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

Hoshiko Aki December 27th, 2008 9:23 AM

How does i make a Script With XSE last version that like this:

You walk on a tile and then the script working and give you a pokemon if you have room for it in your party

HackMew December 27th, 2008 9:28 AM

Quote:

Originally Posted by Ichiro Kazuki (Post 4228739)
How does i make a Script With XSE last version that like this:

You walk on a tile and then the script working and give you a pokemon if you have room for it in your party

That's pretty much like requesting. But the guide explains that, did you notice?

Hoshiko Aki December 27th, 2008 9:34 AM

Quote:

Originally Posted by HackMew (Post 4228751)
That's pretty much like requesting. But the guide explains that, did you notice?

in the guild is a good and i have read the about give away scripts just a go but nothing like what i wanted

HackMew December 27th, 2008 9:44 AM

Quote:

Originally Posted by Ichiro Kazuki (Post 4228767)
in the guild is a good and i have read the about give away scripts just a go but nothing like what i wanted

It's difficult to find a script just like you want. You need to decompile some existing ones, read them, understand them and then trying to make your own.

ShakawBR December 27th, 2008 11:03 AM

oh man... I don't know how to use wildbattle2 and I didn't find any tutorials about it =/

Everytime I use wildbattle2 the game freezes...

Vrai December 27th, 2008 11:33 AM

Quote:

Originally Posted by ShakawBR (Post 4228942)
oh man... I don't know how to use wildbattle2 and I didn't find any tutorials about it =/

Everytime I use wildbattle2 the game freezes...

Did you put in a byte for the battle style? That's what makes it different from wildbattle, y'know.

ShakawBR December 27th, 2008 11:46 AM

Quote:

Originally Posted by Vrai (Post 4228983)
Did you put in a byte for the battle style? That's what makes it different from wildbattle, y'know.

wildbattle2 0x96 0x46 0x0 0x0

I used this, but I don't what it does...

Pokepal17 December 27th, 2008 1:31 PM

Quote:

Originally posted by Ichiro Kazuki

How does i make a Script With XSE last version that like this:

You walk on a tile and then the script working and give you a pokemon if you have room for it in your party

I believe that this should be the script your looking for.
Don't forget to set the Unknown to 0003 and the Var Number to 4050

Spoiler:

#dynamic 0x800000

#org @start
checkflag 0x1000
if b_true goto @end
countpokemon
compare LASTRESULT 0x6
if 0x1 call @full
givepokemon 0x9B 0x5 0x0 0x0 0x0 0x0
setflag 0x1000
end

#org @full
release
end

#org @end
release
end


This particular script gives a lvl 5 Cyndaquil holding nothing.

ShakawBR December 27th, 2008 7:14 PM

I finally figured it out:

the battle styles that works are: 0x2, 0x3 and 0x4. The rest freezes the game...

Here's my script:
Spoiler:
'---------------
#org 0x6BBEA6
fadesong 0x0
msgbox 0x89C2C48 MSG_NORMAL '"bla bla bla bla bla bla bla bla\nb..."
cry 0x96 0x0
waitcry
wildbattle2 0x96 0x46 0x0 0x2
fadescreen 0x1
hidesprite LASTTALKED
setflag 0x1001
fadescreen 0x0
end


'---------
' Strings
'---------
#org 0x9C2C48
= bla bla bla bla bla bla bla bla\nbla bla bla bla bla bla bla bla\lbla bla bla bla bla bla bla bla\lbla bla bla bla bla bla bla bla\lbla bla bla bla bla bla bla bla\lbla bla bla bla bla bla bla bla\lbla bla bla bla bla bla bla bla\lbla bla bla bla bla bla bla bla\lbla bla bla bla bla bla bla bla\lbla bla bla bla bla bla bla bla\l...\l...\lLet's fight!!


Please... I want sugestions to make it better, like after the battle ends, I want a way to erase mew sprite in a more natural way...

Note1: The "bla bla bla..." in the text is just example
Note2: I don't know how to put [SOLVED] tag... I'm new in the forum xD

Madridista December 27th, 2008 11:00 PM

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 0x1000
if 0x1 goto @yes
if 0x0 goto @no
end

#org @yes
end

#org @no
msgbox @hey 0x6
applymovement 0xFF @player
waitmovement 0x10
applymovement 0x02 @fat
waitmovement 0x100
faceplayer
msgbox @player2 0x6
msgbox @awake 0x6
givepokemon 0x186 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox @received 0x6
msgbox @guy2 0x6
fadescreen 0x1
applymovement 0x02 @lol
waitmovement 0x10
fadescreen 0x0
msgbox @lol2 0x6

#org @hey
= ???: Hey!

#org @player
#raw 0x62
#raw 0xFE

#org @fat
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1E
#raw 0x1F
#raw 0x1E
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1D
#raw 0xFE

#org @player2
= \v\h01: What... what, happened...

#org @awake
= Don't worry about what\nhappened.\pThe only thing that matters\nnow, is that you're all\nright.\pLucky I was there, you\nnever know what could of\nhappened to you...\pBy the way! I found this\nfainted ANORITH somewhere over here.\nTake it!

#org @received
= \v\h01 received SHUCKLE!

#org @guy2
= I haven't introduced my self\nyet!\pMy name is John!\nI'm a retired coal miner!\p...\n...\pSorry, but I have to\ngo, bye!

#org @lol
#raw 0x60
#raw 0xFE

#org @lol2
= \v\h01: He's a really strange\nguy...


PS. I changed Unknown (in A-Map) to 0003 and Var Number to 4050.

Surf December 28th, 2008 12:22 AM

Game: Fire Red
Type: Trigger
Editor: eXtreme Script Editor
Problem: The end part of the script doesn't happen
Script:
Spoiler:
#dynamic 0x800000
#org @start
checkflag 0x1000
if 0x0 goto @start1
release
end

#org @start1
lock
message @talk
callstd 0x6
applymovement 0x2 @move
applymovement 0x3 @move2
waitmovement 0x0
applymovement 0x2 @move1
applymovement 0x3 @move3
waitmovement 0x0
message @talk1
callstd 0x6
setflag 0x1000
release
end

#org @talk
= So the experiment will be ready\ntonight...

#org @move
#raw 65
#raw 04
#raw FE

#org @move1
#raw 1E
#raw 1E
#raw 1E
#raw 1E
#raw 1E
#raw 1E
#raw 1E
#raw 1E
#raw 1E
#raw 69
#raw FE

#org @move3
#raw 1E
#raw 1E
#raw 1E
#raw 1E
#raw 1E
#raw 1E
#raw 1E
#raw 1E
#raw 1E
#raw 69
#raw FE

#org @move2
#raw 65
#raw 04
#raw FE

#org @talk1
= Wait that man looked like Dad!\nI wonder...

пзо December 28th, 2008 12:25 AM

Quote:

Originally Posted by Mac_Mini (Post 4230566)
Game: Fire Red
Type: Trigger
Editor: eXtreme Script Editor
Problem: The end part of the script doesn't happen
Script:
Spoiler:
#dynamic 0x800000
#org @start
checkflag 0x1000
if 0x0 goto @start1
release
end

#org @start1
lock
message @talk
callstd 0x6
applymovement 0x2 @move
applymovement 0x3 @move2
waitmovement 0x0
applymovement 0x2 @move1
applymovement 0x3 @move3
waitmovement 0x0
msgbox @talk1 0x2
callstd 0x6
setflag 0x1000

release
end

#org @talk
= So the experiment will be ready\ntonight...

#org @move
#raw 65
#raw 04
#raw FE

#org @move1
#raw 1E
#raw 1E
#raw 1E
#raw 1E
#raw 1E
#raw 1E
#raw 1E
#raw 1E
#raw 1E
#raw 69
#raw FE

#org @move3
#raw 1E
#raw 1E
#raw 1E
#raw 1E
#raw 1E
#raw 1E
#raw 1E
#raw 1E
#raw 1E
#raw 69
#raw FE

#org @move2
#raw 65
#raw 04
#raw FE

#org @talk1
= Wait that man looked like Dad!\nI wonder...

The Edited is in bold. Try this. The 0x2 was-not there.

Surf December 28th, 2008 12:29 AM

Quote:

Originally Posted by пзо (Post 4230571)
The Edited is in bold. Try this. The 0x2 was-not there.

It still doesn't work the second talking doesn't happen

Hiche.. December 28th, 2008 1:10 AM

Quote:

Originally Posted by Mac_Mini (Post 4230578)
It still doesn't work the second talking doesn't happen

Spoiler:
#dynamic 0x800000

#org @start
checkflag 0x1000
if 0x0 goto @start1
release
end

#org @start1
lock
message @talk 0x6
applymovement 0x2 @move
applymovement 0x3 @move2
waitmovement 0x0
applymovement 0x2 @move1
applymovement 0x3 @move3
waitmovement 0x0
msgbox @talk1 0x6
setflag 0x1000
release
end

#org @talk
= So the experiment will be ready\ntonight...

#org @move
#raw 65
#raw 04
#raw FE

#org @move1
#raw 1E
#raw 1E
#raw 1E
#raw 1E
#raw 1E
#raw 1E
#raw 1E
#raw 1E
#raw 1E
#raw 69
#raw FE

#org @move3
#raw 1E
#raw 1E
#raw 1E
#raw 1E
#raw 1E
#raw 1E
#raw 1E
#raw 1E
#raw 1E
#raw 69
#raw FE

#org @move2
#raw 65
#raw 04
#raw FE

#org @talk1
= Wait that man looked like Dad!\nI wonder...


Two fixes are in Bold. In the new version of XSE, remember that there is no callstd nor boxset.

Surf December 28th, 2008 1:11 AM

Quote:

Originally Posted by Hiche (Post 4230642)
Spoiler:
#dynamic 0x800000

#org @start
checkflag 0x1000
if 0x0 goto @start1
release
end

#org @start1
lock
message @talk 0x6
applymovement 0x2 @move
applymovement 0x3 @move2
waitmovement 0x0
applymovement 0x2 @move1
applymovement 0x3 @move3
waitmovement 0x0
msgbox @talk1 0x6
setflag 0x1000
release
end

#org @talk
= So the experiment will be ready\ntonight...

#org @move
#raw 65
#raw 04
#raw FE

#org @move1
#raw 1E
#raw 1E
#raw 1E
#raw 1E
#raw 1E
#raw 1E
#raw 1E
#raw 1E
#raw 1E
#raw 69
#raw FE

#org @move3
#raw 1E
#raw 1E
#raw 1E
#raw 1E
#raw 1E
#raw 1E
#raw 1E
#raw 1E
#raw 1E
#raw 69
#raw FE

#org @move2
#raw 65
#raw 04
#raw FE

#org @talk1
= Wait that man looked like Dad!\nI wonder...


Two fixes are in Bold. In the new version of XSE, remember that there is no callstd nor boxset.

I'm not using the new version because it won't let me compile that script

Hiche.. December 28th, 2008 1:14 AM

The script I edited will work in the new XSE. Try it. The one I edited, and post here if you had problems.

Surf December 28th, 2008 2:00 AM

i keeps saying this
http://i40.photobucket.com/albums/e206/hackimon13/fdsg.jpg

Hiche.. December 28th, 2008 2:06 AM

Quote:

Originally Posted by Mac_Mini (Post 4230683)

Spoiler:
#dynamic 0x800000

#org @start
checkflag 0x1000
if 0x0 goto @start1
release
end

#org @start1
lock
message @talk 0x6
applymovement 0x2 @move
applymovement 0x3 @move2
waitmovement 0x0
applymovement 0x2 @move1
applymovement 0x3 @move3
waitmovement 0x0
msgbox @talk1 0x6
setflag 0x1000
release
end

#org @talk
= So the experiment will be ready\ntonight...

#org @move
#raw 65
#raw 04
#raw 0xFE

#org @move1
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x69
#raw 0xFE

#org @move3
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 69
#raw 0xFE

#org @move2
#raw 65
#raw 04
#raw 0xFE

#org @talk1
= Wait that man looked like Dad!\nI wonder...


Copy this. It will work. Tried it. Also, what is #raw 69? Never heard of that move.

Hoshiko Aki December 28th, 2008 2:22 AM

Thank you very much ! PokePal17

Surf December 28th, 2008 3:27 AM

Game: Fire Red
Type: Trigger
Editor: eXtreme Script Editor
Problem: The whole thing just freezes
Script:
Spoiler:
#dynamic 0x800000
#org @start
checkflag 0x1000
if 0x0 goto @start1
release
end

#org @start1
lock
setvar 0x7000 0x1
message @talk 0x6
applymovement 0x2 @move
waitmovement 0x0
msgbox @talk2 0x6
applymovement 0x5 @move1
applymovement 0xFF @move3
waitmovement 0x0
setdooropened 0x15 0x17
doorchange
applymovement 0x5 @move4
applymovement 0xFF @move5
waitmovement 0x0
setdoorclosed 0x15 0x17
doorchange
warp 0x5 0x2 0x1 0x4 0x7
msgbox @talk3 0x6
applymovement 0x2 @move6
waitmovement 0x0
applymovement 0xFF @move7
waitmovement 0x0
msgbox @talk4 0x6
applymovement 0xFF @move8
waitmovement 0x0
msgbox @talk5 0x6
giveitem 0x15D 0x1 0x0
setflag 0x829
release
end

#org @talk
= [player]!

#org @talk1
= Wait that man looked like Dad!\nI wonder...

#org @talk2
= Hello [player]\nI have your mother's parcel\pFollow me back to my house.

#org @move
#raw 65
#raw 10
#raw 10
#raw 10
#raw 0xFE

#org @move1
#raw 11
#raw 11
#raw 13
#raw 13
#raw 13
#raw 13
#raw 11
#raw 11
#raw 11
#raw 11
#raw 11
#raw 11
#raw 0xFE

#org @move3
#raw 11
#raw 11
#raw 11
#raw 13
#raw 13
#raw 13
#raw 13
#raw 11
#raw 11
#raw 11
#raw 11
#raw 11
#raw 11
#raw 0xFE

#org @move2
#raw 65
#raw 04
#raw 0xFE

#org @move4
#raw 11
#raw 60
#raw 0xFE

#org @move5
#raw 11
#raw 11
#raw 0xFE

#org @talk3
= Come and sit down.

#org @move6
#raw 13
#raw 11
#raw 11
#raw 02
#raw 0xFE

#org @move7
#raw 11
#raw 12
#raw 12
#raw 11
#raw 11
#raw 03
#raw 0xFE

#org @talk4
= Now I saw you walking up from\nNarrow Pass.\lI belive that you would have seen\lsomeone who looked oddly like your\lfather.\pWell that was him. He was cast\ninto debt after borrowing money\lfrom Team Rocket.\pHe is now their head scientist.\pIt my come as a shook to you but if\nyou want some more information you\lshould ask your mother.\pOh yes come here.

#org @move8
#raw 11
#raw 13
#raw 13
#raw 13
#raw 04
#raw 0xFE

#org @talk5
= I have something for you.\pIt's called a Pokedex.\nIt's used to record wild pokemon\ldata.\pOh and heres your mothers parcel.\pSee you later

Ninja Caterpie December 28th, 2008 5:05 AM

Do you have the right script tile settings? 0003 and 5040?

Surf December 28th, 2008 5:23 AM

yeah naturally but i have 4050 insted
It's a level script BTW

Ninja Caterpie December 28th, 2008 5:31 AM

Aaah?!! WUT?! You're meant to say that! A level script is different to a trigger script!

CelebiKing123 December 28th, 2008 8:27 AM

wild charizard
 
hi can somebody tell me wats wrong with my wild charizard script?
Spoiler:
#org $start
lock
faceplayer
message $1
boxset 6
cry 0xA1 6
nop
nop
wildbattle 6 30 0x8B
fadescreen 0
#raw 0x53 0x0F 0x80
setflag 0x200
release
end

#org $1
$1 1 =CHARIZARD: Raaarrgghh!

Ninja Caterpie December 28th, 2008 1:42 PM

First we need to know what it doesn't do!

Madridista December 28th, 2008 2:23 PM

@CelebiKing123

It should work now:
Spoiler:
#org @start
lock
faceplayer
message @1 0x6
cry 0xA1 6
nop
nop
wildbattle 6 30 0x8B
fadescreen 0x0
#raw 0x53 0x0F 0x80
setflag 0x200
release
end

#org @1
= CHARIZARD: Raaarrgghh!

Perfect_Palkia_10 December 28th, 2008 6:29 PM

Game: Pokemon FireRed
Type: Trigger
Editor: PokeScript

Quote:

Script:

#org $start
checkflag 0x200
if b_true goto $done
applymovement 0x00 $move
pausemove

message $1
boxset 6
applymovement 0x00 $move2
pausemove
message $2
boxset 6

applymovement 0x00 $move3
pausemove
message $3
boxset 6
checkflag 0x200
if b_true goto $give
release
end

#org $done
countpokemon
compare LASTRESULT 0x0
if b_true goto $need
message $10
boxset 6

special 0x0
waitfanfare
message $11
boxset 6
release
end

#org $give
giveitem 338 1
message $20
boxset 6
setflag 0x200
release
end

#org $need
message $30
boxset 6
release
end

#org $1
$1 1=\c\h01\h04Good Morning \c\h01\nHave a good sleep?\p...\pHmm? That's right!\lYou fell asleep while we\lwere unpacking.\pDon't worry, we've finished.\lVolknear's already gone to the\lPokh\1Bmon League. Shauna's gone\lto get breakfast.\pWhy don't you talk to\lthe locals but don't go\lto Route 300.

#org $2
$2 1=\c\h01\h04Hmm. Well I was\nto give these to\lVolknear but they don't\lfit him. Well I guess you\lthat you can have them!

#org $3
$3 1=\c\h01\h04Here you go.

#org $20
$20 1=\c\h01 got the\c\h01\h04\nRunning Shoes.\pPress B to use them.

#org $10
$10 1=Hi darling. You look tired.\nTake a rest.

#org $11
$11 1=Thats better.\nHave fun.

#org $move
#raw 0x62 0x11 0x12 0x12 0x12 0x12 0x11 0x02

#org $move2
#raw 0x13 0x13 0x13 0x13 0x13 0x13 0x01

#org $move3
#raw 0x12 0x12 0x12 0x12 0x12 0x12

It won't trigger.

Ninja Caterpie December 28th, 2008 7:46 PM

Stop it with the vagueness people! What do you mean by "it won't trigger"? Do you mean it freezes or nothing happens at all?

KhaosKnight December 28th, 2008 7:52 PM

By that i think he means when he steps on the script tile it wont activate or "trigger"

What you should do is go click on the script tile and make sure you have the 40 50 or 50 40 values in the unknown box(or the one above it, im not sure exactly its been awhile since i have looked at it)at the top of the script panel in A-Map.

But yes you should be more specific when discribing problems.

Vrai December 29th, 2008 4:48 AM

Quote:

Originally Posted by pika-pal-08 (Post 4232705)
Game: Pokemon FireRed
Type: Trigger
Editor: PokeScript

Spoiler:
Script:

#org $start
checkflag 0x200
if b_true goto $done
applymovement 0x00 $move
pausemove 0x0

message $1
boxset 6
applymovement 0x00 $move2
pausemove 0x0
message $2
boxset 6

applymovement 0x00 $move3
pausemove 0x0
message $3
boxset 6
checkflag 0x200
if b_true goto $give
release
end

#org $done
countpokemon
compare LASTRESULT 0x0
if b_true goto $need
message $10
boxset 6
special 0x0
waitfanfare
message $11
boxset 6
release
end

#org $give
giveitem 338 1
message $20
boxset 6
setflag 0x200
release
end

#org $need
message $30
boxset 6
release
end

#org $1
$1 1=\c\h01\h04Good Morning. \c\h01\nHave a good sleep?\p...\pHmm? That's right!\lYou fell asleep while we\lwere unpacking.\pDon't worry, we've finished.\lVolkner's already gone to the\lPokh\1Bmon League. Shauna's gone\lto get breakfast.\pWhy don't you talk to\lthe locals but don't go\lto Route 300.

#org $2
$2 1 =\c\h01\h04Hmm. Well I was\nto give these to\lVolknear but they don't\lfit him. Well I guess you\lthat you can have them!

#org $3
$3 1 =\c\h01\h04Here you go.

#org $20
$20 1 =\v\h01 got the\c\h01\h04\nRunning Shoes.\pPress B to use them.

#org $10
$10 1 =Hi darling. You look tired.\nTake a rest.

#org $11
$11 1 =That's better.\nHave fun.

#org $move
#raw 0x62 0x11 0x12 0x12 0x12 0x12 0x11 0x02 0xFE

#org $move2
#raw 0x13 0x13 0x13 0x13 0x13 0x13 0x01 0xFE

#org $move3
#raw 0x12 0x12 0x12 0x12 0x12 0x12 0xFE



It won't trigger.

There's a lot of random errors here, too. Please try to catch your own errors first.

All of the movements need 0xFE to finish them.
\c\h01 should be \v\h01.
Pausemove should have a 0x0 parameter.
Why do you have waitfanfare in a place where it doesn't have a fanfare?
You can't move a person with a Person Number of 0, because I highly doubt that there's a person with a Person Number of 0 on your map. Double check that, please.
Also, you should make the script check for a flag so that it doesn't run through twice, especially since it's a trigger script.

Finally, be sure to use 0300 and 4050 as your Unknown and Var Number values.

Hoshiko Aki December 29th, 2008 7:49 AM

Can somebody help me

It most be so script:

player will room out but he can't the script say better take my pokemon with me and if he has taken the pokeball in his room the script gone and the player can leave the room.

Binary December 29th, 2008 9:33 AM

Quote:

Originally Posted by Madridista (Post 4232053)
@CelebiKing123

It should work now:
Spoiler:
#org @start
lock
faceplayer
message @1 0x6
cry 0xA1 6
nop
nop
wildbattle 6 30 0x8B
fadescreen 0x0
#raw 0x53 0x0F 0x80
setflag 0x200
release
end

#org @1
= CHARIZARD: Raaarrgghh!

Yes but don't forget him to change the People ID of the charizard in AM to 0200.

michaelh December 29th, 2008 10:34 AM

[SOLVED]Script Freezing on run
 
I don't quite understand why this script isn't working.

Notes:
Desired Effect:
Gives Trainer a Crobat (I know there are no safeguards, but those are not part of this script)

Actual Effect:
Freezes on activation (when person is interacted with using the A button)

Other useful information:
Script is an original work (not copypasted badly from various sources)
Rom is Pokémon Fire Red (U)
Rom expanded to 32MiB
Pointer correct in AdvanceMap ($1000000)
Activator is a person on map
Compiler is XSE v1.1.1
@start corresponds to offset 0x1000000

--------------------------------------------

Script Below (73 lines, spoilered to make post reasonable length):
Spoiler:

#dynamic 0x1000000
#org @start
lock
faceplayer
checkflag 0x533
if 0x1 goto @won
checkflag 0x532
if 0x1 goto @done
message @1 2
checkgender
compare LASTRESULT 0x0
if 0x1 goto @boy
compare LASTRESULT 0x1
if 0x1 goto @girl

#org @boy
message @2 5
compare LASTRESULT 0x1
if 0x1 goto @givepoke
if 0x0 goto @reject

#org @girl
message @3 5
compare LASTRESULT 0x1
if 0x1 goto @givepoke
if 0x0 goto @reject

#org @givepoke
message @5 6
givepokemon 169 61 142 0 0 0
bufferpokemon 2 169
message @6 6
setflag 0x532
goto @done

#org @reject
message @4 6
release
end

#org @done
message @7 6
release
end

#org @won
message @8 6
release
end

#org @1
= I have your Pokémon for the\nbattle.

#org @2
= Are you ready, Mr. \v\h01?

#org @3
= Are you ready, Miss \v\h01?

#org @4
= I understand. You have a tough\nbattle ahead. You'll need to\lprepare hard for it!

#org @5
= Here you are. Good luck!

#org @6
= \c\h01\h02You recieved a \c\h01\h05\v\h04!

#org @7
= Our leader, Isiah, is very strong.\nI can't recall when he was last\ldefeated. You'll need to gather\lall of your strength for this.

#org @8
= It's not possible...\nYou, beat Master Isiah, at such a\lyoung age...\lYou must be strong enough to take\lthe challenge. Master Isiah will\lbe waiting.


Additional info provided per request.

NB: Script is probably quite messy and inefficient, as I've not written a huge deal of scripts.

Perfect_Palkia_10 December 29th, 2008 8:27 PM

Quote:

Originally Posted by Vrai (Post 4233579)
There's a lot of random errors here, too. Please try to catch your own errors first.

All of the movements need 0xFE to finish them.
\c\h01 should be \v\h01.
Pausemove should have a 0x0 parameter.
Why do you have waitfanfare in a place where it doesn't have a fanfare?
You can't move a person with a Person Number of 0, because I highly doubt that there's a person with a Person Number of 0 on your map. Double check that, please.
Also, you should make the script check for a flag so that it doesn't run through twice, especially since it's a trigger script.

Finally, be sure to use 0300 and 4050 as your Unknown and Var Number values.

Sorry, I'm very new to scripting. Anyway thanks for that. Works fine.

Hoshiko Aki December 30th, 2008 5:07 AM

Quote:

Originally Posted by Ichiro Kazuki (Post 4233868)
Can somebody help me

It most be so script:

player will room out but he can't the script say better take my pokemon with me and if he has taken the pokeball in his room the script gone and the player can leave the room.


some buddy?

please help me

BananasGoMoo December 30th, 2008 1:40 PM

Quote:

Originally Posted by Ichiro Kazuki (Post 4236410)
some buddy?

please help me


well, where is your script so far?

people aren't gong to write the script for you, just help you fix errors

HackMew December 30th, 2008 2:53 PM

Quote:

Originally Posted by michaelh (Post 4234268)
I don't quite understand why this script isn't working.

Notes:
Desired Effect:
Gives Trainer a Crobat (I know there are no safeguards, but those are not part of this script)

Actual Effect:
Freezes on activation (when person is interacted with using the A button)

Other useful information:
Script is an original work (not copypasted badly from various sources)
Rom is Pokémon Fire Red (U)
Rom expanded to 32MiB
Pointer correct in AdvanceMap ($1000000)
Activator is a person on map
Compiler is XSE v1.1.1
@start corresponds to offset 0x1000000

--------------------------------------------

Script Below (73 lines, spoilered to make post reasonable length):
Spoiler:

#dynamic 0x1000000
#org @start
lock
faceplayer
checkflag 0x533
if 0x1 goto @won
checkflag 0x532
if 0x1 goto @done
message @1 2
checkgender
compare LASTRESULT 0x0
if 0x1 goto @boy
compare LASTRESULT 0x1
if 0x1 goto @girl

#org @boy
message @2 5
compare LASTRESULT 0x1
if 0x1 goto @givepoke
if 0x0 goto @reject

#org @girl
message @3 5
compare LASTRESULT 0x1
if 0x1 goto @givepoke
if 0x0 goto @reject

#org @givepoke
message @5 6
givepokemon 169 61 142 0 0 0
bufferpokemon 2 169
message @6 6
setflag 0x532
goto @done

#org @reject
message @4 6
release
end

#org @done
message @7 6
release
end

#org @won
message @8 6
release
end

#org @1
= I have your Pokémon for the\nbattle.

#org @2
= Are you ready, Mr. \v\h01?

#org @3
= Are you ready, Miss \v\h01?

#org @4
= I understand. You have a tough\nbattle ahead. You'll need to\lprepare hard for it!

#org @5
= Here you are. Good luck!

#org @6
= \c\h01\h02You recieved a \c\h01\h05\v\h04!

#org @7
= Our leader, Isiah, is very strong.\nI can't recall when he was last\ldefeated. You'll need to gather\lall of your strength for this.

#org @8
= It's not possible...\nYou, beat Master Isiah, at such a\lyoung age...\lYou must be strong enough to take\lthe challenge. Master Isiah will\lbe waiting.


Additional info provided per request.

NB: Script is probably quite messy and inefficient, as I've not written a huge deal of scripts.

That was something detailed indeed ;)
Here's the fixed and optimized script. I would explain you the changes, but I think you can get more satisfaction by simple understanding them on your own.
The script should work fine, even if I didn't test it. Let me know if you have problems or whatever. Don't forget the [SOLVED] thingy, okay?

Spoiler:
#dynamic 0x1000000

#org @start
lock
faceplayer
checkflag 0x533
if 0x1 goto @won
checkflag 0x532
if 0x1 goto @done
message @1 2
checkgender
compare LASTRESULT 0x0
if 0x1 call @boy
compare LASTRESULT 0x1
if 0x1 call @girl
compare LASTRESULT 0x1
if 0x0 goto @reject
message @5 6
givepokemon 169 61 142 0 0 0
bufferpokemon 2 169
message @6 6
setflag 0x532
goto @done

#org @boy
message @2 5
return

#org @girl
message @3 5
return

#org @reject
message @4 6
release
end

#org @done
message @7 6
release
end

#org @won
message @8 6
release
end

#org @1
= I have your Pokémon for the\nbattle.

#org @2
= Are you ready, Mr. [player]?

#org @3
= Are you ready, Miss [player]?

#org @4
= I understand. You have a tough\nbattle ahead. You'll need to\lprepare hard for it!

#org @5
= Here you are. Good luck!

#org @6
= \c\h01\h02You recieved a \c\h01\h05[buffer3]!

#org @7
= Our leader, Isiah, is very strong.\nI can't recall when he was last\ldefeated. You'll need to gather\lall of your strength for this.

#org @8
= It's not possible...\nYou, beat Master Isiah, at such a\lyoung age...\lYou must be strong enough to take\lthe challenge. Master Isiah will\lbe waiting.

Hoshiko Aki December 31st, 2008 2:40 AM

Hello,

whats wrong with this script?

Code:

'---------------
#org 0x2D513F
setvar 0x4060 0x37
givepokemon 0x4060 0x8 0x0 0x0 0x0 0x0
end


it must give you your starter pokemon Vulpix but you can talk to the pokeball but nothing happen

Pokepal17 December 31st, 2008 3:23 AM


ROM: Pokemon Fire Red
Version: 1.0
Script Editor: XSE
Script: Trigger Script

I'm having a bit of trouble with this script.
The bit when the flag is not set works fine. When the flag is set, the egg is meant to hatch and then the text is meant to appear. Instead part of the text briefly appears and then the egg hatches and the script ends without the full text appearing.

Here is the script

Spoiler:

#dynamic 0x800000

#org @start
checkflag 0x828
if 0x1 goto @hatch
applymovement 0xFF @move
waitmovement 0x0
msgbox @talk 0x2
end

#org @hatch
checkflag 0x1000
if 0x0 goto @end
call @hatching
msgbox @talk2 0x2
clearflag 0x1000
end

#org @end
release
end

#org @talk
= I should go back.

#org @talk2
= It hatched!

#org @move
#raw 0x62 0x50 0xFE

#org @hatching
special 0xC2
return


The settings for the script are okay but it's the script itself.

Pictures

Spoiler:

http://img201.imageshack.us/img201/6177/eggtx4.png

Part of the text appears before the egg hatches. The text is meant to appear after the egg hatches but it doesn't.

Ninja Caterpie December 31st, 2008 3:47 AM

Quote:

Originally Posted by Ichiro Kazuki (Post 4239286)
Hello,

whats wrong with this script?

Code:

'---------------
#org 0x2D513F
setvar 0x4060 0x37
givepokemon 0x4060 0x8 0x0 0x0 0x0 0x0
end


it must give you your starter pokemon Vulpix but you can talk to the pokeball but nothing happen

Uh, yeah, something happened! You just got a Vulpix! But you don't have any messages so, :\ Also, there's no "setflag 0x828" to enable the Pokemon menu.

Hoshiko Aki December 31st, 2008 4:17 AM

Quote:

Originally Posted by Ninja Caterpie (Post 4239379)
Uh, yeah, something happened! You just got a Vulpix! But you don't have any messages so, :\ Also, there's no "setflag 0x828" to enable the Pokemon menu.


o ok,

Can you help me then?

How can i get a message there in and how do i set the setflag in it?

Ninja Caterpie December 31st, 2008 5:29 AM

Code:

fanfare 0x13E
message @got 0x4
waitfanfare
closeonkeypress
setflag 0x828


Put that after the givepokemon part. If you want a nickname part too...find that out yourself. Go to thethethethe's tutorial or, if you're too lazy, go to diegoisawesome's XSE version of the same thing.

Pokepal17 December 31st, 2008 5:33 AM

Quote:

Originally Posted by Ichiro Kazuki http://www.pokecommunity.com/images/templates/delibird/button/viewpost.gif
Hello,

whats wrong with this script?

Code:
#org 0x2D513F
setvar 0x4060 0x37
givepokemon 0x4060 0x8 0x0 0x0 0x0 0x0
end

it must give you your starter pokemon Vulpix but you can talk to the pokeball but nothing happen
Here is the script, don't forget to give the Pokeball an ID of 0828.

Spoiler:

#org 0x2D513F
setvar 0x4060 0x37
givepokemon 0x4060 0x8 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox @player 0x4
waitfanfare
closeonkeypress
hidesprite LASTTALKED
setflag 0x828
release
end

#org @player
[player] recieved a Vulpix!


Thanks Ninja Caterpie ^_^
\/ \/ \/

Ninja Caterpie December 31st, 2008 5:34 AM

You forgot hidesprite. :\ Hidesprite 0x<number of sprite>

michaelh December 31st, 2008 8:45 AM

[SOLVED]Re: Script Freezing on run
 
Quote:

Originally Posted by HackMew (Post 4237807)
That was something detailed indeed ;)
Here's the fixed and optimized script. I would explain you the changes, but I think you can get more satisfaction by simple understanding them on your own.
The script should work fine, even if I didn't test it. Let me know if you have problems or whatever. Don't forget the [SOLVED] thingy, okay?

Spoiler:
#dynamic 0x1000000

#org @start
lock
faceplayer
checkflag 0x533
if 0x1 goto @won
checkflag 0x532
if 0x1 goto @done
message @1 2
checkgender
compare LASTRESULT 0x0
if 0x1 call @boy
compare LASTRESULT 0x1
if 0x1 call @girl
compare LASTRESULT 0x1
if 0x0 goto @reject
message @5 6
givepokemon 169 61 142 0 0 0
bufferpokemon 2 169
message @6 6
setflag 0x532
goto @done

#org @boy
message @2 5
return

#org @girl
message @3 5
return

#org @reject
message @4 6
release
end

#org @done
message @7 6
release
end

#org @won
message @8 6
release
end

#org @1
= I have your Pokémon for the\nbattle.

#org @2
= Are you ready, Mr. [player]?

#org @3
= Are you ready, Miss [player]?

#org @4
= I understand. You have a tough\nbattle ahead. You'll need to\lprepare hard for it!

#org @5
= Here you are. Good luck!

#org @6
= \c\h01\h02You recieved a \c\h01\h05[buffer3]!

#org @7
= Our leader, Isiah, is very strong.\nI can't recall when he was last\ldefeated. You'll need to gather\lall of your strength for this.

#org @8
= It's not possible...\nYou, beat Master Isiah, at such a\lyoung age...\lYou must be strong enough to take\lthe challenge. Master Isiah will\lbe waiting.

Hate to say it, but I managed to pick out a little bug in that:
Spoiler:

See this?

if 0x1 call @boy
compare LASTRESULT 0x1
if 0x1 call @girl
compare LASTRESULT 0x1

Then look at this:

#org @boy
message @2 5
return

If you said yes, what would LASTRESULT be? ;)


After fixing this, I came up with what (in my opinion) is the final solution:
Spoiler:

#dynamic 0x1000000

#org @start
lockall
faceplayer
checkflag 0x533
if 0x1 goto @won
checkflag 0x532
if 0x1 goto @done
message @1 2
checkgender
compare LASTRESULT 0x0
if 0x1 call @gender
checkflag 0x534
if 0x0 call @girl
if 0x1 call @boy
compare LASTRESULT 0x1
if 0x0 goto @reject
message @5 6
givepokemon 169 61 142 0 0 0
bufferpokemon 2 169
message @6 6
setflag 0x532
goto @done

#org @boy
message @2 5
return

#org @girl
message @3 5
return

#org @reject
message @4 6
releaseall
end

#org @done
message @7 6
releaseall
end

#org @won
message @8 6
release
end

#org @gender
setflag 0x534
return

#org @1
= I have your Pokémon for the\nbattle.

#org @2
= Are you ready, Mr. [player]?

#org @3
= Are you ready, Miss [player]?

#org @4
= I understand. You have a tough\nbattle ahead. You'll need to\lprepare hard for it!

#org @5
= Here you are. Good luck!

#org @6
= \c\h01\h02You recieved a \c\h01\h05[buffer3]!

#org @7
= Our leader, Isiah, is very strong.\nI can't recall when he was last\ldefeated. You'll need to gather\lall of your strength for this.

#org @8
= It's not possible...\nYou, beat Master Isiah, at such a\lyoung age...\lYou must be strong enough to take\lthe challenge. Master Isiah will\lbe waiting.


Thanks for the optimisation tips. However, they didn't fix my problem with the freezing. What did, however, was checking the map in AM1.92 and realising that it had a problem with handling 7 digit pointers. So I repointed a 6 digit offset (90003A in this case) to my script, entered it as my offset in AM, and run the script. Can't believe I didn't notice it before! :shocked:

P.S. I realise I probably should have PMed this, but I thought that publicising solutions would be more useful to other scripters.

Hoshiko Aki December 31st, 2008 10:12 AM

Spoiler:
Code:

#org 0x2D513F
setvar 0x4060 0x37
givepokemon 0x4060 0x8 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox @player 0x4
waitfanfare
closeonkeypress
hidesprite LASTTALKED
Hidesprite 0x92
setflag 0x828
release
end




Script type: Give away
Script progamma: XSE


XSE say a fault
Quote:

fault 9 "Subscript out of range" on line 5

Pokepal17 December 31st, 2008 10:36 AM

Quote:

originally posted by Ichiro Kazuki

#org 0x2D513F
setvar 0x4060 0x37
givepokemon 0x4060 0x8 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox @player 0x4
waitfanfare
closeonkeypress
hidesprite LASTTALKED
Hidesprite 0x92
setflag 0x828
release
end
It will say that beacuse you haven't done the full script. You don't need the hidesprite 0x92. You've got a pointer leading to a branch that you haven't done yet.

Here is the script, just copy it up word for word. Give the pokeball an ID code of 0828. BTW, LASTTALKED means the last person you talked to.

Spoiler:
#org 0x2D513F
setvar 0x4060 0x37
givepokemon 0x4060 0x8 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox @player 0x4
waitfanfare
closeonkeypress
hidesprite LASTTALKED
setflag 0x828
release
end

#org @player
= [player] recieved a Vulpix!

________________________________________________________________________________________

I need help with this camera movement script.
ROM: Fire Red
Version: 1.0
Script Editor: XSE
Script Type: Trigger Script

Script:
Spoiler:

#dynamic 0x800000

#org @start
lock
checkflag 0x1001
if 0x1 goto @end
applymovement MOVE_CAMERA @move
waitmovement 0x0
setflag 0x1001
release
end

#org @end
release
end

#org @move
#raw 0x1E 0x1E 0x1E 0x1E 0x1E 0x20 0x20 0x20 0x20 0x1D 0x1D 0x1D 0x1D 0x1D 0x1F 0x1F 0x1F 0x1F 0xFE


When I step on the script, nothing happens. The script is meant to move the camera up, right, down then left. But nothing happens.

Script settings



Thanks Ninja Caterpie, Mac_Mini & derv1205

Surf December 31st, 2008 3:16 PM

Quote:

Originally Posted by Pokepal17 (Post 4240101)
It will say that beacuse you haven't done the full script. You don't need the hidesprite 0x92. You've got a pointer leading to a branch that you haven't done yet.

Here is the script, just copy it up word for word. Give the pokeball an ID code of 0828. BTW, LASTTALKED means the last person you talked to.

Spoiler:
#org 0x2D513F
setvar 0x4060 0x37
givepokemon 0x4060 0x8 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox @player 0x4
waitfanfare
closeonkeypress
hidesprite LASTTALKED
setflag 0x828
release
end

#org @player
= [player] recieved a Vulpix!

________________________________________________________________________________________
I need help with this camera movement script.
ROM: Fire Red
Version: 1.0
Script Editor: XSE
Script Type: Trigger Script

Script:
Spoiler:





When I step on the script, nothing happens. The script is meant to move the camera up, right, down then left. But nothing happens.

Script settings

#dynamic 0x800000

#org @start
lockall
checkflag 0x1001
if 0x1 goto @end
special 0x113
applymovement MOVE_CAMERA @move
special 0x114
waitmovement 0x0
setflag 0x1001
releaseall
end

#org @end
releaseall
end

#org @move
#raw 0x1E 0x1E 0x1E 0x1E 0x1E 0x20 0x20 0x20 0x20 0x1D 0x1D 0x1D 0x1D 0x1D 0x1F 0x1F 0x1F 0x1F 0xFE


You need special 113 before the applymovement and special 114 after

derv1205 December 31st, 2008 7:53 PM

Quote:

Originally Posted by Mac_Mini (Post 4240837)
#dynamic 0x800000

#org @start
lockall
checkflag 0x1001
if 0x1 goto @end
special 0x113
applymovement MOVE_CAMERA @move
special 0x114
waitmovement 0x0
setflag 0x1001
releaseall
end

#org @end
releaseall
end

#org @move
#raw 0x1E 0x1E 0x1E 0x1E 0x1E 0x20 0x20 0x20 0x20 0x1D 0x1D 0x1D 0x1D 0x1D 0x1F 0x1F 0x1F 0x1F 0xFE


You need special 113 before the applymovement and special 114 after

The special 113 and 114 are just to lock the player and all people and
then for release them, so if you don't include that i think it
should also work the script but everybody will keep moving
normally. And, the special should be put after waitmovement 0x0, because
if you put it before, the people will move before the script finish.

Try this:
Code:

#dynamic 0x800000

#org @start
lockall
checkflag 0x1001
if 0x1 goto @end
special 0x113
applymovement 0x7F @move
waitmovement 0x0
special 0x114
setflag 0x1001
releaseall
end

#org @end
releaseall
end

#org @move
#raw 0x1E 0x1E 0x1E 0x1E 0x1E 0x20 0x20 0x20 0x20 0x1D 0x1D 0x1D 0x1D 0x1D 0x1F 0x1F 0x1F 0x1F 0xFE


I think that should work perfectly ^^

Ninja Caterpie December 31st, 2008 8:04 PM

Quote:

Originally Posted by derv1205 (Post 4241455)
The special 113 and 114 are just to lock the player and all people and
then for release them, so if you don't include that i think it
should also work the script but everybody will keep moving
normally. And, the special should be put after waitmovement 0x0, because
if you put it before, the people will move before the script finish.

Actually, these names are dodgy. Special 0x113 sorta allows the camera to move and 114 stops it. People still move in their normal trajectories if you use 0x113. :\

Just like lock and lockall. Lock locks everyone and lockall locks you! :\

cooley January 1st, 2009 8:31 AM

Quote:

Originally Posted by Ninja Caterpie (Post 4241478)
Actually, these names are dodgy. Special 0x113 sorta allows the camera to move and 114 stops it. People still move in their normal trajectories if you use 0x113. :\

Just like lock and lockall. Lock locks everyone and lockall locks you! :\

Small corrections
Special 0x113 locks the camera, so you can move it with commands, and so the player can move without the camera moving along with him/her. Special 0x114 releases the camera, so when the script is over, each step the player takes the camera will follow. Applymovement 0x7F will render useless after special 0x114 is activated

Lock locks the player, and lockall locks down all movement on the map.

dialga2103 January 1st, 2009 9:20 AM

i dont get it.......
any way i think we ask things about script editing right?
any way.. does anyone know a d/p script editor

пзо January 1st, 2009 1:01 PM

Scriopt
 
I never throught I'd be posting here again, but this script also, is the one not working..
I know theres no setflag, the script dont even start.
--
Spoiler:



#dynamic 0x800000
#org @begin
Checkflag 0x200
applymovement 7F @movecamera1
waitmovement 0x0
msgbox @wheresplayer 0x2
playsong 0x13B 0x0
applymovement 0x01 @thereyouare
applymovement 0x7F @movecamera2
waitmovement 0x01
applymovement 0xFF @theresrival
waitmovement 0x0
msgbox @hello 0x02
applymovement 0x01 @gone
waitmovement 0x0
fadesound
hidesprite 0x01
Release
goto @end

#org @movecamera1
#raw 0x10 0x10 0x10 0x10 0x10 0x10 0x10 0x10 0xFE

#org @wherespaler
= Wheres [player]? He said hen\would meet me here.

#org @thereyouare
#raw 0x65 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0xFE

#org @movecamera2
#raw 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0xFE

#org @theresrival
#raw 0x62 0x03 0xFE

#org @hello
= [Black_fr][player] what are you doing! You\nwere supposed to meet me here\lover an hour ago!\p[green_fr][player]: Sorry [rival]..\p[Black_fr][rival]: Hurry! I dont want to keep\nthe professor waiting.

#org @gone
#raw 0x10 0x10 0x10 0x10 0x10 0x10 0x10 0x10 0x10 0x10 0xFE

#org @end
release
end

--
msgbox 0x871CD68 MSG_KEEPOPEN '"ck."
Whats this? I change the script up and this replaces one of my text scripts.
XSE is a wirdo XD


RESOLVED

Hiche.. January 1st, 2009 1:33 PM

1- neo, the fixes are in Bold.

Spoiler:
#dynamic 0x800000

#org @begin
Checkflag 0x200
if 0x1 goto @end
special 0x113
applymovement 7F @movecamera1
waitmovement 0x0
special 0x114
msgbox @wheresplayer 0x2
playsong 0x13B 0x0
special 0x113
applymovement 0x01 @thereyouare
applymovement 0x7F @movecamera2
waitmovement 0x01
special 0x114
applymovement 0xFF @theresrival
waitmovement 0x0
msgbox @hello 0x02
applymovement 0x01 @gone
waitmovement 0x0
fadesound
hidesprite 0x01
setflag 0x200
Release
end

#org @movecamera1
#raw 0x10 0x10 0x10 0x10 0x10 0x10 0x10 0x10 0xFE

#org @wherespaler
= Wheres [player]? He said hen\would meet me here.

#org @thereyouare
#raw 0x65 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0xFE

#org @movecamera2
#raw 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0xFE

#org @theresrival
#raw 0x62 0x03 0xFE

#org @hello
= [Black_fr][player] what are you doing! You\nwere supposed to meet me here\lover an hour ago!\p[green_fr][player]: Sorry [rival]..\p[Black_fr][rival]: Hurry! I dont want to keep\nthe professor waiting.

#org @gone
#raw 0x10 0x10 0x10 0x10 0x10 0x10 0x10 0x10 0x10 0x10 0xFE

#org @end
release
end


special 0x113 locks the camera, and special 0x114 releases it.


2- MSG_KEEPOPEN is boxset 0x4.

пзо January 1st, 2009 2:05 PM

Quote:

Originally Posted by Hiche (Post 4243472)
Spoiler:

1- neo, the fixes are in Bold.

Spoiler:
#dynamic 0x800000

#org @begin
Checkflag 0x200
if 0x1 goto @end
special 0x113
applymovement 7F @movecamera1
waitmovement 0x0
special 0x114
msgbox @wheresplayer 0x2
playsong 0x13B 0x0
special 0x113
applymovement 0x01 @thereyouare
applymovement 0x7F @movecamera2
waitmovement 0x01
special 0x114
applymovement 0xFF @theresrival
waitmovement 0x0
msgbox @hello 0x02
applymovement 0x01 @gone
waitmovement 0x0
fadesound
hidesprite 0x01
setflag 0x200
Release
end

#org @movecamera1
#raw 0x10 0x10 0x10 0x10 0x10 0x10 0x10 0x10 0xFE

#org @wherespaler
= Wheres [player]? He said hen\would meet me here.

#org @thereyouare
#raw 0x65 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0xFE

#org @movecamera2
#raw 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0xFE

#org @theresrival
#raw 0x62 0x03 0xFE

#org @hello
= [Black_fr][player] what are you doing! You\nwere supposed to meet me here\lover an hour ago!\p[green_fr][player]: Sorry [rival]..\p[Black_fr][rival]: Hurry! I dont want to keep\nthe professor waiting.

#org @gone
#raw 0x10 0x10 0x10 0x10 0x10 0x10 0x10 0x10 0x10 0x10 0xFE

#org @end
release
end


special 0x113 locks the camera, and special 0x114 releases it.


2- MSG_KEEPOPEN is boxset 0x4
.

Unresolved
The script still dont start.
Here it is again.. *Sigh*
#dynamic 0x800000
#org @begin
Checkflag 0x200
if 0x1 goto @end
special 0x113
applymovement 0x7F @movecamera1
waitmovement 0x0
special 0x114
msgbox @wheresplayer 0x2
sound 0x13B
special 0x113
applymovement 0x01 @thereyouare
applymovement 0x7F @movecamera2
waitmovement 0x01
special 0x114
applymovement 0xFF @theresrival
waitmovement 0x0
msgbox @hello 0x02
applymovement 0x01 @gone
waitmovement 0x0
sound 0x12C
hidesprite 0x01
setflag 0x200
Release
end

#org @movecamera1
#raw 0x10 0x10 0x10 0x10 0x10 0x10 0x10 0x10 0xFE

#org @wheresplayer
= Wheres [player]? He said hen\would meet me here.

#org @thereyouare
#raw 0x65 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0xFE

#org @movecamera2
#raw 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0xFE

#org @theresrival
#raw 0x62 0x03 0xFE

#org @hello
= [Black_fr][player] what are you doing! You\nwere supposed to meet me here\lover an hour ago!\p[green_fr][player]: Sorry [rival]..\p[Black_fr][rival]: Hurry! I dont want to keep\nthe professor waiting.

#org @gone
#raw 0x10 0x10 0x10 0x10 0x10 0x10 0x10 0x10 0x10 0x10 0xFE

#org @end
release
end

Hoshiko Aki January 1st, 2009 2:44 PM

Hello,

Code:

'---------------
#org 0x2D510C
lock
checkflag 0x829
if 0x0 goto 0x88026EB
release
end

'---------------
#org 0x8026EB
lock
applymovement MOVE_PLAYER 0x8802701
waitmovement 0x0
msgbox 0x8802705 MSG_NORMAL '"[player] better take me pokemon wi..."
release
end

'---------
' Strings
'---------
#org 0x802705
= [player] better take me pokemon with me.\nIf I do not a wild pokémon maby\lattack me

'-----------
' Movements
'-----------
#org 0x802701
#raw 0x62 'Exclamation Mark (!)
#raw 0x10 'Step Down (Normal)
#raw 0xFE 'End of Movements


this is a script that made the player not go to route 1 if you not had your pokemon in your party but if you do have the pokemon in your party than you can't go to route 1.

Whats the problem with this script?

michaelh January 1st, 2009 2:49 PM

Quote:

Originally Posted by Ichiro Kazuki (Post 4243689)
Hello,

Code:

'---------------
#org 0x2D510C
lock
checkflag 0x829
if 0x0 goto 0x88026EB
release
end

'---------------
#org 0x8026EB
lock
applymovement MOVE_PLAYER 0x8802701
waitmovement 0x0
msgbox 0x8802705 MSG_NORMAL '"[player] better take me pokemon wi..."
release
end

'---------
' Strings
'---------
#org 0x802705
= [player] better take me pokemon with me.\nIf I do not a wild pokémon maby\lattack me

'-----------
' Movements
'-----------
#org 0x802701
#raw 0x62 'Exclamation Mark (!)
#raw 0x10 'Step Down (Normal)
#raw 0xFE 'End of Movements


this is a script that made the player not go to route 1 if you not had your pokemon in your party but if you do have the pokemon in your party than you can't go to route 1.

Whats the problem with this script?

Flag 0x829 is Pokédex. The flag you want (Pokémon menu) is 0x828.

Ninja Caterpie January 1st, 2009 4:43 PM

Quote:

Originally Posted by cooley (Post 4242718)
Lock locks the player, and lockall locks down all movement on the map.

But lockall, when I use it, still allows everyone to move. Does the Pokemon Center script use lockall? Because it does lock everyone. :\

Pokepal17 January 2nd, 2009 3:30 AM

Quote:

Originally Posted by Ninja Caterpie
Quote:
Originally Posted by cooley http://www.pokecommunity.com/images/templates/delibird/button/viewpost.gif
Lock locks the player, and lockall locks down all movement on the map.

But lockall, when I use it, still allows everyone to move. Does the Pokemon Center script use lockall? Because it does lock everyone. :\
Yeah the center uses lockall

AvengedFury January 2nd, 2009 3:56 AM

Battle Script +Give away
 
I wanted to make a battle where after the hero defeats the npc, he will gain a pokemon. In this
case, I want the hero to receive a lvl 80 entei after defeating him. I dont know how I would go
about doing this so any help would be great


Game: Pokemon Ruby
Type: Person
Editor: XSE
Script:
Spoiler:
#dynamic 0x800000

#org @main
checkflag 0x1000
if B_True goto @end
msgbox @text 5
compare LASTRESULT B_Yes
if B_True goto @true
msgbox @no 6
end

#ORG @end
end

#org @true
msgbox @yes 6
wildbattle PKMN_ENTEI 80 0
end

#org @text
= I am Firaga, Master of the Fire\nElement.\lDo you want to face me?

#org @no
= You are right to fear my fiery\npower!

#org @yes
= Hahaha! Ready to be scorched?



Ninja Caterpie January 2nd, 2009 4:04 AM

Quote:

Originally Posted by Pokepal17 (Post 4245242)
Yeah the center uses lockall

I just checked and, actually, no.

It doesn't.

Spoiler:
'---------------
#org 0x16A2CF
lock
faceplayer
call 0x81A6578
release
end

'---------------
#org 0x1A6578
special 0x187
compare LASTRESULT 0x2
if 0x1 goto 0x81A7AE0
preparemsg 0x81A5483 '"Welcome to our POKéMON CENTER!\pWo..."
waitmsg
multichoice 0x13 0x8 0x0 0x2
copyvar 0x8000 LASTRESULT
compare 0x8000 0x0
if 0x1 goto 0x81A65B8
compare 0x8000 0x1
if 0x1 goto 0x81A6663
compare 0x8000 0x7F
if 0x1 goto 0x81A6663
end

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

'---------------
#org 0x1A65B8
cmdc3 0xF
preparemsg 0x81A54E1 '"Okay, I'll take your POKéMON for a..."
waitmsg
call 0x81A65CE
special 0x169
goto 0x81A65EC

'---------------
#org 0x1A6663
msgbox 0x81A5511 MSG_KEEPOPEN '"We hope to see you again!"
return

'---------------
#org 0x1A65CE
applymovement LASTTALKED 0x81A75E7
waitmovement 0x0
doanimation 0x19
checkanimation 0x19
applymovement LASTTALKED 0x81A75ED
waitmovement 0x0
special 0x0
return

'---------------
#org 0x1A65EC
special2 LASTRESULT 0x1B1
compare LASTRESULT 0x0
if 0x1 goto 0x81A661D
special2 LASTRESULT 0x183
copyvar 0x8008 LASTRESULT
compare 0x8008 0x0
if 0x1 goto 0x81A661D
compare 0x8008 0x1
if 0x1 goto 0x81A6636
end

'---------------
#org 0x1A661D
preparemsg 0x81A552B '"Thank you for waiting.\nWe've rest..."
waitmsg
applymovement LASTTALKED 0x81A666C
waitmovement 0x0
msgbox 0x81A5511 MSG_KEEPOPEN '"We hope to see you again!"
return

'---------------
#org 0x1A6636
checkflag 0x842
if 0x1 goto 0x81A661D
msgbox 0x81A552B MSG_KEEPOPEN '"Thank you for waiting.\nWe've rest..."
setflag 0x842
preparemsg 0x81BCCCA '"It appears as if [buffer1] is play..."
waitmsg
applymovement LASTTALKED 0x81A666C
waitmovement 0x0
msgbox 0x81A5511 MSG_KEEPOPEN '"We hope to see you again!"
return

STRINGS AND MOVEMENTS

Looks like a lock to me, doesn't it?

Pokepal17 January 2nd, 2009 6:45 AM

Quote:

Originally Posted by Ninja Caterpie (Post 4245292)
I just checked and, actually, no.

It doesn't.

Spoiler:
'---------------
#org 0x16A2CF
lock
faceplayer
call 0x81A6578
release
end

'---------------
#org 0x1A6578
special 0x187
compare LASTRESULT 0x2
if 0x1 goto 0x81A7AE0
preparemsg 0x81A5483 '"Welcome to our POKéMON CENTER!\pWo..."
waitmsg
multichoice 0x13 0x8 0x0 0x2
copyvar 0x8000 LASTRESULT
compare 0x8000 0x0
if 0x1 goto 0x81A65B8
compare 0x8000 0x1
if 0x1 goto 0x81A6663
compare 0x8000 0x7F
if 0x1 goto 0x81A6663
end

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

'---------------
#org 0x1A65B8
cmdc3 0xF
preparemsg 0x81A54E1 '"Okay, I'll take your POKéMON for a..."
waitmsg
call 0x81A65CE
special 0x169
goto 0x81A65EC

'---------------
#org 0x1A6663
msgbox 0x81A5511 MSG_KEEPOPEN '"We hope to see you again!"
return

'---------------
#org 0x1A65CE
applymovement LASTTALKED 0x81A75E7
waitmovement 0x0
doanimation 0x19
checkanimation 0x19
applymovement LASTTALKED 0x81A75ED
waitmovement 0x0
special 0x0
return

'---------------
#org 0x1A65EC
special2 LASTRESULT 0x1B1
compare LASTRESULT 0x0
if 0x1 goto 0x81A661D
special2 LASTRESULT 0x183
copyvar 0x8008 LASTRESULT
compare 0x8008 0x0
if 0x1 goto 0x81A661D
compare 0x8008 0x1
if 0x1 goto 0x81A6636
end

'---------------
#org 0x1A661D
preparemsg 0x81A552B '"Thank you for waiting.\nWe've rest..."
waitmsg
applymovement LASTTALKED 0x81A666C
waitmovement 0x0
msgbox 0x81A5511 MSG_KEEPOPEN '"We hope to see you again!"
return

'---------------
#org 0x1A6636
checkflag 0x842
if 0x1 goto 0x81A661D
msgbox 0x81A552B MSG_KEEPOPEN '"Thank you for waiting.\nWe've rest..."
setflag 0x842
preparemsg 0x81BCCCA '"It appears as if [buffer1] is play..."
waitmsg
applymovement LASTTALKED 0x81A666C
waitmovement 0x0
msgbox 0x81A5511 MSG_KEEPOPEN '"We hope to see you again!"
return

STRINGS AND MOVEMENTS

Looks like a lock to me, doesn't it?

Hmm.
Which ROM did you check it on? I think one uses lock the other uses lockall. I could be wrong though.

Sierraffinity January 2nd, 2009 11:19 AM

[Fixed]
 
The problem was:
The trainer sprite! :P

пзо January 2nd, 2009 11:40 AM

@diegosawsome
 
This could be, The 0x0's after the trainer battle.
Other than that I cant see anything else.

I shall Keep looking. It hasto be somthing just after or before the
trainer battle. So Im 100% sure its that.

Sierraffinity January 2nd, 2009 11:56 AM

Quote:

Originally Posted by пзо (Post 4246209)
This could be, The 0x0's after the trainer battle.
Other than that I cant see anything else.

I shall Keep looking. It hasto be somthing just after or before the
trainer battle. So Im 100% sure its that.

Fixed.
Read first post.
WOOT!

пзо January 2nd, 2009 12:01 PM

Wow
 
Is'nt, Pet, or what Trainer editor your using, dont the digets have
4 numbers. Example.

0x001 maybe or I think its 0x0001.

Im highly unsure.

Pokepal17 January 2nd, 2009 12:13 PM

@diegoisawesome
Quote:

originally posted
Game: Fire Red (BPRE)
Type: Level Script
Editor: XSE
Script:
Before Compiling:
Content hidden:
Click here to view.
#dynamic 0x26D9C3

#org @start
lockall
clearflag 0x200
textcolor 0x0
msgbox @heyyou 0x6
fadesong 0x0
applymovement 0xFF @lookmark
applymovement 0x7 @colbytoplayer
waitmovement 0x7
trainerbattle 0x0 0x011 0x03 @win @defeat
playsong 0x13A 0x0
msgbox @huh 0x6
applymovement 0x7 @lookaround
waitmovement 0x7
applymovement 0x7 @mark
pause 0x40
msgbox @there 0x6
applymovement 0x7 @topokedex
waitmovement 0x7
fanfare 0x11E
waitfanfare
applymovement 0x7 @backtome
waitmovement 0x7
msgbox @hehe 0x6
showmoney 0x0 0x0 0x0
pause 0x30
fanfare 0x11E
givemoney 0x3E8 0x0
updatemoney 0x0 0x0 0x0
msgbox @here 0x6
hidemoney 0x0 0x0
msgbox @seeya 0x6
playsong 0x13C 0x0
applymovement 0x7 @todoor
applymovement 0xFF @outofway
waitmovement 0x7
setdooropened 0x1F 0x1B
doorchange
applymovement 0x7 @intodoor
waitmovement 0x7
setdoorclosed 0x1F 0x1B
doorchange
fadedefault
setflag 0x200
setvar 0x7006 0x1
releaseall
end

#org @heyyou
= Hey!\pYou there!

#org @lookmark
#raw 0x62
#raw 0x03
#raw 0xFE

#org @colbytoplayer
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0xFE

#org @something
= ???: I believe you have something\nof mine[.]

#org @win
= ???: WHAT?\nYou mean you don't have my\lPokéDex?

#org @defeat
= ???: Give it back now!\p[.]\nYou mean you don't have my\lPokéDex?

#org @huh
= ???: Where is it then?

#org @lookaround
#raw 0x1C
#raw 0x1B
#raw 0x30
#raw 0x1C
#raw 0x2E
#raw 0x1C
#raw 0x2F
#raw 0x1C
#raw 0x2D
#raw 0xFE

#org @mark
#raw 0x62
#raw 0xFE

#org @there
= There!

#org @topokedex
#raw 0x1D
#raw 0x1D
#raw 0x4E
#raw 0xFE

#org @backtome
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0xFE

#org @hehe
= ???: Hehe[.]\pSorry for that confusion and all!\pHere's some money for your\ntroubles.

#org @here
= Here ya go!

#org @seeya
= ???: By the way, my name's [rival].\pYours?\p[.] [.] [.] [.] [.]\p[player], huh?\pI'll remember that!\pSee ya later, noob! I've got an\nimportant gym battle coming up!

#org @todoor
#raw 0x13
#raw 0x01
#raw 0xFE

#org @outofway
#raw 0x13
#raw 0x02
#raw 0xFE

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

#org @end
releaseall
end





Decompiled: Content hidden:
Click here to view.
#org 0x26DD0D
lockall
clearflag 0x200
textcolor 0x0
msgbox 0x826DDEE MSG_NORMAL
showsprite 0x7
fadesong 0x0
applymovement MOVE_PLAYER 0x826DE00
applymovement 0x7 0x8274570
waitmovement 0x7
msgbox 0x826DE0C MSG_NORMAL
trainerbattle 0x0 0x011 0x0 0x826DE39 0x826DE6A
playsong 0x13A 0x0
msgbox 0x826DEA9 MSG_NORMAL
applymovement 0x7 0x826DEC2
waitmovement 0x7
applymovement 0x7 0x826DECD
pause 0x40
msgbox 0x826DED0 MSG_NORMAL
applymovement 0x7 0x826DED9
waitmovement 0x7
fanfare 0x11E
waitfanfare
applymovement 0x7 0x826DEDE
waitmovement 0x7
msgbox 0x826DEEC MSG_NORMAL
showmoney 0x0 0x0 0x0
pause 0x30
fanfare 0x11E
givemoney 0x3E8 0x0
updatemoney 0x0 0x0 0x0
msgbox 0x826DF40 MSG_NORMAL
hidemoney 0x0 0x0
msgbox 0x82744D0 MSG_NORMAL
playsong 0x13C 0x0
applymovement 0x7 0x827455F
applymovement MOVE_PLAYER 0x8274563
waitmovement 0x7
setdooropened 0x1F 0x1B
doorchange
applymovement 0x7 0x8274567
waitmovement 0x7
setdoorclosed 0x1F 0x1B
doorchange
fadedefault
setflag 0x200
setvar 0x7006 0x1
releaseall
end

#org 0x26DDEE
= Hey!\pYou there!

#org 0x26DE0C
= ???: I believe you have something\nof mine[.]

#org 0x26DE39
= ???: WHAT?\nYou mean you don't have my\lPokéDex?

#org 0x26DE6A
= ???: Give it back now!\p[.]\nYou mean you don't have my\lPokéDex?

#org 0x26DEA9
= ???: Where is it then?

#org 0x26DED0
= There!

#org 0x26DEEC
= ???: Hehe[.]\pSorry for that confusion and all!\pHere's some money for your\ntroubles.

#org 0x26DF40
= Here ya go!

#org 0x2744D0
= ???: By the way, my name's [rival].\pYours?\p[.] [.] [.] [.] [.]\p[player], huh?\pI'll remember that!\pSee ya later, noob! I've got an\nimportant gym battle coming up!

#org 0x26DE00
#raw 0x62
#raw 0x3
#raw 0xFE

#org 0x274570
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0xFE

#org 0x26DEC2
#raw 0x1C
#raw 0x1B
#raw 0x30
#raw 0x1C
#raw 0x2E
#raw 0x1C
#raw 0x2F
#raw 0x1C
#raw 0x2D
#raw 0xFE

#org 0x26DECD
#raw 0x62
#raw 0xFE

#org 0x26DED9
#raw 0x1D
#raw 0x1D
#raw 0x4E
#raw 0xFE

#org 0x26DEDE
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0xFE

#org 0x27455F
#raw 0x13
#raw 0x1
#raw 0xFE

#org 0x274563
#raw 0x13
#raw 0x2
#raw 0xFE

#org 0x274567
#raw 0x11
#raw 0x60
#raw 0xFE





A-Map Level Script Thing: (btw, it was fixed) Content hidden:
Click here to view.
#org 0x71AB98
#raw 0x2
#raw pointer 0x871AB9E
#raw 0x0

#org 0x71AB9E
#raw word 0x7006
#raw word 0x0
#raw pointer 0x826DD0D
#raw word 0x0

#org 0x26DD0D
lockall
clearflag 0x200
textcolor 0x0
msgbox 0x826DDEE MSG_NORMAL
showsprite 0x7
fadesong 0x0
applymovement MOVE_PLAYER 0x826DE00
applymovement 0x7 0x8274570
waitmovement 0x7
msgbox 0x826DE0C MSG_NORMAL
trainerbattle 0x0 0x011 0x0 0x826DE39 0x826DE6A
playsong 0x13A 0x0
msgbox 0x826DEA9 MSG_NORMAL
applymovement 0x7 0x826DEC2
waitmovement 0x7
applymovement 0x7 0x826DECD
pause 0x40
msgbox 0x826DED0 MSG_NORMAL
applymovement 0x7 0x826DED9
waitmovement 0x7
fanfare 0x11E
waitfanfare
applymovement 0x7 0x826DEDE
waitmovement 0x7
msgbox 0x826DEEC MSG_NORMAL
showmoney 0x0 0x0 0x0
pause 0x30
fanfare 0x11E
givemoney 0x3E8 0x0
updatemoney 0x0 0x0 0x0
msgbox 0x826DF40 MSG_NORMAL
hidemoney 0x0 0x0
msgbox 0x82744D0 MSG_NORMAL
playsong 0x13C 0x0
applymovement 0x7 0x827455F
applymovement MOVE_PLAYER 0x8274563
waitmovement 0x7
setdooropened 0x1F 0x1B
doorchange
applymovement 0x7 0x8274567
waitmovement 0x7
setdoorclosed 0x1F 0x1B
doorchange
fadedefault
setflag 0x200
setvar 0x7006 0x1
releaseall
end

#org 0x26DDEE
= Hey!\pYou there!

#org 0x26DE0C
= ???: I believe you have something\nof mine[.]

#org 0x26DE39
= ???: WHAT?\nYou mean you don't have my\lPokéDex?

#org 0x26DE6A
= ???: Give it back now!\p[.]\nYou mean you don't have my\lPokéDex?

#org 0x26DEA9
= ???: Where is it then?

#org 0x26DED0
= There!

#org 0x26DEEC
= ???: Hehe[.]\pSorry for that confusion and all!\pHere's some money for your\ntroubles.

#org 0x26DF40
= Here ya go!

#org 0x2744D0
= ???: By the way, my name's [rival].\pYours?\p[.] [.] [.] [.] [.]\p[player], huh?\pI'll remember that!\pSee ya later, noob! I've got an\nimportant gym battle coming up!

#org 0x26DE00
#raw 0x62
#raw 0x3
#raw 0xFE

#org 0x274570
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0xFE

#org 0x26DEC2
#raw 0x1C
#raw 0x1B
#raw 0x30
#raw 0x1C
#raw 0x2E
#raw 0x1C
#raw 0x2F
#raw 0x1C
#raw 0x2D
#raw 0xFE

#org 0x26DECD
#raw 0x62
#raw 0xFE

#org 0x26DED9
#raw 0x1D
#raw 0x1D
#raw 0x4E
#raw 0xFE

#org 0x26DEDE
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0xFE

#org 0x27455F
#raw 0x13
#raw 0x1
#raw 0xFE

#org 0x274563
#raw 0x13
#raw 0x2
#raw 0xFE

#org 0x274567
#raw 0x11
#raw 0x60
#raw 0xFE





Screenshots and/or Videos:
Content hidden:
Click here to view.






What it Should Do: The trainerbattle should start a battle with the Oak Talking thing.
What it Does: Check out the video.
Changes in script.

Ninja Caterpie January 2nd, 2009 2:11 PM

Quote:

Originally Posted by Pokepal17 (Post 4245584)
Hmm.
Which ROM did you check it on? I think one uses lock the other uses lockall. I could be wrong though.

It's on Fire Red BPRE. So there. I've only hacked FR, and lock in FR freezes everything on the map. :\ Lockall doesn't, as I put lockall in a level script and the people keep moving. Or looking around, as I set them to. :\

Ressai January 2nd, 2009 2:42 PM

Game: FireRed NA
Type: Person/Trainer
Editor: XSE
Script:
Spoiler:

'---------------
#dynamic 0x8017AC
#org @start
trainerbattle 0x0 0x1F 0x0 @intro @defeat
special2 LASTRESULT 0x39
compare LASTRESULT 0x1
if 0x1 goto @seeker
msgbox @msg 0x2
end
'---------------
#org @seeker
trainerbattle 0x5 0x1F 0x0 @rematch @defeat
msgbox @msg 0x2
end
#org @intro
= My brother and I are \nlooking for challengers!
#org @defeat
= Eek!
#org @msg
= I look out for my brother. \pWe really care for each \nother.
#org @rematch
= Hii! Back for more?


I'm trying to script rematches into trainers I made. I opened a trainer script that was already in the rom and tried to do the same as it did but when I try to use the VS. Seeker it says "No trainers within range".
Do I need a new offset for the rematch script?

ShakawBR January 2nd, 2009 5:27 PM

I want to make a script in emerald like this: I fight someone, and after I win the fight, he gives me a Eon Ticket/Old Sea Chart and at the same time enables the islands...

Please someone help me with this, I don't even know where I start...

Sierraffinity January 2nd, 2009 6:46 PM

Quote:

Originally Posted by Pokepal17 (Post 4246311)
@diegoisawesome


Changes in script.

FIXED.
Read first post.
YES!!!!!!!!!

Kalm January 2nd, 2009 7:53 PM

Unknown Script Problem
 
Game: Pokemon Fire Red
Type: Script (Walkon)
Editor: PoketScript(Rubikon)/Notepad

SCRIPT:
Spoiler:

#org $scrtpth2
checkflag 0x200
if 0x1 goto $pass
checkflag 0x828
if 0x1 goto $stop
applymovement 0x03 $exclam
pause 0x30
applymovement 0x03 $movechar
message $deny
boxset 6
applymovement 0xFF $mright
pausemove 0x0
applymovement 0xFF $mright
pause 0x10
applymovement 0x03 $mup
pausemove 0x0
applymovement 0x03 $mright
pausemove 0x0
applymovement 0x03 $fdown
pausemove 0x0
release
end

#org $stop
message $question
boxset 6
pause 0x10
applymovement 0x03 $exclam
pause 0x20
message $letpass
boxset 6
setflag 0x200
release
end

#org $pass
release
end

#org $mup
#raw 0x11
#raw 0xFE

#org $fdown
#raw 0x2D
#raw 0xFE

#org $mright
#raw 0x13
#raw 0xFE

#org $movechar
#raw 0x1F
#raw 0x1D
#raw 0x03
#raw 0xFE

#org $exclam
#raw 0x62
#raw 0xFE

#org $question
$question 1 =I am sorry but I still cannot\nlet you pass.

#org $letpass
$letpass 1 =Oh, you now have a Pokemon.\nI guess I won't have to worry\nabout letting you pass.\pPlease be careful though\nand watch your Pokemon's HP.

#org $deny
$deny 1 =You can't go out there\nwithout your own Pokemon.\pWild Pokemon might attack you!


The first half of the code works fine where it simply says you don't have your pokemon and cannot go out etc etc... But when the flag 0x828 is set (meaning the POKEMON menu becomes available via Fire Red's original scripts), I can walk right through the scripted tile and the only trainer I have placed on that map is screwed up, leading me to the red screen. Also, only the trainer was effected. My other characters on the map were not.

Script Parameters:

Unknown: 0003
Var Number: 4050
Var Value: 0000

Anyone know why this is happening?

Liquid Shadow January 2nd, 2009 9:24 PM

Quote:

Originally Posted by Kalm (Post 4247607)
Game: Pokemon Fire Red
Type: Script (Walkon)
Editor: PoketScript(Rubikon)/Notepad

SCRIPT:
Spoiler:

#org $scrtpth2
checkflag 0x200
if 0x1 goto $pass
checkflag 0x828
if 0x1 goto $stop
applymovement 0x03 $exclam
pause 0x30
applymovement 0x03 $movechar
pausemove0x0
message $deny
boxset 6
applymovement 0xFF $mright
pausemove 0x0
applymovement 0xFF $mright
pause 0x10
applymovement 0x03 $mup
pausemove 0x0
applymovement 0x03 $mright
pausemove 0x0
applymovement 0x03 $fdown
pausemove 0x0
release
end

#org $stop
message $question
boxset 6
pause 0x10
applymovement 0x03 $exclam
pause 0x20
message $letpass
boxset 6
setflag 0x200
release
end

#org $pass
release
end

#org $mup
#raw 0x11 0xFE

#org $fdown
#raw 0x2D 0xFE


#org $mright
#raw 0x13 0xFE


#org $movechar
#raw 0x1F 0x1D 0x03 0xFE

#org $exclam
#raw 0x62 0xFE

#org $question
$question 1 =I am sorry but I still cannot\nlet you pass.

#org $letpass
$letpass 1 =Oh, you now have a Pokemon.\nI guess I won't have to worry\nabout letting you pass.\pPlease be careful though\nand watch your Pokemon's HP.

#org $deny
$deny 1 =You can't go out there\nwithout your own Pokemon.\pWild Pokemon might attack you!


The first half of the code works fine where it simply says you don't have your pokemon and cannot go out etc etc... But when the flag 0x828 is set (meaning the POKEMON menu becomes available via Fire Red's original scripts), I can walk right through the scripted tile and the only trainer I have placed on that map is screwed up, leading me to the red screen. Also, only the trainer was effected. My other characters on the map were not.

Script Parameters:

Unknown: 0003
Var Number: 4050
Var Value: 0000

Anyone know why this is happening?

Ok, I've fixed the script to my best knowledge... You were missing a pausemove 0x0 in part of the script, and I rearranged the way your movements were written.. Because the way you had them written used to give me errors in Pokescript, even though they should work. Also, try adapting to XSE, it's much better and most of the time tells you what you're doing wrong in your script.. And it's much less buggy. Anyway, I hope the script works. Also, try using a different flag than the pokemon menu.. Maybe set/clear it in a previous part of the game, because I think used flags in the game can give you messed up errors... Because I've never run into a script where everything went red in the end lol.

Kalm January 2nd, 2009 10:35 PM

Quote:

Originally Posted by NeoNemesis (Post 4247803)
Ok, I've fixed the script to my best knowledge... You were missing a pausemove 0x0 in part of the script, and I rearranged the way your movements were written.. Because the way you had them written used to give me errors in Pokescript, even though they should work. Also, try adapting to XSE, it's much better and most of the time tells you what you're doing wrong in your script.. And it's much less buggy. Anyway, I hope the script works. Also, try using a different flag than the pokemon menu.. Maybe set/clear it in a previous part of the game, because I think used flags in the game can give you messed up errors... Because I've never run into a script where everything went red in the end lol.

Thanks for the help, but it still gives me the same problem...

I'm not sure if it is something wrong with the script, but with A-map maybe? This script did work a few hours ago, until I changed the pause time and the movements and re-compiled the script and entered in the new offset.

I had two events on one map with the same script as the one in my orginal post, one of them simply had 2 extra movements. I tested one script and it worked, and then tested the other and it did not.... odd?

If I can't get it to work, i'll just go with your advice and start fresh with XSE.

tImE January 3rd, 2009 3:33 AM

1 Attachment(s)
Game:Ruby_USA AXVE
Type:Script (Step-on)
Editor:XSE
Script:
Spoiler:
#dynamic 0x800000

#org @start
lock
checkflag 0x1012
if b_true goto 0x8800725
showsprite 0x1
msgbox @hey1 0x2
applymovement 0xFF @playermove1
waitmovement 0x0
playsong 0x19F 0x0
applymovement 0x1 @move1
waitmovement 0x0
msgbox @itsme 0x2
applymovement 0x1 @move2
waitmovement 0x0
sound 0x12
hidesprite 0x1
fadesong 0x167
setflag 0x1012
release
end

#org @hey1
= ???: HEY! [player]!

#org @itsme
= Sapphire: Hi, [player].\nYou sure are fast...\lPhew...\pYou remember me don't ya?\nIt's me Sapphire, your neighbour.\pAnyway, I heard from your father\nthat you'd left on a journey.\pSo I thought ["]Eh, what the heck."\nAnd I decided to come along with\lyou.\pSo... What are we waiting for?\lLet's go into the woods!

#org @playermove1
#raw 0x02 0x57 0xFE

#org @move1
#raw 0x08 0x08 0x08 0x08 0x08 0x08 0x08 0x03 0xFE

#org @move2
#raw 0x08 0x0B 0xFE

After
"#org @move1
#raw 0x08 0x08 0x08 0x08 0x08 0x08 0x08 0x03 0xFE"
The player turns right for absolutly no reason at all.
I can't figure out what's wrong.

Screenshots and/or Videos: Attachment

Hiche.. January 3rd, 2009 5:51 AM

Quote:

Originally Posted by 44tim44 (Post 4248310)
Game:Ruby_USA AXVE
Type:Script (Step-on)
Editor:XSE
Script:
Spoiler:
#dynamic 0x800000

#org @start
lock
checkflag 0x1012
if b_true goto 0x8800725
showsprite 0x1
msgbox @hey1 0x2
applymovement 0xFF @playermove1
waitmovement 0x0
playsong 0x19F 0x0
applymovement 0x1 @move1
waitmovement 0x0
msgbox @itsme 0x2
applymovement 0x1 @move2
waitmovement 0x0
sound 0x12
hidesprite 0x1
fadesong 0x167
setflag 0x1012
release
end

#org @hey1
= ???: HEY! [player]!

#org @itsme
= Sapphire: Hi, [player].\nYou sure are fast...\lPhew...\pYou remember me don't ya?\nIt's me Sapphire, your neighbour.\pAnyway, I heard from your father\nthat you'd left on a journey.\pSo I thought ["]Eh, what the heck."\nAnd I decided to come along with\lyou.\pSo... What are we waiting for?\lLet's go into the woods!

#org @playermove1
#raw 0x02 0x57 0xFE

#org @move1
#raw 0x08 0x08 0x08 0x08 0x08 0x08 0x08 0x03 0xFE

#org @move2
#raw 0x08 0x0B 0xFE

After
"#org @move1
#raw 0x08 0x08 0x08 0x08 0x08 0x08 0x08 0x03 0xFE"
The player turns right for absolutly no reason at all.
I can't figure out what's wrong.

Screenshots and/or Videos: Attachment

#raw 0x03 means step right, which is here; #raw 0x08 0x08 0x08 0x08 0x08 0x08 0x08 0x03 0xFE. I do not know if this is the problem.

negative January 3rd, 2009 6:23 AM

Hi! I used Hiche's Rock Climb via Vine Whip:
#dynamic 0x26D38E

#org @1
#raw 0x7C 0x16 0x00
compare 0x800D 0x06
if 0x1 call @end
#raw 0x9D 0x00 0x0D 0x80
message @ha
boxset 5
compare LASTRESULT 0
if 0x1 goto @end
#raw 0x68
#raw 0x9C 0x25 0x00
waitstate
#raw 0x17 0x00 0x80 0x01 0x00
goto @jump
#org @jump
compare 0x8000 0x01
if 0x4 goto @move
release
end
#org @end
release
end
#org @move
applymovement 0xFF @move1
waitmovement 0x0
#raw 0x18 0x00 0x80 0x01 0x00
goto @jump

#org @ha
= It's some climbable rocks!\pWant to use VINE WHIP to\nclimb down them?

#org @move1
#raw 0x1D 0x1D 0x1D 0xFE
But when I tryed to compile it it says:
"Too less parameters on line 8.The correct number is 2."
Please help:(

tImE January 3rd, 2009 6:25 AM

Quote:

Originally Posted by Hiche (Post 4248501)
#raw 0x03 means step right, which is here; #raw 0x08 0x08 0x08 0x08 0x08 0x08 0x08 0x03 0xFE. I do not know if this is the problem.

No, that's no the problem.
That movement is only affecting "May" or "People no 1",
not the player.
Thanks anyway.

I still have problem with this,
so help wold be awsome.

Sierraffinity January 3rd, 2009 6:59 AM

Quote:

Originally Posted by ~FunHouse~ (Post 4248589)
Hi! I used Hiche's Rock Climb via Vine Whip:
Code:

#dynamic 0x26D38E

#org @1
#raw 0x7C 0x16 0x00
compare 0x800D 0x06
if 0x1 call @end
#raw 0x9D 0x00 0x0D 0x80
message @ha 0x5
compare LASTRESULT 0
if 0x1 goto @end
#raw 0x68
#raw 0x9C 0x25 0x00
waitstate
#raw 0x17 0x00 0x80 0x01 0x00
goto @jump
#org @jump
compare 0x8000 0x01
if 0x4 goto @move
release
end

#org @end
release
end

#org @move
applymovement 0xFF @move1
waitmovement 0x0
#raw 0x18 0x00 0x80 0x01 0x00
goto @jump

#org @ha
= It's some climbable rocks!\pWant to use VINE WHIP to\nclimb down them?

#org @move1
#raw 0x1D 0x1D 0x1D 0xFE


But when I tried to compile it it says:
"Too less parameters on line 8.The correct number is 2."
Please help:(

The new XSE includes the boxsets on the message line. Try it now.

Beab January 3rd, 2009 7:13 AM

This isn't a script request, but I can't find this anywhere I look. I need to know how to make it so that after you talk to someone, they move. I can do that, but when I go back in the same room they were in, they're back before they moved.

ROM: Fire Red
Version: 1.0
Script Editor: XSE
Script Type: Person Event
Script:
Quote:

'---------------
#dynamic 0x2D6A20
#org @start
lock
faceplayer
checkflag 0x82F
if 0x1 goto @findgood
msgbox @1 MSG_FACE '"[rival]: Oh, you're awake.\nHey, l..."
msgbox @2 MSG_FACE '"Oh, and I know that you're in\na h..."
msgbox @3 MSG_FACE '"[player] received running shoes!\n"
setflag 0x82F
applymovement 0x1 0x831CC8E
waitmovement 0x0
release
end

#org @findgood
msgbox @4 MSG_FACE
release
end

'---------
' Strings
'---------
#org @1
= [rival]: Oh, you're awake.\nHey, listen, Good called. He said \pthat he needed to talk to you about\nsomething.\p

#org @2
= Oh, and I know that you're in\na hurry, so take these:\p

#org @3
= [player] received running shoes!\n

#org @4
= Good's house is in the north western part of town.

'-----------
' Movements
'-----------
#org 0x31CC8E
#raw 0x10 'Step Down (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0xFE 'End of Movements

ShakawBR January 3rd, 2009 7:46 AM

I made this script to get the Eon Ticket, I think its perfect...
but I'm having trouble to find Old Sea Chart, Aurora/Mystery Ticket script and variable, can you give me a help??

Spoiler:
#dynamic 0x800000

#org @start
trainerbattle 0x1 0x353 0x0 @intro @defeat @after
msgbox @msg 0x2
end

#org @after
msgbox 0x8273594 MSG_KEEPOPEN
giveitem 0x113 0x1 MSG_OBTAIN
setflag 0x8B3
setvar 0x403F 0x0
msgbox 0x82735F2 MSG_KEEPOPEN
end

#org @intro
= I'm XXX!\nLet's battle!

#org @defeat
= ...

#org @msg
= Haaaay!\nI'm XXX.

#org 0x273594
= Wow! You're pretty good... There\nis a ticket here for you

#org 0x2735F2
= It appears to be for use at\nthe LILYCOVE CITY port.\pWhy not give it a try and see what\nit is about?

Popstar Leafeon January 3rd, 2009 10:35 AM

LG Running Shoes Blues...
 
Game: Leaf Green
Type: Person Event
Editor: XSE
Script:
Spoiler:
#org 0x1F06D0
lock
faceplayer
checkflag 0x82F
if 0x0 goto 0x1F0F6C
if 0x1 goto 0x1F0F8D
msgbox 0x1F0F4C 0x6
release
end

#org 0x1F0F6C
fanfare 0x13E
waitfanfare
setflag 0x82F
msgbox 0x1F0FAD 0x6
release
end

#org 0x1F0F8D
msgbox 0x1F0F9D 0x6
end

#org 0x1F0F4C
= Before I forget, put on your\nrunning shoes, [player].

#org 0x1F0FAD
= You put on your running shoes! Hold \nB to run!

#org 0x1F0F9D
= You already put on your running shoes.


Okay, the problem here is that when I talk to MOM, who is the person who is telling you to put on your shoes, nothing pops up. You hear the usual sound when you talk to someone, but there's no text box. You can still walk around and leave the house, but you can't run. Will someone help me here, please?

Pokepal17 January 3rd, 2009 10:58 AM

Quote:

Originally Posted by Autumn Skye (Post 4249148)
Game: Leaf Green
Type: Person Event
Editor: XSE
Script:

Spoiler:
#org 0x1F06D0
lock
faceplayer
checkflag 0x82F
if 0x0 goto 0x1F0F6C
if 0x1 goto 0x1F0F8D
msgbox 0x1F0F4C 0x6
release
end

#org 0x1F0F6C
fanfare 0x13E
msgbox 0x1F0FAD 0x4
waitfanfare
closeonkeypress
setflag 0x82F
release
end

#org 0x1F0F8D
msgbox 0x1F0F9D 0x6
end

#org 0x1F0F4C
= Before I forget, put on your\nrunning shoes, [player].

#org 0x1F0FAD
= You put on your running shoes! Hold \nB to run!

#org 0x1F0F9D
= You already put on your running shoes.


Okay, the problem here is that when I talk to MOM, who is the person who is telling you to put on your shoes, nothing pops up. You hear the usual sound when you talk to someone, but there's no text box. You can still walk around and leave the house, but you can't run. Will someone help me here, please?

Changes in the script. It should work.

Popstar Leafeon January 3rd, 2009 11:02 AM

Thanks, but unfortunately, it's still acting the way it did before... What's wrong with it?

ShakawBR January 4th, 2009 3:26 PM

Sorry to ask this once more... but please I want to know...

I made this script to get the Eon Ticket, I think its perfect...
but I'm having trouble to find Old Sea Chart, Aurora/Mystery Ticket script and variable, can you give me a help??

Spoiler:
#dynamic 0x800000

#org @start
trainerbattle 0x1 0x353 0x0 @intro @defeat @after
msgbox @msg 0x2
end

#org @after
msgbox 0x8273594 MSG_KEEPOPEN
giveitem 0x113 0x1 MSG_OBTAIN
setflag 0x8B3
setvar 0x403F 0x0
msgbox 0x82735F2 MSG_KEEPOPEN
end

#org @intro
= I'm XXX!\nLet's battle!

#org @defeat
= ...

#org @msg
= Haaaay!\nI'm XXX.

#org 0x273594
= Wow! You're pretty good... There\nis a ticket here for you

#org 0x2735F2
= It appears to be for use at\nthe LILYCOVE CITY port.\pWhy not give it a try and see what\nit is about?

Popstar Leafeon January 4th, 2009 4:38 PM

[solved] Thanks to diegoisawesome! ^.^

Ninja Caterpie January 4th, 2009 7:40 PM

ROM: FR
Script type: Trigger script
Script editor: XSE
Info: There are other trigger scripts on either sides of it which set 0x4000 to either 0x1 or 0x0. :\
Problem: It makes it sunny and then freezes. Even if I come in from the side that has 0x1 set. :\
Spoiler:
'---------------
#org 0x168678
compare 0x4000 0x0
if 0x1 goto 0x82A2F90
setweather 0x12
doweather
release
end

'---------------
#org 0x2A2F90
setweather 0x2
doweather
end

Darthatron January 4th, 2009 7:50 PM

Quote:

Originally Posted by Ninja Caterpie (Post 4253662)
ROM: FR
Script type: Trigger script
Script editor: XSE
Info: There are other trigger scripts on either sides of it which set 0x4000 to either 0x1 or 0x0. :\
Problem: It makes it sunny and then freezes. Even if I come in from the side that has 0x1 set. :\
Spoiler:
'---------------
#org 0x168678
compare 0x4000 0x0
if 0x1 goto 0x82A2F90
setweather 0x12
doweather
release
end

'---------------
#org 0x2A2F90
setweather 0x2
doweather
end

If I'm not mistaken, there is no 0x12 weather codition. It only goes to 0xE. No doubt you're trying to set it to 12.

Anyway, what I'm trying to say is remove the 0x in setweather 0x12.

So...

Code:

'---------------
#org 0x168678
compare 0x4000 0x0
if 0x1 goto 0x82A2F90
setweather 12
doweather
release
end

'---------------
#org 0x2A2F90
setweather 0x2
doweather
end


...or...

Code:

'---------------
#org 0x168678
compare 0x4000 0x0
if 0x1 goto 0x82A2F90
setweather 0xC
doweather
release
end

'---------------
#org 0x2A2F90
setweather 0x2
doweather
end


...

Havinh "0x" infront of a number makes XSE think that it's a hex value, not decimal.

Ninja Caterpie January 4th, 2009 11:31 PM

Quote:

Originally Posted by Darthatron (Post 4253690)
If I'm not mistaken, there is no 0x12 weather codition. It only goes to 0xE. No doubt you're trying to set it to 12.

Anyway, what I'm trying to say is remove the 0x in setweather 0x12.

So...

Code:

'---------------
#org 0x168678
compare 0x4000 0x0
if 0x1 goto 0x82A2F90
setweather 12
doweather
release
end

'---------------
#org 0x2A2F90
setweather 0x2
doweather
end


...or...

Code:

'---------------
#org 0x168678
compare 0x4000 0x0
if 0x1 goto 0x82A2F90
setweather 0xC
doweather
release
end

'---------------
#org 0x2A2F90
setweather 0x2
doweather
end


...

Havinh "0x" infront of a number makes XSE think that it's a hex value, not decimal.

No, it still makes it sunny and freezes. :\

EDIT: I found it. I just didn't put release after the set and do weather in the section segment. Thing is, it only sets it to sunny and not the other way around. :\

Well, I tried to make it simpler, and have one script:

Spoiler:
'---------------
#org 0x168678
compare PLAYERFACING 0x3
if 0x1 goto 0x82DD329
setweather 0xC
doweather
release
end

'---------------
#org 0x2DD329
setweather 0x2
doweather
release
end

No matter what, it sets the weather to sunny. :\

Hyunbin January 5th, 2009 6:40 PM

i'm using pokescript
and hacking firered
i'm having the player start off in an elevator
before anything, he is locked in place and an announcement is shown

i need to know how to make the script work right at the start of the game
and what i need to put it in my script to

~ play an announcement jingle
~ make the elevator "move", play the sound of the elevator moving
~ have the elevator "stop" and play the stopped sound
~ and play the ding dong sound when the elevator has reached a floor

Ninja Caterpie January 5th, 2009 7:10 PM

Quote:

Originally Posted by Hyunbin (Post 4256045)
i'm using pokescript
and hacking firered
i'm having the player start off in an elevator
before anything, he is locked in place and an announcement is shown

i need to know how to make the script work right at the start of the game
and what i need to put it in my script to

~ play an announcement jingle
~ make the elevator "move", play the sound of the elevator moving
~ have the elevator "stop" and play the stopped sound
~ and play the ding dong sound when the elevator has reached a floor

1. This is only do-able in XSE

Anyway, decompile (open) the elevator script in the department store. Check how you make the elevator move and which sound the elevator-stop-music is. An announcement jingle would have to be found, though,

Hyunbin January 5th, 2009 10:15 PM

thank you
i'll download that right now =3

---

ok i'm having a problem
i'm using xse now

ok so this girl goes through this whole poking fiasco XD
and whenever i decline a pokemon from her, gibberish text comes up instead of what i want
also, after she DOES give me a pokemon, more gibberish comes up
i've bolded the problem areas
everything else works fine though

Code:

#dynamic 0x801C3D

#org @chrissy
checkflag 0x504
if 0x1 call @gotshileef
checkflag 0x500
if 0x1 call @poke2
msgbox @pokedialogue1 0x2
setflag 0x500
end

#org @poke2
checkflag 0x501
if 0x1 call @poke3
msgbox @pokedialogue2 0x2
setflag 0x501
end

#org @poke3
checkflag 0x502
if 0x1 call @poke4
msgbox @pokedialogue3 0x2
setflag 0x502
end

#org @poke4
checkflag 0x503
if 0x1 call @poke5
msgbox @pokedialogue4 0x2
setflag 0x503
end

#org @poke5
lock
faceplayer
msgbox @pokedialogue5 0x5
compare LASTRESULT 0x1
if 0x1 goto @yes
msgbox @no 0x2
end

#org @yes
countpokemon
compare LASTRESULT 0x6
if 0x1 call @full
msgbox @giveshileef 0x4
givepokemon 0xCD 0x5 0x0 0x0 0x0 0x0
fanfare 0x13F
waitfanfare
closeonkeypress
setflag 0x504
msgbox @nickname 0x5
compare LASTRESULT 0x1
if 0x1 gosub @name
msgbox @now 0x2
end

#org @no
msgbox @ohh 0x2
end

#org @full
msgbox @sorry 0x2
end

#org @gotshileef
msgbox @after 0x2
end

#org @name
call 0x1A74EB
return

#org @now
msgbox @last 0x2
end

#org @pokedialogue1
= Eeeeep!

#org @pokedialogue2
= Aaaaaahhhhhhh!!

#org @pokedialogue3
= Eeeeeeeeeeeeeep!!!\pCHRISSY: Can I help you!?

#org @pokedialogue4
= Eee! Eee!! Eeeeeeeeeeep!!!\nNOOOOOOOOOO!!!!

#org @pokedialogue5
= EEEEEEEEEEEEEEEEP!!!!!!!!\pCHRISSY: If I give you something\nwill you promise to please stop\lpoking me?

#org @ohh
= Ohh... okay then. Eep!

#org @giveshileef
= CHRISSY gave [player] a SHILEEF!

#org @nickname
= Would you like to give a\nnickname to SHILEEF?

#org @last
= Why don't you go poke GUARINO now?

#org @sorry
= Oh, your party is full.\pEep!

#org @after
= EEEEEEEPP!!!!!!!\pCHRISSY: Will you PLEASE stop\npoking me!?



Larsie13 January 6th, 2009 5:48 AM

Quote:

Originally Posted by Hyunbin (Post 4256442)
thank you
i'll download that right now =3

---

ok i'm having a problem
i'm using xse now

ok so this girl goes through this whole poking fiasco XD
and whenever i decline a pokemon from her, gibberish text comes up instead of what i want
also, after she DOES give me a pokemon, more gibberish comes up
i've bolded the problem areas
everything else works fine though

Code:

#dynamic 0x801C3D

#org @chrissy
checkflag 0x504
if 0x1 call @gotshileef
checkflag 0x500
if 0x1 call @poke2
msgbox @pokedialogue1 0x2
setflag 0x500
end

#org @poke2
checkflag 0x501
if 0x1 call @poke3
msgbox @pokedialogue2 0x2
setflag 0x501
end

#org @poke3
checkflag 0x502
if 0x1 call @poke4
msgbox @pokedialogue3 0x2
setflag 0x502
end

#org @poke4
checkflag 0x503
if 0x1 call @poke5
msgbox @pokedialogue4 0x2
setflag 0x503
end

#org @poke5
lock
faceplayer
msgbox @pokedialogue5 0x5
compare LASTRESULT 0x1
if 0x1 goto @yes
msgbox @no 0x2
end

#org @yes
countpokemon
compare LASTRESULT 0x6
if 0x1 call @full
msgbox @giveshileef 0x4
givepokemon 0xCD 0x5 0x0 0x0 0x0 0x0
fanfare 0x13F
waitfanfare
closeonkeypress
setflag 0x504
msgbox @nickname 0x5
compare LASTRESULT 0x1
if 0x1 gosub @name
msgbox @now 0x2
end

#org @no
msgbox @ohh 0x2
end

#org @full
msgbox @sorry 0x2
end

#org @gotshileef
msgbox @after 0x2
end

#org @name
call 0x1A74EB
return

#org @now
msgbox @last 0x2
end

#org @pokedialogue1
= Eeeeep!

#org @pokedialogue2
= Aaaaaahhhhhhh!!

#org @pokedialogue3
= Eeeeeeeeeeeeeep!!!\pCHRISSY: Can I help you!?

#org @pokedialogue4
= Eee! Eee!! Eeeeeeeeeeep!!!\nNOOOOOOOOOO!!!!

#org @pokedialogue5
= EEEEEEEEEEEEEEEEP!!!!!!!!\pCHRISSY: If I give you something\nwill you promise to please stop\lpoking me?

#org @ohh
= Ohh... okay then. Eep!

#org @giveshileef
= CHRISSY gave [player] a SHILEEF!

#org @nickname
= Would you like to give a\nnickname to SHILEEF?

#org @last
= Why don't you go poke GUARINO now?

#org @sorry
= Oh, your party is full.\pEep!

#org @after
= EEEEEEEPP!!!!!!!\pCHRISSY: Will you PLEASE stop\npoking me!?



Seems pretty obvious to me. Look at what you typed:
Code:

msgbox @no 0x2

#org @no
msgbox @ohh 0x2
end


See the error? Instead of a message at @no, you put an entirely new script there. Change it to:
Code:

msgbox @no 0x2

#org @no
= Ohh... okay then. Eep!


Same goes for @now and @last.

ShakawBR January 6th, 2009 7:00 AM

Finally I made the Eon/Aurora/Mystic Ticket and Old Sea Map scripts...

Now I want to make a Roaming pokemon script (just like entei/raikou/suicune in gold & silver versions) anybody can help me??

Hoshiko Aki January 6th, 2009 7:06 AM

#dynamic 0x3B4E4E
#org @Start
lock
faceplayer
checkflag 0x200
compare LASTRESULT 0x1
if 0x1 goto @AlreadyLearnt
msgbox @WantToLearn
boxset 0x5
compare LASTRESULT 0x0
if 0x1 goto @DontWant
setvar 0x8005 0x1 ' 0x1D00
special 0x18D
setflag 0x200
release
end


this is a move tutor script it most give you a Headbutt move

This script is not rigth he say too less parameter on line 8
can some buddy help me? and how can i make a tekst script on in after leard the move?

Popstar Leafeon January 6th, 2009 8:40 AM

Spoiler:
#dynamic 0x3B4E4E
#org @Start
lock
faceplayer
checkflag 0x200
compare LASTRESULT 0x1
if 0x1 goto @AlreadyLearnt
msgbox @WantToLearn 0x6
boxset 0x5
compare LASTRESULT 0x0
if 0x1 goto @DontWant
setvar 0x8005 0x1 ' 0x1D00
special 0x18D
setflag 0x200
release
end


Tell me if this works for you, Ichiro.

tImE January 6th, 2009 8:46 AM

Quote:

Originally Posted by 44tim44 (Post 4248310)
Game:Ruby_USA AXVE
Type:Script (Step-on)
Editor:XSE
Script:
Spoiler:
#dynamic 0x800000

#org @start
lock
checkflag 0x1012
if b_true goto 0x8800725
showsprite 0x1
msgbox @hey1 0x2
applymovement 0xFF @playermove1
waitmovement 0x0
playsong 0x19F 0x0
applymovement 0x1 @move1
waitmovement 0x0
msgbox @itsme 0x2
applymovement 0x1 @move2
waitmovement 0x0
sound 0x12
hidesprite 0x1
fadesong 0x167
setflag 0x1012
release
end

#org @hey1
= ???: HEY! [player]!

#org @itsme
= Sapphire: Hi, [player].\nYou sure are fast...\lPhew...\pYou remember me don't ya?\nIt's me Sapphire, your neighbour.\pAnyway, I heard from your father\nthat you'd left on a journey.\pSo I thought ["]Eh, what the heck."\nAnd I decided to come along with\lyou.\pSo... What are we waiting for?\lLet's go into the woods!

#org @playermove1
#raw 0x02 0x57 0xFE

#org @move1
#raw 0x08 0x08 0x08 0x08 0x08 0x08 0x08 0x03 0xFE

#org @move2
#raw 0x08 0x0B 0xFE

After
"#org @move1
#raw 0x08 0x08 0x08 0x08 0x08 0x08 0x08 0x03 0xFE"
The player turns right for absolutly no reason at all.
I can't figure out what's wrong.

Screenshots and/or Videos: Attachment

I'm bumping myself as Hiche couldn't help me and
this was ignored by the rest.

I hope someone can help me.

(If you want to see the screen, go to the original post)

Hoshiko Aki January 6th, 2009 8:51 AM

Quote:

Originally Posted by Autumn Skye (Post 4257193)
Spoiler:
#dynamic 0x3B4E4E
#org @Start
lock
faceplayer
checkflag 0x200
compare LASTRESULT 0x1
if 0x1 goto @AlreadyLearnt
msgbox @WantToLearn 0x6
boxset 0x5
compare LASTRESULT 0x0
if 0x1 goto @DontWant
setvar 0x8005 0x1 ' 0x1D00
special 0x18D
setflag 0x200
release
end


Tell me if this works for you, Ichiro.

Now the boxset 0x5 is wrong :S he say he don't know boxset

Popstar Leafeon January 6th, 2009 8:55 AM

Hm... Well, I did my best. I'm still just a beginner at scripting myself... Sorry.

Andryandrew January 6th, 2009 1:44 PM

Quote:

Originally Posted by 44tim44 (Post 4257200)
I'm bumping myself as Hiche couldn't help me and
this was ignored by the rest.

I hope someone can help me.

(If you want to see the screen, go to the original post)

I'm not sure, but I think "msgbox @itsme 0x2" should be changed in "msgbox @itsme 0x6"


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