The PokéCommunity Forums  

Go Back   The PokéCommunity Forums > ROM Hacking > ROM Hacking Hub
Sign Up Rules/FAQ Live Battle Blogs Mark Forums Read

Notices

ROM Hacking Hub General discussions about ROM Hacking and Emulation. Not sure where to start? This is the place for you.
Posting links to ROMs is illegal and is not tolerated anywhere on the forum.


Closed Thread
Click here to go to the first staff post in this thread.  
Thread Tools
  #51    
Old December 23rd, 2008, 05:16 AM
Hiche..'s Avatar
Hiche..
 
 
Join Date: Apr 2008
Quote:
Originally Posted by Quickster View Post
Game:Fire Red
Editor:XSE
Type:person event

When i talk to the person,the game freezes with not message box appearing.
Spoiler:
#dynamic 0x26D44C

#org @start
lock
faceplayer
msgbox @talk
boxset 0x6
release
end

#org @talk
= Wow, your pokegear is impressive!\nDid your mom get it for you?
:\ There's nothing wrong with it. Try using a different offset.

Example:

Example:
#dynamic 0x800000

#org @start
msgbox @talk
boxset 0x2
end


Don't use lock, faceplayer, and release. Boxset 0x2 can replace them. :]
  #52    
Old December 23rd, 2008, 08:38 PM
wolverfrog's Avatar
wolverfrog
Working on a Hack
 
Join Date: Feb 2008
Location: England
Age: 19
Gender:
Nature: Adamant
Hi, i'm not sure if this is scripting, but how on earth do you make a trainer battle you, from a sprite you have made from the ground up.
__________________
hacks i support-
My own Hack- Pokemon Law Enforcement



my favourate hackers-
zel, destinedjagold, earthvisitor-make a great hack and you'll be on this list too!

hack i'm working on-

Making my own Hack-Pokemon Law Enforcement
Status-Pre-Beta stage


  #53    
Old December 24th, 2008, 01:11 AM
Ninja Caterpie's Avatar
Ninja Caterpie
Sitting by the back window
 
Join Date: Mar 2008
Location: Best City OCE
Age: 18
Gender: Male
Nature: Bold
Quote:
Originally Posted by Ninja Caterpie View Post
Having trouble with a rather troublesome script.

Script type: Person Script
ROM:FR
Script Editor:XSE
Spoiler:
'---------------
#org 0x2E6168
msgbox 0x82E6025 MSG_NORMAL '"It's a Spearow[.]\pCould it be tha..."
applymovement MOVE_PLAYER 0x82E60A6
waitmovement 0x0
applymovement 0x12 0x82E60AE
waitmovement 0x0
applymovement MOVE_PLAYER 0x82E60B4
applymovement 0x12 0x82E60D4
waitmovement 0x0
applymovement 0x1 0x82E60F4
applymovement MOVE_PLAYER 0x82E60FC
waitmovement 0x0
msgbox 0x82E6100 MSG_NORMAL '"Thank you!\pI[.]How can I pay you ..."
loadpointer 0x0 0x819F8C0 '"[player] received HM02\nfrom the b..."
giveitem2 0x154 0x1 0x101
msgbox 0x819F8E0 MSG_KEEPOPEN '"HM02 is FLY.\nIt's a wonderfully c..."
closeonkeypress
msgbox 0x82E6146 MSG_NORMAL '"Thanks again!\pGoodbye!"
hidesprite 0x12
applymovement 0x15 0x82E615F
hidesprite 0x1
setflag 0x1001
end


'---------
' Strings
'---------
#org 0x2E6025
= It's a Spearow[.]\pCould it be that trainer's?\p[.]\pHere, birdy...

#org 0x2E6100
= Thank you!\pI[.]How can I pay you back[.]?\pI know! Take this HM!

#org 0x19F8C0
= [player] received HM02\nfrom the boy.

#org 0x19F8E0
= HM02 is FLY.\nIt's a wonderfully convenient move.\pPlease, put it to good use.

#org 0x2E6146
= Thanks again!\pGoodbye!


'-----------
' Movements
'-----------
#org 0x2E60A6
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 2E 'Face Up (Delayed)
#raw 64 'Cross (X)
#raw 53 'Jump in Place (Facing Up)
#raw FE 'End of Movements

#org 0x2E60AE
#raw 62 'Exclamation Mark (!)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw FE 'End of Movements

#org 0x2E60B4
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1D 'Step Down (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1D 'Step Down (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 20 'Step Right (Fast)
#raw FE 'End of Movements

#org 0x2E60D4
#raw 10 'Step Down (Normal)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1D 'Step Down (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1D 'Step Down (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw FE 'End of Movements

#org 0x2E60F4
#raw 62 'Exclamation Mark (!)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 0 'Face Down
#raw FE 'End of Movements

#org 0x2E60FC
#raw 10 'Step Down (Normal)
#raw 1 'Face Up
#raw FE 'End of Movements

#org 0x2E615F
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw FE 'End of Movements

When I talk to it, the message appears and I move, but the Spearow doesn't, :\ Then the boy talks but doesn't move. He then just disappears.
Help meh!

And another one:
Script type: Trigger script
ROM: FR
Script Editor: XSE

Spoiler:
'---------------
#org 0x2E63E2
checkflag 0x1002
if 0x1 goto 0x82E64B0
setflag 0x1002
lockall
applymovement MOVE_PLAYER 0x82E64B2
waitmovement 0x0
special 0x113
applymovement MOVE_CAMERA 0x82E64B8
waitmovement 0x0
msgbox 0x82FC750 MSG_NORMAL '"Come on!\pHow long does it take yo..."
applymovement 0x14 0x82FC793
applymovement 0x16 0x82FC797
waitmovement 0x0
msgbox 0x82FC79D MSG_NORMAL '"Okay, all done sir!\p???: Hurry up..."
applymovement 0x15 0x82FC7E3
applymovement 0x14 0x82FC7FB
applymovement 0x16 0x82FC813
applymovement MOVE_CAMERA 0x82FC82B
applymovement MOVE_PLAYER 0x82FC844
waitmovement 0x0
msgbox 0x82FC85C MSG_NORMAL '"???: What is it?\pHENCHMAN: I thin..."
applymovement 0x14 0x82FC8C7
applymovement 0x15 0x82FC8CF
applymovement 0x16 0x82FC8CF
applymovement MOVE_CAMERA 0x82FC8D5
applymovement MOVE_PLAYER 0x82FC8DE
waitmovement 0x0
trainerbattle 0x1 0x1 0x0 0x82FC8E4 0x82FC9E3 0x82E648F
end

'---------------
#org 0x2E64B0
end

'---------------
#org 0x2E648F
msgbox 0x82FC943 MSG_NORMAL '"What?!\pI lost to a kid?\pI'm gonn..."
applymovement 0x14 0x82FC9ED
waitmovement 0x0
special 0x114
releaseall
hidesprite 0x14
hidesprite 0x15
hidesprite 0x16
end


'---------
' Strings
'---------
#org 0x2FC750
= Come on!\pHow long does it take you buffoons\nto pick some herbs?!

#org 0x2FC79D
= Okay, all done sir!\p???: Hurry up then! We don't want\nto be caught!

#org 0x2FC85C
= ???: What is it?\pHENCHMAN: I think I saw somebody,\nsir!\p???: Then pass me the berries. You\ntake him out!

#org 0x2FC8E4
= Ah! I gotcha now, kiddo!\pOh, you think you're tough with\nyour Pokémon?\pI'll prove you wrong!

#org 0x2FC9E3
= Waaah?!

#org 0x2FC943
= What?!\pI lost to a kid?\pI'm gonna bash you to...ah...your\nPokémon looks angry...\pBOSS: Forget it! Just run!\pHENCHMAN: Yessir!\pYou! I'll get you another time!


'-----------
' Movements
'-----------
#org 0x2E64B2
#raw C 'Step Down (Slow)
#raw E 'Step Left (Slow)
#raw E 'Step Left (Slow)
#raw 0 'Face Down
#raw FE 'End of Movements

#org 0x2E64B8
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw FE 'End of Movements

#org 0x2FC793
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw FE 'End of Movements

#org 0x2FC797
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw FE 'End of Movements

#org 0x2FC7E3
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 17 'Jump2 Right
#raw 13 'Step Right (Normal)
#raw 2 'Face Left
#raw 63 'Question Mark (?)
#raw FE 'End of Movements

#org 0x2FC7FB
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 17 'Jump2 Right
#raw 11 'Step Up (Normal)
#raw 62 'Exclamation Mark (!)
#raw FE 'End of Movements

#org 0x2FC813
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 17 'Jump2 Right
#raw 1 'Face Up
#raw 63 'Question Mark (?)
#raw FE 'End of Movements

#org 0x2FC82B
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 1C 'Delay5
#raw 11 'Step Up (Normal)
#raw FE 'End of Movements

#org 0x2FC844
#raw 62 'Exclamation Mark (!)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 10 'Step Down (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 0 'Face Down
#raw FE 'End of Movements

#org 0x2FC8C7
#raw 1E 'Step Up (Fast)
#raw 1E 'Step Up (Fast)
#raw 1E 'Step Up (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw FE 'End of Movements

#org 0x2FC8CF
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw FE 'End of Movements

#org 0x2FC8D5
#raw 1E 'Step Up (Fast)
#raw 1E 'Step Up (Fast)
#raw 1E 'Step Up (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw FE 'End of Movements

#org 0x2FC8DE
#raw 65 'Double Exclamation Mark (!!)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 3 'Face Right
#raw FE 'End of Movements

#org 0x2FC9ED
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw FE 'End of Movements

I move and the camera moves, but nothing else.

I need help on these BADLY! My beta is due tomorrow and these are the final scripts I need!

[/SOLVED!]
__________________
Brony represent.

Last edited by Ninja Caterpie; December 26th, 2008 at 02:32 PM.
  #54    
Old December 24th, 2008, 02:00 AM
Hiche..'s Avatar
Hiche..
 
 
Join Date: Apr 2008
Quote:
Originally Posted by wolverfrog View Post
Hi, i'm not sure if this is scripting, but how on earth do you make a trainer battle you, from a sprite you have made from the ground up.
You should use trainerbattle. trainerbattle 0x0 is for normal battles. trainerbattle 0x1 is for like gym leader, or rival battles. Look around some tutorials.

Quote:
Originally Posted by Ninja Caterpie View Post
Help meh!

And another one:
Script type: Trigger script
ROM: FR
Script Editor: XSE

Spoiler:
'---------------
#org 0x2E63E2
checkflag 0x1002
if 0x1 goto 0x82E64B0
setflag 0x1002
lockall
applymovement MOVE_PLAYER 0x82E64B2
waitmovement 0x0
special 0x113
applymovement MOVE_CAMERA 0x82E64B8
waitmovement 0x0
msgbox 0x82FC750 MSG_NORMAL '"Come on!\pHow long does it take yo..."
applymovement 0x14 0x82FC793
applymovement 0x16 0x82FC797
waitmovement 0x0
msgbox 0x82FC79D MSG_NORMAL '"Okay, all done sir!\p???: Hurry up..."
applymovement 0x15 0x82FC7E3
applymovement 0x14 0x82FC7FB
applymovement 0x16 0x82FC813
applymovement MOVE_CAMERA 0x82FC82B
applymovement MOVE_PLAYER 0x82FC844
waitmovement 0x0
msgbox 0x82FC85C MSG_NORMAL '"???: What is it?\pHENCHMAN: I thin..."
applymovement 0x14 0x82FC8C7
applymovement 0x15 0x82FC8CF
applymovement 0x16 0x82FC8CF
applymovement MOVE_CAMERA 0x82FC8D5
applymovement MOVE_PLAYER 0x82FC8DE
waitmovement 0x0
trainerbattle 0x1 0x1 0x0 0x82FC8E4 0x82FC9E3 0x82E648F
end

'---------------
#org 0x2E64B0
end

'---------------
#org 0x2E648F
msgbox 0x82FC943 MSG_NORMAL '"What?!\pI lost to a kid?\pI'm gonn..."
applymovement 0x14 0x82FC9ED
waitmovement 0x0
special 0x114
releaseall
hidesprite 0x14
hidesprite 0x15
hidesprite 0x16
end


'---------
' Strings
'---------
#org 0x2FC750
= Come on!\pHow long does it take you buffoons\nto pick some herbs?!

#org 0x2FC79D
= Okay, all done sir!\p???: Hurry up then! We don't want\nto be caught!

#org 0x2FC85C
= ???: What is it?\pHENCHMAN: I think I saw somebody,\nsir!\p???: Then pass me the berries. You\ntake him out!

#org 0x2FC8E4
= Ah! I gotcha now, kiddo!\pOh, you think you're tough with\nyour Pokémon?\pI'll prove you wrong!

#org 0x2FC9E3
= Waaah?!

#org 0x2FC943
= What?!\pI lost to a kid?\pI'm gonna bash you to...ah...your\nPokémon looks angry...\pBOSS: Forget it! Just run!\pHENCHMAN: Yessir!\pYou! I'll get you another time!


'-----------
' Movements
'-----------
#org 0x2E64B2
#raw C 'Step Down (Slow)
#raw E 'Step Left (Slow)
#raw E 'Step Left (Slow)
#raw 0 'Face Down
#raw FE 'End of Movements

#org 0x2E64B8
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw FE 'End of Movements

#org 0x2FC793
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw FE 'End of Movements

#org 0x2FC797
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw FE 'End of Movements

#org 0x2FC7E3
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 17 'Jump2 Right
#raw 13 'Step Right (Normal)
#raw 2 'Face Left
#raw 63 'Question Mark (?)
#raw FE 'End of Movements

#org 0x2FC7FB
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 17 'Jump2 Right
#raw 11 'Step Up (Normal)
#raw 62 'Exclamation Mark (!)
#raw FE 'End of Movements

#org 0x2FC813
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 17 'Jump2 Right
#raw 1 'Face Up
#raw 63 'Question Mark (?)
#raw FE 'End of Movements

#org 0x2FC82B
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 1C 'Delay5
#raw 11 'Step Up (Normal)
#raw FE 'End of Movements

#org 0x2FC844
#raw 62 'Exclamation Mark (!)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 10 'Step Down (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 0 'Face Down
#raw FE 'End of Movements

#org 0x2FC8C7
#raw 1E 'Step Up (Fast)
#raw 1E 'Step Up (Fast)
#raw 1E 'Step Up (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw FE 'End of Movements

#org 0x2FC8CF
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw FE 'End of Movements

#org 0x2FC8D5
#raw 1E 'Step Up (Fast)
#raw 1E 'Step Up (Fast)
#raw 1E 'Step Up (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw FE 'End of Movements

#org 0x2FC8DE
#raw 65 'Double Exclamation Mark (!!)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 3 'Face Right
#raw FE 'End of Movements

#org 0x2FC9ED
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw FE 'End of Movements

I move and the camera moves, but nothing else.

I need help on these BADLY! My beta is due tomorrow and these are the final scripts I need!
All that I can think of that the person event numbers are not used properly :\ You changed them to HEX? Like, 10 to A?

Edit: I have a question, suppose I want the player to surf, but not use surf. Just the animation. How do I do it? I remember there's a special for it. Thanks.

Last edited by Hiche..; December 24th, 2008 at 09:20 AM.
  #55    
Old December 24th, 2008, 09:17 AM
cartercr's Avatar
cartercr
Sour Kangaroo's best friend!
 
Join Date: Sep 2008
Location: Solla Sollew (PM me if you get it)
Age: 20
could someone help me, I need a script that switchs the OW sprite when a certain event happens.
Example: Changing clothes for Pokemon contest
__________________
Our Pokemon are the same, but somehow yours are better just because you want to spend hours doing what I can do in minutes. Copy this into your sig if you think that anti PokeSav/PokeGen arguments are rediculus.

90% of teenagers listen to rap. If you are one of the 10% that listens to real music, copy and paste this into your signature.

BW FC: 1463 6132 2390
  #56    
Old December 24th, 2008, 09:43 AM
Vrai
can you feel my heart?
 
Join Date: Jun 2008
Age: 20
Gender: Male
Nature: Adamant
Send a message via Windows Live Messenger to Vrai
Quote:
Originally Posted by cartercr View Post
could someone help me, I need a script that switchs the OW sprite when a certain event happens.
Example: Changing clothes for Pokemon contest
As HackMew said, this is not a script request thread. Please attempt to make the script first.

And Hiche, it's special 0x161.
__________________
aka Zebraiken | pairs; Ω & ζ | bffl; λ | now; Ϟ | twin; ξ | brother; φ | sister; Ψ | neeks; Ϫ
  #57    
Old December 24th, 2008, 09:48 AM
Hiche..'s Avatar
Hiche..
 
 
Join Date: Apr 2008
Thanks Vrai. Do I need a waitstate under it?
  #58    
Old December 24th, 2008, 10:04 AM
Vrai
can you feel my heart?
 
Join Date: Jun 2008
Age: 20
Gender: Male
Nature: Adamant
Send a message via Windows Live Messenger to Vrai
Quote:
Originally Posted by Hiche View Post
Thanks Vrai. Do I need a waitstate under it?
I don't think you should. It only activates the surfing animation, as far as I know. I've never used it.. >.<
__________________
aka Zebraiken | pairs; Ω & ζ | bffl; λ | now; Ϟ | twin; ξ | brother; φ | sister; Ψ | neeks; Ϫ
  #59    
Old December 24th, 2008, 11:42 AM
Shiny Magikarp's Avatar
Shiny Magikarp
Beginning Trainer
 
Join Date: Oct 2008
Location: Scotland
Gender:
Nature: Modest
In my hack, of Fire Red I have changed one of the starter Pokemon to a Larvitar, which means the player needs the National Dex to have seen it. I can't seem to get Oak to give the player a national dex. I looked around and saw some one said to put in "special 0x1F3" in the script I have tried adding it in, replacing all the other specials with it and putting it after all the specials, but it just makes the game freeze. Can someone please tell me what I'm doing wrong? I'm using XSE

Thanks and Merry Christmas

Spoiler:
#org 0x16961E
msgbox 0x818E405 '"OAK: Oh, [player]!\nHow is my old P..."
callstd 0x4
textcolor 0x3
fanfare 0x105
msgbox2 0x818E4AF '"[player] delivered OAK'S PARCEL."
waitmsgbox
waitfanfare
call 0x81A6675
removeitem 0x15D 0x1
msgbox 0x818E4CA '"Ah! \nIt's the custom POKé BALL!\pI..."
callstd 0x4
playsong 0x13B 0x0
msgbox 0x818DE8D '"[rival]: Gramps!"
callstd 0x4
closeonkeypress
compare PLAYERFACING 0x2
if 0x1 call 0x8169A82
compare PLAYERFACING 0x1
if 0x1 call 0x8169AC1
compare PLAYERFACING 0x4
if 0x1 call 0x8169A9E
compare PLAYERFACING 0x3
if 0x1 call 0x8169A9E
fadedefault
msgbox 0x818DE99 '"[rival]: I almost forgot!\nWhat did..."
callstd 0x4
closeonkeypress
pause 0x1E
sound 0x15
applymovement 0x4 0x81A75DB
waitmovement 0x0
applymovement 0x4 0x81A75DD
waitmovement 0x0
compare PLAYERFACING 0x1
if 0x1 call 0x8169ADD
compare PLAYERFACING 0x4
if 0x1 call 0x8169B14
compare PLAYERFACING 0x3
if 0x1 call 0x8169AF5
compare PLAYERFACING 0x2
if 0x1 call 0x8169B86
msgbox 0x818E508 '"OAK: Oh, right!\nI have a request f..."
callstd 0x4
closeonkeypress
compare PLAYERFACING 0x2
if 0x1 call 0x8169882
compare PLAYERFACING 0x1
if 0x1 call 0x816988D
compare PLAYERFACING 0x4
if 0x1 call 0x81698A6
compare PLAYERFACING 0x3
if 0x1 call 0x81698B8
msgbox 0x818E536 '"On the desk there is my invention,\..."
callstd 0x4
closeonkeypress
pause 0x28
msgbox 0x818E5C5 '"OAK: [player] and [rival].\nTake th..."
callstd 0x4
closeonkeypress
applymovement 0x4 0x81A75E9
waitmovement 0x0
hidesprite 0x9
pause 0xA
hidesprite 0xA
pause 0x19
compare PLAYERFACING 0x2
if 0x1 call 0x8169845
compare PLAYERFACING 0x1
if 0x1 call 0x8169850
compare PLAYERFACING 0x4
if 0x1 call 0x816985B
compare PLAYERFACING 0x3
if 0x1 call 0x816986D
pause 0xA
textcolor 0x3
fanfare 0x13E
msgbox2 0x818E5EA '"[player] received the POKéDEX\nfrom..."
waitmsgbox
waitfanfare
call 0x81A6675
setflag 0x829
special 0x181
setvar 0x407C 0x1
msgbox 0x818E612 '"OAK: You can't get detailed data\no..."
callstd 0x4
additem 0x4 0x5
msgbox 0x818E6B3 '"[player] received five POKé BALLS."
giveitem2 0x4 0x5 0x101
msgbox 0x818E6D0 '"When a wild POKéMON appears,\nit's ..."
callstd 0x4
setvar 0x8004 0x0
setvar 0x8005 0x1
special 0x173
msgbox 0x818E784 '"To make a complete guide on all\nth..."
callstd 0x4
msgbox 0x818DEC8 '"[rival]: All right, Gramps!\nLeave ..."
callstd 0x4
compare PLAYERFACING 0x2
if 0x1 call 0x8169B33
compare PLAYERFACING 0x1
if 0x1 call 0x8169B45
compare PLAYERFACING 0x4
if 0x1 call 0x8169B57
compare PLAYERFACING 0x3
if 0x1 call 0x8169B57
msgbox 0x818DEF3 '"[player], I hate to say it, but you..."
callstd 0x4
closeonkeypress
playsong 0x13C 0x0
compare PLAYERFACING 0x2
if 0x1 call 0x8169B69
compare PLAYERFACING 0x1
if 0x1 call 0x8169B7B
compare PLAYERFACING 0x4
if 0x1 call 0x8169B7B
compare PLAYERFACING 0x3
if 0x1 call 0x8169B7B
hidesprite 0x8
fadedefault
setvar 0x4055 0x6
setvar 0x4057 0x2
setvar 0x4051 0x1
setvar 0x4058 0x1
setvar 0x4054 0x1
release
end

(Sorry if I put in too much of the script!)
__________________

  #60    
Old December 24th, 2008, 01:01 PM
Ninja Caterpie's Avatar
Ninja Caterpie
Sitting by the back window
 
Join Date: Mar 2008
Location: Best City OCE
Age: 18
Gender: Male
Nature: Bold
Quote:
Originally Posted by Shiny Magikarp View Post
In my hack, of Fire Red I have changed one of the starter Pokemon to a Larvitar, which means the player needs the National Dex to have seen it. I can't seem to get Oak to give the player a national dex. I looked around and saw some one said to put in "special 0x1F3" in the script I have tried adding it in, replacing all the other specials with it and putting it after all the specials, but it just makes the game freeze. Can someone please tell me what I'm doing wrong? I'm using XSE

Thanks and Merry Christmas
(Sorry if I put in too much of the script!)
You sort of don't need the script. Because that "some one" is wrong. It's special 0x16F
__________________
Brony represent.
  #61    
Old December 24th, 2008, 08:02 PM
/Circa's Avatar
/Circa
a face in the clouds.
 
Join Date: Nov 2007
Location: Melbourne, Victoria
Gender: Male
Nature: Quiet
Game: FireRed
Type: Person Event
Editor: XSE
Script:
Spoiler:
'-----------------------
#org 0x26E352
lock
faceplayer
checkflag 0x203
if 0x1 goto 0x826E3C1
msgbox 0x826E3CE '"Hey champ-bound trainer!"
callstd 0x6
msgbox 0x826E3E8 '"Would you mind taking a quiz?"
callstd 0x5
compare LASTRESULT 0x1
if 0x1 goto 0x826E37E
msgbox 0x826E513 '"Ok..\nYou're choice."
callstd 0x6
setflag 0x829
setflag 0x203
release
end

'-----------------------
#org 0x26E3C1
lock
faceplayer
msgbox 0x826E529 '"Keep recording data with the Pokede..."
callstd 0x6
release
end

'-----------------------
#org 0x26E37E
msgbox 0x826E407 '"Is Squirtle a water-type Pokemon?"
callstd 0x5
compare LASTRESULT 0x1
if 0x1 goto 0x826E397
msgbox 0x826E4F5 '"Unfortunately, you're wrong."
callstd 0x6
setflag 0x829
setflag 0x203
release
end

'-----------------------
#org 0x26E397
msgbox 0x826E42A '"Do certain types of Pokemon evolve?"
callstd 0x5
compare LASTRESULT 0x0
if 0x1 goto 0x826E3B0
msgbox 0x826E4F5 '"Unfortunately, you're wrong."
callstd 0x6
setflag 0x829
setflag 0x203
release
end

'-----------------------
#org 0x26E3B0
msgbox 0x826E44F '"Congratulations, you pass!\pAs a sm..."
callstd 0x6
setflag 0x829
setflag 0x203
release
end


'---------
' Strings
'---------
#org 0x26E3CE
= Hey champ-bound trainer!

#org 0x26E3E8
= Would you mind taking a quiz?

#org 0x26E513
= Ok..\nYou're choice.

#org 0x26E407
= Is Squirtle a water-type Pokemon?

#org 0x26E4F5
= Unfortunately, you're wrong.

#org 0x26E42A
= Do certain types of Pokemon evolve?

#org 0x26E44F
= Congratulations, you pass!\pAs a small reward, I'll give you\nthis PokeDex!\pTheyre used to record Pokemon Data!\nCome see me in Pallet Town for\pa regular checkup.

#org 0x26E529
= Keep recording data with the Pokedex!


The problem is you always get the right answer...
__________________
dragging himself, forw
ard again, the pain has
still not diminished. E
ventually though, he e
merges inside a v
ery large room w

here everything about

the house

suddenly

changes.
  #62    
Old December 25th, 2008, 01:08 AM
Megiddo-san's Avatar
Megiddo-san
Barium - Summer '12 Return?
 
Join Date: Dec 2007
Location: Where you least expect it
Age: 22
Gender: Male
Nature: Relaxed
Send a message via Windows Live Messenger to Megiddo-san
[SOLVED]Game: Firered BPRE
Type: Trigger
Editor: XSE
Script: This script is supposed to allow the player to cross a canyon with a hoverboard. The game does not activate any of the movements.
Spoiler:
'-----------------------
#org 0x800267
checkflag 0x1500
if 0x1 goto 0x88002A5
msgbox 0x88003A8 '"Hello there. As you can see,\nthere..."
callstd 0x5
compare LASTRESULT 0x1
if 0x1 goto 0x88002FE
msgbox 0x880042D '"No need to be down here\nthen?"
callstd 0x2
closeonkeypress
compare PLAYERFACING 0x1
if 0x1 goto 0x880035A
compare PLAYERFACING 0x2
if 0x1 goto 0x8800367
release
end

'-----------------------
#org 0x8002A5
clearflag 0x1500
clearflag 0x830
setmaptile 0xA 0x9 0x7C 0x1
setmaptile 0xB 0x9 0x7C 0x1
setmaptile 0xF 0x1B 0xBA 0x1
setmaptile 0x10 0x1B 0xBA 0x1
setmaptile 0x11 0x1B 0xBA 0x1
setmaptile 0x12 0x1B 0x6B 0x1
special 0x8E
closeonkeypress
compare PLAYERFACING 0x1
if 0x1 goto 0x8800374
compare PLAYERFACING 0x2
if 0x1 goto 0x8800381
release
end

'-----------------------
#org 0x8002FE
special 0x157
setflag 0x830
setmaptile 0xA 0x9 0x7C 0x0
setmaptile 0xB 0x9 0x7C 0x0
setmaptile 0xF 0x1B 0xBA 0x0
setmaptile 0x10 0x1B 0xBA 0x0
setmaptile 0x11 0x1B 0xBA 0x0
setmaptile 0x12 0x1B 0x6B 0x0
special 0x8E
setflag 0x1500
closeonkeypress
compare PLAYERFACING 0x1
if 0x1 goto 0x880038E
compare PLAYERFACING 0x2
if 0x1 goto 0x880039B
release
end

'-----------------------
#org 0x80035A
applymovement MOVE_PLAYER 0x880044D
waitmovement 0x0
release
end

'-----------------------
#org 0x800367
applymovement MOVE_PLAYER 0x8800450
waitmovement 0x0
release
end

'-----------------------
#org 0x800374
applymovement MOVE_PLAYER 0x8800453
waitmovement 0x0
release
end

'-----------------------
#org 0x800381
applymovement MOVE_PLAYER 0x8800456
waitmovement 0x0
release
end

'-----------------------
#org 0x80038E
applymovement MOVE_PLAYER 0x8800459
waitmovement 0x0
release
end

'-----------------------
#org 0x80039B
applymovement MOVE_PLAYER 0x880045D
waitmovement 0x0
release
end


'-----------
' Movements
'-----------
#org 0x80044D
#raw 11 'Step Up (Normal)
#raw FE 'End of Movements

#org 0x800450
#raw 10 'Step Down (Normal)
#raw FE 'End of Movements

#org 0x800453
#raw 10 'Step Down (Normal)
#raw FE 'End of Movements

#org 0x800456
#raw 11 'Step Up (Normal)
#raw FE 'End of Movements

#org 0x800459
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw FE 'End of Movements

#org 0x80045D
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw FE 'End of Movements


'---------
' Strings
'---------
#org 0x8003A8
= Hello there. As you can see,\nthere is a canyon here. I see\pyou have a hoverboard.\nAre you going to use it\pto traverse this gap?

#org 0x80042D
= No need to be down here\nthen?
[/SOLVED]

__________________

Hashire! Asu e tsudzuku shinka no micha wa

Last edited by Megiddo-san; December 25th, 2008 at 11:44 AM.
  #63    
Old December 25th, 2008, 02:27 AM
пзо's Avatar
пзо
zzirRusty
 
Join Date: Dec 2008
Nature: Quiet
Spoiler:

My Script

Spoiler:

Game: Fire red Bpre
Type: Trigger
Editor XSE
Script:
This Script has some crapy little earthquake.. and Im not sure where to put the setflag.
Maybe at the bottom?
But how can I make the earthquake bigger? Add more Specials?
Making a video now..

Heres the new script:

--
#Dynamic 0x800001
#org @start
setflag 0x1001
if 0x0 goto @hey
if 0x1 goto @end
release
end

#Org @hey
fadescreen 0x1
fadescreen 0x0
Special 0x136
fadescreen 0x1
fadescreen 0x0
applymovement 0xFF @Qmark
waitmovement 0x0
lock
msgbox @1
boxset 6
release
end

#Org @Qmark
#Raw 0x63 0xFE

#Org @1
= What was that?!\nIt came from a short\pdistance.

#Org @end
release
end

V i d e o

http://uk.youtube.com/watch?v=2jLQGMRIyUk


[Solved]
My Solved Idea is good!
__________________
| Pokémon Obsidian | Pokémon Mystical Glacier |
Yeah, I said it, Pokémon Mystical Glacier..
Its comming back.. Better than ever.
Along side Pokémon Obsidian.

Last edited by пзо; December 25th, 2008 at 07:53 PM.
  #64    
Old December 25th, 2008, 09:14 AM
Pokepal17's Avatar
Pokepal17
More cowbell~
 
Join Date: Oct 2008
Location: Steeltown
Age: 19
Gender: Male
Nature: Modest
Quote:
Originally posted by n3o

#Dynamic 0x800001

#org @start
checkflag 0x1001
if b_true goto @end
fadescreen 0x1
Special 0x136
fadescreen 0x0
applymovement 0xFF @Qmark
waitmovement 0x0
msgbox @1
boxset 2
setflag 0x1001
end

#Org @Qmark
#Raw 0x63 0xFE

#Org @1
= What was that?!\nIt came from a short\pdistance.

#Org @end
release

You could put the script like this. Well, this is how I'm putting it and people might put it a different way, but it should have the same result. Changes in bold. Boxset 2= lock, boxset 6 & release. I don't know how to make a bigger earthquake. More specials would make more earthquakes.
__________________
Pokémon Stardrop
  #65    
Old December 25th, 2008, 11:14 AM
Hiche..'s Avatar
Hiche..
 
 
Join Date: Apr 2008
Quote:
Originally Posted by megiddo View Post
Game: Firered BPRE
Type: Trigger
Editor: XSE
Script: This script is supposed to allow the player to cross a canyon with a hoverboard. The game does not activate any of the movements.
Spoiler:
'-----------------------
#org 0x800267
checkflag 0x1500
if 0x1 goto 0x88002A5
msgbox 0x88003A8 '"Hello there. As you can see,\nthere..."
callstd 0x5
compare LASTRESULT 0x1
if 0x1 goto 0x88002FE
msgbox 0x880042D '"No need to be down here\nthen?"
callstd 0x2
closeonkeypress
compare PLAYERFACING 0x1
if 0x1 goto 0x880035A
compare PLAYERFACING 0x2
if 0x1 goto 0x8800367
release
end

'-----------------------
#org 0x8002A5
clearflag 0x1500
clearflag 0x830
setmaptile 0xA 0x9 0x7C 0x1
setmaptile 0xB 0x9 0x7C 0x1
setmaptile 0xF 0x1B 0xBA 0x1
setmaptile 0x10 0x1B 0xBA 0x1
setmaptile 0x11 0x1B 0xBA 0x1
setmaptile 0x12 0x1B 0x6B 0x1
special 0x8E
closeonkeypress
compare PLAYERFACING 0x1
if 0x1 goto 0x8800374
compare PLAYERFACING 0x2
if 0x1 goto 0x8800381
release
end

'-----------------------
#org 0x8002FE
special 0x157
setflag 0x830
setmaptile 0xA 0x9 0x7C 0x0
setmaptile 0xB 0x9 0x7C 0x0
setmaptile 0xF 0x1B 0xBA 0x0
setmaptile 0x10 0x1B 0xBA 0x0
setmaptile 0x11 0x1B 0xBA 0x0
setmaptile 0x12 0x1B 0x6B 0x0
special 0x8E
setflag 0x1500
closeonkeypress
compare PLAYERFACING 0x1
if 0x1 goto 0x880038E
compare PLAYERFACING 0x2
if 0x1 goto 0x880039B
release
end

'-----------------------
#org 0x80035A
applymovement MOVE_PLAYER 0x880044D
waitmovement 0x0
release
end

'-----------------------
#org 0x800367
applymovement MOVE_PLAYER 0x8800450
waitmovement 0x0
release
end

'-----------------------
#org 0x800374
applymovement MOVE_PLAYER 0x8800453
waitmovement 0x0
release
end

'-----------------------
#org 0x800381
applymovement MOVE_PLAYER 0x8800456
waitmovement 0x0
release
end

'-----------------------
#org 0x80038E
applymovement MOVE_PLAYER 0x8800459
waitmovement 0x0
release
end

'-----------------------
#org 0x80039B
applymovement MOVE_PLAYER 0x880045D
waitmovement 0x0
release
end


'-----------
' Movements
'-----------
#org 0x80044D
#raw 11 'Step Up (Normal)
#raw FE 'End of Movements

#org 0x800450
#raw 10 'Step Down (Normal)
#raw FE 'End of Movements

#org 0x800453
#raw 10 'Step Down (Normal)
#raw FE 'End of Movements

#org 0x800456
#raw 11 'Step Up (Normal)
#raw FE 'End of Movements

#org 0x800459
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw FE 'End of Movements

#org 0x80045D
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw FE 'End of Movements


'---------
' Strings
'---------
#org 0x8003A8
= Hello there. As you can see,\nthere is a canyon here. I see\pyou have a hoverboard.\nAre you going to use it\pto traverse this gap?

#org 0x80042D
= No need to be down here\nthen?


Spoiler:
'-----------------------
#org 0x800267
checkflag 0x1500
if 0x1 goto 0x88002A5
msgbox 0x88003A8 '"Hello there. As you can see,\nthere..."
callstd 0x5
compare LASTRESULT 0x1
if 0x1 goto 0x88002FE
msgbox 0x880042D '"No need to be down here\nthen?"
callstd 0x2
closeonkeypress
copyvar 0x8000 PLAYERFACING
compare 0x8000 0x1
if 0x1 goto 0x880035A
compare 0x8000 0x2
if 0x1 goto 0x8800367

release
end

'-----------------------
#org 0x8002A5
clearflag 0x1500
clearflag 0x830
setmaptile 0xA 0x9 0x7C 0x1
setmaptile 0xB 0x9 0x7C 0x1
setmaptile 0xF 0x1B 0xBA 0x1
setmaptile 0x10 0x1B 0xBA 0x1
setmaptile 0x11 0x1B 0xBA 0x1
setmaptile 0x12 0x1B 0x6B 0x1
special 0x8E
closeonkeypress
copyvar 0x8008 PLAYERFACING
compare 0x8008 0x1
if 0x1 goto 0x8800374
compare 0x8008 0x2
if 0x1 goto 0x8800381

release
end

'-----------------------
#org 0x8002FE
special 0x157
setflag 0x830
setmaptile 0xA 0x9 0x7C 0x0
setmaptile 0xB 0x9 0x7C 0x0
setmaptile 0xF 0x1B 0xBA 0x0
setmaptile 0x10 0x1B 0xBA 0x0
setmaptile 0x11 0x1B 0xBA 0x0
setmaptile 0x12 0x1B 0x6B 0x0
special 0x8E
setflag 0x1500
closeonkeypress
copyvar 0x8004 PLAYERFACING
compare 0x8004 0x1
if 0x1 goto 0x880038E
compare 0x8004 0x2
if 0x1 goto 0x880039B

release
end

'-----------------------
#org 0x80035A
applymovement MOVE_PLAYER 0x880044D
waitmovement 0x0
return

'-----------------------
#org 0x800367
applymovement MOVE_PLAYER 0x8800450
waitmovement 0x0
return

'-----------------------
#org 0x800374
applymovement MOVE_PLAYER 0x8800453
waitmovement 0x0
return

'-----------------------
#org 0x800381
applymovement MOVE_PLAYER 0x8800456
waitmovement 0x0
return

'-----------------------
#org 0x80038E
applymovement MOVE_PLAYER 0x8800459
waitmovement 0x0
return

'-----------------------
#org 0x80039B
applymovement MOVE_PLAYER 0x880045D
waitmovement 0x0
return


'-----------
' Movements
'-----------
#org 0x80044D
#raw 11 'Step Up (Normal)
#raw FE 'End of Movements

#org 0x800450
#raw 10 'Step Down (Normal)
#raw FE 'End of Movements

#org 0x800453
#raw 10 'Step Down (Normal)
#raw FE 'End of Movements

#org 0x800456
#raw 11 'Step Up (Normal)
#raw FE 'End of Movements

#org 0x800459
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw FE 'End of Movements

#org 0x80045D
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw FE 'End of Movements


'---------
' Strings
'---------
#org 0x8003A8
= Hello there. As you can see,\nthere is a canyon here. I see\pyou have a hoverboard.\nAre you going to use it\pto traverse this gap?

#org 0x80042D
= No need to be down here\nthen?


Hackmew probably will fix it, but..

Try this. I do not think it will work, but try. Lol.
  #66    
Old December 25th, 2008, 11:31 AM
HackMew's Avatar
HackMew
Mewtwo Strikes Back
 
Join Date: Jun 2006
Quote:
Originally Posted by Pokepal17 View Post
This script was fixed but it stiil doesn't work th way I want it to.

ROM: Pokemon Fire Red
Version: 1.0
Script Editor: XSE
Script type: Person

Spoiler:

#dynamic 0x800000

#org @begin
message @cry
boxset 0x2
cry 0xA1 0xF5
nop
nop
wildbattle 0xF5 0x32 0x0 0x0
fadescreen 0x1
hidesprite 0x4
fadescreen 0x0
release
end

#org @cry
= GRRRR!


A-map settings

Spoiler:




This is a wildbattle with a Suicune. Firstly, the fadescreen command happens before the battle ends, it happesn when I talk to the Suicune. Secondly, the Suicune temporarily disappears after the battle and then returns when I move. If I put in a random ID code, it disappears permanently. Please help me. Thanks in advance!

Pictures

Spoiler:


Fixed script below. Don't forget to change the Person ID to 1001! And to update XSE too.

Spoiler:
#dynamic 0x800000

#org @begin
cry 0xF5 0x0
message @cry 0x2
waitcry
wildbattle2 0xF5 0x32 0x0 0x0
fadescreen 0x1
hidesprite 0x4
setflag 0x1001
fadescreen 0x0
release
end

#org @cry
= GRRRR!



Quote:
Originally Posted by Ninja Caterpie View Post
Spoiler:
#dynamic 0x71A29C

#org @start
lock
faceplayer
checkflag 0x1005
if 0x1 goto @milk
msgbox @get
boxset 0x6
msgbox @milky
boxset 0x6
setflag 0x1005
release
end

#org @get
= Mom:Hurry and get the milk honey!

#org @done
release
end

#org @milk
= Mom:Oh you're here!\pMom:While you were out we found\nsome milk in the fridge, but now\lthat you've bought it....Keep it!\pMom:You can go outside to play now.

#org @done2
release
end


A kinda noobish question....
When the flag is set, it just ends, it doesn't go to the message @milk thing (don't ask its a very weird script......)
First of all, no need to use @done and @done2. I mean, they're the same script, so @done is enough. Also... there's no need of of lock, faceplayer and end, because you can simply use boxset 0x2. I would fix the script, but the @milky part is missing, and the @milk one is supposed to point to a script, not to a text.


Quote:
Originally Posted by Quickster View Post
Game:Fire Red
Editor:XSE
Type:person event

When i talk to the person,the game freezes with not message box appearing.
Spoiler:
#dynamic 0x26D44C

#org @start
lock
faceplayer
msgbox @talk
boxset 0x6
release
end

#org @talk
= Wow, your pokegear is impressive!\nDid your mom get it for you?
First of all you can remove lock, faceplayer and release since you can just use boxset 0x2. But, since the new XSE got released, go get it and try the script below:

Spoiler:
#dynamic 0x26D44C

#org @start
msgbox @talk 0x2
end

#org @talk
= Wow, your pokegear is impressive!\nDid your mom get it for you?


Remember that after you compile it, you need to copy the offset shown in the Compiler Output. The #dynamic value is just what XSE use to start searching free space, but it does not mean the script will be compiled at that offset obviously.


Quote:
Originally Posted by Ninja Caterpie View Post
Having trouble with a rather troublesome script.

Script type: Person Script
ROM:FR
Script Editor:XSE
Spoiler:
'---------------
#org 0x2E6168
msgbox 0x82E6025 MSG_NORMAL '"It's a Spearow[.]\pCould it be tha..."
applymovement MOVE_PLAYER 0x82E60A6
waitmovement 0x0
applymovement 0x12 0x82E60AE
waitmovement 0x0
applymovement MOVE_PLAYER 0x82E60B4
applymovement 0x12 0x82E60D4
waitmovement 0x0
applymovement 0x1 0x82E60F4
applymovement MOVE_PLAYER 0x82E60FC
waitmovement 0x0
msgbox 0x82E6100 MSG_NORMAL '"Thank you!\pI[.]How can I pay you ..."
loadpointer 0x0 0x819F8C0 '"[player] received HM02\nfrom the b..."
giveitem2 0x154 0x1 0x101
msgbox 0x819F8E0 MSG_KEEPOPEN '"HM02 is FLY.\nIt's a wonderfully c..."
closeonkeypress
msgbox 0x82E6146 MSG_NORMAL '"Thanks again!\pGoodbye!"
hidesprite 0x12
applymovement 0x15 0x82E615F
hidesprite 0x1
setflag 0x1001
end


'---------
' Strings
'---------
#org 0x2E6025
= It's a Spearow[.]\pCould it be that trainer's?\p[.]\pHere, birdy...

#org 0x2E6100
= Thank you!\pI[.]How can I pay you back[.]?\pI know! Take this HM!

#org 0x19F8C0
= [player] received HM02\nfrom the boy.

#org 0x19F8E0
= HM02 is FLY.\nIt's a wonderfully convenient move.\pPlease, put it to good use.

#org 0x2E6146
= Thanks again!\pGoodbye!


'-----------
' Movements
'-----------
#org 0x2E60A6
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 2E 'Face Up (Delayed)
#raw 64 'Cross (X)
#raw 53 'Jump in Place (Facing Up)
#raw FE 'End of Movements

#org 0x2E60AE
#raw 62 'Exclamation Mark (!)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw FE 'End of Movements

#org 0x2E60B4
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1D 'Step Down (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1D 'Step Down (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 20 'Step Right (Fast)
#raw FE 'End of Movements

#org 0x2E60D4
#raw 10 'Step Down (Normal)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1D 'Step Down (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1D 'Step Down (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw FE 'End of Movements

#org 0x2E60F4
#raw 62 'Exclamation Mark (!)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 0 'Face Down
#raw FE 'End of Movements

#org 0x2E60FC
#raw 10 'Step Down (Normal)
#raw 1 'Face Up
#raw FE 'End of Movements

#org 0x2E615F
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw FE 'End of Movements

When I talk to it, the message appears and I move, but the Spearow doesn't, :\ Then the boy talks but doesn't move. He then just disappears.
Make sure to not mix hexadecimal with decimal: 0x12 is not 12, of course. The "0x" prefix does matter.

Spoiler:
'---------------
#org 0x2E6168
msgbox 0x82E6025 MSG_NORMAL '"It's a Spearow[.]\pCould it be tha..."
applymovement MOVE_PLAYER 0x82E60A6
waitmovement 0x0
applymovement 12 0x82E60AE
waitmovement 0x0
applymovement MOVE_PLAYER 0x82E60B4
applymovement 12 0x82E60D4
waitmovement 0x0
applymovement 0x1 0x82E60F4
applymovement MOVE_PLAYER 0x82E60FC
waitmovement 0x0
msgbox 0x82E6100 MSG_NORMAL '"Thank you!\pI[.]How can I pay you ..."
loadpointer 0x0 0x819F8C0 '"[player] received HM02\nfrom the b..."
giveitem2 0x154 0x1 0x101
msgbox 0x819F8E0 MSG_KEEPOPEN '"HM02 is FLY.\nIt's a wonderfully c..."
closeonkeypress
msgbox 0x82E6146 MSG_NORMAL '"Thanks again!\pGoodbye!"
hidesprite 12 ' or 0xC
applymovement 15 0x82E615F ' or 0xF
hidesprite 0x1
setflag 0x1001
end


'---------
' Strings
'---------
#org 0x2E6025
= It's a Spearow[.]\pCould it be that trainer's?\p[.]\pHere, birdy...

#org 0x2E6100
= Thank you!\pI[.]How can I pay you back[.]?\pI know! Take this HM!

#org 0x19F8C0
= [player] received HM02\nfrom the boy.

#org 0x19F8E0
= HM02 is FLY.\nIt's a wonderfully convenient move.\pPlease, put it to good use.

#org 0x2E6146
= Thanks again!\pGoodbye!


'-----------
' Movements
'-----------
#org 0x2E60A6
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 2E 'Face Up (Delayed)
#raw 64 'Cross (X)
#raw 53 'Jump in Place (Facing Up)
#raw FE 'End of Movements

#org 0x2E60AE
#raw 62 'Exclamation Mark (!)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw FE 'End of Movements

#org 0x2E60B4
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1D 'Step Down (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1D 'Step Down (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 20 'Step Right (Fast)
#raw FE 'End of Movements

#org 0x2E60D4
#raw 10 'Step Down (Normal)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1D 'Step Down (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1D 'Step Down (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw FE 'End of Movements

#org 0x2E60F4
#raw 62 'Exclamation Mark (!)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 0 'Face Down
#raw FE 'End of Movements

#org 0x2E60FC
#raw 10 'Step Down (Normal)
#raw 1 'Face Up
#raw FE 'End of Movements

#org 0x2E615F
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw FE 'End of Movements



Quote:
Originally Posted by Ninja Caterpie View Post
Help meh!

And another one:
Script type: Trigger script
ROM: FR
Script Editor: XSE

Spoiler:
'---------------
#org 0x2E63E2
checkflag 0x1002
if 0x1 goto 0x82E64B0
setflag 0x1002
lockall
applymovement MOVE_PLAYER 0x82E64B2
waitmovement 0x0
special 0x113
applymovement MOVE_CAMERA 0x82E64B8
waitmovement 0x0
msgbox 0x82FC750 MSG_NORMAL '"Come on!\pHow long does it take yo..."
applymovement 0x14 0x82FC793
applymovement 0x16 0x82FC797
waitmovement 0x0
msgbox 0x82FC79D MSG_NORMAL '"Okay, all done sir!\p???: Hurry up..."
applymovement 0x15 0x82FC7E3
applymovement 0x14 0x82FC7FB
applymovement 0x16 0x82FC813
applymovement MOVE_CAMERA 0x82FC82B
applymovement MOVE_PLAYER 0x82FC844
waitmovement 0x0
msgbox 0x82FC85C MSG_NORMAL '"???: What is it?\pHENCHMAN: I thin..."
applymovement 0x14 0x82FC8C7
applymovement 0x15 0x82FC8CF
applymovement 0x16 0x82FC8CF
applymovement MOVE_CAMERA 0x82FC8D5
applymovement MOVE_PLAYER 0x82FC8DE
waitmovement 0x0
trainerbattle 0x1 0x1 0x0 0x82FC8E4 0x82FC9E3 0x82E648F
end

'---------------
#org 0x2E64B0
end

'---------------
#org 0x2E648F
msgbox 0x82FC943 MSG_NORMAL '"What?!\pI lost to a kid?\pI'm gonn..."
applymovement 0x14 0x82FC9ED
waitmovement 0x0
special 0x114
releaseall
hidesprite 0x14
hidesprite 0x15
hidesprite 0x16
end


'---------
' Strings
'---------
#org 0x2FC750
= Come on!\pHow long does it take you buffoons\nto pick some herbs?!

#org 0x2FC79D
= Okay, all done sir!\p???: Hurry up then! We don't want\nto be caught!

#org 0x2FC85C
= ???: What is it?\pHENCHMAN: I think I saw somebody,\nsir!\p???: Then pass me the berries. You\ntake him out!

#org 0x2FC8E4
= Ah! I gotcha now, kiddo!\pOh, you think you're tough with\nyour Pokémon?\pI'll prove you wrong!

#org 0x2FC9E3
= Waaah?!

#org 0x2FC943
= What?!\pI lost to a kid?\pI'm gonna bash you to...ah...your\nPokémon looks angry...\pBOSS: Forget it! Just run!\pHENCHMAN: Yessir!\pYou! I'll get you another time!


'-----------
' Movements
'-----------
#org 0x2E64B2
#raw C 'Step Down (Slow)
#raw E 'Step Left (Slow)
#raw E 'Step Left (Slow)
#raw 0 'Face Down
#raw FE 'End of Movements

#org 0x2E64B8
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw FE 'End of Movements

#org 0x2FC793
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw FE 'End of Movements

#org 0x2FC797
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw FE 'End of Movements

#org 0x2FC7E3
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 17 'Jump2 Right
#raw 13 'Step Right (Normal)
#raw 2 'Face Left
#raw 63 'Question Mark (?)
#raw FE 'End of Movements

#org 0x2FC7FB
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 17 'Jump2 Right
#raw 11 'Step Up (Normal)
#raw 62 'Exclamation Mark (!)
#raw FE 'End of Movements

#org 0x2FC813
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 17 'Jump2 Right
#raw 1 'Face Up
#raw 63 'Question Mark (?)
#raw FE 'End of Movements

#org 0x2FC82B
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 1C 'Delay5
#raw 11 'Step Up (Normal)
#raw FE 'End of Movements

#org 0x2FC844
#raw 62 'Exclamation Mark (!)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 10 'Step Down (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 0 'Face Down
#raw FE 'End of Movements

#org 0x2FC8C7
#raw 1E 'Step Up (Fast)
#raw 1E 'Step Up (Fast)
#raw 1E 'Step Up (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw FE 'End of Movements

#org 0x2FC8CF
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw FE 'End of Movements

#org 0x2FC8D5
#raw 1E 'Step Up (Fast)
#raw 1E 'Step Up (Fast)
#raw 1E 'Step Up (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw FE 'End of Movements

#org 0x2FC8DE
#raw 65 'Double Exclamation Mark (!!)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 3 'Face Right
#raw FE 'End of Movements

#org 0x2FC9ED
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw FE 'End of Movements

I move and the camera moves, but nothing else.

I need help on these BADLY! My beta is due tomorrow and these are the final scripts I need!
Exact the same problem as above. Pay attention to the values!


Quote:
Originally Posted by Hiche View Post
Thanks Vrai. Do I need a waitstate under it?
For special 0x161 there's no real need.


Quote:
Originally Posted by Punk Rocker View Post
Game: FireRed
Type: Person Event
Editor: XSE
Script:
Spoiler:
'-----------------------
#org 0x26E352
lock
faceplayer
checkflag 0x203
if 0x1 goto 0x826E3C1
msgbox 0x826E3CE '"Hey champ-bound trainer!"
callstd 0x6
msgbox 0x826E3E8 '"Would you mind taking a quiz?"
callstd 0x5
compare LASTRESULT 0x1
if 0x1 goto 0x826E37E
msgbox 0x826E513 '"Ok..\nYou're choice."
callstd 0x6
setflag 0x829
setflag 0x203
release
end

'-----------------------
#org 0x26E3C1
lock
faceplayer
msgbox 0x826E529 '"Keep recording data with the Pokede..."
callstd 0x6
release
end

'-----------------------
#org 0x26E37E
msgbox 0x826E407 '"Is Squirtle a water-type Pokemon?"
callstd 0x5
compare LASTRESULT 0x1
if 0x1 goto 0x826E397
msgbox 0x826E4F5 '"Unfortunately, you're wrong."
callstd 0x6
setflag 0x829
setflag 0x203
release
end

'-----------------------
#org 0x26E397
msgbox 0x826E42A '"Do certain types of Pokemon evolve?"
callstd 0x5
compare LASTRESULT 0x0
if 0x1 goto 0x826E3B0
msgbox 0x826E4F5 '"Unfortunately, you're wrong."
callstd 0x6
setflag 0x829
setflag 0x203
release
end

'-----------------------
#org 0x26E3B0
msgbox 0x826E44F '"Congratulations, you pass!\pAs a sm..."
callstd 0x6
setflag 0x829
setflag 0x203
release
end


'---------
' Strings
'---------
#org 0x26E3CE
= Hey champ-bound trainer!

#org 0x26E3E8
= Would you mind taking a quiz?

#org 0x26E513
= Ok..\nYou're choice.

#org 0x26E407
= Is Squirtle a water-type Pokemon?

#org 0x26E4F5
= Unfortunately, you're wrong.

#org 0x26E42A
= Do certain types of Pokemon evolve?

#org 0x26E44F
= Congratulations, you pass!\pAs a small reward, I'll give you\nthis PokeDex!\pTheyre used to record Pokemon Data!\nCome see me in Pallet Town for\pa regular checkup.

#org 0x26E529
= Keep recording data with the Pokedex!


The problem is you always get the right answer...
Try using this script. Don't forget to update your copy of XSE first.

Spoiler:
#org @start
lock
faceplayer
checkflag 0x1003
if 0x1 goto @alreadygot
msgbox @champ 0x6
msgbox @mind 0x5
compare LASTRESULT 0x1
if 0x1 goto @yes
msgbox @yourchoice 0x6
call @enabledex
end

#org @enabledex
setflag 0x829
setflag 0x1003
release
end

#org @alreadygot
msgbox @keep 0x2
end

#org @yes
msgbox @squirtle 0x5
compare LASTRESULT 0x1
if 0x1 goto @second
else call @wrong
end

#org @wrong
msgbox @badluck 0x6
call @enabledex
end

#org @second
msgbox @evolve 0x5
compare LASTRESULT 0x1
if 0x1 goto @congrat
else call @wrong
end

#org @congrat
msgbox @passed 0x6
call @enabledex
end


#org @champ
= Hey champ-bound trainer!

#org @mind
= Would you mind taking a quiz?

#org @yourchoice
= Ok..\nYou're choice.

#org @squirtle
= Is Squirtle a water-type Pokémon?

#org @badluck
= Unfortunately, you're wrong.

#org @evolve
= Do certain types of Pokémon evolve?

#org @passed
= Congratulations, you pass!\pAs a small reward, I'll give you\nthis PokéDex!\pTheyre used to record Pokémon Data!\nCome see me in Pallet Town for\pa regular checkup.

#org @keep
= Keep recording data with the PokéDex!



Quote:
Originally Posted by megiddo View Post
Game: Firered BPRE
Type: Trigger
Editor: XSE
Script: This script is supposed to allow the player to cross a canyon with a hoverboard. The game does not activate any of the movements.
Spoiler:
'-----------------------
#org 0x800267
checkflag 0x1500
if 0x1 goto 0x88002A5
msgbox 0x88003A8 '"Hello there. As you can see,\nthere..."
callstd 0x5
compare LASTRESULT 0x1
if 0x1 goto 0x88002FE
msgbox 0x880042D '"No need to be down here\nthen?"
callstd 0x2
closeonkeypress
compare PLAYERFACING 0x1
if 0x1 goto 0x880035A
compare PLAYERFACING 0x2
if 0x1 goto 0x8800367
release
end

'-----------------------
#org 0x8002A5
clearflag 0x1500
clearflag 0x830
setmaptile 0xA 0x9 0x7C 0x1
setmaptile 0xB 0x9 0x7C 0x1
setmaptile 0xF 0x1B 0xBA 0x1
setmaptile 0x10 0x1B 0xBA 0x1
setmaptile 0x11 0x1B 0xBA 0x1
setmaptile 0x12 0x1B 0x6B 0x1
special 0x8E
closeonkeypress
compare PLAYERFACING 0x1
if 0x1 goto 0x8800374
compare PLAYERFACING 0x2
if 0x1 goto 0x8800381
release
end

'-----------------------
#org 0x8002FE
special 0x157
setflag 0x830
setmaptile 0xA 0x9 0x7C 0x0
setmaptile 0xB 0x9 0x7C 0x0
setmaptile 0xF 0x1B 0xBA 0x0
setmaptile 0x10 0x1B 0xBA 0x0
setmaptile 0x11 0x1B 0xBA 0x0
setmaptile 0x12 0x1B 0x6B 0x0
special 0x8E
setflag 0x1500
closeonkeypress
compare PLAYERFACING 0x1
if 0x1 goto 0x880038E
compare PLAYERFACING 0x2
if 0x1 goto 0x880039B
release
end

'-----------------------
#org 0x80035A
applymovement MOVE_PLAYER 0x880044D
waitmovement 0x0
release
end

'-----------------------
#org 0x800367
applymovement MOVE_PLAYER 0x8800450
waitmovement 0x0
release
end

'-----------------------
#org 0x800374
applymovement MOVE_PLAYER 0x8800453
waitmovement 0x0
release
end

'-----------------------
#org 0x800381
applymovement MOVE_PLAYER 0x8800456
waitmovement 0x0
release
end

'-----------------------
#org 0x80038E
applymovement MOVE_PLAYER 0x8800459
waitmovement 0x0
release
end

'-----------------------
#org 0x80039B
applymovement MOVE_PLAYER 0x880045D
waitmovement 0x0
release
end


'-----------
' Movements
'-----------
#org 0x80044D
#raw 11 'Step Up (Normal)
#raw FE 'End of Movements

#org 0x800450
#raw 10 'Step Down (Normal)
#raw FE 'End of Movements

#org 0x800453
#raw 10 'Step Down (Normal)
#raw FE 'End of Movements

#org 0x800456
#raw 11 'Step Up (Normal)
#raw FE 'End of Movements

#org 0x800459
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw FE 'End of Movements

#org 0x80045D
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw FE 'End of Movements


'---------
' Strings
'---------
#org 0x8003A8
= Hello there. As you can see,\nthere is a canyon here. I see\pyou have a hoverboard.\nAre you going to use it\pto traverse this gap?

#org 0x80042D
= No need to be down here\nthen?


The only thing I can say is that those closeonkeypress commands are useless.
Did you try compiling it to a clean ROM?


Quote:
Originally Posted by пзо View Post

My Script


Game: Fire red Bpre
Type: Trigger
Editor XSE
Script:
This Script has some crapy little earthquake.. and Im not sure where to put the setflag.
Maybe at the bottom?
But how can I make the earthquake bigger? Add more Specials?
Making a video now..

Heres the new script:

--
Spoiler:
#Dynamic 0x800001
#org @start
setflag 0x1001
if 0x0 goto @hey
if 0x1 goto @end
release
end

#Org @hey
fadescreen 0x1
fadescreen 0x0
Special 0x136
fadescreen 0x1
fadescreen 0x0
applymovement 0xFF @Qmark
waitmovement 0x0
lock
msgbox @1
boxset 6
release
end

#Org @Qmark
#Raw 0x63 0xFE

#Org @1
= What was that?!\nIt came from a short\pdistance.

#Org @end
release
end


V i d e o

http://uk.youtube.com/watch?v=2jLQGMRIyUk
This is the fixed script. Regarding the earthquake, I remember you need to set some variables in order to customize the tremor. Do a search in the archived thread and in the SQ thread as well. Don't forget to update XSE anyway.

Spoiler:
#Dynamic 0x800001

#Org @start
checkflag 0x1001
if 0x1 goto @end
fadescreen 0x1
fadescreen 0x0
Special 0x136
fadescreen 0x1
fadescreen 0x0
applymovement 0xFF @Qmark
waitmovement 0x0
lock
msgbox @1 6
release
setflag 0x1001
end

#Org @Qmark
#raw 0x63 0xFE

#Org @1
= What was that?!\nIt came from a short\pdistance.

#Org @end
release
end
__________________

Last edited by HackMew; December 25th, 2008 at 12:31 PM.
  #67    
Old December 25th, 2008, 11:35 AM
Megiddo-san's Avatar
Megiddo-san
Barium - Summer '12 Return?
 
Join Date: Dec 2007
Location: Where you least expect it
Age: 22
Gender: Male
Nature: Relaxed
Send a message via Windows Live Messenger to Megiddo-san
It must have been the rom I first compiled to that added those in there. However I tried it in a clean rom and it still does not work. I am going to try Hiche's version.
__________________

Hashire! Asu e tsudzuku shinka no micha wa
  #68    
Old December 25th, 2008, 11:39 AM
HackMew's Avatar
HackMew
Mewtwo Strikes Back
 
Join Date: Jun 2006
Quote:
Originally Posted by megiddo View Post
It must have been the rom I first compiled to that added those in there. However I tried it in a clean rom and it still does not work. I am going to try Hiche's version.
Well, Hiche's version is pretty much the same. BTW, you can't return when you use goto. I mean, it won't return anywhere.

Besides, new rule: add a [SOLVED] tag to your post when everything is fixed and working. I'll add that to the first post right now. Please edit your old post to meet the new requirements. Don't forget to always use spoilers when posting scripts.
__________________

Last edited by HackMew; December 25th, 2008 at 11:55 AM.
  #69    
Old December 25th, 2008, 11:51 AM
Hiche..'s Avatar
Hiche..
 
 
Join Date: Apr 2008
Yea, you can't return when you use goto. Replace goto with call. I do not think it will work, but it's worth a try.

MSG_KEEPOPEN in the new version of XSE, is boxset 4, right?
  #70    
Old December 25th, 2008, 11:55 AM
HackMew's Avatar
HackMew
Mewtwo Strikes Back
 
Join Date: Jun 2006
Quote:
Originally Posted by Hiche View Post
Yea, you can't return when you use goto. Replace goto with call. I do not think it will work, but it's worth a try.

MSG_KEEPOPEN in the new version of XSE, is boxset 4, right?
Yeah, indeed. The std.rbh file is full of nice things, uh? :)
__________________
  #71    
Old December 25th, 2008, 06:08 PM
BananasGoMoo's Avatar
BananasGoMoo
Pokemon Electrum
 
Join Date: Dec 2008
Location: Richmond, California
Age: 22
Gender:
Nature: Lax
Send a message via AIM to BananasGoMoo
so i made this pokemart



Spoiler:

'-----------------------
#org 0x39D454
lock
faceplayer
msgbox 0x823CFFC '"Welcome!\pHow may I serve you?"
waitmsgbox
pokemart 0x8380A78
msgbox 0x823DA5C '"Please come again!"
callstd 0x4
release
end


'-----------
' MartItems
'-----------
#org 0x380A78
#raw word 5D
#raw word 5E
#raw word 5F
#raw word 60
#raw word 61
#raw word 62
#raw word 1
#raw word 5
#raw word C
#raw word 0


'---------
' Strings
'---------
#org 0x23CFFC
= Welcome!\pHow may I serve you?

#org 0x23DA5C
= Please come again!


it works perfect, except when you enter the buy or sell menu, and then exit the conversation, you control the mart guy until you enter a building. its really wierd and im not sure if its the script or what.
__________________
This signature has been disabled.
Images in the spoiler tags still count; remove the images in the spoiler tags -- too tall.
Please review and fix the issues by reading the signature rules.

You must edit it to meet the limits set by the rules before you may remove the [sig-reason] code from your signature. Removing this tag will re-enable it.

Do not remove the tag until you fix the issues in your signature. You may be infracted for removing this tag if you do not fix the specified issues. Do not use this tag for decoration purposes.
  #72    
Old December 25th, 2008, 06:58 PM
пзо's Avatar
пзо
zzirRusty
 
Join Date: Dec 2008
Nature: Quiet
Please Go Read a Tutorial. You have lots of mistakes in there, not mistakes,
Stuff thats not added.
__________________
| Pokémon Obsidian | Pokémon Mystical Glacier |
Yeah, I said it, Pokémon Mystical Glacier..
Its comming back.. Better than ever.
Along side Pokémon Obsidian.
  #73    
Old December 25th, 2008, 07:31 PM
cooley's Avatar
cooley
///Keepin' it simple
 
Join Date: Feb 2007
Location: United States
Age: 19
Gender: Male
Nature: Impish
Send a message via Windows Live Messenger to cooley Send a message via Skype™ to cooley
Quote:
Originally Posted by пзо View Post
Spoiler:

My Script

Spoiler:

Game: Fire red Bpre
Type: Trigger
Editor XSE
Script:
This Script has some crapy little earthquake.. and Im not sure where to put the setflag.
Maybe at the bottom?
But how can I make the earthquake bigger? Add more Specials?
Making a video now..

Heres the new script:

--
#Dynamic 0x800001
#org @start
setflag 0x1001
if 0x0 goto @hey
if 0x1 goto @end
release
end

#Org @hey
fadescreen 0x1
fadescreen 0x0
Special 0x136
fadescreen 0x1
fadescreen 0x0
applymovement 0xFF @Qmark
waitmovement 0x0
lock
msgbox @1
boxset 6
release
end

#Org @Qmark
#Raw 0x63 0xFE

#Org @1
= What was that?!\nIt came from a short\pdistance.

#Org @end
release
end

V i d e o

http://uk.youtube.com/watch?v=2jLQGMRIyUk


[UN - Solved]
My Solved Idea is good!
Well What I always used for large earthquakes was:

Spoiler:

setvar 0x8004 0x3
setvar 0x8005 0x0
setvar 0x8006 0xC
setvar 0x8007 0x3
special 0x136
waitstate
pause 0x3C


Bold = This just makes it look more professional, but it is not nessecary.

You can also customize them, by taking the last value of each setvar and changing them. You shouldn't use the same ones all the time, especially in the same map. These values, I found them to be the strongest, realest earthquakes.

Enjoy
__________________

  #74    
Old December 25th, 2008, 08:09 PM
BananasGoMoo's Avatar
BananasGoMoo
Pokemon Electrum
 
Join Date: Dec 2008
Location: Richmond, California
Age: 22
Gender:
Nature: Lax
Send a message via AIM to BananasGoMoo
so i tried it this way.

Spoiler:
#dynamic 0x30509C
#org @start
lock
faceplayer
Message @lol
BoxSet 6
callstd 0x4
pokemart @mart
release
end

#org @lol
= Welcome! How may I help you?

#org @mart
#binary int 0x1 0x5 0xB 0xC 0x5D 0x5E 0x5F 0x60
#binary int 0x61 0x62 0x0


still doesn't work. so maybe someone can actually help me this time instead of telling me: "oh you have mistakes" which is obvious.

Edit: actually, there were no errors in the first place, its just for some reason, i have to make him face right instead of down.
__________________
This signature has been disabled.
Images in the spoiler tags still count; remove the images in the spoiler tags -- too tall.
Please review and fix the issues by reading the signature rules.

You must edit it to meet the limits set by the rules before you may remove the [sig-reason] code from your signature. Removing this tag will re-enable it.

Do not remove the tag until you fix the issues in your signature. You may be infracted for removing this tag if you do not fix the specified issues. Do not use this tag for decoration purposes.

Last edited by BananasGoMoo; December 25th, 2008 at 08:42 PM.
  #75    
Old December 26th, 2008, 06:00 AM
HackMew's Avatar
HackMew
Mewtwo Strikes Back
 
Join Date: Jun 2006
Quote:
Originally Posted by BananasGoMoo View Post
so i tried it this way.

Spoiler:
#dynamic 0x30509C
#org @start
lock
faceplayer
Message @lol
BoxSet 6
callstd 0x4
pokemart @mart
release
end

#org @lol
= Welcome! How may I help you?

#org @mart
#binary int 0x1 0x5 0xB 0xC 0x5D 0x5E 0x5F 0x60
#binary int 0x61 0x62 0x0


still doesn't work. so maybe someone can actually help me this time instead of telling me: "oh you have mistakes" which is obvious.

Edit: actually, there were no errors in the first place, its just for some reason, i have to make him face right instead of down.
You shouldn't use boxset AND callstd at the same time...
Also, since you're using an old XSE, please update your copy.
__________________
Closed Thread
Quick Reply

Sponsored Links
Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Minimum Characters Per Post: 25



All times are UTC -8. The time now is 08:33 PM.


Style by Nymphadora, artwork by Sa-Dui.
Like our Facebook Page Follow us on Twitter © 2002 - 2014 The PokéCommunity™, pokecommunity.com.
Pokémon characters and images belong to The Pokémon Company International and Nintendo. This website is in no way affiliated with or endorsed by Nintendo, Creatures, GAMEFREAK, The Pokémon Company or The Pokémon Company International. We just love Pokémon.
All forum styles, their images (unless noted otherwise) and site designs are © 2002 - 2014 The PokéCommunity / PokéCommunity.com.
PokéCommunity™ is a trademark of The PokéCommunity. All rights reserved. Sponsor advertisements do not imply our endorsement of that product or service. User generated content remains the property of its creator.