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  #4976    
Old December 13th, 2010, 05:45 AM
Zeffy's Avatar
Zeffy
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Quote:
Originally Posted by tyhone View Post
Game: Fire red
Type: on step script
Problem: whenever i step on the script my character gets locked and i cant move, but i know it hasent frozen as the music still plays normaly

Spoiler:
#dynamic 0x8001A2

#org @start
checkflag 0x200
if B_true goto @done
applymovement 0x2 @movement1
waitmovement 0x2
msgbox @person 0x6
applymovement 0x2 @movement2
waitmovement 0x2
setflag 0x200
end

#org @movement1
#raw 0x10
#raw 0x10
#raw 0x0F
#raw 0x4A
#raw 0xFE

#org @person
= Hey there! \nHere have this!
givepokemon 0xD7 0x5 0x0 0x0 0x0 0x0
fanfare 0x101

#org @movement2
#raw 0x0E
#raw 0x11
#raw 0x11
#raw 0x02
#raw 0xFE

#org @done
end

I have been trying to fix this for ages now, any help would be apprecitated =D
(also ill give you a muffin)
I've fixed the script for you. Next time, don't add anything at a "msgbox" pointer.
Spoiler:
#dynamic [get a new offset]

#org @start
lock
checkflag 0x200
if 0x1 goto @done
applymovement 0x2 @movement1
waitmovement 0x0
msgbox @person 0x6
givepokemon 0xD7 0x5 0x0 0x0 0x0 0x0
fanfare 0x101
applymovement 0x2 @movement2
waitmovement 0x0
setflag 0x200
release
end

#org @movement1
#raw 0x10
#raw 0x10
#raw 0x0F
#raw 0x4A
#raw 0xFE

#org @person
= Hey there!\nHere have this!

#org @movement2
#raw 0x0E
#raw 0x11
#raw 0x11
#raw 0x02
#raw 0xFE

#org @done
release
end

Oh and, don't forget to do this in A-map:
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  #4977    
Old December 13th, 2010, 01:37 PM
sab's Avatar
sab
Now too much of a life.
 
Join Date: Jul 2008
Location: Midgar
Age: 18
Gender: Male
Nature: Timid
Quote:
Originally Posted by AeroDud3 View Post
I had it in the beginning so do I change the first setflag to checkflag?
Yes the first line should be checkflag.
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  #4978    
Old December 15th, 2010, 10:53 AM
RayRay92
Beginning Trainer
 
Join Date: Dec 2010
Gender: Male
I'm using Fire Red

Spoiler:
#org $noleave
lock
faceplayer
message $sorry
$sorry 1 = Elder: I'm sorry, I can't let you leave\nuntil you have your own Pokémon!\pGo See Prof Oak.
checkflag 0x1200
if 0x01 goto $pokemon
release
end

#org $pokemon
applymovement 1 $pop
$pop 1 ; #binary 0x62 0xFE
message $talk
$talk 1 = Elder: Oh you have your own Pokémon now?\pGo onwards and begin your adventure.
boxset 6
fadescreen 1
removesprite 1
setflag 0x1202
pause 0x10
fadescreen 0
release
end

When I talk before going to see Prof Oak, there isn't any message appear, it just makes a noise as if i had, then lets me walk away. Any idea whats going on there?

Spoiler:
#org $script
lock
faceplayer
checkflag 0x1200
if 0x01 goto $done
message $talk
$talk 1 = Prof Oak: Hello \v\h01, You're here\n for your first Pokémon aren't you?\pWell you're in luck I have one left I\nhope you treat it well.
boxset 6
fanfare 0x13E
message $got
$got 1 = \v\h01 received the Pokémon Eevee.
boxset 4
waitfanfare
pause 0x30
givepokemon 133 5 0x8B
setflag 0x828
setflag 0x1200
release
end

#org $done
message $go
$go 1 = Go tell the Elder that you've\ngot your first Pokémon and he will\llet you go through.
boxset 6
release
end


So then this happens, and I go back to the elder, he acknowledges that I have a Pokemon, the screen fades black and back to normal but he is still there.

Someone might say that it's the removesprite command, is that the Event Number, or the Number underneath the type of event (I'm using Advance Map).

Any help would be greatly appreciated.


EDIT: I have sort of solved that, I didn't put the setflag number in the ID, but still he doesn't say anything when spoken to before receiving the Pokemon and he only disappears after going in and out of a house.

Another problem I've encountered with another script:
Spoiler:
#org $Bulbasaur
lock
faceplayer
message $thankyou
$thankyou 1 - Thank you ever so much, I came in here\n after my Pokemon ran in her\p I spent ages trying to catch it when I\n went to leave that weird tree has sprouted\pI don't know how I can thank you enough.\pHey I know, awhile ago I caught this Bulbasaur\n but it doesn't seem to like me very much.\pYou must be a good trainer, maybe you\n can get the best out of it.
boxset 6
fanfare 0x13E
message $got
$got 1 = \v\h01 received the Pokémon Bulbasaur.
Boxset 4
waitfanfare
pause
givepokemon 1 10 0x00
fadescreen 1
pausescreen 0x20
removesprite 1
setflag 0x1203
fadescreen 0
release
end


Basically theres a person who's stuck in a fenced off area with a Cut tree blocking it, the problem I'm having is when I talk to the person it comes out as a load of jiberish, not anything I typed, then it comes up with player received the Pokemon Bulbasaur and freezes. I don't get it, sorry if the mistakes are obvious ones.

I corrected half the problem with the Bulbasaur script, it completed it (still in jiberish) went black screen came back, and the guy was still there.
Attached Images
File Type: png HELP.png‎ (13.1 KB, 9 views) (Save to Dropbox)

Last edited by RayRay92; December 15th, 2010 at 01:13 PM.
  #4979    
Old December 15th, 2010, 06:44 PM
Nerketur's Avatar
Nerketur
PokéScripter
 
Join Date: Nov 2010
Gender: Male
Nature: Quirky
Changes in RED.

And as a note, I don't use anything but XSE to script, so I may have the commands wrong. I'd suggest moving to XSE, and I've put a corrected version in XSE style for your convenience =)

Non-XSE -- If this doesn't work, I'm not sure what to tell you
Spoiler:
Both scripts also reorganized, so I could understand them better.
Script 1:
Code:
#org $noleave
lock
faceplayer
message $sorry
boxset 0x6 ; Without this, it won't work properly.
checkflag 0x828 ; Best to check for Pokedex, 0x828
if 0x01 goto $pokemon
release
end

#org $pokemon
applymovement 1 $pop
waitmovement 0x0 ;Not sure what the non-XSE command is, but the hex is "0x51"
message $talk
boxset 6
fadescreen 1
removesprite 1 ; I don't know what this command does.  I'm assuming the same as "hidesprite" is XSE
setflag 0x1202 ;Make sure this flag number is in the PERSON ID Box of Advance Map
pause 0x10
fadescreen 0
release
end 

$sorry 1 = Elder: I'm sorry, I can't let you leave\nuntil you have your own Pokémon!\pGo See Prof Oak.

$pop 1 ; #binary 0x62 0xFE

$talk 1 = Elder: Oh you have your own Pokémon now?\pGo onwards and begin your adventure.
Script 2:
Code:
#org $script
lock
faceplayer
checkflag 0x828 ; Only need one flag here.
if 0x01 goto $done
message $talk
boxset 6
fanfare 0x13E
message $got
boxset 4
waitfanfare
pause 0x30
givepokemon 133 5 0x8B
setflag 0x828
release
end

#org $done
message $go
boxset 6
release
end 

$talk 1 = Prof Oak: Hello \v\h01, You're here\n for your first Pokémon aren't you?\pWell you're in luck I have one left I\nhope you treat it well.

$got 1 = \v\h01 received the Pokémon Eevee.

$go 1 = Go tell the Elder that you've\ngot your first Pokémon and he will\llet you go through.


XSE:
Spoiler:
Script 1:
Code:
#dynamic 0x800000

#org @noleave
lock
faceplayer
msgbox @sorry 0x6
checkflag 0x828 ; Not sure what you're checking for here  Best to check for Pokedex, 0x828
if 0x01 goto @pokemon
release
end

#org @pokemon
applymovement 0x1 @pop ; Will ONLY work with "waitMovement"
waitmovement 0x0 ;--Need this for applymovement to work
msgbox @talk 0x6
fadescreen 0x1
hidesprite 0x1
setflag 0x1202
pause 0x10
fadescreen 0x0
release
end 

#org @sorry
= Elder: I'm sorry, I can't let you leave\nuntil you have your own Pokémon!\pGo See Prof Oak.

#org @pop
#raw 0x62 0xFE

#org @talk
= Elder: Oh you have your own Pokémon now?\pGo onwards and begin your adventure.
Script 2:
Code:
#dynamic 0x800000

#org @script
lock
faceplayer
checkflag 0x828 ; Only need one flag here.
if 0x01 goto @done
msgbox @talk 0x6
fanfare 0x13E
msgbox @got 0x4
waitfanfare
pause 0x30
givepokemon 133 5 0x8B 0x0 0x0 0x0
setflag 0x828
release
end

#org @done
msgbox @go 0x6
release
end 

#org @talk
= Prof Oak: Hello \v\h01, You're here\n for your first Pokémon aren't you?\pWell you're in luck I have one left I\nhope you treat it well.

#org @got
= \v\h01 received the Pokémon Eevee.

#org @go
= Go tell the Elder that you've\ngot your first Pokémon and he will\llet you go through.


Also, do understand that the number you need for applymovement and hidesprite and those commands is the person EVENT number. Which is the number at the very bottom of your Advance Map picture. So, you may need to change the "1" to "2" in the scripts for it to work perfectly

As for your third script, I don't know where your error is. =( I'm guessing it might have something to do with how you make your scripts, or it could be that the script editor you use is a bit buggy. Either way, I hope I helped with the first two! =)
__________________
Want my help in PokéScripting? PM me =)
I use XSE v1.1.1 (HackMew = awesome) and Advance Map 1.92.
Thanks to Diego and HackMew for their tutorials, helping me learn how to script!

Hacks I support 100% (MUST SEE!):


Very well made hacks:

My work:
Figuring out scripting in PMD
Entire script map of LeafGreen
PMDSE (Pokémon Mystery Dungeon Script Editor)

Last edited by Nerketur; December 15th, 2010 at 06:46 PM. Reason: Clarification
  #4980    
Old December 20th, 2010, 04:46 AM
Andrut's Avatar
Andrut
Collecting dust since 1898
 
Join Date: Dec 2009
Location: Warsaw, Poland
Age: 16
I browse through free script space,but i keep finding scripts with "nop" things all around them. Can i delete those "nop scripts" and make a new script instead them? Here's a sample...:
Spoiler:

Quote:
'---------------
#org 0xF1A632
nop
nop
nop
nop
nop
nop
nop
  #4981    
Old December 20th, 2010, 06:12 PM
Nerketur's Avatar
Nerketur
PokéScripter
 
Join Date: Nov 2010
Gender: Male
Nature: Quirky
Quote:
Originally Posted by xoax View Post
I browse through free script space,but i keep finding scripts with "nop" things all around them. Can i delete those "nop scripts" and make a new script instead them?
I'm sure you could. The game doesn't use anything from #org 0x800000 and up, as far as I can tell, so if you're finding scripts in areas after that offset, I think you should be absolutely fine =)

Then again, this is assuming that you didn't put the data there yourself.

This is also assuming that you're using a Clean rom.
__________________
Want my help in PokéScripting? PM me =)
I use XSE v1.1.1 (HackMew = awesome) and Advance Map 1.92.
Thanks to Diego and HackMew for their tutorials, helping me learn how to script!

Hacks I support 100% (MUST SEE!):


Very well made hacks:

My work:
Figuring out scripting in PMD
Entire script map of LeafGreen
PMDSE (Pokémon Mystery Dungeon Script Editor)
  #4982    
Old December 20th, 2010, 10:28 PM
QuilavaKing's Avatar
QuilavaKing
(>^.(>0.0)>
Community Supporter
 
Join Date: Mar 2009
Location: Oregon
Age: 22
Gender:
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Spoiler:
XSE script:

#dynamic 0xE3D000

#org @start
lock
applymovement 0x1 @move1
waitmovement 0x1
msgbox @text1 0x6
applymovement 0x1 @move2
waitmovement 0x1
msgbox @text2 0x6
applymovement 0x1 @move3
release
end

#org @move1
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0xFE

#org @move2
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0xFE

#org @move3
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0xFE

#org @text1
= Ahhh!

#org @text2
= Leave me alone!


Absolutely nothing happens when I try this. At one point, while I was trying to get it to work, I got the text to pop up, but no movement. I also tried using script events, and talking to the npc.

I'm trying to make two npcs run off screen, while the player just stands there. I pretty much just started scripting today, so I'm sure I'm making some stupid mistake. lol
__________________
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The Volcano Pokemon


  #4983    
Old December 21st, 2010, 12:14 AM
Nerketur's Avatar
Nerketur
PokéScripter
 
Join Date: Nov 2010
Gender: Male
Nature: Quirky
Quote:
Originally Posted by QuilavaKing View Post
Spoiler:
XSE script:

#dynamic 0xE3D000

#org @start
lock
applymovement 0x1 @move1
waitmovement 0x1
msgbox @text1 0x6
applymovement 0x1 @move2
waitmovement 0x1
msgbox @text2 0x6
applymovement 0x1 @move3
waitmovement 0x1
release
end

#org @move1
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0xFE

#org @move2
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0xFE

#org @move3
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0xFE

#org @text1
= Ahhh!

#org @text2
= Leave me alone!


Absolutely nothing happens when I try this. At one point, while I was trying to get it to work, I got the text to pop up, but no movement. I also tried using script events, and talking to the npc.

I'm trying to make two npcs run off screen, while the player just stands there. I pretty much just started scripting today, so I'm sure I'm making some stupid mistake. lol
Some of the fixes in RED
Also make sure that the people you are trying to move have the right person Event number. When you use applymovement, it expects the Person event number. In your script, it would only move the one whose event number was "1". =)

I also noticed that all the movement people also have the "unknown" box filled in as "03" Check Professor Oak's sprite for an example =) I don't know if this is required for it to work... but it worked for me.
__________________
Want my help in PokéScripting? PM me =)
I use XSE v1.1.1 (HackMew = awesome) and Advance Map 1.92.
Thanks to Diego and HackMew for their tutorials, helping me learn how to script!

Hacks I support 100% (MUST SEE!):


Very well made hacks:

My work:
Figuring out scripting in PMD
Entire script map of LeafGreen
PMDSE (Pokémon Mystery Dungeon Script Editor)
  #4984    
Old December 21st, 2010, 01:56 AM
Andrut's Avatar
Andrut
Collecting dust since 1898
 
Join Date: Dec 2009
Location: Warsaw, Poland
Age: 16
Quote:
I'm sure you could. The game doesn't use anything from #org 0x800000 and up, as far as I can tell, so if you're finding scripts in areas after that offset, I think you should be absolutely fine =)

Then again, this is assuming that you didn't put the data there yourself.

This is also assuming that you're using a Clean rom.
Ah yes,i forgot i'm hacking Emerald. Would it be still safe,no matter on which of the games?
  #4985    
Old December 21st, 2010, 08:53 AM
Nerketur's Avatar
Nerketur
PokéScripter
 
Join Date: Nov 2010
Gender: Male
Nature: Quirky
Quote:
Originally Posted by xoax View Post
Ah yes,i forgot i'm hacking Emerald. Would it be still safe,no matter on which of the games?
Admittedly, I don't know much about Emerald in terms of Space. But I do remember somebody saying that all Freespace bytes in Emerald are "00" instead of "FF", and if that is the case, then you're dealing with a lot of freespace =) Cause "00" translates to "nop" in XSE. In other words, you're safe. I would assume the same for the rest of the games, yes. but if you're using dynamic offsets in XSE, you shouldn't have a problem.
__________________
Want my help in PokéScripting? PM me =)
I use XSE v1.1.1 (HackMew = awesome) and Advance Map 1.92.
Thanks to Diego and HackMew for their tutorials, helping me learn how to script!

Hacks I support 100% (MUST SEE!):


Very well made hacks:

My work:
Figuring out scripting in PMD
Entire script map of LeafGreen
PMDSE (Pokémon Mystery Dungeon Script Editor)
  #4986    
Old December 21st, 2010, 09:54 PM
SnapTime's Avatar
SnapTime
Unhatched Egg
 
Join Date: Dec 2010
Gender: Male
I have a question about movesprite scripts
i see them in a lot of hacks and in the original games when they make a rival come battle you and then walk away after.
I know its movesprite 0x 0x 0x
the first 0x is the sprite # in advanced map and i know the next two are coords but they never match the coords that apear on my advanced map. i might be looking at the coords in the wrong place?
i look at the bottom left of the program.
  #4987    
Old December 22nd, 2010, 12:26 PM
QuilavaKing's Avatar
QuilavaKing
(>^.(>0.0)>
Community Supporter
 
Join Date: Mar 2009
Location: Oregon
Age: 22
Gender:
Nature: Careful
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Quote:
Originally Posted by Nerketur View Post


Some of the fixes in RED
Also make sure that the people you are trying to move have the right person Event number. When you use applymovement, it expects the Person event number. In your script, it would only move the one whose event number was "1". =)

I also noticed that all the movement people also have the "unknown" box filled in as "03" Check Professor Oak's sprite for an example =) I don't know if this is required for it to work... but it worked for me.
Hmm, I made those changes, and it didn't work... are there any other things that I might be doing wrong outside of the actual script?


Oh crap, I'm retarded. I was using the ruby/sapphire movements for an emerald rom... So, it works now that I did it on Ruby. I can only get it to work when I talk to the NPC though... I tried using it with a script event, and it just freezes the game.
__________________
#156 :: Quilava

The Volcano Pokemon



Last edited by QuilavaKing; December 22nd, 2010 at 12:40 PM.
  #4988    
Old December 22nd, 2010, 03:50 PM
G33K's Avatar
G33K
The guy you will someday work
 
Join Date: Dec 2010
Location: vermont / new hampshire
Gender: Male
Nature: Naughty
my friend told me that the script command "screenflash" makes the screen flash in ruby. can someone tell me if this is true?
  #4989    
Old December 22nd, 2010, 05:55 PM
Shaymew's Avatar
Shaymew
likes when Dunsparce Glares
 
Join Date: Jul 2008
Location: Threed
Nature: Hasty
I have encountered a strange error that happens whenever I edit elite four or gym leader scripts, trying to completely change what they say.
here is an example of what happens....

Also, just in case if it helps solve the problem, im using XSE on Ruby

#org 0x190728
= Gah! A person!\p Oh... Sorry...\l I'm not good with people.\n I am sort of a shut-in.\p However, spending my days playing \n Touhou has taught me that dodging \nand grazing are very important skills\n to have. \pHow long can you last on bombs\n when you can't dodge the bullets?\p Now! NIMUSAN--!

#org 0x190823
= Ayayayayayayayayayayayayayayaya...

When I compile and save, it comes out as
#org 0x190728
= Gah! A person!\p Oh... Sorry...\l I'm not good with people.\n I am sort of a shut-in.\p However, spending my days playing \n Touhou has taught me that dodging \nand grazing are very important skills\n to have. \pHow long can you last on bombsAyayayayayayayayayayayayayayaya...
#org 0x190823
= Ayayayayayayayayayayayayayayaya...

When I shorten the script it doesn't happen, but I am trying to figure out why this happens. Does it have to do with the offsets not offering enough bytes or something?
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Last edited by Shaymew; December 22nd, 2010 at 06:14 PM.
  #4990    
Old December 23rd, 2010, 11:33 AM
supersam2
Beginning Trainer
 
Join Date: Jul 2010
Gender: Male
This is probably because you put a bigger text than the older one so that is happenning in the rom:

older text [end of text1] ayayayaya... [end of text2]
then the compilator arrive to the msg box
new text which is bigger[end of text1] ayayayaya [end of text2]
here it overwrited a part of the ayayayaya because ther was'nt enough space

then the compilator arrive to the second message box
but the hex command which means [end of text] is BEHIND the offset of the second msgbox so it is overwritten

new text which is bayayayayayaya[end of text]

so in the rom, the first text is read until it reaches the [end of text]


to solve the problem, you just have to pick new offsets for the msgboxes

and sorry for the bad english, I don't know technical terms because I'm belgian

Last edited by supersam2; December 23rd, 2010 at 11:34 AM. Reason: Your double post has been automatically merged.
  #4991    
Old December 25th, 2010, 10:18 PM
Johto_legend's Avatar
Johto_legend
Smoochum
 
Join Date: Jan 2010
Gender: Male
ive been trying to make a level script to occur right as the game starts, and i followed diegoisawesome's tutorial about level scripts but i had a problem. first here's the script
Spoiler:
this is the map script after inserting and compiling

'-----------------------
#org 0x71C9F8
#raw 02
#raw pointer 0x871C9FE
#raw 00

'-----------------------
#org 0x71C9FE
#raw word 0x7530
#raw word 0x0
#raw pointer 0x8800000
#raw word 0x0

'-----------------------
#org 0x800000
setvar 0x7530 0x1
checkflag 0x9C4
if 0x1 goto 0x8800274
spriteface 0xFF 0x2
lock
msgbox 0x8800066 '"In recent news, a sudden earthquake..."
closeonkeypress
waitkeypress
msgbox 0x88000EF '" reddfrrDidn't expect thatt\nOh wel..."
fadescreen 0x1
pause 0x40
fadescreen 0x0
pause 0x20
msgbox 0x8800130 '"Nice to hear you like the new place..."
msgbox 0x8800179 '" reddfrrShould be today,\nI don't w..."
msgbox 0x88001CA '" PLAYER's namee get your shoes on\n..."
msgbox 0x8800219 '"Alright well I'll talk to you\nlate..."
applymovement MOVE_PLAYER 0x880005D
waitmovement 0x0
fanfare 0x13E
msgbox 0x8800249 '" PLAYER's namee put on the running ..."
waitfanfare
setflag 0x82F
release
end

'-----------------------
#org 0x800274
release
end


'-----------
' Movements
'-----------
#org 0x80005D
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw FE 'End of Movements


'---------
' Strings
'---------
#org 0x800066
= In recent news, a sudden earthquake\n has caused panic in town and locals\l are still wondering what\l the cause of the earthquake was.

#org 0x8000EF
= reddfrrDidn't expect thatt\nOh well\pHow did this even happen?

#org 0x800130
= Nice to hear you like the new place.\nWhen do you get your new Pokemon?

#org 0x800179
= reddfrrShould be today,\nI don't which one to get though.\pMaybe I'll get thee

#org 0x8001CA
= PLAYER's namee get your shoes on\nand come downstairs.\p You have a visitor.

#org 0x800219
= Alright well I'll talk to you\nlater then.Bye!

#org 0x800249
= PLAYER's namee put on the running shoes!


and the video showing the problem is in the attachment below

anyways, it seems to skip the msgboxes and im not sure why. while going thru the steps made by diegoisawesome, he says " In the second part[script], there should be a pointer to your script. Under it, there should be a #raw word 0x(random number). Replace the random number with 0. Compile it and test it out in the game." But when i did it the random number was already 0, im not sure if thats the cause of the problem. can someone plz help me?
Attached Files
File Type: mov ScriptHelp.mov‎ (3.13 MB, 8 views) (Save to Dropbox)

Last edited by Johto_legend; December 27th, 2010 at 01:40 AM.
  #4992    
Old December 28th, 2010, 11:00 PM
Kaylene's Avatar
Kaylene
Hmm.
 
Join Date: Jan 2008
Age: 20
Nature: Calm
I'm not all too sure what I did, but for whatever reason the wildbattle script is not agreeing with me. I'm fiddling with a rather simple script that creates a Rotom-esque encounter, but whenever I compile the script, the wildbattle part is never included (upon re-opening the script) and the script acts as if I had pressed the 'no' option, even when I hit yes. My script editor is XSE, and I'm using the person event type.

Spoiler:

#dynamic 0x800000

#org @begin
lock
message @msg0
callstd 0x5
if 0x1 goto @yes
if 0x0 goto @no

#org @yes
message @msg1
boxset 0x6

wildbattle 0x158 0x5 0x0 0x0
release
end

#org @no
message @msg2
boxset 0x6

#org @msg0
= This TV is making strange sounds.\pTurn it on?
#org @msg1
= Something came out of the TV's\nmonitor and took physical form!
#org @msg2
= You gave the TV an odd look, but\nleft it alone.


It worked at one point, and at another I re-opened the script and put the missing wildbattle line in and it worked, but I can't seem to replicate that effect. Thank you in advance, to anyone who decides to help.
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  #4993    
Old December 29th, 2010, 05:27 AM
pokeguy9000's Avatar
pokeguy9000
Ghost Ralts
 
Join Date: Jan 2009
Location: Oldale Town
Age: 20
Nature: Impish
I'm trying to set up a scipt so that when you press A on a certain tree you find your first pokemon, i just dont know wht kind of tutorial to look for (like give item or pokemon etc) and whether to set this up as a script or if i can use a signpost in A-map?
im hacking ruby using a-map and pokescript
  #4994    
Old December 29th, 2010, 05:34 AM
Hi-Techneon's Avatar
Hi-Techneon
Trainer
 
Join Date: Dec 2010
Location: Belgium
Age: 17
Gender: Male
Nature: Rash
Quote:
Originally Posted by pokeguy9000 View Post
I'm trying to set up a scipt so that when you press A on a certain tree you find your first pokemon, i just dont know wht kind of tutorial to look for (like give item or pokemon etc) and whether to set this up as a script or if i can use a signpost in A-map?
im hacking ruby using a-map and pokescript
You should use a signpost. A script is executed upon stepping on a script or upon interacting with a signpost/person.
You could use givepokemon (it works in XSE, I'm not sure it works in pokescript) and then set a flag to make sure you'll only receive it one time.
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  #4995    
Old December 29th, 2010, 05:38 AM
pokeguy9000's Avatar
pokeguy9000
Ghost Ralts
 
Join Date: Jan 2009
Location: Oldale Town
Age: 20
Nature: Impish
Okay i think it's going to take a lot of learning before i can write this script but thank you!
  #4996    
Old December 29th, 2010, 05:41 AM
Hi-Techneon's Avatar
Hi-Techneon
Trainer
 
Join Date: Dec 2010
Location: Belgium
Age: 17
Gender: Male
Nature: Rash
Quote:
Originally Posted by pokeguy9000 View Post
Okay i think it's going to take a lot of learning before i can write this script but thank you!
It isn't that hard. You should first find an empty flag, then do a checkflag at the beginning, and check or it's false, if it's false, then do a givepokemon and a setflag to make sure that you won't get another Pokémon.
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  #4997    
Old December 29th, 2010, 06:12 AM
adhdguitar's Avatar
adhdguitar
Newbie Pokémon Hacker
 
Join Date: May 2010
Gender: Male
Nature: Adamant
Hi, I put this script on a person event in the beginning of the game that is supposed to give you your first Pokemon. Just for the sake of experimentation I made it a Mew on Level 35. However, it won't obey the player for some reason. Also, the Person Event won't disappear, and I set it's ID to 0x11. I tried posting in the Simple Questions Thread, but thought I might have more luck here.

Spoiler:
Code:
'---------------
#org 0x800000
lock
faceplayer
checkflag 0x11
if 0x0 call 0x8800100
release
end

'---------------
#org 0x800100
givepokemon 0x97 0x23 0x0 0x0 0x0 0x0
setflag 0x11
msgbox 0x8800200 MSG_FACE '"You obtained a Pokemon!\pGood job!"
setflag 0x828
setflag 0x829
setflag 0x82F
setflag 0x291
release
end


'---------
' Strings
'---------
#org 0x800200
= You obtained a Pokemon!\pGood job!
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  #4998    
Old December 29th, 2010, 06:17 AM
Hi-Techneon's Avatar
Hi-Techneon
Trainer
 
Join Date: Dec 2010
Location: Belgium
Age: 17
Gender: Male
Nature: Rash
Quote:
Originally Posted by adhdguitar View Post
Hi, I put this script on a person event in the beginning of the game that is supposed to give you your first Pokemon. Just for the sake of experimentation I made it a Mew on Level 35. However, it won't obey the player for some reason. Also, the Person Event won't disappear, and I set it's ID to 0x11. I tried posting in the Simple Questions Thread, but thought I might have more luck here.

Spoiler:
Code:
'---------------
#org 0x800000
lock
faceplayer
checkflag 0x11
if 0x0 call 0x8800100
release
end

'---------------
#org 0x800100
givepokemon 0x97 0x23 0x0 0x0 0x0 0x0
setflag 0x11
msgbox 0x8800200 MSG_FACE '"You obtained a Pokemon!\pGood job!"
setflag 0x828
setflag 0x829
setflag 0x82F
setflag 0x291
release
end


'---------
' Strings
'---------
#org 0x800200
= You obtained a Pokemon!\pGood job!
The reason Mew doesn't obey is because it's programmed in the games that Mew normally doesn't obey. If you use another Pokémon it should work.

About that it doesn't disappear, people only disappear because of their ID upon entering a map. To make it disappear right after the script, you can use the movesprite or the disappear commands.
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  #4999    
Old December 29th, 2010, 07:39 AM
breakstuff's Avatar
breakstuff
Beginning Trainer
 
Join Date: Dec 2007
Gender:
Anyone know the hex of oldale pokemart? I want to change the items being sold there through hex. Thanks in advance.
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  #5000    
Old December 29th, 2010, 07:44 AM
Hi-Techneon's Avatar
Hi-Techneon
Trainer
 
Join Date: Dec 2010
Location: Belgium
Age: 17
Gender: Male
Nature: Rash
Quote:
Originally Posted by breakstuff View Post
Anyone know the hex of oldale pokemart? I want to change the items being sold there through hex. Thanks in advance.
You could do it alot easier by using PKSV, opening the script of Oldale's clerck and editing the stock, which can be found in the script.
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