givepokemon 0x116 0x5 0x0 0x0 0x0 0x0
What's the givepokemon code for a Horsea. When I do 116, like this:
I get a Grovyle. Help!Code:givepokemon 0x116 0x5 0x0 0x0 0x0 0x0
P.S. If you haven't noticed, I use XSE, not Poket Script.
#Dynamic 0x7113088
#org 0xstart
checkflag 0x828
if 0x0 goto @start
if 0x1 goto @end
end
#org @start
lock
faceplayer
msgbox @proock
boxset 6
waitmsgbox
applymovement 0xFF @pokeball
waitmovement 0x0
msgbox @absol
boxset 6
waitmsgbox
givepokemon 0x178 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox @absol1
waitmsgbox
waitfanfare
msgbox @nickname
callstd 0x5
compare LASTRESULT 0x1
if 0x1 goto @yes
compare LASTRESULT 0x0
if 0x1 goto @no
applymovement 0xFF @back
waitmovement 0x0
msgbox @pokedex
waitmsgbox
fanfare 0x13E
msgbox @obtain
boxset 6
waitmsgbox
waitfanfare
setflag 0x829
msgbox @rival
boxset 6
waitmsgbox
giveitem 0x4 0x5
msgbox @givepoke
boxset 6
waitmsgbox
msgbox @pokeb
fanfare 0x13E
waitmsgbox
waitfanfare
msgbox @luck
boxset 6
waitmsgbox
release
end
#org @end
lock
faceplayer
msgbox @good
boxset 6
release
end
#org @proock
=\c\h01\h06 \v\h01, Your Late!\nI have already gave my last pokemon to\n \v\h06. I do how ever have an\nabsol witch I just obtained you can have\nit
#org @pokeball
#raw 0x13
#raw 0x13
#raw 0x11
#raw 0xFE
#org @absol
=\c\h01\h06 It is a pokeball with a Absol in\nit
#org @absol1
=\c\h01\h06 you obtained an Absol!
#org @nickname
=\c\h01\h06 Would you like to nickname your Absol?
#org @yes
fadescreen 0x1
special 0x9E
waitstate
return
#org @no
return
#org @back
#raw 0x10
#raw 0x12
#raw 0x12
#raw 0x01
#raw 0xFE
#org @pokedex
=\c\h01\h06A man named Professor Oak once had a dream\nThat all pokemon would be recorded into a\nPokedex. His dream has not been acheved,but\nI want to see his dream achived that is\nwhy I am giving you this.
#org @obtain
=\c\h01\h06\v\h01 obtained a Pokedex!
#org @rival
=\c\h01\h06If you hurry you might catch up to\n\v\h06
#org @givepoke
=\c\h01\h06To gather info on pokemon and catch them you need these...
#org @pokeb
=\c\h01\h06 \v\h01 obtained 5 pokeballs
#org @luck
=\c\h01\h06I wish you good luck. I belive you should\nhead towards Pewter city by boat. head south.\n Goodbie.
#org @good
=Good Luck on your way to be a Pokemon\n Master. You are going to need it.
Try asking someone who does directly instead of posting that here. D:Sorry but somebody can post me link for poket script + 2 patch becouse i don't find it.
Changes in bold. Think I got most of them. Next time try have a go at fixing your problems yourself :Dusing stuff like this givepokemon 0x19 0x5 0x0 0x0 0x0 0x0 uses Hex to find hex go to calculator View-scientific type in your pokemon's dec #(nationaldex #) and hit the Hex button to the left and use that # in the script this can be used in scripts that involve Hex#
BTW The givepokemon is for a level 5 pikachu
and also can someone check to see if this script is error free
Spoiler:Code:#Dynamic 0x7113088 #org 0xstart checkflag 0x828 if 0x0 goto @start [B]checkflag 0x828[/B] if 0x1 goto @end end #org @start lock faceplayer msgbox @proock boxset 6 applymovement 0xFF @pokeball waitmovement 0x0 msgbox @absol boxset 6 givepokemon 0x178 0x5 0x0 0x0 0x0 0x0 fanfare 0x13E msgbox @absol1 [B]boxset 0x4[/B] waitfanfare [B]closeonkeypress[/B] msgbox @nickname callstd 0x5 compare LASTRESULT 0x1 if 0x1 goto @yes compare LASTRESULT 0x0 if 0x1 goto @no applymovement 0xFF @back waitmovement 0x0 msgbox @pokedex [B]boxset 6[/B] fanfare 0x13E msgbox @obtain boxset 4 waitfanfare [B]closeonkeypress[/B] setflag 0x829 msgbox @rival boxset 6 giveitem 0x4 0x5 0x1 msgbox @givepoke boxset 6 [B]fanfare 0x13E[/B] msgbox @pokeb [B]boxset 4[/B] waitfanfare [B]closeonkeypress[/B] msgbox @luck boxset 6 release end #org @end lock faceplayer msgbox @good boxset 6 release end #org @proock =\c\h01\h06 \v\h01, Your Late!\nI have already gave my last pokemon to\n \v\h06. I do how ever have an\nabsol witch I just obtained you can have\nit #org @pokeball #raw 0x13 #raw 0x13 #raw 0x11 #raw 0xFE #org @absol =\c\h01\h06 It is a pokeball with a Absol in\nit #org @absol1 =\c\h01\h06 you obtained an Absol! #org @nickname =\c\h01\h06 Would you like to nickname your Absol? #org @yes fadescreen 0x1 special 0x9E waitstate return #org @no return #org @back #raw 0x10 #raw 0x12 #raw 0x12 #raw 0x01 #raw 0xFE #org @pokedex =\c\h01\h06A man named Professor Oak once had a dream\nThat all pokemon would be recorded into a\nPokedex. His dream has not been acheved,but\nI want to see his dream achived that is\nwhy I am giving you this. #org @obtain =\c\h01\h06\v\h01 obtained a Pokedex! #org @rival =\c\h01\h06If you hurry you might catch up to\n\v\h06 #org @givepoke =\c\h01\h06To gather info on pokemon and catch them you need these... #org @pokeb =\c\h01\h06 \v\h01 obtained 5 pokeballs #org @luck =\c\h01\h06I wish you good luck. I belive you should\nhead towards Pewter city by boat. head south.\n Goodbie. #org @good =Good Luck on your way to be a Pokemon\n Master. You are going to need it.
Zaangoose-thanks
Theres one in XSE. Hit F1 and type trainerbattle in the textbox in the window that appears. That should give you all the information you need. The type parameter has two values (as far as simple scripts go) 0 which will simply end the script after you beat the trainer and 1 which allows you to continue the script immediately upon defeat by providing an extra pointer to a follow on script.Can someone please tell me or give me a guide of how to do an XSE trainerbattle with everything explained?
Theres one in XSE. Hit F1 and type trainerbattle in the textbox in the window that appears. That should give you all the information you need. The type parameter has two values (as far as simple scripts go) 0 which will simply end the script after you beat the trainer and 1 which allows you to continue the script immediately upon defeat by providing an extra pointer to a follow on script.
special 0x9D in a script will trigger this.Does anyone know how to make the weedle the old man fights a Pikachu
I haven't tried this out but in theory it should work, simply put the callasm command in a script tile at the entrance of that new area, then call it again when you leave. The only problem is if the trainer faints he'll end up in the last Pokemon Center and every Pokemon encountered in that special area or otherwise will be shiny.does anyone know how to get the shiny hack to work so that whwn you enter a new area all the pokemon in the area are shiny?
trainerbattle 0x0 [trainerNumber] 0x0 [textBefore] [textAfter]
using stuff like this givepokemon 0x19 0x5 0x0 0x0 0x0 0x0 uses Hex to find hex go to calculator View-scientific type in your pokemon's dec #(nationaldex #) and hit the Hex button to the left and use that # in the script this can be used in scripts that involve Hex#
BTW The givepokemon is for a level 5 pikachu
givepokemon PKMN_PIKACHU 0x5 0x0 0x0 0x0 0x0
#include stdpoke.rbh
givepokemon 25 0x5 0 0 0 0
givepokemon 25 5 0 0x0 0x0 0x0
I haven't tried this out but in theory it should work, simply put the callasm command in a script tile at the entrance of that new area, then call it again when you leave. The only problem is if the trainer faints he'll end up in the last Pokemon Center and every Pokemon encountered in that special area or otherwise will be shiny.
Okay thanks but how do I choose what Pokemon the trainer has and what type is the trainer e.g. Magma Grunt, Officer. Also how do I choose the trainer's name.
Can someone show me how special 0x17B(Seagallop boat animation) can be used to transprt you to different locations from the Islands in Fire red? I looked at RHN, but didn't understand it?
Also, what is buffernumber 0x0 0x800D?
Thanks in advance.
setvar 0x8006 [place]
setvar 0x8004 [direction]
special 0x17B
Thanks a lot HackMew.
It worked perfectly.
If I want to use the buffer number in a script, do I write buffernumber (buffer number) (Stored variable)
or I use the #raw (#raw 0x83 (buffer number) (Stored variable) )(In XSE)
Thank you for your help.
lol :P
I did this script:
Spoiler:
....
copyvar 0x8008 0x800D
compare 0x8008 0x0
if 0x1 goto @1
compare 0x8008 0x1
if 0x1 goto @2
compare 0x8008 0x2
if 0x1 goto @3
compare 0x8008 0x7F
if 0x1 goto @end
end
#org @1
setvar 0x8005 0x1
buffernumber 0x0 0x8005
message @same
callstd 0x6
end
#org @2
setvar 0x8005 0x2
buffernumber 0x0 0x8005
message @same
callstd 0x6
end
#org @3
setvar 0x8005 0x3
buffernumber 0x0 0x8005
message @same
callstd 0x6
end
#org @end
message @finish
callstd 0x6
end
....
This is part of the script. did I place the buffernumber in the correct place? (It's a multi-command)