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  #126    
Old February 22nd, 2007, 11:47 AM
frank$or
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Quote:
Originally Posted by Irish Witch View Post
(using advanced map)

If you set the persons people id to the value you use for your setflag command they should disapear.
Dont used flags in the 0x300 range though!

Also note, the applymovement command refers to the the 'people' number not the event number!


the attached text file lists all the movements (to my knowledge) and the numbers refer to the amount of cycles for that movement. ie left4 is 4 moves per 'cycle', 1 is 1 move per 'cycle' and 0 no move!

I have yet to find a straight answer as to how long a 'cycle' is though!

How this works is if you are facing up then left1 is the equvelent of tapping left (you turn left) left2 = two taps (turn left, step left) etc etc.

Finally


I think there's a command called waitmovement that will pause the script until the character stops moving????
- EDIT -
Found it! Pausemove 0x0 will make the script wait for all movement scripts to stop!
Under scripted it may also be listed as wait 0x0
Ofcourse i already tried those commands, but those commands are R/S/E only.
I need the FR/LG commands.
  #127    
Old February 22nd, 2007, 01:17 PM
Overclocked's Avatar
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Just keep testing them until you get the right ones.

Also with flags, can I just use any flag (0 - 300) without harming the game? e.g. If I use the flag for Prof. Oak wanting the Pokedex, will he start wanting it again?
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  #128    
Old February 22nd, 2007, 09:04 PM
Irish Witch's Avatar
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I'm not sure whick is the flag for 'wanting' the pokedex but the reason I say avoid the 300 range is cause I've encountered a number of flags there that cause game crashes, one flag that converted the battle method to the safari zone rules (no safari balls though so no use there on it's own), one that accidentally opened the fly map? 300's and 800's seem to be where most of the system flags are stored. Use them without knowing what they are and there's potential to mess up you'r game.

Use the others freely but know that virtually every script uses a flag so if your game starts playing up then it's possible another object is using the same flag as you're script!

- EDIT -
Alternatively, make sore you remove all the existing scripted objects and program in new ones from scratch, but that could be a harrowing experience.

*Considers making an erase script command in bufrite....*
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Last edited by Irish Witch; February 22nd, 2007 at 09:09 PM.
  #129    
Old February 22nd, 2007, 09:16 PM
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Sorry, what I meant by him wanting the Pokedex was him giving you the Pokedex.
So does that mean that I can just use the flag 0x1, 0x2, 0x10A without caring?
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  #130    
Old February 22nd, 2007, 11:04 PM
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Pretty much, although when I decompile Prof Birch I notice that flag 380 is the pokedex flag.. This will turn on the pokedex in the game menu!
That what you're looking for?

Theres another flag to turn on the national dex as well, no idea what it is though!!

- EDIT -
UPDATE
meowths accent :/ We're not spamming ya! Well. maybe we are!

Poke Script is now no longer in Beta Test mode and is compiling scripts smoothely without aparent error.

Please abuse freqently!

Sincerely,
Kirsty [Witch]
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Smitten the level 25 Kirlia! :: Myrial the Level 22 Pidgeotto

Last edited by Irish Witch; February 23rd, 2007 at 09:36 AM.
  #131    
Old February 23rd, 2007, 09:47 PM
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need help with my script
Its rayquazza script so that i click on it
it asks me if i want to battle
you click no and nothing happens
click yes its meant to have its cry then the battle
but it doesnt
it just has the battle no cry before the battle

this is the script i have put in
#org 0x800000
lock
faceplayer
message 0x800100
boxset 0x5
compare LASTRESULT 0x1
if 0x1 goto 0x800200
message 0x800300
boxset 0x6
release
end
#org 0x800200
cry 0xA1 0x196
release
wildbattle 0x196 0x46 0x3
end
#org 0x800100
= Are you sure you want to battle?
#org 0x800300
= Suit yourself

help please
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  #132    
Old February 23rd, 2007, 09:58 PM
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The script won't wait till cry is finished before starting the battle, ie, the battle music is overriding the sound of the cry!
so eithet,
.... put a pause 0x50 after the cry statement.
.... Or put a msgbox with something like "Let's do it" after the cry!
.... Or alternatively, put the cry statement in the beginning of the script before the question...
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  #133    
Old February 23rd, 2007, 11:22 PM
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i put a pause and still there is no difference :-(
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  #134    
Old February 24th, 2007, 12:56 AM
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Are you sure that it's the right cry? Don't forget to put the pause in RIGHT AWAY. It won't even work if it's after the command "release".
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Last edited by Overclocked; February 24th, 2007 at 02:15 AM.
  #135    
Old February 24th, 2007, 07:45 AM
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Ok. Here's a fun little tutorial thing I just learned I could do with my own program
<.<
>.>
... Here I designed it and I hadn't even thought of using it like this!


Inside pokescript I have special directives for performing different tasks and one of these is #rawdecode, which will decode an offsett from a source (ROM) at and dump it into a file. These are traditionally typed into the instant window but there is nothing stopping you from writing them in a script.
The attached file was made by using translexhation and the ruby thing table.
Renamed to a .rbc and compiled, will go through and decompile the offsetts for the text at the opening of the game (The stuff prof birch says) into seperate files. It will also create one solitary .buf file.

Once it's done compiling delete all the .psc files, then rename the solitary .buf file to a .rbc file...

Hey presto, a complete list by offsett of the text he says in an easy to read format instead of having to look the characters up on a table and edit them in a hex editor!!
Simply write you're text above it making sure you take up the same amount of space -- Allowing that a letter following a backslash(\p) and letters between square brackets[player] both translate into 1-byte characters!
Attached Files
File Type: txt SaphireRead.txt‎ (324 Bytes, 26 views) (Save to Dropbox)
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  #136    
Old March 10th, 2007, 06:39 PM
ChaosKing
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can someone give me a base script were when i talk to someone you can choose one of three pokemon

so instead of yes and no it has grassiga, pheonx and trewin
  #137    
Old March 10th, 2007, 07:59 PM
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there is a 'multi' command that can do tht but I haven't figured out how to use that yet....

... But if your usign ruby then you should be able to use a RS start pokemon changer to change your pokemon then create a script that uses the following line:

special &H9C ' Choosepokemon

That will show 'Prof Birch's bag' without doing the battle or the momements, tranfer to the lab etc etc.....

All you need to do afterwards is link in the 'would you like to name your pokemon' script from my 'professional givepokemon' script in the 'script discussion thread.'
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  #138    
Old March 11th, 2007, 01:29 AM
ChaosKing
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i mean for pokemon fire red
  #139    
Old March 11th, 2007, 05:17 AM
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can anyone help me what's wrong whit this script
#org 0x800000
checkflag 0x1
if 0x1 call 0x800200
applymovement 0x3 0x800100
pause 0x30
setflag 0x1
end

#org 0x800200
release
end

#org 0x800100
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x8
#raw oxA
#raw oxA
#raw oxA
#raw oxA
#raw oxA
#raw oxA
#raw oxA
#raw oxA
#raw oxA
#raw oxA
#raw oxA
#raw oxA
#raw oxA
#raw oxA
#raw 0xFE

i got run-time error 13
type mismatch
  #140    
Old March 11th, 2007, 05:46 AM
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Err..
Quote:
#raw oxA
#raw oxA
#raw oxA
#raw oxA
#raw oxA
#raw oxA
#raw oxA
#raw oxA
#raw oxA
#raw oxA
#raw oxA
#raw oxA
#raw oxA
#raw oxA
Those need to be '0xA' not 'oxA' - -'
And use 'pausemove 0x0' instead of 'pause 0x30'
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  #141    
Old March 11th, 2007, 06:31 AM
Irish Witch's Avatar
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Quote:
Originally Posted by KebaSun View Post
can anyone help me what's wrong whit this script
#org 0x800000
checkflag 0x1
if 0x0 call 0x800200
release
end

#org 0x800200
applymovement 0x3 0x800100
pause 0x30
setflag 0x1
release
end
Also, that layout will take up less codespace! (and is a more logical layout)
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Smitten the level 25 Kirlia! :: Myrial the Level 22 Pidgeotto
  #142    
Old March 16th, 2007, 03:56 AM
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Saken
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Hey i wanted to know what is wrong with this script it says Runtime Error: Type mismatch
If there is anything wrong with it.....
Spoiler:
#org 0x800000
checkflag 0x300
if 0x1 jump 0x800300
applymovement 0x7 0x800100
pause 0x40
message 0x800400
boxset 0x6
setflag 0x300
applymovement 0x7 0x800200
pause 0x120
release
end

#org 0x800300
release
end

#org 0x800100
#raw 0x15
#raw 0x15
#raw 0x15
#raw 0xFE

#org 0x800200
#raw 0x07
#raw 0x15
#raw 0x15
#raw 0x15
#raw 0x15
#raw ox15
#raw 0x15
#raw 0x08
#raw 0x08
#raw 0x0B
#raw 0x60
#raw 0xFE

#org 0x800400
= Oh! Sorry! I was too busy playing\nwith my new game Fire Red!\p Excuse me.

wrapped in spoiler tags so i donot take up much space.

Giovanni.
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Last edited by Saken; March 16th, 2007 at 03:59 AM. Reason: wrapped wrong part in spoiler tags
  #143    
Old March 16th, 2007, 08:52 AM
Irish Witch's Avatar
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I just copied and pasted your script into a file and compiled it!
<Picture attached>

If you'r using Pokescript the latest update was 48hrs ago (more or less).
Works for me, except the movement data but thats specific to your map!
Attached Images
File Type: jpg YourScript.JPG‎ (133.2 KB, 40 views) (Save to Dropbox)
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  #144    
Old March 16th, 2007, 08:28 PM
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Does anyone know how to make shiny pokemon wildbattle event (in emerald)...???
  #145    
Old March 17th, 2007, 05:22 AM
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I can guess! The pokemon list only goes up to 0x019B(144).
I would hazzard a guess that it's done internally by using bitswapping. Try adding 0x8000 (32768) to your pokemons number or other variations of that behavior.

Quote:
Originally Posted by Boss Giovanni
#org 0x800200
#raw 0x07
#raw 0x15
#raw 0x15
#raw 0x15
#raw 0x15
#raw ox15
#raw 0x15
#raw 0x08
#raw 0x08
#raw 0x0B
#raw 0x60
#raw 0xFE
that should be 0 not o
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  #146    
Old March 17th, 2007, 08:28 AM
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What do you mean by offsets i cannot get my script to work in Advance map (Sorry for the newbish question)
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  #147    
Old March 17th, 2007, 10:02 AM
Irish Witch's Avatar
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An offset is a values like 0x800000

As used in the phrase #org 0x800000
The above is an absolute offset which tells the program the script should start at offset (address) 0x800000

The word offset in this thread is also used to refer to a phrase like this:
#org $Startscript

This is a relative offset. Bufrite will assign a relative offset to an absolute location and display that location in the log:
Code:
 - 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
etc etc
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  #148    
Old March 17th, 2007, 10:11 AM
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Baddabing, baddaboom~
Since most of the questions that are getting asked here are not related to the tutorial, but more to scripting in general, I'm going to put a Happy-Lock on this.
Please take these things to the Script Discussion thread in the main forum.

~closed~
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