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  #351    
Old June 2nd, 2009, 12:41 AM
mega1998
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When I compile it says 'File not found or user cancel'.
And when I put it in AMap and click Open Script,it appear a script editor but the text in side is complete different from the script I made.(I copy the simple script on this site and paste into my notepad so my script is the same as the simple script on this site)
So I wonder what was I did wrong?Please someone help me!!!Thanks very very very much!!!!!!!!!
  #352    
Old June 2nd, 2009, 07:26 AM
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How to generate a yes no script i tried puting in MSG_YESNO
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  #353    
Old June 2nd, 2009, 03:24 PM
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Full Metal
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lol use my script generator silly :D
uh
it goes something like this
Spoiler:

#dynamic 0x800000
#org @begin
lock
faceplayer
message @urmsg
callstd MSG_YESNO
if 0x1 jump @youpushedyes
jump @youpushedno

#org @youpushedyes
message @yes
callstd MSG_NORMAL
release
end

#org @youpushedno
message @no 'Please note that this is not
callstd MSG_NORMAL ' limited to calling another message btw
release
end

#org @urmessage
= Push yes, or push no

#org @yes
= You pushed yes!

#org @no
= You pushed no!

hope this helps
__________________

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I like to push it,
and push it,
until my luck is over.
  #354    
Old June 3rd, 2009, 02:03 PM
Weavile Gemini's Avatar
Weavile Gemini
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Whenever I click on AssociateShell.bat, the window comes up, but it says something like... "PKSV is not here. Please move this to your PKSV folder. Press any key to quit."
I've moved all the files to a different folder like you said, so I don't see what could be wrong.
  #355    
Old June 4th, 2009, 11:01 AM
score_under's Avatar
score_under
I program the *other* ASM.
 
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Quote:
Originally Posted by Weavile Gemini View Post
Whenever I click on AssociateShell.bat, the window comes up, but it says something like... "PKSV is not here. Please move this to your PKSV folder. Press any key to quit."
I've moved all the files to a different folder like you said, so I don't see what could be wrong.
Yeah, this is a bug in the current version; I've already fixed this for the next version but I don't feel I've made significant enough updates to warrant releasing it.

But if you want, I'll release it.
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  #356    
Old June 4th, 2009, 02:50 PM
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Sonic2000
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Um... this is off topic, but, on advance map, what do you do with the person event no.s?
  #357    
Old June 4th, 2009, 04:44 PM
Weavile Gemini's Avatar
Weavile Gemini
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Quote:
Originally Posted by score_under View Post
Yeah, this is a bug in the current version; I've already fixed this for the next version but I don't feel I've made significant enough updates to warrant releasing it.

But if you want, I'll release it.
That'd be great. I think this scripter program will be the one for me.
  #358    
Old June 5th, 2009, 11:54 AM
Sonic2000's Avatar
Sonic2000
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Where is the download link?
  #359    
Old June 6th, 2009, 08:25 AM
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Lugia100
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How do you do a Give Pokemon script? It never works for me.
  #360    
Old June 6th, 2009, 09:10 AM
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Full Metal
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easy!
Spoiler:

#dynamic 0x800000
#org @begin
lock
faceplayer
checkflag 0x[flagnumber]
if 0x1 jump @ignoremorron
jump @givepkmn

#org @givepkmn
addpokemon 0x[pkmn#] 0x[level] 0x[item] 0x0 0x0
setflag 0x[flagnumber]
message @here
callstd MSG_NORMAL
release
end

#org @ignoremorron
message @no
callstd MSG_NORMAL
release
end

#org @here
= Here, please take this [pokemon name]

#org @no
= Sorry, you took my only [pokemon name]


just fill in the brackets with appropriate information
__________________

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I like to push it,
and push it,
until my luck is over.

Last edited by Full Metal; June 6th, 2009 at 09:11 AM. Reason: forgot the setflag ^_^;
  #361    
Old June 8th, 2009, 09:14 AM
SwordsNKnives's Avatar
SwordsNKnives
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I cant seem to create a give Pokemon script. I cant find the flag numbers anywhere, does anyone know where i can find them ?

Also, when i change the offset for some scripts they don't seem to work, when i test out the script in the game it freezes. What am i doing wrong ?
  #362    
Old June 8th, 2009, 09:33 AM
score_under's Avatar
score_under
I program the *other* ASM.
 
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Quote:
Originally Posted by SwordsNKnives View Post
I cant seem to create a give Pokémon script. I cant find the flag numbers anywhere, does anyone know where I can find them ?

Also, when i change the offset for some scripts they don't seem to work, when i test out the script in the game it freezes. What am I doing wrong?
You have to use your own flag number, for example 0x200 - 0x2FF, 0x500 - 0x5FF, etc.
If you want one to start with, try 0x201. (0x201 is not equal to 201, by the way.)

If you change the "Script Offset" through AdvanceMap alone, that causes the game to load a script from that offset, it doesn't move the original script. If you want to check what script was at that offset, just press the button to open the script. If the script editor crashes or has an unusual amount of #raw commands (there should be none, ideally) then it's probably not a valid script.

To "move" a script, open it in PKSV, put "#dyn 0x800000" at the top of the script on its own line, find all "#org 0x[whatever]" and use find/replace to replace "0x[whatever]" with "@[insert-a-unique-name-here]". Then press F9 to recompile, and the first offset in the list is your script offset.

Example:
Code:
#org 0x81BDF13
'-----------------------------------
special 0x187
compare LASTRESULT 0x2
if 0x1 jump 0x81A7AE0 ' Equal To
lockall
checkflag 0x821
if 0x0 jump 0x81BDF87 ' Smaller Than
checkattack 0xF
compare LASTRESULT 0x6
if 0x1 jump 0x81BDF87 ' Equal To
setanimation 0x0 0x800D
storepokemonvar 0x0 0x800D
storeatk 0x1 0xF
msgbox 0x81BDF94 ' This tree looks like...
callstd MSG_YESNO ' Yes/No message
compare LASTRESULT 0x0
if 0x1 jump 0x81BDF91 ' Equal To
msgbox 0x81BDFD7 ' \v\h02 used \v\h03!
callstd MSG_NOCLOSE ' Non-closing message
closemsg
doanimation 0x2
waitspecial
jump 0x81BDF76

#org 0x81A7AE0
'-----------------------------------
release
end

#org 0x81BDF87
'-----------------------------------
msgbox 0x81BDFE3 ' This tree looks like...
callstd 0x3 ' 
releaseall
end

#org 0x81BDF91
'-----------------------------------
closemsg
releaseall
end

#org 0x81BDF76
'-----------------------------------
applymovement LASTTALKED 0x81BDF85 ' animate end
pauseevent 0x0
disappear 0x800F
releaseall
end


#org 0x81BDF94
= This tree looks like it can be CUT\ndown!\pWould you like to CUT it?

#org 0x81BDFD7
= \v\h02 used \v\h03!

#org 0x81BDFE3
= This tree looks like it can be CUT\ndown!

#org 0x81BDF85
M animate end
Add a #dyn to the start and replace (using "Replace All" in the find/replace dialog, this is important) the contents of the "#org" clauses:
Shown in red is difference:
Code:
#dyn 0x800000
#org @start
'-----------------------------------
special 0x187
compare LASTRESULT 0x2
if 0x1 jump @end ' Equal To
lockall
checkflag 0x821
if 0x0 jump @nocut ' Smaller Than
checkattack 0xF
compare LASTRESULT 0x6
if 0x1 jump @nocut ' Equal To
setanimation 0x0 0x800D
storepokemonvar 0x0 0x800D
storeatk 0x1 0xF
msgbox @cutme-msg ' This tree looks like...
callstd MSG_YESNO ' Yes/No message
compare LASTRESULT 0x0
if 0x1 jump @closeend ' Equal To
msgbox @used-cut-msg ' \v\h02 used \v\h03!
callstd MSG_NOCLOSE ' Non-closing message
closemsg
doanimation 0x2
waitspecial
jump @animation

#org @end
'-----------------------------------
release
end

#org @nocut
'-----------------------------------
msgbox @no-cut-msg ' This tree looks like...
callstd 0x3 ' 
releaseall
end

#org @closeend
'-----------------------------------
closemsg
releaseall
end

#org @animation
'-----------------------------------
applymovement LASTTALKED @animate-movement ' animate end
pauseevent 0x0
disappear 0x800F
releaseall
end


#org @cutme-msg
= This tree looks like it can be CUT\ndown!\pWould you like to CUT it?

#org @used-cut-msg
= \v\h02 used \v\h03!

#org @no-cut-msg
= This tree looks like it can be CUT\ndown!

#org @animate-movement
M animate end
Then once you've pressed F9, you should see a dialog appear:


The first line there has the new offset of your script, right in the middle (after "<->"). Note that your offset will be different from mine.

Unrelated:
Spoiler:
(Apart from CSS fun, which is also off-topic. In fact, I think this looks pretty good. There should be an [unrelated] tag.)
An example of a script with a loop, a script that will make your character run towards any spot on the map regardless of where you currently are on the map. Works on sprites and script traps, but not signs.
Code:
#dyn 0x800000
#org @start
lockall
getplayerxy 0x8000 0x8001
addvar 0x8000 0x100
addvar 0x8001 0x100
subtractvar 0x8000 0xA
subtractvar 0x8001 0x9
jump @loop
#org @loop
compare 0x8000 0x100
if < jump @loop2
if == jump @loop3
applymovement PLAYER @run-left
pauseevent 0x0
subtractvar 0x8000 1
jump @loop
#org @loop2
compare 0x8000 0x100
if == jump @loop3
applymovement PLAYER @run-right
pauseevent 0x0
addvar 0x8000 1
jump @loop2
#org @loop3
compare 0x8001 0x100
if < jump @loop4
if == jump @endloops
applymovement PLAYER @run-up
pauseevent 0x0
subtractvar 0x8001 1
jump @loop3
#org @loop4
compare 0x8001 0x100
if == jump @endloops
applymovement PLAYER @run-down
pauseevent 0x0
addvar 0x8001 1
jump @loop4
#org @run-left
m run_left end
#org @run-right
m run_right end
#org @run-up
m run_up end
#org @run-down
m run_down end
#org @endloops
releaseall
end
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Last edited by score_under; June 8th, 2009 at 09:50 AM.
  #363    
Old June 8th, 2009, 09:47 AM
SwordsNKnives's Avatar
SwordsNKnives
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Thanks, i finally got it to work. By the way great program, im looking forwards for any more updates.
  #364    
Old June 11th, 2009, 01:34 PM
AxelN2thefutur
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OK so After auto generating a script whether for fighting a pokemon or finding a item which numbers do i input into Advance map for it to actually work? and where exactly?
  #365    
Old June 12th, 2009, 02:54 AM
score_under's Avatar
score_under
I program the *other* ASM.
 
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Nature: Rash
Quote:
Originally Posted by AxelN2thefutur View Post
OK so After auto generating a script whether for fighting a pokemon or finding a item which numbers do i input into Advance map for it to actually work? and where exactly?
After compiling it in PKSV (hotkey F9) you should find an offset dialog. Look for "@start", and there should be a number beginning with "0x" just after the "<->". Copy that number and replace "0x" with "$", then put it in the "Script Offset" for any person, script trap, or sign in AdvanceMap.
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  #366    
Old June 12th, 2009, 07:12 AM
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http://www.pokecommunity.com/showpos...72&postcount=1
from now on PLEASE!! stop asking advance map questions.... ask them on the suggested thread above.
__________________

★ full metal.

I like to push it,
and push it,
until my luck is over.
  #367    
Old June 17th, 2009, 10:26 AM
iTAIYO
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i downloaded it and everything they when i opened it it turned into japanese help?
  #368    
Old June 17th, 2009, 12:58 PM
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Full Metal
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it would probably be easier if you told us a lil bit more info (about your OS) and maybe included a screen cap?
(to do that push 'PrintScrn' then open paint,push these button combos in order ....
(ctrl+v,ctrl+s) save your image, upload then, oh u can't post links.....hm.....
lets see....place your link in this format...
http : // www . restofurlbefore'.com' / finishurlbefore'.bmp' . bmp (or other file extension)
notice the spaces, that way you will be able to post the link.
or just try to use the little picture of the mountain, that should let you insert an image....
do u even have the japanese language pack installed?
are u even sure the language u see is japanese?
__________________

★ full metal.

I like to push it,
and push it,
until my luck is over.
  #369    
Old June 17th, 2009, 02:13 PM
klklkl
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the associateshell.bat isn't isn't working, does it matter if it is?
  #370    
Old June 18th, 2009, 12:12 AM
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Lugia100
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When I do wild battle script, the battle music is always R/S battle music even though the Rom is Fire Red. How can I change this?
  #371    
Old June 18th, 2009, 10:04 AM
iTAIYO
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im running vista i opened it in winrar and i dont have any japanese language pack
http : // i44 . tinypic.com / 23le8zl.jpg
it is exactly how u have it
  #372    
Old June 18th, 2009, 12:27 PM
score_under's Avatar
score_under
I program the *other* ASM.
 
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Quote:
Originally Posted by iTAIYO View Post
im running vista i opened it in winrar and i dont have any japanese language pack
http : // i44 . tinypic.com / 23le8zl.jpg
it is exactly how u have it
Hi, that's Chinese and some of it appears to be fine, while other parts are a little messed-up. Extract the whole archive into its own folder and run the "en_only" version, this corrects the bug on some systems that prefer the Chinese resources.
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  #373    
Old June 18th, 2009, 04:37 PM
iTAIYO
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Nature: Relaxed
thanks now its working in english
  #374    
Old June 19th, 2009, 04:48 PM
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darkninja333
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Im new here and to pokemon rom hacking but i have one question i cant figure out. Im trying to create a new event. A sign >.> which im sure is pretty pathetic... But i think i have a problem every time i edit the script. I think it has something to do with the offsets but im not sure how they work. I had pictures but I cant post urls >.>
  #375    
Old June 19th, 2009, 05:11 PM
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Samike360
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^In A-map, there is a magnifying glass. Use it and type in 800000 instead of 6-something number and then in "bytes needed" type in 100 to be safe and use the offsets it gives you.
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