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

machomuu September 5th, 2008 3:08 PM

Quote:

Originally Posted by dshayabusa (Post 3912414)
I've made some changes, try it now.

thanks, but when I try to compile it it says "run-time error '457' this key is already associaated with an element of the collection, This has happened before with some (not all) of the other scripts I tried to compile. any answers?

Thrace September 5th, 2008 3:14 PM

Quote:

Originally Posted by machomuu (Post 3912450)
thanks, but when I try to compile it it says "run-time error '457' this key is already associaated with an element of the collection, This has happened before with some (not all) of the other scripts I tried to compile. any answers?

Try this:
Code:

#org $Wildbattle
lock
faceplayer
cry 0xa1 5
message $Pikachucry
boxset 6
checkflag 0x828
if 0x1 goto $Wildbattle
release
end

#org $Pikachucry
$Pikachucry 1 = Pikachu: Pika Pii!

#org $Wildbattle
lock
wildbattle 25 25 0
release
setflag 0x508
fadescreen 0
end



machomuu September 5th, 2008 3:24 PM

Quote:

Originally Posted by dshayabusa (Post 3912473)
Try this:
Code:

#org $Wildbattle
lock
faceplayer
cry 0xa1 5
message $Pikachucry
boxset 6
checkflag 0x828
if 0x1 goto $Wildbattle
release
end

#org $Pikachucry
$Pikachucry 1 = Pikachu: Pika Pii!

#org $Wildbattle
lock
wildbattle 25 25 0
release
setflag 0x508
fadescreen 0
end



Same outcome, It's a visual basic problem I think.

EDIT: I did some research and know it's not visual basic no.

Kim Do-yeon September 5th, 2008 4:00 PM

I need a few scripts for my hack and I will credit you in my hack.

1. Oak is at the lab already and Gary is not there.
2. A person stops you leaving Pallet Town if you have not recieved a Pokémon from oak.
3. A person later in the game gives you a certain Pokémon depending on the starter you chose.
4. Add more trades.

So if someone could kindly make one or two of these for me can please make it for me and I will credit you in my upcoming hack which I will keep making and not give up.

KhaosKnight September 5th, 2008 5:30 PM

Quote:

Originally Posted by Team Poison (Post 3912648)
I need a few scripts for my hack and I will credit you in my hack.

1. Oak is at the lab already and Gary is not there.
2. A person stops you leaving Pallet Town if you have not recieved a Pokémon from oak.
3. A person later in the game gives you a certain Pokémon depending on the starter you chose.
4. Add more trades.

So if someone could kindly make one or two of these for me can please make it for me and I will credit you in my upcoming hack which I will keep making and not give up.

Ahem *coughcough*

Attention Customers:

WE DO NOT MAKE SCRIPTS FOR ANYONE IN THIS THREAD, READ THE RULES ON THE FIRST PAGE PLEASE.


Thank you, that is all, have a good day.

Megiddo-san September 5th, 2008 8:02 PM

machomuu - change the name of your 2nd offset. they both can't be Wildbattle.

Thrace September 6th, 2008 1:07 AM

Quote:

Originally Posted by megiddo (Post 3913572)
machomuu - change the name of your 2nd offset. they both can't be Wildbattle.

Good eyes, megiddo. I didn't notice that. :P

machomuu September 6th, 2008 5:13 AM

Quote:

Originally Posted by megiddo (Post 3913572)
machomuu - change the name of your 2nd offset. they both can't be Wildbattle.

:O:O:O:O:O:O:O:O:O:O:O:O:O:O!!!!!! That may be the key to unlocking wild battles!!!!!
EDIT: I have Good news and Bad news
The Good news is that Pikachu actually talks to me now
The Bad news is that he doesn't say "Pika Pi", he says... I forgot, bu it's a text glitch that keeps repeating, I did change the second offset from wildbattle, to wild and I'm using the latest script hayabusa gave me.

Shen September 6th, 2008 5:22 AM

Quote:

Originally Posted by dshayabusa (Post 3912249)
Delete the things in bold, also use enters after different offsets.

Sadly, it then says that =____ isn't a keyword and the script can't compile.

Shadows September 6th, 2008 9:55 AM

Since the old team rocket event script didn't go well, I decided to make another...

Spoiler:

'-----------------------
#dynamic 0x71CB30

#ORG @Main
checkflag 0x
if 0x1 goto @end
if 0x0 goto @Rocket
end

#ORG @Rocket
lock
showsprite 0x13
showsprite 0x12
applymovement 0x13 @JJ1
applymovement 0x12 @JJ2
trainerbattle 0x0 0x1 0x1 @before @after
fadescreen 0x0
hidesprite 0x13
hidesprite 0x12
release
end

#ORG @end
end

#ORG @before
= JESSIE&JAMES: Those Fossils belong to\nTeam Rocket!

#ORG @after
= JESSIE&JAMES: Team Rocket Blasts off Again!

#ORG @JJ1
#raw 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x00 0xFE
end

#ORG @JJ2
#raw 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0xFE
end


Now, before I compile it, which Flags do I use, and what do I do to Person event #12 and #13?

Bokkun September 6th, 2008 11:50 AM

Hey

i have just a little question, in my pokemon ruby rom i tried to use the raw 0x75, the showpokepic command, BUT always when i try it in the rom, the colors of the pokemon in the box are wrong, why?

Shadows September 6th, 2008 12:53 PM

Quote:

Originally Posted by Bokkun (Post 3915713)
Hey

i have just a little question, in my pokemon ruby rom i tried to use the raw 0x75, the showpokepic command, BUT always when i try it in the rom, the colors of the pokemon in the box are wrong, why?

Try using a clean rom and try again, I think it may be the pokemon sprite thats messed up.

Thrace September 6th, 2008 1:10 PM

Quote:

Originally Posted by Shen (Post 3914548)
Sadly, it then says that =____ isn't a keyword and the script can't compile.

Try this:
Code:

#dynamic 0x6B46BC

#org @start
checkflag 0x200
if b_true goto @end
message @1
boxset 6
givepokemon 25 5 0 0 0 0
message @2
boxset 6
#raw 0x68
setflag 0x200
release
end

#org @end
message @3
boxset 6
release
end

#org @1
= Here's a Pokemon.

#org @2
= You got a Pokemon.

#org @3
= Have fun.


Copy and paste that exactly.

Quote:

Originally Posted by T (Post 3915370)
Since the old team rocket event script didn't go well, I decided to make another...

Spoiler:

'-----------------------
#dynamic 0x71CB30

#ORG @Main
checkflag 0x
if 0x1 goto @end
if 0x0 goto @Rocket
end

#ORG @Rocket
lock
showsprite 0x13
showsprite 0x12
applymovement 0x13 @JJ1
applymovement 0x12 @JJ2
trainerbattle 0x0 0x1 0x1 @before @after
fadescreen 0x0
hidesprite 0x13
hidesprite 0x12
release
end

#ORG @end
end

#ORG @before
= JESSIE&JAMES: Those Fossils belong to\nTeam Rocket!

#ORG @after
= JESSIE&JAMES: Team Rocket Blasts off Again!

#ORG @JJ1
#raw 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x00 0xFE
end

#ORG @JJ2
#raw 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0xFE
end


Now, before I compile it, which Flags do I use, and what do I do to Person event #12 and #13?

It doesn't matter which ones you use as long as they haven't already been used. Its good practice to keep a record of used flags in a document. If you have not used any flags in scripts just start at 200. You only need to use one flag because they will both disappear at the same time.

Shadows September 6th, 2008 2:16 PM

Quote:

Originally Posted by dshayabusa (Post 3915953)
It doesn't matter which ones you use as long as they haven't already been used. Its good practice to keep a record of used flags in a document. If you have not used any flags in scripts just start at 200. You only need to use one flag because they will both disappear at the same time.

Well, I added in the flag, and when the script comiles it's like this:
Spoiler:
'-----------------------
#org 0x71CC18
checkflag 0x200
if 0x1 goto 0x871CC60
if 0x0 goto 0x871CC29
end

'-----------------------
#org 0x71CC60
end

'-----------------------
#org 0x71CC29
showsprite 0x13
showsprite 0x12
applymovement 0x13 0x871CCC4
applymovement 0x12 0x871CEE2
trainerbattle 0x0 0x1 0x1 0x871CC62 0x871CC97
msgbox 0x871F471 '"Keep your stupid fossil\nLets go!"
fadescreen 0x0
hidesprite 0x13
hidesprite 0x12
setflag 0x200
release
end


'-----------
' Movements
'-----------
#org 0x71CCC4
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 0 'Face Down
#raw FE 'End of Movements

#org 0x71CEE2
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw FE 'End of Movements


'---------
' Strings
'---------
#org 0x71CC62
= JESSIE&JAMES: Those Fossils belong to\nTeam Rocket!

#org 0x71CC97
= JESSIE&JAMES: Team Rocket Blasts off Again!

#org 0x71F471
= Keep your stupid fossil\nLets go!


I added another text, buts thats not the point....
When I step into the spot, It freezes I fixed the freezing, but now theres no movement :(
I has to do with the flags, I've used 200 before...
What flag should I use?

Shen September 6th, 2008 3:23 PM

Quote:

Originally Posted by dshayabusa (Post 3915953)
Try this:
Code:

#dynamic 0x6B46BC

#org @start
checkflag 0x200
if b_true goto @end
message @1
boxset 6
givepokemon 25 5 0 0 0 0
message @2
boxset 6
#raw 0x68
setflag 0x200
release
end

#org @end
message @3
boxset 6
release
end

#org @1
= Here's a Pokemon.

#org @2
= You got a Pokemon.

#org @3
= Have fun.


Copy and paste that exactly.

Err...yeah it worked. Thanks, what was the issue with mine? Also, does fanfare work on XSE?

Grinner September 6th, 2008 4:35 PM

Heya all... i have an extention to the my previous question about makeing pokemon dissapear/reapear...

I am still no closer on figureing out how to remove pokemon, if possable but i belive commands such as Checkattack could be used to reconstruct the pokemon to be recoverd later. Thinking about this the BufferPokemon commands lept to mind and i was wondering if you could help me with them, as i have never used them before.

As far as i can tell, the first command (0x7D bufferpokemon) buffers the pokemon spiecies name (atm i am unsure if it can even be used to store the pokemon?) but bufferfirstpokemon has no such discription on XSE, so i was wondering if it will store the nickname of the pokemon, meaning should i find a way to remove the pokemon, i can replace it better.

Also in simple questions someone wanted a vaugly simmiler event to happen and was advised to change the RAM data, looking through the command list in XSE i stumbled apon commands such as Loadpointer and Jumpram, could these be used as storeing pokemon data whole?

Thanks for your time

Thrace September 6th, 2008 10:48 PM

Quote:

Originally Posted by T (Post 3916203)
Well, I added in the flag, and when the script comiles it's like this:
Spoiler:
'-----------------------
#org 0x71CC18
checkflag 0x201
if 0x1 goto 0x871CC60
checkflag 0x201
if 0x0 goto 0x871CC29
end

'-----------------------
#org 0x71CC60
release
end

'-----------------------
#org 0x71CC29
showsprite 0x13
showsprite 0x12
applymovement 0x13 0x871CCC4
applymovement 0x12 0x871CEE2
waitmovement 0
trainerbattle 0x0 0x1 0x1 0x871CC62 0x871CC97
msgbox 0x871F471 '"Keep your stupid fossil\nLets go!"
boxset 6
fadescreen 0x0
hidesprite 0x13
hidesprite 0x12
setflag 0x201
release
end


'-----------
' Movements
'-----------
#org 0x71CCC4
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 0 'Face Down
#raw FE 'End of Movements

#org 0x71CEE2
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw FE 'End of Movements


'---------
' Strings
'---------
#org 0x71CC62
= JESSIE&JAMES: Those Fossils belong to\nTeam Rocket!

#org 0x71CC97
= JESSIE&JAMES: Team Rocket Blasts off Again!

#org 0x71F471
= Keep your stupid fossil\nLets go!


I added another text, buts thats not the point....
When I step into the spot, It freezes I fixed the freezing, but now theres no movement :(
I has to do with the flags, I've used 200 before...
What flag should I use?

I've made some changes. There are over 1000 flags you can use. As a rule of thumb anywhere from 200-400 and 1000+ are ok to use.

Quote:

Originally Posted by Shen (Post 3916506)
Err...yeah it worked. Thanks, what was the issue with mine? Also, does fanfare work on XSE?

You had msgbox= lkagklshdg;lah. You don't need the msgbox. Yes it does.

Quote:

Originally Posted by Grinner (Post 3916776)
Heya all... i have an extention to the my previous question about makeing pokemon dissapear/reapear...

I am still no closer on figureing out how to remove pokemon, if possable but i belive commands such as Checkattack could be used to reconstruct the pokemon to be recoverd later. Thinking about this the BufferPokemon commands lept to mind and i was wondering if you could help me with them, as i have never used them before.

As far as i can tell, the first command (0x7D bufferpokemon) buffers the pokemon spiecies name (atm i am unsure if it can even be used to store the pokemon?) but bufferfirstpokemon has no such discription on XSE, so i was wondering if it will store the nickname of the pokemon, meaning should i find a way to remove the pokemon, i can replace it better.

Also in simple questions someone wanted a vaugly simmiler event to happen and was advised to change the RAM data, looking through the command list in XSE i stumbled apon commands such as Loadpointer and Jumpram, could these be used as storeing pokemon data whole?

Thanks for your time

7D buffers the pokemon name into \h01\h07 (not too sure about that). You have to put which Pokemon's name you want to buffer when you use the command though. bufferfirstpokemon does the same except it buffers the first pokemon in the party.

You could try changing the ram data but first you have to find where the data is located.

Definitely not going to be easy, if you really want to be able to do it you'll have to figure it out yourself.

Bokkun September 7th, 2008 12:28 AM

Quote:

Originally Posted by T (Post 3915907)
Try using a clean rom and try again, I think it may be the pokemon sprite thats messed up.

didn'T want to work =<
the colors always some black one =<

destinedjagold September 7th, 2008 3:31 AM

Quote:

Originally Posted by Bokkun (Post 3918102)
didn'T want to work =<
the colors always some black one =<

it may be possible for us to know what caused it if you'll show the script... :\

Kaizer-X September 7th, 2008 3:48 AM

umm wat var no. to use for scripts on tiles with movement permission 8?
since this is related to scripts

Bokkun September 7th, 2008 4:10 AM

Quote:

Originally Posted by Time (Post 3918450)


it may be possible for us to know what caused it if you'll show the script... :\

a simple one just:

#raw 0x75 0x55 0x0 0x0

Raging_Lugia September 7th, 2008 8:19 AM

i need help, can you put custom sprites on pokemon diamond?
if so how do you do this as i have wicked sprites to put on

Shadows September 7th, 2008 10:32 AM

Quote:

Originally Posted by Raging_Lugia (Post 3919290)
i need help, can you put custom sprites on pokemon diamond?
if so how do you do this as i have wicked sprites to put on

Goto Simple questions for this one, it has nothing to do with scripting...

Quote:

Originally Posted by dshayabusa (Post 3917943)
I've made some changes. There are over 1000 flags you can use. As a rule of thumb anywhere from 200-400 and 1000+ are ok to use.

Okay, I've made the flag changes, but the movement doesn't work, and the hidesprite doesn't apply unless you walk on the script again.... and if you step there a third time, you freeze...

I have it compiled, not much is changed:
Spoiler:
'-----------------------
#org 0x71CC18
checkflag 0x201
if 0x1 goto 0x871CC60
if 0x0 goto 0x871CC29
end

'-----------------------
#org 0x71CC60
end

'-----------------------
#org 0x71CC29
showsprite 0x13
showsprite 0x12
applymovement 0x13 0x871CCC4
waitmovement 0x0
applymovement 0x12 0x871CEE2
waitmovement 0x0
trainerbattle 0x0 0x1 0x1 0x871CC62 0x871CC97
msgbox 0x871F471 '"Keep your stupid fossil\nLets go!"
fadescreen 0x0
hidesprite 0x13
hidesprite 0x12
setflag 0x201
warp6 0xBF 0xCD 0xCD 0xBFC3 0xC42D
virtualjumpif 0xC7 0xF0CDBF
checkobedience 0xE3DC


'-----------
' Movements
'-----------
#org 0x71CCC4
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 0 'Face Down
#raw FE 'End of Movements

#org 0x71CEE2
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw FE 'End of Movements


'---------
' Strings
'---------
#org 0x71CC62
= JESSIE&JAMES: Those Fossils belong to\nTeam Rocket!

#org 0x71CC97
= JESSIE&JAMES: Team Rocket Blasts off Again!

#org 0x71F471
= Keep your stupid fossil\nLets go!

lriley777 September 7th, 2008 2:17 PM

Im seriously not a good scripter. I know nothing about it. I need help. could someone please add me as a contact and be my teacher? I really need alot of help for my hack

Thrace September 7th, 2008 10:40 PM

Quote:

Originally Posted by T (Post 3919847)
Goto Simple questions for this one, it has nothing to do with scripting...


Okay, I've made the flag changes, but the movement doesn't work, and the hidesprite doesn't apply unless you walk on the script again.... and if you step there a third time, you freeze...

I have it compiled, not much is changed:
Spoiler:
'-----------------------
'-----------------------
#org 0x71CC18
checkflag 0x201
if 0x1 goto 0x871CC60
if 0x0 goto 0x871CC29
end

'-----------------------
#org 0x71CC60
end

'-----------------------
#org 0x71CC29
showsprite 0x13
showsprite 0x12
applymovement 0x13 0x871CCC4
waitmovement 0x0
applymovement 0x12 0x871CEE2
waitmovement 0x0
trainerbattle 0x0 0x1 0x1 0x871CC62 0x871CC97
msgbox 0x871F471 '"Keep your stupid fossil\nLets go!"
fadescreen 0x0
hidesprite 0x13
hidesprite 0x12
setflag 0x201
warp6 0xBF 0xCD 0xCD 0xBFC3 0xC42D
virtualjumpif 0xC7 0xF0CDBF
checkobedience 0xE3DC



'-----------
' Movements
'-----------
#org 0x71CCC4
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 0 'Face Down
#raw FE 'End of Movements

#org 0x71CEE2
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw FE 'End of Movements


'---------
' Strings
'---------
#org 0x71CC62
= JESSIE&JAMES: Those Fossils belong to\nTeam Rocket!

#org 0x71CC97
= JESSIE&JAMES: Team Rocket Blasts off Again!

#org 0x71F471
= Keep your stupid fossil\nLets go!

Dunno if you noticed but the last 3 lines changed.
Spoiler:
Code:

#dynamic 0x800000

#org @new
checkflag 0x201
if 0x1 goto @end
checkflag 0x201
if 0x0 goto @next
end

'-----------------------
#org @end
release
end

'-----------------------
#org @next
showsprite 0x13
showsprite 0x12
applymovement 0x13 @1
waitmovement 0
applymovement 0x12 @2
waitmovement 0
trainerbattle 0x0 0x1 0x1 @3 @4
message @5
boxset 6
fadescreen 0x0
hidesprite 0x13
hidesprite 0x12
setflag 0x201
release
end

'-----------
' Movements
'-----------
#org @1
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 0 'Face Down
#raw FE 'End of Movements

#org @2
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw FE 'End of Movements

'---------
' Strings
'---------
#org @3
= JESSIE&JAMES: Those Fossils belong to\nTeam Rocket!

#org @4
= JESSIE&JAMES: Team Rocket Blasts off Again!

#org @5
= Keep your stupid fossil\nLets go!



Copy and paste that exactly and check your people numbers.

Quote:

Originally Posted by lriley777 (Post 3920905)
Im seriously not a good scripter. I know nothing about it. I need help. could someone please add me as a contact and be my teacher? I really need alot of help for my hack

Its not that hard, it just takes a bit of time. The tutorials here are really good, try reading some of them.

Gold Tom September 8th, 2008 1:25 AM

Hey. I need to know if there is a way to prompt for the rival's name? I'd like to have a way to set his name outside of the introduction .

Thrace September 8th, 2008 2:31 AM

Quote:

Originally Posted by Gold Tom (Post 3922223)
Hey. I need to know if there is a way to prompt for the rival's name? I'd like to have a way to set his name outside of the introduction .

Theres definitely no easy way through scripting. As a rule of thumb, if it doesn't occur in the original games then there won't be a way to do it via scripting. What I mean is that there is no event to rename the rival in FR/LG/R/S/E so why would Nintendo make it possible?

Gold Tom September 8th, 2008 2:38 AM

Okay, thanks (again) for at least answering.

~SogeKing September 8th, 2008 5:03 AM

This script on works which the problem?

#include stdpoke.rbh

#org 0xABCDEF
lock
faceplayer
message 0xABBCDE
boxset 6
showpokepic PKMN_CELEBI 0xA 0x3
hidepokepic
release
end
#org 0xABBCDE
= uhm...c'e qualcosa sulla\nroccia\pShaymin Dio Della Natura

Quote:

Originally Posted by ~SogeKing (Post 3922442)
This script on works which the problem?

#include stdpoke.rbh

#org 0xABCDEF
lock
faceplayer
message 0xABBCDE
boxset 6
showpokepic PKMN_CELEBI 0xA 0x3
hidepokepic
release
end
#org 0xABBCDE
= uhm...c'e qualcosa sulla\nroccia\pShaymin Dio Della Natura

Hep pls And urgent T_T
It serves to me for mine hack

Sgt. Custard September 8th, 2008 11:21 AM

I have a question about scripting multichoice. So far I've got this (It's a long script, so I've left out the rest).

Code:

msgbox mainbankspeech 'Hello and welcome to SafeCash Bank...
callstd MSG_STANDARD
multichoice 0x0 0x0 0x1 0x1
CopyVar 0x1001 LASTRESULT
Compare 0x1001 0x0
If 0x1 Call @Withdraw
Compare 0x1001 0x1
If 0x2 Call @Deposit
Compare 0x1001 0x2
If 0x3 Call @Exit


But how do you change what displays as the choices in the multichoice box? That is the box actually has Withdraw, Deposit and Exit written out as choices.

Thanks

Thrace September 8th, 2008 11:45 AM

Quote:

Originally Posted by alexllew (Post 3922914)
I have a question about scripting multichoice. So far I've got this (It's a long script, so I've left out the rest).

Code:

msgbox mainbankspeech 'Hello and welcome to SafeCash Bank...
callstd MSG_STANDARD
multichoice 0x0 0x0 0x1 0x1
CopyVar 0x1001 LASTRESULT
Compare 0x1001 0x0
If 0x1 Call @Withdraw
Compare 0x1001 0x1
If 0x2 Call @Deposit
Compare 0x1001 0x2
If 0x3 Call @Exit


But how do you change what displays as the choices in the multichoice box? That is the box actually has Withdraw, Deposit and Exit written out as choices.

Thanks

Search for it with A-Text and edit it there.

Sgt. Custard September 8th, 2008 10:33 PM

Is there a particular offset multichoice options are stored at for a specific ID #?

Thrace September 9th, 2008 1:09 AM

Quote:

Originally Posted by alexllew (Post 3924686)
Is there a particular offset multichoice options are stored at for a specific ID #?

Probably, it would make sense that they are located in the same place. Just search for one of them to get the offset (it'll say in A-Text) and then using a GBA Pokemon table you can see if they are.

Sgt. Custard September 9th, 2008 1:39 PM

Thanks. Sorry if I'm being stupid, but whats a GBA Pokemon table? Is it like a hex editor or script editor or something?

destinedjagold September 9th, 2008 2:04 PM

elow...
since my question's related to scripting, I better post my question here. :P

In POKéMON Ruby, after we became 'champions' in the League, Latios will start flying around, right?
Is there a flag for Latios to appear? If so, then what is it? :\

Thankies in advance~

Thrace September 9th, 2008 7:09 PM

Quote:

Originally Posted by alexllew (Post 3926019)
Thanks. Sorry if I'm being stupid, but whats a GBA Pokemon table? Is it like a hex editor or script editor or something?

It just gives a hex value another value. Such as 0xCD is "A" in table 1 but in table 2 0xCD is "G". Its easier not to deal with those, just use A-Text.

Quote:

Originally Posted by Time (Post 3926082)
elow...
since my question's related to scripting, I better post my question here. :P

In POKéMON Ruby, after we became 'champions' in the League, Latios will start flying around, right?
Is there a flag for Latios to appear? If so, then what is it? :\

Thankies in advance~

Probably, either that or its a special. Just decompile the champion's script (its probably actually in the level script of the room where you register) using XSE or PKSV.

thethethethe September 9th, 2008 11:12 PM

Quote:

Originally Posted by Time (Post 3926082)
elow...
since my question's related to scripting, I better post my question here. :P

In POKéMON Ruby, after we became 'champions' in the League, Latios will start flying around, right?
Is there a flag for Latios to appear? If so, then what is it? :\

Thankies in advance~

Well, the Ruby TV script behaviour script is found at 0x1A6E72. There is this special, "special 0x129" but the problem with this is that you need to walk around for a long to actually know if that is the right thing.

Quote:

Originally Posted by alexllew (Post 3926019)
Thanks. Sorry if I'm being stupid, but whats a GBA Pokemon table? Is it like a hex editor or script editor or something?

A table file allows for easier text editing in a hex editor.

destinedjagold September 10th, 2008 12:39 AM

Quote:

Originally Posted by thethethethe (Post 3927245)
Well, the Ruby TV script behaviour script is found at 0x1A6E72. There is this special, "special 0x129" but the problem with this is that you need to walk around for a long to actually know if that is the right thing.

so it's a special...? :\
if so, then how can I deactivate it?

if it's a flag, the clearflag, right?
but special?
clearspecial?

thethethethe September 10th, 2008 2:18 AM

Quote:

Originally Posted by Time (Post 3927331)


so it's a special...? :\
if so, then how can I deactivate it?

if it's a flag, the clearflag, right?
but special?
clearspecial?

Well, sometimes there's an "off" special, but wouldn't it just be easier to just remove the special preventing it from occuring?

Sgt. Custard September 11th, 2008 7:40 AM

Thanks for the help dshayabusa and thex4, just one more (unrelated) question: is there a scripting command for getting the in-game clock time in ruby?

destinedjagold September 11th, 2008 8:03 AM

Quote:

Originally Posted by alexllew (Post 3930355)
Thanks for the help dshayabusa and thex4, just one more (unrelated) question: is there a scripting command for getting the in-game clock time in ruby?

here's a script example of the clock. ;)
thethethethe helped me make it. :)

Code:

#org $start
checkflag 0x29E
if 0x1 goto $done
message $fix
boxset 6
call 0x1B6A9B
pause 0x1E
setflag 0x29E
release
end

#org $done
message $sun
boxset 6
call 0x1B6A91
end

#org $sun
$sun 1 = \v\h01: It's a sundial...

#org $fix
$fix 1 = \v\h01: Oh... It's a sundial...\p\v\h01: I wonder what's the\ntime today...


dunno if this is the right code. :\

Shadows September 11th, 2008 5:01 PM

Compiled, this script changes...
And if I change the script so It doesn't change, it freezes...
Spoiler:
'-----------------------
#dynamic 0x71D028

#org @main
checkflag 0x200
if 0x0 goto @yes
if 0x1 goto @end

#ORG @end
release
end

#ORG @yes
lock
applymovement 0x3 @brocket
waitmovement 0x0
callstd 0x6
trainerbattle 1 0x1 0x1 @before @after
message @1
applymovement 0x3 @brocket2
release
end

#org @brocket
#raw 0x10 0x10 0x10 0x10 0x10 0x10

#org @before
= Hand over that POKEMON!\nIt belongs to Team BLIZZARD!

#org @after
= How could you beat me!

#org @1
= Team Blizzard will blacklist you!

#ORG @brocket2
#raw 0x11 0x11 0x11 0x11 0x11 0x11 0x11

Surf September 13th, 2008 2:45 PM

I need some help with this script i compile it and it goes like this

Spoiler:
#Dynamic 0x2DE517

#org @start
checkflag 0x828
if 0x0 goto @hey!
if 0x1 goto @end
end

#org @hey!
lock
msgbox @icant
boxset 0x6
applymovement 0xFF @back
waitmovement 0x0
release
end

#org @icant
= I can't leave without a\n pokedex.

#org @back
#raw 0x00 0xFE

#org @end
release
end


but when opened it just goes like this:
'-----------------------
#org 0x2DE517
Please help

Shadows September 13th, 2008 4:14 PM

Quote:

Originally Posted by Hackimon12 (Post 3936372)
I need some help with this script i compile it and it goes like this

Spoiler:
#Dynamic 0x2DE517

#org @start
checkflag 0x828
if 0x0 goto @hey!
if 0x1 goto @end
end

#org @hey!
lock
msgbox @icant
boxset 0x6
applymovement 0xFF @back
waitmovement 0x0
release
end

#org @icant
= I can't leave without a\n pokedex.

#org @back
#raw 0x00 0xFE

#org @end
release
end


but when opened it just goes like this:
'-----------------------
#org 0x2DE517
Please help

Get an offset with more bytes and try again.

Eletj September 15th, 2008 12:46 AM

Can someone help me with this? If I
Sorry bout it being compiled.
Spoiler:
'-----------------------
#org 0x71D3A8
lock
faceplayer
givepokemon 0x7 0x5 0x139 0x0 0x0 0x0
msgbox 0x871D3DC '" [player]: Whats all this?\nThe pro..."
setflag 0x829
special 0x181
setvar 0x407C 0x1
giveitem2 0x4 0x5 0x101
release
nop----Every time I compile, End becomes this.


'---------
' Strings
'---------
#org 0x71D3DC
= [player]: Whats all this?\nThe professor is always\lleaving stuff around.\pThis must be the\lPokemon he was going to\lgive me!! And some Pokeball\l too!!\l Is this a Pokedex?\p\v\hFDho1 recived a Squirtle\l 5 pokeballs and a \lPokedex!!

Help much appreciated.

Surf September 15th, 2008 12:48 AM

i don't get what our saying

Quote:

Originally Posted by T (Post 3931515)
Compiled, this script changes...
And if I change the script so It doesn't change, it freezes...
Spoiler:
'-----------------------
#dynamic 0x71D028

#org @main
checkflag 0x200
if 0x0 goto @yes
if 0x1 goto @end

#ORG @end
release
end


#ORG @yes
lock
applymovement 0x3 @brocket
waitmovement 0x0
callstd 0x6
trainerbattle 1 0x1 0x1 @before @after
message @1
applymovement 0x3 @brocket2
release
end

#org @brocket
#raw 0x10 0x10 0x10 0x10 0x10 0x10

#org @before
= Hand over that POKEMON!\nIt belongs to Team BLIZZARD!

#org @after
= How could you beat me!

#org @1
= Team Blizzard will blacklist you!

#ORG @brocket2
#raw 0x11 0x11 0x11 0x11 0x11 0x11 0x11

I think you need a sprite to do the walking so just make a person event with no offset

HackMew September 15th, 2008 1:20 AM

Quote:

Originally Posted by T (Post 3931515)
Compiled, this script changes...
And if I change the script so It doesn't change, it freezes...
Spoiler:
'-----------------------
#dynamic 0x71D028

#org @main
checkflag 0x200
if 0x0 goto @yes
if 0x1 goto @end

#ORG @end
release
end

#ORG @yes
lock
applymovement 0x3 @brocket
waitmovement 0x0
callstd 0x6
trainerbattle 1 0x1 0x1 @before @after
message @1
applymovement 0x3 @brocket2
release
end

#org @brocket
#raw 0x10 0x10 0x10 0x10 0x10 0x10

#org @before
= Hand over that POKEMON!\nIt belongs to Team BLIZZARD!

#org @after
= How could you beat me!

#org @1
= Team Blizzard will blacklist you!

#ORG @brocket2
#raw 0x11 0x11 0x11 0x11 0x11 0x11 0x11

Remember you should always put an end.
Also, avoid using flag 0x200 over and over again. Safer flags are those ranging from 0x1000 to 0xFFFF. A lot more than you'll ever need.
When using an if for checking flags, there's no need to put two ifs. In fact, if the first if is not executed, the rest of the script would be executed instead.
Checking flags, however, doesn't make sense if you don't set them.
After each applymovement command you should put a waitmovement 0x0 too.
And don't forget to put callstd/boxset in the right place. That is, right after the message/msgbox command.

This is the fixed script. It should work fine even if I haven't tested it.

Spoiler:
#dynamic 0x71D028

#org @main
checkflag 0x1002
if 0x0 goto @yes
release
end

#ORG @yes
lock
setflag 0x1002
applymovement 0x3 @brocket
waitmovement 0x0
trainerbattle 1 0x1 0x1 @before @after
message @1
callstd 0x6
applymovement 0x3 @brocket2
waitmovement 0x0
release
end

#org @brocket
#raw 0x10 0x10 0x10 0x10 0x10 0x10

#org @before
= Hand over that POKEMON!\nIt belongs to Team BLIZZARD!

#org @after
= How could you beat me!

#org @1
= Team Blizzard will blacklist you!

#ORG @brocket2
#raw 0x11 0x11 0x11 0x11 0x11 0x11 0x11



Quote:

Originally Posted by Hackimon12 (Post 3936372)
I need some help with this script i compile it and it goes like this

Spoiler:
#Dynamic 0x2DE517

#org @start
checkflag 0x828
if 0x0 goto @hey!
if 0x1 goto @end
end

#org @hey!
lock
msgbox @icant
boxset 0x6
applymovement 0xFF @back
waitmovement 0x0
release
end

#org @icant
= I can't leave without a\n pokedex.

#org @back
#raw 0x00 0xFE

#org @end
release
end


but when opened it just goes like this:
'-----------------------
#org 0x2DE517
Please help

When compiling a dynamic script, the offset you specify in the #dynamic part isn't going to be the exact same offset where the script will be actually compiled. This happen in most case since that offset (in your case 0x2DE517) is what XSE uses to search free space from.
Once compiled, the compiler log will show you the actual offset where the script got compiled.
As I said earlier, remember to use setflag after checking it.


Quote:

Originally Posted by Eletj (Post 3941098)
Can someone help me with this? If I
Sorry bout it being compiled.
Spoiler:
'-----------------------
#org 0x71D3A8
lock
faceplayer
givepokemon 0x7 0x5 0x139 0x0 0x0 0x0
msgbox 0x871D3DC '" [player]: Whats all this?\nThe pro..."
setflag 0x829
special 0x181
setvar 0x407C 0x1
giveitem2 0x4 0x5 0x101
release
nop----Every time I compile, End becomes this.


'---------
' Strings
'---------
#org 0x71D3DC
= [player]: Whats all this?\nThe professor is always\lleaving stuff around.\pThis must be the\lPokemon he was going to\lgive me!! And some Pokeball\l too!!\l Is this a Pokedex?\p\v\hFDho1 recived a Squirtle\l 5 pokeballs and a \lPokedex!!

Help much appreciated.

I guess you recompiled the script after compiling it. Well, you should know that if you don't pay attention, scripts may get ovewritten themselves, and that explains why you're getting a nop instead of end.
Don't forget to put callstd/boxset right after the message/msgbox command, anyway.

Try using this:

Spoiler:
#dynamic 0x71D3A8

#org @start
lock
faceplayer
givepokemon 0x7 0x5 0x139 0x0 0x0 0x0
msgbox @what
callstd 0x6
setflag 0x829
special 0x181
setvar 0x407C 0x1
giveitem2 0x4 0x5 0x101
release
end

#org @what
= [player]: Whats all this?\nThe professor is always\lleaving stuff around.\pThis must be the\lPokemon he was going to\lgive me!! And some Pokeball\l too!!\l Is this a Pokedex?\p\v\hFDho1 recived a Squirtle\l 5 pokeballs and a \lPokedex!!

Eletj September 15th, 2008 1:49 AM

Hackmew, I tried the script, but the game still just freezes. I also tried compiling at a different offset. Didn't work either.

The Abyss September 15th, 2008 1:53 AM

There was no setflag 0x828 there. I doubt that helps but I noticed it.

HackMew September 15th, 2008 2:23 AM

Quote:

Originally Posted by Eletj (Post 3941144)
Hackmew, I tried the script, but the game still just freezes. I also tried compiling at a different offset. Didn't work either.

The offset isn't the problem, obviously. The thing is you shouldn't use random setvar/special when you don't know what they do. Hence the freeze.
Also, if you give the player his/her fist Pokémon, you should enable the POKéMON menu flag as well. In FireRed it's 0x828. I did other few adjustments here and there.

Here's the fixed and working script. Simply compile it.

Spoiler:

#dynamic 0x71D3A8

#org @start
lock
faceplayer
givepokemon 0x7 0x5 0x139 0x0 0x0 0x0
msgbox @what
callstd 0x4
setflag 0x828
setflag 0x829
additem 0x4 0x5
loadpointer 0x0 @received
giveitem2 0x4 0x5 0x101
release
end

#org @what
= [player]: Whats all this?\nThe professor is always\lleaving stuff around.\pThis must be the\lPokemon he was going to\lgive me!! And some Pokeball\l too!!\l Is this a Pokedex?

#org @received
= [player] recived a Squirtle\n 5 pokeballs and a \lPokedex!!

pokedude565 September 15th, 2008 1:17 PM

For having people follow you, is it the same script for that person everytime or different for each tile.

Thrace September 15th, 2008 7:56 PM

Quote:

Originally Posted by pokedude565 (Post 3942106)
For having people follow you, is it the same script for that person everytime or different for each tile.

Not entirely sure what you mean... Are you asking if you can have more than one movement per script? If so then yes you can:

Code:

applymovement 0x1 @move
waitmovement 0

#org @move
#raw [put as many movements as you want here] 0xfe



Eletj September 15th, 2008 8:43 PM

Spoiler:
#dynamic 0x71D3A8

#org @start
lock
faceplayer
givepokemon 0x7 0x5 0x139 0x0 0x0 0x0
msgbox @what
callstd 0x4
setflag 0x828
setflag 0x829
additem 0x4 0x5
loadpointer 0x0 @received
giveitem2 0x4 0x5 0x101
release
end

#org @what
= [player]: Whats all this?\nThe professor is always\lleaving stuff around.\pThis must be the\lPokemon he was going to\lgive me!! And some Pokeball\l too!!\l Is this a Pokedex?

#org @received
= [player] recived a Squirtle\n 5 pokeballs and a \lPokedex!!

Sorry again Hackmew, but it still just freezes.

HackMew September 16th, 2008 1:20 AM

Quote:

Originally Posted by Eletj (Post 3943282)
Spoiler:
#dynamic 0x71D3A8

#org @start
lock
faceplayer
givepokemon 0x7 0x5 0x139 0x0 0x0 0x0
msgbox @what
callstd 0x4
setflag 0x828
setflag 0x829
additem 0x4 0x5
loadpointer 0x0 @received
giveitem2 0x4 0x5 0x101
release
end

#org @what
= [player]: Whats all this?\nThe professor is always\lleaving stuff around.\pThis must be the\lPokemon he was going to\lgive me!! And some Pokeball\l too!!\l Is this a Pokedex?

#org @received
= [player] recived a Squirtle\n 5 pokeballs and a \lPokedex!!

Sorry again Hackmew, but it still just freezes.

I'm sorry bu you must be doing something wrong.

http://i33.tinypic.com/xbn51v.jpg


To solve the problem:
  1. Make sure you're using latest version of XSE (just in case, it shouldn't really matter)
  2. Compile the script and assign the proper offset to a person
  3. Clear any savegames you may have
  4. Load your ROM, enter and exit a building and try your script

If the script still doesn't work, try using a clean ROM instead, repeating all the steps above.

Eletj September 16th, 2008 1:35 AM

It worked on a clean rom. Thanks Heaps Hackmew, but can I get it to dissappear afterwards (If you cant tell, Im knew at scripting:))

HackMew September 16th, 2008 2:10 AM

Quote:

Originally Posted by Eletj (Post 3943555)
It worked on a clean rom. Thanks Heaps Hackmew, but can I get it to dissappear afterwards (If you cant tell, Im knew at scripting:))

Well, all you need is a flag which is a unique value acting like a switch that can enable and/or disable custom events. Which means you shouldn't share the same flag for different events.

And here's a little tip: to get better texts without worrying about \n \p etc, use the Text Adjuster under the Tools menu.

I'll edit your script to show you how. For further info, check the info I posted some posts above and try it yourself.

Spoiler:
#dynamic 0x71D3A8

#org @start
lock
checkflag 0x1001
if B_TRUE goto @alreadygot
faceplayer
givepokemon 0x7 0x5 0x139 0x0 0x0 0x0
msgbox @what
callstd 0x4
setflag 0x828
setflag 0x829
additem 0x4 0x5
loadpointer 0x0 @received
giveitem2 0x4 0x5 0x101
release
end

#org @what
= [player]: Whats all this?\nThe professor is always\lleaving stuff around.\pThis must be the\lPokemon he was going to\lgive me!! And some Pokeball\l too!!\l Is this a Pokedex?

#org @received
= [player] recived a Squirtle\n 5 pokeballs and a \lPokedex!!

#org @alreadygot
release
end

Eletj September 16th, 2008 8:31 PM

Spoiler:
#dynamic 0x71D3A8

#org @start
lock
checkflag 0x1001
if B_TRUE goto @alreadygot
faceplayer
givepokemon 0x7 0x5 0x139 0x0 0x0 0x0
msgbox @what
callstd 0x4
setflag 0x828
setflag 0x829
additem 0x4 0x5
loadpointer 0x0 @received
giveitem2 0x4 0x5 0x101
release
end

#org @what
= [player]: Whats all this?\nThe professor is always\lleaving stuff around.\pThis must be the\lPokemon he was going to\lgive me!! And some Pokeball\l too!!\l Is this a Pokedex?

#org @received
= [player] recived a Squirtle\n 5 pokeballs and a \lPokedex!!

#org @alreadygot
release
end


Do you have to setflag 0x1001, because its not working. The first part of the script works fine, and the player gets everything. But if you click it again. it just replays the script

HackMew September 16th, 2008 11:24 PM

Quote:

Originally Posted by Eletj (Post 3945532)
Spoiler:
#dynamic 0x71D3A8

#org @start
lock
checkflag 0x1001
if B_TRUE goto @alreadygot
faceplayer
givepokemon 0x7 0x5 0x139 0x0 0x0 0x0
msgbox @what
callstd 0x4
setflag 0x828
setflag 0x829
additem 0x4 0x5
loadpointer 0x0 @received
giveitem2 0x4 0x5 0x101
release
end

#org @what
= [player]: Whats all this?\nThe professor is always\lleaving stuff around.\pThis must be the\lPokemon he was going to\lgive me!! And some Pokeball\l too!!\l Is this a Pokedex?

#org @received
= [player] recived a Squirtle\n 5 pokeballs and a \lPokedex!!

#org @alreadygot
release
end


Do you have to setflag 0x1001, because its not working. The first part of the script works fine, and the player gets everything. But if you click it again. it just replays the script

Yes, you have to add a setflag 0x1001 after the if command.

Eletj September 16th, 2008 11:48 PM

Okay, that works fine! Thank You So much Hackmew, for help with this script!:D

Gold Tom September 17th, 2008 1:57 AM

I made this script, I'm having some trouble, it won't work for me, can anyone see a problem with it?

Spoiler:

#org 0x800000
Lock
FacePlayer
SetWeather 0x3
DoWeather
MsgBox Ugh! It's raining again, you better come see me in the lab.
BoxSet 0x6
Release
End

HackMew September 17th, 2008 9:48 AM

Quote:

Originally Posted by Eletj (Post 3945698)
Okay, that works fine! Thank You So much Hackmew, for help with this script!:D

You're welcome :)


Quote:

Originally Posted by Gold Tom (Post 3945789)
I made this script, I'm having some trouble, it won't work for me, can anyone see a problem with it?

Spoiler:

#org 0x800000
Lock
FacePlayer
SetWeather 0x3
DoWeather
MsgBox Ugh! It's raining again, you better come see me in the lab.
BoxSet 0x6
Release
End

The problem is you're using the msgbox command in the wrong way. It needs the pointer to the text, and not the text itself indeed.

I'll show you how:

Spoiler:
#dynamic 0x800000

#org @start
lock
faceplayer
setweather 0x3
doweather
msgbox @ugh
boxset 0x6
release
end

#org @ugh
= Ugh! It's raining again, you\nbetter come see me in the lab.

Satoshi Sugimori September 18th, 2008 6:14 AM

Hello I made this script but im not sure if its right can any1 check it because i havent scripted in a long time :P
Spoiler:
#org $begin3
lock
faceplayer
message $ppl
$ppl = Heey!\nYou are Prof Christian's\pbaby brother!\nAm I right or not?
boxset 5
compare lastresult B_TRUE
if B_FALSE goto $NO
message $YES
$YES = I knew it!!
boxset 6
message $NO
$NO = You aren't?!?\nYou look alot like him!
boxset 6
release
end

jin14 September 18th, 2008 6:18 AM

hello we can teel me where i can find a script guide?
thanks!

i am italian,so don't use word most complicate!

you use all XSE?
if you use XSE can do a guide?need at me and at everybody people that find script guide

Hiche.. September 18th, 2008 6:40 AM

For Poke Roy

Try this:

Spoiler:

#org $begin3
lock
faceplayer
message $ppl
boxset 5
compare LASTRESULT 0x1
if 0x1 goto $yes
message $no
boxset 6
release
end

#org $yes
message $yes1
boxset 6
release
end

#org $ppl
$ppl 1 = Heey!\nYou are Prof Christian's\pbaby brother!\nAm I right or not?

#org $no
$no 1 = You aren't?!?\nYou look alot like him!

#org $yes1
$yes1 1 = I knew it!!


Tell me if it workshttp://www.pokecommunity.com/images/icons/icon7.gif

jin14 September 18th, 2008 6:41 AM

excuse me,tamerhaider can you help me?

Hiche.. September 18th, 2008 6:50 AM

Quote:

Originally Posted by jin14 (Post 3948648)
excuse me,tamerhaidar can you help me?

Go to Documents and Tutorials page
http://www.pokecommunity.com/forumdisplay.php?f=58
Search of some scripting guides there.

And go to the Toolbox page
http://www.pokecommunity.com/forumdisplay.php?f=66
to get scripting tools.

Hope that helps.

Satoshi Sugimori September 18th, 2008 6:54 AM

Quote:

Originally Posted by Tamerhaidar (Post 3948642)
For Poke Roy

Try this:

Spoiler:

#org $begin3
lock
faceplayer
message $ppl
boxset 5
compare LASTRESULT 0x1
if 0x1 goto $yes
message $no
boxset 6
release
end

#org $yes
message $yes1
boxset 6
release
end

#org $ppl
$ppl 1 = Heey!\nYou are Prof Christian's\pbaby brother!\nAm I right or not?

#org $no
$no 1 = You aren't?!?\nYou look alot like him!

#org $yes1
$yes1 1 = I knew it!!


Tell me if it workshttp://www.pokecommunity.com/images/icons/icon7.gif

Thanks I got it ;) I forgot but now I know again...
Now ive gotto find pokescript 1.00 XD

jin14 September 18th, 2008 6:56 AM

there's new pokescript edition?
it's weller than the other.

Satoshi Sugimori September 18th, 2008 10:41 AM

Who sees what's wrong with this script.. Help please!
Spoiler:
#org $begin4
lock
checkflag 0x800
if B_TRUE goto $nothing
applymovement 0xFF $move
pausemove 0x0
message $goto
boxset 6
applymovement 0xFF $mover
pausemove 0x0
release
end
#org $nothing
release
end
#org $move
#raw 0x62 0xFE
#org $goto
$goto 1 = Ooh almost forgot!\nI got to go and see my brother!
#org $mover
#raw 0x11 0x01 0xFE

think I got it it are the bold ones in the script I forgot i think?????

edit
yes it works!! I was right :D

Hiche.. September 18th, 2008 11:06 AM

Hey,
in this earthquake script, how can I change the width and length of the earthquake? which setvars do I change?

Spoiler:

#org $start1
checkflag 0x276
if b_true goto $done
#raw 0x2F 0x4B 0x01
setvar 0x8004 0x0
setvar 0x8005 0x3
setvar 0x8006 0x9
setvar 0x8007 0x2
special 0x136
pause 0x10
message $strange
$strange 1 =What was that?
boxset 6
setflag 0x276
release
end

#org $done
release
end

Satoshi Sugimori September 18th, 2008 11:19 AM

An earthquake makes the whole screen bounce.. So you don't have to change the width, or is that just me?

and can someone check this script I can't get it compiled it say some fault in the script but I can't find it I have to blockie eyes XD

Spoiler:
#org $start
lock
setflag 0x801
applymovement 0x1 $move
pausemove 0x0
message $mom
boxset 6
applymovement 0x1 $moveb
pausemove 0x0
message $moma
boxset 6
applymovement 0x1 $movea
pausemove 0x0
checkflag 0x801
release
end
#org $move
#raw 0x62 0x00 0xFE
#org $mom
$mom 1 =Heey \v\h01!
#org $moveb
#raw 0X63 0x01 0xFE
#org $moma
$mom 1 =Don't forget to visit your brother Christian!
#org $movea
#raw 0x02 0xFE

Hiche.. September 18th, 2008 11:32 AM

Quote:

Originally Posted by Poke-Roy (Post 3949073)
An earthquake makes the whole screen bounce.. So you don't have to change the width, or is that just me?

and can someone check this script I can't get it compiled it say some fault in the script but I can't find it I have to blockie eyes XD

Spoiler:

#org $start
checkflag 0x801
if b_true goto $done
applymovement 0x01 $move
pausemove 0x0
message $mom
boxset 6
applymovement 0x01 $moveb
pausemove 0
message $moma
boxset 6
applymovement 0x01 $movea
pausemove 0
setflag 0x801
release
end

#org $done
release
end

#org $move
#raw 0x62 0x00 0xFE

#org $mom
$mom 1 =Heey \v\h01!

#org $moveb
#raw 0X63 0x01 0xFE

#org $moma
$moma 1 =Don't forget to visit your brother Christian!

#org $movea
#raw 0x02 0xFE

Try that.
The changes are in Bold.http://www.pokecommunity.com/images/icons/icon10.gif

Red Silvers September 18th, 2008 11:34 AM

I tried this script in XSE but when I talk to the event nothing is happening.

Spoiler:
#Dynamic 0x71AC7C
#ORG @Main
Lock
FacePlayer
checkflag 0x82F
if b_true goto @release
message @2
boxset 6
trainerbattle 0x1 0x03 0x00 @before @after @later
end
#org @before
= Let's see how tough!
#org @after
= Just as I thought!
#org @later
message @3
boxset 6
fanfare 0x13E
message @4
boxset 4
waitfanfare
#raw 0x68
message @5
boxset 6
setflag 0x82F
release
end
#org @release
release
end
#org @2
= You've got a GYM BADGE? That's\npretty cool. You seem like\pa pretty tough opponent.
#org @3
= You've got skills.\nWhat's your name?\p\v\h01? Okay then, \v\h01.\nI think you can use these.
#org @4
= \v\h01 received the\nRUNNING SHOES from ED.
#org @5
= ED: \v\h01!\pEast, beyond the next town,\nthere is a grove where\pa legendary POKéMON is said\nto appear.\pYou should check it out.\pPerhaps we will meet again.


When I talk to the person, it makes a message sound, but nothing else happens.

Satoshi Sugimori September 18th, 2008 11:40 AM

Quote:

Originally Posted by Tamerhaidar (Post 3949113)

Thanks your a real life saver ;)

Hiche.. September 18th, 2008 12:19 PM

Quote:

Originally Posted by Red Silvers (Post 3949122)
I tried this script in XSE but when I talk to the event nothing is happening.

Spoiler:
#Dynamic 0x71AC7C
#ORG @Main
Lock
FacePlayer
checkflag 0x82F
if b_true goto @release
message @2
boxset 6
trainerbattle 0x1 0x03 0x00 @before @after @later
end
#org @before
= Let's see how tough!
#org @after
= Just as I thought!
#org @later
message @3
boxset 6
fanfare 0x13E
message @4
boxset 4
waitfanfare
#raw 0x68
message @5
boxset 6
setflag 0x82F
release
end
#org @release
release
end
#org @2
= You've got a GYM BADGE? That's\npretty cool. You seem like\pa pretty tough opponent.
#org @3
= You've got skills.\nWhat's your name?\p\v\h01? Okay then, \v\h01.\nI think you can use these.
#org @4
= \v\h01 received the\nRUNNING SHOES from ED.
#org @5
= ED: \v\h01!\pEast, beyond the next town,\nthere is a grove where\pa legendary POKéMON is said\nto appear.\pYou should check it out.\pPerhaps we will meet again.


When I talk to the person, it makes a message sound, but nothing else happens.

Whats the PET ID of the person?

Spoiler:

#Dynamic 0x71AC7C

#org @Main
Lock
FacePlayer
checkflag 0x222
if b_true goto @release
message @2
boxset 6
trainerbattle 0x1 0x03 0x00 @before @after @later
end

#org @before
= Let's see how tough!

#org @after
= Just as I thought!

#org @later
message @3
boxset 6
fanfare 0x13E
message @4
boxset 4
waitfanfare
#raw 0x68
message @5
boxset 6
setflag 0x222
setflag 0x82F
release
end

#org @release
message @6
boxset 6
release
end

#org @2
= You've got a GYM BADGE? That's\npretty cool. You seem like\pa pretty tough opponent.

#org @3
= You've got skills.\nWhat's your name?\p\v\h01? Okay then, \v\h01.\nI think you can use these.

#org @4
= \v\h01 received the\nRUNNING SHOES from ED.

#org @5
= ED: \v\h01!\pEast, beyond the next town,\nthere is a grove where\pa legendary POKéMON is said\nto appear.\pYou should check it out.\pPerhaps we will meet again.

#org @6
= (enter message here when you talk to him after beating him completely)


Changed a little
Maybe the offset is wrong or something.
Sorry if It didn't help.

Red Silvers September 18th, 2008 1:01 PM

Quote:

Whats the PET ID of the person?
003. My understanding is that I have to reverse it, though?

Satoshi Sugimori September 18th, 2008 1:51 PM

BIGGIE script :O
Can someone check this script I can't do it i'm to tired of writing it :P
Spoiler:
#org $startrocket
lock
checkflag 0x802
if B_TRUE goto $done
applymovement 0x6 $move
pausemove 0x10
message $rocketv1
boxset 6
applymovement 0x7 $movea
pausemove 0x0
message $kid
boxset 6
message $hero
boxset 6
applymovement 0x1 $moveb
applymovement 0x2 $moveb
applymovement 0x3 $moveb
applymovement 0x4 $moveb
applymovement 0x5 $moveb
applymovement 0x6 $moveb
applymovement 0x7 $moveb
pausemove 0x0
message $hero1
boxset 6
message $rocketv2
boxset 6
applymovement 0xFF $movehero
pausemove 0x0
applymovement 0x4 $rocketbounce
pausemove 0x0
message $rocket
boxset 6
applymovement 0x1 $movec
applymovement 0x2 $movec
applymovement 0x3 $movec
applymovement 0x5 $movec
applymovement 0x6 $movec
pausemove 0x0
applymovement 0x1 $moved
applymovement 0x2 $moved
applymovement 0x3 $moved
applymovement 0x5 $moved
applymovement 0x6 $moved
pausemove 0x0
#raw 0x53 0x01 0x00
#raw 0x53 0x02 0x00
#raw 0x53 0x03 0x00
#raw 0x53 0x05 0x00
#raw 0x53 0x06 0x00
applymovement 0x4 $movee
pausemove 0x0
applymovement 0x4 $movef
pausemove 0x0
#raw 0x53 0x04 0x00
setflag 0x802
release
end

#org $done
release
end

#org $move
#raw 0x53 0x65 0xFE
#org $rocketv1
$rocketv1 1 =Rocket Grunt : \nWhere is the ball!\pYou little brat!
#org $movea
#raw 0x53 0x64 0x00 0x64 0x01 0x64 ox02 0x64 0x03 0x64 0x00 0xFE
#org $kid
$kid 1 =I..I Do..n't..\nkn..o.oooowww\pWheee...Wheee\nWheee...Wheee
#org $hero
$hero 1 =Hey you!
#org $moveb
#raw 0x53 0x63 0xFE
#org $hero1
$hero1 1 =Do you always tease \nlittle kids!
#org $rocketv1
$rocketv1 1 =Rocket Grunt : SHUT UP!\nGo and ask your mommy\pto give you a lolly!
#org $movehero
#raw 0x11 0x11 0x00 0x1D 0x1D 0x1D 0xFE
#org $rocketbounce
#raw 0x31 0x01 0xFE
#org $rocket
$rocketv1 1 =Rocket: Whoow kid!\nDidn't want to piss \pyou off!\nTEAM ROCKET GO!
#org $movec
#raw 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0xFE
#org $moved
#raw 0x1F 0x1F 0x1F 0x1F 0x1F 0xFE

#org $movee
#raw 0x02 0x03 0x00 0x1D 0x1D 0x1F 0x00 0x01 0x2 0xFE
#org $movef
#raw 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0xFE

+Sneasel™ September 18th, 2008 1:55 PM

Quote:

Originally Posted by Poke-Roy (Post 3949514)
BIGGIE script :O
Can someone check this script I can't do it i'm to tired of writing it :P
Spoiler:
#org $startrocket
lock
checkflag 0x802
if B_TRUE goto $done
applymovement 0x6 $move
pausemove 0x10
message $rocketv1
boxset 6
applymovement 0x7 $movea
pausemove 0x0
message $kid
boxset 6
message $hero
boxset 6
applymovement 0x1 $moveb
applymovement 0x2 $moveb
applymovement 0x3 $moveb
applymovement 0x4 $moveb
applymovement 0x5 $moveb
applymovement 0x6 $moveb
applymovement 0x7 $moveb
pausemove 0x0
message $hero1
boxset 6
message $rocketv2
boxset 6
applymovement 0xFF $movehero
pausemove 0x0
applymovement 0x4 $rocketbounce
pausemove 0x0
message $rocket
boxset 6
applymovement 0x1 $movec
applymovement 0x2 $movec
applymovement 0x3 $movec
applymovement 0x5 $movec
applymovement 0x6 $movec
pausemove 0x0
applymovement 0x1 $moved
applymovement 0x2 $moved
applymovement 0x3 $moved
applymovement 0x5 $moved
applymovement 0x6 $moved
pausemove 0x0
#raw 0x53 0x01 0x00
#raw 0x53 0x02 0x00
#raw 0x53 0x03 0x00
#raw 0x53 0x05 0x00
#raw 0x53 0x06 0x00
applymovement 0x4 $movee
pausemove 0x0
applymovement 0x4 $movef
pausemove 0x0
#raw 0x53 0x04 0x00
setflag 0x802
release
end

#org $done
release
end

#org $move
#raw 0x53 0x65 0xFE
#org $rocketv1
$rocketv1 1 =Rocket Grunt : \nWhere is the ball!\pYou little brat!
#org $movea
#raw 0x53 0x64 0x00 0x64 0x01 0x64 ox02 0x64 0x03 0x64 0x00 0xFE
#org $kid
$kid 1 =I..I Do..n't..\nkn..o.oooowww\pWheee...Wheee\nWheee...Wheee
#org $hero
$hero 1 =Hey you!
#org $moveb
#raw 0x53 0x63 0xFE
#org $hero1
$hero1 1 =Do you always tease \nlittle kids!
#org $rocketv1
$rocketv1 1 =Rocket Grunt : SHUT UP!\nGo and ask your mommy\pto give you a lolly!
#org $movehero
#raw 0x11 0x11 0x00 0x1D 0x1D 0x1D 0xFE
#org $rocketbounce
#raw 0x31 0x01 0xFE
#org $rocket
$rocketv1 1 =Rocket: Whoow kid!\nDidn't want to piss \pyou off!\nTEAM ROCKET GO!
#org $movec
#raw 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0xFE
#org $moved
#raw 0x1F 0x1F 0x1F 0x1F 0x1F 0xFE

#org $movee
#raw 0x02 0x03 0x00 0x1D 0x1D 0x1F 0x00 0x01 0x2 0xFE
#org $movef
#raw 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0xFE

Looks fine except I don't htink the lock is needed. Otherwise, I don't think anything glitchy will happen, unless you messed up on movemetns or soemthing =X Nah, you're too good to do that ;)

Hiche.. September 18th, 2008 1:59 PM

Poke-Roy

You wrote pausemove 0x10 .. I don't think there is such a command. replace 0x10 with 0x0 or 0, and for the people numbers in the applymovement command, I think you should add a 0 before all the numbers( 0x04 not 0x4)

Hope that helps.

Satoshi Sugimori September 18th, 2008 2:33 PM

Quote:

Originally Posted by Tamerhaidar (Post 3949551)
Poke-Roy

You wrote pausemove 0x10 .. I don't think there is such a command. replace 0x10 with 0x0 or 0, and for the people numbers in the applymovement command, I think you should add a 0 before all the numbers( 0x04 not 0x4)

Hope that helps.

Thanks for the help ill try it ;)

KhaosKnight September 18th, 2008 3:11 PM

Quote:

Originally Posted by Poke-Roy (Post 3949514)
BIGGIE script :O
Can someone check this script I can't do it i'm to tired of writing it :P
Spoiler:
#org $startrocket
lock
checkflag 0x802
if B_TRUE goto $done
applymovement 0x6 $move
pausemove 0x10
message $rocketv1
boxset 6
applymovement 0x7 $movea
pausemove 0x0
message $kid
boxset 6
message $hero
boxset 6
applymovement 0x1 $moveb
applymovement 0x2 $moveb
applymovement 0x3 $moveb
applymovement 0x4 $moveb
applymovement 0x5 $moveb
applymovement 0x6 $moveb
applymovement 0x7 $moveb
pausemove 0x0
message $hero1
boxset 6
message $rocketv2
boxset 6
applymovement 0xFF $movehero
pausemove 0x0
applymovement 0x4 $rocketbounce
pausemove 0x0
message $rocket
boxset 6
applymovement 0x1 $movec
applymovement 0x2 $movec
applymovement 0x3 $movec
applymovement 0x5 $movec
applymovement 0x6 $movec
pausemove 0x0
applymovement 0x1 $moved
applymovement 0x2 $moved
applymovement 0x3 $moved
applymovement 0x5 $moved
applymovement 0x6 $moved
pausemove 0x0
#raw 0x53 0x01 0x00
#raw 0x53 0x02 0x00
#raw 0x53 0x03 0x00
#raw 0x53 0x05 0x00
#raw 0x53 0x06 0x00
applymovement 0x4 $movee
pausemove 0x0
applymovement 0x4 $movef
pausemove 0x0
#raw 0x53 0x04 0x00
setflag 0x802
release
end

#org $done
release
end

#org $move
#raw 0x53 0x65 0xFE
#org $rocketv1
$rocketv1 1 =Rocket Grunt : \nWhere is the ball!\pYou little brat!
#org $movea
#raw 0x53 0x64 0x00 0x64 0x01 0x64 ox02 0x64 0x03 0x64 0x00 0xFE
#org $kid
$kid 1 =I..I Do..n't..\nkn..o.oooowww\pWheee...Wheee\nWheee...Wheee
#org $hero
$hero 1 =Hey you!
#org $moveb
#raw 0x53 0x63 0xFE
#org $hero1
$hero1 1 =Do you always tease \nlittle kids!
#org $rocketv1
$rocketv1 1 =Rocket Grunt : SHUT UP!\nGo and ask your mommy\pto give you a lolly!
#org $movehero
#raw 0x11 0x11 0x00 0x1D 0x1D 0x1D 0xFE
#org $rocketbounce
#raw 0x31 0x01 0xFE
#org $rocket
$rocketv1 1 =Rocket: Whoow kid!\nDidn't want to piss \pyou off!\nTEAM ROCKET GO!
#org $movec
#raw 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0xFE
#org $moved
#raw 0x1F 0x1F 0x1F 0x1F 0x1F 0xFE

#org $movee
#raw 0x02 0x03 0x00 0x1D 0x1D 0x1F 0x00 0x01 0x2 0xFE
#org $movef
#raw 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0xFE



If you are using XSE then there is a proofread function built in that tells you the line and char were it notices an unrecognized command.

Red Silvers September 18th, 2008 3:11 PM

Looks like its still not working :(

Still thanks for the help... I'm gonna keep reading around and hope I figure it out.

Satoshi Sugimori September 19th, 2008 12:56 AM

Quote:

Originally Posted by KhaosKnight (Post 3949782)
If you are using XSE then there is a proofread function built in that tells you the line and char were it notices an unrecognized command.

I don't use XSE..

But does anyone know how to make sprites disappeatr in a script and I really mean disappear not that when you move their back or if you re enter the map their back????

Kaizer-X September 19th, 2008 1:08 AM

Quote:

Originally Posted by Poke-Roy (Post 3950812)
I don't use XSE..

But does anyone know how to make sprites disappeatr in a script and I really mean disappear not that when you move their back or if you re enter the map their back????

hmm try putting this number 002C in advance map under player id
if it doesn't work try 003B

Satoshi Sugimori September 19th, 2008 2:16 AM

Quote:

Originally Posted by Kaizer-X (Post 3950827)
hmm try putting this number 002C in advance map under player id
if it doesn't work try 003B

worked it out thank you :)

Hiche.. September 19th, 2008 3:46 AM

Spoiler:

#dynamic 0x800000

#org @poke
lock
faceplayer
checkflag 0x829
if b_true goto @done
message @poke
boxset 0x6
message @take
boxset 0x6
applymovement 0x1 @move
waitmovement
special 0x16F
setflag 0x829
release
end

#org @poke
= ..(message here)

#org @take
= (message here)

#org @done
release
end

#org @move
#raw 0x60 0xFE


In this script, do I just write waitmovement or waitmovement with a 0?
Also please check if the script is correct.
Another question, when I use "special 0x17B", for a ship script, I always transport me to one of the Islands( 1,2,etc)
Is there a way to change that? I want to go somewhere else.
Thanks in advance.

jin14 September 19th, 2008 11:13 AM

wacht this script why don'go!
when i insert it the people talk but don't move why?
you can help me!

TB Pro September 19th, 2008 12:03 PM

Quote:

Originally Posted by Tamerhaidar (Post 3950962)
Spoiler:

#dynamic 0x800000

#org @poke
lock
faceplayer
checkflag 0x829
if b_true goto @done
message @poke
boxset 0x6
message @take
boxset 0x6
applymovement 0x1 @move
waitmovement
special 0x16F
setflag 0x829
release
end

#org @poke
= ..(message here)

#org @take
= (message here)

#org @done
release
end

#org @move
#raw 0x60 0xFE


In this script, do I just write waitmovement or waitmovement with a 0?
Also please check if the script is correct.
Another question, when I use "special 0x17B", for a ship script, I always transport me to one of the Islands( 1,2,etc)
Is there a way to change that? I want to go somewhere else.
Thanks in advance.

Yeah, just put waitmovement 0 :) And I don't know how t do that, although if I remember right there was a tutorial somewhere about that....

Quote:

Originally Posted by jin14 (Post 3951571)
wacht this script why don'go!
when i insert it the people talk but don't move why?
you can help me!

Uhhh...What exactly are you talking about? It would help if we could see the script.

Ninja Caterpie September 19th, 2008 3:22 PM

Tamerhaider, read the Rom Hackers Newsletter. The second one has a thing on how to do that.

Hiche.. September 20th, 2008 3:30 AM

Quote:

Originally Posted by Dark Lakitu (Post 3952284)
Tamerhaider, read the Rom Hackers Newsletter. The second one has a thing on how to do that.

Thanks Dark Lakitu.
I got it to work now, well half of it.

-DarK- September 20th, 2008 4:42 AM

Code:

#Dynamic 0x9A6740

#org @start
checkflag 0x201
if b_true goto @gone
lock
faceplayer
giveitem 0x3 0x5 0x0
setflag 0x201
release
end

#org @gone
hidesprite 0x8
end


It doesn't work somehow... Anyone knows why?

jin14 September 20th, 2008 6:14 AM

this is correct?
#dynamic 0x877569

#org @start
lock
faceplayer
applymovement 0x0F @lino
waitmovement 0x2
message @trino
boxset 6
release
end

#org @lino
#raw 0x1
#raw 0x1
#raw 0xFE

#org @trino
= Ciao.

Shadows September 20th, 2008 7:42 AM

Quote:

Originally Posted by DarkSalamence (Post 3954141)
Code:

#Dynamic 0x9A6740

#org @start
checkflag 0x201
if 0x1 goto @gone
lock
faceplayer
giveitem 0x3 0x5 0x0
setflag 0x201
warp 0x(add the correct # here) 0x 0x 0x 0x
hidesprite 0x8
release
end

#org @gone
release
end

end


It doesn't work somehow... Anyone knows why?

The way hidesprite works for me, is that you need to place a warp in the spot the player will be, and warp to that spot after the hidesprite activates.Add a warp on advanced map, it doesn't have to go anywhere...

jin14 September 20th, 2008 7:45 AM

T can you help me i have post my problem in the before message please help me!

Shadows September 20th, 2008 7:46 AM

Quote:

Originally Posted by jin14 (Post 3954420)
this is correct?
#dynamic 0x877569

#org @start
lock
faceplayer
applymovement 0x0F @lino
waitmovement 0x0
message @trino
callstd 0x6
release
end

#org @lino
#raw 0x1
#raw 0x1
#raw 0xFE

#org @trino
= Ciao.

This should Work properly...

jin14 September 20th, 2008 7:58 AM

BUT CALLSTD ISN'T FOR POKET SCRIPT

Shadows September 20th, 2008 8:03 AM

Quote:

Originally Posted by jin14 (Post 3954744)
BUT CALLSTD ISN'T FOR POKET SCRIPT

Lol, get XSE...
You've been scripting in XSE the whole time...

jin14 September 20th, 2008 8:21 AM

ok thank you i remember you

-DarK- September 20th, 2008 10:43 AM

Code:

#Dynamic 0x86A7E4

#org @start
lockall
applymovement 0x9 @left
waitmovement 0x0
call @start2
releaseall
end

#org @start2
checkflag 0x204
if b_true goto @gone
checkflag 0x861
if b_false goto @nodex
else goto @havedex
end

#org @havedex
msgbox @upgrade
boxset 0x5
compare LASTRESULT 1
if b_true goto @getdex
else goto @notwant
end

#org @upgrade
= Hello there. I just noticed that\nyou have a POKéDEX. I research\lPOKéMON from foreigns lands like\lKANTO and JOHTO. Would you like me\lto upgrade your POKéDEX so that it\lcan store those POKéMON's data?

#org @getdex
msgbox @receivedex
fanfare 0x13E
boxset 0x6
special 0x1F3
waitfanfare
fadescreen 1
hidesprite 0x9
fadescreen 0
setflag 0x204
end

#org @receivedex
= [player]'s POKéDEX got upgraded.

#org @notwant
msgbox @no
boxset 0x6
end

#org @no
= Oh? You don't want to? Well that's\nok then. If you change your mind,\lcome see me again.

#org @nodex
msgbox @hello2
boxset 0x6
end

#org @hello2
= Hi there. I'm researching POKéMON\nfrom foreign lands like KANTO and\lJOHTO. If you could bring me a\lPOKéDEX, I would upgrade it with\lthe information about POKéMON found\lonly there.

#org @gone
hidesprite 0x9
end

#org @left
#raw 0x02
#raw 0xFE


Plz help. I dunno how to use setvar (don't understand how they use it in tutorials) so plz explain. [NOTE: The script without the first part (the part before start2) works perfect, but I need the applymovement thing so that the person who's part of that script turns toward me when I'm passing left to him]

Thrace September 20th, 2008 5:47 PM

Quote:

Originally Posted by DarkSalamence (Post 3955303)
Code:

#Dynamic 0x86A7E4

#org @start
lockall
applymovement 0x9 @left
waitmovement 0x0
call @start2
releaseall
end

#org @start2
checkflag 0x204
if b_true goto @gone
checkflag 0x861
if b_false goto @nodex
else goto @havedex
end

#org @havedex
msgbox @upgrade
boxset 0x5
compare LASTRESULT 1
if b_true goto @getdex
else goto @notwant
end

#org @upgrade
= Hello there. I just noticed that\nyou have a POKéDEX. I research\lPOKéMON from foreigns lands like\lKANTO and JOHTO. Would you like me\lto upgrade your POKéDEX so that it\lcan store those POKéMON's data?

#org @getdex
msgbox @receivedex
fanfare 0x13E
boxset 0x6
special 0x1F3
waitfanfare
fadescreen 1
hidesprite 0x9
fadescreen 0
setflag 0x204
end

#org @receivedex
= [player]'s POKéDEX got upgraded.

#org @notwant
msgbox @no
boxset 0x6
end

#org @no
= Oh? You don't want to? Well that's\nok then. If you change your mind,\lcome see me again.

#org @nodex
msgbox @hello2
boxset 0x6
end

#org @hello2
= Hi there. I'm researching POKéMON\nfrom foreign lands like KANTO and\lJOHTO. If you could bring me a\lPOKéDEX, I would upgrade it with\lthe information about POKéMON found\lonly there.

#org @gone
hidesprite 0x9
end

#org @left
#raw 0x02
#raw 0xFE


Plz help. I dunno how to use setvar (don't understand how they use it in tutorials) so plz explain. [NOTE: The script without the first part (the part before start2) works perfect, but I need the applymovement thing so that the person who's part of that script turns toward me when I'm passing left to him]

Whats wrong with it and why do you need setvar?


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