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  #126    
Old June 4th, 2011, 03:13 PM
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The simple answer is:
Read the tutorial.
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  #127    
Old June 20th, 2011, 12:35 PM
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Hey buddy, thanks for this tutorial, its really helped me. I don't know if I missed it, but do you have a section which includes how to make a sprite dissapear?

In my hack I have someone guarding the exit out of the first town, and I want them to move out the way once I recieve my pokemon.

Would I use flags, person ID's or something alike?
If you can help me I would be so grateful, thanks.
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  #128    
Old June 22nd, 2011, 08:24 PM
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^ I believe there is an 'in depth advance map tutorial'
search 'map tutorial'
I believe it's by the author of NSE, but my memory is rusty at best.
But the idea of it is, you take the person ID of an OW on advance-map, and that is a flag. When you set the flag, that person vanishes. When you clear the flag, they reappear. Pretty convenient feature. (:
Alternately, if you just want to hide them temporarily I believe there is a 'hidesprite 0xZZ' command, that hides the OW with the ID of 0xZZ. Like I said, this is based off the top of my head, and my memory is about as good as a gold-fish's. X)
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  #129    
Old June 27th, 2011, 11:48 AM
Rock Star Incorporated
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Thanks a lot ! I will look this up now
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  #130    
Old July 11th, 2011, 11:45 PM
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ahsome
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Thx man, your tutorial is like one of the only ones
You are great, and this tutorial made me want to do PKSV and no other (but the compile that automatically finds free space kept me on going lol :D)
Just wanna know, can you make a YouTube of this? cause i really needed this scripting for my hack (Pokemon Operation Blackstrike btw)
Unless you wanna help my hack? That will be good too :D :D
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  #131    
Old July 12th, 2011, 08:00 AM
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Um....no.
Making a video of scripting is beyond pointless.
Just read, and try to make sense of it.
Not that hard.
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  #132    
Old July 12th, 2011, 09:27 PM
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ahsome
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sure i dont mind
btw, do you know how to hack ruby?
because i want to make it that, you know the place where the truck is?
when you get out, you go outside your house right?
well, i wanted to make a truck an aeroplane (wacky idea, but hey ) but i keep teleporting to the original spot all the time grrr
when i looked at the warp in the truck it leads nowhere WHY???
it says this
WARP
warp no:127
map bank:127
map:127
thats from advance map
PLS HELP ME< I KNOW IT MUST BE SCRIPT SO HELP ME PLSPSLSPSLSPLS :'(:'(:'(:'(:'(:'(:'(:'(:'(:'(:'(:'(:'(:'(:'(:'(:'(:'(:'(:'(:'(:'(:'(:'(:'(:'(:'(:'(:'(:'(:'(:'(:'(:'(:'(:'(:'(:'(:'(:'(:'(:'(:'(:'(:'(:'(:'(:'(:'(:'(:'(
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  #133    
Old July 13th, 2011, 08:25 AM
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There's a level script in the starting town that checks the player's gender, and places him/her at the apropriate spot.
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  #134    
Old July 14th, 2011, 03:19 AM
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Then can hou PM me how to change it to a different spot pls. I really need this to work. Il add you to the people who help section :D
BTW, how you make a scipt that if you go somwhere, some guy comes from nowhere and talkee to you? (i think its a green box script, not sure)
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  #135    
Old July 14th, 2011, 07:46 AM
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^ TBH I think you should give up for now. Learn how to script, then continue. At this rate you're never going to get far. You need to learn how to stand on your own two feet.
The level script can be found via A-MAP and decompiled w/ PKSV.
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  #136    
Old July 18th, 2011, 10:12 PM
darklugia23
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How can I create a pokemon battle script? The script generator doesn't work for me it just freezes my fire red when I click A on the sprite with the generated pokemon script and it doesnt work for S/R/E eather some help would be appreciated
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  #137    
Old July 19th, 2011, 07:33 AM
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De-compile the script.
You inserted it wrong.
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  #138    
Old July 21st, 2011, 08:29 PM
darklugia23
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wow it worked for my firered and leafgreen! Thanks but the script generators wild battle script still doesn't work for R/S/E
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  #139    
Old July 23rd, 2011, 08:52 AM
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snyderc
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can someone here help me? iv looked all around and i cant figure out whats wrong in it. everytime its activated the game just freezes instead of continuing on with the script. <spoiler> #dyn 0x740000
#org @start
checkflag 0x0856
if true jump @end
lock
msgbox @class
callstd MSG_NORMAL
msgbox @quizyesno
callstd MSG_YESNO
if 0x1 jump @quizquestion
jump @decline


#org @class
= \v\h01! Where do you think you're going? \nClass isn't over yet. \pIf you can answer my question \nI will let you go early, but you must be back \p in time for graduation!

#org @quizyesno
= Do you want to take her quiz?
#org @quizquestion
msgbox @quiz
callstd MSG_YESNO
if 0x1 jump @correct
jump @wrong
#org @quiz
= Does the status effect POISON damage \nyour POKEMON's health?

#org @correct
callstd MSG_NORMAL
msgbox @yay
setflag 0x0856
release
end
#org @wrong
= I guess someone didn't study their notes\nvery well.
applymovement PLAYER @left
#org @left
M walk_left end
#org @decline
msgbox @sit
callstd MSG_NORMAL
release
end
#org @sit
= Well then sit back down and wait for class to end.
#org @end
end
#org @yay
= Alright, fine. Just be back soon </spoiler>
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  #140    
Old August 20th, 2011, 03:39 PM
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slowbro42
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i input a give-pokemon script and placed the script offset correctly but when i test the game the person doesn't appear on the map unless i walk around a bit. and when i finally talk to him he reads the text that some other person on the map would say. what's wrong? I have delted the person many times and tried new givepokemon scripts but the same thing happens. please help.
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  #141    
Old August 20th, 2011, 04:16 PM
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This is very odd indeed, although I'm not sure I understood what you're saying completely.
Perhaps you have too many events in your map? say...more than 0xFFFFFF ( more than 6,000 ) ? If not, I'm at a loss as to what the problem could be without actually seeing your script.
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  #142    
Old August 25th, 2011, 09:22 AM
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Oh I figured it out soon after, the personevent# was the same as another sprite...Duh. But one last thing:

I am creating a three-person givepokemon yes/no script (i.e. each person offers a pokemon). When the player selects the one pokemon he/she wants then all the 3 sprites should disappear but when I leave the town and back the sprites reappear. If i perform the event again they disappear for good therefore letting the player select an unwanted second starter. Here's my script that is very similar to the other 2:

#dyn 0x800000
#org @main
lock
faceplayer
message @intro
callstd MSG_NORMAL
checkflag 0x1000
if == jump @haveit
showpokepic CYNDAQUIL 0xA 0x3
message @talk
callstd MSG_YESNO
compare LASTRESULT YES
if == jump @pushedyes
jump @pushedno

#org @haveit
release
end

#org @pushedyes
hidepokepic
addpokemon CYNDAQUIL 5 ORANBERRY 0 0 0
setflag 0x828
fanfare 0x13E
waitfanfare
message @take
callstd MSG_NORMAL
fadescreen FADEOUT_BLACK
disappear 0x4
disappear 0x5
disappear 0x6
fadescreen FADEIN_BLACK
setflag 0x1000
release
end

#org @pushedno
hidepokepic
message @notake
callstd MSG_NORMAL
release
end

#org @intro
= Hi there \v\h01!\nI bet your headed toward Route 1\lhuh?\pWell first you have to have a\nPok\emon for protection.\lYou can have one from one of us\nso choose wisely.

#org @talk
= I hold Cyndaquil the Fire\nPok\emon, would you like him?

#org @howsit
= I hope you do well on your journey,\nso good luck.\lDon't forget to say bye to your mom.\nWe must go now.

#org @take
= Great choice!\nCyndaquil will serve you well.

#org @notake
= Okay then, but you must choose a\nPok\emon reguardless.

I have tried adding extra flags and repositioning my 'setflag 0x1000' but nothing seems to work. help if you can
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  #143    
Old September 19th, 2011, 04:08 PM
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riddle775775
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all you need to do is, make the person ids of the sprites that you want to disappear the same number as the flag you set, so in your case the sprites would have an id of 1000
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  #144    
Old January 10th, 2012, 06:32 PM
RSBeauAngel
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Hey, I'm really new to this whole hacking thing, but I'm really interested in it and really want to try my hand at it, so I came here to look for help. I really didn't think I'd understand all this scripting stuff, but I'm really happy that I understood what you wrote here. Thank you so much, this tutorial is so helpful, but I still don't think I fully understand everything here.
I don't really understand the situation in which I would use these scripts. Like, I don't know really when I'd have to use the variables, or level scripts, and other things like that. I also have no idea how to make a trainer battle, or to make people move, and other stuff that I know I would need to create a hack.
This tutorial really gave me hope, and I know that with a little more help I could understand it fully. I've seen that you've wanted to add new lessons to this, but that was years ago, and I'm sad because of that. Your tutorial is so easy to understand, I really hope you do get the motivation to add more lessons so people like me can understand how to script things like battles and movement, etc.
I also think another thing to add to help would be situations in which the scripts would apply. Like, when you would use the level scripts and what you use them for. Same with the variable scripts. Because I know that even though I understand how to write them, I have no clue as to what to use them to do.
Sorry if this was a lot, this is my first post on this site and your tutorial just gave me so much hope and excitement for this. I don't want to give up because I have no idea how to do something that isn't taught in this tutorial, so I really do hope you decide to continue your wonderful teaching of PKSV!
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  #145    
Old January 10th, 2012, 09:45 PM
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Quote:
Originally Posted by RSBeauAngel View Post
Hey, I'm really new to this whole hacking thing, but I'm really interested in it and really want to try my hand at it, so I came here to look for help. I really didn't think I'd understand all this scripting stuff, but I'm really happy that I understood what you wrote here. Thank you so much, this tutorial is so helpful, but I still don't think I fully understand everything here.
I don't really understand the situation in which I would use these scripts. Like, I don't know really when I'd have to use the variables, or level scripts, and other things like that. I also have no idea how to make a trainer battle, or to make people move, and other stuff that I know I would need to create a hack.
This tutorial really gave me hope, and I know that with a little more help I could understand it fully. I've seen that you've wanted to add new lessons to this, but that was years ago, and I'm sad because of that. Your tutorial is so easy to understand, I really hope you do get the motivation to add more lessons so people like me can understand how to script things like battles and movement, etc.
I also think another thing to add to help would be situations in which the scripts would apply. Like, when you would use the level scripts and what you use them for. Same with the variable scripts. Because I know that even though I understand how to write them, I have no clue as to what to use them to do.
Sorry if this was a lot, this is my first post on this site and your tutorial just gave me so much hope and excitement for this. I don't want to give up because I have no idea how to do something that isn't taught in this tutorial, so I really do hope you decide to continue your wonderful teaching of PKSV!
You use vars and flags when you want to trigger a certain event or make an event happen only once. Level scripts are scripts used when you enter the map, like a script that triggers upon entering. They're pretty simple and I don't think they need to be added to the thread, though. If you have any questions, you are welcome to VM/PM me. You might also want to check this thread I made out because they teach a few other script variants not mentioned in this thread. I wish you the best of luck in your journey towards mastery.
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  #146    
Old February 1st, 2012, 04:52 AM
DealNotTheDevil
 
Join Date: Jan 2012
Gender: Male
Hello Everyone!
I need help one something!

Basically, I'm trying to import FRLG maps into Emerald,
To create a "super region" in that sense,
And I'm currently encountering issues with
Connections (I linked them properly on Advance Map, but it doesn't load or becomes one way even though I make it two way)
and also my more pressing issue,

:Remember HGSS, where wild encounter music is different for different region.
I'm trying to incorporate that,
So I'm wondering if there is any script that can change wild battle and trainer battle music in that region, and it will reset to normal battle theme when I leave Kanto and head back to Hoenn!
thanks!
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  #147    
Old February 1st, 2012, 03:15 PM
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droomph
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Quote:
Originally Posted by DealNotTheDevil View Post
Hello Everyone!
I need help one something!

Basically, I'm trying to import FRLG maps into Emerald,
To create a "super region" in that sense,
And I'm currently encountering issues with
Connections (I linked them properly on Advance Map, but it doesn't load or becomes one way even though I make it two way)
and also my more pressing issue,

:Remember HGSS, where wild encounter music is different for different region.
I'm trying to incorporate that,
So I'm wondering if there is any script that can change wild battle and trainer battle music in that region, and it will reset to normal battle theme when I leave Kanto and head back to Hoenn!
thanks!
You will need to make a whole separate behavior byte identical to the normal grass, but refers to a special that plays the second theme instead when you encounter a Pokémon.
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  #148    
Old February 4th, 2012, 04:36 AM
DealNotTheDevil
 
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Quote:
Originally Posted by droomph View Post
You will need to make a whole separate behavior byte identical to the normal grass, but refers to a special that plays the second theme instead when you encounter a Pokémon.
Do you have any idea how to do that??
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  #149    
Old February 4th, 2012, 06:13 AM
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miksy91
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Quote:
Originally Posted by DealNotTheDevil View Post
Do you have any idea how to do that??
An asm code that loads all other data expect for the music byte from the assembly of normal grass (you've got to be familiar with hex editing before trying to do this though).
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  #150    
Old February 4th, 2012, 06:26 AM
DealNotTheDevil
 
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Gender: Male
Quote:
Originally Posted by miksy91 View Post
An asm code that loads all other data expect for the music byte from the assembly of normal grass (you've got to be familiar with hex editing before trying to do this though).
Thing is, I don't know what is the offset for ASM nor what to change on it.

I found an interesting site, however it is for FRLG.

(I cannot link the site cause I have yet to reach 15 post count, instead i'll add it to a notepad file.)
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