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  #3851    
Old May 18th, 2010 (12:36 PM).
Metroid Die Metroid Die is offline
     
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    Quote:
    Originally Posted by PeregrineFig View Post
    You forgot the waitmovement 0x0 after those last two applymovements.
    ahhh, my bad...
    thanks

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      #3852    
    Old May 18th, 2010 (1:03 PM).
    Nikolai Fox's Avatar
    Nikolai Fox Nikolai Fox is offline
       
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      Quote:
      Originally Posted by Legendofall View Post
      how to write ASM.... any tutorials?
      Google "ASM Guide" or "ASM Tutorial". There aren't and guides for it on this site, and it's not a Pokémon exclusive thing.
        #3853    
      Old May 18th, 2010 (1:20 PM). Edited May 18th, 2010 by FireFox.
      FireFox's Avatar
      FireFox FireFox is offline
      Dialga Fangirl
         
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        Posts: 58
        Hi folks, I have a couple:

        1. I'd like to do a script where the trainer OW sprite vanishes after the battle, but I'm not sure of the process. Also I'd need it so the trainer doesn't re-appear.
        2. I'd like to replace the battle music with a specific trainer. Is this possible without chaning the trainer class?
        3. What's the sprite ID for the Female R/S trainer in FireRed?
        4. Is it possible to insert a music track from Emerald into FireRed (namly "Battle! VS Frontier Brain")?

        Sorry to be a pain in the neck.

        Thanks :3
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          #3854    
        Old May 18th, 2010 (8:39 PM).
        Jonny Buuz's Avatar
        Jonny Buuz Jonny Buuz is offline
        La di da di do di da di dum...
           
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          The following script works fine. I only have one problem with it.

          Spoiler:
          #dynamic 0x800000

          #org @start
          checkflag 0x501
          if 0x1 goto @not
          msgbox @1 0x6
          applymovement 0x0C @gone
          applymovement 0x0D @gone
          applymovement 0x0B @gone
          waitmovement 0x0
          setflag 0x501
          release
          end

          #org @not
          release
          end

          #org @1
          = [red_fr][player]! Help me!

          #org @gone
          #raw 0x1F
          #raw 0x1F
          #raw 0x1F
          #raw 0x1F
          #raw 0x1F
          #raw 0x1F
          #raw 0x1F
          #raw 0x1F
          #raw 0x1F
          #raw 0x1F
          #raw 0x1F
          #raw 0x60
          #raw 0xFE


          The sprites have moved offscreen, and have disappeared, as I intended them to. However, I can still bump into these now invisible sprites if I walk over to where they have moved. Once I leave the map and come back, they are gone, but I was wondering; what can I do to remove them from the map immediately after the script has ended?

          Thanks in advance.
            #3855    
          Old May 19th, 2010 (3:46 AM). Edited May 19th, 2010 by Nikolai Fox.
          Nikolai Fox's Avatar
          Nikolai Fox Nikolai Fox is offline
             
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            Quote:
            Originally Posted by FireFox View Post
            Hi folks, I have a couple:

            1. I'd like to do a script where the trainer OW sprite vanishes after the battle, but I'm not sure of the process. Also I'd need it so the trainer doesn't re-appear.
            2. I'd like to replace the battle music with a specific trainer. Is this possible without chaning the trainer class?
            3. What's the sprite ID for the Female R/S trainer in FireRed?
            4. Is it possible to insert a music track from Emerald into FireRed (namly "Battle! VS Frontier Brain")?

            Sorry to be a pain in the neck.

            Thanks :3
            2. not without asm hacking
            3. just scroll through them in a-map. but if you want to apply movements or whatever to her, then you use
            applymovement 0xY @move (Y=the person event number, so if you set her sprite as person ID 1 it will be 0x1)
            4. yes, check the tutorial section. there are a few about this

            1. depends how you want them to dissapear. if you want it between a flash then
            fadescreen 0x1
            setflag 0xY
            fadescreen 0x0

            this would make the sprite dissapear between a black flash

            or

            have the sprite walk off screen
            applymovement 0xY @move (y is same as in the dissapear script)
            waitmovement 0xY (make this y the same as the apply movement y)
            setflag 0xY

            for setflag, make sure your PERSON ID (not person event ID) is the same as the flag. so if you have setflag 0x104 then make the person id 0104

            Quote:
            Originally Posted by Jonny Buuz View Post
            The following script works fine. I only have one problem with it.

            Spoiler:
            #dynamic 0x800000

            #org @start
            checkflag 0x501
            if 0x1 goto @not
            msgbox @1 0x6
            applymovement 0x0C @gone
            applymovement 0x0D @gone
            applymovement 0x0B @gone
            waitmovement 0x0
            setflag 0x501
            release
            end

            #org @not
            release
            end

            #org @1
            = [red_fr][player]! Help me!

            #org @gone
            #raw 0x1F
            #raw 0x1F
            #raw 0x1F
            #raw 0x1F
            #raw 0x1F
            #raw 0x1F
            #raw 0x1F
            #raw 0x1F
            #raw 0x1F
            #raw 0x1F
            #raw 0x1F
            #raw 0x60
            #raw 0xFE


            The sprites have moved offscreen, and have disappeared, as I intended them to. However, I can still bump into these now invisible sprites if I walk over to where they have moved. Once I leave the map and come back, they are gone, but I was wondering; what can I do to remove them from the map immediately after the script has ended?

            Thanks in advance.
            Because you used 0x60. you can still bump into those.

            to make them dissapear make that person's PERSON ID 0501 (same as the flag). that will remove the person altogether.
              #3856    
            Old May 19th, 2010 (5:02 AM).
            Jacusiek's Avatar
            Jacusiek Jacusiek is offline
               
              Join Date: Apr 2009
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              Age: 22
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              Quote:
              Originally Posted by PeregrineFig View Post
              You write the ASM code as a text file, then save it with type all files, and add the extension .asm. For free space you can find it with Free Space Finder, in HackMew's tools in the toolbox, and then you use your hex editor to copy and then paste-write (or count the bytes and delete them off the end after a paste-insert) into the free space. If this is going over your head, then this is probably a little too advanced for you right now.
              I save this code, as .asm:
              Spoiler:
              b507 push {r0-r2, lr}
              4804 ldr r0, 0x0203f408 ;Growth block data storage address
              6800 ldr r0, [r0]
              4904 ldr r1, 0x020370C2 ;var 0x8005 used for storing the exp value
              8809 ldrh r1, [r1]
              2280 mov r2, 0x80
              0912 lsl r2, 0x8
              418a cmp r1,r2 ; checks if exp is between "safe" values
              db02 blt add_exp
              bd07 pop {r0-r2, pc}
              6842 add_exp: ldr r2, [r0+0x4]
              ------ sub r2, r2, r1 ; subrtacts the experience
              6042 str r2, [r0+0x4]
              bd07 pop {r0-r2, pc}

              Then I try to compile ASM but it is error (I named this file "lesson1.asm"):
              hxxp://img39.yfrog.com/img39/9517/nowyobrazmapabitowaq.png
              xx = tt (hxxp - http)
                #3857    
              Old May 19th, 2010 (10:55 AM).
              PeregrineFig's Avatar
              PeregrineFig PeregrineFig is offline
              Starting Pokémon Obsidian
                 
                Join Date: Feb 2010
                Location: Michigan, USA
                Age: 23
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                Posts: 202
                Quote:
                Originally Posted by Jonny Buuz View Post
                The following script works fine. I only have one problem with it.

                Spoiler:
                #dynamic 0x800000

                #org @start
                checkflag 0x501
                if 0x1 goto @not
                msgbox @1 0x6
                applymovement 0x0C @gone
                applymovement 0x0D @gone
                applymovement 0x0B @gone
                waitmovement 0x0
                setflag 0x501
                release
                end

                #org @not
                release
                end

                #org @1
                = [red_fr][player]! Help me!

                #org @gone
                #raw 0x1F
                #raw 0x1F
                #raw 0x1F
                #raw 0x1F
                #raw 0x1F
                #raw 0x1F
                #raw 0x1F
                #raw 0x1F
                #raw 0x1F
                #raw 0x1F
                #raw 0x1F
                #raw 0x60
                #raw 0xFE


                The sprites have moved offscreen, and have disappeared, as I intended them to. However, I can still bump into these now invisible sprites if I walk over to where they have moved. Once I leave the map and come back, they are gone, but I was wondering; what can I do to remove them from the map immediately after the script has ended?

                Thanks in advance.
                I make them walk onto a spot surrounded by unwalkable tiles so they can't be collided with.
                __________________
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                  #3858    
                Old May 19th, 2010 (11:39 AM).
                Nikolai Fox's Avatar
                Nikolai Fox Nikolai Fox is offline
                   
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                  Quote:
                  Originally Posted by PeregrineFig View Post
                  I make them walk onto a spot surrounded by unwalkable tiles so they can't be collided with.
                  but hide sprite + set flag will remove them from anywhere, no need for workarounds
                    #3859    
                  Old May 19th, 2010 (12:07 PM).
                  NarutoActor's Avatar
                  NarutoActor NarutoActor is offline
                  The rocks cry out to me
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                  Nature: Bashful
                  Posts: 1,979
                  Quote:
                  Originally Posted by Jacusiek View Post
                  I save this code, as .asm:
                  Spoiler:
                  b507 push {r0-r2, lr}
                  4804 ldr r0, 0x0203f408 ;Growth block data storage address
                  6800 ldr r0, [r0]
                  4904 ldr r1, 0x020370C2 ;var 0x8005 used for storing the exp value
                  8809 ldrh r1, [r1]
                  2280 mov r2, 0x80
                  0912 lsl r2, 0x8
                  418a cmp r1,r2 ; checks if exp is between "safe" values
                  db02 blt add_exp
                  bd07 pop {r0-r2, pc}
                  6842 add_exp: ldr r2, [r0+0x4]
                  ------ sub r2, r2, r1 ; subrtacts the experience
                  6042 str r2, [r0+0x4]
                  bd07 pop {r0-r2, pc}

                  Then I try to compile ASM but it is error (I named this file "lesson1.asm"):
                  hxxp://img39.yfrog.com/img39/9517/nowyobrazmapabitowaq.png
                  xx = tt (hxxp - http)
                  save it has exp.asm then in the comand prompt put
                  Thum exp.asm exp.bin

                  also the code should be like this
                  .thumb
                  .align2
                  Start:
                  push {r0-r2, lr}
                  ldr r0, 0x0203f408
                  ldr r0, [r0]
                  ldr r1, 0x020370C2
                  ldrh r1, [r1]
                  mov r2, 0x80
                  lsl r2, 0x8
                  cmp r1,r2
                  blt add_exp
                  pop {r0-r2, pc}
                  add_exp:
                  ldr r2, [r0+0x4]
                  sub r2, r2, r1
                  str r2, [r0+0x4]
                  pop {r0-r2, pc}

                  EDIT: Damb Pc won't allow tabs.
                  one tabs with push and pop
                  two tabs for other comands
                  __________________
                  ~There are those people who understand hex, F the rest
                    #3860    
                  Old May 19th, 2010 (12:27 PM).
                  majorawsome's Avatar
                  majorawsome majorawsome is offline
                     
                    Join Date: Apr 2010
                    Gender: Male
                    Nature: Timid
                    Posts: 3
                    Game: ruby
                    im trying to make the yes/no question only be asked onced and once the yes/no question is done i want it to go to @done but it just starts the question over
                    Please help!
                    Editor: XSE
                    Script: person event
                    Spoiler:
                    #Dynamic 0x8002C9

                    #ORG @Start
                    lock
                    faceplayer
                    checkflag 0x200
                    if 0x1 goto @done
                    msgbox @waffles 0x5
                    if 0x1 goto @yes1
                    if 0x0 goto @no1
                    msgbox @Done 0x6
                    setflag 0x200
                    release
                    end

                    #org @waffles
                    = Hello. im here to talk\nabout\nmuffins and waffles with\lyou would you like to continue the\lconversation or quit because you\lare a gay hag?

                    #org @yes1
                    = well then.\pwhen you eat your waffles in the\nmourning don't forget to eat your\lmuffin. some muffins squirt in\lyour mouth while eating them so\ldont be surprised. in this case it\lwill quench your thirst from the\lwaffles and the muffins if you\ldidnt drink anything. if your\lwaffles are filled with milk then\lyour'e a lucky duck!

                    #org @no1
                    = well then have a nice day! but I\nhave to tell you something first!

                    #org @Done
                    = I'm afraid of dolphins!
                    __________________

                    how does the skittle company know what a rainbow tastes like
                      #3861    
                    Old May 19th, 2010 (12:30 PM).
                    NarutoActor's Avatar
                    NarutoActor NarutoActor is offline
                    The rocks cry out to me
                    • Silver Tier
                     
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                    Posts: 1,979
                    You need to add
                    compare LASTRESULT 0x1 ' if yes
                    if 0x1 goto @yes 'if true goto yes
                    compare LASTRESULT 0x0 'if no
                    if 0x1 goto @no if true
                    __________________
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                      #3862    
                    Old May 19th, 2010 (1:13 PM).
                    FireFox's Avatar
                    FireFox FireFox is offline
                    Dialga Fangirl
                       
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                      Posts: 58
                      @Nikolai Fox
                      Thanks for that.

                      I have another...
                      Is there a way to stop a trainer from sending out his/her strongest pokemon next? As in, only send out pokemon in the order they have them (like R/G/B/Y)?
                      __________________
                        #3863    
                      Old May 19th, 2010 (4:35 PM).
                      Ven's Avatar
                      Ven Ven is offline
                      Tyrian
                         
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                        Gender: Male
                        Posts: 126
                        Spoiler:
                        #dynamic 0x71B6BC

                        #org @start
                        lock
                        hidepokepic
                        preparemsg @msg
                        waitmsg
                        multichoice 0x0 0x0 0x39 0x0
                        copyvar 0x8000 0x800D
                        compare 0x8000 0x0
                        if 0x1 goto @option1
                        compare 0x8000 0x1
                        if 0x1 goto @option2
                        compare 0x8000 0x2
                        if 0x1 goto @option3
                        compare 0x8000 0x7F
                        if 0x1 goto @canceled
                        end

                        #org @option1
                        showpokepic 0x118 0x02 0x02
                        msgbox @torchic 0x5
                        if 0x1 goto @yes
                        goto @start
                        end

                        #org @option2
                        showpokepic 0x115 0x02 0x02
                        msgbox @treecko 0x5
                        if 0x1 goto @yes1
                        goto @start
                        end

                        #org @option3
                        showpokepic 0x11B 0x02 0x02
                        msgbox @mudkip 0x5
                        if 0x1 goto @yes2
                        goto @start
                        end

                        #org @canceled
                        release
                        end

                        #org @yes
                        givepokemon 0x118 0x5 0x0 0x0 0x0 0x0
                        setflag 0x828
                        goto @battle
                        end

                        #org @yes1
                        givepokemon 0x115 0x5 0x0 0x0 0x0 0x0
                        setflag 0x828
                        goto @battle
                        end

                        #org @yes2
                        givepokemon 0x11B 0x5 0x0 0x0 0x0 0x0
                        setflag 0x828
                        goto @battle
                        end

                        #org @battle
                        cry 0x6 0x0
                        wildbattle 0x6 0x2 0x0
                        setflag 0x102
                        clearflag 0x105
                        fadescreen 0x1
                        fadescreen 0x0
                        hidesprite 0x800F
                        showsprite 0x09
                        release
                        end

                        #org @msg
                        = Prof. Birch is in trouble!\nRelease a Pokemon and rescue him!

                        #org @torchic
                        = Do you want [red_fr]TORCHIC,\n[black_fr]the [red_fr]Chick [black_fr]Pokemon?

                        #org @treecko
                        = = Do you want [green_fr]TREECKO,\n[black_fr]the [green_fr]Wood Gecko [black_fr]Pokemon?

                        #org @mudkip
                        = = Do you want [blue_fr]MUDKIP,\n[black_fr]the [blue_fr]Mud Fish [black_fr]Pokemon?

                        The problem here is that if the player says no, he will still be sent to the pointer that he would have been sent to if he had said yes.
                        __________________
                        ---
                          #3864    
                        Old May 20th, 2010 (1:43 AM).
                        Nikolai Fox's Avatar
                        Nikolai Fox Nikolai Fox is offline
                           
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                          Gender: Male
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                          Quote:
                          Originally Posted by FireFox View Post
                          @Nikolai Fox
                          Thanks for that.

                          I have another...
                          Is there a way to stop a trainer from sending out his/her strongest pokemon next? As in, only send out pokemon in the order they have them (like R/G/B/Y)?
                          Open up the trainer in a-trainer and make the AI value 0 (in pokémon data, make sure all pokémon have 0 AI data. This will make them use no strategy and just send them out one after the other)
                            #3865    
                          Old May 20th, 2010 (2:16 AM).
                          Zeffy's Avatar
                          Zeffy Zeffy is offline
                          bowties are cool
                          • Crystal Tier
                           
                          Join Date: Apr 2009
                          Age: 20
                          Gender: Male
                          Posts: 6,381
                          Quote:
                          Originally Posted by Ven View Post
                          Spoiler:
                          #dynamic 0x71B6BC

                          #org @start
                          lock
                          hidepokepic
                          preparemsg @msg
                          waitmsg
                          multichoice 0x0 0x0 0x39 0x0
                          copyvar 0x8000 0x800D
                          compare 0x8000 0x0
                          if 0x1 goto @option1
                          compare 0x8000 0x1
                          if 0x1 goto @option2
                          compare 0x8000 0x2
                          if 0x1 goto @option3
                          compare 0x8000 0x7F
                          if 0x1 goto @canceled
                          end

                          #org @option1
                          showpokepic 0x118 0x02 0x02
                          msgbox @torchic 0x5
                          if 0x1 goto @yes
                          goto @start
                          end

                          #org @option2
                          showpokepic 0x115 0x02 0x02
                          msgbox @treecko 0x5
                          if 0x1 goto @yes1
                          goto @start
                          end

                          #org @option3
                          showpokepic 0x11B 0x02 0x02
                          msgbox @mudkip 0x5
                          if 0x1 goto @yes2
                          goto @start
                          end

                          #org @canceled
                          release
                          end

                          #org @yes
                          givepokemon 0x118 0x5 0x0 0x0 0x0 0x0
                          setflag 0x828
                          goto @battle
                          end

                          #org @yes1
                          givepokemon 0x115 0x5 0x0 0x0 0x0 0x0
                          setflag 0x828
                          goto @battle
                          end

                          #org @yes2
                          givepokemon 0x11B 0x5 0x0 0x0 0x0 0x0
                          setflag 0x828
                          goto @battle
                          end

                          #org @battle
                          cry 0x6 0x0
                          wildbattle 0x6 0x2 0x0
                          setflag 0x102
                          clearflag 0x105
                          fadescreen 0x1
                          fadescreen 0x0
                          hidesprite 0x800F
                          showsprite 0x09
                          release
                          end

                          #org @msg
                          = Prof. Birch is in trouble!\nRelease a Pokemon and rescue him!

                          #org @torchic
                          = Do you want [red_fr]TORCHIC,\n[black_fr]the [red_fr]Chick [black_fr]Pokemon?

                          #org @treecko
                          = = Do you want [green_fr]TREECKO,\n[black_fr]the [green_fr]Wood Gecko [black_fr]Pokemon?

                          #org @mudkip
                          = = Do you want [blue_fr]MUDKIP,\n[black_fr]the [blue_fr]Mud Fish [black_fr]Pokemon?

                          The problem here is that if the player says no, he will still be sent to the pointer that he would have been sent to if he had said yes.
                          Put "compare LASTRESULT 0x1" every after 0x5 msgbox like so:

                          msgbox @torchic 0x5
                          compare LASTRESULT 0x1
                          if 0x1 goto @yes

                          I don't know why, but that's how it works. :\
                          __________________
                            #3866    
                          Old May 20th, 2010 (2:41 AM).
                          krillian's Avatar
                          krillian krillian is offline
                             
                            Join Date: Apr 2010
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                            Posts: 42
                            GAME Pokemon Emerald
                            script editor XSE

                            Does anyone know how to make a pokemon appear in the first slot of your party
                            and does anyone know how to force the player to releae the frist pokemon in your party
                              #3867    
                            Old May 20th, 2010 (4:27 AM). Edited May 20th, 2010 by Jacusiek.
                            Jacusiek's Avatar
                            Jacusiek Jacusiek is offline
                               
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                              Quote:
                              Originally Posted by NarutoActor View Post
                              save it has exp.asm then in the comand prompt put
                              Thum exp.asm exp.bin

                              also the code should be like this
                              .thumb
                              .align2
                              Start:
                              push {r0-r2, lr}
                              ldr r0, 0x0203f408
                              ldr r0, [r0]
                              ldr r1, 0x020370C2
                              ldrh r1, [r1]
                              mov r2, 0x80
                              lsl r2, 0x8
                              cmp r1,r2
                              blt add_exp
                              pop {r0-r2, pc}
                              add_exp:
                              ldr r2, [r0+0x4]
                              sub r2, r2, r1
                              str r2, [r0+0x4]
                              pop {r0-r2, pc}

                              EDIT: Damb Pc won't allow tabs.
                              one tabs with push and pop
                              two tabs for other comands
                              This code you gave is wrong too ;/, i put it into asm file:
                              Spoiler:
                              push {r0-r2, lr}
                              ldr r0, 0x0203f408
                              ldr r0, [r0]
                              ldr r1, 0x020370C2
                              ldrh r1, [r1]
                              mov r2, 0x80
                              lsl r2, 0x8
                              cmp r1,r2
                              blt add_exp
                              pop {r0-r2, pc}
                              add_exp:
                              ldr r2, [r0+0x4]
                              sub r2, r2, r1
                              str r2, [r0+0x4]
                              pop {r0-r2, pc}

                              Here's the error:
                              hxxp://img46.imageshack.us/i/nowyobrazmapabitowamj.png/
                              (xx = tt)
                              I don't understand it ; (
                                #3868    
                              Old May 20th, 2010 (5:22 AM).
                              Zeffy's Avatar
                              Zeffy Zeffy is offline
                              bowties are cool
                              • Crystal Tier
                               
                              Join Date: Apr 2009
                              Age: 20
                              Gender: Male
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                              Quote:
                              Originally Posted by Jacusiek View Post
                              This code you gave is wrong too ;/, i put it into asm file:
                              Spoiler:
                              push {r0-r2, lr}
                              ldr r0, 0x0203f408
                              ldr r0, [r0]
                              ldr r1, 0x020370C2
                              ldrh r1, [r1]
                              mov r2, 0x80
                              lsl r2, 0x8
                              cmp r1,r2
                              blt add_exp
                              pop {r0-r2, pc}
                              add_exp:
                              ldr r2, [r0+0x4]
                              sub r2, r2, r1
                              str r2, [r0+0x4]
                              pop {r0-r2, pc}

                              Here's the error:
                              hxxp://img46.imageshack.us/i/nowyobrazmapabitowamj.png/
                              (xx = tt)
                              I don't understand it ; (
                              Attached is a txt file with the correct code. Download it then rename it to "exp.asm" then compile it.
                              Attached Files
                              File Type: txt exp.txt‎ (282 Bytes, 6 views) (Save to Dropbox)
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                                #3869    
                              Old May 20th, 2010 (5:32 AM).
                              Jacusiek's Avatar
                              Jacusiek Jacusiek is offline
                                 
                                Join Date: Apr 2009
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                                Ehh, it is error again:
                                hxxp://img191.imageshack.us/i/kopiap1020126.png/
                                  #3870    
                                Old May 20th, 2010 (5:41 AM).
                                Shiny Quagsire's Avatar
                                Shiny Quagsire Shiny Quagsire is offline
                                I'm Still Alive, Elsewhere
                                   
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                                  Quote:
                                  Originally Posted by krillian View Post
                                  GAME Pokemon Emerald
                                  script editor XSE

                                  Does anyone know how to make a pokemon appear in the first slot of your party
                                  and does anyone know how to force the player to releae the frist pokemon in your party
                                  1.)Givepokemon is your friend.
                                  2.)Look at this thread
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                                    #3871    
                                  Old May 20th, 2010 (11:10 AM).
                                  FireFox's Avatar
                                  FireFox FireFox is offline
                                  Dialga Fangirl
                                     
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                                    Quote:
                                    Originally Posted by Nikolai Fox View Post
                                    Open up the trainer in a-trainer and make the AI value 0 (in pokémon data, make sure all pokémon have 0 AI data. This will make them use no strategy and just send them out one after the other)
                                    Great! Thank you very much! :)
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                                      #3872    
                                    Old May 20th, 2010 (12:27 PM).
                                    PEPITO1O1O's Avatar
                                    PEPITO1O1O PEPITO1O1O is offline
                                    ~Saïx~
                                       
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                                      This has to do with scripting in a way so I'm guessing it goes here and if it doesn't don't hate cuz everone makes mistakes.
                                      OK the question that keeps me from scripting.
                                      When you have a script tile placed what do you put in for the:
                                      Unkown
                                      Var Number
                                      Var Value
                                      Unkown (that has two boxes)
                                      and do they change for each map or something? Please go in detail because this is what has scared me of scripting.
                                      Yes I have looked for this infromation but I never found it.
                                      Thank you in advanced
                                      ~PEPITO1O1O
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                                        #3873    
                                      Old May 20th, 2010 (1:05 PM).
                                      Shiny Quagsire's Avatar
                                      Shiny Quagsire Shiny Quagsire is offline
                                      I'm Still Alive, Elsewhere
                                         
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                                        Quote:
                                        Originally Posted by PEPITO1O1O View Post
                                        This has to do with scripting in a way so I'm guessing it goes here and if it doesn't don't hate cuz everone makes mistakes.
                                        OK the question that keeps me from scripting.
                                        When you have a script tile placed what do you put in for the:
                                        Unkown
                                        Var Number
                                        Var Value
                                        Unkown (that has two boxes)
                                        and do they change for each map or something? Please go in detail because this is what has scared me of scripting.
                                        Yes I have looked for this infromation but I never found it.
                                        Thank you in advanced
                                        ~PEPITO1O1O
                                        Unknown is kinda explanatory. It's unknown. Var number is a variable that can be set so it only happens once. (Ex. Professor Oak stops you from going into grass.)
                                        Var Value is the current value of the variable. 1 if it already happened; 0 if not.
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                                          #3874    
                                        Old May 20th, 2010 (1:09 PM).
                                        PEPITO1O1O's Avatar
                                        PEPITO1O1O PEPITO1O1O is offline
                                        ~Saïx~
                                           
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                                          And how do you figure out the var numbers? Because I have noticed that in different maps the var numbers are different.
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                                            #3875    
                                          Old May 20th, 2010 (2:05 PM).
                                          PeregrineFig's Avatar
                                          PeregrineFig PeregrineFig is offline
                                          Starting Pokémon Obsidian
                                             
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                                            Quote:
                                            Originally Posted by PEPITO1O1O View Post
                                            And how do you figure out the var numbers? Because I have noticed that in different maps the var numbers are different.
                                            You can use any variable you want, just set it to a value other than the value on the header tab in a script.
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