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  #651    
Old April 1st, 2010, 07:15 AM
score_under's Avatar
score_under
I program the *other* ASM.
 
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Quote:
Originally Posted by Nosferatu_Alucard View Post
Please excuse my lack of etiquette. I was merely ensuring my query was not forgotten. aside from that, I guess I could have a little more patience.

The event I want to replicate is after you get your first badge and recieve a letter that needs to be given to Steven, you need the help of Mr. Briney to get to Dewford Town. I want to know how to script the player getting into the boat, crossing a body of water in the boat, then landing on shore.
*btw: I did look at the script myself, and this is what is confusing me... besides the dialogue, I see nothing linking to the boat. Everything else is linked to a bunch of flags, and I am afraid that everything I need is stored in those...
Hm, sorry about that It turns out some of the ruby commands were a little inaccurate (which I didn't spot as it's been rather a while since I last tested with Ruby)
This replacement DLL should work for the time being (to decompile the boat's script successfully), before I next update:
http://dl.dropbox.com/u/518733/pksv.dll

Also, don't mind Full Metal, he doesn't bite.
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  #652    
Old April 1st, 2010, 12:21 PM
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nope, i nibble :D err sorry for it ^-^;
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★ full metal.

I like to push it,
and push it,
until my luck is over.
  #653    
Old April 1st, 2010, 12:54 PM
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Nah, it's all good. I give my thanks for all the help. I just have two more problems, if you'd like to help. ;
  #654    
Old April 1st, 2010, 12:58 PM
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-.- ever considered posting them?
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★ full metal.

I like to push it,
and push it,
until my luck is over.
  #655    
Old April 1st, 2010, 01:04 PM
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Thought of it, but decided against it.
Do you know where to find a list of all the flags for Emerald? Pksv only has FR/LG.
Second is more about mapping in advance map. The transitions between some of the maps I connect get strange. When crossing over, some the the bulidings look all messed up, like a mix of tile sets.
*edit*Oh, now when trying to compile/decompile scripts, a window pops up saying that it has stopped working, without an explanation.
  #656    
Old April 1st, 2010, 04:03 PM
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Full Metal
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i think that most scripting tuts will have a list of flags, though i'm not for sure 'bout emerald...
check hackmew's XSE guide (downloaded with XSE)
about the a-map map transitions.
You're using different tilesets aren't you?
If you run in a direction or reload the map, you won't get those tiles that are messed up. They are there because the game doesn't just "jump" you to where you can't see the other map. In other words, you need about 1 player view area in between maps before you begin using un-common tiles. (I'm pretty sure thats what the route buildings are for...)
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★ full metal.

I like to push it,
and push it,
until my luck is over.
  #657    
Old April 1st, 2010, 05:08 PM
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Thanks for the tip, I'll be sure to check his out.
Yeah, two different tilesets. The tiles change even before I cross the boarder. They go back to normal when I go inside a building or if the messed up area goes off-screen, but returns to being messed up if I cross the boarder. It only occurs between two maps though. All else are just fine :/
  #658    
Old April 1st, 2010, 05:31 PM
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lol, that's what happens, like it or not.
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★ full metal.

I like to push it,
and push it,
until my luck is over.
  #659    
Old April 1st, 2010, 06:46 PM
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Quote:
Originally Posted by Nosferatu_Alucard View Post
Thanks for the tip, I'll be sure to check his out.
Yeah, two different tilesets. The tiles change even before I cross the boarder. They go back to normal when I go inside a building or if the messed up area goes off-screen, but returns to being messed up if I cross the boarder. It only occurs between two maps though. All else are just fine :/
I know it isn't scripting, but to fix the border problems, you need to have the tiles that are messed up moved AWAY from the map connection. That way you can't see them until they are loaded when you cross maps...
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Greetings Warden
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Awaiting user input...

>Display User_Info
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M/O: Often acts out to get attention, but recently has changed that. Has been studying up on hacking information and hopes to participate in more advanced hacking discussion.
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>
  #660    
Old April 1st, 2010, 06:50 PM
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man that is annoying to cope with
maps i make actually abuse the use of seconary tilesets
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★ full metal.

I like to push it,
and push it,
until my luck is over.
  #661    
Old April 1st, 2010, 08:07 PM
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Basically, I'd have to make thicker boarders, right? That's kinda annoying. But, if it's the quickest fix, better than a kick in the head xP
  #662    
Old April 2nd, 2010, 03:59 AM
score_under's Avatar
score_under
I program the *other* ASM.
 
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Quote:
Originally Posted by Nosferatu_Alucard View Post
Do you know where to find a list of all the flags for Emerald? Pksv only has FR/LG.
I usually try to discourage people from finding lists of flags, as it's pretty much a case of defining them as you go along. There are a few used in-game by ASM, but not very many. All the others are available for re-use in your own scripts (go with 0x500 upwards), assuming you're not going to leave the rest of the game (maps & scripts) intact in your hack.

Quote:
Originally Posted by Nosferatu_Alucard View Post
*edit*Oh, now when trying to compile/decompile scripts, a window pops up saying that it has stopped working, without an explanation.
If it's still doing that (with the replacement DLL), just tell me and I'll see if PM'ing you the in-development version of the UI too fixes it.
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  #663    
Old April 3rd, 2010, 06:38 AM
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Arent you gonna update this to XSE
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  #664    
Old April 3rd, 2010, 07:30 AM
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er...dude, this has nothing to do with XSE other than that they're both script compilers.
So...why would score_under update PKSV to match XSE in any way?
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★ full metal.

I like to push it,
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until my luck is over.
  #665    
Old April 3rd, 2010, 11:55 AM
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Quote:
Originally Posted by Full Metal View Post
er...dude, this has nothing to do with XSE other than that they're both script compilers.
So...why would score_under update PKSV to match XSE in any way?
Sorry... I thought that this program was a program that runs on pokesav! Sorry!
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  #666    
Old April 3rd, 2010, 12:35 PM
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It´s verry nice i like it. It´s very good too.
  #667    
Old April 3rd, 2010, 05:14 PM
II Mr SyFy
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Nice, PKSV is the best scripting program out there I think
  #668    
Old April 3rd, 2010, 09:48 PM
A Peppermint Nightmare's Avatar
A Peppermint Nightmare
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Is there a way to see the original script for the game. Lets say I want to see the script for Gary's sister in fire red is there a way to do that?
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  #669    
Old April 4th, 2010, 03:34 AM
score_under's Avatar
score_under
I program the *other* ASM.
 
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Quote:
Originally Posted by A Peppermint Nightmare View Post
Is there a way to see the original script for the game. Lets say I want to see the script for Gary's sister in fire red is there a way to do that?

If that's what you mean (..?), then I've shown the 2 main methods of opening the script.
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  #670    
Old April 5th, 2010, 07:44 AM
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Originally Posted by score_under View Post

If that's what you mean (..?), then I've shown the 2 main methods of opening the script.
I believe that's exactly what I was looking for. I haven't tried it out yet but thanks so much
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  #671    
Old April 6th, 2010, 06:09 AM
techie775
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I was just making a simple battle pokemon with script generator in pskv where you battle a sudowoodo in Fire Red. If you fight it and defeat it, the sudowoodo disappears, but if you catch it, sudowoodo is still there afterwards and you battle it again and if you run it says "The MewTwo flew away" and i don't see any msgbox to edit. I couldn't understand where the problem might be. Something with the flags? Can anyone help me out or some where to turn? Thanks

Quote:
#dyn 0x740000
#org @start
special 0x187
compare LASTRESULT 2
if == jump 0x81A7AE0
special 0x188
lock
faceplayer
checksound
cry SUDOWOODO 2
waitcry
pause 0x14
playsound 0x156 0x0
battle SUDOWOODO 7 IAPAPABERRY
setflag 0x807
special 0x138
waitspecial
clearflag 0x807
special2 0x800D 0xB4
compare LASTRESULT 1
if == jump 0x8162558
compare LASTRESULT 4
if == jump 0x8162561
compare LASTRESULT 5
if == jump 0x8162561
setflag 0x226
release
end
  #672    
Old April 7th, 2010, 08:32 AM
score_under's Avatar
score_under
I program the *other* ASM.
 
Join Date: Aug 2005
Location: Hertfordshire, England
Age: 22
Nature: Rash
Quote:
Originally Posted by techie775 View Post
I was just making a simple battle pokemon with script generator in pskv where you battle a sudowoodo in Fire Red. If you fight it and defeat it, the sudowoodo disappears, but if you catch it, sudowoodo is still there afterwards and you battle it again and if you run it says "The MewTwo flew away" and i don't see any msgbox to edit. I couldn't understand where the problem might be. Something with the flags? Can anyone help me out or some where to turn? Thanks
See if this works:
Code:
#dyn 0x740000
#org @start
checkflag 0x226
if true jump 0x81A7AE0
special 0x188
lock
faceplayer
checksound
cry SUDOWOODO 2
waitcry
pause 0x14
playsound 0x156 0x0
battle SUDOWOODO 7 IAPAPABERRY
setflag 0x807
special 0x138
waitspecial
clearflag 0x807
setflag 0x226
release
end
Also, set the "Person ID" of that sprite (in AdvanceMap) to "0226".
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  #673    
Old April 10th, 2010, 11:19 AM
Nosferatu_Alucard's Avatar
Nosferatu_Alucard
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Quote:
Originally Posted by score_under View Post
If it's still doing that (with the replacement DLL), just tell me and I'll see if PM'ing you the in-development version of the UI too fixes it.
Yeah, It still is, unfortunately. But, it seemed to stop once a re-downloaded the original DLL.

I'm now trying to create an event where you step on a tile, and a sprite talks to you then walks away and disappears. every time I step on the tile though, the game just freezes...
Code:
#dynamic 0x740000
#org 0x9C5325
jump @start
 
#org @start
'-----------------------------------
lockall
applymovement 0xA @move1 ' say_! walk_up walk_u...
pauseevent 0x0
faceplayer
msgbox @text1 ' Sorry to bother you,...
callstd MSG_NOCLOSE ' Non-closing message
checkflag 0x862
setflag 0x862
msgbox @text2 ' I'd like to speak to...
callstd MSG_NOCLOSE ' Non-closing message
applymovement 0xA @move2 ' walk_up walk_up walk...
pauseevent 0x0
disappear 0xA
setflag 0x205
releaseall
end
  #674    
Old April 12th, 2010, 05:20 AM
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xxerox9009
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Okay, I've gotten help with this before but I'm still a little confused...

How do I make a script kind-of like the rival's scripts throughout every Pokemon game -- Like a short statement, battle, another statement and then have them walk away?

When I try doing this I can only activate the second statement and the rival walking away after the battle when I talk to the rival a second time.

I'm sorry if this is kinda hard to understand, but can someone tell me how to make a script where they do that directly after the battle without having to talk to the sprite?

Thnx - Xxerox9009
  #675    
Old April 12th, 2010, 06:13 AM
score_under's Avatar
score_under
I program the *other* ASM.
 
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Location: Hertfordshire, England
Age: 22
Nature: Rash
Nosferatu_Alacard: In that case, I'm not entirely sure about what the source of the problem might be.
Quote:
Originally Posted by xxerox9009 View Post
How do I make a script kind-of like the rival's scripts throughout every Pokemon game -- Like a short statement, battle, another statement and then have them walk away?
If you flag the sprite as being a trainer, then the script may only start from the "trainerbattle" command. Try using script events on the ground instead.
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