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Old July 16th, 2008, 01:33 PM
.Seth's Avatar
.Seth
.explorer.
 
Join Date: Jun 2008
Location: A capacitor in a power supply board.
Gender: Male
Nature: Quiet
Introduction
» My Greetings

Tutorial Version: 2
Author: Seth-kun

Introduction:
» Info about me and the tutorial:
Welcome, Welcome! I see you've found my XSE tutorial. Anyways, as long as you don't post it on other sites without my permission (just ask me, I'll likely say yes!), you can use it all you want. Heck, download it if you want.

What if I don't have XSE?
» You can get it right here.
Well, you don't have XSE? Well, here's a link to download it (right from Hackmew).
(URL coming soon. Just need Hackmew's permission.)

Some Basics
» Stuff you Need to know

•XSE is a scripting tool. A script is an event in the game. Talking to people: Scripts, Getting pokemon: Scripts, a lot of other things: Scripts.
•Scripts use commands in order to work. Like msgbox will show a message. Simple, no?
•Each script uses its own offset, or "thing" of data. You have so many per rom.
•There are also commands without names, they are known as raw's. Raws are usually the more complicated commands, or just don't have a name.


Part 1: Simple Stuff
» Ready to start learning how to script?

OK. First, I'm going to teach you all the basics, meaning you're about to learn the simplest of commands.
Good luck!

Sample
» Here is what you're about to learn.

Code:
#dynamic 0x######
 
#org @start
lock
faceplayer
msgbox @text
boxset 0x6
release
end

#org @text
= Hello.\nI'm RaiRai-kun.
Well, that is about what your first script will be.
Just edit the text where you need to.

Explanation of Compnents
» Learn the commands!

#dynamic 0xoffset
#Dynamic - Tells the start of the script
offset-- The combination of numbers/letters that refers to a point of data within the rom.

#org @start
#org - Tells the start of a pointer

@start - This is A pointer. Meaning pointers can be @pie, @text...anything! I just like to use start because that's the start of the pointers, and the Base of the script. The base (as I call it) is just where everyone pointer in the script is referenced.

lock
This literally "locks" the player until you "release" the player.
A variation - lockall locks EVERYBODY on screen, so everyone stands still until you do releaseall.

faceplayer
- Makes the sprite with the script face you.
NOTE: Can only be used when the script is reference by a Sprite.

msgbox @text 0x#
msgbox - makes a message box appear. To make text appear, you must use a pointer on the same line as msgbox with a pointer reference.
NOTE: @text is a pointer, (description above)
That # is what boxset you are using.
0x6
0x# - Tells the type of message box by using the value directly after it (i.e. yes/no, simple...etc.) NOTE: This must come right after the pointer after the msgbox command it is referring to.
0x6 - This comes directly after the pointer on the line with •msgbox. It tells the type of msgbox.

release
- This releases the player.
A variation - releaseall releases every sprite on screen from the lockall command.
end
This tells the end of this part of the script. NOTE: You must add end to every part of the script. When you use end for the Base of the script, that is where the actual "script" ends.
#
Extra Stuff
» More commands under "Simple Stuff"


This section teaches all about those tricky "\" commands. Theses are used to make message scripts appear correctly. Anyways, here is a list of the commands and what they do.

\p - This makes the text from the msgbox go to another box, which appears after you press A.*

Example:
Spoiler:

\p will turn this:
"Hello, how\pare you?"
Into this:
"Hello, how
(empty line)
are you?"


\n - This makes the text from the msgbox go to the next line of available space in the msgbox.

Example:
Spoiler:

\n will turn this:
"Hello.\nHow are you?"
Into this:
"Hello.
How are you?"


\h - This is used to show hex symbols. Well, not hex symbols. But symbols (certain characters, rather) that are shown using hex.

Anyways, here is a list of usable hex commands.
Spoiler:

00=
01=À
02=Á
03=Â
04=Ç
05=È
06=É
07=Ê
08=Ë
09=Ì
0B=Î
0C=Ï
0D=Ò
0E=Ó
0F=Ô
10=Æ
11=Ù
12=Ú
13=Û
14=Ñ
15=ß
16=à
17=á
19=ç
1A=è
1B=é
1C=ê
1D=ë
1E=ì
20=î
21=ï
22=ò
23=ó
24=ô
25=æ
26=ù
27=ú
28=û
29=ñ
2A=º
2B=ª
2C=·
2D=&
2E=+
34=[Lv]
35==
36=;
51=¿
52=¡
53=[PK]
54=[MN]
55=[PO]
56=[Ke]
57=[BL]
58=[OC]
59=[K]
5A=Í
5B=%
5C=(
5D=)
68=â
6F=í
79=[u]
7A=[D]
7B=[L]
7C=[R]
A1=0
A2=1
A3=2
A4=3
A5=4
A6=5
A7=6
A8=7
A9=8
AA=9
AB=!
AC=?
AD=.
AE=-
AF=·
B0=[...]
B1="
B2=["]
B3='
B4=[']
B5=[m]
B6=[f]
B7=$
B8=,
B9=[x]
BA=/
BB=A
BC=B
BD=C
BE=D
BF=E
C0=F
C1=G
C2=H
C3=I
C4=J
C5=K
C6=L
C7=M
C8=N
C9=O
CA=P
CB=Q
CC=R
CD=S
CE=T
CF=U
D0=V
D1=W
D2=X
D3=Y
D4=Z
D5=a
D6=b
D7=c
D8=d
D9=e
DA=f
DB=g
DC=h
DD=i
DE=j
DF=k
E0=l
E1=m
E2=n
E3=o
E4=p
E5=q
E6=r
E7=s
E8=t
E9=u
EA=v
EB=w
EC=x
ED=y
EE=z
EF=[>]
F0=:
F1=Ä
F2=Ö
F3=Ü
F4=ä
F5=ö
F6=ü
F7=[u]
F8=[d]
F9=[l]
FA=\l
FB=\p
FC=\c
FD=\v
FE=\n
FF=\x


\l - This is used the same as \n except you can't use it until you use \n.

Example:
*See: \n*

\c - This is used to make text colored. If you want to change colors, just use the command again to switch back.
Here is a list of colors for FireRed. I'll work on finding R/S/E's. (And LeafGrean's.)
Spoiler:

White - \c\h01\h00
Black - \c\h01\h02
Grey - \c\h01\h03
Red - \c\h01\h04
Orange - \c\h01\h05
Dark Green - \c\h01\h06
Cyan - \c\h01\h07
Blue - \c\h01\h08
Light Blue - \c\h01\h09


\v - This is used exclusively with setvar. There are two values that you can use if you don't use setvar, however.
Those are \v\h01\, which is player, and \v\h06\, which is rival. Alternatively, you can use [player] and [rival] to display the player's and the rival's names respectively.

Congratulations!
» You've learned about basic messages!


Congratulations, one who is young in learning scripting! You've learned about basic message scripts! Now, if you want to continue learning, let's move on to Complex Messages!


Part 2: Complex Messages
» Ready for bigger and better messages?

Now, since you've learned some good basics, let's dive a little further. You're about to learn complex messages. A good example of a complex message is the yes/no message.
Let's get started.

Sample:
» What you're about to learn:


Code:
#dynamic 0x######
 
#org @start
lock
faceplayer
msgbox @yesno 0x5
if 0x1 goto @yes
if 0x0 goto @no
release
end
 
#org @yesno
= Yes or no?
 
#org @yes
= You pressed Yes!
 
#org @no
= You pressed No.
OK. We've got a few more things to learn in this one.
Before we delve into the yes/no message, I want to teach you some things about multiple messages.

Multiple Messages
» What if I want more than one message per script?


Well, that's actually a very easy question for me to answer.
Basically, when you want to add more messages you just use the msgbox code so many times you need a message.

Here's an example.
Spoiler:

#Dynamic 0x######

#org @start
lock
faceplayer
msgbox @text1 0x6
msgbox @text2 0x6
release
end

#org @text1
= Hi.

#org @text2
= Hi Again.

I suppose since I've told you about multiple message, I should tell you about combining commands.

You see, in a script we use multiple commands, so how do we make one script where it uses all the commands we need in one script? Well, it's actually very simple.

Here is an incomplete script:
Code:
#Dynamic 0x######

#org @start
lock
release
end
Now, you see, between that lock and release, that's where those msgbox and boxset commands go, right? Exactly. Now replace msgbox/boxset with any command and there you go. And, after one command is finished (like msgbox/boxset, for instance), you can add another one. Say a givepokemon command or something. Any command.
It's that simple.

Explanation of Components
» Anyways, back the Yes/No...


Seeing as we already have the sample (It's right up there ^), let's learn the commands.

0x5 - OK. A new boxset. Not really a command, but you need to learn it. Basically, just put it after the pointer after msgbox and it gives the set of boxes for a message, then a small yes or no box.

if 0x1 goto @yes - This is relatively simple. 0x1 means yes and 0x0 means no (in this situation, at least). So, if that's true, then if 0x1 goto @yes means "if "Yes" is chosen, then "goto" @yes (Remember, "@yes" is a pointer, meaning it could be @ anything.) So, it basically redirects you to the message @ the pointer @yes.

if 0x0 goto @no - This is basically the same thing as the command above, but in reverse. So, it reads "if "No" is chosen, goto "@no". See, simple.

Congratulations!
» You've learned "Complex Messages"!


Well, look's like you've learned some new stuff. Now, put it to work!


Part 3: Flags
» It's About Time

Well, I see it's time to learn about flags. Flags are ways of tracking events in roms. Basically, when you set a flag (using the setflag command) you say such-and-such event has happened. When it comes to checking the flags (by using checkflag and specifying the flag to be checked) you check to see if the event has happened. If you need to say an event has happened, but now it hasn't, you use clearflag.
And that's basically it for flags, but let's see it in a script.

Sample
» Let's look at a flag in a script

Code:
#Dynamic 0xoffset
 
#org @start
lock
faceplayer
checkflag 0x(I will use 828)
if 0x0 goto @give
if 0x1 goto @sry
release
end
 
#org @give
givepokemon 0x1 0x10 0x0 0x0 0x0 0x0
fanfare 0x13E
waitfanfare
setflag 0x828
msgbox @yay
boxset 0x6
release
end
 
#org @sry
msgbox @sorry
boxset 0x6
end
 
#org @yay
= You got Bulbasaur!
 
#org @sorry
= I can't give you anymore.
Now, I will say that this script had the command "givepokemon", but we're not going to worry about that. You see, flag 0x828 is the flag that is set when you recieve your pokemon. It activates the pokemon menu. (No point in having a menu you can't use until you can use it.) That's why I used the givepokemon command in this script. Now, let's look at how I made the script.

Explanation of Components
» Let's learn the commands for Flags.


setflag 0x### - This sets a certain flag. All you do to use this command is replace "###" with a hex number (number/letter combo).

checkflag 0x### - This is used to check and see if a certain flag has been set. We use if 0x1 goto @true and if 0x0 goto @false here. Basically, it's like (for 0x1), "the flag has been set, goto @(pointer name)". And for 0x0, "the flag has not been set, goto @(pointername2)".

clearflag 0x### - This clears a certain flag if it has been set.

I know there are some commands in there that you don't know, but those will have sections later on. That's why they aren't covered here. They just happen to be in my sample script.

Extras for "Flags"
» Some helpful lists and more!


Lists of Commonly used Flags:

FireRed/Leafgreen:
Spoiler:

0x820 - First Badge
0x821 - Second Badge
0x822 - Third Badge
0x823 - Fourth Badge
0x824 - Fifth Badge
0x825 - Sixth Badge
0x826 - Seventh Badge
0x827 - Eighth Badge
0x828 - Pokemon Menu
0x829 - Pokedex Menu
0x82F - Running Shoes


Ruby/Sapphire:
Spoiler:

0x800 - Pokemon Menu
0x801 - Pokedex Menu
0x802 - Pokenav Menu
0x807 - First Badge
0x808 - Second Badge
0x809 - Third Badge
0x80A - Fourth Badge
0x80B - Fifth Badge
0x80C - Sixth Badge
0x80D - Seventh Badge
0x80E - Eighth Badge
0x860 - Running Shoes


Emerald:
Spoiler:

0x860 - Pokemon Menu
0x861 - Pokedex Menu
0x862 - Pokenav Menu

We don't know very much of Emerald's flags. But, we do advise you Emerald hackers to try Ruby's and Sapphire's flags to see if anything comes up. And if something does, please report them to me.


Congratulations!
» You've learned about Flags!


Well well, what can I say? Great job for learning this much! Now, use what you've learned! :D


Part 4: Giving Pokemon and Items
» Well, time to get a little more advanced.

Giving pokemon and items is a crucial piece of code that every hack has to have if it even wants to get out of the first town! Face it, you need stuff in pokemon games.

Sample 1:
» What you're about to learn


OK. Let's look into the givepokemon command first, because I'm sure that's just about what everyone wants to know so they can get a high-level pokemon in order to cheat through a hack. Anyways, here is the script.

Code:
#Dynamic 0xoffset
 
#org @start
lock
faceplayer
givepokemon 0x1 0x5 0x0 0x0 0x0 0x0
setflag 0x828
release
end
Explanation of Components 1:
» Explanation for "givepokemon"


Basically, givepokemon is just the command and a setflag.
The Commands:

givepokemon - This is the command. It's used like this: "givepokemon 0x(pokemon number in hex) 0x(level, also in hex) 0x(item number in hex, 0 means no item) 0x0 0x0 0x0".
setflag 0x828 - This is the setflag that activates the pokemon menu.

Extras
» Extras for "Givepokemon"


The only extra I have for givepokemon is just a list of pokemons' hex numbers.
Anyways, here is the list.
NOTE: THESE ARE IN HEX!
Spoiler:

BULBASAUR 1
IVYSAUR 2
VENUSAUR 3
CHARMANDER 4
CHARMELEON 5
CHARIZARD 6
SQUIRTLE 7
WARTORTLE 8
BLASTOISE 9
CATERPIE A
METAPOD B
BUTTERFREE C
WEEDLE D
KAKUNA E
BEEDRILL F
PIDGEY 10
PIDGEOTTO 11
PIDGEOT 12
RATTATA 13
RATICATE 14
SPEAROW 15
FEAROW 16
EKANS 17
ARBOK 18
PIKACHU 19
RAICHU 1A
SANDSHREW 1B
SANDSLASH 1C
NIDORAN|w| 1D
NIDORINA 1E
NIDOQUEEN 1F
NIDORAN|m| 20
NIDORINO 21
NIDOKING 22
CLEFAIRY 23
CLEFABLE 24
VULPIX 25
NINETALES 26
JIGGLYPUFF 27
WIGGLYTUFF 28
ZUBAT 29
GOLBAT 2A
ODDISH 2B
GLOOM 2C
VILEPLUME 2D
PARAS 2E
PARASECT 2F
VENONAT 30
VENOMOTH 31
DIGLETT 32
DUGTRIO 33
MEOWTH 34
PERSIAN 35
PSYDUCK 36
GOLDUCK 37
MANKEY 38
PRIMEAPE 39
GROWLITHE 3A
ARCANINE 3B
POLIWAG 3C
POLIWHIRL 3D
POLIWRATH 3E
ABRA 3F
KADABRA 40
ALAKAZAM 41
MACHOP 42
MACHOKE 43
MACHAMP 44
BELLSPROUT 45
WEEPINBELL 46
VICTREEBEL 47
TENTACOOL 48
TENTACRUEL 49
GEODUDE 4A
GRAVELER 4B
GOLEM 4C
PONYTA 4D
RAPIDASH 4E
SLOWPOKE 4F
SLOWBRO 50
MAGNEMITE 51
MAGNETON 52
FARFETCH'D 53
DODUO 54
DODRIO 55
SEEL 56
DEWGONG 57
GRIMER 58
MUK 59
SHELLDER 5A
CLOYSTER 5B
GASTLY 5C
HAUNTER 5D
GENGAR 5E
ONIX 5F
DROWZEE 60
KRABBY 61
KINGLER 62
VOLTORB 63
ELECTRODE 64
EXEGGCUTE 65
EXEGGUTOR 66
CUBONE 67
MAROWAK 68
HITMONLEE 69
HITMONCHAN 6A
LICKITUNG 6B
KOFFING 6C
WEEZING 6D
RHYHORN 6E
RHYDON 6F
CHANSEY 70
TANGELA 71
KANGASKHAN 72
HORSEA 73
SEADRA 74
GOLDEEN 75
SEAKING 76
STARYU 77
STARMIE 78
MR. MIME 79
SCYTHER 7A
JYNX 7B
ELECTABUZZ 7C
MAGMAR 7D
PINSIR 7E
TAUROS 7F
MAGIKARP 80
GYARADOS 81
LAPRAS 82
DITTO 83
EEVEE 84
VAPOREON 85
JOLTEON 86
FLAREON 87
PORYGON 88
OMANYTE 89
OMASTAR 8A
KABUTO 8B
KABUTOPS 8C
AERODACTYL 8D
SNORLAX 8E
ARTICUNO 8F
ZAPDOS 91
MOLTRES 92
DRATINI 93
DRAGONAIR 94
DRAGONITE 95
MEWTWO 96
MEW 97
CHIKORITA 98
BAYLEEF 99
MEGANIUM 9A
CYNDAQUIL 9B
QUILAVA 9C
TYPHLOSION 9D
TOTODILE 9E
CROCONAW 9F
FERALIGATR A0
SENTRET A1
FURRET A2
HOOTHOOT A3
NOCTOWL A4
LEDYBA A5
LEDIAN A6
SPINARAK A7
ARIADOS A8
CROBAT A9
CHINCHOU AA
LANTURN AB
PICHU AC
CLEFFA AD
IGGLYBUFF AE
TOGEPI AF
TOGETIC B0
NATU B1
XATU B2
MAREEP B3
FLAAFFY B4
AMPHAROS B5
BELLOSSOM B6
MARILL B7
AZUMARILL B8
SUDOWOODO B9
POLITOED BA
HOPPIP BB
SKIPLOOM BC
JUMPLUFF BD
AIPOM BE
SUNKERN BF
SUNFLORA C0
YANMA C1
WOOPER C2
QUAGSIRE C3
ESPEON C4
UMBREON C5
MURKROW C6
SLOWKING C7
MISDREAVUS C8
UNOWN C9
WOBBUFFET CA
GIRAFARIG CB
PINECO CC
FORRETRESS CD
DUNSPARCE CE
GLIGAR CF
STEELIX D0
SNUBBULL D1
GRANBULL D2
QWILFISH D3
SCIZOR D4
SHUCKLE D5
HERACROSS D6
SNEASEL D7
TEDDIURSA D8
URSARING D9
SLUGMA DA
MAGCARGO DB
SWINUB DC
PILOSWINE DD
CORSOLA DE
REMORAID DF
OCTILLERY E0
DELIBIRD E1
MANTINE E2
SKARMORY E3
HOUNDOUR E4
HOUNDOOM E5
KINGDRA E6
PHANPY E7
DONPHAN E8
PORYGON2 E9
STANTLER EA
SMEARGLE EB
TYROGUE EC
HITMONTOP ED
SMOOCHUM EE
ELEKID EF
MAGBY F0
MILTANK F1
BLISSEY F2
RAIKOU F3
ENTEI F4
SUICUNE F5
LARVITAR F6
PUPITAR F7
TYRANITAR F8
LUGIA F9
HO-OH FA
CELEBI FB
TREECKO 115
GROVYLE 116
SCEPTILE 117
TORCHIC 118
COMBUSKEN 119
BLAZIKEN 11A
MUDKIP 11B
MARSHTOMP 11C
SWAMPERT 11D
POOCHYENA 11E
MIGHTYENA 11F
ZIGZAGOON 120
LINOONE 121
WURMPLE 122
SILCOON 123
BEAUTIFLY 124
CASCOON 125
DUSTOX 126
LOTAD 127
LOMBRE 128
LUDICOLO 129
SEEDOT 12A
NUZLEAF 12B
SHIFTRY 12C
NINCADA 12D
NINJASK 12E
SHEDINJA 12F
TAILLOW 130
SWELLOW 131
SHROOMISH 132
BRELOOM 133
SPINDA 134
WINGULL 135
PELIPPER 136
SURSKIT 137
MASQUERAIN 138
WAILMER 139
WAILORD 13A
SKITTY 13B
DELCATTY 13C
KECLEON 13D
BALTOY 13E
CLAYDOL 13F
NOSEPASS 140
TORKOAL 141
SABLEYE 142
BARBOACH 143
WHISCASH 144
LUVDISC 145
CORPHISH 146
CRAWDAUNT 147
FEEBAS 148
MILOTIC 149
CARVANHA 14A
SHARPEDO 14B
TRAPINCH 14C
VIBRAVA 14D
FLYGON 14E
MAKUHITA 14F
HARIYAMA 150
ELECTRIKE 151
MANECTRIC 152
NUMEL 153
CAMERUPT 154
SPHEAL 155
SEALEO 156
WALREIN 157
CACNEA 158
CACTURNE 159
SNORUNT 15A
GLALIE 15B
LUNATONE 15C
SOLROCK 15D
AZURILL 15E
SPOINK 15F
GRUMPIG 160
PLUSLE 161
MINUN 162
MAWILE 163
MEDITITE 164
MEDICHAM 165
SWABLU 166
ALTARIA 167
WYNAUT 168
DUSKULL 169
DUSCLOPS 16A
ROSELIA 16B
SLAKOTH 16C
VIGOROTH 16D
SLAKING 16E
GULPIN 16F
SWALOT 170
TROPIUS 171
WHISMUR 172
LOUDRED 173
EXPLOUD 174
CLAMPERL 175
HUNTAIL 176
GOREBYSS 177
ABSOL 178
SHUPPET 179
BANETTE 17A
SEVIPER 17B
ZANGOOSE 17C
RELICANTH 17D
ARON 17E
LAIRON 17F
AGGRON 180
CASTFORM 181
VOLBEAT 182
ILLUMISE 183
LILEEP 184
CRADILY 185
ANORITH 186
ARMALDO 187
RALTS 188
KIRLIA 189
GARDEVOIR 18A
BAGON 18B
SHELGON 18C
SALAMENCE 18D
BELDUM 18E
METANG 18F
METAGROSS 190
REGIROCK 191
REGICE 192
REGISTEEL 193
KYOGRE 194
GROUDON 195
RAYQUAZA 196
LATIAS 197
LATIOS 198
JIRACHI 199
DEOXYS 19A
CHIMECHO 19B


Sample 2:
» Sample for "giveitem"


Here's the sample for giveitem:
Spoiler:


#Dynamic 0xoffset

#org @start
giveitem 0x(item number in hex) 0x(how many)
end


Explanation of Components 2:
» Explanation of "giveitem"


The sample script really provides how to use the command, so I guess you can just look at the sample. (I'm not lazy, it's just already there.)

Extras 2
» Extras for "giveitem"


The only extra I can give you is just a list of item codes.
So, here's the list:
NOTE: THESE ARE IN HEX!
Spoiler:

Master Ball 1
Ultra Ball 2
Great Ball 3
Poké Ball 4
Safari Ball 5
Net Ball 6
Dive Ball 7
Nest Ball 8
Repeat Ball 9
Timer Ball A
Luxury Ball B
Premier Ball C
Potion D
Antidote E
Burn Heal F
Ice Heal 10
Awakening 11
Parlyz Heal 12
Full Restore 13
Max Potion 14
Hyper Potion 15
Super Potion 16
Full Heal 17
Revive 18
Max Revive 19
Fresh Water 1A
Soda Pop 1B
Lemonade 1C
Moomoo Milk 1D
Energypowder 1E
Energy Root 1F
Heal Powder 20
Revival Herb 21
Ether 22
Max Ether 23
Elixir 24
Max Elixir 25
Lava Cookie 26
Blue Flute 27
Yellow Flute 28
Red Flute 29
Black Flute 2A
White Flute 2B
Berry Juice 2C
Sacred Ash 2D
Shoal Salt 2E
Shoal Shell 2F
Red Shard 30
Blue Shard 31
Yellow Shard 32
Green Shard 33
HP Up 3F
Protein 40
Iron 41
Carbos 42
Calcium 43
Rare Candy 44
PP Up 45
Zinc 46
PP Max 47
Guard Spec. 49
Dire Hit 4A
X Attack 4B
X Defend 4C
X Speed 4D
X Accuracy 4E
X Special 4F
Poké Doll 50
Fluffy Tail 51
Super Repel 53
Max Repel 54
Escape Rope 55
Repel 56
Sun Stone 5D
Moon Stone 5E
Fire Stone 5F
Thunderstone 60
Water Stone 61
Leaf Stone 62
Tinymushroom 67
Big Mushroom 68
Pearl 6A
Big Pearl 6B
Stardust 6C
Star Piece 6D
Nugget 6E
Heart Scale 6F
Orange Mail 79
Harbor Mail 7A
Glitter Mail 7B
Mech Mail 7C
Wood Mail 7D
Wave Mail 7E
Bead Mail 7F
Shadow Mail 80
Tropic Mail 81
Dream Mail 82
Fab Mail 83
Retro Mail 84
Cheri Berry 85
Chesto Berry 86
Pecha Berry 87
Rawst Berry 88
Aspear Berry 89
Leppa Berry 8A
Oran Berry 8B
Persim Berry 8C
Lum Berry 8D
Sitrus Berry 8E
Figy Berry 8F
Wiki Berry 90
Mago Berry 91
Aguav Berry 92
Iapapa Berry 93
Razz Berry 94
Bluk Berry 95
Nanab Berry 96
Wepear Berry 97
Pinap Berry 98
Pomeg Berry 99
Kelpsy Berry 9A
Qualot Berry 9B
Hondew Berry 9C
Grepa Berry 9D
Tamato Berry 9E
Cornn Berry 9F
Magost Berry A0
Rabuta Berry A1
Nomel Berry A2
Spelon Berry A3
Pamtre Berry A4
Watmel Berry A5
Durin Berry A6
Belue Berry A7
Liechi Berry A8
Ganlon Berry A9
Salac Berry AA
Petaya Berry AB
Apicot Berry AC
Lansat Berry AD
Starf Berry AE
Enigma Berry AF
Brightpowder B3
White Herb B4
Macho Brace B5
Exp. Share B6
Quick Claw B7
Soothe Bell B8
Mental Herb B9
Choice Band BA
King's Rock BB
Silverpowder BC
Amulet Coin BD
Cleanse Tag BE
Soul Dew BF
Deepseatooth C0
Deepseascale C1
Smoke Ball C2
Everstone C3
Focus Band C4
Lucky Egg C5
Scope Lens C6
Metal Coat C7
Leftovers C8
Dragon Scale C9
Light Ball CA
Soft Sand CB
Hard Stone CC
Miracle Seed CD
Blackglasses CE
Black Belt CF
Magnet D0
Mystic Water D1
Sharp Beak D2
Poison Barb D3
Nevermeltice D4
Spell Tag D5
Twistedspoon D6
Charcoal D7
Dragon Fang D8
Silk Scarf D9
Up-grade DA
Shell Bell DB
Sea Incense DC
Lax Incense DD
Lucky Punch DE
Metal Powder DF
Thick Club E0
Stick E1
Red Scarf FF
Blue Scarf 100
Pink Scarf 101
Green Scarf 102
Yellow Scarf 103
Mach Bike 104
Coin Case 105
Itemfinder 106
Old Rod 107
Good Rod 108
Super Rod 109
S.S. Ticket 10A
Contest Pass 10B
Wailmer Pail 10C
Devon Goods 10D
Soot Sack 10E
Basement Key 10F
Acro Bike 110
PokéBlock Case 111
Letter 112
Eon Ticket 113
Red Orb 114
Blue Orb 115
Scanner 116
Go-goggles 117
Meteorite 118
Rm. 1 Key 119
Rm. 2 Key 11A
Rm. 4 Key 11B
Rm. 6 Key 11C
Storage Key 11D
Root Fossil 11E
Claw Fossil 11F
Devon Scope 120
TM01 121
TM02 122
TM03 123
TM04 124
TM05 125
TM06 126
TM07 127
TM08 128
TM09 129
TM10 12A
TM11 12B
TM12 12C
TM13 12D
TM14 12E
TM15 12F
TM16 130
TM17 131
TM18 132
TM19 133
TM20 134
TM21 135
TM22 136
TM23 137
TM24 138
TM25 139
TM26 13A
TM27 13B
TM28 13C
TM29 13D
TM30 13E
TM31 13F
TM32 140
TM33 141
TM34 142
TM35 143
TM36 144
TM37 145
TM38 146
TM39 147
TM40 148
TM41 149
TM42 14A
TM43 14B
TM44 14C
TM45 14D
TM46 14E
TM47 14F
TM48 150
TM49 151
TM50 152
HM01 153
HM02 154
HM03 155
HM04 156
HM05 157
HM06 158
HM07 159
HM08 15A
Oak's Parcel 15D
Poké Flute 15E
Secret Key 15F
Bike Voucher 160
Gold Teeth 161
Old Amber 162
Card Key 163
Lift Key 164
Helix Fossil 165
Dome Fossil 166
Silph Scope 167
Bicycle 168
Town Map 169
VS Seeker 16A
Fame Checker 16B
TM Case 16C
Berry Pouch 16D
Teachy TV 16E
Tri-pass 16F
Rainbow Pass 170
Tea 171
Mysticticket 172
Auroraticket 173
Powder Jar 174
Ruby 175
Sapphire 176


Part 5: Other Commands
» Other cool commands

Well, these are just a few other commands I know, so feel free to learn them, or just try em' out.

CheckGender
» A command that gives results based on your gender in the game


Sample of a Checkgender Script:
Code:
#dynamic 0xoffset
 
#org @start
lock
faceplayer
checkgender
if 0x0 goto @boy
if 0x1 goto @girl
release
end
 
#org @boy
= You are a boy.
 
#org @girl 
= You are a girl.
Checkgender basically checks the gender (0x0 for boys, 0x1 for girls) of the player and gives a result based on 0x0 or 0x1.

Warp
» A command that warps the player


Sample Script:
Code:
#Dynamic 0x######

#org @start
warp 0x3 0x0 0x0
end
Warp teleports the player to a warp spot anywhere in the game.
Here's how you use it:
warp 0x(map bank #) 0x(map #) 0x(warp # of that map)

PokeMart
» If you need custom marts, use this


Sample Script:
Code:
#Dynamic 0xoffset
 
#org @start
lock
faceplayer
pokemart @values
release
end
 
#org @values
 
binary 0x(number) . . . 0x0
This calls for the pokemart, which does what a pokemart does. Anyways, when you want to use pokemart, add that binary command with 0x# 0x#...etc.
That number is the item code.
And Here is a list of such codes:
Spoiler:

•Master Ball 0x1
•Ultra Ball 0x2
•Great Ball 0x3
•Poké Ball 0x4
•Safari Ball 0x5
•Net Ball 0x6
•Dive Ball 0x7
•Nest Ball 0x8
•Repeat Ball 0x9
•Timer Ball 0xA
•Luxury Ball 0xB
•Premier Ball 0xC
•Parlyz Heal 0xD
•Full Restore 0xE

GiveEgg
» Need PokeEggs, you've found the command, at least!


GiveEgg is a rather unique command that allows the user to make sprite give the player pokemon eggs.
Basically, to use the command, you choose the pokemon you want.
Then take their hex number (like pikachu's is 19) and make it into a 4-digit number.
So, you end up with 0019.
Then we put that into the giveegg command.
But, we reverse the digits so it's like this:
19 00
So, we have this:
Code:
giveegg 0x19 0x00
And that's it!

ApplyMovement
» Need to make stuff (sprites) move?


ApplyMovement is a rather complex command that allows the movement of sprites, so it's rather crucial to any hack.
Anyways, here is a sample:

Code:
#Dynamic 0xoffset

#org @start
checkflag 0x828
if 0x0 goto @hey!
if 0x1 goto @end
end

#org @hey!
lock
msgbox @icant
boxset 0x6
applymovement 0xFF @back
waitmovement 0x0
release
end

#org @icant
= I can't go out of (name) town/nwithout a pokemon.

#org @back
#raw 0x00 0xFE

#org @end
release
end
OK. Let's go over all those commands.

applymovement 0xFF - this is the command that allows sprites (including the hero) to move during a script. The 0x## is the person number that applymovement moves.

waitmovement 0x0 - this makes the script stop completely until the above movements are completed.

0xFF - this is the player's person number.

raw 0x## ... 0xFE - This is the movements to be made.
0xFE is the end of the movements (remember this! )

List of Movement Numbers:
Spoiler:

FireRed and Leafgreen:
Spoiler:

Face Down 0x00
Face Up 0x01
Face Left 0x02
Face Right 0x03
Step Down (Very Slow) 0x08
Step Up (Very Slow) 0x09
Step Left (Very Slow) 0x0A
Step Right (Very Slow) 0x0B
Step Down (Slow) 0x0C
Step Up (Slow) 0x0D
Step Left (Slow) 0x0E
Step Right (Slow) 0x0F
Step Down (Normal) 0x10
Step Up (Normal) 0x11
Step Left (Normal) 0x12
Step Right (Normal) 0x13
Jump Down 2 Squares 0x14
Jump Up 2 Squares 0x15
Jump Left 2 Squares 0x16
Jump Right 2 Squares 0x17
Step Down (Fast) 0x1D
Step Up (Fast) 0x1E
Step Left (Fast) 0x1F
Step Right (Fast) 0x20
Step on the Spot Down 0x21
Step on the Spot Up 0x22
Step on the Spot Left 0x23
Step on the Spot Right 0x24
Step on the Spot Down (Fast) 0x25
Step on the Spot Up (Fast) 0x26
Step on the Spot Left (Fast) 0x27
Step on the Spot Right (Fast) 0x28
Step on the Spot Down (Very Fast) 0x29
Step on the Spot Up (Very Fast) 0x2A
Step on the Spot Left (Very Fast) 0x2B
Step on the Spot Right (Very Fast) 0x2C
Face Down (Non-Instant) 0x2D
Face Up (Non-Instant) 0x2E
Face Left (Non-Instant) 0x2F
Face Right (Non-Instant) 0x30
Slide Down 0x31
Slide Up 0x32
Slide Left 0x33
Slide Right 0x34
Slide Down On Right Foot 0x3D
Slide Up On Right Foot 0x3E
Slide Left On Right Foot 0x3F
Slide Right On Right Foot 0x40
Slide Down On Left Foot 0x41
Slide Up On Left Foot 0x42
Slide Left On Left Foot 0x43
Slide Right On Left Foot 0x44
Face Player 0x4A
Face Away from Player 0x4B
Jump Down 1 Square 0x4E
Jump Up 1 Square 0x4F
Jump Left 1 Square 0x50
Jump Right 1 Square 0x51
Jump in Place (Facing Down) 0x52
Jump in Place (Facing Up) 0x53
Jump in Place (Facing Left) 0x54
Jump in Place (Facing Right) 0x55
Jump in Place (Facing Down->Up) 0x56
Jump in Place (Facing Up->Down) 0x57
Jump in Place (Facing Left->Right) 0x58
Jump in Place (Facing Right->Left) 0x59
Disappear 0x60
Reappear 0x61
"!" box popup 0x62
"?" box popup 0x63
"X" box popup 0x64
"!!" box popup 0x65
"" box popup 0x66


R/S/E:
Spoiler:

0x54 ' Hide
0x55 ' Show
0x56 ' Alert
0x57 ' Question
0x58 ' Love
0x5A ' Pokeball
0x10 ' Delay0
0x11 ' Delay1
0x12 ' Delay2
0x13 ' Delay3
0x14 ' Delay4

' Step to place
0x00 ' Down0
0x01 ' Up0
0x02 ' Left0
0x03 ' Right0
0x04 ' Down1
0x05 ' Up1
0x06 ' Left1
0x07 ' Right1
0x08 ' Down2
0x09 ' Up2
0x0A ' Left2
0x0B ' Right2
0x17 ' Left3
0x18 ' Right3
0x15 ' Down3
0x16 ' Up3
0x2D ' Down4
0x2E ' Up4
0x2F ' Left4
0x30 ' Right4

' Run to place
0x35 ' RunDown
0x36 ' RunUp
0x37 ' RunLeft
0x38 ' RunRight
0x7E ' RunDown2
0x7F ' RunUp2
0x80 ' RunLeft2
0x81 ' RunRight2

' Jump, hop
0x0C ' HopTileDown
0x0D ' HopTileUp
0x0E ' HopTileLeft
0x0F ' HopTileRight
0x3A ' HighHopDown
0x3B ' HighHopUp
0x3C ' HighHopLeft
0x3D ' HighHopRight
0x46 ' HopDown
0x47 ' HopUp
0x48 ' HopLeft
0x49 ' HopRight
0x4A ' HopDown180
0x4B ' HopUp180
0x4C ' HopLeft180
0x4D ' HopRight180
0x42 ' JumpDown
0x43 ' JumpUp
0x44 ' JumpLeft
0x45 ' JumpRight

' Straf (not entirely sure what that means...)
0x19 ' StDown1
0x1A ' StUp1
0x1B ' StLeft1
0x1C ' StRight1
0x1D ' StDown2
0x1E ' StUp2
0x1F ' StLeft2
0x20 ' StRight2
0x21 ' StDown3
0x22 ' StUp3
0x23 ' StLeft3
0x24 ' StRight3
0x25 ' StDown4
0x26 ' StUp4
0x27 ' StLeft4
0x28 ' StRight4
0x6A ' StDown1i
0x6B ' StUp1i
0x6C ' StLeft1i
0x6D ' StRight1i
0x6E ' StDown5
0x6F ' StUp5
0x70 ' StLeft5
0x71 ' StRight5

'Special movements
0x31 ' SlideFaceDown
0x32 ' SlideFaceUp
0x33 ' SlideFaceLeft
0x34 ' SlideFaceRight
0x86 ' IceSlideDown
0x87 ' IceSlideUp
0x88 ' IceSlideLeft
0x89 ' IceSlideRight

' The glitchies movements
0x3E ' Up0A
0x3F ' Down0A
0x4E ' Down0B
0x63 ' Up0B
0x65 ' Right0A
0x66 ' RunStopLoopDown
0x67 ' RunStopLoopUp
0x68 ' RunStopLoopLeft
0x69 ' RunStopLoopRight
0x72 ' Down15
0x73 ' Up15
0x74 ' Left15
0x75 ' Right15
0x7A ' Down6
0x7B ' Up6
0x7C ' Left6
0x7D ' Right6
0x82 ' Down7
0x83 ' Up7
0x84 ' Left7
0x85 ' Right7



Congratulations!
» Other Commands has been taught!


Congrats for making it this far! :D
And thanks for reading!

Credits
» People who made this tutorial possible

•RaiRai-kun - For making the tutorial and the CSS.
•-Hackmew- - For making XSE! A many thanks to you, -Hackmew-!
•Everybody who taught me what I know on scripting! Thank you!
•Readers - Well, good luck with your new knowledge. Thanks for Reading! :D


Last edited by .Seth; February 15th, 2009 at 02:24 PM. Reason: Added the CSS and revamped EVERYTHING! Woot!
  #2    
Old July 17th, 2008, 01:43 AM
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DarkFear
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Good, simple post and very easy to follow. Glad to see it is for XSE instead of PokeScript. I will for sure look back on this again when you have posted more info.
  #4    
Old July 17th, 2008, 02:06 AM
thethethethe
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Location: Melbourne, Australia
Gender: Male
I haven't read through it all, but I noticed just bad information in the giveegg section.
You can use raw's to give an egg, you can but what's the point?
giveegg 0x1 'Bulbasaur egg.

And #raw's aren't special commands, get your facts straight. #raw's are every command.
#raw 0x0F 0x00 0x00 0x00 0x80 0x08 'Message 0x800000
#raw 0x09 0x06 'Boxset 0x6/callstd 0x6
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  #5    
Old July 17th, 2008, 02:35 AM
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Ryousha
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Pretty useful, though it just shows out the whole script, though it shows other commands then darth's tut.
  #6    
Old July 17th, 2008, 03:42 AM
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Pretty usefull, but I have to say, those givepokemon scripts are missing stuff... when there's stuff you need, put it!
Such as the nicknaming, music, etc.
Anyway, this'll help noobs who want to use XSE...
It's sort of incomplete (in the sections you have put) but oh well...
Well, good luck on continuing it!
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Brony represent.
  #7    
Old July 17th, 2008, 07:19 AM
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Darthatron
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Looks very good.

However... I would recommend adding more basic functions, though. Such as:
Code:
----#Include----

#Include filename.rbh		'This let's you include a "Standard" file, such as "stdpoke.rbh", which then means you can call the data stored in it. (With #Define)

				'#Include stdpoke.rbh

----#Define----

#Define Varible_Name Value	'This is used to store values, for later use... Such as wanting to name a flag, or varible:

				'#Define Var_Main 0x4000
				'This means, later in your script, when you want to call your main varible, but can't be bothered remember which one it was, you can use Var_Main, instead.

				'Here is an example:
Code:
#Dynamic 0x800000
#Define Var_Main 0x4000

#ORG @Main
Lock
Compare Var_Main 1
If B_True GoTo @Part1
Release
End

#ORG @Part1
Message @Speak
BoxSet 6
Release
End

#ORG @Speak
= XSE sure is fun... >_>
----#Erase---- #Erase Start Length 'This is used to remove a certain amount of bytes from your ROM, giving you more free space. '#Erase 0x800000 0xFFFF 'Will remove 65535 from the offet 0x800000 ----#EraseRange---- #EraseRange Start End 'This has a similare ffect as #Erase, except you can choose the first and last bytes to erase. '#EraseRange 0x800000 0x80FFFF 'Will clear all the bytes between 0x800000 and 0x80FFFF. ----#FreeSpace---- #FreeSpace New_Byte '#FreeSpace 0x00 'Will make the new "Unused" byte "00"
There are more, but I'll add them in later. xD
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  #8    
Old July 17th, 2008, 07:57 AM
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cooley
///Keepin' it simple
 
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Sure, this is an XSE tutorial, but what's the point?
You said all of the commands, but those commands are the basic ones.

And one more thing, the "advanced commands" you've posted, are also classified as Basic, because they don't require you learn much. Why #raw for an Egg script? You just wanted to make it "look" advanced didn't you? Because XSE is fully compatible with the giveegg command.

Anyways, I'm sick and tired of these tutorials, where people just learn a thing, and they post it.
This is not just to you, but to every one. This is how it is. I'm a beginner hacker, and I learn how to edit a map, so I go and post a tutorial for how to edit maps. See?
I would give this thread about 3 weeks or so.

@Darthatron: You know the Dynamic labels are Case-sensitive, right? I see that you use CAPS in your scripts, though it doesn't matter. 0_0!
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  #9    
Old July 17th, 2008, 10:26 AM
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Tyrantrum
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Hey, Sethman!
I copied ur Give Pokemon script and and edited it a little.
I've been dying to know how to make the fanfare noise.
1 question.
How would u make it so that text appears be4 the noise happens?
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  #10    
Old July 17th, 2008, 11:59 AM
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Quote:
Originally Posted by Eeveon View Post
Hey, Sethman!
I copied ur Give Pokemon script and and edited it a little.
I've been dying to know how to make the fanfare noise.
1 question.
How would u make it so that text appears be4 the noise happens?
I'll answer this.
If you mean like "Here you go" and the box stays open, then the noise happens than you can do this

Code:
#org @start
...                                'Script before the event
...                                'Script before the event
message @gotit
callstd 0x4
fanfare 0x(number)
waitfanfare               ' Optional, but it's good to have.
release
end
If you mean during the text, then Goto my Page and Post it there.
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  #11    
Old July 17th, 2008, 07:00 PM
Darthatron's Avatar
Darthatron
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Quote:
Originally Posted by cooley View Post
@Darthatron: You know the Dynamic labels are Case-sensitive, right? I see that you use CAPS in your scripts, though it doesn't matter. 0_0!
Yes, but I think it looks better. It's also easier to read, I believe.

@Seth the ROM master: Perhaps you should read the "Command Help", before you do anymore.

Also, cooley is right, those commands aren't advanced. (I don't see how I didn't notice it last night... )
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  #12    
Old July 17th, 2008, 10:28 PM
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very easy to understand, to join the above argument, if they were advanced stuff, they arent now, i just scanned through it and i remember and understand everything, this is a very helpful tutorial, but can you change the decimal numbers to hex to save time for lazy ppl like me?
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What else can i put here?
  #13    
Old July 18th, 2008, 12:24 AM
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.Seth
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@Darthatron: i know. I'll work on that but for me they are advanced .
@cooley: i get what you are saying, I'll do that.
@qwerty: I will, nice idea btw. But if you mean the 0xoffset things those are hex format, but if you mean put numbers there, then i'll do that.
  #14    
Old July 18th, 2008, 01:44 AM
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Quote:
Originally Posted by Seth the ROM master View Post
@qwerty: I will, nice idea btw. But if you mean the 0xoffset things those are hex format, but if you mean put numbers there, then i'll do that.
i meant the pokedex numbers and item numbers etc, it'll only work for the first nine if they arent in hex, also, can you put up some flag values? like how you said 828 was the pkmn menu, but with some more... btw, do flag values only go to FFF?
hehehe... nice frog!
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Never fear death, fear the unlived life

π = 3.14159265358979323846264338327950288419716939937510

What else can i put here?
  #15    
Old July 18th, 2008, 05:17 AM
Darthatron's Avatar
Darthatron
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Quote:
Originally Posted by Qwerty-117 View Post
very easy to understand, to join the above argument, if they were advanced stuff, they arent now, i just scanned through it and i remember and understand everything, this is a very helpful tutorial, but can you change the decimal numbers to hex to save time for lazy ppl like me?
You don't need to use HEX numbers, if you want to use Decimal number sin XSE you can just use them. These will all lead to the same thing:
Code:
GiveEgg 251
GiveEgg 0xFB
GiveEgg &HFB
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  #16    
Old July 18th, 2008, 11:51 AM
andy63
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i need help, my game freeze when i am talking too one guy i made. I come up a little spot too the right and then it freez there. i need some help
  #17    
Old July 18th, 2008, 08:51 PM
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Quote:
Originally Posted by Qwerty-117 View Post
i meant the pokedex numbers and item numbers etc, it'll only work for the first nine if they arent in hex, also, can you put up some flag values? like how you said 828 was the pkmn menu, but with some more... btw, do flag values only go to FFF?
hehehe... nice frog!
Flags goto 0xFFFF.
Quote:
Originally Posted by andy63 View Post
i need help, my game freeze when i am talking too one guy i made. I come up a little spot too the right and then it freez there. i need some help
Please, post the script, so we can help you.
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  #18    
Old July 19th, 2008, 02:13 AM
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heatransoul
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Join Date: Jun 2008
I want to do a Pokemon 'Zoo', and when you talk to a Pokemon, it says something and then registers as 'Seen' In your Pokedex. (This is in Pokemon Emerald, BTW)
  #19    
Old July 19th, 2008, 03:12 AM
Amonitas's Avatar
Amonitas
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Join Date: Apr 2008
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I have the following script to make Kyogre be able to be battled:
#dynamic 0x2403DD
#org 0x2403DD
checkflag 0x200
if 0x1 goto @done
if 0x0 goto @battle
lock
faceplayer
callstd 0x6
cry 0xA1 0x6
release
end

#org @battle
wildbattle 0x194 0x3C 0x8B 0x1
fadescreen 0x0
setflag 0x200
release
end

#org @done
hidesprite LASTTALKED
release
end

But when I take a step, it resets and I can battle it again... How can I fix this?
  #20    
Old July 19th, 2008, 03:57 AM
andy63
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Join Date: Jul 2008
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hey all. this is the script i used for my Fire Red.

#org $start
lock
faceplayer
message $1
boxset 6
release
end

#org $1
$1 1 =Hi.\nWelcome

If this doesnt work, can anyone link too a tutorial thats for fire red only?
  #21    
Old July 19th, 2008, 10:04 AM
Tyrantrum's Avatar
Tyrantrum
none pizza with left beef
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Location: New Jersey
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Quote:
Originally Posted by Amonitas View Post
I have the following script to make Kyogre be able to be battled:
#dynamic 0x2403DD
#org 0x2403DD
checkflag 0x200
if 0x1 goto @done
if 0x0 goto @battle
lock
faceplayer
callstd 0x6
cry 0xA1 0x6
release
end

#org @battle
wildbattle 0x194 0x3C 0x8B 0x1
fadescreen 0x0
setflag 0x200
release
end

#org @done
hidesprite LASTTALKED
release
end

But when I take a step, it resets and I can battle it again... How can I fix this?
#dynamic 0x2403DD

#org 0x2403DD
checkflag 0x200
if 0x1 goto @done
if 0x0 goto @battle
lock
faceplayer
callstd 0x6
cry 0xA1 0x6
release
end

#org @battle
wildbattle 0x194 0x3C 0x8B 0x1
fadescreen 0x0
setflag 0x200
release
end

#org @done
hidesprite LASTTALKED
release
end


Try it now.

Quote:
Originally Posted by andy63 View Post
hey all. this is the script i used for my Fire Red.

#org $start
lock
faceplayer
message $1
boxset 6
release
end

#org $1
$1 1 =Hi.\nWelcome

If this doesnt work, can anyone link too a tutorial thats for fire red only?
That's a pokescript script.
This is a tutorial for XSE.
Go to thethethethe's pokescript tutorial.
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  #22    
Old July 19th, 2008, 11:24 AM
dbrown123's Avatar
dbrown123
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Join Date: Jul 2008
Location: ny
Gender:
i got a question how do you use the wild pokemon scripts i no how to import them but whene i go on advance map i dont no were to press the script offset
  #23    
Old July 19th, 2008, 12:32 PM
Amonitas's Avatar
Amonitas
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Join Date: Apr 2008
Gender:
@Eeveon, the script works fine, when I battle Kyogre, it disappears after battle as it should be, but if I take a step, it appears again and if I try to battle it, it disappears because the script is working...
Why would it appear again when I take a step?
  #24    
Old July 19th, 2008, 01:23 PM
Tyrantrum's Avatar
Tyrantrum
none pizza with left beef
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Location: New Jersey
Age: 20
Gender: Male
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Well, I'm still learning, but, I think it has something to do with the flags. :\
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  #25    
Old July 20th, 2008, 02:04 AM
Amonitas's Avatar
Amonitas
Beginning Trainer
 
Join Date: Apr 2008
Gender:
When I take a step, all the flags reset... I mean that the sprite goes visible again, but otherwise good, I try to make a give pokemon script and see if it works.
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