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  #6051    
Old August 23rd, 2011, 07:59 AM
Trodx's Avatar
Trodx
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Quote:
Originally Posted by metapod23 View Post
Changes in bold. 0xff is the player's #.

Also, if it's a script you're stepping on, you should just change the variable # to something other than 0 rather than use flag 300 (or any flag). If the var # for the script is 4050, in the script where you set flag 300, put setvar 0x4050 0x1 instead. Then you can just put the script @ 0x71DB43 as the offset for the script and erase the script at 0x71DB38.

Thank you, that solved the problem and I also found that when i deleted the release line at 0x71DB38 the script worked..I don't know why that is.

By the way, does anyone know what Error 13 (#define mismatch) in XSE is about, my script looks normal as usual but for some reason xse doesn't want to compile the msgbox part of this script

Spoiler:
#dynamic 0x71D8B6
#org @start
lock
faceplayer
msgbox 0x4 @talk (line in question)
setflag 0x299
release
end

#org @talk
= Hi\pmy name is marcus.

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Last edited by Trodx; August 23rd, 2011 at 09:55 AM.
  #6052    
Old August 23rd, 2011, 10:22 AM
Quickster's Avatar
Quickster
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Join Date: Oct 2007
Gender: Male
Nature: Quiet
Quote:
Originally Posted by Trodx View Post
Thank you, that solved the problem and I also found that when i deleted the release line at 0x71DB38 the script worked..I don't know why that is.

By the way, does anyone know what Error 13 (#define mismatch) in XSE is about, my script looks normal as usual but for some reason xse doesn't want to compile the msgbox part of this script

Spoiler:
#dynamic 0x71D8B6
#org @start
lock
faceplayer
msgbox 0x4 @talk (line in question)
setflag 0x299
release
end

#org @talk
= Hi\pmy name is marcus.

Thats just a simple mistake, it should be msgbox @talk 0x4. You just mixed them up. :p
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But sometimes I want to come back to it...

  #6053    
Old August 23rd, 2011, 10:26 AM
PastaPen
Beginning Trainer
 
Join Date: Oct 2008
Hi, I need this script to start as soon as the player spawns, as the script is on the tile where the player spawns, but it won't work unless you move off the tile, then move back on it.

Here's the script.
Spoiler:
#dynamic 0x0026D51C
#org @start
lock
checkflag 0x8C3
if 0x1 goto @done
msgbox @1 0x6
setflag 0x8C3
release
end

#org @1
= \v\h01! You've got to wake up!\nThere's been an accident!\pCome downstairs!

#org @done
release
end
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  #6054    
Old August 23rd, 2011, 12:47 PM
RetroRoller's Avatar
RetroRoller
Pop-Punk Pizza Party
 
Join Date: Jun 2011
Location: England
Gender: Male
Nature: Jolly
How can I change the colour of text in the message Mid-Text in PKSV?
I'm using FireRed ROM.

The script also doesn't work when I step on it, the game just freezes.

Code:
Spoiler:

#dyn 0x740000
#org @start
lock
checkflag 0x083C
if 0x1 goto @complete
message @line
setflag 0x083C
release
end

#org @line
= Oh, hi \v\h01.\nCome take your seat.

#org @complete
release
end

Last edited by RetroRoller; August 23rd, 2011 at 12:54 PM.
  #6055    
Old August 23rd, 2011, 07:58 PM
Trodx's Avatar
Trodx
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Nature: Lax
Quote:
Originally Posted by Quickster View Post
Thats just a simple mistake, it should be msgbox @talk 0x4. You just mixed them up. :p
Damn it, such a trivial mistake -___-

thanks a lot man!
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  #6056    
Old August 23rd, 2011, 11:24 PM
Truality
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Quote:
Originally Posted by Firaaz View Post
Hi, I need this script to start as soon as the player spawns, as the script is on the tile where the player spawns, but it won't work unless you move off the tile, then move back on it.

Here's the script.
Spoiler:
#dynamic 0x0026D51C
#org @start
lock
checkflag 0x8C3
if 0x1 goto @done
msgbox @1 0x6
setflag 0x8C3
release
end

#org @1
= \v\h01! You've got to wake up!\nThere's been an accident!\pCome downstairs!

#org @done
release
end
Putting it on the tile where the Player spawns won't do it. You either need to make it a level script, or use it on a tile where the Player is forced to walk on. (the tile before the warp on the stairs is a good example)

By the way, setting flags isn't the recommended way of deactivating tile scripts. Use variables instead:
  • The script tile on A-Map has a value on the right: Variable number. Put a variable of your preference there and keep the value at 0.
  • Somewhere along the script that you are about to compile, put a setvar 0x(yourvariablehere) 0x1
  • After you play the script once, it won't activate again unless you set this variable again to 0.
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  #6057    
Old August 24th, 2011, 05:18 AM
PastaPen
Beginning Trainer
 
Join Date: Oct 2008
Quote:
Originally Posted by Truality View Post
Putting it on the tile where the Player spawns won't do it. You either need to make it a level script, or use it on a tile where the Player is forced to walk on. (the tile before the warp on the stairs is a good example)

By the way, setting flags isn't the recommended way of deactivating tile scripts. Use variables instead:
  • The script tile on A-Map has a value on the right: Variable number. Put a variable of your preference there and keep the value at 0.
  • Somewhere along the script that you are about to compile, put a setvar 0x(yourvariablehere) 0x1
  • After you play the script once, it won't activate again unless you set this variable again to 0.
Ah, thank you for such a lengthy, helpful answer. As I think level scripts are a bit out of my depth, I shall probably put it on the tile before the stairs. Thank you for the help.

Uh, problem. My script refuses to work if I put a setvar in there, and will only work if I change the value AND number to 0001. Any idea why?
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Last edited by PastaPen; August 24th, 2011 at 06:01 AM.
  #6058    
Old August 24th, 2011, 07:31 AM
Trodx's Avatar
Trodx
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Join Date: Jul 2007
Gender: Male
Nature: Lax
Problem: I rewrote a previously compiled script by me and pressed compile. But when I close and reopen the script it reverts back to normal. Any Ideas? I always decompile it before rewriting.

XSE 1.1.1
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  #6059    
Old August 24th, 2011, 03:11 PM
Timmydoop's Avatar
Timmydoop
Expert Trainer
 
Join Date: May 2009
Location: Ohio
Gender: Male
Nature: Docile
Since this is not a Pokescript.. I'll just ask anyways how do you make a script like.

I have two items pick which hand you want your Item from
then it comes up like yes and no does but it says left hand and right hand
If you pick one you get one of the items and if you pick the other one you get the other item
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  #6060    
Old August 25th, 2011, 12:17 AM
Truality
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Quote:
Originally Posted by Firaaz View Post
Uh, problem. My script refuses to work if I put a setvar in there, and will only work if I change the value AND number to 0001. Any idea why?
Oops, my bad. Forgot to tell you that you need to set 'Unknown' to 0003, in the value above 'Var number'. No, don't change the 'Var value' to 1.
Quote:
Originally Posted by Trodx View Post
Problem: I rewrote a previously compiled script by me and pressed compile. But when I close and reopen the script it reverts back to normal. Any Ideas? I always decompile it before rewriting.

XSE 1.1.1
If you're trying to overwrite (not rewrite) pointers in a compiled script then it won't work, iirc.
Quote:
Originally Posted by Timmydoop View Post
Since this is not a Pokescript.. I'll just ask anyways how do you make a script like.

I have two items pick which hand you want your Item from
then it comes up like yes and no does but it says left hand and right hand
If you pick one you get one of the items and if you pick the other one you get the other item
Well, what you need to change here is the Multibox. There is a multichoice for FRLG and Emerald that has 'Left/right' in it and it's multichoice 0x1D. In RS it's multichoice 0x36.
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  #6061    
Old August 25th, 2011, 04:07 AM
PastaPen
Beginning Trainer
 
Join Date: Oct 2008
Quote:
Originally Posted by Truality View Post
Oops, my bad. Forgot to tell you that you need to set 'Unknown' to 0003, in the value above 'Var number'. No, don't change the 'Var value' to 1.
Ah, I appreciate the help, but it's still not working... Here's my script and image of my settings. Apologies for it being compiled, I couldn't find the decompiled version.
Spoiler:
'---------------
#org 0x2DD100
lock
msgbox 0x82DD123 MSG_NORMAL '"[player]!\nYou're finally awake!\p..."
applymovement 0x1 0x82DD166
msgbox 0x82DD16B MSG_NORMAL '"Here!\n Take these running shoes!"
setflag 0x82F
setvar 0x82 0x1
release
end


'---------
' Strings
'---------
#org 0x2DD123
= [player]!\nYou're finally awake!\pThere's been a bit of an\naccident.

#org 0x2DD16B
= Here!\n Take these running shoes!


'-----------
' Movements
'-----------
#org 0x2DD166
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements


Spoiler:


I've also tried changing the 0x82 to 0x0082 in the script. Nothing changed.

Edit : Never mind, I got it. The variable was too small, so I changed it to 8009 and now it works. Thanks for the help. :D
__________________

Last edited by PastaPen; August 25th, 2011 at 04:14 AM.
  #6062    
Old August 25th, 2011, 04:22 AM
Truality
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^ Well yeah, don't use variables below 5000. It's unsafe, as far as I recall.
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  #6063    
Old August 25th, 2011, 05:07 AM
PastaPen
Beginning Trainer
 
Join Date: Oct 2008
Quote:
Originally Posted by Truality View Post
^ Well yeah, don't use variables below 5000. It's unsafe, as far as I recall.
I see. One last question, is there a specific way to see how many bytes a script will take up?
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  #6064    
Old August 25th, 2011, 05:18 AM
Truality
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Quote:
Originally Posted by Firaaz View Post
I see. One last question, is there a specific way to see how many bytes a script will take up?
There's no quick way to find out, I think you have to calculate. XSE has a command index (press F1 to browse it) which explains how many bytes each command takes up. Oh, and here's a nice tutorial on bits/bytes and the lot.
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  #6065    
Old August 25th, 2011, 05:41 AM
PastaPen
Beginning Trainer
 
Join Date: Oct 2008
Quote:
Originally Posted by Truality View Post
There's no quick way to find out, I think you have to calculate. XSE has a command index (press F1 to browse it) which explains how many bytes each command takes up. Oh, and here's a nice tutorial on bits/bytes and the lot.
Ah, thanks a lot then, all the help's appreciated.
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  #6066    
Old August 25th, 2011, 01:21 PM
Trodx's Avatar
Trodx
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Join Date: Jul 2007
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Nature: Lax
Quote:
Originally Posted by Truality View Post
If you're trying to overwrite (not rewrite) pointers in a compiled script then it won't work, iirc.

So there is nothing I can do to recover the lost space?
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  #6067    
Old August 25th, 2011, 02:20 PM
Sainttimmy
Beginning Trainer
 
Join Date: Aug 2011
Gender: Male
hey guys im editing the text and other stuff using xse with advanced map. i have a problem though in the part where oak gives you the pokedex and stuff theres an error even on the original script and idk why its on line 166 and 714 is says error 13 type mismatch on line 166 missing #define or parameter line: giveitem2 0x4 0x5 0x101 heres the script
msgbox 0x818E612 '"OAK: You can't get detailed data\no..."
callstd 0x4
additem 0x4 0x5
msgbox 0x818E6B3 '"[player] received five POKé BALLS."
giveitem2 0x4 0x5 0x101
msgbox 0x818E6D0 '"When a wild POKéMON appears,\nit's ..."
callstd 0x4
setvar 0x8004 0x0
setvar 0x8005 0x1
special 0x173
plz help im new to this stuff and it shouldnt happen because its the original script
  #6068    
Old August 25th, 2011, 03:05 PM
DavidJCobb
RESIDENT RAAAAAAAAAAAAGEMASTER
 
Join Date: Jul 2010
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Quote:
Originally Posted by Truality View Post
^ Well yeah, don't use variables below 5000. It's unsafe, as far as I recall.
Variables over 5000 are unsafe because they overwrite other portions of savedata. And variables under 4000 share RAM with flags.
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  #6069    
Old August 25th, 2011, 05:50 PM
metapod23's Avatar
metapod23
Hardened Trainer
 
Join Date: Mar 2009
Gender: Male
Nature: Timid
Quote:
Originally Posted by Trodx View Post
So there is nothing I can do to recover the lost space?
#remove will erase any script at the offset you place and turn it back into free space. Just write:

Code:
#remove 0x(offset of script)
save and compile.

Then just use #dynamic again when rewriting to make sure you find a location with enough free space for the rewritten script.
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  #6070    
Old August 25th, 2011, 06:20 PM
niven's Avatar
niven
Leader of Team LegendaryTrio
 
Join Date: Jul 2011
Location: Where I'm sittin'
Age: 16
Gender: Male
Nature: Brave
I tested a script, and it's messed up. My game freezes everytime i step on the position of the script box.

here it is:
Spoiler:
#org $script
jingle
checkgender
compare 0x800D 0x0000
if 0x01 goto $boy
compare 0x800D 0x0001
if 0x01 goto $girl
release
end

#org $boy
clearflag 0x1505
clearflag 0x1506
clearflag 0x1507
showsprite 9
applymovement 9 $oakmove
$oakmove 1 ; #binary 0x10 0x10 0x10 0x10 0x10 0x10 0x12 0xFE
pausemove 0
applymovement 9 $oakmove12
$oakmove12 1 ; #binary 0x10 0x12 0x12 0x12 0x12 0x12 0x12 0x12 0x12 0x62 0xFE
pausemove 0
applymovement 0xFF $move
$move 1 ; #binary 0x03 0x62 0xFE
pausemove 0
message $oak
$oak 1 = Hello \v\h01, Long time \nno see. \pAn old friend of mine named \nAsh Ketchum,who's very much \plike you,gave me his favorite \n pokemon because he's \pquitting being a trainer to \nbecome a pkmn researcher, \plike myself.
boxset 6
showsprite 8
applymovement 8 $garymove
$garymove 1 ; #binary 0x12 0x12 0x12 0x12 0x12 0x12 0x12 0x12 0x11 0x12 0x12 0x04 0xFE
pausemove 0
showsprite 7
applymovement 7 $brendonmove
$brendonmove 1 ; #binary 0x13 0x13 0x13 0x13 0x13 0x13 0x13 0xFE
pausemove 0
message $oak1
$oak1 1 = Ahhhhh, Brendon, \v\h06, \nyou're here. \p \v\h06: Why are we here? \pBrendon: Yeah, why are we \nhere? \pOAK: You're here because, \nI'm going to give one of you, \p a very special and STRONG \npokemon. \p \v\h01, you,gary or \nbrendon will get this pokemon. \pTo decide who get's it, \nyou'll have a small tourney. \pFirst, Gary and brendon will \nbattle and the winner will \pface you. \pYou're gonna be in the finals \n since \v\h06 and brendon \phave never defeated you in \nbattle. \pThe winner of the tourney \nwill recieve that pokemon \pand two mystery prizes that \ni haven't told you about yet.
boxset 6
applymovement 7 $bmove
$bmove 1 ; #binary 0x12 0x12 0x11 0x03 0xFE
pausemove 0
applymovement 8 $gmove
$gmove 1 ; #binary 0x13 0x13 0x13 0x02 0xFE
pausemove 0
applymovement 9 $omove
$omove 1 ; #binary 0x01 0xFE
applymovement 0xFF $omove
pausemove 0
message $battle
$battle 1 = \v\h06: Ready to lose \nbrendon? \pBrendon:Don't get to cocky. \pOAK:Let the battle ... \pBEGIN!
boxset 6
setflag 0x1505
setflag 0x1506
setflag 0x1507
setvar 0x6003 0x0001
goto $GBbattle90
release
end

#org $GBbattle90
applymovement 8 $gbattle234
$gbattle234 1 ; #binary 0x54 0x54 0xFE
pausemove 0
applymovement 7 $bbattle
$bbattle 1 ; #binary 0x55 0x55 0xFE
pausemove 0sa
applymovement 8 $gbattle1
$gbattle1 1 ; #binary 0x54 0x54 0x54 0xFE
pausemove 0
applymovement 7 $bbattle1
$bbattle1 1 ; #binary 0x55 0x55 0x55 0xFE
pausemove 0
applymovement 8 $gbattle2
$gbattle2 1 ; #binary 0x54 0xFE
pausemove 0
applymovement 7 $bbattle2
$bbattle2 1 ; #binary 0x55 0xFE
pausemove 0
message $bbb
$bbb 1 = Brendon: GO Rayquaza! \p \v\h06:Noooooooooooooo!
boxset 6
applymovement 8 $gbattle3
$gbattle3 1 ; #binary 0x51 0xFE
pausemove 0
goto $ready1
release
end

#org $ready1
applymovement 8 $defeat
$defeat 1 ; #binary 0x10 0x12 0x12 0xFE
pausemove 0
applymovement 0xFF $turnurnurn
$turnurnurn 1 ; 0x03 0xFE
pausemove 0
message $bsttle
$bsttle 1 = \v\h01: My turn. \pBrendon:I hope you're tougher \n than \v\h06. \p \v\h01:Don't worry. \pI am!
boxset 6
applymovement 0xFF $bsttle2
$bsttle2 1 ; #binary 0x11 0x13 0x13 0x13 0xFE
pausemove 0
goto $back
release
end

#org $back
trainerbattle 0x01 0x47 $see $win $further
$see 1 = Oak: \v\h01, Brendon, \nyou ready? \pO.K., then let this battle \p BEGIN!
$win 1 = Brendon: How is that possible? \p \v\h01, You beat my 6 \nlegendary pokemon! \pI knew you got better, but \nthat's just insane.
message $after
$after 1 = Oak: here you go.
boxset 6
release
end

#org $further
applymovement 9 $poke
$poke 1 ; #binary 0x11 0x13 0xFE
pausemove 0
message $after
boxset 6
givepokemon 25 88 0xCA
fanfare 0x13E
message $poke!
$poke! 1 = \v\h01 received a Pikachu \nfrom Prof. Oak!
boxset 4
waitfanfare
goto $bonus
release
end

#org $bonus
message $bonus1
$bonus1 1 = OAK:Now for your bonus gifts! \pTheir both pokemon.
boxset 6
givepokemon 232 85 0x00
fanfare 0x13E
message $poke!2
$poke!2 1 = \v\h01 received a Donphan \nfrom Prof. Oak!
boxset 4
waitfanfare
givepokemon 279 87 0x00
fanfare 0x13E
message $poke!3
$poke!3 1 = \v\h01 received a Sceptile \nfrom Prof. Oak!
boxset 4
waitfanfare
message $buhbye
$buhbye 1 = Brendon:I got to get back \nto Hoenn . \p \v\h06:I have to get back \nto the Indigo plateau. \p OAK:I need to continue my \nresearch at my lab in Pallet. \pOak, Brendon, and \v\h06: Cya!
boxset 6
goto $end
release
end

#org $end
fadescreen 1
removesprite 8
removesprite 9
removesprite 7
removesprite 10
pause 0x20
fadescreen 0
release
end

#org $girl
clearflag 0x1505
clearflag 0x1506
clearflag 0x1508
showsprite 9
applymovement 9 $oakmove8
applymovement 9 $oakmove88
$oakmove8 1 ; #binary 0x10 0x10 0x10 0x10 0x10 0x10 0x12 0x10 0x12 0xFE
$oakmove88 1 ; #binary 0x12 0x12 0x12 0x12 0x12 0x12 0x12 0x62 0xFE
pausemove 0
applymovement 0xFF $move8
$move8 1 ; #binary 0x03 0x62 0xFE
pausemove 0
message $oak8
$oak8 1 = Hello \v\h01, Long time \nno see. \pAn old friend of mine named \nMisty, gave me her favorite \ppokemon because she's \nquitting being a trainer to \pbecome a pkmn researcher, \nlike myself.
boxset 6
showsprite 8
applymovement 8 $garymove8
$garymove8 1 ; #binary 0x12 0x12 0x12 0x12 0x12 0x12 0x12 0x12 0x11 0x12 0x12 0x04 0xFE
pausemove 0
showsprite 10
applymovement 10 $maymove
$maymove 1 ; #binary 0x13 0x11 0x13 0x13 0x13 0x13 0x13 0x13 0xFE
pausemove 0
message $oak18
$oak18 1 = Ahhhhh, May, \v\h06, \nyou're here. \p \v\h06: Why are we here? \pMay: Yeah, why are we here? \pOAK: You're here because, \nI'm going to give one of you, \p a very special and STRONG \npokemon. \p \v\h01, you,gary or May \nwill get this pokemon. \pTo decide who get's it, you'll \nhave a small tourney. \pFirst, Gary and May will \nbattle and the winner will \pface \v\h01. \p\v\h01 is gonna be in the \nfinals since \v\h06 and May \phave never defeated \v\h01 in \nbattle. \pThe winner of the tourney \nwill recieve that pokemon \pand two mystery prizes that \ni haven't told you about yet.
boxset 6
applymovement 10 $mmove
$mmove 1 ; #binary 0x12 0x12 0x11 0x03 0xFE
pausemove 0
applymovement 8 $gmove8
$gmove8 1 ; #binary 0x13 0x13 0x13 0x02 0xFE
pausemove 0
applymovement 9 $omove8
$omove8 1 ; #binary 0x01 0xFE
applymovement 0xFF $omove8
pausemove 0
message $battle8
$battle8 1 = \v\h06: Ready to lose May? \pMay:Don't get to cocky. \pOAK:Let the battle ... \pBEGIN!
boxset 6
setflag 0x1505
setflag 0x1506
setflag 0x1508
setvar 0x6003 0x0001
goto $GMbattlehhh
release
end

#org $GMbattlehhh
applymovement 8 $gbattle8
$gbattle8 1 ; #binary 0x54 0x54 0xFE
pausemove 0
applymovement 10 $mbattle
$mbattle 1 ; #binary 0x55 0x55 0xFE
pausemove 0
applymovement 8 $gbattle18
$gbattle18 1 ; #binary 0x54 0x54 0x54 0xFE
pausemove 0
applymovement 10 $mbattle1
$mbattle1 1 ; #binary 0x55 0x55 0x55 0xFE
pausemove 0
applymovement 8 $gbattle28
$gbattle28 1 ; #binary 0x54 0xFE
pausemove 0
applymovement 10 $mbattle2
$mbattle2 1 ; #binary 0x55 0xFE
pausemove 0
message $bbb8
$bbb8 1 = May: GO Mewtwo! \p \v\h06:Noooooooooooooo!
boxset 6
applymovement 8 $gbattle38
$gbattle38 1 ; #binary 0x51 0xFE
pausemove 0
goto $ready
release
end

#org $ready
applymovement 8 $defeat62
$defeat62 1 ; #binary 0x10 0x12 0x12 0x62 0xFE
pausemove 0
message $bsttle8
$bsttle8 1 = \v\h01: My turn. \pBrendon:I hope you're \ntougher than \v\h06. \p \v\h01:Don't worry. \pI am!
boxset 6
applymovement 0xFF $bsttle28
$bsttle28 1 ; #binary 0x11 0x13 0x13 0x13 0xFE
pausemove 0
goto $back1
release
end

#org $back1
trainerbattle 0x01 0x48 $see8 $win8 $further8
$see8 1 = Oak: \v\h01, May, you ready? \pO.K., then let this battle \p BEGIN!
$win8 1 = How is that possible? \p \v\h01, You beat my 6 \nlegendary pokemon! \pI knew you were good, but \nthat's just insane!
message $after8
$after8 1 = Oak: here you go.
boxset 6
release
end

#org $further8
applymovement 9 $poke11
$poke11 1 ; #binary 0x11 0x13 0xFE
pausemove 0
message $after
boxset 6
givepokemon 121 88 0xCA
fanfare 0x13E
message $poke!6
$poke!6 1 = \v\h01 received a Starmie \nfrom Prof. Oak!
boxset 4
waitfanfare
goto $bonus8
release
end

#org $bonus8
message $bonus18
$bonus18 1 = OAK:Now for your bonus gifts! \pTheir both pokemon.
boxset 6
givepokemon 186 85 0x00
fanfare 0x13E
message $poke!28
$poke!28 1 = \v\h01 received a Politoed \nfrom Prof. Oak!
boxset 4
waitfanfare
givepokemon 130 87 0x00
fanfare 0x13E
message $poke!31
$poke!31 1 = \v\h01 received a Gyrados \nfrom Prof. Oak!
boxset 4
waitfanfare
message $buhbye8
$buhbye8 1 = May:I got to get back to \nHoenn. \p \v\h06:I have to get back \nto the Indigo plateau. \p OAK:I need to continue my \nresearch at my lab in Pallet. \pOak, May, and \v\h06: Cya!
boxset 6
goto $end
release
end



I use POKESCRIPT NOT XSE
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  #6071    
Old August 25th, 2011, 07:49 PM
shinyabsol1's Avatar
shinyabsol1
Pokemon DarkJasper!?
 
Join Date: Aug 2010
Gender: Male
Nature: Calm
Is there a way I can warp like the warphole command, but without the I've-just-fallen-in-a-hole affect? Basically, I want to be able to warp (with the effect of a regular warp) so that I don't have to specify the x,y coordinates of where I want to go, and I warp to the same x,y position (of where I was standing when I warped) on another map.

Any help appreciated.
  #6072    
Old August 25th, 2011, 08:53 PM
Trodx's Avatar
Trodx
That Guy Behind You
 
Join Date: Jul 2007
Gender: Male
Nature: Lax
Quote:
Originally Posted by metapod23 View Post
#remove will erase any script at the offset you place and turn it back into free space. Just write:

Code:
#remove 0x(offset of script)
save and compile.

Then just use #dynamic again when rewriting to make sure you find a location with enough free space for the rewritten script.
you are a god, thanks again
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  #6073    
Old August 25th, 2011, 10:35 PM
DavidJCobb
RESIDENT RAAAAAAAAAAAAGEMASTER
 
Join Date: Jul 2010
Gender: Male
Nature: Lonely
Quote:
Originally Posted by shinyabsol1 View Post
Is there a way I can warp like the warphole command, but without the I've-just-fallen-in-a-hole affect? Basically, I want to be able to warp (with the effect of a regular warp) so that I don't have to specify the x,y coordinates of where I want to go, and I warp to the same x,y position (of where I was standing when I warped) on another map.

Any help appreciated.
In other words, warp from (X,Y) on Map A to (X,Y) on Map B?

Hm... To the best of my knowledge, the "warp" command doesn't take variables. So what you'd need to do is store the X and Y into variables using getplayerpos, and then use a dynamically-compiled script containing a warp command so that you can "inject" those variables' values into the command. It's a complicated technique (but easy to use, once you wrap your head around it) that one of the links in my sig explains.
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  #6074    
Old August 26th, 2011, 02:47 AM
Truality
Left for good
 
Join Date: Aug 2011
Gender: Male
Send a message via Windows Live Messenger to Truality Send a message via Skype™ to Truality
Quote:
Originally Posted by DavidJCobb View Post
Variables over 5000 are unsafe because they overwrite other portions of savedata. And variables under 4000 share RAM with flags.
Oh, my bad, wrong clarification. Variables between 4000 and 5000, then, I guess.
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  #6075    
Old August 26th, 2011, 03:27 AM
metapod23's Avatar
metapod23
Hardened Trainer
 
Join Date: Mar 2009
Gender: Male
Nature: Timid
Quote:
Originally Posted by DavidJCobb View Post
In other words, warp from (X,Y) on Map A to (X,Y) on Map B?

Hm... To the best of my knowledge, the "warp" command doesn't take variables. So what you'd need to do is store the X and Y into variables using getplayerpos, and then use a dynamically-compiled script containing a warp command so that you can "inject" those variables' values into the command. It's a complicated technique (but easy to use, once you wrap your head around it) that one of the links in my sig explains.
Actually, the warp command does take variables. You'd just need to use getplayerpos and then replace the x and y locations in the warp command (warp, warpmuted, etc) with the variables you used.
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