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[TehTehTehTeh's] XSE Basic/Medium tutorial

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0m3GA ARS3NAL

Im comin' home...
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  • Agreed, I like it, though I have a couple of questions... Not about the tutorial but about scripting...

    One, with the applymovement command, using Advance Map 1.92 (Or something) would you make the script under, Events > Scripts or Events > People ?

    Two, are the flags random free space? Or is there a set list of every single different flag value... Can I just choose any number I wish and put it as a flag? For example 0x456 and 0x85F ?

    Cheers

    I'll answer both of your questions.

    If you want to make an applymovement script happen when you click on a person, then click on the "Events" tab and increase the number of people by 1, or replace another persons script with yours.

    If you want it to activate when you step on a certain spot, then you want to increase the number of "scripts" on the map, and assign your new script to it.
    Remember to use:
    Unknown 0300
    Var Number 4050.


    And now question 2...
    The flags are not just random space, there are flags already in the game, many not even used by the original game that we refer to as "free flags"

    Free Flags :

    200 - 29F
    500 - 79F
    1000 - 109F

    It is a bit unsafe using the set of 200 flags, marked in bright red, since they seem to be a bit unsafe, and may cause glitching, and screwiness...
    The others, should be fine.
    The most safe to use are 1000 - 109F
    (Remember that flags are counted in hex)
    Hope that answers your question! :t157:
     

    Oh_Delilah

    BiNkY
    10
    Posts
    16
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    • Seen Jan 26, 2017
    I'll answer both of your questions.

    If you want to make an applymovement script happen when you click on a person, then click on the "Events" tab and increase the number of people by 1, or replace another persons script with yours.

    If you want it to activate when you step on a certain spot, then you want to increase the number of "scripts" on the map, and assign your new script to it.
    Remember to use:
    Unknown 0300
    Var Number 4050.


    And now question 2...
    The flags are not just random space, there are flags already in the game, many not even used by the original game that we refer to as "free flags"

    Free Flags :

    200 - 29F
    500 - 79F
    1000 - 109F

    It is a bit unsafe using the set of 200 flags, marked in bright red, since they seem to be a bit unsafe, and may cause glitching, and screwiness...
    The others, should be fine.
    The most safe to use are 1000 - 109F
    (Remember that flags are counted in hex)
    Hope that answers your question! :t157:

    Hey Omega Arsenal, You are a true champion mate. Thank you so much, you saved me a lot of time.

    I will write those Flags down and remember them. Man, that makes things a lot easier to understand, thank you again.


    Binky
     

    0m3GA ARS3NAL

    Im comin' home...
    1,816
    Posts
    16
    Years
  • Well... I sem to have made an error, the free flags are extended...

    1000 - 3FFF

    Hehe... that is a rough 12287 free flags to use.... that is alot peopel... (Not an exact number btw, but you get the point... hehe!)
     

    Zanzabar

    Braindance
    1
    Posts
    15
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    • Seen Sep 14, 2009
    Very nice tut, for a scripting noob like myself it was very helpful,
    but I have a question not about the tut but about scripting.
    How do i make a script for items that are just laying on the ground?
     

    amtrax

    Pheonix will rule the world...
    43
    Posts
    15
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    • Seen Nov 7, 2010
    can someone help me?
    see pic for problem
     

    0m3GA ARS3NAL

    Im comin' home...
    1,816
    Posts
    16
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  • can someone help me?
    see pic for problem

    I have been in a helping mood these past few days...
    ^_^

    Just add $ in front of the Offset and you will be fine!
    Btw... this is very off topic... but is my font the same green color, and written in system font?
    This new Browser of mine is strange...

    Example:
    Example:
    8000EB - WRONG
    $8000EB - Right!
     
    Last edited:

    s0nido

    turn up the engine
    1,590
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  • Problem with the Speaking script.

    I did exactly as I was told to do with the speaking script, but the character that was following the script didn't speak the words it was supposed to. It just said: '<player's name>, over here! Let's hurry home!'

    The the character would run off back to Littleroot town.

    Could someone help me here?
     

    amtrax

    Pheonix will rule the world...
    43
    Posts
    15
    Years
    • Seen Nov 7, 2010
    Just add $ in front of the Offset and you will be fine!

    Thanks that works but...
    when i go 'open script' to check my script has been added all it has is

    Spoiler:


    This is the script i have attempting to add:

    Spoiler:
     

    Hiche..

     
    979
    Posts
    16
    Years
    • Seen Dec 27, 2014
    Thanks that works but...
    when i go 'open script' to check my script has been added all it has is

    Spoiler:


    This is the script i have attempting to add:

    Spoiler:

    When the script compiled, did you copy the offset of it to Advance map, like this for example; $2DD100. You should include it.

    #dynamic 0x2DD100

    #ORG @Main
    Message @Speak
    Boxset 0x2
    End

    #ORG @Speak
    = Triplet's Mom: Hi.\nHave you met my children?\lTheir names are Green,
    Red and Blue.

    Try this, it saves bytes. Boxset 0x2 acts as a lock, and faceplayer.
     

    pokefreak2

    I can't believe you read this
    84
    Posts
    15
    Years
  • everyone this is a rock climb script and TehTehTehTeh
    you can put on ur tut


    #dynamic 0x800000

    #org @start
    checkflag 0x828
    if b_false goto @false
    #raw 0x7C 0x16 0x00
    if b_false goto @false
    message @noclimb
    lock
    faceplayer
    message @tutorial
    boxset 5
    compare LASTRESULT 0
    if b_true goto @yes
    #raw 0x68
    #raw 0x9C 0x25 0x00
    #raw 0x27
    applymovement 0xFF @move
    compare LASTRESULT 1
    if b_true goto @no
    release
    end

    #org @false
    message @noclimb
    boxset 6
    release
    end

    #org @noclimb
    = these rocks look climable \n a pokemon might be able to \nclimb them

    #org @tutorial
    = these rocks look climable do you\nclimb up them?

    #org @yes
    message @pressyes
    boxset 6
    release
    end

    #org @no
    message @pressno
    boxset 6
    release
    end

    #org @pressyes
    = You didnt climb

    #org @pressno
    = You climbed down the rocks

    #org @move
    #raw 0x01 0x01 0x01 0x01 0x01 0x01 0x01 0x01 0x01 0x01 0x1D 0x1D 0x1D 0x1D 0x1D 0xFE

    #dynamic 0x800000

    #org @start
    checkflag 0x800
    if b_false goto @false
    #raw 0x7C 0x16 0x00
    if b_false goto @false
    message @noclimb
    lock
    faceplayer
    message @tutorial
    boxset 5
    compare LASTRESULT 0
    if b_true goto @yes
    #raw 0x68
    #raw 0x9C 0x25 0x00
    #raw 0x27
    applymovement 0xFF @move
    compare LASTRESULT 1
    if b_true goto @no
    release
    end

    #org @false
    message @noclimb
    boxset 6
    release
    end

    #org @noclimb
    = these rocks look climable \n a pokemon might be able to \nclimb them

    #org @tutorial
    = these rocks look climable do you\nclimb up them?

    #org @yes
    message @pressyes
    boxset 6
    release
    end

    #org @no
    message @pressno
    boxset 6
    release
    end

    #org @pressyes
    = You didnt climb

    #org @pressno
    = You climbed up the rocks

    #org @move
    #raw 0x01 0x01 0x01 0x01 0x01 0x01 0x01 0x01 0x01 0x01 0x1e 0x1e 0x1e 0x1e 0x1e 0xFE
     
    824
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  • help

    hi guys,
    i was building a script:
    Spoiler:

    But where it says #raw 0x60 is there another command that I can use to remove the sprite from the map, rather than just making them invisible yet still an obstacle?
    oh and does anyone have the codes for the rival music (out of battle) and the givepokemon jingle? and the receive item jingle, if there is one.
    also, if i was to use them, how would i insert them into my script.
    thanks heaps.
     
    Last edited:

    HackMew

    Mewtwo Strikes Back
    1,314
    Posts
    17
    Years
    • Seen Oct 26, 2011
    hi guys,
    i was building a script:
    Spoiler:

    But where it says #raw 0x60 is there another command that I can use to remove the sprite from the map, rather than just making them invisible yet still an obstacle?
    oh and does anyone have the codes for the rival music (out of battle) and the givepokemon jingle? and the receive item jingle, if there is one.
    also, if i was to use them, how would i insert them into my script.
    thanks heaps.

    You should never use movements to use hide a sprite forever, indeed.
    The proper way is to use the hidesprite + setflag combo.
    Basically you set the People ID (for example 1001) and then you do this:

    Code:
    hidesprite 0x[People #]
    setflag 0x[People ID]

    Gone. To make it nicer, you may want to use the fadescreen command.

    For the rival music I would suggest you decompiling the original scripts. I'm pretty sure you would find it. Sappy may be useful as well.
    To insert a "jingle" you use the fanfare/waitfanfare commands.
    Example below:

    Code:
    fanfare 0x13E
    ' place for givepokemon/giveitem + msgbox
    waitfanfare
     
    824
    Posts
    16
    Years
  • You should never use movements to use hide a sprite forever, indeed.
    The proper way is to use the hidesprite + setflag combo.
    Basically you set the People ID (for example 1001) and then you do this:

    Code:
    hidesprite 0x[People #]
    setflag 0x[People ID]

    Gone. To make it nicer, you may want to use the fadescreen command.

    For the rival music I would suggest you decompiling the original scripts. I'm pretty sure you would find it. Sappy may be useful as well.
    To insert a "jingle" you use the fanfare/waitfanfare commands.
    Example below:

    Code:
    fanfare 0x13E
    ' place for givepokemon/giveitem + msgbox
    waitfanfare

    thanks hackmew, you're the bestest!
    btw, how do we know which people ID's aren't used? i can't find a list for that anywhere.
    cheers
     

    HackMew

    Mewtwo Strikes Back
    1,314
    Posts
    17
    Years
    • Seen Oct 26, 2011
    thanks HackMew, you're the bestest!
    btw, how do we know which people ID's aren't used? i can't find a list for that anywhere.
    cheers

    LOL, thanks.
    Anyway, People ID are just like flags. So 0x1001, 0x1002 and so on till 0x3FFF.
     
    824
    Posts
    16
    Years
  • help again lolz

    basically i've been working on that script...
    Spoiler:


    the problem that i am having is a can do the trainer battle, but after that nothing hapens and i have to walk out of the room and back in again and the script continues normally from after the trainerbattle. is there a way to fix this?
    also, what i want to know is are there any shorter lines that i can use in there?
    if HackMew or anyone else awesome can help then thanks alot!
    cheers
     

    HackMew

    Mewtwo Strikes Back
    1,314
    Posts
    17
    Years
    • Seen Oct 26, 2011
    How functions the special 0x187 and the loadbytefrompointer?

    I have no idea about special 0x187 but loadbytefrompointer does just what the Command Help says.


    basically i've been working on that script...
    Spoiler:


    the problem that i am having is a can do the trainer battle, but after that nothing hapens and i have to walk out of the room and back in again and the script continues normally from after the trainerbattle. is there a way to fix this?
    also, what i want to know is are there any shorter lines that i can use in there?
    if HackMew or anyone else awesome can help then thanks alot!
    cheers

    Answer can be found here.
     

    Cheesymitten

    Dukcs
    1,840
    Posts
    15
    Years
    • Seen Jun 5, 2015
    Hi
    Sorry i'm a bit of a question person O.o but this is really bugging me
    Spoiler:

    The player can walk away from the ball and not locking with the pokeball that has the "note and pokeball" inside it :) thanks if you can help me
     

    HackMew

    Mewtwo Strikes Back
    1,314
    Posts
    17
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    • Seen Oct 26, 2011
    Hi
    Sorry i'm a bit of a question person O.o but this is really bugging me
    Spoiler:

    The player can walk away from the ball and not locking with the pokeball that has the "note and pokeball" inside it :) thanks if you can help me

    Pretty screwed up... See the script below:

    Spoiler:
     
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