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  #3476    
Old April 6th, 2010, 12:43 AM
Omega Zero's Avatar
Omega Zero
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Quote:
Originally Posted by Evilcrizpy View Post
Sure here it is

Spoiler:
'-----------------------
#org 0x8001A4
lock
faceplayer
checkflag 0x828
if 0x1 goto @done
applymovement 0x5 @1
waitmovement 0x0
msgbox @t1 0x6
applymovement 0xFF @2
waitmovement 0x0
msgbox @t2 0x6
release
end

'-----------------------
#org @done
release
end



#org @1
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0xFE

#org @2
#raw 0x3
#raw 0x63
#raw 0xFE



#org @t1
= Hello my name is Scott, Did you hear about...\n Ohh you did... \p Wanna investigate it?

#org @t2
= FOLLOW ME!
try that it should work
if not then i can re write it for you
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  #3477    
Old April 6th, 2010, 12:44 AM
Evilcrizpy's Avatar
Evilcrizpy
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Gender: Male
Quote:
Originally Posted by Omega Zero View Post


try that it should work
if not then i can re write it for you
Already tryed the none compiled version didnt change it.
Yea that would help :D

Here is a link to a video.
Shows the current script bug.

http://www.youtube.com/watch?v=dTFv8bEaids

Last edited by Evilcrizpy; April 6th, 2010 at 02:59 AM.
  #3478    
Old April 6th, 2010, 03:52 AM
ryolo
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Join Date: Apr 2010
Gender: Male
Nature: Docile
i'm having trouble with my pokemon giving script at the start of my game where you must fight a ditto (this is in a ruby hack)
at the moment nothing happens but if i keep walking on the script area the game freezes
sorry im new to the forums so i dont know how to make a spoiler area but my script is this

#Dynamic 0x6B09F8

#org @start
lock
checkflag 0x200
if 0x1 goto @done
checkflag 0x201
if 0x1 goto @done
applymovement 0x07 @girl
msgbox @girltalk 0x6
waitmovement 0x0
applymovement 0xFF @turn1
applymovement 0x08 @prof
waitmovement 0x0
applymovement 0xFF @turn2
msgbox @away 0x6
special 0x9F
cry 0x84 0x0
wildbattle 0x84 0x5 0x8B
fadescreen 0x3
fadescreen 0x2
setflag 0x200
applymovement 0x07 @run
waitmovement 0x0
msgbox @thanks 0x6
warp 0x1 0x4 0xFF 0x05 0x06
end

#org @done
release
end

#org @turn1
#raw 0x03

#org @girl
#raw 0x56
#raw 0x30
#raw 0x30
#raw 0x30

#org @girltalk
= Hai therrr!

#org @prof
#raw 0x0B
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x01

#org @turn2
#raw 0x04

#org @away
= WAIT THATS NOT A GIRL!\pTHATS A ROGUE DITTO!\nplease take one of these\lIcan't fight it so please help!

#org @run
#raw 0x81
#raw 0x81
#raw 0x81
#raw 0x81
#raw 0x81
#raw 0x81
#raw 0x81
#raw 0x81
#raw 0x81
#raw 0x81
#raw 0x81
#raw 0x81
#raw 0x81

#org @thanks
= dam!/nit got away/lsorry, we were experimenting on a ditto/lto change it into more than just pokemon/pplease come to my lab.
  #3479    
Old April 6th, 2010, 05:01 AM
Evilcrizpy's Avatar
Evilcrizpy
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Join Date: Apr 2010
Gender: Male
Quote:
Originally Posted by ryolo View Post
i'm having trouble with my pokemon giving script at the start of my game where you must fight a ditto (this is in a ruby hack)
at the moment nothing happens but if i keep walking on the script area the game freezes
sorry im new to the forums so i dont know how to make a spoiler area but my script is this

Spoiler:
#Dynamic 0x6B09F8

#org @start
lock
checkflag 0x200
if 0x1 goto @done
checkflag 0x201
if 0x1 goto @done
applymovement 0x07 @girl
msgbox @girltalk 0x6
waitmovement 0x0
applymovement 0xFF @turn1
applymovement 0x08 @prof
waitmovement 0x0
applymovement 0xFF @turn2
msgbox @away 0x6
special 0x9F
cry 0x84 0x0
wildbattle 0x84 0x5 0x8B
fadescreen 0x3
fadescreen 0x2
setflag 0x200
applymovement 0x07 @run
waitmovement 0x0
msgbox @thanks 0x6
warp 0x1 0x4 0xFF 0x05 0x06
end

#org @done
release
end

#org @turn1
#raw 0x03

#org @girl
#raw 0x56
#raw 0x30
#raw 0x30
#raw 0x30

#org @girltalk
= Hai therrr!

#org @prof
#raw 0x0B
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x01

#org @turn2
#raw 0x04

#org @away
= WAIT THATS NOT A GIRL!\pTHATS A ROGUE DITTO!\nplease take one of these\lIcan't fight it so please help!

#org @run
#raw 0x81
#raw 0x81
#raw 0x81
#raw 0x81
#raw 0x81
#raw 0x81
#raw 0x81
#raw 0x81
#raw 0x81
#raw 0x81
#raw 0x81
#raw 0x81
#raw 0x81

#org @thanks
= dam!/nit got away/lsorry, we were experimenting on a ditto/lto change it into more than just pokemon/pplease come to my lab.

Hmmm.. jsut looking at this i can already tell the problem

After every
Code:
 Applymovement ## ###
You will need to have another function so that it can detect this function is.
Code:
 Waitmovement 0x0
you have put it once, but uneed to put it alot more
  #3480    
Old April 6th, 2010, 05:37 AM
PeregrineFig's Avatar
PeregrineFig
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Location: Michigan, USA
Age: 19
Gender: Male
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Another thing was missed, at the end of the list of movements you need to put a #raw 0xFE to terminate the movements. Put one in at the end of every movement command offset.
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  #3481    
Old April 6th, 2010, 05:43 AM
Evilcrizpy's Avatar
Evilcrizpy
Advanced Mapper
 
Join Date: Apr 2010
Gender: Male
Think i can have some help as well...
the script will work just the box will text dont show here is script
using XSE and fire red:

Spoiler:
'-----------------------
#org 0x800254
lock
faceplayer
checkflag 0x828
if 0x1 goto 0x880028F
applymovement 0x5 0x8800292
waitmovement 0x0
applymovement MOVE_PLAYER 0x880029C
waitmovement 0x0
msgbox 0x8800341 '"Hey did you hear? Oh you didd....\n..."
release
end

'-----------------------
#org 0x80028F
release
end


'-----------
' Movements
'-----------
#org 0x800292
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw FE 'End of Movements

#org 0x80029C
#raw 3 'Face Right
#raw 63 'Question Mark (?)
#raw FE 'End of Movements


'---------
' Strings
'---------
#org 0x800341
= Hey did you hear? Oh you didd....\n Wanna have a look? \p FOLLOW ME!
  #3482    
Old April 6th, 2010, 05:59 AM
Sky93's Avatar
Sky93
 
Join Date: Dec 2007
Location: GA, USA
Gender:
Nature: Relaxed
Quote:
Originally Posted by Evilcrizpy View Post
Sure here it is

Spoiler:
'-----------------------
#org 0x8001A4
lock
faceplayer
checkflag 0x828
if 0x1 goto @done
applymovement 0x5 @1
waitmovement 0x0
msgbox @t1 0x6
applymovement 0xFF @2
waitmovement 0x0
msgbox @t2 0x6
setflag 0x828
release
end

'-----------------------
#org @done
release
end



#org @1
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0xFE

#org @2
#raw 0x3
#raw 0x63
#raw 0xFE



#org @t1
= Hello my name is Scott, Did you hear about...\n Ohh you did... \p Wanna investigate it?

#org @t2
= FOLLOW ME!
That should help. You need to set the flag at the end of the script, so that you don't keep starting the script over again every time you step on the block.
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  #3483    
Old April 6th, 2010, 06:06 AM
Evilcrizpy's Avatar
Evilcrizpy
Advanced Mapper
 
Join Date: Apr 2010
Gender: Male
Quote:
Originally Posted by Sky93 View Post
That should help. You need to set the flag at the end of the script, so that you don't keep starting the script over again every time you step on the block.
I know i need to reset the flag,
that aint my prolblem. Im setting the flag later.
its just that the text will not show up on my hack.
  #3484    
Old April 6th, 2010, 08:06 AM
NatureKeeper
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Quote:
Originally Posted by Evilcrizpy View Post
Think i can have some help as well...
the script will work just the box will text dont show here is script
using XSE and fire red:

Spoiler:
'-----------------------
#org 0x800254
lock
faceplayer
checkflag 0x828
if 0x1 goto 0x880028F
applymovement 0x5 0x8800292
waitmovement 0x0
applymovement MOVE_PLAYER 0x880029C
waitmovement 0x0
msgbox 0x8800341 '"Hey did you hear? Oh you didd....\n..."
release
end

'-----------------------
#org 0x80028F
release
end


'-----------
' Movements
'-----------
#org 0x800292
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw FE 'End of Movements

#org 0x80029C
#raw 3 'Face Right
#raw 63 'Question Mark (?)
#raw FE 'End of Movements


'---------
' Strings
'---------
#org 0x800341
= Hey did you hear? Oh you didd....\n Wanna have a look? \p FOLLOW ME!
Pardon me. Where is the 0x6 or MSG_KEEPOPEN after the message?
  #3485    
Old April 6th, 2010, 08:57 AM
Evilcrizpy's Avatar
Evilcrizpy
Advanced Mapper
 
Join Date: Apr 2010
Gender: Male
I have a problem everytime i compile my script it messes up.

All the actions will happen even the first talk. Except the last talk.
here is scirpt:
Spoiler:
#org 0x8800254
'-----------------------------------
lock
faceplayer
checkflag FR_POKEMON
if true jump 0x880028F ' Flag is set
applymovement 0x5 0x8800292 ' walk_left walk_left ...
pauseevent 0x0
applymovement PLAYER 0x880029C ' look_right say_? end
pauseevent 0x0
msgbox 0x8800341 ' Hey did you hear? Oh...
callstd MSG_LOCK ' Built-in lock command
applymovement 0x5 0x880050E ' walk_right walk_righ...
applymovement PLAYER 0x88007E7 ' walk_right walk_righ...
pauseevent 0x0
msgbox 0x8026CFA ' PROF.Newman: What yo...
callstd MSG_LOCk ' Build-in lock command
release
end

#org 0x880028F
'-----------------------------------
release
end


#org 0x8800341
= Hey did you hear? Oh you didd....\n Wanna have a look? \p FOLLOW ME!

#org 0x8026CFA
= PROF.Newman: What you two doing here??P Scott: What happened here??P PROF.NEWMAN: Boys... come by my lab later\n we need to talk.

#org 0x8800292
M walk_left walk_left walk_left walk_left walk_left walk_left walk_left walk_left end

#org 0x880029C
M look_right say_? end

#org 0x880050E
M walk_right walk_right walk_right walk_right walk_up walk_up walk_up walk_up walk_up walk_up walk_left walk_left walk_left walk_left walk_left walk_up walk_up end

#org 0x88007E7
M walk_right walk_right walk_right walk_right walk_up walk_up walk_up walk_up walk_up walk_up walk_left walk_left walk_left walk_left walk_left walk_up look_up end


Then this it after compiled: it wont work/
Spoiler:
#org 0x8800254
'-----------------------------------
lock
faceplayer
checkflag FR_POKEMON
if true jump 0x880028F ' Flag is set
applymovement 0x5 0x8800292 ' walk_left walk_left ...
pauseevent 0x0
applymovement PLAYER 0x880029C ' look_right say_? end
pauseevent 0x0
msgbox 0x8800341 ' Hey did you hear? Oh...
callstd MSG_LOCK ' Built-in lock command
applymovement 0x5 0x880050E ' walk_right walk_righ...
applymovement PLAYER 0x88007E7 ' walk_right walk_righ...
pauseevent 0x0
msgbox 0x8026CFA ' PROF.Newman: What yo...
loadbytefrompointer 0x12 0x12121212
loadbytefrompointer 0x12 0x6303FFFE
CMD_FE 0xFF
setfarbyte 0x13 0x11111113
writebytetooffset 0x11 0x1313FF11
setfarbyte 0x11 0x11111111
writebytetooffset 0xFE 0xFFFFFFFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
checkobedience 0xD9DC
nop0 ' #raw 0x0
#raw 0xBE
#raw 0xE3
#raw 0xE3
#raw 0xE6
nop0 ' #raw 0x0
#raw 0xDD
#raw 0xE7
nop0 ' #raw 0x0
#raw 0xD7
#raw 0xE0
#raw 0xE3
#raw 0xE7
#raw 0xD9
#raw 0xD8
setdoorclosed 0x6AFF 0xF5A
nop0 ' #raw 0x0
#raw 0xE0
end

#org 0x880028F
'-----------------------------------
release
end


#org 0x8800341
= Hey did you hear? Oh you didd....\n Wanna have a look? \p FOLLOW ME!

#org 0x8026CFA
= PROF.Newman: What you two doing here??P Scott: What happened here??P PROF.NEWMAN: Boys... come by my lab later\n we need to talk.

#org 0x8800292
M walk_left walk_left walk_left walk_left walk_left walk_left walk_left walk_left end

#org 0x880029C
M look_right say_? end

#org 0x880050E
M walk_right walk_right walk_right walk_right walk_up walk_up walk_up walk_up walk_up walk_up walk_left walk_left walk_left walk_left walk_left walk_up walk_up end

#org 0x88007E7
M walk_right walk_right walk_right walk_right walk_up walk_up walk_up walk_up walk_up walk_up walk_left walk_left walk_left walk_left walk_left walk_up look_up end
  #3486    
Old April 6th, 2010, 01:06 PM
Paper Mario's Avatar
Paper Mario
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Age: 21
Gender: Male
Nature: Timid
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the command

writebytetooffset [byte] [offset to change]

can be used to modify an offset that is not in the RAM?
And can i use a variable instead of using directly an hex value between 0x00 and 0xFF?

Last edited by Paper Mario; April 6th, 2010 at 01:13 PM.
  #3487    
Old April 6th, 2010, 02:34 PM
Evilcrizpy's Avatar
Evilcrizpy
Advanced Mapper
 
Join Date: Apr 2010
Gender: Male
Quote:
Originally Posted by Paper Mario View Post
the command

writebytetooffset [byte] [offset to change]

can be used to modify an offset that is not in the RAM?
And can i use a variable instead of using directly an hex value between 0x00 and 0xFF?
Hmmm i dont know... And well its really annoying cuz everytime i compile just get that...
if i delete cant compile so probz have to place more scripts down...
  #3488    
Old April 6th, 2010, 03:56 PM
Darkest Shade of Light's Avatar
Darkest Shade of Light
Pokémon Midnight Sun
 
Join Date: Oct 2009
Location: In the empty void they call my soul
Age: 18
Gender: Male
Nature: Adamant
Question: How do I make it so that dynamic offsets are what is read by the A-map offset thing? 'Cause I put in a dynamic offset, and can never find the offset (even re-loading the same one) for the script. Any help?!?!
__________________
  #3489    
Old April 6th, 2010, 04:57 PM
Fr0z3n's Avatar
Fr0z3n
Beginning Trainer
 
Join Date: Mar 2009
Hi, I can't seem to get this script working. It's my main one to set it. But everytime I click on the overworld sprite of the person thats meant to be doing the script it freezes. And the script is meant to disappear after It's finished as well as the overworld. But I can't get ANYTHING to work.

Code:
#dynamic 0x740000
#org @start
checkflag 0x1001
if 0x1 goto @done
applymovement 0x02 @move
msgbox @1 0x6
waitmovement 0x0
pause 0x30
playsong 0x13E 0x0
applymovement 0x02 @move2
applymovement 0xFF @move3
waitmovement 0x0
msgbox @2 0x6
applymovement 0x02 @move4
waitmovement 0x0
fadesong 0x12C
setflag 0x1001
release
end

#org @done
release
end

#org @move
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x12
#raw 0x12
#raw 0xFE

#org @move2
#raw 0x11
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x13
#raw 0x13
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x10
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0xFE

#org @move3
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x13
#raw 0x13
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x10
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0xFE

#org @move4
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0xFE

#org @1
= DON'T GO ANYWHERE... YET! COME\nWITH ME!\lQUICKLY!!
#org @2
= So? How do you like it?\n...\l...\lWhat do you mean you don't see\lit?! It's right in FRONT of you!!\lOh, and you should come back with\lme to the lab. There's 3\l
POK\h1BMON left, so let's go\lbefore they run out!\l...\l...\lOH MY GOSH!! Your so useless\lsometimes. Come! I'll show you\lwhere it is!\pOh bother, I forgot! Mum needs me!\nGotta run!
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  #3490    
Old April 6th, 2010, 05:17 PM
colcolstyles's Avatar
colcolstyles
Yours truly
 
Join Date: May 2008
Location: The Bay Area
Gender: Male
Nature: Lonely
Quote:
Originally Posted by Darkest Shade of Light View Post
Question: How do I make it so that dynamic offsets are what is read by the A-map offset thing? 'Cause I put in a dynamic offset, and can never find the offset (even re-loading the same one) for the script. Any help?!?!
This belongs in the Simple Questions Thread but I'll help you out anyways.

When you put an offset after the "#dynamic", XSE searches for the next block of free space after that offset that is big enough to put your script in. If you put "#dynamic 0x800000" and there was nothing at that offset, then the script would compile to 0x800000. However, if you previously compiled a script to 0x800000 and you try to compile a script that has a "#dynamic 0x800000" in it, XSE will check that offset and find that there's already a script there. Seeing that, it will skip to the end of that script where there is more free space and then insert your script there. So even if you put a "#dynamic 0x800000", your script could very likely be located somewhere else. "So where did my script end up?" you might be asking yourself. Well, after you press the compile button, a window should pop up with a bunch of gibberish that you don't understand. However, this is very important. At the bottom of that window is a box with the header "Dynamic Offsets" that has the names of the labels (e.g., "@main", "@done") that you used in the script. You will want to locate "@main" and copy the offset that shows up next to it because that offset is where the script got stored. You can then paste that offset into whatever script offset box you want in AdvanceMap.

Hope that helps.
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  #3491    
Old April 6th, 2010, 05:36 PM
Petz94's Avatar
Petz94
Beginning Trainer
 
Join Date: Apr 2010
Age: 28
Gender: Male
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I posted this already, but I deleted that post. I feel this would be a better place for my question, anywho. I need help with my warp scripts. I am trying to hack FR and when I try to go into my warp it just leads me to a black screen. I'm using pokescript still, but I have tried it in XSE also and the same thing happened. I've been looking everywhere for the past two days for an answer and I just can't get it.

#org $start
warp 0x3 0x41 0xff
#raw 0x1A 0x00 0x04 0x00
release
end

That's one of my scripts, just in case the error is in my script. Please help me.
  #3492    
Old April 6th, 2010, 05:50 PM
Darkest Shade of Light's Avatar
Darkest Shade of Light
Pokémon Midnight Sun
 
Join Date: Oct 2009
Location: In the empty void they call my soul
Age: 18
Gender: Male
Nature: Adamant
Quote:
Originally Posted by colcolstyles View Post
This belongs in the Simple Questions Thread but I'll help you out anyways.

When you put an offset after the "#dynamic", XSE searches for the next block of free space after that offset that is big enough to put your script in. If you put "#dynamic 0x800000" and there was nothing at that offset, then the script would compile to 0x800000. However, if you previously compiled a script to 0x800000 and you try to compile a script that has a "#dynamic 0x800000" in it, XSE will check that offset and find that there's already a script there. Seeing that, it will skip to the end of that script where there is more free space and then insert your script there. So even if you put a "#dynamic 0x800000", your script could very likely be located somewhere else. "So where did my script end up?" you might be asking yourself. Well, after you press the compile button, a window should pop up with a bunch of gibberish that you don't understand. However, this is very important. At the bottom of that window is a box with the header "Dynamic Offsets" that has the names of the labels (e.g., "@main", "@done") that you used in the script. You will want to locate "@main" and copy the offset that shows up next to it because that offset is where the script got stored. You can then paste that offset into whatever script offset box you want in AdvanceMap.

Hope that helps.
Thank you. @belonging in simple questions: I figured since this had to do with scripting, it'd go here... Soo, since my FSF says there is free space at 0x800000, I can write my script there? I'm sorry for being a complete failure here, but I REALLY want to learn scripting for Darkest Shadows
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  #3493    
Old April 7th, 2010, 04:52 AM
ryolo
talking meowth
 
Join Date: Apr 2010
Gender: Male
Nature: Docile
thanks for trying to help Evilcrizpy but the problem still remains
this is the updated version

#Dynamic 0x6B09F8

#org @start
lock
checkflag 0x200
if 0x1 goto @done
checkflag 0x201
if 0x1 goto @done
applymovement 0x07 @girl
waitmovement 0x0
msgbox @girltalk 0x6
applymovement 0xFF @turn1
waitmovement 0x0
applymovement 0x08 @prof
waitmovement 0x0
applymovement 0xFF @turn2
waitmovement 0x0
msgbox @away 0x6
special 0x9F
cry 0x84 0x0
wildbattle 0x84 0x5 0x8B
fadescreen 0x3
fadescreen 0x2
setflag 0x200
applymovement 0x07 @run
waitmovement 0x0
msgbox @thanks 0x6
warp 0x1 0x4 0xFF 0x05 0x06
end

#org @done
release
end

#org @turn1
#raw 0x03

#org @girl
#raw 0x56
#raw 0x30
#raw 0x30
#raw 0x30

#org @girltalk
= Hai therrr!

#org @prof
#raw 0x0B
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x01

#org @turn2
#raw 0x04

#org @away
= WAIT THATS NOT A GIRL!\pTHATS A ROGUE DITTO!\nplease take one of these\lIcan't fight it so please help!

#org @run
#raw 0x81
#raw 0x81
#raw 0x81
#raw 0x81
#raw 0x81
#raw 0x81
#raw 0x81
#raw 0x81
#raw 0x81
#raw 0x81
#raw 0x81
#raw 0x81
#raw 0x81

#org @thanks
= dam!/nit got away/lsorry, we were experimenting on a ditto/lto change it into more than just pokemon/pplease come to my lab.
  #3494    
Old April 7th, 2010, 05:05 AM
Fr0z3n's Avatar
Fr0z3n
Beginning Trainer
 
Join Date: Mar 2009
Quote:
Originally Posted by Fr0z3n View Post
Hi, I can't seem to get this script working. It's my main one to set it. But everytime I click on the overworld sprite of the person thats meant to be doing the script it freezes. And the script is meant to disappear after It's finished as well as the overworld. But I can't get ANYTHING to work.

Code:
#dynamic 0x740000
#org @start
checkflag 0x1001
if 0x1 goto @done
applymovement 0x02 @move
msgbox @1 0x6
waitmovement 0x0
pause 0x30
playsong 0x13E 0x0
applymovement 0x02 @move2
applymovement 0xFF @move3
waitmovement 0x0
msgbox @2 0x6
applymovement 0x02 @move4
waitmovement 0x0
fadesong 0x12C
setflag 0x1001
release
end

#org @done
release
end

#org @move
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x12
#raw 0x12
#raw 0xFE

#org @move2
#raw 0x11
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x13
#raw 0x13
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x10
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0xFE

#org @move3
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x13
#raw 0x13
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x10
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0xFE

#org @move4
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0xFE

#org @1
= DON'T GO ANYWHERE... YET! COME\nWITH ME!\lQUICKLY!!
#org @2
= So? How do you like it?\n...\l...\lWhat do you mean you don't see\lit?! It's right in FRONT of you!!\lOh, and you should come back with\lme to the lab. There's 3\l
POK\h1BMON left, so let's go\lbefore they run out!\l...\l...\lOH MY GOSH!! Your so useless\lsometimes. Come! I'll show you\lwhere it is!\pOh bother, I forgot! Mum needs me!\nGotta run!
I really need help with this. Can someone please tell me where i went wrong?
__________________
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  #3495    
Old April 7th, 2010, 08:50 AM
shadix
Beginning Trainer
 
Join Date: Mar 2010
Gender: Male
Quote:
Originally Posted by PeregrineFig View Post
There are 2 ways to do it. One is still a mystery to me as to how it works, the other uses more bytes but is easier to understand. Type 1:

There's no setflag command in the script, but it appears to set one anyway, basing it off the person ID in AdvanceMap, but I believe only certain flags work. 01C0 and up can be used, but I don't know where these end and the regular flags begin. Just set the flag to Person ID of the Pokeball.
Spoiler:

#dynamic 0x740000
#org @start
giveitem 0x(item number) 0x(quantity) 0x1
end


Now, the standard script, uses many more bytes but makes sense. Set whatever flag you used to the Pokeball's person ID.
Spoiler:

#dynamic 0x740000
#org @start
lock
setvar 0x4000 (use any var you want, I just use 4000 as my temporary var) 0x(item number)
bufferitem 0x0 0x4000
additem 0x4000 0x1 (or any other quantity)
fanfare 0x13E (or any other fanfare you want)
preparemsg @text
waitmsg
waitfanfare
setflag 0x200 (again, or any other flag)
release
end

#org @text
= \v\h01 found one \v\h02!

If you aren't at that point of scripting yet, the var stores the number of the item you want, and the commands later using 0x4000 read that var. The bufferitem stores the value of 0x4000 as an item name to buffer \v\h02. So, if you set 0x4000 to 0xD, the script will add a potion and display "(name) found one POTION!" I did it this way so all you have to do is copy/paste the script and change the value of a var and flag to use other items. Set the pokeball's person ID to whatever flag you used (200 in this case) to make it vanish after the script.

Pokeball not Vanish ... Disappears only when I go and disappear from sight. I do not know why: (And I'd wanted to do so that disappeared after taking it.

Last edited by shadix; April 7th, 2010 at 08:59 AM.
  #3496    
Old April 7th, 2010, 09:07 AM
Paper Mario's Avatar
Paper Mario
Ace Trainer
 
Join Date: Feb 2010
Location: Home
Age: 21
Gender: Male
Nature: Timid
Send a message via Windows Live Messenger to Paper Mario
Quote:
Originally Posted by shadix View Post
Pokeball not Vanish ... Disappears only when I go and disappear from sight. I do not know why: (And I'd wanted to do so that disappeared after taking it.
Try adding a special 0x8E to the script, it will reset the map, changing screen without the need of leaving the area
  #3497    
Old April 7th, 2010, 09:25 AM
shadix
Beginning Trainer
 
Join Date: Mar 2010
Gender: Male
Quote:
Originally Posted by Paper Mario View Post
Try adding a special 0x8E to the script, it will reset the map, changing screen without the need of leaving the area
Where do I add special 0x8E?.
  #3498    
Old April 7th, 2010, 12:38 PM
Sky93's Avatar
Sky93
 
Join Date: Dec 2007
Location: GA, USA
Gender:
Nature: Relaxed
Im attempting to make a custom multichoice box using JPAN's Hacked ROM, but I cannot get my test result to come out right. So far, I get the box to come up, and whichever I hit, it sends both of them to @option3. Could someone tell me what im doing wrong?

Spoiler:

#dynamic 0x80092F

#org @start
lock
setvar 0x8006 0x0
loadpointer 0x0 @first
special 0x25
setvar 0x8006 0x1
loadpointer 0x0 @second
special 0x25
setvar 0x8006 0x2
loadpointer 0x0 @third
special 0x25
multichoice 0x0 0x0 0x21 0x0
compare 0x8006 0x0
if 0x1 goto @option1
compare 0x8006 0x1
if 0x1 goto @option2
compare 0x8006 0x2
if 0x1 goto @option3
release
end

#org @option1
msgbox @1 0x6
release
end

#org @option2
msgbox @2 0x6
release
end

#org @option3
msgbox @3 0x6
release
end

#org @1
= Test Option 1

#org @2
= Test Option 2

#org @3
= Test Option 3

#org @first
= First
#org @second
= Second
#org @third
= Third
__________________



ROMs I Support:

Last edited by Sky93; April 7th, 2010 at 01:51 PM.
  #3499    
Old April 7th, 2010, 01:42 PM
Paper Mario's Avatar
Paper Mario
Ace Trainer
 
Join Date: Feb 2010
Location: Home
Age: 21
Gender: Male
Nature: Timid
Send a message via Windows Live Messenger to Paper Mario
Quote:
Originally Posted by shadix View Post
Where do I add special 0x8E?.
oh, wait, just put a hidesprite 0x800F before the setflag
  #3500    
Old April 7th, 2010, 09:54 PM
funguy1019
Beginning Trainer
 
Join Date: Apr 2010
Gender: Male
Hey guys, im kinda new but i got a problem with a flag im making for running shoes. When the main character steps on any of the 3 script tiles, a guy on the left gets an exclamation mark, goes to the player, and gives him the shoes but the problem is that it freezes whenever i go on the script tile. Here's the code:


Spoiler:

#dynamic 0x34EB8C
#org @start
lock
checkflag 0x82F
if 0x1 goto @done
applymovement 0x3 @move1
waitmovement 0x15
applymovement 0xFF @move2
msgbox @speak1 0x2
setflag 0x82F
fanfare 0x13E
msgbox @speak2 0x4
waitfanfare
closeonkeypress
msgbox @speak3 0x2
release
end


#org @done
msgbox @done1 0x2

'---------
' Strings
'---------
#org @speak1
= I think Prof. Cherry wants to see\nyou.\pHere, take these running shoes.

#org @speak2
= You have recieved running shoes!

#org @speak3
= Press and hold B to run.

#org @done1
= Do you like the running shoes?\nYou can even run indoors.

'-----------
' Movements
'-----------
#org @move1
#raw 0x62 'Exclamation Mark (!)
#raw 0x13 'Step Right (Normal)

#org @move2
#raw 0x2 'Face Left
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