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.
New threads in this forum are to be approved by a moderator before they are displayed.

Closed Thread
Click here to go to the first staff post in this thread.  
Thread Tools
  #1576    
Old June 29th, 2009, 05:14 PM
PlatniumPiano's Avatar
PlatniumPiano
You are now breathing manually
 
Join Date: Dec 2008
Location: Yesterday
Gender: Male
Nature: Lax
Quote:
Originally Posted by Xatoku View Post
Well I'm gettin that error where the screen stays black after the warp. Any help?

Spoiler:
#dynamic 0x800000

#org @start
checkflag 0x363
if 0x1 goto @end
lock
msgbox @text1 0x6
applymovement 0x1 @move1
applymovement MOVE_PLAYER @move1
waitmovement 0x0
playsong 0x13B 0x33
showsprite 0x2
showsprite 0x3
hidesprite 0x7
hidesprite 0x8
msgbox @text2 0x6
applymovement 0x1 @move2
applymovement MOVE_PLAYER @move2
waitmovement 0x0
hidesprite 0x4
msgbox @text3 0x6
applymovement 0x1 @move5
applymovement MOVE_PLAYER @move3
waitmovement 0x0
hidesprite 0x1
movesprite 0xFF 0x5 0x1
sound 0x11
pause 0x10
showsprite 0x7
showsprite 0x8
special 0x113
applymovement MOVE_CAMERA @move6
fadeout 0x4
waitmovement 0x0
msgbox @text4 MSG_NORMAL
special 0x114
setflag 0x363
warp 0x3 0x1 0x4 0x0 0x0


#org @end
end

#org @text1
= [darknavyblue_fr]Blue:[black_fr] Come on [red_fr][player]![black_fr] We're almost\nout!

#org @text2
= [blue_fr]Will & Karren:[black_fr] Stop right there!\p[darknavyblue_fr]Blue:[black_fr] Run [red_fr][player]![black_fr] Run!!!

#org @text3
= [darknavyblue_fr]Blue:[black_fr] This Silver Wing and Rainbow\nWing, they'll be our momentoes.

#org @text4
= [green_fr]Karren & Will:[black_fr] Where did they go?!?

#org @move1
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0xFE

#org @move2
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x1D
#raw 0xFE

#org @move3
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0xFE

#org @move5
#raw 0x13
#raw 0x13
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0xFE

#org @move4
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0xFE

#org @move6
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0xFE
Are you using enough parameters for the warp command? And the warp command ends a script. Try setting the flag before the warp, and take out the release and end commands. Changes inside the spoiler in red
__________________

If you choose not to decide, you still have made a choice.
  #1577    
Old June 29th, 2009, 05:19 PM
Xatoku's Avatar
Xatoku
Game Developer
 
Join Date: Feb 2009
Location: Canada
Gender: Male
Quote:
Originally Posted by JohnPaulJones View Post
Are you using enough parameters for the warp command? And the warp command ends a script. Try setting the flag before the warp, and take out the release and end commands. Changes inside the spoiler in red
Still didn't work I'm not understanding this because it worked a while back, idk what had happened.

EDIT: I got it, it was the fadeout 0x4, Idk why but I can live without it..

Last edited by Xatoku; June 29th, 2009 at 05:26 PM.
  #1578    
Old June 29th, 2009, 05:24 PM
PlatniumPiano's Avatar
PlatniumPiano
You are now breathing manually
 
Join Date: Dec 2008
Location: Yesterday
Gender: Male
Nature: Lax
What is special 0x114 and what does it do?
__________________

If you choose not to decide, you still have made a choice.
  #1579    
Old June 29th, 2009, 05:32 PM
Samike360's Avatar
Samike360
Lover of May
 
Join Date: Mar 2009
Location: ATL
Gender:
Nature: Bold
^Movecamera. Either that or the one that stops the movecamera.
__________________





Please warm my eggs...I'll be sure to return the favor

From now one, if you haven't contacted me yet....I will not accept hacks unless they are at least in progressing hacks. So if you want my help, get some screenshots first.
  #1580    
Old June 30th, 2009, 05:46 AM
ShinyBlaziken's Avatar
ShinyBlaziken
Dragon-Master
 
Join Date: May 2009
Location: Pokemon League :P
Age: 20
Gender: Male
Nature: Adamant
Send a message via ICQ to ShinyBlaziken
Hi,
I wanted to make a Script but it failed xD
Here's my Script
Spoiler:

#dynamic 0x8001F6

#org @start
lock
faceplayer
msgbox @speak 0x2
applymovement 0x4 @move
waitmovement 0x0
release
end

#org @speak
= [blue_fr]LINDSAY: Hi, this is my farm.\nI've got a lot of Pokemon here\pMy favorite is...\n[black_fr]JOHN: Lindsay!\pDon't say any other word!/n[blue_fr]LINDSAY: Oh..., Gotta go!

#org @move
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x0
#raw 0xFE


The person should talk to me and then go 4 steps right and face down and then disappear.
But everytime I'm talking to the person the message "This tree looks like it can be CUT down" appears

What's wrong in my Script??
__________________
Warm my Eggs, please!


  #1581    
Old June 30th, 2009, 07:54 AM
PlatniumPiano's Avatar
PlatniumPiano
You are now breathing manually
 
Join Date: Dec 2008
Location: Yesterday
Gender: Male
Nature: Lax
Quote:
Originally Posted by ShinyBlaziken View Post
Hi,
I wanted to make a Script but it failed xD
Here's my Script
Spoiler:

#dynamic 0x8001F6

#org @start
lock
faceplayer
msgbox @speak 0x2
applymovement 0x4 @move
waitmovement 0x0
release
end

#org @speak
= [blue_fr]LINDSAY: Hi, this is my farm.\nI've got a lot of Pokemon here\pMy favorite is...\n[black_fr]JOHN: Lindsay!\pDon't say any other word!/n[blue_fr]LINDSAY: Oh..., Gotta go!

#org @move
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x0
#raw 0xFE


The person should talk to me and then go 4 steps right and face down and then disappear.
But everytime I'm talking to the person the message "This tree looks like it can be CUT down" appears

What's wrong in my Script??
Hmm. I'm thinking that it may be overwritten by the cut script, like the bytes got intermingled somehow... Try recompiling the script with some more free space, see if that works?
__________________

If you choose not to decide, you still have made a choice.
  #1582    
Old June 30th, 2009, 08:10 AM
jonek06
Beginning Trainer
 
Join Date: Jun 2009
Gender: Male
Call me a noob but what is the script to cut trees? I have only just started scripting. Thanks
  #1583    
Old June 30th, 2009, 10:44 AM
cooley's Avatar
cooley
///Keepin' it simple
 
Join Date: Feb 2007
Location: United States
Age: 20
Gender: Male
Nature: Impish
Send a message via Windows Live Messenger to cooley Send a message via Skype™ to cooley
Quote:
Originally Posted by JohnPaulJones View Post
Hmm. I'm thinking that it may be overwritten by the cut script, like the bytes got intermingled somehow... Try recompiling the script with some more free space, see if that works?
No that's not the problem.. He/she's using XSE, and the CUT script is nowhere near the offset he used. He/she probably just forgot to change the script offset of the person. This happens when you change a person's sprite instead of making a new one :p

Quote:
Originally Posted by jonek06 View Post
Call me a noob but what is the script to cut trees? I have only just started scripting. Thanks

Directly from the Script Dumps:

Code:
'Person #2
'-----------------------
#org 0x1BDF13
special 0x187
compare LASTRESULT 0x2
if 0x1 goto 0x81A7AE0
lockall
checkflag 0x821
if 0x0 goto 0x81BDF87
checkattack 0xF
compare LASTRESULT 0x6
if 0x1 goto 0x81BDF87
setanimation 0x0 LASTRESULT
bufferpokemon2 0x0 LASTRESULT
bufferattack 0x1 0xF
msgbox 0x81BDF94 '"This tree looks like it can be CUT\..."
callstd 0x5
compare LASTRESULT 0x0
if 0x1 goto 0x81BDF91
msgbox 0x81BDFD7 '"[buffer1] used [buffer2]!"
callstd 0x4
closeonkeypress
doanimation 0x2
waitstate
goto 0x81BDF76
end

'-----------------------
#org 0x1A7AE0
release
end

'-----------------------
#org 0x1BDF87
msgbox 0x81BDFE3 '"This tree looks like it can be CUT\..."
callstd 0x3
releaseall
end

'-----------------------
#org 0x1BDF91
closeonkeypress
releaseall
end

'-----------------------
#org 0x1BDF76
applymovement LASTTALKED 0x81BDF85
waitmovement 0x0
hidesprite LASTTALKED
releaseall
end


'-----------
' Movements
'-----------
#org 0x1BDF85
#raw 69 'mov69
#raw FE 'End of Movements


'---------
' Strings
'---------
#org 0x1BDF94
= This tree looks like it can be CUT\ndown!\pWould you like to CUT it?

#org 0x1BDFD7
= [buffer1] used [buffer2]!

#org 0x1BDFE3
= This tree looks like it can be CUT\ndown!
__________________

  #1584    
Old June 30th, 2009, 01:27 PM
Doom Chaos's Avatar
Doom Chaos
I don't have a title
 
Join Date: Jun 2008
Location: Canada
Age: 20
Nature: Calm
I have a problem (more like a request ''). I want to create a script that would work like this:
After I deliver OAK's Parcel to OAK, I leave the town. But as soon as I go to the next map, the rival arrives in front of me for a battle (similar to Pokémon Gold). If I win, he leaves by going to the Route (in this case, he would go 9 spots left than he would go up until he leaves the screen). If I lose, I go back to Pallet Town (so I have to battle him again). How do I do that?

And I don't want OAK to look for me and go to his lab at the beginning of the game. I want OAK to be in the lab already and already ready to let me choose a Pokémon (and this time, without the rival. I would talk to OAK without the rival).

Both are vey similar to Pokémon Gold, so it shouldn't be too hard to understand what I am saying.
  #1585    
Old June 30th, 2009, 01:29 PM
Samike360's Avatar
Samike360
Lover of May
 
Join Date: Mar 2009
Location: ATL
Gender:
Nature: Bold
^You need a level script if you want a script to happen when you enter a map.
__________________





Please warm my eggs...I'll be sure to return the favor

From now one, if you haven't contacted me yet....I will not accept hacks unless they are at least in progressing hacks. So if you want my help, get some screenshots first.
  #1586    
Old June 30th, 2009, 01:37 PM
Doom Chaos's Avatar
Doom Chaos
I don't have a title
 
Join Date: Jun 2008
Location: Canada
Age: 20
Nature: Calm
Quote:
Originally Posted by Samike360 View Post
^You need a level script if you want a script to happen when you enter a map.
Is the OAK thing a level script as well?
  #1587    
Old June 30th, 2009, 01:40 PM
Samike360's Avatar
Samike360
Lover of May
 
Join Date: Mar 2009
Location: ATL
Gender:
Nature: Bold
Any script activated at the begging of the player entering a map is a level script.
__________________





Please warm my eggs...I'll be sure to return the favor

From now one, if you haven't contacted me yet....I will not accept hacks unless they are at least in progressing hacks. So if you want my help, get some screenshots first.
  #1588    
Old June 30th, 2009, 02:46 PM
Doom Chaos's Avatar
Doom Chaos
I don't have a title
 
Join Date: Jun 2008
Location: Canada
Age: 20
Nature: Calm
Quote:
Originally Posted by Samike360 View Post
Any script activated at the begging of the player entering a map is a level script.
I tried deleting the OAK script, if I delete it, I can never receive the Pokémon at the lab. If I delete the script, I have to add an event that will allow me to get a Pokémon (if OAK isn't in the lab, I can't take a Pokémon, OAK must be there). How do I do to create a script that will enable me to take one Pokémon?

Sorry for all the problems I've been having recently


EDIT: I tried a level script, but it doesn't work the way it should. The rival doesn't appear, only it's textbox (but the battle still occures). I need a script that makes him move right in front of me, talk, battle, talk and leaves (becomes hidden). Dang nothing goes as planned.

Last edited by Doom Chaos; June 30th, 2009 at 07:26 PM.
  #1589    
Old July 1st, 2009, 01:56 AM
HackMew's Avatar
HackMew
Mewtwo Strikes Back
 
Join Date: Jun 2006
Quote:
Originally Posted by JohnPaulJones View Post
Here is what it should look like...

Code:
 
#dynamic 0x800000
 
#org @start
lock
faceplayer
msgbox @orange MSG_YESNO
compare LASTRESULT 0x1
if 0x1 goto @warp
release
end
 
#org @warp
warp 0x4 0x1 0xFF 0x2 0x6
 
#org @orange
= Would you like to go to the\nORANGE ISLANDS now?,be aware that\pyou can't come back...
Keep in mind, that's the minimum amount of code for this script to work.
You may want to add another message box if you say no, but that's not neccesary. Also, notice that there is no "end" command after the @warp pointer. This is because a warp always ends a script.
Find some free space in your game, and put that code in your hack. Let me know if it works ^_^

Please Rep For Help
Absolutely wrong. The warp command doesn't end anything. You should always use waitstate and end after it:

Code:
warp 0x4 0x1 0xFF 0x2 0x6
waitstate
end

Quote:
Originally Posted by Doom Chaos View Post
I tried deleting the OAK script, if I delete it, I can never receive the Pokémon at the lab. If I delete the script, I have to add an event that will allow me to get a Pokémon (if OAK isn't in the lab, I can't take a Pokémon, OAK must be there). How do I do to create a script that will enable me to take one Pokémon?

Sorry for all the problems I've been having recently :S


EDIT: I tried a level script, but it doesn't work the way it should. The rival doesn't appear, only it's textbox (but the battle still occures). I need a script that makes him move right in front of me, talk, battle, talk and leaves (becomes hidden). Dang nothing goes as planned.
You can't just delete the level script. The level script will sure set some vars that are laters checked to let you get your first Pokémon.
__________________
  #1590    
Old July 1st, 2009, 06:04 AM
Satoshi Ookami's Avatar
Satoshi Ookami
Memento Mori
Community Supporter
 
Join Date: Jul 2008
Location: Abyss of Time, Great Seal
Age: 22
Gender: Male
Nature: Calm
Can anyone help me?
When this script finishes game freeze and I can't continue

Spoiler:
#dynamic 0x800800

#org @start
msgbox @1
callstd 0x6
applymovement 0x0 @2
waitmovement 0x0
release
end

'---------
' Strings
'---------
#org @1
= Hi [player].\nI'm [red_fr]Ash[black_fr].\lI'm trainer like you.\pI'm here to warn you.\lThis is very dangerous place because\lof Team Shadow!.\lIf ya won't be careful they might beat ya.\lSee ya someday.

'-----------
' Movements
'-----------
#org @2
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
__________________
ROM hacking FAQ - Read before asking how to play a hack. | Previous Sign 2 | Previous Sign

Anime List | PSN Trophy List
  #1591    
Old July 1st, 2009, 06:14 AM
Doom Chaos's Avatar
Doom Chaos
I don't have a title
 
Join Date: Jun 2008
Location: Canada
Age: 20
Nature: Calm
Quote:
Originally Posted by HackMew View Post
You can't just delete the level script. The level script will sure set some vars that are laters checked to let you get your first Pokémon.
Yeah, I know I can't just delete it, it's like a chain reaction, I need one to continue with the others. So what do I do to enable the choice of which starter (I want to delete OAK and RIVAL and replace OAK with a different script) just by entering the Lab? Example, in Shiny Gold, all you need to do is walk in the lab and everything is done the way it should, I just don't know how to do that. And for the level script, how do I make sure the RIVAL walks right in front of me and walks away when the battle is over (only his textbox appears, probably missing something in the script)?
  #1592    
Old July 1st, 2009, 06:25 AM
destinedjagold's Avatar
destinedjagold
Oh Hai Thar~ 'ω'
Community Supporter
 
Join Date: May 2007
Location: Philippines
Gender: Male
Nature: Careful
Quote:
Originally Posted by Ash493 View Post
Can anyone help me?
When this script finishes game freeze and I can't continue

Spoiler:
#dynamic 0x800800

#org @start
msgbox @1
callstd 0x6
applymovement 0x0 @2
waitmovement 0x0
release
end

'---------
' Strings
'---------
#org @1
= Hi [player].\nI'm [red_fr]Ash[black_fr].\lI'm trainer like you.\pI'm here to warn you.\lThis is very dangerous place because\lof Team Shadow!.\lIf ya won't be careful they might beat ya.\lSee ya someday.

'-----------
' Movements
'-----------
#org @2
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 0xFE
ya forgot #raw 0xFE in your movement list.

Last edited by destinedjagold; July 1st, 2009 at 06:48 AM. Reason: forgot to add smiley~
  #1593    
Old July 1st, 2009, 06:48 AM
Satoshi Ookami's Avatar
Satoshi Ookami
Memento Mori
Community Supporter
 
Join Date: Jul 2008
Location: Abyss of Time, Great Seal
Age: 22
Gender: Male
Nature: Calm
Man I'm dumb!
Thanks djg
__________________
ROM hacking FAQ - Read before asking how to play a hack. | Previous Sign 2 | Previous Sign

Anime List | PSN Trophy List
  #1594    
Old July 1st, 2009, 07:35 AM
am529
Beginning Trainer
 
Join Date: Jun 2009
Game: Pokemon Fire Red
Type: Person Event
Editor: XSE
Script:
Spoiler:

'---------------
#dynamic 0x71A23C
#org 0x16582F
lock
faceplayer
checkflag 0x8C3
if 0x1 goto @done
msgbox 0x818E177 MSG_NORMAL '"Ready to leave town?\pYou'll need ..."
setflag 0x829
fanfare 0x13E
msgbox @received MSG_NORMAL '"You received a pokedex."
waitfanfare
msgbox @pokedex MSG_NORMAL '"I'll give you a pokemon\nto..."
givepokemon 0x178 0x5 0x0 0x0 0x0 0x0
setflag 0x828
setflag 0x8C3
fanfare 0x13E
msgbox @getpkmn MSG_NORMAL '"Received an Absol."
waitfanfare
msgbox @nickname MSG_YESNO '"Would you like to give \nit a nickname?"
compare LASTRESULT 0x1
if 0x1 goto @yes
compare LASTRESULT 0x0
if 0x1 goto @no
msgbox @done MSG_NORMAL
hidesprite 0x02
fadescreen 0x0
closeonkeypress
release
end

'---------
' Strings
'---------
#org 0x18E177
= Ready to leave town?\pYou'll need a pokedex
#org @yes
special 0x9E
goto @done
#org @no
goto @done
#org @nickname
= Would you like to give it a nickname?
#org @received
= [player] received a pokedex.
#org @getpkmn
= [player] received an Absol.
#org @pokedex
= I'll give you a pokemon\nto start you off too.
#org @done
= I must go now
release
end



So I wrote this script for the beginning of my game, the only problems are
  • after asking would you like to nickname your pokemon, the person stops talking
  • absol's data is not added to the pokedex after you get him
  • the person does not stay gone, he reappears as soon as I move
could anyone help me fix any of these problems
  #1595    
Old July 1st, 2009, 07:59 AM
Doom Chaos's Avatar
Doom Chaos
I don't have a title
 
Join Date: Jun 2008
Location: Canada
Age: 20
Nature: Calm
Quote:
Originally Posted by am529 View Post
Game: Pokemon Fire Red
Type: Person Event
Editor: XSE
Script:
Spoiler:

'---------------
#dynamic 0x71A23C
#org 0x16582F
lock
faceplayer
checkflag 0x8C3
if 0x1 goto @done
msgbox 0x818E177 MSG_NORMAL '"Ready to leave town?\pYou'll need ..."
setflag 0x829
fanfare 0x13E
msgbox @received MSG_NORMAL '"You received a pokedex."
waitfanfare
msgbox @pokedex MSG_NORMAL '"I'll give you a pokemon\nto..."
givepokemon 0x178 0x5 0x0 0x0 0x0 0x0
setflag 0x828
setflag 0x8C3
fanfare 0x13E
msgbox @getpkmn MSG_NORMAL '"Received an Absol."
waitfanfare
msgbox @nickname MSG_YESNO '"Would you like to give \nit a nickname?"
compare LASTRESULT 0x1
if 0x1 goto @yes
compare LASTRESULT 0x0
if 0x1 goto @no
msgbox @done MSG_NORMAL
hidesprite 0x02
fadescreen 0x0
closeonkeypress
release
end

'---------
' Strings
'---------
#org 0x18E177
= Ready to leave town?\pYou'll need a pokedex
#org @yes
special 0x9E
goto @done
#org @no
goto @done
#org @nickname
= Would you like to give it a nickname?
#org @received
= [player] received a pokedex.
#org @getpkmn
= [player] received an Absol.
#org @pokedex
= I'll give you a pokemon\nto start you off too.
#org @done
= I must go now
release
end



So I wrote this script for the beginning of my game, the only problems are
  • after asking would you like to nickname your pokemon, the person stops talking
  • absol's data is not added to the pokedex after you get him
  • the person does not stay gone, he reappears as soon as I move
could anyone help me fix any of these problems
For the person does not stay gone thing, give the event a Person ID (I use 01CD, I don't know if it has to be different for every events).
  #1596    
Old July 1st, 2009, 09:42 AM
onyx79's Avatar
onyx79
Red Dead Revolver
 
Join Date: Jan 2009
Location: Orange Islands (=
Gender: Male
Nature: Modest
I've got a script problem:

Spoiler:

'---------------
#org 0x169ECA
setvar 0x8004 0xF
setvar 0x8005 0x2
special 0x174
trainerbattle 0x1 0x3 0x0 0x818F352 0x818F43F 0x8169F04
checkflag 0x298
if 0x0 goto 0x8169F2F
msgbox 0x818F4A2 MSG_KEEPOPEN '"Rico:I'm Giovanni's brother,I'm th..."
closeonkeypress
fadescreen 0x1
hidesprite 0x8
fadescreen 0x0
release
end
'---------------
#org 0x169F04
setvar 0x8004 0xF
setvar 0x8005 0x3
special 0x173
setflag 0xAD
setflag 0x4B7
setflag 0x827
setvar 0x4054 0x3
setvar 0x8008 0x8
call 0x81A6B18
goto 0x8169F2F
'---------------
#org 0x169F2F
msgbox 0x818F586 MSG_KEEPOPEN '"This is not the last time\nyou'll ..."
checkitemroom 0x13A 0x1
compare LASTRESULT 0x0
if 0x1 goto 0x8169F70
additem 0x13A 0x1
loadpointer 0x0 0x818F675 '"[player] received TM26 from RICO."
giveitem2 0x13A 0x1 0x101
setflag 0x298
msgbox 0x818F695 MSG_KEEPOPEN '"TM26 cotains EARTHQUAKE,I use this..."
release
end
'---------------
#org 0x1A6B18
copyvar 0x8000 0x8008
compare 0x8000 0x1
if 0x1 goto 0x81A6B76
compare 0x8000 0x2
if 0x1 goto 0x81A6B7A
compare 0x8000 0x3
if 0x1 goto 0x81A6B81
compare 0x8000 0x4
if 0x1 goto 0x81A6B8B
compare 0x8000 0x5
if 0x1 goto 0x81A6BA1
compare 0x8000 0x6
if 0x1 goto 0x81A6BB4
compare 0x8000 0x7
if 0x1 goto 0x81A6BCA
compare 0x8000 0x8
if 0x1 goto 0x81A6BE0
end
'---------------
#org 0x169F70
msgbox 0x818F71B MSG_KEEPOPEN '"You do not have space for this!"
release
end
'---------------
#org 0x1A6B76
cleartrainerflag 0x129
return
'---------------
#org 0x1A6B7A
cleartrainerflag 0x142
cleartrainerflag 0x190
return
'---------------
#org 0x1A6B81
cleartrainerflag 0x188
cleartrainerflag 0x144
cleartrainerflag 0x191
return
'---------------
#org 0x1A6B8B
cleartrainerflag 0x128
cleartrainerflag 0x143
cleartrainerflag 0x66
cleartrainerflag 0x67
cleartrainerflag 0x0
cleartrainerflag 0x0
cleartrainerflag 0x0
return
'---------------
#org 0x1A6BA1
cleartrainerflag 0x0
cleartrainerflag 0x0
cleartrainerflag 0x0
cleartrainerflag 0x0
cleartrainerflag 0x0
cleartrainerflag 0x0
return
'---------------
#org 0x1A6BB4
cleartrainerflag 0x0
cleartrainerflag 0x0
cleartrainerflag 0x0
cleartrainerflag 0x0
cleartrainerflag 0x0
cleartrainerflag 0x0
cleartrainerflag 0x0
return
'---------------
#org 0x1A6BCA
cleartrainerflag 0x0
cleartrainerflag 0x0
cleartrainerflag 0x0
cleartrainerflag 0x0
cleartrainerflag 0x0
cleartrainerflag 0x0
cleartrainerflag 0x0
return
'---------------
#org 0x1A6BE0
cleartrainerflag 0x0
cleartrainerflag 0x0
cleartrainerflag 0x0
cleartrainerflag 0x0
cleartrainerflag 0x0
cleartrainerflag 0x0
cleartrainerflag 0x0
cleartrainerflag 0x0
return

'---------
' Strings
'---------
#org 0x18F352
= Ricoo you're here,you've managed\nto beat all of my mobs,but\pbeat me?,IMPOSSIBLE!
#org 0x18F43F
= WHAT??????
#org 0x18F4A2
= Rico:I'm Giovanni's brother,I'm the\nleader of team rocket now!
#org 0x18F586
= This is not the last time\nyou'll see me MUHAHAHAA!
#org 0x18F675
= [player] received TM26 from RICO.
#org 0x18F695
= TM26 cotains EARTHQUAKE,I use this\nto crash all of my enemies!
#org 0x18F71B
= You do not have space for this!


this is a script that when you beat the boss he and all of his trainers dissapear,however when I beat him he only gives me the TM,then I talk with him again and he dissapears,but the other tariners do not,what to do?
__________________
my room base: http://www.pokecommunity.com/showpos...5&postcount=64
  #1597    
Old July 1st, 2009, 09:46 AM
am529
Beginning Trainer
 
Join Date: Jun 2009
Quote:
Originally Posted by Doom Chaos View Post
For the person does not stay gone thing, give the event a Person ID (I use 01CD, I don't know if it has to be different for every events).
Thanks, it worked fine (for the disappearing part anyway) after I figured out I had to put special 0x174 in the code.

Edit1:still need help with the other two problems though (not adding pokedex data, and not being able to talk after asking a question).

Edit2: fixed the problem with no pokedex data for the starter, I needed the national dex so I changed my script so that you get it (I feel so stupid). Now all I need to know is how to fix my script so that I can nickname absol if I want when I get it.

Edit3: I completely fixed it on my own. Just in case anyone else wants to make a person who gives you a national dex, and absol, and then disappears (and then you can choose whether or not to nickname it), the code is below

Spoiler:

'---------------
#org 0x16582F
lock
faceplayer
checkflag 0x8C3
if 0x1 goto 0x871BAB7
msgbox 0x818E177 MSG_NORMAL '"Ready to leave town?\pYou'll need ..."
setflag 0x829
special 0x16F
fanfare 0x13E
msgbox 0x871BA56 MSG_KEEPOPEN '"[player] received a pokedex."
waitfanfare
closeonkeypress
msgbox 0x871BA87 MSG_NORMAL '"I'll give you a pokemon\nto start ..."
givepokemon 0x178 0x5 0x0 0x0 0x0 0x0
special 0x163
setflag 0x828
setflag 0x8C3
fanfare 0x13E
msgbox 0x871BA6F MSG_KEEPOPEN '"[player] received an Absol."
waitfanfare
closeonkeypress
msgbox 0x871BAB7 MSG_NORMAL '"I must go now\pI'll see you again ..."
hidesprite 0x2
special 0x174
fadescreen 0x0
msgbox 0x871BD7F MSG_YESNO '"Would you like to give Absol a nickna..."
compare LASTRESULT 0x1
if 0x1 goto 0x871BBB0
closeonkeypress
release
end
'---------------
#org 0x71BBB0
special 0x9E
goto 0x871BAB7
'---------
' Strings
'---------
#org 0x18E177
= Ready to leave town?\pYou'll need a pokedex
#org 0x71BA56
= [player] received a pokedex.
#org 0x71BA87
= I'll give you a pokemon\nto start you off too.
#org 0x71BA6F
= [player] received an Absol.
#org 0x71BD7F
= Would you like to give Absol a nickname?
#org 0x71BAB7
= I must go now\pI'll see you again soon.

Last edited by am529; July 1st, 2009 at 05:34 PM. Reason: problem solve
  #1598    
Old July 2nd, 2009, 06:47 PM
K3fka's Avatar
K3fka
Beginning Trainer
 
Join Date: Jun 2009
Gender: Male
Game: Fire Red (US)
Type: Person
Editor: Pokescript
Script:
Spoiler:
#org $OAK_EVENT
lock
faceplayer
checkflag 0x1000
if 1 goto $OAK_TALK
message $OAKEVENT
$OAKEVENT 1 = Hello, \v\h01.\nI'm glad you came by.\pYou see, something very bad\nhas happened.\pA POKéMON was stolen from my\nlab here!\pThat's where you come in.\pDo you think you can track\ndown the thief and retrieve\nmy POKéMON?\pMy grandson, \v\h06, is also\nlooking for the thief, but I\nI think he may need some help.\pSo what do you say?\pExcellent! Here is a POKéMON\nto help you out.\p\v\h01 recieved a MUDKIP!\pIn addition, I need to test\nout a new device called the\nPOKéDEX. While you are out,\nwould you test it for me?\p\v\h01 recieved the POKéDEX!\pAnd to just to make traveling\neasier, take these.\p\v\h01 recieved the RUNNING SHOES!\pThat's all...\p...so go find the thief!
givepokemon 0x11B 0x5 0x0
setflag 0x828
setflag 0x829
setflag 0x82F
setflag 0x1000
applymovement 0x04 $OAK_MOVE
pausemove 0
release
end

#org $OAK_TALK
lock
faceplayer
message $GOODLUCK
$GOODLUCK 1 = Good luck out there!
release
end

#org $OAK_MOVE
#raw 0x0E
#raw 0x03
#raw 0xFE

For some reason, my script, when compiled and burnt into the ROM looks like this when I view it:
Spoiler:
'-----------------------
#org 0x8030FC
lock
faceplayer
checkflag 0x1000
if 0x1 goto 0x8803151
msgbox 0x880315E '"Hello, [player].\nI'm glad you came..."
copyvar 0x8004 LASTRESULT
givepokemon 0x11B 0x5 0x0 0x0 0x0 0x7D
nop1
copyvar 0x0 0x0
nop
nop
nop
nop
nop
setflag 0x828
setflag 0x829
setflag 0x82F
setflag 0x1000
applymovement 0x4 0x880315B
showcontestwinner 0x61
lockall
clearbox 0x6D 0x6F 0x76 0x65
waitkeypress
spritebehave 0x746E 0x20
comparefarbytetofarbyte 0x26C2030 0xF5A6A

'-----------------------
#org 0x803151
lock

'-----------
' Movements
'-----------
#org 0x80315B
#raw E 'Step Left (Slow)
#raw 3 'Face Right
#raw FE 'End of Movements


'---------
' Strings
'---------
#org 0x80315E
= Hello, [player].\nI'm glad you came by.\pYou see, something very bad\nhas happened.\pA POKéMON was stolen from my\nlab here!\pThat's where you come in.\pDo you think you can track\ndown the thief and retrieve\nmy POKéMON?\pMy grandson, [rival], is also\nlooking for the thief, but I\nI think he may need some help.\pSo what do you say?\pExcellent! Here is a POKéMON\nto help you out.\p[player] recieved a MUDKIP!\pIn addition, I need to test\nout a new device called the\nPOKéDEX. While you are out,\nwould you test it for me?\p[player] recieved the POKéDEX!\pAnd to just to make traveling\neasier, take these.\p[player] recieved the RUNNING SHOES!\pThat's all...\p...so go find the thief!


The end result of the script is when I talk to the person (Prof. Oak, in this case), he just walks to the left and faces right, then the game freezes up.

EDIT: D'oh! I forgot the boxset command, so that explains why the text doesnt show up, but why does it turn into things like "showcontestwinner" in the ROM?
  #1599    
Old July 4th, 2009, 08:12 PM
ckret2's Avatar
ckret2
usually pronounced "secret 2"
 
Join Date: Dec 2008
Location: You Are Here
Age: 23
Gender:
Nature: Rash
Send a message via AIM to ckret2
I've been trying for weeks now to make a script that makes it impossible to progress in the game until you battle and defeat a wild Pokémon. The good news is that I succeeded. Yay. The bad news is that it's still possible to catch the Pokémon in battle. So, hypothetically, you could come up to the Pokémon with ten Poké Balls, battle it, catch it, rebattle and recatch it, until you've caught it ten times, and then make it faint and then you'd progress in the game. Which is silly. However, aside from making it impossible to bring any Poké Balls into the battle (which I am more than willing to do, but I'd like a "cleaner" solution if possible), I can't find a way to make it impossible to catch the Pokémon. Any ideas?

It's in a FireRed hack, and made with XSE. Here's the script as it is so far. Well, with extraneous scripting irrelevant to the issue removed and with the dialogue changed, but this is the gist of it:

Quote:
#dynamic 0xOFFSET
#org @start
lock
faceplayer
wildbattle 0x69 0xB 0x0
special2 0x800D 0xB4
compare 0x800D 0x1
if 0x1 goto @beat
compare 0x800D 0x4
if 0x1 goto @ranaway
msgbox @caughtit 0x6
release
end

#org @ranaway
msgbox @tryagainlater 0x6
release
end

#org @beat
msgbox @youwon 0x6
setflag 0x100
release
end

#org @tryagainlater
= Maybe I'll come back later.

#org @youwon
= Yeah! I beat it!

#org @caughtit
= Well, I guess I caught it, huh?
end
So far as I can tell, I'm the first person to dissect and make use of special2 0xB4 in a script, so here's a mini-tutorial on how it functions and why I set it up like I did. (And if someone HAS figured out special2 0xB4 before me, I apologize for presuming to be the first, although I must mention that I've been all over this site trying to figure out how the heck it works and must humbly ask why the wisdom wasn't shared, as it would have saved me a lot of time.)

Given the above, is there any way to make it impossible to throw a Poké Ball at the Pokémon in battle, apart from a) making Poké Balls unavailable until after the battle, b) inserting a script that throws all your Poké Balls away and/or sends them to the PC, c) making the Pokémon a ghost, or d) making the Pokémon's catch rate 0 and making sure Master Balls aren't available yet? (Speaking of which, I don't actually know if Master Balls work on Pokémon with a catch rate of 0.) Is there some special, some form of wildbattle, something? (I know the original Ghost Marowak script uses wildbattle2 but don't know what that does. I'm afraid it'll just turn the Pokémon into a ghost.)
__________________

This one is my hack.


This one is the hack I part-time map for.

I got an Illumise?
Pretty awesome.
Glad I grabbed an egg I didn't recognize.
  #1600    
Old July 5th, 2009, 02:52 AM
HackMew's Avatar
HackMew
Mewtwo Strikes Back
 
Join Date: Jun 2006
Quote:
Originally Posted by K3fka View Post
Game: Fire Red (US)
Type: Person
Editor: Pokescript
Script:
Spoiler:
#org $OAK_EVENT
lock
faceplayer
checkflag 0x1000
if 1 goto $OAK_TALK
message $OAKEVENT
$OAKEVENT 1 = Hello, \v\h01.\nI'm glad you came by.\pYou see, something very bad\nhas happened.\pA POKéMON was stolen from my\nlab here!\pThat's where you come in.\pDo you think you can track\ndown the thief and retrieve\nmy POKéMON?\pMy grandson, \v\h06, is also\nlooking for the thief, but I\nI think he may need some help.\pSo what do you say?\pExcellent! Here is a POKéMON\nto help you out.\p\v\h01 recieved a MUDKIP!\pIn addition, I need to test\nout a new device called the\nPOKéDEX. While you are out,\nwould you test it for me?\p\v\h01 recieved the POKéDEX!\pAnd to just to make traveling\neasier, take these.\p\v\h01 recieved the RUNNING SHOES!\pThat's all...\p...so go find the thief!
givepokemon 0x11B 0x5 0x0
setflag 0x828
setflag 0x829
setflag 0x82F
setflag 0x1000
applymovement 0x04 $OAK_MOVE
pausemove 0
release
end

#org $OAK_TALK
lock
faceplayer
message $GOODLUCK
$GOODLUCK 1 = Good luck out there!
release
end

#org $OAK_MOVE
#raw 0x0E
#raw 0x03
#raw 0xFE

For some reason, my script, when compiled and burnt into the ROM looks like this when I view it:
Spoiler:
'-----------------------
#org 0x8030FC
lock
faceplayer
checkflag 0x1000
if 0x1 goto 0x8803151
msgbox 0x880315E '"Hello, [player].\nI'm glad you came..."
copyvar 0x8004 LASTRESULT
givepokemon 0x11B 0x5 0x0 0x0 0x0 0x7D
nop1
copyvar 0x0 0x0
nop
nop
nop
nop
nop
setflag 0x828
setflag 0x829
setflag 0x82F
setflag 0x1000
applymovement 0x4 0x880315B
showcontestwinner 0x61
lockall
clearbox 0x6D 0x6F 0x76 0x65
waitkeypress
spritebehave 0x746E 0x20
comparefarbytetofarbyte 0x26C2030 0xF5A6A

'-----------------------
#org 0x803151
lock

'-----------
' Movements
'-----------
#org 0x80315B
#raw E 'Step Left (Slow)
#raw 3 'Face Right
#raw FE 'End of Movements


'---------
' Strings
'---------
#org 0x80315E
= Hello, [player].\nI'm glad you came by.\pYou see, something very bad\nhas happened.\pA POKéMON was stolen from my\nlab here!\pThat's where you come in.\pDo you think you can track\ndown the thief and retrieve\nmy POKéMON?\pMy grandson, [rival], is also\nlooking for the thief, but I\nI think he may need some help.\pSo what do you say?\pExcellent! Here is a POKéMON\nto help you out.\p[player] recieved a MUDKIP!\pIn addition, I need to test\nout a new device called the\nPOKéDEX. While you are out,\nwould you test it for me?\p[player] recieved the POKéDEX!\pAnd to just to make traveling\neasier, take these.\p[player] recieved the RUNNING SHOES!\pThat's all...\p...so go find the thief!


The end result of the script is when I talk to the person (Prof. Oak, in this case), he just walks to the left and faces right, then the game freezes up.

EDIT: D'oh! I forgot the boxset command, so that explains why the text doesnt show up, but why does it turn into things like "showcontestwinner" in the ROM?
Uhm... may I suggest you using the newest XSE perhaps?

Spoiler:
#dynamic 0x800000

#org @OAK_EVENT
lock
faceplayer
checkflag 0x1000
if 1 goto @OAK_TALK
message @OAKEVENT 0x6
givepokemon 0x11B 0x5 0x0 0x0 0x0 0x0
setflag 0x828
setflag 0x829
setflag 0x82F
setflag 0x1000
applymovement 0x04 @OAK_MOVE
waitmovement 0x0
release
end

#org @OAK_TALK
lock
faceplayer
message @GOODLUCK 0x6
release
end

#org @OAKEVENT
= Hello, \v\h01.\nI'm glad you came by.\pYou see, something very bad\nhas happened.\pA POKéMON was stolen from my\nlab here!\pThat's where you come in.\pDo you think you can track\ndown the thief and retrieve\nmy POKéMON?\pMy grandson, \v\h06, is also\nlooking for the thief, but I\nI think he may need some help.\pSo what do you say?\pExcellent! Here is a POKéMON\nto help you out.\p\v\h01 recieved a MUDKIP!\pIn addition, I need to test\nout a new device called the\nPOKéDEX. While you are out,\nwould you test it for me?\p\v\h01 recieved the POKéDEX!\pAnd to just to make traveling\neasier, take these.\p\v\h01 recieved the RUNNING SHOES!\pThat's all...\p...so go find the thief!

#org @GOODLUCK
= Good luck out there!

#org @OAK_MOVE
#raw 0x0E
#raw 0x03
#raw 0xFE



Quote:
Originally Posted by ckret2 View Post
I've been trying for weeks now to make a script that makes it impossible to progress in the game until you battle and defeat a wild Pokémon. The good news is that I succeeded. Yay. The bad news is that it's still possible to catch the Pokémon in battle. So, hypothetically, you could come up to the Pokémon with ten Poké Balls, battle it, catch it, rebattle and recatch it, until you've caught it ten times, and then make it faint and then you'd progress in the game. Which is silly. However, aside from making it impossible to bring any Poké Balls into the battle (which I am more than willing to do, but I'd like a "cleaner" solution if possible), I can't find a way to make it impossible to catch the Pokémon. Any ideas?

It's in a FireRed hack, and made with XSE. Here's the script as it is so far. Well, with extraneous scripting irrelevant to the issue removed and with the dialogue changed, but this is the gist of it:

[...]

So far as I can tell, I'm the first person to dissect and make use of special2 0xB4 in a script, so here's a mini-tutorial on how it functions and why I set it up like I did. (And if someone HAS figured out special2 0xB4 before me, I apologize for presuming to be the first, although I must mention that I've been all over this site trying to figure out how the heck it works and must humbly ask why the wisdom wasn't shared, as it would have saved me a lot of time.)

Given the above, is there any way to make it impossible to throw a Poké Ball at the Pokémon in battle, apart from a) making Poké Balls unavailable until after the battle, b) inserting a script that throws all your Poké Balls away and/or sends them to the PC, c) making the Pokémon a ghost, or d) making the Pokémon's catch rate 0 and making sure Master Balls aren't available yet? (Speaking of which, I don't actually know if Master Balls work on Pokémon with a catch rate of 0.) Is there some special, some form of wildbattle, something? (I know the original Ghost Marowak script uses wildbattle2 but don't know what that does. I'm afraid it'll just turn the Pokémon into a ghost.)
Tip: avoid using quotes when posting a script. Quoting a quote will make it disappear. Either use [code] for small ones or even better a [spoiler]. I'm sorry but you aren't the first one to figure the 0xB4 special2, he he. Anyway, wildbattle2 is exactly the same as wildbattle except it includes a special. In the Marowak ghost script, you can see:

Code:
wildbattle2 0x69 0x1E 0x0 0x6
That 0x6 stands for special 0x156. In this case, actually, the wildbattle is just fake because the real wildbattle is started by special 0x156. If you want, feel free to change the Pokémon species etc. You will get a Marowak ghost, no matter what. All your possible solutions aren't clean enough though. The first one, will not let the player have Poké Balls before the battle (or any other type of ball), which is not that good if you want to catch some other wild Pokémon midway. The second one is not so good as well, as it would look very weird to have some balls before the battle and then none of them as soon as the battle starts. Not to say the problems you would get counting and removing the exact amount of all the possible balls and then adding them back after the battle. Which might not even work at all, actually. The third one might be good, if the Pokémon wasn't turned into a ghost. The fourth one could be useful if and only if the non-catchable Pokémon isn't available elsewhere in the whole game. Besides that, it's not a clean solution either. So, what's my idea? I reversed the special 0x156 already therefore I would rather make an ASM routine to replicate it but without the ghost collateral effect. That way you can have whatever ball, even a Master Ball, and you wouldn't be able to catch the Pokémon. And it wouldn't be a ghost. For further details, let's continue this conversation via PM.
__________________
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 09:18 AM.


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.