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  #7126    
Old July 24th, 2012, 06:05 AM
tajaros's Avatar
tajaros
Hi I'm dawg
 
Join Date: Apr 2012
Location: Philippines
Age: 15
Gender: Male
Nature: Timid
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Quote:
Originally Posted by ChuckNadum View Post
Game: Fire Red
Type: Person Event
Editor: XSE

Spoiler:
#dynamic 0x(I've tested with multiple offsets)

#org @start
lock
faceplayer
msgbox @1 0x6
givepokemon 0x85 0x5 0x0 0x0 0x0 0x0
setflag 0x828
fadescreen 0x1
hidesprite LASTTALKED
fadescreen 0x0
release
end

#org @1
= (I'll keep this part secret.)


Can't get the message to deploy. All works but that.
Just gives the eevee (unlocks pokemon menu), and fades to black, and goes to normal with the guy gone.
Nothing seems wrong really except for the hidesprite LASTALKED maybe you should change it with 0x800F (Thanks, to DR.FUJI for letting me now that... ) maybe retyping the script will make it work...
  #7127    
Old July 25th, 2012, 05:16 AM
raging-inferno-1986
Unhatched Egg
 
Join Date: Jul 2012
Gender: Male
Game: Fire Red
Type: yes/no, give pokemon, give item, talk
Editor: XSE

Spoiler:
#ORG $begin
lock
faceplayer
message $talk
boxset 6
goto $pokedex

#ORG $talk
$talk 1 = Hello [PLAYER] are you ready to\lstart your adventure?\p.......\pI thought so.

#ORG $pokedex
message $takethis
special 0x16F
boxset 6
goto $pokemon

#ORG $takethis
$takethis 1 = [PLAYER] received Pokédex.

#ORG $pokemon
message $yesno
boxset 5
compare LASTRESULT 1
if B_true goto $yes1
if B_false goto $no1
boxset 6

#ORG $yes1
message $receive1
givepokemon 152 5
boxset 6
release
end

#ORG $no1
message $decline1
compare LASTRESULT 1
if B_true goto $yes2
if B_false goto $no2
boxset 6

#ORG $yes2
message $receive2
givepokemon 155 5
boxset 6
release
end

#ORG $no2
message $decline2
givepokemon 158 5
boxset 6
release
end

#ORG $yesno
$yesno 1 = Do you want a CHIKORITA??

#ORG $receive1
$receive1 1 = I see! An excellent choice.\p [PLAYER] received CHIKORITA.

#ORG $decline1
$decline1 1 = Ok, how about a CYNDAQUIL?

#ORG $receive2
$receive2 1 = I see! An excellent choice.\p {PLAYER] received CYNDAQUIL.

#ORG $decline2
$decline1 1 = Ah! Your choice is TOTODILE.\p [PLAYER] received TOTODILE.


When i try to compile, i get this error; Too less parameters on line 4. The correct number is 2.

Whats wrong? Also is anything else wrong?

Last edited by raging-inferno-1986; July 25th, 2012 at 05:25 AM.
  #7128    
Old July 25th, 2012, 06:11 AM
DrFuji's Avatar
DrFuji
Helfen, Wehren, Heilen
 
Join Date: Sep 2009
Location: Upside-downia
Age: 21
Gender: Male
Nature: Jolly
Quote:
Originally Posted by raging-inferno-1986 View Post
Game: Fire Red
Type: yes/no, give pokemon, give item, talk
Editor: XSE

Spoiler:
#org $begin
lock
faceplayer
message $talk
boxset 6
goto $pokedex

#ORG $talk
$talk 1 = Hello [PLAYER] are you ready to\lstart your adventure?\p.......\pI thought so.

#ORG $pokedex
lock
faceplayer
message $takethis
special 0x16F
boxset 6
goto $pokemon

#ORG $takethis
$takethis 1 = [PLAYER] received Pokédex.

#ORG $pokemon
message $yesno
boxset 5
compare LASTRESULT 1
if B_true goto $yes1
if B_false goto $no1
boxset 6

#ORG $yes1
message $receive1
givepokemon 152 5
boxset 6
release
end

#ORG $no1
message $decline1
compare LASTRESULT 1
if B_true goto $yes2
if B_false goto $no2
boxset 6

#ORG $yes2
message $receive2
givepokemon 155 5
boxset 6
release
end

#ORG $no2
message $decline2
givepokemon 158 5
boxset 6
release
end

#ORG $yesno
$yesno 1 = Do you want a CHIKORITA??

#ORG $receive1
$receive1 1 = I see! An excellent choice.\p [PLAYER] received CHIKORITA.

#ORG $decline1
$decline1 1 = Ok, how about a CYNDAQUIL?

#ORG $receive2
$receive2 1 = I see! An excellent choice.\p {PLAYER] received CYNDAQUIL.

#ORG $decline2
$decline1 1 = Ah! Your choice is TOTODILE.\p [PLAYER] received TOTODILE.


When i try to compile, i get this error; Too less parameters on line 4. The correct number is 2.

Whats wrong? Also is anything else wrong?
The problem with this is that you're using PokeScript based commands, while XSE only accepts a completely different scripting language. All script editors have different variations of commands and the data that you have to apply to each one. I would strongly urge you to read this tutorial to learn the correct structure of each command in XSE.

Anyway, here's a cleaned up version of your script that will work in XSE:

Code:
#dynamic 0x800000

#org @start
lock
faceplayer
msgbox @talk 0x2
setflag 0x828
setflag 0x829
msgbox @pokedex 0x2
special 0x16F
msgbox @yesno 0x5
compare 0x800D 0x1
if 0x1 goto @yes1
msgbox @decline1 0x5
compare 0x800D 0x1
if 0x1 goto @yes2
msgbox @decline2 0x2
givepokemon 0x9E 0x5 0x0 0x0 0x0 0x0
release
end

#org @yes1
msgbox @receive1 0x2
givepokemon 0x98 0x5 0x0 0x0 0x0 0x0
release
end

#org @yes2
msgbox @receive2 0x2
givepokemon 0x9B 0x5 0x0 0x0 0x0 0x0
release
end

#org @talk
= Hello [PLAYER] are you ready to\nstart your adventure?\p.......\pI thought so.

#org @pokedex
= [PLAYER] received Pokédex.

#org @yesno
= Do you want a CHIKORITA??

#org @receive1
= I see! An excellent choice.\p[PLAYER] received CHIKORITA.

#org @decline1
= Ok, how about a CYNDAQUIL?

#org @receive2
= I see! An excellent choice.\p[PLAYER] received CYNDAQUIL.

#org @decline2
= Ah! Your choice is TOTODILE.\p[PLAYER] received TOTODILE.
The script looks pretty different to what you had, but that's because a lot of the initial commands were unnecessary so I shortened it a bit. I've also added the commands 'setflag 0x828/ 829' as they activate the Pokemon and Pokedex options in the menu respectively (Assuming that this is the first time that the player is getting their Pokemon). Also, this dialogue will play every time you talk to the NPC so put a 'checkflag 0x828/9' command at the start of the script to check if the player has gone through it before and then branch off how ever you see fit.
  #7129    
Old July 25th, 2012, 07:28 AM
raging-inferno-1986
Unhatched Egg
 
Join Date: Jul 2012
Gender: Male
I was following the wrong tutorial? lol.

Anyway thanks for your help.
  #7130    
Old July 26th, 2012, 02:27 AM
ChuckNadum's Avatar
ChuckNadum
Rookie Producer
 
Join Date: Apr 2012
Gender: Male
Game: Fire Red
Type: Movement/ Speech Event
Editor: XSE
Script:
Spoiler:
#dynamic 0x

#org @start
checkflag 0x8
compare LASTRESULT 0x0
if 0x1 goto @begin
end


#org @begin
setflag 0x8
msgbox @1 0x4
closeonkeypress
applymovement 0xFF @move0
waitmovement 0x0
applymovement 0x04 @move1
waitmovement 0x0
msgbox @2 0x4
closeonkeypress
applymovement 0x04 @move2
applymovement 0xFF @move3
waitmovement 0x0
setdooropened 0x8 0x13
doorchange
applymovement 0x04 @move4
applymovement 0xFF @move5
waitmovement 0x0
hidesprite 0x04
warp 0x4 0x3 0x0 0x0 0x0
setdoorclosed 0x8 0x13
doorchange
release
end

#org @1
= Frost: [player]! There you are!

#org @2
= Frost: Come with me to the lab,\nyour Eevee is ready to see you!

#org @move0
#raw 0x3
#raw 0xFE

#org @move1
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0xFE

#org @move2
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x10
#raw 0x10
#raw 0x13
#raw 0x10
#raw 0x13
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0xFE

#org @move3
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x10
#raw 0x10
#raw 0x13
#raw 0x10
#raw 0x13
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0xFE

#org @move4
#raw 0x11
#raw 0xFE

#org @move5
#raw 0x12
#raw 0x11
#raw 0xFE


Spent 5+ Hours trying to get it to work, Flawless execution. Everything is perfect. But once you leave the house, the sprite is still there and the script can be done an unlimited amount of times.
(Also, it freezes the game when 0x1 is set to 0x0 in the "if" line)
  #7131    
Old July 26th, 2012, 03:11 AM
tajaros's Avatar
tajaros
Hi I'm dawg
 
Join Date: Apr 2012
Location: Philippines
Age: 15
Gender: Male
Nature: Timid
Send a message via Windows Live Messenger to tajaros
Quote:
Originally Posted by ChuckNadum View Post
Game: Fire Red
Type: Movement/ Speech Event
Editor: XSE
Script:
Spoiler:
#dynamic 0x

#org @start
checkflag 0x8
compare LASTRESULT 0x0
if 0x1 goto @begin
end


#org @begin
setflag 0x8
msgbox @1 0x4
closeonkeypress
applymovement 0xFF @move0
waitmovement 0x0
applymovement 0x04 @move1
waitmovement 0x0
msgbox @2 0x4
closeonkeypress
applymovement 0x04 @move2
applymovement 0xFF @move3
waitmovement 0x0
setdooropened 0x8 0x13
doorchange
applymovement 0x04 @move4
applymovement 0xFF @move5
waitmovement 0x0
hidesprite 0x04
warp 0x4 0x3 0x0 0x0 0x0
setdoorclosed 0x8 0x13
doorchange
release
end

#org @1
= Frost: [player]! There you are!

#org @2
= Frost: Come with me to the lab,\nyour Eevee is ready to see you!

#org @move0
#raw 0x3
#raw 0xFE

#org @move1
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0xFE

#org @move2
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x10
#raw 0x10
#raw 0x13
#raw 0x10
#raw 0x13
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0xFE

#org @move3
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x10
#raw 0x10
#raw 0x13
#raw 0x10
#raw 0x13
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0xFE

#org @move4
#raw 0x11
#raw 0xFE

#org @move5
#raw 0x12
#raw 0x11
#raw 0xFE


Spent 5+ Hours trying to get it to work, Flawless execution. Everything is perfect. But once you leave the house, the sprite is still there and the script can be done an unlimited amount of times.
(Also, it freezes the game when 0x1 is set to 0x0 in the "if" line)
Um what's with the compare LASTRESULT? you can just remove that and make if or condition 0x0 and did you put the flag on the person ID? try putting a flag so the Person won't appear again. And put the warp code on the last part since the rest of the script won't continue because you will be warped...

And note LASTRESULT is replaced by 0x800D in the latest XSE version
  #7132    
Old July 26th, 2012, 12:52 PM
ChuckNadum's Avatar
ChuckNadum
Rookie Producer
 
Join Date: Apr 2012
Gender: Male
Quote:
Originally Posted by tajaros View Post


Um what's with the compare LASTRESULT? you can just remove that and make if or condition 0x0 and did you put the flag on the person ID? try putting a flag so the Person won't appear again. And put the warp code on the last part since the rest of the script won't continue because you will be warped...

And note LASTRESULT is replaced by 0x800D in the latest XSE version
Thanks Tajaroos, second time you've responded to me
(Btw, first script was fine, just needed to update XSE, as for this particular script)
Thanks for the pointers, works now!
  #7133    
Old July 27th, 2012, 11:27 AM
leogrecchi
 
Join Date: Oct 2010
Gender: Male
Game: BPRE01
Type of script: Level Script

script:
Code:
'---------------
#org 0x800000
lock
faceplayer
checkgender
if 0x0 goto 0x8800012
if 0x1 goto 0x880001B
release
end

'---------------
#org 0x800012
warpmuted 0x4 0x1 0xFF 0x1 0x2
'---------------
#org 0x80001B
warpmuted 0x4 0x5 0xFF 0x1 0x2
Professional View offset:
Code:
'---------------
#org 0x71AC80
#raw 0x2
#raw pointer 0x871AC86
#raw 0x0

'---------------
#org 0x71AC86
#raw word 0x0
#raw word 0x0
#raw pointer 0x8800000
#raw word 0x0

'---------------
#org 0x800000
lock
faceplayer
checkgender
if 0x0 goto 0x8800012
if 0x1 goto 0x880001B
release
end

'---------------
#org 0x800012
warpmuted 0x4 0x1 0xFF 0x1 0x2
'---------------
#org 0x80001B
warpmuted 0x4 0x5 0xFF 0x1 0x2
This script is placed in the starting map, set as (4,4), but it doesn't do anything. I keep sitting at (4,4), which is a blank map, no matter if I choose Boy or Girl. What am I doing wrong?
  #7134    
Old July 30th, 2012, 06:04 PM
doredialove's Avatar
doredialove
Beginning Trainer
 
Join Date: Jul 2012
Hello everyone, I am a newcomer and a newbe rom hacker. I will be very happy if anyone could help me with my trouble. My problem could be a hard one but, if anyone has done similar thing(s) before, please tell me how to do it.

Basically, I am trying to hack the pokemon black2(or black, since the move information are basically the same) to make the move "Petal Dance" a non-continuous move(you can choose another move next turn).

The move information for Petal Dance in pokemon black is stored in address 06FBB2F4 (Posted on a Japanese website). Similar to that in those GBA versions, the power, PP, accuracy, special effect code .etc come one after another. I tried to copy the exact same special effect of the move "confusion" to replace the special effect of the original "Petal Dance" but it did not work. Enemy pokemon got confused sometimes but unlike those GBA versions in which the original effect will disappear completely, the "2-3 turn continuous" effect of it was still there.

There must be some other place that stores the special effect of "Petal Dance", "Outrage" and "Thrash", and there must be a place that stores the "move pointers" that specify the offset of the move information, special effects and their graphics.(As in those GBA versions)

I have been searching the hex codes for several days and could not find any similar code as in those GBA versions. My brain is almost dead now.

If anyone has experience of investigating moves or has experience of finding offsets or addresses in DS versions, please help me!
If anyone knows the address which has the special effect of those 3 moves or the address of those orignal pointers, please tell me!

This is a pretty long reply and thank you for reading it. I really need help.
  #7135    
Old July 31st, 2012, 08:16 AM
DarkOfWolf's Avatar
DarkOfWolf
Beginning Trainer
 
Join Date: Jul 2012
Gender: Male
Hey there!
Listen i need help with my script, because every time i walked into this script in the rom the game is getting frozen.

Game: FR\LF
Script type: Scrpit (the box with the S in the advance map).

The code:
Code:
#dynamic 0x34F046
#org @start
checkflag 0x1000
if 0x1 goto @done
setflag 0x1000
lock
msgbox @msg1 0x6

applymovement 0xFF @wtf
waitmovement 0xFF

applymovement 0x6 @move
waitmovement 0x6

faceplayer
msgbox @msg2 0x6

givepokemon 0x93 0x7 0x0 0x0 0x0 0x0
msgbox @msg3 0x6

applymovement 0x6 @goaway
waitmovement 0x6

release
end

#org @msg1
=\v\h01, WAIT!!!

#org @wtf
#raw 0x0
#raw 0x63
#raw 0xFE

#org @move
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0xFE

#org @msg2
= Hey listen, before you go there I\nwant to give you a present for a\lgood luck.\l... ... ... ...\lI know your mother, she was my\lfriend in high school\land when she told me you might\lcome here\lI knew i have to come here and\lgive you my favorite pokemon.\lThis pokemon I raised for 2 years\land now i want him to be yours.\lI'm trust you to give him the\lmost devoted care you can give.\lGood luck son!

#org @msg3
=\v\h01! GOT DRATINI!

#org @goaway
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0xFE

#org @done
release
end
Could you help me please?
If there's nothing wrong in the script so maybe i didn't do something in the AdvanceMap.
Thank you very much!
  #7136    
Old July 31st, 2012, 08:26 AM
NarutoActor's Avatar
NarutoActor
The rocks cry out to me
Community Supporter
 
Join Date: Jan 2009
Location: Brooklyn/Marlboro
Age: 20
Gender: Female
Nature: Bashful
Send a message via AIM to NarutoActor Send a message via Windows Live Messenger to NarutoActor
First make sure you have a var in the var box, and that it is an unused var.
i.e 40E7
Also try using a lower flag that is unused, like 300
Hope this fixes your problem
PS. I removed the spaces, switched the flag, and relocated the lock command.

Code:
#dynamic 0x700000
#org @start
lock
checkflag 0x300
if 0x1 goto @done 
setflag 0x300
msgbox @msg1 0x6  
applymovement 0xFF @wtf 
waitmovement 0x0  
applymovement 0x6 @move 
waitmovement 0x0  
faceplayer
msgbox @msg2 0x6  
givepokemon 0x93 0x7 0x0 0x0 0x0 0x0 
msgbox @msg3 0x6  
applymovement 0x6 @goaway 
waitmovement 0x0  
release 
end
~There are those people who understand hex, F the rest
  #7137    
Old July 31st, 2012, 08:53 AM
DarkOfWolf's Avatar
DarkOfWolf
Beginning Trainer
 
Join Date: Jul 2012
Gender: Male
Quote:
Originally Posted by NarutoActor View Post
First make sure you have a var in the var box, and that it is an unused var.
i.e 40E7
Also try using a lower flag that is unused, like 300
Hope this fixes your problem
PS. I removed the spaces, switched the flag, and relocated the lock command.

Code:
#dynamic 0x700000
#org @start
lock
checkflag 0x300
if 0x1 goto @done 
setflag 0x300
msgbox @msg1 0x6  
applymovement 0xFF @wtf 
waitmovement 0x0  
applymovement 0x6 @move 
waitmovement 0x0  
faceplayer
msgbox @msg2 0x6  
givepokemon 0x93 0x7 0x0 0x0 0x0 0x0 
msgbox @msg3 0x6  
applymovement 0x6 @goaway 
waitmovement 0x0  
release 
end
This is my script var values (nothing...)

unknown: 0000
var number: 0000
var value: 0000
uknown: 00|00
  #7138    
Old July 31st, 2012, 09:51 AM
minor
Beginning Trainer
 
Join Date: Jul 2012
Gender: Male
ok this is my first post ever

my script is:

#dynamix 0x800000
#org @start
lock
faceplayer
msgbox @talk1 0x6
release
end

#org @talk1
= hi.

anyways, (dont know how to do spoiler sorry)
when i try to compile this it says"unknown keyword lock" @line 3. i don't know how to fix it either.

and a side note, when i load up my XSE it tells me that my command database is not found and i can't figure out for the life of me why!

anyway any help would be grately appreciated and i thank anybody in advance
connor
  #7139    
Old July 31st, 2012, 10:10 AM
Renegade's Avatar
Renegade
Time for real life...
 
Join Date: Nov 2011
Location: United States
Gender: Male
Nature: Careful
Quote:
Originally Posted by minor View Post
ok this is my first post ever

my script is:

#dynamix 0x800000
#org @start
lock
faceplayer
msgbox @talk1 0x6
release
end

#org @talk1
= hi.

anyways, (dont know how to do spoiler sorry)
when i try to compile this it says"unknown keyword lock" @line 3. i don't know how to fix it either.

and a side note, when i load up my XSE it tells me that my command database is not found and i can't figure out for the life of me why!

anyway any help would be grately appreciated and i thank anybody in advance
connor
Your #dynamix 0x800000 should be #dynamic 0x800000. Also, what version of XSE do you have?
  #7140    
Old July 31st, 2012, 11:04 AM
NarutoActor's Avatar
NarutoActor
The rocks cry out to me
Community Supporter
 
Join Date: Jan 2009
Location: Brooklyn/Marlboro
Age: 20
Gender: Female
Nature: Bashful
Send a message via AIM to NarutoActor Send a message via Windows Live Messenger to NarutoActor
Quote:
Originally Posted by DarkOfWolf View Post
This is my script var values (nothing...)

unknown: 0000
var number: 0000
var value: 0000
uknown: 00|00
Try:
unknown: 0000
var number: 4059
var value: 0000
uknown: 00|00

If that doesn't work try setting var 0x4059 to 0x0 in a different script.
~There are those people who understand hex, F the rest
  #7141    
Old August 2nd, 2012, 12:02 PM
The_Show
Banned
 
Join Date: Jan 2012
Location: Carracosta Rock, Akmin Region
Gender: Male
Nature: Sassy
Hi guys. I made a simple trainer battle script where if the trainer sees you, he walks up to you and battles you. (POKEMON RUBY, XSE)

Spoiler:

#dynamic 0x6B0C6E

#org @start
trainerbattle 0x0 0x2B7 0x0 @before @after
msgbox @beaten 0x6
release
end

#org @before
= Do you got my money?

#org @after
= [blue_rs]is my special color

#org @beaten
= good job.


However, the moment he walks up to you, the game imediately goes to the title screen without saving your game. (you know, the title screen that says PRESS START) I'm not sure what I did wrong. Also if it helps:

Spoiler:
I am using Advance map 1.95. In the "TRAINER $00" box I put "TRAINER $01" and the "VIEW RADIUS $0000" box I put "VIEW RADIUS $0006"
Please help good people of pokecommunity
  #7142    
Old August 2nd, 2012, 12:18 PM
Nate VonGrimm's Avatar
Nate VonGrimm
Mime Jr.
 
Join Date: Oct 2011
Location: Uxbridge
Age: 22
Gender: Male
Nature: Relaxed
Quote:
Originally Posted by The_Show View Post
Hi guys. I made a simple trainer battle script where if the trainer sees you, he walks up to you and battles you. (POKEMON RUBY, XSE)

Spoiler:

#dynamic 0x6B0C6E

#org @start
trainerbattle 0x0 0x2B7 0x0 @before @after
msgbox @beaten 0x6
release
end

#org @before
= Do you got my money?

#org @after
= [blue_rs]is my special color

#org @beaten
= good job.


However, the moment he walks up to you, the game imediately goes to the title screen without saving your game. (you know, the title screen that says PRESS START) I'm not sure what I did wrong. Also if it helps:

Spoiler:
I am using Advance map 1.95. In the "TRAINER $00" box I put "TRAINER $01" and the "VIEW RADIUS $0000" box I put "VIEW RADIUS $0006"
Please help good people of pokecommunity
From looking at it, I could only guess that it could be to do with the dynamic offset.
Try not to use any dynamic offsets lower then #dynamic 0x800000.
It could possibly be that the dynamic offset is interfering with another offset that is causing the game to restart.

Apart from that, I don't know. I'm a bit rusty at PokeHacking
Currently working on a new Pokemon Hack with an in-depth story line!
That's about as much as you're going to get for now...


  #7143    
Old August 3rd, 2012, 04:09 PM
The_Show
Banned
 
Join Date: Jan 2012
Location: Carracosta Rock, Akmin Region
Gender: Male
Nature: Sassy
Pokemon Ruby
XSE
"Script Box"

I made a weather script, but whenever I step on it, nothing happens. I set my Var Number + Unknown the correct way, but I'm still not sure why nothing happens. Please help pokecommunity

Spoiler:

#dynamic 0x800C47

#org @start
setweather 0x03
doweather
release
end


just in case, I took the extra "0" out in a copy of the script, and it still didn't work.

Spoiler:

#dynamic 0x800C37

#org @start
setweather 0x3
doweather
release
end
  #7144    
Old August 4th, 2012, 02:59 AM
Nate VonGrimm's Avatar
Nate VonGrimm
Mime Jr.
 
Join Date: Oct 2011
Location: Uxbridge
Age: 22
Gender: Male
Nature: Relaxed
Quote:
Originally Posted by The_Show View Post
Pokemon Ruby
XSE
"Script Box"

I made a weather script, but whenever I step on it, nothing happens. I set my Var Number + Unknown the correct way, but I'm still not sure why nothing happens. Please help pokecommunity

Spoiler:

#dynamic 0x800C47

#org @start
setweather 0x03
doweather
release
end


just in case, I took the extra "0" out in a copy of the script, and it still didn't work.

Spoiler:

#dynamic 0x800C37

#org @start
setweather 0x3
doweather
release
end
If I remember correctly, I do believe you need to use setflag in a weather script.
So try this:
Spoiler:

#dynamic 0x800C37

#org @start
setweather 0x3
doweather
setflag 0x200 (If you haven't used 200, If you have, just use 201+)
release
end
Currently working on a new Pokemon Hack with an in-depth story line!
That's about as much as you're going to get for now...


  #7145    
Old August 4th, 2012, 09:05 AM
minor
Beginning Trainer
 
Join Date: Jul 2012
Gender: Male
ok so i've been scripting for about 10 days (literally) and i've come up with a few questions i just can't figure out. so i thought i'll ask them here and hopefully get some answers!

A) what does altering the var number on tile scripts do? (the ones you walk on)
B) my givepokemon scripts won't work and i don't know why [not asking for one] here mine is
[spoiler]

#dynamic 0x800000
#org @start

lock
faceplayer
msgbox @talk 0x6
pause 0x1
givepokemon 0x1 0x5 0x0 0x0 0x0 0x0
release
end

#org @talk
= here, take this

[neither will my give item scripts, but my additem ones do.]

when doing flags, my events happen again if i go through a warp and then come back.
i assume it has something to do with the 0x828 flag. but i don't know what that even means!

anyway any help is appreciated!
-connor

okay me again.

i tryed makign a script (complicated for me).

it's ment to: talk to them, ask a yes/no question. yes goes to a fight and then they move. no ends the script.

problems: atm i doesn't work at all, i think LASTRESULT isn't even a command.?????



anyways here the script. appreciate it if you could point out what's wrong and how i can fix it? thanks.



#dynamic 0x800000
#org @start

checkflag 0x200
if 0x1 goto @done
faceplayer
msgbox @talk1 0x6
pause 0x1
message @talk2 0x5
callstd 1
if 0x1 goto @fight
else goto @no
end

#org @done
lock
faceplayer
msgbox @talk3 0x6
release
end




#org @talk1
= Hello there, i am stood here\nrecruiting for the new breeders\lguild that is opening.\pTo join you must prove your woth as\na POKEMON trainer and beat me in a\lshort battle.

#org @talk2
= Do you wish to join?

#org @talk3
= You may continue down this road,\nthen speak to my partner.

#org @talk4
= Go on, just down the road.

#org @fight
faceplayer
trainerbattle 0x0 0x02 0x0 @challenge @defeat
pause 0x1
applymovement 0x4 @move
waitmovement 0x4
msgbox @talk4 0x6
setflag 0x200
end


#org @no
end

#org @challenge
= Are you ready?

#org @defeat
= This was good, and you have\ndisplayed your worth as a trainer.\pI'm sure you'll be an asset to the\nguild.

#org @move
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x13
#raw 0xFE


-connor

Last edited by minor; August 4th, 2012 at 10:25 AM. Reason: Your double post has been automatically merged.
  #7146    
Old August 4th, 2012, 10:57 AM
atangerine's Avatar
atangerine
 
Join Date: Aug 2011
Location: MI
Gender: Male
Can someone please tell me what's wrong with my script? I'm trying to make this person give me the running shoes. Everything seems to work fine until I actually try to use the running shoes, which I then find out that I don't have it (or it doesn't work).

GAME: FR/LG
TYPE: setflag/giveitem
EDITOR: POKESCRIPT

--------------------------------

#org $script
lock
faceplayer
checkflag 0x1202
if 0x01 goto $done
message $talk
$talk 1 = Hi \v\h01! You've gotten\nso tall.\pAnyway, I have a gift for you!
boxset 6
fanfare 0x13E
setflag 0x82F
message $recieve
$recieve 1 = You recieved the RUNNING SHOES!
boxset 4
waitfanfare
#raw 0x68
setflag 0x1201
message $cya
$cya 1 = Good luck on your journey!
boxset 6
setflag 0x1202
release
end

#org $done
message $bye
$bye 1 = Make sure you visit your\nmother from time to time.
boxset 6
release
end
  #7147    
Old August 4th, 2012, 12:02 PM
RedDog
Unhatched Egg
 
Join Date: Jun 2012
Gender: Male
Hello, im brand new to scripting, and having trouble making a script box work in Pokemon Ruby. I've looked at many tutorial, but so far, nothing has worked. I am using PokéScript, and would appreciate any help. So here is the script:

#org $start
jingle
movesprite 0x03 0x09 0x08
message $ok
$ok 1 = Testing
boxset 6
apply movement 3 $move
$move 1 ; #binary 0x05 0x17 0x04 0x06 0x09 0x07 0xFE
pausemove 0
setvar 0x6000 0x0001
release
end
  #7148    
Old August 4th, 2012, 02:13 PM
atangerine's Avatar
atangerine
 
Join Date: Aug 2011
Location: MI
Gender: Male
Okay, so I'm using Pokescript, and apparently the 0x82F command doesn't work!

I even tried going super basic:

#org $script
lock
faceplayer
message $talk
$talk 1 = Here's your stuff.
boxset 6
setflag 0x82F
release
end

This did not work either. Someone please help me!

0x82F is to get the RUNNING SHOES.

Last edited by atangerine; August 4th, 2012 at 02:14 PM. Reason: Explains what 0x82F does
  #7149    
Old August 5th, 2012, 09:03 AM
Cold Ivory's Avatar
Cold Ivory
 
Join Date: Mar 2011
Gender: Male
Nature: Mild
Quote:
Originally Posted by minor
A) what does altering the var number on tile scripts do? (the ones you walk on)
The var numbers for scripts on map tiles give those scripts unique identities. It's been my experience that some scripts don't like to run if they don't have a variable assigned to them (but I'm probably doing something wrong).
With a var number assigned to the script, you can "turn off" the script simple by assigning a different value to that variable in a script.
That is, a good way to ensure that a script only runs once (even after warping back into an area) is to include a line such as "setvar 0x5000 (or whatever your scripts assigned var is) 0x1"

As far as your other concerns, just by looking at your scripts I can't say for sure; however I can say that you do not need the "pause" line at all.
Setting flag 0x828 may or may not be the problem; it's the flag which enables the "Pokemon" section on the Start menu.

Quote:
Originally Posted by minor
anyways here the script. appreciate it if you could point out what's wrong and how i can fix it? thanks.

checkflag 0x200
if 0x1 goto @done
faceplayer
msgbox @talk1 0x6
pause 0x1
message @talk2 0x5
callstd 1
if 0x1 goto @fight
else goto @no
end
I don't know that it's necessary, but put "lock" and "faceplayer" at the very beginning of script; there's no need for them anywhere else after, usually.

You entered "message" rather than "msgbox" before @talk2.
Instead of callstd 1, put in "compare LASTRESULT 0x1"; LASTRESULT is not a command, it's a variable where data is temporarily stored. In this case, the answer to the yes/no question.

Also, it looks like you assigned flag 0x200 to this fight/dialogue; make sure you have the script set that flag at some point, if you want it recognize that the fight has already occurred.
  #7150    
Old August 6th, 2012, 02:13 AM
Korvydaehunt's Avatar
Korvydaehunt
Beginning Trainer
 
Join Date: Jul 2012
Gender: Male
SOLVED

Game: Fire Red (US9
Type: Level
Editor: XSE
The problem is it actually works, but only once, and I want it to keep happening until I set the flag.
Script:
Spoiler:
'---------------
#org 0x71A5E0
#raw 0x2
#raw pointer 0x871A5E6
#raw 0x0

'---------------
#org 0x71A5E6
#raw word 0x4051
#raw word 0x0
#raw pointer 0x8800262
#raw word 0x0

'---------------
#org 0x800262
checkflag 0x1002
if 0x1 goto 0x8800294
applymovement 0xB 0x8800297
waitmovement 0x0
msgbox 0x880029B MSG_FACE '"You can't be here!!"
applymovement 0xB 0x88002B1
setvar 0x4051 0x1
clearflag 0x1002
warp 0x3 0x0 0x2 0x0 0x0
release
end

'---------------
#org 0x800294
release
end


'---------
' Strings
'---------
#org 0x80029B
= You can't be here!!


'-----------
' Movements
'-----------
#org 0x800297
#raw 0x4 'Face Down (Faster)
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements

#org 0x8002B1
#raw 0x1D 'Step Down (Fast)
#raw 0xFE 'End of Movements
Quote:
If it looks like a duck, walks like a duck, and quacks like a duck, it's an Alpha Legionnaire in disguise.

Last edited by Korvydaehunt; August 7th, 2012 at 06:13 AM.
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