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  #426    
Old July 23rd, 2009 (9:09 AM).
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I read a lot of tutorials and thought I had it I dont see anything wrong in the script
Spoiler:
#org 0x8167F6E
'-----------------------------------
lock
msgbox 0x8183482 ' Help help a theif from team rocket[.]\nStole a pokedex from the shop.
callstd MSG_NORMAL
applymovement 0x3 0x816F727
applymovement 0x1 0x819D8D0
pauseevent 0x0

message 0x819D81E '
callstd MSG_NORMAL
applymovement 0x1 0x816F714
pauseevent 0x0

message 0x819D52C '
callstd MSG_NORMAL
release
end


#org 0x8183482
= Help help a theif from team rocket[.]\nStole a pokedex from the shop.

#org 0x816F727
m walk_down walk_down walk_right walk_down walk_right walk_down walk_right walk_right walk_right walk_right walk_right walk_right walk_up walk_right walk_up walk_up walk_up walk_up walk_up walk_up walk_up walk_left walk_left walk_up walk_up walk_up walk_up walk_up walk_up walk_up walk_up walk_up walk_up walk_up walk_up end

#org 0x819D8D0
m walk_down walk_down walk_right walk_down walk_right walk_down walk_right walk_right walk_right say_! end

#org 0x819D81E
= huf huf

#org 0x816F714
m walk_down walk_down say_! end

#org 0x819D52C
= can you please catch that theif\and retrieve the pokedex before he gets away.

can you please help me PM me or just reply, thanks
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  #427    
Old July 24th, 2009 (7:52 AM).
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Nothing (that i see) is wrong with your script, i'm guessing that you are doing a Green 'S" script? this is easy.
I'm going to assume your using FR
on the green 'S' in A-Map assign a variable, the upper unknown value needs to be set to three,assign a value to that var (through a-map),and then compile this script
changes to your script nescesary to work with my methods are in bold
Spoiler:

#org 0x8167F6E
'-----------------------------------
lock
msgbox 0x8183482 ' Help help a theif from team rocket[.]\nStole a pokedex from the shop.
callstd MSG_NORMAL
applymovement 0x3 0x816F727
applymovement 0x1 0x819D8D0
pauseevent 0x0

message 0x819D81E '
callstd MSG_NORMAL
applymovement 0x1 0x816F714
pauseevent 0x0

message 0x819D52C '
callstd MSG_NORMAL
setflag 0x'Flag to be set when this happens
release
end


#org 0x8183482
= Help help a theif from team rocket[.]\nStole a pokedex from the shop.

#org 0x816F727
m walk_down walk_down walk_right walk_down walk_right walk_down walk_right walk_right walk_right walk_right walk_right walk_right walk_up walk_right walk_up walk_up walk_up walk_up walk_up walk_up walk_up walk_left walk_left walk_up walk_up walk_up walk_up walk_up walk_up walk_up walk_up walk_up walk_up walk_up walk_up end

#org 0x819D8D0
m walk_down walk_down walk_right walk_down walk_right walk_down walk_right walk_right walk_right say_! end

#org 0x819D81E
= huf huf

#org 0x816F714
m walk_down walk_down say_! end

#org 0x819D52C
= can you please catch that theif\and retrieve the pokedex before he gets away.

Spoiler:

#dyn 0x800000

#org @begin
lock
checkflag 0x'Flagnumber set when the player does the above script
if 0x1 jump @movept1
if 0x0 jump 0x8167F6F

#org @movept1
checkflag 0x'Flagnumber to be set when pokedex is obtained
if 0x1 jump @end
message @wait
callstd MSG_NOCLOSE
applymovement MOVE_PLAYER @move
closemsg

'-------------------------------------------------------------------
'If i remember right no release and end are nescesary with closemsg 'because it has release and end built in. I would check just to be safe 'though.
'-------------------------------------------------------------------

#org @end
relese
end

#org @move
m 'Insert movement here to make the player go back and
'retrieve the pokedex and make sure they can't escape.

Take the script offset of the script you just compiled and set that to be your script offset. OR you can add a setvar in the script either will work, i tend to use the second method though, even though it doesn't stop the script from executing (there isn't a var set to stop it) it makes things less confusing for me. If you need help doing the above please ask and post screenies.
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  #428    
Old July 25th, 2009 (1:20 PM). Edited July 26th, 2009 by score_under.
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Quote:
Originally Posted by The blob of blobs View Post
setflag 0x'Flag to be set when this happens



'-------------------------------------------------------------------
'If i remember right no release and end are nescesary with closemsg 'because it has release and end built in. I would check just to be safe 'though.
'-------------------------------------------------------------------
Actually, it was no "closemsg" needed with "release" because release has a closemsg built in - though you should always end your scripts, unless you're jumping.

Also, he doesn't need to set a flag, he was using an AdvanceMap script event - a var needed to be set instead.
However he sent me a patch and we managed to sort the script out between us.

No doubt the next difficult part is to get the thief to stay in the right place after the script.

(Also, if you notice, I blocked off a few small areas making it impossible for that script event not to be activated when you walk into the town.)
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  #429    
Old July 28th, 2009 (3:58 PM). Edited July 28th, 2009 by NarutoActor.
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Quote:
Originally Posted by score_under View Post
Actually, it was no "closemsg" needed with "release" because release has a closemsg built in - though you should always end your scripts, unless you're jumping.

Also, he doesn't need to set a flag, he was using an AdvanceMap script event - a var needed to be set instead.
However he sent me a patch and we managed to sort the script out between us.

No doubt the next difficult part is to get the thief to stay in the right place after the script.

(Also, if you notice, I blocked off a few small areas making it impossible for that script event not to be activated when you walk into the town.)
yeah I notice that when I go to another map the team rocket guy gose back were he started from (and the market person) how do I make them
stay put

mmm I have an idea what if at the end of script I put disapear than make an extra copy thats invisable and place in its script reapear
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  #430    
Old July 29th, 2009 (8:31 AM).
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Quote:
Originally Posted by narutoactor View Post
yeah I notice that when I go to another map the team rocket guy gose back were he started from (and the market person) how do I make them
stay put

mmm I have an idea what if at the end of script I put disapear than make an extra copy thats invisable and place in its script reapear
Yeah, you could do that - whenever a sprite moves too far off-screen, it is unloaded by the GBA as you "don't need" it any more.
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  #431    
Old July 29th, 2009 (9:18 AM).
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okay thanks I will try it also the map between beacon city and route one got deleated by acident but I back up my maps so I re insirted it but when I use vishel boy and go to route one the bridge and other tiles dont look right(insted of bidege a bunch of random trees) you were able to fix it last time can you help thanks
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  #432    
Old July 29th, 2009 (11:50 AM).
techie775 techie775 is offline
     
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    I installed PKSV and used Advanced Map but I don't see a way to save
    it. It keeps wanting me to save my work to a file, but I don't see a
    way to save it to the rom. I've tried compiling it but when I reopen
    the script, it changes back to the condition before I saved it. I'm using v2.0.4.
    Is there a specific order I have to do it in? Cause I'm trying to use the disappear function, but every time I try to complie it, the set flag number changes.

    Spoiler:
    #org 0x88013BF
    '-----------------------------------
    lock
    faceplayer
    checkflag 0x224
    if 0x1 jump 0x88013E7 ' Equal To
    checksound
    cry 0xB9 0x3828
    nop0 ' #raw 0x0
    msgbox 0x88013EC ' GYAOOOO!!!!
    callstd MSG_NORMAL ' Normal message
    battle 0xB9 0x28 0x0
    special 0x137
    disappear 0x800F
    setflag 0x6C24
    end

    #org 0x88013E7
    '-----------------------------------
    release
    end


    #org 0x88013EC
    = GYAOOOO!!!!
      #433    
    Old July 29th, 2009 (11:58 AM).
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      i tried posting a thread about hack help nd i got an infraction
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        #434    
      Old July 29th, 2009 (1:21 PM).
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      Quote:
      Originally Posted by techie775 View Post
      I installed PKSV and used Advanced Map but I don't see a way to save
      it. It keeps wanting me to save my work to a file, but I don't see a
      way to save it to the rom. I've tried compiling it but when I reopen
      the script, it changes back to the condition before I saved it. I'm using v2.0.4.
      Is there a specific order I have to do it in? Cause I'm trying to use the disappear function, but every time I try to complie it, the set flag number changes.

      Spoiler:
      #org 0x88013BF
      '-----------------------------------
      lock
      faceplayer
      checkflag 0x224
      if 0x1 jump 0x88013E7 ' Equal To
      checksound
      cry 0xB9 0x3828
      nop0 ' #raw 0x0
      msgbox 0x88013EC ' GYAOOOO!!!!
      callstd MSG_NORMAL ' Normal message
      battle 0xB9 0x28 0x0
      special 0x137
      disappear 0x800F
      setflag 0x6C24
      end

      #org 0x88013E7
      '-----------------------------------
      release
      end


      #org 0x88013EC
      = GYAOOOO!!!!
      make sure you press no with advance map when you chose script editor
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        #435    
      Old July 29th, 2009 (1:49 PM).
      techie775 techie775 is offline
         
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        I got PKSV to work with AdvanceMap. It opens up pksv every time I to look at a script. I just have trouble saving the script. Every time I close out of the program after compiling it it keeps wanting me to save it to a file.
          #436    
        Old July 29th, 2009 (1:57 PM).
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        did you try my idea go to advance map chose script editor then a question will come up and click no( mabey you prese yes) then edit the script and press complie even if the program askes you to save click no or cancel it wants to save a back up sctipt on your actual computor not saving to the rom
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          #437    
        Old July 29th, 2009 (3:26 PM).
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        Quote:
        Originally Posted by techie775 View Post
        I got PKSV to work with AdvanceMap. It opens up pksv every time I to look at a script. I just have trouble saving the script. Every time I close out of the program after compiling it it keeps wanting me to save it to a file.
        That's just in case you want your easier-to-read version to be saved for future edits - just tell it "no" if you don't need that, it'll stay compiled (I promise ).
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          #438    
        Old July 29th, 2009 (3:28 PM).
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        Quote:
        Originally Posted by score_under View Post
        That's just in case you want your easier-to-read version to be saved for future edits - just tell it "no" if you don't need that, it'll stay compiled (I promise ).
        hah Thats what I have been trying to say
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          #439    
        Old July 29th, 2009 (7:54 PM).
        techie775 techie775 is offline
           
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          I Finally got it! I forgot for some stuff you have to go to another area and return to the area you want to test your Script to let everything set in. Sudowoodo leaves the area whether you win the battle or not. Thanks for all the help! Here's the code in case someone wants to use it as a reference for a legendary pokemon.

          Spoiler:
          #org 0x88013BF
          '-----------------------------------
          lock
          faceplayer
          checkflag 0x225
          if true jump 0x88013E7 ' Flag is set
          checksound
          cry SUDOWOODO 0x3828
          nop0 ' #raw 0x0
          msgbox 0x88013EC ' GYAOOOO!!!!
          callstd MSG_LOCK ' Built-in lock command
          battle SUDOWOODO 40 NONE
          special BATTLE_WIPE
          disappear LASTTALKED
          setflag 0x6C25
          end

          #org 0x88013E7
          '-----------------------------------
          release
          end


          #org 0x88013EC
          = GYAOOOO!!!!
            #440    
          Old July 30th, 2009 (5:38 AM). Edited July 31st, 2009 by score_under.
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          Quote:
          Originally Posted by techie775 View Post
          I Finally got it! I forgot for some stuff you have to go to another area and return to the area you want to test your Script to let everything set in. Sudowoodo leaves the area whether you win the battle or not. Thanks for all the help! Here's the code in case someone wants to use it as a reference for a legendary pokemon.

          Spoiler:
          #org 0x88013BF
          '-----------------------------------
          lock
          faceplayer
          checkflag 0x225
          if true jump 0x88013E7 ' Flag is set
          checksound too early
          cry SUDOWOODO 0x3828 should be 0
          nop0 ' #raw 0x0 should not be here
          msgbox 0x88013EC ' GYAOOOO!!!!
          callstd MSG_LOCK ' Built-in lock command
          battle SUDOWOODO 40 NONE
          special BATTLE_WIPE
          waitspecial
          disappear LASTTALKED
          setflag 0x6C25 should be 0x225
          end

          #org 0x88013E7
          '-----------------------------------
          release
          end


          #org 0x88013EC
          = GYAOOOO!!!!
          Highlighted a few mistakes in that quote, here's a "corrected" version with #dynamic commands.
          Spoiler:
          Code:
          #dyn 0x700000
          #org @start
          '-----------------------------------
          lock
          faceplayer
          checkflag 0x225
          if true jump :end
          cry SUDOWOODO 0
          msgbox @msg ' GYAOOOO!!!!
          callstd MSG_LOCK ' Built-in lock command
          checksound
          battle SUDOWOODO 40 NONE
          special BATTLE_WIPE
          waitspecial
          disappear LASTTALKED
          setflag 0x225
          :end
          release
          end
          
          #org @msg
          = GYAOOOO!!!!

          I hope you're liking these new additions (pokemon IDs resolved to names, levels in decimal, BATTLE_WIPE and other common "special" commands resolved to easy to read names, the label support, the flag "notepad"...)

          Format:
          battle Pokemon Level Item
          Old:
          battle 0xB9 0x28 0x0
          New:
          battle SUDOWOODO 40 NONE

          I planned to release this version of PKSV much earlier than I did, but the later release of course means more features.

          If anyone needs to know... press ctrl+e to get to the script searcher, and try something like this:
          Code:
          msgbox any
          callstd MSG_FACEPLAYER
          Press Compile, "Script", then Search Next...

          ("Script" is how it is decompiled - those options have no effect on compiling)

          I got this:
          Code:
          #org 0x8160529
          '-----------------------------------
          msgbox 0x8172255 ' I came here with som...
          callstd MSG_FACEPLAYER ' Builtin lock/faceplayer
          end
          
          
          #org 0x8172255
          = I came here with some friends to\ncatch us some BUG POK\eMON!\pThey're all itching to get into\nsome POK\eMON battles!
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            #441    
          Old July 31st, 2009 (8:19 AM). Edited July 31st, 2009 by techie775.
          techie775 techie775 is offline
             
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            Well I tried what you said but now it locks up when you try to talk to sudowoodo. The question I have is how do you enter in the script offset from the example you gave me in to advance map? I'm not familar with dynamics and I don't know how to insert the offset without the numbers for it. And I'm having trouble saving over the script now to try an fix it. I press openscript from advancemap,make the the changes, then compile right? Then Close PKSV? I'm mad at myself for not backing it up before I messed around with it.
              #442    
            Old July 31st, 2009 (9:11 AM).
            score_under's Avatar
            score_under score_under is offline
            I program the *other* ASM.
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            Quote:
            Originally Posted by techie775 View Post
            Well I tried what you said but now it locks up when you try to talk to sudowoodo. The question I have is how do you enter in the script offset from the example you gave me in to advance map? I'm not familar with dynamics and I don't know how to insert the offset without the numbers for it. And I'm having trouble saving over the script now to try an fix it. I press openscript from advancemap,make the the changes, then compile right? Then Close PKSV? I'm mad at myself for not backing it up before I messed around with it.
            The dynamic offsets give you their "real" offset value after you compile it, in a dialog box.

            You shouldn't edit scripts you open from advancemap - this is extremely likely to overwrite other scripts.

            You can, however, go on to the decompile dialog (the offset will be magically there), check the option in the "dynamic" box, and press "decompile", which will turn it into a dynamic script AND add a "jump" command so that you don't have to edit the offset.

            Oh, and I forgot "waitspecial" in the script - added now.
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              #443    
            Old July 31st, 2009 (10:12 AM).
            techie775 techie775 is offline
               
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              Well my question is if you can't use Advance Map to edit you scripts,
              then how do you do it? That Decompile method in pksv? I got it so it work like I had it before but when you leave the area and return the tree flag resets it's there again and starts over where you can battle him again. I don't understand what you mean about jump commands. I think I have to put a command in @org code3 so make sudowoodo disappear if you've already battled it. I'm sorta new at alot of this stuff so I might not catch it all. Thanks again.
              Here's my script
              Spoiler:
              #dynamic 0x740000
              #org 0x740000
              jump @start ' This redirects the script to your dynamic-offset version. Remove this line if you don't want this.

              #org @start
              '-----------------------------------
              jump @code2

              #org @code2
              '-----------------------------------
              lock
              faceplayer
              checkflag 0x225
              if true jump @code3 ' Flag is set
              cry SUDOWOODO 0x0
              msgbox @text1 ' GYAOOOO!!!!
              callstd MSG_LOCK ' Built-in lock command
              checksound
              battle SUDOWOODO 40 NONE
              special BATTLE_WIPE
              waitspecial
              disappear LASTTALKED
              setflag 0x225
              release
              end

              #org @code3
              '-----------------------------------
              release
              end


              #org @text1
              = GYAOOOO!!!!
                #444    
              Old July 31st, 2009 (10:50 AM).
              score_under's Avatar
              score_under score_under is offline
              I program the *other* ASM.
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              Quote:
              Originally Posted by techie775 View Post
              Well my question is if you can't use Advance Map to edit you scripts,
              then how do you do it? That Decompile method in pksv?
              You seem to have something editable in your dynamic-decompiled output there. You just shouldn't edit scripts directly from AdvanceMap unless you had the dynamic decompiling setting on last time you decompiled, or you are going to decompile it again with that option, or you're 100% sure the compiled bytecode is the same or shorter than the orignal.

              Quote:
              I got it so it work like I had it before but when you leave the area and return the tree flag resets it's there again and starts over where you can battle him again. I don't understand what you mean about jump commands. I think I have to put a command in @org code3 so make sudowoodo disappear if you've already battled it. I'm sorta new at alot of this stuff so I might not catch it all. Thanks again.
              Here's my script
              Spoiler:
              #dynamic 0x740000
              #org 0x740000
              jump @start ' This redirects the script to your dynamic-offset version. Remove this line if you don't want this.

              #org @start
              '-----------------------------------

              jump @code2

              #org @code2
              '-----------------------------------
              lock
              faceplayer
              checkflag 0x225
              if true jump @code3 ' Flag is set
              cry SUDOWOODO 0x0
              msgbox @text1 ' GYAOOOO!!!!
              callstd MSG_LOCK ' Built-in lock command
              checksound
              battle SUDOWOODO 40 NONE
              special BATTLE_WIPE
              waitspecial
              disappear LASTTALKED
              setflag 0x225
              release
              end

              #org @code3
              '-----------------------------------
              release
              end


              #org @text1
              = GYAOOOO!!!!
              Since you're setting flag 0x225, set Sudowoodo's AdvanceMap Person ID to "225".

              Also, the bit I've put in bold you can remove when you compile it - you only need the first #org and the last jump if you want to compile it again - but if you're not going to edit it, don't remove that..
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                #445    
              Old July 31st, 2009 (11:59 AM).
              techie775 techie775 is offline
                 
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                Interesting. Changing the Personal ID made it work perfectly and I'll have to look at Decompling. I did have the Dynamic Decompling Checked. Thanks for your help.
                  #446    
                Old July 31st, 2009 (12:01 PM).
                score_under's Avatar
                score_under score_under is offline
                I program the *other* ASM.
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                Quote:
                Originally Posted by techie775 View Post
                Interesting. Changing the Personal ID made it work perfectly and I'll have to look at Decompling. I did have the Dynamic Decompling Checked. Thanks for your help.
                The Person ID in AdvanceMap is actually a flag number - if the flag is activated, the person is gone.

                Cuttable trees and smashable rocks use temporary flags as their person ID - these are reset whenever you go to another map.
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                  #447    
                Old July 31st, 2009 (7:12 PM). Edited July 31st, 2009 by Mkmaster2400.
                Mkmaster2400 Mkmaster2400 is offline
                   
                  Join Date: Jul 2009
                  Age: 32
                  Gender: Male
                  Nature: Quiet
                  Posts: 13
                  How do you Take your scripts from pksv, and add them to your game and stuff like that. I am new to all this. I'll tell you how much of a noob I am. I thought as soon as you opened your rom, made the script, and saved, that it was on your game already. I guess thats not how it works.
                  I have two scripts I want to make and copy to my game.
                  1. a trainer battle
                  2. Pokemon battle event
                  And one more question. How do you make a person to use the battle script and battle you? I'm using the script generator. Thanks.
                    #448    
                  Old August 1st, 2009 (1:12 AM).
                  Rocket Grunt Kyle's Avatar
                  Rocket Grunt Kyle Rocket Grunt Kyle is offline
                     
                    Join Date: Aug 2009
                    Location: Western New York
                    Age: 29
                    Gender: Male
                    Nature: Gentle
                    Posts: 11
                    Hello,


                    I hate to say it, but I am another noob needing help! I am sure this is mentioned somewhere along the line. But after reading 5 pages, it all starts to blur!

                    I am trying to make a new event (I am just trying basic stuff to learn, baby steps.). Basically just a pokeball that gives an item. I am placing it on route 1. I use advanced map to place the event. What I cant figure out for the life of me is its offset code. I know there is an offset number at the bottom of the screen. But when I type that code in the offset box i get an error. Also I notice if i click on another event, one that was already there from the game, these two codes are different.

                    Any help would be greatly appreciated!


                    Thanks!



                    -Kyle
                      #449    
                    Old August 1st, 2009 (3:59 AM).
                    score_under's Avatar
                    score_under score_under is offline
                    I program the *other* ASM.
                    • Crystal Tier
                     
                    Join Date: Aug 2005
                    Location: Hertfordshire, England
                    Age: 24
                    Nature: Rash
                    Posts: 525
                    Quote:
                    Originally Posted by Mkmaster2400 View Post
                    How do you Take your scripts from pksv, and add them to your game and stuff like that. I am new to all this. I'll tell you how much of a noob I am. I thought as soon as you opened your rom, made the script, and saved, that it was on your game already. I guess thats not how it works.
                    I have two scripts I want to make and copy to my game.
                    1. a trainer battle
                    2. Pokemon battle event
                    And one more question. How do you make a person to use the battle script and battle you? I'm using the script generator. Thanks.
                    You press F9 to insert the script into the ROM (to open a ROM, drag it into the PKSV window - you won't get any confirmation, but that will open it).
                    If you put #quiet at the start of your script, it will only show you important messages in the log window, so you won't have to scroll.

                    To make a person use the battle script, there are 2 steps: 1. Use a trainer ID that you have edited in a trainer editor, and 2. After compiling, you will be given a dynamic offset list - there should be a hex number (0x-whatever) just after the name of the first part of the script, copy that number and paste it into AdvanceMap's script offset box for a person.

                    Your "Script Offset" box should now look something like (your number will vary):
                    Code:
                    0x8740001
                    And next time you load the map, the "0x8" will be replaced by "$" (this doesn't mean it has changed at all, it's just another way of showing it).

                    Quote:
                    Originally Posted by Rocket Grunt Kyle View Post
                    Hello,


                    I hate to say it, but I am another noob needing help! I am sure this is mentioned somewhere along the line. But after reading 5 pages, it all starts to blur!
                    Well, everyone is a noob at one point. The first few pages are outdated, anyway (back in the good old days of the commandline interface).

                    Quote:
                    I am trying to make a new event (I am just trying basic stuff to learn, baby steps.). Basically just a pokeball that gives an item. I am placing it on route 1. I use advanced map to place the event. What I cant figure out for the life of me is its offset code. I know there is an offset number at the bottom of the screen. But when I type that code in the offset box i get an error. Also I notice if i click on another event, one that was already there from the game, these two codes are different.

                    Any help would be greatly appreciated!


                    Thanks!



                    -Kyle
                    If you want to make an item in a pokeball, the script you would use is:
                    Code:
                    #dyn 0x740000
                    #org @start
                    copyvarifnotzero 0x8000 POTION 'A Potion
                    copyvarifnotzero 0x8001 1 'One of them
                    callstd MSG_FIND ' Does the MSGBOX, ADDITEM, DISAPPEAR, and SETFLAG for you.
                    end
                    Then to stop the pokeball reappearing, set its "Person ID" in AdvanceMap to an unused flag - you can record your flag usage in PKSV's flag list, if you haven't used any yet it's best to start with 0x200 or similar.

                    My reply above will probably help with inserting scripts from PKSV with AdvanceMap.
                    __________________
                    Plz not to PM me, I don't come here often enough. Email if you need me
                      #450    
                    Old August 1st, 2009 (7:24 AM).
                    techie775 techie775 is offline
                       
                      Join Date: Jul 2009
                      Gender: Male
                      Posts: 20
                      I tried doing script for entei now and I used the script generator, battle pokemon , but when I decomplie it all it says is a bunch of raw 0XFF lines and then crashes. Do I have to put #org @start in the first line in the decompling box

                      Spoiler:
                      #dyn 0x8750000
                      #org @start
                      special 0x187
                      compare LASTRESULT 2
                      if == jump 0x81A7AE0
                      special 0x188
                      lock
                      faceplayer
                      checksound
                      cry ENTEI 2
                      waitcry
                      pause 0x14
                      playsound 0x156 0x0
                      battle ENTEI 50 NONE
                      setflag 0x807
                      special 0x138
                      waitspecial
                      clearflag 0x807
                      special2 0x800D 0xB4
                      compare LASTRESULT 1
                      if == jump 0x8162558
                      compare LASTRESULT 4
                      if == jump 0x8162561
                      compare LASTRESULT 5
                      if == jump 0x8162561
                      setflag 0x223
                      release
                      end


                      this is all gone when you decompile it and gives a jump 0xFFFFFFFF I don't know if I'm doing something wrong with the dyn# in the offset box or what.
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