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  #8701    
Old August 19th, 2013 (08:38 PM).
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domdomdommy domdomdommy is offline
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Quote originally posted by gameguru:
Game: FireRed (U)
Editor: XSE
Spoiler:

fadescreen 0x1
sound 0x8
setflag 0x349
hidesprite 0x1
hidesprite 0x2
hidesprite 0x4
hidesprite 0x5
hidesprite 0x6
hidesprite 0x7
hidesprite 0x8
hidesprite 0x9
movesprite 0xFF 0x2 0x5
applymovement MOVE_PLAYER 0x8741291
movesprite2 0xC 0x3 0x5
applymovement 0xC 0x8741294
applymovement 0x3 0x8741297
waitmovement 0xC
fadescreen 0x0

I need the player to move to 2,5 while the screen is black, and then fade in. the player, however, is moved outside of the room somewhere and the camera remains in the same spot.
why not instead of movesprite 0xFF use

Spoiler:
applymovement 0xFF @moveplayer
waitmovement 0xFF

#org @moveplayer
#raw yattayatta


and just remove applymovement MOVE_PLAYER 0x8741291. if you're trying to move the camera without moving the player that's a different command. for camera it's:

Spoiler:
special 0x113
applymovement MOVE_CAMERA @camera1
waitmovement 0x0
special 0x114

#org @camera1
#raw yattayatta


how that helps
  #8702    
Old August 20th, 2013 (07:07 AM).
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Quote originally posted by gameguru:
Game: FireRed (U)
Editor: XSE
Spoiler:

fadescreen 0x1
sound 0x8
setflag 0x349
hidesprite 0x1
hidesprite 0x2
hidesprite 0x4
hidesprite 0x5
hidesprite 0x6
hidesprite 0x7
hidesprite 0x8
hidesprite 0x9
movesprite 0xFF 0x2 0x5
applymovement MOVE_PLAYER 0x8741291
movesprite2 0xC 0x3 0x5
applymovement 0xC 0x8741294
applymovement 0x3 0x8741297
waitmovement 0xC
fadescreen 0x0

I need the player to move to 2,5 while the screen is black, and then fade in. the player, however, is moved outside of the room somewhere and the camera remains in the same spot.
The camera will follow the player around wherever he or she goes unless you use a few specials.
Special 0x113 'Makes it so the camera is ready to move.
applymovement 0xFE @move 'Makes the camera move according to @move.
.....
Special 0x114 'Once the camera is back to the player, this locks it in place. Make sure it's back in place...
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  #8703    
Old August 21st, 2013 (11:33 AM).
QuartierGenerale QuartierGenerale is offline
 
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Hi all,

very important problem cause is a part mandatory in my hack rom:

i need to check if player have enough money for buying something.

Using pksv (according to the tutorial):

Quote:
#dynamic 0x740000
#org @main
lock
faceplayer
checkmoney 0x96 0x0 0x0
compare LASTRESULT 0x1
if == jump @canhave ' Equal To
jump @canthave

#org @canhave
'-----------------------------------
'put some code here
release
end

#org @canthave
'-----------------------------------
'put some code here
release
end
It seems to be okay but the problem is when compiling it became this:

Quote:
#org 0x87402C1
'-----------------------------------
lock
faceplayer
checkmoney 0x96 0x0 0xD21
storeitem 0x1 0x600
nop1 ' #raw 0x1
#raw 0xD7
end
Obviously an error script. Another way is to use integer value to check instad of hex. So using a command like this:

Quote:
checkmoney 500 0
But it not solve the problem.

Anyone can help me in some way? Is really important.

Thanks a lot!
  #8704    
Old August 21st, 2013 (11:34 AM).
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Try using XSE, then repoint all the data so it's not being overwritten
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  #8705    
Old August 21st, 2013 (12:35 PM).
QuartierGenerale QuartierGenerale is offline
 
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Can u explain better about overwrite?
  #8706    
Old August 21st, 2013 (01:05 PM).
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When you overwrite old data, you're CORRUPTING it. Let's say you have some sort of evolution data in the ROM. If you OVERWRITE that, what happens? You have a corrupted videogame
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  #8707    
Old August 21st, 2013 (02:20 PM).
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So im kinda new to scripting. I have been using XSE and tried PokeScript in the past. The problem I have with both is the same however. When i load the hacks in i put the offset into AdvMap and everything but when you talk to the npc there is no response or i get some sort of glitched response full of random letters on occasion. Has anyone heard of this happening? or have any idea what could be causing it?
  #8708    
Old August 21st, 2013 (02:22 PM).
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Download this XSE: https://www.dropbox.com/s/0t2wylmh4juzvux/Unofficial_XSE.zip
Then follow this tutorial: https://www.dropbox.com/s/cceae20848ci6lq/diegoisawesome%27s%20xse%20tutorial.pdf
Thanks to Diegoisawesome for creating that tutorial
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  #8709    
Old August 21st, 2013 (06:12 PM).
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What happens if I push it?....
 
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Quote originally posted by QuartierGenerale:
Hi all,

very important problem cause is a part mandatory in my hack rom:

i need to check if player have enough money for buying something.

Using pksv (according to the tutorial):



It seems to be okay but the problem is when compiling it became this:



Obviously an error script. Another way is to use integer value to check instad of hex. So using a command like this:



But it not solve the problem.

Anyone can help me in some way? Is really important.

Thanks a lot!
@gogojjtech: How could he possibly be overwriting data if he compiles dynamically? Please read the post first.


Try compiling the same script in XSE. Then tell us what happens.

Also, unless it is the raw text for a message, ALWAYS use END. So:

Code:
#dynamic 0x740000
#org @main
lock
faceplayer
checkmoney 0x96 0x0 0x0
compare LASTRESULT 0x1
if == jump @canhave ' Equal To
jump @canthave
END

#org @canhave
'-----------------------------------
'put some code here
release
end

#org @canthave
'-----------------------------------
'put some code here
release
end
And, hex is an integer. It is just a different base. Same exact number, just a different way of writing it. The choice is yours which base to use and will not make a single difference.
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  #8710    
Old August 26th, 2013 (01:19 PM).
QuartierGenerale QuartierGenerale is offline
 
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Same sintax between pksv and xse?
  #8711    
Old August 26th, 2013 (01:45 PM).
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Quote originally posted by QuartierGenerale:
Same sintax between pksv and xse?
I don't understand your question, but I am going to say this now.

I strongly suggest if you are using PKSV to stop and try to learn XSE.
XSE is so much easier and there are less bugs with XSE. Trsut me, go download XSE 1.1.1 right now and get to learning!
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  #8712    
Old August 26th, 2013 (01:46 PM).
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Quote originally posted by QuartierGenerale:
Same sintax between pksv and xse?
In gamer2020's toolbox there lies the newest version of XSE.
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  #8713    
Old August 26th, 2013 (06:37 PM).
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What happens if I push it?....
 
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Quote originally posted by QuartierGenerale:
Same sintax between pksv and xse?
Quote originally posted by gogojjtech:
In gamer2020's toolbox there lies the newest version of XSE.
How can you guys not tell that he spelled syntax wrong?:p

No, the syntax between the two is not the same. It is close, but a lot of the commands have different (but very similar) names. For example, in XSE you have the hidesprite command. In PSKV that same command is called disappear.
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  #8714    
Old August 27th, 2013 (12:07 PM).
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I'm trying to create a script to where, by default, the map is running with rainy weather for my ruby hack. I have these set to the entrances of the maps to have it to where after you get your POKeMON menu option (0x800) the zones are sunny and not rainy. However, it'll work... but once I cross maps and go back.. it'll play the rainy sound for like half a second and the box that says what map you went into you goes away after like half a second... and then when I step on a new script tile with different flags and what not and then cross maps, it starts raining again. Any help?

#org @event
checkflag 0x800
if 0x1 goto @newweather
setvar 0x4014 0x0
release
end

#org @newweather
setweather 0x2
doweather
setvar 0x4014 0x0
release
end
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  #8715    
Old August 27th, 2013 (01:05 PM).
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Quote originally posted by Le pug:
I'm trying to create a script to where, by default, the map is running with rainy weather for my ruby hack. I have these set to the entrances of the maps to have it to where after you get your POKeMON menu option (0x800) the zones are sunny and not rainy. However, it'll work... but once I cross maps and go back.. it'll play the rainy sound for like half a second and the box that says what map you went into you goes away after like half a second... and then when I step on a new script tile with different flags and what not and then cross maps, it starts raining again. Any help?

#org @event
checkflag 0x800
if 0x1 goto @newweather
setvar 0x4014 0x0
release
end

#org @newweather
setweather 0x2
doweather
setvar 0x4014 0x0
release
end
It could be because you used flag 800 in many scripts, giving you errors as it may be resetting and not resetting. Also, the name is going to go away if you step on a script event tile. Plus you should use it as a level script, so you don't waste space with tons of script tiles.
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  #8716    
Old August 27th, 2013 (07:21 PM).
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Quote originally posted by gogojjtech:
It could be because you used flag 800 in many scripts, giving you errors as it may be resetting and not resetting. Also, the name is going to go away if you step on a script event tile. Plus you should use it as a level script, so you don't waste space with tons of script tiles.
It's actually the first script with 800 flag in it and when I do a level script, it won't allow me to move my character and if I just put the level script in the next map over and I move my character into that map, nothing happens and the script runs as normal.
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/// Tutorial For Fixing Any ROM-related Bug
  #8717    
Old August 27th, 2013 (08:03 PM).
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Quote originally posted by Le pug:
It's actually the first script with 800 flag in it and when I do a level script, it won't allow me to move my character and if I just put the level script in the next map over and I move my character into that map, nothing happens and the script runs as normal.
This could just be me, but when doing level scripts, I think you have to use a variable, not a flag.
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  #8718    
Old August 27th, 2013 (09:50 PM).
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Quote originally posted by Le pug:
It's actually the first script with 800 flag in it and when I do a level script, it won't allow me to move my character and if I just put the level script in the next map over and I move my character into that map, nothing happens and the script runs as normal.
You need the variable numbers. You don't need to use flags.
I think it's better you know the basics first and continue to the
higher level that won't make give you confusions.
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  #8719    
Old August 28th, 2013 (03:37 AM). Edited August 28th, 2013 by Le pug.
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Quote originally posted by awipe1:
This could just be me, but when doing level scripts, I think you have to use a variable, not a flag.
#org @event
checkflag 0x800
if 0x1 goto @newweather
setvar 0x4014 0x0
release
end

#org @newweather
setweather 0x2
doweather
setvar 0x4014 0x0
release
End

I am using variables. But I'm using flags too.


Quote originally posted by L96:
You need the variable numbers. You don't need to use flags.
I think it's better you know the basics first and continue to the
higher level that won't make give you confusions.
I know a lot more than a lot of beginners and I've progressed well into my hack already, tediously making sure of no glitches or errors in anything before continuing on. This is the script help thread and I'm posting exactly for that so you telling me you think I need a higher level of basics that won't "make give" me confusion is irrelevant and I'd consider it unnecessary. Either post something helpful or don't post at all. If you're looking to throw out opinions, I'd suggest going to Discussions and Debates
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  #8720    
Old August 28th, 2013 (04:10 AM).
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Quote originally posted by Le pug:
I'm trying to create a script to where, by default, the map is running with rainy weather for my ruby hack. I have these set to the entrances of the maps to have it to where after you get your POKeMON menu option (0x800) the zones are sunny and not rainy.
If the map will be sunny after you set the 800 flag, then you should have it sunny by default. I'm assuming that you'll have the flag set for the rest of the game, correct? Just do a script like this:
Code:
#org @example
checkflag 0x800
if 0x1 goto @reset
setweather 0x3
doweather
release
end

#org @reset
resetweather
doweather
release
end
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  #8721    
Old August 28th, 2013 (06:59 AM).
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Quote originally posted by jsziede:
If the map will be sunny after you set the 800 flag, then you should have it sunny by default. I'm assuming that you'll have the flag set for the rest of the game, correct? Just do a script like this:
Code:
#org @example
checkflag 0x800
if 0x1 goto @reset
setweather 0x3
doweather
release
end

#org @reset
resetweather
doweather
release
end
This is just what I needed, thank you.
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/// Tutorial For Fixing Any ROM-related Bug
  #8722    
Old August 29th, 2013 (06:39 PM). Edited August 30th, 2013 by DrFuji.
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This is my script for Sapphire that is not working....
Spoiler:
#dynamic 0x6BF030
#org @start
lock
faceplayer
msgbox @hello 0x6
showmoney 0x00 0x00 0x00
updatemoney 0x00 0x00 0x00
hidemoney 0x00 0x00
msgbox @look 0x6
msgbox @ilied 0x6
showmoney 0x00 0x00 0x00
updatemoney 0x00 0x00 0x00
hidemoney 0x00 0x00
applymovement 0x12 @move
waitmovement 0x0
msgbox @evil 0x6
applymovement 0x12 @again
waitmovement 0x0
setflag 0x1235
release
end

#org @hello
= Hello, fine child, you are a\nstarting trainer, are you not?\l...............\lThen I would like to help you!\lHere, have 1000 Pokedollars!

#org @look
= Look, your money went up!

#org @ilied
= HA JUST KIDDING! I JUST STOLE 1500\nPOKEDOLLARS FROM YOU!!!!

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

#org @evil
= Evil... EVIL... EVIL EVIL EVIL!!!!

#org @again
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0xFE


The guy says the dialogue, but he doesn't move... can anyone help? Thanks in advance
  #8723    
Old August 29th, 2013 (06:44 PM).
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Quote originally posted by Dark Sneasel:
This is my script for Sapphire that is not working....
Spoiler:
#dynamic 0x6BF030
#org @start
lock
faceplayer
msgbox @hello 0x6
showmoney 0x00 0x00 0x00
updatemoney 0x00 0x00 0x00
hidemoney 0x00 0x00
msgbox @look 0x6
msgbox @ilied 0x6
showmoney 0x00 0x00 0x00
updatemoney 0x00 0x00 0x00
hidemoney 0x00 0x00
applymovement 0x12 @move
waitmovement 0x0
msgbox @evil 0x6
applymovement 0x12 @again
waitmovement 0x0
setflag 0x1235
release
end

#org @hello
= Hello, fine child, you are a\nstarting trainer, are you not?\l...............\lThen I would like to help you!\lHere, have 1000 Pokedollars!

#org @look
= Look, your money went up!

#org @ilied
= HA JUST KIDDING! I JUST STOLE 1500\nPOKEDOLLARS FROM YOU!!!!

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

#org @evil
= Evil... EVIL... EVIL EVIL EVIL!!!!

#org @again
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0xFE


The guy says the dialogue, but he doesn't move... can anyone help? Thanks in advance
First, you need to add a forward slash (/) on your ending spoiler tag.
HTML Code:
[spoiler] -insert contents here- [/spoiler]


Anyway, methinks you got confused with hex and decimal values.
Your NPC is probably Person number 12, correct.
Therefore, 0x12(hex) and 12(decimal) are not the same.
Either type applymovement 12 @move or applymovement 0xC @move .

:3
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  #8724    
Old August 29th, 2013 (07:03 PM).
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Quote originally posted by destinedjagold:
First, you need to add a forward slash (/) on your ending spoiler tag.
HTML Code:
[spoiler] -insert contents here- [/spoiler]


Anyway, methinks you got confused with hex and decimal values.
Your NPC is probably Person number 12, correct.
Therefore, 0x12(hex) and 12(decimal) are not the same.
Either type applymovement 12 @move or applymovement 0xC @move .

:3
Plus, You won't get far hacking Sapphire...
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  #8725    
Old August 29th, 2013 (09:23 PM).
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Game: Emerald
Type: Person Script
Editor: XSE 1.1.1
Script: Givepokemon

I followed tajaros' tutorial pretty closely (with a little bit of insight from looking at other givepokemon scripts in the game), and I have this down pretty well, but I can't get the nicknaming screen to work properly. It just gives me a picture of a yellow Bulbasaur and a species name of ??????????. I know that this is fixed with bufferpokemon, but wherever I try to put it in the script, it just leads to the game going to an eternal black screen with the sounds still playing once you hit YES on the nicknaming question. Maybe this whole script is just a giant mess and I'm terrible, but I was pretty confident that I was getting it down. Help would be very much appreciated.

Spoiler:
#dynamic 0xDE4026

#org @start
lock
faceplayer
checkflag 0x200
if 0x1 goto @take
msgbox @give 0x5
compare 0x800D 0x1
if 0x1 goto @get
compare 0x800D 0x0
if 0x1 goto @ok
end

#org @get
givepokemon 0x11A 0x64 0x1 0x0 0x0 0x0
fanfare 0x172
msgbox @receive 0x4
bufferpokemon 0x0 0x11a
waitfanfare
closeonkeypress
setflag 0x200
msgbox @givenickname 0x5
compare 0x800D 0x1
if 0x1 goto @name
compare 0x800D 0x0
if 0x1 goto @go
end

#org @ok
msgbox @oh 0x6
release
end

#org @name
setvar 0x8004 0x0
call @nickname
goto @takecare

#org @nickname
fadescreen 0x1
special 0x1E6
waitstate
return

#org @go
closeonkeypress
goto @takecare

#org @takecare
msgbox @please 0x6
release
end

#org @take
msgbox @check 0x6
release
end

#org @give
= It's dangerous to go alone.\nTake this.

#org @oh
= I am error.

#org @receive
= \v\h01 received BLAZIKEN!

#org @givenickname
= Do you want to give a nickname to\nthis BLAZIKEN?

#org @please
= It's a secret to everybody.

#org @check
= Dodongo dislikes smoke.\pSo do people with lung cancer.


Stuff like this would be much easier if there was a single XSE tutorial out there that was for Emerald. Or even just not for FireRed.
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