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  #4751    
Old September 13th, 2010, 06:24 AM
Saitou
 
 
Join Date: Sep 2010
Gender: Male
Nature: Relaxed

Advertise here
Yes, it actually does. Thank you for the clarification, shiny quagsire.
  #4752    
Old September 19th, 2010, 08:04 AM
lisl
Beginning Trainer
 
Join Date: Jun 2009
Gender: Male
Hey can anyone help me? Im trying to find a give pokemon menu script like for example you have to chose one pokemon betwen 3 pokemon

I tried this script but it doesnt work:

#org $StartChik
checkflag 0x800
if B_True goto $NoBall
message $Chick
$Chick 1 = Chikorita!\lThe Fire Bird.\pTake the Chikorita?
boxset 5
compare LASTRESULT 1
if B_False goto $PutBack
givepokemon 152 5 0
jingle
message $GotChick
$GotChick 1 = You Recieved a Chikorita
boxset 6
message $NameChick
$NameChick 1 = Would You like to give Chikorita a name?
boxset 5
compare LASTRESULT 1
if b_False goto $GiveDex
Namepokemon
setflag 0x203
goto $GiveDex

#org $StartShrew
checkflag 0x800
if B_True goto $NoBall
message $Shrew
$Shrew 1 = SandShrew!\lDesert Mole.\pTake the Sandshrew?
boxset 5
compare LASTRESULT 1
if B_False goto $PutBack
givepokemon 27 5 0
jingle
message $GotChick
$GotShrew 1 = You Recieved a Sandshrew
boxset 6
message $NameShrew
$NameShrew 1 = Would You like to give Sandshrew a name?
boxset 5
compare LASTRESULT 1
if b_False goto $GiveDex
Namepokemon
setflag 0x204
goto $GiveDex

#org $StartWing
checkflag 0x800
if B_True goto $NoBall
message $Chick
$Wing 1 = Wingull!\lThe Ocean Bird.\pTake the Wingull?
boxset 5
compare LASTRESULT 1
if B_False goto $PutBack
givepokemon 152 5 0
jingle
message $GotGull
$GotGull 1 = You Recieved a Wingull
boxset 6
message $NameGull
$NameGull 1 = Would You like to give Wingull a name?
boxset 5
compare LASTRESULT 1
if b_False goto $GiveDex
Namepokemon
setflag 0x205
goto $GiveDex

#org $GiveDex
setflag 0x800
setflag 0x801
message $Pokedex
$Pokedex 1 = I hope You like your new pokemon.\pWhile your on your journeys I have\la favour to ask you.\pProf OAK and I are trying to make an\lindex of everything pokemon.\pTake this pokedex with you and it\lwill log all the pokemon you see and catch.\pIt would greatly help our studies!
boxset 6
jingle
message $GotDex
$Gotdex 1 = You got the Pokedex!
boxset 6
end

#org $PutBack
message $PutBack
$PutBack 1 = You put the pokeball back.
boxset 6
end

#org $NoBall
message $Lastball
$Lastball 1 = You already have your pokemon.\nDont be so greedy!
boxset 6
  #4753    
Old September 19th, 2010, 10:25 AM
~Teh Panda~'s Avatar
~Teh Panda~
Sea of Dreams - Redux
 
Join Date: Aug 2007
Having troubles with a level scrip D:
Alright so after the second movements 'left' and 'right' the script just stops... And you return to playing... So if someone could help out with this it would be great as I need to get it up to the warp

Script
Code:
'---------------
#org 0x730000
lock
setvar 0x4033 0x1
playsong 0x133 0x0
applymovement 0x1 0x8730041
applymovement MOVE_PLAYER 0x8730041
waitmovement 0x0
waitmovement 0x0
msgbox 0x873004A MSG_SIGN '"Filler"
applymovement MOVE_PLAYER 0x8730044
applymovement 0x1 0x8730047
waitmovement 0x0
waitmovement 0x0
fadedefault
msgbox 0x8730253 MSG_NORMAL "'Filler"
warp 0x4 0x3 0x0 0x0 0x0
release
end


'---------
' Strings
'---------
#org 0x73004A
= Filler

#org 0x730253
= Filler

'-----------
' Movements
'-----------
#org 0x730041
#raw 0x1 'Face Up
#raw 0xFE 'End of Movements

#org 0x730044
#raw 0x2 'Face Left
#raw 0xFE 'End of Movements

#org 0x730047
#raw 0x3 'Face Right
#raw 0xFE 'End of Movements
__________________




Mystic still in work to let you know...
  #4754    
Old September 23rd, 2010, 08:20 PM
Alignment's Avatar
Alignment
Revered with the stars
 
Join Date: Mar 2010
Gender: Male
Nature: Lonely
Code:
#dyn 0x740000
#org @start
lock
setvar 0x4033 0x1
playsong 0x133
applymovement 0x1 0x8730041
applymovement PLAYER 0x8730041
pauseevent 0x0
msgbox 0x873004A
callstd MSG_NORMAL
applymovement PLAYER 0x8730044
applymovement 0x1 0x8730047
pauseevent 0x0
fadedefault
msgbox 0x8730253
callstd MSG_NORMAL
warp 0x4 0x3 0x0 0x0
release
end


#org 0x73004A
= Filler

#org 0x730253
= Filler

#org 0x730041
m Look_up end

#org 0x730044
m look_left end

#org 0x730047
m look_right end
I converted it into PKSV, it should be fine. I'm not sure how to fix it in XSE (though I don't think you need 2 waitmovements? )
  #4755    
Old September 26th, 2010, 07:31 AM
Jm20's Avatar
Jm20
A.k.a. Zig :-)
 
Join Date: Sep 2009
Location: The Netherlands
Age: 22
Gender: Male
I made this level script. Everything runs fine, but at the end there appears a msgbox with random symbols. This is the script:
Code:
#dynamic 0x162CDD

#org @start
setvar 0x7003 0x1
applymovement 0xFF @move1
waitmovement 0x0
applymovement 0x4 @move2
waitmovement 0x0
msgbox @talk 0x6
pause 0x20
applymovement 0x4 @move5
waitmovement 0x0
applymovement 0x3 @move3
applymovement 0x2 @move3
applymovement 0x1 @move3
waitmovement 0x0
end

#org @move1
#raw 0x1
#raw 0xFE

#org @move2
#raw 0x3
#raw 0xFE

#org @move3
#raw 0x21
#raw 0xFE

#org @move5
#raw 0x1
#raw 0x62
#raw 0xFE

#org @talk
= Blah!
What went wrong?
  #4756    
Old September 26th, 2010, 07:38 AM
Spherical Ice's Avatar
Spherical Ice
Community Supporter
 
Join Date: Nov 2007
Location: UK
Send a message via Skype™ to Spherical Ice
Quote:
Originally Posted by Jm20 View Post
I made this level script. Everything runs fine, but at the end there appears a msgbox with random symbols. This is the script:
Code:
#dynamic 0x162CDD

#org @start
setvar 0x7003 0x1
applymovement 0xFF @move1
waitmovement 0x0
applymovement 0x4 @move2
waitmovement 0x0
msgbox @talk 0x6
pause 0x20
applymovement 0x4 @move5
waitmovement 0x0
applymovement 0x3 @move3
applymovement 0x2 @move3
applymovement 0x1 @move3
waitmovement 0x0
end

#org @move1
#raw 0x1
#raw 0xFE

#org @move2
#raw 0x3
#raw 0xFE

#org @move3
#raw 0x21
#raw 0xFE

#org @move5
#raw 0x1
#raw 0x62
#raw 0xFE

#org @talk
= Blah!
What went wrong?
In Advance Map, go to Professional View (CTRL+H), then go to "Map Script offset:", copy the offset there, open up XSE, load your ROM, paste the offset in the box next to "Offset", and then click the spanner at the far right, then the Spanner and Screwdriver icon next to it, twice. On the script will be a section like this:

#org @start
#raw 0x2
#raw pointer 0xoffset
#raw 0x0

#org 0xoffset
#raw word 0x7000
#raw word 0x0
#raw pointer @offset1
#raw word 0xFFFF


If the last #raw word isn't 0x0, change it to that. So, in my example, #raw word 0xFFFF will become #raw word 0x0.
Recompile the script, and paste the offset in the space you previously got the offset from, and then hit the Save changes and reload map button.

Quote:
Originally Posted by Alignment View Post
Code:
#dyn 0x740000
#org @start
lock
setvar 0x4033 0x1
playsong 0x133
applymovement 0x1 0x8730041
applymovement PLAYER 0x8730041
pauseevent 0x0
msgbox 0x873004A
callstd MSG_NORMAL
applymovement PLAYER 0x8730044
applymovement 0x1 0x8730047
pauseevent 0x0
fadedefault
msgbox 0x8730253
callstd MSG_NORMAL
warp 0x4 0x3 0x0 0x0
release
end


#org 0x73004A
= Filler

#org 0x730253
= Filler

#org 0x730041
m Look_up end

#org 0x730044
m look_left end

#org 0x730047
m look_right end
I converted it into PKSV, it should be fine. I'm not sure how to fix it in XSE (though I don't think you need 2 waitmovements? )
Code:
#dynamic 0x740000

#org @start
lock
setvar 0x4033 0x1
playsong 0x133 0x0
applymovement 0x1 0x8730041
applymovement 0xFF 0x8730041
waitmovement 0x1
waitmovement 0xFF // I feel safer using waitmovement then pauses.
msgbox 0x873004A MSG_NORMAL
applymovement 0xFF 0x8730044
applymovement 0x1 0x8730047
waitmovement 0xFF
waitmovement 0x1
fadedefault
msgbox 0x8730253 MSG_NORMAL
warp 0x4 0x3 0x0 0x0
release
end
 
#org 0x73004A
= Filler
 
#org 0x730253
= Filler
 
#org 0x730041
#raw 0x1
#raw 0xFE
 
#org 0x730044
#raw 0x2
#raw 0xFE
 
#org 0x730047
#raw 0x3
#raw 0xFE
Ammendments in bold.
__________________

Last edited by Spherical Ice; September 26th, 2010 at 08:33 AM.
  #4757    
Old September 26th, 2010, 08:13 AM
Jm20's Avatar
Jm20
A.k.a. Zig :-)
 
Join Date: Sep 2009
Location: The Netherlands
Age: 22
Gender: Male
Quote:
Originally Posted by Spherical Ice View Post
In Advance Map, go to Professional View (CTRL+H), then go to "Map Script offset:", copy the offset there, open up XSE, load your ROM, paste the offset in the box next to "Offset", and then click the spanner at the far right, then the Spanner and Screwdriver icon next to it, twice. On the script will be a section like this:

#org @start
#raw 0x2
#raw pointer 0xoffset
#raw 0x0

#org 0xoffset
#raw word 0x7000
#raw word 0x0
#raw pointer @offset1
#raw word 0xFFFF


If the last #raw word isn't 0x0, change it to that. So, in my example, #raw word 0xFFFF will become #raw word 0x0.
Recompile the script, and paste the offset in the space you previously got the offset from, and then hit the Save changes and reload map button.
Thank you!!! It worked
  #4758    
Old September 26th, 2010, 08:37 AM
Spherical Ice's Avatar
Spherical Ice
Community Supporter
 
Join Date: Nov 2007
Location: UK
Send a message via Skype™ to Spherical Ice
You're welcome. In the future, an easier, space- and time-saving method is to just add this before the actual script in your level scripts:

#org @setup
#raw 0x2
#raw pointer @setup1
#raw 0x0

#org @setup1
#raw word 0x7000 'This is the variable you set later on in your script.
#raw word 0x0
#raw pointer @start
#raw word 0x0

#org @start 'actual script goes here
...
release
end

And then pasting the offset straight into the Map Script offset box in the Professional View.
__________________
  #4759    
Old September 28th, 2010, 03:36 AM
Rely97's Avatar
Rely97
Beginning Trainer
 
Join Date: Aug 2010
Gender: Male
Okay, I have a relatively big problem with May. I'm working on making my own script, but for some reason, my own May was messed up. I'm really terrible with scripts, so I borrowed my base script for Ruby Destiny Reign of Legends. Here's the script

Spoiler:
#org 0x814EB92
'-----------------------------------
lockall
checkgender
compare LASTRESULT BOY
if == jump 0x814EBAB ' Equal To
compare LASTRESULT 0x1
if == jump 0x814EC04 ' Equal To
end
#org 0x814EBAB
'-----------------------------------
msgbox 0x816D57A ' TAMASHII:\c\h01\h02 ...
callstd MSG_NOCLOSE ' Non-closing message
playsound 0x19F
nop1 ' #raw 0x1
applymovement 0x2 0x81A0839 ' raw_3E end
pauseevent 0x0
applymovement 0x2 0x81A0833 ' alert end
pauseevent 0x0
applymovement 0x2 0x81A0835 ' pause4 pause4 pause4...
pauseevent 0x0
msgbox 0x816D5B6 ' \c\h01\h02Oh, hey th...
callstd MSG_NOCLOSE ' Non-closing message
copyvar 0x8000 0x4023
compare 0x8000 0x0
if == jump 0x814EC5D ' Equal To
compare 0x8000 0x1
if == jump 0x814EC6D ' Equal To
compare 0x8000 0x2
if == jump 0x814EC7D ' Equal To
end
#org 0x814EC5D
'-----------------------------------
trainerbattle 0x3 0x214 0x0 0x816D65B
jump 0x814ECBD
#org 0x814ECBD
'-----------------------------------
msgbox 0x816D688 ' TAMASHII: \c\h01\h02...
callstd MSG_NOCLOSE ' Non-closing message
jump 0x814ECD9
#org 0x814ECD9
'-----------------------------------
closemsg
copyvar PLAYERFACING 0x800C
compare 0x8000 0x1
if == jump 0x814ED29 ' Equal To
compare 0x8000 0x2
if == jump 0x814ED0C ' Equal To
compare 0x8000 0x3
if == jump 0x814ED29 ' Equal To
compare 0x8000 0x4
if == jump 0x814ED29 ' Equal To
end
#org 0x814ED29
'-----------------------------------
applymovement 0x2 0x814ED71 ' walk_down_slow walk_...
pauseevent 0x0
sound 0xA
applymovement 0x2 0x814ED74 ' raw_0C pause4 walk_d...
pauseevent 0x0
jump 0x814ED46
#org 0x814ED46
'-----------------------------------
disappear 0x2
setvar 0x4062 0x1
setvar 0x4084 0x4
clearflag 0x379
setflag 0x82
setvar 0x40C7 0x1
clearflag 0x3D3
playsong 0x0
fadesound 0x26B
if 0x8 jumpstd 0x8 ' Unknown Compare/IF condition
CMD_FE 0xC
copyscriptbanks 0x8 0x8
jumpstd 0xFE
#org 0x814EC04
'-----------------------------------
msgbox 0x816D762 ' JAYSON: \c\h01\h04Hm...
callstd MSG_NOCLOSE ' Non-closing message
playsound 0x1A5
nop1 ' #raw 0x1
applymovement 0x2 0x81A0839 ' raw_3E end
pauseevent 0x0
applymovement 0x2 0x81A0833 ' alert end
pauseevent 0x0
applymovement 0x2 0x81A0835 ' pause4 pause4 pause4...
pauseevent 0x0
msgbox 0x816D7A9 ' \c\h01\h04Oh, hi \v\...
callstd MSG_NOCLOSE ' Non-closing message
copyvar 0x8000 0x4023
compare 0x8000 0x0
if == jump 0x814EC8D ' Equal To
compare 0x8000 0x1
if == jump 0x814EC9D ' Equal To
compare 0x8000 0x2
if == jump 0x814ECAD ' Equal To
end
#org 0x814EC8D
'-----------------------------------
trainerbattle 0x3 0x20B 0x0 0x816D836
jump 0x814ECCB
#org 0x814ECCB
'-----------------------------------
msgbox 0x816D856 ' JAYSON:\c\h01\h04 Oh...
callstd MSG_NOCLOSE ' Non-closing message
jump 0x814ECD9
#org 0x814EC9D
'-----------------------------------
trainerbattle 0x3 0x20E 0x0 0x816D836
jump 0x814ECCB
#org 0x814EC6D
'-----------------------------------
trainerbattle 0x3 0x217 0x0 0x816D65B
jump 0x814ECBD
#org 0x814EC7D
'-----------------------------------
trainerbattle 0x3 0x211 0x0 0x816D65B
jump 0x814ECBD
#org 0x814ED0C
'-----------------------------------
applymovement 0x2 0x814ED67 ' walk_left_slow walk_...
pauseevent 0x0
sound 0xA
applymovement 0x2 0x814ED6B ' raw_0C pause4 walk_d...
pauseevent 0x0
jump 0x814ED46
#org 0x814ECAD
'-----------------------------------
trainerbattle 0x3 0x208 0x0 0x816D836
jump 0x814ECCB

#org 0x816D57A
= TAMASHII:\c\h01\h02 I know there's an ELECTRIKE\nhere somewhere...
#org 0x816D5B6
= \c\h01\h02Oh, hey there, \v\h01\v\h05!\p...Oh, I see, my dad gave you a\nPOK\eMON as a gift.\pSince we're here, let's have a quick\nbattle!\pI could show you my PIKACHU\nin action!
#org 0x816D65B
= Wow! That's great!\n\v\h01\v\h05, you're pretty good!
#org 0x816D688
= TAMASHII: \c\h01\h02Oh well...\nA loss is a loss...\lEheheh...\p... ... ... ...\n... ... ... ...\pAre you saying that you came all the\nway here just to tell me that my DAD\lwants to see me?\pWow.., how nice of you.\pWell, let's go.
#org 0x816D762
= JAYSON: \c\h01\h04Hmm... I just know that there's\nan ELECTRIKE here...\pHuh..?
#org 0x816D7A9
= \c\h01\h04Oh, hi \v\h01!\pNice! So my dad gave you a POK\eMON!\pThat's awesome!\pHey, let's have a battle!\pI could show you my POK\eMON in\nbattle!\pLet's go!
#org 0x816D836
= Wow.\nSo you won.., that's nice.
#org 0x816D856
= JAYSON:\c\h01\h04 Oh well...\nAt least I saw how good you are.\pBut the way you battle, reminded me\nof your brother.\p... ... ... ... ... \n... ... ... ... ...\pAre you saying my dad sent you here \nto tell me that he needs to see me?\pWell, okay. \nLet's go then.
#org 0x81A0839
M raw_3E end
#org 0x81A0833
M alert end
#org 0x81A0835
M pause4 pause4 pause4 end
#org 0x814ED71
M walk_down_slow walk_down_slow end
#org 0x814ED74
M raw_0C pause4 walk_down_slow walk_down_slow end
#org 0x814ED67
M walk_left_slow walk_down_slow walk_down_slow end
#org 0x814ED6B
M raw_0C pause4 walk_down_slow walk_down_slow walk_down_slow end



... My character, which is using this script, is on a different map. Here is her information.

Quote:
Person event
No: 1
Person even number: 1
Picture number: 240
Unknown: 00 00
Pos(X/Y): 0010,0007
Unknown: 03
Movement: 00
Unknown: 00
Trainer: No.
Unknown: 00
View radius:0000
Offset:14EB92
Person ID: 02D3
Unknown: 00 00
The script works for the most part, right about untill the end. At the end, May(Or Tamashii in this case) doesn't walk away and set the flag, allowing for the hero to get the pokedex and continue on his/her quest.

Another error is you can battle Tamashii over and over and over again.

Could someone please help me see what's wrong?
__________________
Truly, why is a raven like a writing desk?

Last edited by Rely97; September 28th, 2010 at 04:16 AM.
  #4760    
Old September 28th, 2010, 05:17 AM
lisl
Beginning Trainer
 
Join Date: Jun 2009
Gender: Male
Anyone can ansnwer to my last post please?
  #4761    
Old September 28th, 2010, 06:06 AM
Shiny Quagsire's Avatar
Shiny Quagsire
Actually gone until Aug 20th .-.
 
Join Date: May 2009
Location: Hoenn Safari Zone
Age: 16
Gender: Male
Nature: Jolly
Quote:
Originally Posted by lisl View Post
Anyone can ansnwer to my last post please?
First off, I reccommend you switch to XSE, since it's command database is more up to date. Second, you have to give more details. What is the problem?
__________________



  #4762    
Old September 28th, 2010, 07:50 AM
Spherical Ice's Avatar
Spherical Ice
Community Supporter
 
Join Date: Nov 2007
Location: UK
Send a message via Skype™ to Spherical Ice
I'm guessing this is the most fitting place to ask; Hm, the spriteinvisible command (and I'm also guessing the spritevisible command, but because the former isn't working, I can't tell) isn't working.
Here's the fragment of the script containing the command:
applymovement 0x4 @walk1
spriteinvisible 0x2 0x4 0x0
spriteinvisible 0x3 0x4 0x0
spriteinvisible 0x4 0x4 0x0
pause 0x10
setvar 0x7001 0x0


Perhaps there are extra parameters I am omitting? What I am trying to do is make the sprites 0x2, 0x3 and 0x4 in the downstairs of the Player's house (i.e Bank 4, Map 0) disappear, however nothing seems to happen. The rest of the script works perfectly.
(Yes, there is meant to be no waitmovement.)
__________________
  #4763    
Old September 28th, 2010, 11:43 AM
Jm20's Avatar
Jm20
A.k.a. Zig :-)
 
Join Date: Sep 2009
Location: The Netherlands
Age: 22
Gender: Male
^ Don't you think it isn't working because there is no waitmovement?

My problem:
This script isn't working. It is a step-on-tile script. An other, similar script doesn't work either, so I must be doing something wrong.
Code:
#dynamic 0x16A617

#org @start
applymovement 0x2 @move1
waitmovement 0x0
msgbox @talk 0x6
end

#org @move1
#raw 0x62
#raw 0x02
#raw 0xFE

#org @talk
= Blahblah
  #4764    
Old September 28th, 2010, 01:04 PM
Spherical Ice's Avatar
Spherical Ice
Community Supporter
 
Join Date: Nov 2007
Location: UK
Send a message via Skype™ to Spherical Ice
Uh, no, because the movement works perfectly. The sprite I'm tring to make invisible is not related to the movement at all.

Are you sure the scripts settings look like this?
Spoiler:

If not, do so.
__________________
  #4765    
Old September 29th, 2010, 10:28 AM
lisl
Beginning Trainer
 
Join Date: Jun 2009
Gender: Male
Shiny quagsire the problem is i need to know in how to make give pokemon menu script like for example you have to chose betwen 3 pokemon

I tried this script but it doesnt work:

Spoiler:

#org $StartChik
checkflag 0x800
if B_True goto $NoBall
message $Chick
$Chick 1 = Chikorita!\lThe Fire Bird.\pTake the Chikorita?
boxset 5
compare LASTRESULT 1
if B_False goto $PutBack
givepokemon 152 5 0
jingle
message $GotChick
$GotChick 1 = You Recieved a Chikorita
boxset 6
message $NameChick
$NameChick 1 = Would You like to give Chikorita a name?
boxset 5
compare LASTRESULT 1
if b_False goto $GiveDex
Namepokemon
setflag 0x203
goto $GiveDex

#org $StartShrew
checkflag 0x800
if B_True goto $NoBall
message $Shrew
$Shrew 1 = SandShrew!\lDesert Mole.\pTake the Sandshrew?
boxset 5
compare LASTRESULT 1
if B_False goto $PutBack
givepokemon 27 5 0
jingle
message $GotChick
$GotShrew 1 = You Recieved a Sandshrew
boxset 6
message $NameShrew
$NameShrew 1 = Would You like to give Sandshrew a name?
boxset 5
compare LASTRESULT 1
if b_False goto $GiveDex
Namepokemon
setflag 0x204
goto $GiveDex

#org $StartWing
checkflag 0x800
if B_True goto $NoBall
message $Chick
$Wing 1 = Wingull!\lThe Ocean Bird.\pTake the Wingull?
boxset 5
compare LASTRESULT 1
if B_False goto $PutBack
givepokemon 152 5 0
jingle
message $GotGull
$GotGull 1 = You Recieved a Wingull
boxset 6
message $NameGull
$NameGull 1 = Would You like to give Wingull a name?
boxset 5
compare LASTRESULT 1
if b_False goto $GiveDex
Namepokemon
setflag 0x205
goto $GiveDex

#org $GiveDex
setflag 0x800
setflag 0x801
message $Pokedex
$Pokedex 1 = I hope You like your new pokemon.\pWhile your on your journeys I have\la favour to ask you.\pProf OAK and I are trying to make an\lindex of everything pokemon.\pTake this pokedex with you and it\lwill log all the pokemon you see and catch.\pIt would greatly help our studies!
boxset 6
jingle
message $GotDex
$Gotdex 1 = You got the Pokedex!
boxset 6
end

#org $PutBack
message $PutBack
$PutBack 1 = You put the pokeball back.
boxset 6
end

#org $NoBall
message $Lastball
$Lastball 1 = You already have your pokemon.\nDont be so greedy!
boxset 6

Last edited by Christos; September 30th, 2010 at 09:53 PM.
  #4766    
Old September 29th, 2010, 10:41 AM
Spherical Ice's Avatar
Spherical Ice
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To make the Pokémon menu appear, you need to set the flag 0x828.
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  #4767    
Old September 29th, 2010, 11:56 AM
Random92
Beginning Trainer
 
Join Date: Sep 2010
Gender: Male
Hey. I've started scripting other things than just signposts This is a simple script I made, and it's not quite working. I only want this script to run once, and to prevent it from running more than one time I have checkflag and setflag in it. But by simply leaving and entering the house, it can run again :/

'---------------
#org 0x800143
checkflag 0x7
if 0x1 goto 0x880016C
msgbox 0x880016F MSG_FACE '"Â\n[player]! Wait!"
applymovement 0x1 0x880019B
waitmovement 0x0
msgbox 0x880017D MSG_FACE '"Omg does this really work?!"
setflag 0x7
release
end

'---------------
#org 0x80016C
release
end


'---------
' Strings
'---------
#org 0x80016F
= Â\n[player]! Wait!

#org 0x80017D
= Omg does this really work?!


'-----------
' Movements
'-----------
#org 0x80019B
#raw 0xF 'Step Right (Slow)
#raw 0xF 'Step Right (Slow)
#raw 0xD 'Step Up (Slow)
#raw 0xFE 'End of Movements
  #4768    
Old September 29th, 2010, 12:00 PM
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Spherical Ice
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Try using a flag that hasn't been used by the game, such as the flags over 0x200.
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Last edited by Spherical Ice; June 1st, 2013 at 03:59 AM.
  #4769    
Old September 29th, 2010, 12:24 PM
Random92
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Changed to 0x200 and the script works exactly like I want it too Thanks a lot man.
  #4770    
Old September 30th, 2010, 05:03 AM
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Jm20
A.k.a. Zig :-)
 
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Quote:
Originally Posted by Spherical Ice View Post
Uh, no, because the movement works perfectly. The sprite I'm tring to make invisible is not related to the movement at all.

Are you sure the scripts settings look like this?
Spoiler:

If not, do so.
Well, I obviously am not skilled enough to help you But I'm glad you are, since you've helped me out again! :D Thanks again! (That means: no, the settings weren't set like that, now they are.)

edit:
MAJOR problem:
When I 'add' a new level script to a map 5.0 (which hasn't got any levelscripts before) in the header tab in Adv.Map, Adv.Map automatically loads the level script from map 4.0. That is, the "script offset" box is filled with the same offset as in map 4.0. When I insert a new script offset in "script offset 2", the offset changes for both maps (so 5.0 ánd 4.0)! Is there a way to prevent Adv.Map from associating one "script offset" to two maps? (I will give more info later if needed, but can't right now...)

Last edited by Jm20; September 30th, 2010 at 06:41 AM.
  #4771    
Old September 30th, 2010, 06:58 AM
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Spherical Ice
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Yeah, that is because of AMap. If you do your level scripts like I explained in this post (link), you'll be able to prevent this problem. So yeah, rescript your level script for 5.0, then go to professional view (CTRL+H) and paste the new offset in the Map Script offset box.

As a side note, does anyone know the answer to my question? [/impatient]
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  #4772    
Old September 30th, 2010, 04:26 PM
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Teh Blazer
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Age: 19
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Nature: Relaxed
Um Spherical Ice, that link is to the wrong post XD
But in all seriousness, I have never found a way around that inviso sprite command. The closest I got was to assign the people (their Person Id) a certain flag number and set that flag so they turn invisible. I THINK that's how it works.
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  #4773    
Old October 2nd, 2010, 07:10 AM
lisl
Beginning Trainer
 
Join Date: Jun 2009
Gender: Male
I use ruby not fire red anyone?

Quote:
Originally Posted by Spherical Ice View Post
To make the Pokémon menu appear, you need to set the flag 0x828.
I use Ruby not Fire Red anyone?

Last edited by lisl; October 2nd, 2010 at 07:12 AM. Reason: Your double post has been automatically merged.
  #4774    
Old October 2nd, 2010, 02:10 PM
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Hiche..
 
 
Join Date: Apr 2008
Quote:
Originally Posted by lisl View Post
I use ruby not fire red anyone?

I use Ruby not Fire Red anyone?
To activate your Pokémon menu in Ruby, I believe you need to include a "setflag 0x800". If you want to activate your PokéDex, use "setflag 0x801".
  #4775    
Old October 3rd, 2010, 08:47 AM
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Team Fail
The fine line between in|sanity
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Join Date: May 2009
Age: 19
Gender: Male
Nature: Brave
Is there anything wrong with this:
Code:
#dynamic 0x800020

#org @start
lock
faceplayer
callasm 0x800004
storevar 0x0 lastresult
msgbox @msg 0x2
release
end

#org @msg
= Hey, that Pokemon's ID Number\nis [buffer1]!
It won't compile properly. Ascript gives me an error, while pksv changes the callasm offset.
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[04:20.39] <@GoGo> I WILL INSERT WITH PLEASURE
[04:20.45] <@GoGo> shut it Bela

[05:41.55] <Team_Fail> Blue Spider is interesting, but #MEHMasterRace
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