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  #5876    
Old July 17th, 2011 (07:07 PM).
Charizardguy's Avatar
Charizardguy Charizardguy is offline
 
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Quote originally posted by Quickster:
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.
So I got the yes/no question to stop asking, but I can't get "How's that Dratini?" to appear after the player has received the Dratini.
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  #5877    
Old July 18th, 2011 (07:41 AM).
Quickster's Avatar
Quickster Quickster is offline
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Quote originally posted by Charizardguy:
So I got the yes/no question to stop asking, but I can't get "How's that Dratini?" to appear after the player has received the Dratini.
Well, at the beginning of the script you need to check for a flag, the flag that is to be set after the player answers yes. after the checkflag you have to make it go to another part of the script. Im guessing the Pokescript equivalent is if 0x01 jump @(new pointer). Then at the pointer just make a message command. Look at what I bolded in my last post and you should get what im saying.
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  #5878    
Old July 18th, 2011 (08:57 AM).
huntley93 huntley93 is offline
 
Join Date: May 2009
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can someone please tell me whats wrong with this script? i am trying to give my player a lucky egg and am following follumps method using pokescript. oh and can someone pm me if they know why it wont work please!

#org $item
lock
faceplayer
checkflag 0x1200
if 0x01 goto $nomore
message $speak
$speak 1 = ITS YOUR LUCKY DAY!!
boxset 6
give item 0xC5
setflag 0x1200
release
end

#org $nomore
message $ gready
$gready 1 = no more you gready ****
boxset 6
release
end
  #5879    
Old July 18th, 2011 (10:31 AM).
Learath2's Avatar
Learath2 Learath2 is offline
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Quote originally posted by huntley93:
can someone please tell me whats wrong with this script? i am trying to give my player a lucky egg and am following follumps method using pokescript. oh and can someone pm me if they know why it wont work please!

#org $item
lock
faceplayer
checkflag 0x1200
if 0x01 goto $nomore
message $speak
$speak 1 = ITS YOUR LUCKY DAY!!
boxset 6
give item 0xC5
setflag 0x1200
release
end

#org $nomore
message $ gready
$gready 1 = no more you gready ****
boxset 6
release
end

Hi giveitem mustnt have a space and you missed a parameter you should have used giveitem 0xC5 0x1. You should really tryout XSE, it helps you with your scripts.
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  #5880    
Old July 18th, 2011 (01:06 PM).
redcat71 redcat71 is offline
 
Join Date: Jul 2011
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Posts: 4
Hey I've been having some problems with my scripting, everything seems fine with it, like it's only a basic talking script, but when i burn it into my rom and set it up it changes it completely. My talking script changes into me talking to a person and a box coming up saying fresh water then the game freezing. If anyone knows what is going on please help me out.

I'm creating the script in notepad then encoding it in pokescript then burning it to the Rom with Buf Rite. After using Advance Map to insert the script to the game. I can provide screenshots if that will help.

Game: Fire Red
Type: Talking Script


#org $script
lock
faceplayer
message $talk
$talk 1 = Whatever I type.
boxset 6
release
end
  #5881    
Old July 18th, 2011 (09:52 PM).
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Learath2 Learath2 is offline
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Quote originally posted by redcat71:
Hey I've been having some problems with my scripting, everything seems fine with it, like it's only a basic talking script, but when i burn it into my rom and set it up it changes it completely. My talking script changes into me talking to a person and a box coming up saying fresh water then the game freezing. If anyone knows what is going on please help me out.

I'm creating the script in notepad then encoding it in pokescript then burning it to the Rom with Buf Rite. After using Advance Map to insert the script to the game. I can provide screenshots if that will help.

Game: Fire Red
Type: Talking Script


#org $script
lock
faceplayer
message $talk
$talk 1 = Whatever I type.
boxset 6
release
end
Are you sure you burnt the script on freespace. If i were you i would do it like this
Code:
#org $start
lock
faceplayer
message $talk
boxset 6
release
end

#org $talk
$talk 1 =Whatever you type.
I think that you are following foul's tuts they are pretty good but pokescript is a bit outdated i would suggest you to use XSE.
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  #5882    
Old July 18th, 2011 (10:04 PM).
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masterquestmq masterquestmq is offline
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I've been working with JPAN's rom engine. I manage to put together the Pokemon Center script, but I need help with the mom script. In case u dont make it to the 1st pkmn center I want the player to respawn at the players house. These are the values I use to make the player re spawn at the PKMN center

#org @faint
setvar 0x405A 0x405
setvar 0x405B 0x7
setvar 0x405c 0x4
return

What values should I use to respawn at home?
  #5883    
Old July 18th, 2011 (10:15 PM).
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DrFuji DrFuji is offline
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Quote originally posted by masterquestmq:
I've been working with JPAN's rom engine. I manage to put together the Pokemon Center script, but I need help with the mom script. In case u dont make it to the 1st pkmn center I want the player to respawn at the players house. These are the values I use to make the player re spawn at the PKMN center

#org @faint
setvar 0x405A 0x405
setvar 0x405B 0x7
setvar 0x405c 0x4
return

What values should I use to respawn at home?
If you haven't changed the map in any way, I believe this script is what you're looking for:

Code:
sethealingplace 0x0
setvar 0x405A 0x4
setvar 0x405B 0x8
setvar 0x405C 0x5
The instruction manual explains how the varibles affect where you reappear, so re-read it if you're having problems with making the changes.
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  #5884    
Old July 19th, 2011 (02:20 AM).
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borisjo borisjo is offline
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I'm looking for an answer on how to change the respawn point after you faint.
I looked on google and youtube for ages but I just can't find it.
The two comments above they're also talking about respawn points with the command setvar 0x00 0x00 but in a program called JPAN's rom editor and I have no idea what that is.
So I hope someone here can tell me how to script that in XSE or pokescript.
  #5885    
Old July 19th, 2011 (03:35 AM).
isaiahbob isaiahbob is offline
 
Join Date: Jun 2011
Posts: 19
In the game I'm making, the player has a sister who blocks the entrance to the next area until the player get's his first Pokemon.

Like this:

Spoiler:
#dynamic 0x71A248

#org @start
checkflag 0x1002
if b_true goto @moved [if you got your Pokemon, goto @moved]
lock
faceplayer
message @tutorial
boxset 6
release end

#org @tutorial
= Sister: There's a\nKRAZY Hole here!\lIt wasn't here before.\pI wonder what's down there \v\h01!

#org @tutorialmod
= Sister: There's a\nKRAZY Hole here!\lIt wasn't here before.\pI wonder what's down there \v\h01!\p You should go check!

#org @moved
applymovement 0x1 @move1
waitmovement 0x1
message @tutorialmod
boxset 6
clearflag 0x1002 [This is so that she doesn't keep moving again and again]
release
end

#org @move1
#raw 0x12
#raw 0x3
#raw 0xFE



But when you back there (from another room or something) she's blocking the entrance again. My question is, how do you make it so that once she moves to the left, she never moves back, but still can't move left again. I tried using a level script but it didn't work. Please help.
  #5886    
Old July 19th, 2011 (04:56 AM).
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borisjo borisjo is offline
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Join Date: Mar 2011
Gender: Male
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Spoiler:
#dynamic 0x71A248

#org @start
lock
faceplayer
checkflag 0x1002
if b_true goto @moved [if you got your Pokemon, goto @moved]
msgbox @tutorial 0x6

release
end

#org @tutorial
= Sister: There's a\nKRAZY Hole here!\lIt wasn't here before.\pI wonder what's down there \v\h01!

#org @tutorialmod
= Sister: There's a\nKRAZY Hole here!\lIt wasn't here before.\pI wonder what's down there \v\h01!\p You should go check!

#org @moved
applymovement 0x1 @move1
waitmovement 0x1
msgbox @tutorialmod 0x6
clearflag 0x1002 [This is so that she doesn't keep moving again and again]
release
end

#org @move1
#raw 0x12
#raw 0x3
#raw 0xFE


I changed it a little bit.
If you want to make a sprite disappear you make the People ID the same as the flag, maybe it also works to let her not move back again
  #5887    
Old July 19th, 2011 (05:21 AM).
isaiahbob isaiahbob is offline
 
Join Date: Jun 2011
Posts: 19
I tried what you said. It made the sprite disappear. I just want it so that she doesn't block the entrance again after you go inside (or something).
  #5888    
Old July 19th, 2011 (08:47 AM).
Learath2's Avatar
Learath2 Learath2 is offline
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Quote originally posted by isaiahbob:
In the game I'm making, the player has a sister who blocks the entrance to the next area until the player get's his first Pokemon.

Like this:

Spoiler:
#dynamic 0x71A248

#org @start
checkflag 0x1002
if b_true goto @moved [if you got your Pokemon, goto @moved]
lock
faceplayer
message @tutorial
boxset 6
release end

#org @tutorial
= Sister: There's a\nKRAZY Hole here!\lIt wasn't here before.\pI wonder what's down there \v\h01!

#org @tutorialmod
= Sister: There's a\nKRAZY Hole here!\lIt wasn't here before.\pI wonder what's down there \v\h01!\p You should go check!

#org @moved
applymovement 0x1 @move1
waitmovement 0x1
message @tutorialmod
boxset 6
clearflag 0x1002 [This is so that she doesn't keep moving again and again]
release
end

#org @move1
#raw 0x12
#raw 0x3
#raw 0xFE



But when you back there (from another room or something) she's blocking the entrance again. My question is, how do you make it so that once she moves to the left, she never moves back, but still can't move left again. I tried using a level script but it didn't work. Please help.
Cant you make her so she is always at the right side of the door and when you step on a script tile wich must be right in front of the door moves you back one tile moves her left one tile talks and goes back to her place. After the flag is set she would talk and set the variable so it wont happen again.

Here you go i wrote you an example

Spoiler:

#dynamic 0x71A248

#org @start
checkflag 0x1002
if b_true goto @tutfinished
lock
faceplayer
applymovement 0xFF @moveme
waitmovement 0x0
applymovement 0x1 @move1
waitmovement 0x0
msgbox @tutorial 0x6
applymovement 0x1 @move1back
waitmovement 0x0
release
end

#org @tutfinished
lock
msgbox @tutfin 0x6
setvar 0xINPUT VALUE OF SCRIPT TILE 0x1
release
end

#org @tutfin
= Sister: There's a\nKRAZY Hole here!\lIt wasn't here before.\pI wonder what's down there \v\h01!\p You should go check!

#org @tutorial
= Sister: There's a\nKRAZY Hole here!\lIt wasn't here before.\pI wonder what's down there \v\h01!

#org @move1back
#raw 0x13
#raw 0xFE

#org @move1
#raw 0x12
#raw 0xFE

#org @moveme
#raw 0x10
#raw 0xFE

I wrote this for you just that i want to help out people normally i should just have told you what to do this is just a example examine and modify it for your needs. Hope this helps make sure you update your XSE because there is no such command boxset now its a parameter of msgbox. Put the sister right of the door. Put a script tile in front of door and give this script to it.
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  #5889    
Old July 19th, 2011 (10:31 AM).
darklugia23 darklugia23 is offline
 
Join Date: Jul 2011
Gender: Male
Posts: 8
Does anyone know how I can create a wild pokemon battle script with pksv? The one in the script generator doesnt work. So how can I make it manually?
  #5890    
Old July 19th, 2011 (11:15 AM).
isaiahbob isaiahbob is offline
 
Join Date: Jun 2011
Posts: 19
IT WORKED! THANKS! Now i can continue my game!
  #5891    
Old July 19th, 2011 (12:10 PM).
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Satoshi Ookami Satoshi Ookami is offline
Memento Mori
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Quote originally posted by darklugia23:
Does anyone know how I can create a wild pokemon battle script with pksv? The one in the script generator doesnt work. So how can I make it manually?
Use XSE and you will be able to do anything =)
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  #5892    
Old July 19th, 2011 (03:51 PM). Edited July 19th, 2011 by colcolstyles.
Sonnerrs Sonnerrs is offline
 
Join Date: Jul 2011
Gender: Male
Posts: 3
Please help.
Program - PKSV (i know i should use xse..)

basically the script moves around a map and its all fine, but there is a small bit at the end where only one of four sprites follows its applymovement command?
can anyone help please

here is the script.
Spoiler:
#dyn 0x740000
#org @start
lockall
checkflag 0x1001
if 0x1 jump @hey
checkflag 0x1000
if 0x1 jump @open
message @text
showmsg
waitbutton
releaseall
end

#org @hey
message @donny
showmsg
waitbutton
releaseall
end

#org @donny
= Hey\pHows it going?

#org @text
= Giovanni:Have you got the\nPSYCHIC Pokemon yet?

#org @open
message @opentxt
showmsg
waitbutton
applymovement 0x1 @giowalk
pauseevent 0x0
message @opentxt1
showmsg
waitbutton
message @opentxt2
showmsg
waitbutton
applymovement PLAYER @playerwalk
pauseevent 0x0
checkflag 0x1000
if 0x1 jump @part2
releaseall
end

#org @part2
fadescreen 3
fadescreen 2
fadescreen 3
fadescreen 2
fadescreen 3
fadescreen 2
fadescreen 3
special CAMERA_START
applymovement CAMERA @show
pauseevent 0x0
special CAMERA_END
fadescreen 2
checkflag 0x1000
if 0x1 jump @part3
releaseall
end

#org @part3
applymovement 0x2 @oakwalk
pauseevent 0x0
message @oaktxt
showmsg
waitbutton
special CAMERA_START
applymovement CAMERA @camera1
pauseevent 0x0
special CAMERA_END
applymovement 0x2 @oakwalk2
pauseevent 0x0
message @oaktxt2
showmsg
waitbutton
applymovement 0x2 @oakwalk3
pauseevent 0x0
checkflag 0x1000
if 0x1 jump @part4
releaseall
end

#org @part4
applymovement 0x9 @giowalk1
pauseevent 0x0
message @giotxt1
showmsg
waitbutton
applymovement 0x2 @oakwalk4
pauseevent 0x0
message @oaktxt3
showmsg
waitbutton
checkflag 0x1000
if 0x1 jump @part5
releaseall
end

#org @part5
fadescreen 3
special CAMERA_START
applymovement CAMERA @camera2
pauseevent 0x0
special CAMERA_END
message @giooak
showmsg
waitbutton
message @scale
fanfare 0x101
showmsg
waitfanfare
waitbutton
message @giooak1
showmsg
waitbutton
fadescreen 2
checkflag 0x1000
if 0x1 jump @part6
releaseall
end


#org @part6
special CAMERA_START
applymovement CAMERA @camera3
pauseevent 0x0
special CAMERA_END
applymovement 0x18 @grunt
pauseevent 0x0
applymovement 0x19 @grunt
pauseevent 0x0
message @grunt2
showmsg
waitbutton
closemsg
applymovement 0x11 @giojump
pauseevent 0x0
applymovement 0x17 @giojump
pauseevent 0x0
applymovement 0x18 @jumpback
pauseevent 0x0
applymovement 0x19 @jumpback1
message @grunt1
showmsg
waitbutton
fadescreen 3
applymovement 0x19 @fight
applymovement 0x17 @fight1
pausemove 0
disappear 0x9
setflag 0x1001
fadescreen 2
releaseall
end

#org @fight
m run_right look_up end

#org @fight1
m run_down run_right look_down end

#org @jumpback
m jump_down2 say_!! end

#org @jumpback1
m jump_down1 say_! end

#org @grunt2
= Grunt:Where is he?!?\nOh well that Heart Scale\pIs mine!!

#org @giojump
m say_!! jump_right2 end

#org @grunt1
= Grunt:Who are you?!?!\pGiovanni:I am giovanni, and now\nwe have locked eyes you have\pto accept my challenge!

#org @grunt
m walk_up_vslow walk_up_vslow walk_up_vslow end

#org @scale
= Giovanni obtained the Heart Scale!

#org @giooak1
= Oak:I think someone came in..\pGiovanni:Its okay.. im ready to battle.

#org @giooak
= Oak:Who is it..?\pGiovanni:Its a new evil team\n"Team Razor"\pOak:And why are they after me?\pGiovanni:The only reason i assume is\nthey want a item off you.\pOak:What item?\pGiovanni:The heart scale..\pOak:Why would anyone want that?!?!\pGiovanni:There must be something on\nCinnabar. Your Lapras holds the key\pTo the move "SURF".\pOak:Ugh.. Take the heart scale..

#org @opentxt
= Giovanni:Okay.. Hand it to me\nNow if i put it here..

#org @opentxt1
= Now then.

#org @opentxt2
= Come look into the screen.

#org @oaktxt
= Oak:Hmm, where is everyone,\nand why was the lab unlocked?

#org @oaktxt2
= Oh well, may as well get\non with some work.

#org @oaktxt3
= Oak:Jesus, you scared the\nhell out of me!\pWhat do you want?\pGiovanni:Just shut up\npeople are coming for you.\pHIDE!

#org @giotxt1
= Giovanni:OAK!

#org @oakwalk
m walk_up walk_up walk_up walk_up look_right look_left say_? end

#org @oakwalk2
m walk_up walk_up walk_up walk_up end

#org @oakwalk3
m walk_left walk_left walk_left walk_up walk_left walk_up end

#org @oakwalk4
m say_! jump_down1 look_right end

#org @giowalk
m walk_right walk_right walk_right walk_down walk_right walk_right walk_right walk_up end

#org @giowalk1
m jump_down2 look_left say_!! end

#org @playerwalk
m walk_right walk_right walk_right walk_right walk_right walk_up end

#org @camera1
m walk_up walk_up walk_up walk_up walk_up walk_up end

#org @camera2
m run_down run_down run_down run_down run_down run_down run_down run_down run_down run_down run_down run_down run_down run_down run_down run_down run_down run_down run_down run_down run_down run_left run_left run_left run_left run_left run_left run_left run_left run_left run_left run_left run_left run_left run_left run_left run_left end

#org @camera3
m run_down run_down end
#org @show
m run_right run_right run_right run_right run_right run_right run_right run_right run_right run_right run_right run_right run_right run_right run_right run_right run_right run_right run_right run_right run_right run_right run_right run_right run_down run_down run_down run_down run_down run_down end
  #5893    
Old July 19th, 2011 (07:58 PM).
shinyabsol1's Avatar
shinyabsol1 shinyabsol1 is offline
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Join Date: Aug 2010
Gender: Male
Nature: Calm
Posts: 330
I made a trainerbattle script, and it works fine...

...but if I get into a wild battle, and the sprite of the trainer battle is on the screen, when the encounter ends I control the trainer sprite while the hero just stays stuck in the grass. Why is this happening?

Thanks.
  #5894    
Old July 19th, 2011 (08:04 PM).
DrFuji's Avatar
DrFuji DrFuji is offline
Helfen, Wehren, Heilen
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Posts: 1,322
Quote originally posted by shinyabsol1:
I made a trainerbattle script, and it works fine...

...but if I get into a wild battle, and the sprite of the trainer battle is on the screen, when the encounter ends I control the trainer sprite while the hero just stays stuck in the grass. Why is this happening?

Thanks.
That OW's movement type has probably been set to 'look down'. Change it to 'no movement' in Advance Map and everything should be fine.
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  #5895    
Old July 20th, 2011 (08:07 AM).
Darklugia13's Avatar
Darklugia13 Darklugia13 is offline
 
Join Date: Jul 2010
Gender: Male
Posts: 7
This is the script I need help with. It is working fine, but only if I talk to Misty. I want Misty to see me when I run past her, and come to me to trigger the event. How do i do that?

Spoiler:
'---------------
#org 0x801289
lock
faceplayer
checkflag 0x514
if 0x1 goto 0x88012AF
checkflag 0x510
if 0x1 goto 0x88012C1
applymovement 0x1 0x880132D
waitmovement 0x0
special 0x157
setflag 0x510
release
end

'---------------
#org 0x8012AF
trainerbattle 0x1 0x147 0x0 0x880132F 0x880140B 0x88012CB
msgbox 0x88012F1 0x6 '"MISTY: Hey! What are you doing \nw..."
release
end

'---------------
#org 0x8012C1
msgbox 0x88012F1 0x6 '"MISTY: Hey! What are you doing \nw..."
release
end

'---------------
#org 0x8012CB
msgbox 0x880144A 0x6 '"You see, my sisters and I run \nth..."
giveitem 0x106 0x1 0x0
msgbox 0x8801546 0x6 '"Anyways, my sisters are not very \..."
fadescreen 0x0
hidesprite 0x2
setflag 0x512
release
end


'---------
' Strings
'---------
#org 0x80132F
= MISTY: ... \n... \pSo you were using my bike to \nflee from a group of attacking \pSpearow? \nIt's all right, I understand. \p... \n... \pBy the way, since you're a \nTrainer just like me, what do \pyou say to a battle right now?

#org 0x80140B
= Perhaps I should have brought \nalong some Pokemon from home...

#org 0x8012F1
= MISTY: Hey! What are you doing \nwith my bike! Give it back!

#org 0x80144A
= You see, my sisters and I run \nthe Pokemon Gym in Cerulean City. \pWe specialize in the Water-type, \nso I'm here right now trying to \pfish up some new Pokemon. \n...But this Old Rod can't seem to \pcatch anything good. Perhaps you \nwould like to have it?

#org 0x801546
= Anyways, my sisters are not very \nresponsible, so I need to head \pback in case there are any new \nchallengers. See you later!


'-----------
' Movements
'-----------
#org 0x80132D
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements
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  #5896    
Old July 20th, 2011 (09:32 AM). Edited July 20th, 2011 by hinkage.
hinkage's Avatar
hinkage hinkage is offline
Go make some new disaster
Gold Tier
 
Join Date: Aug 2010
Age: 20
Posts: 378
Quote originally posted by Darklugia13:
This is the script I need help with. It is working fine, but only if I talk to Misty. I want Misty to see me when I run past her, and come to me to trigger the event. How do i do that?

Spoiler:
'---------------
#org 0x801289
lock
faceplayer
checkflag 0x514
if 0x1 goto 0x88012AF
checkflag 0x510
if 0x1 goto 0x88012C1
applymovement 0x1 0x880132D
waitmovement 0x0
special 0x157
setflag 0x510
release
end

'---------------
#org 0x8012AF
trainerbattle 0x1 0x147 0x0 0x880132F 0x880140B 0x88012CB
msgbox 0x88012F1 0x6 '"MISTY: Hey! What are you doing \nw..."
release
end

'---------------
#org 0x8012C1
msgbox 0x88012F1 0x6 '"MISTY: Hey! What are you doing \nw..."
release
end

'---------------
#org 0x8012CB
msgbox 0x880144A 0x6 '"You see, my sisters and I run \nth..."
giveitem 0x106 0x1 0x0
msgbox 0x8801546 0x6 '"Anyways, my sisters are not very \..."
fadescreen 0x0
hidesprite 0x2
setflag 0x512
release
end


'---------
' Strings
'---------
#org 0x80132F
= MISTY: ... \n... \pSo you were using my bike to \nflee from a group of attacking \pSpearow? \nIt's all right, I understand. \p... \n... \pBy the way, since you're a \nTrainer just like me, what do \pyou say to a battle right now?

#org 0x80140B
= Perhaps I should have brought \nalong some Pokemon from home...

#org 0x8012F1
= MISTY: Hey! What are you doing \nwith my bike! Give it back!

#org 0x80144A
= You see, my sisters and I run \nthe Pokemon Gym in Cerulean City. \pWe specialize in the Water-type, \nso I'm here right now trying to \pfish up some new Pokemon. \n...But this Old Rod can't seem to \pcatch anything good. Perhaps you \nwould like to have it?

#org 0x801546
= Anyways, my sisters are not very \nresponsible, so I need to head \pback in case there are any new \nchallengers. See you later!


'-----------
' Movements
'-----------
#org 0x80132D
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements
You need to create scriptboxes that set vars, then jump to the offset where the script you wrote is located.

In that script you must compare which var has been set, to use the correct movement data.

So it might look something like this for the first scriptbox:

Spoiler:

#org start
setvar 0x4001 0x0
jump 0x801289

#org 0x801289
compare 0x4001 0x0
if == call compare1
compare 0x4001 0x1...
...
...

#org compare1
applymovement 0x(Misty's event number) move1
pauseevent 0x0
return



If you want, you can even make the "!" appear over her head to make it more realistic.

If you ever need help, you can also always check out how Gamefreak did it. That's usually a big help for me, because you know the script works. (Except with paymoney, which shows up differently in PKSV than how it should)
  #5897    
Old July 20th, 2011 (09:34 AM).
Darklugia13's Avatar
Darklugia13 Darklugia13 is offline
 
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Gender: Male
Posts: 7
Quote originally posted by hinkage:
You need to create scriptboxes that set vars, then jump to the offset where the script you wrote is located.

In that script you must compare which var has been set, to use the correct movement data.

So it might look something like this for the first scriptbox:

Spoiler:

#org start
setvar 0x4001 0x0
jump 0x801289

#org 0x801289
compare 0x4001 0x0
if == jump compare1
compare 0x4001 0x1...

etc.


If you want, you can even make the "!" appear over her head to make it more realistic.
Wait...Im confused...How do i do that? (im a beginner)
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  #5898    
Old July 20th, 2011 (10:02 AM). Edited July 20th, 2011 by hinkage.
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hinkage hinkage is offline
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Quote originally posted by Darklugia13:
Wait...Im confused...How do i do that? (im a beginner)
Spoiler:
Create a scriptbox.
Find any offset you want.
Put it in the scriptbox's "offset" window

Open the script.
Type in:

setvar 0x4001 0x0
jump *Misty's script offset number*

Now, in Misty's script, type:
compare 0x4001 0x0 'This checks to see if the var has been set
if == call compare1 'If it has, call #org compare1. If not, it continues on:
release
end

Now, in #org compare1:
applymovement 0x*Misty's event number* 'Moves Misty's sprite however which way you want.
pauseevent 0x0 ' Waits until movement data finishes.
return 'Returns to the line AFTER that line says "if == call compare1"

So here's your layout, in English:

1. Set variable 0x4001 0x0 (setvar 0x4001 0x0)
2. Go to Misty's org. (jump)
3. Compare which variable has been set.
4. Has 0x4001 0x0 been set? (compare 0x4001 0x0)
5. Yes -> go to #org compare1 and do everything there, then come back (if == call compare1)
6. No -> let the player move, then end the script (release, end)
7. Now we're done with compare1, so come back (return)
8. Let the player move (release)
9. End the script (end)


Hope that helps. It's hard to get any simpler, and there are tutorials for scripting, too.
  #5899    
Old July 21st, 2011 (05:44 AM).
Buizel‫‬ ‪‫‬ ‫‬ ‪‫‬ ‫‬ ‪‫‬ Buizel‫‬ ‪‫‬ ‫‬ ‪‫‬ ‫‬ ‪‫‬ is offline
 
Join Date: Jul 2011
Gender: Female
Posts: 1
I have three questions about XSE:

1. Is there a command that allows us to remove a Pokémon from the player's party?
2. Is there a "delay" command that produces a small delay between one command and the next?
3. Is there a msgbox type that displays a message box while the player is doing other actions (such as moving) and the message box doesn't go away until the moving command(s) or whatever have finished?
  #5900    
Old July 21st, 2011 (06:05 AM).
metapod23's Avatar
metapod23 metapod23 is offline
Hardened Trainer
 
Join Date: Mar 2009
Gender: Male
Nature: Timid
Posts: 673
Quote originally posted by Buizel‫‬ ‪‫‬ ‫‬ ‪‫‬ ‫‬ ‪‫‬:
I have three questions about XSE:

1. Is there a command that allows us to remove a Pokémon from the player's party?
No, but you can use insert the ASM code written by HackMew with a Hex Editor and use the callasm command. Here's a tutorial for writing the script:

http://www.pokecommunity.com/showthread.php?t=210016

Quote:
2. Is there a "delay" command that produces a small delay between one command and the next?
The command pause can cause a delay for any amount of time (just put any number from 0x1 to 0xff after it).

Quote:
3. Is there a msgbox type that displays a message box while the player is doing other actions (such as moving) and the message box doesn't go away until the moving command(s) or whatever have finished?
Use msg_keepopen. When everything is completed that you want to be completed (after all the waitmovement commands in the script) just insert the command closeonkeypress - the message box should stay open in between.
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