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HackMew
December 20th, 2008, 05:10 AM
[css-div="font-family:segoe ui,tahoma,sans-serif"]A brief intro about the new script help concept
I've been following the Script Help thread since it began and after months of posts the conclusion I came was only one: there needs to be stricter and better rules. I'm not saying it will be really easy at first, but it's something it needs to be done.

Rules, what about them?
I'll post them in an unsorted order because any of them must be followed and all of them have the same importance. Of course, all forum rules apply.

General Rules

[css-span="font-family:segoe ui,tahoma,sans-serif"]Always search before asking: someone may have gotten the same problem before you, therefore you would get the answer in no time.[/css-span]
[css-span="font-family:segoe ui,tahoma,sans-serif;font-weight:bold"]Whenever you need a particular script example, just decompile some similar scripts and try messing around with them.[/css-span]
[css-span="font-family:segoe ui,tahoma,sans-serif;font-weight:bold"]If you need help, ask for it nicely and never demand it.[/css-span]
[css-span="font-family:segoe ui,tahoma,sans-serif"]If you don't get an answer soon, just wait patiently. If someone knows the answer, you'll get it posted eventually.[/css-span]
[css-span="font-family:segoe ui,tahoma,sans-serif;font-weight:bold"]Do not ask the same questions over and over again.[/css-span]
[css-span="font-family:segoe ui,tahoma,sans-serif;font-weight:bold"]If you want to say thanks, do it via VM/PM instead of spamming the thread.[/css-span]
[css-span="font-family:segoe ui,tahoma,sans-serif"]This is not a script request thread, so you have to post your scripts, clearly explaining what they're supposed to do and what happens instead.[/css-span]

Posting Rules


[css-span="font-family:segoe ui,tahoma,sans-serif;font-weight:bold"]Make sure you took a close look at the scripting tutorials before posting.[/css-span]
[css-span="font-family:segoe ui,tahoma,sans-serif"]Always include all your scripts inside spoilers. This way people don't need to waste time scrolling the thread instead of trying to help.[/css-span]
[css-span="font-family:segoe ui,tahoma,sans-serif"]Whenever you're posting your script, a couple of screenshoots or a video are useful to understand the problem. If you can, always use at least one of them.[/css-span]
[css-span="font-family:segoe ui,tahoma,sans-serif"]Don't forget to include what ROM you're using. Flags and movements are different from game to game, for example.[/css-span]
[css-span="font-family:segoe ui,tahoma,sans-serif;font-weight:bold"]While posting, always include the script type.[/css-span]

Available types are:

[css-span="font-family:segoe ui,tahoma,sans-serif"]Person event - those scripts that get executed when you talk to someone[/css-span]
[css-span="font-family:segoe ui,tahoma,sans-serif"]Signpost[/css-span]
[css-span="font-family:segoe ui,tahoma,sans-serif"]Trigger - walkable, green "S" on AM[/css-span]
[css-span="font-family:segoe ui,tahoma,sans-serif"]Level script ¹[/css-span]


[css-span="font-family:segoe ui,tahoma,sans-serif"]So, for example, if someone needs help with a level script someone that doesn't know anything about them wouldn't even try helping.
[/css-span]

[css-span="font-family:segoe ui,tahoma,sans-serif;font-weight:bold"]Don't forget to specify what's the script editor you are using.[/css-span]
[css-span="font-family:segoe ui,tahoma,sans-serif;font-weight:bold"]Whenever you see someone is missing some data from his post, report it rather then giving a generic answer.[/css-span]
[css-span="font-family:segoe ui,tahoma,sans-serif"]Avoid answering if you're not truly sure about what you're saying. Wrong answers won't help anyone: even worser, someone may really think what you said is true. It's not about discouraging people from trying to help: it's about discouraging wrong knowledge.[/css-span]

[css-span="font-family:segoe ui,tahoma,sans-serif"]The code below shows you the structure to use when asking for help here. You're not forced to follow it exactly as that, as long as you include all needed information.[/css-span]

[css-span="font-family:consolas,courier new,lucida console,monospace"]Game:
Type:
Editor:
Script:
Script goes here
Screenshots and/or videos: [/css-span]

¹ To view the full level script, do the following:


[css-span="font-family:segoe ui,tahoma,sans-serif;font-size:0.75em"]Open AM and load your ROM.[/css-span]
[css-span="font-family:segoe ui,tahoma,sans-serif;font-size:0.75em"]Enable the Professional Header View from the View menu.[/css-span]
[css-span="font-family:segoe ui,tahoma,sans-serif;font-size:0.75em"]Go to the Header tab and copy the Map Script Offset.[/css-span]
[css-span="font-family:segoe ui,tahoma,sans-serif;font-size:0.75em"]Open XSE and load the same ROM.[/css-span]
[css-span="font-family:segoe ui,tahoma,sans-serif;font-size:0.75em"]Paste in the offset you just copied.[/css-span]
[css-span="font-family:segoe ui,tahoma,sans-serif;font-size:0.75em"]Enable the Level Script option (the button on the very right on the toolbar) and decompile it.[/css-span]

[css-span="font-size:0.75em;font-style:italic"]Note: the rules listed above are subject to change without further notice.[/css-span]

Useful Links


[css-span="font-family:segoe ui,tahoma,sans-serif"][Archive] Script help thread (http://www.pokecommunity.com/showthread.php?t=120081)[/css-span]
[css-span="font-family:segoe ui,tahoma,sans-serif"]XSE Scripting Tutorial (http://www.pokecommunity.com/showthread.php?t=128125) by Darthatron[/css-span]
[css-span="font-family:segoe ui,tahoma,sans-serif"]XSE Basic/Medium tutorial (http://www.pokecommunity.com/showthread.php?t=141113) by Hockeypanda32[/css-span]
[css-span="font-family:segoe ui,tahoma,sans-serif"]Seth the ROM master's XSE tutorial (http://www.pokecommunity.com/showthread.php?t=146174) by Seth-kun[/css-span]
[css-span="font-family:segoe ui,tahoma,sans-serif"]diegoisawesome's MEGA-HUGE XSE Scripting Tutorial (http://www.pokecommunity.com/showthread.php?t=164276) by diegoisawesome[/css-span]
[css-span="font-family:segoe ui,tahoma,sans-serif"]thethethethe's Scripting Tutorial (http://www.pokecommunity.com/showthread.php?t=128887) by thethethethe[/css-span]

Of course, if you're using XSE, reading the guide is a must ;)

Change Log
This is the place where the updates to this post will be stored.


20/12/2008 - Thread started -- HackMew
21/12/2008 - Adjusted rules a little -- HackMew
25/12/2008 - Introducing the [SOLVED] tag -- HackMew
29/12/2008 - Updated the useful stuff -- HackMew
22/09/2009 - Removed the [SOLVED] part of the rules as no one ever cared -- HackMew
19/11/2009 - Restyled a little -- HackMew

[/css-div]

shane2243
December 20th, 2008, 02:15 PM
i just wanna know how i'd go about including a a script that means i cannot open a door untill i've spoken to birch after i beat may/brenden?

i want to basically lock the door till after birch has given me the pokedex, and the character's mom has given him/her the running shoes?


would i have to put a person script on the door, but with no player icon, and make it so the person script disappears after i have said item?

пзо
December 20th, 2008, 03:16 PM
i just wanna know how i'd go about including a a script that means i cannot open a door untill i've spoken to birch after i beat may/brenden?

i want to basically lock the door till after birch has given me the pokedex, and the character's mom has given him/her the running shoes?


would i have to put a person script on the door, but with no player icon, and make it so the person script disappears after i have said item?

What we would do here is:

#Org @Start
Setflag 0x1000

For the battle script, you know, the battle with brendan/may.
To keep the door locked we would

#Org @Start
Checkflag 0x1000 -

This cheks if the Setflag 0x1000 is Done yet. Make sure you dont use the same flags twice..

That was the battle..
Now the Running shoes:

#Org @Start
Setflag 0x82F

Now that should activate the running shoes..

#Org @start
Checkflag 82F

That checks if you have the running shoes activated..

Now the Pokedex.

#Org @start
Setflag 0x829

That Sets the Pokedex, you now have the pokedex in your menu.

#Org @start
Checkflag 0x829

Checks if the Pokedex is activated..

So here we are.

---
Pokedex Script

#Dynamic 0xoffset

#org @start
checkflag 0x829
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 in there without\nmy pokedex

#org @back
#raw 0x00 0xFE

#org @end
release
end

---
Running shoes Script


#Dynamic 0xoffset

#org @start
checkflag 0x82F
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 in there/nwithout my running shoes.

#org @back
#raw 0x00 0xFE

#org @end
release
end

putting them together is your job. [Its sooo easy]
And I never included the Battle with May/Brendan.. that would go into too much detail.
--
You should inderstand it now, if you dont, just read a tutorial.
This is the best one in my opinion:
http://www.pokecommunity.com/showthread.php?t=146174 (http://www.pokecommunity.com/showthread.php?t=146174)
Its called "Seth The Rom masters XSE scripting Tutorial"

Hope you Exel!
And good luck Scripting!

Chimchar 9
December 20th, 2008, 03:31 PM
note:i want the mum to go to you and then the text but it does the text before the movement.

Game: fire red
Script Type: person script

Script:
#org 0x8000AB
checkflag 0x828
if 0x0 goto 0x88000BC
if 0x1 goto 0x8800154
end


#org 0x8000BC
lock
msgbox 0x88000D2 '"Hey [player] how are you ? yes i kn..."
callstd 0x6
applymovement 0x1 0x880014F
waitmovement 0x0
release
end

#org 0x800154
release
end


#org 0x80014F
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 3 'Face Right
#raw FE 'End of Movements


#org 0x8000D2
= Hey [player] how are you ? yes i know\nit's cold in the dempsi region.\poh yeah pro.oak wants to see you\n about something.

Thrace
December 20th, 2008, 03:44 PM
i just wanna know how i'd go about including a a script that means i cannot open a door untill i've spoken to birch after i beat may/brenden?

i want to basically lock the door till after birch has given me the pokedex, and the character's mom has given him/her the running shoes?


would i have to put a person script on the door, but with no player icon, and make it so the person script disappears after i have said item?
Theres a reason that this new thread was made. Its to avoid posts like this that don't provide enough information. Please use the form in the first post before you post. It'll make it easier for everyone.

Surf
December 20th, 2008, 03:45 PM
note:i want the mum to go to you and then the text but it does the text before the movement.

Game: fire red
Script Type: applymovement script

Script:
#org 0x8000AB
checkflag 0x828
if 0x0 goto 0x88000BC
if 0x1 goto 0x8800154
end


#org 0x8000BC
lock
msgbox 0x88000D2 '"Hey [player] how are you ? yes i kn..."
callstd 0x6
applymovement 0x1 0x880014F
waitmovement 0x0
release
end

#org 0x800154
release
end


#org 0x80014F
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 3 'Face Right
#raw FE 'End of Movements


#org 0x8000D2
= Hey [player] how are you ? yes i know\nit's cold in the dempsi region.\poh yeah pro.oak wants to see you\n about something.

Ok i'll put th wrong things in bold
#dynamic 0x800000
#org @start
checkflag 0x900
if 0x0 goto @go
end


#org @go
lockapplymovement 0x1 @move
waitmovement 0x0
msgbox @talk'"Hey [player] how are you ? yes i kn..."
callstd 0x6
setflag 0x900
release
end



#org @move
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 3 'Face Right
#raw FE 'End of Movements


#org @talk
[I]= Hey [player] how are you ? yes i know\nit's cold in the dempsi region.\poh yeah pro.oak wants to see you\n about something.

That should work as you want it to and it should save bytes
also if your mums not giving you a pokemo you shouldn't use flag 828

HackMew
December 20th, 2008, 04:00 PM
Ok i'll put th wrong things in bold
#dynamic 0x800000
#org @start
checkflag 0x900
if 0x0 goto @go
end


#org @go
lockapplymovement 0x1 @move
waitmovement 0x0
msgbox @talk'"Hey [player] how are you ? yes i kn..."
callstd 0x6
setflag 0x900
release
end



#org @move
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 3 'Face Right
#raw FE 'End of Movements


#org @talk
[I]= Hey [player] how are you ? yes i know\nit's cold in the dempsi region.\poh yeah pro.oak wants to see you\n about something.
That should work as you want it to and it should save bytes
also if your mums not giving you a pokemo you shouldn't use flag 828

Nothing is wrong there but it's always safer to use flags from 0x1000 onwards.
Also, usually flags are used to skip something that got executed already, like you can see in the script below:

#dynamic 0x800000

#org @start
checkflag 0x1000
if 0x1 goto @nothing
lock
applymovement 0x1 @move
waitmovement 0x0
msgbox @talk
callstd 0x6
setflag 0x1000
release
end

#org @nothing
release
end

#org @move
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 3 'Face Right
#raw FE 'End of Movements

#org @talk
= Hey [player] how are you ? yes i know\nit's cold in the dempsi region.\poh yeah pro.oak wants to see you\n about something.

Ninja Caterpie
December 20th, 2008, 04:07 PM
Hackmew, we need a new rule. No requesting scripts, sire!
'nyway, this thread's a great idea an' all.

HackMew
December 20th, 2008, 04:09 PM
HackMew, we need a new rule. No requesting scripts, sire!
'nyway, this thread's a great idea an' all.

Oh, well. Just check the first post. That rule is already there.

treecko99
December 20th, 2008, 09:04 PM
I am trying out a yes/no script I found in a tutorial, but I am having some trouble. Originally it said I was missing #define or parameter tags so I added them to the places that needed them and then complied. When I tested out in the rom "Yes or No?" appeared and so did the box. When I answered the rest of the text didn't appear but I was able to walk around.

Game: Fire Red
System: XSE
Type: Yes/No Script

Script:



#dynamic 0x71A3F3

#org @start
lock
faceplayer
message @tutorial
boxset 5
#define Compare LASTRESULT 0x1
#define b_true goto @yes
#define Compare LASTRESULT 0x0
#define if b_true goto @no
release
end

#org @tutorial
= Yes or no?

#org @yes
message @pressyes
boxset 6
release
end

#org @no
message @pressno
boxset 6
release
end

#org @pressyes
= You pressed YES!

#org @pressno
= You pressed NO!

Ninja Caterpie
December 20th, 2008, 09:23 PM
I am trying out a yes/no script I found in a tutorial, but I am having some trouble. Originally it said I was missing #define or parameter tags so I added them to the places that needed them and then complied. When I tested out in the rom "Yes or No?" appeared and so did the box. When I answered the rest of the text didn't appear but I was able to walk around.

Game: Fire Red
System: XSE
Type: Yes/No Script

Script:



#dynamic 0x71A3F3

#org @start
lock
faceplayer
message @tutorial
boxset 5
compare LASTRESULT 0x1
if b_true goto @yes
message @pressno
boxset 6
release
end

#org @tutorial
= Yes or no?

#org @yes
message @pressyes
boxset 6
release
end

#org @pressyes
= You pressed YES!

#org @pressno
= You pressed NO!
Lolwut? What are the define for? Anyway, I've optimised the script to save time. It should work now.

#dynamic 0x71A3F3

#org @start
lock
faceplayer
message @tutorial
boxset 5
compare LASTRESULT 0x1
if b_true goto @yes
message @pressno
boxset 6
release
end

#org @tutorial
= Yes or no?

#org @yes
message @pressyes
boxset 6
release
end

#org @pressyes
= You pressed YES!

#org @pressno
= You pressed NO!

treecko99
December 20th, 2008, 09:35 PM
Lolwut? What are the define for? Anyway, I've optimised the script to save time. It should work now.

#dynamic 0x71A3F3

#org @start
lock
faceplayer
message @tutorial
boxset 5
compare LASTRESULT 0x1
if b_true goto @yes
message @pressno
boxset 6
release
end

#org @tutorial
= Yes or no?

#org @yes
message @pressyes
boxset 6
release
end

#org @pressyes
= You pressed YES!

#org @pressno
= You pressed NO!

Thanks for the help, but now I am back to my original problem.
It won't let me compile because "Error 13 'type mismatch' on line 8
Missing #define or parameter.
Line: compare LASTRESULT 0x1" pops up.

Ninja Caterpie
December 20th, 2008, 09:50 PM
Thanks for the help, but now I am back to my original problem.
It won't let me compile because "Error 13 'type mismatch' on line 8
Missing #define or parameter.
Line: compare LASTRESULT 0x1" pops up.

Strange - it compiles for me...And when I test it in-game, it works perfectly too!

treecko99
December 20th, 2008, 09:56 PM
Strange - it compiles for me...And when I test it in-game, it works perfectly too!

Okay I added #define to the script you gave me and now it is working. Just one problem. No matter what I pick it says I picked no.

#org @start
lock
faceplayer
message @tutorial
boxset 5
#define compare LASTRESULT 0x1
#define if b_true goto @yes
message @pressno
boxset 6
release
end

#org @tutorial
= Yes or no?

#org @yes
message @pressyes
boxset 6
release
end

#org @pressyes
= You pressed YES!

#org @pressno
= You pressed NO!

Ninja Caterpie
December 20th, 2008, 10:18 PM
Okay I added #define to the script you gave me and now it is working. Just one problem. No matter what I pick it says I picked no.

#org @start
lock
faceplayer
message @tutorial
boxset 5
#define compare LASTRESULT 0x1
#define if b_true goto @yes
message @pressno
boxset 6
release
end

#org @tutorial
= Yes or no?

#org @yes
message @pressyes
boxset 6
release
end

#org @pressyes
= You pressed YES!

#org @pressno
= You pressed NO!

Then try compare lastresult 0x0 instead of 0x1...Initiative, much?

treecko99
December 20th, 2008, 10:38 PM
Then try compare lastresult 0x0 instead of 0x1...Initiative, much?

Gosh Darn it. That still won't work.

Ninja Caterpie
December 20th, 2008, 10:45 PM
Try "if 0x1 goto".

:\ I'm really stuffed over this. It works perfectly on my ROM.

Hey, remember to take the start offset from the compiled script and put THAT into the person's script offset in A-Map.

treecko99
December 20th, 2008, 10:56 PM
Try "if 0x1 goto".

:\ I'm really stuffed over this. It works perfectly on my ROM.

Hey, remember to take the start offset from the compiled script and put THAT into the person's script offset in A-Map.

Unfortunately that failed aswell. It just game me the same thing...with the additional messed up text.

Thanks for your help anyway. Hopefully I'll figure out what is wrong sooner or later.

Hiche..
December 20th, 2008, 11:22 PM
Okay I added #define to the script you gave me and now it is working. Just one problem. No matter what I pick it says I picked no.

#dynamic 0x800000

#org @start
lock
faceplayer
message @tutorial
boxset 5
compare LASTRESULT 0x1
if b_true goto @yes
message @pressno
boxset 6
release
end

#org @tutorial
= Yes or no?

#org @yes
message @pressyes
boxset 6
release
end

#org @pressyes
= You pressed YES!

#org @pressno
= You pressed NO!

The #define before the two commands is useless, and won't do anything. It also compiled perfectly with me. :\

Pokepal17
December 21st, 2008, 04:00 AM
I need a bit of help with a trainerbattle.
The script works fine, so does the battle but when I am in the trainer's sight, the trainer doesn't move towards me so I have to talk to him to battle.
What is wrong?

Trainer's settings in A-map


Movement Type = Look Right
Movement = 11
Trainer Box = Ticked


Trainerbattle Script


#dynamic 0x800000

#org @start
trainerbattle 0x0 0x001 0x0 @before @after
message @beaten
boxset 0x6
release
end

#org @before
= DIE!!!

#org @after
= NOOOOO!!!

#org @beaten
= WHY!!!


Thanks in advance

HackMew
December 21st, 2008, 04:34 AM
Thanks for the help, but now I am back to my original problem.
It won't let me compile because "Error 13 'type mismatch' on line 8
Missing #define or parameter.
Line: compare LASTRESULT 0x1" pops up.

As XSE told you, a #define is missing. And on line 8 we have LASTRESULT.
So make sure you extract all files from the zipped archive.
LASTRESULT is defined in the std.rbh file indeed.

Anyway, remember the script type isn't "Yes/No script" and the like. See the first post for further details.


I need a bit of help with a trainerbattle.
The script works fine, so does the battle but when I am in the trainer's sight, the trainer doesn't move towards me so I have to talk to him to battle.
What is wrong?

Trainer's settings in A-map


Movement Type = Look Right
Movement = 11
Trainer Box = Ticked


Thanks in advance

Well, I guess you just forgot to set the View radius value properly:

http://i40.tinypic.com/2mk86x.jpg

Anyway, next time please provide all info okay?

Pokepal17
December 21st, 2008, 05:29 AM
Thanks HackMew.:classic:

treecko99
December 21st, 2008, 10:45 AM
Thanks Hack Mew, it turned out I forgot to extract the extra files.

Hiche..
December 21st, 2008, 11:06 AM
Can someone show me an example of the trainerbattle 0x6 and 0x7? Thanks in advance.

Likewise
December 21st, 2008, 11:27 AM
#Dynamic 0x71A270

#org @start
checkflag 0x1002
if 0x1 goto @done
lock
faceplayer
giveitem 0x29 0x1
msgbox @text
boxset 0x6
msgbox @Howmuch?
boxset 0x6
applymovement 0x1 @movey
waitmovement 0x0
msgbox @text2
boxset 0x6
msgbox @text3
boxset 0x6
applymovement 0x1 @movey1
waitmovement 0x0
applymovement 0x1 @movey2
waitmovement 0x0
setflag 0x1002
clearflag 0x1004
setflag 0x1003
release
end

#org @text
= Hi, could I have some milk?\pClerk:Certainly!

#org @Howmuch?
= You got some moomoo milk!\pThanks, how much do I owe you?\lClerc:Don't worry, it's on the\nhouse!\pThank you!

#org @movey
#raw 0x62 0x02 0xFE

#org text2
= Boss:What?!\nAnother freebie?!\lThat's it, you're fired!

#org @text3
= Clerk:What?!\n..........\pFine!

#org @movey2
#raw 0x11 0x11 0x60 0xFE

#org @done
release
end

It keeps saying Type Mismatch on line 8, but I checked the tutorials and that's how give item is supposed to go right?

Hiche..
December 21st, 2008, 11:31 AM
You forgot a 0x0 at the end of the giveitem command.

treecko99
December 21st, 2008, 12:25 PM
When I use this Script and talk to the person the game just freezes and the message box does not show up.

Game: FireRed
Type: Person Event
Editor: Xse
Script:
#dynamic 0x71BD78

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

#org @boy
= You are a boy.\nAren't You?

#org @girl
= You are a girl.\n Tell it to the judge.

Hiche..
December 21st, 2008, 12:37 PM
When I use this Script and talk to the person the game just freezes and the message box does not show up.

Game: FireRed
Type: Person Event
Editor: Xse
Script:
#dynamic 0x71BD78

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

#org @boy
message @1
boxset 6
end

#org @girl
message @2
boxset 6
end

#org @1
= You are a boy.\nAren't You?

#org @2
= You are a girl.\n Tell it to the judge.

The fixes are in Bold. I hope that helps.

treecko99
December 21st, 2008, 12:40 PM
Thanks. Now its working properly.

Madridista
December 21st, 2008, 01:49 PM
I just want to say, that there should be a new rule added to the first post.

"If you want to thank somebody, do it via PM instead of spamming this thread"

or something like that.

HackMew
December 21st, 2008, 02:53 PM
Can someone show me an example of the trainerbattle 0x6 and 0x7? Thanks in advance.

Did you check some scripts in the original games? If you want you can check the scripting dumps I made a while ago. See my thread in the Toolbox.


I just want to say, that there should be a new rule added to the first post.

"If you want to thank somebody, do it via PM instead of spamming this thread"

or something like that.

Yeah, that's a good idea. I'll add it right now.

EDIT: Rules updated, everyone! Make sure to read them once more, no matter if you did already.

Semblance
December 21st, 2008, 06:28 PM
Game:Pokemon Dawn of Oblivion
Type:FireRed
Editor:XSE
Script:
'-----------------------
#org 0x3B4D85
lock
checkflag 0x828
if 0x0 goto 0x83B4D90
end

'-----------------------
#org 0x3B4D90
lock
applymovement MOVE_PLAYER 0x83B4DAE
msgbox 0x83B4DBB '"I have the results!\nThe student th..."
applymovement MOVE_PLAYER 0x83B4DB2
msgbox 0x83B4E0E '"Go find Professor Johnson for your ..."
release
end


'-----------
' Movements
'-----------
#org 0x3B4DAE
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)

#org 0x3B4DB2
#raw 62 'Exclamation Mark (!)
#raw 20 'Step Right (Fast)
#raw 1E 'Step Up (Fast)
#raw 1E 'Step Up (Fast)
#raw 1E 'Step Up (Fast)
#raw 1E 'Step Up (Fast)
#raw 1E 'Step Up (Fast)
#raw 1E 'Step Up (Fast)


'---------
' Strings
'---------
#org 0x3B4DBB
= I have the results!\nThe student that will embark on the journey is\p...\n[player]!

#org 0x3B4E0E
= Go find Professor Johnson for your Pokemon!
Screenshots and/or Videos: None

This script is supposed to be a one time only, sorta of like the Oak script that stops you from going out onto the grass without Pokemon. All it's doing now is freezing up the game, and it does that when it's not even on the correct tile. Help would be appreciated greatly; it's the first time I've done a script as complex as this.

HackMew
December 21st, 2008, 06:49 PM
Game:Pokemon Dawn of Oblivion
Type:FireRed
Editor:XSE
Script:
'-----------------------
#org 0x3B4D85
lock
checkflag 0x828
if 0x0 goto 0x83B4D90
end

'-----------------------
#org 0x3B4D90
lock
applymovement MOVE_PLAYER 0x83B4DAE
msgbox 0x83B4DBB '"I have the results!\nThe student th..."
applymovement MOVE_PLAYER 0x83B4DB2
msgbox 0x83B4E0E '"Go find Professor Johnson for your ..."
release
end


'-----------
' Movements
'-----------
#org 0x3B4DAE
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)

#org 0x3B4DB2
#raw 62 'Exclamation Mark (!)
#raw 20 'Step Right (Fast)
#raw 1E 'Step Up (Fast)
#raw 1E 'Step Up (Fast)
#raw 1E 'Step Up (Fast)
#raw 1E 'Step Up (Fast)
#raw 1E 'Step Up (Fast)
#raw 1E 'Step Up (Fast)


'---------
' Strings
'---------
#org 0x3B4DBB
= I have the results!\nThe student that will embark on the journey is\p...\n[player]!

#org 0x3B4E0E
= Go find Professor Johnson for your Pokemon!
Screenshots and/or Videos: None

This script is supposed to be a one time only, sorta of like the Oak script that stops you from going out onto the grass without Pokemon. All it's doing now is freezing up the game, and it does that when it's not even on the correct tile. Help would be appreciated greatly; it's the first time I've done a script as complex as this.


Make sure to read better the rules next time because you mixed up thing a little :P

Anyway...
You're missing a release in the first part of the script and you're missing the End of Movements (0xFE) too.
Also, you're missing the callstd/boxset as well.

#dynamic 0x3B4D85

#org @start
lock
checkflag 0x828
if 0x0 goto @continue
release
end

#org @continue
lock
applymovement MOVE_PLAYER @move1
msgbox @results
callstd 0x6
applymovement MOVE_PLAYER @move2
msgbox @gofind
callstd 0x6
release
end

#org @move1
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0xFE

#org @move2
#raw 0x62
#raw 0x20
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0xFE

#org @results
= I have the results!\nThe student that will embark on the journey is\p...\n[player]!

#org @gofind
= Go find Professor Johnson for your Pokemon!

Pokepal17
December 22nd, 2008, 04:10 AM
ROM: Fire Red
Version: 1.0
Script Editor: XSE
Script Type: Person Event
Event pictures: See attachments
Script


#dynamic 0x800000
#org @begin
lock
faceplayer
message @cry
boxset 0x6
cry 0xA1 0xF5
nop
nop
wildbattle 0xF5 0x32 0x0 0x0
fadescreen 0x0
hidesprite 0x201
release
end

#org @cry
= GRRRR!


This should be a simple wildbattle with a Suicune. When I talk to the Suicune, the screen turns black (I think that's the fadescreen command happening too early) and then the battle happens. When ever the battle finishes, the screen doesn't fade and the hidesprite command doesn't happen.

A-map settings


No.= 3
Person Event No.= 4
Movement type= Look around
Person ID= 201
Unknown= 00


Thanks in advance!

Konekodemon
December 22nd, 2008, 04:18 AM
don't know if this is a script problem or not but what gameboy colors do I use if I want red and blue to look like the colors from yellow

пзо
December 22nd, 2008, 04:32 AM
ROM: Fire Red
Version: 1.0
Script Editor: XSE
Script Type: [s] Event apply movment.
Event pictures: Nothing to take pictures of..

I never thought i would be doing this! This script works fine.. but the running shoes dont
activate. Im not sure why.
--
#dynamic 0x71B140

#org @start
checkflag 0x82F
if b_true goto @end
msgbox @something
boxset 0x2
applymovement 0x01 @move
waitmovement 0x0
msgbox @something2
boxset 0x2
setflag 0x82F
fanfare 0x13E
msgbox @youreceived
boxset 0x4
waitfanfare
#raw 0x68
applymovement 0x01 @move2
waitmovement 0x0
release
end

#org @end
release
end

#org @move
#raw 0x10 0x10 0x10 0x10 0x12 0x12 0x12 0xFE

#org @move2
#raw 0x13 0x13 0x13 0x11 0x11 0x11 0x11 0xFE

#org @something
= \c\h01\h04Oh! I forgot something!

#org @something2
= \c\h01\h04Here. These should help you.

#org @youreceived
= You received \c\h01\h08Running Shoes\c\h01\h02!

The script is outdated i got a update here.. with the movments and stuff.. dont even think about stealing it!
If you want a vid say so.

Weird its only this script that dont work!


[Solved]

Hiche..
December 22nd, 2008, 05:36 AM
ROM: Fire Red
Version: 1.0
Script Editor: XSE
Script Type: Person Event
Event pictures: See attachments
Script


#dynamic 0x800000

#org @begin
message @cry
boxset 0x2
cry 0xA1 0xF5
nop
nop
wildbattle 245 32 0 0
fadescreen 0x1
hidesprite 0x4
fadescreen 0x0
release
end

#org @cry
= GRRRR!


This should be a simple wildbattle with a Suicune. When I talk to the Suicune, the screen turns black (I think that's the fadescreen command happening too early) and then the battle happens. When ever the battle finishes, the screen doesn't fade and the hidesprite command doesn't happen.

A-map settings


No.= 3
Person Event No.= 4
Movement type= Look around
Person ID= 201
Unknown= 00


Thanks in advance!

Try this. Also, why did you write hidesprite 0x201? The person event number is 4. :\ I fixed it.

HackMew
December 22nd, 2008, 10:07 AM
ROM: Fire Red
Version: 1.0
Script Editor: XSE
Script Type: [S] Event apply movment.
Event pictures: Nothing to take pictures of..

I never thought i would be doing this! This script works fine.. but the running shoes dont
activate. Im not sure why.
--
#dynamic 0x71B140

#org @start
checkflag 0x82F
if b_true goto @end
msgbox @something
boxset 0x2
applymovement 0x01 @move
waitmovement 0x0
msgbox @something2
boxset 0x2
setflag 0x82F
fanfare 0x13E
msgbox @youreceived
boxset 0x4
waitfanfare
closeonkeypress
applymovement 0x01 @move2
waitmovement 0x0
release
end

#org @end
release
end

#org @move
#raw 0x10 0x10 0x10 0x10 0x12 0x12 0x12 0xFE

#org @move2
#raw 0x13 0x13 0x13 0x11 0x11 0x11 0x11 0xFE

#org @something
= \c\h01\h04Oh! I forgot something!

#org @something2
= \c\h01\h04Here. These should help you.

#org @youreceived
= You received \c\h01\h08Running Shoes\c\h01\h02!

The script is outdated i got a update here.. with the movments and stuff.. dont even think about stealing it!
If you want a vid say so.

Weird its only this script that dont work!

There's nothing wrong there, indeed. Did you try it on a clean ROM?
BTW, #raw 0x68 is closeonkeypress. Don't forget to use spoilers, okay?

Likewise
December 22nd, 2008, 12:05 PM
#dynamic 0x71A29C

#org @start
lock
faceplayer
checkflag 0x1005
if 0x1 goto @milk
msgbox @get
boxset 0x6
msgbox @milky
boxset 0x6
release
end

#org @get
= Mom:Hurry and get the milk honey!

#org @done
release
end

#org @milk
= Mom:Oh you're here!\pMom:While you were out we found\nsome milk in the fridge, but now\lthat you've bought it....Keep it!\pMom:You can go outside to play now.

#org @done2
release
endA kinda noobish question....
When the flag is set, it just ends, it doesn't go to the message @milk thing (don't ask its a very weird script......)

Vrai
December 22nd, 2008, 12:33 PM
A kinda noobish question....
When the flag is set, it just ends, it doesn't go to the message @milk thing (don't ask its a very weird script......)

#dynamic 0x71A29C

#org @start
lock
faceplayer
checkflag 0x1005
if 0x1 goto @milk
checkflag 0x1006
if 0x1 goto @done
msgbox @get
boxset 0x6
msgbox @milky
boxset 0x6
release
end

#org @get
= Mom:Hurry and get the milk honey!

#org @done
release
end

#org @milk
msgbox @milk2
boxset 0x6
setflag 0x1006
release
end

#org @milk2
= Mom:Oh you're here!\pMom:While you were out we found\nsome milk in the fridge, but now\lthat you've bought it....Keep it!\pMom:You can go outside to play now.

#org @done2
release
end

I think I fixed it in the spoiler. Also, if this is a trigger event, you may want to put in what I added in italics and in green, unless you want that message (milk2) repeating over and over again. I can't assume that this is a person or trigger event 'cause you didn't use the correct form.. Please do, in the future.

пзо
December 22nd, 2008, 01:23 PM
Originally Posted by пзо http://www.pokecommunity.com/images/templates/foreverstanding/buttons/viewpost.gif (http://www.pokecommunity.com/showthread.php?p=4214829#post4214829)
ROM: Fire Red
Version: 1.0
Script Editor: XSE
Script Type: [s] Event apply movment.
Event pictures: Nothing to take pictures of..

I never thought i would be doing this! This script works fine.. but the running shoes dont
activate. Im not sure why.
--
#dynamic 0x71B140

#org @start
checkflag 0x82F
if b_true goto @end
msgbox @something
boxset 0x2
applymovement 0x01 @move
waitmovement 0x0
msgbox @something2
boxset 0x2
setflag 0x82F
fanfare 0x13E
msgbox @youreceived
boxset 0x4
waitfanfare
closeonkeypress
applymovement 0x01 @move2
waitmovement 0x0
release
end

#org @end
release
end

#org @move
#raw 0x10 0x10 0x10 0x10 0x12 0x12 0x12 0xFE

#org @move2
#raw 0x13 0x13 0x13 0x11 0x11 0x11 0x11 0xFE

#org @something
= \c\h01\h04Oh! I forgot something!

#org @something2
= \c\h01\h04Here. These should help you.

#org @youreceived
= You received \c\h01\h08Running Shoes\c\h01\h02!

The script is outdated i got a update here.. with the movments and stuff.. dont even think about stealing it!
If you want a vid say so.

Weird its only this script that dont work

---
This script is Haunting me.. It still dont go away. All it is is the running shoes dont work outside.. nothing else.. I've never had trouble like this before..

Please Help.. (This Time) It may look like it has no errors, but wow!

I've even tried the outside map to be "Village" and re-arangin it..
Somthings wrong!

[Solved]

Pokepal17
December 22nd, 2008, 01:26 PM
This script was fixed but it stiil doesn't work th way I want it to.

ROM: Pokemon Fire Red
Version: 1.0
Script Editor: XSE
Script type: Person


#dynamic 0x800000

#org @begin
message @cry
boxset 0x2
cry 0xA1 0xF5
nop
nop
wildbattle 0xF5 0x32 0x0 0x0
fadescreen 0x1
hidesprite 0x4
fadescreen 0x0
release
end

#org @cry
= GRRRR!


A-map settings


http://img239.imageshack.us/img239/8092/picture1cn1.png (http://img239.imageshack.us/my.php?image=picture1cn1.png)


This is a wildbattle with a Suicune. Firstly, the fadescreen command happens before the battle ends, it happesn when I talk to the Suicune. Secondly, the Suicune temporarily disappears after the battle and then returns when I move. If I put in a random ID code, it disappears permanently. Please help me. Thanks in advance!

Pictures


http://img239.imageshack.us/img239/8581/gbarompokemonfireredsudm7.png (http://img239.imageshack.us/my.php?image=gbarompokemonfireredsudm7.png)

Likewise
December 22nd, 2008, 01:33 PM
lol sorry,
Game: Pokemon Fire red
Type: Person
Editor: XSE
Script:
#dynamic 0x71A29C

#org @start
lock
faceplayer
checkflag 0x1005
if 0x1 goto @milk
msgbox @get
boxset 0x6
msgbox @milky
boxset 0x6
release
end

#org @get
= Mom:Hurry and get the milk honey!

#org @done
release
end

#org @milk
= Mom:Oh you're here!\pMom:While you were out we found\nsome milk in the fridge, but now\lthat you've bought it....Keep it!\pMom:You can go outside to play now.

#org @done2
release
end

A kinda noobish question....
When the flag is set, it just ends, it doesn't go to the message @milk thing (don't ask its a very weird script......)

Pokepal17
December 22nd, 2008, 01:46 PM
lol sorry,
Game: Pokemon Fire red
Type: Person
Editor: XSE
Script:
Content hidden:
Click here to view.
#dynamic 0x71A29C

#org @start
lock
faceplayer
checkflag 0x1005
if 0x1 goto @milk
msgbox @get
boxset 0x6
msgbox @milky
boxset 0x6
release
end

#org @get
= Mom:Hurry and get the milk honey!

#org @done
release
end

#org @milk
= Mom:Oh you're here!\pMom:While you were out we found\nsome milk in the fridge, but now\lthat you've bought it....Keep it!\pMom:You can go outside to play now.

#org @done2
release
end






A kinda noobish question....
When the flag is set, it just ends, it doesn't go to the message @milk thing (don't ask its a very weird script......)


Erm this script will not work because you have pointers that don't lead to anything and you've got pieces of script which have no pointers leading to them.

Judging by what your script says, this should be the solution:

#dynamic 0x800000

#org @start
lock
faceplayer
checkflag 0x1005
if 0x1 goto @ milk
msgbox @get
release
end

#org @get
= Mom:Hurry and get the milk honey!


#org @milk
= Mom:Oh you're here!\pMom:While you were out we found\nsome milk in the fridge, but now\lthat you've bought it....Keep it!\pMom:You can go outside to play now.


This may be right but non of us will know until you give us all the script info.

Ninja Caterpie
December 22nd, 2008, 03:18 PM
#dynamic 0x71A29C

#org @start
lock
faceplayer
checkflag 0x1005
if 0x1 goto @milk
msgbox @get
boxset 0x6
msgbox @milky
boxset 0x6
setflag 0x1005
release
end

#org @get
= Mom:Hurry and get the milk honey!

#org @done
release
end

#org @milk
= Mom:Oh you're here!\pMom:While you were out we found\nsome milk in the fridge, but now\lthat you've bought it....Keep it!\pMom:You can go outside to play now.

#org @done2
release
end

A kinda noobish question....
When the flag is set, it just ends, it doesn't go to the message @milk thing (don't ask its a very weird script......)[/QUOTE]

The script is kinda screwed up pretty bad.
#dynamic 0x71A29C

#org @start
checkflag 0x1005
if 0x1 goto @milk
msgbox @get
boxset 0x2
msgbox @milky 'lolwut? Where's the milky thning?
boxset 0x2
setflag 0x1005
end

#org @get
= Mom:Hurry and get the milk honey!

#org @milk
message 0x2 @milk
end

#org @milk
= Mom:Oh you're here!\pMom:While you were out we found\nsome milk in the fridge, but now\lthat you've bought it....Keep it!\pMom:You can go outside to play now.


Oh, N3O, try running on a different map. :\

wolverfrog
December 22nd, 2008, 06:40 PM
The actual give pokemon script works fine. Don't giet me wrong, it gives you a lv 5 Growlithe if you talk to the right guy. The problem is, i want it to be my starter pokemon. So, how do I get the Pokemon menu to appear when i talk to the guy? Because the pokemon shows up in battle, but not in the start menu. Here is the script, can someone edit it so it also makes the pokemon menu show up and highlight the changes?

Thanks

#ORG $begin
lock
faceplayer
checkflag 0x202
if B_true goto $done
message $here
boxset 6
givepokemon 58 5 0xD
setflag 0x202
release
end
#ORG $done
message $nomore
boxset 6
release
end
#ORG $here
$here 1 = (Text Here)
$ORG $nomore
$nomore 1 = (Text Here)

пзо
December 22nd, 2008, 06:58 PM
The actual give pokemon script works fine. Don't giet me wrong, it gives you a lv 5 Growlithe if you talk to the right guy. The problem is, i want it to be my starter pokemon. So, how do I get the Pokemon menu to appear when i talk to the guy? Because the pokemon shows up in battle, but not in the start menu. Here is the script, can someone edit it so it also makes the pokemon menu show up and highlight the changes?

Thanks

#ORG $begin
lock
faceplayer
checkflag 0x828
if B_true goto $done
message $here
boxset 6
givepokemon 58 5 0xD
setflag 0x828
release
end
#ORG $done
message $nomore
boxset 6
release
end
#ORG $here
$here 1 = (Text Here)

$ORG $nomore
$nomore 1 = (Text Here)

Try the Pokemon Menu flag.. Which is Setflag 828 or Chechflag 828.
I changed them both for you in the quote above, I just wanted to tell you your mistakes..
And nextime.. remember to add a spoiler. If you need Any scripting assistance , come to me when im online.
Ill help you.(Ill help you Fast as i can)

wolverfrog
December 22nd, 2008, 07:20 PM
Wow, thanks so much, i really appreciate it

Quickster
December 22nd, 2008, 08:26 PM
Game:Fire Red
Editor:XSE
Type:person event

When i talk to the person,the game freezes with not message box appearing.
#dynamic 0x26D44C

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

#org @talk
= Wow, your pokegear is impressive!\nDid your mom get it for you?

Ninja Caterpie
December 22nd, 2008, 10:11 PM
Having trouble with a rather troublesome script.

Script type: Person Script
ROM:FR
Script Editor:XSE
'---------------
#org 0x2E6168
msgbox 0x82E6025 MSG_NORMAL '"It's a Spearow[.]\pCould it be tha..."
applymovement MOVE_PLAYER 0x82E60A6
waitmovement 0x0
applymovement 0x12 0x82E60AE
waitmovement 0x0
applymovement MOVE_PLAYER 0x82E60B4
applymovement 0x12 0x82E60D4
waitmovement 0x0
applymovement 0x1 0x82E60F4
applymovement MOVE_PLAYER 0x82E60FC
waitmovement 0x0
msgbox 0x82E6100 MSG_NORMAL '"Thank you!\pI[.]How can I pay you ..."
loadpointer 0x0 0x819F8C0 '"[player] received HM02\nfrom the b..."
giveitem2 0x154 0x1 0x101
msgbox 0x819F8E0 MSG_KEEPOPEN '"HM02 is FLY.\nIt's a wonderfully c..."
closeonkeypress
msgbox 0x82E6146 MSG_NORMAL '"Thanks again!\pGoodbye!"
hidesprite 0x12
applymovement 0x15 0x82E615F
hidesprite 0x1
setflag 0x1001
end


'---------
' Strings
'---------
#org 0x2E6025
= It's a Spearow[.]\pCould it be that trainer's?\p[.]\pHere, birdy...

#org 0x2E6100
= Thank you!\pI[.]How can I pay you back[.]?\pI know! Take this HM!

#org 0x19F8C0
= [player] received HM02\nfrom the boy.

#org 0x19F8E0
= HM02 is FLY.\nIt's a wonderfully convenient move.\pPlease, put it to good use.

#org 0x2E6146
= Thanks again!\pGoodbye!


'-----------
' Movements
'-----------
#org 0x2E60A6
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 2E 'Face Up (Delayed)
#raw 64 'Cross (X)
#raw 53 'Jump in Place (Facing Up)
#raw FE 'End of Movements

#org 0x2E60AE
#raw 62 'Exclamation Mark (!)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw FE 'End of Movements

#org 0x2E60B4
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1D 'Step Down (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1D 'Step Down (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 20 'Step Right (Fast)
#raw FE 'End of Movements

#org 0x2E60D4
#raw 10 'Step Down (Normal)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1D 'Step Down (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1D 'Step Down (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw FE 'End of Movements

#org 0x2E60F4
#raw 62 'Exclamation Mark (!)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 0 'Face Down
#raw FE 'End of Movements

#org 0x2E60FC
#raw 10 'Step Down (Normal)
#raw 1 'Face Up
#raw FE 'End of Movements

#org 0x2E615F
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw FE 'End of Movements
When I talk to it, the message appears and I move, but the Spearow doesn't, :\ Then the boy talks but doesn't move. He then just disappears.

Hiche..
December 23rd, 2008, 05:16 AM
Game:Fire Red
Editor:XSE
Type:person event

When i talk to the person,the game freezes with not message box appearing.
#dynamic 0x26D44C

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

#org @talk
= Wow, your pokegear is impressive!\nDid your mom get it for you?

:\ There's nothing wrong with it. Try using a different offset.

Example:

#dynamic 0x800000

#org @start
msgbox @talk
boxset 0x2
end

Don't use lock, faceplayer, and release. Boxset 0x2 can replace them. :]

wolverfrog
December 23rd, 2008, 08:38 PM
Hi, i'm not sure if this is scripting, but how on earth do you make a trainer battle you, from a sprite you have made from the ground up.

Ninja Caterpie
December 24th, 2008, 01:11 AM
Having trouble with a rather troublesome script.

Script type: Person Script
ROM:FR
Script Editor:XSE
'---------------
#org 0x2E6168
msgbox 0x82E6025 MSG_NORMAL '"It's a Spearow[.]\pCould it be tha..."
applymovement MOVE_PLAYER 0x82E60A6
waitmovement 0x0
applymovement 0x12 0x82E60AE
waitmovement 0x0
applymovement MOVE_PLAYER 0x82E60B4
applymovement 0x12 0x82E60D4
waitmovement 0x0
applymovement 0x1 0x82E60F4
applymovement MOVE_PLAYER 0x82E60FC
waitmovement 0x0
msgbox 0x82E6100 MSG_NORMAL '"Thank you!\pI[.]How can I pay you ..."
loadpointer 0x0 0x819F8C0 '"[player] received HM02\nfrom the b..."
giveitem2 0x154 0x1 0x101
msgbox 0x819F8E0 MSG_KEEPOPEN '"HM02 is FLY.\nIt's a wonderfully c..."
closeonkeypress
msgbox 0x82E6146 MSG_NORMAL '"Thanks again!\pGoodbye!"
hidesprite 0x12
applymovement 0x15 0x82E615F
hidesprite 0x1
setflag 0x1001
end


'---------
' Strings
'---------
#org 0x2E6025
= It's a Spearow[.]\pCould it be that trainer's?\p[.]\pHere, birdy...

#org 0x2E6100
= Thank you!\pI[.]How can I pay you back[.]?\pI know! Take this HM!

#org 0x19F8C0
= [player] received HM02\nfrom the boy.

#org 0x19F8E0
= HM02 is FLY.\nIt's a wonderfully convenient move.\pPlease, put it to good use.

#org 0x2E6146
= Thanks again!\pGoodbye!


'-----------
' Movements
'-----------
#org 0x2E60A6
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 2E 'Face Up (Delayed)
#raw 64 'Cross (X)
#raw 53 'Jump in Place (Facing Up)
#raw FE 'End of Movements

#org 0x2E60AE
#raw 62 'Exclamation Mark (!)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw FE 'End of Movements

#org 0x2E60B4
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1D 'Step Down (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1D 'Step Down (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 20 'Step Right (Fast)
#raw FE 'End of Movements

#org 0x2E60D4
#raw 10 'Step Down (Normal)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1D 'Step Down (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1D 'Step Down (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw FE 'End of Movements

#org 0x2E60F4
#raw 62 'Exclamation Mark (!)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 0 'Face Down
#raw FE 'End of Movements

#org 0x2E60FC
#raw 10 'Step Down (Normal)
#raw 1 'Face Up
#raw FE 'End of Movements

#org 0x2E615F
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw FE 'End of Movements
When I talk to it, the message appears and I move, but the Spearow doesn't, :\ Then the boy talks but doesn't move. He then just disappears.
Help meh!

And another one:
Script type: Trigger script
ROM: FR
Script Editor: XSE

'---------------
#org 0x2E63E2
checkflag 0x1002
if 0x1 goto 0x82E64B0
setflag 0x1002
lockall
applymovement MOVE_PLAYER 0x82E64B2
waitmovement 0x0
special 0x113
applymovement MOVE_CAMERA 0x82E64B8
waitmovement 0x0
msgbox 0x82FC750 MSG_NORMAL '"Come on!\pHow long does it take yo..."
applymovement 0x14 0x82FC793
applymovement 0x16 0x82FC797
waitmovement 0x0
msgbox 0x82FC79D MSG_NORMAL '"Okay, all done sir!\p???: Hurry up..."
applymovement 0x15 0x82FC7E3
applymovement 0x14 0x82FC7FB
applymovement 0x16 0x82FC813
applymovement MOVE_CAMERA 0x82FC82B
applymovement MOVE_PLAYER 0x82FC844
waitmovement 0x0
msgbox 0x82FC85C MSG_NORMAL '"???: What is it?\pHENCHMAN: I thin..."
applymovement 0x14 0x82FC8C7
applymovement 0x15 0x82FC8CF
applymovement 0x16 0x82FC8CF
applymovement MOVE_CAMERA 0x82FC8D5
applymovement MOVE_PLAYER 0x82FC8DE
waitmovement 0x0
trainerbattle 0x1 0x1 0x0 0x82FC8E4 0x82FC9E3 0x82E648F
end

'---------------
#org 0x2E64B0
end

'---------------
#org 0x2E648F
msgbox 0x82FC943 MSG_NORMAL '"What?!\pI lost to a kid?\pI'm gonn..."
applymovement 0x14 0x82FC9ED
waitmovement 0x0
special 0x114
releaseall
hidesprite 0x14
hidesprite 0x15
hidesprite 0x16
end


'---------
' Strings
'---------
#org 0x2FC750
= Come on!\pHow long does it take you buffoons\nto pick some herbs?!

#org 0x2FC79D
= Okay, all done sir!\p???: Hurry up then! We don't want\nto be caught!

#org 0x2FC85C
= ???: What is it?\pHENCHMAN: I think I saw somebody,\nsir!\p???: Then pass me the berries. You\ntake him out!

#org 0x2FC8E4
= Ah! I gotcha now, kiddo!\pOh, you think you're tough with\nyour Pokémon?\pI'll prove you wrong!

#org 0x2FC9E3
= Waaah?!

#org 0x2FC943
= What?!\pI lost to a kid?\pI'm gonna bash you to...ah...your\nPokémon looks angry...\pBOSS: Forget it! Just run!\pHENCHMAN: Yessir!\pYou! I'll get you another time!


'-----------
' Movements
'-----------
#org 0x2E64B2
#raw C 'Step Down (Slow)
#raw E 'Step Left (Slow)
#raw E 'Step Left (Slow)
#raw 0 'Face Down
#raw FE 'End of Movements

#org 0x2E64B8
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw FE 'End of Movements

#org 0x2FC793
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw FE 'End of Movements

#org 0x2FC797
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw FE 'End of Movements

#org 0x2FC7E3
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 17 'Jump2 Right
#raw 13 'Step Right (Normal)
#raw 2 'Face Left
#raw 63 'Question Mark (?)
#raw FE 'End of Movements

#org 0x2FC7FB
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 17 'Jump2 Right
#raw 11 'Step Up (Normal)
#raw 62 'Exclamation Mark (!)
#raw FE 'End of Movements

#org 0x2FC813
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 17 'Jump2 Right
#raw 1 'Face Up
#raw 63 'Question Mark (?)
#raw FE 'End of Movements

#org 0x2FC82B
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 1C 'Delay5
#raw 11 'Step Up (Normal)
#raw FE 'End of Movements

#org 0x2FC844
#raw 62 'Exclamation Mark (!)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 10 'Step Down (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 0 'Face Down
#raw FE 'End of Movements

#org 0x2FC8C7
#raw 1E 'Step Up (Fast)
#raw 1E 'Step Up (Fast)
#raw 1E 'Step Up (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw FE 'End of Movements

#org 0x2FC8CF
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw FE 'End of Movements

#org 0x2FC8D5
#raw 1E 'Step Up (Fast)
#raw 1E 'Step Up (Fast)
#raw 1E 'Step Up (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw FE 'End of Movements

#org 0x2FC8DE
#raw 65 'Double Exclamation Mark (!!)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 3 'Face Right
#raw FE 'End of Movements

#org 0x2FC9ED
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw FE 'End of Movements
I move and the camera moves, but nothing else.

I need help on these BADLY! My beta is due tomorrow and these are the final scripts I need!

[/SOLVED!]

Hiche..
December 24th, 2008, 02:00 AM
Hi, i'm not sure if this is scripting, but how on earth do you make a trainer battle you, from a sprite you have made from the ground up.

You should use trainerbattle. trainerbattle 0x0 is for normal battles. trainerbattle 0x1 is for like gym leader, or rival battles. Look around some tutorials.

Help meh!

And another one:
Script type: Trigger script
ROM: FR
Script Editor: XSE

'---------------
#org 0x2E63E2
checkflag 0x1002
if 0x1 goto 0x82E64B0
setflag 0x1002
lockall
applymovement MOVE_PLAYER 0x82E64B2
waitmovement 0x0
special 0x113
applymovement MOVE_CAMERA 0x82E64B8
waitmovement 0x0
msgbox 0x82FC750 MSG_NORMAL '"Come on!\pHow long does it take yo..."
applymovement 0x14 0x82FC793
applymovement 0x16 0x82FC797
waitmovement 0x0
msgbox 0x82FC79D MSG_NORMAL '"Okay, all done sir!\p???: Hurry up..."
applymovement 0x15 0x82FC7E3
applymovement 0x14 0x82FC7FB
applymovement 0x16 0x82FC813
applymovement MOVE_CAMERA 0x82FC82B
applymovement MOVE_PLAYER 0x82FC844
waitmovement 0x0
msgbox 0x82FC85C MSG_NORMAL '"???: What is it?\pHENCHMAN: I thin..."
applymovement 0x14 0x82FC8C7
applymovement 0x15 0x82FC8CF
applymovement 0x16 0x82FC8CF
applymovement MOVE_CAMERA 0x82FC8D5
applymovement MOVE_PLAYER 0x82FC8DE
waitmovement 0x0
trainerbattle 0x1 0x1 0x0 0x82FC8E4 0x82FC9E3 0x82E648F
end

'---------------
#org 0x2E64B0
end

'---------------
#org 0x2E648F
msgbox 0x82FC943 MSG_NORMAL '"What?!\pI lost to a kid?\pI'm gonn..."
applymovement 0x14 0x82FC9ED
waitmovement 0x0
special 0x114
releaseall
hidesprite 0x14
hidesprite 0x15
hidesprite 0x16
end


'---------
' Strings
'---------
#org 0x2FC750
= Come on!\pHow long does it take you buffoons\nto pick some herbs?!

#org 0x2FC79D
= Okay, all done sir!\p???: Hurry up then! We don't want\nto be caught!

#org 0x2FC85C
= ???: What is it?\pHENCHMAN: I think I saw somebody,\nsir!\p???: Then pass me the berries. You\ntake him out!

#org 0x2FC8E4
= Ah! I gotcha now, kiddo!\pOh, you think you're tough with\nyour Pokémon?\pI'll prove you wrong!

#org 0x2FC9E3
= Waaah?!

#org 0x2FC943
= What?!\pI lost to a kid?\pI'm gonna bash you to...ah...your\nPokémon looks angry...\pBOSS: Forget it! Just run!\pHENCHMAN: Yessir!\pYou! I'll get you another time!


'-----------
' Movements
'-----------
#org 0x2E64B2
#raw C 'Step Down (Slow)
#raw E 'Step Left (Slow)
#raw E 'Step Left (Slow)
#raw 0 'Face Down
#raw FE 'End of Movements

#org 0x2E64B8
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw FE 'End of Movements

#org 0x2FC793
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw FE 'End of Movements

#org 0x2FC797
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw FE 'End of Movements

#org 0x2FC7E3
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 17 'Jump2 Right
#raw 13 'Step Right (Normal)
#raw 2 'Face Left
#raw 63 'Question Mark (?)
#raw FE 'End of Movements

#org 0x2FC7FB
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 17 'Jump2 Right
#raw 11 'Step Up (Normal)
#raw 62 'Exclamation Mark (!)
#raw FE 'End of Movements

#org 0x2FC813
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 17 'Jump2 Right
#raw 1 'Face Up
#raw 63 'Question Mark (?)
#raw FE 'End of Movements

#org 0x2FC82B
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 1C 'Delay5
#raw 11 'Step Up (Normal)
#raw FE 'End of Movements

#org 0x2FC844
#raw 62 'Exclamation Mark (!)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 10 'Step Down (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 0 'Face Down
#raw FE 'End of Movements

#org 0x2FC8C7
#raw 1E 'Step Up (Fast)
#raw 1E 'Step Up (Fast)
#raw 1E 'Step Up (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw FE 'End of Movements

#org 0x2FC8CF
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw FE 'End of Movements

#org 0x2FC8D5
#raw 1E 'Step Up (Fast)
#raw 1E 'Step Up (Fast)
#raw 1E 'Step Up (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw FE 'End of Movements

#org 0x2FC8DE
#raw 65 'Double Exclamation Mark (!!)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 3 'Face Right
#raw FE 'End of Movements

#org 0x2FC9ED
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw FE 'End of Movements
I move and the camera moves, but nothing else.

I need help on these BADLY! My beta is due tomorrow and these are the final scripts I need!

All that I can think of that the person event numbers are not used properly :\ You changed them to HEX? Like, 10 to A?

Edit: I have a question, suppose I want the player to surf, but not use surf. Just the animation. How do I do it? I remember there's a special for it. Thanks.

cartercr
December 24th, 2008, 09:17 AM
could someone help me, I need a script that switchs the OW sprite when a certain event happens.
Example: Changing clothes for Pokemon contest

Vrai
December 24th, 2008, 09:43 AM
could someone help me, I need a script that switchs the OW sprite when a certain event happens.
Example: Changing clothes for Pokemon contest

As HackMew said, this is not a script request thread. Please attempt to make the script first.

And Hiche, it's special 0x161.

Hiche..
December 24th, 2008, 09:48 AM
Thanks Vrai. Do I need a waitstate under it?

Vrai
December 24th, 2008, 10:04 AM
Thanks Vrai. Do I need a waitstate under it?

I don't think you should. It only activates the surfing animation, as far as I know. I've never used it.. >.<

Shiny Magikarp
December 24th, 2008, 11:42 AM
In my hack, of Fire Red I have changed one of the starter Pokemon to a Larvitar, which means the player needs the National Dex to have seen it. I can't seem to get Oak to give the player a national dex. I looked around and saw some one said to put in "special 0x1F3" in the script I have tried adding it in, replacing all the other specials with it and putting it after all the specials, but it just makes the game freeze. Can someone please tell me what I'm doing wrong? I'm using XSE

Thanks and Merry Christmas

#org 0x16961E
msgbox 0x818E405 '"OAK: Oh, [player]!\nHow is my old P..."
callstd 0x4
textcolor 0x3
fanfare 0x105
msgbox2 0x818E4AF '"[player] delivered OAK'S PARCEL."
waitmsgbox
waitfanfare
call 0x81A6675
removeitem 0x15D 0x1
msgbox 0x818E4CA '"Ah! \nIt's the custom POKé BALL!\pI..."
callstd 0x4
playsong 0x13B 0x0
msgbox 0x818DE8D '"[rival]: Gramps!"
callstd 0x4
closeonkeypress
compare PLAYERFACING 0x2
if 0x1 call 0x8169A82
compare PLAYERFACING 0x1
if 0x1 call 0x8169AC1
compare PLAYERFACING 0x4
if 0x1 call 0x8169A9E
compare PLAYERFACING 0x3
if 0x1 call 0x8169A9E
fadedefault
msgbox 0x818DE99 '"[rival]: I almost forgot!\nWhat did..."
callstd 0x4
closeonkeypress
pause 0x1E
sound 0x15
applymovement 0x4 0x81A75DB
waitmovement 0x0
applymovement 0x4 0x81A75DD
waitmovement 0x0
compare PLAYERFACING 0x1
if 0x1 call 0x8169ADD
compare PLAYERFACING 0x4
if 0x1 call 0x8169B14
compare PLAYERFACING 0x3
if 0x1 call 0x8169AF5
compare PLAYERFACING 0x2
if 0x1 call 0x8169B86
msgbox 0x818E508 '"OAK: Oh, right!\nI have a request f..."
callstd 0x4
closeonkeypress
compare PLAYERFACING 0x2
if 0x1 call 0x8169882
compare PLAYERFACING 0x1
if 0x1 call 0x816988D
compare PLAYERFACING 0x4
if 0x1 call 0x81698A6
compare PLAYERFACING 0x3
if 0x1 call 0x81698B8
msgbox 0x818E536 '"On the desk there is my invention,\..."
callstd 0x4
closeonkeypress
pause 0x28
msgbox 0x818E5C5 '"OAK: [player] and [rival].\nTake th..."
callstd 0x4
closeonkeypress
applymovement 0x4 0x81A75E9
waitmovement 0x0
hidesprite 0x9
pause 0xA
hidesprite 0xA
pause 0x19
compare PLAYERFACING 0x2
if 0x1 call 0x8169845
compare PLAYERFACING 0x1
if 0x1 call 0x8169850
compare PLAYERFACING 0x4
if 0x1 call 0x816985B
compare PLAYERFACING 0x3
if 0x1 call 0x816986D
pause 0xA
textcolor 0x3
fanfare 0x13E
msgbox2 0x818E5EA '"[player] received the POKéDEX\nfrom..."
waitmsgbox
waitfanfare
call 0x81A6675
setflag 0x829
special 0x181
setvar 0x407C 0x1
msgbox 0x818E612 '"OAK: You can't get detailed data\no..."
callstd 0x4
additem 0x4 0x5
msgbox 0x818E6B3 '"[player] received five POKé BALLS."
giveitem2 0x4 0x5 0x101
msgbox 0x818E6D0 '"When a wild POKéMON appears,\nit's ..."
callstd 0x4
setvar 0x8004 0x0
setvar 0x8005 0x1
special 0x173
msgbox 0x818E784 '"To make a complete guide on all\nth..."
callstd 0x4
msgbox 0x818DEC8 '"[rival]: All right, Gramps!\nLeave ..."
callstd 0x4
compare PLAYERFACING 0x2
if 0x1 call 0x8169B33
compare PLAYERFACING 0x1
if 0x1 call 0x8169B45
compare PLAYERFACING 0x4
if 0x1 call 0x8169B57
compare PLAYERFACING 0x3
if 0x1 call 0x8169B57
msgbox 0x818DEF3 '"[player], I hate to say it, but you..."
callstd 0x4
closeonkeypress
playsong 0x13C 0x0
compare PLAYERFACING 0x2
if 0x1 call 0x8169B69
compare PLAYERFACING 0x1
if 0x1 call 0x8169B7B
compare PLAYERFACING 0x4
if 0x1 call 0x8169B7B
compare PLAYERFACING 0x3
if 0x1 call 0x8169B7B
hidesprite 0x8
fadedefault
setvar 0x4055 0x6
setvar 0x4057 0x2
setvar 0x4051 0x1
setvar 0x4058 0x1
setvar 0x4054 0x1
release
end

(Sorry if I put in too much of the script!)

Ninja Caterpie
December 24th, 2008, 01:01 PM
In my hack, of Fire Red I have changed one of the starter Pokemon to a Larvitar, which means the player needs the National Dex to have seen it. I can't seem to get Oak to give the player a national dex. I looked around and saw some one said to put in "special 0x1F3" in the script I have tried adding it in, replacing all the other specials with it and putting it after all the specials, but it just makes the game freeze. Can someone please tell me what I'm doing wrong? I'm using XSE

Thanks and Merry Christmas
(Sorry if I put in too much of the script!)

You sort of don't need the script. Because that "some one" is wrong. It's special 0x16F

/Circa
December 24th, 2008, 08:02 PM
Game: FireRed
Type: Person Event
Editor: XSE
Script:
'-----------------------
#org 0x26E352
lock
faceplayer
checkflag 0x203
if 0x1 goto 0x826E3C1
msgbox 0x826E3CE '"Hey champ-bound trainer!"
callstd 0x6
msgbox 0x826E3E8 '"Would you mind taking a quiz?"
callstd 0x5
compare LASTRESULT 0x1
if 0x1 goto 0x826E37E
msgbox 0x826E513 '"Ok..\nYou're choice."
callstd 0x6
setflag 0x829
setflag 0x203
release
end

'-----------------------
#org 0x26E3C1
lock
faceplayer
msgbox 0x826E529 '"Keep recording data with the Pokede..."
callstd 0x6
release
end

'-----------------------
#org 0x26E37E
msgbox 0x826E407 '"Is Squirtle a water-type Pokemon?"
callstd 0x5
compare LASTRESULT 0x1
if 0x1 goto 0x826E397
msgbox 0x826E4F5 '"Unfortunately, you're wrong."
callstd 0x6
setflag 0x829
setflag 0x203
release
end

'-----------------------
#org 0x26E397
msgbox 0x826E42A '"Do certain types of Pokemon evolve?"
callstd 0x5
compare LASTRESULT 0x0
if 0x1 goto 0x826E3B0
msgbox 0x826E4F5 '"Unfortunately, you're wrong."
callstd 0x6
setflag 0x829
setflag 0x203
release
end

'-----------------------
#org 0x26E3B0
msgbox 0x826E44F '"Congratulations, you pass!\pAs a sm..."
callstd 0x6
setflag 0x829
setflag 0x203
release
end


'---------
' Strings
'---------
#org 0x26E3CE
= Hey champ-bound trainer!

#org 0x26E3E8
= Would you mind taking a quiz?

#org 0x26E513
= Ok..\nYou're choice.

#org 0x26E407
= Is Squirtle a water-type Pokemon?

#org 0x26E4F5
= Unfortunately, you're wrong.

#org 0x26E42A
= Do certain types of Pokemon evolve?

#org 0x26E44F
= Congratulations, you pass!\pAs a small reward, I'll give you\nthis PokeDex!\pTheyre used to record Pokemon Data!\nCome see me in Pallet Town for\pa regular checkup.

#org 0x26E529
= Keep recording data with the Pokedex!

The problem is you always get the right answer...

Megiddo-san
December 25th, 2008, 01:08 AM
Game: Firered BPRE
Type: Trigger
Editor: XSE
Script: This script is supposed to allow the player to cross a canyon with a hoverboard. The game does not activate any of the movements.
'-----------------------
#org 0x800267
checkflag 0x1500
if 0x1 goto 0x88002A5
msgbox 0x88003A8 '"Hello there. As you can see,\nthere..."
callstd 0x5
compare LASTRESULT 0x1
if 0x1 goto 0x88002FE
msgbox 0x880042D '"No need to be down here\nthen?"
callstd 0x2
closeonkeypress
compare PLAYERFACING 0x1
if 0x1 goto 0x880035A
compare PLAYERFACING 0x2
if 0x1 goto 0x8800367
release
end

'-----------------------
#org 0x8002A5
clearflag 0x1500
clearflag 0x830
setmaptile 0xA 0x9 0x7C 0x1
setmaptile 0xB 0x9 0x7C 0x1
setmaptile 0xF 0x1B 0xBA 0x1
setmaptile 0x10 0x1B 0xBA 0x1
setmaptile 0x11 0x1B 0xBA 0x1
setmaptile 0x12 0x1B 0x6B 0x1
special 0x8E
closeonkeypress
compare PLAYERFACING 0x1
if 0x1 goto 0x8800374
compare PLAYERFACING 0x2
if 0x1 goto 0x8800381
release
end

'-----------------------
#org 0x8002FE
special 0x157
setflag 0x830
setmaptile 0xA 0x9 0x7C 0x0
setmaptile 0xB 0x9 0x7C 0x0
setmaptile 0xF 0x1B 0xBA 0x0
setmaptile 0x10 0x1B 0xBA 0x0
setmaptile 0x11 0x1B 0xBA 0x0
setmaptile 0x12 0x1B 0x6B 0x0
special 0x8E
setflag 0x1500
closeonkeypress
compare PLAYERFACING 0x1
if 0x1 goto 0x880038E
compare PLAYERFACING 0x2
if 0x1 goto 0x880039B
release
end

'-----------------------
#org 0x80035A
applymovement MOVE_PLAYER 0x880044D
waitmovement 0x0
release
end

'-----------------------
#org 0x800367
applymovement MOVE_PLAYER 0x8800450
waitmovement 0x0
release
end

'-----------------------
#org 0x800374
applymovement MOVE_PLAYER 0x8800453
waitmovement 0x0
release
end

'-----------------------
#org 0x800381
applymovement MOVE_PLAYER 0x8800456
waitmovement 0x0
release
end

'-----------------------
#org 0x80038E
applymovement MOVE_PLAYER 0x8800459
waitmovement 0x0
release
end

'-----------------------
#org 0x80039B
applymovement MOVE_PLAYER 0x880045D
waitmovement 0x0
release
end


'-----------
' Movements
'-----------
#org 0x80044D
#raw 11 'Step Up (Normal)
#raw FE 'End of Movements

#org 0x800450
#raw 10 'Step Down (Normal)
#raw FE 'End of Movements

#org 0x800453
#raw 10 'Step Down (Normal)
#raw FE 'End of Movements

#org 0x800456
#raw 11 'Step Up (Normal)
#raw FE 'End of Movements

#org 0x800459
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw FE 'End of Movements

#org 0x80045D
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw FE 'End of Movements


'---------
' Strings
'---------
#org 0x8003A8
= Hello there. As you can see,\nthere is a canyon here. I see\pyou have a hoverboard.\nAre you going to use it\pto traverse this gap?

#org 0x80042D
= No need to be down here\nthen?

пзо
December 25th, 2008, 02:27 AM
My Script
Game: Fire red Bpre
Type: Trigger
Editor XSE
Script:
This Script has some crapy little earthquake.. and Im not sure where to put the setflag.
Maybe at the bottom?
But how can I make the earthquake bigger? Add more Specials?
Making a video now..

Heres the new script:

--
#Dynamic 0x800001
#org @start
setflag 0x1001
if 0x0 goto @hey
if 0x1 goto @end
release
end

#Org @hey
fadescreen 0x1
fadescreen 0x0
Special 0x136
fadescreen 0x1
fadescreen 0x0
applymovement 0xFF @Qmark
waitmovement 0x0
lock
msgbox @1
boxset 6
release
end

#Org @Qmark
#Raw 0x63 0xFE

#Org @1
= What was that?!\nIt came from a short\pdistance.

#Org @end
release
end

V i d e o

http://uk.youtube.com/watch?v=2jLQGMRIyUk


[Solved]
My Solved Idea is good!

Pokepal17
December 25th, 2008, 09:14 AM
Originally posted by n3o

#Dynamic 0x800001

#org @start
checkflag 0x1001
if b_true goto @end
fadescreen 0x1
Special 0x136
fadescreen 0x0
applymovement 0xFF @Qmark
waitmovement 0x0
msgbox @1
boxset 2
setflag 0x1001
end

#Org @Qmark
#Raw 0x63 0xFE

#Org @1
= What was that?!\nIt came from a short\pdistance.

#Org @end
release




You could put the script like this. Well, this is how I'm putting it and people might put it a different way, but it should have the same result. Changes in bold. Boxset 2= lock, boxset 6 & release. I don't know how to make a bigger earthquake. More specials would make more earthquakes.

Hiche..
December 25th, 2008, 11:14 AM
Game: Firered BPRE
Type: Trigger
Editor: XSE
Script: This script is supposed to allow the player to cross a canyon with a hoverboard. The game does not activate any of the movements.
'-----------------------
#org 0x800267
checkflag 0x1500
if 0x1 goto 0x88002A5
msgbox 0x88003A8 '"Hello there. As you can see,\nthere..."
callstd 0x5
compare LASTRESULT 0x1
if 0x1 goto 0x88002FE
msgbox 0x880042D '"No need to be down here\nthen?"
callstd 0x2
closeonkeypress
compare PLAYERFACING 0x1
if 0x1 goto 0x880035A
compare PLAYERFACING 0x2
if 0x1 goto 0x8800367
release
end

'-----------------------
#org 0x8002A5
clearflag 0x1500
clearflag 0x830
setmaptile 0xA 0x9 0x7C 0x1
setmaptile 0xB 0x9 0x7C 0x1
setmaptile 0xF 0x1B 0xBA 0x1
setmaptile 0x10 0x1B 0xBA 0x1
setmaptile 0x11 0x1B 0xBA 0x1
setmaptile 0x12 0x1B 0x6B 0x1
special 0x8E
closeonkeypress
compare PLAYERFACING 0x1
if 0x1 goto 0x8800374
compare PLAYERFACING 0x2
if 0x1 goto 0x8800381
release
end

'-----------------------
#org 0x8002FE
special 0x157
setflag 0x830
setmaptile 0xA 0x9 0x7C 0x0
setmaptile 0xB 0x9 0x7C 0x0
setmaptile 0xF 0x1B 0xBA 0x0
setmaptile 0x10 0x1B 0xBA 0x0
setmaptile 0x11 0x1B 0xBA 0x0
setmaptile 0x12 0x1B 0x6B 0x0
special 0x8E
setflag 0x1500
closeonkeypress
compare PLAYERFACING 0x1
if 0x1 goto 0x880038E
compare PLAYERFACING 0x2
if 0x1 goto 0x880039B
release
end

'-----------------------
#org 0x80035A
applymovement MOVE_PLAYER 0x880044D
waitmovement 0x0
release
end

'-----------------------
#org 0x800367
applymovement MOVE_PLAYER 0x8800450
waitmovement 0x0
release
end

'-----------------------
#org 0x800374
applymovement MOVE_PLAYER 0x8800453
waitmovement 0x0
release
end

'-----------------------
#org 0x800381
applymovement MOVE_PLAYER 0x8800456
waitmovement 0x0
release
end

'-----------------------
#org 0x80038E
applymovement MOVE_PLAYER 0x8800459
waitmovement 0x0
release
end

'-----------------------
#org 0x80039B
applymovement MOVE_PLAYER 0x880045D
waitmovement 0x0
release
end


'-----------
' Movements
'-----------
#org 0x80044D
#raw 11 'Step Up (Normal)
#raw FE 'End of Movements

#org 0x800450
#raw 10 'Step Down (Normal)
#raw FE 'End of Movements

#org 0x800453
#raw 10 'Step Down (Normal)
#raw FE 'End of Movements

#org 0x800456
#raw 11 'Step Up (Normal)
#raw FE 'End of Movements

#org 0x800459
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw FE 'End of Movements

#org 0x80045D
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw FE 'End of Movements


'---------
' Strings
'---------
#org 0x8003A8
= Hello there. As you can see,\nthere is a canyon here. I see\pyou have a hoverboard.\nAre you going to use it\pto traverse this gap?

#org 0x80042D
= No need to be down here\nthen?



'-----------------------
#org 0x800267
checkflag 0x1500
if 0x1 goto 0x88002A5
msgbox 0x88003A8 '"Hello there. As you can see,\nthere..."
callstd 0x5
compare LASTRESULT 0x1
if 0x1 goto 0x88002FE
msgbox 0x880042D '"No need to be down here\nthen?"
callstd 0x2
closeonkeypress
copyvar 0x8000 PLAYERFACING
compare 0x8000 0x1
if 0x1 goto 0x880035A
compare 0x8000 0x2
if 0x1 goto 0x8800367
release
end

'-----------------------
#org 0x8002A5
clearflag 0x1500
clearflag 0x830
setmaptile 0xA 0x9 0x7C 0x1
setmaptile 0xB 0x9 0x7C 0x1
setmaptile 0xF 0x1B 0xBA 0x1
setmaptile 0x10 0x1B 0xBA 0x1
setmaptile 0x11 0x1B 0xBA 0x1
setmaptile 0x12 0x1B 0x6B 0x1
special 0x8E
closeonkeypress
copyvar 0x8008 PLAYERFACING
compare 0x8008 0x1
if 0x1 goto 0x8800374
compare 0x8008 0x2
if 0x1 goto 0x8800381
release
end

'-----------------------
#org 0x8002FE
special 0x157
setflag 0x830
setmaptile 0xA 0x9 0x7C 0x0
setmaptile 0xB 0x9 0x7C 0x0
setmaptile 0xF 0x1B 0xBA 0x0
setmaptile 0x10 0x1B 0xBA 0x0
setmaptile 0x11 0x1B 0xBA 0x0
setmaptile 0x12 0x1B 0x6B 0x0
special 0x8E
setflag 0x1500
closeonkeypress
copyvar 0x8004 PLAYERFACING
compare 0x8004 0x1
if 0x1 goto 0x880038E
compare 0x8004 0x2
if 0x1 goto 0x880039B
release
end

'-----------------------
#org 0x80035A
applymovement MOVE_PLAYER 0x880044D
waitmovement 0x0
return

'-----------------------
#org 0x800367
applymovement MOVE_PLAYER 0x8800450
waitmovement 0x0
return

'-----------------------
#org 0x800374
applymovement MOVE_PLAYER 0x8800453
waitmovement 0x0
return

'-----------------------
#org 0x800381
applymovement MOVE_PLAYER 0x8800456
waitmovement 0x0
return

'-----------------------
#org 0x80038E
applymovement MOVE_PLAYER 0x8800459
waitmovement 0x0
return

'-----------------------
#org 0x80039B
applymovement MOVE_PLAYER 0x880045D
waitmovement 0x0
return


'-----------
' Movements
'-----------
#org 0x80044D
#raw 11 'Step Up (Normal)
#raw FE 'End of Movements

#org 0x800450
#raw 10 'Step Down (Normal)
#raw FE 'End of Movements

#org 0x800453
#raw 10 'Step Down (Normal)
#raw FE 'End of Movements

#org 0x800456
#raw 11 'Step Up (Normal)
#raw FE 'End of Movements

#org 0x800459
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw FE 'End of Movements

#org 0x80045D
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw FE 'End of Movements


'---------
' Strings
'---------
#org 0x8003A8
= Hello there. As you can see,\nthere is a canyon here. I see\pyou have a hoverboard.\nAre you going to use it\pto traverse this gap?

#org 0x80042D
= No need to be down here\nthen?

Hackmew probably will fix it, but..

Try this. I do not think it will work, but try. Lol.

HackMew
December 25th, 2008, 11:31 AM
This script was fixed but it stiil doesn't work th way I want it to.

ROM: Pokemon Fire Red
Version: 1.0
Script Editor: XSE
Script type: Person


#dynamic 0x800000

#org @begin
message @cry
boxset 0x2
cry 0xA1 0xF5
nop
nop
wildbattle 0xF5 0x32 0x0 0x0
fadescreen 0x1
hidesprite 0x4
fadescreen 0x0
release
end

#org @cry
= GRRRR!


A-map settings


http://img239.imageshack.us/img239/8092/picture1cn1.png (http://img239.imageshack.us/my.php?image=picture1cn1.png)


This is a wildbattle with a Suicune. Firstly, the fadescreen command happens before the battle ends, it happesn when I talk to the Suicune. Secondly, the Suicune temporarily disappears after the battle and then returns when I move. If I put in a random ID code, it disappears permanently. Please help me. Thanks in advance!

Pictures


http://img239.imageshack.us/img239/8581/gbarompokemonfireredsudm7.png (http://img239.imageshack.us/my.php?image=gbarompokemonfireredsudm7.png)


Fixed script below. Don't forget to change the Person ID to 1001! And to update XSE too.

#dynamic 0x800000

#org @begin
cry 0xF5 0x0
message @cry 0x2
waitcry
wildbattle2 0xF5 0x32 0x0 0x0
fadescreen 0x1
hidesprite 0x4
setflag 0x1001
fadescreen 0x0
release
end

#org @cry
= GRRRR!


#dynamic 0x71A29C

#org @start
lock
faceplayer
checkflag 0x1005
if 0x1 goto @milk
msgbox @get
boxset 0x6
msgbox @milky
boxset 0x6
setflag 0x1005
release
end

#org @get
= Mom:Hurry and get the milk honey!

#org @done
release
end

#org @milk
= Mom:Oh you're here!\pMom:While you were out we found\nsome milk in the fridge, but now\lthat you've bought it....Keep it!\pMom:You can go outside to play now.

#org @done2
release
end

A kinda noobish question....
When the flag is set, it just ends, it doesn't go to the message @milk thing (don't ask its a very weird script......)

First of all, no need to use @done and @done2. I mean, they're the same script, so @done is enough. Also... there's no need of of lock, faceplayer and end, because you can simply use boxset 0x2. I would fix the script, but the @milky part is missing, and the @milk one is supposed to point to a script, not to a text.


Game:Fire Red
Editor:XSE
Type:person event

When i talk to the person,the game freezes with not message box appearing.
#dynamic 0x26D44C

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

#org @talk
= Wow, your pokegear is impressive!\nDid your mom get it for you?

First of all you can remove lock, faceplayer and release since you can just use boxset 0x2. But, since the new XSE got released, go get it and try the script below:

#dynamic 0x26D44C

#org @start
msgbox @talk 0x2
end

#org @talk
= Wow, your pokegear is impressive!\nDid your mom get it for you?

Remember that after you compile it, you need to copy the offset shown in the Compiler Output. The #dynamic value is just what XSE use to start searching free space, but it does not mean the script will be compiled at that offset obviously.


Having trouble with a rather troublesome script.

Script type: Person Script
ROM:FR
Script Editor:XSE
'---------------
#org 0x2E6168
msgbox 0x82E6025 MSG_NORMAL '"It's a Spearow[.]\pCould it be tha..."
applymovement MOVE_PLAYER 0x82E60A6
waitmovement 0x0
applymovement 0x12 0x82E60AE
waitmovement 0x0
applymovement MOVE_PLAYER 0x82E60B4
applymovement 0x12 0x82E60D4
waitmovement 0x0
applymovement 0x1 0x82E60F4
applymovement MOVE_PLAYER 0x82E60FC
waitmovement 0x0
msgbox 0x82E6100 MSG_NORMAL '"Thank you!\pI[.]How can I pay you ..."
loadpointer 0x0 0x819F8C0 '"[player] received HM02\nfrom the b..."
giveitem2 0x154 0x1 0x101
msgbox 0x819F8E0 MSG_KEEPOPEN '"HM02 is FLY.\nIt's a wonderfully c..."
closeonkeypress
msgbox 0x82E6146 MSG_NORMAL '"Thanks again!\pGoodbye!"
hidesprite 0x12
applymovement 0x15 0x82E615F
hidesprite 0x1
setflag 0x1001
end


'---------
' Strings
'---------
#org 0x2E6025
= It's a Spearow[.]\pCould it be that trainer's?\p[.]\pHere, birdy...

#org 0x2E6100
= Thank you!\pI[.]How can I pay you back[.]?\pI know! Take this HM!

#org 0x19F8C0
= [player] received HM02\nfrom the boy.

#org 0x19F8E0
= HM02 is FLY.\nIt's a wonderfully convenient move.\pPlease, put it to good use.

#org 0x2E6146
= Thanks again!\pGoodbye!


'-----------
' Movements
'-----------
#org 0x2E60A6
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 2E 'Face Up (Delayed)
#raw 64 'Cross (X)
#raw 53 'Jump in Place (Facing Up)
#raw FE 'End of Movements

#org 0x2E60AE
#raw 62 'Exclamation Mark (!)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw FE 'End of Movements

#org 0x2E60B4
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1D 'Step Down (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1D 'Step Down (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 20 'Step Right (Fast)
#raw FE 'End of Movements

#org 0x2E60D4
#raw 10 'Step Down (Normal)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1D 'Step Down (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1D 'Step Down (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw FE 'End of Movements

#org 0x2E60F4
#raw 62 'Exclamation Mark (!)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 0 'Face Down
#raw FE 'End of Movements

#org 0x2E60FC
#raw 10 'Step Down (Normal)
#raw 1 'Face Up
#raw FE 'End of Movements

#org 0x2E615F
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw FE 'End of Movements
When I talk to it, the message appears and I move, but the Spearow doesn't, :\ Then the boy talks but doesn't move. He then just disappears.

Make sure to not mix hexadecimal with decimal: 0x12 is not 12, of course. The "0x" prefix does matter.

'---------------
#org 0x2E6168
msgbox 0x82E6025 MSG_NORMAL '"It's a Spearow[.]\pCould it be tha..."
applymovement MOVE_PLAYER 0x82E60A6
waitmovement 0x0
applymovement 12 0x82E60AE
waitmovement 0x0
applymovement MOVE_PLAYER 0x82E60B4
applymovement 12 0x82E60D4
waitmovement 0x0
applymovement 0x1 0x82E60F4
applymovement MOVE_PLAYER 0x82E60FC
waitmovement 0x0
msgbox 0x82E6100 MSG_NORMAL '"Thank you!\pI[.]How can I pay you ..."
loadpointer 0x0 0x819F8C0 '"[player] received HM02\nfrom the b..."
giveitem2 0x154 0x1 0x101
msgbox 0x819F8E0 MSG_KEEPOPEN '"HM02 is FLY.\nIt's a wonderfully c..."
closeonkeypress
msgbox 0x82E6146 MSG_NORMAL '"Thanks again!\pGoodbye!"
hidesprite 12 ' or 0xC
applymovement 15 0x82E615F ' or 0xF
hidesprite 0x1
setflag 0x1001
end


'---------
' Strings
'---------
#org 0x2E6025
= It's a Spearow[.]\pCould it be that trainer's?\p[.]\pHere, birdy...

#org 0x2E6100
= Thank you!\pI[.]How can I pay you back[.]?\pI know! Take this HM!

#org 0x19F8C0
= [player] received HM02\nfrom the boy.

#org 0x19F8E0
= HM02 is FLY.\nIt's a wonderfully convenient move.\pPlease, put it to good use.

#org 0x2E6146
= Thanks again!\pGoodbye!


'-----------
' Movements
'-----------
#org 0x2E60A6
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 2E 'Face Up (Delayed)
#raw 64 'Cross (X)
#raw 53 'Jump in Place (Facing Up)
#raw FE 'End of Movements

#org 0x2E60AE
#raw 62 'Exclamation Mark (!)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw FE 'End of Movements

#org 0x2E60B4
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1D 'Step Down (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1D 'Step Down (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 20 'Step Right (Fast)
#raw FE 'End of Movements

#org 0x2E60D4
#raw 10 'Step Down (Normal)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1D 'Step Down (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1D 'Step Down (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw FE 'End of Movements

#org 0x2E60F4
#raw 62 'Exclamation Mark (!)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 0 'Face Down
#raw FE 'End of Movements

#org 0x2E60FC
#raw 10 'Step Down (Normal)
#raw 1 'Face Up
#raw FE 'End of Movements

#org 0x2E615F
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw FE 'End of Movements


Help meh!

And another one:
Script type: Trigger script
ROM: FR
Script Editor: XSE

'---------------
#org 0x2E63E2
checkflag 0x1002
if 0x1 goto 0x82E64B0
setflag 0x1002
lockall
applymovement MOVE_PLAYER 0x82E64B2
waitmovement 0x0
special 0x113
applymovement MOVE_CAMERA 0x82E64B8
waitmovement 0x0
msgbox 0x82FC750 MSG_NORMAL '"Come on!\pHow long does it take yo..."
applymovement 0x14 0x82FC793
applymovement 0x16 0x82FC797
waitmovement 0x0
msgbox 0x82FC79D MSG_NORMAL '"Okay, all done sir!\p???: Hurry up..."
applymovement 0x15 0x82FC7E3
applymovement 0x14 0x82FC7FB
applymovement 0x16 0x82FC813
applymovement MOVE_CAMERA 0x82FC82B
applymovement MOVE_PLAYER 0x82FC844
waitmovement 0x0
msgbox 0x82FC85C MSG_NORMAL '"???: What is it?\pHENCHMAN: I thin..."
applymovement 0x14 0x82FC8C7
applymovement 0x15 0x82FC8CF
applymovement 0x16 0x82FC8CF
applymovement MOVE_CAMERA 0x82FC8D5
applymovement MOVE_PLAYER 0x82FC8DE
waitmovement 0x0
trainerbattle 0x1 0x1 0x0 0x82FC8E4 0x82FC9E3 0x82E648F
end

'---------------
#org 0x2E64B0
end

'---------------
#org 0x2E648F
msgbox 0x82FC943 MSG_NORMAL '"What?!\pI lost to a kid?\pI'm gonn..."
applymovement 0x14 0x82FC9ED
waitmovement 0x0
special 0x114
releaseall
hidesprite 0x14
hidesprite 0x15
hidesprite 0x16
end


'---------
' Strings
'---------
#org 0x2FC750
= Come on!\pHow long does it take you buffoons\nto pick some herbs?!

#org 0x2FC79D
= Okay, all done sir!\p???: Hurry up then! We don't want\nto be caught!

#org 0x2FC85C
= ???: What is it?\pHENCHMAN: I think I saw somebody,\nsir!\p???: Then pass me the berries. You\ntake him out!

#org 0x2FC8E4
= Ah! I gotcha now, kiddo!\pOh, you think you're tough with\nyour Pokémon?\pI'll prove you wrong!

#org 0x2FC9E3
= Waaah?!

#org 0x2FC943
= What?!\pI lost to a kid?\pI'm gonna bash you to...ah...your\nPokémon looks angry...\pBOSS: Forget it! Just run!\pHENCHMAN: Yessir!\pYou! I'll get you another time!


'-----------
' Movements
'-----------
#org 0x2E64B2
#raw C 'Step Down (Slow)
#raw E 'Step Left (Slow)
#raw E 'Step Left (Slow)
#raw 0 'Face Down
#raw FE 'End of Movements

#org 0x2E64B8
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw FE 'End of Movements

#org 0x2FC793
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw FE 'End of Movements

#org 0x2FC797
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw FE 'End of Movements

#org 0x2FC7E3
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 17 'Jump2 Right
#raw 13 'Step Right (Normal)
#raw 2 'Face Left
#raw 63 'Question Mark (?)
#raw FE 'End of Movements

#org 0x2FC7FB
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 17 'Jump2 Right
#raw 11 'Step Up (Normal)
#raw 62 'Exclamation Mark (!)
#raw FE 'End of Movements

#org 0x2FC813
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 17 'Jump2 Right
#raw 1 'Face Up
#raw 63 'Question Mark (?)
#raw FE 'End of Movements

#org 0x2FC82B
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 1C 'Delay5
#raw 11 'Step Up (Normal)
#raw FE 'End of Movements

#org 0x2FC844
#raw 62 'Exclamation Mark (!)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 10 'Step Down (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 0 'Face Down
#raw FE 'End of Movements

#org 0x2FC8C7
#raw 1E 'Step Up (Fast)
#raw 1E 'Step Up (Fast)
#raw 1E 'Step Up (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw FE 'End of Movements

#org 0x2FC8CF
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw FE 'End of Movements

#org 0x2FC8D5
#raw 1E 'Step Up (Fast)
#raw 1E 'Step Up (Fast)
#raw 1E 'Step Up (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw FE 'End of Movements

#org 0x2FC8DE
#raw 65 'Double Exclamation Mark (!!)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 3 'Face Right
#raw FE 'End of Movements

#org 0x2FC9ED
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw FE 'End of Movements
I move and the camera moves, but nothing else.

I need help on these BADLY! My beta is due tomorrow and these are the final scripts I need!

Exact the same problem as above. Pay attention to the values!


Thanks Vrai. Do I need a waitstate under it?

For special 0x161 there's no real need.


Game: FireRed
Type: Person Event
Editor: XSE
Script:
'-----------------------
#org 0x26E352
lock
faceplayer
checkflag 0x203
if 0x1 goto 0x826E3C1
msgbox 0x826E3CE '"Hey champ-bound trainer!"
callstd 0x6
msgbox 0x826E3E8 '"Would you mind taking a quiz?"
callstd 0x5
compare LASTRESULT 0x1
if 0x1 goto 0x826E37E
msgbox 0x826E513 '"Ok..\nYou're choice."
callstd 0x6
setflag 0x829
setflag 0x203
release
end

'-----------------------
#org 0x26E3C1
lock
faceplayer
msgbox 0x826E529 '"Keep recording data with the Pokede..."
callstd 0x6
release
end

'-----------------------
#org 0x26E37E
msgbox 0x826E407 '"Is Squirtle a water-type Pokemon?"
callstd 0x5
compare LASTRESULT 0x1
if 0x1 goto 0x826E397
msgbox 0x826E4F5 '"Unfortunately, you're wrong."
callstd 0x6
setflag 0x829
setflag 0x203
release
end

'-----------------------
#org 0x26E397
msgbox 0x826E42A '"Do certain types of Pokemon evolve?"
callstd 0x5
compare LASTRESULT 0x0
if 0x1 goto 0x826E3B0
msgbox 0x826E4F5 '"Unfortunately, you're wrong."
callstd 0x6
setflag 0x829
setflag 0x203
release
end

'-----------------------
#org 0x26E3B0
msgbox 0x826E44F '"Congratulations, you pass!\pAs a sm..."
callstd 0x6
setflag 0x829
setflag 0x203
release
end


'---------
' Strings
'---------
#org 0x26E3CE
= Hey champ-bound trainer!

#org 0x26E3E8
= Would you mind taking a quiz?

#org 0x26E513
= Ok..\nYou're choice.

#org 0x26E407
= Is Squirtle a water-type Pokemon?

#org 0x26E4F5
= Unfortunately, you're wrong.

#org 0x26E42A
= Do certain types of Pokemon evolve?

#org 0x26E44F
= Congratulations, you pass!\pAs a small reward, I'll give you\nthis PokeDex!\pTheyre used to record Pokemon Data!\nCome see me in Pallet Town for\pa regular checkup.

#org 0x26E529
= Keep recording data with the Pokedex!

The problem is you always get the right answer...

Try using this script. Don't forget to update your copy of XSE first.

#org @start
lock
faceplayer
checkflag 0x1003
if 0x1 goto @alreadygot
msgbox @champ 0x6
msgbox @mind 0x5
compare LASTRESULT 0x1
if 0x1 goto @yes
msgbox @yourchoice 0x6
call @enabledex
end

#org @enabledex
setflag 0x829
setflag 0x1003
release
end

#org @alreadygot
msgbox @keep 0x2
end

#org @yes
msgbox @squirtle 0x5
compare LASTRESULT 0x1
if 0x1 goto @second
else call @wrong
end

#org @wrong
msgbox @badluck 0x6
call @enabledex
end

#org @second
msgbox @evolve 0x5
compare LASTRESULT 0x1
if 0x1 goto @congrat
else call @wrong
end

#org @congrat
msgbox @passed 0x6
call @enabledex
end


#org @champ
= Hey champ-bound trainer!

#org @mind
= Would you mind taking a quiz?

#org @yourchoice
= Ok..\nYou're choice.

#org @squirtle
= Is Squirtle a water-type Pokémon?

#org @badluck
= Unfortunately, you're wrong.

#org @evolve
= Do certain types of Pokémon evolve?

#org @passed
= Congratulations, you pass!\pAs a small reward, I'll give you\nthis PokéDex!\pTheyre used to record Pokémon Data!\nCome see me in Pallet Town for\pa regular checkup.

#org @keep
= Keep recording data with the PokéDex!


Game: Firered BPRE
Type: Trigger
Editor: XSE
Script: This script is supposed to allow the player to cross a canyon with a hoverboard. The game does not activate any of the movements.
'-----------------------
#org 0x800267
checkflag 0x1500
if 0x1 goto 0x88002A5
msgbox 0x88003A8 '"Hello there. As you can see,\nthere..."
callstd 0x5
compare LASTRESULT 0x1
if 0x1 goto 0x88002FE
msgbox 0x880042D '"No need to be down here\nthen?"
callstd 0x2
closeonkeypress
compare PLAYERFACING 0x1
if 0x1 goto 0x880035A
compare PLAYERFACING 0x2
if 0x1 goto 0x8800367
release
end

'-----------------------
#org 0x8002A5
clearflag 0x1500
clearflag 0x830
setmaptile 0xA 0x9 0x7C 0x1
setmaptile 0xB 0x9 0x7C 0x1
setmaptile 0xF 0x1B 0xBA 0x1
setmaptile 0x10 0x1B 0xBA 0x1
setmaptile 0x11 0x1B 0xBA 0x1
setmaptile 0x12 0x1B 0x6B 0x1
special 0x8E
closeonkeypress
compare PLAYERFACING 0x1
if 0x1 goto 0x8800374
compare PLAYERFACING 0x2
if 0x1 goto 0x8800381
release
end

'-----------------------
#org 0x8002FE
special 0x157
setflag 0x830
setmaptile 0xA 0x9 0x7C 0x0
setmaptile 0xB 0x9 0x7C 0x0
setmaptile 0xF 0x1B 0xBA 0x0
setmaptile 0x10 0x1B 0xBA 0x0
setmaptile 0x11 0x1B 0xBA 0x0
setmaptile 0x12 0x1B 0x6B 0x0
special 0x8E
setflag 0x1500
closeonkeypress
compare PLAYERFACING 0x1
if 0x1 goto 0x880038E
compare PLAYERFACING 0x2
if 0x1 goto 0x880039B
release
end

'-----------------------
#org 0x80035A
applymovement MOVE_PLAYER 0x880044D
waitmovement 0x0
release
end

'-----------------------
#org 0x800367
applymovement MOVE_PLAYER 0x8800450
waitmovement 0x0
release
end

'-----------------------
#org 0x800374
applymovement MOVE_PLAYER 0x8800453
waitmovement 0x0
release
end

'-----------------------
#org 0x800381
applymovement MOVE_PLAYER 0x8800456
waitmovement 0x0
release
end

'-----------------------
#org 0x80038E
applymovement MOVE_PLAYER 0x8800459
waitmovement 0x0
release
end

'-----------------------
#org 0x80039B
applymovement MOVE_PLAYER 0x880045D
waitmovement 0x0
release
end


'-----------
' Movements
'-----------
#org 0x80044D
#raw 11 'Step Up (Normal)
#raw FE 'End of Movements

#org 0x800450
#raw 10 'Step Down (Normal)
#raw FE 'End of Movements

#org 0x800453
#raw 10 'Step Down (Normal)
#raw FE 'End of Movements

#org 0x800456
#raw 11 'Step Up (Normal)
#raw FE 'End of Movements

#org 0x800459
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw FE 'End of Movements

#org 0x80045D
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw FE 'End of Movements


'---------
' Strings
'---------
#org 0x8003A8
= Hello there. As you can see,\nthere is a canyon here. I see\pyou have a hoverboard.\nAre you going to use it\pto traverse this gap?

#org 0x80042D
= No need to be down here\nthen?



The only thing I can say is that those closeonkeypress commands are useless.
Did you try compiling it to a clean ROM?


My Script
Game: Fire red Bpre
Type: Trigger
Editor XSE
Script:
This Script has some crapy little earthquake.. and Im not sure where to put the setflag.
Maybe at the bottom?
But how can I make the earthquake bigger? Add more Specials?
Making a video now..

Heres the new script:

--
#Dynamic 0x800001
#org @start
setflag 0x1001
if 0x0 goto @hey
if 0x1 goto @end
release
end

#Org @hey
fadescreen 0x1
fadescreen 0x0
Special 0x136
fadescreen 0x1
fadescreen 0x0
applymovement 0xFF @Qmark
waitmovement 0x0
lock
msgbox @1
boxset 6
release
end

#Org @Qmark
#Raw 0x63 0xFE

#Org @1
= What was that?!\nIt came from a short\pdistance.

#Org @end
release
end

V i d e o

http://uk.youtube.com/watch?v=2jLQGMRIyUk

This is the fixed script. Regarding the earthquake, I remember you need to set some variables in order to customize the tremor. Do a search in the archived thread and in the SQ thread as well. Don't forget to update XSE anyway.

#Dynamic 0x800001

#Org @start
checkflag 0x1001
if 0x1 goto @end
fadescreen 0x1
fadescreen 0x0
Special 0x136
fadescreen 0x1
fadescreen 0x0
applymovement 0xFF @Qmark
waitmovement 0x0
lock
msgbox @1 6
release
setflag 0x1001
end

#Org @Qmark
#raw 0x63 0xFE

#Org @1
= What was that?!\nIt came from a short\pdistance.

#Org @end
release
end

Megiddo-san
December 25th, 2008, 11:35 AM
It must have been the rom I first compiled to that added those in there. However I tried it in a clean rom and it still does not work. I am going to try Hiche's version.

HackMew
December 25th, 2008, 11:39 AM
It must have been the rom I first compiled to that added those in there. However I tried it in a clean rom and it still does not work. I am going to try Hiche's version.

Well, Hiche's version is pretty much the same. BTW, you can't return when you use goto. I mean, it won't return anywhere.

Besides, new rule: add a [SOLVED] tag to your post when everything is fixed and working. I'll add that to the first post right now. Please edit your old post to meet the new requirements. Don't forget to always use spoilers when posting scripts.

Hiche..
December 25th, 2008, 11:51 AM
Yea, you can't return when you use goto. Replace goto with call. I do not think it will work, but it's worth a try.

MSG_KEEPOPEN in the new version of XSE, is boxset 4, right?

HackMew
December 25th, 2008, 11:55 AM
Yea, you can't return when you use goto. Replace goto with call. I do not think it will work, but it's worth a try.

MSG_KEEPOPEN in the new version of XSE, is boxset 4, right?

Yeah, indeed. The std.rbh file is full of nice things, uh? :)

BananasGoMoo
December 25th, 2008, 06:08 PM
so i made this pokemart




'-----------------------
#org 0x39D454
lock
faceplayer
msgbox 0x823CFFC '"Welcome!\pHow may I serve you?"
waitmsgbox
pokemart 0x8380A78
msgbox 0x823DA5C '"Please come again!"
callstd 0x4
release
end


'-----------
' MartItems
'-----------
#org 0x380A78
#raw word 5D
#raw word 5E
#raw word 5F
#raw word 60
#raw word 61
#raw word 62
#raw word 1
#raw word 5
#raw word C
#raw word 0


'---------
' Strings
'---------
#org 0x23CFFC
= Welcome!\pHow may I serve you?

#org 0x23DA5C
= Please come again!

it works perfect, except when you enter the buy or sell menu, and then exit the conversation, you control the mart guy until you enter a building. its really wierd and im not sure if its the script or what.

пзо
December 25th, 2008, 06:58 PM
Please Go Read a Tutorial. You have lots of mistakes in there, not mistakes,
Stuff thats not added.

cooley
December 25th, 2008, 07:31 PM
My Script
Game: Fire red Bpre
Type: Trigger
Editor XSE
Script:
This Script has some crapy little earthquake.. and Im not sure where to put the setflag.
Maybe at the bottom?
But how can I make the earthquake bigger? Add more Specials?
Making a video now..

Heres the new script:

--
#Dynamic 0x800001
#org @start
setflag 0x1001
if 0x0 goto @hey
if 0x1 goto @end
release
end

#Org @hey
fadescreen 0x1
fadescreen 0x0
Special 0x136
fadescreen 0x1
fadescreen 0x0
applymovement 0xFF @Qmark
waitmovement 0x0
lock
msgbox @1
boxset 6
release
end

#Org @Qmark
#Raw 0x63 0xFE

#Org @1
= What was that?!\nIt came from a short\pdistance.

#Org @end
release
end

V i d e o

http://uk.youtube.com/watch?v=2jLQGMRIyUk


[UN - Solved]
My Solved Idea is good!
Well What I always used for large earthquakes was:


setvar 0x8004 0x3
setvar 0x8005 0x0
setvar 0x8006 0xC
setvar 0x8007 0x3
special 0x136
waitstate
pause 0x3C

Bold = This just makes it look more professional, but it is not nessecary.

You can also customize them, by taking the last value of each setvar and changing them. You shouldn't use the same ones all the time, especially in the same map. These values, I found them to be the strongest, realest earthquakes.

Enjoy ^_^

BananasGoMoo
December 25th, 2008, 08:09 PM
so i tried it this way.

#dynamic 0x30509C
#org @start
lock
faceplayer
Message @lol
BoxSet 6
callstd 0x4
pokemart @mart
release
end

#org @lol
= Welcome! How may I help you?

#org @mart
#binary int 0x1 0x5 0xB 0xC 0x5D 0x5E 0x5F 0x60
#binary int 0x61 0x62 0x0

still doesn't work. so maybe someone can actually help me this time instead of telling me: "oh you have mistakes" which is obvious.

Edit: actually, there were no errors in the first place, its just for some reason, i have to make him face right instead of down.

HackMew
December 26th, 2008, 06:00 AM
so i tried it this way.

#dynamic 0x30509C
#org @start
lock
faceplayer
Message @lol
BoxSet 6
callstd 0x4
pokemart @mart
release
end

#org @lol
= Welcome! How may I help you?

#org @mart
#binary int 0x1 0x5 0xB 0xC 0x5D 0x5E 0x5F 0x60
#binary int 0x61 0x62 0x0

still doesn't work. so maybe someone can actually help me this time instead of telling me: "oh you have mistakes" which is obvious.

Edit: actually, there were no errors in the first place, its just for some reason, i have to make him face right instead of down.

You shouldn't use boxset AND callstd at the same time...
Also, since you're using an old XSE, please update your copy.

BananasGoMoo
December 26th, 2008, 03:07 PM
ok well I updated XSE. whats new in this version? and how did you know I had an old version?

12345
December 26th, 2008, 03:12 PM
can you explan me how to use "callasm" in Ruby?
And when I use "showpokepic", the color of Pokemon is changed?

Ninja Caterpie
December 26th, 2008, 05:06 PM
ok well I updated XSE. whats new in this version? and how did you know I had an old version?

Because you used "boxset 6". In the new version, it's just message <pointer> 0x<messagetype>Anyway...
can you explan me how to use "callasm" in Ruby?
Callasm is used to call some special thing that you've inserted into the ROM, like with that Shiny Creator program thing. :\

ShakawBR
December 26th, 2008, 05:33 PM
Can someone show me an example of a Wildbattle script (legendary) for Emerald Version...

Thanks in advance ^^

Ninja Caterpie
December 26th, 2008, 06:39 PM
Can someone show me an example of a Wildbattle script (legendary) for Emerald Version...

Thanks in advance ^^

Go to the Groudon Script and open it. There's your example right in the game. :P

ShakawBR
December 26th, 2008, 06:57 PM
Go to the Groudon Script and open it. There's your example right in the game. :P

I tried it... but the scripts in Emerald are different from the ones I found in the forum, I tried a lot but without success =/

thanks anyway...

here's my script, the cry and the message box appears, but the battle don't start... please tell me whats wrong

#org 0x86B46BC
'-----------------------------------
cry 0x96 0x0
message 0x8E3D01F ' Mewtwo: GRRR!
waitcry
playsound 0x0 0x0
waitbutton
battle 0x96 0x46 0x0
fadescreen 0x1 ' Fade screen to black
setflag 0x1001
fadescreen 0x0 ' Fade back into the action from black
release
end


#org 0x8E3D01F
= Mewtwo: GRRR!

Vrai
December 26th, 2008, 08:33 PM
The command "battle" doesn't exist in XSE. Try "wildbattle".

Hiche..
December 27th, 2008, 01:06 AM
I tried it... but the scripts in Emerald are different from the ones I found in the forum, I tried a lot but without success =/

thanks anyway...

here's my script, the cry and the message box appears, but the battle don't start... please tell me whats wrong

#org 0x86B46BC
'-----------------------------------
cry 0x96 0x0
message 0x8E3D01F ' Mewtwo: GRRR!
waitcry
playsound 0x0 0x0
waitbutton
battle 0x96 0x46 0x0
fadescreen 0x1 ' Fade screen to black
setflag 0x1001
fadescreen 0x0 ' Fade back into the action from black
release
end


#org 0x8E3D01F
= Mewtwo: GRRR!

I think in the new version of XSE, the wildbattle command is setwildbattle. So, change battle to setwildbattle. If this doesn't work, then try wildbattle, or startwildbattle.

Madridista
December 27th, 2008, 01:26 AM
Game: Fire Red
Type: Trigger
Editor: eXtreme Script Editor
Problem: The script won't even start and the game freezes.
Script:
#dynamic 0x800000

#org @main
lock
checkflag 0x200
if 0x1 goto @yes
if 0x0 goto @no
end

#org @yes
end

#org @no
fadescreen 0x1
msgbox @help
callstd 0x6
msgbox @mum
callstd 0x6
msgbox @help2
callstd 0x6
fadescreen 0x0
msgbox @mum2
callstd 0x6
release
end

#org @help
= Mum: \v\h01, help!

#org @mum
= \v\h01: Mum?!\pWhere are you?!

#org @help2
= Mum: Help!

#org @mum2
= \v\h01: Mum!

Hiche..
December 27th, 2008, 01:35 AM
Game: Fire Red
Type: Trigger
Editor: eXtreme Script Editor
Problem: The script won't even start and the game freezes.
Script:
#dynamic 0x800000

#org @main
lock
checkflag 0x200
if 0x1 goto @yes
if 0x0 goto @no
end

#org @yes
end

#org @no
fadescreen 0x1
msgbox @help
callstd 0x6
msgbox @mum
callstd 0x6
msgbox @help2
callstd 0x6
fadescreen 0x0
msgbox @mum2
callstd 0x6
release
end

#org @help
= Mum: \v\h01, help!

#org @mum
= \v\h01: Mum?!\pWhere are you?!

#org @help2
= Mum: Help!

#org @mum2
= \v\h01: Mum!

Did you set the Unknown to 0003, and var number to 5040, or 4050 in Advance Map? Also, are you using the new version of XSE, or old one?

HackMew
December 27th, 2008, 03:23 AM
I tried it... but the scripts in Emerald are different from the ones I found in the forum, I tried a lot but without success =/

thanks anyway...

here's my script, the cry and the message box appears, but the battle don't start... please tell me whats wrong

#org 0x86B46BC
'-----------------------------------
cry 0x96 0x0
message 0x8E3D01F ' Mewtwo: GRRR!
waitcry
playsound 0x0 0x0
waitbutton
battle 0x96 0x46 0x0
fadescreen 0x1 ' Fade screen to black
setflag 0x1001
fadescreen 0x0 ' Fade back into the action from black
release
end


#org 0x8E3D01F
= Mewtwo: GRRR!

Using the new XSE there are two wildbattle constructs: wildbattle and wildbattle2. The latter is the one which includes a special. The first one instead is the one which is a "common" battle.

Note: since I don't know what the people # is on AM (the Mewtwo one) I just used 0x1 as a matter of example. Change it eventually.

#dynamic 0x86B46BC

#org @start
cry 0x96 0x0
message @grr
waitcry
wildbattle 0x96 0x46 0x0
fadescreen 0x1
hidesprite 0x1
setflag 0x1001
fadescreen 0x0
release
end

#org @grr
= Mewtwo: GRRR!

I think in the new version of XSE, the wildbattle command is setwildbattle. So, change battle to setwildbattle. If this doesn't work, then try wildbattle, or startwildbattle.

The fact is wildbattle wasn't a command earlier. It was a construct and still is, with a new companion, that is wildbattle2. Explanation above or in the Command Help.


Game: Fire Red
Type: Trigger
Editor: eXtreme Script Editor
Problem: The script won't even start and the game freezes.
Script:
#dynamic 0x800000

#org @main
lock
checkflag 0x200
if 0x1 goto @yes
if 0x0 goto @no
end

#org @yes
end

#org @no
fadescreen 0x1
msgbox @help
callstd 0x6
msgbox @mum
callstd 0x6
msgbox @help2
callstd 0x6
fadescreen 0x0
msgbox @mum2
callstd 0x6
release
end

#org @help
= Mum: \v\h01, help!

#org @mum
= \v\h01: Mum?!\pWhere are you?!

#org @help2
= Mum: Help!

#org @mum2
= \v\h01: Mum!

Pretty screwed up...
Please update your copy of XSE and read the new guide as well.
Don't forget to se up the trigger like this:

http://i35.tinypic.com/2ev9k40.jpg


#dynamic 0x800000

#org @main
lock
checkflag 0x1000
if 0x1 goto @yes
fadescreen 0x1
msgbox @help 0x6
msgbox @mum 0x6
msgbox @help2 0x6
fadescreen 0x0
msgbox @mum2 0x6
setflag 0x1000
release
end

#org @yes
release
end

#org @help
= Mum: \v\h01, help!

#org @mum
= \v\h01: Mum?!\pWhere are you?!

#org @help2
= Mum: Help!

#org @mum2
= \v\h01: Mum!


EDIT: Proving a proper example for the use of the [SOLVED] tag.

ShakawBR
December 27th, 2008, 05:50 AM
The command "battle" doesn't exist in XSE. Try "wildbattle".

I tried it now but I get a mismatch error on "wildbattle" line

HackMew
December 27th, 2008, 06:26 AM
I tried it now but I get a mismatch error on "wildbattle" line

I just noticed your #dynamic was wrong.
And that I was missing a param for message. The rest is perfect though.
See the script below:

#dynamic 0x6B46BC

#org @start
cry 0x96 0x0
message @grr 0x6
waitcry
wildbattle 0x96 0x46 0x0
fadescreen 0x1
hidesprite 0x1
setflag 0x1001
fadescreen 0x0
release
end

#org @grr
= Mewtwo: GRRR!

Hoshiko Aki
December 27th, 2008, 08:31 AM
Help with this give away script using XSE

Whats wrong with it?

He say's something wrong on line 5

#dynamic 0x800000
#org @start
checkflag 0x828
if 0x1 goto @done
msgbox @1
boxset 0x5
compare LASTRESULT 0x1
if 0x1 goto @take
msgbox @2
boxset 0x6
release
end

#org @take
givepokemon 0x98 0x4 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox @3
boxset 0x4
waitfanfare
closeonkeypress
setflag 0x828
msgbox @4
boxset 0x5
compare LASTRESULT 0x1
if 0x1 gosub @name
msgbox @5
boxset 0x6
release
end

#org @name
call 0x1A74EB
return

#org @done
msgbox @6
boxset 0x6
release
end

#org @1
= Hello.\nSorry to trouble you.\nI can't take care\nof my Krabby.\pCan you take care of\nit for me?

#org @2
= That's okay.\pI'm sure someone else will\ntake it.

#org @3
= \c\h01\h02You received a Krabby!

#org @4
= \c\h01\h02Would you like to give a\nnickname to Krabby?

#org @5
= Please take care of\nKrabby.

#org @6
= Are you taking good care\nof krabby?

Vrai
December 27th, 2008, 08:33 AM
You have the new XSE, right?

You have to move the boxset type up to the msgbox line now. So, it'd be:

msgbox @1 0x5

That goes for all of the msgbox commands.

Hoshiko Aki
December 27th, 2008, 08:38 AM
@vrai :

I must change the

msgbox @1
to

msgbox @1 0x5
And yes I'm using the new XSE

Vrai
December 27th, 2008, 08:40 AM
Yes, do that. And remove the "boxset 0x5" line. :D

Hiche..
December 27th, 2008, 08:43 AM
Ichiro, I fixed your script

#dynamic 0x800000

#org @start
checkflag 0x828
if 0x1 goto @done
msgbox @1 0x5
compare LASTRESULT 0x1
if 0x1 goto @take
msgbox @2 0x6
release
end

#org @take
givepokemon 0x98 0x4 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox @3 0x4
waitfanfare
closeonkeypress
setflag 0x828
msgbox @4 0x5
compare LASTRESULT 0x1
if 0x1 gosub @name
msgbox @5 0x6
release
end

#org @name
setvar 0x8004 0x00
call 0x1A74EB
return

#org @done
msgbox @6 0x6
release
end

#org @1
= Hello.\nSorry to trouble you.\nI can't take care\nof my Krabby.\pCan you take care of\nit for me?

#org @2
= That's okay.\pI'm sure someone else will\ntake it.

#org @3
= \c\h01\h02You received a Krabby!

#org @4
= \c\h01\h02Would you like to give a\nnickname to Krabby?

#org @5
= Please take care of\nKrabby.

#org @6
= Are you taking good care\nof krabby?

Also, read the new XSE guide. It's very helpful.

Hoshiko Aki
December 27th, 2008, 08:45 AM
Thanks a lot both of you.

Can somebuddy tell me how to make a give away script with no trainer? i mean you walk on one spot en then you get that pokemon

Konekodemon
December 27th, 2008, 08:48 AM
how do I change the title screen, you know the title screen that pops up after the intro with the name of the game on it, how do I change the picture on it

ShakawBR
December 27th, 2008, 08:50 AM
I DID IT!! =D
r5JxEtfUQc4
and here's the script:
'---------------
#org 0x6D1596
cry 0x96 0x0
msgbox 0x86D15B8 MSG_NORMAL '"Mewtwo: GRRR!"
waitcry
wildbattle 0x96 0x46 0x0
fadescreen 0x1
hidesprite LASTTALKED
setflag 0x1001
fadescreen 0x0
release
end


'---------
' Strings
'---------
#org 0x6D15B8
= Mewtwo: GRRR!

but how do I change the background and the music

by the way... the battle music is strange...

Konekodemon
December 27th, 2008, 08:52 AM
what does that have to do with my question

Hiche..
December 27th, 2008, 08:54 AM
how do I change the title screen, you know the title screen that pops up after the intro with the name of the game on it, how do I change the picture on it

what does that have to do with my question

This is not really the place to be asking how to change the title screen. Read some tutorials, or ask in the Simple question thread.

Vrai
December 27th, 2008, 08:57 AM
what does that have to do with my question

Also, please don't be rude. Not everybody who posts here is entirely concerned with your problem.

We're starting to get out of the correct format. Everyone else who needs help with a problem here needs to post in the format specified in this post (http://www.pokecommunity.com/showpost.php?p=4209004&postcount=1).

If you don't, you probably won't get help. :D

HackMew
December 27th, 2008, 09:16 AM
and here's the script:
'---------------
#org 0x6D1596
cry 0x96 0x0
msgbox 0x86D15B8 MSG_NORMAL '"Mewtwo: GRRR!"
waitcry
wildbattle 0x96 0x46 0x0
fadescreen 0x1
hidesprite LASTTALKED
setflag 0x1001
fadescreen 0x0
release
end


'---------
' Strings
'---------
#org 0x6D15B8
= Mewtwo: GRRR!

but how do I change the background and the music

by the way... the battle music is strange...

Don't forget the [SOLVED] tag, okay? Anyways, the battle music isn't that strange. But after all you aren't supposed to battle Pokémon in Littleroot Town :P You may want to try wildbattle2. It has an extra param that can be useful to get the "legend" style.


Help with this give away script using XSE

Whats wrong with it?

He say's something wrong on line 5 [...]


Actually it doesn't say so. It says there are too less parameters. And if you checked the Command Help (or even better the guide) you would have understood how to fix it. I improved the error messages for a reason. You should care more about them.

Hoshiko Aki
December 27th, 2008, 09:23 AM
How does i make a Script With XSE last version that like this:

You walk on a tile and then the script working and give you a pokemon if you have room for it in your party

HackMew
December 27th, 2008, 09:28 AM
How does i make a Script With XSE last version that like this:

You walk on a tile and then the script working and give you a pokemon if you have room for it in your party

That's pretty much like requesting. But the guide explains that, did you notice?

Hoshiko Aki
December 27th, 2008, 09:34 AM
That's pretty much like requesting. But the guide explains that, did you notice?

in the guild is a good and i have read the about give away scripts just a go but nothing like what i wanted

HackMew
December 27th, 2008, 09:44 AM
in the guild is a good and i have read the about give away scripts just a go but nothing like what i wanted

It's difficult to find a script just like you want. You need to decompile some existing ones, read them, understand them and then trying to make your own.

ShakawBR
December 27th, 2008, 11:03 AM
oh man... I don't know how to use wildbattle2 and I didn't find any tutorials about it =/

Everytime I use wildbattle2 the game freezes...

Vrai
December 27th, 2008, 11:33 AM
oh man... I don't know how to use wildbattle2 and I didn't find any tutorials about it =/

Everytime I use wildbattle2 the game freezes...

Did you put in a byte for the battle style? That's what makes it different from wildbattle, y'know.

ShakawBR
December 27th, 2008, 11:46 AM
Did you put in a byte for the battle style? That's what makes it different from wildbattle, y'know.

wildbattle2 0x96 0x46 0x0 0x0

I used this, but I don't what it does...

Pokepal17
December 27th, 2008, 01:31 PM
Originally posted by Ichiro Kazuki

How does i make a Script With XSE last version that like this:

You walk on a tile and then the script working and give you a pokemon if you have room for it in your party


I believe that this should be the script your looking for.
Don't forget to set the Unknown to 0003 and the Var Number to 4050


#dynamic 0x800000

#org @start
checkflag 0x1000
if b_true goto @end
countpokemon
compare LASTRESULT 0x6
if 0x1 call @full
givepokemon 0x9B 0x5 0x0 0x0 0x0 0x0
setflag 0x1000
end

#org @full
release
end

#org @end
release
end


This particular script gives a lvl 5 Cyndaquil holding nothing.

ShakawBR
December 27th, 2008, 07:14 PM
I finally figured it out:
62A1RlJMdKQ
the battle styles that works are: 0x2, 0x3 and 0x4. The rest freezes the game...

Here's my script:
'---------------
#org 0x6BBEA6
fadesong 0x0
msgbox 0x89C2C48 MSG_NORMAL '"bla bla bla bla bla bla bla bla\nb..."
cry 0x96 0x0
waitcry
wildbattle2 0x96 0x46 0x0 0x2
fadescreen 0x1
hidesprite LASTTALKED
setflag 0x1001
fadescreen 0x0
end


'---------
' Strings
'---------
#org 0x9C2C48
= bla bla bla bla bla bla bla bla\nbla bla bla bla bla bla bla bla\lbla bla bla bla bla bla bla bla\lbla bla bla bla bla bla bla bla\lbla bla bla bla bla bla bla bla\lbla bla bla bla bla bla bla bla\lbla bla bla bla bla bla bla bla\lbla bla bla bla bla bla bla bla\lbla bla bla bla bla bla bla bla\lbla bla bla bla bla bla bla bla\l...\l...\lLet's fight!!

Please... I want sugestions to make it better, like after the battle ends, I want a way to erase mew sprite in a more natural way...

Note1: The "bla bla bla..." in the text is just example
Note2: I don't know how to put [SOLVED] tag... I'm new in the forum xD

Madridista
December 27th, 2008, 11:00 PM
Game: Fire Red
Type: Trigger
Editor: eXtreme Script Editor
Problem: The script won't even start and the game freezes.
Script:
#dynamic 0x800000

#org @main
lock
checkflag 0x1000
if 0x1 goto @yes
if 0x0 goto @no
end

#org @yes
end

#org @no
msgbox @hey 0x6
applymovement 0xFF @player
waitmovement 0x10
applymovement 0x02 @fat
waitmovement 0x100
faceplayer
msgbox @player2 0x6
msgbox @awake 0x6
givepokemon 0x186 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox @received 0x6
msgbox @guy2 0x6
fadescreen 0x1
applymovement 0x02 @lol
waitmovement 0x10
fadescreen 0x0
msgbox @lol2 0x6

#org @hey
= ???: Hey!

#org @player
#raw 0x62
#raw 0xFE

#org @fat
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1E
#raw 0x1F
#raw 0x1E
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1D
#raw 0xFE

#org @player2
= \v\h01: What... what, happened...

#org @awake
= Don't worry about what\nhappened.\pThe only thing that matters\nnow, is that you're all\nright.\pLucky I was there, you\nnever know what could of\nhappened to you...\pBy the way! I found this\nfainted ANORITH somewhere over here.\nTake it!

#org @received
= \v\h01 received SHUCKLE!

#org @guy2
= I haven't introduced my self\nyet!\pMy name is John!\nI'm a retired coal miner!\p...\n...\pSorry, but I have to\ngo, bye!

#org @lol
#raw 0x60
#raw 0xFE

#org @lol2
= \v\h01: He's a really strange\nguy...

PS. I changed Unknown (in A-Map) to 0003 and Var Number to 4050.

Surf
December 28th, 2008, 12:22 AM
Game: Fire Red
Type: Trigger
Editor: eXtreme Script Editor
Problem: The end part of the script doesn't happen
Script:
#dynamic 0x800000
#org @start
checkflag 0x1000
if 0x0 goto @start1
release
end

#org @start1
lock
message @talk
callstd 0x6
applymovement 0x2 @move
applymovement 0x3 @move2
waitmovement 0x0
applymovement 0x2 @move1
applymovement 0x3 @move3
waitmovement 0x0
message @talk1
callstd 0x6
setflag 0x1000
release
end

#org @talk
= So the experiment will be ready\ntonight...

#org @move
#raw 65
#raw 04
#raw FE

#org @move1
#raw 1E
#raw 1E
#raw 1E
#raw 1E
#raw 1E
#raw 1E
#raw 1E
#raw 1E
#raw 1E
#raw 69
#raw FE

#org @move3
#raw 1E
#raw 1E
#raw 1E
#raw 1E
#raw 1E
#raw 1E
#raw 1E
#raw 1E
#raw 1E
#raw 69
#raw FE

#org @move2
#raw 65
#raw 04
#raw FE

#org @talk1
= Wait that man looked like Dad!\nI wonder...

пзо
December 28th, 2008, 12:25 AM
Game: Fire Red
Type: Trigger
Editor: eXtreme Script Editor
Problem: The end part of the script doesn't happen
Script:
#dynamic 0x800000
#org @start
checkflag 0x1000
if 0x0 goto @start1
release
end

#org @start1
lock
message @talk
callstd 0x6
applymovement 0x2 @move
applymovement 0x3 @move2
waitmovement 0x0
applymovement 0x2 @move1
applymovement 0x3 @move3
waitmovement 0x0
msgbox @talk1 0x2
callstd 0x6
setflag 0x1000

release
end

#org @talk
= So the experiment will be ready\ntonight...

#org @move
#raw 65
#raw 04
#raw FE

#org @move1
#raw 1E
#raw 1E
#raw 1E
#raw 1E
#raw 1E
#raw 1E
#raw 1E
#raw 1E
#raw 1E
#raw 69
#raw FE

#org @move3
#raw 1E
#raw 1E
#raw 1E
#raw 1E
#raw 1E
#raw 1E
#raw 1E
#raw 1E
#raw 1E
#raw 69
#raw FE

#org @move2
#raw 65
#raw 04
#raw FE

#org @talk1
= Wait that man looked like Dad!\nI wonder...

The Edited is in bold. Try this. The 0x2 was-not there.

Surf
December 28th, 2008, 12:29 AM
The Edited is in bold. Try this. The 0x2 was-not there.

It still doesn't work the second talking doesn't happen

Hiche..
December 28th, 2008, 01:10 AM
It still doesn't work the second talking doesn't happen

#dynamic 0x800000

#org @start
checkflag 0x1000
if 0x0 goto @start1
release
end

#org @start1
lock
message @talk 0x6
applymovement 0x2 @move
applymovement 0x3 @move2
waitmovement 0x0
applymovement 0x2 @move1
applymovement 0x3 @move3
waitmovement 0x0
msgbox @talk1 0x6
setflag 0x1000
release
end

#org @talk
= So the experiment will be ready\ntonight...

#org @move
#raw 65
#raw 04
#raw FE

#org @move1
#raw 1E
#raw 1E
#raw 1E
#raw 1E
#raw 1E
#raw 1E
#raw 1E
#raw 1E
#raw 1E
#raw 69
#raw FE

#org @move3
#raw 1E
#raw 1E
#raw 1E
#raw 1E
#raw 1E
#raw 1E
#raw 1E
#raw 1E
#raw 1E
#raw 69
#raw FE

#org @move2
#raw 65
#raw 04
#raw FE

#org @talk1
= Wait that man looked like Dad!\nI wonder...

Two fixes are in Bold. In the new version of XSE, remember that there is no callstd nor boxset.

Surf
December 28th, 2008, 01:11 AM
#dynamic 0x800000

#org @start
checkflag 0x1000
if 0x0 goto @start1
release
end

#org @start1
lock
message @talk 0x6
applymovement 0x2 @move
applymovement 0x3 @move2
waitmovement 0x0
applymovement 0x2 @move1
applymovement 0x3 @move3
waitmovement 0x0
msgbox @talk1 0x6
setflag 0x1000
release
end

#org @talk
= So the experiment will be ready\ntonight...

#org @move
#raw 65
#raw 04
#raw FE

#org @move1
#raw 1E
#raw 1E
#raw 1E
#raw 1E
#raw 1E
#raw 1E
#raw 1E
#raw 1E
#raw 1E
#raw 69
#raw FE

#org @move3
#raw 1E
#raw 1E
#raw 1E
#raw 1E
#raw 1E
#raw 1E
#raw 1E
#raw 1E
#raw 1E
#raw 69
#raw FE

#org @move2
#raw 65
#raw 04
#raw FE

#org @talk1
= Wait that man looked like Dad!\nI wonder...

Two fixes are in Bold. In the new version of XSE, remember that there is no callstd nor boxset.

I'm not using the new version because it won't let me compile that script

Hiche..
December 28th, 2008, 01:14 AM
The script I edited will work in the new XSE. Try it. The one I edited, and post here if you had problems.

Surf
December 28th, 2008, 02:00 AM
i keeps saying this
http://i40.photobucket.com/albums/e206/hackimon13/fdsg.jpg

Hiche..
December 28th, 2008, 02:06 AM
i keeps saying this
http://i40.photobucket.com/albums/e206/hackimon13/fdsg.jpg

#dynamic 0x800000

#org @start
checkflag 0x1000
if 0x0 goto @start1
release
end

#org @start1
lock
message @talk 0x6
applymovement 0x2 @move
applymovement 0x3 @move2
waitmovement 0x0
applymovement 0x2 @move1
applymovement 0x3 @move3
waitmovement 0x0
msgbox @talk1 0x6
setflag 0x1000
release
end

#org @talk
= So the experiment will be ready\ntonight...

#org @move
#raw 65
#raw 04
#raw 0xFE

#org @move1
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x69
#raw 0xFE

#org @move3
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 69
#raw 0xFE

#org @move2
#raw 65
#raw 04
#raw 0xFE

#org @talk1
= Wait that man looked like Dad!\nI wonder...

Copy this. It will work. Tried it. Also, what is #raw 69? Never heard of that move.

Hoshiko Aki
December 28th, 2008, 02:22 AM
Thank you very much ! PokePal17

Surf
December 28th, 2008, 03:27 AM
Game: Fire Red
Type: Trigger
Editor: eXtreme Script Editor
Problem: The whole thing just freezes
Script:
#dynamic 0x800000
#org @start
checkflag 0x1000
if 0x0 goto @start1
release
end

#org @start1
lock
setvar 0x7000 0x1
message @talk 0x6
applymovement 0x2 @move
waitmovement 0x0
msgbox @talk2 0x6
applymovement 0x5 @move1
applymovement 0xFF @move3
waitmovement 0x0
setdooropened 0x15 0x17
doorchange
applymovement 0x5 @move4
applymovement 0xFF @move5
waitmovement 0x0
setdoorclosed 0x15 0x17
doorchange
warp 0x5 0x2 0x1 0x4 0x7
msgbox @talk3 0x6
applymovement 0x2 @move6
waitmovement 0x0
applymovement 0xFF @move7
waitmovement 0x0
msgbox @talk4 0x6
applymovement 0xFF @move8
waitmovement 0x0
msgbox @talk5 0x6
giveitem 0x15D 0x1 0x0
setflag 0x829
release
end

#org @talk
= [player]!

#org @talk1
= Wait that man looked like Dad!\nI wonder...

#org @talk2
= Hello [player]\nI have your mother's parcel\pFollow me back to my house.

#org @move
#raw 65
#raw 10
#raw 10
#raw 10
#raw 0xFE

#org @move1
#raw 11
#raw 11
#raw 13
#raw 13
#raw 13
#raw 13
#raw 11
#raw 11
#raw 11
#raw 11
#raw 11
#raw 11
#raw 0xFE

#org @move3
#raw 11
#raw 11
#raw 11
#raw 13
#raw 13
#raw 13
#raw 13
#raw 11
#raw 11
#raw 11
#raw 11
#raw 11
#raw 11
#raw 0xFE

#org @move2
#raw 65
#raw 04
#raw 0xFE

#org @move4
#raw 11
#raw 60
#raw 0xFE

#org @move5
#raw 11
#raw 11
#raw 0xFE

#org @talk3
= Come and sit down.

#org @move6
#raw 13
#raw 11
#raw 11
#raw 02
#raw 0xFE

#org @move7
#raw 11
#raw 12
#raw 12
#raw 11
#raw 11
#raw 03
#raw 0xFE

#org @talk4
= Now I saw you walking up from\nNarrow Pass.\lI belive that you would have seen\lsomeone who looked oddly like your\lfather.\pWell that was him. He was cast\ninto debt after borrowing money\lfrom Team Rocket.\pHe is now their head scientist.\pIt my come as a shook to you but if\nyou want some more information you\lshould ask your mother.\pOh yes come here.

#org @move8
#raw 11
#raw 13
#raw 13
#raw 13
#raw 04
#raw 0xFE

#org @talk5
= I have something for you.\pIt's called a Pokedex.\nIt's used to record wild pokemon\ldata.\pOh and heres your mothers parcel.\pSee you later

Ninja Caterpie
December 28th, 2008, 05:05 AM
Do you have the right script tile settings? 0003 and 5040?

Surf
December 28th, 2008, 05:23 AM
yeah naturally but i have 4050 insted
It's a level script BTW

Ninja Caterpie
December 28th, 2008, 05:31 AM
Aaah?!! WUT?! You're meant to say that! A level script is different to a trigger script!

CelebiKing123
December 28th, 2008, 08:27 AM
hi can somebody tell me wats wrong with my wild charizard script?
#org $start
lock
faceplayer
message $1
boxset 6
cry 0xA1 6
nop
nop
wildbattle 6 30 0x8B
fadescreen 0
#raw 0x53 0x0F 0x80
setflag 0x200
release
end

#org $1
$1 1 =CHARIZARD: Raaarrgghh!

Ninja Caterpie
December 28th, 2008, 01:42 PM
First we need to know what it doesn't do!

Madridista
December 28th, 2008, 02:23 PM
@CelebiKing123

It should work now:
#org @start
lock
faceplayer
message @1 0x6
cry 0xA1 6
nop
nop
wildbattle 6 30 0x8B
fadescreen 0x0
#raw 0x53 0x0F 0x80
setflag 0x200
release
end

#org @1
= CHARIZARD: Raaarrgghh!

Perfect_Palkia_10
December 28th, 2008, 06:29 PM
Game: Pokemon FireRed
Type: Trigger
Editor: PokeScript


Script:

#org $start
checkflag 0x200
if b_true goto $done
applymovement 0x00 $move
pausemove

message $1
boxset 6
applymovement 0x00 $move2
pausemove
message $2
boxset 6

applymovement 0x00 $move3
pausemove
message $3
boxset 6
checkflag 0x200
if b_true goto $give
release
end

#org $done
countpokemon
compare LASTRESULT 0x0
if b_true goto $need
message $10
boxset 6

special 0x0
waitfanfare
message $11
boxset 6
release
end

#org $give
giveitem 338 1
message $20
boxset 6
setflag 0x200
release
end

#org $need
message $30
boxset 6
release
end

#org $1
$1 1=\c\h01\h04Good Morning \c\h01\nHave a good sleep?\p...\pHmm? That's right!\lYou fell asleep while we\lwere unpacking.\pDon't worry, we've finished.\lVolknear's already gone to the\lPokh\1Bmon League. Shauna's gone\lto get breakfast.\pWhy don't you talk to\lthe locals but don't go\lto Route 300.

#org $2
$2 1=\c\h01\h04Hmm. Well I was\nto give these to\lVolknear but they don't\lfit him. Well I guess you\lthat you can have them!

#org $3
$3 1=\c\h01\h04Here you go.

#org $20
$20 1=\c\h01 got the\c\h01\h04\nRunning Shoes.\pPress B to use them.

#org $10
$10 1=Hi darling. You look tired.\nTake a rest.

#org $11
$11 1=Thats better.\nHave fun.

#org $move
#raw 0x62 0x11 0x12 0x12 0x12 0x12 0x11 0x02

#org $move2
#raw 0x13 0x13 0x13 0x13 0x13 0x13 0x01

#org $move3
#raw 0x12 0x12 0x12 0x12 0x12 0x12



It won't trigger.

Ninja Caterpie
December 28th, 2008, 07:46 PM
Stop it with the vagueness people! What do you mean by "it won't trigger"? Do you mean it freezes or nothing happens at all?

KhaosKnight
December 28th, 2008, 07:52 PM
By that i think he means when he steps on the script tile it wont activate or "trigger"

What you should do is go click on the script tile and make sure you have the 40 50 or 50 40 values in the unknown box(or the one above it, im not sure exactly its been awhile since i have looked at it)at the top of the script panel in A-Map.

But yes you should be more specific when discribing problems.

Vrai
December 29th, 2008, 04:48 AM
Game: Pokemon FireRed
Type: Trigger
Editor: PokeScript

Script:

#org $start
checkflag 0x200
if b_true goto $done
applymovement 0x00 $move
pausemove 0x0

message $1
boxset 6
applymovement 0x00 $move2
pausemove 0x0
message $2
boxset 6

applymovement 0x00 $move3
pausemove 0x0
message $3
boxset 6
checkflag 0x200
if b_true goto $give
release
end

#org $done
countpokemon
compare LASTRESULT 0x0
if b_true goto $need
message $10
boxset 6
special 0x0
waitfanfare
message $11
boxset 6
release
end

#org $give
giveitem 338 1
message $20
boxset 6
setflag 0x200
release
end

#org $need
message $30
boxset 6
release
end

#org $1
$1 1=\c\h01\h04Good Morning. \c\h01\nHave a good sleep?\p...\pHmm? That's right!\lYou fell asleep while we\lwere unpacking.\pDon't worry, we've finished.\lVolkner's already gone to the\lPokh\1Bmon League. Shauna's gone\lto get breakfast.\pWhy don't you talk to\lthe locals but don't go\lto Route 300.

#org $2
$2 1 =\c\h01\h04Hmm. Well I was\nto give these to\lVolknear but they don't\lfit him. Well I guess you\lthat you can have them!

#org $3
$3 1 =\c\h01\h04Here you go.

#org $20
$20 1 =\v\h01 got the\c\h01\h04\nRunning Shoes.\pPress B to use them.

#org $10
$10 1 =Hi darling. You look tired.\nTake a rest.

#org $11
$11 1 =That's better.\nHave fun.

#org $move
#raw 0x62 0x11 0x12 0x12 0x12 0x12 0x11 0x02 0xFE

#org $move2
#raw 0x13 0x13 0x13 0x13 0x13 0x13 0x01 0xFE

#org $move3
#raw 0x12 0x12 0x12 0x12 0x12 0x12 0xFE


It won't trigger.

There's a lot of random errors here, too. Please try to catch your own errors first.

All of the movements need 0xFE to finish them.
\c\h01 should be \v\h01.
Pausemove should have a 0x0 parameter.
Why do you have waitfanfare in a place where it doesn't have a fanfare?
You can't move a person with a Person Number of 0, because I highly doubt that there's a person with a Person Number of 0 on your map. Double check that, please.
Also, you should make the script check for a flag so that it doesn't run through twice, especially since it's a trigger script.

Finally, be sure to use 0300 and 4050 as your Unknown and Var Number values.

Hoshiko Aki
December 29th, 2008, 07:49 AM
Can somebody help me

It most be so script:

player will room out but he can't the script say better take my pokemon with me and if he has taken the pokeball in his room the script gone and the player can leave the room.

Binary
December 29th, 2008, 09:33 AM
@CelebiKing123

It should work now:
#org @start
lock
faceplayer
message @1 0x6
cry 0xA1 6
nop
nop
wildbattle 6 30 0x8B
fadescreen 0x0
#raw 0x53 0x0F 0x80
setflag 0x200
release
end

#org @1
= CHARIZARD: Raaarrgghh!

Yes but don't forget him to change the People ID of the charizard in AM to 0200.

michaelh
December 29th, 2008, 10:34 AM
I don't quite understand why this script isn't working.

Notes:
Desired Effect:
Gives Trainer a Crobat (I know there are no safeguards, but those are not part of this script)

Actual Effect:
Freezes on activation (when person is interacted with using the A button)

Other useful information:
Script is an original work (not copypasted badly from various sources)
Rom is Pokémon Fire Red (U)
Rom expanded to 32MiB
Pointer correct in AdvanceMap ($1000000)
Activator is a person on map
Compiler is XSE v1.1.1
@start corresponds to offset 0x1000000

--------------------------------------------

Script Below (73 lines, spoilered to make post reasonable length):

#dynamic 0x1000000
#org @start
lock
faceplayer
checkflag 0x533
if 0x1 goto @won
checkflag 0x532
if 0x1 goto @done
message @1 2
checkgender
compare LASTRESULT 0x0
if 0x1 goto @boy
compare LASTRESULT 0x1
if 0x1 goto @girl

#org @boy
message @2 5
compare LASTRESULT 0x1
if 0x1 goto @givepoke
if 0x0 goto @reject

#org @girl
message @3 5
compare LASTRESULT 0x1
if 0x1 goto @givepoke
if 0x0 goto @reject

#org @givepoke
message @5 6
givepokemon 169 61 142 0 0 0
bufferpokemon 2 169
message @6 6
setflag 0x532
goto @done

#org @reject
message @4 6
release
end

#org @done
message @7 6
release
end

#org @won
message @8 6
release
end

#org @1
= I have your Pokémon for the\nbattle.

#org @2
= Are you ready, Mr. \v\h01?

#org @3
= Are you ready, Miss \v\h01?

#org @4
= I understand. You have a tough\nbattle ahead. You'll need to\lprepare hard for it!

#org @5
= Here you are. Good luck!

#org @6
= \c\h01\h02You recieved a \c\h01\h05\v\h04!

#org @7
= Our leader, Isiah, is very strong.\nI can't recall when he was last\ldefeated. You'll need to gather\lall of your strength for this.

#org @8
= It's not possible...\nYou, beat Master Isiah, at such a\lyoung age...\lYou must be strong enough to take\lthe challenge. Master Isiah will\lbe waiting.


Additional info provided per request.

NB: Script is probably quite messy and inefficient, as I've not written a huge deal of scripts.

Perfect_Palkia_10
December 29th, 2008, 08:27 PM
There's a lot of random errors here, too. Please try to catch your own errors first.

All of the movements need 0xFE to finish them.
\c\h01 should be \v\h01.
Pausemove should have a 0x0 parameter.
Why do you have waitfanfare in a place where it doesn't have a fanfare?
You can't move a person with a Person Number of 0, because I highly doubt that there's a person with a Person Number of 0 on your map. Double check that, please.
Also, you should make the script check for a flag so that it doesn't run through twice, especially since it's a trigger script.

Finally, be sure to use 0300 and 4050 as your Unknown and Var Number values.

Sorry, I'm very new to scripting. Anyway thanks for that. Works fine.

Hoshiko Aki
December 30th, 2008, 05:07 AM
Can somebody help me

It most be so script:

player will room out but he can't the script say better take my pokemon with me and if he has taken the pokeball in his room the script gone and the player can leave the room.


some buddy?

please help me

BananasGoMoo
December 30th, 2008, 01:40 PM
some buddy?

please help me


well, where is your script so far?

people aren't gong to write the script for you, just help you fix errors

HackMew
December 30th, 2008, 02:53 PM
I don't quite understand why this script isn't working.

Notes:
Desired Effect:
Gives Trainer a Crobat (I know there are no safeguards, but those are not part of this script)

Actual Effect:
Freezes on activation (when person is interacted with using the A button)

Other useful information:
Script is an original work (not copypasted badly from various sources)
Rom is Pokémon Fire Red (U)
Rom expanded to 32MiB
Pointer correct in AdvanceMap ($1000000)
Activator is a person on map
Compiler is XSE v1.1.1
@start corresponds to offset 0x1000000

--------------------------------------------

Script Below (73 lines, spoilered to make post reasonable length):

#dynamic 0x1000000
#org @start
lock
faceplayer
checkflag 0x533
if 0x1 goto @won
checkflag 0x532
if 0x1 goto @done
message @1 2
checkgender
compare LASTRESULT 0x0
if 0x1 goto @boy
compare LASTRESULT 0x1
if 0x1 goto @girl

#org @boy
message @2 5
compare LASTRESULT 0x1
if 0x1 goto @givepoke
if 0x0 goto @reject

#org @girl
message @3 5
compare LASTRESULT 0x1
if 0x1 goto @givepoke
if 0x0 goto @reject

#org @givepoke
message @5 6
givepokemon 169 61 142 0 0 0
bufferpokemon 2 169
message @6 6
setflag 0x532
goto @done

#org @reject
message @4 6
release
end

#org @done
message @7 6
release
end

#org @won
message @8 6
release
end

#org @1
= I have your Pokémon for the\nbattle.

#org @2
= Are you ready, Mr. \v\h01?

#org @3
= Are you ready, Miss \v\h01?

#org @4
= I understand. You have a tough\nbattle ahead. You'll need to\lprepare hard for it!

#org @5
= Here you are. Good luck!

#org @6
= \c\h01\h02You recieved a \c\h01\h05\v\h04!

#org @7
= Our leader, Isiah, is very strong.\nI can't recall when he was last\ldefeated. You'll need to gather\lall of your strength for this.

#org @8
= It's not possible...\nYou, beat Master Isiah, at such a\lyoung age...\lYou must be strong enough to take\lthe challenge. Master Isiah will\lbe waiting.


Additional info provided per request.

NB: Script is probably quite messy and inefficient, as I've not written a huge deal of scripts.

That was something detailed indeed ;)
Here's the fixed and optimized script. I would explain you the changes, but I think you can get more satisfaction by simple understanding them on your own.
The script should work fine, even if I didn't test it. Let me know if you have problems or whatever. Don't forget the [SOLVED] thingy, okay?

#dynamic 0x1000000

#org @start
lock
faceplayer
checkflag 0x533
if 0x1 goto @won
checkflag 0x532
if 0x1 goto @done
message @1 2
checkgender
compare LASTRESULT 0x0
if 0x1 call @boy
compare LASTRESULT 0x1
if 0x1 call @girl
compare LASTRESULT 0x1
if 0x0 goto @reject
message @5 6
givepokemon 169 61 142 0 0 0
bufferpokemon 2 169
message @6 6
setflag 0x532
goto @done

#org @boy
message @2 5
return

#org @girl
message @3 5
return

#org @reject
message @4 6
release
end

#org @done
message @7 6
release
end

#org @won
message @8 6
release
end

#org @1
= I have your Pokémon for the\nbattle.

#org @2
= Are you ready, Mr. [player]?

#org @3
= Are you ready, Miss [player]?

#org @4
= I understand. You have a tough\nbattle ahead. You'll need to\lprepare hard for it!

#org @5
= Here you are. Good luck!

#org @6
= \c\h01\h02You recieved a \c\h01\h05[buffer3]!

#org @7
= Our leader, Isiah, is very strong.\nI can't recall when he was last\ldefeated. You'll need to gather\lall of your strength for this.

#org @8
= It's not possible...\nYou, beat Master Isiah, at such a\lyoung age...\lYou must be strong enough to take\lthe challenge. Master Isiah will\lbe waiting.

Hoshiko Aki
December 31st, 2008, 02:40 AM
Hello,

whats wrong with this script?

'---------------
#org 0x2D513F
setvar 0x4060 0x37
givepokemon 0x4060 0x8 0x0 0x0 0x0 0x0
end

it must give you your starter pokemon Vulpix but you can talk to the pokeball but nothing happen

Pokepal17
December 31st, 2008, 03:23 AM
ROM: Pokemon Fire Red
Version: 1.0
Script Editor: XSE
Script: Trigger Script

I'm having a bit of trouble with this script.
The bit when the flag is not set works fine. When the flag is set, the egg is meant to hatch and then the text is meant to appear. Instead part of the text briefly appears and then the egg hatches and the script ends without the full text appearing.

Here is the script


#dynamic 0x800000

#org @start
checkflag 0x828
if 0x1 goto @hatch
applymovement 0xFF @move
waitmovement 0x0
msgbox @talk 0x2
end

#org @hatch
checkflag 0x1000
if 0x0 goto @end
call @hatching
msgbox @talk2 0x2
clearflag 0x1000
end

#org @end
release
end

#org @talk
= I should go back.

#org @talk2
= It hatched!

#org @move
#raw 0x62 0x50 0xFE

#org @hatching
special 0xC2
return


The settings for the script are okay but it's the script itself.

Pictures


http://img201.imageshack.us/img201/6177/eggtx4.png (http://img201.imageshack.us/my.php?image=eggtx4.png)

Part of the text appears before the egg hatches. The text is meant to appear after the egg hatches but it doesn't.

Ninja Caterpie
December 31st, 2008, 03:47 AM
Hello,

whats wrong with this script?

'---------------
#org 0x2D513F
setvar 0x4060 0x37
givepokemon 0x4060 0x8 0x0 0x0 0x0 0x0
end

it must give you your starter pokemon Vulpix but you can talk to the pokeball but nothing happen

Uh, yeah, something happened! You just got a Vulpix! But you don't have any messages so, :\ Also, there's no "setflag 0x828" to enable the Pokemon menu.

Hoshiko Aki
December 31st, 2008, 04:17 AM
Uh, yeah, something happened! You just got a Vulpix! But you don't have any messages so, :\ Also, there's no "setflag 0x828" to enable the Pokemon menu.


o ok,

Can you help me then?

How can i get a message there in and how do i set the setflag in it?

Ninja Caterpie
December 31st, 2008, 05:29 AM
fanfare 0x13E
message @got 0x4
waitfanfare
closeonkeypress
setflag 0x828

Put that after the givepokemon part. If you want a nickname part too...find that out yourself. Go to thethethethe's tutorial or, if you're too lazy, go to diegoisawesome's XSE version of the same thing.

Pokepal17
December 31st, 2008, 05:33 AM
Originally Posted by Ichiro Kazuki http://www.pokecommunity.com/images/templates/delibird/button/viewpost.gif (http://www.pokecommunity.com/showthread.php?p=4239286#post4239286)
Hello,

whats wrong with this script?

Code:
#org 0x2D513F
setvar 0x4060 0x37
givepokemon 0x4060 0x8 0x0 0x0 0x0 0x0
end

it must give you your starter pokemon Vulpix but you can talk to the pokeball but nothing happen


Here is the script, don't forget to give the Pokeball an ID of 0828.


#org 0x2D513F
setvar 0x4060 0x37
givepokemon 0x4060 0x8 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox @player 0x4
waitfanfare
closeonkeypress
hidesprite LASTTALKED
setflag 0x828
release
end

#org @player
[player] recieved a Vulpix!


Thanks Ninja Caterpie ^_^
\/ \/ \/

Ninja Caterpie
December 31st, 2008, 05:34 AM
You forgot hidesprite. :\ Hidesprite 0x<number of sprite>

michaelh
December 31st, 2008, 08:45 AM
That was something detailed indeed ;)
Here's the fixed and optimized script. I would explain you the changes, but I think you can get more satisfaction by simple understanding them on your own.
The script should work fine, even if I didn't test it. Let me know if you have problems or whatever. Don't forget the [SOLVED] thingy, okay?

#dynamic 0x1000000

#org @start
lock
faceplayer
checkflag 0x533
if 0x1 goto @won
checkflag 0x532
if 0x1 goto @done
message @1 2
checkgender
compare LASTRESULT 0x0
if 0x1 call @boy
compare LASTRESULT 0x1
if 0x1 call @girl
compare LASTRESULT 0x1
if 0x0 goto @reject
message @5 6
givepokemon 169 61 142 0 0 0
bufferpokemon 2 169
message @6 6
setflag 0x532
goto @done

#org @boy
message @2 5
return

#org @girl
message @3 5
return

#org @reject
message @4 6
release
end

#org @done
message @7 6
release
end

#org @won
message @8 6
release
end

#org @1
= I have your Pokémon for the\nbattle.

#org @2
= Are you ready, Mr. [player]?

#org @3
= Are you ready, Miss [player]?

#org @4
= I understand. You have a tough\nbattle ahead. You'll need to\lprepare hard for it!

#org @5
= Here you are. Good luck!

#org @6
= \c\h01\h02You recieved a \c\h01\h05[buffer3]!

#org @7
= Our leader, Isiah, is very strong.\nI can't recall when he was last\ldefeated. You'll need to gather\lall of your strength for this.

#org @8
= It's not possible...\nYou, beat Master Isiah, at such a\lyoung age...\lYou must be strong enough to take\lthe challenge. Master Isiah will\lbe waiting.

Hate to say it, but I managed to pick out a little bug in that:

See this?

if 0x1 call @boy
compare LASTRESULT 0x1
if 0x1 call @girl
compare LASTRESULT 0x1

Then look at this:

#org @boy
message @2 5
return

If you said yes, what would LASTRESULT be? ;)


After fixing this, I came up with what (in my opinion) is the final solution:

#dynamic 0x1000000

#org @start
lockall
faceplayer
checkflag 0x533
if 0x1 goto @won
checkflag 0x532
if 0x1 goto @done
message @1 2
checkgender
compare LASTRESULT 0x0
if 0x1 call @gender
checkflag 0x534
if 0x0 call @girl
if 0x1 call @boy
compare LASTRESULT 0x1
if 0x0 goto @reject
message @5 6
givepokemon 169 61 142 0 0 0
bufferpokemon 2 169
message @6 6
setflag 0x532
goto @done

#org @boy
message @2 5
return

#org @girl
message @3 5
return

#org @reject
message @4 6
releaseall
end

#org @done
message @7 6
releaseall
end

#org @won
message @8 6
release
end

#org @gender
setflag 0x534
return

#org @1
= I have your Pokémon for the\nbattle.

#org @2
= Are you ready, Mr. [player]?

#org @3
= Are you ready, Miss [player]?

#org @4
= I understand. You have a tough\nbattle ahead. You'll need to\lprepare hard for it!

#org @5
= Here you are. Good luck!

#org @6
= \c\h01\h02You recieved a \c\h01\h05[buffer3]!

#org @7
= Our leader, Isiah, is very strong.\nI can't recall when he was last\ldefeated. You'll need to gather\lall of your strength for this.

#org @8
= It's not possible...\nYou, beat Master Isiah, at such a\lyoung age...\lYou must be strong enough to take\lthe challenge. Master Isiah will\lbe waiting.


Thanks for the optimisation tips. However, they didn't fix my problem with the freezing. What did, however, was checking the map in AM1.92 and realising that it had a problem with handling 7 digit pointers. So I repointed a 6 digit offset (90003A in this case) to my script, entered it as my offset in AM, and run the script. Can't believe I didn't notice it before! :shocked:

P.S. I realise I probably should have PMed this, but I thought that publicising solutions would be more useful to other scripters.

Hoshiko Aki
December 31st, 2008, 10:12 AM
#org 0x2D513F
setvar 0x4060 0x37
givepokemon 0x4060 0x8 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox @player 0x4
waitfanfare
closeonkeypress
hidesprite LASTTALKED
Hidesprite 0x92
setflag 0x828
release
end

Script type: Give away
Script progamma: XSE


XSE say a fault

fault 9 "Subscript out of range" on line 5

Pokepal17
December 31st, 2008, 10:36 AM
originally posted by Ichiro Kazuki

#org 0x2D513F
setvar 0x4060 0x37
givepokemon 0x4060 0x8 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox @player 0x4
waitfanfare
closeonkeypress
hidesprite LASTTALKED
Hidesprite 0x92
setflag 0x828
release
end


It will say that beacuse you haven't done the full script. You don't need the hidesprite 0x92. You've got a pointer leading to a branch that you haven't done yet.

Here is the script, just copy it up word for word. Give the pokeball an ID code of 0828. BTW, LASTTALKED means the last person you talked to.

#org 0x2D513F
setvar 0x4060 0x37
givepokemon 0x4060 0x8 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox @player 0x4
waitfanfare
closeonkeypress
hidesprite LASTTALKED
setflag 0x828
release
end

#org @player
= [player] recieved a Vulpix!

________________________________________________________________________________________

I need help with this camera movement script.
ROM: Fire Red
Version: 1.0
Script Editor: XSE
Script Type: Trigger Script

Script:

#dynamic 0x800000

#org @start
lock
checkflag 0x1001
if 0x1 goto @end
applymovement MOVE_CAMERA @move
waitmovement 0x0
setflag 0x1001
release
end

#org @end
release
end

#org @move
#raw 0x1E 0x1E 0x1E 0x1E 0x1E 0x20 0x20 0x20 0x20 0x1D 0x1D 0x1D 0x1D 0x1D 0x1F 0x1F 0x1F 0x1F 0xFE


When I step on the script, nothing happens. The script is meant to move the camera up, right, down then left. But nothing happens.

Script settings

http://img120.imageshack.us/img120/5084/amapmc0.jpg (http://img120.imageshack.us/my.php?image=amapmc0.jpg)



Thanks Ninja Caterpie, Mac_Mini & derv1205

Surf
December 31st, 2008, 03:16 PM
It will say that beacuse you haven't done the full script. You don't need the hidesprite 0x92. You've got a pointer leading to a branch that you haven't done yet.

Here is the script, just copy it up word for word. Give the pokeball an ID code of 0828. BTW, LASTTALKED means the last person you talked to.

#org 0x2D513F
setvar 0x4060 0x37
givepokemon 0x4060 0x8 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox @player 0x4
waitfanfare
closeonkeypress
hidesprite LASTTALKED
setflag 0x828
release
end

#org @player
= [player] recieved a Vulpix!

________________________________________________________________________________________
I need help with this camera movement script.
ROM: Fire Red
Version: 1.0
Script Editor: XSE
Script Type: Trigger Script

Script:





When I step on the script, nothing happens. The script is meant to move the camera up, right, down then left. But nothing happens.

Script settings

http://img120.imageshack.us/img120/5084/amapmc0.jpg (http://img120.imageshack.us/my.php?image=amapmc0.jpg)


#dynamic 0x800000

#org @start
lockall
checkflag 0x1001
if 0x1 goto @end
special 0x113
applymovement MOVE_CAMERA @move
special 0x114
waitmovement 0x0
setflag 0x1001
releaseall
end

#org @end
releaseall
end

#org @move
#raw 0x1E 0x1E 0x1E 0x1E 0x1E 0x20 0x20 0x20 0x20 0x1D 0x1D 0x1D 0x1D 0x1D 0x1F 0x1F 0x1F 0x1F 0xFE


You need special 113 before the applymovement and special 114 after

derv1205
December 31st, 2008, 07:53 PM
#dynamic 0x800000

#org @start
lockall
checkflag 0x1001
if 0x1 goto @end
special 0x113
applymovement MOVE_CAMERA @move
special 0x114
waitmovement 0x0
setflag 0x1001
releaseall
end

#org @end
releaseall
end

#org @move
#raw 0x1E 0x1E 0x1E 0x1E 0x1E 0x20 0x20 0x20 0x20 0x1D 0x1D 0x1D 0x1D 0x1D 0x1F 0x1F 0x1F 0x1F 0xFE


You need special 113 before the applymovement and special 114 after

The special 113 and 114 are just to lock the player and all people and
then for release them, so if you don't include that i think it
should also work the script but everybody will keep moving
normally. And, the special should be put after waitmovement 0x0, because
if you put it before, the people will move before the script finish.

Try this:
#dynamic 0x800000

#org @start
lockall
checkflag 0x1001
if 0x1 goto @end
special 0x113
applymovement 0x7F @move
waitmovement 0x0
special 0x114
setflag 0x1001
releaseall
end

#org @end
releaseall
end

#org @move
#raw 0x1E 0x1E 0x1E 0x1E 0x1E 0x20 0x20 0x20 0x20 0x1D 0x1D 0x1D 0x1D 0x1D 0x1F 0x1F 0x1F 0x1F 0xFE

I think that should work perfectly ^^

Ninja Caterpie
December 31st, 2008, 08:04 PM
The special 113 and 114 are just to lock the player and all people and
then for release them, so if you don't include that i think it
should also work the script but everybody will keep moving
normally. And, the special should be put after waitmovement 0x0, because
if you put it before, the people will move before the script finish.


Actually, these names are dodgy. Special 0x113 sorta allows the camera to move and 114 stops it. People still move in their normal trajectories if you use 0x113. :\

Just like lock and lockall. Lock locks everyone and lockall locks you! :\

cooley
January 1st, 2009, 08:31 AM
Actually, these names are dodgy. Special 0x113 sorta allows the camera to move and 114 stops it. People still move in their normal trajectories if you use 0x113. :\

Just like lock and lockall. Lock locks everyone and lockall locks you! :\
Small corrections
Special 0x113 locks the camera, so you can move it with commands, and so the player can move without the camera moving along with him/her. Special 0x114 releases the camera, so when the script is over, each step the player takes the camera will follow. Applymovement 0x7F will render useless after special 0x114 is activated

Lock locks the player, and lockall locks down all movement on the map.

dialga2103
January 1st, 2009, 09:20 AM
i dont get it.......
any way i think we ask things about script editing right?
any way.. does anyone know a d/p script editor

пзо
January 1st, 2009, 01:01 PM
I never throught I'd be posting here again, but this script also, is the one not working..
I know theres no setflag, the script dont even start.
--



#dynamic 0x800000
#org @begin
Checkflag 0x200
applymovement 7F @movecamera1
waitmovement 0x0
msgbox @wheresplayer 0x2
playsong 0x13B 0x0
applymovement 0x01 @thereyouare
applymovement 0x7F @movecamera2
waitmovement 0x01
applymovement 0xFF @theresrival
waitmovement 0x0
msgbox @hello 0x02
applymovement 0x01 @gone
waitmovement 0x0
fadesound
hidesprite 0x01
Release
goto @end

#org @movecamera1
#raw 0x10 0x10 0x10 0x10 0x10 0x10 0x10 0x10 0xFE

#org @wherespaler
= Wheres [player]? He said hen\would meet me here.

#org @thereyouare
#raw 0x65 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0xFE

#org @movecamera2
#raw 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0xFE

#org @theresrival
#raw 0x62 0x03 0xFE

#org @hello
= [player] what are you doing! You\nwere supposed to meet me here\lover an hour ago!\p[green_fr][player]: Sorry [rival]..\p[Black_fr][rival]: Hurry! I dont want to keep\nthe professor waiting.

#org @gone
#raw 0x10 0x10 0x10 0x10 0x10 0x10 0x10 0x10 0x10 0x10 0xFE

#org @end
release
end

[B]--
msgbox 0x871CD68 MSG_KEEPOPEN '"ck."
Whats this? I change the script up and this replaces one of my text scripts.
XSE is a wirdo XD


RESOLVED

Hiche..
January 1st, 2009, 01:33 PM
1- neo, the fixes are in Bold.

#dynamic 0x800000

#org @begin
Checkflag 0x200
if 0x1 goto @end
special 0x113
applymovement 7F @movecamera1
waitmovement 0x0
special 0x114
msgbox @wheresplayer 0x2
playsong 0x13B 0x0
special 0x113
applymovement 0x01 @thereyouare
applymovement 0x7F @movecamera2
waitmovement 0x01
special 0x114
applymovement 0xFF @theresrival
waitmovement 0x0
msgbox @hello 0x02
applymovement 0x01 @gone
waitmovement 0x0
fadesound
hidesprite 0x01
setflag 0x200
Release
end

#org @movecamera1
#raw 0x10 0x10 0x10 0x10 0x10 0x10 0x10 0x10 0xFE

#org @wherespaler
= Wheres [player]? He said hen\would meet me here.

#org @thereyouare
#raw 0x65 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0xFE

#org @movecamera2
#raw 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0xFE

#org @theresrival
#raw 0x62 0x03 0xFE

#org @hello
= [Black_fr][player] what are you doing! You\nwere supposed to meet me here\lover an hour ago!\p[green_fr][player]: Sorry [rival]..\p[Black_fr][rival]: Hurry! I dont want to keep\nthe professor waiting.

#org @gone
#raw 0x10 0x10 0x10 0x10 0x10 0x10 0x10 0x10 0x10 0x10 0xFE

#org @end
release
end

special 0x113 locks the camera, and special 0x114 releases it.


2- MSG_KEEPOPEN is boxset 0x4.

пзо
January 1st, 2009, 02:05 PM
1- neo, the fixes are in Bold.

#dynamic 0x800000

#org @begin
Checkflag 0x200
if 0x1 goto @end
special 0x113
applymovement 7F @movecamera1
waitmovement 0x0
special 0x114
msgbox @wheresplayer 0x2
playsong 0x13B 0x0
special 0x113
applymovement 0x01 @thereyouare
applymovement 0x7F @movecamera2
waitmovement 0x01
special 0x114
applymovement 0xFF @theresrival
waitmovement 0x0
msgbox @hello 0x02
applymovement 0x01 @gone
waitmovement 0x0
fadesound
hidesprite 0x01
setflag 0x200
Release
end

#org @movecamera1
#raw 0x10 0x10 0x10 0x10 0x10 0x10 0x10 0x10 0xFE

#org @wherespaler
= Wheres [player]? He said hen\would meet me here.

#org @thereyouare
#raw 0x65 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0xFE

#org @movecamera2
#raw 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0xFE

#org @theresrival
#raw 0x62 0x03 0xFE

#org @hello
= [Black_fr][player] what are you doing! You\nwere supposed to meet me here\lover an hour ago!\p[green_fr][player]: Sorry [rival]..\p[Black_fr][rival]: Hurry! I dont want to keep\nthe professor waiting.

#org @gone
#raw 0x10 0x10 0x10 0x10 0x10 0x10 0x10 0x10 0x10 0x10 0xFE

#org @end
release
end

special 0x113 locks the camera, and special 0x114 releases it.


2- MSG_KEEPOPEN is boxset 0x4
.

Unresolved
The script still dont start.
Here it is again.. *Sigh*
#dynamic 0x800000
#org @begin
Checkflag 0x200
if 0x1 goto @end
special 0x113
applymovement 0x7F @movecamera1
waitmovement 0x0
special 0x114
msgbox @wheresplayer 0x2
sound 0x13B
special 0x113
applymovement 0x01 @thereyouare
applymovement 0x7F @movecamera2
waitmovement 0x01
special 0x114
applymovement 0xFF @theresrival
waitmovement 0x0
msgbox @hello 0x02
applymovement 0x01 @gone
waitmovement 0x0
sound 0x12C
hidesprite 0x01
setflag 0x200
Release
end

#org @movecamera1
#raw 0x10 0x10 0x10 0x10 0x10 0x10 0x10 0x10 0xFE

#org @wheresplayer
= Wheres [player]? He said hen\would meet me here.

#org @thereyouare
#raw 0x65 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0xFE

#org @movecamera2
#raw 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0xFE

#org @theresrival
#raw 0x62 0x03 0xFE

#org @hello
= [Black_fr][player] what are you doing! You\nwere supposed to meet me here\lover an hour ago!\p[green_fr][player]: Sorry [rival]..\p[Black_fr][rival]: Hurry! I dont want to keep\nthe professor waiting.

#org @gone
#raw 0x10 0x10 0x10 0x10 0x10 0x10 0x10 0x10 0x10 0x10 0xFE

#org @end
release
end

Hoshiko Aki
January 1st, 2009, 02:44 PM
Hello,

'---------------
#org 0x2D510C
lock
checkflag 0x829
if 0x0 goto 0x88026EB
release
end

'---------------
#org 0x8026EB
lock
applymovement MOVE_PLAYER 0x8802701
waitmovement 0x0
msgbox 0x8802705 MSG_NORMAL '"[player] better take me pokemon wi..."
release
end


'---------
' Strings
'---------
#org 0x802705
= [player] better take me pokemon with me.\nIf I do not a wild pokémon maby\lattack me


'-----------
' Movements
'-----------
#org 0x802701
#raw 0x62 'Exclamation Mark (!)
#raw 0x10 'Step Down (Normal)
#raw 0xFE 'End of Movements

this is a script that made the player not go to route 1 if you not had your pokemon in your party but if you do have the pokemon in your party than you can't go to route 1.

Whats the problem with this script?

michaelh
January 1st, 2009, 02:49 PM
Hello,

'---------------
#org 0x2D510C
lock
checkflag 0x829
if 0x0 goto 0x88026EB
release
end

'---------------
#org 0x8026EB
lock
applymovement MOVE_PLAYER 0x8802701
waitmovement 0x0
msgbox 0x8802705 MSG_NORMAL '"[player] better take me pokemon wi..."
release
end


'---------
' Strings
'---------
#org 0x802705
= [player] better take me pokemon with me.\nIf I do not a wild pokémon maby\lattack me


'-----------
' Movements
'-----------
#org 0x802701
#raw 0x62 'Exclamation Mark (!)
#raw 0x10 'Step Down (Normal)
#raw 0xFE 'End of Movements

this is a script that made the player not go to route 1 if you not had your pokemon in your party but if you do have the pokemon in your party than you can't go to route 1.

Whats the problem with this script?

Flag 0x829 is Pokédex. The flag you want (Pokémon menu) is 0x828.

Ninja Caterpie
January 1st, 2009, 04:43 PM
Lock locks the player, and lockall locks down all movement on the map.
But lockall, when I use it, still allows everyone to move. Does the Pokemon Center script use lockall? Because it does lock everyone. :\

Pokepal17
January 2nd, 2009, 03:30 AM
Originally Posted by Ninja Caterpie
Quote:
Originally Posted by cooley http://www.pokecommunity.com/images/templates/delibird/button/viewpost.gif (http://www.pokecommunity.com/showthread.php?p=4242718#post4242718)
Lock locks the player, and lockall locks down all movement on the map.

But lockall, when I use it, still allows everyone to move. Does the Pokemon Center script use lockall? Because it does lock everyone. :\


Yeah the center uses lockall

AvengedFury
January 2nd, 2009, 03:56 AM
I wanted to make a battle where after the hero defeats the npc, he will gain a pokemon. In this
case, I want the hero to receive a lvl 80 entei after defeating him. I dont know how I would go
about doing this so any help would be great


Game: Pokemon Ruby
Type: Person
Editor: XSE
Script:
#dynamic 0x800000

#org @main
checkflag 0x1000
if B_True goto @end
msgbox @text 5
compare LASTRESULT B_Yes
if B_True goto @true
msgbox @no 6
end

#ORG @end
end

#org @true
msgbox @yes 6
wildbattle PKMN_ENTEI 80 0
end

#org @text
= I am Firaga, Master of the Fire\nElement.\lDo you want to face me?

#org @no
= You are right to fear my fiery\npower!

#org @yes
= Hahaha! Ready to be scorched?

Ninja Caterpie
January 2nd, 2009, 04:04 AM
Yeah the center uses lockall

I just checked and, actually, no.

It doesn't.

'---------------
#org 0x16A2CF
lock
faceplayer
call 0x81A6578
release
end

'---------------
#org 0x1A6578
special 0x187
compare LASTRESULT 0x2
if 0x1 goto 0x81A7AE0
preparemsg 0x81A5483 '"Welcome to our POKéMON CENTER!\pWo..."
waitmsg
multichoice 0x13 0x8 0x0 0x2
copyvar 0x8000 LASTRESULT
compare 0x8000 0x0
if 0x1 goto 0x81A65B8
compare 0x8000 0x1
if 0x1 goto 0x81A6663
compare 0x8000 0x7F
if 0x1 goto 0x81A6663
end

'---------------
#org 0x1A7AE0
release
end

'---------------
#org 0x1A65B8
cmdc3 0xF
preparemsg 0x81A54E1 '"Okay, I'll take your POKéMON for a..."
waitmsg
call 0x81A65CE
special 0x169
goto 0x81A65EC

'---------------
#org 0x1A6663
msgbox 0x81A5511 MSG_KEEPOPEN '"We hope to see you again!"
return

'---------------
#org 0x1A65CE
applymovement LASTTALKED 0x81A75E7
waitmovement 0x0
doanimation 0x19
checkanimation 0x19
applymovement LASTTALKED 0x81A75ED
waitmovement 0x0
special 0x0
return

'---------------
#org 0x1A65EC
special2 LASTRESULT 0x1B1
compare LASTRESULT 0x0
if 0x1 goto 0x81A661D
special2 LASTRESULT 0x183
copyvar 0x8008 LASTRESULT
compare 0x8008 0x0
if 0x1 goto 0x81A661D
compare 0x8008 0x1
if 0x1 goto 0x81A6636
end

'---------------
#org 0x1A661D
preparemsg 0x81A552B '"Thank you for waiting.\nWe've rest..."
waitmsg
applymovement LASTTALKED 0x81A666C
waitmovement 0x0
msgbox 0x81A5511 MSG_KEEPOPEN '"We hope to see you again!"
return

'---------------
#org 0x1A6636
checkflag 0x842
if 0x1 goto 0x81A661D
msgbox 0x81A552B MSG_KEEPOPEN '"Thank you for waiting.\nWe've rest..."
setflag 0x842
preparemsg 0x81BCCCA '"It appears as if [buffer1] is play..."
waitmsg
applymovement LASTTALKED 0x81A666C
waitmovement 0x0
msgbox 0x81A5511 MSG_KEEPOPEN '"We hope to see you again!"
return

STRINGS AND MOVEMENTS
Looks like a lock to me, doesn't it?

Pokepal17
January 2nd, 2009, 06:45 AM
I just checked and, actually, no.

It doesn't.

'---------------
#org 0x16A2CF
lock
faceplayer
call 0x81A6578
release
end

'---------------
#org 0x1A6578
special 0x187
compare LASTRESULT 0x2
if 0x1 goto 0x81A7AE0
preparemsg 0x81A5483 '"Welcome to our POKéMON CENTER!\pWo..."
waitmsg
multichoice 0x13 0x8 0x0 0x2
copyvar 0x8000 LASTRESULT
compare 0x8000 0x0
if 0x1 goto 0x81A65B8
compare 0x8000 0x1
if 0x1 goto 0x81A6663
compare 0x8000 0x7F
if 0x1 goto 0x81A6663
end

'---------------
#org 0x1A7AE0
release
end

'---------------
#org 0x1A65B8
cmdc3 0xF
preparemsg 0x81A54E1 '"Okay, I'll take your POKéMON for a..."
waitmsg
call 0x81A65CE
special 0x169
goto 0x81A65EC

'---------------
#org 0x1A6663
msgbox 0x81A5511 MSG_KEEPOPEN '"We hope to see you again!"
return

'---------------
#org 0x1A65CE
applymovement LASTTALKED 0x81A75E7
waitmovement 0x0
doanimation 0x19
checkanimation 0x19
applymovement LASTTALKED 0x81A75ED
waitmovement 0x0
special 0x0
return

'---------------
#org 0x1A65EC
special2 LASTRESULT 0x1B1
compare LASTRESULT 0x0
if 0x1 goto 0x81A661D
special2 LASTRESULT 0x183
copyvar 0x8008 LASTRESULT
compare 0x8008 0x0
if 0x1 goto 0x81A661D
compare 0x8008 0x1
if 0x1 goto 0x81A6636
end

'---------------
#org 0x1A661D
preparemsg 0x81A552B '"Thank you for waiting.\nWe've rest..."
waitmsg
applymovement LASTTALKED 0x81A666C
waitmovement 0x0
msgbox 0x81A5511 MSG_KEEPOPEN '"We hope to see you again!"
return

'---------------
#org 0x1A6636
checkflag 0x842
if 0x1 goto 0x81A661D
msgbox 0x81A552B MSG_KEEPOPEN '"Thank you for waiting.\nWe've rest..."
setflag 0x842
preparemsg 0x81BCCCA '"It appears as if [buffer1] is play..."
waitmsg
applymovement LASTTALKED 0x81A666C
waitmovement 0x0
msgbox 0x81A5511 MSG_KEEPOPEN '"We hope to see you again!"
return

STRINGS AND MOVEMENTS
Looks like a lock to me, doesn't it?

Hmm.
Which ROM did you check it on? I think one uses lock the other uses lockall. I could be wrong though.

diegoisawesome
January 2nd, 2009, 11:19 AM
The problem was:
The trainer sprite! :P

пзо
January 2nd, 2009, 11:40 AM
This could be, The 0x0's after the trainer battle.
Other than that I cant see anything else.

I shall Keep looking. It hasto be somthing just after or before the
trainer battle. So Im 100% sure its that.

diegoisawesome
January 2nd, 2009, 11:56 AM
This could be, The 0x0's after the trainer battle.
Other than that I cant see anything else.

I shall Keep looking. It hasto be somthing just after or before the
trainer battle. So Im 100% sure its that.
Fixed.
Read first post.
WOOT!

пзо
January 2nd, 2009, 12:01 PM
Is'nt, Pet, or what Trainer editor your using, dont the digets have
4 numbers. Example.

0x001 maybe or I think its 0x0001.

Im highly unsure.

Pokepal17
January 2nd, 2009, 12:13 PM
@diegoisawesome

originally posted
Game: Fire Red (BPRE)
Type: Level Script
Editor: XSE
Script:
Before Compiling: Content hidden:
Click here to view.
#dynamic 0x26D9C3

#org @start
lockall
clearflag 0x200
textcolor 0x0
msgbox @heyyou 0x6
fadesong 0x0
applymovement 0xFF @lookmark
applymovement 0x7 @colbytoplayer
waitmovement 0x7
trainerbattle 0x0 0x011 0x03 @win @defeat
playsong 0x13A 0x0
msgbox @huh 0x6
applymovement 0x7 @lookaround
waitmovement 0x7
applymovement 0x7 @mark
pause 0x40
msgbox @there 0x6
applymovement 0x7 @topokedex
waitmovement 0x7
fanfare 0x11E
waitfanfare
applymovement 0x7 @backtome
waitmovement 0x7
msgbox @hehe 0x6
showmoney 0x0 0x0 0x0
pause 0x30
fanfare 0x11E
givemoney 0x3E8 0x0
updatemoney 0x0 0x0 0x0
msgbox @here 0x6
hidemoney 0x0 0x0
msgbox @seeya 0x6
playsong 0x13C 0x0
applymovement 0x7 @todoor
applymovement 0xFF @outofway
waitmovement 0x7
setdooropened 0x1F 0x1B
doorchange
applymovement 0x7 @intodoor
waitmovement 0x7
setdoorclosed 0x1F 0x1B
doorchange
fadedefault
setflag 0x200
setvar 0x7006 0x1
releaseall
end

#org @heyyou
= Hey!\pYou there!

#org @lookmark
#raw 0x62
#raw 0x03
#raw 0xFE

#org @colbytoplayer
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0xFE

#org @something
= ???: I believe you have something\nof mine[.]

#org @win
= ???: WHAT?\nYou mean you don't have my\lPokéDex?

#org @defeat
= ???: Give it back now!\p[.]\nYou mean you don't have my\lPokéDex?

#org @huh
= ???: Where is it then?

#org @lookaround
#raw 0x1C
#raw 0x1B
#raw 0x30
#raw 0x1C
#raw 0x2E
#raw 0x1C
#raw 0x2F
#raw 0x1C
#raw 0x2D
#raw 0xFE

#org @mark
#raw 0x62
#raw 0xFE

#org @there
= There!

#org @topokedex
#raw 0x1D
#raw 0x1D
#raw 0x4E
#raw 0xFE

#org @backtome
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0xFE

#org @hehe
= ???: Hehe[.]\pSorry for that confusion and all!\pHere's some money for your\ntroubles.

#org @here
= Here ya go!

#org @seeya
= ???: By the way, my name's [rival].\pYours?\p[.] [.] [.] [.] [.]\p[player], huh?\pI'll remember that!\pSee ya later, noob! I've got an\nimportant gym battle coming up!

#org @todoor
#raw 0x13
#raw 0x01
#raw 0xFE

#org @outofway
#raw 0x13
#raw 0x02
#raw 0xFE

#org @intodoor
#raw 0x11
#raw 0x60
#raw 0xFE

#org @end
releaseall
end





Decompiled: Content hidden:
Click here to view.
#org 0x26DD0D
lockall
clearflag 0x200
textcolor 0x0
msgbox 0x826DDEE MSG_NORMAL
showsprite 0x7
fadesong 0x0
applymovement MOVE_PLAYER 0x826DE00
applymovement 0x7 0x8274570
waitmovement 0x7
msgbox 0x826DE0C MSG_NORMAL
trainerbattle 0x0 0x011 0x0 0x826DE39 0x826DE6A
playsong 0x13A 0x0
msgbox 0x826DEA9 MSG_NORMAL
applymovement 0x7 0x826DEC2
waitmovement 0x7
applymovement 0x7 0x826DECD
pause 0x40
msgbox 0x826DED0 MSG_NORMAL
applymovement 0x7 0x826DED9
waitmovement 0x7
fanfare 0x11E
waitfanfare
applymovement 0x7 0x826DEDE
waitmovement 0x7
msgbox 0x826DEEC MSG_NORMAL
showmoney 0x0 0x0 0x0
pause 0x30
fanfare 0x11E
givemoney 0x3E8 0x0
updatemoney 0x0 0x0 0x0
msgbox 0x826DF40 MSG_NORMAL
hidemoney 0x0 0x0
msgbox 0x82744D0 MSG_NORMAL
playsong 0x13C 0x0
applymovement 0x7 0x827455F
applymovement MOVE_PLAYER 0x8274563
waitmovement 0x7
setdooropened 0x1F 0x1B
doorchange
applymovement 0x7 0x8274567
waitmovement 0x7
setdoorclosed 0x1F 0x1B
doorchange
fadedefault
setflag 0x200
setvar 0x7006 0x1
releaseall
end

#org 0x26DDEE
= Hey!\pYou there!

#org 0x26DE0C
= ???: I believe you have something\nof mine[.]

#org 0x26DE39
= ???: WHAT?\nYou mean you don't have my\lPokéDex?

#org 0x26DE6A
= ???: Give it back now!\p[.]\nYou mean you don't have my\lPokéDex?

#org 0x26DEA9
= ???: Where is it then?

#org 0x26DED0
= There!

#org 0x26DEEC
= ???: Hehe[.]\pSorry for that confusion and all!\pHere's some money for your\ntroubles.

#org 0x26DF40
= Here ya go!

#org 0x2744D0
= ???: By the way, my name's [rival].\pYours?\p[.] [.] [.] [.] [.]\p[player], huh?\pI'll remember that!\pSee ya later, noob! I've got an\nimportant gym battle coming up!

#org 0x26DE00
#raw 0x62
#raw 0x3
#raw 0xFE

#org 0x274570
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0xFE

#org 0x26DEC2
#raw 0x1C
#raw 0x1B
#raw 0x30
#raw 0x1C
#raw 0x2E
#raw 0x1C
#raw 0x2F
#raw 0x1C
#raw 0x2D
#raw 0xFE

#org 0x26DECD
#raw 0x62
#raw 0xFE

#org 0x26DED9
#raw 0x1D
#raw 0x1D
#raw 0x4E
#raw 0xFE

#org 0x26DEDE
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0xFE

#org 0x27455F
#raw 0x13
#raw 0x1
#raw 0xFE

#org 0x274563
#raw 0x13
#raw 0x2
#raw 0xFE

#org 0x274567
#raw 0x11
#raw 0x60
#raw 0xFE





A-Map Level Script Thing: (btw, it was fixed) Content hidden:
Click here to view.
#org 0x71AB98
#raw 0x2
#raw pointer 0x871AB9E
#raw 0x0

#org 0x71AB9E
#raw word 0x7006
#raw word 0x0
#raw pointer 0x826DD0D
#raw word 0x0

#org 0x26DD0D
lockall
clearflag 0x200
textcolor 0x0
msgbox 0x826DDEE MSG_NORMAL
showsprite 0x7
fadesong 0x0
applymovement MOVE_PLAYER 0x826DE00
applymovement 0x7 0x8274570
waitmovement 0x7
msgbox 0x826DE0C MSG_NORMAL
trainerbattle 0x0 0x011 0x0 0x826DE39 0x826DE6A
playsong 0x13A 0x0
msgbox 0x826DEA9 MSG_NORMAL
applymovement 0x7 0x826DEC2
waitmovement 0x7
applymovement 0x7 0x826DECD
pause 0x40
msgbox 0x826DED0 MSG_NORMAL
applymovement 0x7 0x826DED9
waitmovement 0x7
fanfare 0x11E
waitfanfare
applymovement 0x7 0x826DEDE
waitmovement 0x7
msgbox 0x826DEEC MSG_NORMAL
showmoney 0x0 0x0 0x0
pause 0x30
fanfare 0x11E
givemoney 0x3E8 0x0
updatemoney 0x0 0x0 0x0
msgbox 0x826DF40 MSG_NORMAL
hidemoney 0x0 0x0
msgbox 0x82744D0 MSG_NORMAL
playsong 0x13C 0x0
applymovement 0x7 0x827455F
applymovement MOVE_PLAYER 0x8274563
waitmovement 0x7
setdooropened 0x1F 0x1B
doorchange
applymovement 0x7 0x8274567
waitmovement 0x7
setdoorclosed 0x1F 0x1B
doorchange
fadedefault
setflag 0x200
setvar 0x7006 0x1
releaseall
end

#org 0x26DDEE
= Hey!\pYou there!

#org 0x26DE0C
= ???: I believe you have something\nof mine[.]

#org 0x26DE39
= ???: WHAT?\nYou mean you don't have my\lPokéDex?

#org 0x26DE6A
= ???: Give it back now!\p[.]\nYou mean you don't have my\lPokéDex?

#org 0x26DEA9
= ???: Where is it then?

#org 0x26DED0
= There!

#org 0x26DEEC
= ???: Hehe[.]\pSorry for that confusion and all!\pHere's some money for your\ntroubles.

#org 0x26DF40
= Here ya go!

#org 0x2744D0
= ???: By the way, my name's [rival].\pYours?\p[.] [.] [.] [.] [.]\p[player], huh?\pI'll remember that!\pSee ya later, noob! I've got an\nimportant gym battle coming up!

#org 0x26DE00
#raw 0x62
#raw 0x3
#raw 0xFE

#org 0x274570
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0xFE

#org 0x26DEC2
#raw 0x1C
#raw 0x1B
#raw 0x30
#raw 0x1C
#raw 0x2E
#raw 0x1C
#raw 0x2F
#raw 0x1C
#raw 0x2D
#raw 0xFE

#org 0x26DECD
#raw 0x62
#raw 0xFE

#org 0x26DED9
#raw 0x1D
#raw 0x1D
#raw 0x4E
#raw 0xFE

#org 0x26DEDE
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0xFE

#org 0x27455F
#raw 0x13
#raw 0x1
#raw 0xFE

#org 0x274563
#raw 0x13
#raw 0x2
#raw 0xFE

#org 0x274567
#raw 0x11
#raw 0x60
#raw 0xFE





Screenshots and/or Videos:
Content hidden:
Click here to view.






What it Should Do: The trainerbattle should start a battle with the Oak Talking thing.
What it Does: Check out the video.


Changes in script.

Ninja Caterpie
January 2nd, 2009, 02:11 PM
Hmm.
Which ROM did you check it on? I think one uses lock the other uses lockall. I could be wrong though.

It's on Fire Red BPRE. So there. I've only hacked FR, and lock in FR freezes everything on the map. :\ Lockall doesn't, as I put lockall in a level script and the people keep moving. Or looking around, as I set them to. :\

Ressai
January 2nd, 2009, 02:42 PM
Game: FireRed NA
Type: Person/Trainer
Editor: XSE
Script:

'---------------
#dynamic 0x8017AC
#org @start
trainerbattle 0x0 0x1F 0x0 @intro @defeat
special2 LASTRESULT 0x39
compare LASTRESULT 0x1
if 0x1 goto @seeker
msgbox @msg 0x2
end
'---------------
#org @seeker
trainerbattle 0x5 0x1F 0x0 @rematch @defeat
msgbox @msg 0x2
end
#org @intro
= My brother and I are \nlooking for challengers!
#org @defeat
= Eek!
#org @msg
= I look out for my brother. \pWe really care for each \nother.
#org @rematch
= Hii! Back for more?


I'm trying to script rematches into trainers I made. I opened a trainer script that was already in the rom and tried to do the same as it did but when I try to use the VS. Seeker it says "No trainers within range".
Do I need a new offset for the rematch script?

ShakawBR
January 2nd, 2009, 05:27 PM
I want to make a script in emerald like this: I fight someone, and after I win the fight, he gives me a Eon Ticket/Old Sea Chart and at the same time enables the islands...

Please someone help me with this, I don't even know where I start...

diegoisawesome
January 2nd, 2009, 06:46 PM
@diegoisawesome


Changes in script.
FIXED.
Read first post.
YES!!!!!!!!!

Kalm
January 2nd, 2009, 07:53 PM
Game: Pokemon Fire Red
Type: Script (Walkon)
Editor: PoketScript(Rubikon)/Notepad

SCRIPT:

#org $scrtpth2
checkflag 0x200
if 0x1 goto $pass
checkflag 0x828
if 0x1 goto $stop
applymovement 0x03 $exclam
pause 0x30
applymovement 0x03 $movechar
message $deny
boxset 6
applymovement 0xFF $mright
pausemove 0x0
applymovement 0xFF $mright
pause 0x10
applymovement 0x03 $mup
pausemove 0x0
applymovement 0x03 $mright
pausemove 0x0
applymovement 0x03 $fdown
pausemove 0x0
release
end

#org $stop
message $question
boxset 6
pause 0x10
applymovement 0x03 $exclam
pause 0x20
message $letpass
boxset 6
setflag 0x200
release
end

#org $pass
release
end

#org $mup
#raw 0x11
#raw 0xFE

#org $fdown
#raw 0x2D
#raw 0xFE

#org $mright
#raw 0x13
#raw 0xFE

#org $movechar
#raw 0x1F
#raw 0x1D
#raw 0x03
#raw 0xFE

#org $exclam
#raw 0x62
#raw 0xFE

#org $question
$question 1 =I am sorry but I still cannot\nlet you pass.

#org $letpass
$letpass 1 =Oh, you now have a Pokemon.\nI guess I won't have to worry\nabout letting you pass.\pPlease be careful though\nand watch your Pokemon's HP.

#org $deny
$deny 1 =You can't go out there\nwithout your own Pokemon.\pWild Pokemon might attack you!


The first half of the code works fine where it simply says you don't have your pokemon and cannot go out etc etc... But when the flag 0x828 is set (meaning the POKEMON menu becomes available via Fire Red's original scripts), I can walk right through the scripted tile and the only trainer I have placed on that map is screwed up, leading me to the red screen. Also, only the trainer was effected. My other characters on the map were not.

Script Parameters:

Unknown: 0003
Var Number: 4050
Var Value: 0000

Anyone know why this is happening?

Liquid Shadow
January 2nd, 2009, 09:24 PM
Game: Pokemon Fire Red
Type: Script (Walkon)
Editor: PoketScript(Rubikon)/Notepad

SCRIPT:

#org $scrtpth2
checkflag 0x200
if 0x1 goto $pass
checkflag 0x828
if 0x1 goto $stop
applymovement 0x03 $exclam
pause 0x30
applymovement 0x03 $movechar
pausemove0x0
message $deny
boxset 6
applymovement 0xFF $mright
pausemove 0x0
applymovement 0xFF $mright
pause 0x10
applymovement 0x03 $mup
pausemove 0x0
applymovement 0x03 $mright
pausemove 0x0
applymovement 0x03 $fdown
pausemove 0x0
release
end

#org $stop
message $question
boxset 6
pause 0x10
applymovement 0x03 $exclam
pause 0x20
message $letpass
boxset 6
setflag 0x200
release
end

#org $pass
release
end

#org $mup
#raw 0x11 0xFE

#org $fdown
#raw 0x2D 0xFE


#org $mright
#raw 0x13 0xFE


#org $movechar
#raw 0x1F 0x1D 0x03 0xFE

#org $exclam
#raw 0x62 0xFE

#org $question
$question 1 =I am sorry but I still cannot\nlet you pass.

#org $letpass
$letpass 1 =Oh, you now have a Pokemon.\nI guess I won't have to worry\nabout letting you pass.\pPlease be careful though\nand watch your Pokemon's HP.

#org $deny
$deny 1 =You can't go out there\nwithout your own Pokemon.\pWild Pokemon might attack you!


The first half of the code works fine where it simply says you don't have your pokemon and cannot go out etc etc... But when the flag 0x828 is set (meaning the POKEMON menu becomes available via Fire Red's original scripts), I can walk right through the scripted tile and the only trainer I have placed on that map is screwed up, leading me to the red screen. Also, only the trainer was effected. My other characters on the map were not.

Script Parameters:

Unknown: 0003
Var Number: 4050
Var Value: 0000

Anyone know why this is happening?

Ok, I've fixed the script to my best knowledge... You were missing a pausemove 0x0 in part of the script, and I rearranged the way your movements were written.. Because the way you had them written used to give me errors in Pokescript, even though they should work. Also, try adapting to XSE, it's much better and most of the time tells you what you're doing wrong in your script.. And it's much less buggy. Anyway, I hope the script works. Also, try using a different flag than the pokemon menu.. Maybe set/clear it in a previous part of the game, because I think used flags in the game can give you messed up errors... Because I've never run into a script where everything went red in the end lol.

Kalm
January 2nd, 2009, 10:35 PM
Ok, I've fixed the script to my best knowledge... You were missing a pausemove 0x0 in part of the script, and I rearranged the way your movements were written.. Because the way you had them written used to give me errors in Pokescript, even though they should work. Also, try adapting to XSE, it's much better and most of the time tells you what you're doing wrong in your script.. And it's much less buggy. Anyway, I hope the script works. Also, try using a different flag than the pokemon menu.. Maybe set/clear it in a previous part of the game, because I think used flags in the game can give you messed up errors... Because I've never run into a script where everything went red in the end lol.

Thanks for the help, but it still gives me the same problem...

I'm not sure if it is something wrong with the script, but with A-map maybe? This script did work a few hours ago, until I changed the pause time and the movements and re-compiled the script and entered in the new offset.

I had two events on one map with the same script as the one in my orginal post, one of them simply had 2 extra movements. I tested one script and it worked, and then tested the other and it did not.... odd?

If I can't get it to work, i'll just go with your advice and start fresh with XSE.

tImE
January 3rd, 2009, 03:33 AM
Game:Ruby_USA AXVE
Type:Script (Step-on)
Editor:XSE
Script:
#dynamic 0x800000

#org @start
lock
checkflag 0x1012
if b_true goto 0x8800725
showsprite 0x1
msgbox @hey1 0x2
applymovement 0xFF @playermove1
waitmovement 0x0
playsong 0x19F 0x0
applymovement 0x1 @move1
waitmovement 0x0
msgbox @itsme 0x2
applymovement 0x1 @move2
waitmovement 0x0
sound 0x12
hidesprite 0x1
fadesong 0x167
setflag 0x1012
release
end

#org @hey1
= ???: HEY! [player]!

#org @itsme
= Sapphire: Hi, [player].\nYou sure are fast...\lPhew...\pYou remember me don't ya?\nIt's me Sapphire, your neighbour.\pAnyway, I heard from your father\nthat you'd left on a journey.\pSo I thought ["]Eh, what the heck."\nAnd I decided to come along with\lyou.\pSo... What are we waiting for?\lLet's go into the woods!

#org @playermove1
#raw 0x02 0x57 0xFE

#org @move1
#raw 0x08 0x08 0x08 0x08 0x08 0x08 0x08 0x03 0xFE

#org @move2
#raw 0x08 0x0B 0xFE
After
"#org @move1
#raw 0x08 0x08 0x08 0x08 0x08 0x08 0x08 0x03 0xFE"
The player turns right for absolutly no reason at all.
I can't figure out what's wrong.

Screenshots and/or Videos: Attachment

Hiche..
January 3rd, 2009, 05:51 AM
Game:Ruby_USA AXVE
Type:Script (Step-on)
Editor:XSE
Script:
#dynamic 0x800000

#org @start
lock
checkflag 0x1012
if b_true goto 0x8800725
showsprite 0x1
msgbox @hey1 0x2
applymovement 0xFF @playermove1
waitmovement 0x0
playsong 0x19F 0x0
applymovement 0x1 @move1
waitmovement 0x0
msgbox @itsme 0x2
applymovement 0x1 @move2
waitmovement 0x0
sound 0x12
hidesprite 0x1
fadesong 0x167
setflag 0x1012
release
end

#org @hey1
= ???: HEY! [player]!

#org @itsme
= Sapphire: Hi, [player].\nYou sure are fast...\lPhew...\pYou remember me don't ya?\nIt's me Sapphire, your neighbour.\pAnyway, I heard from your father\nthat you'd left on a journey.\pSo I thought ["]Eh, what the heck."\nAnd I decided to come along with\lyou.\pSo... What are we waiting for?\lLet's go into the woods!

#org @playermove1
#raw 0x02 0x57 0xFE

#org @move1
#raw 0x08 0x08 0x08 0x08 0x08 0x08 0x08 0x03 0xFE

#org @move2
#raw 0x08 0x0B 0xFE
After
"#org @move1
#raw 0x08 0x08 0x08 0x08 0x08 0x08 0x08 0x03 0xFE"
The player turns right for absolutly no reason at all.
I can't figure out what's wrong.

Screenshots and/or Videos: Attachment

#raw 0x03 means step right, which is here; #raw 0x08 0x08 0x08 0x08 0x08 0x08 0x08 0x03 0xFE. I do not know if this is the problem.

The Riddler
January 3rd, 2009, 06:23 AM
Hi! I used Hiche's Rock Climb via Vine Whip:
#dynamic 0x26D38E

#org @1
#raw 0x7C 0x16 0x00
compare 0x800D 0x06
if 0x1 call @end
#raw 0x9D 0x00 0x0D 0x80
message @ha
boxset 5
compare LASTRESULT 0
if 0x1 goto @end
#raw 0x68
#raw 0x9C 0x25 0x00
waitstate
#raw 0x17 0x00 0x80 0x01 0x00
goto @jump
#org @jump
compare 0x8000 0x01
if 0x4 goto @move
release
end
#org @end
release
end
#org @move
applymovement 0xFF @move1
waitmovement 0x0
#raw 0x18 0x00 0x80 0x01 0x00
goto @jump

#org @ha
= It's some climbable rocks!\pWant to use VINE WHIP to\nclimb down them?

#org @move1
#raw 0x1D 0x1D 0x1D 0xFE
But when I tryed to compile it it says:
"Too less parameters on line 8.The correct number is 2."
Please help:(

tImE
January 3rd, 2009, 06:25 AM
#raw 0x03 means step right, which is here; #raw 0x08 0x08 0x08 0x08 0x08 0x08 0x08 0x03 0xFE. I do not know if this is the problem.

No, that's no the problem.
That movement is only affecting "May" or "People no 1",
not the player.
Thanks anyway.

I still have problem with this,
so help wold be awsome.

diegoisawesome
January 3rd, 2009, 06:59 AM
Hi! I used Hiche's Rock Climb via Vine Whip:
#dynamic 0x26D38E

#org @1
#raw 0x7C 0x16 0x00
compare 0x800D 0x06
if 0x1 call @end
#raw 0x9D 0x00 0x0D 0x80
message @ha 0x5
compare LASTRESULT 0
if 0x1 goto @end
#raw 0x68
#raw 0x9C 0x25 0x00
waitstate
#raw 0x17 0x00 0x80 0x01 0x00
goto @jump
#org @jump
compare 0x8000 0x01
if 0x4 goto @move
release
end

#org @end
release
end

#org @move
applymovement 0xFF @move1
waitmovement 0x0
#raw 0x18 0x00 0x80 0x01 0x00
goto @jump

#org @ha
= It's some climbable rocks!\pWant to use VINE WHIP to\nclimb down them?

#org @move1
#raw 0x1D 0x1D 0x1D 0xFEBut when I tried to compile it it says:
"Too less parameters on line 8.The correct number is 2."
Please help:(
The new XSE includes the boxsets on the message line. Try it now.

Beab
January 3rd, 2009, 07:13 AM
This isn't a script request, but I can't find this anywhere I look. I need to know how to make it so that after you talk to someone, they move. I can do that, but when I go back in the same room they were in, they're back before they moved.

ROM: Fire Red
Version: 1.0
Script Editor: XSE
Script Type: Person Event
Script:

'---------------
#dynamic 0x2D6A20
#org @start
lock
faceplayer
checkflag 0x82F
if 0x1 goto @findgood
msgbox @1 MSG_FACE '"[rival]: Oh, you're awake.\nHey, l..."
msgbox @2 MSG_FACE '"Oh, and I know that you're in\na h..."
msgbox @3 MSG_FACE '"[player] received running shoes!\n"
setflag 0x82F
applymovement 0x1 0x831CC8E
waitmovement 0x0
release
end

#org @findgood
msgbox @4 MSG_FACE
release
end

'---------
' Strings
'---------
#org @1
= [rival]: Oh, you're awake.\nHey, listen, Good called. He said \pthat he needed to talk to you about\nsomething.\p

#org @2
= Oh, and I know that you're in\na hurry, so take these:\p

#org @3
= [player] received running shoes!\n

#org @4
= Good's house is in the north western part of town.

'-----------
' Movements
'-----------
#org 0x31CC8E
#raw 0x10 'Step Down (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0xFE 'End of Movements

ShakawBR
January 3rd, 2009, 07:46 AM
I made this script to get the Eon Ticket, I think its perfect...
but I'm having trouble to find Old Sea Chart, Aurora/Mystery Ticket script and variable, can you give me a help??

#dynamic 0x800000

#org @start
trainerbattle 0x1 0x353 0x0 @intro @defeat @after
msgbox @msg 0x2
end

#org @after
msgbox 0x8273594 MSG_KEEPOPEN
giveitem 0x113 0x1 MSG_OBTAIN
setflag 0x8B3
setvar 0x403F 0x0
msgbox 0x82735F2 MSG_KEEPOPEN
end

#org @intro
= I'm XXX!\nLet's battle!

#org @defeat
= ...

#org @msg
= Haaaay!\nI'm XXX.

#org 0x273594
= Wow! You're pretty good... There\nis a ticket here for you

#org 0x2735F2
= It appears to be for use at\nthe LILYCOVE CITY port.\pWhy not give it a try and see what\nit is about?

Popstar Leafeon
January 3rd, 2009, 10:35 AM
Game: Leaf Green
Type: Person Event
Editor: XSE
Script:
#org 0x1F06D0
lock
faceplayer
checkflag 0x82F
if 0x0 goto 0x1F0F6C
if 0x1 goto 0x1F0F8D
msgbox 0x1F0F4C 0x6
release
end

#org 0x1F0F6C
fanfare 0x13E
waitfanfare
setflag 0x82F
msgbox 0x1F0FAD 0x6
release
end

#org 0x1F0F8D
msgbox 0x1F0F9D 0x6
end

#org 0x1F0F4C
= Before I forget, put on your\nrunning shoes, [player].

#org 0x1F0FAD
= You put on your running shoes! Hold \nB to run!

#org 0x1F0F9D
= You already put on your running shoes.

Okay, the problem here is that when I talk to MOM, who is the person who is telling you to put on your shoes, nothing pops up. You hear the usual sound when you talk to someone, but there's no text box. You can still walk around and leave the house, but you can't run. Will someone help me here, please?

Pokepal17
January 3rd, 2009, 10:58 AM
Game: Leaf Green
Type: Person Event
Editor: XSE
Script:

#org 0x1F06D0
lock
faceplayer
checkflag 0x82F
if 0x0 goto 0x1F0F6C
if 0x1 goto 0x1F0F8D
msgbox 0x1F0F4C 0x6
release
end

#org 0x1F0F6C
fanfare 0x13E
msgbox 0x1F0FAD 0x4
waitfanfare
closeonkeypress
setflag 0x82F
release
end

#org 0x1F0F8D
msgbox 0x1F0F9D 0x6
end

#org 0x1F0F4C
= Before I forget, put on your\nrunning shoes, [player].

#org 0x1F0FAD
= You put on your running shoes! Hold \nB to run!

#org 0x1F0F9D
= You already put on your running shoes.

Okay, the problem here is that when I talk to MOM, who is the person who is telling you to put on your shoes, nothing pops up. You hear the usual sound when you talk to someone, but there's no text box. You can still walk around and leave the house, but you can't run. Will someone help me here, please?

Changes in the script. It should work.

Popstar Leafeon
January 3rd, 2009, 11:02 AM
Thanks, but unfortunately, it's still acting the way it did before... What's wrong with it?

ShakawBR
January 4th, 2009, 03:26 PM
Sorry to ask this once more... but please I want to know...

I made this script to get the Eon Ticket, I think its perfect...
but I'm having trouble to find Old Sea Chart, Aurora/Mystery Ticket script and variable, can you give me a help??

#dynamic 0x800000

#org @start
trainerbattle 0x1 0x353 0x0 @intro @defeat @after
msgbox @msg 0x2
end

#org @after
msgbox 0x8273594 MSG_KEEPOPEN
giveitem 0x113 0x1 MSG_OBTAIN
setflag 0x8B3
setvar 0x403F 0x0
msgbox 0x82735F2 MSG_KEEPOPEN
end

#org @intro
= I'm XXX!\nLet's battle!

#org @defeat
= ...

#org @msg
= Haaaay!\nI'm XXX.

#org 0x273594
= Wow! You're pretty good... There\nis a ticket here for you

#org 0x2735F2
= It appears to be for use at\nthe LILYCOVE CITY port.\pWhy not give it a try and see what\nit is about?

Popstar Leafeon
January 4th, 2009, 04:38 PM
[solved] Thanks to diegoisawesome! ^.^

Ninja Caterpie
January 4th, 2009, 07:40 PM
ROM: FR
Script type: Trigger script
Script editor: XSE
Info: There are other trigger scripts on either sides of it which set 0x4000 to either 0x1 or 0x0. :\
Problem: It makes it sunny and then freezes. Even if I come in from the side that has 0x1 set. :\
'---------------
#org 0x168678
compare 0x4000 0x0
if 0x1 goto 0x82A2F90
setweather 0x12
doweather
release
end

'---------------
#org 0x2A2F90
setweather 0x2
doweather
end

Darthatron
January 4th, 2009, 07:50 PM
ROM: FR
Script type: Trigger script
Script editor: XSE
Info: There are other trigger scripts on either sides of it which set 0x4000 to either 0x1 or 0x0. :\
Problem: It makes it sunny and then freezes. Even if I come in from the side that has 0x1 set. :\
'---------------
#org 0x168678
compare 0x4000 0x0
if 0x1 goto 0x82A2F90
setweather 0x12
doweather
release
end

'---------------
#org 0x2A2F90
setweather 0x2
doweather
end
If I'm not mistaken, there is no 0x12 weather codition. It only goes to 0xE. No doubt you're trying to set it to 12.

Anyway, what I'm trying to say is remove the 0x in setweather 0x12.

So...

'---------------
#org 0x168678
compare 0x4000 0x0
if 0x1 goto 0x82A2F90
setweather 12
doweather
release
end

'---------------
#org 0x2A2F90
setweather 0x2
doweather
end

...or...

'---------------
#org 0x168678
compare 0x4000 0x0
if 0x1 goto 0x82A2F90
setweather 0xC
doweather
release
end

'---------------
#org 0x2A2F90
setweather 0x2
doweather
end

...

Havinh "0x" infront of a number makes XSE think that it's a hex value, not decimal.

Ninja Caterpie
January 4th, 2009, 11:31 PM
If I'm not mistaken, there is no 0x12 weather codition. It only goes to 0xE. No doubt you're trying to set it to 12.

Anyway, what I'm trying to say is remove the 0x in setweather 0x12.

So...

'---------------
#org 0x168678
compare 0x4000 0x0
if 0x1 goto 0x82A2F90
setweather 12
doweather
release
end

'---------------
#org 0x2A2F90
setweather 0x2
doweather
end

...or...

'---------------
#org 0x168678
compare 0x4000 0x0
if 0x1 goto 0x82A2F90
setweather 0xC
doweather
release
end

'---------------
#org 0x2A2F90
setweather 0x2
doweather
end

...

Havinh "0x" infront of a number makes XSE think that it's a hex value, not decimal.

No, it still makes it sunny and freezes. :\

EDIT: I found it. I just didn't put release after the set and do weather in the section segment. Thing is, it only sets it to sunny and not the other way around. :\

Well, I tried to make it simpler, and have one script:

'---------------
#org 0x168678
compare PLAYERFACING 0x3
if 0x1 goto 0x82DD329
setweather 0xC
doweather
release
end

'---------------
#org 0x2DD329
setweather 0x2
doweather
release
end
No matter what, it sets the weather to sunny. :\

Hyunbin
January 5th, 2009, 06:40 PM
i'm using pokescript
and hacking firered
i'm having the player start off in an elevator
before anything, he is locked in place and an announcement is shown

i need to know how to make the script work right at the start of the game
and what i need to put it in my script to

~ play an announcement jingle
~ make the elevator "move", play the sound of the elevator moving
~ have the elevator "stop" and play the stopped sound
~ and play the ding dong sound when the elevator has reached a floor

Ninja Caterpie
January 5th, 2009, 07:10 PM
i'm using pokescript
and hacking firered
i'm having the player start off in an elevator
before anything, he is locked in place and an announcement is shown

i need to know how to make the script work right at the start of the game
and what i need to put it in my script to

~ play an announcement jingle
~ make the elevator "move", play the sound of the elevator moving
~ have the elevator "stop" and play the stopped sound
~ and play the ding dong sound when the elevator has reached a floor
1. This is only do-able in XSE

Anyway, decompile (open) the elevator script in the department store. Check how you make the elevator move and which sound the elevator-stop-music is. An announcement jingle would have to be found, though,

Hyunbin
January 5th, 2009, 10:15 PM
thank you
i'll download that right now =3

---

ok i'm having a problem
i'm using xse now

ok so this girl goes through this whole poking fiasco XD
and whenever i decline a pokemon from her, gibberish text comes up instead of what i want
also, after she DOES give me a pokemon, more gibberish comes up
i've bolded the problem areas
everything else works fine though

#dynamic 0x801C3D

#org @chrissy
checkflag 0x504
if 0x1 call @gotshileef
checkflag 0x500
if 0x1 call @poke2
msgbox @pokedialogue1 0x2
setflag 0x500
end

#org @poke2
checkflag 0x501
if 0x1 call @poke3
msgbox @pokedialogue2 0x2
setflag 0x501
end

#org @poke3
checkflag 0x502
if 0x1 call @poke4
msgbox @pokedialogue3 0x2
setflag 0x502
end

#org @poke4
checkflag 0x503
if 0x1 call @poke5
msgbox @pokedialogue4 0x2
setflag 0x503
end

#org @poke5
lock
faceplayer
msgbox @pokedialogue5 0x5
compare LASTRESULT 0x1
if 0x1 goto @yes
msgbox @no 0x2
end

#org @yes
countpokemon
compare LASTRESULT 0x6
if 0x1 call @full
msgbox @giveshileef 0x4
givepokemon 0xCD 0x5 0x0 0x0 0x0 0x0
fanfare 0x13F
waitfanfare
closeonkeypress
setflag 0x504
msgbox @nickname 0x5
compare LASTRESULT 0x1
if 0x1 gosub @name
msgbox @now 0x2
end

#org @no
msgbox @ohh 0x2
end

#org @full
msgbox @sorry 0x2
end

#org @gotshileef
msgbox @after 0x2
end

#org @name
call 0x1A74EB
return

#org @now
msgbox @last 0x2
end

#org @pokedialogue1
= Eeeeep!

#org @pokedialogue2
= Aaaaaahhhhhhh!!

#org @pokedialogue3
= Eeeeeeeeeeeeeep!!!\pCHRISSY: Can I help you!?

#org @pokedialogue4
= Eee! Eee!! Eeeeeeeeeeep!!!\nNOOOOOOOOOO!!!!

#org @pokedialogue5
= EEEEEEEEEEEEEEEEP!!!!!!!!\pCHRISSY: If I give you something\nwill you promise to please stop\lpoking me?

#org @ohh
= Ohh... okay then. Eep!

#org @giveshileef
= CHRISSY gave [player] a SHILEEF!

#org @nickname
= Would you like to give a\nnickname to SHILEEF?

#org @last
= Why don't you go poke GUARINO now?

#org @sorry
= Oh, your party is full.\pEep!

#org @after
= EEEEEEEPP!!!!!!!\pCHRISSY: Will you PLEASE stop\npoking me!?

Larsie13
January 6th, 2009, 05:48 AM
thank you
i'll download that right now =3

---

ok i'm having a problem
i'm using xse now

ok so this girl goes through this whole poking fiasco XD
and whenever i decline a pokemon from her, gibberish text comes up instead of what i want
also, after she DOES give me a pokemon, more gibberish comes up
i've bolded the problem areas
everything else works fine though

#dynamic 0x801C3D

#org @chrissy
checkflag 0x504
if 0x1 call @gotshileef
checkflag 0x500
if 0x1 call @poke2
msgbox @pokedialogue1 0x2
setflag 0x500
end

#org @poke2
checkflag 0x501
if 0x1 call @poke3
msgbox @pokedialogue2 0x2
setflag 0x501
end

#org @poke3
checkflag 0x502
if 0x1 call @poke4
msgbox @pokedialogue3 0x2
setflag 0x502
end

#org @poke4
checkflag 0x503
if 0x1 call @poke5
msgbox @pokedialogue4 0x2
setflag 0x503
end

#org @poke5
lock
faceplayer
msgbox @pokedialogue5 0x5
compare LASTRESULT 0x1
if 0x1 goto @yes
msgbox @no 0x2
end

#org @yes
countpokemon
compare LASTRESULT 0x6
if 0x1 call @full
msgbox @giveshileef 0x4
givepokemon 0xCD 0x5 0x0 0x0 0x0 0x0
fanfare 0x13F
waitfanfare
closeonkeypress
setflag 0x504
msgbox @nickname 0x5
compare LASTRESULT 0x1
if 0x1 gosub @name
msgbox @now 0x2
end

#org @no
msgbox @ohh 0x2
end

#org @full
msgbox @sorry 0x2
end

#org @gotshileef
msgbox @after 0x2
end

#org @name
call 0x1A74EB
return

#org @now
msgbox @last 0x2
end

#org @pokedialogue1
= Eeeeep!

#org @pokedialogue2
= Aaaaaahhhhhhh!!

#org @pokedialogue3
= Eeeeeeeeeeeeeep!!!\pCHRISSY: Can I help you!?

#org @pokedialogue4
= Eee! Eee!! Eeeeeeeeeeep!!!\nNOOOOOOOOOO!!!!

#org @pokedialogue5
= EEEEEEEEEEEEEEEEP!!!!!!!!\pCHRISSY: If I give you something\nwill you promise to please stop\lpoking me?

#org @ohh
= Ohh... okay then. Eep!

#org @giveshileef
= CHRISSY gave [player] a SHILEEF!

#org @nickname
= Would you like to give a\nnickname to SHILEEF?

#org @last
= Why don't you go poke GUARINO now?

#org @sorry
= Oh, your party is full.\pEep!

#org @after
= EEEEEEEPP!!!!!!!\pCHRISSY: Will you PLEASE stop\npoking me!?

Seems pretty obvious to me. Look at what you typed:
msgbox @no 0x2

#org @no
msgbox @ohh 0x2
end
See the error? Instead of a message at @no, you put an entirely new script there. Change it to:
msgbox @no 0x2

#org @no
= Ohh... okay then. Eep!
Same goes for @now and @last.

ShakawBR
January 6th, 2009, 07:00 AM
Finally I made the Eon/Aurora/Mystic Ticket and Old Sea Map scripts...

Now I want to make a Roaming pokemon script (just like entei/raikou/suicune in gold & silver versions) anybody can help me??

Hoshiko Aki
January 6th, 2009, 07:06 AM
#dynamic 0x3B4E4E
#org @Start
lock
faceplayer
checkflag 0x200
compare LASTRESULT 0x1
if 0x1 goto @AlreadyLearnt
msgbox @WantToLearn
boxset 0x5
compare LASTRESULT 0x0
if 0x1 goto @DontWant
setvar 0x8005 0x1 ' 0x1D00
special 0x18D
setflag 0x200
release
end


this is a move tutor script it most give you a Headbutt move

This script is not rigth he say too less parameter on line 8
can some buddy help me? and how can i make a tekst script on in after leard the move?

Popstar Leafeon
January 6th, 2009, 08:40 AM
#dynamic 0x3B4E4E
#org @Start
lock
faceplayer
checkflag 0x200
compare LASTRESULT 0x1
if 0x1 goto @AlreadyLearnt
msgbox @WantToLearn 0x6
boxset 0x5
compare LASTRESULT 0x0
if 0x1 goto @DontWant
setvar 0x8005 0x1 ' 0x1D00
special 0x18D
setflag 0x200
release
end

Tell me if this works for you, Ichiro.

tImE
January 6th, 2009, 08:46 AM
Game:Ruby_USA AXVE
Type:Script (Step-on)
Editor:XSE
Script:
#dynamic 0x800000

#org @start
lock
checkflag 0x1012
if b_true goto 0x8800725
showsprite 0x1
msgbox @hey1 0x2
applymovement 0xFF @playermove1
waitmovement 0x0
playsong 0x19F 0x0
applymovement 0x1 @move1
waitmovement 0x0
msgbox @itsme 0x2
applymovement 0x1 @move2
waitmovement 0x0
sound 0x12
hidesprite 0x1
fadesong 0x167
setflag 0x1012
release
end

#org @hey1
= ???: HEY! [player]!

#org @itsme
= Sapphire: Hi, [player].\nYou sure are fast...\lPhew...\pYou remember me don't ya?\nIt's me Sapphire, your neighbour.\pAnyway, I heard from your father\nthat you'd left on a journey.\pSo I thought ["]Eh, what the heck."\nAnd I decided to come along with\lyou.\pSo... What are we waiting for?\lLet's go into the woods!

#org @playermove1
#raw 0x02 0x57 0xFE

#org @move1
#raw 0x08 0x08 0x08 0x08 0x08 0x08 0x08 0x03 0xFE

#org @move2
#raw 0x08 0x0B 0xFE
After
"#org @move1
#raw 0x08 0x08 0x08 0x08 0x08 0x08 0x08 0x03 0xFE"
The player turns right for absolutly no reason at all.
I can't figure out what's wrong.

Screenshots and/or Videos: Attachment

I'm bumping myself as Hiche couldn't help me and
this was ignored by the rest.

I hope someone can help me.

(If you want to see the screen, go to the original post)

Hoshiko Aki
January 6th, 2009, 08:51 AM
#dynamic 0x3B4E4E
#org @Start
lock
faceplayer
checkflag 0x200
compare LASTRESULT 0x1
if 0x1 goto @AlreadyLearnt
msgbox @WantToLearn 0x6
boxset 0x5
compare LASTRESULT 0x0
if 0x1 goto @DontWant
setvar 0x8005 0x1 ' 0x1D00
special 0x18D
setflag 0x200
release
end

Tell me if this works for you, Ichiro.

Now the boxset 0x5 is wrong :S he say he don't know boxset

Popstar Leafeon
January 6th, 2009, 08:55 AM
Hm... Well, I did my best. I'm still just a beginner at scripting myself... Sorry.

Andryandrew
January 6th, 2009, 01:44 PM
I'm bumping myself as Hiche couldn't help me and
this was ignored by the rest.

I hope someone can help me.

(If you want to see the screen, go to the original post)

I'm not sure, but I think "msgbox @itsme 0x2" should be changed in "msgbox @itsme 0x6"

TheSandbox
January 6th, 2009, 03:39 PM
So, I'm hacking Ruby atm.
Is there any way to change where the character appears after coming out of the truck (in the beginning of the game)? And if so, how? Because I can't seem to find the script.

ShakawBR
January 6th, 2009, 04:10 PM
How do I make roaming pokemon scripts like Raikou/Entei/Suicune in FireRed or like Latios/Latias in Emerald?

or just like the Legendary Beasts in Shiny Gold made by Zel... please help me

tImE
January 7th, 2009, 01:17 AM
I'm not sure, but I think "msgbox @itsme 0x2" should be changed in "msgbox @itsme 0x6"

Yes it worked, thanks a lot ^^

(I now realize that if you use MSG_FACE/boxset 2
then the player returns to its original movement,
from before the script.)

Anyway, once again thanks~

//44tim44

Larsie13
January 7th, 2009, 02:46 AM
Now the boxset 0x5 is wrong :S he say he don't know boxset
That's because the new XSE doesn't know boxset anymore. remove the boxset 0x5, and it should work.
So, I'm hacking Ruby atm.
Is there any way to change where the character appears after coming out of the truck (in the beginning of the game)? And if so, how? Because I can't seem to find the script.
Go to the INSIDE OF TRUCK, and decompile the green 'S' there (any one of them), and adjust the "setwarpplace" command (if you're using the newest XSE). Or just use SMCA (Start Map Chooser Advance), and it will let you choose where the player will end up after leaving the truck. It will also let you make a difference whether you're a boy or a girl.

Ninja Caterpie
January 7th, 2009, 05:22 PM
Okie, mokies! Is there a way in FR to start a timer (like in Trainer Tower) or to count steps? I need to make a berry growing script, but I need one of those. The Trainer Tower won't open in A-Map, btw. >.<

Dratii
January 7th, 2009, 09:22 PM
I think there is a way using the S-zone script, not sure how but I think you can

Surf
January 7th, 2009, 09:44 PM
Yeah there is a couple of timers but i lost the offsets
Just check hackmew's script dumps

Ninja Caterpie
January 7th, 2009, 10:19 PM
I think there is a way using the S-zone script, not sure how but I think you can

What's an S-zone script?

And I have another question. How do you make it so that when you use a certain HM or move in a certain place, something happens to some tiles like in Ruin Valley? There's nothing that tells the script for the door in Ruin Valley, though.

Pokepal17
January 7th, 2009, 11:40 PM
What's an S-zone script?

And I have another question. How do you make it so that when you use a certain HM or move in a certain place, something happens to some tiles like in Ruin Valley? There's nothing that tells the script for the door in Ruin Valley, though.

I think Dratii means a safari zone script.

Hmm If you want something to happen to the tiles, why not try a setmaptile script?

Ninja Caterpie
January 8th, 2009, 12:41 AM
I think Dratii means a safari zone script.

Hmm If you want something to happen to the tiles, why not try a setmaptile script?

I know it's setmaptile, I just need it to be able to use <HM> from the Pokemon menu and then change the tiles once it is used.

Mortar
January 8th, 2009, 09:02 AM
Hey, I have a problem.

I'm trying to make a script work once you enter a map. But when it's done it, it'll start doing it again, and again...

This is the script:
#dynamic 0x2E7195

#org @jaques
applymovement 0x01 @lookup
msgbox @comehere 0x2
applymovement 0xFF @walkdown
waitmovement 0x0
applymovement 0x01 @faceright
msgbox @taughtrock 0x2
applymovement 0xFF @stepleft
applymovement 0x01 @stepdown
waitmovement 0x0
msgbox @moverock 0x2
applymovement 0x01 @stepback
applymovement 0xFF @stepright
waitmovement 0x0
msgbox @meetprof 0x2
applymovement 0x01 @faceleft
waitmovement 0x0
setvar 0x5000 0x0
end

#org @lookup
#raw 0x01 0xFE

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

#org @faceright
#raw 0x03 0xFE

#org @stepleft
#raw 0x12 0xFE

#org @stepdown
#raw 0x10 0x01 0xFE

#org @stepback
#raw 0x11 0x03 0xFE

#org @stepright
#raw 0x13 0x02 0xFE

#org @faceleft
#raw 0x02 0xFE

#org @comehere
= \c\h01\h08JAQUES: Hey, \v\h01! Come here!

#org @taughtrock
= \c\h01\h08Look, I taught my rock how to move!

#org @moverock
= \c\h01\h08Come on, rock! Move!\p...\pAw... It won't move...

#org @meetprof
= \c\h01\h08Anyway, PROF. ROAD told me to tell\nyou to go over to his lab.\pHe said it's important.

For the Map Script options, I used these:
http://i60.photobucket.com/albums/h28/Tharantyr/mapscript.jpg

Can anyone help me out?
Thanks in advance.

Andryandrew
January 8th, 2009, 10:21 AM
Hey, I have a problem.

I'm trying to make a script work once you enter a map. But when it's done it, it'll start doing it again, and again...

This is the script:
#dynamic 0x2E7195

#org @jaques
applymovement 0x01 @lookup
msgbox @comehere 0x2
applymovement 0xFF @walkdown
waitmovement 0x0
applymovement 0x01 @faceright
msgbox @taughtrock 0x2
applymovement 0xFF @stepleft
applymovement 0x01 @stepdown
waitmovement 0x0
msgbox @moverock 0x2
applymovement 0x01 @stepback
applymovement 0xFF @stepright
waitmovement 0x0
msgbox @meetprof 0x2
applymovement 0x01 @faceleft
waitmovement 0x0
setvar 0x5000 0x1
end

#org @lookup
#raw 0x01 0xFE

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

#org @faceright
#raw 0x03 0xFE

#org @stepleft
#raw 0x12 0xFE

#org @stepdown
#raw 0x10 0x01 0xFE

#org @stepback
#raw 0x11 0x03 0xFE

#org @stepright
#raw 0x13 0x02 0xFE

#org @faceleft
#raw 0x02 0xFE

#org @comehere
= \c\h01\h08JAQUES: Hey, \v\h01! Come here!

#org @taughtrock
= \c\h01\h08Look, I taught my rock how to move!

#org @moverock
= \c\h01\h08Come on, rock! Move!\p...\pAw... It won't move...

#org @meetprof
= \c\h01\h08Anyway, PROF. ROAD told me to tell\nyou to go over to his lab.\pHe said it's important.

Can anyone help me out?
Thanks in advance.

I've corrected it, now works xd

You should instert a setvar at the end of the script that has the value you've set in A.Map +1, so:
if in A.Map you set var: 5000 value 0000 in the script you just insert setvar 0x5000 0x1

Mortar
January 8th, 2009, 11:43 AM
I've corrected it, now works xd

You should instert a setvar at the end of the script that has the value you've set in A.Map +1, so:
if in A.Map you set var: 5000 value 0000 in the script you just insert setvar 0x5000 0x1

Hey, thanks. I already tried 0x1 before but then a message box popped up with all kinds of weird characters. I fixed it with help from the "move camera script", though.

Anyway, thanks again!

Hyunbin
January 8th, 2009, 06:13 PM
i'm trying to write a script that will make the player talk to a npc
first he'll walk over to the person and then i need a command that will be like an "a button" so it will start the next script that will have that npc talking to the player

the first problem i'm having is that the "trap" doesn't work
when i walk the player over to the spot nothing happens
this is my script:

#Dynamic 0x800BF8

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

#org @todesk
lock
applymovement 0xFF @move
waitmovement 0x0
release
end

#org @move
#raw 0x12 0x12 0x12 0x10 0x10 0x10 0x10 0x10 0x12 0x12 0x12 0xFE (3 left, 5 down, 3 left)

#org @end
release
end

Larsie13
January 9th, 2009, 04:40 AM
i'm trying to write a script that will make the player talk to a npc
first he'll walk over to the person and then i need a command that will be like an "a button" so it will start the next script that will have that npc talking to the player

the first problem i'm having is that the "trap" doesn't work
when i walk the player over to the spot nothing happens
this is my script:

#Dynamic 0x800BF8

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

#org @todesk
lock
applymovement 0xFF @move
waitmovement 0x0
release
end

#org @move
#raw 0x12 0x12 0x12 0x10 0x10 0x10 0x10 0x10 0x12 0x12 0x12 0xFE (3 left, 5 down, 3 left)

#org @end
release
end
Try this:
#Dynamic 0x800BF8

#org @start
lockall
checkflag 0x828
if 0x0 goto @todesk
goto @end
end

#org @todesk
applymovement 0xFF @move
waitmovement 0x0
releaseall
end

#org @move
#raw 0x12 0x12 0x12 0x10 0x10 0x10 0x10 0x10 0x12 0x12 0x12 0xFE (3 left, 5 down, 3 left)

#org @end
releaseall
end
And if that doesn't work, you might want to change the Var Number / Var Value from A-Map to 4050 / 0003 respectively.

Binary
January 9th, 2009, 05:25 PM
Hyunbin-


#Dynamic 0x800BF8

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

#org @todesk
lock
applymovement 0xFF @move
waitmovement 0x0
release
end

#org @move
#raw 0x12 0x12 0x12 0x10 0x10 0x10 0x10 0x10 0x12 0x12 0x12 0xFE (3 left, 5 down, 3 left)

#org @end
release
end
It actually works like this:
#Dynamic 0x800BF8

#org @start
checkflag 0x828
if 0x1 goto @end
applymovement 0xFF @move
waitmovement 0x0
release
end

#org @end
release
end

#org @move
#raw 0x12 0x12 0x12 0x10 0x10 0x10 0x10 0x10 0x12 0x12 0x12 0xFE

You may also want to set the flag.
And arrange the Var number, unknown etc.

Rombase: Pokemon Ruby
Comments: The sprite disappears before the script can occur.
Script:


dynamic 0x800000

#org @start
checkflag 0x250
if 0x1 goto @done
playsong 0x1A4 0x0
applymovement 0x01 @move
waitmovement 0x0
applymovement 0xFF @move2
waitmovement 0x0
msgbox @1 0x6
applymovement 0x01 @move3
waitmovement 0x0
fadesong 0x167
hidesprite 0x1
setflag 0x3D3
setflag 0x249
setflag 0x250
release
end

#org @done
release
end

#org @move
#raw 0x04 0x04 0x03 0x07 0x07 0x07 0x00 0x04 0x10 0x56 0xFE

#org @move2
#raw 0x56 0xFE

#org @1
= Hey kiddo! I didn't expect that\nyou'd wake up so quick! Sorry..\lbad joke.\lAnyways I went to visit Prof.\lAcacia and she told me that she'd\lbe delighted to meet you. Now hurry\lup. Dawn Town is right up ahead.\nSee ya later kid!

#org @move3
#raw 0x03 0x07 0x00 0x04 0x04 0x04 0x04 0x04 0x04 0x54 0xFE
help?

пзо
January 9th, 2009, 05:30 PM
Have you Set the person ID to 250. and I say to use
Msgbox @1 0x2
Because its lock and face player in one.

Any other clues as to whats wrong if that dont work.

Binary
January 9th, 2009, 05:35 PM
Have you Set the person ID to 250. and I say to use
Msgbox @1 0x2
Because its lock and face player in one.

Any other clues as to whats wrong if that dont work.


Yes, but I set the person ID to 03D3, it still doesn't work. Thanks about the boxset idea though.
EDIT:
It worked XD

Popstar Leafeon
January 9th, 2009, 06:29 PM
I'm having yet another problem hacking Fire Red... It's about Running Shoes. diegoisawesome helped me before, but it screwed up again, and now not even he can get it to work. For some reason, though, it works perfectly when he uses it. But when I use it, it fails. Will someone please help me find out what's wrong with this?

'---------------
#org 0x34ED0D
lock
faceplayer
checkflag 0x82F
if 0x1 goto 0x834ED31
msgbox 0x834ED3C MSG_NORMAL '"Before I forget, put on your\nrunn..."
fanfare 0x13E
setflag 0x82F
msgbox 0x834ED6E MSG_NORMAL '"[black_fr]You put on your Running ..."
release
end

'---------------
#org 0x34ED31
msgbox 0x834EDA2 MSG_NORMAL '"You already put on your Running Sh..."
release
end


'---------
' Strings
'---------
#org 0x34ED3C
= Before I forget, put on your\nrunning shoes, [player].

#org 0x34ED6E
= [black_fr]You put on your Running Shoes! Hold \nB to run!

#org 0x34EDA2
= You already put on your Running Shoes.

Andryandrew
January 10th, 2009, 05:19 AM
I'm having yet another problem hacking Fire Red... It's about Running Shoes. diegoisawesome helped me before, but it screwed up again, and now not even he can get it to work. For some reason, though, it works perfectly when he uses it. But when I use it, it fails. Will someone please help me find out what's wrong with this?

'---------------
#org 0x34ED0D
lock
faceplayer
checkflag 0x82F
if 0x1 goto 0x834ED31
msgbox 0x834ED3C MSG_NORMAL '"Before I forget, put on your\nrunn..."
fanfare 0x13E
setflag 0x82F
msgbox 0x834ED6E MSG_NORMAL '"[black_fr]You put on your Running ..."
release
end

'---------------
#org 0x34ED31
msgbox 0x834EDA2 MSG_NORMAL '"You already put on your Running Sh..."
release
end


'---------
' Strings
'---------
#org 0x34ED3C
= Before I forget, put on your\nrunning shoes, [player].

#org 0x34ED6E
= [black_fr]You put on your Running Shoes! Hold \nB to run!

#org 0x34EDA2
= You already put on your Running Shoes.
The script seems perfectly normal... what does not work?
Maybe you have alrerady used flag 0x82f in your rom?

diegoisawesome
January 10th, 2009, 06:32 AM
The script seems perfectly normal... what does not work?
Maybe you have alrerady used flag 0x82f in your rom?
Btw, 0x82F is the running shoes flag.

Andryandrew
January 10th, 2009, 07:09 AM
Btw, 0x82F is the running shoes flag.

Yes, but the script say that you had already recieved running shoes if 0x82F is set... naturally you already have running shoes in this case xd

EP_DarkSol
January 10th, 2009, 10:19 AM
I have a quick question. I have a certain script that announces "This Dratini looks familiar..." and then gives you a dratini. It works flawlessly, but after compiling, and then re-opening, it has a lot of (un-used) extra code in it involving the coin case, and several different checkcoin commands...


Any reason why? It's not a problem, but it's a bit aggravating.

I'm using PKSV as a script editor, by the way. Thanks in advance.

Medo0
January 10th, 2009, 10:59 AM
HEY GUYS
I Found this Script here [Page -6-]
#org 0x2D513F
setvar 0x4060 0x37
givepokemon 0x4060 0x8 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox @player 0x4
waitfanfare
closeonkeypress
hidesprite LASTTALKED
setflag 0x828
release
end

#org @player
[player] recieved a Vulpix!
i have a person that will give you a Vulpix

Now
1st How to change the pokemon that you will receive [ i don't know ids ]
2nd the offset for the person is "14D6CD" do i have to change only the "2D513F" to
"14D6CD"

Pleas help

Hoshiko Aki
January 10th, 2009, 01:12 PM
Thats my Script.

#dynamic 0x26ECB8

#org @start
lock
faceplayer
setvar 0x8008 0x9
call 0x1A8CAD
checkflag 0x1000
if 0x1 goto @how
msgbox @yesno 0x5
compare LASTRESULT 0x0
if 0x1 goto @too
call 0x1A8CBD
compare 0x8004 0x6
if 0x4 goto @too
call 0x1A8CC9
comparevars2 LASTRESULT 0x8009
if 0x5 goto @not
call 0x1A8CD9
msgbox @thanksalot 0x4
setflag 0x1000
release
end

#org @not
bufferpokemon 0x0 0x27
msgbox @not2 0x4
release
end

#org @too
bufferpokemon 0x0 0xD3
msgbox @too2 0x4
release
end

#org @how
msgbox @old 0x4
release
end

#org @thanksalot
= Thanks \nI really mean it!

#org @not2
= That's not [buffer1]\nYou have it or not?

#org @too2
= Dammit, I wanted one [buffer1]!

#org @yesno
= Hey there!\nDo you have a [buffer1]?\lWant to trade it for my\l[buffer2]?

#org @old
= I miss [buffer2]\nYour [buffer1] is doing fine.

He say a don't know comparevars2 on line 17. how can i fix this?

It's a trade script

Satoshi Sugimori
January 10th, 2009, 01:44 PM
Thats my Script.

#dynamic 0x26ECB8

#org @start
lock
faceplayer
setvar 0x8008 0x9
call 0x1A8CAD
checkflag 0x1000
if 0x1 goto @how
msgbox @yesno 0x5
compare LASTRESULT 0x0
if 0x1 goto @too
call 0x1A8CBD
compare 0x8004 0x6
if 0x4 goto @too
call 0x1A8CC9
comparevars2 LASTRESULT 0x8009
if 0x5 goto @not
call 0x1A8CD9
msgbox @thanksalot 0x4
setflag 0x1000
release
end

#org @not
bufferpokemon 0x0 0x27
msgbox @not2 0x4
release
end

#org @too
bufferpokemon 0x0 0xD3
msgbox @too2 0x4
release
end

#org @how
msgbox @old 0x4
release
end

#org @thanksalot
= Thanks \nI really mean it!

#org @not2
= That's not [buffer1]\nYou have it or not?

#org @too2
= Dammit, I wanted one [buffer1]!

#org @yesno
= Hey there!\nDo you have a [buffer1]?\lWant to trade it for my\l[buffer2]?

#org @old
= I miss [buffer2]\nYour [buffer1] is doing fine.

He say a don't know comparevars2 on line 17. how can i fix this?

It's a trade script

Did you try comparevar2 whitout the s?

The Abyss
January 10th, 2009, 04:45 PM
If I wanted to make 4 people move at the same time is their a special value they need to be assigned?

#dynamic 0x2DD1AB

#org @start
checkflag 0x828
if 0x0 goto @explain
if 0x1 goto @away
end

#org @explain
lock
faceplayer
msgbox @gone
release
end

#org @away
lock
msgbox @bye 0x6
applymovement 0x00 @walk
waitmovement 0x0
release
end

#org @gone
= Please don't disturb us\nWe need the space

#org @bye
= We've seen enough\nLet's go

#org @walk
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x60
#raw 0xFE

I need this to move 4 people at the same time then make them disappear.

Binary
January 10th, 2009, 05:17 PM
If I wanted to make 4 people move at the same time is their a special value they need to be assigned?

#dynamic 0x2DD1AB

#org @start
checkflag 0x828
if 0x0 goto @explain
if 0x1 goto @away
end

#org @explain
lock
faceplayer
msgbox @gone
release
end

#org @away
lock
msgbox @bye 0x6
applymovement 0x00 @walk
waitmovement 0x0
release
end

#org @gone
= Please don't disturb us\nWe need the space

#org @bye
= We've seen enough\nLet's go

#org @walk
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x60
#raw 0xFE

I need this to move 4 people at the same time then make them disappear.

do you mean applymovement 0x(person event no.)?
Then, if you want 4 people to move at the same time..
applymovement 0x(person event no.) @pointer
applymovement 0x(person event no.) @pointer
applymovement 0x(person event no.) @pointer
applymovement 0x(person event no.) @pointer
waitmovement 0x0
And if you want them all to disappear (at once)
hidesprite 0x(person event no.)
hidesprite 0x(person event no.)
hidesprite 0x(person event no.)
hidesprite 0x(person event no.)
setflag 0x828 (because there's checkflag 0x828)
And make sure you put the person ID of all four sprites as 828 (In AM)

The Abyss
January 10th, 2009, 05:19 PM
Flag 828 is the Pokemon menu though. They're supposed to leave when you have a pokemon. I'll just use another flag then.

Binary
January 10th, 2009, 05:22 PM
Flag 828 is the Pokemon menu though. They're supposed to leave when you have a pokemon. I'll just use another flag then.

Yeah you could do that. Don't forget to assign the Person ID with the same flag though.

The Abyss
January 10th, 2009, 06:03 PM
More help here

#dynamic 0x2E4E83

#org @start
checkflag 0x828
if 0x0 goto @hey
if 0x1 goto @none
end

#org @hey
lock
msgbox @no 0x6
applymovement 0xFF @back
waitmovement 0x0
release
end

#org @no
= No-one is allowed\nto leave this Village\nuntil we have finished\nsearching.

#org @back
#raw 0x0E
#raw 0xFE

#org @none
release
end

What's wrong?

Binary
January 10th, 2009, 06:12 PM
More help here

#dynamic 0x2E4E83

#org @start
checkflag 0x828
if 0x0 goto @hey
if 0x1 goto @none
end

#org @hey
lock
msgbox @no 0x6
applymovement 0xFF @back
waitmovement 0x0
release
end

#org @no
= No-one is allowed\nto leave this Village\nuntil we have finished\nsearching.

#org @back
#raw 0x0E
#raw 0xFE

#org @none
release
end

What's wrong?

#dynamic 0x2E4E83

#org @start
checkflag 0x828
if 0x1 goto @none
msgbox @no 0x2
applymovement 0xFF @back
waitmovement 0x0
release
end

#org @no
= No-one is allowed\nto leave this Village\nuntil we have finished\nsearching.

#org @back
#raw 0x0E 0xFE

#org @none
release
end
I think that should do it.

The Abyss
January 10th, 2009, 06:17 PM
Still not working. Do i need to assign a Special Var value or something?

Hiche..
January 11th, 2009, 12:40 AM
Still not working. Do i need to assign a Special Var value or something?

Yes, in Advance Map. Unknown should be 0003, and var number should be 5040, or 4050.

Medo0
January 11th, 2009, 01:54 AM
HEY GUYS
I Found this Script here [Page -6-]
Quote:
#org 0x2D513F
setvar 0x4060 0x37
givepokemon 0x4060 0x8 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox @player 0x4
waitfanfare
closeonkeypress
hidesprite LASTTALKED
setflag 0x828
release
end

#org @player
[player] recieved a Vulpix!
i have a person that will give you a Vulpix

Now
1st How to change the pokemon that you will receive [ i don't know ids ]
2nd the offset for the person is "14D6CD" do i have to change only the "2D513F" to
"14D6CD"

Could Some1 help

Andryandrew
January 11th, 2009, 02:12 AM
HEY GUYS
I Found this Script here [Page -6-]

i have a person that will give you a Vulpix

Now
1st How to change the pokemon that you will receive [ i don't know ids ]
2nd the offset for the person is "14D6CD" do i have to change only the "2D513F" to
"14D6CD"

Pleas help
HERE (http://www.pkmnhackersonline.com/index.php?page=articles&op=readArticle&title=Pokemon-Attacks) you can find a list of pokemon with their relatives IDs...

2- this scritp is a half with dynamic offset and a half with static offsets and it contain some errors; try this (you have to compile it with XSE):
#dynamic 0x800000

#org @start
givepokemon 0xPKMN id 0xPKMN level 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox @player 0x2
waitfanfare
hidesprite LASTTALKED
setflag 0x828
release
end

#org @player
= [player] recieved a Vulpix!

Medo0
January 11th, 2009, 02:19 AM
HERE (http://www.pkmnhackersonline.com/index.php?page=articles&op=readArticle&title=Pokemon-Attacks) you can find a list of pokemon with their relatives IDs...

2- this scritp is a half with dynamic offset and a half with static offsets and it contain some errors; try this (you have to compile it with XSE):

Man .. I Swear you are a Scripting Master
I Will test it now:)

Andryandrew
January 11th, 2009, 02:28 AM
Man .. I Swear you are a Scripting Master
I Will test it now:)
I feel very very embarrassed xd :embarrass

Medo0
January 11th, 2009, 02:59 AM
Oh Geeez ... I Got this Message When I Replaced the ID With Pikachu
[For The Fat guy in little root]
i got this message:S
http://medo00972.googlepages.com/script.jpg
Link http://medo00972.googlepages.com/script.jpg

-Medo0

Hiche..
January 11th, 2009, 03:31 AM
Oh Geeez ... I Got this Message When I Replaced the ID With Pikachu
[For The Fat guy in little root]
i got this message:S
http://medo00972.googlepages.com/script.jpg
Link http://medo00972.googlepages.com/script.jpg

-Medo0

0x1900? Uhh.. What's with that? Remove the "level" thing. Replace 0x1900 with 0x25, which in this case is Vulpix.

Medo0
January 11th, 2009, 04:10 AM
Replaced the ID With Pikachu

Andryandrew
January 11th, 2009, 04:18 AM
Oh Geeez ... I Got this Message When I Replaced the ID With Pikachu
[For The Fat guy in little root]
i got this message:S
http://medo00972.googlepages.com/script.jpg
Link http://medo00972.googlepages.com/script.jpg

-Medo0
Pikachu id is 0x0019, not 1900 because the bytes have to be switched... and you have to delete the word "level", I wrote it to show you where you have to put the level of the pokemon...

Medo0
January 11th, 2009, 04:42 AM
Last question
What's Wrong with this basic Script
#Dynamic 0x80209E

#ORG @Main
Lock
FacePlayer
Message @Speak
BoxSet 0x6
Release
End

#ORG @Speak
= Squirtle : Squeeertl

Andryandrew
January 11th, 2009, 04:56 AM
Last question
What's Wrong with this basic Script
#Dynamic 0x80209E
maybe the case of the characters... try this:
#org @Main
lock
faceplayer
message @Speak
Boxset 0x6
Release
End

#org @Speak
= Squirtle : Squeeertl

tImE
January 11th, 2009, 05:18 AM
compare 0x400C 0x2
if 0x1 goto 0x821E350
compare 0x400B 0x1
if 0x1 goto 0x821E2F0
compare 0x400B 0x2
if 0x1 goto 0x821E320
compare 0x400B 0x4
if 0x1 goto 0x821E350
compare 0x400B 0x8
if 0x1 goto 0x821E41D
compare 0x400B 0x0
if 0x5 goto 0x821E44D
goto 0x821E080


What "Var-values/commands" need to be set for these
to occur?

I'd be glad if some could help me. ^^

Andryandrew
January 11th, 2009, 10:37 AM
compare 0x400C 0x2
if 0x1 goto 0x821E350
compare 0x400B 0x1
if 0x1 goto 0x821E2F0
compare 0x400B 0x2
if 0x1 goto 0x821E320
compare 0x400B 0x4
if 0x1 goto 0x821E350
compare 0x400B 0x8
if 0x1 goto 0x821E41D
compare 0x400B 0x0
if 0x5 goto 0x821E44D
goto 0x821E080


What "Var-values/commands" need to be set for these
to occur?

I'd be glad if some could help me. ^^
mmm... I don't understand your question...

tImE
January 11th, 2009, 11:31 AM
mmm... I don't understand your question...

"compare 0x400C 0x2
if 0x1 goto 0x821E350"

"compare 0x800D 0x1
if 0x1 goto 0x_______"
is the same as
"compare Lastresult 0x1
if b_true goto 0x_______",
This checks if 0x1 occured and
if it did, then it jumps to "0x_______"

Compare 0x400C is the same thing
it just compare different values/variables.

I need to know which variables and values which
need to be set in order to get the
script to continue.

Popstar Leafeon
January 12th, 2009, 09:36 AM
The script seems perfectly normal... what does not work?
Maybe you have alrerady used flag 0x82f in your rom?

In Pewter City, yeah. It's always there. But no, this is supposed to give you the shoes early on, so you don't have to constantly walk.

пзо
January 12th, 2009, 09:40 AM
Okay, this is definitely the last time I'm coming here.

I have this problem, with the starter town of my hack.
Every time I place a OW in the hack map, hes in the trees. :(
Somehow..

Pokepal17
January 12th, 2009, 09:44 AM
Okay, this is definitely the last time I'm coming here.

I have this problem, with the starter town of my hack.
Every time I place a OW in the hack map, hes in the trees. :(
Somehow..

Is it Fire Red and is the town built on Pallet town? Coz it has a level script that moves a NPC to where a trainer tips sign was in the original game.
_______________________________________________________________________________________________________


Need help

ROM: Fire Red
Version: BPRE
Script Editor: XSE
Script: Level Script


'---------------
#org 0x800000
lock
checkflag 0x1000
if 0x0 call 0x880000D
release
end
'---------------
#org 0x80000D
applymovement MOVE_PLAYER 0x8800024
waitmovement 0x0
msgbox 0x8800028 MSG_NORMAL '"I'm happy!"
setflag 0x1000
return

'---------
' Strings
'---------
#org 0x800028
= I'm happy!

'-----------
' Movements
'-----------
#org 0x800024
#raw 0x63 'Question Mark (?)
#raw 0x66 'Happy (^_^)
#raw 0xFE 'End of Movements


A-map settings

http://img165.imageshack.us/img165/5343/amapaw7.jpg (http://img165.imageshack.us/my.php?image=amapaw7.jpg)

Please note: This is my first level script. I am not completely sure on how to make them. I was given some brief details about them and I didn't understand so by looking at level scripts in a ROM I tried this one as a test. Also please explain any corrections made and if possible, please can you give a link to a tutorial on level scripts. Thanks in advance.