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View Full Version : [Tutorial] RaiRai-kun's XSE Tutorial [Updated Big-Time!]


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.Seth
July 16th, 2008, 01:33 PM
[css-div="-moz-border-radius-topleft: 15px; -moz-border-radius-topright: 15px; -moz-border-radius-bottomright: 15px; -moz-border-radius-bottomleft: 15px; cursor: crosshair; width: 90%; border: solid 3px #242424; background-color: #696969; text-align: left; padding: 5px; color: #474747; font-family: Verdana; font-size: 80%"]http://i44.tinypic.com/27zvgi1.png
[css-div="-moz-border-radius-topleft: 15px; -moz-border-radius-topright: 15px; -moz-border-radius-bottomright: 15px; -moz-border-radius-bottomleft: 15px; border: solid 2px #404040; border-bottom: solid 2px #404040; color: #696969; width: 99%; background-color: #C1CDCD; padding: 2px;"]Introduction
» My Greetings

Tutorial Version: 2
Author: Seth-kun (http://www.pokecommunity.com/member.php?u=93117)

[css-div="-moz-border-radius-topleft: 15px; -moz-border-radius-topright: 15px; -moz-border-radius-bottomright: 15px; -moz-border-radius-bottomleft: 15px; border: solid 2px #404040; border-bottom: solid 2px #404040; color: #A1A1A1; width: 40%; background-color: #5E5E5E; padding: 2px;"]Introduction:
» Info about me and the tutorial:[/css-div]Welcome, Welcome! I see you've found my XSE tutorial. Anyways, as long as you don't post it on other sites without my permission (just ask me, I'll likely say yes!), you can use it all you want. Heck, download it if you want.

[css-div="-moz-border-radius-topleft: 15px; -moz-border-radius-topright: 15px; -moz-border-radius-bottomright: 15px; -moz-border-radius-bottomleft: 15px; border: solid 2px #404040; border-bottom: solid 2px #404040; color: #A1A1A1; width: 40%; background-color: #5E5E5E; padding: 2px;"]What if I don't have XSE?
» You can get it right here.[/css-div]Well, you don't have XSE? Well, here's a link to download it (right from Hackmew).
(URL coming soon. Just need Hackmew's permission.)

[css-div="-moz-border-radius-topleft: 15px; -moz-border-radius-topright: 15px; -moz-border-radius-bottomright: 15px; -moz-border-radius-bottomleft: 15px; border: solid 2px #404040; border-bottom: solid 2px #404040; color: #A1A1A1; width: 40%; background-color: #5E5E5E; padding: 2px;"]Some Basics
» Stuff you Need to know[/css-div]
•XSE is a scripting tool. A script is an event in the game. Talking to people: Scripts, Getting pokemon: Scripts, a lot of other things: Scripts.
•Scripts use commands in order to work. Like msgbox will show a message. Simple, no?
•Each script uses its own offset, or "thing" of data. You have so many per rom.
•There are also commands without names, they are known as raw's. Raws are usually the more complicated commands, or just don't have a name.

[/css-div]
[css-div="-moz-border-radius-topleft: 15px; -moz-border-radius-topright: 15px; -moz-border-radius-bottomright: 15px; -moz-border-radius-bottomleft: 15px; border: solid 2px #404040; border-bottom: solid 2px #404040; color: #696969; width: 99%; background-color: #C1CDCD; padding: 2px;"]Part 1: Simple Stuff
» Ready to start learning how to script?

OK. First, I'm going to teach you all the basics, meaning you're about to learn the simplest of commands.
Good luck!

[css-div="-moz-border-radius-topleft: 15px; -moz-border-radius-topright: 15px; -moz-border-radius-bottomright: 15px; -moz-border-radius-bottomleft: 15px; border: solid 2px #404040; border-bottom: solid 2px #404040; color: #A1A1A1; width: 40%; background-color: #5E5E5E; padding: 2px;"]Sample
» Here is what you're about to learn.[/css-div]

#dynamic 0x######

#org @start
lock
faceplayer
msgbox @text
boxset 0x6
release
end

#org @text
= Hello.\nI'm RaiRai-kun.
Well, that is about what your first script will be.
Just edit the text where you need to.

[css-div="-moz-border-radius-topleft: 15px; -moz-border-radius-topright: 15px; -moz-border-radius-bottomright: 15px; -moz-border-radius-bottomleft: 15px; border: solid 2px #404040; border-bottom: solid 2px #404040; color: #A1A1A1; width: 40%; background-color: #5E5E5E; padding: 2px;"]Explanation of Compnents
» Learn the commands![/css-div]
•#dynamic 0xoffset
#Dynamic - Tells the start of the script
offset-- The combination of numbers/letters that refers to a point of data within the rom.

•#org @start
#org - Tells the start of a pointer

@start - This is A pointer. Meaning pointers can be @pie, @text...anything! I just like to use start because that's the start of the pointers, and the Base of the script. The base (as I call it) is just where everyone pointer in the script is referenced.

•lock
This literally "locks" the player until you "release" the player.
A variation - lockall locks EVERYBODY on screen, so everyone stands still until you do releaseall.

•faceplayer
- Makes the sprite with the script face you.
NOTE: Can only be used when the script is reference by a Sprite.

•msgbox @text 0x#
msgbox - makes a message box appear. To make text appear, you must use a pointer on the same line as msgbox with a pointer reference.
NOTE: @text is a pointer, (description above)
That # is what boxset you are using.
•0x6
0x# - Tells the type of message box by using the value directly after it (i.e. yes/no, simple...etc.) NOTE: This must come right after the pointer after the msgbox command it is referring to.
0x6 - This comes directly after the pointer on the line with •msgbox. It tells the type of msgbox.

•release
- This releases the player.
A variation - releaseall releases every sprite on screen from the lockall command.
•end
This tells the end of this part of the script. NOTE: You must add end to every part of the script. When you use end for the Base of the script, that is where the actual "script" ends.
#
[css-div="-moz-border-radius-topleft: 15px; -moz-border-radius-topright: 15px; -moz-border-radius-bottomright: 15px; -moz-border-radius-bottomleft: 15px; border: solid 2px #404040; border-bottom: solid 2px #404040; color: #A1A1A1; width: 40%; background-color: #5E5E5E; padding: 2px;"]Extra Stuff
» More commands under "Simple Stuff"[/css-div]

This section teaches all about those tricky "\" commands. Theses are used to make message scripts appear correctly. Anyways, here is a list of the commands and what they do.

•\p - This makes the text from the msgbox go to another box, which appears after you press A.*

Example:

\p will turn this:
"Hello, how\pare you?"
Into this:
"Hello, how
(empty line)
are you?"


•\n - This makes the text from the msgbox go to the next line of available space in the msgbox.

Example:

\n will turn this:
"Hello.\nHow are you?"
Into this:
"Hello.
How are you?"


•\h - This is used to show hex symbols. Well, not hex symbols. But symbols (certain characters, rather) that are shown using hex.

Anyways, here is a list of usable hex commands.

00=
01=À
02=Á
03=Â
04=Ç
05=È
06=É
07=Ê
08=Ë
09=Ì
0B=Î
0C=Ï
0D=Ò
0E=Ó
0F=Ô
10=Æ
11=Ù
12=Ú
13=Û
14=Ñ
15=ß
16=à
17=á
19=ç
1A=è
1B=é
1C=ê
1D=ë
1E=ì
20=î
21=ï
22=ò
23=ó
24=ô
25=æ
26=ù
27=ú
28=û
29=ñ
2A=º
2B=ª
2C=·
2D=&
2E=+
34=[Lv]
35==
36=;
51=¿
52=¡
53=[PK]
54=[MN]
55=[PO]
56=[Ke]
57=
58=[OC]
59=[K]
5A=Í
5B=%
5C=(
5D=)
68=â
6F=í
79=[u]
7A=[D]
7B=[L]
7C=[R]
A1=0
A2=1
A3=2
A4=3
A5=4
A6=5
A7=6
A8=7
A9=8
AA=9
AB=!
AC=?
AD=.
AE=-
AF=·
B0=[...]
B1="
B2=["]
B3='
B4=[']
B5=[m]
B6=[f]
B7=$
B8=,
B9=[x]
BA=/
BB=A
BC=B
BD=C
BE=D
BF=E
C0=F
C1=G
C2=H
C3=I
C4=J
C5=K
C6=L
C7=M
C8=N
C9=O
CA=P
CB=Q
CC=R
CD=S
CE=T
CF=U
D0=V
D1=W
D2=X
D3=Y
D4=Z
D5=a
D6=b
D7=c
D8=d
D9=e
DA=f
DB=g
DC=h
DD=i
DE=j
DF=k
E0=l
E1=m
E2=n
E3=o
E4=p
E5=q
E6=r
E7=s
E8=t
E9=u
EA=v
EB=w
EC=x
ED=y
EE=z
EF=[>]
F0=:
F1=Ä
F2=Ö
F3=Ü
F4=ä
F5=ö
F6=ü
F7=[u]
F8=[d]
F9=[l]
FA=\l
FB=\p
FC=\c
FD=\v
FE=\n
FF=\x


•\l - This is used the same as \n except you can't use it until you use \n.

Example:
*See: \n*

•\c - This is used to make text colored. If you want to change colors, just use the command again to switch back.
Here is a list of colors for FireRed. I'll work on finding R/S/E's. (And LeafGrean's.)

White - \c\h01\h00
Black - \c\h01\h02
Grey - \c\h01\h03
Red - \c\h01\h04
Orange - \c\h01\h05
Dark Green - \c\h01\h06
Cyan - \c\h01\h07
Blue - \c\h01\h08
Light Blue - \c\h01\h09


•\v - This is used exclusively with setvar. There are two values that you can use if you don't use setvar, however.
Those are \v\h01\, which is player, and \v\h06\, which is rival. Alternatively, you can use [player] and [rival] to display the player's and the rival's names respectively.

[css-div="-moz-border-radius-topleft: 15px; -moz-border-radius-topright: 15px; -moz-border-radius-bottomright: 15px; -moz-border-radius-bottomleft: 15px; border: solid 2px #404040; border-bottom: solid 2px #404040; color: #A1A1A1; width: 40%; background-color: #5E5E5E; padding: 2px;"]Congratulations!
» You've learned about basic messages![/css-div]

Congratulations, one who is young in learning scripting! You've learned about basic message scripts! Now, if you want to continue learning, let's move on to Complex Messages!

[/css-div]
[css-div="-moz-border-radius-topleft: 15px; -moz-border-radius-topright: 15px; -moz-border-radius-bottomright: 15px; -moz-border-radius-bottomleft: 15px; border: solid 2px #404040; border-bottom: solid 2px #404040; color: #696969; width: 99%; background-color: #C1CDCD; padding: 2px;"]Part 2: Complex Messages
» Ready for bigger and better messages?

Now, since you've learned some good basics, let's dive a little further. You're about to learn complex messages. A good example of a complex message is the yes/no message.
Let's get started.

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» What you're about to learn:[/css-div]


#dynamic 0x######

#org @start
lock
faceplayer
msgbox @yesno 0x5
if 0x1 goto @yes
if 0x0 goto @no
release
end

#org @yesno
= Yes or no?

#org @yes
= You pressed Yes!

#org @no
= You pressed No.
OK. We've got a few more things to learn in this one.
Before we delve into the yes/no message, I want to teach you some things about multiple messages.

[css-div="-moz-border-radius-topleft: 15px; -moz-border-radius-topright: 15px; -moz-border-radius-bottomright: 15px; -moz-border-radius-bottomleft: 15px; border: solid 2px #404040; border-bottom: solid 2px #404040; color: #A1A1A1; width: 40%; background-color: #5E5E5E; padding: 2px;"]Multiple Messages
» What if I want more than one message per script?[/css-div]

Well, that's actually a very easy question for me to answer.
Basically, when you want to add more messages you just use the msgbox code so many times you need a message.

Here's an example.

#Dynamic 0x######

#org @start
lock
faceplayer
msgbox @text1 0x6
msgbox @text2 0x6
release
end

#org @text1
= Hi.

#org @text2
= Hi Again.

I suppose since I've told you about multiple message, I should tell you about combining commands.

You see, in a script we use multiple commands, so how do we make one script where it uses all the commands we need in one script? Well, it's actually very simple.

Here is an incomplete script:
#Dynamic 0x######

#org @start
lock
release
end
Now, you see, between that lock and release, that's where those msgbox and boxset commands go, right? Exactly. Now replace msgbox/boxset with any command and there you go. And, after one command is finished (like msgbox/boxset, for instance), you can add another one. Say a givepokemon command or something. Any command.
It's that simple.

[css-div="-moz-border-radius-topleft: 15px; -moz-border-radius-topright: 15px; -moz-border-radius-bottomright: 15px; -moz-border-radius-bottomleft: 15px; border: solid 2px #404040; border-bottom: solid 2px #404040; color: #A1A1A1; width: 40%; background-color: #5E5E5E; padding: 2px;"]Explanation of Components
» Anyways, back the Yes/No...[/css-div]

Seeing as we already have the sample (It's right up there ^), let's learn the commands.

•0x5 - OK. A new boxset. Not really a command, but you need to learn it. Basically, just put it after the pointer after msgbox and it gives the set of boxes for a message, then a small yes or no box.

•if 0x1 goto @yes - This is relatively simple. 0x1 means yes and 0x0 means no (in this situation, at least). So, if that's true, then if 0x1 goto @yes means "if "Yes" is chosen, then "goto" @yes (Remember, "@yes" is a pointer, meaning it could be @ anything.) So, it basically redirects you to the message @ the pointer @yes.

•if 0x0 goto @no - This is basically the same thing as the command above, but in reverse. So, it reads "if "No" is chosen, goto "@no". See, simple.

[css-div="-moz-border-radius-topleft: 15px; -moz-border-radius-topright: 15px; -moz-border-radius-bottomright: 15px; -moz-border-radius-bottomleft: 15px; border: solid 2px #404040; border-bottom: solid 2px #404040; color: #A1A1A1; width: 40%; background-color: #5E5E5E; padding: 2px;"]Congratulations!
» You've learned "Complex Messages"![/css-div]

Well, look's like you've learned some new stuff. Now, put it to work! :)

[/css-div]
[css-div="-moz-border-radius-topleft: 15px; -moz-border-radius-topright: 15px; -moz-border-radius-bottomright: 15px; -moz-border-radius-bottomleft: 15px; border: solid 2px #404040; border-bottom: solid 2px #404040; color: #696969; width: 99%; background-color: #C1CDCD; padding: 2px;"]Part 3: Flags
» It's About Time

Well, I see it's time to learn about flags. Flags are ways of tracking events in roms. Basically, when you set a flag (using the setflag command) you say such-and-such event has happened. When it comes to checking the flags (by using checkflag and specifying the flag to be checked) you check to see if the event has happened. If you need to say an event has happened, but now it hasn't, you use clearflag.
And that's basically it for flags, but let's see it in a script.

[css-div="-moz-border-radius-topleft: 15px; -moz-border-radius-topright: 15px; -moz-border-radius-bottomright: 15px; -moz-border-radius-bottomleft: 15px; border: solid 2px #404040; border-bottom: solid 2px #404040; color: #A1A1A1; width: 40%; background-color: #5E5E5E; padding: 2px;"]Sample
» Let's look at a flag in a script[/css-div]

#Dynamic 0xoffset

#org @start
lock
faceplayer
checkflag 0x(I will use 828)
if 0x0 goto @give
if 0x1 goto @sry
release
end

#org @give
givepokemon 0x1 0x10 0x0 0x0 0x0 0x0
fanfare 0x13E
waitfanfare
setflag 0x828
msgbox @yay
boxset 0x6
release
end

#org @sry
msgbox @sorry
boxset 0x6
end

#org @yay
= You got Bulbasaur!

#org @sorry
= I can't give you anymore.
Now, I will say that this script had the command "givepokemon", but we're not going to worry about that. You see, flag 0x828 is the flag that is set when you recieve your pokemon. It activates the pokemon menu. (No point in having a menu you can't use until you can use it.) That's why I used the givepokemon command in this script. Now, let's look at how I made the script.

[css-div="-moz-border-radius-topleft: 15px; -moz-border-radius-topright: 15px; -moz-border-radius-bottomright: 15px; -moz-border-radius-bottomleft: 15px; border: solid 2px #404040; border-bottom: solid 2px #404040; color: #A1A1A1; width: 40%; background-color: #5E5E5E; padding: 2px;"]Explanation of Components
» Let's learn the commands for Flags.[/css-div]

•setflag 0x### - This sets a certain flag. All you do to use this command is replace "###" with a hex number (number/letter combo).

•checkflag 0x### - This is used to check and see if a certain flag has been set. We use if 0x1 goto @true and if 0x0 goto @false here. Basically, it's like (for 0x1), "the flag has been set, goto @(pointer name)". And for 0x0, "the flag has not been set, goto @(pointername2)".

•clearflag 0x### - This clears a certain flag if it has been set.

I know there are some commands in there that you don't know, but those will have sections later on. That's why they aren't covered here. They just happen to be in my sample script.

[css-div="-moz-border-radius-topleft: 15px; -moz-border-radius-topright: 15px; -moz-border-radius-bottomright: 15px; -moz-border-radius-bottomleft: 15px; border: solid 2px #404040; border-bottom: solid 2px #404040; color: #A1A1A1; width: 40%; background-color: #5E5E5E; padding: 2px;"]Extras for "Flags"
» Some helpful lists and more! :)[/css-div]

Lists of Commonly used Flags:

FireRed/Leafgreen:

0x820 - First Badge
0x821 - Second Badge
0x822 - Third Badge
0x823 - Fourth Badge
0x824 - Fifth Badge
0x825 - Sixth Badge
0x826 - Seventh Badge
0x827 - Eighth Badge
0x828 - Pokemon Menu
0x829 - Pokedex Menu
0x82F - Running Shoes


Ruby/Sapphire:

0x800 - Pokemon Menu
0x801 - Pokedex Menu
0x802 - Pokenav Menu
0x807 - First Badge
0x808 - Second Badge
0x809 - Third Badge
0x80A - Fourth Badge
0x80B - Fifth Badge
0x80C - Sixth Badge
0x80D - Seventh Badge
0x80E - Eighth Badge
0x860 - Running Shoes


Emerald:

0x860 - Pokemon Menu
0x861 - Pokedex Menu
0x862 - Pokenav Menu

We don't know very much of Emerald's flags. But, we do advise you Emerald hackers to try Ruby's and Sapphire's flags to see if anything comes up. And if something does, please report them to me.


[css-div="-moz-border-radius-topleft: 15px; -moz-border-radius-topright: 15px; -moz-border-radius-bottomright: 15px; -moz-border-radius-bottomleft: 15px; border: solid 2px #404040; border-bottom: solid 2px #404040; color: #A1A1A1; width: 40%; background-color: #5E5E5E; padding: 2px;"]Congratulations!
» You've learned about Flags![/css-div]

Well well, what can I say? Great job for learning this much! Now, use what you've learned! :D

[/css-div]
[css-div="-moz-border-radius-topleft: 15px; -moz-border-radius-topright: 15px; -moz-border-radius-bottomright: 15px; -moz-border-radius-bottomleft: 15px; border: solid 2px #404040; border-bottom: solid 2px #404040; color: #696969; width: 99%; background-color: #C1CDCD; padding: 2px;"]Part 4: Giving Pokemon and Items
» Well, time to get a little more advanced.

Giving pokemon and items is a crucial piece of code that every hack has to have if it even wants to get out of the first town! Face it, you need stuff in pokemon games.

[css-div="-moz-border-radius-topleft: 15px; -moz-border-radius-topright: 15px; -moz-border-radius-bottomright: 15px; -moz-border-radius-bottomleft: 15px; border: solid 2px #404040; border-bottom: solid 2px #404040; color: #A1A1A1; width: 40%; background-color: #5E5E5E; padding: 2px;"]Sample 1:
» What you're about to learn[/css-div]

OK. Let's look into the givepokemon command first, because I'm sure that's just about what everyone wants to know so they can get a high-level pokemon in order to cheat through a hack. Anyways, here is the script.


#Dynamic 0xoffset

#org @start
lock
faceplayer
givepokemon 0x1 0x5 0x0 0x0 0x0 0x0
setflag 0x828
release
end
[css-div="-moz-border-radius-topleft: 15px; -moz-border-radius-topright: 15px; -moz-border-radius-bottomright: 15px; -moz-border-radius-bottomleft: 15px; border: solid 2px #404040; border-bottom: solid 2px #404040; color: #A1A1A1; width: 40%; background-color: #5E5E5E; padding: 2px;"]Explanation of Components 1:
» Explanation for "givepokemon"[/css-div]

Basically, givepokemon is just the command and a setflag.
The Commands:

•givepokemon - This is the command. It's used like this: "givepokemon 0x(pokemon number in hex) 0x(level, also in hex) 0x(item number in hex, 0 means no item) 0x0 0x0 0x0".
•setflag 0x828 - This is the setflag that activates the pokemon menu.

[css-div="-moz-border-radius-topleft: 15px; -moz-border-radius-topright: 15px; -moz-border-radius-bottomright: 15px; -moz-border-radius-bottomleft: 15px; border: solid 2px #404040; border-bottom: solid 2px #404040; color: #A1A1A1; width: 40%; background-color: #5E5E5E; padding: 2px;"]Extras
» Extras for "Givepokemon"[/css-div]

The only extra I have for givepokemon is just a list of pokemons' hex numbers.
Anyways, here is the list.
NOTE: THESE ARE IN HEX!

BULBASAUR 1
IVYSAUR 2
VENUSAUR 3
CHARMANDER 4
CHARMELEON 5
CHARIZARD 6
SQUIRTLE 7
WARTORTLE 8
BLASTOISE 9
CATERPIE A
METAPOD B
BUTTERFREE C
WEEDLE D
KAKUNA E
BEEDRILL F
PIDGEY 10
PIDGEOTTO 11
PIDGEOT 12
RATTATA 13
RATICATE 14
SPEAROW 15
FEAROW 16
EKANS 17
ARBOK 18
PIKACHU 19
RAICHU 1A
SANDSHREW 1B
SANDSLASH 1C
NIDORAN|w| 1D
NIDORINA 1E
NIDOQUEEN 1F
NIDORAN|m| 20
NIDORINO 21
NIDOKING 22
CLEFAIRY 23
CLEFABLE 24
VULPIX 25
NINETALES 26
JIGGLYPUFF 27
WIGGLYTUFF 28
ZUBAT 29
GOLBAT 2A
ODDISH 2B
GLOOM 2C
VILEPLUME 2D
PARAS 2E
PARASECT 2F
VENONAT 30
VENOMOTH 31
DIGLETT 32
DUGTRIO 33
MEOWTH 34
PERSIAN 35
PSYDUCK 36
GOLDUCK 37
MANKEY 38
PRIMEAPE 39
GROWLITHE 3A
ARCANINE 3B
POLIWAG 3C
POLIWHIRL 3D
POLIWRATH 3E
ABRA 3F
KADABRA 40
ALAKAZAM 41
MACHOP 42
MACHOKE 43
MACHAMP 44
BELLSPROUT 45
WEEPINBELL 46
VICTREEBEL 47
TENTACOOL 48
TENTACRUEL 49
GEODUDE 4A
GRAVELER 4B
GOLEM 4C
PONYTA 4D
RAPIDASH 4E
SLOWPOKE 4F
SLOWBRO 50
MAGNEMITE 51
MAGNETON 52
FARFETCH'D 53
DODUO 54
DODRIO 55
SEEL 56
DEWGONG 57
GRIMER 58
MUK 59
SHELLDER 5A
CLOYSTER 5B
GASTLY 5C
HAUNTER 5D
GENGAR 5E
ONIX 5F
DROWZEE 60
KRABBY 61
KINGLER 62
VOLTORB 63
ELECTRODE 64
EXEGGCUTE 65
EXEGGUTOR 66
CUBONE 67
MAROWAK 68
HITMONLEE 69
HITMONCHAN 6A
LICKITUNG 6B
KOFFING 6C
WEEZING 6D
RHYHORN 6E
RHYDON 6F
CHANSEY 70
TANGELA 71
KANGASKHAN 72
HORSEA 73
SEADRA 74
GOLDEEN 75
SEAKING 76
STARYU 77
STARMIE 78
MR. MIME 79
SCYTHER 7A
JYNX 7B
ELECTABUZZ 7C
MAGMAR 7D
PINSIR 7E
TAUROS 7F
MAGIKARP 80
GYARADOS 81
LAPRAS 82
DITTO 83
EEVEE 84
VAPOREON 85
JOLTEON 86
FLAREON 87
PORYGON 88
OMANYTE 89
OMASTAR 8A
KABUTO 8B
KABUTOPS 8C
AERODACTYL 8D
SNORLAX 8E
ARTICUNO 8F
ZAPDOS 91
MOLTRES 92
DRATINI 93
DRAGONAIR 94
DRAGONITE 95
MEWTWO 96
MEW 97
CHIKORITA 98
BAYLEEF 99
MEGANIUM 9A
CYNDAQUIL 9B
QUILAVA 9C
TYPHLOSION 9D
TOTODILE 9E
CROCONAW 9F
FERALIGATR A0
SENTRET A1
FURRET A2
HOOTHOOT A3
NOCTOWL A4
LEDYBA A5
LEDIAN A6
SPINARAK A7
ARIADOS A8
CROBAT A9
CHINCHOU AA
LANTURN AB
PICHU AC
CLEFFA AD
IGGLYBUFF AE
TOGEPI AF
TOGETIC B0
NATU B1
XATU B2
MAREEP B3
FLAAFFY B4
AMPHAROS B5
BELLOSSOM B6
MARILL B7
AZUMARILL B8
SUDOWOODO B9
POLITOED BA
HOPPIP BB
SKIPLOOM BC
JUMPLUFF BD
AIPOM BE
SUNKERN BF
SUNFLORA C0
YANMA C1
WOOPER C2
QUAGSIRE C3
ESPEON C4
UMBREON C5
MURKROW C6
SLOWKING C7
MISDREAVUS C8
UNOWN C9
WOBBUFFET CA
GIRAFARIG CB
PINECO CC
FORRETRESS CD
DUNSPARCE CE
GLIGAR CF
STEELIX D0
SNUBBULL D1
GRANBULL D2
QWILFISH D3
SCIZOR D4
SHUCKLE D5
HERACROSS D6
SNEASEL D7
TEDDIURSA D8
URSARING D9
SLUGMA DA
MAGCARGO DB
SWINUB DC
PILOSWINE DD
CORSOLA DE
REMORAID DF
OCTILLERY E0
DELIBIRD E1
MANTINE E2
SKARMORY E3
HOUNDOUR E4
HOUNDOOM E5
KINGDRA E6
PHANPY E7
DONPHAN E8
PORYGON2 E9
STANTLER EA
SMEARGLE EB
TYROGUE EC
HITMONTOP ED
SMOOCHUM EE
ELEKID EF
MAGBY F0
MILTANK F1
BLISSEY F2
RAIKOU F3
ENTEI F4
SUICUNE F5
LARVITAR F6
PUPITAR F7
TYRANITAR F8
LUGIA F9
HO-OH FA
CELEBI FB
TREECKO 115
GROVYLE 116
SCEPTILE 117
TORCHIC 118
COMBUSKEN 119
BLAZIKEN 11A
MUDKIP 11B
MARSHTOMP 11C
SWAMPERT 11D
POOCHYENA 11E
MIGHTYENA 11F
ZIGZAGOON 120
LINOONE 121
WURMPLE 122
SILCOON 123
BEAUTIFLY 124
CASCOON 125
DUSTOX 126
LOTAD 127
LOMBRE 128
LUDICOLO 129
SEEDOT 12A
NUZLEAF 12B
SHIFTRY 12C
NINCADA 12D
NINJASK 12E
SHEDINJA 12F
TAILLOW 130
SWELLOW 131
SHROOMISH 132
BRELOOM 133
SPINDA 134
WINGULL 135
PELIPPER 136
SURSKIT 137
MASQUERAIN 138
WAILMER 139
WAILORD 13A
SKITTY 13B
DELCATTY 13C
KECLEON 13D
BALTOY 13E
CLAYDOL 13F
NOSEPASS 140
TORKOAL 141
SABLEYE 142
BARBOACH 143
WHISCASH 144
LUVDISC 145
CORPHISH 146
CRAWDAUNT 147
FEEBAS 148
MILOTIC 149
CARVANHA 14A
SHARPEDO 14B
TRAPINCH 14C
VIBRAVA 14D
FLYGON 14E
MAKUHITA 14F
HARIYAMA 150
ELECTRIKE 151
MANECTRIC 152
NUMEL 153
CAMERUPT 154
SPHEAL 155
SEALEO 156
WALREIN 157
CACNEA 158
CACTURNE 159
SNORUNT 15A
GLALIE 15B
LUNATONE 15C
SOLROCK 15D
AZURILL 15E
SPOINK 15F
GRUMPIG 160
PLUSLE 161
MINUN 162
MAWILE 163
MEDITITE 164
MEDICHAM 165
SWABLU 166
ALTARIA 167
WYNAUT 168
DUSKULL 169
DUSCLOPS 16A
ROSELIA 16B
SLAKOTH 16C
VIGOROTH 16D
SLAKING 16E
GULPIN 16F
SWALOT 170
TROPIUS 171
WHISMUR 172
LOUDRED 173
EXPLOUD 174
CLAMPERL 175
HUNTAIL 176
GOREBYSS 177
ABSOL 178
SHUPPET 179
BANETTE 17A
SEVIPER 17B
ZANGOOSE 17C
RELICANTH 17D
ARON 17E
LAIRON 17F
AGGRON 180
CASTFORM 181
VOLBEAT 182
ILLUMISE 183
LILEEP 184
CRADILY 185
ANORITH 186
ARMALDO 187
RALTS 188
KIRLIA 189
GARDEVOIR 18A
BAGON 18B
SHELGON 18C
SALAMENCE 18D
BELDUM 18E
METANG 18F
METAGROSS 190
REGIROCK 191
REGICE 192
REGISTEEL 193
KYOGRE 194
GROUDON 195
RAYQUAZA 196
LATIAS 197
LATIOS 198
JIRACHI 199
DEOXYS 19A
CHIMECHO 19B


[css-div="-moz-border-radius-topleft: 15px; -moz-border-radius-topright: 15px; -moz-border-radius-bottomright: 15px; -moz-border-radius-bottomleft: 15px; border: solid 2px #404040; border-bottom: solid 2px #404040; color: #A1A1A1; width: 40%; background-color: #5E5E5E; padding: 2px;"]Sample 2:
» Sample for "giveitem"[/css-div]

Here's the sample for giveitem:


#Dynamic 0xoffset

#org @start
giveitem 0x(item number in hex) 0x(how many)
end


[css-div="-moz-border-radius-topleft: 15px; -moz-border-radius-topright: 15px; -moz-border-radius-bottomright: 15px; -moz-border-radius-bottomleft: 15px; border: solid 2px #404040; border-bottom: solid 2px #404040; color: #A1A1A1; width: 40%; background-color: #5E5E5E; padding: 2px;"]Explanation of Components 2:
» Explanation of "giveitem"[/css-div]

The sample script really provides how to use the command, so I guess you can just look at the sample. (I'm not lazy, it's just already there.)

[css-div="-moz-border-radius-topleft: 15px; -moz-border-radius-topright: 15px; -moz-border-radius-bottomright: 15px; -moz-border-radius-bottomleft: 15px; border: solid 2px #404040; border-bottom: solid 2px #404040; color: #A1A1A1; width: 40%; background-color: #5E5E5E; padding: 2px;"]Extras 2
» Extras for "giveitem"[/css-div]

The only extra I can give you is just a list of item codes.
So, here's the list:
NOTE: THESE ARE IN HEX!

Master Ball 1
Ultra Ball 2
Great Ball 3
Poké Ball 4
Safari Ball 5
Net Ball 6
Dive Ball 7
Nest Ball 8
Repeat Ball 9
Timer Ball A
Luxury Ball B
Premier Ball C
Potion D
Antidote E
Burn Heal F
Ice Heal 10
Awakening 11
Parlyz Heal 12
Full Restore 13
Max Potion 14
Hyper Potion 15
Super Potion 16
Full Heal 17
Revive 18
Max Revive 19
Fresh Water 1A
Soda Pop 1B
Lemonade 1C
Moomoo Milk 1D
Energypowder 1E
Energy Root 1F
Heal Powder 20
Revival Herb 21
Ether 22
Max Ether 23
Elixir 24
Max Elixir 25
Lava Cookie 26
Blue Flute 27
Yellow Flute 28
Red Flute 29
Black Flute 2A
White Flute 2B
Berry Juice 2C
Sacred Ash 2D
Shoal Salt 2E
Shoal Shell 2F
Red Shard 30
Blue Shard 31
Yellow Shard 32
Green Shard 33
HP Up 3F
Protein 40
Iron 41
Carbos 42
Calcium 43
Rare Candy 44
PP Up 45
Zinc 46
PP Max 47
Guard Spec. 49
Dire Hit 4A
X Attack 4B
X Defend 4C
X Speed 4D
X Accuracy 4E
X Special 4F
Poké Doll 50
Fluffy Tail 51
Super Repel 53
Max Repel 54
Escape Rope 55
Repel 56
Sun Stone 5D
Moon Stone 5E
Fire Stone 5F
Thunderstone 60
Water Stone 61
Leaf Stone 62
Tinymushroom 67
Big Mushroom 68
Pearl 6A
Big Pearl 6B
Stardust 6C
Star Piece 6D
Nugget 6E
Heart Scale 6F
Orange Mail 79
Harbor Mail 7A
Glitter Mail 7B
Mech Mail 7C
Wood Mail 7D
Wave Mail 7E
Bead Mail 7F
Shadow Mail 80
Tropic Mail 81
Dream Mail 82
Fab Mail 83
Retro Mail 84
Cheri Berry 85
Chesto Berry 86
Pecha Berry 87
Rawst Berry 88
Aspear Berry 89
Leppa Berry 8A
Oran Berry 8B
Persim Berry 8C
Lum Berry 8D
Sitrus Berry 8E
Figy Berry 8F
Wiki Berry 90
Mago Berry 91
Aguav Berry 92
Iapapa Berry 93
Razz Berry 94
Bluk Berry 95
Nanab Berry 96
Wepear Berry 97
Pinap Berry 98
Pomeg Berry 99
Kelpsy Berry 9A
Qualot Berry 9B
Hondew Berry 9C
Grepa Berry 9D
Tamato Berry 9E
Cornn Berry 9F
Magost Berry A0
Rabuta Berry A1
Nomel Berry A2
Spelon Berry A3
Pamtre Berry A4
Watmel Berry A5
Durin Berry A6
Belue Berry A7
Liechi Berry A8
Ganlon Berry A9
Salac Berry AA
Petaya Berry AB
Apicot Berry AC
Lansat Berry AD
Starf Berry AE
Enigma Berry AF
Brightpowder B3
White Herb B4
Macho Brace B5
Exp. Share B6
Quick Claw B7
Soothe Bell B8
Mental Herb B9
Choice Band BA
King's Rock BB
Silverpowder BC
Amulet Coin BD
Cleanse Tag BE
Soul Dew BF
Deepseatooth C0
Deepseascale C1
Smoke Ball C2
Everstone C3
Focus Band C4
Lucky Egg C5
Scope Lens C6
Metal Coat C7
Leftovers C8
Dragon Scale C9
Light Ball CA
Soft Sand CB
Hard Stone CC
Miracle Seed CD
Blackglasses CE
Black Belt CF
Magnet D0
Mystic Water D1
Sharp Beak D2
Poison Barb D3
Nevermeltice D4
Spell Tag D5
Twistedspoon D6
Charcoal D7
Dragon Fang D8
Silk Scarf D9
Up-grade DA
Shell Bell DB
Sea Incense DC
Lax Incense DD
Lucky Punch DE
Metal Powder DF
Thick Club E0
Stick E1
Red Scarf FF
Blue Scarf 100
Pink Scarf 101
Green Scarf 102
Yellow Scarf 103
Mach Bike 104
Coin Case 105
Itemfinder 106
Old Rod 107
Good Rod 108
Super Rod 109
S.S. Ticket 10A
Contest Pass 10B
Wailmer Pail 10C
Devon Goods 10D
Soot Sack 10E
Basement Key 10F
Acro Bike 110
PokéBlock Case 111
Letter 112
Eon Ticket 113
Red Orb 114
Blue Orb 115
Scanner 116
Go-goggles 117
Meteorite 118
Rm. 1 Key 119
Rm. 2 Key 11A
Rm. 4 Key 11B
Rm. 6 Key 11C
Storage Key 11D
Root Fossil 11E
Claw Fossil 11F
Devon Scope 120
TM01 121
TM02 122
TM03 123
TM04 124
TM05 125
TM06 126
TM07 127
TM08 128
TM09 129
TM10 12A
TM11 12B
TM12 12C
TM13 12D
TM14 12E
TM15 12F
TM16 130
TM17 131
TM18 132
TM19 133
TM20 134
TM21 135
TM22 136
TM23 137
TM24 138
TM25 139
TM26 13A
TM27 13B
TM28 13C
TM29 13D
TM30 13E
TM31 13F
TM32 140
TM33 141
TM34 142
TM35 143
TM36 144
TM37 145
TM38 146
TM39 147
TM40 148
TM41 149
TM42 14A
TM43 14B
TM44 14C
TM45 14D
TM46 14E
TM47 14F
TM48 150
TM49 151
TM50 152
HM01 153
HM02 154
HM03 155
HM04 156
HM05 157
HM06 158
HM07 159
HM08 15A
Oak's Parcel 15D
Poké Flute 15E
Secret Key 15F
Bike Voucher 160
Gold Teeth 161
Old Amber 162
Card Key 163
Lift Key 164
Helix Fossil 165
Dome Fossil 166
Silph Scope 167
Bicycle 168
Town Map 169
VS Seeker 16A
Fame Checker 16B
TM Case 16C
Berry Pouch 16D
Teachy TV 16E
Tri-pass 16F
Rainbow Pass 170
Tea 171
Mysticticket 172
Auroraticket 173
Powder Jar 174
Ruby 175
Sapphire 176

[/css-div]
[css-div="-moz-border-radius-topleft: 15px; -moz-border-radius-topright: 15px; -moz-border-radius-bottomright: 15px; -moz-border-radius-bottomleft: 15px; border: solid 2px #404040; border-bottom: solid 2px #404040; color: #696969; width: 99%; background-color: #C1CDCD; padding: 2px;"]Part 5: Other Commands
» Other cool commands

Well, these are just a few other commands I know, so feel free to learn them, or just try em' out.

[css-div="-moz-border-radius-topleft: 15px; -moz-border-radius-topright: 15px; -moz-border-radius-bottomright: 15px; -moz-border-radius-bottomleft: 15px; border: solid 2px #404040; border-bottom: solid 2px #404040; color: #A1A1A1; width: 40%; background-color: #5E5E5E; padding: 2px;"]CheckGender
» A command that gives results based on your gender in the game[/css-div]

Sample of a Checkgender Script:

#dynamic 0xoffset

#org @start
lock
faceplayer
checkgender
if 0x0 goto @boy
if 0x1 goto @girl
release
end

#org @boy
= You are a boy.

#org @girl
= You are a girl.
Checkgender basically checks the gender (0x0 for boys, 0x1 for girls) of the player and gives a result based on 0x0 or 0x1.

[css-div="-moz-border-radius-topleft: 15px; -moz-border-radius-topright: 15px; -moz-border-radius-bottomright: 15px; -moz-border-radius-bottomleft: 15px; border: solid 2px #404040; border-bottom: solid 2px #404040; color: #A1A1A1; width: 40%; background-color: #5E5E5E; padding: 2px;"]Warp
» A command that warps the player[/css-div]

Sample Script:

#Dynamic 0x######

#org @start
warp 0x3 0x0 0x0
end
Warp teleports the player to a warp spot anywhere in the game.
Here's how you use it:
warp 0x(map bank #) 0x(map #) 0x(warp # of that map)

[css-div="-moz-border-radius-topleft: 15px; -moz-border-radius-topright: 15px; -moz-border-radius-bottomright: 15px; -moz-border-radius-bottomleft: 15px; border: solid 2px #404040; border-bottom: solid 2px #404040; color: #A1A1A1; width: 40%; background-color: #5E5E5E; padding: 2px;"]PokeMart
» If you need custom marts, use this[/css-div]

Sample Script:

#Dynamic 0xoffset

#org @start
lock
faceplayer
pokemart @values
release
end

#org @values

binary 0x(number) . . . 0x0
This calls for the pokemart, which does what a pokemart does. Anyways, when you want to use pokemart, add that binary command with 0x# 0x#...etc.
That number is the item code.
And Here is a list of such codes:

•Master Ball 0x1
•Ultra Ball 0x2
•Great Ball 0x3
•Poké Ball 0x4
•Safari Ball 0x5
•Net Ball 0x6
•Dive Ball 0x7
•Nest Ball 0x8
•Repeat Ball 0x9
•Timer Ball 0xA
•Luxury Ball 0xB
•Premier Ball 0xC
•Parlyz Heal 0xD
•Full Restore 0xE

[css-div="-moz-border-radius-topleft: 15px; -moz-border-radius-topright: 15px; -moz-border-radius-bottomright: 15px; -moz-border-radius-bottomleft: 15px; border: solid 2px #404040; border-bottom: solid 2px #404040; color: #A1A1A1; width: 40%; background-color: #5E5E5E; padding: 2px;"]GiveEgg
» Need PokeEggs, you've found the command, at least![/css-div]

GiveEgg is a rather unique command that allows the user to make sprite give the player pokemon eggs.
Basically, to use the command, you choose the pokemon you want.
Then take their hex number (like pikachu's is 19) and make it into a 4-digit number.
So, you end up with 0019.
Then we put that into the giveegg command.
But, we reverse the digits so it's like this:
19 00
So, we have this:

giveegg 0x19 0x00
And that's it!

[css-div="-moz-border-radius-topleft: 15px; -moz-border-radius-topright: 15px; -moz-border-radius-bottomright: 15px; -moz-border-radius-bottomleft: 15px; border: solid 2px #404040; border-bottom: solid 2px #404040; color: #A1A1A1; width: 40%; background-color: #5E5E5E; padding: 2px;"]ApplyMovement
» Need to make stuff (sprites) move?[/css-div]

ApplyMovement is a rather complex command that allows the movement of sprites, so it's rather crucial to any hack.
Anyways, here is a sample:


#Dynamic 0xoffset

#org @start
checkflag 0x828
if 0x0 goto @hey!
if 0x1 goto @end
end

#org @hey!
lock
msgbox @icant
boxset 0x6
applymovement 0xFF @back
waitmovement 0x0
release
end

#org @icant
= I can't go out of (name) town/nwithout a pokemon.

#org @back
#raw 0x00 0xFE

#org @end
release
end
OK. Let's go over all those commands.

•applymovement 0xFF - this is the command that allows sprites (including the hero) to move during a script. The 0x## is the person number that applymovement moves.

•waitmovement 0x0 - this makes the script stop completely until the above movements are completed.

•0xFF - this is the player's person number.

•raw 0x## ... 0xFE - This is the movements to be made.
0xFE is the end of the movements (remember this! ;) )

List of Movement Numbers:

FireRed and Leafgreen:

Face Down 0x00
Face Up 0x01
Face Left 0x02
Face Right 0x03
Step Down (Very Slow) 0x08
Step Up (Very Slow) 0x09
Step Left (Very Slow) 0x0A
Step Right (Very Slow) 0x0B
Step Down (Slow) 0x0C
Step Up (Slow) 0x0D
Step Left (Slow) 0x0E
Step Right (Slow) 0x0F
Step Down (Normal) 0x10
Step Up (Normal) 0x11
Step Left (Normal) 0x12
Step Right (Normal) 0x13
Jump Down 2 Squares 0x14
Jump Up 2 Squares 0x15
Jump Left 2 Squares 0x16
Jump Right 2 Squares 0x17
Step Down (Fast) 0x1D
Step Up (Fast) 0x1E
Step Left (Fast) 0x1F
Step Right (Fast) 0x20
Step on the Spot Down 0x21
Step on the Spot Up 0x22
Step on the Spot Left 0x23
Step on the Spot Right 0x24
Step on the Spot Down (Fast) 0x25
Step on the Spot Up (Fast) 0x26
Step on the Spot Left (Fast) 0x27
Step on the Spot Right (Fast) 0x28
Step on the Spot Down (Very Fast) 0x29
Step on the Spot Up (Very Fast) 0x2A
Step on the Spot Left (Very Fast) 0x2B
Step on the Spot Right (Very Fast) 0x2C
Face Down (Non-Instant) 0x2D
Face Up (Non-Instant) 0x2E
Face Left (Non-Instant) 0x2F
Face Right (Non-Instant) 0x30
Slide Down 0x31
Slide Up 0x32
Slide Left 0x33
Slide Right 0x34
Slide Down On Right Foot 0x3D
Slide Up On Right Foot 0x3E
Slide Left On Right Foot 0x3F
Slide Right On Right Foot 0x40
Slide Down On Left Foot 0x41
Slide Up On Left Foot 0x42
Slide Left On Left Foot 0x43
Slide Right On Left Foot 0x44
Face Player 0x4A
Face Away from Player 0x4B
Jump Down 1 Square 0x4E
Jump Up 1 Square 0x4F
Jump Left 1 Square 0x50
Jump Right 1 Square 0x51
Jump in Place (Facing Down) 0x52
Jump in Place (Facing Up) 0x53
Jump in Place (Facing Left) 0x54
Jump in Place (Facing Right) 0x55
Jump in Place (Facing Down->Up) 0x56
Jump in Place (Facing Up->Down) 0x57
Jump in Place (Facing Left->Right) 0x58
Jump in Place (Facing Right->Left) 0x59
Disappear 0x60
Reappear 0x61
"!" box popup 0x62
"?" box popup 0x63
"X" box popup 0x64
"!!" box popup 0x65
"^_^" box popup 0x66


R/S/E:

0x54 ' Hide
0x55 ' Show
0x56 ' Alert
0x57 ' Question
0x58 ' Love
0x5A ' Pokeball
0x10 ' Delay0
0x11 ' Delay1
0x12 ' Delay2
0x13 ' Delay3
0x14 ' Delay4

' Step to place
0x00 ' Down0
0x01 ' Up0
0x02 ' Left0
0x03 ' Right0
0x04 ' Down1
0x05 ' Up1
0x06 ' Left1
0x07 ' Right1
0x08 ' Down2
0x09 ' Up2
0x0A ' Left2
0x0B ' Right2
0x17 ' Left3
0x18 ' Right3
0x15 ' Down3
0x16 ' Up3
0x2D ' Down4
0x2E ' Up4
0x2F ' Left4
0x30 ' Right4

' Run to place
0x35 ' RunDown
0x36 ' RunUp
0x37 ' RunLeft
0x38 ' RunRight
0x7E ' RunDown2
0x7F ' RunUp2
0x80 ' RunLeft2
0x81 ' RunRight2

' Jump, hop
0x0C ' HopTileDown
0x0D ' HopTileUp
0x0E ' HopTileLeft
0x0F ' HopTileRight
0x3A ' HighHopDown
0x3B ' HighHopUp
0x3C ' HighHopLeft
0x3D ' HighHopRight
0x46 ' HopDown
0x47 ' HopUp
0x48 ' HopLeft
0x49 ' HopRight
0x4A ' HopDown180
0x4B ' HopUp180
0x4C ' HopLeft180
0x4D ' HopRight180
0x42 ' JumpDown
0x43 ' JumpUp
0x44 ' JumpLeft
0x45 ' JumpRight

' Straf (not entirely sure what that means...)
0x19 ' StDown1
0x1A ' StUp1
0x1B ' StLeft1
0x1C ' StRight1
0x1D ' StDown2
0x1E ' StUp2
0x1F ' StLeft2
0x20 ' StRight2
0x21 ' StDown3
0x22 ' StUp3
0x23 ' StLeft3
0x24 ' StRight3
0x25 ' StDown4
0x26 ' StUp4
0x27 ' StLeft4
0x28 ' StRight4
0x6A ' StDown1i
0x6B ' StUp1i
0x6C ' StLeft1i
0x6D ' StRight1i
0x6E ' StDown5
0x6F ' StUp5
0x70 ' StLeft5
0x71 ' StRight5

'Special movements
0x31 ' SlideFaceDown
0x32 ' SlideFaceUp
0x33 ' SlideFaceLeft
0x34 ' SlideFaceRight
0x86 ' IceSlideDown
0x87 ' IceSlideUp
0x88 ' IceSlideLeft
0x89 ' IceSlideRight

' The glitchies movements
0x3E ' Up0A
0x3F ' Down0A
0x4E ' Down0B
0x63 ' Up0B
0x65 ' Right0A
0x66 ' RunStopLoopDown
0x67 ' RunStopLoopUp
0x68 ' RunStopLoopLeft
0x69 ' RunStopLoopRight
0x72 ' Down15
0x73 ' Up15
0x74 ' Left15
0x75 ' Right15
0x7A ' Down6
0x7B ' Up6
0x7C ' Left6
0x7D ' Right6
0x82 ' Down7
0x83 ' Up7
0x84 ' Left7
0x85 ' Right7



[css-div="-moz-border-radius-topleft: 15px; -moz-border-radius-topright: 15px; -moz-border-radius-bottomright: 15px; -moz-border-radius-bottomleft: 15px; border: solid 2px #404040; border-bottom: solid 2px #404040; color: #A1A1A1; width: 40%; background-color: #5E5E5E; padding: 2px;"]Congratulations!
» Other Commands has been taught![/css-div]

Congrats for making it this far! :D
And thanks for reading! :)
[/css-div]
[css-div="-moz-border-radius-topleft: 15px; -moz-border-radius-topright: 15px; -moz-border-radius-bottomright: 15px; -moz-border-radius-bottomleft: 15px; border: solid 2px #404040; border-bottom: solid 2px #404040; color: #696969; width: 99%; background-color: #C1CDCD; padding: 2px;"][B]Credits
» People who made this tutorial possible

•RaiRai-kun - For making the tutorial and the CSS.
•-Hackmew- - For making XSE! A many thanks to you, -Hackmew-!
•Everybody who taught me what I know on scripting! Thank you!
•Readers - Well, good luck with your new knowledge. Thanks for Reading! :D
[/css-div]
http://i44.tinypic.com/27zvgi1.png
[/css-div]

DarkFear
July 17th, 2008, 01:43 AM
Good, simple post and very easy to follow. Glad to see it is for XSE instead of PokeScript. I will for sure look back on this again when you have posted more info.

LordKill94
July 17th, 2008, 02:02 AM
yeah nice tutorial maybe there aren´t all things but good

thethethethe
July 17th, 2008, 02:06 AM
I haven't read through it all, but I noticed just bad information in the giveegg section.
You can use raw's to give an egg, you can but what's the point?
giveegg 0x1 'Bulbasaur egg.

And #raw's aren't special commands, get your facts straight. #raw's are every command.
#raw 0x0F 0x00 0x00 0x00 0x80 0x08 'Message 0x800000
#raw 0x09 0x06 'Boxset 0x6/callstd 0x6

Ryousha
July 17th, 2008, 02:35 AM
Pretty useful, though it just shows out the whole script, though it shows other commands then darth's tut.

Ninja Caterpie
July 17th, 2008, 03:42 AM
Pretty usefull, but I have to say, those givepokemon scripts are missing stuff... when there's stuff you need, put it!
Such as the nicknaming, music, etc.
Anyway, this'll help noobs who want to use XSE...
It's sort of incomplete (in the sections you have put) but oh well...
Well, good luck on continuing it!
:)

Darthatron
July 17th, 2008, 07:19 AM
Looks very good. :)

However... I would recommend adding more basic functions, though. Such as:
----#Include----

#Include filename.rbh 'This let's you include a "Standard" file, such as "stdpoke.rbh", which then means you can call the data stored in it. (With #Define)

'#Include stdpoke.rbh

----#Define----

#Define Varible_Name Value 'This is used to store values, for later use... Such as wanting to name a flag, or varible:

'#Define Var_Main 0x4000
'This means, later in your script, when you want to call your main varible, but can't be bothered remember which one it was, you can use Var_Main, instead.

'Here is an example:
#Dynamic 0x800000
#Define Var_Main 0x4000

#ORG @Main
Lock
Compare Var_Main 1
If B_True GoTo @Part1
Release
End

#ORG @Part1
Message @Speak
BoxSet 6
Release
End

#ORG @Speak
= XSE sure is fun... >_>

----#Erase----

#Erase Start Length 'This is used to remove a certain amount of bytes from your ROM, giving you more free space.

'#Erase 0x800000 0xFFFF
'Will remove 65535 from the offet 0x800000

----#EraseRange----

#EraseRange Start End 'This has a similare ffect as #Erase, except you can choose the first and last bytes to erase.

'#EraseRange 0x800000 0x80FFFF
'Will clear all the bytes between 0x800000 and 0x80FFFF.

----#FreeSpace----

#FreeSpace New_Byte '#FreeSpace 0x00
'Will make the new "Unused" byte "00"

There are more, but I'll add them in later. xD

cooley
July 17th, 2008, 07:57 AM
Sure, this is an XSE tutorial, but what's the point?
You said all of the commands, but those commands are the basic ones.

And one more thing, the "advanced commands" you've posted, are also classified as Basic, because they don't require you learn much. Why #raw for an Egg script? You just wanted to make it "look" advanced didn't you? Because XSE is fully compatible with the giveegg command.

Anyways, I'm sick and tired of these tutorials, where people just learn a thing, and they post it.
This is not just to you, but to every one. This is how it is. I'm a beginner hacker, and I learn how to edit a map, so I go and post a tutorial for how to edit maps. See?
I would give this thread about 3 weeks or so.

@Darthatron: You know the Dynamic labels are Case-sensitive, right? I see that you use CAPS in your scripts, though it doesn't matter. 0_0!

Tyrantrum
July 17th, 2008, 10:26 AM
Hey, Sethman! ^_^
I copied ur Give Pokemon script and and edited it a little.
I've been dying to know how to make the fanfare noise.
1 question.
How would u make it so that text appears be4 the noise happens?

cooley
July 17th, 2008, 11:59 AM
Hey, Sethman! ^_^
I copied ur Give Pokemon script and and edited it a little.
I've been dying to know how to make the fanfare noise.
1 question.
How would u make it so that text appears be4 the noise happens?
I'll answer this.
If you mean like "Here you go" and the box stays open, then the noise happens than you can do this


#org @start
... 'Script before the event
... 'Script before the event
message @gotit
callstd 0x4
fanfare 0x(number)
waitfanfare ' Optional, but it's good to have.
release
end
If you mean during the text, then Goto my Page and Post it there.

Darthatron
July 17th, 2008, 07:00 PM
@Darthatron: You know the Dynamic labels are Case-sensitive, right? I see that you use CAPS in your scripts, though it doesn't matter. 0_0!

Yes, but I think it looks better. :P It's also easier to read, I believe.

@Seth the ROM master: Perhaps you should read the "Command Help", before you do anymore. :P

Also, cooley is right, those commands aren't advanced. :P (I don't see how I didn't notice it last night... :S)

Qwerty-117
July 17th, 2008, 10:28 PM
very easy to understand, to join the above argument, if they were advanced stuff, they arent now, i just scanned through it and i remember and understand everything, this is a very helpful tutorial, but can you change the decimal numbers to hex to save time for lazy ppl like me?

.Seth
July 18th, 2008, 12:24 AM
@Darthatron: i know. I'll work on that but for me they are advanced :embarrass.
@cooley: i get what you are saying, I'll do that.
@qwerty: I will, nice idea btw. But if you mean the 0xoffset things those are hex format, but if you mean put numbers there, then i'll do that.

Qwerty-117
July 18th, 2008, 01:44 AM
@qwerty: I will, nice idea btw. But if you mean the 0xoffset things those are hex format, but if you mean put numbers there, then i'll do that.
i meant the pokedex numbers and item numbers etc, it'll only work for the first nine if they arent in hex, also, can you put up some flag values? like how you said 828 was the pkmn menu, but with some more... btw, do flag values only go to FFF?
hehehe... nice frog!

Darthatron
July 18th, 2008, 05:17 AM
very easy to understand, to join the above argument, if they were advanced stuff, they arent now, i just scanned through it and i remember and understand everything, this is a very helpful tutorial, but can you change the decimal numbers to hex to save time for lazy ppl like me?
You don't need to use HEX numbers, if you want to use Decimal number sin XSE you can just use them. These will all lead to the same thing:
GiveEgg 251
GiveEgg 0xFB
GiveEgg &HFB

andy63
July 18th, 2008, 11:51 AM
i need help, my game freeze when i am talking too one guy i made. I come up a little spot too the right and then it freez there. i need some help :)

Darthatron
July 18th, 2008, 08:51 PM
i meant the pokedex numbers and item numbers etc, it'll only work for the first nine if they arent in hex, also, can you put up some flag values? like how you said 828 was the pkmn menu, but with some more... btw, do flag values only go to FFF?
hehehe... nice frog!
Flags goto 0xFFFF.
i need help, my game freeze when i am talking too one guy i made. I come up a little spot too the right and then it freez there. i need some help :)
Please, post the script, so we can help you.

heatransoul
July 19th, 2008, 02:13 AM
I want to do a Pokemon 'Zoo', and when you talk to a Pokemon, it says something and then registers as 'Seen' In your Pokedex. (This is in Pokemon Emerald, BTW)

Amonitas
July 19th, 2008, 03:12 AM
I have the following script to make Kyogre be able to be battled:
#dynamic 0x2403DD
#org 0x2403DD
checkflag 0x200
if 0x1 goto @done
if 0x0 goto @battle
lock
faceplayer
callstd 0x6
cry 0xA1 0x6
release
end

#org @battle
wildbattle 0x194 0x3C 0x8B 0x1
fadescreen 0x0
setflag 0x200
release
end

#org @done
hidesprite LASTTALKED
release
end

But when I take a step, it resets and I can battle it again... How can I fix this?

andy63
July 19th, 2008, 03:57 AM
hey all. this is the script i used for my Fire Red.

#org $start
lock
faceplayer
message $1
boxset 6
release
end

#org $1
$1 1 =Hi.\nWelcome

If this doesnt work, can anyone link too a tutorial thats for fire red only?

Tyrantrum
July 19th, 2008, 10:04 AM
I have the following script to make Kyogre be able to be battled:
#dynamic 0x2403DD
#org 0x2403DD
checkflag 0x200
if 0x1 goto @done
if 0x0 goto @battle
lock
faceplayer
callstd 0x6
cry 0xA1 0x6
release
end

#org @battle
wildbattle 0x194 0x3C 0x8B 0x1
fadescreen 0x0
setflag 0x200
release
end

#org @done
hidesprite LASTTALKED
release
end

But when I take a step, it resets and I can battle it again... How can I fix this?
#dynamic 0x2403DD

#org 0x2403DD
checkflag 0x200
if 0x1 goto @done
if 0x0 goto @battle
lock
faceplayer
callstd 0x6
cry 0xA1 0x6
release
end

#org @battle
wildbattle 0x194 0x3C 0x8B 0x1
fadescreen 0x0
setflag 0x200
release
end

#org @done
hidesprite LASTTALKED
release
end

Try it now.

hey all. this is the script i used for my Fire Red.

#org $start
lock
faceplayer
message $1
boxset 6
release
end

#org $1
$1 1 =Hi.\nWelcome

If this doesnt work, can anyone link too a tutorial thats for fire red only?
That's a pokescript script.
This is a tutorial for XSE.
Go to thethethethe's pokescript tutorial.

dbrown123
July 19th, 2008, 11:24 AM
i got a question how do you use the wild pokemon scripts i no how to import them but whene i go on advance map i dont no were to press the script offset

Amonitas
July 19th, 2008, 12:32 PM
@Eeveon, the script works fine, when I battle Kyogre, it disappears after battle as it should be, but if I take a step, it appears again and if I try to battle it, it disappears because the script is working...
Why would it appear again when I take a step?

Tyrantrum
July 19th, 2008, 01:23 PM
Well, I'm still learning, but, I think it has something to do with the flags. :\

Amonitas
July 20th, 2008, 02:04 AM
When I take a step, all the flags reset... I mean that the sprite goes visible again, but otherwise good, I try to make a give pokemon script and see if it works.

Shadows
July 24th, 2008, 05:34 AM
This is a big help!
Thanks!

Hephaestus
July 25th, 2008, 05:05 AM
When I take a step, all the flags reset... I mean that the sprite goes visible again, but otherwise good, I try to make a give pokemon script and see if it works.

You have to put this map script with advance map in the map where the pokemon is

05 On map entering/On menu closing

#dynamic 0x8000000

#org @aftercatch
checkflag 0x8C1
if 0x1 call @hidesprite
end

#org @hidesprite
special2 LASTRESULT 0xB7
compare LASTRESULT 0x7
if 0x5 goto @return
hidesprite 0x1
return

#org @return
return


It work on Emerald

GTAPlayer
July 25th, 2008, 01:32 PM
Hello, I'm just want to add some one-off events to a pokemon FR rom.
Raikou doesn't disappear when I capture it:
#org 0x71A308
lock
faceplayer
startwildbattle 0xF3 0x32 0x0
checksound
cry 0xF3 0x2
pause 0x28
waitcry
setflag 0x305
setflag 0x861
special 0x138
waitstate
clearflag 0x861
release
end
I'm probably missing something obvious, but I'm still learning the basics.

Hephaestus
July 26th, 2008, 04:18 AM
Hello, I'm just want to add some one-off events to a pokemon FR rom.
Raikou doesn't disappear when I capture it:
#org 0x71A308
lock
faceplayer
startwildbattle 0xF3 0x32 0x0
checksound
cry 0xF3 0x2
pause 0x28
waitcry
setflag 0x305
setflag 0x861
special 0x138
waitstate
clearflag 0x861
release
end
I'm probably missing something obvious, but I'm still learning the basics.

Have you put the flag in the sprite of raikou with advance map?

GTAPlayer
July 26th, 2008, 11:33 AM
How do I put the flag for Raikou to disappear then?

DudeWasten
July 27th, 2008, 05:14 AM
I understand the Tutorial , but , i'm starting a Hack called Dusk Pearl and i want to import the Script and this don't works! Anybody know how to fix?

PsydORg
July 27th, 2008, 12:38 PM
Hi, i was just messing around with the text, and when i wanted to save it, an error occurs on something i haven´t even touched. (It´s where oak are giving the five pokeballs)

The error: type 13 "Mismatch" Missing #define or parameter on line 165.

And the script on line 165 is what it was in the beginning:
giveitem2 0x4 0x5 0x101


Just tell me if you need more off the script :)

Oh and if it´s necessary to know it´s in Fire Red

Btw great tut

Norri
July 27th, 2008, 07:43 PM
With the give pokemon command...

1. it gives me the pokemon over and over again.
2. when i put in Dratinis Code it gave me crawdaunt

How would I go about fixing that..

Tyrantrum
July 27th, 2008, 08:23 PM
@Norri: The check and set flags for give pokemon r 828. Also, if u look at the pokemon list on the first post, u'll see he stopped at the pokemon hex codes at Raticate. For now...

Norri
July 27th, 2008, 09:08 PM
@Norri: The check and set flags for give pokemon r 828. Also, if u look at the pokemon list on the first post, u'll see he stopped at the pokemon hex codes at Raticate. For now...


Yea i found dratinis Hex Number...But I still cant do anythign about him giving me a million dratinis.

Tyrantrum
July 27th, 2008, 09:21 PM
U have to make a checkflag and setflag 828, so it gives u the dratini, gives u the pokemon section, and also keeps the script from giving u another one. Hust make sure to give the script, another script the person to say after he gives u the pokemon. But in the same script.

PsydORg
July 29th, 2008, 05:27 AM
Edit: Never mind, but i got another problem. What´s wrong with this script?
Btw, the text is in danish:

'-----------------------
#org 0x71A2FC
lock
faceplayer
checkflag 0x828
if 0x0 goto @yes
if 0x1 goto @no
release
end
#org @yes
givepokemon 0x5 0x241 0x0 0x0 0x0 0x0
fanfare 0x13E
waitfanfare
setflag 0x828
msgbox @yay
boxset 0x6
release
end
#org @no
msgbox @comeback
boxset 0x6
end
#org @text
= Hey! Jeg arbejder paa en\ngaard\pMen vi har for mange koer\pVil du have en?
#org @yay
= Okay! Vaer så god!
#org @comeback
= Okay, men du kan altid\nkomme tilbage hvis du\nskifter mening.

Rogs9i5
July 29th, 2008, 03:57 PM
When I make a give pokemon script, when I talk to the person who should give me the pokemon, nothing happens. Can somebody help me?

aggrononer612
July 29th, 2008, 04:49 PM
thanks u helped me alot man

PsydORg
July 30th, 2008, 08:10 AM
Fixed the above problem, but now i got a new one. It´s in the same script. Every time i get near the sprite which contains this script, the game resets, can someone tell me why? It may be someting obvious, but here you go:

'-----------------------
#org 0x71A438
lock
faceplayer
checkflag 0x828
msgbox 0x871A34D
callstd 0x5
compare LASTRESULT 0x1
if 0x1 goto 0x871A2FC
compare LASTRESULT 0x0
if 0x1 goto 0x871A342
release
end
'-----------------------
#org 0x71A2FC
givepokemon 0x5 0xF1 0x0 0x0 0x0 0x0
fanfare 0x13E
waitfanfare
message 0x871A39A
callstd 0x6
setflag 0x828
release
end
'-----------------------
#org 0x71A342
message 0x871A3AF
callstd 0x6
release
end

'---------
' Strings



This is how it looks when compiled:

#org 0x71A438
lock
faceplayer
checkflag 0x1128
nop
writebytetooffset 0x0 0x90871A3
nop1
compare LASTRESULT 0xA438
multichoice3 0x8 0xFC 0xA2 0x71 0x8
compare LASTRESULT 0x0
if 0x1 goto 0x871A342
release
end
'-----------------------
#org 0x71A342
msgbox 0x871A3AF '"Okay.\nMen jeg er her\nHvis du skif..."
callstd 0x6
release
end

'---------
' Strings
'---------
#org 0x71A3AF
= Okay.\nMen jeg er her\nHvis du skifter mening.


Some of the lines gets erased when compiled, and new ones are added on.

Jack-s-b
August 7th, 2008, 02:32 AM
Probab;y a simple mistake, i made a yes no script for mistys sister, asking her if shes leaving, it works, but when u click yes or no. the message doesnt change, the yes no box dissapears, but the message stays on the screen and doesnt change to the answer
i did ur script exactly, Help please

Iken
August 7th, 2008, 08:03 PM
Ok, i keep reading scripting tutorials, but i'm still a bit confused.

i have advanced map and XSE, but i don't know how to apply scripts to a sprite.

like say i wanted a specific person to walk up to me and tell me something like "don't go out there"

how would i do that?

i'm also not sure how to save XSE scripts on my rom..


Sorry i'm new to this.

KhaosKnight
August 7th, 2008, 08:26 PM
Ok, i keep reading scripting tutorials, but i'm still a bit confused.

i have advanced map and XSE, but i don't know how to apply scripts to a sprite.

like say i wanted a specific person to walk up to me and tell me something like "don't go out there"

how would i do that?

i'm also not sure how to save XSE scripts on my rom..


Sorry i'm new to this.

this should tell you how to put scripts in the ROM

http://www.pokecommunity.com/showthread.php?t=128125

and this should tell you about movement scripts

http://www.pokecommunity.com/showthread.php?t=128887

Iken
August 7th, 2008, 09:45 PM
i'm starting to get this down.

Does anyone know how to change where you start?

i'm practicing on Ruby version and i'd like to start elsewhere than the truck, and not have to talk to my mom and so on.

Please and thankyou ^^

pokemon_hacking
August 7th, 2008, 10:43 PM
hey seth when r u going to make anymore tutorials and also awesome tutorial by the way

timson733333
August 8th, 2008, 12:57 PM
I need some help.

I tried scripting so some random guy would give me Celebi, and after giving me the Celebi, he would say "Dude, stop cheating and catch some yourself." I talked to him (for the first time), and he did the latter! Can somebody help me?

#Dynamic 0x800000

#org @start
lock
faceplayer
checkflag 0x828
if 0x0 goto @give
if 0x1 goto @sry
release
end

#org @give
givepokemon 0x251 0x50 0x0 0x0 0x0 0x0
fanfare 0x13E
waitfanfare
setflag 0x828
msgbox @yay
boxset 0x6
release
end

#org @sry
msgbox @sorry
boxset 0x6
end

#org @yay
= Whoa! This weird guy gave you a CELEBI!

#org @sorry
= Dude, stop cheating and catch some \nyourself.

Iken
August 8th, 2008, 09:03 PM
Bleh.

Ok, so now i have a very basic grasp on scripting.

i can make people say things, give me things, move a bit,
and i can make cutable trees (/rocks/boulders/etc.)

But i'm still a bit shady... like How do i make a script such as
when you get the running shoes.

you don't get it the first couple times you run through, and then suddenly
your moms waiting for you.

and then she's back inside and never waiting outside again.

i don't understand how you would script something like this..

Garth
August 9th, 2008, 06:48 AM
I'm slightly confused on flags.

Can you use them to check if you've reached/ obtained something? Like after getting your 8th badge someone will say something different or move etc.


-Garth

Necoris
August 14th, 2008, 05:44 AM
When you put checkflag 0x828 it checks if you have your Pokemon menu open. And you have it so that it will skip to the last message if you have your Pokemon menu or otherwise flag 0x828 opened already. Easy form, that script will only work if you don't have your Pokemon menu which you get at the beginning when you obtain your first Pokemon..<br>

Jack-s-b
August 15th, 2008, 03:22 AM
Trying to make a give pokemon script, but i used the hex number for staryu, and it gave me a zigzagoon, so i tryed goldeen, i got torchic, obviously the numbers havnt been done,

does anyone have the actual pokemon numbers in hex
thanks

D-Trogh
August 15th, 2008, 03:47 AM
See.. that's what's so cool about header files..
To give a Staryu try:
givepokemon PKMN_STARYU 5 ITEM_ORANBERRY 0 0 0
If that doesn't work, there really is something wrong with the compiler..

Working Class Hero
August 15th, 2008, 03:54 AM
Pretty nice tutorial. I might use it! :D You know...since it is actually...kinda complete...(to the most part.)

The Abyss
August 15th, 2008, 11:22 PM
This is a great tutorial but if I were to give you the Pokedex would it be the Natonal Dex straight away? If not, how do I give them the National Dex?

EDIT: Is there a complete list of Pokemon's Hex Numbers anywhere?

ckk
August 16th, 2008, 06:48 AM
ah... i see u've finally added the applymovement part

Binary
August 16th, 2008, 08:27 AM
You've finally added the applymovement. It's a very useful tutorial (well, it's the only "more" advanced tutorial on XSE till now) Nice work. It would be better if you also added compiling.

OutOfOrder
August 16th, 2008, 08:37 AM
how do you make a trainer battle script for EMERALD version on XSE?

thanks in advance!

K0k0r0
August 16th, 2008, 12:28 PM
How do I change the starter pokemon? I've searched through the scripting for all 3 of the pokeballs, and all I find is "givepokemon 0x4002 0x5 0x0 0x0 0x0 0x0". What is "4002"?

robie392
August 16th, 2008, 03:18 PM
This should help people who don't understand scripting, good job

X-aveon
August 16th, 2008, 03:37 PM
i've tried your applymovement script example. it just freezes the game. do you know whats wrong?

ckk
August 16th, 2008, 06:29 PM
i've tried your applymovement script example. it just freezes the game. do you know whats wrong?

Ah! Just recently i had the same problem
you have to change it to a script in advance map
and unknown to 0300
and right under is Var Number change that to 5040

1KewlDude
August 17th, 2008, 06:06 AM
Can someone help me?

I'm trying to figure out the behaviour bytes. If anyone has a list, can they post it here.

Please and thank you :)

Jack-s-b
August 17th, 2008, 08:04 AM
this tutorial is really helpful, but can you translate some more pokemon hex numbers please,
and also some help please, the warping script isnt really explained, how could i make a script, where you talk to someone, they say something, then u get warped to viridian city, but i want this to only happen once,
and the give pokedex script, how does that work,
cheers.

dfdgds121
August 17th, 2008, 04:12 PM
What is the trainer battle script?
Im a noob at scripting.

.Seth
August 17th, 2008, 04:28 PM
@Andre: Behaviour Bytes have hardly anything to do with scripting. Behaviour Bytes are what make certain tiles do what.

@Jack-s-b: I will. Just give me time. Pokedex: You use a flag in the flag list. Just check that out, ok?
Warps: (command) 0x(map bank in hex) 0x(map number in hex) 0x(X-position on map) 0x(Y-position on map)

@dfdgds121: I'm still figuring that out, ok? Until I post it here, use thethethethe's script tutorial on that. Just translate the pokescript commands to XSE's.

fleek
August 21st, 2008, 08:35 AM
how do you...make it so that someone talks to you AND gives you a pokemon? For example, like
"I need someone to take care of this ________ for me. Will you?"
YES/NO
YES: YOU RECIEVED A ________! GIVE A NICKNAME TO __________? and then followed by "Take good care of that ___________ for me."
NO: "Oh, alright. I'll get someone else to take it, then."

also, trainer battles? that'd be nice to mess around with.

RegicidalHack
August 25th, 2008, 12:16 PM
would it be possible for you to write up a tutorial for wildbattle?
because wildbattle is the ones ive been trying to figure out so if you could explain it that would be great! xD

I know its wildbattle 0x0 0x0 0x0 0x0 but i dont know the hex i need to put in...

maximum911
August 25th, 2008, 04:15 PM
finally a xse tutorial with give pokemon. thanks alot lol :)

1KewlDude
August 26th, 2008, 03:49 PM
@Andre: Behaviour Bytes have hardly anything to do with scripting. Behaviour Bytes are what make certain tiles do what.I mean behaviour bytes from the spritebehave command. Sorry if I didn't make myself clear.

maximum911
August 29th, 2008, 10:02 AM
hey seth.i have asked a mod to remove my thread. I did not make the thread to insult you or hockepanda's tutorials. I was just trying to help by pointing out some flaws but it appears i was wrong. so forget about it ok?

The Abyss
August 29th, 2008, 06:30 PM
Do you know about any Specials like an Earthquake or Heal Pokemon yet?

rishter
August 31st, 2008, 09:13 AM
I've been trying to create a yes/no warp script.
When I play it, however, It stops at the Yes/No message, and when I click, either Yes or No, it releases and stops the script.

#org @start
lock
faceplayer
message @ready
boxset 0x5
if 0x1 goto @yes
if 0x0 goto @no
release
end

#org @ready
= Are you ready to go?

#org @yes
= OK let's go.
warp 0x2 0x31 0x0B 0x0E

#org @no
= Need some more time?

1KewlDude
August 31st, 2008, 09:31 AM
I've been trying to create a yes/no warp script.
When I play it, however, It stops at the Yes/No message, and when I click, either Yes or No, it releases and stops the script.

#org @start
lock
faceplayer
message @ready
boxset 0x5
if 0x1 goto @yes
if 0x0 goto @no
release
end

#org @ready
= Are you ready to go?

#org @yes
= OK let's go.
warp 0x2 0x31 0x0B 0x0E

#org @no
= Need some more time?Well it should be something like this:

#org @start
lock
faceplayer
message @ready
boxset 0x5
compare LASTRESULT 0x1
if 0x1 goto @yes
msgbox @no
callstd 0x2
release
end

#org @ready
= Are you ready to go?

#org @yes
msgbox @yes2
callstd 0x2
warp 0x2 0x31 0x0B 0x0E
release
end

#org @yes2
= OK let's go.

#org @no
= Need some more time?

rishter
August 31st, 2008, 09:47 AM
thanks that did it
what are each of the boxsets/callstds?

Well it should be something like this:

#org @start
lock
faceplayer
message @ready
boxset 0x5
compare LASTRESULT 0x1
if 0x1 goto @yes
msgbox @no
callstd 0x2
release
end

#org @ready
= Are you ready to go?

#org @yes
msgbox @yes2
callstd 0x2
warp 0x2 0x31 0x0B 0x0E
release
end

#org @yes2
= OK let's go.

#org @no
= Need some more time?

Link222
September 7th, 2008, 07:31 AM
can someone help me?

i made a sprite and i double click on it and xse comes up and i make the script for that person and save it and compile it, but when i close it, I then click on the sprite guy again and it comes up with the default script..

any ideas?

CTFx
September 10th, 2008, 02:41 PM
Would this also work for Signs? If not, then what would you change?

-DarK-
September 20th, 2008, 03:17 AM
I'm having trouble with the giveitem script:

#Dynamic 0x9A6740

#org @start
checkflag 0x201
if b_true goto @gone
lock
faceplayer
giveitem 0x3 0x5 0x0
setflag 0x201
release
end

#org @gone
hidesprite 0x8
end

What's wrong?

Zaptinex
October 7th, 2008, 09:34 PM
Ive learned everything in this tutorail along with combinig things like movemnt, flags, give pokemon, and such. How do i move to more advanced scripting with different commands and examples? Do you suggest any specific tutorials?

pool92
October 9th, 2008, 04:33 AM
Good tutorial ;) Compliments!

.Seth
October 9th, 2008, 02:01 PM
Zaptinex, If I haven't learned it yet, it won't be on the tutorial. Sorry for any inconvenience.

pool92, Thanks. I worked pretty hard putting it together. :)

Chimchar 9
October 9th, 2008, 02:07 PM
when i put in the pickachu hex thing it turns out its a vulpix .
do you know why ?
it might be wrong

Shadows
October 9th, 2008, 02:09 PM
when i put in the pickachu hex thing it turns out its a vulpix .
do you know why ?
it might be wrong
Pikachu's hex no. is 19
Try that instead.

Also, how's this hack doing?

Satoshi Sugimori
October 9th, 2008, 05:37 PM
Pikachu's hex no. is 19
Try that instead.

Also, how's this hack doing?
Pikachu's number is 25 ;)

Pokepal17
October 11th, 2008, 03:23 AM
DarkSalamence
Change hidesprite 0x8 to hidesprite 0x201

Spherical Ice
October 11th, 2008, 09:25 AM
With Yes/No commands, could you change the options?

(E.g. Someone asks what your favourite type is. Options:
Fire
Water
Grass

Could it work?)

Sorry for being a n00b ('cause I am one, with hacking...)

hot_kage
October 11th, 2008, 05:52 PM
Welcome!
This is my XSE tutorial.
It will cover most all the commands.
Don't take this without my permission.
Credit to Darthatron for the overview and basic tut. on XSE.
Credit to -Hackmew- for making XSE.
Credit to everybody that supports XSE!







Umm...I Have A problem Everytime i try to compile my script it gives me this
[s-highlight]"Error 13 'Type mismatch' in file
C: \PokeHacks\Snowdrift\Scripts\PROF.rbc on line 1 missing #define or perimeter.

Line: dynamic 0xoffset"[/s-highlight]

any help plz :\

Darthatron
October 11th, 2008, 07:59 PM
Umm...I Have A problem Everytime i try to compile my script it gives me this
[s-highlight]"Error 13 'Type mismatch' in file
C: \PokeHacks\Snowdrift\Scripts\PROF.rbc on line 1 missing #define or perimeter.

Line: dynamic 0xoffset"[/s-highlight]

any help plz :\

You're meant to use an offset, not the text "offset". -.-

Did you actually ready the guide? Or did you just copy/paste?

hot_kage
October 12th, 2008, 05:23 AM
You're meant to use an offset, not the text "offset". -.-
Did you actually ready the guide? Or did you just copy/paste?

yeah i did but i made a compiling error but i fixed it

angelas
October 14th, 2008, 08:05 AM
Hey! I just gotten into scripting but still am unsure of a few things.

I wanted to start out with something simple though, just a basic movement/text script so I won't leave town without the first badge.

Here it is: Decreasing size so it won't take up space. (am unsure on how to do spoiler..)

#Dynamic 0x194
#org @BadgeOne
checkflag 0x820
if 0x0 goto @needbadge1
if 0x1 goto @havebadge1
end
#org @needbadge1
lock
msgbox @nobadge
boxset 0x6
applymovement 0xEventNumber @goback
waitmovement 0x0
release
end
#org @nobadge
= Wait, I don't have a badge/nwithout that I can't go!
#org @goback
#raw 0x03
#raw 0x07
#raw 0x07
#raw 0x00
#raw 0x04
#raw 0x04
#raw 0x04
#raw 0x04
#raw 0xFE
#org @havebadge1
release
end

The part that confused me is the event number

"applymovement 0xEventNumber @goback"

Put as 0xFF in the tutorial. How exactly am I supposed to know what event I'm using, or how to find which I'm using? I might have later questions but I'll try to compile them all into one post next time. I just wanted to know this to start off. Also, am I making any other mistakes?

Edit: This is just a mess-around script btw. The offset isn't real, but the rest of it is. (Besides the Event Number which confused me)

-h20

sab
November 7th, 2008, 04:54 AM
I have a script that is supposed to give you a celebi at level 80. I know it has no flag...But the problem is that it dosn't make a text box appear.Here is the script:

'-----------------------
#org 0xFFFF30
lock
msgbox 0x871AA90 '"Here is a celebi.\nI have grown old..."
faceplayer
givepokemon 0xFB 0x50 0x0 0x0 0x0 0x0
setflag 0x828
release
end

'---------
' Strings
'---------
#org 0x71AA90
= Here is a celebi.\nI have grown old and\ndon't need it any more.

Satoshi Sugimori
November 7th, 2008, 05:08 AM
I have a script that is supposed to give you a celebi at level 80. I know it has no flag...But the problem is that it dosn't make a text box appear.Here is the script:

'-----------------------
#org 0xFFFF30
lock
msgbox 0x871AA90 '"Here is a celebi.\nI have grown old..."
faceplayer
givepokemon 0xFB 0x50 0x0 0x0 0x0 0x0
setflag 0x828
release
end

'---------
' Strings
'---------
#org 0x71AA90
= Here is a celebi.\nI have grown old and\ndon't need it any more.

Try this:
#dynamic 0x[offset]

#org @start
lock
faceplayer
message @1
boxset 6
givepokemon 0xFB 0x50 0x0 0x0 0x0 0x0
message @2
boxset 6
release
end

#org @1
= Here is a celebi.\nI have grown old and\ndon't need it any more.

#org @2
= \v\h01 received Celebi!

Dunno if you want the italic in to? cuz givepokemon command doesn't automaticly says player received bla bla..

sab
November 8th, 2008, 12:24 PM
Thanks, It works great!!!!

Bluewarwolf
November 10th, 2008, 06:10 PM
Ok I have some n00b questions.......

Is it possible to just erase all the bytes from the game, and start new?
And how do you mix messages with giving Pokemon/items? Such as: "Here, take this Pokemon" and he gives you a Pokemon. I also don't understand how to actually end it..... when I tested your examples, I just kept getting the Pokemon over and over.

I tried mixing messages with giving, but when I compiled it, it only did the messages and didn't play music to get Pokemon, and didn't say "You got suchandsuch"

What's wrong with this script? I haven't been able to get it to work..... all the person does is just stand there, and nothing happens. Also, no other script works either :( One other thing..... is it normal that when you start the game after scripting, that the game is a little.... "laggy" I guess you'd say? Like, I can press Left and my character goes Left twice or all the way, even if I let go. Just an example. Anyway, here's the script:


#dynamic 0x71B69C

#org @start
lock
faceplayer
message @1
boxset 0x6
givepokemon 0x6 0x5 0x0 0x0 0x0 0x0
message @2
boxset 0x6
release
end

#org @1
= Have a Charizard\n, on the house :)

#org @2
= You got Charizard!\nWhat a nice guy.

sab
November 11th, 2008, 04:44 AM
Ok I have some n00b questions.......

Is it possible to just erase all the bytes from the game, and start new?
And how do you mix messages with giving Pokemon/items? Such as: "Here, take this Pokemon" and he gives you a Pokemon. I also don't understand how to actually end it..... when I tested your examples, I just kept getting the Pokemon over and over.

I tried mixing messages with giving, but when I compiled it, it only did the messages and didn't play music to get Pokemon, and didn't say "You got suchandsuch"

What's wrong with this script? I haven't been able to get it to work..... all the person does is just stand there, and nothing happens. Also, no other script works either :( One other thing..... is it normal that when you start the game after scripting, that the game is a little.... "laggy" I guess you'd say? Like, I can press Left and my character goes Left twice or all the way, even if I let go. Just an example. Anyway, here's the script:


#dynamic 0x71B69C

#org @start
lock
faceplayer
message @1
boxset 0x6
givepokemon 0x6 0x5 0x0 0x0 0x0 0x0
message @2
boxset 0x6
release
end

#org @1
= Have a Charizard\n, on the house :)

#org @2
= You got Charizard!\nWhat a nice guy.

I'm new at this to but I've read enough to know that this has to do with a problem with the flags. (that is if it has any) To mixscripts (like giving a pokemon and then warping)you put the warp script right in front of the release end.

HackMew
November 11th, 2008, 06:31 AM
I'm new at this to but I've read enough to know that this has to do with a problem with the flags. (that is if it has any) To mixscripts (like giving a pokemon and then warping)you put the warp script right in front of the release end.

Sorry but that's wrong. Flags have nothing to do with that script, which would work fine on a clean ROM, anyway.

Darthatron
November 11th, 2008, 04:29 PM
Ok I have some n00b questions.......

Is it possible to just erase all the bytes from the game, and start new?
And how do you mix messages with giving Pokemon/items? Such as: "Here, take this Pokemon" and he gives you a Pokemon. I also don't understand how to actually end it..... when I tested your examples, I just kept getting the Pokemon over and over.

I tried mixing messages with giving, but when I compiled it, it only did the messages and didn't play music to get Pokemon, and didn't say "You got suchandsuch"

What's wrong with this script? I haven't been able to get it to work..... all the person does is just stand there, and nothing happens. Also, no other script works either :( One other thing..... is it normal that when you start the game after scripting, that the game is a little.... "laggy" I guess you'd say? Like, I can press Left and my character goes Left twice or all the way, even if I let go. Just an example. Anyway, here's the script:


#dynamic 0x71B69C

#org @start
lock
faceplayer
message @1
boxset 0x6
givepokemon 0x6 0x5 0x0 0x0 0x0 0x0
message @2
boxset 0x6
release
end

#org @1
= Have a Charizard\n, on the house :)

#org @2
= You got Charizard!\nWhat a nice guy.

Are you setting to Script Offset in Advance Map? >_>

machomuu
November 11th, 2008, 04:59 PM
Ok I have some n00b questions.......

Is it possible to just erase all the bytes from the game, and start new?
And how do you mix messages with giving Pokemon/items? Such as: "Here, take this Pokemon" and he gives you a Pokemon. I also don't understand how to actually end it..... when I tested your examples, I just kept getting the Pokemon over and over.

I tried mixing messages with giving, but when I compiled it, it only did the messages and didn't play music to get Pokemon, and didn't say "You got suchandsuch"

What's wrong with this script? I haven't been able to get it to work..... all the person does is just stand there, and nothing happens. Also, no other script works either :( One other thing..... is it normal that when you start the game after scripting, that the game is a little.... "laggy" I guess you'd say? Like, I can press Left and my character goes Left twice or all the way, even if I let go. Just an example. Anyway, here's the script:


#dynamic 0x71B69C

#org @start
lock
faceplayer
message @1
boxset 0x6
givepokemon 0x6 0x5 0x0 0x0 0x0 0x0
message @2
boxset 0x6
release
end

#org @1
= Have a Charizard\n, on the house :)

#org @2
= You got Charizard!\nWhat a nice guy.


#dynamic 0x71B69C

#org @start
lock
faceplayer
message @1
boxset 0x6
givepokemon 0x6 0x5 0x0 0x0 0x0 0x0
message @2
release
end

#org @1
= Have a Charizard\n, on the house :)

#org @2
= You got Charizard!\nWhat a nice guy.

always only use one boxset :D.

Darthatron
November 11th, 2008, 06:53 PM
#dynamic 0x71B69C

#org @start
lock
faceplayer
message @1
boxset 0x6
givepokemon 0x6 0x5 0x0 0x0 0x0 0x0
message @2
release
end

#org @1
= Have a Charizard\n, on the house :)

#org @2
= You got Charizard!\nWhat a nice guy.

always only use one boxset :D.

That is completely wrong. >_> You need to have a boxset after every message.

hot_kage
November 13th, 2008, 04:39 PM
do u know how to make another person move? for the applymovement script.

HackMew
November 14th, 2008, 01:37 AM
do u know how to make another person move? for the applymovement script.

Did you check the Command Help?
The syntax is like this:

applymovement [people no.] [pointer to movements]
waitmovement 0x0

hot_kage
November 14th, 2008, 06:24 PM
Did you check the Command Help?
The syntax is like this:

applymovement [people no.] [pointer to movements]
waitmovement 0x0

yeah i just noticed that
sorry im a fast reader and i miss things.

also if u don't mind i have another question.
is there a way to make the movement come before the text. and if so how?

machomuu
November 14th, 2008, 06:54 PM
Did you check the Command Help?
The syntax is like this:

applymovement [people no.] [pointer to movements]
waitmovement 0x0

So you mean person # or event #, and if the person # was 6, would it be written:
applymovement 0x06 pop
waitmovement 0x0
?

sharkshank
November 14th, 2008, 07:30 PM
As much as i tried i couldent understand, now i see that pokescript is easyer.

machomuu
November 14th, 2008, 07:50 PM
As much as i tried i couldent understand, now i see that pokescript is easyer.

That's a matter of opinion, you have to try XSE, I converted to XSE just a month ago, it's easier to me, originaly, I thought the same thing.

Shadows
November 14th, 2008, 09:05 PM
So you mean person # or event #, and if the person # was 6, would it be written:
applymovement 0x06 pop
waitmovement 0x0
?

No, it would be like this:
applymovement 0x6 @pop
waitmovement 0x0
....

#org @pop
#raw 0x(Movements)... 0xFE

... stands for later on

machomuu
November 15th, 2008, 05:45 AM
No, it would be like this:
applymovement 0x6 @pop
waitmovement 0x0
....

#org @pop
#raw 0x(Movements)... 0xFE

... stands for later on

That's what's wrong with my script, thanks!

zak
November 15th, 2008, 03:18 PM
I need the overworld sprite i talk to to dissapear after he gives me the pokemon and to never return, heres my script:

#Dynamic 0x812000

#org @start
lock
faceplayer
msgbox @text
boxset 0x6
checkflag 0x828
if 0x0 goto @give
if 0x1 goto @sry
release
end

#org @text
= Hey! sorry about this but i've got a \ntrain to catch i only\p stopped by to give you this!\nEnjoy!

#org @give
givepokemon 0x4 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
waitfanfare
setflag 0x828
msgbox @yay
boxset 0x6
release
end

#org @sry
msgbox @sorry
boxset 0x6
end

#org @yay
= You recieved Charmander!

#org @sorry
= I can't give you anymore.

It works perfectly i just need to know the command(s) to make sprites dissapear after events, ty.

8th Wonder™
November 16th, 2008, 12:50 AM
That's a reasonable script for noobs, Seth. I might make good use of it.
But I still dunno how to write scripts to a ROM! I can't use the compiple button in any way!

Madridista
November 16th, 2008, 01:04 AM
#dynamic 0xoffset

#org @start
lock
faceplayer
msgbox @yesno
boxset 0x5
if 0x1 goto @yes
if 0x0 goto @no
release
end

#org @yesno
= Yes or no?

#org @yes
= You pressed Yes!

#org @no
= You pressed No.

Bad, bad, bad... the msgbox will stay after the scripts ends for the rest of the game. this is how it should look like.

#dynamic 0xoffset

#org @start
lock
faceplayer
msgbox @yesno
callstd 0x5
if 0x1 goto @yes
if 0x1 goto @no
release
end

#org @yes
msgbox @yes2
callstd 0x6
release
end

#org @no
msgbox @no2
callstd 0x6
release
end

#org @yesno
= Yes or no?

#org @yes2
= You pressed Yes!

#org @no2
= You pressed No!

Cheesymitten
November 16th, 2008, 12:33 PM
not sure if this is off topic but then again i'm not sure of anything but why do my scripts keep turning into weird symbold ¬¬ its kind of weird and thanks for the tut it was brilliant :D

machomuu
November 16th, 2008, 12:47 PM
post a screenshot if you can.

Cheesymitten
November 18th, 2008, 12:10 AM
no i can't sorry my insert picture thing isn't working :(

HackMew
November 18th, 2008, 06:45 AM
no i can't sorry my insert picture thing isn't working :(

Yes, according to the rules you need at least 15 posts before being able to post pictures.

Cheesymitten
November 19th, 2008, 12:36 PM
yeah sorry about that i'm the sort who sees the rules that stick out like no less than 4 words :D

Oh_Delilah
November 19th, 2008, 05:30 PM
Ah, Yo People. How are you guys?

Yeah, I have a question. A couple, actually.

One, I'm lost with something, you write @blah and yeah, nothing else. when I do this in XSE and try and compile it, it makes Offsets for them. Ah, do I change the @blah to the Offset it gives me? Leave it? Something else? Lend Binky a hand?

Two, (This may be caused from the lack of information in question One) I tried pretty much copying the code that was written for a Boolean Yes or No box, box comes up right, then, whether I press Yes or No, it just stands with the text box at the last lined written and i can walk around and the text box stays there... If you have No Idea what I'm talking about, thanks for trying...

Three, (Again may be because lack of knowledge) The give pokemon Script you wrote... ah... I tried that too and everything is fine except instead of saying the line of text I wrote after you get the pokemon, it just says a segment of what I put for, when you talk to him again... Again, if you have no idea what I'm babbling on about, never mind, just please answer my Firstt question.

Cheers

Binky

Madridista
November 19th, 2008, 08:25 PM
Two, (This may be caused from the lack of information in question One) I tried pretty much copying the code that was written for a Boolean Yes or No box, box comes up right, then, whether I press Yes or No, it just stands with the text box at the last lined written and i can walk around and the text box stays there... If you have No Idea what I'm talking about, thanks for trying...

It's because the Yes/No script in this tutorial is wrong.

Try this:
#dynamic 0xoffset

#org @start
lock
faceplayer
msgbox @yesno
callstd 0x5
if 0x1 goto @yes
msgbox @no
callstd 0x6
release
end

#org @yes
msgbox @yes2
callstd 0x6
release
end

#org @yesno
= Yes or no?

#org @yes2
= You pressed Yes!

#org @no
= You pressed No!

Oh_Delilah
November 19th, 2008, 11:11 PM
Hey, thanks man, you're a champion. One problem though... the script seems to be right except that whether you press yes or no, it comes up saying, "You Pressed No!" could you please check if you missed something or something? I'm still checking over mine again and again but it seems okay... Exactly the same as what you have there.

Cheers again

Binky

Madridista
November 19th, 2008, 11:25 PM
Try this:

#dynamic 0xoffset

#org @start
lock
faceplayer
msgbox @yesno
callstd 0x5
if 0x1 goto @yes
if 0x1 goto @no
release
end

#org @yes
msgbox @yes2
callstd 0x6
release
end

#org @no
msgbox @no2
callstd 0x6
release
end

#org @yesno
= Yes or no?

#org @yes2
= You pressed Yes!

#org @no2
= You pressed No!

liger66
November 27th, 2008, 05:38 PM
i have the same problem as Oh Delilahno no matter if i chose yes or no it still says the i pressed no and iv tryed rearanging it a couple times but still nothing
heres my script



#dynamic 0x71AE89

#org @start
lock
faceplayer
message @yesno
boxset 0x5
if 0x1 goto @yes
if 0x0 goto @no
release
end

#org @yesno
= Yes or no?

#org @yes
lock
faceplayer
message @yes1
boxset 0x6
release
end

#org @yes1
= You pressed Yes!

#org @no
lock
faceplayer
message @no1
boxset 0x6
release
end

#org @no1
= You pressed No!



as im a newbi at this any help would be good

machomuu
November 27th, 2008, 05:50 PM
i have the same problem as Oh Delilahno no matter if i chose yes or no it still says the i pressed no and iv tryed rearanging it a couple times but still nothing
heres my script



#dynamic 0x71AE89

#org @start
lock
faceplayer
message @yesno
boxset 0x5
if 0x1 goto @yes
if 0x0 goto @no
release
end

#org @yesno
= Yes or no?

#org @yes
lock
faceplayer
message @yes1
boxset 0x6
release
end

#org @yes1
= You pressed Yes!

#org @no
lock
faceplayer
message @no1
boxset 0x6
release
end

#org @no1
= You pressed No!



as im a newbi at this any help would be good

What Mardista's post above yours said is what you should go by, Seth's is wrong.

VanillaThunderbolt
November 27th, 2008, 08:14 PM
So, I'm altering some things in the beginning.
Where you start, there's a guy standing at the only way out of the room you're in, so of course, you'd talk to him.
He's supposed to say something, give you a Pokemon, start walking away, face the player, say something AGAIN, then keep walking away.
Following this tutorial, this is what I made...

I edited my post, because I noticed some things I did wrong, now I have this, but it wont let me compile it, and keeps saying something about Line 16, which is the givepokemon line:


#dynamic 0x71AA88

#org @start
lock
faceplayer
msgbox @intro
boxset 0x6
checkflag 0x828
if 0x0 goto @Dratini
if 0x1 goto @Penis

#org @intro
= I bet you don't know why you're\ndown here. But I can't explain at this time.\pHere, take this for now.

#org @Dratini
givepokemon 0x147 0x5 0x0 0x0 0x0
fanfare 0x13E
setflag 0x828
msgbox @recieve
boxset 0x6
applymovement 0xFF @walkaway
waitmovement 0x0
msgbox @outro
boxset 0x6
applymovement 0xFF @byebye
waitmovement 0x0
release
end

#org @recieve
= You recieved a Dratini!
#org @walkaway
#raw 0x13 0xFE
#raw 0x10 0xFE
#raw 0x02 0xFE
#org @outro
= Please take care of Dratini...
#org @byebye
#raw 0x10 0xFE
#raw 0x10 0xFE
#raw 0x10 0xFE
#raw 0x10 0xFE

#org @Penis
msgbox @goaway
boxset 0x6
end

#org @goaway
= How is this possible!?

liger66
November 27th, 2008, 10:41 PM
im not 100% about this but i think you need 6 values when you give a pokemon:
givepokemon 0x147 0x5 0x0 0x0 0x0 0x0

VanillaThunderbolt
November 27th, 2008, 10:49 PM
im not 100% about this but i think you need 6 values when you give a pokemon:
givepokemon 0x147 0x5 0x0 0x0 0x0 0x0
... Dang...
You're right.
I completely over looked that xD
Thanks!

Now I applied it, and there's a few problems.
He said the speech, but instead of HIM moving, the player moved, said the second speech, and made the second movement.
Then, I checked my pokemon, and it was a Crawdaunt [which I probably know why that happened]. When I exit the menu, I was the other guy. Not the player, the guy who gave the player the "Dratini".

I need major help D=

liger66
November 28th, 2008, 12:01 AM
i have no idea about movement because i only started lurning this yesterday but im stuck on trying to make a give item pokeball that you would find on the ground in a normal map, using advance map i can get the pokeball on the ground as a person event and i tryed using this script to give be a item:

#dynamic 0x4567D6

#org @start
lock
faceplayer
giveitem 0x44 0x1
release
end

but it does nothing in the game and i also want to you how do i make it disaper after you get the item
ok i got it to give my the item but as soon as i move away it reapers

Hiche..
November 28th, 2008, 05:46 AM
i have no idea about movement because i only started lurning this yesterday but im stuck on trying to make a give item pokeball that you would find on the ground in a normal map, using advance map i can get the pokeball on the ground as a person event and i tryed using this script to give be a item:

#dynamic 0x4567D6

#org @start
lock
faceplayer
giveitem 0x44 0x1
release
end

but it does nothing in the game and i also want to you how do i make it disaper after you get the item
ok i got it to give my the item but as soon as i move away it reapers

#dynamic 0x4567D6

#org @start
lock
faceplayer
giveitem 0x44 0x1
hidesprite 0x<pokeball event number>
setflag 0x<flag preferred>
release
endHidesprite does what is says. It makes the people/poke ball disappear. The poke ball event number can be found in Advance Map.
There should be a setflag in order for the item not to be repeated. Place the flag you like. Like, setflag 0x200.
The flag you set, put it in the people ID of the Poke ball in Advance map.(0200 for example)

DemonParia
November 28th, 2008, 08:06 PM
#dynamic 0x300000
#org 0x3BB8A1
lock
faceplayer
checkflag 0x202
if 0x0 goto 0x83BB9B1
if 0x1 goto 0x83BB9D7
end

'-----------------------
#org 0x83BB9B1
msgbox 0x83BB8D0 '"OH MY GOD! I'M OUT OF COINS!\pAHHHH..."
applymovement 0x1 @move
#org @move
#raw 0x65 0x14 0x2B 0x2B 0x2B 0x2B 0x2B 0x2B 0x2B 0x29 0x60 0xFE
'-----------------------
#org 0x83BB9D7
msgbox 0x83BBA61 '"I'm okay now. I have COINS."
'---------
' Strings
'---------
#org 0x3BB8D0
= OH MY GOD! I'M OUT OF COINS!\pAHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH\nHHHHHHHHHHHHHHHHHHHHHHHHH!!!!!!!!!!
#org 0x3BBA61
= I'm okay now. I have COINS.






That script is supposed to have a guy at the slot machines, he says that and runs out.

Problem is, he only says the words and doesn't move. What'd I do wrong?

Darthatron
November 28th, 2008, 10:06 PM
You need to have an "end" command after the "applymovement 0x1 @move" line.

#dynamic 0x300000
#org 0x3BB8A1
lock
faceplayer
checkflag 0x202
if 0x0 goto 0x83BB9B1
if 0x1 goto 0x83BB9D7
end

'-----------------------
#org 0x83BB9B1
msgbox 0x83BB8D0 '"OH MY GOD! I'M OUT OF COINS!\pAHHHH..."
applymovement 0x1 @move
end

#org @move
#raw 0x65 0x14 0x2B 0x2B 0x2B 0x2B 0x2B 0x2B 0x2B 0x29 0x60 0xFE

'-----------------------
#org 0x83BB9D7
msgbox 0x83BBA61 '"I'm okay now. I have COINS."

'---------
' Strings
'---------
#org 0x3BB8D0
= OH MY GOD! I'M OUT OF COINS!\pAHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH\nHHHHHHHHHHHHHHHHHHHHHHHHH!!!!!!!!!!

#org 0x3BBA61
= I'm okay now. I have COINS.
_________________________

Also, it's probably not a good idea to mix Dynamic and Static scripts when you're just starting. >_>

VanillaThunderbolt
November 29th, 2008, 12:15 AM
Just so I could see how things worked with some of these scripts, I went and applied the example script for givepokemon, which was
#org @give
givepokemon 0x1 0x10 0x0 0x0 0x0 0x0

And I know the first 0x0 is Dex/Hex number, and the second is the level.
So why when I applied this script, I get a level 16 Bulbasaur?
Shouldn't it be level 10?

0m3ga_S1nn3r
November 29th, 2008, 04:11 AM
OMG! Thank you! You made my scripting days much more easier!
I shall bow down before thee..

DemonParia
November 29th, 2008, 06:46 AM
It still doesn't work. When you talk to the guy he says the specified text, but doesn't move. What can I do?!



#dynamic 0x300000
#org @start
lock
faceplayer
checkflag 0x202
if 0x0 goto @omg
if 0x1 goto @phew
end
'-----------------------
#org @omg
msgbox @ah '"OH MY GOD! I'M OUT OF COINS!\pAHHHH..."
boxset 6
applymovement 0x1 @moves
setflag 0x202
release
end
'-----------------------
#org @phew
msgbox @coin '"I'm okay now. I have COINS."
release
end

'-----------
' Movements
'-----------
#org @moves
#raw 63 'Question Mark (?)
#raw 62 'Exclamation Mark (!)
#raw 65 'Double Exclamation Mark (!!)
#raw 4A 'Face Player
#raw 16 'Jump2 Left
#raw 55 'Jump in Place (Facing Right)
#raw 2A 'Step on the Spot Up (Fastest)
#raw 2A 'Step on the Spot Up (Fastest)
#raw 2A 'Step on the Spot Up (Fastest)
#raw 2A 'Step on the Spot Up (Fastest)
#raw 2A 'Step on the Spot Up (Fastest)
#raw 2A 'Step on the Spot Up (Fastest)
#raw 2B 'Step on the Spot Left (Fastest)
#raw 2B 'Step on the Spot Left (Fastest)
#raw 2B 'Step on the Spot Left (Fastest)
#raw 2B 'Step on the Spot Left (Fastest)
#raw 2B 'Step on the Spot Left (Fastest)
#raw 29 'Step on the Spot Down (Fastest)
#raw 29 'Step on the Spot Down (Fastest)
#raw 29 'Step on the Spot Down (Fastest)
#raw 29 'Step on the Spot Down (Fastest)
#raw 29 'Step on the Spot Down (Fastest)
#raw 29 'Step on the Spot Down (Fastest)
#raw 29 'Step on the Spot Down (Fastest)
#raw 29 'Step on the Spot Down (Fastest)
#raw 29 'Step on the Spot Down (Fastest)
#raw 60 'Hide
#raw FE 'End of Movements

'---------
' Strings
'---------
#org @ah
= OH MY GOD! I'M OUT OF COINS!\pAHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH\nHHHHHHHHHHHHHHHHHHHHHHHHH!!!!!!!!!!
#org @coin
= I'm okay now. I have COINS.

machomuu
November 29th, 2008, 07:35 AM
It still doesn't work. When you talk to the guy he says the specified text, but doesn't move. What can I do?!



#dynamic 0x300000
#org @start
lock
faceplayer
checkflag 0x202
if 0x0 goto @omg
if 0x1 goto @phew
end
'-----------------------
#org @omg
msgbox @ah '"OH MY GOD! I'M OUT OF COINS!\pAHHHH..."
boxset 6
applymovement 0x1 @moves
setflag 0x202
release
end
'-----------------------
#org @phew
msgbox @coin '"I'm okay now. I have COINS."
release
end

'-----------
' Movements
'-----------
#org @moves
#raw 63 'Question Mark (?)
#raw 62 'Exclamation Mark (!)
#raw 65 'Double Exclamation Mark (!!)
#raw 4A 'Face Player
#raw 16 'Jump2 Left
#raw 55 'Jump in Place (Facing Right)
#raw 2A 'Step on the Spot Up (Fastest)
#raw 2A 'Step on the Spot Up (Fastest)
#raw 2A 'Step on the Spot Up (Fastest)
#raw 2A 'Step on the Spot Up (Fastest)
#raw 2A 'Step on the Spot Up (Fastest)
#raw 2A 'Step on the Spot Up (Fastest)
#raw 2B 'Step on the Spot Left (Fastest)
#raw 2B 'Step on the Spot Left (Fastest)
#raw 2B 'Step on the Spot Left (Fastest)
#raw 2B 'Step on the Spot Left (Fastest)
#raw 2B 'Step on the Spot Left (Fastest)
#raw 29 'Step on the Spot Down (Fastest)
#raw 29 'Step on the Spot Down (Fastest)
#raw 29 'Step on the Spot Down (Fastest)
#raw 29 'Step on the Spot Down (Fastest)
#raw 29 'Step on the Spot Down (Fastest)
#raw 29 'Step on the Spot Down (Fastest)
#raw 29 'Step on the Spot Down (Fastest)
#raw 29 'Step on the Spot Down (Fastest)
#raw 29 'Step on the Spot Down (Fastest)
#raw 60 'Hide
#raw FE 'End of Movements

'---------
' Strings
'---------
#org @ah
= OH MY GOD! I'M OUT OF COINS!\pAHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH\nHHHHHHHHHHHHHHHHHHHHHHHHH!!!!!!!!!!
#org @coin
= I'm okay now. I have COINS.

In after applymovement, did you put his event number and not his person number?

Hiche..
November 29th, 2008, 02:25 PM
It still doesn't work. When you talk to the guy he says the specified text, but doesn't move. What can I do?!



#dynamic 0x300000
#org @start
lock
faceplayer
checkflag 0x202
if 0x0 goto @omg
if 0x1 goto @phew
end
'-----------------------
#org @omg
msgbox @ah '"OH MY GOD! I'M OUT OF COINS!\pAHHHH..."
boxset 6
applymovement 0x1 @moves
waitmovement 0x0
setflag 0x202
release
end
'-----------------------
#org @phew
msgbox @coin '"I'm okay now. I have COINS."
boxset 0x6
release
end

'-----------
' Movements
'-----------
#org @moves
#raw 63 'Question Mark (?)
#raw 62 'Exclamation Mark (!)
#raw 65 'Double Exclamation Mark (!!)
#raw 4A 'Face Player
#raw 16 'Jump2 Left
#raw 55 'Jump in Place (Facing Right)
#raw 2A 'Step on the Spot Up (Fastest)
#raw 2A 'Step on the Spot Up (Fastest)
#raw 2A 'Step on the Spot Up (Fastest)
#raw 2A 'Step on the Spot Up (Fastest)
#raw 2A 'Step on the Spot Up (Fastest)
#raw 2A 'Step on the Spot Up (Fastest)
#raw 2B 'Step on the Spot Left (Fastest)
#raw 2B 'Step on the Spot Left (Fastest)
#raw 2B 'Step on the Spot Left (Fastest)
#raw 2B 'Step on the Spot Left (Fastest)
#raw 2B 'Step on the Spot Left (Fastest)
#raw 29 'Step on the Spot Down (Fastest)
#raw 29 'Step on the Spot Down (Fastest)
#raw 29 'Step on the Spot Down (Fastest)
#raw 29 'Step on the Spot Down (Fastest)
#raw 29 'Step on the Spot Down (Fastest)
#raw 29 'Step on the Spot Down (Fastest)
#raw 29 'Step on the Spot Down (Fastest)
#raw 29 'Step on the Spot Down (Fastest)
#raw 29 'Step on the Spot Down (Fastest)
#raw 60 'Hide
#raw FE 'End of Movements

'---------
' Strings
'---------
#org @ah
= OH MY GOD! I'M OUT OF COINS!\pAHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH\nHHHHHHHHHHHHHHHHHHHHHHHHH!!!!!!!!!!
#org @coin
= I'm okay now. I have COINS.


Fixes are in Bold. Don't forget to add waitmovement 0x0 under each applymovement, and boxset 0x6 under the normal messages.

Oh_Delilah
November 29th, 2008, 11:13 PM
Try this:

#dynamic 0xoffset

#org @start
lock
faceplayer
msgbox @yesno
callstd 0x5
if 0x1 goto @yes
if 0x1 goto @no
release
end

#org @yes
msgbox @yes2
callstd 0x6
release
end

#org @no
msgbox @no2
callstd 0x6
release
end

#org @yesno
= Yes or no?

#org @yes2
= You pressed Yes!

#org @no2
= You pressed No!

Hey Thanks Madridista. I figured it out now. Thanks again.


Binky

DemonParia
November 30th, 2008, 12:17 PM
It still doesn't work. Yes, I'm sure I put the person ID and not the event number. Yes, I did the waitmovement and the box stuff, and it still doesn't work. Why doesn't it work...?

machomuu
November 30th, 2008, 01:05 PM
It still doesn't work. Yes, I'm sure I put the person ID and not the event number. Yes, I did the waitmovement and the box stuff, and it still doesn't work. Why doesn't it work...?
No, your supposed to use the event number.

Lavarider
November 30th, 2008, 02:27 PM
Thanks for this tutorial..It is exactly what I needed to learn for pokescript!

DemonParia
November 30th, 2008, 03:02 PM
I AM?! OMG! THANKS!

You are the greatest person in the world and I will worship you as a God for the rest of eternity or until I get tired.

THANK YOUUUUUUUUUU!!!!

DemonParia
December 1st, 2008, 01:45 PM
Thanks for this tutorial..It is exactly what I needed to learn for pokescript!


Um, you do realize this isn't a PokeScript tutorial, right? This is an XSE tutorial. I guess you could apply some of this stuff to PokeScript, but if you mess up it could get confusing.

:|

hayitsCARLOS
December 1st, 2008, 08:23 PM
Okay seriously wth.. >.>
This is gonna sound really nooby, but I'm tired so forgive me.
I open my rom (Pokemon Ruby) in Advance Map and made a new person event, used a Pokeball sprite and opened the script. I delete it all (It's like,
'-----------------------
#org 0x2089DC
nop
nop
nop
(It says nop a ton more times, then
compare 0x714E 0x8200
nop
msgbox4 0x5000CC00
nop
spriteinvisible 0x4001 0x1 0xAE
nop
callasm2 0xF600BB4E
nop
setanimation 0x0 0x2C)

And put in my script, which is:

#Dynamic 0x2089DC

#ORG @GivePokemon
Lock
FacePlayer
givepokemon 0x1 0x5 0x0 0x0 0x0 0x0
setflag 0x800
setflag 0x801
setflag 0x860
release
end

#ORG @RecievedPoke
= Hey! A Pokemon!/nAnd a Pokedex!/nAND running shoes!/nWow.. It's my lucky day!

What's going on..? It just keeps deleting my script..

liger66
December 1st, 2008, 09:24 PM
i dont know if this is the write place to ask but can someone tell me how to rescript the hole start of the rom (fire red) so i can rewrite professer oak speech and also can you tell me how to do the script for the give first pokemon espisaly the multychoice cause iv tryed a couple of times and failed misrible

Hiche..
December 2nd, 2008, 05:21 AM
Okay seriously wth.. >.>
This is gonna sound really nooby, but I'm tired so forgive me.
I open my rom (Pokemon Ruby) in Advance Map and made a new person event, used a Pokeball sprite and opened the script. I delete it all (It's like,
'-----------------------
#org 0x2089DC
nop
nop
nop
(It says nop a ton more times, then
compare 0x714E 0x8200
nop
msgbox4 0x5000CC00
nop
spriteinvisible 0x4001 0x1 0xAE
nop
callasm2 0xF600BB4E
nop
setanimation 0x0 0x2C)

And put in my script, which is:

#Dynamic 0x2089DC

#ORG @GivePokemon
Lock
FacePlayer
givepokemon 0x1 0x5 0x0 0x0 0x0 0x0
setflag 0x800
setflag 0x801
setflag 0x860
release
end

#ORG @RecievedPoke
= Hey! A Pokemon!/nAnd a Pokedex!/nAND running shoes!/nWow.. It's my lucky day!

What's going on..? It just keeps deleting my script..

Can you post your un-compiled script? The original one.

Oh_Delilah
December 2nd, 2008, 02:12 PM
#dynamic 0x300000
#org 0x3BB8A1
lock
faceplayer
checkflag 0x202
if 0x0 goto 0x83BB9B1
if 0x1 goto 0x83BB9D7
end

'-----------------------
#org 0x83BB9B1
msgbox 0x83BB8D0 '"OH MY GOD! I'M OUT OF COINS!\pAHHHH..."
applymovement 0x1 @move
#org @move
#raw 0x65 0x14 0x2B 0x2B 0x2B 0x2B 0x2B 0x2B 0x2B 0x29 0x60 0xFE
'-----------------------
#org 0x83BB9D7
msgbox 0x83BBA61 '"I'm okay now. I have COINS."
'---------
' Strings
'---------
#org 0x3BB8D0
= OH MY GOD! I'M OUT OF COINS!\pAHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH\nHHHHHHHHHHHHHHHHHHHHHHHHH!!!!!!!!!!
#org 0x3BBA61
= I'm okay now. I have COINS.






That script is supposed to have a guy at the slot machines, he says that and runs out.

Problem is, he only says the words and doesn't move. What'd I do wrong?

Hey, Man, yeah there are a couple of things wrong, I think... As I'm a Newbsta as well, I'll try with the best of my ability.

One thing I noticed, might not actually be the problem but you don't set the flag after you use it... Should do that.

Two, isn't the applymovement raw stuff suppose to go down the lines, not across one? Like this:
0x65
0x14
0x2B
0x2B
0x2B
0x2B
0x2B
0x2B
0x2B
0x29
0x60
0xFE
? I've seen it done in some Tutorials around this site and yeah... Haven't tried it but I'm assuming that's the way it's done...

If I'm totally way of course and I really should be told otherwise, please let me know. Just trying to help buddy :classic:

hayitsCARLOS
December 2nd, 2008, 02:25 PM
Okay, I got it to work.

It gives me a Bulbasaur, activates the Pokedex, running shoes and Pokemon menu, but the Pokeball doesn't disappear.
This is the script:

'-----------------------
#org 0x39D52C
lock
faceplayer
givepokemon 0x1 0x5 0x0 0x0 0x0 0x0
setflag 0x800
setflag 0x801
setflag 0x860
release
end

How do I get the Pokeball to disappear and make the sound for receiving stuff?

Darthatron
December 2nd, 2008, 05:54 PM
Hey, Man, yeah there are a couple of things wrong, I think... As I'm a Newbsta as well, I'll try with the best of my ability.

One thing I noticed, might not actually be the problem but you don't set the flag after you use it... Should do that.

Two, isn't the applymovement raw stuff suppose to go down the lines, not across one? Like this:
0x65
0x14
0x2B
0x2B
0x2B
0x2B
0x2B
0x2B
0x2B
0x29
0x60
0xFE
? I've seen it done in some Tutorials around this site and yeah... Haven't tried it but I'm assuming that's the way it's done...

If I'm totally way of course and I really should be told otherwise, please let me know. Just trying to help buddy :classic:

These two pieces of script will do the exact same thing.
#raw 0x65
#raw 0x14
#raw 0x2B
#raw 0x2B
#raw 0x2B
#raw 0x2B
#raw 0x2B
#raw 0x2B
#raw 0x2B
#raw 0x29
#raw 0x60
#raw 0xFE
#raw 0x65 0x14 0x2B 0x2B 0x2B 0x2B 0x2B 0x2B 0x2B 0x29 0x60 0xFE

So, they both work, it just depends on how you want to script.

Oh_Delilah
December 2nd, 2008, 10:27 PM
Hey, thanks Darthatron. I will use that information as I'm just starting to learn Movement Scripts.

Thanks man, You helped =)

Binky

liger66
December 5th, 2008, 10:25 PM
can someone make a list of the importent set flag comands and what they do
dont worrie i found what i needed for now

Raizaiel
December 6th, 2008, 02:05 AM
Alright, so this accursed scripting is driving me mad. I downloaded XSE and I've followed the instructions to the letter, but I just can't figure out for the life of me what I'm doing wrong. Some events I can edit but some I can't? I can play around with some of the events on my maps but others...oh, it doesn't matter what I do. They're just going to garble up my text and some signposts will bleed sentences onto others. It's quite sad. I keep getting strange Japanese-esque letters. You know the kind, when something in Japanese is basically shoved through a blender with some English and spewn out the other side in a hideous, bloody mash. As I said, I'm using XSE and I've got it going through Advance Map. I've practically memorized how to write a damned signpost message and I just can't seem to do it.

Also, when I tried ScriptEd earlier, the message I typed for one character overwrote what I did for another and vice versa. I'm clearly doing SOMETHING wrong.

FOR EXAMPLE (Can't edit event):

I would type in the following on a signpost and compile it:

#dynamic 0x801011

#org @start
lock
msgbox @text
boxset 0x6
release
end

#org @text
= CRIMPRUNE CITY/pThe casino city of flames

Only I get this afterwards when I re-open the event:

#org 0x800101
nopl
spriteface2 0x0 0xCE

Surf
December 6th, 2008, 02:51 AM
When I take a step, all the flags reset... I mean that the sprite goes visible again, but otherwise good, I try to make a give pokemon script and see if it works.

Try this
#dynamic 0x2403DD
#org @start
setflag 0x200
wildbattle 0x194 0x3C 0x8B 0x1
cry 0xA1 0x6
hidesprite lasttalked
end

then in person id in a-map put 0200

HackMew
December 6th, 2008, 01:43 PM
Alright, so this accursed scripting is driving me mad. I downloaded XSE and I've followed the instructions to the letter, but I just can't figure out for the life of me what I'm doing wrong. Some events I can edit but some I can't? I can play around with some of the events on my maps but others...oh, it doesn't matter what I do. They're just going to garble up my text and some signposts will bleed sentences onto others. It's quite sad. I keep getting strange Japanese-esque letters. You know the kind, when something in Japanese is basically shoved through a blender with some English and spewn out the other side in a hideous, bloody mash. As I said, I'm using XSE and I've got it going through Advance Map. I've practically memorized how to write a damned signpost message and I just can't seem to do it.

Also, when I tried ScriptEd earlier, the message I typed for one character overwrote what I did for another and vice versa. I'm clearly doing SOMETHING wrong.

FOR EXAMPLE (Can't edit event):

I would type in the following on a signpost and compile it:

#dynamic 0x801011

#org @start
lock
msgbox @text
boxset 0x6
release
end

#org @text
= CRIMPRUNE CITY/pThe casino city of flames

Only I get this afterwards when I re-open the event:

#org 0x800101
nopl
spriteface2 0x0 0xCE

First of all it's \p and not /p. Second, when you write a signpost script, use use callstd/boxset 3, not 6.
Thrid, you misunderstood how XSE works.
When you use #dynamic, you just tell XSE where to start looking for free space inside the ROM.
After compiling, the compiler output will open, showing you the actual offset you need to use.


Try this
#dynamic 0x2403DD
#org @start
setflag 0x200
wildbattle 0x194 0x3C 0x8B 0x1
cry 0xA1 0x6
hidesprite lasttalked
end

then in person id in a-map put 0200

Please, not! Using flag 0x200 is anything but safe... also, the cry should be put before, not after. Not to say it's even wrongly used...


#dynamic 0x800000

#org @start
cry 0x194 0x0
wildbattle 0x194 0x3C 0x8B 0x1
hidesprite LASTTALKED
setflag 0x1001
end

Then in Person ID in AM put 1001.

liger66
December 6th, 2008, 05:01 PM
i know iv asked this all ready but could somebody please tell me how to edit the start of the Rom the bit where the controls are explaned and the bit where the professor explains what Pokemon are

link12552
December 6th, 2008, 06:44 PM
i know iv asked this all ready but could somebody please tell me how to edit the start of the Rom the bit where the controls are explaned and the bit where the professor explains what Pokemon are

Use advance text

http://i443.photobucket.com/albums/qq151/link125552/Advancetext.png

____________________________________________________________________

Download Advance Text Here
43994

chrisdurer
December 9th, 2008, 08:53 AM
does anyone know how to make a person talk to you ant then they walk away and disapear for the rest of the game?

this is the code that i have
'-----------------------
#org 0x800944
lock
faceplayer
checkflag 0x827
if 0x0 goto 0x8800957
if 0x1 goto 0x8800972
end
'-----------------------
#org 0x800957
msgbox 0x8800972 '"im leaving"
callstd 0x6
closeonkeypress
compare 0x4001 0x0
applymovement MOVE_PLAYER 0x880097F
waitmovement 0x0
release
end
'-----------------------
#org 0x800972

'-----------
' Movements
'-----------
#org 0x80097F
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 60 'Hide
#raw FE 'End of Movements

'---------
' Strings
'---------
#org 0x800972
= im leaving

hot_kage
December 12th, 2008, 07:41 PM
#org @start
lock
faceplayer
pokemart @values
release
end

#org @values

binary 0x(number) . . . 0x0


so for a warp script do i replace binary 0x.. with warp 0x... to make it a warp script or is their another script for the warp script?

Crystal_scythe
December 16th, 2008, 12:30 AM
OK,I hate this,but I have to admit...I don't understand anything!Although I've read 3 Tut posts,I still...So,can U write the Script from the begining to..let me see...when U get ur pokemon?And show me the way to save the Script into the Game *sigh*

HackMew
December 16th, 2008, 09:07 AM
OK,I hate this,but I have to admit...I don't understand anything!Although I've read 3 Tut posts,I still...So,can U write the Script from the begining to..let me see...when U get ur pokemon?And show me the way to save the Script into the Game *sigh*

You must have understood something, at least. Besides, did you try decompiling some in-game scripts to see how they are made and how they would work?

Crystal_scythe
December 16th, 2008, 07:32 PM
OK I have a question now,..
If I want Prof.Birch to say:Hello!Nice to meet ya! instead of....,what must I do?I can use A-Text but I think I can use XSE too,right?

Sorry for double posts,but...Hoo-rah!!I've changed something.I made the fatman in LittlerootTown changed.Well,I wrote

#Dynamic 0x16A7C8

#org $begin
Lock
Faceplayer
message @talk
boxset 0x6
release
end

#org $talk
= Ciao

After that,I compiled it into my Ruby.But...he said nothing.I pressed A-button 3 times and nothing happened.Anybody help me??

Darthatron
December 16th, 2008, 10:37 PM
OK I have a question now,..
If I want Prof.Birch to say:Hello!Nice to meet ya! instead of....,what must I do?I can use A-Text but I think I can use XSE too,right?

Sorry for double posts,but...Hoo-rah!!I've changed something.I made the fatman in LittlerootTown changed.Well,I wrote

#Dynamic 0x16A7C8

#org $begin
Lock
Faceplayer
message @talk
boxset 0x6
release
end

#org $talk
= Ciao

After that,I compiled it into my Ruby.But...he said nothing.I pressed A-button 3 times and nothing happened.Anybody help me??
You're using $ signs, instead of @ symbols... :\ You should have got an error when you tried to compile it. Use this script instead:
#Dynamic 0x16A7C8

#org @begin
Lock
Faceplayer
message @talk
boxset 0x6
release
end

#org @talk
= Ciao
Then use the offset of "@begin" as the offset for the script for the fat man.

Crystal_scythe
December 17th, 2008, 02:32 AM
Ok I replaced $ for @.But after that?Must I copy "@begin" and paste it into
Scriptoffset: $..... ??
P/s:When I used $, I got no errors...!

Darthatron
December 17th, 2008, 04:39 AM
Ok I replaced $ for @.But after that?Must I copy "@begin" and paste it into
Scriptoffset: $..... ??
P/s:When I used $, I got no errors...!
When you compile a window should come up, and give you a list of offsets, select "@begin" and click the "Copy" button.

treecko 22
December 17th, 2008, 01:16 PM
this is the best XSE tut ever !!
all the others are alright but this is top class.
thanks !

Crystal_scythe
December 18th, 2008, 05:03 AM
Hey ya.I want a person to give me 5 Pokeballs or 3 Potions(Of course I'll choose).After that he will not give me anything and say:That's all(Or he can leave).SO what must I do?

HackMew
December 27th, 2008, 03:33 AM
Like I said in the other thread, I suggest the author downloading latest XSE and adjusting the whole post to adjust or remove anything that's outdated, wrong or misleading. Thanks in advance.

Beab
January 1st, 2009, 01:08 PM
Okay, so I'm trying to make the running shoes disappear after you collect them. I'm using this:

'---------------
#org 0x3B5D24
lock
faceplayer
setflag 0x82F
fanfare 0x13E
msgbox 0x83B5C63 MSG_FACE '"You stole the running shoes \nfrom..."
release
checkflag 0x82F
if 0x1 goto 0x83B5D3F
'---------------
#org 0x3B5D3F
hidesprite LASTTALKED
release
end


'---------
' Strings
'---------
#org 0x3B5C63
= You stole the running shoes \nfrom Steven


What am I doing wrong?

.Seth
January 2nd, 2009, 03:07 PM
I added some cool CSS to the thread to make it look pretty and I rewrote the whole thing, so I suggest you guys read over it!

Beab
January 2nd, 2009, 05:50 PM
What's wrong with this?
Fire Red
Script:
#Dynamic 0x31CEFA

#org @start
checkflag 0x82F
if 0x0 goto @event
if 0x1 goto @end
end

#org @event
lock
msgbox @1 MSG_FACE
msgbox @2 msg_face
fanfare 0x13E
waitfanfare
msgbox @3 msg_face
setflag 0x82F
applymovement 0x1 @move
waitmovement 0x0
release
end

#org @1
= \nHey, good to see you're awake.\pGood called, he said that you're\nsupposed to meet him at his house.\p
#org @2
= I know you're in a hurry, too\nso have these:\p
#org @3
= [Player] received a pair of running\nshoes!\pThere's directions attached:\nTo run, press B while walking.\p

#org @move

#RAW 0x13
#RAW 0x13
#RAW 0x11
#RAW 0xFE

#org @end
release
end

TwiliteFriends
January 2nd, 2009, 08:48 PM
Thnx this is great! Is awesome! 5 star!

THNX It help alot!
And yur tutorial is understandable~!

mattattack
January 2nd, 2009, 09:39 PM
Hello Seth I need help is this script right?

#dynamic 0x800010
#org @starter
lock
faceplayer
checkflag 0x828
msgbox @Choose
boxset 0x6
if 0x0 goto @give
if 0x1 goto @goodluck
release
end

#org @give
msgbox @Elekid
Boxset 0x5
if 0x1 goto @elekidgave
if 0x0 goto @magby1
release
end

#org @magby1
msgbox @Magby2
boxset 0x5
if 0x1 goto @magbygave
if 0x0 goto @smoochum
release
end

#org @smoochum
msgbox @smoocchum2
boxset 0x5
if 0x1 goto @smoochumgave
if 0x0 goto @give
release
end

#org @elekidgave
givepokemon 0xEF 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
waitfanfare
msgbox @speech
boxset 0x6
setflag 0x828
release
end

#org @magbygave
givepokemon 0xF0 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
waitfanfare
msgbox @speech
boxset 0x6
setflag 0x828
release
end

#org @smoochumgave
givepokemon 0xF0 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
waitfanfare
msgbox @speech
boxset 0x6
setflag 0x828
release
end

#org @choose
= Hello, \v\h01\ how are you?\ntoday you will get your first\nPokemon. Please choose carefully their\nrare.
#org @Elekid
= Do you want Elekid?

#org @Magby2
= Do you want Magby?

#org @smoochum
= Do you want Smoochum?

#org @speech
= Well now \v\h01\ you chose your first pokemon\ntake care of it now and also\nDid you here the reports of\na crater located in the middle of\nDimento City? Well I want you\nto explore the crater for my assistant\nhe will give you the pokedex he got\nfrom the pokemart in Dimento City.

#org @goodluck
= Good luck on your journey

ZodiacDaGreat
January 2nd, 2009, 09:54 PM
What the heck? What's the point of this tutorial... Another scripting tutorial?

@All Newbies - Theres a nice official XSE tutorial, no one knows XSE better than the creator so read that instead. If there's anything unclear notify HackMew.

Work on the guide is in progress :)

.Seth
January 4th, 2009, 03:43 PM
@ZodiacDaGreat: It's not new. I updated it. And, what do you mean, what's the point? It's rather obvious. To teach about how to script using XSE. You're right when you say nobody knows better than the creator. But, did I say this was a tutorial about how to use the program? No, it's a tutorial that's about scripting for use with the program XSE.

Anyways, I'm learning some new scripting stuff, so there should be an update soon. :)

machomuu
January 4th, 2009, 04:28 PM
Anyways, I'm learning some new scripting stuff, so there should be an update soon. :)
Another one?!!
Well anyway, the huge update helped me learn to script more, so thanks, it actually reminds me of TheTheThe's tutorial, except in XSE, keep up the good work :D!

.Seth
January 4th, 2009, 05:24 PM
Thanks, machomuu. I am learning new stuff, but I may not update it as quick as you think. Mostly because I have to get the CSS tables right when I add new things.

Binary
January 5th, 2009, 10:37 AM
Nice, the layout looks fantastic. I hope that you also add some more commands and stuff. But it's a spectacular tutorial. Nice job!

marbles are great
January 5th, 2009, 11:33 AM
I'm new to this whole scripting thing and need a little hand, is it okay for me to ask here?

Anyway, here's my problem, why won't this script save?

#dynamic 0x2DD100

#org @start
lock
faceplayer
checkflag 0x828
if 0x0 goto @give
if 0x1 goto @hi
release
end

#org @give
msgbox @givetext
boxset 0x6
givepokemon 0x84 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
waitfanfare
setflag 0x828
msgbox @recieved
boxset 0x6
release
end

#org @givetext
= Hi, [player]!\nCongratulations on finishing\lyour training.\lIt's time to get your\lfirst Pokemon!

#org @recieved
= \c\h01\h04You got your first Pokemon!
#org @hi

= Hi [player],\nhow's the adventure?

I put the script in, then I press Compile then I save usually putting the name as 1 then the Compile thing closes so then I press x on XSE and it then it asks to save again, so I do, again as 1 but when I reopen XSE (through Advancemap) it just has the original script there? I can edit scripts but I can't make my own, basically? Is it because I'm doing it through Advancemap?

.Seth
January 5th, 2009, 02:28 PM
@marbles the great: Yes, I'm pretty sure that's why. Because in Advance Map, you edit the script, not create new ones. You have to open XSE by itself to make new scripts.

@Binary: Thanks. Spent a lot of time on it. I will be adding stuff soon.

Ninja Caterpie
January 5th, 2009, 03:18 PM
I put the script in, then I press Compile then I save usually putting the name as 1 then the Compile thing closes so then I press x on XSE and it then it asks to save again, so I do, again as 1 but when I reopen XSE (through Advancemap) it just has the original script there? I can edit scripts but I can't make my own, basically? Is it because I'm doing it through Advancemap?

You need to put the offset of the @start (the number it gives) and put that into the A-Map thing saying "Script offset". Needs a $ in front though.

marbles are great
January 6th, 2009, 11:46 AM
Okay, I'll have a go now, thanks. =D


Yay it worked

Surf
January 7th, 2009, 09:31 PM
Yo Rai Rai Kun heres a list of Firered Movement Permissons by christos
01 = Look up
02 = Look left
03 = Look right
04 = Look down
05 =
06 =
07 =
08 = Walk down 1 (very slow)
09 = Walk up 1 (very slow)
0A = Walk left 1 (very slow)
0B = Walk right 1 (very slow)
0C = Walk down 1 (slow)
0D = Walk up 1 (slow)
0E = Walk left 1 (slow)
0F = Walk right 1 (slow)
10 = Walk down 1 (normal)
11 = Walk up 1 (normal)
12 = Walk left 1 (normal)
13 = Walk right 1 (normal)
14 = Jump down 2
15 = Jump up 2
16 = Jump left 2
17 = Jump right 2
18 =
19 =
1A =
1B =
1C =
1D = Run down 1
1E = Run up 1
1F = Run left 1
20 = Run right 1
...
46 = Jump down 1 (look left)
47 = Jump up 1 (look down)
48 = Jump left (look up)
49 = Jump right (look left)
4A = Face player
4B = Face against player
4C =
4D =
4E = Jump down 1
4F = Jump up 1
50 = Jump left 1
51 = Jump right 1
52 = Jump down
53 = Jump up
54 = Jump left
55 = Jump right
56 = Jump down (look up)
57 = Jump up (look down)
58 = Jump left (look right)
59 = Jump right (look left)
5A =
5B =
5C =
5D =
5E =
5F =
60 = Hide sprite
61 = Show sprite
62 = "!"
63 = "?"
64 = "x"
65 = "!!"
66 = ":)"

Shaymew
January 14th, 2009, 05:46 PM
HI i am sorry if you already answered this question earlier in the topic but i dont have time to read it. I need help, bc everytime i follow the exact script, it says "too less parameters at line 6. the correct number is 2"
do you no how to fix this?

The Abyss
January 14th, 2009, 05:54 PM
If you use the newest XSE you dont need boxset.
You should have it like:

msgbox @text 0x6

not msgbox @text
boxset 0x6

Shaymew
January 14th, 2009, 06:00 PM
If you use the newest XSE you dont need boxset.
You should have it like:

msgbox @text 0x6

not msgbox @text
boxset 0x6


=O THANK YOU! I THINK IT WORKS! Now i just have to test it....wait for signs do u use this same script?

The Abyss
January 14th, 2009, 06:18 PM
You can but just experiment.

Shaymew
January 14th, 2009, 06:19 PM
T_T well i have a girl here that i cant talk to and when i walk infront of her, she executes the part of the script where it holds you, but not the whole talking part

The Abyss
January 14th, 2009, 06:24 PM
PM me the script and i'll have a look.

Shaymew
January 15th, 2009, 06:52 PM
okay this is really getting on my nerves.

I do everything according to tutorial, and make a few correctiosn like the msgbox @text 0x6
but it doesnt work! >=O IT MAKES ME WANT TO KILL 1708979868795 CHIMCHARS! well...usually i do want to do that....BUT I WANT TO KILL THESE ONES WITH THERE INTESTINES!

um anyway....ya...also ive been studying and....from what the game already has in there for people, the scripts look more like this

'---------------
#org 0x1E802B
msgbox 0x81E8B25 MSG_FACE '"PROF. BIRCH spends days in his LAB..."
end

'---------
' Strings
'---------
#org 0x1E8B25
= PROF. BIRCH spends days in his LAB\nstudying, then he'll suddenly go out in\lthe wild to do more research[.]\pWhen does PROF. BIRCH spend time\nat home?

ugh...im tired......need to solve this problem though...

.Seth
January 15th, 2009, 06:55 PM
okay this is really getting on my nerves.

I do everything according to tutorial, and make a few correctiosn like the msgbox @text 0x6
but it doesnt work! >=O IT MAKES ME WANT TO KILL 1708979868795 CHIMCHARS! well...usually i do want to do that....BUT I WANT TO KILL THESE ONES WITH THERE INTESTINES!

um anyway....ya...also ive been studying and....from what the game already has in there for people, the scripts look more like this

'---------------
#org 0x1E802B
msgbox 0x81E8B25 MSG_FACE '"PROF. BIRCH spends days in his LAB..."
end

'---------
' Strings
'---------
#org 0x1E8B25
= PROF. BIRCH spends days in his LAB\nstudying, then he'll suddenly go out in\lthe wild to do more research[.]\pWhen does PROF. BIRCH spend time\nat home?

ugh...im tired......need to solve this problem though...

When you mess with compiled scripts such as these using uncompiled commands, they don't work.

If you want to redo these scripts, you must completely change the commands to uncompiled, then recompile the script.

Or, you can rescript it in compiled. Your chioce.

HentaiHentai
January 15th, 2009, 09:56 PM
could any one answer this question.
Is this for XSE 2 or is it just version 2 of your old XSE tut?

Thank You, and Sorry for not reading throughh replies to find it.

Surf
January 16th, 2009, 02:01 AM
could any one answer this question.
Is this for XSE 2 or is it just version 2 of your old XSE tut?

Thank You, and Sorry for not reading throughh replies to find it.

It's not called XSE 2 it's XSE 1.1
And yes RaiRai has done this for version two
RaiRai would you like me to write more that you can add to the tutorial?

HentaiHentai
January 16th, 2009, 06:13 AM
It's not called XSE 2 it's XSE 1.1
And yes RaiRai has done this for version two
RaiRai would you like me to write more that you can add to the tutorial?

Correct me if im wrong but its the 2ND RELEASE. besides I know somewhere I read HackMew call it XSE 2 not its 'specific version like XSE 1.1.00.8674.22.21 Aplha...."
and anyways what I meant was still obviously clear.
lol sorry for the rant and ty for answering the question.

TB Pro
January 16th, 2009, 03:10 PM
Correct me if im wrong but its the 2ND RELEASE. besides I know somewhere I read HackMew call it XSE 2 not its 'specific version like XSE 1.1.00.8674.22.21 Aplha...."
and anyways what I meant was still obviously clear.
lol sorry for the rant and ty for answering the question.
You are wrong. It is XSE 1.1. The tut is pretty much the same, except the message commands and what not.

HentaiHentai
January 17th, 2009, 03:00 AM
You are wrong. It is XSE 1.1. The tut is pretty much the same, except the message commands and what not.

Wuppdy friggin' do like a give a..Its not like I had it written in stone.

Shaymew
January 17th, 2009, 07:36 PM
ok this is gettin on my nerves
i do the msgbox @text 0x6 and it used to work, but now it says error, type mismatch. explaination anyone> ive been trying so hard to learn this thing bc my cousin and I and some other people are planning on making a ruby hack.......but yes this problem is a big hurdle to jump, so please can anyone help me with my scripting?

.Seth
January 19th, 2009, 12:48 PM
@Shaymew: Hmm... you did add the pointer

"#org @text
= 'Text here'"

to the script, correct?

@HentaiHentai: The version of the tutorial is version 2 (Because of the big update) and it's for the latest release of XSE, which I guess you could say 2nd Release. :\

@Mac_Mini: Sure. Of Course. I need to add more to the tutorial, anyways. I'll go do some research.

NeotyKairyu
February 10th, 2009, 09:25 PM
Oh, boy! With this as a guide, I might be able to script, and if I can script, I'll take 1 scripter spot off my needed list!

HentaiHentai
February 13th, 2009, 03:45 PM
i dont know if its just me, but this supposedly is for the newest version of XSE however, most of it still seems incorrect or outdated?

EX:
message @msg
boxset 6

new:
msgbox @msg 0x2

And correct me if im wrong but the warp command requires X, Y positions.
Warp (MapBank), (Map#) (Warp#) (X) (Y)

Am I wrong?

Oh, boy! With this as a guide, I might be able to script, and if I can script, I'll take 1 scripter spot off my needed list!fe

No offense to Rai-Kuns tut. But I would recomend starting with HackMews GUIDE that comes with XSE then go to this guide and others to fill in the gaps.

No better place to get a tut then the creator. XD

Dark.vs.Light
February 14th, 2009, 01:20 AM
Great Tutorial! This really Helped!! :)

Surf
February 14th, 2009, 01:27 PM
You have to fix some of the stuff in the tut
Yes\no is wrong for XSE
the real comand is

#dynamic 0x800000
#org @start
lock
faceplayer
msgbox @talk 0x5
compare LASTRESULT 0x1
if 0x1 goto @yes
msgbox @no 0x6
release
end

#org @yes
msgbox @yes1 0x6
release
end

#org @no
= No

#org @yes1
= Yes

Jordy San
February 15th, 2009, 07:20 AM
hi, can someone help me with a script.
I'm looking for a script that's needed for my hack.
I need to change the hatching from only 1 egg from hatching by steps, to hatching by clearing an event.

Does someone know a script for that????

bittenka
February 15th, 2009, 08:42 AM
How can i make trainer battles? :(

1KewlDude
February 15th, 2009, 10:07 AM
How can i make trainer battles? :(You need a program... I use Advance Trainer from HackMew... it should be in the Toolbox section... I think... :P

rescuecp
February 17th, 2009, 08:28 AM
How come my script won't work?
This is the final:
'-----------------------
#org 0x2E98DD
lock
faceplayer
msgbox 0x82E9900 '"Squirtle!"
cry 0x7 0x0
wildbattle 0x7 0x0 0x64 0x0
fadescreen 0x1
fadescreen 0x0
hidesprite LASTTALKED
setflag 0x200
release
end

'---------
' Strings
'---------
#org 0x2E9900
= Squirtle!

Jordy San
February 17th, 2009, 01:37 PM
well, it can be me, but is this even an XSE script???
I haven't been scripting for a long time, but don't you need @start and such??

.Seth
February 17th, 2009, 03:10 PM
Jordy San, that's a compiled script. It's in a different format because it is inside of the rom.

Yes, you do need @start, but it's in there. XSE converted the script into the rom's language, so that's why it looks like that.

FlameShocker
February 17th, 2009, 05:59 PM
How do you compile a script with XSE?

Edit: If possible....

Full Metal
February 17th, 2009, 06:28 PM
dude, that's kind of the point of having XSE is to compile your scripts, I believe it is the little "gear" icon around the debug icon

0m3GA ARS3NAL
February 17th, 2009, 09:35 PM
There is another way to compile the scripts you know... It i in Tools-->Batch Compiler


This allows you to select many scripts in one folder at a time and insert them into a chosen rom all at the same time, then you just open A-Map and copy the offsets that start each script!

rescuecp
February 18th, 2009, 11:46 AM
hi, can someone help me with a script.
I'm looking for a script that's needed for my hack.
I need to change the hatching from only 1 egg from hatching by steps, to hatching by clearing an event.

Does someone know a script for that????
You need to use YAPE 09 or Pokemon Amplifier to change the number of egg steps.
I don't know how to do it in SCRIPTING though.

FlameShocker
February 18th, 2009, 01:51 PM
dude, that's kind of the point of having XSE is to compile your scripts, I believe it is the little "gear" icon around the debug icon

There is another way to compile the scripts you know... It i in Tools-->Batch Compiler


This allows you to select many scripts in one folder at a time and insert them into a chosen rom all at the same time, then you just open A-Map and copy the offsets that start each script!
Thx. This will help me a lot.

Jordy San
February 20th, 2009, 03:00 AM
Stupid question, but here goes: How do you insert the scripts in FireRed???
Thanks alot! ;)

rescuecp
February 20th, 2009, 10:51 AM
To insert a script:
1.) Compile it and save it as whatever you want
2.) After saved, it should say on the compile bar: "New offset"
-FIRST ONE THAT SAYS NEW OFFSET.
Copy that onto the personds offset on advance map.
example: Fat man's offset.

How do I make it so when you hit a script on the map it says stuff, ect.

Ok. I will make my own XSE tut once I know how.
ANY HELP WILL DO COMMENT IN MY COMMENTS OR WHATEVER IT'S CALLED
THANKS!

Kryszajtys
February 22nd, 2009, 02:08 PM
When i Try to Compile it says

Too less parameters on line 6. the Correct Number is 2

What does that mean i need help !!!

please some1 help


( Edit :Dont mind my Sig. the tournament is over im just to lazy to take it out)

0m3GA ARS3NAL
February 22nd, 2009, 02:24 PM
it means that there is a problem with the 6th line of code.

(Next time, post your script so I can see what is wrong and fix the problem silly!)

Kryszajtys
February 22nd, 2009, 02:37 PM
it means that there is a problem with the 6th line of code.

(Next time, post your script so I can see what is wrong and fix the problem silly!)


This is just a Tester Script cause i wanted to see if it works


#dynamic 0x800000
#org @start
lock
faceplayer
msgbox @text
boxset 0x6
release
end
#org @text
= Hello.\nI love Matthew

0m3GA ARS3NAL
February 22nd, 2009, 02:43 PM
Well, if you are using the newest XSE, you need to merge 'message' and 'boxset' together.

Ok, first of all, the script WOULD be fine, but you see, since XSE's update, it wont work...

The old way to make a message script was this...

msgbox @text
boxset 0x6

But NOW... the 2 commands are merged... into this

msgbox @text 0x6
You see? The 0x6 from boxset was moved, and boxset is gone.\
Do that, and then try it...

Kryszajtys
February 22nd, 2009, 02:59 PM
Well, if you are using the newest XSE, you need to merge 'message' and 'boxset' together.

Ok, first of all, the script WOULD be fine, but you see, since XSE's update, it wont work...

The old way to make a message script was this...

msgbox @text
boxset 0x6

But NOW... the 2 commands are merged... into this

msgbox @text 0x6
You see? The 0x6 from boxset was moved, and boxset is gone.\
Do that, and then try it...

Where Can i download the NEwest Version

cause it works but then when i put the Compiled Script in it doesnt work -_-

machomuu
February 22nd, 2009, 03:06 PM
Where Can i download the NEwest Version

cause it works but then when i put the Compiled Script in it doesnt work -_-
Well, you could either go to tools (in XSE) and then live update, or get it from Hackmew's tools in the toolbox section.

Kryszajtys
February 22nd, 2009, 03:19 PM
Well, you could either go to tools (in XSE) and then live update, or get it from Hackmew's tools in the toolbox section.


i did that and it still does the Same thing

Like When i Press Debug

The Compiler Output Comes out Put the Finishing code is

just

800000

theres no $ infront of it or anything

and every single Script i Press Debug then the Compiler Output comes it always

800000 Every single 1!! please help

0m3GA ARS3NAL
February 22nd, 2009, 04:15 PM
That is because you are pressing debug silly, not compile!
Read the guide included with teh program please. Hehe.

Kryszajtys
February 22nd, 2009, 04:16 PM
Ya but when i Press Batch Compile then i click on it then i press COmpile it says
"Error 13 type Mismatch on line 1 file C:\users\Matt\desktop\New.rbc

il show you The Script im using


#Dynamic 0x800000

#org @start
lock
faceplayer
checkflag 0x828
if 0x0 goto @give
if 0x1 goto @sry
release
end

#org @give
givepokemon 0x1 0x10 0x0 0x0 0x0 0x0
fanfare 0x13E
waitfanfare
setflag 0x828
msgbox @yay
boxset 0x6
release
end

#org @sry
msgbox @sorry
boxset 0x6
end

#org @yay
= You got Bulbasaur!

#org @sorry
= I can't give you anymore.



i was just using this one as a Tester btw im not really gonna but a Person that gives a Bulbasaur away

0m3GA ARS3NAL
February 22nd, 2009, 04:26 PM
I just said to reag the guide that comes with XSE, it is a very usefull guide that teaches you everything you need to know about how to use the program correctly, press F2 while XSE is open to read it.

Kryszajtys
February 22nd, 2009, 04:34 PM
kk il read it but if it still doesnt work il right down the problem and post it here :)


Edit: its not letting me ReaD the Guide when i go to help i cant click on Guide

Thx Omega Arsenal you Help me alot Now every thing is Working fine :) Thx!!!!

Flaming_Printer
February 23rd, 2009, 08:45 PM
I have this script so you can't leave a town unless you have the badge, but if you step on the square that the script is on it just freezes. What should I do? It is a FireRed Script.
#dynamic 0x27679C

#org @cant
checkflag 0x820
if 0x0 goto @nono
if 0x1 goto @pass
end

#org @nono
lock
message @nogo
boxset 0x6
applymovement 0xFF @back
waitmovement 0x0
release
end

#org @pass
release
end

#org @back
#raw 0x11 0xFE

#org @nogo
= [player]: I should try to beat the\ngym.

PokemonBroski
February 23rd, 2009, 08:46 PM
i used a script and it works
its just after I use it it keeps activating
how can I turn the script off after I activate the first time

James-K
February 24th, 2009, 08:47 AM
:@ Still Cant Get This Working Says Parimeter is too short or something so annoying this stuff

Jordy San
February 24th, 2009, 09:11 AM
Cn you post the script please?

James-K
February 24th, 2009, 01:49 PM
No Problem :)


#dynamic 0x800000

#org @start
lock
faceplayer
checkflag 0x828
if 0x0 goto @give
if 0x1 goto @sry
release
end

#org @give
givepokemon 0x39 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
waitfanfare
setflag 0x828
msgbox @yay
boxset 0x6
release
end

#org @sry
msgbox @sorry
boxset 0x6
end

#org @here
= Here Take This!

#org @sorry
= I can't give you anymore.

Shiny Gold Lover
February 24th, 2009, 09:07 PM
Thank You!
for a start in scripting!

Jordy San
February 25th, 2009, 09:23 AM
No Problem :)


#dynamic 0x800000

#org @start
lock
faceplayer
checkflag 0x828
if 0x0 goto @give
if 0x1 goto @sry
release
end

#org @give
givepokemon 0x39 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
waitfanfare
setflag 0x828
msgbox @yay
boxset 0x6
release
end

#org @sry
msgbox @sorry
boxset 0x6
end

#org @here
= Here Take This!

#org @sorry
= I can't give you anymore.


AHA! A much made problem. Your using the newest XSE right?
In this version, the guide needs to be slightly adjusted.
Instead of typing: (It's just an example.)

msgbox @msg
boxset 0x6


you need to type this:

msgbox @msg 0x6


That's what the parameter error is about.
Hope this helped you ot ;)

Jordy-san

0m3GA ARS3NAL
February 25th, 2009, 09:35 AM
Seriously, didn't I JUST post that a few posts ago? Why did you just answer that person, when I just posted the answer a few posts ago!
Anyways, this is a question for RaiRai_Kun
I was wondering when your next update will be, there are still a bunch of subjects to be covered on XSE so...

Jordy San
February 25th, 2009, 09:47 AM
sorry, i looked over it. And i know it is a question to RaiRai, but i thought i just answered because it is posted a while ago.
But if you guys don't want it, i won't do it next time.

PokemonBroski
February 27th, 2009, 01:51 PM
can you make a script where you can give the player a Pokedex
I need one for my game
PM it to me please if anyone knows it
thanks

Poke_a_Dialga!
February 28th, 2009, 01:00 AM
I NEED HELP! :(
It should work this way: When you pick yes, you'll get you Pokemon and the text will go off. When you talk to the guy who gave you the pokes, he will say........................................................go away....... but instead when i pick yes, this happens:
CDWg7a-Ki_0

#dynamic 0x800000
#org @main
lock
faceplayer
msgbox @textdata 0x5
compare LASTRESULT 0x1
if 0x1 goto @Yes 0x3
msgbox @No 0x2
end
#org @Yes
msgbox @Yes2 0x2
checkflag 0x1019
if 0x3 call @nomore
givepokemon 94 8 0 0 0 0
setflag 0x1019
end
#org @textdata
= I hate this Pokemon.\nDo you want it?
#org @No
= I knew you wouldn't want it...
#org @Yes2
= Thanks for taking it...
#org @nomore
msgbox @msg 0x4
end
#org @msg
= ............\n...............\n.....................\n...go away...

MeesDJ
March 7th, 2009, 06:38 PM
Okay this is driving me CRAZY!..
I've tried my own script AND just used the example scripts to test..

BUT NOTHING HAPPENS O_O..
Even if i compile the example script from here on my script tile's offset nothing happens.
I've put the numbers in AdvancedMap(var value and unknown thingy..) and it just walks by..
If i don't put in those numbers it freezes (That's better than just NO reaction at ALL.)


#dynamic 0x800000

#org @start
checkflag 0x1011
if 0x0 goto @movement
if 0x1 goto @end
end

#org @movement
applymovement 0xFF @move
call 0x800C39
release
end

#org @end
release
end

#org @move
#raw 0x02
#raw 0xFE


Even though multiple example scripts dont work either.. is my script good? I've been doing this for 3 days now >.<

Ancalagon the black
March 7th, 2009, 09:39 PM
is helping very very very much!!

but still having difficulty figuring it

Kryszajtys
March 9th, 2009, 04:12 PM
i have a problem when i click debug on XSE this is what comes up


error 13 type mismatch on line 16 #define


heres the script

#dynamic 0x800000
#org @start
lock
faceplayer
msgbox @package 0x6
msgbox @brt 0x6

msgbox @came 0x6
msgbox @strange 0x6
msgbox @found 0x6
msgbox @letter 0x6
msgbox @what1 0x6
msgbox @what2 0x6
msgbox @letter2 0x6
givepokemon 282x 25x 0x0 0x0 0x0 0x0
setflag 0x828
setflag 0x829
msgbox @why 0x6
msgbox @truth 0x6
msgbox @noway 0x6
msgbox @hidden 0x6
msgbox @Love 0x6
msgbox @p 0x6
msgbox @2 ox6
msgbox @wa 0x6
msgbox @Pooa 0x6
msgbox @la 0x6
msgbox @peopl 0x6
msgbox @pal 0x6
release
end








Please help

Dragonmaster91
March 9th, 2009, 07:30 PM
i have a problem when i click debug on XSE this is what comes up


error 13 type mismatch on line 16 #define


heres the script

#dynamic 0x800000
#org @start
lock
faceplayer
msgbox @package 0x6
msgbox @brt 0x6

msgbox @came 0x6
msgbox @strange 0x6
msgbox @found 0x6
msgbox @letter 0x6
msgbox @what1 0x6
msgbox @what2 0x6
msgbox @letter2 0x6
givepokemon 282x 25x 0x0 0x0 0x0 0x0
setflag 0x828
setflag 0x829
msgbox @why 0x6
msgbox @truth 0x6
msgbox @noway 0x6
msgbox @hidden 0x6
msgbox @Love 0x6
msgbox @p 0x6
msgbox @2 ox6
msgbox @wa 0x6
msgbox @Pooa 0x6
msgbox @la 0x6
msgbox @peopl 0x6
msgbox @pal 0x6
release
end








Please helpYou are not supposed to click debug, you are supposed to click compile. If the problem continues, post your script.

0m3GA ARS3NAL
March 9th, 2009, 09:44 PM
givepokemon 282 25 0 0 0 0
The problem was, like XSE said, on line 16 of the script. I assume you want to give a lv25 gardevoir in this script? Look at what I edited here on this line.
In XSE, you don't need to use 0x for command parameters. Use the line of code in the quote above, THAT, will work.
Actually READ the errors, they make sense... :t157:


checkflag 0x1011
if 0x0 goto @movement
checkflag 0x1011
if 0x1 goto @end
Remember, you have to use checkflag EVERY time that you want to check a flag. Try that instead!

Zanny77
March 26th, 2009, 10:09 AM
Okay, I had managed to get my first script working, but now I'm trying to put in two more scripts. Thing is, whenever I talk to them, they say the same as the first guy! I have the 1st guy's offset as 800000, the 2nd as 800001, and the 3rd as 800002.

~Poke~
March 29th, 2009, 02:48 AM
Ok, this is my first script, but it doesn't do anything when I step on the script tile. Made in XSE

#Dynamic 0x6B0F40

#org @start
lock
applymovement 0x01 @move
waitmovement 0x0
msgbox @darkrai 0x6
release
warpteleport 0x1 0x1 0x1 0x5 0x2
end

#org @darkrai
= ...\nWas that Darkrai?

#org @move
#raw 0x15

#org @end
release
end

It's meant to make Darkrai move off the bottom of the screen then talk, then warp to your house (dream)

EDIT: Ok, I've inserted it again, and now it freezes...

I posted that in the script help thread, but no-one's helped me... Can you help?

NTA
April 11th, 2009, 02:52 AM
where can i find a list of fanfares?

LordRaglan
April 11th, 2009, 03:11 PM
okay i know this is a stupid question but i can't figure it out
once i've written/changed the script how do i apply it to the rom?
it asks me to save so i do in the same folder but it doesn't change anything - i think i can do the script but i can't save it!! its frustrating the hell out of me

mattattack
April 20th, 2009, 04:27 AM
I actually have a script for getting a pokeball sprite (item)

#dynamic 0xoffset

#org @masterball
lock
msgbox @ugotmasterball
fanfare (forget the number i got it in my script)
waitfanfare
setflag 0x200
hidesprite 0x01
release
end

#org @ugotmasterball
= You got a Masterball!

(note: their may be some stuff i'm missing from my original script)

Tropical Sunlight
April 20th, 2009, 04:34 AM
I actually have a script for getting a pokeball sprite (item)

#dynamic 0xoffset

#org @masterball
lock
msgbox @ugotmasterball
fanfare (forget the number i got it in my script)
waitfanfare
setflag 0x200
hidesprite 0x01
release
end

#org @ugotmasterball
= You got a Masterball!

(note: their may be some stuff i'm missing from my original script)
Ugh...
You don't have a giveitem...

mattattack
April 20th, 2009, 04:36 AM
oops forgot about that now that part is in the script people

Black Listed
April 21st, 2009, 11:10 AM
heres a noob question but how do i put the scripts on my rom?

0m3GA ARS3NAL
April 21st, 2009, 11:28 AM
You are not supposed to click debug, you are supposed to click compile. If the problem continues, post your script.

Ok... I just read this post, and I am disgusted!
You ALWAYS click DEBUG
Debug is the function that FINDS BUGS, so you can fix them BEFORE you put them into the game.

The error type, means that one of the parameters on line 16 of the script, is wrong.


Notice
Line #16 is HERE
givepokemon 282x 25x 0x0 0x0 0x0 0x0
You sure you dont see anything wrong?
look

282x?
25x?
WRONG
if you are trying to give a LV25 Gardevior, you are going to want to rewrite this one line...
You can either write this line as
givepokemon 282 25 0 0 0 0
OR, you can write it all as HEX, like THIS (Which is the way I do it for giggles)
givepokemon 0x11A 0x19 0x0 0x0 0x0 0x0

Now, that 2nd line may not look right, but it is, since 0x11A is the same as 282, and 0x19 is the same as 25
Try replacing that old givepokemon line, with the one I wrote.

Greenumbreon
April 21st, 2009, 03:02 PM
Now, I wrote this script thingy here to give the player a VS Seeker as soon as they leave their house at the beggining of the game. (in my FireRed hack that I'm currently working on) But I can't compile it; it says:
"No #org directives were found. Cannot compile."
And I don't really understand that.
So what's wrong with my script?

#Dynamic 0x71C694

checkflag 0x292
if 0x0 goto @givevs
if 0x1 goto @end

#org @givevs
lockall
applymovement 0x3 @move
waitmovement
msgbox @takethis
giveitem 0x16A 0x1 0x0
fanfare 0x013D
waitfanfare
msgbox @recieved
msgbox @gottago
applymovement 0x3 @move2
waitmovement
hidesprite LASTTALKED
releaseall
end

#org @move
#raw 0x1
#raw 0xFE

#org @takethis
= ???: \c\h01\h06Hey, It's you!\nHeh, you probably don't know who I\lam.\pRegardless, don't forget this!

#org @recieved
= [PLAYER] recieved the VS SEEKER!

#org @gottago
= \c\h01\h06What is it? Why, it's a VS SEEKER!\nIt emits radio waves that can\lhypnotise other trainers into\lwanting to battle you again!\pIt can also be used as a cellphone.\pAnyway, I gotta go.\nG'bye!

#org @move2
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x02
#raw 0x02
#raw 0x10
#raw 0xFE

#org @end
end

0m3GA ARS3NAL
April 21st, 2009, 03:32 PM
Now, I wrote this script thingy here to give the player a VS Seeker as soon as they leave their house at the beggining of the game. (in my FireRed hack that I'm currently working on) But I can't compile it; it says:
"No #org directives were found. Cannot compile."
And I don't really understand that.
So what's wrong with my script?

#dynamic 0x71C694

#org @start
checkflag 0x292
if 0x0 goto @givevs
checkflag 0x292
if 0x1 goto @end

#org @givevs
lockall
applymovement 0x3 @move
waitmovement 0x0
msgbox @takethis 0x6
giveitem 0x16A 0x1 0x0
fanfare 0x013D
waitfanfare
msgbox @gottago 0x6
applymovement 0x3 @move2
waitmovement 0x0[b]
hidesprite LASTTALKED
releaseall
end

#org @move
#raw 01 FE

#org @takethis
= ???: \c\h01\h06Hey, It's you!\nHeh, you probably don't know who I\lam.\pRegardless, don't forget this!

#org @gottago
= \c\h01\h06What is it? Why, it's a VS SEEKER!\nIt emits radio waves that can\lhypnotise other trainers into\lwanting to battle you again!\pIt can also be used as a cellphone.\pAnyway, I gotta go.\nG'bye!

#org @move2
#raw 10 10 10 10 02 02 10 FE

#org @end
[b]release
end

First of all, you need a #org @whatever at the top
I am tired of posting this but...
[css-span="text-decoration: blink;"]READ YOUR ERROR CODES![/css-span]
100% of the time, those error codes will tell you what is wrong in your script! STOP POSTING ABOUT ERROR CODES!

I fixed and optimized your script, check the quote.
All added stuff in in bold
Removed stuff is well... removed...
IFNO:
the D in dynamic should be lowercase...
All msgbox should have both a pointer, (@something) and a byte at the end telling it the boxset (0x6 for instance)
Movements dont need there own line per RAW, and if you say RAW, you dont need the 0x prefix of a HEX number, you can just write 1D for instance
Finally, giving the player a real item, like the VS Seeker, automatically displays the message FOR you, no need yo write your own, because if you do, it shows it twice!

.Seth
April 21st, 2009, 06:14 PM
Announcements
1. Please go to the "Script Help Thread" in the ROM Hacking section for major script help. Minor script errors may be posted.
2. I am remaking this tutorial, so please look for a new thread soon, since some of this thread has comments on the very first version of this tutorial.
3. This may be locked, due to obvious (^) reasons.

Greenumbreon
April 23rd, 2009, 09:52 AM
Thank you, Om3GA ARS3NAL. But it still won't compile right. If I reopen the script, it just comes up as this:

'-----------------------
#org 0x71C694
checkflag 0x292
if 0x0 goto 0x871C6A4
if 0x1 goto 0x871C844
'-----------------------
#org 0x71C6A4
lockall
'-----------------------
#org 0x71C844

And that doesn't work. How can I fix it?

0m3GA ARS3NAL
April 23rd, 2009, 01:27 PM
Thank you, Om3GA ARS3NAL. But it still won't compile right. If I reopen the script, it just comes up as this:

'-----------------------
#org 0x71C694
checkflag 0x292
if 0x0 goto 0x871C6A4
if 0x1 goto 0x871C844
'-----------------------
#org 0x71C6A4
lockall
'-----------------------
#org 0x71C844

And that doesn't work. How can I fix it?

You are going to have to go to the script help thread now. Rai has defined this thread as unused, please respect that.

Zanny77
May 3rd, 2009, 02:09 PM
This is the ONLY THING I cannot seem to figure out, and NO tutorial I have read (and I have read multiple ones on this site and many on others) have mentioned it. Once you have the first script done, what do you do to make another one? Do you make a new tab? Just write on the one you just made?

EDIT: I'm a liar. :\
Two things. I messed up the words on one of my scripts, but it won't let me compile. I tried to find a way around it, and managed to change it by changing the offset. I had another script that I had messed up (:\), and did the same thing, but now the person does nothing. How do I fix this, and is there a simpler way to change it if I mess up?
Here's the script that won't go at all:
#dynamic 0x800C54

#org @something
lock
faceplayer
checkflag 0x200
if b_true goto @flag
msgbox @b 0x6
givepokemon 0x394 0x50 0x1 0x0 0x0 0x0
fanfare 0x13E
msgbox @d 0x4
waitfanfare
closeonkeypress
setflag 0x200
release
end

#org @b
= Gah!\nMy flawless disguise as\la random triangle has\l been ruined!\nFine, take this.
givepokemon 0x394 0x50 0x1 0x0 0x0 0x0

#org @flag
message @c 0x6
release
end

#org @c
= Shoo!\pI'm depressed enough!

#org @d
= You recieved GARDEVOIR!