t you go\rbattle \v0103\z0002?\nShe might have some fun with you.\r"

text_8="The Professor spends his time\ndoing field work.\r...What is it?\rIt’s when you go out in\nthe world and experience things\rinstead of reading it out of\na book.\rIt’s his idea of studying."

I did find this thread after some searching, and I didn't see any thread revival rules, so I am sorry if there are any.

  • 1 year later...
Posted (edited)

I'm sorry about bumping this thread, but I thought it would have been worst if I opened a new topic for this question.

I've got a problem with an event. I use a trigger to start the event.

MecScript

SetvarHero 0

Lockall

SwitchMusic 0 3

Callstd 249 7

SetOverworldPosition 4 965 0 267 2

CheckLR 5 func_7

End

Applymovement 4 mov_29

Waitmovement

Message 25

WaitButton

CloseMsgOnKeyPress

TrainerBattle 354 0 1

Message 26

WaitButton

CloseMsgOnKeyPress

Applymovement 4 mov_30

Waitmovement

End

If i test it, the game crashes as soon as I step on the trigger. But what's weird is that if i erase the messages commands it works. It happened even with other scripts i made. It looks like if I add a message on a trigger script the game freezes on the applymovement. What can i do about it?

Edited by †Nømura
  • 1 year later...
Posted

Can someone explain why flags doesn't works here?

Map: 34 - Route 30

Script 11

Fanfare 1500

Lockall

Faceplayer

Checkflag 310 -- check flag value and store it in Last Result

CheckLR 1 func_4 -- case be 'false or 1' (I believe) func_4 will be called

Message 4 -- I’m not a Trainer. But if you look one in the eyes, prepare to battle.

WaitButton

CloseMsgOnKeyPress

Releaseall

End

I've changed this script for test, below the func_4

Message 0 -- Go, RATTATA! Tackle!

WaitButton

CloseMsgOnKeyPress

Setflag 310 -- set the flag

Releaseall

End

What I've done here was if flag 310 is not checked or set value 1 the function 4 will be called and the message 0 will be showed.

When the script is runned again, the checkflag must put 0 (or a diferente value I believe) in LR and the function must not be executed, instead the message 4 will appear.

But when I talk to girl, she only says "Go, RATTATA! Tackle!" like if the flag isn't be setted in function 4:

img5.png

Someone here can show me a light how flags works in the right way?

img5.png.498358dcd89017ae8e0af2b4a11af14

  • 3 months later...
Posted

So I'm coming along with my Spirit Silver hack pretty nicely and I have implemented a lot of new content, as well as, many new trainer battles. One such being able to fight a Battle Frontier Brain early on. He blocks the gym from being used and you must battle him before entering as a test (per se). Now I have scripted this whole scenario. He will walk away from the gym and not block your path however when you exit the map and go back in he reappears. Now I know this issue can be solved by using Flags but I am not quite sure how to utilize Flags in this instance. PPRE gets rid of my flag when I add it onto the script. (I would go to another map on PPRE to edit, then come back and it will have been removed). So my question is, How do you use Flags in PPRE correctly for Pokemon Soul Silver?

This is my script.

Lockall

Faceplayer

Message 28

WaitButton

CloseMsgOnKeyPress

TrainerBattle 80 0 1

CheckTrainerLost 0x800c

If 0x800c 0

Message 29

WaitButton

CloseMsgOnKeyPress

Applymovement 13 mov_7

Waitmovement

Removepeople 13

Releaseall

End

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