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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. |
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 |
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(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 |
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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. >.<
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I think there is a way using the S-zone script, not sure how but I think you can
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Yeah there is a couple of timers but i lost the offsets
Just check hackmew's script dumps |
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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. |
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Hmm If you want something to happen to the tiles, why not try a setmaptile script? |
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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:
For the Map Script options, I used these: Spoiler:
Can anyone help me out? Thanks in advance. |
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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 |
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Anyway, thanks again! |
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:
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And if that doesn't work, you might want to change the Var Number / Var Value from A-Map to 4050 / 0003 respectively. |
Hyunbin-
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And arrange the Var number, unknown etc. Rombase: Pokemon Ruby Comments: The sprite disappears before the script can occur. Script: Code:
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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. |
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EDIT: It worked XD |
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?
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Maybe you have alrerady used flag 0x82f in your rom? |
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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. |
HEY GUYS
I Found this Script here [Page -6-] Quote:
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 |
Thats my Script.
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It's a trade script |
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If I wanted to make 4 people move at the same time is their a special value they need to be assigned?
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I need this to move 4 people at the same time then make them disappear. |
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Then, if you want 4 people to move at the same time.. Code:
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Flag 828 is the Pokemon menu though. They're supposed to leave when you have a pokemon. I'll just use another flag then.
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More help here
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What's wrong? |
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Still not working. Do i need to assign a Special Var value or something?
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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 |
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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:
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I Will test it now:) |
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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 |
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Replaced the ID With Pikachu
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Last question
What's Wrong with this basic Script #Dynamic 0x80209E Quote:
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to occur? I'd be glad if some could help me. ^^ |
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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. |
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:)
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.. |
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_______________________________________________________________________________________________________ Need help ROM: Fire Red Version: BPRE Script Editor: XSE Script: Level Script Spoiler:
A-map settings Spoiler:
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. |
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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:
Here is the LEVEL script: Spoiler:
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. |
I can't get this to work. It's my first try at a level script.
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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. |
I've seen a few errors. Changes are bold.
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I put that stuff in but when I enter the map the game restarts
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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. |
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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] |
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Andryandrew, thanks for at least recognizing my post... Anyway, I still need help with this... |
I was using that Tutorial before anyway. It's just the game restarts when I enter the map.
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Game: Fire red
Type: Trigger Editor: XSE Script: Spoiler:
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) |
Level Script. After Warren walks up to me and gives me pokemon nothing happens. He's supposed to walk away but stays there.
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Fixed is BOLD. I hope it work's now ;) |
[SOLVED]
I have a script that works perfectly, exept @M8 doesn't work.
Why doesn't it work? xP Spoiler:
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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. |
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@Wingzro17 - The reason @M8 dosen't work is because you have too many movements for that offset. 10 is the max, I believe.
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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 |
Game: FireRed
Type: Fanfare Editor: XSE Script: Spoiler:
I just want to know if this is the correct usage of the fanfare command. Thanks. |
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Game: Fire Red
Type: Map Script (the one you set in a-map) guess it's called level script here Editor: XSE Script: Spoiler:
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? |
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[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:
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megiddo, Meditate is not 0x14C, it's 0x164. So, it would be:
setvar 0x8004 0x164 special2 0x800D 0x17C |
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:
...anyone got any ideas? |
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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 |
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?
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Game: FireRed
Type: Headbutt Tree(Signpost) Editor: XSE Script: Spoiler:
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. |
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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:
Non-compiled. Spoiler:
Please Help. |
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(i cancelled the first special 0x114 and the second special 0x113... you usually have to return at normal position before doing special 0x114) |
I have a slight problem with a script I've made. It's for a hack of FireRed.
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Thanks in advance. EDIT I've figured out my problems, no need for help. |
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:
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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. |
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
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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? |
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. |
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Guys I Need This XSE Script To Make the wild Snorlax Shiny
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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...
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okay i'll find a way to add the applymovment |
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Is It An EXE? |
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?? |
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checkgender it strores in LASTRESULT 1 if you are a Female, 0 if you are a male |
once again i have another script
(im a bad scripter xD) Code:
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?) |
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Game: FireRed (U) [ BPRE]
Type: Trigger Editor: eXtreme Script Editor Script: Spoiler:
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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