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Pazuzu
February 22nd, 2007, 07:52 PM
Since Scripting seems to have become the new top sport here, and people started sharing scripts in thread where it actually wouldn't belong ( :x ), let's centralize all scripting related things in this thread.

You can use this thread to get help on your scripts, share any scripts you made, or simply discuss possibilities of scripting.
Of course the main PC rules, as well as the ROM-Hacking rules apply here.

Happy sharing/problem solving. Let's see how this work out.

frank$or
February 22nd, 2007, 07:56 PM
Does anybody have the FR/LG applymovement commands?
( SO NOT THE MOVEMENTS FROM THE ADVANCED SCRIPTS TUT'S FROM CHRISTOS, THOSE ARE R/S/E ).

So if you have an table where 1 step left = A and 1 step right = B then you've the right one. =3

D-Trogh
February 22nd, 2007, 08:03 PM
WHIEEHH.. Reporting my own post helped ^^
Well.. Tnx Scizz :D I would kiss you but.. You're a guy ^^
Just like frank$or my movements don't work.. (Practicing scripting in FR)

ASHYLEGS
February 22nd, 2007, 09:50 PM
Can someone tell me a good scripting Program?

Cless
February 22nd, 2007, 10:05 PM
Diamond Cutter or Scripted are always good programs.

D-Trogh
February 22nd, 2007, 10:43 PM
Diamond Cutter or Scripted are always good programs.
Don't forget PokéScript !!!
Damn, that much easier (If you know how it works..) You can use your own alliases..

foofatron
February 22nd, 2007, 11:18 PM
Can you make a script for a guy to say Lets battle and then he falls of a cliff and dissapears?

frank$or
February 23rd, 2007, 08:23 AM
Can you make a script for a guy to say Lets battle and then he falls of a cliff and dissapears?

wat rom are you hacking?
if you're hacking R/S/E i can probely make that for you.

D-Trogh
February 23rd, 2007, 09:23 AM
wat rom are you hacking?
if you're hacking R/S/E i can probely make that for you.
Well.. when he wants to use it in his hack it's Pokémon Ruby..
Hack Name: Pokémon: Iolite Version
Hack Of: Pokémon Ruby Version

-MEH-
I want the movements to work :( (FR)

frank$or
February 23rd, 2007, 11:42 AM
-MEH-
I want the movements to work :( (FR)

I have found some, ( you're dutch, so i'll post them in dutch )

10 - snelle stap (1) onder
11 - snelle stap (1) boven
12 - snelle stap (1) links
13 - snelle stap (1) rechts
14 - grote sprong (2) naar onder
15 - grote sprong (2) naar voren
16 - grote sprong (2) naar links
17 - grote sprong (2) naar rechts
45 - blijvend rennen op spot middelmatig snel onder
46 - blijvend rennen op spot middelmatig snel boven
47 - blijvend rennen op spot middelmatig snel links
48 - blijvend rennen op spot middelmatig snel rechts
50 - grappig sprongetje links (1)
51 - grappig sprongetje rechts (1)

Prof. 9
February 23rd, 2007, 11:52 AM
And because some English people may be searching for them too, i'll translate them.

10 - Quick step (1) down
11 - Quick step (1) up
12 - Quick step (1) left
13 - Quick step (1) right
14 - Big jump (2) down
15 - Big jump (2) up
16 - Big jump (2) to the left
17 - Big jump (2) to the right
45 - Run on the spot medium speed (facing down)
46 - Run on the spot medium speed (facing up)
47 - Run on the spot medium speed (facing left)
48 - Run on the spot medium speed (facing right)
50 - Funny jump to the left (1)
51 - Funny jump to the right (1)

_-Davie-_
February 23rd, 2007, 02:04 PM
Hey There,

This relates to Pokemon Ruby by the way,

I was just thinking about this and was curious. I'm quite aware that there is a script command for CheckItem but I was wondering whether there is a command for CheckPokemon. The idea behind this is say for example you picked the fire type pokemon at the start of the game then a certain event would occur however if you picked another then a different event would occur.

Get back to me when you can,
~Davie~

foofatron
February 23rd, 2007, 02:11 PM
Does anyone konw the E4 script?If not can you make a guy that blocks the entrance to a forest until you beat the 8th gym?If you don't konw thatthen whatever the higher gym script you know of.This is for Ruby and Emerald.

Christos
February 23rd, 2007, 02:32 PM
Does anyone konw the E4 script?If not can you make a guy that blocks the entrance to a forest until you beat the 8th gym?If you don't konw thatthen whatever the higher gym script you know of.This is for Ruby and Emerald.

If you want an event to block the person it's not like the E4's script. You can use the "setmaptile" command to edit a block like in the E4's script to unblock the entrance to the forest.

D-Trogh
February 23rd, 2007, 02:33 PM
Does anyone konw the E4 script?If not can you make a guy that blocks the entrance to a forest until you beat the 8th gym?If you don't konw thatthen whatever the higher gym script you know of.This is for Ruby and Emerald.Well.. When you defeat the gymleader there is a flag set.. look for that flag..
In your new script for the person that blocks you check that flag.. if 1 = pass; if 0 = no pass

I can be wrong ^^

If you want an event to block the person it's not like the E4's script. You can use the "setmaptile" command to edit a block like in the E4's script to unblock the entrance to the forest.
That's done with some check & setflags, right ?

Monkey
February 23rd, 2007, 02:37 PM
when i compile a script in scriptED it says overflow how does thit cames?

i do push on the ... and load firered
then i copy the script in scriptED
then i save it
then i compile it

some1 that know the probleme?:(

edit:
does some1 got a move script for scriptED for fr so the persone moves after the E4 is defeated?

zel 2.0
February 23rd, 2007, 03:00 PM
Does anybody have the FR/LG applymovement commands?
( SO NOT THE MOVEMENTS FROM THE ADVANCED SCRIPTS TUT'S FROM CHRISTOS, THOSE ARE R/S/E ).

So if you have an table where 1 step left = A and 1 step right = B then you've the right one. =3

Sure thing, here I share the list I made (it's most likely incomplete and maybe wrong somewhere, but since I have all I need in this list, so maybe it can be completed/fixed by the rest of the people)

nºmove
------------
1:Look Up
2:Look left
3:Look right
4:Look down
4A:Face player
4B:Face against player
60: Disappear (removes the sprite, but the person can still be interacted with)
62:"!" pops up
63:"?" pops up
64:"X" pops up (vs-seeker cant fight)
65:"!!" pops up (vs-seeker can fight)
66:":)" pops up


('+' gives more and more speed)

8:Walk1 step down
9:Walk1 step up
A:Walk1 step left
B:Walk1 step right

C:Walk1 step down+
D:Walk1 step up+
E:Walk1 step left+
F:Walk1 step right+

(normal walking)
10:Walk1 step down++
11:Walk1 step up++
12:Walk1 step left++
13:Walk1 step right++

(running)
1D:Walk1 step down+++
1E:Walk1 step up+++
1F:Walk1 step left+++
20:Walk1 step right+++

(jump in place looking where it says)
52:jump0 down
53:jump0 up
54:jump0 left
55:jump0 right

(jump in place looking in the order it says)
56:jump0 down/up
57:jump0 up/down
58:jump0 left/right
59:jump0 right/left


4E:jump1 down
4F:jump1 up
50:jump1 left
51:jump1 right

14:jump2 down
15:jump2 up
16:jump2 left
17:jump2 right

46:jumpLookingLeft1 down
47:jumpLookingDown1 up (jump backwards)
48:jumpLookingUp1 left
49:jumpLookingLeft right (jump backwards)

D-Trogh
February 23rd, 2007, 03:08 PM
Oh zel.. you're the man :D Thank you !

But, I have a problem with this (PokéScript based) script..
#org $Test
lock
faceplayer
checkflag 0x10A
TIF $Item
msgbox $1st
callstd 0x6
applymovement 0x1 $personmove
applymovement 0xFF $playermove
pause 0x10
applymovement 0x1 $personmove2
setflag 0x10A
release
end

#org $1st
= Piss off !

#org $personmove
#raw 0x12
#raw 0xFE

#org $playermove
#raw 0x16
#raw 0xFE

#org $personmove2
#raw 0x13
#raw 0xFE

#org $Item
checkflag 0x10B
TIF $LMA
msgbox $here
callstd 0x5
compare LASTRESULT 0x1
TIF $receive
msgbox $NO
callstd 0x6
clearflag 0x10A
goto $Test
release
end

#org $here
= Will you leave me alone when I give\nyou this ?

#org $NO
= You won't huh ?!

#org $receive
msgbox $hereitem
callstd 0x6
giveitem 0xD 0x1
setflag 0x10B
release
end

#org $hereitem
= Take it and beat it !

#org $LMA
msgbox $LMalone
callstd 0x6
release
end

#org $LMalone
= L.E.A.V.E M.E. A.L.O.N.E. !!!\nGot the message ?!
Ok, so the movements won't work..
That's not good, but there's something worse !
The 'Piss of !' part works (except for the movements.. duh), but when I talk to a person after the 'Piss of !' was executed.. well :(
Look (http://www.zippyvideos.com/3571761726692986/frscriptbug/)

Edit: WTF! Widescreen - -' » Stupid Uploader :P
Edit2: Ok, no more widescreen.. :\

zel 2.0
February 23rd, 2007, 03:39 PM
Judging by the script (even though I'm not used to Pokescript), it looks correct. So my guess is that there's some other kind of problem with the script of that girl. Most likely, you should check the offset of the girl in your Maps Editor (or make sure you haven't accidentaly made her "trainer" or something like that), and check where your script has been inserted (I don't know how that is handled, because with Scripted I have full control of the offsets, to avoid overwriting stuff)

D-Trogh
February 23rd, 2007, 03:48 PM
Judging by the script (even though I'm not used to Pokescript), it looks correct. So my guess is that there's some other kind of problem with the script of that girl. Most likely, you should check the offset of the girl in your Maps Editor (or make sure you haven't accidentaly made her "trainer" or something like that), and check where your script has been inserted (I don't know how that is handled, because with Scripted I have full control of the offsets, to avoid overwriting stuff)
No, zel, it's the same when I talk to the guy again.. or an other person..
Irish Witch made an update of BufRite.. maybe it'll work now :)
I'm gonna check it right after I downloaded it

Edit:
WHIHAAH.. It works ! (Only the giveitem doesn't, but I think that's something in PokéScript..)
Me so happy :P My first script worked and my second too ! (Only software-bugs)
I know my scrip isn't hard, but I'm happy with it.

Now, what's a good movement (FR) to 'kick' someone ?

frank$or
February 23rd, 2007, 04:24 PM
I have a question about #raw 0x60 ( disappear )
If i use flags and i let them dissappear they won't show up again?
#org 0x blablabla
checkflag 0x100
blablabla
setflag 0x100
end

blablabla

is this correct with the flags?

zak
February 23rd, 2007, 04:30 PM
can someone make me a script , a boat script its for a ruby rom and it needs to go to bank 35. map 9. i'd like it to say your a trainer arent you? Would you like me to take you overseas to newbark town? Yes/No ,
and then another taking me back to bank 35 map 7, saying ; would you like to return to london? yes/no.........

foofatron
February 23rd, 2007, 07:34 PM
If you want an event to block the person it's not like the E4's script. You can use the "setmaptile" command to edit a block like in the E4's script to unblock the entrance to the forest.

Whats that is that done in advanced map?If so what block number?

D-Trogh
February 23rd, 2007, 09:17 PM
Whats that is that done in advanced map?If so what block number?
No, that's not done in AM.. You need to script that part..
setmaptile (A2)
setmaptile iX iY iTileNo iTileAttr
Sets a tile on the map. You must somehow refresh that part, can be done by scrolling out of view and back in or by calling this command from a Level Script.


can someone make me a script , a boat script its for a ruby rom and it needs to go to bank 35. map 9. i'd like it to say your a trainer arent you? Would you like me to take you overseas to newbark town? Yes/No ,
and then another taking me back to bank 35 map 7, saying ; would you like to return to london? yes/no.........
Here's a script made by Dark E.. maybe you can use it and edit it. ;)
#org 0x800000
message 0x800030
boxset 0x2
message 0x800055
boxset BOXSET_YESNO
compare LASTRESULT 1
if 1 0x800150
message 0x800100
boxset 0x2
break

#org 0x800150
message 0x800125
boxset 0x2
warp 0x00 0x12 0x01
break

#org 0x800030
= Hello, Can I help you?
#org 0x800055
= Wanna lift to Pineco Rocks?
#org 0x800100
= To bad, come again.
#org 0x800125
= Okay, let's go.

ASHYLEGS
February 24th, 2007, 02:59 AM
I need help opening the Pokescript program. I mean I download but how do I load the rom? (Ruby)

zel 2.0
February 24th, 2007, 04:00 AM
Hey There,

This relates to Pokemon Ruby by the way,

I was just thinking about this and was curious. I'm quite aware that there is a script command for CheckItem but I was wondering whether there is a command for CheckPokemon. The idea behind this is say for example you picked the fire type pokemon at the start of the game then a certain event would occur however if you picked another then a different event would occur.

Get back to me when you can,
~Davie~

Well, I'll tell you how the game deals with that. They just have a variable and they set that variable into three possible values. But making things short, as long as you are dealing with FR, and you still use the original Pokeball choosing script, I can tell you what you'd need to do...

compare 0x4031 0x0
if 0x1 call 0xEVENT1
compare 0x4031 0x1
if 0x1 call 0xEVENT2
compare 0x4031 0x2
if 0x1 call 0xEVENT3

[EDIT]: Argh, you were doing things in Ruby, well, at least this may help someone else, if someone knows the value in Ruby...

I have a question about #raw 0x60 ( disappear )
If i use flags and i let them dissappear they won't show up again?
#org 0x blablabla
checkflag 0x100
blablabla
setflag 0x100
end

blablabla

is this correct with the flags?

Basically, all you'd need to do in the script is the movement, and then a setflag 0x100, then in Advance Map assign to that sprite that "100" into its People ID., that's enough to make it dissappear forever, once you've refreshed the screen (Don't forget that #raw 0x60 won't really disappear the sprite, just will hide it, so better move it somewhere safe once it has been "hidden", so our player won't be able to interact with the "hidden" sprite). Once the screen has been refreshed (by warping or whatever) you won't have to worry 'bout that sprite ever again.

frank$or
February 24th, 2007, 07:03 AM
And if you have 2 people?
Can i give both the flag in their people ID?

( they are in the same script )

EDIT: and they the people ID haves 4 numbers, is it 0100 or 1000.

Monkey
February 24th, 2007, 07:19 AM
when i compile a script in scriptED it says overflow how does thit cames?

i do push on the ... and load firered
then i copy the script in scriptED
then i save it
then i compile it

some1 that know the probleme?

does some1 got a move script for scriptED for fr so the persone moves after the E4 is defeated? or pokewitch?

frank$or
February 24th, 2007, 07:26 AM
never mind about that earlier question, that's solved.

Does anybody knows what songs are the fanfare codes in FR/LG?
I tried certain fanfare codes, but they all just did that sound when you get a item.

ASHYLEGS
February 24th, 2007, 01:11 PM
Evertime I load a game is says "Run time error, File type not found."

Irish Witch
February 24th, 2007, 07:35 PM
when i compile a script in scriptED it says overflow how does thit cames?

i do push on the ... and load firered
then i copy the script in scriptED
then i save it
then i compile it

some1 that know the probleme?

does some1 got a move script for scriptED for fr so the persone moves after the E4 is defeated? or pokewitch?

I can tell you what that is...
The value LASTRESULT is equal to the value 0x800d which (as a signed int) interprets as a negitive value. There are other values that do that too, You'll see it written there in the script! While it decode the value as a negitive value when you encode it again the program will crash cause you can't have negetive offsetts. You have to replace those negetive values with the apropriate hex value manually!

- EDIT -
Note: Pokescript doesn't have that trouble.. I've tested this!

Detected
February 24th, 2007, 08:26 PM
In the beginning of the game when you wanna go in the grass Prof Oak stops you.
Well, I wanna change the way how he walks after that :)
So:

Normaly:
He comes to get you, goes down, then to the right and then he enters his lab.

I want:
For example that he goes 4 staps down, 4 left, ...

This is my first day of scripting so this is what I think it should be.. (Or something like it)
#org 0x800000
checkflag 0x10A
compare LASTRESULT 0x1
if 0x1 goto 0x80050
setflag 0x10A
message 0x800010
boxset 0x2
applymovement 0x1 0x800020
pause 0x40
faceplayer
message 0x800030
boxset 0x2
applymovement 0x3 0x800040
pause 0x90
end

#org 0x800010
= Hey! Wait!

#org 0x800020
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0xFE

#org 0x800030
= Don't go in the grass, blabla

#org 0x800040
#raw 0x08
#raw 0x08
#raw 0x08
#raw 0x0B
#raw 0x0B
#raw 0x0B
#raw 0x0B
#raw 0x0B
#raw 0x09
#raw 0xFE

#org 0x800050
end

Is it something like this? Or what is wrong? Didn't tried to insert it yet :)

PS. You can also tell me in dutch if that's easyer for you :p

Irish Witch
February 25th, 2007, 03:59 AM
That looks ok, but you should also be able to use pausemove instead of pause.
applymovement <people no> <offset>
Pausemove <people no>

O.G. Duke
February 25th, 2007, 12:21 PM
Ok, My question:
What is the script to make event dissapear?
Can I set when player step on a tile, a man will auto walk towards player? Then how?
How to set trainer events? How to set the trainer own what pokemon?

D-Trogh
February 25th, 2007, 12:33 PM
Ok, My question:
What is the script to make event dissapear?
Can I set when player step on a tile, a man will auto walk towards player? Then how?
How to set trainer events? How to set the trainer own what pokemon?
I'll try to answer your questions..
1. I've heard you just need to 'setflag' with as flag the Person ID (right ?)
2. Now: Make a new trigger using AM (It's called Script there../The green S in EventView) Put your script anywhere.. and I THINK, when you walk over it, it'll be activated.
For the person walking to you, put that in your script using 'applymovement'
3. Using 'trainerbattle'.. with the new trainer ID go to PET and edit his Pokémon

Irish Witch
February 25th, 2007, 03:18 PM
There is another method if you are simply creating a trainer. In Advanced map click the 'Trainer' checkbox to active. Then set the view range field to a number of spaces. If both you and the trainer are on the screen at the same time, and the trainer's facing you (and close enough) he will walk towards you and activate!


As for doing it with scripts
In elite map create (or commodeer) a script object.
Set it's properties to read like this:

Flag Value: 03 00
Flag Number: <A flag you set to stop the script happening again>
Unknown (Both of these are 0)
Script offset: You're offset!

... Inside the script do as Trogh said. Make your applymove effect a sprite on the map and if the character is supposed to disapear then set a flag for the sprite as well!

foofatron
February 25th, 2007, 04:07 PM
Can someone make the script I requested?

frank$or
February 25th, 2007, 04:26 PM
Does anybody knows what songs are the fanfare codes in FR/LG?
I tried certain fanfare codes, but they all just did that sound when you get a item.

nothing
February 25th, 2007, 05:13 PM
I am write multi questions.
1.How generate non-repeat scripts??
2.How are byte commands(setbyte,copybyte etc.)
3.How add or delete move data?

D-Trogh
February 25th, 2007, 05:27 PM
1. Use flags.. checkflag & setflag; or maybe killscript ^^
2. Don't know
3. applymovement $personID $movementoffset
#org $movementoffset
#raw movement_here
#raw movement_here
#raw 0xFE 'needs to be here..

nothing
February 25th, 2007, 06:11 PM
Thanks for the help...
Ok... I am know...

O.G. Duke
February 26th, 2007, 01:11 AM
another question, what is "#raw"?

Irish Witch
February 26th, 2007, 10:29 AM
#RAW is used to add data to the rom that isn't intended to be read as code (because each command translates into a hex value.
For example msgbox 0x801000 could also be written as
#raw 0F 00 00108008

but that would be totally annoying to try and script like that so now we only use it for movement data if possible.

Sometimes scripts decompiled from the rom will have #raw data in them. This means it's using command we don't yet know how to translate - such as the removeitem command I recently added to pokescripts pkmadv database. Scripted didn't know that command but I found out what it was (from an old post on this forum somewhere) and added it to mine!

Saken
February 26th, 2007, 11:49 AM
I want to know why my script aint working
Its a givepokemon script and i am recieving a mew =P
anyway where he says take it or leave it he is meant to give me the pokemon but he doesnt the script then ends
Why does this happen please check my script.
i will put in spoiler box so it wont take up much room
#org 0x800000
lock
faceplayer
checkflag 0x200
if 0x1 goto 0x800100
message 0x800200
boxset 0x5
compare LASTRESULT 0x1
if 0x1 goto 0x800300
message 0x800400
boxset 0x6
release
end
#org 0x800100
message 0x800500
boxset 0x6
release
end

#org 0x800300
message 0x800600
boxset 0x6
givepokemon 0x151 5 0
setflag 0x200
release
end

#org 0x800200
= Yo Yo Yo its Arhim in da house!\nWould you like my Mew?\nI dont like it so you can have it.

#org 0x800400
= Fine then be like that nooblet.

#org 0x800500
= So how is MY Mew?

#org 0x800600
= Ok then, Take it or leave it!

Please help,
Regards,
Giovanni

_-Davie-_
February 26th, 2007, 04:59 PM
Well, I'll tell you how the game deals with that. They just have a variable and they set that variable into three possible values. But making things short, as long as you are dealing with FR, and you still use the original Pokeball choosing script, I can tell you what you'd need to do...

compare 0x4031 0x0
if 0x1 call 0xEVENT1
compare 0x4031 0x1
if 0x1 call 0xEVENT2
compare 0x4031 0x2
if 0x1 call 0xEVENT3

[EDIT]: Argh, you were doing things in Ruby, well, at least this may help someone else, if someone knows the value in Ruby...

Thanks for the advice ^_^, this will really help some people out! I'll have a browse around and seen if I can find what I need. Although If anyone knows, please get back to me,

Thanks Again,
~Davie~

Irish Witch
February 26th, 2007, 07:37 PM
I want to know why my script aint working
Its a givepokemon script and i am recieving a mew =P
anyway where he says take it or leave it he is meant to give me the pokemon but he doesnt the script then ends
Why does this happen please check my script.
i will put in spoiler box so it wont take up much room

I just played with you're script and I only have one thing to say!
(and two pictures)

First mew is ewither 151 or 0x97. NOT 0x151. (0x151 is electrite I think)
Check the table attached for values. These values are decimal and don't need 0x before them.

Secondly look at the pics here..
(You got the mew, it just doesn't tell you!)

SSJ4 Furatman
February 26th, 2007, 11:03 PM
Can i get a scripted code for the National Dex in Ruby if its possible i made the starters different and the pokedex don't show up i made it Johto which i changed to sinnoh's

foofatron
February 27th, 2007, 01:06 AM
How can I give people scripts?How do I enter a script in a game to a certin person?I edited the mew script and it doesn't work.I want porygon not Mew.Can you fix it?#org 0x800000
lock
faceplayer
checkflag 0x200
if 0x1 goto 0x800100
message 0x800200
boxset 0x5
compare LASTRESULT 0x1
if 0x1 goto 0x800300
message 0x800400
boxset 0x6
release
end
#org 0x800100
message 0x800500
boxset 0x6
release
end

#org 0x800300
message 0x800600
boxset 0x6
givepokemon 137
setflag 0x200
release
end

#org 0x800200
= Would you like my Porygon?\nI dont like it so you can have it.

#org 0x800400
= Don't be like that.

#org 0x800500
= So how do you like Porygon?

#org 0x800600
= Ok then, Take it or go!

I want porygon on level 5 and with a potion.

O.G. Duke
February 27th, 2007, 01:54 AM
How can I give people scripts?How do I enter a script in a game to a certin person?I edited the mew script and it doesn't work.I want porygon not Mew.Can you fix it?
#org 0x800000
lock
faceplayer
checkflag 0x200
if 0x1 goto 0x800100
message 0x800200
boxset 0x5
compare LASTRESULT 0x1
if 0x1 goto 0x800300
message 0x800400
boxset 0x6
release
end
#org 0x800100
message 0x800500
boxset 0x6
release
end

#org 0x800300
message 0x800600
boxset 0x6
givepokemon 137
setflag 0x200
release
end

#org 0x800200
= Would you like my Porygon?\nI dont like it so you can have it.

#org 0x800400
= Don't be like that.

#org 0x800500
= So how do you like Porygon?

#org 0x800600
= Ok then, Take it or go!

I want porygon on level 5 and with a potion.


I'm not a pro in scripting, but I think it should be like this:

#org 0x800000
lock
faceplayer
checkflag 0x200
if 0x1 goto 0x800100
message 0x800200
boxset 0x5
compare LASTRESULT 0x1
if 0x1 goto 0x800300
message 0x800400
boxset 0x6
release
end
#org 0x800100
message 0x800500
boxset 0x6
release
end

#org 0x800300
message 0x800600
boxset 0x6
givepokemon 137 5 0xD
setflag 0x200
release
end

#org 0x800200
= Would you like my Porygon?\nI dont like it so you can have it.

#org 0x800400
= Don't be like that.

#org 0x800500
= So how do you like Porygon?

#org 0x800600
= Ok then, Take it or go!

Irish Witch
February 27th, 2007, 04:32 AM
I just love how:
- Everybody asking about their scripts doedn't bother to say why they don't work
and
= How everybody goes and quotes entire posts all the time.. Why don't you just quote the important bits in a post like this:


#org 0x800300
message 0x800600
boxset 0x6
givepokemon 137 5 0xD
setflag 0x200
release
end


Needs a level and object number (object number can be 0)


... See that takes up much less room andis much clearer

foofatron
February 27th, 2007, 12:05 PM
Idid it and its saying this.When I compile it.I'm using Rubikon ScriptED for ruby scripting.
Loading command database...
Empty command database detected. Program halte

Christos
February 27th, 2007, 03:49 PM
Idid it and its saying this.When I compile it.I'm using Rubikon ScriptED for ruby scripting.
Loading command database...
Empty command database detected. Program halte

Your ROM and script must be saved in the same folder as ScriptED with no spaces in the name.

foofatron
February 27th, 2007, 09:24 PM
Ok I used Diamond cutter to put it on my rom how do I find the script and put it on a person?

Irish Witch
March 2nd, 2007, 09:40 AM
Now Possible to NAME new pokemon after using GivePokemon!

*shameless plug*

The latest version of the pkmadv database now has a command 'NamePokemon'
Use something like this:#org 0x800000
lock
faceplayer
checkflag 0x200
if 0x1 goto $GotMew
message $WantMew
boxset 0x5
compare LASTRESULT 0x1
if 0x1 goto $GiveMew
message $NoMew
boxset 0x6
release
end

#org $GotMew
message $HowMew
boxset 0x6
release
end

#org $GiveMew
countpokemon
compare LASTRESULT 0x6
if 0x1 goto $ErrorMew
message $RecieveMew
boxset 0x6
givepokemon 151 5 0
message $NewName
callstd 0x5
compare LASTRESULT 0x1
if 0x1 gosub $NameMew
setflag 0x200
release
end


#org $ErrorMew
message $FullParty
boxset 6
release
end

#org $NameMew
namepokemon
return

$FullParty 1 = Your Party is full!
$NewName 1= Would you like to give the pokemon a name?
$WantMew 1 = Would you like my Mew?\nI dont want it anymore.
$NoMew 1 = You're Weird!
$HowMew 1 = So how is MY Mew?
$RecieveMew 1 = You recieved a mew

- EDIT - 2320 gmt+8

Now added 'Countpokemon' to command database. Code above adjusted apropriately!

frank$or
March 2nd, 2007, 02:46 PM
Wtf is wrong with my script?
I've tried it, but it says all text ( without enters etc, new message commands right after the others. like: (#900000)Hi i'm frank.(#900100)How are you?

Script:
#org 0x944F00
message 0x944F20
boxset 0x2
applymovement 0xFF 0x944F40
pause 0x10
message 0x944F30
boxset 0x2
applymovement 0x0 0x944F60
pause 0x60
warp 0x2D 0x1 0x0
end

#org 0x944F20
= Mew!?\pWhere am I?

#org 0x944F40
#raw 0x62
#raw 0xFE

#org 0x944F30
= No wait!\pDon't go!

#org 0x944F60
#raw 0x32
#raw 0x32
#raw 0x32
#raw 0x32
#raw 0x32
#raw 0xFE

Irish Witch
March 3rd, 2007, 02:46 AM
Wtf is wrong with my script?
I've tried it, but it says all text ( without enters etc)

Script:
#org 0x944F00
message 0x944F20
boxset 0x2
applymovement 0xFF 0x944F40
pausemove 0x0
message 0x944F30
boxset 0x2
applymovement 0x0 0x944F60
pausemove 0x0
warp 0x2D 0x1 0x0
end


Try using pausemove instead of pause!

Monkey
March 3rd, 2007, 09:31 AM
could some1 help me with this pokewitch script? its not finished becouse the other stuffs i dont understand and the line TRAINERBATTLE the last 3 things neither


#org $start
lock
faceplayer
message $battle
TRAINERBATTLE 00 <Trainer> (ptr Intro) <ptr Defeat>
message $lost
end

#org $battle
= Lets battle

#org $lost
= NO! I lost thats not possible!


(is it possible to give this offset to more players?)

Irish Witch
March 3rd, 2007, 08:06 PM
Shouldn't post same Q in multiple threads...

Answered in my Tutorial thread since I had intended to do a tutorial on this anyway but can't find time!

O.G. Duke
March 4th, 2007, 04:10 AM
What is the script of Player Starting Position in Pokewitch?

Irish Witch
March 4th, 2007, 05:00 AM
If people are going to start posting the same Q both in this thread and in my Tutorial thread I'm going to tell the modorators to my one!

And I'm looking for that myself!

It's controlled by the opening script which I haven't located yet. There's nothing on the map to indicate a warp point or a flight point so it must be done using -

DUM DUM DUM DUM
RAW CODE

zel 2.0
March 4th, 2007, 05:26 AM
Wtf is wrong with my script?
I've tried it, but it says all text ( without enters etc, new message commands right after the others. like: (#900000)Hi i'm frank.(#900100)How are you?

In fact, Irish Witch and frank$or, you didn't realize you were overwriting offsets! :P

I'll avoid using much space so I'll spoil the fixings in the script, ok?

#org 0x944F00
message 0x944F40
boxset 0x2
applymovement 0xFF 0x944F70
pause 0x10
message 0x944F55
boxset 0x2
applymovement 0x0 0x944F75
pause 0x60
warp 0x2D 0x1 0x0
end

#org 0x944F40
= Mew!?\pWhere am I?

#org 0x944F70
#raw 0x62
#raw 0xFE

#org 0x944F55
= No wait!\pDon't go!

#org 0x944F75
#raw 0x32
#raw 0x32
#raw 0x32
#raw 0x32
#raw 0x32
#raw 0xFE

Just be careful... Messages usually take a lot of space, if you want to make sure, count the letters (and the wild card counts as one letter, and don't forget to add 1 because of the end of text thing...)
Also, careful with the script blocks length, because your main block (the one that starts at 0x944F00 is quite longer than 32 bytes, and you were starting the text quite close to it, thus crushing the main script. Just be careful... However, don't worry, because it happens to me, even though it happens because I'm stubborn and I want to save as much rom space as possible jojo!;))

Irish Witch
March 4th, 2007, 05:32 AM
:t311:Well you see, that's why I didn't have any troubles. Cause I compiled using pokescript and re-position the offsetts using bufrite so no overlap!

So there :P
EDIT - Just so you know this problem what what inspired me to make pokescript in the first place.

What is the script of Player Starting Position in Pokewitch?

Hold the phones, horses AND potatos!

I just came up with a novel way of doing this while working on my own hack.
I used advanced map to replace the truck map with a 'clone' of the map I want. Many of the scripts I use in this clone are different but the trick is that you think you'r in the same room. I then programme a few small events that can only take place there (easter egg time) and make it so that once you leave you can't go back. When you go back through the door you come out of you go into the real room!

O.G. Duke
March 4th, 2007, 05:37 AM
What you mean is replace the truck into your room?

Irish Witch
March 4th, 2007, 05:46 AM
Well in my case the lounge room yes.

I replace the map of the inside or the truck with a duplicate of the room I want you to go to and make all the warps go one way (no way back in)!...

Do this by going to you're original map and clicking file/map/save map as...

Then go filemap/insert map

Open the map you just saved.
In the 'Replace Map' area set the bank to 25 and the map to 40.
When you insert it it will re-point the map and you're done!

frank$or
March 4th, 2007, 07:05 AM
Thanks zel. :)

Last question, how can you create a pokemon following you al the time?
( like in yellow, that pikachu? )

O.G. Duke
March 4th, 2007, 08:51 AM
Well in my case the lounge room yes.

I replace the map of the inside or the truck with a duplicate of the room I want you to go to and make all the warps go one way (no way back in)!...

Do this by going to you're original map and clicking file/map/save map as...

Then go filemap/insert map

Open the map you just saved.
In the 'Replace Map' area set the bank to 25 and the map to 40.
When you insert it it will re-point the map and you're done!

I tried it but there is something strange here:
Look at this screenies:
http://img172.imageshack.us/img172/1179/untitledej4.png
There is 3 tile have strange look...

Irish Witch
March 4th, 2007, 01:34 PM
:12: Huh!
Oh-Kay. I wonder whether that has something to do with the 'driving truck' sequence or something...............

Sorry I don't have an answer for that. I'll have to play with it myself, it was just an idea after all.....

Christos
March 4th, 2007, 04:30 PM
I tried it but there is something strange here:
Look at this screenies:
http://img172.imageshack.us/img172/1179/untitledej4.png
There is 3 tile have strange look...

Those tiles change because of the script in the start. If you have the truck's tileset the tiles will change so that it will look like the truck's open.

Irish Witch
March 4th, 2007, 05:53 PM
I suppose the only way around that then is to either:

-reverse engineer the thing that changes those tile (Good luck there)
-change the tileset so the tiles being changed are identical,
-or lastly put a sprite over the spot (sweep the problem under the rug so to speek).

I think there is a 'map script' somewhere that you might be able to change, I know elite map can open it but whenever I've tried to edit it the game freezes on entering that point!

-----

While I'm here, ANOTHER NEW COMMAND: selectpokemon

If you don't want to download then it consists of the following commands joined into an alias:
special &h009F
#73
copyvar &h800A &h8004

Put either the new command or the three above in place of the givepokemon command in the previous name pokemon script (http://pkmncommunity.com/showpost.php?p=2399439&postcount=54) script to make a script to re-name any pokemon already in your party!


(In case you haven't figured out, I'm trying to figure out a 'tradepokemon' command and while I'm at it hopefully giving things like eggs!

SSJ4 Furatman
March 4th, 2007, 10:18 PM
When I try to put this script in Scripted or Pokescript it doesn't write it to the rom:

Ok I have another question why is it in scripted I can't get this script to work:
when i insert it it says "Run Time Error 53 File Not found"

This is the script I'm trying to make:

'-----------------------
#org 0xD90380
lock
faceplayer
checkflag 0x200
if 0x1 goto 0x800100
message 0x800200
boxset 0x5
compare LASTRESULT 0x1
if 0x1 goto 0x800300
message 0x800400
boxset 0x6
release
end
#org 0x800100
message 0x800500
boxset 0x6
release
end

#org 0x800300
message 0x800600
boxset 0x6
givepokemon 404 47 0
setflag 0x200
release
end

#org 0x800200
= Want my PALKIA?\nI don't want it so you can have it.

#org 0x800400
= Don't be like that.

#org 0x800500
= So how do you like PALKIA?

Irish Witch
March 4th, 2007, 10:48 PM
When I try to put this script in Scripted or Pokescript it doesn't write it to the rom:

Ok I have another question why is it in scripted I can't get this script to work:
when i insert it it says "Run Time Error 53 File Not found"

This is the script I'm trying to make:

'-----------------------
#org 0xD90380
lock
faceplayer
checkflag 0x200
if 0x1 goto 0x800100
message 0x800200


D ?????
Are you sure that shouldn't be
#ORG 0X890380
It is a weird offset, but otherwise that script looks normal.
Make sure the rom you are writing to is for the gameboy advanced!
And remember if you modify one offset you need to modify them all to suit. (Why I use floating offsets in pokescript where possible)

-------

EDIT: I just found a tiny glitch in bufrite. Because you used absolute offsets in this script the first offset auto assigns. I just fixed a buf with that that occurred if you then tried to change the offset.

May have been causing some confusion.

SSJ4 Furatman
March 4th, 2007, 11:01 PM
Okay now when I insert the new script it says

--------------------------------------------------------------
Loading command database...
Empty command database detected. Program halted.

foofatron
March 4th, 2007, 11:04 PM
Your ROM and script must be saved in the same folder as ScriptED with no spaces in the name.

I had the same problem Cristos answered it.

I'm quite aware that there is a script command for CheckItem but I was wondering whether there is a command for CheckPokemon. The idea behind this is say for example you picked the fire type pokemon at the start of the game then a certain event would occur however if you picked another then a different event would occur.

SSJ4 Furatman
March 5th, 2007, 09:15 PM
Can someone tell me where I put the flags thats all I'm confused about:
#org 0x900000
cry 0x28 0x14
wildbattle 0x194 0x46 0x2
cry 0xA1 0x194
end

Dragonspy
March 5th, 2007, 09:43 PM
Not sure if this is the place to post this but.
I'm stuck on how to insert (or whatever you need to do) a script into the game.
can someone help me?

Christos
March 6th, 2007, 07:17 PM
I had the same problem Cristos answered it.

I'm quite aware that there is a script command for CheckItem but I was wondering whether there is a command for CheckPokemon. The idea behind this is say for example you picked the fire type pokemon at the start of the game then a certain event would occur however if you picked another then a different event would occur.

There's not a command like that but you can use different flags for each pokemon you choose to make the events.

Not sure if this is the place to post this but.
I'm stuck on how to insert (or whatever you need to do) a script into the game.
can someone help me?

Your ROM and script must be saved in the same folder as ScriptED with no spaces in the name. Then open your script with ScriptED, choose compile and select your ROM.

Dragonspy
March 6th, 2007, 10:19 PM
Ok thanks i'll try right now...

got a error message:
Rubikon 1.3 by Kyoufu Kawa
--------------------------------------------------------------
Loading command database...
Empty command database detected. Program halted.
maybe my script which is:
#org 0x800000
message 0x800100
boxset 0x02
end
#org 0x800100
= Hello World!

Hyunbin
March 6th, 2007, 11:00 PM
this is my first script
i used irish witch's give script and modified it a bit
it goes in fine but when i try to open it in elite map it says the rom is not supported but i can edit it anyway and when i try to play it on vba all i get is a white screen
what's wrong with it?:

#org $Startscript
lock
faceplayer
checkflag 0x200
if 1 goto $Gotit
message $AskMe
$AskMe 1 = Hey, you're a trainer right?
boxset 5
compare LASTRESULT 1
if 1 goto $Asktogive
message $No
$No 1 = Oh... alright...
boxset 6
release
end

#org $Gotit
message $Howis
$Howis 1 = How's that CHIKORITA doing?
boxset 6
release
end

#org $Asktogive
message $Ask
$Ask 1 = A CHIKORITA wandered into my backyard... but I don't think I can raise it. Will you take it?
boxset 5
compare LASTRESULT 1
if 1 goto $Givechikorita
message $Nono
$Nono 1 = Oh... but who can I get to take care of it?
boxset 6
release
end

#org $Givechikorita
message $Give
$Give 1 = Recieved the CHIKORITA!
boxset 6
givepokemon 0x152 5 0
release
setflag 0x200
end

i also want to put a message before "Recieved the CHIKORITA!"
"Oh... thank you!"

Trace
March 7th, 2007, 04:12 PM
Questions~

1. What does org and raw exactly do?

2. How do I find offsets for scripts?(Noob question, I know :P )

Christos
March 7th, 2007, 06:09 PM
Ok thanks i'll try right now...

got a error message:
Rubikon 1.3 by Kyoufu Kawa
--------------------------------------------------------------
Loading command database...
Empty command database detected. Program halted.
maybe my script which is:
#org 0x800000
message 0x800100
boxset 0x02
end
#org 0x800100
= Hello World!


Did you see my answer before? Follow my instructions in that post and this won't happen.

Questions~

1. What does org and raw exactly do?

2. How do I find offsets for scripts?(Noob question, I know :P )

The "org" is for the script's offset when you start a script and the "raw" is another command mostly used for the "applymovement" command.

Dragonspy
March 7th, 2007, 06:36 PM
Did you see my answer before? Follow my instructions in that post and this won't happen.


I did follow the instructions and i keep getting the same error.

Christos
March 7th, 2007, 06:38 PM
Are you sure your script is saved in EM's folder with no spaces in the name and the ROM you compile the script to?

Dragonspy
March 7th, 2007, 09:22 PM
Oh, I tried again and it worked.
Now how do I make someone say something with the script?

foofatron
March 7th, 2007, 10:08 PM
Does anyone acuratly read his totoral?This should work for you Dragonspy since you wanted the person to talk.

#org 0x800000
message 0x800100
boxset 0x6
release
end

#org 0x800100
= Hello world

This was at the top of the totoral you didn't have a release in it.

Irish Witch
March 8th, 2007, 04:01 PM
this is my first script
i used irish witch's give script and modified it a bit
it goes in fine but when i try to open it in elite map it says the rom is not supported but i can edit it anyway and when i try to play it on vba all i get is a white screen
what's wrong with it?:

That's an impressive script btw. I can't see anything wrong with it as such, it sound like it's not a script issue but a burn issue. If you're using the search function in bufrite (the book) then make sure you click an offset before assigning or if you enter an offset manually then make sure it has an &h in front if your offset looks like this &h800100.

*scratches head* I'm not sure whether 0x is used everywhere in bufrite so &h is your best bet.
..... I'll have to check up on that. if I didn't then I'll make sure to fix it with my next update.

If you're still having trouble then PM me with the logs from pokescript and bufrite. You can find complete logs under c: \pokewitch\logs (sorted by date, time and program)


You may also want to look a couple of pages back in this thread for the 'professional' givepokemon script that checks if you have room in your party and lets you name the pokemon. Show me the results cause this script look more than just a simple cut & paste job!


:13: C'mon. Feed me ego just a little, please?

Pokerealm
March 8th, 2007, 07:31 PM
How do you make a normal talking script in PokeScript?

D-Trogh
March 8th, 2007, 08:25 PM
Err.. This should work.. when it doesn't.. well.. I'm trying to write as short as possible :P

#org $test
faceplayer
lock
message $msg
$msg 1 =W00T !\nI can talk !
callstd 6
release
end

Hedgehogger
March 8th, 2007, 09:27 PM
Okay, I've got a couple questions...

1. Whenever I use ScriptED to open my Script, nothing appears and the compile button isn't able to be clicked on. Do ScriptED and the Rom have to be in EliteMap's folder?

2. Is it possible to put a script at an offset of free space in the Rom?

zel 2.0
March 9th, 2007, 05:03 AM
Hyunbin: I don't know if you're dealing with FR, but usually a white screen happens when you don't set the Emulator's Save Type to 128k (Options -> Emulator -> SaveType -> Flash 128K), that's the only white screen I know of...
And, on a side note, I don't know about PokeScript, but in Scripted the command "givepokemon" must be the last command in the script, since it usually crashes the rest of the script. Be careful with it.

Hedgehogger: 1. Yes, everything should be at the same folder; 2. In fact, that's the whole deal in this! O.O (I think PokeScript gives you a lot of options for using free space, but I'm used to the old Scripted+HexEditor combo... :P)

foofatron
March 9th, 2007, 11:24 AM
Cristos what verson of script I do the give pokemon scripted did you write your giude for.I have the old verson and when give pokemon scripts the game crashes.

Quil
March 9th, 2007, 03:10 PM
I need really ALL raw commando's of applymovement, i really need it!

Pokerealm
March 9th, 2007, 07:52 PM
I need a script to get the national dex for PokeScript

peirau
March 9th, 2007, 08:00 PM
Me too.
Its for PokeScript.

Irish Witch
March 10th, 2007, 05:35 AM
I think PokeScript gives you a lot of options for using free space, but I'm used to the old Scripted+HexEditor combo... :P)

Actually, the whole reason for my creation of Pokescript was cause I was sick of having to use a hex-editor to make sure I didn't overwrite stuff accidentally. That's the point of bufrite. When you burn your compiled script you get to tell it where you want the script put and the offsets are calculated automatically.

That said, because the program is 100x more complicated than scripted it's taking what seams like a lifetime of debugging to make sure it works the way it's meant to. So as I said in my tutorial and the thread in the toolbox if you have trouble, then PM me scripts, logs etc so I can do a run through and (if it's a bug in my program) then fix it!

zel 2.0
March 10th, 2007, 06:32 AM
I need really ALL raw commando's of applymovement, i really need it!

I posted my list of hex values for the raws of applymovement back at page 1. Those are only for FR/LG. However, why bother using #raw commands when using #binary makes everything easier?

applymovement 0xSprite 0xMovement

#org 0xMovement
#binary hex hex hex ... hex FE

I need a script to get the national dex for PokeScript

If PokeScript allows the use of "special" commands, then Scizz already posted a thread for that matter, as long as you use FR/LG or Emerald (keep in mind that it's not known how to enable it on R/S)
http://www.pkmncommunity.com/showthread.php?t=79817

And, Irish Witch... We could debate about things all day... Better not... XD

DracoMalfoy88
March 10th, 2007, 03:58 PM
People pls help me, I'm a new user and I search the script for the national pokédex for Ruby version... pls help me

-DracoMalfoy88-

peirau
March 10th, 2007, 04:02 PM
People pls help me, I'm a new user and I search the script for the national pokédex for Ruby version... pls help me

-DracoMalfoy88-

I got one for pokescript...
Pokerealm gived it to me =).

#org 0x800000
lock
faceplayer
checkflag 0x10A
if 1 jump 0x800050
special 0x16F
setflag 0x10A
fanfare 0x13E
msgbox 0x800100
callstd 0x6
waitfanfare
release
end

#org 0x800050
msgbox 0x800070
callstd 0x6
release
end

#org 0x800070
= Like your new POKéDEX?

#org 0x800100
= Your POKéDEX was upgraded!

Pazuzu
March 10th, 2007, 04:07 PM
I got one for pokescript...
Pokerealm gived it to me =).

#org 0x800000
lock
faceplayer
checkflag 0x10A
if 1 jump 0x800050
special 0x16F
setflag 0x10A
fanfare 0x13E
msgbox 0x800100
callstd 0x6
waitfanfare
release
end

#org 0x800050
msgbox 0x800070
callstd 0x6
release
end

#org 0x800070
= Like your new POKéDEX?

#org 0x800100
= Your POKéDEX was upgraded!

Very nice, except that this script only works for Fire-Red/Leaf-Green, and not Ruby/Sapphire as it was requested, which you can see here (http://www.pkmncommunity.com/showthread.php?t=79817).


Draco, the code that activates the Dex in R/S has not been found yet.

DracoMalfoy88
March 10th, 2007, 04:18 PM
but in pokemon naranja an hack of ruby i received from prof. oak the national pokédex...

foofatron
March 10th, 2007, 04:28 PM
That was a cheat and I've played it and you don't need a pokedex thing because you get the full pokedex in the begging.

Whats the command that makes people dissapear so if I wanted a guy to fall in the lava he would fall in there?

Also Is it possable for a script to let you go on a pokemon and ride on it while the pokemon does boat movements then warp somewhere?

lukenetty
March 10th, 2007, 07:10 PM
Well, my scripts are far from good(I think) but these are for PokéScript, are they correct?

SCRIPTS:

Ho-oh:

#org $ho-oh
cry PKMN_HO-OH
message $msg
$msg 1 = Gyaaoh!
wildbattle 0x250 0x45 0x3
end

Mew:

#org $mew
cry PKMN_MEW
message $msg
$msg 1 = Memeww..! MEW !
wildbattle 0x151 0x25 0x3
end

Raikou:

#org $raikou
cry PKMN_RAIKOU
message $msg
$msg 1 = Rai... KOU!
wildbattle 0x243 0x40 0x3

Scuicune:

#org $suicune
cry PKMN_SUICUNE
message $msg
$msg 1 = Cune?
wildbattle 0x244 0x40 0x3

Entei:

#org $entei
cry PKMN_ENTEI
message $msg
$msg 1 = Grrrraw....
wildbattle 0x245 0x40 0x3

Celebi:

#org $celebi
cry PKMN_CELEBI
message $msg
$msg 1 = Srii?
wildbattle 0x251 0x23 0x3

D-Trogh
March 11th, 2007, 12:09 AM
When you want to use decimal numbers, DON't add the 0x before them..!!
So for example, instead of: wildbattle 0x151 0x25 0x3
You need to use: wildbattle 151 25 0x3
The '0x3' can be there..

Irish Witch
March 11th, 2007, 04:04 AM
I hope where you wrote

Script:

Mew:

etc before each scrip that you'r not going to leave those words there. They'll stuff up your script.

It's best to make comments using

' This is a comment

or

/************

Bulk Comment
When will it stop.
I ATE snorlax

************/

Also, you need to put end at the end of each script or they crash.
And if you want to put all those scripts in one file then you'll need to use A different var name for each script instead of all of them using $msg.

MikeC
March 11th, 2007, 12:53 PM
#org 0xCB9A70
0x3 0x949010
pause 0x30
end

#org 0xCB9A70
#raw 0x8
#raw 0x8
#raw 0xA
#raw 0xFE

Is that right to make a person move north and dissapear from the game forever, It didn't work. :(

I tried that in my FR rom hack and that's a FR script. Wondering what I'm doing wrong.

userpr
March 12th, 2007, 01:07 AM
I'm trying to hack Emerald and I would like to know the offset for the intro with Prof. Birch's speech and everything. Or if not could someone tell me how I could find out myself? Thanks in advance.

ChaosKing
March 12th, 2007, 07:05 AM
can someone give me the boat script

foofatron
March 12th, 2007, 10:10 AM
What kind of boat script?Want the boat to go anywhere or something?

max1992
March 14th, 2007, 06:02 AM
hi
i am new into hacking some questions i want some 1 to answer:embarrass
1.how to change the text??
2.how do i change the intro video??
plz plz plz............answer lot of thanks for the one who answers:embarrass

Christos
March 14th, 2007, 01:05 PM
can someone give me the boat script

Something like a warp script? You'll have to tell us where do you want the script to warp you and the location in the map or the warp's number.

hi
i am new into hacking some questions i want some 1 to answer:embarrass
1.how to change the text??
2.how do i change the intro video??
plz plz plz............answer lot of thanks for the one who answers:embarrass

This thread is only for scripting stuff. You should post these questions here (http://www.pkmncommunity.com/showthread.php?t=79614).

Blazin
March 15th, 2007, 06:31 AM
Hey all, I've got a couple of questions I've been needing answers to so I hope someone can help me out. I am hacking Emerald and I want the the first pokemon to be Eevee. But I don't want to use prof.birch script. I'm wanting the eevee to be on the table inside the players house in a pokeball. I'm working on that script myself but I want another script where if the player doesn't pick up the pokeball and goes to walk through the warp outside, the professor comes in and tells you to pickup the eevee and meet him in the lab. This is so the player can't actually leave the house without the pokemon, but I'm not sure how to script the professor to come inside the house if the player tries to warp outside. Any help for this is very appreciative.

My other question hopefully is a simple one. Since I am hacking Emerald I don't want the player to start in the truck or have the hero's mum to exist at all. I want the player to start in his room without any scripts. Anyone know how to make him start in his room and not the truck, and have none of the scripts involving the mum?

All help will be great for me and getting my hack ready.

Irish Witch
March 15th, 2007, 01:20 PM
That second question is actually hard. I've been trying to work out a way around that myself.

Once I have a working alternative I'll post something on it!

----

The first one is easy, the bedroom has a sprite of 'mum' hiden inside the door frame. Replace that sprite with the person you want and put a walk on event right in front of the door.

When you pick up the pokemon use something like the 'professional givepokemon script' a couple of pages back then on the walk-over event use

countpokemon ' This command in Pokescript
compare LASTRESULT 0x0
if 0x1 goto $location
or
#raw 0x43 ' This command in scripted
compare LASTRESULT 0x0
if 0x1 goto 0xlocation

to make sure they picked it up. Location is the scipt containing the move events etc for the sprite hidden under the door!

pichu2000
March 15th, 2007, 02:09 PM
can I add new flight position?

frank$or
March 16th, 2007, 04:31 PM
My other question hopefully is a simple one. Since I am hacking Emerald I don't want the player to start in the truck or have the hero's mum to exist at all. I want the player to start in his room without any scripts. Anyone know how to make him start in his room and not the truck, and have none of the scripts involving the mum?

You could use SMEA, it supports emerald, and you can edit the bank/map where you want to start.
You can find SMEA at scizz's site, or just google it.

Irish Witch
March 16th, 2007, 10:42 PM
Would have been nice to know about that program, but still has problems because of the 'truck' animation sequence.

Hey Andrea Sartori where's the byte address for those values. Maybe we can decode the script and remove the animation!

Hedgehogger
March 17th, 2007, 10:14 PM
Well, now that I've put my scriptsback in EliteMap's folder, I ran into another problem. I made this script:
#org 0x900000
lock
faceplayer
message 0x900100
boxset 0x5
compare LASTRESULT 0x1
if 0x1 goto 0x900200
message 0x900300
boxset 0x6
release
end

#org 0x900200
message 0x900400
boxset 0x6
release
end

#org 0x900100
= Do you want to be the best?

#org 0x900300
= Fine, be that way.

#org 0x900400
= Alright! Just beat the Elite 4!

I tried to apply that to the fat guy's script in Littleroot town, but there's just a bleep and nothing happens. Anyone know what's wrong?

zel 2.0
March 19th, 2007, 03:40 AM
Hedgehogger: When you said "apply that to the fat guy", you mean you opened Advance Map, went to the fat guy's sprite, and changed its offset from $Whatever to $900000, because I don't see problems with the script.

Hedgehogger
March 19th, 2007, 10:43 AM
Hedgehogger: When you said "apply that to the fat guy", you mean you opened Advance Map, went to the fat guy's sprite, and changed its offset from $Whatever to $900000, because I don't see problems with the script.

Yeah, I did that; In fact I just tested it out now with the same result as before. :(

Irish Witch
March 19th, 2007, 03:06 PM
Hedgehogger: Are you writing that with Scripted or Pokescript?
If it's pokescript then check the bufrite log. There should be a lot of lines like this:

- Pushed simplescript.$startjolt to 800000
#PROCESS: D:\PokeWitch\POKEMON SAPPHIRE VERSION.GBA F:2 for read
/---------------------------------------------------------------
| - Pushed simplescript.$joltbattle to 80001C
| - Pushed simplescript.$winjolt to 80003E
| - Pushed simplescript.$sorry to 80005F
| - Pushed simplescript.$givebadge to 800068
| - Pushed simplescript.$domove to 800082
| - Pushed simplescript.$givepoke to 8000BD
| - Pushed simplescript.$error to 800100
| - Pushed simplescript.$nameevee to 80010A
| - Pushed simplescript.$battlejohn to 800126
| - Pushed simplescript.$challenge to 800133

That first value is the one you want to put in your script. If scripted then I honestly don't have a clue!

lukenetty
March 19th, 2007, 04:31 PM
Meh, they don't work, can someone please show an correct example of a wild battle script? It's voor PokeScript.

Monkey
March 19th, 2007, 10:00 PM
#org $start
lock
applymovement ... $move
warp 0 7 ...
release
end

#org $move
#raw ...
#raw ...
#raw ...
#raw FE


its warp script i dont know what to fill in at the ... (no i didnt make the script some1 that did wanna help me with me hack did)

its for pokescript

rpgdude
March 19th, 2007, 10:31 PM
How would I make so a guy won't let you in a cave unless you have a Groudon. I am using PokeScript
Thanks in advance

Irish Witch
March 20th, 2007, 05:04 PM
Meh, they don't work, can someone please show an correct example of a wild battle script? It's voor PokeScript.

You can modify the 'simple tutorial' script for the basics. Replace the givepokemon command with

wildbattle <pokemon> <level> <object>

The pokemon number are the same as givepokemon. I think I posted them in the tut

#org $start
lock
applymovement <Sprite No> $move
pausemove 0
warp <Bank> <map> <warp no>
release
end

#org $move
#raw ...
#raw ...
#raw ...
#raw FE


I've replaced the ... with descriptors in the above quote and added a command so the applymove works properly. The values have to be read from the map you're referring to in advanced map.

ie(Fictional values):
map 7(bank).3(map) has a warp with the warp no 7.
and if your applying your movement to the main character use the value FF.
If not get the sprite no from the map where your placing your script.

the values for #RAW movement data are posted earlier in this thread.

How would I make so a guy won't let you in a cave unless you have a Groudon. I am using PokeScript
Thanks in advance

Check my tutorial for usage in flags and displaying text. Then put a 'script' event in front of the door to the cave (or even the guy himself). Set the guy or scripts 'flag value' to the flag you set in your script!

Quil
March 20th, 2007, 05:05 PM
'-----------------------
#org 0x9D0000
checkflag 0x9E2
if 0x1 call 0x9D0900
checkflag 0x9D3
if 0x1 call 0x9D0800
checkflag 0x9D1
if 0x1 goto 0x9D0B00
msgbox 0x89D0100 '"DWARF:So...\nYou wan..."
callstd 0x5
compare LASTRESULT 0x1
if 0x1 call 0x9D0200
msgbox 0x89D0300 '"DWARF:NO?! N00b...."
release
end

'-----------------------
#org 0x9D0900
msgbox 0x89D0A00 '"DWARF:Isn't the unde..."
callstd 0x2
release
end

'-----------------------
#org 0x9D0800
setflag 0x9E2
msgbox 0x89D0700 '"DWARF: You gave him ..."
callstd 0x2
release
end

'-----------------------
#org 0x9D0200
setflag 0x9D1
msgbox 0x89D0400 '"DWARF:But you don't ..."
callstd 0x2
release
end

#org 0x9D0B00
message 0x9D0C00
boxset 0x2
end

'---------
' Strings
'---------
#org 0x9D0100
= DWARF:So...\nYou wanna use my underground?
#org 0x9D0300
= DWARF:NO?! N00b.
#org 0x9D0A00
= DWARF:Isn't the underground easy to use?
#org 0x9D0700
= DWARF:You gave him the Lobster? Good.\nYou can use my Underground
#org 0x9D0400
= DWARF:But you don't use it before you\nhave earned the rights.\pGive a Fisher this...\p\c\h01Á\v\h01 Obianted a Lobster.\p\v\h01 Put it in the Quest Pocket.
#org 0x9D0C00
= DWARF:Already gave it to him?

'-----------------------
#org 0x9D1000
checkflag 0x9D3
if 0x1 call 0x9D1500
checkflag 0x9D1
if 0x1 call 0x9D1200
msgbox 0x89D1300 '"FISHER:I need a Lobs..."
callstd 0x2
end

'-----------------------
#org 0x9D1500
msgbox 0x89D1600 '"FISHER:Thanks again!..."
callstd 0x2
end

'-----------------------
#org 0x9D1200
setflag 0x9D2
msgbox 0x89D1400 '"FISHER:You got a Lob..."
callstd 0x2
end

#org 0x9D1300
= FISHER:I need a Lobster!\nAww...\pWithout we can't live!
#org 0x9D1600
= FISHER:Thanks again!
#org 0x9D1400
= FISHER:You got a Lobster?!\p\c\h01Á\v\h01 Give the Lobster to the Fisher.\pYeah,Thanks

This scripts i made, the first is form a DWARF that give you a quest, and de next one form the Fisher in the quest.
But, the fisher only says:
"FISHER:I need a Lobster!
Aww...

Without we can't live!"

What's wrong? (I think a fault flag...)

pokemon1412
March 21st, 2007, 08:05 AM
Here the wildbattle pokemon code:


#org 0xA00000
checkflag 0x1412
if 0x1 goto 0xA00100
#raw 0xC5
setvar 0x8004 0x???? <=== Pokemon Species
setvar 0x8005 0x?? <=== Pokemon Level
setvar 0x8006 0x???? <=== Item held
special 0x1E2
setflag 0x8C1
special 0x139 <=== For Emerald are 0x139, 0x13A, 0x13B
playsound 0x???? <=== Battle Music
#raw 0x27
clearflag 0x8C1
setflag 0x1412 <=== Your Flag
end

#org 0xA00100
end

Monkey
March 21st, 2007, 01:26 PM
is it possible to make a pokemart script with 15 items? for pokescript so yes could some1 make it for me or give a start for it so i can try figure it out my own?

Nitsuj99
March 22nd, 2007, 06:38 AM
Is it possible, through timed scripts to change the palette when it gets to be a certain time or change the weather to bit dark when it reaches a certain time. for example it will get dark at 6:00 pm and light again at 6:00 am?

pichu2000
March 22nd, 2007, 11:43 AM
I have a problem
1 I make a script .
2 I do Compile with SCripted
3 The program adds new script in the rom(I don't understand because Amap don't add the offset which go from $1000000, also if I added new bytes at the Rom with an Hex Editor)
4 I do a person with the new offset in Amap.
5 I save and when I open the rom the script doesn't work!!!!!!(Sometimes the image crasch)

Why this problem??

zel 2.0
March 22nd, 2007, 03:44 PM
This scripts i made, the first is form a DWARF that give you a quest, and de next one form the Fisher in the quest.
But, the fisher only says:
"FISHER:I need a Lobster!
Aww...

Without we can't live!"

What's wrong? (I think a fault flag...)

As you say, it may be caused by the flags. I just see one problem in the script. At #org 0x9D1200, it says "setflag 0x9D2". I think it should be "setflag 0x9D3", it seems 9D3 is the "Lobster given to fisher" flag.

I'm not too sure about using if 0x1 call 0x... When the dwarf gives you the yes/no choice, if you pick "yes", does he say his "DWARF:But you don't use it before you\nhave earned the rights..." stuff?, we need to know if that happens (if it happened, then the flag should be on)

Anyway, I just use if 0x jump 0x , I don't know if that could fix anything. It's really weird your case...

is it possible to make a pokemart script with 15 items? for pokescript so yes could some1 make it for me or give a start for it so i can try figure it out my own?

Hmmm... I don't know about pokescript, but this is how I make my own custom pokemarts, without the need of editing an existing one.

#org 0xSomewhere
lock
faceplayer
#raw 0x67
writebytetooffset 0x62 0x8666081A
pokemart 0xListOfSoldItems
release
end

#org 0xListOfSoldItems
#binary hexItem1 hexItem1 hexItem2 hexItem2 ... hexLastItem hexLastItem 0 0

The hex items are are like: TM01 = 0x121 = 0x01 0x21, then we just reverse the order 0x21 0x01 and that's what goes into the list in this order. The last two "0" are a must.

Obviously, explanations for Scripted (don't know how Irish Witch implemented her pokemart command), and most likely just for FR (don't know if it could work on other versions...), and the list of hex values for items, well, I just have the FR one, maybe it's the same for the other games. If anyone wants it, I could post it later.

I have a problem
1 I make a script .
2 I do Compile with SCripted
3 The program adds new script in the rom(I don't understand because Amap don't add the offset which go from $1000000, also if I added new bytes at the Rom with an Hex Editor)
4 I do a person with the new offset in Amap.
5 I save and when I open the rom the script doesn't work!!!!!!(Sometimes the image crasch)

Why this problem??

Well, first of all, unless you expanded the rom (don't ask me about that, it seems you've been trying to do that, but I don't know...), you can normally only use up to offset 0xFFFFFF, so you can't put anything bigger (it'll just make the game crash)

So, as long as you use free offsets in the normal space of the rom, you should be fine, since you'd be able to put it in Advance Map (I didn't know Advance Map didn't admit offsets bigger than FFFFFF, though)

Hyunbin
March 22nd, 2007, 07:41 PM
can someone tell me what i did wrong in this script

<---
CELEBI SCRIPT (WINDING FOREST)
needed: TIME ORB
--->

#org 0x800000
lock
faceplayer
checkitem 0x113
checkflag 0x200
compare LASTRESULT 0x1
if 0x0 goto 0x800100
message 0x800300
boxset 5
compare LASTRESULT 0x1
if 0x1 goto 0x800500
release
end

#org 0x800100
message 0x800200
boxset 6
release
end

#org 0x800400
message 0x800500
boxset 0x6
goto 0x800600
release
end

#org 0x800600
message 0x800700
boxset 0x6
cry PKMN_CELEBI
wildbattle 0xFB 0x30 0x0
release
setflag 0x200
end

#org 0x800200
= What an eerie tree...

#org 0x800300
= Place the TIME ORB here?

#org 0x800500
= Placed the TIME ORB under the tree.

#org 0x800700
= BIIIIIII!!!

Monkey
March 23rd, 2007, 11:07 AM
Hmmm... I don't know about pokescript, but this is how I make my own custom pokemarts, without the need of editing an existing one.

#org 0xSomewhere
lock
faceplayer
#raw 0x67
writebytetooffset 0x62 0x8666081A
pokemart 0xListOfSoldItems
release
end

#org 0xListOfSoldItems
#binary hexItem1 hexItem1 hexItem2 hexItem2 ... hexLastItem hexLastItem 0 0

The hex items are are like: TM01 = 0x121 = 0x01 0x21, then we just reverse the order 0x21 0x01 and that's what goes into the list in this order. The last two "0" are a must.

Obviously, explanations for Scripted (don't know how Irish Witch implemented her pokemart command), and most likely just for FR (don't know if it could work on other versions...), and the list of hex values for items, well, I just have the FR one, maybe it's the same for the other games. If anyone wants it, I could post it later.





k ty then i will try with scripted even i dont know how it works

foofatron
March 23rd, 2007, 11:23 AM
Can someone make a script that a guy walks up to you from 6 spaces away and and before he talks to you the waether changes to the dark one and then he says (This was caused by the evil pokemon.You must stop it!)This is for RUBY !

frank$or
March 23rd, 2007, 02:39 PM
I've searched free space with an hex-editor, and compiled this script:

#org 0x9C8020
checkflag 0x12C
applymovement 0xFF 0x9C8030
pause 0x10
applymovement 0x1 0x9C8040
pause 0x60
trainerbattle 0x0 0x160 0x0 0x9C8050 0x9C8060
message 0x9C8070
boxset 0x2
#raw 0x5C
applymovement 0x1 0x9C8080
pause 0x70
setflag 0x12C
end

#org 0x9C8030
#raw 0x62
#raw 0xFE

#org 0x9C8040
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0xFE

#org 0x9C8050
= Get lost kid!

#org 0x9C8060
= What!

#org 0x9C8070
= I have to tell this!

#org 0x9C8080
#raw 0x62
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0xFE


It doesn't work though, you only will see '!' from the player and then the script ends.

Irish Witch
March 24th, 2007, 04:01 AM
I managed to grab a computer for a few minutes so I'll answer this question:

Hmmm... I don't know about pokescript, but this is how I make my own custom pokemarts, without the need of editing an existing one.


#org 0xListOfSoldItems
#binary hexItem1 hexItem1 hexItem2 hexItem2 ... hexLastItem hexLastItem 0 0

The hex items are are like: TM01 = 0x121 = 0x01 0x21, then we just reverse the order 0x21 0x01 and that's what goes into the list in this order. The last two "0" are a must.

Pokescript is FULLY compatible with Scripted... FULLY
A script written for scripted will work in pokescript, all you do when the compiled project opens in bufrite is go straight to 'burn'. I haven't changed the language at all... (EDIT, well. Actually I have ADDED a couple of commands, but the existing ones all work the same way!)

That said what I am about to say works in scripted too.
You do NOT need to break the numbers for your items up.. if you want to write intiger values in a #Binary command simply do this:
#binary int 0x121 0x80 0x58 0x00
last 0x0 is the 0 0 to finalise as per Zels instructions.

It was programmed into the #Binary and #Raw commands in scripted (and so in pokescript) to accept the following keywords.
b , byte , char == byte ie: 0x01
i , int , word == int ie 0x0120
l , long , dword == dword ie 0x00800000
p , ptr , pointer == Actually the same as Dword!

Use any of these and all values after that word (within the binary statement) will be treeted as that type until another keyword is used!
How do I know this; Easy. I've seen the source code!:cheeky:


I've searched free space with an hex-editor, and compiled this script:


.....


It doesn't work though, you only will see '!' from the player and then the script ends.

I can tell you right now, your offsetts are too close together. They're overwriting each other. Either make the spaces bigger or use pokescript and let bufrite re-assign the offsets (the book button) so they don't overlap!

EDIT

Also: what is your checkflag for... You have to follow it with an if statement for it to mean anything.

#raw 0x5c is the bytecode for trainerbattle. put it before that command not before the applymovement.... (if you were using pokescript that command would work properly without having to write the raw command)

and for christ sake.. Will people stop using PAUSE to wait for movement scripts. None of you are getting the timing right...
Use the command: pausemove 0
that will wait for all movement script to finish properly.

frank$or
March 24th, 2007, 09:11 AM
I can tell you right now, your offsetts are too close together. They're overwriting each other. Either make the spaces bigger or use pokescript and let bufrite re-assign the offsets (the book button) so they don't overlap!

Also: what is your checkflag for... You have to follow it with an if statement for it to mean anything.

#raw 0x5c is the bytecode for trainerbattle. put it before that command not before the applymovement.... (if you were using pokescript that command would work properly without having to write the raw command)

and for christ sake.. Will people stop using PAUSE to wait for movement scripts. None of you are getting the timing right...
Use the command: pausemove 0
that will wait for all movement script to finish properly.

Yes, i saw that #raw 0x5C before. No thanks, i don't like pokéscript that much.
Btw, Pausemove isn't a command for Diamondcutter, so i cant use it.

Monkey
March 24th, 2007, 01:16 PM
I managed to grab a computer for a few minutes so I'll answer this question:




Pokescript is FULLY compatible with Scripted... FULLY
A script written for scripted will work in pokescript, all you do when the compiled project opens in bufrite is go straight to 'burn'. I haven't changed the language at all... (EDIT, well. Actually I have ADDED a couple of commands, but the existing ones all work the same way!)

That said what I am about to say works in scripted too.
You do NOT need to break the numbers for your items up.. if you want to write intiger values in a #Binary command simply do this:
#binary int 0x121 0x80 0x58 0x00
last 0x0 is the 0 0 to finalise as per Zels instructions.

It was programmed into the #Binary and #Raw commands in scripted (and so in pokescript) to accept the following keywords.
b , byte , char == byte ie: 0x01
i , int , word == int ie 0x0120
l , long , dword == dword ie 0x00800000
p , ptr , pointer == Actually the same as Dword!

Use any of these and all values after that word (within the binary statement) will be treeted as that type until another keyword is used!
How do I know this; Easy. I've seen the source code!:cheeky:




:paranoid: i dont understand that

so this need work for pokescript:(so yes, i get an error all time when i wanna compile it)


#org 0xSomewhere
lock
faceplayer
#raw 0x67
0x01 0x62 0x8666081A
pokemart 0xListOfSoldItems
release
end

#org 0xListOfSoldItems
#binary int 0x1 0x2 0x3 0x4 0x5 0x6 0x7 0x8 0x9 0xa 0xb 0xc 0x13 0x14 0x17 0x00

foofatron
March 24th, 2007, 02:17 PM
When I insertr this script I get this 1 - SEEK

#org 0x800000
message 0x800030
boxset 0x2
message 0x800055
boxset BOXSET_YESNO
compare LASTRESULT 1
if 1 0x800150
message 0x800100
boxset 0x2
break

#org 0x800150
message 0x800125
boxset 0x2
warp 0x00 0x12 0x01
break

#org 0x800030
= Hello, Can I help you?
#org 0x800055
= Wanna lift to Pineco Rocks?
#org 0x800100
= To bad, come again.
#org 0x800125
= Okay, let's go.

Cleaning up...
Closing file...
Finished processing stdpoke.rbh.
Processing xx.rbc...
File handle: 3
1 - SEEK
> pNewOffset = 800000
2 - (0F) MESSAGE (native)
> pText = 8800030
3 - (09) - BOXSET
> bByte = 2
4 - (0F) MESSAGE (native)
> pText = 8800055
5 - (09) - BOXSET
> bByte = 5
6 - (21) - COMPARE
> iWord = 800D
> iWord = 1
7 - (??) IF (native)
> bCondition = 1
No kind specified. Assuming call.
> pTarget = 8800150
8 - (0F) MESSAGE (native)
> pText = 8800100
9 - (09) - BOXSET
> bByte = 2
10 - (02) - END
12 - SEEK
> pNewOffset = 800150
13 - (0F) MESSAGE (native)
> pText = 8800125
14 - (09) - BOXSET
> bByte = 2
15 - (39) - WARP
> bByte = 0
> bByte = 12
> bByte = 1
16 - (02) - END
18 - SEEK
> pNewOffset = 800030
19 - RAW TEXT
> sOld = "Hello, Can I help you?"
> sNew = "ÂÙààã¸
Cleaning up...
Closing file...
Finished processing xx.rbc.

I'm using Ruby thats most of it.I compile it with Daimond cutter.

RinniP
March 25th, 2007, 11:45 AM
:paranoid: i dont understand that

so this need work for pokescript:(so yes, i get an error all time when i wanna compile it)


#org 0xSomewhere
lock
faceplayer
#raw 0x67
0x01 0x62 0x8666081A
pokemart 0xListOfSoldItems
release
end

#org 0xListOfSoldItems
#binary int 0x1 0x2 0x3 0x4 0x5 0x6 0x7 0x8 0x9 0xa 0xb 0xc 0x13 0x14 0x17 0x00



Posting in the stead of my Aunt here..... plus english your second language is it??

Anyway... Get the update to fix a bug with the #Raw and #Binary commands...
Plus: I have put the directives page up again!

And from what I see above try the script like this:
#org $Somewhere
lock
faceplayer
#raw 0x67
writebytetooffset 0x62 0x8666081A
pokemart $ListOfSoldItems
release
end

#org $ListOfSoldItems
#binary int 0x1 0x2 0x3 0x4 0x5 0x6 0x7
#binary int 0x8 0x9 0xa 0xb 0xc 0x13 0x14 0x17 0x00

You were missing the word in bold.

EDIT - Missed an INT

Saken
March 25th, 2007, 11:57 AM
When i try to compile this in ScriptEd it kinda doesnt work.
It says Runtime Error '6' Overflow
Can someone check if anything is wrong?

#org 0x800900
lock
faceplayer
checkflag 0x200
if 0x1 goto 0x900300
compare 0x4055 0x3
if 0x1 jump 0x900100
message 0x900000
boxset 0x6
release
end

#org 0x900100
setflag 0x200
message 0x900200
boxset 0x5
compare LASTRESULT 0x1
if 0x1 jump 0x900400
#raw 0x5C
trainerbattle 0x00 0x1A 0x900600 0x900700
end

#org 0x900300
message 0x900500
boxset 0x6
release
end

#org 0x900800
message 0x900900
boxset 0x6
release
end

#org 0x900100
= Heya \v\ho1 just up to my usual training.
#org 0x900200
= You up for a battle \v\h01?
#org 0x900600
= Ok here i come!
#org 0x900700
= I....lost?
#org 0x900500
= I cant beleive i lost to you!
#org 0x900900
= Ok just talk to me if you\nwant to battle.

foofatron
March 25th, 2007, 12:26 PM
Your script is too big size it down.I'm not sure but I think it would still work if you took out this part #org 0x900800
message 0x900900
boxset 0x6
release
end

Monkey
March 25th, 2007, 01:58 PM
Posting in the stead of my Aunt here..... plus english your second language is it??

Anyway... Get the update to fix a bug with the #Raw and #Binary commands...
Plus: I have put the directives page up again!

And from what I see above try the script like this:


You were missing the word in bold.

yeah it works thnxs but now i hold the probleme 1. he doesnt pop up a menu bar for sell/buy/cancel and when i talk to the person it says all time Céccé etc and then he doesnt stop

RinniP
March 25th, 2007, 02:15 PM
When i try to compile this in ScriptEd it kinda doesnt work.
It says Runtime Error '6' Overflow
Can someone check if anything is wrong?


#org 0x900100
= Heya \v\ho1 just up to my usual training.
#org 0x900200
= You up for a battle \v\h01?
#org 0x900600
= Ok here i come!
#org 0x900700
= I....lost?
#org 0x900500
= I cant beleive i lost to you!
#org 0x900900
= Ok just talk to me if you\nwant to battle.


Ok.. Even I can see what's whong with this. I know enough from retyping Aunts Documentation that that should be zero one, not oh one! (\h01 not \ho1)

Monkey
March 25th, 2007, 02:25 PM
rinni i saw ur edit but i get now a red screen whenever i talk with the markt seller

EDIT:


#org $Somewhere
lock
faceplayer
#raw 0x67
writebytetooffset 0x62 0x8666081A
pokemart $ListOfSoldItems
release
end

#org $ListOfSoldItems
#binary int 0x1 0x2 0x3 0x4 0x5 0x6 0x7
#binary int 0x8 0x9 0xa 0xb 0xc 0x13 0x14 0x17 0x00



#org $Somewhere
lock
faceplayer
#raw 0x67
writebytetooffset 0x62 0x8766081A
pokemart $ListOfSoldItems
release
end

#org $ListOfSoldItems
#binary int 0x19 0x23 0x25 0x40 0x41 0x42 0x43
#binary int 0x44 0x45 0x46 0x54 0x55 0x5d 0x5e 0x5f 0x00



#org $Somewhere
lock
faceplayer
#raw 0x67
writebytetooffset 0x62 0x88776081A
pokemart $ListOfSoldItems
release
end

#org $ListOfSoldItems
#binary int 0x60 0x61 0x62 0x68 0x6b 0x6c 0x6d
#binary int 0x6e 0xb3 0xb4 0xb8 0xb9 0xbc 0xc2 0xc3 0x00
(doesnt wanna compile)


#org $Somewhere
lock
faceplayer
#raw 0x67
writebytetooffset 0x62 0x8876081A
pokemart $ListOfSoldItems
release
end

#org $ListOfSoldItems
#binary int 0xc8 0xcb 0xcc 0xcd 0xce 0xcf 0xd0
#binary int 0xd1 0xd2 0xd3 0xd4 0xd5 0xd6 0xd7 0xd8 0x00



#org $Somewhere
lock
faceplayer
#raw 0x67
writebytetooffset 0x62 0x8786081A
pokemart $ListOfSoldItems
release
end

#org $ListOfSoldItems
#binary int 0xd9 0xdb 0xdc 0xdd 0xdf 0x11e 0x11f
#binary int 0x121 0x122 0x123 0x124 0x125 0x126 0x127 0x128 0x00



#org $Somewhere
lock
faceplayer
#raw 0x67
writebytetooffset 0x62 0x8886081A
pokemart $ListOfSoldItems
release
end

#org $ListOfSoldItems
#binary int 0x129 0x12a 0x12b 0x12c 0x12d 0x12e 0x12f
#binary int 0x130 0x131 0x132 0x133 0x134 0x135 0x136 0x137 0x00



#org $Somewhere
lock
faceplayer
#raw 0x67
writebytetooffset 0x62 0x8887081A
pokemart $ListOfSoldItems
release
end

#org $ListOfSoldItems
#binary int 0x138 0x139 0x13a 0x13b 0x13c 0x13d 0x13e
#binary int 0x13f 0x140 0x141 0x142 0x143 0x144 0x145 0x146 0x00



#org $Somewhere
lock
faceplayer
#raw 0x67
writebytetooffset 0x62 0x8887181A
pokemart $ListOfSoldItems
release
end

#org $ListOfSoldItems
#binary int 0x147 0x148 0x149 0x14a 0x14b 0x14c 0x14d
#binary int 0x14e 0x14f 0x150 0x151 0x152 0xc0 0xc1 0xca 0x00


thit are all 8 pokemart scripts none of them works uhm maby i say it wrong they work but not correct the one gives red screen the one changes me overworld sprite one teleports me and then black screens one freeze etc... and ever time they do something else

RinniP
March 25th, 2007, 04:44 PM
I cant give an answer to this, sorry. My aunt is the one with the experience here.

I do have one suggestion, I know sel put the lines
#raw 0x67
writebytetooffset 0x62 0x8666081A
and frankly I think he'd know more about this than me but all I can say is, try removing them.

EDIT - AH-HA!!! I'll have to notify Kirsty of this... I just tried playing with the script as I was typing this. The pointer in the line in bold above is being pushed wrongly when the script is written.....

I'll tell Aunt K about it and get her to look at it cause the program should be doing that automatically.

: blush : Sorry about this. Now I know how she felt during those first few weeks of debugging!

Hedgehogger
March 25th, 2007, 09:20 PM
Is it possible, through timed scripts to change the palette when it gets to be a certain time or change the weather to bit dark when it reaches a certain time. for example it will get dark at 6:00 pm and light again at 6:00 am?

It depends on which ROM you are using. If it's R/S/E, you need to set a flag for a specific time of day in each location so that it changes the weather with the game clock. If it's FR/LG, then, I don't think it's possible.

DracoMalfoy88
March 25th, 2007, 09:51 PM
hey i search a script. for example a pg who occupies the passage of a cave and you have the permission to pass after u defeated the league ^^

zel 2.0
March 25th, 2007, 10:51 PM
Wahaha! Let's kill questions! Wahaha!

can someone tell me what i did wrong in this script

Sorry Hyunbin. But try to tell me what's the problem with the script before I have a look at it (that usually helps me when I'm searching for possible error causes)

I've searched free space with an hex-editor, and compiled this script:

It doesn't work though, you only will see '!' from the player and then the script ends.

I'd start the #org 0x9C8030 at #org 0x9C8060, that's enough space for the script at #org 0x9C8020 to reproduce completely, I think. Just add 30 to every other #org after the 9C8030, but don't forget to update all the offsets in the whole script!

:paranoid: i dont understand that

so this need work for pokescript:(so yes, i get an error all time when i wanna compile it)


Well, I don't trust that binary int you made, people. I'll repeat what I do, and it works for me... #binary HexItem1 HexItem1 ... HexLastItem HexLastItem 0x0 0x0, keeping in mind all that swapping I mentioned before.
If you want an example, just give me a list of items you want to be sold, and I'll write the script for ya.

When I insertr this script I get this 1 - SEEK

I'm using Ruby thats most of it.I compile it with Daimond cutter.

What is the real problem... Seems like it was compiled... Sooo?

When i try to compile this in ScriptEd it kinda doesnt work.
It says Runtime Error '6' Overflow
Can someone check if anything is wrong?

#org 0x800900
lock
faceplayer
checkflag 0x200
if 0x1 goto 0x900300
compare 0x4055 0x3
if 0x1 jump 0x900100
message 0x900000
boxset 0x6
release
end

#org 0x900100
setflag 0x200
message 0x900200
boxset 0x5
compare LASTRESULT 0x1
if 0x1 jump 0x900400
#raw 0x5C
trainerbattle 0x00 0x1A 0x900600 0x900700
end

#org 0x900300
message 0x900500
boxset 0x6
release
end

#org 0x900800
message 0x900900
boxset 0x6
release
end

#org 0x900100
= Heya \v\ho1 just up to my usual training.
#org 0x900200
= You up for a battle \v\h01?
#org 0x900600
= Ok here i come!
#org 0x900700
= I....lost?
#org 0x900500
= I cant beleive i lost to you!
#org 0x900900
= Ok just talk to me if you\nwant to battle.


Obviously, it'll say "Overflow" whenever a command is not written properly. And in your case, you have written the "trainerbattle" command wrong. Tha trainerbattle command should look like this:

trainerbattle 0xType 0xIDinPET 0x0 0xTextPreBattle 0xTextPostBattle

Put a "0" as "Type" to make a regular trainerbattle. "9" (at least in FR) allows you to keep adding commands after the trainerbattle, and they'll be reproduced as well. Just with a small change: "TextPreBattle" becomes "VictoryText" and "TextPostBattle" becomes "DefeatText"

hey i search a script. for example a pg who occupies the passage of a cave and you have the permission to pass after u defeated the league ^^

That is not hard to do with the use of a flag. As soon as you defeat the league (you may need to create an extra event), just use a setflag 0xMyFlag, then, in AdvanceMap search the sprite you want to be removed, go to its People ID and change whatever it says for MyFlag (without the 0x), the effect is that the person will disappear as soon as you defeat the League.
The problem will reside in making the extra event, though. I had to do my very own league champion event to be able to use this ability.

Monkey
March 26th, 2007, 05:45 AM
zel all items or just a 15 items?

list:
masterball
ultraball
greatball
pokeball
safariball
netball
diveball
nestball
repeatball
timerball
luxuryball
premierball
full restore
max potion
max revive

i will hold it at this

rinnip i dont understand it:S

RinniP
March 26th, 2007, 10:28 AM
UPDATE
Hey monkey, sorry if I confuse you now and then.

Aunt K (Irish witch for those who haven't figured it out) just gave me an update, fixing a problem in bufrite.

Download and re-install and Your script should hopefully work now. All you need to do is figure out the numbers for your items.
Attached file is the numbers for Ruby/Saphire.

Well, I don't trust that binary int you made, people. I'll repeat what I do, and it works for me... #binary HexItem1 HexItem1 ... HexLastItem HexLastItem 0x0 0x0, keeping in mind all that swapping I mentioned before.
If you want an example, just give me a list of items you want to be sold, and I'll write the script for ya.

I dare you to try it Zel (cant help thinking of the series 'The Slayers' when I read your name....)
I know for a fact my aunt read through the source code for the scripted compiler. If she says that how it worked then thats how it worked....

I'll owe you a transformation cookie if she's wrong!


Btw, Pausemove isn't a command for Diamondcutter, so i cant use it.
I asked Kirsty about this and she said the 'older' versions of scripted used the command
wait 0

but that pausemove should have worked if you were using the latest version..... Try that command instead :D

Prof. 9
March 26th, 2007, 12:25 PM
I compiled the following script using DiamondCutter:
EDIT: Oh, and I'm hacking Ruby.

org 0x6C46D0
checkflag 0x800
compare LASTRESULT 0x1
if 0x1 goto 0x6C4734
applymovement 12 0x6C4798
pause 0x80
message 0x6C47FC
boxset 0x6
applymovement 0xFF 0x6C4860
pause 0x10
applymovement 12 0x6C48C4
pause 0x60
message 0x6C4928
boxset 0x6
applymovement 12 0x6C498C
pause 0x90
message 0x6C49F0
boxset 0x6
applymovement 0xFF 0x6C498C
pause 0x90
message 0x6C4A54
boxset 0x6
applymovement 0xFF 0x6C4AB8
pause 0x10
warp 0x1 0x4 0x0
applymovement 0xFF 0x6C4AB8
release
end

#org 0x6C4734
release
end

#org 0x6C4798
#raw 0x08
#raw 0x08
#raw 0x08
#raw 0x08
#raw 0x08
#raw 0x08
#raw 0x08
#raw 0x08
#raw 0xFE

message 0x6C47FC
= Huh hey

#org 0x6C4860
#raw 0x56
#raw 0xFE

#org 0x6C48C4
#raw 0x0B
#raw 0x0B
#raw 0x0B
#raw 0x0B
#raw 0x0B
#raw 0x0B
#raw 0x0B
#raw 0xFE

#org 0x6C4928
= Mark says blah blah blah

#org 0x6C498C
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0xFE

#org 0x6C49F0
= Come on

#org 0x6C4A54
= Go in

#org 0x6C4AB8
#raw 0x05
#raw 0xFE

But it doesn't work right. This is what it does:
- The player freezes for a few seconds (the Mark guy walks down, but you can't see that on the screen.
- An empty message box appears. When I press A...
- The "!" appears above the players head.
- Nothing happens. The Mark guy is supposed to walk to the player, but he doesn't (I have the feeling that he's not moving at all)
- A message box appears, saying "Mark says blah blah blah", just like it's supposed to. I press A to continue.
- Nothing happens (the Mark guy is supposed to walk to the left).
- A message box saying "Come on" appears, just like it's supposed to. I press A to continue.
- The player also walks to the left, just like it's supposed to.
- A message box saying "Go in" appears, just like it's supposed to. I press A to continue.
- The player quickly walks to the right, while I wanted it to slowly walk up. And then the game completely freezes (not-important persons stop moving too).

I hope that anyone can help me!
(if this post doesn't belong here (I wasn't sure) please move it!)
EDIT: Thanks!

RinniP
March 26th, 2007, 01:59 PM
*hehe*

Even I can see this bit...
message 0x6C47FC
= Huh hey

that should be #org 0x6c47fc .... That will get your text working......

And try using wait 0 to pause for the movement instead of pause....
I don't know the timing for it but according to posts above I think your making the same mistake everyone else does.

Prof. 9
March 26th, 2007, 02:07 PM
*hehe*

Even I can see this bit...
message 0x6C47FC
= Huh hey

that should be #org 0x6c47fc .... That will get your text working......

And try using wait 0 to pause for the movement instead of pause....
I don't know the timing for it but according to posts above I think your making the same mistake everyone else does.
Oh yeah... darn. *edits*

The pause commands are no problem, they are supossed to work like that. Each step is +10, so i.e. 8 steps would make pause 0x80

...I counted them all twice, so i'm pretty sure they all work.

I think that the reason why the Mark guy doesn't move is because I didn't put 0x in front of 12... In Advance Map, the Mark guy's people number is 12. I heard that, if you leave out 0x, Diamond Cutter would convert it to hex automatically.

But I still don't know why the last movement and the warp don't work.

pokemon1412
March 26th, 2007, 02:16 PM
Does anyone know how to make shiny poke battle...???

one more, what the fuction of
writebytetooffset
callasm
killscript
in scripted...

Irish Witch
March 26th, 2007, 02:23 PM
No, it's the other way around.
in scripted, pokescript whatever:
Leave out 0x means it's decimal.
Put it in means it's hex.

I think the number in elitemap is decimal, but yea, make sure they match up
and make sure your not mixing up the event number and people number.
That sometimes happens.

you want people no.


also, it's not said but it's not actually 0x10 per item..
you also ad 0x10 for the #raw FE plus 0x10 for the command itself.

So the result should theoretically be 0x100 for that first movement command if done properly. 0x80 will work, provided the command after is a text box or something so it has time to catch up.

But I still prefer to use pausemove 0
... Older versions of scripted may use wait 0
The most recent versions actually support BOTH.

Prof. 9
March 26th, 2007, 02:39 PM
No, it's the other way around.
in scripted, pokescript whatever:
Leave out 0x means it's decimal.
Put it in means it's hex.

I think the number in elitemap is decimal, but yea, make sure they match up
and make sure your not mixing up the event number and people number.
That sometimes happens.

you want people no.


also, it's not said but it's not actually 0x10 per item..
you also ad 0x10 for the #raw FE plus 0x10 for the command itself.

So the result should theoretically be 0x100 for that first movement command if done properly. 0x80 will work, provided the command after is a text box or something so it has time to catch up.

But I still prefer to use pausemove 0
... Older versions of scripted may use wait 0
The most recent versions actually support BOTH.
That's what I meant, it IS a decimal number, but Diamond Cutter converts it to hex when it puts the script in the game.

It's from Advance Map, but i'm pretty sure it's decimal. In fact, I've never seen a decimal event/people number in Advance Map.

Hm... maybe i'll try to use 0xC (12 in hex) later.

foofatron
March 26th, 2007, 07:54 PM
[QUOTE=zel;
What is the real problem... Seems like it was compiled... Sooo?



I doesn't work i type it in the people offsets and it doesn't work.The person just stands there and says nothing.

Monkey
March 27th, 2007, 07:49 AM
I cant give an answer to this, sorry. My aunt is the one with the experience here.

I do have one suggestion, I know sel put the lines
[I]#raw 0x67
writebytetooffset 0x62 0x8666081A


i dont see the suggestion in thit?:S

RinniP
March 27th, 2007, 10:36 AM
Ignore that message Monkey,

There had been a bug in the program making the line in bold not process correctly.
I was suggesting leave those lines out, but the bug is fixed now.

Re-download, install... Report back if it works!

max1992
March 27th, 2007, 02:40 PM
hi
i am workin on pkescript i compiled this script but it aint wokin plz help
#org $Startscript
lock
faceplayer
checkflag 0x200
if 1 goto $GotIt
message $AskMe
$AskMe 1 = Would you like a free pokemon?
boxset 5
compare LASTRESULT 1
if 1 goto $Giveit
message $Forget
$Forget 1 = Oh.. Ok, forget it!
boxset 6
release
end

#org $Gotit
message $Howis
$Howis 1 = So, How's the pokemon?
boxset 6
release
end

#org $Giveit
givepokemon 0x288 5 0
message $Whatisit
$Whatisit 1= You Recieved a zigzagoon!
boxset 6
release
setflag 0x200
end


when i apply it to the guy under the board of littleroot town when i talk to him(after getting running shoes) the text comes
"Would you like a free pokemon?" if i press yen ti repetes its self if i press no the message"Oh.. Ok, forget it!"displays and the box comes out


plz help me thanks a bunch!!!!!!!!

zel 2.0
March 27th, 2007, 06:17 PM
First of all, I must apologize for the length of this reply, I'll try to size it down using spoilers... I'll try... :D

zel all items or just a 15 items?

ZEL's EDIT: There are some explanations added here, have a look at them.
list:
masterball -> 0001 -> 00 01 -> double cero can turn into "0", while 01 can turn into 1 -> 0 1 -> swap -> 1 0 -> write to list
ultraball -> 0002 -> 00 02 -> 0 2 -> swap -> 1 0 -> write
greatball -> 0003 -> 00 03 -> 0 3 -> 3 0
pokeball
safariball
netball
diveball
nestball
repeatball
timerball -> 000A -> 0 A -> A 0
luxuryball
premierball
full restore -> 0013 -> 0 13 -> 13 0
max potion
max revive
i will hold it at this

rinnip i dont understand it:S

Notice how I build my "item list", of course, some other people may do it differently, this is the way I do it.

OK then, your script should be (stand by for some comments)

#org 0x8096F0
lock
faceplayer
#raw 0x67
writebytetooffset 0x62 0x8666081A
pokemart 0x809710
release
end

#org 0x809710
#binary 1 0 2 0 3 0 4 0 5 0 6 0 7 0 8 0 9 0 A 0 B 0 C 0 13 0 14 0 19 0 0 0

It seems as you put the items in the FR order, so I think you already had the FR item list, ah? :P
Keep in mind the #org 0x8096F0, and 0x809710 are just as an example, you can put the script anywhere you want. But the size is important, so if you put it at 0xWhatever, the second part must be at least at 0xWhatever+20
Oh, by the way... Are you ok with selling all those items... I mean, do you seriously intend to sell a Masterball??? ('cause it's sold for $0, unless you modify it with Advance-Mart's Item Editor)

For the rest... Notice I didn't have to use the 0x, however the values are still in hex. It may be confusing, je!, I'm used to it...

I compiled the following script using DiamondCutter:
EDIT: Oh, and I'm hacking Ruby.

org 0x6C46D0
...
...
message 0x6C4A54
boxset 0x6
applymovement 0xFF 0x6C4AB8
pause 0x10
warp 0x1 0x4 0x0
applymovement 0xFF 0x6C4AB8
release
end

I hope that anyone can help me!
(if this post doesn't belong here (I wasn't sure) please move it!)
EDIT: Thanks!

Well, you can't add any other command after the warp (because you are in another map, and the game forgets about the original script). And, I'm curious about the freeze... What is it? Is it just a normal freeze... Or a constant flashing freeze? (I saw lots of different freeze... As you see... :P)
I don't know but maybe you are overwriting offset. Your main script is quite long... It could be possible... Hex Editors may help you find out.


#org 0x800000
message 0x800030
boxset 0x2
message 0x800055
boxset BOXSET_YESNO
compare LASTRESULT 1
if 1 0x800150
message 0x800100
boxset 0x2
break

#org 0x800150
message 0x800125
boxset 0x2
warp 0x00 0x12 0x01
break

#org 0x800030
= Hello, Can I help you?
#org 0x800055
= Wanna lift to Pineco Rocks?
#org 0x800100
= To bad, come again.
#org 0x800125
= Okay, let's go.

I doesn't work i type it in the people offsets and it doesn't work.The person just stands there and says nothing.

First, I re-attached your script so we don't lose it (hidden in the spoiler tags)

And, the script should be compiled correctly, as it is correct. So, most likely, there's some other kind of problem when you are writing it into AdvanceMap (I suppose you didn't forgot the "$" sign, don't you?)

hi
i am workin on pkescript i compiled this script but it aint wokin plz help


when i apply it to the guy under the board of littleroot town when i talk to him(after getting running shoes) the text comes



plz help me thanks a bunch!!!!!!!!

Well, once again I'm getting into pokescript when I don't really use it hehe... XD

But, it seems to have the same problem with the givepokemon command. All of you, if you want to use the givepokemon command, you must use it as your last command (of course you need "end" after it), else it will truncate your script, in your specific case, it will not reproduce the message "you received a Zigzagoon", and will not set the flag, thus making the event keep repeating as you keep talking to the person.

So, as a suggestion for Irish Witch, maybe you should try to, when you are compiling, if you find a givepokemon command, put it in the bottom of the script, or something, so they can put it anywhere, and the program makes the work. ;)

foofatron
March 27th, 2007, 07:24 PM
No I put the it like $800000 that is there something I'm missing?I make a new person get his pic,put him where I need him and go to script offset after I click on him and type ^ that in.Then I go to talk to the guy and he says nothing.

Monkey
March 27th, 2007, 08:02 PM
Ignore that message Monkey,

There had been a bug in the program making the line in bold not process correctly.
I was suggesting leave those lines out, but the bug is fixed now.

Re-download, install... Report back if it works!

sell and cancel doing normale but when i wanna do buy it black screens

i edit later when i tested zel's script

edit: i cant work with scriptED i get all time error so i cant test Zel's script i tryed to do it in pokescript language but then i get error when compiling "rune time error 13 type mismatch"

Irish Witch
March 28th, 2007, 06:10 AM
Well, once again I'm getting into pokescript when I don't really use it hehe... XD

But, it seems to have the same problem with the givepokemon command. All of you, if you want to use the givepokemon command, you must use it as your last command (of course you need "end" after it), else it will truncate your script, in your specific case, it will not reproduce the message "you received a Zigzagoon", and will not set the flag, thus making the event keep repeating as you keep talking to the person.

So, as a suggestion for Irish Witch, maybe you should try to, when you are compiling, if you find a givepokemon command, put it in the bottom of the script, or something, so they can put it anywhere, and the program makes the work. ;)

Actually I just made an important discovery. I knew it didn't have to be last because of this post I made back here: A Professional Give Pokemon Script (http://pkmncommunity.com/showpost.php?p=2399439&postcount=54) this is a fully tested script that have used in my own hack that not only gives you a pokemon but has a clause in it so the script wont crash if you already have a full party and also lets you rename the pokemon.....

so I just tried putting a bunch of #raw 0 after the givepokemon command and your script worked.
#org $Startscript
lock
faceplayer
checkflag 0x200
if 1 goto $GotIt
message $AskMe
$AskMe 1 = Would you like a free pokemon?
boxset 5
compare LASTRESULT 1
if 1 goto $Giveit
message $Forget
$Forget 1 = Oh.. Ok, forget it!
boxset 6
release
end

#org $Gotit
message $Howis
$Howis 1 = So, How's the pokemon?
boxset 6
release
end

#org $Giveit
givepokemon 288 5 0
#raw 0 0 0 0 0 0 0 0 0 0 0 0
message $Whatisit
$Whatisit 1 = You Recieved a zigzagoon!
boxset 6
release
setflag 0x200
end
Givepokemon must just take too long to process so stuff written after that sometimes gets ignored.

I also fixed the following;
$Whatisit 1= You Recieved a zigzagoon!
- Needs a space between 1 and =
givepokemon 0x288 5 0
- 288 is zigzagoon, not 0x288

When I compile with these changes your script worked fine.
Next build will have the #raw 's built into the givepokemon command, keep and eye out for the update.

Monkey
March 28th, 2007, 06:22 AM
no i didnt forgot the $ and i dont really think there is something wrong with the script becouse zel/RinniP helped really much with it and with making pokescript so i could compile it actually if u readed one page back/two


#org $Somewhere
lock
faceplayer
#raw 0x67
writebytetooffset 0x62 0x8666081A
pokemart $ListOfSoldItems
release
end

#org $ListOfSoldItems
#binary int 0x1 0x2 0x3 0x4 0x5 0x6 0x7
#binary int 0x8 0x9 0xa 0xb 0xc 0x13 0x14 0x17 0x00

Irish Witch
March 28th, 2007, 06:32 AM
Pkay.. Now I get it...
Monkey: Just do this:#org $StartMarket
lock
faceplayer
pokemart $marketValues
release
end

#org $marketValues
#binary int 0x1 0x2 0x3 0x4 0x5 0x6 0x7 0x8
#binary int 0x9 0xa 0xb 0xc 0x13 0x14 0x0

Zel,
I was doubtful about those commands in the first place. All this trouble and that was all that was needed....
.... I assume you did test that script first, and if so what rom. Maybe all this problem was a r/s vs fr/lg thing. That command aparantly wasn't necessary in ruby.
(And no, it's not a difference in my program. I tried compiling your script with pokescript AND with scripted. They both crashed in the same manner!)

Also: Settle this for me.. When I was looking at scripted's source code it seamed to behave the same way mine does.
Put 0x (or &h) in front and it's hex. Leave it out and it's decimal.....
... Is that or is that not the case, or is it maybe only like that in a certain version of scripted :/



#org 0x800000
message 0x800030
boxset 0x2
message 0x800055
boxset BOXSET_YESNO
compare LASTRESULT 1
if 1 0x800150
message 0x800100
boxset 0x2
break

#org 0x800150
message 0x800125
boxset 0x2
warp 0x00 0x12 0x01
break

#org 0x800030
= Hello, Can I help you?
#org 0x800055
= Wanna lift to Pineco Rocks?
#org 0x800100
= To bad, come again.
#org 0x800125
= Okay, let's go.


I doesn't work i type it in the people offsets and it doesn't work.The person just stands there and says nothing.

Um, my very first suggestion is re-organising your offsets so their not jumping around all over the place. Like This:

#org 0x800000
message 0x8000150
boxset 0x2
message 0x8000170
boxset BOXSET_YESNO
compare LASTRESULT 1
if 1 0x800100
message 0x800200
boxset 0x2
break

#org 0x800100
message 0x800220
boxset 0x2
warp 0x00 0x12 0x01
break

#org 0x8000150
= Hello, Can I help you?
#org 0x8000170
= Wanna lift to Pineco Rocks?
#org 0x800200
= To bad, come again.
#org 0x800220
= Okay, let's go.

Monkey
March 28th, 2007, 06:46 AM
still black screen when i do buy:s

Irish Witch
March 28th, 2007, 06:52 AM
?? PM me the script ??
Make sure it's identical to mine.
remember that the 15th item must be 0x0 .... not 15 items and ten 0x0

Monkey
March 28th, 2007, 07:03 AM
its just the same script u posted before so this one:


#org $StartMarket
lock
faceplayer
pokemart $marketValues
release
end

#org $marketValues
#binary int 0x1 0x2 0x3 0x4 0x5 0x6 0x7 0x8
#binary int 0x9 0xa 0xb 0xc 0x13 0x14 0x0

Irish Witch
March 28th, 2007, 07:14 AM
Pics attached from my run of the script...

Try putting the script on a fresh rom (no changes on it). If it works then it means you somehow stuffed up the rom with all the mucking around we did earlier.

If thats the case, I hope you kept the buffer files. It will save you having to re-compile if you just open the buffer files all at once, burn them and plug in the new offsets into your maps!

Monkey
March 28th, 2007, 07:16 AM
k will try it with clean rom will edit later

edit: yup now it works:) to bad i can start over again for me hack:(

Irish Witch
March 28th, 2007, 07:31 AM
That's something I'm actually working towards.. I'm currently working on a record editor for changing stuff like trainer info etc, and once I'm done with that I'll hook it into a project manager.
Literally: when you open a rom with the project manager it creates a folder for your hack containing all the .buf files, undo data, a copy of the original rom, and a history of everything you did to it.
If something you put into the rom stuffs it up you can then select 'Undo' to restore it.... And if it's really bad you can tell it 'Re-Compile All', deselect anything you think might have caused problems and save time re-constructing your rom!

foofatron
March 28th, 2007, 10:19 AM
Here is how I do it I put a script sign thing then a person and type in the offset $800000 on the person and the script thing so it looks like this. [P]
[S]

pokemon1412
March 28th, 2007, 01:03 PM
Woi.....
Everyone in here... please help me...

Does anyone know how to make shiny poke battle...???

one more, what the fuction of
writebytetooffset
callasm
killscript
in scripted...

Irish Witch
March 28th, 2007, 05:28 PM
This is taken from the info for rubikon (the language of scripted) on my website and is copied almost verbatim from scripteds documentation:

Advanced Commands

I strongly advise not fiddling with these commands. They are strictly for advanced users only and the practical uses of many of them are still questionable.

KILLSCRIPT
Removes a script from a script bank and clear all values, flags and script stuff.

LOADPOINTER <bank> <pointer>
Loads data from a location into a script bank. Can be used for a number of things, including displaying text.

COPYSCRIPTSBANK <bank1> <bank2>
Copy information from one script bank to another.

COPYBYTE <pointer> <pointer>
Copies a byte from location 1 to location 2

COPYVARIFNOTZERO <variable> <Variable>
Copies the data in system variable A to system Variable B

CALLASM <pointer>
Calls a non-standard system routine not represented in this command structure.

WRITEBYTETOOFFSET <byte> <pointer>
Writes a byte to an offset

LOADBYTEFROMPOINTER <bank> <pointer>
Opposite of above
In other words its stuff that could be used for a number of things, but we aren't sure what yet.


As for shiney pokemon battles. The only sure way we know is to hack a make a backup pokemon (there are blanks in the list) and give it a different color scheme. There may be a way to force a shiny battle using a combination of the commands above but I don't think anybody knows it!

wmoor0826
March 29th, 2007, 06:53 AM
How would i make it so you talk to a person, and a battle with mew starts?

BlackRainbow*
March 29th, 2007, 03:08 PM
Maybe any one know
what i have to put into script that the people will desapire after end of script

zel 2.0
March 29th, 2007, 03:44 PM
Zel,
I was doubtful about those commands in the first place. All this trouble and that was all that was needed....
.... I assume you did test that script first, and if so what rom. Maybe all this problem was a r/s vs fr/lg thing. That command aparantly wasn't necessary in ruby.
(And no, it's not a difference in my program. I tried compiling your script with pokescript AND with scripted. They both crashed in the same manner!)

Also: Settle this for me.. When I was looking at scripted's source code it seamed to behave the same way mine does.
Put 0x (or &h) in front and it's hex. Leave it out and it's decimal.....
... Is that or is that not the case, or is it maybe only like that in a certain version of scripted :/


Of course I tested the script, since, in fact, that's what I've been using all along in my hack! :P
And, everything I always say is for Fire Red, that's all I know of, anyway. That's why I always say to be careful if I say something for FR, and you want to try it on R/S/E.

I don't know what you did when you were compiling, but here are my results...

http://img117.imageshack.us/img117/199/scriptcompiledjz6.png

Oh, and when it comes to the compilation of the "weird part" of hex without 0x, what it does is...

12 - SEEK
> pNewOffset = 809710
13 - RAW
> bOut = 1
> bOut = 0
> bOut = 2
> bOut = 0
> bOut = 3
> bOut = 0
> bOut = 4
> bOut = 0
> bOut = 5
> bOut = 0
> bOut = 6
> bOut = 0
> bOut = 7
> bOut = 0
> bOut = 8
> bOut = 0
> bOut = 9
> bOut = 0
> bOut = A
> bOut = 0
> bOut = B
> bOut = 0
> bOut = C
> bOut = 0
> bOut = 13
> bOut = 0
> bOut = 14
> bOut = 0
> bOut = 19
> bOut = 0
> bOut = 0
> bOut = 0

[EDIT]: By the way... I have Scripted version 1.0.0.3, are we on the same wave?

Anyway... Since the problem has been solved. Then that settles it, I think. Peace! :D

How would i make it so you talk to a person, and a battle with mew starts?

Basically, by using the wildbattle command. It should go like this:

#org 0xSomewhere
wildbattle 0xPoke 0xLevel 0xStyle
end

Of course, this would be the easy way, and it would keep repeating, to avoid that, just use flags.

#org 0xSomewhere
checkflag 0xMyFlag
if 0x1 jump 0xSomewhere2
setflag 0xMyFlag
wildbattle 0xPoke 0xLevel 0xStyle
end

#org 0xSomewhere2
release
end
Additionally, if you use the "MyFlag" value in the sprite's People ID (in AdvanceMap), the sprite will dissappear as soon as you end the battle.

Problem with this simple script is that the battle may end because of fainting the opponent, catching it, or simply running away. The script would be a bit more complicated to forbid the run. I haven't done that yet.

Maybe any one know
what i have to put into script that the people will desapire after end of script

Using flags, as always. Basically, it is what I told before. Setting a flag, and putting it into the corresponding sprite's People ID value. Of course, applymovements are a must so that first the sprite would walk away (and move it somewhere it cannot be seen, 'cause the dissappearing will take effect once you reload the map, by entering a house, or switching maps), and I think that's what you need, right?

Irish Witch
March 29th, 2007, 08:16 PM
And, everything I always say is for Fire Red, that's all I know of, anyway. That's why I always say to be careful if I say something for FR, and you want to try it on R/S/E.

I don't know what you did when you were compiling, but here are my results...

.....

Oh, and when it comes to the compilation of the "weird part" of hex without 0x, what it does is...

12 - SEEK
> pNewOffset = 809710
13 - RAW
> bOut = 1
> bOut = 0
> bOut = 2
> bOut = 0
> bOut = 3
> bOut = 0
> bOut = 4
> bOut = 0
> bOut = 5
> bOut = 0
> bOut = 6
> bOut = 0
> bOut = 7
> bOut = 0
> bOut = 8
> bOut = 0
> bOut = 9
> bOut = 0
> bOut = A
> bOut = 0
> bOut = B
> bOut = 0
> bOut = C
> bOut = 0
> bOut = 13
> bOut = 0
> bOut = 14
> bOut = 0
> bOut = 19
> bOut = 0
> bOut = 0
> bOut = 0

By the way... I have Scripted version 1.0.0.3, are we on the same wave?

Anyway... Since the problem has been solved. Then that settles it, I think. Peace! :D


:t143: Yeah, it must be specifically a FR/LG thing. My guess is that it has something to do with the way it displays on the screen because the pokemart command isn't a construct or anything and as I said. Compiled in Scripted it behaved the same way....

As for my version of Scripted itself.... The Fileversion of the compiled one is 1.00.0003
but I suppose I don't know whether the source was an earlier version. I Think it's the same...... It came in a package with the Elitemap37 source just like Elitemap37 itself.....
*shrug*

:t315: Thanks for helping me find another bug in my program btw.. If people don't throw weird stuff at it I never find stuff like Rinni reported to me!


Problem with this simple script is that the battle may end because of fainting the opponent, catching it, or simply running away. The script would be a bit more complicated to forbid the run. I haven't done that yet.

I have a partial answer to this, but I have yet to make sense of it.
Using gameshark the following command will mark you as having 'caught' all pokemon. This command (to my knowledge) sets all the little binary flags that represent 'Caught Pokemon' and 'Seen Pokemon'
I know that by using ComparefarByte command it should be possible to check for a specific pokemon but I have yet to figure out the memory addresses from this command.....

If you have any idea by all means enlighten me:

Ruby/Saphire:
82026B000302
32024EBE00DA
32026A5A00F0
42024ECCFFFF
000000340002
4202606CFFFF
0000001A0002
420291C0FFFF
0000001A0002

FR/LG:
4202462CFFFF
0000003C0002
42025BA0FFFF
0000001A0002
42028FC0FFFF
0000001A0002

That and with everything else I haven't really played with them all that much...

Deokishisu
March 29th, 2007, 08:18 PM
I'm working with Firered and can't seem to get the script right. I'm trying to emulate the givepokemon script in Oak's PokeBalls. Here's the script:
#org 0x800000
lock
faceplayer
checkflag 0x10
if 0x1 call 0x800100
msgbox 0x800150
callstd 0x5
compare LASTRESULT 0x1
if 0x1 jump 0x800200
release
end

#org 0x800100
msgbox 0x800300
callstd 0x6
release
end

#org 0x800200
setflag 0x10
msgbox 0x8800250
callstd 0x6
givepokemo 0x98 0x5 0x8B
release
end

#org 0x800150
= Do you want the GRASS POKeMON\nCHIKORITA?
#org 0x800300
= It's one of the many POKeBALLs PROF.\nMAPLE has set out for new TRAINERs.
#org 0x800250
= You recieved a CHIKORITA from PROF.\nMAPLE!
Everything's just fine in the script except when it's over. I set the people ID to 0010, like the flag, yet it doesn't disappear... And when I reload the map the sprite is still there, the script repeats itself, and you can get the Chikorita again. Other than that, the flags and script work all right. It would be nice to have the, "You got a Pokemon," music go off and be able to name it when you recieve Chikorita though. Any help? Did I get the script wrong?

Irish Witch
March 29th, 2007, 08:56 PM
Well, at the moment your missing the n on givepokemon....

Also, try this idea. We've discovered that the givepokemon command seams to take time to process. It's possible it's causing the release command to be missed and messing up the changes from the setflag command.

Try writing that last function like this:

#org 0x800200
setflag 0x10
msgbox 0x8800250
callstd 0x6
givepokemon 0x98 0x5 0x8B
#raw 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
release
end

The #raw statement equates to a chunk of NOP commands and will make sure the script has time to finish before releaseing the sprite. You may have to shuffle the offsets for you text along 0xf bytes if you try this.

Rakii
March 29th, 2007, 09:36 PM
I'm wondering is there any way of having a pokemon follow you around in Fire Red like pikachu did in yellow?

And i need a script to have the player start out with two pokemon instead of one. The second one is a predetermined one in slot 275.

EarthsVisitor
March 29th, 2007, 11:58 PM
Okay, this is more difficult of a question.
So, I commend anyone who gets this.

This is a "Trading" script, not via link, but in the game, from computer to you.

Okay, my problem is... I compile a script, but after the script compiles, all the stuff I put in there is gone.
And yes, I'm using Free Space I found on the rom.

Here's it before compiling.
'-----------------------
#org 0x6D5EF4
#autobank on
lock
faceplayer
checkflag 0x99
if 0x1 goto 0x6D5F0E
setvar 0x8008 0x0
copyvar 0x8004 0x8008
special2 LASTRESULT 0xFC
copyvar 0x8009 LASTRESULT
msgbox 0x86D5F28 '"Do you nickname your..."
callstd 0x5
compare LASTRESULT 0x0
if 0x1 jump 0x6D5F42
special 0x9F
#raw 0x27
copyvar 0x800A 0x8004
compare 0x8004 0xFF
if 0x1 jump 0x6D5F42
copyvar 0x8005 0x800A
special2 LASTRESULT 0xFF
copyvar 0x800B LASTRESULT
#raw 0x22
killscript
#raw 0x80
callstd 0x80
if 0x5 goto 0x6D5F5C
copyvar 0x8004 0x8008
copyvar 0x8005 0x800A
special 0xFD
special 0xFE
#raw 0x27
msgbox 0x86D5F76 '"Eheheheh, ooh, this ..."
callstd 0x4
setflag 0x99
release
end

'-----------------------
#org 0x6D5F0E
msgbox 0x86D5F90 '"Don't you get curiou..."
callstd 0x4
release
end

'-----------------------
#org 0x6D5F42
msgbox 0x86D5FAA '"Aww, it's a good POK..."
callstd 0x4
release
end

'-----------------------
#org 0x6D5F42
msgbox 0x86D5FAA '"Aww, it's a good POK..."
callstd 0x4
release
end

'-----------------------
#org 0x6D5F5C
#raw 0x7D
nop
callstd 0x80
msgbox 0x86D5FC4 '"But that's no \v\h02..."
callstd 0x4
release
end


'---------
' Strings
'---------
#org 0x6D5F28
= Do you nickname your POKéMON?\nI gave a cool name to mine.\pBut when I call my POKéMON by that\nname, people laugh at me...\pIf it's okay with you, want to trade\nyour \v\h02 for my \v\h03?
#org 0x6D5F76
= Eheheheh, ooh, this is so exciting!
#org 0x6D5F90
= Don't you get curious about what other\npeople named their POKéMON?
#org 0x6D5FAA
= Aww, it's a good POKéMON...
#org 0x6D5FAA
= Aww, it's a good POKéMON...
#org 0x6D5FC4
= But that's no \v\h02.\nTch, that's so disappointing...

Here it is after.
'-----------------------
#org 0x6D5EF4
lock
faceplayer
checkflag 0x99
if 0x1 call 0x6D5F0E
setvar 0x8008 0x0
copyvar 0x8004 0x8008
special2 LASTRESULT 0xFC
msgbox 0x86D5F90 '"Don't you get curiou..."
callstd 0x4
release
end

'-----------------------
#org 0x6D5F0E
msgbox 0x86D5F90 '"Don't you get curiou..."
callstd 0x4
release
end


'---------
' Strings
'---------
#org 0x6D5F90
= Don't you get curious abouAww, it's a good POKéMON..But that's no \v\h02.\nTch, that's so disappointing...
#org 0x6D5F90
= Don't you get curious abouAww, it's a good POKéMON..But that's no \v\h02.\nTch, that's so disappointing...

And here is what it says in ScriptED
Rubikon 1.3 by Kyoufu Kawa
--------------------------------------------------------------
Loading command database...
Output file: mugs-pkrw.gba
Processing rubide.rbc...
File handle: 3
2 - INCLUDE
> sFile = std.rbh
Processing std.rbh...
File handle: 4
1 - DEFINE
> sSymbol = BOXSET_DONTCLOSE
> sValue = 4
2 - DEFINE
> sSymbol = BOXSET_YESNO
> sValue = 5
3 - DEFINE
> sSymbol = BOXSET_NORMAL
> sValue = 6
5 - DEFINE
> sSymbol = LASTRESULT
> sValue = &H800D
7 - DEFINE
> sSymbol = SPRITEMOVE_INDEX
> sValue = &H8008
8 - DEFINE
> sSymbol = SPRITEMOVE_NEWXPOS
> sValue = &H8009
9 - DEFINE
> sSymbol = SPRITEMOVE_NEWYPOS
> sValue = &H800A
11 - DEFINE
> sSymbol = APPLYMOVE_PLAYER
> sValue = &HFF
13 - DEFINE
> sSymbol = SPECIAL_CHOOSEPOKEMON
> sValue = &H9C
14 - DEFINE
> sSymbol = SPECIAL_WALLYCATCH
> sValue = &H9D
16 - DEFINE
> sSymbol = B_TRUE
> sValue = 1
17 - DEFINE
> sSymbol = B_FALSE
> sValue = 0
18 - DEFINE
> sSymbol = B_YES
> sValue = 1
19 - DEFINE
> sSymbol = B_NO
> sValue = 0
20 - DEFINE
> sSymbol = B_GIRL
> sValue = 1
21 - DEFINE
> sSymbol = B_BOY
> sValue = 0
28 - DEFINE
> sSymbol = MENU_PARTY
> sValue = &H800
29 - DEFINE
> sSymbol = MENU_POKEDEX
> sValue = &H801
30 - DEFINE
> sSymbol = MENU_NAVIGATOR
> sValue = &H802
34 - DEFINE
> sSymbol = B_<<
> sValue = 0
35 - DEFINE
> sSymbol = B_==
> sValue = 1
36 - DEFINE
> sSymbol = B_>>
> sValue = 2
37 - DEFINE
> sSymbol = B_<=
> sValue = 3
38 - DEFINE
> sSymbol = B_>=
> sValue = 4
39 - DEFINE
> sSymbol = B_!=
> sValue = 5
41 - DEFINE
> sSymbol = JUMP_BAGISFULL
> sValue = &H1A029B
43 - AUTOBANK
> Autobanking is now ON
Cleaning up...
Closing file...
Finished processing std.rbh.
4 - SEEK
> pNewOffset = 6D5EF4
5 - AUTOBANK
> Autobanking is now ON
6 - (6A) - LOCK
7 - (5A) - FACEPLAYER
8 - (2B) - CHECKFLAG
> iWord = 99
9 - (??) IF (native)
> bCondition = 1
This is a jumping IF, 0x07.
> pTarget = 86D5F0E
10 - (16) - SETVAR
> iWord = 8008
> iWord = 0
11 - (19) - COPYVAR
> iWord = 8004
> iWord = 8008
12 - (26) - SPECIAL2
> iWord = 800D
> iWord = FC
13 - (19) - COPYVAR
> iWord = 8009
> iWord = 800D
14 - (0F) MESSAGE (native)
> pText = 86D5F28
15 - (09) - CALLSTD
> bByte = 5
16 - (21) - COMPARE
> iWord = 800D
> iWord = 0
17 - (??) IF (native)
> bCondition = 1
This is a jumping IF, 0x07.
> pTarget = 86D5F42
18 - (25) - SPECIAL
> iWord = 9F
19 - RAW
> bOut = 27
20 - (19) - COPYVAR
> iWord = 800A
> iWord = 8004
21 - (21) - COMPARE
> iWord = 8004
> iWord = FF
22 - (??) IF (native)
> bCondition = 1
This is a jumping IF, 0x07.
> pTarget = 86D5F42
23 - (19) - COPYVAR
> iWord = 8005
> iWord = 800A
24 - (26) - SPECIAL2
> iWord = 800D
> iWord = FF
25 - (19) - COPYVAR
> iWord = 800B
> iWord = 800D
26 - RAW
> bOut = 22
27 - (0D) - KILLSCRIPT
28 - RAW
> bOut = 80
29 - (09) - CALLSTD
> bByte = 80
30 - (??) IF (native)
> bCondition = 5
This is a jumping IF, 0x07.
> pTarget = 86D5F5C
31 - (19) - COPYVAR
> iWord = 8004
> iWord = 8008
32 - (19) - COPYVAR
> iWord = 8005
> iWord = 800A
33 - (25) - SPECIAL
> iWord = FD
34 - (25) - SPECIAL
> iWord = FE
35 - RAW
> bOut = 27
36 - (0F) MESSAGE (native)
> pText = 86D5F76
37 - (09) - CALLSTD
> bByte = 4
38 - (29) - SETFLAG
> iWord = 99
39 - (6C) - RELEASE
40 - (02) - END
43 - SEEK
> pNewOffset = 6D5F0E
44 - (0F) MESSAGE (native)
> pText = 86D5F90
45 - (09) - CALLSTD
> bByte = 4
46 - (6C) - RELEASE
47 - (02) - END
50 - SEEK
> pNewOffset = 6D5F42
51 - (0F) MESSAGE (native)
> pText = 86D5FAA
52 - (09) - CALLSTD
> bByte = 4
53 - (6C) - RELEASE
54 - (02) - END
57 - SEEK
> pNewOffset = 6D5F42
58 - (0F) MESSAGE (native)
> pText = 86D5FAA
59 - (09) - CALLSTD
> bByte = 4
60 - (6C) - RELEASE
61 - (02) - END
64 - SEEK
> pNewOffset = 6D5F5C
65 - RAW
> bOut = 7D
66 - (00) - NOP
67 - (09) - CALLSTD
> bByte = 80
68 - (0F) MESSAGE (native)
> pText = 86D5FC4
69 - (09) - CALLSTD
> bByte = 4
70 - (6C) - RELEASE
71 - (02) - END
77 - SEEK
> pNewOffset = 6D5F28
78 - RAW TEXT
> sOld = "Do you nickname your POKéMON?\nI gave a cool name to mine.\pBut when I call my POKéMON by that\nname, people laugh at me...\pIf it's okay with you, want to trade\nyour \v\h02 for my \v\h03?"
> sNew = "¾ã íãé âÝ×ßâÕáÙ íãéæ ÊÉÅÇÉȬþà ÛÕêÙ Õ ×ããà âÕáÙ èã áÝâÙ­û¼éè ëÜÙâ à ×Õàà áí ÊÉÅÇÉÈ Öí èÜÕèþâÕáÙ¸ äÙãäàÙ àÕéÛÜ Õè áÙ­­­ûÃÚ Ýè´ç ãßÕí ëÝèÜ íãé¸ ëÕâè èã èæÕØÙþíãéæ ý Úãæ áí ý¬ÿ"
79 - SEEK
> pNewOffset = 6D5F76
80 - RAW TEXT
> sOld = "Eheheheh, ooh, this is so exciting!"
> sNew = "¿ÜÙÜÙÜÙܸ ããܸ èÜÝç Ýç çã Ùì×ÝèÝâÛ«ÿ"
81 - SEEK
> pNewOffset = 6D5F90
82 - RAW TEXT
> sOld = "Don't you get curious about what other\npeople named their POKéMON?"
> sNew = "¾ãâ´è íãé ÛÙè ×éæÝãéç ÕÖãéè ëÜÕè ãèÜÙæþäÙãäàÙ âÕáÙØ èÜÙÝæ ÊÉÅÇÉȬÿ"
83 - SEEK
> pNewOffset = 6D5FAA
84 - RAW TEXT
> sOld = "Aww, it's a good POKéMON..."
> sNew = "»ëë¸ Ýè´ç Õ ÛããØ ÊÉÅÇÉÈ­­­ÿ"
85 - SEEK
> pNewOffset = 6D5FAA
86 - RAW TEXT
> sOld = "Aww, it's a good POKéMON..."
> sNew = "»ëë¸ Ýè´ç Õ ÛããØ ÊÉÅÇÉÈ­­­ÿ"
87 - SEEK
> pNewOffset = 6D5FC4
88 - RAW TEXT
> sOld = "But that's no \v\h02.\nTch, that's so disappointing..."
> sNew = "¼éè èÜÕè´ç âã ý­þÎ×ܸ èÜÕè´ç çã ØÝçÕääãÝâèÝâÛ­­­ÿ"
Cleaning up...
Closing file...
Finished processing rubide.rbc.


Thanks. Good Luck!

Deokishisu
March 30th, 2007, 01:12 AM
Nope... It's still not working right...Everything's fine until I reload the map. Then when you talk to the Pokeball again the script repeats. It's almost like the flag was never set. I'm really confused. Here's the script now in spoiler tags:
#org 0x800000
lock
faceplayer
checkflag 0x10
if 0x1 call 0x800100
msgbox 0x800150
callstd 0x5
compare LASTRESULT 0x1
if 0x1 jump 0x800370
release
end

#org 0x800100
msgbox 0x800300
callstd 0x6
release
end

#org 0x800370
setflag 0x10
msgbox 0x8800250
callstd 0x6
givepokemon 0x98 0x5 0x8B
nop
nop
nop
nop
nop
nop
nop
nop
nop
nop
nop
nop
nop
nop
nop
release
end

#org 0x800150
= Do you want the GRASS POKeMON\nCHIKORITA?
#org 0x800300
= It's one of the many POKeBALLs PROF.\nMAPLE has set out for new TRAINERs.
#org 0x800250
= You recieved a CHIKORITA from PROF.\nMAPLE!The reason I misspell things in my scripts is because I have to completely retype them up. I hack on a laptop which normally doesn't have internet connection so... yeah. Any other reason why it's not working correctly?

Irish Witch
March 30th, 2007, 04:51 AM
Deokishisu: My only suggestion is that maybe 0x10 is a system flag. Try using another one.

EarthsVisitor: Hey, I've been looking at that script on and off too... :( No, I haven't got it to work either.

EDIT: Try putting autobank off at the beginning of the script.
It's possible scripteds buggy coding is getting mixed up if some of the pointers are too large......
(I'm grasping at straws, I don't have time to try it)

BlackRainbow*
March 30th, 2007, 04:57 PM
Tnx zel you really helped me

zel 2.0
March 30th, 2007, 07:40 PM
Okay, this is more difficult of a question.
So, I commend anyone who gets this.

This is a "Trading" script, not via link, but in the game, from computer to you.

Okay, my problem is... I compile a script, but after the script compiles, all the stuff I put in there is gone.
And yes, I'm using Free Space I found on the rom.

Here's it before compiling.

Thanks. Good Luck!

Much to Irish Witch's joy, it's just another case of "offset overwriting". You really are having a lot of problems when giving offsets to things. You are just giving 26 bytes for the script at #org 0x6D5EF4, when you have a looooooooong script there, and you start the next just at #org 0x6D5F0E. So here's a little detailed report on what happened. Read it if you want...

First you inserted stuff at 6D5EF4, then the script at 6D5F0E crushed the previous part, and it was inserted correctly. Then the previous script kept inserting stuff, but obviously, it was already broken. Then I think the strings at 6D5F28 and 6D5F76 got corrupted somehow probably caused by the "main script" at 6D5EF4. Finally, at 6D5F90 the strings could be inserted sucessfully (seems like the "main script" ended), however, once again, you were calculating legths incorrectly and the strings got pasted one over another. Quite a little mess... XD

So, either try giving more space to the offsets, like some other guys do (sometimes giving too much space, and wasting... :P). Or... The best choice for you should be learning to use Pokescript...

EarthsVisitor
March 30th, 2007, 09:06 PM
Thanks alot Zel.
I should've figured that with the clashing of the scripts in the Strings.

I have but one more question.
What part of the script would I need to edit to change the 2 pokemon being traded?

:)

foofatron
March 30th, 2007, 09:24 PM
Do I need to make space with thingy to enter a script?If so how?I saw it on WAH written by Sergo

Irish Witch
March 31st, 2007, 05:59 AM
So, either try giving more space to the offsets, like some other guys do (sometimes giving too much space, and wasting... :P). Or... The best choice for you should be learning to use Pokescript...

:chu: YaaaaY Woohooo Yeah

[Gratuitous slayers reference]
"Great to have you on the team!"
*Slaps Zel on the back and hurt my hand on his stone skin*
[/reference]

*chuckle*

[Curious]
Does that script now that it's working still perform a trade properly?

Prof. 9
March 31st, 2007, 07:12 AM
Well, you can't add any other command after the warp (because you are in another map, and the game forgets about the original script). And, I'm curious about the freeze... What is it? Is it just a normal freeze... Or a constant flashing freeze? (I saw lots of different freeze... As you see... :P)
I don't know but maybe you are overwriting offset. Your main script is quite long... It could be possible... Hex Editors may help you find out.
The script freezes after the player walks up one step (the first time). It never warps the player to the desired location. It just freezes... the player can't move anymore, and not important persons stop moving too. I'm not sure if everything freezes, there are no flowers near the event...

Is there a way to make the player move around some more after warping?

EarthsVisitor
March 31st, 2007, 01:44 PM
[Curious]
Does that script now that it's working still perform a trade properly?

The script it self seems to work properly. When I go up to the person, everything that would happen for a trade, happens, unfortunately, I don't have the pokemon he wants so I can't test if the transaction actually works.
I'm trying to figure out how to change the 2 pokemon being traded.

zel 2.0
March 31st, 2007, 02:41 PM
IW: You better watch out... I may counterattack with my Ra Tilt... XD

The script freezes after the player walks up one step (the first time). It never warps the player to the desired location. It just freezes... the player can't move anymore, and not important persons stop moving too. I'm not sure if everything freezes, there are no flowers near the event...

Is there a way to make the player move around some more after warping?

Unfortunately, I don't know any other way than to modify the destiny's map's Level Script, and I don't even know if it'd work, since I always have big troubles when touching them (I usually just erase stuff I don't want to happen). The best possible bet is to put Script Events around the destiny's Warp Event, so as soon as the player moves after the warping, stuff keeps happening.

By the way, since I suppose you've been (or will) doing changes to the script, feel free to post the script again (in spoilers, please), 'cause I think the old one is... old, isn't it?

The script it self seems to work properly. When I go up to the person, everything that would happen for a trade, happens, unfortunately, I don't have the pokemon he wants so I can't test if the transaction actually works.
I'm trying to figure out how to change the 2 pokemon being traded.

Hmmm... Well, usually those scripts end up calling some routine in the game, but the script itself does not actually have the poke to be asked for (I know because I tried it before), so basically you are just repeating an existing event (you are not even adding a "new" trading event, even when you are using new offsets). So all you'd really need to do is: use the existing "trading events" offsets, finding all the people who wants to trade in the game, then hex-modify the pokes they want, and the pokes you'll receive.

For that, you may follow my self made guide... (Which I never posted... Should I post it in a new thread...? :\)

Obviously, FR as always, if R/S/E uses the same format for doing the trades, then it could work for those versions as well.

First you need to hex-search for the name of the poke we receive in the trade originally (for example, in FR, we receive a "MIMIEN")
Once you find it, we will notice the name followed by "FF" and then a bunch of "00" (which means free space for the name). Now you can change the name of the poke we'll receive with hex, as long as you respect that the name must still be finished with the "FF" (and at least make sure to leave a "00" as well, just in case)
After that free space comes inmediately XXXX, which should be the value of the ID of the poke we will get (as always it's swapped hex, so Bulbasaur which is 0001 becomes 0100) So just find the ID of the new poke, change it to hex (with Windows Calculator on Scientific Mode), and then swap it as I did in my example.
Next is seeing where the next recognizable name starts (in my MIMIEN case, there's a "REYLEY" close to it), that name is the name of the trainer, so to change it, you must do exactly the same as when you changed the poke's name.
After the trainer's name, and free space comes a "0A" (which most likely will be other thing), and after that comes another XXXX, which is the ID of the poke the trainer wants, once again it's swapped-hex, so do it the same way as before to change it.

And, you can even modify the hold item of the poke we'll receive (don't start putting Master Balls! :P), to modify it just: look at the trainer's name again, then start going backwards, and we'll see either a "00" or "FF", and right after it (still going backwards), you'll find another XXXX, which is the ID of the Hold Item (and as you can imagine, it's swapped-hex, so you know how to modify it)

That should be all, if you follow it carefully everyone'll be able to change the pokes involved in a trade, of course, I don't know how to add new ones... But, how many trades will you need? XD

EarthsVisitor
March 31st, 2007, 04:47 PM
Well, that should work.
I'll test it today, when I get some more free time.

I don't really mind getting rid of the other trades to support this one idea in my game.
I'm going to need a total of 6 trades. I think there is enough.

EDIT: You should post that little Tutorial. It might come in handy for more than just me.
EDIT: Worked perfectly for Ruby, Thanks Zel.
EDIT: Lucky for me, there are only 3 Trades in Ruby, I'm gonna spend some time evaluating how to create new trades. (Oh God)

flames
April 1st, 2007, 07:36 AM
Could anyone do me a script of two people blocking an staircase but when you speak to them the move and let you through please?

EarthsVisitor
April 1st, 2007, 12:28 PM
Could anyone do me a script of two people blocking an staircase but when you speak to them the move and let you through please?

It's best not to ask someone to make a whole script for you, besides, you did not include enough information.
You would need to tell us where the staircase is located, where the people move to, and what they say.

Irish Witch
April 1st, 2007, 05:51 PM
[quote="zel"] IW: You better watch out... I may counterattack with my Ra Tilt... XD[/qoute]

Well I may not be an etherial being but that is still a challenge....
It is so on!!!!

"You who crosses between sky and earth, gently flowing water, gather in my hand and give me power: DEMONA......."

(Attempting to start a RP thread for this. Will edit and put a link in if approved)

------

Good tut on making the trade work effectively btw Zel, and on how to change the character.. You will definitely have to make a tutorial on that!

wmoor0826
April 2nd, 2007, 05:12 AM
#org $Startscript
Lock
Faceplayer

#org $Pikachu
message $Pikachu
boxset 6
release
end

$Pikachu 1 = PIKACHU: Pika, Pika...

Can sum1 tell me what is wrong with that script? I'm very new at scripting and ne help would be apreciated.

Christos
April 2nd, 2007, 06:22 AM
#org $Startscript
Lock
Faceplayer

#org $Pikachu
message $Pikachu
boxset 6
release
end

$Pikachu 1 = PIKACHU: Pika, Pika...

Can sum1 tell me what is wrong with that script? I'm very new at scripting and ne help would be apreciated.

I don't use PokéScript but I think you used two same offsets. They're both "$Pikachu".

Monkey
April 2nd, 2007, 07:51 AM
he missed a 1 after the pickachu with message

so:

#org $Startscript
Lock
Faceplayer

#org $Pikachu
message $Pikachu 1
boxset 6
release
end

$Pikachu 1 = PIKACHU: Pika, Pika...


i belive

RinniP
April 2nd, 2007, 09:26 AM
he missed a 1 after the pickachu with message

so:

i belive

No he didn't. Christos had the right of it.

' This is a Relative Offset
#org $Pikachu

This is a inline offset (Variable name)
$Pikachu 1 = PIKACHU: blah blah...

So yeah, That's two offsets with the same name in his script.
If I know that script then you don't need:
#Org $Pikachu.

Remove that and you should be fine!

Frozen
April 2nd, 2007, 07:04 PM
Rubikon 1.3 by Kyoufu Kawa
--------------------------------------------------------------
Loading command database...
Empty command database detected. Program halted.

I used a Yes/No Script (Typed it over From Christos's Tutorial, so Credit to him ^-^) Open DiamondCutter en then i get this! Waht to do? I have no idea..D;

wmoor0826
April 3rd, 2007, 12:34 AM
No he didn't. Christos had the right of it.

' This is a Relative Offset
#org $Pikachu

This is a inline offset (Variable name)
$Pikachu 1 = PIKACHU: blah blah...

So yeah, That's two offsets with the same name in his script.
If I know that script then you don't need:
#Org $Pikachu.

Remove that and you should be fine!

So then what do i do with it?

Irish Witch
April 3rd, 2007, 05:19 AM
So then what do i do with it?

Hun, read the post again:

No he didn't. Christos had the right of it.

' This is a Relative Offset
#org $Pikachu

This is a inline offset (Variable name)
$Pikachu 1 = PIKACHU: blah blah...

So yeah, That's two offsets with the same name in his script.
If I know that script then you don't need:
#Org $Pikachu.

Remove that and you should be fine!

Frozen
April 3rd, 2007, 12:57 PM
Rubikon 1.3 by Kyoufu Kawa
--------------------------------------------------------------
Loading command database...
Empty command database detected. Program halted.

I used a Yes/No Script (Typed it over From Christos's Tutorial, so Credit to him ^-^) Open DiamondCutter en then i get this! Waht to do? I have no idea..D;

Please?...I'm really thankfull if you guys can help my out ^^

D-Trogh
April 3rd, 2007, 01:21 PM
Please?...I'm really thankfull if you guys can help my out ^^
This question has been asked before !
Make sure your ROM, script and ScriptED + all it's files are in the same folder..
You can just install the EM Package with all it's tools and put your ROM and script in that folder ..

Frozen
April 3rd, 2007, 01:43 PM
This question has been asked before !
Make sure your ROM, script and ScriptED + all it's files are in the same folder..
You can just install the EM Package with all it's tools and put your ROM and script in that folder ..

That have i done already! And still this message..

Prof. 9
April 3rd, 2007, 03:58 PM
Unfortunately, I don't know any other way than to modify the destiny's map's Level Script, and I don't even know if it'd work, since I always have big troubles when touching them (I usually just erase stuff I don't want to happen). The best possible bet is to put Script Events around the destiny's Warp Event, so as soon as the player moves after the warping, stuff keeps happening.

By the way, since I suppose you've been (or will) doing changes to the script, feel free to post the script again (in spoilers, please), 'cause I think the old one is... old, isn't it?
Eh... what's a Level Script?

The only change I made is changins a "message" in to an "org", and changing one of the movements a little bit.

Irish Witch
April 4th, 2007, 03:41 AM
This question has been asked before !
Make sure your ROM, script and ScriptED + all it's files are in the same folder..
You can just install the EM Package with all it's tools and put your ROM and script in that folder ..

To clarify, these are the files it needs:
rck.exe
rubikon.dat
rubikon.syn
scripted.exe
std.rbh

Frozen
April 4th, 2007, 12:03 PM
To clarify, these are the files it needs:
rck.exe
rubikon.dat
rubikon.syn
scripted.exe
std.rbh

Oh, i don't have std.rbh..how can I get that?
I have everything, but not that ^^

duncanrcook
April 5th, 2007, 12:22 AM
i need a script that makes 2 people talk to eachother and when they start talking they jump up. i have no clue how to script...

Christos
April 5th, 2007, 05:52 AM
Oh, i don't have std.rbh..how can I get that?
I have everything, but not that ^^

Download Elite Map again and it should have it.

i need a script that makes 2 people talk to eachother and when they start talking they jump up. i have no clue how to script...

You need to give more information like the index number of the people.

jirachi155
April 6th, 2007, 08:39 AM
Hi,
i'm italian..i tried to follow your tutorials but i can't add a wildbattle scritp..
can anyone adjust my script? (when I play the people whit this script... the screen become black and the rom crash)

#org $Startscript
lock
faceplayer
wildbattle 0x196 0x70 0x1
cry 0xA1 0x196
pause 0x28
fadescreen 1
setflag 0x777
setflag 0x861
movesprite 0x11 0xB 0x11
clearflag 0x861
release
end

I use pokescript and scripted but whit the same result...

HackinJohn
April 6th, 2007, 06:50 PM
Is there any script to make someone follow you? (PS. I use PokeScript)

zel 2.0
April 7th, 2007, 05:44 AM
Hi,
i'm italian..i tried to follow your tutorials but i can't add a wildbattle scritp..
can anyone adjust my script? (when I play the people whit this script... the screen become black and the rom crash)

#org $Startscript
lock
faceplayer
wildbattle 0x196 0x70 0x1
cry 0xA1 0x196
pause 0x28
fadescreen 1
setflag 0x777
setflag 0x861
movesprite 0x11 0xB 0x11
clearflag 0x861
release
end

I use pokescript and scripted but whit the same result...

Well, you are putting the cry command after the wildbattle (I think that works, because I know some commands still execute while the battle is getting prepared, that's why a pause command is needed), but, I think that's not the problem with the script, right? (At least the battle should be executed, I presume)
After that you use a fadescreen... What's the use for that? That will make your screen turn black till you set it on again (I don't remember if it's done by using fadescreen 0), most likely it's not that you rom is crashing, it's just that you "blinded yourself", try removing the fadescreen command and see what happens...

Oh... By the way I think I know what's the deal with the fadescreen thing, you just don't want to show the player when you are executing the movesprite command. Then you will need to unset the fadescreen right after the clearflag command. Anyone knows if just using fadescreen 0 is enough? (I used fadescreen, but since all I did then was warping, I didn't needed to un-fade)

stead573
April 7th, 2007, 09:41 AM
Hi All! Was just wondering if anyone could help with a script.

How does one go about creating the CUT script, you know, you approach a small tree to be cut, which I've found the correct sprite number (82 in AdvanceMap), interact with it, then get asked to use cut, it dissapears and you can get past it.

I've tried [ctrl] + clicking on the sprite to generate the code in EliteMap but it keeps crashing.

I would MUCH appreciate it if anyone has the time to write me the script, if not, help understanding the code would be useful.

Thanks in advance!

Oh yeah, using scripted, not pokescript.

Irish Witch
April 7th, 2007, 10:33 AM
Hi,
i'm italian..i tried to follow your tutorials but i can't add a wildbattle scritp..
can anyone adjust my script? (when I play the people whit this script... the screen become black and the rom crash)

#org $Startscript
lock
faceplayer
wildbattle 0x196 0x70 0x1
cry 0xA1 0x196
pause 0x28
fadescreen 1
setflag 0x777
setflag 0x861
movesprite 0x11 0xB 0x11
clearflag 0x861
release
end

I use pokescript and scripted but whit the same result...


Lets see... Pokemon 0x196 is 406 in decimal which on the chart is.... um.... PKMN_RAYQUAZA (Barely made it in there)
and it's at level 0x70 which makes it level 112.... er...
And aparently it's holding a master ball.... So that's all very interesting in the first place....

When I change them back into decimal (no 0x in front) they work fine.... and I get a level 70 espion! (Why it would be holding a Master ball I don't, know but there it is!)

Note: I've just finished blowing away my computer and re-installing dus to a software crash from incompatable drivers. Over the next few days I'll to try to put up the next tutorial or two!

frank$or
April 7th, 2007, 11:54 AM
Hello, i'm trying to make a new gymleader ( with the old badge.. ) and i was wondering, if i want to give the badge after the battle what command i have to use? Because a badge isn't a item, i have no clue what to do. Anyone? It's for DC btw.

D-Trogh
April 7th, 2007, 12:06 PM
Why don't u use the search function ?
Setflag &H807 /First Badge
Setflag &H808 /Second Badge
Setflag &H809 /Third Badge
Setflag &H80A /Fourth Badge
Setflag &H80B /Fifth Badge
Setflag &H80C /Sixth Badge
Setflag &H80D /Seventh Badge
Setflag &H80E /Eighth Badge

Those ONLY work for Ruby, mabye Sapphire. The Emerald/Fire Red/Leaf Green haven't been documented but you can find them by examining each of the gym leader's scripts.

jonicito
April 8th, 2007, 01:19 AM
Is this script right?

'-----------------------
#org 0x163A4E
jingle
msgbox 0x817A8B4
callstd 0x4
#raw 0x68
applymovement APPLYMOVE_PLAYER 0x81A75ED
pause 0x20
msgbox 0x817A970
callstd 0x4
#raw 0x68
applymovement APPLYMOVE_PLAYER 0x81A75DD
pause 0x60
msgbox 0x817A9E1
callstd 0x4
#raw 0x68
end


#raw 2D 'Down4
#raw FE 'Exit

#raw 1C 'StRight1
#raw 1C 'StRight1
#raw 1C 'StRight1
#raw FE 'Exit


Because my game freeze. :( And I not sure which script code is correct.
I'm not a good scriper but i'm good at text.

Irish Witch
April 10th, 2007, 10:07 AM
That script looks like you decompiled it from a rom.. as such:

1. Remove the 8 from the beginning of the pointers or scripted sometimes stuffs them up when it re-compiles.
2. If you've edited it in any way then then the offsets will be wrong. I suggest repointing them.

And 3. don't forget you need offsets for the movement scripts themselves.

Prof.Redwood
April 10th, 2007, 02:35 PM
I was just wondering if I did this improperly.. Im getting a white screen in VBA.. I edited a person in RSE's forest to hopefully give you a celebi..
#org 0x22E210
lock
faceplayer
message 0x22EA0C
givepokemon 0x161 0x46 0x13D
boxset 0x6
release
end

#org 0x22EA0C
= Temporary Text!

I was editing it with help from Christos' tutorial on PHO

linkandzelda
April 10th, 2007, 05:56 PM
hi
i have a problem with scripted

i open it, write me script, click compile and load my rom.
and then it says

Rubikon 1.3 by Kyoufu Kawa
--------------------------------------------------------------
Loading command database...
Empty command database detected. Program halted.

i have my script and rom in a freshly made folder of elite map with all the tools installed and i still get this message.

please please please help

Zi212
April 10th, 2007, 10:27 PM
Trainer Battle script if possible for ruby

6 Trainers

2 Trainers
Kid Trainer is the name
Pokemon: Eeveex2 level 5 both

2 Trainers
Kid Trainer is the name yet again
Pokemon: Pikachu and Vulpix level 7 for both

1 Trainer
Kid Trainer is the name yet again
Pokemon: Bulbasor Charmandar level 10 for both

Trainer Hill Champeons Double Battle is the name
Pokemon: Charmeleon , Butterfree level 15 for both

Christos
April 11th, 2007, 06:02 AM
hi
i have a problem with scripted

i open it, write me script, click compile and load my rom.
and then it says

Rubikon 1.3 by Kyoufu Kawa
--------------------------------------------------------------
Loading command database...
Empty command database detected. Program halted.

i have my script and rom in a freshly made folder of elite map with all the tools installed and i still get this message.

please please please help

Make sure the ROM and the script have no spaces in their names.

Trainer Battle script if possible for ruby

6 Trainers

2 Trainers
Kid Trainer is the name
Pokemon: Eeveex2 level 5 both

2 Trainers
Kid Trainer is the name yet again
Pokemon: Pikachu and Vulpix level 7 for both

1 Trainer
Kid Trainer is the name yet again
Pokemon: Bulbasor Charmandar level 10 for both

Trainer Hill Champeons Double Battle is the name
Pokemon: Charmeleon , Butterfree level 15 for both

You can't edit trainers' pokémon with scripts.

jirachi155
April 11th, 2007, 08:11 AM
ok now my script work.
(#org 0x800000
lock
faceplayer
wildbattle 0x196 0x46 0x3
nop
nop
cry PKMN_MEW
pause 0x28
#raw 0xC5
fadescreen 1
setflag 0x767
setflag 0x861
movesprite 0x2 0xB 0x11
#raw 0x27
clearflag 0x861
release
end) ...thank you to irish and zel

but..now when i finish the battle the pokemon is still there..so i can repeat the event infinity time...i don't want this...i want it disappeared... what i should do????
help meee :D

Christos
April 11th, 2007, 08:42 AM
ok now my script work.
(#org 0x800000
lock
faceplayer
wildbattle 0x196 0x46 0x3
nop
nop
cry PKMN_MEW
pause 0x28
#raw 0xC5
fadescreen 1
setflag 0x767
setflag 0x861
movesprite 0x2 0xB 0x11
#raw 0x27
clearflag 0x861
release
end) ...thank you to irish and zel

but..now when i finish the battle the pokemon is still there..so i can repeat the event infinity time...i don't want this...i want it disappeared... what i should do????
help meee :D

#org 0x800000
lock
faceplayer
wildbattle 0x196 0x46 0x3
nop
nop
cry PKMN_MEW
pause 0x28
#raw 0xC5
fadescreen 1
setflag 0x767
movesprite 0x2 0xB 0x11
#raw 0x27
release
end

I removed the flag 0x861, it's not needed and I don't know why you want that other flag in the script.
Is the movesprite for the sprite you talk to for the wildbattle? You can make the movesprite take it somewhere off the map so that you won't battle it again.

linkandzelda
April 11th, 2007, 09:46 AM
i still get the empty command database thing. the name of my rom is green.gba and my script is signpostnbt.rbc

jirachi155
April 11th, 2007, 10:51 AM
#org 0x800000
lock
faceplayer
wildbattle 0x196 0x46 0x3
nop
nop
cry PKMN_MEW
pause 0x28
#raw 0xC5
fadescreen 1
setflag 0x767
movesprite 0x2 0xB 0x11
#raw 0x27
release
end

I removed the flag 0x861, it's not needed and I don't know why you want that other flag in the script.
Is the movesprite for the sprite you talk to for the wildbattle? You can make the movesprite take it somewhere off the map so that you won't battle it again.

ok you solved my problem...tnk u vry much!!!(the problem was the sprite number...it wasn't right)

~Red
April 11th, 2007, 01:17 PM
Can someone give me a script for my hack? I need a CPU to give you an egg which hatches into celebi. I will put your name in the credits.

jonicito
April 11th, 2007, 09:05 PM
Is this script right?

'-----------------------
#org 0x163A4E
jingle
msgbox 0x817A8B4
callstd 0x4
#raw 0x68
applymovement APPLYMOVE_PLAYER 0x81A75ED
pause 0x20
msgbox 0x817A970
callstd 0x4
#raw 0x68
applymovement APPLYMOVE_PLAYER 0x81A75DD
pause 0x60
msgbox 0x817A9E1
callstd 0x4
#raw 0x68
end


#raw 2D 'Down4
#raw FE 'Exit

#raw 1C 'StRight1
#raw 1C 'StRight1
#raw 1C 'StRight1
#raw FE 'Exit


Because my game freeze. :( And I not sure which script code is correct.
I'm not a good scriper but i'm good at text.

I tried to figure out since no one helped me for a scripted. I change some and it's stills frezzes.

#org 0x163A4E
msgbox 0x817A8B4
callstd 0x6
applymovement APPLYMOVE_PLAYER 0x81A75ED
pause 0x20
msgbox 0x817A970
callstd 0x4
applymovement APPLYMOVE_PLAYER 0x81A75DD
pause 0x60
msgbox 0x817A9E1
callstd 0x4
return


0x81A75ED
#raw 2D 'Down4
#raw FE 'Exit

0x81A75DD
#raw 1C 'StRight1
#raw 1C 'StRight1
#raw 1C 'StRight1
#raw FE 'Exit

The thing is, i'm not a good scriper, but i'm beginning to hack. I follow the instruction but it quite hard for me.

Midnight Beat
April 12th, 2007, 02:29 AM
I am starting a hack and I have tried to learn how to script through this thread and others here but I just don't get it. If there is anybody that has a good understanding of scripting that would like to help me please send me a PM.

Zi212
April 12th, 2007, 04:54 AM
I would love a script for pokemon trainers for ruby the ammount of trainers just to say is 8 thanks in advance

zel 2.0
April 12th, 2007, 06:35 AM
I was just wondering if I did this improperly.. Im getting a white screen in VBA.. I edited a person in RSE's forest to hopefully give you a celebi..

I think this would look better (just watch out with the flag 1020, I just put a kinda random value there). Also, I put your offsets somewhere safer... Probably (I hope Ruby has free space on 800000)

#org 0x800000
lock
faceplayer
checkflag 0x1020
if 0x1 jump 0x800040
message 0x800050
boxset 0x6
setflag 0x1020
givepokemon 0x161 0x46 0x13D
release
end

#org 0x800040
message 0x800070
boxset 0x6
release
end

#org 0x800050
= Temporary Text1!
#org 0x800070
= Temporary Text2!

That way, you'd not only give the Celebii, but you also make sure to not be giving a Celebii each time you talk to the person.

Can someone give me a script for my hack? I need a CPU to give you an egg which hatches into celebi. I will put your name in the credits.

Hmmm... Let's see Sergio's Egg Script...

#org 0x800000 'we make sure player has room for the EGG
#raw 0x43
compare LASTRESULT 0x6
if 0x0 jump 0x800020
message 0x800050
boxset 0x2
end

#org 0x800020 'we give the EGG
message 0x800080
boxset 0x2
#raw 0x67
#raw 0xEA
#raw 0xC2
setvar 0x3208 0x7A66
#raw FB
nop
release
end

#org 0x800050
= You have no room for the EGG!
#org 0x800080
= \v\h01 got the EGG!

No need to credit me for anything (unless you want to credit Sergio...)

I tried to figure out since no one helped me for a scripted. I change some and it's stills frezzes.

The thing is, i'm not a good scriper, but i'm beginning to hack. I follow the instruction but it quite hard for me.

A better idea would be to use an offset different than the ones you used (specially the 163A4E, if you've been doing changes there, maybe you already broke your rom. It may have been better to use this on Scripted...

#org 0x800000
message 0x17A8B4
boxset 0x2
applymovement APPLYMOVE_PLAYER 0x800060
pause 0x20
message 0x17A970
boxset 0x2
applymovement APPLYMOVE_PLAYER 0x800066
pause 0x60
message 0x17A9E1
boxset 0x2
end


0x800060
#raw 2D 'Down4
#raw FE 'Exit

0x800066
#raw 1C 'StRight1
#raw 1C 'StRight1
#raw 1C 'StRight1
#raw FE 'Exit
Keep in mind it may keep failing, since I'm still using the texts located at 17A8B4, and etc. At least it should not freeze, perhaps it would throw garbage when writing messages.
By the way, you need to open Advance Map, find the sprite you want to have this event. Select the sprite, and search it's Script Offset, just change the $Something for $800000, that will make that sprite reproduce this event.

I would love a script for pokemon trainers for ruby the ammount of trainers just to say is 8 thanks in advance

Huh? I think Christos answered a similar question recently. If you want a trainer battle script first make sure to read Christos and Irish Witch's Scripting tutorials, after that, attempt to do one, and return if you have problems.

Irish Witch
April 12th, 2007, 07:44 AM
I tried to figure out since no one helped me for a scripted. I change some and it's stills frezzes.

The thing is, i'm not a good scriper, but i'm beginning to hack. I follow the instruction but it quite hard for me.



A better idea would be to use an offset different than the ones you used (specially the 163A4E, if you've been doing changes there, maybe you already broke your rom. It may have been better to use this on Scripted...


Um... I posted this right after you asked the question:
That script looks like you decompiled it from a rom.. as such:

1. Remove the 8 from the beginning of the pointers or scripted sometimes stuffs them up when it re-compiles.
2. If you've edited it in any way then then the offsets will be wrong. I suggest repointing them.

And 3. don't forget you need offsets for the movement scripts themselves.

So people DID try to help you... You just didn't read the posts!

EDIT

I like your new Avatar btw Zel
Hot ;)

Zi212
April 12th, 2007, 08:58 AM
Ok i got a pokemon trainer script


[code]#org $Trainer1
lock
faceplayer
trainerbattle 0 395 $MadChall $MadDefeat
$MadChall 1 = Madeline: I am mighty... I hope!
$MadDefeat 1 = Madeline: Oh poor Numel!!!!
message $MadTalk
$MadTalk 1 = I thought having a fire pokemon\iwould help make me stronger.\pI Guess I was wrong.
boxset 6
release
end[code]
*thanks irish witch*

but how do i add it to the Trainer and then how do i give the trainer pokemon >.<

D-Trogh
April 12th, 2007, 09:14 AM
You nee to edit the newly created trainer in PET.

Zi212
April 12th, 2007, 09:35 AM
You nee to edit the newly created trainer in PET.

thanks for that but how do i add the script

~Red
April 12th, 2007, 11:31 AM
I need big help.
I've got a script for someone to give you an egg but can't put it in my game! can someone do it for me and make an ips of it?
I want it to be script reference: $1560C4

here is the script:


#org 0x800000 'we make sure player has room for the EGG
#raw 0x43
compare LASTRESULT 0x6
if 0x0 jump 0x800020
message 0x800050
boxset 0x2
end

#org 0x800020 'we give the EGG
message 0x800080
boxset 0x2
#raw 0x67
#raw 0xEA
#raw 0xC2
setvar 0x3208 0x7A66
#raw FB
nop
release
end

#org 0x800050
= You have no room for the EGG!
#org 0x800080
= \v\h01 got the EGG!

Irish Witch
April 12th, 2007, 11:35 AM
Zi212: Take a look at my new tutorial. It covers all those things very well.

P*O*K*E*H*A*X*E*R
April 12th, 2007, 10:56 PM
Can you give me a script on how to make a door to a basement in the characters home?

Or a program that does it easier?

zel 2.0
April 13th, 2007, 06:18 AM
Hmmm... Basically, all you really need to do is add a warp event with Advance Map. So, that's an issue not involving scripting, most likely it has been asked in the Simple Questions thread, go have a look there.

Yeah... I know, we can make warp scripts, but I think he only needs a simple way of warping... :P

PS for I.W: Hot? Nothing compared to your avatar... >.<

Deokishisu
April 14th, 2007, 08:41 PM
Can I have a sample of an applymovement script for Firered? Not a full script, just for where the movement data is stored. I have an applymovement script already but I don't know how to insert the actual movements that should be carried out. Any help would be appreciated.

Hyunbin
April 15th, 2007, 12:23 AM
this is the first script in my game
but every time i compile it to the rom
i can't open it in elitemap (not a supported rom) or advance map (I/O error 87)
butttt i can still play it in vba
either way i know it's screwed up
can someone tell me what's wrong with this
i'm having trouble with one #org thing going to the next, so maybe that's it?

it's supposed to:
01 joy calls to player
02 player walks three tiles down and four tiles left
03 joy talks again


#org 0x799800
lock
message 0x799850
boxset 6
release
end
goto 0x800000

#org 0x800000
applymovement 0xFF 0x800050
goto 0x800150

#org 0x800150
lock
message 0x800200
boxset 6
release
end

#org 0x799850
=Excuse me!\lCould you come here, please?

#org 0x800050
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0xFE

#org 0x800200
=Your POKéBALL was mixed up in the\ltransferring process.\pHere are three POKéMON that weren't\lclaimed by a trainer yet.\pOne of these should be yours.

Irish Witch
April 15th, 2007, 05:07 AM
this is the first script in my game
but every time i compile it to the rom
i can't open it in elitemap (not a supported rom) or advance map (I/O error 87)
butttt i can still play it in vba
either way i know it's screwed up
can someone tell me what's wrong with this
i'm having trouble with one #org thing going to the next, so maybe that's it?

it's supposed to:
01 joy calls to player
02 player walks three tiles down and four tiles left
03 joy talks again

The script looks sorta ok (I don't get why you're using goto's so much in it.) but what your describing sounds like one of the scripts you insterted stuffed the rom up by writing to the wrong location.
This is often caused by mistyping 0x as ox on one of your offsets.

zel 2.0
April 15th, 2007, 05:42 AM
Can I have a sample of an applymovement script for Firered? Not a full script, just for where the movement data is stored. I have an applymovement script already but I don't know how to insert the actual movements that should be carried out. Any help would be appreciated.

Just look at the answer for the next post... It calls the applymovement command, which has the movement stored at another #org, the "movement orgs" are always finished with a #raw FE, instead of the usual "end"

this is the first script in my game
but every time i compile it to the rom
i can't open it in elitemap (not a supported rom) or advance map (I/O error 87)
butttt i can still play it in vba
either way i know it's screwed up
can someone tell me what's wrong with this
i'm having trouble with one #org thing going to the next, so maybe that's it?

it's supposed to:
01 joy calls to player
02 player walks three tiles down and four tiles left
03 joy talks again


#org 0x799800
lock
message 0x799850
boxset 6
release
end
goto 0x800000

#org 0x800000
applymovement 0xFF 0x800050
goto 0x800150

#org 0x800150
lock
message 0x800200
boxset 6
release
end

#org 0x799850
=Excuse me!\lCould you come here, please?

#org 0x800050
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0xFE

#org 0x800200
=Your POKéBALL was mixed up in the\ltransferring process.\pHere are three POKéMON that weren't\lclaimed by a trainer yet.\pOne of these should be yours.

Well, first, just to have the script fixed (with all the "end" you've been missing, I suppose the compiler would not understand that script correctly) Anyway, the script was almost ok...


#org 0x799800
lock
message 0x799850
boxset 6
goto 0x800000
end

#org 0x800000
applymovement 0xFF 0x800050
goto 0x800150
end

#org 0x800150
lock
message 0x800200
boxset 6
release
end

#org 0x799850
=Excuse me!\lCould you come here, please?

#org 0x800050
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0xFE

#org 0x800200
=Your POKéBALL was mixed up in the\ltransferring process.\pHere are three POKéMON that weren't\lclaimed by a trainer yet.\pOne of these should be yours.

That fixes the script... But the deal with both EMap & AMap is related (I think) with the rom not having a name recognizable by the inis in EMap and AMap... By name I mean the name in the hex of the rom...

http://img177.imageshack.us/img177/598/image1lj5.png

(I think other user may explain better... Christos? :D)

Hyunbin
April 15th, 2007, 05:48 AM
i think you're right
after i compile it, when i go to the hex editor i don't see the LEAFGREEN part anymore o_O
weird.... i guess it compiles to 0x000000.. even though it says it compiled to 799800 like in the script

(I don't get why you're using goto's so much in it.)

well, i thought that one offset wouldn't flow into the next if i didn't put it in [just a beginner ^^;]
so it's alright to leave them out in this script?
thanks to both u and zel for help btw

Irish Witch
April 15th, 2007, 06:23 AM
It may have been messed up by a past script, not necessarily this script.

Also 1: Applymorement 0xff does not refer to the character executing the script, and there are ways to wait till movements are over so you could just have written it like this:


#org 0x799800
lock
message 0x8000000
boxset 6
applymovement 0xFF 0x800050
pause 0x110 ' 0x10 per step plus the 0xfe plus this command!
message 0x800200
boxset 6
release
end

' 0x200 bytes is more that enough space in this case
#org 0x800000
=Excuse me!\lCould you come here, please?

#org 0x800050
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0xFE

#org 0x800060
=Your POKéBALL was mixed up in the\ltransferring process.\pHere are three POKéMON that weren't\lclaimed by a trainer yet.\pOne of these should be yours.


2: if nurse joy doesn't have a 'movement type' set in elitemap than you didn't need to use lock or release. (doesn't really matter that you did)
3: I used pause here but you could also use the command wait 0 (or pausemove 0.. Dependant on the version of scripted) to wait for movement scripts!

frank$or
April 15th, 2007, 09:19 AM
I've heard (and have seen) about the command 'pokemart', one question, where can you see which offset is which list, and if you can see them, how to edit them? Thanks.

Christos
April 15th, 2007, 12:15 PM
Irish witch, posting links to pornographic content is against the rules.
You're getting a warning, please don't do it again.

Irish Witch
April 15th, 2007, 05:47 PM
Sorry. I figured putting the massive warning would be nuff.
If anybody wants to see the picture my avatar is cut from that - I'm not allowed to post then they can ask me by PM or something.

I'm not a rule-braker by nature Christos, but I am a security guard by trade so you neen't worry, I'll behave!

frank$or
April 23rd, 2007, 02:06 PM
Hello, does anybody knows how to replace the prof oak script with your own? I mean, so that you still get the 'pokémon' option when you press (VBA; enter) (GBA; start) and also the pokédex. Thanks.