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-   -   thethethethe's Scripting Tutorial (https://www.pokecommunity.com/showthread.php?t=128887)

derv1205 March 20th, 2008 12:29 PM

Quote:

Originally Posted by thethethethe (Post 3405570)
Sorry, I kinda, forgot about this thread.



Am I too late?
It's these ones.
79=[u]
7A=[D]
7B=[L]
7C=[R]

U for Up
D for Down
L for Left
R for Right


Honestly, I don't know what the problem is. The "Shiny Hack" isn't something I've done lately. Sorry.

Ok, no prob, i will use "Pokemons Tools" that adds the shiny hack in the hex automatically Lol ^^

Dan13x March 20th, 2008 4:18 PM

thethethethe, for the MoveSprite, how can you get the Player to move?

greenozano March 20th, 2008 7:41 PM

how do I Set flags so An event can happen even after not having it in the same script. Like meeting your friend then being able to access a certain area

Tyrantrum March 20th, 2008 8:10 PM

Quote:

Originally Posted by dan123410 (Post 3416708)
thethethethe, for the MoveSprite, how can you get the Player to move?


I think it's 0xFF.
Not too sure.

Master_Track March 21st, 2008 2:42 AM

you can be sure, it IS 0xFF. Like explained in the tut ;)

(btw don't forget the 0xFE after the movements, I did this xD)

Quote:

Originally Posted by greenozano (Post 3417480)
how do I Set flags so An event can happen even after not having it in the same script. Like meeting your friend then being able to access a certain area

Well, you have to set a free setflag (not used in the original game) into the script (meeting your friend).
Then you set a checkflag at the begin of the script of the area entrace (checkflag needs the same number as setflag in the other script).

Hope I'm right, correct if I' wrong ^^

Pokepal2007 March 21st, 2008 12:45 PM

Wow this is the best tut i have been on just one question will this script work?

#org $begin
lock
faceplayer
checkflag 0x200
if b_true goto $done
applymovement 0x06 $move
pausemove
message $cele
boxset 6
Wildbattle 251 5 0
fadescreen 0
#raw 0x53 0x0F 0x80
Setflag 0x200
release
end

#org $done
release
end

#org $move
#raw 0x10 0x10 0x10 0xFE

#org $cele
$cele 1 =Biiiii.

hi sir tomato my password is syvniti March 21st, 2008 12:52 PM

Quote:

Originally Posted by pokepal2007 (Post 3419127)
Wow this is the best tut i have been on just one question will this script work?

I don't think cause the
#org $move
#raw 0x10 0x10 0x10 0xFE

But always try it...XD

Pokepal2007 March 21st, 2008 1:19 PM

ok

but this script has gone strange

#org $start
lock
faceplayer
checkflag 0x200
if b_true goto $done
message $1
boxset 5
compare 0x800D 0x1
if 0x1 goto $check
message $2
boxset 6
release
end

#org $check
checkitem 0x4
#raw 0x05 0x00
compare 0x800D 0x1
if 0x4 goto $got
message $2
boxset 6
release
end

#org $got
message $3
boxset 6
warp 0x2 0x60 0x1
setflag 0x200
release
end

#org $done
message $4
boxset 5
compare 0x800d 0x1
message $3
boxset 6
warp 0x2 0x60 0x1
release
end

#org $1
$1 1 =Would you like to goto\nCinnabar island?

#org $2
$2 1 =Ohhh. Sorry you can't go yet.

#org $3
$3 1 =ALL ABOARD!!!

#org $4
$4 1 =Would you like to goto\nCinnabar island?

on this script instead of warping to map 2.60 warp number 1 (i made a warp and map) but instead The screen just turns blank Why might this be?

Also how do i make a script which gives yo a badge without having to battle so it will be you goup to a guy who says your a new trainer so you wont be strong enough for a battle so he just gives you the badge how can i do this??

thethethethe March 21st, 2008 6:08 PM

Quote:

Originally Posted by dan123410 (Post 3416708)
thethethethe, for the MoveSprite, how can you get the Player to move?

Like they said, you use the people no. of the Player which is 0xFF

Quote:

Originally Posted by pokepal2007 (Post 3419224)
ok

but this script has gone strange

#org $start
lock
faceplayer
checkflag 0x200
if b_true goto $done
message $1
boxset 5
compare 0x800D 0x1
if 0x1 goto $check
message $2
boxset 6
release
end

#org $check
checkitem 0x4
#raw 0x05 0x00
compare 0x800D 0x1
if 0x4 goto $got
message $2
boxset 6
release
end

#org $got
message $3
boxset 6
warp 0x2 0x3C 0x1
setflag 0x200
release
end

#org $done
message $4
boxset 5
compare 0x800d 0x1
message $3
boxset 6
warp 0x2 0x3C 0x1
release
end

#org $1
$1 1 =Would you like to goto\nCinnabar island?

#org $2
$2 1 =Ohhh. Sorry you can't go yet.

#org $3
$3 1 =ALL ABOARD!!!

#org $4
$4 1 =Would you like to goto\nCinnabar island?

on this script instead of warping to map 2.60 warp number 1 (i made a warp and map) but instead The screen just turns blank Why might this be?

Also how do i make a script which gives yo a badge without having to battle so it will be you goup to a guy who says your a new trainer so you wont be strong enough for a battle so he just gives you the badge how can i do this??

I can't remember if I mentioned converting values to hex. Maybe I should have.
But You have two options with that warp command.
warp 2 60 1
or
warp 0x2 0x3C 0x1

If there's a "0x" in front of it, then you have to make it a hexadecimal value, if it isn't in front of the number it's a decimal number or a 'normal' number.

greenozano March 21st, 2008 6:54 PM

How do I have The script react to another I didn't get it in the flags part of you tutorial

Jimleko March 21st, 2008 7:24 PM

OK, I feel really noobish for saying this...but HOW do you make scripts in the first place?

I looked all over the place to do it, and I couldn't find it out....so I just started typing in the window that pops up when I double click on Poket Script...and it starts giving me error messages!

Could someone please help me?

EDIT: Never mind, I figured out how to do it...

ShyRayq March 21st, 2008 8:05 PM

use notepad
if you don't have notepad wellllllllll
well your done for
so its NOTEPAD!

Jimleko March 21st, 2008 9:56 PM

Yeah, I figured that out (thanks anyway).

I'm trying to implement this into a game, so I can test it out...but I'm not sure how. I looked at other tutorials, but no one was really clear about it. Could someone please explain it?

GMuser March 21st, 2008 10:23 PM

http://www.pokecommunity.com/showthread.php?t=81691

Save you script as a .rbc file, then right click and "compile". Alternatively, you can open "BufRite.exe", file->import->find you script. Then you follow the instructions in the above thread (first tut) on how to Assign to the rom and then Burn (save) to the rom.

It would be at this point that you open Advance Map and set the script offset on an event (character).

Pokepal2007 March 22nd, 2008 12:36 AM

Quote:

Originally Posted by thethethethe (Post 3419989)
Like they said, you use the people no. of the Player which is 0xFF



I can't remember if I mentioned converting values to hex. Maybe I should have.
But You have two options with that warp command.
warp 2 60 1
or
warp 0x2 0x3C 0x1

If there's a "0x" in front of it, then you have to make it a hexadecimal value, if it isn't in front of the number it's a decimal number or a 'normal' number.

i will test it out and see if any changes

also how do you make someone give you a badge without battleing?

Dan13x March 22nd, 2008 12:58 AM

Quote:

Originally Posted by thethethethe (Post 3419989)
Like they said, you use the people no. of the Player which is 0xFF

Thanks anyway, I'll see if it works.

thethethethe March 22nd, 2008 1:00 AM

Quote:

Originally Posted by pokepal2007 (Post 3420784)
i will test it out and see if any changes

also how do you make someone give you a badge without battleing?

Do you remember this list from the first post?
Quote:

Originally Posted by thethethethe
Spoiler:
Fire Red:
0x820 - First Badge
0x821 - Second Badge
0x822 - Third Badge
0x823 - Fourth Badge
0x824 - Fifth Badge
0x825 - Sixth Badge
0x826 - Seventh Badge
0x827 - Eighth Badge
0x828 - Pokemon Menu
0x829 - Pokedex Menu
0x82F - Running Shoes

Ruby/Sapphire:
0x800 - Pokemon Menu
0x801 - Pokedex Menu
0x802 - Pokenav Menu
0x807 - First Badge
0x808 - Second Badge
0x809 - Third Badge
0x80A - Fourth Badge
0x80B - Fifth Badge
0x80C - Sixth Badge
0x80D - Seventh Badge
0x80E - Eighth Badge
0x860 - Running Shoes

Emerald:
0x860 - Pokemon Menu
0x861 - Pokedex Menu
0x862 - Pokenav Menu

Just set the flag for the badge that you want the player to recieve.

For example, in Fire Red/Leaf Green, if you wanted the player to recieve the first badge, all you need is this line.
setflag 0x820

Pokepal2007 March 22nd, 2008 1:43 AM

Quote:

Originally Posted by thethethethe (Post 3420799)
Do you remember this list from the first post?

Just set the flag for the badge that you want the player to recieve.

For example, in Fire Red/Leaf Green, if you wanted the player to recieve the first badge, all you need is this line.
setflag 0x820

ok then i understand but on morwe question this script keeps freexing btw i did change the unknown and var number to 03 00 and 40 50 so whats wrong with this

#org $begin
checkflag 0x201
if b_true goto $done
applymovement 0x14 $move
pausemove 0
message $hey
boxset 6
applymovement 0x14 $move2
pausemove 0
setflag 0x201
release
end

#org $done
release
end

#org $move
#raw 0x20 0x20 0x20 0x20 0x20 0x62 0xFE

#org $hey
$hey 1 =Hey there, I am one of the\nthree dancers, come by our gym later.

#org $move2
#raw 0x1F 0x1F 0x1F 0x1F 0x1F 0x1E 0x1E 0x1F 0x1F 0x60 0xFE

destinedjagold March 22nd, 2008 1:49 AM

erm, try this..?
Code:

#org $begin
checkflag 0x201
if b_true goto $done
applymovement 0x14 $move
pausemove 0
message $hey
boxset 6
applymovement 0x14 $move2
pausemove 0
setflag 0x201
release
end

#org $done
release
end

#org $move
$move 1 ; #binary 0x20 0x20 0x20 0x20 0x20 0x62 0xFE

#org $hey
$hey 1 =Hey there, I am one of the\nthree dancers, come by our gym later.

#org $move2
$move2 1 ; #binary 0x1F 0x1F 0x1F 0x1F 0x1F 0x1E 0x1E 0x1F 0x1F 0x60 0xFE



Pokepal2007 March 22nd, 2008 1:59 AM

not even that every time i walk ove it nothing happens

Master_Track March 22nd, 2008 2:09 AM

Quote:

Originally Posted by pokepal2007 (Post 3420844)
ok then i understand but on morwe question this script keeps freexing btw i did change the unknown and var number to 03 00 and 40 50 so whats wrong with this

#org $begin
checkflag 0x201
if b_true goto $done
applymovement 0x14 $move
pausemove 0
message $hey
boxset 6
applymovement 0x14 $move2
pausemove 0
setflag 0x201
release
end

#org $done
release
end

#org $move
#raw 0x20 0x20 0x20 0x20 0x20 0x62 0xFE

#org $hey
$hey 1 =Hey there, I am one of the\nthree dancers, come by our gym later.

#org $move2
#raw 0x1F 0x1F 0x1F 0x1F 0x1F 0x1E 0x1E 0x1F 0x1F 0x60 0xFE

I can't see anything wrong in this script.
Which Advance Map are you using?
I am using 1.90, and there the fields "unknown" and "variable number" looks like this:
Unknown: 0003
Var.Number:4051

And it works!
Hope that's the problem.

Pokepal2007 March 22nd, 2008 2:22 AM

no that dosen't work.

would it be the check flag

Master_Track March 22nd, 2008 2:24 AM

Quote:

Originally Posted by pokepal2007 (Post 3420873)
no that dosen't work.

would it be the check flag

Only if you have used setflag 0x201 before in another script, then checkflag 0x201 would see : "the script with setflag 0x201 was already activated" and go to the end of the script, so
release
end

Try using another set and checkflag you SURE didn't use before, than it should work.

destinedjagold March 22nd, 2008 2:25 AM

I tested the script myself and it worked fine.
I'll put up a video when YouTube finishes uplaoding it. ;)

and yeah, I guess it's because of the setflag...

Pokepal2007 March 22nd, 2008 2:27 AM

no i haven't used 201 yet


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