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  #4926    
Old November 19th, 2010 (05:46 PM).
colcolstyles's Avatar
colcolstyles colcolstyles is offline
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Quote originally posted by Teh Blazer:
Is there a buffer for your rival's pokemon?
There's no default buffer but you can use the player's starter variable to buffer the appropriate string.
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  #4927    
Old November 20th, 2010 (08:45 AM). Edited November 20th, 2010 by ASuch.
ASuch ASuch is offline
 
Join Date: May 2010
Gender: Male
Posts: 26
I made this script below, where the person walks over to you and gives you the pokemon. I tested it and everything works fine except that when it asks you if you want to nickname it, it goes to the nickname part and it says Charmander instead of Snubbull and it has the Charmander sprite. It only gives you the option to nickname the first pokemon in your party I think, in my case Charmander. How do I fix this?

Game: FireRed
Type: Trigger
Editor: XSE
Script:
Spoiler:
#dynamic 0x71D700
#org @start
applymovement 0x14 @move5
waitmovement 0x14
textcolor 0x01
msgbox @snubbull 0x6
applymovement 0x14 @move
waitmovement 0x14
textcolor 0x01
msgbox @talk 0x6
givepokemon 0xD1 0xF 0xD 0x0 0x0 0x0
fanfare 0x13E
textcolor 0x00
msgbox @congrats 0x2
waitfanfare
closeonkeypress
setflag 0x828
textcolor 0x00
msgbox @nick 0x5
compare LASTRESULT 0x1
if 0x1 gosub @name
textcolor 0x01
msgbox @general 0x2
applymovement 0x14 @move1
waitmovement 0x14
setvar 0x6001 0x14
release
end

#org @move5
#raw 0x4 0x62 0xFE

#org @move1
#raw 0x5
#raw 0x11
#raw 0x11
#raw 0x7
#raw 0x13
#raw 0x13
#raw 0x3
#raw 0xFE


#org @name
call 0x1A74EB
return

#org @move
#raw 0x6
#raw 0x12
#raw 0x12
#raw 0x4
#raw 0x10
#raw 0x10
#raw 0xFE

#org @snubbull
= Hey you!

#org @congrats
= You recieved a Snubbull!

#org @nick
= Would you like to give a nickname\nto Snubbull?

#org @talk
= Take this Snubbull, I don't want\nit!

#org @general
= By the way, you should visit\nGeneral George. He's the Rocket\lnearest to the Pokemon Center.
  #4928    
Old November 20th, 2010 (11:21 PM).
colcolstyles's Avatar
colcolstyles colcolstyles is offline
Yours truly
Crystal Tier
 
Join Date: May 2008
Location: The Bay Area
Gender: Male
Nature: Lonely
Posts: 1,592
Quote originally posted by ASuch:
I made this script below, where the person walks over to you and gives you the pokemon. I tested it and everything works fine except that when it asks you if you want to nickname it, it goes to the nickname part and it says Charmander instead of Snubbull and it has the Charmander sprite. It only gives you the option to nickname the first pokemon in your party I think, in my case Charmander. How do I fix this?

Game: FireRed
Type: Trigger
Editor: XSE
Script:
Spoiler:
#dynamic 0x71D700
#org @start
applymovement 0x14 @move5
waitmovement 0x14
textcolor 0x01
msgbox @snubbull 0x6
applymovement 0x14 @move
waitmovement 0x14
textcolor 0x01
msgbox @talk 0x6
givepokemon 0xD1 0xF 0xD 0x0 0x0 0x0
fanfare 0x13E
textcolor 0x00
msgbox @congrats 0x2
waitfanfare
closeonkeypress
setflag 0x828
textcolor 0x00
msgbox @nick 0x5
compare LASTRESULT 0x1
if 0x1 gosub @name
textcolor 0x01
msgbox @general 0x2
applymovement 0x14 @move1
waitmovement 0x14
setvar 0x6001 0x14
release
end

#org @move5
#raw 0x4 0x62 0xFE

#org @move1
#raw 0x5
#raw 0x11
#raw 0x11
#raw 0x7
#raw 0x13
#raw 0x13
#raw 0x3
#raw 0xFE


#org @name
call 0x1A74EB
return

#org @move
#raw 0x6
#raw 0x12
#raw 0x12
#raw 0x4
#raw 0x10
#raw 0x10
#raw 0xFE

#org @snubbull
= Hey you!

#org @congrats
= You recieved a Snubbull!

#org @nick
= Would you like to give a nickname\nto Snubbull?

#org @talk
= Take this Snubbull, I don't want\nit!

#org @general
= By the way, you should visit\nGeneral George. He's the Rocket\lnearest to the Pokemon Center.
The pokémon that is displayed on the nicknaming screen is dependent on the value stored in variable '0x8004'. Try inserting this right before calling the nicknaming function:

Code:
countpokemon
subvar LASTRESULT 0x1
copyvar 0x8004 LASTRESULT
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  #4929    
Old November 21st, 2010 (07:08 AM).
Tannecho51's Avatar
Tannecho51 Tannecho51 is offline
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Join Date: Oct 2010
Location: Illinois
Gender: Male
Nature: Hardy
Posts: 11
Quote originally posted by colcolstyles:
The pokémon that is displayed on the nicknaming screen is dependent on the value stored in variable '0x8004'. Try inserting this right before calling the nicknaming function:

Code:
countpokemon
subvar LASTRESULT 0x1
copyvar 0x8004 LASTRESULT
How would you do that for Ruby?

Also, sort of bumping my last post.

How come the applymovements in the script below don't work? Something I've noted is that one of the person events disappears and the person I'm trying to move's picture is reset to the hero. I have 300 and 4050 in the script box.
The script:
Spoiler:

#dynamic 0x800000

#org @start
lock
checkflag 0x1201
if 0x1 goto @done
checkflag 0x1202
if 0x1 goto @done
checkflag 0x1203
if 0x1 goto @done
goto @begin

#org @begin
applymovement 0x9 @move1
waitmovement 0x9
msgbox @intro 0x6
goto @treecko

#org @move1
#raw 0x07
#raw 0x07
#raw 0x07
#raw 0x07
#raw 0x07
#raw 0x07
#raw 0x07
#raw 0x07
#raw 0x07
#raw 0x07
#raw 0x07
#raw 0x07
#raw 0x04
#raw 0x04
#raw 0xFE

#org @move2
#raw 0x05
#raw 0x05
#raw 0x06
#raw 0x06
#raw 0x06
#raw 0x06
#raw 0x06
#raw 0x06
#raw 0x06
#raw 0x06
#raw 0x06
#raw 0x06
#raw 0x06
#raw 0x06
#raw 0xFE

#org @intro
=

#org @treecko
showpokepic 0x115 0xA 0x3
msgbox @treeckom 0x5
compare LASTRESULT 0x1
hidepokepic
if 0x1 goto @treeckoget
goto @torchic

#org @treeckoget
givepokemon 0x115 0x5 0x0 0x0 0x0 0x0
setflag 0x1201
goto @name
release
end

#org @treeckom
=

#org @torchic
showpokepic 0x118 0xA 0x3
msgbox @torchicm 0x5
compare LASTRESULT 0x1
hidepokepic
if 0x1 goto @torchicget
goto @mudkip

#org @torchicget
givepokemon 0x118 0x5 0x0 0x0 0x0 0x0
setflag 0x1203
goto @name

#org @torchicm
=

#org @mudkip
showpokepic 0x11B 0xA 0x3
msgbox @mudkipm 0x6
givepokemon 0x11B 0x5 0x0 0x0 0x0 0x0
hidepokepic
setflag 0x1203
goto @name

#org @mudkipm
=

#org @name
setflag 0x800
msgbox @1 0x5
compare LASTRESULT 0x1
if 0x1 call @naming
msgbox @2 0x6
applymovement 0x6 @move2
waitmovement 0x6
release
end

#org @naming
special 0x166
waitstate
return

#org @1
=

#org @2
=

#org @done
release
end
  #4930    
Old November 21st, 2010 (01:49 PM).
Doom Chaos's Avatar
Doom Chaos Doom Chaos is offline
I don't have a title
 
Join Date: Jun 2008
Location: Canada
Age: 21
Nature: Calm
Posts: 44
Gonna need some help with a script. I want an NPC to give a Pikachu in the player's (empty) party and I want to give around 30 other Pokémon to the PC Box 1. Is there any way I can only give one Pokémon directly while all the others are in the PC Box or do I HAVE to give the player 5 other Pokémon along with Pikachu to work??
  #4931    
Old November 21st, 2010 (02:59 PM).
colcolstyles's Avatar
colcolstyles colcolstyles is offline
Yours truly
Crystal Tier
 
Join Date: May 2008
Location: The Bay Area
Gender: Male
Nature: Lonely
Posts: 1,592
Quote originally posted by Tannecho51:
How would you do that for Ruby?
Ruby's nicknaming special works in the same way (in the sense that it uses variable '0x8004'). So that code should work in Ruby as well.

Quote originally posted by Doom Chaos:
Gonna need some help with a script. I want an NPC to give a Pikachu in the player's (empty) party and I want to give around 30 other Pokémon to the PC Box 1. Is there any way I can only give one Pokémon directly while all the others are in the PC Box or do I HAVE to give the player 5 other Pokémon along with Pikachu to work??
That I know of, there is no "give pokémon to the box" command. I guess you might want to give the player the Pikachu and five other "filler" pokémon. Then you can use 'givepokemon' to put pokémon into the Boxes. When you're done with that, you should use HackMew's take-away-pokémon code to remove the five filler pokémon.
__________________

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  #4932    
Old November 24th, 2010 (04:08 PM). Edited November 24th, 2010 by Tannecho51.
Tannecho51's Avatar
Tannecho51 Tannecho51 is offline
Pokemon Lion's Eye
 
Join Date: Oct 2010
Location: Illinois
Gender: Male
Nature: Hardy
Posts: 11
Didn't work for me. Possibly because I tried to name the first pokemon in the party. How would you do that? (still Ruby)
I mean giving a pokemon and nicknaming it in the same script.
  #4933    
Old November 24th, 2010 (08:08 PM).
wingman11's Avatar
wingman11 wingman11 is offline
Solo Runner
 
Join Date: Jun 2009
Location: Nimbasa City
Gender: Male
Nature: Quirky
Posts: 205
I'm having very odd problems with my script. It is a level script, and I have it going as the very first thing that happens in the game. It's supposed to be a video chat with the professor of the region and when you get your first Pokémon. It works perfectly through the whole thing (although when nicknaming either Treecko or Totodile it shows a ? instead of the correct sprite and says "?'s nickname?"), but at the end, a number of strange things happen. The oddest is that it's never the same thing. Sometimes the character is just frozen and I can't do anything, sometimes I get a repeating line of "qáF", and sometimes it gives me random items, then freezes the character. I've tried opening the map script offset in XSE, but it is blank, even when I check on the Level Script box. At this point, I'm desperate.

Here is the script in question:
Spoiler:
'---------------
#org 0x800D94
sound 0x5F
msgbox 0x8800CAF MSG_FACE '"Oh!\pA video message!"
applymovement MOVE_PLAYER 0x8800B66
waitmovement 0x0
sound 0x4
pause 0x16
msgbox 0x8801247 MSG_FACE '"[red_fr]Eryn: Hello?\pAh, [player]..."
goto 0x8800B68

'---------------
#org 0x800B68
msgbox 0x8800F01 MSG_YESNO '"[red_fr]Do you like the\nGrass typ..."
compare LASTRESULT 0x1
if 0x1 call 0x8800899
msgbox 0x88014D2 MSG_YESNO '"[red_fr]Hmm... perhaps the\nFire t..."
compare LASTRESULT 0x1
if 0x1 call 0x880090B
msgbox 0x8800AB3 MSG_YESNO '"[red_fr]Then... maybe the\nWater t..."
compare LASTRESULT 0x1
if 0x1 call 0x8800973
goto 0x8800BDF

'---------------
#org 0x800899
msgbox 0x8800AD9 MSG_YESNO '"[red_fr]Ah, so you'd like\nthe Gra..."
setvar 0x8000 0xFC
compare LASTRESULT 0x1
if 0x1 goto 0x8800CC9
return

'---------------
#org 0x80090B
msgbox 0x8800ECF MSG_YESNO '"[red_fr]Then you'd like the\nFire ..."
setvar 0x8000 0x4
compare LASTRESULT 0x1
if 0x1 goto 0x8800CC9
return

'---------------
#org 0x800973
msgbox 0x8800B39 MSG_YESNO '"[red_fr]OK, you want the\nWater Po..."
setvar 0x8000 0x9E
compare LASTRESULT 0x1
if 0x1 goto 0x8800CC9
return

'---------------
#org 0x800BDF
msgbox 0x8800C4E MSG_FACE '"[red_fr]Well, those are the\nchoic..."
goto 0x8800B68

'---------------
#org 0x800CC9
msgbox 0x8801193 MSG_FACE '"[red_fr]Great!\pI'll transfer it r..."
pause 0x16
msgbox 0x8800F42 MSG_KEEPOPEN '"TRANSFERRING ITEM.\nPRESS A TO REC..."
pause 0x16
sound 0x27
pause 0x64
sound 0x28
showsprite 0x1
closeonkeypress
msgbox 0x88011BB MSG_FACE '"ITEM TRANSFERRED."
applymovement MOVE_PLAYER 0x88011CE
waitmovement 0x0
hidesprite 0x1
givepokemon 0x8000 0x5 0x0 0x0 0x0 0x0
preparemsg 0x88011D0 '"You recieved your first Pokémon!"
waitmsg
fanfare 0x13E
waitfanfare
goto 0x880120A

'---------------
#org 0x80120A
msgbox 0x8800D2B MSG_YESNO '"Do you want to give your\nPokémon ..."
compare LASTRESULT 0x1
if 0x1 goto 0x880123C
goto 0x8800D6D

'---------------
#org 0x80123C
fadescreen 0x1
special 0x9E
waitstate
goto 0x8800D6D

'---------------
#org 0x800D6D
applymovement MOVE_PLAYER 0x8800B66
waitmovement 0x0
msgbox 0x88009CD MSG_FACE '"[red_fr]Eryn: There's another reas..."
pause 0x16
sound 0x3
msgbox 0x88014BC MSG_FACE '"COMMUNICATION ENDED."
setvar 0x7000 0x1
release
end


'---------
' Strings
'---------
#org 0x800CAF
= Oh!\pA video message!

#org 0x801247
= [red_fr]Eryn: Hello?\pAh, [player]!\nI'm glad I caught you.\pI heard that you got your trainer's\nlicense today, is that correct?\lIt is?\pGreat! Congratulations then!\pI hope your item transfer\nsystem is working, because\lI've got a gift for\lyou.\lYour first Pokémon!\pBut before I give it to you, tell\nme:\pWhat is your preferred type\nof Pokémon?

#org 0x800F01
= [red_fr]Do you like the\nGrass type?

#org 0x8014D2
= [red_fr]Hmm... perhaps the\nFire type?

#org 0x800AB3
= [red_fr]Then... maybe the\nWater type?

#org 0x800AD9
= [red_fr]Ah, so you'd like\nthe Grass Pokémon,\lTreecko.

#org 0x800ECF
= [red_fr]Then you'd like the\nFire Pokémon,\lCharmander.

#org 0x800B39
= [red_fr]OK, you want the\nWater Pokémon,\lTotodile.

#org 0x800C4E
= [red_fr]Well, those are the\nchoices.\pLet's run through them\nonce more.

#org 0x801193
= [red_fr]Great!\pI'll transfer it right\nover!

#org 0x800F42
= TRANSFERRING ITEM.\nPRESS A TO RECEIVE.

#org 0x8011BB
= ITEM TRANSFERRED.

#org 0x8011D0
= You recieved your first Pokémon!

#org 0x800D2B
= Do you want to give your\nPokémon a nickname?

#org 0x8009CD
= [red_fr]Eryn: There's another reason\nI sent that to you.\pI'd rather discuss it in\nperson, however.\lIf you could come down to\lmy lab, we can talk about\lit.\pIt's in Tin Town, just south\nof your home.\pI'll talk to you soon!

#org 0x8014BC
= COMMUNICATION ENDED.


'-----------
' Movements
'-----------
#org 0x800B66
#raw 0x1 'Face Up
#raw 0xFE 'End of Movements

#org 0x8011CE
#raw 0x3 'Face Right
#raw 0xFE 'End of Movements


If anyone has any idea on how to fix this, please help. I'd really appreciate it.
__________________
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  #4934    
Old November 25th, 2010 (12:15 AM).
Teh Blazer's Avatar
Teh Blazer Teh Blazer is offline
Divider of Zero
 
Join Date: Feb 2009
Location: 'MERICA
Age: 19
Gender: Male
Nature: Relaxed
Posts: 693
This script is frustrating me, in the sense that I can't get it to activate. Every time I step on the tile, it doesn't do anything. Here's the script:
Spoiler:
Code:
#dynamic 0x700000

'---------------
#org @Pie
setvar 0x4055 0x1
checkflag 0x83
if 0x1 goto 0x871A9F0
lock
applymovement 0xFF 0x81EB490
applymovement 0x1 0x82DD17A
msgbox 0x871AA0F 0x6 '"[green_fr][rival]: Oh, [player]!\n..."
showsprite 0x2
playsong 0x14C 0x0
applymovement 0x2 0x871A9F2
msgbox 0x871B33C 0x6 '"[lightblue_fr]Belle: Uhhh, I'm so ..."
msgbox @Fairy 0x6 '"[green_fr][rival]: I've known you ..."
applymovement 0x2 0x871A885
msgbox @Hamster 0x6 '"[lightblue_fr]Belle: Okay, I said ..."
fadedefault
setflag 0x83
release

'---------------
#org 0x71A9F0
release


'---------
' Strings
'---------
#org 0x71AA0F
= [green_fr][rival]: Oh, [player]!\nYou're awake!\nWhat made you sleep for so long?\p...\p...\p...\pSo I guess Belle is late again?

#org 0x71B33C
= [lightblue_fr]Belle: Uhhh, I'm so sorry!\nI know, I'm late again...

#org @Fairy
= [green_fr][rival]: I've known you were a slowpoke\nfor ten years now, but sheesh...\nToday's the day you get your Pokémon\lfrom Professor Araragi, remember?

#org @Hamster
= [lightblue_fr]Belle: Okay, I said I'm sorry!\nSorry, [player], [rival]...\lSo, where are the Pokémon?\nSince they were sent to [player]'s house,\lI say [player] gets to choose first.


'-----------
' Movements
'-----------
#org 0x2DD17A
#raw 0x62 'Exclamation Mark (!)
#raw 0x4A 'Face Player
#raw 0xFE 'End of Movements

#org 0x1EB490
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0xFE 'End of Movements

#org 0x71A9F2
#raw 0x13 'Step Right (Normal)
#raw 0x0 'Face Down
#raw 0xFE 'End of Movements

#org 0x71A885
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x0 'Face Down
#raw 0xFE 'End of Movements

And the things on AdvanceMap:
Spoiler:
__________________
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  #4935    
Old November 25th, 2010 (10:42 PM).
colcolstyles's Avatar
colcolstyles colcolstyles is offline
Yours truly
Crystal Tier
 
Join Date: May 2008
Location: The Bay Area
Gender: Male
Nature: Lonely
Posts: 1,592
Quote originally posted by Tannecho51:
Didn't work for me. Possibly because I tried to name the first pokemon in the party. How would you do that? (still Ruby)
I mean giving a pokemon and nicknaming it in the same script.
The pokémon in the party that the nicknaming special uses is dependent on the value in 0x8004. If it's 0x0, then it'll nickname the first pokémon. If it's 0x1, it'll nickname the second pokémon and so on, so forth.
__________________

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  #4936    
Old November 26th, 2010 (03:04 AM).
Hermione Granger's Avatar
Hermione Granger Hermione Granger is online now
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Quote originally posted by Teh Blazer:
This script is frustrating me, in the sense that I can't get it to activate. Every time I step on the tile, it doesn't do anything. Here's the script:
Spoiler:
Code:
#dynamic 0x700000

'---------------
#org @Pie
setvar 0x4055 0x1
checkflag 0x83
if 0x1 goto 0x871A9F0
lock
applymovement 0xFF 0x81EB490
applymovement 0x1 0x82DD17A
msgbox 0x871AA0F 0x6 '"[green_fr][rival]: Oh, [player]!\n..."
showsprite 0x2
playsong 0x14C 0x0
applymovement 0x2 0x871A9F2
msgbox 0x871B33C 0x6 '"[lightblue_fr]Belle: Uhhh, I'm so ..."
msgbox @Fairy 0x6 '"[green_fr][rival]: I've known you ..."
applymovement 0x2 0x871A885
msgbox @Hamster 0x6 '"[lightblue_fr]Belle: Okay, I said ..."
fadedefault
setflag 0x83
release

'---------------
#org 0x71A9F0
release


'---------
' Strings
'---------
#org 0x71AA0F
= [green_fr][rival]: Oh, [player]!\nYou're awake!\nWhat made you sleep for so long?\p...\p...\p...\pSo I guess Belle is late again?

#org 0x71B33C
= [lightblue_fr]Belle: Uhhh, I'm so sorry!\nI know, I'm late again...

#org @Fairy
= [green_fr][rival]: I've known you were a slowpoke\nfor ten years now, but sheesh...\nToday's the day you get your Pokémon\lfrom Professor Araragi, remember?

#org @Hamster
= [lightblue_fr]Belle: Okay, I said I'm sorry!\nSorry, [player], [rival]...\lSo, where are the Pokémon?\nSince they were sent to [player]'s house,\lI say [player] gets to choose first.


'-----------
' Movements
'-----------
#org 0x2DD17A
#raw 0x62 'Exclamation Mark (!)
#raw 0x4A 'Face Player
#raw 0xFE 'End of Movements

#org 0x1EB490
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0xFE 'End of Movements

#org 0x71A9F2
#raw 0x13 'Step Right (Normal)
#raw 0x0 'Face Down
#raw 0xFE 'End of Movements

#org 0x71A885
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x0 'Face Down
#raw 0xFE 'End of Movements

And the things on AdvanceMap:
Spoiler:
Have you not considered that you don't have any "end" command in your script?
__________________
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  #4937    
Old November 26th, 2010 (06:17 AM).
MidnightRave MidnightRave is offline
Working on Pokemon Flare!
 
Join Date: Aug 2010
Posts: 5
I need some scripting help, I really want to learn. But reading tutorials that are long often make me forget about most information.
I'm also a more of a hand on learner, I basically need a teacher.

Is anyone willing to be my tutor?
  #4938    
Old November 26th, 2010 (04:19 PM). Edited November 26th, 2010 by theschmizz393.
theschmizz393's Avatar
theschmizz393 theschmizz393 is offline
Cleffas will rule!
 
Join Date: Jul 2007
Location: Mt. Silver
Age: 21
Gender:
Nature: Lax
Posts: 45
Hey, so I'm stuck on an XSE script. I'm trying to make it so after an event, the people disappear, but when I come back, they still are there. I added a flag so that when I step on the trigger tile, nothing happens, but the people I want to disappear are still there when I come back.

Here is the (compressed) script:
Spoiler:
'---------------
#org 0x82250C
checkflag 0x1202
if 0x1 goto 0x8822566
msgbox 0x8822591 MSG_NORMAL '"[player]! Over here!"
applymovement MOVE_PLAYER 0x8822572
pause 0x30
applymovement 0x2 0x882257F
waitmovement 0x0
msgbox 0x88225A2 MSG_NORMAL '"[player], I found these creepy guy..."
applymovement MOVE_PLAYER 0x8822582
applymovement 0x2 0x8822586
applymovement 0x1 0x882258B
waitmovement 0x0
trainerbattle 0x1 0x15F 0x0 0x882265F 0x8822711 0x8822726
release
end

'---------------
#org 0x822566
hidesprite 0x1
hidesprite 0x2
hidesprite 0x3
release
end

'---------------
#org 0x822726
msgbox 0x882274E MSG_NORMAL '"We lost to a couple of\nkids...Any..."
fadescreen 0x1
hidesprite 0x1
hidesprite 0x3
fadescreen 0x0
msgbox 0x88227A8 MSG_NORMAL '"Wow, [player], I had no idea you w..."
warp 0x4 0x3 0xFF 0x6 0x5
setflag 0x1202
release
end


'---------
' Strings
'---------
#org 0x822591
= [player]! Over here!

#org 0x8225A2
= [player], I found these creepy guys\nhurting this poor SENTRET, and I\ltried to stop them, but they're\ltoo tough to battle on my own.\pWhat's that? You have a Pokemon\nnow? Then help me stop them!

#org 0x82265F
= Hehe, you think you can take us?\nYou obviously have never had a\lPokemon battle before, while us\lTEAM NEBULA grunts are well\ltrained to carry out our missions.\lPrepare to lose!

#org 0x822711
= Beginner's luck...

#org 0x82274E
= We lost to a couple of\nkids...Anyways, we have to get\lback to HQ. See you brats later.

#org 0x8227A8
= Wow, [player], I had no idea you were\nsuch a natural at battling. We\lshould probably head back to the\llab and tell my dad that we're\lokay.


'-----------
' Movements
'-----------
#org 0x822572
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x3 'Face Right
#raw 0xFE 'End of Movements

#org 0x82257F
#raw 0x23 'Step on the Spot Left (Normal)
#raw 0xFE 'End of Movements

#org 0x822582
#raw 0x1E 'Step Up (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0xFE 'End of Movements

#org 0x822586
#raw 0x1F 'Step Left (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x3 'Face Right
#raw 0xFE 'End of Movements

#org 0x82258B
#raw 0x23 'Step on the Spot Left (Normal)
#raw 0xFE 'End of Movements


Thanks!
__________________

GSC remake all the way! Silver wants to come back!
  #4939    
Old November 26th, 2010 (04:58 PM).
Tannecho51's Avatar
Tannecho51 Tannecho51 is offline
Pokemon Lion's Eye
 
Join Date: Oct 2010
Location: Illinois
Gender: Male
Nature: Hardy
Posts: 11
Quote originally posted by theschmizz393:
Hey, so I'm stuck on an XSE script. I'm trying to make it so after an event, the people disappear, but when I come back, they still are there. I added a flag so that when I step on the trigger tile, nothing happens, but the people I want to disappear are still there when I come back.

Here is the (compressed) script:
Spoiler:
'---------------
#org 0x82250C
checkflag 0x1202
if 0x1 goto 0x8822566
msgbox 0x8822591 MSG_NORMAL '"[player]! Over here!"
applymovement MOVE_PLAYER 0x8822572
pause 0x30
applymovement 0x2 0x882257F
waitmovement 0x0
msgbox 0x88225A2 MSG_NORMAL '"[player], I found these creepy guy..."
applymovement MOVE_PLAYER 0x8822582
applymovement 0x2 0x8822586
applymovement 0x1 0x882258B
waitmovement 0x0
trainerbattle 0x1 0x15F 0x0 0x882265F 0x8822711 0x8822726
release
end

'---------------
#org 0x822566
hidesprite 0x1
hidesprite 0x2
hidesprite 0x3
release
end

'---------------
#org 0x822726
msgbox 0x882274E MSG_NORMAL '"We lost to a couple of\nkids...Any..."
fadescreen 0x1
hidesprite 0x1
hidesprite 0x3
fadescreen 0x0
msgbox 0x88227A8 MSG_NORMAL '"Wow, [player], I had no idea you w..."
warp 0x4 0x3 0xFF 0x6 0x5
setflag 0x1202
release
end


'---------
' Strings
'---------
#org 0x822591
= [player]! Over here!

#org 0x8225A2
= [player], I found these creepy guys\nhurting this poor SENTRET, and I\ltried to stop them, but they're\ltoo tough to battle on my own.\pWhat's that? You have a Pokemon\nnow? Then help me stop them!

#org 0x82265F
= Hehe, you think you can take us?\nYou obviously have never had a\lPokemon battle before, while us\lTEAM NEBULA grunts are well\ltrained to carry out our missions.\lPrepare to lose!

#org 0x822711
= Beginner's luck...

#org 0x82274E
= We lost to a couple of\nkids...Anyways, we have to get\lback to HQ. See you brats later.

#org 0x8227A8
= Wow, [player], I had no idea you were\nsuch a natural at battling. We\lshould probably head back to the\llab and tell my dad that we're\lokay.


'-----------
' Movements
'-----------
#org 0x822572
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x3 'Face Right
#raw 0xFE 'End of Movements

#org 0x82257F
#raw 0x23 'Step on the Spot Left (Normal)
#raw 0xFE 'End of Movements

#org 0x822582
#raw 0x1E 'Step Up (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0xFE 'End of Movements

#org 0x822586
#raw 0x1F 'Step Left (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x3 'Face Right
#raw 0xFE 'End of Movements

#org 0x82258B
#raw 0x23 'Step on the Spot Left (Normal)
#raw 0xFE 'End of Movements


Thanks!
Did you try setting the person's Person ID to the flag you're using?

And @colcolstyles, I tried using this code to nickname the pokemon:
__________
#org @naming
fadescreen 0x1
setvar 0x8004 0x0
special 0x166
waitstate
return
___________
It was the first pokemon in the party and it had just been given. It didn't work. What should I do? Should I maybe make the naming a separate script?
  #4940    
Old November 26th, 2010 (05:36 PM).
colcolstyles's Avatar
colcolstyles colcolstyles is offline
Yours truly
Crystal Tier
 
Join Date: May 2008
Location: The Bay Area
Gender: Male
Nature: Lonely
Posts: 1,592
Quote originally posted by Tannecho51:
And @colcolstyles, I tried using this code to nickname the pokemon:
__________
#org @naming
fadescreen 0x1
setvar 0x8004 0x0
special 0x166
waitstate
return
___________
It was the first pokemon in the party and it had just been given. It didn't work. What should I do? Should I maybe make the naming a separate script?
I don't know what the special for nicknaming pokémon in Ruby is so you'll just have to observe a preexisting script to figure out how to do it.
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  #4941    
Old November 26th, 2010 (08:59 PM).
destinedjagold's Avatar
destinedjagold destinedjagold is offline
Oh Hai Thar~ 'ω'
Silver Tier
 
Join Date: May 2007
Location: Philippines
Gender: Male
Nature: Careful
Posts: 7,202
Quote originally posted by MidnightRave:
I need some scripting help, I really want to learn. But reading tutorials that are long often make me forget about most information.
I'm also a more of a hand on learner, I basically need a teacher.

Is anyone willing to be my tutor?
I don't think anyone is willing to be your tutor anytime soon.
With that fact, you can achieve nothing while you are waiting for that certain someone.
Thus, you need to start to learn by yourself.
Scripting may be difficult to learn if you are trying to read and understand an already advance way of scripting.
You need to start from the basic.
__________________


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TSV: 1364(X), 0790(OR)

  #4942    
Old November 26th, 2010 (11:08 PM).
theschmizz393's Avatar
theschmizz393 theschmizz393 is offline
Cleffas will rule!
 
Join Date: Jul 2007
Location: Mt. Silver
Age: 21
Gender:
Nature: Lax
Posts: 45
Quote originally posted by Tannecho51:
Did you try setting the person's Person ID to the flag you're using?

And @colcolstyles, I tried using this code to nickname the pokemon:
__________
#org @naming
fadescreen 0x1
setvar 0x8004 0x0
special 0x166
waitstate
return
___________
It was the first pokemon in the party and it had just been given. It didn't work. What should I do? Should I maybe make the naming a separate script?
I don't think I did, could you give me a quick description of how to do that?
__________________

GSC remake all the way! Silver wants to come back!
  #4943    
Old November 27th, 2010 (04:33 PM).
dstewart16 dstewart16 is offline
 
Join Date: Sep 2010
Gender: Male
Posts: 2
I have a script that isn't quite working for me.

What I want is to have the script represent the event of picking a starter pokemon (like in any pokemon game).

The game I am hacking is Pokemon Ruby and I have the following script but my problem is that the pokeball won't disappear until I leave the screen then come back. I want it to disappear after it is chosen.

Quote:
#org $script
lock
faceplayer
checkflag 0x1200

message $question
$question 1 = Would you like Leafeon?
boxset 5
compare 0x800D 0x0001
if 0x01 goto $yes
message $no
$no 1 = Choose wisely!
boxset 6
release
end

#org $yes
message $yes1
$yes1 1 = You received a Leafeon!
boxset 6
givepokemon 161 5 0x00
setmaptile 0x08 0x04 0x0211 0x0
special 0x8E
setflag 0x1200
setflag 0x1201
release
end
Can anyone help me figure out the problem?
  #4944    
Old November 28th, 2010 (07:56 AM).
Bolens's Avatar
Bolens Bolens is offline
Soul Hacker
Gold Tier
 
Join Date: Jan 2010
Location: PA
Age: 21
Gender: Male
Nature: Mild
Posts: 359
Code:
#dyn 0x740000
#org @start
checkflag 0x282
if false jump @end
checkflag 0x283
if true jump @end1
lock
disappear 0x3
disappear 0x4
disappear 0x5
reappear 0x3
reappear 0x4
reappear 0x5
setvar 0x8004 0x3
setvar 0x8005 12
setvar 0x8006 12
setvar 0x8007 3
special 0x136
waitspecial
msgbox @talk
callstd MSG_NORMAL
applymovement PLAYER @move
pauseevent 0x0
applymovement 0x5 @move1
pauseevent 0x0
msgbox @2
callstd MSG_NORMAL
message @healmsg
showmsg
waitbutton
fadescreen 1
closemsg
special 0
fadescreen 0
msgbox @bettermsg
callstd MSG_NORMAL
trainerbattle 0x1 0x15D 0x0 @intro @defeat @1

#org @end
release
end

#org @end1
release
end

#org @1
msgbox @talk1
callstd MSG_NORMAL
fadescreen 1
disappear 0x3
disappear 0x4
disappear 0x5
setflag 0x283
fadescreen 0
release
end

#org @healmsg
= Your POKéMON look tired[.]\nYou should give them a rest.

#org @bettermsg
= There. All better now!

#org @2
= To make it a fair competion for\nthe boss match, your Pokemon will\lbe healed.

#org @intro
= Well, you finally caught me in the\nact. I learned that this statue\lheld a key to an immense power,\land now I have come for it. The\learthquake you felt earlier was\ljust a bomb going off. enough\ltalk, now die!

#org @defeat
= Darn you, you always best me!

#org @talk
= Woah... an earthquake? I must go\ninvestigate!

#org @move
m run_right run_right run_right run_right run_down run_down run_down run_down run_down run_down run_down run_down run_down run_down run_down run_down run_down run_down run_down run_right run_right run_right run_right run_right run_right run_right run_up say_!! end

#org @move1
m look_down say_! end

#org @talk1
= No matter, I still got the key I\nwas looking for. The power will\lsoon be all mine, I will be\lunstoppable. Until next time, Team\lRaven, let's move on out!
Whenever I insert this into ROM it inserts fine, but upon playing game, when reaching map where this script is used in, the game resets itself. Any help would be most appreciated, kinda stumped on this one. :\ BTW, using PKSV, thanks.
  #4945    
Old November 28th, 2010 (09:46 AM). Edited November 28th, 2010 by Tannecho51.
Tannecho51's Avatar
Tannecho51 Tannecho51 is offline
Pokemon Lion's Eye
 
Join Date: Oct 2010
Location: Illinois
Gender: Male
Nature: Hardy
Posts: 11
Quote originally posted by theschmizz393:
I don't think I did, could you give me a quick description of how to do that?
Go to the map in Advance Map. Click on the person you're trying to move. 2 boxes above the "open script" button, there should be a box that says "Person ID" to the right and contains the number "0000." Replace this number with the flag you're using (which I think for you would be 1202). That should make the person completely dissappear.

Also, dstewart, I have 3 suggestions for you that may or may not work:
1. Instead of using setmaptile, try using hidesprite.
2. I don't know if that's a command for Pokescript, so try switching to XSE.
3. Set the Person ID to the flag you're using.
  #4946    
Old November 28th, 2010 (03:28 PM).
koshy44 koshy44 is offline
 
Join Date: Nov 2010
Gender: Male
Posts: 5
Game: FireRed
Type: Trigger
Editor: XSE
Script:
Spoiler:
#dynamic 0x34ECC9

#org @start
applymovement 0x3 @6
waitmovement 0x0
msgbox @7 0x2
applymovement 0x3 @8
waitmovement 0x0
hidesprite 0x3
setflag 0x2340
end

#org @6
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0xFE

#org @7
= get out of my way kid\nI'm on official Team Rocket\lbusiness looking for a top secret\lpokemon

#org @8
#raw 0x1D
#raw 0xFE

What im trying to do is have it when you step on a tile a rocket guy walks up to you and then tells you to get out of the way, and walks away. and after all that i want him to disappear for good, so i put the flag 2340 as the sprites id in advance map. but what happens is that whenever you step on the tile the game just freezes.
  #4947    
Old November 30th, 2010 (05:25 AM). Edited November 30th, 2010 by mervyn797.
mervyn797 mervyn797 is offline
What? I'm right here. >D
 
Join Date: Mar 2009
Gender: Male
Nature: Careful
Posts: 1,705
[FONT=Lucida Sans Unicode]
Quote originally posted by koshy44:
Game: FireRed
Type: Trigger
Editor: XSE
Script:
Spoiler:
#dynamic 0x34ECC9

#org @start
applymovement 0x3 @6
waitmovement 0x0
msgbox @7 0x2
applymovement 0x3 @8
waitmovement 0x0
hidesprite 0x3
setflag 0x2340
end

#org @6
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0xFE

#org @7
= get out of my way kid\nI'm on official Team Rocket\lbusiness looking for a top secret\lpokemon

#org @8
#raw 0x1D
#raw 0xFE

What im trying to do is have it when you step on a tile a rocket guy walks up to you and then tells you to get out of the way, and walks away. and after all that i want him to disappear for good, so i put the flag 2340 as the sprites id in advance map. but what happens is that whenever you step on the tile the game just freezes.
You need to put in lockall command as well.
I've corrected it for you,
Spoiler:

#dynamic 0x34ECC9

#org @start
lockall
applymovement 0x3 @6
waitmovement 0x0
msgbox @7 0x2
applymovement 0x3 @8
waitmovement 0x0
hidesprite 0x3
setflag 0x2340
releaseall
end

#org @6
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0xFE

#org @7
= get out of my way kid\nI'm on official Team Rocket\lbusiness looking for a top secret\lpokemon

#org @8
#raw 0x1D
#raw 0xFE
  #4948    
Old November 30th, 2010 (06:28 PM). Edited November 30th, 2010 by koshy44.
koshy44 koshy44 is offline
 
Join Date: Nov 2010
Gender: Male
Posts: 5
it still didnt work it just froze
  #4949    
Old December 2nd, 2010 (05:33 AM).
mervyn797 mervyn797 is offline
What? I'm right here. >D
 
Join Date: Mar 2009
Gender: Male
Nature: Careful
Posts: 1,705
Quote originally posted by koshy44:
it still didnt work it just froze
Hmm..
Are you script settings in Advance Map correct? Try setting Unkown to 0003 like, this:
  #4950    
Old December 3rd, 2010 (07:21 PM).
Pokemonguy1990's Avatar
Pokemonguy1990 Pokemonguy1990 is offline
Pokemon Shoto Saga Creator
 
Join Date: Sep 2010
Location: Chicago, Illinois
Age: 25
Gender: Male
Nature: Quirky
Posts: 45
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Using Brock's script, where would i place camera movements? i understand what to use for it (thanks to your tut) but not where to place them. What I'm looking for is to enter the gym, as soon as I enter, the camera moves up to center on the gymleader (10 tiles up), who does their usual talking in the begining, battles, and the finishes with giving the badge and TM, then recenters the camera on the player, at which time you can then leave the gym. I'm also wanting this to happen only BEFORE you beat the leader.

I'm still learning scripting and understand this may be out of my current abilities, I'm not asking for a script, just an explanation as to how i would go about doing this.
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