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What trouble are you having with it?
Well, add 0x0 0x0 givepokemon section. You should add a fanfare and a goto for nicknaming. I copied this section from thethethethe's tutorial and changed it to be XSE-compatible. If you want, I'll write a complete script. Code:
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Ok, it works (for the most part) now, but afterwards, I don't have an Eevee.-
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Hah!
I did the same thing! Well, you don't have the nicknaming thing...and stuff...let's see.... If you want the Eevee, you have to put it's dex number into hex. I had to learn that the hard way...xD Anyway, XSE has a hex/decimal calculator. Type a number into it. Click on Hex and it will convert it. :) You need #org before the parts you go to after checkflag and lastresult. Hmmmm... You don't need setflag 200, just use 828.... Also, add this part after the give pokemon... Code:
And add this after the script: Code:
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To continue after a trainer battle you need: Code:
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Dark Latiku, I took your advice. but it still won't compile. What did I do wrong this time?
#dynamic 0x3B4EEF #org @start lock faceplayer checkflag 0x828 if b_true goto @done message @1 boxset 5 compare LASTRESULT 0x1 if b_true goto @take message @2 boxset 6 release end #org @done message @3 boxset 6 release end #org @take givepokemon 0x9D 0x0 0x0 fanfare 0x13E message @pointer boxset 4 waitfanfare #raw 0x68 setflag 0x828 message @nickname boxset 5 compare LASTRESULT 0x1 if b_true gosub @name message @care boxset 6 end #org @1 = I can't take care of\nthis rowdy TOTODILE.\pWould you like it? #org @2 = Thank you so much! #org @pointer = You got a Totodile! #org @name call 0x1A74EB return #org @care = Take good care of him! |
Hi guys this is my first post so please try to help me
i got this script for pokescript straight from Irish Witch's tutorial #org $StartChik checkflag 0x800 if B_True goto $NoBall message $Chick $Chick 1 = Chikorita!\lThe Fire Bird.\pTake the Chikorita? boxset 5 compare LASTRESULT 1 if B_False goto $PutBack givepokemon 152 5 0 jingle message $GotChick $GotChick 1 = You Recieved a Chikorita boxset 6 message $NameChick $NameChick 1 = Would You like to give Chikorita a name? boxset 5 compare LASTRESULT 1 if b_False goto $GiveDex Namepokemon setflag 0x203 goto $GiveDex #org $StartShrew checkflag 0x800 if B_True goto $NoBall message $Shrew $Shrew 1 = SandShrew!\lDesert Mole.\pTake the Sandshrew? boxset 5 compare LASTRESULT 1 if B_False goto $PutBack givepokemon 27 5 0 jingle message $GotChick $GotShrew 1 = You Recieved a Sandshrew boxset 6 message $NameShrew $NameShrew 1 = Would You like to give Sandshrew a name? boxset 5 compare LASTRESULT 1 if b_False goto $GiveDex Namepokemon setflag 0x204 goto $GiveDex #org $StartWing checkflag 0x800 if B_True goto $NoBall message $Chick $Wing 1 = Wingull!\lThe Ocean Bird.\pTake the Wingull? boxset 5 compare LASTRESULT 1 if B_False goto $PutBack givepokemon 152 5 0 jingle message $GotGull $GotGull 1 = You Recieved a Wingull boxset 6 message $NameGull $NameGull 1 = Would You like to give Wingull a name? boxset 5 compare LASTRESULT 1 if b_False goto $GiveDex Namepokemon setflag 0x205 goto $GiveDex #org $GiveDex setflag 0x800 setflag 0x801 message $Pokedex $Pokedex 1 = I hope You like your new pokemon.\pWhile your on your journeys I have\la favour to ask you.\pProf OAK and I are trying to make an\lindex of everything pokemon.\pTake this pokedex with you and it\lwill log all the pokemon you see and catch.\pIt would greatly help our studies! boxset 6 jingle message $GotDex $Gotdex 1 = You got the Pokedex! boxset 6 end #org $PutBack message $PutBack $PutBack 1 = You put the pokeball back. boxset 6 end #org $NoBall message $Lastball $Lastball 1 = You already have your pokemon.\nDont be so greedy! boxset 6 I'm sure I've done everything Irish Witch said to do, after compiling i Gave the right offset and ID to each pokeball When I play it on VBA: The first pokeball offers a chikorita. If you enter yes, you get a chikorita and pokedex, but when you're done, the game thinks you're in the pokemon safari zone. If you enter no the game freezes. The Second pokeball offers a sandshrew. When you click yes, it says you you have recieved Chikorita. If you rename it, it becomes ???????? instead. In the end, you leave with no pokemon. The third pokeball offers chikorita and says gives a wingull, with the same result as the second pokeball. It seems to be that this particular script is messed up or I am doing something wrong. Please look through the script for errors and help me fix them- thanks in advance |
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Uh...replace the givepokemon line with: givepokemon 0x9D 0x5 0x0 0x0 0x0. Remember, the second one is it's level. You do NOT want to get a lv0 Totodile as a starter. Then, it's items. After that, it's just space it needs to take up. |
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dshayabusa, thanks a bunch, the script is quite a bit better, but still not completely working.
After I go to each pokeball, it offers the correct pokemon. However, if I refuse and enter no, the Game freezes. If I enter yes, everything works fine and I get my pokemon. However, I seem to enter "Safari Mode" with a box in the left hand corner telling me how much time and balls I have left, with an option to "Retire" in the start menu. Also, after i pick up the pokeball it refuses to disappear. If i click a pokeball again after I get my pokemon, It says the right text "You already have your pokemon, don't be greedy" then freezes in a purple screen Here's the script, if any one can see any further errors in it #org $StartChik checkflag 0x800 if B_True goto $NoBall message $Chick $Chick 1 = Chikorita!\lThe Fire Bird.\pTake the Chikorita? boxset 5 compare LASTRESULT 1 if B_False goto $PutBack givepokemon 152 5 0 nop nop fanfare 0x13a message $GotChick $GotChick 1 = You Recieved a Chikorita boxset 4 waitfanfare #raw 68 setflag 0x800 message $NameChick $NameChick 1 = Would You like to give Chikorita a name? boxset 5 compare LASTRESULT 1 if b_False goto $GiveDex Namepokemon setflag 0x203 goto $GiveDex end #org $StartShrew checkflag 0x800 if B_True goto $NoBall message $Shrew $Shrew 1 = SandShrew!\lDesert Mole.\pTake the Sandshrew? boxset 5 compare LASTRESULT 1 if B_False goto $PutBack givepokemon 27 5 0 nop nop fanfare 0x13a message $GotChick $GotShrew 1 = You Recieved a Sandshrew boxset 4 waitfanfare #raw 68 setflag 0x800 message $NameShrew $NameShrew 1 = Would You like to give Sandshrew a name? boxset 5 compare LASTRESULT 1 if b_False goto $GiveDex Namepokemon setflag 0x204 goto $GiveDex end #org $StartWing checkflag 0x800 if B_True goto $NoBall message $Wing $Wing 1 = Wingull!\lThe Ocean Bird.\pTake the Wingull? boxset 5 compare LASTRESULT 1 if B_False goto $PutBack givepokemon 152 5 0 nop nop fanfare 0x13a message $GotGull $GotGull 1 = You Recieved a Wingull boxset 4 waitfanfare #raw 68 setflag 0x800 message $NameGull $NameGull 1 = Would You like to give Wingull a name? boxset 5 compare LASTRESULT 1 if b_False goto $GiveDex Namepokemon setflag 0x205 goto $GiveDex end #org $GiveDex setflag 0x801 message $Pokedex $Pokedex 1 = I hope You like your new pokemon.\pWhile your on your journeys I have\la favour to ask you.\pProf OAK and I are trying to make an\lindex of everything pokemon.\pTake this pokedex with you and it\lwill log all the pokemon you see and catch.\pIt would greatly help our studies! boxset 6 fanfare 0x13a message $GotDex $Gotdex 1 = You got the Pokedex! boxset 4 waitfanfare #raw 68 end #org $PutBack message $PutBack $PutBack 1 = You put the pokeball back. boxset 6 end #org $NoBall message $Lastball $Lastball 1 = You already have your pokemon.\nDont be so greedy! boxset 6 Now just in case I'm doing anything wrong I'll tell you what I did and please check if there are any mistakes 1. compiled script, burned it to rom etc 2. under Advance Map I put in the offset values. For each pokeball I gave the numver next to the start value- there was $startchick, $startshrew, and $startwing 3. For the vanishing sprite I gave each pokeball an ID number; 203, 204, 205 That's the script and what I did, so if you see any errors in here, please let me know. - Thanks in advance |
I have a problem myself....
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All right, lets see... That should be all your problems fixed except the safari one. I have no idea what could be causing that. Try using a different script editor like PKSV or XSE. Quote:
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this is so close to working...
I figured out how to change the Safari thing, I had to change the corresponding checkflag and setflags to 0X828 However, if I refuse the offer to take a pokemon, the game freezes If I answer yes to "Would you like to give a name to your pokemon", the nickname does not work and I do not get a Pokedex. Also I'm not sure how to make the vanishing scripts work, I put 203, 204, 205 For the Person ID of each corresponding pokeball Script #org $StartChik checkflag 0x828 if B_True goto $NoBall message $Chick $Chick 1 = Charmander!\lThe Lizard Pokemon\pTake the Charmander? boxset 5 compare LASTRESULT 0x0 if B_False goto $PutBack givepokemon 4 5 0 nop nop fanfare 0x13a message $GotChick $GotChick 1 = You Recieved a Charmander! boxset 4 waitfanfare #raw 68 setflag 0x828 setflag 0x203 message $NameChick $NameChick 1 = Would You like to give \pCharmander a name? boxset 5 compare LASTRESULT 0x1 if 0x0 goto $GiveDex compare LASTRESULT 0x1 if 0x1 goto $name end #org $name call 0x1A74EB goto $GiveDex end #org $StartShrew checkflag 0x828 if B_True goto $NoBall message $Shrew $Shrew 1 = Squirtle!\lThe Turtle Pokemon\pTake the Squirtle? boxset 5 compare LASTRESULT 0x0 if B_False goto $PutBack givepokemon 7 5 0 nop nop fanfare 0x13a message $GotChick $GotShrew 1 = You Recieved a Squirtle! boxset 4 waitfanfare #raw 68 setflag 0x828 setflag 0x204 message $NameShrew $NameShrew 1 = Would You like to give \pSquirtle a name? boxset 5 compare LASTRESULT 0x1 if 0x0 goto $GiveDex compare LASTRESULT 0x1 if 0x1 goto $name end #org $StartWing checkflag 0x828 if B_True goto $NoBall message $Wing $Wing 1 = Bulbasaur!\lThe Seed Pokemon\pTake the Bulbasaur? boxset 5 compare LASTRESULT 0x0 if B_False goto $PutBack givepokemon 1 5 0 nop nop fanfare 0x13a message $GotGull $GotGull 1 = You Recieved a Bulbasaur! boxset 4 waitfanfare #raw 68 setflag 0x828 setflag 0x205 message $NameGull $NameGull 1 = Would You like to give \pBulbasaur a name? boxset 5 compare LASTRESULT 1 if b_False goto $GiveDex compare LASTRESULT 0x1 if 0x0 goto $GiveDex compare LASTRESULT 0x1 if 0x1 goto $name end #org $GiveDex setflag 0x829 message $Pokedex $Pokedex 1 = I hope You like your new pokemon!\pWhile your on your journeys I have\la favour to ask you.\pWe are trying to make an\lindex of everything pokemon.\pTake this pokedex with you and it\lwill log all the pokemon you see and catch.\pIt would greatly help our studies! boxset 6 fanfare 0x13a message $GotDex $Gotdex 1 = You got the Pokedex! boxset 4 waitfanfare #raw 68 end #org $PutBack message $PutBack $PutBack 1 = You put the pokeball back. boxset 6 end #org $NoBall message $Lastball $Lastball 1 = You already have your pokemon.\nDont be so greedy! boxset 6 end |
can someone make a script where u dont have to capture a pokemon to complete a pokedex entry, you only have to meet it in battle.
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I decided to make a custom pokemon Center script, where the nurse checks to see if you have pokemon, then she takes them, heals them, gives them back, and does the "^_^" face. The script works up until the animation of the ^_^ face, I think I have to make sure the script points at her, but I dont know what to put...
.......................Here applymovement 0x0 @XXXXXX I try making it the same person event # as her (she is the first person on the map, so 0x1, right? this is my problem... help?) Where is my whole script, it is for starting towns with pokemon centers in them, you can use it if you give me, 0m3GA ARS3NAL, credit in the credits of your hack. (Change the Dynamic offset of course, hehe! Spoiler:
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alright! everything is working except for vanishing sprites....they only vanish after i exit the room and enter again....
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Hey i am making a script using the Setmaptile command how do you get the map to reset, i used the special 0x8E, i think that is just for FR, i need this for a script in Emerald. Is the "special" value for reset different for emerald, and if so what is it? I tried searching for a setmaptile script already in the game(like in the elite 4 rooms) but i dont see any special command, does anyone know what it is?
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It keeps saying "unknown keyword &h1 at line 13"
can anyone help? Code:
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This script is missing a lot. Wheres the animation, healing place, sound etc. Quote:
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ok... i made the script, to fight with lugia... like legendary pokemons. It work perfectly until when it goes into battle it turns to black screen and never battles
here's the script: #org $lugia lock faceplayer checkflag 0x200 if b_true goto $done cry 0xA1 249 pause 0x38 message $1 boxset 6 wildpokemon 249 70 1 setflag 0x200 release end #org $1 $1 1 = GYAOOOO!!!! #org $done release end |
It should be wildbattle, not wildpokemon. It should work then I believe.
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Still not working.. with wildbattle the screen wont even go black.. o.O
If screen turning black is a good thing... |
@ iammiho...
it worked fine in my case... maybe you have already used 200 as a flag. Code:
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How do you get level scripts to work, i am using the "setmaptile" option with this script
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Here are the first and third script if you dont understand what i am talking about Spoiler:
Back to what i was talking about, when i enter the map the tiles dont change... BTW i am using XSE, and AMap 1.92 |
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And 0x1 and B_true i thought were the same thing, because when i talk to the Hiker(3rd script) he does the correct message that he is supposed to do after flag 201 is set.............but in the meantime i will try it with your change EDIT: no dice Dshaya...still doesnt work |
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Isnt XSE, the same as Pokescript cept the difference is @ for XSE ans $to Pokescript? |
No.
XSE has more commands so you don't have to learn all the #raw's that Pokescript didn't have. Also, XSE tells you when there's something wrong with the script BEFORE you compile. |
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Pokescrpt does show if you make errors. You just have to look through the log. The only major difference I've found, is the compiling speeds. XSE has a much faster compilation speed than pokescipt, and a working decompiling function. |
I said "Before compiling".
XSE doesn't let you compile if there are blatant errors. |
why wont this wildbattle script on XSE work?
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after this ill move to the script thread
so if i change $ to @ it will work? |
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refer to darth's tutorial or seth's tutorial... |
Most likely yes.
I have a problem. I have this script: Code:
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and are using a decompiling script? O_o |
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hey, anyone know what is wrong with this script? :/
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Why do you need that checkflag?
O.o Anyway, if it only freezes, it's probably the script tile. On the script tile, put Unknown 0003 and Var Number 5040. Ryousha, I copied that out of XSE. After it got decompiled, I added that part... Hmm...I should never trust FSF again. It said there was 4000 bytes of free space. And it still says there's over 2000! :D |
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FSF is bad, cause you can find a space that doesnt really have space and overwrite something important like the battle system(I accidently erased it on Dark Era, good thing I backed up.) |
Heh. Me too. Well, until 3 days ago. When I forgot.
Nope, Ryousha, the thing doesn't work. Repointed it into free space (after 800000) and it still reverts. EDIT: I accidentally put it into used space. And it screwed up your house. Luckily, I have a backup with the script unreverted and all. Now I just have to remap Viridian Forest and Pewter City. Damn. |
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Shinies?
Alright, I have searched around and around and it seems that there are some example scripts for shiny pokemon and i can not seem to find a decent one.
I'm using XSE and the shiny hack maker. I have basic (very basic) scripting knowledge and have tried to use pokescript, scripted, pksv, and countless others with out luck. XSE is what I've been using for all of my beginner scripting and I wouldn't like to stop and try to learn a new or slightly different scripting language. So what I'm asking for is a guide for shiny pokemon, telling me what the shiny hack generator does and what I'm calling when I use the callasm function or whatnot on XSE. An example of a question would be: Is it calling on the alternate pallet of that specific pokemon or just giving sort of an alternate pallet function? So please, if any of the scripting gods lurking around the forums want to give an in depth guide on shinies and what is actually going on, it would be much appreciated. |
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callasm is like the call command, only callasm, brings up a custom function (One that isn't originally part of the ROM [an extreme example would be the "Day and night" function]) The action of fighting a shiny pokemon is not part of the original game, and is usually a random event, but using the shiny hack maker inserts a special script that calls forth a shiny pokemon. I do not know how to use the shiny hack maker, and would like to know how as well, thank you. |
I have a few scripting questions relating to time. I'm no n00b to hacking or scripting (since I'm not far from becoming an advance scripter). I'm wondering....
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I think there's boxset 2 aka msgbox2. It's used for multiple choice. Zel did something with how many steps you take. There's probably a way to do it with level scripts as well.
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Thanks megiddo that is what i was looking for =]
Now for my next question how do i make it so at least one of your pokemon have to know a move to do something. Like HMs. How do i make it so that your Pokemon has to know like uhm...Water Spout to do something..that would work like a check attack (which im pretty sure that command doesnt exist) |
There is a raw for that. #raw 0x7C 0x01 0x00 The last two values are the attack value reversed. That's pound. You can find a table here
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Can you tell me about "cleartrainer flag"?
And What is flags which make HM can use outside Battle? (Ruby Version) |
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Clear trainer flag allows you to battle a trainer again. The flag list for hm use aka badges' flags can be found in thethethethe's tutorial.
QM - Use this compare LASTRESULT 0x06 if 1 call $ That makes it goto $ if none of your pokes have the attack. |
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Well if you use 0x05 I think it'll only check your last pokemon for the move.
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ppl i'm trying to learn how to script but i dont know a thing. seriously. i opened some scripting tutorials here at pc's and i felt like spinda. my question is: can u point me to the most rookie-friendly around, or at least give me some starter tips to at least understand the tutorials?
tkx i have alredy downloaded XSE |
I need some help with this script.
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The entire script works fine, but the Pokemon u get is Spheal, when it's supposed to be Cyndaquil. How do I fix this? :\ |
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Find Cyndaquils National Dex number then put it in hex, then replace the 155 replace 155 with 9B |
#dynamic 0x8036DB
#org @start checkflag 0x828 if 0x1 goto @youpass if 0x0 goto @move end #org @youpass lock faceplayer msgbox @ok boxset 0x6 release end #org @move applymovement 0x2 @move1 pausemove 0x0 msgbox @goaway boxset 0x6 applymovement 0xFF @move2 pausemove 0x0 release end #org @ok = I see you have a pokemon!\nYou can pass. #org @goaway = I'm sorry.\pYou don't have a pokemon.\pYou need a pokemon for protection.\pGo to the Academy\nto get your pokemon.\pYou'll have to talk to\nthe battle instructor. #org @move1 #raw 0x03 0xFE #org @move2 #raw 0x1E 0xFE I can't get it to work. The thing just freezes when I step on this script's tile. Could somebody tell me what's wrong with it? BTW I use XSE for those of you that don't know that. |
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Also, don't use "\p" all the time.
"\l" means the same thing as "\p" |
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#Dynamic 0x80410F
#org @start lockall msgbox @1 special 0x113 applymovement 0x7F @move waitmovement 0x0 special 0x114 releaseall end #org @move #define #raw 0x11 0x11 x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x12 0x12 0x12 0x12 0x12 0x12 0x12 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x12 0x12 0x12 0x12 0x12 0x12 0x12 0xFE #org @1 = This is Ivy's house.\pThe warped is glitched. |
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Ur supposed to set the 4050 under the VAR NUMBER in A-Map. |
4050?
Hmm...I use 5040 and 0003. :\ |
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I have a question I don't think has been asked before...
And I couldn't tell if this was script help, or a simple question, since it is kinda both... Is it possible to link together scripts, by making an applymovement script step on another script. For instance (Just going to use a section of script as example) Code:
This script would make the player move one space left. If the tile this script makes the player step on another script, will the other script activate, or will I need to move off of it, then onto it? |
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Can you tell me about "spritebehave"?
EX: spritebehave 0x2 0x8 I known that commnand will change a behaviour of a sprite, but i don't know about 0x8? and can you explain me with 0x7, 0x11....? And i need script offset of HM Fly, Flash, WAterfall, Dive and Surf in Ruby? Do you know? |
What do you mean by the offsets?
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you have probably got tired of reading long tutorials, but you need to be patient and read the whole guide for you to script easily. also, it doesn't matter what mapping tool you are using. the important thing is what scripting tool you are using. if you are using pokescript, I suggest you look again in the documents and tutorials and look for thethethethe's scripting tutorial. if you are using XSE, then there are tutorials there as well... i don't use XSE so I don't know which tutorials are easy to understand. hope that helps. good luck with your hack, btw~ |
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If I use two applymovement commands at the same time, will both of them run at the same time, like a following thing? (Example of my script...) Code:
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Pokemon Event
Can someone help me so I can change the highlighted part of this script so I can fight any pokemon I want like rayquaza
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I know how to change to anybody as far as celebi but I want a Rayquaza event for my hack. If someone could post a link with the hex number for pokemon 252-386 i would be very happy |
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Just use the scientific mode on the calculator, this isnt that difficult, and Rayquazas Hex number is 182(if he is # 386 i am not for sure) And to what i need help with i made a movement script. It works just fine, but i wanted it to activate after you recieved the Regional Pokedex from prof birch. And Wah said the flag for Emeralds Regional Dex is 861, so i added that but when i step on the tiles the script doesnt activate, i tested it without the Dex flag and it worked but when i insert the flag, it doesnt activate Here is the map(the green tiles are the scripts) http://www.pokecommunity.com/attachment.php?attachmentid=42084&stc=1&d=1216597787 and here is the script Code:
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that is because your script works perfectly fine. :\
in your script, you put there that if you have the national dex, the script goes to #org @end, which only has release and end. :\ or I might be wrong. what does 0x0 mean? is it a yes or a no? |
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0x0 means no 0x1 means yes, i want the script to start only after you get the regular dex, then after you try to leave one of the aids walks up to you anf gives the ND to you. The 861 flag tells it to anly activate AFTER you get the regular dex, and the second flag makes the event only happen once. |
Some help :/
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http://i165.photobucket.com/albums/u54/Ooka_100/error-1.png (I only recently started hacking again xD) |
If this a regular tile script, I don't know what's up. If this is a level script, goto the grayed out offset in a hex editor you should see something like 00variablevalue8008 and if there's FFFF after the 08, put 0000.
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I need help with a script so that a man gives you a shiny Eevee level 70. I tried this on Emerald, and the game crashed. If anyone could help me, I would greatly appreciate it. Thanks!
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I cannot add the shiny part, so there's where I need help with. Here is the script:
#Dynamic 0x800000 #org @start lock faceplayer checkflag 0x828 if 0x0 goto @give if 0x1 goto @sry release end #org @give givepokemon 0x85 0x46 0x0 0x0 0x0 0x0 fanfare 0x13E waitfanfare setflag 0x828 message @yay boxset 6 release end #org @sry message @sorry boxset 6 end #org @yay = You got Eevee! #org @sorry = Eevee can evolve into 5 \ndifferent forms. |
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The shiny part is easy with the tools that are out now. Look in ZodiacDaGreat's thread. It'll explain.
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It's a regular tile script :/
I'm stumped... |
Hmmm...I have no idea what to do... hmmmm... x.x
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Did the way to write applymovement change from Pokescript to XSE?
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for instance, this is a simple applymovement command in pokescript... applymovement 0xXX $move but XSE is applymovement 0xXX @move not much of a difference Now for my question... I noticed the "cry" command is different in pokescript than it is in XSE, Cry in pokescript is made out as: command bank pokemon cry 0xa1 0x6 (this is a charizard cry) but an XSE script for cry is different... Command pokemon effect? cry 0x19 0x?? (this would be a pikachu if I knew what effect was...) What is the "Effect" ??? This is what XSE has in its "Command help" Spoiler:
If anyone can tell me what to put in the "Effect#" area, that would be great! TY in advanced |
I have a large XSE script (I'm having trouble switching from pokescript). Here it is:
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I know that the offset might be wrong but I can change that on my own. later |
Another question on shinies.
Since my last question wasn't answered, I've decided to get a shiny the hard way. Which is to just keep getting pokemon and hoping. So here's my questions:
1. Can a pokemon be shiny if it is given to you by a simple givepokemon script? 2. If I was to give myself 100 of the same pokemon in one script, would that count as 100 different chances to get a shiny or just 1 chance? 3a. Does the likelihood of a shiny rely of the Trainer ID? 3b. If so, does that mean it would be more likely to get a shiny if I keep restarting the game? 4. If I wrote a script up that gave me 5 different pokemon at once, would it be 5 different chances for a shiny or just 1 still? 5. Is there an easier way to specify the number of pokemon given then just repeating givepokemon 0x0 0x0 0x0 0x0 0x0 0x0 givepokemon 0x0 0x0 0x0 0x0 0x0 0x0 givepokemon 0x0 0x0 0x0 0x0 0x0 0x0 givepokemon 0x0 0x0 0x0 0x0 0x0 0x0? I'd also really appreciate if somebody could help me out with the shiny hack creator. I understand what callasm means at this point and how it all works, but I cannot seem to get a script working in XSE. If someone could write up a sample script it would help all of us newbies. |
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1.yes 2.the odds are way bigger than that and the program doesn't work like that 3.IDK 4.still one 5.yep I think you have to do that okay if you're trying to get a shiny pokemon look at thethethethe's scripting tutorial it says something about making shiny pokemon at the bottom. |
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1. Yes 2. Probably 100 different chances of 1/1892 chance of getting a shiny. 3. Dunno 4. 5? 5. Probably like that...Normally you don't get more than one Pokemon at a time... |
for some reason whene i try burnig any script it says it has to be pushed can some one help with this
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for instance, you wrote... Code:
or you can be misspelled it... Code:
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hi to all i have made a trainer battle and after you beat him he gives you a pokemon but i have inserted the script and wen i talk to event the game freezes
can anyone help here is the script: #org $go checkflag 0x820 if 0x1 goto $done trainerbattle 1 0x001 $before $after $further end #org $done message $beaten boxset 6 release end #org $before $before 1 = Hey,\nlet's battle! #org $after $after 1 = I......\nI.......\pI.....\nlost!!!!! #org $beaten $beaten 1 = You already won, why are you\nstill here?! #org $further lock faceplayer checkflag 0x232 if B_true gosub $gotit message $hi boxset 6 setflag 0820 release end #org $gotit givepokemon 150 50 1 message $got boxset 6 return #org $hi $hi 1 = Here is your reward\nfor winning.\pThat is MEWTWO,\ntake a care of him. #org $got $got 1 = \c\h01\h02You received a MEWTWO!!! thanks!!! |
Not your usual post for this thread.
For once, its not just the usual "i have this script that won't work". This time, I need to know how to make a certain kind of script. It's not that I can't do it, I just have no idea how to even make it. The script goes:
1. Message: Pokemon Center Staff-- We are currently closed. Please come back later. And then you get a pokemon. 2. Warp: (to the inside) (they're open after you get a pokemon) I know there is probably a simple answer out there, but I don't know what it is. Any ideas welcome. EDIT: 1500th POST!!!!!! (in this thread, not my post count) |
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Can someone tell me whats wrong with this script? The person doesn't talk, and whenever I try to talk to him the givepokemon repeats... |
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