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  #501    
Old February 21st, 2009 (07:06 AM).
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Quote originally posted by HackMew:
No, it doesn't work exactly like that.
The standard warp command has 5 parameters. The first two are always the same, bank and map. Then we have the exit #, which is the number of the warp you want to use, unless it's 0xFF. The 4th and 5th parameters are the x/y coordinates. They're used only when the exit is 0xFF, and in any other cases they won't work and they should be set both to 0x0.



Ah ok. SO the way I wrote that warp line is correct it's just that its a little different then I thought then. But still it works. Thanks for clearing that up.
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  #502    
Old February 21st, 2009 (07:06 AM). Edited February 21st, 2009 by Corvus of the Black Night.
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You need to have the waitmovement 0x0 before you have the the @talk. It tells the game to wait untill the movement is complete to continue with the script.

@HM - Well, it might be a good idea to learn how to change button presses... But yeah, let's get back on topic XD
  #503    
Old February 21st, 2009 (08:42 AM).
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Thanks Jupiter, it works perfectly now. Thanks again.
  #504    
Old February 21st, 2009 (09:29 AM).
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Quote originally posted by iPro.:
Like I said, I'm quite sure it's the ROM or map bank.
Then this is not the right place to ask.
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  #505    
Old February 21st, 2009 (05:50 PM).
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simple question, also I would like to thank everyone that helped me with my last script, its working now.

but I have made a give pokemon script, and it works but it doesnt work with the pokemon I want it to. I have it to give a Dunsparce, only its actually a Riulo, just useing the Dunsparce as a base, picture edited and all, but it just gives you a Misingno, the circle question mark one, it worked when I changed the pokemon.

so my question is am I going to have to wait to use that script until after the national dex is recieved or is it because I edited the pokemon, also is their anyway to make it so the national dex is recieved in the begining of the game without screwing up the whole game?
  #506    
Old February 22nd, 2009 (10:09 AM).
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What wrong with a script when it says this:

Unknown keyword"
#raw" at line 100

When i delete that raw it still says the same thing? Can someone tell me what might be the problem?
I had tons of raw commands just like that one. Why is that one different?
Every time i move that part of the script the unknown keyword follows that part.
This is the part of the script it continues to say unknown keyword #raw:

org @move6
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x11
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0xFE

#org @move4
#raw 0x06
#raw 0x06
#raw 0x06
#raw 0x05
#raw 0x06
#raw 0xFE

#org @1
  #507    
Old February 22nd, 2009 (12:23 PM).
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Hack Rom: Pokemon emerald
Script: Pokescript

Well I made this set tile script but everytime I step on the tile the game freezes. can you tell me what is wrong?

Quote:
#org $start
setmaptile 0xf 0x7 0x1 0x0
special 0x8E
applymovement 0x04 $move
trainerbattle 1 0x09 $before $after $later
end

#org $move
#raw 0x09 0x09 0x09 0x09 0xfe

#org $before
$before 1=Why are you here?\p\c\h01\h03Your father told me I needed to\n battle you to prove myself.\p\c\h01\h02 Alright then,\n you need to prove yourself,\p get ready for a battle you won't\n forget my wimpy little friend.

#org $after
$after 1=That is...that is...unnatural.

#org $later
message $5
boxset 6
#raw 0x53 0x08 0x02
setflag 0x208
release
end

#org $5
$5 1 =That power.\n How did you get that power?\pMew does not belong to a fool like you.\nHow would Mew like to train with me?\p\c\h01\h03 Mew chose me as it's trainer.\nWith me Mew will stay.\p\c\h01\02Fine then...hope Mew likes being weak.
  #508    
Old February 22nd, 2009 (02:34 PM).
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Quote originally posted by Zaptinex:
What wrong with a script when it says this:

Unknown keyword"
#raw" at line 100

When i delete that raw it still says the same thing? Can someone tell me what might be the problem?
I had tons of raw commands just like that one. Why is that one different?
Every time i move that part of the script the unknown keyword follows that part.
This is the part of the script it continues to say unknown keyword #raw:

org @move6
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x11
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0xFE

#org @move4
#raw 0x06
#raw 0x06
#raw 0x06
#raw 0x05
#raw 0x06
#raw 0xFE

#org @1
Ok, please post the whole script so I can help you.
(Also, in XSE, you dont have to make all of the raws have there own line... they can be a one line thing...)
assistance note
The following text is to assist in the subject of Movement Scripts.

Spoiler:
You see...
Your script looks like this...
org @move6
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x11
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0xFE

But XSE would let you write it as this!

org @move6
#raw 0x13 0x13 0x13 0x13 0x13 0x13 0x13 0x13 0x13 0x11 0x13 0x13 0x13 0xFE

And even would allow you to write the commands WITHOUT the HEX Prefix (0x)
So it COULD look like this...

org @move6
#raw 13 13 13 13 13 13 13 13 13 11 13 13 13 FE

But yeah, post your script here please.
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  #509    
Old February 22nd, 2009 (06:59 PM).
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I need to figure out how to make a script where Rocket Grunts block the entrance to a town until you get your pokemon from Prof.Oak
  #510    
Old February 22nd, 2009 (09:49 PM).
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Thanks for the help but for some reason i tried a different offset and it didn't have any problems. Thanks and ill take your tip on keeping all the raws on one line.
  #511    
Old February 22nd, 2009 (10:07 PM). Edited February 22nd, 2009 by ckret2.
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Game: FireRed
Type: a "Script" script? It's the little green S tile in AdvanceMap. It just says "Script" in the editor...
Editor: AdvanceMap

I'm making a script to keep someone from leaving a room until they get their first Pokémon. (The 0x828 flag is set in the get-Pokémon script, and I know that flag is set properly because I have some sprites whose dialogue changes based on whether the flag is set, and they change as normal.) I'm putting a script on the tile in front of the door, to force them to step down if they step on it. However, when the player steps on it, the game just freezes. This happens regardless of whether or not the 0x828 flag has been set yet. Here's the script:

Script:
Spoiler:

#dynamic 0x31D787
#org @start
lockall
checkflag 0x828
if 0x1 goto @gotpoke
if 0x0 goto @getpoke

#org @gotpoke
release
end

#org @getpoke
msgbox @getbackhere 0x4
closeonkeypress
applymovement 0xFF @move
waitmovement 0x0
release
end

#org @getbackhere
= [blue_fr]SCIENTIST: Hey, ROOKIE! Where do\nyou think you're going?!\lCome get your POKéMON!

#org @move
#raw 0x10
#raw 0xFE


Not even the message box pops up. Since the message box doesn't pop up, I figure I must have messed something up even before that, but I can't imagine what. Do you have to treat flags in "Script" scripts differently than "Person Event" scripts?
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  #512    
Old February 22nd, 2009 (10:47 PM).
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Well hon', the problem IS that you might not be setting the event up correctly in A-Map...

Besure the first unknown setting reads 0030, and the Var Number is 4050, then test it out.
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  #513    
Old February 23rd, 2009 (06:39 PM).
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Quote originally posted by 0m3GA ARS3NAL:
Well hon', the problem IS that you might not be setting the event up correctly in A-Map...

Besure the first unknown setting reads 0030, and the Var Number is 4050, then test it out.
Thanks for the help. I tried that, it didn't work, I looked at similar scripts in Viridian and Pallet, and discovered that the unknown setting needs to be 0003, not 0030. I tried that out and now it works perfectly.
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I got an Illumise?
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  #514    
Old February 24th, 2009 (06:52 AM).
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Quote originally posted by PokemonBroski:
I need to figure out how to make a script where Rocket Grunts block the entrance to a town until you get your pokemon from Prof.Oak
You need to use flags for that script.
Just look at the tutorial given with XSE.
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  #515    
Old February 24th, 2009 (04:07 PM).
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Hack of: Pokemon Emerald
Scripter: Pokescript

Once I talk to the npc he should disappear after the fade screen. Problem is...it stays black instead of returning to the game.

#org $start
lock
faceplayer
applymovement 0x01 $move
message $Who
boxset 6
fadescreen 0x1
#raw 0x56 0x0f 0x80
setflag 0x211
fadescreen 0x0
release
end

#org $who
$who 1 =Who are you?\p\c\h01\h05I'm...\p\c\h01\h02No I don't care\n so long as you get out of here.

#org $move
#raw 0x56 0xfe
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  #516    
Old February 24th, 2009 (08:27 PM).
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The script works but whenever I step on it a 2nd time the script plays again
so how do I make it to where the script can only be activated once

Game:
Firered
Type: script
Editor: XSE
Script: Applymovement
Spoiler:
#Dynamic 0x71A2F2

#org @start
checkflag 0x828
if 0x0 goto @potion
if 0x1 goto @end
end

#org @potion
lock
setflag 0x500
applymovement 0x6 @1
applymovement 0xFF @4
waitmovement 0xFF
waitmovement 0x6
msgbox @take
boxset 0x6
giveitem 0xD 0x12 0x0
msgbox @lab
boxset 0x6
applymovement 0x6 @2
applymovement 0xFF @3
waitmovement 0x0
msgbox @thanks
boxset 0x6
clearflag 0x500
release
end

#org @take
= Hey,\nyou can have these\ppotions that Prof.Oak gave me

#org @lab
= Let's go to the lab so\nyou can get your pokemon

#org @thanks
= Thanks for coming\nNow go get your pokemon

#org @1
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x01 0xFE

#org @2
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x01 0xFE

#org @3
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x01 0xFE

#org @4
#raw 0x00
#raw 0x63 0xFE

#org @end
release
end

  #517    
Old February 24th, 2009 (08:32 PM).
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Quote originally posted by PokemonBroski:
The script works but whenever I step on it a 2nd time the script plays again
so how do I make it to where the script can only be activated once

Game:
Firered
Type: script
Editor: XSE
Script: Applymovement
Spoiler:
#Dynamic 0x71A2F2

#org @start
checkflag 0x828
if 0x0 goto @potion
if 0x1 goto @end
end

#org @potion
lock
setflag 0x500
applymovement 0x6 @1
applymovement 0xFF @4
waitmovement 0xFF
waitmovement 0x6
msgbox @take
boxset 0x6
giveitem 0xD 0x12 0x0
msgbox @lab
boxset 0x6
applymovement 0x6 @2
applymovement 0xFF @3
waitmovement 0x0
msgbox @thanks
boxset 0x6
clearflag 0x500
release
end

#org @take
= Hey,\nyou can have these\ppotions that Prof.Oak gave me

#org @lab
= Let's go to the lab so\nyou can get your pokemon

#org @thanks
= Thanks for coming\nNow go get your pokemon

#org @1
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x01 0xFE

#org @2
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x01 0xFE

#org @3
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x01 0xFE

#org @4
#raw 0x00
#raw 0x63 0xFE

#org @end
release
end

You have checkflag 0x828, but you don't have setflag 0x828. Unless you put a setflag in the script (perhaps after clearflag 0x500), then whenever it checks for flag 0x828, it will come up 0x0, unset, and do the script over again.
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I got an Illumise?
Pretty awesome.
Glad I grabbed an egg I didn't recognize.
  #518    
Old February 25th, 2009 (09:20 AM).
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Quote originally posted by ckret2:
Thanks for the help. I tried that, it didn't work, I looked at similar scripts in Viridian and Pallet, and discovered that the unknown setting needs to be 0003, not 0030. I tried that out and now it works perfectly.
Oh yeah! HAHA! I was trying to remember it off the top of my head, bad idea, but yeah, you are right, I meant to say 0003, sorry!
At least I got the 4050 right, right?
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  #519    
Old February 26th, 2009 (07:53 AM).
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I'm new at this...I need help to compile in XSE, i choosed the rom and the script and pressed the compile button and then the little square showed up. Now, where's the script offset?
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Old February 26th, 2009 (11:01 AM).
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i really really need help with XSE. I haven't learned a thing. I really want to script but I dont understand any of the compiling and format and stuff. Can anyone help me with that? I 2would really appreciate it.
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  #521    
Old February 26th, 2009 (12:48 PM). Edited February 27th, 2009 by Blackpanfa.
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OK - Lanzar and FLOOTENKERP I hope this helps your compiling issues.

So, you've got your script e.g.
Code:
#Dynamic 0x800000

#ORG @RoadClosed
Lock
FacePlayer
Msgbox @Sign 0x6
Release
End

#ORG @Sign
= ROAD CLOSED\pSorry for any inconvienience.
Now you click the open button, and select your ROM. Now you click the two gears, that is the compile button. If you get a message saying somthing about parameters, go to the line and correct the error. If you wrote
Code:
message @(pointer) 
boxset 0x6
and it doesn't work, do this
Code:
msgbox @(pointer) 0x6
hope it helps your compiling issues, =)
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  #522    
Old February 26th, 2009 (01:14 PM).
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thanx blackpanfa! is there a tutorial here on script commands and how to use em? if there is could you link me? thanx for the help.
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  #523    
Old February 26th, 2009 (03:23 PM).
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Quote originally posted by Lanzar:
I'm new at this...I need help to compile in XSE, i choosed the rom and the script and pressed the compile button and then the little square showed up. Now, where's the script offset?
If you are using XSE correctly, you should have inserted an offset here:

The offset you enter should be the one the script compiles on.
If you are using advanced map, enter the offset on the script/person event here:

(The highlighted area.)
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Old February 27th, 2009 (06:00 AM).
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Hmm...I don't get it =/
So i choose the script offset myself? And then I press the compile button?
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  #525    
Old February 27th, 2009 (02:10 PM). Edited February 27th, 2009 by Blackpanfa.
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Okay, Lanzar and FLOOTENKERP. Script offsets are very easy with the right tools. Here they are:
-XSE
-FSF (Free Space Finder) link:http://www.pokecommunity.com/showthread.php?t=85025

First, open up XSE and FSF: Now go to FSF:
Open your ROM


Then select search from offset(1), in the box beside it put 800000(2), hit search(3)


The white box should have a 6 character number, this is your offset.
select the one you want(any of them is fine) and click COPY.


Now, in XSE, paste your offset into the first line, after:
Code:
#dynamic 0x[OFFSET HERE]


Now your script has an offset. And don't worry about free spaces there are literally millions.

If you still need help, I highly reccomend Rai Rai Kun's XSE tutorial:http://www.pokecommunity.com/showthread.php?t=146174
Or Darthatron's(not complete but still helpful):http://www.pokecommunity.com/showthread.php?t=128125&highlight=darthatron

And for a LIST OF COMMANDS:
-Use the guide that came with XSE called, wait for it... Guide.
-Or thethethethe's POKESCRIPT tutorial, although it's in Pokescript all the #raw numbers and command lists are the same. http://www.pokecommunity.com/showthread.php?t=128887

Well, I hope that helps your problems!
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