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Showing Visitor Messages 4001 to 4010 of 4747
  1. Echidna
    May 1st, 2011 02:25 PM
    Echidna
    oh ok, sorry, in the first script, in the third line where it says @org @start. make it #org @start.

    Now follow these exact steps.

    Do these to the ips you sent me, not the one you alreday tried the script in.

    Open XSE, and paste the first script in it. not open the rom, and hit compile. You don't have to put the first script anywhere, just compile it, and close the window that appears, and close XSe, and say no when it asks you if you want to save (you don't have to hit copy or do anything, just compile it).

    No open XSE again, paste the second script there, open the rom in XSE, and hit compile. a new window will apear. hit copy on that window, now close the window that appeard and close XSE (say no again when it asks if you want to save, it isn't important) Now in a-map, make a new script event, and place it to the right of where the player starts. Now for this event, on the right of the a-map window, make the first 'unknown' 0003, and the second thing that says var number, make that 4051. now go down, and in the script offset box, paste the offset you copied there (keep the dollar sign in the beginning of the script offset box). now hit save in a-map.

    again open XSE, paste the third script, open the rom, compile it, hit copy, close XSE, open a-map, make a new script event under the place where the player starts, put the offset you copied in the script offset box, make the unknown 0003 and the var number 4051.

    Now hit save and open XSE again and paste the fourth script, open the rom, compile it, hit copy, close XSE, open a-map, make a new script event to the left of the place where the player starts, put the offset you copied in the script offset box, make the unknown 0003 and the var number 4051. now hit save in a-map again, and when you're done with all this, tell me.

  2. Echidna
    May 1st, 2011 01:44 PM
    Echidna
    here read this:
    Quote:
    Originally Posted by PEDRO12
    OK, here I'll explain what scripting is and what each script needs to work. First off, scripting is a lot like programming, it's a list of commands, except it has a defined number of commands that make the ROM do specific things like give the hero a pokemon or make an OW move, or start a wild battle, or even change the weather. Now each command, or at least most have parameters. But what are parameters. Well parameters are numbers that the script requires to be placed after it in order for it to work. For example, lets say you use the givepokemon command, well it's parameters are the pokemons number, level, and item to hold, and three buffers. The first three tell the command what pokemon to give and so on, the last three called buffers are there for unknow reasons and should always stay 0x0. But wait, why does it say 0x0 not just 0. Well the "0x" defines a parameter, so each and every parameter used has to have a 0x before the number itself. This is so the game knows that this is a parameter and not part of the command itself. So if the number that has to be placed in the parameters is 5, then it should be written 0x5. Here are commands necessary for almost every script:

    Spoiler:
    - #dynamic 0x<FSF OFFSET>
    - #org @start
    - end


    OK the #dynamic teels the ROM the offset of this script, so instead of <FSF OFFSET>. Type in the offset of this script. I'll explain what an offset is. I'll use almost the same comparison used in the original XSE guide. Imagine the ROM as a book, and scripts as paragraphs, and commands as words. Now lets say you read a very good paragraph and told a friend to read it. Well how would you tell that person which paragraph to read. You would tell hime the page number and paragraph number. That's what an offset is. It's an adress for the script to tell the ROM what script to go to once a person event or anything else is activated. To find an offset, you need FSF. Open it and open the ROM and hit search and copy, then come to XSE and type #dyamic 0x<offset that you coppied>. Now if you pressed copy after search in FSF, all you have to do is paste the offset where it says
    "<offset that you coppied>". Now we're done. Oh and if you want another offset but don't want to close FSF then open it again, just hit find next and hit copy and paste it for the next script.

    #org @start is used to start the script. So always start the script with:

    Spoiler:

    #dynamic 0x<FSF OFFSET>

    #org @start


    Yes it's better to have a line between these two commands, but don't put a line between any other commands. OH an there are other uses for #org. But I'll get to those is the messages section.
    end is to end the script. If you son't use this at the end of a script, the game will go on to other offsets and crash. So use it.
    The general composition of a script is:

    Spoiler:

    #dynamic 0x<FSF OFFSET>

    #org @start
    command1
    command2
    command3 bla bla bla
    end


    of course command 1, 2, and 3 being substituted by real commands.
    One more thing, humans use the numerical system right?? Well XSE uses the hexadecimal system which is used to represent number using the 10 digits and the letters A B C D E F. So instead of counting 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 in the numerical system, we count 1 2 3 4 5 6 7 8 9 A B C D E F 10 11 12 13 14 15 16 17 18 19 1A 1B in the hexadecimal system. Now all numbers used in XSE are in the hexadecimal system, so to convert number from the original form to the hex form, use the calcuator on the right and choose decimal, type in the number, then choose hex and it should be converted, and Vice Versa. So lets say we want to use the give pokemon command and give chikorita, which has a number 152, and we want it level 20, and we want it to hold a berry which by the way has a number lets say 1(yeah items are represented by numbers, I'll give you a list of all items and their numbers later). Well first we change the numbers into hex. 152 in hex is 98, 20 in hex is 14, and 1 in hex is still 1. So the command would look like this:

    Spoiler:

    givepokemon 0x98 0x14 0x1 0x0 0x0 0x0

    Again the last three numbers are buffers and should stay 0.
    Anyways, one more thing, once you've finished the script, hit open and open the rom, then hit compile, which are both on the tools bar, and then hit copy on the small window that appears, close that window, go to Advance Map and paste the offset in the offset box of the event you want it for. Save and it should work. Here are the Open and Compile button:


  3. Echidna
    May 1st, 2011 01:26 PM
    Echidna
    ok, well there is only one option left, you have to ask someone how to fix the reset bug !! ask hackmew or someone who has fixed this problem before. hackmew should know the most.

  4. Echidna
    May 1st, 2011 01:20 PM
    Echidna
    do you know a good scripter who can understand what i'm saying and is willing to help ? if yes, i'll pm this to him, and you pm him the link to the ips.

  5. Echidna
    May 1st, 2011 01:12 PM
    Echidna
    ok, there are four scripts. I'm going to give them to you in order. Compile the first, then compile the second and put the offset in a script tile on the right of where the player first starts. the third should be compiled, and its offset should be placed under where the player starts, and the forth should be placed to the left of where the player starts. don't forget to make the unknown 0003 and the var number 4051 for all the script tiles. When you're done with this, tell me. there is one more thing you need to do. here are the scripts:

    Script 1
    Spoiler:
    #dynamic 0x26D37C

    @org @start
    checkflag 0x9001
    if 0x1 goto @done1
    compare 0x9001 0x1
    if 0x1 goto @case101
    compare 0x9001 0x2
    if 0x1 goto @case202
    compare 0x9001 0x3
    if 0x1 goto @case303
    release
    end

    #org @done1
    release
    end

    #org @case101
    showsprite 0x1
    applymovement 0x1 @move101
    waitmovement 0x1
    applymovement 0xFF @moveplayer
    waitmovement 0xFF
    msgbox @talk1 0x6
    applymovement 0x1 @move101b
    waitmovement 0x1
    hidesprite 0x1
    setflag 0x9001
    release
    end

    #org @case202
    showsprite 0x1
    applymovement 0x1 @move202
    waitmovement 0x1
    applymovement 0xFF @moveplayer
    waitmovement 0xFF
    msgbox @talk1 0x6
    applymovement 0x1 @move202b
    waitmovement 0x1
    hidesprite 0x1
    setflag 0x9001
    release
    end

    #org @case303
    showsprite 0x1
    applymovement 0x1 @move303
    waitmovement 0x1
    applymovement 0xFF @moveplayer
    waitmovement 0xFF
    msgbox @talk1 0x6
    applymovement 0x1 @move303b
    waitmovement 0x1
    hidesprite 0x1
    setflag 0x9001
    release
    end

    #org @talk1
    = \c\h01\h03[rival]:\nHey Jayson !! Come on\lman, stand up. We need to get over\lto Mr.Begum's place to get our\lfirst pokemon. Then I can start my\ljourney to become the best pokemon\ltrainer ever. Hahaha.\p\c\h01\h08Jayson: Yeah you keep on\ndreaming. You'll never become a\lpokemon master with that atitude.\p\c\h01\h03[rival]: Well at least you\ncould've let me dream, or\lyou could've lied and told me that\lI could become the best. Its\lcalled being nice.\p\c\h01\h08Jayson: Yeah yeah.\nWhatever. Lets go so I can be\lsaved the pain of listening to you\lall day.\p\c\h01\h03[rival]: Uhhmm. Okay ? Lets\njust go.

    #org @moveplayer
    #raw 0x3
    #raw 0xFE

    #org @move101
    #raw 0x13
    #raw 0x13
    #raw 0x10
    #raw 0x10
    #raw 0x10
    #raw 0x10
    #raw 0x12
    #raw 0x12
    #raw 0xFE

    #org @move101b
    #raw 0x13
    #raw 0x13
    #raw 0x11
    #raw 0x11
    #raw 0x11
    #raw 0x11
    #raw 0x12
    #raw 0x12
    #raw 0xFE

    #org @move202
    #raw 0x13
    #raw 0x13
    #raw 0x10
    #raw 0x10
    #raw 0x10
    #raw 0x10
    #raw 0x10
    #raw 0x10
    #raw 0x12
    #raw 0x12
    #raw 0x12
    #raw 0xFE

    #org @move202b
    #raw 0x13
    #raw 0x13
    #raw 0x13
    #raw 0x11
    #raw 0x11
    #raw 0x11
    #raw 0x11
    #raw 0x11
    #raw 0x12
    #raw 0x12
    #raw 0xFE

    #org @move303
    #raw 0x13
    #raw 0x13
    #raw 0x10
    #raw 0x10
    #raw 0x10
    #raw 0x10
    #raw 0x12
    #raw 0x12
    #raw 0x12
    #raw 0x12
    #raw 0xFE

    #org @move303b
    #raw 0x13
    #raw 0x13
    #raw 0x13
    #raw 0x13
    #raw 0x11
    #raw 0x11
    #raw 0x11
    #raw 0x11
    #raw 0x12
    #raw 0x12
    #raw 0xFE


    the second
    Spoiler:
    #dynamic 0x26D6E1

    #org @start
    lock
    setvar 0x9001 0x1
    goto 0x26D37C
    release
    end


    the third
    Spoiler:
    #dynamic 0x26D6E2

    #org @start
    lock
    setvar 0x9001 0x2
    goto 0x26D37C
    release
    end


    the forth
    Spoiler:
    #dynamic 0x26D6E3

    #org @start
    lock
    setvar 0x9001 0x3
    goto 0x26D37C
    release
    end

  6. Echidna
    May 1st, 2011 01:00 PM
    Echidna
    ok, 1 minute !! sorry about that !

  7. Echidna
    May 1st, 2011 12:39 PM
    Echidna
    both ips's are posted at the thread.

  8. Echidna
    May 1st, 2011 12:21 PM
    Echidna
    i tried to make it as a level script, and the same problem, reset bug.

  9. ares10
    May 1st, 2011 11:52 AM
    ares10
    same thing for me.

  10. Echidna
    May 1st, 2011 11:45 AM
    Echidna
    hey. i have good and bad news. i wrote the perfect scripts for this, but the only problem is the reset bug. I have a bugged tool, and everytime i write a script, it resets the game when you get near the script tile. You can either ask an expert on how to fix the reset bug (it is fixable), or i could send you the scipt and tell you how to insert it, and it should work.

About Me

  • About ~Anbuja
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    Hi Iam Anbuja!~

    I hax.
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