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0x3DD3CE

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  1. I'm trying to add some trainers with their own lines in-battle
  2. Hey, I was recently adding some trainers where I encountered a dead end; I don't know how the trainer battles point to the text found in a/0/0/2 file 382. Sure I could add some text after those 2000+ lines but how does the battle point to the text? BTW how do you make a trainer have a shiny Pokemon? Is there a certain script? Thanks in advance!
  3. Managed to put him somewhere else with success, currently these are the places where it is not working.. Misralton city, Route 7, Nacrene city By the way, did you figure out how text is written in-battle (i.e. when the person is defeated he / she says something)
  4. I'm not too sure about Version differences.... but from what I know, Black 2 has more rotation battles and White 2 has more triple battles.
  5. Yeah, HxD makes a .bak file everytime, so I don't have a problem removing my "changes"
  6. Interesting.... probably some unused data? edit: BTW I just copy pasted one of my scripts that worked (with the NPC and movement and item changes) and it still doesn't work kinda confused now...
  7. oof i guess... gonna check the other ones I did and see what's different... just checked and there was nothing different
  8. I have had some successful runs with the flag before exclamation, let me try putting the flag after it.. edit: nope, still hangs, lemme try without the ! edit 2: works fine until the last movement part, no idea what's going on
  9. actually no errors, but the game just hangs, I probably checked like 10 times...
  10. Oh ty! BTW I just wanted to edit one trainer's music, and I wanted to give him the Colress battle theme, but now that I come to think of it, it looks impossible as the sprite may be different than intended. edit: Is there anything wrong with this script? My game just hangs when I use it. 2E 00 A6 00 47 05 74 00 10 00 E0 0B 64 00 12 00 06 00 00 00 1E 00 08 00 00 00 4B 00 01 00 FE 00 00 00 65 00 3D 00 00 04 2C 00 00 00 00 00 32 00 3F 00 09 00 00 80 09 00 01 80 2A 00 00 80 1D 00 2A 00 01 80 03 00 1C 00 F5 0A 0A 00 01 80 0A 00 00 80 3D 00 00 04 2D 00 00 00 00 00 32 00 3F 00 30 00 64 00 FF 00 06 00 00 00 1E 00 0C 00 00 00 4E 00 01 00 01 00 01 00 FE 00 00 00 65 00 64 00 12 00 06 00 00 00 1E 00 0C 00 00 00 4D 00 07 00 4E 00 06 00 FE 00 00 00 65 00 6C 00 12 00 30 00 23 00 E0 0B 2F 00 02 00
  11. Hey @Monty3540, a small questio, do you know where the trainer classes are stored? edit: figured that it is in a/0/0/2 383 BTW, does the trainer class decide the music that plays during battle and the sprite used?
  12. Alright, from what I know, the sight range can be specified in the overworld file, byte 0E to 0F, so I guess you could add your value over there. If I'm right, that is automatic once you've given the sight range but if I'm wrong then you could do this, 64 00 (NPC ID) 06 00 - Apply movement 1E 00 08 00 00 00 - IDK why this needs to be there Walk whatever direction, x steps eg. 4C 00 05 00 (Walk up 5 steps) FE 00 00 00 - End movement 65 00 - Wait for movement 64 00 FF 00 06 00 - Apply movement for hero, that's FF 1E 00 08 00 00 00 Face whatever direction eg. 00 00 01 00 (face up for 1 iteration) FE 00 00 00 65 00 - Wait for movement And then your battle script. For the movement things, check this link https://pastebin.com/raw/tJXgpmYA
  13. Actually the thing is while he created a new "trainer", he does not make an entirely new one i.e. with all the custom text and sprite. He only called an existing trainer which is actually rather easy . So I assume we have to dig in to the script assigned to say Clay to actually figure out what line is called in the battle... BTW: For the trainer battle (script 3), I really can't visualize how the battle would go, and as far as I know, it should go something like this.. (pseudocode) lock clink faceplayer flag 0x(ID) store in variable compare condition if false jump x bytes hey, wanna battle? wait key press close message box trainerbattle checkresult if false i.e lost jump x bytes disable trainer end battle sum text idk jump to end wait key press close message box #if lost goto center logic jump to end #if defeated haha i lost alr... wait moment unlock end Although I'm not sure if I'm right, gotta test it later! edit: yeah 381 has the trainer in-battle text like the first battle with your rival can be found in 607 to 609 but is repeated thrice for the 3 starters.
  14. Hey @Monty3540, just a quick question, are the trainer texts in the battle itself i.e in between the battle and right after it, found in a/0/0/2 file 381? It has over 2500 entries and they seem like they would correspond to the text the trainers would say. Thanks in advance! BTW it might be best to actually parse a normal trainer's script using scrparse.lua to figure out what each of his hex codes does, there might be a call routine function stuck right there P.S: Have you figured out how to add text that a trainer would say in the battle just after defeated? It might help
  15. Yeah, it's actually just better to use it in the text file that corresponds to where your trainer is...
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