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  #51    
Old August 15th, 2008 (03:47 AM).
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See.. that's what's so cool about header files..
To give a Staryu try:
Quote:
givepokemon PKMN_STARYU 5 ITEM_ORANBERRY 0 0 0
If that doesn't work, there really is something wrong with the compiler..
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  #52    
Old August 15th, 2008 (03:54 AM).
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Pretty nice tutorial. I might use it! :D You know...since it is actually...kinda complete...(to the most part.)
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  #53    
Old August 15th, 2008 (11:22 PM). Edited August 16th, 2008 by The Abyss.
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This is a great tutorial but if I were to give you the Pokedex would it be the Natonal Dex straight away? If not, how do I give them the National Dex?

EDIT: Is there a complete list of Pokemon's Hex Numbers anywhere?
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  #54    
Old August 16th, 2008 (06:48 AM).
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ah... i see u've finally added the applymovement part
  #55    
Old August 16th, 2008 (08:27 AM).
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You've finally added the applymovement. It's a very useful tutorial (well, it's the only "more" advanced tutorial on XSE till now) Nice work. It would be better if you also added compiling.
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  #56    
Old August 16th, 2008 (08:37 AM).
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how do you make a trainer battle script for EMERALD version on XSE?

thanks in advance!
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  #57    
Old August 16th, 2008 (12:28 PM). Edited August 16th, 2008 by K0k0r0.
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How do I change the starter pokemon? I've searched through the scripting for all 3 of the pokeballs, and all I find is "givepokemon 0x4002 0x5 0x0 0x0 0x0 0x0". What is "4002"?
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  #58    
Old August 16th, 2008 (03:18 PM).
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This should help people who don't understand scripting, good job
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  #59    
Old August 16th, 2008 (03:37 PM).
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i've tried your applymovement script example. it just freezes the game. do you know whats wrong?
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  #60    
Old August 16th, 2008 (06:29 PM).
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Quote originally posted by X-aveon:
i've tried your applymovement script example. it just freezes the game. do you know whats wrong?
Ah! Just recently i had the same problem
you have to change it to a script in advance map
and unknown to 0300
and right under is Var Number change that to 5040
  #61    
Old August 17th, 2008 (06:06 AM).
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Can someone help me?

I'm trying to figure out the behaviour bytes. If anyone has a list, can they post it here.

Please and thank you
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  #62    
Old August 17th, 2008 (08:04 AM).
Jack-s-b Jack-s-b is offline
 
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this tutorial is really helpful, but can you translate some more pokemon hex numbers please,
and also some help please, the warping script isnt really explained, how could i make a script, where you talk to someone, they say something, then u get warped to viridian city, but i want this to only happen once,
and the give pokedex script, how does that work,
cheers.
  #63    
Old August 17th, 2008 (04:12 PM).
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What is the trainer battle script?
Im a noob at scripting.
  #64    
Old August 17th, 2008 (04:28 PM).
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@Andre: Behaviour Bytes have hardly anything to do with scripting. Behaviour Bytes are what make certain tiles do what.

@Jack-s-b: I will. Just give me time. Pokedex: You use a flag in the flag list. Just check that out, ok?
Warps: (command) 0x(map bank in hex) 0x(map number in hex) 0x(X-position on map) 0x(Y-position on map)

@dfdgds121: I'm still figuring that out, ok? Until I post it here, use thethethethe's script tutorial on that. Just translate the pokescript commands to XSE's.
  #65    
Old August 21st, 2008 (08:35 AM).
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how do you...make it so that someone talks to you AND gives you a pokemon? For example, like
"I need someone to take care of this ________ for me. Will you?"
YES/NO
YES: YOU RECIEVED A ________! GIVE A NICKNAME TO __________? and then followed by "Take good care of that ___________ for me."
NO: "Oh, alright. I'll get someone else to take it, then."

also, trainer battles? that'd be nice to mess around with.
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  #66    
Old August 25th, 2008 (12:16 PM).
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would it be possible for you to write up a tutorial for wildbattle?
because wildbattle is the ones ive been trying to figure out so if you could explain it that would be great! xD

I know its wildbattle 0x0 0x0 0x0 0x0 but i dont know the hex i need to put in...
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  #67    
Old August 25th, 2008 (04:15 PM).
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finally a xse tutorial with give pokemon. thanks alot lol
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  #68    
Old August 26th, 2008 (03:49 PM).
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Quote originally posted by Seth the ROM master:
@Andre: Behaviour Bytes have hardly anything to do with scripting. Behaviour Bytes are what make certain tiles do what.
I mean behaviour bytes from the spritebehave command. Sorry if I didn't make myself clear.
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  #69    
Old August 29th, 2008 (10:02 AM).
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hey seth.i have asked a mod to remove my thread. I did not make the thread to insult you or hockepanda's tutorials. I was just trying to help by pointing out some flaws but it appears i was wrong. so forget about it ok?
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  #70    
Old August 29th, 2008 (06:30 PM).
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Do you know about any Specials like an Earthquake or Heal Pokemon yet?
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  #71    
Old August 31st, 2008 (09:13 AM). Edited August 31st, 2008 by rishter.
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I've been trying to create a yes/no warp script.
When I play it, however, It stops at the Yes/No message, and when I click, either Yes or No, it releases and stops the script.

#org @start
lock
faceplayer
message @ready
boxset 0x5
if 0x1 goto @yes
if 0x0 goto @no
release
end

#org @ready
= Are you ready to go?

#org @yes
= OK let's go.
warp 0x2 0x31 0x0B 0x0E

#org @no
= Need some more time?
  #72    
Old August 31st, 2008 (09:31 AM).
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Quote originally posted by rishter:
I've been trying to create a yes/no warp script.
When I play it, however, It stops at the Yes/No message, and when I click, either Yes or No, it releases and stops the script.

#org @start
lock
faceplayer
message @ready
boxset 0x5
if 0x1 goto @yes
if 0x0 goto @no
release
end

#org @ready
= Are you ready to go?

#org @yes
= OK let's go.
warp 0x2 0x31 0x0B 0x0E

#org @no
= Need some more time?
Well it should be something like this:
Code:
#org @start
lock
faceplayer
message @ready
boxset 0x5
compare LASTRESULT 0x1
if 0x1 goto @yes
msgbox @no
callstd 0x2
release
end
 
#org @ready
= Are you ready to go?
 
#org @yes
msgbox @yes2
callstd 0x2
warp 0x2 0x31 0x0B 0x0E
release
end
 
#org @yes2
= OK let's go.
 
#org @no
= Need some more time?
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  #73    
Old August 31st, 2008 (09:47 AM).
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thanks that did it
what are each of the boxsets/callstds?

Quote originally posted by 1KewlDude:
Well it should be something like this:
Code:
#org @start
lock
faceplayer
message @ready
boxset 0x5
compare LASTRESULT 0x1
if 0x1 goto @yes
msgbox @no
callstd 0x2
release
end
 
#org @ready
= Are you ready to go?
 
#org @yes
msgbox @yes2
callstd 0x2
warp 0x2 0x31 0x0B 0x0E
release
end
 
#org @yes2
= OK let's go.
 
#org @no
= Need some more time?
  #74    
Old September 7th, 2008 (07:31 AM).
Link222 Link222 is offline
 
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can someone help me?

i made a sprite and i double click on it and xse comes up and i make the script for that person and save it and compile it, but when i close it, I then click on the sprite guy again and it comes up with the default script..

any ideas?
  #75    
Old September 10th, 2008 (02:41 PM).
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Would this also work for Signs? If not, then what would you change?
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