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  #4801    
Old Posted October 12th, 2010 (09:03 PM).
Teh Blazer's Avatar
Teh Blazer
Divider of Zero
 
Join Date: Feb 2009
Location: 'MERICA
Age: 19
Gender: Male
Nature: Relaxed
Quote:
Originally Posted by TB Pro View Post
Okay, so I am having some trouble with the Pokepic commands in XSE. Fire Red base.
Code:
#org @part2
showpokepic PKMN_TENTACOOL 0x1 0x1
msgbox @ossincise 0x5
compare 0x800D 0x1
hidepokepic
if 0x1 goto @ossincisechose
showpokepic PKMN_SNORUNT 0x1 0x1
msgbox @snorunt 0x5
compare 0x800D 0x1
hidepokepic
if 0x1 goto @snoruntchose
showpokepic PKMN_LUNATONE 0x1 0x1
msgbox @birdawl 0x5
compare 0x800D 0x1
hidepokepic
if 0x1 goto @birdawlchose
msgbox @whichone 0x6
goto @part2
When I try to compile it says "unknown keyword '0x61 pokepic' on line 47" line 47 is the first showpokepic line. It also says "unknown keyword '0x60 pokepic' on line 51" line 51 is the first hidepokepic line.
Okay Mr. Pro, there is no showpokepic nor hidepokepic command in PKSV, only XSE (to my little knowledge).
The way to show an image is to use : #raw 0x75
followed by the pokemon,'s number, a buffer, then the coordinates.
EX:
#raw 0x75 0x93 0x0 0xA 0x3
Would pop up Dratini (Me thinks, but is pretty sure I'm wrong) in (10,3) or the center.

To close, use: #raw 0x76
__________________
Coming soon...
  #4802    
Old Posted October 13th, 2010 (02:03 AM). Edited October 13th, 2010 by Crimson Stardust.
Crimson Stardust's Avatar
Crimson Stardust
Anime Addiction
 
Join Date: Mar 2009
Location: It is for me to noe and all of you to find out
Age: 21
Gender: Male
Nature: Relaxed
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anyway,i have a problem with this script,i want to warp to route 1 from one map to another,which is like from vermiilion to route 1 so i do this script,its a lvel script btw.
Spoiler:
#dynamic 0x800000
#org @start
playsong 0x118 0x0
fadescreen 0x1
msgbox @1 0x4
warp 0x3 0x19 0xFF 0x8 0xE
fadesong 0x123
fadescreen 0x0
setvar 0x5006 0x1
release
end

but after the messge it warp me to route 7 intead which map is no 3:19 but 3:25..
don't noe why


__________________



  #4803    
Old Posted October 13th, 2010 (10:24 AM).
Spherical Ice's Avatar
Spherical Ice
 
Join Date: Nov 2007
Location: UK
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Quote:
Originally Posted by Crimson Stardust View Post
anyway,i have a problem with this script,i want to warp to route 1 from one map to another,which is like from vermiilion to route 1 so i do this script,its a lvel script btw.
Spoiler:
#dynamic 0x800000
#org @start
playsong 0x118 0x0
fadescreen 0x1
msgbox @1 0x4
warp 0x3 0x19 0xFF 0x8 0xE
fadesong 0x123
fadescreen 0x0
setvar 0x5006 0x1
release
end

but after the messge it warp me to route 7 intead which map is no 3:19 but 3:25..
don't noe why


Spoiler:
#dynamic 0x800000
#org @start
playsong 0x118 0x0
fadescreen 0x1
msgbox @1 0x4
fadesong 0x123
fadescreen 0x0
setvar 0x5006 0x1

warp 0x3 0x19 0x0* 0x8 0xE
end

Ammendments in bold. Okay, first off, everything after a warp is null, as the player is no longer in that map. Furthermore, you can't have Warp 0xFF, so the third parameter was incorrect. The asterisk (*) indicates that it changes depending on the warp number which you want to warp me to. I believe the 0xFF was the problem, however if not then please tell me.

Quote:
Originally Posted by Teh Blazer View Post
Okay Mr. Pro, there is no showpokepic nor hidepokepic command in PKSV, only XSE (to my little knowledge).
The way to show an image is to use : #raw 0x75
followed by the pokemon,'s number, a buffer, then the coordinates.
EX:
#raw 0x75 0x93 0x0 0xA 0x3
Would pop up Dratini (Me thinks, but is pretty sure I'm wrong) in (10,3) or the center.

To close, use: #raw 0x76
Um, he is using XSE...

Quote:
Originally Posted by TB Pro View Post
Okay, so I am having some trouble with the Pokepic commands in XSE. Fire Red base.
Code:
#org @part2
showpokepic PKMN_TENTACOOL 0x1 0x1
msgbox @ossincise 0x5
compare 0x800D 0x1
hidepokepic
if 0x1 goto @ossincisechose
showpokepic PKMN_SNORUNT 0x1 0x1
msgbox @snorunt 0x5
compare 0x800D 0x1
hidepokepic
if 0x1 goto @snoruntchose
showpokepic PKMN_LUNATONE 0x1 0x1
msgbox @birdawl 0x5
compare 0x800D 0x1
hidepokepic
if 0x1 goto @birdawlchose
msgbox @whichone 0x6
goto @part2
When I try to compile it says "unknown keyword '0x61 pokepic' on line 47" line 47 is the first showpokepic line. It also says "unknown keyword '0x60 pokepic' on line 51" line 51 is the first hidepokepic line.
Hm, I'm not sure.... Perhaps there's a conflict in one of the std files or something? Idk.
  #4804    
Old Posted October 13th, 2010 (10:39 AM).
Andrut's Avatar
Andrut
Collecting dust since 1898
 
Join Date: Dec 2009
Location: Warsaw, Poland
Age: 16
A thing:
I want to start a hack without the stupid Oak script. In fact,i don't want Oak to appear.
I edited the Eevee script.
I have a script,however when i get the Meowth,there's still no "party" feature like i still have no pokemon:
Spoiler:
Quote:
'---------------
#org 0x16C46D
lock
faceplayer
setvar 0x4001 0x85
givepokemon 0x34 0x5 0x0 0x0 0x0 0x0
compare LASTRESULT 0x0
if 0x1 goto 0x816C4A6
compare LASTRESULT 0x1
if 0x1 goto 0x816C4DA
compare LASTRESULT 0x2
if 0x1 goto 0x81A927C
release
end
'---------------
#org 0x16C4A6
hidesprite 0x2
fanfare 0x101
preparemsg 0x8196591 '"[player] obtained a MEOWTH!"
waitmsg
waitfanfare
bufferpokemon 0x0 0x85
msgbox 0x81A56A7 MSG_YESNO '"Do you want to give a nickname to\..."
compare LASTRESULT 0x0
if 0x1 goto 0x816C514
call 0x81A8C27
call 0x81A74EB
goto 0x816C514
'---------------
#org 0x16C4DA
hidesprite 0x2
fanfare 0x101
preparemsg 0x8196591 '"[player] obtained a MEOWTH!"
waitmsg
waitfanfare
bufferpokemon 0x0 0x34
msgbox 0x81A56A7 MSG_YESNO '"Do you want to give a nickname to\..."
compare LASTRESULT 0x0
if 0x1 goto 0x816C509
call 0x81A8C33
goto 0x816C509
'---------------
#org 0x1A927C
textcolor 0x3
msgbox 0x81A5E31 MSG_KEEPOPEN '"There's no more room for POKéMON!\..."
release
end
'---------------
#org 0x16C514
setflag 0x263
release
end
'---------------
#org 0x1A8C27
countpokemon
subvar LASTRESULT 0x1
copyvar 0x8004 LASTRESULT
return
'---------------
#org 0x1A74EB
fadescreen 0x1
special 0x9E
waitstate
return
'---------------
#org 0x16C509
call 0x81A8C3C
goto 0x816C514
'---------------
#org 0x1A8C33
fadescreen 0x1
special 0x166
waitstate
lock
faceplayer
return
'---------------
#org 0x1A8C3C
bufferboxname 0x0 0x4037
bufferpokemon 0x1 0x4001
checkflag 0x834
if 0x0 call 0x81A8C57
checkflag 0x834
if 0x1 call 0x81A8C82
return
'---------------
#org 0x1A8C57
special2 LASTRESULT 0x165
compare LASTRESULT 0x1
if 0x1 goto 0x81A8C70
msgbox 0x81A5CF1 MSG_KEEPOPEN '"[buffer2] was transferred to\nSome..."
return
'---------------
#org 0x1A8C82
special2 LASTRESULT 0x165
compare LASTRESULT 0x1
if 0x1 goto 0x81A8C9B
msgbox 0x81A5D31 MSG_KEEPOPEN '"[buffer2] was transferred to\nBILL..."
return
'---------------
#org 0x1A8C70
special2 LASTRESULT 0x18A
bufferboxname 0x2 LASTRESULT
msgbox 0x81A5D6E MSG_KEEPOPEN '"BOX ["][buffer3]" on\nSomeone's PC..."
return
'---------------
#org 0x1A8C9B
special2 LASTRESULT 0x18A
bufferboxname 0x2 LASTRESULT
msgbox 0x81A5DB1 MSG_KEEPOPEN '"BOX ["][buffer3]" on\nBILL'S PC wa..."
return

'---------
' Strings
'---------
#org 0x196591
= [player] obtained a MEOWTH!
#org 0x1A56A7
= Do you want to give a nickname to\nthis [buffer1]?
#org 0x1A5E31
= There's no more room for POKéMON!\pThe POKéMON BOXES are full and\ncan't accept any more!
#org 0x1A5CF1
= [buffer2] was transferred to\nSomeone's PC.\pIt was placed in \nBOX ["][buffer1]."
#org 0x1A5D31
= [buffer2] was transferred to\nBILL'S PC.\pIt was placed in \nBOX ["][buffer1]."
#org 0x1A5D6E
= BOX ["][buffer3]" on\nSomeone's PC was full.\p[buffer2] was transferred to\nBOX ["][buffer1]."
#org 0x1A5DB1
= BOX ["][buffer3]" on\nBILL'S PC was full.\p[buffer2] was transferred to\nBOX ["][buffer1]."

Could someone fix this script to make it avaliable even when not interacting in the game?
Also,is there a thread where i can request scripts? I have no clue how to do one..
__________________
Quote:
Originally Posted by anonymous
Florges
It's a forest guardian that pities how bad a type Grass is, so it gets moves to help out Grass-types, but is smart enough not to be Grass-type itself. The appearance is simply mimicry to hide from humans.
  #4805    
Old Posted October 13th, 2010 (10:41 AM).
Spherical Ice's Avatar
Spherical Ice
 
Join Date: Nov 2007
Location: UK
Send a message via Skype™ to Spherical Ice
You need to set the flag 0x828. And there is no thread for requesting scripts; just like there isn't one for requesting maps either.
  #4806    
Old Posted October 13th, 2010 (10:54 AM).
Andrut's Avatar
Andrut
Collecting dust since 1898
 
Join Date: Dec 2009
Location: Warsaw, Poland
Age: 16
Sorry for bothering,but how to make that person event disappear? It is still there...
__________________
Quote:
Originally Posted by anonymous
Florges
It's a forest guardian that pities how bad a type Grass is, so it gets moves to help out Grass-types, but is smart enough not to be Grass-type itself. The appearance is simply mimicry to hide from humans.
  #4807    
Old Posted October 13th, 2010 (10:58 AM).
Spherical Ice's Avatar
Spherical Ice
 
Join Date: Nov 2007
Location: UK
Send a message via Skype™ to Spherical Ice
Not trying to be rude, but perhaps if you look at a scripting tutorial and make one from scratch you'll be able to grasp basics such as that? It'll be better for you, in the long run.
  #4808    
Old Posted October 13th, 2010 (12:52 PM). Edited October 13th, 2010 by TB Pro.
TB Pro's Avatar
TB Pro
Old-timer
 
Join Date: Nov 2004
Location: Midwestern USA
Age: 20
Gender: Male
Quote:
Originally Posted by Teh Blazer View Post
Okay Mr. Pro, there is no showpokepic nor hidepokepic command in PKSV, only XSE (to my little knowledge).
The way to show an image is to use : #raw 0x75
followed by the pokemon,'s number, a buffer, then the coordinates.
EX:
#raw 0x75 0x93 0x0 0xA 0x3
Would pop up Dratini (Me thinks, but is pretty sure I'm wrong) in (10,3) or the center.

To close, use: #raw 0x76
Lol, I said that I am using XSE :P

Quote:
Originally Posted by Spherical Ice View Post
Spoiler:
#dynamic 0x800000
#org @start
playsong 0x118 0x0
fadescreen 0x1
msgbox @1 0x4
fadesong 0x123
fadescreen 0x0
setvar 0x5006 0x1

warp 0x3 0x19 0x0* 0x8 0xE
end

Ammendments in bold. Okay, first off, everything after a warp is null, as the player is no longer in that map. Furthermore, you can't have Warp 0xFF, so the third parameter was incorrect. The asterisk (*) indicates that it changes depending on the warp number which you want to warp me to. I believe the 0xFF was the problem, however if not then please tell me.


Um, he is using XSE...


Hm, I'm not sure.... Perhaps there's a conflict in one of the std files or something? Idk.
I'm not sure, but I tried it with the hex numbers of the Pokemon as well, and it didn't work. :O

EDIT:
Okay, I just replaced them with their #raw counterparts, but when I try to compile it, everything goes wrong.

Original Script:
Code:
#include stdmove.rbh
#include stditems.rbh
#include stdpoke.rbh
#dynamic 0x800000
#org @begin
lock
faceplayer
checkflag 0x200
compare 0x800D 0x1
if 0x1 goto @done
msgbox @sleep 0x6
applymovement 0x0 @exe
waitmovement 0
playsong 0x11B 0x1
msgbox @bedintrude 0x6
applymovement 0xFF @x
waitmovement 0
msgbox @nointrude 0x6
fadedefault
applymovement 0x0 @walk2
applymovement 0xFF @walk3
waitmovement 0
pause 0x14
applymovement 0x0 @look
waitmovement 0
applymovement 0xFF @?
waitmovement 0
pause 0xA
applymovement 0x0 @look2
waitmovement 0
pause 0xA
msgbox @stolen 0x6
pause 0xA
applymovement 0x0 @look3
waitmovement 0
applymovement 0x0 @look4
waitmovement 0
pause 0x14
applymovement 0x0 @look5
waitmovement 0
msgbox @talk2 0x6
applymovement 0xFF @x2
waitmovement 0
setflag 0x828
goto @part2

#org @part2
#raw 0x75 0x48 0xA 0x3
msgbox @ossincise 0x5
compare 0x800D 0x1
#raw 0x76
if 0x1 goto @ossincisechose
#raw 0x75 0xAB 0xA 0x3
msgbox @snorunt 0x5
compare 0x800D 0x1
#raw 0x76
if 0x1 goto @snoruntchose
#raw 0x75 0x7D 0xA 0x3
msgbox @birdawl 0x5
compare 0x800D 0x1
#raw 0x76
if 0x1 goto @birdawlchose
msgbox @whichone 0x6
goto @part2

#org @ossincisechose
givepokemon PKMN_TENTACOOL 0x5 ITEM_ORANBERRY 0x0 0x0 0x0
signmsg
msgbox @ossincisegot 0x6
normalmsg
goto @part3

#org @snoruntchose
givepokemon PKMN_SNORUNT 0x5 ITEM_ORANBERRY 0x0 0x0 0x0
signmsg
msgbox @snoruntgot 0x6
normalmsg
goto @part3

#org @birdawlchose
givepokemon PKMN_LUNATONE 0x5 ITEM_ORANBERRY 0x0 0x0 0x0
signmsg
msgbox @birdawlgot 0x6
normalmsg
goto @part3

#org @part3
msgbox @takecare 0x6
applymovement 0xFF @^^
waitmovement 0
msgbox @talk5 0x6
applymovement 0xFF @walk5
applymovement 0x0 @walk6
waitmovement 0
setflag 0x200
release
end

#org @done
msgbox @talk 0x6
release
end

#org @talk
= [blue_fr]Wah? Huh?\nOh it's you.\pHow is that Pokémon of yours?

#org @sleep
= [blue_fr][small]Zzz\c\h08\h02.\c\h08\h02.\c\h08\h02.\c\h08\h02Zzz\c\h08\h02.\c\h08\h02.\c\h08\h02.\c\h08\h02Zz[small]z

#org @exe
#raw !_box 0x30 end_move

#org @bedintrude
=[blue_fr]Wah\c\h08\h02.\c\h08\h02.\c\h08\h02.\c\h08\h02huh?\nOh no, it's the bed intruder!\pHide ya kids, hide ya wife\c\h08\h02.\c\h08\h02.\c\h08\h02.

#org @x
#raw x_box end_move

#org @nointrude
=[blue_fr]Oh, you're [green_fr][player][blue_fr], aren't you?\p\c\h08\h02.\c\h08\h02.\c\h08\h02.\c\h08\h02\nAh, you wanted a Pokémon didn't\lyou?\p\c\h08\h02.\c\h08\h02.\c\h08\h02.\c\h08\h02\nRight, I keep the [lightgreen_fr]Pokéballs [blue_fr]in the\lcabinet behind me, let me go and\lget them.

#org @walk2
#raw step_right step_up step_up step_up step_left 0x2E end_move

#org @walk3
#raw step_right step_left step_up step_up step_up 0x2F end_move

#org @look
#raw 0x30 end_move

#org @?
#raw ?_box end_move

#org @look2
#raw 0x2E end_move

#org @stolen
= [blue_fr]Blasphemy!\nIt seems somebody made off with\lthe [lightgreen_fr]Pokéballs[blue_fr]!\p\c\h08\h02.\c\h08\h02.\c\h08\h02.

#org @look3
#raw 0x30 end_move

#org @look4
#raw 0x2E end_move

#org @look5
#raw 0x30 end_move

#org @talk2
= [blue_fr]Ah, here they are.\nI put them [black_fr]inside [blue_fr]the cabinet, who\lwould have guessed?

#org @x2
#raw x_box end_move

#org @ossincise
= [blue_fr]So you want the [black_fr]Fighting [blue_fr]Type\nPokémon, [darknavyblue_fr]Ossincise[blue_fr]?

#org @snorunt
= [blue_fr]So you want the [black_fr]Ice [blue_fr]type Pokémon,\n[darknavyblue_fr]Snorunt[blue_fr]?

#org @birdawl
= [blue_fr]So you want the [black_fr]Flying [blue_fr]type Pokémon,\n[darknavyblue_fr]Birdawl[blue_fr]?

#org @whichone
= [blue_fr]Which Pokémon do you want?

#org @ossincisegot
= [green_fr][PLAYER] [black_fr]recieved [darknavyblue_fr]Ossincise[black_fr]!

#org @snoruntgot
= [green_fr][PLAYER] [black_fr]recieved [darknavyblue_fr]Snorunt[black_fr]!

#org @birdawlgot
= [green_fr][PLAYER] [black_fr]recieved [darknavyblue_fr]Birdawl[black_fr]!

#org @takecare
= [green_fr][PLAYER] [blue_fr]take good care of that\nPokémon, now.

#org @^^
#raw ^^_box end_move

#org @talk5
= [blue_fr]I've held you up long enough, you\nbetter head down to [green_fr]Crater Town[blue_fr].\pTake care, [green_fr][PLAYER][blue_fr]!

#org @walk5
#raw step_down step_down step_down step_down 0x2E end_move

#org @walk6
#raw step_right step_down step_down step_down step_left 0x2D end_move
Compiled Script:
Code:
'---------------
#org 0x82614D
lock
faceplayer
checkflag 0x200
compare LASTRESULT 0x1
if 0x1 goto 0x88262F1
msgbox 0x8826336 MSG_NORMAL '"[blue_fr][small]Zzz\c\h08Á.\c\h08Á..."
applymovement 0x0 0x8826369
waitmovement 0x0
playsong 0x11B 0x1
msgbox 0x882636D MSG_NORMAL '"blue fr Wah\c\h08Á.\c\h08Á.\c\h08Á..."
applymovement MOVE_PLAYER 0x88263D3
waitmovement 0x0
msgbox 0x88263D6 MSG_NORMAL '"blue fr Oh, you're  green fr  play..."
fadedefault
applymovement 0x0 0x88264BF
applymovement MOVE_PLAYER 0x88264C7
waitmovement 0x0
pause 0x14
applymovement 0x0 0x88264CF
waitmovement 0x0
applymovement MOVE_PLAYER 0x88264D2
waitmovement 0x0
pause 0xA
applymovement 0x0 0x88264D5
waitmovement 0x0
pause 0xA
msgbox 0x88264D8 MSG_NORMAL '"[blue_fr]Blasphemy!\nIt seems some..."
pause 0xA
applymovement 0x0 0x882652A
waitmovement 0x0
applymovement 0x0 0x882652D
waitmovement 0x0
pause 0x14
applymovement 0x0 0x8826530
waitmovement 0x0
msgbox 0x8826533 MSG_NORMAL '"[blue_fr]Ah, here they are.\nI put..."
applymovement MOVE_PLAYER 0x8826588
waitmovement 0x0
setflag 0x828
goto 0x882620D

'---------------
#org 0x8262F1
msgbox 0x88262FC MSG_NORMAL '"[blue_fr]Wah? Huh?\nOh it's you.\p..."
release
end

'---------------
#org 0x82620D
showpokepic 0xA48 0x3 0xF
nop
choosecontestpkmn
spritebehave 0x882 0x9
goto 0x1800D21


'---------
' Strings
'---------
#org 0x826336
= [blue_fr][small]Zzz\c\h08Á.\c\h08Á.\c\h08Á.\c\h08ÁZzz\c\h08Á.\c\h08Á.\c\h08Á.\c\h08ÁZz[small]z

#org 0x82636D
= blue fr Wah\c\h08Á.\c\h08Á.\c\h08Á.\c\h08Áhuh?\nOh no, it's the bed intruder!\pHide ya kids, hide ya wife\c\h08Á.\c\h08Á.\c\h08Á.

#org 0x8263D6
= blue fr Oh, you're  green fr  player  blue fr , aren't you?\p\c\h08Á.\c\h08Á.\c\h08Á.\c\h08Á\nAh, you wanted a Pokémon didn't\lyou?\p\c\h08Á.\c\h08Á.\c\h08Á.\c\h08Á\nRight, I keep the  lightgreen fr Pokéballs  blue fr in the\lcabinet behind me, let me go and\lget them.

#org 0x8264D8
= [blue_fr]Blasphemy!\nIt seems somebody made off with\lthe [lightgreen_fr]Pokéballs[blue_fr]!\p\c\h08Á.\c\h08Á.\c\h08Á.

#org 0x826533
= [blue_fr]Ah, here they are.\nI put them [black_fr]inside [blue_fr]the cabinet, who\lwould have guessed?

#org 0x8262FC
= [blue_fr]Wah? Huh?\nOh it's you.\pHow is that Pokémon of yours?


'-----------
' Movements
'-----------
#org 0x826369
#raw 0x62 'Exclamation Mark (!)
#raw 0x30 'Face Right (Delayed)
#raw 0xFE 'End of Movements

#org 0x8263D3
#raw 0x64 'Cross (X)
#raw 0xFE 'End of Movements

#org 0x8264BF
#raw 0x13 'Step Right (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x2E 'Face Up (Delayed)
#raw 0xFE 'End of Movements

#org 0x8264C7
#raw 0x13 'Step Right (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x2F 'Face Left (Delayed)
#raw 0xFE 'End of Movements

#org 0x8264CF
#raw 0x30 'Face Right (Delayed)
#raw 0xFE 'End of Movements

#org 0x8264D2
#raw 0x63 'Question Mark (?)
#raw 0xFE 'End of Movements

#org 0x8264D5
#raw 0x2E 'Face Up (Delayed)
#raw 0xFE 'End of Movements

#org 0x82652A
#raw 0x30 'Face Right (Delayed)
#raw 0xFE 'End of Movements

#org 0x82652D
#raw 0x2E 'Face Up (Delayed)
#raw 0xFE 'End of Movements

#org 0x826530
#raw 0x30 'Face Right (Delayed)
#raw 0xFE 'End of Movements

#org 0x826588
#raw 0x64 'Cross (X)
#raw 0xFE 'End of Movements
__________________
--I'm a creepin'..
  #4809    
Old Posted October 13th, 2010 (02:53 PM).
colcolstyles's Avatar
colcolstyles
Yours truly
 
Join Date: May 2008
Location: The Bay Area
Gender: Male
Nature: Lonely
Quote:
Originally Posted by TB Pro View Post
Okay, so I am having some trouble with the Pokepic commands in XSE. Fire Red base.
Code:
#org @part2
showpokepic PKMN_TENTACOOL 0x1 0x1
msgbox @ossincise 0x5
compare 0x800D 0x1
hidepokepic
if 0x1 goto @ossincisechose
showpokepic PKMN_SNORUNT 0x1 0x1
msgbox @snorunt 0x5
compare 0x800D 0x1
hidepokepic
if 0x1 goto @snoruntchose
showpokepic PKMN_LUNATONE 0x1 0x1
msgbox @birdawl 0x5
compare 0x800D 0x1
hidepokepic
if 0x1 goto @birdawlchose
msgbox @whichone 0x6
goto @part2
When I try to compile it says "unknown keyword '0x61 pokepic' on line 47" line 47 is the first showpokepic line. It also says "unknown keyword '0x60 pokepic' on line 51" line 51 is the first hidepokepic line.
Do you have any "#define"s or "#alias"es in that script or, as Spherical Ice mentioned, one of your header files? Perhaps you used "HIDE" and "SHOW" as symbols for a value which would cause XSE to replace all instances of "hide" and "show" with that value (even if they're part of a command).

Quote:
Originally Posted by nenekins View Post
Thanks for the help, but when XSE compiles it, it changes it back to 0x81A74EB.
The appended '8' doesn't change anything. XSE automatically does that to tell you that the pointer points to an address in the ROM area (as opposed to the RAM).

Quote:
Originally Posted by Crimson Stardust View Post
anyway,i have a problem with this script,i want to warp to route 1 from one map to another,which is like from vermiilion to route 1 so i do this script,its a lvel script btw.
Spoiler:
#dynamic 0x800000
#org @start
playsong 0x118 0x0
fadescreen 0x1
msgbox @1 0x4
warp 0x3 0x19 0xFF 0x8 0xE
fadesong 0x123
fadescreen 0x0
setvar 0x5006 0x1
release
end

but after the messge it warp me to route 7 intead which map is no 3:19 but 3:25..
don't noe why


0x19 is 25 in decimal. You should either replace '0x19' with '25' or '0x13'.

Also, please take a moment to read over your post before clicking "Submit". Your spelling is simply atrocious.

Quote:
Originally Posted by Spherical Ice View Post
Furthermore, you can't have Warp 0xFF, so the third parameter was incorrect. The asterisk (*) indicates that it changes depending on the warp number which you want to warp me to. I believe the 0xFF was the problem, however if not then please tell me.
Actually, 0xFF is used in place of the warp number in order to execute a warp to a specific location on the target map. The final two parameters are then used (otherwise they're '0') to specify the X- and Y-coordinates, respectively.
__________________

Brother of Vrai
  #4810    
Old Posted October 13th, 2010 (03:40 PM).
Teh Blazer's Avatar
Teh Blazer
Divider of Zero
 
Join Date: Feb 2009
Location: 'MERICA
Age: 19
Gender: Male
Nature: Relaxed
Quote:
Originally Posted by TB Pro View Post
Lol, I said that I am using XSE

Excuse me while I slap myself silly for making a fool out of myself. I've never experienced this problem before, but I'd suggest to do it the non-fancy way. Just do:

showpokepic 0x[Insert Pokemon data in HEX here] 0x[Level In HEX] 0x[Item in HEX] 0x[Buffer] 0x[Buffer] 0x[Buffer]

Pokemon list is as follows (Ripped from diegoisawesome's huge XSE tut):
Spoiler:
BULBASAUR 1
IVYSAUR 2
VENUSAUR 3
CHARMANDER 4
CHARMELEON 5
CHARIZARD 6
SQUIRTLE 7
WARTORTLE 8
BLASTOISE 9
CATERPIE 10
METAPOD 11
BUTTERFREE 12
WEEDLE 13
KAKUNA 14
BEEDRILL 15
PIDGEY 16
PIDGEOTTO 17
PIDGEOT 18
RATTATA 19
RATICATE 20
SPEAROW 21
FEAROW 22
EKANS 23
ARBOK 24
PIKACHU 25
RAICHU 26
SANDSHREW 27
SANDSLASH 28
NIDORAN|f| 29
NIDORINA 30
NIDOQUEEN 31
NIDORAN|m| 32
NIDORINO 33
NIDOKING 34
CLEFAIRY 35
CLEFABLE 36
VULPIX 37
NINETALES 38
JIGGLYPUFF 39
WIGGLYTUFF 40
ZUBAT 41
GOLBAT 42
ODDISH 43
GLOOM 44
VILEPLUME 45
PARAS 46
PARASECT 47
VENONAT 48
VENOMOTH 49
DIGLETT 50
DUGTRIO 51
MEOWTH 52
PERSIAN 53
PSYDUCK 54
GOLDUCK 55
MANKEY 56
PRIMEAPE 57
GROWLITHE 58
ARCANINE 59
POLIWAG 60
POLIWHIRL 61
POLIWRATH 62
ABRA 63
KADABRA 64
ALAKAZAM 65
MACHOP 66
MACHOKE 67
MACHAMP 68
BELLSPROUT 69
WEEPINBELL 70
VICTREEBEL 71
TENTACOOL 72
TENTACRUEL 73
GEODUDE 74
GRAVELER 75
GOLEM 76
PONYTA 77
RAPIDASH 78
SLOWPOKE 79
SLOWBRO 80
MAGNEMITE 81
MAGNETON 82
FARFETCH'D 83
DODUO 84
DODRIO 85
SEEL 86
DEWGONG 87
GRIMER 88
MUK 89
SHELLDER 90
CLOYSTER 91
GASTLY 92
HAUNTER 93
GENGAR 94
ONIX 95
DROWZEE 96
HYPNO 97
KRABBY 98
KINGLER 99
VOLTORB 100
ELECTRODE 101
EXEGGCUTE 102
EXEGGUTOR 103
CUBONE 104
MAROWAK 105
HITMONLEE 106
HITMONCHAN 107
LICKITUNG 108
KOFFING 109
WEEZING 110
RHYHORN 111
RHYDON 112
CHANSEY 113
TANGELA 114
KANGASKHAN 115
HORSEA 116
SEADRA 117
GOLDEEN 118
SEAKING 119
STARYU 120
STARMIE 121
MR. MIME 122
SCYTHER 123
JYNX 124
ELECTABUZZ 125
MAGMAR 126
PINSIR 127
TAUROS 128
MAGIKARP 129
GYARADOS 130
LAPRAS 131
DITTO 132
EEVEE 133
VAPOREON 134
JOLTEON 135
FLAREON 136
PORYGON 137
OMANYTE 138
OMASTAR 139
KABUTO 140
KABUTOPS 141
AERODACTYL 142
SNORLAX 143
ARTICUNO 144
ZAPDOS 145
MOLTRES 146
DRATINI 147
DRAGONAIR 148
DRAGONITE 149
MEWTWO 150
MEW 151
CHIKORITA 152
BAYLEEF 153
MEGANIUM 154
CYNDAQUIL 155
QUILAVA 156
TYPHLOSION 157
TOTODILE 158
CROCONAW 159
FERALIGATR 160
SENTRET 161
FURRET 162
HOOTHOOT 163
NOCTOWL 164
LEDYBA 165
LEDIAN 166
SPINARAK 167
ARIADOS 168
CROBAT 169
CHINCHOU 170
LANTURN 171
PICHU 172
CLEFFA 173
IGGLYBUFF 174
TOGEPI 175
TOGETIC 176
NATU 177
XATU 178
MAREEP 179
FLAAFFY 180
AMPHAROS 181
BELLOSSOM 182
MARILL 183
AZUMARILL 184
SUDOWOODO 185
POLITOED 186
HOPPIP 187
SKIPLOOM 188
JUMPLUFF 189
AIPOM 190
SUNKERN 191
SUNFLORA 192
YANMA 193
WOOPER 194
QUAGSIRE 195
ESPEON 196
UMBREON 197
MURKROW 198
SLOWKING 199
MISDREAVUS 200
UNOWN 201
WOBBUFFET 202
GIRAFARIG 203
PINECO 204
FORRETRESS 205
DUNSPARCE 206
GLIGAR 207
STEELIX 208
SNUBBULL 209
GRANBULL 210
QWILFISH 211
SCIZOR 212
SHUCKLE 213
HERACROSS 214
SNEASEL 215
TEDDIURSA 216
URSARING 217
SLUGMA 218
MAGCARGO 219
SWINUB 220
PILOSWINE 221
CORSOLA 222
REMORAID 223
OCTILLERY 224
DELIBIRD 225
MANTINE 226
SKARMORY 227
HOUNDOUR 228
HOUNDOOM 229
KINGDRA 230
PHANPY 231
DONPHAN 232
PORYGON2 233
STANTLER 234
SMEARGLE 235
TYROGUE 236
HITMONTOP 237
SMOOCHUM 238
ELEKID 239
MAGBY 240
MILTANK 241
BLISSEY 242
RAIKOU 243
ENTEI 244
SUICUNE 245
LARVITAR 246
PUPITAR 247
TYRANITAR 248
LUGIA 249
HO-OH 250
CELEBI 251
TREECKO 277
GROVYLE 278
SCEPTILE 279
TORCHIC 280
COMBUSKEN 281
BLAZIKEN 282
MUDKIP 283
MARSHTOMP 284
SWAMPERT 285
POOCHYENA 286
MIGHTYENA 287
ZIGZAGOON 288
LINOONE 289
WURMPLE 290
SILCOON 291
BEAUTIFLY 292
CASCOON 293
DUSTOX 294
LOTAD 295
LOMBRE 296
LUDICOLO 297
SEEDOT 298
NUZLEAF 299
SHIFTRY 300
NINCADA 301
NINJASK 302
SHEDINJA 303
TAILLOW 304
SWELLOW 305
SHROOMISH 306
BRELOOM 307
SPINDA 308
WINGULL 309
PELIPPER 310
SURSKIT 311
MASQUERAIN 312
WAILMER 313
WAILORD 314
SKITTY 315
DELCATTY 316
KECLEON 317
BALTOY 318
CLAYDOL 319
NOSEPASS 320
TORKOAL 321
SABLEYE 322
BARBOACH 323
WHISCASH 324
LUVDISC 325
CORPHISH 326
CRAWDAUNT 327
FEEBAS 328
MILOTIC 329
CARVANHA 330
SHARPEDO 331
TRAPINCH 332
VIBRAVA 333
FLYGON 334
MAKUHITA 335
HARIYAMA 336
ELECTRIKE 337
MANECTRIC 338
NUMEL 339
CAMERUPT 340
SPHEAL 341
SEALEO 342
WALREIN 343
CACNEA 344
CACTURNE 345
SNORUNT 346
GLALIE 347
LUNATONE 348
SOLROCK 349
AZURILL 350
SPOINK 351
GRUMPIG 352
PLUSLE 353
MINUN 354
MAWILE 355
MEDITITE 356
MEDICHAM 357
SWABLU 358
ALTARIA 359
WYNAUT 360
DUSKULL 361
DUSCLOPS 362
ROSELIA 363
SLAKOTH 364
VIGOROTH 365
SLAKING 366
GULPIN 367
SWALOT 368
TROPIUS 369
WHISMUR 370
LOUDRED 371
EXPLOUD 372
CLAMPERL 373
HUNTAIL 374
GOREBYSS 375
ABSOL 376
SHUPPET 377
BANETTE 378
SEVIPER 379
ZANGOOSE 380
RELICANTH 381
ARON 382
LAIRON 383
AGGRON 384
CASTFORM 385
VOLBEAT 386
ILLUMISE 387
LILEEP 388
CRADILY 389
ANORITH 390
ARMALDO 391
RALTS 392
KIRLIA 393
GARDEVOIR 394
BAGON 395
SHELGON 396
SALAMENCE 397
BELDUM 398
METANG 399
METAGROSS 400
REGIROCK 401
REGICE 402
REGISTEEL 403
KYOGRE 404
GROUDON 405
RAYQUAZA 406
LATIAS 407
LATIOS 408
JIRACHI 409
DEOXYS 410
CHIMECHO 411
__________________
Coming soon...
  #4811    
Old Posted October 13th, 2010 (03:50 PM).
colcolstyles's Avatar
colcolstyles
Yours truly
 
Join Date: May 2008
Location: The Bay Area
Gender: Male
Nature: Lonely
Quote:
Originally Posted by Teh Blazer View Post
showpokepic 0x[Insert Pokemon data in HEX here] 0x[Level In HEX] 0x[Item in HEX] 0x[Buffer] 0x[Buffer] 0x[Buffer]
Uhm, I think you've gotten 'showpokepic' confused with 'givepokemon'. What good would specifying a level and item do if all the command does is display a picture of a pokémon? The actual parameters are as follows:

Code:
showpokepic Pokémon_ID X-coordinate Y-coordinate
...where "Pokémon_ID" is a halfword and the coordinates are bytes.
__________________

Brother of Vrai
  #4812    
Old Posted October 13th, 2010 (04:43 PM).
TB Pro's Avatar
TB Pro
Old-timer
 
Join Date: Nov 2004
Location: Midwestern USA
Age: 20
Gender: Male
Quote:
Originally Posted by colcolstyles View Post
Do you have any "#define"s or "#alias"es in that script or, as Spherical Ice mentioned, one of your header files? Perhaps you used "HIDE" and "SHOW" as symbols for a value which would cause XSE to replace all instances of "hide" and "show" with that value (even if they're part of a command).
Ah, I didn't quite understand what he was saying. This was the problem, thanks!
Even though that problem is fixed, I am still having the same problem as before(see my last post on this thread). I'm not sure if I messed up with commands, or what exactly is going on.
__________________
--I'm a creepin'..
  #4813    
Old Posted October 13th, 2010 (05:18 PM).
Teh Blazer's Avatar
Teh Blazer
Divider of Zero
 
Join Date: Feb 2009
Location: 'MERICA
Age: 19
Gender: Male
Nature: Relaxed
Quote:
Originally Posted by colcolstyles View Post
Uhm, I think you've gotten 'showpokepic' confused with 'givepokemon'. What good would specifying a level and item do if all the command does is display a picture of a pokémon? The actual parameters are as follows:

Code:
showpokepic Pokémon_ID X-coordinate Y-coordinate
...where "Pokémon_ID" is a halfword and the coordinates are bytes.
Arrgh! That's number two on the Morono-Meter! BUT I will make myself not look stupid by the end of the day!
Perhaps you could still try my idea with the replace the PKMN_[Insert Pokemon Name here]

to
showpokepic 0x[HEX number of Pokemon, just look in the previous post for the DEC numbers] 0x[Coordinate 1] 0x[Coordinate 2]
__________________
Coming soon...
  #4814    
Old Posted October 13th, 2010 (05:19 PM).
MechaTrainer
Beginning Trainer
 
Join Date: Jun 2010
Gender: Male
I made a pokescript where your mother gives you a pokemon, when I walk up to the spot she is supposed to be on there in nothing there and I am pretty sure it is the scripts fault
Spoiler:
#org $begin
lock
faceplayer
checkflag 0x232
if B_true goto $gotit
message $q
boxset 6
givepokemon 1 5 0
setflag 0x232
release
end

#org $gotit
message $hi
boxset 6
release
end
i
#org $hi
$hi 1 = What are you wating for? Go On!

#org $q
$q 1 = Good Morning \v\h01! \n I'm glad you wanted to be \pa Pokemon Trainer \n To start you of here \p is a Pokemon I found alone \nand abandoned

#org $gotit
message $hi
boxset 6
release
  #4815    
Old Posted October 13th, 2010 (05:39 PM).
TB Pro's Avatar
TB Pro
Old-timer
 
Join Date: Nov 2004
Location: Midwestern USA
Age: 20
Gender: Male
Quote:
Originally Posted by Teh Blazer View Post
Arrgh! That's number two on the Morono-Meter! BUT I will make myself not look stupid by the end of the day!
Perhaps you could still try my idea with the replace the PKMN_[Insert Pokemon Name here]

to
showpokepic 0x[HEX number of Pokemon, just look in the previous post for the DEC numbers] 0x[Coordinate 1] 0x[Coordinate 2]
Yeah, that wasn't the problem, we figured it out already.

Quote:
Originally Posted by MechaTrainer View Post
I made a pokescript where your mother gives you a pokemon, when I walk up to the spot she is supposed to be on there in nothing there and I am pretty sure it is the scripts fault
Spoiler:
#org $begin
lock
faceplayer
checkflag 0x232
if B_true goto $gotit
message $q
boxset 6
givepokemon 1 5 0
setflag 0x232
release
end

#org $gotit
message $hi
boxset 6
release
end
i
#org $hi
$hi 1 = What are you wating for? Go On!

#org $q
$q 1 = Good Morning \v\h01! \n I'm glad you wanted to be \pa Pokemon Trainer \n To start you of here \p is a Pokemon I found alone \nand abandoned

#org $gotit
message $hi
boxset 6
release
What is her person ID? Have you set a flag equal to her ID previously?
Also when writing messages, write them like so:
Hello\nthere \v\h01!\pHow are you?\nYou look good today\pmaybe you want to go out\nfor coffee?
not:
Hello \n there \v\h01, how are you? \p I'm good. \n How do you feel?
__________________
--I'm a creepin'..
  #4816    
Old Posted October 13th, 2010 (07:05 PM).
MechaTrainer
Beginning Trainer
 
Join Date: Jun 2010
Gender: Male
Quote:
Originally Posted by TB Pro View Post
Yeah, that wasn't the problem, we figured it out already.


What is her person ID? Have you set a flag equal to her ID previously?
Also when writing messages, write them like so:
Hello\nthere \v\h01!\pHow are you?\nYou look good today\pmaybe you want to go out\nfor coffee?
not:
Hello \n there \v\h01, how are you? \p I'm good. \n How do you feel?
I think I did it the way you said i'm not sure because I tried compiling it and something popped out and said "Run Time Error 457 This Key is already associated with an element an element of this collection
Spoiler:
#org $begin
lock
faceplayer
checkflag 0x232
if B_true goto $gotit
message $q
boxset 6
givepokemon 1 5 0
setflag 0x232
release
end

#org $gotit
message $hi
boxset 6
release
end
i
#org $hi
$hi 1 = What are you wating for? Go On!

#org $q
$q 1 = Good Morning \v\h01!\nI'm glad you wanted to be\pa Pokemon Trainer\nTo start you of here\pis a Pokemon I found alone\nand abandoned

#org $gotit
message $hi
boxset 6
release
  #4817    
Old Posted October 13th, 2010 (07:39 PM).
colcolstyles's Avatar
colcolstyles
Yours truly
 
Join Date: May 2008
Location: The Bay Area
Gender: Male
Nature: Lonely
Quote:
Originally Posted by MechaTrainer View Post
I think I did it the way you said i'm not sure because I tried compiling it and something popped out and said "Run Time Error 457 This Key is already associated with an element an element of this collection
Spoiler:
#org $begin
lock
faceplayer
checkflag 0x232
if B_true goto $gotit
message $q
boxset 6
givepokemon 1 5 0
setflag 0x232
release
end

#org $gotit
message $hi
boxset 6
release
end
i
#org $hi
$hi 1 = What are you wating for? Go On!

#org $q
$q 1 = Good Morning \v\h01!\nI'm glad you wanted to be\pa Pokemon Trainer\nTo start you of here\pis a Pokemon I found alone\nand abandoned

#org $gotit
message $hi
boxset 6
release
Perhaps that error message has something to do with the fact that you use the dynamic label "$gotit" twice. When you use "goto $gotit", the game won't know whether to go to the first "$gotit" or the second "$gotit", which is why the compiler won't let you compile.

Also, the 'givepokemon' command contains three extra parameters which are usually set to '0x00'. I haven't used Pokescript in a long time (and I suggest you switch to XSE or PKSV) but I don't think that those bytes are coded for in Pokescript's command database so you'll have to add three 'nop' commands after 'givepokemon'.
__________________

Brother of Vrai
  #4818    
Old Posted October 13th, 2010 (08:20 PM).
MechaTrainer
Beginning Trainer
 
Join Date: Jun 2010
Gender: Male
Quote:
Originally Posted by colcolstyles View Post
Perhaps that error message has something to do with the fact that you use the dynamic label "$gotit" twice. When you use "goto $gotit", the game won't know whether to go to the first "$gotit" or the second "$gotit", which is why the compiler won't let you compile.

Also, the 'givepokemon' command contains three extra parameters which are usually set to '0x00'. I haven't used Pokescript in a long time (and I suggest you switch to XSE or PKSV) but I don't think that those bytes are coded for in Pokescript's command database so you'll have to add three 'nop' commands after 'givepokemon'.
So I replace the second gotit and it should work now right?
  #4819    
Old Posted October 13th, 2010 (08:45 PM).
Teh Blazer's Avatar
Teh Blazer
Divider of Zero
 
Join Date: Feb 2009
Location: 'MERICA
Age: 19
Gender: Male
Nature: Relaxed
Quote:
Originally Posted by MechaTrainer View Post
I think I did it the way you said i'm not sure because I tried compiling it and something popped out and said "Run Time Error 457 This Key is already associated with an element an element of this collection
Spoiler:
#org $begin
lock
faceplayer
checkflag 0x232
if B_true goto $gotit
message $q
boxset 6
givepokemon 1 5 0
setflag 0x232
release
end

#org $gotit
message $hi
boxset 6
release
end
i
#org $hi
$hi 1 = What are you wating for? Go On!

#org $q
$q 1 = Good Morning \v\h01!\nI'm glad you wanted to be\pa Pokemon Trainer\nTo start you of here\pis a Pokemon I found alone\nand abandoned

#org $gotit
message $hi
boxset 6
release
Make mom's Person ID 0's all the way across. Hopefully she'd appear then.

Quote:
Originally Posted by TB Pro View Post
Yeah, that wasn't the problem, we figured it out already.
You know what, Imma just hang up my helping hat for good before I make a fool out of myself now.
__________________
Coming soon...
  #4820    
Old Posted October 14th, 2010 (03:15 AM).
Mekaj's Avatar
Mekaj
Vampire Hunter
 
Join Date: Jun 2009
Location: Crestview, FL
Gender: Male
Nature: Jolly
I took the trees out of start map but when I go to the edge of the map there are trees past map edge. How do I fix this? I'm making a desert region is why I need to know.
  #4821    
Old Posted October 14th, 2010 (06:02 AM).
Random92
Beginning Trainer
 
Join Date: Sep 2010
Gender: Male
You have to change the "border block" in advance map. Replace the tree with "dust" or whatever tiles you want outside the map.
  #4822    
Old Posted October 14th, 2010 (06:34 AM).
Spherical Ice's Avatar
Spherical Ice
 
Join Date: Nov 2007
Location: UK
Send a message via Skype™ to Spherical Ice
Quote:
Originally Posted by colcolstyles View Post
Actually, 0xFF is used in place of the warp number in order to execute a warp to a specific location on the target map. The final two parameters are then used (otherwise they're '0') to specify the X- and Y-coordinates, respectively.
Oh, really? That's awesome. I never knew that. :D
  #4823    
Old Posted October 14th, 2010 (02:10 PM).
Mekaj's Avatar
Mekaj
Vampire Hunter
 
Join Date: Jun 2009
Location: Crestview, FL
Gender: Male
Nature: Jolly
wat if two sides are sand and two sides are water how would I do two different borders? would I have to edit the ASM?
  #4824    
Old Posted October 14th, 2010 (03:25 PM).
colcolstyles's Avatar
colcolstyles
Yours truly
 
Join Date: May 2008
Location: The Bay Area
Gender: Male
Nature: Lonely
Quote:
Originally Posted by MechaTrainer View Post
So I replace the second gotit and it should work now right?
Actually, you should just ditch the second "$gotit" section altogether. It doesn't seem, to me at least, that it's serving any purpose. It looks like an exact copy of the other "$gotit" section but without the 'end' command, which might cause bugs. Your final script should end up looking something like this:
Spoiler:
Code:
#org $begin
lock
faceplayer
checkflag 0x232
if B_true goto $gotit
message $q
boxset 6
givepokemon 1 5 0
setflag 0x232
release
end

#org $gotit
message $hi
boxset 6
release
end

#org $hi
$hi 1 = What are you wating for? Go On!

#org $q
$q 1 = Good Morning \v\h01!\nI'm glad you wanted to be\pa Pokemon Trainer\nTo start you of here\pis a Pokemon I found alone\nand abandoned.


I preemptively blame any errors in that script on the fact that I haven't used Pokescript in almost two years now.

Quote:
Originally Posted by Mekaj View Post
wat if two sides are sand and two sides are water how would I do two different borders? would I have to edit the ASM?
You can set the border block to water and then expand the map so that the player can't see the border on the sand side. Or vice versa.
__________________

Brother of Vrai
  #4825    
Old Posted October 14th, 2010 (06:02 PM).
MechaTrainer
Beginning Trainer
 
Join Date: Jun 2010
Gender: Male
thanks everyone that helped me, but there is still one problem how do I activate the pkmn menu and make the script say you have obtained "pokemon"! with the jingle?
Spoiler:
#org $begin
lock
faceplayer
checkflag 0x233
if B_true goto $gotit
message $q
boxset 6
givepokemon 1 5 0
setflag 0x233
release
end

#org $gotit
message $hi
boxset 6
release
end

#org $hi
$hi 1 = Go On!\nYour adventure is waiting!

#org $q
$q 1 = Good Morning \v\h01!\nI'm glad you wanted to be\pa Pokemon Trainer\nTo start you of here\pis a Pokemon I found alone\nand abandoned
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