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-   -   Sierra's MEGA-HUGE XSE Scripting Tutorial (https://www.pokecommunity.com/showthread.php?t=164276)

Doctortux July 1st, 2009 8:50 AM

Wow, I cannot understand any of that. This isn't a tutorial for begginers is it? Anyways, it seems like you put a lot of effort into this so great job!

bna_li July 1st, 2009 10:03 PM

Hi, I'm trying to get into this hacking thing. Great guide, but I'm an idiot. -______-

I don't really get how flags work, I'm at the beginning of Ruby and I want to make those mover guys disappear. But I don't really get the flags thingies. How would I not make them disappear until I finish setting my clock? Right now they disappear if I accidentally go down.

Edit: Eh. Where is the script help thread by the way?

Malkner July 4th, 2009 2:19 PM

diegoisawesome, I checked my Ruby game, and I'm pretty sure you mixed up some of those specials. You listed special 0x9C as Wally's catch, but according to the "H-help me!" script, that's actually the special for choosing your first Pokemon.

There's a good chance I'm wrong, but somebody should look into that.

bna_li July 5th, 2009 1:38 AM

Can someone help me? I'm stuck and I'm only at the beginning..

ProClifo July 6th, 2009 11:38 AM

I have a prob too. I made Celebi wild Pokemon script in Viridian Forest, and thanks for the flag numbers, by the way. It dissapears normally when you kill it or run away from it. But when I catch it, it won't dissapear! Can someone help me and tell what to do? :/

Haz July 12th, 2009 3:46 AM

Thanks for the tutorial, this really helped me on my hack!

Rocka210 July 15th, 2009 2:03 PM

I need help!


#dynamic 0x8003D5
#org @start
checkflag 0x828
if 0x0 goto @1
if 0x1 goto @end
end
#org @1
lock
applymovement 0x01 @move
waitmovement 0x0
msgbox @Pine
boxset 0x6
applymovement 0x01 @move2
waitmovement 0x0
setflag 0x828
release
end
#org @move
#raw 0x03
#raw 0x62
#raw 0x13
#raw 0x13
#raw 0x11
#raw 0xFE
#org @move2
#raw 0x10
#raw 0x12
#raw 0x12
#org @end
release
end
#org @Pine
= Hey \v\h01!\nProf. Pine wanted to see you\nIt was something about getting your\nfirst pokemon.

This script is supposed to make the person walk 2 steps right and 2 steps up then say the script
and walk back to the beggining area

What did I do wrong

PS Please tell me the best XSE tutorial you've seen I'm not a great scripter

Excalibur July 15th, 2009 10:33 PM

Rocka210,
1. replace ??? with person event number (in A-map)
2. Yes, it possible. In your script after setflag 0x828 write "setvar 0x???? 0x1" (replace ???? with your variable, like 0x5001 or other), and then go to script events in A-map and choose your script event. Then write your variable in the "Var. number" and save your map and compile your script.

Larvitar170 July 21st, 2009 10:30 AM

Okay. I am editing the post, since I change the idea I had. Is there anyway to mix apply movement and trainer battle? I tried, but it won't work at all. Here is the script I tried. I would appreciate any help if someone can spare the time.

'---------------
#dynamic 0x000064
#org 0x000064
applymovement 0x1 0x2D51C3
waitmovement 0x0
return

'---------------
#dynamic 0x000005
trainerbattle 0x0 0x001 0x0 $before $after
msgbox @lost 0x6
release
end

'---------------
#dynamic 0x00007F
applymovement 0x1 0x2D51C3
waitmovement 0x0
return

#org $before
= [Brandon] Hey, have you seen my partner?\nHe has brown hair and a Totodile.\pNevermind, let's just battle!

#org $after
= No...I never lose...\nMy Herecross was just worn out.

#org @lost
= Well...I'll win next time!\nNow where could Miles have gone...

'-----------
' Movements
'-----------
#org 0x720CB4
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0xFE

#org 0x720CB4
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0xFE

Gold Man July 23rd, 2009 1:05 PM

Can you cerrent my script:
'-----------------------
#org 0x800A3D
lock
checkflag 0x828
if 0x1 goto 0x8800A96
checkgender
compare LASTRESULT 0x0
if 0x1 goto 0x8800A60
compare LASTRESULT 0x1
if 0x1 goto 0x8800A7B
end
'-----------------------
#org 0x800A96
hidesprite 0x1
end
'-----------------------
#org 0x800A60
givepokemon 0x88 0x5 0x0 0x0 0x0 0x0
msgbox 0x8800A9B '"[player]: This must be oak's\n poke..."
setflag 0x828
release
end
'-----------------------
#org 0x800A7B
givepokemon 0x87 0x5 0x0 0x0 0x0 0x0
msgbox 0x8800A9B '"[player]: This must be oak's\n poke..."
setflag 0x828
release
end

'---------
' Strings
'---------
#org 0x800A9B
= [player]: This must be oak's\n pokemon I better take it to him.

What's I want to happen is you find a pokeball and get pokemon deppening on your gender and then it says:[player]: This must be oak's pokemon I better take it to him. after that the pokeball disappears and you keep going but the pokeball disappears untill you walk 1 step then it reappears can you help me?

Sierraffinity July 23rd, 2009 1:39 PM

Quote:

Originally Posted by Gold Man (Post 4891282)
Can you cerrent my script:
'-----------------------
#org 0x800A3D
lock
checkflag 0x828
if 0x1 goto 0x8800A96
checkgender
compare LASTRESULT 0x0
if 0x1 goto 0x8800A60
compare LASTRESULT 0x1
if 0x1 goto 0x8800A7B
end
'-----------------------
#org 0x800A96
hidesprite 0x1
end
'-----------------------
#org 0x800A60
givepokemon 0x88 0x5 0x0 0x0 0x0 0x0
msgbox 0x8800A9B '"[player]: This must be oak's\n poke..."
setflag 0x828
release
end
'-----------------------
#org 0x800A7B
givepokemon 0x87 0x5 0x0 0x0 0x0 0x0
msgbox 0x8800A9B '"[player]: This must be oak's\n poke..."
setflag 0x828
release
end

'---------
' Strings
'---------
#org 0x800A9B
= [player]: This must be oak's\n pokemon I better take it to him.

What's I want to happen is you find a pokeball and get pokemon deppening on your gender and then it says:[player]: This must be oak's pokemon I better take it to him. after that the pokeball disappears and you keep going but the pokeball disappears untill you walk 1 step then it reappears can you help me?

Give the Poké Ball a People ID of 0828. That should fix your problem.

Gold Man July 23rd, 2009 2:20 PM

Ya but I forgot to say that the talking part dosen't come up what do I do about that?

Sierraffinity July 23rd, 2009 3:05 PM

Quote:

Originally Posted by Gold Man (Post 4891635)
Ya but I forgot to say that the talking part dosen't come up what do I do about that?

Since, apparently, you're using the old version of XSE, either update to the new one and put 0x2 after your msgbox command or put boxset 0x2 under the msgbox command if you don't want to update it for whatever reason.

Gold Man July 23rd, 2009 3:43 PM

Well when I put boxset 6 when I closed it and open it, it change my script into the one that dosn't work and it did that all by it self. And what do you mean by put 0x2 after your msgbox command?

Sorry about that my scripts never work :(

Sierraffinity July 23rd, 2009 4:17 PM

Quote:

Originally Posted by Gold Man (Post 4892022)
Well when I put boxset 6 when I closed it and open it, it change my script into the one that dosn't work and it did that all by it self. And what do you mean by put 0x2 after your msgbox command?

Sorry about that my scripts never work :(

Did you recompile with dynamic offsets or static? If static, then you overwrote some stuff from one part of your script with another. Try repointing the first part to a different offset.

lugia386 July 23rd, 2009 7:27 PM

very usefull... how ever, how come no one ever ****ing tells you how to add new events, i cant for the LIFE of me, figure out how, apparantly it must be "easy" if no one will say how, but why? I dont know how, it is vital information for absolute beginners like my self.

.Seth July 23rd, 2009 8:17 PM

Quote:

Originally Posted by lugia386 (Post 4892858)
very usefull... how ever, how come no one ever ****ing tells you how to add new events, i cant for the LIFE of me, figure out how, apparantly it must be "easy" if no one will say how, but why? I dont know how, it is vital information for absolute beginners like my self.

Watch that language. :o

In A-Map, you go to a map, click the "Events" tab, then at the bottom of the right sidebar, you change the number of the events and hit Apply, or OK, whatever it may be.

Then you click the event tile after position it, and add it's offset etc.

Dragonmaster91 July 23rd, 2009 9:41 PM

Quote:

Originally Posted by 非常に高いレベル (Post 4893027)
Watch that language. :o

In A-Map, you go to a map, click the "Events" tab, then at the bottom of the right sidebar, you change the number of the events and hit Apply, or OK, whatever it may be.

Then you click the event tile after position it, and add it's offset etc.

Is there an easier to understand explanation?\Sarcasm
Anyway, here's a tip to some people. Whenever you create a script and test it in-game, and it is destroyed, it means it either hit other parts of the game's data, or overwrote a previous script. Solution: Simple, save the script before compiling, and if it is bad in-game, use a different offset.

Of course, that is for the newbs\noobs.

Spoiler:
Technically, I am a noob. But lately, I have really gotten a grasp on MANY things. Pretty much\Almost everything but creating sprites.

flamezy boi July 24th, 2009 2:31 AM

HELP!!!!!
 
Quote:

Originally Posted by Dragonmaster91 (Post 4893318)
Is there an easier to understand explanation?\Sarcasm
Anyway, here's a tip to some people. Whenever you create a script and test it in-game, and it is destroyed, it means it either hit other parts of the game's data, or overwrote a previous script. Solution: Simple, save the script before compiling, and if it is bad in-game, use a different offset.

Of course, that is for the newbs\noobs.

Spoiler:
Technically, I am a noob. But lately, I have really gotten a grasp on MANY things. Pretty much\Almost everything but creating sprites.

SOME 1 ANY 1 PLEASE!!!!! HELP i have been trying all day...

#dynamic 0x800018

#org @start
lock
faceplayer
msgbox @1 0x6
release
end

#org @1
= Hi.
^i wuld try that and many other ways but when i go on the emulator the sprite
doesnt respond at all....

Cynder The Bloody Angel July 24th, 2009 2:46 AM

... WOOOOOOOW THAT is a tutorial ! man thanks a lot !

lugia386 July 24th, 2009 10:10 AM

i thought this tutorial could help but i guess its just me who fails...
i tried to do what it said, and the stuff doesnt work...
i try looking for what i needed to change, and it wasn't here....
i'm about ready to give up on hacking, becuase i can't get the help i need...
if some one can help me out live, over msn, or something, because i need some actual personal training on this stuff, cause i am ALWAYS running into problems that arent explained here, or as far as i know, anywhere...
my email is [email protected]
if and one wants to help me, please, please email me! I would be eternaly greatful!

.Seth July 24th, 2009 10:53 AM

Quote:

Originally Posted by Dragonmaster91 (Post 4893318)
Is there an easier to understand explanation?\Sarcasm
Anyway, here's a tip to some people. Whenever you create a script and test it in-game, and it is destroyed, it means it either hit other parts of the game's data, or overwrote a previous script. Solution: Simple, save the script before compiling, and if it is bad in-game, use a different offset.

Of course, that is for the newbs\noobs.

Spoiler:
Technically, I am a noob. But lately, I have really gotten a grasp on MANY things. Pretty much\Almost everything but creating sprites.

It really can't get any simpler than that.
I mean, seriously.

Quote:

Originally Posted by flamezy boi (Post 4894111)
SOME 1 ANY 1 PLEASE!!!!! HELP i have been trying all day...

#dynamic 0x800018

#org @start
lock
faceplayer
msgbox @1 0x6
release
end

#org @1
= Hi.
^i wuld try that and many other ways but when i go on the emulator the sprite
doesnt respond at all....

You have to put in the offset in A-map, if you didn't. Also, here is the corrected script:

Code:

#dynamic 0x 800000

#org @start
msgbox @1 0x2
end

#org @1
= Hi.


Simple, eh?
0x2 has lock and faceplayer built-in, so it's more stable.

Quote:

Originally Posted by lugia386 (Post 4895832)
i thought this tutorial could help but i guess its just me who fails...
i tried to do what it said, and the stuff doesnt work...
i try looking for what i needed to change, and it wasn't here....
i'm about ready to give up on hacking, becuase i can't get the help i need...
if some one can help me out live, over msn, or something, because i need some actual personal training on this stuff, cause i am ALWAYS running into problems that arent explained here, or as far as i know, anywhere...
my email is [email protected]
if and one wants to help me, please, please email me! I would be eternaly greatful!

Well, there's a tutoring section over in the main ROM Hacking section. Try signing up for Simple Scripting there.

I'm sure you can find a tutor.
Though, if you can't, just try editing a script. Like making it say something else.
Then move on to actually creating a script, if that way works for you.

Gold Man July 25th, 2009 11:56 AM

Umm I found an update of xse but it toke away the
'---------------
#org 0x800A9B
= [player]: This must be oak's\n pokemon I better take it to him.

Part can you help me?

Never mind I figriad it out.
Ps: the talking sill dosn't come up and the update of xse change my script to this:
'---------------
#org 0x800A3D
lock
checkflag 0x828
if 0x1 goto 0x8800A96
checkgender
compare LASTRESULT 0x0
if 0x1 goto 0x8800A60
compare LASTRESULT 0x1
if 0x1 goto 0x8800A7B
end
'---------------
#org 0x800A96
hidesprite 0x1
end
'---------------
#org 0x800A60
givepokemon 0x88 0x5 0x0 0x0 0x0 0x0
loadpointer 0x0 0x8800A9B '"[player]: This must be oak's\n pok..."
setflag 0x828
release
end
'---------------
#org 0x800A7B
givepokemon 0x87 0x5 0x0 0x0 0x0 0x0
loadpointer 0x0 0x8800A9B '"[player]: This must be oak's\n pok..."
setflag 0x828
release
end

'---------
' Strings
'---------
#org 0x800A9B
= [player]: This must be oak's\n pokemon I better take it to him.

quickfire July 26th, 2009 6:33 AM

How does XSE work? Everytime I try to type in a script and try to compile, it always tells me unknown word at such-and-such line. Thats with EVERY thing I try.

Dragonmaster91 July 26th, 2009 7:28 AM

Quote:

Originally Posted by 非常に高いレベル (Post 4895967)
It really can't get any simpler than that.
I mean, seriously.

Hence the /sarcasm line there.

Quote:

Originally Posted by quickfire (Post 4903609)
How does XSE work? Everytime I try to type in a script and try to compile, it always tells me unknown word at such-and-such line. Thats with EVERY thing I try.

Maybe you should fix the thing on that line.

Here is a script, a level script:

Code:

#org 0x3CA314
showsprite 0x3
showsprite 0x6
setvar 0x7000 0x1
msgbox 0x83CA37D MSG_YESNO
compare LASTRESULT 0x1
if 0x1 goto 0x83CA33B
setflag 0x207
loadpointer 0x0 0x83CA3A3
applymovement MOVE_PLAYER 0x83CA496
waitmovement 0xFF
trainerbattle 0x0 0x2 0x0 0x83CA3D5 0x83CA3F9
setflag 0x208
msgbox 0x83CA421 MSG_NORMAL
applymovement 0x3 0x83CA499
hidesprite 0x3
msgbox 0x83CA45C MSG_NORMAL
applymovement 0x6 0x83CA4A1
hidesprite 0x6
release
end

#org 0x3CA33B
applymovement MOVE_PLAYER 0x83CA496
waitmovement 0xFF
trainerbattle 0x0 0x2 0x0 0x83CA3D5 0x83CA3F9
setflag 0x208
msgbox 0x83CA421 MSG_NORMAL
applymovement 0x3 0x83CA499
hidesprite 0x3
msgbox 0x83CA45C MSG_NORMAL
applymovement 0x6 0x83CA4A1
hidesprite 0x6
release
end

#org 0x3CA37D
= Prof. Oak: Are you ready to battle?

#org 0x3CA3A3
= Prof. Oak: Ok, well step up when\nyou are ready.

#org 0x3CA3D5
= [rival]: So you think you can\nbeat me?

#org 0x3CA3F9
= [rival]: How can a loser like you\nbeat me?

#org 0x3CA421
= Professor Oak: I will be in the\ncave if anyone needs me.

#org 0x3CA45C
= [rival]: Gramps, wait!\pI want to give you back this\npokemon!

#org 0x3CA496
#raw 0x11
#raw 0xFE

#org 0x3CA499
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0xFE

#org 0x3CA4A1
#raw 0x11
#raw 0x11
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0xFE


When I beat him, I just get asked the question again. If I say yes that time, it will continue, then ask me the question AGAIN. If I say no, it does the step up thing, and then repeats. I actually need help again. Can anyone figure it out?

Edit: Figured it out. Set a variable at the end of the script to 0x2. Say you use setvar 0x7000 0x1 in the previous script. In order for it to work only AFTER you set the var, go to the part where you enter the variable normally, and in value, put in 0001. In order for the script to only happen once, and not repeat forever and ever, you have to use setvar 0x7000 0x2. That's right, 0x2. Giving it a different value, makes the script not happen because the script only works if the value is set to...


0x1!

Guess that's kind of an important part of the tut. Diego, you should add this to the level script tutorial.

indohekrz July 26th, 2009 11:54 PM

Wow! This tutorial is answer my problem on scripting. Thank you.

boytjuh July 27th, 2009 3:52 PM

I saw someone asking a question so:
I started working on my own hack today. I never made any scripts for anything before but managed to make a give pokémon script, and made the character dissapear, but the only thing is that i needed a pokédex. Now i did a setflag 829 to obtain the pokédex but the pokémon giving character also tells my nationaldex data in a bugged way. Is there anyway to solve that?
Well here's the script, maybe some corrections possible? (should be :3) OR maybe another way to add pokédex?
Spoiler:
#dynamic 0x800000

#org @start
lock
faceplayer
checkflag 0x828
checkflag 0x829
msgbox @1 0x4
goto @take
release
end

#org @take
givepokemon 0x83 0x5 0x0 0x0 0x0 0x0
msgbox @2 0x4
waitfanfare
closeonkeypress
setflag 0x828
msgbox @3 0x6
compare LASTRESULT 0x1
setflag 0x829
call 0x1A743B
fadescreen 0x1
fadescreen 0x0
hidesprite 0x800F
setflag 0x200
release
end

#org @done
msgbox @4 0x6

#org @1
= Hi!\pYou should take this\nLAPRAS.\p It's dangerous out there\pwithout a Pokémon!

#org @2
= You obtained an LAPRAS!

#org @3
= You also need a Pokédex!\pYou received Pokédex!

#org @4
= I have to go now,\p See you around?

Dragonmaster91 July 27th, 2009 7:43 PM

Quote:

Originally Posted by boytjuh (Post 4909718)
I saw someone asking a question so:
I started working on my own hack today. I never made any scripts for anything before but managed to make a give pokémon script, and made the character dissapear, but the only thing is that i needed a pokédex. Now i did a setflag 829 to obtain the pokédex but the pokémon giving character also tells my nationaldex data in a bugged way. Is there anyway to solve that?
Well here's the script, maybe some corrections possible? (should be :3) OR maybe another way to add pokédex?
Spoiler:
#dynamic 0x800000

#org @start
lock
faceplayer
checkflag 0x828
checkflag 0x829
msgbox @1 0x4
goto @take
release
end

#org @take
givepokemon 0x83 0x5 0x0 0x0 0x0 0x0
msgbox @2 0x4
waitfanfare
closeonkeypress
setflag 0x828
msgbox @3 0x6
compare LASTRESULT 0x1
setflag 0x829
call 0x1A743B
fadescreen 0x1
fadescreen 0x0
hidesprite 0x800F
setflag 0x200
release
end

#org @done
msgbox @4 0x6

#org @1
= Hi!\pYou should take this\nLAPRAS.\p It's dangerous out there\pwithout a Pokémon!

#org @2
= You obtained an LAPRAS!

#org @3
= You also need a Pokédex!\pYou received Pokédex!

#org @4
= I have to go now,\p See you around?

You screwed it up bad... Let me fix it, hang on.

Edit: I'm not even going to boldificate the changes, thats how much I changed.

Code:

#dynamic 0x800000

#org @start
lock
faceplayer
checkflag 0x828
if 0x0 goto @take
release
end

#org @take
msgbox @1 0x6
givepokemon 0x83 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox @2 0x4
waitfanfare
closeonkeypress
setflag 0x828
msgbox @3 0x6
setflag 0x829
msgbox @4 0x6
fadescreen 0x1
fadescreen 0x0
hidesprite 0x800F
setflag 0x200
release
end

#org @1
= Hi!\pYou should take this\nLAPRAS.\p It's dangerous out there\pwithout a Pokémon!

#org @2
= You obtained an LAPRAS!

#org @3
= You also need a Pokédex!\pYou received Pokédex!

#org @4
= I have to go now,\p See you around?


Quote:

#org @done
msgbox @4 0x6
You did not even have anything pointing at that. So, that became "loose" data.

Quote:

#org @start
lock
faceplayer
checkflag 0x828
checkflag 0x829
msgbox @1 0x4
goto @take
release
end
Here is all you needed:

#org @start
lock
faceplayer
checkflag 0x828
if 0x1 goto @end
______________
and then put @take here without the #org @take.

I put the script in the simplest way I could, 'cause I felt lazy.

Or, simply:

Code:

#org @start
lock
faceplayer
checkflag 0x828
if 0x1 goto @end
msgbox @1 0x6
givepokemon 0x83 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox @2 0x4
waitfanfare
closeonkeypress
setflag 0x828
msgbox @3 0x6
setflag 0x829
msgbox @4 0x6
fadescreen 0x1
fadescreen 0x0
hidesprite 0x800F (This should actually be the sprite you are talking to, I recommend against 0x800F)
setflag 0x200
release
end


And #org @end would be like this:

#org @end
release
end

And your whole script:

Code:

#dynamic 0x800000

#org @start
lock
faceplayer
checkflag 0x828
if 0x1 goto @end
msgbox @1 0x6
givepokemon 0x83 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox @2 0x4
waitfanfare
closeonkeypress
setflag 0x828
msgbox @3 0x6
setflag 0x829
msgbox @4 0x6
fadescreen 0x1
fadescreen 0x0
hidesprite 0x800F
setflag 0x200
release
end

#org @end
release
end

#org @1
= Hi!\pYou should take this\nLAPRAS.\p It's dangerous out there\pwithout a Pokémon!

#org @2
= You obtained an LAPRAS!

#org @3
= You also need a Pokédex!\pYou received Pokédex!

#org @4
= I have to go now,\p See you around?


That is how I am used to doing it.

Does this help?

It should, because now, even I know what I am doing.

boytjuh July 28th, 2009 1:54 AM

Thanks ALOT! I've been looking what i had to do for a while lol, since I'm new at scripting. ;) EDIT: It works :D

Dragonmaster91 July 28th, 2009 5:53 AM

Quote:

Originally Posted by boytjuh (Post 4911188)
Thanks ALOT! I've been looking what i had to do for a while lol, since I'm new at scripting. ;) EDIT: It works :D

Told you, I know what I'm doing... Funny, a month ago, I would have had no clue...

justdieplz July 28th, 2009 10:07 AM

This thread is not for fixing scripts, please move to the script help thread by HackMew to continue

Dragonmaster91 July 28th, 2009 12:00 PM

Quote:

Originally Posted by justdieplz (Post 4912786)
This thread is not for fixing scripts, please move to the script help thread by HackMew to continue

Wow, that's nice of you. You won't help someone on a script that was obviously one of their first, instead you refer them over there. Next time, make sure at the very least, that no one has already helped them, AT THE VERY LEAST.

Gold Man July 28th, 2009 1:46 PM

Umm angian why dose the talking part dosn't come up?

Dragonmaster91 July 28th, 2009 2:32 PM

Quote:

Originally Posted by Gold Man (Post 4913619)
Umm angian why dose the talking part dosn't come up?

That's because it has loadpointer. Replace that with msgbox. Is it a question, or statement? If it is a statement, try msgbox @(pointer) 0x6. If it is a question, try msgbox @(pointer) 0x5.

All loadpointer does is.. load... Not necessarily load a text box, especially if it does not know which kind.

Pokepal17 July 29th, 2009 6:41 AM

Quote:

Originally Posted by Dragonmaster91 (Post 4913802)
That's because it has loadpointer. Replace that with msgbox. Is it a question, or statement? If it is a statement, try msgbox @(pointer) 0x6. If it is a question, try msgbox @(pointer) 0x5.

All loadpointer does is.. load... Not necessarily load a text box, especially if it does not know which kind.

Msgbox will work.
Loadpointer is a command used in the msgbox construct (loadpointer & callstd) and it works differently on it's own, if not used in that construct.

icyace July 29th, 2009 6:47 AM

This tutorial helped me a lot, tnx.

Dragonmaster91 July 29th, 2009 7:11 AM

Quote:

Originally Posted by Pokepal17 (Post 4916453)
Msgbox will work.
Loadpointer is a command used in the msgbox construct (loadpointer & callstd) and it works differently on it's own, if not used in that construct.

Thank you, I did not know that.

joshay July 29th, 2009 10:48 AM

Cheers for the tutorial, I've bookmarked it and use it for reference loads.
cheers :)

ruby July 31st, 2009 4:33 AM

Say I have the offset for some text, is there any way for me to find out the offset of the script which calls that text?

A search function would be handy, of course I haven't a clue whether that's possible though.

indohekrz July 31st, 2009 10:27 PM

How do I can activate national dex on Ruby/Sapphire???

Using flag or special?
What's the hex?

0m3GA ARS3NAL July 31st, 2009 10:36 PM

Quote:

Originally Posted by Counterfeit (Post 4925573)
Say I have the offset for some text, is there any way for me to find out the offset of the script which calls that text?

A search function would be handy, of course I haven't a clue whether that's possible though.

Yeah, lets sat the offset of the text is 0x823131, you would do a search (In a hex editor) for 31318208 (Because we use Hex reversal)

AaBbCcDd
would become
DdCcBbAa

Pokepal17 August 1st, 2009 5:00 AM

Quote:

Originally Posted by indohekrz (Post 4930052)
How do I can activate national dex on Ruby/Sapphire???

Using flag or special?
What's the hex?

No flag or special, I think it's ASM or editing something in the RAM.

0m3GA ARS3NAL August 1st, 2009 7:01 AM

Quote:

Originally Posted by Dragonmaster91 (Post 4931361)
To activate the Nat. Dex? No, that is a special, just which one. Here's a tip, look at the script that gives you the Nat. Dex, and use that.

Very Wrong.
There is no script in R/S that gives you the National Pokedex.
There is an ASM code / Action Replay code that does that.

HackinJohn August 1st, 2009 12:49 PM

Another quick question.
 
I've tried everything, so I need help.
I'm trying to make my Oak overworld (Person Event No.: 3) to disappear completely once I talk to him, and he does, but as soon as I come back to the map, he's back. o.O;

Spoiler:
#dynamic 0x71A36B

#org @start
lock
faceplayer
msgbox @1 0x4
closeonkeypress
fanfare 0x100
special 0x16F
waitfanfare
fadescreen 0x0
msgbox @2 0x6
applymovement 0x3 @oak
waitmovement 0x0
setflag 0x2000
release
end

#org @1
= Oh, [PLAYER], I'm glad I caught you!\pI forgot to give you your upgrade!

#org @2
= With that upgrade, you will be\nable to keep account of more than\ljust the Kanto Pokemon!\pIsn't it fantastic!?\pWell, I must be going. Don't let\nme down!

#org @oak
#raw 0x01
#raw 0x11
#raw 0x60
#raw 0x11
#raw 0xFE


Thanks ahead of time [:

hygz1223 August 3rd, 2009 9:00 AM

i need help in the giveitem script. i type it in and it says #define on line 21 with hs the msg_obtain

indohekrz August 4th, 2009 11:50 PM

Quote:

Originally Posted by HackinJohn (Post 4932576)
I've tried everything, so I need help.
I'm trying to make my Oak overworld (Person Event No.: 3) to disappear completely once I talk to him, and he does, but as soon as I come back to the map, he's back. o.O;

Spoiler:
#dynamic 0x71A36B

#org @start
lock
faceplayer
msgbox @1 0x4
closeonkeypress
fanfare 0x100
special 0x16F
waitfanfare
fadescreen 0x0
msgbox @2 0x6
applymovement 0x3 @oak
waitmovement 0x0
hidesprite 0x3
setflag 0x2000
release
end

#org @1
= Oh, [PLAYER], I'm glad I caught you!\pI forgot to give you your upgrade!

#org @2
= With that upgrade, you will be\nable to keep account of more than\ljust the Kanto Pokemon!\pIsn't it fantastic!?\pWell, I must be going. Don't let\nme down!

#org @oak
#raw 0x01
#raw 0x11
#raw 0x60
#raw 0x11
#raw 0xFE


Thanks ahead of time [:

Do you put the flag on Oak's overworld???

You must put:
People ID: 2000

Or maybe, you must use hidesprite (the red text).

NintendoWalkthrudude August 5th, 2009 11:53 PM

I find this tutorial very useful diego, but I have a question.

I want it so when you talk to Professor Oak he says, "Want a pokemon?" and if you say yes he gives you a totodile, but if you say no he gives you a cyndaquil anyways. How can I get this to happen? I tried combining both the YES/NO script with the give pokemon script and it didn't work..

indohekrz August 6th, 2009 12:36 AM

Quote:

Originally Posted by NintendoWalkthrudude (Post 4951010)
I find this tutorial very useful diego, but I have a question.

I want it so when you talk to Professor Oak he says, "Want a pokemon?" and if you say yes he gives you a totodile, but if you say no he gives you a cyndaquil anyways. How can I get this to happen? I tried combining both the YES/NO script with the give pokemon script and it didn't work..

Try this script:
Spoiler:

#dynamic 0x800000

#org @start

checkflag 0x828
if 0x1 goto @done
checkflag 0x828
if 0x0 goto @willgive
end

#org @done
lock
faceplayer
msgbox @already 0x6
release
end

#org @willgive
lock
faceplayer
msgbox @ask 0x5
compare LASTRESULT 0x0
if 0x1 goto @cyndaquil
compare LASTRESULT 0x1
if 0x1 goto @totodile
end

#org @cyndaquil
msgbox @givecynda 0x4
givepokemon 0x9B 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox @get 0x4
waitfanfare
msgbox @takecare 0x6
setflag 0x828
release
end

#org @totodile
msgbox @givetoto 0x4
givepokemon 0x9E 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox @get2 0x4
waitfanfare
msgbox @takecare 0x6
setflag 0x828
release
end

#org @already
= That is Johto pokemon.

#org @ask
= Want a pokemon?

#org @get
= [player] received Cyndaquil from Oak.

#org @get2
= [player] received Totodile from Oak.

#org @givecynda
= But, you need a pokemon.\pThis pokemon for you.

#org @givetoto
= Okay, this is for you.

#org @takecare
= Please take care of your\npokemon.



Attention: This only work if you don't have a pokemon.

If you have a pokemon, change the flag to other flag.
Example: ... 0x828 change to ... 0x900 (... = setflag or checkflag.)

NintendoWalkthrudude August 6th, 2009 10:07 AM

Quote:

Originally Posted by indohekrz (Post 4951106)
Try this script:
Spoiler:

#dynamic 0x800000

#org @start

checkflag 0x828
if 0x1 goto @done
checkflag 0x828
if 0x0 goto @willgive
end

#org @done
lock
faceplayer
msgbox @already 0x6
release
end

#org @willgive
lock
faceplayer
msgbox @ask 0x5
compare LASTRESULT 0x0
if 0x0 goto @cyndaquil
compare LASTRESULT 0x1
if 0x1 goto @totodile
end

#org @cyndaquil
msgbox @givecynda 0x4
givepokemon 0x9B 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox @get 0x4
waitfanfare
msgbox @takecare 0x6
setflag 0x828
release
end

#org @totodile
msgbox @givetoto 0x4
givepokemon 0x9E 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox @get2 0x4
waitfanfare
msgbox @takecare 0x6
setflag 0x828
release
end

#org @already
= That is Johto pokemon.

#org @ask
= Want a pokemon?

#org @get
= [player] received Cyndaquil from Oak.

#org @get2
= [player] received Totodile from Oak.

#org @givecynda
= But, you need a pokemon.\pThis pokemon for you.

#org @givetoto
= Okay, this is for you.

#org @takecare
= Please take care of your\npokemon.



Attention: This only work if you don't have a pokemon.

If you have a pokemon, change the flag to other flag.
Example: ... 0x828 change to ... 0x900 (... = setflag or checkflag.)

Thank you, but when I click NO, it just he just repeats the question!

Sierraffinity August 6th, 2009 10:25 AM

Quote:

Originally Posted by NintendoWalkthrudude (Post 4952628)
Thank you, but when I click NO, it just he just repeats the question!

Code:

#dynamic 0x800000

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

#org @done
lock
faceplayer
msgbox @already 0x6
release
end

#org @willgive
lock
faceplayer
msgbox @ask 0x5
compare LASTRESULT 0x0
if 0x1 goto @cyndaquil
compare LASTRESULT 0x1
if 0x1 goto @totodile
end

#org @cyndaquil
msgbox @givecynda 0x4
givepokemon 0x9B 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox @get 0x4
waitfanfare
msgbox @takecare 0x6
setflag 0x828
release
end

#org @totodile
msgbox @givetoto 0x4
givepokemon 0x9E 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox @get2 0x4
waitfanfare
msgbox @takecare 0x6
setflag 0x828
release
end

#org @already
= That is Johto pokemon.

#org @ask
= Want a pokemon?

#org @get
= [player] received Cyndaquil from Oak.

#org @get2
= [player] received Totodile from Oak.

#org @givecynda
= But, you need a pokemon.\pThis pokemon for you.

#org @givetoto
= Okay, this is for you.

#org @takecare
= Please take care of your\npokemon.


Before, the script was checking for "if not no, goto @cyndaquil" and "if yes, it's yes, then go to @totodile", but I fixed it.

NintendoWalkthrudude August 6th, 2009 7:13 PM

Quote:

Originally Posted by diegoisawesome (Post 4952703)
Code:

#dynamic 0x800000

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

#org @done
lock
faceplayer
msgbox @already 0x6
release
end

#org @willgive
lock
faceplayer
msgbox @ask 0x5
compare LASTRESULT 0x0
if 0x1 goto @cyndaquil
compare LASTRESULT 0x1
if 0x1 goto @totodile
end

#org @cyndaquil
msgbox @givecynda 0x4
givepokemon 0x9B 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox @get 0x4
waitfanfare
msgbox @takecare 0x6
setflag 0x828
release
end

#org @totodile
msgbox @givetoto 0x4
givepokemon 0x9E 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox @get2 0x4
waitfanfare
msgbox @takecare 0x6
setflag 0x828
release
end

#org @already
= That is Johto pokemon.

#org @ask
= Want a pokemon?

#org @get
= [player] received Cyndaquil from Oak.

#org @get2
= [player] received Totodile from Oak.

#org @givecynda
= But, you need a pokemon.\pThis pokemon for you.

#org @givetoto
= Okay, this is for you.

#org @takecare
= Please take care of your\npokemon.


Before, the script was checking for "if not no, goto @cyndaquil" and "if yes, it's yes, then go to @totodile", but I fixed it.

Thanks a ton man, I refer to this tut like crazy so thanks for helping me out!
I think you should put in your main post about this sort of thing.

Also, I want one space, if stepped on you are checked for a pokemon, if you have one you are allowed through, but if you don't, you are pushed back one space. Would it be just like the script for the Guards in FR, like I would only have to replace the flag and text, or would it be different?

3n3rGyZ August 7th, 2009 2:51 AM

This may be a bit on the off-topic side...But if anyone is pretty experienced with scripting and could help me out.
I would really appreciate it if someone could add me on MSN so we could discuss some of the pointers on scripting.

Thanks in advance,

3n3rGyZ

NintendoWalkthrudude August 7th, 2009 3:32 PM

I tried this script:

Spoiler:
#org 0x8004B9
countpokemon
compare LASTRESULT 0x2
if 0x1 goto 0x88004CC
if 0x0 goto 0x88004ED

#org 0x8004CC
lock
faceplayer
= Okay go on through.
release
end

#org 0x8004ED
lock
faceplayer
= No pokemon? No passage!
#raw 0x2
#raw 0x12
release
end


But it doesn't work. I was trying to have it check pokemon, and if you have one you go onthrough and if you dont you go back one space to the left. Kinda like the cycling road entrances. But with only 2 script squares, But it just freezes you there while the guard stares at you.
I even adjusted the unknown and varnumber to like the picture, but it doesnt work still.

Napalm August 8th, 2009 7:39 PM

Thanks for the guide! A huge help for me.

Vigilante August 9th, 2009 12:03 PM

I don't really get the yes/no thing, I've tried it and it didn't work :/. Help me get a working one?

NintendoWalkthrudude August 9th, 2009 9:13 PM

Quote:

Originally Posted by Meneur d'enfer (Post 4964119)
I don't really get the yes/no thing, I've tried it and it didn't work :/. Help me get a working one?

Its basically, if they click yes you point them to #org @yes and if they pick no you point them to #org @no, unless you just want it to end when you click yes or no. Its basically all in the MSGBOX Number, you just have to add extra basic stuff depending on what you are planning to do with that particular script.

rockeymon August 12th, 2009 11:58 AM

What do you use to Compile the script? Or how do you?

NintendoWalkthrudude August 12th, 2009 6:17 PM

Quote:

Originally Posted by rockeymon (Post 4976505)
What do you use to Compile the script? Or how do you?

Using an XSE Script Editor

BlitŻ August 22nd, 2009 1:55 PM

this tut is really useful :P, I like teh movement lists

Fendaril August 23rd, 2009 4:08 PM

Hello Diego. First before anything your tutorial acts as an excellent reference for me. It's almost as if a professional wrote it.

Now here is my problem. I have a script that suppose to move my player but after its completed my player freezes on the spot without the msgbox function activating.
Below is my code.

Also do you know how to get XSE NOT to autogenerate extra code? It sometimes likes to generate extra unneeded movement commands.

Code:

'---------------
#org 0x80050A
checkflag 0x8D4
if 0x1 goto 0x880054C
setflag 0x8D4
lock
applymovement MOVE_PLAYER 0x880052C
waitmovement 0x0
release
msgbox 0x8800534 MSG_NORMAL '"you notice a pokeball"
closeonkeypress
end

'---------------
#org 0x80054C
release
end

'---------
' Strings
'---------
#org 0x800534
= you notice a pokeball

'-----------
' Movements
'-----------
#org 0x80052C
#raw 0x56 'Exclamation Mark (!)
#raw 0x0 'Face Down
#raw 0x1 'Face Up
#raw 0x2 'Face Left
#raw 0x3 'Face Right
#raw 0x2 'Face Left
#raw 0x3 'Face Right



Pokepal17 August 23rd, 2009 5:27 PM

Quote:

Originally Posted by Fendaril (Post 5028379)
Hello Diego. First before anything your tutorial acts as an excellent reference for me. It's almost as if a professional wrote it.

Now here is my problem. I have a script that suppose to move my player but after its completed my player freezes on the spot without the msgbox function activating.
Below is my code.

Also do you know how to get XSE NOT to autogenerate extra code? It sometimes likes to generate extra unneeded movement commands.

Code:

'---------------
#org 0x80050A
checkflag 0x8D4
if 0x1 goto 0x880054C
setflag 0x8D4
lock
applymovement MOVE_PLAYER 0x880052C
waitmovement 0x0
release
msgbox 0x8800534 MSG_NORMAL '"you notice a pokeball"
closeonkeypress
end

'---------------
#org 0x80054C
release
end

'---------
' Strings
'---------
#org 0x800534
= you notice a pokeball

'-----------
' Movements
'-----------
#org 0x80052C
#raw 0x56 'Exclamation Mark (!)
#raw 0x0 'Face Down
#raw 0x1 'Face Up
#raw 0x2 'Face Left
#raw 0x3 'Face Right
#raw 0x2 'Face Left
#raw 0x3 'Face Right



It only does that when you forget 0xFE at the end of the movements, so it reads the bytes after as movements.

Fendaril August 23rd, 2009 9:48 PM

So the extra movement generation was because the compiler was trying to guess the movements after to prevent bugs?

Pokepal17 August 24th, 2009 7:13 AM

Quote:

Originally Posted by Fendaril (Post 5029312)
So the extra movement generation was because the compiler was trying to guess the movements after to prevent bugs?

Nope, the byte, to end the movements there wasn't present, so XSE and the ROM believed the bytes after were movements, until it got too an FF or FE. So just remember to put 0xFE at the end of your movements.

Pikachu fan August 27th, 2009 1:48 AM

Script trouble!
 
okay, now i'm trying to compile a shaymin wildbattle script to my fir red hack

#dynamic 0x3AE35F

#org @start
lock
faceplayer
msgbox @1 0x6
cry 0x363 0x0
wildbattle 0x363 0x7 0x8B
fadescreen 0x1
fadescreen 0x0
hidesprite 0x800F
setflag 0x200
release
end

#org @1
= Shay!

that was the script and every time i try to compile it
it says
"Error 13 type mismatch in file ..... on line 8 missing #define or parameter
Line: wildbattle 0x363 0x7 0x8B

and before you say "Shaymin isn't in fire red!" I replaced roselia
with shaymin.

what is wrong with my script?

Vince_27 August 27th, 2009 1:52 AM

the wildbatlle command is:
0x(number of the pokemon yo want in HEX) 0x(level of the pokemon) 0x(item)

kaka1918 August 27th, 2009 2:51 AM

Is commande of
0x(nember of pokemon in pokedex) 0x(level of pokemon in Format Hexa) 0x(item)
exemple
0x9 0x54 0x1
tortank level 84 item master ball

Pikachu fan August 27th, 2009 10:13 PM

what would level 7 be in hex?

Vince_27 August 27th, 2009 10:29 PM

7in hex is 7, i think.

For know the number you can convert it with the calculator on windows.

ME0W August 29th, 2009 1:05 AM

Thanks! This tutorial really helped me!
- You're the MAN!

0m3GA ARS3NAL August 29th, 2009 1:19 AM

Quote:

Originally Posted by Pikachu fan (Post 5044790)
what would level 7 be in hex?

Seven, or, 7 can be written a few ways...

Decimal: 7
Hexadecimal (HEX): 0x7
Octadecimal (OCT, not used in ROM hacking...) 7
Binary (BIN, also not used OFTEN in ROM hacking...): 0111

Hope I could be of help, lol

Pikachu fan August 29th, 2009 9:45 PM

Thanks, now I just need roselias number is in hex
what is it?

EDIT: nevermind i found it

Gliscor-Guy September 2nd, 2009 2:03 AM

If i use an Level script, i'll be frozen.

When I decompile it, and make it an level script, i get this:

Code:

'---------------
#org 0x14E924
#raw 0x0


But when ik compile this, i don't get an offset, i get this:

Code:

eXtreme Script Editor v1.1.1
-------------------------------------
09-02-2009 12:02:10
-------------------------------------
Output wordt geopent: C:\Users\FSC\Downloads\Sunshine\1Pokémon Sunshine Hack2.gba...
Verwerken van input script...
2 - #ORG
 > lNewOffset = 0x14E924
3 - #RAW
 > bOut = 0x0
-------------------------------------
Bezig met opruimen...
Output sluiten...
Verwerking van input voltooid in 0,014 seconden.


(It's in dutch)

I copied this offset: > lNewOffset = 0x14E924
But then i get frozen.

G Deoxys September 4th, 2009 3:37 PM

I copied the "Give Pokemon" Script, and when i talk to the person that has that script it says:

Hows Charmander?

When u don't get the charmander

DestinyBender September 5th, 2009 5:52 PM

I use PKSUV, & I have no idea how to work it. I have read guides on it, but still can't nut it out. I am going to download XSE, so it will be much easier, special thanks to your guide. :) Good job.

BlitŻ September 6th, 2009 5:58 PM

hey deigo, for some reason, when I do a mssgboxbox the text comes out like this

Hi(press A)

This is pissing me off(press A)

I want to fix this(press A)

instead of going

Hi(press A)
This is pissing me off (A)
I want to fix this (A)

and Im phrasing it like this in XSE
Hi\nThis is pissing me off\lI want to fix this

So any tips?

Sunnysunsunny September 9th, 2009 5:26 PM

Map connecters are the first I chose to learn XD

Haku. September 11th, 2009 7:47 AM

Hmm A Request From me.Is There Anyway to make a make an earthquake,make it's flag to setflag 0x(blblabla) and after defeating the evil guys the map resets to normal?? like can i use

checkflag 0x...
if 0x1 goto @battle
release
end

#org @battle
pokemonbattle or whatsoever..
msgbox
fadescreen
clearflag
release
end

is that anyway i could make it happen?

kesco1101 September 13th, 2009 3:18 PM

Great tut. The only thing i really don't understand is the variable part :(

Cello September 14th, 2009 2:16 PM

This is an amazing guide, it's helped me learn all of my XSE scripting so far. However I have one tiny tiny question;
When using the \c color command, how do you use that correctly?

Like, for example:
\c[orange_fr]You received a Pokémon!

Would that be correct?

ProjectGale September 14th, 2009 3:19 PM

Quote:

Originally Posted by Cello (Post 5117374)
This is an amazing guide, it's helped me learn all of my XSE scripting so far. However I have one tiny tiny question;
When using the \c color command, how do you use that correctly?

Like, for example:
\c[orange_fr]You received a Pokémon!

Would that be correct?

You can either write it as [orange_fr]You received a Pokémon! or \c\h05You received a Pokémon!

Bayonetta September 16th, 2009 7:00 PM

Does anyone know what does "special 0x13D" do in fr?

G Deoxys September 18th, 2009 10:23 PM

hey how do i make this script work?

#Dynamic 0xoffset

#org @start
lock
faceplayer
checkflag 0x828
if 0x0 goto @give
if 0x1 goto @sry
release
end

#org @give
givepokemon 0x1 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
waitfanfare
setflag 0x828
msgbox @yay
boxset 0x6
release
end

#org @sry
msgbox @sorry
boxset 0x6
end

#org @yay
= You got Bulbasaur!

#org @sorry
= I can't give you anymore.

0m3GA ARS3NAL September 18th, 2009 10:31 PM

Quote:

Originally Posted by G Deoxys (Post 5130941)
hey how do i make this script work?

#Dynamic 0xoffset

#org @start
lock
faceplayer
checkflag 0x828
if 0x1 goto @sry
givepokemon 0x1 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
waitfanfare
setflag 0x828
msgbox @yay 0x6
release
end

#org @sry
msgbox @sorry 0x6
end

#org @yay
= You got Bulbasaur!

#org @sorry
= I can't give you anymore.

A few things, first off, I hope you know that "offset" is actually going to be a number, like 0x800000...

2nd;
checkflag 0x828
if 0x0 goto @give
if 0x1 goto @sry
is incorrect, you only need to define one of the 2, so I'll modify your script a little... Edits will be in the quote, in BOLD RED. (EXCEPT for things I remove, since I can't highlight stuff that isn't there.)

The only other thing wrong is the "boxset" command isn't used anymore, and is now a part of msgbox, so if you use boxset 0x6, now just add an 0x6 after the message's pointer...

Try the script out now...
(ALSO, if you don't know how to insert a script, read a tutorial, or Press F2 in XSE...)

G Deoxys September 18th, 2009 11:00 PM

ok, thanks for the help!!!!

Quote:

Originally Posted by 0m3GA ARS3NAL (Post 5130965)
A few things, first off, I hope you know that "offset" is actually going to be a number, like 0x800000...

2nd;
checkflag 0x828
if 0x0 goto @give
if 0x1 goto @sry
is incorrect, you only need to define one of the 2, so I'll modify your script a little... Edits will be in the quote, in BOLD RED. (EXCEPT for things I remove, since I can't highlight stuff that isn't there.)

The only other thing wrong is the "boxset" command isn't used anymore, and is now a part of msgbox, so if you use boxset 0x6, now just add an 0x6 after the message's pointer...

Try the script out now...
(ALSO, if you don't know how to insert a script, read a tutorial, or Press F2 in XSE...)

i put it in and when i go to talk to the person i click "a" and they don't say anything?

Toon Link September 25th, 2009 2:33 PM

What is the script to set the national pokedex in emerald?

DawnRyder September 25th, 2009 2:46 PM

Quote:

Originally Posted by Toon Link
What is the script to set the national pokedex in emerald?

#org @givendex
lock
faceplayer
msgbox @dexgive 0x2
callstd 0x4
special 0x1F3
release
end


#org @dexgive
= Here is a National Pokédex.

ME0W October 4th, 2009 1:26 AM

Man! This tutorial really helped me a lot!
Thanks dude! Your the man!

~~~~~~~~~~~~~~~~~~~~~~~~~~~~
I like CHANSEY.. :)

score_under October 4th, 2009 7:43 AM

Quote:

Originally Posted by 0m3GA ARS3NAL (Post 5049139)
Octadecimal (OCT, not used in ROM hacking...) 7

Actually, I'm sure you mean octal.
Octadecimal goes from 0 to H, and is pretty illogical to use when programming. Almost as illogical as using decimal. ;)

ME0W October 11th, 2009 11:40 PM

Thanks for the guide again! Now, I can use some coomands
that I never knew I can use!

0m3GA ARS3NAL October 12th, 2009 9:00 AM

Quote:

Originally Posted by score_under (Post 5184373)
Actually, I'm sure you mean octal.
Octadecimal goes from 0 to H, and is pretty illogical to use when programming. Almost as illogical as using decimal. ;)

lol, yeah, meant Octal, lol, my bad

panthers4091 October 31st, 2009 7:16 AM

Excellent guide, I've been using things from it for a while but just thought you deserved a post.

jaykimo October 31st, 2009 9:14 PM

1. For the trainer battle, how do you change the pokemon the trainer is battling with? Does it depend on what trainer ID you're using?
2. How do you change what Prof. Oak would say OUTSIDE and INSIDE the lab?

panthers4091 October 31st, 2009 9:24 PM

Quote:

Originally Posted by jaykimo (Post 5279698)
1. For the trainer battle, how do you change the pokemon the trainer is battling with? Does it depend on what trainer ID you're using?
2. How do you change what Prof. Oak would say OUTSIDE and INSIDE the lab?

The trainer ID determines the trainer you face, and therefore the pokemon. Download a tool if you want to change it.

To change what people say, open up the preexisting scripts and change them.

StheB November 8th, 2009 10:54 AM

Thanks your tutorial has help a lot :)

Necrid November 23rd, 2009 5:32 PM

Is he using XSE 1.0.0 or 1.1.1?? sorry im new here XD

sky_queen3 November 24th, 2009 2:33 AM

I love this tutorial, it helps me a lot. :)

Sierraffinity November 24th, 2009 4:50 PM

Quote:

Originally Posted by Necrid (Post 5345611)
Is he using XSE 1.0.0 or 1.1.1?? sorry im new here XD

I'm using the latest XSE, 1.1.1. At the top of the thread, it says to update to the latest version.

Necrid November 24th, 2009 9:11 PM

What is wrong with this script :( when i click on the npc i hear the sound of the messageboxx but the message box itself doesnt show here is the script

#dynamic 0x6B0A02
#org @start
msgbox @hello 0x2
end

#org @hello
= Hello\nMy name is Battousai

Chevalier November 27th, 2009 7:11 PM

Great guide! Huge help on countless problems except for a few things.

The most obvious problem that I've encountered is having to do with movement.

Example:
Overworld tries to pass Person A, Person A stops Overworld *doesn't lead him anywhere or makes him take a step back* and engages in a conversation. Then Person A walks off screen.
This event only happens once.

I realize that some of it is explained but as far I've read, and I've read the guide thoroughly, it doesn't mention how to go about this.

Thanks in advance.

Jemzx November 28th, 2009 7:21 PM

thank you, nice tutorial!


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