Sierra's MEGA-HUGE XSE Scripting Tutorial Page 22

Started by Sierraffinity December 26th, 2008 6:55 PM
  • 776138 views
  • 1232 replies

Echidna

i don't care what's in your hair

Age 28
Male
Illinois
Seen April 27th, 2021
Posted May 22nd, 2019
2,077 posts
12.8 Years
Maybe through complex hex editting or ASM editting but the only way to do that in normal hacking is by making a level script maybe at the plyer's home, where you clear everylast flag one by one, that's like 1400 flags, or more, but I don't see why, just use a flag above 1000. And visit the flag section in my tutorial, i don't remember if it's in part 1 or part 2, but go there, and you'll find a list of all used flags in each game. OK????
If you need any more help, I'll be at your service any time.

EDIT : I'm sorry to have doubted your skills, I just said that in case you didn't know. Again sorry.
but my taste in music is your face

Echidna

i don't care what's in your hair

Age 28
Male
Illinois
Seen April 27th, 2021
Posted May 22nd, 2019
2,077 posts
12.8 Years
XSE has an in-built guide with an archive of used flags. Just avoid the used flags and I think you should be fine.
You could do that too. But why go through all that trouble when you have like 50000 flags above a thousand and you have an easy time of memorizing the last flag you used when it has a base number of 1 9as in 1003, 1045, 1EF6) Now one, and i mean no one has ever been able to use 1000 flags in one hack, let alone 50000. Any ways you could do what binary said, that comletely works too.
but my taste in music is your face
Age 26
Male
Australia
Seen June 19th, 2014
Posted February 18th, 2011
159 posts
12.8 Years
No, it only shows the flags that are used by the game. You have to keep track of your own flags.
okay, thank you!

I'll use the notes thing in XSE.
Looking for Team Members for my game! PM me if your interested.
VDex:
GPX+:
Age 28
Male
Parramatta, Australia
Seen July 31st, 2016
Posted March 21st, 2012
27 posts
12.6 Years
Can someone please help me, when i step on a script tyle, it activates fine and moves my character to where i want it to go, but i put another apply movement after that for a different sprite and the sprite doesn't move, the game just continues with the dialogue, and i also used hidesprite but it doesn't hide the sprite, i have the correct person event number aswell but it's not working
edit:nvm, it turns out the person's number has to be less than ten, but how do make an event only happen once

Echidna

i don't care what's in your hair

Age 28
Male
Illinois
Seen April 27th, 2021
Posted May 22nd, 2019
2,077 posts
12.8 Years
use flags, at the end of the script set a flag, and at the beginning of the script check if the flag has been set and if it is, use the if command to take the script to another offset. This is how it'll look
#dynamic 0x<FSF OFFSET>

#org @start
checkflag 0x<FLAG NUMBER>
if 0x1 goto @1
command 1
command 2
bla bla bla
setflag 0x<FLAG NUMBER>
end

#org @l
release
end
OK????

EDIT: and for the [ applymovement ] prob, always remember to use [ waitmovement 0x0 ] after each applymovement command unless you want the two movements to happen at the same time.
I hope this helped
but my taste in music is your face
Age 28
Male
Parramatta, Australia
Seen July 31st, 2016
Posted March 21st, 2012
27 posts
12.6 Years
Thank you very much, i appreciate your help, and one more thing, sorry to annoy everyone with my questions, but i'm a little confused about the dynamic offsets, they're the things that you start the script off with at the top right? Um do you need a different offset for each event or just the same offset the whole game, and if so, the random people you meet who do nothing but talk about their lives, they only need the same offset, is that right, and also what do the offsets range from, like 0x8000 and up i'm guessing, sorry for the long post, and thankyou to anyone who answers my questions
Male
Seen December 31st, 2010
Posted December 31st, 2010
5 posts
13.1 Years
Ive been searching for a tutorial in making rival scripts

i knw its a mix of battle and apply movement can u make a small tutorial in doing this?
As in making a script that involves battling your rival and him moving away afterwards?
Age 41
Male
Buffalo. NY
Seen July 21st, 2013
Posted June 4th, 2013
55 posts
12.6 Years
I read this site and followed its instructions.
I watched this tutorial and followed it to a T but somehow when I insert it the person EVENT just sits there not text, nothing except the sound of the text beep.


http://www.youtube.com/watch?v=kHEN-MiaO2Q

XSE WRITTEN:

#dynamic 0x71D300

#org @start
lock
faceplayer
msgbox @talk1 0x6
release
end

#org @talk1
= Hey You smell like farts!


THIS IS WHAT ADVANCE MAP SHOWS COMPILED IN THE ROM:

'-----------------------
#org 0x71D300
lock
faceplayer
msgbox 0x871D30B '"Hey You smell like farts!"
release
end


'---------
' Strings
'---------
#org 0x71D30B
= Hey You smell like farts!

the command msgbox @WORD 0x6 (<---- for some odd reason that "0x6" part wouldnt work in my rom or something.)
i inserted the new line:
boxset 0x6 (instead of the 0x6 part of previous line)
Male
Seen September 29th, 2016
Posted August 26th, 2011
9 posts
12.5 Years
okay so I have tried to search through the forum an google, but haven't found any similar problems. so I hoped someone could answear a problem here..

I am trying to change the whole starterpokemon event, and trying to give the player a pikachu, and the rival an eevee. I have 2 scripts, one on the pokeball, and another one at the entrance(where the bookselfs is in oaks lab).. giving ash and gary the pokemon works fine, and the battle also, however after the battle I want gary to leave, but which he dont. So I wondered if anyone could help me solve this?

here are the script for the pokeball:

#dynamic 0x3B9820

#org @start
lock
faceplayer
checkflag 0x7000
if 0x0 goto @ferdig
msgbox @janei 0x5
compare LASTRESULT 0x1
if 0x1 goto @pika
msgbox @enr 0x6
release
end

#org @pika
givepokemon 0x19 0x5 0x0 0x0 0x0 0x0
setflag 0x828
fanfare 0x13E
msgbox @trer 0x4
waitfanfare
closeonkeypress
setflag 0x7000
msgbox @pikanavn 0x5
compare LASTRESULT 0x1
if 0x1 gosub @navn
msgbox @firer 0x6
checkflag 0x7000
if 0x1 gosub @gary
release
end

#org @gary
applymovement 0x08 @move1
msgbox @garys 0x6
bufferpokemon 0x00 0x55
msgbox @1 0x4
waitfanfare
closeonkeypress
return

#org @navn
call 0x1A74EB
return

#org @ferdig
msgbox @femr 0x6
release
end

#org @janei
= Oh so you have chosen Chramander.\nIndeed, it is an awesome Pokémon,\lhowever there isn't any\lCharmanders left. Don't worry\lthough here is a pikachu.

#org @enr
= OK, I see..\n..well then, go ahead and choose\lanother one

#org @trer
= Congratulations! [] obtained\ncharmander

#org @pikanavn
= name pika?

#org @firer
= take care

#org @femr
= fo shizzle ma nizzle

#org @1
= me then?

#org @garys
= Gary obtained eevee

#org @move1
#raw 0x10
#raw 0x10
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0xFE

the script for the trainerbattle:
#dynamic 0x71AABB

#org @start
checkflag 0x4001
if 0x1 goto @ferdig
checkflag 0x828
if 0x1 goto @gary
checkflag 0x4000
if 0x1 goto @oak
setflag 0x4000
end

#org @oak
msgbox @oakspeak 0x4
applymovement 0xFF @player1
closeonkeypress
end

#org @gary
setflag 0x4001
applymovement 0x08 @garymove
trainerbattle 0x0 0x146 0x0 @before @after
msgbox @garyafter 0x4
closeonkeypress
applymovement 0xFF @player2
waitmovement 0x0
applymovement 0x08 @garymove2
releaseall
end

#org @ferdig
end

#org @oakspeak
= Hey kiddo, come over here!

#org @player1
#raw 0x10
#raw 0xFE

#org @garymove
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x10
#raw 0x10
#raw 0xFE

#org @before
= Lets battle!

#org @after
= ahhh, MORRAKNNNNULLAAHH!!

#org @garyafter
= I'm heading for the pokemon league

#org @player2
#raw 0x10
#raw 0x12
#raw 0xFE

#org @garymove2
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x60
#raw 0xFE
I think that the error is in the second script, and again, the script works fine to after the battle, but after that he just dosent move.. would apreciate any help at all :) thanks!
Age 26
Male
The Netherlands
Seen October 15th, 2014
Posted February 25th, 2011
7 posts
12.4 Years
Can anyone tell me how to add the scripts to the ROMs? I've been trying for ages to no avail :(
I hope this tutorial can help you: youtube.com/watch?v=kHEN-MiaO2Q


This is I think the best tutorial about XSE ever thank you diegoisawesome!

countryemo

Kicking against the earth!

Age 29
Male
Littleroot Town
Seen February 9th, 2021
Posted September 10th, 2018
2,367 posts
13.5 Years
Hey,
I was watching Pokedude's video tuts. When I was on Flags, I saw you comment about how he cant use those in your tut cause their already used.

1) How do you create a new flag number to use (the pointer/offset?)
2) And are we allowed to use the badge/pokedex/ect.. on the 1st post?
______________________________________

New problem, Ursa Major!

I'mtrying to compile a script but the 1st one I tried it gave me this "invalid keyword lock" something like that. SO I tried a script with out the use of lock (it should work, my friend said so!) then it gave me something like this "invalid keyword end"

So basically I cant compile a script

The Scripts:
1.
Spoiler:

#dynamic 0x71A300

#org @start
lock
faceplayer
message @string MSG_NORMAL
release
end

#org @string
= [red_fr]Welcome to the PokéGarden, please\ndont disturb the Pokémon while your\lhere.\lHope you enjoy your stay.

2.
Spoiler:
#dynamic 0x71A300

#org @start
msgbox @string MSG_FACE
end

#org @string
= [red_fr]Welcome to the PokéGarden, please\ndont disturb the Pokémon while your\lhere.\lHope you enjoy your stay.

Male
Seen November 2nd, 2016
Posted January 9th, 2013
94 posts
12.8 Years
Let's say I want to make a special character who you can battle. Let's also say that this character can be rematched after beating the Elite 4 but only once, and then you can repeat this procedure. What would this code look like?
Simple enough.

Start your script like normal, then you'll need to set 2 flags. The first after the first battle, the 2nd after the 2nd battle.

using XSE, something like...
#dynamic ;<offset >

#org @main
lock
faceplayer
checkflag 0x1200 ;(use any unused flag you want)
if 0x01 goto @final
trainerbattle ;<arguments here>
setflag 0x1200
release
end

#org @final
checkflag 0x1201 ;(use any unused flag yo want)
if 0x01 goto @nobatttle
trainerbattle ;<arguments here>
setflag 0x1201
release
end

#org @nobattle
msgbox @finished 0x6
release
end

;strings
#org @finished
=You have already defeated me twice..
Haven't done a rough test of this but it should work.
Age 26
Male
The Netherlands
Seen October 15th, 2014
Posted February 25th, 2011
7 posts
12.4 Years
Hey,
I was watching Pokedude's video tuts. When I was on Flags, I saw you comment about how he cant use those in your tut cause their already used.

1) How do you create a new flag number to use (the pointer/offset?)
2) And are we allowed to use the badge/pokedex/ect.. on the 1st post?
______________________________________

New problem, Ursa Major!

I'mtrying to compile a script but the 1st one I tried it gave me this "invalid keyword lock" something like that. SO I tried a script with out the use of lock (it should work, my friend said so!) then it gave me something like this "invalid keyword end"

So basically I cant compile a script

The Scripts:
1.
Spoiler:

#dynamic 0x71A300

#org @start
lock
faceplayer
message @string MSG_NORMAL
release
end

#org @string
= [red_fr]Welcome to the PokéGarden, please\ndont disturb the Pokémon while your\lhere.\lHope you enjoy your stay.

2.
Spoiler:
#dynamic 0x71A300

#org @start
msgbox @string MSG_FACE
end

#org @string
= [red_fr]Welcome to the PokéGarden, please\ndont disturb the Pokémon while your\lhere.\lHope you enjoy your stay.

This script must work:
#dynamic 0x71A300

#org @start
lock
faceplayer
msgbox @talk1 0x6
release
end

#org @talk1
= [red_fr]Welcome to the PokéGarden, please\ndont disturb the Pokémon while your\lhere.\lHope you enjoy your stay.
I didn't test it but it should work

1) How do you create a new flag number to use (the pointer/offset?)
You must use a never used flag number

2) And are we allowed to use the badge/pokedex/ect.. on the 1st post?
I don't understand this question