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  #9001    
Old November 10th, 2013 (11:16 PM).
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Quote originally posted by JordanB500:
as i said earlier its what i found on a tutorial somewhere and i already have offsets there is no reason to make new ones and i also wanted the script to say something else if you choose yes of course i guess i could do that myself
Spoiler:
#dynamic 0x800000
#org @start '----gonna repoint the script now
lock
faceplayer
checkitem 0x2 0xA
if 0x4 goto @youhave '----0x4 means: if bigger or equal
preparemsg 0x88699F4 '"Oh, you... dont have ten Ultra Bal..."
callstd 0x6
release
end

'---------------
#org @youhave
preparemsg 0x885D5B2
callstd 0x5
compare 0x800D 0x1
if 0x1 call @yes
Message @no 0x6
release
end

#org @yes
removeitem 0x2 0xA
giveitem 0x1 0x1 0x0 0x0 0x0
return

'---------
' Strings
'---------
#org 0x85D5B2
= Oh, You have ten Ultra Balls.\nIf you want i can trade you a MasterBall\lfor ten of your UltraBalls...\pWhat do you say?

#org 0x8699F4
= Oh, you... dont have ten Ultra Balls!?\nCome back when you get ten!!

#org @no
= Well thats too bad


Then use this
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  #9002    
Old November 11th, 2013 (10:52 AM).
mf91 mf91 is offline
 
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Hello again :]

Is it possible, in FR, to create a double Wild Pokemon battle, and/or a double Wild Pokemon + Trainer battle?
  #9003    
Old November 11th, 2013 (03:25 PM).
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Quote originally posted by mf91:
Hello again :]

Is it possible, in FR, to create a double Wild Pokemon battle, and/or a double Wild Pokemon + Trainer battle?
Yes, but you have to be an ASM genius to do so.

EDIT: This doesn't belong in this thread. You would have to go to the Simple Question and Answers thread.
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  #9004    
Old November 11th, 2013 (04:42 PM).
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Fair enough. Thanks for reply anyway :]
  #9005    
Old November 11th, 2013 (11:13 PM).
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Quote originally posted by Dark Sneasel:
Yes, but you have to be an ASM genius to do so.

EDIT: This doesn't belong in this thread. You would have to go to the Simple Question and Answers thread.
Well if you need to be an ASM genius it isnt a simple question either haha
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Old November 12th, 2013 (12:32 AM).
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Quote originally posted by Rezordaxx:
Well if you need to be an ASM genius it isnt a simple question either haha
It still applies there, and the one would answer that would not provide
an entire ASM concept.
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Old November 12th, 2013 (04:11 AM).
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This may help you: http://www.pokecommunity.com/showthread.php?t=205651
Its still buggy though.
  #9008    
Old November 12th, 2013 (01:26 PM).
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Quote originally posted by ep!c:
This may help you: http://www.pokecommunity.com/showthread.php?t=205651
Its still buggy though.
Although a few people have mentioned this is the wrong thread, I feel bad not to thank people for replies. Ive been looking into ASM for about 7 hours straight, after school, and daaaaaamn... I hope, at some point, I will be able to contribute and bring that thread back to the spotlight.. We'll see how far I can take this assembly stuff

Thanks a bunch for your reply And sorry for making this small off-topic scene :<
  #9009    
Old November 13th, 2013 (01:18 PM).
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hey guys
Last night I decided to make my own mod of fire red. everything is going well but rather than just the normal story line, im going to add additional story lines (plus people giving you the first 3 starters like in yellow). The thing is, I want someone to block off viridian forest until I have done the first additional storyline (which will be accessible via a tunnel near giovanni's gym).

after doing research, im pretty sure that I have to set flags, but I haven't really found enough information to get passed this point. if there has been a topic posted already about this then sorry I have posted a similar situation again, but I haven't found anything to help me progress.

cheers for taking the time to read this
haxzan
  #9010    
Old November 13th, 2013 (01:24 PM).
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You must place a Person on the Map, which tells you that you can't go through XYZ.
Afterwards, put a "Person-ID" into AdvanceMap. This is a "Flag"
Take for example "$0200". Then, write your quests etc and at the end of the quests, make a "SETFLAG 0x200". The Person-ID of the Person who blocks the way is equal with the setflag and disappears after this flag 200 was setted.
  #9011    
Old November 13th, 2013 (01:30 PM).
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Quote originally posted by ep!c:
You must place a Person on the Map, which tells you that you can't go through XYZ.
Afterwards, put a "Person-ID" into AdvanceMap. This is a "Flag"
Take for example "$0200". Then, write your quests etc and at the end of the quests, make a "SETFLAG 0x200". The Person-ID of the Person who blocks the way is equal with the setflag and disappears after this flag 200 was setted.
So simply,
guy = 200
event no happen he no go
event = 200
event do happen he go away

Plus am 1.92 plz
http://www.pokecommunity.com/showpost.php?p=7781039&postcount=304
People refuse to follow my advice and then come back with issues, I simply ignore the post
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  #9012    
Old November 14th, 2013 (07:30 AM).
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Quote originally posted by haxzan:
hey guys
Last night I decided to make my own mod of fire red. everything is going well but rather than just the normal story line, im going to add additional story lines (plus people giving you the first 3 starters like in yellow). The thing is, I want someone to block off viridian forest until I have done the first additional storyline (which will be accessible via a tunnel near giovanni's gym).

after doing research, im pretty sure that I have to set flags, but I haven't really found enough information to get passed this point. if there has been a topic posted already about this then sorry I have posted a similar situation again, but I haven't found anything to help me progress.

cheers for taking the time to read this
haxzan
The way i do it is i set a scripttile [or scripttiles depends on how wide the entrance is] and a person.
Now the person you dont wany anything to do with him only give him a little script like this

(xse scripting btw)

#dynamic 0xoffset

#org @start
Lock (locks the player you cant do anything)
Faceplayer (lets the sprite face to you)
Message @talk 0x6 (this opens messagebox 6 (0x6) and gives a pointer to the message (@talk))
Release (releases the lock command)
End (ends the script)

#org @talk (this is the message you have pointed to in the main script)
= Hi i am standing in front of veridian forrest (or something)

This are the verry verry basics of scripting.

Okay,

For the scripttile(s)

#dynamic 0xoffset

#org @start
Lock
Checkflag 0xflag ( this is the flag you set after your story line event has played!)
If 0x1 goto @nope (if 0x1 goto means if true (0x1) or false (0x0) and then if the flag is set (0x1) it goes to another script (@nope) if it isnt set it continus the script)
Message @talk 0x6
Applymovement 0xFF @move (this moves a sprite 0xFF means the player itself @move is the pointer to the move script)
Setvar 0xVar 0x3
Release
End

#org @nope
Release
End (this is so that the script will release itself if the flag is set)

#org @talk
= Hey kid! The forest is closed.

#org @move
#raw 0x4E (jumps the player down if i am correct)
Release
End

And if you click on the scripttile you will see a var value box change that to the var you used in the script en set the unknow to 3 i dont know why but set it to 3

This should work if you want to change something please do cause its your hack
And if i did something wrong in the script please correct me!
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  #9013    
Old November 14th, 2013 (12:18 PM).
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Quote originally posted by Rezordaxx:
The way i do it is i set a scripttile [or scripttiles depends on how wide the entrance is] and a person.
Now the person you dont wany anything to do with him only give him a little script like this

(xse scripting btw)

#dynamic 0xoffset

#org @start
Lock (locks the player you cant do anything)
Faceplayer (lets the sprite face to you)
Message @talk 0x6 (this opens messagebox 6 (0x6) and gives a pointer to the message (@talk))
Release (releases the lock command)
End (ends the script)

#org @talk (this is the message you have pointed to in the main script)
= Hi i am standing in front of veridian forrest (or something)

This are the verry verry basics of scripting.

Okay,

For the scripttile(s)

#dynamic 0xoffset

#org @start
Lock
Checkflag 0xflag ( this is the flag you set after your story line event has played!)
If 0x1 goto @nope (if 0x1 goto means if true (0x1) or false (0x0) and then if the flag is set (0x1) it goes to another script (@nope) if it isnt set it continus the script)
Message @talk 0x6
Applymovement 0xFF @move (this moves a sprite 0xFF means the player itself @move is the pointer to the move script)
Setvar 0xVar 0x3
Release
End

#org @nope
Release
End (this is so that the script will release itself if the flag is set)

#org @talk
= Hey kid! The forest is closed.

#org @move
#raw 0x4E (jumps the player down if i am correct)
Release
End

And if you click on the scripttile you will see a var value box change that to the var you used in the script en set the unknow to 3 i dont know why but set it to 3

This should work if you want to change something please do cause its your hack
And if i did something wrong in the script please correct me!
You guys..

You don't need 3 in the unknown box. Gamefreak's map editor did it but it's unneeded. The routine checks for 0 and 3, and they do the SAME function. So you don't need 3. I can't explain it enough XD
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  #9014    
Old November 14th, 2013 (12:53 PM).
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Quote originally posted by gogojjtech:
You guys..

You don't need 3 in the unknown box. Gamefreak's map editor did it but it's unneeded. The routine checks for 0 and 3, and they do the SAME function. So you don't need 3. I can't explain it enough XD
So it needs to stay 0 ?
But if it has the same ffect why dont use 3?
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  #9015    
Old November 14th, 2013 (12:54 PM).
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Quote originally posted by Rezordaxx:
So it needs to stay 0 ?
But if it has the same ffect why dont use 3?
I'm trying to say that 3 and 0 do the same function. So why bother changing it to 3? But do what you want, it's just to clear things up.
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  #9016    
Old November 14th, 2013 (01:11 PM).
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Quote originally posted by gogojjtech:
I'm trying to say that 3 and 0 do the same function. So why bother changing it to 3? But do what you want, it's just to clear things up.
Okay thanks now i know a little more!
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  #9017    
Old November 14th, 2013 (01:59 PM).
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How do I use sounds like when the move "!" appeared via script?
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Old November 14th, 2013 (02:15 PM).
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Quote originally posted by Sagittarius:
How do I use sounds like when the move "!" appeared via script?
The song table is the easiest way since we know what's in it. The sound table is unknown to us really. Plus the exclamation point it in the song table so use playsong 0xXXX 0x0
I documented the song table for fire red: (can't find the link to my thread atm)
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  #9019    
Old November 15th, 2013 (08:38 AM).
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Can somebody tell me what I did wrong?

Settings:
Spoiler:


Script:
Spoiler:


Thanks,
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Old November 15th, 2013 (08:44 AM).
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Quote originally posted by Rezordaxx:
Can somebody tell me what I did wrong?

Settings:
Spoiler:


Script:
Spoiler:


Thanks,
Flags 0-6 are unstable flags that are changed by the game's engine, it wouldn't be wise to use them. Instead, use something like flag 200 since I believe flags 200-2FF are the generally safe flags.

http://www.pokecommunity.com/showthread.php?t=302347
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Old November 15th, 2013 (09:43 AM).
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Quote originally posted by Teh Blazer:
Flags 0-6 are unstable flags that are changed by the game's engine, it wouldn't be wise to use them. Instead, use something like flag 200 since I believe flags 200-2FF are the generally safe flags.

http://www.pokecommunity.com/showthread.php?t=302347
I use JPANs patch so all flags are cleared
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  #9022    
Old November 15th, 2013 (09:47 AM).
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Quote:
How do I use sounds like when the move "!" appeared via script?
Sound 0x013 & checksound after it

Quote:
Can somebody tell me what I did wrong?
You must use HIDESPRITE2 in order to have the people removed at map begin.
(hidesprite2 is hide forever and normal hidesprite doesnt work in levelscript)
  #9023    
Old November 15th, 2013 (11:24 AM).
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Quote originally posted by Rezordaxx:
I use JPANs patch so all flags are cleared
I'd like to point you to the third message on the thread I linked you to.

Quote originally posted by karatekid552:
I'm going to write this big so that people scrolling through will notice it, not because I'm yelling at you.:p

JPAN's engine does NOT make any flags or vars safe.

In fact, it only makes vars not safe because some of its features restrict certain vars to doing certain things.
I would much rather just assign the overworld a flag and then set that flag in a script so they disappear and you don't have to use a level script.
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Old November 15th, 2013 (12:30 PM).
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Quote originally posted by Rezordaxx:
I use JPANs patch so all flags are cleared
-______-
The ENGINE uses them. So clearing them will just mess up the game and then it will be used again. JPAN's engine doesn't clear these dude.
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  #9025    
Old November 15th, 2013 (02:16 PM).
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Quote originally posted by gogojjtech:
-______-
The ENGINE uses them. So clearing them will just mess up the game and then it will be used again. JPAN's engine doesn't clear these dude.
Yeah but it clears al the flags use in scripts but the main question wasnt about the flags so...
I only hack for like 3 months (since august) so i am not a pro or somrthing,
This kind of reactions really make me feel stupid and i am just a beginner you know everybody makes mistakes
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