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  #8201    
Old May 14th, 2013 (12:07 AM).
horcruxrocks's Avatar
horcruxrocks horcruxrocks is offline
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What are the flags and Vars that we should basically use
One more question Diff b/w Var and flag is that
Flag lets an event happen once and Var lets it happen acc. to our specifications right?
And what happens when we use clearflag that means this flag will be cleared?
And we can use it again?

One more question related to Truck thing in LITTLEROOT TOWN.
In A-Map Events tab i deleted the truck event.But when i open my rom i still enter the map through truck what shall i do?
  #8202    
Old May 14th, 2013 (12:45 AM).
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Satoshi Ookami Satoshi Ookami is offline
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Quote originally posted by horcruxrocks:
What are the flags and Vars that we should basically use
Diego's tutorial has a list of free flags.

Quote originally posted by horcruxrocks:
One more question Diff b/w Var and flag is that
Flag lets an event happen once and Var lets it happen acc. to our specifications right?
And what happens when we use clearflag that means this flag will be cleared?
And we can use it again?
Yes. Clearflag clears the use of flag so it can be used again.

Quote originally posted by horcruxrocks:
One more question related to Truck thing in LITTLEROOT TOWN.
In A-Map Events tab i deleted the truck event.But when i open my rom i still enter the map through truck what shall i do?
You can use Start Map Editor Advance to change the start map.
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  #8203    
Old May 14th, 2013 (01:41 AM).
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horcruxrocks horcruxrocks is offline
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It still wont help
if i change the map the truck wont be shown but the shaking happens.
  #8204    
Old May 14th, 2013 (02:38 AM).
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karatekid552 karatekid552 is offline
What happens if I push it?....
 
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Quote originally posted by horcruxrocks:
It still wont help
if i change the map the truck wont be shown but the shaking happens.
The shaking is removed by truck remover: http://www.pokecommunity.com/showthread.php?t=181369

(First result on google for "Tuck Remover".)
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  #8205    
Old May 14th, 2013 (04:40 AM).
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Gyrath Gyrath is offline
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Ok, So im having a little problemo here. My script starts but doesnt continue to the next part. Any suggestions? I'm still a beginner.

#dyn 0x740000
#org @main
lock
faceplayer
message @intro
callstd MSG_NORMAL
setflag 0x2010
jump @start
DOESNT GO TO #ORG @START
#org @start
lock
checkflag 0x2025
if 0x1 jump :end
setflag FR_POKEMON
countpokemon
compare LASTRESULT 6
if == jump @noroom
addpokemon EEVEE 0x5 ORANBERRY 0 0 0
setflag 0x2025
storepokemon 0 EEVEE
message @get-msg
fanfare 0x101
showmsg
waitfanfare
waitbutton
:end
release
end

#org @noroom
msgbox @noroom-msg
callstd MSG_NOCLOSE
release
end

#org @noroom-msg
= You don't have enough room in your party.

#org @get-msg
= You got a \v\h02!\pNow, my Grandson will be waiting\nfor you in Dream City.\pWith him you will find Martin.\pThe legend of Rayquaza might be\ntrue.\pTalk with Martin to find out more.

#org @intro
= Hello \v\h01!.\pIt is your 13th birthday and I\npromised that I would give you a...\pPokemon!!
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  #8206    
Old May 14th, 2013 (05:07 AM).
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karatekid552 karatekid552 is offline
What happens if I push it?....
 
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Quote originally posted by Gyrath:
Ok, So im having a little problemo here. My script starts but doesnt continue to the next part. Any suggestions? I'm still a beginner.

#dyn 0x740000
#org @main
lock
faceplayer
message @intro
callstd MSG_NORMAL
setflag 0x2010
jump @start
DOESNT GO TO #ORG @START
#org @start
lock
checkflag 0x2025
if 0x1 jump :end
setflag FR_POKEMON
countpokemon
compare LASTRESULT 6
if == jump @noroom
addpokemon EEVEE 0x5 ORANBERRY 0 0 0
setflag 0x2025
storepokemon 0 EEVEE
message @get-msg
fanfare 0x101
showmsg
waitfanfare
waitbutton
:end
release
end

#org @noroom
msgbox @noroom-msg
callstd MSG_NOCLOSE
release
end

#org @noroom-msg
= You don't have enough room in your party.

#org @get-msg
= You got a \v\h02!\pNow, my Grandson will be waiting\nfor you in Dream City.\pWith him you will find Martin.\pThe legend of Rayquaza might be\ntrue.\pTalk with Martin to find out more.

#org @intro
= Hello \v\h01!.\pIt is your 13th birthday and I\npromised that I would give you a...\pPokemon!!
Put an "end" after the jump @start.
Remove the "lock" after the @start.
Don't use flags over 900: refer to this list: http://www.pokecommunity.com/showpost.php?p=6829256&postcount=158
Change ":end" to @end
There really isn't a need for the @start section to have it's own label. It would have done fine under the @main label without the need for a jump.
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  #8207    
Old May 14th, 2013 (06:12 AM).
Gyrath's Avatar
Gyrath Gyrath is offline
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Quote originally posted by karatekid552:
Put an "end" after the jump @start.
Remove the "lock" after the @start.
Don't use flags over 900: refer to this list: http://www.pokecommunity.com/showpost.php?p=6829256&postcount=158
Change ":end" to @end
There really isn't a need for the @start section to have it's own label. It would have done fine under the @main label without the need for a jump.
Thanks! It worked!
However It only works "once".
This might be a file problem but when I played the game the script worked fine. I wanted to see my Eevee's nature and it was "hardy". I didn't like it so I closed the game and opened up a fresh.
But then when I talk to the NPC. He just says the first line and doesn't go on with the script.
Solutions?
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  #8208    
Old May 14th, 2013 (06:35 AM).
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karatekid552 karatekid552 is offline
What happens if I push it?....
 
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Quote originally posted by Gyrath:
Thanks! It worked!
However It only works "once".
This might be a file problem but when I played the game the script worked fine. I wanted to see my Eevee's nature and it was "hardy". I didn't like it so I closed the game and opened up a fresh.
But then when I talk to the NPC. He just says the first line and doesn't go on with the script.
Solutions?
Probably the flag you used, which is over 900, which overlaps ram used for other things, which could have been changed by something else.

No flags over 900!
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  #8209    
Old May 14th, 2013 (03:42 PM).
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thetripplenine thetripplenine is offline
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Quote originally posted by karatekid552:
You need to set the flag in his person ID and the do a hidesprite command after he walks away. That should do the trick.
So I did that but you have to talk to her again in order for her to move and hide, while I just want her to walk away after the script

Here's my script:
Spoiler:
#dynamic 0x9C0000

#org @start
msgbox @1 0x6
applymovement 0x0 @turn
waitmovement 0x0
msgbox @2 0x6
trainerbattle 0x0 0x001 0x0 @go @end
applymovement 0x0 @move
waitmovement 0x0
hidesprite 0x0
setflag 0x220
release
end

#org @turn
#raw 0x56
#raw 0x00
#raw 0xFE

#org @move
#raw 0x18
#raw 0x15
#raw 0x15
#raw 0x15
#raw 0x15
#raw 0x15
#raw 0x15
#raw 0x15
#raw 0x15
#raw 0x18
#raw 0x18
#raw 0x18
#raw 0xFE

(not going to put the messages)
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  #8210    
Old May 14th, 2013 (04:23 PM).
karatekid552's Avatar
karatekid552 karatekid552 is offline
What happens if I push it?....
 
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Quote originally posted by thetripplenine:
So I did that but you have to talk to her again in order for her to move and hide, while I just want her to walk away after the script

Here's my script:
Spoiler:
#dynamic 0x9C0000

#org @start
msgbox @1 0x6
applymovement 0x0 @turn
waitmovement 0x0
msgbox @2 0x6
trainerbattle 0x0 0x001 0x0 @go @end
applymovement 0x0 @move
waitmovement 0x0
hidesprite 0x0
setflag 0x220
release
end

#org @turn
#raw 0x56
#raw 0x00
#raw 0xFE

#org @move
#raw 0x18
#raw 0x15
#raw 0x15
#raw 0x15
#raw 0x15
#raw 0x15
#raw 0x15
#raw 0x15
#raw 0x15
#raw 0x18
#raw 0x18
#raw 0x18
#raw 0xFE

(not going to put the messages)
It is the trainerbattle command. You need to use trainerbattle type 3. I can't remember which parameter exactly it is, but when XSE prompts you for a type of battle, use 3. It is the only one that allows the script to continue.
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  #8211    
Old May 14th, 2013 (04:55 PM). Edited May 14th, 2013 by thetripplenine.
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thetripplenine thetripplenine is offline
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Quote originally posted by karatekid552:
It is the trainerbattle command. You need to use trainerbattle type 3. I can't remember which parameter exactly it is, but when XSE prompts you for a type of battle, use 3. It is the only one that allows the script to continue.
I figured out from diegoisawesome's walkthrough that its trainerbattle 0x1 etc, but thanks anyways!
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  #8212    
Old May 14th, 2013 (08:14 PM).
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Prinnykaze Prinnykaze is offline
 
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Hello! i have a question heres some info first though
Hacking: emerald
Tools of use: pokescript, XSE, Adv. Map
type of event: person script
topic of interest: wild/legendary pokemon battles
Question: okey, so i've been searching around the net for a few hours because i can't find the right codes to start the wild battle script on my emerald game, cause almost every-
where has the FR battle scripts but when i use them, it never starts the battle, the script (i think) would just skip the battle and do the fade in, fade out and then i would be free to move.
Spoiler:
#org $script
lock
faceplayer
cry 0xA1 404
#raw 0x33
pause 0x30
message $cry
$cry 1 = MMEEEOOOWW!
boxset 6
wildbattle 404 2 1
pause 0x70
fadescreen 1
removesprite 0x800F
setflag 0x1200
pause 0x10
fadescreen 0
release
end

so basicly i just want to know what i am doing wrong, and what to fix. (possibly the right codes to use)
thank you, Prinnykaze
  #8213    
Old May 15th, 2013 (02:40 AM). Edited May 15th, 2013 by Gyrath.
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Gyrath Gyrath is offline
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Quote originally posted by karatekid552:
Probably the flag you used, which is over 900, which overlaps ram used for other things, which could have been changed by something else.

No flags over 900!
It didn't work, still stall's the second time through.

EDIT: FIXED W00T
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  #8214    
Old May 15th, 2013 (09:23 AM).
Yudiop Yudiop is offline
 
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Ok, so I tried to do a scripted warp and when i try and reach the area I want (Pallet Town (map bank 4,0)) It the screen goes black and 'freezes'. I have tried other areas and they work but not to the intended area.
I am using PKSV-UI
Pokemon Fire Red v1.0
Script Event
topic : Scripted Warps

Spoiler:
#org 0x8740F23
'-----------------------------------
lock
faceplayer
message 0x8740F45 ' Cap'n,\nare you read...
callstd MSG_YESNO ' Yes/No message
compare LASTRESULT YES
if == jump 0x8740F81 ' Equal To
jump 0x8740F3C

#org 0x8740F81
'-----------------------------------
message 0x8740FBF ' YOU: Yes,\nAce,\pget...
callstd MSG_LOCK ' Built-in lock command
applymovement PLAYER 0x874108A ' look_up walk_up walk...
pause 0x1E
message 0x8741091 ' YOU: You Know why yo...
callstd MSG_LOCK ' Built-in lock command
applymovement PLAYER 0x8741179 ' walk_right walk_righ...
pause 0x1E
message 0x8741184 ' YOU: There is one pi...
callstd MSG_LOCK ' Built-in lock command
applymovement PLAYER 0x87412CA ' walk_right walk_righ...
pause 0x1E
warp 0x4 0x0 0xFF 0x8 0x12
release
end

#org 0x8740F3C
'-----------------------------------
message 0x8740F64 ' Ok,\ncome back when ...
callstd MSG_LOCK ' Built-in lock command
release
end


#org 0x8740F45
= Cap'n,\nare you ready to leave?

#org 0x8740FBF
= YOU: Yes,\nAce,\pget the boat ready in a bit,\nI need to speak to all of you.\lAdmiral Ace: Ok Cap'n,\n I can do that for ye.\pI will gather their attention.\nMercanarys!\pOur great leader would like to speak!

#org 0x8741091
= YOU: You Know why you are here\ntoday.\pYou are here so that this\nboat reaches the new region of\pDesertusaum.\nThis region is full o' pirates,\pus being mercenarys will\nbe able to handle them,\pthey are thieves, not fighters.\lHowever...

#org 0x8741184
= YOU: There is one pirate.\nHe sails under the name of\pRasarchi.\nHe is known for being one of the\pbest pirates to have lived.\nHe is notorius.\pHe is like the Flying Dutchman,\nonly appears\pevery so often, and\nwe happen to travel in the season\pwhen he never appears!\nDon't fear the tales,\pwe will reach our destination!

#org 0x8740F64
= Ok,\ncome back when ye ready.

#org 0x874108A
M look_up walk_up walk_up look_left look_right look_down end

#org 0x8741179
M walk_right walk_right walk_right walk_left walk_left walk_left walk_left walk_left walk_left look_up end

#org 0x87412CA
M walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_down walk_down walk_down walk_down end


Everything else works except the warp, sorry if this has been answered already but scrolling through 100s of pages seems longer than asking for help :3
  #8215    
Old May 15th, 2013 (10:19 AM).
karatekid552's Avatar
karatekid552 karatekid552 is offline
What happens if I push it?....
 
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Quote originally posted by Yudiop:
Ok, so I tried to do a scripted warp and when i try and reach the area I want (Pallet Town (map bank 4,0)) It the screen goes black and 'freezes'. I have tried other areas and they work but not to the intended area.
I am using PKSV-UI
Pokemon Fire Red v1.0
Script Event
topic : Scripted Warps

Spoiler:
#org 0x8740F23
'-----------------------------------
lock
faceplayer
message 0x8740F45 ' Cap'n,\nare you read...
callstd MSG_YESNO ' Yes/No message
compare LASTRESULT YES
if == jump 0x8740F81 ' Equal To
jump 0x8740F3C

#org 0x8740F81
'-----------------------------------
message 0x8740FBF ' YOU: Yes,\nAce,\pget...
callstd MSG_LOCK ' Built-in lock command
applymovement PLAYER 0x874108A ' look_up walk_up walk...
pause 0x1E
message 0x8741091 ' YOU: You Know why yo...
callstd MSG_LOCK ' Built-in lock command
applymovement PLAYER 0x8741179 ' walk_right walk_righ...
pause 0x1E
message 0x8741184 ' YOU: There is one pi...
callstd MSG_LOCK ' Built-in lock command
applymovement PLAYER 0x87412CA ' walk_right walk_righ...
pause 0x1E
warp 0x4 0x0 0xFF 0x8 0x12
release
end

#org 0x8740F3C
'-----------------------------------
message 0x8740F64 ' Ok,\ncome back when ...
callstd MSG_LOCK ' Built-in lock command
release
end


#org 0x8740F45
= Cap'n,\nare you ready to leave?

#org 0x8740FBF
= YOU: Yes,\nAce,\pget the boat ready in a bit,\nI need to speak to all of you.\lAdmiral Ace: Ok Cap'n,\n I can do that for ye.\pI will gather their attention.\nMercanarys!\pOur great leader would like to speak!

#org 0x8741091
= YOU: You Know why you are here\ntoday.\pYou are here so that this\nboat reaches the new region of\pDesertusaum.\nThis region is full o' pirates,\pus being mercenarys will\nbe able to handle them,\pthey are thieves, not fighters.\lHowever...

#org 0x8741184
= YOU: There is one pirate.\nHe sails under the name of\pRasarchi.\nHe is known for being one of the\pbest pirates to have lived.\nHe is notorius.\pHe is like the Flying Dutchman,\nonly appears\pevery so often, and\nwe happen to travel in the season\pwhen he never appears!\nDon't fear the tales,\pwe will reach our destination!

#org 0x8740F64
= Ok,\ncome back when ye ready.

#org 0x874108A
M look_up walk_up walk_up look_left look_right look_down end

#org 0x8741179
M walk_right walk_right walk_right walk_left walk_left walk_left walk_left walk_left walk_left look_up end

#org 0x87412CA
M walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_down walk_down walk_down walk_down end


Everything else works except the warp, sorry if this has been answered already but scrolling through 100s of pages seems longer than asking for help :3
Try putting a "waitstate" on the line after the warp. If that doesn't work, go and make sure the map isn't corrupt by getting there by other means.
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  #8216    
Old May 15th, 2013 (10:40 AM).
Yudiop Yudiop is offline
 
Join Date: May 2013
Gender: Male
Posts: 3
Quote originally posted by karatekid552:
Try putting a "waitstate" on the line after the warp. If that doesn't work, go and make sure the map isn't corrupt by getting there by other means.
it seems waitstate is not considered a command on PKSV

message which appears in compilers log : Warning: Unknown command "waitstate"

Thanks for trying though
  #8217    
Old May 15th, 2013 (10:47 AM). Edited May 15th, 2013 by Spherical Ice.
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Spherical Ice Spherical Ice is online now
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To be honest, most people here are much more familiar with XSE's syntax and it is generally seen to be the better script editor - I think you'd have an easier time if you switched to XSE 1.1.1. There's a mega-huge tutorial just waiting for you here, too!

This is what your script would look like in XSE's syntax:

Code:
#dynamic 0x800000

//---------------
#org @start
lock
faceplayer
msgbox @string1 MSG_YESNO //"Cap'n, are you ready to leave?"
compare LASTRESULT 0x1
if 0x1 goto @snippet1
msgbox @string2 MSG_FACE //"Ok, come back when ye ready."
release
end

//---------------
#org @snippet1
msgbox @string3 MSG_FACE //"YOU: Yes, Ace, get the boat ready\..."
applymovement MOVE_PLAYER @move1
waitmovement 0x0
msgbox @string4 MSG_FACE //"YOU: You know why you are here\nto..."
applymovement MOVE_PLAYER @move1
waitmovement 0x0
msgbox @string5 MSG_FACE //"YOU: There is one pirate.\pHe sail..."
applymovement MOVE_PLAYER @move1
waitmovement 0x0
warp 0x4 0x0 0xFF 0x8 0x12
waitstate
release
end


//---------
// Strings
//---------
#org @string1
= Cap'n, are you ready to leave?

#org @string2
= Ok, come back when ye ready.

#org @string3
= YOU: Yes, Ace, get the boat ready\nin a bit, I need to speak to all\lof you.\pAdmiral Ace: Ok Cap'n, I can do\nthat for ye.\pI will gather their attention.\pMercanarys!\pOur great leader would like to\nspeak!

#org @string4
= YOU: You know why you are here\ntoday.\pYou are here so that this boat\nreaches the new region of\lDesertusaum.\pThis region is full o' pirates,\nus being mercenarys will be able\lto handle them, they are thieves,\lnot fighters.\pHowever...

#org @string5
= YOU: There is one pirate.\pHe sails under the name of\nRasarchi.\pHe is known for being one of the\nbest pirates to have lived.\pHe is notorius.\pHe is like the Flying Dutchman,\nonly appears every so often, and\lwe happen to travel in the season\lwhen he never appears!\pDon't fear the tales, we will\nreach our destination!


//-----------
// Movements
//-----------
#org @move1
#raw 0x1 //Face Up
#raw 0x11 //Step Up (Normal)
#raw 0x11 //Step Up (Normal)
#raw 0x2 //Face Left
#raw 0x3 //Face Right
#raw 0x0 //Face Down
#raw 0xFE //End of Movements
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  #8218    
Old May 15th, 2013 (01:59 PM).
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LaDestitute LaDestitute is offline
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Location: West Coast, USA
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I need some help with un-bugging an XSE script I wrote. It's one of those "rival follows player" sort of things, and I'm using setvar/compare as checkpoints, so the rest of the script can continue from separate maps until the destination is reached. The first part (the interaction with your rival in the Professor's lab) works fine, but when I step back outside and activate the second script event, the dialog from the first part (the rival's dialog) is played instead of how I want, where the rival comes out of the door, and follows the player to the exit of the town. A friend even helped me with trying to fix it, but no luck with that.

Code:
#dynamic 0x800000

//---------------
#org @start
checkflag 0x828
if 0x1 goto @snippet1
compare 0x4001 0x1
if 0x1 goto @snippet2
release
end

//---------------
#org @snippet1
applymovement 0x7 @move1
waitmovement 0x0
msgbox @string1 MSG_NORMAL //"Hey, where are you going? You're\n..."
applymovement MOVE_PLAYER @move2
waitmovement 0x0
applymovement MOVE_PLAYER @move3
waitmovement 0x0
applymovement 0x7 @move4
waitmovement 0x0
setvar 0x4001 0x1
release
end

//---------------
#org @snippet2
applymovement MOVE_PLAYER @move5
waitmovement 0x0
applymovement 0x3 @move6
waitmovement 0x0
applymovement MOVE_PLAYER @move7
applymovement 0x3 @move8
waitmovement 0x0
release
end


//---------
// Strings
//---------
#org @string1
= Hey, where are you going?\pYou're going to go see Professor\nPine at the Wildlife Reserve,\laren't you?\pI'm coming with you.\pNo ["]if"s or ["]but"s about it!


//-----------
// Movements
//-----------
#org @move1
#raw 0x62 //Exclamation Mark (!)
#raw 0x1D //Step Down (Fast)
#raw 0x1D //Step Down (Fast)
#raw 0x1D //Step Down (Fast)
#raw 0xFE //End of Movements

#org @move2
#raw 0x1 //Face Up
#raw 0xFE //End of Movements

#org @move3
#raw 0x10 //Step Down (Normal)
#raw 0xFE //End of Movements

#org @move4
#raw 0x10 //Step Down (Normal)
#raw 0x10 //Step Down (Normal)
#raw 0x10 //Step Down (Normal)
#raw 0xFE //End of Movements

#org @move5
#raw 0x10 //Step Down (Normal)
#raw 0xFE //End of Movements

#org @move6
#raw 0x61 //Show
#raw 0x10 //Step Down (Normal)
#raw 0xFE //End of Movements

#org @move7
#raw 0x10 //Step Down (Normal)
#raw 0x12 //Step Left (Normal)
#raw 0x11 //Step Up (Normal)
#raw 0x12 //Step Left (Normal)
#raw 0x12 //Step Left (Normal)
#raw 0x12 //Step Left (Normal)
#raw 0x12 //Step Left (Normal)
#raw 0x11 //Step Up (Normal)
#raw 0x11 //Step Up (Normal)
#raw 0x11 //Step Up (Normal)
#raw 0x11 //Step Up (Normal)
#raw 0x11 //Step Up (Normal)
#raw 0x11 //Step Up (Normal)
#raw 0x12 //Step Left (Normal)
#raw 0x12 //Step Left (Normal)
#raw 0x12 //Step Left (Normal)
#raw 0x12 //Step Left (Normal)
#raw 0x12 //Step Left (Normal)
#raw 0x12 //Step Left (Normal)
#raw 0x12 //Step Left (Normal)
#raw 0x11 //Step Up (Normal)
#raw 0x12 //Step Left (Normal)
#raw 0x12 //Step Left (Normal)
#raw 0x12 //Step Left (Normal)
#raw 0x12 //Step Left (Normal)
#raw 0x12 //Step Left (Normal)
#raw 0xFE //End of Movements

#org @move8
#raw 0x12 //Step Left (Normal)
#raw 0x12 //Step Left (Normal)
#raw 0x12 //Step Left (Normal)
#raw 0x12 //Step Left (Normal)
#raw 0x12 //Step Left (Normal)
#raw 0x11 //Step Up (Normal)
#raw 0x11 //Step Up (Normal)
#raw 0x11 //Step Up (Normal)
#raw 0x11 //Step Up (Normal)
#raw 0x11 //Step Up (Normal)
#raw 0x11 //Step Up (Normal)
#raw 0x12 //Step Left (Normal)
#raw 0x12 //Step Left (Normal)
#raw 0x12 //Step Left (Normal)
#raw 0x12 //Step Left (Normal)
#raw 0x12 //Step Left (Normal)
#raw 0x12 //Step Left (Normal)
#raw 0x12 //Step Left (Normal)
#raw 0x11 //Step Up (Normal)
#raw 0x12 //Step Left (Normal)
#raw 0x12 //Step Left (Normal)
#raw 0x12 //Step Left (Normal)
#raw 0x12 //Step Left (Normal)
#raw 0x12 //Step Left (Normal)
#raw 0xFE //End of Movements
  #8219    
Old May 15th, 2013 (02:05 PM).
TweenyTodd TweenyTodd is offline
Quitting cuz i got a job
 
Join Date: Feb 2013
Location: NOYB
Nature: Sassy
Posts: 95
Quote originally posted by LaDestitute:
STUFF
You forgot to set the flag.

Code:
#dynamic 0x800000

//---------------
#org @start
checkflag 0x828 HERE IS WHERE THE DIVISION IS
if 0x1 goto @snippet1
compare 0x4001 0x1
if 0x1 goto @snippet2
release
end

//---------------
#org @snippet1
applymovement 0x7 @move1
waitmovement 0x0
msgbox @string1 MSG_NORMAL //"Hey, where are you going? You're\n..."
applymovement MOVE_PLAYER @move2
waitmovement 0x0
applymovement MOVE_PLAYER @move3
waitmovement 0x0
applymovement 0x7 @move4
waitmovement 0x0
setflag 0x828 Or somewhere else before the script is activated a second time.
setvar 0x4001 0x1
release
end

//---------------
#org @snippet2
applymovement MOVE_PLAYER @move5
waitmovement 0x0
applymovement 0x3 @move6
waitmovement 0x0
applymovement MOVE_PLAYER @move7
applymovement 0x3 @move8
waitmovement 0x0
release
end


//---------
// Strings
//---------
#org @string1
= Hey, where are you going?\pYou're going to go see Professor\nPine at the Wildlife Reserve,\laren't you?\pI'm coming with you.\pNo ["]if"s or ["]but"s about it!


//-----------
// Movements
//-----------
#org @move1
#raw 0x62 //Exclamation Mark (!)
#raw 0x1D //Step Down (Fast)
#raw 0x1D //Step Down (Fast)
#raw 0x1D //Step Down (Fast)
#raw 0xFE //End of Movements

#org @move2
#raw 0x1 //Face Up
#raw 0xFE //End of Movements

#org @move3
#raw 0x10 //Step Down (Normal)
#raw 0xFE //End of Movements

#org @move4
#raw 0x10 //Step Down (Normal)
#raw 0x10 //Step Down (Normal)
#raw 0x10 //Step Down (Normal)
#raw 0xFE //End of Movements

#org @move5
#raw 0x10 //Step Down (Normal)
#raw 0xFE //End of Movements

#org @move6
#raw 0x61 //Show
#raw 0x10 //Step Down (Normal)
#raw 0xFE //End of Movements

#org @move7
#raw 0x10 //Step Down (Normal)
#raw 0x12 //Step Left (Normal)
#raw 0x11 //Step Up (Normal)
#raw 0x12 //Step Left (Normal)
#raw 0x12 //Step Left (Normal)
#raw 0x12 //Step Left (Normal)
#raw 0x12 //Step Left (Normal)
#raw 0x11 //Step Up (Normal)
#raw 0x11 //Step Up (Normal)
#raw 0x11 //Step Up (Normal)
#raw 0x11 //Step Up (Normal)
#raw 0x11 //Step Up (Normal)
#raw 0x11 //Step Up (Normal)
#raw 0x12 //Step Left (Normal)
#raw 0x12 //Step Left (Normal)
#raw 0x12 //Step Left (Normal)
#raw 0x12 //Step Left (Normal)
#raw 0x12 //Step Left (Normal)
#raw 0x12 //Step Left (Normal)
#raw 0x12 //Step Left (Normal)
#raw 0x11 //Step Up (Normal)
#raw 0x12 //Step Left (Normal)
#raw 0x12 //Step Left (Normal)
#raw 0x12 //Step Left (Normal)
#raw 0x12 //Step Left (Normal)
#raw 0x12 //Step Left (Normal)
#raw 0xFE //End of Movements

#org @move8
#raw 0x12 //Step Left (Normal)
#raw 0x12 //Step Left (Normal)
#raw 0x12 //Step Left (Normal)
#raw 0x12 //Step Left (Normal)
#raw 0x12 //Step Left (Normal)
#raw 0x11 //Step Up (Normal)
#raw 0x11 //Step Up (Normal)
#raw 0x11 //Step Up (Normal)
#raw 0x11 //Step Up (Normal)
#raw 0x11 //Step Up (Normal)
#raw 0x11 //Step Up (Normal)
#raw 0x12 //Step Left (Normal)
#raw 0x12 //Step Left (Normal)
#raw 0x12 //Step Left (Normal)
#raw 0x12 //Step Left (Normal)
#raw 0x12 //Step Left (Normal)
#raw 0x12 //Step Left (Normal)
#raw 0x12 //Step Left (Normal)
#raw 0x11 //Step Up (Normal)
#raw 0x12 //Step Left (Normal)
#raw 0x12 //Step Left (Normal)
#raw 0x12 //Step Left (Normal)
#raw 0x12 //Step Left (Normal)
#raw 0x12 //Step Left (Normal)
#raw 0xFE //End of Movements
  #8220    
Old May 15th, 2013 (02:22 PM).
LaDestitute's Avatar
LaDestitute LaDestitute is offline
Razor Sharp
 
Join Date: Apr 2013
Location: West Coast, USA
Gender: Male
Nature: Calm
Posts: 79
Edit:
Actually, it's still wrong. I have flag 0x828 being set in a different script.
  #8221    
Old May 16th, 2013 (08:51 AM).
ShinyNine's Avatar
ShinyNine ShinyNine is offline
 
Join Date: May 2013
Gender: Male
Posts: 2
I need help with a tile script. It's supposed to be a rival battle, which works fine, but afterwards I want him to walk away and then delete the sprite. The first and biggest problem is that after the battle the person I was battling becomes a gray version of my sprite and I end up controling him instead of my actual character. I don't really know how to delete the sprite but I can work around that I think, I just need to know why I'm suddenly changing characters.

My script: (Pokescript)


#org $battle
jingle
message $talk
$talk 1 = WAIT!
boxset 6
applymovement 4 $walk
$walk 1 ; #binary 0x10 0x10 0x10 0xFE
pausemove 0
applymovement 0xFF $walk1
$walk1 1 ; #binary 0x01 0xFE
pausemove 0
setflag 0x1204
trainerbattle 0x01 0x001 $see $win $after
$see 1 = You must be itching for a battle,\nlet's see how good your new POKEMON\lis!
$win 1 = Wow...\lYour pokemon is impressive

#org $after
checkflag 0x1204
if 0x01 goto $leave
release
end

#org $leave
message $talk1
$talk1 1 = You really are a natural...\nI have a feeling you and your\lPOKEMON are going to have quite the\lstory to tell before all is said\land done.
boxset 6
applymovement 4 $gone
$gone 1 ; #binary 0x13 0x10 0x10 0xFE
pausemove 0
applymovement 0xFF $look
$look 1 ; #binary 0x04 0xFE
pausemove 0
applymovement 4 $gone1
$gone1 1 ; #binary 0x10 0x10 0x10 0x60 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0xFE
pausemove 0
setvar 0x6003 0x0001
release
end
  #8222    
Old May 16th, 2013 (09:58 AM).
Spherical Ice's Avatar
Spherical Ice Spherical Ice is online now
Moderator
CS
 
Join Date: Nov 2007
Location: UK
Posts: 3,391
Send a message via Skype™ to Spherical Ice
Jesus, how do people still end up using PokéScript?

I think you'd have an easier time if you switched to XSE 1.1.1. There's a mega-huge tutorial just waiting for you here, too!

Your script would then look like this in XSE's syntax:

Code:
#dynamic 0x800000

//---------------
#org @start
checkflag 0x1204
if 0x1 goto @snippet1
msgbox @string1 MSG_NORMAL //"WAIT!"
applymovement 0x4 @move1
waitmovement 0x0
spriteface 0xFF 0x2
trainerbattle 0x1 0x1 0x0 @string2 @string3 @snippet2

//---------------
#org @snippet1
release
end

//---------------
#org @snippet2
setflag 0x1204
msgbox @string3 MSG_NORMAL //"Wow...\pYour POKéMON is impressive..."
applymovement 0x4 @move2
waitmovement 0x0
spriteface 0xFF 0x4
applymovement 0x4 @move3
waitmovement 0x0
setvar 0x6003 0x1
release
end


//---------
// Strings
//---------
#org @string1
= WAIT!

#org @string2
= You must be itching for a battle,\nlet's see how good your new\lPOKéMON is!

#org @string3
= Wow...\pYour POKéMON is impressive!


//-----------
// Movements
//-----------
#org @move1
#raw 0x10 //Step Down (Normal)
#raw 0x10 //Step Down (Normal)
#raw 0x10 //Step Down (Normal)
#raw 0xFE //End of Movements

#org @move2
#raw 0x13 //Step Right (Normal)
#raw 0x10 //Step Down (Normal)
#raw 0x10 //Step Down (Normal)
#raw 0xFE //End of Movements

#org @move3
#raw 0x10 //Step Down (Normal)
#raw 0x10 //Step Down (Normal)
#raw 0x10 //Step Down (Normal)
#raw 0x60 //Hide
#raw 0x1F //Step Left (Fast)
#raw 0x1F //Step Left (Fast)
#raw 0x1F //Step Left (Fast)
#raw 0x1F //Step Left (Fast)
#raw 0x1F //Step Left (Fast)
#raw 0x1F //Step Left (Fast)
#raw 0xFE //End of Movements
In any case, the variables and flags you have used are unsafe! Try using these instead.

Code:
#dynamic 0x800000

//---------------
#org @start
checkflag 0x200
if 0x1 goto @snippet1
msgbox @string1 MSG_NORMAL //"WAIT!"
applymovement 0x4 @move1
waitmovement 0x0
spriteface 0xFF 0x2
trainerbattle 0x1 0x1 0x0 @string2 @string3 @snippet2

//---------------
#org @snippet1
release
end

//---------------
#org @snippet2
setflag 0x200
msgbox @string3 MSG_NORMAL //"Wow...\pYour POKéMON is impressive..."
applymovement 0x4 @move2
waitmovement 0x0
spriteface 0xFF 0x4
applymovement 0x4 @move3
waitmovement 0x0
setvar 0x4000 0x1
release
end


//---------
// Strings
//---------
#org @string1
= WAIT!

#org @string2
= You must be itching for a battle,\nlet's see how good your new\lPOKéMON is!

#org @string3
= Wow...\pYour POKéMON is impressive!


//-----------
// Movements
//-----------
#org @move1
#raw 0x10 //Step Down (Normal)
#raw 0x10 //Step Down (Normal)
#raw 0x10 //Step Down (Normal)
#raw 0xFE //End of Movements

#org @move2
#raw 0x13 //Step Right (Normal)
#raw 0x10 //Step Down (Normal)
#raw 0x10 //Step Down (Normal)
#raw 0xFE //End of Movements

#org @move3
#raw 0x10 //Step Down (Normal)
#raw 0x10 //Step Down (Normal)
#raw 0x10 //Step Down (Normal)
#raw 0x60 //Hide
#raw 0x1F //Step Left (Fast)
#raw 0x1F //Step Left (Fast)
#raw 0x1F //Step Left (Fast)
#raw 0x1F //Step Left (Fast)
#raw 0x1F //Step Left (Fast)
#raw 0x1F //Step Left (Fast)
#raw 0xFE //End of Movements
As karatekid has said many a time, the only truly safe flags and variables are 0x200 - 0x2FF for flags and 0x4000 to 0x40FF for variables.
__________________
  #8223    
Old May 16th, 2013 (10:09 AM).
Yudiop Yudiop is offline
 
Join Date: May 2013
Gender: Male
Posts: 3
Quote originally posted by Spherical Ice:
To be honest, most people here are much more familiar with XSE's syntax and it is generally seen to be the better script editor - I think you'd have an easier time if you switched to XSE 1.1.1. There' s a mega-huge tutorial just waiting for you here, too!

Spoiler:
This is what your script would look like in XSE's syntax:

Code:
#dynamic 0x800000

//---------------
#org @start
lock
faceplayer
msgbox @string1 MSG_YESNO //"Cap'n, are you ready to leave?"
compare LASTRESULT 0x1
if 0x1 goto @snippet1
msgbox @string2 MSG_FACE //"Ok, come back when ye ready."
release
end

//---------------
#org @snippet1
msgbox @string3 MSG_FACE //"YOU: Yes, Ace, get the boat ready\..."
applymovement MOVE_PLAYER @move1
waitmovement 0x0
msgbox @string4 MSG_FACE //"YOU: You know why you are here\nto..."
applymovement MOVE_PLAYER @move1
waitmovement 0x0
msgbox @string5 MSG_FACE //"YOU: There is one pirate.\pHe sail..."
applymovement MOVE_PLAYER @move1
waitmovement 0x0
warp 0x4 0x0 0xFF 0x8 0x12
waitstate
release
end


//---------
// Strings
//---------
#org @string1
= Cap'n, are you ready to leave?

#org @string2
= Ok, come back when ye ready.

#org @string3
= YOU: Yes, Ace, get the boat ready\nin a bit, I need to speak to all\lof you.\pAdmiral Ace: Ok Cap'n, I can do\nthat for ye.\pI will gather their attention.\pMercanarys!\pOur great leader would like to\nspeak!

#org @string4
= YOU: You know why you are here\ntoday.\pYou are here so that this boat\nreaches the new region of\lDesertusaum.\pThis region is full o' pirates,\nus being mercenarys will be able\lto handle them, they are thieves,\lnot fighters.\pHowever...

#org @string5
= YOU: There is one pirate.\pHe sails under the name of\nRasarchi.\pHe is known for being one of the\nbest pirates to have lived.\pHe is notorius.\pHe is like the Flying Dutchman,\nonly appears every so often, and\lwe happen to travel in the season\lwhen he never appears!\pDon't fear the tales, we will\nreach our destination!


//-----------
// Movements
//-----------
#org @move1
#raw 0x1 //Face Up
#raw 0x11 //Step Up (Normal)
#raw 0x11 //Step Up (Normal)
#raw 0x2 //Face Left
#raw 0x3 //Face Right
#raw 0x0 //Face Down
#raw 0xFE //End of Movements



OK, Thanks :D I'll start learning this editor now.
  #8224    
Old May 16th, 2013 (11:02 AM).
ShinyNine's Avatar
ShinyNine ShinyNine is offline
 
Join Date: May 2013
Gender: Male
Posts: 2
Quote originally posted by Spherical Ice:
Jesus, how do people still end up using PokéScript?

*

Your script would then look like this in XSE's syntax:

Code:
#dynamic 0x800000

//---------------
#org @start
checkflag 0x1204
if 0x1 goto @snippet1
msgbox @string1 MSG_NORMAL //"WAIT!"
applymovement 0x4 @move1
waitmovement 0x0
spriteface 0xFF 0x2
trainerbattle 0x1 0x1 0x0 @string2 @string3 @snippet2

//---------------
#org @snippet1
release
end

//---------------
#org @snippet2
setflag 0x1204
msgbox @string3 MSG_NORMAL //"Wow...\pYour POKéMON is impressive..."
applymovement 0x4 @move2
waitmovement 0x0
spriteface 0xFF 0x4
applymovement 0x4 @move3
waitmovement 0x0
setvar 0x6003 0x1
release
end


//---------
// Strings
//---------
#org @string1
= WAIT!

#org @string2
= You must be itching for a battle,\nlet's see how good your new\lPOKéMON is!

#org @string3
= Wow...\pYour POKéMON is impressive!


//-----------
// Movements
//-----------
#org @move1
#raw 0x10 //Step Down (Normal)
#raw 0x10 //Step Down (Normal)
#raw 0x10 //Step Down (Normal)
#raw 0xFE //End of Movements

#org @move2
#raw 0x13 //Step Right (Normal)
#raw 0x10 //Step Down (Normal)
#raw 0x10 //Step Down (Normal)
#raw 0xFE //End of Movements

#org @move3
#raw 0x10 //Step Down (Normal)
#raw 0x10 //Step Down (Normal)
#raw 0x10 //Step Down (Normal)
#raw 0x60 //Hide
#raw 0x1F //Step Left (Fast)
#raw 0x1F //Step Left (Fast)
#raw 0x1F //Step Left (Fast)
#raw 0x1F //Step Left (Fast)
#raw 0x1F //Step Left (Fast)
#raw 0x1F //Step Left (Fast)
#raw 0xFE //End of Movements
In any case, the variables and flags you have used are unsafe! Try using these instead.

Code:
#dynamic 0x800000

//---------------
#org @start
checkflag 0x200
if 0x1 goto @snippet1
msgbox @string1 MSG_NORMAL //"WAIT!"
applymovement 0x4 @move1
waitmovement 0x0
spriteface 0xFF 0x2
trainerbattle 0x1 0x1 0x0 @string2 @string3 @snippet2

//---------------
#org @snippet1
release
end

//---------------
#org @snippet2
setflag 0x200
msgbox @string3 MSG_NORMAL //"Wow...\pYour POKéMON is impressive..."
applymovement 0x4 @move2
waitmovement 0x0
spriteface 0xFF 0x4
applymovement 0x4 @move3
waitmovement 0x0
setvar 0x4000 0x1
release
end


//---------
// Strings
//---------
#org @string1
= WAIT!

#org @string2
= You must be itching for a battle,\nlet's see how good your new\lPOKéMON is!

#org @string3
= Wow...\pYour POKéMON is impressive!


//-----------
// Movements
//-----------
#org @move1
#raw 0x10 //Step Down (Normal)
#raw 0x10 //Step Down (Normal)
#raw 0x10 //Step Down (Normal)
#raw 0xFE //End of Movements

#org @move2
#raw 0x13 //Step Right (Normal)
#raw 0x10 //Step Down (Normal)
#raw 0x10 //Step Down (Normal)
#raw 0xFE //End of Movements

#org @move3
#raw 0x10 //Step Down (Normal)
#raw 0x10 //Step Down (Normal)
#raw 0x10 //Step Down (Normal)
#raw 0x60 //Hide
#raw 0x1F //Step Left (Fast)
#raw 0x1F //Step Left (Fast)
#raw 0x1F //Step Left (Fast)
#raw 0x1F //Step Left (Fast)
#raw 0x1F //Step Left (Fast)
#raw 0x1F //Step Left (Fast)
#raw 0xFE //End of Movements
As karatekid has said many a time, the only truly safe flags and variables are 0x200 - 0x2FF for flags and 0x4000 to 0x40FF for variables.

Well i switched to XSE and tried the changes you gave me but I'm still having the same problem. The trainer i battle turns into a gray/red version of my character and i end up controlling him instead of the actual player. Basically I just want to know if its because my script is messed up somewhere or if its my rom?
  #8225    
Old May 16th, 2013 (06:08 PM).
destinedjagold's Avatar
destinedjagold destinedjagold is offline
Oh Hai Thar~ 'ω'
Silver Tier
 
Join Date: May 2007
Location: Philippines
Gender: Male
Nature: Careful
Posts: 6,932
Quote originally posted by ShinyNine:
The trainer i battle turns into a gray/red version of my character and i end up controlling him instead of the actual player.
That is a common bug when editing the NPCs found on a map.
There had been multiple suggestions to try, like for instance, change the direction of the NPC is facing, or remove the NPCs' variable numbers through Advance Map.
__________________

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