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  #1376    
Old June 15th, 2009 (08:29 AM).
muzzyguy's Avatar
muzzyguy muzzyguy is offline
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#dynamic 0x80005b
#org @start
lock
faceplayer
checkflag 0x829
if 0x0 goto @pokedex
checkflag 0x829
if 0x1 goto @tobad
release
#org @pokedex
setflag 0x829
msgbox @poo (line 14)
boxset 0x6
release
end
#org @tobad
msgbox @noway
boxset 0x6
end
#org @poo
= Proffeser willow fogot to give you this
#org @noway
= A pokedex can record all sorts of data about pokemon



what wrong with it it says to less parameters on line 14

and how do i change this script soit will trigger when i walk on certain spot hel wlk over to me give me it then walk away and dissappear?
  #1377    
Old June 15th, 2009 (08:39 AM).
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Quote originally posted by muzzyguy:
#dynamic 0x80005b
#org @start
lock
faceplayer
checkflag 0x829
if 0x0 goto @pokedex
checkflag 0x829
if 0x1 goto @tobad
release
#org @pokedex
setflag 0x829
msgbox @poo (line 14)
boxset 0x6
release
end
#org @tobad
msgbox @noway
boxset 0x6
end
#org @poo
= Proffeser willow fogot to give you this
#org @noway
= A pokedex can record all sorts of data about pokemon



what wrong with it it says to less parameters on line 14

and how do i change this script soit will trigger when i walk on certain spot hel wlk over to me give me it then walk away and dissappear?
You have
Code:
msgbox @poo
When it should be
Code:
msgbox @poo 0x6
Then remove the line below that that says boxset 0x6. It should compile.
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  #1378    
Old June 15th, 2009 (08:44 AM).
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muzzyguy muzzyguy is offline
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i just get an endless line gibberish....
  #1379    
Old June 15th, 2009 (09:11 AM). Edited June 15th, 2009 by HackChu.
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ill redo it for you when on my pc muzzyguy.

Quote originally posted by muzzyguy:
#dynamic 0x80005b
#org @start
lock
faceplayer
checkflag 0x829
if 0x0 goto @pokedex
checkflag 0x829
if 0x1 goto @tobad
release
#org @pokedex
setflag 0x829
msgbox @poo (line 14)
boxset 0x6
release
end
#org @tobad
msgbox @noway
boxset 0x6
end
#org @poo
= Proffeser willow fogot to give you this
#org @noway
= A pokedex can record all sorts of data about pokemon



what wrong with it it says to less parameters on line 14

and how do i change this script soit will trigger when i walk on certain spot hel wlk over to me give me it then walk away and dissappear?
Spoiler:
#dynamic 0x80005b

#org @start (You said it was a trigger so I got rid of lock and faceplayer commands)
checkflag 0x829 (only one checkflag in this case since its a main type of flag)
if 0x0 goto @pokedex (You messed up here,0x0 means if you dont have it,in which this makes no sense,because you made it so that if you don't,than he will say that you forgot the dex,but you also have 0x1 which means you have it,but you don't need that command)
release
end(always put end at the end of a command)

#org @pokedex
msgbox @poo 0x6
fanfare 0x13E(which makes a jingle as if your recieving something)
msgbox @dex 0x4 (make sure to let you know you recived it,and when recieving something always have the 0x4 with the msgbox saying you've recieved)
waitfanfare (of coarse waits for the fanfare)
closeonkeypress (waits till the jingle is finished,than continues the script)
msgbox @noway 0x6
setflag 0x829 (setflag always goes at the end of a script)
release
end

#org @poo
= Proffeser willow fogot to give you this

#org @dex
= (this is so the game reconginize the hero[Player])[Player] recieved a Pokedex!
#org @noway
= A pokedex can record all sorts of data about pokemon



(Make sure to put the checkflag number on the trigger's var number(0829),if it crashes tell me,and I may know a way to fix it.
Diegoisawsomes scripting tut is good,as Ive learned nearly everything recently!
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  #1380    
Old June 15th, 2009 (10:03 AM).
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Quote originally posted by -DarK-:
Is it possible to change wild pokemon data (doesn't matter if it's temporary or permanent) through a script? For instance, something like this:

Spoiler:
#org @start
checkflag 0x200
if b_true call @change
end

#org @change
"changewildpkmnscriptgoeshere" "someparametersforthescript"
"somespecialcommandslikesetvar" "somespecialparameters"
setflag 0x200
return
Anyone........? Just curious
  #1381    
Old June 15th, 2009 (10:15 AM). Edited June 15th, 2009 by HackChu.
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I remember you Quickster,you were supposed to help me with my hack!

Anyway,the trainerbattle is like this i.e

trainerbattle 0x1 0x001 0x0 @before @after @later

As you can see for mine,0x001 is needed instead of 0x2.Thats why it didn't work,you need a trainer editor person id.

EDIT:As for Dark,I highy doubt it!
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Black FC: 2666 1354 4379
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  #1382    
Old June 15th, 2009 (10:46 AM).
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so hoe do i set it to a trigger and him walk up to me give me it and walk away (movement) ? please help
  #1383    
Old June 15th, 2009 (11:05 AM).
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Quote originally posted by muzzyguy:
so hoe do i set it to a trigger and him walk up to me give me it and walk away (movement) ? please help

#dynamic 0x80005b

#org @start (You said it was a trigger so I got rid of lock and faceplayer commands)
checkflag 0x829 (only one checkflag in this case since its a main type of flag)
if 0x0 goto @pokedex (You messed up here,0x0 means if you dont have it,in which this makes no sense,because you made it so that if you don't,than he will say that you forgot the dex,but you also have 0x1 which means you have it,but you don't need that command)
release
end(always put end at the end of a command)

#org @pokedex
applymovement 0x(person no) @move(command)
waitmovement 0x0
msgbox @poo 0x6
fanfare 0x13E(which makes a jingle as if your recieving something)
msgbox @dex 0x4 (make sure to let you know you recived it,and when recieving something always have the 0x4 with the msgbox saying you've recieved)
waitfanfare (of coarse waits for the fanfare)
closeonkeypress (waits till the jingle is finished,than continues the script)
msgbox @noway 0x6
setflag 0x829 (setflag always goes at the end of a script)
release
end

#org @move
#raw 0x(movements)
And at the end of movements always add #raw 0xFE

#org @poo
= Proffeser willow fogot to give you this

#org @dex
= (this is so the game reconginize the hero[Player])[Player] recieved a Pokedex!
#org @noway
= A pokedex can record all sorts of data about pokemon
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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

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Name: tysonrss
  #1384    
Old June 15th, 2009 (11:07 AM).
muzzyguy's Avatar
muzzyguy muzzyguy is offline
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what i meant was how do i assign that script to a trigger space in advance map

do i do it just like a person?
  #1385    
Old June 15th, 2009 (11:20 AM).
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Well when you compile you get a script offset or many,but you copy the first one you see,which I belive is @start,and copy it on the tile that says $(offset copied)and unknown is 0003 and var number is the flag in your case (0829).
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  #1386    
Old June 15th, 2009 (11:21 AM).
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Quote originally posted by muzzyguy:
what i meant was how do i assign that script to a trigger space in advance map

do i do it just like a person?
Yes. Just put the offset in the script offset box.
  #1387    
Old June 15th, 2009 (11:21 AM).
[BlackEyedHacker] [BlackEyedHacker] is offline
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Thanks HackMew, I will post from where I warp from [ViridianCity] -> [School House].

Spoiler:
'---------------
#org 0x1658D3
#raw 0x3
#raw pointer 0x81658D9
#raw 0x0

'---------------
#org 0x1658D9
setworldmapflag 0x891
compare 0x4051 0x0
if 0x1 call 0x8165920
compare 0x4051 0x1
if 0x1 call 0x816590F
compare 0x4051 0x2
if 0x4 call 0x8165909
compare 0x405A 0x0
if 0x1 call 0x8165931
end

'---------------
#org 0x165920
setvar 0x4010 0x22
movesprite2 0x4 0x15 0xB
spritebehave 0x4 0x8
return

'---------------
#org 0x16590F
setvar 0x4010 0x20
movesprite2 0x4 0x15 0x8
spritebehave 0x4 0x1
return

'---------------
#org 0x165909
setvar 0x4010 0x20
return

'---------------
#org 0x165931
checkflag 0x821
if 0x0 goto 0x81A77A9
checkflag 0x822
if 0x0 goto 0x81A77A9
checkflag 0x823
if 0x0 goto 0x81A77A9
checkflag 0x824
if 0x0 goto 0x81A77A9
checkflag 0x825
if 0x0 goto 0x81A77A9
checkflag 0x826
if 0x0 goto 0x81A77A9
setvar 0x405A 0x1
return

'---------------
#org 0x1A77A9
return


Also, I am not sure if offsets might be overlapping as far as bytes (Not even sure if that's possible or plausible), but sometimes when I create an event (using FSF for the offset, on the default for 10 bytes) sometimes parts of that data goes to another random event, such as dialogs or flags or what not.
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Spoiler:
Quote originally posted by Number Prince:
And Dark Prince, remember to ignore this guy. He's no good, doesn't have an avatar.
Spoiler:
Related Note, I understand, we're all nerds, honestly. But this kid, took to failure.
Spoiler:
This also means I cannot have an avatar in the future just so I can stick to my guns. Oh lordy internet! Why must you be so harsh?!
  #1388    
Old June 15th, 2009 (11:26 AM).
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Ok,this is for fire red and is a trigger script.
Everything works fine but after the battle nothing happens,and the player cant move.

Spoiler:
'---------------
#org 0x802757
checkflag 0x1020
if 0x1 goto 0x88027A1
playsong 0x112 0x0
msgbox 0x88027A4 MSG_NORMAL '"Stop right there!"
applymovement MOVE_PLAYER 0x8802864
waitmovement 0x0
showsprite 0xC
showsprite 0xD
applymovement 0xC 0x8802867
applymovement 0xD 0x8802873
waitmovement 0xC
waitmovement 0xD
trainerbattle 0x1 0x3 0x0 0x88027B8 0x88027FC 0x880280E
end

'---------------
#org 0x8027A1
release
end

'---------------
#org 0x80280E
msgbox 0x8802834 MSG_NORMAL '"TEAM ROCKET, blast off at the\nspe..."
fadescreen 0x1
fadescreen 0x0
hidesprite 0xC
hidesprite 0xD
applymovement 0xC 0x880287D
applymovement 0xD 0x880287D
waitmovement 0x0
setflag 0x1020
release
end


'---------
' Strings
'---------
#org 0x8027A4
= Stop right there!

#org 0x8027B8
= That fossil is TEAM ROCKET's!\pSurrender now, or prepare to\nfight!

#org 0x8027FC
= A brat beat us?

#org 0x802834
= TEAM ROCKET, blast off at the\nspeed of light!


'-----------
' Movements
'-----------
#org 0x802864
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements

#org 0x802867
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x0 'Face Down
#raw 0xFE 'End of Movements

#org 0x802873
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0xFE 'End of Movements

#org 0x80287D
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements
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  #1389    
Old June 15th, 2009 (11:27 AM).
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muzzyguy muzzyguy is offline
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#dynamic 0x80005b
#org @start
checkflag 0x829
if 0x0 goto @pokedex
release
end
#org @pokedex
applymovement 0x80005b @move
waitmovement 0x0
msgbox @poo 0x6
fanfare 0x13E
msgbox @dex 0x4
waitfanfare
closeonkeypress
msgbox @noway 0x6
setflag 0x829
release
end
#org @move
#raw 0x
#raw 0xFE
#org @poo
= Proffeser willow forgot to give you this.
#org @dex
= [Player] recieved a Pokedex!
#org @noway
= A pokedex can record all sorts of data about pokemon.



so how do i set up the movement is there a special way


the reason i keep asking is because struggle with scripting and i read tutorials but htey don't help. i read thethethe's and deigoisawsome and a few others but i dunno
  #1390    
Old June 15th, 2009 (11:31 AM).
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Quote originally posted by Quickster:
Ok,this is for fire red and is a trigger script.
Everything works fine but after the battle nothing happens,and the player cant move.

Spoiler:
'---------------
#org 0x802757
checkflag 0x1020
if 0x1 goto 0x88027A1
playsong 0x112 0x0
msgbox 0x88027A4 MSG_NORMAL '"Stop right there!"
applymovement MOVE_PLAYER 0x8802864
waitmovement 0x0
showsprite 0xC
showsprite 0xD
applymovement 0xC 0x8802867
applymovement 0xD 0x8802873
waitmovement 0xC
waitmovement 0xD
trainerbattle 0x1 0x3 0x0 0x88027B8 0x88027FC 0x880280E
end

'---------------
#org 0x8027A1
release
end

'---------------
#org 0x80280E
msgbox 0x8802834 MSG_NORMAL '"TEAM ROCKET, blast off at the\nspe..."
fadescreen 0x1
fadescreen 0x0
hidesprite 0xC
hidesprite 0xD
applymovement 0xC 0x880287D
applymovement 0xD 0x880287D
waitmovement 0x0
setflag 0x1020
release
end


'---------
' Strings
'---------
#org 0x8027A4
= Stop right there!

#org 0x8027B8
= That fossil is TEAM ROCKET's!\pSurrender now, or prepare to\nfight!

#org 0x8027FC
= A brat beat us?

#org 0x802834
= TEAM ROCKET, blast off at the\nspeed of light!


'-----------
' Movements
'-----------
#org 0x802864
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements

#org 0x802867
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x0 'Face Down
#raw 0xFE 'End of Movements

#org 0x802873
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0xFE 'End of Movements

#org 0x80287D
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements
Show the script the way it was made first.

Quote originally posted by muzzyguy:
#dynamic 0x80005b
#org @start
checkflag 0x829
if 0x0 goto @pokedex
release
end
#org @pokedex
applymovement 0x80005b @move
waitmovement 0x0
msgbox @poo 0x6
fanfare 0x13E
msgbox @dex 0x4
waitfanfare
closeonkeypress
msgbox @noway 0x6
setflag 0x829
release
end
#org @move
#raw 0x
#raw 0xFE
#org @poo
= Proffeser willow forgot to give you this.
#org @dex
= [Player] recieved a Pokedex!
#org @noway
= A pokedex can record all sorts of data about pokemon.



so how do i set up the movement is there a special way


the reason i keep asking is because struggle with scripting and i read tutorials but htey don't help. i read thethethe's and deigoisawsome and a few others but i dunno
Just VM and tell me what you want the person to do(how do you want it to move,up down.etc)
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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
  #1391    
Old June 15th, 2009 (11:37 AM).
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Quote originally posted by tyson:
Show the script the way it was made first.


Just VM and tell me what you want the person to do(how do you want it to move,up down.etc)
Nevermind,somehow it deleted part of the script,i fixed it.
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  #1392    
Old June 15th, 2009 (11:45 AM). Edited June 15th, 2009 by muzzyguy.
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so how do i know what point of the screen he'll come in the middle?

look can some one help me how do i put the movement in is there a special way

#dynamic 0x80005b
#org @start
checkflag 0x829
if 0x0 goto @pokedex
release
end
#org @pokedex
applymovement 0x80005b @move
waitmovement 0x0
msgbox @poo 0x6
fanfare 0x13E
msgbox @dex 0x4
waitfanfare
closeonkeypress
msgbox @noway 0x6
setflag 0x829
release
end
#org @move
#raw 0x
#raw 0xFE
#org @poo
= Proffeser willow forgot to give you this.
#org @dex
= [Player] recieved a Pokedex!
#org @noway
= A pokedex can record all sorts of data about pokemon.
  #1393    
Old June 15th, 2009 (03:45 PM).
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A warning to you all.
Since this thread's stickied, you should follow the first post rules on how to post your scripts, e.g., putting your scripts inside the SPOILER tags.
HTML Code:
[SPOILER]#dynamic 0x123456

#org @warning
lock
faceplayer
message @1 6
release
end

#org @1
= A warning to you all.[/SPOILER]
Spoiler:
#dynamic 0x123456

#org @warning
lock
faceplayer
message @1 6
release
end

#org @1
= A warning to you all.


Scripts unwrapped in SPOILER tags will be removed, k?
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  #1394    
Old June 15th, 2009 (04:07 PM).
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Hey, I'm heard of a command in XSE that lets you change how the hero sprite looks, bu the thing is I don't now what the name is, This is really importnant to someone I know, so if you can give me info, that would really help
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  #1395    
Old June 15th, 2009 (06:32 PM). Edited June 15th, 2009 by [BlackEyedHacker].
[BlackEyedHacker] [BlackEyedHacker] is offline
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Quote originally posted by jebees:
Hey, I'm heard of a command in XSE that lets you change how the hero sprite looks, bu the thing is I don't now what the name is, This is really importnant to someone I know, so if you can give me info, that would really help
I don't know the command for that on XSE.

I know the most common way is with unLz.gba.exe

Hackmew has made his own easy to use hack version and due to it's wide use there are many very good tutorials not only here but on YouTube.

It's basically a sprite manipulator, but can do a bunch more as far as graphical stuff is concerned.

Also the Hex code for hero is 0xFF. Hope this helps.

AND AS FOR MY NEWEST PROBLEM:

Okay, I have looked every where and I am at my limit with Database busy signal and trying to search for the definitions.

Basically. I am trying to learn how to make a trigger. I can script it just fine, but I know that AM's two parameters: Var Num & Value are making it not work.

What do these two things effect and what do they do?

->Okay VARNUM is the flag (ie: 828)

So what, Value? True or False?
I tried 0-4. Nothing.

Urrghh


Basically I am trying to do what another person above is doing. A checkflag to stop someone from crossing a point without pokemon/dex. I got the script down, but the game crashes when I step on it and when I toyed with the two parameters stated above the game continued as normal without triggering the script.

For any questions on my script it's basically:
Spoiler:
'---------------
#org 0x71A2E4
lockall
checkflag 0x828
if 0x0 goto 0x871A2F1
releaseall
end

'---------------
#org 0x71A2F1
applymovement 0x2 0x871A303
msgbox 0x871A305 MSG_FACE '"You can't leave \nwithout pokemon!"
releaseall
end


'---------
' Strings
'---------
#org 0x71A305
= You can't leave \nwithout pokemon!


'-----------
' Movements
'-----------
#org 0x71A303
#raw 0x2 'Face Left
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  #1396    
Old June 15th, 2009 (08:11 PM).
Xatoku's Avatar
Xatoku Xatoku is offline
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Is there a kind of "chance" script so that only sometimes the script will occur. For example say you wanted a sprite to show up at random times you step over the script tile, would it be possible?
  #1397    
Old June 15th, 2009 (08:30 PM).
PlatniumPiano's Avatar
PlatniumPiano PlatniumPiano is offline
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Quote originally posted by Preyas:
I don't know the command for that on XSE.

I know the most common way is with unLz.gba.exe

Hackmew has made his own easy to use hack version and due to it's wide use there are many very good tutorials not only here but on YouTube.

It's basically a sprite manipulator, but can do a bunch more as far as graphical stuff is concerned.

Also the Hex code for hero is 0xFF. Hope this helps.

AND AS FOR MY NEWEST PROBLEM:

Okay, I have looked every where and I am at my limit with Database busy signal and trying to search for the definitions.

Basically. I am trying to learn how to make a trigger. I can script it just fine, but I know that AM's two parameters: Var Num & Value are making it not work.

What do these two things effect and what do they do?

->Okay VARNUM is the flag (ie: 828)

So what, Value? True or False?
I tried 0-4. Nothing.

Urrghh

Basically I am trying to do what another person above is doing. A checkflag to stop someone from crossing a point without pokemon/dex. I got the script down, but the game crashes when I step on it and when I toyed with the two parameters stated above the game continued as normal without triggering the script.

For any questions on my script it's basically:
Spoiler:
'---------------
#org 0x71A2E4
lockall
checkflag 0x828
if 0x0 goto 0x871A2F1
releaseall
end

'---------------
#org 0x71A2F1
applymovement 0x2 0x871A303
msgbox 0x871A305 MSG_FACE '"You can't leave \nwithout pokemon!"
releaseall
end


'---------
' Strings
'---------
#org 0x71A305
= You can't leave \nwithout pokemon!


'-----------
' Movements
'-----------
#org 0x71A303
#raw 0x2 'Face Left

You need to include a setvar with your script. I.E.

Code:
setvar 0x9000 0x1
at the beginning of your script, before lockall and checkflag.
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  #1398    
Old June 15th, 2009 (08:45 PM).
[BlackEyedHacker] [BlackEyedHacker] is offline
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Quote originally posted by PlatniumPiano:
You need to include a setvar with your script. I.E.

Code:
setvar 0x9000 0x1
at the beginning of your script, before lockall and checkflag.
So do I make it:

Spoiler:

'---------------
#org 0x71A2E4
setvar 0x9000 0x1
checkflag 0x828
if 0x0 goto 0x71A305
applymovement 0x2 0x871A303
msgbox 0x871A305 MSG_FACE '"You can't leave \nwithout pokemon!"
releaseall
end


Because I did that and I changed the 3 parameters:

Unknown: 0003
Var Number: 9000 (and tested it with 828)
Var Value: 0001

Because it's not working.
__________________


Epic-Nerd-Fail
Spoiler:
Quote originally posted by Number Prince:
And Dark Prince, remember to ignore this guy. He's no good, doesn't have an avatar.
Spoiler:
Related Note, I understand, we're all nerds, honestly. But this kid, took to failure.
Spoiler:
This also means I cannot have an avatar in the future just so I can stick to my guns. Oh lordy internet! Why must you be so harsh?!
  #1399    
Old June 15th, 2009 (08:49 PM).
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 Preyas:
So do I make it:

Spoiler:

'---------------
#org 0x71A2E4
setvar 0x9000 0x1
checkflag 0x828
if 0x0 goto 0x71A305
applymovement 0x2 0x871A303
msgbox 0x871A305 MSG_FACE '"You can't leave \nwithout pokemon!"
releaseall
end


Because I did that and I changed the 3 parameters:

Unknown: 0003
Var Number: 9000 (and tested it with 828)
Var Value: 0001

Because it's not working.
Do not change Var Value, leave it at 0000. I usually leave unknown left at 0000, but that's my prefrence.
__________________

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  #1400    
Old June 15th, 2009 (09:06 PM).
[BlackEyedHacker] [BlackEyedHacker] is offline
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Join Date: Sep 2008
Location: New Zealand
Gender: Male
Nature: Hasty
Posts: 44
I've tried my damndest I would like to think, mixing numbers, trying values in if statement and still nothing.

Is there a heavy tutorial that include the use of XSE and AdvancedMap for this sort of thing. Specifically: TRIGGERS?

I namely use the CHM that came with XSE and Diego's 3 part [TUT].
__________________


Epic-Nerd-Fail
Spoiler:
Quote originally posted by Number Prince:
And Dark Prince, remember to ignore this guy. He's no good, doesn't have an avatar.
Spoiler:
Related Note, I understand, we're all nerds, honestly. But this kid, took to failure.
Spoiler:
This also means I cannot have an avatar in the future just so I can stick to my guns. Oh lordy internet! Why must you be so harsh?!
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