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  #1251    
Old June 2nd, 2009 (06:37 AM).
Larsie13 Larsie13 is offline
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Age: 24
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Quote originally posted by PI Hudson:
Here, I have a level script(for Emerald (U) (BPEE)) that won't work correctly at all.(set to #05, on entering map/on menu close)

the only thing that shows the script is trying is that once you capture a Pokemon, the screen fades to the overworld, but stays black.

Spoiler:
'---------------
#org 0x854386
checkflag 0x507
if 0x1 goto 0x886A46A
countpokemon
compare LASTRESULT 0x1
if 0x1 goto 0x886A49D
special 0xD0
end

'---------------
#org 0x86A46A
msgbox 0x886A4BB MSG_NORMAL '"PROF. ALDER: I will now demonstrat..."
applymovement 0x0 0x886A4F9
msgbox 0x886A6ED MSG_NORMAL '"PROF. ALDER: Ah, here's a rare one..."
special 0xA0
waitstate
applymovement 0x0 0x886A713
msgbox 0x889B1EA MSG_NORMAL '"PROF. ALDER: ...and that's how to\..."
special 0xD0
setflag 0x507
release
end

'---------------
#org 0x86A49D
msgbox 0x89C0B28 MSG_NORMAL '"PROF. ALDER: The contest is now\no..."
special 0xD1
setflag 0x500
setflag 0x501
setflag 0x502
warpteleport 0x1 0x4 0x0 0x0 0x0
end


'---------
' Strings
'---------
#org 0x86A4BB
= PROF. ALDER: I will now demonstrate\nhow to catch a pokemon.

#org 0x86A6ED
= PROF. ALDER: Ah, here's a rare one!

#org 0x89B1EA
= PROF. ALDER: ...and that's how to\ncatch a POKéMON.

#org 0x9C0B28
= PROF. ALDER: The contest is now\nover.\pThe winners will be teleported to\lmy lab.


'-----------
' Movements
'-----------
#org 0x86A4F9
#raw 0x8 'Step Down (Normal)
#raw 0x8 'Step Down (Normal)
#raw 0x8 'Step Down (Normal)
#raw 0x28 'Step on the Spot Right (Fastest)
#raw 0x14 'Delay5
#raw 0x14 'Delay5
#raw 0x27 'Step on the Spot Left (Fastest)
#raw 0x14 'Delay5
#raw 0x14 'Delay5
#raw 0x28 'Step on the Spot Right (Fastest)
#raw 0x14 'Delay5
#raw 0x14 'Delay5
#raw 0x27 'Step on the Spot Left (Fastest)
#raw 0x25 'Step on the Spot Down (Fastest)
#raw 0xFE 'End of Movements

#org 0x86A713
#raw 0x26 'Step on the Spot Up (Fastest)
#raw 0xFE 'End of Movements
That's not a type 05 level script. It's a type 02. Type 05 are those that only change flags / variables, and nothing that can be seen in-game.
If you want to change it to a type 02 level script, just include a setvar 0xXXXX (preferably 0x5000 of higher) 0x1 (or higher, no 0x0). Then, as Var Number in A-Map, give it the number of the var you used, e.g. 5000, and as Var Value, give it 0x0, or at least make it lower than the value you gave it with setvar.
Quote originally posted by onyx79:
That script really makes me angry look:
Spoiler:
'---------------
#org 0x1A33F0
lock
faceplayer
checkflag 0xA3
if 0x1 goto 0x8271FA0
msgbox 0x8271FED MSG_YESNO '"Hi!it's nice to see you here\nafte..."
compare LASTRESULT 0x1
if 0x1 goto 0x8271FD3
msgbox 0x827203D MSG_NORMAL '"That's too bad...."
release
end
'---------------
#org 0x271FA0
msgbox 0x8272071 MSG_NORMAL '"Good luck at the rest of\nyour que..."
release
end
'---------------
#org 0x271FD3
giveitem 0x1 0x1 MSG_OBTAIN
msgbox 0x8272071 MSG_NORMAL '"Good luck at the rest of\nyour que..."
setflag 0xA3
release
end

'---------
' Strings
'---------
#org 0x271FED
= Hi!it's nice to see you here\nafter a long journey you deserve\pa present,want it
#org 0x27203D
= That's too bad....
#org 0x272071
= Good luck at the rest of\nyour quest!


that's prof oak giving a masterball but instead of giving it,he just says: Good luck at the rest of your quest!
Flag 0xA3 is used within the game itself, probably. Use another flag. Try 0x1000 and up.
  #1252    
Old June 2nd, 2009 (07:05 AM). Edited June 2nd, 2009 by metapod23.
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metapod23 metapod23 is offline
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Gender: Male
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Posts: 667
Quote originally posted by DarkPrince304:
Umm its 002C i think the flag i set is already used in rom? :\
The reason I suggested 2c for Mom is because this is a flag that works to hide the sprite on the map until you want to show it. I'm not sure if it can be used multiple times in the game, but I have so far and it works - but it's only good for hiding a particular sprite, I think. If anyone knows a better way to have a sprite instantly hidden on-screen when you enter the map, hopefully they will say something.

For your script, remove the @5 message from it. Create a new script that will take you to it, like:

#org @mom2
msgbox @5 0x6

Whatever number XSE compiles for @mom2 give to Mom in Adavance Map so that anytime you try to talk to her she will say this message. Removing the @5 from your original script will also stop it from calling it in that script.

Now in the @done script, simply add hidesprite 0x1 at the end of the script. That should hide the mom sprite just before the player wakes up.

Quote originally posted by onyx79:
That script really makes me angry look:
Spoiler:
'---------------
#org 0x1A33F0
lock
faceplayer
checkflag 0xA3
if 0x1 goto 0x8271FA0
msgbox 0x8271FED MSG_YESNO '"Hi!it's nice to see you here\nafte..."
compare LASTRESULT 0x1
if 0x1 goto 0x8271FD3
msgbox 0x827203D MSG_NORMAL '"That's too bad...."
release
end
'---------------
#org 0x271FA0
msgbox 0x8272071 MSG_NORMAL '"Good luck at the rest of\nyour que..."
release
end
'---------------
#org 0x271FD3
giveitem 0x1 0x1 MSG_OBTAIN
msgbox 0x8272071 MSG_NORMAL '"Good luck at the rest of\nyour que..."
setflag 0xA3
release
end

'---------
' Strings
'---------
#org 0x271FED
= Hi!it's nice to see you here\nafter a long journey you deserve\pa present,want it
#org 0x27203D
= That's too bad....
#org 0x272071
= Good luck at the rest of\nyour quest!


that's prof oak giving a masterball but instead of giving it,he just says: Good luck at the rest of your quest!
So just put in additem 0x1 after the giveitem script and it the master ball should be added to the player's inventory, right?
  #1253    
Old June 2nd, 2009 (07:16 AM).
Andryandrew Andryandrew is offline
Italian Asm Hacker
 
Join Date: Mar 2007
Age: 21
Gender:
Nature: Timid
Posts: 117
Quote originally posted by onyx79:
That script really makes me angry look:
Spoiler:
'---------------
#org 0x1A33F0
lock
faceplayer
checkflag 0xA3
if 0x1 goto 0x8271FA0
msgbox 0x8271FED MSG_YESNO '"Hi!it's nice to see you here\nafte..."
compare LASTRESULT 0x1
if 0x1 goto 0x8271FD3
msgbox 0x827203D MSG_NORMAL '"That's too bad...."
release
end
'---------------
#org 0x271FA0
msgbox 0x8272071 MSG_NORMAL '"Good luck at the rest of\nyour que..."
release
end
'---------------
#org 0x271FD3
giveitem 0x1 0x1 MSG_OBTAIN
msgbox 0x8272071 MSG_NORMAL '"Good luck at the rest of\nyour que..."
setflag 0xA3
release
end

'---------
' Strings
'---------
#org 0x271FED
= Hi!it's nice to see you here\nafter a long journey you deserve\pa present,want it
#org 0x27203D
= That's too bad....
#org 0x272071
= Good luck at the rest of\nyour quest!


that's prof oak giving a masterball but instead of giving it,he just says: Good luck at the rest of your quest!
change the flag... A3 is already used by the game... use 1003 for example
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  #1254    
Old June 2nd, 2009 (09:30 AM). Edited June 2nd, 2009 by DarkPrince304.
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DarkPrince304 DarkPrince304 is offline
Back to Hacking after exams!!!
 
Join Date: May 2009
Location: PokeCommunity
Gender: Male
Nature: Calm
Posts: 167
Quote originally posted by metapod23:
The reason I suggested 2c for Mom is because this is a flag that works to hide the sprite on the map until you want to show it. I'm not sure if it can be used multiple times in the game, but I have so far and it works - but it's only good for hiding a particular sprite, I think. If anyone knows a better way to have a sprite instantly hidden on-screen when you enter the map, hopefully they will say something.

For your script, remove the @5 message from it. Create a new script that will take you to it, like:

#org @mom2
msgbox @5 0x6

Whatever number XSE compiles for @mom2 give to Mom in Adavance Map so that anytime you try to talk to her she will say this message. Removing the @5 from your original script will also stop it from calling it in that script.

Now in the @done script, simply add hidesprite 0x1 at the end of the script. That should hide the mom sprite just before the player wakes up.
Well it did something a bit
Mom comes up says blah blah then If I again talk to her she says Go to bed
Then I go to bed to sleep then when I wake up she is not there BUT if I step at the S tile Mom comes again
If this problem is solved then I will be able to progress on my hack for sure
Here's the script
Spoiler:

#dynamic 0x800004
#org @start
lock
faceplayer
checkflag 0x200
if 0x1 goto @done
applymovement 0xFF @1
waitmovement 0xFF
showsprite 0x1
applymovement 0x1 @2
waitmovement 0x1
message @3
boxset 6
setflag 0x200
message @mom2
boxset 6
release
end

#org @done
message @yo
boxset 6
showpokepic 0x4 0x0A 0x03
cry 0x6 0x0
Message @sleep
boxset 6
hidepokepic
showpokepic 0x7 0x0A 0x03
cry 0x7 0x0
Message @sleep1
boxset 6
hidepokepic
showpokepic 0x1 0x0A 0x03
cry 0x1 0x0
Message @sleep2
boxset 6
hidepokepic
fadescreen 0x1
fanfare 0x100
special 0x0
waitfanfare
fadescreen 0x0
message @woah
boxset 6
hidesprite 0x1
clearflag 0x200
release
end

#org @mom2
message @5
boxset 6
release
end

#org @1
#raw 0x62
#raw 0x4E
#raw 0x4A
#raw 0xFE

#org @2
#raw 0x62
#raw 0x20
#raw 0x2D
#raw 0xFE

#org @3
= [PLAYER]! Do you know its so late?\nTomorrow you have to choose your 1st\lPokemon from Professor Oak,\land you don't want to be late\ldo you?\lGo to bed and sleep now!\p\c\h01\h04[PLAYER]:Okay Mom...

#org @5
= [PLAYER]! Go to Bed!

#org @yo
= [PLAYER] got to bed and went to sleep...

#org @sleep
= \c\h01\h04[PLAYER]:Ahh...zzz\n...\p...\lCharmander I choose you!\l...

#org @sleep1
= \c\h01\h04Go Squirtle!\p...

#org @sleep2
= \c\h01\h04I choose you Bulbasaur\pZzz...\l...

#org @woah
= \c\h01\h04[PLAYER]:Woah! Oh my Gosh I am late.\nI better hurry!\pEven a Squirtle would be good enough!


Btw Message @1 and boxset 6 thingy works for me but not the msgbox @1 0x6
Well
Let's focus at the bigger problem now

EDIT: I solved the so long problem YAY!!! Actually we had to get rid of that Clearflag command grrrr
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  #1255    
Old June 2nd, 2009 (09:31 AM).
Spherical Ice's Avatar
Spherical Ice Spherical Ice is offline
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CS
 
Join Date: Nov 2007
Location: UK
Posts: 3,392
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Game: FireRed
Type: Give Pokémon
Editor: XSE v.1.1.1
Script:
Before Compilation:

Spoiler:
#dynamic 0x800000

#org @start
checkflag 0x828
if 0x1 goto @done
msgbox @1 0x5
compare 0x0 0x1
if 0x1 goto @take
msgbox @2 0x6
release
end

#org @take
givepokemon 0x1 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox @3 0x4
waitfanfare
closeonkeypress
setflag 0x828
msgbox @4 0x5
compare 0x0 0x1
if 0x1 gosub @name
msgbox @5 0x6
release
end

#org @name
call 0x1A74EB
return

#org @done
msgbox @6 0x6
release
end

#org @1
= [black_fr]This Pokémon contains the [green_fr]GRASS-TYPE\nPOKÉMON BULBASAUR[black_fr],\pTake the [green_fr]BULBASAUR[black_fr]?

#org @2
= [black_fr]Better choose wisely...

#org @3
= [black_fr][player] received Mr. Atoa's [green_fr]BULBASAUR[black_fr]!

#org @4
= [black_fr]Would you like to give a\nnickname to [green_fr]BULBASAUR[black_fr]?

#org @5
= [blue_fr]MR. ATOA: Take good care of that [green_fr]BULBASAUR[blue_fr]!

#org @6
= [black_fr]It's an empty Pokéball...


After Compilation:
Spoiler:
#dynamic 0x800000

#org @start
checkflag 0x828
if 0x1 goto @done
msgbox @1 0x5
compare 0x0 0x1
if 0x1 goto @take
msgbox @2 0x6
release
end

#org @take
givepokemon 0x1 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox @3 0x4
waitfanfare
closeonkeypress
setflag 0x828
msgbox @4 0x5
compare 0x0 0x1
if 0x1 gosub @name
msgbox @5 0x6
release
end

#org @name
call 0x1A74EB
return

#org @done
msgbox @6 0x6
release
end

#org @1
= [black_fr]This Pokémon contains the [green_fr]GRASS-TYPE\nPOKÉMON BULBASAUR[black_fr],\pTake the [green_fr]BULBASAUR[black_fr]?

#org @2
= [black_fr]Better choose wisely...

#org @3
= [black_fr][player] received Mr. Atoa's [green_fr]BULBASAUR[black_fr]!

#org @4
= [black_fr]Would you like to give a\nnickname to [green_fr]BULBASAUR[black_fr]?

#org @5
= [blue_fr]MR. ATOA: Take good care of that [green_fr]BULBASAUR[blue_fr]!

#org @6
= [black_fr]It's an empty Pokéball...

Problem: The yes/no option comes up, so I select yes, and it does what should happen when I push no. When I push no, it does what I need it to do, however (which is to display 'Better choose wisely..'. and close the text box). So no matter what, I can't get my Bulbasaur. The same thing occurs with my Charmander and Squirtle scripts. I think it's something to do with the Person ID (which is currently 0000), but I don't know exactly what.

Help is much appreciated.
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  #1256    
Old June 2nd, 2009 (09:58 AM).
PlatniumPiano's Avatar
PlatniumPiano PlatniumPiano is offline
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Join Date: Dec 2008
Location: Yesterday
Gender: Male
Nature: Lax
Posts: 480
Quote originally posted by Larsie13:
Instead of showsprite 0x5, you might want to try an applymovement. If you have a movement list, somewhere you'll see a "Show" movement. Use that for sprite 5.
Alright, it works now!
Mostly... sorry, lol I have another problem but this should be the last one. Everything works fine until the guy gives me the pokeballs, at which point he dissapears? No joke, I'm talking, it plays the fanfare, and poof, he's gone. It still displays the text and finishes the script, just not with him there, though.

:\ help?
Code:
 
 
'---------------
#org 0x8003EE
hidesprite 0x5
checkflag 0x905
if 0x0 goto 0x88003FA
lockall
msgbox 0x8800452 MSG_NORMAL '"Wait, [player]!"
setvar 0x5000 0x1
showsprite 0x5
applymovement MOVE_PLAYER 0x880045E
waitmovement 0x0
applymovement 0x5 0x8800462
waitmovement 0x0
msgbox 0x880046C MSG_NORMAL '"ÊÊ\n that Ponyta been\nworking out..."
giveitem 0x4 0x5 MSG_OBTAIN
showsprite 0x5
msgbox 0x88005A7 MSG_NORMAL '"Just throw one when a POKéMON\nyou..."
applymovement 0x5 0x88006FB
waitmovement 0x0
hidesprite 0x5
setflag 0x905
releaseall
end
'---------------
#org 0x8003FA
lockall
msgbox 0x8800452 MSG_NORMAL '"Wait, [player]!"
setvar 0x5000 0x1
showsprite 0x5
applymovement MOVE_PLAYER 0x880045E
waitmovement 0x0
applymovement 0x5 0x8800462
waitmovement 0x0
msgbox 0x880046C MSG_NORMAL '"ÊÊ\n that Ponyta been\nworking out..."
giveitem 0x4 0x5 MSG_OBTAIN
showsprite 0x5
msgbox 0x88005A7 MSG_NORMAL '"Just throw one when a POKéMON\nyou..."
applymovement 0x5 0x88006FB
waitmovement 0x0
hidesprite 0x5
setflag 0x905
releaseall
end
 
'---------
' Strings
'---------
#org 0x800452
= Wait, [player]!
#org 0x80046C
= ÊÊ\n that Ponyta been\nworking out for you?\p... ... ...\pWell, that's good.\nListen, before you go to\pthe next town, there is\nsomething you should know.\pPonyta won't be your only POKéMON.\pI know, it's crazy, but you can catch\nothers with a tool called a POKéBALL.\pI have some for you here.\nTry it!
#org 0x8005A7
= Just throw one when a POKéMON\nyou want to catch is weak.\pIf all goes well, the POKéMON\nwill be under your command!\p... ... ...\nAnd a word of advice...\pThe next town is the middle-ground\nbetween Terracasa and Crescent.\pIt might be rough.\pBut, good luck anyways.\nIf you were able to defeat Lord Aspen,\pthis should not be a problem for you.
 
'-----------
' Movements
'-----------
#org 0x80045E
#raw 0x56 'Exclamation Mark (!)
#raw 0x2 'Face Left
#raw 0xFE 'End of Movements
#org 0x800462
#raw 0x55 'Show
#raw 0x4 'Step Down (Slow)
#raw 0x7 'Step Right (Slow)
#raw 0x7 'Step Right (Slow)
#raw 0x5 'Step Up (Slow)
#raw 0x5 'Step Up (Slow)
#raw 0x7 'Step Right (Slow)
#raw 0x7 'Step Right (Slow)
#raw 0x7 'Step Right (Slow)
#raw 0x5 'Step Up (Slow)
#raw 0x7 'Step Right (Slow)
#raw 0x7 'Step Right (Slow)
#raw 0xFE 'End of Movements
#org 0x8006FB
#raw 0x55 'Show
#raw 0x6 'Step Left (Slow)
#raw 0x6 'Step Left (Slow)
#raw 0x4 'Step Down (Slow)
#raw 0x6 'Step Left (Slow)
#raw 0x6 'Step Left (Slow)
#raw 0x6 'Step Left (Slow)
#raw 0x4 'Step Down (Slow)
#raw 0x4 'Step Down (Slow)
#raw 0x6 'Step Left (Slow)
#raw 0x6 'Step Left (Slow)
#raw 0x5 'Step Up (Slow)
#raw 0xFE 'End of Movements
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  #1257    
Old June 2nd, 2009 (10:24 AM).
metapod23's Avatar
metapod23 metapod23 is offline
Hardened Trainer
 
Join Date: Mar 2009
Gender: Male
Nature: Timid
Posts: 667
Quote originally posted by DarkPrince304:
Well it did something a bit
Mom comes up says blah blah then If I again talk to her she says Go to bed
Then I go to bed to sleep then when I wake up she is not there BUT if I step at the S tile Mom comes again
If this problem is solved then I will be able to progress on my hack for sure
Here's the script
Spoiler:

#dynamic 0x800004
#org @start
lock
faceplayer
checkflag 0x200
if 0x1 goto @done
applymovement 0xFF @1
waitmovement 0xFF
showsprite 0x1
applymovement 0x1 @2
waitmovement 0x1
message @3
boxset 6
setflag 0x200
message @mom2
boxset 6
release
end

#org @done
message @yo
boxset 6
showpokepic 0x4 0x0A 0x03
cry 0x6 0x0
Message @sleep
boxset 6
hidepokepic
showpokepic 0x7 0x0A 0x03
cry 0x7 0x0
Message @sleep1
boxset 6
hidepokepic
showpokepic 0x1 0x0A 0x03
cry 0x1 0x0
Message @sleep2
boxset 6
hidepokepic
fadescreen 0x1
fanfare 0x100
special 0x0
waitfanfare
fadescreen 0x0
message @woah
boxset 6
hidesprite 0x1
clearflag 0x200
release
end

#org @mom2
message @5
boxset 6
release
end

#org @1
#raw 0x62
#raw 0x4E
#raw 0x4A
#raw 0xFE

#org @2
#raw 0x62
#raw 0x20
#raw 0x2D
#raw 0xFE

#org @3
= [PLAYER]! Do you know its so late?\nTomorrow you have to choose your 1st\lPokemon from Professor Oak,\land you don't want to be late\ldo you?\lGo to bed and sleep now!\p\c\h01\h04[PLAYER]:Okay Mom...

#org @5
= [PLAYER]! Go to Bed!

#org @yo
= [PLAYER] got to bed and went to sleep...

#org @sleep
= \c\h01\h04[PLAYER]:Ahh...zzz\n...\p...\lCharmander I choose you!\l...

#org @sleep1
= \c\h01\h04Go Squirtle!\p...

#org @sleep2
= \c\h01\h04I choose you Bulbasaur\pZzz...\l...

#org @woah
= \c\h01\h04[PLAYER]:Woah! Oh my Gosh I am late.\nI better hurry!\pEven a Squirtle would be good enough!


Btw Message @1 and boxset 6 thingy works for me but not the msgbox @1 0x6
Well
Let's focus at the bigger problem now
This is what I did for mine - set a flag in the @done script (let's say it's 0x501 or something)

Have a script like this:

Code:
#org @mom
lockall
checkflag 0x501
if 0x0 goto @start
releaseall
end
This will check flag 501 in the @done script. If it hasn't been executed yet, it will always go to the @start script. However, if the player has executed it by sleeping in the bed, it will simply release the player when he steps on it and allow him to pass. So then compile @mom and apply it to the script by the stairs in place of the @start script, and it should work.
  #1258    
Old June 2nd, 2009 (04:10 PM).
PI Hudson's Avatar
PI Hudson PI Hudson is offline
Can be random for hugs> PIE!!!
 
Join Date: May 2009
Location: Minnesota
Age: 22
Gender: Male
Nature: Modest
Posts: 33
Quote originally posted by Larsie13:
That's not a type 05 level script. It's a type 02. Type 05 are those that only change flags / variables, and nothing that can be seen in-game.
If you want to change it to a type 02 level script, just include a setvar 0xXXXX (preferably 0x5000 of higher) 0x1 (or higher, no 0x0). Then, as Var Number in A-Map, give it the number of the var you used, e.g. 5000, and as Var Value, give it 0x0, or at least make it lower than the value you gave it with setvar..
OK, I did this, and it did a lot of strange letters, moved the character up, did a door warp animation(no door there) and said Registered Team Aqua Grunt on pokenav(lol, thats a strange error). I then read the level script diego put into his scripting tutorial, and did what it said. Now, nothing happens at all.

current script(changes in bold)
Spoiler:
'---------------
#org 0x85FB56
setvar 0x5000 0x1
checkflag 0x507
if 0x1 goto 0x886A17D
countpokemon
compare LASTRESULT 0x1
if 0x1 goto 0x886A1B0
special 0xD0
end

'---------------
#org 0x86A17D
msgbox 0x88D4A26 MSG_NORMAL '"PROF. ALDER: I will now demonstrat..."
applymovement 0x0 0x89C0EE0
msgbox 0x88D6986 MSG_NORMAL '"PROF. ALDER: Ah, here's a rare one..."
special 0xA0
waitstate
applymovement 0x0 0x89C0EF0
msgbox 0x88EA552 MSG_NORMAL '"PROF. ALDER: ...and that's how to\..."
special 0xD0
setflag 0x507
release
end

'---------------
#org 0x86A1B0
msgbox 0x89C0C04 MSG_NORMAL '"PROF. ALDER: The contest is now\no..."
special 0xD1
setflag 0x500
setflag 0x501
setflag 0x502
warpteleport 0x1 0x4 0x0 0x0 0x0
end


'---------
' Strings
'---------
#org 0x8D4A26
= PROF. ALDER: I will now demonstrate\nhow to catch a pokemon.

#org 0x8D6986
= PROF. ALDER: Ah, here's a rare one!

#org 0x8EA552
= PROF. ALDER: ...and that's how to\ncatch a POKéMON.

#org 0x9C0C04
= PROF. ALDER: The contest is now\nover.\pThe winners will be teleported to\lmy lab.


'-----------
' Movements
'-----------
#org 0x9C0EE0
#raw 0x8 'Step Down (Normal)
#raw 0x8 'Step Down (Normal)
#raw 0x8 'Step Down (Normal)
#raw 0x28 'Step on the Spot Right (Fastest)
#raw 0x14 'Delay5
#raw 0x14 'Delay5
#raw 0x27 'Step on the Spot Left (Fastest)
#raw 0x14 'Delay5
#raw 0x14 'Delay5
#raw 0x28 'Step on the Spot Right (Fastest)
#raw 0x14 'Delay5
#raw 0x14 'Delay5
#raw 0x27 'Step on the Spot Left (Fastest)
#raw 0x25 'Step on the Spot Down (Fastest)
#raw 0xFE 'End of Movements

#org 0x9C0EF0
#raw 0x26 'Step on the Spot Up (Fastest)
#raw 0xFE 'End of Movements

Adv-map screenshot
Spoiler:
  #1259    
Old June 2nd, 2009 (04:14 PM). Edited June 2nd, 2009 by Kyouya.
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Kyouya Kyouya is offline
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Game:Ruby
Type: give pokemon
Editor: xse
Script: Giving starter
but when i open script in xse it has things totally different

spoiler is the script i made
Spoiler:
Spoiler:
#dynamic 0x152F17
Spoiler:
Spoiler:
#org @yes
= msgbox @pokemon 0x5
if 0x1 goto @bagon
if 0x0 goto @beldum
release
end
#org @pokemon
= It is time to recieve your first pokemon, so do you want a bagon
#org @bagon
givepokemon 0x18B 0x10 0x0 0x0 0x0 0x0
setflag 0x800
Setflag 0x801
= here is your bagon
#org @beldum
givepokemon 0x18E 0x10 0x0 0x0 0x0 0x0
setflag 0x800
Setflag 0x801
= here is your beldum
#org @out
=Sora: uh da how do i get /n out of here/pSteven:theres exit near the box




this came out
Code:
'---------------
#org @start
lock
faceplayer
msgbox @string1 MSG_YESNO '"Are you ready for your first/npoke..."
if 0x1 goto @snippet1
if 0x0 goto @snippet2
release
end
'---------------
#org @snippet1
'---------------
#org @snippet2
'---------
' Strings
'---------
#org @string1
= Are you ready for your first/npokemon
And a few other things came out too
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  #1260    
Old June 2nd, 2009 (11:16 PM). Edited June 3rd, 2009 by Spherical Ice.
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Spherical Ice Spherical Ice is offline
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Quote originally posted by Spherical Ice:
Game: FireRed
Type: Give Pokémon
Editor: XSE v.1.1.1
Script:
Before Compilation:

Spoiler:
#dynamic 0x800000

#org @start
checkflag 0x828
if 0x1 goto @done
msgbox @1 0x5
compare 0x0 0x1
if 0x1 goto @take
msgbox @2 0x6
release
end

#org @take
givepokemon 0x1 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox @3 0x4
waitfanfare
closeonkeypress
setflag 0x828
msgbox @4 0x5
compare 0x0 0x1
if 0x1 gosub @name
msgbox @5 0x6
release
end

#org @name
call 0x1A74EB
return

#org @done
msgbox @6 0x6
release
end

#org @1
= [black_fr]This Pokémon contains the [green_fr]GRASS-TYPE\nPOKÉMON BULBASAUR[black_fr],\pTake the [green_fr]BULBASAUR[black_fr]?

#org @2
= [black_fr]Better choose wisely...

#org @3
= [black_fr][player] received Mr. Atoa's [green_fr]BULBASAUR[black_fr]!

#org @4
= [black_fr]Would you like to give a\nnickname to [green_fr]BULBASAUR[black_fr]?

#org @5
= [blue_fr]MR. ATOA: Take good care of that [green_fr]BULBASAUR[blue_fr]!

#org @6
= [black_fr]It's an empty Pokéball...


After Compilation:
Spoiler:
#dynamic 0x800000

#org @start
checkflag 0x828
if 0x1 goto @done
msgbox @1 0x5
compare 0x0 0x1
if 0x1 goto @take
msgbox @2 0x6
release
end

#org @take
givepokemon 0x1 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox @3 0x4
waitfanfare
closeonkeypress
setflag 0x828
msgbox @4 0x5
compare 0x0 0x1
if 0x1 gosub @name
msgbox @5 0x6
release
end

#org @name
call 0x1A74EB
return

#org @done
msgbox @6 0x6
release
end

#org @1
= [black_fr]This Pokémon contains the [green_fr]GRASS-TYPE\nPOKÉMON BULBASAUR[black_fr],\pTake the [green_fr]BULBASAUR[black_fr]?

#org @2
= [black_fr]Better choose wisely...

#org @3
= [black_fr][player] received Mr. Atoa's [green_fr]BULBASAUR[black_fr]!

#org @4
= [black_fr]Would you like to give a\nnickname to [green_fr]BULBASAUR[black_fr]?

#org @5
= [blue_fr]MR. ATOA: Take good care of that [green_fr]BULBASAUR[blue_fr]!

#org @6
= [black_fr]It's an empty Pokéball...

Problem: The yes/no option comes up, so I select yes, and it does what should happen when I push no. When I push no, it does what I need it to do, however (which is to display 'Better choose wisely..'. and close the text box). So no matter what, I can't get my Bulbasaur. The same thing occurs with my Charmander and Squirtle scripts. I think it's something to do with the Person ID (which is currently 0000), but I don't know exactly what.

Help is much appreciated.
Please help me! As soon as I've got this script working, I will have some progress in my hack.
__________________
  #1261    
Old June 3rd, 2009 (03:14 AM).
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onyx79 onyx79 is offline
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Quote originally posted by Andryandrew:
change the flag... A3 is already used by the game... use 1003 for example
here's the script

Spoiler:

'---------------
#org 0x1A33F0
lock
faceplayer
checkflag 0x1003
if 0x1 goto 0x8271FA0
msgbox 0x8271FED MSG_YESNO '"Hi!it's nice to see you here\nafte..."
compare LASTRESULT 0x1
if 0x1 goto 0x8271FD3
msgbox 0x827203D MSG_NORMAL '"That's too bad...."
release
end
'---------------
#org 0x271FA0
msgbox 0x8272071 MSG_NORMAL '"Good luck at the rest of\nyour que..."
release
end
'---------------
#org 0x271FD3
giveitem 0x1 0x1 MSG_OBTAIN
msgbox 0x8272071 MSG_NORMAL '"Good luck at the rest of\nyour que..."
setflag 0x1003
release
end

'---------
' Strings
'---------
#org 0x271FED
= Hi!it's nice to see you here\nafter a long journey you deserve\pa present,want it
#org 0x27203D
= That's too bad....
#org 0x272071
= Good luck at the rest of\nyour quest!

as you can see the flag is 1003 but nothing has changed?do I need to put it on person ID?

another question is how to make mew obey at fire red?
  #1262    
Old June 3rd, 2009 (03:27 AM).
Larsie13 Larsie13 is offline
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Location: The Netherlands
Age: 24
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Quote originally posted by Spherical Ice:
Please help me! As soon as I've got this script working, I will have the whole givepokemon/story builup in my hack done! Please help![/repost]
Changes in bold:
Code:
#dynamic 0x800000

#org @start
checkflag 0x828
if 0x1 goto @done
msgbox @1 0x5
compare LASTRESULT 0x1
if 0x1 goto @take
msgbox @2 0x6
release
end

#org @take
givepokemon 0x1 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox @3 0x4
waitfanfare
closeonkeypress
setflag 0x828
msgbox @4 0x5
compare 0x0 0x1
if 0x1 gosub @name
msgbox @5 0x6
release
end

#org @name
call 0x1A74EB
return

#org @done
msgbox @6 0x6
release
end

#org @1
= [black_fr]This Pokémon contains the [green_fr]GRASS-TYPE\nPOKÉMON BULBASAUR[black_fr],\pTake the [green_fr]BULBASAUR[black_fr]?

#org @2
= [black_fr]Better choose wisely...

#org @3
= [black_fr][player] received Mr. Atoa's [green_fr]BULBASAUR[black_fr]!

#org @4
= [black_fr]Would you like to give a\nnickname to [green_fr]BULBASAUR[black_fr]?

#org @5
= [blue_fr]MR. ATOA: Take good care of that [green_fr]BULBASAUR[blue_fr]!

#org @6
= [black_fr]It's an empty Pokéball...
Quote originally posted by PlatniumPiano:
Alright, it works now!
Mostly... sorry, lol I have another problem but this should be the last one. Everything works fine until the guy gives me the pokeballs, at which point he dissapears? No joke, I'm talking, it plays the fanfare, and poof, he's gone. It still displays the text and finishes the script, just not with him there, though.

:\ help?
Code:
 
 
'---------------
#org 0x8003EE
hidesprite 0x5
checkflag 0x905
if 0x0 goto 0x88003FA
lockall
msgbox 0x8800452 MSG_NORMAL '"Wait, [player]!"
setvar 0x5000 0x1
showsprite 0x5
applymovement MOVE_PLAYER 0x880045E
waitmovement 0x0
applymovement 0x5 0x8800462
waitmovement 0x0
msgbox 0x880046C MSG_NORMAL '"ÊÊ\n that Ponyta been\nworking out..."
giveitem 0x4 0x5 MSG_OBTAIN
showsprite 0x5
msgbox 0x88005A7 MSG_NORMAL '"Just throw one when a POKéMON\nyou..."
applymovement 0x5 0x88006FB
waitmovement 0x0
hidesprite 0x5
setflag 0x905
releaseall
end
'---------------
#org 0x8003FA
lockall
msgbox 0x8800452 MSG_NORMAL '"Wait, [player]!"
setvar 0x5000 0x1
showsprite 0x5
applymovement MOVE_PLAYER 0x880045E
waitmovement 0x0
applymovement 0x5 0x8800462
waitmovement 0x0
msgbox 0x880046C MSG_NORMAL '"ÊÊ\n that Ponyta been\nworking out..."
giveitem 0x4 0x5 MSG_OBTAIN
showsprite 0x5
msgbox 0x88005A7 MSG_NORMAL '"Just throw one when a POKéMON\nyou..."
applymovement 0x5 0x88006FB
waitmovement 0x0
hidesprite 0x5
setflag 0x905
releaseall
end
 
'---------
' Strings
'---------
#org 0x800452
= Wait, [player]!
#org 0x80046C
= ÊÊ\n that Ponyta been\nworking out for you?\p... ... ...\pWell, that's good.\nListen, before you go to\pthe next town, there is\nsomething you should know.\pPonyta won't be your only POKéMON.\pI know, it's crazy, but you can catch\nothers with a tool called a POKéBALL.\pI have some for you here.\nTry it!
#org 0x8005A7
= Just throw one when a POKéMON\nyou want to catch is weak.\pIf all goes well, the POKéMON\nwill be under your command!\p... ... ...\nAnd a word of advice...\pThe next town is the middle-ground\nbetween Terracasa and Crescent.\pIt might be rough.\pBut, good luck anyways.\nIf you were able to defeat Lord Aspen,\pthis should not be a problem for you.
 
'-----------
' Movements
'-----------
#org 0x80045E
#raw 0x56 'Exclamation Mark (!)
#raw 0x2 'Face Left
#raw 0xFE 'End of Movements
#org 0x800462
#raw 0x55 'Show
#raw 0x4 'Step Down (Slow)
#raw 0x7 'Step Right (Slow)
#raw 0x7 'Step Right (Slow)
#raw 0x5 'Step Up (Slow)
#raw 0x5 'Step Up (Slow)
#raw 0x7 'Step Right (Slow)
#raw 0x7 'Step Right (Slow)
#raw 0x7 'Step Right (Slow)
#raw 0x5 'Step Up (Slow)
#raw 0x7 'Step Right (Slow)
#raw 0x7 'Step Right (Slow)
#raw 0xFE 'End of Movements
#org 0x8006FB
#raw 0x55 'Show
#raw 0x6 'Step Left (Slow)
#raw 0x6 'Step Left (Slow)
#raw 0x4 'Step Down (Slow)
#raw 0x6 'Step Left (Slow)
#raw 0x6 'Step Left (Slow)
#raw 0x6 'Step Left (Slow)
#raw 0x4 'Step Down (Slow)
#raw 0x4 'Step Down (Slow)
#raw 0x6 'Step Left (Slow)
#raw 0x6 'Step Left (Slow)
#raw 0x5 'Step Up (Slow)
#raw 0xFE 'End of Movements
Try removing the showsprite 0x5 after the giveitem. Maybe that's the culprit.
  #1263    
Old June 3rd, 2009 (03:45 AM).
Magic's Avatar
Magic Magic is offline
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Age: 23
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Quote originally posted by pokecraze23:
Spoiler:
#dynamic 0x152F17
Spoiler:
#org @yes
= msgbox @pokemon 0x5
if 0x1 goto @bagon
if 0x0 goto @beldum
release
end
#org @pokemon
= It is time to recieve your first pokemon, so do you want a bagon
#org @bagon
givepokemon 0x18B 0x10 0x0 0x0 0x0 0x0
setflag 0x800
Setflag 0x801
= here is your bagon
#org @beldum
givepokemon 0x18E 0x10 0x0 0x0 0x0 0x0
setflag 0x800
Setflag 0x801
= here is your beldum
#org @out
=Sora: uh da how do i get /n out of here/pSteven:theres exit near the box
Ok I see some problems here.

First off I'm reasonably sure that having two 'if' lines together doesn't work.

Secondly there are messages there that don't have a message command, e.g. "here is your bagon"

Thirdly all the scripts merge together in the way you have put them that confuses me a bit, but each string doesn't seem to have a release, end.

There is no connection between the first biif of the script and the #org @out bit so where does that come into it?
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  #1264    
Old June 3rd, 2009 (03:51 AM). Edited June 3rd, 2009 by Kyouya.
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Kyouya Kyouya is offline
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Quote originally posted by SwiftSign:
Ok I see some problems here.

First off I'm reasonably sure that having two 'if' lines together doesn't work.

Secondly there are messages there that don't have a message command, e.g. "here is your bagon"

Thirdly all the scripts merge together in the way you have put them that confuses me a bit, but each string doesn't seem to have a release, end.

There is no connection between the first biif of the script and the #org @out bit so where does that come into it?

i took out the enters so spoiler whouldn't be big


whats an ip line

Spoiler:

#dynamic 0x152F17

#org @yes
= msgbox @pokemon 0x5
if 0x1 goto @bagon
if 0x0 goto @beldum
release
end

#org @pokemon
= It is time to recieve your first pokemon, so do you want a bagon
#org @bagon
givepokemon 0x18B 0x10 0x0 0x0 0x0 0x0
setflag 0x800
Setflag 0x801
= here is your bagon

#org @beldum
givepokemon 0x18E 0x10 0x0 0x0 0x0 0x0
setflag 0x800
Setflag 0x801
= here is your beldum

#org @out
=Sora: uh da how do i get /n out of here/pSteven:theres exit near the box
__________________
Thing I've learned
I couldn't leave Pc if I tried
If nippon ichi isn't making soul nomad 2 I will This I swear

Favorite games
1.Soul Nomad
2.Shining force exa
3.most dbz fighting games
4.naruto ultimate ninja 2 (shino chidori ftw)
5.God eater/Disgaea/Mass effect
Thing I've Noticed
That I'm coming up with Random stuff to make the scroll bar activate
I'm an angry person
Random quotes

"Who's the baddest of the bad, maddest of the mad, killer of kings, and destroyer of worlds"-gig
"Everyone needs to die."-revya
Alt account
Kyo The pro


  #1265    
Old June 3rd, 2009 (03:54 AM).
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that ways ' if '

and don't worry about saving space in spoilers, thats what they are for!
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  #1266    
Old June 3rd, 2009 (04:22 AM).
Kyouya's Avatar
Kyouya Kyouya is offline
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ok so what should i do to the script
__________________
Thing I've learned
I couldn't leave Pc if I tried
If nippon ichi isn't making soul nomad 2 I will This I swear

Favorite games
1.Soul Nomad
2.Shining force exa
3.most dbz fighting games
4.naruto ultimate ninja 2 (shino chidori ftw)
5.God eater/Disgaea/Mass effect
Thing I've Noticed
That I'm coming up with Random stuff to make the scroll bar activate
I'm an angry person
Random quotes

"Who's the baddest of the bad, maddest of the mad, killer of kings, and destroyer of worlds"-gig
"Everyone needs to die."-revya
Alt account
Kyo The pro


  #1267    
Old June 3rd, 2009 (06:46 AM).
Spherical Ice's Avatar
Spherical Ice Spherical Ice is offline
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Quote originally posted by Larsie13:
Changes in bold:
Code:
#dynamic 0x800000

#org @start
checkflag 0x828
if 0x1 goto @done
msgbox @1 0x5
compare LASTRESULT 0x1
if 0x1 goto @take
msgbox @2 0x6
release
end

#org @take
givepokemon 0x1 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox @3 0x4
waitfanfare
closeonkeypress
setflag 0x828
msgbox @4 0x5
compare 0x0 0x1
if 0x1 gosub @name
msgbox @5 0x6
release
end

#org @name
call 0x1A74EB
return

#org @done
msgbox @6 0x6
release
end

#org @1
= [black_fr]This Pokémon contains the [green_fr]GRASS-TYPE\nPOKÉMON BULBASAUR[black_fr],\pTake the [green_fr]BULBASAUR[black_fr]?

#org @2
= [black_fr]Better choose wisely...

#org @3
= [black_fr][player] received Mr. Atoa's [green_fr]BULBASAUR[black_fr]!

#org @4
= [black_fr]Would you like to give a\nnickname to [green_fr]BULBASAUR[black_fr]?

#org @5
= [blue_fr]MR. ATOA: Take good care of that [green_fr]BULBASAUR[blue_fr]!

#org @6
= [black_fr]It's an empty Pokéball...
I changed it to have LASTRESULT instead of 0x0, and XSE came up with an error that follows:
"Error 13. "Type mismatch" on line 6. Missing #define"
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  #1268    
Old June 3rd, 2009 (07:30 AM). Edited June 3rd, 2009 by Kyouya.
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Kyouya Kyouya is offline
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Spoiler:

#dynamic 0x152F17

#org @yes
= msgbox @pokemon 0x5
if 0x1 goto @bagon
if 0x0 goto @beldum
release
end

#org @pokemon
= It is time to recieve your first pokemon, so do you want a bagon
#org @bagon
givepokemon 0x18B 0x10 0x0 0x0 0x0 0x0
setflag 0x800
Setflag 0x801
= here is your bagon

#org @beldum
givepokemon 0x18E 0x10 0x0 0x0 0x0 0x0
setflag 0x800
Setflag 0x801
= here is your beldum

#org @out
=Sora: uh da how do i get /n out of here/pSteven:theres exit near the box
__________________
Thing I've learned
I couldn't leave Pc if I tried
If nippon ichi isn't making soul nomad 2 I will This I swear

Favorite games
1.Soul Nomad
2.Shining force exa
3.most dbz fighting games
4.naruto ultimate ninja 2 (shino chidori ftw)
5.God eater/Disgaea/Mass effect
Thing I've Noticed
That I'm coming up with Random stuff to make the scroll bar activate
I'm an angry person
Random quotes

"Who's the baddest of the bad, maddest of the mad, killer of kings, and destroyer of worlds"-gig
"Everyone needs to die."-revya
Alt account
Kyo The pro


  #1269    
Old June 3rd, 2009 (07:43 AM).
PlatniumPiano's Avatar
PlatniumPiano PlatniumPiano is offline
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Quote originally posted by pokecraze23:
Spoiler:

#dynamic 0x152F17

#org @yes
lock
faceplayer
msgbox @pokemon 0x5
compare LASTRESULT 0x1
if 0x1 goto @bagon
givepokemon 0x18E 0x10 0x0 0x0 0x0 0x0
setflag 0x800
Setflag 0x801
msgbox @bel MSG_NORMAL
msgbox @out MSG_NORMAL
release
end

#org @bel
= here is your beldum


#org @pokemon
= It is time to recieve your first pokemon, so do you want a bagon?

#org @bagon
givepokemon 0x18B 0x10 0x0 0x0 0x0 0x0
setflag 0x800
Setflag 0x801
msgbox @get MSG_NORMAL
msgbox @out MSG_NORMAL
release
end


#org @get
= here is your bagon

#org @out
= Sora: uh da how do i get /n out of here/pSteven:theres exit near the box
Still have a few problems. Check your spoiler again, changes in red. Also, you might want to combine the two message boxes for @out and @bel as well as @out and @get. (I added some new pointers, make sure you keep them.)

Also, if you only want them to give you a pokemon once, use a setflag command, and if you want some music played when they give you pokemon, use fanfare 0x13E and then waitfanfare after the givepokemon line.
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  #1270    
Old June 3rd, 2009 (09:34 AM).
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Kyouya Kyouya is offline
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Quote originally posted by PlatniumPiano:
Still have a few problems. Check your spoiler again, changes in red. Also, you might want to combine the two message boxes for @out and @bel as well as @out and @get. (I added some new pointers, make sure you keep them.)

Also, if you only want them to give you a pokemon once, use a setflag command, and if you want some music played when they give you pokemon, use fanfare 0x13E and then waitfanfare after the givepokemon line.
Thank you i am about to trie the script
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  #1271    
Old June 3rd, 2009 (12:28 PM).
Pokepal17's Avatar
Pokepal17 Pokepal17 is offline
More cowbell~
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Join Date: Oct 2008
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Quote originally posted by Spherical Ice:
I changed it to have LASTRESULT instead of 0x0, and XSE came up with an error that follows:
"Error 13. "Type mismatch" on line 6. Missing #define"
You didn't extract everything from the XSE package. Either extract everything or replace LASTRESULT with 0x800D.
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  #1272    
Old June 3rd, 2009 (06:13 PM).
Micro SD's Avatar
Micro SD Micro SD is offline
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Spoiler:
'---------------
#dynamic 0x26D56D
#org 0x26D56D

#org @start
faceplayer
checkflag 0x200
if 0x1 goto @done
msgbox @1 0x6
setflag 0x200
release
end

#org @done
special 0x136
msgbox @2 0x6
clearflag 0x200
release
end

#org @1
= Hey There!

#org @2
= What's up with that earthquake?


OKthis is my first 'advanced script' using XSE. Basically, I'm trying to get to where after the first message, an earthquake occurs, then the second message. However, when I move over the tile, the player freezes. I think it's got something to do with a flag, or I've put something in the wrong order.

Any ideas what it could be?
  #1273    
Old June 3rd, 2009 (07:03 PM).
PlatniumPiano's Avatar
PlatniumPiano PlatniumPiano is offline
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Quote originally posted by Micro SD:
Spoiler:
'---------------
#dynamic 0x800000 (Just a good idea to use 800000 for every script. XSE then assigns it an offset that won't interfere with other functions)

#org @start
lock
faceplayer
checkflag 0x950
if 0x1 goto @done
msgbox @1 0x6
setflag 0x950 (200 is too low. Try 900+ for flags)
release
end

#org @done
special 0x136
msgbox @2 0x6
clearflag 0x950
release
end

#org @1
= Hey There!

#org @2
= What's up with that earthquake?


OKthis is my first 'advanced script' using XSE. Basically, I'm trying to get to where after the first message, an earthquake occurs, then the second message. However, when I move over the tile, the player freezes. I think it's got something to do with a flag, or I've put something in the wrong order.

Any ideas what it could be?

You've got the jist of it, but still a couple things missing. Look at your spoiler again, changes in red. Tell me if it works.

Also, if you are using a script tile for the event to trigger, you have to set a variable, but it doesn't look like it, so I just left it be.
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  #1274    
Old June 4th, 2009 (03:25 AM).
heatransoul's Avatar
heatransoul heatransoul is offline
 
Join Date: Jun 2008
Posts: 67
Well, I tried this script to battle a Kyogre, but when the Cry is initiated, the game freezes. When I remove the cry, the game freezes at the same point.
It is always after the msgbox...
Can anyone help?
Game: AXVE Ruby
Type: Person Event
Editor: XSE
Script:
Decompiled:
Spoiler:
#dynamic 0x800000

#org @start
lock
faceplayer
msgbox @1 0x6
cry 0x194 0x0
wildbattle 0x194 0x32 0x0
fadescreen 0x1
fadescreen 0x0
hidesprite 0x800F
setflag 0x200
release
end

#org @1
= The wild Sudrak attacked!

Compiled:
Spoiler:

'---------------
#org 0x800A1E
lock
faceplayer
msgbox 0x8800A41 MSG_NORMAL '"The wild Sudrak attacked!"
cry 0x6 0x0
wildbattle 0x6 0x1E 0x8B
fadescreen 0x1
fadescreen 0x0
hidesprite LASTTALKED
setflag 0x200
release
end


'---------
' Strings
'---------
#org 0x800A41
= The wild Sudrak attacked!


  #1275    
Old June 4th, 2009 (06:31 AM).
Magic's Avatar
Magic Magic is offline
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Quote originally posted by Micro SD:
Spoiler:
'---------------
#dynamic 0x26D56D
#org 0x26D56D

#org @start
faceplayer
checkflag 0x200
if 0x1 goto @done
msgbox @1 0x6
setflag 0x200
release
end

#org @done
special 0x136
msgbox @2 0x6
clearflag 0x200
release
end

#org @1
= Hey There!

#org @2
= What's up with that earthquake?
1. Check the offset isn't in use.

2. By looking at this thread I would say this is what happens:
Player steps on tile, message @1 pops up (and flag is set).
Player can than move anywhere he wants as the scripts has ended.
Earthquake only activates after stepping on the tile for a second time.

But I think you want message -> earthquake -> message all in one yes? So you would make it all one string ideally.

3. Also, since the flag is cleared again at the end, the script could continuously go around in a look, so a second group of flags should be added. IE.
checkflag 0x1000
if 0x1 goto @end
(and set the flag after the earthquake command.)

4. Faceplayer isn't needed as the script is a tile That might be the simple reason for it not working.
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