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Old February 29th, 2008, 09:44 PM
thethethethe
Gym Leader
 
Join Date: Jun 2007
Location: Melbourne, Australia
Gender: Male

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thethethethe's Pokescript Scripting Tutorial

Do Not Take Without Permission

Before I begin, I'd like to give thanks, to Dabomstew, Irish Witch, Foullump, Earthsvisitor, Mastermind X, loading_NOW, score_under and The Rom Raiders team (namely Hackmew, D-Trough and Wuggles); for commands, that I've found out about through tutorials and programs, and even just asking things, thanks.
Now a little background into why I'm writing this. I wrote a scripting tutorial to post at Phcompany, and I was looking at it and I thought, WOW, this is really outdated. Some of the stuff, was even wrong. Then I looked over at PC, and I saw the stacks and stacks of scripting tutorials, all covering the same basic commands over and over and over again. So I decided I'll make ammends for my poor tutorial and fix it up with this new one, and also end the trend of scripting tutorials posting the same things over and over.
Also please note. I won't be including all commands, because first of all, not all are known, and second of all, I consider some of them useless. Ones I consider useless will NOT be included with an explanation.

I think since, it's a Pokescript tutorial, I should give a little info on Pokescript.
Pokescript is a program created by Irish Witch. This program is, in my opinion, easier to use than other scripting programs like scriptED and Diamond Cutter.
Some important features of Pokescript are:
Dynamic offsets
You don't need to assign the hex pointer. It will do that for you.
Option of Using Decimal and Hex Values.
To make it easier. Instead of having to use 0x64, you can just use 100. But remember, if "0x" is infront of the number, it's a hex number.

This tutorial is going to cover a lot in detail.
The way I'll explain everything is, to show a script at the beginning and then explain everything "new" after it.
Please note, because I prefer to hack Fire Red over Ruby, some scripts are written to suit Fire Red/Leaf Green, and NOT Ruby/Sappire/Emerald.

I think I'll start with pointers.

Pointers

Pokescript automatically assigns the script to the rom, therefore, unlike it's opposition; ScriptED and Diamond Cutter, you can just use a random name for each pointer.
So we can use any random name for the pointer. It could be, for example...
$aaaaaaa ; $hellomynameisthethethethe ; $1234567890
As long as there are no spaces in it, and pointers aren't "doubled up" the pointer will work.
So as an example these won't work
$a a a a a a ; $hello my name is thethethethe.

Message Script

Now I can move onto a normal message script.
Code:
#org $start
lock
faceplayer
message $1
boxset 6
release
end

#org $1
$1 1 =Hi.\nWelcome to my tutorial!
I'll begin at the top of the script and work my way down.
#org $start marks the beginning of the script. It shows that it's the beginning.
lock will lock your player so that while this script is "in motion" the player won't be able to move.
faceplayer is used to make the sprite you are interacting with, face you.
message is used when you want a message to display on the screen. It is followed by a pointer that will be placed at the bottom as shown.
The actual message will appear like this.

Quote:
Hi.
Welcome to my tutorial.
I'll explain the other types, like \p and \l and others, a little later.

Now the boxset. Boxset MUST follow a message. Without this the message box, wont appear. In this case I've used boxset 6. I'll cover more later. boxset may also appear as callstd.
Now we use release. This will release the locked player.
And end will do what it's name says, and end the script.

Extra Message Info

There are lots of other little add ons that can be used with the message. Here's a short list, before I explain them.
Quote:
\c
\h
\n
\l
\p
\v
I'll go in order of this list.
\c usually refers to a colour.
So in this type of message
Quote:
\c\h01\h02You recieved a Pokemon
Will appear in a black text. But there are some more colours.
Here's a short list.
Fire Red/Leaf Green
Spoiler:
Code:
White - \c\h01\h00
Black - \c\h01\h02
Grey - \c\h01\h03
Red - \c\h01\h04
Orange - \c\h01\h05
Dark Green - \c\h01\h06
Cyan - \c\h01\h07
Blue - \c\h01\h08
Light Blue - \c\h01\h09

Ruby/Sapphire I'd assume that they work for Emerald too, but I haven't actually tested it yet.
Spoiler:
Code:
White - \c\h01\h01
Red - \c\h01\h02
Grey - \c\h01\h03
Blue - \c\h01\h04
Black - \c\h01\h09
Pink - \c\h01\h0C
Brown - \c\h01\h0D


\h is used with hex values. Here's an example.
Quote:
Here's \hB7100
That \hB7 is the currency sign of the Pokemon world.
So in this example, I'm goint to use "$", here's an example.
Quote:
Here's $100
Here's a Table for all the hex codes of each symbol.
Spoiler:
00=
01=À
02=Á
03=Â
04=Ç
05=È
06=É
07=Ê
08=Ë
09=Ì
0B=Î
0C=Ï
0D=Ò
0E=Ó
0F=Ô
10=Æ
11=Ù
12=Ú
13=Û
14=Ñ
15=ß
16=à
17=á
19=ç
1A=è
1B=é
1C=ê
1D=ë
1E=ì
20=î
21=ï
22=ò
23=ó
24=ô
25=æ
26=ù
27=ú
28=û
29=ñ
2A=º
2B=ª
2C=·
2D=&
2E=+
34=[Lv]
35==
36=;
51=¿
52=¡
53=[PK]
54=[MN]
55=[PO]
56=[Ke]
57=[BL]
58=[OC]
59=[K]
5A=Í
5B=%
5C=(
5D=)
68=â
6F=í
79=[U]
7A=[D]
7B=[L]
7C=[R]
A1=0
A2=1
A3=2
A4=3
A5=4
A6=5
A7=6
A8=7
A9=8
AA=9
AB=!
AC=?
AD=.
AE=-
AF=·
B0=[...]
B1="
B2=["]
B3='
B4=[']
B5=[m]
B6=[f]
B7=$
B8=,
B9=[x]
BA=/
BB=A
BC=B
BD=C
BE=D
BF=E
C0=F
C1=G
C2=H
C3=I
C4=J
C5=K
C6=L
C7=M
C8=N
C9=O
CA=P
CB=Q
CC=R
CD=S
CE=T
CF=U
D0=V
D1=W
D2=X
D3=Y
D4=Z
D5=a
D6=b
D7=c
D8=d
D9=e
DA=f
DB=g
DC=h
DD=i
DE=j
DF=k
E0=l
E1=m
E2=n
E3=o
E4=p
E5=q
E6=r
E7=s
E8=t
E9=u
EA=v
EB=w
EC=x
ED=y
EE=z
EF=[>]
F0=:
F1=Ä
F2=Ö
F3=Ü
F4=ä
F5=ö
F6=ü
F7=[u]
F8=[d]
F9=[l]
FA=\l
FB=\p
FC=\c
FD=\v
FE=\n
FF=\x


\n is used in text when we want to go to a new line. So in this message line.
Quote:
Hi.\nWelcome.
It would appear like this.

Quote:
Hi.
Welcome.
\l is used in text for a new line. But it can only be used after \n has already been used.
So in this message line.
Quote:
Hi.\nWelcome home.\lPlease put your bags up-\lstairs.
This will appear like this.

Quote:
Hi.
Welcome home.
Please put your bags up-
stairs.
\p is used when we want the text to continue in a new box. So in this message line.
Quote:
...\p...\p...\pThat's Right!
This will appear like this. An empty line means a new box.

Quote:
...

...

...

That's Right!
\v is used when we want display stored text. So here's an example.
Quote:
Hi \v\h01!\n\v\h06 is looking for you.
This would appear like this.
Quote:
Hi [PLAYER'S NAME]
[RIVAL'S NAME] is looking for you.
Flags

Before I continue. I'm going to just add something on flags.
Flags are very useful when you need an event to only occur once or if you want a person to disappear.
We can set a flag, and if we want an overworld, to dissappear we have to assign the set flag to the OW's, people ID in advancemap. But I'll go into more detail on that later.
Many flags are used within the game already. So if you plan on leaving scripts that are already in the rom, you'll need to be more careful on what flags you use, because flags can only really be used once.
If you want some flags that are not used in the rom as a start, here's a few. 0x200 - 0x29F, 500-79F, 1000-109F. But you'll find more if you experiment with them.

I'll have to do a bit of explaining here, so I'll start with preventing events to happen.
Code:
#org $start
lock
faceplayer
checkflag 0x200
if b_true goto $done
message $1
boxset 6
setflag 0x200
release
end

#org $done
message $2
boxset 6
clearflag 0x200
release
end
We've already covered lock and faceplayer, so we'll go to checkflag.
checkflag checks if a flag has been set. Checkflag is usually followed by an if line.
When using the if line after checkflag it contains either a b_true or b_false. b_true, meaning, that if the flag is set goto ${pointer}, and if not it will continue with the script. Similiarly, b_false checks if the flag is NOT set, and if it isn't it will goto ${pointer}, and if the flag is set, the script will continue without going to the pointer.
This pointer used in if b_true goto $done it points to another part of the script as you can see in the script.

As you can see the if b_true goto $done points to a different part of a script as shown with the #org $done
Here we have a message and a new command, clearflag.
Once flags are set they can be "unset" with the command clearflag.
Clearflag has to be followed by the flag number.
And here we are at the end of the script.

But there is more than one way to use a flag. Some flags have some sort of game function. I'll explain that in the next part.

Givepokemon

Givepokemon does exactly what it says. It gives the player a Pokemon. Here's my example script. There will be quite a few new commands here.
Code:
#org $start
checkflag 0x828
if b_true goto $done
message $1
boxset 5
compare LASTRESULT 0x1
if b_true goto $take
message $2
boxset 6
release
end

#org $take
givepokemon 4 5 0
fanfare 0x13E
message $3
boxset 4
waitfanfare
#raw 0x68
setflag 0x828
message $4
boxset 5
compare LASTRESULT 0x1
if b_true gosub $name
message $5
boxset 6
release
end

#org $name
call 0x1A74EB
return

#org $done
message $6
boxset 6
release
end

#org $1
$1 1 =I'm sorry, I can't take care\nof my Charmander.\pCan you take care of it for me?

#org $2
$2 1 =That's okay. I'm sure someone\nelse will take it.

#org $3
$3 1 =\c\h01\h02You received a Charmander!

#org $4
$4 1 =\c\h01\h02Would you like to rename Charmander?

#org $5
$5 1 =Take Care of Charmander.

#org $6
$6 1 =I hope you're taking good care of\nCharmander.
Okay. There's a lot here I need to explain.
I guess I'll start from the top.

checkflag and the if line, we have already covered.
Message has also been covered, but boxset 5hasn't.
boxset 5 does a similar job to boxset 6, but this box also gives us the option of a Yes/No box on the screen aswell. Obviously this would be used if you want to ask someone a question.
boxset 5 is usually followed by a compare line.
compare needs the variable, which in this case is LASTRESULT and also a value, which in this case is 1.
LASTRESULT is a useful variable that most commands store values in.
When using compare after a boxset 5, you only have two options for the value, 0, which is NO and 1, which is YES.
This compare LASTRESULT 0x1, will check if you pressed YES and of course, compare LASTRESULT 0x0 will check if you pressed NO.
This if line that follows the compare line does the same thing as what it does for checkflag. if b_true will check if the button pressed matches the compared value and if it is, it will goto ${pointer} and if not, it will continue the script.
Then we have a Normal Message and the end of the script. So I'll now move onto the next part.

The first new command here is givepokemon.
givepokemon uses three values. The first is the Pokemon, the second being the level and the third being the Item Held.
So in the script above, mine shows....
[code]givepokemon (Charmander) (Level 4) (No Item)[/i]
Just in case, you don't already have one, here's a list of Pokemon and Items.

Pokemon
Spoiler:
BULBASAUR 1
IVYSAUR 2
VENUSAUR 3
CHARMANDER 4
CHARMELEON 5
CHARIZARD 6
SQUIRTLE 7
WARTORTLE 8
BLASTOISE 9
CATERPIE 10
METAPOD 11
BUTTERFREE 12
WEEDLE 13
KAKUNA 14
BEEDRILL 15
PIDGEY 16
PIDGEOTTO 17
PIDGEOT 18
RATTATA 19
RATICATE 20
SPEAROW 21
FEAROW 22
EKANS 23
ARBOK 24
PIKACHU 25
RAICHU 26
SANDSHREW 27
SANDSLASH 28
NIDORAN|w| 29
NIDORINA 30
NIDOQUEEN 31
NIDORAN|m| 32
NIDORINO 33
NIDOKING 34
CLEFAIRY 35
CLEFABLE 36
VULPIX 37
NINETALES 38
JIGGLYPUFF 39
WIGGLYTUFF 40
ZUBAT 41
GOLBAT 42
ODDISH 43
GLOOM 44
VILEPLUME 45
PARAS 46
PARASECT 47
VENONAT 48
VENOMOTH 49
DIGLETT 50
DUGTRIO 51
MEOWTH 52
PERSIAN 53
PSYDUCK 54
GOLDUCK 55
MANKEY 56
PRIMEAPE 57
GROWLITHE 58
ARCANINE 59
POLIWAG 60
POLIWHIRL 61
POLIWRATH 62
ABRA 63
KADABRA 64
ALAKAZAM 65
MACHOP 66
MACHOKE 67
MACHAMP 68
BELLSPROUT 69
WEEPINBELL 70
VICTREEBEL 71
TENTACOOL 72
TENTACRUEL 73
GEODUDE 74
GRAVELER 75
GOLEM 76
PONYTA 77
RAPIDASH 78
SLOWPOKE 79
SLOWBRO 80
MAGNEMITE 81
MAGNETON 82
FARFETCH'D 83
DODUO 84
DODRIO 85
SEEL 86
DEWGONG 87
GRIMER 88
MUK 89
SHELLDER 90
CLOYSTER 91
GASTLY 92
HAUNTER 93
GENGAR 94
ONIX 95
DROWZEE 96
HYPNO 97
KRABBY 98
KINGLER 99
VOLTORB 100
ELECTRODE 101
EXEGGCUTE 102
EXEGGUTOR 103
CUBONE 104
MAROWAK 105
HITMONLEE 106
HITMONCHAN 107
LICKITUNG 108
KOFFING 109
WEEZING 110
RHYHORN 111
RHYDON 112
CHANSEY 113
TANGELA 114
KANGASKHAN 115
HORSEA 116
SEADRA 117
GOLDEEN 118
SEAKING 119
STARYU 120
STARMIE 121
MR. MIME 122
SCYTHER 123
JYNX 124
ELECTABUZZ 125
MAGMAR 126
PINSIR 127
TAUROS 128
MAGIKARP 129
GYARADOS 130
LAPRAS 131
DITTO 132
EEVEE 133
VAPOREON 134
JOLTEON 135
FLAREON 136
PORYGON 137
OMANYTE 138
OMASTAR 139
KABUTO 140
KABUTOPS 141
AERODACTYL 142
SNORLAX 143
ARTICUNO 144
ZAPDOS 145
MOLTRES 146
DRATINI 147
DRAGONAIR 148
DRAGONITE 149
MEWTWO 150
MEW 151
CHIKORITA 152
BAYLEEF 153
MEGANIUM 154
CYNDAQUIL 155
QUILAVA 156
TYPHLOSION 157
TOTODILE 158
CROCONAW 159
FERALIGATR 160
SENTRET 161
FURRET 162
HOOTHOOT 163
NOCTOWL 164
LEDYBA 165
LEDIAN 166
SPINARAK 167
ARIADOS 168
CROBAT 169
CHINCHOU 170
LANTURN 171
PICHU 172
CLEFFA 173
IGGLYBUFF 174
TOGEPI 175
TOGETIC 176
NATU 177
XATU 178
MAREEP 179
FLAAFFY 180
AMPHAROS 181
BELLOSSOM 182
MARILL 183
AZUMARILL 184
SUDOWOODO 185
POLITOED 186
HOPPIP 187
SKIPLOOM 188
JUMPLUFF 189
AIPOM 190
SUNKERN 191
SUNFLORA 192
YANMA 193
WOOPER 194
QUAGSIRE 195
ESPEON 196
UMBREON 197
MURKROW 198
SLOWKING 199
MISDREAVUS 200
UNOWN 201
WOBBUFFET 202
GIRAFARIG 203
PINECO 204
FORRETRESS 205
DUNSPARCE 206
GLIGAR 207
STEELIX 208
SNUBBULL 209
GRANBULL 210
QWILFISH 211
SCIZOR 212
SHUCKLE 213
HERACROSS 214
SNEASEL 215
TEDDIURSA 216
URSARING 217
SLUGMA 218
MAGCARGO 219
SWINUB 220
PILOSWINE 221
CORSOLA 222
REMORAID 223
OCTILLERY 224
DELIBIRD 225
MANTINE 226
SKARMORY 227
HOUNDOUR 228
HOUNDOOM 229
KINGDRA 230
PHANPY 231
DONPHAN 232
PORYGON2 233
STANTLER 234
SMEARGLE 235
TYROGUE 236
HITMONTOP 237
SMOOCHUM 238
ELEKID 239
MAGBY 240
MILTANK 241
BLISSEY 242
RAIKOU 243
ENTEI 244
SUICUNE 245
LARVITAR 246
PUPITAR 247
TYRANITAR 248
LUGIA 249
HO-OH 250
CELEBI 251
TREECKO 277
GROVYLE 278
SCEPTILE 279
TORCHIC 280
COMBUSKEN 281
BLAZIKEN 282
MUDKIP 283
MARSHTOMP 284
SWAMPERT 285
POOCHYENA 286
MIGHTYENA 287
ZIGZAGOON 288
LINOONE 289
WURMPLE 290
SILCOON 291
BEAUTIFLY 292
CASCOON 293
DUSTOX 294
LOTAD 295
LOMBRE 296
LUDICOLO 297
SEEDOT 298
NUZLEAF 299
SHIFTRY 300
NINCADA 301
NINJASK 302
SHEDINJA 303
TAILLOW 304
SWELLOW 305
SHROOMISH 306
BRELOOM 307
SPINDA 308
WINGULL 309
PELIPPER 310
SURSKIT 311
MASQUERAIN 312
WAILMER 313
WAILORD 314
SKITTY 315
DELCATTY 316
KECLEON 317
BALTOY 318
CLAYDOL 319
NOSEPASS 320
TORKOAL 321
SABLEYE 322
BARBOACH 323
WHISCASH 324
LUVDISC 325
CORPHISH 326
CRAWDAUNT 327
FEEBAS 328
MILOTIC 329
CARVANHA 330
SHARPEDO 331
TRAPINCH 332
VIBRAVA 333
FLYGON 334
MAKUHITA 335
HARIYAMA 336
ELECTRIKE 337
MANECTRIC 338
NUMEL 339
CAMERUPT 340
SPHEAL 341
SEALEO 342
WALREIN 343
CACNEA 344
CACTURNE 345
SNORUNT 346
GLALIE 347
LUNATONE 348
SOLROCK 349
AZURILL 350
SPOINK 351
GRUMPIG 352
PLUSLE 353
MINUN 354
MAWILE 355
MEDITITE 356
MEDICHAM 357
SWABLU 358
ALTARIA 359
WYNAUT 360
DUSKULL 361
DUSCLOPS 362
ROSELIA 363
SLAKOTH 364
VIGOROTH 365
SLAKING 366
GULPIN 367
SWALOT 368
TROPIUS 369
WHISMUR 370
LOUDRED 371
EXPLOUD 372
CLAMPERL 373
HUNTAIL 374
GOREBYSS 375
ABSOL 376
SHUPPET 377
BANETTE 378
SEVIPER 379
ZANGOOSE 380
RELICANTH 381
ARON 382
LAIRON 383
AGGRON 384
CASTFORM 385
VOLBEAT 386
ILLUMISE 387
LILEEP 388
CRADILY 389
ANORITH 390
ARMALDO 391
RALTS 392
KIRLIA 393
GARDEVOIR 394
BAGON 395
SHELGON 396
SALAMENCE 397
BELDUM 398
METANG 399
METAGROSS 400
REGIROCK 401
REGICE 402
REGISTEEL 403
KYOGRE 404
GROUDON 405
RAYQUAZA 406
LATIAS 407
LATIOS 408
JIRACHI 409
DEOXYS 410
CHIMECHO 411


Items
Spoiler:
Master Ball 1
Ultra Ball 2
Great Ball 3
Poké Ball 4
Safari Ball 5
Net Ball 6
Dive Ball 7
Nest Ball 8
Repeat Ball 9
Timer Ball 10
Luxury Ball 11
Premier Ball 12
Potion 13
Antidote 14
Burn Heal 15
Ice Heal 16
Awakening 17
Parlyz Heal 18
Full Restore 19
Max Potion 20
Hyper Potion 21
Super Potion 22
Full Heal 23
Revive 24
Max Revive 25
Fresh Water 26
Soda Pop 27
Lemonade 28
Moomoo Milk 29
Energypowder 30
Energy Root 31
Heal Powder 32
Revival Herb 33
Ether 34
Max Ether 35
Elixir 36
Max Elixir 37
Lava Cookie 38
Blue Flute 39
Yellow Flute 40
Red Flute 41
Black Flute 42
White Flute 43
Berry Juice 44
Sacred Ash 45
Shoal Salt 46
Shoal Shell 47
Red Shard 48
Blue Shard 49
Yellow Shard 50
Green Shard 51
HP Up 63
Protein 64
Iron 65
Carbos 66
Calcium 67
Rare Candy 68
PP Up 69
Zinc 70
PP Max 71
Guard Spec. 73
Dire Hit 74
X Attack 75
X Defend 76
X Speed 77
X Accuracy 78
X Special 79
Poké Doll 80
Fluffy Tail 81
Super Repel 83
Max Repel 84
Escape Rope 85
Repel 86
Sun Stone 93
Moon Stone 94
Fire Stone 95
Thunderstone 96
Water Stone 97
Leaf Stone 98
Tinymushroom 103
Big Mushroom 104
Pearl 106
Big Pearl 107
Stardust 108
Star Piece 109
Nugget 110
Heart Scale 111
Orange Mail 121
Harbor Mail 122
Glitter Mail 123
Mech Mail 124
Wood Mail 125
Wave Mail 126
Bead Mail 127
Shadow Mail 128
Tropic Mail 129
Dream Mail 130
Fab Mail 131
Retro Mail 132
Cheri Berry 133
Chesto Berry 134
Pecha Berry 135
Rawst Berry 136
Aspear Berry 137
Leppa Berry 138
Oran Berry 139
Persim Berry 140
Lum Berry 141
Sitrus Berry 142
Figy Berry 143
Wiki Berry 144
Mago Berry 145
Aguav Berry 146
Iapapa Berry 147
Razz Berry 148
Bluk Berry 149
Nanab Berry 150
Wepear Berry 151
Pinap Berry 152
Pomeg Berry 153
Kelpsy Berry 154
Qualot Berry 155
Hondew Berry 156
Grepa Berry 157
Tamato Berry 158
Cornn Berry 159
Magost Berry 160
Rabuta Berry 161
Nomel Berry 162
Spelon Berry 163
Pamtre Berry 164
Watmel Berry 165
Durin Berry 166
Belue Berry 167
Liechi Berry 168
Ganlon Berry 169
Salac Berry 170
Petaya Berry 171
Apicot Berry 172
Lansat Berry 173
Starf Berry 174
Enigma Berry 175
Brightpowder 179
White Herb 180
Macho Brace 181
Exp. Share 182
Quick Claw 183
Soothe Bell 184
Mental Herb 185
Choice Band 186
King's Rock 187
Silverpowder 188
Amulet Coin 189
Cleanse Tag 190
Soul Dew 191
Deepseatooth 192
Deepseascale 193
Smoke Ball 194
Everstone 195
Focus Band 196
Lucky Egg 197
Scope Lens 198
Metal Coat 199
Leftovers 200
Dragon Scale 201
Light Ball 202
Soft Sand 203
Hard Stone 204
Miracle Seed 205
Blackglasses 206
Black Belt 207
Magnet 208
Mystic Water 209
Sharp Beak 210
Poison Barb 211
Nevermeltice 212
Spell Tag 213
Twistedspoon 214
Charcoal 215
Dragon Fang 216
Silk Scarf 217
Up-grade 218
Shell Bell 219
Sea Incense 220
Lax Incense 221
Lucky Punch 222
Metal Powder 223
Thick Club 224
Stick 225
Red Scarf 254
Blue Scarf 255
Pink Scarf 256
Green Scarf 257
Yellow Scarf 258
Mach Bike 259
Coin Case 260
Itemfinder 261
Old Rod 262
Good Rod 263
Super Rod 264
S.S. Ticket 265
Contest Pass 266
Wailmer Pail 268
Devon Goods 269
Soot Sack 270
Basement Key 271
Acro Bike 272
PokéBlock Case 273
Letter 274
Eon Ticket 275
Red Orb 276
Blue Orb 277
Scanner 278
Go-goggles 279
Meteorite 280
Rm. 1 Key 281
Rm. 2 Key 282
Rm. 4 Key 283
Rm. 6 Key 284
Storage Key 285
Root Fossil 286
Claw Fossil 287
Devon Scope 288
TM01 289
TM02 290
TM03 291
TM04 292
TM05 293
TM06 294
TM07 295
TM08 296
TM09 297
TM10 298
TM11 299
TM12 300
TM13 301
TM14 302
TM15 303
TM16 304
TM17 305
TM18 306
TM19 307
TM20 308
TM21 309
TM22 310
TM23 311
TM24 312
TM25 313
TM26 314
TM27 315
TM28 316
TM29 317
TM30 318
TM31 319
TM32 320
TM33 321
TM34 322
TM35 323
TM36 324
TM37 325
TM38 326
TM39 327
TM40 328
TM41 329
TM42 330
TM43 331
TM44 332
TM45 333
TM46 334
TM47 335
TM48 336
TM49 337
TM50 338
HM01 339
HM02 340
HM03 341
HM04 342
HM05 343
HM06 344
HM07 345
HM08 346
Oak's Parcel 349
Poké Flute 350
Secret Key 351
Bike Voucher 352
Gold Teeth 353
Old Amber 354
Card Key 355
Lift Key 356
Helix Fossil 357
Dome Fossil 358
Silph Scope 359
Bicycle 360
Town Map 361
VS Seeker 362
Fame Checker 363
TM Case 364
Berry Pouch 365
Teachy TV 366
Tri-pass 367
Rainbow Pass 368
Tea 369
Mysticticket 370
Auroraticket 371
Powder Jar 372
Ruby 373
Sapphire 374


Now we have fanfare 0x13E. This is a jingle. It's a short bit of music that is played when you recieve something like a Pokemon or an item.
Then we have a message. The only difference here is that we have used boxset 4. Boxset 4 is different to boxset 6, because it will not close. But if it doesn't close, why would I use it? You'll just have to keep reading to find out.
waitfanfare will do what it's name displays. It will wait for the fanfare to finish, before it allows the script to continue. This boxset 4 has left the box open while we wait for the fanfare to end.
#raw 0x68, a very useful command in my script. This is a very useful command with boxset 4. It will basically, make the boxset 4 act as a boxset 6, so that it can now close when you press a button.
setflag 0x828... I wonder what this is for. In Fire Red and Leaf Green, this is very useful, as it activates the Pokemon option on Start Button Menu.
Here's a Short list of some of them. That's pretty much all thats needed, don't you think?
Flags
Spoiler:
Fire Red:
0x820 - First Badge
0x821 - Second Badge
0x822 - Third Badge
0x823 - Fourth Badge
0x824 - Fifth Badge
0x825 - Sixth Badge
0x826 - Seventh Badge
0x827 - Eighth Badge
0x828 - Pokemon Menu
0x829 - Pokedex Menu
0x82F - Running Shoes

Ruby/Sapphire:
0x800 - Pokemon Menu
0x801 - Pokedex Menu
0x802 - Pokenav Menu
0x807 - First Badge
0x808 - Second Badge
0x809 - Third Badge
0x80A - Fourth Badge
0x80B - Fifth Badge
0x80C - Sixth Badge
0x80D - Seventh Badge
0x80E - Eighth Badge
0x860 - Running Shoes

Emerald:
0x860 - Pokemon Menu
0x861 - Pokedex Menu
0x862 - Pokenav Menu

Now we have the
Code:
boxset 5
compare LASTRESULT 0x1
if b_true gosub $name
But look! We have something slightly different there. Instead of, if b_true goto $name, we have if b_true gosub $name.
If you use ScriptED this, is would just be if2 to you. Gosub, is somthing used in other programming languages, and is just used to say, "go there but you have to come back."
So let's look at what we have there, gosub $name, I guess that means that we are going to go look at $name
Here we have call 0x1A74EB. Call is used to call some other script within a rom. It can also call a part of your script, in that case it would appear,
Code:
call ${pointer}
But, I know what you're asking, what's at 0x1A74EB? Some people use the command namepokemon, but that isn't the most reliable command. So we use the namepokemon already in the rom, which is if you haven't figured it out yet, is at 0x1A74EB.
Now we have return, but what's that do, it just returns to wherevere it was called from or gosubed from. I didn't mention it earlier, but call should have a return wherever it is called from.
That return has brought us back to message $5. The rest is already explained, so now we can move onto the next part.

I think we'll move onto something similiar and go to...

Wildbattle

Code:
#org $start
lock
faceplayer
message $1
boxset 6
cry 0xA1 6
nop
nop
wildbattle 6 30 0x8B
fadescreen 0
#raw 0x53 0x0F 0x80
setflag 0x200
release
end

#org $1
$1 1 =CHARIZARD: Raaarrgghh!
I guess, now I can just not mention messages and boxsets, so I'll just start straight with cry.
Sorry but I have to get a little "advanced" here, but hopefully, I'll explain it well enough so that it sounds simple. When we script cry in hex it takes 6 bytes,
[cry] [bank] [pkmn] [pkmn] [buffer] [buffer]
In pokescript unfortunately it's only coded 4 of those six bytes, so now we need to add two bytes, which will act as those buffers. So I chose to just use two nops. To cover those buffers.
Oh wait, I forgot to explain Cry. First we have the command, and then it's followed by the bank. 0xA1, is the Pokemon cry bank. Then that is followed by the Pokemon, which in this case, is a Charizard.
Now Wildbattle. So in my script, we have.
Code:
wildbattle {Charizard} {Level 30} {Oran Berry}
So from there, I can explain, the first one is the Pokemon, the second is the level, and finally, the third is the item.
fadescreen is a command that is used to make the screen fade to black, and sometimes back. fadescreen 0x0 will create a blinking effect which will make it seem as if the Pokemon is there one second, and gone the next. There are more different fadescreen's but I'll cover some of those later in the tutorial.
Now we can move onto #raw 0x53 0x0F 0x80. This is very useful, as it makes the Overworld your interacting with dissappear. I'll go into a little more detail on #raw 0x53 0x0F 0x80 below in the spoiler, because it will be a little more complex than where we are at, at the moment.
Spoiler:
When we interact/talk with an OW, the people number is assigned to the variable 0x800F. So in the case of #raw 0x53 0x0F 0x80, it's showing, "remove sprite, (variable) 0x800F" It isn't actually a people no. 0x800F, it's just that the people no. is assigned to the variable.

#raw 0x53 can also be used a little differently and I'll explain that also a little later in the tutorial.
Remeber how I mentioned in Flags, how I mentioned something about the people id, in advancemap. This is where I'll be explaining that. Here, we've used the flag 0x200, so we are going to change the Overworld that this script is assigned to's people id to 0200. The people id, is used to make sure that the Overworld, doesn't continue to re-appear, but that is easier to learn via experience.
and that's it, I guess we can now move onto something else.

Checkgender

Code:
#org $start
lock
faceplayer
checkgender
compare LASTRESULT 0x0
if b_true goto $boy
compare LASTRESULT 0x1
if b_true goto $girl
end

#org $boy
message $1
boxset 6
release
end

#org $girl
message $2
boxset 6
release
end

#org $1
$1 1 =Hello Mr. \v\h01.

#org $2
$2 1 =Hello Ms. \v\h01.
So Checkgender, huh? I guess there isn't too much for me to explain here.
So we have the command Checkgender. Like most commands, it assigns a value to LASTRESULT. We check what this value is with compare LASTRESULT 0x*. The asterix just stands for what we are checking for. With checkgender, it assigns 0x0 to LASTRESULT for a male, and it assigns 0x1 to LASTRESULT for a female.
I've used two compare's but it can be alternitavely my script could also have been written like this.
Code:
#org $start
lock
faceplayer
checkgender
compare LASTRESULT 0x0
if b_true goto $boy
message $2
boxset 6
release
end

#org $boy
message $1
boxset 6
release
end

#org $1
$1 1 =Hello Mr. \v\h01.

#org $2
$2 1 =Hello Ms. \v\h01.
Or like this...
Code:
#org $start
lock
faceplayer
checkgender
compare LASTRESULT 0x1
if b_true goto $girl
message $1
boxset 6
release
end

#org $girl
message $2
boxset 6
release
end

#org $1
$1 1 =Hello Mr. \v\h01.

#org $2
$2 1 =Hello Ms. \v\h01.
It really just comes down to preference. Nothing is set in stone when it comes to scripting, there's always more than one way to do something, and I'll show some more examples of this later.
It think that's all that I need to explain for this.

Giveitem

Code:
#org $start
lock
faceplayer
checkflag 0x200
if b_true goto $done
message $1
boxset 5
compare LASTRESULT 0x1
if b_true goto $take
message $2
boxset 6
release
end

#org $done
message $3
boxset 6
release
end

#org $take
giveitem 13 1
message $3
boxset 6
setflag 0x200
release
end

#org $1
$1 1 =Hi I'm from the Cherrygrove\nPokemart.\pWhy don't you take this free\nsample.

#org $2
$2 1 =That's okay, I'm sure someone\nelse might enjoy it.

#org $3
$3 1 =If you want more you'll have\nto go to the pokemart to\lbuy them.
One thing you may notice about this script is that I've pointed to different parts of the script to the same pointer. This is not a mistake, you can do this. I added that here because I think it's a good thing for someone to know about.
Now onto the new things in this script. We have the giveitem command.
Giveitem will take two values, the item no. and the amount.
In my script I have used these.
giveitem {Potion} {One of them}
That's actually all you need to do for this command. It will automatically play a jingle, and it will automatically display a message saying "You recieved ............" That's actually all I need to explain.
WARNING: The most common mistake when people use this, is that they leave off the second number and forget about it. This will make the game go to a Red Screen, which you will not be able to come back from. Make sure you have both numbers used with this command.
How about we move onto some simple specials now.

Special

Code:
#org $start
lock
faceplayer
message $10
boxset 4
#raw 0x68
fadescreen 0x1
fanfare 0x100
special 0x0
waitfanfare
fadescreen 0x0
message $11
boxset 6
release
end

#org $10
$10 1 =What wonderful Pokèmon you\nhave there but they look like\lthey could use a break.

#org $11
$11 1 =Now they look better.\nDon't forget to visit.
For those who might be interested, this is actually part of a script from my hack.
Looks like I've used boxset 4 and #raw 0x68 again. I've also used fadescreen 0x1 aswell as fadescreen 0x0, another fanfare and special 0x0.
I'm going to do something different here. I'm going to start with the fadescreens? Do you still remember what fadescreen 0x0 does?
Spoiler:
That's right, it creates a blinking effect.

Fadescreen 0x1 is of course not the same as fadescreen 0x0, it actually fades the screen out to completely black. But I can guess what you're asking, how do we turn it back? We of course use fadescreen 0x0 to reverse the process, and return the screen to it's normal state.
Now that you should have an understnding of fadescreen 0x1, we can move backwards, and look at "Why I used boxset 4 instead of boxset 6.
I will be fully truthful with you on this. For some reason, that I can't explain, if we use boxset 6 before we use fadescreen 0x1 the box will remain open until we return to our normal screen with fadescreen 0x0, and once we are there we will see it close but I don't want that. It doesn't look very good. We want it to close before we come back from our black screen. I can't explain this, but for some reason, when we use boxset 4 and #raw 0x68, it does just that. So whenever you have a script like this, use boxset 4 before, we go to a fadescreen.
The fanfare is very useful in this script. In theory I could have used pause[size="1"](which is a command I have not covered yet), but I wanted to use the combination of fanfare 0x100 and waitfanfare.
For those who don't know, fanfare 0x100 is the healing jingle that is played when your mother heals your Pokemon. So now, with the help of waitfanfare, the screen will not return to normal until that jingle is completed.
Now all that's left is of course, special 0x0. This is a special command that will fully heal the Pokemon within your party. Useful isn't it?
I'm also going to include a short list of specials in spoiler right here, for whoever may want it.
Specials
Spoiler:
special 0x0 - Heal Pokemon
special 0x3C - Acess Bill's PC (FR/LG)
special 0x98 - Going up to Mountain (R/S)
special 0x9C - Wally Catch (R/S)
special 0x9F - choose A Pokemon (R/S)
special 0xE0 - Pokeblock Case (R/S)
special 0x10F - Restart Game
special 0x110 - Hall of Fame and Credits
special 0x111 - Elevator Animation
special 0x119 - Groudons Orb effect (R/S)
special 0x131 - Earthquake (R/S)
special 0x132 - Show Floors
special 0x136 - Earthquake (FR/LG)
special 0x137 - Lava Battle
special 0x156 - Battle with Ghost (FR/LG)
special 0x157 - Get on Bike (FR/LG)
special 0x161 - Start Surfing (FR/LG)
special 0x166 - Nickname
special 0x16F - Activate National Dex (FR/LG)
special 0x17B - Seagallop Animation
special 0x191 - SS. Anne Leaving
special 0x1F3 - Activate National Dex (Emerald)


Applymovement

Code:
#org $start
checkflag 0x828
if b_true goto $done
message $1
boxset 6
applymovement 0x04 $move
pausemove 0x0
applymovement 0xFF $move2
pause 0x30
message $2
boxset 6
playsound 0x13E
nop
applymovement 0x04 $move3
applymovement 0xFF $move3
pausemove 0
fadesound 0x12C
nop
release
end

#org $done
release
end

#org $move
#raw 0x62 0x12 0x12 0x12 0x12 0xFE

#org $move2
#raw 0x03 0xFE

#org $move3
#raw 0x13 0x13 0x13 0x13 0xFE

#org $1
$1 1 =Waaaiiiitttt!!!

#org $2
$2 1 =You can't go out there\nwithout your own Pokemon.\pWild Pokemon will hurt you.
What's new here? Applymovement, pausemove, pause, playsound and fadesound. I guess I'll explain them all in that order.
Applymovement is a very useful command that allows to show an overworld walking or running depending on what we want.
When we use applymovement, it has to be followed by a People Number, which is found here...



and a pointer to where our movements are. An overworld with a people number of "4", seems normal doesn't it? But what about one with 0xFF(256). There's never 256 Overworlds on the one map. 0xFF is the "Hero's" people number.
Now let's look at this movements in a simpler view.But First I'll have to give you a movements list won't I?
Ruby/Sapphire
Spoiler:
0x54 ' Hide
0x55 ' Show
0x56 ' Alert
0x57 ' Question
0x58 ' Love
0x5A ' Pokeball
0x10 ' Delay0
0x11 ' Delay1
0x12 ' Delay2
0x13 ' Delay3
0x14 ' Delay4

' Step
0x00 ' Down0
0x01 ' Up0
0x02 ' Left0
0x03 ' Right0
0x04 ' Down1
0x05 ' Up1
0x06 ' Left1
0x07 ' Right1
0x08 ' Down2
0x09 ' Up2
0x0A ' Left2
0x0B ' Right2
0x17 ' Left3
0x18 ' Right3
0x15 ' Down3
0x16 ' Up3
0x2D ' Down4
0x2E ' Up4
0x2F ' Left4
0x30 ' Right4

' Running
0x35 ' RunDown
0x36 ' RunUp
0x37 ' RunLeft
0x38 ' RunRight
0x7E ' RunDown2
0x7F ' RunUp2
0x80 ' RunLeft2
0x81 ' RunRight2

' Hop & Jump
0x0C ' HopTileDown
0x0D ' HopTileUp
0x0E ' HopTileLeft
0x0F ' HopTileRight
0x3A ' HighHopDown
0x3B ' HighHopUp
0x3C ' HighHopLeft
0x3D ' HighHopRight
0x46 ' HopDown
0x47 ' HopUp
0x48 ' HopLeft
0x49 ' HopRight
0x4A ' HopDown180
0x4B ' HopUp180
0x4C ' HopLeft180
0x4D ' HopRight180
0x42 ' JumpDown
0x43 ' JumpUp
0x44 ' JumpLeft
0x45 ' JumpRight

' Straf (May have glitches)
0x19 ' StDown1
0x1A ' StUp1
0x1B ' StLeft1
0x1C ' StRight1
0x1D ' StDown2
0x1E ' StUp2
0x1F ' StLeft2
0x20 ' StRight2
0x21 ' StDown3
0x22 ' StUp3
0x23 ' StLeft3
0x24 ' StRight3
0x25 ' StDown4
0x26 ' StUp4
0x27 ' StLeft4
0x28 ' StRight4
0x6A ' StDown1i
0x6B ' StUp1i
0x6C ' StLeft1i
0x6D ' StRight1i
0x6E ' StDown5
0x6F ' StUp5
0x70 ' StLeft5
0x71 ' StRight5

'Special
0x31 ' SlideFaceDown
0x32 ' SlideFaceUp
0x33 ' SlideFaceLeft
0x34 ' SlideFaceRight
0x86 ' IceSlideDown
0x87 ' IceSlideUp
0x88 ' IceSlideLeft
0x89 ' IceSlideRight

' Glitchy
0x3E ' Up0A
0x3F ' Down0A
0x4E ' Down0B
0x63 ' Up0B
0x65 ' Right0A
0x66 ' RunStopLoopDown
0x67 ' RunStopLoopUp
0x68 ' RunStopLoopLeft
0x69 ' RunStopLoopRight
0x72 ' Down15
0x73 ' Up15
0x74 ' Left15
0x75 ' Right15
0x7A ' Down6
0x7B ' Up6
0x7C ' Left6
0x7D ' Right6
0x82 ' Down7
0x83 ' Up7
0x84 ' Left7
0x85 ' Right7

' EXIT
0xFE

Fire Red/Leaf Green
Spoiler:
Face Down 0x00
Face Up 0x01
Face Left 0x02
Face Right 0x03
Step Down (Very Slow) 0x08
Step Up (Very Slow) 0x09
Step Left (Very Slow) 0x0A
Step Right (Very Slow) 0x0B
Step Down (Slow) 0x0C
Step Up (Slow) 0x0D
Step Left (Slow) 0x0E
Step Right (Slow) 0x0F
Step Down (Normal) 0x10
Step Up (Normal) 0x11
Step Left (Normal) 0x12
Step Right (Normal) 0x13
Jump Down 2 Squares 0x14
Jump Up 2 Squares 0x15
Jump Left 2 Squares 0x16
Jump Right 2 Squares 0x17
Step Down (Fast) 0x1D
Step Up (Fast) 0x1E
Step Left (Fast) 0x1F
Step Right (Fast) 0x20
Step on the Spot Down 0x21
Step on the Spot Up 0x22
Step on the Spot Left 0x23
Step on the Spot Right 0x24
Step on the Spot Down (Fast) 0x25
Step on the Spot Up (Fast) 0x26
Step on the Spot Left (Fast) 0x27
Step on the Spot Right (Fast) 0x28
Step on the Spot Down (Very Fast) 0x29
Step on the Spot Up (Very Fast) 0x2A
Step on the Spot Left (Very Fast) 0x2B
Step on the Spot Right (Very Fast) 0x2C
Face Down (Non-Instant) 0x2D
Face Up (Non-Instant) 0x2E
Face Left (Non-Instant) 0x2F
Face Right (Non-Instant) 0x30
Slide Down 0x31
Slide Up 0x32
Slide Left 0x33
Slide Right 0x34
Slide Down On Right Foot 0x3D
Slide Up On Right Foot 0x3E
Slide Left On Right Foot 0x3F
Slide Right On Right Foot 0x40
Slide Down On Left Foot 0x41
Slide Up On Left Foot 0x42
Slide Left On Left Foot 0x43
Slide Right On Left Foot 0x44
Face Player 0x4A
Face Away from Player 0x4B
Jump Down 1 Square 0x4E
Jump Up 1 Square 0x4F
Jump Left 1 Square 0x50
Jump Right 1 Square 0x51
Jump in Place (Facing Down) 0x52
Jump in Place (Facing Up) 0x53
Jump in Place (Facing Left) 0x54
Jump in Place (Facing Right) 0x55
Jump in Place (Facing Down->Up) 0x56
Jump in Place (Facing Up->Down) 0x57
Jump in Place (Facing Left->Right) 0x58
Jump in Place (Facing Right->Left) 0x59
Disappear 0x60
Reappear 0x61
"!" box popup 0x62
"?" box popup 0x63
"X" box popup 0x64
"!!" box popup 0x65
"^_^" box popup 0x66


Before we look at the movements in a different view, I should explain the layout of the movements at the pointer. It is set out in a similiar way to a message. We have #org $pointer first and then what's being written to the rom below that. So we add #raw and then the movements that we want. But remember, that if you forget to add 0xFE to the end of the movements, your script will not work.
Actually, you know what? I changed my mind, before we look at the movements we're going to look at pausemove and pause.
pausemove is one of the best commands that you will ever find. This isn't a command in scriptED, so I've heard it refered to as the "perfect pause" and that is exactly what it is. When used as pausemove 0x0, it will wait for the exact amount of time that it takes for the movements to end. Really helpful isn't it?
Now we have pause. pause will wait for a set amount of time. You have to actually add the amount that it will wait for. The way we work out how long we should pause for is,
{Let "a" be the amount of movements}
Pause time = 0x10 + 0x10a
Personally, I don't use this very often, I prefer to use pausemove almost all of the time. But later on I might show where using pause instead of pausemove can be better.

Okay now, no more sidetracking, let's look at the movements.Lets look at the script withouta anything but the applymovements, pause and pausemoves. This leaves us with this.
Code:
#org $start
applymovement 0x04 $move
pausemove 0x0
applymovement 0xFF $move2
pause 0x30
applymovement 0x04 $move3
applymovement 0xFF $move3
pausemove 0
release
end

#org $move
#raw 0x62 0x12 0x12 0x12 0x12 0xFE

#org $move2
#raw 0x03 0xFE

#org $move3
#raw 0x13 0x13 0x13 0x13 0xFE
The first two applymovements are in a completely normal setup.
ie. applymovement 0xXX $YYYYYY
pausemove/pause

But let's look at the next set of movements. It's set up differently. We have two applymovements before we have some sort of pause. What would happen if I did that? They would both move at the same time. This is sometimes referred to as "follow-me." With a "follow-me" we can use as many applymovements before the pause as we want. This can be useful if we wanted a "group" to walk together. We can have three, four, five, six, however many you want.I think that's all there is to the applymovement command.

Now we can move onto that playsound. Doesn't something look a little familiar about this? It is followed by a nop. Similiar to cry, isn't it? So I guess I'll explain in a similiar way, why the nop is there.
When we script playsound in hex we need 4 bytes to get it to work. Here's a short summary of what we need:
[playsound] [song] [song] [buffer]
Pokescript is missing that buffer. So we add nop for that buffer.
So now as you can see from the playsound in the script, we only to add one value after it, the Song number. If you're hacking Fire Red, you're in luck... I have a short list of song numbers in Fire Red. So sorry to R/S/E hackers but you can find the song numbers in A-Map.
Fire Red Songs
Spoiler:
Fire Red
0x108 - Safari Zone
0x112 - Team Rocket Celadon Hideout, Bruno
0x113 - Elite 4
0x117 - Cinnabar Island
0x118 - Lavender Town
0x11F - Viridian Forest, Diglett Cave, Seafoam Islands
0x120 - Mt Moon, Victory Road, Rock Tunnel
0x121 - Power Plant, Pokemon Mansion
0x123 - Route Song 2
0x124 - Route Song 1
0x125 - Route Song 3
0x126 - Route Song 4
0x127 - Elite 4, Champion
0x12C - Pallet Town
0x12F - Pokemon Center, Mart
0x130 - S.S. Anne
0x132 - Pokemon Tower, Agatha
0x133 - Team Rocket Silph Co.
0x134 - Cerulean City, Fushia
0x135 - Celadon
0x139 - Vermillion
0x13A - Viridian, Pewter, Saffron
0x14B - Mt.Ember/Icefall Cave
0x14D - Island Routes
0x14E - Dotted Hole
0x14F - Island 1-3
0x150 - Island 4-5
0x151 - Island 6-7
0x158 - Trainer Tower

Now we have fadesound. What's that do? It's set up similiar to playsound and it will fade into the sound displayed. Since it is set up in a similiar way to playsound, it has a nop at the end of it so that it works. If you want more detail on how it works, just refer back to playsound.
Hmmmm... Is that it? No.
I thought I might point out something about the checkflag in this script. We actually have no setflag in this script. So why do I have a checkflag? We can actually check in one script if a flag was set in a different script. So in this script shown in this section, we check if the Pokemon menu has been activated before the script will go to it's end ($done).

Okay, I'm also going to ask you to compile the script, assign it to an event and not a person, and test it in the rom. Then look at this spoiler.
Spoiler:
Didn't work, did it? Froze on the spot. You're going to need to change this...



to this....



Try it now. Worked perfectly, didn't it?


So what's next.

Countpokemon

I'm going to do something different here. I'm not going to show a script. There's too much to explain to show in just one script.
Here's the most basic example.
Code:
countpokemon
compare LASTRESULT 0x6
if b_true goto $continue
This is the most basic form.
Before I explain this fragment of a script, I should go into a little more detail, on the command countpokemon itself.
countpokemon checks how many pokemon are in your party and writes the value to LASTRESULT. So if we have six Pokemon in our party, it would assign 0x06 to LASTRESULT, and if we had 3 pokemon in our party it would assign 0x03 to LASTRESULT.
Now back to that cut out part of a script.
With compare LASTRESULT 0x6 we are checking if they're are six Pokemon in our party. And then with if b_true goto $continue, it displays "if there is six pokemon in your party go to $continue."
That is the simplest form of countpokemon.
Let's get a little more complicated. Let's try this.
Code:
countpokemon 
compare LASTRESULT 0x1
if b_>> goto $continue
compare LASTRESULT 0x1 checks for one Pokemon in your party. But what's this b_>> thing supposed to do. It checks if what's in our party is greater than what is being compared. So according to this fragment of a script, if we have more than one pokemon in our party the script will continue.
Here's a short table of some different possibities for the b_??.
Spoiler:
B_<< Lower Than
B_== Equals
B_>> Greater Than
B_<= Lower than or Equal to
B_>= Greater than or Equal to
B_!= Not exactly equal to


So I'll add one more example, just to help the information sink in.
Code:
countpokemon 
compare LASTRESULT 0x2
if b_!= goto $continue
In this example, it checks if you have two Pokemon, and if you have a number of Pokemon other than two, the script won't continue to $continue.
__________________
Gone.

Last edited by hashtag; April 15th, 2010 at 08:07 AM.
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  #2    
Old March 1st, 2008, 02:23 PM
thethethethe
Gym Leader
 
Join Date: Jun 2007
Location: Melbourne, Australia
Gender: Male
Trainerbattle 0

Just a simple trainerbattle script...
Code:
#org $start
trainerbattle 0 0x001 $before $after
message $beaten
boxset 6
release
end

#org $before
$before 1 = Aren't bugs great?

#org $after
$after 1 = Nooo! My bugs!

#org $beaten
$beaten 1 = How could you squash my\npoor bugs?
Obviously, trainerbattle is just a battle with a trainer. Trainerbattle is great because the game will actually keep track of whether you have beaten a trainer or not. So in this script we have no need for a checkflag/setflag situation.
Now to explaining these values after the trainerbattle. These are:
[trainerbattle] [Type of battle] [Trainer ID] [Message Before Battle] [Message if you Win]
So I'll guess I'll explain the type of battle. The type of battle, just displays whether it is a double battle, Gym Leader Battle, and some more. When you just use "0", it is just a normal trainerbattle. One that you would just see in a route, or even a gym trainer. It will, "Spot you," beginning message, battle, Message when win.
Now we'll move onto the Trainer ID. I don't have a list of these sorry. But what I can do, is tell you that these are the ID's of trainers that are found in PET. For Example, Brock can be found with with a Trainer ID of 0x19E, and Blaine can be found at 0x1A3.
Now we see two pointers. $before & $after. I've labeled these to help display what they are for. The first pointer, $before displays is the pointer to the message displayed before the battle.
$after, can you guess what this does? That's right it's the pointer to the message after the battle. This message appears while we are still in the batte event. Remember the colours that were mentioned towards the beginning of this tutorial. Well, we can use colours with this too, but they are different.
Here's a list.
Fire Red
Spoiler:
00 - transparent
01 - white
02 - red
03 - solid gray
04 - bluish
07 - light gray
09 - black
0a - reddish pink
0b - lighter gray
0c - pink
0d - brown
0e - lighter brown
13 - bluish solid gray

Sorry Ruby hackers, I don't have a list for those values.
Now if I were to test it in a rom, guess what happens after the trainerbattle? Nothing... The script ends. So, why do I have a message after it?
Remember how I talked about trainerbattle keeping track of whether you have beaten them or not. Once you beat the trainer, the trainer battle will be skipped. So when you speak to them after beating them in a battle, it will be treated like a normal message script.
So wait! Why don't I have a lock and faceplayer there after the trainerbattle? The reason is that once you have beaten that trainer, it will act as the lock/faceplayer combo, and you don't have to worry about them in this script.
That's the scripting side of this command done. Now the A-Map side. Now compile this script, and test it in a rom. Did it work like a normal trainerbattle? I bet your answer is No.
You'll need to fill in these boxes.



Trainerbattle 1

Code:
#org $start
lock
faceplayer
checkflag 0x820
if b_true goto $done
message $2
boxset 6
trainerbattle 1 0x001 $before $after $later
end

#org $before
$before 1 =Show me what you've got!

#org $after
$after 1 =Congratulations.

#org $later
message $3
boxset 6
fanfare 0x13E
message $4
boxset 4
waitfanfare
#raw 0x68
message $5
boxset 6
giveitem 0x147 1
setflag 0x820
release
end

#org $done
message $1
boxset 6
release
end

#org $1
$1 1 =You should travel to Cerulean Town\nto get your next badge.

#org $2
$2 1 =Wecome to Pewter City Gym.\nYou want to challenge me?

#org $3
$3 1 =Congratulations! Here I must reward\nyou with this badge.

#org $4
$4 1 =You recieved a badge!

#org $5
$5 1 =Oh, and please take this.
Remember that image, that was used with the previous script. Ignore that, for this kind of script, the "trainer" box doesn't need to be checked.
This script is a little longer than the previous trainerbattle script.
You'll see that the "0" in the previous script, has become a "1." There is also a third pointer.
If it shows a "1," it means that it needs three pointers after the trainerbattle command. The first two are the same as in the previous script, one for before the battle, and one for after the battle. But you'll see the third pointer doesn't point to a message. It points to $later. It's a seperate part of the script, where it allows the script to continue after you have won the trainerbattle.
If you refer to the flag section, you'll be able to see what the setflag 0x820 is. It's to activate the first badge on the trainercard.
I think that's about all I need to add on trainerbattle's.

Warp

I think I'm st the stage in this tutorial, where I don't need to show an example script of every command. This is one of those cases.
So now, we have warp. Warp is there to allow the player to warp to a different map. Warp is used like this.
[warp] [map bank] [map number] [warp number]
Let's say we wanted to warp to the front of Oak's Lab in Pallet Town.
So open a Fire Red/Leaf Green Rom in Advance Map, and open the Pallet town map.To the far left of the program's window, you'll see an orange box next to the current open map. If you've clicked Pallet Town, it should say Pallet Town (3.0).
The "3" is the map bank, and the "0" is the map number. Now we need to click on the warp on the door of Oak's Lab. It should have "Event Number: 2". Now we have our three values.
So we write our warp command.
Code:
warp 0x3 0x0 0x2
Ta-dah! There's our warp. Except you know what the problem with warp is, once you use it, the script ends. But you might say... "How come when you warp to Oak's Lab in Fire Red, the script still continues?" That involves some of the more difficult parts of scripting. Level Scripts. Since these are a little difficult, I'll explain these towards the end of the tutorial.

Warp to Position

Code:
#org $start
message $1
boxset 6
warp 0x4 0x1 0xFF
#raw 0x02 0x00 0x06 0x00
end

#org $1
$1 1 =I'm going to warp you to\nyou're bed.
This is something that quite a few people don't know about. It's something that a lot of scripters were 'in the dark' about it.
Well, I want this to warp straight to your bed in your room. This is in map PALLET TOWN (4.1). So what is the 0xFF for? The 0xFF is what tells the command that it is going to warp to a certain postion. But wait, didn't I just say that after the warp command, the script ends? That is true. So why do I have the #raw's there?
If we were to script that warp to position in hex it would appear.
39 04 01 FF 02 00 06 00
So even though the #raw's on a different line, the #raw's still part of the warp command. But wait, I haven't explained what the #raw's are for yet...
Let's look at the locations of the bed in your room. (X=2)(Y=6). So they are 0002 & 0006. Now we have to reverse these values. I'll explain how to do this.
If we have 0002, we'll seperate that into 2 bytes, 00 02, and then we reverse it.... 02 00
IF we do the same thing for Y=6, we get 06 00. We have our #raw's.
So it's that simple. We can now warp to a certain postion.

Weather Commands

When we want to change the weather in a script there are two commands that we need to know about, Setweather and doweather.
Setweather will set a certain type of weather to be activated by doweather.
So this is how we set up our setweather command.
[setweather] [weather type 2 bytes]
Here's a list of the different weather types. This applys to all third Generation games.
Spoiler:
None = 0x0
Reflected Clouds = 0x1
Normal = 0x2
Rain = 0x3
3 Snowflakes = 0x4
Thunderstorm = 0x5
Fog = 0x6
Snow = 0x7
Sandstorm = 0x8
Diagonal Fog = 0x9
Thin Fog = 0xA
Bit Dark = 0xB
Overheat = 0xC
Thunderstorm2 = 0xD
None = 0xE

So if we wanted to have rainy weather, we would have.
Code:
setweather 0x3
Doweather is used to activate the weather. So let's show a script to display these in use.
Code:
#org $start
checkflag 0x200
if 0x1 goto $next
setweather 0x3
#raw 0x00
doweather
setflag 0x200
release
end

#org $next
setweather 0x2
#raw 0x00
doweather
clearflag 0x200
release
end
But let's look at this. There is a reason behind it. We have a #raw 0x00 after setweather. That's right, it's like cry and playsound it isn't coded correctly. So why didn't I use nop. Nop is either coded by pokescript as two different bytes 00 & 01. We just don't want to take that chance and have it use 01 instead of the 00, that is needed.
As you can see, doweather doesn't need any values after it. It's simply just doweather on it's own.

There is one more somewhat useful #raw 0xA3.
This command will prepare the game to return back to it's default map weather. Since this only prepares the rom for it, it still needs to be followed by doweather.

Pokemart

Here's just a basic script. By now, you should be able to add to it, pretty easily.
Code:
#org $start
lock
faceplayer
pokemart $values
release
end

#org $values
#binary int 0x1 0x2 0x3 0x4 0x5 0x6 0x7 0x8
#binary int 0x9 0xA 0xB 0xC 0x13 0x14 0x0
Well, we have the pokemon command. It is simply followed by a pointer. This will point to the values of the items that will appear in the pokemart screen. The #binary are set up differently. They're set up like this.
#binary int 0x(value)
In this case, we have the these items respectively:
  • Master Ball 0x1
  • Ultra Ball 0x2
  • Great Ball 0x3
  • Poké Ball 0x4
  • Safari Ball 0x5
  • Net Ball 0x6
  • Dive Ball 0x7
  • Nest Ball 0x8
  • Repeat Ball 0x9
  • Timer Ball 0xA
  • Luxury Ball 0xB
  • Premier Ball 0xC
  • Parlyz Heal 0x13
  • Full Restore 0x14
But why is there no 0x0 item. 0x0 marks the end of the item line. Without this, the command will NOT work. You don't have to have two lines of items, it could appear like this.
Code:
#binary int 0x1 0x2 0x3 0x4 0x5 0x6 0x7 0x0
or even like this.
Code:
#binary int 0x1 0x2 0x3 0x4 0x5 0x6 0x7 0x8
#binary int 0x7 0xA 0xB 0xC 0xD 0xE 0xF 0x10
#binary int 0x11 0x12 0x13 0x14 0x15 0x16 0x17 0x0
#raw's

I know we've covered a few of these, but I think I should go into a little more detail on these. When we script in #raw, we're just scripting in hex. As an example script.
Code:
#org $start
#raw 0x6A
#raw 0x5A
#raw 0xA4 0x01 0x00
#raw 0xA5
#raw 0x6C
#raw 0x02
This script in a pokescript language would appear like this.
Code:
#raw $start
lock
faceplayer
setweather 0x1
#raw 0x00
doweather
release
end
#raw's also give us the option of using commands, that aren't coded into pokescript. You've already seen some of them. #raw 0xA3, #raw 0x68, and #raw 0x53. These are just what we have already covered. From this point on there, more and more will appear.


Hidesprite and Showsprite

These two commands are #raw's. Showsprite is the #raw 0x53 command that we covered in a little detail earlier. We used it as this, #raw 0x53 0x0F 0x80, which will make the last person we talked to disappear. But, what if we wanted a certain person to dissappear?
Remember the reversing of values that we covered in the warp to position section.
Quote:
Originally Posted by thethethethe
Let's look at the locations of the bed in your room. (X=2)(Y=6). So they are 0002 & 0006. Now we have to reverse these values. I'll explain how to do this.
If we have 0002, we'll seperate that into 2 bytes, 00 02, and then we reverse it.... 02 00
IF we do the same thing for Y=6, we get 06 00. We have our #raw's.
We're going to do this with the people numbers of the OW. A common mistake is confusing the [b]people id[/i] with the [b]event id.[/i]. Make sure you get the people Id. If forgot to show how the command is set out didn't I?
#raw 0x53 0x(people no. reverersed) 0x(people no. reverersed)
So lets use an example. People No. = 4. Here's how it will appear.
#raw 0x53 0x04 0x00
And maybe one more if it's needed. People No = 12.
#raw 0x53 0x0C 0x00
Now you should have a pretty full understanding of the #raw 0x53 command, so let's move onto showsprite.

Showsprite, can make an OW re-appear.
Showsprite is set out in the exact same way as #raw 0x53. And if you haven't guessed already, Showsprite isn't a command coded in pokescript it is #raw 0x55.
So here's some complimentary examples from when I explained #raw 0x53
Example 1. People No. = 4.
#raw 0x55 0x04 0x00
Example 2. People No = 12.
#raw 0x55 0x0C 0x00
If you wanted to keep the person viewable:
If you remember back to wildbattle, you'll see that you need to use a setflag to keep the person hidden. So if we were to keep them viewable after using #raw 0x55, we would need to use clearflag.


Giveegg

Yet another #raw command. #raw 0x7A. A relatively simple command to use. All we need is to add the pokemon number reveresed after it.
So as an example, let's give a Pikachu Egg. Pikachu's Pokemon number is 25. So let's convert that to hex; 0x0019. Now just like with people numbers, we reverse it. and it gives us 19 00.
So our giveegg, command would appear like this.
Code:
#raw 0x7A 0x19 0x00
Just incase, you need some more explanation, let's use Treecko as an extra example. Treecko is number 277. So we convert it to hex; 0x0115; and then reverse it; 15 01. So our line appears like this;
Code:
#raw 0x7A 0x15 0x01
Pretty easy, huh?

Change Message Colour

YAY! Another #raw. #raw 0xC7. We had an older way of changing the text colour with the message. Let's do it in the script. We have three usefule colours here.
  • Blue = 0x00
  • Red = 0x01
  • Black = 0x02
Since they're short I'll show examples of all three of them.
Black Text
Code:
#org $start
lock
faceplayer
#raw 0xC7 0x02
message $1
boxset 6
release
end

#org $1
$1 1 =This is black Text.
Blue Text
Code:
#org $start
lock
faceplayer
#raw 0xC7 0x00
message $1
boxset 6
release
end

#org $1
$1 1 =This is blue Text.
Red Text
Code:
#org $start
lock
faceplayer
#raw 0xC7 0x01
message $1
boxset 6
release
end

#org $1
$1 1 =This is Red Text.
Setmaptile

I'll show a script and explain it for this one. You'll also be glad, it's not a #raw.
Code:
#org $start
setmaptile 0xA 0xD 0x1 0x0
special 0x8E
release
end
Nice and short. setmaptile is set out like this.
[setmatile] [X-Co-ordinate] [Y-Co-ordinate] [Tile Number] [Movement allowed?]
So in my short script, we have:
X Co-ordinate = 10 or 0xA
Y-Co-ordinate = 13 or 0xD
Tile = Noramal Grass(in tileset 0 [Fire Red]) or 0x1
Movement Allowed = Yes or 0x0

WE can find our X and Y Co-ordinates in Advance map, which has been shown earlier. We can also find our tile number in Advancemap. the number depends on what tileset we are using aswell. So Hold your mouse over a tile in the right pane. In the little status bar at the bottom on the far left, you should have Block: XX Offset: XXXXXX
Movement allowed has two possible options.
  • 0x0 = Passable
  • 0x1 = Blocked off
So what's the special there for?
This special will reset the map so that it allows the tile to set. Without this, you'll have to leave the screen and come back before it will actually work.

Special Trainer Commands

We've got three commands here, all #raw's.
First is Checktrainer - #raw 0x60
Second is disable trainer - #raw 0x61
Last is is Enable Trainer - #raw 0x62
All these three commands are set out in the same way.
[command] [pet id reversed] [pet id reversed]
Some more reversing. Maybe you've figured this out by now, but whenever we have 2 or more bytes, the bytes are reversed. This is also the case for pointers, and money values, but I'll be covering them in more detail a little later.
For all three examples I'm going to use, the trainer "Gym Leader Brock." Which in Fire Red, the Pet ID, is 0x19E. So let's reverse it now, so that I don't have to do it later. 0x019E, is 9E 01.
Now let's work with checktrainer. So since we're checking for something, the answer or result is going to have to be stored somewhere. Like most commands, the result is stored into LASTRESULT. So here's the example.
Code:
#raw 0x60 0x9E 0x01
compare LASTRESULT 0x1
if b_true goto $alreadybattled
Pretty straightforward, isn't it? It's simply followed by the compare and if statements. If you thought this was easy, the next two are even easier.
Here's Disabletrainer. Again, we'll be using Brock for the example.
Code:
#raw 0x61 0x9E 0x01
That's it. If were supposed to battle Brock, it won't battle anymore. The trainerbattle is disabled.
But now we want to re-enable the trainerbattle. We're still using Brock.
Code:
#raw 0x62 0x9E 0x01
How's that? The trainerbattle 0x19E, has now been re-enabled.

Checkitem/removeitem

This time only part #raw. It's like Cry and Playsound, its not coded correctly into the pokescript database. These are probably easier to view through an example.
Code:
#org $start
lock
faceplayer
message $1
boxset 5
compare 0x800D 0x1
if 0x1 goto $check
message $2
boxset 6
release
end

#org $check
checkitem 0xD
#raw 0x01 0x00
compare 0x800D 0x1
if 0x4 goto $got
message $2
boxset 6
release
end

#org $got
removeitem 0xD 0x1
giveitem 0x4 0x1
message $3
boxset 6
release
end

#org $1
$1 1 =Would you like to trade this\npokeball for your potion?

#org $2
$2 1 =Ohhh. That's too bad.

#org $3
$3 1 =Yay! Thanks a lot!
We've got a few new things here. We've got:
  • compare 0x800D 0x1
  • if 0x1 goto $pointer
  • [checkitem 0xD] [#raw 0x01 0x00]
  • if 0x4 goto $pointer
  • removeitem 0x4 0x1
A bit more than usual. I'll start at the top of my list. This looks a little familiar doesn't it.
compare LASTRESULT 0x1
compare 0x800D 0x1
Guess, why they look similiar, they're the same thing.
0x800D = LASTRESULT
I'm going to be using this type of thing from now on. I'm not going to be "babying" anyone with LASTRESULT anymore.Vrey soon, we're going to start moving into variables. So I'll start introdusing you into them now, so I'm not just introducing you into a new wway of thinking straight away.

if 0x1 goto $pointer, I'll include if 0x4 goto $pointer in this explanation aswell. Up to date, Up to date, we've only used these.
B_<< Lower Than (b_false)
B_== Equals (b_true)
B_>> Greater Than
B_<= Lower than or Equal to
B_>= Greater than or Equal to
B_!= Not exactly equal to


But now I'm going to add to that. Other than what we have here, we can also use values, like 0x1, 0x2, 0x3 etc. I'll propoose a new "table"
B_<< Lower Than (0) (b_false)
B_== Equals (1) (b_true)
B_>> Greater Than (2)
B_<= Lower than or Equal to (3)
B_>= Greater than or Equal to (4)
B_!= Not exactly equal to (5)

Now we can see what each value represents. This is also another way to save time. So instead of writing;
if b_!= goto $notequal
we can just write;
if 0x5 goto $notequal

Saving some time. Pretty useful, huh? From this point on, I'll only be using 0xX, with the if line. I thought I'd warn you, just so it doesn't look like I've totally changed the way I script without notice.

Now checkitem. Another command, not correctly coded. In pokescript its coded like this.
[checkitem] [item number]
But it should be like this;
[checkitem] [item] [amount]
So can you guess what the #raw's are for?
The amount! As always, it's reversed.
As an example, let's say we wan't to check for 10 Masterballs. It would appear like this.
Code:
checkitem 0x1
#raw 0x0A 0x00
compare 0x800D 0x1
if 0x4 goto $got
But wait, I haven't explained the compare yet, have I? The compare checks for "Yes, you've got item(0x1)" or "No you don't(0x0)"
And by now you should be able to tell what the if should do by now.

Now, removeitem. It obviously removes an item from your bag. Like giveitem and checkitem, it is set out in the same way.
[removeitem] [item no.] [amount to remove]
Do I need to give any more explanation? This should be enough info on it.

Copyvar

A little command that's pretty easy to explain. It just copies what's stored in one variable to another variable. Which we will use more and more often, as we progress through the tutorial.
Here's the explanation.
Let's let 0x8008, be "A" ; and let 0x800D, be "B"
[code]copyvar 0x8008 0x800D[/v]
Variable "B" copies onto variable "A"
I know, it's reversed, and the second variable copies to the first variable, but as long as you can remember it. You'll be fine.

Copyvarifnotzero

Here is what some might say, a little "add-on" to the copyvar command. The name says it all doesn't it. Copy Variables, if not equal to zero.
But we can also use this like setvar.
Example 1(Variable Copy)
Code:
copyvarifnotzero 0x800D 0x8004
Example 2(Value Copy)
This example I use is actually, what's behind the give item command.
Code:
copyvarifnotzero 0x8000 0xD
copyvarifnotzero 0x8001 0x1
boxset 0x0
That's about it. Pretty basic?

Setvar

Since this is a pretty complicated command, and has a lot of uses. I'm just going to give an explanation of the command, but not give examples of the different ways to use it. In the following few sections you'll see some way's of using it.
Setvar is pretty simple naming, set to variable. It sets a certain value, ranging from 0x0 to 0xFFFF, to a certain valuable. It's just set out simply like this.
[setvar] [variable] [value]
Here's just a sample view of how the command appears.
Code:
setvar 0x8008 0x1
If it's still hard to think about, try thinking of it as a boxset 5. Depending on whether or not we choose "Yes" or "No" it assigns a certain value to 0x800D. With setvar we can choose the variable and the value that is assigned.
You'll see more of this from this point on.

Randomisation

Another #raw. #raw 0x8F. With this command, the rom will choose a random number depending within the range of 0x0 to the value you set with the arguement, and then assign it to 0x800D (LASTRESULT). So here's a little example.
Code:
#raw 0x8F 0x03 0x00
compare 0x800D 0x0
if 0x1 goto $option1
compare 0x800D 0x1
if 0x1 goto $option2
compare 0x800D 0x2
if 0x1 goto $option3
So again, you may have noticed, the value after #raw 0x8F is reversed!.
By now, I shouldn't need to explain this anymore. That should be about it. I'll show an extra example if you need, but I shouldn't need to explain anymore.
Code:
#raw 0x8F 0x0A 0x00
compare 0x800D 0x0
if 0x1 goto $1
compare 0x800D 0x1
if 0x1 goto $2
compare 0x800D 0x2
if 0x1 goto $3
compare 0x800D 0x3
if 0x1 goto $4
compare 0x800D 0x4
if 0x1 goto $5
compare 0x800D 0x5
if 0x1 goto $6
compare 0x800D 0x6
if 0x1 goto $7
compare 0x800D 0x7
if 0x1 goto $8
compare 0x800D 0x8
if 0x1 goto $9
compare 0x800D 0x9
if 0x1 goto $10
That should be about it.

Special2

I'll show an example script fragment. This is a "checkpokemon" only usable for Fire Red.
Code:
setvar 0x8004 0x19
special2 0x800D 0x17C
compare 0x800D 0x1
if b_true goto $have
Luckily, we've also got lesson 1 on setvar.
First we assign the value to the variable 0x8004. Using this command, this value is the Pokemon we want to check for. In this case it's Pikachu.
Now we have special2. special2 is set out like this.
[special2] [Variable to store value] [event to call]
The event we use is 0x17C; this checks if the Pokemon that we have set to 0x8004, is in our party. If it is in our party, a 0x1 is assigned to the variable, which in this case is 0x800D(LASTRESULT) ; if it's not in our party 0x0 is assigned to the variable, thich in this case is 0x800D(LASTRESULT).
Now the following compare and if act in the same way as the compare and if used with the checkitem. If you've forgotten, here's a quote of myself.
Quote:
Originally Posted by thethethethe
The compare checks for "Yes, you've got item(0x1)" or "No you don't(0x0)"
And by now you should be able to tell what the if should do by now.
There you go, Lesson 1 on setvar, and special2.

Special PART 2

That's right, we're adding to the [i]special[i/] command. Well, actually, not really, I'm just going to tell you about waitspecial command, which is of course, a #raw.
#raw 0x27. Wooohoooo! Another #raw.
Let's just use special 0x9D, which in Fire Red, shows the "Old Man Cathes Weedle" scene. But look at how we are going to use it.
Code:
special 0x9D
#raw 0x27
Simple as that. No arguments, just #raw 0x27

Movesprite

This will obviously move a sprite from one place to another instantaneously.
It's set out like this.
[movesprite] [People Number] [X Co-ordinate] [Y co-ordinate]
So the people number is the same as it ahs been since the beginning of this tutorial.
The X co-ordinate is the X co-ordinate of the tile that we want to move the Overworld to.
Now obviously, The Y co-ordinate is the Y co-ordinate of the tile that we want to move the Overworld to.
Here's just a simple example of the command. We'll use, people number = 4; X co-ordinate = 12; Y co-ordinate = 5
Code:
movesprite 0x4 0x0C 0x5
And if you want another example. People Number = 9; X co-ordinate = 3; Y co-ordinate = 10
Code:
movesprite 0x9 0x3 0xA
That's all there is to it.

Setvar Lesson 2

I'll show an example of this command, that I have used in my hack Legend of Dragons. It's three scripts.
Script 1 (Right) tile
Code:
#org $start
setvar 0x4003 0x2
goto $script
end

#org $script
checkflag 0x20A
if 1 goto $done
compare 0x4003 0x0
if 1 goto $left
compare 0x4003 0x1
if 1 goto $middle
compare 0x4003 0x2
if 1 goto $right
end

#org $left
applymovement 0xFF $move
applymovement 0x08 $move4
pausemove 0
applymovement 0xFF $move3
goto $cont
end

#org $middle
applymovement 0xFF $move
applymovement 0x08 $move5
pausemove 0
applymovement 0xFF $move3
goto $cont
end

#org $right
applymovement 0xFF $move
applymovement 0x08 $move2
pausemove 0
applymovement 0xFF $move3
goto $cont
end

#org $cont
message $1
boxset 5
compare 0x800D 1
if 0x1 goto $100
message $2
boxset 6
goto $100
end

#org $100
message $3
boxset 5
compare 0x800D 1
if 0x1 goto $101
message $4
boxset 6
goto $102
end

#org $101
message $5
boxset 6
goto $102
end

#org $102
setflag 0x20A
setflag 0x20B
applymovement 0x08 $move6
pausemove 0
#raw 0x53 0x08 0x00
release
end

#org $done
release
end

#org $move
#raw 0x62 0x03 0xFE

#org $move2
#raw 0x62 0x12 0x12 0x12 0x12 
#raw 0x10 0x12 0x12 0x12 0x12
#raw 0x01 0xFE

#org $move3
#raw 0x04 0xFE

#org $move4
#raw 0x62 0x12 0x12 0x12 0x12
#raw 0x10 0x12 0x12 0x12 0x12
#raw 0x12 0x12 0x01 0xFE

#org $move5
#raw 0x62 0x12 0x12 0x12 0x12
#raw 0x10 0x12 0x12 0x12 0x12
#raw 0x12 0x01 0xFE

#org $move6
#raw 0x13 0x13 0x13 0x13 0x13 
#raw 0x13 0x13 0x13 0x13 0x11 
#raw 0x13 0x13 0x13 0xFE

#org $1
$1 1 =\c\h01\h08I see you're up early this\nmorning. I guess this means\lyou're excited.\pI need to tell you something\nIs that okay?

#org $2
$2 1 =\c\h01\h08Too bad. I'm going to tell\nyou anyway.

#org $3
$3 1 =\c\h01\h08Unfortunately, I'm going to be a\nbit late.\pI need to take care of a few\nthings before I can go to the\lthe Dragon's Den.\pWhy don't you go ahead\nand I'll meet you there?

#org $4
$4 1 =\c\h01\h08Well, you have no choice\nin this.

#org $5
$5 1 =\c\h01\h08I'll meet you at the front\nof the room.
Script 2 (Middle) tile
Code:
#org $start
setvar 0x4003 0x1
goto 0x8017CC
end
Script 1 (Left) tile
Code:
#org $start
setvar 0x4003 0x0
goto 0x8017CC
end
You'll see the beginning of every script is this.
Code:
#org $start
setvar 0x4003 0x[value]
goto $pointer
end
So What we're doing here is we are assigning a certain value depending on which tile we stand on, that we will be able to call upon later.
I'll explain the goto a little later. But for now, let's look at what's in Script 1 under $script. We've got the usual, checkflag 0x[flag] to prevent the event from repeating itself.
Now we've got some compare lines.
Code:
compare 0x4003 0x0
if 0x1 goto $left
compare 0x4003 0x1
if 0x1 goto $middle
compare 0x4003 0x2
if 0x1 goto $right
The pointers give away what they are there for, don't they? They're checking depending on which value was set, we will go to a different set of movements. This is a great way to save space, and instead of us compiling that big ugly script 3 times, with slightly altered movements, we can compile that once, and two neat scripts. Also that value will not change until you set a different value to that variable. The rest of Script 1 is pretty straightforward. Let's get back to that goto.
I haven't actually explained goto yet, have I? We've only seen it with if. Well at this point, if you've followed the rest of this tutorial, it should be obvious what the command does. It will goto a specified point, whether is be a $pointer or a 0x[hex address]. The command is set out like this.
[goto] [pointer]
Now we've covered that, let's get back to what we were looking at. The beginning of scripts 1, 2 and 3.
Look at the similiarities between each one.
Code:
#org $start
setvar 0x4003 0x0
goto 0x8017CC
end
Code:
#org $start
setvar 0x4003 0x1
goto 0x8017CC
end
Code:
#org $start
setvar 0x4003 0x2
goto $script
end
Obviously, 0x8017CC, is $script. But how did I get that pointer.
Let's compile script 1 into the rom. After it's been burnt to the rom, in bufrite, we should see a list of the different names between the pointers.
We should have something like this.
Quote:
Originally Posted by bufrite
- Pushed multi test.$start to 8007E6
- Pushed multi test.$script to 80083C
- Pushed multi test.$done to 80086D
- Pushed multi test.$left to 80089E
- Pushed multi test.$middle to 8008CF
...etc....
We need to take that pointer that is after $script. That is our pointer that we will use with script 2 and script 3.
So if I were to use these pointers as an example, my Script 2 would be this.
Code:
#org $start
setvar 0x4003 0x2
goto 0x80083C
end
I'd say that's all on setvar.... for now.

Resetvars

Another #raw. This command doesn't reset every variable, just 0x8000, 0x8001 and 0x8002.
It's just a little command #raw 0x2E. It doesn't need any extra arguments. All it needs it this:
Code:
#raw 0x2E
Money Commands

This is a pretty big section, so I'll split it up into 6 sections for each of the money related commands, all #raw's.
  • givemoney [#raw 0x90]
  • takemoney [#raw 0x91]
  • checkmoney [#raw 0x92]
  • Showmoneybox [#raw 0x93]
  • Hidemoneybox [#raw 0x94]
  • updatemoneybox [#raw 0x95]
I'll explain them in the order they were listed order listed.
Givemoney

The "name" gives it away. This command, #raw 0x90, will give the player a designated amount of money. The command is set out like this.
Let XX, be the money value reversed
[#raw 0x90] [XX] [XX] [XX] [XX] [#raw 0x00]
The final [#raw 0x00] actually determines whether it updates your money account. The reason I've left it at [#raw 0x00], and not a simple explanation of what it is, is because if it were changed to #raw 0x01, the money balance does not change and therefore defeats the purpose of the giving the player money. I'll move onto explaining the money now.
I'll give you an example to show what's happening. We'll use the amount 10,000. so let's convert 10000 to Hex, which gives us 0x2710. Since we need four bytes, let's write 2710 as 00 00 27 10, and now reverse it, to get 10 27 00 00.
So here's our command.
Code:
#raw 0x90 0x10 0x27 0x00 0x00 0x00
That's a long line but you should be able to understand what's happening. I'll give another example, just incase you need it.
Money amount = 500 [hex = 0x1F4]
Code:
#raw 0x90 0xF4 0x01 0x00 0x00 0x00
I'd say that's enough information on #raw 0x90.

Takemoney

Like, the givemoney, the name gives the function away. This command takes money from the player.
Takemoney, of course, is a #raw command. It's #raw 0x91. The command is set up in an almost identicle manner to the #raw 0x90. I'll show the setup again, just incase you forgot already.
Let XX, be the money value reversed
[#raw 0x91] [XX] [XX] [XX] [XX] [#raw 0x00]
The final [#raw 0x00] has the same function as what it does with #raw 0x90.
Just incase you wanted it, here's an example.
Money amount = 600 [Hex = 258]
Code:
#raw 0x91 0x58 0x02 0x00 0x00 0x00
Tadah. You've now learnt the give, and takemoney commands.

Checkmoney

This command of course checks if your account for a designated amount of money. Ofcourse Checkmoney isn't a coded command, and is #raw 0x92. It's set up in the same way as the previous two commands, but there is a defference. I'll show how it's set up.
[#raw 0x92] [XX] [XX] [XX] [XX] [#raw 0x00]
Looks the same, doesn't it? That's because it does look exactly the same. The difference is the reason for the [#raw 0x00] at the end is for something different than the other two.
[#raw 0x00] would mean "Check Money account," [#raw 0x01] would mean "Don't check Money account". So if you were to use [#raw 0x01], it just defeats the purpose of the command, and there would be no point to it.
Now, how do we call upon the amount. Remember the countpokemon command? We check in that same way. Using the compare and if lines.
Here's also a little example, just in case that wasn't explained very well.
Conditions:
Money amount = 1000 [Hex = 3E8] ;
Need at least 1000 to continue in script
Code:
#raw 0x92 0xE8 0x03 0x00 0x00 0x00
compare 0x800D 0x1
if 0x4 goto $continue
message $notenough
boxset 6
Just incase, you feel that you need another example. Here it is.
Conditions:
Money amount = 20,000 [Hex = 4E20] ;
Need at less than 20,000 to continue in script
Code:
#raw 0x92 0x20 0x4E 0x00 0x00 0x00
compare 0x800D 0x1
if 0x0 goto $continue
message $toomuch
boxset 6
ShowMoneyBox

This breaks away from the style that the other money commands are written in. This command is #raw 0x93. It' set out like this.
[#raw 0x93] [X co ordinate] [Y-co-ordinate] [#raw 0x00]
Okay, of course the first byte is always the command. Then it's followed by the X co-ordinate and the Y-co-ordinate on the screen. Personally, I just the co-ordinates, (0,0). I think by now, you can just trust me and just use [#raw 0x00] for that last byte. There is a reason. But if you remember the reasons for the previous commands, just believe me and use the [#raw 0x00].
Here's a little example of what how it is set out.
X and Y co-ordinates - (0,0)
Code:
#raw 0x93 0x00 0x00 0x00
This box will appear in the top left hand corner of the screen.

HideMoneyBox

This one is also different from the rest of them. This command is #raw 0x94, and it's set out like this.
[#raw 0x94] [X co ordinate] [Y-co-ordinate]
First byte, obviously the command. The second and third arguements, are just the co-ordinates of the shown money box.
If I were to write this to counter-act the effect of my previously shown script, my hidemoneybox line would appear like this.
Code:
#raw 0x94 0x00 0x00
Nice and Simple.

UpdateMoneybox

Last money command. #raw 0x95. It's simply set out like this.
[#raw 0x95] [X-Co-ordinate] [Y-co-ordinate] [#raw 0x00]
Like the #raw 0x94 command, the X & Y co-ordinates need to compliment the co-ordinates of the #raw 0x93. And since, I feel there is now no point in explaining this last command, let's just call it a buffer. Well, I guess, I'll just show an example.
Code:
#raw 0x95 0x00 0x00 0x00
I guess, now I can move onto some differnt commands now.

Addvar

"Add to Variable" yet another #raw. Before I explain what it does, I'll show you how it's set out.
[#raw 0x17] [Variable Reversed] [Variable Reversed] [Value Reversed] [Value Reversed]
#raw 0x17 will add the designated value to the value that is already stored within the designated variable. What a mouthful. If that's a little complicated I'll simplify it.
As an example, let's say the varaible 0x4036 already has the value 0x1 stored into it, and we want to add 0x3 to it, to make it 0x4.
So I'll put it into a scripted example.
Code:
setvar 0x4036 0x1
#raw 0x17 0x36 0x40 0x01 0x00
You'll notice all the reversing. Of course, Everything is reversed within a byte value.
That's pretty much all there is to it, it's up to you to find a use for it.

Subvar

Of course, since we can add to a variable, we must be able to subtract from the variable. It's set out in the exact same way as #raw 0x17. The only difference, subvar is #raw 0x18
[#raw 0x18] [Variable Reversed] [Variable Reversed] [Value Reversed] [Value Reversed]
Since, it's just the opposing function to #raw 0x17, I think I can just go straight through to the example.
Code:
setvar 0x4004 0x6
#raw 0x18 0x04 0x40 0x03 0x00
In the example, it takes 0x3 from what is stored in the variable 0x4004.

DontFaceplayer

A relatively useless command. But I thought, it migh be worth knowing.
It's just #raw 0x69. There's no other arguments. As I said, it's an almost useless command. But just something to add to your memory banks.

Pokepic

#raw 0x75. The name may be a little misleading. This command, can bring up an image of a designated Pokemon. The command is set out like this.
[#raw 0x75] [PokemonNo. reversed] [Pokemon No. reversed] [X-coordinate] [Y-co-ordinate]
Okay. We obviously need to begin with the command. It's then followed by the Pokemon number, which needs to be in hex and then converted. This is then followed by the X and Y co-ordinates of where you want the image of the pokemon to appear. So here's a little example to help clarify things.
Conditions:
Pokemon = Dratini
Co-ordinates = (10,3) Center of Screen.
Code:
#raw 0x75 0x93 0x00 0x0A 0x03
I'd say that's about it for now but I'll show a bigger example, in the next section.

ClosePokepic

Without using this, you're Pokepic Box, will remain open until you leave the map, and the map has time to reload.
The command is just #raw 0x76. There's no need for any arguments.
Well, here's an example of the two commands combined in a fragment of a script.
Code:
#raw 0x75 0x01 0x00 0x0A 0x03
message $1
boxset 5
compare 0x800D 0x1
if 0x1 goto $seen
#raw 0x76
message $2
.....
.....etc.

#org $seen
#raw 0x76
message $3
boxset 6
.........
.........etc.

#org $1
$1 1 =Have you seen this pokemon?

#org $2
$2 1 =That's too bad.

#org $3
$3 1 =That's cool. I wish I could\nsee it.
The #raw 0x76 just closes the pokepic box.

Door Commands

There are three door related commands.
  • #raw 0xAC [prepare to open door]
  • #raw 0xAD [prepare to close door]
  • #raw 0xAE [activate door animation]

I guess we'll start with #raw 0xAC.
Open Door

This obviously opens doors on a map. It's set out like this.
[#raw 0xAC] [X co-ordinate reversed] [X co-ordinate reversed] [Y co-ordinate reversed] [Y co-ordinate reversed]
Here's an example. Oak's Lab's Door, in Pallet towns co-ordinates are (16,13) [hex (10,0D]
So here's the example.
Code:
#raw 0xAC 0x10 0x00 0x0D 0x00
So try it in a rom. Did it work?
It didn't, did it?
Here's the reason why. It need to be followed by this command.

Doorwait

This command needs to follow both #raw 0xAC and #raw 0xAD. Without this command following, they don't work. this command, #raw 0xAE doesn't need any arguments. Here's an example, with the "Door open" command.
Code:
#raw 0xAC 0x10 0x00 0x0D 0x00
#raw 0xAE
Door Close

This is ofcourse, #raw 0xAD. It's set out in the same way as the #raw 0xAC command. I'll show you the set-up again, just in case you've already forgotten.
[#raw 0xAD] [X co-ordinate reversed] [X co-ordinate reversed] [Y co-ordinate reversed] [Y co-ordinate reversed]
I'm going to show an example of using all three commands.
Code:
#raw 0xAC 0x10 0x00 0x0D 0x00
#raw 0xAE
applymovement 0xFF $move
pausemove 0
#raw 0xAD 0x10 0x00 0x0D 0x00
#raw 0xAE
warp 0x4 0x3 0x0
Coin Commands

There are 6 coin commands, and they are very closely "related" to the money commands, as they have similiar arguments. Well, I'd better list the different commands.
  • Check Coins
  • Give Coins
  • Take Coins
  • Show coin counter
  • Hide Coin Counter
  • Update Coin counter
I'll work my way from the top down, I guess.

Check Coins

This is a pretty simple command, and isn't as difficult as long as the check money. It checks to see if you have a certain amount of coins. It's set out like this.
[#raw 0xB3] [Amount reversed] [Amount reversed]
Since we can only hold a maximum of 9999 [hex = 0x270F] coins we only need to use the double byte value (word). So here's a short little example.
Check for 3000 coins ; If higher than, continue
Code:
#raw 0xB3 0xB8 0x0B
compare 0x800D 0x1
if 0x4 goto $continue
Give Coins/Take coins

Since they have similiar aguments, I thought I'd just put these two together. The command for givecoins is #raw 0xB4 and the command for Take Coins is #raw 0xB5.
This is how they are set out.
[command] [Amount reversed] [Amount reversed]
I guess, I'll give an example of both and we can move onto the other three commands.
Give Coins
Give 1000 coins
Code:
#raw 0xB4 0xE8 0x03
and
Take Coins
Take 1000 coins
Code:
#raw 0xB5 0xE8 0x03
Show coin Counter

This command, will display a little box with your coin count. The command for this is #raw 0xC0. It's set out in a similiar way, to the "show money box," except you can drop off the last argument. If you wanted to see it again, this is how the command is set out.
[#raw 0xC0] [X-Co-ordinate] [Y-co-ordinate]
As an example, the co-ordinates (0,0) will appear like this.
Code:
#raw 0xC0 0x00 0x00
Not that hard, is it?

Hide coin Counter

This command obviously hides the coin counter that was brought up with the #raw 0xC0 command. This command is #raw 0xC1. It's set out in the same way as #raw 0xC0. But if you want to see it again, here it is.
[#raw 0xC1] [X-Co-ordinate] [Y-co-ordinate]
Just remember that without this command, the counter will remain, until the map is reset.
I might save the example for the next section.

Update coin Counter

This will of course update the coin counter, and show any changes within your "coin balance." This is done with the #raw 0xC2 command. How's this set out? I bet you would be able to guess correctly. The same way as the #raw 0xC1 and #raw 0xC2, and just for the fun of it, I'll show the example again.
[#raw 0xC2] [X-Co-ordinate] [Y-Co-ordinate]
So here's that I promised. I'll make it a little bigger than what I normally do. I should n't have to explain out this script, you should be able to understand it.
Code:
#raw 0xC0 0x00 0x00
#raw 0xB5 0xE8 0x03
#raw 0xC2 0x00 0x00
message $1
boxset 5
compare 0x800D 0x1
if 0x1 goto $begin
#raw 0xC1 0x00 0x00
message $2
boxset 6
release
end

#org $1 
$1 1 =Is there anything else?

#org $2
$2 1 =Thank you, please come again.
There, I've used four of the six in a few lines of one script.

I'm going to need to wait for someone to post before I post the rest, to stop the merging of my posts.
__________________
Gone.

Last edited by thethethethe; March 1st, 2008 at 03:07 PM. Reason: Your double post has been automatically merged.
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  #3    
Old March 1st, 2008, 02:50 PM
thethethethe
Gym Leader
 
Join Date: Jun 2007
Location: Melbourne, Australia
Gender: Male
Displaying Names/Values

Okay, the title may be a little hard to understand. This section is dedicated to assigning Names of Pokemon, Names of Items and Numbers to \v\h02 and others of the sort.
Okay here's a list of the commands, that we will go over.
  • Display Pokemon Name [#raw 0x7D]
  • Display First Pokemon Name [#raw 0x7E]
  • Display Item Name [#raw 0x80]
  • Display Attack [#raw 0x82]
  • Display Value of Variable [#raw 0x83]
Like always, I'll start at the top and work my way down.

Display Pokemon Name

With this, we will assign a certain Pokemon's name to a\v\hXX. To do this, we will need the command setvar. That's right, we are going over another use of the command. As you should ave read in the list this command is #raw 0x7D.
It's set out like this.
[#raw 0x7D] [\v\hXX] [Variable reversed] [Variable Reversed]
So how's setvar involved? We need to assign the Pokemon's Number to the variable, that we plan on using with the command. I'm going to use 0x800D. Just to refresh your memories, what is 0x800D?
Spoiler:
LASTRESULT

So here's the example. We are going to assign Charizard's name to \v\h02.
Code:
setvar 0x800D 0x6
#raw 0x7D 0x00 0x0D 0x80
message $1
boxset 6
release
end

#org $1
$1 1 =How is \v\h02?
Nice and basic, but just incase you wanted a second example, I'll 'chuck' one more below.
Pokemon = Chikorita ; Storing to? = \v\h03
Code:
setvar 0x4002 151
#raw 0x7D 0x01 0x0D 0x80
message $1
boxset 6
release
end

#org $1
$1 1 =How's \v\h03 going?
Now the next command.

Display First Pokemon Name

This command is set out a little differently, to the one above. Since we are just getting the name of you First Pokemon in your party, there is no need for the variable. We can just set it out like this.
[#raw 0x7E] [\v\hXX]
There's just two bytes needed for it to work.
So since it's such a short command. I'll just show an example. In the example, we're going to show how to assign the First Pokemon in party's name to \v\h02.
Code:
#raw 0x7E 0x00
message $1
boxset 6
....
....

#org $1
$1 1 =Let me give \v\h02 a haircut.
Display Item Name

This command is #raw 0x80. It's set out in the exact same way that #raw 0x7D. But it's still worth showing. In case you've forgotten how #raw 0x7D is set out, here's how #raw 0x80 is set out.
[#raw 0x80] [\v\hXX] [Variable reversed] [Variable Reversed]
Since, there really sn't too much need for a second explanation, I'll move straight into the example.
Code:
setvar 0x800D 0x4
#raw 0x80 0x00 0x0D 0x80
message $doyou
boxset 5
....
....
....

#org $doyou
$doyou 1 =Do you have any \v\h02s?
Notice how I've added "s" straight after \v\h02. If you don't know why, it's so that the message will appear like this.
Quote:
Do you have any Pokeballs?
Display Attack

I bet you could probably guess how this command is set out. It's done the same way as #raw 0x80 and #raw 0x7D. It's set out like this.
[#raw 0x82] [\v\hXX] [variable reversed] [Variable Reversed]
I think the only things is, I haven't given you a list of the attacks yet, have I?
Anyway, here's the list. This will come in more handy a little later.
HEX Values
Spoiler:
001 Pound
002 Karate Chop
003 DoubleSlap
004 Comet Punch
005 Mega Punch
006 Pay Day
007 Fire Punch
008 Ice Punch
009 ThunderPunch
00A Scratch
00B ViceGrip
00C Guillotine
00D Razor Wind
00E Swords Dance
00F Cut
010 Gust
011 Wing Attack
012 Whirlwind
013 Fly
014 Bind
015 Slam
016 Vine Whip
017 Stomp
018 Double Kick
019 Mega Kick
01A Jump Kick
01B Rolling Kick
01C Sand-Attack
01D Headbutt
01E Horn Attack
01F Fury Attack
020 Horn Drill
021 Tackle
022 Body Slam
023 Wrap
024 Take Down
025 Thrash
026 Double-Edge
027 Tail Whip
028 Poison Sting
029 Twineedle
02A Pin Missile
02B Leer
02C Bite
02D Growl
02E Roar
02F Sing
030 Supersonic
031 SonicBoom
032 Disable
033 Acid
034 Ember
035 Flamethrower
036 Mist
037 Water Gun
038 Hydro Pump
039 Surf
03A Ice Beam
03B Blizzard
03C Psybeam
03D BubbleBeam
03E Aurora Beam
03F Hyper Beam
040 Peck
041 Drill Peck
042 Submission
043 Low Kick
044 Counter
045 Seismic Toss
046 Strength
047 Absorb
048 Mega Drain
049 Leech Seed
04A Growth
04B Razor Leaf
04C SolarBeam
04D PoisonPowder
04E Stun Spore
04F Sleep Powder
050 Petal Dance
051 String Shot
052 Dragon Rage
053 Fire Spin
054 ThunderShock
055 Thunderbolt
056 Thunder Wave
057 Thunder
058 Rock Throw
059 Earthquake
05A Fissure
05B Dig
05C Toxic
05D Confusion
05E Psychic
05F Hypnosis
060 Meditate
061 Agility
062 Quick Attack
063 Rage
064 Teleport
065 Night Shade
066 Mimic
067 Screech
068 Double Team
069 Recover
06A Harden
06B Minimize
06C SmokeScreen
06D Confuse Ray
06E Withdraw
06F Defense Curl
070 Barrier
071 Light Screen
072 Haze
073 Reflect
074 Focus Energy
075 Bide
076 Metronome
077 Mirror Move
078 Selfdestruct
079 Egg Bomb
07A Lick
07B Smog
07C Sludge
07D Bone Club
07E Fire Blast
07F Waterfall
080 Clamp
081 Swift
082 Skull Bash
083 Spike Cannon
084 Constrict
085 Amnesia
086 Kinesis
087 Softboiled
088 Hi Jump Kick
089 Glare
08A Dream Eater
08B Poison Gas
08C Barrage
08D Leech Life
08E Lovely Kiss
08F Sky Attack
090 Transform
091 Bubble
092 Dizzy Punch
093 Spore
094 Flash
095 Psywave
096 Splash
097 Acid Armor
098 Crabhammer
099 Explosion
09A Fury Swipes
09B Bonemerang
09C Rest
09D Rock Slide
09E Hyper Fang
09F Sharpen
0A0 Conversion
0A1 Tri Attack
0A2 Super Fang
0A3 Slash
0A4 Substitute
0A5 Struggle
0A6 Sketch
0A7 Triple Kick
0A8 Thief
0A9 Spider Web
0AA Mind Reader
0AB Nightmare
0AC Flame Wheel
0AD Snore
0AE Curse
0AF Flail
0B0 Conversion 2
0B1 Aeroblast
0B2 Cotton Spore
0B3 Reversal
0B4 Spite
0B5 Powder Snow
0B6 Protect
0B7 Mach Punch
0B8 Scary Face
0B9 Faint Attack
0BA Sweet Kiss
0BB Belly Drum
0BC Sludge Bomb
0BD Mud-Slap
0BE Octazooka
0BF Spikes
0C0 Zap Cannon
0C1 Foresight
0C2 Destiny Bond
0C3 Perish Song
0C4 Icy Wind
0C5 Detect
0C6 Bone Rush
0C7 Lock-On
0C8 Outrage
0C9 Sandstorm
0CA Giga Drain
0CB Endure
0CC Charm
0CD Rollout
0CE False Swipe
0CF Swagger
0D0 Milk Drink
0D1 Spark
0D2 Fury Cutter
0D3 Steel Wing
0D4 Mean Look
0D5 Attract
0D6 Sleep Talk
0D7 Heal Bell
0D8 Return
0D9 Present
0DA Frustration
0DB Safeguard
0DC Pain Split
0DD Sacred Fire
0DE Magnitude
0DF DynamicPunch
0E0 Megahorn
0E1 DragonBreath
0E2 Baton Pass
0E3 Encore
0E4 Pursuit
0E5 Rapid Spin
0E6 Sweet Scent
0E7 Iron Tail
0E8 Metal Claw
0E9 Vital Throw
0EA Morning Sun
0EB Synthesis
0EC Moonlight
0ED Hidden Power
0EE Cross Chop
0EF Twister
0F0 Rain Dance
0F1 Sunny Day
0F2 Crunch
0F3 Mirror Coat
0F4 Psych Up
0F5 ExtremeSpeed
0F6 AncientPower
0F7 Shadow Ball
0F8 Future Sight
0F9 Rock Smash
0FA Whirlpool
0FB Beat Up
0FC Fake Out
0FD Uproar
0FE Stockpile
0FF Spit Up
100 Swallow
101 Heat Wave
102 Hail
103 Torment
104 Flatter
105 Will-O-Wisp
106 Memento
107 Facade
108 Focus Punch
109 SmellingSalt
10A Follow Me
10B Nature Power
10C Charge
10D Taunt
10E Helping Hand
10F Trick
110 Role Play
111 Wish
112 Assist
113 Ingrain
114 Superpower
115 Magic Coat
116 Recycle
117 Revenge
118 Brick Break
119 Yawn
11A Knock Off
11B Endeavor
11C Eruption
11D Skill Swap
11E Imprison
11F Refresh
120 Grudge
121 Snatch
122 Secret Power
123 Dive
124 Arm Thrust
125 Camouflage
126 Tail Glow
127 Luster Purge
128 Mist Ball
129 FeatherDance
12A Teeter Dance
12B Blaze Kick
12C Mud Sport
12D Ice Ball
12E Needle Arm
12F Slack Off
130 Hyper Voice
131 Poison Fang
132 Crush Claw
133 Blast Burn
134 Hydro Cannon
135 Meteor Mash
136 Astonish
137 Weather Ball
138 Aromatherapy
139 Fake Tears
13A Air Cutter
13B Overheat
13C Odor Sleuth
13D Rock Tomb
13E Silver Wind
13F Metal Sound
140 GrassWhistle
141 Tickle
142 Cosmic Power
143 Water Spout
144 Signal Beam
145 Shadow Punch
146 Extrasensory
147 Sky Uppercut
148 Sand Tomb
149 Sheer Cold
14A Muddy Water
14B Bullet Seed
14C Aerial Ace
14D Icicle Spear
14E Iron Defense
14F Block
150 Howl
151 Dragon Claw
152 Frenzy Plant
153 Bulk Up
154 Bounce
155 Mud Shot
156 Poison Tail
157 Covet
158 Volt Tackle
159 Magical Leaf
15A Water Sport
15B Calm Mind
15C Leaf Blade
15D Dragon Dance
15E Rock Blast
15F Shock Wave
160 Water Pulse
161 Doom Desire

Now I guess I could jump into an example now, coudn't I?
Code:
setvar 0x4001 0x13B
setvar 0x4002 0x6
#raw 0x82 0x00 0x01 0x40
#raw 0x7D 0x01 0x02 0x40
message $1
boxset 5
...
...

#org $1
$1 1 =Can \v\h03 use \v\h02?
I just thought, I'd make it a little more confusing.
The message actually says:
Quote:
Can Charizard use Overheat?
Display Value in Variable

This is just used to display a number. Its set out the same way as three, of the previous four commands.
So it's set out like this.
[#raw 0x83] [\v\hXX] [Variable reversed] [Variable Reversed]
But the downside of this command is that it can only display a numbers from 0-65535 [Hex = 0x0 - 0xFFFF]. There is a limit.
So let's show an example. We're going to show, the number 50000 in \v\h02.
Code:
setvar 0x800D 50000
#raw 0x83 0x00 0x0D 0x80
message $1
boxset 6
....
....
....

#org $1
$1 1 =Account Balance: \hB7: \v\h02
That's all there is to it.

Signpost box

This is a fun little command. #raw 0xCA. This will turn your normal boxset into a Signpost Box. Well, here's the example.
Code:
#org $start
message $1
boxset 6
#raw 0xCA
message $1
boxset 6
#raw 0xCB
message $1
boxset 6
release
end

#org $1
$1 1 =Test.
Try this in a rom.
The first message should appear as a normal boxset 6. But then we use #raw 0xCA. This makes our second boxset 6 become a signpost box. But what's this #raw 0xCB doing here? #raw 0xCB converts the box back into a normal boxset 6. This is just a little playful command, that gave us a break from the commands that are having four and five arguments.

Callasm
This command, is used to call an ASM function that you have added to the rom. I'm not going to write an example, I'm going to use the example of the command used with Mastermind X's "Shiny Hack".
This is his hex script:
Quote:
0071b7a0h: 23 71 B7 71 08 00 B6 82 00 1E 00 00 00 25 38 01 ; #q·q..¶‚.....%8.
0071b7b0h: 28 01 01 23 71 B7 71 08 02 FF FF FF FF FF FF FF ; (..#q·q..ÿÿÿÿÿÿÿ
With his exaplanation.
Quote:
[23] //asm call
[XXXXXXXX] //pointer to thumb-sub+1
[00] //filler
[B6] //define wild pokemon
[XXXX] //pokemon-id (INGAME)
[XX] //level
[XXXX] //held Item
[00]
[25] //special-event
[3801] //wild pokemon battle!
[28] //wait
[0101] //a second
[23] //asm call
[XXXXXXXX] //pointer to thumb-sub+1
[02] //end
Now here's my version of his script in a Pokescript Language.
Code:
#org $start
callasm 0x71B771
#raw 0x00
wildbattle 0x82 0x1E 0x0
special 0x138
pause 0x101
callasm 0x71B771
end
with a bit more of an explanation.
He has called the ASM function twice. Once, to turn it on, and once to turn it off.
To turn it on, it needs that buffer following the command, and to turn it off, it isn't needed. I think he's explained everything else.

Okay, it's been a while, but here's some more that I've decided to add.

Get Player Position

#raw 0x42, can be used to get the player's X and Y poitions on the map stored into designated variables.
The command is set out like this:
Quote:
[42] [xxyy] [aabb]
xxyy: Variable for x position
aabb: Variable for y position
So here's an example. With this we'll store the Player's X Position to 0x4000, and the Player's Y position into 0x4001.
Code:
....
#raw 0x42 0x00 0x40 0x01 0x40
....
Repeat Trainer Battle

This is a simple command that will begin the Last Trainer battle commenced. It's done simply with command #raw 0x5D.
So we can easily use this in a script by simply doing:
Code:
#raw 0x5D
Lock All

Okay, here's a little fix to an error I've made earlier in this tutorial. This command was described as 'Don't Face Player', which is incorrect. This command is similar to lock, only it locks down everyperson on the map.
We use this command with:
Code:
#raw 0x69
Release All

This command is used as the opposite to 'Lock All'. It's simply used only with #raw 0x6B. This command will release all sprites on the current map.
Here's how it can be used:
Code:
#raw 0x6B
Wait Until Key Pressed

This command can be used as a pause. The command #raw 0x6D is used as a wait until a key is pressed before it continues.
It's used like this:
Code:
#raw 0x6D
Display Yes/No Box

This command, #raw 0x6E is somewhat pointless when there is boxset 0x5. It acts in the same way as boxset 0x5 where with a compare, yes = 1 and no = 0. It's only reason for use might be to have some flexibility as to where you want the box to be placed.
The command is set out like this.
Quote:
[6E] [xx] [yy]
xx: X co-ordinate
yy: Y co-ordinate
So in our script, we might use it like this.
Code:
message $1
boxset 0x4
#raw 0x6E 0x0 0x0
#raw 0x68
compare 0x800D 0x1
if 0x1 goto $yes
Multi, msgbox2, waitmsgbox2

Yes, it's something people want to use. So here's a brief guide on the multi, and two other commands that normally accompany it.
I'll show an example first, which will make it easier for me to explain how it's used.
Code:
#raw 0x67 0x32 0x12 0x16 0x08
#raw 0x66
multi 0xE 0x0 0x1E 0x0
copyvar 0x8000 0x800D
compare 0x8000 0x0
if 0x1 goto $option1
compare 0x8000 0x1
if 0x1 goto $option2
compare 0x8000 0x2
if 0x1 goto $option3
compare 0x8000 0x3
if 0x1 goto $option4
compare 0x8000 0x4
if 0x1 goto $option5
compare 0x8000 0x5
if 0x1 goto $option6
compare 0x8000 0x7F
if 1 goto $canceled
end
Okay, so #raw 0x67 is usually referred to as msgbox2. The following four bytes refer to the pointer to text. You'll have to look at a later section to know how you can add extra commadn to a default Pokescript.
#raw 0x66 is similiar to command #raw 0x68. This command is special and is used with #raw 0x67 to close it.
Now onto the multi command. YAY! Well, it's set out like this:
Quote:
[6F] [xx] [yy] [zz] [aa]
xx: X co-ordinate
yy: Y co-ordinate
zz: Multi ID. Refer Multi list
aa: Determines if B = Cancel. 0 means B = Cancel.
So the first two parameters are easy to use. Simply like other commands, they are just the X and Y co-ordinates on the screen.
The third parameter is the options that appear on the multi list. Sorry, it's for Fire Red...
Spoiler:
[00] - Yes
No
[01] - Eevee
Flareon
Jolteon
Vaporeon
Quit looking.
[02] - Normal
Black
Pink
Sepia
[03] - Hall of Fame
Quit
[04] - Eggs
Quit
[05] - Victories
Quit
[06] - Hall of Fame
Eggs
Quit
[07] - Hall of Fame
Victories
Quit
[08] - Eggs
Victories
Quit
[09] - Hall of Fame
Eggs
Victories
Quit
[0A] - Exit
[0B] - Exit
[0C] - Exit
[0D] - Bicycle $1,000,000
No Thanks
[0E] - Abra 180 coins
Clefairy 500 coins
Dratini 2,800 coins
Scyther 5,500 coins
Porygon 9,999 coins
No Thanks
[0F] - SLP
PSN
PAR
BRN
FRZ
EXIT
[10] - Yes
No
Info
[11] - Single battle
Double battle
Multi battle
Info
Exit
[12] - Yes
No
Info
[13] - Make a Challenge
Info
Exit
[14] - Rooftop
B1F
Exit
[15] - Helix Fossil
Exit
[16] - Dome Fossil
Exit
[17] - Old Amber
Exit
[18] - Helix Fossil
Old Amber
Exit
[19] - Dome Fossil
Old Amber
Exit
[1A] - Fresh Water $200
Soda Pop $300
Lemonade $350
Exit
[1B] - 50 coins $1,000
500 coins $10,000
Exit
[1C] - Excellent
Not So Bad
[1D] - Right
Left
[1E] - TM13 4,000 coins
TM23 3,500 coins
TM24 4,000 coins
TM30 4,500 coins
TM35 4,000 coins
No Thanks
[1F] - 5F
4F
3F
2F
1F
Exit
[20] - Fresh Water
Exit
[21] - Soda Pop
Exit
[22] - Fresh Water
Soda Pop
Exit
[23] - Lemonade
Exit
[24] - Fresh Water
Lemonade
Exit
[25] - Soda Pop
Lemonade
Exit
[26] - Fresh Water
Soda Pop
Lemonade
Exit
[27] - Trade Center
Colosseum
Exit
[28] - Game Link Cable
Wireless
Exit
[29] - Smoke Ball 800 coins
Miracle Seed 1,000 coins
Charcoal 1,000 coins
Mystic water 1,000 coins
Yellow flute 1,600 coins
No Thanks
[2A] - B1F
B2F
B4F
Exit
[2B] - Linked game play
Direct Corner
Union Room
Quit
[2C] - Two Island
Three Island
Exit
[2D] - One Island
Three Island
Exit
[2E] - One Island
Two Island
Exit
[2F] - Trade Center
Colosseum
Berry Crush
Exit
[30] - Nada
Nada
Exit
[31] - Pokemon Jump
Dodrio Berry-Picking
Exit
[32] - Trade Center
Colosseum
Exit
[33] - 2 Tinymushrooms
1 Big Mushroom
[34] - Trade Center
Colosseum
Berry Crush
Exit
[35] - Trade Center
Colosseum
Exit
[36] - Sevii Islands
Navel Rock
Exit
[37] - Sevii Islands
Birth Island
Exit
[38] - Sevii Islands
Navel Rock
Birth Island
Exit
[39] - One Island
Two Island
Three Island
Exit
[3A] - Vermilion
Two Island
Three Island
Exit
[3B] - Vermilion
One Island
Three Island
Exit
[3C] - Vermilion
One Island
Two Island
Exit
[3D] - Vermilion
Exit
[3E] - Nada
Nada
Exit
[3F] - Join Group
Become Leader
Exit
[40] - Single
Double
Knockout
Mixed
Exit

Now from the example script, you should be able to tell that the selected result from the multi is stored into the variable 0x800D.
Which you should be able to see I copied to variable 0x8000, to see if it would confuse anyone. I hope it didn't. Note that the copyvar was not needed and you can just compare with 0x800D. But you should already know that.
The following compares should be fairly obvious as to what they do. They compare what option has been selected. 0x0 = is the highest option, 0x1 the second highest, and so on until the final option.

How about a string now.
Name Pokemon

Okay, here's a working name Pokemon sequence. Although this one will only work if the Pokemon is given into the party. Okay so here's a script where it can be used. I'll explain it in the code.
But before I do that, Pokemon's party position is [Position] - 1. Okay. So first in line is 0x0. And Sixth would be 0x5. Okay now the script...
Code:
countpokemon
compare 0x800D 0x6   'If you have 6 Pokemon, don't continue.
if 0x1 goto $toomany
givepokemon 0x1 0x5 0x0   'Gives a Pokemon
message $2
boxset 0x5   'the obligatory, "Would you like to rename....
compare 0x800D 0x1
if 0x1 gosub $name   'If yes call
....    
....    'Who cares about this part?

#org $name
countpokemon       'Counts Pokemon
#raw 0x18 0x0D 0x80 0x01 0x00 'Takes one away from 0x800D. Reason Above.
copyvar 0x8004 0x800D   'copies over to 0x8004 which is used by special 0x166
fadescreen 0x1   'Fade Screen to black
special 0x166   'Name Pokemon, Party number at 0x8004
#raw 0x27      'Wait for Special
return   'Returns

#org $toomany
message $1
boxset 0x6
release
end

#org $1
$1 1 =Your party is full, deposit one to\nmake room.

#org $2
$2 1 =Would you like to rename this\nPokemon?
Hope that helped.

Store Pokemon to Pokedex

Okay, so here's another string like the Name Pokemon above. It simply adds a Pokemon to the 'Seen' section of your Pokedex.
This one is fairly easy to do. Here's the script, it'll make it easier for me to explain.
Code:
setvar 0x8004 0x5
special 0x163
See nice and short.
Pretty basic too. We prepare the Pokemon we want to set to 'Seen' to 0x8004. So in this case, I'm preparing Charmeleon to appear as Seen.
Special 0x163 only finishes the job and actually sets it as Seen in your Pokedex.

Okay, only a little Command update, but the main reason for the update was to give some information on editing the Pokescript commands Database.
Editing the Database

Ever wondered whats included in the folder where Pokescript is installed, or more importantly, whats in the PkmAdv Folder.
We should have 6 files... includes.psh; install.psc; items.psh; stdpoke.psh; texttable.psh and Commands.psh.
Okay, of these files, I only wouldn't touch Install.psc. Don't touch it.
See those .psh files, we can open those in Notepad. So let's open stdpoke.psh. We have a file 'defining' a lot of Pokemon. Well these actually mean that we can use some commands like this.
Code:
givepokemon pkmn_Raichu 0x5 0x0
And if we wanted to look at items.psh, and now we know we can write that previous line as this.
Code:
givepokemon pkmn_Raichu 0x5 item_netball
You can edit these files to allow these items to be controlled as whatever you want them to be. You could just rename item_pokeball to simply pball.

Okay, well that's all a bit of fun, but let's now open up commands.psh in notepad.
As soon as it's opened you'll have some information on how commands have been written by Pokescript.
Well here's my basic rundown on the different possibilities.
Quote:
addcmmd [Command Name] [Hex Value]
alias [Command Name] $options
addparm [Type] [Data]
Okay these well make more sense the more you read through the file.
you may even come across something like this.
Code:
alias TIF $1
addparm 7 if1
addparm 0 mask(#01)   'A mask which makes it automatically 0x1
addparm 3         'Pointer
If you can understand any of that, you can edit the database.
If not, here's mine, with lots of changes. You'll have to look at all the files to see exactly what I've done, as I've changed and added quite a bit.

Download
Mirror
Instructions:
Download File.
Paste into folder where Pokescript is stored.
Extract Zip File to that place.
Replace existing files in PkmAdv.


NOTE:There will be no more added after this.
I won't be adding anymore to this tutorial after this point.
Attached Files
File Type: rar PkmAdv.rar‎ (14.8 KB, 332 views) (Save to Dropbox)
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Last edited by thethethethe; September 13th, 2008 at 03:47 AM.
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  #4    
Old March 1st, 2008, 03:15 PM
destinedjagold's Avatar
destinedjagold
Oh Hai Thar~ 'ω'
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Location: Philippines
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a VERY useful tutorial.
A helpful thread for hackers, indeed.

Great work, thethethethe! I'll be visiting this thread more often then! :D
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  #5    
Old March 1st, 2008, 03:31 PM
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Awesome thex4, i havent read the las two you post, but i'm sure it will
be fantastic, it's just too long xD lol Good job bud
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  #6    
Old March 1st, 2008, 03:34 PM
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ZodiacDaGreat
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Wow! Really nice and detailed tut! Covers alot!
So it would useless to post new scripting tutorials, even for XSE, as this is the best tut
Goodluck in covering all the commands!!!
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Old March 1st, 2008, 05:20 PM
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/Circa
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I see why this took you so long, it's a very handy tutorial, and explains alot of things.
I got a few pm's about adding this to the tutorials list, which i'm going to, plus add a bold and underline . It's very helpful.
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  #8    
Old March 1st, 2008, 08:42 PM
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Dr.Garchomp
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Thank you!Thank you!Thank you!Thank you!Thank you!Thank you!Thank you!This makes ALOT more sense now. Scripting is my one hacking nightmare, but I feel a lot more familiar with it now. I can actually get work done now... >_>
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  #9    
Old March 2nd, 2008, 02:19 AM
Darkrai☻
Starting a hack. Need help.
 
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And you're the one saying they're was too much pokescript tutorials?
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  #10    
Old March 2nd, 2008, 02:27 AM
hi sir tomato my password is syvniti's Avatar
hi sir tomato my password is syvniti
gggggggggggggggggg
 
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Quote:
Originally Posted by Darkrai☻ View Post
And you're the one saying they're was too much pokescript tutorials?
I think he said, there were to many "Empty" tutorials?

Anyway Thex4 this guide is great, Im far from have been reading it all but it's relly good... It's nice whith a guide that eksplain more then just the flag, tekst couler and aplymovemnet... Great job!
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Old March 2nd, 2008, 03:39 AM
thethethethe
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Thanks Christos for moving my posts together.

I'm glad people are finding this useful.

Quote:
Originally Posted by Darkrai☻ View Post
And you're the one saying they're was too much pokescript tutorials?
Sorry if my statement in my signature had room for misinterpretation. I merely meant that the flood of new tutorials had nothing new to offer. They only covered the general commands like messages/movements/giving pokemon/giving items. They didn't offer any new ideas, or in this case, "new" commands. I admit, I've added to the 'pile' of scripting tutorials here at PC, but I've offered up lots more here than what any of the others did. Hopefully you see where I'm coming from now.
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Old March 2nd, 2008, 10:42 AM
EarthsVisitor
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I'd like to see some more, unusaul commands explained.

Like, Multi-Choice, Set Healing Place, Pokemart, Create Sprite, End Trainer Battles, Obediences, etc
:]
Good work so far.
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Old March 2nd, 2008, 05:39 PM
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Trade/Battle/Breed/Clone (X,B2,D)
 
Join Date: Dec 2007
Location: Florida, USA
Gender: Male
Nature: Adamant
Hi bud, hey, when i put setflag 0x829 for the PokeDex Menu, all the script works perfectly, but
when i put start, and try to enter the PokeDex it doens open
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  #14    
Old March 2nd, 2008, 09:26 PM
thethethethe
Gym Leader
 
Join Date: Jun 2007
Location: Melbourne, Australia
Gender: Male
Quote:
Originally Posted by EarthsVisitor View Post
I'd like to see some more, unusaul commands explained.

Like, Multi-Choice, Set Healing Place, Pokemart, Create Sprite, End Trainer Battles, Obediences, etc
:]
Good work so far.
Always a perfectionist...
Pokemart's there.
I think you showed me that, didn't you?
I was going to include Multi with what I've posted, but then I thought I'd cover a few more things before I got to it. Actually, I might write that part up now. I've yet to play around with some of the commands, like all the warps which I'm testing out, get player position, the casino, create sprite,etc. I've still got to test a few of these out. But don't worry, I will get to them.

Quote:
Originally Posted by derv1205 View Post
Hi bud, hey, when i put setflag 0x829 for the PokeDex Menu, all the script works perfectly, but
when i put start, and try to enter the PokeDex it doens open :S
Ummm. I'm not too sure why that would happen. Maybe if you don't have a pokemon it won't work. I'm not too sure, I'd need to know a little more...
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Last edited by thethethethe; March 3rd, 2008 at 01:49 AM.
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  #15    
Old March 3rd, 2008, 06:50 PM
xFailed_Mutationx's Avatar
xFailed_Mutationx
Beginning Trainer
 
Join Date: Mar 2008
Gender:
How come when ever I use the Shop or save in an area around Event placed people, My character turns into that person and I can only control it? My Regular character becomes immobile and I'm controlling the shop keeper o_o;
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  #16    
Old March 4th, 2008, 05:16 PM
derv1205's Avatar
derv1205
Trade/Battle/Breed/Clone (X,B2,D)
 
Join Date: Dec 2007
Location: Florida, USA
Gender: Male
Nature: Adamant
Hi, you where right bud xD lol, I have to have a pokemon for the Dex to open
...
hey, i insert this in PokeScript and put it in a minisprite, but when i talk him the game restarts
I tried it in Ruby and FireRed
Code:
#org $start
callasm 0x71B771
#raw 0x00
wildbattle 0x151 30 0x0
special 0x138
pause 0x101
callasm 0x71B771
end

What else i have to put for the ASM ?
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FS: Flying type - Swanna, Doduo, Hawlucha
TSV: 2631 - if needed contact me.

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Trader Review thread <- If we've traded a review is much appreciated. Thank you!

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  #17    
Old March 13th, 2008, 08:42 PM
Erick's Avatar
Erick
It's been a long time!
 
Join Date: Oct 2006
Location: Mexico City
Age: 20
Gender: Male
Nature: Adamant
Quote:
Originally Posted by thethethethe
Here's a Table for all the hex codes of each symbol.
Spoiler:

01=À
02=Á
03=Â
04=Ç
05=È
06=É
07=Ê
08=Ë
09=Ì
0B=Î
0C=Ï
0D=Ò
0E=Ó
0F=Ô
10=Æ
11=Ù
12=Ú
13=Û
14=Ñ
15=ß
16=à
17=á
19=ç
1A=è
1B=é
1C=ê
1D=ë
1E=ì
20=î
21=ï
22=ò
23=ó
24=ô
25=æ
26=ù
27=ú
28=û
29=ñ
2A=º
2B=ª
2C=·
2D=&
2E=+
34=[Lv]
35==
36=;
51=¿
52=¡
53=[PK]
54=[MN]
55=[PO]
56=[Ke]
57=[BL]
58=[OC]
59=[K]
5A=Í
5B=%
5C=(
5D=)
68=â
6F=í
79=[u]
7A=[D]
7B=[L]
7C=[R]
A1=0
A2=1
A3=2
A4=3
A5=4
A6=5
A7=6
A8=7
A9=8
AA=9
AB=!
AC=?
AD=.
AE=-
AF=·
B0=[...]
B1="
B2=["]
B3='
B4=[']
B5=[m]
B6=[f]
B7=$
B8=,
B9=[x]
BA=/
BB=A
BC=B
BD=C
BE=D
BF=E
C0=F
C1=G
C2=H
C3=I
C4=J
C5=K
C6=L
C7=M
C8=N
C9=O
CA=P
CB=Q
CC=R
CD=S
CE=T
CF=U
D0=V
D1=W
D2=X
D3=Y
D4=Z
D5=a
D6=b
D7=c
D8=d
D9=e
DA=f
DB=g
DC=h
DD=i
DE=j
DF=k
E0=l
E1=m
E2=n
E3=o
E4=p
E5=q
E6=r
E7=s
E8=t
E9=u
EA=v
EB=w
EC=x
ED=y
EE=z
EF=[>]
F0=:
F1=Ä
F2=Ö
F3=Ü
F4=ä
F5=ö
F6=ü
F7=[u]
F8=[d]
F9=[l]
FA=\l
FB=\p
FC=\c
FD=\v
FE=\n
FF=\x
Spoiler:



Which of these one are for the arrows [UP, LEFT, DOWN, RIGHT]?
For example to put them on a signpost?

Thanks ^^
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  #18    
Old March 14th, 2008, 10:23 PM
derv1205's Avatar
derv1205
Trade/Battle/Breed/Clone (X,B2,D)
 
Join Date: Dec 2007
Location: Florida, USA
Gender: Male
Nature: Adamant
Hi dude, i made this for the ASM Script:
First, script:
Code:
#org $start
callasm 0x71B7A0
#raw 0x00
wildbattle 0x82 0x1E 0x0
special 0x138
pause 0x101
callasm 0x71B7A0
end
And in the Hex Editor (I use HexWorkShop)

LINK: http://img228.imageshack.us/img228/9...shopasmbl4.png

So...what's going on =S When i talk to the guy or the pokemon that has to battle, the
game freezes...
__________________
FC 3DS: 1821 - 8876 - 6418 , Playing Pokemon X - Add me and let me know please!
FS: Flying type - Swanna, Doduo, Hawlucha
TSV: 2631 - if needed contact me.

Derv1205's Shop! <- Several IV, Shiny, Legendary, Event Pokemon! Come in take a look

Trader Review thread <- If we've traded a review is much appreciated. Thank you!

"Trade. Breed. Train. Battle."
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  #19    
Old March 14th, 2008, 11:54 PM
Dan13x
Togepi
 
Join Date: Apr 2007
Location: Brisbane, Australia
Age: 18
Gender: Male
Nature: Quiet
Wow thethethethe! I never knew you were such a talented scripter! Excellent!

Last edited by Dan13x; March 15th, 2008 at 05:01 PM.
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  #20    
Old March 15th, 2008, 06:43 PM
thethethethe
Gym Leader
 
Join Date: Jun 2007
Location: Melbourne, Australia
Gender: Male
Sorry, I kinda, forgot about this thread.

Quote:
Originally Posted by Twilite Darkrai View Post
[/spoiler]

Which of these one are for the arrows [UP, LEFT, DOWN, RIGHT]?
For example to put them on a signpost?

Thanks ^^
Am I too late?
It's these ones.
79=[u]
7A=[D]
7B=[L]
7C=[R]

U for Up
D for Down
L for Left
R for Right
Quote:
Originally Posted by derv1205 View Post
Hi dude, i made this for the ASM Script:
First, script:
Code:
#org $start
callasm 0x71B7A0
#raw 0x00
wildbattle 0x82 0x1E 0x0
special 0x138
pause 0x101
callasm 0x71B7A0
end
And in the Hex Editor (I use HexWorkShop)

LINK: http://img228.imageshack.us/img228/9...shopasmbl4.png

So...what's going on =S When i talk to the guy or the pokemon that has to battle, the
game freezes...
Honestly, I don't know what the problem is. The "Shiny Hack" isn't something I've done lately. Sorry.
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  #21    
Old March 15th, 2008, 08:45 PM
Jack of Bl♠des's Avatar
Jack of Bl♠des
Former goderator
 
Join Date: Jan 2008
Location: Temin-ni-Gru
Age: 22
Gender:
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Hey the4 , I was reading through this tut on the special2 section, but there was one question I had to post. Is there a way to remove a pokemon from your party? Not just relocating them to your PC , but basically removing them from the game. There was something going on in my hack where I wanted to imput the option to choose between keeping or releasing a pokemon that you've already purchased, but I now realize removing a pokemon isn't the same as releasing an item.
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  #22    
Old March 15th, 2008, 09:31 PM
/Circa's Avatar
/Circa
a face in the clouds.
 
Join Date: Nov 2007
Location: Melbourne, Victoria
Gender: Male
Nature: Quiet
I don't actually think you can remove a Pokemon, I remember in shinygold you cant access your pokemon anymore, but that was just a simple command. If this was possible I would be interested in it aswell. But since there is nothing identical to that feature in an actual game, it would be extremely hard to decipher.
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  #23    
Old March 15th, 2008, 09:57 PM
Jack of Bl♠des's Avatar
Jack of Bl♠des
Former goderator
 
Join Date: Jan 2008
Location: Temin-ni-Gru
Age: 22
Gender:
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It would be a shame if that wasn't possible. If not, then is there a way to simulate trading with NPC's in the games? I'm not sure if it was in R/S, but I remember being able to do that in the Color/Metal Generations (I've never played FR or LG, so I dunno if it was there).
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Hey guys, I'm still alive. Not really sure if I want to continue Twisted Path though.
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  #24    
Old March 18th, 2008, 11:53 AM
cooley's Avatar
cooley
///Keepin' it simple
 
Join Date: Feb 2007
Location: United States
Age: 19
Gender: Male
Nature: Impish
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Hey thethethethe, Its been awhile.

I was doing some setvar scripts but they don't work.
Everything is correct, its just that I think it has something to do with the advance map values,
like var number, var value and unknowns.

I'd upload the script but, I don't want to spoil anything for my hack, so PM me instead.
Great Tutorial, Learned a lot by the way.

-cooley
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  #25    
Old March 18th, 2008, 07:02 PM
thetribemaster's Avatar
thetribemaster
Pokemon: Brink of Oblivion
 
Join Date: Nov 2007
Gender:
Very nice, this covers the basics and the semi-advanced things in an easy to understand manner. 'Grats to you and keep it up.

EDIT: This is my script, It wont work. It is for a lady that keeps you from leaving without a pokemon. It freezes when you step on it.
Code:
#org $start
checkflag 0x828
if B_true goto $done
message $wait
boxset 6
applymovement 0x01 $move
pausemove 0x0
applymovement 0xFF $youmove
pausemove 0x0
message $poke
boxset 6
applymovement 0x01 $move2
release
end

$done
release
end

#org $move
#raw 0x1F 0x1F 0x1F 0x1D 0xFE

#org $youmove
#raw 0x17 0xFE

#org $move2
#raw 0x20 0x20 0x20 0x1E 0xFE

#org $wait
$wait 1 = WAIT!!!!

#org $poke
$poke 1 = You need a pokemon to go\nout!

Last edited by thetribemaster; March 20th, 2008 at 05:31 PM.
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