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  #6451    
Old February 11th, 2012, 01:47 PM
destinedjagold's Avatar
destinedjagold
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Location: Philippines
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Quote:
Originally Posted by SasukeCat View Post
Game: Fire red
Type: Shiny wild battle
Editor: XSE
Script:
Spoiler:
#dynamic 0x800000

#org @start
lock
faceplayer
msgbox @cry 0x6
cry 0x6 0x0
wildbattle 0x82 0x28 0x00
fadescreen 0x1
fadescreen 0x0
hidesprite 0x800F
setflag 0x200
release
end

#cry @1
= Uaaaa!!!

I want to make gyardos to be shiny and i don't know how to do it.. I searched for 2 hours and nothing. Can anyone help?
For easy methods, use HackMew's Shinyzer tool.
And then, view this tutorial to know how it works.
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  #6452    
Old February 12th, 2012, 09:58 PM
AraShaun42
Unhatched Egg
 
Join Date: Feb 2012
Gender: Male
Hello, I have just a basic script attached to a script (as opposed to a person or signpost), that plays a message when you step on the space, The script is this (sorry, I dont know spoiler tags)

#org @start
'-----------------------------------
lock
message @Text1 0x06
release
end

#org @Text1
= Hello World!

However, when I step on that spot in the game, the lock command works, but I cant do anything else (the music still works), I tried doing the message differently or trying one of PKSV's in built script's but they didnt work, thank you

EDIT: Sorry, forgot to mention Im hacking the english version of Firered
  #6453    
Old February 12th, 2012, 10:04 PM
droomph's Avatar
droomph
mmm gurl that 90s
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Quote:
Originally Posted by AraShaun42 View Post
Hello, I have just a basic script attached to a script (as opposed to a person or signpost), that plays a message when you step on the space, The script is this (sorry, I dont know spoiler tags)

#org @start
'-----------------------------------
lock
message @Text1 0x06
release
end

#org @Text1
= Hello World!

However, when I step on that spot in the game, the lock command works, but I cant do anything else (the music still works), I tried doing the message differently or trying one of PKSV's in built script's but they didnt work, thank you

EDIT: Sorry, forgot to mention Im hacking the english version of Firered
Try faceplayer. Also, try a Person event instead. That's the only thing I see wrong.
__________________
did u no there r 21 letters in the alphabet
o i forgot 5
uraqt


  #6454    
Old February 12th, 2012, 10:08 PM
AraShaun42
Unhatched Egg
 
Join Date: Feb 2012
Gender: Male
Quote:
Originally Posted by droomph View Post
Try faceplayer. Also, try a Person event instead. That's the only thing I see wrong.

Ok, Ill try, can I easily get a player event to talk when I step on a space, I originally had a checkflag to see if I'd picked up my starter (an eevee) before I left my room, but when that didnt work I eventually cut it back to get basics working
  #6455    
Old February 13th, 2012, 07:25 PM
Crocky's Avatar
Crocky
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Join Date: Feb 2009
How would you make a Slot Machine script in emerald?
My default ones got messed up somehow and I don't know how to make a new one.
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  #6456    
Old February 13th, 2012, 08:00 PM
RicePigeonKKM's Avatar
RicePigeonKKM
Beginning Trainer
 
Join Date: Feb 2006
Nature: Rash
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Game: Fire Red
Type: Trigger
Editor: PKSV
Script:
Spoiler:
#dyn 0x740000
#org @start
lockall
sound 0x15
applymovement PLAYER @omgwtfbbq
pauseevent 0x0
call @ohnowut
releaseall
end

#org @ohnowut
textcolor RED
message @stop
showmsg
textcolor RED
message @intro
showmsg
textcolor BLUE
message @intro2
showmsg
trainerbattle 0x3 0x15f 0x0 @defeat
msgbox @afterwards
callstd MSG_NOCLOSE
return


#org @stop
= Stop right there!

#org @intro
= That fossil belongs to TEAM ROCKET!

#org @intro2
= Surrender now or prepare to fight!

#org @defeat
= A brat beat us?\pThe must be some mistake.

#org @afterwards
= Don't think this is the last time\nyou'll see us, twerp!\pTEAM ROCKET, blastoff at\nthe speed of light!

#org @omgwtfbbq
M say_! end

Essentially causes a series of text boxes to appear and then initiate a trainer battle. Instead, the game just freezes as soon as the trigger is stepped on while the music still plays.
  #6457    
Old February 13th, 2012, 08:19 PM
droomph's Avatar
droomph
mmm gurl that 90s
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Quote:
Originally Posted by RicePigeonKKM View Post
Game: Fire Red
Type: Trigger
Editor: PKSV
Script:
Spoiler:
Code:
#dyn 0x740000
#org @start
lockall
sound 0x15
applymovement PLAYER @omgwtfbbq
pauseevent 0x0
call @ohnowut
releaseall
end

#org @ohnowut
textcolor RED
message @stop
showmsg
textcolor RED
message @intro
showmsg
textcolor BLUE
message @intro2
showmsg
trainerbattle 0x3 0x15f 0x0 @defeat
msgbox @afterwards
callstd MSG_NOCLOSE
return


#org @stop
= Stop right there!

#org @intro
= That fossil belongs to TEAM ROCKET!

#org @intro2
= Surrender now or prepare to fight!

#org @defeat
= A brat beat us?\pThe must be some mistake.

#org @afterwards
= Don't think this is the last time\nyou'll see us, twerp!\pTEAM ROCKET, blastoff at\nthe speed of light!

#org @omgwtfbbq
M say_! end
Essentially causes a series of text boxes to appear and then initiate a trainer battle. Instead, the game just freezes as soon as the trigger is stepped on while the music still plays.
Number one, try using \p instead of multiple text boxes, and then use control codes to change the color.

Also, you are REQUIRED to put both @intro AND @defeat, so you might as well put the intro into the @intro part.
Quote:
Originally Posted by Crocky View Post
How would you make a Slot Machine script in emerald?
My default ones got messed up somehow and I don't know how to make a new one.
Default roulette:
Spoiler:
Code:
#org 0x82A5AB1
'-----------------------------------
checkitem COINCASE 1
compare LASTRESULT 0x0
if == jump 0x8210456 ' Equal To
setvar 0x8004 0x0
CMD_96 0x2
compare LASTRESULT 0x0
if == jump 0x82A5B0D ' Equal To
addvar 0x8004 0x80
jump 0x82A5B0D

#org 0x8210456
'-----------------------------------
msgbox 0x8210C2E ' You can't play if yo...
callstd MSG_NOCLOSE ' Non-closing message
releaseall
     ' Release commands close any open messages
end

#org 0x82A5B0D
'-----------------------------------
special 0xA5
waitspecial
end


#org 0x8210C2E
= You can't play if you don't have\na COIN CASE.
Default slot:
Spoiler:
Code:
#org 0x8210416
'-----------------------------------
lockall
checkitem COINCASE 1
compare LASTRESULT 0x0
if == jump 0x8210456 ' Equal To
setvar 0x8004 0xA
special2 LASTRESULT 0x120
fakecallstd 0xD
storeitem 0x6B 0x6902
checkitem COINCASE 1
compare LASTRESULT 0x0
if == jump 0x8210456 ' Equal To
setvar 0x8004 0xB
special2 LASTRESULT 0x120
fakecallstd 0xD
storeitem 0x6B 0xF02
nop0 ' #raw 0x0
resetvars
#raw 0xC
compare 0x908 0x6B04
end

#org 0x8210456
'-----------------------------------
msgbox 0x8210C2E ' You can't play if yo...
callstd MSG_NOCLOSE ' Non-closing message
releaseall
     ' Release commands close any open messages
end


#org 0x8210C2E
= You can't play if you don't have\na COIN CASE.
__________________
did u no there r 21 letters in the alphabet
o i forgot 5
uraqt



Last edited by droomph; February 13th, 2012 at 08:27 PM.
  #6458    
Old February 14th, 2012, 08:49 AM
wierddude22's Avatar
wierddude22
New hacker
 
Join Date: Aug 2011
Location: My house
Age: 18
Gender: Male
Nature: Jolly
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Me again, I have adjusted my script again and it is almost working

Spoiler:
#dynamic 0x800000

#org @start
lock
checkflag 0x200
if 0x0 goto @ground
if 0x1 goto @carry
release
end

#org @ground
msgbox @1 0x6
applymovement 0xFF @get
setflag 0x201
waitmovement 0x0
release
end

#org @carry
release
end

#org @1
= \c\h01\h04\Don't go out.\nYour grounded remember

#org @get
#raw 0xD 0xFE


It makes you step back but the message box doesn't even appear, do i have to use a different type of message box?
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Last edited by wierddude22; February 14th, 2012 at 08:58 AM.
  #6459    
Old February 14th, 2012, 11:43 AM
MSP24
Beginning Trainer
 
Join Date: Feb 2010
Gender: Male
hi im new here, ma question is, how you gonn
make an event [in this case a person] to hide without to use a script before it hides?
  #6460    
Old February 14th, 2012, 02:55 PM
destinedjagold's Avatar
destinedjagold
Oh Hai Thar~ 'ω'
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Join Date: May 2007
Location: Philippines
Gender: Male
Nature: Careful
Quote:
Originally Posted by wierddude22 View Post
Me again, I have adjusted my script again and it is almost working

Spoiler:
#dynamic 0x800000

#org @start
lock
checkflag 0x200
if 0x0 goto @ground
if 0x1 goto @carry
release
end

#org @ground
msgbox @1 0x6
applymovement 0xFF @get
setflag 0x201
waitmovement 0x0

release
end

#org @carry
release
end

#org @1
= \c\h01\h04\Don't go out.\nYour grounded remember

#org @get
#raw 0xD 0xFE


It makes you step back but the message box doesn't even appear, do i have to use a different type of message box?
the command waitmovement should follow after the applymovement command.
That's the only thing I spotted wrong.
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  #6461    
Old February 14th, 2012, 05:28 PM
Toon Link's Avatar
Toon Link
POKEMON TRAINER
 
Join Date: May 2009
Whats good Pokecommunity
Im hacking emerald and for some reason, the battle is working fine but I cant get the NPC to say anything after I defeat it
Here is my script
Quote:
#dynamic 0x800000

#org @start
trainerbattle 0x0 0x01A 0x0 @before @after
msgbox @beaten 0x6
release
end

#org @before
= You can't pass!\pBoss ARIANA said no one can!

#org @after
= Urrf...\pStay out of TEAM ROCKET's way!

#org @beaten
= I shouldn't worry.\pThe boss will finish you off\nsoon enough.
  #6462    
Old February 14th, 2012, 05:35 PM
Echidna's Avatar
Echidna
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Location: Vaniville Town
Age: 20
Gender: Male
Nature: Brave
Quote:
Originally Posted by Toon Link View Post
Whats good Pokecommunity
Im hacking emerald and for some reason, the battle is working fine but I cant get the NPC to say anything after I defeat it
Here is my script
Easy fix! You used a normal battle command. That way, the NPC will only say what you're placed under the @beaten tag, once you talk to him again after the battle. To make it automated(as in he talks to you directly after the battle), you need to replace the 0x0 parameter after the trainerbattle command, with a 0x1, therefor changing the battle to a special battle. You will then add the @beaten extension to that very command, instead of making it its own command.

Doing this however, you've added a new script parameter to the battle command, but not a text parameter. Under the script parameter, enter a message command, and you're good. It will look like so:

Quote:
#dynamic 0x800000

#org @start
trainerbattle 0x1 0x01A 0x0 @before @after @beaten
release
end

#org @before
= You can't pass!\pBoss ARIANA said no one can!

#org @after
= Urrf...\pStay out of TEAM ROCKET's way!

#org @beaten
msgbox @beaten11 0x6
release
end

#org @beaten11
= I shouldn't worry.\pThe boss will finish you off\nsoon enough.
Try that!
__________________






  #6463    
Old February 14th, 2012, 07:00 PM
Toon Link's Avatar
Toon Link
POKEMON TRAINER
 
Join Date: May 2009
Quote:
Originally Posted by PEDRO12 View Post


Easy fix! You used a normal battle command. That way, the NPC will only say what you're placed under the @beaten tag, once you talk to him again after the battle. To make it automated(as in he talks to you directly after the battle), you need to replace the 0x0 parameter after the trainerbattle command, with a 0x1, therefor changing the battle to a special battle. You will then add the @beaten extension to that very command, instead of making it its own command.

Doing this however, you've added a new script parameter to the battle command, but not a text parameter. Under the script parameter, enter a message command, and you're good. It will look like so:



Try that!
Sorry I think I explained it wrongly.
Its a normal trainer battle, and you know how after you defeat a trainer you can talk to them on the worldmap and they will say something right?
Like "Oh you did good and next time ill beat you" or something like that. When I talk to the NPC on the world map after the battle, it doesn't show the text at all, you just hear a clicking sound.

Thanks for your help anyway :D
  #6464    
Old February 14th, 2012, 07:48 PM
droomph's Avatar
droomph
mmm gurl that 90s
Community Supporter
 
Join Date: Sep 2011
Location: bar'jách
Age: 17
Gender: Male
Nature: Impish
Quote:
Originally Posted by Toon Link View Post
Sorry I think I explained it wrongly.
Its a normal trainer battle, and you know how after you defeat a trainer you can talk to them on the worldmap and they will say something right?
Like "Oh you did good and next time ill beat you" or something like that. When I talk to the NPC on the world map after the battle, it doesn't show the text at all, you just hear a clicking sound.

Thanks for your help anyway :D
Try adding a seperate msgbox after the battle.
Code:
#dynamic 0x800000

#org @start
trainerbattle 0x1 0x01A 0x0 @before @after
msgbox @beaten 0x2
release
end

#org @before
= You can't pass!\pBoss ARIANA said no one can!

#org @after
= Urrf...\pStay out of TEAM ROCKET's way!

#org @beaten
msgbox @beaten11 0x6
release
end

#org @beaten11
= I shouldn't worry.\pThe boss will finish you off\nsoon enough.
Here is an example from the actual game for reference:
Code:
#org 0x81EC1CA
'-----------------------------------
trainerbattle 0x0 0x25B 0x0 0x829489E 0x82948F3
msgbox 0x8294916 ' To keep winning my w...
callstd MSG_LOCK ' Built-in lock command
end


#org 0x829489E
= I'm going to keep winning and aim\nto be the best TRAINER.\pHelp me further my career!

#org 0x82948F3
= I ended up furthering your career[.]

#org 0x8294916
= To keep winning my way up, I see that\nI have to catch more POK\eMON.
__________________
did u no there r 21 letters in the alphabet
o i forgot 5
uraqt



Last edited by droomph; February 14th, 2012 at 09:12 PM.
  #6465    
Old February 14th, 2012, 11:04 PM
Echidna's Avatar
Echidna
Community Supporter
 
Join Date: Aug 2010
Location: Vaniville Town
Age: 20
Gender: Male
Nature: Brave
Quote:
Originally Posted by Toon Link View Post
Sorry I think I explained it wrongly.
Its a normal trainer battle, and you know how after you defeat a trainer you can talk to them on the worldmap and they will say something right?
Like "Oh you did good and next time ill beat you" or something like that. When I talk to the NPC on the world map after the battle, it doesn't show the text at all, you just hear a clicking sound.

Thanks for your help anyway :D
In that case, I see nothing wrong. Try changing the script's offset.

Quote:
Originally Posted by droomph View Post
Try adding a seperate msgbox after the battle.
Code:
#dynamic 0x800000

#org @start
trainerbattle 0x1 0x01A 0x0 @before @after
msgbox @beaten 0x2
release
end

#org @before
= You can't pass!\pBoss ARIANA said no one can!

#org @after
= Urrf...\pStay out of TEAM ROCKET's way!

#org @beaten
msgbox @beaten11 0x6
release
end

#org @beaten11
= I shouldn't worry.\pThe boss will finish you off\nsoon enough.
Here is an example from the actual game for reference:
Code:
#org 0x81EC1CA
'-----------------------------------
trainerbattle 0x0 0x25B 0x0 0x829489E 0x82948F3
msgbox 0x8294916 ' To keep winning my w...
callstd MSG_LOCK ' Built-in lock command
end


#org 0x829489E
= I'm going to keep winning and aim\nto be the best TRAINER.\pHelp me further my career!

#org 0x82948F3
= I ended up furthering your career[.]

#org 0x8294916
= To keep winning my way up, I see that\nI have to catch more POK\eMON.
That wouldn't work at all, no offense. You created an @beaten 'message' pointer, and then filled it with another message command. Your game would freeze.
__________________






  #6466    
Old February 15th, 2012, 05:53 AM
goldenyellowcrystal's Avatar
goldenyellowcrystal
A Black Crystal of Mystery
 
Join Date: Aug 2011
Location: Aspertia City, Unova
Age: 16
Gender: Male
Nature: Relaxed
How come when I compile my script in xse and when i play the script in fire red only followed the command faceplayer. i followed the tutorial. what happened?
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  #6467    
Old February 15th, 2012, 06:33 AM
Darthatron's Avatar
Darthatron
巨大なトロール。
Community Supporter Tier 2
 
Join Date: Jan 2006
Location: Melbourne, Australia
Age: 22
Gender: Male
Nature: Modest
Quote:
Originally Posted by goldenyellowcrystal View Post
How come when I compile my script in xse and when i play the script in fire red only followed the command faceplayer. i followed the tutorial. what happened?
If you don't post your script, it's very difficult to help you.
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わたし は ばか です
  #6468    
Old February 15th, 2012, 12:29 PM
Toon Link's Avatar
Toon Link
POKEMON TRAINER
 
Join Date: May 2009
Quote:
Originally Posted by PEDRO12 View Post


In that case, I see nothing wrong. Try changing the script's offset.



That wouldn't work at all, no offense. You created an @beaten 'message' pointer, and then filled it with another message command. Your game would freeze.
Fixed the problem, I was using V1.0 XSE lol
  #6469    
Old February 15th, 2012, 03:09 PM
droomph's Avatar
droomph
mmm gurl that 90s
Community Supporter
 
Join Date: Sep 2011
Location: bar'jách
Age: 17
Gender: Male
Nature: Impish
Quote:
Originally Posted by PEDRO12 View Post
That wouldn't work at all, no offense. You created an @beaten 'message' pointer, and then filled it with another message command. Your game would freeze.
Well I took it from the actual ROM (saved it and copied it over) so I don't know what's wrong. Emerald BPEE.Oh heh yeah I wasn't paying attention now was I?

And no, it wouldn't freeze, it would display random characters until it ran across an FF.
__________________
did u no there r 21 letters in the alphabet
o i forgot 5
uraqt


  #6470    
Old February 15th, 2012, 03:23 PM
droomph's Avatar
droomph
mmm gurl that 90s
Community Supporter
 
Join Date: Sep 2011
Location: bar'jách
Age: 17
Gender: Male
Nature: Impish
Quote:
Originally Posted by Crocky View Post
Can someone help me with this Script?
It is supposto be a regular trainer battle, then you can talk to him after to get an old rod.
What really happens is he spots you and then the game freezes
Code:
#dynamic 0x800000

#org @start
checkflag 0x1057
if 0x1 goto @end
trainerbattle 0x0 0x01F 0x0 @before @after
jump @part2 'you forgot this, put this where you want it to be
release
end

#org @before
= Hey Trainer!\pHave you ever felt the urge to\nfish?\pDefeat me and you can have one of\nmy RODS!

#org @after
= Good job!\pTalk to me again, and i'll\ngive you a ROD!

#org @part2
checkflag 0x1058
if 0x1 goto @end
msgbox @2 0x6
giveitem 0x106 0x1 0x0
setflag 0x1058
release
end

#org @2
= Since you proved you are a good TRAINER,\ptake this ROD!\pUse it to find POKEMON in the water!

#org @end
msgbox @1 0x6
release
end

#org @1
= How is that OLD ROD I gave you?
PLEASE put it in the [CODE] tags. (It helps me to read, at least.)

The thing should be fine; did you set everything correctly on Advance Map? Go check again, and that's probably the problem.
__________________
did u no there r 21 letters in the alphabet
o i forgot 5
uraqt


  #6471    
Old February 16th, 2012, 01:24 AM
Echidna's Avatar
Echidna
Community Supporter
 
Join Date: Aug 2010
Location: Vaniville Town
Age: 20
Gender: Male
Nature: Brave
Quote:
Originally Posted by droomph View Post
Try adding a seperate msgbox after the battle.
Code:
#dynamic 0x800000

#org @start
trainerbattle 0x1 0x01A 0x0 @before @after
msgbox @beaten 0x2
release
end

#org @before
= You can't pass!\pBoss ARIANA said no one can!

#org @after
= Urrf...\pStay out of TEAM ROCKET's way!

#org @beaten
msgbox @beaten11 0x6
release
end

#org @beaten11
= I shouldn't worry.\pThe boss will finish you off\nsoon enough.
Here is an example from the actual game for reference:
Code:
#org 0x81EC1CA
'-----------------------------------
trainerbattle 0x0 0x25B 0x0 0x829489E 0x82948F3
msgbox 0x8294916 ' To keep winning my w...
callstd MSG_LOCK ' Built-in lock command
end


#org 0x829489E
= I'm going to keep winning and aim\nto be the best TRAINER.\pHelp me further my career!

#org 0x82948F3
= I ended up furthering your career[.]

#org 0x8294916
= To keep winning my way up, I see that\nI have to catch more POK\eMON.
Quote:
Originally Posted by droomph View Post
Well I took it from the actual ROM (saved it and copied it over) so I don't know what's wrong. Emerald BPEE.Oh heh yeah I wasn't paying attention now was I?

And no, it wouldn't freeze, it would display random characters until it ran across an FF.
See the differences in red
The games script looped to offset 8294916 which contained a message:
#org 0x8294916
= To keep winning my way up, I see that\nI have to catch more POK\eMON.


You looped to @Beaten which lead to a sub-script naming it as a message script.

Quote:
Originally Posted by Crocky View Post
Can someone help me with this Script?
It is supposto be a regular trainer battle, then you can talk to him after to get an old rod.
What really happens is he spots you and then the game freezes


#dynamic 0x800000

#org @start
checkflag 0x1057
if 0x1 goto @end
trainerbattle 0x0 0x01F 0x0 @before @after
release
end

#org @before
= Hey Trainer!\pHave you ever felt the urge to\nfish?\pDefeat me and you can have one of\nmy RODS!

#org @after
= Good job!\pTalk to me again, and i'll\ngive you a ROD!

#org @part2
checkflag 0x1058
if 0x1 goto @end
msgbox @2 0x6
giveitem 0x106 0x1 0x0
setflag 0x1058
release
end

#org @2
= Since you proved you are a good TRAINER,\ptake this ROD!\pUse it to find POKEMON in the water!

#org @end
msgbox @1 0x6
release
end

#org @1
= How is that OLD ROD I gave you?
Ok, first off, you don't need the 'checkflag' command at the beginning of your script. 'Trainerbattle' checks itself, so if you've already battled the trainer, his 'trainer flag' would be set and the game would jump right over the 'trainerbattle' command.

Knowing this, you can bind the '@part2' sub-script along with the original script. (You also checked for flag 0x1057 when you meant to check for flag 0x1058).

You also never looped/pointed to the '@part2' sub-script. I don't know how the game was supposed to know it had to go there and continue the script.

This is how it'll look like debugged:

Code:
#dynamic 0x800000

#org @start
trainerbattle 0x0 0x01F 0x0 @before @after
checkflag 0x1058
if 0x1 goto @end
msgbox @2 0x6
giveitem 0x106 0x1 0x0
setflag 0x1058
release
end

#org @before
= Hey Trainer!\pHave you ever felt the urge to\nfish?\pDefeat me and you can have one of\nmy RODS!

#org @after
= Good job!\pTalk to me again, and i'll\ngive you a ROD!

#org @2
= Since you proved you are a good TRAINER,\ptake this ROD!\pUse it to find POKEMON in the water!

#org @end
msgbox @1 0x6
release
end

#org @1
= How is that OLD ROD I gave you?
__________________






  #6472    
Old February 16th, 2012, 03:37 PM
Crocky's Avatar
Crocky
SuperScarlet!
 
Join Date: Feb 2009
@Everyone helping my fisherman script
Thanks it works perfectly now :D

Hello guys, me here again with a new problem. I can't get the movements to work in this script. Everything else works fine.
Code:
#dynamic 0x800000
#org @start
lock
faceplayer
playsong 0x020F 0x0
msgbox @1 0x6
applymovement 0x5 @move1
waitmovement 0x5
setflag 0x1061
playsong 0x020E 0x0
release
end

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

#org @1
= I have nothing cool to say.
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  #6473    
Old February 16th, 2012, 04:42 PM
DrFuji's Avatar
DrFuji
repeat repeat repeat
Community Supporter
 
Join Date: Sep 2009
Location: Upside-downia
Age: 21
Gender: Male
Nature: Jolly
Quote:
Originally Posted by Crocky View Post
@Everyone helping my fisherman script
Thanks it works perfectly now :D

Hello guys, me here again with a new problem. I can't get the movements to work in this script. Everything else works fine.
Code:
#dynamic 0x800000
#org @start
lock
faceplayer
playsong 0x020F 0x0
msgbox @1 0x6
applymovement 0x5 @move1
waitmovement 0x5
setflag 0x1061
playsong 0x020E 0x0
release
end

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

#org @1
= I have nothing cool to say.
I can't see anything wrong with it from a scripting perspective, so are you sure that you're using the 'Person Event Number' rather then the regular person number? You could also change the byte after waitmovement to 0x0 if you wanted to.
  #6474    
Old February 16th, 2012, 05:10 PM
droomph's Avatar
droomph
mmm gurl that 90s
Community Supporter
 
Join Date: Sep 2011
Location: bar'jách
Age: 17
Gender: Male
Nature: Impish
Quote:
Originally Posted by Crocky View Post
@Everyone helping my fisherman script
Thanks it works perfectly now :D

Hello guys, me here again with a new problem. I can't get the movements to work in this script. Everything else works fine.
Code:
#dynamic 0x800000
#org @start
lock
faceplayer
playsong 0x020F 0x0
msgbox @1 0x6
applymovement 0x5 @move1
waitmovement 0x5
setflag 0x1061
playsong 0x020E 0x0
release
end

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

#org @1
= I have nothing cool to say.
Use lockall instead of lock and faceplayer. Also, remember to use releaseall instead if you're going to do that.

Rule 33: Lurk Moar
__________________
did u no there r 21 letters in the alphabet
o i forgot 5
uraqt


  #6475    
Old February 17th, 2012, 03:14 AM
wierddude22's Avatar
wierddude22
New hacker
 
Join Date: Aug 2011
Location: My house
Age: 18
Gender: Male
Nature: Jolly
Send a message via Windows Live Messenger to wierddude22 Send a message via Skype™ to wierddude22
Quote:
Originally Posted by wierddude22 View Post
Me again, I have adjusted my script again and it is almost working

Spoiler:
#dynamic 0x800000

#org @start
lock
checkflag 0x200
if 0x0 goto @ground
if 0x1 goto @carry
release
end

#org @ground
msgbox @1 0x6
applymovement 0xFF @get
setflag 0x201
waitmovement 0x0
release
end

#org @carry
release
end

#org @1
= \c\h01\h04\Don't go out.\nYour grounded remember

#org @get
#raw 0xD 0xFE


It makes you step back but the message box doesn't even appear, do i have to use a different type of message box?
Guys, I have tried everything with this script but the message box doesn't appear at all
__________________
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