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  #6251    
Old November 16th, 2011 (1:44 PM).
Bolens's Avatar
Bolens Bolens is offline
Soul Hacker
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Join Date: Jan 2010
Location: PA
Age: 24
Gender: Male
Nature: Mild
Posts: 359
I am in need of some help with this Script :/ I can get it into the game fine but when it activates it goes to a blue screen and nothing happens. I guess somethings messed up with the Script somewhere. I'm trying to use it right when you start the game in the player's house. Here's the Script...

Code:
#dynamic 0x740000

#org @start
lockall
fadescreen 0x1
msgbox @1 0x6
fadescreen 0x0
msgbox @2 0x6
setvar 0x7000 0x1
releaseall
end

#org @1
= [player] Where am I...Is this a dream?\p\nRED: No child, this is not a\ldream.\p[PLAYER]: Who are you?\pRED: You'll find out soon\nenough...

#org @2
= [player] That was so weird. Well\nnothing\lis going to hamper my spirits\ltoday! It's the grand opening of\lthe new PokeLab today. I should\lbe on my way soon.
Hopefully someone can help Thanks

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  #6252    
Old November 16th, 2011 (8:56 PM).
Jay the penguin's Avatar
Jay the penguin Jay the penguin is offline
     
    Join Date: Oct 2011
    Gender: Male
    Posts: 31
    Okay I'm having alot of trouble with this pokemart script..

    #dynamic 0x800000
    #org @start
    lock
    faceplayer
    pokemart @values
    release
    end

    #org @values
    #raw word 0x2
    #raw word 0x5
    #raw word 0xD
    #raw word 0xE
    #raw word 0xF
    #raw word 0x10
    #raw word 0x11
    #raw word 0x12
    #raw word 0x15
    #raw word 0x16
    #raw word 0x17
    #raw word 0x18
    #raw word 0x0
    #raw word 0x0
    #raw word 0x0

    I mean the script seems fine to me but when I was testing after I buy something or sell something it chages the heros sprite and position after ending the conversation.
    It even leaves my original hero sprite.

    What do you think is the problem?
    __________________


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      #6253    
    Old November 16th, 2011 (11:31 PM).
    Nate VonGrimm's Avatar
    Nate VonGrimm Nate VonGrimm is offline
       
      Join Date: Oct 2011
      Location: Uxbridge
      Age: 26
      Gender: Male
      Nature: Relaxed
      Posts: 124
      Quote:
      Originally Posted by Bolens View Post
      I am in need of some help with this Script :/ I can get it into the game fine but when it activates it goes to a blue screen and nothing happens. I guess somethings messed up with the Script somewhere. I'm trying to use it right when you start the game in the player's house. Here's the Script...

      Code:
      #dynamic 0x740000
      
      #org @start
      lockall
      fadescreen 0x1
      msgbox @1 0x6
      fadescreen 0x0
      msgbox @2 0x6
      setvar 0x7000 0x1
      releaseall
      end
      
      #org @1
      = [player] Where am I...Is this a dream?\p\nRED: No child, this is not a\ldream.\p[PLAYER]: Who are you?\pRED: You'll find out soon\nenough...
      
      #org @2
      = [player] That was so weird. Well\nnothing\lis going to hamper my spirits\ltoday! It's the grand opening of\lthe new PokeLab today. I should\lbe on my way soon.
      Hopefully someone can help Thanks
      Your script is fine. Are you trying to make this a level script?
        #6254    
      Old November 17th, 2011 (7:12 AM).
      Bolens's Avatar
      Bolens Bolens is offline
      Soul Hacker
      • Gold Tier
       
      Join Date: Jan 2010
      Location: PA
      Age: 24
      Gender: Male
      Nature: Mild
      Posts: 359
      Quote:
      Originally Posted by Nate VonGrimm View Post
      Your script is fine. Are you trying to make this a level script?
      Yes I am...when you start in the Player's House.
        #6255    
      Old November 17th, 2011 (11:24 AM).
      Nate VonGrimm's Avatar
      Nate VonGrimm Nate VonGrimm is offline
         
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        Location: Uxbridge
        Age: 26
        Gender: Male
        Nature: Relaxed
        Posts: 124
        Quote:
        Originally Posted by Bolens View Post
        Yes I am...when you start in the Player's House.
        Okay, I've just recently made a tut on level scripts but I'm still waiting for the mods to accept it.
        I shall PM you with a little tut to see if you have done it right =]
          #6256    
        Old November 17th, 2011 (12:35 PM).
        Kaith's Avatar
        Kaith Kaith is offline
        Hacker of Fire
           
          Join Date: Oct 2011
          Location: North, it's cold.
          Gender: Male
          Nature: Relaxed
          Posts: 49
          When I try to compile a script, it gives me an Error that says: Error 13 "Type missmatch" on line 12 Missing #define

          Script:
          Spoiler:
          #dynamic 0x71CB00

          #org @start
          checkflag 0x1004
          if 0x0 goto @con
          end

          #org @con
          lock
          applymovement 0xFF @move1
          waitmovement 0x0
          msgbox 0x6 @1 This line
          showpokepic 0x01 0x0A 0x03
          msgbox 0x6 @2
          hidepokepic
          givepokemon 0x1 0x5 0x0 0x0 0x0 0x0
          fanfare 0x13E
          msgbox @5 0x4
          waitfanfare
          closeonkeypress
          setflag 0x828
          hidesprite 0x5
          setflag 0x1005
          applymovement 0x09 move2
          waitmovement 0x0
          applymovement 0xFF move3
          waitmovement 0x0
          msgbox @3 0x6
          applymovement 0x09 move4
          msgbox @4 0x6
          applymovement 0x09 move5
          waitmovement 0x0
          hidesprite 0x9
          setflag 0x1006
          setflag 0x1004
          release
          end

          #org @1
          = I guess this is the last one.\nLet's see, it's a...

          #org @2
          = BULBASUAR!

          #org @3
          = [blue_rs]\v\h06: Look I got a CHARMANDER!\nWanna battle?\pGo-\p\v\h01: \v\h06!

          #org @4
          = [blue_rs]= \v\h01: Wait!\p\v\h06: Wh-What?\p\v\h01: We need to get going\nalready.\p\v\h06: Oh right! Then we'll\nbattle after graduation. See you\lthere!

          #org @5
          = \v\h01 recived a BULBASUAR!
          #org @move1
          #raw 0x11
          #raw 0x11
          #raw 0x11
          #raw 0x13
          #raw 0x13
          #raw 0x13
          #raw 0x1
          #raw 0xFE

          #org @move2
          #raw 0x12
          #raw 0xFE

          #org @move3
          #raw 0x3
          #raw 0xFE

          #org @move4
          #raw 0x62
          #raw 0xFE

          #org @move5
          #raw 0x10
          #raw 0x12
          #raw 0x12
          #raw 0x12
          #raw 0x10
          #raw 0x10
          #raw 0x10
          #raw 0x10
          #raw 0xFE
          __________________
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          Hacks I support:
          FloralSky





            #6257    
          Old November 17th, 2011 (1:06 PM).
          Nate VonGrimm's Avatar
          Nate VonGrimm Nate VonGrimm is offline
             
            Join Date: Oct 2011
            Location: Uxbridge
            Age: 26
            Gender: Male
            Nature: Relaxed
            Posts: 124
            Quote:
            Originally Posted by Kaith View Post
            When I try to compile a script, it gives me an Error that says: Error 13 "Type missmatch" on line 12 Missing #define

            Script:
            Spoiler:
            #dynamic 0x71CB00

            #org @start
            checkflag 0x1004
            if 0x0 goto @con
            end

            #org @con
            lock
            applymovement 0xFF @move1
            waitmovement 0x0
            msgbox 0x6 @1 This line
            showpokepic 0x01 0x0A 0x03
            msgbox 0x6 @2
            hidepokepic
            givepokemon 0x1 0x5 0x0 0x0 0x0 0x0
            fanfare 0x13E
            msgbox @5 0x4
            waitfanfare
            closeonkeypress
            setflag 0x828
            hidesprite 0x5
            setflag 0x1005
            applymovement 0x09 move2
            waitmovement 0x0
            applymovement 0xFF move3
            waitmovement 0x0
            msgbox @3 0x6
            applymovement 0x09 move4
            msgbox @4 0x6
            applymovement 0x09 move5
            waitmovement 0x0
            hidesprite 0x9
            setflag 0x1006
            setflag 0x1004
            release
            end

            #org @1
            = I guess this is the last one.\nLet's see, it's a...

            #org @2
            = BULBASUAR!

            #org @3
            = [blue_rs]\v\h06: Look I got a CHARMANDER!\nWanna battle?\pGo-\p\v\h01: \v\h06!

            #org @4
            = [blue_rs]= \v\h01: Wait!\p\v\h06: Wh-What?\p\v\h01: We need to get going\nalready.\p\v\h06: Oh right! Then we'll\nbattle after graduation. See you\lthere!

            #org @5
            = \v\h01 recived a BULBASUAR!
            #org @move1
            #raw 0x11
            #raw 0x11
            #raw 0x11
            #raw 0x13
            #raw 0x13
            #raw 0x13
            #raw 0x1
            #raw 0xFE

            #org @move2
            #raw 0x12
            #raw 0xFE

            #org @move3
            #raw 0x3
            #raw 0xFE

            #org @move4
            #raw 0x62
            #raw 0xFE

            #org @move5
            #raw 0x10
            #raw 0x12
            #raw 0x12
            #raw 0x12
            #raw 0x10
            #raw 0x10
            #raw 0x10
            #raw 0x10
            #raw 0xFE
            I was able to compile it fine...
            That's strange...
            Hmm...
            Make sure when you downloaded XSE (or whatever program you used to script this) you extracted ALL the files into a folder.
            __________________
            Currently working on a new Pokemon Hack with an in-depth story line!
            That's about as much as you're going to get for now...


              #6258    
            Old November 17th, 2011 (1:38 PM).
            Kaith's Avatar
            Kaith Kaith is offline
            Hacker of Fire
               
              Join Date: Oct 2011
              Location: North, it's cold.
              Gender: Male
              Nature: Relaxed
              Posts: 49
              Quote:
              Originally Posted by Nate VonGrimm View Post


              I was able to compile it fine...
              That's strange...
              Hmm...
              Make sure when you downloaded XSE (or whatever program you used to script this) you extracted ALL the files into a folder.
              I've been using XSE for a while, and all the files ARE extracted.
              __________________
              Hackers, Hacker everywhere.

              Hacks I support:
              FloralSky





                #6259    
              Old November 17th, 2011 (1:56 PM).
              DrFuji's Avatar
              DrFuji DrFuji is online now
              Heiki Hecchara‌‌
              • Crystal Tier
               
              Join Date: Sep 2009
              Location: Downia-upside
              Age: 25
              Gender: Male
              Nature: Jolly
              Posts: 1,329
              Quote:
              Originally Posted by Kaith View Post
              When I try to compile a script, it gives me an Error that says: Error 13 "Type missmatch" on line 12 Missing #define

              Script:
              Spoiler:
              #dynamic 0x71CB00

              #org @start
              checkflag 0x1004
              if 0x0 goto @con
              end

              #org @con
              lock
              applymovement 0xFF @move1
              waitmovement 0x0
              msgbox 0x6 @1 This line
              showpokepic 0x01 0x0A 0x03
              msgbox 0x6 @2
              hidepokepic
              givepokemon 0x1 0x5 0x0 0x0 0x0 0x0
              fanfare 0x13E
              msgbox @5 0x4
              waitfanfare
              closeonkeypress
              setflag 0x828
              hidesprite 0x5
              setflag 0x1005
              applymovement 0x09 move2
              waitmovement 0x0
              applymovement 0xFF move3
              waitmovement 0x0
              msgbox @3 0x6
              applymovement 0x09 move4
              msgbox @4 0x6
              applymovement 0x09 move5
              waitmovement 0x0
              hidesprite 0x9
              setflag 0x1006
              setflag 0x1004
              release
              end

              #org @1
              = I guess this is the last one.\nLet's see, it's a...

              #org @2
              = BULBASUAR!

              #org @3
              = [blue_rs]\v\h06: Look I got a CHARMANDER!\nWanna battle?\pGo-\p\v\h01: \v\h06!

              #org @4
              = [blue_rs]= \v\h01: Wait!\p\v\h06: Wh-What?\p\v\h01: We need to get going\nalready.\p\v\h06: Oh right! Then we'll\nbattle after graduation. See you\lthere!

              #org @5
              = \v\h01 recived a BULBASUAR!
              #org @move1
              #raw 0x11
              #raw 0x11
              #raw 0x11
              #raw 0x13
              #raw 0x13
              #raw 0x13
              #raw 0x1
              #raw 0xFE

              #org @move2
              #raw 0x12
              #raw 0xFE

              #org @move3
              #raw 0x3
              #raw 0xFE

              #org @move4
              #raw 0x62
              #raw 0xFE

              #org @move5
              #raw 0x10
              #raw 0x12
              #raw 0x12
              #raw 0x12
              #raw 0x10
              #raw 0x10
              #raw 0x10
              #raw 0x10
              #raw 0xFE
              You've mixed up the placement of the pointer and the message type. change it to 'msgbox @1 0x6' and it should work fine - The rest of your msgbox commands will have to be changed in a similar way as well.
              __________________
                #6260    
              Old November 17th, 2011 (6:59 PM).
              Nate VonGrimm's Avatar
              Nate VonGrimm Nate VonGrimm is offline
                 
                Join Date: Oct 2011
                Location: Uxbridge
                Age: 26
                Gender: Male
                Nature: Relaxed
                Posts: 124
                Quote:
                Originally Posted by DrFuji View Post
                You've mixed up the placement of the pointer and the message type. change it to 'msgbox @1 0x6' and it should work fine - The rest of your msgbox commands will have to be changed in a similar way as well.
                That's strange, When I compiled that script, it worked...
                Must have switched them by itself.
                __________________
                Currently working on a new Pokemon Hack with an in-depth story line!
                That's about as much as you're going to get for now...


                  #6261    
                Old November 18th, 2011 (4:52 PM).
                Adamina's Avatar
                Adamina Adamina is offline
                   
                  Join Date: Nov 2011
                  Gender: Female
                  Posts: 24
                  Game: Bug Based FireRed Hack
                  Type: Person
                  I've been trying to adjust what Professor Oak says (and I added in getting the NationalDex at the beginning of the game), using Advanced Map and XSE. But when I compile it, some lines merge into one and I lose #org s (like at the bottom. I don't know the number, so I haven't corrected it). I really know nothing about actually scripting, I'm learning as I go.
                  Also, the first time the Rival speaks, in the Lab, all Oak says in reply is ',s'.
                  Does anyone know why I keep losing lines, and why Oak replies ',s'?

                  Script:
                  Spoiler:
                  '-----------------------
                  #org 0x169595
                  lock
                  faceplayer
                  checkflag 0x2
                  if 0x1 goto 0x8169600
                  compare 0x4055 0x9
                  if 0x1 goto 0x8169903
                  compare 0x4055 0x8
                  if 0x1 goto 0x8169A6E
                  checkflag 0x82C
                  if 0x1 goto 0x81699CE
                  compare 0x4052 0x1
                  if 0x1 goto 0x8169903
                  compare 0x4055 0x6
                  if 0x1 goto 0x81698D6
                  compare 0x4057 0x1
                  if 0x4 goto 0x816961E
                  compare 0x4055 0x4
                  if 0x1 goto 0x8169614
                  compare 0x4055 0x3
                  if 0x1 goto 0x816960A
                  msgbox 0x818E116 '"OAK: Now, [player].\pInside those t..."
                  callstd 0x4
                  release
                  end

                  '-----------------------
                  #org 0x169600
                  msgbox 0x81A72AD '"Thank you, [player]!\nSincerely, th..."
                  callstd 0x4
                  release
                  end

                  '-----------------------
                  #org 0x169903
                  call 0x81A737B
                  checkflag 0x2F4
                  if 0x1 goto 0x8169913
                  release
                  end

                  '-----------------------
                  #org 0x169A6E
                  msgbox 0x818E871 '"o to fulfill my\ndream for me."
                  callstd 0x4
                  release
                  end

                  '-----------------------
                  #org 0x1699CE
                  call 0x81A737B
                  closeonkeypress
                  compare 0x8009 0x3C
                  if 0x0 goto 0x81699F9
                  checkflag 0x89B
                  if 0x0 goto 0x81699F9
                  pause 0x1E
                  msgbox 0x818EDF5 '"Ah, now this is excellent!\p[player..."
                  callstd 0x4
                  goto 0x8169035
                  end

                  '-----------------------
                  #org 0x1698D6
                  setvar 0x8004 0x0
                  special2 LASTRESULT 0xD4
                  copyvar 0x8008 0x8005
                  copyvar 0x8009 0x8006
                  buffernumber 0x0 0x8008
                  buffernumber 0x1 0x8009
                  compare 0x8009 0x1
                  if 0x1 goto 0x81699FB
                  goto 0x8169903
                  end

                  '-----------------------
                  #org 0x16961E
                  msgbox 0x818E405 '"OAK: Oh, [player]!\nHow is my old P..."
                  callstd 0x4
                  textcolor 0x3
                  fanfare 0x105
                  msgbox2 0x818E4AF '"[player] delivered OAK'S PARCEL."
                  waitmsgbox
                  waitfanfare
                  call 0x81A6675
                  removeitem 0x15D 0x1
                  msgbox 0x818E4CA '"Ah! \nIt's the coccons I ordered!\p..."
                  callstd 0x4
                  playsong 0x13B 0x0
                  msgbox 0x818DE8D '"[rival]: Gramp--P[rival]: I almost ..."
                  callstd 0x4
                  closeonkeypress
                  compare PLAYERFACING 0x2
                  if 0x1 call 0x8169A82
                  compare PLAYERFACING 0x1
                  if 0x1 call 0x8169AC1
                  compare PLAYERFACING 0x4
                  if 0x1 call 0x8169A9E
                  compare PLAYERFACING 0x3
                  if 0x1 call 0x8169A9E
                  fadedefault
                  msgbox 0x818DE99 '"[rival]: I almost forgot!\nWhat did..."
                  callstd 0x4
                  closeonkeypress
                  pause 0x1E
                  sound 0x15
                  applymovement 0x4 0x81A75DB
                  waitmovement 0x0
                  applymovement 0x4 0x81A75DD
                  waitmovement 0x0
                  compare PLAYERFACING 0x1
                  if 0x1 call 0x8169ADD
                  compare PLAYERFACING 0x4
                  if 0x1 call 0x8169B14
                  compare PLAYERFACING 0x3
                  if 0x1 call 0x8169AF5
                  compare PLAYERFACING 0x2
                  if 0x1 call 0x8169B86
                  msgbox 0x818E508 '"OAK: Oh, right!\nI have a request f..."
                  callstd 0x4
                  closeonkeypress
                  compare PLAYERFACING 0x2
                  if 0x1 call 0x8169882
                  compare PLAYERFACING 0x1
                  if 0x1 call 0x816988D
                  compare PLAYERFACING 0x4
                  if 0x1 call 0x81698A6
                  compare PLAYERFACING 0x3
                  if 0x1 call 0x81698B8
                  msgbox 0x818E536 '"On the desk there is my invention,\..."
                  callstd 0x4
                  closeonkeypress
                  pause 0x28
                  msgbox 0x818E5C5 '"OAK: [player] and [rival].\nTake th..."
                  callstd 0x4
                  closeonkeypress
                  applymovement 0x4 0x81A75E9
                  waitmovement 0x0
                  hidesprite 0x9
                  pause 0xA
                  hidesprite 0xA
                  pause 0x19
                  compare PLAYERFACING 0x2
                  if 0x1 call 0x8169845
                  compare PLAYERFACING 0x1
                  if 0x1 call 0x8169850
                  compare PLAYERFACING 0x4
                  if 0x1 call 0x816985B
                  compare PLAYERFACING 0x3
                  if 0x1 call 0x816986D
                  pause 0xA
                  textcolor 0x3
                  fanfare 0x13E
                  msgbox2 0x818E5EA '"[player] received the POKéDEX\nfrom..."
                  waitmsgbox
                  waitfanfare
                  call 0x81A6675
                  setflag 0x829
                  special 0x181
                  special 0x16F
                  setvar 0x407C 0x1
                  msgbox 0x818E612 '"OAK: You can't get detailed data\no..."
                  callstd 0x4
                  additem 0x4 0x5
                  msgbox 0x818E6B3 '"[player] received five POKé BALLS."
                  call 0x80011A00
                  goto 0x80021A00
                  nop1
                  nop1
                  callstd 0x9
                  msgbox 0x818E6D0 '"When a wild POKéMON appears,\nit's ..."
                  callstd 0x4
                  setvar 0x8004 0x0
                  setvar 0x8005 0x1
                  special 0x173
                  msgbox 0x818E784 '"To make a complete guide on all\nth..."
                  callstd 0x4
                  msgbox 0x818DEC8 '"[rival]: All right, Prof!\nLeave it..."
                  callstd 0x4
                  compare PLAYERFACING 0x2
                  if 0x1 call 0x8169B33
                  compare PLAYERFACING 0x1
                  if 0x1 call 0x8169B45
                  compare PLAYERFACING 0x4
                  if 0x1 call 0x8169B57
                  compare PLAYERFACING 0x3
                  if 0x1 call 0x8169B57
                  msgbox 0x818DEF3 '"[player], I hate to say it, but you..."
                  callstd 0x4
                  closeonkeypress
                  playsong 0x13C 0x0
                  compare PLAYERFACING 0x2
                  if 0x1 call 0x8169B69
                  compare PLAYERFACING 0x1
                  if 0x1 call 0x8169B7B
                  compare PLAYERFACING 0x4
                  if 0x1 call 0x8169B7B
                  compare PLAYERFACING 0x3
                  if 0x1 call 0x8169B7B
                  hidesprite 0x8
                  fadedefault
                  setvar 0x4055 0x6
                  setvar 0x4057 0x2
                  setvar 0x4051 0x1
                  setvar 0x4058 0x1
                  setvar 0x4054 0x1
                  release
                  end

                  '-----------------------
                  #org 0x169614
                  msgbox 0x818E3AD '"OAK: [player], raise your young\nPO..."
                  callstd 0x4
                  release
                  end

                  '-----------------------
                  #org 0x16960A
                  msgbox 0x818E330 '"OAK: If a wild POKéMON appears,\nyo..."
                  callstd 0x4
                  release
                  end

                  '-----------------------
                  #org 0x1A737B

                  '-----------------------
                  #org 0x169913
                  closeonkeypress
                  '-----------------------
                  #org 0x1699F9
                  release
                  '-----------------------
                  #org 0x169035
                  msgbox 0x818EE60 '"Recently, there have been sightings..."
                  '-----------------------
                  #org 0x1699FB
                  special 0x187
                  '-----------------------
                  #org 0x1A6675
                  copyvar 0x8012 0x8013
                  '-----------------------
                  #org 0x169A82
                  movesprite2 0x8 0x5 0xA
                  '-----------------------
                  #org 0x169AC1
                  movesprite2 0x8 0x6 0xA
                  '-----------------------
                  #org 0x169A9E
                  movesprite2 0x8 0x6 0xA
                  '-----------------------
                  #org 0x169ADD
                  applymovement 0x4 0x81A75E1
                  '-----------------------
                  #org 0x169B14
                  applymovement 0x4 0x81A75E1
                  '-----------------------
                  #org 0x169AF5
                  applymovement 0x4 0x81A75E1
                  '-----------------------
                  #org 0x169B86
                  applymovement MOVE_PLAYER 0x81A75E9
                  '-----------------------
                  #org 0x169882
                  applymovement 0x4 0x81698CB
                  '-----------------------
                  #org 0x16988D
                  applymovement 0x4 0x81698D0
                  '-----------------------
                  #org 0x1698A6
                  applymovement 0x4 0x81698CB
                  '-----------------------
                  #org 0x1698B8
                  applymovement 0x4 0x81698CB
                  '-----------------------
                  #org 0x169845
                  applymovement 0x4 0x816987C
                  '-----------------------
                  #org 0x169850
                  applymovement 0x4 0x816987F
                  '-----------------------
                  #org 0x16985B
                  applymovement 0x4 0x816987C
                  '-----------------------
                  #org 0x16986D
                  applymovement 0x4 0x816987C
                  '-----------------------
                  #org 0x169B33
                  applymovement 0x8 0x81A75E1
                  '-----------------------
                  #org 0x169B45
                  applymovement 0x8 0x81A75E9
                  '-----------------------
                  #org 0x169B57
                  applymovement 0x8 0x81A75E1
                  '-----------------------
                  #org 0x169B69
                  applymovement MOVE_PLAYER 0x8169B91
                  '-----------------------
                  #org 0x169B7B
                  applymovement 0x8 0x8169BA4

                  '-----------
                  ' Movements
                  '-----------
                  #org 0x1A75DB
                  #raw 62 'Exclamation Mark (!)
                  #raw FE 'End of Movements

                  #org 0x1A75DD
                  #raw 1C 'Delay5
                  #raw 1C 'Delay5
                  #raw 1C 'Delay5
                  #raw FE 'End of Movements

                  #org 0x1A75E9
                  #raw 2E 'Face Up (Delayed)
                  #raw FE 'End of Movements

                  #org 0x1A75E1
                  #raw 4A 'Face Player
                  #raw FE 'End of Movements

                  #org 0x1698CB
                  #raw 11 'Step Up (Normal)
                  #raw 12 'Step Left (Normal)
                  #raw 1C 'Delay5
                  #raw 2D 'Face Down (Delayed)
                  #raw FE 'End of Movements

                  #org 0x1698D0
                  #raw 12 'Step Left (Normal)
                  #raw 12 'Step Left (Normal)
                  #raw 11 'Step Up (Normal)
                  #raw 1C 'Delay5
                  #raw 30 'Face Right (Delayed)
                  #raw FE 'End of Movements

                  #org 0x16987C
                  #raw 13 'Step Right (Normal)
                  #raw 10 'Step Down (Normal)
                  #raw FE 'End of Movements

                  #org 0x16987F
                  #raw 10 'Step Down (Normal)
                  #raw 13 'Step Right (Normal)
                  #raw FE 'End of Movements

                  #org 0x169B91
                  #raw 1A 'Delay3
                  #raw 2D 'Face Down (Delayed)
                  #raw FE 'End of Movements

                  #org 0x169BA4
                  #raw 10 'Step Down (Normal)
                  #raw 10 'Step Down (Normal)
                  #raw 10 'Step Down (Normal)
                  #raw 10 'Step Down (Normal)
                  #raw 10 'Step Down (Normal)
                  #raw 10 'Step Down (Normal)
                  #raw FE 'End of Movements


                  '---------
                  ' Strings
                  '---------
                  #org 0x18E116
                  = OAK: Now, [player].\pInside those three POKé BALLS are\nPOKéMON.\pCute ones too.\pWhich one will you choose?

                  #org 0x1A72AD
                  = Thank you, [player]!\nSincerely, thank you!\lYou've made my dream a reality!

                  #org 0x18E871
                  = o to fulfill my\ndream for me.

                  #org 0x18EDF5
                  = Ah, now this is excellent!\p[player], I have another important\nfavor to ask of you.\pI need you to listen closely.

                  #org 0x18E405
                  = OAK: Oh, [player]!\nHow is my old POKéMON?\pWell, it seems to be growing more\nattached to you.\pYou must be talented as a POKéMON\nTRAINER.\pWhat's that?\nYou have something for me?

                  #org 0x18E4AF
                  = [player] delivered OAK'S PARCEL.

                  #org 0x18E4CA
                  = Ah! \nIt's the coccons I ordered!\pThey're for my genetic experiOAK: Oh, right!\nI have a request for you two.

                  #org 0x18DE8D
                  = [rival]: Gramp--P[rival]: I almost forgot!\nWhat did you call me for?

                  #org 0x18DE99
                  = [rival]: I almost forgot!\nWhat did you call me for?

                  #org 0x18E508
                  = OAK: Oh, right!\nI have a request for you two.

                  #org 0x18E536
                  = On the desk there is my invention,\nthe POKéDEX!\pIt automatically records data on\nPOKéMON you've seen or caught.\nMore on the ones you've caught.OAK: [player] and [rival].\nTake these with you.

                  #org 0x18E5C5
                  = OAK: [player] and [rival].\nTake these with you.

                  #org 0x18E5EA
                  = [player] received the POKéDEX\nfrom PROF. OAK.

                  #org 0x18E612
                  = OAK: You can't get detailed data\non POKéMON by just seeing them.\pYou must catch them to obtain\ncomplete data.\nThey need to be weighed and such.\pSo, here are some[player] received five POKé BALLS.

                  #org 0x18E6B3
                  = [player] received five POKé BALLS.

                  #org 0x18E6D0
                  = When a wild POKéMON appears,\nit's fair game.\p

                  #org 0x18E784
                  = To make a complete guide on all\nthe POKéMON in the world[.]\pThat was my dream!\pBut, I'm too old. And I've rediscovered my BUG POKéMON love.\nI can't get the job done\n- my little buggy-wuggies won't take care of themselves.\pSo, I want you two to fulfill my\ndream for me.

                  #org 0x18DEC8
                  = [rival]: All right, Prof!\nLeave it all to me!

                  #org 0x18DEF3
                  = [player], I hate to say it, but you\nwon't be necessary for this.\pI know! I'll borrow a TOWN MAP\nfrom my sister!\pI'll tell her not to lend you one,\n[player]! Hahaha!\pDon't bother coming around to\nmy place after this!

                  #org 0x18E3AD
                  = OAK: [player], raise your young\nPOKéMON by making it battle.\pIt has to battle for it to grow.

                  #org 0x18E330
                  = OAK: If a wild POKéMON appears,\nyour POKéMON can battle it.\pWith it at your side, you should be\nable to reach the next town.

                  #org 0x18EE60
                  = Recently, there have been sightings\nof even more rare POKéMON species.\pI'm talking about POKéMON that\nhave never been seen in KANTO.\pI would love to go see things for\nmyself, but I'm much too old.\pSince I can't do it, [player], I'd\nlike you to go in my place

                  [rival]: Hey, I heard that!\pProf, what's with favoring\n[player] over me all the time?\pI went and collected more POKéMON,\nand faster, too.\pYou should just let me handle\neverything.
                    #6262    
                  Old November 19th, 2011 (11:32 PM).
                  Nate VonGrimm's Avatar
                  Nate VonGrimm Nate VonGrimm is offline
                     
                    Join Date: Oct 2011
                    Location: Uxbridge
                    Age: 26
                    Gender: Male
                    Nature: Relaxed
                    Posts: 124
                    I am in need of some help.

                    I need to know how to add 'crys' to a script.
                    And also how do I find out the cry number for each Pokemon?

                    If someone could help me in Pokescript format, that would be nice.
                    But I will accept XSE format as well.

                    Please help =]
                    __________________
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                    That's about as much as you're going to get for now...


                      #6263    
                    Old November 20th, 2011 (10:03 AM).
                    BlueEyedNinetales BlueEyedNinetales is offline
                       
                      Join Date: Nov 2011
                      Gender: Female
                      Posts: 1
                      I need some help, every time I put a script tile with a flag in it, the script plays normally, but when I check to see if the flag has been set, I walk over it one way, its fine, the script will not play, but if I walk over it any other way, the script plays and I have no idea why!
                      Here is one of the scripts:

                      #dynamic 0x800000

                      #org @start
                      lock
                      faceplayer
                      checkflag 0x200
                      if 0x1 goto @done
                      applymovement 0x01 @move1
                      waitmovement 0x0
                      msgbox @1 0x6
                      setflag 0x200
                      release
                      end

                      #org @done
                      clearflag 0x200
                      release
                      end

                      #org @move1
                      #raw 0x1
                      #raw 0xFE

                      #org @1
                      = Mom: Oh, hey!\nI made waffles and pancakes!\lCome, sit down!

                      Sorry, I don't know how to make spoilers - I'm new!
                        #6264    
                      Old November 20th, 2011 (10:39 AM).
                      hinkage's Avatar
                      hinkage hinkage is offline
                      Everyone currently in an argument with this member: I really suggest you stop.
                      • Gold Tier
                       
                      Join Date: Aug 2010
                      Age: 22
                      Posts: 378
                      Quote:
                      Originally Posted by BlueEyedNinetales View Post
                      I need some help, every time I put a script tile with a flag in it, the script plays normally, but when I check to see if the flag has been set, I walk over it one way, its fine, the script will not play, but if I walk over it any other way, the script plays and I have no idea why!
                      Here is one of the scripts:

                      #dynamic 0x800000

                      #org @start
                      lock
                      faceplayer
                      checkflag 0x200
                      if 0x1 goto @done
                      applymovement 0x01 @move1
                      waitmovement 0x0
                      msgbox @1 0x6
                      setflag 0x200
                      release
                      end

                      #org @done
                      clearflag 0x200
                      release
                      end

                      #org @move1
                      #raw 0x1
                      #raw 0xFE

                      #org @1
                      = Mom: Oh, hey!\nI made waffles and pancakes!\lCome, sit down!

                      Sorry, I don't know how to make spoilers - I'm new!


                      Just set vars instead of flags for scriptboxes. For instance, say "setvar 0x*whatevernumber* 0x1", then change the Var Number in A-Map to the one you chose, and leave the Var Value at 0. Then the script won't even be called.
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                        #6265    
                      Old November 21st, 2011 (7:53 AM).
                      Bolens's Avatar
                      Bolens Bolens is offline
                      Soul Hacker
                      • Gold Tier
                       
                      Join Date: Jan 2010
                      Location: PA
                      Age: 24
                      Gender: Male
                      Nature: Mild
                      Posts: 359
                      Quote:
                      Originally Posted by BlueEyedNinetales View Post
                      I need some help, every time I put a script tile with a flag in it, the script plays normally, but when I check to see if the flag has been set, I walk over it one way, its fine, the script will not play, but if I walk over it any other way, the script plays and I have no idea why!
                      Here is one of the scripts:

                      #dynamic 0x800000

                      #org @start
                      lock
                      faceplayer
                      checkflag 0x200
                      if 0x1 goto @done
                      applymovement 0x01 @move1
                      waitmovement 0x0
                      msgbox @1 0x6
                      setflag 0x200
                      release
                      end

                      #org @done
                      clearflag 0x200
                      release
                      end

                      #org @move1
                      #raw 0x1
                      #raw 0xFE

                      #org @1
                      = Mom: Oh, hey!\nI made waffles and pancakes!\lCome, sit down!

                      Sorry, I don't know how to make spoilers - I'm new!
                      Why is there a clearflag command? That would make it keep repeating over and over whenever you step on it :/ So you first step on it, and it plays the script...then you step on it again nothing happens because it goes to @done. The problem is it clears the flag...so when you step on it again it's like stepping on the Script Tile for the first time...get rid of the clearflag 0x200
                        #6266    
                      Old November 21st, 2011 (9:41 AM).
                      blast_ketchup's Avatar
                      blast_ketchup blast_ketchup is offline
                         
                        Join Date: Jul 2011
                        Gender: Male
                        Nature: Quiet
                        Posts: 4
                        i was wondering if it's possible to make a permanent change sprite for ruby because i was going to add a store where you can buy costumes. if so can u tell me how
                          #6267    
                        Old November 21st, 2011 (7:57 PM).
                        cosmifox's Avatar
                        cosmifox cosmifox is offline
                           
                          Join Date: Nov 2011
                          Gender: Male
                          Posts: 19
                          i have this script thats supposed to give you a rainbow pass but when i play the game i press a and it goes "bing" and does nothing else.

                          base fire red
                          script editor pksvui

                          Spoiler:
                          #org 0xC005A74
                          '-----------------------------------
                          nop0 ' #raw 0x0
                          checkflag 0x200
                          if true jump 0xC005A8D ' Flag is set
                          copyvarifnotzero 0x8000 RAINBOWPASS
                          copyvarifnotzero 0x8001 0x1
                          callstd MSG_OBTAIN ' Obtained the XXXXXX!
                          setflag 0x200
                          end

                          #org 0xC005A8D
                          '-----------------------------------
                          end
                          __________________
                          this is a banner for my hack and that is not the starter town the starter place isn't even a town.... i don't want any helpers i'm pretty far into it.
                            #6268    
                          Old November 22nd, 2011 (2:03 AM).
                          Satoshi Ookami's Avatar
                          Satoshi Ookami Satoshi Ookami is offline
                          Memento Mori
                          • Gold Tier
                           
                          Join Date: Jul 2008
                          Location: Abyss of Time, Great Seal
                          Age: 25
                          Gender: Male
                          Nature: Calm
                          Posts: 14,515
                          Quote:
                          Originally Posted by Nate VonGrimm View Post
                          I am in need of some help.

                          I need to know how to add 'crys' to a script.
                          And also how do I find out the cry number for each Pokemon?

                          If someone could help me in Pokescript format, that would be nice.
                          But I will accept XSE format as well.

                          Please help =]
                          Well pokecries' numbers are the same as their pokedex number.
                          And how to do it...? The best way is to decompile some standing legendary script and you will see it for yourself =)

                          Quote:
                          Originally Posted by blast_ketchup View Post
                          i was wondering if it's possible to make a permanent change sprite for ruby because i was going to add a store where you can buy costumes. if so can u tell me how
                          I'm sure it is possible with ASM routine though I'm not exactly sure that permanent change is possible...
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                            #6269    
                          Old November 22nd, 2011 (8:50 PM).
                          Cold Ivory's Avatar
                          Cold Ivory Cold Ivory is offline
                             
                            Join Date: Mar 2011
                            Gender: Male
                            Nature: Mild
                            Posts: 30
                            So, until I find the offset for var x800D in ruby, this is the script I want to use to check the level of a player's pokemon; the script should then go to different pointers depending on the level of the pokemon.

                            ...
                            #org @start
                            lock
                            faceplayer
                            checkflag 0x6C
                            if 0x1 goto @other
                            comparefarbytetobyte 0x30043B4 0x5
                            if 0x1 goto @weak
                            comparefarbytetobyte 0x30043B4 0x7
                            if 0x1 goto @strong
                            msgbox @2 '"Hey, we should battle sometime!"
                            release
                            end
                            ...

                            When I assign this script to a person event on the map, nothing happens. The NPC looks at me, but it then goes right to the "release, end".
                              #6270    
                            Old November 22nd, 2011 (9:03 PM).
                            Missingyep Missingyep is offline
                               
                              Join Date: Jul 2010
                              Posts: 275
                              Quote:
                              Originally Posted by Cold Ivory View Post
                              So, until I find the offset for var x800D in ruby, this is the script I want to use to check the level of a player's pokemon; the script should then go to different pointers depending on the level of the pokemon.

                              ...
                              #org @start
                              lock
                              faceplayer
                              checkflag 0x6C
                              if 0x1 goto @other
                              comparefarbytetobyte 0x30043B4 0x5
                              if 0x1 goto @weak
                              comparefarbytetobyte 0x30043B4 0x7
                              if 0x1 goto @strong
                              msgbox @2 '"Hey, we should battle sometime!"
                              release
                              end
                              ...

                              When I assign this script to a person event on the map, nothing happens. The NPC looks at me, but it then goes right to the "release, end".
                              The number you pass to "if" determines what sign you're using

                              0 <
                              1 =
                              2 >
                              3 ≤
                              4 ≥
                              5 ≠

                              Your script, as it is currently written, only checks if the level is exactly equal to 5 or exactly equal to 7. You also seem to have specified a string pointer, but not a message type, for "msgbox"; that needs fixing as well. (Normal message type is 0x2 IIRC.)
                                #6271    
                              Old November 23rd, 2011 (2:55 PM). Edited November 23rd, 2011 by Cold Ivory.
                              Cold Ivory's Avatar
                              Cold Ivory Cold Ivory is offline
                                 
                                Join Date: Mar 2011
                                Gender: Male
                                Nature: Mild
                                Posts: 30
                                Quote:
                                Originally Posted by DavidJCobb View Post
                                The number you pass to "if" determines what sign you're using

                                0 <
                                1 =
                                2 >
                                3 ≤
                                4 ≥
                                5 ≠
                                Thanks, good to know.
                                I actually think the problem is with my XSE, though, because even with pokemon at lvl 5 (and the msgbox corrected) nothing happened.
                                Edit: Yep, XSE and antivirus were not getting along. Script works like a dream.
                                  #6272    
                                Old November 23rd, 2011 (7:10 PM).
                                Nate VonGrimm's Avatar
                                Nate VonGrimm Nate VonGrimm is offline
                                   
                                  Join Date: Oct 2011
                                  Location: Uxbridge
                                  Age: 26
                                  Gender: Male
                                  Nature: Relaxed
                                  Posts: 124
                                  [FONT="Carter One"]
                                  Quote:
                                  Originally Posted by Ash493 View Post
                                  [COLOR="Red"][B]
                                  Well pokecries' numbers are the same as their pokedex number.
                                  And how to do it...? The best way is to decompile some standing legendary script and you will see it for yourself =)

                                  Unfortunately, that's only for Pokemon up to Celebi. I want to get the cry's for the Hoenn Pokemon...
                                  There's 25-26 (can't remember) used cries after celebi which are for the Unown I believe, then after that, the Hoenn cries are all jumbled =/
                                  __________________
                                  Currently working on a new Pokemon Hack with an in-depth story line!
                                  That's about as much as you're going to get for now...


                                    #6273    
                                  Old November 23rd, 2011 (9:09 PM).
                                  Jay the penguin's Avatar
                                  Jay the penguin Jay the penguin is offline
                                     
                                    Join Date: Oct 2011
                                    Gender: Male
                                    Posts: 31
                                    How do you make a time based event? I just put in a day and night system if fire red so how could you put in a clock too? Oh and I'm using XSE
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                                      #6274    
                                    Old November 24th, 2011 (2:18 PM). Edited November 24th, 2011 by Nate VonGrimm.
                                    Nate VonGrimm's Avatar
                                    Nate VonGrimm Nate VonGrimm is offline
                                       
                                      Join Date: Oct 2011
                                      Location: Uxbridge
                                      Age: 26
                                      Gender: Male
                                      Nature: Relaxed
                                      Posts: 124
                                      How can I make a message appear once the screen has faded from normal to black?
                                      Also, I don't know why my warp isn't working.
                                      The A-Map are coordinates are:
                                      Bank: 1
                                      Map: 1
                                      X: $0001
                                      Y: $0004
                                      XSE won't let me put 0x01 and 0x04 and I believe that is how they should be...
                                      Pokemon Ruby if you need to know.


                                      Spoiler:
                                      fadescreen 0x1
                                      msgbox 0x8804773 0x6 '"[lightgreen_rs]...This is only the..."
                                      cry 0xFB 0x0
                                      waitcry
                                      warp 0x1 0x1 0xFF 0x1 0x4
                                      release
                                      end
                                      __________________
                                      Currently working on a new Pokemon Hack with an in-depth story line!
                                      That's about as much as you're going to get for now...


                                        #6275    
                                      Old November 24th, 2011 (9:26 PM).
                                      hinkage's Avatar
                                      hinkage hinkage is offline
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                                      • Gold Tier
                                       
                                      Join Date: Aug 2010
                                      Age: 22
                                      Posts: 378
                                      Quote:
                                      Originally Posted by Nate VonGrimm View Post
                                      How can I make a message appear once the screen has faded from normal to black?
                                      Also, I don't know why my warp isn't working.
                                      The A-Map are coordinates are:
                                      Bank: 1
                                      Map: 1
                                      X: $0001
                                      Y: $0004
                                      XSE won't let me put 0x01 and 0x04 and I believe that is how they should be...
                                      Pokemon Ruby if you need to know.


                                      Spoiler:
                                      fadescreen 0x1
                                      msgbox 0x8804773 0x6 '"[lightgreen_rs]...This is only the..."
                                      cry 0xFB 0x0
                                      waitcry
                                      warp 0x1 0x1 0xFF 0x1 0x4
                                      release
                                      end
                                      It looks fine... I mean, I've written messages while fadescreen'd and it works. And your warp is fine too.

                                      Is that the whole script, or just a part? If none of it is working, the problem's probably with your XSE version or something. (I use PKSV, which, by the way, is better.)
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