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  #6351    
Old January 1st, 2012 (2:06 AM).
lilroosterbutt lilroosterbutt is offline
     
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    Hello.

    I'm having trouble with using "special 0x110" of XSE, which saves the hall of fame and plays the ending in FireRed.

    Whenever my script ends, the PLAYER ends up in front of the Pokemon League Building, located in map bank 3, map 9 of Advance Map.

    I've tried adding warp command in front of the special 0x110, but the game still sends the PLAYER to (3,9).

    Any help is greatly appreciated.

    Thanks.

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      #6352    
    Old January 1st, 2012 (3:41 AM).
    SKRoy SKRoy is offline
    Pokémon Hacker
       
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      Quote:
      Originally Posted by DavidJCobb View Post
      My signature has a link to a list of every flag in FireRed and what it's used for. If you remove all of the default Nintendo scripts for a particular flag, then that flag will be safe to use in your custom scripts.
      Thanks, but I still don't know what's wrong with this script:

      #dynamic 0x800000
      #org @start
      lock
      faceplayer
      msgbox @1 0x6
      cry 0x6 0x0
      wildbattle 0x6 0x1E 0x8B
      fadescreen 0x1
      fadescreen 0x0
      hidesprite 0x800F
      setflag 0x200
      release
      end

      #org @1
      = CHARIZARD: Raaarrgghh!

      It's for Fire Red, but in XSE I got the error that Wildbattle 0x6 0x1E 0x8B is incorrect. Please help!
        #6353    
      Old January 1st, 2012 (12:03 PM).
      destinydownloads's Avatar
      destinydownloads destinydownloads is offline
         
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        Someone help me with a nickname script sent to a box, I know how to give to party. So what will be different.
          #6354    
        Old January 1st, 2012 (6:27 PM). Edited January 1st, 2012 by Vladimir312.
        Vladimir312's Avatar
        Vladimir312 Vladimir312 is offline
           
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          Location: Las Vegas, Nevada
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          I'm having problems with a script that is supposed to not let you pass until speaking to professor oak. Unfortunately, it just freezes your sprite and you can't move.
          Here goes:

          #dyn 0x740000
          #org @start
          compare 0x8001
          if == jump @pass
          msgbox @talk
          callstd MSG_LOCK
          applymovement PLAYER @walk
          pauseevent 0x0
          end

          #org @pass
          end

          #org @talk
          = I should get a pokemon before\ngoing out there[.]

          #org @walk
          M walk_down end
            #6355    
          Old January 1st, 2012 (7:06 PM).
          Roboto-kun's Avatar
          Roboto-kun Roboto-kun is offline
          is an Ace Trainer.
             
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            Quote:
            Originally Posted by Vladimir312 View Post
            I'm having problems with a script that is supposed to not let you pass until speaking to professor oak. Unfortunately, it just freezes your sprite and you can't move.
            Here goes:

            #dyn 0x740000
            #org @start
            compare 0x8001
            if == jump @pass
            msgbox @talk
            callstd MSG_LOCK
            applymovement PLAYER @walk
            pauseevent 0x0
            end

            #org @pass
            end

            #org @talk
            = I should get a pokemon before\ngoing out there[.]

            #org @walk
            M walk_down end
            Are you using PKSV? If that's the case, then I'll be able to help. Replace "compare" with "checkflag." So your script now looks likes this:

            Spoiler:
            #dyn 0x740000
            #org @start
            checkflag 0x8001
            if == jump @pass
            msgbox @talk
            callstd MSG_LOCK
            applymovement PLAYER @walk
            pauseevent 0x0
            end

            #org @pass
            end

            #org @talk
            = I should get a pokemon before\ngoing out there[.]

            #org @walk
            M walk_down end


            Dunno if it's the same with XSE.
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              #6356    
            Old January 1st, 2012 (11:30 PM).
            Satoshi Ookami's Avatar
            Satoshi Ookami Satoshi Ookami is offline
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            Quote:
            Originally Posted by Roboto-kun View Post
            Are you using PKSV? If that's the case, then I'll be able to help. Replace "compare" with "checkflag." So your script now looks likes this:

            Spoiler:
            #dyn 0x740000
            #org @start
            checkflag 0x8001
            if == jump @pass
            msgbox @talk
            callstd MSG_LOCK
            applymovement PLAYER @walk
            pauseevent 0x0
            end

            #org @pass
            end

            #org @talk
            = I should get a pokemon before\ngoing out there[.]

            #org @walk
            M walk_down end


            Dunno if it's the same with XSE.
            I can say for sure it is not same as XSE's style since XSE does not use "=="
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              #6357    
            Old January 4th, 2012 (3:35 AM).
            Verzerrung's Avatar
            Verzerrung Verzerrung is offline
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            Hello, I'm having minor difficulties with a "special/healing pokemon" script. Everything works fine, it's just that the nurse doesn't put an actual "pokeball" on the healing machine. Thanks, if anyone could assist me.

            Code:
            #dynamic 0x800000
            
            #org @start
            lock
            faceplayer
            msgbox @10 0x5
            applymovement 0x1 @nursing
            pause 0x35
            fadescreen 0x1
            fanfare 0x100
            special 0x0
            waitfanfare
            fadescreen 0x0
            applymovement 0x1 @done
            closeonkeypress
            msgbox @11 0x6
            release
            end
            
            #org @nursing
            #raw 0x3
            #raw 0x13
            #raw 0x2E
            #raw 0x2E
            #raw 0x12 
            #raw 0x2
            #raw 0xFE
            
            #org @done
            #raw 0x2
            #raw 0x4
            #raw 0xFE
            
            #org @10
            = What wonderful Pokèmon you\nhave there!\pThey look like\nthey could use a long rest.
            
            #org @11
            = Now they look better!\nDon't forget to visit!
            __________________
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              #6358    
            Old January 4th, 2012 (4:36 AM).
            Truality Truality is offline
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              WHISBII, you're missing these commands (supposing they apply to every 'healing machine' tile):

              Code:
              doanimation 0x19
              checkanimation 0x19
              I assume you would add them after the @nursing move ends. Also, wouldn't it be better if you used a waitmovement 0x0 instead of a pause?
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                #6359    
              Old January 4th, 2012 (3:05 PM).
              Verzerrung's Avatar
              Verzerrung Verzerrung is offline
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              Quote:
              Originally Posted by Truality View Post
              WHISBII, you're missing these commands (supposing they apply to every 'healing machine' tile):

              Code:
              doanimation 0x19
              checkanimation 0x19
              I assume you would add them after the @nursing move ends. Also, wouldn't it be better if you used a waitmovement 0x0 instead of a pause?
              Waitmovement wasn't working. I'm not exactly sure why? I played it through and it still looks good.

              Thanks.
              __________________
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                #6360    
              Old January 4th, 2012 (3:20 PM).
              Indescribled's Avatar
              Indescribled Indescribled is offline
                 
                Join Date: Dec 2011
                Posts: 7
                I have pksv and am trying to make a script where the player is given an item after the person speaks. I can get them to speak but how do I put the additem into the script?
                This is what I have

                #dynamic 0x74000
                #org @main
                message @text
                callstd 2
                end

                #org @text
                = Hey \v\h01! I hope this will help you.

                additem greatball 1
                  #6361    
                Old January 5th, 2012 (6:08 PM).
                AustinWolff's Avatar
                AustinWolff AustinWolff is offline
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                  Location: LA, California
                  Age: 20
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                  Nature: Brave
                  Posts: 100
                  Quote:
                  Originally Posted by Indescribled View Post
                  I have pksv and am trying to make a script where the player is given an item after the person speaks. I can get them to speak but how do I put the additem into the script?
                  This is what I have

                  #dynamic 0x74000
                  #org @main
                  message @text
                  callstd 2
                  end

                  #org @text
                  = Hey \v\h01! I hope this will help you.

                  additem greatball 1
                  Spoiler:
                  the command is giveitem 0x? 0x? 0x0

                  the first 0x? is the item you are giving. it has to be in hex, and there is a list of the items hex number somewhere (just google it) but for great ball, I think it is 0x3. the second 0x? is the amount you want to give the item. in your case its 0x1. if you want to give 10, it has to be in hex, which would be 0xA. the last 0x0 is a buffer. so your script would look like this:

                  Spoiler:
                  #dynamic 0x74000
                  #org @main
                  checkflag 0x1200
                  if 0x1 goto @done
                  message @text
                  callstd 2
                  giveitem 0x3 0x1 0x0
                  setflag 0x1200
                  end

                  #org @done
                  message @already
                  callstd 2
                  end

                  #org @text
                  = Hey \v\h01! I hope this will help you.

                  #org @already
                  = Hey \v\h01! Did it help you?


                  the check flags and set flags stop the event from happening again. there are numerous tutorials if you want to know more.
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                    #6362    
                  Old January 5th, 2012 (8:49 PM).
                  Verzerrung's Avatar
                  Verzerrung Verzerrung is offline
                  → P e r s i s t e n c e
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                  Here is another script I got stuck on. The script is supposed to check if you dont already have the item, then give it to you. Once that's done the movement, etc happens.

                  I believe most of it is right. However, when I step on the "Script" set on the ground, not on a character it freezes. No dialogue, nothing?

                  Quote:
                  #dynamic 0x800000

                  #org @start
                  lock
                  faceplayer
                  applymovement 0x1 @miner
                  compare 0xD2 0x0
                  if 0x0 goto @obtained
                  msgbox @done 0x6
                  release
                  end

                  #org @obtained
                  msgbox @what 0x6
                  fanfare 0x100
                  giveitem 0xD2 0x1 MSG_OBTAIN
                  waitfanfare
                  msgbox @1 0x6
                  applymovement 0xFF @player
                  applymovement 0x1 @later
                  hidesprite 0x1
                  setflag 0x1
                  release
                  end

                  #org @miner
                  #raw 0x1E
                  #raw 0x1E
                  #raw 0x1E
                  #raw 0x1E
                  #raw 0x1E
                  #raw 0x6
                  #raw 0x65
                  #raw 0xFE

                  #org @player
                  #raw 0x55
                  #raw 0x3B
                  #raw 0xFE

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

                  #org @what
                  = What are you doing kid!? \p[Player] I need to get through this cave. \nBefore you go inside, you should have lthis.

                  #org @done
                  = It seems you already have a hammer. \nBest of luck to you on your \padventure.

                  #org @1
                  = Professor is on the ocean.
                  __________________
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                  Winston Churchill

                  Pokémon Auburn/Slate in the making!

                    #6363    
                  Old January 5th, 2012 (10:35 PM).
                  Binary's Avatar
                  Binary Binary is offline
                  え?
                     
                    Join Date: Aug 2007
                    Age: 23
                    Posts: 3,994
                    Quote:
                    Originally Posted by WHISBII View Post
                    Here is another script I got stuck on. The script is supposed to check if you dont already have the item, then give it to you. Once that's done the movement, etc happens.

                    I believe most of it is right. However, when I step on the "Script" set on the ground, not on a character it freezes. No dialogue, nothing?

                    Shouldn't there be a waitmovement 0x0 after applymovement 0x1 @miner?And I think it would be better to check if the player has the item in which case the script would be directed to another offset containing the @done msgbox, or if the player doesn't have it, the script would just continue after checking for the item. And I'm assuming the compare 0xD2 0x0 checks for the item?
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                      #6364    
                    Old January 6th, 2012 (12:33 AM).
                    colcolstyles's Avatar
                    colcolstyles colcolstyles is offline
                    Yours truly
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                    Quote:
                    Originally Posted by AustinWolff View Post
                    the command is giveitem 0x? 0x? 0x0

                    the first 0x? is the item you are giving. it has to be in hex, and there is a list of the items hex number somewhere (just google it) but for great ball, I think it is 0x3. the second 0x? is the amount you want to give the item. in your case its 0x1. if you want to give 10, it has to be in hex, which would be 0xA. the last 0x0 is a buffer. so your script would look like this:

                    Spoiler:
                    #dynamic 0x74000
                    #org @main
                    checkflag 0x1200
                    if 0x1 goto @done
                    message @text
                    callstd 2
                    giveitem 0x3 0x1 0x0
                    setflag 0x1200
                    end

                    #org @done
                    message @already
                    callstd 2
                    end

                    #org @text
                    = Hey \v\h01! I hope this will help you.

                    #org @already
                    = Hey \v\h01! Did it help you?


                    the check flags and set flags stop the event from happening again. there are numerous tutorials if you want to know more.
                    The third parameter is not a buffer. It determines the text that is displayed. The options (MSG_OBTAIN and MSG_FIND) will display something along the lines of "PLAYER obtained/found a ITEM" depending on which value is used. Also, you should just insert a "#include stditems.rbh" statement at the beginning and use "ITEM_GREATBALL" instead of using the hex code. It's more readable that way. Finally, the parameters don't have to be in hex to work.

                    Quote:
                    Originally Posted by WHISBII View Post
                    Here is another script I got stuck on. The script is supposed to check if you dont already have the item, then give it to you. Once that's done the movement, etc happens.

                    I believe most of it is right. However, when I step on the "Script" set on the ground, not on a character it freezes. No dialogue, nothing?

                    Spoiler:
                    #dynamic 0x800000

                    #org @start
                    lock
                    faceplayer
                    applymovement 0x1 @miner
                    compare 0xD2 0x0
                    if 0x0 goto @obtained
                    msgbox @done 0x6
                    release
                    end

                    #org @obtained
                    msgbox @what 0x6
                    fanfare 0x100
                    giveitem 0xD2 0x1 MSG_OBTAIN
                    waitfanfare
                    msgbox @1 0x6
                    applymovement 0xFF @player
                    applymovement 0x1 @later
                    hidesprite 0x1
                    setflag 0x1
                    release
                    end

                    #org @miner
                    #raw 0x1E
                    #raw 0x1E
                    #raw 0x1E
                    #raw 0x1E
                    #raw 0x1E
                    #raw 0x6
                    #raw 0x65
                    #raw 0xFE

                    #org @player
                    #raw 0x55
                    #raw 0x3B
                    #raw 0xFE

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

                    #org @what
                    = What are you doing kid!? \p[Player] I need to get through this cave. \nBefore you go inside, you should have lthis.

                    #org @done
                    = It seems you already have a hammer. \nBest of luck to you on your \padventure.

                    #org @1
                    = Professor is on the ocean.
                    If the game is freezing it's most likely because of an error with the event data and not the script itself. Also, you're currently comparing the value of variable 0xd2 to zero. What you're trying to do is check if the player has item 0xd2. You do that by using "checkitem 0xd2 1" followed by "compare LASTRESULT B_TRUE" and "if B_TRUE goto/call @script" (although I would recommend using a symbol like "ITEM_X" instead of a hex number).
                    __________________

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                      #6365    
                    Old January 6th, 2012 (5:37 PM).
                    AustinWolff's Avatar
                    AustinWolff AustinWolff is offline
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                      Quote:
                      The third parameter is not a buffer. It determines the text that is displayed. The options (MSG_OBTAIN and MSG_FIND) will display something along the lines of "PLAYER obtained/found a ITEM" depending on which value is used. Also, you should just insert a "#include stditems.rbh" statement at the beginning and use "ITEM_GREATBALL" instead of using the hex code. It's more readable that way. Finally, the parameters don't have to be in hex to work.
                      really? cool! so what you're saying is you could just do this is in a script?
                      Spoiler:
                      ............
                      giveitem ITEM_POTION 0x1 MSG_OBTAIN
                      ............
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                        #6366    
                      Old January 6th, 2012 (5:51 PM).
                      colcolstyles's Avatar
                      colcolstyles colcolstyles is offline
                      Yours truly
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                      Quote:
                      Originally Posted by AustinWolff View Post
                      really? cool! so what you're saying is you could just do this is in a script?
                      Spoiler:
                      ............
                      giveitem ITEM_POTION 0x1 MSG_OBTAIN
                      ............
                      Yup, as long as you use the "#include" preprocessing directive with "stditems.rbh". Also, you can just use "1" instead of "0x1" if you want.
                      __________________

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                        #6367    
                      Old January 6th, 2012 (6:35 PM).
                      AustinWolff's Avatar
                      AustinWolff AustinWolff is offline
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                        I made a movecamera script but when I step on the event the script skips over the move camera and goes strait to the end of the script. Did i have a problem in there or is it simply a compiling error?
                        Spoiler:
                        #dynamic 0x800000

                        #org @start
                        checkflag 0x1200
                        if 0x1 goto @done
                        applymovement 0x3 @move 'GOES TO PLAYER)
                        applymovement 0xFF @move2 'EXCLAMATION MARK)
                        waitmovement 0x0
                        msgbox @1 0x6
                        lockall
                        special 0x113
                        applymovement 0x7F @move3
                        waitmovement 0x0
                        special 0x114
                        releaseall
                        msgbox @2 0x6
                        setflag 0x1200
                        end

                        #org @1
                        = Hello trainer. The gym is over there.

                        #org @2
                        = Good luck!
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                          #6368    
                        Old January 6th, 2012 (9:06 PM). Edited January 6th, 2012 by The Void.
                        The Void's Avatar
                        The Void The Void is offline
                        hiiiii
                           
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                          Quote:
                          Originally Posted by Indescribled View Post
                          I have pksv and am trying to make a script where the player is given an item after the person speaks. I can get them to speak but how do I put the additem into the script?
                          This is what I have

                          #dynamic 0x74000
                          #org @main
                          message @text
                          callstd 2
                          end

                          #org @text
                          = Hey \v\h01! I hope this will help you.

                          additem greatball 1
                          Finally, someone who uses PKSV -.-

                          Anyway, construct it like this:

                          Code:
                          #dyn 0x740000
                          #org @main
                          lock
                          faceplayer
                          message @give
                          callstd MSG_NORMAL
                          additem GREATBALL 1
                          release
                          end
                          
                          #org @give
                          = Hey \v\h01!\nI hope this will help you.


                          At least that's the basic way of writing it. However, the problem with this is that there are no flags, meaning if you talk to the guy again, he will just give you the same thing over and over. To fix this, flags will be needed. Follow this script:

                          Code:
                          #dyn 0x740000
                          #org @main
                          lock
                          faceplayer
                          checkflag 0x200
                          if == jump @haveit
                          message @talk
                          callstd MSG_YESNO 
                          compare LASTRESULT YES
                          if == jump @pushedyes
                          jump @pushedno
                          
                          #org @haveit
                          message @howsit
                          callstd MSG_NORMAL
                          release
                          end
                          
                          #org @pushedyes
                          setflag 0x200
                          additem GREATBALL 1
                          message @take
                          callstd MSG_NORMAL
                          release
                          end
                          
                          #org @pushedno
                          message @notake
                          callstd MSG_NORMAL
                          release
                          end
                          
                          #org @talk
                          = Here, \v\h01.\nTake this GREAT BALL.
                          
                          #org @howsit
                          = Have you used it yet?
                          
                          #org @take
                          = I hope it will help you.
                          
                          #org @notake
                          = Okay, but this is your loss.
                          If you are just starting out to script using PKSV, then I suggest reading this guide. Once you're done with that, you can go to more advanced lessons like the one I made here.

                          Quote:
                          Originally Posted by Vladimir312 View Post
                          I'm having problems with a script that is supposed to not let you pass until speaking to professor oak. Unfortunately, it just freezes your sprite and you can't move.
                          Here goes:

                          #dyn 0x740000
                          #org @start
                          compare 0x8001
                          if == jump @pass
                          msgbox @talk
                          callstd MSG_LOCK
                          applymovement PLAYER @walk
                          pauseevent 0x0
                          end

                          #org @pass
                          end

                          #org @talk
                          = I should get a pokemon before\ngoing out there[.]

                          #org @walk
                          M walk_down end
                          Your script is okay; nothing wrong there. However, you probably forgot to set the var number of the green script tile you set for the player (in A-Map). Try setting it to something like 6001 then set the Unknown to 03. Then see if it works.
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                            #6369    
                          Old January 6th, 2012 (10:20 PM).
                          Binary's Avatar
                          Binary Binary is offline
                          え?
                             
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                            Quote:
                            Originally Posted by AustinWolff View Post
                            I made a movecamera script but when I step on the event the script skips over the move camera and goes strait to the end of the script. Did i have a problem in there or is it simply a compiling error?
                            Spoiler:
                            #dynamic 0x800000

                            #org @start
                            checkflag 0x1200
                            if 0x1 goto @done
                            applymovement 0x3 @move 'GOES TO PLAYER)
                            applymovement 0xFF @move2 'EXCLAMATION MARK)
                            waitmovement 0x0
                            msgbox @1 0x6
                            lockall
                            special 0x113
                            applymovement 0x7F @move3
                            waitmovement 0x0
                            special 0x114
                            releaseall
                            msgbox @2 0x6
                            setflag 0x1200
                            end

                            #org @1
                            = Hello trainer. The gym is over there.

                            #org @2
                            = Good luck!
                            Have you omitted the code in the @done, @move, @move2 and @move3 pointers? And what do you mean by the script going to the end? Does it only display the msgbox @2 or go straight to @done?
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                              #6370    
                            Old January 7th, 2012 (7:20 PM).
                            AustinWolff's Avatar
                            AustinWolff AustinWolff is offline
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                              Quote:
                              Originally Posted by Binary View Post

                              Have you omitted the code in the @done, @move, @move2 and @move3 pointers? And what do you mean by the script going to the end? Does it only display the msgbox @2 or go straight to @done?
                              for the first question: yes
                              for the second: it displays msgbox @1 then goes straight to msgbox @2, which means the move camera never happens. anyway, is there any problems with the script or do you think I messed it up with compiling?
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                                #6371    
                              Old January 7th, 2012 (10:41 PM). Edited January 7th, 2012 by Quickster.
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                              Quickster Quickster is offline
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                                Can someone explain how buffernumber or any buffer in general works? I would like to be able to place a found byte to a number so I can use it in a msgbox as a [buffer].

                                EDIT: Can you copy a byte to a variable?
                                  #6372    
                                Old January 8th, 2012 (12:39 AM).
                                Darthatron's Avatar
                                Darthatron Darthatron is offline
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                                Quote:
                                Originally Posted by Quickster View Post
                                Can someone explain how buffernumber or any buffer in general works? I would like to be able to place a found byte to a number so I can use it in a msgbox as a [buffer].

                                EDIT: Can you copy a byte to a variable?
                                Code:
                                setvar 0x8000 0x0000
                                copybyte 0x020370B8 0x02036E12
                                That copys the byte at 0x02036E12 to Variable 0x8000. Change the high-lighted value to where ever the byte you want to copy is.
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                                  #6373    
                                Old January 8th, 2012 (8:31 AM).
                                Quickster's Avatar
                                Quickster Quickster is offline
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                                  Quote:
                                  Originally Posted by Darthatron View Post
                                  Code:
                                  setvar 0x8000 0x0000
                                  copybyte 0x020370B8 0x02036E12
                                  That copys the byte at 0x02036E12 to Variable 0x8000. Change the high-lighted value to where ever the byte you want to copy is.
                                  Thanks very much. And where can you find the values to copy to a variable?
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                                    #6374    
                                  Old January 8th, 2012 (2:30 PM).
                                  masterquestmq's Avatar
                                  masterquestmq masterquestmq is offline
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                                    can someone help me with my lost item script.

                                    #dynamic 0x800000

                                    #org @start
                                    lock
                                    msgbox @talk 0x5
                                    compare LASTRESULT 0x1
                                    if 0x1 goto @give
                                    release
                                    end

                                    #org @give
                                    giveitem 0x44 0x01 msg_obtain
                                    hidesprite 0x06
                                    setflag 0x305
                                    release
                                    end

                                    #org @talk
                                    = Looks like someone dropped a RARE\nCANDY. Will you take it?


                                    after i compile this script i try to test it out. when I click the item it turns into a talking script I set one of the other OW in the map. is this a bug? or maybe the flag has been used?
                                      #6375    
                                    Old January 8th, 2012 (3:09 PM).
                                    destinedjagold's Avatar
                                    destinedjagold destinedjagold is offline
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                                    Quote:
                                    Originally Posted by masterquestmq View Post
                                    can someone help me with my lost item script.

                                    #dynamic 0x800000

                                    #org @start
                                    lock
                                    msgbox @talk 0x5
                                    compare LASTRESULT 0x1
                                    if 0x1 goto @give
                                    release
                                    end

                                    #org @give
                                    giveitem 0x44 0x01 msg_obtain
                                    hidesprite 0x06
                                    setflag 0x305
                                    release
                                    end

                                    #org @talk
                                    = Looks like someone dropped a RARE\nCANDY. Will you take it?


                                    after i compile this script i try to test it out. when I click the item it turns into a talking script I set one of the other OW in the map. is this a bug? or maybe the flag has been used?
                                    There's nothing wrong with your script.
                                    Maybe the Person Event Number of the OW isn't 6?
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