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  #5651    
Old May 16th, 2011 (06:53 PM).
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Crimson Stardust
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Hello,
a question here,
i am scripting a rival event where the rival challenge you to a battle,
what i am unsure is how do i go about the trainer winning the battle?
like the trainerbattle scripts have @defeat and @after,
defeat after we defeat the rival and after i will make a script that make him say something about his lost blah blah blah then he goes off,
but what i am unsure is what if he win?The rival win i mean,
then how do i check he win so that my script will instead of the rival complaining he lost he will brag about his win and goes off like in fire red without me being warped off to the pokemon centre.
I did check the fire red script but it was way confusing for me to understand..lol
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  #5652    
Old May 17th, 2011 (01:36 AM).
MattyBoyIs's Avatar
MattyBoyIs
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Join Date: Feb 2010
Quote originally posted by agentgeo:


I believe that waitmovement may be pauseevent. Try that out in debug.
pauseevent also is unkown
  #5653    
Old May 17th, 2011 (01:42 AM).
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Quote originally posted by Crimson Stardust:
Hello,
a question here,
i am scripting a rival event where the rival challenge you to a battle,
what i am unsure is how do i go about the trainer winning the battle?
like the trainerbattle scripts have @defeat and @after,
defeat after we defeat the rival and after i will make a script that make him say something about his lost blah blah blah then he goes off,
but what i am unsure is what if he win?The rival win i mean,
then how do i check he win so that my script will instead of the rival complaining he lost he will brag about his win and goes off like in fire red without me being warped off to the pokemon centre.
I did check the fire red script but it was way confusing for me to understand..lol
I'm not 100% sure, but I believe it uses 0x09 as the trainerbattle type. That is;

Code:
trainerbattle 0x09 [trainer] 0x3 @winchat @losechat
The 'winchat' and 'losechat' is what he says in the battle should he win or lose.

Then after the battle, you just continue the script as normal. I'm not sure if you can do different things depending on his victory or loss, though.
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  #5654    
Old May 17th, 2011 (02:43 AM).
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Crimson Stardust
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Quote originally posted by Ninja Caterpie:
I'm not 100% sure, but I believe it uses 0x09 as the trainerbattle type. That is;

Code:
trainerbattle 0x09 [trainer] 0x3 @winchat @losechat
The 'winchat' and 'losechat' is what he says in the battle should he win or lose.

Then after the battle, you just continue the script as normal. I'm not sure if you can do different things depending on his victory or loss, though.
so the script will check if whether i win the script will go to win?
then lose go to lose script?
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  #5655    
Old May 17th, 2011 (03:37 AM).
Ninja Caterpie's Avatar
Ninja Caterpie
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No. The 'winchat' and 'losechat' are what the rival says in the battle. Y'know, after you win, they say something like "You got lucky!" and then you get your money and the battle ends? yeah, that's the text.

I'm not sure on how to actually make totally different actions based on whether you win or lose. Couldn't you just have the rival say something after he wins "hell yeah!" and loses "aw man" and then just have him say "Meh, whatever, smell you later"? That way it can make sense for both.

Like, uh, for example.

Code:
...
trainerbattle 0x09 0x9003 0x3 @winchat @losechat //have the battle.
message @cya 0x6                                 //after the battle he says @cya
applymovement 0x01 @away                         //then runs
...


#org @winchat
= aw man you won

#org @losechat
= aw yeah i won

#org @cya
= k, thanks, bye.
apologies if I syntax'd anything incorrectly, haven't done this in yonks.
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  #5656    
Old May 17th, 2011 (01:53 PM).
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Crimson Stardust
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Quote originally posted by Ninja Caterpie:
No. The 'winchat' and 'losechat' are what the rival says in the battle. Y'know, after you win, they say something like "You got lucky!" and then you get your money and the battle ends? yeah, that's the text.

I'm not sure on how to actually make totally different actions based on whether you win or lose. Couldn't you just have the rival say something after he wins "hell yeah!" and loses "aw man" and then just have him say "Meh, whatever, smell you later"? That way it can make sense for both.

Like, uh, for example.

Code:
...
trainerbattle 0x09 0x9003 0x3 @winchat @losechat //have the battle.
message @cya 0x6                                 //after the battle he says @cya
applymovement 0x01 @away                         //then runs
...


#org @winchat
= aw man you won

#org @losechat
= aw yeah i won

#org @cya
= k, thanks, bye.
apologies if I syntax'd anything incorrectly, haven't done this in yonks.
That's cool man..Yeah i figured out i have to find a sentence to fit those two which i have..and thanks for telling me..xD
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  #5657    
Old May 19th, 2011 (05:23 PM). Edited May 19th, 2011 by Roulette777.
Roulette777
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Join Date: May 2011
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Hello, I've been searching for ages and still cant find this out.
I'm trying to make a script to have someone you talk to take away a Bulbasaur from you and replace it with a Charmander. I know its weird but i need it for a reason.
I really do not know what you put for removing a pokemon, since giving a pokemon is givepokemon 0x00 0x00 0x00 (with thre rest of the script of course, i know how to do that)

can someone please tell me the code for removing a pokemon instead of giving one? Thank you. (I tried guessing and using removepokemon 1 inplace of givepokemon 0x00 0x00 0x00, didnt work.)

(in Pokescript please :D)
  #5658    
Old May 19th, 2011 (05:39 PM).
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Innocence
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Quote originally posted by Roulette777:
Hello, I've been searching for ages and still cant find this out.
I'm trying to make a script to have someone you talk to take away a Bulbasaur from you and replace it with a Charmander. I know its weird but i need it for a reason.
I really do not know what you put for removing a pokemon, since giving a pokemon is givepokemon 0x00 0x00 0x00 (with thre rest of the script of course, i know how to do that)

can someone please tell me the code for removing a pokemon instead of giving one? Thank you. (I tried guessing and using removepokemon 1 inplace of givepokemon 0x00 0x00 0x00, didnt work.)
This thread should help you: http://www.pokecommunity.com/showthread.php?t=206138

Please note that depending on circumstances you won't be able to guarantee that the Bulbasaur is the one taken away.
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  #5659    
Old May 19th, 2011 (05:45 PM).
Roulette777
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Join Date: May 2011
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Thanks, but I actually found that link earlier before I posted the question and it doesn't answer it because I need it in PokeScript language because thats all I know right now. Is it possible to take away a pokemon with pokescript?
  #5660    
Old May 19th, 2011 (05:50 PM).
Innocence's Avatar
Innocence
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Quote originally posted by Roulette777:
Thanks, but I actually found that link earlier before I posted the question and it doesn't answer it because I need it in PokeScript language because thats all I know right now. Is it possible to take away a pokemon with pokescript?
You do realize that the ASM routine is the same with both?

I'm pretty sure it's still callasm to call that routine with Pokescript as well...


EDIT: Aah, I see. That isn't the thread I thought it was. http://www.pokecommunity.com/showthread.php?t=167889

Try this one.
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  #5661    
Old May 19th, 2011 (05:57 PM). Edited May 19th, 2011 by Roulette777.
Roulette777
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To tell the truth i have no idea what ASM is. I asked for the pokescript for it because its easier for me to add into my script's scenario:
Spoiler:
#org $script
lock
faceplayer
message $question
$question 1 = Do you like your BULBASAUR?
boxset 5
compare 0x800D 0x0001
if 0x01 goto $yes
message $no
$no 1 = You don't? Give it back.\pTake this instead.
removepokemon 1 <----------------------------(The Failed Guess)
givepokemon 4 5 0x00 (this here gives a level 5 Charmander.)
boxset 6
release
end

#org $yes
message $yes1
$yes1 1 = You do? Good!
boxset 6
release
end


EDIT: That new link seems to make alot more sense! Thank you very much I'll go test it out


EDIT:: ... Total failure. I can't believe this is so complicated... I was hoping i could just simply replace givepokemon 0x00 0x00 0x00 with something like takepokemon or releasepokemon (because I really dont know what that would be x.x)
  #5662    
Old May 19th, 2011 (09:18 PM).
Innocence's Avatar
Innocence
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Quote originally posted by Roulette777:
To tell the truth i have no idea what ASM is. I asked for the pokescript for it because its easier for me to add into my script's scenario:
Spoiler:
#org $script
lock
faceplayer
message $question
$question 1 = Do you like your BULBASAUR?
boxset 5
compare 0x800D 0x0001
if 0x01 goto $yes
message $no
$no 1 = You don't? Give it back.\pTake this instead.
removepokemon 1 <----------------------------(The Failed Guess)
givepokemon 4 5 0x00 (this here gives a level 5 Charmander.)
boxset 6
release
end

#org $yes
message $yes1
$yes1 1 = You do? Good!
boxset 6
release
end


EDIT: That new link seems to make alot more sense! Thank you very much I'll go test it out


EDIT:: ... Total failure. I can't believe this is so complicated... I was hoping i could just simply replace givepokemon 0x00 0x00 0x00 with something like takepokemon or releasepokemon (because I really dont know what that would be x.x)
Nope. Function doesn't exist in the code of the game, which makes things complicated. You need to ASM it in (which HackMew and thethethethe have very nicely done for us) and then call it in the script.

What exactly went wrong for you?
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  #5663    
Old May 21st, 2011 (05:26 PM).
1-Up's Avatar
1-Up
Beginning Trainer
 
Join Date: May 2009
Hey guys!

I was wondering how I'd go about writing a script that checks for the number of times you've beat the elite four. I'm basically going to offer new starters for each time you beat the elite four so you can make a new party, and offer new areas to enter, give more items, etc, but I have no clue on how to check if they beat the elite four 2, 3 or 4 times, and so on. Maybe it checks the number of records in the hall of fame?

Anyways, I use:
AMap
XSE
Fire Red

Thanks in advance, I really hope to hear from you guys.

I tried looking for hints in the script at the end of the elite four on how to check, but couldn't find out what variable it uses for it, and how to word it if I did find it.. I know special 0x110 (I believe thats the number) is the hall of fame special, do I use that somehow maybe?
  #5664    
Old May 21st, 2011 (07:19 PM). Edited May 21st, 2011 by Swellow rules.
Swellow rules
Beginning Trainer
 
Join Date: Jul 2007
Location: Calgary, AB
Code:
#dynamic 0x800000

#org @script
lock
faceplayer
textcolor 0x1
msgbox @poliwhirl 0x2
pause 0x10
textcolor 0x2
message @gotpoliwhirl 0x4
closeonkeypress
givepokemon 0x3D 0x5 0x00 0x00 0x00 0x00
setflag 0x828
fadescreen 1
fanfare 0x13D
hidesprite 0x800D 
setflag 0x1201
setvar 0x6000 0x01
waitfanfare
fadescreen 0
textcolor 0x0
msgbox @nickname 0x2
textcolor 0x0
msgbox @nickname2 0x5
compare LASTRESULT 0x1
if 0x1 goto @yes
textcolor 0x0
msgbox @nickname4 0x2 \\line 28
release
end

#org @yes
special 0x9E
release
end

#org @nickname
= I've never really thought about\nnicknaming my pokemon.

#org @nickname2
= Should I nickname my POLIWHIRL?

#org @nickname4 
= No, I don't think I'll nickname my\nPOLIWHIRL.

#org @poliwhirl 
= Oh!\nHere is my POLIWHIRL.

#org @gotpoliwhirl
= \v\h01 picked up his POLIWHIRL.
I've been having trouble with this script I've created in XSE. When I try to compile I get a error. (Error 13 "Type mismatch" on line 28. File: "(file location). Missing dynamic label. Can anyone help me?

E:
Quote originally posted by 1-Up:
Hey guys!

I was wondering how I'd go about writing a script that checks for the number of times you've beat the elite four. I'm basically going to offer new starters for each time you beat the elite four so you can make a new party, and offer new areas to enter, give more items, etc, but I have no clue on how to check if they beat the elite four 2, 3 or 4 times, and so on. Maybe it checks the number of records in the hall of fame?

Anyways, I use:
AMap
XSE
Fire Red

Thanks in advance, I really hope to hear from you guys.

I tried looking for hints in the script at the end of the elite four on how to check, but couldn't find out what variable it uses for it, and how to word it if I did find it.. I know special 0x110 (I believe thats the number) is the hall of fame special, do I use that somehow maybe?
I probably just use flags but it depends on how long you want to count for. If it doesn't matter after say 5 times then you could use flags but if you want to count foverever then I don't know.
  #5665    
Old May 21st, 2011 (10:01 PM).
1-Up's Avatar
1-Up
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Join Date: May 2009
How would I do that tho? I'd like to leave the origional game intact, I'm just trying to expand on it for my friend, something to work on untill I get better at this yunno? Its my 1st project, haha.

I was thinking of adding a script to the end to solve my problem. A series of checkfalgs maybe like what swellow said. If I opened a new XSE window and wrote out that script and open nintendos Elite Four script, Decompiled that, Added the new script at the Free Space Finders new offset and compiled it, I shouldn't run into any problems right? No overlapping memory or anything?
  #5666    
Old May 21st, 2011 (10:58 PM).
Swellow rules
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Join Date: Jul 2007
Location: Calgary, AB
Quote originally posted by 1-Up:
How would I do that tho? I'd like to leave the origional game intact, I'm just trying to expand on it for my friend, something to work on untill I get better at this yunno? Its my 1st project, haha.

I was thinking of adding a script to the end to solve my problem. A series of checkfalgs maybe like what swellow said. If I opened a new XSE window and wrote out that script and open nintendos Elite Four script, Decompiled that, Added the new script at the Free Space Finders new offset and compiled it, I shouldn't run into any problems right? No overlapping memory or anything?
Yes, there shouldn't be any problems but instead of using FSF you can put #dynamic 0x800000 and it should find free space for you.
  #5667    
Old May 21st, 2011 (11:08 PM).
Satoshi Ookami's Avatar
Satoshi Ookami
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Quote originally posted by Swellow rules:
Code:
#dynamic 0x800000

#org @script
lock
faceplayer
textcolor 0x1
msgbox @poliwhirl 0x2
pause 0x10
textcolor 0x2
message @gotpoliwhirl 0x4
closeonkeypress
givepokemon 0x3D 0x5 0x00 0x00 0x00 0x00
setflag 0x828
fadescreen 1
fanfare 0x13D
hidesprite 0x800D 
setflag 0x1201
setvar 0x6000 0x01
waitfanfare
fadescreen 0
textcolor 0x0
msgbox @nickname 0x2
textcolor 0x0
msgbox @nickname2 0x5
compare LASTRESULT 0x1
if 0x1 goto @yes
textcolor 0x0
msgbox @nickname4 0x2 \\line 28
release
end

#org @yes
special 0x9E
release
end

#org @nickname
= I've never really thought about\nnicknaming my pokemon.

#org @nickname2
= Should I nickname my POLIWHIRL?

#org @nickname4 
= No, I don't think I'll nickname my\nPOLIWHIRL.

#org @poliwhirl 
= Oh!\nHere is my POLIWHIRL.

#org @gotpoliwhirl
= \v\h01 picked up his POLIWHIRL.
I've been having trouble with this script I've created in XSE. When I try to compile I get a error. (Error 13 "Type mismatch" on line 28. File: "(file location). Missing dynamic label. Can anyone help me?
Try put 0x6 instead of 0x2 but I don't see any error in there...


Quote originally posted by 1-Up:
How would I do that tho? I'd like to leave the origional game intact, I'm just trying to expand on it for my friend, something to work on untill I get better at this yunno? Its my 1st project, haha.

I was thinking of adding a script to the end to solve my problem. A series of checkfalgs maybe like what swellow said. If I opened a new XSE window and wrote out that script and open nintendos Elite Four script, Decompiled that, Added the new script at the Free Space Finders new offset and compiled it, I shouldn't run into any problems right? No overlapping memory or anything?
I'd recompile champions' script to free location and added series of check and setflag commands and those set flags would be used in giving starters script =)
It has advantage in a fact that champion can have different team each run (if you set it of course :D), isn't that great? :D
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  #5668    
Old May 24th, 2011 (05:11 PM).
arcanine11's Avatar
arcanine11
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Join Date: Nov 2010
Gender: Male
hey everyone. I'm sorry to bother you, but I've looked at at ALL scripting tutorials and scripting just DOESN'T work for me. ex. when i use pokescript and open my rom the character is there but when i talk to it it just goes beep and nothing happens. This has been a frequent problem and stops me from scripting although i love to hack Roms. I have used XSE and a basic script ( like "hi" ) takes me to the celadon game center to choose a prize.
Hacking Fire Red
Vista ( if thats important )
tried poket script
tried eXtreme Script Editor
even tried advance text.
so if you know the answer and don't mind posting, Please Help
  #5669    
Old May 24th, 2011 (11:05 PM).
Satoshi Ookami's Avatar
Satoshi Ookami
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Quote originally posted by arcanine11:
hey everyone. I'm sorry to bother you, but I've looked at at ALL scripting tutorials and scripting just DOESN'T work for me. ex. when i use pokescript and open my rom the character is there but when i talk to it it just goes beep and nothing happens. This has been a frequent problem and stops me from scripting although i love to hack Roms. I have used XSE and a basic script ( like "hi" ) takes me to the celadon game center to choose a prize.
Hacking Fire Red
Vista ( if thats important )
tried poket script
tried eXtreme Script Editor
even tried advance text.
so if you know the answer and don't mind posting, Please Help
Here's your answer =D Never use pokescript, always use XSE
If you try with XSE you'll surely get a hold of scripting in no time =)
So try it again and it'll surely work =)
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  #5670    
Old May 25th, 2011 (06:35 AM).
Meta Paradox
Researching FireRed...
 
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Um, what is a level script?
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  #5671    
Old May 25th, 2011 (07:48 AM).
Binary's Avatar
Binary
え?
 
Join Date: Aug 2007
Age: 20
Quote originally posted by Meta Paradox:
Um, what is a level script?
A level script is basically a script that activates when the player enters a particular map/level of an area. This thread should help you out if the term is new to you.
  #5672    
Old May 25th, 2011 (10:30 AM).
0m3GA ARS3NAL's Avatar
0m3GA ARS3NAL
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Join Date: Jan 2008
Location: Superjail Penitentiary
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Quote originally posted by arcanine11:
hey everyone. I'm sorry to bother you, but I've looked at at ALL scripting tutorials and scripting just DOESN'T work for me. ex. when i use pokescript and open my rom the character is there but when i talk to it it just goes beep and nothing happens. This has been a frequent problem and stops me from scripting although i love to hack Roms. I have used XSE and a basic script ( like "hi" ) takes me to the celadon game center to choose a prize.
Hacking Fire Red
Vista ( if thats important )
tried poket script
tried eXtreme Script Editor
even tried advance text.
so if you know the answer and don't mind posting, Please Help
Open up XSE, and press the F2 Key, a guide to XSE and basic scripting is included with the program.
Read it from beginning to end, it might be a bit of a long read, but once you read it, and master that guide, you'll have all of the knowledge needed to get you started scripting, from there you can read more advanced scripting guides on here, and really make some hard core scripts.

Happy hacking!
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  #5673    
Old May 26th, 2011 (04:34 AM).
Meta Paradox
Researching FireRed...
 
Join Date: Apr 2011
Gender: Male
Nature: Serious
Quote originally posted by Binary:

A level script is basically a script that activates when the player enters a particular map/level of an area. This thread should help you out if the term is new to you.
Yeah, thanks a bunch. :D This thread is good.
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  #5674    
Old May 29th, 2011 (04:15 AM). Edited May 29th, 2011 by Pidgey.
Pidgey's Avatar
Pidgey
Say my name, silverflame, take control
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Join Date: Aug 2010
Location: Skyloft
Gender: Male
Nature: Quiet
I made a script for one of the hacks I'm working on, and I keep getting this annoying error saying: Unknow Keyword "" at line 13.

Here's the script, and I hope someone can help me.

Picture in attachments.

Spoiler:
#dynamic 0x811B00
#org @start
lock
msgbox @haha 0x6
applymovement 0xFF @left2
waitmovement 0x0
msgbox @what 0x6
trainerbattle 0x1 0x168 0x0 @start @end @further
#org @haha
= ???: Ha!\nTime to finish your weakling\lpokémon off.\pGraveler!\nMagnitude!\pBrock: NO!\nONIX!\p???: And now it's time to finish\nyou
off!\pGravel...
#org @left2
#raw 0x1F 0x1F 0x01 0xFE
#org @what
= ???: What?\nAre you helping this man?\lDon't you understand that all\lwho're weak need to get\lexterminated.\p???: The world is not a place for\nweak people, because too many bad\lthings are happening.\lWhen I exterminate someone, I'm\lfreeing them from all these\lmiserable things around in life.\p???: I joined Team Rumble Rock,\nbecause here I'm free to help other\lpeople.
#org @start
= ???: And now it's time for you to\nget exterminated as well!
#org @end
= RANDY: You beat me..\nYou may now exterminate me.
#org @further
msgbox @wait 0x6
msgbox @got 0x4
msgbox @now 0x6
pause 0x30
msgbox @wont 0x6
fadescreen 0x1
hidesprite 0x0
fadescreen 0x0
msgbox @good 0x6
pause 0x30
msgbox @really 0x6
showsprite 0x2
applymovement 0x2 @left1
waitmovement 0x0
msgbox @gj 0x6
applymovement 0x2 @gone
waitmovement 0x0
hidesprite 0x2
msgbox @meet 0x6
applymovement 0x1 @back
waitmovement 0x0
setflag 0x00F2
setvar 0x6034 0x1
release
end
#org @wait
= RANDY: Before you exterminate me,\nI'll give you this.
#org @got
= \v\h01 received the RR Emblem 1.
#org @now
= RANDY: This emblem show people that\nyou've beaten me.\lSome grunts will not challenge you\lanymore.\pRANDY: Now that you got the emblem,\nyou may exterminate me.
#org @wont
= RANDY: What?\pYou want exterminate me?\pThen I'll do it myself!
#org @good
= BROCK: Good that it's over now.\pYou're really strong, \v\H01.
#org @really
= ???: Really strong indeed.
#org @left1
#raw 0x12 0x12 0x12 0x12 0x12 0x12 0x12 0xFE
#org @gj
= ???: Good job in defeating RANDY.\pYou've proven to be stronger than I\nthought you wo...\pBrock: Who's this?\nA friend of yours?\p???: WILL YOU SHUT UP WHEN I'M\nTALKING?!\pBrock: Sorry..\p???: Anyways, if you're still\ndetermined to try and stop us, you\lcan try and beat down the rest of\lthe Rumble Rock leaders.\pIt may be an harder task that you'd\nexpect...
#org @gone
#raw 0x13 0x13 0x13 0x13 0x13 0x13 0x13 0xFE
#org @meet
= Brock: Well, now that all this is\nover, I'll return to my gym.\pMeet me there to get your badge.
#org @back
#raw 0x13 0x11 0x13 0x13 0x13 0x13 0x13 0x13 0x13 0xFE


....JPG
  #5675    
Old May 29th, 2011 (10:06 AM).
Satoshi Ookami's Avatar
Satoshi Ookami
Memento Mori
Community Supporter
 
Join Date: Jul 2008
Location: Abyss of Time, Great Seal
Age: 22
Gender: Male
Nature: Calm
Quote originally posted by Olli97:
I made a script for one of the hacks I'm working on, and I keep getting this annoying error saying: Unknow Keyword "" at line 13.

Here's the script, and I hope someone can help me.
Wow... I can't believe what I'm seeing o.O
Dude, you really need to fix your style of writing scripts o.O
You see... it's better if you write syntax like this:

Code:
Commands
__________________
Movements
__________________
Texts
That way it'd be better for us to find errors.
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