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In my hack of Silver, I wanted to create an event in the captain's cabin of the S.S. Aqua where a team rocket grunt enters and tries to take the ship, then notices you and battles you. Using hex editing and PKSV I repointed the event data and added a trigger event and a few more people events and wrote the script for the trigger. When I try to test to see if my new events work the trigger won't activate when the player steps on it. I can't seem to find anything wrong with the script for the trigger but I feel like my unexperienced eyes are failing to recognize something crucial. Here is the PKSV script I'm using:
#org 0x16EA55
'-----------------------------------
spriteface 0x0 0x3
showemote 0x0 0x0 0xF
special 0x69
pause 0xF
playsound 0x39
appear 0xC
waitbutton
applymovement 0xC 0x6A7D ' 0x16EA7D
spriteface 0x0 0x3
2call 0x6A86 ' 0x16EA86
applymovement 0xC 0x6AA9 ' 0x16EAA9
playsound 0x39
disappear 0xC
waitbutton
playmapmusic
end
#org 0x16EA86
'-----------------------------------
playmusic 0x1F
loadfont
2writetext 0x6AB2 ' 0x16EAB2
closetext
loadmovesprites
setbit1 0x703
winlosstext 0x6B68 0x6BAA ' 0x16EB68,0x16EBAA
setlasttalked 0xC
loadtrainer 0x42 0x6
startbattle
reloadmapmusic
returnafterbattle
2jump 0x6AA2 ' 0x16EAA2
#org 0x16EAA2
'-----------------------------------
loadfont
2writetext 0x6BCE ' 0x16EBCE
closetext
loadmovesprites
end
#org 0x16EAB2
= No on move! In\nthe name of\pGIOVANNI I am\ncomandeering\pthis ship! Wait\na minute, I\pknow you!\nYou're the one\pwho beat TEAM\nROCKET at the\pRADIO TOWER!\nI'll show the\pmeaning of\nrevenge!\e
#org 0x16EB68
= Hahahaha!\nThat'll teach\pyou to never\nmess with TEAM\pROCKET again!\e
#org 0x16EBAA
= No! Not again!\nYou'll pay for\pthis!\e
#org 0x16EBCE
= If I can't beat\nyou I'll just\pdestroy the\nship!\e
#org 0x16EA7D
M step_up step_up step_up step_up step_up step_left step_up step_up end
#org 0x16EAA9
M step_down step_down step_right step_down step_down step_down step_down step_down end
Places where I feel like I may have screwed up:
-I used two unused bytes to create my own flag bit (0307)
-I set Flag to "0" on Johtomap (I tried "1" as well but nothing changed)
-I set the script pointer on Johtomap to "2812"
Any help would be greatly appreciated.
Thank You!
Last edited by abhmul (2014-03-22 21:17:13)
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Have you made sure that the map has an entry in the trigger table? This is probably the reason the trigger is not activating at all.
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If you'd like to have a coord event independent of map triggers, set Flag to -1 (255).
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Thanks for the feedback. I replaced the entry for Route outside New Bark Town with the map I wanted and the trigger started to work. After the emoticon bubble appears over my [PLAYER] the game freezes. I tried changing around some things in my script but it didn't work. Anyone able to help me figure out what I'm doing wrong?
The script is:
#org 0x16EA55
'-----------------------------------
spriteface 0x0 0x3
showemote 0x0 0x0 0xF
special 0x69
pause 0xF
playsound 0x39
appear 0xC
waitbutton
applymovement 0xC 0x6A7D ' 0x16EA7D
spriteface 0x0 0x3
2call 0x6A86 ' 0x16EA86
applymovement 0xC 0x6AA9 ' 0x16EAA9
playsound 0x39
disappear 0xC
waitbutton
playmapmusic
end
#org 0x16EA86
'-----------------------------------
playmusic 0x1F
loadfont
2writetext 0x6AB2 ' 0x16EAB2
closetext
loadmovesprites
setbit1 0x703
winlosstext 0x6B68 0x6BAA ' 0x16EB68,0x16EBAA
setlasttalked 0xC
loadtrainer 0x42 0x6
startbattle
reloadmapmusic
returnafterbattle
2jump 0x6AA2 ' 0x16EAA2
#org 0x16EAA2
'-----------------------------------
loadfont
2writetext 0x6BCE ' 0x16EBCE
closetext
loadmovesprites
end
#org 0x16EAB2
= No on move! In\nthe name of\pGIOVANNI I am\ncomandeering\pthis ship! Wait\na minute, I\pknow you!\nYou're the one\pwho beat TEAM\nROCKET at the\pRADIO TOWER!\nI'll show the\pmeaning of\nrevenge!\e
#org 0x16EB68
= Hahahaha!\nThat'll teach\pyou to never\nmess with TEAM\pROCKET again!\e
#org 0x16EBAA
= No! Not again!\nYou'll pay for\pthis!\e
#org 0x16EBCE
= If I can't beat\nyou I'll just\pdestroy the\nship!\e
#org 0x16EA7D
M step_up step_up step_up step_up step_up step_left step_up step_up end
#org 0x16EAA9
M step_down step_down step_right step_down step_down step_down step_down step_down end
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