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  #8776    
Old September 7th, 2013 (09:24 AM).
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Ok... Tried your script, but the game just stops working. It does not even show the dialogue :/. Oh, and are you suggesting I should change the flags? Do you think that may be the problem?
  #8777    
Old September 7th, 2013 (09:41 AM).
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Quote originally posted by Tavok:
Ok... Tried your script, but the game just stops working. It does not even show the dialogue :/. Oh, and are you suggesting I should change the flags? Do you think that may be the problem?
Yes, you can't use extra flags without Jambo's extension!
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  #8778    
Old September 7th, 2013 (12:24 PM).
avaramoon avaramoon is offline
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Does anyone here know what the XSE command is to check the pokedex? Have looked at oaks aide scripts but cant figure it out. Thanks!
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  #8779    
Old September 7th, 2013 (12:24 PM).
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Quote originally posted by avaramoon:
Does anyone here know what the XSE command is to check the pokedex? Have looked at oaks aide scripts but cant figure it out. Thanks!
It's probably a special, not a command.
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  #8780    
Old September 7th, 2013 (02:06 PM).
avaramoon avaramoon is offline
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Quote originally posted by avaramoon:
Does anyone here know what the XSE special is to check the pokedex? Have looked at oaks aide scripts but cant figure it out. Thanks!
Also, how do I check for a certain move? And is there somewhere I can find the move numbers in hex?
  #8781    
Old September 7th, 2013 (02:53 PM).
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So I just figured out how to make a hidden item work (using Emerald), and I was wondering if anybody has a list of unused Hidden IDs for hidden item scripts. I couldn't find a list anywhere on the internet, and it's kind of necessary to avoid having two hidden items share the same hidden ID and screwing up the game.

I apologize if this doesn't actually qualify for script help, but I think it's close enough.
  #8782    
Old September 7th, 2013 (03:12 PM). Edited September 7th, 2013 by GoGoJJTech.
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Quote originally posted by avaramoon:
Also, how do I check for a certain move? And is there somewhere I can find the move numbers in hex?
checkattack in XSE, and in the XSE ini, go to the bottom it says:
STD=1
STDItems=0
STDPoke=0
STDAttacks=0

Set each to =1
then in XSE do
checkattack ATK_POUND for example

Quote originally posted by Edan:
So I just figured out how to make a hidden item work (using Emerald), and I was wondering if anybody has a list of unused Hidden IDs for hidden item scripts. I couldn't find a list anywhere on the internet, and it's kind of necessary to avoid having two hidden items share the same hidden ID and screwing up the game.

I apologize if this doesn't actually qualify for script help, but I think it's close enough.
Sorry, but there's only a list for FR. You can just use flags from scripts you deleted. That makes them free.
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  #8783    
Old September 7th, 2013 (09:49 PM).
rangerstar6 rangerstar6 is offline
 
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HELP
Hello, I am attempting to create a new hack and after hours of tutorials on youtube and reading different blogs/ threads I am left with a few unanswered questions and would greatly appreciate it if I received positive feedback with good answers.
1. How am I going to be able to change the way the game pans out?
as in the events within the game through advance map and xse ect.

2. Am I able to alter the way the game starts?
as in when emerald begins the player starts off in a moving truck can
I change that and if so how?

3. Am I allowed to add a firered map to an emerald rom in advance map editor? and
if so how?

4. Am I allowed to have 2 sets of gym leaders?

5. How do I know the sequence of my scripts within the game? From what I see and
interpret it feels like the game will not change we only change what they say and look like. But for example on the hacked rom pokemon light platinum he had two regions two sets of gym leaders and a completely original story. What do I need in order to do that?

It will help if you can assist me with any of the 5 points. If you know just 1 or 2 of the 5 please post it to help me out. Thank you for all of your help.



EXTENSION,
also can anyone let me know what is wrong with this script? what is supposed to happen is
the player walks on the script tile the camera moves to the left shows the talk scene then both the characters move another talk scene happens then the camera moves back to the start position then the player is able to move again. I cannot find what is wrong with it. please help.

#org $script
jingle
special 0x113
applymovement 0x7F $cameramove
cameramove 1 ; #binary 0x12 0x12 0x12 0x12 0x12 0x12 0x12 0x12 0x12 0xFE
pausemove 0
applymovement 0x7F cameramove1
cameramove1 1 ; #binary 0x11 0x11 0xFE
pausemove 0
message $talk
$talk 1 = Professor Odin: GAAAHHH!!!! SOMEBODY HELP!!!!
boxset6
message $talk2
$talk 2 = ???: Shut up Professor, you're coming with me!
boxset6
applymovement 7 $walk
$walk 1 ; #binary 0x1E 0x1E 0x1E 0x1E 0x20 0x20 0x20 0x02 0xFE
pausemove 0
applymovement 8 $walk1
$walk1 1 ; #binary 0x1E 0x1E 0x1E 0x1E 0x1E 0x20 0x20 0xFE
applymovement 9 $walk2
$walk2 1 ; #binary 0x1E 0x1E 0x1E 0x1E 0x1E 0x20 0x20 0xFE
message $talk3
$talk3 = ???: You are only making this harder on yourself Odin.
boxset6
applymovement 0x7F cameramove2
vameramove2 1 ; #binary 0x11 0x11 0x13 0x13 0x13 0x13 0x13 0x13 0x13 0xFE
pausemove 0
applymovement 0x7F cameramove3
cameramove3 1 ; #binary 0x13 0x13 0xFE
special 0x114
setvar 0x6000 0x0001
release
end
  #8784    
Old September 7th, 2013 (11:43 PM).
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Quote originally posted by gogojjtech:
It's probably a special, not a command.
If it's FR then it's flag 0x828.
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  #8785    
Old September 8th, 2013 (08:17 AM). Edited September 8th, 2013 by kelewele_.
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So i'm making this script were as soon as the player has beaten the league a second time and walks out their their house prof.oak comes and tells them them that they can now go to the johto region but for some reason it doesnt work , does anyone know why?
i went to header in am and used map type: on entering map/not on menu close [03]

#dyn 0x740000
#org @start
checktrainerflag 0x2E3
if == call @beatengarytwice
end

#org @beatengarytwice
lock
movesprite 0x4 0xB 0xE
spritebehave 0x4 0x7
applymovement 0x4 @moveoak
pauseevent 0x0
msgbox @talk
callstd MSG_NORMAL
applymovement 0x4 @moveoak2
disappear 0x4
pauseevent 0x0
release
end

#org @talk
= OAK: Ah, \v\h01!\pGuess what! I just got a call and\nit looks like the path to JOHTO\lis finally open again!\pI told ELM to be expecting you\nso I'll visit soon, just have to do\la few things.\pPOK\eMON around the world wait for\nyou, \v\h01! Hohoho.

#org @moveoak
m walk_up walk_up walk_up walk_up walk_up walk_up walk_left walk_left walk_left walk_left walk_left look_up end

#org @moveoak2
m walk_right walk_right walk_right walk_right walk_right walk_down walk_down walk_down walk_down walk_down walk_down end
  #8786    
Old September 8th, 2013 (01:30 PM).
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When both 340 and 34B are true then it should function as a normal Mart. However, the item pictures are fuzz and the descriptions extend beyond the box. The only items that work are the TM's. What did I do wrong?
Spoiler:

//---------------
#org 0x741847
lock
faceplayer
checkflag 0x340
if 0x1 goto 0x874185D
msgbox 0x87418A3 MSG_NORMAL //"You can browse through the shelves..."
release
end

//---------------
#org 0x74185D
lock
faceplayer
checkflag 0x34B
if 0x1 goto 0x8741A23
msgbox 0x8741873 MSG_NORMAL //"I can't believe this is happening."
release
end

//---------------
#org 0x741A23
preparemsg 0x8741A77 //"How may I help you today?"
waitmsg
pokemart 0x8741A56
msgbox 0x81A5190 MSG_KEEPOPEN //"Please come again!"
release
end

//-----------
// MartItems
//-----------
#org 0x741A56
#raw word 0x4
#raw word 0x6
#raw word 0x8
#raw word 0xA
#raw word 0xB
#raw word 0xE
#raw word 0xF
#raw word 0x10
#raw word 0x11
#raw word 0x12
#raw word 0x22
#raw word 0x24
#raw word 0x129
#raw word 0x13B
#raw word 0x13C
#raw word 0x0
  #8787    
Old September 8th, 2013 (01:32 PM). Edited September 8th, 2013 by GoGoJJTech.
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Quote originally posted by gameguru:
When both 340 and 34B are true then it should function as a normal Mart. However, the item pictures are fuzz and the descriptions extend beyond the box. The only items that work are the TM's. What did I do wrong?
Spoiler:

//---------------
#org 0x741847
lock
faceplayer
checkflag 0x340
if 0x1 goto 0x874185D
msgbox 0x87418A3 MSG_NORMAL //"You can browse through the shelves..."
release
end

//---------------
#org 0x74185D
lock
faceplayer
checkflag 0x34B
if 0x1 goto 0x8741A23
msgbox 0x8741873 MSG_NORMAL //"I can't believe this is happening."
release
end

//---------------
#org 0x741A23
preparemsg 0x8741A77 //"How may I help you today?"
waitmsg
pokemart 0x8741A56
msgbox 0x81A5190 MSG_KEEPOPEN //"Please come again!"
release
end

//-----------
// MartItems
//-----------
#org 0x741A56
#raw word 0x4
#raw word 0x6
#raw word 0x8
#raw word 0xA
#raw word 0xB
#raw word 0xE
#raw word 0xF
#raw word 0x10
#raw word 0x11
#raw word 0x12
#raw word 0x22
#raw word 0x24
#raw word 0x129
#raw word 0x13B
#raw word 0x13C
#raw word 0x0
You most likely corrupted the Mart routine. You can't fix it unless you know where it is. That happens when repointing to un-free space. Also, using a-map 1.95.

Quote originally posted by kelewele_:
So i'm making this script were as soon as the player has beaten the league a second time and walks out their their house prof.oak comes and tells them them that they can now go to the johto region but for some reason it doesnt work , does anyone know why?
i went to header in am and used map type: on entering map/not on menu close [03]

#dyn 0x740000
#org @start
checktrainerflag 0x2E3
if == call @beatengarytwice
end

#org @beatengarytwice
lock
movesprite 0x4 0xB 0xE
spritebehave 0x4 0x7
applymovement 0x4 @moveoak
pauseevent 0x0
msgbox @talk
callstd MSG_NORMAL
applymovement 0x4 @moveoak2
disappear 0x4
pauseevent 0x0
release
end

#org @talk
= OAK: Ah, \v\h01!\pGuess what! I just got a call and\nit looks like the path to JOHTO\lis finally open again!\pI told ELM to be expecting you\nso I'll visit soon, just have to do\la few things.\pPOK\eMON around the world wait for\nyou, \v\h01! Hohoho.

#org @moveoak
m walk_up walk_up walk_up walk_up walk_up walk_up walk_left walk_left walk_left walk_left walk_left look_up end

#org @moveoak2
m walk_right walk_right walk_right walk_right walk_right walk_down walk_down walk_down walk_down walk_down walk_down end
I get this all the time. For some reason, you must use 5 or 7 instead of 3. When 3 fails, go with one of the other two. It works.
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  #8788    
Old September 8th, 2013 (02:55 PM).
avaramoon avaramoon is offline
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Does anyone have any idea what could be wrong with this script? What's going wrong is the question yesno box pops up, but it just repeats itself and doesn't go to the pointers no matter which option you pick.

The script is supposed to:

Give the player an option whether they want to take the quest
Give the player an item only once
Wait for a flag to be set ie item delivered
Give the player a pokemon and money as a reward only once
Then finally say something generic when the whole quest Is done ie flag 1003 is set


Thanks


Quote:
#org @start
lock
faceplayer
checkflag 0x1003
if 0x0 goto @mooquestintro
if 0x1 goto @moofinished
release
end
#org @mooquestintro
checkflag 0x1001
if 0x0 goto @moodelintro
if 0x1 goto @moodelgiven
release
end
#org @moodelintro
msgbox @moomoodelivery1 0x5
if 0x1 goto @yesanswermoo
if 0x0 goto @nomoomoodelivery
release
end
#org @moodelgiven
checkflag 0x1002
if 0x0 goto @tookmoochal
if 0x1 goto @moocompleted
release
end
#org @yesanswermoo
msgbox @yesmoomoodelivery 0x6
giveitem 0x1D 0x10 0x0
setflag 0x1001
release
end
#org @moocompleted
msgbox @delmoodone 0x00
countpokemon
compare 0x800D 0x6
if 0x1 goto @noroomformiltank
givemoney 0x9F9 0x00
givepokemon 0xF1 0x16 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox @delmoorewards 0x6
waitfanfare
setflag 0x1003
release
end

#org @moomoodelivery1
We've been having such bad luck recently. Our delivery guys have all left for new jobs, so we're struggling to get our MOOMOO MILK orders out to customers. I don't suppose you could spare some time to help us out?
#org @yesmoomoodelivery
Really? Oh, thank you! Thank you so much! You will be paid, of course. Could you take this batch of MOOMOO MILK to one of our customers in Clifftop Town?
#org @nomoomoodelivery
Oh... OK. I understand. Of course you're busy with your own things to deal with. Sorry to have troubled you.
#org @tookmoochal
Have you delivered the MOOMOO MILK to the old lady in Clifftop Town yet?
#org @delmoodone
[PLAYER], I can't thank you enough for making that delivery for us. You really helped us out - business is back to normal again! My husband and I decided that giving you money as a reward wasn't enough! So, we want you to have one of our MILTANK.
#org @delmoorewards
[PLAYER] received a MILTANK and [$]2500!
#org @noroomformiltank
Oh. We were going to give you one of our MILTANK as a reward, but you have no room for it...
#org @moofinished
We love all our POKeMON on this farm. We have MILTANK, RAPIDASH and TAUROS in the paddock!
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  #8789    
Old September 8th, 2013 (03:25 PM).
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Quote originally posted by avaramoon:
Does anyone have any idea what could be wrong with this script? What's going wrong is the question yesno box pops up, but it just repeats itself and doesn't go to the pointers no matter which option you pick.

The script is supposed to:

Give the player an option whether they want to take the quest
Give the player an item only once
Wait for a flag to be set ie item delivered
Give the player a pokemon and money as a reward only once
Then finally say something generic when the whole quest Is done ie flag 1003 is set


Thanks
You're forgetting the compare LASTRESULT after the message
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  #8790    
Old September 8th, 2013 (04:48 PM).
kelewele_ kelewele_ is offline
 
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Quote originally posted by gogojjtech:
I get this all the time. For some reason, you must use 5 or 7 instead of 3. When 3 fails, go with one of the other two. It works.
i thought that might be the problem and tried those already bt they dont seem to work either, even tried everything else and this is what happens

screen goes black with music still playing in map types:
-setmaptile script [1]
-on entering map/on mune close [05]
-??? [06]

nothing happens in map types:
-validates values loads handler 0x3000E0B0 [playba
-on entering map/not on menu close [03]
-validates values loads handler 0x3000F28 [04]

nothing happens till a menu option is selected and exited, at which point it goes black with music still playing in map
-on entering map/on mue close [07]
  #8791    
Old September 8th, 2013 (04:49 PM).
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Quote originally posted by kelewele_:
i thought that might be the problem and tried those already bt they dont seem to work either, even tried everything else and this is what happens

screen goes black with music still playing in map types:
-setmaptile script [1]
-on entering map/on mune close [05]
-??? [06]

nothing happens in map types:
-validates values loads handler 0x3000E0B0 [playba
-on entering map/not on menu close [03]
-validates values loads handler 0x3000F28 [04]

nothing happens till a menu option is selected and exited, at which point it goes black with music still playing in map
-on entering map/on mue close [07]
Well for two and four, follow Cooley's tutorial - http://www.pokecommunity.com/showthread.php?t=141650
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  #8792    
Old September 9th, 2013 (11:42 AM).
avaramoon avaramoon is offline
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Quote originally posted by gogojjtech:
You're forgetting the compare LASTRESULT after the message

Where exactly would I put it and what do I need to add? its a long script and ill probably get confused. lol.
  #8793    
Old September 9th, 2013 (12:44 PM).
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Quote originally posted by avaramoon:
Where exactly would I put it and what do I need to add? its a long script and ill probably get confused. lol.
Well an example
.....
msgbox @question 0x5
compare LASTRESULT 0x0
if 0x1 goto @answeredno
goto @answeredyes
.....

Don't have another goto since that's a waste. Just continue the execution.
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  #8794    
Old September 10th, 2013 (10:50 PM).
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Tried scripting again after a few months and I don't get why none of the applymovements (except the camera and player) are working. :(
Code:
#dynamic 0x800000

#org @start
checkflag 0x211
if 0x01 goto @done
lock
faceplayer
playsong 0x112 0x1
special 0x113
applymovement 0x7F @move
waitmovement 0x0
special 0x114
msgbox @1 0x6
msgbox @2 0x5
compare 0x800D 0x1
if 0x1 goto @help
applymovement 0x12 @move2
applymovement 0x11 @move2
waitmovement 0x0
msgbox @3 0x6
applymovement 0x11 @move3
applymovement 0x12 @move4
waitmovement 0x0
msgbox @4 0x6
applymovement 0x13 @move5
waitmovement 0x0
special 0x113
applymovement 0x7F @move6
waitmovement 0x0
special 0x114
setflag 0x211
release
end

#org @help
applymovement 0xFF @move7
waitmovement 0x0
applymovement 0x12 @move8
applymovement 0x11 @move8
waitmovement 0x0
msgbox @5 0x6
trainerbattle 0x1 0x15F 0x0 @6 @7 @next
release
end

#org @next
trainerbattle 0x1 0x160 0x0 @8 @9 @final
release
end

#org @final
msgbox @10 0x6
applymovement 0x11 @move9
applymovement 0x12 @move10
waitmovement 0x0
applymovement 0x13 @move11
waitmovement 0x0
msgbox @11 0x6
giveitem 0x3 0x1 MSG_OBTAIN
msgbox @12 0x6
applymovement 0x13 @move12
waitmovement 0x0
special 0x113
applymovement 0x7F @move13
waitmovement 0x0
special 0x114
setflag 0x211
setflag 0x212
release
end

#org @done
release
end

#org @1
= [blue_fr]???: Give us your Pokémon, kid.\nOr we'll have to take it from\lyou. \pKid: I already told you, you\ncan't take my [green_fr]Caterpie[blue_fr]! It's mine!

#org @2
= Would you like to help him?\p([green_fr]Note[blue_fr]: Choices you make\nduring the storyline can affect\lfuture events, and change the\loutcome of them.)

#org @3
= [blue_fr]Kid: Hey! Stop!

#org @4
= [blue_fr]Kid: Come back! Give my\n[green_fr]Caterpie[blue_fr] back!

#org @5
= [blue_fr]???: Don't bother us, kid. leave\nbefore you get hurt too.\p\c\h08ó.\c\h08ó.\c\h08ó. no?

#org @6
= [blue_fr]???: You're going to regret this.

#org @7
= [blue_fr]What? How is this possible[.]

#org @8
= [blue_fr]Grunt 2: Pathetic. Let me try.

#org @9
= [blue_fr]Wow, this kid is strong[.]

#org @10
= [blue_fr]Grunt: Fine, we'll let you go\nfor now. But we won't forget this.

#org @11
= [blue_fr]Thanks for helping me! Those\nmen came up and asked for my\lPokémon, and when I said no they\lstarted threatening me[.] Here,\ltake this for your help.

#org @12
= [blue_fr]You looked pretty strong when\nyou were battling. Maybe you\lshould try to take on the Azure\lCity GYM Leader[.]

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

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

#org @move3
#raw 0x20
#raw 0x20
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x14
#raw 0x1D
#raw 0xFE

#org @move4
#raw 0x20
#raw 0x20
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x14
#raw 0x1D
#raw 0xFE

#org @move5
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x14
#raw 0x1D
#raw 0xFE

#org @move6
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0xFE

#org @move7
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0xFE

#org @move8
#raw 0x3
#raw 0x62
#raw 0xFE

#org @move9
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x14
#raw 0x1D
#raw 0xFE

#org @move10
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x14
#raw 0x1D
#raw 0xFE

#org @move11
#raw 0x10
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0xFE

#org @move12
#raw 0x10
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0xFE

#org @move13
#raw 0x13
#raw 0x13
#raw 0xFE
__________________
  #8795    
Old September 11th, 2013 (04:25 AM).
Renegade's Avatar
Renegade Renegade is offline
Time for real life...
 
Join Date: Nov 2011
Location: United States
Gender: Male
Nature: Careful
Posts: 998
Quote originally posted by chrunch:
Tried scripting again after a few months and I don't get why none of the applymovements (except the camera and player) are working.
Code:
#dynamic 0x800000

#org @start
checkflag 0x211
if 0x01 goto @done
lock
faceplayer
playsong 0x112 0x1
special 0x113
applymovement 0x7F @move
waitmovement 0x0
special 0x114
msgbox @1 0x6
msgbox @2 0x5
compare 0x800D 0x1
if 0x1 goto @help
applymovement 0x12 @move2
applymovement 0x11 @move2
waitmovement 0x0
msgbox @3 0x6
applymovement 0x11 @move3
applymovement 0x12 @move4
waitmovement 0x0
msgbox @4 0x6
applymovement 0x13 @move5
waitmovement 0x0
special 0x113
applymovement 0x7F @move6
waitmovement 0x0
special 0x114
setflag 0x211
release
end

#org @help
applymovement 0xFF @move7
waitmovement 0x0
applymovement 0x12 @move8
applymovement 0x11 @move8
waitmovement 0x0
msgbox @5 0x6
trainerbattle 0x1 0x15F 0x0 @6 @7 @next
release
end

#org @next
trainerbattle 0x1 0x160 0x0 @8 @9 @final
release
end

#org @final
msgbox @10 0x6
applymovement 0x11 @move9
applymovement 0x12 @move10
waitmovement 0x0
applymovement 0x13 @move11
waitmovement 0x0
msgbox @11 0x6
giveitem 0x3 0x1 MSG_OBTAIN
msgbox @12 0x6
applymovement 0x13 @move12
waitmovement 0x0
special 0x113
applymovement 0x7F @move13
waitmovement 0x0
special 0x114
setflag 0x211
setflag 0x212
release
end

#org @done
release
end

#org @1
= [blue_fr]???: Give us your Pokémon, kid.\nOr we'll have to take it from\lyou. \pKid: I already told you, you\ncan't take my [green_fr]Caterpie[blue_fr]! It's mine!

#org @2
= Would you like to help him?\p([green_fr]Note[blue_fr]: Choices you make\nduring the storyline can affect\lfuture events, and change the\loutcome of them.)

#org @3
= [blue_fr]Kid: Hey! Stop!

#org @4
= [blue_fr]Kid: Come back! Give my\n[green_fr]Caterpie[blue_fr] back!

#org @5
= [blue_fr]???: Don't bother us, kid. leave\nbefore you get hurt too.\p\c\h08ó.\c\h08ó.\c\h08ó. no?

#org @6
= [blue_fr]???: You're going to regret this.

#org @7
= [blue_fr]What? How is this possible[.]

#org @8
= [blue_fr]Grunt 2: Pathetic. Let me try.

#org @9
= [blue_fr]Wow, this kid is strong[.]

#org @10
= [blue_fr]Grunt: Fine, we'll let you go\nfor now. But we won't forget this.

#org @11
= [blue_fr]Thanks for helping me! Those\nmen came up and asked for my\lPokémon, and when I said no they\lstarted threatening me[.] Here,\ltake this for your help.

#org @12
= [blue_fr]You looked pretty strong when\nyou were battling. Maybe you\lshould try to take on the Azure\lCity GYM Leader[.]

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

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

#org @move3
#raw 0x20
#raw 0x20
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x14
#raw 0x1D
#raw 0xFE

#org @move4
#raw 0x20
#raw 0x20
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x14
#raw 0x1D
#raw 0xFE

#org @move5
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x14
#raw 0x1D
#raw 0xFE

#org @move6
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0xFE

#org @move7
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0xFE

#org @move8
#raw 0x3
#raw 0x62
#raw 0xFE

#org @move9
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x14
#raw 0x1D
#raw 0xFE

#org @move10
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x14
#raw 0x1D
#raw 0xFE

#org @move11
#raw 0x10
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0xFE

#org @move12
#raw 0x10
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0xFE

#org @move13
#raw 0x13
#raw 0x13
#raw 0xFE
It looks like you are not using hexadecimal numbers for your movements. For example, if you have four person events on any given map and their "person event numbers" are 10-15, make sure you use "applymovement 0xA, 0xB, 0xC, ect...".
  #8796    
Old September 11th, 2013 (06:23 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: 6,977
Quote originally posted by chrunch:
Tried scripting again after a few months and I don't get why none of the applymovements (except the camera and player) are working.
Spoiler:
Code:
#dynamic 0x800000

#org @start
checkflag 0x211
if 0x01 goto @done
lock
faceplayer
playsong 0x112 0x1
special 0x113
applymovement 0x7F @move
waitmovement 0x0
special 0x114
msgbox @1 0x6
msgbox @2 0x5
compare 0x800D 0x1
if 0x1 goto @help
applymovement 0x12 @move2
applymovement 0x11 @move2
waitmovement 0x0
msgbox @3 0x6
applymovement 0x11 @move3
applymovement 0x12 @move4
waitmovement 0x0
msgbox @4 0x6
applymovement 0x13 @move5
waitmovement 0x0
special 0x113
applymovement 0x7F @move6
waitmovement 0x0
special 0x114
setflag 0x211
release
end

#org @help
applymovement 0xFF @move7
waitmovement 0x0
applymovement 0x12 @move8
applymovement 0x11 @move8
waitmovement 0x0
msgbox @5 0x6
trainerbattle 0x1 0x15F 0x0 @6 @7 @next
release
end

#org @next
trainerbattle 0x1 0x160 0x0 @8 @9 @final
release
end

#org @final
msgbox @10 0x6
applymovement 0x11 @move9
applymovement 0x12 @move10
waitmovement 0x0
applymovement 0x13 @move11
waitmovement 0x0
msgbox @11 0x6
giveitem 0x3 0x1 MSG_OBTAIN
msgbox @12 0x6
applymovement 0x13 @move12
waitmovement 0x0
special 0x113
applymovement 0x7F @move13
waitmovement 0x0
special 0x114
setflag 0x211
setflag 0x212
release
end

#org @done
release
end

#org @1
= [blue_fr]???: Give us your Pokémon, kid.\nOr we'll have to take it from\lyou. \pKid: I already told you, you\ncan't take my [green_fr]Caterpie[blue_fr]! It's mine!

#org @2
= Would you like to help him?\p([green_fr]Note[blue_fr]: Choices you make\nduring the storyline can affect\lfuture events, and change the\loutcome of them.)

#org @3
= [blue_fr]Kid: Hey! Stop!

#org @4
= [blue_fr]Kid: Come back! Give my\n[green_fr]Caterpie[blue_fr] back!

#org @5
= [blue_fr]???: Don't bother us, kid. leave\nbefore you get hurt too.\p\c\h08ó.\c\h08ó.\c\h08ó. no?

#org @6
= [blue_fr]???: You're going to regret this.

#org @7
= [blue_fr]What? How is this possible[.]

#org @8
= [blue_fr]Grunt 2: Pathetic. Let me try.

#org @9
= [blue_fr]Wow, this kid is strong[.]

#org @10
= [blue_fr]Grunt: Fine, we'll let you go\nfor now. But we won't forget this.

#org @11
= [blue_fr]Thanks for helping me! Those\nmen came up and asked for my\lPokémon, and when I said no they\lstarted threatening me[.] Here,\ltake this for your help.

#org @12
= [blue_fr]You looked pretty strong when\nyou were battling. Maybe you\lshould try to take on the Azure\lCity GYM Leader[.]

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

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

#org @move3
#raw 0x20
#raw 0x20
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x14
#raw 0x1D
#raw 0xFE

#org @move4
#raw 0x20
#raw 0x20
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x14
#raw 0x1D
#raw 0xFE

#org @move5
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x14
#raw 0x1D
#raw 0xFE

#org @move6
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0xFE

#org @move7
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0xFE

#org @move8
#raw 0x3
#raw 0x62
#raw 0xFE

#org @move9
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x14
#raw 0x1D
#raw 0xFE

#org @move10
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x14
#raw 0x1D
#raw 0xFE

#org @move11
#raw 0x10
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0xFE

#org @move12
#raw 0x10
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0xFE

#org @move13
#raw 0x13
#raw 0x13
#raw 0xFE
I'm going to quote myself. :3

Quote originally posted by destinedjagold:
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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  #8797    
Old September 12th, 2013 (03:35 PM).
gameguru's Avatar
gameguru gameguru is offline
 
Join Date: Nov 2009
Location: Your Mind
Gender: Male
Nature: Careful
Posts: 43
Quote originally posted by gogojjtech:
You most likely corrupted the Mart routine. You can't fix it unless you know where it is. That happens when repointing to un-free space. Also, using a-map 1.95.
I doubt it, all the default marts work. Just not my custom mart. And, what is wrong with a-map 1.95?
  #8798    
Old September 12th, 2013 (03:59 PM).
karatekid552's Avatar
karatekid552 karatekid552 is offline
What happens if I push it?....
 
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Quote originally posted by gameguru:
I doubt it, all the default marts work. Just not my custom mart. And, what is wrong with a-map 1.95?
You can't mix TMs with standard items.... There is a reason the dept store has a separate counter for them. They have a completely different display format.
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  #8799    
Old September 12th, 2013 (04:19 PM).
gameguru's Avatar
gameguru gameguru is offline
 
Join Date: Nov 2009
Location: Your Mind
Gender: Male
Nature: Careful
Posts: 43
Quote originally posted by karatekid552:
You can't mix TMs with standard items.... There is a reason the dept store has a separate counter for them. They have a completely different display format.
Thank you! I didn't know that. By the way, is there a reason I shouldn't be using a-map 1.95?
  #8800    
Old September 12th, 2013 (05:06 PM).
GoGoJJTech's Avatar
GoGoJJTech GoGoJJTech is offline
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Posts: 1,969
Quote originally posted by gameguru:
Thank you! I didn't know that. By the way, is there a reason I shouldn't be using a-map 1.95?
Here's a... quick explanation: http://www.pokecommunity.com/showpost.php?p=7781039&postcount=304
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