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  #7701    
Old January 29th, 2013 (11:52 PM).
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Satoshi Ookami
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Quote originally posted by BlitzMK:
Where is the "special" function HEAL_POKEMON defined in the script "special HEAL_POKEMON"? I want to change what that command does, so when a Pokemon has one or more HP, they get fully healed, but if they have zero HP they remain that way.
As special 0x0, which is healing command, uses the default healing procedure, if you want to modify it so the fainted Pokémon won't be healed, you will have to use ASM, I believe.
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  #7702    
Old January 30th, 2013 (12:10 AM).
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Quote originally posted by BlitzMK:
Where is the "special" function HEAL_POKEMON defined in the script "special HEAL_POKEMON"? I want to change what that command does, so when a Pokemon has one or more HP, they get fully healed, but if they have zero HP they remain that way.
That "special" there is a scripting command used for executing an ASM routine. This routine is used for changing the HP of all the party pokemon to [MAX HP], change [Status] to normal and restore PP values to [MAX PP] values.

If you want to modify that routine so that pokemon with 0 HP don't get healed, you're indeed "going to have to use asm" but in other words, you just use a debugger for setting a breakpoint to the ram address of [HP]. Make it "call" another routine there where there is a check for 0 HP occasion. Set one of the "flags" accordingly if that pokemon has 0 HP to skip "transfer [MAX HP] values to [HP] values".

Not one of the easiest ASM hacks but then again, far from the complicated ones.
Study how to program, that way you can achieve doing this.
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  #7703    
Old January 30th, 2013 (05:56 AM).
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Quote originally posted by miksy91:
That "special" there is a scripting command used for executing an ASM routine. This routine is used for changing the HP of all the party pokemon to [MAX HP], change [Status] to normal and restore PP values to [MAX PP] values.

If you want to modify that routine so that pokemon with 0 HP don't get healed, you're indeed "going to have to use asm" but in other words, you just use a debugger for setting a breakpoint to the ram address of [HP]. Make it "call" another routine there where there is a check for 0 HP occasion. Set one of the "flags" accordingly if that pokemon has 0 HP to skip "transfer [MAX HP] values to [HP] values".

Not one of the easiest ASM hacks but then again, far from the complicated ones.
Study how to program, that way you can achieve doing this.
Or you can make your own healing script which checks all the Pokemon's HP and only heals the ones that are not fainted. Doing that is really just 3 easier routines, inefficient, but good if you want to use the default heal special somewhere else again.
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  #7704    
Old January 30th, 2013 (02:35 PM).
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Having trouble again....

Does the movesprite2 command calculate the coordinates from the edge of the map (the border) or the edge of the map you can walk on? And is x=0, y=0 in the bottom left corner? I wouldn't ask this if I knew what I was doing. XD
  #7705    
Old January 30th, 2013 (03:01 PM).
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Quote originally posted by kj3400:
Having trouble again....

Does the movesprite2 command calculate the coordinates from the edge of the map (the border) or the edge of the map you can walk on? And is x=0, y=0 in the bottom left corner? I wouldn't ask this if I knew what I was doing. XD
Top left is X = 0 and Y = 0. But that shouldn't matter, use A-map to find x,y coordinates.

Relevant picture:

I circled it so you see :P

EDIT:
These numbers are already in hex btw, so don't worry about converting them and stuff.
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  #7706    
Old January 30th, 2013 (03:08 PM).
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Quote originally posted by FBI agent:
Or you can make your own healing script which checks all the Pokemon's HP and only heals the ones that are not fainted. Doing that is really just 3 easier routines, inefficient, but good if you want to use the default heal special somewhere else again.
You're right. It's inefficient but whatever works.
These days, I have hard time figuring out the most simple solution for a certain thing. I just tend to go with "yeah, I'll first debug the routine and see what we've got there..." instead of first thinking of, "hey, can I actually skip doing all this...?".

Other than that, this is one of the things that one would like to do with assembly though. It's kinda stupid to tell the game to "load byte at ram address 2xxyyzz into "variable"", "compare variable to 00", "if result is 00, go to "check pkmn #2"" and so on...¨
All of it can be skipped by spending a little while how to implement the feature and do it. Saves space and makes the processor handle that situation probably > 100 times faster too. Not like it would make a difference comparing to the running speeds though.
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  #7707    
Old January 30th, 2013 (03:23 PM).
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Quote originally posted by FBI agent:
Top left is X = 0 and Y = 0. But that shouldn't matter, use A-map to find x,y coordinates.

<Relevant picture>

I circled it so you see

EDIT:
These numbers are already in hex btw, so don't worry about converting them and stuff.
Not going to lie, I didn't notice that at all
  #7708    
Old January 30th, 2013 (03:25 PM).
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Quote originally posted by miksy91:
Other than that, this is one of the things that one would like to do with assembly though. It's kinda stupid to tell the game to "load byte at ram address 2xxyyzz into "variable"", "compare variable to 00", "if result is 00, go to "check pkmn #2"" and so on...¨
All of it can be skipped by spending a little while how to implement the feature and do it. Saves space and makes the processor handle that situation probably > 100 times faster too. Not like it would make a difference comparing to the running speeds though.
Yeah, I doubt run speed would be effected very much (though it depends on the computer, if you're running it on some 1970 IBM computer it can slow down...maybe :D)


I have a couple questions now:

1) How does the cleartrainerflag command work? Is it just cleartrainerflag 0xTrainerID#?

2) How can I check multiples of variables? I.E Variable 1 is a multiple of 2?

3) Why can't I pass in variables like 0x5000 for paramaters but I can pass in LASTRESULT? Can I pass in all temporary variables?

Answers appreciated :)
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  #7709    
Old January 30th, 2013 (03:32 PM).
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Quote originally posted by thetripplenine:
I don't know where I got 4 she has the event number 0 Lol... That's probably why it wasn't working...

Ya that's why it wasn't working but the mother moved right after the script ended and she didn't even face the player...

BTW I thought setflag was supposed to give u the running shoes... Cause I wanted her to give the running shoes at the same time xD
.... still don't know what i'm doing...
  #7710    
Old January 30th, 2013 (03:37 PM).
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Her event number can't be zero, especially if she's the only person in the room...it would have to be 1.
  #7711    
Old January 30th, 2013 (03:40 PM).
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Quote originally posted by kj3400:
Her event number can't be zero, especially if she's the only person in the room...it would have to be 1.
ya it can... and she still moved, my problem was that she moved after the script
  #7712    
Old January 30th, 2013 (03:41 PM).
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Quote originally posted by thetripplenine:
.... still don't know what i'm doing...
You're supposed to use your applymovement commands to make her look at the player not faceplayer (in green script tiles). Second, set the flag after the check.
I.e:
Checkflag 0x828
if TRUE jump :end
setflag 0x828
...
... <--- These dots are where your Applymovement and message box goes
...
:end
release
end


EDIT:
The reason she's moving after the message is because you have the applymovement 0x0 @pointer after the message box. LOL.
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  #7713    
Old January 30th, 2013 (03:53 PM). Edited January 30th, 2013 by thetripplenine.
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Quote originally posted by FBI agent:
You're supposed to use your applymovement commands to make her look at the player not faceplayer (in green script tiles). Second, set the flag after the check.
I.e:
Checkflag 0x828
if TRUE jump :end
setflag 0x828
...
... <--- These dots are where your Applymovement and message box goes
...
:end
release
end



EDIT:
The reason she's moving after the message is because you have the applymovement 0x0 @pointer after the message box. LOL.
Ok First of all, i'll be your beta tester xD.

Second of all is there another way to make it so after the script, she gives you the running shoes with a script attached to that?

EDIT:
Here's the script again
Spoiler:
#dynamic 0x9C0000

#org @start
faceplayer
checkflag 0x860
if 0x1 goto @done
applymovement 0x00 @move
waitmovement 0x0
msgbox @1 0x6
release
end

#org @done
release
end

#org @move
#raw 0x09
#raw 0x0B
#raw 0x0B
#raw 0x0B
#raw 0x0B
#raw 0x0B
#raw 0x0B
#raw 0x3E
#raw 0xFE

#org @1
= Hi [player]! Ignore some of what\nProfessor Birch said. Your mission\lis to infultrate Team Magma's\lheadquarters. Go north of this\lhouse, enter the cave, receive\lyour pokemon, and find the sailor\lwho will send you to the\lrecruitment training.


EDIT AGAIN:
I also need a way the mom walks back...
  #7714    
Old January 30th, 2013 (04:11 PM).
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Quote originally posted by thetripplenine:
Ok First of all, i'll be your beta tester xD.

Second of all is there another way to make it so after the script, she gives you the running shoes with a script attached to that?
Do this:

EDIT:
Spoiler:
#dynamic 0x9C0000

#org @start
faceplayer
checkflag 0x828
if 0x1 goto @done
setflag 0x828
applymovement 0x00 @move
waitmovement 0x0
msgbox @1 0x6
pause 0x20
textcolor 0x3
msgbox @give 0x6
waitkeypress
textcolor 0x0
msgbox @something 0x6
applymovement 0x0 @move_back
waitmovement 0x0
release
end

#org @done
release
end

#org @move
#raw 0x09
#raw 0x0B
#raw 0x0B
#raw 0x0B
#raw 0x0B
#raw 0x0B
#raw 0x0B
#raw 0x3E
#raw 0xFE

#org @move_back
Put in the needed movement commands to move her back (opposite of what you did to move her bottom up)

#org @something
= put message here after you want her to say after player gets running shoes

#org @give
= [player] received the RUNNING SHOES.


#org @1
= Hi [player]! Ignore some of what\nProfessor Birch said. Your mission\lis to infultrate Team Magma's\lheadquarters. Go north of this\lhouse, enter the cave, receive\lyour pokemon, and find the sailor\lwho will send you to the\lrecruitment training.


I'm not very knowledgeable with XSE, but I think that should work. Remember to enter in the stuff @sometihng and @move_back.
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  #7715    
Old January 30th, 2013 (04:54 PM).
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Quote originally posted by FBI agent:
Do this:

EDIT:
Spoiler:
#dynamic 0x9C0000

#org @start
faceplayer
checkflag 0x828
if 0x1 goto @done
setflag 0x828
applymovement 0x00 @move
waitmovement 0x0
msgbox @1 0x6
pause 0x20
textcolor 0x3
msgbox @give 0x6
waitkeypress
textcolor 0x0
msgbox @something 0x6
applymovement 0x0 @move_back
waitmovement 0x0
release
end

#org @done
release
end

#org @move
#raw 0x09
#raw 0x0B
#raw 0x0B
#raw 0x0B
#raw 0x0B
#raw 0x0B
#raw 0x0B
#raw 0x3E
#raw 0xFE

#org @move_back
Put in the needed movement commands to move her back (opposite of what you did to move her bottom up)

#org @something
= put message here after you want her to say after player gets running shoes

#org @give
= [player] received the RUNNING SHOES.


#org @1
= Hi [player]! Ignore some of what\nProfessor Birch said. Your mission\lis to infultrate Team Magma's\lheadquarters. Go north of this\lhouse, enter the cave, receive\lyour pokemon, and find the sailor\lwho will send you to the\lrecruitment training.


I'm not very knowledgeable with XSE, but I think that should work. Remember to enter in the stuff @sometihng and @move_back.

Well it worked but she just didn't give you the running shoes so I compiled a seperate script for the running shoes but thanks anyways :D

Edit:
If you still want a beta tester I am available (sorry if this is annoying you...)
  #7716    
Old January 30th, 2013 (05:25 PM).
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Quote originally posted by thetripplenine:
Well it worked but she just didn't give you the running shoes so I compiled a seperate script for the running shoes but thanks anyways :D

Edit:
If you still want a beta tester I am available (sorry if this is annoying you...)
I used the wrong flag for running shoes LOL. It's not 0x828, that's the Pokemon menu. Running shoes is 0x82F. You can just change the flag on that script and it would work.

As for beta tester, I don't need it for playing the game. It's not so much for beta testing, as its for criticizing my ideas. Naturally you'll have a change to play it eventually. If you're still up for it you can PM me :)
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  #7717    
Old January 30th, 2013 (05:37 PM).
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Quote originally posted by FBI agent:
Yeah, I doubt run speed would be effected very much (though it depends on the computer, if you're running it on some 1970 IBM computer it can slow down...maybe :D)


I have a couple questions now:

1) How does the cleartrainerflag command work? Is it just cleartrainerflag 0xTrainerID#?

2) How can I check multiples of variables? I.E Variable 1 is a multiple of 2?

3) Why can't I pass in variables like 0x5000 for paramaters but I can pass in LASTRESULT? Can I pass in all temporary variables?

Answers appreciated
1). Yes, however, trainer flags work backworsds of usual flags. To set a flag makes the trainer anble to battle while clearing it prevents them from battling. (it isn't exactly opposite when you get deeper into why, but it's the easiest way to remember)

2). Why? Anyways, there isn't a command, you will need to write an ASM routine.

3). Parameters for what? I have used 0x5000s extensively on regualr compare commads and they work fine. If you are talking about things like chckgender, it is automatic for most of them to use LASTRESULT. The special2 command also can use any variable but it best to use a temp one so you know it will be cleaned later.
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  #7718    
Old January 30th, 2013 (05:46 PM).
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Quote originally posted by karatekid552:
1). Yes, however, trainer flags work backworsds of usual flags. To set a flag makes the trainer anble to battle while clearing it prevents them from battling. (it isn't exactly opposite when you get deeper into why, but it's the easiest way to remember)

2). Why? Anyways, there isn't a command, you will need to write an ASM routine.

3). Parameters for what? I have used 0x5000s extensively on regualr compare commads and they work fine. If you are talking about things like chckgender, it is automatic for most of them to use LASTRESULT. The special2 command also can use any variable but it best to use a temp one so you know it will be cleaned later.
1) Thanks, I thought it was weird when he didn't battle me XD

2) I found out : http://www.pokecommunity.com/showpost.php?p=7125655&postcount=104

3) I'm talking about stuff like this:
Spoiler:

random 0x50 ' Lastresult holds random now

addpokemon LASTRESULT 0x5 0x0 0x0 0x0 0x0 'Gives us a random Pokemon between 0-50 in hex

storepokemon 0x0 LASTRESULT 'This is the equivalent to buffer pokemon in xse

msg obtain 'Built in message "Hero has obtained X"


If you try this is something like 0x5000 instead of lastresult doesn't work (yes I used copyvar).
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  #7719    
Old January 30th, 2013 (05:49 PM).
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Ok FIRST OF ALL I HATE THIS XSE I CAN'T COMPILE ANY SCRIPTS ON MY OWN ANYMORE...

Second of all I need major help
Spoiler:
#dynamic 0x9C0000

#org @start
warp 0x0 0x11 0xFF 0x1 0x8
setdooropened 0x1 0x8
doorchange
checkflag 0x200
msgbox @1 0x6
if 0x1 goto @take
setdoorclosed 0x1 0x8
doorchange
warp 0x1 0x0 0xFF 0x2 0x6
release
end

#org @take
giveitem 0x4 0x5 MSG_OBTAIN
fanfare 0x13E
msgbox @received2 0x6
giveitem 0xD 0x5 MSG_OBTAIN
fanfare 0x13E
msgbox @received3 0x6
setflag 0x860
msgbox @received 0x6

#org @1
= WAIT [player]! You cannot be a recruit\nwithout the propper attier.

#org @received
= [Player] received the \c\h01ÊRUNNING\nSHOES!

#org @received2
= [Player] received \c\h01ÊPokéballs!

#org @received3
= [Player] received Potions!


Basically what I'm trying to do is make the mother walk out of the door and give you items...
  #7720    
Old January 30th, 2013 (06:03 PM). Edited January 30th, 2013 by FBI agent.
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Quote originally posted by thetripplenine:
Ok FIRST OF ALL I HATE THIS XSE I CAN'T COMPILE ANY SCRIPTS ON MY OWN ANYMORE...

Second of all I need major help
Spoiler:
#dynamic 0x9C0000

#org @start
clearflag 0x204
showsprite 0x[Mother's event number]
setdooropened 0x1 0x8
doorchange
applymovement 0x[Mother's event number] @out_door
waitmovement 0x0
msgbox @1 0x6
giveitem 0x4 0x5 MSG_OBTAIN
fanfare 0x13E
msgbox @received2 0x6
giveitem 0xD 0x5 MSG_OBTAIN
fanfare 0x13E
msgbox @received3 0x6
setflag 0x204
setflag 0x82F
msgbox @received 0x6
applymovement 0x[Mother's event number] @go_inside
waitmovement 0x0
disappear 0x[Mother's event number]
setdoorclosed 0x1 0x8
doorchange
releaseall
end

#org @go_inside
[INSERT MOTHER WALK UP ONE HERE]

#org @out_door
[INSERT MOTHER WALK DOWN HERE]

#org @1
= WAIT [player]! You cannot be a recruit\nwithout the propper attier.

#org @received
= [Player] received the \c\h01ÊRUNNING\nSHOES!

#org @received2
= [Player] received \c\h01ÊPokéballs!

#org @received3
= [Player] received Potions!


TO MAKE THIS WORK RIGHT:

First, make a mother sprite at the door you want her to show up at in AdvanceMap.
Note she should be 1 tiles above the door. Like this:


Set the mother's person ID to 0204 in Advance map. Now create a green script tile in the player's room (make sure he can't avoid it, make two if you have too -- right outside the stairs is perfect. Make those script tiles setflag 0x204 then release end.

EDIT:
This XSE you're using isn't the updated one right? I think you're using an old version (idk though).
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  #7721    
Old January 30th, 2013 (06:05 PM).
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Quote originally posted by FBI agent:
1) Thanks, I thought it was weird when he didn't battle me XD

2) I found out : http://www.pokecommunity.com/showpost.php?p=7125655&postcount=104

3) I'm talking about stuff like this:
Spoiler:

random 0x50 ' Lastresult holds random now

addpokemon LASTRESULT 0x5 0x0 0x0 0x0 0x0 'Gives us a random Pokemon between 0-50 in hex

storepokemon 0x0 LASTRESULT 'This is the equivalent to buffer pokemon in xse

msg obtain 'Built in message "Hero has obtained X"


If you try this is something like 0x5000 instead of lastresult doesn't work (yes I used copyvar).


Code:
#Dynamic 0x800000

#org @start
random 0x50
copyvar 0x5000 LASTRESULT
givepokemon 0x5000 0x5 0x0 0x0 0x0 0x0
bufferpokemon 0x0 0x5000
msgbox @msg 0x2
end

#org @msg
= You have obtained a [buffer1]!
This script works perfectly Same thing, just in XSE. (Well, not perfect, I got a missingno the first time, but a Nidorino the 2nd, haha )
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  #7722    
Old January 30th, 2013 (06:07 PM).
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Quote originally posted by karatekid552:
Code:
#Dynamic 0x800000

#org @start
random 0x50
copyvar 0x5000 LASTRESULT
givepokemon 0x5000 0x5 0x0 0x0 0x0 0x0
bufferpokemon 0x0 0x5000
msgbox @msg 0x2
end

#org @msg
= You have obtained a [buffer1]!
This script works perfectly^^^^ Same thing, just in XSE. (Well, not perfect, I got a missingno the first time, but a Nidorino the 2nd, haha :) )
I'm probably being an idiot and doing something dumb again then, haha. I swear it didn't work for me :P
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  #7723    
Old January 30th, 2013 (06:08 PM). Edited January 30th, 2013 by thetripplenine.
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Quote originally posted by FBI agent:
I'm probably being an idiot and doing something dumb again then, haha. I swear it didn't work for me
Umm what pokemon is 0x5000??

Edit: its 0x21 i believe
  #7724    
Old January 30th, 2013 (06:13 PM).
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Quote originally posted by thetripplenine:
Umm what pokemon is 0x500??
Compile this and find out:
#Dynamic 0x800000

#org @start
random 0x50
copyvar 0x5000 LASTRESULT
givepokemon 0x5000 0x5 0x0 0x0 0x0 0x0
bufferpokemon 0x0 0x5000
msgbox @msg 0x2
end

#org @msg
= You have obtained a [buffer1]!

It's actually a fun script :)
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  #7725    
Old January 30th, 2013 (06:17 PM).
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karatekid552
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Quote originally posted by thetripplenine:
Umm what pokemon is 0x5000??

Edit: its 0x21 i believe
It is the random number selected by the random command and stored in var 0x5000.
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