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  #601    
Old February 26th, 2010, 03:50 PM
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try this:
Spoiler:

#dyn 0x740000
#org @start
lockall
checkflag 0x846
if == jump :end
applymovement PLAYER @exit
setflag 0x846
:end
releaseall
end

#org @exit
M raw_45 pause4 pause4 pause4 end

I dont think it will solve your problem, but IMO thats a better script anyways...
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  #602    
Old February 27th, 2010, 10:42 AM
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Yeah iVe tried that i pasted it in the empty box for a person where you have a dollar and some numbers. Then I talk to them. If they had a script inserted I could leave them but if I didn't edit it they wouldn't release me...
  #603    
Old February 27th, 2010, 04:32 PM
score_under's Avatar
score_under
I program the *other* ASM.
 
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Quote:
Originally Posted by PeregrineFig View Post
This is my script:
Code:
#dyn 0x740000
#org @start
checkflag 0x846
if == jump @end
lockall
applymovement PLAYER @exit
[...]
And when I compiled and decompiled it, the movement commands were totally ruined:
Code:
#org 0x8740665
'-----------------------------------
checkflag 0x846
if true jump 0x8740679 ' Flag is set
lockall
 call 0x874067B
[...]
I tried removing the pause4s in the commands, but got the exact same result, so I'm stuck as to what I did wrong. Help would be greatly appreciated
It looks to me like you're decompiling at an older offset (it compiles to a new offset each time).
Quote:
Originally Posted by Ashman66 View Post
hey can some teach me how to use this cause the tutorial won't work on my computer.
Though the XKCD method of tech support will probably work in this case (as long as you have backups of your ROM handy), if you're looking for how to write the actual scripts, the best way to learn is by decompiling scripts that already exist in the game. F9 will compile, F8 will decompile, dragging a ROM onto the window will open the ROM (nothing visible will happen to PKSV when this happens, though), and you can find offsets to decompile from using AdvanceMap.
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  #604    
Old February 27th, 2010, 08:16 PM
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Quote:
Originally Posted by Ashman66 View Post
hey can some teach me how to use this cause the tutorial won't work on my computer.
Or...you could read the tut i made; either way works
(there's a link in my signiature)
speaking of my tut...i need to update it with my to do list...and nao that i have a id's down...i think it would be a good idea to go ahead and go back to my original thread layout cuz the one i use now is to easy to bug up (and it is kinda weirdish aotm if i remember right..., but you can still read it)
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  #605    
Old February 28th, 2010, 11:15 AM
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thanks cause i'm trying to make my own youtube pokemon series
  #606    
Old March 10th, 2010, 11:24 PM
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Nosferatu_Alucard
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I am in need of a lot of help. I'm new to the scripting, and everything I do seems to result in error. Right now, I am just trying to create a simple dialogue, but I keep getting this:


Cannot open defines.dat!
Initialized.
#DYN
-> 0x8750959
#ORG
-> @start
MSGBOX
DYN-> @0x82166e1
CALLSTD
Unknown value in CALLSTD (Value must be integer)


I would appreciate any help.
btw, this is my script:

Spoiler:

#dyn 0x8750959
#org @start
lock
faceplayer
msgbox @0x82166E1 ' Hello \v\h01, I see you got me to speak!
callstd MSG_FACEPLAYER ' Builtin lock/faceplayer
release
end
#org 0x82166E1
= Hello \v\h01, I see you got me to speak!

  #607    
Old March 11th, 2010, 01:51 PM
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I program the *other* ASM.
 
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It appears to me as though you haven't extracted all files - defines.dat is used to convert the constants (e.g. msg_faceplayer) into integers. Make sure this is in the same folder as PKSVUI.exe, then try compiling again. If you can't find the file, try downloading PKSV again.
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  #608    
Old March 11th, 2010, 05:02 PM
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Bolens
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An awesome program, taking XSE to a whole new level. I hope it does well, with XSE being on top for right now.
  #609    
Old March 11th, 2010, 05:20 PM
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@bolens umm...wow, i can't tell if your just trying to get ur post count up, but first of all (atleast) 4 different posts saying the same generic thing that has been said a million times just sounds like suckcing up. (no offense intended, really)
and also this is PKSV not XSE and I can't really any of the compilers are "on top" because all of them still have quite a few users,some people on here even use hex editors still.
ummm..point of rant: am i the only one who's tired of hearing the generic "great program" ? perhaps we should make a thread for people to do that in, so that people with legitimate questions/bug reports etc can use the thread, i think we may be amazed at the cut-back on post deletions for "generic" messages.
and uh...
@score under- what do you mean by "the *other* asm"? it has me curious to say the least...
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I like to push it,
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  #610    
Old March 11th, 2010, 06:17 PM
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hi i made this script it close to the one in firered were oak stops you from going in to the grass. but i made it for ruby. the thing is it doesn't work it freezes the game so i want to make it in pksv (i have the newer version 2.1.1) but i'm not sure what to do or if it would even work i was thinking it maybe the checkflag 0x200 and setflag 0x200 and pausemove 0x0000 at the beginning that is making it not work or the lock faceplayer or something long the lines of that. this is the first i even tryed making my own script. just by what i know from using scripts and also credit goes to foullump for the scripts. without his scripts and youtube videos i may have not know how to make this script in the first place.

heres the script

Spoiler:

#org $begin
lock
faceplayer
checkflag 0x200
pausemove 0x0000
message 1 $birch
$birch = stop!
applymovement 2 $lab
$lab ;binary 0x01 0x01 0x01 0xFE
lock
faceplayer
message 2 $poke
$poke = you can't go out there yet\pfollow me
applymovement 3 $follow
$follow ;binary 0x04 0x04 0x04 0x03 0x04 0x04 0x02 0x02 0x01 0FE
applymovement 0xFF $follow
pausemove 0x0000
release
end


EDIT: ok i give it a shot at making the script in pksv. well what i did first was grab my script and drag it in to the program and then compiled. to see what i would get for errors. well it said pausemove 0x0000 was a unkown valve so i remove it and then it said message $birch birch 1 is unkown and so is everything else the walking is fine it just the messages and applymovement but ;binary and the numbers for walking are ok. i was just thinking maybe i have to set a boxset but not sure what one. ok so adding a boxset don't do noting. i used boxset 6. i also tryed coping the script for oak over on to my hack but it don't work. does anybody know anyway to make this script work. o and i think the find item script is messd up in the script generator because it did a different script it started the running shoes script and it don;t give me a item from the pokeball. is pksv script generayor only for firered and leafgreen. after i pick a item i go up to rom and hit compile but i'm not sure if thta what i do or not and it give me this 0x8740048 for the start so i thought that was the offset but maybe not. this program is as bad as xse. can't figure out how to work it. lol well anyway if no one can get it to work that is fine. i still have other ideas for scripts to work on. so it no problem
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Last edited by firestormx19; March 12th, 2010 at 04:25 PM.
  #611    
Old March 12th, 2010, 12:15 PM
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Nosferatu_Alucard
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Quote:
Originally Posted by score_under View Post
It appears to me as though you haven't extracted all files - defines.dat is used to convert the constants (e.g. msg_faceplayer) into integers. Make sure this is in the same folder as PKSVUI.exe, then try compiling again. If you can't find the file, try downloading PKSV again.
Thanks for the info. I did so, and it worked perfectly. I found out later that I did extract the defines.dat, but in another location
I have another problem though, do the flags work in Ruby/Sapphire?
  #612    
Old March 12th, 2010, 02:20 PM
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No, i think that they are for FireRed, as well as the movement planner if i remember right...
__________________

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I like to push it,
and push it,
until my luck is over.
  #613    
Old March 12th, 2010, 05:45 PM
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558122_DG
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Quote:
Originally Posted by Nosferatu_Alucard View Post
I am in need of a lot of help. I'm new to the scripting, and everything I do seems to result in error. Right now, I am just trying to create a simple dialogue, but I keep getting this:


Cannot open defines.dat!
Initialized.
#DYN
-> 0x8750959
#ORG
-> @start
MSGBOX
DYN-> @0x82166e1
CALLSTD
Unknown value in CALLSTD (Value must be integer)


I would appreciate any help.
btw, this is my script:

Spoiler:

#dyn 0x8750959
#org @start
lock
faceplayer
msgbox @0x82166E1 ' Hello \v\h01, I see you got me to speak!
callstd MSG_FACEPLAYER ' Builtin lock/faceplayer
release
end
#org 0x82166E1
= Hello \v\h01, I see you got me to speak!


I think you should try it again, this time using "0x740000" or "0x800000" for your Dyn offsets
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  #614    
Old March 18th, 2010, 07:39 AM
mateuszzxcv
Beginning Trainer
 
Join Date: Mar 2010
Hi
I started to do my hack of pokemon emerald, and I have a question. how can I edit script prof.birch in this program??
Could somebody help me??
  #615    
Old March 18th, 2010, 08:58 AM
score_under's Avatar
score_under
I program the *other* ASM.
 
Join Date: Aug 2005
Location: Hertfordshire, England
Age: 21
Nature: Rash
Quote:
Originally Posted by Nosferatu_Alucard View Post
Thanks for the info. I did so, and it worked perfectly. I found out later that I did extract the defines.dat, but in another location
I have another problem though, do the flags work in Ruby/Sapphire?
I believe that the flags that work in R/S are prefixed with "RS_..." try typing "RS_" after a command and pressing ctrl+space to see them.
Quote:
Originally Posted by mateuszzxcv View Post
Hi
I started to do my hack of pokemon emerald, and I have a question. how can I edit script prof.birch in this program??
Could somebody help me??
Assuming you've set up AdvanceMap with PKSV, it's simple:
(Note the "events" tab is selected)

If not, all you need to do to set it up is (in AdvanceMap) click "Settings", "Choose Script Editor", locate PKSVUI.exe, click "Open", then click "No" (this is important, clicking "yes" will not work with PKSV!).
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Last edited by score_under; March 18th, 2010 at 09:07 AM.
  #616    
Old March 18th, 2010, 09:10 AM
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Where is the link for the download... I can't find it at all... My computer can't see certain things... Please help! x
  #617    
Old March 18th, 2010, 10:47 PM
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*Is nub
How can I use this program to make a 'give pokemon' event in Pokemon Gold?
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  #618    
Old March 19th, 2010, 08:21 AM
mateuszzxcv
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Join Date: Mar 2010
thanks for help. I have another problem. How can I do script like MAY?
I mean so that my script behaves similarly to May, that is if only kept me company through the entire game. I will be very grateful for the help
P.S.
I am from Poland so if I am making some mistakes I apologise very much
  #619    
Old March 19th, 2010, 05:05 PM
score_under's Avatar
score_under
I program the *other* ASM.
 
Join Date: Aug 2005
Location: Hertfordshire, England
Age: 21
Nature: Rash
Quote:
Originally Posted by AimayBee View Post
Where is the link for the download... I can't find it at all... My computer can't see certain things... Please help! x
https://sourceforge.net/projects/pk-script-view/
Quote:
Originally Posted by Destiny. View Post
*Is nub
How can I use this program to make a 'give pokemon' event in Pokemon Gold?
Code:
givepoke CHARMANDER 5 POTION 0
Though I'm not certain to what extent the pokemon and item values are similar to those in FR/LG.
Quote:
Originally Posted by mateuszzxcv View Post
thanks for help. I have another problem. How can I do script like MAY?
I mean so that my script behaves similarly to May, that is if only kept me company through the entire game. I will be very grateful for the help
P.S.
I am from Poland so if I am making some mistakes I apologise very much
Unless I misunderstand, you can just achieve a similar effect to May in Ruby by placing her on different maps, and using her ID to show and hide her with setflag/clearflag.
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  #620    
Old March 20th, 2010, 12:27 AM
mateuszzxcv
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But I want to do a NEW script witch will be similar to MAY
  #621    
Old March 20th, 2010, 07:43 PM
Destiny.'s Avatar
Destiny.
The Absol Master
 
Join Date: Feb 2010
Gender: Female
Nature: Adamant
uhh,

tried to do this
#org 0x15D510
'-----------------------------------
jumptextfaceplayer 0x5614 ' 0x15D614
givepoke CHARMANDER 5 POTION 0

#org 0x15D614
= A higher level\n[POKé]MON doesn't\lalways win.\pAfter all, it may\nhave a type dis-\ladvantage.\pI don't think\nthere is a single\p[POKé]MON that is\nthe toughest.\e

But it doesn't work >.<
please tell me what I did wrong :/
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  #622    
Old March 21st, 2010, 05:42 AM
score_under's Avatar
score_under
I program the *other* ASM.
 
Join Date: Aug 2005
Location: Hertfordshire, England
Age: 21
Nature: Rash
"jumptextfaceplayer" jumps to a handler which faces the player and shows the text. If you want the script to continue after that, you'll have to replace that command with something else. (Loadfont, 2writetext, etc)
For example, the script used by Red Gyarados:
Code:
#org 0x124F6F
'-----------------------------------
loadfont
2writetext 0x52D7 ' 0x1252D7
pause 0xF
cry 0x82
loadmovesprites
loadpokedata 0x82 0x1E
writecode 0x3 0x7 ' Shiny pokemon fight
startbattle
if == 0x1 0x4F86 ' 0x124F86
disappear 0xA
returnafterbattle
loadfont
giveitem 0x42 0x1
waitbutton
2writetext 0x52EB ' 0x1252EB
playsound 0x1
waitbutton
itemnotify
loadmovesprites
dotrigger 0x0
appear 0x2
end

#org 0x124F86
'-----------------------------------
returnafterbattle
loadfont
giveitem 0x42 0x1
waitbutton
2writetext 0x52EB ' 0x1252EB
playsound 0x1
waitbutton
itemnotify
loadmovesprites
dotrigger 0x0
appear 0x2
end


#org 0x1252D7
= GYARADOS: Gyashaa!\e


#org 0x1252EB
= [PLAYER] obtained a\nRED SCALE.\e
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  #623    
Old March 21st, 2010, 09:33 AM
Alignment's Avatar
Alignment
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Quote:
Originally Posted by score_under View Post
"jumptextfaceplayer" jumps to a handler which faces the player and shows the text. If you want the script to continue after that, you'll have to replace that command with something else. (Loadfont, 2writetext, etc)
For example, the script used by Red Gyarados:
Code:
#org 0x124F6F
'-----------------------------------
loadfont
2writetext 0x52D7 ' 0x1252D7
pause 0xF
cry 0x82
loadmovesprites
loadpokedata 0x82 0x1E
writecode 0x3 0x7 ' Shiny pokemon fight
startbattle
if == 0x1 0x4F86 ' 0x124F86
disappear 0xA
returnafterbattle
loadfont
giveitem 0x42 0x1
waitbutton
2writetext 0x52EB ' 0x1252EB
playsound 0x1
waitbutton
itemnotify
loadmovesprites
dotrigger 0x0
appear 0x2
end

#org 0x124F86
'-----------------------------------
returnafterbattle
loadfont
giveitem 0x42 0x1
waitbutton
2writetext 0x52EB ' 0x1252EB
playsound 0x1
waitbutton
itemnotify
loadmovesprites
dotrigger 0x0
appear 0x2
end


#org 0x1252D7
= GYARADOS: Gyashaa!\e


#org 0x1252EB
= [PLAYER] obtained a\nRED SCALE.\e

Wow so many commands in there I haven't even heard of. Is it possible if you could take the time to explain a few of the harder commands in a README document for PKSV, that would help alot of us make our scripts better and use PKSV more often. It would help me, I just figured out how to use the "MOVE_CAMERA" function
  #624    
Old March 21st, 2010, 10:17 PM
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Destiny.
The Absol Master
 
Join Date: Feb 2010
Gender: Female
Nature: Adamant
Wow.

Ty :3
..............................
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  #625    
Old March 22nd, 2010, 06:39 PM
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Nosferatu_Alucard
Beginning Trainer
 
Join Date: Jul 2009
Gender: Male
Can anyone teach me the steps to creating an event (where you step on a tile, and it activates just once)?
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