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  #351    
Old February 25th, 2010, 05:52 AM
Satoshi Ookami's Avatar
Satoshi Ookami
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applymovement
trainerbattle 0x1 (The 1 is important) 0x(number of trainer) 0x0 @b4 @after

#org @after
Put applymovements here.

And you have to use tile script since you want movement before battle.
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  #352    
Old February 25th, 2010, 06:20 AM
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Quote:
Originally Posted by Ash493 View Post
applymovement
trainerbattle 0x1 (The 1 is important) 0x(number of trainer) 0x0 @b4 @after

#org @after
Put applymovements here.

And you have to use tile script since you want movement before battle.
Thanks! :D
Well, I'm kinda noob at this, but whats a tile script?
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  #353    
Old February 26th, 2010, 05:50 AM
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Quote:
Originally Posted by Lanzar View Post
Thanks! :D
Well, I'm kinda noob at this, but whats a tile script?
Check A-Map. Script bar to be exact.
But to explain it... it's square which activates script if you step on it.
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  #354    
Old February 28th, 2010, 08:23 AM
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Hey Diego, thanks for the tutorial, it's probably the most helpful tut out there. Just one question. After I put in the [!] for applymovement, how would I make the "beepeepeep" sound that is accompanied with it? Sorry if I overlooked this in the tut, I would just really like to know.
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  #355    
Old February 28th, 2010, 08:36 AM
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Quote:
Originally Posted by Benzee View Post
Hey Diego, thanks for the tutorial, it's probably the most helpful tut out there. Just one question. After I put in the [!] for applymovement, how would I make the "beepeepeep" sound that is accompanied with it? Sorry if I overlooked this in the tut, I would just really like to know.
Put sound 0x15 right in front of the movements line.
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  #356    
Old March 1st, 2010, 07:16 PM
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Benzee
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^Thanks. Was wondering that for quite a while. Now onto the new question.

This is my script for a giveitem command. The thing is, when I leave the screen, the sprite dissapears permanently. Any help?

Code:
 
#dynamic 0xoffset
 
#org @start
checkflag 0x247
if 0x1 goto @getitem
msgbox @1 0x2
release
end
 
#org @getitem
msgbox @2 0x2
giveitem 0xD 0x1 MSG_OBTAIN
msgbox @3 0x2
setflag 0x247
release
end
 
#org @1
= yadayadayada
 
#org @2
= yadayadayada
 
#org @3
= yadayadayada
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  #357    
Old March 2nd, 2010, 05:54 AM
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Satoshi Ookami
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It's because of giveitem.
By using that command not only you get an item but you also make sprite disappear.
You should use additem command.
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  #358    
Old March 2nd, 2010, 06:22 AM
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Oh. Guess I missed that in the tut. Thanks.
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  #359    
Old March 5th, 2010, 07:57 AM
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Quote:
Originally Posted by Skull Guardian View Post
Hello, I read your tutorial and tried to make a script with it. Here it is:



So, I tried to compile it. After a few minor errors, I did, but it said this:

I don't get it. I thought that the offset didn't have space, but even 10,000 bits didn't work. Can you please help me??
Lol old post, but anyway I get the same problem. I used the FSF to find free space and it gave me E3CF64, I put it as the dynamic for my script in XSE and got the same error message: "Not enough space found. Cannot compile"

EDIT: My bad(lol I feel stupid) I had "FF" in search bits, while it should have been "00" for Emerald.
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Last edited by Judgment; March 6th, 2010 at 05:52 AM. Reason: Problem solved...
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  #360    
Old March 6th, 2010, 03:23 AM
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I followed the steps and putted my script into the game. But when i talk to the person (who should say my script) my game freezes :s

Anyone had the same problem? Then PLEASE help
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  #361    
Old March 6th, 2010, 07:37 AM
chatsalot7777
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I'm also wondering what flags are activated when you defeat a trainer using trainerbattle. I'm asking this because I want the trainers to battle at least two times. This worked for me in single player battles (using 0x3), but for dual battles, I can't find a way. Any help?

Or, simply put, is there a way to re-"activate" trainers after battling them?
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  #362    
Old March 6th, 2010, 10:37 AM
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  #363    
Old March 6th, 2010, 06:34 PM
Pokedude987
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ok im having trouble making a yes/no script. here it is:

Spoiler:
#dynamic 0x800000

#org @start
lock
faceplayer
msgbox @1 0x5
compare LASTRESULT 0x1
if 0x1 goto @2
msgbox @3 0x6
release
end

#org @1
= Would you like to go through this\ngate?

#org @2
= Well too bad! You can't!

#org @3
= Well good thing, because you\ncan't!


When i go to compile it says this:

Spoiler:
"Error 13 "Type mismatch" on line 7"


Line 7 is the line with the LASTRESULT. Can some one please help?
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  #364    
Old March 7th, 2010, 12:15 AM
chatsalot7777
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The pokenav in emerald replaces the trainer with the new trainer no. However, the trainer is still in a sense not "activated". Is there some kind of flag I can unset to activate trainers?
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  #365    
Old March 9th, 2010, 01:42 PM
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im having trouble with my script all together. I just followed the tutorial, but my script is messed up in game. Im trying to get something similar to the parcel script.

Spoiler:

#dynamic 0x800020

#org @start
lock
faceplayer
checkflag 0x202
if 0x1 goto @done
msgbox @1 0x6
applymovement 0x00 @move
waitmovement 0x0
applymovement 0x00 @move2
pause 0x30
applymovement 0xFF @move3
waitmovement 0x0
msgbox @2 0x6
applymovement 0x00 @move4
waitmovement 0x0
setflag 0x202
release
end

#org @done
release
end

#org @move
#raw 0x01
#raw 0x62

#org @move2
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x03

#org @move3
#raw 0x00

#org @move4
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x02

#org @1
= Hey \h01! You are finally\nfinished packing!

#org @2
= I need you to run to the PokéMart\nto pick up the package I ordered.\lIt should be there by now.


Whenever I step on the script, it just locks, and I can't do anything. I don't know what's going on...
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  #366    
Old March 9th, 2010, 03:37 PM
Pokedude987
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did u read the spoiler in the applymovement section? it tells u how to fix it. also at the end of all ur movements u hav to put:

#raw 0xFE
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  #367    
Old March 9th, 2010, 10:16 PM
inuside21
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can someone give me example how to use hidesprite? because when i trying to do, its failed, just turning the screen to black and black to normal but still the sprite is still there...
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  #368    
Old March 9th, 2010, 10:58 PM
SketchW
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Thnx dude this'll make the hack i'm planning a lot easier! XD
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  #369    
Old March 10th, 2010, 03:37 AM
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Quote:
Originally Posted by Pokedude987 View Post
did u read the spoiler in the applymovement section? it tells u how to fix it. also at the end of all ur movements u hav to put:

#raw 0xFE
I just did that, and it didn't help at all.
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  #370    
Old March 10th, 2010, 02:16 PM
Pokedude987
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Quote:
Originally Posted by Sky93 View Post
I just did that, and it didn't help at all.
that works for me so i dunno
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  #371    
Old March 10th, 2010, 03:32 PM
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Oh, what do you put for the unknown, Var number, Var value, or unknown or all of that stuff?
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  #372    
Old March 11th, 2010, 01:48 PM
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I would just like to point out that this is not the script help thread.

This is -> http://www.pokecommunity.com/showthread.php?t=163576
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  #373    
Old March 12th, 2010, 10:42 PM
mikocoon
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what the hex for wild pokemon script
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  #374    
Old March 13th, 2010, 01:09 AM
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hey... What does 'XSE will do the rest' means?

PS: I'm too lazy to find if anyone posted this... Sorry
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  #375    
Old March 13th, 2010, 09:07 AM
Pokedude987
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Quote:
Originally Posted by shadowwalke View Post
hey... What does 'XSE will do the rest' means?

PS: I'm too lazy to find if anyone posted this... Sorry
it means that you dont have to put a specific offset, just put like 800000 and xse will find an offset on its own
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