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

RaycrowX May 27th, 2009 10:54 AM

onyx97: Try this:
Spoiler:
#include stdpoke.rbh

#dynamic 0x800000

#org @jessejamesbattle
trainerbattle 0x1 0x331 0x0 @before @after 'This is a gym leader style battle, where the script will continue execution after the battle is done
msgbox @defeat MSG_NORMAL
'Put your flags somewhere around here
wildbattle PKMN_MEW 70 0 'The Mew battle
end

#org @before
= Little brat,this time MEW goes\nwith US!

#org @after
= Not again!!!!!!

#org @defeat
= Little brat next time we gonna\nbeat let's retreat!


Similar to my last post, I cannot help you as much as I would have been able to had you provided more detailed information.

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

EDIT: Allegretto: No problem. You will need these preprocesssing directives (see your XSE F2 guide for more info) in the script to make it work correctly, or replace the defined special words in the script.

Spoiler:
#include stdpoke.rbh 'Used for PKMN_EEVEE, which gets replaced by 0x85 (decimal 133)

#define HEALFLAG 0x828
#define NICKNAMEFUNCTION 0x1A74EB


...

checkflag HEALFLAG 'XSE replaces HEALFLAG with 0x828

...

givepokemon PKMN_EEVEE 5 0 0x0 0x0 0x0 'XSE replaces PKMN_EEVEE with 0x85

...

if B_== call NICKNAMEFUNCTION 'XSE replaces NICKNAMEFUNCTION with 0x1A74EB


So copy the bolded commands at the top into your script and let XSE do the work for you, or replace them manually yourself. I personally like using define as it makes it more readable for others and also more understandable for myself when I come back to it and try to understand it again. Make sense?

HackChu May 27th, 2009 12:42 PM

Well what im trying to do is make a ow walk to me,battle and walk away.The right tile for the script works fine,but the whole thing itself doesnt work when I step on the left tile.I made that huge script in my spoiler in my previous posts.And I used it as the left tile,I than made a smaller script for the right tile,so that I didn't have to do all that again.(I used the script offset from the left one,than I made the right script "goto (script offset)"But the right tile works fine,should I make another script and use the "@script offset" for the next one I should make?Similar to the one I made for the right tile?

Nintendoman58 May 27th, 2009 1:52 PM

Can someone help me again? I'm trying to make a script in which the professor appears and talks to you after the first flag appears.

Code:

#org $begin
lock
faceplayer
checkflag 0x200
if b_true goto $pomdude
applymovement 0x4 $pomdude
message $chooseone
$chooseone 1 =Hello!\nSorry I'm late\pI just like staring at the sea\nAnyway I have three Pokemon here.\pYou can only choose one.
boxset 6
release
end
#org $pomdude
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09


The problem is that when I step on the spot the game freezes.

Also, I'm trying to make a script in which the professor gives you the pokedex, but I don't know how to make one. Can someone help me?

metapod23 May 27th, 2009 6:59 PM

Quote:

Originally Posted by Nintendoman58 (Post 4684899)
Can someone help me again? I'm trying to make a script in which the professor appears and talks to you after the first flag appears.

Code:

#org $begin
lock
faceplayer
checkflag 0x200
if b_true goto $pomdude
applymovement 0x4 $pomdude
message $chooseone
$chooseone 1 =Hello!\nSorry I'm late\pI just like staring at the sea\nAnyway I have three Pokemon here.\pYou can only choose one.
boxset 6
release
end
#org $pomdude
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09


The problem is that when I step on the spot the game freezes.

Also, I'm trying to make a script in which the professor gives you the pokedex, but I don't know how to make one. Can someone help me?

You might need to add a setvar and a setflag at the end of the script. setvar should match the variable number for the script (if you don't have one, give it one - so if you make it variable # 5000, at the end of the script write setvar 0x5000) and the setflag should match the ID number of the professor. Without the setvar the game will tend to freeze, from what I've done.

Someone who knows more about scripting might be able to correct any mistakes I've made.

onyx79 May 27th, 2009 8:29 PM

raycrow x-your script is not very good it says: "too less parameters on line 3.the correct number is 6."
and doesn't work.....

0m3GA ARS3NAL May 27th, 2009 9:37 PM

Quote:

Originally Posted by onyx79 (Post 4685990)
raycrow x-your script is not very good it says: "too less parameters on line 3.the correct number is 6."
and doesn't work.....

I took the liberty to fix his script.
The problem is that the script is supposed to have another pointer for 0x1 type battles.

Here you go

Spoiler:
#include stdpoke.rbh

#dynamic 0x800000

#org @jessejamesbattle
trainerbattle 0x1 0x331 0x0 @before @after @afterbattlescript

#org @afterbattlescript
lock
msgbox @defeat MSG_NORMAL
wildbattle PKMN_MEW 70 0 'The Mew battle
'Insert Flags, and other script stuff here'
release
end

#org @before
= Little brat,this time MEW goes\nwith US!

#org @after
= Not again!!!!!!

#org @defeat
= Little brat next time we gonna\nbeat let's retreat!

Hoshiko Aki May 28th, 2009 2:12 AM

Code:

#dynamic 0x800000

#org @main
lock
faceplayer
msgbox @msg1 0x6
checkflag 0x828
givepokemon 0x178 0x5 0x0 0x0 0x0 0x0
setflag 0x828
fadescreen 0x1
hidesprite 0x800F
setflag 0x1000
fadescreen 0x0
release
end

#org @msg1
= A finaly you come, I must\ntell something importment\llisten carefully. As you know I\lwork fore the weather station. I\lhave a specail mission now and we\lneed your help! Take this\lcastform, and head the the\lweather station.I will be there!


probs with the script above.
the people where you talked fade away ( that;s what i wanted!)
he works but if i go in a building and thebn outside he is back * that;s not wat i want.

what do i wrong?

and the hex number of the pokemon is worng it;s now a absol inplaats van een castform

onyx79 May 28th, 2009 3:27 AM

this is the rocket script:
'---------------
#org 0x80CD5A
trainerbattle 0x1 0x331 0x0 0x8814D5E 0x8814DB4 0x880D19C
setflag 0x4E
release
end
'---------------
#org 0x80D19C
lock
msgbox 0x8814DC6 MSG_NORMAL '"Little brat next time we gonna\nbe..."
release
end

'---------
' Strings
'---------
#org 0x814D5E
= Little brat,this time MEW goes\nwith US!
#org 0x814DB4
= Not again!!!!!!
#org 0x814DC6
= Little brat next time we gonna\nbeat you,let's retreat!

after I beat them they say let's retreat but don't dissaper,what have I done wrong?

Allegretto May 28th, 2009 6:02 AM

special
 
So i put what you put in bold on top of my script. And al goes well with the givepokemon script. But when you have your eevee, your mom should heal your pokemon from then on. The problem is she doesnt. Anythoughts on that?

The script as it is now.

Spoiler:
#include stdpoke.rbh

#define HEALFLAG 0x828
#define NICKNAMEFUNCTION 0x1A74EB

#dynamic 0x800F5C

#org @checkhealorgive
countpokemon
compare LASTRESULT 0
if B_== goto @takeornot
checkflag HEALFLAG
if B_TRUE goto @heal
msgbox @6 MSG_FACE
end

#org @heal
msgbox @10 MSG_FACE
closeonkeypress
fadescreen 0x1
fanfare 0x100
special 0x0
waitfanfare
fadescreen 0x0
msgbox @11 MSG_NORMAL
end

#org @takeornot
lock
faceplayer
bufferpokemon 0x0 PKMN_EEVEE
msgbox @1 MSG_YESNO
compare LASTRESULT B_YES
if B_== goto @take
msgbox @2 MSG_NORMAL
release
end

#org @take
givepokemon PKMN_EEVEE 5 0 0x0 0x0 0x0
fanfare 0x13E
msgbox @3 MSG_KEEPOPEN
waitfanfare
msgbox @4 MSG_YESNO
compare LASTRESULT B_YES
if B_== call NICKNAMEFUNCTION
msgbox @5 MSG_NORMAL
release
end

#org @10
= What wonderful Pokèmon you\nhave there!\pThey look like\nthey could use a long rest.

#org @11
= Now they look better!\nDon't forget to visit!

#org @1
= MOM: You're going outside?\nYou should take your [buffer1]\pwith you.\nYou've been a team since\pyou learned to walk.\nWant it?

#org @2
= It'll be here waiting\nwhenever you need it.

#org @3
= [black_fr]You received an [buffer1]!

#org @4
= [black_fr]Would you like to give a\nnickname to [buffer1]?

#org @5
= [buffer1] looks overjoyed!

#org @6
= Your father would have been\nso proud.

RaycrowX May 28th, 2009 9:53 AM

0m3GA: Thanks for correcting it. I though I knew how it worked, but I guess I didn't. Now I know, thank you.

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

Quote:

Originally Posted by Allegretto (Post 4687060)
So i put what you put in bold on top of my script. And al goes well with the givepokemon script. But when you have your eevee, your mom should heal your pokemon from then on. The problem is she doesnt. Anythoughts on that?

The script as it is now.

It's supposed to do that because that's what I programmed it to do. Like I said in my original post, you would have to set the HEALFLAG to get her to begin healing your Pokemon, which I thought you could do at Viridian City or something like that. I thought you didn't want her to heal them right away because you had the countpokemon AND the flag. But now I understand what you want and have corrected the script in accordance. Keep in mind this could have been avoided had you specified exactly what you wanted your script to do in the first place.

Spoiler:
#include stdpoke.rbh

#define NICKNAMEFUNCTION 0x1A74EB

#dynamic 0x800000

#org @checkhealorgive
countpokemon
compare LASTRESULT 0
if B_== goto @takeornot
'Healing section
msgbox @10 MSG_FACE
closeonkeypress
fadescreen 0x1
fanfare 0x100
special 0x0
waitfanfare
fadescreen 0x0
msgbox @11 MSG_NORMAL
end

#org @takeornot
lock
faceplayer
bufferpokemon 0x0 PKMN_EEVEE
msgbox @1 MSG_YESNO
compare LASTRESULT B_YES
if B_== goto @take
msgbox @2 MSG_NORMAL
release
end

#org @take
givepokemon PKMN_EEVEE 5 0 0x0 0x0 0x0
fanfare 0x13E
msgbox @3 MSG_KEEPOPEN
waitfanfare
msgbox @4 MSG_YESNO
compare LASTRESULT B_YES
if B_== call NICKNAMEFUNCTION
msgbox @5 MSG_NORMAL
release
end

#org @10
= What wonderful Pokèmon you\nhave there!\pThey look like\nthey could use a long rest.

#org @11
= Now they look better!\nDon't forget to visit!

#org @1
= MOM: You're going outside?\nYou should take your [buffer1]\pwith you.\nYou've been a team since\pyou learned to walk.\nWant it?

#org @2
= It'll be here waiting\nwhenever you need it.

#org @3
= [black_fr]You received an [buffer1]!

#org @4
= [black_fr]Would you like to give a\nnickname to [buffer1]?

#org @5
= [buffer1] looks overjoyed!\pYour father would have been\nso proud.

I wasn't sure when you wanted her to say "Your father would have been so proud" so I just had her say it after you get Eevee.

LilCo2008 May 28th, 2009 10:40 AM

Ok well im working on a Fire Red hack and I have these pokeballs that I want when you click them that you get the pokemon inside.

I want you to be able to get all of them.

This is the script I used
Code:

#org 0x880032B
'-----------------------------------
checkflag 0xEEEE
if 0x1 jump 0x8800348 ' Equal To
addpokemon 0x229 0x3C 0x1 0x0 0x0 0x0
setflag 0xEEEE
end

#org 0x8800348
'-----------------------------------
end


Any help?

(I wouldnt let me post a picture)

HackChu May 28th, 2009 12:37 PM

Whoa...that setflag looks a bit....just whoa.Anyway someone please help with my script already...

DarkPrince304 May 29th, 2009 1:33 AM

Can anyone give me a list of important flags and its functions...
I want to make a script like:
I begin the game in my room then my mom comes and says " [PLAYER]! Go to sleep you have to get up early tomorrow and choose your starter pokemon"
The mom remains on the stairs till I sleep.and then I sleep and the next day arrives and mom is not on the stairs blocking the way

Kolossus May 29th, 2009 6:53 AM

Basic Help!
 
Hey everyone, sorry for the noob question. I have been looking all morning and have yet to see a simple answet to this. I change some of the script from the game, then I try to save, but it just makes a new file for that script! Then when I close the script and open it again, it opens the old script. I can open mine, but it opens in a new tab. Even when I go 'compile' it still saves as a new file. Any thoughts on how I can implement my script?

Allegretto May 29th, 2009 8:09 AM

applymovement
 
Thx for the help with the specialheal givepokemon script combo. Have a problem with the next applymovement script. He dosn't go where he needs to go. Th person should go 3 steps up first then 3 steps left and finally 4 steps up before ending up where he should end up.

Here's the script as i compiled it.

Spoiler:
#dynamic 0x8013D8

#org @start
checkflag 0x828
if 0x1 goto @done
msgbox @1 0x6
applymovement 0x03 @move
waitmovement 0x0
applymovement 0xFF @move2
pause 0x30
msgbox @2 0x6
playsong 0x13E 0x0
applymovement 0x03 @move3
applymovement 0xFF @move3
waitmovement 0x0
fadesong 0x12C
release
end

#org @done
release
end

#org @move
#raw 0x62
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0xFE

#org @move2
#raw 0x03
#raw 0xFE

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

#org @1
= Waaaiiiitttt!!!

#org @2
= You can't go out there\nwithout your own Pokemon.\pWild Pokemon will hurt you.


Can you help?

metapod23 May 29th, 2009 10:44 AM

Quote:

Originally Posted by DarkPrince304 (Post 4690495)
Can anyone give me a list of important flags and its functions...
I want to make a script like:
I begin the game in my room then my mom comes and says " [PLAYER]! Go to sleep you have to get up early tomorrow and choose your starter pokemon"
The mom remains on the stairs till I sleep.and then I sleep and the next day arrives and mom is not on the stairs blocking the way

I just made a similar script. Tested and it works.

For the mom, place a script at the entranceway. Give the mom the ID 2c and apply a var number to the script. I used 5050 which works fine. Place the mom sprite in the entranceway. Alter the code below to your liking ... (if you use a different number for the var, change the corresponding number in the code - DON'T change 2C - if you're not hacking Fire Red, though, I'm not sure if it will work). You might be able to put this all into one code.

Code:

'---------------
#org 0x800000
lockall
goto 0x80000c
releaseall
end

'---------------
#org 0x800000
showsprite 0x1
sound 0x9
showsprite 0x1
applymovement MOVE_PLAYER 0x8169B91
applymovement 0x1 0x8169868
waitmovement 0x1
applymovement 0x1 0x81A75E1
textcolor 0x0
msgbox 0x818E272 MSG_KEEPOPEN
closeonkeypress
applymovement 0x1 0x81A75D1
sound 0x9
waitmovement 0x1
hidesprite 0x1
setflag 0x2C
releaseall
end

'---------
' Strings
'---------
#org 0x18E272
= MOM: [player]! Get to bed!\nIt's 11:00! You should be asleep!\pGo to bed and don't forget to\nchange into your pajamas!

'-----------
' Movements
'-----------
#org 0x169B91
#raw 0x10 'Step Down (Normal)
#raw 0x62 'Exclamation Mark (!)
#raw 0x1 'Face Up
#raw 0xFE 'End of Movements

#org 0x169868
#raw 0x13 'Step Right (Normal)
#raw 0xFE 'End of Movements

#org 0x1A75E1
#raw 0x4A 'Face Player
#raw 0xFE 'End of Movements

#org 0x1A75D1
#raw 0x12 'Step Left (Normal)
#raw 0xFE 'End of Movements


Change the movements to match what you want. In mine the mom comes upstairs, so this works best.

Then apply a signpost to the bed with this sort of code:

Code:

'---------------
#org 0x800057
msgbox 0x818E4CA MSG_KEEPOPEN
closeonkeypress
fadescreen 0x1
pause 0x1E
fadescreen 0x0
hidesprite 0x1
releaseall
end

'---------
' Strings
'---------
#org 0x18E4CA
= [player] went to sleep\nand dreamed of getting your 1st\pPOKéMON!


Any questions please ask. The org#s are what I used for mine. Somebody who's better at scripting might be able to help you more as well with an easier way or something ...

derrick 313 May 29th, 2009 12:17 PM

hello iam trying to make a shiny lugia battle similer to the red garydos one and i replaced the shiny sprite with a shadow lugia one and i was wondering how do i use that progam to make the battle shiny every time ?

Mortifiier May 29th, 2009 2:22 PM

Issues with Gary Fight
 
Hey, I've been at this for a few hours now and can't figure it out. I wrote a script similar to the Gary battle scripts in FireRed (BPRE) using XSE. The actual trainer is a Team Rocket member, though I don't think it matters.

Basically, this guy walks on-screen, tells you to stop, then runs up to you and insults you a bit before starting a battle with you. These movements work properly. The battle also starts and finishes correctly. However...

...after the battle finishes, the applymovement code to make this Team Rocket member walk off-screen works, but the camera centers on him. And once the movements are completed (i.e. he would normally be off-screen) the game transfers movement control to this character.

I'm no longer the basic red Ash-like sprite. I'm now a Team Rocket sprite that can move around, although the movement permissions go berserk at this point and I can hardly move at all. That's only if I don't include the hidesprite command. If I leave that in there, I become the Team Rocket sprite, move off-screen, and then the sprite gets hidden, so the game freezes and I can't move anything anymore.

Here's my code:

Spoiler:

#dynamic 0x900000

'There are two triggers on the map
#org @trigger
lockall
setvar 0x4001 0x0
goto @main

'Main branch
#org @main
applymovement 0xC @appear
waitmovement 0x0
msgbox @message1 0x6
applymovement MOVE_PLAYER @exclamation
waitmovement 0x0
compare 0x4001 0x0
if 0x1 call @move1
compare 0x4001 0x1
if 0x1 call @move2
msgbox @message2 0x6
trainerbattle 0x1 0x003 0x0 @before @defeat @after
end

#org @after
msgbox @alert 0x6
compare 0x4001 0x0
if 0x1 call @move3
compare 0x4001 0x1
if 0x1 call @move4
hidesprite 0xC
setvar 0x6500 0x1
releaseall
end

#org @message1
= Hey, you!\nStop right there!

#org @message2
= You shouldn't be poking your nose\nwhere it doesn't belong, kid.\pThat's right. TEAM ROCKET has\nbusiness in these tunnels and it\ldoesn't concern you.\pI suggest you turn around now...\pWhat? You won't turn around?\pYou insolent brat!

#org @before
= I think I'll teach you some manners!

#org @defeat
= What the...

#org @alert
= Useless company POKéMON...I should\nhave brought my own.\pI'd better go warn the BOSS...He\ncan't afford to be seen here.\pYou were lucky, so don't think\nyou can beat me twice.

#org @move1
applymovement 0xC @approach1
waitmovement 0x0
return

#org @move2
applymovement 0xC @approach2
waitmovement 0x0
applymovement MOVE_PLAYER @spin
waitmovement 0x0
return

#org @move3
applymovement 0xc @leave1
waitmovement 0x0
return

#org @move4
applymovement 0xc @leave2
waitmovement 0x0
return

#org @appear
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0xFE 'End of Movements

#org @leave1
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0xFE 'End of Movements

#org @leave2
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0xFE 'End of Movements

#org @approach1
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x4A 'Face Player
#raw 0xFE 'End of Movements

#org @approach2
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x4A 'Face Player
#raw 0xFE 'End of Movements

#org @spin
#raw 0x03 'Face Right
#raw 0xFE 'End of Movements

#org @exclamation
#raw 0x62 'Exclamation
#raw 0xFE 'End of Movements



Please note:

I've tested multiple types of the trainerbattle command. All the Gary battles in the game use 0x3, which is what I tried to do, but I get the same control-transfer problem with 0x0 and 0x1, so please don't suggest that.

The scripts squares are set properly on the map, and all the movements to the Team Rocket sprite execute properly.

Somehow the trainerbattle command is causing this problem, even though it's coded fine and the actual battle works.

Thanks in advance to anyone who can fix this :)

BlitŻ May 29th, 2009 2:44 PM

hey guys im just wondering what music number do i put in the fanfare command to make that nose like when you open a secret door or a switch, like a *kachunk* noise?

HackChu May 29th, 2009 2:56 PM

Heh...maybe its just me,but I really hate being ignored...

PlatniumPiano May 29th, 2009 2:59 PM

Does anybody know the offset for nicknaming a Pokemon in Ruby version?

TheMantyke May 29th, 2009 4:27 PM

Hi, I'm brand new to hacking and need a bit of help with a very basic component to scripting.

I've scoured this thread and the guides, but I haven't found an explanation as to how you find the dynamic offset in XSE or in any other program. It says that I can find it with a free space finder and that one of those can be found in Advanced Map, but I'm still clueless as to where exactly the offset finder is and how I can use it in my script.

If it will help anyone help me, this is exactly what I'm trying to do. I have a ROM in which pokemon #152-386 can be obtained before the Elite 4. I need to activate the national dex very early in-game, so I've made a script that gives it to you right after you deliver Oak's Parcel... However, it's filled with holes and I don't know which codes correspond to the right offsets, message and flag.

I would really appriciate help here so I could finally get what I'm doing off the ground.

Here's the script I've made that needs to be fixed up.
Quote:

#dynamic 0x$16929F

#org @NPD
lock
faceplayer
checkflag 0x1
if 0x1 goto @done
msgbox @1 0x
setflag 0x829
release
end

BlitŻ May 29th, 2009 5:23 PM

Quote:

Originally Posted by TheMantyke (Post 4693233)
Hi, I'm brand new to hacking and need a bit of help with a very basic component to scripting.

I've scoured this thread and the guides, but I haven't found an explanation as to how you find the dynamic offset in XSE or in any other program. It says that I can find it with a free space finder and that one of those can be found in Advanced Map, but I'm still clueless as to where exactly the offset finder is and how I can use it in my script.

If it will help anyone help me, this is exactly what I'm trying to do. I have a ROM in which pokemon #152-386 can be obtained before the Elite 4. I need to activate the national dex very early in-game, so I've made a script that gives it to you right after you deliver Oak's Parcel... However, it's filled with holes and I don't know which codes correspond to the right offsets, message and flag.

I would really appriciate help here so I could finally get what I'm doing off the ground.

Here's the script I've made that needs to be fixed up.

Well you get a really good free space finder called free space finder (FSF) in the toolbox thread in the emulation directory where it says Hackmews toolbox, has some tools there that i use frequently. and nobody can really help you if you dont tell us what tool your using i.e. XSE, pokescript (which sucks:P), etc and what your script is suposed to do exactly. I hope you can get started and i'm expecting to see something in the scrapbox very soon;)

Samike360 May 29th, 2009 5:29 PM

Hey guys I'm working on making an applymovement script in leafgreen with xse and the script works fine, but I want to make it so that when you come down the stairs (entering the map) the script will run. Instead, I have to step off of the tile and step back on it for the script to work.

What I'm wondering is if I need to make level scripts (if so, is there any tutorials for it?) for it to work, or if a script on a warp just won't work.

Thanks :)

TheMantyke May 29th, 2009 5:42 PM

Quote:

Originally Posted by jebees (Post 4693468)
Well you get a really good free space finder called free space finder (FSF) in the toolbox thread in the emulation directory where it says Hackmews toolbox, has some tools there that i use frequently. and nobody can really help you if you dont tell us what tool your using i.e. XSE, pokescript (which sucks:P), etc and what your script is suposed to do exactly. I hope you can get started and i'm expecting to see something in the scrapbox very soon;)

Quote:

Originally Posted by TheMantyke (Post 4693233)
I've scoured this thread and the guides, but I haven't found an explanation as to how you find the dynamic offset in XSE or in any other program. It says that I can find it with a free space finder and that one of those can be found in Advanced Map, but I'm still clueless as to where exactly the offset finder is and how I can use it in my script.

If it will help anyone help me, this is exactly what I'm trying to do. I have a ROM in which pokemon #152-386 can be obtained before the Elite 4. I need to activate the national dex very early in-game, so I've made a script that gives it to you right after you deliver Oak's Parcel... However, it's filled with holes and I don't know which codes correspond to the right offsets, message and flag.

I don't think I forgot those things... :/

But reguardless, that you for the info on FSF, I had overlooked that...

More help is still appreciated from anybody!


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