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  • In the script you want to edit just add anywhere "special 0x16F" and it will upgrade it. Then you just add some msgboxes.
    its really basic, you just load the rom (click on this icon:
    paste the script, hit the gears (click on this icon: [img]) and then click Copy. Then go into Advance Map and paste the offset. It's that simple!
    oh, that script was made in XSE. why cant you use xse?

    I think PSKVUI supports XSE's syntax but im not sure.
    oh, did i not send it? sorry, here you go:

    added script my comments

    #dynamic 0x800000
    #include stditems.rbh

    //---------------
    #org @start
    checkflag 0xFLAG // This checks if the player has defeated the Elite Four. In the Champion's script, add a "setflag 0xFLAG" command. Make the two FLAGs consistent (you won't be able to compile this script until the FLAG is a number, so I recommend you allocate a flag and use it for all the Gym Leaders).
    if 0x1 goto @snippet13 // If the flag is set - if the player has defeated the Champion - then the script will go to "@snippet13".
    setvar 0x8004 0x2
    setvar 0x8005 0x2
    special 0x174
    trainerbattle 0x1 0x19E 0x0 @string1 @string2 @snippet1
    checkflag 0x254
    if 0x0 goto @snippet2
    msgbox @string3 MSG_KEEPOPEN //"There are all kinds of TRAINERS in..."
    release
    end

    #org @snippet13 // This is where the script will go to if the player has defeated the Champion.
    checktrainerflag 0xTRAINERID // This checks if you have already rematched Brock. Replace TRAINERID with the ID number that the trainer has, as shown in A-Trainer (for example, ordinary Brock's Trainer ID is 19E).
    compare LASTRESULT 0x1 // If the playe has rematched Brock...
    if 0x1 goto @snippet15 // ...then go to "@snippet15". If not...
    trainerbattle 0x1 0xTRAINERID 0x0 @string8 @string9 @snippet14 //... then commence a battle with Brock after displaying the text located "@string8". When the player wins, display the text located at "@string9". Go to "@snippet14".

    #org @snippet14 // This is where the script will go to once the player has defeated Brock once again.
    msgbox @string4 MSG_KEEPOPEN // From here...
    checkitemroom ITEM_TM39 0x1 // Does the player have room in the TM Case?
    compare LASTRESULT 0x0 // If no...
    if 0x1 goto @snippet4 // ... goto "@snippet4". Otherwise...
    additem ITEM_TM39 0x1 // ... add TM39 to the player's inventory...
    loadpointer 0x0 @string5 //"[player] received TM39\nfrom BROCK..." // ...then load the pointer at "@string5" to be displayed when...
    giveitem2 ITEM_TM39 0x1 0x101 // ...the player receives TM39.
    msgbox @string6 MSG_KEEPOPEN // This displays the text located at "@string6".
    release // Of course, you can change the contents of "@snippet14" to whatever script you wish.
    end

    #org @snippet15 // This is where the script will go if the player has rematched Brock and are now interacting with him once more.
    msgbox @string3 MSG_KEEPOPEN //"There are all kinds of TRAINERS in..." // This displays the text located at "@string3".
    release
    end

    //---------------
    #org @snippet1
    setvar 0x8004 0x2
    setvar 0x8005 0x1
    special 0x173
    setflag 0x4B0
    setflag 0x820
    setvar 0x406C 0x1
    setflag 0x2E
    clearflag 0x92
    setvar 0x8008 0x1
    call @snippet3
    goto @snippet2

    //---------------
    #org @snippet2
    msgbox @string4 MSG_KEEPOPEN //"Wait!\nTake this with you."
    checkitemroom ITEM_TM39 0x1
    compare LASTRESULT 0x0
    if 0x1 goto @snippet4
    additem ITEM_TM39 0x1
    loadpointer 0x0 @string5 //"[player] received TM39\nfrom BROCK..."
    giveitem2 ITEM_TM39 0x1 0x101
    setflag 0x254
    msgbox @string6 MSG_KEEPOPEN //"A TM, Technical Machine, contains ..."
    release
    end

    //---------------
    #org @snippet3
    copyvar 0x8000 0x8008
    compare 0x8000 0x1
    if 0x1 goto @snippet5
    compare 0x8000 0x2
    if 0x1 goto @snippet6
    compare 0x8000 0x3
    if 0x1 goto @snippet7
    compare 0x8000 0x4
    if 0x1 goto @snippet8
    compare 0x8000 0x5
    if 0x1 goto @snippet9
    compare 0x8000 0x6
    if 0x1 goto @snippet10
    compare 0x8000 0x7
    if 0x1 goto @snippet11
    compare 0x8000 0x8
    if 0x1 goto @snippet12
    end

    //---------------
    #org @snippet4
    msgbox @string7 MSG_KEEPOPEN //"You don't have room for this."
    release
    end

    //---------------
    #org @snippet5
    cleartrainerflag 0x8E
    return

    //---------------
    #org @snippet6
    cleartrainerflag 0x96
    cleartrainerflag 0xEA
    return

    //---------------
    #org @snippet7
    cleartrainerflag 0x8D
    cleartrainerflag 0xDC
    cleartrainerflag 0x1A7
    return

    //---------------
    #org @snippet8
    cleartrainerflag 0x84
    cleartrainerflag 0x85
    cleartrainerflag 0xA0
    cleartrainerflag 0x109
    cleartrainerflag 0x10A
    cleartrainerflag 0x10B
    cleartrainerflag 0x192
    return

    //---------------
    #org @snippet9
    cleartrainerflag 0x126
    cleartrainerflag 0x127
    cleartrainerflag 0x120
    cleartrainerflag 0x121
    cleartrainerflag 0x124
    cleartrainerflag 0x125
    return

    //---------------
    #org @snippet10
    cleartrainerflag 0x118
    cleartrainerflag 0x119
    cleartrainerflag 0x11A
    cleartrainerflag 0x11B
    cleartrainerflag 0x1CE
    cleartrainerflag 0x1CF
    cleartrainerflag 0x1D0
    return

    //---------------
    #org @snippet11
    cleartrainerflag 0xB1
    cleartrainerflag 0xB2
    cleartrainerflag 0xB3
    cleartrainerflag 0xB4
    cleartrainerflag 0xD5
    cleartrainerflag 0xD6
    cleartrainerflag 0xD7
    return

    //---------------
    #org @snippet12
    cleartrainerflag 0x128
    cleartrainerflag 0x129
    cleartrainerflag 0x142
    cleartrainerflag 0x143
    cleartrainerflag 0x144
    cleartrainerflag 0x188
    cleartrainerflag 0x190
    cleartrainerflag 0x191
    return


    //---------
    // Strings
    //---------
    #org @string1
    = So, you're here. I'm BROCK.\nI'm PEWTER's GYM LEADER.\pMy rock-hard willpower is evident\neven in my POKéMON.\pMy POKéMON are all rock hard, and\nhave true-grit determination.\pThat's right - my POKéMON are all\nthe ROCK type!\pFuhaha! You're going to challenge\nme knowing that you'll lose?\pThat's the TRAINER's honor that\ncompels you to challenge me.\pFine, then!\nShow me your best!\c\h0B[Ke]À

    #org @string2
    = I took you for granted, and so\nI lost.\pAs proof of your victory, I confer\non you this[.]the official POKéMON\lLEAGUE BOULDERBADGE.\p\c\h06Á[player] received the BOULDERBADGE\nfrom BROCK!\c\h17\c\h0BÇÀ\c\h08\n\c\h08[Ke]\c\h18\p\c\h06ÇJust having the BOULDERBADGE makes\nyour POKéMON more powerful.\pIt also enables the use of the\nmove FLASH outside of battle.\pOf course, a POKéMON must know the\nmove FLASH to use it.

    #org @string3
    = There are all kinds of TRAINERS in\nthis huge world of ours.\pYou appear to be very gifted as a\nPOKéMON TRAINER.\pSo let me make a suggestion.\pGo to the GYM in CERULEAN and test\nyour abilities.

    #org @string4
    = Wait!\nTake this with you.

    #org @string5
    = [player] received TM39\nfrom BROCK.

    #org @string6
    = A TM, Technical Machine, contains a\ntechnique for POKéMON.\pUsing a TM teaches the move it\ncontains to a POKéMON.\pA TM is good for only one use.\pSo, when you use one, pick the\nPOKéMON carefully.\pAnyways[.]\nTM39 contains ROCK TOMB.\pIt hurls boulders at the foe and\nlowers its SPEED.

    #org @string7
    = You don't have room for this.

    #org @string8
    = Now you're an official POKéMON\nMASTER, let's have a rematch!

    #org @string9
    = Truly, you do deserve the title\nof POKéMON MASTER!
    Are you using JPAN's FireRed Hacked Engine? special 0x58 in that patch lets you change the wild pokemon, so you could just have scripts that activate that special/deactiavte it upon entering different areas.

    ill send you a script for the rematch later, ive gotta do something atm sorry!
    1. http://i.imgur.com/SiqNM.png that infographic should help (if its legible)
    2. yeah, but I reccommend using XSE 1.1.1 (download here: http://www.sendspace.com/file/qog56c)
    3. you cant im afraid. to access the Tree pokémon data the special 0xAB needs to be activated from a script.
    4. it should work the same as the infographic but you dont need to use the plugin part as it automatically loads the overworlds.
    5. yeah, you need to index your sprites. there are tutorials on that in the tutorials subforum.
    6. well, it depends on how often you want the rematches to be available and how. is it just using the vs seeker, or just after a certain event is done you can talk to them and rematch them again.
    7. im not sure, sorry.
    #dynamic 0x800000
    #include stditems.rbh

    //---------------
    #org @start
    lock
    faceplayer
    checkflag 0x2
    if 0x1 goto @snippet1
    compare 0x4055 0x9
    if 0x1 goto @snippet2
    compare 0x4055 0x8
    if 0x1 goto @snippet3
    compare 0x4052 0x1
    if 0x1 goto @snippet2
    compare 0x4055 0x6
    if 0x1 goto @snippet4
    compare 0x4057 0x1
    if 0x4 goto @snippet5
    compare 0x4055 0x4
    if 0x1 goto @snippet6
    compare 0x4055 0x3
    if 0x1 goto @snippet7
    msgbox @string1 MSG_KEEPOPEN //"OAK: Now, [player].\pInside those ..."
    release
    end

    //---------------
    #org @snippet1
    msgbox @string2 MSG_KEEPOPEN //"Thank you, [player]!\nSincerely, t..."
    release
    end

    //---------------
    #org @snippet2
    call @snippet8
    checkflag 0x2F4
    if 0x1 goto @snippet9
    release
    end

    //---------------
    #org @snippet3
    msgbox @string3 MSG_KEEPOPEN //"POKéMON around the world wait for\..."
    release
    end

    //---------------
    #org @snippet4
    setvar 0x8004 0x0
    special2 LASTRESULT 0xD4
    copyvar 0x8008 0x8005
    copyvar 0x8009 0x8006
    buffernumber 0x0 0x8008
    buffernumber 0x1 0x8009
    compare 0x8009 0x1
    if 0x1 goto @snippet10
    goto @snippet2

    //---------------
    #org @snippet5
    msgbox @string4 MSG_KEEPOPEN //"OAK: Oh, [player]!\nHow is my old ..."
    textcolor 0x3
    fanfare 0x105
    preparemsg @string5 //"[player] delivered OAK'S PARCEL."
    waitmsg
    waitfanfare
    call @snippet11
    removeitem ITEM_OAKSPARCEL 0x1
    msgbox @string6 MSG_KEEPOPEN //"Ah! \nIt's the custom POKé BALL!\p..."
    playsong 0x13B 0x0
    msgbox @string7 MSG_KEEPOPEN //"[rival]: Gramps!"
    closeonkeypress
    compare PLAYERFACING 0x2
    if 0x1 call @snippet12
    compare PLAYERFACING 0x1
    if 0x1 call @snippet13
    compare PLAYERFACING 0x4
    if 0x1 call @snippet14
    compare PLAYERFACING 0x3
    if 0x1 call @snippet14
    fadedefault
    msgbox @string8 MSG_KEEPOPEN //"[rival]: I almost forgot!\nWhat di..."
    closeonkeypress
    pause 0x1E
    sound 0x15
    applymovement 0x4 @move1
    waitmovement 0x0
    applymovement 0x4 @move2
    waitmovement 0x0
    compare PLAYERFACING 0x1
    if 0x1 call @snippet15
    compare PLAYERFACING 0x4
    if 0x1 call @snippet16
    compare PLAYERFACING 0x3
    if 0x1 call @snippet17
    compare PLAYERFACING 0x2
    if 0x1 call @snippet18
    msgbox @string9 MSG_KEEPOPEN //"OAK: Oh, right!\nI have a request ..."
    closeonkeypress
    compare PLAYERFACING 0x2
    if 0x1 call @snippet19
    compare PLAYERFACING 0x1
    if 0x1 call @snippet20
    compare PLAYERFACING 0x4
    if 0x1 call @snippet21
    compare PLAYERFACING 0x3
    if 0x1 call @snippet22
    msgbox @string10 MSG_KEEPOPEN //"On the desk there is my invention,..."
    closeonkeypress
    pause 0x28
    msgbox @string11 MSG_KEEPOPEN //"OAK: [player] and [rival].\nTake t..."
    closeonkeypress
    applymovement 0x4 @move3
    waitmovement 0x0
    hidesprite 0x9
    pause 0xA
    hidesprite 0xA
    pause 0x19
    compare PLAYERFACING 0x2
    if 0x1 call @snippet23
    compare PLAYERFACING 0x1
    if 0x1 call @snippet24
    compare PLAYERFACING 0x4
    if 0x1 call @snippet25
    compare PLAYERFACING 0x3
    if 0x1 call @snippet26
    pause 0xA
    textcolor 0x3
    fanfare 0x13E
    preparemsg @string12 //"[player] received the POKéDEX\nfro..."
    waitmsg
    waitfanfare
    call @snippet11
    setflag 0x829
    special 0x181
    setvar 0x407C 0x1
    msgbox @string13 MSG_KEEPOPEN //"OAK: You can't get detailed data\n..."
    additem ITEM_POKEBALL 0x5
    loadpointer 0x0 @string14 //"[player] received five POKé BALLS."
    giveitem2 ITEM_POKEBALL 0x5 0x101
    msgbox @string15 MSG_KEEPOPEN //"When a wild POKéMON appears,\nit's..."
    setvar 0x8004 0x0
    setvar 0x8005 0x1
    special 0x173
    msgbox @string16 MSG_KEEPOPEN //"To make a complete guide on all\nt..."
    msgbox @string17 MSG_KEEPOPEN //"[rival]: All right, Gramps!\nLeave..."
    compare PLAYERFACING 0x2
    if 0x1 call @snippet27
    compare PLAYERFACING 0x1
    if 0x1 call @snippet28
    compare PLAYERFACING 0x4
    if 0x1 call @snippet29
    compare PLAYERFACING 0x3
    if 0x1 call @snippet29
    msgbox @string18 MSG_KEEPOPEN //"[player], I hate to say it, but yo..."
    closeonkeypress
    playsong 0x13C 0x0
    compare PLAYERFACING 0x2
    if 0x1 call @snippet30
    compare PLAYERFACING 0x1
    if 0x1 call @snippet31
    compare PLAYERFACING 0x4
    if 0x1 call @snippet31
    compare PLAYERFACING 0x3
    if 0x1 call @snippet31
    hidesprite 0x8
    fadedefault
    setvar 0x4055 0x6
    setvar 0x4057 0x2
    setvar 0x4051 0x1
    setvar 0x4058 0x1
    setvar 0x4054 0x1
    release
    end

    //---------------
    #org @snippet6
    msgbox @string19 MSG_KEEPOPEN //"OAK: [player], raise your young\nP..."
    release
    end

    //---------------
    #org @snippet7
    msgbox @string20 MSG_KEEPOPEN //"OAK: If a wild POKéMON appears,\ny..."
    release
    end

    //---------------
    #org @snippet8
    special 0x187
    compare LASTRESULT 0x2
    if 0x1 goto @snippet32
    special 0x188
    checkflag 0x2F4
    if 0x1 call @snippet33
    checkflag 0x2F4
    if 0x0 call @snippet34
    call @snippet35
    return

    //---------------
    #org @snippet9
    closeonkeypress
    pause 0x28
    preparemsg @string21 //"Wroooooooaaaaaarrrr!"
    waitmsg
    compare PLAYERFACING 0x2
    if 0x1 call @snippet36
    compare PLAYERFACING 0x1
    if 0x1 call @snippet37
    compare PLAYERFACING 0x4
    if 0x1 call @snippet38
    compare PLAYERFACING 0x3
    if 0x1 call @snippet39
    applymovement 0x4 @move4
    waitmovement 0x0
    closeonkeypress
    pause 0x46
    msgbox @string2 MSG_KEEPOPEN //"Thank you, [player]!\nSincerely, t..."
    setflag 0x2
    release
    end

    //---------------
    #org @snippet10
    special 0x187
    compare LASTRESULT 0x2
    if 0x1 goto @snippet32
    special 0x188
    checkflag 0x24F
    if 0x1 goto @snippet3
    checkflag 0x247
    if 0x1 goto @snippet40
    checkitem ITEM_POKEBALL 0x1
    compare LASTRESULT 0x0
    if 0x1 goto @snippet41
    goto @snippet3

    //---------------
    #org @snippet11
    copyvar 0x8012 0x8013
    return

    //---------------
    #org @snippet12
    movesprite2 0x8 0x5 0xA
    showsprite 0x8
    applymovement MOVE_PLAYER @move5
    applymovement 0x8 @move6
    waitmovement 0x0
    return

    //---------------
    #org @snippet13
    movesprite2 0x8 0x6 0xA
    showsprite 0x8
    applymovement 0x4 @move7
    applymovement 0x8 @move6
    waitmovement 0x0
    return

    //---------------
    #org @snippet14
    movesprite2 0x8 0x6 0xA
    showsprite 0x8
    applymovement 0x4 @move7
    applymovement MOVE_PLAYER @move8
    applymovement 0x8 @move6
    waitmovement 0x0
    return

    //---------------
    #org @snippet15
    applymovement 0x4 @move4
    waitmovement 0x0
    pause 0xF
    applymovement 0x4 @move7
    waitmovement 0x0
    return

    //---------------
    #org @snippet16
    applymovement 0x4 @move4
    waitmovement 0x0
    pause 0xF
    applymovement MOVE_PLAYER @move9
    applymovement 0x4 @move7
    waitmovement 0x0
    return

    //---------------
    #org @snippet17
    applymovement 0x4 @move4
    waitmovement 0x0
    pause 0xF
    applymovement MOVE_PLAYER @move10
    applymovement 0x4 @move7
    waitmovement 0x0
    return

    //---------------
    #org @snippet18
    applymovement MOVE_PLAYER @move3
    waitmovement 0x0
    return

    //---------------
    #org @snippet19
    applymovement 0x4 @move11
    waitmovement 0x0
    return

    //---------------
    #org @snippet20
    applymovement 0x4 @move12
    applymovement MOVE_PLAYER @move13
    applymovement 0x8 @move13
    waitmovement 0x4
    return

    //---------------
    #org @snippet21
    applymovement 0x4 @move11
    applymovement MOVE_PLAYER @move14
    waitmovement 0x4
    return

    //---------------
    #org @snippet22
    applymovement 0x4 @move11
    waitmovement 0x0
    return

    //---------------
    #org @snippet23
    applymovement 0x4 @move15
    waitmovement 0x0
    return

    //---------------
    #org @snippet24
    applymovement 0x4 @move16
    waitmovement 0x0
    return

    //---------------
    #org @snippet25
    applymovement 0x4 @move15
    applymovement MOVE_PLAYER @move17
    waitmovement 0x0
    return

    //---------------
    #org @snippet26
    applymovement 0x4 @move15
    waitmovement 0x0
    return

    //---------------
    #org @snippet27
    applymovement 0x8 @move4
    applymovement MOVE_PLAYER @move10
    waitmovement 0x0
    return

    //---------------
    #org @snippet28
    applymovement 0x8 @move3
    applymovement MOVE_PLAYER @move7
    waitmovement 0x0
    return

    //---------------
    #org @snippet29
    applymovement 0x8 @move4
    applymovement MOVE_PLAYER @move7
    waitmovement 0x0
    return

    //---------------
    #org @snippet30
    applymovement MOVE_PLAYER @move8
    applymovement 0x8 @move18
    waitmovement 0x0
    return

    //---------------
    #org @snippet31
    applymovement 0x8 @move18
    waitmovement 0x0
    return

    //---------------
    #org @snippet32
    release
    end

    //---------------
    #org @snippet33
    msgbox @string22 MSG_KEEPOPEN //"OAK: Ah, welcome!\pTell me, how is..."
    return

    //---------------
    #org @snippet34
    msgbox @string23 MSG_KEEPOPEN //"OAK: Good to see you!\nHow is your..."
    return

    //---------------
    #org @snippet35
    setvar 0x8004 0x1F
    special 0x17E
    special 0x17D
    setvar 0x8004 0x0
    special2 LASTRESULT 0xD4
    copyvar 0x8008 0x8005
    copyvar 0x8009 0x8006
    copyvar 0x800A LASTRESULT
    buffernumber 0x0 0x8008
    buffernumber 0x1 0x8009
    msgbox @string24 MSG_KEEPOPEN //"The amount of progress you've made..."
    checkflag 0x2FF
    if 0x0 call @snippet42
    call @snippet43
    compare 0x800A 0x0
    if 0x1 goto @snippet44
    setvar 0x8004 0x1
    special2 LASTRESULT 0xD4
    copyvar 0x8008 0x8005
    copyvar 0x8009 0x8006
    buffernumber 0x0 0x8008
    buffernumber 0x1 0x8009
    msgbox @string25 MSG_KEEPOPEN //"And your NATIONAL POKéDEX is:\p[bu..."
    special2 LASTRESULT 0x1B0
    compare LASTRESULT 0x0
    if 0x1 goto @snippet45
    compare LASTRESULT 0x1
    if 0x1 goto @snippet46
    end

    //---------------
    #org @snippet36
    applymovement 0x4 @move19
    waitmovement 0x0
    return

    //---------------
    #org @snippet37
    applymovement 0x4 @move20
    waitmovement 0x0
    return

    //---------------
    #org @snippet38
    applymovement 0x4 @move21
    waitmovement 0x0
    return

    //---------------
    #org @snippet39
    applymovement 0x4 @move22
    waitmovement 0x0
    return

    //---------------
    #org @snippet40
    msgbox @string26 MSG_KEEPOPEN //"OAK: Come see me sometime.\pAfter ..."
    release
    end

    //---------------
    #org @snippet41
    compare 0x4054 0x2
    if 0x4 goto @snippet47
    goto @snippet3

    //---------------
    #org @snippet42
    textcolor 0x0
    return

    //---------------
    #org @snippet43
    copyvar 0x8004 0x8009
    special 0xD5
    waitmsg
    compare LASTRESULT 0x0
    if 0x1 call @snippet48
    compare LASTRESULT 0x1
    if 0x1 call @snippet49
    waitfanfare
    waitkeypress
    return

    //---------------
    #org @snippet44
    special 0x17F
    return

    //---------------
    #org @snippet45
    msgbox @string27 MSG_KEEPOPEN //"I'll be looking forward to seeing\..."
    goto @snippet44

    //---------------
    #org @snippet46
    setflag 0x2F4
    msgbox @string28 MSG_KEEPOPEN //"Finally[.]\pYou've finally complet..."
    goto @snippet44

    //---------------
    #org @snippet47
    msgbox @string29 MSG_KEEPOPEN //"Ah, [player]!\nHow is your POKéDEX..."
    additem ITEM_POKEBALL 0x5
    loadpointer 0x0 @string14 //"[player] received five POKé BALLS."
    giveitem2 ITEM_POKEBALL 0x5 0x101
    setflag 0x247
    release
    end

    //---------------
    #org @snippet48
    fanfare 0x13D
    return

    //---------------
    #org @snippet49
    fanfare 0x103
    return


    //---------
    // Strings
    //---------
    #org @string1
    = OAK: Now, [player].\pInside those three POKé BALLS are\nPOKéMON.\pWhich one will you choose for\nyourself?

    #org @string2
    = Thank you, [player]!\nSincerely, thank you!\lYou've made my dream a reality!

    #org @string3
    = POKéMON around the world wait for\nyou, [player]!

    #org @string4
    = OAK: Oh, [player]!\nHow is my old POKéMON?\pWell, it seems to be growing more\nattached to you.\pYou must be talented as a POKéMON\nTRAINER.\pWhat's that?\nYou have something for me?

    #org @string5
    = [player] delivered OAK'S PARCEL.

    #org @string6
    = Ah! \nIt's the custom POKé BALL!\pI had it on order.\nThank you!

    #org @string7
    = [rival]: Gramps!

    #org @string8
    = [rival]: I almost forgot!\nWhat did you call me for?

    #org @string9
    = OAK: Oh, right!\nI have a request for you two.

    #org @string10
    = On the desk there is my invention,\nthe POKéDEX!\pIt automatically records data on\nPOKéMON you've seen or caught.\pIt's a high-tech encyclopedia!

    #org @string11
    = OAK: [player] and [rival].\nTake these with you.

    #org @string12
    = [player] received the POKéDEX\nfrom PROF. OAK.

    #org @string13
    = OAK: You can't get detailed data\non POKéMON by just seeing them.\pYou must catch them to obtain\ncomplete data.\pSo, here are some tools for\ncatching wild POKéMON.

    #org @string14
    = [player] received five POKé BALLS.

    #org @string15
    = When a wild POKéMON appears,\nit's fair game.\pJust throw a POKé BALL at it and\ntry to catch it!\pThis won't always work, however.\pA healthy POKéMON can escape.\nYou have to be lucky!

    #org @string16
    = To make a complete guide on all\nthe POKéMON in the world[.]\pThat was my dream!\pBut, I'm too old.\nI can't get the job done.\pSo, I want you two to fulfill my\ndream for me.\pGet moving, you two.\pThis is a great undertaking in\nPOKéMON history!

    #org @string17
    = [rival]: All right, Gramps!\nLeave it all to me!

    #org @string18
    = [player], I hate to say it, but you\nwon't be necessary for this.\pI know! I'll borrow a TOWN MAP\nfrom my sis!\pI'll tell her not to lend you one,\n[player]! Hahaha!\pDon't bother coming around to\nmy place after this!

    #org @string19
    = OAK: [player], raise your young\nPOKéMON by making it battle.\pIt has to battle for it to grow.

    #org @string20
    = OAK: If a wild POKéMON appears,\nyour POKéMON can battle it.\pWith it at your side, you should be\nable to reach the next town.

    #org @string21
    = Wroooooooaaaaaarrrr!

    #org @string22
    = OAK: Ah, welcome!\pTell me, how is your POKéDEX\ncoming along?\pWahaha!\pActually, I know how it is, but I\nlove seeing it anyway!\pLet's see[.]

    #org @string23
    = OAK: Good to see you!\nHow is your POKéDEX coming along?\pHere, let me take a look.

    #org @string24
    = The amount of progress you've made\non your POKéDEX is:\p[buffer1] POKéMON seen and\n[buffer2] POKéMON owned.\p\c\h06ÁPROF. OAK's rating:

    #org @string25
    = And your NATIONAL POKéDEX is:\p[buffer1] POKéMON seen and\n[buffer2] POKéMON owned.

    #org @string26
    = OAK: Come see me sometime.\pAfter all, I want to know how your\nPOKéDEX is coming along.

    #org @string27
    = I'll be looking forward to seeing\nyou fill the NATIONAL POKéDEX!

    #org @string28
    = Finally[.]\pYou've finally completed the\nPOKéDEX!\pIt's magnificent!\nTruly, this is a fantastic feat!

    #org @string29
    = Ah, [player]!\nHow is your POKéDEX shaping up?\p[rival] has already caught some\nPOKéMON and added to the data.\pSo, [player], let's have a look at\nyour POKéDEX.\p[.]What's the matter?\nYou've added no new data at all.\pI'll give you these, so do try a\nlittle harder.


    //-----------
    // Movements
    //-----------
    #org @move1
    #raw 0x62 //Exclamation Mark (!)
    #raw 0xFE //End of Movements

    #org @move2
    #raw 0x1C //Delay5
    #raw 0x1C //Delay5
    #raw 0x1C //Delay5
    #raw 0xFE //End of Movements

    #org @move3
    #raw 0x2E //Face Up (Delayed)
    #raw 0xFE //End of Movements

    #org @move4
    #raw 0x4A //Face Player
    #raw 0xFE //End of Movements

    #org @move5
    #raw 0x2D //Face Down (Delayed)
    #raw 0x1C //Delay5
    #raw 0x1C //Delay5
    #raw 0x1C //Delay5
    #raw 0x1C //Delay5
    #raw 0x1C //Delay5
    #raw 0x1B //Delay4
    #raw 0x2F //Face Left (Delayed)
    #raw 0xFE //End of Movements

    #org @move6
    #raw 0x11 //Step Up (Normal)
    #raw 0x11 //Step Up (Normal)
    #raw 0x11 //Step Up (Normal)
    #raw 0x11 //Step Up (Normal)
    #raw 0x11 //Step Up (Normal)
    #raw 0x11 //Step Up (Normal)
    #raw 0xFE //End of Movements

    #org @move7
    #raw 0x2D //Face Down (Delayed)
    #raw 0xFE //End of Movements

    #org @move8
    #raw 0x1A //Delay3
    #raw 0x2D //Face Down (Delayed)
    #raw 0xFE //End of Movements

    #org @move9
    #raw 0x30 //Face Right (Delayed)
    #raw 0xFE //End of Movements

    #org @move10
    #raw 0x2F //Face Left (Delayed)
    #raw 0xFE //End of Movements

    #org @move11
    #raw 0x11 //Step Up (Normal)
    #raw 0x12 //Step Left (Normal)
    #raw 0x1C //Delay5
    #raw 0x2D //Face Down (Delayed)
    #raw 0xFE //End of Movements

    #org @move12
    #raw 0x12 //Step Left (Normal)
    #raw 0x12 //Step Left (Normal)
    #raw 0x11 //Step Up (Normal)
    #raw 0x1C //Delay5
    #raw 0x30 //Face Right (Delayed)
    #raw 0xFE //End of Movements

    #org @move13
    #raw 0x1C //Delay5
    #raw 0x1B //Delay4
    #raw 0x2F //Face Left (Delayed)
    #raw 0xFE //End of Movements

    #org @move14
    #raw 0x1C //Delay5
    #raw 0x1B //Delay4
    #raw 0x2E //Face Up (Delayed)
    #raw 0xFE //End of Movements

    #org @move15
    #raw 0x13 //Step Right (Normal)
    #raw 0x10 //Step Down (Normal)
    #raw 0xFE //End of Movements

    #org @move16
    #raw 0x10 //Step Down (Normal)
    #raw 0x13 //Step Right (Normal)
    #raw 0xFE //End of Movements

    #org @move17
    #raw 0x1C //Delay5
    #raw 0x1B //Delay4
    #raw 0x30 //Face Right (Delayed)
    #raw 0xFE //End of Movements

    #org @move18
    #raw 0x10 //Step Down (Normal)
    #raw 0x10 //Step Down (Normal)
    #raw 0x10 //Step Down (Normal)
    #raw 0x10 //Step Down (Normal)
    #raw 0x10 //Step Down (Normal)
    #raw 0x10 //Step Down (Normal)
    #raw 0xFE //End of Movements

    #org @move19
    #raw 0x25 //Step on the Spot Down (Faster)
    #raw 0x29 //Step on the Spot Down (Fastest)
    #raw 0x25 //Step on the Spot Down (Faster)
    #raw 0x25 //Step on the Spot Down (Faster)
    #raw 0x29 //Step on the Spot Down (Fastest)
    #raw 0x25 //Step on the Spot Down (Faster)
    #raw 0xFE //End of Movements

    #org @move20
    #raw 0x26 //Step on the Spot Up (Faster)
    #raw 0x2A //Step on the Spot Up (Fastest)
    #raw 0x26 //Step on the Spot Up (Faster)
    #raw 0x26 //Step on the Spot Up (Faster)
    #raw 0x2A //Step on the Spot Up (Fastest)
    #raw 0x26 //Step on the Spot Up (Faster)
    #raw 0xFE //End of Movements

    #org @move21
    #raw 0x27 //Step on the Spot Left (Faster)
    #raw 0x2B //Step on the Spot Left (Fastest)
    #raw 0x27 //Step on the Spot Left (Faster)
    #raw 0x27 //Step on the Spot Left (Faster)
    #raw 0x2B //Step on the Spot Left (Fastest)
    #raw 0x27 //Step on the Spot Left (Faster)
    #raw 0xFE //End of Movements

    #org @move22
    #raw 0x28 //Step on the Spot Right (Faster)
    #raw 0x2C //Step on the Spot Right (Fastest)
    #raw 0x28 //Step on the Spot Right (Faster)
    #raw 0x28 //Step on the Spot Right (Faster)
    #raw 0x2C //Step on the Spot Right (Fastest)
    #raw 0x28 //Step on the Spot Right (Faster)
    #raw 0xFE //End of Movements


    ^ thats the amended version for xse
    I suggest using NSE Classic. Then load up it's Trainers Plugin, load the sprite, enter offsets with free space (it has an auto-search option but you can use FSF if it doesn't) for the palette and image, hit save, and it should work.

    For the National Dex, you need to use special 0x16F to activate it.
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