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  #176    
Old June 15th, 2013 (12:31 PM).
Sceptylos's Avatar
Sceptylos Sceptylos is offline
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    I've been on this for about 2 days and I'm starting to lose hope, what I'm trying to do is make a Team Rocket Grunt escort the player to a little corner in Viridian Forest then battle him but all I can do right now is make him talk, the movement script doesn't work (pretty sure I'm doing it wrong even though I copy/pasted and edited) and I haven't inserted the trainer battle yet.

    Code:
    #dynamic 0x74000
    #org @start
    lockall
    checkflag 0x1227
    if true jump :end
    message @a3
    callstd MSG_NORMAL
    applymovement 0x13 @a1
    applymovement 0x13 @a2
    pauseevent 0x0
    disappear 0x13
    setflag 0x1227
    :end
    releaseall
    end
    
    #org @a3
    = Hello young one, allow me to escort \nyou through this dangerous forest!
    
    #org @a1
    M look_up say_! end
    
    #org @a2
    M walk_left walk_left walk_left walk_left walk_left end
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      #177    
    Old October 3rd, 2013 (2:58 PM).
    superluke's Avatar
    superluke superluke is offline
       
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      Posts: 8
      what is wrong with this script?
      when ever I run no matter how much money I have it will take all my money away or,
      it will just not work at all.

      #dyn 0x740000
      #org @Main
      lock
      faceplayer
      showmoney 0x0 0x0
      message @First
      callstd MSG_Normal
      paymoney 1000 0
      pause 0xF
      updatemoney 0 0 0
      message @Second
      callstd MSG_Normal
      hidemoney 0 0
      release
      end

      #org @First
      = You lost money.

      #org @Second
      = Hahaha.
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        #178    
      Old December 20th, 2013 (9:04 PM). Edited December 25th, 2013 by bitelaserkhalif.
      bitelaserkhalif's Avatar
      bitelaserkhalif bitelaserkhalif is offline
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        Errm..Thanks for tutorial, most of them is working fine.

        WAIT!
        I have another question.
        First, how to trigger script like in Rocket Hideout in Mahogany Town?(This meant stepping on scripted title will trigger wild pokemon battle.)
        I had tried using script generator, and the game frozen even i had inserted release all, why?

        Second, How to creating Interact to battle?(wild battle like articuno on FRLG, and it's on pokemon emerald; I dont know where is an unused flag ones in pokemon emerald).
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          #179    
        Old January 15th, 2014 (11:37 AM).
        Proteun's Avatar
        Proteun Proteun is offline
        Unofficial PokéMusic Composer
           
          Join Date: May 2013
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          Hey, tutorials like this are really great and everything, but I just don't know how to put it into the game.
          Say, I just want to change what Mom says the first time in FireRed. I know what to write, but how to save it into the ROM?
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            #180    
          Old April 16th, 2014 (10:59 AM).
          DealNotTheDevil DealNotTheDevil is offline
             
            Join Date: Jan 2012
            Gender: Male
            Posts: 8
            Hi guys!

            Great tutorial!

            Anyway,
            I've found out how to change music for any battles I set
            (example playsound 0x228 0x228),

            But is there any way to change music for random wild battles.

            (I intend to use to "load map" script).

            I couldn't find it, even after using google. Thanks!
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              #181    
            Old April 21st, 2014 (3:19 PM).
            ContestTrainer's Avatar
            ContestTrainer ContestTrainer is offline
            YamiiVance
               
              Join Date: Oct 2011
              Location: The Void
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              Nature: Bashful
              Posts: 7
              Hey does anyone have any idea on how to fix my script I can't get Ethan to say the start of it and all he does is give me the egg (repetitively if i keep talking to him) and says please take care of it... also how do I get his text to fit in the box, all it does is mush over the first words! (What I want to happen with this is him say these lines msgbox 0x87558A1 msgbox 0x87558DE msgbox 0x8755910 then give egg then say #org 0x8755961 on repeat without saying anything else or giving me the egg)

              #org 0x8755880
              '-----------------------------------
              lock
              faceplayer
              msgbox 0x87558A1 ' Ethan: O-Oh! Your \v...
              msgbox 0x87558DE ' Then why are you her...
              msgbox 0x8755910 ' Then take this Egg I...
              giveegg 0x74
              msgbox 0x8755961 ' Take good care of it...
              callstd MSG_LOCK ' Built-in lock command
              release
              end


              #org 0x87558A1
              = Ethan: O-Oh! Your \v\h01, right? U-Uh... Hi! U-Um? Are you lost?

              #org 0x87558DE
              = Then why are you here? Just exploring? Well um...

              #org 0x8755910
              = Then take this Egg I found, My Mom said it needs to be with a trainer anyways...

              #org 0x8755961
              = Take good care of it ok? Please vist so I can see it!

              ~Thank You in advance!~
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                #182    
              Old April 23rd, 2014 (1:55 AM).
              Christos's Avatar
              Christos Christos is offline
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              Quote:
              Originally Posted by ContestTrainer View Post
              Hey does anyone have any idea on how to fix my script I can't get Ethan to say the start of it and all he does is give me the egg (repetitively if i keep talking to him) and says please take care of it... also how do I get his text to fit in the box, all it does is mush over the first words! (What I want to happen with this is him say these lines msgbox 0x87558A1 msgbox 0x87558DE msgbox 0x8755910 then give egg then say #org 0x8755961 on repeat without saying anything else or giving me the egg)

              #org 0x8755880
              '-----------------------------------
              lock
              faceplayer
              msgbox 0x87558A1 ' Ethan: O-Oh! Your \v...
              msgbox 0x87558DE ' Then why are you her...
              msgbox 0x8755910 ' Then take this Egg I...
              giveegg 0x74
              msgbox 0x8755961 ' Take good care of it...
              callstd MSG_LOCK ' Built-in lock command
              release
              end


              #org 0x87558A1
              = Ethan: O-Oh! Your \v\h01, right? U-Uh... Hi! U-Um? Are you lost?

              #org 0x87558DE
              = Then why are you here? Just exploring? Well um...

              #org 0x8755910
              = Then take this Egg I found, My Mom said it needs to be with a trainer anyways...

              #org 0x8755961
              = Take good care of it ok? Please vist so I can see it!

              ~Thank You in advance!~
              You're going to need a "callstd" command after each msgbox command, otherwise the text won't show.
              As for the text, you can use \n, \l and \p to divide it in lines, and boxes, check the first post for more information on that.

              Now, for the egg to only be given to you once, you'll have to set a flag after the egg is given, and then check for the flag at the beginning of the script, so that it skips the giveegg part.

              For example:
              Code:
              #org 0x800000
              lock
              faceplayer
              checkflag 0x254
              if 0x0 goto 0x[your script with a setflag 0x254 command in it]
              msgbox 0x[text for the NPC when you talk to him again]
              callstd MSG_NORMAL
              release
              end
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                #183    
              Old April 23rd, 2014 (2:04 AM).
              The Void's Avatar
              The Void The Void is offline
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                Quote:
                Originally Posted by DealNotTheDevil View Post
                Hi guys!

                Great tutorial!

                Anyway,
                I've found out how to change music for any battles I set
                (example playsound 0x228 0x228),

                But is there any way to change music for random wild battles.

                (I intend to use to "load map" script).

                I couldn't find it, even after using google. Thanks!
                AdvanceMap has this option in the Header option of any map.
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                  #184    
                Old April 25th, 2014 (12:42 PM). Edited April 26th, 2014 by Christos.
                faintster faintster is offline
                   
                  Join Date: Apr 2014
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                  Gender: Male
                  Posts: 30
                  i need help i put followed every tutorial down to the t and when i talk to my person nothing happens it just beeps please help

                  nevermind i just need to update my programs this is getting easier just take time i guess i really need to
                  want to get this down
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                    #185    
                  Old April 30th, 2014 (5:22 AM).
                  Whitney's Shaymin's Avatar
                  Whitney's Shaymin Whitney's Shaymin is offline
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                  Hey guys, ive been trying to get a roadblock in the starting town but he won't talk to me. (all I hear is a beep) Here's my script.

                  #org 0x8740000
                  '-----------------------------------
                  #raw 0xFF
                  lockall
                  checkflag 0x291
                  if true jump 0x8740048 ' Flag is set
                  message 0x8740014 ' I'm sorry, the road ...
                  showmsg
                  waitbutton
                  releaseall
                  end

                  #org 0x8740048
                  '-----------------------------------
                  message 0x874005C ' I'm sorry, th-\pOh r...
                  showmsg
                  waitbutton
                  fadescreen FADEOUT_WHITE
                  closemsg
                  disappear 0x2C
                  setflag 0x291
                  fadescreen FADEIN_WHITE
                  releaseall
                  end


                  #org 0x8740014
                  = I'm sorry, the road is closed\nuntil further notice.

                  #org 0x874005C
                  = I'm sorry, th-\pOh right!\nThe construction just finished\lyesterday[.]
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                    #186    
                  Old May 23rd, 2014 (10:31 PM).
                  Oddball20007's Avatar
                  Oddball20007 Oddball20007 is offline
                     
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                    Hello! Its 30 minutes till midnight here and I have had a very busy night, so I'm tired and can't be bothered with looking through pages 2-7 to check and see if this has been answered soooooo...
                    I use the automatic script generator, now in AdvanceMap there is an offset tab, but the 0x740000, or whatever it comes up with doesn't work in the tab, and when I try and imput something that makes sense to me (Like just 740000 or whatever, I do make sure its the correct numbers when I put it in BTW) It turns into 74000074 or something to that effect. If possible screenshots would be lovely, otherwise can you put it into terms that make it so easy a caveman can do it? (I had to get some sort of reference into my post. :3)
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                      #187    
                    Old May 23rd, 2014 (10:50 PM).
                    The Void's Avatar
                    The Void The Void is offline
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                      Quote:
                      Originally Posted by Oddball20007 View Post
                      Hello! Its 30 minutes till midnight here and I have had a very busy night, so I'm tired and can't be bothered with looking through pages 2-7 to check and see if this has been answered soooooo...
                      I use the automatic script generator, now in AdvanceMap there is an offset tab, but the 0x740000, or whatever it comes up with doesn't work in the tab, and when I try and imput something that makes sense to me (Like just 740000 or whatever, I do make sure its the correct numbers when I put it in BTW) It turns into 74000074 or something to that effect. If possible screenshots would be lovely, otherwise can you put it into terms that make it so easy a caveman can do it? (I had to get some sort of reference into my post. :3)
                      If you're using the latest version of AdvanceMap, be sure to remove the first two zero's. Also, you should remove '0x' in the offset.
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                        #188    
                      Old October 1st, 2014 (4:36 AM).
                      Taconinja's Avatar
                      Taconinja Taconinja is offline
                         
                        Join Date: Aug 2014
                        Posts: 38
                        Is PKSV still a good option? Whenever I post a thread in the beginners lounge asking for help on a pksv script, no one bothers to look at it, they just tell me "Use XSE it's much better lol" without a reason why.
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                          #189    
                        Old October 12th, 2014 (2:51 AM).
                        AriArk's Avatar
                        AriArk AriArk is offline
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                          How do you make an overworld sprite disappear?
                          I tried:
                          disappear 0x1

                          which didn't work.

                          Any help?
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                            #190    
                          Old October 14th, 2014 (2:30 AM).
                          Percy's Avatar
                          Percy Percy is offline
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                            Quote:
                            Originally Posted by AriArk View Post
                            How do you make an overworld sprite disappear?
                            I tried:
                            disappear 0x1

                            which didn't work.

                            Any help?
                            You need to set a flag, and paste the flag to the Person's ID in Advanced Map.
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                              #191    
                            Old October 16th, 2014 (2:10 PM).
                            AkameTheBulbasaur's Avatar
                            AkameTheBulbasaur AkameTheBulbasaur is offline
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                              Quote:
                              Originally Posted by Taconinja View Post
                              Is PKSV still a good option? Whenever I post a thread in the beginners lounge asking for help on a pksv script, no one bothers to look at it, they just tell me "Use XSE it's much better lol" without a reason why.
                              PKSV is still a perfectly valid option, at least in my opinion. Honestly, after using both, I can't really say that XSE is better. Both of them do the exact same thing, so it really doesn't matter.

                              On a side note, it really, really, really bugs me when somebody asks for help on a PKSV script and all the answers they get are "OMG!!!1111 Y R U USIN PKSV JUST USE XSE!11111" Seriously people, it's like if somebody had a problem with their iPhone and instead of getting help, people just told them "Get a samsung it's so much better!" because brand loyalty (I guess.)

                              Personally for me, XSE doesn't work on my computer, so I physically cannot use it. If you can't help with the script because you don't know anything about PKSV, then just don't post. If you don't have anything helpful to say, then just be quiet.

                              Anyway, rant over. If you need any help with PKSV, you can ask me. I've used PKSV for years now, and I know a pretty good amount on how to use various commands and such.
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                                #192    
                              Old November 3rd, 2014 (8:35 AM).
                              Haile Selassie IV's Avatar
                              Haile Selassie IV Haile Selassie IV is offline
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                                Age: 24
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                                I know this script is terribly wrong, but I can't figure out where I screw up. It doesn't move initially, but does set a flag somewhere, only to screw up the movement and text.
                                The compare playerfacing doesn't seem to work quite well :/

                                I'm using pksv and a FR ROM.

                                Spoiler:
                                #dyn 0x740000
                                #org @start
                                lock
                                faceplayer
                                checkflag 0x1016
                                if 0x1 jump @try2
                                checkflag 0x1015
                                if 0x1 jump @home2
                                checkflag 0x1010
                                if 0x1 jump @upreturn
                                checkflag 0x1011
                                if 0x1 jump @downsea
                                checkflag 0x1012
                                if 0x1 jump @home1
                                checkflag 0x1013
                                if 0x1 jump @rightreturn
                                compare PLAYERFACING UP
                                if == jump @up
                                compare PLAYERFACING DOWN
                                if == jump @down
                                compare PLAYERFACING LEFT
                                if == jump @left
                                compare playerfacing right
                                if == jump @right
                                release
                                end

                                #org @up
                                applymovement 0x7 @upmov1
                                setflag 0x1010
                                release
                                end

                                #org @down
                                applymovement 0x7 @downmov1
                                setflag 0x1011
                                release
                                end

                                #org @left
                                applymovement 0x7 @leftmov1
                                setflag 0x1012
                                release
                                end

                                #org @right
                                applymovement 0x7 @rightmov1
                                setflag 0x1013
                                release
                                end

                                #org @upreturn
                                compare playerfacing up
                                if == jump @extraupreturn
                                applymovement 0x7 @upmov2
                                clearflag 0x1010
                                release
                                end

                                #org @downsea
                                compare playerfacing up
                                if == jump :end
                                applymovement 0x7 @downmov2
                                applymovement player @downmov21
                                msgbox @lure
                                callstd msg_normal
                                applymovement 0x7 @downmov3
                                msgbox @try
                                callstd msg_yesno
                                compare LASTRESULT YES
                                if 0x1 jump @yes
                                clearflag 0x1011
                                setflag 0x1016
                                :end
                                release
                                end

                                #org @try2
                                msgbox @try
                                callstd msg_yesno
                                compare lastresult yes
                                if 0x1 jump @yes
                                release
                                end

                                #org @yes
                                msgbox @fail
                                callstd msg_normal
                                applymovement 0x7 @downmov4
                                msgbox @fail2
                                callstd msg_normal
                                fadescreen 1
                                disappear 0x7
                                disappear 0x11
                                setflag 0x1014
                                fadescreen 0
                                release
                                end

                                #org @home1
                                applymovement 0x7 @leftmov2
                                clearflag 0x1012
                                setflag 0x1015
                                release
                                end

                                #org @home2
                                applymovement 0x7 @leftmov3
                                msgbox @sleep
                                callstd msg_normal
                                clearflag 0x1015
                                fadescreen 1
                                disappear 0x7
                                setflag 0x100b
                                fadescreen 0
                                release
                                end

                                #org @rightreturn
                                compare playerfacing right
                                if == jump @extrarightreturn
                                applymovement 0x7 @rightmov2
                                clearflag 0x1013
                                release
                                end

                                #org @extrarightreturn
                                applymovement 0x7 @rightmov21
                                clearflag 0x1013
                                release
                                end

                                #org @extraupreturn
                                applymovement 0x7 @upmov21
                                clearflag 0x1010
                                release
                                end

                                #org @upmov2
                                m walk_down_vslow walk_down_vslow walk_down_vslow walk_down_vslow walk_down_vslow walk_down_vslow end

                                #org @upmov21
                                m say_? walk_left_vslow walk_right_vslow walk_right_vslow walk_down_vslow walk_down_vslow walk_left_vslow walk_down_vslow walk_down_vslow walk_down_vslow walk_down_vslow end

                                #org @upmov1
                                m run_up run_up run_up run_up run_up run_up end

                                #org @downmov1
                                m run_down run_down run_down jump_up2 walk_down_vslow walk_down_vslow walk_left_vslow walk_left_vslow walk_down_vslow walk_down_vslow end

                                #org @downmov2
                                m walk_down_vslow walk_left_vslow walk_left_vslow walk_left_vslow walk_down_vslow walk_left_vslow walk_left_vslow jump_down1 end

                                #org @downmov21
                                m walk_down walk_down walk_left walk_left walk_left walk_down walk_left walk_left walk_down end

                                #org @downmov3
                                m walk_down_vslow walk_down_vslow walk_down_vslow look_left end

                                #org @downmov4
                                m walk_left walk_left end

                                #org @downnov5
                                m run_down run_down run_down run_down run_down run_down run_down run_down run_down run_down run_down run_down run_down run_down run_down run_down run_down run_down run_down run_down run_down run_down end

                                #org @fail
                                = SLOWPOKE got scared and moved away[.]

                                #org @fail2
                                = \c\h01\h08Hehe excellent[.]\pYou're mine!

                                #org @lure
                                = \c\h01\h08????: Come here boy, don't be afraid hehe[.]

                                #org @try
                                = Maybe SLOWPOKE will notice you\nif you do something.\pThrow a rock?

                                #org @leftmov1
                                m walk_left_vslow walk_left_vslow walk_left_vslow walk_left_vslow walk_left_vslow walk_left_vslow end

                                #org @leftmov2
                                m walk_left_vslow walk_left_vslow walk_down_vslow walk_down_vslow walk_left_vslow end

                                #org @leftmov3
                                m run_left walk_left walk_left_slow walk_left_vslow end

                                #org @rightmov1
                                m walk_right_vslow walk_right_vslow walk_down_vslow walk_right_vslow walk_right_vslow end

                                #org @rightmov2
                                m say_? say_? say_! walk_left_vslow walk_left_vslow walk_left_vslow walk_right_vslow walk_up_vslow walk_left_vslow say_? walk_left_vslow say_! end

                                #org @rightmov21
                                m walk_down_vslow walk_left_vslow walk_left_vslow walk_left_vslow walk_left_vslow end

                                #org @sleep
                                = SLOWPOKE fell asleep[.]\pBetter grab it!
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                                  #193    
                                Old November 3rd, 2014 (1:28 PM).
                                FBI's Avatar
                                FBI FBI is offline
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                                Quote:
                                Originally Posted by Haile Selassie IV View Post
                                I know this script is terribly wrong, but I can't figure out where I screw up. It doesn't move initially, but does set a flag somewhere, only to screw up the movement and text.
                                The compare playerfacing doesn't seem to work quite well :/

                                I'm using pksv and a FR ROM.

                                Spoiler:
                                #dyn 0x740000
                                #org @start
                                lock
                                faceplayer
                                checkflag 0x1016
                                if 0x1 jump @try2
                                checkflag 0x1015
                                if 0x1 jump @home2
                                checkflag 0x1010
                                if 0x1 jump @upreturn
                                checkflag 0x1011
                                if 0x1 jump @downsea
                                checkflag 0x1012
                                if 0x1 jump @home1
                                checkflag 0x1013
                                if 0x1 jump @rightreturn
                                compare PLAYERFACING UP
                                if == jump @up
                                compare PLAYERFACING DOWN
                                if == jump @down
                                compare PLAYERFACING LEFT
                                if == jump @left
                                compare playerfacing right
                                if == jump @right
                                release
                                end

                                #org @up
                                applymovement 0x7 @upmov1
                                setflag 0x1010
                                release
                                end

                                #org @down
                                applymovement 0x7 @downmov1
                                setflag 0x1011
                                release
                                end

                                #org @left
                                applymovement 0x7 @leftmov1
                                setflag 0x1012
                                release
                                end

                                #org @right
                                applymovement 0x7 @rightmov1
                                setflag 0x1013
                                release
                                end

                                #org @upreturn
                                compare playerfacing up
                                if == jump @extraupreturn
                                applymovement 0x7 @upmov2
                                clearflag 0x1010
                                release
                                end

                                #org @downsea
                                compare playerfacing up
                                if == jump :end
                                applymovement 0x7 @downmov2
                                applymovement player @downmov21
                                msgbox @lure
                                callstd msg_normal
                                applymovement 0x7 @downmov3
                                msgbox @try
                                callstd msg_yesno
                                compare LASTRESULT YES
                                if 0x1 jump @yes
                                clearflag 0x1011
                                setflag 0x1016
                                :end
                                release
                                end

                                #org @try2
                                msgbox @try
                                callstd msg_yesno
                                compare lastresult yes
                                if 0x1 jump @yes
                                release
                                end

                                #org @yes
                                msgbox @fail
                                callstd msg_normal
                                applymovement 0x7 @downmov4
                                msgbox @fail2
                                callstd msg_normal
                                fadescreen 1
                                disappear 0x7
                                disappear 0x11
                                setflag 0x1014
                                fadescreen 0
                                release
                                end

                                #org @home1
                                applymovement 0x7 @leftmov2
                                clearflag 0x1012
                                setflag 0x1015
                                release
                                end

                                #org @home2
                                applymovement 0x7 @leftmov3
                                msgbox @sleep
                                callstd msg_normal
                                clearflag 0x1015
                                fadescreen 1
                                disappear 0x7
                                setflag 0x100b
                                fadescreen 0
                                release
                                end

                                #org @rightreturn
                                compare playerfacing right
                                if == jump @extrarightreturn
                                applymovement 0x7 @rightmov2
                                clearflag 0x1013
                                release
                                end

                                #org @extrarightreturn
                                applymovement 0x7 @rightmov21
                                clearflag 0x1013
                                release
                                end

                                #org @extraupreturn
                                applymovement 0x7 @upmov21
                                clearflag 0x1010
                                release
                                end

                                #org @upmov2
                                m walk_down_vslow walk_down_vslow walk_down_vslow walk_down_vslow walk_down_vslow walk_down_vslow end

                                #org @upmov21
                                m say_? walk_left_vslow walk_right_vslow walk_right_vslow walk_down_vslow walk_down_vslow walk_left_vslow walk_down_vslow walk_down_vslow walk_down_vslow walk_down_vslow end

                                #org @upmov1
                                m run_up run_up run_up run_up run_up run_up end

                                #org @downmov1
                                m run_down run_down run_down jump_up2 walk_down_vslow walk_down_vslow walk_left_vslow walk_left_vslow walk_down_vslow walk_down_vslow end

                                #org @downmov2
                                m walk_down_vslow walk_left_vslow walk_left_vslow walk_left_vslow walk_down_vslow walk_left_vslow walk_left_vslow jump_down1 end

                                #org @downmov21
                                m walk_down walk_down walk_left walk_left walk_left walk_down walk_left walk_left walk_down end

                                #org @downmov3
                                m walk_down_vslow walk_down_vslow walk_down_vslow look_left end

                                #org @downmov4
                                m walk_left walk_left end

                                #org @downnov5
                                m run_down run_down run_down run_down run_down run_down run_down run_down run_down run_down run_down run_down run_down run_down run_down run_down run_down run_down run_down run_down run_down run_down end

                                #org @fail
                                = SLOWPOKE got scared and moved away[.]

                                #org @fail2
                                = \c\h01\h08Hehe excellent[.]\pYou're mine!

                                #org @lure
                                = \c\h01\h08????: Come here boy, don't be afraid hehe[.]

                                #org @try
                                = Maybe SLOWPOKE will notice you\nif you do something.\pThrow a rock?

                                #org @leftmov1
                                m walk_left_vslow walk_left_vslow walk_left_vslow walk_left_vslow walk_left_vslow walk_left_vslow end

                                #org @leftmov2
                                m walk_left_vslow walk_left_vslow walk_down_vslow walk_down_vslow walk_left_vslow end

                                #org @leftmov3
                                m run_left walk_left walk_left_slow walk_left_vslow end

                                #org @rightmov1
                                m walk_right_vslow walk_right_vslow walk_down_vslow walk_right_vslow walk_right_vslow end

                                #org @rightmov2
                                m say_? say_? say_! walk_left_vslow walk_left_vslow walk_left_vslow walk_right_vslow walk_up_vslow walk_left_vslow say_? walk_left_vslow say_! end

                                #org @rightmov21
                                m walk_down_vslow walk_left_vslow walk_left_vslow walk_left_vslow walk_left_vslow end

                                #org @sleep
                                = SLOWPOKE fell asleep[.]\pBetter grab it!
                                after every applymovement line, insert the line "pauseevent 0x0".
                                Also you don't need:
                                Quote:
                                compare playerfacing right
                                if == jump @right
                                replace it with just "jump @right".
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                                  #194    
                                Old November 4th, 2014 (7:11 AM).
                                Haile Selassie IV's Avatar
                                Haile Selassie IV Haile Selassie IV is offline
                                .
                                   
                                  Join Date: Mar 2007
                                  Location: Aker, Amsterdam, Noord-Holland, The Netherlands, Europe, The Earth.
                                  Age: 24
                                  Nature: Modest
                                  Posts: 82
                                  Ah thanks, it worked. I've never had any trouble with movements and not using pauseevent. Thanks!
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                                  Cna yuo raed tihs? Olny 55% of plepoe can.

                                  I cdnuolt blveiee taht I cluod aulaclty uesdnatnrd waht I was rdanieg. The phaonmneal pweor of the hmuan mnid, aoccdrnig to a rscheearch at Cmabrigde Uinervtisy, it dseno't mtaetr in waht oerdr the ltteres in a wrod are, the olny iproamtnt tihng is taht the frsit and lsat ltteer be in the rghit pclae. The rset can be a taotl mses and you can sitll raed it whotuit a pboerlm. Tihs is bcuseae the huamn mnid deos not raed ervey lteter by istlef, but the wrod as a wlohe. Azanmig huh? yaeh and I awlyas tghuhot slpeling was ipmorantt!
                                  fi yuo cna raed tihs, palce it in yuor siantugre.
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                                    #195    
                                  Old June 6th, 2015 (8:51 PM).
                                  Butterslave's Avatar
                                  Butterslave Butterslave is offline
                                     
                                    Join Date: Mar 2009
                                    Location: Texas, USA
                                    Gender: Male
                                    Posts: 74
                                    Thanks for the tutorial. It helped me a lot to transition from XSE to PKSV (had to - computer issues). I know PKSV is rather old, but it seems like a pretty good tool to me. I don't see any problems with it. It's not quite as user-friendly as XSE, even with all the nifty macros, but I don't think it's less capable by any means.

                                    I couldn't help but notice the sloppiness of the Eevee script in the "example scripts" segment, though. The fanfare/"player received" message combination doesn't work correctly in it. So, I've rewritten it, also adding in a nickname option. This little drill really helped me to learn and get used to PKSV faster. XSE knowledge is surprisingly more applicable than I thought it would be. I took a peek at the original give Eevee script in Celadon City, which also helped me to tweak some things. Looking at original scripts from the game helps so much when you're trying to learn.

                                    Rewritten Eevee script:
                                    Spoiler:
                                    #dyn 0x740000

                                    #org @start
                                    lock
                                    faceplayer
                                    checkflag 0x828
                                    if 0x0 jump @conversational
                                    checkflag 0x201
                                    if 0x1 goto @how
                                    msgbox @wantpoke
                                    callstd 0x5
                                    compare 0x800D 0x1
                                    if 0x1 jump @givepoke
                                    msgbox @nopoke
                                    callstd 0x6
                                    release
                                    end

                                    #org @conversational
                                    msgbox @hello
                                    callstd 0x6
                                    release
                                    end

                                    #org @givepoke
                                    countpokemon
                                    compare 0x800D 0x6
                                    if 0x1 jump @noroom
                                    setflag 0x201
                                    storepokemon 0x0 EEVEE
                                    addpokemon EEVEE 5 ORANBERRY 0x0 0x0 0x0
                                    fanfare 0x101
                                    message @obtain
                                    showmsg
                                    waitfanfare
                                    msgbox @givenickname
                                    callstd 0x5
                                    compare 0x800D 0x1
                                    if 0x1 jump @nickname
                                    release
                                    end

                                    #org @nickname
                                    countpokemon
                                    subtractvar 0x800D 0x1
                                    copyvar 0x8004 0x800D
                                    call @name
                                    release
                                    end

                                    #org @name
                                    fadescreen 0x1
                                    special 0x9E
                                    waitspecial
                                    return

                                    #org @how
                                    msgbox @howpoke
                                    callstd 0x2
                                    release
                                    end

                                    #org @noroom
                                    msgbox @cant
                                    callstd 0x6
                                    release
                                    end

                                    #org @hello
                                    = Hmm. What am I going to do with\nthis Pokemon? I can't take care\lof it.\pIf only there was a trainer I\ncould give it to.\pToo bad everyone in Pallet Town is a\nnub.

                                    #org @wantpoke
                                    = Oh! You're a trainer!\pWant this Pokemon?

                                    #org @obtain
                                    = \v\h01 received the \v\h02!

                                    #org @givenickname
                                    = Do you want to give a nickname\nto this \v\h02?

                                    #org @cant
                                    = Your party is full!

                                    #org @nopoke
                                    = Oh, all right then.

                                    #org @howpoke
                                    = How is my old EEVEE?


                                    Sorry if my habitual usage of hexadecimal here and there is confusing... I don't know why, but I sometimes feel a bit more comfortable using hexadecimal instead of writing out macros like MSG_NORMAL. The \v\h02 business is just Eevee stored as a buffer thanks to storepokemon 0x0 EEVEE (not necessary - just wanted to play with it).

                                    I know hardly anyone checks out this thread anymore, but I wanted to post this anyway. Let me know if you don't understand something in my script or if you want help with your own! It would help me learn.
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                                      #196    
                                    Old July 26th, 2015 (8:46 AM).
                                    Funnygameer4354's Avatar
                                    Funnygameer4354 Funnygameer4354 is offline
                                    Hacking Newbie
                                       
                                      Join Date: Jul 2015
                                      Gender: Male
                                      Posts: 10
                                      Hi guys! Quick question ummmm..... WHAT AM I DOING WRONG??!?!?
                                      I typed in this script for someone saying a simple message:
                                      #dynamic 0x740000
                                      #ORG @start
                                      message @visit
                                      callstd 2
                                      end

                                      #org @visit
                                      = I come to One Island\nto do some shopping.

                                      And then I compiled it and added it to the sprite using advance map
                                      Then i clicked the sprite and open script to make sure it works, but I just get:

                                      #org 0x8740849
                                      '-----------------------------------
                                      #raw 0xFF
                                      #raw 0xFF
                                      #raw 0xFF
                                      (Numerous #raw 0xFF's later)
                                      #raw 0xFF
                                      #raw 0xFF
                                      #raw 0xFF
                                      'Decompiler stopped due to failsafe mechanism (too many #RAW 0xFF commands)

                                      What did I do wrong?
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                                        #197    
                                      Old August 6th, 2015 (1:27 PM).
                                      PokemonMasterAhmed's Avatar
                                      PokemonMasterAhmed PokemonMasterAhmed is offline
                                         
                                        Join Date: Jul 2015
                                        Gender: Male
                                        Nature: Adamant
                                        Posts: 41
                                        Hi can some one tell me how to make a rival script with a different person
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                                          #198    
                                        Old September 24th, 2015 (9:47 PM). Edited September 25th, 2015 by PokemonMasterAhmed.
                                        PokemonMasterAhmed's Avatar
                                        PokemonMasterAhmed PokemonMasterAhmed is offline
                                           
                                          Join Date: Jul 2015
                                          Gender: Male
                                          Nature: Adamant
                                          Posts: 41
                                          Want a fossil script
                                          #dyn 0x740000
                                          #org @start
                                          setflag 0x568
                                          lock
                                          showpokepic AERODACTYL 0X3 0X0
                                          cry AERODACTYL 0x0
                                          msgbox @Slow
                                          callstd MSG_YESNO
                                          compare LASTRESULT YES
                                          if == jump @pushedyes
                                          jump @pushedno

                                          #org @pushedyes
                                          msgbox @receive
                                          callstd MSG_NORMAL
                                          addpokemon AERODACTYL 10 00 0 0 0
                                          hidepokepic
                                          disappear 0x5
                                          release
                                          end

                                          #org @pushedno
                                          msgbox @bye
                                          callstd MSG_NORMAL
                                          hidepokepic
                                          disappear 0x5
                                          release
                                          end

                                          #org @slow
                                          = Its an aerodactyl do you want\nit?

                                          #org @receive
                                          = \v\h01 received a AERODACTYL!

                                          #org @bye
                                          = \v\h01 did not receive a AERODACTYL!

                                          Set person id as 0567 Make sure person event no. is 5
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                                            #199    
                                          Old September 5th, 2016 (8:15 PM). Edited September 6th, 2016 by GamerKid303.
                                          GamerKid303's Avatar
                                          GamerKid303 GamerKid303 is offline
                                             
                                            Join Date: May 2016
                                            Age: 15
                                            Gender: Male
                                            Nature: Jolly
                                            Posts: 21
                                            I know this thread is old, but I have a problem with my script. It's a snorlax script. After you beat him, he disapperas (normal) then the camera goes wacko. And sometimes you take control of the chubby kid.

                                            Spoiler:
                                            #org 0x87DF6C0
                                            '-----------------------------------
                                            lock
                                            faceplayer
                                            checkflag 0x23D
                                            if false jump 0x8168099 ' Flag is unset
                                            special INIT_STEPCOUNT
                                            compare LASTRESULT 0x2
                                            if == jump 0x81A7AE0 ' Equal To
                                            special GET_STEPCOUNT
                                            msgbox 0x81853CC ' Want to use the POK\...
                                            callstd MSG_YESNO ' Yes/No message
                                            compare LASTRESULT NO
                                            if == jump 0x816808D ' Equal To
                                            call 0x81A924B
                                            battle SNORLAX 80 NONE
                                            checksound
                                            cry SNORLAX 0x2
                                            pause 0x28
                                            waitcry
                                            setflag 0x54
                                            setflag 0x807
                                            setflag 0x253
                                            lastbattle
                                            clearflag 0x807
                                            special2 LASTRESULT 0xB4
                                            compare LASTRESULT 0x1
                                            if == jump 0x816808F ' Equal To
                                            compare LASTRESULT 0x4
                                            if == jump 0x816808F ' Equal To
                                            compare LASTRESULT 0x5
                                            if == jump 0x816808F ' Equal To
                                            release
                                            end

                                            #org 0x8168099
                                            '-----------------------------------
                                            nop1 ' #raw 0x1
                                            fadescreen FADEIN_BLACK
                                            msgbox 0x8185383 ' SNORLAX calmed down....
                                            callstd MSG_NOCLOSE ' Non-closing message
                                            release
                                            ' Release commands close any open messages
                                            end

                                            #org 0x81A7AE0
                                            '-----------------------------------
                                            release
                                            end

                                            #org 0x816808D
                                            '-----------------------------------
                                            release
                                            end

                                            #org 0x81A924B
                                            '-----------------------------------
                                            message 0x81853E8 ' \v\h01 played the PO...
                                            showmsg
                                            fanfare 0x152
                                            waitfanfare
                                            msgbox 0x8185354 ' SNORLAX woke up!\pIt...
                                            callstd MSG_NOCLOSE ' Non-closing message
                                            return

                                            #org 0x816808F
                                            '-----------------------------------
                                            checkflag 0x1FF
                                            fadescreen FADEOUT_BLACK
                                            setflag 0x1FF
                                            disappear 0x1FF
                                            fadescreen FADEIN_BLACK
                                            msgbox 0x8185383 ' SNORLAX calmed down....
                                            callstd MSG_NOCLOSE ' Non-closing message
                                            release
                                            ' Release commands close any open messages
                                            end


                                            #org 0x81853CC
                                            = Want to use the POK\e FLUTE?

                                            #org 0x8185383
                                            = SNORLAX calmed down.\nIt gave a huge yawn[.]\lAnd returned to the mountains.

                                            #org 0x81853E8
                                            = \v\h01 played the POK\e FLUTE.

                                            #org 0x8185354
                                            = SNORLAX woke up!\pIt attacked in a grumpy rage!


                                            A new at this so the script may suck. Thanks for the help.
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