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Old June 9th, 2007 (12:59 AM).
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Irish Witch Irish Witch is offline
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'if' on it's own isn't a command

it must read if 0x1 goto 0x081E4190
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Old June 9th, 2007 (1:23 AM).
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Quote:
Originally Posted by zel View Post
Scripted explanation, as always (Irish, I need your confirmation, as always... :P)

Basically the multi commands works like this:

multi 0xHorizPosition 0xVertiPosition 0xId 0xCancel 0x19 (Not quite sure what 19 does...)

Where HorizPosition goes between 0 and F, with E as a good value for right position and 0 a good value for left position.
Where VertiPosition goes between 0 and F, with 0 as a good value for up position and I wouldn't move it from that position, to have space for the options.
Cancel is just the value 0 or 1, if it is 0 then user can cancel using the B button.

And the Id is just a value from the following list (If you find a "nada" that means "nothing", sorry I wrote the list in Spanish)

........
........
........
I have no experience with the Multi command. There aren't even any pointers in there so pokescript should behave same as scripted.

Thanks for the list. I will try to create a defines list for the box types and put it into Poketscript
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Old June 9th, 2007 (6:52 AM). Edited June 9th, 2007 by Youji.
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I want to have the nationaldex at the start of FR.
Can anybody give me the script for prof. Oak at the Lab where he gives me the Nationaldex instead the kanto? I'm not very good at scripting and my scripted doesn't show me the script there is just ------------. And where do i find the titlescreenpokemon and the bag in unlz for FR?
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Old June 9th, 2007 (10:21 AM).
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Quote:
Originally Posted by charmander07 View Post
I want to have the nationaldex at the start of FR.
Can anybody give me the script for prof. Oak at the Lab where he gives me the Nationaldex instead the kanto? I'm not very good at scripting and my scripted doesn't show me the script there is just ------------. And where do i find the titlescreenpokemon and the bag in unlz for FR?
Well, Scizz has a tutorial on that. But really, the way to to it is just use
setflag 0x828
setflag 0x829
Those two will give you the plain pokedex. For national, you want:
special 0x16F
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Old June 9th, 2007 (10:33 AM).
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You should go on emulation and than to the Titlescreenediting Topic.
I was there too. And thanks a lot.
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Old June 9th, 2007 (10:55 AM).
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I got you whistling Blue Box!
 
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Um i have two questions
1. How do you make legendary battles the way u want them not using poketronic
2. HOW DO YOU MAKE YOUR OWN EVENTS LIKE SOME DUDE TAKES YOUR BADGE OR SOMETHING PLZ ANSWER.
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Old June 9th, 2007 (11:17 AM). Edited June 9th, 2007 by EarthsVisitor.
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Input:
'-----------------------
#org 0x800720
trainerbattle 0x00 0x2c 0x0 0x800750 0x800780
return
end

Output:
'-----------------------
#org 0x800720
nop
#raw 0x2C
nop
nop
nop
#raw 0x50
if 0x80 call 0x80078008
jumpstd 0x3
end

Solution?
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Old June 9th, 2007 (3:41 PM).
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I got you whistling Blue Box!
 
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how do i do what you wrote what do i use and how do i use it?
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Old June 10th, 2007 (1:00 AM).
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Can someone tell me how to change the bagdes name?
And maybe a script of a trainer battle with a rocket or so(only to se how it's built).
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Old June 10th, 2007 (6:01 PM).
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zel 2.0 zel 2.0 is offline
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Quote:
Originally Posted by sumin90210 View Post
Um i have two questions
1. How do you make legendary battles the way u want them not using poketronic
2. HOW DO YOU MAKE YOUR OWN EVENTS LIKE SOME DUDE TAKES YOUR BADGE OR SOMETHING PLZ ANSWER.
1. You only need to use the command wildbattle in the following way: wildbattle 0xPoke 0xLevel 0x2 (the "2" is to give the pokemon its battle theme, if it has any)
2. Well, you'd need to know the flag for the badge you want to be removed, then simply do clearflag 0xBadgeFlag, that will remove the badge, but be careful, as it will re-enable the battle against the Gym Leader if used improperly. We discussed about Badges Values a few pages ago.

Quote:
Originally Posted by EarthsVisitor View Post
Input:
'-----------------------
#org 0x800720
trainerbattle 0x00 0x2c 0x0 0x800750 0x800780
return
end

Output:
'-----------------------
#org 0x800720
nop
#raw 0x2C
nop
nop
nop
#raw 0x50
if 0x80 call 0x80078008
jumpstd 0x3
end

Solution?
To what? Is there a problem with the trainerbattle? (Just in case the battle doesn't happen, put the #raw 0x5C before the trainerbattle command, at least for Scripted and Fire Red, will make it work)
But rarely you'll understand the scripts after they are inserted (that's why you need to save them as .rbc files, if you need to modify them in the future)

Quote:
Originally Posted by charmander07 View Post
Can someone tell me how to change the bagdes name?
And maybe a script of a trainer battle with a rocket or so(only to se how it's built).
To change a badges name? I see only two options: a Text Editor (easy, but you'd need to "search" for the Badges name, add it to the ini, then edit it), or with an Hex-Editor (quite hard, and you may not be ready for it yet)

Well, any trainerbattle script should be like this:

'Common Battle

#org 0xBegin
#raw 0x5C
trainerbattle 0x0 0xId 0x0 0xIntroText 0xDefeatText
message 0xAfterBeatingText
boxset 0x2
end


'Battle in the middle of another event

#org 0xBeginEvent
...
...
...
#raw 0x5C
trainerbattle 0x9 0xId 0x0 0xDefeatText 0xOpWinsText
...
...
...
end


I don't usually fill a few things when I post examples, it's just some offsets to texts. And the Id value you should get it from PET, which you can use to edit the Rocket's Pokemon.
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Old June 10th, 2007 (8:16 PM).
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destinedjagold destinedjagold is offline
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Can anyone give me help... Can anyone make a script in Ruby that can send me to a wildbattle and after the battle, that pkmn will vanish on the screen and will never come back again (except when we play a new game, then it will come back...)
...
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Old June 11th, 2007 (1:40 AM).
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Quote:
Originally Posted by destinedjagold View Post
Can anyone give me help... Can anyone make a script in Ruby that can send me to a wildbattle and after the battle, that pkmn will vanish on the screen and will never come back again (except when we play a new game, then it will come back...)
...
Something like,

#org $start
lock
faceplayer(?)
message $legendary
legendary = POKEMON: Meow!
boxset 6
wildbattle 0x(pkmn) 0x(level) 0x(Battle style)
[whatever you want to happen/be said after the battle]
movesprite 0x(people #) 0x(x/hor position in HEX NUMBERS) 0x(y/vert position in HEX NUMBERS)
release
end

you'ed need a People ID too, but I'm not fluent with them yet.
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Old June 11th, 2007 (9:03 AM).
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Hey Zel.
How did you change the badges name?
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Old June 11th, 2007 (9:04 AM).
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Oh and I forgot where do you changed the pics of them?
I've looke in unlz but i can't find the pics of them.
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Old June 11th, 2007 (10:45 PM).
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I've made this script from making a few changes to Zel's FR-only script...But it doesn't work for some reason, yet I don't see anything wrong...

Spoiler:
#org 0x800000
checkitem 0x111
if 0x1 jump 0x800100
message 0x800300
boxset 0x2
end

#org 0x800100
message 0x800400
boxset 0x2
applymovement 0x2 0x800200
pause 0x10
end

#org 0x800200
#raw 0x7
#raw 0x2
#raw 0xFE

#org 0x800300
= Excuse me, shouldn't you return those back to\nwhoever that thug stole them from?

#org 0x800400
= Hmm? Going to RAINWEL TOWN?\pSure, go through.
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Old June 14th, 2007 (6:53 PM).
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zel 2.0 zel 2.0 is offline
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Quote:
Originally Posted by charmander07 View Post
Hey Zel.
How did you change the badges name?

Oh and I forgot where do you changed the pics of them?
I've looke in unlz but i can't find the pics of them.
Well, in reality I haven't changed the Badges Name, it's just that since I do my scripts from scratch, I just write "got X Badge" when I give the Leaders their text. Anyway, you could find the Badges if you used an Hex-Editor or a Text Editor, then you could change them.

And I found the badges at 140 or close to that on unlz-gba (By the way, I think I found the RS Badges when I ran a Deep Scan... Probably for when you see a RSE Player's Card...)

Quote:
Originally Posted by Hedgehogger View Post
I've made this script from making a few changes to Zel's FR-only script...But it doesn't work for some reason, yet I don't see anything wrong...

Spoiler:
#org 0x800000
checkitem 0x111
if 0x1 jump 0x800100
message 0x800300
boxset 0x2
end

#org 0x800100
message 0x800400
boxset 0x2
applymovement 0x2 0x800200
pause 0x10
end

#org 0x800200
#raw 0x7
#raw 0x2
#raw 0xFE

#org 0x800300
= Excuse me, shouldn't you return those back to\nwhoever that thug stole them from?

#org 0x800400
= Hmm? Going to RAINWEL TOWN?\pSure, go through.
I really don't see big problems, but you should tell us what means "it doesn't work". The only thing I could doubt about is the checkitem command. When I tried it, it didn't work for me. Then, when I asked about another thing regarding items, I got that you can check for items using

#raw 0x47
#binary 0xItem 0xItem 0xQuantity 0xQuantity

Where Item is the item (2 bytes) in Swapped-Hex, same goes for the Quantity (you can ask for a certain quantity of a certain item). I don't really know if it's the same as the checkitem, but I like this one a little more...
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Old June 16th, 2007 (7:38 PM).
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chicken_man1234 chicken_man1234 is offline
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im sorry if someone already asked but is it possible to view/edit the whole original script for a ROM (FireRed) using scriptED or pokescript
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Old June 16th, 2007 (10:01 PM).
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Hedgehogger Hedgehogger is offline
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Quote:
Originally Posted by chicken_man1234 View Post
im sorry if someone already asked but is it possible to view/edit the whole original script for a ROM (FireRed) using scriptED or pokescript
To do this, use ScriptED to open the ROM itself, then after the colon, type in the offset you're trying to find.

E.G. If you wanted offset 800000, it would say:

*Rom name here*:800000
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Old June 16th, 2007 (10:50 PM).
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Quote:
Originally Posted by Hedgehogger View Post
To do this, use ScriptED to open the ROM itself, then after the colon, type in the offset you're trying to find.

E.G. If you wanted offset 800000, it would say:

*Rom name here*:800000
I was looking to get the whole script at once, but I think that will work too. Thanks
Also, using this way, do you know the offset for the start of FireRed where Oak stops you from leaving the town and takes you to the lab?
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Old June 17th, 2007 (1:52 AM).
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Quote:
Originally Posted by chicken_man1234 View Post
I was looking to get the whole script at once, but I think that will work too. Thanks
Also, using this way, do you know the offset for the start of FireRed where Oak stops you from leaving the town and takes you to the lab?
Oak's script is to long/complicated.. ScriptEd won't load it.. :(
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Old June 18th, 2007 (4:07 AM).
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I'm trying to make my own start in FireRed and I want to know if there is a checkpokemon command similar to the checkitem command so I can't leave the town without a pokemon.
If not, what else can i do.
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Old June 18th, 2007 (9:12 AM).
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zel 2.0 zel 2.0 is offline
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Quote:
Originally Posted by chicken_man1234 View Post
I'm trying to make my own start in FireRed and I want to know if there is a checkpokemon command similar to the checkitem command so I can't leave the town without a pokemon.
If not, what else can i do.
It's not exactly a checkpokemon, but if you use the original starter picking scripts, you can use (small example)

compare 0x4055 0x3
if 0x1 jump 0xHasPokemon
...do something here to make the character step back...

The "HasPokemon" script would be...

#org 0xHasPokemon
release
end

That way, if player picked its starter, then he would be able to proceed, if not, it would do whatever you put after the if 0x1 jump...

If you have other plans (like giving just a specific pokemon), then you'd only need to use a switch instead. In your script of giving pokemon, just setflag 0xMyFlag, and in the script where you want to block if you don't have pokemon, just do:

checkflag 0xMyFlag
if 0x1 jump 0xHasPokemon
...do something here to make the character step back...
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Old June 19th, 2007 (7:24 PM). Edited June 20th, 2007 by Irish Witch.
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pokescript actually has a countpokemon command.
Returns the number of pokemon in the party into Lastresult. Use it thus:

countpokemon
compare LASTRESULT 6 ' Number of pokemon to check for
if b_True goto $FullParty
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Old June 19th, 2007 (8:13 PM).
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is there a script for using an item to change the characters sprite like an costume change ?
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Old June 20th, 2007 (4:39 PM).
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I'm having a problem with this script. Everything's fine until the applymovement. After I win the battle and talk to the person again, she doesn't move. Did I do something wrong?

Spoiler:
'-----------------------
#org 0x71DDEC
#raw 0x5C
trainerbattle 0x0 0x15F 0x0 0x871DE50 0x818ADFB
msgbox 0x818AE16 '"You won't be able to..."
callstd 0x6
applymovement 0x12 0x71DF54
end

#org 0x71DF54
#raw 0x11
#raw 0xFE
end

'---------
' Strings
'---------
#org 0x71DE50
= The TROPICAN SAFARI belongs to\nTEAM ROCKET!\pWhat?\nYou say you want to liberate it?
#org 0x18ADFB
= Oh, that makes me furious!
#org 0x18AE16
= I've got to tell the ADMIN in charge\nof this operation!

And is there any way to make the person say the "I've got to tell the ADMIN..." part directly after the battle? That way, you wouldn't have to talk to them in order to make them move.
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