thanks yo. i appreciate that.
i only need the pokedex one and the reas why i said "dont tell me to read a tutorial" because theres about 10 ive read but non gve me it
diegoisawesome's/thethethethe's scripting tutorials said:0x820 – Activates First Badge
0x821 - Activates Second Badge
0x822 - Activates Third Badge
0x823 - Activates Fourth Badge
0x824 - Activates Fifth Badge
0x825 - Activates Sixth Badge
0x826 - Activates Seventh Badge
0x827 - Activates Eighth Badge
0x828 - Activates Pokemon Menu
0x829 - Activates Pokedex Menu
0x82F - Activates Running Shoes
ok im asking you directly
yeah i do struggle at scripting it seems a bit complicated but some of you think its a peice of cake ive been wanting to make 3 scripts so i can finish my first beta.
1.A script where when you walk to a certain place your confronted by someone and battledthen they leave....
2.the pokedex one i want someone to give you a pkedex but not oak
3.A police offcer blocking a route until you have the firs gym badge.
can you tell me which is the clearest tutorial to help me with these.
Thanks.
Alright, so I've been wrestling with XSE for a few hours, testing code, playing with it, and been having a lot of fun, however, I am always stuck with the flag actions. I know how to set flags and do the if statements, however, when I compile and save, the if statement dissapears from the code.
Here is the code I have been using:
Spoiler:
'---------------
#dynamic 0x16A094
#org @start
lock
faceplayer
checkflag 0x1000
if 0x1 call @recieve
msgbox 0x818FC2B MSG_KEEPOPEN '"Okay!\pBe sure to read what's on t..."
setflag 0x1001
release
end
#org @recieve
msgbox @msg1 0x2
givepokemon 0x85 0x5 0x0D 0x0 0x0 0x0
msgbox @msg2 0x2
release
end
#org @msg1
= Hey, [player]! I bet you must be\nexcited! [rival] was pretty pumped\ltoo. He just ran out of here.\lYou just missed him. Anyways, I\lthink you already noticed, I have\lno more pokemon left. But don't\lfret! Professor Oak from Pallet\lhas happily said he would supply\lyou with pokemon. Why don't you\ltake my Eevee with you. It's just\lbeen a pet for me for the last\lyear or so, but Eevee should be\lable to fight just fine. You'll\lneed Eevee for Route 1.
#org @msg2
= Recieved Eevee!/lGood Luck!
'---------
' Strings
'---------
#org 0x18FC2B
= Check your mail!\pHurry or [rival] will have a big\lheadstart!
'-----------
' Movements
'-----------
#org 0x1A75E5
#raw 0x5A 'mov5A
#raw 0xFE 'End of Movements
I know it looks sloppy, I am much more organized, but why put more effort into something that never stays?
That is how I write it and how it compiles, but when I re-open it it looks like this:
Spoiler:'---------------
#org 0x16A094
lock
faceplayer
checkflag 0x1000
msgbox 0x818FC2B MSG_KEEPOPEN '"Check your mail!\pHurry or [rival]..."
closeonkeypress
applymovement 0x1 0x81A75E5
waitmovement 0x0
release
end
'---------
' Strings
'---------
#org 0x18FC2B
= Check your mail!\pHurry or [rival] will have a big\lheadstart!
'-----------
' Movements
'-----------
#org 0x1A75E5
#raw 0x5A 'mov5A
#raw 0xFE 'End of Movements
Any help or guidance would be a great help. I am probably missing something stupid. =\.
right the pokedex one doesn't work theres probaly a lot of problems but this is my script
#dynamic 0x900000
#org @done
msgbox @done 0x6
= Proffeser WILLOW forgot to give you this.
clearflag 0x829
release
end
so whats wrong with it nd how do i change it so after he gives me it he says something diffrent
Where do I go to find tools and tutorials on 4th gen pokemon rom editting? It seems that the bulk of material on this forum is for the gba series of pokemon only.
Also, would anyone know how to script in pokemon platinum to make the game start up immediately at the continue/new game screen?
I'm having no luck finding a decent tile map editor; every one of them either can't load up any of my tilesets, or crash whenever I try to use them. There's got to be something out there I can use. Any ideas?
NTME is a really good one by D-Trogh. :)
Tried that too, and it's one of the ones that keeps on rejecting the tilesets I have, so that won't work.
The most promising one for me seems to be Tile Mapper, since you can adjust the tiles to whatever size you need, but unfortunately it keeps on crashing on me AND it refuses to load any of the files I save on it. Has anyone here had any experience with this program? If so, can you tell me what I'm doing wrong with it?
What exactly are you trying to do with it? And what are you using for the tilesets?
=/No one saw my question, prob cause it was at the bottom of the post...
but is it possible to release a party pokemon?
Thanks
No one saw my question, prob cause it was at the bottom of the post...
but is it possible to release a party pokemon?
Thanks
Sorry didnt explain this well.
Is it possible to release a party pokemon using a script?
No one saw my question, prob cause it was at the bottom of the post...
but is it possible to release a party pokemon?
Thanks
Sorry didnt explain this well.
Is it possible to release a party pokemon using a script?
Well, what exactly did you do? If you did it "completely right", as you said, then it should have worked. :/
Please, explain a bit more.
Okay, then, I'll tell you to read someone's tutorial that they've written here on the forums. Honestly, no one's going to write a script for you, unless they're on your team. Seriously, writing a simple script such as a Gym battle shouldn't be that hard.
No, but there are plenty of tutorials.
Uh, sorry? I dunno what you mean. :3
Uh, that's what XSE is for. And that's what all of the XSE tutorials are for. Go read up on a couple of those.
Ah, no, I know what you did. I am assuming you inserted it into the Charizard? The only thing that you actually did was insert the Ho-oh image. You also have to put in the raw. However, unlike what a lot of people think, the next image is the raw. At the Charizard, click on the Next Image (or whatever it's called). It shouldn't look like a Charizard at all. Next, click "Dump Raw". Sorry, but you'll have to re-do the tilemap; just open NTME and do it like you did before (except load whatever you dumped as the raw first as the tilemap). Now, when you're finished with that, re-save the tilemap, and load that raw into where you dumped the first one. That should fix your problem. :3