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  #5851    
Old July 12th, 2011 (05:05 AM).
Stash
 
Join Date: Aug 2010
Gender: Male
Nature: Adamant
Quote originally posted by Sarcastic Prince:
Try using [player] and [rival]. Maybe that'll work.

OK, and now for my question.

Spoiler:
#dynamic 0x800000
#org @start
msgbox @1 0x6
pause 0x28
special 0x133
waitstate
pause 0x28
special 0x133
waitstate
pause 0x28
special 0x133
waitstate
pause 0x28
applymovement 0x7 @pointer
applymovement 0x8 @pointer2
applymovement 0x9 @pointer3
applymovement 0x10 @pointer4
applymovement 0x20 @pointer5
applymovement 0x12 @pointer6
applymovement 0x13 @pointer7
applymovement 0x0 @pointer8
applymovement 0x14 @pointer9
applymovement 0x15 @pointer10
applymovement 0x16 @pointer11
applymovement 0x17 @pointer12
applymovement 0x18 @pointer13
applymovement 0x21 @pointer14
applymovement 0x19 @pointer15
waitmovement 0x0
special 0x133
waitstate
pause 0x28
special 0x133
waitstate
pause 0x28
special 0x133
waitstate
pause 0x28
applymovement 0x7 @pointer16
applymovement 0x8 @pointer17
applymovement 0x9 @pointer18
applymovement 0x10 @pointer19
applymovement 0x20 @pointer20
applymovement 0x12 @pointer21
applymovement 0x13 @pointer22
applymovement 0x0 @pointer23
applymovement 0x14 @pointer24
applymovement 0x15 @pointer25
applymovement 0x16 @pointer26
applymovement 0x17 @pointer27
applymovement 0x18 @pointer28
applymovement 0x21 @pointer29
applymovement 0x19 @pointer30
waitmovement 0x0
special 0x133
waitstate
pause 0x28
special 0x133
waitstate
pause 0x28
special 0x133
waitstate
pause 0x28
msgbox @1 0x6
release
end

#org @1
=
#org @2
=

#org @pointer
#raw 0x1
#raw 0xFE

#org @pointer2
#raw 0x1
#raw 0xFE

#org @pointer3
#raw 0x1
#raw 0xFE

#org @pointer4
#raw 0x1
#raw 0xFE

#org @pointer5
#raw 0x1
#raw 0xFE

#org @pointer6
#raw 0x1
#raw 0xFE

#org @pointer7
#raw 0x1
#raw 0xFE

#org @pointer8
#raw 0x1
#raw 0xFE

#org @pointer9
#raw 0x1
#raw 0xFE

#org @pointer10
#raw 0x1
#raw 0xFE

#org @pointer11
#raw 0x1
#raw 0xFE

#org @pointer12
#raw 0x1
#raw 0xFE

#org @pointer13
#raw 0x1
#raw 0xFE

#org @pointer14
#raw 0x1
#raw 0xFE

#org @pointer15
#raw 0x1
#raw 0xFE

#org @pointer16
#raw 0x1
#raw 0xFE

#org @pointer17
#raw 0x2
#raw 0xFE

#org @pointer18
#raw 0x2
#raw 0xFE

#org @pointer19
#raw 0x2
#raw 0xFE

#org @pointer20
#raw 0x2
#raw 0xFE

#org @pointer21
#raw 0x2
#raw 0xFE

#org @pointer22
#raw 0x2
#raw 0xFE

#org @pointer23
#raw 0x2
#raw 0xFE

#org @pointer24
#raw 0x2
#raw 0xFE

#org @pointer25
#raw 0x2
#raw 0xFE

#org @pointer26
#raw 0x2
#raw 0xFE

#org @pointer27
#raw 0x2
#raw 0xFE

#org @pointer28
#raw 0x2
#raw 0xFE

#org @pointer29
#raw 0x2
#raw 0xFE

#org @pointer30
#raw 0x2
#raw 0xFE


Only 4 of the 15 OWs follow the "applymovement" command.
They're numbers 13, 14, 15 and 21.

Is something wrong with the script?
Maybe the parameters (the people's event numbers) in the applymovement commands are not in hex? Just my unreliable two cents.
  #5852    
Old July 12th, 2011 (08:10 AM).
Articuno23's Avatar
Articuno23
Sub-Zero
 
Join Date: Jul 2011
Gender: Male
Nature: Modest
Thanks a lot Metapod23 really helped thanks.
  #5853    
Old July 12th, 2011 (09:09 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 Sarcastic Prince:
Is something wrong with the script?
Especially the thing that you did not put waitmovement after every applymovement... and the fact that you overused pause 0x28 + special 0x133 other then that I don't see anything wrong with it.
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  #5854    
Old July 12th, 2011 (09:37 AM).
PokemonPurple's Avatar
PokemonPurple
Beginning Trainer
 
Join Date: Jul 2011
Game: Pokemon Emerald
Type: 1.0
Editor: XSE
Script:
Spoiler:
#dynamic 0x800000
Spoiler:

#org @start
lock
faceplayer
checkflag 0x828
if 0x0 goto @start2
if 0x1 goto @sorry
release
end

#org @start2
msgbox @start2
boxset 0x6
= I'm here to give you your /n very first Pokemon!
goto @poke1
release
end

#org @poke1
#raw 75
#raw 86
#raw 00
#raw 0A
#raw 03
msgbox @poke1
= Do you want Vaporeon?
boxset 0x5
if 0x1 goto @yesVaporeon
if 0x0 goto @poke2
#raw 76
release
end

#org @poke2
#raw 75
#raw 87
#raw 00
#raw 0A
#raw 03
msgbox @poke2
= Do you want Jolteon?
boxset 0x5
if 0x1 goto @yesJolteon
if 0x0 goto @poke3
#raw 76
release
end

#org @poke3
#raw 75
#raw 88
#raw 00
#raw 0A
#raw 03
msgbox @poke3
= Do you want Flareon?
boxset 0x5
if 0x1 goto @yesFlareon
if 0x0 goto @poke1
#raw 76
release
end

#org @sorry
msgbox @sorry
= Sorry, you have received your Pokemon!
boxset 0x6
release
end

#org @yesVaporeon
givepokemon 0x134 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
waitfanfare
setflag 0x828
msgbox @yesVaporeon
= Congratulations, you have received\n your first Pokemon!
boxset 0x6
release
end

#org @yesJolteon
givepokemon 0x135 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
waitfanfare
setflag 0x828
msgbox @yesJolteon
= Congratulations, you have received\n your first Pokemon!
boxset 0x6
release
end

#org @yesFlareon
givepokemon 0x136 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
waitfanfare
setflag 0x828
msgbox @yesFlareon
= Congratulations, you have received\n your first Pokemon!
boxset 0x6
release
end

Screenshots and/or videos: I would post pics/videos but I don't have the right to yet, but basically the game freezes when I talk to the person event holding the script.
  #5855    
Old July 12th, 2011 (09:59 AM).
Shiny Quagsire's Avatar
Shiny Quagsire
Working on 3DS CFW. Or something.
 
Join Date: May 2009
Location: Hoenn Safari Zone
Age: 17
Gender: Male
Nature: Jolly
Quote originally posted by PokemonPurple:
Game: Pokemon Emerald
Type: 1.0
Editor: XSE
Script:
Spoiler:
#dynamic 0x800000
Spoiler:

#org @start
lock
faceplayer
checkflag 0x828
if 0x0 goto @start2
if 0x1 goto @sorry
release
end

#org @start2
msgbox @start2
boxset 0x6
= I'm here to give you your /n very first Pokemon!
goto @poke1
release
end

#org @poke1
#raw 75
#raw 86
#raw 00
#raw 0A
#raw 03
msgbox @poke1
= Do you want Vaporeon?
boxset 0x5
if 0x1 goto @yesVaporeon
if 0x0 goto @poke2
#raw 76
release
end

#org @poke2
#raw 75
#raw 87
#raw 00
#raw 0A
#raw 03
msgbox @poke2
= Do you want Jolteon?
boxset 0x5
if 0x1 goto @yesJolteon
if 0x0 goto @poke3
#raw 76
release
end

#org @poke3
#raw 75
#raw 88
#raw 00
#raw 0A
#raw 03
msgbox @poke3
= Do you want Flareon?
boxset 0x5
if 0x1 goto @yesFlareon
if 0x0 goto @poke1
#raw 76
release
end

#org @sorry
msgbox @sorry
= Sorry, you have received your Pokemon!
boxset 0x6
release
end

#org @yesVaporeon
givepokemon 0x134 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
waitfanfare
setflag 0x828
msgbox @yesVaporeon
= Congratulations, you have received\n your first Pokemon!
boxset 0x6
release
end

#org @yesJolteon
givepokemon 0x135 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
waitfanfare
setflag 0x828
msgbox @yesJolteon
= Congratulations, you have received\n your first Pokemon!
boxset 0x6
release
end

#org @yesFlareon
givepokemon 0x136 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
waitfanfare
setflag 0x828
msgbox @yesFlareon
= Congratulations, you have received\n your first Pokemon!
boxset 0x6
release
end

Screenshots and/or videos: I would post pics/videos but I don't have the right to yet, but basically the game freezes when I talk to the person event holding the script.
OK, this make no sense. You said you're using XSE, while this is Pokescript format. XSE CANNOT process this, since it isn't in it's native XSE format. If you're looking for tutorials for XSE, I'd reccomend diegoisawesome's MEGA-HUGE XSE tutorial. XSE's HUGE advantage over Pokescript is that it has a QUI for scriptwriting, a built-in guide, and a command database filled with more up to date commands, AKA no more #raw's for commands!


Anyhow, If you'd like to see XSE format, I converted your into it:
Spoiler:

#dynamic 0x800000

#org @start
lock
faceplayer
checkflag 0x828
if 0x0 goto @start2
if 0x1 goto @sorry
release
end

#org @start2
msgbox @msg1 0x6
goto @poke1
release
end

#org @poke1
#raw 75
#raw 86
#raw 00
#raw 0A
#raw 03
msgbox @msg2 0x5
if 0x1 goto @yesVaporeon
if 0x0 goto @poke2
#raw 76
release
end

#org @poke2
#raw 75
#raw 87
#raw 00
#raw 0A
#raw 03
msgbox @msg3 0x5
if 0x1 goto @yesJolteon
if 0x0 goto @poke3
#raw 76
release
end

#org @poke3
#raw 75
#raw 88
#raw 00
#raw 0A
#raw 03
msgbox @msg4 0x5
if 0x1 goto @yesFlareon
if 0x0 goto @poke1
#raw 76
release
end

#org @sorry
msgbox @sorrymsg 0x6
release
end

#org @yesVaporeon
givepokemon 0x134 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
waitfanfare
setflag 0x828
msgbox @congrats 0x6
release
end

#org @yesJolteon
givepokemon 0x135 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
waitfanfare
setflag 0x828
msgbox @congrats 0x6
release
end

#org @yesFlareon
givepokemon 0x136 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
waitfanfare
setflag 0x828
msgbox @congrats 0x6
release
end

#org @msg1
= I'm here to give you your\nvery first Pokemon!

#org @msg2
= Do you want Vaporeon?

#org @msg3
= Do you want Jolteon?

#org @msg4
= Do you want Flareon?

#org @sorrymsg
= Sorry, you have received your Pokemon!

#org @congrats
= Congratulations, you have received\n your first Pokemon!

I was lazy and didn't convert the #raw's, but it should still work though!
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  #5856    
Old July 12th, 2011 (10:01 AM). Edited July 12th, 2011 by PokemonPurple.
PokemonPurple's Avatar
PokemonPurple
Beginning Trainer
 
Join Date: Jul 2011
Sorry...I'm still a noob, but thanks! I shall test it now.

Still isn't working, now just a box pops up and freezes
  #5857    
Old July 12th, 2011 (04:10 PM). Edited July 12th, 2011 by Sarcastic Prince.
Sarcastic Prince's Avatar
Sarcastic Prince
Starting anew...
 
Join Date: Aug 2007
Location: Kwun Tong Mountains
Gender: Male
Nature: Timid
Quote originally posted by Ash493:

Especially the thing that you did not put waitmovement after every applymovement... and the fact that you overused pause 0x28 + special 0x133 other then that I don't see anything wrong with it.
Nope... I want the script to have all 15 people to move at the same time.
And every time they make a turn, I want 3 earthquakes to happen.

I don't think that pause 0x28 + special 0x133 is the root problem.
Maybe it's because I didn't use Hex form for the person's picture number.

I've just fixed the script. Now, only 7, 8, 9, 10, 12, 17 do not work.
I wonder why? Here's the script: (The people's event numbers are all in Hex form in the applymovement script)

Spoiler:
#dynamic 0x800000
#org @start
msgbox @1 0x6
pause 0x28
special 0x133
waitstate
pause 0x28
special 0x133
waitstate
pause 0x28
special 0x133
waitstate
pause 0x28
applymovement 0x7 @pointer
applymovement 0x8 @pointer2
applymovement 0x9 @pointer3
applymovement 0xA @pointer4
applymovement 0x14 @pointer5
applymovement 0xC @pointer6
applymovement 0xD @pointer7
applymovement 0x0 @pointer8
applymovement 0xE @pointer9
applymovement 0xF @pointer10
applymovement 0x10 @pointer11
applymovement 0x11 @pointer12
applymovement 0x12 @pointer13
applymovement 0x15 @pointer14
applymovement 0x13 @pointer15
waitmovement 0x0
special 0x133
waitstate
pause 0x28
special 0x133
waitstate
pause 0x28
special 0x133
waitstate
pause 0x28
applymovement 0x7 @pointer15
applymovement 0x8 @pointer16
applymovement 0x9 @pointer17
applymovement 0xA @pointer18
applymovement 0x14 @pointer19
applymovement 0xC @pointer20
applymovement 0xD @pointer21
applymovement 0x0 @pointer22
applymovement 0xE @pointer23
applymovement 0xF @pointer24
applymovement 0x10 @pointer25
applymovement 0x11 @pointer26
applymovement 0x12 @pointer27
applymovement 0x15 @pointer28
applymovement 0x13 @pointer29
waitmovement 0x0
special 0x133
waitstate
pause 0x28
special 0x133
waitstate
pause 0x28
special 0x133
waitstate
pause 0x28
msgbox @2 0x6
release
end

#org @1
=

#org @2
=
#org @pointer
#raw 0x1
#raw 0xFE

#org @pointer2
#raw 0x1
#raw 0xFE

#org @pointer3
#raw 0x1
#raw 0xFE

#org @pointer4
#raw 0x1
#raw 0xFE

#org @pointer5
#raw 0x1
#raw 0xFE

#org @pointer6
#raw 0x1
#raw 0xFE

#org @pointer7
#raw 0x1
#raw 0xFE

#org @pointer8
#raw 0x1
#raw 0xFE

#org @pointer9
#raw 0x1
#raw 0xFE

#org @pointer10
#raw 0x1
#raw 0xFE

#org @pointer11
#raw 0x1
#raw 0xFE

#org @pointer12
#raw 0x1
#raw 0xFE

#org @pointer13
#raw 0x1
#raw 0xFE

#org @pointer14
#raw 0x1
#raw 0xFE

#org @pointer15
#raw 0x1
#raw 0xFE

#org @pointer16
#raw 0x1
#raw 0xFE

#org @pointer17
#raw 0x2
#raw 0xFE

#org @pointer18
#raw 0x2
#raw 0xFE

#org @pointer19
#raw 0x2
#raw 0xFE

#org @pointer20
#raw 0x2
#raw 0xFE

#org @pointer21
#raw 0x2
#raw 0xFE

#org @pointer22
#raw 0x2
#raw 0xFE

#org @pointer23
#raw 0x2
#raw 0xFE

#org @pointer24
#raw 0x2
#raw 0xFE

#org @pointer25
#raw 0x2
#raw 0xFE

#org @pointer26
#raw 0x2
#raw 0xFE

#org @pointer27
#raw 0x2
#raw 0xFE

#org @pointer28
#raw 0x2
#raw 0xFE

#org @pointer29
#raw 0x2
#raw 0xFE
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  #5858    
Old July 12th, 2011 (05:07 PM).
Sonnerrs
Beginning Trainer
 
Join Date: Jul 2011
Gender: Male
I always seem to fail at stuff like this but im trying to make it so when you step on a script box the map shakes, at the moment it just freezes, can anyone help.
Here is the script.
#org 0x7400CF
lockall
setvar 0x8004 0x3
setvar 0x8005 0xC
setvar 0x8006 0xC
setvar 0x8007 0x3
special 0x136
waitstate
releaseall
end
  #5859    
Old July 12th, 2011 (06:32 PM).
PokemonPurple's Avatar
PokemonPurple
Beginning Trainer
 
Join Date: Jul 2011
No one really answered/resolved me question earlier...what happens is that the game just opens a box and freezes...

Spoiler:
'-----------------------
#org 0x8286A9
lock
faceplayer
checkflag 0x828
if 0x0 goto 0x8828978
if 0x1 goto 0x886A1F8
release
end
'-----------------------
#org 0x828978
msgbox 0x88D4A27 '"I'm here to give you your\nvery fir..."
goto 0x88698B3
release
end
'-----------------------
#org 0x86A1F8
msgbox 0x88EA553 '"Sorry, you have already received yo..."
release
end
'-----------------------
#org 0x8698B3
showpokepic 0x86 0xA 0x3
msgbox 0x88D6987 '"Do you want Vaporeon?"
if 0x1 goto 0x886A6EE
if 0x0 goto 0x8869C20
hidepokepic
release
end
'-----------------------
#org 0x86A6EE
givepokemon 0x134 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
waitfanfare
setflag 0x828
msgbox 0x88EFFE4 '"Congratulations, you have received\..."
release
end
'-----------------------
#org 0x869C20
showpokepic 0x87 0xA 0x3
msgbox 0x88D699E '"Do you want Jolteon?"
if 0x1 goto 0x886A83E
if 0x0 goto 0x8869D63
hidepokepic
release
end
'-----------------------
#org 0x86A83E
givepokemon 0x135 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
waitfanfare
setflag 0x828
msgbox 0x88EFFE4 '"Congratulations, you have received\..."
release
end
'-----------------------
#org 0x869D63
showpokepic 0x88 0xA 0x3
msgbox 0x88D69B4 '"Do you want Flareon?"
if 0x1 goto 0x888BAEF
if 0x0 goto 0x88698B3
hidepokepic
release
end
'-----------------------
#org 0x88BAEF
givepokemon 0x136 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
waitfanfare
setflag 0x828
msgbox 0x88EFFE4 '"Congratulations, you have received\..."
release
end

'---------
' Strings
'---------
#org 0x8D4A27
= I'm here to give you your\nvery first Pokemon!
#org 0x8EA553
= Sorry, you have already received your Pokemon!
#org 0x8D6987
= Do you want Vaporeon?
#org 0x8EFFE4
= Congratulations, you have received\n your first Pokemon!
#org 0x8D699E
= Do you want Jolteon?
#org 0x8D69B4
= Do you want Flareon?
  #5860    
Old July 13th, 2011 (12:30 AM). Edited July 13th, 2011 by Satoshi Ookami.
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 PokemonPurple:
No one really answered/resolved me question earlier...what happens is that the game just opens a box and freezes...
What version of XSE do you use btw?
Anyways I'd also advise this...
Code:
lock
faceplayer
checkflag 0x828
if 0x0 goto 0x8828978
if 0x1 goto 0x886A1F8
release
end
If you have comparsion like that one you don't need to script both possibilities =)
You can have it like this:

Code:
lock
faceplayer
checkflag 0x828
if 0x0 goto 0x8828978
msgbox 0x88EA553 '"Sorry, you have already received yo..."
release
end
But that's not the main problem I see.
In pokemon orgs you're missing one important part and that is compare LASTRESULT 0x1 =)
That command is very important in 0x5 msgboxes =)
It goes like this: it compares last "click" and 0x1 goes for yes.
So command "if 0x1" after that means that if you clicked on YES script goes to new location =)

So you need to have it like this:
Code:
showpokepic 0x87 0xA 0x3
msgbox 0x88D699E '"Do you want Jolteon?"
compare LASTRESULT 0x1
if 0x1 goto 0x886A83E
hidepokepic
release
end
But since your script demand continuation it should be like this:
Spoiler:

#dynamic 0x800000
#org @start
lock
faceplayer
checkflag 0x828
if 0x0 goto @choice
msgbox @alreadyhave
release
end

#org @choice
msgbox @choicemessage 0x6
showpokepic 0x86 0xA 0x3
msgbox @Vaporeon 0x5
compare LASTRESULT 0x1
if 0x1 goto @Vaporeonget
hidepokepic
showpokepic 0x87 0xA 0x3
msgbox @Jolteon 0x5
compare LASTRESULT 0x1
if 0x1 goto @Jolteonget
hidepokepic
showpokepic 0x88 0xA 0x3
msgbox @Flareon 0x5
compare LASTRESULT 0x1
if 0x1 goto @Flareonget
hidepokepic
release
end

#org @Vaporeonget
givepokemon 0x134 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
waitfanfare
setflag 0x828
hidepokepic
msgbox @Pokemonget 0x6
release
end

#org @Jolteonget
givepokemon 0x135 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
waitfanfare
setflag 0x828
hidepokepic
msgbox @Pokemonget 0x6
release
end

#org @Flareonget
givepokemon 0x136 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
waitfanfare
setflag 0x828
hidepokepic
msgbox @Pokemonget 0x6
release
end


#org @choicemessage
= I'm here to give you your\nvery first Pokemon!

#org @alreadyhave
= Sorry, you have already received your Pokemon!

#org @Vaporeon
= Do you want Vaporeon?

#org @Pokemonget
= Congratulations, you have received\n your first Pokemon!

#org @Jolteon
= Do you want Jolteon?

#org @Flareon
= Do you want Flareon?


I hope it will work now and you understood a bit of what I just explained :D
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  #5861    
Old July 13th, 2011 (07:29 AM). Edited July 13th, 2011 by PokemonPurple.
PokemonPurple's Avatar
PokemonPurple
Beginning Trainer
 
Join Date: Jul 2011
Ok I must be doing something else wrong...now when i click on him he makes the "ding" noise but nothing opens...:\ I feel dumb.

Oh and i'm using v1.0.0 xse
  #5862    
Old July 13th, 2011 (08:45 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 PokemonPurple:
Ok I must be doing something else wrong...now when i click on him he makes the "ding" noise but nothing opens...:\ I feel dumb.
Facepalm, I'm a noob :D
I misspelled important part :D
Instead of "if 0x1 goto @choice" there should be if 0x0 goto @choice

Quote originally posted by PokemonPurple:
Oh and i'm using v1.0.0 xse
I see... well I'd advise you to download higher version but I don't know where to download version 1.1.1... (guys you can save me! xD)
So in your version msgboxes must be done this way:
Instead of msgbox @whatever 0x6, it must be:
msgbox @whatever
callstd 0x6
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  #5863    
Old July 13th, 2011 (09:21 AM). Edited July 13th, 2011 by PokemonPurple.
PokemonPurple's Avatar
PokemonPurple
Beginning Trainer
 
Join Date: Jul 2011
OMG THANK YOU!!! IT WORKS BEAUTIFULY!!! :D :D :D

Ok, the script works but I when I get the pokemon it's not the pokemon I want, like when I select vaporeon it gives me spinda, and jolteon gives me wingull. Fix?

Nevermind, I got it, I didn't know it had to be in hexadecimal.
  #5864    
Old July 14th, 2011 (04:44 AM).
ERROR
 
Join Date: Aug 2009
I'm trying out a basic trainer battle script and would like to know how I would be able to change the weather while he's talking before the battle. I'm unsure of how to do this...

Code:
#dynamic 0x800000

#org @start

trainerbattle 0x0 0x009 0x0 @before @after
msgbox @beaten 0x6
release 
end

#org @before
= ...

#org @after
= I will be back...

#org @beaten
= Go away...
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Gen IV FC: 4772 1434 3503
Gen V FC: 2753 3643 9488
  #5865    
Old July 14th, 2011 (05:14 AM).
DrFuji's Avatar
DrFuji
Helfen, Wehren, Heilen
Community Supporter
 
Join Date: Sep 2009
Location: Downia-upside
Age: 22
Gender: Male
Nature: Jolly
Quote originally posted by Sonnerrs:
I always seem to fail at stuff like this but im trying to make it so when you step on a script box the map shakes, at the moment it just freezes, can anyone help.
Here is the script.
#org 0x7400CF
lockall
setvar 0x8004 0x3
setvar 0x8005 0xC
setvar 0x8006 0xC
setvar 0x8007 0x3
special 0x136
waitstate
releaseall
end
Have you set the set the Unknown and Variable values of the green script tile to these?



Quote originally posted by ERROR:
I'm trying out a basic trainer battle script and would like to know how I would be able to change the weather while he's talking before the battle. I'm unsure of how to do this...

Code:
#dynamic 0x800000
 
#org @start
setweather 0x3
doweather
trainerbattle 0x0 0x009 0x0 @before @after
msgbox @beaten 0x6
release 
end
 
#org @before
= ...
 
#org @after
= I will be back...
 
#org @beaten
= Go away...
Additions in red.

You have to use a combination of the 'setweather' and 'doweather' commands. The setweather command tells the game what weather to change to (Rain is 0x3) while the doweather command makes it execute the new weather. You can find an ordered list of weather used in the Header tab of Advance Map.

Unfortunately, this script will not work properly if the player is 'seen' by the trainer. If you assign a view radius to the OW that holds this script then the game will glitch out when it tries to start a battle. The player has to go up and talk to the OW for the script to work as it is intended.
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  #5866    
Old July 14th, 2011 (05:30 AM).
Stash
 
Join Date: Aug 2010
Gender: Male
Nature: Adamant
While de-compiling a few scripts, a rather unusual command appeared: cmd24. The Command Help in XSE says the command is still under investigation. Does anybody know or figured out what it does, or if it is of any significance in scripts?

Also, how is it that the script of the item Pokeballs do not have a hidesprite and/or a setflag command to make them disappear? And it seems every Pokeball has a different Person ID.
  #5867    
Old July 14th, 2011 (05:30 AM).
ERROR
 
Join Date: Aug 2009
Quote originally posted by DrFuji:
Have you set the set the Unknown and Variable values of the green script tile to these?





Additions in red.

You have to use a combination of the 'setweather' and 'doweather' commands. The setweather command tells the game what weather to change to (Rain is 0x3) while the doweather command makes it execute the new weather. You can find an ordered list of weather used in the Header tab of Advance Map.

Unfortunately, this script will not work properly if the player is 'seen' by the trainer. If you assign a view radius to the OW that holds this script then the game will glitch out when it tries to start a battle. The player has to go up and talk to the OW for the script to work as it is intended.
Thanks. I was planning on walking up to the OW. There wouldn't be any need to set any flags in this script?
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Gen V FC: 2753 3643 9488
  #5868    
Old July 14th, 2011 (05:57 AM).
DrFuji's Avatar
DrFuji
Helfen, Wehren, Heilen
Community Supporter
 
Join Date: Sep 2009
Location: Downia-upside
Age: 22
Gender: Male
Nature: Jolly
Quote originally posted by Stash:
While de-compiling a few scripts, a rather unusual command appeared: cmd24. The Command Help in XSE says the command is still under investigation. Does anybody know or figured out what it does, or if it is of any significance in scripts?

Also, how is it that the script of the item Pokeballs do not have a hidesprite and/or a setflag command to make them disappear? And it seems every Pokeball has a different Person ID.
I have no idea about cmd24 :P

That is because of a special property of the specific command 'giveitem MSG_FIND' (or 'giveitem 0xY 0xZ 0x1'). It makes the OW that you spoke to last (the Pokeball) disappear while simultainously setting the flag that is equal to the OW's Person ID. You can see this clearly when use the giveitem command on an OW with an ID of 828 - It makes the Pokemon menu option appear on the player's start screen.

Each Pokeball has a different ID to stop the scripts from conflicting with each other. If you were to have two items with the same Person ID and picked one up, the other one will disappear. Since this isn't what you want, it is best to give each Pokeball an ID for a flag that won't be used anywhere else in scripts.

Quote originally posted by ERROR:
Thanks. I was planning on walking up to the OW. There wouldn't be any need to set any flags in this script?
If you were to leave the map (setting the weather back to it's default setting) and then return to speak to the OW then it will start raining again the instant you talk to him. It would be a bit weird since you've already defeated him so he would just be saying his defeated text. If you don't want this to happen then you can use a script similar to this:

Code:
#dynamic 0x800000
 
#org @start
checkflag 0x200
if 0x1 goto @defeated
setweather 0x3
doweather
trainerbattle 0x0 0x009 0x0 @before @after
setflag 0x200
release 
end
 
#org @defeated
msgbox @beaten 0x6
release
end
 
#org @before
= ...
 
#org @after
= I will be back...
 
#org @beaten
= Go away...
__________________
  #5869    
Old July 14th, 2011 (06:10 AM).
ERROR
 
Join Date: Aug 2009
Quote originally posted by DrFuji:
I have no idea about cmd24

That is because of a special property of the specific command 'giveitem MSG_FIND' (or 'giveitem 0xY 0xZ 0x1'). It makes the OW that you spoke to last (the Pokeball) disappear while simultainously setting the flag that is equal to the OW's Person ID. You can see this clearly when use the giveitem command on an OW with an ID of 828 - It makes the Pokemon menu option appear on the player's start screen.

Each Pokeball has a different ID to stop the scripts from conflicting with each other. If you were to have two items with the same Person ID and picked one up, the other one will disappear. Since this isn't what you want, it is best to give each Pokeball an ID for a flag that won't be used anywhere else in scripts.



If you were to leave the map (setting the weather back to it's default setting) and then return to speak to the OW then it will start raining again the instant you talk to him. It would be a bit weird since you've already defeated him so he would just be saying his defeated text. If you don't want this to happen then you can use a script similar to this:

Code:
#dynamic 0x800000
 
#org @start
checkflag 0x200
if 0x1 goto @defeated
setweather 0x3
doweather
trainerbattle 0x0 0x009 0x0 @before @after
setflag 0x200
release 
end
 
#org @defeated
msgbox @beaten 0x6
release
end
 
#org @before
= ...
 
#org @after
= I will be back...
 
#org @beaten
= Go away...
Thanks! That was exactly what I was looking for. :D
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Gen V FC: 2753 3643 9488
  #5870    
Old July 16th, 2011 (06:33 AM).
Spherical Ice's Avatar
Spherical Ice
 
Join Date: Nov 2007
Location: UK
Send a message via Skype™ to Spherical Ice
Quote originally posted by Sarcastic Prince:
Nope... I want the script to have all 15 people to move at the same time.
And every time they make a turn, I want 3 earthquakes to happen.

I don't think that pause 0x28 + special 0x133 is the root problem.
Maybe it's because I didn't use Hex form for the person's picture number.

I've just fixed the script. Now, only 7, 8, 9, 10, 12, 17 do not work.
I wonder why? Here's the script: (The people's event numbers are all in Hex form in the applymovement script)

Spoiler:
#dynamic 0x800000
#org @start
msgbox @1 0x6
pause 0x28
special 0x133
waitstate
pause 0x28
special 0x133
waitstate
pause 0x28
special 0x133
waitstate
pause 0x28
applymovement 0x7 @pointer
applymovement 0x8 @pointer2
applymovement 0x9 @pointer3
applymovement 0xA @pointer4
applymovement 0x14 @pointer5
applymovement 0xC @pointer6
applymovement 0xD @pointer7
applymovement 0x0 @pointer8
applymovement 0xE @pointer9
applymovement 0xF @pointer10
applymovement 0x10 @pointer11
applymovement 0x11 @pointer12
applymovement 0x12 @pointer13
applymovement 0x15 @pointer14
applymovement 0x13 @pointer15
waitmovement 0x0
special 0x133
waitstate
pause 0x28
special 0x133
waitstate
pause 0x28
special 0x133
waitstate
pause 0x28
applymovement 0x7 @pointer15
applymovement 0x8 @pointer16
applymovement 0x9 @pointer17
applymovement 0xA @pointer18
applymovement 0x14 @pointer19
applymovement 0xC @pointer20
applymovement 0xD @pointer21
applymovement 0x0 @pointer22
applymovement 0xE @pointer23
applymovement 0xF @pointer24
applymovement 0x10 @pointer25
applymovement 0x11 @pointer26
applymovement 0x12 @pointer27
applymovement 0x15 @pointer28
applymovement 0x13 @pointer29
waitmovement 0x0
special 0x133
waitstate
pause 0x28
special 0x133
waitstate
pause 0x28
special 0x133
waitstate
pause 0x28
msgbox @2 0x6
release
end

#org @1
=

#org @2
=
#org @pointer
#raw 0x1
#raw 0xFE

#org @pointer2
#raw 0x1
#raw 0xFE

#org @pointer3
#raw 0x1
#raw 0xFE

#org @pointer4
#raw 0x1
#raw 0xFE

#org @pointer5
#raw 0x1
#raw 0xFE

#org @pointer6
#raw 0x1
#raw 0xFE

#org @pointer7
#raw 0x1
#raw 0xFE

#org @pointer8
#raw 0x1
#raw 0xFE

#org @pointer9
#raw 0x1
#raw 0xFE

#org @pointer10
#raw 0x1
#raw 0xFE

#org @pointer11
#raw 0x1
#raw 0xFE

#org @pointer12
#raw 0x1
#raw 0xFE

#org @pointer13
#raw 0x1
#raw 0xFE

#org @pointer14
#raw 0x1
#raw 0xFE

#org @pointer15
#raw 0x1
#raw 0xFE

#org @pointer16
#raw 0x1
#raw 0xFE

#org @pointer17
#raw 0x2
#raw 0xFE

#org @pointer18
#raw 0x2
#raw 0xFE

#org @pointer19
#raw 0x2
#raw 0xFE

#org @pointer20
#raw 0x2
#raw 0xFE

#org @pointer21
#raw 0x2
#raw 0xFE

#org @pointer22
#raw 0x2
#raw 0xFE

#org @pointer23
#raw 0x2
#raw 0xFE

#org @pointer24
#raw 0x2
#raw 0xFE

#org @pointer25
#raw 0x2
#raw 0xFE

#org @pointer26
#raw 0x2
#raw 0xFE

#org @pointer27
#raw 0x2
#raw 0xFE

#org @pointer28
#raw 0x2
#raw 0xFE

#org @pointer29
#raw 0x2
#raw 0xFE
While I'm not entirely sure why the script isn't working properly, I've adjusted it a little:
Spoiler:
Code:
#dynamic 0x800000

#org @start
lock
msgbox @1 0x6
pause 0x28
special 0x133
waitstate
pause 0x28
special 0x133
waitstate
pause 0x28
special 0x133
waitstate
pause 0x28
applymovement 0x7 @pointer
applymovement 0x8 @pointer
applymovement 0x9 @pointer
applymovement 0xA @pointer
applymovement 0x14 @pointer
applymovement 0xC @pointer
applymovement 0xD @pointer
applymovement 0x0 @pointer
applymovement 0xE @pointer
applymovement 0xF @pointer
applymovement 0x10 @pointer
applymovement 0x11 @pointer
applymovement 0x12 @pointer
applymovement 0x15 @pointer
applymovement 0x13 @pointer
waitmovement 0x0
special 0x133
waitstate
pause 0x28
special 0x133
waitstate
pause 0x28
special 0x133
waitstate
pause 0x28
applymovement 0x7 @pointer
applymovement 0x8 @pointer
applymovement 0x9 @pointer1
applymovement 0xA @pointer1
applymovement 0x14 @pointer1
applymovement 0xC @pointer1
applymovement 0xD @pointer1
applymovement 0x0 @pointer1
applymovement 0xE @pointer1
applymovement 0xF @pointer1
applymovement 0x10 @pointer1
applymovement 0x11 @pointer1
applymovement 0x12 @pointer1
applymovement 0x15 @pointer1
applymovement 0x13 @pointer1
waitmovement 0x0
special 0x133
waitstate
pause 0x28
special 0x133
waitstate
pause 0x28
special 0x133
waitstate
pause 0x28
msgbox @2 0x6
release
end

#org @1
= text

#org @2
= text

#org @pointer
#raw 0x1
#raw 0xFE

#org @pointer1
#raw 0x2
#raw 0xFE
Also, are you sure that you want the sprites with person numbers 7, 8, 9, 10, 20, 12, 13, 0, 14, 15, 16, 17, 18, 21 and 19 to be moving? Cause that seems kind of sporadic in my eyes. :/
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  #5871    
Old July 17th, 2011 (05:53 AM).
Charizardguy's Avatar
Charizardguy
 
Join Date: Jul 2008
Gender:
I am just wondering how I can get this script so that it will stop asking the yes/no question? Basically what happens:

Would you like this Dratini?
*yes/no*
Yes: You got Dratini...
Raise it well!
No: Aw, too bad.

And then after that the yes/no continues to appear, although no pokemon is received this time around.

How can i fix it so I can make a different message appear once this is all done?

Spoiler:
#dyn 0x740000
#org @start
lock
faceplayer
message @text
callstd MSG_YESNO
compare 0x800D 0x0001
if 0x01 jump @yes
message @no
callstd MSG_NORMAL
release
end

#org @no
= Aw, too bad.

#org @yes
checkflag 0x0FFA
message @text2
callstd MSG_NORMAL
setflag 0x0FFA
checkflag 0x0FFF
if 0x1 jump :end
setflag FR_POKEMON
countpokemon
compare LASTRESULT 6
if == jump @noroom
addpokemon DRATINI 0x5 NONE 0 0 0
setflag 0x0FFF
storepokemon 0 DRATINI
message @get-msg
fanfare 0x101
showmsg
waitfanfare
waitbutton
:end
release
end

#org @noroom
msgbox @noroom-msg
callstd MSG_NOCLOSE
release
end

#org @noroom-msg
= You don't have enough room in your party.

#org @get-msg
= You got a \v\h02!

#org @text
= Would you like this Dratini?

#org @text2
= Raise it well!
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  #5872    
Old July 17th, 2011 (05:59 AM).
Sarcastic Prince's Avatar
Sarcastic Prince
Starting anew...
 
Join Date: Aug 2007
Location: Kwun Tong Mountains
Gender: Male
Nature: Timid
Quote originally posted by Spherical Ice:
While I'm not entirely sure why the script isn't working properly, I've adjusted it a little:
Spoiler:
Code:
#dynamic 0x800000

#org @start
lock
msgbox @1 0x6
pause 0x28
special 0x133
waitstate
pause 0x28
special 0x133
waitstate
pause 0x28
special 0x133
waitstate
pause 0x28
applymovement 0x7 @pointer
applymovement 0x8 @pointer
applymovement 0x9 @pointer
applymovement 0xA @pointer
applymovement 0x14 @pointer
applymovement 0xC @pointer
applymovement 0xD @pointer
applymovement 0x0 @pointer
applymovement 0xE @pointer
applymovement 0xF @pointer
applymovement 0x10 @pointer
applymovement 0x11 @pointer
applymovement 0x12 @pointer
applymovement 0x15 @pointer
applymovement 0x13 @pointer
waitmovement 0x0
special 0x133
waitstate
pause 0x28
special 0x133
waitstate
pause 0x28
special 0x133
waitstate
pause 0x28
applymovement 0x7 @pointer
applymovement 0x8 @pointer
applymovement 0x9 @pointer1
applymovement 0xA @pointer1
applymovement 0x14 @pointer1
applymovement 0xC @pointer1
applymovement 0xD @pointer1
applymovement 0x0 @pointer1
applymovement 0xE @pointer1
applymovement 0xF @pointer1
applymovement 0x10 @pointer1
applymovement 0x11 @pointer1
applymovement 0x12 @pointer1
applymovement 0x15 @pointer1
applymovement 0x13 @pointer1
waitmovement 0x0
special 0x133
waitstate
pause 0x28
special 0x133
waitstate
pause 0x28
special 0x133
waitstate
pause 0x28
msgbox @2 0x6
release
end

#org @1
= text

#org @2
= text

#org @pointer
#raw 0x1
#raw 0xFE

#org @pointer1
#raw 0x2
#raw 0xFE
Also, are you sure that you want the sprites with person numbers 7, 8, 9, 10, 20, 12, 13, 0, 14, 15, 16, 17, 18, 21 and 19 to be moving? Cause that seems kind of sporadic in my eyes. :/
Oh, I understand why it isn't working now. They need to be all set to one pointer for one command...
And NOT 30 different pointers.
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  #5873    
Old July 17th, 2011 (08:26 AM). Edited July 17th, 2011 by Quickster.
Quickster's Avatar
Quickster
Dream or Drop?
 
Join Date: Oct 2007
Gender: Male
Nature: Quiet
Quote originally posted by Charizardguy:
I am just wondering how I can get this script so that it will stop asking the yes/no question? Basically what happens:

Would you like this Dratini?
*yes/no*
Yes: You got Dratini...
Raise it well!
No: Aw, too bad.

And then after that the yes/no continues to appear, although no pokemon is received this time around.

How can i fix it so I can make a different message appear once this is all done?

Spoiler:
#dyn 0x740000
#org @start
lock
faceplayer
checkflag 0x???
if 0x1 goto @???

message @text
callstd MSG_YESNO
compare 0x800D 0x0001
if 0x01 jump @yes
message @no
callstd MSG_NORMAL
release
end

#org @no
= Aw, too bad.

#org @yes
checkflag 0x0FFA
message @text2
callstd MSG_NORMAL
setflag 0x0FFA
checkflag 0x0FFF
if 0x1 jump :end
setflag FR_POKEMON
countpokemon
compare LASTRESULT 6
if == jump @noroom
addpokemon DRATINI 0x5 NONE 0 0 0
setflag 0x0FFF
setflag 0x???
storepokemon 0 DRATINI
message @get-msg
fanfare 0x101
showmsg
waitfanfare
waitbutton
:end
release
end

#org @noroom
msgbox @noroom-msg
callstd MSG_NOCLOSE
release
end

#org @???
msgbox @? 0x2
release
end

#org @noroom-msg
= You don't have enough room in your party.

#org @get-msg
= You got a \v\h02!

#org @text
= Would you like this Dratini?

#org @text2
= Raise it well!

#org @?
= Hows that Dratini?
So I made some changes that are examples of what you can do. They are in bold.

EDIT: I just noticed you arent using XSE. But you should still get the jist of what I did.
__________________
I laugh looking at this.

But sometimes I want to come back to it...

  #5874    
Old July 17th, 2011 (06:13 PM).
shinyabsol1's Avatar
shinyabsol1
Pokemon DarkJasper!?
 
Join Date: Aug 2010
Gender: Male
Nature: Calm
How do you make it so that a pokemon received from an event (givepokemon) is always shiny?
  #5875    
Old July 17th, 2011 (06:15 PM).
colcolstyles's Avatar
colcolstyles
Yours truly
 
Join Date: May 2008
Location: The Bay Area
Gender: Male
Nature: Lonely
Quote originally posted by shinyabsol1:
How do you make it so that a pokemon received from an event (givepokemon) is always shiny?
You should check out HackMew's Shinyzer. It's available in the Toolbox.
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