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Monty3540

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Everything posted by Monty3540

  1. Hi there After a few weeks away I have come back to some B2W2 rom hacking I am trying to trigger an event where a specific NPC will appear only when two certain Pokemon are in your party when you enter the area. (The NPC has a flag set in the Overworld file ready) I have looked at the Regigigas event script, which works in terms of triggering the event - but the NPC exists as there is no flag command within the 1018 script for the Regigigas event. (Regigigas always appears and only dissapears when you battle / run / capture it. Additionally I looked at the BW1 script from the Abundant Shrine where if you have both Tornadus & Thundurus in your party, it will trigger Landorus to appear at the Shrine. However I am struggling to understand which specific part of the script is requied to achieve what I am trying to do. (I would like to put the entire BW1 Landorus event into B2W2 ideally at some point, I did try adding it in briefly but failed miserable - so that would be a future task) If I attached the specific scripts I have mentioned here, would anyone be able to help point me in the right direction please to help work this out and apply it? Many Thanks Monty3540
  2. Basically trying to implement the same encounter for Landorus at the shrine in B2W2 and BW. (Script file 752 in both versions) So when you have both Tornadus and Landorus in your party, it causes Lando to float down after interacting with the shrine. I tried using the existing script from BW and amending to match the flags and Stored Version isn’t working for me.
  3. I have never come across that error. But again I havent modified that aspect to the same extent as you yet I am afraid. So I am not much help on that sorry! Im still trying to get this Landorus event to work....
  4. I think I have made some progress on this... I wasn't having much luck with the original script to start with, so I looked at the Regigigas script for where it calls on the species of the Regi's to awaken Regigigas. So I have been able to get the event to work as intended by swapping that in, instead of the current 0x285 0 0x8023 0x8024 command in the original 752 Abundant Shrine script. The script I now have for the event is as follows: Editted Abundant Shrine Script - Using Regi script to identify species in party === Script 1 === Offset: 44 SetVarEqVal 0x8023 0 Offset: 50 0x114 645 0x8023 Offset: 56 StoreVar 0x4150 Offset: 60 CompareTo 0 Offset: 64 Condition EQUAL Offset: 68 StoreVar 0x8023 Offset: 72 CompareTo 1 Offset: 76 Condition EQUAL Offset: 80 If FALSE Function 0 (103 ) Offset: 87 ClearFlag 1028 Offset: 91 SetVarEqVal 0x4150 1 Offset: 97 Jump Function 1 (132 ) === Function0=== Offset: 103 SetFlag 1028 Offset: 107 StoreVar 0x4150 Offset: 111 CompareTo 1 Offset: 115 Condition EQUAL Offset: 119 If FALSE Function 1 (132 ) Offset: 126 SetVarEqVal 0x4150 0 Offset: 132 StoreVar 0x4155 Offset: 136 CompareTo 0 Offset: 140 Condition EQUAL Offset: 144 If FALSE Function 2 (155 ) Offset: 151 ClearFlag 1038 Offset: 155 SetVarEqVal 0x8023 0 Offset: 161 End Var 4150 is needed for the actual script that runs when the man gives you the reveal glass. The only issue I have, is that the man will appear there each time you revisit the area with Landorus in your party - even if you have already received the Reveal Glass. When you dont have him in your party, he doesn't appear - so that all works as planned. The ClearFlag for the event is in the script still, for when Landorus is in your party the same as the original script above. A SetFlag for the man and the event (1028) is at the end of the script from receiving the Reveal Glass. This is also in the original event script. Which I have pasted below for reference: Original Abundant Shrine 752 Script (Landorus Event Trigger) === Script 1 === Offset: 44 SetVarEqVal 0x8023 0 Offset: 50 SetVarEqVal 0x8024 0 Offset: 56 SetVarEqVal 0x8025 0 Offset: 62 0x20D Offset: 64 0x285 0 0x8023 0x8024 Offset: 72 0x2F2 Offset: 74 Logic07 0x8025 Offset: 78 StoreVar 0x8024 Offset: 82 CompareTo 1 Offset: 86 Condition EQUAL Offset: 90 StoreVar 0x4150 Offset: 94 CompareTo 2 Offset: 98 Condition DIFFERENT Offset: 102 StoreVar 0x8025 Offset: 106 CompareTo 1 Offset: 110 Condition EQUAL Offset: 114 Condition BOTH Offset: 118 Condition BOTH Offset: 122 If FALSE Function 0 (145 ) Offset: 129 ClearFlag 1028 Offset: 133 SetVarEqVal 0x4150 1 Offset: 139 Jump Function 1 (174 ) === Function0=== Offset: 145 SetFlag 1028 Offset: 149 StoreVar 0x4150 Offset: 153 CompareTo 1 Offset: 157 Condition EQUAL Offset: 161 If FALSE Function 1 (174 ) Offset: 168 SetVarEqVal 0x4150 0 Offset: 174 StoreVar 0x4155 Offset: 178 CompareTo 0 Offset: 182 Condition EQUAL Offset: 186 If FALSE Function 2 (197 ) Offset: 193 ClearFlag 1038 Offset: 197 SetVarEqVal 0x8025 0 Offset: 203 SetVarEqVal 0x8024 0 Offset: 209 SetVarEqVal 0x8023 0 Offset: 215 End Do I need to add an additional SetVarEqVal into this script to define the amount of times he appears as 1? I saw this post by @Kaphotics in the B2W2 General Rom Info regarding the Vars involved in item scripts Where in his NPRE notes, the first variable set was the Item Hex, second was the quantity and the third was the flag. Does this work the same way in the original script for the Landorus event? Apologies if it sounds like an amateur question - I haven't really got my head around the variables for scripting yet outside of Static Encounter battles and Trainer battles
  5. If I remember off the top of my head .... At the bottom of the script (battling Kyurem in normal form), there is an Add NPC command - near his SetFlag 1603 It should be the DNA splicer item If you check the overworld script data for it , you should be able to find the values for the overworld sprite , flag and script Item ID should match this list :https://m.bulbapedia.bulbagarden.net/wiki/List_of_items_by_index_number_(Generation_V)
  6. Hi there I am trying to make some of the special events in the game that are normally locked behind special versions of a Pokemon work for non-event versions of the Pokemon. For example- the Reveal Glass event at the Abundant Shrine for when you bring a Dream Radar Therian Forme Landorus to the area As well as bringing an Event Keldeo to Pledge Grove etc. I have been trying to edit the Reveal Glass event, so that it appears if you bring a Landorus of any forme (whether it is caught in game, traded from BW etc.) However I struggling to work what needs editting from the script.... I have attached the script file for 752 (it is the first script I believe) as well as the hex to see if anyone can help shed some light on the commands if possible. I assume the variables 8023, 8024 and 8025 are it's Forme, the game it is from and checking the Trainer ID differs - but I could be wrong.... Well I know I am wrong as so far the best I have managed to get, if the man to appear if I put in a Landorus encounter in the shrine - however that is as far as I have got so far....Editting that first script I must be doing something wrong as I have made it crash multiple times... Any help would be greatly appreciated! 6_752 Abundant Shrine Script B2W2
  7. I haven't done one for catching a certain Pokemon yet... Well the only real one I have added related to that is from catching Azelf it cleared a flag for Dialga, catching Mesprit for Palkia and Uxie for Giratina. I then stuck them at the summit of Dragonspiral Tower in a similar way to how they appear at Spear Pillar in Platinum. Giratina is in the bottom of Wellspring Cave on my rom now. Albeit the Regigigas script would have been better for this - so I may revisit that at some point Maybe you should look at Kyurems script for what you are thinking... As after his battle when he drops the DNA Splicers, clearing a flag for the Pokeball NPC. That could work for you. The Script is 1208 off the top of my head... I think I know what you are thinking for adding in Arceus ! Catching all the Pokemon availaible, then you can get him in Nature Preserve / somewhere
  8. Glad you nailed that:) And awesome! I will give that a try at somepoint. Big thanks for the heads up ---- The Pokemon League Hall of Fame Script with the PC when you beat Iris, is 290. The Script for when you battle N in his castle with his dragon is 556. (This is a long script however so be super careful editting - I ballsed it up a few times)
  9. I do have a Kyogre battle script with the event happening in the largest room of the Abyssal Ruins (sits just infront of the Relic Crown) I can send you that for the a056 script and the a126 overworld file if it helps? You may need to change the flag to whichever suits you (Mine is from when you pick up the Blue Orb that I have now put in the ruins of N's Castle) But you can probably use the same number if there is no conflicts as i tried to use between 1500-1700 as my flags Also you may need to add in your own text to a003 for the place you put it in, and repoint the message part of the script etc. ------ I will check the Regigigas script and see how it compares (Y) Thanks for the heads up - I will try that over the weekend. I may even trying copying and pasting the BW1 Abundant shrine script for a test...in theory it should carry over if I just alter the flags...but I will see
  10. Basically I have already put Landorus into the Abundant Shrine, who appears infront of the shrine - after a flag is cleared from beating N's dragon. I have already been able to make him show up in battle in Incarnate, Incarnate Shiny, Therian and Therian Shiny. Albeit I am only showing him in Incarnate for now as it matches the sprite in-game. I found the script for that from the Nature Preserve Shiny Haxorus and the thread here: The NPRE script I currently have is attached. Most of it is the original apart from the final part which is the Landrous battle I have added (It is just a tweak of the Shiny Haxorus script from the Nature Preserve) A video of the actual real event for the Reveal Glass is in the link here: https://www.youtube.com/watch?v=TtHrBnuHsks I will need to change the start of the NPC script- so the script doesn't trigger when you pass a certain co-ordinate , rather so it triggers when spoke too. That shouldn't be too hard. It is more the initial two scripts in the file, where the variables are set.... I believe the two variables are checking that : 1) it is in Therian Form 2) it is from Dream Radar I need to change it so it is just a Landorus of any form, and that the Landorus doesn't need to come from Dream Radar There are two compares, so I assume the 2 options are correct...it is just working out what to change to get the desired result. No biggy at the moment, I have kinda been taking it steady on the ROM hacking learning recently after work got so busy recently - so I am stuck to Sunday's only really at the moment for serious progress bar the odd couple of hours at night if I am not exhausted. Landorus Script - BW2 Abundant Shrine
  11. I’ve been trying to work this out for a few weeks - there doesn’t seem to be a set pattern. Struggled the find the answers when i scrparse.lua a single trainer battle so I did the approach you mentioned - copied and pasted all the text from a002 381 into Notepad ++. Used a playthrough video playlist on YouTube to work out which NPC said what , then CTRL + F to find the starting words to find it quickly . Trying to add a new trainer then new likes to 381 however doesn’t work - there must be some sort of pointer but I haven’t worked out where it is sorry. As for shiny trainer Pokemon , I’m not sure if that is possible to set in BWTE 2 - 1000 sorry . Even though I would like to give Lance his red Gyarados !
  12. Sorry for the super late reply ! Work got seriously busy the last 2 weeks coming out of lockdown so Iv been struggling for time Glad you got the exp sorted - Iv honestly never come across that Have you managed to work out the other NPC issues ? ——- As for my NPC trainer issues.... what I found was that there were some season only trainers (Pokemon Rangers) on Route 23. I put Suicune at the bottom of the waterfall as an overworked encounter for the post-game, but it seemed to kill the ‘under leaves’ hiding for the Rangers no matter how I set it up .... for some reason it precents the encounter script for the Rangers to pop out from under the leaves in Autumn. Even though I couldn’t find a conflict. So I couldn’t battle them. So in one version of the hack, I just used their slots for the Challenger Cave trainers , changed their trainer Pokemon and trainer class in BWTE - altered their text in a002 and they worked now. Basically just moved them from Point A to Point B. I haven’t worked out how to change the items they give however , since Rangers always give berries - I’m going to try and change them to Rare items (Sacred Ash , Power Herb etc) or Rare Candies in Challenger Cave at some point. The custom battle versions using script in a056 all work, bar the NPCs don’t walk towards the character when in sight as of yet.... haven’t managed to get that to work yet. Iv put that on one side for now until later as I was loosing days trying to work it out. So I have two variants of the game done for those currently - neither are currently perfect and will come back to them once I have a bit more patience haha ——- Currently I’m working on editing the in game events for Genesect , Landorus and Keldeo to work without having Fateful Ecounter Pokemon. The Genesect event Iv got successfully to work! Where no matter what time you enter P2 lab , the event starts and runs once. There is an interaction with an overworld Genesect in the corner of the lab once you beat the scientist, that can be battled and captured + rebattled after beating the E4 again if you knock it out . So that all works perfect. Landorus’ however is somewhat of a nightmare , I might need to seek help on what command defines the Pokemon as being in Therian Form and Fateful Encounter / Dream Radar . Since the script has 2 compare variables in there which I cannot by pass currently . ——- Really wish PPRE worked with BW and B2W2 at times ah well !
  13. What is the exact thing you are trying to do ? Just so I can try and give the correct response. For the in battle it was just the edits in 382 of a002.narc. I matched the trainer ID to where the text was and just replaced it and reuploaded it if it was inplace of an existing trainer. It looks like there is a way to add it in if you are adding a new trainer , I swear I’ve done it in my testing - I will have a look tonight after work and get back to you
  14. I legit didn't even realise that! Thanks for the heads up. Will let you know how I get on my other changes on Saturday Hope all goes well with yours!
  15. Yeah the backup is a help, but sometimes I leave it open for a day or so and forgot....then I lose track of what I did haha I am going to try a bit more on this over the weekend Do you know if there is any version specific trainers? I know N and Benga have two different IDs for B and W. However I was just wondering if there is any others - I cant seem to find a list online
  16. Did you make a backup each time? I always do before I start an edit - it's OCD and I end up with a ton of named files - but it has saved me a ton of times when I have ballsed something up and had to rectify it.
  17. Hopefully one of us can find the solution! I did find Script 678 had most of the logic in there, as for some reason Trainer 455 has two different scripts which aren't the normal NPC battle script you see in the Overworld file....
  18. Yeah I had the same problem, I legit could not work it out, got frustrated and applied what worked for now - put it on the bench until the weekend when I have a bit more time. Even when I did get the exclaim working, after the battle - it still triggered the Exclamation animation whenever you talked to the NPC, even though correct post battle message showed up as intended, For some reason putting any StoreVAR before the movement seems to stop it from working for me - but it is needed there to stop the ! appearing everytime you talk post-battle. I really didn't expect it to be such a minefield haha.
  19. Iv had it a few times where I have tried a Store variable (Eg. StoreTrainerID or StoreFlag) and when putting it before an animation - such as the Exclaim like when the NPC spots you, it caused the game to hang with just music playing, but all actual game play stops. So for now I have just built all my NPC interactions without the ! animation for now because I was spending so much time on it, I was getting literally nothing else done. So I will revisit that at some point.
  20. Does it come up with any errors in NPRE? I managed to set Trainer music for the NPC interaction, but not for in the actual battle. The script I used was taken from the Celestic Tower Script #678 PlayTrainerMusic 455 : 8B 00 C7 01 455 = the Trainer ID, which then plays the theme for the Trainer Class they are assigned. I haven't started playing with the trainer class script as of yet regarding anything in battle, so I can't really give any heads up on anything as of yet sorry. I will give it a try over the coming days though inbetween work (Y)
  21. a002.narc file 383 is the Trainer Classes You can alter the names in there etc. I swear you can change them. I think I have seen a thread on this somewhere on this forum. I had them bookmarked because it was something I was going to look at last once I had everything else done in the hack. EDIT! I have attached some links below which may help you:
  22. Thanks for the heads up! I will try that later today. Although I swear I may need a StoreHero command, if I am going to trigger the NPC to Exclaim and walk towards me. Will give it a go. I currently have it working where when I talk to the NPC, music plays, correct diagloue loads, battle commences, flag is set so it isn't rebattlable. Maybe I was naive to think that just adding a ! to an NPC when they are spoken too / see you would be so long winded haha! I tried the Sight Range on the NPC in the Overworld - however that only seems to work if the script it points too is the NPC battle. If it is pointing to a script in a056.narc, it doesn't seem to do anything sadly.
  23. Managed to find the Play Music Script for when the NPC spots you. So that is part 2 from the above post ticked off. NPRE decifers the command as 'PlaySound XXXX' Hex command that I have used is: 03 00 00 00 98 00 ** ** The last two bytes (** **) are the ID for the music / sound it calls. For example, D6 04 = 12 38 is Colress' Overworld Encounter theme. I have attached a notepad file with a range of values I found after dedicating just over an hour to trying to find a majority of them. Battle Music.txt
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