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Old June 7th, 2008 (10:54 AM). Edited February 9th, 2009 by ~Teh Panda~.
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~Teh Panda~
Sea of Dreams - Redux
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-Outdated-
May update soon with new XSE commands etc,

[TehTehTehTeh's] XSE Basic/Medium tutorial


Table of Contents

Part 1, Dynamic's
Part 2, Basic Message
Part 3, a yes/no basic script
Part 4, Flags
Part 5, givepokemon

More to come

Part 6, specials
Part 7, movement


To start us off we need to open up XSE and have a blank script tab. Now we may start scripting

Part 1, dynamic's

At the start of any script you must place your dynamic offset to start your script.

A dynamic offset is the hexidecimal your whole script is going to rely on,
Here is how you should place it at the top of your script.

Code:
#dynamic 0x800000
800000 = Your offset, it must be an open offset. Use a free space finder to find your offsets. Advance Map has a built in one.

Part 2, A Basic Message

Now before we start remember to include your dynamic.
After this here we place a line of code that states you are making a new script.

Code:
#ORG @start
Explanations of these 2 words.

Spoiler:
#org = the beggining of a new offset.
@start = the name of your offset, replace start with anything you want to call it.


Now if we want this event to work properly as a message from a person we must include these two lines

Code:
lock
faceplayer
Explanations of these 2 words.

Spoiler:
lock = you cannot move while script is going
faceplayer = the person faces you


Our next step will be the actual pointer to the message. All we have to type is this...

Code:
Message @tutorial
Explanations of these 2 words.

Spoiler:
Message = pointer to a message offset
@tutorial = once again the name of the offset, replace it with whatever your message's offsets are.


^This line of code is neccesary or your script wont ever do anything.

Next we type this to signify what kind of message it is.

Code:
boxset 6
No need to explain this, now to close of the end of this offset.

Code:
release
end
Here is what we should have so far!

Code:
#dynamic 0x800000 'or any offset there you want it to be thats open

#org @start
lock
faceplayer
Message @tutorial
boxset 6
release
end
Don't get all happy at your first XSE script yet, we still have to make your message say something.

Code:
#org @tutorial
= This is my first script!
Tada, here is the "final" script!

Code:
#dynamic 0x800000 'or any offset there you want it to be thats open

#org @start
lock
faceplayer
Message @tutorial
boxset 6
release
end

#org @tutorial
= This is my first script!
Now load your rom in XSE, and press compile. On the pop-up windo press copy, now in Adv-Map make a new person and put the offset you copied in the new person's offset box.

Tada, now we can test it out.

Part 3, is it just me or does it smell like yes/no box time?

Starting us off for a yes/no script we must still place our dynamic offset, our #org @start, and our lock and faceplayer.

You should have this to start off then.

Code:
#dynamic 0x800000

#org @start
lock
faceplayer
Now put in a new message offset pointer, and copy the rest, I will explain everything next.

Code:
message @tutorial
boxset 5
compare LASTRESULT 1
if b_true goto @yes
compare LASTRESULT 0
if b_true goto @no
We know the first line of code but what do the 5 other's mean?

Definitions

Spoiler:
boxset 5 = yes/no box popup with message
compare LASTRESULT 1 = basically means if you pressed yes
if 1 goto @yes = they pressed yes and get reverted to a new offset, which is not a message, it cannot be yet
compare LASTRESULT 0 = basically means if you pressed no
if b_true goto @no = they pressed no and get reverted to a new offset, which is not a message, it cannot be yet


Then place a release and an end and here is what we should have so far, the basis offset point

Code:
#dynamic 0x800000

#org @start
lock
faceplayer
message @tutorial
boxset 5
compare LASTRESULT 1
if b_true goto @yes
compare LASTRESULT 0
if b_true goto @no
release
end
Now to place our offsets from the pointer's, lets start out with the messages.

Just like a basic message script and with the pointer provided.
The Message should look like this.

Code:
#org @tutorial
= Yes or no?
Now for the offset pointer's yes and no, let's start with yes.

Code:
#org @yes
message @pressyes
boxset 6
release
end
That looks familiar, well it is. you really just revert to another message or anything you want it to do! Now for no, if you think you can try it yourself dont look!

Code:
#org @no
message @pressno
boxset 6
release
end
Now to make the message's pressyes and no, simple here is what you should get with them!

Code:
#org @pressyes
= You pressed YES!

#org @pressno
= You pressed NO!
here should be your final script!

Code:
#dynamic 0x800000

#org @start
lock
faceplayer
message @tutorial
boxset 5
compare LASTRESULT 1
if b_true goto @yes
compare LASTRESULT 0
if b_true goto @no
release
end

#org @tutorial
= Yes or no?

#org @yes
message @pressyes
boxset 6
release
end

#org @no
message @pressno
boxset 6
release
end

#org @pressyes
= You pressed YES!

#org @pressno
= You pressed NO!

Chapter 4, Flags

Finally the flags tut is here.

Ok lets start off, flags are based off into 3 basics groups

Code:
setflag
checkflag
clearflag
Most of the time you don't see clearflag come up... it is needed sometimes though. You will understand how to use the flags after this!

Lets start with something way simple. Code the normal base to your script from the other parts of the tut.

Code:
#dynamic 0xOFFSET HERE

#org @start
lock
faceplayer
Now for the flags. add these lines of code

Code:
checkflag 0x200
if b_true goto @flag
This is to check if the flag 0x200 is set and if so going to @flag
Now enter a simple message line in.. whatever the message may be just add it after this. After that we will add our setflag, before that here is how far we should be in the script...

Code:
#dynamic 0xOFFSET HERE

#org @start
lock
faceplayer
checkflag 0x200
if b_true goto @flag
Message @hi
boxset 6
Now for the setflag... for flags do not use any number but the flags 200 and up and 900 and up.

Add this line of code now!

Code:
setflag 0x200
now we should have


Code:
#dynamic 0xOFFSET HERE

#org @start
lock
faceplayer
checkflag 0x200
if b_true goto @flag
Message @hi
boxset 6
setflag 0x200
Now end this part of the scrip and now add your message for hi.

Time for the @flag part. before this here is what you should have...

Code:
#dynamic 0xOFFSET HERE

#org @start
lock
faceplayer
checkflag 0x200
if b_true goto @flag
Message @hi
boxset 6
setflag 0x200
release
end

#org @hi
= Hello there.
Now after that add the #org @flag part of this part of the script.

Time for what we want the flag to go to.
Lets make it a message

Code:
#org @flag
message @woot
boxset 6
release
end

#org @woot
= What you want????
Now for the finished product!

Code:
#dynamic 0xOFFSET HERE

#org @start
lock
faceplayer
checkflag 0x200
if b_true goto @flag
Message @hi
boxset 6
setflag 0x200
release
end

#org @hi
= Hello there.

#org @flag
message @woot
boxset 6
release
end

#org @woot
= What you want????
Chapter 5, GivePokemon

The givepokemon script, a very simple one... i won't go in to as much detail as the other sections since you should now know how to add these commands.

The command itself should be Very Very self explanatory. Of course if you did not get it, it gives a pokemon!

Ok now to show you how it works.

Code:
givepokemon [Pokemon no.] [Pokemon lvl.] [item being held] 0 0 0
So here is the code for a level 5 bulbasaur holding nothing.

Code:
givepokemon 1 5 0 0 0 0
There you are, the givepokemon script. I would advise using flags if you use this script to avoid gaining infinite items

POkemon no.'s Thanks TheTheTheThe
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


More to Come, parts 6, and 7!
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  #2    
Old June 7th, 2008 (07:17 PM). Edited June 7th, 2008 by Charliezard.
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Thanks, but...now I feel like an idiot cuz yes/no is so simple n I couldn't get it. :P

Edit- With the givepokemon, what aspects of it do you plan to cover? The nickname option? Also, in the begining where you don't have the Pokemon option in the start menu, would u show how to make it add that? :P Just a question :P
  #3    
Old June 7th, 2008 (08:12 PM).
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Hmmm...flag 0x828 opens the POKEMON menu I think...
XSE is awesome but...I'm too used to Pokescript..until some more tuts come out...I'll still be da fail...
Good work getting one up like this...hope more comes fast!
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  #4    
Old June 7th, 2008 (08:32 PM).
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Quote originally posted by dark lakitu:
Hmmm...flag 0x828 opens the POKEMON menu I think...
XSE is awesome but...I'm too used to Pokescript..until some more tuts come out...I'll still be da fail...
Good work getting one up like this...hope more comes fast!
So use setflag 0x828 when I recieve the pokemon? I'll try it :)
And haha lol I started at the perfect time...when xse was released :P

Edit- Thanks man it worked!!!!! :D
  #5    
Old June 7th, 2008 (09:18 PM).
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Charliezard
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Well I just read bout the yes/no and it worked fine. Didn't try any of the b_true so yeh :D...yay
I'm reading around, and they all seem pretty much the same, with slight diffrences that can be easily overcome...Least at the level I am now and the stuff I'm lookin at.
  #6    
Old June 7th, 2008 (09:48 PM).
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o.o deleted my post for some reason. I have to retype it xD

Your commands are wrong hockeypanda, you need to learn to use XSE yourself.
There is no such thing as boxset in XSE, it's callstd.

Also, theres no such thing as b_true, it is used as 0x? instead.
You need some serious revision.

This should be locked, I thought HackMew was writing up a tut.
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  #7    
Old June 7th, 2008 (09:53 PM).
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Quote:
o.o deleted my post for some reason. I have to retype it xD

Your commands are wrong hockeypanda, you need to learn to use XSE yourself.
There is no such thing as boxset in XSE, it's callstd.

Also, theres no such thing as b_true, it is used as 0x? instead.
You need some serious revision.
What the? Of course there's boxset - all those callstd that is used alongside message is boxset.

here:

Quote:
#define BOXSET_OBTAIN 0x0
#define BOXSET_FIND 0x1
#define BOXSET_STANDARD 0x2
#define BOXSET_SIGNPOST 0x3
#define BOXSET_DONTCLOSE 0x4
#define BOXSET_YESNO 0x5
#define BOXSET_NORMAL 0x6
The define is for people who use boxset over callstd.

And the b_true thingy-it is included for all noobs. check the std.rbh or something.

@hockeypanda - no offense or something - this is like the 60th scripting tut. Ok, this goes for the rest, there's really no need for a lot of scripting tuts, a gigantic version is coming.
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  #8    
Old June 8th, 2008 (01:13 AM).
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While HackMew is making a tutorial, is it so wrong for some people to make basic tutorials beforehand so people can at least learn a little before tutorial arrives? The tutorial will be massive, so it's not like it'll be here tomorrow.

I liked the tutorial. I'm new to scripting myself, and this goes into Yes/No messages, unlike Darthatron's.
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  #9    
Old June 8th, 2008 (01:24 AM).
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Quote:
While HackMew is making a tutorial, is it so wrong for some people to make basic tutorials beforehand so people can at least learn a little before tutorial arrives? The tutorial will be massive, so it's not like it'll be here tomorrow.

I liked the tutorial. I'm new to scripting myself, and this goes into Yes/No messages, unlike Darthatron's.
It's not wrong - yes, I agree, I know what its like to wait, but its not like there aren't any tuts on scripting - there are loads. Why don't you use those(ever heard of waste of space) all you've got to do is replace all $ with @. As for other commands that aren't covered check the command database, once you know one or two commands the rest are cake - just need some practice
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  #10    
Old June 8th, 2008 (01:50 AM).
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Quote originally posted by ZodiacDaGreat:
It's not wrong - yes, I agree, I know what its like to wait, but its not like there aren't any tuts on scripting - there are loads. Why don't you use those(ever heard of waste of space) all you've got to do is replace all $ with @. As for other commands that aren't covered check the command database, once you know one or two commands the rest are cake - just need some practice
I totally agree with you, hence why my short tutorial only explains the very basics.

Anyway, it's just the same as every other tutorial, but thanks I guess... Someone might use it.
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  #11    
Old June 8th, 2008 (03:38 AM).
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From what I've read, it's not just replacing the $ with @, in fact didn't someone try that and it didn't work? I checked the command help, and help it did. I just believe that these tutorials belong here as much as the PokeScript or whatever tutorials.
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  #12    
Old June 8th, 2008 (06:15 AM).
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Well, pretty basic I would say.. :P
Anyway, I'll give you a tip: save bytes whenever possible.

Example:

Quote:
...
compare LASTRESULT 0x1
if B_TRUE goto @yes
compare LASTRESULT 0x0
if B_TRUE goto @no
...
It doesn't make a lot of sense to compare the LASTRESULT variable two times, indeed. It can be only 0x0 or 0x1 (using callstd/boxset 0x5, of course). So, if it's 0x0 it can't be 0x1 and vice-versa. The optimized version would be:

Quote:
...
compare LASTRESULT 0x1
if B_TRUE goto @yes
goto @no
...
Since you're using XSE you can even do this, if you want:

Quote:
...
compare LASTRESULT 1
if b_true goto @yes
else goto @no
...
Basically it's just the same once compiled, but I think it makes more sense then a simple goto when reading the scipt.
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  #13    
Old June 8th, 2008 (11:19 AM).
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Quote:
From what I've read, it's not just replacing the $ with @, in fact didn't someone try that and it didn't work? I checked the command help, and help it did. I just believe that these tutorials belong here
as much as the PokeScript or whatever tutorials.
You're so naive, you just don't understand the parameters but if you do, then its a different case. The only differences between XSE and other tools are:

-daynamic offsets
-commands
-constructs

The older tuts teach almost everything, with only little error due to the older Toolmakers failed to interpret the commands nicely - so here you go.
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  #14    
Old June 8th, 2008 (05:17 PM).
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I'm learnin the basics of flags and stuff from thethethe's tutorial, that ain't for xse but it doesn't take a genious to see a few obvious diffrences and change them. I've learnt...now the hard part is to learn again...? To remember -_- :P Suck at that
  #15    
Old June 8th, 2008 (05:26 PM).
~Teh Panda~'s Avatar
~Teh Panda~
Sea of Dreams - Redux
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Quote originally posted by Onvoloper:
Thanks, but...now I feel like an idiot cuz yes/no is so simple n I couldn't get it. :P

Edit- With the givepokemon, what aspects of it do you plan to cover? The nickname option? Also, in the begining where you don't have the Pokemon option in the start menu, would u show how to make it add that? :P Just a question :P
Regarding your edit questions,

1. I might add this, not sure yet but I think i will.
2. Yes and i will for pokedex too! All you have to do is set a flag for each.
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  #16    
Old June 8th, 2008 (07:33 PM).
Charliezard's Avatar
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A wild shroomish appeared!
 
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Quote originally posted by hockeypanda32:
Regarding your edit questions,

1. I might add this, not sure yet but I think i will.
2. Yes and i will for pokedex too! All you have to do is set a flag for each.
Cool, I've learnt the flags for the pokedex and pokemon options. The nickname stuff is still unknown to me though.
I noticed in the givepokemon command there was no gender part. Is there a way around that?
  #17    
Old June 8th, 2008 (07:47 PM).
~Teh Panda~'s Avatar
~Teh Panda~
Sea of Dreams - Redux
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Quote originally posted by Onvoloper:
Cool, I've learnt the flags for the pokedex and pokemon options. The nickname stuff is still unknown to me though.
I noticed in the givepokemon command there was no gender part. Is there a way around that?
About the givepokemon, i actually do not know, I haven't ever tried to fiddle around with the lasr three integers, maybe you could do it like that?!
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  #18    
Old June 8th, 2008 (08:38 PM).
Tyrantrum's Avatar
Tyrantrum
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Hey, could u plz put up a signpost script?
I used to be able to do it, but now I'm having a little trouble.
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  #19    
Old June 8th, 2008 (08:41 PM).
Charliezard's Avatar
Charliezard
A wild shroomish appeared!
 
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Quote originally posted by hockeypanda32:
About the givepokemon, i actually do not know, I haven't ever tried to fiddle around with the lasr three integers, maybe you could do it like that?!
Maybe, but you'd think gender would be a slightly more important thing then to be described as a byte filler in the command guide?

Edit Signpost script
Code:
'-----------------------
#org 0x165862
msgbox 0x817D895 '"PALLET TOWN\nShades of your journey..."
callstd 0x3
end


'---------
' Strings
'---------
#org 0x17D895
= PALLET TOWN\nShades of your journey await!
The only diffrence I can see is the callstd 0x3 Guess 0x3 means signpost.
  #20    
Old June 8th, 2008 (08:46 PM).
~Teh Panda~'s Avatar
~Teh Panda~
Sea of Dreams - Redux
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Quote originally posted by Eeveon:
Hey, could u plz put up a signpost script?
I used to be able to do it, but now I'm having a little trouble.
Ya here is one

Code:
#dynamic 0x

#org @sign
lock
Message @sign
boxset 6
release
end

#org @sign
= This is a signpost script!
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  #21    
Old June 8th, 2008 (08:52 PM).
Tyrantrum's Avatar
Tyrantrum
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I've never put lock in my signposts, but they've worked fine.
Thanx, but I think the script is right, but when I copy the offset, put it on A-Map, then open script, it doesn't show the script.
Just a #org 0x[offset]...
Weird huh?
I'll try again and report back.
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  #22    
Old June 8th, 2008 (09:06 PM).
/Circa's Avatar
/Circa
a face in the clouds.
 
Join Date: Nov 2007
Location: Melbourne, Victoria
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Quote originally posted by Eeveon:
I've never put lock in my signposts, but they've worked fine.
Thanx, but I think the script is right, but when I copy the offset, put it on A-Map, then open script, it doesn't show the script.
Just a #org 0x[offset]...
Weird huh?
I'll try again and report back.
When you compile a script a box should show at the bottom of the offsets, look for the one next to your first '@?????'. But make sure you've saved your script, and copy that into A-Map. Incase that doesnt work, open your saved script and compile it again in the same offset, it should be right.

If you get it ;S.
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ard again, the pain has
still not diminished. E
ventually though, he e
merges inside a v
ery large room w

here everything about

the house

suddenly

changes.
  #23    
Old June 8th, 2008 (09:27 PM).
Tyrantrum's Avatar
Tyrantrum
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Yea, I know.
I used the wrong rom on the batch compiler.
It works now.
I also released a demo of my hack.
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  #24    
Old June 9th, 2008 (01:19 AM).
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lord_hardware
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Hey just wondering what the correct scripting TERM is in XSE for the "pokemon nickname" routine?
  #25    
Old June 9th, 2008 (10:57 AM).
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ZodiacDaGreat
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Quote:
Hey just wondering what the correct scripting TERM is in XSE for the "pokemon nickname" routine?
I think you're refering to a command, but there's no such command that nicknames a pokemon - its a special.
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