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  #24151    
Old March 11th, 2013, 06:30 PM
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I'm confused. Can you dumb down what I'm supposed to do?
  #24152    
Old March 11th, 2013, 09:50 PM
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Quote:
Originally Posted by karatekid552 View Post
You will need to use SMCA in conjunction with Truck Remover, as Truck Remover only removes the ASM routine associate with the truck, but doesn't change your start map.

Also, Kurapika is correct. Directly after the wild battle and its waitstate, you can place the giveitem.
Well, what if for example in route 1 I battle a wild Pidgey, and after defeating it I have a chance to get or not to get an oran berry? Is it the same? Can you post a sample because diegoisawesome's and tajaros' scripting tutorial doesn't work on me, I'm using XSE 1.11 I always get errors on certain lines.

Oh and also what about a random weather? For example I get out of a building it's sunny I go back in and go out again and it will rain but if I go to another place or route, the rain still goes on until I get inside another building again. Is that possible?
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Last edited by robin22gongon; March 11th, 2013 at 09:57 PM. Reason: Your double post has been automatically merged.
  #24153    
Old March 11th, 2013, 10:08 PM
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Quote:
Originally Posted by robin22gongon View Post
Well, what if for example in route 1 I battle a wild Pidgey, and after defeating it I have a chance to get or not to get an oran berry? Is it the same? Can you post a sample because diegoisawesome's and tajaros' scripting tutorial doesn't work on me, I'm using XSE 1.11 I always get errors on certain lines.

Oh and also what about a random weather? For example I get out of a building it's sunny I go back in and go out again and it will rain but if I go to another place or route, the rain still goes on until I get inside another building again. Is that possible?
Both your questions may be achieved through the use of the random code.
Taken from diegoisawesome's tutorial...
Quote:
With this command, the ROM will choose a random number within the range of 0x0 to the value you set with the argument, and then assign it to 0x800D.
Here is an example...
Code:
#dynamic 0x800000

#org @start
lock
faceplayer
msgbox @pidgey 0x6
wildbattle 0x10 0x05 0
random 0x2
compare 0x800D 0x0
if 0x1 goto @getberry
compare 0x800D 0x1
if 0x1 goto @noberry
end

#org @getberry
giveitem 139 1
setflag 0x(flag)
hidesprite 0x(sprite #)
release
end

#org @noberry
setflag 0x(flag)
hidesprite 0x(sprite #)
release
end
Remember the golden rule of hacking...
Save a back-up before doing something you're not sure of.
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  #24154    
Old March 11th, 2013, 10:14 PM
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Quote:
Originally Posted by destinedjagold View Post


Both your questions may be achieved through the use of the random code.
Taken from diegoisawesome's tutorial...


Here is an example...
Code:
#dynamic 0x800000

#org @start
lock
faceplayer
msgbox @pidgey 0x6
wildbattle 0x10 0x05 0
random 0x2
compare 0x800D 0x0
if 0x1 goto @getberry
compare 0x800D 0x1
if 0x1 goto @noberry
end

#org @getberry
giveitem 139 1
setflag 0x(flag)
hidesprite 0x(sprite #)
release
end

#org @noberry
setflag 0x(flag)
hidesprite 0x(sprite #)
release
end
Remember the golden rule of hacking...
Save a back-up before doing something you're not sure of.
Thanks dude. So I just hit compile and I'm good to go? Or do I need to make a new event for this?
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  #24155    
Old March 12th, 2013, 04:11 AM
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Quote:
Originally Posted by karatekid552 View Post
If you notice, number 2013 did not change its offset. That is becuase the original still exists, and you put your new one later in the rom, and now it exists at its own number. If you opted to change the pointer, it should ignore the old one and go straight to your new one.
I checked the fix pointers box and still replaces it with the old? Should I get a new unlz-GBA?
  #24156    
Old March 12th, 2013, 04:23 AM
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Quote:
Originally Posted by Mizumi View Post
I checked the fix pointers box and still replaces it with the old? Should I get a new unlz-GBA?

Have you tried to play your game? Because in unlz, when you put a new image in a new offset, checked the automatically fix pointers box and successfully saved it, it will exist in a new number in unlz format. Reply if you tried it but still nothing.
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  #24157    
Old March 12th, 2013, 06:34 AM
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Hello.

Would anyone be able to help me with editing the default names in the intro for Professor Oak? I want to change both the random name the player is assigned if he clicks "OK" without entering a name in the box and the default names that are provided for the rival.

I would also like to find the location of the MSG_FIND and MSG_OBTAIN scripts so that I could change them.
  #24158    
Old March 12th, 2013, 08:01 AM
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Quote:
Originally Posted by YogiBerra View Post
Hello.

Would anyone be able to help me with editing the default names in the intro for Professor Oak? I want to change both the random name the player is assigned if he clicks "OK" without entering a name in the box and the default names that are provided for the rival.

I would also like to find the location of the MSG_FIND and MSG_OBTAIN scripts so that I could change them.
Just use the search function of Advance Text. Google it. For example, if you search TERRY in advance text which is one of the default names of the rivals just write it to ini and edit them.

But about the MSG_FIND and MSG_OBTAIN, I'm really not sure since those are parts of scripts.
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  #24159    
Old March 12th, 2013, 01:21 PM
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Quote:
Originally Posted by robin22gongon View Post
Just use the search function of Advance Text. Google it. For example, if you search TERRY in advance text which is one of the default names of the rivals just write it to ini and edit them.

But about the MSG_FIND and MSG_OBTAIN, I'm really not sure since those are parts of scripts.
Thank you very much, that works for the rival names, I'll test if the same will work for the hero's names. Thanks again!
  #24160    
Old March 12th, 2013, 02:06 PM
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hello!
Well, I would like to know how to change the design of the trainer card in pokemon fire red.
I know the offset of the card and his pals, but not as ordering raw. Because the raw serves to the front and back of the card.
Well, I hope and I can help, thanks
  #24161    
Old March 12th, 2013, 02:34 PM
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Quote:
Originally Posted by robin22gongon View Post
Thanks dude. So I just hit compile and I'm good to go? Or do I need to make a new event for this?
Well if you still have the original script uncompiled with dynamic offsets you can add in the random part no problem.

As for the weather part, I assume you would use level scripts with the setweather/doweather commands.
  #24162    
Old March 12th, 2013, 03:05 PM
iDowngrade
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Quote:
Originally Posted by karatekid552 View Post
Does the emulator run clean roms?
clean roms and non-lunarips-patching required rom hacks
  #24163    
Old March 12th, 2013, 03:12 PM
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Quote:
Originally Posted by foxz. View Post
hello!
Well, I would like to know how to change the design of the trainer card in pokemon fire red.
I know the offset of the card and his pals, but not as ordering raw. Because the raw serves to the front and back of the card.
Well, I hope and I can help, thanks
Here's my answer:
Spoiler:
If you know the offset and palette, open it in NSE 2.1. And then edit that or you can import your new image using the Import function. Then hit Save. Fix Pointers and your good. About the raw, do you know its unlz-GBA number? If so, Hit raw dump once you locate it. Usually it's just in the next offset of the image. So after saving the raw file, open your edited or your own image with NTME or Professional Tilemap Creator then load tilemap from .raw which is the one you saved earlier and from there edit the order of things. I hope I helped you.


Quote:
Originally Posted by YogiBerra View Post
Well if you still have the original script uncompiled with dynamic offsets you can add in the random part no problem.

As for the weather part, I assume you would use level scripts with the setweather/doweather commands.
So I would still need to put new events in A-map? Or I just compile it using XSE and it will do its thing automatically?

Quote:
Originally Posted by iDowngrade View Post
clean roms and non-lunarips-patching required rom hacks
I personally use this one:
http://www.mediafire.com/?x8dbik80db0vkf2

Reply if it worked.
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Last edited by robin22gongon; March 12th, 2013 at 03:22 PM. Reason: Your double post has been automatically merged.
  #24164    
Old March 12th, 2013, 03:55 PM
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Quote:
Originally Posted by iDowngrade View Post
clean roms and non-lunarips-patching required rom hacks
Wow, that is weird. Try patching it with A-ptch or UPS. I have links for both patches on the thread.

And try robin22gongon's link^ a new emulator might solve your problem.
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  #24165    
Old March 12th, 2013, 04:12 PM
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Quote:
Originally Posted by robin22gongon View Post
So I would still need to put new events in A-map? Or I just compile it using XSE and it will do its thing automatically?
Well you will need to have a Person Event with the Pidgey overworld sprite that has the script that karatekid552 posted for the random item giving after the battle. As for the weather, a level script that has code such as:
Code:
#dynamic 0x800000
#org @start
random 0x2
compare LASTRESULT 0x0
if 0x1 goto @sunny
compare LASTRESULT 0x1
if 0x1 goto @rainy
end

#org @sunny
setweather 0x1 //sets up the weather "0x1" which is "Sunny weather with clouds in water" in Advance Map
doweather //executes the weather set in the previous line
end

#org @rainy
setweather 0x3 //sets up the weather "0x3" which is "Rainy weather" in Advance Map
doweather
end
should be placed on each map on which you want the weather to vary. The type of level script should probably be "03 On entering map/not on menu close" I believe, although I have little experience with level scripts, so anyone can feel free to disagree with me on that. Anyway, I hope I could help.
  #24166    
Old March 12th, 2013, 04:23 PM
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Quote:
Originally Posted by YogiBerra View Post
Well you will need to have a Person Event with the Pidgey overworld sprite that has the script that karatekid552 posted for the random item giving after the battle. As for the weather, a level script that has code such as:
Code:
#dynamic 0x800000
#org @start
random 0x2
compare LASTRESULT 0x0
if 0x1 goto @sunny
compare LASTRESULT 0x1
if 0x1 goto @rainy
end

#org @sunny
setweather 0x1 //sets up the weather "0x1" which is "Sunny weather with clouds in water" in Advance Map
doweather //executes the weather set in the previous line
end

#org @rainy
setweather 0x3 //sets up the weather "0x3" which is "Rainy weather" in Advance Map
doweather
end
should be placed on each map on which you want the weather to vary. The type of level script should probably be "03 On entering map/not on menu close" I believe, although I have little experience with level scripts, so anyone can feel free to disagree with me on that. Anyway, I hope I could help.
Okay thanks dude. Imma try it later.
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  #24167    
Old March 12th, 2013, 04:42 PM
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Quote:
Originally Posted by robin22gongon View Post
Okay thanks dude. Imma try it later.
You're very welcome. I'll try it out too and see how it works.
  #24168    
Old March 12th, 2013, 04:44 PM
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Oh, and do I need to implement it for every map?

EDIT: How do I test it? I have been going back and forth from map to map and still sunny.
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Last edited by robin22gongon; March 12th, 2013 at 04:54 PM.
  #24169    
Old March 12th, 2013, 04:58 PM
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Yes, you will need to put it on every map you want to have random weather, and I can't think of why it would be doing that. I'll have to test it out myself, but I don't have much time at the moment.
  #24170    
Old March 12th, 2013, 04:59 PM
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Quote:
Originally Posted by robin22gongon View Post
Oh, and do I need to implement it for every map?

EDIT: How do I test it? I have been going back and forth from map to map and still sunny.
Yes, you will need to implement it on every map as a level script:

http://www.pokecommunity.com/showthread.php?t=191500
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  #24171    
Old March 12th, 2013, 05:11 PM
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Quote:
Originally Posted by karatekid552 View Post
Yes, you will need to implement it on every map as a level script:

http://www.pokecommunity.com/showthread.php?t=191500
Can you dumb that down and just tell me which level script command I should use?
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  #24172    
Old March 12th, 2013, 05:32 PM
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Quote:
Originally Posted by robin22gongon View Post
Can you dump that down and just tell me which level script command I should use?
In my case, I use level script number 3 for my hack SkyLine.
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  #24173    
Old March 12th, 2013, 05:51 PM
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Quote:
Originally Posted by destinedjagold View Post
In my case, I use level script number 3 for my hack SkyLine.
Thanks I'll try it later. BTW the example of Loot script you gave doesn't compile.
It says "Error 13 'Type Mismatch' on line 6 Missing #define or parameter. Line msgbox @pidgey 0x6.
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  #24174    
Old March 12th, 2013, 05:54 PM
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Quote:
Originally Posted by robin22gongon View Post
Thanks I'll try it later. BTW the example of Loot script you gave doesn't compile.
It says "Error 13 'Type Mismatch' on line 6 Missing #define or parameter. Line msgbox @pidgey 0x6.
brad, obvious na sana ang solusyon n'yan kung alam mo ang basics of scripting.
---
bro, the solution would have been pretty obvious if you know the basics of scripting.

it means that XSE couldn't find the text address of msgbox @pidgey 0x6
Add this line of code.

Quote:
Originally Posted by karatekid552 View Post
#org @pidgey
= hey, this is text.
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Last edited by destinedjagold; March 12th, 2013 at 06:01 PM.
  #24175    
Old March 12th, 2013, 05:56 PM
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Quote:
Originally Posted by robin22gongon View Post
Thanks I'll try it later. BTW the example of Loot script you gave doesn't compile.
It says "Error 13 'Type Mismatch' on line 6 Missing #define or parameter. Line msgbox @pidgey 0x6.
You need a text portion that is:

#org @pidgey
= hey, this is text.

If you have it, make sure it isn't spelled wrong, and make sure you are using XSE 1.1.1.
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