You are not logged in.
Pages: 1
Hi!
I'm working with Pokered, and i'm trying to make a script of a leaving trainer when he is defeated. It can be seen on Pokemon Tower 7th floor (3 rockets). which are the important parts? Please forgive me, im really newbie in scripts.
This is the script im trying to change to suit to another map:
PokemonTower7Script: ; 60d05 (18:4d05)
call EnableAutoTextBoxDrawing
ld hl, PokemonTower7TrainerHeaders
ld de, PokemonTower7ScriptPointers
ld a, [W_POKEMONTOWER7CURSCRIPT]
call ExecuteCurMapScriptInTable
ld [W_POKEMONTOWER7CURSCRIPT], a
ret
PokemonTower7Script_60d18: ; 60d18 (18:4d18)
xor a
ld [wJoyIgnore], a
ld [W_POKEMONTOWER7CURSCRIPT], a
ld [W_CURMAPSCRIPT], a
ret
PokemonTower7ScriptPointers:
dw CheckFightingMapTrainers
dw DisplayEnemyTrainerTextAndStartBattle
dw PokemonTower7Script2
dw PokemonTower7Script3
dw PokemonTower7Script4
PokemonTower7Script2: ; 60d23 (18:4d23)
ld hl, wFlags_0xcd60
res 0, [hl]
ld a, [W_ISINBATTLE] ; W_ISINBATTLE
cp $ff
jp z, PokemonTower7Script_60d18
call EndTrainerBattle
ld a, $f0
ld [wJoyIgnore], a
ld a, [wSpriteIndex]
ld [H_DOWNARROWBLINKCNT2], a ; $ff8c
call DisplayTextID
call PokemonTower7Script_60db6
ld a, $3
ld [W_POKEMONTOWER7CURSCRIPT], a
ld [W_CURMAPSCRIPT], a
ret
PokemonTower7Script3: ; 60d56 (18:4d56)
ld a, [wd730]
bit 0, a
ret nz
ld hl, W_MISSABLEOBJECTLIST
ld a, [wSpriteIndex]
ld b, a
.missableObjectsListLoop
ld a, [hli]
cp b ; search for sprite ID in missing objects list
ld a, [hli]
jr nz, .missableObjectsListLoop
ld [wcc4d], a ; remove missable object
predef HideObject
xor a
ld [wJoyIgnore], a
ld [wSpriteIndex], a
ld [wTrainerHeaderFlagBit], a
ld [wda38], a
ld a, $0
ld [W_POKEMONTOWER7CURSCRIPT], a
ld [W_CURMAPSCRIPT], a
ret
PokemonTower7Script4: ; 60d86 (18:4d86) I THINK THIS PART IS FOR MR. FUJI SO I DONT NEED THIS.
ld a, $ff
ld [wJoyIgnore], a
ld a, HS_POKEMONTOWER_7_MR_FUJI
ld [wcc4d], a
predef HideObject
ld a, $4
ld [wSpriteStateData1 + 9], a
ld a, LAVENDER_HOUSE_1
ld [H_DOWNARROWBLINKCNT1], a ; $ff8b
ld a, $1
ld [wDestinationWarpID], a
ld a, LAVENDER_TOWN
ld [wLastMap], a
ld hl, wd72d
set 3, [hl]
ld a, $0
ld [W_POKEMONTOWER7CURSCRIPT], a
ld [W_CURMAPSCRIPT], a
ret
PokemonTower7Script_60db6: ; 60db6 (18:4db6)
ld hl, CoordsData_60de3 ; $4de3
ld a, [wSpriteIndex]
dec a
swap a
ld d, $0
ld e, a
add hl, de
ld a, [W_YCOORD] ; wd361
ld b, a
ld a, [W_XCOORD] ; wd362
ld c, a
.asm_60dcb
ld a, [hli]
cp b
jr nz, .asm_60dde
ld a, [hli]
cp c
jr nz, .asm_60ddf
ld a, [hli]
ld d, [hl]
ld e, a
ld a, [wSpriteIndex]
ld [H_DOWNARROWBLINKCNT2], a ; $ff8c
jp MoveSprite
.asm_60dde
inc hl
.asm_60ddf
inc hl
inc hl
jr .asm_60dcb
CoordsData_60de3: ; 60de3 (18:4de3)
db $0C,$09
dw MovementData_60e13
db $0B,$0A
dw MovementData_60e1b
db $0B,$0B
dw MovementData_60e22
db $0B,$0C
dw MovementData_60e22
db $0A,$0C
dw MovementData_60e28
db $09,$0B
dw MovementData_60e30
db $09,$0A
dw MovementData_60e22
db $09,$09
dw MovementData_60e22
db $08,$09
dw MovementData_60e37
db $07,$0A
dw MovementData_60e22
db $07,$0B
dw MovementData_60e22
db $07,$0C
dw MovementData_60e22
MovementData_60e13: ; 60e13
db $C0,$00,$00,$00,$00,$00,$80,$FF
MovementData_60e1b: ; 60e1b
db $00,$C0,$00,$00,$00,$00,$FF
MovementData_60e22: ; 60e22
db $00,$00,$00,$00,$00,$FF
MovementData_60e28: ; 60e28
db $80,$00,$00,$00,$00,$00,$00,$FF
MovementData_60e30: ; 60e30
db $00,$00,$00,$80,$00,$00,$FF
MovementData_60e37: ; 60e37
db $C0,$00,$00,$00,$00,$00,$00,$FF
Last edited by Danny-E 33 (2016-08-11 00:44:32)
Offline
I edited your post and put the code in a [code][/code] block, but it really wasn't necessary for you to copy/paste the whole script.
Also, you are using a version of pokered that is at least a year old or more. If you can, you should update your repo with the updates to pokered.
things like 'W_CURMAPSCRIPT' became 'wCurMapScript' over a year ago, which means you're missing all the updates since then.
Offline
Pages: 1