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  #51    
Old June 3rd, 2008, 07:24 PM
Tyrantrum's Avatar
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I tried to make a script with a different color, but it stayed at red instead of Dark Green.
What would color scripts on XSE look like?
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  #52    
Old June 3rd, 2008, 08:15 PM
~Teh Panda~'s Avatar
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Sea of Dreams - Redux
 
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How can you give pokemon, I have tried the default one for poketscript and scripted but no luck. I hope there is more coverage in this and follow me scripts in following tutorials!
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  #53    
Old June 3rd, 2008, 09:14 PM
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Darthatron, care to add more tuts in the first page? :\
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  #54    
Old June 3rd, 2008, 09:18 PM
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Quote:
Originally Posted by Eeveon View Post
I tried to make a script with a different color, but it stayed at red instead of Dark Green.
What would color scripts on XSE look like?
What game are you hacking?
Quote:
Originally Posted by hockeypanda32 View Post
How can you give pokemon, I have tried the default one for poketscript and scripted but no luck. I hope there is more coverage in this and follow me scripts in following tutorials!
It's rather simple really:

The GivePokemon Command is set out like this:
Code:
Byte1 = Pokemon Number
Byte2 = Pokemon Level
Byte3 = Held Item
Byte4 = ?
Byte5 = ?
Byte6 = ?
So to make a basic script to give the Player a Level 5 Pikachu, holding a Pokeball, we would do this:
Code:
#Dynamic 0x800000

#ORG @Main
Lock
FacePlayer
GivePokemon 25 5 4 0 0 0
Release
End
Tada! :D
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  #55    
Old June 3rd, 2008, 09:31 PM
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Thanks so much. This really helps people like me with scripting using this awesome program.

I do have one question:
"#Dynamic 0x800000" would be the offset for the event, right?
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  #56    
Old June 3rd, 2008, 09:35 PM
~Teh Panda~'s Avatar
~Teh Panda~
Sea of Dreams - Redux
 
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Quote:
Originally Posted by Darthatron View Post
What game are you hacking?

It's rather simple really:

The GivePokemon Command is set out like this:
Code:
Byte1 = Pokemon Number
Byte2 = Pokemon Level
Byte3 = Held Item
Byte4 = ?
Byte5 = ?
Byte6 = ?
So to make a basic script to give the Player a Level 5 Pikachu, holding a Pokeball, we would do this:
Code:
#Dynamic 0x800000

#ORG @Main
Lock
FacePlayer
GivePokemon 25 5 4 0 0 0
Release
End
Tada! :D
Dang, thanks man! :D, gonna try a script for this now!

one more thing, are flags the same as others, i have not tried, can someone confirm or show an example of how to use flags in xsc and do the same movement codes apply?
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  #57    
Old June 3rd, 2008, 09:55 PM
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Quote:
Dang, thanks man! :D, gonna try a script for this now!

one more thing, are flags the same as others, i have not tried, can someone confirm or show an example of how to use flags in xsc and do the same movement codes apply?
Everything's same and remains unchanged, - flags will never change, they carry the same value, unless the flag base is modified..., movements also remain unchange. Other then a few, only some commands area changed, like multi, startwildbattle etc, as the more accurate parameters for the command was discovered and so changes had to be made. If you're not sure, check the command database - it should answer most of these questions.
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  #58    
Old June 3rd, 2008, 11:13 PM
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hey i understand now....you can only change the $ to @...whoa...this is addicting...xD
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  #59    
Old June 3rd, 2008, 11:48 PM
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now that XSE has been released, will the beta tut still work for the full version?
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  #60    
Old June 4th, 2008, 06:16 AM
~Teh Panda~'s Avatar
~Teh Panda~
Sea of Dreams - Redux
 
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So according to you Zodiac something like this would work!

Code:
#Dynamic 0x800000

#ORG @Main
Lock
FacePlayer
checkflag 0x200
if b_true goto @gotit
GivePokemon 25 5 4 0 0 0
message @recieved
setflag 0x200
Release
End

#ORG @gotit
message @howis
Release
End

#ORG @recieved
=Here is pikachu!

#ORG @howis
=How is pikachu doing?
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  #61    
Old June 4th, 2008, 07:10 AM
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Oh, I'm using a script test Rom for Fire Red.
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  #62    
Old June 4th, 2008, 07:10 AM
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Quote:
Originally Posted by hockeypanda32 View Post
So according to you Zodiac something like this would work!

Code:
#Dynamic 0x800000

#ORG @Main
Lock
FacePlayer
checkflag 0x200
if b_true goto @gotit
GivePokemon 25 5 4 0 0 0
message @recieved
setflag 0x200
Release
End

#ORG @gotit
message @howis
Release
End

#ORG @recieved
=Here is pikachu!

#ORG @howis
=How is pikachu doing?
That will work fine. Except I think you need a space after the "=" in Text Scripts.
Code:
#ORG @recieved
=Here is pikachu!

#ORG @howis
=How is pikachu doing?
Should be
Code:
#ORG @recieved
= Here is pikachu!

#ORG @howis
= How is pikachu doing?
Quote:
Originally Posted by Eeveon View Post
Oh, I'm using a script test Rom for Fire Red.
Oh, well... If it can wait a few days the new version of XSE will have color codes included. Otherwise, PM me, and I'll explain.
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Last edited by Darthatron; June 4th, 2008 at 07:17 AM. Reason: Beep boop. I am a robot.
  #63    
Old June 4th, 2008, 07:22 AM
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I'm quite sure I used colour codes with XSE O.o
I'll try it out again, but I'm sure it was with XSE......
just wrote \c\h01\h04 (code for red).
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  #64    
Old June 4th, 2008, 08:24 AM
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I need halp with a script I made... To get your first pokemon you talk to this guy, he just says "test blah blah blah" then you get a Houndour and music plays and a txt box pops up saying "[PLAYER] recieved a HOUNDOUR!" but after that box the "test blah blah blah" box comes back and so does the "[PLAYER] recieved a HOUNDOUR!" then it just stops. How do I make it not repeat the second time? this is the script its not fully complete but the whole repeat thing bugs me...

#dynamic 800109

#org @starterpkm
lock
faceplayer
checkflag 0x200
if 0x1 goto @father1
msgbox @houndour
callstd 0x6
goto @houndourget
release
end

#org @father1
lock
faceplayer
msgbox @well
callstd 0x6
release
end

#org @houndour
= test blah blah blah

#org @houndourget
lock
fanfare 0x13E
msgbox2 @houndourget2
waitmsgbox
waitfanfare
callstd 0x6
givepokemon 0xE4 0x5 0x0 0x0 0x0 0x000000 0x00
setflag 0x200
setflag 0x828
release
end

#org @houndourget2
= \v\h01 received a HOUNDOUR!

#org @well
= You already have a pokemon
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  #65    
Old June 4th, 2008, 09:57 AM
Dr.Razor's Avatar
Dr.Razor
Yellow Remaker
 
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Location: Switzerland
I show my method tu use XSE:
-Insert script with Poketscript
-Then decompile the script with XSE
-Edit it
-Compile it.

I use this way because i don't like very much dynamic system
and i can edit the script easily with XSE

Hope it will help someone^^

Ps:Sorry for my english.
  #66    
Old June 4th, 2008, 10:01 AM
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Mike2494
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Well, why do you have two setflags, try giving the 0x828 just away. I am not a XSE-Pro, I am also only learning right now, but I know some stuff about PokeScript..so yeah..
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  #67    
Old June 4th, 2008, 10:17 AM
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Quote:
Originally Posted by Mike2494 View Post
Well, why do you have two setflags, try giving the 0x828 just away. I am not a XSE-Pro, I am also only learning right now, but I know some stuff about PokeScript..so yeah..
The 0x828 flag is the flag that enables you to view your pokemon status, this flag is enabled when you choose your starter pokemon. Since this is your starter pokemon I need to enable that flag, or else you just get the pokemon and can't check its status.
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  #68    
Old June 4th, 2008, 03:49 PM
~Teh Panda~'s Avatar
~Teh Panda~
Sea of Dreams - Redux
 
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Quote:
Originally Posted by Darthatron View Post
That will work fine. Except I think you need a space after the "=" in Text Scripts.
Code:
#ORG @recieved
=Here is pikachu!

#ORG @howis
=How is pikachu doing?
Should be
Code:
#ORG @recieved
= Here is pikachu!

#ORG @howis
= How is pikachu doing?

Oh, well... If it can wait a few days the new version of XSE will have color codes included. :) Otherwise, PM me, and I'll explain.
My script glitches, when I talk to the person assigned with this it shows no text but gives the poke, then when I go to bag, you change your character to the giver of the pokemon! What did I do wrong, here is my improved script

Spoiler:
#Dynamic 0x71A2EC

#ORG @Main
Lock
FacePlayer
checkflag 0x200
if b_true goto @gotit
GivePokemon 25 5 4 0 0 0
message @recieved
setflag 0x200
Release
End

#ORG @gotit
message @howis
Release
End

#ORG @recieved
= Here is pikachu!

#ORG @howis
= How is pikachu doing?
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  #69    
Old June 4th, 2008, 07:44 PM
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Quote:
Originally Posted by hockeypanda32 View Post
My script glitches, when I talk to the person assigned with this it shows no text but gives the poke, then when I go to bag, you change your character to the giver of the pokemon! What did I do wrong, here is my improved script

Spoiler:
#Dynamic 0x71A2EC

#ORG @Main
Lock
FacePlayer
checkflag 0x200
if b_true goto @gotit
GivePokemon 25 5 4 0 0 0
message @recieved
setflag 0x200
Release
End

#ORG @gotit
message @howis
Release
End

#ORG @recieved
= Here is pikachu!

#ORG @howis
= How is pikachu doing?
This happened to me, If you change maps before going to the bag it shouldnt switch characters. I wish I could tell you how to fix it, but if you do let me know I would like to fix that on mine too
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  #70    
Old June 4th, 2008, 07:51 PM
~Teh Panda~'s Avatar
~Teh Panda~
Sea of Dreams - Redux
 
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Quote:
Originally Posted by Jamiras843 View Post
This happened to me, If you change maps before going to the bag it shouldnt switch characters. I wish I could tell you how to fix it, but if you do let me know I would like to fix that on mine too :)
Ya I fixed the change character thing by making it say if b_false goto @recieved instead of message @recieved after the givepokemon but placed it before the givepokemon! Now I am giong to try to move the givepokemon script to one of the subscripts and see if any positive results happen.
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  #71    
Old June 4th, 2008, 08:16 PM
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ZodiacDaGreat
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Quote:
#Dynamic 0x71A2EC

#ORG @Main
Lock
FacePlayer
checkflag 0x200
if b_true goto @gotit
GivePokemon 0x25 0x5 0x4 0x0 0x0 0x0
message @recieved
boxset 0x2
setflag 0x200
Release
End

#ORG @gotit
message @howis
boxset 0x2
End

#ORG @recieved
= Here is pikachu!

#ORG @howis
= How is pikachu doing?
here, its a bit improved, I did it in a rush, tell me if there's errors. Um, you've forgot to put boxset under message. There's no need to use CAPs(Uppercase) but thats upto you.
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  #72    
Old June 4th, 2008, 08:22 PM
~Teh Panda~'s Avatar
~Teh Panda~
Sea of Dreams - Redux
 
Join Date: Aug 2007
Quote:
Originally Posted by ZodiacDaGreat View Post
here, its a bit improved, I did it in a rush, tell me if there's errors. Um, you've forgot to put boxset under message. There's no need to use CAPs(Uppercase) but thats upto you.
Thanks, it worked, time to add my movement script, this is gonna be the beginning of new hack!

My Movement script is like this and when I compile and open it adds every movement so it confuses itself while moving and freezes, why is it doing this!
Code:
#dynamic 0x71A2E0

#org @beginning
lockall
checkflag 0x200
if b_true goto @gotit
applymovement 0x2 0x71A2E0
applymovement MOVE_PLAYER 0x71A41C
waitmovement 0x0
call 0x71A41C
boxset 0x2
releaseall
end

'-----------
' Movements
'-----------
#org 0x71A2E0
#raw 12 'Step Left (Normal)
#raw 4A 'Face player
#raw FE 'End of Movements

#org @gotit
release
end
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Last edited by ~Teh Panda~; June 4th, 2008 at 08:44 PM.
  #73    
Old June 4th, 2008, 10:50 PM
Darthatron's Avatar
Darthatron
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Quote:
Originally Posted by hockeypanda32 View Post
Thanks, it worked, time to add my movement script, this is gonna be the beginning of new hack!

My Movement script is like this and when I compile and open it adds every movement so it confuses itself while moving and freezes, why is it doing this!
Code:
#dynamic 0x71A2E0

#org @beginning
lockall
checkflag 0x200
if b_true goto @gotit
applymovement 0x2 0x71A2E0
applymovement MOVE_PLAYER 0x71A41C
waitmovement 0x0
call 0x71A41C
boxset 0x2
releaseall
end

'-----------
' Movements
'-----------
#org 0x71A2E0
#raw 12 'Step Left (Normal)
#raw 4A 'Face player
#raw FE 'End of Movements

#org @gotit
release
end
First off, you really shouldn't be using a mix of Dynamic and Static Offsets in your script. This makes it kind of difficult to read...

If possible could you show me the fully non-compiled script? Unless you don't have one... In which case please PM me with exactly what you want the script to do and I'll write you up a script and show you exactly what each command does.
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  #74    
Old June 5th, 2008, 01:02 AM
Charliezard's Avatar
Charliezard
A wild shroomish appeared!
 
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Code:
#Dynamic 0x3B4D84

#org @Main
Lock
FacePlayer
Message @Speak
BoxSet 0x06
release
end
#org @Speak
= "Hey!"
That's my script. :)
On Advance Map I create a person, Their Offset is 71A284
Their script offset is 3B4D84.
I click "Open script" in advance map and XSE opens up with FireRed as file and 3B4D84 as the offset.
That's when I put this in
Code:
#Dynamic 0x3B4D84

#org @Main
Lock
FacePlayer
Message @Speak
BoxSet 0x06
release
end
#org @Speak
= "Hey!"
Same code again :P
And hit Compile. It says it worked but it doesn't...Whenever I re open the script offset 3B4D84 It gives me a blank page...almost
Code:
'-----------------------
#org 0x3B4D84
And the person doesn't talk to me ingame. What am I doing wrong?
  #75    
Old June 5th, 2008, 01:24 AM
ZodiacDaGreat's Avatar
ZodiacDaGreat
Working on a Mobile System
 
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Quote:
And the person doesn't talk to me ingame. What am I doing wrong?
lol, you're not supposed to use offsets anyhow, try looking for lot of FF's(byte 0xFF), FF means free space, other than that it means its used. Try to optimise your script also:

Quote:
#Dynamic 0x3B4D84

#org @Main
Lock
FacePlayer
Message @Speak
BoxSet 0x06
release
end
#org @Speak
= "Hey!"
to:
Quote:
#dynamic 0xYour Free Space Offset
#org @Main
message @speak
boxset 0x2 ' 0x2 contains a builtin faceplayer and lock
end

#org @speak
= "Hey!"
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