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-   -   [Archive] Script help thread (https://www.pokecommunity.com/showthread.php?t=120081)

Ninja Caterpie July 11th, 2008 2:43 AM

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:

fanfare 0x13E
message @pointer (You got Totodile!)
boxset 4
waitfanfare
#raw 0x68
setflag 0x828
message @nickname (Would you like to give it a nickname)
boxset 5
compare LASTRESULT 0x1
if b_true gosub @name
message @care (Take care of Totodile!)
boxset 6

#org @name
call 0x1A74EB
return



toolTRA July 11th, 2008 12:11 PM

Ok, it works (for the most part) now, but afterwards, I don't have an Eevee.-


Code:

#Dynamic 0x26D429

#ORG @begin
Lock
FacePlayer
checkflag 0x200
If B_TRUE goto @done
message @starter
boxset 6
message @Ok
BoxSet 5
compare LASTRESULT 1
If B_false goto @comeon
message @good
BoxSet 6
#define givepokemon 133 5 0 0x0 0x0 0x0
setflag 0x200
setflag 0x828
message @gotit
boxset 6
message @namepok
boxset 5
compare LASTRESULT 1
If B_false goto @done
message @done
Release
End

message @comeon
BoxSet 0x6
goto @Ok

message @done
BoxSet 6
Release
End

#ORG @starter
= Prof. Maple: Ah my dear boy, I've\nbeen looking for \pyou. I have a favor to ask of you.\nI want you to have a pokemon,\pand make a complete list of\nPokemon for me using a poke dex.\pI will give you a\nPokemon for a partner.

#ORG @Ok
= How about it?

#ORG @good
= Wonderful!

#ORG @comeon
= Oh?\p Don't you want to follow in your\nfather's footsteps?

#ORG @done
= Go out and make us all proud

#ORG @gotit
=You received the Eevee!

#ORG @namepok
= Would you like to give a name to\n your new Eevee?



Ninja Caterpie July 11th, 2008 4:14 PM

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:

fanfare 0x13E (The got a Pokemon music)
message @gotit (points to You got the Eevee!)
boxset 4
waitfanfare
#raw 0x68
setflag 0x828


Then, make the LASTRESULT "if B_true" gosub @name

And add this after the script:

Code:

#org @name
call 0x1A74EB
return



Thrace July 11th, 2008 5:31 PM

Quote:

Originally Posted by dark lakitu (Post 3746367)
Great.
I added it, repointed it, but it ends after the trainer battle...

I have a question, if you use flags to hide sprites, are those flags set forever? (If you want the guy to stay hidden forever, that is)

Hmm...I shouldn't trust FSF anymore... -opens Cygnus Hex Editor-

Sorry didn't see that you had another question.
To continue after a trainer battle you need:
Code:

trainerbattle 0x1 0x[trainer] 0x0 ...


Quote:

Originally Posted by 12345 (Post 3746521)
How can I change font text in Ruby?

You have to change it in TLP or TileMolestor. Try PMing Diggeh I think he knows the offsets.

Quote:

Originally Posted by Seth the ROM master (Post 3746544)
(As the title cleary states). I wanted to make a script where somebody gives you a totodile. Tell me what's wrong.

#Dynamic 0x3B4EB4

#org @start
lock
faceplayer
checkflag 0x201
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 0x4 0x5 0x0
message @3
boxset 6
setflag 0x201
release
end

#org @1
= Hello \v\h01!\nI'd like you to do something for me.\pWill you do it?

#org @2
= That's okay.\pMaybe I can find someone\nelse to do it.

#org @3
= Sorry.\nThat was my last pokemon!

Not sure if dark Lakitu answered this but I just noticed that you need 0x0 0x0 0x0 after the givepokemon.

Quote:

Originally Posted by toolTRA (Post 3747873)
Ok, it works (for the most part) now, but afterwards, I don't have an Eevee.-


Code:

#Dynamic 0x26D429

#ORG @begin
Lock
FacePlayer
checkflag 0x200
If B_TRUE goto @done
message @starter
boxset 6
message @Ok
BoxSet 5
compare LASTRESULT 1
If B_false goto @comeon
message @good
BoxSet 6
#define givepokemon 133 5 0 0x0 0x0 0x0
setflag 0x200
setflag 0x828
message @gotit
boxset 6
message @namepok
boxset 5
compare LASTRESULT 1
If B_false goto @done
message @done
Release
End

message @comeon
BoxSet 0x6
goto @Ok

message @done
BoxSet 6
Release
End

#ORG @starter
= Prof. Maple: Ah my dear boy, I've\nbeen looking for \pyou. I have a favor to ask of you.\nI want you to have a pokemon,\pand make a complete list of\nPokemon for me using a poke dex.\pI will give you a\nPokemon for a partner.

#ORG @Ok
= How about it?

#ORG @good
= Wonderful!

#ORG @comeon
= Oh?\p Don't you want to follow in your\nfather's footsteps?

#ORG @done
= Go out and make us all proud

#ORG @gotit
=You received the Eevee!

#ORG @namepok
= Would you like to give a name to\n your new Eevee?



What is that define for? You need to delete it.

.Seth July 11th, 2008 6:49 PM

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!

ZAkattack July 11th, 2008 10:44 PM

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

Ninja Caterpie July 12th, 2008 4:12 AM

Quote:

Originally Posted by Seth the ROM master (Post 3749057)
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!

Where does it say it's wrong? Cos on XSE, it'll tell you the line that has the problem...
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.

Thrace July 12th, 2008 5:17 AM

Quote:

Originally Posted by ZAkattack (Post 3749553)
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
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




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

There might be some more errors, I'm not sure its a late. Try it for now.

ZAkattack July 12th, 2008 12:17 PM

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



Ninja Caterpie July 12th, 2008 5:26 PM

I have a problem myself....
Code:

'-----------------------
#org 0x328427
checkflag 0x200
if 0x1 goto 0x832847A
msgbox 0x83284EA '"Get out of my way!"
callstd 0x6
applymovement MOVE_PLAYER 0x83284DD
applymovement 0x3 0x83284E1
waitmovement 0x0
setflag 0x200
trainerbattle 0x1 0x35 0x1 0x83284FE 0x8328532 0x832865C
end

'-----------------------
#org 0x32847A
end

'-----------------------
#org 0x32865C
msgbox 0x8328759 '"Grr..."
fadescreen 0x1
hidesprite 0x3
setflag 0x201
fadescreen 0x0
msgbox 0x832860F '"What's this? \n He must have droppe..."
end

'-----------
' Movements
'-----------
#org 0x3284DD
#raw 53 'Jump in Place (Facing Up)
#raw 0 'Face Down
#raw FE 'End of Movements

#org 0x3284E1
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw FE 'End of Movements

'---------
' Strings
'---------
#org 0x3284EA
= Get out of my way!

#org 0x3284FE
= Move it! \nHuh? \pYou want to stop me? \pBuahaha!!

#org 0x328532
= Argh! You beat me!

#org 0x328759
= Grr...

#org 0x32860F
= What's this? \n He must have dropped it... \pI better take it to April.


It never shows "Grr" and, when it disappears, he reappears where he was!

score_under July 13th, 2008 1:04 AM

Quote:

Originally Posted by dark lakitu (Post 3751959)
I have a problem myself....
Code:

'-----------------------
#org 0x328427
checkflag 0x200
if 0x1 goto 0x832847A
msgbox 0x83284EA '"Get out of my way!"
callstd 0x6
applymovement MOVE_PLAYER 0x83284DD
applymovement 0x3 0x83284E1
waitmovement 0x0
setflag 0x200
trainerbattle 0x1 0x35 0x1 0x83284FE 0x8328532 0x832865C
end

'-----------------------
#org 0x32847A
end

'-----------------------
#org 0x32865C
msgbox 0x8328759 '"Grr..."
fadescreen 0x1
hidesprite 0x3
setflag 0x201
fadescreen 0x0
msgbox 0x832860F '"What's this? \n He must have droppe..."
end

'-----------
' Movements
'-----------
#org 0x3284DD
#raw 53 'Jump in Place (Facing Up)
#raw 0 'Face Down
#raw FE 'End of Movements

#org 0x3284E1
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw FE 'End of Movements

'---------
' Strings
'---------
#org 0x3284EA
= Get out of my way!

#org 0x3284FE
= Move it! \nHuh? \pYou want to stop me? \pBuahaha!!

#org 0x328532
= Argh! You beat me!

#org 0x328759
= Grr...

#org 0x32860F
= What's this? \n He must have dropped it... \pI better take it to April.


It never shows "Grr" and, when it disappears, he reappears where he was!

Make sure you have set his Person ID (just under Script Offset in Advancemap) to 0201.

Thrace July 13th, 2008 2:07 AM

Quote:

Originally Posted by ZAkattack (Post 3751029)
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
setflag 0x203
message $NameChick
$NameChick 1 = Would You like to give Chikorita a name?
boxset 5
compare LASTRESULT 0x1
if 0x0 goto $GiveDex
compare LASTRESULT 0x1
if 0x1 goto $name

end

#org $name
namepokemon
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
setflag 0x204
message $NameShrew
$NameShrew 1 = Would You like to give Sandshrew a name?
boxset 5
compare LASTRESULT 0x1
if 0x0 goto $GiveDex
compare LASTRESULT 0x1
if 0x1 goto $name

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
setflag 0x205
message $NameGull
$NameGull 1 = Would You like to give Wingull 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 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
end


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

*grumble* hates first pokemon scripts *grumble*

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:

Originally Posted by dark lakitu (Post 3751959)
I have a problem myself....
Code:

'-----------------------
#org 0x328427
checkflag 0x200
if 0x1 goto 0x832847A
msgbox 0x83284EA '"Get out of my way!"
callstd 0x6
applymovement MOVE_PLAYER 0x83284DD
applymovement 0x3 0x83284E1
waitmovement 0x0
setflag 0x200
trainerbattle 0x1 0x35 0x1 0x83284FE 0x8328532 0x832865C
end

'-----------------------
#org 0x32847A
end

'-----------------------
#org 0x32865C
msgbox 0x8328759 '"Grr..."
fadescreen 0x1
hidesprite 0x3
setflag 0x201
fadescreen 0x0
msgbox 0x832860F '"What's this? \n He must have droppe..."
end

'-----------
' Movements
'-----------
#org 0x3284DD
#raw 53 'Jump in Place (Facing Up)
#raw 0 'Face Down
#raw FE 'End of Movements

#org 0x3284E1
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw FE 'End of Movements

'---------
' Strings
'---------
#org 0x3284EA
= Get out of my way!

#org 0x3284FE
= Move it! \nHuh? \pYou want to stop me? \pBuahaha!!

#org 0x328532
= Argh! You beat me!

#org 0x328759
= Grr...

#org 0x32860F
= What's this? \n He must have dropped it... \pI better take it to April.


It never shows "Grr" and, when it disappears, he reappears where he was!

Uhhh... I think his problem is that he doesn't have boxset 6 after the message.

ZAkattack July 13th, 2008 7:37 AM

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




Lucario'sShadow July 13th, 2008 10:08 AM

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.

Thrace July 13th, 2008 5:22 PM

Quote:

Originally Posted by ZAkattack (Post 3753251)
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 0x1 gosub $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 gosub $GiveDex
compare LASTRESULT 0x1
if 0x1 gosub $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 0x1 gosub $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 gosub $GiveDex
compare LASTRESULT 0x1
if 0x1 gosub $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 gosub $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 gosub $GiveDex
compare LASTRESULT 0x1
if 0x1 gosub $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




Ahh I see I thought you were hacking R/S. I used to have a problem with goto so I started using gosub instead and it worked for me. It might work for you as well. gosub is pretty much the same as goto the only difference being that you can return from it (like call).

Quote:

Originally Posted by Lucario'sShadow (Post 3753585)
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.

I've come across this before but I'm not 100% sure what it is. I believe you have to set a variable the number of a pokemon then use a special. I have no idea what they are though, sorry.

0m3GA ARS3NAL July 14th, 2008 6:13 AM

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:
#dynamic 0x800000

#org @center
lock
faceplayer
message @welcome
boxset 6
countpokemon
compare LASTRESULT 0x1
if b_<< goto @needpoke
message @askheal
boxset 5
compare LASTRESULT 0x1
if b_true goto @heal
if b_false goto @nevermind
release
end

#org @needpoke
lock
faceplayer
message @sorry
boxset 6
release
end

#org @heal
lock
faceplayer
message @takingpoke
boxset 6
special 0x0
message @thankyou
boxset 6
applymovement 0x1 @hee
waitmovement 0x0
release
end

#org @nevermind
lock
faceplayer
message @okthen
boxset 6
release
end

#org @welcome
= Oh, hello \ho1, how are you?\nDo you need anything?

#org @askheal
= Let me guess, you need to heal\n up your Pok\h1bmon, dont you?

#org @sorry
= Sorry, there is nothing I can\ndo, you have no Pok\h1bmon...

#org @takingpoke
= Ok, let me see your Pok\h1bmon.

#org @thankyou
= Ahh, all beter, here you go!\nThanks for stopping by!

#org @hee
#raw 66 fe

#org @okthen
= Oh, ok then, bye bye!

ZAkattack July 14th, 2008 6:33 AM

alright! everything is working except for vanishing sprites....they only vanish after i exit the room and enter again....

KhaosKnight July 14th, 2008 6:36 AM

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?

toolTRA July 15th, 2008 1:06 PM

It keeps saying "unknown keyword &h1 at line 13"

can anyone help?



Code:

#dynamic 0x6B0FD7

#org @main
lock
faceplayer
checkflag 0x800
#define if b_true goto @done
message @welcome
boxset 6
message @starter
boxset 5
compare LASTRESULT 0x1
if b_true goto @good
message @comeon
boxset 6
release
end

#org @good
givepokemon 133 5 0
fanfare 0x13E
message @received
boxset 4
waitfanfare
#raw 0x68
setflag 800
setflag 801
message @newname
compare LASTRESULT 0x1
if b_true gosub @name
message @go
boxset 6
release
end

#org @welcome
= Hello v\01! good of you to show up.\nI have a favor to ask you.\pI will give you a pokemon of your\nown only if you promise to\pfill up a pokedex, defeat your\nfather and carry on the family legacy.

#org @starter
= Will you help me?

#org @comeon
= Oh don't be like that!\n come back if you change your mind.

#org @received
= you received an Eevee\nand a Pokedex!

#org @newname
= Would you like to name\nyour Eevee?

#org @name
call 0x1A74EB
return

#org @go
= Ok, get out there and make\n a name for yourself.

#org @done
message @bye
boxset 6
release
end

#org @bye
= You still here?



Thrace July 15th, 2008 8:18 PM

Quote:

Originally Posted by 0m3GA AR$3NAL (Post 3756127)
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:
#dynamic 0x800000

#org @center
lock
faceplayer
message @welcome
boxset 6
countpokemon
compare LASTRESULT 0x1
if b_<< goto @needpoke
message @askheal
boxset 5
compare LASTRESULT 0x1
if b_true goto @heal
if b_false goto @nevermind
release
end

#org @needpoke
lock
faceplayer
message @sorry
boxset 6
release
end

#org @heal
lock
faceplayer
message @takingpoke
boxset 6
special 0x0
message @thankyou
boxset 6
applymovement 0x1 @hee
waitmovement 0x0
release
end

#org @nevermind
lock
faceplayer
message @okthen
boxset 6
release
end

#org @welcome
= Oh, hello \ho1, how are you?\nDo you need anything?

#org @askheal
= Let me guess, you need to heal\n up your Pok\h1bmon, dont you?

#org @sorry
= Sorry, there is nothing I can\ndo, you have no Pok\h1bmon...

#org @takingpoke
= Ok, let me see your Pok\h1bmon.

#org @thankyou
= Ahh, all beter, here you go!\nThanks for stopping by!

#org @hee
#raw 66 fe

#org @okthen
= Oh, ok then, bye bye!

You're supposed to put in here People Number.
This script is missing a lot. Wheres the animation, healing place, sound etc.

Quote:

Originally Posted by ZAkattack (Post 3756158)
alright! everything is working except for vanishing sprites....they only vanish after i exit the room and enter again....

You need to set the Person ID to the corresponding flags. So the ball that sets the flag 0x200 will have an ID of 0200

Quote:

Originally Posted by khaosknight1 (Post 3756163)
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?

I think it is special 0x91.

Quote:

Originally Posted by toolTRA (Post 3760490)
It keeps saying "unknown keyword &h1 at line 13"
can anyone help?
Code:

#dynamic 0x6B0FD7

#org @main
lock
faceplayer
checkflag 0x800
#define if b_true goto @done
message @welcome
boxset 6
message @starter
boxset 5
compare LASTRESULT 0x1
if b_true goto @good
message @comeon
boxset 6
release
end

#org @good
givepokemon 133 5 0
fanfare 0x13E
message @received
boxset 4
waitfanfare
#raw 0x68
setflag 800
setflag 801
message @newname
compare LASTRESULT 0x1
if b_true gosub @name
message @go
boxset 6
release
end

#org @welcome
= Hello v\01! good of you to show up.\nI have a favor to ask you.\pI will give you a pokemon of your\nown only if you promise to\pfill up a pokedex, defeat your\nfather and carry on the family legacy.

#org @starter
= Will you help me?

#org @comeon
= Oh don't be like that!\n come back if you change your mind.

#org @received
= you received an Eevee\nand a Pokedex!

#org @newname
= Would you like to name\nyour Eevee?

#org @name
call 0x1A74EB
return

#org @go
= Ok, get out there and make\n a name for yourself.

#org @done
message @bye
boxset 6
release
end

#org @bye
= You still here?



Why do you have a define? You need to delete that.

iammiho July 16th, 2008 8:36 AM

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

Megiddo-san July 16th, 2008 8:51 AM

It should be wildbattle, not wildpokemon. It should work then I believe.

iammiho July 16th, 2008 12:39 PM

Still not working.. with wildbattle the screen wont even go black.. o.O
If screen turning black is a good thing...

destinedjagold July 16th, 2008 3:25 PM

@ iammiho...
it worked fine in my case... maybe you have already used 200 as a flag.

Code:

#org $lugia
lock
faceplayer
checkflag 0x200
if b_true goto $done
cry 0xA1 249
pause 0x38
message $1
boxset 6
wildbattle 249 70 1
setflag 0x200
release
end

#org $1
$1 1 = GYAOOOO!!!!

#org $done
release
end


Watch This Video As Proof That The Script Works...

KhaosKnight July 16th, 2008 3:47 PM

How do you get level scripts to work, i am using the "setmaptile" option with this script

Code:

#Dynamic 0xDE5001
#org @main
checkflag 0x201
if B_true goto @change
release
end

#org @change
movesprite2 0x15 0x11 0x08
setmaptile 0x14 0x7 0x78 0x1
setmaptile 0x15 0x7 0x79 0x1
setmaptile 0x16 0x7 0x79 0x1
setmaptile 0x17 0x7 0x7A 0x1
setmaptile 0x14 0x8 0x189 0x0
setmaptile 0x15 0x8 0x189 0x0
setmaptile 0x16 0x8 0x189 0x0
setmaptile 0x17 0x8 0x189 0x0
setmaptile 0x14 0x9 0x3E 0x1
setmaptile 0x15 0x9 0x3E 0x1
setmaptile 0x16 0x9 0x3E 0x1
setmaptile 0x17 0x9 0x3E 0x1
setmaptile 0x14 0xA 0x1 0x0
setmaptile 0x15 0xA 0x1 0x0
setmaptile 0x16 0xA 0x1 0x0
setmaptile 0x17 0xA 0x1 0x0
return


I know the flag works because i have another script that uses it (i have 3 script[this one included] that all work together) so the 1st one sets the flag, the second one changes the map(this one), then the third is just a Hiker that tells you where to go

Here are the first and third script if you dont understand what i am talking about

Spoiler:


the first one

Code:

#Dynamic 0xDE5000
#ORG @begin
lock
faceplayer
checkflag 0x201
if B_true goto @continue
msgbox @oh
boxset 6
giveitem 0x10D 0x1 0x0
msgbox @wish
boxset 6
special 0x1F3
setflag 0x201
release
end
#org @continue
msgbox @please
boxset 6
setflag 0x201
release
end
#org @please
= Please hurry and deliver that\nbriefcase!!!!!
#org @oh
= Oh hi, i am a worker from A.Corp.\nand, i am...well...stuck! You see i\lhad to make an urgent delivery to\lSNOWPORT CITY, and in such a rush i\ljumped over this ledge and now i\lcant get back, i would go and\lfinish the delivery but a mountain\lis blocking the path on ROUTE 3.\lOhhh!!!! i dont know what to do...i\lam gonna get fired. Wait...can you\ldeliver this briefcase for me? It\lneeds to go to Garret's Shipyard in\lSNOWPORT CITY.\lYou will?! GREAT!!!! Here it is.
#org @wish
= I wish there was some way to repay\nyou for getting me out of this\ljam...wait is that a...yes it is,\lits a POKEDEX. Let me see\lit...Hmm...Hmm.....this pokedex is\lin a serious need of an upgrade.\lWait!! I have here A.Corp's latest\lupgrade. It will allow you to keep\ltrack of ALL the POKEMON in the\lCITRINE REGION.\l...inserting data disk\l...\l...processing\l...processing\l...\l...upgrading\l...\l...\lThere we go, all done. I hope you\lenjoy your new pokedex. Now please\lhurry and deliver that briefcase


the third

Code:

#Dynamic 0xDE5002
#ORG @begin
lock
faceplayer
checkflag 0x201
if B_true goto @continue2
checkflag 0x202
if B_true goto @continue
msgbox @Hey
boxset 6
setflag 0x202
release
end
#org @continue
msgbox @hey2
boxset 6
release
end
#org @continue2
msgbox @cleared
boxset 6
release
end
#org @hey
= Hey there m'lad. You see this here\nmountain, 'course ya do your not\lblind Hahahahaha, are you? Haha\ldidn't think so.\lWell i figured i would do a noble\ldeed and clear the path of this\lmountain so people can go to\lSNOWPORT CITY without having to\ltrek all the way up north.\lThis might take a while so come\lback later 'kay!?\l...\l...\l...\lWait just a second...your a POKEMON\lTRAINER, yup you sure are!\lHaha...wait, are you? Haha, thought\lso!\lWell since you are a TRAINER you\lshould go to the POKEMON GYM in\lSNOWBRINK CITY. Give the GYM LEADER\la challenge then come back, i think\li will have the path cleared by\lthen.\lYou know, a man in a green suit\lcame running over here a little\lwhile ago. He was muttering\lsomething about delivering a\lbriefcase. After he saw the\lmountain he said he was going back\lthrough SNOWBRINK to take the\lnorthern route to SNOWPORT. I hope\lhe knows you can't go back north\lthrough SNOWBRINK, there is a\lnasty little ledge separating it\lfrom ROUTE 15. Well better get to\lwork!\lOhhhhhhhhhh!!!!!!!!!!!!!!!!!\lA hikers life is the life for me\lYohoyohoyoho!!!!!!!!!
#org @hey2
= Hey there again m'lad. Still not\ndone workin' on this mountain. Give\lme a little more time. You should\lgo help that man in the green suit.\lOhhhhhhhhhhh!!!!!!!!!!!!!!\lA hikers life is the life for me...
#org @cleared
= Hey there m'lad, nice seein' you\nagain.\l Well i cleared the\lpassageway, so now you can go to\lSNOWPORT.




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

Thrace July 16th, 2008 3:57 PM

Quote:

Originally Posted by khaosknight1 (Post 3764354)
How do you get level scripts to work, i am using the "setmaptile" option with this script

Code:

#Dynamic 0xDE5001
#org @main
checkflag 0x201
if 0x1 goto @change
end

#org @change
movesprite2 0x15 0x11 0x08
setmaptile 0x14 0x7 0x78 0x1
setmaptile 0x15 0x7 0x79 0x1
setmaptile 0x16 0x7 0x79 0x1
setmaptile 0x17 0x7 0x7A 0x1
setmaptile 0x14 0x8 0x189 0x0
setmaptile 0x15 0x8 0x189 0x0
setmaptile 0x16 0x8 0x189 0x0
setmaptile 0x17 0x8 0x189 0x0
setmaptile 0x14 0x9 0x3E 0x1
setmaptile 0x15 0x9 0x3E 0x1
setmaptile 0x16 0x9 0x3E 0x1
setmaptile 0x17 0x9 0x3E 0x1
setmaptile 0x14 0xA 0x1 0x0
setmaptile 0x15 0xA 0x1 0x0
setmaptile 0x16 0xA 0x1 0x0
setmaptile 0x17 0xA 0x1 0x0
end


I know the flag works because i have another script that uses it (i have 3 script[this one included] that all work together) so the 1st one sets the flag, the second one changes the map(this one), then the third is just a Hiker that tells you where to go

Here are the first and third script if you dont understand what i am talking about

Spoiler:


the first one

Code:

#Dynamic 0xDE5000
#ORG @begin
lock
faceplayer
checkflag 0x201
if B_true goto @continue
msgbox @oh
boxset 6
giveitem 0x10D 0x1 0x0
msgbox @wish
boxset 6
special 0x1F3
setflag 0x201
release
end
#org @continue
msgbox @please
boxset 6
setflag 0x201
release
end
#org @please
= Please hurry and deliver that\nbriefcase!!!!!
#org @oh
= Oh hi, i am a worker from A.Corp.\nand, i am...well...stuck! You see i\lhad to make an urgent delivery to\lSNOWPORT CITY, and in such a rush i\ljumped over this ledge and now i\lcant get back, i would go and\lfinish the delivery but a mountain\lis blocking the path on ROUTE 3.\lOhhh!!!! i dont know what to do...i\lam gonna get fired. Wait...can you\ldeliver this briefcase for me? It\lneeds to go to Garret's Shipyard in\lSNOWPORT CITY.\lYou will?! GREAT!!!! Here it is.
#org @wish
= I wish there was some way to repay\nyou for getting me out of this\ljam...wait is that a...yes it is,\lits a POKEDEX. Let me see\lit...Hmm...Hmm.....this pokedex is\lin a serious need of an upgrade.\lWait!! I have here A.Corp's latest\lupgrade. It will allow you to keep\ltrack of ALL the POKEMON in the\lCITRINE REGION.\l...inserting data disk\l...\l...processing\l...processing\l...\l...upgrading\l...\l...\lThere we go, all done. I hope you\lenjoy your new pokedex. Now please\lhurry and deliver that briefcase


the third

Code:

#Dynamic 0xDE5002
#ORG @begin
lock
faceplayer
checkflag 0x201
if B_true goto @continue2
checkflag 0x202
if B_true goto @continue
msgbox @Hey
boxset 6
setflag 0x202
release
end
#org @continue
msgbox @hey2
boxset 6
release
end
#org @continue2
msgbox @cleared
boxset 6
release
end
#org @hey
= Hey there m'lad. You see this here\nmountain, 'course ya do your not\lblind Hahahahaha, are you? Haha\ldidn't think so.\lWell i figured i would do a noble\ldeed and clear the path of this\lmountain so people can go to\lSNOWPORT CITY without having to\ltrek all the way up north.\lThis might take a while so come\lback later 'kay!?\l...\l...\l...\lWait just a second...your a POKEMON\lTRAINER, yup you sure are!\lHaha...wait, are you? Haha, thought\lso!\lWell since you are a TRAINER you\lshould go to the POKEMON GYM in\lSNOWBRINK CITY. Give the GYM LEADER\la challenge then come back, i think\li will have the path cleared by\lthen.\lYou know, a man in a green suit\lcame running over here a little\lwhile ago. He was muttering\lsomething about delivering a\lbriefcase. After he saw the\lmountain he said he was going back\lthrough SNOWBRINK to take the\lnorthern route to SNOWPORT. I hope\lhe knows you can't go back north\lthrough SNOWBRINK, there is a\lnasty little ledge separating it\lfrom ROUTE 15. Well better get to\lwork!\lOhhhhhhhhhh!!!!!!!!!!!!!!!!!\lA hikers life is the life for me\lYohoyohoyoho!!!!!!!!!
#org @hey2
= Hey there again m'lad. Still not\ndone workin' on this mountain. Give\lme a little more time. You should\lgo help that man in the green suit.\lOhhhhhhhhhhh!!!!!!!!!!!!!!\lA hikers life is the life for me...
#org @cleared
= Hey there m'lad, nice seein' you\nagain.\l Well i cleared the\lpassageway, so now you can go to\lSNOWPORT.




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

Try that, the only change is in the setmaptile script.

KhaosKnight July 16th, 2008 4:20 PM

Quote:

Originally Posted by dshayabusa (Post 3764389)
Try that, the only change is in the setmaptile script.

Before i try that, i read in cooleys tut that explains level scripts and he said this

Quote:

Originally Posted by cooley (Post 3762834)
Yeah, sorry about that. I'll update the first post with how to fix this. You see, Advance map overwrites the values with 'FFFF'. Which is why most level scripts won't work if you do it through advance map. I'll update the first post with how to make a level script through XSE, or for those who don't like XSE, through hex. The only thing you'll need from A-map is the 'Professional Header' and the 'Map script offset' from it.

And i am using XSE and Amap, so is it me or XSE and AMap


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

Ryousha July 17th, 2008 2:33 AM

Quote:

Originally Posted by destinedjagold (Post 3765525)
you need to learn how to script.
script it.
refer to thethethethe's scripting tutorial...


Isnt XSE, the same as Pokescript cept the difference

is @ for XSE ans $to Pokescript?

Ninja Caterpie July 17th, 2008 2:37 AM

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.

Ryousha July 17th, 2008 3:08 AM

Quote:

Originally Posted by dark lakitu (Post 3765671)
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.

That's true. i guess, Pokescript is sort of similiar,

thethethethe July 17th, 2008 3:48 AM

Quote:

Originally Posted by dark lakitu (Post 3765671)
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.

XSE has more default commands. You can add commands to pokescript.
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.

Ninja Caterpie July 17th, 2008 3:52 AM

I said "Before compiling".
XSE doesn't let you compile if there are blatant errors.

code4242 July 17th, 2008 4:14 AM

why wont this wildbattle script on XSE work?

Code:

#org $start
lock
faceplayer
message $1
boxset 6
cry 0xA1 6
nop
nop
wildbattle 115 10 0x0
fadescreen 0
#raw 0x53 0x0F 0x80
setflag 0x200
release
end
#org $1
$1 1 =KANGASKHAN: Gaaaaaahhhh!



Ryousha July 17th, 2008 4:19 AM

Quote:

Originally Posted by code4242 (Post 3765898)
why wont this wildbattle script on XSE work?

Code:

#org $start
lock
faceplayer
message $1
boxset 6
cry 0xA1 6
nop
nop
wildbattle 115 10 0x0
fadescreen 0
#raw 0x53 0x0F 0x80
setflag 0x200
release
end
#org $1
$1 1 =KANGASKHAN: Gaaaaaahhhh!



thats a pokescript script.

code4242 July 17th, 2008 4:24 AM

after this ill move to the script thread

so if i change $ to @ it will work?

destinedjagold July 17th, 2008 4:28 AM

Quote:

Originally Posted by code4242 (Post 3765947)
after this ill move to the script thread

so if i change $ to @ it will work?

there is a tutorial on how to script with XSE.

refer to darth's tutorial or seth's tutorial...

Ninja Caterpie July 17th, 2008 4:29 AM

Most likely yes.
I have a problem.
I have this script:
Code:

#dynamic 0x2CA404

#org 0x2CA404
msgbox 0x82CA52C '"Get out of my way!"
callstd 0x6
applymovement MOVE_PLAYER 0x82CA56B
applymovement 0x3 0x82CA56F
waitmovement 0x0
trainerbattle 0x1 0x35 0x0 0x82CA576 0x82CA5D9 0x82CA76B

'-----------------------
#org 0x2CA76B
msgbox 0x82CA841 '"Damn! I'm leaving now."
fadescreen 0x1
hidesprite 0x2
setflag 0x200
fadescreen 0x0
message @huh
boxset 6
end

'-----------
' Movements
'-----------
#org 0x2CA56B
#raw 53 'Jump in Place (Facing Up)
#raw 0 'Face Down
#raw FE 'End of Movements

#org 0x2CA56F
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)

'---------
' Strings
'---------
#org 0x2CA52C
= Get out of my way!

#org 0x2CA576
= Move it! \nHuh? \pNo, of course I'm not hiding \nanything! \pWhat? You want to stop me? \pBuahaha

#org 0x2CA5D9
= Argh! You beat me!

#org 0x2CA841
= Damn! I'm leaving now.

#org 0x2CA883
= He dropped this... \pBetter take it to April!


But when it gets compiled it turns into this:
Code:

'-----------------------
#org 0x2CA404
msgbox 0x82CA52C '"Get out of my way!"
callstd 0x6
applymovement MOVE_PLAYER 0x82CA56B
applymovement 0x3 0x82CA56F
waitmovement 0x0
trainerbattle 0x1 0x35 0x0 0x82CA576 0x82CA5D9 0x82CA76B

'-----------------------
#org 0x2CA76B
msgbox 0x82CA841 '"Damn! I'm leaving now."

'-----------
' Movements
'-----------
#org 0x2CA56B
#raw 53 'Jump in Place (Facing Up)
#raw 0 'Face Down
#raw FE 'End of Movements

#org 0x2CA56F
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)

'---------
' Strings
'---------
#org 0x2CA52C
= Get out of my way!

#org 0x2CA576
= Move it! \nHuh? \pNo, of course I'm not hiding \nanything! \pWhat? You want to stop me? \pBuahaha

#org 0x2CA5D9
= Argh! You beat me!

#org 0x2CA841
= Damn! I'm leaving now.


The part after the "damn" message dissappears...

Ryousha July 17th, 2008 4:37 AM

Quote:

Originally Posted by dark lakitu (Post 3765961)
Most likely yes.
I have a problem.
I have this script:
Code:

#dynamic 0x2CA404

#org 0x2CA404
msgbox 0x82CA52C '"Get out of my way!"
callstd 0x6
applymovement MOVE_PLAYER 0x82CA56B
applymovement 0x3 0x82CA56F
waitmovement 0x0
trainerbattle 0x1 0x35 0x0 0x82CA576 0x82CA5D9 0x82CA76B

'-----------------------
#org 0x2CA76B
msgbox 0x82CA841 '"Damn! I'm leaving now."
fadescreen 0x1
hidesprite 0x2
setflag 0x200
fadescreen 0x0
message @huh
boxset 6
end

'-----------
' Movements
'-----------
#org 0x2CA56B
#raw 53 'Jump in Place (Facing Up)
#raw 0 'Face Down
#raw FE 'End of Movements

#org 0x2CA56F
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)

'---------
' Strings
'---------
#org 0x2CA52C
= Get out of my way!

#org 0x2CA576
= Move it! \nHuh? \pNo, of course I'm not hiding \nanything! \pWhat? You want to stop me? \pBuahaha

#org 0x2CA5D9
= Argh! You beat me!

#org 0x2CA841
= Damn! I'm leaving now.

#org 0x2CA883
= He dropped this... \pBetter take it to April!


But when it gets compiled it turns into this:
Code:

'-----------------------
#org 0x2CA404
msgbox 0x82CA52C '"Get out of my way!"
callstd 0x6
applymovement MOVE_PLAYER 0x82CA56B
applymovement 0x3 0x82CA56F
waitmovement 0x0
trainerbattle 0x1 0x35 0x0 0x82CA576 0x82CA5D9 0x82CA76B

'-----------------------
#org 0x2CA76B
msgbox 0x82CA841 '"Damn! I'm leaving now."

'-----------
' Movements
'-----------
#org 0x2CA56B
#raw 53 'Jump in Place (Facing Up)
#raw 0 'Face Down
#raw FE 'End of Movements

#org 0x2CA56F
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)

'---------
' Strings
'---------
#org 0x2CA52C
= Get out of my way!

#org 0x2CA576
= Move it! \nHuh? \pNo, of course I'm not hiding \nanything! \pWhat? You want to stop me? \pBuahaha

#org 0x2CA5D9
= Argh! You beat me!

#org 0x2CA841
= Damn! I'm leaving now.


The part after the "damn" message dissappears...

Sebbe once told me that you need to repoint cause that offset doesn't have enough space.

and are using a decompiling script? O_o

iammiho July 17th, 2008 10:52 AM

Quote:

Originally Posted by destinedjagold (Post 3764288)
@ iammiho...
it worked fine in my case... maybe you have already used 200 as a flag.

Code:

#org $lugia
lock
faceplayer
checkflag 0x200
if b_true goto $done
cry 0xA1 249
pause 0x38
message $1
boxset 6
wildbattle 249 70 1
setflag 0x200
release
end

#org $1
$1 1 = GYAOOOO!!!!

#org $done
release
end



sorry for all the troubles... it was only because i was using emerald rom.. i used ruby version and it worked perfectly.

Austinia July 17th, 2008 12:50 PM

hey, anyone know what is wrong with this script? :/

Quote:

#org $start
checkflag 0x828
if b_false goto $fin
if b_true goto $fin
release
end

#org $fin
message $1
boxset 6
applymovement 0xFF $move
pause 0x150
message $lalala
boxset 6
release
end

#org $1
$1 1 =You fell into a hole!

#org $move
#raw 0x60 0x61 0x65 0x58 0x58 0x58 0x58 0x58 0x58 0x58 0x58 0x58 0x58 0x33 0xFE

#org $lalala
$lalala 1 =Be more careful, that was close!
I'm trying to make it so when you land on a hole in the ice you disappear, reappear, and then jump around and finally slide out. Whats wrong with it? All it does is freeze.

Ninja Caterpie July 17th, 2008 5:27 PM

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

Ryousha July 17th, 2008 5:31 PM

Quote:

Originally Posted by dark lakitu (Post 3768144)
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

I use hex to find my free space :\

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.)

Ninja Caterpie July 17th, 2008 5:56 PM

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.

0m3GA ARS3NAL July 17th, 2008 6:17 PM

Quote:

Originally Posted by dshayabusa (Post 3761762)
You're supposed to put in here People Number.
This script is missing a lot. Wheres the animation, healing place, sound etc.

Well, That was my first script, I have gotten MUCH better at this whole "scripting" thing now, but I don't know how to make her turn to the side and make the animation of the pokeballs glowing from healing, or the screen behind her flash... To make her turn to the side, do I just use applymovement? or is there a "special 0xXX" command that I use, and the same question goes for the screen in that is behind her, and the flashing pokeballs... And for sound, I haven't ever used it before... I have a general idea though... I know that was alot to ask, but if you can help, that would be great! Also, sorry for mangling your quote...

Austinia July 17th, 2008 6:34 PM

Quote:

Originally Posted by dark lakitu (Post 3768144)
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

Thanks so muchh! That fixed it :)

nate443556 July 17th, 2008 9:19 PM

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.

0m3GA ARS3NAL July 18th, 2008 12:15 AM

Quote:

Originally Posted by nate443556 (Post 3768739)
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.

I would like to ask this same question.. I am sorry I cant give you much information, but I can tell you the definition of "callasm"

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.

Quilava's Master July 19th, 2008 6:07 AM

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....

Spoiler:
If I wanted to add a berry planting system...I know how to add a squirtbottle to the game and how to make it so that you have to use the squirtbottle. But now I'm wondering. How would it be so that when u use the squirtbottle you don't immediatly see the berry pop up instead you wait a while and the berry grows when you aren't there...idk if this is possible though I don't think its impossible. Bcuz I've seen Zel use time (with kurks balls) and I would like to know how he did this.


Spoiler:
next question. What other boxsets are there? I know boxset 4 5 & 6 but is that really it?

Megiddo-san July 19th, 2008 7:17 AM

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.

Quilava's Master July 19th, 2008 8:19 AM

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)

Megiddo-san July 19th, 2008 8:41 AM

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

12345 July 19th, 2008 9:09 AM

Can you tell me about "cleartrainer flag"?
And What is flags which make HM can use outside Battle? (Ruby Version)

Quilava's Master July 19th, 2008 9:15 AM

Quote:

Originally Posted by megiddo (Post 3773003)
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

once again Megiddo comes thru =] thanks...and BTW is the raw followed by an if line?

Megiddo-san July 19th, 2008 9:22 AM

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.

Quilava's Master July 19th, 2008 9:35 AM

Quote:

Originally Posted by megiddo (Post 3773081)
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.

i get it...the 0x06 means that none of your pokemon know the move right? so in reverse i could put 0x05 to make it if one of my pokemon do kno the move then i cant do whatever?

Megiddo-san July 19th, 2008 9:58 AM

Well if you use 0x05 I think it'll only check your last pokemon for the move.

Quilava's Master July 19th, 2008 10:10 AM

Quote:

Originally Posted by megiddo (Post 3773141)
Well if you use 0x05 I think it'll only check your last pokemon for the move.

ah i c..thanks a bunch for all your help..

JJK July 19th, 2008 2:28 PM

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

Tyrantrum July 19th, 2008 2:29 PM

I need some help with this script.

Code:

#Dynamic 0x26D37C

#org @main
checkflag 0x828
if 0x1 goto @end
applymovement 0x1 @exclaim
waitmovement 0
msgbox @wait
boxset 6
applymovement 0xff @playermove
applymovement 0x1 @move1
waitmovement 0
msgbox @here
boxset 6
givepokemon 0x155 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox @recieve
boxset 4
waitfanfare
#raw 0x68
msgbox @rename
boxset 5
compare LASTRESULT 0x1
if 0x1 gosub @name
msgbox @care
boxset 6
setflag 0x828
release
end

#org @name
call 0x1A74EB
return

#org @end
release
end

#org @exclaim
#raw 0x52 0x62 0xFE

#org @move1
#raw 0x10 0x10 0x10 0x10 0x12 0x12 0x12 0xFE

#org @playermove
#raw 0x03 0xFE

#org @wait
= Wait, dont leave yet.

#org @here
= Here is you pokemon sweetie!

#org @recieve
= You recieved a Cyndaquil!

#org @rename
= Would you like to rename him?

#org @care
= Take good care of you and your\nPokemon sweetie!




The entire script works fine, but the Pokemon u get is Spheal, when it's supposed to be Cyndaquil.
How do I fix this? :\

KhaosKnight July 19th, 2008 2:31 PM

Quote:

Originally Posted by Eeveon (Post 3773783)
I need some help with this script.

Code:

#Dynamic 0x26D37C


Code:

#org @main
checkflag 0x828
if 0x1 goto @end
applymovement 0x1 @exclaim
waitmovement 0
msgbox @wait
boxset 6
applymovement 0xff @playermove
applymovement 0x1 @move1
waitmovement 0
msgbox @here
boxset 6
givepokemon 0x155 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox @recieve
boxset 4
waitfanfare
#raw 0x68
msgbox @rename
boxset 5
compare LASTRESULT 0x1
if 0x1 gosub @name
msgbox @care
boxset 6
setflag 0x828
release
end

#org @name
call 0x1A74EB
return

#org @end
release
end

#org @exclaim
#raw 0x52 0x62 0xFE

#org @move1
#raw 0x10 0x10 0x10 0x10 0x12 0x12 0x12 0xFE

#org @playermove
#raw 0x03 0xFE

#org @wait
= Wait, dont leave yet.

#org @here
= Here is you pokemon sweetie!

#org @recieve
= You recieved a Cyndaquil!

#org @rename
= Would you like to rename him?

#org @care
= Take good care of you and your\nPokemon sweetie!


The entire script works fine, but the Pokemon u get is Spheal, when it's supposed to be Cyndaquil.
How do I fix this? :\


Find Cyndaquils National Dex number then put it in hex, then replace the 155

replace 155 with 9B

.Seth July 19th, 2008 6:51 PM

#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.

KhaosKnight July 19th, 2008 7:12 PM

Quote:

Originally Posted by Seth the ROM master (Post 3774402)
#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.

On the script tile did you change the Unknown to 0003 and the Var box below it to 4050?

Tyrantrum July 19th, 2008 7:33 PM

Also, don't use "\p" all the time.
"\l" means the same thing as "\p"

KhaosKnight July 19th, 2008 7:37 PM

Quote:

Originally Posted by Eeveon (Post 3774507)
Also, don't use "\p" all the time.
"\l" means the same thing as "\p"

yes but you can only use /l if you have used /n already....Seth should be using the text adjuster in XSE for accuracy

.Seth July 19th, 2008 10:28 PM

#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.

KhaosKnight July 19th, 2008 10:31 PM

Quote:

Originally Posted by Seth the ROM master (Post 3774913)
#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 0xFE

#org @1
= This is Ivy's house.\pThe warped is glitched.


It freezes on contact.
P.S. I set the var under Unknown to 4050 and the unknown to 0003

do those movement commands come back to the user, for camera scripts to work they have to go to the player posttion after they are done, and these are better used as level scripts...check cooleys tut on this

Tyrantrum July 19th, 2008 10:35 PM

Quote:

Originally Posted by Seth the ROM master (Post 3774913)
#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 0xFE

#org @1
= This is Ivy's house.\pThe warped is glitched.


It freezes on contact.
P.S. I set the var under Unknown to 4050 and the unknown to 0003

The part I bolded is ur problem.
Ur supposed to set the 4050 under the VAR NUMBER in A-Map.

Ninja Caterpie July 19th, 2008 10:49 PM

4050?
Hmm...I use 5040 and 0003. :\

Thrace July 19th, 2008 10:56 PM

Quote:

Originally Posted by Seth the ROM master (Post 3774913)
#Dynamic 0x80410F

#org @start
lockall
msgbox @1
callstd 0x6
special 0x113
applymovement 0x7F @move
waitmovement 0x0
special 0x114
releaseall
end

#org @move
#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.

You are missing a callstd 0x6 and what is that define for? Delete it. I've made the adjustments in your quote.

0m3GA ARS3NAL July 19th, 2008 11:34 PM

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:

#Dynamic @800000

#org @link
lock
applymovment 0xff @left
release
end

#org @left
#raw 12 fe



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?

hi sir tomato my password is syvniti July 19th, 2008 11:39 PM

Quote:

Originally Posted by 0m3GA AR$3NAL (Post 3775054)
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:

#Dynamic @800000

#org @link
lock
applymovment 0xff @left
release
end

#org @left
#raw 12 fe



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?

So you mean that the applymovement take you to a tricker? I would say it's not posseble´, but just use a goto or some thing... sample

Code:

#Dynamic @800000

#org @link
lock
applymovment 0xff @left
Goto 0x________    'Offset for second script.
release
end

#org @left
#raw 12 fe



12345 July 19th, 2008 11:52 PM

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?

Ninja Caterpie July 20th, 2008 12:10 AM

What do you mean by the offsets?

destinedjagold July 20th, 2008 1:54 AM

Quote:

Originally Posted by nickrosso (Post 3773811)
i'm new to rom hacking and don't know how to script. I have searched this site for a way to set up my own events with pokemon like entei and rayquaza in fire red but have not found a guide I can use. can someone tell me a simple way to do this please as i can't figure it out myself.

I forgot to say I use advance map

there is.
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~

0m3GA ARS3NAL July 20th, 2008 4:11 AM

Quote:

Originally Posted by Son Sebbe (Post 3775066)
So you mean that the applymovement take you to a tricker? I would say it's not posseble´, but just use a goto or some thing... sample

Code:

#Dynamic @800000

#org @link
lock
applymovment 0xff @left
Goto 0x________    'Offset for second script.
release
end

#org @left
#raw 12 fe



Oh, I know perfectly well about the goto command, I am actually a very good scripter now, I was just asking for reference, hehe, but I do have a question again...

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:

#dynamic 0x800000

#org @enter
lock
faceplayer
applymovement 0xff @backup
applymovement 0x01 @move
waitmovement 0x0
message @pass
boxset 6
release
end

#org @backup
#raw 10 01 fe

#org @move
#raw 10 13 10 02 fe

#org @pass
= You can go through.


Would this make the player move out of the other persons way? (The other person is directly in front of the player, and he moves down one space, and over right, then down one more, would a second applymovement script make the player move down at the same time as the other person, is my question.)

nickrosso July 20th, 2008 1:52 PM

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

Spoiler:
#org 0x1624F5
special 0x187
compare LASTRESULT 0x2
if 0x1 goto 0x81A7AE0
special 0x188
lock
faceplayer
checksound
cry 0x96 0x2
msgbox2 0x8177F9F '"!"
waitmsgbox
waitcry
pause 0x14
playsong 0x0 0x2
waitkeypress
startwildbattle 0x96 0x46 0x0
setflag 0x807
special 0x138
waitstate
clearflag 0x807
special2 LASTRESULT 0xB4
compare LASTRESULT 0x1
if 0x1 goto 0x8162558
compare LASTRESULT 0x4
if 0x1 goto 0x8162561
compare LASTRESULT 0x5
if 0x1 goto 0x8162561
setflag 0x2BC
release
end

'-----------------------
#org 0x1A7AE0
release
end

'-----------------------
#org 0x162558
setflag 0x2BC
goto 0x81A922D
end

'-----------------------
#org 0x162561
setvar 0x8004 0x96
goto 0x81A9236
end

'-----------------------
#org 0x1A922D
fadescreen 0x1
hidesprite LASTTALKED
fadescreen 0x0
release
end

'-----------------------
#org 0x1A9236
fadescreen 0x1
hidesprite LASTTALKED
fadescreen 0x0
bufferpokemon 0x0 0x8004
msgbox 0x81A63C4 '"he [buffer1] flew away!"
callstd 0x4
release
end


'---------
' Strings
'---------
#org 0x177F9F
= ew!

#org 0x1A63C4
= he [buffer1] flew away!


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

KhaosKnight July 20th, 2008 3:51 PM

1 Attachment(s)
Quote:

Originally Posted by nickrosso (Post 3776974)
Can someone help me so I can change the highlighted part of this script so I can fight any pokemon I want like rayquaza

Spoiler:
#org 0x1624F5
special 0x187
compare LASTRESULT 0x2
if 0x1 goto 0x81A7AE0
special 0x188
lock
faceplayer
checksound
cry 0x96 0x2
msgbox2 0x8177F9F '"!"
waitmsgbox
waitcry
pause 0x14
playsong 0x0 0x2
waitkeypress
startwildbattle 0x96 0x46 0x0
setflag 0x807
special 0x138
waitstate
clearflag 0x807
special2 LASTRESULT 0xB4
compare LASTRESULT 0x1
if 0x1 goto 0x8162558
compare LASTRESULT 0x4
if 0x1 goto 0x8162561
compare LASTRESULT 0x5
if 0x1 goto 0x8162561
setflag 0x2BC
release
end

'-----------------------
#org 0x1A7AE0
release
end

'-----------------------
#org 0x162558
setflag 0x2BC
goto 0x81A922D
end

'-----------------------
#org 0x162561
setvar 0x8004 0x96
goto 0x81A9236
end

'-----------------------
#org 0x1A922D
fadescreen 0x1
hidesprite LASTTALKED
fadescreen 0x0
release
end

'-----------------------
#org 0x1A9236
fadescreen 0x1
hidesprite LASTTALKED
fadescreen 0x0
bufferpokemon 0x0 0x8004
msgbox 0x81A63C4 '"he [buffer1] flew away!"
callstd 0x4
release
end


'---------
' Strings
'---------
#org 0x177F9F
= ew!

#org 0x1A63C4
= he [buffer1] flew away!


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


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:

#Dynamic 0x800000

#org @farleft
checkflag 0x861
if 0x0 goto @end
checkflag 0x200
if 0x1 goto @end
msgbox @wait
boxset 6
applymovement 0x7 @exclaim
waitmovement 0
applymovement 0x7 @move1
waitmovement 0
call @main

#org @left
checkflag 0x861
if 0x0 goto @end
checkflag 0x200
if 0x1 goto @end
msgbox @wait
boxset 6
applymovement 0x7 @exclaim
waitmovement 0
applymovement 0x7 @move2
waitmovement 0
call @main

#org @right
checkflag 0x861
if 0x0 goto @end
checkflag 0x200
if 0x1 goto @end
msgbox @wait
boxset 6
applymovement 0x7 @exclaim
waitmovement 0
applymovement 0x7 @move3
waitmovement 0
call @main

#org @farright
checkflag 0x861
if 0x0 goto @end
checkflag 0x200
if 0x1 goto @end
msgbox @wait
boxset 6
applymovement 0x7 @exclaim
waitmovement 0
applymovement 0x7 @move4
waitmovement 0
call @main

#org @main
setflag 0x200
msgbox @here
boxset 6
special 0x1F3
release
end

#org @end
release
end

#org @move1
#raw 0x7 0x5 0x5 0xfe

#org @move2
#raw 0x7 0x7 0x5 0x5 0xfe

#org @move3
#raw 0x7 0x7 0x7 0x5 0x5 0xfe

#org @move4
#raw 0x7 0x7 0x7 0x7 0x5 0x5 0xfe

#org @exclaim
#raw 0x56 0x11 0xfe

#org @wait
= Waaaiiiitttt!!!

#org @here
= Here you may need this on your\njourney. The Prof. is so\lscatter-brained he forgot to\limplement this feature in your dex.\lIt's the National Dex, use it to\lkeep a record of all your pokemon\lecounters.



destinedjagold July 20th, 2008 3:57 PM

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?

KhaosKnight July 20th, 2008 4:06 PM

Quote:

Originally Posted by destinedjagold (Post 3777253)
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?


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.

Ooka July 20th, 2008 4:17 PM

Some help :/

Code:

#dynamic 0x719B18

#org @1
message @2
boxset 6
applymovement 0xFF @creepy
waitmovement 0x0
end

#org @2
= This place is creepy,\nwe should leave....

#org @creepy
#raw 0x00 0x1D 0xFE


Screenshot:
http://i165.photobucket.com/albums/u54/Ooka_100/error-1.png

(I only recently started hacking again xD)

Megiddo-san July 20th, 2008 4:31 PM

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.

heatransoul July 20th, 2008 5:07 PM

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!

KhaosKnight July 20th, 2008 5:10 PM

Quote:

Originally Posted by heatransoul (Post 3777450)
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!

As far as i know hacking a shiny is quite difficult, but anyway if you want help then you are gonna have to post your script

heatransoul July 20th, 2008 8:53 PM

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.

KhaosKnight July 20th, 2008 9:00 PM

Code:

#Dynamic 0x800000

#org @start
lock
faceplayer
checkflag 0x828
if 0x0 goto @give
checkflag 0x828
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.


try that i think...

Megiddo-san July 20th, 2008 9:04 PM

The shiny part is easy with the tools that are out now. Look in ZodiacDaGreat's thread. It'll explain.

Ooka July 20th, 2008 10:07 PM

It's a regular tile script :/

I'm stumped...

Ninja Caterpie July 20th, 2008 10:21 PM

Hmmm...I have no idea what to do... hmmmm... x.x

Ooka July 20th, 2008 10:24 PM

Did the way to write applymovement change from Pokescript to XSE?

0m3GA ARS3NAL July 21st, 2008 12:06 AM

Quote:

Originally Posted by /*.Ooka.*/ (Post 3778272)
Did the way to write applymovement change from Pokescript to XSE?

No, applymovement does not change from Pokescript to XSE, well, not by much...

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:

_______________
|command help
|---------------------
| 0xa1 cry
| plays back the sound of a pokemon.
|________________
| needed bytes: 5
| parameters:
| >word - pokemon speices #
| >word - effect#


If anyone can tell me what to put in the "Effect#" area, that would be great! TY in advanced

twi1ight July 21st, 2008 6:12 AM

I have a large XSE script (I'm having trouble switching from pokescript). Here it is:
Spoiler:

#dynamic 0x34EB8C

#org @getcelebi
checkflag 0x828
if 0x0 goto @continue
if 0x1 goto @continue1
release
end
#org @continue
msgbox @help
boxset 0x6
applymovement 0xFF @hurry
waitmovement 0x0
msgbox @idk
boxset 0x6
applymovement 0x05 @kick
waitmovement 0x0
msgbox @udono
boxset 0x6
applymovement 0x03 @look
waitmovement 0x0
msgbox @othnkgd
boxset 0x6
givepokemon 0x251 0x5 0x0 0x0 0x0 0x0
setflag 0x828
applymovement 0x03 @2me
applymovement 0x05 @outofway
waitmovement 0x0
trainerbattle 0x1 0x146 0x0 @hah @darn
goto @finish
end
#org @continue1
checktrainerflag 0x146
if 0x0 goto @continue2
if 0x1 goto @done
end
#org @continue2
applymovement 0xFF @hurry
waitmovement 0x0
msgbox @urback
boxset 0x06
applymovement 0x03 @2me
applymovement 0x05 @outofway
waitmovement 0x0
trainerbattle 0x1 0x146 0x0 @heh @darn
goto @finish
end
#org @done
release
end
#org @help
=Somebody Help!
#org @hurry
#raw 0x20 0x20 0x1E 0x1E 0x1E 0xFE
#org @idk
=Alder:I don't know what your \ntalking about.\p???SILENCE!
#org @kick
#raw 0x1D 0x32 0xFE
#org @udono
=???:You know very well what I'm\ntalking about!\pGive me the Celebi!
#org @look
#raw 0x30 0x2F 0x2D 0x62 0xFE
#org @othnkgd
=Oh \v\h01! \nI am so glad you're here.\nTake this you are probably \nbetter at battling than I am.
#org @2me
#raw 0x10 0x10 0xFE
#org @outofway
#raw 0x12 0xFE
#org @hah
=I'll beat you easily!
#org @darn
=It seems you are better than me.
#org @urback
=Thank you for coming back!
#org @heh
=I beat you before and I'll\nbeat you again.
#org @finish
msgbox @notovryt
boxset 0x6
fadescreen 0x1
setflag 0x200
hidesprite 0x03
fadescreen 0x0
msgbox @thnx
boxset 0x6
fadescreen 0x1
warp 0x4 0x3 0x0 0x6 0x4
fadescreen 0x0
release
end
#org @notovryt
=THIS ISNT THE END!!
#org @thnx
=\v\h01 thank you so much\nfor coming.\nIf you hadn't he would have gotten\nthe CELEBI.\pTo reward you I have \na present back at the\nlab for you.\pCom'on.

I know that the offset might be wrong but I can change that on my own. later

nate443556 July 21st, 2008 7:52 AM

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.

twi1ight July 21st, 2008 8:03 AM

Quote:

Originally Posted by nate443556 (Post 3779384)
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.

slow down god it sound like your rushing.
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.

Ninja Caterpie July 21st, 2008 11:10 PM

Quote:

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.
Hey, twilight, get your facts straight!
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...

dbrown123 July 21st, 2008 11:25 PM

for some reason whene i try burnig any script it says it has to be pushed can some one help with this

destinedjagold July 22nd, 2008 12:36 AM

Quote:

Originally Posted by dbrown123 (Post 3782230)
for some reason whene i try burnig any script it says it has to be pushed can some one help with this

it means that you've missed something...
for instance, you wrote...
Code:

#org $start
checkflag 0x200
if b_true goto $done
message $hi
boxset 6
release
end

#org $hi
$hi 1 = Elow!


there. as you can see, there's no #org $done...
or you can be misspelled it...
Code:

#org $start
checkflag 0x200
if b_true goto $done
message $hi
boxset 6
release
end

#org $hi
$hi 1 = Elow!

#org $doen
release
end


that's one example why it asks you to push it... :\


twi1ight July 22nd, 2008 5:48 AM

Quote:

Originally Posted by twi1ight (Post 3779133)
I have a large XSE script (I'm having trouble switching from pokescript). Here it is:
Spoiler:

#dynamic 0x34EB8C

#org @getcelebi
checkflag 0x828
if 0x0 goto @continue
if 0x1 goto @continue1
release
end
#org @continue
msgbox @help
boxset 0x6
applymovement 0xFF @hurry
waitmovement 0x0
msgbox @idk
boxset 0x6
applymovement 0x05 @kick
waitmovement 0x0
msgbox @udono
boxset 0x6
applymovement 0x03 @look
waitmovement 0x0
msgbox @othnkgd
boxset 0x6
givepokemon 0x251 0x5 0x0 0x0 0x0 0x0
setflag 0x828
applymovement 0x03 @2me
applymovement 0x05 @outofway
waitmovement 0x0
trainerbattle 0x1 0x146 0x0 @hah @darn
goto @finish
end
#org @continue1
checktrainerflag 0x146
if 0x0 goto @continue2
if 0x1 goto @done
end
#org @continue2
applymovement 0xFF @hurry
waitmovement 0x0
msgbox @urback
boxset 0x06
applymovement 0x03 @2me
applymovement 0x05 @outofway
waitmovement 0x0
trainerbattle 0x1 0x146 0x0 @heh @darn
goto @finish
end
#org @done
release
end
#org @help
=Somebody Help!
#org @hurry
#raw 0x20 0x20 0x1E 0x1E 0x1E 0xFE
#org @idk
=Alder:I don't know what your \ntalking about.\p???SILENCE!
#org @kick
#raw 0x1D 0x32 0xFE
#org @udono
=???:You know very well what I'm\ntalking about!\pGive me the Celebi!
#org @look
#raw 0x30 0x2F 0x2D 0x62 0xFE
#org @othnkgd
=Oh \v\h01! \nI am so glad you're here.\nTake this you are probably \nbetter at battling than I am.
#org @2me
#raw 0x10 0x10 0xFE
#org @outofway
#raw 0x12 0xFE
#org @hah
=I'll beat you easily!
#org @darn
=It seems you are better than me.
#org @urback
=Thank you for coming back!
#org @heh
=I beat you before and I'll\nbeat you again.
#org @finish
msgbox @notovryt
boxset 0x6
fadescreen 0x1
setflag 0x200
hidesprite 0x03
fadescreen 0x0
msgbox @thnx
boxset 0x6
fadescreen 0x1
warp 0x4 0x3 0x0 0x6 0x4
fadescreen 0x0
release
end
#org @notovryt
=THIS ISNT THE END!!
#org @thnx
=\v\h01 thank you so much\nfor coming.\nIf you hadn't he would have gotten\nthe CELEBI.\pTo reward you I have \na present back at the\nlab for you.\pCom'on.

I know that the offset might be wrong but I can change that on my own. later

can someone plz answer me and dark lakitu it is kinda like winning the lottary even if you give your self 1896 pokemon your not garenteed a shiny.

marko_hacker July 22nd, 2008 9:05 AM

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!!!

.Seth July 22nd, 2008 2:59 PM

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)


Shadows July 22nd, 2008 6:12 PM

Spoiler:
'-----------------------
#Dynamic 0x800000

#org 0x800000
lock
faceplayer
checkflag 0x200
if B_true goto @gotit
givepokemon 0x7 0x5 0x0 0x0 0x0 0x0
setflag 0x200
release
end

#ORG @gotit
message @speak
release
end

#ORG @recived
= Take this!

#ORG @speak

= How's Squirtle doing?


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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