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  #2626    
Old December 10th, 2009 (01:30 AM).
KillerSnipe21 KillerSnipe21 is offline
 
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I am trying to make it so when you lose to your rival you don't white out but, when ever I lose it just makes me go back to the PC but, I want it to continue like in the normal game when you lose to your rival. Can anybody help me?

Spoiler:
#dynamic 0x81CC7C

#org @start2
checkitem 0x15D 0x1
compare LASTRESULT 0x1
if 0x1 goto @start
if 0x0 goto @end
end

#org @start
lock
faceplayer
checkflag 0x8CF
if 0x1 goto @end
playsong 0x13B 0x0
applymovement 0x07 @move1
msgbox @0 0x6
checkflag 0x8C6
if 0x1 goto @1
checkflag 0x8C7
if 0x1 goto @2
checkflag 0x8C8
if 0x1 goto @3

#org @move1
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0xFE

#org @0
= [rival]:Hey, [player] what's up?

#org @1
trainerbattle 0x9 0x146 0x0 @lost @won
setflag 0x8CF
msgbox @A 0x6
applymovement 0x07 @move2
release
end

#org @2
trainerbattle 0x9 0x147 0x0 @lost @won
setflag 0x8CF
msgbox @A 0x6
applymovement 0x07 @move2
release
end

#org @3
trainerbattle 0x9 0x148 0x0 @lost @won
setflag 0x8CF
msgbox @A 0x6
applymovement 0x07 @move2
release
end

#org @won
= I told you I would win!

#org @lost
= How do you always win?

#org @A
= [rival]:What a battle that was!

#org @move2
#raw 0x61
#raw 0x10
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x60
#raw 0xFE

#org @end
lock
faceplayer
release
end
  #2627    
Old December 10th, 2009 (01:35 AM). Edited December 10th, 2009 by amoliski.
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amoliski amoliski is offline
 
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Quote originally posted by 0m3GA ARS3NAL:
Do not ask the same thing in 2 threads, I should have answered this one, but I answered your question in the other thread.

Next time, only ask in THIS thread.
...Can you copy/paste it here, I don't know what the other thread is, and this seems pretty useful. Thanks.

Quote originally posted by KillerSnipe21:
I am trying to make it so when you lose to your rival you don't white out but, when ever I lose it just makes me go back to the PC but, I want it to continue like in the normal game when you lose to your rival. Can anybody help me?

Spoiler:
#dynamic 0x81CC7C

#org @start2
checkitem 0x15D 0x1
compare LASTRESULT 0x1
if 0x1 goto @start
if 0x0 goto @end
end

#org @start
lock
faceplayer
checkflag 0x8CF
if 0x1 goto @end
playsong 0x13B 0x0
applymovement 0x07 @move1
msgbox @0 0x6
checkflag 0x8C6
if 0x1 goto @1
checkflag 0x8C7
if 0x1 goto @2
checkflag 0x8C8
if 0x1 goto @3

#org @move1
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0xFE

#org @0
= [rival]:Hey, [player] what's up?

#org @1
trainerbattle 0x9 0x146 0x0 @lost @won
setflag 0x8CF
msgbox @A 0x6
applymovement 0x07 @move2
release
end

#org @2
trainerbattle 0x9 0x147 0x0 @lost @won
setflag 0x8CF
msgbox @A 0x6
applymovement 0x07 @move2
release
end

#org @3
trainerbattle 0x9 0x148 0x0 @lost @won
setflag 0x8CF
msgbox @A 0x6
applymovement 0x07 @move2
release
end

#org @won
= I told you I would win!

#org @lost
= How do you always win?

#org @A
= [rival]:What a battle that was!

#org @move2
#raw 0x61
#raw 0x10
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x60
#raw 0xFE

#org @end
lock
faceplayer
release
end
I'm not too good with scripting but two things stand out to me:
1.
Quote:
compare LASTRESULT 0x1
if 0x1 goto @start
if 0x0 goto @end
You can't do two ifs in a row,
just put the @end script below the first if.
2.
There is nothing that heals your pokie-manz, so when you loose
your entire party is dead, so you white out anyway.

I checked the script for the first Gary battle in FR,
It adds a special0x0 in.
The offset of the script in fire red is 0x1692F3
There is lots of ifs that I assume deal with where he was standing and what pokemon he took.
Hope I helped.
  #2628    
Old December 10th, 2009 (01:53 AM).
Chicken Bones Chicken Bones is offline
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Ur too late I replied in the other thread before I saw your reply in this one. but thanks. I thought it would be more likelyto get a reply. (See other thread for more detail)

Closed.
  #2629    
Old December 10th, 2009 (03:08 AM).
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Quote originally posted by 0m3GA ARS3NAL:
Unfortunately, no, there is no special or flag that activates the national pokedex in Ruby Version.
Instead of adding those 4 lines to another script, just make your own script, it isn't that hard, here I'll give you one to use.

Spoiler:
#dynamic 0x800000

#org @start
lock
checkflag 0x801
if b_true goto @exit
writebytetooffset 0x2 0x2026B00
writebytetooffset 0x3 0x2026B01
writebytetooffset 0xDA 0x2024EBE
writebytetooffset 0x67 0x2026A5A
release
end

#org @exit
release
end

Yes, I know the lock/release aren't needed, but it is a good idea to include them in Every script you make aside from a level script that might not need it.

Now, to add this into your ROM is simple.
There are 2 ways of doing this, I'll tell you one, the other, you should read the guide that comes with XSE (If you are using it, if so, open XSE and press F2)

To insert this, open up XSE, and click "File" then click "Open"

Once you have the open file prompt opened up, switch the file type to GBA, and open your game up.
Your ROM is now loaded.
Now copy/paste the script I gave you into XSE, and hit the COMPILE button. (The button that kinda looks like 2 gears, it isn't that hard to miss...)

You should now see a new window pop-up, this is the compiler log.
At the bottom of it, in a spot called "Dynamic Offsets" it should show you a list of offsets, and a list of offset names.
(If you are working off of a clean ROM, you should see:

@start 800000
@exit 800025)

Now, click on @start, and hit the COPY button next to it.

At this point, you will want to open up A-Map, and go to Birch's lab (Where he gives you the Pokedex...)
You are going to want to switch to the "Events" tab, and increase the number of scripts by 1. (Unless the exit of his lab takes up more spots)

Move the script events that were added in front of the warp spots on the door.
Set both of their Var Num/ Unknown to 4050 and 0003 respectively.

In the "Script Offset" field, put in the offset that the compiler showed you.
No just move the script(s) on top of the "warp" tiles, aaaannnnddd...
Congrats, you have successfully inserted that script.
Now, after Birch gives you the Pokedex, just walk out of the lab and you will have the National Pokedex!

Remember, don't rely so much on other people's help, try to do things on your own, and I must insist...

READ THE GUIDE THAT COMES WITH XSE
Have a nice day.
Move the script events that were added in front of the warp spots on the door.
Set both of their Var Num/ Unknown to 4050 and 0003 respectively

Sorry man can u tell me what i did wrong Its still regional dex.
Steps i followed after opening a map
1)increase no of events to 1 and save changes
2)change the value of offset var num & unknown(even tried changing both unknowns) didnt change var value of the script
3)make the position x y same as that of wrap point
save the changes

Move the script events that were added in front of the warp spots on the door.
I didnt get what u meant by it maybe this is the mistake




  #2630    
Old December 10th, 2009 (10:13 AM).
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Hello. Hate to be an annoyance, but I've hit a roadblock trying to figure out some of the codes and meshing them together to make simple events. I've been using PKSV (much friendlier to me) I've been getting an unexpected crash somewhere in the event, and I can't for the life of me figure it out where it's going bad.
Spoiler:
#dyn 0x800000
#org @start
lock
faceplayer
checkflag 0x201
if true jump @moved

msgbox @text
callstd MSG_NORMAL
closemsg

applymovement 0x3 @movethem
applymovement PLAYER @moveme
pauseevent 0x0

applymovement 0x3 @movethem2
pauseevent 0x0

msgbox @text2
callstd MSG_NORMAL
closemsg

special CATCH_POKEMON
waitspecial

applymovement 0x3 @movethem3
pauseevent 0x0

msgbox @text3
callstd MSG_NORMAL
closemsg

copyvarifnotzero 0x8000 TEACHYTV
copyvarifnotzero 0x8001 0x1
callstd MSG_OBTAIN
closemsg

addpokemon HITMONCHAN 0x15 NONE 0 0 0
storepokemon 0 HITMONCHAN
message @get-msg
fanfare 0x101
showmsg
waitfanfare
waitbutton
closemsg

applymovement PLAYER @moveme2
applymovement 0x3 @movethem4
pauseevent 0x0
// CRASHES HERE
msgbox @text4
callstd MSG_NOCLOSE
closemsg

setflag 0x201
release
end

#org @moved
msgbox @talked
callstd MSG_NOCLOSE
release
end


I didn't include the texts because that would just make the page bigger and it's really not important. Yes I'm a newbie, but I know at least a bit of what I'm doing ;
  #2631    
Old December 10th, 2009 (12:05 PM).
amoliski's Avatar
amoliski amoliski is offline
 
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Quote originally posted by Chicken Bones:
Ur too late I replied in the other thread before I saw your reply in this one. but thanks. I thought it would be more likelyto get a reply. (See other thread for more detail)

Closed.
What thread are you talking about?

Quote originally posted by Windslash:
Hello. Hate to be an annoyance, but I've hit a roadblock trying to figure out some of the codes and meshing them together to make simple events. I've been using PKSV (much friendlier to me) I've been getting an unexpected crash somewhere in the event, and I can't for the life of me figure it out where it's going bad.
Spoiler:
#dyn 0x800000
#org @start
lock
faceplayer
checkflag 0x201
if true jump @moved

msgbox @text
callstd MSG_NORMAL
closemsg

applymovement 0x3 @movethem
applymovement PLAYER @moveme
pauseevent 0x0

applymovement 0x3 @movethem2
pauseevent 0x0

msgbox @text2
callstd MSG_NORMAL
closemsg

special CATCH_POKEMON
waitspecial

applymovement 0x3 @movethem3
pauseevent 0x0

msgbox @text3
callstd MSG_NORMAL
closemsg

copyvarifnotzero 0x8000 TEACHYTV
copyvarifnotzero 0x8001 0x1
callstd MSG_OBTAIN
closemsg

addpokemon HITMONCHAN 0x15 NONE 0 0 0
storepokemon 0 HITMONCHAN
message @get-msg
fanfare 0x101
showmsg
waitfanfare
waitbutton
closemsg

applymovement PLAYER @moveme2
applymovement 0x3 @movethem4
pauseevent 0x0
// CRASHES HERE
msgbox @text4
callstd MSG_NOCLOSE
closemsg

setflag 0x201
release
end

#org @moved
msgbox @talked
callstd MSG_NOCLOSE
release
end


I didn't include the texts because that would just make the page bigger and it's really not important. Yes I'm a newbie, but I know at least a bit of what I'm doing ;
Alright, I don't know much about movements in pksv, I had almost the exact same problem so I switched over to XSE. I can't see any problems, but I would recommend learning XSE, there are more tutorials for it, and movement scripts are easier...
  #2632    
Old December 10th, 2009 (01:09 PM).
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Please can someone help me wiv dis script? It is for changing the OW? I dont know how to fix it..
Spoiler:

#org 0x720AA0
#raw 0x2
#raw pointer 0x8800000
#raw 0x0
'---------------
#org 0x800000
#raw word 0x5055
#raw word 0x1
#raw pointer 0x8800015
#raw word 0x0
'---------------
#org 0x800015
lock
writebytetooffset 0x20 0x2020648
writebytetooffset 0x4 0x2020649
setvar 0x5050 0x1
release
end
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  #2633    
Old December 10th, 2009 (03:48 PM).
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Chaos Rush Chaos Rush is offline
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Quote originally posted by colcolstyles:
Looks like you're missing a 'waitmovement' after the second 'applymovement'. That would explain why the NPC isn't moving.
Okay, thanks, it worked. But later I modified the first part of the script to this:
Quote:
'---------------
#org 0x1E8091
lockall
call 0x81E80AD
releaseall
end

'---------------
#org 0x1E80AD
msgbox 0x81E8BB8 MSG_KEEPOPEN '"Insert text here lol."
closeonkeypress
movesprite 0x4 0xA 0xA
applymovement 0x4 0x81E80DF
waitmovement 0x4
msgbox 0x81E8C07 MSG_KEEPOPEN '"Insert more text here lololol"
closeonkeypress
pause 0x1E
applymovement 0x4 0x81E80EB
applymovement MOVE_PLAYER 0x81E80EB
waitmovement 0x0
return
Before I had waitmovement 0x4, but now I want it to apply to the player and person #4, so I looked at another script as a reference. If I tried putting 2 waitmovements (0x0 and 0x4), then it would glitch up.

Using the script above, if I click Compile and open up the script again, the last two lines get replaced with :
Quote:
callstd 0x9
callstd 0x9
Now where did that come from?
  #2634    
Old December 10th, 2009 (04:42 PM).
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colcolstyles colcolstyles is offline
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Quote originally posted by Codec:
Please can someone help me wiv dis script? It is for changing the OW? I dont know how to fix it..
Spoiler:

#org 0x720AA0
#raw 0x2
#raw pointer 0x8800000
#raw 0x0
'---------------
#org 0x800000
#raw word 0x5055
#raw word 0x1
#raw pointer 0x8800015
#raw word 0x0
'---------------
#org 0x800015
lock
writebytetooffset 0x20 0x2020648
writebytetooffset 0x4 0x2020649
setvar 0x5050 0x1
release
end
Not quite sure but could it have something to do with the fact that the two boldfaced halfwords are different?
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  #2635    
Old December 10th, 2009 (08:00 PM).
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Can anyone tell me what i did wrong for activating national dex in ruby?

#dynamic 0x800000

#org @start
lock
checkflag 0x801
if b_false goto @exit
writebytetooffset 0x2 0x2026B00
writebytetooffset 0x3 0x2026B01
writebytetooffset 0xDA 0x2024EBE
writebytetooffset 0x67 0x2026A5A
release
end

#org @exit
release
end



Steps i followed after compiling the script and opening the map
1)increase no of events to 1 and save changes
2)change the value of offset var num & unknown and put the correct offset found(by compiling)
3)make the position x y same as that of wrap point

Saved the changes
  #2636    
Old December 10th, 2009 (08:10 PM).
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TB Pro TB Pro is offline
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Quote originally posted by rokrdude:
Can anyone tell me what i did wrong for activating national dex in ruby?

#dynamic 0x800000

#org @start
lock
checkflag 0x801
if b_false goto @exit
writebytetooffset 0x2 0x2026B00
writebytetooffset 0x3 0x2026B01
writebytetooffset 0xDA 0x2024EBE
writebytetooffset 0x67 0x2026A5A
release
end

#org @exit
release
end



Steps i followed after compiling the script and opening the map
1)increase no of events to 1 and save changes
2)change the value of offset var num & unknown and put the correct offset found(by compiling)
3)make the position x y same as that of wrap point

Saved the changes
B_False? So you want the script to not be activated before you set the flag? Seems weird to me, so that may be your problem. You don't need lock or release either, I don't think.
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  #2637    
Old December 10th, 2009 (08:26 PM).
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rokrdude rokrdude is offline
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Quote originally posted by Jesse[TB Pro]:
B_False? So you want the script to not be activated before you set the flag? Seems weird to me, so that may be your problem. You don't need lock or release either, I don't think.
New script i used still not working
Having this problem for 2 weeks now .There is no thread for this problem(activating national dex in ruby which many people face)
Probably u can tell the mistake or post a video(I will be very grateful for that)

Spoiler:

'---------------
#org 0x800000
checkflag 0x801
if 0x0 goto 0x8800023
writebytetooffset 0x2 0x2026B00
writebytetooffset 0x3 0x2026B01
writebytetooffset 0xDA 0x2024EBE
writebytetooffset 0x67 0x2026A5A
end

'---------------
#org 0x800023
end



This Script is taken from advance map if i open saved script with XSE
  #2638    
Old December 10th, 2009 (08:30 PM).
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Quote originally posted by rokrdude:
New script i used still not working
Having this problem for 2 weeks now
Probably u can tell the mistake or post a video(I will be very grateful for that)

Spoiler:

'---------------
#org 0x800000
checkflag 0x801
if 0x0 goto 0x8800023
writebytetooffset 0x2 0x2026B00
writebytetooffset 0x3 0x2026B01
writebytetooffset 0xDA 0x2024EBE
writebytetooffset 0x67 0x2026A5A
end

'---------------
#org 0x800023
end

if 0x1 goto @exit plz. Other than that, the routine may not work as specified.
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  #2639    
Old December 10th, 2009 (08:42 PM).
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oops sorry man i posted the wrong script

Spoiler:

#org 0x800000
checkflag 0x801
if 0x1 goto 0x8800023
writebytetooffset 0x2 0x2026B00
writebytetooffset 0x3 0x2026B01
writebytetooffset 0xDA 0x2024EBE
writebytetooffset 0x67 0x2026A5A
end

'---------------
#org 0x800023
end





Can u tell me is there any error in script allocating






I didnt get what u mean by this?
Other than that, the routine may not work as specified.
  #2640    
Old December 10th, 2009 (09:08 PM).
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How do I edit tile behaviors, like when you hit A while facing a computer, the tile has a behavior of 83 00, it says something along the lines of "It's got some complicated stuffs on it, if I touch it I might die, or delete my sprite and disappear! Better not touch it."?
How do you find the offset of the script that is executed?
  #2641    
Old December 10th, 2009 (10:45 PM).
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Finally I have been able to activate national dex in ruby

but i have a problem
I have kept kanto starters
Before national dex was activated pokedex entry was zero

but after activating national dex entry shows 1 (right amount of pokemon)

But in the pokedex pictures column it still doesnt show the kanto starter i have or
Pokemon i capture from kanto or jonto
(allthough amount of pokemon seen and captured is shown correctly)


Is it normal??
  #2642    
Old December 11th, 2009 (07:23 AM).
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Karel_Kazuki Karel_Kazuki is offline
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Okay Im trying to Make a hack.I have been learning how to script and I dont know how to use all the elements of the scripts......Okay Im trying to make a battle script,really,and im using a-trainer a-map and XSE.....I need someone to tell me step by step how to put a new trainer int the game.I cna make the script but i dont know what to do after that...

this is the script i wrote.

dynamic 0x800000
#org @start
msgbox @1 0x6
end
#org @1
= Hey [player]!\nI wanna try my new Pokemon.Lets Battle Very quick!

I know its not the right one,Because its a messagebox script but im trying to see how to insert that in.I know there is a @ before after and winner script but I just need the steps to make it work.
  #2643    
Old December 11th, 2009 (10:23 AM). Edited December 11th, 2009 by 0m3GA ARS3NAL.
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0m3GA ARS3NAL 0m3GA ARS3NAL is offline
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Quote originally posted by amoliski:
How do I edit tile behaviors, like when you hit A while facing a computer, the tile has a behavior of 83 00, it says something along the lines of "It's got some complicated stuffs on it, if I touch it I might die, or delete my sprite and disappear! Better not touch it."?
How do you find the offset of the script that is executed?
That isn't a script, it is an ASM routine that displays the text.
You can change it, but you'll have to look for it in a hex editor, or A-Text.
Then you can change it yourself, but you'd have to repoint if you want to make it longer.

Quote originally posted by Karel_Kazuki:
Okay Im trying to Make a hack.I have been learning how to script and I dont know how to use all the elements of the scripts......Okay Im trying to make a battle script,really,and im using a-trainer a-map and XSE.....I need someone to tell me step by step how to put a new trainer int the game.I cna make the script but i dont know what to do after that...

this is the script i wrote.

dynamic 0x800000
#org @start
trainerbattle 0x0 0xTrainerNumber 0x1 @challenge @win @after
goto @after
end

#org @challenge
= Text when he sees you

#org @win
= Text when he loses

#org @after
lock
msgbox @afterbattle 0x6
release
end

#org @afterbattle
= Text he says whenever you talk to him now

I know its not the right one,Because its a messagebox script but im trying to see how to insert that in.I know there is a @ before after and winner script but I just need the steps to make it work.
I edited your script above...
Once you have your trainer made, and teh script inserted, you just have to get it to work in A-Map.

Make a sprite in A-Map point to the script above... (You know, the script offset box)
Make sure to click the little box that says trainer next to it!

Then just set his view radius, and you are done!

(Also, besure the SECOND "Unknown" Box is set to 03!)

I know the script could be better, it has been a while since I last scripted...
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I don't even..."

M/O: Often acts out to get attention, but recently has changed that. Has been studying up on hacking information and hopes to participate in more advanced hacking discussion.
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  #2644    
Old December 11th, 2009 (10:54 AM).
Shukumei's Avatar
Shukumei Shukumei is offline
Teh Haxxorz
 
Join Date: Nov 2009
Location: Austin TX.
Gender: Male
Nature: Quiet
Posts: 27
Quote originally posted by Karel_Kazuki:
I need someone to tell me step by step how to put a new trainer int the game.
There are several tutorials you can look at for A-Map and XSE. When looking for something as involved as a full step by step for creating a trainer your best bet is to look there. This thread is not set up for tutorials. It's purpose is to get help debugging scripts. Please keep this in mind. (Sorry if that sounded strict )
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Shade the level 50 Umbreon!
  #2645    
Old December 11th, 2009 (12:56 PM).
rokrdude's Avatar
rokrdude rokrdude is offline
POKEMON : SINNOH QUEST CREATOR
 
Join Date: Oct 2009
Gender: Male
Posts: 136
IS there any way we can edit the pokemon wally uses to catch ralts?

I think its a special can we edit it?

If not can we atleast edit the script when father gives wally zizagoon
(like i want to change the name zizagoon to a nickname )

Because i tried to find the script but could find it

Can someone help?
  #2646    
Old December 11th, 2009 (04:15 PM).
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novluis323 novluis323 is offline
 
Join Date: Dec 2009
Gender: Male
Posts: 38
hmm how would a basic battle script look like for example i have a scientist i would like to battle in the beginning except i dont know how to set what pokemon he would use
  #2647    
Old December 11th, 2009 (04:28 PM).
TB Pro's Avatar
TB Pro TB Pro is offline
Old-timer
 
Join Date: Nov 2004
Location: Midwestern USA
Age: 20
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Posts: 2,739
Quote originally posted by novluis323:
hmm how would a basic battle script look like for example i have a scientist i would like to battle in the beginning except i dont know how to set what pokemon he would use
#dynamic 0x800000

#org @begin
trainerbattle 0x0 0x[trainer number] 0x0 @before @after
msgbox @later 0x2
release
end

#org @before
=

#org @after
=

#org @later
=

Edit his Pokemon via A-Trainer. It can be found in HackMew's toolbox.
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  #2648    
Old December 11th, 2009 (04:35 PM).
Pokepal17's Avatar
Pokepal17 Pokepal17 is offline
More cowbell~
Silver Tier
 
Join Date: Oct 2008
Location: Steeltown
Age: 20
Gender: Male
Nature: Modest
Posts: 1,517
Quote originally posted by Jesse[TB Pro]:
#dynamic 0x800000

#org @begin
trainerbattle 0x0 0x[trainer number] 0x0 @before @after
msgbox @later 0x2
release
end

#org @before
=

#org @after
=

#org @later
=

Edit his Pokemon via A-Trainer. It can be found in HackMew's toolbox.
The release you used is useless since the msbox's parameter 0x2 has lock, faceplayer and release in one. :3

So get rid of the release since it's junk.
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  #2649    
Old December 11th, 2009 (04:35 PM). Edited December 11th, 2009 by novluis323.
novluis323's Avatar
novluis323 novluis323 is offline
 
Join Date: Dec 2009
Gender: Male
Posts: 38
Quote originally posted by Jesse[TB Pro]:
#dynamic 0x800000

#org @begin
trainerbattle 0x0 0x[trainer number] 0x0 @before @after
msgbox @later 0x2
release
end

#org @before
=

#org @after
=

#org @later
=

Edit his Pokemon via A-Trainer. It can be found in HackMew's toolbox.
k thanks never mind fixed it
  #2650    
Old December 11th, 2009 (04:39 PM).
Pokepal17's Avatar
Pokepal17 Pokepal17 is offline
More cowbell~
Silver Tier
 
Join Date: Oct 2008
Location: Steeltown
Age: 20
Gender: Male
Nature: Modest
Posts: 1,517
Quote originally posted by novluis323:
k thanks what would i do with the zeros next to the trainer number?
The 0x0 on the left of the trainer ID is the type of battle and the one on the right is a special byte, which should be kept as 0x0.
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