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  #1301    
Old June 8th, 2009 (7:13 PM). Edited June 8th, 2009 by PI Hudson.
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PI Hudson PI Hudson is offline
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    QUESTION: Is there a way to check if a pokemon is holding an item?




    Quote:
    Originally Posted by Quickster View Post
    In fire red, oaks lab has a level script but doesnt activate when you walk in by yourself, only after oak makes you come in. How does this work? Does it have a checkflag or something?
    It works like this
    -When you enter a map, it looks for level scripts
    -In Oaks Lab, the script your looking for is #2
    -If it is a #2 or 4 script, it looks at the Variable Flag (for this, it is 4055)
    -It checks that this Variable for its Value (set previously, default is 0000) and if it isn't equal to the number given in the Map script, it doesn't activate. But if it is equal, it does activate.
    (if MAP-VALUE>VAR-VALUE=not activate, if MAP-VALUE<VAR-VALUE=not activate, if MAP-VALUE=VAR-VALUE=activate)

    In the script tile that we step on in Pallet Town to activate the script, we see this.
    Quote:
    XSE:|LINE 0045| setvar 0x4055 0x1
    This means the next time we enter the Oaks Lab, the script will activate.

    But, why doesn't it activate again?
    In the Oaks Lab Level script, we observe this
    Quote:
    XSE:|LINE 0028| setvar 0x4055 0x2
    This make it so you don't see this script again until the Var Value is equal again.

    People kind of act the same way, but with flags.




    Quote:
    Originally Posted by Quickster View Post
    Thanks for explaining that.I looked into it and seen it had something to do with the variable 4055,but i couldnt figure it all out.
    Your welcome.

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      #1302    
    Old June 8th, 2009 (7:22 PM).
    Quickster's Avatar
    Quickster Quickster is offline
    Dream or Drop?
       
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      Gender: Male
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      Quote:
      Originally Posted by PI Hudson View Post
      It works like this
      -When you enter a map, it looks for level scripts
      -In Oaks Lab, the script your looking for is #2
      -If it is a #2 or 4 script, it looks at the Variable Flag (for this, it is 4055)
      -It checks that this Variable for its Value (set previously, default is 0000) and if it isn't equal to the number given in the Map script, it doesn't activate. But if it is equal, it does activate.
      (if MAP-VALUE>VAR-VALUE=not activate, if MAP-VALUE<VAR-VALUE=not activate, if MAP-VALUE=VAR-VALUE=activate)

      In the script tile that we step on in Pallet Town to activate the script, we see this.


      This means the next time we enter the Oaks Lab, the script will activate.

      But, why doesn't it activate again?
      In the Oaks Lab Level script, we observe this


      This make it so you don't see this script again until the Var Value is equal again.

      People kind of act the same way, but with flags.

      Thanks for explaining that.I looked into it and seen it had something to do with the variable 4055,but i couldnt figure it all out.
      __________________
      I laugh looking at this.

      But sometimes I want to come back to it...

        #1303    
      Old June 8th, 2009 (9:10 PM).
      Gamer2020's Avatar
      Gamer2020 Gamer2020 is offline
      Accept no Imitations!
         
        Join Date: Jun 2008
        Location: Distant Land
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        Hey guys. I have a problem.
        Basically I wrote a script so that when the player steps on a certain spot a sprites goes up to him and battles him.
        It works up until after the battle where it just plain goes sour.
        Ive attached a small video to show you what happens.

        This is the script
        Spoiler:
        #dynamic 800000

        #org @start
        lock
        checkflag 0x1005
        if 0x1 call @done
        call @pre
        applymovement 0x01 @move1
        waitmovement 0x0
        sethealingplace 0x6
        setflag 0x1005
        trainerbattle 0x1 0x237 0x0 @before @after @run
        end

        #org @pre
        applymovement 0x01 @move3
        msgbox @stuff 0x2
        return

        #org @run
        msgbox @text 0x2
        applymovement 0x01 @move2
        waitmovement 0x0
        hidesprite 0x01
        setflag 0x1005
        release
        end

        #org @done
        releaseall
        end

        #org @move1
        #raw 0x56
        #raw 0x09
        #raw 0x0A
        #raw 0x02
        #raw 0xFE

        #org @move2
        #raw 0x0B
        #raw 0x0B
        #raw 0x0B
        #raw 0x0B
        #raw 0x0B
        #raw 0x0B
        #raw 0xFE

        #org @move3
        #raw 0x00
        #raw 0xFE

        #org @before
        = How much did you hear?

        #org @after
        = Didn't think you'd be that strong.

        #org @text
        = Bye now!

        #org @stuff
        = They're are Whirlpools blocking\nthe entrances sir.



        This is the amap stuff for the sprite


        and this is the amap stuff for the script tile.




        I think I am just overlooking something so please if you know what I did wrong please tell me.
        Attached Files
        File Type: zip wtf.zip‎ (147.7 KB, 10 views) (Save to Dropbox)
        __________________

          #1304    
        Old June 9th, 2009 (7:00 AM).
        Quickster's Avatar
        Quickster Quickster is offline
        Dream or Drop?
           
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          Gender: Male
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          Quote:
          Originally Posted by Gamer2020 View Post
          Hey guys. I have a problem.
          Basically I wrote a script so that when the player steps on a certain spot a sprites goes up to him and battles him.
          It works up until after the battle where it just plain goes sour.
          Ive attached a small video to show you what happens.

          This is the script
          Spoiler:
          #dynamic 800000

          #org @start
          lock
          checkflag 0x1005
          if 0x1 call @done
          call @pre
          applymovement 0x01 @move1
          waitmovement 0x0
          sethealingplace 0x6
          setflag 0x1005
          trainerbattle 0x1 0x237 0x0 @before @after @run
          end

          #org @pre
          applymovement 0x01 @move3
          msgbox @stuff 0x2
          return

          #org @run
          msgbox @text 0x2
          applymovement 0x01 @move2
          waitmovement 0x0
          hidesprite 0x01
          setflag 0x1005
          release
          end

          #org @done
          releaseall
          end

          #org @move1
          #raw 0x56
          #raw 0x09
          #raw 0x0A
          #raw 0x02
          #raw 0xFE

          #org @move2
          #raw 0x0B
          #raw 0x0B
          #raw 0x0B
          #raw 0x0B
          #raw 0x0B
          #raw 0x0B
          #raw 0xFE

          #org @move3
          #raw 0x00
          #raw 0xFE

          #org @before
          = How much did you hear?

          #org @after
          = Didn't think you'd be that strong.

          #org @text
          = Bye now!

          #org @stuff
          = They're are Whirlpools blocking\nthe entrances sir.



          This is the amap stuff for the sprite


          and this is the amap stuff for the script tile.




          I think I am just overlooking something so please if you know what I did wrong please tell me.

          Im not sure,but you might need a waitmovment in the #org @pre
          also the number should be 0003 and 4050 on a green script tile.
          __________________
          I laugh looking at this.

          But sometimes I want to come back to it...

            #1305    
          Old June 9th, 2009 (9:10 AM).
          Larsie13 Larsie13 is offline
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          Nature: Modest
          Posts: 159
          Quote:
          Originally Posted by Weavile Gemini View Post
          Actually, Larsie, XSE hasn't been recognizing the lastresult keyword for some reason...
          That's because XSE's std.rbh isn't in the same folder the .exe is. You need to extract everything from XSE's ZIP file in the same folder-structure as it is in the ZIP.
          Quote:
          Originally Posted by metapod23 View Post
          Okay, I need help with this script. The basic problem is I've got three sprites (event no's 13, 14, and 15) that are supposed to move, but just don't. I've tried to figure out the problem, but haven't been able to. I gave them ID number 270 (the reason for the setflag) and I gave the script var #6042. Now the script works, but first when the 2nd applymovement for MOVEPLAYER goes, the player only steps up one space, and doesn't step right first. Second, the movements for sprites 13, 14, 15 don't work at all. They stay put and it moves onto the next msgbox. Do I need a different var? A different flag? Any help is appreciated. The relevant parts of the script are below:

          Spoiler:
          '---------------
          #org 0x802646
          lockall
          applymovement MOVE_PLAYER 0x81A75DB
          waitmovement 0x0
          textcolor 0x0
          msgbox 0x880240E MSG_KEEPOPEN '"Okay, JOE, then what's this POKéMO..."
          applymovement MOVE_PLAYER 0x88024D8
          msgbox 0x88024DC MSG_FACE '"[.] [.] [.]\pWhat's it to you, kid..."
          applymovement 0x13 0x88025A8
          applymovement 0x14 0x880259E
          applymovement 0x15 0x880259E

          waitmovement 0x13
          waitmovement 0x14
          waitmovement 0x15
          hidesprite 0x13
          hidesprite 0x14
          hidesprite 0x15
          setflag 0x270
          setvar 0x6042 0x1
          msgbox 0x88025B3 MSG_KEEPOPEN '"JOE: Thanks for the help.\nThose w..."
          call 0x81A991D
          releaseall
          end

          '-----------
          ' Movements
          '-----------
          #org 0x1A75DB
          #raw 0x62 'Exclamation Mark (!)
          #raw 0xFE 'End of Movements

          #org 0x8024D8
          #raw 0x20 'Step Right (Fast)
          #raw 0x1E 'Step Up (Fast)
          #raw 0xFE 'End of Movements

          #org 0x8025A8
          #raw 0x13 'Step Right (Normal)
          #raw 0x13 'Step Right (Normal)
          #raw 0x13 'Step Right (Normal)
          #raw 0x11 'Step Up (Normal)
          #raw 0x13 'Step Right (Normal)
          #raw 0x13 'Step Right (Normal)
          #raw 0x13 'Step Right (Normal)
          #raw 0x13 'Step Right (Normal)
          #raw 0x13 'Step Right (Normal)
          #raw 0xFE 'End of Movements

          #org 0x80259E
          #raw 0x13 'Step Right (Normal)
          #raw 0x13 'Step Right (Normal)
          #raw 0x11 'Step Up (Normal)
          #raw 0x13 'Step Right (Normal)
          #raw 0x13 'Step Right (Normal)
          #raw 0x13 'Step Right (Normal)
          #raw 0x13 'Step Right (Normal)
          #raw 0x13 'Step Right (Normal)
          #raw 0xFE 'End of Movements
          0x13 = 19, 0x14 = 20, and 0x15 = 21. Use 19, 20 and 21, or 0xD, 0xF and 0xF. Also, you'll need a waitmovement 0 after the MOVEPLAYER.
          Quote:
          Originally Posted by Gamer2020 View Post
          Hey guys. I have a problem.
          Basically I wrote a script so that when the player steps on a certain spot a sprites goes up to him and battles him.
          It works up until after the battle where it just plain goes sour.
          Ive attached a small video to show you what happens.

          This is the script
          Spoiler:
          #dynamic 800000

          #org @start
          lock
          checkflag 0x1005
          if 0x1 call @done
          call @pre
          applymovement 0x01 @move1
          waitmovement 0x0
          sethealingplace 0x6
          setflag 0x1005
          trainerbattle 0x1 0x237 0x0 @before @after @run
          end

          #org @pre
          applymovement 0x01 @move3
          msgbox @stuff 0x2
          return

          #org @run
          msgbox @text 0x2
          applymovement 0x01 @move2
          waitmovement 0x0
          hidesprite 0x01
          setflag 0x1005
          release
          end

          #org @done
          releaseall
          end

          #org @move1
          #raw 0x56
          #raw 0x09
          #raw 0x0A
          #raw 0x02
          #raw 0xFE

          #org @move2
          #raw 0x0B
          #raw 0x0B
          #raw 0x0B
          #raw 0x0B
          #raw 0x0B
          #raw 0x0B
          #raw 0xFE

          #org @move3
          #raw 0x00
          #raw 0xFE

          #org @before
          = How much did you hear?

          #org @after
          = Didn't think you'd be that strong.

          #org @text
          = Bye now!

          #org @stuff
          = They're are Whirlpools blocking\nthe entrances sir.



          This is the amap stuff for the sprite


          and this is the amap stuff for the script tile.




          I think I am just overlooking something so please if you know what I did wrong please tell me.
          O_O #dynamic 800000? That's the same as #dynamic 0xC3500! You forgot the 0x. Try to remember that it can make quite a big difference forgetting the 0x or not.
            #1306    
          Old June 9th, 2009 (1:41 PM).
          Mewtew Mewtew is offline
             
            Join Date: Jun 2009
            Gender: Male
            Posts: 2
            Im Pretty badly stuck here, could someone please help me...allow me to explain my problem...

            I am hacking myself a new pokemon game and have just begun, im using my very basic scriting knowledge and using the latest version of xse. i made the player wake up at the start of the game in a cave just above an old lady but am having a few major problems, the first of which comes in advance map..
            when i place a sprite of a person into the room it will not appear in the visual boy or have any action within it, even when a script has been applied, please give me some pointers for a possible fix
            number 2 comes from xse and advance map i think, i mad a script to stop anyone leaving the room without first choosing 1 of 2 pokemon, you are ment to walk onto the script and be pushed 1 step back, with a message to appear saying , maby i should talk to the old lady first...
            so i made a script which i will include...but when i attach to the script to a script tile in advance map and play the game, if i walk on the script tile before it has been bypassed by a flag the game freezes, alough the music still plays on a low quality please help and i hope i have not written waaaay to much


            Spoiler:
            #Dynamic 0x800000
            #org @start
            checkflag 0x828
            if 0x0 goto @hey!
            if 0x1 goto @end
            end
            #org @hey!
            lock
            msgbox @icant 0x6
            applymovement 0xFF @back
            waitmovement 0x0
            release
            end
            #org @icant
            = Maby I should talk with/nThe old lady first
            #org @back
            #raw 0x0D 0xFE
            #org @end
            release
            end

            Thanks
              #1307    
            Old June 9th, 2009 (2:30 PM).
            Gamer2020's Avatar
            Gamer2020 Gamer2020 is offline
            Accept no Imitations!
               
              Join Date: Jun 2008
              Location: Distant Land
              Gender: Male
              Nature: Bold
              Posts: 899
              Quote:
              Originally Posted by Gamer2020 View Post
              Hey guys. I have a problem.
              Basically I wrote a script so that when the player steps on a certain spot a sprites goes up to him and battles him.
              It works up until after the battle where it just plain goes sour.
              Ive attached a small video to show you what happens.

              This is the script
              Spoiler:
              #dynamic 800000

              #org @start
              lock
              checkflag 0x1005
              if 0x1 call @done
              call @pre
              applymovement 0x01 @move1
              waitmovement 0x0
              sethealingplace 0x6
              setflag 0x1005
              trainerbattle 0x1 0x237 0x0 @before @after @run
              end

              #org @pre
              applymovement 0x01 @move3
              msgbox @stuff 0x2
              return

              #org @run
              msgbox @text 0x2
              applymovement 0x01 @move2
              waitmovement 0x0
              hidesprite 0x01
              setflag 0x1005
              release
              end

              #org @done
              releaseall
              end

              #org @move1
              #raw 0x56
              #raw 0x09
              #raw 0x0A
              #raw 0x02
              #raw 0xFE

              #org @move2
              #raw 0x0B
              #raw 0x0B
              #raw 0x0B
              #raw 0x0B
              #raw 0x0B
              #raw 0x0B
              #raw 0xFE

              #org @move3
              #raw 0x00
              #raw 0xFE

              #org @before
              = How much did you hear?

              #org @after
              = Didn't think you'd be that strong.

              #org @text
              = Bye now!

              #org @stuff
              = They're are Whirlpools blocking\nthe entrances sir.



              This is the amap stuff for the sprite


              and this is the amap stuff for the script tile.




              I think I am just overlooking something so please if you know what I did wrong please tell me.
              Someone please help. I know I must be overlooking something.
              The problem is just after the battle when the trainer is supossed to walk away. I had it working before but idk what I changed.

              Quote:
              Originally Posted by Quickster View Post
              Im not sure,but you might need a waitmovment in the #org @pre
              also the number should be 0003 and 4050 on a green script tile.
              No thats not it...
              If I do that then the script tile won't do anything.

              Quote:
              Originally Posted by Larsie13 View Post
              O_O #dynamic 800000? That's the same as #dynamic 0xC3500! You forgot the 0x. Try to remember that it can make quite a big difference forgetting the 0x or not.
              That's not it either. I tried it just in case but I doubt it would matter where the script is.
              __________________

                #1308    
              Old June 9th, 2009 (2:36 PM).
              HackMew's Avatar
              HackMew HackMew is offline
              Mewtwo Strikes Back
              • Crystal Tier
               
              Join Date: Jun 2006
              Posts: 1,314
              Quote:
              Originally Posted by Weavile Gemini View Post
              Actually, Larsie, XSE hasn't been recognizing the lastresult keyword for some reason...
              That's what happens when you don't extract all the files from the zipped archive. LASTRESULT is defined in the std.rbh header.
              __________________
                #1309    
              Old June 9th, 2009 (2:41 PM).
              Quickster's Avatar
              Quickster Quickster is offline
              Dream or Drop?
                 
                Join Date: Oct 2007
                Gender: Male
                Nature: Quiet
                Posts: 351
                Quote:
                Originally Posted by Mewtew View Post
                Im Pretty badly stuck here, could someone please help me...allow me to explain my problem...

                I am hacking myself a new pokemon game and have just begun, im using my very basic scriting knowledge and using the latest version of xse. i made the player wake up at the start of the game in a cave just above an old lady but am having a few major problems, the first of which comes in advance map..
                when i place a sprite of a person into the room it will not appear in the visual boy or have any action within it, even when a script has been applied, please give me some pointers for a possible fix
                number 2 comes from xse and advance map i think, i mad a script to stop anyone leaving the room without first choosing 1 of 2 pokemon, you are ment to walk onto the script and be pushed 1 step back, with a message to appear saying , maby i should talk to the old lady first...
                so i made a script which i will include...but when i attach to the script to a script tile in advance map and play the game, if i walk on the script tile before it has been bypassed by a flag the game freezes, alough the music still plays on a low quality please help and i hope i have not written waaaay to much


                Spoiler:
                #Dynamic 0x800000
                #org @start
                checkflag 0x828
                if 0x0 goto @hey!
                if 0x1 goto @end
                end
                #org @hey!
                lock
                msgbox @icant 0x6
                applymovement 0xFF @back
                waitmovement 0x0
                release
                end
                #org @icant
                = Maby I should talk with/nThe old lady first
                #org @back
                #raw 0x0D 0xFE
                #org @end
                release
                end

                Thanks

                Im not sure of your first problem but your second problem sound like you forgot to put the unknown numbers in.They're 0003 and 4050.They go in the first two boxes under the people number i think.
                And If you only want the script to check if you got a pokemon or not, i think the one below is a litlle less complicated.But you need to make sure the numbers are in on the script tile.
                Also,or you using xse?If not i suggest to switch to it,its very easy to pick up on and theres a great tutorial by diegoisawesome.
                The script below is for xse.
                Spoiler:

                #dynamic 0x

                #org @start
                checkflag 0x828
                if 0x1 goto @done
                msgbox @1 0x6
                applymovement 0xFF @m1
                waitmovement 0x0
                release
                end

                #org @done
                release
                end

                #org @1
                = Maybe I should talk with the old\nlady first...

                #org @m1
                #raw 0x11
                #raw 0xFE
                __________________
                I laugh looking at this.

                But sometimes I want to come back to it...

                  #1310    
                Old June 9th, 2009 (3:05 PM).
                mrhiyuck's Avatar
                mrhiyuck mrhiyuck is offline
                //
                   
                  Join Date: Sep 2007
                  Posts: 29
                  Spoiler:
                  Code:
                  '---------------
                  #dynamic 0x800000
                  #org 0xE3D134
                  lock
                  faceplayer
                  checkflag 0x939
                  if 0x0 goto @noditto
                  checkflag 0x941
                  if 0x1 goto @done
                  msgbox @1 0x5
                  compare LASTRESULT 0x1
                  if 0x1 goto @take
                  msgbox @2 0x6
                  release
                  end
                  
                  #org @take
                  checkitem 0x4 0x1
                  if 0x0 goto @jerk
                  removeitem 0x04 0x1
                  hidesprite 0x4
                  givepokemon 0x84 0xA 0xC3 0x0 0x0 0x0
                  fanfare 0x13E
                  msgbox @3 0x4
                  waitfanfare
                  closeonkeypress
                  setflag 0x941
                  msgbox @4 0x5
                  compare LASTRESULT 0x1
                  if 0x1 gosub @name
                  msgbox @5 0x6
                  release
                  end
                  
                  #org @noditto
                  msgbox @7 0x6
                  release
                  end
                  
                  #org @jerk
                  msgbox @8 0x6
                  release
                  end
                  
                  #org @name
                  call 0x1A74EB
                  return
                  
                  #org @done
                  msgbox @6 0x6
                  release
                  end
                  
                  #org @1
                  = Hello... could you tell me your\nname?\p[player]?\pWell [player], it seems that DITTO\nover there has taken a liking to\lyou.\pIt's had a stressful time here in\nthe lab, so I was hoping he could\lspend time outside with a Trainer.\pWould you take DITTO?
                  
                  #org @2
                  = No? Well come back if you change\nyour mind.\pI feel sorry for the little guy.
                  
                  #org @3
                  = You received a DITTO!
                  
                  #org @4
                  = Would you like to give a\nnickname to DITTO?
                  
                  #org @5
                  = Be a good owner to DITTO!\nBetter then we were...
                  
                  #org @6
                  = Hey [player]! How's DITTO doing?
                  
                  #org @7
                  = Wow... it's been so busy, and now\nit's calmed down.\pWe were running nonstop with\nexperiments to get the Dojo\lworking.\pThat DITTO was the POK\h1bMON\ninvolved in the experiment. I hope\lhe can rest now.
                  
                  #org @8
                  = Oh? You don't seem to have a\nPOK\h1bBALL.\pDITTO's old one was here...\nAll we need is a regular POK\h1bBALL.\pCould you find one?


                  This all works.. with a couple exceptions. Even without a pokeball, the checkitem doesn't seem to switch to "jerk". It does take a pokeball if you have one but if you don't it still continues without switching.

                  Also hidesprite works, but when you move just one step, the sprite returns. Could someone help me with these?
                    #1311    
                  Old June 9th, 2009 (4:09 PM).
                  HackMew's Avatar
                  HackMew HackMew is offline
                  Mewtwo Strikes Back
                  • Crystal Tier
                   
                  Join Date: Jun 2006
                  Posts: 1,314
                  Quote:
                  Originally Posted by PI Hudson View Post
                  QUESTION: Is there a way to check if a pokemon is holding an item?
                  Not with scripting. You need ASM.

                  Quote:
                  Originally Posted by Gamer2020 View Post
                  Hey guys. I have a problem.
                  Basically I wrote a script so that when the player steps on a certain spot a sprites goes up to him and battles him.
                  It works up until after the battle where it just plain goes sour.
                  Ive attached a small video to show you what happens.

                  This is the script
                  Spoiler:
                  #dynamic 800000

                  #org @start
                  lock
                  checkflag 0x1005
                  if 0x1 call @done
                  call @pre
                  applymovement 0x01 @move1
                  waitmovement 0x0
                  sethealingplace 0x6
                  setflag 0x1005
                  trainerbattle 0x1 0x237 0x0 @before @after @run
                  end

                  #org @pre
                  applymovement 0x01 @move3
                  msgbox @stuff 0x2
                  return

                  #org @run
                  msgbox @text 0x2
                  applymovement 0x01 @move2
                  waitmovement 0x0
                  hidesprite 0x01
                  setflag 0x1005
                  release
                  end

                  #org @done
                  releaseall
                  end

                  #org @move1
                  #raw 0x56
                  #raw 0x09
                  #raw 0x0A
                  #raw 0x02
                  #raw 0xFE

                  #org @move2
                  #raw 0x0B
                  #raw 0x0B
                  #raw 0x0B
                  #raw 0x0B
                  #raw 0x0B
                  #raw 0x0B
                  #raw 0xFE

                  #org @move3
                  #raw 0x00
                  #raw 0xFE

                  #org @before
                  = How much did you hear?

                  #org @after
                  = Didn't think you'd be that strong.

                  #org @text
                  = Bye now!

                  #org @stuff
                  = They're are Whirlpools blocking\nthe entrances sir.
                  Fixed (mostly optimized) script is below. Anyway, the script isn't the root of the problem at all. Do not follow the suggestion to set "No movements" because then applymovement will not work. Also, "Look down" isn't glitchy at all. It's just you need to set the Movement to 11.

                  Spoiler:
                  #dynamic 0x800000

                  #org @start
                  lock
                  checkflag 0x1006
                  if 0x1 goto @done
                  applymovement 0x01 @move3
                  waitmovement 0x0
                  msgbox @stuff 0x2
                  applymovement 0x01 @move1
                  waitmovement 0x0
                  sethealingplace 0x6
                  setflag 0x1006
                  trainerbattle 0x1 0x237 0x0 @before @after @run
                  release
                  end

                  #org @run
                  msgbox @text 0x2
                  applymovement 0x01 @move2
                  waitmovement 0x0
                  setflag 0x1005
                  hidesprite 0x01
                  release
                  end

                  #org @done
                  release
                  end

                  #org @move1
                  #raw 0x56
                  #raw 0x09
                  #raw 0x0A
                  #raw 0x02
                  #raw 0xFE

                  #org @move2
                  #raw 0x0B
                  #raw 0x0B
                  #raw 0x0B
                  #raw 0x0B
                  #raw 0x0B
                  #raw 0x0B
                  #raw 0xFE

                  #org @move3
                  #raw 0x00
                  #raw 0xFE

                  #org @before
                  = How much did you hear?

                  #org @after
                  = Didn't think you'd be that strong.

                  #org @text
                  = Bye now!

                  #org @stuff
                  = There are whirlpools blocking\nthe entrances sir.



                  Quote:
                  Originally Posted by mrhiyuck View Post
                  Spoiler:
                  Code:
                  '---------------
                  #dynamic 0x800000
                  #org 0xE3D134
                  lock
                  faceplayer
                  checkflag 0x939
                  if 0x0 goto @noditto
                  checkflag 0x941
                  if 0x1 goto @done
                  msgbox @1 0x5
                  compare LASTRESULT 0x1
                  if 0x1 goto @take
                  msgbox @2 0x6
                  release
                  end
                  
                  #org @take
                  checkitem 0x4 0x1
                  if 0x0 goto @jerk
                  removeitem 0x04 0x1
                  hidesprite 0x4
                  givepokemon 0x84 0xA 0xC3 0x0 0x0 0x0
                  fanfare 0x13E
                  msgbox @3 0x4
                  waitfanfare
                  closeonkeypress
                  setflag 0x941
                  msgbox @4 0x5
                  compare LASTRESULT 0x1
                  if 0x1 gosub @name
                  msgbox @5 0x6
                  release
                  end
                  
                  #org @noditto
                  msgbox @7 0x6
                  release
                  end
                  
                  #org @jerk
                  msgbox @8 0x6
                  release
                  end
                  
                  #org @name
                  call 0x1A74EB
                  return
                  
                  #org @done
                  msgbox @6 0x6
                  release
                  end
                  
                  #org @1
                  = Hello... could you tell me your\nname?\p[player]?\pWell [player], it seems that DITTO\nover there has taken a liking to\lyou.\pIt's had a stressful time here in\nthe lab, so I was hoping he could\lspend time outside with a Trainer.\pWould you take DITTO?
                  
                  #org @2
                  = No? Well come back if you change\nyour mind.\pI feel sorry for the little guy.
                  
                  #org @3
                  = You received a DITTO!
                  
                  #org @4
                  = Would you like to give a\nnickname to DITTO?
                  
                  #org @5
                  = Be a good owner to DITTO!\nBetter then we were...
                  
                  #org @6
                  = Hey [player]! How's DITTO doing?
                  
                  #org @7
                  = Wow... it's been so busy, and now\nit's calmed down.\pWe were running nonstop with\nexperiments to get the Dojo\lworking.\pThat DITTO was the POK\h1bMON\ninvolved in the experiment. I hope\lhe can rest now.
                  
                  #org @8
                  = Oh? You don't seem to have a\nPOK\h1bBALL.\pDITTO's old one was here...\nAll we need is a regular POK\h1bBALL.\pCould you find one?


                  This all works.. with a couple exceptions. Even without a pokeball, the checkitem doesn't seem to switch to "jerk". It does take a pokeball if you have one but if you don't it still continues without switching.

                  Also hidesprite works, but when you move just one step, the sprite returns. Could someone help me with these?
                  That's not the way checkitem works.
                  You do something like this:

                  Code:
                  checkitem 0x172 0x1
                  compare LASTRESULT 0x1
                  if 0x0 goto @donthave
                  About the "sprite returning"... that's normal. Hidesprite will hide the sprite only temporarily.
                  Before the hidesprite command you need to use a setflag, which value is the Person ID you set.
                  __________________
                    #1312    
                  Old June 9th, 2009 (4:23 PM).
                  XD003's Avatar
                  XD003 XD003 is offline
                  The Silver Rose of Chaos
                     
                    Join Date: Feb 2006
                    Location: I call it hell, but some people call it Florida.
                    Age: 24
                    Gender: Male
                    Nature: Gentle
                    Posts: 120
                    I have a question - I just hope I'm asking the right place for this. If not, please tell me where I should go to ask and all.

                    Anyways, my question is:
                    How do you make a script which makes a person have a Dropdown mutlichoice box list of Pokemon for sale. I have no clue how to script at all, and my friend who can script has no clue how. If you're wondering what I mean..:

                    Person: Oh, hello there! I'm a grass pokemon trainer and I came to this island to train up my pokemon and catch some new ones. However I got swept away and caught too many of the same in the process. Would you like to buy some form me?
                    [Dropdown box here]
                    Sunflora $500
                    Vileplume $500
                    Venusaur $1000
                    ...
                    Etc etc. That's what I'm trying to do. I'm probably asking the wrong place, but it'd be really appreciated if you could help. Thanks in advance.
                    __________________
                    Pokemon Hacking Projects:
                    Yitria: Redux - Indefinite Hiatus (Reason: Unrecognizable errors after making the first map.)
                    Troditiran: Redux - Indefinite Hiatus (Reason: Abandoned hacking for reason stated above)

                    RPG Maker Projects:
                    Pokemon Yitria: Redux - In Progress (Taking a break)
                    Pokemon Inferno Red - In Progress (Taking a break)
                    Pokemon Troditiran: Redux - Not Started Yet
                    Pokemon Boundless World - Not Started Yet
                    Pokemon Endless Crimson - Not Started Yet (I don't even remember what this was ._.)
                    Pokemon XD² - Shadows of a Former Chaos - In Progress
                    Pokemon Fragmented Red - On Hold
                      #1313    
                    Old June 9th, 2009 (4:24 PM).
                    metapod23's Avatar
                    metapod23 metapod23 is offline
                    Hardened Trainer
                       
                      Join Date: Mar 2009
                      Gender: Male
                      Nature: Timid
                      Posts: 673
                      Quote:
                      Originally Posted by Larsie13 View Post
                      0x13 = 19, 0x14 = 20, and 0x15 = 21. Use 19, 20 and 21, or 0xD, 0xF and 0xF. Also, you'll need a waitmovement 0 after the MOVEPLAYER.
                      It didn't really work, so I just changed them to IDs 1, 2, and 3 and changed the script accordingly and it worked perfectly. Thanks.
                        #1314    
                      Old June 9th, 2009 (4:33 PM).
                      PlatniumPiano's Avatar
                      PlatniumPiano PlatniumPiano is offline
                      You are now breathing manually
                         
                        Join Date: Dec 2008
                        Location: Yesterday
                        Gender: Male
                        Nature: Lax
                        Posts: 480
                        Quote:
                        Originally Posted by XD003 View Post
                        I have a question - I just hope I'm asking the right place for this. If not, please tell me where I should go to ask and all.

                        Anyways, my question is:
                        How do you make a script which makes a person have a Dropdown mutlichoice box list of Pokemon for sale. I have no clue how to script at all, and my friend who can script has no clue how. If you're wondering what I mean..:

                        Person: Oh, hello there! I'm a grass pokemon trainer and I came to this island to train up my pokemon and catch some new ones. However I got swept away and caught too many of the same in the process. Would you like to buy some form me?
                        [Dropdown box here]
                        Sunflora $500
                        Vileplume $500
                        Venusaur $1000
                        ...
                        Etc etc. That's what I'm trying to do. I'm probably asking the wrong place, but it'd be really appreciated if you could help. Thanks in advance.

                        ASM would be the only way to my knowledge, but I could be wrong.
                          #1315    
                        Old June 9th, 2009 (4:35 PM). Edited June 9th, 2009 by PI Hudson.
                        PI Hudson's Avatar
                        PI Hudson PI Hudson is offline
                        Can be random for hugs> PIE!!!
                           
                          Join Date: May 2009
                          Location: Minnesota
                          Age: 24
                          Gender: Male
                          Nature: Modest
                          Posts: 33
                          Quote:
                          Originally Posted by HackMew View Post
                          Quote:
                          QUESTION: Is there a way to check if a pokemon is holding an item?
                          Not with scripting. You need ASM.
                          Oh, I was wondering because the Battle Pyramid can check for hold items, since it doesn't allow them.
                            #1316    
                          Old June 9th, 2009 (4:50 PM).
                          HackMew's Avatar
                          HackMew HackMew is offline
                          Mewtwo Strikes Back
                          • Crystal Tier
                           
                          Join Date: Jun 2006
                          Posts: 1,314
                          Quote:
                          Originally Posted by PlatniumPiano View Post
                          ASM would be the only way to my knowledge, but I could be wrong.
                          Yes, you're wrong. The multichoice command is all that's needed basically, plus a bit of text editing.


                          Quote:
                          Originally Posted by PI Hudson View Post
                          Oh, I was wondering because the Battle Pyramid can check for hold items, since it doesn't allow them.
                          Did you check the scripts there? I'm pretty sure some specials are used.
                          __________________
                            #1317    
                          Old June 9th, 2009 (4:55 PM).
                          XD003's Avatar
                          XD003 XD003 is offline
                          The Silver Rose of Chaos
                             
                            Join Date: Feb 2006
                            Location: I call it hell, but some people call it Florida.
                            Age: 24
                            Gender: Male
                            Nature: Gentle
                            Posts: 120
                            Quote:
                            Originally Posted by HackMew View Post
                            Yes, you're wrong. The multichoice command is all that's needed basically, plus a bit of text editing.
                            So, where exactly is the data for Multichoice located?
                            __________________
                            Pokemon Hacking Projects:
                            Yitria: Redux - Indefinite Hiatus (Reason: Unrecognizable errors after making the first map.)
                            Troditiran: Redux - Indefinite Hiatus (Reason: Abandoned hacking for reason stated above)

                            RPG Maker Projects:
                            Pokemon Yitria: Redux - In Progress (Taking a break)
                            Pokemon Inferno Red - In Progress (Taking a break)
                            Pokemon Troditiran: Redux - Not Started Yet
                            Pokemon Boundless World - Not Started Yet
                            Pokemon Endless Crimson - Not Started Yet (I don't even remember what this was ._.)
                            Pokemon XD² - Shadows of a Former Chaos - In Progress
                            Pokemon Fragmented Red - On Hold
                              #1318    
                            Old June 9th, 2009 (5:08 PM).
                            HackMew's Avatar
                            HackMew HackMew is offline
                            Mewtwo Strikes Back
                            • Crystal Tier
                             
                            Join Date: Jun 2006
                            Posts: 1,314
                            Quote:
                            Originally Posted by XD003 View Post
                            So, where exactly is the data for Multichoice located?
                            Well, just search it. They're texts after all.
                            __________________
                              #1319    
                            Old June 9th, 2009 (5:16 PM).
                            XD003's Avatar
                            XD003 XD003 is offline
                            The Silver Rose of Chaos
                               
                              Join Date: Feb 2006
                              Location: I call it hell, but some people call it Florida.
                              Age: 24
                              Gender: Male
                              Nature: Gentle
                              Posts: 120
                              I can't really script on my PC, nor does the scripting programs I have work. And I have no clue either how to search for it x-x.
                              Yeah, I know. I'm retarded - When it comes to scripting, I'm dumber then a nail.
                              __________________
                              Pokemon Hacking Projects:
                              Yitria: Redux - Indefinite Hiatus (Reason: Unrecognizable errors after making the first map.)
                              Troditiran: Redux - Indefinite Hiatus (Reason: Abandoned hacking for reason stated above)

                              RPG Maker Projects:
                              Pokemon Yitria: Redux - In Progress (Taking a break)
                              Pokemon Inferno Red - In Progress (Taking a break)
                              Pokemon Troditiran: Redux - Not Started Yet
                              Pokemon Boundless World - Not Started Yet
                              Pokemon Endless Crimson - Not Started Yet (I don't even remember what this was ._.)
                              Pokemon XD² - Shadows of a Former Chaos - In Progress
                              Pokemon Fragmented Red - On Hold
                                #1320    
                              Old June 9th, 2009 (5:16 PM).
                              Teh_PingasYTP's Avatar
                              Teh_PingasYTP Teh_PingasYTP is offline
                              PINGAS!
                                 
                                Join Date: May 2009
                                Location: Valley Springs
                                Gender:
                                Nature: Relaxed
                                Posts: 3
                                Send a message via Yahoo to Teh_PingasYTP
                                i made a givepokemon script and it works, but after i get it and talk to him again, he gives it to me again, and again and i can't get it to work! i want him to say something else after i get it and talk to him again.

                                Script:
                                Spoiler:
                                #dynamic 0x71AA20
                                #org @start
                                lock
                                faceplayer
                                checkflag 0x829
                                if 0x0 goto @notyet
                                if 0x1 goto @give
                                release
                                end
                                #org @notyet
                                msgbox @sorry 0x6
                                end

                                #org @give
                                givepokemon 0x7E 0x7 0x0 0x0 0x0 0x0
                                fanfare 0x13E
                                waitfanfare
                                setflag 0x829
                                msgbox @yay 0x6
                                release
                                end
                                #org @sorry
                                = Hello!\pMy name is Teh_PingasYTP!\pYou're in my hack!\pI'll tell you what.\pIf you come back to me\nafter you get the POK\h1BDEX,\pI'll give you something special!
                                #org @yay
                                = [player] obtained MAGMAR!\nCongradulations!\pIt's a very rare POK\h1BMON!\nTrain it well!


                                I am using XSE.
                                  #1321    
                                Old June 9th, 2009 (5:18 PM).
                                0m3GA ARS3NAL's Avatar
                                0m3GA ARS3NAL 0m3GA ARS3NAL is offline
                                Im comin' home...
                                • Silver Tier
                                 
                                Join Date: Jan 2008
                                Location: Superjail Penitentiary
                                Age: 24
                                Gender: Male
                                Nature: Gentle
                                Posts: 1,812
                                Quote:
                                Originally Posted by XD003 View Post
                                So, where exactly is the data for Multichoice located?
                                There is a tutorial for editing multichoice data in the Documents And Tutorials section, please look there.
                                __________________
                                >Boot Jailbot
                                >Pass *****
                                .
                                .
                                Jailbot OS Ver 1.1.2
                                Greetings Warden
                                of Superjail Penitentiary
                                Awaiting user input...

                                >Display User_Info
                                ╠══User Info══╣
                                Username:
                                0m3GA ARS3NAL
                                Age: 18
                                Sex: Male ♂
                                Race: Caucasian
                                Quote:
                                "What is this
                                I don't even..."

                                M/O: Often acts out to get attention, but recently has changed that. Has been studying up on hacking information and hopes to participate in more advanced hacking discussion.
                                ╠══End of File══╣
                                Awaiting user input...

                                >
                                  #1322    
                                Old June 9th, 2009 (5:34 PM).
                                Quickster's Avatar
                                Quickster Quickster is offline
                                Dream or Drop?
                                   
                                  Join Date: Oct 2007
                                  Gender: Male
                                  Nature: Quiet
                                  Posts: 351
                                  Quote:
                                  Originally Posted by Teh_PingasYTP View Post
                                  i made a givepokemon script and it works, but after i get it and talk to him again, he gives it to me again, and again and i can't get it to work! i want him to say something else after i get it and talk to him again.

                                  Script:
                                  Spoiler:
                                  #dynamic 0x71AA20
                                  #org @start
                                  lock
                                  faceplayer
                                  checkflag 0x829
                                  if 0x0 goto @notyet
                                  if 0x1 goto @give
                                  release
                                  end
                                  #org @notyet
                                  msgbox @sorry 0x6
                                  end

                                  #org @give
                                  givepokemon 0x7E 0x7 0x0 0x0 0x0 0x0
                                  fanfare 0x13E
                                  waitfanfare
                                  setflag 0x829
                                  msgbox @yay 0x6
                                  release
                                  end
                                  #org @sorry
                                  = Hello!\pMy name is Teh_PingasYTP!\pYou're in my hack!\pI'll tell you what.\pIf you come back to me\nafter you get the POK\h1BDEX,\pI'll give you something special!
                                  #org @yay
                                  = [player] obtained MAGMAR!\nCongradulations!\pIt's a very rare POK\h1BMON!\nTrain it well!


                                  I am using XSE.
                                  The script below should work.You set the flag for the pokedex after you get the pokemon.Thats the flag it checks for inorder to give the pokemon.Just a small mistake.

                                  Spoiler:
                                  #dynamic 0x

                                  #org @start
                                  checkflag 0x829
                                  if 0x1 goto @give
                                  msgbox @sorry 0x2
                                  release
                                  end

                                  #org @give
                                  checkflag 0x1000
                                  if 0x1 goto @done
                                  givepokemon 0x7E 0x7 0x0 0x0 0x0 0x0
                                  fanfare 0x13E
                                  waitfanfare
                                  setflag 0x1000
                                  msgbox @yay 0x2
                                  release
                                  end

                                  #org @done
                                  msgbox @gave 0x2
                                  release
                                  end

                                  #org @sorry
                                  = Hello!\pMy name is Teh_PingasYTP!\pYou're in my hack!\pI'll tell you what.\pIf you come back to me\nafter you get the POK\h1BDEX,\pI'll give you something special!

                                  #org @yay
                                  = [player] obtained MAGMAR!\nCongradulations!\pIt's a very rare POK\h1BMON!\nTrain it well!

                                  #org @gave
                                  = text after recieve magmar
                                  __________________
                                  I laugh looking at this.

                                  But sometimes I want to come back to it...

                                    #1323    
                                  Old June 9th, 2009 (6:39 PM).
                                  mrhiyuck's Avatar
                                  mrhiyuck mrhiyuck is offline
                                  //
                                     
                                    Join Date: Sep 2007
                                    Posts: 29
                                    Quote:
                                    That's not the way checkitem works.
                                    You do something like this:

                                    Code:
                                    checkitem 0x172 0x1
                                    compare LASTRESULT 0x1
                                    if 0x0 goto @donthave
                                    About the "sprite returning"... that's normal. Hidesprite will hide the sprite only temporarily.
                                    Before the hidesprite command you need to use a setflag, which value is the Person ID you set.
                                    Oh that got it working. Thank you so much!
                                      #1324    
                                    Old June 9th, 2009 (9:12 PM).
                                    PlatniumPiano's Avatar
                                    PlatniumPiano PlatniumPiano is offline
                                    You are now breathing manually
                                       
                                      Join Date: Dec 2008
                                      Location: Yesterday
                                      Gender: Male
                                      Nature: Lax
                                      Posts: 480
                                      I'm redesining the script for my first Pokemon in my hack... The problem is when the flag has been set. If the flag is not set, the script works fine, but when the flag is set, it automatically goes to the script in which it was not set.

                                      Is this because the flag was set on a different map? Or something else (yes I set person id to 950)?

                                      Ruby Version AXVE Script:

                                      Code:
                                       
                                      #dynamic 0x800000
                                       
                                      #org @start
                                      checkflag 0x950
                                      if 0x1 goto @done
                                      lock
                                      faceplayer
                                      msgbox @whatsup 0x6
                                      release
                                      end
                                       
                                      #org @ponyta
                                      msgbox @give 0x6
                                      givepokemon 0x4D 0xF 0x0 0x0 0x0 0x0
                                      fanfare 0x13E
                                      msgbox @obtain 0x6
                                      waitfanfare
                                      msgbox @would 0x5
                                      compare LASTRESULT 0x1
                                      if 0x1 call @name
                                      msgbox @call 0x6
                                      setflag 0x800
                                      release
                                      end
                                       
                                      #org @done
                                      lock
                                      faceplayer
                                      msgbox @hey 0x5
                                      compare LASTRESULT 0x1
                                      if 0x1 goto @ponyta
                                      msgbox @sorry 0x6
                                      release
                                      end
                                       
                                      #org @name
                                      fadescreen 0x1
                                      special 0x9E
                                      waitstate
                                      return
                                       
                                      #org @hey
                                      = Hey, [player], what brings you\nhere on my day off?\p... ... ...\n... .... ...\l... ... ...\l... ... ...\pYou can't be serious...\n...Mew?\pWell, if this is true, then\nI guess you will need a POKéMON.
                                       
                                      #org @give
                                      = That's a wise choice.\pIt's not often you have\nan encounter with Mew.
                                       
                                      #org @obtain
                                      = You got a Ponyta!
                                       
                                      #org @would
                                      = Would you like to give a\nnickname to this POKéMON?
                                       
                                      #org @call
                                      = Well... we got you a\nPOKéMON.\lNow what?\p... ... ...\n... ... ...\lLord Aspen, eh?\pListen, Aspen is a seasoned POKéMON\nveteran, so with that guy there,\lI doubt you could win.\pHowever.\pIf you must, there is a cavern\nwhere you can train that\lhorse, located in the caves, one level above Aspens.
                                       
                                      #org @whatsup
                                      = Hey, [player], what's up?
                                       
                                      #org @sorry
                                      = Oh...\nWell, I'm sorry to hear that.
                                        #1325    
                                      Old June 9th, 2009 (9:18 PM).
                                      Xatoku's Avatar
                                      Xatoku Xatoku is offline
                                      Game Developer
                                         
                                        Join Date: Feb 2009
                                        Location: Canada
                                        Gender: Male
                                        Posts: 451
                                        I've asked this before but nobody's answered so here it is again,

                                        In this script everything works 100% except that after the trainerbattle, sprite 0x5 on the screen changes colour. Could somebody tell me the proper settings I should give the sprite?

                                        Spoiler:
                                        #dynamic 0x800000

                                        #org @start
                                        checkflag 0x368
                                        if 0x1 goto @end
                                        lockall
                                        msgbox @text1 0x6
                                        applymovement 0x4 @move1
                                        waitmovement 0x0
                                        applymovement 0x4 @move2
                                        waitmovement 0x0
                                        pause 0x25
                                        applymovement MOVE_PLAYER @move3
                                        waitmovement 0x0
                                        hidesprite 0x4
                                        showsprite 0x6
                                        msgbox @text2 0x6
                                        applymovement MOVE_PLAYER @move4
                                        waitmovement 0x0
                                        givepokemon 0x9E 0x5 0x0 0x0 0x0 0x0
                                        hidesprite 0x2
                                        fanfare 0x13E
                                        msgbox @text3 0x4
                                        waitfanfare
                                        closeonkeypress
                                        playsong 0x13B 0x0
                                        msgbox @text4 0x6
                                        showsprite 0x5
                                        applymovement MOVE_PLAYER @move1
                                        waitmovement 0x0
                                        applymovement MOVE_PLAYER @move7
                                        waitmovement 0x0
                                        applymovement 0x5 @move5
                                        waitmovement 0x0
                                        msgbox @text5 0x6
                                        applymovement 0x5 @move8
                                        waitmovement 0x0
                                        hidesprite 0x3
                                        pause 0x10
                                        applymovement 0x5 @move9
                                        waitmovement 0x0
                                        setvar 0x7030 0x129
                                        setvar 0x7033 0x158
                                        trainerbattle 0x9 0x2E5 0x0 @before @no
                                        setvar 0x7030 0x158
                                        setvar 0x7033 0x129
                                        applymovement MOVE_PLAYER @move6
                                        waitmovement 0x0
                                        msgbox @text6 0x6
                                        setflag 0x368
                                        releaseall
                                        warp 0x3 0x1 0x2 0x0 0x0
                                        end

                                        #org @end
                                        releaseall
                                        end

                                        #org @text1
                                        = [red_fr][Player]:[black_fr] Hey you!

                                        #org @text2
                                        = [red_fr][Player]:[black_fr] That takes care of him.\nNow for Totodile.

                                        #org @text3
                                        = [red_fr][Player][black_fr] stole the [navyblue_fr]Totodile.[black_fr]

                                        #org @text4
                                        = ???: Hey, you can't take that!

                                        #org @text5
                                        = [orange_fr]Gold:[black_fr] My names Gold, and you're\nthe thief who stole my backpack!\p[red_fr][Player]:[black_fr] What backpack?\p[orange_fr]Gold:[black_fr] Don't act like you don't\nknow!\p[orange_fr]Gold:[black_fr] You'll pay for what you did!

                                        #org @before
                                        = [orange_fr]Gold:[black_fr] Here goes!

                                        #org @no
                                        = Argh, he's strong!

                                        #org @text6
                                        = [orange_fr]Gold:[black_fr] You won't get away with this!

                                        #org @move1
                                        #raw 0x62
                                        #raw 0xFE

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

                                        #org @move3
                                        #raw 0x50
                                        #raw 0x51
                                        #raw 0x02
                                        #raw 0xFE

                                        #org @move4
                                        #raw 0x13
                                        #raw 0x13
                                        #raw 0x10
                                        #raw 0x13
                                        #raw 0x13
                                        #raw 0x13
                                        #raw 0x13
                                        #raw 0x13
                                        #raw 0x11
                                        #raw 0x11
                                        #raw 0xFE

                                        #org @move5
                                        #raw 0x1F
                                        #raw 0x1F
                                        #raw 0x1F
                                        #raw 0x1F
                                        #raw 0x1F
                                        #raw 0x1F
                                        #raw 0x1F
                                        #raw 0x1F
                                        #raw 0x1E
                                        #raw 0xFE

                                        #org @move6
                                        #raw 0x15
                                        #raw 0x15
                                        #raw 0x12
                                        #raw 0x12
                                        #raw 0x12
                                        #raw 0x12
                                        #raw 0x12
                                        #raw 0x12
                                        #raw 0x12
                                        #raw 0x12
                                        #raw 0x12
                                        #raw 0x01
                                        #raw 0xFE

                                        #org @move7
                                        #raw 0x00
                                        #raw 0xFE

                                        #org @move8
                                        #raw 0x13
                                        #raw 0x11
                                        #raw 0xFE

                                        #org @move9
                                        #raw 0x10
                                        #raw 0x12
                                        #raw 0x01
                                        #raw 0xFE
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