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  #7451    
Old November 18th, 2012, 11:14 PM
CameraFan
Unhatched Egg
 
Join Date: Nov 2012
Gender: Male
I'm hacking FR, I copied the Old Man script (I'm using PKSV) to block you if you don't have a Pokedex and changed it a tiny bit, compiled it and now the game freezes when I trigger it.

#org 0x88005DC
'-----------------------------------
lockall
textcolor BLUE
msgbox 0x817DD03 ' I absolutely forbid ...
callstd MSG_NOCLOSE ' Non-closing message
closemsg
applymovement PLAYER 0x8165B0E ' walk_left end
pauseevent 0x0
releaseall
end


#org 0x817DD03
= I absolutely forbid you from\ngoing through here!\pThis is private property!

#org 0x8165B0E
M walk_left end


Are there any problems in the script?
Edit- If I set the variable number to the same as in the original FR/LG nothing happens when I trip it.
  #7452    
Old November 19th, 2012, 03:05 AM
IrrelevantPride
Unhatched Egg
 
Join Date: Jan 2011
I'm not sure why but my I was practicing with a level script but I keep running to an error. The script plays just fine, the camera moves up three spots then down three spots, the issue comes up that whenever I enter the map, the script continues to run even though the variable (x4000) has been set to x01 and it should only run when its x00. I have another script on the map that also only runs when x4000 is equal to x00 and it doesn't run after the level script has been triggered so I'm not sure what exactly the error is since the variable is being set but the script runs again anyways.

Spoiler:

//________________________
//Level Script Offset x0080030A|
//¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

#org 0x80030A
#raw 0x2
#raw pointer 0x8800320
#raw 0x0

//---------------
#org 0x800320
#raw word 0x4000
#raw word 0x0
#raw pointer 0x880032A
#raw word 0x0

//---------------
#org 0x80032A
special 0x113
applymovement 0x7F 0x88003F0
waitmovement 0x0
special 0x114
setvar 0x4000 0x1
end

//-----------
// Movements
//-----------
#org 0x8003F0
#raw 0x9 //Step Up (Normal)
#raw 0x9 //Step Up (Normal)
#raw 0x9 //Step Up (Normal)
#raw 0x11 //Delay2
#raw 0x11 //Delay2
#raw 0x8 //Step Down (Normal)
#raw 0x8 //Step Down (Normal)
#raw 0x8 //Step Down (Normal)
#raw 0xFE //End of Movements


Edit: Found the answer reading through a level script thread, x4000 is always reset when you exit the map =p

Last edited by IrrelevantPride; November 19th, 2012 at 12:05 PM. Reason: Answer found
  #7453    
Old November 23rd, 2012, 09:18 PM
AllyJacqui's Avatar
AllyJacqui
The one and only -
 
Join Date: Nov 2012
Location: 'Straya (Australia)
Age: 16
Gender: Female
Nature: Timid
Okay, before i get judged. I'm trying to make the switch between Pokescript and XSE, but I wanted to finsih off a few scripts I started in Pokescript, and I ran into this one:

Spoiler:
#org $start
lock
message $1
boxset 6
applymovement 0xFF $move
pausemove 0x0
message $2
boxset 6
giveitem 184 1
giveitem 27 3
giveitem 4 5
message $3
boxset 6
setvar 0x5000 0x0001
release
end

#org $1
$1 1 =\c\h01\h04Mum: Hey sweetie!\nCan you please come here?

#org $move
$move 1 ; #binary 0x10 0x10 0x10 0x10 0x02 0x63

0xFE

#org $2
$2 1 =\c\h01\h04Mum: Well, first off.\n...\p...\n...\pHAPPY BIRTHDAY!!\pDon't tell me you forgot?!\nJacinta: ...You idiot.\p\c\h01\h08Dad: Hey, Jacinta, don't be rude.\nWell,\v\h01 Since it is your\pBirthday, We managed to get you\nSome small stuff..

#org $3
$3 1 =\c\h01\h04Mum: Don't look so shocked!\nBut you can do us a favour,\pCan you please give Professor Willow\nA visit. She wants to wish\pyou a Happy Birthday too.


Now, this works fine. Up until the end where it gives me a bunch of garbled mess. Aparently, the problem is common. But since I have NO knowledge of XSE, I have no idea where to get the offset after I decompile it, or where to put it. :/
Here's the decompiled version, if that's needed too.

Spoiler:
'-----------------------
#org 0x71A8F8
#raw 02
#raw pointer 0x871A8EE
#raw 00

'-----------------------
#org 0x71A8EE
#raw word 0x5000
#raw word 0x0
#raw pointer 0x88035D0
#raw word 0x0

'-----------------------
#org 0x8035D0
lock
msgbox 0x880361E '"\c\h01ÇMum: Hey Sweetie!\nCan you p..."
callstd 0x6
applymovement MOVE_PLAYER 0x880364D
waitmovement 0x0
msgbox 0x8803654 '"\c\h01ÇMum: Well, first off.\n...\p..."
callstd 0x6
giveitem 0xB8 0x1 0x0
giveitem 0x1B 0x3 0x0
giveitem 0x4 0x5 0x0
msgbox 0x880372E '"\c\h01ÇMum: Don't look so shocked!\..."
callstd 0x6
setvar 0x5000 0x1
release
end


'-----------
' Movements
'-----------
#org 0x80364D
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 2 'Face Left
#raw 63 'Question Mark (?)
#raw FE 'End of Movements


'---------
' Strings
'---------
#org 0x80361E
= \c\h01ÇMum: Hey Sweetie!\nCan you please come here?

#org 0x803654
= \c\h01ÇMum: Well, first off.\n...\p...\n...\pHAPPY BIRTHDAY!!\pDon't tell me you forgot?!\nJacinta: ...You idiot.\p\c\h01ËDad: Hey, Jacinta, Don't be rude.\n Well,[player] Since it is your\pBirthday, We managed to get you\nSome small stuff..

#org 0x80372E
= \c\h01ÇMum: Don't look so shocked!\nBut you can do us a favour,\pCan you please give Professor Willow\nA visit. She wants to wish\pyou a happy Birthday too.


Please keep in mind I have NO knowledge of XSE, and this is literally the first time I've used it. Where do I get the offset after I decompiled? There's like ten 'newoffset' s and then, where do I put it? Under the advanced Header? Or on the script block? Both? Help? D":
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  #7454    
Old November 23rd, 2012, 10:38 PM
Sudeki's Avatar
Sudeki
Can you feel it?
 
Join Date: Feb 2010
Location: Golden Rod
Age: 22
Gender: Male
Nature: Gentle
Quote:
Originally Posted by AllyJacqui View Post
-Snip-
Are you trying to do that in XSE or Pokescript? Because it doesn't seem to be like a XSE script. And for where you put the script well that depends on how you want the script to be used. Are you wanting it to fire when you talk to a person? When you walk on a tile? When you enter a room? Although it looks as if you are wanting it to fire off as you enter the room. To fix that garbled text mess after the level script ends. You will need to do this to fix it :


Open the map in Advancemap, Go to the header tab. Make sure the "Professional Header view" is on. Then find the section for "Map Script offset", Take that offset put it in XSE click the "Level Script" button, and press decompile. Then look for where your variable is, I'm assuming you are using 5000 so find that. And you will see that advancemap changed it to "FFFF" simply change that FFFF to 0 and compile again.


If you are indeed trying to make an XSE scripts and such you can send me a PM and I will try to answer any questions you might have with it, instead of potentially flooding this thread with lots of posts.
__________________
  #7455    
Old November 23rd, 2012, 10:48 PM
AllyJacqui's Avatar
AllyJacqui
The one and only -
 
Join Date: Nov 2012
Location: 'Straya (Australia)
Age: 16
Gender: Female
Nature: Timid
Quote:
Originally Posted by Sudeki View Post
Are you trying to do that in XSE or Pokescript? Because it doesn't seem to be like a XSE script.
I wrote it in Pokescript, and I had to decompile it in XSE.

Quote:
Originally Posted by Sudeki View Post
Open the map in Advancemap, Go to the header tab. Make sure the "Professional Header view" is on. Then find the section for "Map Script offset", Take that offset put it in XSE click the "Level Script" button, and press decompile. Then look for where your variable is, I'm assuming you are using 5000 so find that. And you will see that advancemap changed it to "FFFF" simply change that FFFF to 0 and compile again.
I've already been through that stage, I had no FFFF for whatever reason and it stayed as 0. I thought that meant the script was all good, But apparently not. It still gives me the garbled text. Thats why i wondered if i had to get a new offset or something.

Just tried compiling it again, and now it freezes on the spot. Great, :/
__________________
  #7456    
Old November 24th, 2012, 07:58 AM
FRANKTANK
 
Join Date: May 2010
Age: 18
Gender: Male
I went to edit the script for the Mt. Moon Helix Fossil in FireRed to change "HELIX FOSSIL" to "Helix Fossil" but when I try to compile it, a message pops up saying "Error 13 'Type mismatch' on line 12. Missing #define or parameter. Line: giveitem2 0x165 0x1 0x13E" and it won't let me compile the script. Any way to fix this?
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  #7457    
Old November 28th, 2012, 02:02 AM
KyX
Unhatched Egg
 
Join Date: Nov 2012
Hi, i have a problem with a SetMapTile Script.

Spoiler:

'---------------
#org 0x80263C
lockall
compare 0x5064 0x64
if 0x1 goto 0x880271D
setmaptile 0xD 0x3 0x315 0x1
setmaptile 0xE 0x3 0x310 0xC
setmaptile 0xF 0x3 0x311 0xC
setmaptile 0x10 0x3 0x312 0xC
setmaptile 0x11 0x3 0x313 0xC
setmaptile 0x12 0x3 0x314 0xC
setmaptile 0x13 0x3 0x31D 0x1

setmaptile 0xE 0x4 0x318 0xC
setmaptile 0xF 0x4 0x319 0xC
setmaptile 0x10 0x4 0x31A 0xC
setmaptile 0x11 0x4 0x31B 0xC
setmaptile 0x12 0x4 0x31C 0xC

setmaptile 0xE 0x2 0x2EF 0x1
setmaptile 0xF 0x2 0x31F 0x1
setmaptile 0x10 0x2 0x294 0x1
setmaptile 0x11 0x2 0x2EE 0x1
setmaptile 0x12 0x2 0x31F 0x1

setmaptile 0xE 0x1 0x299 0x1
setmaptile 0xF 0x1 0x31F 0x1
setmaptile 0x10 0x1 0x28C 0x1
setmaptile 0x11 0x1 0x2EF 0x1
setmaptile 0x12 0x1 0x31F 0x1
sound 0x8
special 0x8E
checksound
moveoffscreen 0x1
setvar 0x5064 0x64
releaseall
end

'---------------
#org 0x80271D
releaseall
end


The movement of some blocks doesn't apply correctly.

As you can see there are 10 blocks witch C movement flag (you can pass). but ingame i'st like having 01 (you can't pass).

Coords are corrects, i have checked them 2 times. I don't know whats going on.

Quote:
Originally Posted by FRANKTANK View Post
I went to edit the script for the Mt. Moon Helix Fossil in FireRed to change "HELIX FOSSIL" to "Helix Fossil" but when I try to compile it, a message pops up saying "Error 13 'Type mismatch' on line 12. Missing #define or parameter. Line: giveitem2 0x165 0x1 0x13E" and it won't let me compile the script. Any way to fix this?
Seems that you didn't extracted all files from XSE ZIP. there are some .rbh files that need to be in the same dir of XSE.exe

Check it.

Last edited by KyX; November 28th, 2012 at 03:04 AM. Reason: Your double post has been automatically merged.
  #7458    
Old November 28th, 2012, 03:33 AM
DrFuji's Avatar
DrFuji
repeat repeat repeat
Community Supporter
 
Join Date: Sep 2009
Location: Upside-downia
Age: 21
Gender: Male
Nature: Jolly
Quote:
Originally Posted by KyX View Post
Hi, i have a problem with a SetMapTile Script.

Spoiler:

'---------------
#org 0x80263C
lockall
compare 0x5064 0x64
if 0x1 goto 0x880271D
setmaptile 0xD 0x3 0x315 0x1
setmaptile 0xE 0x3 0x310 0xC
setmaptile 0xF 0x3 0x311 0xC
setmaptile 0x10 0x3 0x312 0xC
setmaptile 0x11 0x3 0x313 0xC
setmaptile 0x12 0x3 0x314 0xC
setmaptile 0x13 0x3 0x31D 0x1

setmaptile 0xE 0x4 0x318 0xC
setmaptile 0xF 0x4 0x319 0xC
setmaptile 0x10 0x4 0x31A 0xC
setmaptile 0x11 0x4 0x31B 0xC
setmaptile 0x12 0x4 0x31C 0xC

setmaptile 0xE 0x2 0x2EF 0x1
setmaptile 0xF 0x2 0x31F 0x1
setmaptile 0x10 0x2 0x294 0x1
setmaptile 0x11 0x2 0x2EE 0x1
setmaptile 0x12 0x2 0x31F 0x1

setmaptile 0xE 0x1 0x299 0x1
setmaptile 0xF 0x1 0x31F 0x1
setmaptile 0x10 0x1 0x28C 0x1
setmaptile 0x11 0x1 0x2EF 0x1
setmaptile 0x12 0x1 0x31F 0x1
sound 0x8
special 0x8E
checksound
moveoffscreen 0x1
setvar 0x5064 0x64
releaseall
end

'---------------
#org 0x80271D
releaseall
end


The movement of some blocks doesn't apply correctly.

As you can see there are 10 blocks witch C movement flag (you can pass). but ingame i'st like having 01 (you can't pass).

Coords are corrects, i have checked them 2 times. I don't know whats going on.
The movement permission in the setmaptile command only has two settings: passable and impassable. Unfortunately it doesn't sync up with Advance Map's movement permissions because setting it to anything but 0x0 will prevent you from walking on it. So to have your tiles function they way you want them to, just change your 0xC values to 0x0.
  #7459    
Old December 1st, 2012, 03:50 PM
DVK's Avatar
DVK
Hack based-God
 
Join Date: Jan 2011
Location: New Zealand
Age: 22
Gender: Male
Nature: Hasty
Send a message via Windows Live Messenger to DVK
Okay. So I have a simple give pokemon script in which a person is standing in the pokemon centre blocking the way to nurse joy. Once the script ends he moves out of the way and goes and sits down on the cushion. The problem is I don't know how to make the sprite stay there permanently after the script has finished. Any help would be great.
__________________
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  #7460    
Old December 2nd, 2012, 01:22 AM
Satoshi Ookami's Avatar
Satoshi Ookami
Memento Mori
Community Supporter
 
Join Date: Jul 2008
Location: Abyss of Time, Great Seal
Age: 21
Gender: Male
Nature: Calm
Quote:
Originally Posted by DVK View Post
Okay. So I have a simple give pokemon script in which a person is standing in the pokemon centre blocking the way to nurse joy. Once the script ends he moves out of the way and goes and sits down on the cushion. The problem is I don't know how to make the sprite stay there permanently after the script has finished. Any help would be great.
Have 2 OWs. One that will block the entrance and another that will be placed on a cushion.
The one that will be standing on a cushion will some set flag in its ID and the blocking one will have this in its script:
clearflag 0x(flag of the cushion OW)
setflag 0x(flag of the blocking OW)
That will remove the blocking OW and make the cushion OW appear.
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  #7461    
Old December 4th, 2012, 08:42 AM
LugiaMZ's Avatar
LugiaMZ
 
Join Date: Dec 2011
Gender: Male
Hello everyone! I having two question of my script...

Have someone know how to checkpokemon like checkitem, checkpcitem, etc...
Here is my example script that I need to make a script to check player is caught Bulbasaur or not.
Example script:
#dynamic 0x800000
#org @example
lock
faceplayer
checkflag 0x828
if 0x1 goto @thanks
msgbox @help 0x6
wildbattle 0x1 0x8 0x0
(somethings check if player caught the Bulbasaur goto @caught, if uncaught goto
@uncaught)
end
#org @caught
msgbox @caught2 0x6
giveitem 0x1 0x1 MSG_OBTAIN
msgbox @good 0x6
release
end
#org @uncaught
msgbox @uncaught2 0x6
giveitem 0x2 0x1 MSG_OBTAIN
msgbox @good 0x6
release
end
#org @thanks
msgbox @how 0x6
release
end
#org @help
= Trainer! Please help me!\p The Bulbasaur attacking me!\nPlease defeat it!
#org @caught2
= Oh thanks you...\pWow you catched it!\nGood Job dude!\lThis is your prize,\ltake it!
#org @uncaught2
= Oh thanks you...\pThis is your prize,\ntake it!
#org @good
= Good luck, dude!
#org @how
= How are you, [player]?

Have everyone know how to do it?

Other question, this script is making for DNS Day,Night and Season tools, I want to check week of day, but failed, can someone tell me why?
For Example:
#dynamic 0x800000
#org @dif
lock
faceplayer
comparefarbytetobyte 0x03005540 0x0
if 0x1 goto @sunday
comparefarbytetobyte 0x03005540 0x1
if 0x1 goto @monday
comparefarbytetobyte 0x03005540 0x2
if 0x1 goto @tuesday
comparefarbytetobyte 0x03005540 0x3
if 0x1 goto @wednesday
comparefarbytetobyte 0x03005540 0x4
if 0x1 goto @thursday
comparefarbytetobyte 0x03005540 0x5
if 0x1 goto @friday
comparefarbytetobyte 0x03005540 0x6
if 0x1 goto @saturday
release
end
#org @sunday
msgbox @sun 0x6
end
#org @monday
msgbox @mon 0x6
end
#org @tuesday
msgbox @tues 0x6
end
#org @wednesday
msgbox @wed 0x6
end
#org @thursday
msgbox @thurs 0x6
end
#org @friday
msgbox @fri 0x6
end
#org @saturday
msgbox @sat 0x6
end
#org @sun
= Today is Sunday.
#org @mon
= Today is Monday.
#org @tues
= Today is Tuesday.
#org @wed
= Today is Wednesday.
#org @thurs
= Today is Thursday.
#org @fri
= Today is Friday.
#org @sat
= Today is Saturday.

Answer me please... ><

PS: Sorry for my bad english... Thanks. :)

Last edited by DrFuji; December 4th, 2012 at 02:50 PM. Reason: Moving to Script Help Thread
  #7462    
Old December 4th, 2012, 02:30 PM
Herpahermaderp's Avatar
Herpahermaderp
I liek Mudkipz
 
Join Date: Jul 2012
Location: USA
Age: 16
Gender: Male
Nature: Relaxed
Send a message via Skype™ to Herpahermaderp
Quote:
Originally Posted by LugiaMZ View Post
Hello everyone! I having two question of my script...

Have someone know how to checkpokemon like checkitem, checkpcitem, etc...
Here is my example script that I need to make a script to check player is caught Bulbasaur or not.
Example script:
#dynamic 0x800000
#org @example
lock
faceplayer
checkflag 0x828
if 0x1 goto @thanks
msgbox @help 0x6
wildbattle 0x1 0x8 0x0
(somethings check if player caught the Bulbasaur goto @caught, if uncaught goto
@uncaught)
end
#org @caught
msgbox @caught2 0x6
giveitem 0x1 0x1 MSG_OBTAIN
msgbox @good 0x6
release
end
#org @uncaught
msgbox @uncaught2 0x6
giveitem 0x2 0x1 MSG_OBTAIN
msgbox @good 0x6
release
end
#org @thanks
msgbox @how 0x6
release
end
#org @help
= Trainer! Please help me!\p The Bulbasaur attacking me!\nPlease defeat it!
#org @caught2
= Oh thanks you...\pWow you catched it!\nGood Job dude!\lThis is your prize,\ltake it!
#org @uncaught2
= Oh thanks you...\pThis is your prize,\ntake it!
#org @good
= Good luck, dude!
#org @how
= How are you, [player]?

Have everyone know how to do it?

Other question, this script is making for DNS Day,Night and Season tools, I want to check week of day, but failed, can someone tell me why?
For Example:
#dynamic 0x800000
#org @dif
lock
faceplayer
comparefarbytetobyte 0x03005540 0x0
if 0x1 goto @sunday
comparefarbytetobyte 0x03005540 0x1
if 0x1 goto @monday
comparefarbytetobyte 0x03005540 0x2
if 0x1 goto @tuesday
comparefarbytetobyte 0x03005540 0x3
if 0x1 goto @wednesday
comparefarbytetobyte 0x03005540 0x4
if 0x1 goto @thursday
comparefarbytetobyte 0x03005540 0x5
if 0x1 goto @friday
comparefarbytetobyte 0x03005540 0x6
if 0x1 goto @saturday
release
end
#org @sunday
msgbox @sun 0x6
end
#org @monday
msgbox @mon 0x6
end
#org @tuesday
msgbox @tues 0x6
end
#org @wednesday
msgbox @wed 0x6
end
#org @thursday
msgbox @thurs 0x6
end
#org @friday
msgbox @fri 0x6
end
#org @saturday
msgbox @sat 0x6
end
#org @sun
= Today is Sunday.
#org @mon
= Today is Monday.
#org @tues
= Today is Tuesday.
#org @wed
= Today is Wednesday.
#org @thurs
= Today is Thursday.
#org @fri
= Today is Friday.
#org @sat
= Today is Saturday.

Answer me please... ><

PS: Sorry for my bad english... Thanks.
Ok, for the Bulbasaur thing, you have to use this bit of code there:
setvar 0x8004 0x1 special2 0x800D 0x17C compare 0x800D 0x0
if 0x1 goto @(pointer for uncaught)
compare 0x800D 0x1
if 0x1 goto @(pointer for caught)
__________________
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  #7463    
Old December 4th, 2012, 03:24 PM
RedDog
Unhatched Egg
 
Join Date: Jun 2012
Gender: Male
GAME: Pokémon Ruby
SCRIPT EDITOR: Pokéscript OR XSE
TYPE: Time script / Set time script

Hey everyone, I would like to know if there is a command to check the time in R/S/E. Say, you want something to happen but only from 12 PM to 3 PM, and the command will check the time before executing. Also, I cannot seem to get a working set clock script in the first place, but if there isn't any way to check the time in a script, then i wont bother with it. Here is the Set time script i wrote (It's in pokescript, i am just beginning with XSE) :

Spoiler:
#org $time
message $askt
checkflag 0x1230
if 0x01 goto $checktime
$askt 1 = Would you like to set the time?
boxset 5
compare 0x800D 0x1
if 0x1 goto $entertime
release
end

#org $checktime
fadescreen 1
special 0x9A
release
end

#org $entertime
fadescreen 1
special 0x9A
waitstate
setflag 0x1230
return


I get this:
i1291.photobucket.com/albums/b543/RedDogHacks/Pokemonerror.png

Once i've returned to the room from this screen, I am unable to move and the music glitches out.
Any help or information appreciated!

EDIT: one more random thing
Is there any way to stop the "Save file corrupt" message? It's never said that before, but now it's starting to.

Last edited by RedDog; December 4th, 2012 at 03:57 PM.
  #7464    
Old December 4th, 2012, 04:50 PM
DarkFire7777
Unhatched Egg
 
Join Date: Dec 2012
Gender: Male
I'm trying to write a script in which a man will say "statement 1", give an item (in this case a Soothe Bell), and say "statement 2", but I followed the tutorials and got this. The man just straight off gives the Soothe Bell without saying Stmt 1 directly before and Stmt 2 directly after (though he does say Stmt 2 if you talk to him again).

SCRIPT (XSE):

#dynamic 0x800000
#org @start
lock
faceplayer
checkflag 0x201
if 0x1 goto @nomore
msgbox @talk1 0x6
giveitem 0xB8 0x1 0x0
setflag 0x201
release
end
#org @nomore
msgbox @talk2 0x6
callstd 0x2
release
end
#org @talk1
= Hey, you're my first visitor! I'm\nso happy. Here, please take this\litem as a reward. I don't really\lhave any use for it.
#org @talk2
= The Soothe Bell raises a pokemon's\nhappiness. Some pokemon will even\levolve when they max their\lhappiness towards you.

Please help out if you can find any errors. I'm a total noob at this.
  #7465    
Old December 5th, 2012, 01:17 AM
Satoshi Ookami's Avatar
Satoshi Ookami
Memento Mori
Community Supporter
 
Join Date: Jul 2008
Location: Abyss of Time, Great Seal
Age: 21
Gender: Male
Nature: Calm
@DF7777: You might have outdated version of XSE, if it's not 1.1.1, then you should update, if yes, then try to add callstd 0x6 instead of 0x6 after the messagebox 1.
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  #7466    
Old December 5th, 2012, 06:05 AM
Herpahermaderp's Avatar
Herpahermaderp
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Quote:
Originally Posted by DarkFire7777 View Post
I'm trying to write a script in which a man will say "statement 1", give an item (in this case a Soothe Bell), and say "statement 2", but I followed the tutorials and got this. The man just straight off gives the Soothe Bell without saying Stmt 1 directly before and Stmt 2 directly after (though he does say Stmt 2 if you talk to him again).

SCRIPT (XSE):

#dynamic 0x800000
#org @start
lock
faceplayer
checkflag 0x201
if 0x1 goto @nomore
msgbox @talk1 0x6
giveitem 0xB8 0x1 0x0
setflag 0x201
release
end
#org @nomore
msgbox @talk2 0x6
callstd 0x2
release
end
#org @talk1
= Hey, you're my first visitor! I'm\nso happy. Here, please take this\litem as a reward. I don't really\lhave any use for it.
#org @talk2
= The Soothe Bell raises a pokemon's\nhappiness. Some pokemon will even\levolve when they max their\lhappiness towards you.

Please help out if you can find any errors. I'm a total noob at this.
You should try using a flag greater than 1000, 201 is a flag currently being used by the game and may cause glitches in it. That's why people have XSE tutorials on PC.
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  #7467    
Old December 5th, 2012, 06:20 AM
tajaros's Avatar
tajaros
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Quote:
Originally Posted by Herpahermaderp View Post
You should try using a flag greater than 1000, 201 is a flag currently being used by the game and may cause glitches in it. That's why people have XSE tutorials on PC.
Actually using flag beyond 0x900 is not a great Idea just use Jpan's engine so you can safely use flags 1-2FF.

Also why do you need Callstd 0x2? just remove it and changed that flag maybe to 200 and you are good. :)
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  #7468    
Old December 6th, 2012, 02:29 PM
SeoCypher
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Join Date: Apr 2012
Quote:
Originally Posted by Jambo51 View Post
There are other ways to define class related battle music, which are less flexible, but are guaranteed to work.
First of all, thank you so much for your help.
Second,
What are these other, less flexible methods? I want to change musics for specific custom Trainer Classes, so it's less about areas and more about one time changes.
  #7469    
Old December 6th, 2012, 04:50 PM
DarkFire7777
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Gender: Male
Quote:
You should try using a flag greater than 1000, 201 is a flag currently being used by the game and may cause glitches in it. That's why people have XSE tutorials on PC.
Changed the event to 1001, but now the guy won't give the item even though he says statement1.

Now I feel really stupid.

Quote:
#dynamic 0x800000
#org @start
lock
faceplayer
checkflag 0x900
if 0x1 goto @nomore
msgbox @talk1 0x6
callstd 0x4
release
end
#org @nomore
msgbox @talk2 0x6
callstd 0x4
release
end
#org @talk1
= Hey, you're my first visitor! I'm\nso happy. Here, please take this\litem as a reward. I don't really\lhave any use for it.
callstd 0x4
giveitem 0xB8 0x1 0x0
compare LASTRESULT 0x0
if 0x1 goto @bagfull
goto @talk2
callstd 0x4
setflag 0x900
release
end
#org @talk2
= The Soothe Bell raises a pokemon's\nhappiness. Some pokemon will even\levolve when they max their\lhappiness towards you.
#org @bagfull
= Too Bad!\nThe BAG is full.
  #7470    
Old December 7th, 2012, 02:22 PM
tajaros's Avatar
tajaros
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Quote:
Originally Posted by DarkFire7777 View Post
Changed the event to 1001, but now the guy won't give the item even though he says statement1.

Now I feel really stupid.
Didn't you read my post? Anyways I'll just fix your script.

Quote:
#dynamic 0x800000

#org @start
lock
faceplayer
checkflag 0x200
if 0x1 goto @done
msgbox @hey 0x6
checkitemroom 0xB8 0x0
compare 0x800D 0x0
if 0x1 goto @full
giveitem 0xB8 0x1 0x0
setflag 0x200
release
end

#org @done
msgbox @func 0x6
release
end

#org @full
msgbox @fullbag 0x6
release
end

#org @hey
= Hey, you're my first visitor!\pI'm so happy.\pHere, please take this item as a\nreward.\pI don't really have any use for\nit.

#org @func
= The Soothe Bell raises a Pokémon's\nHappiness.\pSome Pokémon will even evolve when\nthey max their happiness towards\lyou.

#org @fullbag
= Too Bad!\pYour BAG is full.
This script works perfectly the problems in your script are what's with callstd? You don't really need that. Also Why have a decision script without the checkitemroom command? Oh and the third statement doesn't have a pointer.

Hope this helps... :3
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  #7471    
Old December 7th, 2012, 05:38 PM
DarkFire7777
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Quote:
Originally Posted by tajaros View Post
Didn't you read my post? Anyways I'll just fix your script.



This script works perfectly the problems in your script are what's with callstd? You don't really need that. Also Why have a decision script without the checkitemroom command? Oh and the third statement doesn't have a pointer.

Hope this helps... :3
Thanks a lot, it worked. Except XSE didn't recognize "checkitemroom", probably only because I'm not using PokéScript
  #7472    
Old December 7th, 2012, 09:23 PM
tajaros's Avatar
tajaros
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Quote:
Originally Posted by DarkFire7777 View Post
Thanks a lot, it worked. Except XSE didn't recognize "checkitemroom", probably only because I'm not using PokéScript :P
???

CheckItemRoom works with my XSE... :/ Maybe you are using RBH files or something else... xD
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  #7473    
Old December 9th, 2012, 09:47 AM
LugiaMZ's Avatar
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Join Date: Dec 2011
Gender: Male
Quote:
Originally Posted by Herpahermaderp View Post
Ok, for the Bulbasaur thing, you have to use this bit of code there:
setvar 0x8004 0x1 special2 0x800D 0x17C compare 0x800D 0x0
if 0x1 goto @(pointer for uncaught)
compare 0x800D 0x1
if 0x1 goto @(pointer for caught)
If player party is full, and he/she caught the Bulbasaur, the Bulbasaur transfer to PC box, It will work too? If doesn't work, having other script to check it? Thanks.

P.S. Sorry for my bad english.
  #7474    
Old December 10th, 2012, 09:12 AM
TrjanFaic's Avatar
TrjanFaic
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Join Date: Dec 2012
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Gender: Male
Hai, i have a problem, I made a quick script for my NPC i made, and it does something odd whenever i go up and talk to him.
What happens is, it either freezes the screen. turns the screen white, or turns the screen red, here is the script:
#org $script
lock
faceplayer
message $example
$example 1 =Hello there!
boxset 6
release
end
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  #7475    
Old December 10th, 2012, 07:16 PM
itman
Back to ROM hacking. :D
 
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Age: 20
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Quote:
Originally Posted by TrjanFaic View Post
Hai, i have a problem, I made a quick script for my NPC i made, and it does something odd whenever i go up and talk to him.
What happens is, it either freezes the screen. turns the screen white, or turns the screen red, here is the script:
#org $script
lock
faceplayer
message $example
$example 1 =Hello there!
boxset 6
release
end
(I assume you're using pokescript due to the use of '$', so I wrote this assuming it's for pokescript)

#org $script
lock
faceplayer
message $example
boxset 6
release
end

#org $example
= Hello there!
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