Go Back   The PokéCommunity Forums > ROM Hacking > Tools, Tutorials & Resources

Notices
For all updates, view the main page.

Tools, Tutorials & Resources Various tools to help you develop your hacks can be found here.
New threads in this forum are to be approved by a moderator before they are displayed.



Reply
Click here to go to the first staff post in this thread.  
Thread Tools
  #776    
Old June 13th, 2012 (02:06 PM).
ComedyQuest's Avatar
ComedyQuest
Noob Hacker
 
Join Date: Sep 2008
Location: Tempe, Arizona, Earth
Age: 21
Gender: Male
Nature: Naive
Quote originally posted by Teh Blazer:
From what it looks like, you put the script on the exact spot that the player goes on once they walk downstairs?

You can't use a normal script, you'll have to do the slightly more complicated level script, which activates once the player walks into the room (which is what I think you're aiming at).

I believe there's a tutorial for level scripts at the top of the first post, and it'll only require you to do a few extra steps.
Oh, I guess I missed that! And better yet, the script works perfectly now! Thank you! :D
Reply With Quote
  #777    
Old June 20th, 2012 (05:43 AM).
dogadug
Beginning Trainer
 
Join Date: Jul 2009
Gender: Male
I want to get back into scripting again, two years ago I was using pokescript but I know since then there might be an easier way to script. So is XSE easier to use than pokescript or are there any other easier scripting software?
Reply With Quote
  #778    
Old June 27th, 2012 (02:06 PM).
LudicoloDude's Avatar
LudicoloDude
 
Join Date: Mar 2012
Location: Hoenn
Age: 17
Gender: Male
Nature: Jolly
I made this script where your rival exits out of the lab as well as the professor, but the problem is whenever i use hidesprite to keep them from showing before i step on the script tiles, they wont re appear even though im using showsprite and clearflag. I appoligize in advance if im not specific enough.
Reply With Quote
  #779    
Old July 4th, 2012 (06:32 PM).
Samuraiskyshot's Avatar
Samuraiskyshot
Beginning Trainer
 
Join Date: Jul 2012
Gender: Male
i get a redish screen whenever i try to script? is there a fix to this? i have version 1.1.1.
__________________
Reply With Quote
  #780    
Old July 6th, 2012 (01:15 AM).
Aowel's Avatar
Aowel
Beginning Trainer
 
Join Date: Jul 2012
Gender: Male
I don't know if this problem was previously brought up.
I copied the exact message script code and put it in (with text alterations). When I played it on the ROM, all it would do is turn the person to me and play the little beep noise it normally does, but no textbox or anything.
What did/do I do?

#dynamic 0x800000
#org @start
lock
faceplayer
msgbox @1 0x6
release
end

#org @1
= Testing.
Reply With Quote
  #781    
Old July 10th, 2012 (05:45 AM).
TooSkilled's Avatar
TooSkilled
ROM Hacker/Shiny Hunter
 
Join Date: Apr 2010
Gender: Male
Nature: Sassy
I am trying to make a starter Pokemon script. It should go: Try to walk out door, person is standing in front of it, you talk to them, they give you pokemon, they disappear. So far I have this
Code:
#org $start
lock
faceplayer
checkflag 0x828
if 0x01 goto @done
msgbox @get 5
@get 1 = You need protection.\pTake this EEVEE!
givepokemon 133 5 0x8B
setflag 0x828
release
end

#org @done
msgbox @given 5
@given 1 = Take care of EEVEE.
release
end
The error I am getting is "Unknown keyword get at Line 7"
Could I please get some help with this
Reply With Quote
  #782    
Old July 10th, 2012 (06:37 AM).
Mr.KoolAid
Unhatched Egg
 
Join Date: Mar 2012
Gender: Female
I am trying to make a rival battle script, i took a break from scripting due to finals and family stuff and forgot a lot (since i was still a beginner when i left). I can not find a good XSE tutorial for doing it (i do not see how to make one in this guide). Can anyone direct me to a good link. By rival battle i mean you walk somewhere and a person walks over to you, battles you, and disappears. Thanks for any help.
Reply With Quote
  #783    
Old July 10th, 2012 (07:58 AM). Edited July 10th, 2012 by DrFuji.
DrFuji's Avatar
DrFuji
Helfen, Wehren, Heilen
Community Supporter
 
Join Date: Sep 2009
Location: Upside-downia
Age: 22
Gender: Male
Nature: Jolly
Quote originally posted by Aowel:
I don't know if this problem was previously brought up.
I copied the exact message script code and put it in (with text alterations). When I played it on the ROM, all it would do is turn the person to me and play the little beep noise it normally does, but no textbox or anything.
What did/do I do?

#dynamic 0x800000
#org @start
lock
faceplayer
msgbox @1 0x6
release
end

#org @1
= Testing.
That generally happens if you are using the 1.0.0 version of XSE. Here is a link to version 1.1.1 which should run that script just fine.

Quote originally posted by TooSkilled:
I am trying to make a starter Pokemon script. It should go: Try to walk out door, person is standing in front of it, you talk to them, they give you pokemon, they disappear. So far I have this
Code:
#org $start
lock
faceplayer
checkflag 0x828
if 0x01 goto @done
msgbox @get 5
@get 1 = You need protection.\pTake this EEVEE!
givepokemon 133 5 0x8B
setflag 0x828
release
end

#org @done
msgbox @given 5
@given 1 = Take care of EEVEE.
release
end
The error I am getting is "Unknown keyword get at Line 7"
Could I please get some help with this :)
The problem is with the '@get' as it is not a command, but a dynamic offset which the command msgbox will be pointing to. Just transfer it to later in the script like this:

Code:
#org $start
lock
faceplayer
checkflag 0x828
if 0x01 goto @done
msgbox @get 5
givepokemon 133 5 0x8B
setflag 0x828
release
end

#org @done
msgbox @given 5
release
end

#org @get
= You need protection.\pTake this EEVEE!

#org @given
= Take care of EEVEE.
Quote originally posted by Mr.KoolAid:
I am trying to make a rival battle script, i took a break from scripting due to finals and family stuff and forgot a lot (since i was still a beginner when i left). I can not find a good XSE tutorial for doing it (i do not see how to make one in this guide). Can anyone direct me to a good link. By rival battle i mean you walk somewhere and a person walks over to you, battles you, and disappears. Thanks for any help.
The basic goal of scripting tutorials like this one is to introduce you to a wide range of commands, what they do and how you construct them, rather than provide a working model where you just need to change things like the movement and flags. I would advise that you look at examples in the actual games to learn what that would look like.

That being said, an extremely basic rival battle script would look something like this:

Code:
#dynamic 0x800000

#org @start
checkflag 0x200
if 0x1 goto @skip
msgbox @talk1 0x2
applymovement 0x1 @moveforward
waitmovement 0x0
trainerbattle 0x1 0x20 @before @after @later

#org @later
msgbox @talk2 0x2
applymovement 0x1 @walkaway
waitmovement 0x0
hidesprite 0x1
setflag 0x200
release
end

@org @skip
release
end

#org @talk1
= Hey! I'm [RIVAL]!

#org @before
= I'm going to beat you!

#org @after
= Huh? I lost?

#org @talk2
= Whatever, I'll see you around.

#org @moveforward
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0xFE

#org @walkaway
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0xFE
__________________
Reply With Quote
  #784    
Old July 17th, 2012 (09:19 AM).
johnr754's Avatar
johnr754
I am JOHN, heck yeah!
 
Join Date: Nov 2009
Location: California, USA! USA!
Gender: Male
Nature: Modest
Whenever I try to compile this script:

Spoiler:
Code:
#dynamic 0x800000

#org @start
lock
faceplayer
msgbox @1 0x6
cry 0x90 0x0
wildbattle 0x90 0x1E 0x0
fadescreen 0x1
fadescreen 0x0
hidesprite 0x800F
setflag 0x200
release
end

#org @1
= ARTICUNO: Gaoooh!


Whenever I try to compile it in Emerald, it says that it's missing #define or #parameter in line 8.
__________________
---
Reply With Quote
  #785    
Old July 17th, 2012 (09:24 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
You are missing more buffers in wildpokemon command.
Add more 0x0 to tell the game how to "set" the Pokémon.
__________________
ROM hacking FAQ - Read before asking how to play a hack. | Previous Sign 2 | Previous Sign

Anime List | PSN Trophy List
Reply With Quote
  #786    
Old July 17th, 2012 (11:07 AM).
johnr754's Avatar
johnr754
I am JOHN, heck yeah!
 
Join Date: Nov 2009
Location: California, USA! USA!
Gender: Male
Nature: Modest
Okay, the script compiled. But when I tried to battle, instead, it made it's cry and dissapeared. When I re-entered, the sprite came back.

Here's my edited script:

Spoiler:
#dynamic 0x800000

#org @start
lock
faceplayer
msgbox @1 0x6
cry 0x90 0x0
wildbattle 0x90 0x1E 0x0 0x0 0x0 0x0
fadescreen 0x1
fadescreen 0x0
hidesprite 0x800F
setflag 0x200
release
end

#org @1
= ARTICUNO: Gaoooh!
__________________
---
Reply With Quote
  #787    
Old July 22nd, 2012 (03:08 AM).
HyacinthJELLY's Avatar
HyacinthJELLY
Beginning Trainer
 
Join Date: Jul 2012
Gender: Male
Nature: Quiet
This is a great tutorial, thanks for posting.
Only problen is I cant see what you have to change with Apply Movement comand so it works.
__________________
~J€££¥~

Beaner on Easter :0
Fishie in Water :3
Sticky in person >:°
Yummy on Toast :D
Reply With Quote
  #788    
Old July 29th, 2012 (09:07 PM).
shiningscorpion9
 
Join Date: Sep 2009
Gender: Male
Can someone PLEASE tell me how to make a movement script never happen again?
I'm using the kind of movement script where you step on a tile to activate, i want it to stop happening after one time any help?
Reply With Quote
  #789    
Old July 30th, 2012 (06:28 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
Quote originally posted by johnr754:
Okay, the script compiled. But when I tried to battle, instead, it made it's cry and dissapeared. When I re-entered, the sprite came back.
Does the OW have 200 in ID bar? It must have, otherwise it will keep on coming back.

Quote originally posted by shiningscorpion9:
Can someone PLEASE tell me how to make a movement script never happen again?
I'm using the kind of movement script where you step on a tile to activate, i want it to stop happening after one time any help?
setvar 0xsomething 0x1
And then put that something (which is 4 digit number by the way) into var number bar of the tile script.
__________________
ROM hacking FAQ - Read before asking how to play a hack. | Previous Sign 2 | Previous Sign

Anime List | PSN Trophy List
Reply With Quote
  #790    
Old August 1st, 2012 (04:34 PM).
NG55's Avatar
NG55
 
Join Date: Sep 2009
Location: Barrie, Ontario, Canada
Gender: Male
I need to use your giveegg command. I kind of figured out that the list I have isn't the right numbers. Although they worked with just giving Pokemon.hmm?
Reply With Quote
  #791    
Old August 2nd, 2012 (01:48 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
Quote originally posted by NG55:
I need to use your giveegg command. I kind of figured out that the list I have isn't the right numbers. Although they worked with just giving Pokemon.hmm?
You need to use numbers in hex.
For example if you want to give an egg with Caterpie (number 10) you need to use "giveegg 0xA 0x1" because A is 10 in hex.
__________________
ROM hacking FAQ - Read before asking how to play a hack. | Previous Sign 2 | Previous Sign

Anime List | PSN Trophy List
Reply With Quote
  #792    
Old August 6th, 2012 (06:37 PM).
RPD490's Avatar
RPD490
 
Join Date: Jan 2009
Location: Blackthorn City, Johto
Gender: Male
Nature: Relaxed
Okay Im getting confused, I followed the givepokemon script as shown, but everytime I talk to who Im suppose to recieve the Pokemon from, it just skips to the dialogue that takes place after receiving it, even though I never got it yet. What am I doing wrong?
Reply With Quote
  #793    
Old August 6th, 2012 (08:13 PM).
Renegade's Avatar
Renegade
Time for real life...
 
Join Date: Nov 2011
Location: United States
Gender: Male
Nature: Careful
Quote originally posted by RPD490:
Okay Im getting confused, I followed the givepokemon script as shown, but everytime I talk to who Im suppose to recieve the Pokemon from, it just skips to the dialogue that takes place after receiving it, even though I never got it yet. What am I doing wrong?
Can you please post your script?
Reply With Quote
  #794    
Old August 8th, 2012 (08:51 AM).
Rob4z
Beginning Trainer
 
Join Date: Aug 2012
Gender: Male
So I have a very simple script ( not completed )
what it does it once you take a couple steps from your door, your rival shows and and leads you to pick pokemon.
however if I save this file, it glitches and gives me this.
Spoiler:
'---------------
#org 0x16596D
checkflag 0x33E
if 0x1 goto 0x871AC7C
lockall
textcolor 0x3
applymovement MOVE_PLAYER 0x871AE10
waitmovement 0x0
pause 0x14
msgbox 0x817E2F5 MSG_KEEPOPEN '"[rival]: [player]!"
applymovement 0x6 0x871AC80
waitmovement 0x0
msgbox 0x871AC80 MSG_KEEPOPEN '"ÚÚÚÚÚÚÚ\ny is the day we get ourse..."
applymovement 0x6 0x871AD48
applymovement MOVE_PLAYER 0x871ACE4
waitmovement 0x0
nop
return

'---------------
#org 0x71AC7C
release
end


'---------
' Strings
'---------
#org 0x17E2F5
= [rival]: [player]!

#org 0x71AC80
= ÚÚÚÚÚÚÚ\ny is the day we get ourselves\nour very own POKEMON!\pFollow me!


'-----------
' Movements
'-----------
#org 0x71AE10
#raw 0x3 'Face Right
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements

#org 0x71AC80
#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 0x71AD48
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0xFE 'End of Movements

#org 0x71ACE4
#raw 0x3 'Face Right
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x1 'Face Up
#raw 0xFE 'End of Movements


Instead of this!
Spoiler:
'---------------
#org 0x16596D
checkflag 0x33E
if 0x1 goto 0x871AC7C
lockall
textcolor 0x3
applymovement MOVE_PLAYER 0x871AE10
waitmovement 0x0
pause 0x14
msgbox 0x817E2F5 MSG_KEEPOPEN '"[rival]: [player]!"
applymovement 0x6 0x871AC80
waitmovement 0x0
msgbox 0x871AC80 MSG_KEEPOPEN '"[rival]: Today is the day we get ourselves\nour very own POKEMON!\pFollow me!"
applymovement 0x6 0x871AD48
applymovement MOVE_PLAYER 0x871ACE4
waitmovement 0x0
nop
return

'---------------
#org 0x71AC7C
release
end


'---------
' Strings
'---------
#org 0x17E2F5
= [rival]: [player]!

#org 0x71AC80
= [rival]: Today is the day we get ourselves\nour very own POKEMON!\pFollow me!


'-----------
' Movements
'-----------
#org 0x71AE10
#raw 0x3 'Face Right
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements

#org 0x71AC80
#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 0x71AD48
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0xFE 'End of Movements

#org 0x71ACE4
#raw 0x3 'Face Right
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x1 'Face Up
#raw 0xFE 'End of Movements


What seems to be the problem?
Reply With Quote
  #795    
Old August 8th, 2012 (09:47 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
Never, never, NEVER replace existing scripts.
Repoint your script.
In other words, when you compile your script use #dynamic 0x800000 (or something) to find free space.
__________________
ROM hacking FAQ - Read before asking how to play a hack. | Previous Sign 2 | Previous Sign

Anime List | PSN Trophy List
Reply With Quote
  #796    
Old August 8th, 2012 (11:14 PM).
Rob4z
Beginning Trainer
 
Join Date: Aug 2012
Gender: Male
Quote originally posted by Ash493:
Never, never, NEVER replace existing scripts.
Repoint your script.
In other words, when you compile your script use #dynamic 0x800000 (or something) to find free space.
What is 0x800000 exactly? and I did use "Find Bytes" and used those on everything in that script
At this point I'm thinking, is it possible to overwrite itself if compiled multiple times?
Reply With Quote
  #797    
Old August 8th, 2012 (11:35 PM).
tajaros's Avatar
tajaros
Hi I'm dawg
 
Join Date: Apr 2012
Location: Philippines
Age: 15
Gender: Male
Nature: Timid
Send a message via Windows Live Messenger to tajaros
Quote originally posted by Rob4z:
What is 0x800000 exactly? and I did use "Find Bytes" and used those on everything in that script
At this point I'm thinking, is it possible to overwrite itself if compiled multiple times?
0x800000 is where a lot of free space in the ROM is found, almost all scripters use that free space to insert their scripts...

You know why your script is messed up? It's because you replaced an offset already used by the game... XSE provides safety and messes up the scripts if it's memory is larger than before...

Would you like me to explain more? Ok, ....

For example you have numbers 1-10 and in those ten numbers offset 0x16596D is placed, and then you add a number/(edit the script and the memory is larger than before) so it will be 11, in that case XSE doesn't allow that and just messes the script up so that it will still fit in 1-10... (That's what's in my mind.. xD)

Also if you don't want to script in offset 0x800000 you can use 0x900000, 0xA0000, and any above offset that have free space...

So just input 0x800000 next to the dynamic command, so it will be dynamic 0x800000 don't worry if there's already a memory higher than that offset, XSE will find some free-space where your script fits and places it there...

If you want to edit older scripts you can just repoint their offsets, for example your first pointer has offset 0x8234A4 then replace it with a pointer like "@pointer" and anything else so that when the memory is bigger XSE will find free-space again...

(I don't know if this is right but, this is what in my head xD)
__________________
Reply With Quote
  #798    
Old August 9th, 2012 (02:26 AM).
Rob4z
Beginning Trainer
 
Join Date: Aug 2012
Gender: Male
Quote originally posted by tajaros:


0x800000 is where a lot of free space in the ROM is found, almost all scripters use that free space to insert their scripts...

You know why your script is messed up? It's because you replaced an offset already used by the game... XSE provides safety and messes up the scripts if it's memory is larger than before...

Would you like me to explain more? Ok, ....

For example you have numbers 1-10 and in those ten numbers offset 0x16596D is placed, and then you add a number/(edit the script and the memory is larger than before) so it will be 11, in that case XSE doesn't allow that and just messes the script up so that it will still fit in 1-10... (That's what's in my mind.. xD)

Also if you don't want to script in offset 0x800000 you can use 0x900000, 0xA0000, and any above offset that have free space...

So just input 0x800000 next to the dynamic command, so it will be dynamic 0x800000 don't worry if there's already a memory higher than that offset, XSE will find some free-space where your script fits and places it there...

If you want to edit older scripts you can just repoint their offsets, for example your first pointer has offset 0x8234A4 then replace it with a pointer like "@pointer" and anything else so that when the memory is bigger XSE will find free-space again...

(I don't know if this is right but, this is what in my head xD)
So basicly dynamic 0x800000 = auto find bytes?
Reply With Quote
  #799    
Old August 9th, 2012 (10:19 PM). Edited August 9th, 2012 by UberUmbreon.
UberUmbreon's Avatar
UberUmbreon
Beginning Trainer
 
Join Date: Aug 2012
Gender: Male
I'm sorry but it tried your give pokemon script a shot, it went horribly wrong.

I even fixed some part of the script though so no worry's, some parts are misleading.


Here's the script i have so far:

Code:
#dynamic 0x34EEC1

#org @start
checkflag 0x900
msgbox @1 0x5
if 0x0 goto @take
compare LASTRESULT 0x1
if 0x1 goto @done
msgbox @2 0x6
release
end

#org @take
givepokemon 0x6 0x24 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox @3 0x4
waitfanfare
closeonkeypress
setflag 0x900
msgbox @4 0x5
compare LASTRESULT 0x1
if 0x1 gosub @name
msgbox @5 0x6
release
end

#org @name
call 0x1A74EB
return

#org @done
msgbox @2 0x6
release
end

#org @1
= Oh you don't have a strong\npokemon to take on the trainers?

#org @2
= Nevermind then.

#org @3
= [black_fr]You received a Charizard!

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

#org @5
= Have fun!

#org @6
= Did you beat them yet?

I just need some help with clearing the flag, whenever i talk to the person i got the Charizard from, i can get more of them, in other words it keeps repeating the script.

Any advice on how to stop the script after i got the Charizard?
Reply With Quote
  #800    
Old August 9th, 2012 (10:37 PM).
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
Quote originally posted by UberUmbreon:
Any advice on how to stop the script after i got the Charizard?
The problem is with checkflag command because it checks the flag but the result isn't used.

Code:
#org @start
checkflag 0x900
if 0x1 goto @ending org 
msgbox @1 0x5
compare LASTRESULT 0x1 //You are testing whether the player chose yes
if 0x1 goto @take
if 0x0 goto @done
msgbox @2 0x6
release
end

#org @ending org
//You need to add that ending org. It could be something like message box with "I've already given you a Charizard, don't be greedy."...
Oh yeah, and that offset you use with #dynamic looks... weird...
Oh and one thing... newest XSE does not work with LASTRESULT, you may need to change it to 0x800D.
__________________
ROM hacking FAQ - Read before asking how to play a hack. | Previous Sign 2 | Previous Sign

Anime List | PSN Trophy List
Reply With Quote
Reply
Quick Reply

Sponsored Links
Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Minimum Characters Per Post: 25



All times are UTC -8. The time now is 02:53 PM.