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496D2059756E67686F7665 January 25th, 2009 12:05 AM

Code:

#org $start
lock
checkflag 0x1000
if 0x1 goto $end
message $where
boxset 6
setflag 0x1000
release
end

#org $where
$where = Where...\pWhere am I...?

#org $end
release
end



Madridista January 25th, 2009 12:45 AM

Quote:

Originally Posted by 496D2059756E67686F7665 (Post 4309591)
Code:

#org $start
lock
checkflag 0x1000
if 0x1 goto $end
message $where
boxset 6
setflag 0x1000
release
end

#org $where
$where = Where...\pWhere am I...?

#org $end
release
end



You posted a PoketScript script. It clearly says (in my post) I'm using XSE. Anyway, how the hell is that suppose to help me?

TB Pro January 25th, 2009 12:56 AM

Quote:

Originally Posted by Madridista (Post 4309636)
You posted a PoketScript script. It clearly says (in my post) I'm using XSE. Anyway, how the hell is that suppose to help me?

Umm, if you use your brain, wonderful things happen. XSE and Pokescript vary only a small bit. He was trying to help, quit being a dick, please.

Code:

#org @start
lock
checkflag 0x1000
if 0x1 goto @end
message @where 0x6
setflag 0x1000
release
end

#org @where
= Where...\pWhere am I...?

#org @end
release
end


See, what's different? "$" = "@" and "$where =" = "=", so yeah.


Quote:

Originally Posted by hot_kage (Post 4308404)
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
compare 0x800D 0x1 or compare LASTRESULT 1
if 0x0 goto @end
message @go2 0x6
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!

#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?)

Fixes in bold. I'm not exactly sure what you want with this, but this should work. 0x1 = Yes, 0x0 = No

Abbandon January 25th, 2009 5:09 AM

Hi, i'm really new to scripting. Had a quick look through this thread and read a couple of XSE tutorials.

But couldn't find out what i want.
I want to know if its possible in firered to make the RIVAL appear from nowhere.
So once OAK takes you into the lab and you approach him, the RIVAL appears.

any form of help is appreciated. thank you

Andryandrew January 25th, 2009 8:36 AM

Quote:

Originally Posted by Abbandon (Post 4309907)
Hi, i'm really new to scripting. Had a quick look through this thread and read a couple of XSE tutorials.

But couldn't find out what i want.
I want to know if its possible in firered to make the RIVAL appear from nowhere.
So once OAK takes you into the lab and you approach him, the RIVAL appears.

any form of help is appreciated. thank you

it's possible, of course... you have to create a Rival's sprite in A.Map in a place that you want. Then, you set Its peopleID to a value between 2000-3000. Make a script somewhere in the game BEFORE you can enter the first time in OAK's Lab (Ex. in your room, a script next to the stairs) that set this id:
Setflag 0xrival'sPeopleID
Where rival'sPeopleID isthe number you've chosen before.
Then, when you want Rival to appear, just deactivate this command:
Clearflag 0xrival'sPeopleID

пзо January 25th, 2009 4:01 PM

Dont start
 
Base: FireRed
Script compiler: XSE
Type: Levelscript..
Problem: This script dont start.. Why?

Spoiler:
#dynamic 0x800000

#org @start
checkflag 0x828
lockall
givepokemon 0x29 0x5 0x0 0x0 0x0 0x0
applymovement 0xFF @gotonurse
waitmovement 0x0
msgbox @howmaywehelpyou 0x2
msgbox @haveyougot 0x2
msgbox @didyou 0x2
msgbox @yes 0x2
msgbox @wehave 0x2
fanfare 0x13E
msgbox @recieved 0x4
waitfanfare
closeonkeypress
showpokepic 0x020 0xA 0x3
msgbox @infomation 0x2
hidepokepic
msgbox @thanks 0x2
setflag 0x828
setvar 7000 0x2
releaseall
end

#org @gotonurse
#raw 0x11 0x11 0x11 0x11 0xFE

#org @howmaywehelpyou
= [red_fr]Nurse Joy: Hello. welcome to\nthe Revior town Pokémon Center.\lHow may I serve you?

#org @haveyougot
= [green_fr][player]: Errm yea. I was wandering\nif there were anymore Pokémon up\lfor grabs. And im sorry for\lcoming so late..

#org @didyou
= [green_fr][player]: Also.. Did you see a boy\nnamed [player], he was supposed to\lcome with me..

#org @yes
= [red_fr]Nurse Joy: Yes I did. He\ncame over Half an hour\lago.. [green_fr][player]: I knew it.. Its my\lfault for being so late..

#org @wehave
= [red_fr]Nurse Joy: Well its your\nluckey day, a Nidoran has just\lrecovered from a Fatal injory..\lAnd by the looks of you.. I\lthink you'd be the perfect\lperson for it. Here you go!

#org @infomation
= [red_fr]Nurse Joy: I have\nsome infomation about nidoran;\lIts a POISON type.\lAnymore infomation will be\lobtained through a Pokédex..\lWhich is somthing I can supply\lyou with..

#org @thanks
= [red_fr][green_fr]: Ohh thanks Nurse joy.\nI hope to see you again.\lPerhaps when I need to heal my\lpokemon? Bye!

#org @recieved
= [black_fr][player] Received [green_fr]NIDORAN.

hot_kage January 25th, 2009 5:35 PM

omfg sorry i have another script
Code:

#dynamic 0x2ECA30

#org @start
lock
faceplayer
checkflag 0x2030
if 0x1 goto @emit
setflag 0x2030
msgbox @emit 0x6
cry 0x26 0x0
wildbattle 0x26 0x23 0xD7
fadescreen 0x1
fadescreen 0x0
hidesprite 0x800F
release
end

#org @emit
= A [red_fr]Fierce Fiery[black_fr] Power Emits\nFrom This Stone..


Problem: The Script Doesn't Start
any ideas

colcolstyles January 25th, 2009 9:24 PM

Quote:

Originally Posted by пзо (Post 4310758)
Base: FireRed
Script compiler: XSE
Type: Levelscript..
Problem: This script dont start.. Why?

Spoiler:
#dynamic 0x800000

#org @start
checkflag 0x828
lockall
givepokemon 0x29 0x5 0x0 0x0 0x0 0x0
applymovement 0xFF @gotonurse
waitmovement 0x0
msgbox @howmaywehelpyou 0x2
msgbox @haveyougot 0x2
msgbox @didyou 0x2
msgbox @yes 0x2
msgbox @wehave 0x2
fanfare 0x13E
msgbox @recieved 0x4
waitfanfare
closeonkeypress
showpokepic 0x020 0xA 0x3
msgbox @infomation 0x2
hidepokepic
msgbox @thanks 0x2
setflag 0x828
setvar 7000 0x2
releaseall
end

#org @gotonurse
#raw 0x11 0x11 0x11 0x11 0xFE

#org @howmaywehelpyou
= [red_fr]Nurse Joy: Hello. welcome to\nthe Revior town Pokémon Center.\lHow may I serve you?

#org @haveyougot
= [green_fr][player]: Errm yea. I was wandering\nif there were anymore Pokémon up\lfor grabs. And im sorry for\lcoming so late..

#org @didyou
= [green_fr][player]: Also.. Did you see a boy\nnamed [player], he was supposed to\lcome with me..

#org @yes
= [red_fr]Nurse Joy: Yes I did. He\ncame over Half an hour\lago.. [green_fr][player]: I knew it.. Its my\lfault for being so late..

#org @wehave
= [red_fr]Nurse Joy: Well its your\nluckey day, a Nidoran has just\lrecovered from a Fatal injory..\lAnd by the looks of you.. I\lthink you'd be the perfect\lperson for it. Here you go!

#org @infomation
= [red_fr]Nurse Joy: I have\nsome infomation about nidoran;\lIts a POISON type.\lAnymore infomation will be\lobtained through a Pokédex..\lWhich is somthing I can supply\lyou with..

#org @thanks
= [red_fr][green_fr]: Ohh thanks Nurse joy.\nI hope to see you again.\lPerhaps when I need to heal my\lpokemon? Bye!

#org @recieved
= [black_fr][player] Received [green_fr]NIDORAN.

Well, seeing how it's a level script, you probably didn't insert it correctly. Don't ask me to explain it. Cooley wrote a tutorial on it so look it up.

Anyways, here are some tips:
- Your "checkflag" does absolutely nothing
- Don't use multiple "msgbox" commands in a row, just make one.
- Your current fanfare playing part of the script will be awkward ingame
- Your "setvar" variable should probably be "0x7000" not "7000". The way you have it, it will use the decimal 7000 as a variable instead of the hexadecimal value (which is 28672 in decimal format). I'm not really going to explain that either. Google it.

All of those won't prevent a script from starting though. Usually when a script fails to activate, something is wrong with the way the script it being used, not the script itself (unless you really screwed something up). I can't really help you much more that that.

Andryandrew January 26th, 2009 5:15 AM

Quote:

Originally Posted by hot_kage (Post 4311013)
omfg sorry i have another script
Code:

#dynamic 0x2ECA30

#org @start
lock
faceplayer
checkflag 0x2030
if 0x1 goto @emit
setflag 0x2030
msgbox @msg 0x6
cry 0x26 0x0
wildbattle 0x26 0x23 0xD7
fadescreen 0x0
fadescreen 0x1
hidesprite 0x800F
release
end

#org @emit
msgbox @msg 6
release
end

#org @msg
= A [red_fr]Fierce Fiery[black_fr] Power Emits\nFrom This Stone..


Problem: The Script Doesn't Start
any ideas

changes are in bold... I think you went wrong with fadescreen, so I corrected it

Aljam January 26th, 2009 8:28 AM

i looked through all the tutorials and understood th gist of it and was wonder if anyone could help me wit flags. i want to know how to make a flag in your room and then when your about to go down the stairs it says "[player], are you finished packing? [rival] was here an hour ago and left because you were still sleeping." i have the script but when i use the check flag and go to the stairs the game messes up. can somebody help?

Andryandrew January 26th, 2009 9:48 AM

Quote:

Originally Posted by Aljam (Post 4311878)
i looked through all the tutorials and understood th gist of it and was wonder if anyone could help me wit flags. i want to know how to make a flag in your room and then when your about to go down the stairs it says "[player], are you finished packing? [rival] was here an hour ago and left because you were still sleeping." i have the script but when i use the check flag and go to the stairs the game messes up. can somebody help?

The checkflag construct is simply:
checkflag [flag number]'this check if a certain flag is activated
compare LASTRESULT 0x1'this compare the value of previous flag (that is 0=not set, 1=set)
if B_TRUE goto @example'this go to @example if previous compare returns TRUE (so, if the flag is set)
where [flag number] is a number between 0x0000 and 0xFFFF (but you can use numbers between 0x1000 and 0x1500, that aren't used by the game).
To set a flag (so, to make its value = 0x1) you have to use setflag [flag number]
To clear a flag (so, to make its value = 0x0) you have to use clearflag [flag number]

Aljam January 26th, 2009 12:09 PM

ok thks also what is a go byte to look for for free space? when i try to do a script of any sort the game freezes or the person event i set does nothing. also after i write my script and compile it
i try to open it and it dosent show my script it just says" '----------------------------"
#org 0x(offset)

anyways i think it might be all related and i need help

ps sorry for posting alot! i am finally trying to script!

Quickster January 26th, 2009 4:04 PM

heres an event tile script on fire red,with xse

Spoiler:
#dynamic 0x80012A

#org @start
checkflag 0x300
if 0x1 goto @done
textcolor 0x01
applymovement 0x01 @move
waitmovement 0x0
msgbox @talk 0x2
applymovement 0x01 @move1
setflag 0x300
release
end

#org @done
release
end

#org @move
#raw 0x13
#raw 0x13
#raw 0x01

#org @move1
#raw 0x12
#raw 0x12

#org @talk
= Oh, \v\h01! Our neighbor, PROF.ELM,\nwas looking for you.\pHe said he wanted you to do some-\nthing for him.\pOh, and remember that your cell\n phone is in your pocket.


i step on the tile and the sprite does both movements right away then my sprite freezes.
whats wrong with it?

hot_kage January 26th, 2009 5:07 PM

uggh sorry im suck a bad scripter
Code:

#dynamic 0x2D511B

#org @start
checkflag 0x1555
if 0x1 goto @end
msgbox @havarna 0x6
msgbox @ticket 0x6
msgbox @737 0x6
fanfare 0x13E
waitfanfare
setflag 0x1555
special 0x17B
warp 0x3 0x58 0x1 0x10 0x18
release
end

#org @move
#raw 0x01 0xFE

#org @havarna
= Your Going To HAVARNA ACADEMY?\nOkay! Good Luck [PLAYER] !\l

#org @ticket
= I Almost Forgot [Player]!\lThe Last SHUTTLE Left.\lYou'll Have To Wait.\l

#org @737
= [red_fr]................................\n................................\lHAVARNA SHUTTLE 737 DOCKED.\l

#org @end
release
end


Problem: When it gets to the warp it warps to the wrong place
any ideas?

Austinia January 26th, 2009 6:04 PM

Ok, so I made a quiz script... and theres several things I've found wrong with it...
>If you get a question wrong, she does not let you retake the quiz (though the setflag should only activate if you get it right) and when you beat the quiz, she repeats the '@winner' message twice and does not give you the prize. Then when you try to talk to her, she says nothing.

Anyways, I took out the messages but hopefully it's still fixable :/ I'll be trying to fix it. Thanks for any help!
Spoiler:
#dynamic 0x800000

#org @start
lock
faceplayer
checkflag 0x109
compare LASTRESULT 0x1
if 0x1 goto @alreadytookquiz
msgbox @liketotakequiz 0x5
compare LASTRESULT 0x1
if 0x1 goto @takequizandquestion
msgbox @noquiz 0x2
release
end

#org @alreadytookquiz
msgbox @done 0x2
release
end

#org @takequizandquestion
msgbox @question1 0x5
compare LASTRESULT 0x1
if 0x1 goto @correct1
msgbox @wrong1 0x2
release
end

#org @correct1
msgbox @question2 0x5
compare LASTRESULT 0x1
if 0x1 goto @correct2
msgbox @wrong2 0x2
release
end

#org @correct2
msgbox @question3 0x5
compare LASTRESULT 0x1
if 0x0 goto @correct3
msgbox @wrong3 0x2
release
end

#org @correct3
msgbox @question4 0x5
compare LASTRESULT 0x1
if 0x1 goto @correct4
msgbox @wrong4 0x2
release
end

#org @correct4
msgbox @question5 0x5
compare LASTRESULT 0x1
if 0x1 goto @correct5
msgbox @wrong5 0x2
release
end

#org @correct5
msgbox @winner 0x2
setflag 0x109
giveitem 0xCD 0x1 0x6
release
end

#org @question1
=

#org @wrong1
=

#org @question2
=

#org @wrong2
=

#org @question3
=

#org @wrong3
=

#org @question4
=

#org @wrong4
=

#org @question5
=

#org @wrong5
=

#org @winner
=

#org @done
=

#org @liketotakequiz
=

#org @noquiz
=
still need help :(

colcolstyles January 26th, 2009 6:32 PM

Quote:

Originally Posted by Quickster (Post 4312834)
heres an event tile script on fire red,with xse

Spoiler:
#dynamic 0x80012A

#org @start
checkflag 0x300
if 0x1 goto @done
textcolor 0x01
applymovement 0x01 @move
waitmovement 0x0
msgbox @talk 0x2
applymovement 0x01 @move1
setflag 0x300
release
end

#org @done
release
end

#org @move
#raw 0x13
#raw 0x13
#raw 0x01

#org @move1
#raw 0x12
#raw 0x12

#org @talk
= Oh, \v\h01! Our neighbor, PROF.ELM,\nwas looking for you.\pHe said he wanted you to do some-\nthing for him.\pOh, and remember that your cell\n phone is in your pocket.


i step on the tile and the sprite does both movements right away then my sprite freezes.
whats wrong with it?

At the end of your movements, you need a "#raw 0xFE" to tell the script that that's the last movement. For example, your movements should be:
Code:

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

#org @move1
#raw 0x12
#raw 0x12
#raw 0xFE



Larsie13 January 27th, 2009 4:33 AM

Quote:

Originally Posted by colcolstyles (Post 4313199)
At the end of your movements, you need a "#raw 0xFE" to tell the script that that's the last movement. For example, your movements should be:
Code:

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

#org @move1
#raw 0x12
#raw 0x12
#raw 0xFE



Not only that, it also needs a waitmovement 0 after the last applymovement.

Quote:

Originally Posted by hot_kage (Post 4312988)
uggh sorry im suck a bad scripter
Code:

#dynamic 0x2D511B

#org @start
checkflag 0x1555
if 0x1 goto @end
msgbox @havarna 0x6
msgbox @ticket 0x6
msgbox @737 0x6
fanfare 0x13E
waitfanfare
setflag 0x1555
special 0x17B
warp 0x3 0x58 0x1 0x10 0x18
release
end

#org @move
#raw 0x01 0xFE

#org @havarna
= Your Going To HAVARNA ACADEMY?\nOkay! Good Luck [PLAYER] !\l

#org @ticket
= I Almost Forgot [Player]!\lThe Last SHUTTLE Left.\lYou'll Have To Wait.\l

#org @737
= [red_fr]................................\n................................\lHAVARNA SHUTTLE 737 DOCKED.\l

#org @end
release
end


Problem: When it gets to the warp it warps to the wrong place
any ideas?

You're warping to map 3.88, which doesn't exist normally. If you want a hex number, put 0x in front of it. If you want the number as it's there, so decimal, leave the 0x. Also, if you want to warp to a specific X/Y-coordinate, you don't put a warp number in there, but replace that with 0xFF (warp 0x3 0x58 0xFF 0x10 0x18)

roywillow January 27th, 2009 6:09 AM

I wonder how to change the appearance of a certain sprite in a script? I find a setvar command in the rival's appearance script(in Emerald) may have something to do with this...

Full Metal January 27th, 2009 7:34 AM

[solved]
Game: Fire Red
Type: Person script
Script editor: PKSV (can post the xse script if needed)
description:
Spoiler:
I want the pic to be displayed (pic of bulbasaur) ask if you want it
if yes
hide pic
then add bulbasaur to party
say enjoy your adventure
end the script
if no
say choose another pokemon
hide the pic
end
Here is what i already have
Spoiler:
#org 0x82757FD
'-----------------------------------
lock
faceplayer
showpokepic 0x1 0x5 0x4
message 0x8275876 ' So you want the GRASS type\nTurtwig?
callstd MSG_YESNO
if 0x0 jump 0x827581F ' Equal To
if 0x1 jump 0x871D6D0
release
end
#org 0x871D6D0
hidepokepic 0x1 0x5 0x4
msgbox 0x82758C1 ' Enjoy your adventure!
callstd MSG_NORMAL
setflag 0x201
setflag 0x828
addpokemon 0x1 0x5 0x0 0x0 0x0 0x0
release
end
#org 0x827581F
'-----------------------------------
hidepokepic 0x1 0x5 0x4
msgbox 0x827589C ' Please choose another\nPokemon then
callstd MSG_NORMAL
release
end
'-----------------------------------


#org 0x8275876
= So you want the GRASS type\nTurtwig?
#org 0x827589C
= Please choose another\nPokemon then
#org 0x82758C1
= Enjoy your adventure!

Eternal Finality January 27th, 2009 10:37 AM

I have questions regarding scripts in my very first hack

First question

placing trainers in my hack; now ive read the tutorial by thethethethe (sorry if i misspelled your username) but I dont understand certain aspects of it:

Game: pokemon firered
personscript
using pokescript
Script: trainer script
Spoiler:
#org $start
lock
faceplayer
checkflag 0x820
if b_true goto $done
message $2
boxset 6
trainerbattle 1 0x001 $before $after $later
end

#org $before
$before 1 =Show me what you've got!

#org $after
$after 1 =Congratulations.

#org $later
message $3
boxset 6
fanfare 0x13E
message $4
boxset 4
waitfanfare
#raw 0x68
message $5
boxset 6
giveitem 0x147 1
setflag 0x820
release
end

#org $done
message $1
boxset 6
release
end

#org $1
$1 1 =You should travel to Cerulean Town\nto get your next badge.

#org $2
$2 1 =Wecome to Pewter City Gym.\nYou want to challenge me?

#org $3
$3 1 =Congratulations! Here I must reward\nyou with this badge.

#org $4
$4 1 =You recieved a badge!

#org $5
$5 1 =Oh, and please take this.


the #raw 0x68
what happens here?

giveitem 0x147 1

I understand a certain item is given here, other than the badge (badge is setflag0x820)

my question is where can i find a list which specifies which item is which code. like code 0.01 is item x?

Question 2

how do I place items on the ground for the player to pick up? So the player can pick up potions etc.



Thanks in advance

Andryandrew January 27th, 2009 1:21 PM

Quote:

Originally Posted by Eternal Finality (Post 4314414)
I have questions regarding scripts in my very first hack

First question

placing trainers in my hack; now ive read the tutorial by thethethethe (sorry if i misspelled your username) but I dont understand certain aspects of it:

Game: pokemon firered
personscript
using pokescript
Script: trainer script
Spoiler:
#org $start
lock
faceplayer
checkflag 0x820
if b_true goto $done
message $2
boxset 6
trainerbattle 1 0x001 $before $after $later
end

#org $before
$before 1 =Show me what you've got!

#org $after
$after 1 =Congratulations.

#org $later
message $3
boxset 6
fanfare 0x13E
message $4
boxset 4
waitfanfare
#raw 0x68
message $5
boxset 6
giveitem 0x147 1
setflag 0x820
release
end

#org $done
message $1
boxset 6
release
end

#org $1
$1 1 =You should travel to Cerulean Town\nto get your next badge.

#org $2
$2 1 =Wecome to Pewter City Gym.\nYou want to challenge me?

#org $3
$3 1 =Congratulations! Here I must reward\nyou with this badge.

#org $4
$4 1 =You recieved a badge!

#org $5
$5 1 =Oh, and please take this.


the #raw 0x68
what happens here?

giveitem 0x147 1

I understand a certain item is given here, other than the badge (badge is setflag0x820)

my question is where can i find a list which specifies which item is which code. like code 0.01 is item x?

Question 2

how do I place items on the ground for the player to pick up? So the player can pick up potions etc.



Thanks in advance

HERE you can find a list of item... their code is flipped (so for example B600 means 00B6 --> 0xB6 or FD01 means 01FD --> 0x1FD
#raw 0x68 (closeonkeypress in XSE) let msgbox 4 close when a key is pressed

Ninja Caterpie January 27th, 2009 2:02 PM

Quote:

Originally Posted by Eternal Finality (Post 4314414)
how do I place items on the ground for the player to pick up? So the player can pick up potions etc.

A very, VERY simple giveitem script.

Just put giveitem with the item number and amount, but put 0x0 as the "message type". :D

Oh, you have to put the Person ID in AMap as an unset flag.

Also, items can be found in a list in thethethethe's tutorial. It's spoilered.

Eternal Finality January 27th, 2009 2:54 PM

thanks for the replies. Well to be honest i dont really get the things with unset flags and ID's. an explanation or example would be most appreciated.

Quickster January 27th, 2009 5:01 PM

i am back once again:/
heres a script for fire red,the green event tile. in xse
i dont see a problem but nothing happens when i walk over the tile but the hero freezing.

Spoiler:
#dynamic 0x800C20

#org @start
checkflag 0x828
if 0x1 goto @done
textcolor 0x01
playsong 0x110 0x0
applymovement 0x02 @move
msgbox @talk 0x2
applymovement 0x02 @move2
pause 0x1
applymovement 0xFF @move3
msgbox @talk2 0x02
applymovement 0x02 @move4
applymovement 0xFF @move4
waitmovement 0x0
msgbox @talk3 0x2
release
end

#org @done
release
end

#org @move
#raw 0x02
#raw 0xFE

#org @move2
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0xFE

#org @move3
#raw 0x01
#raw 0xFE

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

#org @talk
= Wait, \v\h01!

#org @talk2
= What do you think you're doing?

#org @talk3
= It's dangerous to go out without\na Pokemon! Wild Pokemon jump out\nof the grass on the way to the\nnext town.

Ninja Caterpie January 27th, 2009 5:20 PM

Quote:

Originally Posted by Quickster (Post 4315294)
i am back once again:/
heres a script for fire red,the green event tile. in xse
i dont see a problem but nothing happens when i walk over the tile but the hero freezing.

Spoiler:
#dynamic 0x800C20

#org @start
checkflag 0x828
if 0x1 goto @done
textcolor 0x01
playsong 0x110 0x0
applymovement 0x02 @move
msgbox @talk 0x2
applymovement 0x02 @move2
pause 0x1
applymovement 0xFF @move3
msgbox @talk2 0x02
applymovement 0x02 @move4
applymovement 0xFF @move4
waitmovement 0x0
msgbox @talk3 0x2
release
end

#org @done
release
end

#org @move
#raw 0x02
#raw 0xFE

#org @move2
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0xFE

#org @move3
#raw 0x01
#raw 0xFE

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

#org @talk
= Wait, \v\h01!

#org @talk2
= What do you think you're doing?

#org @talk3
= It's dangerous to go out without\na Pokemon! Wild Pokemon jump out\nof the grass on the way to the\nnext town.

-sigh-

In AMap, on the script tile, put "0003" as the top unknown and the "5040" as the thing underneath.

Quickster January 27th, 2009 5:30 PM

Quote:

Originally Posted by Ninja Caterpie (Post 4315340)
-sigh-

In AMap, on the script tile, put "0003" as the top unknown and the "5040" as the thing underneath.

i have that,but it still doesnt work.

Ki77y666 January 27th, 2009 8:01 PM

Quickster try 4050 instead of 5040

now can i have help with mine. Because.......
Quote:

Originally Posted by Nosman (Post 4292750)
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.


TB Pro January 28th, 2009 12:37 AM

Quote:

Originally Posted by Nosman (Post 4315580)
Quickster try 4050 instead of 5040

now can i have help with mine. Because.......

Use the first script. Add
Code:

checkflag 0x[Flag used in rival event]
if 0x1 goto @offset


And it should work.

12345 January 28th, 2009 1:02 AM

I have problem with showpokepic command in Ruby, the color of picture is not true.
And

I use this code to store Pokemon to pokedex in Ruby but it doesn't work
Code:

setvar 0x8004 0x5
special 0x163


i think event # (163) of special command is wrong.

Andryandrew January 28th, 2009 12:22 PM

Quote:

Originally Posted by 12345 (Post 4315930)
I have problem with showpokepic command in Ruby, the color of picture is not true.
And

I use this code to store Pokemon to pokedex in Ruby but it doesn't work
Code:

setvar 0x8004 0x5
special 0x163


i think event # (163) of special command is wrong.

the event semms to be correct... This construct add pokemon #5 to "seen" pokedex...

Hoshiko Aki January 29th, 2009 9:26 AM

how can i made a script that i can enter a house after the 7e gym?
But it there stands a NPC in the front of the entrance. that spirte must dissapear after the 7e gym.

can somebuddy help?

Pokepal17 January 29th, 2009 11:09 AM

Quote:

Originally Posted by Ichiro Kazuki (Post 4318735)
how can i made a script that i can enter a house after the 7e gym?
But it there stands a NPC in the front of the entrance. that spirte must dissapear after the 7e gym.

can somebuddy help?

Give the person an ID code which is the same value as the flag that activates the 7th badge on the trainer card and make sure you set that flag after the 7th gym leader is beaten.

Eternal Finality January 29th, 2009 12:48 PM

I have a question,

right now i have a script that let the player obtain an antidote. but when i walk away, the antidote reappears. What do I do to make it one time only?

Spoiler:

#dynamic 0x(offset)
#org @start
checkflag 0x200
if 0x1 goto @got
giveitem 0xE 0x1 0x1
setflag 0x200
end


#org @got
clearflag 0x200
end

Pokepal17 January 29th, 2009 12:53 PM

Quote:

Originally Posted by Eternal Finality (Post 4319067)
I have a question,

right now i have a script that let the player obtain an antidote. but when i walk away, the antidote reappears. What do I do to make it one time only?

Spoiler:

#dynamic 0x(offset)
#org @start
checkflag 0x200
if 0x1 goto @got
giveitem 0xE 0x1 0x1
setflag 0x200
end


#org @got
clearflag 0x200
end

Well if it's in a Pokeball, then all you need is

Spoiler:

#dynamic 0x(offset)

#org @start
giveitem 0xE 0x1 0x1
end


And give the Pokeball any ID code which hasn't been used.

пзо January 29th, 2009 12:53 PM

Quote:

Originally Posted by Eternal Finality (Post 4319067)
I have a question,

right now i have a script that let the player obtain an antidote. but when i walk away, the antidote reappears. What do I do to make it one time only?

Spoiler:

#dynamic 0x(offset)
#org @start
checkflag 0x200
if 0x1 goto @got
giveitem 0xE 0x1 0x1
hidesprite 0x(Person number)
setflag 0x200
end


#org @got
clearflag 0x200
end

In Advanced map, goto, set Person Id, and write "200" as thats the setflag, and i edited it abit.

Eternal Finality January 29th, 2009 1:10 PM

Quote:

Originally Posted by Pokepal17 (Post 4319080)
Well if it's in a Pokeball, then all you need is

Spoiler:

#dynamic 0x(offset)

#org @start
giveitem 0xE 0x1 0x1
end


And give the Pokeball any ID code which hasn't been used.

thanks for the fast reply! Is there a list where I can see which ID numbers are already used? Thanks.

Also, Im new to scripting, I understand bits of it, but how do I make it so that a person gives the player an item, (without giving the player an option to refuse it).

TB Pro January 29th, 2009 2:06 PM

Quote:

Originally Posted by Eternal Finality (Post 4319122)
thanks for the fast reply! Is there a list where I can see which ID numbers are already used? Thanks.

Also, Im new to scripting, I understand bits of it, but how do I make it so that a person gives the player an item, (without giving the player an option to refuse it).

Giveitem does this automatically. Additem does too, and you can use a custom fanfare with it.

Ninja Caterpie January 29th, 2009 2:33 PM

Quote:

Originally Posted by Eternal Finality (Post 4319122)
thanks for the fast reply! Is there a list where I can see which ID numbers are already used? Thanks.

Also, Im new to scripting, I understand bits of it, but how do I make it so that a person gives the player an item, (without giving the player an option to refuse it).

Do you have XSE? The compiled guide has list of already used flags. Put any unused flag into the ID. Be warned, though. Once it's been used as some things ID, don't use it in a script.

Oh, and giving an item without a question...Well, you just remove the question part.

For example...

Code:

...
message @take 0x6 'this is the message it shows before giving the item. Maybe "Here, take this Potion" or something.
giveitem <item in hex> <amount> 0x0 'gives the item with the message "[PLAYER] recieved <ITEM>. Put [ITEM] in [BAG POCKET].
...


To not make it reset, you've got flags and stuff.

Eternal Finality January 29th, 2009 2:39 PM

Quote:

Originally Posted by Ninja Caterpie (Post 4319306)
Do you have XSE? The compiled guide has list of already used flags. Put any unused flag into the ID. Be warned, though. Once it's been used as some things ID, don't use it in a script.

Oh, and giving an item without a question...Well, you just remove the question part.

For example...

Code:

message @take 0x6
giveitem <item in hex> <amount> 0x0 'gives the item with the message "[PLAYER] recieved <ITEM>. Put [ITEM] in [BAG POCKET].


The rest you've learnt by means of flags. =P

yes Im using XSE, so the IDs are basically the same as flaggs, i see.
One more question though, i cant find the question part. (still dont understand all of XSE scripting) so i dont know what the script will look like.

Ninja Caterpie January 29th, 2009 2:43 PM

Quote:

Originally Posted by Eternal Finality (Post 4319325)
yes Im using XSE, so the IDs are basically the same as flaggs, i see.
One more question though, i cant find the question part. (still dont understand all of XSE scripting) so i dont know what the script will look like.

The, uh, flags ARE IDs. :\

I don't quite understand what you mean in that question.

Eternal Finality January 29th, 2009 2:50 PM

I meant that im too much of a beginner that i cant figure out the script, that a NPC will give me an item, without the box [accept yes/no].

I'd like it like:

NPC: i see that..blabla take this
*player recieved a potion*
NPC: good luck on your quest

now i have this, but XSE cant even compile it.

Spoiler:

#dynamic 0x2DD1F4
#org @start
lock
faceplayer
msgbox @hello 0x6
setflag 0x201
additem 0x0E 0x1 0x0
checkflag 0x201
if 0x1 goto @bye
release
end

#org @hello
= The outer world is dangerous.\nHere, take this.
release
end

#org @bye
= Good luck on your quest.
release
end

Lyzo January 29th, 2009 3:01 PM

Quote:

Originally Posted by Eternal Finality (Post 4319357)
I meant that im too much of a beginner that i cant figure out the script, that a NPC will give me an item, without the box [accept yes/no].

I'd like it like:

NPC: i see that..blabla take this
*player recieved a potion*
NPC: good luck on your quest

now i have this, but XSE cant even compile it.

Spoiler:

#dynamic 0x2DD1F4
#org @start
lock
faceplayer
msgbox @hello 0x6
setflag 0x201
additem 0x0E 0x1 0x0
checkflag 0x201
if 0x1 goto @bye
release
end

#org @hello
= The outer world is dangerous.\nHere, take this.
release
end

#org @bye
= Good luck on your quest.
release
end

I would get rid of the setflag and the checkflag
Make the script like this:

Spoiler:
#dynamic 0x2DD1F4

#org @start
lock
faceplayer
msgbox @hello 0x6
additem 0x0E 0x1 0x0
msgbox @bye 0x6
release
end

#org @hello
= The outer world is dangerous.\nHere, take this.

#org @bye
= Good luck on your quest.


When you're using a msgbox you don't need the release and end
The rest of the script is fine. Mabye you want to change the #dynamic 0x2DD1F4
to #dynamic 0x800000.

Eternal Finality January 29th, 2009 3:06 PM

when I try that script, i get the error
"too much parameters on line 7. The correct amount is 2"

line 7 is the line with the add item command.

I'm curious, why would I want to change the offset to 80000?

(im using Free Space finder to find offsets, also I wont use any original offsets for my hack, im planning to make my own world without any routes/towns from Kanto, if possible)

edit: i found that in the additem command, the last 0x0 must be removed.

Lyzo January 29th, 2009 3:12 PM

Quote:

Originally Posted by Eternal Finality (Post 4319395)
when I try that script, i get the error
"too much parameters on line 7. The correct amount is 2"

line 7 is the line with the add item command.

I'm curious, why would I want to change the offset to 80000?

(im using Free Space finder to find offsets, also I wont use any original offsets for my hack, im planning to make my own world without any routes/towns from Kanto, if possible)

edit: i found that in the additem command, the last 0x0 must be removed.

If you're using a free space finder then don't change it ;)

For the item command. Try changing it to giveitem and change the last part (0x0) to 0x6.

Change:

Code:

additem 0x0E 0x1 0x0

Change to:

giveitem 0x0E 0x1 0x6



Eternal Finality January 29th, 2009 3:15 PM

i tried the give item command, but now he just says his first line and then nothing happens.

Ninja Caterpie January 29th, 2009 3:37 PM

Give item 0x0 at the end. >_>

Eternal Finality January 29th, 2009 3:44 PM

I meant that when using the above script, the man says his first line once, and then nothing happens, i get no item.

Ninja Caterpie January 29th, 2009 4:11 PM

Have you changed 0x6 to 0x0 yet?

Austinia January 30th, 2009 12:31 AM

Quote:

Originally Posted by Austinia (Post 4313144)
Ok, so I made a quiz script... and theres several things I've found wrong with it...
>If you get a question wrong, she does not let you retake the quiz (though the setflag should only activate if you get it right) and when you beat the quiz, she repeats the '@winner' message twice and does not give you the prize. Then when you try to talk to her, she says nothing.

Anyways, I took out the messages but hopefully it's still fixable :/ I'll be trying to fix it. Thanks for any help!
Spoiler:
#dynamic 0x800000

#org @start
lock
faceplayer
checkflag 0x109
compare LASTRESULT 0x1
if 0x1 goto @alreadytookquiz
msgbox @liketotakequiz 0x5
compare LASTRESULT 0x1
if 0x1 goto @takequizandquestion
msgbox @noquiz 0x2
release
end

#org @alreadytookquiz
msgbox @done 0x2
release
end

#org @takequizandquestion
msgbox @question1 0x5
compare LASTRESULT 0x1
if 0x1 goto @correct1
msgbox @wrong1 0x2
release
end

#org @correct1
msgbox @question2 0x5
compare LASTRESULT 0x1
if 0x1 goto @correct2
msgbox @wrong2 0x2
release
end

#org @correct2
msgbox @question3 0x5
compare LASTRESULT 0x1
if 0x0 goto @correct3
msgbox @wrong3 0x2
release
end

#org @correct3
msgbox @question4 0x5
compare LASTRESULT 0x1
if 0x1 goto @correct4
msgbox @wrong4 0x2
release
end

#org @correct4
msgbox @question5 0x5
compare LASTRESULT 0x1
if 0x1 goto @correct5
msgbox @wrong5 0x2
release
end

#org @correct5
msgbox @winner 0x2
setflag 0x109
giveitem 0xCD 0x1 0x6
release
end

#org @question1
=

#org @wrong1
=

#org @question2
=

#org @wrong2
=

#org @question3
=

#org @wrong3
=

#org @question4
=

#org @wrong4
=

#org @question5
=

#org @wrong5
=

#org @winner
=

#org @done
=

#org @liketotakequiz
=

#org @noquiz
=
still need help :(

still need help with this script :/

Eternal Finality January 30th, 2009 4:25 AM

Spoiler:

#dynamic 0x2DD1F4

#org @start
lock
faceplayer
msgbox @hello 0x6
additem 0x0E 0x1 0x0
msgbox @bye 0x6
release
end

#org @hello
= The outer world is dangerous.\nHere, take this.

#org @bye
= Good luck on your quest.


This works as in that the player obtaines an item, but when i speak to the man again. i get the item again.

Andryandrew January 30th, 2009 6:31 AM

Quote:

Originally Posted by Eternal Finality (Post 4320366)
Spoiler:

#dynamic 0x2DD1F4

#org @start
lock
faceplayer
msgbox @hello 0x6
additem 0x0E 0x1 0x0
msgbox @bye 0x6
release
end

#org @hello
= The outer world is dangerous.\nHere, take this.

#org @bye
= Good luck on your quest.


This works as in that the player obtaines an item, but when i speak to the man again. i get the item again.

you have to add a "setflag" construct:
#dynamic 0x2DD1F4

#org @start
checkflag 0x950
if B_TRUE goto @end

lock
faceplayer
msgbox @hello 0x6
additem 0x0E 0x1 0x0
msgbox @bye 0x6
setflag 0x950
release
end

#org @end
end


#org @hello
= The outer world is dangerous.\nHere, take this.

#org @bye
= Good luck on your quest.

if you want the man say something different when you talk him again just modify the #org @end part of script

Quote:

Originally Posted by Austinia (Post 4320222)
still need help with this script :/

for the last msgbox simply you have to modify last parametre of giveitem instruction:
giveitem 0xCD 0x1 0x0
because 0x6 cause the repetition of last msgbox...

for the flag, I think flag 109 is a too low number... use 1009 instead, it maybe work

Deja Vu January 30th, 2009 7:30 AM

I stripped a few script offsets from unused places, and put them on some people I am using elsewhere, but I can't edit the script with my editor! When I compile it into the game and save, then go back to check, he says the original quote! It worked before! Any tips?
(Note: I'm not sure if this is important but I got a string of dialogue boxes in AdvanceMap telling me of an error and to contact Lu-Ho?[I know that's a forum member, I just want to know if it has anything to do with my situation.])

hot_kage January 30th, 2009 7:08 PM

omfg soory i come back with a script apperantly my 0x5's suck.
Code:

#dynamic 0x26ECB8

#org @start
lock
faceplayer
message @rockclimb 0x5
if 0x1 goto @yes
if 0x0 goto @end
release
end

#org @yes
msgbox @rockclimb2 0x6
applymovement 0xFF @move
doanimation 0x25
release
end

#org @end
release
end

#org @rockclimb
= Would [PLAYER] Like To Climb Rocks?

#org @rockclimb2
= [green_fr][player] Started Climbing The Rocks..

#org @move
#raw 0x14 0x1E 0xFE


problem: when i press yes it just stops :(
any ideas

Vrai January 30th, 2009 7:48 PM

Quote:

Originally Posted by hot_kage (Post 4321849)
Spoiler:

#dynamic 0x26ECB8

#org @start
lock
faceplayer
message @rockclimb 0x5
if 0x1 goto @yes
if 0x0 goto @end
release
end

#org @yes
msgbox @rockclimb2 0x6
applymovement 0xFF @move
doanimation 0x25
release
end

#org @end
release
end

#org @rockclimb
= Would [PLAYER] Like To Climb Rocks?

#org @rockclimb2
= [green_fr][player] Started Climbing The Rocks..

#org @move
#raw 0x14 0x1E 0xFE

You haven't used 0x5 properly, is all. You need to use a compare command in place of the if commands you've used.

Code:

msgbox @rockclimb2 0x5
compare LASTRESULT (or 0x800D) 0x0 (or 0x1)
if 0x1 goto @..



Austinia January 30th, 2009 10:42 PM

Quote:

Originally Posted by Andryandrew (Post 4320469)
for the last msgbox simply you have to modify last parametre of giveitem instruction:
giveitem 0xCD 0x1 0x0
because 0x6 cause the repetition of last msgbox...

for the flag, I think flag 109 is a too low number... use 1009 instead, it maybe work

Do you, or anyone, know how to make it so when you answer incorrectly, she lets you retake the quiz? When you answer incorrectly, it doesn't let you take it again, :/

mew999 January 31st, 2009 2:45 AM

hey im new to scripting could some one please tell me how to obtain an item from some one and then not get it again afterwards?

Hoshiko Aki January 31st, 2009 11:00 AM

Code:

'---------------
#org 0x8000F4
checkflag 0x828
if 0x1 goto 0x8800111
applymovement MOVE_PLAYER 0x8800114
waitmovement 0x0
msgbox 0x8800117 MSG_FACE '"[player]: Better look for a pokemo..."
end

'---------------
#org 0x800111
release
end

'---------
' Strings
'---------
#org 0x800117
= [player]: Better look for a pokemon.

'-----------
' Movements
'-----------
#org 0x800114
#raw 0x62 'Exclamation Mark (!)
#raw 0x12 'Step Left (Normal)
#raw 0xFE 'End of Movements


This script is not good.
He freezing if i walk on the spot.

Can somebuddy help?

hot_kage January 31st, 2009 11:13 AM

Quote:

Originally Posted by Vrai (Post 4321928)
msgbox @rockclimb2 0x5
compare LASTRESULT (or 0x800D) 0x0 (or 0x1)
if 0x1 goto @..

could you please evaulate..

you mean the script is like this:
Code:

dynamic 0x26ECB8

#org @start
lock
faceplayer
message @rockclimb 0x5
compare LASTRESULT 0x800D 0x1
if 0x0 goto @end

release
end

#org @yes
msgbox @rockclimb2 0x6
applymovement 0xFF @move
doanimation 0x25
release
end

#org @end
release
end

#org @rockclimb
= Would [PLAYER] Like To Climb Rocks?

#org @rockclimb2
= [green_fr][player] Started Climbing The Rocks..

#org @move
#raw 0x14 0x1E 0xFE



TB Pro January 31st, 2009 2:00 PM

Quote:

Originally Posted by Ichiro Kazuki (Post 4322585)
Code:

'---------------
#org 0x8000F4
checkflag 0x828
if 0x1 goto 0x8800111
applymovement MOVE_PLAYER 0x8800114
waitmovement 0x0
msgbox 0x8800117 MSG_FACE '"[player]: Better look for a pokemo..."
end

'---------------
#org 0x800111
release
end

'---------
' Strings
'---------
#org 0x800117
= [player]: Better look for a pokemon.

'-----------
' Movements
'-----------
#org 0x800114
#raw 0x62 'Exclamation Mark (!)
#raw 0x12 'Step Left (Normal)
#raw 0xFE 'End of Movements


This script is not good.
He freezing if i walk on the spot.

Can somebuddy help?

Ugh, put Var-Number: 5340 and Var-Value: 0300 in A-Map.

Robert Conley January 31st, 2009 3:35 PM

OK so Iam trying to make a script where a person says something and then gives you a pokemon. and depending on whether your party is full or not give you the pokemon.

Here's what I have:
PHP Code:

'---------------
#Dynamic 0x71B1C8

#org @start
msgbox 0x871B1E0 msg_face '"hey take this pokemon...\p"
countpokemon
compare LASTRESULT 0x6
if 0x1 goto 0x871B1D4
msgbox 
@msg1 0x2
givepokemon 0x19 0x10 0x0 0x0 0x0 0x0
end

#org @71B1D4
msgbox @msg2 0x2
end

'---------
'
Strings
'---------
#org @msg1
= Ok you can have the pokemon

#org @msg2
= Sorry youre part is full:p

#org @0x71B1E0
= hey take this pokemon...\p 

It still gives me the pokemon but the pokemon is at level 16 when it should be at lvl 10. Also this happens:

http://i457.photobucket.com/albums/qq295/hildetorr/Pokemon-FireRedGBA.pngStart talking
http://i457.photobucket.com/albums/qq295/hildetorr/Pokemon-FireRedGB1A.pngreceive pokemon
http://i457.photobucket.com/albums/qq295/hildetorr/Pokemon-FireRed2GBA.pngnot sure

Also where do I get the pokemons numbers for scripting? I only know that the above one is Pikachu from a document within XSE.

Pokepal17 February 1st, 2009 3:16 AM


Game: Pokemon Fire Red
Script Editor: XSE
Script: Trigger Script

Spoiler:

'---------------
#org 0x16A2F9
lock
checkflag 0x82F
if 0x0 call 0x829F6C8
release
end
'---------------
#org 0x29F6C8
sound 0x14B
setvar 0x8004 0x0
setvar 0x8005 0x3
setvar 0x8006 0x9
setvar 0x8007 0x2
special 0x136
pause 0x6
fadedefault
applymovement MOVE_PLAYER 0x829F700
setflag 0x82F
special 0x171
waitstate
setflag 0x1000
setflag 0x1001
setflag 0x1002
release
end

'-----------
' Movements
'-----------
#org 0x29F700
#raw 0x63 'Question Mark (?)
#raw 0xFE 'End of Movements


The script works fine until it ends and it starts to play the music which is in most of the game's cave maps and it won't stop playing until I enter a map which has different music to the current map.

Eternal Finality February 1st, 2009 4:05 AM

Im working on a hack from LG, any way that i can remove/edit this part of the intro?

http://img510.imageshack.us/img510/1219/59419819zh5.jpg

Andryandrew February 1st, 2009 5:40 AM

Quote:

Originally Posted by hildetorr (Post 4323362)
OK so Iam trying to make a script where a person says something and then gives you a pokemon. and depending on whether your party is full or not give you the pokemon.

Here's what I have:
Spoiler:
'---------------
#Dynamic 0x71B1C8

#org @start
msgbox @msg1 msg_face '"hey take this pokemon...\p"
countpokemon
compare LASTRESULT 0x6
if 0x1 goto @start2
msgbox @msg2 0x2
givepokemon 0x19 0x10 0x0 0x0 0x0 0x0
end

#org @start2
msgbox @msg3 0x2
end

'---------
'Strings
'---------
#org @msg2
= Ok you can have the pokemon

#org @msg3
= Sorry youre part is full:p

#org @msg1
= hey take this pokemon...\p
It still gives me the pokemon but the pokemon is at level 16 when it should be at lvl 10. Also this happens:

http://i457.photobucket.com/albums/qq295/hildetorr/Pokemon-FireRedGBA.pngStart talking
http://i457.photobucket.com/albums/qq295/hildetorr/Pokemon-FireRedGB1A.pngreceive pokemon
http://i457.photobucket.com/albums/qq295/hildetorr/Pokemon-FireRed2GBA.pngnot sure

Also where do I get the pokemons numbers for scripting? I only know that the above one is Pikachu from a document within XSE.

you went wrong with static/dynamic offsets... Changes are in BOLD

hot_kage February 1st, 2009 8:15 AM

Quote:

Originally Posted by Pokepal17 (Post 4324253)
'---------------
#org 0x16A2F9
lock
checkflag 0x82F
if 0x0 call 0x829F6C8
release
end
'---------------
#org 0x29F6C8
playsong 0x14B 0x0
setvar 0x8004 0x0
setvar 0x8005 0x3
setvar 0x8006 0x9
setvar 0x8007 0x2
special 0x136
pause 0x6
fadedefault
applymovement MOVE_PLAYER 0x829F700
setflag 0x82F
special 0x171
waitstate
setflag 0x1000
setflag 0x1001
setflag 0x1002
release
end

'-----------
' Movements
'-----------
#org 0x29F700
#raw 0x63 'Question Mark (?)
#raw 0xFE 'End of Movements

fixes in bold
althoughwhat is this suppose to do exactly?

darkmewham2 February 1st, 2009 1:34 PM

These 2 codes are meant to go together, and neither of which works...
Code:

#org @start
lock
faceplayer
countpokemon
#define compare 0x800D 0x1
#define if 0x1 goto @continue
if 0x0 goto @goaway
checktrainerflag 0x2e6
compare 0x800D 0x1
if 0x1 call @alreadybattled
release
end

#org @continue
= trainerbattle 0x0 0x2e6 0x0 @intro @defeat
msgbox @msg 0x2
end

#org @intro
= Battle commencing.

#org @defeat
= Congradulations.

#org @msg
= Please go get your\nEEVEE returned to you.
cleartrainerflag 0x19E

#org @goaway
= POKeMON number does\nnot equal one. Try again after\nyou've talked to the man beside\nme.


Code:

dynamic 0x8013F7
#org @start
lock
faceplayer
countpokemon
compare 0x800D 0x1
if 0x1call @continue
if 0x0 call @please
checktrainerflag 0x2e6
compare 0x800D 0x1
if 0x1 goto @alreadybattled
release
end

#org @continue
checkflag 0x1019
if 0x1 call @nomore
givepokemon 0x175 0x50 0x0 0x0 0x0 0x0
setflag 0x1019
end

#org @nomore
msgbox @msg 0x2
end

#org @msg
= Please go battle my sim.

#org @alreadybatted
setvar 0x8008 0x8
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
comparevars LASTRESULT 0x8009
if 0x5 goto @not
call 0x1A8CD9
msgbox @thanksalot 0x4
setflag 0x1000
release
end

#org @not
bufferpokemon 0x0 0x8009
msgbox @not2 0x4
release
end

#org @too
bufferpokemon 0x0 0x8009
msgbox @too2 0x4
release
end

#org @how
msgbox @old 0x4
release
end

#org @thanksalot
= Okay. Lets go.
warp 0x4 0x2 0x3 0x0 0x0
#org @not2
= My hack, not yours.

#org @too2
= Why are you messing with my hack?

#org @yesno
= Okay. I'll give you your\nEEVEE back and end the SIM.

#org @old
= I'm supprised your cheats work\n in my hack. o.o


Its logically impossible to not have the Pokemon in your party at this point in time, thats why the second code is kinda.. iffy... >.>

My script is basically 2 people.
Person 1 is the person who battles you.
Person 2 gives you a Pokemon, trades it to you with Eevee, and teleports you out of the SIM.

Person 2 gives you a SALAMENCE.
Person 1 battles you.
Person 2 realizes that you have battled person 1 because of the flag and trades you SALAMENCE with EEVEE.
Person 2 warps you out of the SIM.

Quote:

Originally Posted by hot_kage (Post 4324767)
fixes in bold
althoughwhat is this suppose to do exactly?

Looks like a follow me script.

amtrax February 1st, 2009 7:09 PM

Quote:

Originally Posted by knightmawk (Post 4325109)
This is both a script and mapping question, but mostly just scripting, I want to add a new area to the map and I want to make that area accesable only after specific actions have been performed, most likely just beating the Elite Four but Im not sure just yet.

So basicly how do I create a new island or a dive area that takes you to a new underwater then up to the new island and make that area only accesable after the elite four has been defeated. Like the dive area only apears when they are defeated.

well you would probably use script tiles to simply make it that the player turns around unless the requirements have been filled

Charlzard February 2nd, 2009 4:12 AM

Quote:

Originally Posted by darkmewham2 (Post 4325881)
Looks like a follow me script.

No, It's a script that activates the running shoes, and has the player run. I don't know what the variables are there.

Quote:

Originally Posted by amtrax (Post 4326606)
well you would probably use script tiles to simply make it that the player turns around unless the requirements have been filled

code

Yes, all you have to do is use setflag and checkflag. In the script, put a checkflag so it checks if the flag has been set. Here's an example.

Code:

#org $start
lock
checkflag 0x1002
if 0x1 goto $done
message $no
boxset 6
applymovement 0xFF $no1
pausemove 0
end

#org $done
release
end

#org $no
$no = Mom: You need a Pokemon First!

#org $no1
#raw 0x10 0xFE



Eternal Finality February 2nd, 2009 10:19 AM

Quote:

Originally Posted by Eternal Finality (Post 4324308)
Im working on a hack from LG, any way that i can remove/edit this part of the intro?

http://img510.imageshack.us/img510/1219/59419819zh5.jpg

I've looked into Advance Text, but i can't edit any part of the intro (the screen above and oaks intro) at all. Is there any way to remove it?

Andryandrew February 2nd, 2009 10:59 AM

Quote:

Originally Posted by Austinia (Post 4322177)
Do you, or anyone, know how to make it so when you answer incorrectly, she lets you retake the quiz? When you answer incorrectly, it doesn't let you take it again, :/

uhm... when you retalk to her, it say that you've already took the quiz or she say nothing?

mew999 February 2nd, 2009 11:18 AM

hey could some one please give me a script were someone gives the player an item. because each time i do it dioesnt work. (using XSE)

Mortar February 2nd, 2009 11:57 AM

Code:

#org @start
msgbox @message 0x2
giveitem 0x6 0x1 0x0
release
end

#org @message
= [blue_fr]Here, have a NET BALL.


Here you go.

Tornado February 2nd, 2009 1:25 PM

Just a thought guys and girls.
Is it possible to export the Deoxys script (the changing form at meteorites) and put it into Emerald?

Liquid Shadow February 2nd, 2009 3:20 PM

Quote:

Originally Posted by Tornado (Post 4328067)
Just a thought guys and girls.
Is it possible to export the Deoxys script (the changing form at meteorites) and put it into Emerald?

Yes, it should be possible. Now I have a question of my own.

I've been trying to figure this out for ages but I just couldn't figure it out.
I want to learn how to make scripts that deal with Ruby's real time clock like check the time, and if its a certain time go do a certain command, or like the script on cycling road on the signpost that tells you how many collisions you had and how long it took you to finish the course. Can someone help me out here?

knightmawk February 2nd, 2009 4:44 PM

1-Ok, one more question, I have asked this a few tims and I still don't really know what to do. I got to a point where I can Change Rayquaza to Deoxys or Mew wich was my last resort, but really what I was looking for was Jarachi, I don't know the script offset for Jarachi and I don't know how to change the wild battle script to make it so that clicking on Rayquaza(wich will be edited into Jarachi) makes you fight Jarachi.
2-Is there a way to place a scritp from Fire Red into Emerald, specificly the Snorlax event, and the pokeflute item. Basicly I want to make the entrance to a certain area blocked by a sleeping snorlax and have Birch give you the PokeFlute when you beat the elite four

Tyzer February 2nd, 2009 10:22 PM

PKSV-UI Gymleader script
 
Hey, I have writed a gymleader script for the 5ft gym and when i compile it into my rom and I open it from my rom, the script is whole changed...
Are there some faults in my script?

Here is my script
Code:

#org 0x816D54E
'-----------------------------------
setvar 0x8004 0x6
setvar 0x8005 0x2
special 0x174
trainerbattle 0x1 0x1A2 0x0 0x819832E 0x8198444 0x816D580
checkflag 0x259
if 0x0 jump 0x816D5A6 ' Smaller Than
msgbox 0x8198481 ' When a pokémon uses IRON TAIL,\nit changes it's tail to steel\nand hits the opponent!
callstd MSG_NOCLOSE ' Non-closing msg
release
end
#org 0x816D580
'-----------------------------------
setvar 0x8004 0x6
setvar 0x8005 0x1
special 0x173
clearflag 0x9F
setflag 0x4B4
setflag 0x824
setvar 0x8008 0x5
call 0x81A6B18
jump 0x816D5A6
#org 0x81A6B18
'-----------------------------------
copyvar 0x8000 0x8008
compare 0x8000 0x1
if 0x1 jump 0x81A6B76 ' Equal To
compare 0x8000 0x2
if 0x1 jump 0x81A6B7A ' Equal To
compare 0x8000 0x3
if 0x1 jump 0x81A6B81 ' Equal To
compare 0x8000 0x4
if 0x1 jump 0x81A6B8B ' Equal To
compare 0x8000 0x5
if 0x1 jump 0x81A6BA1 ' Equal To
compare 0x8000 0x6
if 0x1 jump 0x81A6BB4 ' Equal To
compare 0x8000 0x7
if 0x1 jump 0x81A6BCA ' Equal To
compare 0x8000 0x8
if 0x1 jump 0x81A6BE0 ' Equal To
end
#org 0x81A6B76
'-----------------------------------
cleartrainerflag 0x8E
return
#org 0x816D5A6
'-----------------------------------
msgbox 0x819850E ' Now that you have the STEELBADGE,\nthe DEFENSE of your POKéMON rises.\pIt also lets you SURF outside of\nbattle.\pAh!\nTake this, too!
callstd MSG_NOCLOSE ' Non-closing msg
checkitemamount 0x137 0x1
compare LASTRESULT 0x0
if 0x1 jump 0x816D5E7 ' Equal To
additem 0x137 0x1
msgbox 0x819858F ' \v\h01 received TM23\nfrom RUBEN.
copyvarifnotzero 0x8000 0x126
copyvarifnotzero 0x8001 0x1
copyvarifnotzero 0x8002 0x101
callstd 0x9 '
setflag 0x259
msgbox 0x81985AB ' This TM contains IRON TAIL,\nyou can teach it to each\npokémon that has a tail!
callstd MSG_NOCLOSE ' Non-closing msg
release
end
#org 0x816D5E7
'-----------------------------------
msgbox 0x819860D ' Make space for this, kid!
callstd MSG_NOCLOSE ' Non-closing msg
release
end
#org 0x81A6B7A
'-----------------------------------
cleartrainerflag 0x96
cleartrainerflag 0xEA
return
#org 0x81A6B81
'-----------------------------------
cleartrainerflag 0x8D
cleartrainerflag 0xDC
cleartrainerflag 0x1A7
return
#org 0x81A6B8B
'-----------------------------------
cleartrainerflag 0x84
cleartrainerflag 0x85
cleartrainerflag 0xA0
cleartrainerflag 0x109
cleartrainerflag 0x10A
cleartrainerflag 0x10B
cleartrainerflag 0x192
return
#org 0x81A6BA1
'-----------------------------------
cleartrainerflag 0x126
cleartrainerflag 0x127
cleartrainerflag 0x120
cleartrainerflag 0x121
cleartrainerflag 0x124
cleartrainerflag 0x125
return
#org 0x81A6BB4
'-----------------------------------
cleartrainerflag 0x118
cleartrainerflag 0x119
cleartrainerflag 0x11A
cleartrainerflag 0x11B
cleartrainerflag 0x1CE
cleartrainerflag 0x1CF
cleartrainerflag 0x1D0
return
#org 0x81A6BCA
'-----------------------------------
cleartrainerflag 0xB1
cleartrainerflag 0xB2
cleartrainerflag 0xB3
cleartrainerflag 0xB4
cleartrainerflag 0xD5
cleartrainerflag 0xD6
cleartrainerflag 0xD7
return
#org 0x81A6BE0
'-----------------------------------
cleartrainerflag 0x128
cleartrainerflag 0x129
cleartrainerflag 0x142
cleartrainerflag 0x143
cleartrainerflag 0x144
cleartrainerflag 0x188
cleartrainerflag 0x190
cleartrainerflag 0x191
return

#org 0x819832E
= RUBEN: Fwahahaha!\pA mere child like you dares to\nchallenge me?\pThe very idea makes me shiver\nwith mirth!\pWell then, if you wish,\nI'll show you the real, horrific\nstrengt of STEEL-TYPE POKéMON!\hFC\h0B\h56\h01
#org 0x8198444
= Humph!\nYou have proven your worth!\pHere!\nTake the STEELBADGE!
#org 0x8198481
= When a pokémon uses IRON TAIL,\nit changes it's tail to steel\nand hits the opponent!
#org 0x819850E
= Now that you have the STEELBADGE,\nthe DEFENSE of your POKéMON rises.\pIt also lets you SURF outside of\nbattle.\pAh!\nTake this, too!
#org 0x819858F
= \v\h01 received TM23\nfrom RUBEN.
#org 0x81985AB
= This TM contains IRON TAIL,\nyou can teach it to each\npokémon that has a tail!
#org 0x819860D
= Make space for this, kid!


I hope you can help me with that!

Ninja Caterpie February 2nd, 2009 10:31 PM

Quote:

Originally Posted by Eternal Finality (Post 4327697)
I've looked into Advance Text, but i can't edit any part of the intro (the screen above and oaks intro) at all. Is there any way to remove it?

Rofl.

Use the Search function. It's there for a reason. =P

Andryandrew February 3rd, 2009 4:41 AM

Quote:

Originally Posted by NeoNemesis (Post 4328413)
Yes, it should be possible. Now I have a question of my own.

I've been trying to figure this out for ages but I just couldn't figure it out.
I want to learn how to make scripts that deal with Ruby's real time clock like check the time, and if its a certain time go do a certain command, or like the script on cycling road on the signpost that tells you how many collisions you had and how long it took you to finish the course. Can someone help me out here?

mmm... yeah, it's *quite* simply... colck's data is at 02024f47 (this is the address of minute's byte of the internal clock). Hour's byte is at 02024f46. If you know ASM, you can make a routine that checks the byte; However there's some scripting commands (like comparefarbytetovar and similar) that let you make it more simply.

darkmewham2 February 3rd, 2009 5:23 AM

Quote:

Originally Posted by darkmewham2 (Post 4325881)
These 2 codes are meant to go together, and neither of which works...
Code:

#org @start
lock
faceplayer
countpokemon
#define compare 0x800D 0x1
#define if 0x1 goto @continue
if 0x0 goto @goaway
checktrainerflag 0x2e6
compare 0x800D 0x1
if 0x1 call @alreadybattled
release
end

#org @continue
= trainerbattle 0x0 0x2e6 0x0 @intro @defeat
msgbox @msg 0x2
end

#org @intro
= Battle commencing.

#org @defeat
= Congradulations.

#org @msg
= Please go get your\nEEVEE returned to you.
cleartrainerflag 0x19E

#org @goaway
= POKeMON number does\nnot equal one. Try again after\nyou've talked to the man beside\nme.


Code:

dynamic 0x8013F7
#org @start
lock
faceplayer
countpokemon
compare 0x800D 0x1
if 0x1call @continue
if 0x0 call @please
checktrainerflag 0x2e6
compare 0x800D 0x1
if 0x1 goto @alreadybattled
release
end

#org @continue
checkflag 0x1019
if 0x1 call @nomore
givepokemon 0x175 0x50 0x0 0x0 0x0 0x0
setflag 0x1019
end

#org @nomore
msgbox @msg 0x2
end

#org @msg
= Please go battle my sim.

#org @alreadybatted
setvar 0x8008 0x8
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
comparevars LASTRESULT 0x8009
if 0x5 goto @not
call 0x1A8CD9
msgbox @thanksalot 0x4
setflag 0x1000
release
end

#org @not
bufferpokemon 0x0 0x8009
msgbox @not2 0x4
release
end

#org @too
bufferpokemon 0x0 0x8009
msgbox @too2 0x4
release
end

#org @how
msgbox @old 0x4
release
end

#org @thanksalot
= Okay. Lets go.
warp 0x4 0x2 0x3 0x0 0x0
#org @not2
= My hack, not yours.

#org @too2
= Why are you messing with my hack?

#org @yesno
= Okay. I'll give you your\nEEVEE back and end the SIM.

#org @old
= I'm supprised your cheats work\n in my hack. o.o


Its logically impossible to not have the Pokemon in your party at this point in time, thats why the second code is kinda.. iffy... >.>

My script is basically 2 people.
Person 1 is the person who battles you.
Person 2 gives you a Pokemon, trades it to you with Eevee, and teleports you out of the SIM.

Person 2 gives you a SALAMENCE.
Person 1 battles you.
Person 2 realizes that you have battled person 1 because of the flag and trades you SALAMENCE with EEVEE.
Person 2 warps you out of the SIM.


Looks like a follow me script.

Sorry for bumping my post, but it got buried in other questions.

Eternal Finality February 3rd, 2009 7:57 AM

Quote:

Originally Posted by Ninja Caterpie (Post 4329209)
Rofl.

Use the Search function. It's there for a reason. =P

I know :P, ive tried searching for "change intro' and 'change intro text' But all I came up with was changing the palette of the player in the intro. And apparently the rom im hacking (LG) doesnt have the intro in Advance Text to edit.

Larsie13 February 3rd, 2009 8:05 AM

Quote:

Originally Posted by Eternal Finality (Post 4329992)
I know :P, ive tried searching for "change intro' and 'change intro text' But all I came up with was changing the palette of the player in the intro. And apparently the rom im hacking (LG) doesnt have the intro in Advance Text to edit.

Lol, he means the Search function in Advance Text :P

NatureKeeper February 3rd, 2009 8:18 AM

Guys, Excuse me but I need a script for Shade Mew:

This is how it goes:

Sorry, but the legendary Pokemon
Rayquaza lives here and I must test you in
a Lv.70 battle to pass. [Yes/No]

Yes= trainer battle
No= go 1 tile left

If the trainer battle's done, the flag is set for the script and the player can pass automatically.

Eternal Finality February 3rd, 2009 11:34 AM

Quote:

Originally Posted by Larsie13 (Post 4330003)
Lol, he means the Search function in Advance Text :P

I see, I used that and no intro talk was found :( any other way to edit that text?

darkmewham2 February 3rd, 2009 3:06 PM

Which game is this? It may have a special character. Also realize that it is case sensitive.

ckret2 February 3rd, 2009 6:51 PM

I'm working on the first script I've ever made, and I'm having trouble with XSE. I made one script and gave it a new offset I found with the FSF, compiled into my rom (at least I guess that's what I managed to do; you compile it just by clicking the button that looks like two blue gears, right?), went into the game and checked it out--it worked fine, the character talked just like he was supposed to. Except I'd messed up some of the dialogue and wanted to change it, so I went back into the script, changed the dialogue, and compiled it again.

But when I went back into the game it hadn't changed. I've tried several times. I've closed and opened XSE and compiled it again to see if it'd change, and saved in AdvanceMap after compiling to see if that would do any good. It hasn't.

What do I need to do to change a script once it's been compiled?

Ninja Caterpie February 3rd, 2009 9:54 PM

Quote:

Originally Posted by Eternal Finality (Post 4330295)
I see, I used that and no intro talk was found :( any other way to edit that text?

It's case sensitive. Type the exact text with the same capitals and stuff.

Tyzer February 3rd, 2009 10:05 PM

Can someone still help me with my script?

Eternal Finality February 4th, 2009 1:57 AM

Quote:

Originally Posted by Ninja Caterpie (Post 4331526)
It's case sensitive. Type the exact text with the same capitals and stuff.

still nothing, the intro just isnt there. I seem to miss most of the sevii islands too.

Andryandrew February 4th, 2009 4:44 AM

Quote:

Originally Posted by ckret2 (Post 4331268)
I'm working on the first script I've ever made, and I'm having trouble with XSE. I made one script and gave it a new offset I found with the FSF, compiled into my rom (at least I guess that's what I managed to do; you compile it just by clicking the button that looks like two blue gears, right?), went into the game and checked it out--it worked fine, the character talked just like he was supposed to. Except I'd messed up some of the dialogue and wanted to change it, so I went back into the script, changed the dialogue, and compiled it again.

But when I went back into the game it hadn't changed. I've tried several times. I've closed and opened XSE and compiled it again to see if it'd change, and saved in AdvanceMap after compiling to see if that would do any good. It hasn't.

What do I need to do to change a script once it's been compiled?

Uh... Did you change offset of script in A.Map with the new one?

Quote:

Originally Posted by Tyzer (Post 4329200)
Hey, I have writed a gymleader script for the 5ft gym and when i compile it into my rom and I open it from my rom, the script is whole changed...
Are there some faults in my script?

Here is my script
Code:

#org 0x816D54E
'-----------------------------------
setvar 0x8004 0x6
setvar 0x8005 0x2
special 0x174
trainerbattle 0x1 0x1A2 0x0 0x819832E 0x8198444 0x816D580
checkflag 0x259
if 0x0 jump 0x816D5A6 ' Smaller Than
msgbox 0x8198481 ' When a pokémon uses IRON TAIL,\nit changes it's tail to steel\nand hits the opponent!
callstd MSG_NOCLOSE ' Non-closing msg
release
end
#org 0x816D580
'-----------------------------------
setvar 0x8004 0x6
setvar 0x8005 0x1
special 0x173
clearflag 0x9F
setflag 0x4B4
setflag 0x824
setvar 0x8008 0x5
call 0x81A6B18
jump 0x816D5A6
#org 0x81A6B18
'-----------------------------------
copyvar 0x8000 0x8008
compare 0x8000 0x1
if 0x1 jump 0x81A6B76 ' Equal To
compare 0x8000 0x2
if 0x1 jump 0x81A6B7A ' Equal To
compare 0x8000 0x3
if 0x1 jump 0x81A6B81 ' Equal To
compare 0x8000 0x4
if 0x1 jump 0x81A6B8B ' Equal To
compare 0x8000 0x5
if 0x1 jump 0x81A6BA1 ' Equal To
compare 0x8000 0x6
if 0x1 jump 0x81A6BB4 ' Equal To
compare 0x8000 0x7
if 0x1 jump 0x81A6BCA ' Equal To
compare 0x8000 0x8
if 0x1 jump 0x81A6BE0 ' Equal To
end
#org 0x81A6B76
'-----------------------------------
cleartrainerflag 0x8E
return
#org 0x816D5A6
'-----------------------------------
msgbox 0x819850E ' Now that you have the STEELBADGE,\nthe DEFENSE of your POKéMON rises.\pIt also lets you SURF outside of\nbattle.\pAh!\nTake this, too!
callstd MSG_NOCLOSE ' Non-closing msg
checkitemamount 0x137 0x1
compare LASTRESULT 0x0
if 0x1 jump 0x816D5E7 ' Equal To
additem 0x137 0x1
msgbox 0x819858F ' \v\h01 received TM23\nfrom RUBEN.
copyvarifnotzero 0x8000 0x126
copyvarifnotzero 0x8001 0x1
copyvarifnotzero 0x8002 0x101
callstd 0x9 '
setflag 0x259
msgbox 0x81985AB ' This TM contains IRON TAIL,\nyou can teach it to each\npokémon that has a tail!
callstd MSG_NOCLOSE ' Non-closing msg
release
end
#org 0x816D5E7
'-----------------------------------
msgbox 0x819860D ' Make space for this, kid!
callstd MSG_NOCLOSE ' Non-closing msg
release
end
#org 0x81A6B7A
'-----------------------------------
cleartrainerflag 0x96
cleartrainerflag 0xEA
return
#org 0x81A6B81
'-----------------------------------
cleartrainerflag 0x8D
cleartrainerflag 0xDC
cleartrainerflag 0x1A7
return
#org 0x81A6B8B
'-----------------------------------
cleartrainerflag 0x84
cleartrainerflag 0x85
cleartrainerflag 0xA0
cleartrainerflag 0x109
cleartrainerflag 0x10A
cleartrainerflag 0x10B
cleartrainerflag 0x192
return
#org 0x81A6BA1
'-----------------------------------
cleartrainerflag 0x126
cleartrainerflag 0x127
cleartrainerflag 0x120
cleartrainerflag 0x121
cleartrainerflag 0x124
cleartrainerflag 0x125
return
#org 0x81A6BB4
'-----------------------------------
cleartrainerflag 0x118
cleartrainerflag 0x119
cleartrainerflag 0x11A
cleartrainerflag 0x11B
cleartrainerflag 0x1CE
cleartrainerflag 0x1CF
cleartrainerflag 0x1D0
return
#org 0x81A6BCA
'-----------------------------------
cleartrainerflag 0xB1
cleartrainerflag 0xB2
cleartrainerflag 0xB3
cleartrainerflag 0xB4
cleartrainerflag 0xD5
cleartrainerflag 0xD6
cleartrainerflag 0xD7
return
#org 0x81A6BE0
'-----------------------------------
cleartrainerflag 0x128
cleartrainerflag 0x129
cleartrainerflag 0x142
cleartrainerflag 0x143
cleartrainerflag 0x144
cleartrainerflag 0x188
cleartrainerflag 0x190
cleartrainerflag 0x191
return

#org 0x819832E
= RUBEN: Fwahahaha!\pA mere child like you dares to\nchallenge me?\pThe very idea makes me shiver\nwith mirth!\pWell then, if you wish,\nI'll show you the real, horrific\nstrengt of STEEL-TYPE POKéMON!\hFC\h0B\h56\h01
#org 0x8198444
= Humph!\nYou have proven your worth!\pHere!\nTake the STEELBADGE!
#org 0x8198481
= When a pokémon uses IRON TAIL,\nit changes it's tail to steel\nand hits the opponent!
#org 0x819850E
= Now that you have the STEELBADGE,\nthe DEFENSE of your POKéMON rises.\pIt also lets you SURF outside of\nbattle.\pAh!\nTake this, too!
#org 0x819858F
= \v\h01 received TM23\nfrom RUBEN.
#org 0x81985AB
= This TM contains IRON TAIL,\nyou can teach it to each\npokémon that has a tail!
#org 0x819860D
= Make space for this, kid!


I hope you can help me with that!

you have to compile the script with dynamicals offsets... Otherwise it delete some parts if you add instructions

Mortar February 4th, 2009 7:49 AM

Quote:

Originally Posted by PowerfulSquirtleKeeper (Post 4330018)
Guys, Excuse me but I need a script for Shade Mew:

This is how it goes:

Sorry, but the legendary Pokemon
Rayquaza lives here and I must test you in
a Lv.70 battle to pass. [Yes/No]

Yes= trainer battle
No= go 1 tile left

If the trainer battle's done, the flag is set for the script and the player can pass automatically.

Code:

#dynamic 0x[your offset]

#org @check
checkflag 0x501
if b_false goto @start
release
end

#org @start
msgbox @test 0x5
compare LAST_RESULT 0x1
if b_true goto @battle
applymovement 0xFF @stepleft
end

#org @battle
trainerbattle 0x1 0x[trainer number] 0x0 @intro @victory @after
end

#org @after
setflag 0x501
end

#org @stepleft
#raw 0x12 0xFE

#org @test
= Sorry, but the legendary POKéMON\nRAYQUAZA lives here.\pI must test you in a lv. 70\nbattle before letting you in.

#org @intro
= Here we go!

#org @victory
= You have passed the test.



Pokepal17 February 4th, 2009 1:44 PM

I need help.

Game: Pokemon Fire Red
Script Editor: XSE
Script Type: Signpost

Script
Spoiler:

#dynamic 0x700000

#org @start
special 0x187
compare LASTRESULT 0x2
if 0x1 goto @end
special 0x188
compare 0x4025 0x1F4
if 0x0 call @tree
msgbox @berry 0x2
random 0x5
compare LASTRESULT 0x0
if 0x1 goto @oran
compare LASTRESULT 0x1
if 0x1 goto @pecha
compare LASTRESULT 0x2
if 0x1 goto @rawst
compare LASTRESULT 0x3
if 0x1 goto @leppa
compare LASTRESULT 0x4
if 0x1 goto @sitrus
special 0x197
end

#org @end
end

#org @tree
msgbox @berry 0x2
end

#org @berry
= It's a berry tree!

#org @oran
giveitem 0x8B 0x1 0x0
return

#org @pecha
giveitem 0x87 0x1 0x0
return

#org @rawst
giveitem 0x88 0x1 0x0
return

#org @leppa
giveitem 0x8A 0x1 0x0
return

#org @sitrus
giveitem 0x8E 0x1 0x0
return


The script is meant to check if the player has walked 500 steps and then give them a random berry and reset the the amount of steps the player has moved.

Instead it gives me a random berry, doesn't close the message box when the berry is given and doesn't reset the amount of steps, therefore letting me get a random berry continuously. Please help.

Andryandrew February 4th, 2009 2:08 PM

Quote:

Originally Posted by Pokepal17 (Post 4332938)
I need help.

Game: Pokemon Fire Red
Script Editor: XSE
Script Type: Signpost

Script
Spoiler:

#dynamic 0x700000

#org @start
special 0x187
compare LASTRESULT 0x2
if 0x1 goto @end
special 0x188
compare 0x4025 0x1F4
if 0x0 goto @tree
msgbox @berry 0x2
random 0x5
compare LASTRESULT 0x0
if 0x1 goto @oran
compare LASTRESULT 0x1
if 0x1 goto @pecha
compare LASTRESULT 0x2
if 0x1 goto @rawst
compare LASTRESULT 0x3
if 0x1 goto @leppa
compare LASTRESULT 0x4
if 0x1 goto @sitrus
end

#org @end
end

#org @tree
msgbox @berry 0x2
end

#org @berry
= It's a berry tree!

#org @oran
giveitem 0x8B 0x1 0x0
goto @end2
end

#org @pecha
giveitem 0x87 0x1 0x0
goto @end2
end

#org @rawst
giveitem 0x88 0x1 0x0
goto @end2
end

#org @leppa
giveitem 0x8A 0x1 0x0
goto @end2
end

#org @sitrus
giveitem 0x8E 0x1 0x0
goto @end2
end

#org @end2
special 0x197
end


The script is meant to check if the player has walked 500 steps and then give them a random berry and reset the the amount of steps the player has moved.

Instead it gives me a random berry, doesn't close the message box when the berry is given and doesn't reset the amount of steps, therefore letting me get a random berry continuously. Please help.

Uhm... I deleted returns because you have to use "call" instead of "goto" if you want to return (but in my opinion it should work also with goto)...

Robert Conley February 4th, 2009 3:51 PM

Two things:
1.is it possible to make a script where a person will ask you for a meteorite and if you have one take it(the meteorite) and give you a deoxys/if you dont have one say something like "Dont have one huh? OK come see me when you do"?

2.How do I make a script so you cant access a certain area until after the elite four?
really need help so far the only thing ive done successfully is make simple talking scripts.

hot_kage February 4th, 2009 5:29 PM

lol sorry guys..
Code:

#dynamic 0x2DD4E4

#org @start
checkflag 0x2045
if 0x1 goto @end
fadesong 0x13B
setflag 0x2045
special 0x113
applymovement 0x7F @move
waitmovement 0x0
msgbox @1 0x6
special 0x114
applymovement 0x11 @move2
applymovement 0x12 @move2
special 0x113
applymovement 0x7F @move4
special 0x114
applymovement 0x11 @move3
msgbox @2 0x6
applymovement 0x11 @move5
applymovement 0x12 @move6
fadedefault
release
setflag 0x205
setflag 0x206
end

#org @move
#raw 0x11 0x11 0x11 0x11 0x11 0xFE

#org @1
= [blue_fr]JUAN:[black_fr] Hhmm..\nIt Appears There Was A Rockslide..\l[red_fr]RYAN:[black_fr] Yes..\lSo It Seems.\lI Guess The Road to [green_fr]Azure Summit\l[black_fr] Is Closed Off For Now..

#org @move2
#raw 0x00 0x62 0xFE

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

#org @move3
#raw 0x10 0x10 0x10 0x10 0x13 0x10 0x10 0x12 0x10 0x4A 0xFE

#org @2
= [blue_fr]Juan:[black_fr] Hello Citzen.\nI'm Officer Juan, Isis Region\lPolice. It Appears The Road To\l[green_fr]Azure Summit [black_fr] Is Closed.\lSorry.= [blue_fr]Juan:[black_fr] Hello Citzen.\nI'm Officer Juan, Isis Region\lPolice. It Appears The Road To\l[green_fr]Azure Summit [black_fr] Is Closed.\lSorry.

#org @move5
#raw 0x1F 0x1D 0x4E 0x1F 0x1F 0x60 0xFE

#org @move6
#raw 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1D 0x4E 0x1F 0x1F 0x60 0xFE

#org @end
end


the move camera is f'd so is the movement that follows and the return camera...in other words i suck a move camera

Eternal Finality February 5th, 2009 7:14 AM

Quote:

Originally Posted by Eternal Finality (Post 4330295)
I see, I used that and no intro talk was found :( any other way to edit that text?

Does anyone know?
Or do i need to switch to FR?

Lyzo February 5th, 2009 9:26 AM

Ok... The problem with this script is that it starts and works, until the 8th line (msgbox @Common 0x6) After that... the script just stops and you can move around, but after you do two steps the game restarts...??? Could someone tell me what's wrong?

Game: FireRed
Type: Trigger
Editor: XSE
Script:
Spoiler:
#dynamic 0x800000

#org @start
checkflag 0x204
if 0x1 goto @Done
applymovement 0x1 @MoveGary
waitmovement 0x0
msgbox @Common 0x6
applymovement 0x1 @MoveGary2
applymovement 0xFF @MovePlayer
waitmovement 0x0
applymovement 0x1 @MoveGary3
applymovement 0xFF @MovePlayer2
waitmovement 0x0
special 0x113
applymovement 0x7F @MoveCamera
waitmovement 0x0
playsong 0x0 0x0
msgbox @There 0x6
applymovement 0x7F @MoveCamera2
waitmovement 0x0
applymovement 0x1 @MoveGary4
applymovement 0xFF @MovePlayer3
waitmovement 0x0
applymovement 0x3 @MovePokemon
waitmovement 0x0
msgbox @Okay 0x6
applymovement 0x5 @MoveDad
waitmovement 0x0
applymovement 0x5 @MoveDad2
waitmovement 0x0
msgbox @Heisokay 0x6
applymovement 0x6 @MoveGrunt
applymovement 0x4 @MoveGrunt
waitmovement 0x0
applymovement 0x6 @MoveGrunt2
applymovement 0x4 @MoveGrunt2
waitmovement 0x0
applymovement 0x1 @TurnAround
applymovement 0xFF @TurnAround
applymovement 0x5 @TurnAround
waitmovement 0x0
msgbox @FoundMe 0x6
trainerbattle 0x1 0x66 0x0 @Haha @DarnIt @AfterBattle
release
end

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

#org @AfterBattle
msgbox @Argh 0x6
hidesprite 0x4
hidesprite 0x6
fadescreen 0x0
msgbox @GoodJob 0x6
warp 0x4 0x3 0xFF 0x6 0x5
setflag 0x204
release
end

#org @GoodJob
= ???: Good Job!\nYou guys are good.\lNow lets get the proffesor back...

#org @Argh
= Grunt: Arrrgghh!\nYour stronger than you look!

#org @DarnIt
= Grunt: Darn it! Beaten by a kid!

#org @Haha
= Grunts: Haha, stupid kids!

#org @FoundMe
= ???: Darn! They found me!\n.........................................\lGrunt: We weren't looking for you,\lbut for the pokemon you just scared away!\lYou're going to pay for that!

#org @MoveGrunt2
#raw 0x10
#raw 0x12
#raw 0xFE

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

#org @Heisokay
= ???: He's okay, we just need to get him\nback to the lab and fix him up.\l..................................................\pOh, right!\l\v\h01, \v\h06, you both probably don't know\lwho I am...\lI'll explain later but fir...

#org @MoveDad2
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x00
#raw 0xFE

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

#org @Okay
= [blue_fr]\v\h06: Pffff... it's gone.

#org @MovePokemon
#raw 0x03
#raw 0x62
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0xFE

#org @MovePlayer3
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0xFE

#org @MoveGary4
#raw 0x12
#raw 0x12
#raw 0x11
#raw 0x12
#raw 0x12
#raw 0xFE

#org @MoveCamera2
#raw 0x13
#raw 0x13
#raw 0x11
#raw 0x13
#raw 0x13
#raw 0x13

#org @There
= [blue_fr]\v\h06: There is Proffesor Mable!\nBut...\lWhat is that pokemon doing next to him?\lProffesor Mable looks hurt!\lWe should help him!

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

#org @MovePlayer2
#raw 0x11
#raw 0x11
#raw 0x12
#raw 0x12
#raw 0x11
#raw 0xFE

#org @MoveGary3
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0xFE

#org @MovePlayer
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0xFE

#org @MoveGary2
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0xFE

#org @Common
= [blue_fr]\v\h06: Come on \v\h01!\nWe have to find him!\lI think I heard something up ahead!

#org @MoveGary
#raw 0x10
#raw 0x10
#raw 0xFE

#org @Done
release
end

Screenshots and/or Videos: -

Andryandrew February 5th, 2009 11:41 AM

Quote:

Originally Posted by hot_kage (Post 4333377)
lol sorry guys..
Code:

#dynamic 0x2DD4E4

#org @start
checkflag 0x2045
if 0x1 goto @end
fadesong 0x13B
setflag 0x2045
special 0x113
applymovement 0x7F @move
waitmovement 0x0
msgbox @1 0x6
special 0x114
applymovement 0x11 @move2
applymovement 0x12 @move2
special 0x113
applymovement 0x7F @move4
special 0x114
applymovement 0x11 @move3
msgbox @2 0x6
applymovement 0x11 @move5
applymovement 0x12 @move6
fadedefault
release
setflag 0x205
setflag 0x206
end

#org @move
#raw 0x11 0x11 0x11 0x11 0x11 0xFE

#org @1
= [blue_fr]JUAN:[black_fr] Hhmm..\nIt Appears There Was A Rockslide..\l[red_fr]RYAN:[black_fr] Yes..\lSo It Seems.\lI Guess The Road to [green_fr]Azure Summit\l[black_fr] Is Closed Off For Now..

#org @move2
#raw 0x00 0x62 0xFE

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

#org @move3
#raw 0x10 0x10 0x10 0x10 0x13 0x10 0x10 0x12 0x10 0x4A 0xFE

#org @2
= [blue_fr]Juan:[black_fr] Hello Citzen.\nI'm Officer Juan, Isis Region\lPolice. It Appears The Road To\l[green_fr]Azure Summit [black_fr] Is Closed.\lSorry.= [blue_fr]Juan:[black_fr] Hello Citzen.\nI'm Officer Juan, Isis Region\lPolice. It Appears The Road To\l[green_fr]Azure Summit [black_fr] Is Closed.\lSorry.

#org @move5
#raw 0x1F 0x1D 0x4E 0x1F 0x1F 0x60 0xFE

#org @move6
#raw 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1D 0x4E 0x1F 0x1F 0x60 0xFE

#org @end
end


the move camera is f'd so is the movement that follows and the return camera...in other words i suck a move camera

I think camera have to return to the original position BEFORE putting "special 0x114"...

Robert Conley February 5th, 2009 1:03 PM

Quote:

Originally Posted by hildetorr (Post 4333208)
Two things:
1.is it possible to make a script where a person will ask you for a meteorite and if you have one take it(the meteorite) and give you a deoxys/if you dont have one say something like "Dont have one huh? OK come see me when you do"?

2.How do I make a script so you cant access a certain area until after the elite four?
really need help so far the only thing ive done successfully is make simple talking scripts.


So does anyone know how I can do these things?

mew999 February 6th, 2009 9:40 AM

Hey could some one tell me how to creat a script were you want to go in to another room but another charactoe stops you and says you need to have beaten the pokemon league? (im usig XSE)

ckret2 February 6th, 2009 1:56 PM

Game: FireRed
Type: two Person events
Editor: XSE
Script: I've got two scripts, a character and an itemball. You get your first Pokémon from the itemball. The itemball isn't supposed to disappear after you click on it. I have a flag so that if you click the character or the itemball after clicking the itemball once, they will say different things. The flag works, but if I leave the room and come back in, it seems to be reset: the character will say his first, pre-flag script again, and the itemball will give you a second Pokémon. What am I doing wrong?

The character's script:
Spoiler:
#dynamic 0x71C033
#org @start
lock
faceplayer
checkflag 0x7
if 0x1 goto @afterrattata
if 0x0 goto @beforerattata

#org @beforerattata
msgbox @beforerattatatext 0x6
release
end

#org @beforerattatatext
= \c\h01\h08\v\h06: Come on, come on,\ncome on, come on!!\pThey said I can't get my POKÈMON\nuntil you get yours!\pWhy?\nI guess it's because you gave your\pname before I did.\pStupid bureaucracy...

#org @afterrattata
msgbox @afterrattatatext 0x6
release
end

#org @afterrattatatext
= Fun. My very own RATTATA...\pSigh...\pTrust me, \v\h01! We'll find\nsome POKÈMON that are\pway better than Rattata.\pWe didn't graduate at the top of\nour TRAINEE class for nothing!


The itemball's script:
Spoiler:
#dynamic 0x71BD7B
#org @start
lock
checkflag 0x7
if 0x0 goto @getrat
if 0x1 goto @havearat
release
end

#org @getrat
showpokepic 0x13 0x0A 0x03
msgbox @getrat1 0x5
if 0x1 goto @yesrat
if 0x0 goto @norat

#org @getrat1
= This POKÈMON is very...\n...\pUh, it's a RATTATA.\nDo you want it or not?

#org @norat
msgbox @yesrat1 0x6
hidepokepic
fanfare 0x13E
waitfanfare
givepokemon 0x13 0x3 0x0 0x0 0x0 0x0
setflag 0x828
setflag 0x7
msgbox @yesrat2 0x6
applymovement 0xFF @move
waitmovement 0x0
applymovement 0x9 @move2
waitmovement 0x0
release
end

#org @move
#raw 0x20
#raw 0x03
#raw 0xFE

#org @move2
#raw 0x20
#raw 0x00
#raw 0xFE

#org @yesrat
msgbox @yesrat1 0x6
hidepokepic
fanfare 0x13E
waitfanfare
givepokemon 0x13 0x3 0x0 0x0 0x0 0x0
setflag 0x828
setflag 0x7
msgbox @yesrat2 0x6
applymovement 0xFF @move
waitmovement 0x0
applymovement 0x9 @move2
waitmovement 0x0
release
end

#org @norat1
= Too bad. Here it is anyway.\p\c\h01\h08\v\h06: Psst, \v\h01!\nDon't get too attached, okay?\pYou don't need to give RATTATA\na nickname or anything like that.\pWe're gonna get a way better\nPOKÈMON soon.\pYou've got \v\h06's word!\n

#org @yesrat1
= \c\h01\h08\v\h06: Psst, \v\h01!\nDon't get too attached, okay?\pYou don't need to give RATTATA\na nickname or anything like that.\pWe're gonna get a way better\nPOKÈMON soon.\pYou've got \v\h06's word!\n

#org @yesrat2
= Congratulations!\n\v\h01 received RATTATA!\p\c\h01\h02SCIENTIST: Next!\n\v\h01, move over.\p\v\h06, keep the line moving.

#org @havearat
msgbox @havearat1 0x6
release
end

#org @havearat1
= I shouldn't take this RATTATA.\nIt's for \v\h06.\pI may be a POKÈMON thief, but I\nwon't steal from my own partner!


(In addition, I also don't know how to make a script that can give a Pokémon a nickname--which is why I tried to avoid the issue altogether in the dialogue above--because I haven't found any instructions on how to do that in any tutorials so far. I've gone through several looking for just that. So if anyone could just tell me what that bit of script is, I'd be grateful.)

Screenshots and/or Videos: I don't have any, and in any case, I think this is a simple problem. The flag just seemingly removes itself if I leave the room and come back into it.

darkmewham2 February 6th, 2009 2:09 PM

Game: FireRed
Type: BPRE (I think)
Editor: XSE
Script:
Spoiler:
#org @start


lock


faceplayer


countpokemon


#define compare 0x800D 0x1


#define if 0x1 goto @continue


if 0x0 goto @goaway


checktrainerflag 0x2e6


compare 0x800D 0x1


if 0x1 call @alreadybattled


release


end





#org @continue


= trainerbattle 0x0 0x2e6 0x0 @intro @defeat


msgbox @msg 0x2


end





#org @intro


= Battle commencing.





#org @defeat


= Congradulations.





#org @msg


= Please go get your\nEEVEE returned to you.


cleartrainerflag 0x19E





#org @goaway


= POKeMON number does\nnot equal one. Try again after\nyou've talked to the man beside\nme.
Spoiler:



dynamic 0x8013F7


#org @start


lock


faceplayer


countpokemon


compare 0x800D 0x1


if 0x1call @continue


if 0x0 call @please


checktrainerflag 0x2e6


compare 0x800D 0x1


if 0x1 goto @alreadybattled


release


end





#org @continue


checkflag 0x1019


if 0x1 call @nomore


givepokemon 0x175 0x50 0x0 0x0 0x0 0x0


setflag 0x1019


end





#org @nomore


msgbox @msg 0x2


end





#org @msg


= Please go battle my sim.





#org @alreadybatted


setvar 0x8008 0x8


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


comparevars LASTRESULT 0x8009


if 0x5 goto @not


call 0x1A8CD9


msgbox @thanksalot 0x4


setflag 0x1000


release


end





#org @not


bufferpokemon 0x0 0x8009


msgbox @not2 0x4


release


end





#org @too


bufferpokemon 0x0 0x8009


msgbox @too2 0x4


release


end





#org @how


msgbox @old 0x4


release


end





#org @thanksalot


= Okay. Lets go.


warp 0x4 0x2 0x3 0x0 0x0


#org @not2


= My hack, not yours.





#org @too2


= Why are you messing with my hack?





#org @yesno


= Okay. I'll give you your\nEEVEE back and end the SIM.





#org @old


= I'm supprised your cheats work\n in my hack. o.o

[spoiler]

These two scripts work back-to-back. One of them gives you the Pokemon you need for the battle and one of them battles you. It says there is an "error 13" on line 7 of one of them, a type mismatch. I thought it was the word "goto" or "call", but I can't figure out whats wrong with it. I looked in tutorials and these were the exact lines used in those tutorials!



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