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Old February 23rd, 2007 (8:00 PM). Edited February 23rd, 2007 by zel 2.0.
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Quote:
Originally Posted by _-Davie-_ View Post
Hey There,

This relates to Pokemon Ruby by the way,

I was just thinking about this and was curious. I'm quite aware that there is a script command for CheckItem but I was wondering whether there is a command for CheckPokemon. The idea behind this is say for example you picked the fire type pokemon at the start of the game then a certain event would occur however if you picked another then a different event would occur.

Get back to me when you can,
~Davie~
Well, I'll tell you how the game deals with that. They just have a variable and they set that variable into three possible values. But making things short, as long as you are dealing with FR, and you still use the original Pokeball choosing script, I can tell you what you'd need to do...

compare 0x4031 0x0
if 0x1 call 0xEVENT1
compare 0x4031 0x1
if 0x1 call 0xEVENT2
compare 0x4031 0x2
if 0x1 call 0xEVENT3

[EDIT]: Argh, you were doing things in Ruby, well, at least this may help someone else, if someone knows the value in Ruby...

Quote:
Originally Posted by frank$or View Post
I have a question about #raw 0x60 ( disappear )
If i use flags and i let them dissappear they won't show up again?
#org 0x blablabla
checkflag 0x100
blablabla
setflag 0x100
end

blablabla

is this correct with the flags?
Basically, all you'd need to do in the script is the movement, and then a setflag 0x100, then in Advance Map assign to that sprite that "100" into its People ID., that's enough to make it dissappear forever, once you've refreshed the screen (Don't forget that #raw 0x60 won't really disappear the sprite, just will hide it, so better move it somewhere safe once it has been "hidden", so our player won't be able to interact with the "hidden" sprite). Once the screen has been refreshed (by warping or whatever) you won't have to worry 'bout that sprite ever again.
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Old February 23rd, 2007 (11:03 PM). Edited February 23rd, 2007 by frank$or.
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And if you have 2 people?
Can i give both the flag in their people ID?

( they are in the same script )

EDIT: and they the people ID haves 4 numbers, is it 0100 or 1000.
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Old February 23rd, 2007 (11:19 PM). Edited February 24th, 2007 by Monkey.
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when i compile a script in scriptED it says overflow how does thit cames?

i do push on the ... and load firered
then i copy the script in scriptED
then i save it
then i compile it

some1 that know the probleme?

does some1 got a move script for scriptED for fr so the persone moves after the E4 is defeated? or pokewitch?
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Old February 23rd, 2007 (11:26 PM).
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never mind about that earlier question, that's solved.

Does anybody knows what songs are the fanfare codes in FR/LG?
I tried certain fanfare codes, but they all just did that sound when you get a item.
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Old February 24th, 2007 (5:11 AM).
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Evertime I load a game is says "Run time error, File type not found."
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Old February 24th, 2007 (11:35 AM). Edited February 24th, 2007 by Irish Witch.
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Quote:
Originally Posted by Monkey View Post
when i compile a script in scriptED it says overflow how does thit cames?

i do push on the ... and load firered
then i copy the script in scriptED
then i save it
then i compile it

some1 that know the probleme?

does some1 got a move script for scriptED for fr so the persone moves after the E4 is defeated? or pokewitch?
I can tell you what that is...
The value LASTRESULT is equal to the value 0x800d which (as a signed int) interprets as a negitive value. There are other values that do that too, You'll see it written there in the script! While it decode the value as a negitive value when you encode it again the program will crash cause you can't have negetive offsetts. You have to replace those negetive values with the apropriate hex value manually!

- EDIT -
Note: Pokescript doesn't have that trouble.. I've tested this!
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Old February 24th, 2007 (12:26 PM).
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In the beginning of the game when you wanna go in the grass Prof Oak stops you.
Well, I wanna change the way how he walks after that :)
So:

Normaly:
He comes to get you, goes down, then to the right and then he enters his lab.

I want:
For example that he goes 4 staps down, 4 left, ...

This is my first day of scripting so this is what I think it should be.. (Or something like it)
Code:
#org 0x800000
checkflag 0x10A
compare LASTRESULT 0x1
if 0x1 goto 0x80050
setflag 0x10A
message 0x800010
boxset 0x2
applymovement 0x1 0x800020
pause 0x40
faceplayer
message 0x800030
boxset 0x2
applymovement 0x3 0x800040
pause 0x90
end

#org 0x800010
= Hey! Wait!

#org 0x800020
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0xFE

#org 0x800030
= Don't go in the grass, blabla

#org 0x800040
#raw 0x08
#raw 0x08
#raw 0x08
#raw 0x0B
#raw 0x0B
#raw 0x0B
#raw 0x0B
#raw 0x0B
#raw 0x09
#raw 0xFE

#org 0x800050
end
Is it something like this? Or what is wrong? Didn't tried to insert it yet :)

PS. You can also tell me in dutch if that's easyer for you :p
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Old February 24th, 2007 (7:59 PM).
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That looks ok, but you should also be able to use pausemove instead of pause.
applymovement <people no> <offset>
Pausemove <people no>
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Old February 25th, 2007 (4:21 AM).
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Ok, My question:
What is the script to make event dissapear?
Can I set when player step on a tile, a man will auto walk towards player? Then how?
How to set trainer events? How to set the trainer own what pokemon?
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Old February 25th, 2007 (4:33 AM).
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Quote:
Originally Posted by OmegaGroudon View Post
Ok, My question:
What is the script to make event dissapear?
Can I set when player step on a tile, a man will auto walk towards player? Then how?
How to set trainer events? How to set the trainer own what pokemon?
I'll try to answer your questions..
1. I've heard you just need to 'setflag' with as flag the Person ID (right ?)
2. Now: Make a new trigger using AM (It's called Script there../The green S in EventView) Put your script anywhere.. and I THINK, when you walk over it, it'll be activated.
For the person walking to you, put that in your script using 'applymovement'
3. Using 'trainerbattle'.. with the new trainer ID go to PET and edit his Pokémon
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Old February 25th, 2007 (7:18 AM).
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There is another method if you are simply creating a trainer. In Advanced map click the 'Trainer' checkbox to active. Then set the view range field to a number of spaces. If both you and the trainer are on the screen at the same time, and the trainer's facing you (and close enough) he will walk towards you and activate!


As for doing it with scripts
In elite map create (or commodeer) a script object.
Set it's properties to read like this:

Flag Value: 03 00
Flag Number: <A flag you set to stop the script happening again>
Unknown (Both of these are 0)
Script offset: You're offset!

... Inside the script do as Trogh said. Make your applymove effect a sprite on the map and if the character is supposed to disapear then set a flag for the sprite as well!
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Old February 25th, 2007 (8:07 AM).
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Can someone make the script I requested?
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Old February 25th, 2007 (8:26 AM).
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Does anybody knows what songs are the fanfare codes in FR/LG?
I tried certain fanfare codes, but they all just did that sound when you get a item.
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Old February 25th, 2007 (9:13 AM).
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I am write multi questions.
1.How generate non-repeat scripts??
2.How are byte commands(setbyte,copybyte etc.)
3.How add or delete move data?
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Old February 25th, 2007 (9:27 AM).
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1. Use flags.. checkflag & setflag; or maybe killscript ^^
2. Don't know
3. applymovement $personID $movementoffset
#org $movementoffset
#raw movement_here
#raw movement_here
#raw 0xFE 'needs to be here..
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Old February 25th, 2007 (10:11 AM).
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Thanks for the help...
Ok... I am know...
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Old February 25th, 2007 (5:11 PM).
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another question, what is "#raw"?
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Old February 26th, 2007 (2:29 AM).
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#RAW is used to add data to the rom that isn't intended to be read as code (because each command translates into a hex value.
For example msgbox 0x801000 could also be written as
#raw 0F 00 00108008

but that would be totally annoying to try and script like that so now we only use it for movement data if possible.

Sometimes scripts decompiled from the rom will have #raw data in them. This means it's using command we don't yet know how to translate - such as the removeitem command I recently added to pokescripts pkmadv database. Scripted didn't know that command but I found out what it was (from an old post on this forum somewhere) and added it to mine!
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Old February 26th, 2007 (3:49 AM).
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I want to know why my script aint working
Its a givepokemon script and i am recieving a mew =P
anyway where he says take it or leave it he is meant to give me the pokemon but he doesnt the script then ends
Why does this happen please check my script.
i will put in spoiler box so it wont take up much room
Spoiler:
#org 0x800000
lock
faceplayer
checkflag 0x200
if 0x1 goto 0x800100
message 0x800200
boxset 0x5
compare LASTRESULT 0x1
if 0x1 goto 0x800300
message 0x800400
boxset 0x6
release
end
#org 0x800100
message 0x800500
boxset 0x6
release
end

#org 0x800300
message 0x800600
boxset 0x6
givepokemon 0x151 5 0
setflag 0x200
release
end

#org 0x800200
= Yo Yo Yo its Arhim in da house!\nWould you like my Mew?\nI dont like it so you can have it.

#org 0x800400
= Fine then be like that nooblet.

#org 0x800500
= So how is MY Mew?

#org 0x800600
= Ok then, Take it or leave it!


Please help,
Regards,
Giovanni
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Old February 26th, 2007 (8:59 AM).
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Quote:
Originally Posted by zel View Post
Well, I'll tell you how the game deals with that. They just have a variable and they set that variable into three possible values. But making things short, as long as you are dealing with FR, and you still use the original Pokeball choosing script, I can tell you what you'd need to do...

compare 0x4031 0x0
if 0x1 call 0xEVENT1
compare 0x4031 0x1
if 0x1 call 0xEVENT2
compare 0x4031 0x2
if 0x1 call 0xEVENT3

[EDIT]: Argh, you were doing things in Ruby, well, at least this may help someone else, if someone knows the value in Ruby...
Thanks for the advice ^_^, this will really help some people out! I'll have a browse around and seen if I can find what I need. Although If anyone knows, please get back to me,

Thanks Again,
~Davie~
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Old February 26th, 2007 (11:37 AM).
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Quote:
Originally Posted by The Boss Giovanni View Post
I want to know why my script aint working
Its a givepokemon script and i am recieving a mew =P
anyway where he says take it or leave it he is meant to give me the pokemon but he doesnt the script then ends
Why does this happen please check my script.
i will put in spoiler box so it wont take up much room
I just played with you're script and I only have one thing to say!
(and two pictures)

First mew is ewither 151 or 0x97. NOT 0x151. (0x151 is electrite I think)
Check the table attached for values. These values are decimal and don't need 0x before them.

Secondly look at the pics here..
(You got the mew, it just doesn't tell you!)
Attached Images
File Type: png SAPPHIRE_01.png‎ (5.3 KB, 100 views) (Save to Dropbox)
File Type: png SAPPHIRE_02.png‎ (3.4 KB, 93 views) (Save to Dropbox)
Attached Files
File Type: txt stdpoke.txt‎ (10.1 KB, 58 views) (Save to Dropbox)
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Old February 26th, 2007 (3:03 PM).
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Can i get a scripted code for the National Dex in Ruby if its possible i made the starters different and the pokedex don't show up i made it Johto which i changed to sinnoh's
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Old February 26th, 2007 (5:06 PM). Edited February 26th, 2007 by foofatron.
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How can I give people scripts?How do I enter a script in a game to a certin person?I edited the mew script and it doesn't work.I want porygon not Mew.Can you fix it?#org 0x800000
lock
faceplayer
checkflag 0x200
if 0x1 goto 0x800100
message 0x800200
boxset 0x5
compare LASTRESULT 0x1
if 0x1 goto 0x800300
message 0x800400
boxset 0x6
release
end
#org 0x800100
message 0x800500
boxset 0x6
release
end

#org 0x800300
message 0x800600
boxset 0x6
givepokemon 137
setflag 0x200
release
end

#org 0x800200
= Would you like my Porygon?\nI dont like it so you can have it.

#org 0x800400
= Don't be like that.

#org 0x800500
= So how do you like Porygon?

#org 0x800600
= Ok then, Take it or go!

I want porygon on level 5 and with a potion.
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Old February 26th, 2007 (5:54 PM). Edited February 26th, 2007 by O.G. Duke.
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Quote:
Originally Posted by foofatron View Post
How can I give people scripts?How do I enter a script in a game to a certin person?I edited the mew script and it doesn't work.I want porygon not Mew.Can you fix it?
#org 0x800000
lock
faceplayer
checkflag 0x200
if 0x1 goto 0x800100
message 0x800200
boxset 0x5
compare LASTRESULT 0x1
if 0x1 goto 0x800300
message 0x800400
boxset 0x6
release
end
#org 0x800100
message 0x800500
boxset 0x6
release
end

#org 0x800300
message 0x800600
boxset 0x6
givepokemon 137
setflag 0x200
release
end

#org 0x800200
= Would you like my Porygon?\nI dont like it so you can have it.

#org 0x800400
= Don't be like that.

#org 0x800500
= So how do you like Porygon?

#org 0x800600
= Ok then, Take it or go!

I want porygon on level 5 and with a potion.

I'm not a pro in scripting, but I think it should be like this:

#org 0x800000
lock
faceplayer
checkflag 0x200
if 0x1 goto 0x800100
message 0x800200
boxset 0x5
compare LASTRESULT 0x1
if 0x1 goto 0x800300
message 0x800400
boxset 0x6
release
end
#org 0x800100
message 0x800500
boxset 0x6
release
end

#org 0x800300
message 0x800600
boxset 0x6
givepokemon 137 5 0xD
setflag 0x200
release
end

#org 0x800200
= Would you like my Porygon?\nI dont like it so you can have it.

#org 0x800400
= Don't be like that.

#org 0x800500
= So how do you like Porygon?

#org 0x800600
= Ok then, Take it or go!
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Old February 26th, 2007 (8:32 PM).
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I just love how:
- Everybody asking about their scripts doedn't bother to say why they don't work
and
= How everybody goes and quotes entire posts all the time.. Why don't you just quote the important bits in a post like this:

Quote:
Originally Posted by OmegaGroudon View Post
#org 0x800300
message 0x800600
boxset 0x6
givepokemon 137 5 0xD
setflag 0x200
release
end
Needs a level and object number (object number can be 0)


... See that takes up much less room andis much clearer
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