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  #2526    
Old November 26th, 2009 (6:45 PM).
Quickster's Avatar
Quickster Quickster is offline
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    Quote:
    Originally Posted by colcolstyles View Post
    Try reading HackMew's first ASM tutorial in the Documents and Tutorials section. If you adapt his code, you should be able to obtain the current playing time down to the millisecond.

    For future reference, this question would be better asked in the Simple Questions Thread.
    Thanks,and ill remember to ask in the simple questions if it doenst directly involve a script,i was just hoping this could be done by scripting.
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      #2527    
    Old November 26th, 2009 (6:59 PM).
    Pokepal17's Avatar
    Pokepal17 Pokepal17 is offline
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    Quote:
    Originally Posted by Quickster View Post
    Thanks,and ill remember to ask in the simple questions if it doenst directly involve a script,i was just hoping this could be done by scripting.
    It can, didn't you see my post that replied to yours on the other page?

    Anyway, I'll repeat it. You can use the scripting commmand: comparefarbytetobyte.
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      #2528    
    Old November 26th, 2009 (9:01 PM).
    Amachi's Avatar
    Amachi Amachi is offline
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      Quote:
      Originally Posted by Pokepal17 View Post
      Yep, I believe the command comparefarbytetobyte is what you would need. :P
      That actually sounds quite interesting. How would you go about using that?
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        #2529    
      Old November 26th, 2009 (9:39 PM).
      /Circa's Avatar
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        In one of my maps, as soon as I take a left or right onto the script tiles the game freezes.

        Code:
        '---------------
        #org 0x298D2A
        checkflag 0x202
        if 0x1 goto 0x8298D6F
        lock
        faceplayer
        showsprite 0x4
        msgbox 0x8298D90 MSG_NORMAL '"Hold on kiddo!"
        applymovement MOVE_PLAYER 0x8298D72
        waitmovement 0x0
        applymovement 0x4 0x8298D75
        waitmovement 0x0
        msgbox 0x8298DA1 MSG_NORMAL '"Where the hell did you come from?\..."
        applymovement 0x4 0x8298D83
        waitmovement 0x0
        hidesprite 0x4
        setflag 0x202
        release
        end
        
        '---------------
        #org 0x298D6F
        release
        end
        
        
        '---------
        ' Strings
        '---------
        #org 0x298D90
        = Hold on kiddo!
        
        #org 0x298DA1
        = Where the hell did you come from?\nI saw that statue glow,\pthen you just pop out of nowhere!\nHmph... Ill figure it out.
        
        
        '-----------
        ' Movements
        '-----------
        #org 0x298D72
        #raw 0x2 'Face Left
        #raw 0xFE 'End of Movements
        
        #org 0x298D75
        #raw 0x20 'Step Right (Fast)
        #raw 0x20 'Step Right (Fast)
        #raw 0x20 'Step Right (Fast)
        #raw 0x20 'Step Right (Fast)
        #raw 0x20 'Step Right (Fast)
        #raw 0x20 'Step Right (Fast)
        #raw 0x20 'Step Right (Fast)
        #raw 0x20 'Step Right (Fast)
        #raw 0x20 'Step Right (Fast)
        #raw 0x20 'Step Right (Fast)
        #raw 0x20 'Step Right (Fast)
        #raw 0x55 'Jump in Place (Facing Right)
        #raw 0xFE 'End of Movements
        
        #org 0x298D83
        #raw 0x1F 'Step Left (Fast)
        #raw 0x1F 'Step Left (Fast)
        #raw 0x1F 'Step Left (Fast)
        #raw 0x1F 'Step Left (Fast)
        #raw 0x1F 'Step Left (Fast)
        #raw 0x1F 'Step Left (Fast)
        #raw 0x1F 'Step Left (Fast)
        #raw 0x1F 'Step Left (Fast)
        #raw 0x1F 'Step Left (Fast)
        #raw 0x1F 'Step Left (Fast)
        #raw 0x1F 'Step Left (Fast)
        #raw 0xFE 'End of Movements
        I don't know if it's the script or if it's my rom.
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        here everything about

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          #2530    
        Old November 27th, 2009 (4:11 AM).
        Pokepal17's Avatar
        Pokepal17 Pokepal17 is offline
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        Quote:
        Originally Posted by Amachi View Post
        That actually sounds quite interesting. How would you go about using that?
        Comparefarbytetobyte compares a byte at a certain ram address with a certain value, It's useful for seeing how much time has passed or even for seeing what the player's gender is.

        It's layout is this:

        comparefarbytetobyte 0xpointer to ram address with byte value to compare with. 0xbyte to compare with.
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          #2531    
        Old November 27th, 2009 (6:04 AM).
        Larsie13 Larsie13 is offline
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        In FR, the location for the playtime is at 0x20245C6 in the RAM. The first two bytes you'll find there are the hours of playtime, second byte minutes, then seconds and last, but not least, the milliseconds.
        In R/S, the offset is 0x2024EB2, and in Emerald 0x2024A96. And indeed, you can check them with comparefarbytetobyte. To check for at least an hour of playtime, you would use:
        Code:
        comparefarbytetobyte 0x20245C6 0x1
        if 0x4 goto @script
        (Obviously, that's for FR/LG. In R/S/E, only the offset changes. The rest remains the same.)
          #2532    
        Old November 27th, 2009 (6:53 AM).
        Diegoisawesome's Avatar
        Diegoisawesome Diegoisawesome is offline
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        Quote:
        Originally Posted by Larsie13 View Post
        In FR, the location for the playtime is at 0x20245C6 in the RAM. The first two bytes you'll find there are the hours of playtime, second byte minutes, then seconds and last, but not least, the milliseconds.
        In R/S, the offset is 0x2024EB2, and in Emerald 0x2024A96. And indeed, you can check them with comparefarbytetobyte. To check for at least an hour of playtime, you would use:
        Code:
        comparefarbytetobyte 0x20245C6 0x1
        if 0x4 goto @script
        (Obviously, that's for FR/LG. In R/S/E, only the offset changes. The rest remains the same.)
        Actually, this is not the case. The play time data, along with most of the other player data, actually moves around due to DMA (Direct Memory Access). The offset of the data is determined by a pointer at 0x300500C (which is in the IRAM, in case you're wondering.
        You'll have to use ASM to access it. Read HackMew's Knowledge, ASM Tutorial 1, which explains how to access the player data.
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          #2533    
        Old November 27th, 2009 (7:15 AM).
        Shiny_Noctowl Shiny_Noctowl is offline
           
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          I edited the map for Cinnabar Island (img21.imageshack.us/img21/1884/cinnabarisland.png), and now the script to keep you out of the Gym until you have the Secret Key doesn't work. How do I fix this?
            #2534    
          Old November 27th, 2009 (9:16 AM).
          Pokepal17's Avatar
          Pokepal17 Pokepal17 is offline
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          Quote:
          Originally Posted by Shiny_Noctowl View Post
          I edited the map for Cinnabar Island (img21.imageshack.us/img21/1884/cinnabarisland.png), and now the script to keep you out of the Gym until you have the Secret Key doesn't work. How do I fix this?
          You'll need to move the script tile to in front of Cinnibar Island's gym.
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            #2535    
          Old November 27th, 2009 (9:55 AM).
          NarutoActor's Avatar
          NarutoActor NarutoActor is offline
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          I have a script problem(duh)
          the player is in a tight hallway and professor oke is one tile above you. I want him to follow you left and right so I wrote a script.
          My first attempt used flags, and it worked on paper but no in game.
          I then tried a referent way of doing things. I tried comparing the players facing so if he is facing left oke will move left, and if he faces right oke will move right. But When I play the game no matter what I do oke only moves left

          '---------------
          #org 0x71BBE4
          lock
          getplayerpos 0x6000 0x6001
          compare PLAYERFACING 0x3
          if 0x1 goto 0x871BC3E
          compare PLAYERFACING 0x4
          if 0x1 goto 0x871BC63
          end

          '---------------
          #org 0x71BC3E
          applymovement 0x17 0x871BC70
          waitmovement 0x0
          release
          end

          '---------------
          #org 0x71BC63
          applymovement 0x17 0x871BC73
          waitmovement 0x0
          release
          end


          '-----------
          ' Movements
          '-----------
          #org 0x71BC70
          #raw 0x12 'Step Left (Normal)
          #raw 0xFE 'End of Movements

          #org 0x71BC73
          #raw 0x13 'Step Right (Normal)
          #raw 0xFE 'End of Movements
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            #2536    
          Old November 27th, 2009 (10:15 AM).
          Shiny_Noctowl Shiny_Noctowl is offline
             
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            Quote:
            Originally Posted by Pokepal17 View Post
            You'll need to move the script tile to in front of Cinnibar Island's gym.
            I did. It still doesn't work.
              #2537    
            Old November 27th, 2009 (10:40 AM).
            Pokepal17's Avatar
            Pokepal17 Pokepal17 is offline
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            Quote:
            Originally Posted by Shiny_Noctowl View Post
            I did. It still doesn't work.
            Hmm, remake the script yourself.
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              #2538    
            Old November 27th, 2009 (12:53 PM).
            Ven's Avatar
            Ven Ven is offline
            Tyrian
               
              Join Date: Aug 2009
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              I'd really appreciate it if someone could help me with this.

              Game: FireRed
              Type: Event
              Editor: XSE
              Script:
              Spoiler:
              #dynamic 0x71A28C

              #org @start
              checkflag 0x102
              if 0x1 goto @noez
              if 0x0 goto @continue
              end

              #org @noez
              release
              end

              #org @continue
              playsong 0x128 0x1
              msgbox @text 0x6
              closeonkeypress
              special 0x113
              applymovement 0x7F @move
              waitmovement 0x0
              special 0x114
              applymovement 0x6 @move2
              applymovement 0x7 @move3
              applymovement 0x8 @move4
              waitmovement 0x0
              msgbox @text2 0x6
              closeonkeypress
              special 0x113
              applymovement 0x7F @move5
              waitmovement 0x0
              special 0x114
              setflag 0x102
              setflag 0x103
              end

              #org @text
              = [Blue_fr]H-help me!

              #org @text2
              = [blue_fr]Hello! You over there!\nPlease! Help!\pNear my BAG!\nThere's a POKé BALL!

              #org @move
              #raw 0x0A 0x0A 0xFE

              #org @move2
              #raw 0x20 0x20 0x1D 0x20 0x20 0x20 0x1D 0x1D 0x1F 0x1F 0x1E 0x1E 0x20 0x20 0x1D 0x02 0xFE

              #org @move3
              #raw 0x20 0x20 0x20 0x1D 0x20 0x20 0x20 0x1D 0x1D 0x1F 0x1F 0x1E 0x1E 0x20 0x1D 0x03 0xFE

              #org @move4
              #raw 0x1E 0x20 0x20 0x20 0x1D 0x20 0x20 0x20 0x1D 0x1D 0x1F 0x1F 0x1E 0x1E 0x20 0x20 0x00 0xFE

              #org @move5
              #raw 0x0F 0xFE

              Screenshots and/or Videos: N/A
              My main problem is on move2 move3 and move 4.
              Move2 Work's perfectly, but the other two don't move at all, also the waitmovement command won't work, and it just goes straight to the text.
              Also, I'm trying to make all three movements happen at the same time.
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                #2539    
              Old November 27th, 2009 (1:45 PM).
              Bela's Avatar
              Bela Bela is offline
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              Join Date: Apr 2009
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              Game: Pokémon Rose Version (Fire Red Hack)

              Type: A Trigger Script (you walk over a green script tile)

              Editor: I'm using PokeScript to put the script into the game, and I'm using XSE to view the script.

              Script:

              What I wrote and compiled with PokeScript:

              Spoiler:
              #org $mom1
              lock
              setvar 0x4001 0x0
              goto $mom

              #org $mom2
              lock
              setvar 0x4001 0x1
              goto $mom

              #org $mom
              playsong 0x110 0x0
              message $mom3
              $mom3 1 = Good morning, dear!
              boxset 6
              compare 0x4001 0x0
              if 1 goto $move1
              goto $move2

              #org $move1
              applymovement 0xFF $move3
              $move3 1 ; #binary 0x10 0x12 0x12 0x10 0xFE
              pausemove 0x0
              goto $mom4

              #org $move2
              applymovement 0xFF $move4
              $move4 1 ; #binary 0x10 0x12 0x12 0x12 0x10 0xFE
              pausemove 0x0
              goto $mom4

              #org $mom4
              message $mom5
              $mom5 1 = You should read the morning\nnewspaper, \v\h01.\pIt says Professor Larch has\nreturned from his trip abroad\lwhere he met Professor...\pOh! The page is torn.\nI wonder what that Professor's\lname was...
              boxset 6
              goto $mom6

              #org $mom6
              message $mom7
              $mom7 1 = Hmm... Let's see...
              boxset 6
              goto $oak

              #org $oak
              message $oak1
              $oak1 1 = Was it Professor Oak?
              boxset 5
              compare LASTRESULT 1
              if 1 goto $oak2
              goto $elm

              #org $elm
              message $elm1
              $elm1 1 = Was it Professor Elm?
              boxset 5
              compare LASTRESULT 1
              if 1 goto $elm2
              goto $birch

              #org $birch
              message $birch1
              $birch1 1 = Was it Professor Birch?
              boxset 5
              compare LASTRESULT 1
              if 1 goto $birch2
              goto $mom6

              #org $oak2
              message $oak3
              $oak3 1 = That's right, now I remember!\pIt was Professor Oak from the\nKanto region!
              boxset 6
              setvar 0x6000 0x0
              goto $mom8

              #org $elm2
              message $elm3
              $elm3 1 = That's right, now I remember!\pIt was Professor Elm from the\nJohto region!
              boxset 6
              setvar 0x6000 0x1
              goto $mom8

              #org $birch2
              message $birch3
              $birch3 1 = That's right, now I remember!\pIt was Professor Birch from the\nHoenn region!
              boxset 6
              setvar 0x6000 0x2
              goto $mom8

              #org $mom8
              message $mom9
              $mom9 1 = Professor Larch should be\noutside.\pI'm sure his long trip has\nmade him miss being home!
              setvar 0x6001 0x1
              boxset 6
              fadedefault
              release
              end



              The script, as seen in XSE:

              Spoiler:
              '---------------
              #org 0x801131
              lock
              setvar 0x4001 0x0
              goto 0x8801147

              '---------------
              #org 0x801147
              multichoice2 0x6C 0x61 0x79 0x73 0x6F
              yesnobox 0x67 0x20
              special2 0x3168 0x3031
              comparefarbytes 0x20306826 0x1238000F
              bufferitem 0x8 0x609
              compare 0x4001 0x0
              if 0x1 goto 0x8801172
              goto 0x8801181

              '---------------
              #org 0x801172
              applymovement MOVE_PLAYER 0x880124C
              waitmovement 0x0
              goto 0x8801190

              '---------------
              #org 0x801181
              applymovement MOVE_PLAYER 0x8801251
              waitmovement 0x0
              goto 0x8801190

              '---------------
              #org 0x801190
              msgbox 0x8801257 MSG_NORMAL '"You should read the morning\nnewsp..."
              goto 0x880119D

              '---------------
              #org 0x80119D
              msgbox 0x8801317 MSG_NORMAL '"Hmm... Let's see..."
              goto 0x88011AA

              '---------------
              #org 0x8011AA
              msgbox 0x880132B MSG_YESNO '"Was it Professor Oak?"
              compare LASTRESULT 0x1
              if 0x1 goto 0x88011F2
              goto 0x88011C2

              '---------------
              #org 0x8011F2
              msgbox 0x880136F MSG_NORMAL '"That's right, now I remember!\pIt ..."
              setvar 0x6000 0x0
              goto 0x8801228

              '---------------
              #org 0x8011C2
              msgbox 0x8801341 MSG_YESNO '"Was it Professor Elm?"
              compare LASTRESULT 0x1
              if 0x1 goto 0x8801204
              goto 0x88011DA

              '---------------
              #org 0x801228
              loadpointer 0x0 0x880144F '"Professor Larch should be\noutside..."
              setvar 0x6001 0x1
              callstd 0x6
              playsong2 0x26C
              hidecoins 0xE3 0xE3
              '---------------
              #org 0x801204
              msgbox 0x88013B9 MSG_NORMAL '"That's right, now I remember!\pIt ..."
              setvar 0x6000 0x1
              goto 0x8801228

              '---------------
              #org 0x8011DA
              msgbox 0x8801357 MSG_YESNO '"Was it Professor Birch?"
              compare LASTRESULT 0x1
              if 0x1 goto 0x8801216
              goto 0x880119D

              '---------------
              #org 0x801216
              msgbox 0x8801403 MSG_NORMAL '"That's right, now I remember!\pIt ..."
              setvar 0x6000 0x2
              goto 0x8801228


              '---------
              ' Strings
              '---------
              #org 0x801257
              = You should read the morning\nnewspaper, [player].\pIt says Professor Larch has\nreturned from his trip abroad\lwhere he met Professor...\pOh! The page is torn.\nI wonder what that Professor's\lname was...

              #org 0x801317
              = Hmm... Let's see...

              #org 0x80132B
              = Was it Professor Oak?

              #org 0x80136F
              = That's right, now I remember!\pIt was Professor Oak from the\nKanto region!

              #org 0x801341
              = Was it Professor Elm?

              #org 0x80144F
              = Professor Larch should be\noutside.\pI'm sure his long trip has\nmade him miss being home!

              #org 0x8013B9
              = That's right, now I remember!\pIt was Professor Elm from the\nJohto region!

              #org 0x801357
              = Was it Professor Birch?

              #org 0x801403
              = That's right, now I remember!\pIt was Professor Birch from the\nHoenn region!


              '-----------
              ' Movements
              '-----------
              #org 0x80124C
              #raw 0x10 'Step Down (Normal)
              #raw 0x12 'Step Left (Normal)
              #raw 0x12 'Step Left (Normal)
              #raw 0x10 'Step Down (Normal)
              #raw 0xFE 'End of Movements

              #org 0x801251
              #raw 0x10 'Step Down (Normal)
              #raw 0x12 'Step Left (Normal)
              #raw 0x12 'Step Left (Normal)
              #raw 0x12 'Step Left (Normal)
              #raw 0x10 'Step Down (Normal)
              #raw 0xFE 'End of Movements



              Here's what happens:

              Spoiler:


              Nothing happens. The game freezes.


              I previously edited the script and had this in XSE:

              Spoiler:
              '---------------
              #org 0x800A4F
              lock
              setvar 0x4001 0x0
              goto 0x8800A65

              '---------------
              #org 0x800A65
              multichoice2 0x6C 0x61 0x79 0x73 0x6F
              yesnobox 0x67 0x20
              special2 0x3168 0x3031
              comparefarbytes 0x20306826 0xB4C000F
              bufferitem 0x8 0x609
              compare 0x4001 0x0
              if 0x1 goto 0x8800AB3
              compare 0x4001 0x1
              if 0x1 goto 0x8800ABE
              msgbox 0x8800B60 MSG_NORMAL '"You should read the morning\nnewsp..."
              goto 0x8800AC9

              '---------------
              #org 0x800AB3
              applymovement MOVE_PLAYER 0x8800C78
              waitmovement 0x0
              return

              '---------------
              #org 0x800ABE
              applymovement MOVE_PLAYER 0x8800C7D
              waitmovement 0x0
              return

              '---------------
              #org 0x800AC9
              msgbox 0x8800C83 MSG_NORMAL '"Hmm... Let's see..."
              goto 0x8800AD7

              '---------------
              #org 0x800AD7
              msgbox 0x8800C97 MSG_YESNO '"Was it Professor Oak?"
              compare LASTRESULT 0x1
              if 0x1 goto 0x8800B22
              goto 0x8800AF0

              '---------------
              #org 0x800B22
              msgbox 0x8800CDB MSG_NORMAL '"That's right, now I remember!\pIt ..."
              setvar 0x6000 0x0
              return

              '---------------
              #org 0x800AF0
              msgbox 0x8800CAD MSG_YESNO '"Was it Professor Elm?"
              compare LASTRESULT 0x1
              if 0x1 goto 0x8800B30
              goto 0x8800B09

              '---------------
              #org 0x800B30
              msgbox 0x8800D25 MSG_NORMAL '"That's right, now I remember!\pIt ..."
              setvar 0x6000 0x1
              return

              '---------------
              #org 0x800B09
              msgbox 0x8800CC3 MSG_YESNO '"Was it Professor Birch?"
              compare LASTRESULT 0x1
              if 0x1 goto 0x8800B3E
              goto 0x8800AC9

              '---------------
              #org 0x800B3E
              msgbox 0x8800D6F MSG_NORMAL '"That's right, now I remember!\pIt ..."
              setvar 0x6000 0x2
              return


              '---------
              ' Strings
              '---------
              #org 0x800B60
              = You should read the morning\nnewspaper, [player].\pIt says Professor Larch has\nreturned from his trip abroad\lwhere he met Professor...\pOh! The page is torn.\nI wonder what that Professor's\lname was...

              #org 0x800C83
              = Hmm... Let's see...

              #org 0x800C97
              = Was it Professor Oak?

              #org 0x800CDB
              = That's right, now I remember!\pIt was Professor Oak from the\nKanto region!

              #org 0x800CAD
              = Was it Professor Elm?

              #org 0x800D25
              = That's right, now I remember!\pIt was Professor Elm from the\nJohto region!

              #org 0x800CC3
              = Was it Professor Birch?

              #org 0x800D6F
              = That's right, now I remember!\pIt was Professor Birch from the\nHoenn region!


              '-----------
              ' Movements
              '-----------
              #org 0x800C78
              #raw 0x10 'Step Down (Normal)
              #raw 0x12 'Step Left (Normal)
              #raw 0x12 'Step Left (Normal)
              #raw 0x10 'Step Down (Normal)
              #raw 0xFE 'End of Movements

              #org 0x800C7D
              #raw 0x10 'Step Down (Normal)
              #raw 0x12 'Step Left (Normal)
              #raw 0x12 'Step Left (Normal)
              #raw 0x12 'Step Left (Normal)
              #raw 0x10 'Step Down (Normal)
              #raw 0xFE 'End of Movements



              With this result in-game:

              Spoiler:


              Some strange box. I assume this is what that "multichoice" refers to. Within this box I can select two options, with the second making the arrow disappear. Pressing A on the second option does nothing; pressing A on the first makes the following happen:



              A Yes/No box. Selecting either "Yes" or "No" will...



              ...make the game crash.


              So, in short, XSE shows that the messages I want to have in this dialogue do in fact appear, and the movements for the player do, in fact, appear--it's the part right after setting variable 0x4001 that is messing up.

              What this script is SUPPOSED to do is:

              1. Stop the player and set the appropriate variable for the movement part of the script.
              2. First message from the mother
              3. Movement towards the mother
              4. Another message
              5. Followed by another message
              6. Oak question (Yes: go to 9, No: go to 7)
              7. Elm question (Yes: go to 10, No: go to 8)
              8. Birch question (Yes: go to 11, No: go to 5)
              9: Another message from the mom, and a variable is set (go to 12)
              10: Another message from the mom, and a variable is set (go to 12)
              11: Another message from the mom, and a variable is set (go to 12)
              12: A final message by the mom, a variable is set to prevent this script from occurring again, and the script ends.
              __________________
                #2540    
              Old November 27th, 2009 (5:19 PM).
              Ninja Caterpie's Avatar
              Ninja Caterpie Ninja Caterpie is offline
              Sitting by the back window
                 
                Join Date: Mar 2008
                Location: Best City OCE
                Age: 21
                Gender: Male
                Nature: Bold
                Posts: 5,945
                Quote:
                Originally Posted by Holy Star View Post
                Game: Pokémon Rose Version (Fire Red Hack)

                Type: A Trigger Script (you walk over a green script tile)

                Editor: I'm using PokeScript to put the script into the game, and I'm using XSE to view the script.

                Script:

                What I wrote and compiled with PokeScript:

                Spoiler:
                #org $mom1
                lock
                setvar 0x4001 0x0
                goto $mom

                #org $mom2
                lock
                setvar 0x4001 0x1
                goto $mom

                #org $mom
                playsong 0x110 0x0
                message $mom3
                $mom3 1 = Good morning, dear!
                boxset 6
                compare 0x4001 0x0
                if 1 goto $move1
                goto $move2

                #org $move1
                applymovement 0xFF $move3
                $move3 1 ; #binary 0x10 0x12 0x12 0x10 0xFE
                pausemove 0x0
                goto $mom4

                #org $move2
                applymovement 0xFF $move4
                $move4 1 ; #binary 0x10 0x12 0x12 0x12 0x10 0xFE
                pausemove 0x0
                goto $mom4

                #org $mom4
                message $mom5
                $mom5 1 = You should read the morning\nnewspaper, \v\h01.\pIt says Professor Larch has\nreturned from his trip abroad\lwhere he met Professor...\pOh! The page is torn.\nI wonder what that Professor's\lname was...
                boxset 6
                goto $mom6

                #org $mom6
                message $mom7
                $mom7 1 = Hmm... Let's see...
                boxset 6
                goto $oak

                #org $oak
                message $oak1
                $oak1 1 = Was it Professor Oak?
                boxset 5
                compare LASTRESULT 1
                if 1 goto $oak2
                goto $elm

                #org $elm
                message $elm1
                $elm1 1 = Was it Professor Elm?
                boxset 5
                compare LASTRESULT 1
                if 1 goto $elm2
                goto $birch

                #org $birch
                message $birch1
                $birch1 1 = Was it Professor Birch?
                boxset 5
                compare LASTRESULT 1
                if 1 goto $birch2
                goto $mom6

                #org $oak2
                message $oak3
                $oak3 1 = That's right, now I remember!\pIt was Professor Oak from the\nKanto region!
                boxset 6
                setvar 0x6000 0x0
                goto $mom8

                #org $elm2
                message $elm3
                $elm3 1 = That's right, now I remember!\pIt was Professor Elm from the\nJohto region!
                boxset 6
                setvar 0x6000 0x1
                goto $mom8

                #org $birch2
                message $birch3
                $birch3 1 = That's right, now I remember!\pIt was Professor Birch from the\nHoenn region!
                boxset 6
                setvar 0x6000 0x2
                goto $mom8

                #org $mom8
                message $mom9
                $mom9 1 = Professor Larch should be\noutside.\pI'm sure his long trip has\nmade him miss being home!
                setvar 0x6001 0x1
                boxset 6
                fadedefault
                release
                end



                The script, as seen in XSE:

                Spoiler:
                '---------------
                #org 0x801131
                lock
                setvar 0x4001 0x0
                goto 0x8801147

                '---------------
                #org 0x801147
                multichoice2 0x6C 0x61 0x79 0x73 0x6F
                yesnobox 0x67 0x20
                special2 0x3168 0x3031
                comparefarbytes 0x20306826 0x1238000F
                bufferitem 0x8 0x609
                compare 0x4001 0x0
                if 0x1 goto 0x8801172
                goto 0x8801181

                '---------------
                #org 0x801172
                applymovement MOVE_PLAYER 0x880124C
                waitmovement 0x0
                goto 0x8801190

                '---------------
                #org 0x801181
                applymovement MOVE_PLAYER 0x8801251
                waitmovement 0x0
                goto 0x8801190

                '---------------
                #org 0x801190
                msgbox 0x8801257 MSG_NORMAL '"You should read the morning\nnewsp..."
                goto 0x880119D

                '---------------
                #org 0x80119D
                msgbox 0x8801317 MSG_NORMAL '"Hmm... Let's see..."
                goto 0x88011AA

                '---------------
                #org 0x8011AA
                msgbox 0x880132B MSG_YESNO '"Was it Professor Oak?"
                compare LASTRESULT 0x1
                if 0x1 goto 0x88011F2
                goto 0x88011C2

                '---------------
                #org 0x8011F2
                msgbox 0x880136F MSG_NORMAL '"That's right, now I remember!\pIt ..."
                setvar 0x6000 0x0
                goto 0x8801228

                '---------------
                #org 0x8011C2
                msgbox 0x8801341 MSG_YESNO '"Was it Professor Elm?"
                compare LASTRESULT 0x1
                if 0x1 goto 0x8801204
                goto 0x88011DA

                '---------------
                #org 0x801228
                loadpointer 0x0 0x880144F '"Professor Larch should be\noutside..."
                setvar 0x6001 0x1
                callstd 0x6
                playsong2 0x26C
                hidecoins 0xE3 0xE3
                '---------------
                #org 0x801204
                msgbox 0x88013B9 MSG_NORMAL '"That's right, now I remember!\pIt ..."
                setvar 0x6000 0x1
                goto 0x8801228

                '---------------
                #org 0x8011DA
                msgbox 0x8801357 MSG_YESNO '"Was it Professor Birch?"
                compare LASTRESULT 0x1
                if 0x1 goto 0x8801216
                goto 0x880119D

                '---------------
                #org 0x801216
                msgbox 0x8801403 MSG_NORMAL '"That's right, now I remember!\pIt ..."
                setvar 0x6000 0x2
                goto 0x8801228


                '---------
                ' Strings
                '---------
                #org 0x801257
                = You should read the morning\nnewspaper, [player].\pIt says Professor Larch has\nreturned from his trip abroad\lwhere he met Professor...\pOh! The page is torn.\nI wonder what that Professor's\lname was...

                #org 0x801317
                = Hmm... Let's see...

                #org 0x80132B
                = Was it Professor Oak?

                #org 0x80136F
                = That's right, now I remember!\pIt was Professor Oak from the\nKanto region!

                #org 0x801341
                = Was it Professor Elm?

                #org 0x80144F
                = Professor Larch should be\noutside.\pI'm sure his long trip has\nmade him miss being home!

                #org 0x8013B9
                = That's right, now I remember!\pIt was Professor Elm from the\nJohto region!

                #org 0x801357
                = Was it Professor Birch?

                #org 0x801403
                = That's right, now I remember!\pIt was Professor Birch from the\nHoenn region!


                '-----------
                ' Movements
                '-----------
                #org 0x80124C
                #raw 0x10 'Step Down (Normal)
                #raw 0x12 'Step Left (Normal)
                #raw 0x12 'Step Left (Normal)
                #raw 0x10 'Step Down (Normal)
                #raw 0xFE 'End of Movements

                #org 0x801251
                #raw 0x10 'Step Down (Normal)
                #raw 0x12 'Step Left (Normal)
                #raw 0x12 'Step Left (Normal)
                #raw 0x12 'Step Left (Normal)
                #raw 0x10 'Step Down (Normal)
                #raw 0xFE 'End of Movements



                Here's what happens:

                Spoiler:


                Nothing happens. The game freezes.


                I previously edited the script and had this in XSE:

                Spoiler:
                '---------------
                #org 0x800A4F
                lock
                setvar 0x4001 0x0
                goto 0x8800A65

                '---------------
                #org 0x800A65
                multichoice2 0x6C 0x61 0x79 0x73 0x6F
                yesnobox 0x67 0x20
                special2 0x3168 0x3031
                comparefarbytes 0x20306826 0xB4C000F
                bufferitem 0x8 0x609
                compare 0x4001 0x0
                if 0x1 goto 0x8800AB3
                compare 0x4001 0x1
                if 0x1 goto 0x8800ABE
                msgbox 0x8800B60 MSG_NORMAL '"You should read the morning\nnewsp..."
                goto 0x8800AC9

                '---------------
                #org 0x800AB3
                applymovement MOVE_PLAYER 0x8800C78
                waitmovement 0x0
                return

                '---------------
                #org 0x800ABE
                applymovement MOVE_PLAYER 0x8800C7D
                waitmovement 0x0
                return

                '---------------
                #org 0x800AC9
                msgbox 0x8800C83 MSG_NORMAL '"Hmm... Let's see..."
                goto 0x8800AD7

                '---------------
                #org 0x800AD7
                msgbox 0x8800C97 MSG_YESNO '"Was it Professor Oak?"
                compare LASTRESULT 0x1
                if 0x1 goto 0x8800B22
                goto 0x8800AF0

                '---------------
                #org 0x800B22
                msgbox 0x8800CDB MSG_NORMAL '"That's right, now I remember!\pIt ..."
                setvar 0x6000 0x0
                return

                '---------------
                #org 0x800AF0
                msgbox 0x8800CAD MSG_YESNO '"Was it Professor Elm?"
                compare LASTRESULT 0x1
                if 0x1 goto 0x8800B30
                goto 0x8800B09

                '---------------
                #org 0x800B30
                msgbox 0x8800D25 MSG_NORMAL '"That's right, now I remember!\pIt ..."
                setvar 0x6000 0x1
                return

                '---------------
                #org 0x800B09
                msgbox 0x8800CC3 MSG_YESNO '"Was it Professor Birch?"
                compare LASTRESULT 0x1
                if 0x1 goto 0x8800B3E
                goto 0x8800AC9

                '---------------
                #org 0x800B3E
                msgbox 0x8800D6F MSG_NORMAL '"That's right, now I remember!\pIt ..."
                setvar 0x6000 0x2
                return


                '---------
                ' Strings
                '---------
                #org 0x800B60
                = You should read the morning\nnewspaper, [player].\pIt says Professor Larch has\nreturned from his trip abroad\lwhere he met Professor...\pOh! The page is torn.\nI wonder what that Professor's\lname was...

                #org 0x800C83
                = Hmm... Let's see...

                #org 0x800C97
                = Was it Professor Oak?

                #org 0x800CDB
                = That's right, now I remember!\pIt was Professor Oak from the\nKanto region!

                #org 0x800CAD
                = Was it Professor Elm?

                #org 0x800D25
                = That's right, now I remember!\pIt was Professor Elm from the\nJohto region!

                #org 0x800CC3
                = Was it Professor Birch?

                #org 0x800D6F
                = That's right, now I remember!\pIt was Professor Birch from the\nHoenn region!


                '-----------
                ' Movements
                '-----------
                #org 0x800C78
                #raw 0x10 'Step Down (Normal)
                #raw 0x12 'Step Left (Normal)
                #raw 0x12 'Step Left (Normal)
                #raw 0x10 'Step Down (Normal)
                #raw 0xFE 'End of Movements

                #org 0x800C7D
                #raw 0x10 'Step Down (Normal)
                #raw 0x12 'Step Left (Normal)
                #raw 0x12 'Step Left (Normal)
                #raw 0x12 'Step Left (Normal)
                #raw 0x10 'Step Down (Normal)
                #raw 0xFE 'End of Movements



                With this result in-game:

                Spoiler:


                Some strange box. I assume this is what that "multichoice" refers to. Within this box I can select two options, with the second making the arrow disappear. Pressing A on the second option does nothing; pressing A on the first makes the following happen:



                A Yes/No box. Selecting either "Yes" or "No" will...



                ...make the game crash.


                So, in short, XSE shows that the messages I want to have in this dialogue do in fact appear, and the movements for the player do, in fact, appear--it's the part right after setting variable 0x4001 that is messing up.

                What this script is SUPPOSED to do is:

                1. Stop the player and set the appropriate variable for the movement part of the script.
                2. First message from the mother
                3. Movement towards the mother
                4. Another message
                5. Followed by another message
                6. Oak question (Yes: go to 9, No: go to 7)
                7. Elm question (Yes: go to 10, No: go to 8)
                8. Birch question (Yes: go to 11, No: go to 5)
                9: Another message from the mom, and a variable is set (go to 12)
                10: Another message from the mom, and a variable is set (go to 12)
                11: Another message from the mom, and a variable is set (go to 12)
                12: A final message by the mom, a variable is set to prevent this script from occurring again, and the script ends.
                ...which is why you should use XSE to write and compile scripts.
                __________________
                Brony represent.
                  #2541    
                Old November 27th, 2009 (9:05 PM).
                Pokepal17's Avatar
                Pokepal17 Pokepal17 is offline
                More cowbell~
                • Silver Tier
                 
                Join Date: Oct 2008
                Location: Steeltown
                Age: 22
                Gender: Male
                Nature: Modest
                Posts: 1,511
                Quote:
                Originally Posted by NarutoActor View Post
                I have a script problem(duh)
                the player is in a tight hallway and professor oke is one tile above you. I want him to follow you left and right so I wrote a script.
                My first attempt used flags, and it worked on paper but no in game.
                I then tried a referent way of doing things. I tried comparing the players facing so if he is facing left oke will move left, and if he faces right oke will move right. But When I play the game no matter what I do oke only moves left

                '---------------
                #org 0x71BBE4
                lock
                getplayerpos 0x6000 0x6001
                compare PLAYERFACING 0x3
                if 0x1 goto 0x871BC3E
                compare PLAYERFACING 0x4
                if 0x1 goto 0x871BC63
                end

                '---------------
                #org 0x71BC3E
                applymovement 0x17 0x871BC70
                waitmovement 0x0
                release
                end

                '---------------
                #org 0x71BC63
                applymovement 0x17 0x871BC73
                waitmovement 0x0
                release
                end


                '-----------
                ' Movements
                '-----------
                #org 0x71BC70
                #raw 0x12 'Step Left (Normal)
                #raw 0xFE 'End of Movements

                #org 0x71BC73
                #raw 0x13 'Step Right (Normal)
                #raw 0xFE 'End of Movements
                First of all, remove the getplayerpos, it's not necessary. Also replace the compare PLAYERFACING 0x3 and 0x4 with PLAYERFACING FACE_LEFT and FACE_RIGHT.
                __________________
                Pokémon Stardrop
                  #2542    
                Old November 27th, 2009 (9:19 PM).
                NarutoActor's Avatar
                NarutoActor NarutoActor is offline
                The rocks cry out to me
                • Silver Tier
                 
                Join Date: Jan 2009
                Location: Brooklyn/Marlboro
                Age: 23
                Gender: Female
                Nature: Bashful
                Posts: 1,979
                Send a message via AIM to NarutoActor Send a message via Windows Live Messenger to NarutoActor
                Okay, I tryed that, and now he dosen't move at all.
                __________________
                ~There are those people who understand hex, F the rest
                  #2543    
                Old November 28th, 2009 (12:07 AM).
                Bela's Avatar
                Bela Bela is offline
                Pokémon Rose Creator
                • Silver Tier
                 
                Join Date: Apr 2009
                Location: United States
                Age: 27
                Gender: Male
                Nature: Modest
                Posts: 328
                Quote:
                Originally Posted by Ninja Caterpie View Post
                ...which is why you should use XSE to write and compile scripts.
                Poor Poke Script.

                I used XSE instead and it worked just fine. I don't know what I was missing in the previous script, but it's irrelevant if I can make it work otherwise! =)
                __________________
                  #2544    
                Old November 28th, 2009 (12:26 AM).
                Satoshi Ookami's Avatar
                Satoshi Ookami Satoshi Ookami is offline
                Memento Mori
                • Gold Tier
                 
                Join Date: Jul 2008
                Location: Abyss of Time, Great Seal
                Age: 24
                Gender: Male
                Nature: Calm
                Posts: 14,445
                Quote:
                Originally Posted by Holy Star View Post
                I used XSE instead and it worked just fine. I don't know what I was missing in the previous script, but it's irrelevant if I can make it work otherwise! =)
                Nothing
                Pokescript just bugs some scripts

                qwertyuiop1234567890 : Use trigger script
                __________________
                ROM hacking FAQ - Read before asking how to play a hack.

                Anime List | PSN Trophy List
                  #2545    
                Old November 28th, 2009 (6:33 AM).
                Pokepal17's Avatar
                Pokepal17 Pokepal17 is offline
                More cowbell~
                • Silver Tier
                 
                Join Date: Oct 2008
                Location: Steeltown
                Age: 22
                Gender: Male
                Nature: Modest
                Posts: 1,511
                Quote:
                Originally Posted by NarutoActor View Post
                Okay, I tryed that, and now he dosen't move at all.
                Then try this.

                ---------------
                #org 0x71BBE4
                lock
                compare PLAYERFACING 0x3
                if 0x1 goto 0x871BC3E
                compare PLAYERFACING 0x4
                if 0x1 goto 0x871BC63
                end

                '---------------
                #org 0x71BC3E
                applymovement 0x11 0x871BC70
                waitmovement 0x0
                release
                end

                '---------------
                #org 0x71BC63
                applymovement 0x11 0x871BC73
                waitmovement 0x0
                release
                end


                '-----------
                ' Movements
                '-----------
                #org 0x71BC70
                #raw 0x12 'Step Left (Normal)
                #raw 0xFE 'End of Movements

                #org 0x71BC73
                #raw 0x13 'Step Right (Normal)
                #raw 0xFE 'End of Movements
                __________________
                Pokémon Stardrop
                  #2546    
                Old November 28th, 2009 (3:38 PM).
                /Circa's Avatar
                /Circa /Circa is offline
                a face in the clouds.
                   
                  Join Date: Nov 2007
                  Location: Melbourne, Victoria
                  Gender: Male
                  Nature: Quiet
                  Posts: 877
                  In one of my maps, as soon as I take a left or right onto the script tiles the game freezes.

                  Code:
                  '---------------
                  #org 0x298D2A
                  checkflag 0x202
                  if 0x1 goto 0x8298D6F
                  lock
                  faceplayer
                  showsprite 0x4
                  msgbox 0x8298D90 MSG_NORMAL '"Hold on kiddo!"
                  applymovement MOVE_PLAYER 0x8298D72
                  waitmovement 0x0
                  applymovement 0x4 0x8298D75
                  waitmovement 0x0
                  msgbox 0x8298DA1 MSG_NORMAL '"Where the hell did you come from?\..."
                  applymovement 0x4 0x8298D83
                  waitmovement 0x0
                  hidesprite 0x4
                  setflag 0x202
                  release
                  end
                  
                  '---------------
                  #org 0x298D6F
                  release
                  end
                  
                  
                  '---------
                  ' Strings
                  '---------
                  #org 0x298D90
                  = Hold on kiddo!
                  
                  #org 0x298DA1
                  = Where the hell did you come from?\nI saw that statue glow,\pthen you just pop out of nowhere!\nHmph... Ill figure it out.
                  
                  
                  '-----------
                  ' Movements
                  '-----------
                  #org 0x298D72
                  #raw 0x2 'Face Left
                  #raw 0xFE 'End of Movements
                  
                  #org 0x298D75
                  #raw 0x20 'Step Right (Fast)
                  #raw 0x20 'Step Right (Fast)
                  #raw 0x20 'Step Right (Fast)
                  #raw 0x20 'Step Right (Fast)
                  #raw 0x20 'Step Right (Fast)
                  #raw 0x20 'Step Right (Fast)
                  #raw 0x20 'Step Right (Fast)
                  #raw 0x20 'Step Right (Fast)
                  #raw 0x20 'Step Right (Fast)
                  #raw 0x20 'Step Right (Fast)
                  #raw 0x20 'Step Right (Fast)
                  #raw 0x55 'Jump in Place (Facing Right)
                  #raw 0xFE 'End of Movements
                  
                  #org 0x298D83
                  #raw 0x1F 'Step Left (Fast)
                  #raw 0x1F 'Step Left (Fast)
                  #raw 0x1F 'Step Left (Fast)
                  #raw 0x1F 'Step Left (Fast)
                  #raw 0x1F 'Step Left (Fast)
                  #raw 0x1F 'Step Left (Fast)
                  #raw 0x1F 'Step Left (Fast)
                  #raw 0x1F 'Step Left (Fast)
                  #raw 0x1F 'Step Left (Fast)
                  #raw 0x1F 'Step Left (Fast)
                  #raw 0x1F 'Step Left (Fast)
                  #raw 0xFE 'End of Movements
                  I don't know if it's the script or if it's my rom.

                  Reposting..
                  __________________
                  dragging himself, forw
                  ard again, the pain has
                  still not diminished. E
                  ventually though, he e
                  merges inside a v
                  ery large room w

                  here everything about

                  the house

                  suddenly

                  changes.
                    #2547    
                  Old November 28th, 2009 (5:59 PM).
                  NarutoActor's Avatar
                  NarutoActor NarutoActor is offline
                  The rocks cry out to me
                  • Silver Tier
                   
                  Join Date: Jan 2009
                  Location: Brooklyn/Marlboro
                  Age: 23
                  Gender: Female
                  Nature: Bashful
                  Posts: 1,979
                  Send a message via AIM to NarutoActor Send a message via Windows Live Messenger to NarutoActor
                  Quote:
                  Originally Posted by Pokepal17 View Post
                  Then try this.

                  ---------------
                  #org 0x71BBE4
                  lock
                  compare PLAYERFACING 0x3
                  if 0x1 goto 0x871BC3E
                  compare PLAYERFACING 0x4
                  if 0x1 goto 0x871BC63
                  end

                  '---------------
                  #org 0x71BC3E
                  applymovement 0x11 0x871BC70
                  waitmovement 0x0
                  release
                  end

                  '---------------
                  #org 0x71BC63
                  applymovement 0x11 0x871BC73
                  waitmovement 0x0
                  release
                  end


                  '-----------
                  ' Movements
                  '-----------
                  #org 0x71BC70
                  #raw 0x12 'Step Left (Normal)
                  #raw 0xFE 'End of Movements

                  #org 0x71BC73
                  #raw 0x13 'Step Right (Normal)
                  #raw 0xFE 'End of Movements
                  I already had the persons ID converted to hex (his number in advance map is 23) and from a script before this event his movements worked. But I tried it anyway and as I thought no change. I am going to try a new person event, some new offsets or compile it with pksv. Sometimes that fixes the problem.
                  __________________
                  ~There are those people who understand hex, F the rest
                    #2548    
                  Old November 29th, 2009 (12:01 AM).
                  Satoshi Ookami's Avatar
                  Satoshi Ookami Satoshi Ookami is offline
                  Memento Mori
                  • Gold Tier
                   
                  Join Date: Jul 2008
                  Location: Abyss of Time, Great Seal
                  Age: 24
                  Gender: Male
                  Nature: Calm
                  Posts: 14,445
                  Cirnos Servant : It might have something to do with showsprite command... since if OW is hidden in FR it might sometimes be very buggy.

                  Anyways here's my problem.
                  After I patched ROM with Shinyzer I wanted to make trainer battle with trainer who has shiny pokemon but nothing happens when I talk to NPC and also freeze the game.

                  Code:
                  #dynamic 0xA000000
                  #org @start
                  setvar 0x8003 0xC05 (It's same llike HackMew has in his tut)
                  trainerbattle 0x0 0x1 0x0 @before @in 
                  msgbox @after
                  callstd 0x6
                  release
                  end
                  __________________
                  ROM hacking FAQ - Read before asking how to play a hack.

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                    #2549    
                  Old November 29th, 2009 (12:58 AM).
                  liuyanghejerry's Avatar
                  liuyanghejerry liuyanghejerry is offline
                     
                    Join Date: Jan 2008
                    Location: China,Xi'an
                    Nature: Calm
                    Posts: 219
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                    Hi,does any one know that how to make a script happens when a moving(walking around) OW see you?
                    And the "Green S" script won't sutable for me ,because it can't get to know whether the OW see you.
                    It's just like a trainerbattle script ,but I don't want to have a battle.Something like this writing to a trainer will be crash:
                    Code:
                    #org @1
                    message @2 0x2
                    warp 0x1 0x7B 0xFF 0x2d 0x1c
                     
                    #org @2
                    = blablabla...
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                      #2550    
                    Old November 29th, 2009 (6:24 AM).
                    Pokepal17's Avatar
                    Pokepal17 Pokepal17 is offline
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                    Join Date: Oct 2008
                    Location: Steeltown
                    Age: 22
                    Gender: Male
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                    Posts: 1,511
                    Quote:
                    Originally Posted by liuyanghejerry View Post
                    Hi,does any one know that how to make a script happens when a moving(walking around) OW see you?
                    And the "Green S" script won't sutable for me ,because it can't get to know whether the OW see you.
                    It's just like a trainerbattle script ,but I don't want to have a battle.Something like this writing to a trainer will be crash:
                    Code:
                    #org @1
                    message @2 0x2
                    warp 0x1 0x7B 0xFF 0x2d 0x1c
                     
                    #org @2
                    = blablabla...
                    Hmm, I don't believe there is so I think you'd have to use ASM.
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