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

TheSandbox January 6th, 2009 3:39 PM

So, I'm hacking Ruby atm.
Is there any way to change where the character appears after coming out of the truck (in the beginning of the game)? And if so, how? Because I can't seem to find the script.

ShakawBR January 6th, 2009 4:10 PM

How do I make roaming pokemon scripts like Raikou/Entei/Suicune in FireRed or like Latios/Latias in Emerald?

or just like the Legendary Beasts in Shiny Gold made by Zel... please help me

tImE January 7th, 2009 1:17 AM

Quote:

Originally Posted by Andryandrew (Post 4257919)
I'm not sure, but I think "msgbox @itsme 0x2" should be changed in "msgbox @itsme 0x6"

Yes it worked, thanks a lot ^^

(I now realize that if you use MSG_FACE/boxset 2
then the player returns to its original movement,
from before the script.)

Anyway, once again thanks~

//44tim44

Larsie13 January 7th, 2009 2:46 AM

Quote:

Originally Posted by Ichiro Kazuki (Post 4257206)
Now the boxset 0x5 is wrong :S he say he don't know boxset

That's because the new XSE doesn't know boxset anymore. remove the boxset 0x5, and it should work.
Quote:

Originally Posted by TheSandbox (Post 4258293)
So, I'm hacking Ruby atm.
Is there any way to change where the character appears after coming out of the truck (in the beginning of the game)? And if so, how? Because I can't seem to find the script.

Go to the INSIDE OF TRUCK, and decompile the green 'S' there (any one of them), and adjust the "setwarpplace" command (if you're using the newest XSE). Or just use SMCA (Start Map Chooser Advance), and it will let you choose where the player will end up after leaving the truck. It will also let you make a difference whether you're a boy or a girl.

Ninja Caterpie January 7th, 2009 5:22 PM

Okie, mokies! Is there a way in FR to start a timer (like in Trainer Tower) or to count steps? I need to make a berry growing script, but I need one of those. The Trainer Tower won't open in A-Map, btw. >.<

Dratii January 7th, 2009 9:22 PM

I think there is a way using the S-zone script, not sure how but I think you can

Surf January 7th, 2009 9:44 PM

Yeah there is a couple of timers but i lost the offsets
Just check hackmew's script dumps

Ninja Caterpie January 7th, 2009 10:19 PM

Quote:

Originally Posted by Dratii (Post 4261567)
I think there is a way using the S-zone script, not sure how but I think you can

What's an S-zone script?

And I have another question. How do you make it so that when you use a certain HM or move in a certain place, something happens to some tiles like in Ruin Valley? There's nothing that tells the script for the door in Ruin Valley, though.

Pokepal17 January 7th, 2009 11:40 PM

Quote:

Originally Posted by Ninja Caterpie (Post 4261648)
What's an S-zone script?

And I have another question. How do you make it so that when you use a certain HM or move in a certain place, something happens to some tiles like in Ruin Valley? There's nothing that tells the script for the door in Ruin Valley, though.

I think Dratii means a safari zone script.

Hmm If you want something to happen to the tiles, why not try a setmaptile script?

Ninja Caterpie January 8th, 2009 12:41 AM

Quote:

Originally Posted by Pokepal17 (Post 4261700)
I think Dratii means a safari zone script.

Hmm If you want something to happen to the tiles, why not try a setmaptile script?

I know it's setmaptile, I just need it to be able to use <HM> from the Pokemon menu and then change the tiles once it is used.

Mortar January 8th, 2009 9:02 AM

Hey, I have a problem.

I'm trying to make a script work once you enter a map. But when it's done it, it'll start doing it again, and again...

This is the script:
Spoiler:
Code:

#dynamic 0x2E7195

#org @jaques
applymovement 0x01 @lookup
msgbox @comehere 0x2
applymovement 0xFF @walkdown
waitmovement 0x0
applymovement 0x01 @faceright
msgbox @taughtrock 0x2
applymovement 0xFF @stepleft
applymovement 0x01 @stepdown
waitmovement 0x0
msgbox @moverock 0x2
applymovement 0x01 @stepback
applymovement 0xFF @stepright
waitmovement 0x0
msgbox @meetprof 0x2
applymovement 0x01 @faceleft
waitmovement 0x0
setvar 0x5000 0x0
end

#org @lookup
#raw 0x01 0xFE

#org @walkdown
#raw 0x10 0x10 0x02 0xFE

#org @faceright
#raw 0x03 0xFE

#org @stepleft
#raw 0x12 0xFE

#org @stepdown
#raw 0x10 0x01 0xFE

#org @stepback
#raw 0x11 0x03 0xFE

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

#org @faceleft
#raw 0x02 0xFE

#org @comehere
= \c\h01\h08JAQUES: Hey, \v\h01! Come here!

#org @taughtrock
= \c\h01\h08Look, I taught my rock how to move!

#org @moverock
= \c\h01\h08Come on, rock! Move!\p...\pAw... It won't move...

#org @meetprof
= \c\h01\h08Anyway, PROF. ROAD told me to tell\nyou to go over to his lab.\pHe said it's important.




For the Map Script options, I used these:


Can anyone help me out?
Thanks in advance.

Andryandrew January 8th, 2009 10:21 AM

Quote:

Originally Posted by Mortar (Post 4262344)
Hey, I have a problem.

I'm trying to make a script work once you enter a map. But when it's done it, it'll start doing it again, and again...

This is the script:
Spoiler:
Code:

#dynamic 0x2E7195

#org @jaques
applymovement 0x01 @lookup
msgbox @comehere 0x2
applymovement 0xFF @walkdown
waitmovement 0x0
applymovement 0x01 @faceright
msgbox @taughtrock 0x2
applymovement 0xFF @stepleft
applymovement 0x01 @stepdown
waitmovement 0x0
msgbox @moverock 0x2
applymovement 0x01 @stepback
applymovement 0xFF @stepright
waitmovement 0x0
msgbox @meetprof 0x2
applymovement 0x01 @faceleft
waitmovement 0x0
setvar 0x5000 0x1
end

#org @lookup
#raw 0x01 0xFE

#org @walkdown
#raw 0x10 0x10 0x02 0xFE

#org @faceright
#raw 0x03 0xFE

#org @stepleft
#raw 0x12 0xFE

#org @stepdown
#raw 0x10 0x01 0xFE

#org @stepback
#raw 0x11 0x03 0xFE

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

#org @faceleft
#raw 0x02 0xFE

#org @comehere
= \c\h01\h08JAQUES: Hey, \v\h01! Come here!

#org @taughtrock
= \c\h01\h08Look, I taught my rock how to move!

#org @moverock
= \c\h01\h08Come on, rock! Move!\p...\pAw... It won't move...

#org @meetprof
= \c\h01\h08Anyway, PROF. ROAD told me to tell\nyou to go over to his lab.\pHe said it's important.




Can anyone help me out?
Thanks in advance.

I've corrected it, now works xd

You should instert a setvar at the end of the script that has the value you've set in A.Map +1, so:
if in A.Map you set var: 5000 value 0000 in the script you just insert setvar 0x5000 0x1

Mortar January 8th, 2009 11:43 AM

Quote:

Originally Posted by Andryandrew (Post 4262487)
I've corrected it, now works xd

You should instert a setvar at the end of the script that has the value you've set in A.Map +1, so:
if in A.Map you set var: 5000 value 0000 in the script you just insert setvar 0x5000 0x1

Hey, thanks. I already tried 0x1 before but then a message box popped up with all kinds of weird characters. I fixed it with help from the "move camera script", though.

Anyway, thanks again!

Hyunbin January 8th, 2009 6:13 PM

i'm trying to write a script that will make the player talk to a npc
first he'll walk over to the person and then i need a command that will be like an "a button" so it will start the next script that will have that npc talking to the player

the first problem i'm having is that the "trap" doesn't work
when i walk the player over to the spot nothing happens
this is my script:

Code:

#Dynamic 0x800BF8

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

#org @todesk
lock
applymovement 0xFF @move
waitmovement 0x0
release
end

#org @move
#raw 0x12 0x12 0x12 0x10 0x10 0x10 0x10 0x10 0x12 0x12 0x12 0xFE (3 left, 5 down, 3 left)

#org @end
release
end



Larsie13 January 9th, 2009 4:40 AM

Quote:

Originally Posted by Hyunbin (Post 4263080)
i'm trying to write a script that will make the player talk to a npc
first he'll walk over to the person and then i need a command that will be like an "a button" so it will start the next script that will have that npc talking to the player

the first problem i'm having is that the "trap" doesn't work
when i walk the player over to the spot nothing happens
this is my script:

Spoiler:
Code:

#Dynamic 0x800BF8

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

#org @todesk
lock
applymovement 0xFF @move
waitmovement 0x0
release
end

#org @move
#raw 0x12 0x12 0x12 0x10 0x10 0x10 0x10 0x10 0x12 0x12 0x12 0xFE (3 left, 5 down, 3 left)

#org @end
release
end



Try this:
Spoiler:
Code:

#Dynamic 0x800BF8

#org @start
lockall
checkflag 0x828
if 0x0 goto @todesk
goto @end
end

#org @todesk
applymovement 0xFF @move
waitmovement 0x0
releaseall
end

#org @move
#raw 0x12 0x12 0x12 0x10 0x10 0x10 0x10 0x10 0x12 0x12 0x12 0xFE (3 left, 5 down, 3 left)

#org @end
releaseall
end



And if that doesn't work, you might want to change the Var Number / Var Value from A-Map to 4050 / 0003 respectively.

Binary January 9th, 2009 5:25 PM

Hyunbin-

Quote:

Code:

#Dynamic 0x800BF8

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

#org @todesk
lock
applymovement 0xFF @move
waitmovement 0x0
release
end

#org @move
#raw 0x12 0x12 0x12 0x10 0x10 0x10 0x10 0x10 0x12 0x12 0x12 0xFE (3 left, 5 down, 3 left)

#org @end
release
end



It actually works like this:
Code:

#Dynamic 0x800BF8

#org @start
checkflag 0x828
if 0x1 goto @end
applymovement 0xFF @move
waitmovement 0x0
release
end

#org @end
release
end

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


You may also want to set the flag.
And arrange the Var number, unknown etc.

Rombase: Pokemon Ruby
Comments: The sprite disappears before the script can occur.
Script:

Code:

dynamic 0x800000

#org @start
checkflag 0x250
if 0x1 goto @done
playsong 0x1A4 0x0
applymovement 0x01 @move
waitmovement 0x0
applymovement 0xFF @move2
waitmovement 0x0
msgbox @1 0x6
applymovement 0x01 @move3
waitmovement 0x0
fadesong 0x167
hidesprite 0x1
setflag 0x3D3
setflag 0x249
setflag 0x250
release
end

#org @done
release
end

#org @move
#raw 0x04 0x04 0x03 0x07 0x07 0x07 0x00 0x04 0x10 0x56 0xFE

#org @move2
#raw 0x56 0xFE

#org @1
= Hey kiddo! I didn't expect that\nyou'd wake up so quick! Sorry..\lbad joke.\lAnyways I went to visit Prof.\lAcacia and she told me that she'd\lbe delighted to meet you. Now hurry\lup. Dawn Town is right up ahead.\nSee ya later kid!

#org @move3
#raw 0x03 0x07 0x00 0x04 0x04 0x04 0x04 0x04 0x04 0x54 0xFE


help?

пзо January 9th, 2009 5:30 PM

Have you Set the person ID to 250. and I say to use
Msgbox @1 0x2
Because its lock and face player in one.

Any other clues as to whats wrong if that dont work.

Binary January 9th, 2009 5:35 PM

Quote:

Originally Posted by пзо (Post 4265384)
Have you Set the person ID to 250. and I say to use
Msgbox @1 0x2
Because its lock and face player in one.

Any other clues as to whats wrong if that dont work.

Yes, but I set the person ID to 03D3, it still doesn't work. Thanks about the boxset idea though.
EDIT:
It worked XD

Popstar Leafeon January 9th, 2009 6:29 PM

Help me please?
 
I'm having yet another problem hacking Fire Red... It's about Running Shoes. diegoisawesome helped me before, but it screwed up again, and now not even he can get it to work. For some reason, though, it works perfectly when he uses it. But when I use it, it fails. Will someone please help me find out what's wrong with this?

Spoiler:
'---------------
#org 0x34ED0D
lock
faceplayer
checkflag 0x82F
if 0x1 goto 0x834ED31
msgbox 0x834ED3C MSG_NORMAL '"Before I forget, put on your\nrunn..."
fanfare 0x13E
setflag 0x82F
msgbox 0x834ED6E MSG_NORMAL '"[black_fr]You put on your Running ..."
release
end

'---------------
#org 0x34ED31
msgbox 0x834EDA2 MSG_NORMAL '"You already put on your Running Sh..."
release
end


'---------
' Strings
'---------
#org 0x34ED3C
= Before I forget, put on your\nrunning shoes, [player].

#org 0x34ED6E
= [black_fr]You put on your Running Shoes! Hold \nB to run!

#org 0x34EDA2
= You already put on your Running Shoes.

Andryandrew January 10th, 2009 5:19 AM

Quote:

Originally Posted by Autumn Skye (Post 4265526)
I'm having yet another problem hacking Fire Red... It's about Running Shoes. diegoisawesome helped me before, but it screwed up again, and now not even he can get it to work. For some reason, though, it works perfectly when he uses it. But when I use it, it fails. Will someone please help me find out what's wrong with this?

Spoiler:
'---------------
#org 0x34ED0D
lock
faceplayer
checkflag 0x82F
if 0x1 goto 0x834ED31
msgbox 0x834ED3C MSG_NORMAL '"Before I forget, put on your\nrunn..."
fanfare 0x13E
setflag 0x82F
msgbox 0x834ED6E MSG_NORMAL '"[black_fr]You put on your Running ..."
release
end

'---------------
#org 0x34ED31
msgbox 0x834EDA2 MSG_NORMAL '"You already put on your Running Sh..."
release
end


'---------
' Strings
'---------
#org 0x34ED3C
= Before I forget, put on your\nrunning shoes, [player].

#org 0x34ED6E
= [black_fr]You put on your Running Shoes! Hold \nB to run!

#org 0x34EDA2
= You already put on your Running Shoes.

The script seems perfectly normal... what does not work?
Maybe you have alrerady used flag 0x82f in your rom?

Sierraffinity January 10th, 2009 6:32 AM

Quote:

Originally Posted by Andryandrew (Post 4266620)
The script seems perfectly normal... what does not work?
Maybe you have alrerady used flag 0x82f in your rom?

Btw, 0x82F is the running shoes flag.

Andryandrew January 10th, 2009 7:09 AM

Quote:

Originally Posted by diegoisawesome (Post 4266739)
Btw, 0x82F is the running shoes flag.

Yes, but the script say that you had already recieved running shoes if 0x82F is set... naturally you already have running shoes in this case xd

EP_DarkSol January 10th, 2009 10:19 AM

I have a quick question. I have a certain script that announces "This Dratini looks familiar..." and then gives you a dratini. It works flawlessly, but after compiling, and then re-opening, it has a lot of (un-used) extra code in it involving the coin case, and several different checkcoin commands...


Any reason why? It's not a problem, but it's a bit aggravating.

I'm using PKSV as a script editor, by the way. Thanks in advance.

Medo0 January 10th, 2009 10:59 AM

HEY GUYS
I Found this Script here [Page -6-]
Quote:

#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 have a person that will give you a Vulpix

Now
1st How to change the pokemon that you will receive [ i don't know ids ]
2nd the offset for the person is "14D6CD" do i have to change only the "2D513F" to
"14D6CD"

Pleas help

Hoshiko Aki January 10th, 2009 1:12 PM

Thats my Script.

Code:

#dynamic 0x26ECB8

#org @start
lock
faceplayer
setvar 0x8008 0x9
call 0x1A8CAD
checkflag 0x1000
if 0x1 goto @how
msgbox @yesno 0x5
compare LASTRESULT 0x0
if 0x1 goto @too
call 0x1A8CBD
compare 0x8004 0x6
if 0x4 goto @too
call 0x1A8CC9
comparevars2 LASTRESULT 0x8009
if 0x5 goto @not
call 0x1A8CD9
msgbox @thanksalot 0x4
setflag 0x1000
release
end

#org @not
bufferpokemon 0x0 0x27
msgbox @not2 0x4
release
end

#org @too
bufferpokemon 0x0 0xD3
msgbox @too2 0x4
release
end

#org @how
msgbox @old 0x4
release
end

#org @thanksalot
= Thanks \nI really mean it!

#org @not2
= That's not [buffer1]\nYou have it or not?

#org @too2
= Dammit, I wanted one [buffer1]!

#org @yesno
= Hey there!\nDo you have a [buffer1]?\lWant to trade it for my\l[buffer2]?

#org @old
= I miss [buffer2]\nYour [buffer1] is doing fine.


He say a don't know comparevars2 on line 17. how can i fix this?

It's a trade script

Satoshi Sugimori January 10th, 2009 1:44 PM

Quote:

Originally Posted by Ichiro Kazuki (Post 4267768)
Thats my Script.

Spoiler:
Code:

#dynamic 0x26ECB8

#org @start
lock
faceplayer
setvar 0x8008 0x9
call 0x1A8CAD
checkflag 0x1000
if 0x1 goto @how
msgbox @yesno 0x5
compare LASTRESULT 0x0
if 0x1 goto @too
call 0x1A8CBD
compare 0x8004 0x6
if 0x4 goto @too
call 0x1A8CC9
comparevars2 LASTRESULT 0x8009
if 0x5 goto @not
call 0x1A8CD9
msgbox @thanksalot 0x4
setflag 0x1000
release
end

#org @not
bufferpokemon 0x0 0x27
msgbox @not2 0x4
release
end

#org @too
bufferpokemon 0x0 0xD3
msgbox @too2 0x4
release
end

#org @how
msgbox @old 0x4
release
end

#org @thanksalot
= Thanks \nI really mean it!

#org @not2
= That's not [buffer1]\nYou have it or not?

#org @too2
= Dammit, I wanted one [buffer1]!

#org @yesno
= Hey there!\nDo you have a [buffer1]?\lWant to trade it for my\l[buffer2]?

#org @old
= I miss [buffer2]\nYour [buffer1] is doing fine.




He say a don't know comparevars2 on line 17. how can i fix this?

It's a trade script

Did you try comparevar2 whitout the s?

The Abyss January 10th, 2009 4:45 PM

If I wanted to make 4 people move at the same time is their a special value they need to be assigned?

Spoiler:
#dynamic 0x2DD1AB

#org @start
checkflag 0x828
if 0x0 goto @explain
if 0x1 goto @away
end

#org @explain
lock
faceplayer
msgbox @gone
release
end

#org @away
lock
msgbox @bye 0x6
applymovement 0x00 @walk
waitmovement 0x0
release
end

#org @gone
= Please don't disturb us\nWe need the space

#org @bye
= We've seen enough\nLet's go

#org @walk
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x60
#raw 0xFE


I need this to move 4 people at the same time then make them disappear.

Binary January 10th, 2009 5:17 PM

Quote:

Originally Posted by XDRules (Post 4268474)
If I wanted to make 4 people move at the same time is their a special value they need to be assigned?

Spoiler:
#dynamic 0x2DD1AB

#org @start
checkflag 0x828
if 0x0 goto @explain
if 0x1 goto @away
end

#org @explain
lock
faceplayer
msgbox @gone
release
end

#org @away
lock
msgbox @bye 0x6
applymovement 0x00 @walk
waitmovement 0x0
release
end

#org @gone
= Please don't disturb us\nWe need the space

#org @bye
= We've seen enough\nLet's go

#org @walk
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x60
#raw 0xFE


I need this to move 4 people at the same time then make them disappear.

do you mean applymovement 0x(person event no.)?
Then, if you want 4 people to move at the same time..
Code:

applymovement 0x(person event no.) @pointer
applymovement 0x(person event no.) @pointer
applymovement 0x(person event no.) @pointer
applymovement 0x(person event no.) @pointer
waitmovement 0x0


And if you want them all to disappear (at once)
Code:

hidesprite 0x(person event no.)
hidesprite 0x(person event no.)
hidesprite 0x(person event no.)
hidesprite 0x(person event no.)
setflag 0x828 (because there's checkflag 0x828)


And make sure you put the person ID of all four sprites as 828 (In AM)

The Abyss January 10th, 2009 5:19 PM

Flag 828 is the Pokemon menu though. They're supposed to leave when you have a pokemon. I'll just use another flag then.

Binary January 10th, 2009 5:22 PM

Quote:

Originally Posted by XDRules (Post 4268578)
Flag 828 is the Pokemon menu though. They're supposed to leave when you have a pokemon. I'll just use another flag then.

Yeah you could do that. Don't forget to assign the Person ID with the same flag though.

The Abyss January 10th, 2009 6:03 PM

More help here

Spoiler:
#dynamic 0x2E4E83

#org @start
checkflag 0x828
if 0x0 goto @hey
if 0x1 goto @none
end

#org @hey
lock
msgbox @no 0x6
applymovement 0xFF @back
waitmovement 0x0
release
end

#org @no
= No-one is allowed\nto leave this Village\nuntil we have finished\nsearching.

#org @back
#raw 0x0E
#raw 0xFE

#org @none
release
end


What's wrong?

Binary January 10th, 2009 6:12 PM

Quote:

Originally Posted by XDRules (Post 4268713)
More help here

Spoiler:
#dynamic 0x2E4E83

#org @start
checkflag 0x828
if 0x0 goto @hey
if 0x1 goto @none
end

#org @hey
lock
msgbox @no 0x6
applymovement 0xFF @back
waitmovement 0x0
release
end

#org @no
= No-one is allowed\nto leave this Village\nuntil we have finished\nsearching.

#org @back
#raw 0x0E
#raw 0xFE

#org @none
release
end


What's wrong?

Code:

#dynamic 0x2E4E83

#org @start
checkflag 0x828
if 0x1 goto @none
msgbox @no 0x2
applymovement 0xFF @back
waitmovement 0x0
release
end

#org @no
= No-one is allowed\nto leave this Village\nuntil we have finished\nsearching.

#org @back
#raw 0x0E 0xFE

#org @none
release
end


I think that should do it.

The Abyss January 10th, 2009 6:17 PM

Still not working. Do i need to assign a Special Var value or something?

Hiche.. January 11th, 2009 12:40 AM

Quote:

Originally Posted by XDRules (Post 4268756)
Still not working. Do i need to assign a Special Var value or something?

Yes, in Advance Map. Unknown should be 0003, and var number should be 5040, or 4050.

Medo0 January 11th, 2009 1:54 AM

HEY GUYS
I Found this Script here [Page -6-]
Quote:
#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 have a person that will give you a Vulpix

Now
1st How to change the pokemon that you will receive [ i don't know ids ]
2nd the offset for the person is "14D6CD" do i have to change only the "2D513F" to
"14D6CD"

Could Some1 help

Andryandrew January 11th, 2009 2:12 AM

Quote:

Originally Posted by Medo0 (Post 4267398)
HEY GUYS
I Found this Script here [Page -6-]

i have a person that will give you a Vulpix

Now
1st How to change the pokemon that you will receive [ i don't know ids ]
2nd the offset for the person is "14D6CD" do i have to change only the "2D513F" to
"14D6CD"

Pleas help

HERE you can find a list of pokemon with their relatives IDs...

2- this scritp is a half with dynamic offset and a half with static offsets and it contain some errors; try this (you have to compile it with XSE):
Quote:

#dynamic 0x800000

#org @start
givepokemon 0xPKMN id 0xPKMN level 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox @player 0x2
waitfanfare
hidesprite LASTTALKED
setflag 0x828
release
end

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

Medo0 January 11th, 2009 2:19 AM

Quote:

Originally Posted by Andryandrew (Post 4269593)
HERE you can find a list of pokemon with their relatives IDs...

2- this scritp is a half with dynamic offset and a half with static offsets and it contain some errors; try this (you have to compile it with XSE):

Man .. I Swear you are a Scripting Master
I Will test it now:)

Andryandrew January 11th, 2009 2:28 AM

Quote:

Originally Posted by Medo0 (Post 4269599)
Man .. I Swear you are a Scripting Master
I Will test it now:)

I feel very very embarrassed xd :embarrass

Medo0 January 11th, 2009 2:59 AM

Oh Geeez ... I Got this Message When I Replaced the ID With Pikachu
[For The Fat guy in little root]
i got this message:S
http://medo00972.googlepages.com/script.jpg
Link http://medo00972.googlepages.com/script.jpg

-Medo0

Hiche.. January 11th, 2009 3:31 AM

Quote:

Originally Posted by Medo0 (Post 4269654)
Oh Geeez ... I Got this Message When I Replaced the ID With Pikachu
[For The Fat guy in little root]
i got this message:S
http://medo00972.googlepages.com/script.jpg
Link http://medo00972.googlepages.com/script.jpg

-Medo0

0x1900? Uhh.. What's with that? Remove the "level" thing. Replace 0x1900 with 0x25, which in this case is Vulpix.

Medo0 January 11th, 2009 4:10 AM

Replaced the ID With Pikachu

Andryandrew January 11th, 2009 4:18 AM

Quote:

Originally Posted by Medo0 (Post 4269654)
Oh Geeez ... I Got this Message When I Replaced the ID With Pikachu
[For The Fat guy in little root]
i got this message:S
http://medo00972.googlepages.com/script.jpg
Link http://medo00972.googlepages.com/script.jpg

-Medo0

Pikachu id is 0x0019, not 1900 because the bytes have to be switched... and you have to delete the word "level", I wrote it to show you where you have to put the level of the pokemon...

Medo0 January 11th, 2009 4:42 AM

Last question
What's Wrong with this basic Script
#Dynamic 0x80209E

Quote:

#ORG @Main
Lock
FacePlayer
Message @Speak
BoxSet 0x6
Release
End

#ORG @Speak
= Squirtle : Squeeertl

Andryandrew January 11th, 2009 4:56 AM

Quote:

Originally Posted by Medo0 (Post 4269850)
Last question
What's Wrong with this basic Script
#Dynamic 0x80209E

maybe the case of the characters... try this:
Quote:

#org @Main
lock
faceplayer
message @Speak
Boxset 0x6
Release
End

#org @Speak
= Squirtle : Squeeertl

tImE January 11th, 2009 5:18 AM

Code:

compare 0x400C 0x2
if 0x1 goto 0x821E350
compare 0x400B 0x1
if 0x1 goto 0x821E2F0
compare 0x400B 0x2
if 0x1 goto 0x821E320
compare 0x400B 0x4
if 0x1 goto 0x821E350
compare 0x400B 0x8
if 0x1 goto 0x821E41D
compare 0x400B 0x0
if 0x5 goto 0x821E44D
goto 0x821E080


What "Var-values/commands" need to be set for these
to occur?

I'd be glad if some could help me. ^^

Andryandrew January 11th, 2009 10:37 AM

Quote:

Originally Posted by 44tim44 (Post 4269894)
Code:

compare 0x400C 0x2
if 0x1 goto 0x821E350
compare 0x400B 0x1
if 0x1 goto 0x821E2F0
compare 0x400B 0x2
if 0x1 goto 0x821E320
compare 0x400B 0x4
if 0x1 goto 0x821E350
compare 0x400B 0x8
if 0x1 goto 0x821E41D
compare 0x400B 0x0
if 0x5 goto 0x821E44D
goto 0x821E080


What "Var-values/commands" need to be set for these
to occur?

I'd be glad if some could help me. ^^

mmm... I don't understand your question...

tImE January 11th, 2009 11:31 AM

Quote:

Originally Posted by Andryandrew (Post 4270615)
mmm... I don't understand your question...

"compare 0x400C 0x2
if 0x1 goto 0x821E350"

"compare 0x800D 0x1
if 0x1 goto 0x_______"
is the same as
"compare Lastresult 0x1
if b_true goto 0x_______",
This checks if 0x1 occured and
if it did, then it jumps to "0x_______"

Compare 0x400C is the same thing
it just compare different values/variables.

I need to know which variables and values which
need to be set in order to get the
script to continue.

Popstar Leafeon January 12th, 2009 9:36 AM

Quote:

Originally Posted by Andryandrew (Post 4266620)
The script seems perfectly normal... what does not work?
Maybe you have alrerady used flag 0x82f in your rom?

In Pewter City, yeah. It's always there. But no, this is supposed to give you the shoes early on, so you don't have to constantly walk.

пзо January 12th, 2009 9:40 AM

:)
 
Okay, this is definitely the last time I'm coming here.

I have this problem, with the starter town of my hack.
Every time I place a OW in the hack map, hes in the trees. :(
Somehow..

Pokepal17 January 12th, 2009 9:44 AM

Quote:

Originally Posted by пзо (Post 4273906)
Okay, this is definitely the last time I'm coming here.

I have this problem, with the starter town of my hack.
Every time I place a OW in the hack map, hes in the trees. :(
Somehow..

Is it Fire Red and is the town built on Pallet town? Coz it has a level script that moves a NPC to where a trainer tips sign was in the original game.
_______________________________________________________________________________________________________


Need help

ROM: Fire Red
Version: BPRE
Script Editor: XSE
Script: Level Script

Spoiler:

'---------------
#org 0x800000
lock
checkflag 0x1000
if 0x0 call 0x880000D
release
end
'---------------
#org 0x80000D
applymovement MOVE_PLAYER 0x8800024
waitmovement 0x0
msgbox 0x8800028 MSG_NORMAL '"I'm happy!"
setflag 0x1000
return

'---------
' Strings
'---------
#org 0x800028
= I'm happy!

'-----------
' Movements
'-----------
#org 0x800024
#raw 0x63 'Question Mark (?)
#raw 0x66 'Happy (^_^)
#raw 0xFE 'End of Movements


A-map settings



Please note: This is my first level script. I am not completely sure on how to make them. I was given some brief details about them and I didn't understand so by looking at level scripts in a ROM I tried this one as a test. Also please explain any corrections made and if possible, please can you give a link to a tutorial on level scripts. Thanks in advance.

Andryandrew January 12th, 2009 11:49 AM

Quote:

Originally Posted by Pokepal17 (Post 4273923)
Is it Fire Red and is the town built on Pallet town? Coz it has a level script that moves a NPC to where a trainer tips sign was in the original game.
_______________________________________________________________________________________________________

Need help

ROM: Fire Red
Version: BPRE
Script Editor: XSE
Script: Level Script

Spoiler:

'---------------
#org 0x800000
lock
checkflag 0x1000
if 0x0 call 0x880000D
release
end
'---------------
#org 0x80000D
applymovement MOVE_PLAYER 0x8800024
waitmovement 0x0
msgbox 0x8800028 MSG_NORMAL '"I'm happy!"
setflag 0x1000
return

'---------
' Strings
'---------
#org 0x800028
= I'm happy!

'-----------
' Movements
'-----------
#org 0x800024
#raw 0x63 'Question Mark (?)
#raw 0x66 'Happy (^_^)
#raw 0xFE 'End of Movements


A-map settings



Please note: This is my first level script. I am not completely sure on how to make them. I was given some brief details about them and I didn't understand so by looking at level scripts in a ROM I tried this one as a test. Also please explain any corrections made and if possible, please can you give a link to a tutorial on level scripts. Thanks in advance.

A tutorial can be found HERE (at the end of the first post)... However, you have to put the value "02 validates values, load handler at..." and compile the "flag" and "value" box in A. Map

Liquid Shadow January 12th, 2009 3:25 PM

I just learned how to make level scripts, and everything is working fine except for one problem I'm running into. You see I set a flag in the beginning of the game to hide a sprite in one of the houses in pallet town. That flag was 112. So the sprite was hidden. Then I went and made a script that when I talk to a man he leads him to his house, and in his house I put a level script where he gives me a Pokemon (celebi). It all works fine, and I get the Celebi and everything. I made it so that the flag I set in the beginning of the game is cleared when I talk to the man, because I want the sprite in the house that he's leading me to to be visible again. So, the sprite is visible again and all works fine. HOWEVER, my problem is that when I go into the house without talking to the old man, as soon as I enter the house, the game freezes... Or at least the character freezes. I've been trying to solve this for like 2 weeks but to no avail... any help?

Here are my 2 scripts:

The first one, when the old man leads me to his house (this one works fine)

Spoiler:
#Dynamic 0x802000

#org @start
checkflag 0x109
if b_true goto @done
lock
faceplayer
message @1
boxset 5
compare LASTRESULT 1
if 1 goto @wierd
message @letsgo
boxset 6
release
end

#org @wierd
message @3
boxset 6
setflag 0x109
applymovement 0x04 @movehouse
applymovement 0xFF @moveplayer
waitmovement 0x0
setdooropened 0xF 0x7
doorchange
applymovement 0x04 @11
applymovement 0xFF @11h
waitmovement 0x0
hidesprite 0x04 0x00
applymovement 0xFF @11h2
waitmovement 0x0
setdoorclosed 0xF 0x7
doorchange
clearflag 0x112
warp 0x4 0x2 0x0 0x26C 0x1000
release
end

#org @11
#RAW 0x11 0xFE

#org @11h
#RAW 0x12 0xFE

#org @11h2
#RAW 0x11 0xFE

#org @1
= Hey, do you want to come\nsee my house?

#org @movehouse
#RAW 0x0 0x10 0x10 0x10 0x10 0x12 0x12 0x12 0x12 0x01 0xFE

#org @moveplayer
#RAW 0x0 0x10 0x10 0x10 0x10 0x10 0x12 0x12 0x12 0xFE

#org @letsgo
= Man, you sure are wierd!

#org @3
= Ok, follow me!

#org @done
release
end


Here is the LEVEL script:

Spoiler:
#dynamic 0x804000

#org @start
checkflag 0x112
if b_true goto @done
checkflag 0x119
if b_true goto @done
movesprite 0x03 0x4 0x7
applymovement 0x03 @moveinh
applymovement 0xFF @moveinhp
waitmovement 0x0
message @give
boxset 6
givepokemon 0x1 0xFB 0x0 0x0 0x0 0x0
fanfare 0x13E
message @given
boxset 6
message @nickname
boxset 5
compare LASTRESULT 1
if 1 gosub @name
message @6
boxset 6
setflag 0x119
setvar 0x4033 0x1
release
end

#org @moveinh
#RAW 0x11 0x11 0x00 0xFE

#org @moveinhp
#RAW 0x11 0x11 0xFE

#org @give
= Here, take this Pokemon as a\ngift for following me.

#org @nickname
= Would you like to rename Celebi?

#org @name
call 0x1A74EB
return

#org @done
release
end

#org @given
= \v\h01 Received a Celebi!

#org @6
= \c\h01\h06\v\h01 : Thanks!

#org @moveinh2
#RAW 0x11 0x13 0xFE


NOTE: I'm probably 100% sure that the problem isn't with the script, rather with the way I'm setting up the level script. The type of level script I'm using is the one "02 Validates Values, loads handler to 0x0300EB0" And I put the "Flag" as 4033 and the "Value" as 0000. Every time I try to put this same level script using a different type, the game freezes.


Now, I have two more questions: How do I make a script where if I.. say.. for example push a button, like the one behind the poster in celadon game corner in FR, and when the button is pushed I want a staircase to appear. How would that work?

How would I make it so each time you enter a map, different wild pokemon appear, like in GSC when you solve the puzzle and each time you solve it more unown appear in the cavern.

The Abyss January 12th, 2009 10:16 PM

I can't get this to work. It's my first try at a level script.
Spoiler:
#dynamic 0x2DDB4C

#org @start
checkflag 0x1000
if 0x0 goto @show
if 0x1 goto @done
release
end

#org @show
lock
showsprite 0x1000
applymovement 0x1000 @walk
waitmovement 0x1000
msgbox @pokemon 0x6
givepokemon 0x17E 0x5 0x8B 0x0 0x0 0x0
setflag 0x828
fanfare 0x13E
waitfanfare
msgbox @got 0x6
applymovement 0x1000 @walkaway
setvar 0x4033 0x1
setflag 0x1000
release
end

#org @walk
#raw 0x60 0x0D 0x0F 0x0F 0x0F 0x0F 0x0F 0x01 0xFE

#org @pokemon
= [blue_fr]Warren: Ah, [player].\nYour mother had invited\n me over to talk about\nyou getting you a Pokemon!\nI have brought one for\n you to save you the hassle\n of catching one yourself.\nHere you go.

#org @got
= [red_fr] [player] recieved Aron!

#org @walkaway
#raw 0x0C 0x0C 0x0C 0x0C 0x0E 0x0E 0x0E 0x0E 0x0E 0x0E 0x0C 0x60 0xFE

#org @done
release
end


I've got the persons ID at 1000. I made it Script type 2 in the A-Map header. Flag is 4033, value is 0000, the script offset is in offset 2. The script is supposed to happen when you walk down the stairs into the first floor of your house but it restarts the game if you enter the stairs.

Larsie13 January 13th, 2009 2:04 AM

I've seen a few errors. Changes are bold.
Quote:

Originally Posted by Conqueror179 (Post 4275847)
I can't get this to work. It's my first try at a level script.
Spoiler:
#dynamic 0x2DDB4C

#org @start
checkflag 0x1000
if 0x0 goto @show
goto @done
end 'No release, because you didn't lock anything yet.

#org @show
lockall 'Lock only applies for a Person script. (When you talk to someone, it locks that person.)
showsprite 0x[People number, not People ID...]
applymovement 0x[same as above] @walk
waitmovement 0x0 'Always 0x0
msgbox @pokemon 0x6
givepokemon 0x17E 0x5 0x8B 0x0 0x0 0x0
setflag 0x828
fanfare 0x13E
waitfanfare
msgbox @got 0x6
applymovement 0x1000 @walkaway
setvar 0x4033 0x1
setflag 0x1000
releaseall 'With lockall, you have to use releaseall
end

#org @walk
#raw 0x60 0x0D 0x0F 0x0F 0x0F 0x0F 0x0F 0x01 0xFE

#org @pokemon
= [blue_fr]Warren: Ah, [player].\nYour mother had invited\p me over to talk about\nyou getting you a Pokemon!\pI have brought one for\n you to save you the hassle\p of catching one yourself.\nHere you go. 'Use \p after \n, otherwise the text won't be displayed.

#org @got
= [red_fr] [player] recieved Aron!

#org @walkaway
#raw 0x0C 0x0C 0x0C 0x0C 0x0E 0x0E 0x0E 0x0E 0x0E 0x0E 0x0C 0x60 0xFE

#org @done
release
end


I've got the persons ID at 1000. I made it Script type 2 in the A-Map header. Flag is 4033, value is 0000, the script offset is in offset 2. The script is supposed to happen when you walk down the stairs into the first floor of your house but it restarts the game if you enter the stairs.


The Abyss January 13th, 2009 2:19 AM

I put that stuff in but when I enter the map the game restarts

Larsie13 January 13th, 2009 3:05 AM

Did you change the numbers for showsprite and applymovement? And I just saw that the second applymovement is also wrong. It shouldn't be 0x1000, but the [Person event no] from Advance Map.

EDIT: You could try this tutorial if it still doesn't work.

Andryandrew January 13th, 2009 5:30 AM

Quote:

Originally Posted by NeoNemesis (Post 4274950)
I just learned how to make level scripts, and everything is working fine except for one problem I'm running into. You see I set a flag in the beginning of the game to hide a sprite in one of the houses in pallet town. That flag was 112. So the sprite was hidden. Then I went and made a script that when I talk to a man he leads him to his house, and in his house I put a level script where he gives me a Pokemon (celebi). It all works fine, and I get the Celebi and everything. I made it so that the flag I set in the beginning of the game is cleared when I talk to the man, because I want the sprite in the house that he's leading me to to be visible again. So, the sprite is visible again and all works fine. HOWEVER, my problem is that when I go into the house without talking to the old man, as soon as I enter the house, the game freezes... Or at least the character freezes. I've been trying to solve this for like 2 weeks but to no avail... any help?

Here are my 2 scripts:

The first one, when the old man leads me to his house (this one works fine)

Spoiler:
#Dynamic 0x802000

#org @start
checkflag 0x109
if b_true goto @done
lock
faceplayer
message @1
boxset 5
compare LASTRESULT 1
if 1 goto @wierd
message @letsgo
boxset 6
release
end

#org @wierd
message @3
boxset 6
setflag 0x109
applymovement 0x04 @movehouse
applymovement 0xFF @moveplayer
waitmovement 0x0
setdooropened 0xF 0x7
doorchange
applymovement 0x04 @11
applymovement 0xFF @11h
waitmovement 0x0
hidesprite 0x04 0x00
applymovement 0xFF @11h2
waitmovement 0x0
setdoorclosed 0xF 0x7
doorchange
clearflag 0x112
warp 0x4 0x2 0x0 0x26C 0x1000
release
end

#org @11
#RAW 0x11 0xFE

#org @11h
#RAW 0x12 0xFE

#org @11h2
#RAW 0x11 0xFE

#org @1
= Hey, do you want to come\nsee my house?

#org @movehouse
#RAW 0x0 0x10 0x10 0x10 0x10 0x12 0x12 0x12 0x12 0x01 0xFE

#org @moveplayer
#RAW 0x0 0x10 0x10 0x10 0x10 0x10 0x12 0x12 0x12 0xFE

#org @letsgo
= Man, you sure are wierd!

#org @3
= Ok, follow me!

#org @done
release
end


Here is the LEVEL script:

Spoiler:
#dynamic 0x804000

#org @start
checkflag 0x112
if b_true goto @done
checkflag 0x119
if b_true goto @done
movesprite 0x03 0x4 0x7
applymovement 0x03 @moveinh
applymovement 0xFF @moveinhp
waitmovement 0x0
message @give
boxset 6
givepokemon 0x1 0xFB 0x0 0x0 0x0 0x0
fanfare 0x13E
message @given
boxset 6
message @nickname
boxset 5
compare LASTRESULT 1
if 1 gosub @name
message @6
boxset 6
setflag 0x119
setvar 0x4033 0x1
release
end

#org @moveinh
#RAW 0x11 0x11 0x00 0xFE

#org @moveinhp
#RAW 0x11 0x11 0xFE

#org @give
= Here, take this Pokemon as a\ngift for following me.

#org @nickname
= Would you like to rename Celebi?

#org @name
call 0x1A74EB
return

#org @done
release
end

#org @given
= \v\h01 Received a Celebi!

#org @6
= \c\h01\h06\v\h01 : Thanks!

#org @moveinh2
#RAW 0x11 0x13 0xFE


NOTE: I'm probably 100% sure that the problem isn't with the script, rather with the way I'm setting up the level script. The type of level script I'm using is the one "02 Validates Values, loads handler to 0x0300EB0" And I put the "Flag" as 4033 and the "Value" as 0000. Every time I try to put this same level script using a different type, the game freezes.


Now, I have two more questions: How do I make a script where if I.. say.. for example push a button, like the one behind the poster in celadon game corner in FR, and when the button is pushed I want a staircase to appear. How would that work?

How would I make it so each time you enter a map, different wild pokemon appear, like in GSC when you solve the puzzle and each time you solve it more unown appear in the cavern.

mmm... for the house, the problem is probably that var 0x4033 is setted to a wrong value when you enter the house... you can try to change the var (for example Var: 5000 Value: 0000) and of course change it in the script too...

For the stairs to appear, you have to use this command (you can see it also in XSE command help):
setmaptile [XXXX position] [YYYY position] [ZZZZ block number] [AAAA movement permission]

tImE January 13th, 2009 7:42 AM

Quote:

Originally Posted by 44tim44 (Post 4269894)
Code:

compare 0x400C 0x2
if 0x1 goto 0x821E350
compare 0x400B 0x1
if 0x1 goto 0x821E2F0
compare 0x400B 0x2
if 0x1 goto 0x821E320
compare 0x400B 0x4
if 0x1 goto 0x821E350
compare 0x400B 0x8
if 0x1 goto 0x821E41D
compare 0x400B 0x0
if 0x5 goto 0x821E44D
goto 0x821E080


What "Var-values/commands" need to be set for these
to occur?

I'd be glad if some could help me. ^^

Why do everyone always ignore me? :'(
Andryandrew, thanks for at least recognizing my post...

Anyway, I still need help with this...

The Abyss January 13th, 2009 2:06 PM

I was using that Tutorial before anyway. It's just the game restarts when I enter the map.

Likewise January 13th, 2009 8:39 PM

Game: Fire red
Type: Trigger
Editor: XSE
Script:
Spoiler:

#dynamic 0x7266B8

#org @start
checkflag 0x1007
if 0x1 goto @done
lockall
special 0x113
applymovement 0x7F @move
waitmovement 0x0
special 0x114
releaseall
msgbox @text
boxset 0x6
applymovement 0x4 @move2
waitmovement 0x0
lockall
special 0x113
applymovement 0x7F @move3
waitmovement 0x0
special 0x114
releaseall
msgbox @text2
boxset 0x6
applymovement 0xFF @move4
waitmovement 0x0
givepokemon 0x17E 0x5 0x8B 0x0 0x0 0x0
msgbox @text3
boxset 0x6
applymovement 0xFF @move10
waitmovement 0x0
applymovement 0x4 @move5
waitmovement 0x0
trainerbattle 0x0 0x188 0x0 @before @after
msgbox @beaten
boxset 0x6
applymovement 0x5 @move6
applymovement 0x3 @move7
waitmovement 0x0
applymovement 0x4 @move9
waitmovement 0x0
msgbox @beaten2
boxset 0x6
applymovement 0x4 @move8
waitmovement 0x0
msgbox @texty
boxset 0x6
setflag 0x1007
end

#org @move
#raw 0x13 0x13 0x13 0x13 0x13 0xFE

#org @text
= \c\h01\h08Boy: What are you doing with the\nprofessor's pokemon!?\p????: None of your business, kid!

#org @move2
#raw 0x62 0x02

#org @move3
#raw 0x12 0x12 0x12 0x12 0x12 0xFE

#org @text2
= \c\h01\h08Boy: Hey you!\nTake the pokemon from my bag and help\l me out!

#org @move4
#raw 0x13 0x13 0x10 0x13 0x10 0x13 0x13 0xFE

#org @text3
= You got an \c\h01\h05Aron!

#org @move10
#raw 0x11 0x13 0x13 0xFE

#org @move5
#raw 0x03 0xFE

#org @before
= Let's do this!

#org @after
= Let's get out of here!

#org @beaten
= We failed....

#org @move6
#raw 0x13 0x13 0x13 0x13 0x13 0x11 0x11 0xFE

#org @move7
#raw 0x13 0x13 0x13 0x13 0x11 0x11 0x11 0xFE

#org @move9
#raw 0x00 0xFE

#org @beaten2
= \c\h01\h08Boy: Thanks for helping me,\nmy name is \c\h01\h06Damion.\c\h01\h08\lKeep the pokemon you found in the\lbag,\lits grown accustomed to you,\lI'll be following those two crooks,\lhelp if you would like.

#org @move8
#raw 0x13 0x13 0x13 0x13 0x13 0x13 0x13 0x13 0x13 0x13 0x11 0x11 0xFE

#org @texty
= \c\h01\h02\v\h01\: Maybe I will.....

#org @done
release
end

the problem is, the second camera movement moves the person id 004, and the after battle parts won't work.
(I realize I'm in over my head xD)

The Abyss January 14th, 2009 1:25 AM

Level Script. After Warren walks up to me and gives me pokemon nothing happens. He's supposed to walk away but stays there.

Spoiler:
#dynamic 0x2DDF4B

#org @start
checkflag 0x1000
if 0x0 goto @show
goto @done
end

#org @show
lockall
applymovement 0x2 @!
waitmovement 0x0
applymovement 0x2 @walk
waitmovement 0x0
applymovement 0xFF @look
waitmovement 0x0
msgbox @pokemon 0x6
givepokemon 0x17E 0x5 0x8B 0x0 0x0 0x0
setflag 0x828
fanfare 0x13E
waitfanfare
msgbox @got 0x6
applymovement 0x2 @walkaway
setvar 0x4033 0x1
setflag 0x1000
releaseall
end

#org @!
#raw 0x62 0xFE

#org @walk
#raw 0x0D 0x0F 0x0F 0x0F 0x0F 0x0F 0x01 0xFE

#org @look
#raw 0x02 0xFE

#org @pokemon
= [blue_fr]Warren: Ah, [player].\nYour mother had invited\lme over to talk about\lyou getting you a Pokemon!\lI have brought one for\l you to save you the hassle\l of catching one yourself.\lHere you go.

#org @got
= [red_fr][player] recieved Aron!

#org @walkaway
#raw 0x0C 0x0C 0x0C 0x0C 0x0E 0x0E 0x0E 0x0E 0x0E 0x0E 0x0C 0x60 0xFE

#org @done
release
end

tImE January 14th, 2009 7:51 AM

Quote:

Originally Posted by Conqueror179 (Post 4278837)
Level Script. After Warren walks up to me and gives me pokemon nothing happens. He's supposed to walk away but stays there.

Spoiler:
#dynamic 0x2DDF4B

#org @start
checkflag 0x1000
if 0x0 goto @show
goto @done
end

#org @show
lockall
applymovement 0x2 @!
waitmovement 0x0
applymovement 0x2 @walk
waitmovement 0x0
applymovement 0xFF @look
waitmovement 0x0
msgbox @pokemon 0x6
givepokemon 0x17E 0x5 0x8B 0x0 0x0 0x0
setflag 0x828
fanfare 0x13E
waitfanfare
msgbox @got 0x6
applymovement 0x2 @walkaway
waitmovement 0x0
setvar 0x4033 0x1
setflag 0x1000
releaseall
end

#org @!
#raw 0x62 0xFE

#org @walk
#raw 0x0D 0x0F 0x0F 0x0F 0x0F 0x0F 0x01 0xFE

#org @look
#raw 0x02 0xFE

#org @pokemon
= [blue_fr]Warren: Ah, [player].\nYour mother had invited\lme over to talk about\lyou getting you a Pokemon!\lI have brought one for\l you to save you the hassle\l of catching one yourself.\lHere you go.

#org @got
= [red_fr][player] recieved Aron!

#org @walkaway
#raw 0x0C 0x0C 0x0C 0x0C 0x0E 0x0E 0x0E 0x0E 0x0E 0x0E 0x0C 0x60 0xFE

#org @done
release
end


Fixed is BOLD.

I hope it work's now ;)

wingzro17 January 14th, 2009 3:00 PM

[SOLVED]
 
I have a script that works perfectly, exept @M8 doesn't work.
Why doesn't it work? xP

Spoiler:
#dynamic 0x2DD2ED

#org @start
checkflag 0x828
if B_true goto @rel
message @1
boxset 6
#raw 0x55 0x02 0x00
playsong 0x12E 0x0
nop
applymovement 0x02 @M1
pause 0x30
applymovement 0xff @M2
message @2
boxset 6
applymovement 0x02 @M3
applymovement 0xff @M4
pause 0x150
applymovement 0x02 @M5
message @3
boxset 6
applymovement 0x02 @M6
pause 0x20
applymovement 0xff @M7
pause 0x20
applymovement 0x02 @M8
applymovement 0xff @M9
pause 0x100
#raw 0xAC 0x18 0x00 0x0F 0x00
#raw 0xAE
applymovement 0x02 @M10
pause 0x10
applymovement 0xff @M11
pause 0x10
#raw 0xAD 0x18 0x00 0x0F 0x00
#raw 0xAE
warp 0x4 0x3 0x0 0x6 0x0 0xC 0x0
release
end

#org @rel
release
end

#org @1
= \c\h01\h08AID: \v\h01!

#org @M1
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0xFE

#org @M2
#raw 0x04
#raw 0x62
#raw 0xFE

#org @2
= \c\h01\h08Please, come with me!\pIt's an emergency!\pI'll explain later, but right now\nyou need a POKéMON!

#org @M3
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0xFE

#org @M4
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0xFE

#org @M5
#raw 0x01
#raw 0xFE

#org @3
= \c\h01\h08AID: Please, let's go faster!

#org @M6
#raw 0x14
#raw 0x10
#raw 0xFE

#org @M7
#raw 0x10
#raw 0x14
#raw 0xFE

#org @M8
#raw 0x10
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x01
#raw 0xFE

#org @M9
#raw 0x10
#raw 0x10
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0xFE

#org @M10
#raw 0x11
#raw 0x60
#raw 0x11
#raw 0xFE

#org @M11
#raw 0x11
#raw 0xFE

пзо January 14th, 2009 3:17 PM

Quote:

Originally Posted by wingzro17 (Post 4280140)
I have a script that works perfectly, exept @M8 doesn't work.
Why doesn't it work? xP

Spoiler:
#dynamic 0x2DD2ED

#org @start
checkflag 0x828
if B_true goto @rel
message @1 0x6
#raw 0x55 0x02 0x00
playsong 0x12E 0x0
nop
applymovement 0x02 @M1
pause 0x30
applymovement 0xff @M2
message @2 0x6
applymovement 0x02 @M3
applymovement 0xff @M4
pause 0x150
applymovement 0x02 @M5
message @3 0x6
applymovement 0x02 @M6
pause 0x20
applymovement 0xff @M7
pause 0x20
applymovement 0x02 @M8
applymovement 0xff @M9
pause 0x100
#raw 0xAC 0x18 0x00 0x0F 0x00
#raw 0xAE
applymovement 0x02 @M10
pause 0x10
applymovement 0xff @M11
pause 0x10
#raw 0xAD 0x18 0x00 0x0F 0x00
#raw 0xAE
warp 0x4 0x3 0x0 0x6 0x0 0xC 0x0
release
end

#org @rel
release
end

#org @1
= \c\h01\h08AID: \v\h01!

#org @M1
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0xFE

#org @M2
#raw 0x04
#raw 0x62
#raw 0xFE

#org @2
= \c\h01\h08Please, come with me!\pIt's an emergency!\pI'll explain later, but right now\nyou need a POKéMON!

#org @M3
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0xFE

#org @M4
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0xFE

#org @M5
#raw 0x01
#raw 0xFE

#org @3
= \c\h01\h08AID: Please, let's go faster!

#org @M6
#raw 0x14
#raw 0x10
#raw 0xFE

#org @M7
#raw 0x10
#raw 0x14
#raw 0xFE

#org @M8
#raw 0x10
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x01
#raw 0xFE

#org @M9
#raw 0x10
#raw 0x10
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0xFE

#org @M10
#raw 0x11
#raw 0x60
#raw 0x11
#raw 0xFE

#org @M11
#raw 0x11
#raw 0xFE


If you hadn't stolen the script from a tutorial somewhere Then you would be fully aware to
Update XSE and Know that it doesn't Use Boxset.

Fixes are in bold.


Don't know why M8 don't work, Because there's nothing wrong with it.
Try it on a clean ROM.


wingzro17 January 14th, 2009 3:35 PM

Quote:

Originally Posted by пзо (Post 4280193)
If you hadn't stolen the script from a tutorial somewhere Then you would be fully aware to
Update XSE and Know that it doesn't Use Boxset.

Fixes are in bold.


Don't know why M8 don't work, Because there's nothing wrong with it.
Try it on a clean ROM.


Thnks. I will. (I knew boxset 6 isn't used anymore. I just didn't edit it.)

TB Pro January 14th, 2009 6:24 PM

@Wingzro17 - The reason @M8 dosen't work is because you have too many movements for that offset. 10 is the max, I believe.

The Abyss January 14th, 2009 6:30 PM

If 10 was max then M4 wouldn't work. He only said M8

EDIT: Now I need helps. The player is locked after walking onto the tile and the script doesn't do anything. Works fine if the flag is set though...

Edit again: I am a retard. Got it

TB Pro January 15th, 2009 5:43 AM

Game: FireRed
Type: Fanfare
Editor: XSE
Script:
Spoiler:
Code:

setflag 0x829
special 0x16F
fanfare 0x10C
waitfanfare
message @talk 0x6



I just want to know if this is the correct usage of the fanfare command. Thanks.

Andryandrew January 15th, 2009 5:44 AM

Quote:

Originally Posted by .Phones (Post 4278569)
Game: Fire red
Type: Trigger
Editor: XSE
Script:
Spoiler:

#dynamic 0x7266B8

#org @start
checkflag 0x1007
if 0x1 goto @done
lockall
special 0x113
applymovement 0x7F @move
waitmovement 0x0
special 0x114
releaseall
msgbox @text
boxset 0x6
applymovement 0x4 @move2
waitmovement 0x0
lockall
special 0x113
applymovement 0x7F @move3
waitmovement 0x0
special 0x114
releaseall
msgbox @text2
boxset 0x6
applymovement 0xFF @move4
waitmovement 0x0
givepokemon 0x17E 0x5 0x8B 0x0 0x0 0x0
msgbox @text3
boxset 0x6
applymovement 0xFF @move10
waitmovement 0x0
applymovement 0x4 @move5
waitmovement 0x0
trainerbattle 0x0 0x188 0x0 @before @after
msgbox @beaten
boxset 0x6
applymovement 0x5 @move6
applymovement 0x3 @move7
waitmovement 0x0
applymovement 0x4 @move9
waitmovement 0x0
msgbox @beaten2
boxset 0x6
applymovement 0x4 @move8
waitmovement 0x0
msgbox @texty
boxset 0x6
setflag 0x1007
end

#org @move
#raw 0x13 0x13 0x13 0x13 0x13 0xFE

#org @text
= \c\h01\h08Boy: What are you doing with the\nprofessor's pokemon!?\p????: None of your business, kid!

#org @move2
#raw 0x62 0x02

#org @move3
#raw 0x12 0x12 0x12 0x12 0x12 0xFE

#org @text2
= \c\h01\h08Boy: Hey you!\nTake the pokemon from my bag and help\l me out!

#org @move4
#raw 0x13 0x13 0x10 0x13 0x10 0x13 0x13 0xFE

#org @text3
= You got an \c\h01\h05Aron!

#org @move10
#raw 0x11 0x13 0x13 0xFE

#org @move5
#raw 0x03 0xFE

#org @before
= Let's do this!

#org @after
= Let's get out of here!

#org @beaten
= We failed....

#org @move6
#raw 0x13 0x13 0x13 0x13 0x13 0x11 0x11 0xFE

#org @move7
#raw 0x13 0x13 0x13 0x13 0x11 0x11 0x11 0xFE

#org @move9
#raw 0x00 0xFE

#org @beaten2
= \c\h01\h08Boy: Thanks for helping me,\nmy name is \c\h01\h06Damion.\c\h01\h08\lKeep the pokemon you found in the\lbag,\lits grown accustomed to you,\lI'll be following those two crooks,\lhelp if you would like.

#org @move8
#raw 0x13 0x13 0x13 0x13 0x13 0x13 0x13 0x13 0x13 0x13 0x11 0x11 0xFE

#org @texty
= \c\h01\h02\v\h01\: Maybe I will.....

#org @done
release
end

the problem is, the second camera movement moves the person id 004, and the after battle parts won't work.
(I realize I'm in over my head xD)

the parts after the battle doesn't work because after a battle the script finish. you have to add a pointer in the battle command with the pointer of the continuation:
Quote:

#dynamic 0x7266B8

#org @start
checkflag 0x1007
if 0x1 goto @done
lockall
special 0x113
applymovement 0x7F @move
waitmovement 0x0
special 0x114
releaseall
msgbox @text
boxset 0x6
applymovement 0x4 @move2
waitmovement 0x0
lockall
special 0x113
applymovement 0x7F @move3
waitmovement 0x0
special 0x114
releaseall
msgbox @text2
boxset 0x6
applymovement 0xFF @move4
waitmovement 0x0
givepokemon 0x17E 0x5 0x8B 0x0 0x0 0x0
msgbox @text3
boxset 0x6
applymovement 0xFF @move10
waitmovement 0x0
applymovement 0x4 @move5
waitmovement 0x0
trainerbattle 0x0 0x188 0x0 @before @after @start2

#org @start2
msgbox @beaten
boxset 0x6
applymovement 0x5 @move6
applymovement 0x3 @move7
waitmovement 0x0
applymovement 0x4 @move9
waitmovement 0x0
msgbox @beaten2
boxset 0x6
applymovement 0x4 @move8
waitmovement 0x0
msgbox @texty
boxset 0x6
setflag 0x1007
end

#org @move
#raw 0x13 0x13 0x13 0x13 0x13 0xFE

#org @text
= \c\h01\h08Boy: What are you doing with the\nprofessor's pokemon!?\p????: None of your business, kid!

#org @move2
#raw 0x62 0x02

#org @move3
#raw 0x12 0x12 0x12 0x12 0x12 0xFE

#org @text2
= \c\h01\h08Boy: Hey you!\nTake the pokemon from my bag and help\l me out!

#org @move4
#raw 0x13 0x13 0x10 0x13 0x10 0x13 0x13 0xFE

#org @text3
= You got an \c\h01\h05Aron!

#org @move10
#raw 0x11 0x13 0x13 0xFE

#org @move5
#raw 0x03 0xFE

#org @before
= Let's do this!

#org @after
= Let's get out of here!

#org @beaten
= We failed....

#org @move6
#raw 0x13 0x13 0x13 0x13 0x13 0x11 0x11 0xFE

#org @move7
#raw 0x13 0x13 0x13 0x13 0x11 0x11 0x11 0xFE

#org @move9
#raw 0x00 0xFE

#org @beaten2
= \c\h01\h08Boy: Thanks for helping me,\nmy name is \c\h01\h06Damion.\c\h01\h08\lKeep the pokemon you found in the\lbag,\lits grown accustomed to you,\lI'll be following those two crooks,\lhelp if you would like.

#org @move8
#raw 0x13 0x13 0x13 0x13 0x13 0x13 0x13 0x13 0x13 0x13 0x11 0x11 0xFE

#org @texty
= \c\h01\h02\v\h01\: Maybe I will.....

#org @done
release
end
I don't know why the second move camera script doesn't work... It seems correct

Hiche.. January 15th, 2009 10:23 AM

Quote:

Originally Posted by iPro. (Post 4281575)
Game: FireRed
Type: Fanfare
Editor: XSE
Script:
Spoiler:
Code:

setflag 0x829
special 0x16F
fanfare 0x10C
waitfanfare
message @talk 0x6



I just want to know if this is the correct usage of the fanfare command. Thanks.

Yes, I believe this how you use it.

iTeruri January 16th, 2009 7:30 AM

Game: Fire Red
Type: Map Script (the one you set in a-map) guess it's called level script here
Editor: XSE
Script:
Spoiler:
'---------------
#org 0x8011E6
checkflag 0x3E9
if 0x1 goto 0x88011F1
end

'---------------
#org 0x8011F1
movesprite 0x4 0x9 0xE
spritebehave 0x4 0x3
movesprite 0x1 0xA 0xC
spritebehave 0x1 0x3
movesprite 0x2 0x21 0xA
spritebehave 0x2 0x3
movesprite 0x3 0x22 0xA
spritebehave 0x3 0x3
end


What this should do is: after a certain event move the 4 person's blocking the road to certain spots on the map. However: the sprites won't move.
If I add setflag after the movesprite and enter the flag number in a map (like you do with hidesprite), the sprites dissapears.

What should I do to make the sprite move?

Andryandrew January 16th, 2009 7:50 AM

Quote:

Originally Posted by Teruri (Post 4284604)
Game: Fire Red
Type: Map Script (the one you set in a-map) guess it's called level script here
Editor: XSE
Script:
Spoiler:
'---------------
#org 0x8011E6
checkflag 0x3E9
if 0x1 goto 0x88011F1
end

'---------------
#org 0x8011F1
movesprite 0x4 0x9 0xE
spritebehave 0x4 0x3
movesprite 0x1 0xA 0xC
spritebehave 0x1 0x3
movesprite 0x2 0x21 0xA
spritebehave 0x2 0x3
movesprite 0x3 0x22 0xA
spritebehave 0x3 0x3
end


What this should do is: after a certain event move the 4 person's blocking the road to certain spots on the map. However: the sprites won't move.
If I add setflag after the movesprite and enter the flag number in a map (like you do with hidesprite), the sprites dissapears.

What should I do to make the sprite move?

I'm not sure but for my experience i notice that applymovement and movesprite won't work if the people are in a range of two tiles over the screen

Megiddo-san January 16th, 2009 10:24 PM

[SOLVED]
Game:
FireRed
Type: Person Check
Editor: XSE
Script: This person is supposed to check for a meditite, but it won't go there when I have one.
Spoiler:
'---------------
#org 0x81B17D
checkflag 0x1600
if 0x1 goto 0x881B1B9
msgbox 0x881B516 MSG_FACE '"[blue_fr]Hello stranger.\nI am her..."
setvar 0x8004 0x14C
special2 LASTRESULT 0x17C
compare LASTRESULT 0x1
if 0x1 goto 0x881B1E0
msgbox 0x881B5A3 MSG_YESNO '"[blue_fr]Would you like your\npoke..."
compare LASTRESULT 0x1
if 0x1 goto 0x881B217
release
end

'---------------
#org 0x81B1B9
special 0x187
compare LASTRESULT 0x2
if 0x1 call 0x81A7AE0
special 0x188
compare 0x4025 0x3E8
if 0x1 goto 0x881B221
msgbox 0x881B5CC MSG_FACE '"[blue_fr]Please give me some time\..."
release
end

'---------------
#org 0x81B1E0
msgbox 0x881B613 MSG_YESNO '"[blue_fr]Oh-hoh, you have a Mediti..."
compare LASTRESULT 0x1
if 0x1 goto 0x881B209
msgbox 0x881B65B MSG_YESNO '"[blue_fr]Would you like your\npoke..."
compare LASTRESULT 0x1
if 0x1 goto 0x881B217
release
end

'---------------
#org 0x81B217
fadescreen 0x1
special 0x0
fadescreen 0x0
release
end

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

'---------------
#org 0x81B221
checkflag 0x1601
if 0x1 goto 0x881B28A
checkflag 0x1602
if 0x1 goto 0x881B2BB
checkflag 0x1603
if 0x1 goto 0x881B2EC
checkflag 0x1604
if 0x1 goto 0x881B31D
checkflag 0x1605
if 0x1 goto 0x881B34E
random 0x5
compare LASTRESULT 0x0
if 0x1 goto 0x881B37F
compare LASTRESULT 0x1
if 0x1 goto 0x881B3A6
compare LASTRESULT 0x2
if 0x1 goto 0x881B3CD
compare LASTRESULT 0x3
if 0x1 goto 0x881B3F4
compare LASTRESULT 0x4
if 0x1 goto 0x881B41B
end

'---------------
#org 0x81B209
msgbox 0x881B684 MSG_FACE '"I'll tell you later."
setflag 0x1600
release
end

'---------------
#org 0x81B28A
random 0x4
compare LASTRESULT 0x0
if 0x1 goto 0x881B3A6
compare LASTRESULT 0x1
if 0x1 goto 0x881B3CD
compare LASTRESULT 0x2
if 0x1 goto 0x881B3F4
compare LASTRESULT 0x3
if 0x1 goto 0x881B41B
end

'---------------
#org 0x81B2BB
random 0x4
compare LASTRESULT 0x0
if 0x1 goto 0x881B37F
compare LASTRESULT 0x1
if 0x1 goto 0x881B3CD
compare LASTRESULT 0x2
if 0x1 goto 0x881B3F4
compare LASTRESULT 0x3
if 0x1 goto 0x881B41B
end

'---------------
#org 0x81B2EC
random 0x4
compare LASTRESULT 0x0
if 0x1 goto 0x881B37F
compare LASTRESULT 0x1
if 0x1 goto 0x881B3A6
compare LASTRESULT 0x2
if 0x1 goto 0x881B3F4
compare LASTRESULT 0x3
if 0x1 goto 0x881B41B
end

'---------------
#org 0x81B31D
random 0x4
compare LASTRESULT 0x0
if 0x1 goto 0x881B37F
compare LASTRESULT 0x1
if 0x1 goto 0x881B3A6
compare LASTRESULT 0x2
if 0x1 goto 0x881B3CD
compare LASTRESULT 0x3
if 0x1 goto 0x881B41B
end

'---------------
#org 0x81B34E
random 0x4
compare LASTRESULT 0x0
if 0x1 goto 0x881B37F
compare LASTRESULT 0x1
if 0x1 goto 0x881B3A6
compare LASTRESULT 0x2
if 0x1 goto 0x881B3CD
compare LASTRESULT 0x3
if 0x1 goto 0x881B3F4
end

'---------------
#org 0x81B37F
random 0x3
compare LASTRESULT 0x0
if 0x1 goto 0x881B442
compare LASTRESULT 0x1
if 0x1 goto 0x881B442
compare LASTRESULT 0x2
if 0x1 goto 0x881B453
release
end

'---------------
#org 0x81B3A6
random 0x3
compare LASTRESULT 0x0
if 0x1 goto 0x881B442
compare LASTRESULT 0x1
if 0x1 goto 0x881B442
compare LASTRESULT 0x2
if 0x1 goto 0x881B47A
release
end

'---------------
#org 0x81B3CD
random 0x3
compare LASTRESULT 0x0
if 0x1 goto 0x881B442
compare LASTRESULT 0x1
if 0x1 goto 0x881B442
compare LASTRESULT 0x2
if 0x1 goto 0x881B4A1
release
end

'---------------
#org 0x81B3F4
random 0x3
compare LASTRESULT 0x0
if 0x1 goto 0x881B442
compare LASTRESULT 0x1
if 0x1 goto 0x881B442
compare LASTRESULT 0x2
if 0x1 goto 0x881B4C8
release
end

'---------------
#org 0x81B41B
random 0x3
compare LASTRESULT 0x0
if 0x1 goto 0x881B442
compare LASTRESULT 0x1
if 0x1 goto 0x881B442
compare LASTRESULT 0x2
if 0x1 goto 0x881B4EF
release
end

'---------------
#org 0x81B442
special 0x197
clearflag 0x1600
msgbox 0x881B69B MSG_FACE '"Sorry, but I did not\nsee a thing."
release
end

'---------------
#org 0x81B453
special 0x197
clearflag 0x1600
clearflag 0x1602
clearflag 0x1603
clearflag 0x1604
clearflag 0x1605
setflag 0x1601
playsong 0x15B 0x0
msgbox 0x881B6BF MSG_FACE '"[small][green_fr]I saw, a temple. ..."
fadesong 0x14E
release
end

'---------------
#org 0x81B47A
special 0x197
clearflag 0x1601
clearflag 0x1603
clearflag 0x1604
clearflag 0x1605
clearflag 0x1600
setflag 0x1602
playsong 0x15B 0x0
msgbox 0x881B715 MSG_FACE '"[small][green_fr]I saw, a red hair..."
fadesong 0x14E
release
end

'---------------
#org 0x81B4A1
special 0x197
clearflag 0x1602
clearflag 0x1601
clearflag 0x1604
clearflag 0x1605
clearflag 0x1600
setflag 0x1603
playsong 0x15B 0x0
msgbox 0x881B7BC MSG_FACE '"[small][green_fr]I saw, a great bi..."
fadesong 0x14E
release
end

'---------------
#org 0x81B4C8
special 0x197
clearflag 0x1602
clearflag 0x1603
clearflag 0x1601
clearflag 0x1605
clearflag 0x1600
setflag 0x1604
playsong 0x15B 0x0
msgbox 0x881B819 MSG_FACE '"[small][green_fr]I saw, a man with..."
fadesong 0x14E
release
end

'---------------
#org 0x81B4EF
special 0x197
clearflag 0x1602
clearflag 0x1603
clearflag 0x1604
clearflag 0x1601
clearflag 0x1600
setflag 0x1605
playsong 0x15B 0x0
msgbox 0x881B891 MSG_FACE '"[small][green_fr]I saw, an island ..."
fadesong 0x14E
release
end


'---------
' Strings
'---------
#org 0x81B516
= [blue_fr]Hello stranger.\nI am hermit Gerald.\pI am capable of seeing\nvisions of things, provided\pthat I see a Meditite,\nand also healing pokemon.

#org 0x81B5A3
= [blue_fr]Would you like your\npokemon healed?

#org 0x81B5CC
= [blue_fr]Please give me some time\nand note that I might\pnot see anything.

#org 0x81B613
= [blue_fr]Oh-hoh, you have a Meditite.\nShall I try to see something\pfor you?

#org 0x81B65B
= [blue_fr]Would you like your\npokemon healed?

#org 0x81B684
= I'll tell you later.

#org 0x81B69B
= Sorry, but I did not\nsee a thing.

#org 0x81B6BF
= [small][green_fr]I saw, a temple. It was\ndark and icy inside.\pSnow was falling around outside.

#org 0x81B715
= [small][green_fr]I saw, a red haired man.\nAround him were many\ppeople garbed in black and\nred. It seemed like a\pgreat assembly designed to\norganize troops to launch\pan attack.

#org 0x81B7BC
= [small][green_fr]I saw, a great bird\nof the skies flying over\pa beautiful building in a\ndistant land.

#org 0x81B819
= [small][green_fr]I saw, a man with a\nsword. He was speaking with\panother man about what I\nbelieve to be a reconaissance\pmission.

#org 0x81B891
= [small][green_fr]I saw, an island enveloped\nin shadow and a cave.\pIn this cave, there was\na roaring beast. It's eyes were\pglowing fiercly and the energy\nit gave off was the likes\pof which I've never seen.


Hiche.. January 17th, 2009 12:16 AM

megiddo, Meditate is not 0x14C, it's 0x164. So, it would be:

setvar 0x8004 0x164
special2 0x800D 0x17C

MarineMechX2 January 17th, 2009 3:16 AM

Gangway, Noob coming through!

Alright, I'm gonna ask this question; I've dug through as many pages as I could but couldn't find the answer, so here goes:

I'm using Pokemon Emerald, so I know it's possible...
Has anyone found out how to make a partnered battle? Where you've got a teamate who uses his three and you use you're three. (Ex. Player&Steven vs. Team Magma @ Mossdeep City)

I know that the certain types of battles are Wild, Trainer/Rebattle and Gym/Rebattle... but based on what I've seen, it might be a 'Special' event... and anyone help out?

Here's the code right before, during and after the battle...
Spoiler:
'-----------------------
....
#org 0x223FDA
applymovement LASTTALKED 0x827259E
waitmovement 0x0
msgbox 0x82247FF '"STEVEN: [player]\v\h05!\nYou're goi..."
callstd 0x5
compare LASTRESULT 0x1
if 0x1 goto 0x822400C
msgbox 0x8224854 '"STEVEN: Then, hurry!\nGet ready qui..."
callstd 0x4
closeonkeypress
applymovement LASTTALKED 0x82725AA
waitmovement 0x0
releaseall
end
'-----------------------

Jumping to 22400C******

'-----------------------
#org 0x22400C
applymovement LASTTALKED 0x82725AA
waitmovement 0x0
special 0x28
fadescreen 0x1
special 0x2A
waitstate
compare LASTRESULT 0x0
if 0x5 goto 0x8224032
special 0x29
goto 0x8223FDA
special 0xFB
setvar 0x8004 0x2
setvar 0x8005 0x4
special 0xEA
setvar 0x8004 0x8
setvar 0x8005 0x0
special 0xEF
waitstate
setvar 0x8004 0x6
special 0xEA
special 0x29
copyvar 0x8000 LASTRESULT
compare 0x8000 0x1
if 0x1 goto 0x8224071
fadescreen 0x1
special 0xCB
waitstate
msgbox 0x82248C2 '"MAXIE: We failed to make the volcan..."
....
'-----------------------

Jumping to 224032******

'-----------------------
#org 0x224032
special 0xFB
setvar 0x8004 0x2
setvar 0x8005 0x4
special 0xEA
setvar 0x8004 0x8
setvar 0x8005 0x0
special 0xEF
waitstate
setvar 0x8004 0x6
special 0xEA
special 0x29
copyvar 0x8000 LASTRESULT
compare 0x8000 0x1
if 0x1 goto 0x8224071
fadescreen 0x1
special 0xCB
waitstate
msgbox 0x82248C2 '"MAXIE: We failed to make the volcan..."
....
'-----------------------


...anyone got any ideas?

Andryandrew January 17th, 2009 6:12 AM

Quote:

Originally Posted by MarineMechX2 (Post 4287289)
Gangway, Noob coming through!

Alright, I'm gonna ask this question; I've dug through as many pages as I could but couldn't find the answer, so here goes:

I'm using Pokemon Emerald, so I know it's possible...
Has anyone found out how to make a partnered battle? Where you've got a teamate who uses his three and you use you're three. (Ex. Player&Steven vs. Team Magma @ Mossdeep City)

I know that the certain types of battles are Wild, Trainer/Rebattle and Gym/Rebattle... but based on what I've seen, it might be a 'Special' event... and anyone help out?

Here's the code right before, during and after the battle...
Spoiler:
'-----------------------
....
#org 0x223FDA
applymovement LASTTALKED 0x827259E
waitmovement 0x0
msgbox 0x82247FF '"STEVEN: [player]\v\h05!\nYou're goi..."
callstd 0x5
compare LASTRESULT 0x1
if 0x1 goto 0x822400C
msgbox 0x8224854 '"STEVEN: Then, hurry!\nGet ready qui..."
callstd 0x4
closeonkeypress
applymovement LASTTALKED 0x82725AA
waitmovement 0x0
releaseall
end
'-----------------------

Jumping to 22400C******

'-----------------------
#org 0x22400C
applymovement LASTTALKED 0x82725AA
waitmovement 0x0
special 0x28
fadescreen 0x1
special 0x2A
waitstate
compare LASTRESULT 0x0
if 0x5 goto 0x8224032
special 0x29
goto 0x8223FDA
special 0xFB
setvar 0x8004 0x2
setvar 0x8005 0x4
special 0xEA
setvar 0x8004 0x8
setvar 0x8005 0x0
special 0xEF
waitstate
setvar 0x8004 0x6
special 0xEA
special 0x29
copyvar 0x8000 LASTRESULT
compare 0x8000 0x1
if 0x1 goto 0x8224071
fadescreen 0x1
special 0xCB
waitstate
msgbox 0x82248C2 '"MAXIE: We failed to make the volcan..."
....
'-----------------------

Jumping to 224032******

'-----------------------
#org 0x224032
special 0xFB
setvar 0x8004 0x2
setvar 0x8005 0x4
special 0xEA
setvar 0x8004 0x8
setvar 0x8005 0x0
special 0xEF
waitstate
setvar 0x8004 0x6
special 0xEA
special 0x29
copyvar 0x8000 LASTRESULT
compare 0x8000 0x1
if 0x1 goto 0x8224071
fadescreen 0x1
special 0xCB
waitstate
msgbox 0x82248C2 '"MAXIE: We failed to make the volcan..."
....
'-----------------------


...anyone got any ideas?

due to the battle is a special event, it isn't reproducible...

пзо January 17th, 2009 3:16 PM

Help.
 
I hate this place. I always come here!
Anyways.. This video is of a glitch, that occurs after a LEVEL script occurs.
Any Ideas?

Keep Watching the Left of the video, The border seems to follow you..

Video:
http://uk.youtube.com/watch?v=l_S5KB_TcuA

Edit heres the Level Script that Causes this.

#dynamic 0x800000

#org @begin
Checkflag 0x200
if 0x1 goto @end
lockall
special 0x113
applymovement 0x7F @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
fadesong 0x12C
hidesprite 0x01
setvar 0x7000 0x1
setflag 0x200
Releaseall
goto @end

#org @movecamera1
#raw 0x10 0x10 0x10 0x10 0x10 0x10 0x10 0x10 0x20 0xFE

#org @wheresplayer
= [Black_fr][rival]: I think thats about right..\n5 Pokéballs.. 1 Poké--

#org @thereyouare
#raw 0x65 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x02 0xFE

#org @movecamera2
#raw 0x1F 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0xFE

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

#org @hello
= [Black_fr][rival]: Hey [player]!\nToday, is the day I go on my\lQuest, To become a awesome\n[blue_fr]Pokémon Trainer.\l[black_fr]Im also taking my pet Pokémon,\n[red_fr]CHARMANDER.\l[green_fr][player]: I wish I had a Pokemon..\p[black_fr][rival]: I'd bet! Its like the coolest\nthing ever! Well I'd better go now.\lSeeya!

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

#org @end
end

~Teh Panda~ January 17th, 2009 4:32 PM

Everything in my script works fine but the warp. The parameters are correct but it warps me to the POkemon Center. Why does it do the wrong map?

Code:

'---------------
#org 0x7B0000
lock
faceplayer
checkflag 0x829
if 0x0 goto 0x87B0025
msgbox 0x87B0056 MSG_NORMAL '"Your room apparently is not\nready..."
applymovement MOVE_PLAYER 0x87B00C7
warp 0x3 0x51 0x00 0x3 0x9
release
end

'---------------
#org 0x7B0025
msgbox 0x87B0030 MSG_NORMAL '"Talk to the lady at the desk\nfirs..."
release
end

'---------
' Strings
'---------
#org 0x7B0056
= Your room apparently is not\nready. While your waiting you can\lteleport to the training rooms.\lYou want to. Ok.

#org 0x7B0030
= Talk to the lady at the desk\nfirst.



TB Pro January 17th, 2009 6:49 PM

Game: FireRed
Type: Headbutt Tree(Signpost)
Editor: XSE
Script:
Spoiler:
#dynamic 0x800000

#ORG @begin
lock
signmsg
message @mayhar 0x6
normalmsg
checkitem 280 1
if 0x1 goto @continue
release
end

#ORG @mayhar
= This tree looks like it could\nharbor a Pokémon.

#ORG @continue
signmsg
message @wouldyou 0x5
compare 0x800D 0x1
if 0x1 goto @continue2
message @nnope 0x6
normalmsg
release
end

#ORG @continue2
signmsg
message @puton 0x6
normalmsg
applymovement 0xFF @runfor
waitmovement 0
sound 13
random 19
compare 0x800D 0x0
if 0x1 goto @none
compare 0x800D 0x1
if 0x1 goto @caterpie
compare 0x800D 0x2
if 0x1 goto @weedle
compare 0x800D 0x3
if 0x1 goto @none
compare 0x800D 0x4
if 0x1 goto @aipom
compare 0x800D 0x5
if 0x1 goto @cascoon
compare 0x800D 0x6
if 0x1 goto @none
compare 0x800D 0x7
if 0x1 goto @slakoth
compare 0x800D 0x8
if 0x1 goto @ledyba
compare 0x800D 0x9
if 0x1 goto @metapod
compare 0x800D 0xA
if 0x1 goto @none
compare 0x800D 0xB
if 0x1 goto @wurmple
compare 0x800D 0xC
if 0x1 goto @kakuna
compare 0x800D 0xD
if 0x1 goto @caterpie
compare 0x800D 0xE
if 0x1 goto @silcoon
compare 0x800D 0xF
if 0x1 goto @spinarak
compare 0x800D 0x10
if 0x1 goto @weedle
compare 0x800D 0x11
if 0x1 goto @wurmple
compare 0x800D 0x12
if 0x1 goto @pineco
release
end

#ORG @wouldyou
= Would you like to headbutt it?

#ORG @nnope
= \v\h01 did not headbutt the tree.

#ORG @puton
= \v\h01 put the Iron Helmet on.

#ORG @runfor
#raw 0x4F 0x4E 0x2E 0xFE

#ORG @none
signmsg
message @nothing 0x6
normalmsg
release
end

#ORG @caterpie
wildbattle 10 5 0
release
end

#ORG @weedle
wildbattle 13 5 0
release
end

#ORG @aipom
wildbattle 190 5 0
release
end

#ORG @cascoon
wildbattle 293 5 0
release
end

#ORG @slakoth
wildbattle 364 5 0
release
end

#ORG @ledyba
wildbattle 165 5 0
release
end

#ORG @metapod
wildbattle 11 5 0
release
end

#ORG @wurmple
wildbattle 290 5 0
release
end

#ORG @kakuna
wildbattle 14 5 0
release
end

#ORG @silcoon
wildbattle 291 5 0
release
end

#ORG @spinarak
wildbattle 167 5 0
release
end

#ORG @pineco
wildbattle 204 5 0
release
end

#ORG @nothing
= There was nothing there.

Problem: The script works perfectly, but when you say no, it displays @mayhar, and just that. It treats you as if you don't have the Iron Helmet.

Andryandrew January 18th, 2009 2:55 AM

Quote:

Originally Posted by TehTehTehTeh (Post 4288924)
Everything in my script works fine but the warp. The parameters are correct but it warps me to the POkemon Center. Why does it do the wrong map?

Code:

'---------------
#org 0x7B0000
lock
faceplayer
checkflag 0x829
if 0x0 goto 0x87B0025
msgbox 0x87B0056 MSG_NORMAL '"Your room apparently is not\nready..."
applymovement MOVE_PLAYER 0x87B00C7
warp 0x3 0x51 0x00 0x3 0x9
release
end

'---------------
#org 0x7B0025
msgbox 0x87B0030 MSG_NORMAL '"Talk to the lady at the desk\nfirs..."
release
end

'---------
' Strings
'---------
#org 0x7B0056
= Your room apparently is not\nready. While your waiting you can\lteleport to the training rooms.\lYou want to. Ok.

#org 0x7B0030
= Talk to the lady at the desk\nfirst.



what's map 3.81? Remember that 0x51 means 81 in decimal...

пзо January 18th, 2009 6:46 AM

I have this Script.
 
I have this Script. And it stuffs up at the last Move camera.
It don't go all the way back to the Player.
Its kinda Weird. This is a Level Script.

Compiled.
Spoiler:
'---------------
#org 0x71ABB4
#raw 0x2
#raw pointer 0x871ABBA
#raw 0x0

'---------------
#org 0x71ABBA
#raw word 0x8000
#raw word 0x0
#raw pointer 0x8800F41
#raw word 0x0

'---------------
#org 0x800F41
checkflag 0x200
if 0x1 goto 0x8801072
lockall
special 0x113
applymovement MOVE_CAMERA 0x8800FA5
waitmovement 0x0
special 0x114
msgbox 0x8800FB0 MSG_FACE '"[black_fr]???: Stupid Pokémon. Why..."
playsong 0x153 0x0
special 0x113
applymovement 0x1 0x8801003
applymovement MOVE_CAMERA 0x8801014
waitmovement 0x1
special 0x114
applymovement MOVE_PLAYER 0x880101F
waitmovement 0x0
msgbox 0x8801022 MSG_FACE '"[green_fr][player]:What was that a..."
fadesong 0x12C
hidesprite 0x1
setvar 0x8000 0x1
setflag 0x200
releaseall
goto 0x8801072

'---------------
#org 0x801072
end


'---------
' Strings
'---------
#org 0x800FB0
= [black_fr]???: Stupid Pokémon. Why can't you\njust win for a change.\lGet out of my face!

#org 0x801022
= [green_fr][player]:What was that all about. Huh?!\nThat Pokémon is hurt! I have to\lhelp it.


'-----------
' Movements
'-----------
#org 0x800FA5
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x20 'Step Right (Fast)
#raw 0xFE 'End of Movements

#org 0x801003
#raw 0x65 'Double Exclamation Mark (!!)
#raw 0x1 'Face Up
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0xFE 'End of Movements

#org 0x801014
#raw 0x1F 'Step Left (Fast)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements

#org 0x80101F
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements


Non-compiled.
Spoiler:
#dynamic 0x800000

#org @begin
Checkflag 0x200
if 0x1 goto @end
lockall
special 0x113
applymovement 0x7F @movecamera1
waitmovement 0x0
special 0x114
msgbox @wheresplayer 0x2
playsong 0x153 0x0
special 0x113
applymovement 0x01 @thereyouare
applymovement 0x7F @movecamera2
waitmovement 0x01
special 0x114
applymovement 0xFF @theresrival
waitmovement 0x0
msgbox @hello 0x02
fadesong 0x12C
hidesprite 0x01
setvar 0x8000 0x1
setflag 0x200
Releaseall
goto @end

#org @movecamera1
#raw 0x10 0x10 0x10 0x10 0x10 0x10 0x10 0x10 0x20 0xFE

#org @wheresplayer
= [Black_fr]???: Stupid Pokémon. Why can't you just\nwin for a change. Get out of my\lface!

#org @thereyouare
#raw 0x65 0x01 0x1D 0x1D 0x1D 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1D 0x1D 0x1D 0x1D 0xFE

#org @movecamera2
#raw 0x1F 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0xFE

#org @theresrival
#raw 0x62 0xFE

#org @hello
= [green_fr][player]:What was that all about. Huh?!\nThat Pokémon is hurt! I have to\lhelp it.

#org @end
end


Please Help.

Andryandrew January 18th, 2009 6:51 AM

Quote:

Originally Posted by пзо (Post 4290631)
I have this Script. And it stuffs up at the last Move camera.
It don't go all the way back to the Player.
Its kinda Weird. This is a Level Script.

Compiled.
Spoiler:
'---------------
#org 0x71ABB4
#raw 0x2
#raw pointer 0x871ABBA
#raw 0x0

'---------------
#org 0x71ABBA
#raw word 0x8000
#raw word 0x0
#raw pointer 0x8800F41
#raw word 0x0

'---------------
#org 0x800F41
checkflag 0x200
if 0x1 goto 0x8801072
lockall
special 0x113
applymovement MOVE_CAMERA 0x8800FA5
waitmovement 0x0
special 0x114
msgbox 0x8800FB0 MSG_FACE '"[black_fr]???: Stupid Pokémon. Why..."
playsong 0x153 0x0
special 0x113
applymovement 0x1 0x8801003
applymovement MOVE_CAMERA 0x8801014
waitmovement 0x1
special 0x114
applymovement MOVE_PLAYER 0x880101F
waitmovement 0x0
msgbox 0x8801022 MSG_FACE '"[green_fr][player]:What was that a..."
fadesong 0x12C
hidesprite 0x1
setvar 0x8000 0x1
setflag 0x200
releaseall
goto 0x8801072

'---------------
#org 0x801072
end


'---------
' Strings
'---------
#org 0x800FB0
= [black_fr]???: Stupid Pokémon. Why can't you\njust win for a change.\lGet out of my face!

#org 0x801022
= [green_fr][player]:What was that all about. Huh?!\nThat Pokémon is hurt! I have to\lhelp it.


'-----------
' Movements
'-----------
#org 0x800FA5
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x20 'Step Right (Fast)
#raw 0xFE 'End of Movements

#org 0x801003
#raw 0x65 'Double Exclamation Mark (!!)
#raw 0x1 'Face Up
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0xFE 'End of Movements

#org 0x801014
#raw 0x1F 'Step Left (Fast)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements

#org 0x80101F
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements


Non-compiled.
Spoiler:
#dynamic 0x800000

#org @begin
Checkflag 0x200
if 0x1 goto @end
lockall
special 0x113
applymovement 0x7F @movecamera1
waitmovement 0x0
special 0x114
msgbox @wheresplayer 0x2
playsong 0x153 0x0
special 0x113
applymovement 0x01 @thereyouare
applymovement 0x7F @movecamera2
waitmovement 0x01
special 0x114
applymovement 0xFF @theresrival
waitmovement 0x0
msgbox @hello 0x02
fadesong 0x12C
hidesprite 0x01
setvar 0x8000 0x1
setflag 0x200
Releaseall
goto @end

#org @movecamera1
#raw 0x10 0x10 0x10 0x10 0x10 0x10 0x10 0x10 0x20 0xFE

#org @wheresplayer
= [Black_fr]???: Stupid Pokémon. Why can't you just\nwin for a change. Get out of my\lface!

#org @thereyouare
#raw 0x65 0x01 0x1D 0x1D 0x1D 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1D 0x1D 0x1D 0x1D 0xFE

#org @movecamera2
#raw 0x1F 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0xFE

#org @theresrival
#raw 0x62 0xFE

#org @hello
= [green_fr][player]:What was that all about. Huh?!\nThat Pokémon is hurt! I have to\lhelp it.

#org @end
end


Please Help.

the scrips seems correct, but i made some modify... maybe it run:
Spoiler:
#dynamic 0x800000

#org @begin
Checkflag 0x200
if 0x1 goto @end
lockall
special 0x113
applymovement 0x7F @movecamera1
waitmovement 0x0
msgbox @wheresplayer 0x2
playsong 0x153 0x0
applymovement 0x01 @thereyouare
applymovement 0x7F @movecamera2
waitmovement 0x01
special 0x114
applymovement 0xFF @theresrival
waitmovement 0x0
msgbox @hello 0x02
fadesong 0x12C
hidesprite 0x01
setvar 0x8000 0x1
setflag 0x200
Releaseall
goto @end

#org @movecamera1
#raw 0x10 0x10 0x10 0x10 0x10 0x10 0x10 0x10 0x20 0xFE

#org @wheresplayer
= [Black_fr]???: Stupid Pokémon. Why can't you just\nwin for a change. Get out of my\lface!

#org @thereyouare
#raw 0x65 0x01 0x1D 0x1D 0x1D 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1D 0x1D 0x1D 0x1D 0xFE

#org @movecamera2
#raw 0x1F 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0xFE

#org @theresrival
#raw 0x62 0xFE

#org @hello
= [green_fr][player]:What was that all about. Huh?!\nThat Pokémon is hurt! I have to\lhelp it.

#org @end
end

(i cancelled the first special 0x114 and the second special 0x113... you usually have to return at normal position before doing special 0x114)

TMASTER1 January 18th, 2009 9:08 AM

I have a slight problem with a script I've made. It's for a hack of FireRed.
Code:

#org $ begin
lock
faceplayer
message $poke
$poke 1 = \v\h01, long time, no see.\nPROF.ELM asked me to find you.\pHe has another favor to ask.
boxset 6
message $poke1
$poke1 1 = Would you take the Pokémon Egg?
boxset 5
compare LASTRESULT 1
if 1 goto $get
message $toobad
$toobad 1 = B-but... PROF.ELM asked for you...
boxset 6
release
end

#org $get
lock
message $get1
$get1 1 = \v\h01 received EGG.
boxset 6
#raw 0x7A 0xAF 0x00
message $received
$received 1 = We discovered that a POKéMON will not\nhatch until it grows in the EGG.\pIt also has to be with other active\nPOKéMON to hatch.\p\v\h01, you're the only person\nwe can rely on.\pPlease return to ELM's LAB when that\nEGG hatches!
boxset 6
applymovement 0x05 $move
pausemove 0
release
end

#org $move
#raw 0x12
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x60
#raw 0xFE


The person I've tried to make move just won't move. Everything else works in the script. He just won't move for some reason. I've even tried switching the 0x05 to 0xFF to make sure that it wasn't the fact that I had the wrong person selected but the player didn't move as well. Does anyone know what I'm doing wrong? Someone suggested that the lock might be a problem so I moved the release above the applymovement and the person moved but then when I went to give him 2 more movements (the #raw 0x10 and the #raw 0x60) he didn't do those 2, he just does the first 4 and then stops. Also the person will move back to where he originally was after I reload that map. Is there a way to make him stay disappeared?
Thanks in advance.
EDIT
I've figured out my problems, no need for help.

hot_kage January 18th, 2009 12:08 PM

in XSE, i set a flag in one script and check it in another but it's not working
here are my scripts
This is the scrip that sets the flag
Code:

dynamic 0x2DD220

#org @start
lock
faceplayer
checkflag 0x28E
if 0x1 goto @end
setflag 0x7
setflag 0x28E
msgbox @talk 0x6
setflag 0x828
givepokemon 0x85 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox @eevee 0x6
msgbox @dex 0x6
fanfare 0x13E
setflag 0x829
msgbox @dex2 0x6
msgbox @balls 0x6
giveitem 0x4 0x5 0x0
msgbox @care 0x6
release
end

#org @talk
= [blue_fr]If You Want To Leave CLEARWATER\nTOWN You need a POKéMON. Here Take\lThis EEVEE. It Will Come In\lHanding On Your Journey.

#org @eevee
= [red_fr][PLAYER] Recived EEVEE!

#org @dex
= [blue_fr]To Keep Info On The POKéMON You've\nSeen and Captured, You'll Need\lThis POKéDEX Too.

#org @dex2
= [red_fr][PLAYER] Recived POKéDEX From OFFICER.

#org @balls
= [blue_fr]To Capture WILD P0KéMON, You'll\nAlso Need POKéBALLS.\l

#org @care
= [blue_fr]Take Care on Your Journey [PLAYER]!

#org @end
release
end


and clears it:
Code:

#dynamic 0x71BBE1

#org @start
lock
faceplayer
checkflag 0x7
if 0x0 goto @poke
release
end

#org @poke
= [red_fr]You Should Get A POKéMON Before\nEntering The POKéGARDEN.

#org @end
release
end


any ideas?

Ki77y666 January 18th, 2009 8:52 PM

i STILL need help bad!
i will edit this when i no longer need help
so pleaz help.

Game: Fire Red
System: XSE
Type: 1st: Script
2nd: Person event
3rd: Script

i need...

1st script:
my attempt...

'---------------
#org 0x17922E
lockall
msgbox 0x82E9217 MSG_NORMAL '"[grey_fr]Hang on a second\nI have ..."
closeonkeypress
applymovement MOVE_PLAYER 0x81E80DF
waitmovement 0x0
msgbox 0x81E8C07 MSG_NORMAL '"[grey_fr]Where was that again?"
closeonkeypress
releaseall
end


'---------
' Strings
'---------
#org 0x2E9217
= [grey_fr]Hang on a second\nI have to go see [rival].

#org 0x1E8C07
= [grey_fr]Where was that again?


'-----------
' Movements
'-----------
#org 0x1E80DF
#raw 0x10 'Step Down (Normal)
#raw 0xFE 'End of Movements

Problem:
Does do deactivate

What i want it to do: Bring up first message then move player down then bring up second message. but not do this after seeing rival.

2nd script: The rival
my attempt...

'---------------
#org 0x1C5BA1
lock
faceplayer
checkflag 0x1126
if 0x1 call 0x81792E8
checkflag 0x1127
if 0x1 call 0x81792E9
release
end

'---------------
#org 0x1792E8
msgbox 0x8E89217 0X6
end

#org 0xE89217
= Hi [player].\nWhat do you meen that\nevery thing looks different?\p...\pOh! I see well I will help\n you find out.

'---------------
#org 0x1792E9
msgbox 0xE99217 0X6
end

#org 0xE99217
= What have you found out\nso far\p...\pI see...\nI will keep an ear out\nand let you know if i hear\nany thing.

Problem: when you talk to him it freezes the game and the script dose not open

What i want it to do: The first message box opens the closes when you talk to him again the second message box opens. Then when you talk to him again the second message box opens. and so on

Help would be greatly appreciated. Thanx

3rd script:

What i want it to do: Not let me past until get a pokemon and the pokedex. By not letting me past i want i to move me back.

The Abyss January 19th, 2009 12:37 AM

For the first Script in A-Map you need the var Number 4050 or 5040 and unknown at 0003. That makes it move a sprite. I'm not sure what it is with the 2nd...I'm bad with compiled commands

Andryandrew January 19th, 2009 5:39 AM

Quote:

Originally Posted by hot_kage (Post 4291506)
in XSE, i set a flag in one script and check it in another but it's not working
here are my scripts
This is the scrip that sets the flag
Code:

dynamic 0x2DD220

#org @start
lock
faceplayer
checkflag 0x28E
if 0x1 goto @end
setflag 0x7
setflag 0x28E
msgbox @talk 0x6
setflag 0x828
givepokemon 0x85 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox @eevee 0x6
msgbox @dex 0x6
fanfare 0x13E
setflag 0x829
msgbox @dex2 0x6
msgbox @balls 0x6
giveitem 0x4 0x5 0x0
msgbox @care 0x6
release
end

#org @talk
= [blue_fr]If You Want To Leave CLEARWATER\nTOWN You need a POKéMON. Here Take\lThis EEVEE. It Will Come In\lHanding On Your Journey.

#org @eevee
= [red_fr][PLAYER] Recived EEVEE!

#org @dex
= [blue_fr]To Keep Info On The POKéMON You've\nSeen and Captured, You'll Need\lThis POKéDEX Too.

#org @dex2
= [red_fr][PLAYER] Recived POKéDEX From OFFICER.

#org @balls
= [blue_fr]To Capture WILD P0KéMON, You'll\nAlso Need POKéBALLS.\l

#org @care
= [blue_fr]Take Care on Your Journey [PLAYER]!

#org @end
release
end


and clears it:
Code:

#dynamic 0x71BBE1

#org @start
lock
faceplayer
checkflag 0x7
if 0x0 goto @poke
release
end

#org @poke
= [red_fr]You Should Get A POKéMON Before\nEntering The POKéGARDEN.

#org @end
release
end


any ideas?

simply flag #0x7 is too low... those flag (under 200 and between 800 and 850) are already used from the game... qhy don't you try with setflag 0x1050 for example?

Quickster January 21st, 2009 1:24 PM

this is in fire red with xse.

#dynamic 0x8000E0

#org @start
msgbox @talk
boxset 0x2
end

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

i try to compile but a error pops up that says too less parameters on line 4.the correct number is 2.

how do i fix that?

пзо January 21st, 2009 2:34 PM

Line four
 
@Quickster.

#dynamic 0x8000E0

#org @start
msgbox @talk 0x2
end

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

Fixes in bold.

hot_kage January 22nd, 2009 5:21 AM

Code:

#dynamic 0x2D511B

#org @start
lock
faceplayer
checkflag 0x1050
if 0x0 goto @cont
if 0x1 goto @end
setflag 0x1050
release
end

#org @cont
msgbox @havarna 0x5
if 0x1 goto @yes
if 0x0 goto @end
applymovement 0xFF @up
waitmovement 0x0
release
end

#org @yes
msgbox @havarna2 0x6
giveitem 0x170 0x1 0x1
msgbox @pass 0x6
fanfare 0x13E
closeonkeypress
msgbox @shoes 0x6
giveitem 0x104 0x1 0x1
msgbox @bike 0x6
fanfare 0x13E
closeonkeypress
msgbox @set 0x6
special 0x13D
playsong 0x136 0x0
msgbox @737 0x6
msgbox @enjoy 0x6
playsong 0x14D 0x0
warpmuted 0x3 0x0 0x0 0x1 0x1
special 0x17B
msgbox @location 0x6
release
end

#org @havarna
= [blue_fr]Are You Planing To Go To HAVARNA\nACADEMY?

#org @up
#raw 0x01 0xFE

#org @havarna2
= If Your Going You'll Need a\nRAINBOW PASS.

#org @pass
= [red_fr][player] Recieved RAINBOW PASS.                             

#org @shoes
= You'll Also Need This BIKE.

#org @bike
= [red_fr][PLAYER] Recieved The MACH BIKE.

#org @set
= Okay Your All Set, The HAVARANA\nSHUTTLE Will Be Here Soon.

#org @737
= [blue_fr]HAVARNA SHUTTLE 737 Docked.

#org @enjoy
= Please Enjoy The Trip.

#org @location
= [lightgreen_fr]Planned Location Of Arrival:\nHAVARANA HARBOUR.

#org @end
release
end


when i go on the script tile all it does it the yes or no question then ends? and ideas?

Medo0 January 22nd, 2009 6:43 AM

Guys I Need This XSE Script To Make the wild Snorlax Shiny
Code:

'--------------------
#dynamic 0x802C7C

#org @start
lock
faceplayer
msgbox @2 0x6
msgbox @1 0x6
cry 0x6 0x0
wildbattle 0x8F 0xf 0x0
fadescreen 0x1
fadescreen 0x0
hidesprite 0x800F
setflag 0x200
release
end
#org @2
= A Wild Snorlax Appeared
#org @1
= SNORLAX: Snooooooooooooorlax Snoor!


Could Someone help please

Pokepal17 January 22nd, 2009 7:45 AM

Quote:

Originally Posted by Medo0 (Post 4302455)
Guys I Need This XSE Script To Make the wild Snorlax Shiny
Code:

'--------------------
#dynamic 0x802C7C

#org @start
lock
faceplayer
msgbox @2 0x6
msgbox @1 0x6
cry 0x6 0x0
wildbattle 0x8F 0xf 0x0
fadescreen 0x1
fadescreen 0x0
hidesprite 0x800F
setflag 0x200
release
end
#org @2
= A Wild Snorlax Appeared
#org @1
= SNORLAX: Snooooooooooooorlax Snoor!


Could Someone help please

You'll need Mastermind X's shiny hack tool.

Larsie13 January 22nd, 2009 8:31 AM

About the Yes/No messagebox: like this, it means, that if you chose Yes, it'll go to @yes, and if you chose No, it'll go to @end. But, there's no way to do the applymovement part below. So, I'm not quite sure what the script should do exactly...
Quote:

Originally Posted by hot_kage (Post 4302365)
Code:

#dynamic 0x2D511B

#org @start
lock
faceplayer
checkflag 0x1050
if 0x0 goto @cont
if 0x1 goto @end
setflag 0x1050
release
end

#org @cont
msgbox @havarna 0x5
compare LASTRESULT 0x1
if 0x1 goto @yes
goto @end
applymovement 0xFF @up
waitmovement 0x0
release
end

#org @yes
msgbox @havarna2 0x6
giveitem 0x170 0x1 0x1
msgbox @pass 0x6
fanfare 0x13E
waitfanfare
closeonkeypress
msgbox @shoes 0x6
giveitem 0x104 0x1 0x1
msgbox @bike 0x6
fanfare 0x13E
waitfanfare
closeonkeypress
msgbox @set 0x6
special 0x13D
playsong 0x136 0x0
msgbox @737 0x6
msgbox @enjoy 0x6
playsong 0x14D 0x0
warpmuted 0x3 0x0 0x0 0x1 0x1 'After a warp, the script ends. So put the special and msgbox in front of it.
special 0x17B
msgbox @location 0x6
release
end

#org @havarna
= [blue_fr]Are You Planing To Go To HAVARNA\nACADEMY?

#org @up
#raw 0x01 0xFE

#org @havarna2
= If Your Going You'll Need a\nRAINBOW PASS.

#org @pass
= [red_fr][player] Recieved RAINBOW PASS.                             

#org @shoes
= You'll Also Need This BIKE.

#org @bike
= [red_fr][PLAYER] Recieved The MACH BIKE.

#org @set
= Okay Your All Set, The HAVARANA\nSHUTTLE Will Be Here Soon.

#org @737
= [blue_fr]HAVARNA SHUTTLE 737 Docked.

#org @enjoy
= Please Enjoy The Trip.

#org @location
= [lightgreen_fr]Planned Location Of Arrival:\nHAVARANA HARBOUR.

#org @end
release
end


when i go on the script tile all it does it the yes or no question then ends? and ideas?


hot_kage January 22nd, 2009 12:59 PM

Quote:

Originally Posted by Larsie13 (Post 4302609)
About the Yes/No messagebox: like this, it means, that if you chose Yes, it'll go to @yes, and if you chose No, it'll go to @end. But, there's no way to do the applymovement part below. So, I'm not quite sure what the script should do exactly...

thank you very much
okay i'll find a way to add the applymovment

Medo0 January 23rd, 2009 12:03 AM

Quote:

Originally Posted by Pokepal17 (Post 4302543)
You'll need Mastermind X's shiny hack tool.

ًًًWhere to get it?
Is It An EXE?

ShakawBR January 23rd, 2009 10:00 AM

I want to make a script for a rival in fire red just like Brendan/May in ruby & sapphire, or Carlos in Shiny Gold.

if you chose a male character in the beginning of the game, Blue will appear sometimes, and she will have the starter weaker against yours (Green have the stronger one), and if you chose a female character, Red will appear then...

Is it possible??

Andryandrew January 23rd, 2009 12:22 PM

Quote:

Originally Posted by ShakawBR (Post 4304916)
I want to make a script for a rival in fire red just like Brendan/May in ruby & sapphire, or Carlos in Shiny Gold.

if you chose a male character in the beginning of the game, Blue will appear sometimes, and she will have the starter weaker against yours (Green have the stronger one), and if you chose a female character, Red will appear then...

Is it possible??

It is possible, but you have to configure tha various battles with A-Trainer and you have to put a level script in each map with Blue/Red that make them vanish/reappear... to check if you are Male or Female, use this command:
checkgender
it strores in LASTRESULT 1 if you are a Female, 0 if you are a male

hot_kage January 24th, 2009 2:55 PM

once again i have another script
(im a bad scripter xD)
Code:

#dynamic 0x26D9C0

#org @start
lock
faceplayer
msgbox @hello
boxset 0x6
msgbox @go
boxset 0x5
if 0x0 goto @go2
if 0x1 goto @end
applymovement 0x10 @move2
applymovement 0xFF @move3
applymovement 0xFF @move
waitmovement 0x0
fadescreen 0x0
warp 0x3 0x1 0x0 0x23 0x11
release
end

#org @hello
= Hello [PLAYER].\nThis [blue_fr]UNDERWATER TUNNEL[black_fr]Leads To\lThe Underwater Haven of\l[blue_fr]OCEANIA CITY.\l

#org @go
= [PLAYER], Would You Like To Vist\n[blue_fr]OCEANIA CITY[black_fr] via [blue_fr]UNDERWATER\lTUNNEL?

#org @move2
#raw 0x0C 0x0E 0x02 0xFE

#org @move3
#raw 0x1D 0xFE

#org @go2
= Okay!\nTake This [blue_fr]DIVING GEAR[black_fr]and..\lDIVE!\l

#org @move
#raw 0x66 0x1E 0x15 0x60 0xFE

#org @end
release
end


Problem: Once It Reaches The boxset 0x5
if 0x0 goto @go2
if 0x1 goto @end
it just stops when you press yes or no
(and btw which is which; is 0x0 yes and 0x1 no?)

TB Pro January 24th, 2009 3:09 PM

Quote:

Originally Posted by iPro. (Post 4289228)
Game: FireRed
Type: Headbutt Tree(Signpost)
Editor: XSE
Script:
Spoiler:
#dynamic 0x800000

#ORG @begin
lock
signmsg
message @mayhar 0x6
normalmsg
checkitem 280 1
if 0x1 goto @continue
release
end

#ORG @mayhar
= This tree looks like it could\nharbor a Pokémon.

#ORG @continue
signmsg
message @wouldyou 0x5
compare 0x800D 0x1
if 0x1 goto @continue2
message @nnope 0x6
normalmsg
release
end

#ORG @continue2
signmsg
message @puton 0x6
normalmsg
applymovement 0xFF @runfor
waitmovement 0
sound 13
random 19
compare 0x800D 0x0
if 0x1 goto @none
compare 0x800D 0x1
if 0x1 goto @caterpie
compare 0x800D 0x2
if 0x1 goto @weedle
compare 0x800D 0x3
if 0x1 goto @none
compare 0x800D 0x4
if 0x1 goto @aipom
compare 0x800D 0x5
if 0x1 goto @cascoon
compare 0x800D 0x6
if 0x1 goto @none
compare 0x800D 0x7
if 0x1 goto @slakoth
compare 0x800D 0x8
if 0x1 goto @ledyba
compare 0x800D 0x9
if 0x1 goto @metapod
compare 0x800D 0xA
if 0x1 goto @none
compare 0x800D 0xB
if 0x1 goto @wurmple
compare 0x800D 0xC
if 0x1 goto @kakuna
compare 0x800D 0xD
if 0x1 goto @caterpie
compare 0x800D 0xE
if 0x1 goto @silcoon
compare 0x800D 0xF
if 0x1 goto @spinarak
compare 0x800D 0x10
if 0x1 goto @weedle
compare 0x800D 0x11
if 0x1 goto @wurmple
compare 0x800D 0x12
if 0x1 goto @pineco
release
end

#ORG @wouldyou
= Would you like to headbutt it?

#ORG @nnope
= \v\h01 did not headbutt the tree.

#ORG @puton
= \v\h01 put the Iron Helmet on.

#ORG @runfor
#raw 0x4F 0x4E 0x2E 0xFE

#ORG @none
signmsg
message @nothing 0x6
normalmsg
release
end

#ORG @caterpie
wildbattle 10 5 0
release
end

#ORG @weedle
wildbattle 13 5 0
release
end

#ORG @aipom
wildbattle 190 5 0
release
end

#ORG @cascoon
wildbattle 293 5 0
release
end

#ORG @slakoth
wildbattle 364 5 0
release
end

#ORG @ledyba
wildbattle 165 5 0
release
end

#ORG @metapod
wildbattle 11 5 0
release
end

#ORG @wurmple
wildbattle 290 5 0
release
end

#ORG @kakuna
wildbattle 14 5 0
release
end

#ORG @silcoon
wildbattle 291 5 0
release
end

#ORG @spinarak
wildbattle 167 5 0
release
end

#ORG @pineco
wildbattle 204 5 0
release
end

#ORG @nothing
= There was nothing there.

Problem: The script works perfectly, but when you say no, it displays @mayhar, and just that. It treats you as if you don't have the Iron Helmet.

Quoting as I didn't get an answer. ^_^

Madridista January 24th, 2009 11:59 PM

Game: FireRed (U) [ BPRE]
Type: Trigger
Editor: eXtreme Script Editor
Script:
Spoiler:
'---------------
#org 0x800000
lock
checkflag 0x1000
if 0x0 goto 0x8800018
if 0x1 goto 0x8800016
setflag 0x1000
release
end

'---------------
#org 0x800018
msgbox 0x8800022 MSG_NORMAL '"Where...\pWhere am I...?"
end

'---------------
#org 0x800016
end


'---------
' Strings
'---------
#org 0x800022
= Where...\pWhere am I...?

Problem: As you can probably see, I want the vent to happen only once (instead of that, it goes straight to 0x800018 every time I step on the "S".


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