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-   -   Script Help Thread (DO NOT REQUEST SCRIPTS) (https://www.pokecommunity.com/showthread.php?t=163576)

HackMew December 20th, 2008 5:10 AM

Script Help Thread (DO NOT REQUEST SCRIPTS)
 

A brief intro about the new script help concept

I've been following the Script Help thread since it began and after months of posts the conclusion I came was only one: there needs to be stricter and better rules. I'm not saying it will be really easy at first, but it's something it needs to be done.

Rules, what about them?

I'll post them in an unsorted order because any of them must be followed and all of them have the same importance. Of course, all forum rules apply.

General Rules

  • Always search before asking: someone may have gotten the same problem before you, therefore you would get the answer in no time.
  • Whenever you need a particular script example, just decompile some similar scripts and try messing around with them.
  • If you need help, ask for it nicely and never demand it.
  • If you don't get an answer soon, just wait patiently. If someone knows the answer, you'll get it posted eventually.
  • Do not ask the same questions over and over again.
  • If you want to say thanks, do it via VM/PM instead of spamming the thread.
  • This is not a script request thread, so you have to post your scripts, clearly explaining what they're supposed to do and what happens instead.

Posting Rules


  • Make sure you took a close look at the scripting tutorials before posting.
  • Always include all your scripts inside spoilers. This way people don't need to waste time scrolling the thread instead of trying to help.
  • Whenever you're posting your script, a couple of screenshoots or a video are useful to understand the problem. If you can, always use at least one of them.
  • Don't forget to include what ROM you're using. Flags and movements are different from game to game, for example.
  • While posting, always include the script type.

    Available types are:
    • Person event - those scripts that get executed when you talk to someone
    • Signpost
    • Trigger - walkable, green "S" on AM
    • Level script ¹

    So, for example, if someone needs help with a level script someone that doesn't know anything about them wouldn't even try helping.

  • Don't forget to specify what's the script editor you are using.
  • Whenever you see someone is missing some data from his post, report it rather then giving a generic answer.
  • Avoid answering if you're not truly sure about what you're saying. Wrong answers won't help anyone: even worser, someone may really think what you said is true. It's not about discouraging people from trying to help: it's about discouraging wrong knowledge.
The code below shows you the structure to use when asking for help here. You're not forced to follow it exactly as that, as long as you include all needed information.

Code:

[b]Game: [/b]
[b]Type: [/b]
[b]Editor: [/b]
[b]Script: [/b]
[spoiler]Script goes here[/spoiler]
[b]Screenshots and/or videos: [/b]


¹ To view the full level script, do the following:

Spoiler:
  • Open AM and load your ROM.
  • Enable the Professional Header View from the View menu.
  • Go to the Header tab and copy the Map Script Offset.
  • Open XSE and load the same ROM.
  • Paste in the offset you just copied.
  • Enable the Level Script option (the button on the very right on the toolbar) and decompile it.

Note: the rules listed above are subject to change without further notice.

Useful Links


Of course, if you're using XSE, reading the guide is a must ;)

Change Log

This is the place where the updates to this post will be stored.

Spoiler:

20/12/2008 - Thread started -- HackMew
21/12/2008 - Adjusted rules a little -- HackMew
25/12/2008 - Introducing the [SOLVED] tag -- HackMew
29/12/2008 - Updated the useful stuff -- HackMew
22/09/2009 - Removed the [SOLVED] part of the rules as no one ever cared -- HackMew
19/11/2009 - Restyled a little -- HackMew


shane2243 December 20th, 2008 2:15 PM

i just wanna know how i'd go about including a a script that means i cannot open a door untill i've spoken to birch after i beat may/brenden?

i want to basically lock the door till after birch has given me the pokedex, and the character's mom has given him/her the running shoes?


[edit]would i have to put a person script on the door, but with no player icon, and make it so the person script disappears after i have said item?[/edit]

пзо December 20th, 2008 3:16 PM

Quote:

Originally Posted by shane2243 (Post 4210193)
i just wanna know how i'd go about including a a script that means i cannot open a door untill i've spoken to birch after i beat may/brenden?

i want to basically lock the door till after birch has given me the pokedex, and the character's mom has given him/her the running shoes?


[edit]would i have to put a person script on the door, but with no player icon, and make it so the person script disappears after i have said item?[/edit]

What we would do here is:

#Org @Start

Setflag 0x1000

For the battle script, you know, the battle with brendan/may.
To keep the door locked we would

#Org @Start
Checkflag 0x1000 -

This cheks if the Setflag 0x1000 is Done yet. Make sure you dont use the same flags twice..

That was the battle..
Now the Running shoes:

#Org @Start
Setflag 0x82F

Now that should activate the running shoes..

#Org @start
Checkflag 82F

That checks if you have the running shoes activated..

Now the Pokedex.

#Org @start
Setflag 0x829

That Sets the Pokedex, you now have the pokedex in your menu.

#Org @start
Checkflag 0x829

Checks if the Pokedex is activated..

So here we are.

---
Pokedex Script

#Dynamic 0xoffset

#org @start
checkflag 0x829
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 go in there without\nmy pokedex

#org @back
#raw 0x00 0xFE

#org @end
release
end


---
Running shoes Script


#Dynamic 0xoffset

#org @start
checkflag 0x82F
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 go in there/nwithout my running shoes.

#org @back
#raw 0x00 0xFE

#org @end
release
end


putting them together is your job. [Its sooo easy]
And I never included the Battle with May/Brendan.. that would go into too much detail.
--
You should inderstand it now, if you dont, just read a tutorial.
This is the best one in my opinion:
http://www.pokecommunity.com/showthread.php?t=146174
Its called "Seth The Rom masters XSE scripting Tutorial"

Hope you Exel!
And good luck Scripting!

Chimchar 9 December 20th, 2008 3:31 PM

note:i want the mum to go to you and then the text but it does the text before the movement.

Game: fire red
Script Type: person script

Script:
Spoiler:

#org 0x8000AB
checkflag 0x828
if 0x0 goto 0x88000BC
if 0x1 goto 0x8800154
end


#org 0x8000BC
lock
msgbox 0x88000D2 '"Hey [player] how are you ? yes i kn..."
callstd 0x6
applymovement 0x1 0x880014F
waitmovement 0x0
release
end

#org 0x800154
release
end


#org 0x80014F
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 3 'Face Right
#raw FE 'End of Movements


#org 0x8000D2
= Hey [player] how are you ? yes i know\nit's cold in the dempsi region.\poh yeah pro.oak wants to see you\n about something.

Thrace December 20th, 2008 3:44 PM

Quote:

Originally Posted by shane2243 (Post 4210193)
i just wanna know how i'd go about including a a script that means i cannot open a door untill i've spoken to birch after i beat may/brenden?

i want to basically lock the door till after birch has given me the pokedex, and the character's mom has given him/her the running shoes?


[edit]would i have to put a person script on the door, but with no player icon, and make it so the person script disappears after i have said item?[/edit]

Theres a reason that this new thread was made. Its to avoid posts like this that don't provide enough information. Please use the form in the first post before you post. It'll make it easier for everyone.

Surf December 20th, 2008 3:45 PM

Quote:

Originally Posted by Lucario 9 (Post 4210404)
note:i want the mum to go to you and then the text but it does the text before the movement.

Game: fire red
Script Type: applymovement script

Script:
Spoiler:

#org 0x8000AB
checkflag 0x828
if 0x0 goto 0x88000BC
if 0x1 goto 0x8800154
end


#org 0x8000BC
lock
msgbox 0x88000D2 '"Hey [player] how are you ? yes i kn..."
callstd 0x6
applymovement 0x1 0x880014F
waitmovement 0x0
release
end

#org 0x800154
release
end


#org 0x80014F
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 3 'Face Right
#raw FE 'End of Movements


#org 0x8000D2
= Hey [player] how are you ? yes i know\nit's cold in the dempsi region.\poh yeah pro.oak wants to see you\n about something.

Ok i'll put th wrong things in bold
#dynamic 0x800000
#org @start
checkflag 0x900
if 0x0 goto @go
end


#org @go
lockapplymovement 0x1 @move
waitmovement 0x0
msgbox @talk'"Hey [player] how are you ? yes i kn..."
callstd 0x6
setflag 0x900
release
end



#org @move
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 3 'Face Right
#raw FE 'End of Movements


#org @talk
[I]= Hey [player] how are you ? yes i know\nit's cold in the dempsi region.\poh yeah pro.oak wants to see you\n about something.

That should work as you want it to and it should save bytes
also if your mums not giving you a pokemo you shouldn't use flag 828

HackMew December 20th, 2008 4:00 PM

Quote:

Originally Posted by Mac_Mini (Post 4210434)
Ok i'll put th wrong things in bold
Spoiler:
#dynamic 0x800000
#org @start
checkflag 0x900
if 0x0 goto @go
end


#org @go
lockapplymovement 0x1 @move
waitmovement 0x0
msgbox @talk'"Hey [player] how are you ? yes i kn..."
callstd 0x6
setflag 0x900
release
end



#org @move
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 3 'Face Right
#raw FE 'End of Movements


#org @talk
[I]= Hey [player] how are you ? yes i know\nit's cold in the dempsi region.\poh yeah pro.oak wants to see you\n about something.

That should work as you want it to and it should save bytes
also if your mums not giving you a pokemo you shouldn't use flag 828

Nothing is wrong there but it's always safer to use flags from 0x1000 onwards.
Also, usually flags are used to skip something that got executed already, like you can see in the script below:

Spoiler:
#dynamic 0x800000

#org @start
checkflag 0x1000
if 0x1 goto @nothing
lock
applymovement 0x1 @move
waitmovement 0x0
msgbox @talk
callstd 0x6
setflag 0x1000
release
end

#org @nothing
release
end

#org @move
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 3 'Face Right
#raw FE 'End of Movements

#org @talk
= Hey [player] how are you ? yes i know\nit's cold in the dempsi region.\poh yeah pro.oak wants to see you\n about something.

Ninja Caterpie December 20th, 2008 4:07 PM

Hackmew, we need a new rule. No requesting scripts, sire!
'nyway, this thread's a great idea an' all.

HackMew December 20th, 2008 4:09 PM

Quote:

Originally Posted by Ninja Caterpie (Post 4210484)
HackMew, we need a new rule. No requesting scripts, sire!
'nyway, this thread's a great idea an' all.

Oh, well. Just check the first post. That rule is already there.

treecko99 December 20th, 2008 9:04 PM

I am trying out a yes/no script I found in a tutorial, but I am having some trouble. Originally it said I was missing #define or parameter tags so I added them to the places that needed them and then complied. When I tested out in the rom "Yes or No?" appeared and so did the box. When I answered the rest of the text didn't appear but I was able to walk around.

Game: Fire Red
System: XSE
Type: Yes/No Script

Script:



Spoiler:
#dynamic 0x71A3F3

#org @start
lock
faceplayer
message @tutorial
boxset 5
#define Compare LASTRESULT 0x1
#define b_true goto @yes
#define Compare LASTRESULT 0x0
#define if b_true goto @no
release
end

#org @tutorial
= Yes or no?

#org @yes
message @pressyes
boxset 6
release
end

#org @no
message @pressno
boxset 6
release
end

#org @pressyes
= You pressed YES!

#org @pressno
= You pressed NO!

Ninja Caterpie December 20th, 2008 9:23 PM

Quote:

Originally Posted by treecko99 (Post 4211179)
I am trying out a yes/no script I found in a tutorial, but I am having some trouble. Originally it said I was missing #define or parameter tags so I added them to the places that needed them and then complied. When I tested out in the rom "Yes or No?" appeared and so did the box. When I answered the rest of the text didn't appear but I was able to walk around.

Game: Fire Red
System: XSE
Type: Yes/No Script

Script:



Spoiler:
#dynamic 0x71A3F3

#org @start
lock
faceplayer
message @tutorial
boxset 5
compare LASTRESULT 0x1
if b_true goto @yes
message @pressno
boxset 6
release
end

#org @tutorial
= Yes or no?

#org @yes
message @pressyes
boxset 6
release
end

#org @pressyes
= You pressed YES!

#org @pressno
= You pressed NO!

Lolwut? What are the define for? Anyway, I've optimised the script to save time. It should work now.

Spoiler:
#dynamic 0x71A3F3

#org @start
lock
faceplayer
message @tutorial
boxset 5
compare LASTRESULT 0x1
if b_true goto @yes
message @pressno
boxset 6

release
end

#org @tutorial
= Yes or no?

#org @yes
message @pressyes
boxset 6
release
end

#org @pressyes
= You pressed YES!

#org @pressno
= You pressed NO!

treecko99 December 20th, 2008 9:35 PM

Quote:

Originally Posted by Ninja Caterpie (Post 4211216)
Lolwut? What are the define for? Anyway, I've optimised the script to save time. It should work now.

Spoiler:
#dynamic 0x71A3F3

#org @start
lock
faceplayer
message @tutorial
boxset 5
compare LASTRESULT 0x1
if b_true goto @yes
message @pressno
boxset 6

release
end

#org @tutorial
= Yes or no?

#org @yes
message @pressyes
boxset 6
release
end

#org @pressyes
= You pressed YES!

#org @pressno
= You pressed NO!

Thanks for the help, but now I am back to my original problem.
It won't let me compile because "Error 13 'type mismatch' on line 8
Missing #define or parameter.
Line: compare LASTRESULT 0x1" pops up.

Ninja Caterpie December 20th, 2008 9:50 PM

Quote:

Originally Posted by treecko99 (Post 4211247)
Thanks for the help, but now I am back to my original problem.
It won't let me compile because "Error 13 'type mismatch' on line 8
Missing #define or parameter.
Line: compare LASTRESULT 0x1" pops up.

Strange - it compiles for me...And when I test it in-game, it works perfectly too!

treecko99 December 20th, 2008 9:56 PM

Quote:

Originally Posted by Ninja Caterpie (Post 4211283)
Strange - it compiles for me...And when I test it in-game, it works perfectly too!

Okay I added #define to the script you gave me and now it is working. Just one problem. No matter what I pick it says I picked no.

Spoiler:
#org @start
lock
faceplayer
message @tutorial
boxset 5
#define compare LASTRESULT 0x1
#define if b_true goto @yes
message @pressno
boxset 6
release
end

#org @tutorial
= Yes or no?

#org @yes
message @pressyes
boxset 6
release
end

#org @pressyes
= You pressed YES!

#org @pressno
= You pressed NO!

Ninja Caterpie December 20th, 2008 10:18 PM

Quote:

Originally Posted by treecko99 (Post 4211297)
Okay I added #define to the script you gave me and now it is working. Just one problem. No matter what I pick it says I picked no.

Spoiler:
#org @start
lock
faceplayer
message @tutorial
boxset 5
#define compare LASTRESULT 0x1
#define if b_true goto @yes
message @pressno
boxset 6
release
end

#org @tutorial
= Yes or no?

#org @yes
message @pressyes
boxset 6
release
end

#org @pressyes
= You pressed YES!

#org @pressno
= You pressed NO!

Then try compare lastresult 0x0 instead of 0x1...Initiative, much?

treecko99 December 20th, 2008 10:38 PM

Quote:

Originally Posted by Ninja Caterpie (Post 4211349)
Then try compare lastresult 0x0 instead of 0x1...Initiative, much?

Gosh Darn it. That still won't work.

Ninja Caterpie December 20th, 2008 10:45 PM

Try "if 0x1 goto".

:\ I'm really stuffed over this. It works perfectly on my ROM.

Hey, remember to take the start offset from the compiled script and put THAT into the person's script offset in A-Map.

treecko99 December 20th, 2008 10:56 PM

Quote:

Originally Posted by Ninja Caterpie (Post 4211408)
Try "if 0x1 goto".

:\ I'm really stuffed over this. It works perfectly on my ROM.

Hey, remember to take the start offset from the compiled script and put THAT into the person's script offset in A-Map.

Unfortunately that failed aswell. It just game me the same thing...with the additional messed up text.

Thanks for your help anyway. Hopefully I'll figure out what is wrong sooner or later.

Hiche.. December 20th, 2008 11:22 PM

Quote:

Originally Posted by treecko99 (Post 4211297)
Okay I added #define to the script you gave me and now it is working. Just one problem. No matter what I pick it says I picked no.

Spoiler:
#dynamic 0x800000

#org @start
lock
faceplayer
message @tutorial
boxset 5
compare LASTRESULT 0x1
if b_true goto @yes
message @pressno
boxset 6
release
end

#org @tutorial
= Yes or no?

#org @yes
message @pressyes
boxset 6
release
end

#org @pressyes
= You pressed YES!

#org @pressno
= You pressed NO!

The #define before the two commands is useless, and won't do anything. It also compiled perfectly with me. :\

Pokepal17 December 21st, 2008 4:00 AM

I need a bit of help with a trainerbattle.
The script works fine, so does the battle but when I am in the trainer's sight, the trainer doesn't move towards me so I have to talk to him to battle.
What is wrong?

Trainer's settings in A-map

Spoiler:

Movement Type = Look Right
Movement = 11
Trainer Box = Ticked


Trainerbattle Script

Spoiler:

#dynamic 0x800000

#org @start
trainerbattle 0x0 0x001 0x0 @before @after
message @beaten
boxset 0x6
release
end

#org @before
= DIE!!!

#org @after
= NOOOOO!!!

#org @beaten
= WHY!!!


Thanks in advance

HackMew December 21st, 2008 4:34 AM

Quote:

Originally Posted by treecko99 (Post 4211247)
Thanks for the help, but now I am back to my original problem.
It won't let me compile because "Error 13 'type mismatch' on line 8
Missing #define or parameter.
Line: compare LASTRESULT 0x1" pops up.

As XSE told you, a #define is missing. And on line 8 we have LASTRESULT.
So make sure you extract all files from the zipped archive.
LASTRESULT is defined in the std.rbh file indeed.

Anyway, remember the script type isn't "Yes/No script" and the like. See the first post for further details.


Quote:

Originally Posted by Pokepal17 (Post 4211841)
I need a bit of help with a trainerbattle.
The script works fine, so does the battle but when I am in the trainer's sight, the trainer doesn't move towards me so I have to talk to him to battle.
What is wrong?

Trainer's settings in A-map

Spoiler:

Movement Type = Look Right
Movement = 11
Trainer Box = Ticked


Thanks in advance

Well, I guess you just forgot to set the View radius value properly:

http://i40.*.com/2mk86x.jpg

Anyway, next time please provide all info okay?

Pokepal17 December 21st, 2008 5:29 AM

Thanks HackMew.:classic:

treecko99 December 21st, 2008 10:45 AM

Thanks Hack Mew, it turned out I forgot to extract the extra files.

Hiche.. December 21st, 2008 11:06 AM

Can someone show me an example of the trainerbattle 0x6 and 0x7? Thanks in advance.

Likewise December 21st, 2008 11:27 AM

Quote:

#Dynamic 0x71A270

#org @start
checkflag 0x1002
if 0x1 goto @done
lock
faceplayer
giveitem 0x29 0x1
msgbox @text
boxset 0x6
msgbox @Howmuch?
boxset 0x6
applymovement 0x1 @movey
waitmovement 0x0
msgbox @text2
boxset 0x6
msgbox @text3
boxset 0x6
applymovement 0x1 @movey1
waitmovement 0x0
applymovement 0x1 @movey2
waitmovement 0x0
setflag 0x1002
clearflag 0x1004
setflag 0x1003
release
end

#org @text
= Hi, could I have some milk?\pClerk:Certainly!

#org @Howmuch?
= You got some moomoo milk!\pThanks, how much do I owe you?\lClerc:Don't worry, it's on the\nhouse!\pThank you!

#org @movey
#raw 0x62 0x02 0xFE

#org text2
= Boss:What?!\nAnother freebie?!\lThat's it, you're fired!

#org @text3
= Clerk:What?!\n..........\pFine!

#org @movey2
#raw 0x11 0x11 0x60 0xFE

#org @done
release
end
It keeps saying Type Mismatch on line 8, but I checked the tutorials and that's how give item is supposed to go right?

Hiche.. December 21st, 2008 11:31 AM

You forgot a 0x0 at the end of the giveitem command.

treecko99 December 21st, 2008 12:25 PM

When I use this Script and talk to the person the game just freezes and the message box does not show up.

Game: FireRed
Type: Person Event
Editor: Xse
Script:
Spoiler:
#dynamic 0x71BD78

#org @start
lock
faceplayer
checkgender
if 0x0 goto @boy
if 0x1 goto @girl
release
end

#org @boy
= You are a boy.\nAren't You?

#org @girl
= You are a girl.\n Tell it to the judge.

Hiche.. December 21st, 2008 12:37 PM

Quote:

Originally Posted by treecko99 (Post 4212795)
When I use this Script and talk to the person the game just freezes and the message box does not show up.

Game: FireRed
Type: Person Event
Editor: Xse
Script:
Spoiler:
#dynamic 0x71BD78

#org @start
lock
faceplayer
checkgender
if 0x0 goto @boy
if 0x1 goto @girl
release
end

#org @boy
message @1
boxset 6
end

#org @girl
message @2
boxset 6
end


#org @1
= You are a boy.\nAren't You?

#org @2
= You are a girl.\n Tell it to the judge.

The fixes are in Bold. I hope that helps.

treecko99 December 21st, 2008 12:40 PM

Thanks. Now its working properly.

Madridista December 21st, 2008 1:49 PM

I just want to say, that there should be a new rule added to the first post.

"If you want to thank somebody, do it via PM instead of spamming this thread"

or something like that.

HackMew December 21st, 2008 2:53 PM

Quote:

Originally Posted by Hiche (Post 4212592)
Can someone show me an example of the trainerbattle 0x6 and 0x7? Thanks in advance.

Did you check some scripts in the original games? If you want you can check the scripting dumps I made a while ago. See my thread in the Toolbox.


Quote:

Originally Posted by Madridista (Post 4213040)
I just want to say, that there should be a new rule added to the first post.

"If you want to thank somebody, do it via PM instead of spamming this thread"

or something like that.

Yeah, that's a good idea. I'll add it right now.

EDIT: Rules updated, everyone! Make sure to read them once more, no matter if you did already.

Semblance December 21st, 2008 6:28 PM

Game:Pokemon Dawn of Oblivion
Type:FireRed
Editor:XSE
Script:
Spoiler:
'-----------------------
#org 0x3B4D85
lock
checkflag 0x828
if 0x0 goto 0x83B4D90
end

'-----------------------
#org 0x3B4D90
lock
applymovement MOVE_PLAYER 0x83B4DAE
msgbox 0x83B4DBB '"I have the results!\nThe student th..."
applymovement MOVE_PLAYER 0x83B4DB2
msgbox 0x83B4E0E '"Go find Professor Johnson for your ..."
release
end


'-----------
' Movements
'-----------
#org 0x3B4DAE
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)

#org 0x3B4DB2
#raw 62 'Exclamation Mark (!)
#raw 20 'Step Right (Fast)
#raw 1E 'Step Up (Fast)
#raw 1E 'Step Up (Fast)
#raw 1E 'Step Up (Fast)
#raw 1E 'Step Up (Fast)
#raw 1E 'Step Up (Fast)
#raw 1E 'Step Up (Fast)


'---------
' Strings
'---------
#org 0x3B4DBB
= I have the results!\nThe student that will embark on the journey is\p...\n[player]!

#org 0x3B4E0E
= Go find Professor Johnson for your Pokemon!

Screenshots and/or Videos: None

This script is supposed to be a one time only, sorta of like the Oak script that stops you from going out onto the grass without Pokemon. All it's doing now is freezing up the game, and it does that when it's not even on the correct tile. Help would be appreciated greatly; it's the first time I've done a script as complex as this.

HackMew December 21st, 2008 6:49 PM

Quote:

Originally Posted by Semblance (Post 4213919)
Game:Pokemon Dawn of Oblivion
Type:FireRed
Editor:XSE
Script:
Spoiler:
'-----------------------
#org 0x3B4D85
lock
checkflag 0x828
if 0x0 goto 0x83B4D90
end

'-----------------------
#org 0x3B4D90
lock
applymovement MOVE_PLAYER 0x83B4DAE
msgbox 0x83B4DBB '"I have the results!\nThe student th..."
applymovement MOVE_PLAYER 0x83B4DB2
msgbox 0x83B4E0E '"Go find Professor Johnson for your ..."
release
end


'-----------
' Movements
'-----------
#org 0x3B4DAE
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)

#org 0x3B4DB2
#raw 62 'Exclamation Mark (!)
#raw 20 'Step Right (Fast)
#raw 1E 'Step Up (Fast)
#raw 1E 'Step Up (Fast)
#raw 1E 'Step Up (Fast)
#raw 1E 'Step Up (Fast)
#raw 1E 'Step Up (Fast)
#raw 1E 'Step Up (Fast)


'---------
' Strings
'---------
#org 0x3B4DBB
= I have the results!\nThe student that will embark on the journey is\p...\n[player]!

#org 0x3B4E0E
= Go find Professor Johnson for your Pokemon!

Screenshots and/or Videos: None

This script is supposed to be a one time only, sorta of like the Oak script that stops you from going out onto the grass without Pokemon. All it's doing now is freezing up the game, and it does that when it's not even on the correct tile. Help would be appreciated greatly; it's the first time I've done a script as complex as this.

Make sure to read better the rules next time because you mixed up thing a little :P

Anyway...
You're missing a release in the first part of the script and you're missing the End of Movements (0xFE) too.
Also, you're missing the callstd/boxset as well.

Spoiler:
#dynamic 0x3B4D85

#org @start
lock
checkflag 0x828
if 0x0 goto @continue
release
end

#org @continue
lock
applymovement MOVE_PLAYER @move1
msgbox @results
callstd 0x6
applymovement MOVE_PLAYER @move2
msgbox @gofind
callstd 0x6
release
end

#org @move1
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0xFE

#org @move2
#raw 0x62
#raw 0x20
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0xFE

#org @results
= I have the results!\nThe student that will embark on the journey is\p...\n[player]!

#org @gofind
= Go find Professor Johnson for your Pokemon!

Pokepal17 December 22nd, 2008 4:10 AM

3 Attachment(s)
ROM: Fire Red
Version: 1.0
Script Editor: XSE
Script Type: Person Event
Event pictures: See attachments
Script

Spoiler:

#dynamic 0x800000
#org @begin
lock
faceplayer
message @cry
boxset 0x6
cry 0xA1 0xF5
nop
nop
wildbattle 0xF5 0x32 0x0 0x0
fadescreen 0x0
hidesprite 0x201
release
end

#org @cry
= GRRRR!


This should be a simple wildbattle with a Suicune. When I talk to the Suicune, the screen turns black (I think that's the fadescreen command happening too early) and then the battle happens. When ever the battle finishes, the screen doesn't fade and the hidesprite command doesn't happen.

A-map settings

Spoiler:

No.= 3
Person Event No.= 4
Movement type= Look around
Person ID= 201
Unknown= 00


Thanks in advance!

Konekodemon December 22nd, 2008 4:18 AM

don't know if this is a script problem or not but what gameboy colors do I use if I want red and blue to look like the colors from yellow

пзо December 22nd, 2008 4:32 AM

Omg my script..
 
Spoiler:

ROM: Fire Red
Version: 1.0
Script Editor: XSE
Script Type: [s] Event apply movment.
Event pictures: Nothing to take pictures of..

I never thought i would be doing this! This script works fine.. but the running shoes dont
activate. Im not sure why.
--
#dynamic 0x71B140

#org @start
checkflag 0x82F
if b_true goto @end
msgbox @something
boxset 0x2
applymovement 0x01 @move
waitmovement 0x0
msgbox @something2
boxset 0x2
setflag 0x82F
fanfare 0x13E
msgbox @youreceived
boxset 0x4
waitfanfare
#raw 0x68
applymovement 0x01 @move2
waitmovement 0x0
release
end

#org @end
release
end

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

#org @move2
#raw 0x13 0x13 0x13 0x11 0x11 0x11 0x11 0xFE

#org @something
= \c\h01\h04Oh! I forgot something!

#org @something2
= \c\h01\h04Here. These should help you.

#org @youreceived
= You received \c\h01\h08Running Shoes\c\h01\h02!

The script is outdated i got a update here.. with the movments and stuff.. dont even think about stealing it!
If you want a vid say so.

Weird its only this script that dont work!


[Solved]

Hiche.. December 22nd, 2008 5:36 AM

Quote:

Originally Posted by Pokepal17 (Post 4214799)
ROM: Fire Red
Version: 1.0
Script Editor: XSE
Script Type: Person Event
Event pictures: See attachments
Script

Spoiler:

#dynamic 0x800000

#org @begin
message @cry
boxset 0x2
cry 0xA1 0xF5
nop
nop
wildbattle 245 32 0 0
fadescreen 0x1
hidesprite 0x4
fadescreen 0x0
release
end

#org @cry
= GRRRR!


This should be a simple wildbattle with a Suicune. When I talk to the Suicune, the screen turns black (I think that's the fadescreen command happening too early) and then the battle happens. When ever the battle finishes, the screen doesn't fade and the hidesprite command doesn't happen.

A-map settings

Spoiler:

No.= 3
Person Event No.= 4
Movement type= Look around
Person ID= 201
Unknown= 00


Thanks in advance!

Try this. Also, why did you write hidesprite 0x201? The person event number is 4. :\ I fixed it.

HackMew December 22nd, 2008 10:07 AM

Quote:

Originally Posted by пзо (Post 4214829)
ROM: Fire Red
Version: 1.0
Script Editor: XSE
Script Type: [S] Event apply movment.
Event pictures: Nothing to take pictures of..


I never thought i would be doing this! This script works fine.. but the running shoes dont
activate. Im not sure why.
--
Spoiler:
#dynamic 0x71B140

#org @start
checkflag 0x82F
if b_true goto @end
msgbox @something
boxset 0x2
applymovement 0x01 @move
waitmovement 0x0
msgbox @something2
boxset 0x2
setflag 0x82F
fanfare 0x13E
msgbox @youreceived
boxset 0x4
waitfanfare
closeonkeypress
applymovement 0x01 @move2
waitmovement 0x0
release
end

#org @end
release
end

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

#org @move2
#raw 0x13 0x13 0x13 0x11 0x11 0x11 0x11 0xFE

#org @something
= \c\h01\h04Oh! I forgot something!

#org @something2
= \c\h01\h04Here. These should help you.

#org @youreceived
= You received \c\h01\h08Running Shoes\c\h01\h02!


The script is outdated i got a update here.. with the movments and stuff.. dont even think about stealing it!
If you want a vid say so.

Weird its only this script that dont work!

There's nothing wrong there, indeed. Did you try it on a clean ROM?
BTW, #raw 0x68 is closeonkeypress. Don't forget to use spoilers, okay?

Likewise December 22nd, 2008 12:05 PM

Quote:

#dynamic 0x71A29C

#org @start
lock
faceplayer
checkflag 0x1005
if 0x1 goto @milk
msgbox @get
boxset 0x6
msgbox @milky
boxset 0x6
release
end

#org @get
= Mom:Hurry and get the milk honey!

#org @done
release
end

#org @milk
= Mom:Oh you're here!\pMom:While you were out we found\nsome milk in the fridge, but now\lthat you've bought it....Keep it!\pMom:You can go outside to play now.

#org @done2
release
end
A kinda noobish question....
When the flag is set, it just ends, it doesn't go to the message @milk thing (don't ask its a very weird script......)

Vrai December 22nd, 2008 12:33 PM

Quote:

Originally Posted by .Phones (Post 4215742)
A kinda noobish question....
When the flag is set, it just ends, it doesn't go to the message @milk thing (don't ask its a very weird script......)

Spoiler:
#dynamic 0x71A29C

#org @start
lock
faceplayer
checkflag 0x1005
if 0x1 goto @milk
checkflag 0x1006
if 0x1 goto @done

msgbox @get
boxset 0x6
msgbox @milky
boxset 0x6
release
end

#org @get
= Mom:Hurry and get the milk honey!

#org @done
release
end

#org @milk
msgbox @milk2
boxset 0x6
setflag 0x1006
release
end

#org @milk2
= Mom:Oh you're here!\pMom:While you were out we found\nsome milk in the fridge, but now\lthat you've bought it....Keep it!\pMom:You can go outside to play now.

#org @done2
release
end

I think I fixed it in the spoiler. Also, if this is a trigger event, you may want to put in what I added in italics and in green, unless you want that message (milk2) repeating over and over again. I can't assume that this is a person or trigger event 'cause you didn't use the correct form.. Please do, in the future.

пзо December 22nd, 2008 1:23 PM

Script
 
Spoiler:

Originally Posted by пзо http://www.pokecommunity.com/images/templates/foreverstanding/buttons/viewpost.gif
ROM: Fire Red
Version: 1.0
Script Editor: XSE
Script Type: [s] Event apply movment.
Event pictures: Nothing to take pictures of..

I never thought i would be doing this! This script works fine.. but the running shoes dont
activate. Im not sure why.
--
Spoiler:
#dynamic 0x71B140
Spoiler:


#org @start
checkflag 0x82F
if b_true goto @end
msgbox @something
boxset 0x2
applymovement 0x01 @move
waitmovement 0x0
msgbox @something2
boxset 0x2
setflag 0x82F
fanfare 0x13E
msgbox @youreceived
boxset 0x4
waitfanfare
closeonkeypress
applymovement 0x01 @move2
waitmovement 0x0
release
end

#org @end
release
end

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

#org @move2
#raw 0x13 0x13 0x13 0x11 0x11 0x11 0x11 0xFE

#org @something
= \c\h01\h04Oh! I forgot something!

#org @something2
= \c\h01\h04Here. These should help you.

#org @youreceived
= You received \c\h01\h08Running Shoes\c\h01\h02!

The script is outdated i got a update here.. with the movments and stuff.. dont even think about stealing it!
If you want a vid say so.

Weird its only this script that dont work


---
This script is Haunting me.. It still dont go away. All it is is the running shoes dont work outside.. nothing else.. I've never had trouble like this before..

Please Help.. (This Time) It may look like it has no errors, but wow!

I've even tried the outside map to be "Village" and re-arangin it..
Somthings wrong!

[Solved]

Pokepal17 December 22nd, 2008 1:26 PM

This script was fixed but it stiil doesn't work th way I want it to.

ROM: Pokemon Fire Red
Version: 1.0
Script Editor: XSE
Script type: Person

Spoiler:

#dynamic 0x800000

#org @begin
message @cry
boxset 0x2
cry 0xA1 0xF5
nop
nop
wildbattle 0xF5 0x32 0x0 0x0
fadescreen 0x1
hidesprite 0x4
fadescreen 0x0
release
end

#org @cry
= GRRRR!


A-map settings



This is a wildbattle with a Suicune. Firstly, the fadescreen command happens before the battle ends, it happesn when I talk to the Suicune. Secondly, the Suicune temporarily disappears after the battle and then returns when I move. If I put in a random ID code, it disappears permanently. Please help me. Thanks in advance!

Pictures


Likewise December 22nd, 2008 1:33 PM

lol sorry,
Game: Pokemon Fire red
Type: Person
Editor: XSE
Script:
Spoiler:
#dynamic 0x71A29C

#org @start
lock
faceplayer
checkflag 0x1005
if 0x1 goto @milk
msgbox @get
boxset 0x6
msgbox @milky
boxset 0x6
release
end

#org @get
= Mom:Hurry and get the milk honey!

#org @done
release
end

#org @milk
= Mom:Oh you're here!\pMom:While you were out we found\nsome milk in the fridge, but now\lthat you've bought it....Keep it!\pMom:You can go outside to play now.

#org @done2
release
end


A kinda noobish question....
When the flag is set, it just ends, it doesn't go to the message @milk thing (don't ask its a very weird script......)

Pokepal17 December 22nd, 2008 1:46 PM

Quote:

lol sorry,
Game: Pokemon Fire red
Type: Person
Editor: XSE
Script:
Content hidden:
Click here to view.
#dynamic 0x71A29C

#org @start
lock
faceplayer
checkflag 0x1005
if 0x1 goto @milk
msgbox @get
boxset 0x6
msgbox @milky
boxset 0x6
release
end

#org @get
= Mom:Hurry and get the milk honey!

#org @done
release
end

#org @milk
= Mom:Oh you're here!\pMom:While you were out we found\nsome milk in the fridge, but now\lthat you've bought it....Keep it!\pMom:You can go outside to play now.

#org @done2
release
end






A kinda noobish question....
When the flag is set, it just ends, it doesn't go to the message @milk thing (don't ask its a very weird script......)
Erm this script will not work because you have pointers that don't lead to anything and you've got pieces of script which have no pointers leading to them.

Judging by what your script says, this should be the solution:

Quote:

#dynamic 0x800000

#org @start
lock
faceplayer
checkflag 0x1005
if 0x1 goto @ milk
msgbox @get
release
end

#org @get
= Mom:Hurry and get the milk honey!


#org @milk
= Mom:Oh you're here!\pMom:While you were out we found\nsome milk in the fridge, but now\lthat you've bought it....Keep it!\pMom:You can go outside to play now.
This may be right but non of us will know until you give us all the script info.

Ninja Caterpie December 22nd, 2008 3:18 PM

Spoiler:
#dynamic 0x71A29C

#org @start
lock
faceplayer
checkflag 0x1005
if 0x1 goto @milk
msgbox @get
boxset 0x6
msgbox @milky
boxset 0x6
setflag 0x1005
release
end

#org @get
= Mom:Hurry and get the milk honey!

#org @done
release
end

#org @milk
= Mom:Oh you're here!\pMom:While you were out we found\nsome milk in the fridge, but now\lthat you've bought it....Keep it!\pMom:You can go outside to play now.

#org @done2
release
end


A kinda noobish question....
When the flag is set, it just ends, it doesn't go to the message @milk thing (don't ask its a very weird script......)[/QUOTE]

The script is kinda screwed up pretty bad.
Spoiler:
#dynamic 0x71A29C

#org @start
checkflag 0x1005
if 0x1 goto @milk
msgbox @get
boxset 0x2
msgbox @milky 'lolwut? Where's the milky thning?
boxset 0x2
setflag 0x1005
end

#org @get
= Mom:Hurry and get the milk honey!

#org @milk
message 0x2 @milk
end

#org @milk
= Mom:Oh you're here!\pMom:While you were out we found\nsome milk in the fridge, but now\lthat you've bought it....Keep it!\pMom:You can go outside to play now.


Oh, N3O, try running on a different map. :\

wolverfrog December 22nd, 2008 6:40 PM

Slight issue with a give pokemon script
 
The actual give pokemon script works fine. Don't giet me wrong, it gives you a lv 5 Growlithe if you talk to the right guy. The problem is, i want it to be my starter pokemon. So, how do I get the Pokemon menu to appear when i talk to the guy? Because the pokemon shows up in battle, but not in the start menu. Here is the script, can someone edit it so it also makes the pokemon menu show up and highlight the changes?

Thanks

#ORG $begin
lock
faceplayer
checkflag 0x202
if B_true goto $done
message $here
boxset 6
givepokemon 58 5 0xD
setflag 0x202
release
end
#ORG $done
message $nomore
boxset 6
release
end
#ORG $here
$here 1 = (Text Here)
$ORG $nomore
$nomore 1 = (Text Here)

пзо December 22nd, 2008 6:58 PM

Quote:

Originally Posted by wolverfrog (Post 4216708)
The actual give pokemon script works fine. Don't giet me wrong, it gives you a lv 5 Growlithe if you talk to the right guy. The problem is, i want it to be my starter pokemon. So, how do I get the Pokemon menu to appear when i talk to the guy? Because the pokemon shows up in battle, but not in the start menu. Here is the script, can someone edit it so it also makes the pokemon menu show up and highlight the changes?

Thanks

#ORG $begin
lock
faceplayer
checkflag 0x828
if B_true goto $done
message $here
boxset 6
givepokemon 58 5 0xD
setflag 0x828
release
end
#ORG $done
message $nomore
boxset 6
release
end
#ORG $here
$here 1 = (Text Here)

$ORG $nomore
$nomore 1 = (Text Here)

Try the Pokemon Menu flag.. Which is Setflag 828 or Chechflag 828.
I changed them both for you in the quote above, I just wanted to tell you your mistakes..
And nextime.. remember to add a spoiler. If you need Any scripting assistance , come to me when im online.
Ill help you.(Ill help you Fast as i can)

wolverfrog December 22nd, 2008 7:20 PM

Wow, thanks so much, i really appreciate it

Quickster December 22nd, 2008 8:26 PM

Game:Fire Red
Editor:XSE
Type:person event

When i talk to the person,the game freezes with not message box appearing.
Spoiler:
#dynamic 0x26D44C

#org @start
lock
faceplayer
msgbox @talk
boxset 0x6
release
end

#org @talk
= Wow, your pokegear is impressive!\nDid your mom get it for you?

Ninja Caterpie December 22nd, 2008 10:11 PM

Having trouble with a rather troublesome script.

Script type: Person Script
ROM:FR
Script Editor:XSE
Spoiler:
'---------------
#org 0x2E6168
msgbox 0x82E6025 MSG_NORMAL '"It's a Spearow[.]\pCould it be tha..."
applymovement MOVE_PLAYER 0x82E60A6
waitmovement 0x0
applymovement 0x12 0x82E60AE
waitmovement 0x0
applymovement MOVE_PLAYER 0x82E60B4
applymovement 0x12 0x82E60D4
waitmovement 0x0
applymovement 0x1 0x82E60F4
applymovement MOVE_PLAYER 0x82E60FC
waitmovement 0x0
msgbox 0x82E6100 MSG_NORMAL '"Thank you!\pI[.]How can I pay you ..."
loadpointer 0x0 0x819F8C0 '"[player] received HM02\nfrom the b..."
giveitem2 0x154 0x1 0x101
msgbox 0x819F8E0 MSG_KEEPOPEN '"HM02 is FLY.\nIt's a wonderfully c..."
closeonkeypress
msgbox 0x82E6146 MSG_NORMAL '"Thanks again!\pGoodbye!"
hidesprite 0x12
applymovement 0x15 0x82E615F
hidesprite 0x1
setflag 0x1001
end


'---------
' Strings
'---------
#org 0x2E6025
= It's a Spearow[.]\pCould it be that trainer's?\p[.]\pHere, birdy...

#org 0x2E6100
= Thank you!\pI[.]How can I pay you back[.]?\pI know! Take this HM!

#org 0x19F8C0
= [player] received HM02\nfrom the boy.

#org 0x19F8E0
= HM02 is FLY.\nIt's a wonderfully convenient move.\pPlease, put it to good use.

#org 0x2E6146
= Thanks again!\pGoodbye!


'-----------
' Movements
'-----------
#org 0x2E60A6
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 2E 'Face Up (Delayed)
#raw 64 'Cross (X)
#raw 53 'Jump in Place (Facing Up)
#raw FE 'End of Movements

#org 0x2E60AE
#raw 62 'Exclamation Mark (!)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw FE 'End of Movements

#org 0x2E60B4
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1D 'Step Down (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 1D 'Step Down (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 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 20 'Step Right (Fast)
#raw FE 'End of Movements

#org 0x2E60D4
#raw 10 'Step Down (Normal)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1D 'Step Down (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 1D 'Step Down (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 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw FE 'End of Movements

#org 0x2E60F4
#raw 62 'Exclamation Mark (!)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 0 'Face Down
#raw FE 'End of Movements

#org 0x2E60FC
#raw 10 'Step Down (Normal)
#raw 1 'Face Up
#raw FE 'End of Movements

#org 0x2E615F
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw FE 'End of Movements

When I talk to it, the message appears and I move, but the Spearow doesn't, :\ Then the boy talks but doesn't move. He then just disappears.

Hiche.. December 23rd, 2008 5:16 AM

Quote:

Originally Posted by Quickster (Post 4216978)
Game:Fire Red
Editor:XSE
Type:person event

When i talk to the person,the game freezes with not message box appearing.
Spoiler:
#dynamic 0x26D44C

#org @start
lock
faceplayer
msgbox @talk
boxset 0x6
release
end

#org @talk
= Wow, your pokegear is impressive!\nDid your mom get it for you?

:\ There's nothing wrong with it. Try using a different offset.

Example:

Example:
#dynamic 0x800000

#org @start
msgbox @talk
boxset 0x2
end


Don't use lock, faceplayer, and release. Boxset 0x2 can replace them. :]

wolverfrog December 23rd, 2008 8:38 PM

Hi, i'm not sure if this is scripting, but how on earth do you make a trainer battle you, from a sprite you have made from the ground up.

Ninja Caterpie December 24th, 2008 1:11 AM

Quote:

Originally Posted by Ninja Caterpie (Post 4217145)
Having trouble with a rather troublesome script.

Script type: Person Script
ROM:FR
Script Editor:XSE
Spoiler:
'---------------
#org 0x2E6168
msgbox 0x82E6025 MSG_NORMAL '"It's a Spearow[.]\pCould it be tha..."
applymovement MOVE_PLAYER 0x82E60A6
waitmovement 0x0
applymovement 0x12 0x82E60AE
waitmovement 0x0
applymovement MOVE_PLAYER 0x82E60B4
applymovement 0x12 0x82E60D4
waitmovement 0x0
applymovement 0x1 0x82E60F4
applymovement MOVE_PLAYER 0x82E60FC
waitmovement 0x0
msgbox 0x82E6100 MSG_NORMAL '"Thank you!\pI[.]How can I pay you ..."
loadpointer 0x0 0x819F8C0 '"[player] received HM02\nfrom the b..."
giveitem2 0x154 0x1 0x101
msgbox 0x819F8E0 MSG_KEEPOPEN '"HM02 is FLY.\nIt's a wonderfully c..."
closeonkeypress
msgbox 0x82E6146 MSG_NORMAL '"Thanks again!\pGoodbye!"
hidesprite 0x12
applymovement 0x15 0x82E615F
hidesprite 0x1
setflag 0x1001
end


'---------
' Strings
'---------
#org 0x2E6025
= It's a Spearow[.]\pCould it be that trainer's?\p[.]\pHere, birdy...

#org 0x2E6100
= Thank you!\pI[.]How can I pay you back[.]?\pI know! Take this HM!

#org 0x19F8C0
= [player] received HM02\nfrom the boy.

#org 0x19F8E0
= HM02 is FLY.\nIt's a wonderfully convenient move.\pPlease, put it to good use.

#org 0x2E6146
= Thanks again!\pGoodbye!


'-----------
' Movements
'-----------
#org 0x2E60A6
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 2E 'Face Up (Delayed)
#raw 64 'Cross (X)
#raw 53 'Jump in Place (Facing Up)
#raw FE 'End of Movements

#org 0x2E60AE
#raw 62 'Exclamation Mark (!)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw FE 'End of Movements

#org 0x2E60B4
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1D 'Step Down (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 1D 'Step Down (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 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 20 'Step Right (Fast)
#raw FE 'End of Movements

#org 0x2E60D4
#raw 10 'Step Down (Normal)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1D 'Step Down (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 1D 'Step Down (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 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw FE 'End of Movements

#org 0x2E60F4
#raw 62 'Exclamation Mark (!)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 0 'Face Down
#raw FE 'End of Movements

#org 0x2E60FC
#raw 10 'Step Down (Normal)
#raw 1 'Face Up
#raw FE 'End of Movements

#org 0x2E615F
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw FE 'End of Movements

When I talk to it, the message appears and I move, but the Spearow doesn't, :\ Then the boy talks but doesn't move. He then just disappears.

Help meh!

And another one:
Script type: Trigger script
ROM: FR
Script Editor: XSE

Spoiler:
'---------------
#org 0x2E63E2
checkflag 0x1002
if 0x1 goto 0x82E64B0
setflag 0x1002
lockall
applymovement MOVE_PLAYER 0x82E64B2
waitmovement 0x0
special 0x113
applymovement MOVE_CAMERA 0x82E64B8
waitmovement 0x0
msgbox 0x82FC750 MSG_NORMAL '"Come on!\pHow long does it take yo..."
applymovement 0x14 0x82FC793
applymovement 0x16 0x82FC797
waitmovement 0x0
msgbox 0x82FC79D MSG_NORMAL '"Okay, all done sir!\p???: Hurry up..."
applymovement 0x15 0x82FC7E3
applymovement 0x14 0x82FC7FB
applymovement 0x16 0x82FC813
applymovement MOVE_CAMERA 0x82FC82B
applymovement MOVE_PLAYER 0x82FC844
waitmovement 0x0
msgbox 0x82FC85C MSG_NORMAL '"???: What is it?\pHENCHMAN: I thin..."
applymovement 0x14 0x82FC8C7
applymovement 0x15 0x82FC8CF
applymovement 0x16 0x82FC8CF
applymovement MOVE_CAMERA 0x82FC8D5
applymovement MOVE_PLAYER 0x82FC8DE
waitmovement 0x0
trainerbattle 0x1 0x1 0x0 0x82FC8E4 0x82FC9E3 0x82E648F
end

'---------------
#org 0x2E64B0
end

'---------------
#org 0x2E648F
msgbox 0x82FC943 MSG_NORMAL '"What?!\pI lost to a kid?\pI'm gonn..."
applymovement 0x14 0x82FC9ED
waitmovement 0x0
special 0x114
releaseall
hidesprite 0x14
hidesprite 0x15
hidesprite 0x16
end


'---------
' Strings
'---------
#org 0x2FC750
= Come on!\pHow long does it take you buffoons\nto pick some herbs?!

#org 0x2FC79D
= Okay, all done sir!\p???: Hurry up then! We don't want\nto be caught!

#org 0x2FC85C
= ???: What is it?\pHENCHMAN: I think I saw somebody,\nsir!\p???: Then pass me the berries. You\ntake him out!

#org 0x2FC8E4
= Ah! I gotcha now, kiddo!\pOh, you think you're tough with\nyour Pokémon?\pI'll prove you wrong!

#org 0x2FC9E3
= Waaah?!

#org 0x2FC943
= What?!\pI lost to a kid?\pI'm gonna bash you to...ah...your\nPokémon looks angry...\pBOSS: Forget it! Just run!\pHENCHMAN: Yessir!\pYou! I'll get you another time!


'-----------
' Movements
'-----------
#org 0x2E64B2
#raw C 'Step Down (Slow)
#raw E 'Step Left (Slow)
#raw E 'Step Left (Slow)
#raw 0 'Face Down
#raw FE 'End of Movements

#org 0x2E64B8
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw FE 'End of Movements

#org 0x2FC793
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw FE 'End of Movements

#org 0x2FC797
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw FE 'End of Movements

#org 0x2FC7E3
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 17 'Jump2 Right
#raw 13 'Step Right (Normal)
#raw 2 'Face Left
#raw 63 'Question Mark (?)
#raw FE 'End of Movements

#org 0x2FC7FB
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 17 'Jump2 Right
#raw 11 'Step Up (Normal)
#raw 62 'Exclamation Mark (!)
#raw FE 'End of Movements

#org 0x2FC813
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 17 'Jump2 Right
#raw 1 'Face Up
#raw 63 'Question Mark (?)
#raw FE 'End of Movements

#org 0x2FC82B
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 1C 'Delay5
#raw 11 'Step Up (Normal)
#raw FE 'End of Movements

#org 0x2FC844
#raw 62 'Exclamation Mark (!)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 10 'Step Down (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 0 'Face Down
#raw FE 'End of Movements

#org 0x2FC8C7
#raw 1E 'Step Up (Fast)
#raw 1E 'Step Up (Fast)
#raw 1E 'Step Up (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw FE 'End of Movements

#org 0x2FC8CF
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw FE 'End of Movements

#org 0x2FC8D5
#raw 1E 'Step Up (Fast)
#raw 1E 'Step Up (Fast)
#raw 1E 'Step Up (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

#org 0x2FC8DE
#raw 65 'Double Exclamation Mark (!!)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 3 'Face Right
#raw FE 'End of Movements

#org 0x2FC9ED
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw FE 'End of Movements

I move and the camera moves, but nothing else.

I need help on these BADLY! My beta is due tomorrow and these are the final scripts I need!

[/SOLVED!]

Hiche.. December 24th, 2008 2:00 AM

Quote:

Originally Posted by wolverfrog (Post 4220258)
Hi, i'm not sure if this is scripting, but how on earth do you make a trainer battle you, from a sprite you have made from the ground up.

You should use trainerbattle. trainerbattle 0x0 is for normal battles. trainerbattle 0x1 is for like gym leader, or rival battles. Look around some tutorials.

Quote:

Originally Posted by Ninja Caterpie (Post 4220595)
Help meh!

And another one:
Script type: Trigger script
ROM: FR
Script Editor: XSE

Spoiler:
'---------------
#org 0x2E63E2
checkflag 0x1002
if 0x1 goto 0x82E64B0
setflag 0x1002
lockall
applymovement MOVE_PLAYER 0x82E64B2
waitmovement 0x0
special 0x113
applymovement MOVE_CAMERA 0x82E64B8
waitmovement 0x0
msgbox 0x82FC750 MSG_NORMAL '"Come on!\pHow long does it take yo..."
applymovement 0x14 0x82FC793
applymovement 0x16 0x82FC797
waitmovement 0x0
msgbox 0x82FC79D MSG_NORMAL '"Okay, all done sir!\p???: Hurry up..."
applymovement 0x15 0x82FC7E3
applymovement 0x14 0x82FC7FB
applymovement 0x16 0x82FC813
applymovement MOVE_CAMERA 0x82FC82B
applymovement MOVE_PLAYER 0x82FC844
waitmovement 0x0
msgbox 0x82FC85C MSG_NORMAL '"???: What is it?\pHENCHMAN: I thin..."
applymovement 0x14 0x82FC8C7
applymovement 0x15 0x82FC8CF
applymovement 0x16 0x82FC8CF
applymovement MOVE_CAMERA 0x82FC8D5
applymovement MOVE_PLAYER 0x82FC8DE
waitmovement 0x0
trainerbattle 0x1 0x1 0x0 0x82FC8E4 0x82FC9E3 0x82E648F
end

'---------------
#org 0x2E64B0
end

'---------------
#org 0x2E648F
msgbox 0x82FC943 MSG_NORMAL '"What?!\pI lost to a kid?\pI'm gonn..."
applymovement 0x14 0x82FC9ED
waitmovement 0x0
special 0x114
releaseall
hidesprite 0x14
hidesprite 0x15
hidesprite 0x16
end


'---------
' Strings
'---------
#org 0x2FC750
= Come on!\pHow long does it take you buffoons\nto pick some herbs?!

#org 0x2FC79D
= Okay, all done sir!\p???: Hurry up then! We don't want\nto be caught!

#org 0x2FC85C
= ???: What is it?\pHENCHMAN: I think I saw somebody,\nsir!\p???: Then pass me the berries. You\ntake him out!

#org 0x2FC8E4
= Ah! I gotcha now, kiddo!\pOh, you think you're tough with\nyour Pokémon?\pI'll prove you wrong!

#org 0x2FC9E3
= Waaah?!

#org 0x2FC943
= What?!\pI lost to a kid?\pI'm gonna bash you to...ah...your\nPokémon looks angry...\pBOSS: Forget it! Just run!\pHENCHMAN: Yessir!\pYou! I'll get you another time!


'-----------
' Movements
'-----------
#org 0x2E64B2
#raw C 'Step Down (Slow)
#raw E 'Step Left (Slow)
#raw E 'Step Left (Slow)
#raw 0 'Face Down
#raw FE 'End of Movements

#org 0x2E64B8
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw FE 'End of Movements

#org 0x2FC793
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw FE 'End of Movements

#org 0x2FC797
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw FE 'End of Movements

#org 0x2FC7E3
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 17 'Jump2 Right
#raw 13 'Step Right (Normal)
#raw 2 'Face Left
#raw 63 'Question Mark (?)
#raw FE 'End of Movements

#org 0x2FC7FB
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 17 'Jump2 Right
#raw 11 'Step Up (Normal)
#raw 62 'Exclamation Mark (!)
#raw FE 'End of Movements

#org 0x2FC813
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 17 'Jump2 Right
#raw 1 'Face Up
#raw 63 'Question Mark (?)
#raw FE 'End of Movements

#org 0x2FC82B
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 1C 'Delay5
#raw 11 'Step Up (Normal)
#raw FE 'End of Movements

#org 0x2FC844
#raw 62 'Exclamation Mark (!)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 10 'Step Down (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 0 'Face Down
#raw FE 'End of Movements

#org 0x2FC8C7
#raw 1E 'Step Up (Fast)
#raw 1E 'Step Up (Fast)
#raw 1E 'Step Up (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw FE 'End of Movements

#org 0x2FC8CF
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw FE 'End of Movements

#org 0x2FC8D5
#raw 1E 'Step Up (Fast)
#raw 1E 'Step Up (Fast)
#raw 1E 'Step Up (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

#org 0x2FC8DE
#raw 65 'Double Exclamation Mark (!!)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 3 'Face Right
#raw FE 'End of Movements

#org 0x2FC9ED
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw FE 'End of Movements

I move and the camera moves, but nothing else.

I need help on these BADLY! My beta is due tomorrow and these are the final scripts I need!

All that I can think of that the person event numbers are not used properly :\ You changed them to HEX? Like, 10 to A?

Edit: I have a question, suppose I want the player to surf, but not use surf. Just the animation. How do I do it? I remember there's a special for it. Thanks.

cartercr December 24th, 2008 9:17 AM

could someone help me, I need a script that switchs the OW sprite when a certain event happens.
Example: Changing clothes for Pokemon contest

Vrai December 24th, 2008 9:43 AM

Quote:

Originally Posted by cartercr (Post 4221416)
could someone help me, I need a script that switchs the OW sprite when a certain event happens.
Example: Changing clothes for Pokemon contest

As HackMew said, this is not a script request thread. Please attempt to make the script first.

And Hiche, it's special 0x161.

Hiche.. December 24th, 2008 9:48 AM

Thanks Vrai. Do I need a waitstate under it?

Vrai December 24th, 2008 10:04 AM

Quote:

Originally Posted by Hiche (Post 4221497)
Thanks Vrai. Do I need a waitstate under it?

I don't think you should. It only activates the surfing animation, as far as I know. I've never used it.. >.<

Shiny Magikarp December 24th, 2008 11:42 AM

National Dex
 
In my hack, of Fire Red I have changed one of the starter Pokemon to a Larvitar, which means the player needs the National Dex to have seen it. I can't seem to get Oak to give the player a national dex. I looked around and saw some one said to put in "special 0x1F3" in the script I have tried adding it in, replacing all the other specials with it and putting it after all the specials, but it just makes the game freeze. Can someone please tell me what I'm doing wrong? I'm using XSE

Thanks and Merry Christmas

Spoiler:
#org 0x16961E
msgbox 0x818E405 '"OAK: Oh, [player]!\nHow is my old P..."
callstd 0x4
textcolor 0x3
fanfare 0x105
msgbox2 0x818E4AF '"[player] delivered OAK'S PARCEL."
waitmsgbox
waitfanfare
call 0x81A6675
removeitem 0x15D 0x1
msgbox 0x818E4CA '"Ah! \nIt's the custom POKé BALL!\pI..."
callstd 0x4
playsong 0x13B 0x0
msgbox 0x818DE8D '"[rival]: Gramps!"
callstd 0x4
closeonkeypress
compare PLAYERFACING 0x2
if 0x1 call 0x8169A82
compare PLAYERFACING 0x1
if 0x1 call 0x8169AC1
compare PLAYERFACING 0x4
if 0x1 call 0x8169A9E
compare PLAYERFACING 0x3
if 0x1 call 0x8169A9E
fadedefault
msgbox 0x818DE99 '"[rival]: I almost forgot!\nWhat did..."
callstd 0x4
closeonkeypress
pause 0x1E
sound 0x15
applymovement 0x4 0x81A75DB
waitmovement 0x0
applymovement 0x4 0x81A75DD
waitmovement 0x0
compare PLAYERFACING 0x1
if 0x1 call 0x8169ADD
compare PLAYERFACING 0x4
if 0x1 call 0x8169B14
compare PLAYERFACING 0x3
if 0x1 call 0x8169AF5
compare PLAYERFACING 0x2
if 0x1 call 0x8169B86
msgbox 0x818E508 '"OAK: Oh, right!\nI have a request f..."
callstd 0x4
closeonkeypress
compare PLAYERFACING 0x2
if 0x1 call 0x8169882
compare PLAYERFACING 0x1
if 0x1 call 0x816988D
compare PLAYERFACING 0x4
if 0x1 call 0x81698A6
compare PLAYERFACING 0x3
if 0x1 call 0x81698B8
msgbox 0x818E536 '"On the desk there is my invention,\..."
callstd 0x4
closeonkeypress
pause 0x28
msgbox 0x818E5C5 '"OAK: [player] and [rival].\nTake th..."
callstd 0x4
closeonkeypress
applymovement 0x4 0x81A75E9
waitmovement 0x0
hidesprite 0x9
pause 0xA
hidesprite 0xA
pause 0x19
compare PLAYERFACING 0x2
if 0x1 call 0x8169845
compare PLAYERFACING 0x1
if 0x1 call 0x8169850
compare PLAYERFACING 0x4
if 0x1 call 0x816985B
compare PLAYERFACING 0x3
if 0x1 call 0x816986D
pause 0xA
textcolor 0x3
fanfare 0x13E
msgbox2 0x818E5EA '"[player] received the POKéDEX\nfrom..."
waitmsgbox
waitfanfare
call 0x81A6675
setflag 0x829
special 0x181
setvar 0x407C 0x1
msgbox 0x818E612 '"OAK: You can't get detailed data\no..."
callstd 0x4
additem 0x4 0x5
msgbox 0x818E6B3 '"[player] received five POKé BALLS."
giveitem2 0x4 0x5 0x101
msgbox 0x818E6D0 '"When a wild POKéMON appears,\nit's ..."
callstd 0x4
setvar 0x8004 0x0
setvar 0x8005 0x1
special 0x173
msgbox 0x818E784 '"To make a complete guide on all\nth..."
callstd 0x4
msgbox 0x818DEC8 '"[rival]: All right, Gramps!\nLeave ..."
callstd 0x4
compare PLAYERFACING 0x2
if 0x1 call 0x8169B33
compare PLAYERFACING 0x1
if 0x1 call 0x8169B45
compare PLAYERFACING 0x4
if 0x1 call 0x8169B57
compare PLAYERFACING 0x3
if 0x1 call 0x8169B57
msgbox 0x818DEF3 '"[player], I hate to say it, but you..."
callstd 0x4
closeonkeypress
playsong 0x13C 0x0
compare PLAYERFACING 0x2
if 0x1 call 0x8169B69
compare PLAYERFACING 0x1
if 0x1 call 0x8169B7B
compare PLAYERFACING 0x4
if 0x1 call 0x8169B7B
compare PLAYERFACING 0x3
if 0x1 call 0x8169B7B
hidesprite 0x8
fadedefault
setvar 0x4055 0x6
setvar 0x4057 0x2
setvar 0x4051 0x1
setvar 0x4058 0x1
setvar 0x4054 0x1
release
end

(Sorry if I put in too much of the script!)

Ninja Caterpie December 24th, 2008 1:01 PM

Quote:

Originally Posted by Shiny Magikarp (Post 4221765)
In my hack, of Fire Red I have changed one of the starter Pokemon to a Larvitar, which means the player needs the National Dex to have seen it. I can't seem to get Oak to give the player a national dex. I looked around and saw some one said to put in "special 0x1F3" in the script I have tried adding it in, replacing all the other specials with it and putting it after all the specials, but it just makes the game freeze. Can someone please tell me what I'm doing wrong? I'm using XSE

Thanks and Merry Christmas
(Sorry if I put in too much of the script!)

You sort of don't need the script. Because that "some one" is wrong. It's special 0x16F

/Circa December 24th, 2008 8:02 PM

Game: FireRed
Type: Person Event
Editor: XSE
Script:
Spoiler:
'-----------------------
#org 0x26E352
lock
faceplayer
checkflag 0x203
if 0x1 goto 0x826E3C1
msgbox 0x826E3CE '"Hey champ-bound trainer!"
callstd 0x6
msgbox 0x826E3E8 '"Would you mind taking a quiz?"
callstd 0x5
compare LASTRESULT 0x1
if 0x1 goto 0x826E37E
msgbox 0x826E513 '"Ok..\nYou're choice."
callstd 0x6
setflag 0x829
setflag 0x203
release
end

'-----------------------
#org 0x26E3C1
lock
faceplayer
msgbox 0x826E529 '"Keep recording data with the Pokede..."
callstd 0x6
release
end

'-----------------------
#org 0x26E37E
msgbox 0x826E407 '"Is Squirtle a water-type Pokemon?"
callstd 0x5
compare LASTRESULT 0x1
if 0x1 goto 0x826E397
msgbox 0x826E4F5 '"Unfortunately, you're wrong."
callstd 0x6
setflag 0x829
setflag 0x203
release
end

'-----------------------
#org 0x26E397
msgbox 0x826E42A '"Do certain types of Pokemon evolve?"
callstd 0x5
compare LASTRESULT 0x0
if 0x1 goto 0x826E3B0
msgbox 0x826E4F5 '"Unfortunately, you're wrong."
callstd 0x6
setflag 0x829
setflag 0x203
release
end

'-----------------------
#org 0x26E3B0
msgbox 0x826E44F '"Congratulations, you pass!\pAs a sm..."
callstd 0x6
setflag 0x829
setflag 0x203
release
end


'---------
' Strings
'---------
#org 0x26E3CE
= Hey champ-bound trainer!

#org 0x26E3E8
= Would you mind taking a quiz?

#org 0x26E513
= Ok..\nYou're choice.

#org 0x26E407
= Is Squirtle a water-type Pokemon?

#org 0x26E4F5
= Unfortunately, you're wrong.

#org 0x26E42A
= Do certain types of Pokemon evolve?

#org 0x26E44F
= Congratulations, you pass!\pAs a small reward, I'll give you\nthis PokeDex!\pTheyre used to record Pokemon Data!\nCome see me in Pallet Town for\pa regular checkup.

#org 0x26E529
= Keep recording data with the Pokedex!


The problem is you always get the right answer...

Megiddo-san December 25th, 2008 1:08 AM

[SOLVED]Game: Firered BPRE
Type: Trigger
Editor: XSE
Script: This script is supposed to allow the player to cross a canyon with a hoverboard. The game does not activate any of the movements.
Spoiler:
'-----------------------
#org 0x800267
checkflag 0x1500
if 0x1 goto 0x88002A5
msgbox 0x88003A8 '"Hello there. As you can see,\nthere..."
callstd 0x5
compare LASTRESULT 0x1
if 0x1 goto 0x88002FE
msgbox 0x880042D '"No need to be down here\nthen?"
callstd 0x2
closeonkeypress
compare PLAYERFACING 0x1
if 0x1 goto 0x880035A
compare PLAYERFACING 0x2
if 0x1 goto 0x8800367
release
end

'-----------------------
#org 0x8002A5
clearflag 0x1500
clearflag 0x830
setmaptile 0xA 0x9 0x7C 0x1
setmaptile 0xB 0x9 0x7C 0x1
setmaptile 0xF 0x1B 0xBA 0x1
setmaptile 0x10 0x1B 0xBA 0x1
setmaptile 0x11 0x1B 0xBA 0x1
setmaptile 0x12 0x1B 0x6B 0x1
special 0x8E
closeonkeypress
compare PLAYERFACING 0x1
if 0x1 goto 0x8800374
compare PLAYERFACING 0x2
if 0x1 goto 0x8800381
release
end

'-----------------------
#org 0x8002FE
special 0x157
setflag 0x830
setmaptile 0xA 0x9 0x7C 0x0
setmaptile 0xB 0x9 0x7C 0x0
setmaptile 0xF 0x1B 0xBA 0x0
setmaptile 0x10 0x1B 0xBA 0x0
setmaptile 0x11 0x1B 0xBA 0x0
setmaptile 0x12 0x1B 0x6B 0x0
special 0x8E
setflag 0x1500
closeonkeypress
compare PLAYERFACING 0x1
if 0x1 goto 0x880038E
compare PLAYERFACING 0x2
if 0x1 goto 0x880039B
release
end

'-----------------------
#org 0x80035A
applymovement MOVE_PLAYER 0x880044D
waitmovement 0x0
release
end

'-----------------------
#org 0x800367
applymovement MOVE_PLAYER 0x8800450
waitmovement 0x0
release
end

'-----------------------
#org 0x800374
applymovement MOVE_PLAYER 0x8800453
waitmovement 0x0
release
end

'-----------------------
#org 0x800381
applymovement MOVE_PLAYER 0x8800456
waitmovement 0x0
release
end

'-----------------------
#org 0x80038E
applymovement MOVE_PLAYER 0x8800459
waitmovement 0x0
release
end

'-----------------------
#org 0x80039B
applymovement MOVE_PLAYER 0x880045D
waitmovement 0x0
release
end


'-----------
' Movements
'-----------
#org 0x80044D
#raw 11 'Step Up (Normal)
#raw FE 'End of Movements

#org 0x800450
#raw 10 'Step Down (Normal)
#raw FE 'End of Movements

#org 0x800453
#raw 10 'Step Down (Normal)
#raw FE 'End of Movements

#org 0x800456
#raw 11 'Step Up (Normal)
#raw FE 'End of Movements

#org 0x800459
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw FE 'End of Movements

#org 0x80045D
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw FE 'End of Movements


'---------
' Strings
'---------
#org 0x8003A8
= Hello there. As you can see,\nthere is a canyon here. I see\pyou have a hoverboard.\nAre you going to use it\pto traverse this gap?

#org 0x80042D
= No need to be down here\nthen?
[/SOLVED]


пзо December 25th, 2008 2:27 AM

Not good..
 
Spoiler:

My Script

Spoiler:

Game: Fire red Bpre
Type: Trigger
Editor XSE
Script:
This Script has some crapy little earthquake.. and Im not sure where to put the setflag.
Maybe at the bottom?
But how can I make the earthquake bigger? Add more Specials?
Making a video now..

Heres the new script:

--
#Dynamic 0x800001
#org @start
setflag 0x1001
if 0x0 goto @hey
if 0x1 goto @end
release
end

#Org @hey
fadescreen 0x1
fadescreen 0x0
Special 0x136
fadescreen 0x1
fadescreen 0x0
applymovement 0xFF @Qmark
waitmovement 0x0
lock
msgbox @1
boxset 6
release
end

#Org @Qmark
#Raw 0x63 0xFE

#Org @1
= What was that?!\nIt came from a short\pdistance.

#Org @end
release
end

V i d e o

http://uk.youtube.com/watch?v=2jLQGMRIyUk


[Solved]
My Solved Idea is good!

Pokepal17 December 25th, 2008 9:14 AM

Quote:

Originally posted by n3o

#Dynamic 0x800001

#org @start
checkflag 0x1001
if b_true goto @end
fadescreen 0x1
Special 0x136
fadescreen 0x0
applymovement 0xFF @Qmark
waitmovement 0x0
msgbox @1
boxset 2
setflag 0x1001
end

#Org @Qmark
#Raw 0x63 0xFE

#Org @1
= What was that?!\nIt came from a short\pdistance.

#Org @end
release


You could put the script like this. Well, this is how I'm putting it and people might put it a different way, but it should have the same result. Changes in bold. Boxset 2= lock, boxset 6 & release. I don't know how to make a bigger earthquake. More specials would make more earthquakes.

Hiche.. December 25th, 2008 11:14 AM

Quote:

Originally Posted by megiddo (Post 4223333)
Game: Firered BPRE
Type: Trigger
Editor: XSE
Script: This script is supposed to allow the player to cross a canyon with a hoverboard. The game does not activate any of the movements.
Spoiler:
'-----------------------
#org 0x800267
checkflag 0x1500
if 0x1 goto 0x88002A5
msgbox 0x88003A8 '"Hello there. As you can see,\nthere..."
callstd 0x5
compare LASTRESULT 0x1
if 0x1 goto 0x88002FE
msgbox 0x880042D '"No need to be down here\nthen?"
callstd 0x2
closeonkeypress
compare PLAYERFACING 0x1
if 0x1 goto 0x880035A
compare PLAYERFACING 0x2
if 0x1 goto 0x8800367
release
end

'-----------------------
#org 0x8002A5
clearflag 0x1500
clearflag 0x830
setmaptile 0xA 0x9 0x7C 0x1
setmaptile 0xB 0x9 0x7C 0x1
setmaptile 0xF 0x1B 0xBA 0x1
setmaptile 0x10 0x1B 0xBA 0x1
setmaptile 0x11 0x1B 0xBA 0x1
setmaptile 0x12 0x1B 0x6B 0x1
special 0x8E
closeonkeypress
compare PLAYERFACING 0x1
if 0x1 goto 0x8800374
compare PLAYERFACING 0x2
if 0x1 goto 0x8800381
release
end

'-----------------------
#org 0x8002FE
special 0x157
setflag 0x830
setmaptile 0xA 0x9 0x7C 0x0
setmaptile 0xB 0x9 0x7C 0x0
setmaptile 0xF 0x1B 0xBA 0x0
setmaptile 0x10 0x1B 0xBA 0x0
setmaptile 0x11 0x1B 0xBA 0x0
setmaptile 0x12 0x1B 0x6B 0x0
special 0x8E
setflag 0x1500
closeonkeypress
compare PLAYERFACING 0x1
if 0x1 goto 0x880038E
compare PLAYERFACING 0x2
if 0x1 goto 0x880039B
release
end

'-----------------------
#org 0x80035A
applymovement MOVE_PLAYER 0x880044D
waitmovement 0x0
release
end

'-----------------------
#org 0x800367
applymovement MOVE_PLAYER 0x8800450
waitmovement 0x0
release
end

'-----------------------
#org 0x800374
applymovement MOVE_PLAYER 0x8800453
waitmovement 0x0
release
end

'-----------------------
#org 0x800381
applymovement MOVE_PLAYER 0x8800456
waitmovement 0x0
release
end

'-----------------------
#org 0x80038E
applymovement MOVE_PLAYER 0x8800459
waitmovement 0x0
release
end

'-----------------------
#org 0x80039B
applymovement MOVE_PLAYER 0x880045D
waitmovement 0x0
release
end


'-----------
' Movements
'-----------
#org 0x80044D
#raw 11 'Step Up (Normal)
#raw FE 'End of Movements

#org 0x800450
#raw 10 'Step Down (Normal)
#raw FE 'End of Movements

#org 0x800453
#raw 10 'Step Down (Normal)
#raw FE 'End of Movements

#org 0x800456
#raw 11 'Step Up (Normal)
#raw FE 'End of Movements

#org 0x800459
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw FE 'End of Movements

#org 0x80045D
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw FE 'End of Movements


'---------
' Strings
'---------
#org 0x8003A8
= Hello there. As you can see,\nthere is a canyon here. I see\pyou have a hoverboard.\nAre you going to use it\pto traverse this gap?

#org 0x80042D
= No need to be down here\nthen?



Spoiler:
'-----------------------
#org 0x800267
checkflag 0x1500
if 0x1 goto 0x88002A5
msgbox 0x88003A8 '"Hello there. As you can see,\nthere..."
callstd 0x5
compare LASTRESULT 0x1
if 0x1 goto 0x88002FE
msgbox 0x880042D '"No need to be down here\nthen?"
callstd 0x2
closeonkeypress
copyvar 0x8000 PLAYERFACING
compare 0x8000 0x1
if 0x1 goto 0x880035A
compare 0x8000 0x2
if 0x1 goto 0x8800367

release
end

'-----------------------
#org 0x8002A5
clearflag 0x1500
clearflag 0x830
setmaptile 0xA 0x9 0x7C 0x1
setmaptile 0xB 0x9 0x7C 0x1
setmaptile 0xF 0x1B 0xBA 0x1
setmaptile 0x10 0x1B 0xBA 0x1
setmaptile 0x11 0x1B 0xBA 0x1
setmaptile 0x12 0x1B 0x6B 0x1
special 0x8E
closeonkeypress
copyvar 0x8008 PLAYERFACING
compare 0x8008 0x1
if 0x1 goto 0x8800374
compare 0x8008 0x2
if 0x1 goto 0x8800381

release
end

'-----------------------
#org 0x8002FE
special 0x157
setflag 0x830
setmaptile 0xA 0x9 0x7C 0x0
setmaptile 0xB 0x9 0x7C 0x0
setmaptile 0xF 0x1B 0xBA 0x0
setmaptile 0x10 0x1B 0xBA 0x0
setmaptile 0x11 0x1B 0xBA 0x0
setmaptile 0x12 0x1B 0x6B 0x0
special 0x8E
setflag 0x1500
closeonkeypress
copyvar 0x8004 PLAYERFACING
compare 0x8004 0x1
if 0x1 goto 0x880038E
compare 0x8004 0x2
if 0x1 goto 0x880039B

release
end

'-----------------------
#org 0x80035A
applymovement MOVE_PLAYER 0x880044D
waitmovement 0x0
return

'-----------------------
#org 0x800367
applymovement MOVE_PLAYER 0x8800450
waitmovement 0x0
return

'-----------------------
#org 0x800374
applymovement MOVE_PLAYER 0x8800453
waitmovement 0x0
return

'-----------------------
#org 0x800381
applymovement MOVE_PLAYER 0x8800456
waitmovement 0x0
return

'-----------------------
#org 0x80038E
applymovement MOVE_PLAYER 0x8800459
waitmovement 0x0
return

'-----------------------
#org 0x80039B
applymovement MOVE_PLAYER 0x880045D
waitmovement 0x0
return


'-----------
' Movements
'-----------
#org 0x80044D
#raw 11 'Step Up (Normal)
#raw FE 'End of Movements

#org 0x800450
#raw 10 'Step Down (Normal)
#raw FE 'End of Movements

#org 0x800453
#raw 10 'Step Down (Normal)
#raw FE 'End of Movements

#org 0x800456
#raw 11 'Step Up (Normal)
#raw FE 'End of Movements

#org 0x800459
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw FE 'End of Movements

#org 0x80045D
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw FE 'End of Movements


'---------
' Strings
'---------
#org 0x8003A8
= Hello there. As you can see,\nthere is a canyon here. I see\pyou have a hoverboard.\nAre you going to use it\pto traverse this gap?

#org 0x80042D
= No need to be down here\nthen?


Hackmew probably will fix it, but..

Try this. I do not think it will work, but try. Lol.

HackMew December 25th, 2008 11:31 AM

Quote:

Originally Posted by Pokepal17 (Post 4215922)
This script was fixed but it stiil doesn't work th way I want it to.

ROM: Pokemon Fire Red
Version: 1.0
Script Editor: XSE
Script type: Person

Spoiler:

#dynamic 0x800000

#org @begin
message @cry
boxset 0x2
cry 0xA1 0xF5
nop
nop
wildbattle 0xF5 0x32 0x0 0x0
fadescreen 0x1
hidesprite 0x4
fadescreen 0x0
release
end

#org @cry
= GRRRR!


A-map settings



This is a wildbattle with a Suicune. Firstly, the fadescreen command happens before the battle ends, it happesn when I talk to the Suicune. Secondly, the Suicune temporarily disappears after the battle and then returns when I move. If I put in a random ID code, it disappears permanently. Please help me. Thanks in advance!

Pictures


Fixed script below. Don't forget to change the Person ID to 1001! And to update XSE too.

Spoiler:
#dynamic 0x800000

#org @begin
cry 0xF5 0x0
message @cry 0x2
waitcry
wildbattle2 0xF5 0x32 0x0 0x0
fadescreen 0x1
hidesprite 0x4
setflag 0x1001
fadescreen 0x0
release
end

#org @cry
= GRRRR!



Quote:

Originally Posted by Ninja Caterpie (Post 4216162)
Spoiler:
#dynamic 0x71A29C

#org @start
lock
faceplayer
checkflag 0x1005
if 0x1 goto @milk
msgbox @get
boxset 0x6
msgbox @milky
boxset 0x6
setflag 0x1005
release
end

#org @get
= Mom:Hurry and get the milk honey!

#org @done
release
end

#org @milk
= Mom:Oh you're here!\pMom:While you were out we found\nsome milk in the fridge, but now\lthat you've bought it....Keep it!\pMom:You can go outside to play now.

#org @done2
release
end


A kinda noobish question....
When the flag is set, it just ends, it doesn't go to the message @milk thing (don't ask its a very weird script......)

First of all, no need to use @done and @done2. I mean, they're the same script, so @done is enough. Also... there's no need of of lock, faceplayer and end, because you can simply use boxset 0x2. I would fix the script, but the @milky part is missing, and the @milk one is supposed to point to a script, not to a text.


Quote:

Originally Posted by Quickster (Post 4216978)
Game:Fire Red
Editor:XSE
Type:person event

When i talk to the person,the game freezes with not message box appearing.
Spoiler:
#dynamic 0x26D44C

#org @start
lock
faceplayer
msgbox @talk
boxset 0x6
release
end

#org @talk
= Wow, your pokegear is impressive!\nDid your mom get it for you?

First of all you can remove lock, faceplayer and release since you can just use boxset 0x2. But, since the new XSE got released, go get it and try the script below:

Spoiler:
#dynamic 0x26D44C

#org @start
msgbox @talk 0x2
end

#org @talk
= Wow, your pokegear is impressive!\nDid your mom get it for you?


Remember that after you compile it, you need to copy the offset shown in the Compiler Output. The #dynamic value is just what XSE use to start searching free space, but it does not mean the script will be compiled at that offset obviously.


Quote:

Originally Posted by Ninja Caterpie (Post 4217145)
Having trouble with a rather troublesome script.

Script type: Person Script
ROM:FR
Script Editor:XSE
Spoiler:
'---------------
#org 0x2E6168
msgbox 0x82E6025 MSG_NORMAL '"It's a Spearow[.]\pCould it be tha..."
applymovement MOVE_PLAYER 0x82E60A6
waitmovement 0x0
applymovement 0x12 0x82E60AE
waitmovement 0x0
applymovement MOVE_PLAYER 0x82E60B4
applymovement 0x12 0x82E60D4
waitmovement 0x0
applymovement 0x1 0x82E60F4
applymovement MOVE_PLAYER 0x82E60FC
waitmovement 0x0
msgbox 0x82E6100 MSG_NORMAL '"Thank you!\pI[.]How can I pay you ..."
loadpointer 0x0 0x819F8C0 '"[player] received HM02\nfrom the b..."
giveitem2 0x154 0x1 0x101
msgbox 0x819F8E0 MSG_KEEPOPEN '"HM02 is FLY.\nIt's a wonderfully c..."
closeonkeypress
msgbox 0x82E6146 MSG_NORMAL '"Thanks again!\pGoodbye!"
hidesprite 0x12
applymovement 0x15 0x82E615F
hidesprite 0x1
setflag 0x1001
end


'---------
' Strings
'---------
#org 0x2E6025
= It's a Spearow[.]\pCould it be that trainer's?\p[.]\pHere, birdy...

#org 0x2E6100
= Thank you!\pI[.]How can I pay you back[.]?\pI know! Take this HM!

#org 0x19F8C0
= [player] received HM02\nfrom the boy.

#org 0x19F8E0
= HM02 is FLY.\nIt's a wonderfully convenient move.\pPlease, put it to good use.

#org 0x2E6146
= Thanks again!\pGoodbye!


'-----------
' Movements
'-----------
#org 0x2E60A6
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 2E 'Face Up (Delayed)
#raw 64 'Cross (X)
#raw 53 'Jump in Place (Facing Up)
#raw FE 'End of Movements

#org 0x2E60AE
#raw 62 'Exclamation Mark (!)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw FE 'End of Movements

#org 0x2E60B4
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1D 'Step Down (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 1D 'Step Down (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 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 20 'Step Right (Fast)
#raw FE 'End of Movements

#org 0x2E60D4
#raw 10 'Step Down (Normal)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1D 'Step Down (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 1D 'Step Down (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 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw FE 'End of Movements

#org 0x2E60F4
#raw 62 'Exclamation Mark (!)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 0 'Face Down
#raw FE 'End of Movements

#org 0x2E60FC
#raw 10 'Step Down (Normal)
#raw 1 'Face Up
#raw FE 'End of Movements

#org 0x2E615F
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw FE 'End of Movements

When I talk to it, the message appears and I move, but the Spearow doesn't, :\ Then the boy talks but doesn't move. He then just disappears.

Make sure to not mix hexadecimal with decimal: 0x12 is not 12, of course. The "0x" prefix does matter.

Spoiler:
'---------------
#org 0x2E6168
msgbox 0x82E6025 MSG_NORMAL '"It's a Spearow[.]\pCould it be tha..."
applymovement MOVE_PLAYER 0x82E60A6
waitmovement 0x0
applymovement 12 0x82E60AE
waitmovement 0x0
applymovement MOVE_PLAYER 0x82E60B4
applymovement 12 0x82E60D4
waitmovement 0x0
applymovement 0x1 0x82E60F4
applymovement MOVE_PLAYER 0x82E60FC
waitmovement 0x0
msgbox 0x82E6100 MSG_NORMAL '"Thank you!\pI[.]How can I pay you ..."
loadpointer 0x0 0x819F8C0 '"[player] received HM02\nfrom the b..."
giveitem2 0x154 0x1 0x101
msgbox 0x819F8E0 MSG_KEEPOPEN '"HM02 is FLY.\nIt's a wonderfully c..."
closeonkeypress
msgbox 0x82E6146 MSG_NORMAL '"Thanks again!\pGoodbye!"
hidesprite 12 ' or 0xC
applymovement 15 0x82E615F ' or 0xF
hidesprite 0x1
setflag 0x1001
end


'---------
' Strings
'---------
#org 0x2E6025
= It's a Spearow[.]\pCould it be that trainer's?\p[.]\pHere, birdy...

#org 0x2E6100
= Thank you!\pI[.]How can I pay you back[.]?\pI know! Take this HM!

#org 0x19F8C0
= [player] received HM02\nfrom the boy.

#org 0x19F8E0
= HM02 is FLY.\nIt's a wonderfully convenient move.\pPlease, put it to good use.

#org 0x2E6146
= Thanks again!\pGoodbye!


'-----------
' Movements
'-----------
#org 0x2E60A6
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 2E 'Face Up (Delayed)
#raw 64 'Cross (X)
#raw 53 'Jump in Place (Facing Up)
#raw FE 'End of Movements

#org 0x2E60AE
#raw 62 'Exclamation Mark (!)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw FE 'End of Movements

#org 0x2E60B4
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1D 'Step Down (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 1D 'Step Down (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 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 20 'Step Right (Fast)
#raw FE 'End of Movements

#org 0x2E60D4
#raw 10 'Step Down (Normal)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1D 'Step Down (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 1D 'Step Down (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 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw FE 'End of Movements

#org 0x2E60F4
#raw 62 'Exclamation Mark (!)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 0 'Face Down
#raw FE 'End of Movements

#org 0x2E60FC
#raw 10 'Step Down (Normal)
#raw 1 'Face Up
#raw FE 'End of Movements

#org 0x2E615F
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw FE 'End of Movements



Quote:

Originally Posted by Ninja Caterpie (Post 4220595)
Help meh!

And another one:
Script type: Trigger script
ROM: FR
Script Editor: XSE

Spoiler:
'---------------
#org 0x2E63E2
checkflag 0x1002
if 0x1 goto 0x82E64B0
setflag 0x1002
lockall
applymovement MOVE_PLAYER 0x82E64B2
waitmovement 0x0
special 0x113
applymovement MOVE_CAMERA 0x82E64B8
waitmovement 0x0
msgbox 0x82FC750 MSG_NORMAL '"Come on!\pHow long does it take yo..."
applymovement 0x14 0x82FC793
applymovement 0x16 0x82FC797
waitmovement 0x0
msgbox 0x82FC79D MSG_NORMAL '"Okay, all done sir!\p???: Hurry up..."
applymovement 0x15 0x82FC7E3
applymovement 0x14 0x82FC7FB
applymovement 0x16 0x82FC813
applymovement MOVE_CAMERA 0x82FC82B
applymovement MOVE_PLAYER 0x82FC844
waitmovement 0x0
msgbox 0x82FC85C MSG_NORMAL '"???: What is it?\pHENCHMAN: I thin..."
applymovement 0x14 0x82FC8C7
applymovement 0x15 0x82FC8CF
applymovement 0x16 0x82FC8CF
applymovement MOVE_CAMERA 0x82FC8D5
applymovement MOVE_PLAYER 0x82FC8DE
waitmovement 0x0
trainerbattle 0x1 0x1 0x0 0x82FC8E4 0x82FC9E3 0x82E648F
end

'---------------
#org 0x2E64B0
end

'---------------
#org 0x2E648F
msgbox 0x82FC943 MSG_NORMAL '"What?!\pI lost to a kid?\pI'm gonn..."
applymovement 0x14 0x82FC9ED
waitmovement 0x0
special 0x114
releaseall
hidesprite 0x14
hidesprite 0x15
hidesprite 0x16
end


'---------
' Strings
'---------
#org 0x2FC750
= Come on!\pHow long does it take you buffoons\nto pick some herbs?!

#org 0x2FC79D
= Okay, all done sir!\p???: Hurry up then! We don't want\nto be caught!

#org 0x2FC85C
= ???: What is it?\pHENCHMAN: I think I saw somebody,\nsir!\p???: Then pass me the berries. You\ntake him out!

#org 0x2FC8E4
= Ah! I gotcha now, kiddo!\pOh, you think you're tough with\nyour Pokémon?\pI'll prove you wrong!

#org 0x2FC9E3
= Waaah?!

#org 0x2FC943
= What?!\pI lost to a kid?\pI'm gonna bash you to...ah...your\nPokémon looks angry...\pBOSS: Forget it! Just run!\pHENCHMAN: Yessir!\pYou! I'll get you another time!


'-----------
' Movements
'-----------
#org 0x2E64B2
#raw C 'Step Down (Slow)
#raw E 'Step Left (Slow)
#raw E 'Step Left (Slow)
#raw 0 'Face Down
#raw FE 'End of Movements

#org 0x2E64B8
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw FE 'End of Movements

#org 0x2FC793
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw FE 'End of Movements

#org 0x2FC797
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw FE 'End of Movements

#org 0x2FC7E3
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 17 'Jump2 Right
#raw 13 'Step Right (Normal)
#raw 2 'Face Left
#raw 63 'Question Mark (?)
#raw FE 'End of Movements

#org 0x2FC7FB
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 17 'Jump2 Right
#raw 11 'Step Up (Normal)
#raw 62 'Exclamation Mark (!)
#raw FE 'End of Movements

#org 0x2FC813
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 17 'Jump2 Right
#raw 1 'Face Up
#raw 63 'Question Mark (?)
#raw FE 'End of Movements

#org 0x2FC82B
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 1C 'Delay5
#raw 11 'Step Up (Normal)
#raw FE 'End of Movements

#org 0x2FC844
#raw 62 'Exclamation Mark (!)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 10 'Step Down (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 0 'Face Down
#raw FE 'End of Movements

#org 0x2FC8C7
#raw 1E 'Step Up (Fast)
#raw 1E 'Step Up (Fast)
#raw 1E 'Step Up (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw FE 'End of Movements

#org 0x2FC8CF
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw FE 'End of Movements

#org 0x2FC8D5
#raw 1E 'Step Up (Fast)
#raw 1E 'Step Up (Fast)
#raw 1E 'Step Up (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

#org 0x2FC8DE
#raw 65 'Double Exclamation Mark (!!)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 3 'Face Right
#raw FE 'End of Movements

#org 0x2FC9ED
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 1D 'Step Down (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw FE 'End of Movements

I move and the camera moves, but nothing else.

I need help on these BADLY! My beta is due tomorrow and these are the final scripts I need!

Exact the same problem as above. Pay attention to the values!


Quote:

Originally Posted by Hiche (Post 4221497)
Thanks Vrai. Do I need a waitstate under it?

For special 0x161 there's no real need.


Quote:

Originally Posted by Punk Rocker (Post 4222935)
Game: FireRed
Type: Person Event
Editor: XSE
Script:
Spoiler:
'-----------------------
#org 0x26E352
lock
faceplayer
checkflag 0x203
if 0x1 goto 0x826E3C1
msgbox 0x826E3CE '"Hey champ-bound trainer!"
callstd 0x6
msgbox 0x826E3E8 '"Would you mind taking a quiz?"
callstd 0x5
compare LASTRESULT 0x1
if 0x1 goto 0x826E37E
msgbox 0x826E513 '"Ok..\nYou're choice."
callstd 0x6
setflag 0x829
setflag 0x203
release
end

'-----------------------
#org 0x26E3C1
lock
faceplayer
msgbox 0x826E529 '"Keep recording data with the Pokede..."
callstd 0x6
release
end

'-----------------------
#org 0x26E37E
msgbox 0x826E407 '"Is Squirtle a water-type Pokemon?"
callstd 0x5
compare LASTRESULT 0x1
if 0x1 goto 0x826E397
msgbox 0x826E4F5 '"Unfortunately, you're wrong."
callstd 0x6
setflag 0x829
setflag 0x203
release
end

'-----------------------
#org 0x26E397
msgbox 0x826E42A '"Do certain types of Pokemon evolve?"
callstd 0x5
compare LASTRESULT 0x0
if 0x1 goto 0x826E3B0
msgbox 0x826E4F5 '"Unfortunately, you're wrong."
callstd 0x6
setflag 0x829
setflag 0x203
release
end

'-----------------------
#org 0x26E3B0
msgbox 0x826E44F '"Congratulations, you pass!\pAs a sm..."
callstd 0x6
setflag 0x829
setflag 0x203
release
end


'---------
' Strings
'---------
#org 0x26E3CE
= Hey champ-bound trainer!

#org 0x26E3E8
= Would you mind taking a quiz?

#org 0x26E513
= Ok..\nYou're choice.

#org 0x26E407
= Is Squirtle a water-type Pokemon?

#org 0x26E4F5
= Unfortunately, you're wrong.

#org 0x26E42A
= Do certain types of Pokemon evolve?

#org 0x26E44F
= Congratulations, you pass!\pAs a small reward, I'll give you\nthis PokeDex!\pTheyre used to record Pokemon Data!\nCome see me in Pallet Town for\pa regular checkup.

#org 0x26E529
= Keep recording data with the Pokedex!


The problem is you always get the right answer...

Try using this script. Don't forget to update your copy of XSE first.

Spoiler:
#org @start
lock
faceplayer
checkflag 0x1003
if 0x1 goto @alreadygot
msgbox @champ 0x6
msgbox @mind 0x5
compare LASTRESULT 0x1
if 0x1 goto @yes
msgbox @yourchoice 0x6
call @enabledex
end

#org @enabledex
setflag 0x829
setflag 0x1003
release
end

#org @alreadygot
msgbox @keep 0x2
end

#org @yes
msgbox @squirtle 0x5
compare LASTRESULT 0x1
if 0x1 goto @second
else call @wrong
end

#org @wrong
msgbox @badluck 0x6
call @enabledex
end

#org @second
msgbox @evolve 0x5
compare LASTRESULT 0x1
if 0x1 goto @congrat
else call @wrong
end

#org @congrat
msgbox @passed 0x6
call @enabledex
end


#org @champ
= Hey champ-bound trainer!

#org @mind
= Would you mind taking a quiz?

#org @yourchoice
= Ok..\nYou're choice.

#org @squirtle
= Is Squirtle a water-type Pokémon?

#org @badluck
= Unfortunately, you're wrong.

#org @evolve
= Do certain types of Pokémon evolve?

#org @passed
= Congratulations, you pass!\pAs a small reward, I'll give you\nthis PokéDex!\pTheyre used to record Pokémon Data!\nCome see me in Pallet Town for\pa regular checkup.

#org @keep
= Keep recording data with the PokéDex!



Quote:

Originally Posted by megiddo (Post 4223333)
Game: Firered BPRE
Type: Trigger
Editor: XSE
Script: This script is supposed to allow the player to cross a canyon with a hoverboard. The game does not activate any of the movements.
Spoiler:
'-----------------------
#org 0x800267
checkflag 0x1500
if 0x1 goto 0x88002A5
msgbox 0x88003A8 '"Hello there. As you can see,\nthere..."
callstd 0x5
compare LASTRESULT 0x1
if 0x1 goto 0x88002FE
msgbox 0x880042D '"No need to be down here\nthen?"
callstd 0x2
closeonkeypress
compare PLAYERFACING 0x1
if 0x1 goto 0x880035A
compare PLAYERFACING 0x2
if 0x1 goto 0x8800367
release
end

'-----------------------
#org 0x8002A5
clearflag 0x1500
clearflag 0x830
setmaptile 0xA 0x9 0x7C 0x1
setmaptile 0xB 0x9 0x7C 0x1
setmaptile 0xF 0x1B 0xBA 0x1
setmaptile 0x10 0x1B 0xBA 0x1
setmaptile 0x11 0x1B 0xBA 0x1
setmaptile 0x12 0x1B 0x6B 0x1
special 0x8E
closeonkeypress
compare PLAYERFACING 0x1
if 0x1 goto 0x8800374
compare PLAYERFACING 0x2
if 0x1 goto 0x8800381
release
end

'-----------------------
#org 0x8002FE
special 0x157
setflag 0x830
setmaptile 0xA 0x9 0x7C 0x0
setmaptile 0xB 0x9 0x7C 0x0
setmaptile 0xF 0x1B 0xBA 0x0
setmaptile 0x10 0x1B 0xBA 0x0
setmaptile 0x11 0x1B 0xBA 0x0
setmaptile 0x12 0x1B 0x6B 0x0
special 0x8E
setflag 0x1500
closeonkeypress
compare PLAYERFACING 0x1
if 0x1 goto 0x880038E
compare PLAYERFACING 0x2
if 0x1 goto 0x880039B
release
end

'-----------------------
#org 0x80035A
applymovement MOVE_PLAYER 0x880044D
waitmovement 0x0
release
end

'-----------------------
#org 0x800367
applymovement MOVE_PLAYER 0x8800450
waitmovement 0x0
release
end

'-----------------------
#org 0x800374
applymovement MOVE_PLAYER 0x8800453
waitmovement 0x0
release
end

'-----------------------
#org 0x800381
applymovement MOVE_PLAYER 0x8800456
waitmovement 0x0
release
end

'-----------------------
#org 0x80038E
applymovement MOVE_PLAYER 0x8800459
waitmovement 0x0
release
end

'-----------------------
#org 0x80039B
applymovement MOVE_PLAYER 0x880045D
waitmovement 0x0
release
end


'-----------
' Movements
'-----------
#org 0x80044D
#raw 11 'Step Up (Normal)
#raw FE 'End of Movements

#org 0x800450
#raw 10 'Step Down (Normal)
#raw FE 'End of Movements

#org 0x800453
#raw 10 'Step Down (Normal)
#raw FE 'End of Movements

#org 0x800456
#raw 11 'Step Up (Normal)
#raw FE 'End of Movements

#org 0x800459
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw FE 'End of Movements

#org 0x80045D
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw FE 'End of Movements


'---------
' Strings
'---------
#org 0x8003A8
= Hello there. As you can see,\nthere is a canyon here. I see\pyou have a hoverboard.\nAre you going to use it\pto traverse this gap?

#org 0x80042D
= No need to be down here\nthen?



The only thing I can say is that those closeonkeypress commands are useless.
Did you try compiling it to a clean ROM?


Quote:

Originally Posted by пзо (Post 4223422)

My Script


Game: Fire red Bpre
Type: Trigger
Editor XSE
Script:
This Script has some crapy little earthquake.. and Im not sure where to put the setflag.
Maybe at the bottom?
But how can I make the earthquake bigger? Add more Specials?
Making a video now..

Heres the new script:

--
Spoiler:
#Dynamic 0x800001
#org @start
setflag 0x1001
if 0x0 goto @hey
if 0x1 goto @end
release
end

#Org @hey
fadescreen 0x1
fadescreen 0x0
Special 0x136
fadescreen 0x1
fadescreen 0x0
applymovement 0xFF @Qmark
waitmovement 0x0
lock
msgbox @1
boxset 6
release
end

#Org @Qmark
#Raw 0x63 0xFE

#Org @1
= What was that?!\nIt came from a short\pdistance.

#Org @end
release
end


V i d e o

http://uk.youtube.com/watch?v=2jLQGMRIyUk

This is the fixed script. Regarding the earthquake, I remember you need to set some variables in order to customize the tremor. Do a search in the archived thread and in the SQ thread as well. Don't forget to update XSE anyway.

Spoiler:
#Dynamic 0x800001

#Org @start
checkflag 0x1001
if 0x1 goto @end
fadescreen 0x1
fadescreen 0x0
Special 0x136
fadescreen 0x1
fadescreen 0x0
applymovement 0xFF @Qmark
waitmovement 0x0
lock
msgbox @1 6
release
setflag 0x1001
end

#Org @Qmark
#raw 0x63 0xFE

#Org @1
= What was that?!\nIt came from a short\pdistance.

#Org @end
release
end

Megiddo-san December 25th, 2008 11:35 AM

It must have been the rom I first compiled to that added those in there. However I tried it in a clean rom and it still does not work. I am going to try Hiche's version.

HackMew December 25th, 2008 11:39 AM

Quote:

Originally Posted by megiddo (Post 4224188)
It must have been the rom I first compiled to that added those in there. However I tried it in a clean rom and it still does not work. I am going to try Hiche's version.

Well, Hiche's version is pretty much the same. BTW, you can't return when you use goto. I mean, it won't return anywhere.

Besides, new rule: add a [SOLVED] tag to your post when everything is fixed and working. I'll add that to the first post right now. Please edit your old post to meet the new requirements. Don't forget to always use spoilers when posting scripts.

Hiche.. December 25th, 2008 11:51 AM

Yea, you can't return when you use goto. Replace goto with call. I do not think it will work, but it's worth a try.

MSG_KEEPOPEN in the new version of XSE, is boxset 4, right?

HackMew December 25th, 2008 11:55 AM

Quote:

Originally Posted by Hiche (Post 4224223)
Yea, you can't return when you use goto. Replace goto with call. I do not think it will work, but it's worth a try.

MSG_KEEPOPEN in the new version of XSE, is boxset 4, right?

Yeah, indeed. The std.rbh file is full of nice things, uh? :)

BananasGoMoo December 25th, 2008 6:08 PM

so i made this pokemart



Spoiler:

'-----------------------
#org 0x39D454
lock
faceplayer
msgbox 0x823CFFC '"Welcome!\pHow may I serve you?"
waitmsgbox
pokemart 0x8380A78
msgbox 0x823DA5C '"Please come again!"
callstd 0x4
release
end


'-----------
' MartItems
'-----------
#org 0x380A78
#raw word 5D
#raw word 5E
#raw word 5F
#raw word 60
#raw word 61
#raw word 62
#raw word 1
#raw word 5
#raw word C
#raw word 0


'---------
' Strings
'---------
#org 0x23CFFC
= Welcome!\pHow may I serve you?

#org 0x23DA5C
= Please come again!


it works perfect, except when you enter the buy or sell menu, and then exit the conversation, you control the mart guy until you enter a building. its really wierd and im not sure if its the script or what.

пзо December 25th, 2008 6:58 PM

Mart Script
 
Please Go Read a Tutorial. You have lots of mistakes in there, not mistakes,
Stuff thats not added.

cooley December 25th, 2008 7:31 PM

Quote:

Originally Posted by пзо (Post 4223422)
Spoiler:

My Script

Spoiler:

Game: Fire red Bpre
Type: Trigger
Editor XSE
Script:
This Script has some crapy little earthquake.. and Im not sure where to put the setflag.
Maybe at the bottom?
But how can I make the earthquake bigger? Add more Specials?
Making a video now..

Heres the new script:

--
#Dynamic 0x800001
#org @start
setflag 0x1001
if 0x0 goto @hey
if 0x1 goto @end
release
end

#Org @hey
fadescreen 0x1
fadescreen 0x0
Special 0x136
fadescreen 0x1
fadescreen 0x0
applymovement 0xFF @Qmark
waitmovement 0x0
lock
msgbox @1
boxset 6
release
end

#Org @Qmark
#Raw 0x63 0xFE

#Org @1
= What was that?!\nIt came from a short\pdistance.

#Org @end
release
end

V i d e o

http://uk.youtube.com/watch?v=2jLQGMRIyUk


[UN - Solved]
My Solved Idea is good!

Well What I always used for large earthquakes was:

Spoiler:

setvar 0x8004 0x3
setvar 0x8005 0x0
setvar 0x8006 0xC
setvar 0x8007 0x3
special 0x136
waitstate
pause 0x3C


Bold = This just makes it look more professional, but it is not nessecary.

You can also customize them, by taking the last value of each setvar and changing them. You shouldn't use the same ones all the time, especially in the same map. These values, I found them to be the strongest, realest earthquakes.

Enjoy ^_^

BananasGoMoo December 25th, 2008 8:09 PM

so i tried it this way.

Spoiler:
#dynamic 0x30509C
#org @start
lock
faceplayer
Message @lol
BoxSet 6
callstd 0x4
pokemart @mart
release
end

#org @lol
= Welcome! How may I help you?

#org @mart
#binary int 0x1 0x5 0xB 0xC 0x5D 0x5E 0x5F 0x60
#binary int 0x61 0x62 0x0


still doesn't work. so maybe someone can actually help me this time instead of telling me: "oh you have mistakes" which is obvious.

Edit: actually, there were no errors in the first place, its just for some reason, i have to make him face right instead of down.

HackMew December 26th, 2008 6:00 AM

Quote:

Originally Posted by BananasGoMoo (Post 4225164)
so i tried it this way.

Spoiler:
#dynamic 0x30509C
#org @start
lock
faceplayer
Message @lol
BoxSet 6
callstd 0x4
pokemart @mart
release
end

#org @lol
= Welcome! How may I help you?

#org @mart
#binary int 0x1 0x5 0xB 0xC 0x5D 0x5E 0x5F 0x60
#binary int 0x61 0x62 0x0


still doesn't work. so maybe someone can actually help me this time instead of telling me: "oh you have mistakes" which is obvious.

Edit: actually, there were no errors in the first place, its just for some reason, i have to make him face right instead of down.

You shouldn't use boxset AND callstd at the same time...
Also, since you're using an old XSE, please update your copy.

BananasGoMoo December 26th, 2008 3:07 PM

ok well I updated XSE. whats new in this version? and how did you know I had an old version?

12345 December 26th, 2008 3:12 PM

can you explan me how to use "callasm" in Ruby?
And when I use "showpokepic", the color of Pokemon is changed?

Ninja Caterpie December 26th, 2008 5:06 PM

Quote:

Originally Posted by BananasGoMoo (Post 4226854)
ok well I updated XSE. whats new in this version? and how did you know I had an old version?

Because you used "boxset 6". In the new version, it's just
Code:

message <pointer> 0x<messagetype>


Anyway...
Quote:

can you explan me how to use "callasm" in Ruby?
Callasm is used to call some special thing that you've inserted into the ROM, like with that Shiny Creator program thing. :\

ShakawBR December 26th, 2008 5:33 PM

Can someone show me an example of a Wildbattle script (legendary) for Emerald Version...

Thanks in advance ^^

Ninja Caterpie December 26th, 2008 6:39 PM

Quote:

Originally Posted by ShakawBR (Post 4227156)
Can someone show me an example of a Wildbattle script (legendary) for Emerald Version...

Thanks in advance ^^

Go to the Groudon Script and open it. There's your example right in the game. :P

ShakawBR December 26th, 2008 6:57 PM

Quote:

Originally Posted by Ninja Caterpie (Post 4227280)
Go to the Groudon Script and open it. There's your example right in the game. :P

I tried it... but the scripts in Emerald are different from the ones I found in the forum, I tried a lot but without success =/

thanks anyway...

here's my script, the cry and the message box appears, but the battle don't start... please tell me whats wrong

Spoiler:
#org 0x86B46BC
'-----------------------------------
cry 0x96 0x0
message 0x8E3D01F ' Mewtwo: GRRR!
waitcry
playsound 0x0 0x0
waitbutton
battle 0x96 0x46 0x0
fadescreen 0x1 ' Fade screen to black
setflag 0x1001
fadescreen 0x0 ' Fade back into the action from black
release
end


#org 0x8E3D01F
= Mewtwo: GRRR!

Vrai December 26th, 2008 8:33 PM

The command "battle" doesn't exist in XSE. Try "wildbattle".

Hiche.. December 27th, 2008 1:06 AM

Quote:

Originally Posted by ShakawBR (Post 4227310)
I tried it... but the scripts in Emerald are different from the ones I found in the forum, I tried a lot but without success =/

thanks anyway...

here's my script, the cry and the message box appears, but the battle don't start... please tell me whats wrong

Spoiler:
#org 0x86B46BC
'-----------------------------------
cry 0x96 0x0
message 0x8E3D01F ' Mewtwo: GRRR!
waitcry
playsound 0x0 0x0
waitbutton
battle 0x96 0x46 0x0
fadescreen 0x1 ' Fade screen to black
setflag 0x1001
fadescreen 0x0 ' Fade back into the action from black
release
end


#org 0x8E3D01F
= Mewtwo: GRRR!

I think in the new version of XSE, the wildbattle command is setwildbattle. So, change battle to setwildbattle. If this doesn't work, then try wildbattle, or startwildbattle.

Madridista December 27th, 2008 1:26 AM

Game: Fire Red
Type: Trigger
Editor: eXtreme Script Editor
Problem: The script won't even start and the game freezes.
Script:
Spoiler:
#dynamic 0x800000

#org @main
lock
checkflag 0x200
if 0x1 goto @yes
if 0x0 goto @no
end

#org @yes
end

#org @no
fadescreen 0x1
msgbox @help
callstd 0x6
msgbox @mum
callstd 0x6
msgbox @help2
callstd 0x6
fadescreen 0x0
msgbox @mum2
callstd 0x6
release
end

#org @help
= Mum: \v\h01, help!

#org @mum
= \v\h01: Mum?!\pWhere are you?!

#org @help2
= Mum: Help!

#org @mum2
= \v\h01: Mum!

Hiche.. December 27th, 2008 1:35 AM

Quote:

Originally Posted by Madridista (Post 4227964)
Game: Fire Red
Type: Trigger
Editor: eXtreme Script Editor
Problem: The script won't even start and the game freezes.
Script:
Spoiler:
#dynamic 0x800000

#org @main
lock
checkflag 0x200
if 0x1 goto @yes
if 0x0 goto @no
end

#org @yes
end

#org @no
fadescreen 0x1
msgbox @help
callstd 0x6
msgbox @mum
callstd 0x6
msgbox @help2
callstd 0x6
fadescreen 0x0
msgbox @mum2
callstd 0x6
release
end

#org @help
= Mum: \v\h01, help!

#org @mum
= \v\h01: Mum?!\pWhere are you?!

#org @help2
= Mum: Help!

#org @mum2
= \v\h01: Mum!

Did you set the Unknown to 0003, and var number to 5040, or 4050 in Advance Map? Also, are you using the new version of XSE, or old one?

HackMew December 27th, 2008 3:23 AM

[SOLVED]
 
Quote:

Originally Posted by ShakawBR (Post 4227310)
I tried it... but the scripts in Emerald are different from the ones I found in the forum, I tried a lot but without success =/

thanks anyway...

here's my script, the cry and the message box appears, but the battle don't start... please tell me whats wrong

Spoiler:
#org 0x86B46BC
'-----------------------------------
cry 0x96 0x0
message 0x8E3D01F ' Mewtwo: GRRR!
waitcry
playsound 0x0 0x0
waitbutton
battle 0x96 0x46 0x0
fadescreen 0x1 ' Fade screen to black
setflag 0x1001
fadescreen 0x0 ' Fade back into the action from black
release
end


#org 0x8E3D01F
= Mewtwo: GRRR!

Using the new XSE there are two wildbattle constructs: wildbattle and wildbattle2. The latter is the one which includes a special. The first one instead is the one which is a "common" battle.

Note: since I don't know what the people # is on AM (the Mewtwo one) I just used 0x1 as a matter of example. Change it eventually.

Spoiler:
#dynamic 0x86B46BC

#org @start
cry 0x96 0x0
message @grr
waitcry
wildbattle 0x96 0x46 0x0
fadescreen 0x1
hidesprite 0x1
setflag 0x1001
fadescreen 0x0
release
end

#org @grr
= Mewtwo: GRRR!


Quote:

Originally Posted by Hiche (Post 4227948)
I think in the new version of XSE, the wildbattle command is setwildbattle. So, change battle to setwildbattle. If this doesn't work, then try wildbattle, or startwildbattle.

The fact is wildbattle wasn't a command earlier. It was a construct and still is, with a new companion, that is wildbattle2. Explanation above or in the Command Help.


Quote:

Originally Posted by Madridista (Post 4227964)
Game: Fire Red
Type: Trigger
Editor: eXtreme Script Editor
Problem: The script won't even start and the game freezes.
Script:
Spoiler:
#dynamic 0x800000

#org @main
lock
checkflag 0x200
if 0x1 goto @yes
if 0x0 goto @no
end

#org @yes
end

#org @no
fadescreen 0x1
msgbox @help
callstd 0x6
msgbox @mum
callstd 0x6
msgbox @help2
callstd 0x6
fadescreen 0x0
msgbox @mum2
callstd 0x6
release
end

#org @help
= Mum: \v\h01, help!

#org @mum
= \v\h01: Mum?!\pWhere are you?!

#org @help2
= Mum: Help!

#org @mum2
= \v\h01: Mum!

Pretty screwed up...
Please update your copy of XSE and read the new guide as well.
Don't forget to se up the trigger like this:

http://i35.*.com/2ev9k40.jpg


Spoiler:
#dynamic 0x800000

#org @main
lock
checkflag 0x1000
if 0x1 goto @yes
fadescreen 0x1
msgbox @help 0x6
msgbox @mum 0x6
msgbox @help2 0x6
fadescreen 0x0
msgbox @mum2 0x6
setflag 0x1000
release
end

#org @yes
release
end

#org @help
= Mum: \v\h01, help!

#org @mum
= \v\h01: Mum?!\pWhere are you?!

#org @help2
= Mum: Help!

#org @mum2
= \v\h01: Mum!



EDIT: Proving a proper example for the use of the [SOLVED] tag.

ShakawBR December 27th, 2008 5:50 AM

Quote:

Originally Posted by Vrai (Post 4227535)
The command "battle" doesn't exist in XSE. Try "wildbattle".

I tried it now but I get a mismatch error on "wildbattle" line

HackMew December 27th, 2008 6:26 AM

Quote:

Originally Posted by ShakawBR (Post 4228318)
I tried it now but I get a mismatch error on "wildbattle" line

I just noticed your #dynamic was wrong.
And that I was missing a param for message. The rest is perfect though.
See the script below:

Spoiler:
#dynamic 0x6B46BC

#org @start
cry 0x96 0x0
message @grr 0x6
waitcry
wildbattle 0x96 0x46 0x0
fadescreen 0x1
hidesprite 0x1
setflag 0x1001
fadescreen 0x0
release
end

#org @grr
= Mewtwo: GRRR!

Hoshiko Aki December 27th, 2008 8:31 AM

Help with this give away script using XSE

Whats wrong with it?

He say's something wrong on line 5

Code:

#dynamic 0x800000
#org @start
checkflag 0x828
if 0x1 goto @done
msgbox @1
boxset 0x5
compare LASTRESULT 0x1
if 0x1 goto @take
msgbox @2
boxset 0x6
release
end

#org @take
givepokemon 0x98 0x4 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox @3
boxset 0x4
waitfanfare
closeonkeypress
setflag 0x828
msgbox @4
boxset 0x5
compare LASTRESULT 0x1
if 0x1 gosub @name
msgbox @5
boxset 0x6
release
end

#org @name
call 0x1A74EB
return

#org @done
msgbox @6
boxset 0x6
release
end

#org @1
= Hello.\nSorry to trouble you.\nI can't take care\nof my Krabby.\pCan you take care of\nit for me?

#org @2
= That's okay.\pI'm sure someone else will\ntake it.

#org @3
= \c\h01\h02You received a Krabby!

#org @4
= \c\h01\h02Would you like to give a\nnickname to Krabby?

#org @5
= Please take care of\nKrabby.

#org @6
= Are you taking good care\nof krabby?



Vrai December 27th, 2008 8:33 AM

You have the new XSE, right?

You have to move the boxset type up to the msgbox line now. So, it'd be:

Code:

msgbox @1 0x5


That goes for all of the msgbox commands.

Hoshiko Aki December 27th, 2008 8:38 AM

@vrai :

I must change the

Code:

msgbox @1


to
Code:

msgbox @1 0x5


And yes I'm using the new XSE

Vrai December 27th, 2008 8:40 AM

Yes, do that. And remove the "boxset 0x5" line. :D

Hiche.. December 27th, 2008 8:43 AM

Ichiro, I fixed your script

Spoiler:
#dynamic 0x800000

#org @start
checkflag 0x828
if 0x1 goto @done
msgbox @1 0x5
compare LASTRESULT 0x1
if 0x1 goto @take
msgbox @2 0x6
release
end

#org @take
givepokemon 0x98 0x4 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox @3 0x4
waitfanfare
closeonkeypress
setflag 0x828
msgbox @4 0x5
compare LASTRESULT 0x1
if 0x1 gosub @name
msgbox @5 0x6
release
end

#org @name
setvar 0x8004 0x00
call 0x1A74EB
return

#org @done
msgbox @6 0x6
release
end

#org @1
= Hello.\nSorry to trouble you.\nI can't take care\nof my Krabby.\pCan you take care of\nit for me?

#org @2
= That's okay.\pI'm sure someone else will\ntake it.

#org @3
= \c\h01\h02You received a Krabby!

#org @4
= \c\h01\h02Would you like to give a\nnickname to Krabby?

#org @5
= Please take care of\nKrabby.

#org @6
= Are you taking good care\nof krabby?


Also, read the new XSE guide. It's very helpful.

Hoshiko Aki December 27th, 2008 8:45 AM

Thanks a lot both of you.

Can somebuddy tell me how to make a give away script with no trainer? i mean you walk on one spot en then you get that pokemon

Konekodemon December 27th, 2008 8:48 AM

how do I change the title screen, you know the title screen that pops up after the intro with the name of the game on it, how do I change the picture on it

ShakawBR December 27th, 2008 8:50 AM

I DID IT!! =D

and here's the script:
Spoiler:
'---------------
#org 0x6D1596
cry 0x96 0x0
msgbox 0x86D15B8 MSG_NORMAL '"Mewtwo: GRRR!"
waitcry
wildbattle 0x96 0x46 0x0
fadescreen 0x1
hidesprite LASTTALKED
setflag 0x1001
fadescreen 0x0
release
end


'---------
' Strings
'---------
#org 0x6D15B8
= Mewtwo: GRRR!


but how do I change the background and the music

by the way... the battle music is strange...

Konekodemon December 27th, 2008 8:52 AM

what does that have to do with my question

Hiche.. December 27th, 2008 8:54 AM

Quote:

Originally Posted by Konekodemon (Post 4228640)
how do I change the title screen, you know the title screen that pops up after the intro with the name of the game on it, how do I change the picture on it

Quote:

Originally Posted by Konekodemon (Post 4228658)
what does that have to do with my question

This is not really the place to be asking how to change the title screen. Read some tutorials, or ask in the Simple question thread.

Vrai December 27th, 2008 8:57 AM

Quote:

Originally Posted by Konekodemon (Post 4228658)
what does that have to do with my question

Also, please don't be rude. Not everybody who posts here is entirely concerned with your problem.

We're starting to get out of the correct format. Everyone else who needs help with a problem here needs to post in the format specified in this post.

If you don't, you probably won't get help. :D

HackMew December 27th, 2008 9:16 AM

Quote:

Originally Posted by ShakawBR (Post 4228650)
and here's the script:
Spoiler:
'---------------
#org 0x6D1596
cry 0x96 0x0
msgbox 0x86D15B8 MSG_NORMAL '"Mewtwo: GRRR!"
waitcry
wildbattle 0x96 0x46 0x0
fadescreen 0x1
hidesprite LASTTALKED
setflag 0x1001
fadescreen 0x0
release
end


'---------
' Strings
'---------
#org 0x6D15B8
= Mewtwo: GRRR!


but how do I change the background and the music

by the way... the battle music is strange...

Don't forget the [SOLVED] tag, okay? Anyways, the battle music isn't that strange. But after all you aren't supposed to battle Pokémon in Littleroot Town :P You may want to try wildbattle2. It has an extra param that can be useful to get the "legend" style.


Quote:

Originally Posted by Ichiro Kazuki (Post 4228598)
Help with this give away script using XSE

Whats wrong with it?

He say's something wrong on line 5 [...]

Actually it doesn't say so. It says there are too less parameters. And if you checked the Command Help (or even better the guide) you would have understood how to fix it. I improved the error messages for a reason. You should care more about them.


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