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  #551    
Old December 31st, 2010, 12:31 AM
NintendoBoyDX
Togepi
 
Join Date: Jul 2010
Gender: Male
Quote:
Originally Posted by Felix Kulpa View Post
Let's say I want to make a special character who you can battle. Let's also say that this character can be rematched after beating the Elite 4 but only once, and then you can repeat this procedure. What would this code look like?
Simple enough.

Start your script like normal, then you'll need to set 2 flags. The first after the first battle, the 2nd after the 2nd battle.

using XSE, something like...
Code:
#dynamic ;<offset >

#org @main
lock
faceplayer
checkflag 0x1200 ;(use any unused flag you want)
if 0x01 goto @final
trainerbattle ;<arguments here>
setflag 0x1200
release
end

#org @final
checkflag 0x1201 ;(use any unused flag yo want)
if 0x01 goto @nobatttle
trainerbattle ;<arguments here>
setflag 0x1201
release
end

#org @nobattle
msgbox @finished 0x6
release
end

;strings
#org @finished
=You have already defeated me twice..
Haven't done a rough test of this but it should work.
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  #552    
Old January 1st, 2011, 10:48 AM
G00dbye's Avatar
G00dbye
Ludicolo
 
Join Date: Dec 2010
Location: The Netherlands
Age: 18
Gender: Male
Quote:
Originally Posted by countryemo View Post
Hey,
I was watching Pokedude's video tuts. When I was on Flags, I saw you comment about how he cant use those in your tut cause their already used.

1) How do you create a new flag number to use (the pointer/offset?)
2) And are we allowed to use the badge/pokedex/ect.. on the 1st post?
______________________________________

New problem, Ursa Major!

I'mtrying to compile a script but the 1st one I tried it gave me this "invalid keyword lock" something like that. SO I tried a script with out the use of lock (it should work, my friend said so!) then it gave me something like this "invalid keyword end"

So basically I cant compile a script

The Scripts:
1.
Spoiler:

#dynamic 0x71A300

#org @start
lock
faceplayer
message @string MSG_NORMAL
release
end

#org @string
= [red_fr]Welcome to the PokéGarden, please\ndont disturb the Pokémon while your\lhere.\lHope you enjoy your stay.

2.
Spoiler:
#dynamic 0x71A300

#org @start
msgbox @string MSG_FACE
end

#org @string
= [red_fr]Welcome to the PokéGarden, please\ndont disturb the Pokémon while your\lhere.\lHope you enjoy your stay.

This script must work:
Code:
#dynamic 0x71A300

#org @start
lock
faceplayer
msgbox @talk1 0x6
release
end

#org @talk1
= [red_fr]Welcome to the PokéGarden, please\ndont disturb the Pokémon while your\lhere.\lHope you enjoy your stay.
I didn't test it but it should work

1) How do you create a new flag number to use (the pointer/offset?)
You must use a never used flag number

2) And are we allowed to use the badge/pokedex/ect.. on the 1st post?
I don't understand this question
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  #553    
Old January 1st, 2011, 11:00 PM
FANOFFIRESTARTERS!!!'s Avatar
FANOFFIRESTARTERS!!!
Call me FOFS
 
Join Date: Aug 2008
Here are my scripts

Script 1
Spoiler:

#dynamic 0x800000
#org @start
lock
faceplayer
random 0x3
compare 0x800D 0x0
if 0x1 goto @1
compare 0x800D 0x1
if 0x1 goto @2
compare 0x800D 0x2
if 0x1 goto @3
release
end

#org @3
msgbox @option1 0x6
release
end

#org @1
msgbox @option2 0x6
release
end

#org @2
msgbox @option3 0x6
release
end

#org @option1
= THIS IS RANDOM#1

#org @option 2
= THIS IS RANDOM#2

#org @option3
= THIS IS RANDOM #3


then a simple one
Spoiler:

#dynamic 0x800900
#org @start
lock
faceplayer
msgbox @hello 0x6
release
end

#org @hello
= THIS SHOULD SAY "THIS SHOULD SAY"!


Now what bothers me is ive scripted before and they worked...not these of course...and the game is recognising faceplayer but no msgbox appears for either script. Is my rom funky or do i not have the latest XSE or is my script bad. help
__________________
My RBY solo challange!
RBY: 25/81 [31%]
Spoiler:

1Venusaur 2Charizard 3Blastoise
4Butterfree 5Beedrill 6Pidgeot
7Raticate 8Fearow 9Arbok
10Raichu 11Sandslash 12Nidoqueen 13Nidoking
14Clefable 15Ninetales 16Wigglytuff 17Golbat
18Vileplume 19Parasect 20Venomoth
21Dugtrio 22Persian 23Golduck
24Primeape 25Arcanine 26Poliwrath
27Alakazam 28Machamp 29Victreebel
30Tentacruel 31Golem 32Rapidash
33Slowbro 34Magneton 35Farfetch'd 36Dodrio 37Dewgong 38Muk
39Cloyster 40Gengar 41Onix
42Hypno 43Kingler 44Electrode
45Exeggutor 46Marowak 47Hitmonlee
48Hitmonchan 49Lickitung 50Weezing
51Rhydon 52Chansey 53Tangela
54Kangaskhan 55Seadra 56Seaking 57Starmie 58Mr. Mime
59Scyther 60Jynx 61Electabuzz 62Magmar 63Pinsir 64Tauros
65Gyarados 66Lapras 67Ditto 68Vaporeon 69Jolteon
70Flareon 71Porygon 72Omastar 73Kabutops
74Aerodactyl 75Snorlax 76Articuno 77Zapdos
78Moltres 79Dragonite 80Mewtwo 81Mew
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  #554    
Old January 15th, 2011, 06:03 AM
gamesharkhacker's Avatar
gamesharkhacker
SupremoHack Entertainment Inc.
 
Join Date: Jun 2009
Location: In a massive hole :)
Gender: Male
Nature: Careful
This is irrelevant but er.. heres a script to make the screen dark..

Spoiler:


lock
fadescreen 0x0
fadescreen 0x1
fadescreen 0x0
release
end




It works for me on Pokemon RSE.
__________________
I'm BACK!!!!

GSH - Owner and Creator of
Pokemon PoisonedPyrite/ParalysisPyrite



GSH - Music creator/hacker of
Pokemon Morganite
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  #555    
Old January 17th, 2011, 03:47 AM
fizzmaister's Avatar
fizzmaister
Beginning Trainer
 
Join Date: Jan 2008
So I'm trying to get the Lab in Cinnabar to allow me to revive all three Kanto fossils. I've commented a lot of the original code, and I'm trying to find where it prevents the Dome fossil from being recognized. I've caught the part at the beginning where it checks if either of the story fossils were revived, and I know that part works because after reviving the Old Amber and Helix fossil, the crazy scientist performs says the line if you don't have a fossil, instead of the one when there are no more fossils to revive.

commented original code:
Code:
#include stditems.rbh
#include stdpoke.rbh

//---------------
#org 0x16E459
lock
faceplayer
setvar LASTRESULT 0x0    //clear last result
checkflag 0x2EE            //check if Aerodactyl has been revived
if 0x1 call 0x816E87D    //if revived, check if a story fossil was revived
compare LASTRESULT 0x1
if 0x1 goto 0x816E873    //if a story fossil and Aerodactyl were revived, end script
compare 0x406A 0x2
if 0x1 goto 0x816E712
compare 0x406A 0x1
if 0x1 goto 0x816E708
call 0x816E4C8            //check if Helix Fossil is in inventory
compare LASTRESULT 0x1
if 0x1 goto 0x816E520    //if yes go to check if Old Amber and ask which (if any) of those two to revive
call 0x816E4E0            //check if Dome Fossil is in inventory
compare LASTRESULT 0x1
if 0x1 goto 0x816E562    //if yes, go to check if old Amber and ask which (if any) of the two to revive.
call 0x816E4F8            //check if Old amber is picked up and not revived.
compare LASTRESULT 0x1
if 0x1 goto 0x816E5A4    //if so, ask whether to revive old Amber
msgbox 0x819A25E MSG_KEEPOPEN //"Hiya!\pI am important doctor.\nYes..."
goto 0x816E516

//---------------
#org 0x16E87D
checkflag 0x273            //if we got helix fossil
if 0x1 goto 0x816E895    //return 1 if in inventory, else 0
checkflag 0x272            //if we got dome fossil
if 0x1 goto 0x816E8A4    //return 1 if in inventory, else 0
goto 0x816E510            //else return 0

//---------------
#org 0x16E873
msgbox 0x819A4BD MSG_KEEPOPEN //"Aiyah!\nYou come again!"
release
end

//---------------
#org 0x16E712
compare 0x4069 0x1
if 0x1 goto 0x816E734
compare 0x4069 0x2
if 0x1 goto 0x816E779
compare 0x4069 0x3
if 0x1 goto 0x816E7BE
end

//---------------
#org 0x16E708
msgbox 0x819A487 MSG_KEEPOPEN //"I take a little time!\nYou go for ..."
release
end

//---------------
#org 0x16E4C8
checkflag 0x273            //was helix fossil picked up
if 0x0 goto 0x816E510    //if not
checkflag 0x2ED            //or if already revived
if 0x1 goto 0x816E510    //return 0
setvar LASTRESULT 0x1    //
return                    //else return has Helix Fossil

//---------------
#org 0x16E520
preparemsg 0x819A25E //"Hiya!\pI am important doctor.\nYes..."
waitmsg
call 0x816E4F8            //check if old amber is picked up and not revived
compare LASTRESULT 0x1
if 0x1 goto 0x816E5D6    //if so, go here
multichoice 0x0 0x0 0x15 0x0    //ask if Helix fossil or none
copyvar 0x8000 LASTRESULT
compare 0x8000 0x0
if 0x1 goto 0x816E644    //if Helix Fossil revive it
compare 0x8000 0x1
if 0x1 goto 0x816E516    //if no, end script
compare 0x8000 0x7F
if 0x1 goto 0x816E516    //else, end script
end

//---------------
#org 0x16E4E0
checkflag 0x272            //was dome fossil picked up
if 0x0 goto 0x816E510    //if not
checkflag 0x2EC            //or if already revived
if 0x1 goto 0x816E510    //return 0
setvar LASTRESULT 0x1
return                    //else return has Dome Fossil

//---------------
#org 0x16E562
preparemsg 0x819A25E //"Hiya!\pI am important doctor.\nYes..."
waitmsg
call 0x816E4F8            //check if Old Amber is picked up and not revived
compare LASTRESULT 0x1
if 0x1 goto 0x816E60D    //if so go to Dome and Amber choice
multichoice 0x0 0x0 0x16 0x0    //revive Dome?
copyvar 0x8000 LASTRESULT
compare 0x8000 0x0        //if Dome
if 0x1 goto 0x816E682    //go to Dome revive
compare 0x8000 0x1        //
if 0x1 goto 0x816E516
compare 0x8000 0x7F
if 0x1 goto 0x816E516
end

//---------------
#org 0x16E4F8
checkflag 0x25E            //was Old Amber picked up
if 0x0 goto 0x816E510    //if not
checkflag 0x2EE            //or if already revived
if 0x1 goto 0x816E510    //return 0
setvar LASTRESULT 0x1
return                    //else return has Old Amber

//---------------
#org 0x16E5A4
preparemsg 0x819A25E //"Hiya!\pI am important doctor.\nYes..."
waitmsg
multichoice 0x0 0x0 0x17 0x0    //ask whether to revive old Amber
copyvar 0x8000 LASTRESULT
compare 0x8000 0x0
if 0x1 goto 0x816E6C0        //if Old Amber, revive it
compare 0x8000 0x1
if 0x1 goto 0x816E516        //if none, end script
compare 0x8000 0x7F
if 0x1 goto 0x816E516        //else end script
end

//---------------
#org 0x16E516
msgbox 0x819A2F0 MSG_KEEPOPEN //"No!\nIs too bad!"
release
end

//---------------
#org 0x16E895
checkflag 0x2ED            //check if Helix Fossil is revived
if 0x0 goto 0x816E510    //if not revived, return 0
setvar LASTRESULT 0x1    
return                    //else return story fossil revived

//---------------
#org 0x16E8A4
checkflag 0x2EC            //check if Dome Fossil is revived
if 0x0 goto 0x816E510    //if not revived, return 0
setvar LASTRESULT 0x1
return                    //else return story fossil revived

//---------------
#org 0x16E510
setvar LASTRESULT 0x0
return

//---------------
#org 0x16E734
setvar 0x4001 0x8A
bufferpokemon 0x0 PKMN_OMANYTE
msgbox 0x819A32B MSG_KEEPOPEN //"You late.\nWhere were you?\pYour f..."
givepokemon PKMN_OMANYTE 0x5 ITEM_NONE 0x0 0x0 0x0
compare LASTRESULT 0x2
if 0x1 goto 0x81A9258
setflag 0x2ED
compare LASTRESULT 0x0
if 0x1 goto 0x816E803
compare LASTRESULT 0x1
if 0x1 goto 0x816E837
end

//---------------
#org 0x16E779
setvar 0x4001 0x8C
bufferpokemon 0x0 PKMN_KABUTO
msgbox 0x819A32B MSG_KEEPOPEN //"You late.\nWhere were you?\pYour f..."
givepokemon PKMN_KABUTO 0x5 ITEM_NONE 0x0 0x0 0x0
compare LASTRESULT 0x2
if 0x1 goto 0x81A9258
setflag 0x2EC
compare LASTRESULT 0x0
if 0x1 goto 0x816E803
compare LASTRESULT 0x1
if 0x1 goto 0x816E837
end

//---------------
#org 0x16E7BE
setvar 0x4001 0x8E
bufferpokemon 0x0 PKMN_AERODACTYL
msgbox 0x819A32B MSG_KEEPOPEN //"You late.\nWhere were you?\pYour f..."
givepokemon PKMN_AERODACTYL 0x5 ITEM_NONE 0x0 0x0 0x0
compare LASTRESULT 0x2
if 0x1 goto 0x81A9258
setflag 0x2EE
compare LASTRESULT 0x0
if 0x1 goto 0x816E803
compare LASTRESULT 0x1
if 0x1 goto 0x816E837
end

//---------------
#org 0x16E5D6
multichoice 0x0 0x0 0x18 0x0    //ask if Helix Fossil or Old Amber
copyvar 0x8000 LASTRESULT
compare 0x8000 0x0
if 0x1 goto 0x816E644        //if Helix fossil, revive it.
compare 0x8000 0x1
if 0x1 goto 0x816E6C0        //if Old Amber, revive it
compare 0x8000 0x2
if 0x1 goto 0x816E516        //if none, end script
compare 0x8000 0x7F
if 0x1 goto 0x816E516        //else end script
end

//---------------
#org 0x16E644
bufferpokemon 0x0 PKMN_OMANYTE
bufferitem 0x1 ITEM_HELIXFOSSIL
msgbox 0x819A3B0 MSG_YESNO //"Oh!\nThat is [buffer2], it is!\pIt..."
compare LASTRESULT 0x0
if 0x1 goto 0x816E6FE
msgbox 0x819A439 MSG_KEEPOPEN //"So!\nYou hurry and give me that!\p..."
textcolor 0x0
removeitem ITEM_HELIXFOSSIL 0x1
msgbox 0x819A487 MSG_KEEPOPEN //"I take a little time!\nYou go for ..."
setvar 0x406A 0x1
setvar 0x4069 0x1
release
end

//---------------
#org 0x16E60D
multichoice 0x0 0x0 0x19 0x0
copyvar 0x8000 LASTRESULT
compare 0x8000 0x0
if 0x1 goto 0x816E682
compare 0x8000 0x1
if 0x1 goto 0x816E6C0
compare 0x8000 0x2
if 0x1 goto 0x816E516
compare 0x8000 0x7F
if 0x1 goto 0x816E516
end

//---------------
#org 0x16E682
bufferpokemon 0x0 PKMN_KABUTO
bufferitem 0x1 ITEM_DOMEFOSSIL
msgbox 0x819A3B0 MSG_YESNO //"Oh!\nThat is [buffer2], it is!\pIt..."
compare LASTRESULT 0x0
if 0x1 goto 0x816E6FE
msgbox 0x819A439 MSG_KEEPOPEN //"So!\nYou hurry and give me that!\p..."
textcolor 0x0
removeitem ITEM_DOMEFOSSIL 0x1
msgbox 0x819A487 MSG_KEEPOPEN //"I take a little time!\nYou go for ..."
setvar 0x406A 0x1
setvar 0x4069 0x2
release
end

//---------------
#org 0x16E6C0
bufferpokemon 0x0 PKMN_AERODACTYL
bufferitem 0x1 ITEM_OLDAMBER
msgbox 0x819A3B0 MSG_YESNO //"Oh!\nThat is [buffer2], it is!\pIt..."
compare LASTRESULT 0x0
if 0x1 goto 0x816E6FE
msgbox 0x819A439 MSG_KEEPOPEN //"So!\nYou hurry and give me that!\p..."
textcolor 0x0
removeitem ITEM_OLDAMBER 0x1
msgbox 0x819A487 MSG_KEEPOPEN //"I take a little time!\nYou go for ..."
setvar 0x406A 0x1
setvar 0x4069 0x3
release
end

//---------------
#org 0x1A9258
textcolor 0x3
msgbox 0x81A5E0D MSG_KEEPOPEN //"There's no more room for POKéMON!\..."
release
end

//---------------
#org 0x16E803
textcolor 0x3
fanfare 0x101
preparemsg 0x819A37A //"[player] received the [buffer1]\nf..."
waitmsg
waitfanfare
setvar 0x406A 0x0
msgbox 0x81A5683 MSG_YESNO //"Do you want to give a nickname to\..."
compare LASTRESULT 0x0
if 0x1 goto 0x816E871
call 0x81A8C03
call 0x81A74C7
goto 0x816E871

//---------------
#org 0x16E837
textcolor 0x3
fanfare 0x101
preparemsg 0x819A37A //"[player] received the [buffer1]\nf..."
waitmsg
waitfanfare
setvar 0x406A 0x0
msgbox 0x81A5683 MSG_YESNO //"Do you want to give a nickname to\..."
compare LASTRESULT 0x0
if 0x1 goto 0x816E866
call 0x81A8C0F
goto 0x816E866

//---------------
#org 0x16E6FE
msgbox 0x819A4BD MSG_KEEPOPEN //"Aiyah!\nYou come again!"
release
end

//---------------
#org 0x16E871
release
end

//---------------
#org 0x1A8C03
countpokemon
subvar LASTRESULT 0x1
copyvar 0x8004 LASTRESULT
return

//---------------
#org 0x1A74C7
fadescreen 0x1
special 0x9E
waitstate
return

//---------------
#org 0x16E866
call 0x81A8C18
goto 0x816E871

//---------------
#org 0x1A8C0F
fadescreen 0x1
special 0x166
waitstate
lock
faceplayer
return

//---------------
#org 0x1A8C18
bufferboxname 0x0 0x4037
bufferpokemon 0x1 0x4001
checkflag 0x834
if 0x0 call 0x81A8C33
checkflag 0x834
if 0x1 call 0x81A8C5E
return

//---------------
#org 0x1A8C33
special2 LASTRESULT 0x165
compare LASTRESULT 0x1
if 0x1 goto 0x81A8C4C
msgbox 0x81A5CCD MSG_KEEPOPEN //"[buffer2] was transferred to\nSome..."
return

//---------------
#org 0x1A8C5E
special2 LASTRESULT 0x165
compare LASTRESULT 0x1
if 0x1 goto 0x81A8C77
msgbox 0x81A5D0D MSG_KEEPOPEN //"[buffer2] was transferred to\nBILL..."
return

//---------------
#org 0x1A8C4C
special2 LASTRESULT 0x18A
bufferboxname 0x2 LASTRESULT
msgbox 0x81A5D4A MSG_KEEPOPEN //"BOX ["][buffer3]" on\nSomeone's PC..."
return

//---------------
#org 0x1A8C77
special2 LASTRESULT 0x18A
bufferboxname 0x2 LASTRESULT
msgbox 0x81A5D8D MSG_KEEPOPEN //"BOX ["][buffer3]" on\nBILL'S PC wa..."
return


//---------
// Strings
//---------
#org 0x19A25E
= Hiya!\pI am important doctor.\nYes, very much so, indeed.\pHere, I study rare POKéMON fossils.\nAll the time, I study.\pYou!\nHave you a fossil for me?

#org 0x19A4BD
= Aiyah!\nYou come again!

#org 0x19A487
= I take a little time!\nYou go for walk a little while!

#org 0x19A2F0
= No!\nIs too bad!

#org 0x19A32B
= You late.\nWhere were you?\pYour fossil is back to life!\nIt was [buffer1] like I think!

#org 0x19A3B0
= Oh!\nThat is [buffer2], it is!\pIt is fossil of [buffer1],\na POKéMON that is already extinct!\pMy Resurrection Machine will make\nthat POKéMON live again!

#org 0x19A439
= So!\nYou hurry and give me that!\p\c\h06Á[player] handed over the\n[buffer2] to the weird doctor.

#org 0x1A5E0D
= There's no more room for POKéMON!\pThe POKéMON BOXES are full and\ncan't accept any more!

#org 0x19A37A
= [player] received the [buffer1]\nfrom the doctor.

#org 0x1A5683
= Do you want to give a nickname to\nthis [buffer1]?

#org 0x1A5CCD
= [buffer2] was transferred to\nSomeone's PC.\pIt was placed in \nBOX ["][buffer1]."

#org 0x1A5D0D
= [buffer2] was transferred to\nBILL'S PC.\pIt was placed in \nBOX ["][buffer1]."

#org 0x1A5D4A
= BOX ["][buffer3]" on\nSomeone's PC was full.\p[buffer2] was transferred to\nBOX ["][buffer1]."

#org 0x1A5D8D
= BOX ["][buffer3]" on\nBILL'S PC was full.\p[buffer2] was transferred to\nBOX ["][buffer1]."
my replacement code:
Code:
#include stditems.rbh
#include stdpoke.rbh
#dynamic 0x800140

//---------------
#org @Start
lock
faceplayer
setvar LASTRESULT 0x0    //clear last result
checkflag 0x2EE        //check if Aerodactyl has been revived
if 0x1 call @CheckHelix
compare LASTRESULT 0x1
if 0x1 goto 0x816E873    //if a story fossil and Aerodactyl were revived, end script
compare 0x406A 0x2
if 0x1 goto 0x816E712
compare 0x406A 0x1
if 0x1 goto 0x816E708
call @HelixI
compare LASTRESULT 0x1
if 0x1 goto 0x816E520    //if yes go to check if Old Amber and ask which (if any) of those two to revive
call @DomeI
compare LASTRESULT 0x1
if 0x1 goto 0x816E562    //if yes, go to check if old Amber and ask which (if any) of the two to revive.
call 0x816E4F8            //check if Old amber is picked up and not revived.
compare LASTRESULT 0x1
if 0x1 goto 0x816E5A4    //if so, ask whether to revive old Amber
msgbox 0x819A25E MSG_KEEPOPEN //"Hiya!\pI am important doctor.\nYes..."
goto 0x816E516

//------------
#org @CheckHelix
checkflag 0x2ED
if 0x1 goto @CheckDome
return

//--------------
#org @CheckDome
checkflag 0x2EC
if 0x1 goto @Yes
return

//-------------
#org @Yes
setvar LASTRESULT 0x1
return

//-------------
#org @DomeI
checkitem 0x165 0x1
if 0x1 goto @Yes
return

//-------------
#org @HelixI
checkitem 0x166 0x1
if 0x1 goto @Yes
return
Any help would be appreciated.
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  #556    
Old January 21st, 2011, 05:10 PM
SPG's Avatar
SPG
Pyroblock
 
Join Date: Dec 2010
Age: 17
Gender: Male
Send a message via Skype™ to SPG
how would i make a boat take me to another place? no items are needed exept a starter pokemon and a pokedex and it would be a yes and no question, so i think i would need a 0x5 msgbox script but not realy sure what eles
__________________
want to help with forbidden version? or want more details about it? pm me or contact me at [email protected]
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  #557    
Old January 23rd, 2011, 03:26 AM
Echidna's Avatar
Echidna
Community Supporter
 
Join Date: Aug 2010
Location: Vaniville Town
Age: 20
Gender: Male
Nature: Brave
no one...i mean no one has ever asked that..........i have no idea.....i hope some one does cause you have me excited............but i'll check if i can find out.............open a firered rom and check the script on the islands........there should be some clue..........
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  #558    
Old January 27th, 2011, 10:38 PM
masterquestmq's Avatar
masterquestmq
Enthusiastic Rom Hacker
 
Join Date: Nov 2010
Gender: Male
Id just like to thank diegoisawesome, a week ago i only knew msg and give pokemon scripts

today ive been able to replicate nurse joy scripts, battle, apply movement more of the intermediate things that makes a hack look good

most importantly u made me love scripting

it really is simple and very easy to understand when u get the fundamentals which u did a fantastic job delivering

still more to learn but for now thanks 4 everything!
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  #559    
Old January 28th, 2011, 12:43 PM
RedGalaxy's Avatar
RedGalaxy
Beginning Trainer
 
Join Date: Nov 2010
Gender: Male
Okay, I followed your "GivePokemon" script to the T... and it works just fine...

However, I have a problem. When I try to name my pokemon(bulbasaur), it has me re-nickname my starter(charmander).

However, when I restart the game, and get Bulbasaur first, and Charmander second... when I receive Charmander, it has me re-nickname Bulbasaur.

Is there a way to fix this?

Script
Spoiler:
#dynamic 0x71A480

#org @start
checkflag 0x200
if 0x1 goto @done
msgbox @talk1 0x5
compare LASTRESULT 0x1
if 0x1 goto @take
msgbox @talk2 0x6

#org @take
givepokemon 0x1 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox @talk3 0x4
waitfanfare
closeonkeypress
setflag 0x200
msgbox @talk4 0x5
compare LASTRESULT 0x1
if 0x1 gosub @name
msgbox @talk5 0x6
release
end

#org @name
call 0x1A74EB
return

#org @done
msgbox @talk6 0x6
release
end

#org @talk1
= Hello.\nSorry to trouble you.\lI can't take care of my\lBulbasaur any more.\pCan you take care of\nit for me?

#org @talk2
= That's okay.\pI'm sure someone else will\ntake care of it.\pMaybe the nice man at the daycare.

#org @talk3
= [black_fr]You received a Bulbasaur!

#org @talk4
= [black_fr]Would you like to give a\nnickname to Bulbasaur?

#org @talk5
= Please take care of\nBulbasaur.

#org @talk6
= Are you taking care\nof Bulbasaur?
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  #560    
Old January 29th, 2011, 06:46 AM
glowz
Beginning Trainer
 
Join Date: Jan 2011
Where do i save the script too once ive edited it ?
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  #561    
Old January 29th, 2011, 09:31 AM
DefiningTheDecade's Avatar
DefiningTheDecade
I may not be famous.. but..
 
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Location: Pallet Town, Kanto
Age: 19
Gender: Male
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So I've been attempting the apply movement thing and just doesn't seem to work.. my whole game freezes at the point the script starts

Here's the script:

Code:
#dynamic 0x800000

#org @start
checkflag 0x1000
If 0x1 call @done
msgbox @1 0x6
applymovement 0x9 @move
pause 0x5
applymovement 0xFF @move2
msgbox @2 0x6
setflag 0x1000
release
end

#org @1
= [green_fr]MOVE!!

#org @2
= [red_fr][player]:I wonder what that was about?

#org @done
release
end

#org @move
#raw 0x61
#raw 0x4A
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0xFE

#org @move2
#raw 0x63
#raw 0x13
#raw 0x6
#raw 0x4
#raw 0xFE
Does anyone see a problem?
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  #562    
Old January 30th, 2011, 12:33 AM
Satoshi Ookami's Avatar
Satoshi Ookami
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You've forgotten waitmovement 0x0 command after applymovement
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  #563    
Old January 30th, 2011, 09:13 AM
SPG's Avatar
SPG
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i got this far in the script what do i do now (yes some comands are wrong like it says ****ing ship but they will get changed for the real comand) if this helps its for a boat

Spoiler:
#dynamic 0x800000
#org @start
lock
faceplayer
countpokemon
compare 0x800D 0x0
if 0x1 goto @notravel
checkflag 0x82F
if 0x0 goto @notravel
msgbox @1 0x5
compare 0x800D 0x1
if 0x1 goto @travel
msgbox @2 0x6
release
end
#org @travel
msgbox @4 0x6
applymovement 0xFF @moveplayer
'applymovement 0x****INGCAPTAIN @movecap
waitmovement 0xFF
'pause 0xFRIKKENPAUSE
'applymovement 0x****INGSHIP @moveship
'applymovement 0xMOVEFRIGGENPLAYERWITHSHIP @moveplayer2
'applymovement 0xMOVEFRIGGENCAPTAINWITHSHIP @movecap2
'warp 0xSOMEBANK 0xSOMEMAP 0xSOMEEXIT 0xSOMEX 0xSOMEY
release
end
#org @notravel
msgbox @3 0x6
release
end
#org @1
#org @2
@org @3
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  #564    
Old January 30th, 2011, 03:22 PM
timaeus222's Avatar
timaeus222
MegaMan/Pokemon ROM Hacker
 
Join Date: Aug 2010
Gender: Male
Nature: Relaxed
Thanks for this guide! I did what Felix Kulpa was trying to do, sort of. I couldn't figure out how to do it until I saw settrainerflag
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  #565    
Old January 31st, 2011, 01:59 AM
Regeneration's Avatar
Regeneration
meow
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Quote:
Originally Posted by glowz View Post
Where do i save the script too once ive edited it ? :S
If you want to save the script as a file somewhere on your PC, just go to File > Save as

I you want to compile the script into your ROM, then click the Compile button.
Spoiler:
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  #566    
Old February 22nd, 2011, 12:20 PM
SHIVO's Avatar
SHIVO
I suck at competitive Pokémon
 
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Gender: Male
This was really helpful :D

But how do I put my scripts into the ROM? It doesn't let me click the compile thing, it's greyed out instead of being blue

Last edited by SHIVO; February 22nd, 2011 at 12:26 PM.
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  #567    
Old February 25th, 2011, 10:40 AM
Michizcool
Beginning Trainer
 
Join Date: Aug 2007
Gender:
Hi guys Im having a bit of a problem, no matter what apply movement script i use, the game just seems to freeze as soo as i tread on the script square, ive made sure my persons id is correct and ive tried the example script in this tutorial and one taken from the game :( any ideas ?
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  #568    
Old March 8th, 2011, 04:55 PM
FANOFFIRESTARTERS!!!'s Avatar
FANOFFIRESTARTERS!!!
Call me FOFS
 
Join Date: Aug 2008
OK, so I am currently in the beginning stage a a ROM Hack. And I have the great idea, make the three starters random, so that you don't know if you are going to get Bulbasaur, Chicorita, or Treeko for your grass choice. Now I know how to do a random script, and I know how to set flags. It's just that this is really confusing. I need to set a random flag 1, 2, or 3, that is activated in another script....I don't know if this is making any sense....so I set 1 of 3 flags, go talk to someone that will tell you 1 of 3 things, but no text box shows up but you still hear that all present bleep click sound and the lock faceplayer stuff still works. I just don't know what to do. Help.
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  #569    
Old March 12th, 2011, 02:13 AM
papercut210's Avatar
papercut210
Ninetails
 
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Incredible Tutorial! now im gunna try and learn this all tonight so i can de-noob myself & make my awesome game
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  #570    
Old March 27th, 2011, 01:05 AM
pabioxxx
Unhatched Egg
 
Join Date: Aug 2010
Gender: Male
Hello. Can you tell me how can i make a script like first battle in FR where we can see advice about batteling and there should be no transfer to poke center if we lose...I hope You are know what i mean, my English is not enought good to write it correctly...Thanks for answers

@Edit:
I know how it works let's look
trainerbattle 0x0 0x001 0x0 @1 @2 it's a standart
trainerbattle 0x9 0x001 0x0 @1 @2 I change first byte but there was no efect
trainerbattle 0x9 0x001 0x3 @1 @2 When i change first and third bytes it works like in fr

But if i want to do script without Oak's fighting instructions( I mean the same script so if we lose we are still in map with rival)? What should i do?
Can someone post a description of fight types (first byte). In this tutorial we can find only two descriptions 0x0 and 0x1, and maybe someone can say something more about the third byte ?

Last edited by pabioxxx; March 27th, 2011 at 02:01 PM.
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  #571    
Old April 9th, 2011, 12:49 AM
crispychips279
Beginning Trainer
 
Join Date: Mar 2010
Gender: Male
I made this fairly basic code to let my prof give the player a starter pokemon for my hack. my lab area is the same as FR and my code uses lots of flags as I am not very advanced at scripting yet so do not know how to much else.
As far as I can tell it should work fine but when I try to talk to the prof nothing happens! Here is the code
Code:
 
#dynamic 0x71A5B4
#org @start
lock
faceplayer
checkflag 0x8C1
if 0x1 goto @repeat
checkflag 0x8C2
if 0x1 goto @getdex
checkflag 0x8C4
if 0x1 goto @go
checkflag 0x8C3
if 0x1 goto @congrats
checkflag 0x8C5
if 0x1 goto @how
msgbox @welcome 0x6
setflag 0x8C1
release
end
#org @repeat
msgbox @getpkmn 0x6
release
end
#org @getdex
msgbox @pokedex 0x6
setflag 0x829
msgbox @nowgo 0x6
setflag 0x8C4
release
end
#org @go
msgbox @nowgo 0x6
release
end
#org @congrats
msgbox @urgreat 0x6
release
end
#org @how
msgbox @howsit 0x6
release
end
#org @welcome
= Aaah you must\nbe [player].\lYour mother said\lyou would be coming.\pAnyway, formalities\naside I assume\lyou know why\lyou're here.\pI want you to\ngo on quest for\lme and explore the\lentire PLAZO region.\pYou see I have been\nworking on a new\lmachine, an electronic\lencyclopedia of all\lpokemon.\lI call it the\l"Pokedex"\lBut there is one\lshortfall of my\linvention.\lIt does not have\lany data programmed\linto it already,\lwhich is where you\lcome in.\pI need you to gain\ndata on every\lpokemon that inhabits\lour world, because\lonly then will my machine be\lcomplete.\pIn order to help\nyou on your quest\lI have had my\laides capture three\lrare pokemon.\lyou may take one\lof these to begin\lyour journey.
#org @getpkmn
= Don't be shy.\pGo on and get one\nof those pokemon!
#org @nowgo
= Now go explore\nthe beautiful landscape\lthat is the\lPLAZO region.
#org @urgreat
= Congratulations!\nI always knew you\lwere destined for\lgreatness [player]!
#org @howsit
= Hows my old\npokemon coming\lalong?
#org @pokedex
= Now listen closely,\nthis pokedex is a\lprototype, and the\lonly one in the\lworld, so treat\lit with EXTREME\lCARE!\pAnyway I'm very\nglad you have decided\lto do this little\ljob for me so\lthankyou
.
Any help would be greatly appreciated
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  #572    
Old April 14th, 2011, 07:04 AM
Ninjutsu95's Avatar
Ninjutsu95
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Join Date: Apr 2011
Location: Georgia, USA
Age: 19
Gender: Male
Nature: Modest
really ticks me off. ok, so good tutorial however something is wrong with my xse. I did all you said, for example here is my code

'-----------------------
#org 0xE3DCF0
#org @start
msgbox @sign 0x3
end
#org @hello
= WOOT! Testing!




yet, when i compile (i save rubicon thingy, then click compile after loading rom and file). And when i click compile
it says no dynamic offset specified. and i tried typing
#dynamic 0xE3DCF0 in place of #org 0xE3DCF0
and then above it yet it won't let me compile. ARGH! please help...
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Last edited by Ninjutsu95; April 14th, 2011 at 07:07 AM. Reason: oh and this is for the rom of emerald
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  #573    
Old April 16th, 2011, 06:43 AM
Olli's Avatar
Olli
we keep this love in a photograph
 
Join Date: Aug 2010
Location: Skyloft
Gender: Male
Ok, I've got this little problem, I don't know if it has been mentioned yet, but I really want to know.

Whenever I use applymovement on a person with the ID of 10+ it doesn't work.

Here's an example

Spoiler:

#dynamic 0xoffset

#org @start
lock
faceplayer
msgbox @look
boxset 6
applymovement 0x12 @move
waitmovement 0x0
release
end

#org @look
=Look!\pI can move

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


Also,

Quote:
#org 0xE3DCF0
#org @start
msgbox @sign 0x3
end
#org @hello
= WOOT! Testing
Your problem is that you have to make one line space before going to #org @start, I think. Also your script is a little bit confusing for me, who mostly put all the #org 's at the bottom.
But here's your fixed script

Code:
 
#dynamic 0xE3DCF0
 
#org @start
lock
msgbox @sign 0x3
closeonkeypress
end
 
#org @sign
=WOOT! Testing
You also have to name the #org the same thing as your msgbox.
You wrote #org @hello, which will make your script unuseable.
If you already have solved the problem, then apologies.
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Last edited by Olli; April 16th, 2011 at 06:55 AM.
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  #574    
Old April 16th, 2011, 07:03 AM
Darthatron's Avatar
Darthatron
巨大なトロール。
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Location: Melbourne, Australia
Age: 22
Gender: Male
Nature: Modest
Quote:
Originally Posted by Olli97 View Post
Ok, I've got this little problem, I don't know if it has been mentioned yet, but I really want to know.

Whenever I use applymovement on a person with the ID of 10+ it doesn't work.

Here's an example

Spoiler:

#dynamic 0xoffset

#org @start
lock
faceplayer
msgbox @look
boxset 6
applymovement 0x12 @move
waitmovement 0x0
release
end

#org @look
=Look!\pI can move

#org @move
#raw 0x10 0x10 0xFE
It's because your giving it a number in hexadecimal when you prefix it with "0x". The hexadecimal number for 10 is 0xA, or you can just put 10.
Code:
applymovement 0xA @move
Code:
applymovement 0x0A @move
Code:
applymovement 10 @move
They all do the same thing.
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  #575    
Old April 19th, 2011, 07:49 AM
Ninjutsu95's Avatar
Ninjutsu95
Bad decisions = Good stories
 
Join Date: Apr 2011
Location: Georgia, USA
Age: 19
Gender: Male
Nature: Modest
FRIIIIIIIIIIIIIIIIIIICK!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! now it won't let me godang save the freaking thing. i saved it, compiled it, and when i try to load up the script (that i used - thanks both of you), for firered my bad, it won't work. this is really ticking me off. (breathes in, breathes out...) nevermind, im not mad. but still, how do you compile it so it will ACTUALLy work?.. sorry for being so dumb. >.<
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_________________________________________
- Even a clock that does not work is right twice a day.
_________________________________________
- The moment a little boy is concerned with which is a jay and which is a sparrow, he can no longer see the birds or hear them sing.
_________________________________________
- Do nothing which is of no use.
_________________________________________
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