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  #176    
Old November 13th, 2008 (07:53 AM).
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Quote originally posted by Semele:
FSF is Free Space Finder. Also, please don't use fillers to bypass the 25 character limit.♥
sorry, been a long time since i posted on ere lol, also in this tutorials am i allowed to ask people to make me a script? obviouslyl ike not every script for my game, but like a few examples that i could fiddle around with? :nervous:
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  #177    
Old November 13th, 2008 (05:28 PM).
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Quote originally posted by zak:
sorry, been a long time since i posted on ere lol, also in this tutorials am i allowed to ask people to make me a script? obviouslyl ike not every script for my game, but like a few examples that i could fiddle around with? :nervous:
Tat is the script request / help thread ;) in the scrapbox and it is a sticky
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  #178    
Old December 1st, 2008 (10:20 PM).
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Hmmm... Would anyone care for my next tutorial parts?
Or do you guys want this thread to die...
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  #179    
Old December 1st, 2008 (10:56 PM).
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Quote originally posted by TehTehTehTeh:
Hmmm... Would anyone care for my next tutorial parts?
Or do you guys want this thread to die...
I would enjoy it.
Seems to have been taking some time, but you know what you are doing, so a continuation of the tut would be a great thing!
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  #180    
Old December 2nd, 2008 (02:04 PM).
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Quote originally posted by TehTehTehTeh:
Hmmm... Would anyone care for my next tutorial parts?
Or do you guys want this thread to die...
Agreed, I like it, though I have a couple of questions... Not about the tutorial but about scripting...

One, with the applymovement command, using Advance Map 1.92 (Or something) would you make the script under, Events > Scripts or Events > People ?

Two, are the flags random free space? Or is there a set list of every single different flag value... Can I just choose any number I wish and put it as a flag? For example 0x456 and 0x85F ?

Cheers
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  #181    
Old December 2nd, 2008 (04:23 PM).
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Quote originally posted by Oh_Delilah:
Agreed, I like it, though I have a couple of questions... Not about the tutorial but about scripting...

One, with the applymovement command, using Advance Map 1.92 (Or something) would you make the script under, Events > Scripts or Events > People ?

Two, are the flags random free space? Or is there a set list of every single different flag value... Can I just choose any number I wish and put it as a flag? For example 0x456 and 0x85F ?

Cheers
I'll answer both of your questions.

If you want to make an applymovement script happen when you click on a person, then click on the "Events" tab and increase the number of people by 1, or replace another persons script with yours.

If you want it to activate when you step on a certain spot, then you want to increase the number of "scripts" on the map, and assign your new script to it.
Remember to use:
Unknown 0300
Var Number 4050.


And now question 2...
The flags are not just random space, there are flags already in the game, many not even used by the original game that we refer to as "free flags"

Free Flags :

200 - 29F
500 - 79F
1000 - 109F

It is a bit unsafe using the set of 200 flags, marked in bright red, since they seem to be a bit unsafe, and may cause glitching, and screwiness...
The others, should be fine.
The most safe to use are 1000 - 109F
(Remember that flags are counted in hex)
Hope that answers your question!
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  #182    
Old December 2nd, 2008 (10:17 PM).
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Quote originally posted by 0m3GA AR$3NAL:
I'll answer both of your questions.

If you want to make an applymovement script happen when you click on a person, then click on the "Events" tab and increase the number of people by 1, or replace another persons script with yours.

If you want it to activate when you step on a certain spot, then you want to increase the number of "scripts" on the map, and assign your new script to it.
Remember to use:
Unknown 0300
Var Number 4050.


And now question 2...
The flags are not just random space, there are flags already in the game, many not even used by the original game that we refer to as "free flags"

Free Flags :

200 - 29F
500 - 79F
1000 - 109F

It is a bit unsafe using the set of 200 flags, marked in bright red, since they seem to be a bit unsafe, and may cause glitching, and screwiness...
The others, should be fine.
The most safe to use are 1000 - 109F
(Remember that flags are counted in hex)
Hope that answers your question! :t157:
Hey Omega Arsenal, You are a true champion mate. Thank you so much, you saved me a lot of time.

I will write those Flags down and remember them. Man, that makes things a lot easier to understand, thank you again.


Binky
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  #183    
Old December 3rd, 2008 (02:29 PM).
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Thank you omega arsenal for the open flags list ;)
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  #184    
Old December 4th, 2008 (03:53 PM).
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Well... I sem to have made an error, the free flags are extended...

1000 - 3FFF

Hehe... that is a rough 12287 free flags to use.... that is alot peopel... (Not an exact number btw, but you get the point... hehe!)
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  #185    
Old December 4th, 2008 (06:20 PM).
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Very nice tut, for a scripting noob like myself it was very helpful,
but I have a question not about the tut but about scripting.
How do i make a script for items that are just laying on the ground?
  #186    
Old December 4th, 2008 (07:10 PM).
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can someone help me?
see pic for problem
Attached Images
File Type: jpg 1.jpg‎ (176.5 KB, 29 views) (Save to Dropbox)
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  #187    
Old December 4th, 2008 (11:11 PM). Edited December 4th, 2008 by 0m3GA ARS3NAL.
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Quote originally posted by amtrax:
can someone help me?
see pic for problem
I have been in a helping mood these past few days...


Just add $ in front of the Offset and you will be fine!
Btw... this is very off topic... but is my font the same green color, and written in system font?
This new Browser of mine is strange...

Example:
8000EB - WRONG
$8000EB - Right!
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  #188    
Old December 5th, 2008 (02:23 PM).
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I did exactly as I was told to do with the speaking script, but the character that was following the script didn't speak the words it was supposed to. It just said: '<player's name>, over here! Let's hurry home!'

The the character would run off back to Littleroot town.

Could someone help me here?
  #189    
Old December 8th, 2008 (11:11 PM).
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Quote originally posted by 0m3GA AR$3NAL:
Just add $ in front of the Offset and you will be fine!
Thanks that works but...
when i go 'open script' to check my script has been added all it has is

Spoiler:
'-----------------------
#org 0x(offset added to person)


This is the script i have attempting to add:

Spoiler:

#dynamic 0x2DD100
#ORG @Main
Lock
FacePlayer
Message @Speak
Boxset 0x6
Release
End

#ORG @Speak
= Triplet's Mom: Hi.\nHave you met my children?\lTheir names are Green, Red and Blue.

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  #190    
Old December 8th, 2008 (11:15 PM).
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Quote originally posted by amtrax:
Thanks that works but...
when i go 'open script' to check my script has been added all it has is

Spoiler:
'-----------------------
#org 0x(offset added to person)


This is the script i have attempting to add:

Spoiler:

#dynamic 0x2DD100
#ORG @Main
Lock
FacePlayer
Message @Speak
Boxset 0x6
Release
End

#ORG @Speak
= Triplet's Mom: Hi.\nHave you met my children?\lTheir names are Green, Red and Blue.

When the script compiled, did you copy the offset of it to Advance map, like this for example; $2DD100. You should include it.

Quote:
#dynamic 0x2DD100

#ORG @Main
Message @Speak
Boxset 0x2
End

#ORG @Speak
= Triplet's Mom: Hi.\nHave you met my children?\lTheir names are Green,
Red and Blue.
Try this, it saves bytes. Boxset 0x2 acts as a lock, and faceplayer.
  #191    
Old December 15th, 2008 (11:21 AM).
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everyone this is a rock climb script and TehTehTehTeh
you can put on ur tut


#dynamic 0x800000

#org @start
checkflag 0x828
if b_false goto @false
#raw 0x7C 0x16 0x00
if b_false goto @false
message @noclimb
lock
faceplayer
message @tutorial
boxset 5
compare LASTRESULT 0
if b_true goto @yes
#raw 0x68
#raw 0x9C 0x25 0x00
#raw 0x27
applymovement 0xFF @move
compare LASTRESULT 1
if b_true goto @no
release
end

#org @false
message @noclimb
boxset 6
release
end

#org @noclimb
= these rocks look climable \n a pokemon might be able to \nclimb them

#org @tutorial
= these rocks look climable do you\nclimb up them?

#org @yes
message @pressyes
boxset 6
release
end

#org @no
message @pressno
boxset 6
release
end

#org @pressyes
= You didnt climb

#org @pressno
= You climbed down the rocks

#org @move
#raw 0x01 0x01 0x01 0x01 0x01 0x01 0x01 0x01 0x01 0x01 0x1D 0x1D 0x1D 0x1D 0x1D 0xFE

#dynamic 0x800000

#org @start
checkflag 0x800
if b_false goto @false
#raw 0x7C 0x16 0x00
if b_false goto @false
message @noclimb
lock
faceplayer
message @tutorial
boxset 5
compare LASTRESULT 0
if b_true goto @yes
#raw 0x68
#raw 0x9C 0x25 0x00
#raw 0x27
applymovement 0xFF @move
compare LASTRESULT 1
if b_true goto @no
release
end

#org @false
message @noclimb
boxset 6
release
end

#org @noclimb
= these rocks look climable \n a pokemon might be able to \nclimb them

#org @tutorial
= these rocks look climable do you\nclimb up them?

#org @yes
message @pressyes
boxset 6
release
end

#org @no
message @pressno
boxset 6
release
end

#org @pressyes
= You didnt climb

#org @pressno
= You climbed up the rocks

#org @move
#raw 0x01 0x01 0x01 0x01 0x01 0x01 0x01 0x01 0x01 0x01 0x1e 0x1e 0x1e 0x1e 0x1e 0xFE
  #192    
Old December 16th, 2008 (06:26 AM). Edited December 16th, 2008 by Dr Gregory House.
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hi guys,
i was building a script:
Spoiler:

#Dynamic 0x800000

#org @start
lock
faceplayer
checkflag 0x828
if b_true goto @done
Message @givepoke
boxset 6
closeonkeypress
givepokemon 0x1 0x5 0xCD 0x0 0x0 0x0
givepokemon 0x4 0x5 0xD7 0x0 0x0 0x0
givepokemon 0x7 0x5 0xD1 0x0 0x0 0x0
Message @receivepoke
boxset 6
closeonkeypress
Message @pokeballs
boxset 6
closeonkeypress
applymovement 0x4 @exclamationmark
waitmovement 0
Message @whataboutme2
boxset 6
closeonkeypress
applymovement 0xFF @whataboutme
waitmovement 0
applymovement 0x4 @move
waitmovement 0
applymovement 0xFF @reface
waitmovement 0
Message @okokok
boxset 6
closeonkeypress
Message @timetogo
boxset 6
closeonkeypress
Message @rivalgo
closeonkeypress
applymovement 0x4 @runoutdoor
waitmovement 0
setflag 0x828
release
end

#org @done
Message @alreadygave
boxset 6
closeonkeypress
release
end

#org @givepoke
= Hello \v\h01, my name is Bard and\nI am the Pokémon Professor here.\pI have 3 Pokémon here for you.\nHere you go!

#org @receivepoke
= \v\h01 received the Charmander, \nSquirtle and Bulbasaur.\pYou can nickname them later.\nI also have these for you.

#org @pokeballs
= \v\h01 received 10 Pokéballs to use\nlater.\pYou can use those to catch Pokémon!

#org @alreadygave
= I've already given you your Pokémon,\nnow get going \v\h01!

#org @whataboutme2
= \v\h06: MY TURN!

#org @okokok
= Bard: Ok \v\h06, here you go.\nBe patient next time!

#org @timetogo
= Well, it seems that it's time for\nyou to go. Your goal is to\pbecome the strongest trainers\never! I'm counting on you!

#org @rivalgo
= \v\h06: Haha, I will be better than\nyou \v\h01! It'll be easy! \pYou'll see!\nSmell ya later!

#org @exclamationmark
#raw 0x62
#raw 0xFE

#org @whataboutme
#raw 0x20
#raw 0x02
#raw 0xFE

#org @move
#raw 0x20
#raw 0x01
#raw 0xFE

#org @reface
#raw 0x01
#raw 0xFE

#org @runoutdoor
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x60
#raw 0xFE

But where it says #raw 0x60 is there another command that I can use to remove the sprite from the map, rather than just making them invisible yet still an obstacle?
oh and does anyone have the codes for the rival music (out of battle) and the givepokemon jingle? and the receive item jingle, if there is one.
also, if i was to use them, how would i insert them into my script.
thanks heaps.
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  #193    
Old December 16th, 2008 (06:56 AM).
HackMew's Avatar
HackMew
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Quote originally posted by Kunoichi.King.:
hi guys,
i was building a script:
Spoiler:

#Dynamic 0x800000

#org @start
lock
faceplayer
checkflag 0x828
if b_true goto @done
Message @givepoke
boxset 6
closeonkeypress
givepokemon 0x1 0x5 0xCD 0x0 0x0 0x0
givepokemon 0x4 0x5 0xD7 0x0 0x0 0x0
givepokemon 0x7 0x5 0xD1 0x0 0x0 0x0
Message @receivepoke
boxset 6
closeonkeypress
Message @pokeballs
boxset 6
closeonkeypress
applymovement 0x4 @exclamationmark
waitmovement 0
Message @whataboutme2
boxset 6
closeonkeypress
applymovement 0xFF @whataboutme
waitmovement 0
applymovement 0x4 @move
waitmovement 0
applymovement 0xFF @reface
waitmovement 0
Message @okokok
boxset 6
closeonkeypress
Message @timetogo
boxset 6
closeonkeypress
Message @rivalgo
closeonkeypress
applymovement 0x4 @runoutdoor
waitmovement 0
setflag 0x828
release
end

#org @done
Message @alreadygave
boxset 6
closeonkeypress
release
end

#org @givepoke
= Hello \v\h01, my name is Bard and\nI am the Pokémon Professor here.\pI have 3 Pokémon here for you.\nHere you go!

#org @receivepoke
= \v\h01 received the Charmander, \nSquirtle and Bulbasaur.\pYou can nickname them later.\nI also have these for you.

#org @pokeballs
= \v\h01 received 10 Pokéballs to use\nlater.\pYou can use those to catch Pokémon!

#org @alreadygave
= I've already given you your Pokémon,\nnow get going \v\h01!

#org @whataboutme2
= \v\h06: MY TURN!

#org @okokok
= Bard: Ok \v\h06, here you go.\nBe patient next time!

#org @timetogo
= Well, it seems that it's time for\nyou to go. Your goal is to\pbecome the strongest trainers\never! I'm counting on you!

#org @rivalgo
= \v\h06: Haha, I will be better than\nyou \v\h01! It'll be easy! \pYou'll see!\nSmell ya later!

#org @exclamationmark
#raw 0x62
#raw 0xFE

#org @whataboutme
#raw 0x20
#raw 0x02
#raw 0xFE

#org @move
#raw 0x20
#raw 0x01
#raw 0xFE

#org @reface
#raw 0x01
#raw 0xFE

#org @runoutdoor
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x60
#raw 0xFE

But where it says #raw 0x60 is there another command that I can use to remove the sprite from the map, rather than just making them invisible yet still an obstacle?
oh and does anyone have the codes for the rival music (out of battle) and the givepokemon jingle? and the receive item jingle, if there is one.
also, if i was to use them, how would i insert them into my script.
thanks heaps.
You should never use movements to use hide a sprite forever, indeed.
The proper way is to use the hidesprite + setflag combo.
Basically you set the People ID (for example 1001) and then you do this:

Code:
hidesprite 0x[People #]
setflag 0x[People ID]
Gone. To make it nicer, you may want to use the fadescreen command.

For the rival music I would suggest you decompiling the original scripts. I'm pretty sure you would find it. Sappy may be useful as well.
To insert a "jingle" you use the fanfare/waitfanfare commands.
Example below:

Code:
fanfare 0x13E
' place for givepokemon/giveitem + msgbox
waitfanfare
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  #194    
Old December 16th, 2008 (07:03 AM).
Dr Gregory House's Avatar
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Age: 21
Gender: Male
Nature: Gentle
Quote originally posted by HackMew:
You should never use movements to use hide a sprite forever, indeed.
The proper way is to use the hidesprite + setflag combo.
Basically you set the People ID (for example 1001) and then you do this:

Code:
hidesprite 0x[People #]
setflag 0x[People ID]
Gone. To make it nicer, you may want to use the fadescreen command.

For the rival music I would suggest you decompiling the original scripts. I'm pretty sure you would find it. Sappy may be useful as well.
To insert a "jingle" you use the fanfare/waitfanfare commands.
Example below:

Code:
fanfare 0x13E
' place for givepokemon/giveitem + msgbox
waitfanfare
thanks hackmew, you're the bestest!
btw, how do we know which people ID's aren't used? i can't find a list for that anywhere.
cheers
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  #195    
Old December 16th, 2008 (09:01 AM).
HackMew's Avatar
HackMew
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Quote originally posted by Kunoichi.King.:
thanks HackMew, you're the bestest!
btw, how do we know which people ID's aren't used? i can't find a list for that anywhere.
cheers
LOL, thanks.
Anyway, People ID are just like flags. So 0x1001, 0x1002 and so on till 0x3FFF.
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  #196    
Old December 16th, 2008 (11:29 AM).
Juan
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How functions the special 0x187 and the loadbytefrompointer?
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  #197    
Old December 17th, 2008 (11:06 AM).
Dr Gregory House's Avatar
Dr Gregory House
 
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basically i've been working on that script...
Spoiler:

#Dynamic 0x800000

#org @start
lock
faceplayer
checkflag 0x828
if b_true goto @done
Message @givepoke
boxset 6
closeonkeypress
givepokemon 0x4 0x5 0xD7 0x0 0x0 0x0
fanfare 0x13E
waitfanfare
Message @receivepoke
boxset 6
closeonkeypress
fanfare 0x13E
waitfanfare
Message @pokeballs
boxset 6
closeonkeypress
applymovement 0x4 @exclamationmark
waitmovement 0
Message @whataboutme2
boxset 6
closeonkeypress
applymovement 0xFF @whataboutme
waitmovement 0
applymovement 0x4 @move
waitmovement 0
applymovement 0xFF @reface
waitmovement 0
Message @okokok
boxset 6
closeonkeypress
fanfare 0x13E
waitfanfare
Message @rivalreceive
boxset 6
closeonkeypress
applymovement 0x4 @battlestance1
waitmovement 0
applymovement 0xFF @battlestance2
waitmovement 0
call @trainer
applymovement 0x4 @reface
waitmovement 0
applymovement 0xFF @reface
waitmovement 0
Message @timetogo
boxset 6
closeonkeypress
playsong 0x13B 0x0
Message @rivalgo
boxset 6
closeonkeypress
applymovement 0x4 @runoutdoor
waitmovement 0
fadedefault
hidesprite 0x4
setflag 0x1001
setflag 0x828
release
end

#org @done
Message @alreadygave
boxset 6
closeonkeypress
release
end

#org @trainer
trainerbattle 0 0x05A 0x0 @battleme @oh
return

#org @givepoke
= Hello \v\h01, my name is Bard and\nI am the Pokémon Professor here.\pI have a Pokémon here for you.\nHere you go!

#org @receivepoke
= \v\h01 received the Charmander.\n... ... ...\pYou can nickname it later.\nI also have these for you.

#org @pokeballs
= \v\h01 received 10 Pokéballs to use\nlater.\pYou can use those to catch Pokémon!

#org @alreadygave
= I've already given you your Pokémon,\nnow get going \v\h01!

#org @whataboutme2
= Gareth: MY TURN!

#org @okokok
= Bard: Ok \v\h06, here you go.\nBe patient next time!

#org @rivalreceive
= Gareth received the Mudkip.\n... ... ...

#org @battleme
= \v\h01, battle me now!!

#org @oh
= Gareth: Darn, I lost...

#org @timetogo
= Well, it seems that it's time for\nyou to go. Your goal is to\pbecome the strongest trainers\never! I'm counting on you!

#org @rivalgo
= Gareth: I will be better than you\n \v\h01! It'll be easy! \pYou'll see!\nSmell ya later!

#org @exclamationmark
#raw 0x62
#raw 0xFE

#org @whataboutme
#raw 0x20
#raw 0x02
#raw 0xFE

#org @move
#raw 0x20
#raw 0x01
#raw 0xFE

#org @reface
#raw 0x01
#raw 0xFE

#org @battlestance1
#raw 0x03
#raw 0xFE

#org @battlestance2
#raw 0x02
#raw 0xFE

#org @runoutdoor
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0xFE


the problem that i am having is a can do the trainer battle, but after that nothing hapens and i have to walk out of the room and back in again and the script continues normally from after the trainerbattle. is there a way to fix this?
also, what i want to know is are there any shorter lines that i can use in there?
if HackMew or anyone else awesome can help then thanks alot!
cheers
__________________
  #198    
Old December 17th, 2008 (12:08 PM).
HackMew's Avatar
HackMew
Mewtwo Strikes Back
 
Join Date: Jun 2006
Quote originally posted by Juan:
How functions the special 0x187 and the loadbytefrompointer?
I have no idea about special 0x187 but loadbytefrompointer does just what the Command Help says.


Quote originally posted by Kunoichi.King.:
basically i've been working on that script...
Spoiler:

#Dynamic 0x800000

#org @start
lock
faceplayer
checkflag 0x828
if b_true goto @done
Message @givepoke
boxset 6
closeonkeypress
givepokemon 0x4 0x5 0xD7 0x0 0x0 0x0
fanfare 0x13E
waitfanfare
Message @receivepoke
boxset 6
closeonkeypress
fanfare 0x13E
waitfanfare
Message @pokeballs
boxset 6
closeonkeypress
applymovement 0x4 @exclamationmark
waitmovement 0
Message @whataboutme2
boxset 6
closeonkeypress
applymovement 0xFF @whataboutme
waitmovement 0
applymovement 0x4 @move
waitmovement 0
applymovement 0xFF @reface
waitmovement 0
Message @okokok
boxset 6
closeonkeypress
fanfare 0x13E
waitfanfare
Message @rivalreceive
boxset 6
closeonkeypress
applymovement 0x4 @battlestance1
waitmovement 0
applymovement 0xFF @battlestance2
waitmovement 0
call @trainer
applymovement 0x4 @reface
waitmovement 0
applymovement 0xFF @reface
waitmovement 0
Message @timetogo
boxset 6
closeonkeypress
playsong 0x13B 0x0
Message @rivalgo
boxset 6
closeonkeypress
applymovement 0x4 @runoutdoor
waitmovement 0
fadedefault
hidesprite 0x4
setflag 0x1001
setflag 0x828
release
end

#org @done
Message @alreadygave
boxset 6
closeonkeypress
release
end

#org @trainer
trainerbattle 0 0x05A 0x0 @battleme @oh
return

#org @givepoke
= Hello \v\h01, my name is Bard and\nI am the Pokémon Professor here.\pI have a Pokémon here for you.\nHere you go!

#org @receivepoke
= \v\h01 received the Charmander.\n... ... ...\pYou can nickname it later.\nI also have these for you.

#org @pokeballs
= \v\h01 received 10 Pokéballs to use\nlater.\pYou can use those to catch Pokémon!

#org @alreadygave
= I've already given you your Pokémon,\nnow get going \v\h01!

#org @whataboutme2
= Gareth: MY TURN!

#org @okokok
= Bard: Ok \v\h06, here you go.\nBe patient next time!

#org @rivalreceive
= Gareth received the Mudkip.\n... ... ...

#org @battleme
= \v\h01, battle me now!!

#org @oh
= Gareth: Darn, I lost...

#org @timetogo
= Well, it seems that it's time for\nyou to go. Your goal is to\pbecome the strongest trainers\never! I'm counting on you!

#org @rivalgo
= Gareth: I will be better than you\n \v\h01! It'll be easy! \pYou'll see!\nSmell ya later!

#org @exclamationmark
#raw 0x62
#raw 0xFE

#org @whataboutme
#raw 0x20
#raw 0x02
#raw 0xFE

#org @move
#raw 0x20
#raw 0x01
#raw 0xFE

#org @reface
#raw 0x01
#raw 0xFE

#org @battlestance1
#raw 0x03
#raw 0xFE

#org @battlestance2
#raw 0x02
#raw 0xFE

#org @runoutdoor
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0xFE


the problem that i am having is a can do the trainer battle, but after that nothing hapens and i have to walk out of the room and back in again and the script continues normally from after the trainerbattle. is there a way to fix this?
also, what i want to know is are there any shorter lines that i can use in there?
if HackMew or anyone else awesome can help then thanks alot!
cheers
Answer can be found here.
__________________
  #199    
Old December 23rd, 2008 (08:22 AM).
Cheesymitten's Avatar
Cheesymitten
Dukcs
 
Join Date: Aug 2008
Gender: Male
Hi
Sorry i'm a bit of a question person O.o but this is really bugging me
Spoiler:
#Dynamic 0x6B0000
#org @start
lock
faceplayer
= It's a note from the Prof...\n[blue_fr][PLAYER] i think that you will need this\lcertain pokemon on your quest from me\land talking of quests you haven't got the\lfaintest idea i'm talking about are you?\lwell this is my mission for you.\lyou must train up this LARVITAR\lI have captured for you.\lAnd train it up to become what your father once was\la great trainer but seeing as i'm not here and away i want you\l to come to Virdian city were my next letter\lwill be...\lGood lu.....\l[black_fr]the rest of the text is smudged from the rain
givepokemon 0x1 0x5 0x0 0x0 0x0 0x0
setflag 0x828
release
end

The player can walk away from the ball and not locking with the pokeball that has the "note and pokeball" inside it thanks if you can help me
  #200    
Old December 23rd, 2008 (09:50 AM).
HackMew's Avatar
HackMew
Mewtwo Strikes Back
 
Join Date: Jun 2006
Quote originally posted by cheesymitten:
Hi
Sorry i'm a bit of a question person O.o but this is really bugging me
Spoiler:
#Dynamic 0x6B0000
#org @start
lock
faceplayer
= It's a note from the Prof...\n[blue_fr][PLAYER] i think that you will need this\lcertain pokemon on your quest from me\land talking of quests you haven't got the\lfaintest idea i'm talking about are you?\lwell this is my mission for you.\lyou must train up this LARVITAR\lI have captured for you.\lAnd train it up to become what your father once was\la great trainer but seeing as i'm not here and away i want you\l to come to Virdian city were my next letter\lwill be...\lGood lu.....\l[black_fr]the rest of the text is smudged from the rain
givepokemon 0x1 0x5 0x0 0x0 0x0 0x0
setflag 0x828
release
end

The player can walk away from the ball and not locking with the pokeball that has the "note and pokeball" inside it :) thanks if you can help me
Pretty screwed up... See the script below:

Spoiler:
#dynamic 0x6B0000

#org @start
msgbox @note
callstd 0x2
givepokemon 0x1 0x5 0x0 0x0 0x0 0x0
setflag 0x828
end

#org @note
= It's a note from the Prof...\n[blue_fr][PLAYER] i think that you will need this\lcertain pokemon on your quest from me\land talking of quests you haven't got the\lfaintest idea i'm talking about are you?\lwell this is my mission for you.\lyou must train up this LARVITAR\lI have captured for you.\lAnd train it up to become what your father once was\la great trainer but seeing as i'm not here and away i want you\l to come to Virdian city were my next letter\lwill be...\lGood lu.....\l[black_fr]the rest of the text is smudged from the rain.
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