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  #276    
Old November 25th, 2008 (12:01 AM).
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Quote:
Originally Posted by Roland Auron View Post
Where do I go to change that?
There's an Open button in the toolbar. Click it and and Open dialog will be shown. From there, you'll see a combobox where "Script Files" is selected by default.
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  #277    
Old November 25th, 2008 (4:07 PM).
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    Mmkay, I'm a scripting noob, not gonna lie.
    I followed the tutorial and understand basic scripting.
    How do I
    1) Make it so after the script the player moves a certain direction? [Say down 1 space.]
    2) After another event, this script isn't there anymore? [Like with the old guy in FR before/after you get the Pokedex].
      #278    
    Old November 25th, 2008 (11:50 PM).
    Roland Auron Roland Auron is offline
       
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      Whenever I click the open button it goes to my documents, so I do not see anything about Open dialog. Sorry I am very new to this.
        #279    
      Old November 26th, 2008 (5:39 AM).
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      Quote:
      Originally Posted by Roland Auron View Post
      Whenever I click the open button it goes to my documents, so I do not see anything about Open dialog. Sorry I am very new to this.
      At the bottom right of the documents thingy, it will say it's only looking for rubikons, it's a drop-down menu, click to and change it to gameboy advance roms
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        #280    
      Old November 26th, 2008 (6:41 AM).
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      Quote:
      Originally Posted by VanillaThunderbolt View Post
      Mmkay, I'm a scripting noob, not gonna lie.
      I followed the tutorial and understand basic scripting.
      How do I
      1) Make it so after the script the player moves a certain direction? [Say down 1 space.]
      2) After another event, this script isn't there anymore? [Like with the old guy in FR before/after you get the Pokedex].
      1) You just need to use the applymovement command (plus waitmovement 0x0).
      The applymovement command has 2 params. The first one is the people number, the second is the pointer to the movements. For movements, see the tutorials around here.

      2) In this case you need to use checkflag/setflag.
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        #281    
      Old November 27th, 2008 (3:46 AM).
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      Quote:
      Originally Posted by HackMew View Post
      1) You just need to use the applymovement command (plus waitmovement 0x0).
      The applymovement command has 2 params. The first one is the people number, the second is the pointer to the movements. For movements, see the tutorials around here.

      2) In this case you need to use checkflag/setflag.
      I think that was a bit complicated... you might wanna try speaking... typing in a way that people can understand.. not everyone is as experienced in scripting or XSE as much as you or I....

      To put what HackMew just said a bit simpler...

      1) Try putting the applymovement command in your script, where you want it of course.
      it looks like this. (In XSE)
      applymovement 0 @pointer1

      Applymovemnt is the command, and the 2 things after it are the parameters that are required to make the script work.

      0 stands for the persons "People #" the People # can be found in Advance Map. when you click on a person.

      the @pointer1 in the applymovement command is the thing that tells the command where to look for your movements.
      You can type anything other than pointer1 if you want, so long as it does not have any spaces in it.

      later in the script you have to type...

      #org @pointer1

      This is our movements!

      underneath that, you would type #raw 00 FE

      #raw tells XSE that you are typing in a line of raw code.
      00 is the games movement code for the "Step one space down"
      and FE tells the game to stop movements. If you don't have this, the game will freeze.

      after your applymovemnt command is writen you need to put
      waitmovement 0x0
      or the script will freeze also...


      alltogether, your applymovement would look like this....

      Example:
      #dynamic 0x800000

      #org @start
      lock
      applymovement 0 @pointer1
      waitmovement 0x0
      release
      end

      #org @pointer1
      #raw 00 FE


      If you want that script to go away after you have done it, include the checkflag 0x1001 command before all of it...

      it will check and see if flag # 1001 is set.
      a flag is an in-game bit of information that tells tha game that something has happened, in short, it is a huge help in controlling in-game events.

      We'll use 0x1001 as our flag, since I know for a fact it is safe.
      (There are many flags, but some are used by the game, so you don't want to use them...)

      so, add checkflag 0x1001 right after the lock command

      Example:
      lock
      checkflag 0x1001


      next, you need to tell the game what to check 1001 for...
      after the line checkflag 0x1001, add if b_true goto @pointer2

      this will make the game check to see if the flag is set, if it is, it will skip over whatever is underneath it, and move to a new section of the script.

      We are not done yet... just activating the script wont set the flag, no, we need to set it maually, by adding a setflag command right under our waitmovement 0x0

      Example:
      waitmovement 0x0
      setflag 0x1001


      finally, we need to make a new section of the script, so, above the line
      #org @pointer1

      type in...
      #org @pointer2

      Example:
      ...
      end

      #org @pointer2

      #org @pointer1
      #raw 00 FE


      now, if we do this, and we try activating the script twice, it will freeze, since the 2nd section of the script has no commands... so we want to add...

      release
      end

      right under it.

      all together, our script would look like this.
      [spoiler]
      Example:
      #dynamic 0x800000

      #org @start
      lock
      checkflag ox1001
      if b_true goto @pointer2
      applymovement 0 @pointer1
      waitmovement 0x0
      setflag 0x1001
      release
      end

      #org @pointer2
      release
      end

      #org @pointer1
      #raw 00 FE


      That is all about that really...

      Too long? Too bad... or as we say on 4chan... tl:dr... To long;didn't read

      And now a question to those who actually read this sentence, let alone read the whole script...

      Should I write an XSE tutorial? In your opinion...
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        #282    
      Old November 27th, 2008 (4:05 AM).
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        When i first started hacking pokemon roms I began with Pokescript what exactly are the Pros and Consof XSE?

        It would be awasome if someone could list that for me. I need to know if i should be switching.
        Please and Ty
          #283    
        Old November 27th, 2008 (4:22 AM).
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        Quote:
        Originally Posted by Shadowlink77 View Post
        When i first started hacking pokemon roms I began with Pokescript what exactly are the Pros and Consof XSE?

        It would be awasome if someone could list that for me. I need to know if i should be switching.
        Please and Ty
        Pros of XSE:
        1. Over 200 listed commands
        2. A debugging app built in, so if there is an error in your script, it will tell you 99% of the time
        3. A De-Compiling engine that is much more accurate than Pokescript
        4. There are no Compiling errors in XSE
        5. A GUI (Graphical User Interface)
        6. A built in Hex-Decimal Calculator
        7. A text-adjuster to help you tell when your text is too large for the game's text boxes
        8. Correct De-compilation of level scripts
        9. You can use both Static offsets, and Dynamic offsets, even in the same script.
          Example:
          Static offset 0x8800000 Dynamic offset @start
        10. A live updat, so you can check for updates, without having to browse the internet!

        Cons of XSE................. Hmm....... An un-editable database? heh, not that important...
        _______________________________________________________________________
        Pros of PokeScript........ Editable database? lol That is all I can think of...

        Cons of Pokescript
        1. You have to type the script in notepad. (Or a similar program)
        2. Errors in the coding of hte program, leads to ROM corruption / ccrashing
        3. not having as many features and helpful stuff as XSE...

        As you can clearly see, XSE out-classes Pokescript.

        Make the switch, it is worth it.
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          #284    
        Old November 30th, 2008 (6:30 PM).
        Roland Auron Roland Auron is offline
           
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          I'm confused again. When I go to compile the Compiler Output pops up. I have tried to save it, but I'm unsure what to do. What am I messing up now?
            #285    
          Old November 30th, 2008 (6:36 PM).
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            for some reason it wont load my rom it u cant even see the rom

            any 1 no wats rong??
              #286    
            Old November 30th, 2008 (8:36 PM).
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            Quote:
            Originally Posted by pokemon hacker id View Post
            for some reason it wont load my rom it u cant even see the rom

            any 1 no wats rong??
            When you go to poen your ROM, there is a dropdown box that allows you to pick between script files. ( .rbh .rbc etc etc...) and roms
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              #287    
            Old December 1st, 2008 (1:02 PM).
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              How do i made a give pokemon script?
                #288    
              Old December 6th, 2008 (1:01 PM). Edited December 6th, 2008 by Raizaiel.
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                Bah. I'm running XSE through Advance Map and I cannot get any of these damned scripts to work. The messages keep overriding the others and bleeding through, and half of the scripts decompile back into "checkobedience" after I compile them, therefore not doing anything when I walk up to some one and try to talk to them. Also, what XSE likes to do is alter my coding after I open the rom. It'll change my @talk or @speak or @garbledyflook to an offset number, which is fine...if it didn't duplicate a digit when it used that offset number again in the ending two lines of the script. Therefore, the message never pops up because, despite me doing everything exactly like the book, somehow my scripts mess up and change themselves into something that just doesn't work.

                I've been stumped for hours. Could somebody help me?

                An example of two message scripts, first is a person, second is another person.



                #dynamic 0x16580B
                #org @start
                lock
                faceplayer
                message @text '"Technology is incredible!\pYou can ..." [THIS PART IS AUTOMATIC]
                boxset 0x6
                release
                end

                #org @text
                = Technology is incredible!\pYou can now download and burn all\nsorts of movies via the Internet!



                #dynamic 0x800323
                #org @start
                lock
                faceplayer
                message @text
                boxset 0x6
                release
                end

                #org @text
                = The gym leader here is a secret./pI think it's someone from another town.
                  #289    
                Old December 6th, 2008 (1:44 PM).
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                Quote:
                Originally Posted by Raizaiel View Post
                Bah. I'm running XSE through Advance Map and I cannot get any of these damned scripts to work. The messages keep overriding the others and bleeding through, and half of the scripts decompile back into "checkobedience" after I compile them, therefore not doing anything when I walk up to some one and try to talk to them. Also, what XSE likes to do is alter my coding after I open the rom. It'll change my @talk or @speak or @garbledyflook to an offset number, which is fine...if it didn't duplicate a digit when it used that offset number again in the ending two lines of the script. Therefore, the message never pops up because, despite me doing everything exactly like the book, somehow my scripts mess up and change themselves into something that just doesn't work.

                I've been stumped for hours. Could somebody help me?

                An example of two message scripts, first is a person, second is another person.



                #dynamic 0x16580B
                #org @start
                lock
                faceplayer
                message @text '"Technology is incredible!\pYou can ..." [THIS PART IS AUTOMATIC]
                boxset 0x6
                release
                end

                #org @text
                = Technology is incredible!\pYou can now download and burn all\nsorts of movies via the Internet!



                #dynamic 0x800323
                #org @start
                lock
                faceplayer
                message @text
                boxset 0x6
                release
                end

                #org @text
                = The gym leader here is a secret./pI think it's someone from another town.
                Well, your first problem is trying to compile a script while running through A-map... I suggest just writing the script you need, then compiling it to the rom, then trying it out.... It would save you the hassle of your problem. Just load up XSE, write your scripts, then save them into the same folder, then go to tools, and batch compiler... select your ROM< and the folder where your script are, then check the scripts you want and hit compile!
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                  #290    
                Old December 6th, 2008 (1:54 PM).
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                Quote:
                Originally Posted by Raizaiel View Post
                Bah. I'm running XSE through Advance Map and I cannot get any of these damned scripts to work. The messages keep overriding the others and bleeding through, and half of the scripts decompile back into "checkobedience" after I compile them, therefore not doing anything when I walk up to some one and try to talk to them. Also, what XSE likes to do is alter my coding after I open the rom. It'll change my @talk or @speak or @garbledyflook to an offset number, which is fine...if it didn't duplicate a digit when it used that offset number again in the ending two lines of the script. Therefore, the message never pops up because, despite me doing everything exactly like the book, somehow my scripts mess up and change themselves into something that just doesn't work.

                I've been stumped for hours. Could somebody help me?
                [...]
                See my answer in the other thread.
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                  #291    
                Old December 6th, 2008 (3:33 PM).
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                machomuu machomuu is offline
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                I've been wondering this for a while, when you decompile a script, is there a way to recompile it into regular script form?
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                  #292    
                Old December 6th, 2008 (6:53 PM).
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                Quote:
                Originally Posted by machomuu View Post
                I've been wondering this for a while, when you decompile a script, is there a way to recompile it into regular script form?
                You mean decompile them into a Dynamic Script? Not in the public version. :D
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                  #293    
                Old December 7th, 2008 (2:36 AM).
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                Quote:
                Originally Posted by machomuu View Post
                I've been wondering this for a while, when you decompile a script, is there a way to recompile it into regular script form?
                Let me say that what you get is the regular form. On the newest version, through, you will be able to refactor the script after decompiling aka converting it to dynamic.
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                  #294    
                Old December 7th, 2008 (12:36 PM).
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                Quote:
                Originally Posted by HackMew View Post
                Let me say that what you get is the regular form. On the newest version, through, you will be able to refactor the script after decompiling aka converting it to dynamic.
                Ooooh. Thanks Hackmew :D.
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                  #295    
                Old December 7th, 2008 (4:15 PM).
                pokemon hacker id's Avatar
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                  I have something like this but it won't load my rom any one know whats wrong ???????
                    #296    
                  Old December 8th, 2008 (2:40 AM).
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                  Quote:
                  Originally Posted by pokemon hacker id View Post
                  I have something like this but it won't load my rom any one know whats wrong ???????
                  Unless you have this specific program, or tell us exactly which program you are using, we can't help you. :\
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                    #297    
                  Old December 8th, 2008 (3:59 AM).
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                  Quote:
                  Originally Posted by pokemon hacker id View Post
                  I have something like this but it won't load my rom any one know whats wrong ???????
                  It will load the ROM. You just need to select "GameBoy Advance ROMs" from the Open dialog.
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                    #298    
                  Old December 8th, 2008 (7:51 AM).
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                    How do you use the givepokemon command???
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                      #299    
                    Old December 8th, 2008 (7:59 AM).
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                    Quote:
                    Originally Posted by groudonlover View Post
                    How do you use the givepokemon command???
                    Why don't you just decompile an in-game, working script? You'll get what you need in no time.
                    Don't forget to check the Command Help too.
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                      #300    
                    Old December 8th, 2008 (2:51 PM).
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                      yes it's the x.s.e. and I'm using Pokemon Fire Red (U)(Squirrels)
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