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

rokrdude December 8th, 2009 6:33 PM

I want to make national dex (instead of normal region pokedex) available at the
start of ruby game

What changes should i do in the script(Im using XSE)?

GeloVosalv December 20th, 2009 7:32 AM

Looks pretty handy. But I still can't even get it to work by copying every character :/ Any, would it be possible to receive the egg. And that a person wouldn't let you go farther if the egg didn't hatch yet?

Tropical Sunlight December 20th, 2009 9:33 AM

Quote:

Originally Posted by GeloVosalv (Post 5405801)
Looks pretty handy. But I still can't even get it to work by copying every character :/ Any, would it be possible to receive the egg. And that a person wouldn't let you go farther if the egg didn't hatch yet?

giveegg (pokemon) and checkpokemon (the same pokemon) if 0x0 goto @you_cant_go_yet

lbirrueta December 25th, 2009 6:38 PM

how do you know how many bytes you will need for a script before using FSF? as in, what amount for a simple script or a big script?

Tropical Sunlight December 26th, 2009 12:10 AM

Quote:

Originally Posted by lbirrueta (Post 5422421)
how do you know how many bytes you will need for a script before using FSF? as in, what amount for a simple script or a big script?

If you are using dynamic offsets you don't even need to know the offset you write it on. Just simply open your ROM at 0x800000 and compile your script. Be sure to turn off the Compile Log and view the offset that @start was wrote in. That's the offset you put in A-Map.

altariaking December 30th, 2009 8:07 PM

how would I make a script where you watch a battle at the beggining of the game?

midnight ride January 1st, 2010 11:26 AM

I'm having a problem with my wild battle script
Spoiler:

'---------------
#org 0x8005B6
lock
faceplayer
msgbox 0x88005D9 0x6 '"MISDREAVUS: ......."
cry 0x6 0x0
wildbattle 0xC8 0x5 0x8B
fadescreen 0x1
fadescreen 0x0
hidesprite 0x800F
setflag 0x200
release
end

'---------
' Strings
'---------
#org 0x8005D9
= MISDREAVUS: .......


After I defeat or capture him he disappears until I move then the sprite reappears and I can battle him again. What have I done wrong with the script? And if it matters I'm using a firered ROM.

Sierraffinity January 1st, 2010 11:31 AM

Quote:

Originally Posted by midnight ride (Post 5441069)
I'm having a problem with my wild battle script
Spoiler:

'---------------
#org 0x8005B6
lock
faceplayer
msgbox 0x88005D9 0x6 '"MISDREAVUS: ......."
cry 0x6 0x0
wildbattle 0xC8 0x5 0x8B
fadescreen 0x1
fadescreen 0x0
hidesprite 0x800F
setflag 0x200
release
end

'---------
' Strings
'---------
#org 0x8005D9
= MISDREAVUS: .......


After I defeat or capture him he disappears until I move then the sprite reappears and I can battle him again. What have I done wrong with the script? And if it matters I'm using a firered ROM.

On Misdreavus's overworld in A-Map, change its Person ID to 0200.

midnight ride January 1st, 2010 4:58 PM

Quote:

Originally Posted by diegoisawesome (Post 5441079)
On Misdreavus's overworld in A-Map, change its Person ID to 0200.

I just changed the person ID but it still reappears.

Yusshin January 1st, 2010 9:43 PM

I don't understand the FSF offsets; does this need to be different for every script? Or is it always x8000000(blahblah)? For different types of messages, does this number change?

Oh, and I get an error when I launch the game ): 'cause this guide, although it does entail a lot of things, doesn't explain why things go in certain places very well. My tiny script doesn't look anything like the in-game NPC scripts. I don't get why I error right on start-up, either, since I modified the mother NPC on the first floor of the house.

When I launch Fire Red, I get this (after the "Press Start" screen):

"The 1M sub-circuit board is not installed"

What's that?

This is my NPC modification btw:

Code:

#dynamic 0x800000

#org @start
lock
faceplayer
textcolor 0x01
checkflag 0x200
if 0x1 goto @violaiswaiting
msgbox @1 0x6
applymovement 0x01 @move
waitmovement 0x0
applymovement 0xFF @move2
pause 0x30
release
end

#org @1
= Mom: Oh \v\h01! You're finally awake!\pProfessor Viola came by earlier;\n she wanted to talk to you but\n you were asleep.\pYou should go visit her.\n It appeared urgent.
setflag 0x200

#org @violaiswaiting
= Mom: You should go visit Viola;\n she should be in her laboratory.

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

#org @move2
#raw 0x12
#raw 0x12
#raw 0x10
#raw 0xFE


I don't even think it actually makes it into the game, since when I click on "Open Script" in Advanced Map, it displays the old script still.

What's wrong with it?

Sierraffinity January 2nd, 2010 5:57 AM

Quote:

Originally Posted by Yusshin (Post 5442697)
I don't understand the FSF offsets; does this need to be different for every script? Or is it always x8000000(blahblah)? For different types of messages, does this number change?

Oh, and I get an error when I launch the game ): 'cause this guide, although it does entail a lot of things, doesn't explain why things go in certain places very well. My tiny script doesn't look anything like the in-game NPC scripts. I don't get why I error right on start-up, either, since I modified the mother NPC on the first floor of the house.

When I launch Fire Red, I get this (after the "Press Start" screen):

"The 1M sub-circuit board is not installed"

What's that?

This is my NPC modification btw:

Code:

#dynamic 0x800000

#org @start
lock
faceplayer
textcolor 0x01
checkflag 0x200
if 0x1 goto @violaiswaiting
msgbox @1 0x6
applymovement 0x01 @move
waitmovement 0x0
applymovement 0xFF @move2
pause 0x30
release
end

#org @1
= Mom: Oh \v\h01! You're finally awake!\pProfessor Viola came by earlier;\n she wanted to talk to you but\n you were asleep.\pYou should go visit her.\n It appeared urgent.
setflag 0x200

#org @violaiswaiting
= Mom: You should go visit Viola;\n she should be in her laboratory.

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

#org @move2
#raw 0x12
#raw 0x12
#raw 0x10
#raw 0xFE


I don't even think it actually makes it into the game, since when I click on "Open Script" in Advanced Map, it displays the old script still.

What's wrong with it?

You forgot to press the "Compile" button on XSE and paste the offset on the mom's NPC.

locoroco January 3rd, 2010 10:51 AM

i cant get my normal msg to work each time i try to play it the player on wish i put on my script doesn't say anything i need to know what i did wrong

#dynamic 0x800000
#org @start
lock
faceplayer
msgbox @1 0x6
release
end

#org @1
= Do you have any pokemon.\nCheck if PROF.OAK\lgives you one.

and this is how it looks after i compile it and put it on a sprite in a-map

'-----------------------
#org 0x4567DE
lock
faceplayer
msgbox 0x84567E9 '"Will you get any\npokemon check if\..."
release
end


'---------
' Strings
'---------
#org 0x4567E9
= Will you get any\npokemon check if\lPROF.OAK will give you\lany.

im using fire red help!!!

ChaosNinjat January 4th, 2010 3:44 PM

Hey, this is a really great tutorial, but I just need some help with one piece of script:

I've changed the wording that your 'Mum' uses slightly in my Hack, so ithe script reads like this:

Spoiler:
'-----------------------
#org 0x168C09
lock
faceplayer
checkflag 0x258
if 0x1 goto 0x8168C4A
checkgender
compare LASTRESULT 0x0
if 0x1 call 0x8168C38
compare LASTRESULT 0x1
if 0x1 call 0x8168C41
closeonkeypress
applymovement 0x1 0x81A75E5
waitmovement 0x0
release
end

'-----------------------
#org 0x168C4A
msgbox 0x818D3D1 '"ou."
callstd 0x4
closeonkeypress
call 0x81A6C26
msgbox 0x818D3F8 '"MOM: Oh, good! You and your\nPOKéMO..."
callstd 0x4
release
end

'-----------------------
#org 0x168C38
msgbox 0x818D2F0 '"MOM: [.]Right.\nAll boys leave home..."
callstd 0x4
return

'-----------------------
#org 0x168C41
msgbox 0x818D360 '"MOM: [.]Right.\nAll girls dream of ..."
callstd 0x4
return

'-----------------------
#org 0x1A6C26
fadescreen 0x1
fanfare 0x100
waitfanfare
special 0x0
fadescreen 0x0
return


'-----------
' Movements
'-----------
#org 0x1A75E5
#raw 5A 'mov5A
#raw FE 'End of Movements


'---------
' Strings
'---------
#org 0x18D3D1
= ou.

#org 0x18D3F8
= MOM: Oh, good! You and your\nPOKéMON are looking great.\lDo your best!

#org 0x18D2F0
= MOM: [.]Right.\nAll boys leave home someday.\lIt said so on TV.\pOh, yes. PROF. REDWOOD, next door,\nwas looking for you.

#org 0x18D360
= MOM: [.]Right.\nAll girls dream of traveling.\lIt said so on TV.\pOh, yes. PROF. REDWOOD, next door,\nwas looking for you.


However after compiling it, it changes to this:

Spoiler:
'-----------------------
#org 0x168C09
lock
faceplayer
checkflag 0x258
if 0x1 goto 0x8168C4A
checkgender
compare LASTRESULT 0x0
if 0x1 call 0x8168C38
compare LASTRESULT 0x1
if 0x1 call 0x8168C41
closeonkeypress
applymovement 0x1 0x81A75E5
waitmovement 0x0
release
end

'-----------------------
#org 0x168C4A
msgbox 0x818D3D1 '"ou."
callstd 0x4
closeonkeypress
call 0x81A6C26
msgbox 0x818D3F8 '"MOM: Oh, good! You and your\nPOKéMO..."
callstd 0x4
release
end

'-----------------------
#org 0x168C38
msgbox 0x818D2F0 '"MOM: [.]Right.\nAll boys leave home..."
callstd 0x4
return

'-----------------------
#org 0x168C41
msgbox 0x818D360 '"MOM: [.]Right.\nAll girls dream of ..."
callstd 0x4
return

'-----------------------
#org 0x1A6C26
fadescreen 0x1
fanfare 0x100
waitfanfare
special 0x0
fadescreen 0x0
return


'-----------
' Movements
'-----------
#org 0x1A75E5
#raw 5A 'mov5A
#raw FE 'End of Movements


'---------
' Strings
'---------
#org 0x18D3D1
= ou.

#org 0x18D3F8
= MOM: Oh, good! You and your\nPOKéMON are looking great.\lDo your best!

#org 0x18D2F0
= MOM: [.]Right.\nAll boys leave home someday.\lIt said so on TV.\pOh, yes. PROF. REDWOOD, next door,\nwas looking for yMOM: [.]Right.\nAll girls dream of traveling.\lIt said so on TV.\pOh, yes. PROF. REDWOOD, next door,\nwas looking for you.

#org 0x18D360
= MOM: [.]Right.\nAll girls dream of traveling.\lIt said so on TV.\pOh, yes. PROF. REDWOOD, next door,\nwas looking for you.


You'll notice the ending line for a male protagonist is messed up. I'm not sure how to fix this, I've tried saving the script and saving changes, and saving the note, but I can't seem to keep it from changing. I'd really appreciate help with this :cer_smile:.

Satoshi Ookami January 5th, 2010 5:54 AM

Use new offsets...
You've extended the old offsets so it corrupted the other offsets.

Co500 January 12th, 2010 10:24 AM

there is a problem with this script every time i try to compile it it shows an error of the movements like 0x65, 0xfe and 0x10
Spoiler:
#Dynamic 0x800000

#ORG @START
Lock
FacePlayer
msgbox @Speak 0x6
applymovement 0xFF @move1
waitmovement 0x0
applymovement 0x01 @move2
waitmovement 0x0
msgbox @Shout 0x6
applymovement 0x01 @move3
waitmovement 0x0
Release
End

#ORG @Speak
= Hey you!

#org @move1
0x65
0xFE

#org @move2
0x10
0x10
0x10
0x10
0x10
0x10
0x10
0x10
0x66
0xFE

#org @shout
= Your here! meet me/nin the town up ahead!

#org @move3
0x1E
0x1E
0x1E
0x1E
0x1E
0x1E
0x1E
0x1E
0x60
0xFE

Satoshi Ookami January 12th, 2010 11:23 AM

Don't use different style of orgs ;)
And also don't put text string into movement strings ;)
Also you can try other offset... like 801000 etc...

Co500 January 12th, 2010 12:16 PM

ok that was fixed but now when executed the movements dont activate
this is the script before compiled
Spoiler:
#Dynamic 0x800025

#ORG @START
msgbox @Speak 0x6
applymovement 0xFF @move1
waitmovement 0x0
applymovement 0x01 @move2
waitmovement 0x0
msgbox @Shout 0x6
applymovement 0x01 @move3
waitmovement 0x0
Release
End

#ORG @Speak
= Hey you!

#org @move1
#raw 0x65
#raw 0xFE

#org @move2
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x66
#raw 0xFE

#org @shout
= Your here! meet me\nin the town up ahead!

#org @move3
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x60
#raw 0xFE

and this is it compiled
Spoiler:
'---------------
#org 0x8000A7
msgbox 0x88000D8 MSG_NORMAL '"Hey you!"
applymovement MOVE_PLAYER 0x88000E3
waitmovement 0x0
applymovement 0x1 0x88000E6
waitmovement 0x0
msgbox 0x88000F1 MSG_NORMAL '"Your here! meet me\nin the town up..."
applymovement 0x1 0x880011C
waitmovement 0x0
release
end


'---------
' Strings
'---------
#org 0x8000D8
= Hey you!

#org 0x8000F1
= Your here! meet me\nin the town up ahead!


'-----------
' Movements
'-----------
#org 0x8000E3
#raw 0x65 'Double Exclamation Mark (!!)
#raw 0xFE 'End of Movements

#org 0x8000E6
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x66 'Happy (^_^)
#raw 0xFE 'End of Movements

#org 0x80011C
#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 0x1E 'Step Up (Fast)
#raw 0x60 'Hide
#raw 0xFE 'End of Movements

KingCyndaquil January 17th, 2010 10:25 PM

can somebody help fix this?

#dynamic 0x800000

#org @main
lock
faceplayer
msgbox @msg 0x6
release
end

#org @msg
= MOM: Go outside and get some\nfresh air honey!\p[player]: ok mom. ill go to\nprof. Elm and see what\nhe is up to.




lock
faceplayer
special 0x113
applymovement 0x7F @move
waitmovement 0x0
special 0x114
msgbox @msg 0x6
release
end

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


= SILVER: I need a good pokemon to start my adventure with\nill just take a pokemon here\

#org $script


i dont know whats wrong but it wont let me compile............... pm me if u know what 2 do

its two deffernt scripts also. i cant get the offset to work on the mom in the first. and the bottom one wont activate

Satoshi Ookami January 18th, 2010 11:59 AM

#dynamic 0x800000

#org @main
lock
faceplayer
msgbox @msg 0x6
special 0x113
applymovement 0x7F @move
waitmovement 0x0
special 0x114
msgbox @msg 0x6
release
end

#org @msg
= MOM: Go outside and get some\nfresh air honey!\p[player]: ok mom. ill go to\nprof. Elm and see what\nhe is up to.

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

#org (Here's gotta be something)
= SILVER: I need a good pokemon to start my adventure with\nill just take a pokemon here\

#org $script (What's this?)

Could you say what the script should be doing?

Muffin™ January 23rd, 2010 6:17 AM

Help? every time I do the give pokemon script, this comes up:
http://i47.*.com/2lks4xw.jpg


The script is:
Code:

#dynamic 0x800000

#org @start
checkflag 0x828
if 0x1 goto @done
msgbox @1 0x5
compare LASTRESULT 0x1
if 0x1 goto @take
msgbox @2 0x6
release
end

#org @take
givepokemon 0x85 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox @3 0x4
waitfanfare
closeonkeypress
setflag 0x828
msgbox @4 0x5
compare LASTRESULT 0x1
if 0x1 gosub @name
msgbox @5 0x6
release
end

#org @name
call 0x1A74EB
return

#org @done
msgbox @6 0x6
release
end

#org @1
= Hello.\nSorry to trouble you.\nI can't take care\nof my Charmander.\pCan you take care of\nit for me?

#org @2
= That's okay.\pI'm sure someone else will\ntake it.

#org @3
= [black_fr]You received a Charmander!

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

#org @5
= Please take care of\nCharmander.

#org @6
= Are you taking good care\nof Charmander?


LOL I'm still not finished with it

Darthatron January 23rd, 2010 6:36 AM

Quote:

Originally Posted by Septile (Post 5493805)
Help? every time I do the give pokemon script, this comes up:
http://i47.*.com/2lks4xw.jpg


The script is:
Code:

#dynamic 0x800000

#org @start
checkflag 0x828
if 0x1 goto @done
msgbox @1 0x5
compare LASTRESULT 0x1
if 0x1 goto @take
msgbox @2 0x6
release
end

#org @take
givepokemon 0x85 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox @3 0x4
waitfanfare
closeonkeypress
setflag 0x828
msgbox @4 0x5
compare LASTRESULT 0x1
if 0x1 gosub @name
msgbox @5 0x6
release
end

#org @name
call 0x1A74EB
return

#org @done
msgbox @6 0x6
release
end

#org @1
= Hello.\nSorry to trouble you.\nI can't take care\nof my Charmander.\pCan you take care of\nit for me?

#org @2
= That's okay.\pI'm sure someone else will\ntake it.

#org @3
= [black_fr]You received a Charmander!

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

#org @5
= Please take care of\nCharmander.

#org @6
= Are you taking good care\nof Charmander?


LOL I'm still not finished with it

Looks like you are missing the std.rbc file. Re-download XSE and try the script again.

Sierraffinity January 23rd, 2010 6:43 AM

Quote:

Originally Posted by Septile (Post 5493805)
Help? every time I do the give pokemon script, this comes up:
http://i47.*.com/2lks4xw.jpg


The script is:
Code:

#dynamic 0x800000

#org @start
checkflag 0x828
if 0x1 goto @done
msgbox @1 0x5
compare LASTRESULT 0x1
if 0x1 goto @take
msgbox @2 0x6
release
end

#org @take
givepokemon 0x85 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox @3 0x4
waitfanfare
closeonkeypress
setflag 0x828
msgbox @4 0x5
compare LASTRESULT 0x1
if 0x1 gosub @name
msgbox @5 0x6
release
end

#org @name
call 0x1A74EB
return

#org @done
msgbox @6 0x6
release
end

#org @1
= Hello.\nSorry to trouble you.\nI can't take care\nof my Charmander.\pCan you take care of\nit for me?

#org @2
= That's okay.\pI'm sure someone else will\ntake it.

#org @3
= [black_fr]You received a Charmander!

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

#org @5
= Please take care of\nCharmander.

#org @6
= Are you taking good care\nof Charmander?


LOL I'm still not finished with it

Methinks you didn't update XSE. You're still using 1.0. Remember the HUGE letters at the top of the tut: Update XSE Before Using This Tutorial Or It May Not Work As Defined or something like that.
What it's doing now is checking for the type of boxset right under the msgbox.

Muffin™ January 23rd, 2010 6:45 AM

Quote:

Originally Posted by Darthatron (Post 5493827)
Looks like you are missing the std.rbc file. Re-download XSE and try the script again.

Thank you very much Darthatron ^.^


EDIT: And Diego x3

mikocoon February 8th, 2010 3:59 AM

can you give me the values of all item for poke mart script? because mine ended with ????????? item.and how to activate national pokedex in ruby?(the script)

rokrdude February 8th, 2010 8:22 AM

Quote:

Originally Posted by mikocoon (Post 5533593)
can you give me the values of all item for poke mart script? because mine ended with ????????? item.and how to activate national pokedex in ruby?(the script)



PokéScript
#raw 0x11 0x02 0x00 0x6B 0x02 0x02 0x11 0x03 0x01 0x6B 0x02 0x02
#raw 0x11 0xDA 0xBE 0x4E 0x02 0x02 0x11 0x67 0x5A 0x6A 0x02 0x02

XSE
writebytetooffset 0x2 0x2026B00
writebytetooffset 0x3 0x2026B01
writebytetooffset 0xDA 0x2024EBE
writebytetooffset 0x67 0x2026A5A

Item list(in hex)

Spoiler:


Master Ball 1
Ultra Ball 2
Great Ball 3
Poké Ball 4
Safari Ball 5
Net Ball 6
Dive Ball 7
Nest Ball 8
Repeat Ball 9
Timer Ball A
Luxury Ball B
Premier Ball C
Potion D
Antidote E
Burn Heal F
Ice Heal 10
Awakening 11
Parlyz Heal 12
Full Restore 13
Max Potion 14
Hyper Potion 15
Super Potion 16
Full Heal 17
Revive 18
Max Revive 19
Fresh Water 1A
Soda Pop 1B
Lemonade 1C
Moomoo Milk 1D
Energypowder 1E
Energy Root 1F
Heal Powder 20
Revival Herb 21
Ether 22
Max Ether 23
Elixir 24
Max Elixir 25
Lava Cookie 26
Blue Flute 27
Yellow Flute 28
Red Flute 29
Black Flute 2A
White Flute 2B
Berry Juice 2C
Sacred Ash 2D
Shoal Salt 2E
Shoal Shell 2F
Red Shard 30
Blue Shard 31
Yellow Shard 32
Green Shard 33
HP Up 3F
Protein 40
Iron 41
Carbos 42
Calcium 43
Rare Candy 44
PP Up 45
Zinc 46
PP Max 47
Guard Spec. 49
Dire Hit 4A
X Attack 4B
X Defend 4C
X Speed 4D
X Accuracy 4E
X Special 4F
Poké Doll 50
Fluffy Tail 51
Super Repel 53
Max Repel 54
Escape Rope 55
Repel 56
Sun Stone 5D
Moon Stone 5E
Fire Stone 5F
Thunderstone 60
Water Stone 61
Leaf Stone 62
Tinymushroom 67
Big Mushroom 68
Pearl 6A
Big Pearl 6B
Stardust 6C
Star Piece 6D
Nugget 6E
Heart Scale 6F
Orange Mail 79
Harbor Mail 7A
Glitter Mail 7B
Mech Mail 7C
Wood Mail 7D
Wave Mail 7E
Bead Mail 7F
Shadow Mail 80
Tropic Mail 81
Dream Mail 82
Fab Mail 83
Retro Mail 84
Cheri Berry 85
Chesto Berry 86
Pecha Berry 87
Rawst Berry 88
Aspear Berry 89
Leppa Berry 8A
Oran Berry 8B
Persim Berry 8C
Lum Berry 8D
Sitrus Berry 8E
Figy Berry 8F
Wiki Berry 90
Mago Berry 91
Aguav Berry 92
Iapapa Berry 93
Razz Berry 94
Bluk Berry 95
Nanab Berry 96
Wepear Berry 97
Pinap Berry 98
Pomeg Berry 99
Kelpsy Berry 9A
Qualot Berry 9B
Hondew Berry 9C
Grepa Berry 9D
Tamato Berry 9E
Cornn Berry 9F
Magost Berry A0
Rabuta Berry A1
Nomel Berry A2
Spelon Berry A3
Pamtre Berry A4
Watmel Berry A5
Durin Berry A6
Belue Berry A7
Liechi Berry A8
Ganlon Berry A9
Salac Berry AA
Petaya Berry AB
Apicot Berry AC
Lansat Berry AD
Starf Berry AE
Enigma Berry AF
Brightpowder B3
White Herb B4
Macho Brace B5
Exp. Share B6
Quick Claw B7
Soothe Bell B8
Mental Herb B9
Choice Band BA
King's Rock BB
Silverpowder BC
Amulet Coin BD
Cleanse Tag BE
Soul Dew BF
Deepseatooth C0
Deepseascale C1
Smoke Ball C2
Everstone C3
Focus Band C4
Lucky Egg C5
Scope Lens C6
Metal Coat C7
Leftovers C8
Dragon Scale C9
Light Ball CA
Soft Sand CB
Hard Stone CC
Miracle Seed CD
Blackglasses CE
Black Belt CF
Magnet D0
Mystic Water D1
Sharp Beak D2
Poison Barb D3
Nevermeltice D4
Spell Tag D5
Twistedspoon D6
Charcoal D7
Dragon Fang D8
Silk Scarf D9
Up-grade DA
Shell Bell DB
Sea Incense DC
Lax Incense DD
Lucky Punch DE
Metal Powder DF
Thick Club E0
Stick E1
Red Scarf FF
Blue Scarf 100
Pink Scarf 101
Green Scarf 102
Yellow Scarf 103
Mach Bike 104
Coin Case 105
Itemfinder 106
Old Rod 107
Good Rod 108
Super Rod 109
S.S. Ticket 10A
Contest Pass 10B
Wailmer Pail 10C
Devon Goods 10D
Soot Sack 10E
Basement Key 10F
Acro Bike 110
PokéBlock Case 111
Letter 112
Eon Ticket 113
Red Orb 114
Blue Orb 115
Scanner 116
Go-goggles 117
Meteorite 118
Rm. 1 Key 119
Rm. 2 Key 11A
Rm. 4 Key 11B
Rm. 6 Key 11C
Storage Key 11D
Root Fossil 11E
Claw Fossil 11F
Devon Scope 120
TM01 121
TM02 122
TM03 123
TM04 124
TM05 125
TM06 126
TM07 127
TM08 128
TM09 129
TM10 12A
TM11 12B
TM12 12C
TM13 12D
TM14 12E
TM15 12F
TM16 130
TM17 131
TM18 132
TM19 133
TM20 134
TM21 135
TM22 136
TM23 137
TM24 138
TM25 139
TM26 13A
TM27 13B
TM28 13C
TM29 13D
TM30 13E
TM31 13F
TM32 140
TM33 141
TM34 142
TM35 143
TM36 144
TM37 145
TM38 146
TM39 147
TM40 148
TM41 149
TM42 14A
TM43 14B
TM44 14C
TM45 14D
TM46 14E
TM47 14F
TM48 150
TM49 151
TM50 152
HM01 153
HM02 154
HM03 155
HM04 156
HM05 157
HM06 158
HM07 159
HM08 15A
Oak's Parcel 15D
Poké Flute 15E
Secret Key 15F
Bike Voucher 160
Gold Teeth 161
Old Amber 162
Card Key 163
Lift Key 164
Helix Fossil 165
Dome Fossil 166
Silph Scope 167
Bicycle 168
Town Map 169
VS Seeker 16A
Fame Checker 16B
TM Case 16C
Berry Pouch 16D
Teachy TV 16E
Tri-pass 16F
Rainbow Pass 170
Tea 171
Mysticticket 172
Auroraticket 173
Powder Jar 174
Ruby 175
Sapphire 176

mattattack February 9th, 2010 5:59 PM

I have some questions:

1. What exacly IS a variable and what does it do

2. How to you make a script where the player stops and a person moves towards him (I would also like to know about those green script tiles i a-map and how you trigger them)

Skull Guardian February 12th, 2010 10:55 AM

Script?
 
Hello, I read your tutorial and tried to make a script with it. Here it is:

Quote:

#dynamic 0xE3D080

#org @start
lock
checkflag 0x828
if 0x1 goto $done
faceplayer
msgbox $begin 6
applymovement 0x02 $move
waitmovement 0x0
msgbox $mom 6
givepokemon 0x133 0x5 0x371 0x0 0x0 0x0
fanfare 0x13E
msgbox $evee 6
waitfanfare
closeonkeypress
setflag 0x828
msgbox $name 5
compare LASTRESULT 0x1
if 0x1 gosub $nameapp
applymovement 0x02 $back
waitmovement 0x0
release
end

#org $done
release
end

#org $begin
= \h01\!

#org $move
#raw 0x01
#raw 0x56
#raw 0x05
#raw 0x30
#raw 0x01
#raw 0xFE

#org $mom
= Hello my son.\n\Where are you \l\going? \p\...\p\...\p\Oh.\p\You want to\n\go on an \l\adventure?\p\Well, I guess\n\you will need\l\a pokemon,\p\right? Don't\n\look so\l\suprised! I\p\ knew you\n\would also go\l\someday.\p\So, here!

#org $evee
= You received \n\an Evee!

#org $name
= [black_fr]Would you like to give a\n\nickname to Evee?

#org $nameapp
call 0x1A74EB
return

#org $back
#raw 0x08
#raw 0x2F
#raw 0xFE
So, I tried to compile it. After a few minor errors, I did, but it said this:
Quote:

Not enough free space found. Cannot compile.
I don't get it. I thought that the offset didn't have space, but even 10,000 bits didn't work. Can you please help me??

Muffin™ February 12th, 2010 11:54 AM

Quote:

Originally Posted by Skull Guardian (Post 5544933)
Hello, I read your tutorial and tried to make a script with it. Here it is:



So, I tried to compile it. After a few minor errors, I did, but it said this:

I don't get it. I thought that the offset didn't have space, but even 10,000 bits didn't work. Can you please help me??

Do you have FSF? Maybe that can help you.


EDIT: Pokescript? This is a tutorial for XSE. I recommend downloading XSE in Hackmew's ToolBox to get XSE.

Quote:

Originally Posted by mattattack (Post 5537844)
I have some questions:

1. What exacly IS a variable and what does it do

2. How to you make a script where the player stops and a person moves towards him (I would also like to know about those green script tiles i a-map and how you trigger them)


*cough* Look up ApplyMovement *cough*

simdu68 February 12th, 2010 11:58 AM

wow!! its really very well explained! congrats^^
i think i know now much more than before about scripting :D
but its stil very complivated, i think i'll not at once be able to script without reading your tutorial in the same time^^

thanx anyway :D

Skull Guardian February 13th, 2010 1:37 AM

Tried that
 
Quote:

Do you have FSF? Maybe that can help you.
Well, I do and thats where the dynamic offset is from.
Again, it says not enough free space, so could you please tell me how to fix that?


Quote:

EDIT: Pokescript? This is a tutorial for XSE. I recommend downloading XSE in Hackmew's ToolBox to get XSE.
Well, this is from XSE, but I also use pokescript commands so could you also tell me if this is a wrong script for XSE? I didnt really figure out how to use pokescript in the first place...

altariaking February 14th, 2010 9:06 AM

what command do i use in a movement script so that a sprite disappears forever?

Buizark February 14th, 2010 2:15 PM

Just use hidesprite after the movement.

mikocoon February 15th, 2010 4:15 AM

rokrdude,thanks for the values it really helped

Satoshi Ookami February 15th, 2010 9:11 AM

Quote:

Originally Posted by altariaking (Post 5550646)
what command do i use in a movement script so that a sprite disappears forever?

setflag 0x(variable number from 1 to 3FFF)
And the same number must be put into ID bar of person in A-Map

Reygok February 16th, 2010 6:57 AM

I want a picture of Charmander showing up. With 'showpokepic', it works but the Pic is Black and Blue! Charmander looks cool in Black, but it's not what I want xD How can I solve this?
It's the same case with Mudkip and Bulbasaur, but only the one I click first in the game, the other ones are normal then.

And I really don't know which flags to take! All the ones I choose seem to be already taken by the game, because when I enter the Pokémon Menu, the flags are cleared again! So, in Pokémon Sapphire, which Flags are free??

BurnNBlast February 18th, 2010 3:22 PM

Is there a limitation to how much text you can put on a single chat box?
I did
Spoiler:
Conium: Ahh [player], you\nknow what day it is today?\pOf course you do! It's the day\nI said I'd give you your first\npokemon!\pHere you go.

But it only goes up the " said I'd give you your first"
Is it some type of limitation of how many \n and \p I can use in a single box?

Reygok February 19th, 2010 2:43 AM

No, there is no limitation as such, because I have Textboxes 5 times longer than yours and they work. Your problem is only that your offset has not enough space. I'm pretty sure when you open your script, you'll see that your text disappeared, at least that part which is missing.
You'll have to put this at the beginning of your script:
#dynamic 0x800000
#org @start (you can replace start by anything you want)

Then replace the offset of your incomplete textbox with @text or something like that, and rewrite the textbox.

Then compile the script and put he new offset of '@start' in A-Map. Then it should work.

Darkerm February 19th, 2010 5:00 AM

How make a triner who will give me a pokemon or item after battle. Please help me. I am learning scripting.

Satoshi Ookami February 19th, 2010 5:46 AM

Quote:

Originally Posted by Darkerm (Post 5564595)
How make a triner who will give me a pokemon or item after battle. Please help me. I am learning scripting.

You must put this command to your script.
trainerbattle 0x1 0x(number of trainer) 0x0 @before (msgbox of what trainer says before battle) @after (offset of what will happen after battle)

#org @after
Put here giveitem, givepokemon or whatever you want ;)

Here's example
Spoiler:
#dynamic 0x800000
#org @start
trainerbattle 0x1 0x5 0x0 @before @after
msgbox @1 0x6
release
end

#org @after
msgbox @2 0x6
givepokemon/item command
release
end

And strings of msgboxes ;)

Reygok February 19th, 2010 9:49 AM

Quote:

Originally Posted by Reygok (Post 5556912)
I want a picture of Charmander showing up. With 'showpokepic', it works but the Pic is Black and Blue! Charmander looks cool in Black, but it's not what I want xD How can I solve this?
It's the same case with Mudkip and Bulbasaur, but only the one I click first in the game, the other ones are normal then.

And I really don't know which flags to take! All the ones I choose seem to be already taken by the game, because when I enter the Pokémon Menu, the flags are cleared again! So, in Pokémon Sapphire, which Flags are free??

Nobody has an idea why this is happening? In other hacks i've played and of course in the original games, all of the pokepics showing up are diplayed correctly... Why does mine not :S

helloNL February 19th, 2010 3:19 PM

just use flags above the 1000

Matteron (96) February 19th, 2010 3:33 PM

Quote:

Originally Posted by Reygok (Post 5565157)
Nobody has an idea why this is happening? In other hacks i've played and of course in the original games, all of the pokepics showing up are diplayed correctly... Why does mine not :S

is your actual sprite correctly colored? check it in unlz

Reygok February 22nd, 2010 1:26 PM

I've got 2 problems:
First, every flag I set is unset again as soon as I leave the map or enter the pokémon menu or something.

Second, I have 3 Pokéball lying on a table, at the beginning of the game, the starters. I implemented a 'showpokepic' there, but my problem is that the first pokémon I select has alway messed up colours. It has nothing to do with the sprites themselweves, because I never edited them, and as I said, it's alway the first one I select, when I restart the game and select another, that on is messed up, but the others are normally displayed.

Hope somebody can help. Thanks in advance.

BBs0n February 22nd, 2010 1:43 PM

I've got a problem as well...

I'm busy with a script which will trigger an event.
During the event the script will move a sprite to the scene.
I'm trying to accomplish this with movesprite.

For some odd reason though, I can't move the sprite when it's too far away.
With too far away, I mean more than two tiles away from the screen.
When I place the sprite closer, it does work, when I place it further, it doesn't.

Code:

movesprite 0x03 0x10 0x0F


That's the command I use with there respective parameters. (I don't think the error is in there).

Here is the script, I haven't scripted the part after the first movesprite yet. Everything till the movesprite works!

Code:

#dynamic 0x800000

#org @start
lock
checkflag 0x50B
if 0x1 goto @done
checkflag 0x50C
if 0x1 goto @unav
playsong 0x0112 0x0
sound 0x21
applymovement 0xFF @1moveme
waitmovement 0x0
waitkeypress
sound 0x12
setdooropened 0x10 0x0E
doorchange
movesprite 0x03 0x10 0x0F
release
end

#org @done
release
end

#org @unav
msgbox @1 0x06
release
end

#org @1
= blabla

#org @1moveme
#raw 0x62
#raw 0x50
#raw 0x03
#raw 0xFE



Anyone who knows the solution? (I've been trying for over an hour now, and I'm out of solutions :()

Reygok February 23rd, 2010 11:34 AM

I have done the same thing, but simply with applymovement, and this works perfectly. You could try it that way.

An no one knows an answer to my question, 2 posts above... :(

Lanzar February 24th, 2010 2:22 PM

Hey, can someone help me with a little thing? I just wonder how I make a script where a trainer comes from like 4 steps right, and challenge you, then he/she leaves? Just like in the beginning of Pokémon ShinyGold, the first battle with Carlos.

Please help. ^^

Matteron (96) February 24th, 2010 5:21 PM

@Lanzar
Have you ever heard of applymovement??

Lanzar February 25th, 2010 12:05 AM

Quote:

Originally Posted by Matteron (96) (Post 5577793)
@Lanzar
Have you ever heard of applymovement??

Yeah, but I don't know how to put in a trainer battle script in an applymovement script. D:

Satoshi Ookami February 25th, 2010 5:52 AM

applymovement
trainerbattle 0x1 (The 1 is important) 0x(number of trainer) 0x0 @b4 @after

#org @after
Put applymovements here.

And you have to use tile script since you want movement before battle.

Lanzar February 25th, 2010 6:20 AM

Quote:

Originally Posted by Ash493 (Post 5578520)
applymovement
trainerbattle 0x1 (The 1 is important) 0x(number of trainer) 0x0 @b4 @after

#org @after
Put applymovements here.

And you have to use tile script since you want movement before battle.

Thanks! :D
Well, I'm kinda noob at this, but whats a tile script?

Satoshi Ookami February 26th, 2010 5:50 AM

Quote:

Originally Posted by Lanzar (Post 5578546)
Thanks! :D
Well, I'm kinda noob at this, but whats a tile script?

Check A-Map. Script bar to be exact. :)
But to explain it... it's square which activates script if you step on it.

Benzee February 28th, 2010 8:23 AM

Hey Diego, thanks for the tutorial, it's probably the most helpful tut out there. Just one question. After I put in the [!] for applymovement, how would I make the "beepeepeep" sound that is accompanied with it? Sorry if I overlooked this in the tut, I would just really like to know.

Tropical Sunlight February 28th, 2010 8:36 AM

Quote:

Originally Posted by Benzee (Post 5586484)
Hey Diego, thanks for the tutorial, it's probably the most helpful tut out there. Just one question. After I put in the [!] for applymovement, how would I make the "beepeepeep" sound that is accompanied with it? Sorry if I overlooked this in the tut, I would just really like to know.

Put sound 0x15 right in front of the movements line.

Benzee March 1st, 2010 7:16 PM

^Thanks. Was wondering that for quite a while. Now onto the new question.:P

This is my script for a giveitem command. The thing is, when I leave the screen, the sprite dissapears permanently. Any help?

Code:

#dynamic 0xoffset

#org @start
checkflag 0x247
if 0x1 goto @getitem
msgbox @1 0x2
release
end

#org @getitem
msgbox @2 0x2
giveitem 0xD 0x1 MSG_OBTAIN
msgbox @3 0x2
setflag 0x247
release
end

#org @1
= yadayadayada

#org @2
= yadayadayada

#org @3
= yadayadayada



Satoshi Ookami March 2nd, 2010 5:54 AM

It's because of giveitem.
By using that command not only you get an item but you also make sprite disappear.
You should use additem command.

Benzee March 2nd, 2010 6:22 AM

Oh. Guess I missed that in the tut. Thanks.

Judgment March 5th, 2010 7:57 AM

Quote:

Originally Posted by Skull Guardian (Post 5544933)
Hello, I read your tutorial and tried to make a script with it. Here it is:



So, I tried to compile it. After a few minor errors, I did, but it said this:

I don't get it. I thought that the offset didn't have space, but even 10,000 bits didn't work. Can you please help me??

Lol old post, but anyway I get the same problem. I used the FSF to find free space and it gave me E3CF64, I put it as the dynamic for my script in XSE and got the same error message: "Not enough space found. Cannot compile"

EDIT: My bad(lol I feel stupid) I had "FF" in search bits, while it should have been "00" for Emerald.

Kwajah March 6th, 2010 3:23 AM

I followed the steps and putted my script into the game. But when i talk to the person (who should say my script) my game freezes :s

Anyone had the same problem? Then PLEASE help

chatsalot7777 March 6th, 2010 7:37 AM

I'm also wondering what flags are activated when you defeat a trainer using trainerbattle. I'm asking this because I want the trainers to battle at least two times. This worked for me in single player battles (using 0x3), but for dual battles, I can't find a way. Any help?

Or, simply put, is there a way to re-"activate" trainers after battling them?

Kwajah March 6th, 2010 10:37 AM

VS seeker in fire red and leaf green :P

Pokedude987 March 6th, 2010 6:34 PM

ok im having trouble making a yes/no script. here it is:

Spoiler:
#dynamic 0x800000

#org @start
lock
faceplayer
msgbox @1 0x5
compare LASTRESULT 0x1
if 0x1 goto @2
msgbox @3 0x6
release
end

#org @1
= Would you like to go through this\ngate?

#org @2
= Well too bad! You can't!

#org @3
= Well good thing, because you\ncan't!


When i go to compile it says this:

Spoiler:
"Error 13 "Type mismatch" on line 7"


Line 7 is the line with the LASTRESULT. Can some one please help?

chatsalot7777 March 7th, 2010 12:15 AM

The pokenav in emerald replaces the trainer with the new trainer no. However, the trainer is still in a sense not "activated". Is there some kind of flag I can unset to activate trainers?

Sky93 March 9th, 2010 1:42 PM

im having trouble with my script all together. I just followed the tutorial, but my script is messed up in game. Im trying to get something similar to the parcel script.

Spoiler:

#dynamic 0x800020

#org @start
lock
faceplayer
checkflag 0x202
if 0x1 goto @done
msgbox @1 0x6
applymovement 0x00 @move
waitmovement 0x0
applymovement 0x00 @move2
pause 0x30
applymovement 0xFF @move3
waitmovement 0x0
msgbox @2 0x6
applymovement 0x00 @move4
waitmovement 0x0
setflag 0x202
release
end

#org @done
release
end

#org @move
#raw 0x01
#raw 0x62

#org @move2
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x03

#org @move3
#raw 0x00

#org @move4
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x02

#org @1
= Hey \h01! You are finally\nfinished packing!

#org @2
= I need you to run to the PokéMart\nto pick up the package I ordered.\lIt should be there by now.


Whenever I step on the script, it just locks, and I can't do anything. I don't know what's going on...

Pokedude987 March 9th, 2010 3:37 PM

did u read the spoiler in the applymovement section? it tells u how to fix it. also at the end of all ur movements u hav to put:

#raw 0xFE

inuside21 March 9th, 2010 10:16 PM

hey! help me pls!
 
can someone give me example how to use hidesprite? because when i trying to do, its failed, just turning the screen to black and black to normal but still the sprite is still there...

SketchW March 9th, 2010 10:58 PM

Thnx dude this'll make the hack i'm planning a lot easier! XD

Sky93 March 10th, 2010 3:37 AM

Quote:

Originally Posted by Pokedude987 (Post 5607911)
did u read the spoiler in the applymovement section? it tells u how to fix it. also at the end of all ur movements u hav to put:

#raw 0xFE

I just did that, and it didn't help at all.

Pokedude987 March 10th, 2010 2:16 PM

Quote:

Originally Posted by Sky93 (Post 5609046)
I just did that, and it didn't help at all.

that works for me so i dunno

Sky93 March 10th, 2010 3:32 PM

Oh, what do you put for the unknown, Var number, Var value, or unknown or all of that stuff?

Shukumei March 11th, 2010 1:48 PM

I would just like to point out that this is not the script help thread.

This is -> http://www.pokecommunity.com/showthread.php?t=163576

mikocoon March 12th, 2010 10:42 PM

what the hex for wild pokemon script

shadowwalke March 13th, 2010 1:09 AM

hey... What does 'XSE will do the rest' means?

PS: I'm too lazy to find if anyone posted this... Sorry

Pokedude987 March 13th, 2010 9:07 AM

Quote:

Originally Posted by shadowwalke (Post 5616171)
hey... What does 'XSE will do the rest' means?

PS: I'm too lazy to find if anyone posted this... Sorry

it means that you dont have to put a specific offset, just put like 800000 and xse will find an offset on its own

Darkest Shade of Light March 23rd, 2010 4:22 PM

Small Problem. I have made a script for givepokemon, and I want the person to give me Mew and disappear. But, he disappears, I take a step, he comes back.
Here's the Script:

'---------------
#org 0xABCDEF
msgbox 0x8ABCFED 0x2 '"[player] received a MEW!"
givepokemon 0x97 0x5 0x8D 0x0 0x0 0x0
msgbox 0x8111111 0x2 '"That is all, goodbye."
fadescreen 0x1
hidesprite 0xFE
fadescreen 0x0
end


'---------
' Strings
'---------
#org 0xABCFED
= [player] received a MEW!

#org 0x111111
= That is all, goodbye.



Note that this was typed purely from memory because I have re-typed this about eighty times. This is also supposed to be for FireRed.

Satoshi Ookami March 24th, 2010 6:10 AM

1) Use dynamic ;)
2) Person keeps appearing 'cause you did not set flag.
You have to use setflag 0x(number) and the same number must be in ID bar of person. (You can edit that with A-Map)

Darkest Shade of Light March 27th, 2010 2:06 PM

Quote:

Originally Posted by Ash493 (Post 5649063)
1) Use dynamic ;)
2) Person keeps appearing 'cause you did not set flag.
You have to use setflag 0x(number) and the same number must be in ID bar of person. (You can edit that with A-Map)

dynamic?
I just recently read about the flag part, so I'm gonna set flag 0x7 for him, and put his people ID like that... Will that work?

Satoshi Ookami March 27th, 2010 11:36 PM

Quote:

Originally Posted by Darkest Shade of Light (Post 5657666)
dynamic?
I just recently read about the flag part, so I'm gonna set flag 0x7 for him, and put his people ID like that... Will that work?

dynamic is dynamic command :D
#dynamic 0x800000 for example ;)
And flag 0x7 is small flag... so it might be used in game...

Darkest Shade of Light March 28th, 2010 2:59 PM

Quote:

Originally Posted by Ash493 (Post 5659235)
dynamic is dynamic command :D
#dynamic 0x800000 for example ;)
And flag 0x7 is small flag... so it might be used in game...

Flag 0x7 isn't used. Just thought I'd letcha know. But, question: Would this work:
'---------------
#dynamic 0x777777
#org 0xABCDEF
msgbox 0x8ABCFED 0x2 '"[player] received a MEW!"
givepokemon 0x97 0x5 0x8D 0x0 0x0 0x0
closeonkeypress
msgbox 0x8111111 0x2 '"That is all, goodbye."
closeonkeypress
fadescreen 0x1
hidesprite 0xFE
fadescreen 0x0
setflag 0x7
end


'---------
' Strings
'---------
#org 0xABCFED
= [player] received a MEW!

#org 0x111111
= That is all, goodbye.



This would, of course, also have his people ID as 0007. So, would that work:? <-I like that smiley! (:?)

redeyes1357 April 2nd, 2010 4:18 PM

Apply Movement-- Don't get it...
 
So i made an apply movment script but when my guy steps on it nothing happens.
The one i made before made the bag from professor Birch's attack appear over and over and doesn't make the other sprite appear.

SCRIPT:
#dynamic 0x808455

#org @start
checkflag 0x828
if 0x1 goto @done
msgbox @1 0x6
applymovement 0x08 @move
waitmovement 0x0
pause 0x20
msgbox @2 0x6
release
end

#org @done
msgbox @3 0x6
showsprite 0x903
release
end

#org @move
#raw 0x01
#raw 0xFE
#org @1
= ???: Hmmmm...\nI see you defeated the gym leader\l...
#org @2
= ???: Theres something outside\nI think you should take a look\l...
#org @3
= ???: There's no way a novie like\nyou can resist a Rock Tomb\l...


I put everything where it's supposed, at least I'm pretty sure. I set the flags in the Person ID and made sure that the event numbers are what they should be.
What should I do?

Script Info Person Info Show Sprite Info
Unknown: 0300 Person Event Number: 8 Person Event Number:9
Var Number: 4050 Person ID: 0000 Person ID: 0903
Var Value: 0000
Unknown: 00 00

Irish Chameleon April 4th, 2010 12:56 PM

I've got this script for the starter part ( 1st beta ) of my game. When you activate the script everything works perfectly, you go into battle, when you win your rival goes off in a huff and then the script ends. Everything seems okay but as soon as you walk on the tile that initially started the script the game freezes up with the music continuing. Help appreciated :)

#dynamic 0x71D800

#org @qetuo
checkflag 0x201
if 0x0 goto @igdub21
if 0x1 goto @ftfbtdi
end

#org @igdub21
lock
applymovement 0x01 @abcdefg
waitmovement 0x0
msgbox @wtfdygap 0x6
trainerbattle 0x1 0x146 0x0 @GoJUKKK @aigmawls @aftertehbattle
end

#org @aftertehbattle
msgbox @woahuabmismpw 0x6
applymovement 0xFF @imoves
applymovement 0x01 @hemoves
waitmovement 0x0
hidesprite 0x01
setflag 0x201
release
end

#org @ftfbtdi
end

#org @abcdefg
#raw 0x12 0x12 0x12 0x12 0x12 0x12 0x11 0x11 0x12 0x62 0xFE

#org @wtfdygap
= [RIVAL]: Excuse me, your blocking\nmy path.\l...\lWHAT!!!\lYou got a pokemon!\lYou...you...your the new\lguy though. You just got here.\lKray dosen't even know you.\lYou're not ready, you've had no\lpreparation ... ... ...\lNo preparation makes for an easy\lwin. This battles mine!

#org @GoJUKKK
= [RIVAL]: Go my special pokemon!

#org @aigmawls
= [RIVAL]: But...but...my preparation...

#org @woahuabmismpw
= [RIVAL]: What!?!\nYou fluked a win!?!\lThis can't be.\lBeaten by the new kid.\lWell I'll train more and beat you\lnext time I see you.\lI'm off anyway.\lProffessor Kray has something for me.

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

#org @hemoves
#raw 0x23 0x12 0x12 0x12 0x12 0x12 0x12 0x12 0x12 0x12 0xFE

Thanks in advance :D

Kryszajtys April 5th, 2010 10:17 AM

Can you add how to make a script. Like Where you have to chose hitmonlee or hitmonchan.
Because I really need help with that. So could you please add it to your tutorial :)

Binary April 5th, 2010 12:48 PM

Quote:

Originally Posted by Kryszajtys (Post 5685163)
Can you add how to make a script. Like Where you have to chose hitmonlee or hitmonchan.
Because I really need help with that. So could you please add it to your tutorial :)

In truth, it is already included in the tutorial. You'll just have to find out how to make the script.
And I'd also like to note that there is a thread for all your scripting problems.

Edit:
@Irish Chameleon:

Spoiler:
#dynamic 0x71D800

#org @qetuo
checkflag 0x201
if 0x1 goto @ftfbtdi
applymovement 0x01 @abcdefg
waitmovement 0x0
msgbox @wtfdygap 0x6
trainerbattle 0x1 0x146 0x0 @GoJUKKK @aigmawls @aftertehbattle
end

#org @aftertehbattle
msgbox @woahuabmismpw 0x6
applymovement 0xFF @imoves
applymovement 0x01 @hemoves
waitmovement 0x0
hidesprite 0x01
setflag 0x201
release
end

#org @ftfbtdi
release
end

#org @abcdefg
#raw 0x12 0x12 0x12 0x12 0x12 0x12 0x11 0x11 0x12 0x62 0xFE

#org @wtfdygap
= [RIVAL]: Excuse me, your blocking\nmy path.\l...\lWHAT!!!\lYou got a pokemon!\lYou...you...your the new\lguy though. You just got here.\lKray dosen't even know you.\lYou're not ready, you've had no\lpreparation ... ... ...\lNo preparation makes for an easy\lwin. This battles mine!

#org @GoJUKKK
= [RIVAL]: Go my special pokemon!

#org @aigmawls
= [RIVAL]: But...but...my preparation...

#org @woahuabmismpw
= [RIVAL]: What!?!\nYou fluked a win!?!\lThis can't be.\lBeaten by the new kid.\lWell I'll train more and beat you\lnext time I see you.\lI'm off anyway.\lProffessor Kray has something for me.

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

#org @hemoves
#raw 0x23 0x12 0x12 0x12 0x12 0x12 0x12 0x12 0x12 0x12 0xFE


There's no need for the "if 0x0 goto..." the script simply continues in the same header if the flag isn't set
And you should make your pointers simple. They're way too confusing.

TehHepticOne April 6th, 2010 1:11 AM

Hey guys,

I was just wondering if there is anything wrong with my script. It keeps giving an error about an unknown error:

Unknown keyword "
setvar" at line 10.

Here is the script:

HTML Code:

#dynamic 0x800898

#org @start
lock
checkflag 0x200
if 0x1 goto @release
setvar 0x8004 0x3
setvar 0x8005 12
setvar 0x8006 12
setvar 0x8007 3
special 0x136
waitspecial
pause 0x40
apply movement 0xFF @move0
applymovement 0x1 @move1
waitmovement 0x1
applymovement 0x2 @move2
waitmovement 0x2
msgbox @Hey 0x6
applymovement 0x1 @move3
waitmovement 0x1
applymovement 0x2 @move4
waitmovement 0x2
applymovement 0xFF @move5
warp 0x3 0x0 0xFF 0x18 0x14
setflag 0x200
release
end

#org @release
release
end

#org @move0
#raw 0x65 0xFE

#org @move1
#raw 0x62 0x1E 0x1F 0x1F 0x1F 0x1F 0x1F 0x1E 0x1F 0x1F 0x1F 0x1F 0x1E 0x02 0xFE

#org @move2
#raw 0x1E 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x01 0xFE

@Hey
= Henry: Oi!\nGuys!\nWhat just happened?\nWas it an earthquake?\pPeter: It couldn't have been.\nWe don't get those around here\pHenry: Then what could it be?\pPeter: Let's go check it out.

#org @move3
#raw 0x1D 0x1D 0x1D 0x1F 0x1D 0x60 0xFE

#org @move4
#raw 0x1D 0x1D 0x1D 0x1D 0x60 0xFE

#org @move5
#raw 0x1D 0x1D 0x1D 0x1D 0x1D 0xFE



Line ten is "setvar 0x8007 3"
Any Ideas?? Greatly appreciated~

BTW I'm making an earthquake script

Irish Chameleon April 6th, 2010 2:02 AM

Thanks Binary helps a lot :)

and I make my pointers long and weird to make sure i never use it again by accident in another script :):):)
very helpful advice though :)

tinix April 6th, 2010 3:54 AM

Quote:

Originally Posted by TehHepticOne (Post 5687720)
Hey guys,

I was just wondering if there is anything wrong with my script. It keeps giving an error about an unknown error:

Unknown keyword "
setvar" at line 10.

Here is the script:

Code:

#dynamic 0x800898

#org @start
lock
checkflag 0x200
if 0x1 goto @release
setvar 0x8004 0x3
setvar 0x8005 0x12
setvar 0x8006 0x12
setvar 0x8007 0x3
special 0x136
waitspecial
pause 0x40
apply movement 0xFF @move0
applymovement 0x1 @move1
waitmovement 0x1
applymovement 0x2 @move2
waitmovement 0x2
msgbox @Hey 0x6
applymovement 0x1 @move3
waitmovement 0x1
applymovement 0x2 @move4
waitmovement 0x2
applymovement 0xFF @move5
warp 0x3 0x0 0xFF 0x18 0x14
setflag 0x200
release
end

#org @release
release
end

#org @move0
#raw 0x65 0xFE

#org @move1
#raw 0x62 0x1E 0x1F 0x1F 0x1F 0x1F 0x1F 0x1E 0x1F 0x1F 0x1F 0x1F 0x1E 0x02 0xFE

#org @move2
#raw 0x1E 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x01 0xFE

@Hey
= Henry: Oi!\nGuys!\nWhat just happened?\nWas it an earthquake?\pPeter: It couldn't have been.\nWe don't get those around here\pHenry: Then what could it be?\pPeter: Let's go check it out.

#org @move3
#raw 0x1D 0x1D 0x1D 0x1F 0x1D 0x60 0xFE

#org @move4
#raw 0x1D 0x1D 0x1D 0x1D 0x60 0xFE

#org @move5
#raw 0x1D 0x1D 0x1D 0x1D 0x1D 0xFE


Line ten is "setvar 0x8007 3"
Any Ideas?? Greatly appreciated~

BTW I'm making an earthquake script

IDK what causes unknown keyword (keyword=command) error here but try rewriting the line also i`ve noticed some missing 0xes i`ve written them in orange at quote

Darkest Shade of Light April 6th, 2010 12:45 PM

Quote:

Originally Posted by TehHepticOne (Post 5687720)
Hey guys,

I was just wondering if there is anything wrong with my script. It keeps giving an error about an unknown error:

Unknown keyword "
setvar" at line 10.

Here is the script:

HTML Code:

#dynamic 0x800898

#org @start
lock
checkflag 0x200
if 0x1 goto @release
setvar 0x8004 0x3
setvar 0x8005 0x12
setvar 0x8006 0x12
setvar 0x8007 0x3
special 0x136
waitspecial
pause 0x40
applymovement 0xFF @move0
applymovement 0x1 @move1
waitmovement 0x1
applymovement 0x2 @move2
waitmovement 0x2
msgbox @Hey 0x6
applymovement 0x1 @move3
waitmovement 0x1
applymovement 0x2 @move4
waitmovement 0x2
applymovement 0xFF @move5
warp 0x3 0x0 0xFF 0x18 0x14
setflag 0x200
release
end

#org @release
release
end

#org @move0
#raw 0x65 0xFE

#org @move1
#raw 0x62
#raw 0x1E
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1E
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1E
#raw 0x02
#raw 0xFE

#org @move2
#raw 0x1E
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x01
#raw 0xFE

@Hey
= Henry: Oi!\nGuys!\nWhat just happened?\nWas it an earthquake?\pPeter: It couldn't have been.\nWe don't get those around here\pHenry: Then what could it be?\pPeter: Let's go check it out.

#org @move3
#raw 0x1D 0x1D 0x1D 0x1F 0x1D 0x60 0xFE

#org @move4
#raw 0x1D 0x1D 0x1D 0x1D 0x60 0xFE

#org @move5
#raw 0x1D 0x1D 0x1D 0x1D 0x1D 0xFE


Line ten is "setvar 0x8007 3"
Any Ideas?? Greatly appreciated~

BTW I'm making an earthquake script

Look at tinix's post, and also, I fixed every problem I could see. Try just copy/pasting now.

TehHepticOne April 6th, 2010 2:54 PM

Thanks for the fixes guys, but the error moved onto line 12 "waitspecial". =.=

0m3GA ARS3NAL April 6th, 2010 2:58 PM

That is because waitspecial isn't a command... use waitstate
(A good way to tell if the command you are typing is correct... type the command and press space, if the yellow box saying "No Parameters Required" pops up, it is a command... waitspecial isn't one.)

Darkest Shade of Light April 7th, 2010 12:03 PM

Quote:

Originally Posted by TehHepticOne (Post 5687720)
Hey guys,

I was just wondering if there is anything wrong with my script. It keeps giving an error about an unknown error:

Unknown keyword "
setvar" at line 10.

Here is the script:

HTML Code:

#dynamic 0x800898

#org @start
lock
checkflag 0x200
if 0x1 goto @release
setvar 0x8004 0x3
setvar 0x8005 0x12
setvar 0x8006 0x12
setvar 0x8007 0x3
special 0x136
waitstate
pause 0x40
applymovement 0xFF @move0
applymovement 0x1 @move1
waitmovement 0x1
applymovement 0x2 @move2
waitmovement 0x2
msgbox @Hey 0x6
applymovement 0x1 @move3
waitmovement 0x1
applymovement 0x2 @move4
waitmovement 0x2
applymovement 0xFF @move5
warp 0x3 0x0 0xFF 0x18 0x14
setflag 0x200
release
end

#org @release
release
end

#org @move0
#raw 0x65
#raw 0xFE

#org @move1
#raw 0x62
#raw 0x1E
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1E
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1E
#raw 0x02
#raw 0xFE

#org @move2
#raw 0x1E
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x01
#raw 0xFE

@Hey
= Henry: Oi!\nGuys!\nWhat just happened?\nWas it an earthquake?\pPeter: It couldn't have been.\nWe don't get those around here\pHenry: Then what could it be?\pPeter: Let's go check it out.

#org @move3
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1F
#raw 0x1D
#raw 0x60
#raw 0xFE

#org @move4
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x60
#raw 0xFE

#org @move5
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0xFE



There are no errors here anymore, I am about 99.999999... percent sure I got them all, including "waitspecial." Fixed all movements, and all that...

Binary April 7th, 2010 9:47 PM

Spoiler:
.
.
.
.
applymovement 0xFF @move0
applymovement 0x1 @move1
waitmovement 0x0
applymovement 0x2 @move2
waitmovement 0x0
msgbox @Hey 0x6
applymovement 0x1 @move3
waitmovement 0x0
applymovement 0x2 @move4
waitmovement 0x0
applymovement 0xFF @move5
waitmovement 0x0
.
.
.


Besides that part, everything's right.
Man, you guys should post in the script help thread -.-

iYesith April 18th, 2010 2:24 AM

Damn i read all this and the only thing i can do is make simple messages... I NEED HELP BIGTIME... my msn is [email protected] ... and i made a thread askin 4 help please help...please....T_T

pringles_king April 19th, 2010 10:26 AM

Hlp!
 
I made a script to get a guy to give you a pokemon as you walk out of pallet town and this is what i got
Spoiler:
#dynamic 0x71A5C4

#org @start
checkflag 0x828
if 0x1 goto @done
msgbox @1 0x6
applymovement 0x5 @1
pause 0x1
msgbox @3 0x6
givepokemon 0x139 0x5 0x0 0x0 0x0 0x0
msgbox @4 0x6
setflag 0x828
setflag 0x829

release
end

#org @done
end

#org @1
#raw 0x1F

#org @3
= You don't have a pokemon!\nHere!\pHave one I haven't battled with in\nawhile!

#org @4
= This too!= A Pokedex too!\nThere ya go! all set to go!



But when i do the game will freeze when he starts walkin toward me
or will freeze when he starts talking

i did the unknown and Var thing just like the pic showed but i cant get it

Binary April 19th, 2010 10:38 AM

@pringles_king:

Spoiler:
#dynamic 0x71A5C4

#org @start
checkflag 0x828
if 0x1 goto @done
msgbox @1 0x2
applymovement 0x05 @1
waitmovement 0x0
msgbox @3 0x2
givepokemon 0x139 0x5 0x0 0x0 0x0 0x0
msgbox @4 0x2
setflag 0x828
setflag 0x829
release
end

#org @done
release
end

#org @1
#raw 0x1F 0xFE

#org @3
= You don't have a pokemon!\nHere!\pHave one I haven't battled with in\nawhile!

#org @4
= This too!= A Pokedex too!\nThere ya go! all set to go!

pringles_king April 19th, 2010 2:13 PM

@binary
omg ty
but i gotta ask
do i use 0xFE after EVERY raw or just the first one?

Konekodemon April 19th, 2010 3:09 PM

How do I tell what codes are for what area in the game and for what people?

Binary April 20th, 2010 2:12 AM

Quote:

Originally Posted by pringles_king (Post 5732962)
@binary
omg ty
but i gotta ask
do i use 0xFE after EVERY raw or just the first one?

At the very end.
Spoiler:
For example:
#raw 0x01 0x06 0xFE



Quote:

Originally Posted by Konekodemon (Post 5733131)
How do I tell what codes are for what area in the game and for what people?

Your question isn't clear.

Fr0z3n April 25th, 2010 2:15 AM

Hey, uhmm, whats the best offset to start searching for free space?

Binary April 25th, 2010 2:49 AM

@Fr0z3n: 0x800000 I suppose. Use FSF.

Binary April 25th, 2010 11:44 AM

@Pearlone: Script please and maybe you overwrote a used offset.

Pearlone April 25th, 2010 11:58 AM

#Dynamic 0x800010

#ORG @main
Lock
FacePlayer
Message @Speak
BoxSet 0x6
Release
End
release
end

#org @Speak
= Hi, I'm Andy.\n I came from Johto.


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