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  #6251    
Old November 17th, 2011 (1:56 PM).
DrFuji's Avatar
DrFuji DrFuji is offline
Heiki Hecchara‌‌
 
Join Date: Sep 2009
Location: Aussie
Age: 25
Gender: Male
Nature: Jolly
Posts: 1,441
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.
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  #6252    
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...


      #6253    
    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.
        #6254    
      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 =]
        __________________
        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...


          #6255    
        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!
            #6256    
          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.
           
          Join Date: Aug 2010
          Age: 23
          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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            #6257    
          Old November 21st, 2011 (7:53 AM).
          Bolens's Avatar
          Bolens Bolens is offline
          Soul Hacker
           
          Join Date: Jan 2010
          Location: PA
          Age: 25
          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
            #6258    
          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
              #6259    
            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
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                #6260    
              Old November 22nd, 2011 (2:03 AM).
              Satoshi Ookami's Avatar
              Satoshi Ookami Satoshi Ookami is offline
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              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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                #6261    
              Old November 22nd, 2011 (8:50 PM).
              Cold Ivory's Avatar
              Cold Ivory Cold Ivory is offline
                 
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                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".
                  #6262    
                Old November 22nd, 2011 (9:03 PM).
                Missingyep Missingyep is offline
                   
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                  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.)
                    #6263    
                  Old November 23rd, 2011 (2:55 PM). Edited November 23rd, 2011 by Cold Ivory.
                  Cold Ivory's Avatar
                  Cold Ivory Cold Ivory is offline
                     
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                    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.
                      #6264    
                    Old November 23rd, 2011 (7:10 PM).
                    Nate VonGrimm's Avatar
                    Nate VonGrimm Nate VonGrimm is offline
                       
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                      [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 =/
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                        #6265    
                      Old November 23rd, 2011 (9:09 PM).
                      Jay the penguin's Avatar
                      Jay the penguin Jay the penguin is offline
                         
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                        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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                          #6266    
                        Old November 24th, 2011 (2:18 PM). Edited November 24th, 2011 by Nate VonGrimm.
                        Nate VonGrimm's Avatar
                        Nate VonGrimm Nate VonGrimm is offline
                           
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                          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
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                            #6267    
                          Old November 24th, 2011 (9:26 PM).
                          hinkage's Avatar
                          hinkage hinkage is offline
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                          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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                            #6268    
                          Old November 24th, 2011 (11:08 PM).
                          Nate VonGrimm's Avatar
                          Nate VonGrimm Nate VonGrimm is offline
                             
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                            Quote:
                            Originally Posted by hinkage View Post
                            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.)
                            It's just part, The rest of the script works perfectly but the last message and warp don't. It makes the warp sound but doesn't warp the character.

                            I was recently using PKSV but you can't use it as the script viewer in A-MAP and XSE and PKSV don't get on so I now use XSE.
                            More control, and I like it.

                            My XSE version is the latest 1.1(.1?). I just can't figure it out... =/
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                              #6269    
                            Old November 25th, 2011 (4:37 AM).
                            Satoshi Ookami's Avatar
                            Satoshi Ookami Satoshi Ookami is offline
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                            Try to use callstd 0x6 instead of 0x6 only.
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                              #6270    
                            Old November 25th, 2011 (7:19 AM).
                            Nate VonGrimm's Avatar
                            Nate VonGrimm Nate VonGrimm is offline
                               
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                              Quote:
                              Originally Posted by Ash493 View Post
                              Try to use callstd 0x6 instead of 0x6 only.
                              How would I use that in the script?
                              I haven't used the callstd command yet.
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                                #6271    
                              Old November 26th, 2011 (12:00 AM).
                              Satoshi Ookami's Avatar
                              Satoshi Ookami Satoshi Ookami is offline
                              Memento Mori
                               
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                              Quote:
                              Originally Posted by Nate VonGrimm View Post


                              How would I use that in the script?
                              I haven't used the callstd command yet.
                              msgbox @xxx
                              callstd 0x6

                              #org @xxx
                              = string
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                                #6272    
                              Old November 26th, 2011 (7:29 PM).
                              Nate VonGrimm's Avatar
                              Nate VonGrimm Nate VonGrimm is offline
                                 
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                                Quote:
                                Originally Posted by Ash493 View Post

                                msgbox @xxx
                                callstd 0x6

                                #org @xxx
                                = string
                                Doesn't change anything.
                                It still doesn't display the message...
                                I even put pause 0x50 to see if it would help but nothing.
                                I seriously don't know what's going on =/
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                                  #6273    
                                Old November 26th, 2011 (11:28 PM).
                                Satoshi Ookami's Avatar
                                Satoshi Ookami Satoshi Ookami is offline
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                                Quote:
                                Originally Posted by Nate VonGrimm View Post


                                Doesn't change anything.
                                It still doesn't display the message...
                                I even put pause 0x50 to see if it would help but nothing.
                                I seriously don't know what's going on =/
                                Then something might be wrong with your script...
                                Could you post complete script instead of part of it?
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                                  #6274    
                                Old November 27th, 2011 (10:41 AM).
                                Epitaph93's Avatar
                                Epitaph93 Epitaph93 is offline
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                                  I'm trying to create an event that won't allow you to go down your staircase until you've checked your computer. When you step on the tile before the warp, I want a message to appear, then have the character step back.

                                  When the player steps on the tile, the game freezes. I figure this has something to do with advance map, as it was working as a signpost, but not as a script. Although, as a signpost it would display the text, the character would walk down a tile, then the game would freeze.

                                  Spoiler:

                                  #dynamic 0x800000

                                  '---------------
                                  #org @start
                                  checkflag 0x258
                                  if 0x0 goto @snippet1
                                  end

                                  '---------------
                                  #org @snippet1
                                  lock
                                  msgbox @string1 MSG_NORMAL '"Wait, you need to check the\ncompu..."
                                  goto @snippet2

                                  '---------------
                                  #org @snippet2
                                  applymovement MOVE_PLAYER @move1
                                  waitmovement 0x0
                                  release
                                  end


                                  '---------
                                  ' Strings
                                  '---------
                                  #org @string1
                                  = Wait, you need to check the\ncomputer first!


                                  '-----------
                                  ' Movements
                                  '-----------
                                  #org @move1
                                  #raw 0x10 'Step Down (Normal)

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                                    #6275    
                                  Old November 27th, 2011 (10:47 AM). Edited November 27th, 2011 by Nate VonGrimm.
                                  Nate VonGrimm's Avatar
                                  Nate VonGrimm Nate VonGrimm is offline
                                     
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                                    [SIZE="2"]
                                    Quote:
                                    Originally Posted by Ash493 View Post

                                    Then something might be wrong with your script...
                                    Could you post complete script instead of part of it?
                                    Here's the full script.
                                    Also, For some reason, my warp doesn't function either.
                                    Could that be because of the fadescreen?

                                    I checked through the original Ruby scripts and when a message box appears over a fadescreen, they used 0x2. Still doesn't make a difference though =/


                                    Spoiler:
                                    Code:
                                    #org @introfinish
                                    lock
                                    setvar 0x5004 0x1
                                    msgbox @itsdad 0x6
                                    applymovement 0xFF @position
                                    waitmovement 0x0
                                    msgbox @itsme 0x6
                                    sound 0xA
                                    applymovement 0xFF @jump1
                                    waitmovement 0x0
                                    sound 0xA
                                    applymovement 0xFF @jump2
                                    waitmovement 0x0
                                    sound 0xA
                                    applymovement 0xFF @jump3
                                    waitmovement 0x0
                                    msgbox @canthear 0x6
                                    msgbox @killedpikachu 0x6
                                    sound 0x15
                                    applymovement 0xFF @!
                                    waitmovement 0x0
                                    msgbox @hewhat 0x6
                                    applymovement 0xFF @lookup
                                    waitmovement 0x0
                                    msgbox @silver 0x4
                                    msgbox @red 0x4
                                    msgbox @silver2 0x4
                                    closeonkeypress
                                    sound 0x15
                                    applymovement 0xFF @dadwhat
                                    waitmovement 0x0
                                    msgbox @didntknow 0x4
                                    msgbox @red2 0x4
                                    msgbox @silver3 0x4
                                    msgbox @red3 0x4
                                    msgbox @secret 0x4
                                    closeonkeypress
                                    sound 0x15
                                    applymovement 0xFF @ohdear
                                    applymovement 0x03 @ohno
                                    waitmovement 0x0
                                    msgbox @itsover 0x6
                                    cry 0x195 0x0
                                    waitcry
                                    sound 0xAB
                                    pause 0x10
                                    msgbox @wontdoit 0x4
                                    closeonkeypress
                                    msgbox @willdoit 0x6
                                    fadeout 1
                                    msgbox @dontdoit 0x4
                                    msgbox @hyperbeam 0x4
                                    closeonkeypress
                                    sound 0xF6
                                    pause 0x50
                                    sound 0xA5
                                    pause 0x10
                                    sound 0xEA
                                    setvar 0x8007 0xF
                                    special 0x131
                                    special 0x13D
                                    hidesprite 0x03
                                    pause 0x20
                                    sound 0xA5
                                    sound 0xEA
                                    special 0x13D
                                    pause 0x20
                                    special 0x13D
                                    pause 0x20
                                    special 0x13D
                                    pause 0x20
                                    special 0x13D
                                    special 0x13D
                                    special 0x13D
                                    special 0x13D
                                    fadescreen 0x1
                                    msgbox @thebeginning 0x2
                                    cry 0x251 0x0
                                    waitcry
                                    warpmuted 0x1 0x1 0xFF 0x01 0x04
                                    release
                                    end


                                    Quote:
                                    Originally Posted by Epitaph93 View Post
                                    I'm trying to create an event that won't allow you to go down your staircase until you've checked your computer. When you step on the tile before the warp, I want a message to appear, then have the character step back.

                                    When the player steps on the tile, the game freezes. I figure this has something to do with advance map, as it was working as a signpost, but not as a script. Although, as a signpost it would display the text, the character would walk down a tile, then the game would freeze.

                                    Spoiler:

                                    #dynamic 0x800000

                                    '---------------
                                    #org @start
                                    checkflag 0x258
                                    if 0x0 goto @snippet1
                                    end

                                    '---------------
                                    #org @snippet1
                                    lock
                                    msgbox @string1 MSG_NORMAL '"Wait, you need to check the\ncompu..."
                                    goto @snippet2

                                    '---------------
                                    #org @snippet2
                                    applymovement MOVE_PLAYER @move1
                                    waitmovement 0x0
                                    release
                                    end


                                    '---------
                                    ' Strings
                                    '---------
                                    #org @string1
                                    = Wait, you need to check the\ncomputer first!


                                    '-----------
                                    ' Movements
                                    '-----------
                                    #org @move1
                                    #raw 0x10 'Step Down (Normal)

                                    This is because you need a setvar for a trigger script.

                                    Example:
                                    Code:
                                    #org @start
                                    checkflag 0x258
                                    if 0x0 goto @snippet1
                                    end
                                    
                                    '---------------
                                    #org @snippet1
                                    lock
                                    setvar 0x???? 0x0
                                    msgbox @string1 MSG_NORMAL '"Wait, you need to check the\ncompu..."
                                    goto @snippet2
                                    Also, you forgot to put #raw 0xFE at your movement commands which is also another possible cause to a crashing script.
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