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  #351    
Old January 30th, 2009 (06:31 AM). Edited January 30th, 2009 by Andryandrew.
Andryandrew Andryandrew is offline
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Quote originally posted by Eternal Finality:
Spoiler:

#dynamic 0x2DD1F4

#org @start
lock
faceplayer
msgbox @hello 0x6
additem 0x0E 0x1 0x0
msgbox @bye 0x6
release
end

#org @hello
= The outer world is dangerous.\nHere, take this.

#org @bye
= Good luck on your quest.


This works as in that the player obtaines an item, but when i speak to the man again. i get the item again.
you have to add a "setflag" construct:
#dynamic 0x2DD1F4

#org @start
checkflag 0x950
if B_TRUE goto @end

lock
faceplayer
msgbox @hello 0x6
additem 0x0E 0x1 0x0
msgbox @bye 0x6
setflag 0x950
release
end

#org @end
end


#org @hello
= The outer world is dangerous.\nHere, take this.

#org @bye
= Good luck on your quest.

if you want the man say something different when you talk him again just modify the #org @end part of script

Quote originally posted by Austinia:
still need help with this script :/
for the last msgbox simply you have to modify last parametre of giveitem instruction:
giveitem 0xCD 0x1 0x0
because 0x6 cause the repetition of last msgbox...

for the flag, I think flag 109 is a too low number... use 1009 instead, it maybe work
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  #352    
Old January 30th, 2009 (07:30 AM).
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Deja Vu Deja Vu is offline
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I stripped a few script offsets from unused places, and put them on some people I am using elsewhere, but I can't edit the script with my editor! When I compile it into the game and save, then go back to check, he says the original quote! It worked before! Any tips?
(Note: I'm not sure if this is important but I got a string of dialogue boxes in AdvanceMap telling me of an error and to contact Lu-Ho?[I know that's a forum member, I just want to know if it has anything to do with my situation.])
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  #353    
Old January 30th, 2009 (07:08 PM).
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omfg soory i come back with a script apperantly my 0x5's suck.
Code:
#dynamic 0x26ECB8

#org @start
lock
faceplayer
message @rockclimb 0x5
if 0x1 goto @yes 
if 0x0 goto @end
release
end

#org @yes
msgbox @rockclimb2 0x6
applymovement 0xFF @move
doanimation 0x25
release
end

#org @end
release
end

#org @rockclimb 
= Would [PLAYER] Like To Climb Rocks?

#org @rockclimb2
= [green_fr][player] Started Climbing The Rocks..

#org @move
#raw 0x14 0x1E 0xFE
problem: when i press yes it just stops
any ideas
  #354    
Old January 30th, 2009 (07:48 PM).
Vrai Vrai is offline
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Quote originally posted by hot_kage:
Spoiler:

#dynamic 0x26ECB8

#org @start
lock
faceplayer
message @rockclimb 0x5
if 0x1 goto @yes
if 0x0 goto @end
release
end

#org @yes
msgbox @rockclimb2 0x6
applymovement 0xFF @move
doanimation 0x25
release
end

#org @end
release
end

#org @rockclimb
= Would [PLAYER] Like To Climb Rocks?

#org @rockclimb2
= [green_fr][player] Started Climbing The Rocks..

#org @move
#raw 0x14 0x1E 0xFE
You haven't used 0x5 properly, is all. You need to use a compare command in place of the if commands you've used.

Code:
msgbox @rockclimb2 0x5
compare LASTRESULT (or 0x800D) 0x0 (or 0x1)
if 0x1 goto @..
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  #355    
Old January 30th, 2009 (10:42 PM). Edited January 31st, 2009 by Austinia.
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Quote originally posted by Andryandrew:
for the last msgbox simply you have to modify last parametre of giveitem instruction:
giveitem 0xCD 0x1 0x0
because 0x6 cause the repetition of last msgbox...

for the flag, I think flag 109 is a too low number... use 1009 instead, it maybe work
Do you, or anyone, know how to make it so when you answer incorrectly, she lets you retake the quiz? When you answer incorrectly, it doesn't let you take it again, :/
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  #356    
Old January 31st, 2009 (02:45 AM).
mew999 mew999 is offline
 
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hey im new to scripting could some one please tell me how to obtain an item from some one and then not get it again afterwards?
  #357    
Old January 31st, 2009 (11:00 AM).
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Code:
'---------------
#org 0x8000F4
checkflag 0x828
if 0x1 goto 0x8800111
applymovement MOVE_PLAYER 0x8800114
waitmovement 0x0
msgbox 0x8800117 MSG_FACE '"[player]: Better look for a pokemo..."
end

'---------------
#org 0x800111
release
end


'---------
' Strings
'---------
#org 0x800117
= [player]: Better look for a pokemon.


'-----------
' Movements
'-----------
#org 0x800114
#raw 0x62 'Exclamation Mark (!)
#raw 0x12 'Step Left (Normal)
#raw 0xFE 'End of Movements
This script is not good.
He freezing if i walk on the spot.

Can somebuddy help?
  #358    
Old January 31st, 2009 (11:13 AM).
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hot_kage hot_kage is offline
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Quote originally posted by Vrai:
msgbox @rockclimb2 0x5
compare LASTRESULT (or 0x800D) 0x0 (or 0x1)
if 0x1 goto @..
could you please evaulate..

you mean the script is like this:
Code:
dynamic 0x26ECB8

#org @start
lock
faceplayer
message @rockclimb 0x5
compare LASTRESULT 0x800D 0x1
if 0x0 goto @end
release
end

#org @yes
msgbox @rockclimb2 0x6
applymovement 0xFF @move
doanimation 0x25
release
end

#org @end
release
end

#org @rockclimb 
= Would [PLAYER] Like To Climb Rocks?

#org @rockclimb2
= [green_fr][player] Started Climbing The Rocks..

#org @move
#raw 0x14 0x1E 0xFE
  #359    
Old January 31st, 2009 (02:00 PM).
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Quote originally posted by Ichiro Kazuki:
Code:
'---------------
#org 0x8000F4
checkflag 0x828
if 0x1 goto 0x8800111
applymovement MOVE_PLAYER 0x8800114
waitmovement 0x0
msgbox 0x8800117 MSG_FACE '"[player]: Better look for a pokemo..."
end

'---------------
#org 0x800111
release
end


'---------
' Strings
'---------
#org 0x800117
= [player]: Better look for a pokemon.


'-----------
' Movements
'-----------
#org 0x800114
#raw 0x62 'Exclamation Mark (!)
#raw 0x12 'Step Left (Normal)
#raw 0xFE 'End of Movements
This script is not good.
He freezing if i walk on the spot.

Can somebuddy help?
Ugh, put Var-Number: 5340 and Var-Value: 0300 in A-Map.
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  #360    
Old January 31st, 2009 (03:35 PM).
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OK so Iam trying to make a script where a person says something and then gives you a pokemon. and depending on whether your party is full or not give you the pokemon.

Here's what I have:
PHP Code:
'---------------
#Dynamic 0x71B1C8

#org @start
msgbox 0x871B1E0 msg_face '"hey take this pokemon...\p"
countpokemon
compare LASTRESULT 0x6
if 0x1 goto 0x871B1D4
msgbox 
@msg1 0x2
givepokemon 0x19 0x10 0x0 0x0 0x0 0x0
end

#org @71B1D4
msgbox @msg2 0x2
end

'---------
'
Strings
'---------
#org @msg1
= Ok you can have the pokemon

#org @msg2
= Sorry youre part is full:p

#org @0x71B1E0
= hey take this pokemon...\p 
It still gives me the pokemon but the pokemon is at level 16 when it should be at lvl 10. Also this happens:

Start talking
receive pokemon
not sure

Also where do I get the pokemons numbers for scripting? I only know that the above one is Pikachu from a document within XSE.
  #361    
Old February 1st, 2009 (03:16 AM). Edited February 1st, 2009 by Pokepal17.
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Pokepal17 Pokepal17 is offline
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Game: Pokemon Fire Red
Script Editor: XSE
Script: Trigger Script

Spoiler:

'---------------
#org 0x16A2F9
lock
checkflag 0x82F
if 0x0 call 0x829F6C8
release
end
'---------------
#org 0x29F6C8
sound 0x14B
setvar 0x8004 0x0
setvar 0x8005 0x3
setvar 0x8006 0x9
setvar 0x8007 0x2
special 0x136
pause 0x6
fadedefault
applymovement MOVE_PLAYER 0x829F700
setflag 0x82F
special 0x171
waitstate
setflag 0x1000
setflag 0x1001
setflag 0x1002
release
end

'-----------
' Movements
'-----------
#org 0x29F700
#raw 0x63 'Question Mark (?)
#raw 0xFE 'End of Movements


The script works fine until it ends and it starts to play the music which is in most of the game's cave maps and it won't stop playing until I enter a map which has different music to the current map.
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  #362    
Old February 1st, 2009 (04:05 AM).
Eternal Finality Eternal Finality is offline
 
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Posts: 38
Im working on a hack from LG, any way that i can remove/edit this part of the intro?

  #363    
Old February 1st, 2009 (05:40 AM).
Andryandrew Andryandrew is offline
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Quote originally posted by hildetorr:
OK so Iam trying to make a script where a person says something and then gives you a pokemon. and depending on whether your party is full or not give you the pokemon.

Here's what I have:
Spoiler:
'---------------
#Dynamic 0x71B1C8

#org @start
msgbox @msg1 msg_face '"hey take this pokemon...\p"
countpokemon
compare LASTRESULT 0x6
if 0x1 goto @start2
msgbox @msg2 0x2
givepokemon 0x19 0x10 0x0 0x0 0x0 0x0
end

#org @start2
msgbox @msg3 0x2
end

'---------
'Strings
'---------
#org @msg2
= Ok you can have the pokemon

#org @msg3
= Sorry youre part is full:p

#org @msg1
= hey take this pokemon...\p
It still gives me the pokemon but the pokemon is at level 16 when it should be at lvl 10. Also this happens:

Start talking
receive pokemon
not sure

Also where do I get the pokemons numbers for scripting? I only know that the above one is Pikachu from a document within XSE.
you went wrong with static/dynamic offsets... Changes are in BOLD
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Sorry for my bad English... I'm Italian
Anybody that is a GBA ASM hacker is cool!
I'm a GBA ASM hacker --> I'm cool :D

Made Day-Night Routine! You can find the thread HERE
  #364    
Old February 1st, 2009 (08:15 AM).
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hot_kage hot_kage is offline
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Quote originally posted by Pokepal17:
'---------------
#org 0x16A2F9
lock
checkflag 0x82F
if 0x0 call 0x829F6C8
release
end
'---------------
#org 0x29F6C8
playsong 0x14B 0x0
setvar 0x8004 0x0
setvar 0x8005 0x3
setvar 0x8006 0x9
setvar 0x8007 0x2
special 0x136
pause 0x6
fadedefault
applymovement MOVE_PLAYER 0x829F700
setflag 0x82F
special 0x171
waitstate
setflag 0x1000
setflag 0x1001
setflag 0x1002
release
end

'-----------
' Movements
'-----------
#org 0x29F700
#raw 0x63 'Question Mark (?)
#raw 0xFE 'End of Movements
fixes in bold
althoughwhat is this suppose to do exactly?
  #365    
Old February 1st, 2009 (01:34 PM). Edited February 1st, 2009 by darkmewham2.
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These 2 codes are meant to go together, and neither of which works...
Code:
#org @start
lock
faceplayer
countpokemon
#define compare 0x800D 0x1
#define if 0x1 goto @continue
if 0x0 goto @goaway
checktrainerflag 0x2e6
compare 0x800D 0x1 
if 0x1 call @alreadybattled
release
end

#org @continue
= trainerbattle 0x0 0x2e6 0x0 @intro @defeat
msgbox @msg 0x2
end

#org @intro
= Battle commencing.

#org @defeat
= Congradulations.

#org @msg
= Please go get your\nEEVEE returned to you.
cleartrainerflag 0x19E

#org @goaway
= POKeMON number does\nnot equal one. Try again after\nyou've talked to the man beside\nme.
Code:
dynamic 0x8013F7
#org @start
lock
faceplayer
countpokemon
compare 0x800D 0x1
if 0x1call @continue
if 0x0 call @please
checktrainerflag 0x2e6
compare 0x800D 0x1
if 0x1 goto @alreadybattled
release
end

#org @continue
checkflag 0x1019
if 0x1 call @nomore
givepokemon 0x175 0x50 0x0 0x0 0x0 0x0
setflag 0x1019
end

#org @nomore
msgbox @msg 0x2
end

#org @msg
= Please go battle my sim.

#org @alreadybatted
setvar 0x8008 0x8
call 0x1A8CAD
checkflag 0x1000
if 0x1 goto @how
msgbox @yesno 0x5
compare LASTRESULT 0x0
if 0x1 goto @too
call 0x1A8CBD
compare 0x8004 0x6
if 0x4 goto @too
call 0x1A8CC9
comparevars LASTRESULT 0x8009
if 0x5 goto @not
call 0x1A8CD9
msgbox @thanksalot 0x4
setflag 0x1000
release
end

#org @not
bufferpokemon 0x0 0x8009
msgbox @not2 0x4
release
end

#org @too
bufferpokemon 0x0 0x8009
msgbox @too2 0x4
release
end

#org @how
msgbox @old 0x4
release
end

#org @thanksalot
= Okay. Lets go.
warp 0x4 0x2 0x3 0x0 0x0
#org @not2
= My hack, not yours.

#org @too2
= Why are you messing with my hack?

#org @yesno
= Okay. I'll give you your\nEEVEE back and end the SIM.

#org @old
= I'm supprised your cheats work\n in my hack. o.o
Its logically impossible to not have the Pokemon in your party at this point in time, thats why the second code is kinda.. iffy... >.>

My script is basically 2 people.
Person 1 is the person who battles you.
Person 2 gives you a Pokemon, trades it to you with Eevee, and teleports you out of the SIM.

Person 2 gives you a SALAMENCE.
Person 1 battles you.
Person 2 realizes that you have battled person 1 because of the flag and trades you SALAMENCE with EEVEE.
Person 2 warps you out of the SIM.

Quote originally posted by hot_kage:
fixes in bold
althoughwhat is this suppose to do exactly?
Looks like a follow me script.
  #366    
Old February 1st, 2009 (07:09 PM).
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Quote originally posted by knightmawk:
This is both a script and mapping question, but mostly just scripting, I want to add a new area to the map and I want to make that area accesable only after specific actions have been performed, most likely just beating the Elite Four but Im not sure just yet.

So basicly how do I create a new island or a dive area that takes you to a new underwater then up to the new island and make that area only accesable after the elite four has been defeated. Like the dive area only apears when they are defeated.
well you would probably use script tiles to simply make it that the player turns around unless the requirements have been filled
  #367    
Old February 2nd, 2009 (04:12 AM).
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Charlzard Charlzard is offline
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Quote originally posted by darkmewham2:
Looks like a follow me script.
No, It's a script that activates the running shoes, and has the player run. I don't know what the variables are there.

Quote originally posted by amtrax:
well you would probably use script tiles to simply make it that the player turns around unless the requirements have been filled
code

Yes, all you have to do is use setflag and checkflag. In the script, put a checkflag so it checks if the flag has been set. Here's an example.

Code:
#org $start
lock
checkflag 0x1002
if 0x1 goto $done
message $no
boxset 6
applymovement 0xFF $no1
pausemove 0
end

#org $done
release
end

#org $no
$no = Mom: You need a Pokemon First!

#org $no1
#raw 0x10 0xFE
  #368    
Old February 2nd, 2009 (10:19 AM).
Eternal Finality Eternal Finality is offline
 
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Posts: 38
Quote originally posted by Eternal Finality:
Im working on a hack from LG, any way that i can remove/edit this part of the intro?

I've looked into Advance Text, but i can't edit any part of the intro (the screen above and oaks intro) at all. Is there any way to remove it?
  #369    
Old February 2nd, 2009 (10:59 AM).
Andryandrew Andryandrew is offline
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Quote originally posted by Austinia:
Do you, or anyone, know how to make it so when you answer incorrectly, she lets you retake the quiz? When you answer incorrectly, it doesn't let you take it again, :/
uhm... when you retalk to her, it say that you've already took the quiz or she say nothing?
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Anybody that is a GBA ASM hacker is cool!
I'm a GBA ASM hacker --> I'm cool :D

Made Day-Night Routine! You can find the thread HERE
  #370    
Old February 2nd, 2009 (11:18 AM).
mew999 mew999 is offline
 
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Nature: Adamant
Posts: 14
hey could some one please give me a script were someone gives the player an item. because each time i do it dioesnt work. (using XSE)
  #371    
Old February 2nd, 2009 (11:57 AM).
Mortar Mortar is offline
 
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Code:
#org @start
msgbox @message 0x2
giveitem 0x6 0x1 0x0
release
end

#org @message
= [blue_fr]Here, have a NET BALL.
Here you go.
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  #372    
Old February 2nd, 2009 (01:25 PM).
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Tornado Tornado is offline
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Just a thought guys and girls.
Is it possible to export the Deoxys script (the changing form at meteorites) and put it into Emerald?
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  #373    
Old February 2nd, 2009 (03:20 PM).
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Liquid Shadow Liquid Shadow is offline
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Quote originally posted by Tornado:
Just a thought guys and girls.
Is it possible to export the Deoxys script (the changing form at meteorites) and put it into Emerald?
Yes, it should be possible. Now I have a question of my own.

I've been trying to figure this out for ages but I just couldn't figure it out.
I want to learn how to make scripts that deal with Ruby's real time clock like check the time, and if its a certain time go do a certain command, or like the script on cycling road on the signpost that tells you how many collisions you had and how long it took you to finish the course. Can someone help me out here?
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4. You're smiling now because you're an idiot.
  #374    
Old February 2nd, 2009 (04:44 PM).
knightmawk knightmawk is offline
 
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1-Ok, one more question, I have asked this a few tims and I still don't really know what to do. I got to a point where I can Change Rayquaza to Deoxys or Mew wich was my last resort, but really what I was looking for was Jarachi, I don't know the script offset for Jarachi and I don't know how to change the wild battle script to make it so that clicking on Rayquaza(wich will be edited into Jarachi) makes you fight Jarachi.
2-Is there a way to place a scritp from Fire Red into Emerald, specificly the Snorlax event, and the pokeflute item. Basicly I want to make the entrance to a certain area blocked by a sleeping snorlax and have Birch give you the PokeFlute when you beat the elite four
  #375    
Old February 2nd, 2009 (10:22 PM).
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Tyzer Tyzer is offline
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Hey, I have writed a gymleader script for the 5ft gym and when i compile it into my rom and I open it from my rom, the script is whole changed...
Are there some faults in my script?

Here is my script
Code:
#org 0x816D54E
'-----------------------------------
setvar 0x8004 0x6
setvar 0x8005 0x2
special 0x174
trainerbattle 0x1 0x1A2 0x0 0x819832E 0x8198444 0x816D580
checkflag 0x259
if 0x0 jump 0x816D5A6 ' Smaller Than
msgbox 0x8198481 ' When a pokémon uses IRON TAIL,\nit changes it's tail to steel\nand hits the opponent!
callstd MSG_NOCLOSE ' Non-closing msg
release
end
#org 0x816D580
'-----------------------------------
setvar 0x8004 0x6
setvar 0x8005 0x1
special 0x173
clearflag 0x9F
setflag 0x4B4
setflag 0x824
setvar 0x8008 0x5
call 0x81A6B18
jump 0x816D5A6
#org 0x81A6B18
'-----------------------------------
copyvar 0x8000 0x8008
compare 0x8000 0x1
if 0x1 jump 0x81A6B76 ' Equal To
compare 0x8000 0x2
if 0x1 jump 0x81A6B7A ' Equal To
compare 0x8000 0x3
if 0x1 jump 0x81A6B81 ' Equal To
compare 0x8000 0x4
if 0x1 jump 0x81A6B8B ' Equal To
compare 0x8000 0x5
if 0x1 jump 0x81A6BA1 ' Equal To
compare 0x8000 0x6
if 0x1 jump 0x81A6BB4 ' Equal To
compare 0x8000 0x7
if 0x1 jump 0x81A6BCA ' Equal To
compare 0x8000 0x8
if 0x1 jump 0x81A6BE0 ' Equal To
end
#org 0x81A6B76
'-----------------------------------
cleartrainerflag 0x8E
return
#org 0x816D5A6
'-----------------------------------
msgbox 0x819850E ' Now that you have the STEELBADGE,\nthe DEFENSE of your POKéMON rises.\pIt also lets you SURF outside of\nbattle.\pAh!\nTake this, too!
callstd MSG_NOCLOSE ' Non-closing msg
checkitemamount 0x137 0x1
compare LASTRESULT 0x0
if 0x1 jump 0x816D5E7 ' Equal To
additem 0x137 0x1
msgbox 0x819858F ' \v\h01 received TM23\nfrom RUBEN.
copyvarifnotzero 0x8000 0x126
copyvarifnotzero 0x8001 0x1
copyvarifnotzero 0x8002 0x101
callstd 0x9 ' 
setflag 0x259
msgbox 0x81985AB ' This TM contains IRON TAIL,\nyou can teach it to each\npokémon that has a tail!
callstd MSG_NOCLOSE ' Non-closing msg
release
end
#org 0x816D5E7
'-----------------------------------
msgbox 0x819860D ' Make space for this, kid!
callstd MSG_NOCLOSE ' Non-closing msg
release
end
#org 0x81A6B7A
'-----------------------------------
cleartrainerflag 0x96
cleartrainerflag 0xEA
return
#org 0x81A6B81
'-----------------------------------
cleartrainerflag 0x8D
cleartrainerflag 0xDC
cleartrainerflag 0x1A7
return
#org 0x81A6B8B
'-----------------------------------
cleartrainerflag 0x84
cleartrainerflag 0x85
cleartrainerflag 0xA0
cleartrainerflag 0x109
cleartrainerflag 0x10A
cleartrainerflag 0x10B
cleartrainerflag 0x192
return
#org 0x81A6BA1
'-----------------------------------
cleartrainerflag 0x126
cleartrainerflag 0x127
cleartrainerflag 0x120
cleartrainerflag 0x121
cleartrainerflag 0x124
cleartrainerflag 0x125
return
#org 0x81A6BB4
'-----------------------------------
cleartrainerflag 0x118
cleartrainerflag 0x119
cleartrainerflag 0x11A
cleartrainerflag 0x11B
cleartrainerflag 0x1CE
cleartrainerflag 0x1CF
cleartrainerflag 0x1D0
return
#org 0x81A6BCA
'-----------------------------------
cleartrainerflag 0xB1
cleartrainerflag 0xB2
cleartrainerflag 0xB3
cleartrainerflag 0xB4
cleartrainerflag 0xD5
cleartrainerflag 0xD6
cleartrainerflag 0xD7
return
#org 0x81A6BE0
'-----------------------------------
cleartrainerflag 0x128
cleartrainerflag 0x129
cleartrainerflag 0x142
cleartrainerflag 0x143
cleartrainerflag 0x144
cleartrainerflag 0x188
cleartrainerflag 0x190
cleartrainerflag 0x191
return
 
#org 0x819832E
= RUBEN: Fwahahaha!\pA mere child like you dares to\nchallenge me?\pThe very idea makes me shiver\nwith mirth!\pWell then, if you wish,\nI'll show you the real, horrific\nstrengt of STEEL-TYPE POKéMON!\hFC\h0B\h56\h01
#org 0x8198444
= Humph!\nYou have proven your worth!\pHere!\nTake the STEELBADGE!
#org 0x8198481
= When a pokémon uses IRON TAIL,\nit changes it's tail to steel\nand hits the opponent!
#org 0x819850E
= Now that you have the STEELBADGE,\nthe DEFENSE of your POKéMON rises.\pIt also lets you SURF outside of\nbattle.\pAh!\nTake this, too!
#org 0x819858F
= \v\h01 received TM23\nfrom RUBEN.
#org 0x81985AB
= This TM contains IRON TAIL,\nyou can teach it to each\npokémon that has a tail!
#org 0x819860D
= Make space for this, kid!
I hope you can help me with that!
__________________


Working on Pokémon Darkness, the real darkness comes from within you....
(if somewone can make a banner for pokémon darkness, i would realy apreciate it!)
More info check
http://pkmndarkness.messageboard.be
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