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  #7351    
Old October 5th, 2012, 10:39 PM
Meowing Mewtwo's Avatar
Meowing Mewtwo
 
Join Date: Aug 2012
Location: California
Gender:
Nature: Serious
Hey all, some help would be great, I've been waiting for a while
So this WILL sound stupid to "scripting wizards" but I can't compile... '
That rhyme was unintentional, I've been writing poetry lately, I know you don't care...
So I know to find an offset with FSF, but when I do that the game freezes, or... well, you don't want to know... *shudders* So I need help. Anything is appreciated! Please don't badger me about not posting my script:
1. I don't have acsses to my scripts now
2. This happens with all of them

Thanks all~!
__________________
This account is dead and has been for a long time.
I did, however, remake it on August 09, 2014. You can find my new location here.
  #7352    
Old October 6th, 2012, 07:42 AM
tamsheel's Avatar
tamsheel
Unhatched Egg
 
Join Date: Jun 2011
Gender: Male
I was facing with the same problem. What i did was-
1.write any script and assign in your game,i used pksvui.
2.note the offset and give to your ow character as usual,using a-map,and save.
3.now in A-map,you must have had pksvui selected as script editor in tools tab.
4.now click on the character and click open script.
5.the script will be open in pksvui,the script maybe
Good as you have written,or may have became corrupted with lots of unwanted lines added.dont worry.Ignore...
6.just cop everything and delete it,BUT DONT DELETE THE FIRST LINE,THAT IS THE OFFSET.
7.Now,open up your own script,you intend to write in your game.select all and copy,just leaving the first line,ie. The offset.
8. paste it in the pksvui window,in step 6.
9.now use the compile button on type and save.
10. Close this script window.
11. Now again check the ow character,you have just inserted the script.
12. If it has done,good, if not again repeat the process a few time.
I have done the same,and even inserted over 100 scripts in pokemon platinum to add several more legendry pokemon events,and others to further make it more better.
  #7353    
Old October 8th, 2012, 07:51 AM
awipe1's Avatar
awipe1
 
Join Date: Aug 2012
Gender: Male
I wrote a script and the nicknaming part does not work, anyone know why? What happens is you say yes to nicknaming, the screen shows up but in the top left corner instead of there being a picture of charmander, there is a picture of an egg and when you enter a nickname, nothing happens, the name is still charmander, he is the script.
Spoiler:

#dynamic 0x800000

#org @main
lock
faceplayer
checkflag 0x1002
if 0x1 goto @takecare2
checkflag 0x1001
if 0x1 goto @didyou
trainerbattle 0x1 0x6 0x0 @talk1 @talk2 @afterbattle
end

#org @afterbattle
msgbox @talk3 MSG_KEEPOPEN
closeonkeypress
setflag 0x1001
compare LASTRESULT 0x1
if 0x1 goto @yes
msgbox @no MSG_NORMAL
release
end

#org @yes
givepokemon 0x4 0x5 0x0 0x0 0x0 0x0
setflag 0x1002
fanfare 0x13E
msgbox @Char MSG_KEEPOPEN
waitfanfare
closeonkeypress
msgbox @nick MSG_YESNO
compare LASTRESULT 0x1
if 0x1 gosub @nickyes
msgbox @Takecare MSG_NORMAL
release
end

#org @nickyes
call 0x1A74EB
return

#org @didyou
msgbox @haveyou MSG_YESNO
compare LASTRESULT 0x1
if 0x1 goto @yes
msgbox @no MSG_NORMAL
release
end

#org @takecare2
msgbox @howis MSG_NORMAL
release
end

#org @talk1
= Hey Kid!\nDid you beat all my friends?\pHmmm guess you are here for\nthe prize, am I right?\pwell I will not give it\nup so easy!\pProve yourself\nto me first!

#org @talk2
= Wow!!!\nNo one has beat me before!!!\pMy prize to you is my\nweakest pokemon!\pMy Charmander!

#org @Talk3
= That was a great battle!\nNo one has ever beat'n me before!\pI never liked my Charmander.\nMaybe he will be happier with you!\pSo, do you want my Charmander or not?

#org @no
= Oh okay. Talk to me if you change\nyour mind!

#org @Char
= You received a Charmander!

#org @nick
= Do you want to give a nickname to\nthis Charmander?

#org @takecare
= Take good care of my Charmander!

#org @howis
= How is my Charmander doing?

#org @haveyou
= Have you changed your mind about\nCharmander?
  #7354    
Old October 12th, 2012, 04:44 PM
Meowing Mewtwo's Avatar
Meowing Mewtwo
 
Join Date: Aug 2012
Location: California
Gender:
Nature: Serious
Quote:
Originally posted by tamsheel
I was facing with the same problem. What i did was-
1.write any script and assign in your game,i used pksvui.
2.note the offset and give to your ow character as usual,using a-map,and save.
3.now in A-map,you must have had pksvui selected as script editor in tools tab.
4.now click on the character and click open script.
5.the script will be open in pksvui,the script maybe
Good as you have written,or may have became corrupted with lots of unwanted lines added.dont worry.Ignore...
6.just cop everything and delete it,BUT DONT DELETE THE FIRST LINE,THAT IS THE OFFSET.
7.Now,open up your own script,you intend to write in your game.select all and copy,just leaving the first line,ie. The offset.
8. paste it in the pksvui window,in step 6.
9.now use the compile button on type and save.
10. Close this script window.
11. Now again check the ow character,you have just inserted the script.
12. If it has done,good, if not again repeat the process a few time.
I have done the same,and even inserted over 100 scripts in pokemon platinum to add several more legendry pokemon events,and others to further make it more better.
Well, thank you!! You have been a big help so far, now to see if it works, .

EDIT: Well, a script worked, but not mine... When I talked to the old guy, it sent me into some random MissingNo battle... Is it problematic that I'm using XSE?
__________________
This account is dead and has been for a long time.
I did, however, remake it on August 09, 2014. You can find my new location here.

Last edited by Meowing Mewtwo; October 14th, 2012 at 02:30 PM. Reason: DO NOT QUESTION ME!
  #7355    
Old October 13th, 2012, 02:37 PM
polarchuck99
 
Join Date: May 2011
Does anybody have a working download link for XSE 1.1.1?
  #7356    
Old October 13th, 2012, 03:44 PM
Spherical Ice's Avatar
Spherical Ice
 
Join Date: Nov 2007
Location: UK
Send a message via Skype™ to Spherical Ice
http://www.sendspace.com/file/qog56c

Nice neopets username btw
__________________
  #7357    
Old October 15th, 2012, 10:39 AM
Rumille's Avatar
Rumille
Togepi
 
Join Date: Feb 2012
Gender: Male
Ok, I'm trying to get a sprite hidden in a map untill I need it (stepping on a script tile). I tried to make it work in a level script, but it's still there. How do I fix this?
Code:
'---------------
#org 0x71AC40
#raw 0x2
#raw pointer 0x871AC12
#raw 0x0

'---------------
#org 0x71AC12
#raw word 0x300
#raw word 0x0
#raw pointer 0x8800600
#raw word 0x0

'---------------
#org 0x800600
hidesprite 0x1
setflag 0x300
end
  #7358    
Old October 15th, 2012, 12:26 PM
Renegade's Avatar
Renegade
Time for real life...
 
Join Date: Nov 2011
Location: United States
Gender: Male
Nature: Careful
Quote:
Originally Posted by Rumille View Post
Ok, I'm trying to get a sprite hidden in a map untill I need it (stepping on a script tile). I tried to make it work in a level script, but it's still there. How do I fix this?
Code:
'---------------
#org 0x71AC40
#raw 0x2
#raw pointer 0x871AC12
#raw 0x0

'---------------
#org 0x71AC12
#raw word 0x300
#raw word 0x0
#raw pointer 0x8800600
#raw word 0x0

'---------------
#org 0x800600
hidesprite 0x1
setflag 0x300
end
Is this script a level script or a script box?
  #7359    
Old October 15th, 2012, 12:36 PM
Rumille's Avatar
Rumille
Togepi
 
Join Date: Feb 2012
Gender: Male
Quote:
Originally Posted by CrystalStatic View Post
Is this script a level script or a script box?
Levelscript. Need a sprite too dissapear.
  #7360    
Old October 15th, 2012, 12:56 PM
Renegade's Avatar
Renegade
Time for real life...
 
Join Date: Nov 2011
Location: United States
Gender: Male
Nature: Careful
Quote:
Originally Posted by Rumille View Post
Levelscript. Need a sprite too dissapear.
Are you sure you are inserting the level script correctly? It would be level script 3 on the dropdown list.
  #7361    
Old October 15th, 2012, 01:18 PM
Spherical Ice's Avatar
Spherical Ice
 
Join Date: Nov 2007
Location: UK
Send a message via Skype™ to Spherical Ice
Change #raw 0x2 to #raw 0x3
__________________
  #7362    
Old October 15th, 2012, 03:29 PM
Rumille's Avatar
Rumille
Togepi
 
Join Date: Feb 2012
Gender: Male
Ok, that seemed to work. Why is that?
And second question:
How do I make him re-appear when standing on a regular script tile (no level script)?

Code:
'---------------
#org 0x800607
lock
showsprite 0x1
clearflag 0x300
release
end
Isn't working ^.
  #7363    
Old October 15th, 2012, 09:17 PM
Teh Blazer's Avatar
Teh Blazer
Divider of Zero
 
Join Date: Feb 2009
Location: 'MERICA
Age: 19
Gender: Male
Nature: Relaxed
What is the basic skeleton for an obtain pokemon script? You know, the basic pointers and such if, say, you were already carrying 6 pokemon and received this seventh.

I tried looking at the actual thing on a clean ROM, but it was soo big with flags being set everywhere and variables being changed every second. I know you guys probably have this easy method of doing it (including the "Bill/Someone's PC", party being full, and switching boxes, and that type of stuff) and I'd like to know as well so I'm not putting a bunch of other unneeded variable changes into my script.
__________________
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  #7364    
Old October 15th, 2012, 09:51 PM
itman
Back to ROM hacking. :D
 
Join Date: May 2007
Age: 20
Nature: Adamant
Quote:
Originally Posted by Teh Blazer View Post
What is the basic skeleton for an obtain pokemon script? You know, the basic pointers and such if, say, you were already carrying 6 pokemon and received this seventh.

I tried looking at the actual thing on a clean ROM, but it was soo big with flags being set everywhere and variables being changed every second. I know you guys probably have this easy method of doing it (including the "Bill/Someone's PC", party being full, and switching boxes, and that type of stuff) and I'd like to know as well so I'm not putting a bunch of other unneeded variable changes into my script.
This is the skeleton for a givepokemon script at it's very basic.

Spoiler:
#org @begin
givepokemon 01 05 00 00 00 00
end


That gives a Bulbasaur, level 5, holding no item.

The first byte (01) is the pokemon's index number.

The second byte (05) is the level.

The third byte (00) is the item's index number it's holding (00 means it's not holding anything.)

The last three bytes (00 00 00) are just filler bytes and need to be there.

Now, to add the check, you need to add an extra few commands.

So, here's the same script with the added commands:

Spoiler:
#org @begin
countpokemon
compare 0x800D 0x6
if 0x1 goto @no
givepokemon 01 05 00 00 00 00
end

#org @no
end


"Count pokemon" counts your pokemon, obviously. Then it compares the number to the number six. So then it's saying if there is six pokemon (a full party), go to the pointer "no", which will end the script without giving you a pokemon. This of course is the mere outline.
  #7365    
Old October 17th, 2012, 07:44 AM
Xealeos
Unhatched Egg
 
Join Date: Jul 2012
Gender: Male
For the name rater, in what way do you need to change his script so that he allows you to change the names of Pokémon that you received in a trade? I figure you might just be able to remove the part where he checks to see if the Pokémon is your own or not, but I'm not really sure what part that is.
  #7366    
Old October 17th, 2012, 11:07 AM
White-Rabbit
Unhatched Egg
 
Join Date: Oct 2012
Gender: Female
Hello there!

I am working on my first hack, so please don't be to hard on me for asking such noob questions- I know this is basic stuff, but I could really use the help of experienced hackers.

Now, I know how to do most of what I need to do, what I need help with, are the movement scripts (or at least I think that's what they're called). Basically, I need to know how to get sprites to lead you (like when oak leads you to the lab), follow you (like the pikachu sprite in pokemon yellow, but a human sprite instead), and how to get events to start (like in fire red when you approach the League and Gary intercepts you, initiating a battle).

I ave no idea where to find the codes for these movements, or where to place them in the script. Every tutorial I find isn't mapped out for a beginner like myself, so if anyone can shed some light on how to do this, it would be much appreciated!
  #7367    
Old October 17th, 2012, 11:30 AM
Renegade's Avatar
Renegade
Time for real life...
 
Join Date: Nov 2011
Location: United States
Gender: Male
Nature: Careful
Quote:
Originally Posted by White-Rabbit View Post
Hello there!

I am working on my first hack, so please don't be to hard on me for asking such noob questions- I know this is basic stuff, but I could really use the help of experienced hackers.

Now, I know how to do most of what I need to do, what I need help with, are the movement scripts (or at least I think that's what they're called). Basically, I need to know how to get sprites to lead you (like when oak leads you to the lab), follow you (like the pikachu sprite in pokemon yellow, but a human sprite instead), and how to get events to start (like in fire red when you approach the League and Gary intercepts you, initiating a battle).

I ave no idea where to find the codes for these movements, or where to place them in the script. Every tutorial I find isn't mapped out for a beginner like myself, so if anyone can shed some light on how to do this, it would be much appreciated!
If you are not sure how to make scripts, use this tutorial:

http://www.pokecommunity.com/showthread.php?t=164276

Don't worry about asking noob questions, we will try to answer them as best as we can!
  #7368    
Old October 17th, 2012, 12:28 PM
White-Rabbit
Unhatched Egg
 
Join Date: Oct 2012
Gender: Female
Thanks so much, that tutorial helped a lot. I still have a question though.
I was able to successfully compile a movement script, however when the compile buttons was clicked, it generated about 5 codes with names like; @start @done @ move etc, and I was wondering how I am supposed to insert these codes. Am i only supposed to do a specific one, or is there a specific way to add them all?
  #7369    
Old October 17th, 2012, 03:27 PM
Renegade's Avatar
Renegade
Time for real life...
 
Join Date: Nov 2011
Location: United States
Gender: Male
Nature: Careful
Quote:
Originally Posted by White-Rabbit View Post
Thanks so much, that tutorial helped a lot. I still have a question though.
I was able to successfully compile a movement script, however when the compile buttons was clicked, it generated about 5 codes with names like; @start @done @ move etc, and I was wondering how I am supposed to insert these codes. Am i only supposed to do a specific one, or is there a specific way to add them all?
Those are pointers - here's a tutorial on how to simply insert a script after creating it:

http://www.pokecommunity.com/showthread.php?t=185188

Hope you figure it out!
  #7370    
Old October 19th, 2012, 04:30 AM
Xealeos
Unhatched Egg
 
Join Date: Jul 2012
Gender: Male
So I'm trying to change the script for one of the in-game trades, but I have no clue how these work. I've tried looking for the hexadecimal index numbers of the Pokémon that are normally being traded, but that didn't give me any results. Can anyone help me with changing the Pokémon that are used for these trades or maybe someone has a skeleton for a trade script?
  #7371    
Old October 19th, 2012, 07:42 AM
Rumille's Avatar
Rumille
Togepi
 
Join Date: Feb 2012
Gender: Male
Ok, I tried to figure it out, but I'm really stumped.

I have this level script:
Code:
'---------------
#org 0x71AC0C
#raw 0x3
#raw pointer 0x880006F
#raw 0x0

'---------------
#org 0x80006F
hidesprite 0x1
setflag 0x300
end
It makes a sprite in the map disappear. However, I want to have that sprite reappear and then walk past me. I want to start easily with making him visible, so I used this script:

Code:
'---------------
#org 0x800607
lock
showsprite 0x1
clearflag 0x300
release
end
However, it didn't work. What's wrong with the second script?
  #7372    
Old October 20th, 2012, 10:42 AM
Kaith's Avatar
Kaith
Hacker of Fire
 
Join Date: Oct 2011
Location: North, it's cold.
Gender: Male
Nature: Relaxed
Okay, I've got a pretty long script here, but let me spell out my problem first. Everything seems to work perfectly, except after the command 'msgbox @2 0x6' the sprite for Birch (0x05) becomes hidden. I can't seem to figure out what the problem is so I'm hoping another pair of eyes might be able to help me figure out if the problem lies within my script of if it's elsewhere.

Before Compiling It
Spoiler:
#dynamic 0x800000

#org @start
lockall
checkflag 0x200
if 0x1 goto @done
showsprite 0x05
applymovement 0x05 @move
waitmovement 0x0
applymovement 0x05 @move2
waitmovement 0x0
msgbox @1 0x6
applymovement 0x05 @move2.3
applymovement 0xFF @move2.6
waitmovement 0x0
applymovement 0x04 @move3
waitmovement 0x0
msgbox @2 0x6
applymovement 0x04 @move4
[There is no 'waitmovement' command here. That is intentional and I've tried putting the command in. That is not the problem.]
msgbox @3 0x6
applymovement 0x04 @move5
applymovement 0x05 @move5
applymovement 0xFF @move5
msgbox @4 0x6
msgbox @5 0x6
applymovement 0x05 @move6
applymovement 0x04 @move7
waitmovement 0x0
fadescreen 0x1
setflag 0x200
hidesprite 0x04
hidesprite 0x05
fadescreen 0x0
release
end

#org @done
release
end

#org @move
#raw 0x01
#raw 0x55
#raw 0xFE

#org @move2
#raw 0x17
#raw 0x17
#raw 0x17
#raw 0xFE

#org @move2.3
#raw 0x17
#raw 0xFE

#org @move2.6
#raw 0x0A
#raw 0x03
#raw 0xFE

#org @1
= Birch: \v\h01! Quick, get back\ninside.

#org @move3
#raw 0x00
#raw 0x56
#raw 0xFE

#org @2
= Mother: Honey, what is it?

#org @move4
#raw 0x0B
#raw 0x0B
#raw 0x0B
#raw 0x0B
#raw 0x08
#raw 0x08
#raw 0x08
#raw 0x08
#raw 0x0B
#raw 0x00
#raw 0xFE

#org @3
= Birch: Things didn't go as we\nexpected. I was forced to move the\lplan up.\p\v\h01: Wait, what plan?

#org @move5
#raw 0x56
#raw 0xFE

#org @4
= ???: Round up!\pThis is a madatory city-wide\nmeeting! Any person's not account\lfor will result in a harsh\lpunishment for the entire city!

#org @5
= Birch: \v\h01, I'll explain\neverything later. But for now,\llet's head out.

#org @move6
#raw 0x0B
#raw 0x0B
#raw 0x0B
#raw 0x00
#raw 0x54
#raw 0xFE

#org @move7
#raw 0x08
#raw 0x0B
#raw 0x0B
#raw 0x0B
#raw 0x00
#raw 0x54
#raw 0xFE


After Compling It
Spoiler:
'---------------
#org 0x9CAC62
lockall
checkflag 0x200
if 0x1 goto 0x89CAD03
showsprite 0x5
applymovement 0x5 0x89CAD06
waitmovement 0x0
applymovement 0x5 0x89CAD0A
waitmovement 0x0
msgbox 0x89CAD16 MSG_NORMAL '"Birch: [player]! Quick, get back\n..."
applymovement 0x5 0x89CAD0F
applymovement MOVE_PLAYER 0x89CAD12
waitmovement 0x0
applymovement 0x4 0x89CAD3B
waitmovement 0x0
msgbox 0x89CAD3F MSG_NORMAL '"Mother: Honey, what is it?"
applymovement 0x4 0x89CAD5C
msgbox 0x89CAD68 MSG_NORMAL '"Birch: Things didn't go as we\nexp..."
applymovement 0x4 0x89CADC9
applymovement 0x5 0x89CADC9
applymovement MOVE_PLAYER 0x89CADC9
msgbox 0x89CADCC MSG_NORMAL '"???: Round up!\pThis is a madatory..."
msgbox 0x89CAE57 MSG_NORMAL '"Birch: [player], I'll explain\neve..."
applymovement 0x5 0x89CAEA0
applymovement 0x4 0x89CAEA7
waitmovement 0x0
fadescreen 0x1
setflag 0x200
hidesprite 0x4
hidesprite 0x5
fadescreen 0x0
release
end

'---------------
#org 0x9CAD03
release
end


'---------
' Strings
'---------
#org 0x9CAD16
= Birch: [player]! Quick, get back\ninside.

#org 0x9CAD3F
= Mother: Honey, what is it?

#org 0x9CAD68
= Birch: Things didn't go as we\nexpected. I was forced to move the\lplan up.\p[player]: Wait, what plan?

#org 0x9CADCC
= ???: Round up!\pThis is a madatory city-wide\nmeeting! Any person's not account\lfor will result in a harsh\lpunishment for the entire city!

#org 0x9CAE57
= Birch: [player], I'll explain\neverything later. But for now,\llet's head out.


'-----------
' Movements
'-----------
#org 0x9CAD06
#raw 0x1 'Face Up
#raw 0x55 'Show
#raw 0xFE 'End of Movements

#org 0x9CAD0A
#raw 0x17 'Slide Left
#raw 0x17 'Slide Left
#raw 0x17 'Slide Left
#raw 0xFE 'End of Movements

#org 0x9CAD0F
#raw 0x17 'Slide Left
#raw 0xFE 'End of Movements

#org 0x9CAD12
#raw 0xA 'Step Left (Normal)
#raw 0x3 'Face Right
#raw 0xFE 'End of Movements

#org 0x9CAD3B
#raw 0x0 'Face Down
#raw 0x56 'Exclamation Mark (!)
#raw 0xFE 'End of Movements

#org 0x9CAD5C
#raw 0xB 'Step Right (Normal)
#raw 0xB 'Step Right (Normal)
#raw 0xB 'Step Right (Normal)
#raw 0xB 'Step Right (Normal)
#raw 0x8 'Step Down (Normal)
#raw 0x8 'Step Down (Normal)
#raw 0x8 'Step Down (Normal)
#raw 0x8 'Step Down (Normal)
#raw 0xB 'Step Right (Normal)
#raw 0x0 'Face Down
#raw 0xFE 'End of Movements

#org 0x9CADC9
#raw 0x56 'Exclamation Mark (!)
#raw 0xFE 'End of Movements

#org 0x9CAEA0
#raw 0xB 'Step Right (Normal)
#raw 0xB 'Step Right (Normal)
#raw 0xB 'Step Right (Normal)
#raw 0x0 'Face Down
#raw 0x54 'Hide
#raw 0xFE 'End of Movements

#org 0x9CAEA7
#raw 0x8 'Step Down (Normal)
#raw 0xB 'Step Right (Normal)
#raw 0xB 'Step Right (Normal)
#raw 0xB 'Step Right (Normal)
#raw 0x0 'Face Down
#raw 0x54 'Hide
#raw 0xFE 'End of Movements
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  #7373    
Old October 20th, 2012, 04:46 PM
Renegade's Avatar
Renegade
Time for real life...
 
Join Date: Nov 2011
Location: United States
Gender: Male
Nature: Careful
I have a question. Hope someone can answer.

I'm having a problem with this script working as a level script:

Code:
#dynamic 0x800000

#org @start
checktrainerflag 0x2B2
if 0x1 goto @go
release
end

#org @go
lockall
pause 0x20
applymovement 0xE @m1
waitmovement 0x0
pause 0x10
applymovement 0xFF @m2
waitmovement 0x0
pause 0x20
message @t1 6
pause 0x20
message @t2 6
pause 0x20
applymovement 0xE @m3
waitmovement 0x0
applymovement 0xFF @m4
waitmovement 0x0
pause 0x20
message @t3 6
pause 0x10
showsprite 0xF
clearflag 0x563
pause 0x10
applymovement 0xFF @m5
waitmovement 0x0
pause 0x10
hidesprite 0xF
setflag 0x563
giveitem 0x175 0x1 MSG_OBTAIN
message @t4 6
pause 0x20
message @t5 6
applymovement 0xE @m6
waitmovement 0x0
hidesprite 0xE
setflag 0x562
setvar 0x5032 0x1
releaseall
end

#org @m6
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0xFE

#org @t5
= \c\h01\h02Argh, forget this place!\nUs black suits will NOT give up,\lhear me?!

#org @m5
#raw 0x49
#raw 0x49
#raw 0xFE

#org @t4
= \c\h01\h02That \c\h01\h06DARK DIAMOND\c\h01\h02 is a\nvery powerful object.\pIf only I could collect\nall eight of them...\pThen my boss would be\nso proud of me...

#org @m4
#raw 0x3
#raw 0xFE

#org @m3
#raw 0x2
#raw 0xFE

#org @t3
= \c\h01\h02But you defeated me.\nI can't believe my whole\lcrew of men were defeated\lby a kid...\pArgh, the boss is going\nto be so upset!\pAnyways, take it.\nI'll just find another one.

#org @t2
= \c\h01\h02What happened with my machine...\nWhy did it self-destruct like\lthat?\pI don't understand...

#org @t1
= \c\h01\h08HYPHIS\c\h01\h02: The... The HQ...

#org @m2
#raw 0x1
#raw 0xFE

#org @m1
#raw 0x62
#raw 0xFE
Whenever I step into the map, my game just freezes. I'm not sure why. Any solutions?

Thanks for your time in advanced.
__________________
  #7374    
Old October 20th, 2012, 08:27 PM
IamInnocent's Avatar
IamInnocent
Unhatched Egg
 
Join Date: Sep 2012
Location: My mind... I'm lost?
Gender: Male
Nature: Calm
I have a question, don't know whether associated with this thread or not, but...

Is it possible to edit/hack the Intro script in Pokemon Ruby so that rather than choosing you are a boy or girl and insert your name, you get to answer some personality questions or choose where you want to start off and stuff.
  #7375    
Old October 21st, 2012, 01:04 PM
pokepie
 
Join Date: Oct 2012
Gender: Male
I'm trying to make it so that after I finish a battle, I return back to talking with the NPC, such as when you beat a rival, gym leader, Elite 4 member in a Pokemon match, you would resume talking to them after you win, instead of needing to talk to them again.

I am using PKSV. I'm very new to it so I'm taking parts of generated and example scripts and putting it together.

How can I do this?

Part of the script that's the problem:

Quote:
msgbox @text-start
callstd MSG_Standard
trainerbattle 0x0 0x068 0x0 @after @defeat
msgbox @win-msg
callstd MSG_NORMAL

Last edited by pokepie; October 21st, 2012 at 01:10 PM. Reason: bad formatting
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