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  #1051    
Old May 22nd, 2009, 11:29 AM
PlatniumPiano's Avatar
PlatniumPiano
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I have a question regarding XSE and Advance Map.
I'm having trouble getting the scripts too... well work lol and was hoping if I could get some help.

Here's a sample script that I did (offest found with FSF, Using XSE and Advance Map to open the script.)

Spoiler:

#dynamic 0x1E5A2F
#org @main
lock
faceplayer
message @speak
boxset 0x6
release
end

#org @speak
= This is a message!


Now I'm pretty sure I didn't have a scripting error, but the problem is after I finish writing the script. I complie the script to the ROM and when I close XSE it asks "do you want to save the file" (or something like that). I hit yes and it saves the script as a .rbc file. Now when I play my ROM and go up to the person that the scipt is assigned to, i hear a click noise, and nothing happens. When I go back to Advance Map to see what the problem is, I open up the script again. Low and Behold none of my script is in the offset. This happens everytime I try to edit/create a script.

How can I fix this or what am I doing n00bishly wrong?
(BTW I'm using a Ruby ROM)

Thanks in advance!
  #1052    
Old May 22nd, 2009, 11:48 AM
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well what you do is when you click COMPILE not save as,than a box will come up saying whatever with the copy button,click it than copy it over to the Amap and the guy you click over to where"$" is and paste the offset that was copied there.You should read dieagoisawsome's xse guide as it has helped me alot in scripting.
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  #1053    
Old May 22nd, 2009, 11:54 AM
PlatniumPiano's Avatar
PlatniumPiano
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Quote:
Originally Posted by tyson View Post
well what you do is when you click COMPILE not save as,than a box will come up saying whatever with the copy button,click it than copy it over to the Amap and the guy you click over to where"$" is and paste the offset that was copied there.You should read dieagoisawsome's xse guide as it has helped me alot in scripting.

I LOVE YOU!!!

Lol yeah but thanks. And another question when I do that there are two offsets, @main and @speak?

I tried @main and that worked does @speak work as well? Or not.

And you don't have to save the .rbc files corrrect?
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  #1054    
Old May 22nd, 2009, 12:04 PM
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Xatoku
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Alright the problem is that whenever I do this script it works perfectly, except that after it's over and I move, the sprite I hid, 0x1, comes back.

Spoiler:
#dynamic 0x800000

#org @start
lockall
checkflag 0x361
if 0x1 goto @end
msgbox @text6 0x6
trainerbattle 0x9 0x2E6 0x0 @text1 @text2
applymovement 0x1 @move1
waitmovement 0x0
hidesprite 0x1
showsprite 0x6
applymovement 0x6 @move2
waitmovement 0x0
msgbox @text4 0x6
applymovement 0x6 @move1
waitmovement 0x0
hidesprite 0x6
setflag 0x361
releaseall
end

#org @end
releaseall
end

#org @text6
= [Player]:Hey Will, how about a quick\nbattle for training purposes?\pWill:Okay but where is the other\nbrat, y'know, your roomate?\p[Player]:Oh you mean Blue? She's\ntraining with Karren down at the\lTraining Facility.\pWill:Karren? My Karren! That\ncannot be! I must go stop them!\p[Player]:Hey what about our battle?\pWill:Oh...right. It will be over\nsoon enough so I suppose one\lquick battle can't hurt.

#org @text1
= ...

#org @text2
= Natu!

#org @text3
= Will:Whatever, now I must go stop\nKarren!

#org @text4
= Blue:Alright phase one complete.\nNow let's get out of here.

#org @move1
#raw 0x10
#raw 0x10
#raw 0xFE

#org @move2
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x17
#raw 0x13
#raw 0x11
#raw 0xFE
  #1055    
Old May 22nd, 2009, 12:35 PM
HackChu's Avatar
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This script works fine I suppose,but after everyting is done and I come back the OW is standing where the script starts.If I talk to him the game crashes,does it has something to do with varibles,or people ID,or anything like that?

Spoiler:
#dynamic 0x800005

#org @start
checkflag 0x200
if 0x1 goto @done
showsprite 0x03
applymovement 0x03 @move
waitmovement 0x0
msgbox @1 0x6
trainerbattle 0x1 0x001 0x0 @before @after @later
end

#org @move
#raw 0x62
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0xFE

#org @1
= Hey watch it!\nDo you know where I can find\pPROF.OAK? So he is in\nthat town ahead?

#org @before
= Well before I get there how\nabout we have a little battle!

#org @after
= Not bad.

#org @later
msgbox @2 0x6
applymovement 0x03 @move2
waitmovement 0x0
hidesprite 0x03
setflag 0x200
release
end

#org @done
release
end

#org @2
= Well what a surprise! You actually won\n,that PIKACHU of yours is special.\pPerhaps you should train it more.\nWell later!

#org @move2
#raw 0x13
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0xFE


EDIT:

Quote:
Originally Posted by PlatniumPiano View Post
I LOVE YOU!!!

Lol yeah but thanks. And another question when I do that there are two offsets, @main and @speak?

I tried @main and that worked does @speak work as well? Or not.

And you don't have to save the .rbc files corrrect?
You should leave some space between the #dynamic and #org @main.And try msgbox @speak than 0x6,that may be the prob.0x6 triggers a textbox.

try this:

Spoiler:
#dynamic 0x1E5A2F

#org @main
lock
faceplayer
message @speak 0x6
release
end

#org @speak
= This is a message!


Changes are bold.or well everything is reordered.No dont have to save the rbc if you want,just there for referance.
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Name: Ethan

Black FC: 2666 1354 4379
Name: Ashton

White 2 FC: 1120 8065 3049
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Name: tysonrss

Last edited by HackChu; May 22nd, 2009 at 12:42 PM. Reason: Your double post has been automatically merged.
  #1056    
Old May 22nd, 2009, 01:40 PM
PlatniumPiano's Avatar
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What is the script for a character to give u a pokemon then walk off of the screen then leave forever? I don't need the give pokemon commands, just the exiting one
  #1057    
Old May 22nd, 2009, 01:42 PM
Toon Link's Avatar
Toon Link
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This script freezes in the game. And it is for ruby. Could someone please fix it or tell me how?
Spoiler:
#dynamic 0x800461

#org @start
checkflag 0x800
if 0x1 goto @done
msgbox @1 0x5
compare LASTRESULT 0x1
if 0x1 goto @take
msgbox @2 0x6
release
end

#org @take
givepokemon 0x318B 0x5 0x0 0x0 0x0 0x0
fanfare 0x71A
msgbox @3 0x4
waitfanfare
closeonkeypress
setflag 0x800
setflag 0x801
msgbox @4 0x5
compare LASTRESULT 0x1
if 0x1 gosub @name
msgbox @5 0x6
release
end

#org @name
call 0x1A74EB
return

#org @done
msgbox 0x6 0x0
release
end

#org @1
= Hello!

#org @2
= You received a Bagon!

#org @3
= Would you like to give a\nnickname to Bagon?

#org @4
= Enjoy your pokemon!

#org @5
= I gave BULBASAUR CHARMANDER and \nSQUIRTLE to the other trainers.
  #1058    
Old May 22nd, 2009, 02:13 PM
HackChu's Avatar
HackChu
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Quote:
Originally Posted by PlatniumPiano View Post
What is the script for a character to give u a pokemon then walk off of the screen then leave forever? I don't need the give pokemon commands, just the exiting one
Look at the XSE tut from dieagoisawsome.Im not a big fan on givepkmn scripts as I have trouble with it.And you have to look at applymovements,than figuire a way to combine the givepokemon and applymovement scripts.Don't feel inferior by the commands and all,it takes practice and patience,I thought it was overwelming but if you pay attention you will learn,thats how it is with me.Trust me,applymovements and givepokemon scripts is the only key for what your trying to do.

Quote:
Originally Posted by Toon Link View Post
This script freezes in the game. And it is for ruby. Could someone please fix it or tell me how?
Spoiler:
#dynamic 0x800461

#org @start
checkflag 0x800
if 0x1 goto @done
msgbox @1 0x5
compare LASTRESULT 0x1
if 0x1 goto @take
msgbox @2 0x6
release
end

#org @take
givepokemon 0x318B 0x5 0x0 0x0 0x0 0x0
fanfare 0x71A
msgbox @3 0x4
waitfanfare
closeonkeypress
setflag 0x800
setflag 0x801
msgbox @4 0x5
compare LASTRESULT 0x1
if 0x1 gosub @name
msgbox @5 0x6
release
end

#org @name
call 0x1A74EB
return

#org @done
msgbox 0x6 0x0
release
end

#org @1
= Hello!

#org @2
= You received a Bagon!

#org @3
= Would you like to give a\nnickname to Bagon?

#org @4
= Enjoy your pokemon!

#org @5
= I gave BULBASAUR CHARMANDER and \nSQUIRTLE to the other trainers.
Well my friend,givepokemon scripts aren't a strong suit for me,im sure someone else will help....
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SoulSilver FC:1162 1864 5409
Name: Ethan

Black FC: 2666 1354 4379
Name: Ashton

White 2 FC: 1120 8065 3049
Name: Nate

3DS Friend Code: 1349-4646-2412
Name: tysonrss
  #1059    
Old May 22nd, 2009, 03:34 PM
PlatniumPiano's Avatar
PlatniumPiano
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How do you (err whats commands allow you to) have a guy sit by a cave entrance or something and when u step on the tile before the cave, he stops you, then has to see if you have pokemon then if not pushes you back but if you do he lets you go?

Something to do with lockall, flags and what not?
  #1060    
Old May 22nd, 2009, 04:08 PM
RaycrowX's Avatar
RaycrowX
Beginning ROM Hacker
 
Join Date: Apr 2009
Location: Jenison, MI
Gender:
Quote:
Originally Posted by PlatniumPiano View Post
I have a question regarding XSE and Advance Map.
I'm having trouble getting the scripts too... well work lol and was hoping if I could get some help.

Here's a sample script that I did (offest found with FSF, Using XSE and Advance Map to open the script.)

Spoiler:

#dynamic 0x1E5A2F
#org @main
lock
faceplayer
message @speak
boxset 0x6
release
end

#org @speak
= This is a message!


Now I'm pretty sure I didn't have a scripting error, but the problem is after I finish writing the script. I complie the script to the ROM and when I close XSE it asks "do you want to save the file" (or something like that). I hit yes and it saves the script as a .rbc file. Now when I play my ROM and go up to the person that the scipt is assigned to, i hear a click noise, and nothing happens. When I go back to Advance Map to see what the problem is, I open up the script again. Low and Behold none of my script is in the offset. This happens everytime I try to edit/create a script.

How can I fix this or what am I doing n00bishly wrong?
(BTW I'm using a Ruby ROM)

Thanks in advance!
I know tyson's suggestion fixed your original problem, but you could shorten this whole script to:

Spoiler:

#dynamic 0x800000 'There's no point in using 0x1E5A2F
#org @main
message @speak MSG_FACE
end

#org @speak
= This is a message!


-------------------------------------------------------------------

Quote:
Originally Posted by Toon Link View Post
This script freezes in the game. And it is for ruby. Could someone please fix it or tell me how?
Spoiler:
#dynamic 0x800461

#org @start
checkflag 0x800
if 0x1 goto @done
msgbox @1 0x5 'A yes/no message to hello?
compare LASTRESULT 0x1
if 0x1 goto @take
msgbox @2 0x6 'I don't think you meant @2
release
end

#org @take
givepokemon 0x318B 0x5 0x0 0x0 0x0 0x0
fanfare 0x71A
msgbox @3 0x4 'Did you mean @2? This is the nickname string
waitfanfare
closeonkeypress 'Shouldn't be necessary - in fact, it will probably make the msgbox flash
setflag 0x800
setflag 0x801
msgbox @4 0x5 'A yes/no to "Enjoy your Pokemon!"? Did you mean @3?
compare LASTRESULT 0x1
if 0x1 call 0x1A74EB
msgbox @5 0x6
release
end

'This block is unecessary - see above
#org @name
call 0x1A74EB
return

#org @done
msgbox 0x6 0x0 '0x6 is not a pointer and 0x0 is MSG_OBTAIN
'This might be why it's freezing
'Did you mean "msgbox @5 MSG_NORMAL"
release
end

#org @1
= Hello!

#org @2
= You received a Bagon!

#org @3
= Would you like to give a\nnickname to Bagon?

#org @4
= Enjoy your pokemon!

#org @5
= I gave BULBASAUR CHARMANDER and \nSQUIRTLE to the other trainers.
Your message dynamic offsets seem really messed up. Trying fixing this and seeing if it works.

----------------------------------------------------------------------

Quote:
Originally Posted by PlatniumPiano View Post
How do you (err whats commands allow you to) have a guy sit by a cave entrance or something and when u step on the tile before the cave, he stops you, then has to see if you have pokemon then if not pushes you back but if you do he lets you go?

Something to do with lockall, flags and what not?
This should do the trick.

Spoiler:


#define DUDE # '#=Your dude's PERSON EVENT NUMBER Example: 3
#define TRIGGERVAR 0x#### '####=the var for the trigger Example: 5000

#define look_left 0x3
#define step_down 0x10
#define stop 0xFE

#dyanamic 0x800000
#org @dude
applymovement DUDE @look
waitmovement DUDE
countpokemon
compare LASTRESULT 0
if B_== goto @forbid
msgbox @allowmsg MSG_NORMAL
setvar TRIGGERVAR 1 'This will make him say "Go on through!" only once
end

'This is assuming your dude is standing on the right side of the cave looking down, up, or right
#org @look
#raw look_left
#raw stop

#org @allowmsg
= Go on through!

#org @forbid
msgbox @forbidmsg MSG_NORMAL
applymovement MOVE_PLAYER @forbidmove
waitmovement MOVE_PLAYER
end

#org @forbidmsg
= Hey, you don't have a Pokemon!\nYou can't go through!

#org @forbidmove
#raw step_down
#raw stop


Use a trigger (green script tile) in A-map with a var number and value of your choice.

------------------------------------------------------------------------

Hope this helped.

~Raycrow

Last edited by RaycrowX; May 22nd, 2009 at 04:41 PM.
  #1061    
Old May 22nd, 2009, 04:17 PM
PlatniumPiano's Avatar
PlatniumPiano
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Quote:
Originally Posted by RaycrowX View Post
Use a trigger (green script tile) in A-map with a var number and value of your choice.
In the script tile, does the var number have to be the same as one in the person script? Are they already in the script you gave me or where do I need to insert them?
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  #1062    
Old May 22nd, 2009, 04:20 PM
HackChu's Avatar
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You have to add a var number not used,starting from 5000 up.And the unknown has to be 0003.
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SoulSilver FC:1162 1864 5409
Name: Ethan

Black FC: 2666 1354 4379
Name: Ashton

White 2 FC: 1120 8065 3049
Name: Nate

3DS Friend Code: 1349-4646-2412
Name: tysonrss
  #1063    
Old May 22nd, 2009, 04:23 PM
PlatniumPiano's Avatar
PlatniumPiano
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Quote:
Originally Posted by tyson View Post
You have to add a var number not used,starting from 5000 up.And the unknown has to be 0003.
... what would be the script for the tile >_< god im such a noob lol
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  #1064    
Old May 22nd, 2009, 04:26 PM
HackChu's Avatar
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The first script you see that you copy
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My 'learning how to combine battle scripts' thread:
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SoulSilver FC:1162 1864 5409
Name: Ethan

Black FC: 2666 1354 4379
Name: Ashton

White 2 FC: 1120 8065 3049
Name: Nate

3DS Friend Code: 1349-4646-2412
Name: tysonrss
  #1065    
Old May 22nd, 2009, 04:37 PM
PlatniumPiano's Avatar
PlatniumPiano
You are now breathing manually
 
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Quote:
Originally Posted by tyson View Post
The first script you see that you copy
wait the person event script and the tile script are the same?
  #1066    
Old May 22nd, 2009, 04:41 PM
HackChu's Avatar
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Oh excuse me for that,no if you wanna make an tile script work with a person than you have to use applymovements.That will control the person you want..
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SoulSilver FC:1162 1864 5409
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Black FC: 2666 1354 4379
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White 2 FC: 1120 8065 3049
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  #1067    
Old May 22nd, 2009, 04:49 PM
Toon Link's Avatar
Toon Link
POKEMON TRAINER
 
Join Date: May 2009
Quote:
Originally Posted by RaycrowX View Post
I
Your message dynamic offsets seem really messed up. Trying fixing this and seeing if it works.
It didn't work. Is there a way you can get the person to just give the pokemon to you without the yes/no thing?
  #1068    
Old May 22nd, 2009, 04:50 PM
PlatniumPiano's Avatar
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okay so i have the apply movement command, which command tells where the sprite is supposed to move to?
  #1069    
Old May 22nd, 2009, 04:53 PM
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PlatinumPiano:

If you want the script to always execute (ie, he'll always say "Go on through!" when you walk on to it) then use a var number and leave it zero.

I've updated the script from my previous post to reflect these changes and to correct a mistake I made earlier (forgot it wasn't the script for the dude).

Here it is:


Spoiler:

#define DUDE # '#=Your dude's PERSON EVENT NUMBER Example: 3
#define TRIGGERVAR 0x#### '####=the var for the trigger Example: 5000

#define look_left 0x3
#define step_down 0x10
#define stop 0xFE

#dyanamic 0x800000
#org @dude
applymovement DUDE @look
waitmovement DUDE
countpokemon
compare LASTRESULT 0
if B_== goto @forbid
msgbox @allowmsg MSG_NORMAL
setvar TRIGGERVAR 1 'This will make him say "Go on through!" only once
end

'This is assuming your dude is standing on the right side of the cave looking down, up, or right
#org @look
#raw look_left
#raw stop

#org @allowmsg
= Go on through!

#org @forbid
msgbox @forbidmsg MSG_NORMAL
applymovement MOVE_PLAYER @forbidmove
waitmovement MOVE_PLAYER
end

#org @forbidmsg
= Hey, you don't have a Pokemon!\nYou can't go through!

#org @forbidmove
#raw step_down
#raw stop


In A-map, it should look like this (see attached).

EDIT:

Toon Link:

Yes, just don't use the yes/no code.

Instead of:

Spoiler:
checkflag 0x800
if 0x1 goto @done
msgbox @1 0x5
compare LASTRESULT 0x1
if 0x1 goto @take

use
Spoiler:
checkflag 0x800
if B_TRUE goto @take

B_TRUE is the same as 0x1, but I like it for readability.
Attached Images
File Type: png A-mapTrigger5-22-09.PNG‎ (149.5 KB, 11 views) (Save to Dropbox)

Last edited by RaycrowX; May 22nd, 2009 at 05:00 PM. Reason: No Double Post
  #1070    
Old May 22nd, 2009, 05:02 PM
PlatniumPiano's Avatar
PlatniumPiano
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EDIT: It worked! The guy moved with the flag to let me in! The only problem is that he was directly in front of the cave. Now when I go back the other way, he's still at the front of the cave and I walk into him when I leave the way I came.

Last edited by PlatniumPiano; May 22nd, 2009 at 05:26 PM.
  #1071    
Old May 22nd, 2009, 05:53 PM
RaycrowX's Avatar
RaycrowX
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Quote:
Originally Posted by PlatniumPiano View Post
EDIT: It worked! The guy moved with the flag to let me in! The only problem is that he was directly in front of the cave. Now when I go back the other way, he's still at the front of the cave and I walk into him when I leave the way I came.
Oh, so you're having him stand in front of the cave and moving away when you have at least one Pokemon? If so, add

Code:
movesprite2 DUDE ENDX ENDY
to the end of the "Go on through!" part of your code, where DUDE is your guy's Person Event Number and ENDX and ENDY are his ending coordinates. He should already be at the spot indicated by these coordinates when you call this command. I'm not completely sure on this, but see how it works. "movesprite2" is supposed to move a sprite and make a permanent change.

EDIT:

notbob:

I've made some corrections to your script. If they don't make sense, please ask me.

Quote:
Originally Posted by notbob View Post
Never mind my last post, this script won't work right. You talk to the sprite and he walks up off the map, a few seconds later you lock:
Spoiler:
#dynamic 0x800000 'You should use 0x800000

#org @start
checkflag 0x828
if B_FALSE goto @hey!
end 'Nothing special in @end...

'if 0x1 goto @end - not needed
'end - not needed when ending with a goto


#org @hey!
lock
'waitmovement 0x0 - not necessary
'In XSE, the msgbox has become a construct, so...
msgbox @icant MSG_NORMAL 'same as 0x6...
applymovement 0x04 @face
waitmovement 0x0
goto @ask

#org @icant
= OAK: I don't believe this.\nHe took all of the Pokemon...

#org @face
#raw 0x00
#raw 0xFE

#org @ask
'yes/no boxes return 0 for no, 1 for yes, but you must use compare
msgbox @can MSG_YESNO
compare LASTRESULT B_YES
if B_== goto @ty
goto @please

'You can't include a string with code - split them up
'#org @ty
'= OAK: Thank you. Here's some\nrunning shoes.
'setflag 0x82F
'goto @end

#org @ty
msgbox @tymsg MSG_NORMAL
setflag FR_RUNNINGSHOES
release
end

#org @tymsg
= OAK: Thank you. Here's some\nrunning shoes.

#org @can
= OAK: Can you retrieve the\nstolen Pokemon for me?

#org @please
msgbox @pleasemsg MSG_NORMAL
goto @ask

#org @pleasemsg
= OAK: Please, I'm begging you!


Last edited by RaycrowX; May 22nd, 2009 at 07:30 PM. Reason: No Double Post
  #1072    
Old May 22nd, 2009, 11:29 PM
Pheya's Avatar
Pheya
Is very excited about HH & SS.
 
Join Date: Apr 2008
Gender:
HTML Code:
#dynamic 0x800000

#org @start
lock
checkflag 0x800
if 0x1 goto @done
message @1 0x6
applymovement 0xFF @1m
release
end

#org @done
release
end

#org @1
= I must first get a\nPOKéMON.

#org @1m
#raw 0x07
#raw 0xFE
When I use this script, the player doesn't move.
It's on a Emerald ROM.
__________________

  #1073    
Old May 22nd, 2009, 11:57 PM
CerOo's Avatar
CerOo
HeX EditoR
 
Join Date: May 2009
Location: Sydney, Australia
Gender:
Quote:
Originally Posted by Dark Swellow View Post
HTML Code:
#dynamic 0x800000

#org @start
lock
checkflag 0x800
if 0x1 goto @done
message @1 0x6
applymovement 0xFF @1m
release
end

#org @done
release
end

#org @1
= I must first get a\nPOKéMON.

#org @1m
#raw 0x07
#raw 0xFE
When I use this script, the player doesn't move.
It's on a Emerald ROM.
You need to change the following things (in A-Map [click on the script]):

Unknown --> 0003
Var Number --> 4050 or 5040

PS> In A-Map.
  #1074    
Old May 23rd, 2009, 03:11 AM
Satoshi Ookami's Avatar
Satoshi Ookami
Memento Mori
Community Supporter
 
Join Date: Jul 2008
Location: Abyss of Time, Great Seal
Age: 22
Gender: Male
Nature: Calm
Could anyone tell me how to do a script similar to Ho-oh's in Navel Rock in FR but with Celebi or other pokemon or person?
I tried but when I step on script nothing except small earthquake happened
__________________
ROM hacking FAQ - Read before asking how to play a hack. | Previous Sign 2 | Previous Sign

Anime List | PSN Trophy List

Last edited by Satoshi Ookami; May 23rd, 2009 at 03:32 AM.
  #1075    
Old May 23rd, 2009, 03:46 AM
Surf's Avatar
Surf
...
 
Join Date: Jul 2008
Location: Rust
Age: 19
Gender: Male
Nature: Relaxed
Send a message via Windows Live Messenger to Surf
Quote:
Originally Posted by Ash493 View Post
Could anyone tell me how to do a script similar to Ho-oh's in Navel Rock in FR but with Celebi or other pokemon or person?
I tried but when I step on script nothing except small earthquake happened
Just change the Pokemon number to Celebi's then.
__________________
I'm looking for some good (When I say good,
I mean you can hold your own by yourself)
N**i Zombies players, to form a team or even a
clan, to play with casually.
Send me a PM with your Highest Level and your PSN,
and I'll get back to you.
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