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  #8076    
Old March 26th, 2013, 05:13 PM
Bolens's Avatar
Bolens
Soul Hacker
 
Join Date: Jan 2010
Location: PA
Age: 20
Gender: Male
Nature: Mild
Game: Firered Type: Level Script Editor: XSE Script:
Spoiler:
#dynamic 0x745800

#org @start
lockall
applymovement 0xFF @4
waitmovement 0x0
applymovement 0x9 @1
applymovement 0xA @2
waitmovement 0x0
msgbox @3 0x6
msgbox @string1 0x6
applymovement 0x9 @5
waitmovement 0x0
trainerbattle 0x0 0x5C 0x0 @6 @7
applymovement 0xA @8
waitmovement 0x0
trainerbattle 0x0 0x5D 0x0 @9 @10
msgbox @string2 0x6
giveitem 0x44 0x2 MSG_OBTAIN
msgbox @12 0x6
applymovement 0x9 @13
waitmovement 0x0
applymovement 0xA @14
waitmovement 0x0
hidesprite 0x9
hidesprite 0xA
setflag 0x1006
setvar 0x7003 0x1
releaseall
end

#org @1
#raw 0x62
#raw 0x3
#raw 0xFE

#org @2
#raw 0x62
#raw 0x3
#raw 0xFE

#org @3
= Grunt 1: Well look what we have\nhere, a nosy boy in our affairs.

#org @string1
= Grunt 2: Let’s teach him a\nlesson.

#org @4
#raw 0x11
#raw 0x11
#raw 0x2
#raw 0xFE

#org @5
#raw 0x10
#raw 0x13
#raw 0x13
#raw 0x11
#raw 0x3
#raw 0xFE

#org @6
= Prepare to lose!

#org @7
= How could you possibly defeat\nme!!!!

#org @8
#raw 0x11
#raw 0x13
#raw 0x13
#raw 0x0
#raw 0xFE

#org @9
= I won't be easily beaten unlike\nmy team mate!

#org @10
= Me too!! ugh!!

#org @string2
= Grunt 1: You beat us fair and\nsquare. Take these Rare Candies\lthey’ll help your Pokemon get\lstronger.

#org @12
= Grunt 2: Alright, we’ll be on\nour way, let’s go.

#org @13
#raw 0x10
#raw 0x13
#raw 0x10
#raw 0xFE

#org @14
#raw 0x12
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x13
#raw 0x0
#raw 0xFE

Problem: XSE crashes whenever I try to compile this into my ROM. This keeps happening, IDK why. Hopefully someone can help, thanks guys.

~Bolens
  #8077    
Old March 26th, 2013, 05:32 PM
karatekid552's Avatar
karatekid552
What happens if I push it?....
 
Join Date: Nov 2012
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Gender: Male
Nature: Bold
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Quote:
Originally Posted by Bolens View Post
Game: Firered Type: Level Script Editor: XSE Script:
Spoiler:
#dynamic 0x745800

#org @start
lockall
applymovement 0xFF @4
waitmovement 0x0
applymovement 0x9 @1
applymovement 0xA @2
waitmovement 0x0
msgbox @3 0x6
msgbox @string1 0x6
applymovement 0x9 @5
waitmovement 0x0
trainerbattle 0x0 0x5C 0x0 @6 @7
applymovement 0xA @8
waitmovement 0x0
trainerbattle 0x0 0x5D 0x0 @9 @10
msgbox @string2 0x6
giveitem 0x44 0x2 MSG_OBTAIN
msgbox @12 0x6
applymovement 0x9 @13
waitmovement 0x0
applymovement 0xA @14
waitmovement 0x0
hidesprite 0x9
hidesprite 0xA
setflag 0x1006
setvar 0x7003 0x1
releaseall
end

#org @1
#raw 0x62
#raw 0x3
#raw 0xFE

#org @2
#raw 0x62
#raw 0x3
#raw 0xFE

#org @3
= Grunt 1: Well look what we have\nhere, a nosy boy in our affairs.

#org @string1
= Grunt 2: Let’s teach him a\nlesson.

#org @4
#raw 0x11
#raw 0x11
#raw 0x2
#raw 0xFE

#org @5
#raw 0x10
#raw 0x13
#raw 0x13
#raw 0x11
#raw 0x3
#raw 0xFE

#org @6
= Prepare to lose!

#org @7
= How could you possibly defeat\nme!!!!

#org @8
#raw 0x11
#raw 0x13
#raw 0x13
#raw 0x0
#raw 0xFE

#org @9
= I won't be easily beaten unlike\nmy team mate!

#org @10
= Me too!! ugh!!

#org @string2
= Grunt 1: You beat us fair and\nsquare. Take these Rare Candies\lthey’ll help your Pokemon get\lstronger.

#org @12
= Grunt 2: Alright, we’ll be on\nour way, let’s go.

#org @13
#raw 0x10
#raw 0x13
#raw 0x10
#raw 0xFE

#org @14
#raw 0x12
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x13
#raw 0x0
#raw 0xFE

Problem: XSE crashes whenever I try to compile this into my ROM. This keeps happening, IDK why. Hopefully someone can help, thanks guys.

~Bolens
I see no reason why XSE should be crashing. Are you using v1.1.1? Also, I see that you are using flags over 0x900. You do know the potential consequences if you aren't careful, right? (I am assuming you have been around a while:p)

The only possibilies are you have a faulty copy of XSE, or it doesn't like your @# labels. Try using words; it may work. I have written scripts ten times longer than this with no problems, so it shouldn't be the volume of your script which is causeing it.
__________________

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  #8078    
Old March 26th, 2013, 06:02 PM
tajaros's Avatar
tajaros
Hi I'm dawg
 
Join Date: Apr 2012
Location: Philippines
Age: 15
Gender: Male
Nature: Timid
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Quote:
Originally Posted by Bolens View Post
Game: Firered Type: Level Script Editor: XSE Script:
Spoiler:
#dynamic 0x745800

#org @start
lockall
applymovement 0xFF @4
waitmovement 0x0
applymovement 0x9 @1
applymovement 0xA @2
waitmovement 0x0
msgbox @3 0x6
msgbox @string1 0x6
applymovement 0x9 @5
waitmovement 0x0
trainerbattle 0x0 0x5C 0x0 @6 @7
applymovement 0xA @8
waitmovement 0x0
trainerbattle 0x0 0x5D 0x0 @9 @10
msgbox @string2 0x6
giveitem 0x44 0x2 MSG_OBTAIN
msgbox @12 0x6
applymovement 0x9 @13
waitmovement 0x0
applymovement 0xA @14
waitmovement 0x0
hidesprite 0x9
hidesprite 0xA
setflag 0x1006
setvar 0x7003 0x1
releaseall
end

#org @1
#raw 0x62
#raw 0x3
#raw 0xFE

#org @2
#raw 0x62
#raw 0x3
#raw 0xFE

#org @3
= Grunt 1: Well look what we have\nhere, a nosy boy in our affairs.

#org @string1
= Grunt 2: Let’s teach him a\nlesson.

#org @4
#raw 0x11
#raw 0x11
#raw 0x2
#raw 0xFE

#org @5
#raw 0x10
#raw 0x13
#raw 0x13
#raw 0x11
#raw 0x3
#raw 0xFE

#org @6
= Prepare to lose!

#org @7
= How could you possibly defeat\nme!!!!

#org @8
#raw 0x11
#raw 0x13
#raw 0x13
#raw 0x0
#raw 0xFE

#org @9
= I won't be easily beaten unlike\nmy team mate!

#org @10
= Me too!! ugh!!

#org @string2
= Grunt 1: You beat us fair and\nsquare. Take these Rare Candies\lthey’ll help your Pokemon get\lstronger.

#org @12
= Grunt 2: Alright, we’ll be on\nour way, let’s go.

#org @13
#raw 0x10
#raw 0x13
#raw 0x10
#raw 0xFE

#org @14
#raw 0x12
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x13
#raw 0x0
#raw 0xFE

Problem: XSE crashes whenever I try to compile this into my ROM. This keeps happening, IDK why. Hopefully someone can help, thanks guys.

~Bolens
Nothing seems to be wrong by the script itself the only thing I noticed is that you used flags greater than 0x900 please refrain from using those, Instead use flags from 0x200-0x2FF since they are more storyline related flags.

Also do not use setvar 0x7000 change it to something else.

And as for the crashing must be your XSE or comp making problems for that. May I know what OS are you using?
__________________
  #8079    
Old March 27th, 2013, 02:11 AM
Spherical Ice's Avatar
Spherical Ice
Community Supporter
 
Join Date: Nov 2007
Location: UK
Send a message via Skype™ to Spherical Ice
If you're unsure if you're using the right version of XSE, here's a download link for 1.1.1, with all the std files and more (stdspecials, stdsounds) added.
__________________
  #8080    
Old March 27th, 2013, 02:05 PM
Renegade's Avatar
Renegade
Time for real life...
 
Join Date: Nov 2011
Location: United States
Gender: Male
Nature: Careful
Hello, PokeCommunity. I am having some trouble with this script:

Code:
#dynamic 0x800000

#org @start
lockall
applymovement 0xFF @m1
waitmovement 0x0
message @t1 6
applymovement 0xFF @m2
waitmovement 0x0
message @t2 6
applymovement 0x7 @m3
waitmovement 0x0
message @t3 6
fadesong 0x0000
message @t4 6
special 0x113
applymovement 0xFF @m4
applymovement 0x7 @m5
waitmovement 0x0
hidesprite 0x7
hidesprite 0xFF
pause 0x20
applymovement 0x7F @m6
waitmovement 0x0
setflag 0x502
setvar 0x5002 0x1
warpmuted 0x11 0x0 0xFF 0x5 0x5
releaseall
end

#org @m6
#raw 0x17
#raw 0x15
#raw 0x15
#raw 0x15
#raw 0x15
#raw 0x15
#raw 0x15
#raw 0x15
#raw 0x15
#raw 0x15
#raw 0x15
#raw 0x15
#raw 0x15
#raw 0x15
#raw 0x15
#raw 0x15
#raw 0x15
#raw 0xA
#raw 0xA
#raw 0xFE

#org @m4
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0xB
#raw 0x8
#raw 0xB
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0xFE

#org @m5
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0xB
#raw 0x8
#raw 0xB
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0xFE

#org @t4
= \v\h01: (A... A dive?\nI don't remember that...)\p\v\h01: (Who is this man?)\pYou look kind of... lost.\nMaybe you should come to my\lplace for a while.\pWe can have some coffee or\nsomething.\pLet's go, I'll show you the way.

#org @t3
= Excuse me, are you okay? You sure\ntook a dive to the ground!

#org @t2
= \v\h01: (Somebody's coming this\nway!)

#org @m3
#raw 0x9
#raw 0x9
#raw 0xA
#raw 0x9
#raw 0x10
#raw 0x56
#raw 0x14
#raw 0x9
#raw 0x9
#raw 0xA
#raw 0x9
#raw 0xFE

#org @m2
#raw 0x56
#raw 0xFE

#org @t1
= \v\h01: (Where am I, now?\nWhere did REGIROCK go?)

#org @m1
#raw 0x3
#raw 0x14
#raw 0x14
#raw 0x2
#raw 0x14
#raw 0x14
#raw 0x1
#raw 0x14
#raw 0x14
#raw 0x0
#raw 0xFE
The script works exactly how I want it to, except when it gets to the "warpmuted" command at the end. It is supposed to warp the character to an interior (house), but the game freezes on a black screen when it tries to warp the character. Any ideas?
  #8081    
Old March 27th, 2013, 04:09 PM
karatekid552's Avatar
karatekid552
What happens if I push it?....
 
Join Date: Nov 2012
Location: Do you really want to know? Really?
Gender: Male
Nature: Bold
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Quote:
Originally Posted by CrystalStatic View Post
Hello, PokeCommunity. I am having some trouble with this script:

Code:
#dynamic 0x800000

#org @start
lockall
applymovement 0xFF @m1
waitmovement 0x0
message @t1 6
applymovement 0xFF @m2
waitmovement 0x0
message @t2 6
applymovement 0x7 @m3
waitmovement 0x0
message @t3 6
fadesong 0x0000
message @t4 6
special 0x113
applymovement 0xFF @m4
applymovement 0x7 @m5
waitmovement 0x0
hidesprite 0x7
hidesprite 0xFF
pause 0x20
applymovement 0x7F @m6
waitmovement 0x0
setflag 0x502
setvar 0x5002 0x1
warpmuted 0x11 0x0 0xFF 0x5 0x5
releaseall
end

#org @m6
#raw 0x17
#raw 0x15
#raw 0x15
#raw 0x15
#raw 0x15
#raw 0x15
#raw 0x15
#raw 0x15
#raw 0x15
#raw 0x15
#raw 0x15
#raw 0x15
#raw 0x15
#raw 0x15
#raw 0x15
#raw 0x15
#raw 0x15
#raw 0xA
#raw 0xA
#raw 0xFE

#org @m4
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0xB
#raw 0x8
#raw 0xB
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0xFE

#org @m5
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0xB
#raw 0x8
#raw 0xB
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0xFE

#org @t4
= \v\h01: (A... A dive?\nI don't remember that...)\p\v\h01: (Who is this man?)\pYou look kind of... lost.\nMaybe you should come to my\lplace for a while.\pWe can have some coffee or\nsomething.\pLet's go, I'll show you the way.

#org @t3
= Excuse me, are you okay? You sure\ntook a dive to the ground!

#org @t2
= \v\h01: (Somebody's coming this\nway!)

#org @m3
#raw 0x9
#raw 0x9
#raw 0xA
#raw 0x9
#raw 0x10
#raw 0x56
#raw 0x14
#raw 0x9
#raw 0x9
#raw 0xA
#raw 0x9
#raw 0xFE

#org @m2
#raw 0x56
#raw 0xFE

#org @t1
= \v\h01: (Where am I, now?\nWhere did REGIROCK go?)

#org @m1
#raw 0x3
#raw 0x14
#raw 0x14
#raw 0x2
#raw 0x14
#raw 0x14
#raw 0x1
#raw 0x14
#raw 0x14
#raw 0x0
#raw 0xFE
The script works exactly how I want it to, except when it gets to the "warpmuted" command at the end. It is supposed to warp the character to an interior (house), but the game freezes on a black screen when it tries to warp the character. Any ideas?
There are only two reasons that come to mind:

1) Your warpmuted command is broken. (Highly unlikely)
2) You confused Hex and Dec. 0x11 = 17d. Make sure you didn't get confused, it is a common mistake.
__________________

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  #8082    
Old March 27th, 2013, 04:42 PM
Renegade's Avatar
Renegade
Time for real life...
 
Join Date: Nov 2011
Location: United States
Gender: Male
Nature: Careful
Quote:
Originally Posted by karatekid552 View Post
There are only two reasons that come to mind:

1) Your warpmuted command is broken. (Highly unlikely)
2) You confused Hex and Dec. 0x11 = 17d. Make sure you didn't get confused, it is a common mistake.
Nah, I was just on my way to delete my question, haha. It turns out the map I was warping to is corrupted. I just have to warp to a different map.
  #8083    
Old March 30th, 2013, 08:43 AM
Patrick Symus's Avatar
Patrick Symus
Leader of Team Swarm
 
Join Date: Mar 2013
Gender: Male
I hope I am posting in the right thread, but I am trying to create a script for a selection...
So, I want to give choices, like:
Slowpoke
Polywag
Mew
Choose a pokemon.
__________________
  #8084    
Old March 30th, 2013, 09:02 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 Patrick Symus View Post
I hope I am posting in the right thread, but I am trying to create a script for a selection...
So, I want to give choices, like:
Slowpoke
Polywag
Mew
Choose a pokemon.
You need to change choices in the ROM.
I believe tool for this is somewhere.
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  #8085    
Old March 30th, 2013, 09:03 AM
karatekid552's Avatar
karatekid552
What happens if I push it?....
 
Join Date: Nov 2012
Location: Do you really want to know? Really?
Gender: Male
Nature: Bold
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Quote:
Originally Posted by Patrick Symus View Post
I hope I am posting in the right thread, but I am trying to create a script for a selection...
So, I want to give choices, like:
Slowpoke
Polywag
Mew
Choose a pokemon.
You would need to create a multi choice box and utilize it. There is a tut in the Tutorials section for creating new ones and diegoisawesome's tutorial covers using them.
__________________

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  #8086    
Old March 30th, 2013, 09:57 AM
Patrick Symus's Avatar
Patrick Symus
Leader of Team Swarm
 
Join Date: Mar 2013
Gender: Male
Game: Firered
Type: Person

When I enter the lab and speak to it, nothing happens... It should continue asking me questions until it ends, but it does nothing...

Spoiler:
#dynamic 0x82C4EC

#org @start
checkflag 0x1000
if 0x1 goto @already
msgbox @1 0x5
if 0x1 goto @dragonite
msgbox @2 0x5
if 0x1 goto @garchomp
msgbox @3 0x5
if 0x1 goto @salamence
if 0x0 goto @games
release
end

#org @already
msgbox @already1 0x6
release
end

#org @dragonite
givepokemon 0x95 0x5 0x0 0x0 0x0 0x0
msgbox @gotit 0x6
setflag 0x1000
msgbox @nickname 0x5
compare LASTRESULT 0x1
if 0x1 gosub @name
release
end

#org @garchomp
givepokemon 0x1BD 0x5 0x0 0x0 0x0 0x0
msgbox @gotit 0x6
setflag 0x1000
msgbox @nickname 0x5
if 0x1 gosub @name
release
end

#org @salamence
givepokemon 0x175 0x5 0x0 0x0 0x0 0x0
msgbox @gotit 0x6
setflag 0x1000
msgbox @nickname 0x5
if 0x1 gosub @name
release
end

#org @name
call 0x1A74EB
return

#org @already1
= [player]: I have already taken my\npokemon.

#org @1
= Is Dragonite your pokemon?

#org @2
= Is Garchomp your pokemon?

#org @3
= Is Salamence your pokemon?

#org @games
= Professor: Stop playing games and\nchoose your pokemon!

#org @gotit
= You received a pokemon!

#org @nickname
= Would you like to nickname your\npokemon?
__________________
  #8087    
Old March 30th, 2013, 10:45 AM
karatekid552's Avatar
karatekid552
What happens if I push it?....
 
Join Date: Nov 2012
Location: Do you really want to know? Really?
Gender: Male
Nature: Bold
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Quote:
Originally Posted by Patrick Symus View Post
Game: Firered
Type: Person

When I enter the lab and speak to it, nothing happens... It should continue asking me questions until it ends, but it does nothing...

Spoiler:
#dynamic 0x82C4EC

#org @start
checkflag 0x1000
if 0x1 goto @already
msgbox @1 0x5
if 0x1 goto @dragonite
msgbox @2 0x5
if 0x1 goto @garchomp
msgbox @3 0x5
if 0x1 goto @salamence
if 0x0 goto @games
release
end

#org @already
msgbox @already1 0x6
release
end

#org @dragonite
givepokemon 0x95 0x5 0x0 0x0 0x0 0x0
msgbox @gotit 0x6
setflag 0x1000
msgbox @nickname 0x5
compare LASTRESULT 0x1
if 0x1 gosub @name
release
end

#org @garchomp
givepokemon 0x1BD 0x5 0x0 0x0 0x0 0x0
msgbox @gotit 0x6
setflag 0x1000
msgbox @nickname 0x5
if 0x1 gosub @name
release
end

#org @salamence
givepokemon 0x175 0x5 0x0 0x0 0x0 0x0
msgbox @gotit 0x6
setflag 0x1000
msgbox @nickname 0x5
if 0x1 gosub @name
release
end

#org @name
call 0x1A74EB
return

#org @already1
= [player]: I have already taken my\npokemon.

#org @1
= Is Dragonite your pokemon?

#org @2
= Is Garchomp your pokemon?

#org @3
= Is Salamence your pokemon?

#org @games
= Professor: Stop playing games and\nchoose your pokemon!

#org @gotit
= You received a pokemon!

#org @nickname
= Would you like to nickname your\npokemon?
First of all, no flags over 900, see thise post: http://www.pokecommunity.com/showpos...&postcount=158

Now, you are close when it comes to yes/no boxes, but you are missing a line:

It should be:

msgbox @1 0x5
compare 0x800D 0x1
if 0x1 goto @dragonite

You need to check and see if they said yes. Before you only saw, you didn't check:p

Also, you need to use a msgbox command to show the text at @games. Otherwise with will try and read the characters as scripting commands.
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  #8088    
Old March 30th, 2013, 12:15 PM
Patrick Symus's Avatar
Patrick Symus
Leader of Team Swarm
 
Join Date: Mar 2013
Gender: Male
How do I find the var number and unknown for the scripts to work?
__________________
  #8089    
Old March 30th, 2013, 12:18 PM
karatekid552's Avatar
karatekid552
What happens if I push it?....
 
Join Date: Nov 2012
Location: Do you really want to know? Really?
Gender: Male
Nature: Bold
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Quote:
Originally Posted by Patrick Symus View Post
How do I find the var number and unknown for the scripts to work?
Are we talking script tiles? Or just person events? Unknowns are not necessary (usually 03, but don't tend to have an impact) and the var is whatever variable is going to control your script, if it is a tile. Person events don't need them.

The var number allows script tiles to run if and only if the var equals the value. The only safe vars are 4000-40FF and the original functions of the ones in the game are listed on the link I gave you last post.
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  #8090    
Old March 30th, 2013, 12:32 PM
Patrick Symus's Avatar
Patrick Symus
Leader of Team Swarm
 
Join Date: Mar 2013
Gender: Male
yes, I need them for a script tile, and do not know how to find them based on the script:
Spoiler:
#dynamic 0x82CDDB

#org @start
checkflag 0x828
if 0x1 goto @done
applymovement 0x02 @move
waitmovement 0x0
msgbox @1
boxset 0x6
applymovement 0x02 @move2
waitmovement 0x0
hidesprite 0x02
release
end

#org @done
release
end

#org @move
#raw 0x10
#raw 0x10
#raw 0x3
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x1
#raw 0x11
#raw 0x11

#org @move2
#raw 0x10
#raw 0x10
#raw 0x2
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x0
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10

#org @1
= [rival]: And here's my pokemon too!\pBye!
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  #8091    
Old March 30th, 2013, 04:10 PM
karatekid552's Avatar
karatekid552
What happens if I push it?....
 
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Quote:
Originally Posted by Patrick Symus View Post
yes, I need them for a script tile, and do not know how to find them based on the script:
Spoiler:
#dynamic 0x82CDDB

#org @start
checkflag 0x828
if 0x1 goto @done
applymovement 0x02 @move
waitmovement 0x0
msgbox @1
boxset 0x6
applymovement 0x02 @move2
waitmovement 0x0
hidesprite 0x02
release
end

#org @done
release
end

#org @move
#raw 0x10
#raw 0x10
#raw 0x3
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x1
#raw 0x11
#raw 0x11

#org @move2
#raw 0x10
#raw 0x10
#raw 0x2
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x0
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10

#org @1
= [rival]: And here's my pokemon too!\pBye!
Vars are not dependent upon the script. In the settings in A-map, the var will only allow the script to run if var = value. Vars are like variables in math, they can be any number. In this post: http://www.pokecommunity.com/showpos...&postcount=158 you will find a list of vars already used by the game. Feel free to use any var not listed (between 4000-40FF) or a var for which the event it was used for has been deleted.

To prevent an event from happening again, just add this as the last line of your script:

Setvar 0x[var you picked] 0x[not the value you put in A-map]
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  #8092    
Old March 31st, 2013, 07:56 AM
Dudex11a's Avatar
Dudex11a
Unhatched Egg
 
Join Date: Feb 2013
Gender: Male
Game: Ruby
Type: Level Script

OK, so how exactly would I make a person event disappear when I enter a level?
I tried this script but it doesn't work.

#org @start
setvar 0x4033 0x1
checkflag 0x801
if 0x1 goto @hide
end

#org @hide
hidesprite 0x02
hidesprite 0x03
end


Am I just being stupid and clearly doing something wrong because this code just won't work.
  #8093    
Old March 31st, 2013, 08:49 AM
karatekid552's Avatar
karatekid552
What happens if I push it?....
 
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Quote:
Originally Posted by Dudex11a View Post
Game: Ruby
Type: Level Script

OK, so how exactly would I make a person event disappear when I enter a level?
I tried this script but it doesn't work.

#org @start
setvar 0x4033 0x1
checkflag 0x801
if 0x1 goto @hide
end

#org @hide
hidesprite 0x02
hidesprite 0x03
end


Am I just being stupid and clearly doing something wrong because this code just won't work.
Sprites will only stay hidden if you set the flag which you put in their person ID in A-map. Otherwise, they will just reappear when you take a step.
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  #8094    
Old March 31st, 2013, 03:25 PM
Patrick Symus's Avatar
Patrick Symus
Leader of Team Swarm
 
Join Date: Mar 2013
Gender: Male
I am looking for a forum with details on scripting trades... I have found NO references in diegoisawesome's tutorial, or others... Any help is greatly appreciated...
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  #8095    
Old March 31st, 2013, 05:29 PM
karatekid552's Avatar
karatekid552
What happens if I push it?....
 
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Quote:
Originally Posted by Patrick Symus View Post
I am looking for a forum with details on scripting trades... I have found NO references in diegoisawesome's tutorial, or others... Any help is greatly appreciated...
There is a tool called Trader Advanced (?) which allows you to edit (and I think) create in-game trades. That is all I know.
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  #8096    
Old March 31st, 2013, 06:35 PM
Patrick Symus's Avatar
Patrick Symus
Leader of Team Swarm
 
Join Date: Mar 2013
Gender: Male
Quote:
Originally Posted by karatekid552 View Post
There is a tool called Trader Advanced (?) which allows you to edit (and I think) create in-game trades. That is all I know.
Yea, but I need to type the script, so that I can add text, change levels, and make the IVs and nature more randomized.
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  #8097    
Old March 31st, 2013, 08:19 PM
Glass Coin
Unhatched Egg
 
Join Date: Aug 2009
Gender: Male
Game: Firered
Type: Trainer Battle

I use special commands 0EC to forbid Bag in trainer battle.
But I can't select trainer data.
Please tell me how to read into trainer data.

#org
Setvar 0x8004 0x2
special 0xEC
end
  #8098    
Old April 4th, 2013, 05:35 PM
Jbsundown's Avatar
Jbsundown
 
Join Date: Jul 2012
Age: 16
Gender: Male
Hello, I've been trying to script a small event as a test for something bigger.

The scenario is, once you walk out of professor Oak's lab after getting your pokemon (FireRed) there are 2 grunts (X and Y). They talk a bit and then battle you individually. After being defeated, the screen fades and they are gone. They should not reappear there at all. However, after inserting the script into the ROM, after walking out of Oak's lab, the script doesn't activate. Then, once walking off of the tile then back onto it, the game crashes but the music is still playing normally.

Spoiler:

Image 1:


Image 2:


Image 3:



Here is the script:
Spoiler:
#dynamic 0x71A300

#org @start
lock
applymovement 0x05 @move
msgbox @1 0x6
applymovement 0x04 @move5
msgbox @14 0x6
applymovement 0x05 @move2
msgbox @12 0x6
applymovement 0x04 @move3
msgbox @13 0x6
applymovement 0x04 @move4
trainerbattle 0x1 0x003 0x0 @before @after @later
end

#org @12
=Hey! You!\lWhat are you lokin' at?

#org @13
= Le'me battle 'im Y!\lPlease!\p*sigh*\lFine, go ahead.

#org @1
= X!\nWhat are you doing?

#org @14
= I ain't doin' nothin'.\pHmmm...

#org @move
#raw 0x1

#org @move2
#raw 0x7
#raw 0x62

#org @move3
#raw 0x3
#raw 0x62
#raw 0x0

#org @move4
#raw 0x20

#org @move5
#raw 0x0

#org @before
= Haha! Bring it on, kid.

#org @after
= Y! Help!

#org @later
applymovement 0x04 @move7
msgbox @2 0x6
applymovement 0x05 @move8
trainerbattle 0x1 0x002 0x0 @before1 @after1 @later1

#org @move7
#raw 0x1F
#raw 0x1F
#raw 0x1D
#raw 0x7

#org @move8
#raw 0x13

#org @2
= Hmph.\n You beat X.\lNo hard feat I suppose.\lBut, for that, I will beat\lyou!

#org @before1
= Now I'll show you!

#org @after1
= I went easy on you.

#org @later1
applymovement 0x05 @move9
msgbox @3 0x6
applymovement 0x05 @move10
msgbox @4 0x6
fadescreen 0x1
hidesprite 0x05
hidesprite 0x04
fadescreen 0x0
setflag 0x1200
release
end

#org @move9
#raw 0x12


#org @move10
#raw 0x3


#org @3
= Let's get going, X...

#org @4
= See ya around, kid.





If there is anything else that is required to find the error, please tell me!
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  #8099    
Old April 4th, 2013, 06:10 PM
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 Jbsundown View Post
Hello, I've been trying to script a small event as a test for something bigger.

The scenario is, once you walk out of professor Oak's lab after getting your pokemon (FireRed) there are 2 grunts (X and Y). They talk a bit and then battle you individually. After being defeated, the screen fades and they are gone. They should not reappear there at all. However, after inserting the script into the ROM, after walking out of Oak's lab, the script doesn't activate. Then, once walking off of the tile then back onto it, the game crashes but the music is still playing normally.

Spoiler:

Image 1:


Image 2:


Image 3:



Here is the script:
Spoiler:
#dynamic 0x71A300

#org @start
lock
applymovement 0x05 @move
msgbox @1 0x6
applymovement 0x04 @move5
msgbox @14 0x6
applymovement 0x05 @move2
msgbox @12 0x6
applymovement 0x04 @move3
msgbox @13 0x6
applymovement 0x04 @move4
trainerbattle 0x1 0x003 0x0 @before @after @later
end

#org @12
=Hey! You!\lWhat are you lokin' at?

#org @13
= Le'me battle 'im Y!\lPlease!\p*sigh*\lFine, go ahead.

#org @1
= X!\nWhat are you doing?

#org @14
= I ain't doin' nothin'.\pHmmm...

#org @move
#raw 0x1

#org @move2
#raw 0x7
#raw 0x62

#org @move3
#raw 0x3
#raw 0x62
#raw 0x0

#org @move4
#raw 0x20

#org @move5
#raw 0x0

#org @before
= Haha! Bring it on, kid.

#org @after
= Y! Help!

#org @later
applymovement 0x04 @move7
msgbox @2 0x6
applymovement 0x05 @move8
trainerbattle 0x1 0x002 0x0 @before1 @after1 @later1

#org @move7
#raw 0x1F
#raw 0x1F
#raw 0x1D
#raw 0x7

#org @move8
#raw 0x13

#org @2
= Hmph.\n You beat X.\lNo hard feat I suppose.\lBut, for that, I will beat\lyou!

#org @before1
= Now I'll show you!

#org @after1
= I went easy on you.

#org @later1
applymovement 0x05 @move9
msgbox @3 0x6
applymovement 0x05 @move10
msgbox @4 0x6
fadescreen 0x1
hidesprite 0x05
hidesprite 0x04
fadescreen 0x0
setflag 0x1200
release
end

#org @move9
#raw 0x12


#org @move10
#raw 0x3


#org @3
= Let's get going, X...

#org @4
= See ya around, kid.



If there is anything else that is required to find the error, please tell me! :)
There are quite a few problems with how you've set this out. If you want a script to activate the instant you enter a map then you will have to make it a level script, rather than a green-S tile script which you walk over - Here's a good tutorial to show you how to make one. For future note, when using green-S tile scripts you need to fill in 'Unknown', 'Var number' and occassionally 'Var Value' boxes otherwise you will experience freezes like you have now - diegoisawesome's XSE tutorial can help explain what to do here (Found under the applymovement section).

Here's your script with some changes in red and an explanation as to why they were changed:

Spoiler:
#dynamic 0x720000 // This is generally considered the best offset to start looking for free space in a FR ROM

#org @start
lock
applymovement 0x05 @move
msgbox @1 0x6
applymovement 0x04 @move5
msgbox @14 0x6
applymovement 0x05 @move2
msgbox @12 0x6
applymovement 0x04 @move3
msgbox @13 0x6
applymovement 0x04 @move4
trainerbattle 0x1 0x003 0x0 @before @after @later
end

#org @12
=Hey! You!\lWhat are you lokin' at?

#org @13
= Le'me battle 'im Y!\lPlease!\p*sigh*\lFine, go ahead.

#org @1
= X!\nWhat are you doing?

#org @14
= I ain't doin' nothin'.\pHmmm...

#org @move
#raw 0x1
#raw 0xFE // You need to end your movement commands with 0xFE, otherwise the game will glitch

#org @move2
#raw 0x7
#raw 0x62
#raw 0xFE

#org @move3
#raw 0x3
#raw 0x62
#raw 0x0
#raw 0xFE

#org @move4
#raw 0x20
#raw 0xFE

#org @move5
#raw 0x0
#raw 0xFE

#org @before
= Haha! Bring it on, kid.

#org @after
= Y! Help!

#org @later
applymovement 0x04 @move7
msgbox @2 0x6
applymovement 0x05 @move8
trainerbattle 0x1 0x002 0x0 @before1 @after1 @later1

#org @move7
#raw 0x1F
#raw 0x1F
#raw 0x1D
#raw 0x7
#raw 0xFE

#org @move8
#raw 0x13
#raw 0xFE

#org @2
= Hmph.\n You beat X.\lNo hard feat I suppose.\lBut, for that, I will beat\lyou!

#org @before1
= Now I'll show you!

#org @after1
= I went easy on you.

#org @later1
applymovement 0x05 @move9
msgbox @3 0x6
applymovement 0x05 @move10
msgbox @4 0x6
fadescreen 0x1
hidesprite 0x05
hidesprite 0x04
fadescreen 0x0
setvar 0xYYYY 0XZZZZ // Variable changing command to prevent the level script from looping
setflag 0x1200
release
end

#org @move9
#raw 0x12
#raw 0xFE

#org @move10
#raw 0x3
#raw 0xFE

#org @3
= Let's get going, X...

#org @4
= See ya around, kid.


You may also have to put some 'waitmovement 0x0' commands here and there but then again you might not, idk :P

Hopefully this helped.
  #8100    
Old April 4th, 2013, 06:16 PM
Jbsundown's Avatar
Jbsundown
 
Join Date: Jul 2012
Age: 16
Gender: Male
Quote:
Originally Posted by DrFuji View Post
There are quite a few problems with how you've set this out. If you want a script to activate the instant you enter a map then you will have to make it a level script, rather than a green-S tile script which you walk over - Here's a good tutorial to show you how to make one. For future note, when using green-S tile scripts you need to fill in 'Unknown', 'Var number' and occassionally 'Var Value' boxes otherwise you will experience freezes like you have now - diegoisawesome's XSE tutorial can help explain what to do here (Found under the applymovement section).

Here's your script with some changes in red and an explanation as to why they were changed:

Spoiler:
#dynamic 0x720000 // This is generally considered the best offset to start looking for free space in a FR ROM

#org @start
lock
applymovement 0x05 @move
msgbox @1 0x6
applymovement 0x04 @move5
msgbox @14 0x6
applymovement 0x05 @move2
msgbox @12 0x6
applymovement 0x04 @move3
msgbox @13 0x6
applymovement 0x04 @move4
trainerbattle 0x1 0x003 0x0 @before @after @later
end

#org @12
=Hey! You!\lWhat are you lokin' at?

#org @13
= Le'me battle 'im Y!\lPlease!\p*sigh*\lFine, go ahead.

#org @1
= X!\nWhat are you doing?

#org @14
= I ain't doin' nothin'.\pHmmm...

#org @move
#raw 0x1
#raw 0xFE // You need to end your movement commands with 0xFE, otherwise the game will glitch

#org @move2
#raw 0x7
#raw 0x62
#raw 0xFE

#org @move3
#raw 0x3
#raw 0x62
#raw 0x0
#raw 0xFE

#org @move4
#raw 0x20
#raw 0xFE

#org @move5
#raw 0x0
#raw 0xFE

#org @before
= Haha! Bring it on, kid.

#org @after
= Y! Help!

#org @later
applymovement 0x04 @move7
msgbox @2 0x6
applymovement 0x05 @move8
trainerbattle 0x1 0x002 0x0 @before1 @after1 @later1

#org @move7
#raw 0x1F
#raw 0x1F
#raw 0x1D
#raw 0x7
#raw 0xFE

#org @move8
#raw 0x13
#raw 0xFE

#org @2
= Hmph.\n You beat X.\lNo hard feat I suppose.\lBut, for that, I will beat\lyou!

#org @before1
= Now I'll show you!

#org @after1
= I went easy on you.

#org @later1
applymovement 0x05 @move9
msgbox @3 0x6
applymovement 0x05 @move10
msgbox @4 0x6
fadescreen 0x1
hidesprite 0x05
hidesprite 0x04
fadescreen 0x0
setvar 0xYYYY 0XZZZZ // Variable changing command to prevent the level script from looping
setflag 0x1200
release
end

#org @move9
#raw 0x12
#raw 0xFE

#org @move10
#raw 0x3
#raw 0xFE

#org @3
= Let's get going, X...

#org @4
= See ya around, kid.


You may also have to put some 'waitmovement 0x0' commands here and there but then again you might not, idk

Hopefully this helped.
Okay, thank you very much! I will try this out and see if it works! :D Thanks again!
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