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  #1276   Link to this post, but load the entire thread.  
Old October 27th, 2007 (3:09 AM).
thethethethe thethethethe is offline
 
Join Date: Jun 2007
Location: Melbourne, Australia
Gender: Male
Posts: 1,104
Quote:
Originally Posted by spenceroone3 View Post
I just happen to have that :)

Spoiler:

#define ITEM_MASTERBALL 0x1
#define ITEM_ULTRABALL 0x2
#define ITEM_GREATBALL 0x3
#define ITEM_POKEBALL 0x4
#define ITEM_SAFARIBALL 0x5
#define ITEM_NETBALL 0x6
#define ITEM_DIVEBALL 0x7
#define ITEM_NESTBALL 0x8
#define ITEM_REPEATBALL 0x9

#define ITEM_TIMERBALL 0xA
#define ITEM_LUXURYBALL 0xB
#define ITEM_PREMIERBALL 0xC
#define ITEM_POTION 0xD
#define ITEM_ANTIDOTE 0xE
#define ITEM_BURNHEAL 0xF
#define ITEM_ICEHEAL 0x10
#define ITEM_AWAKENING 0x11
#define ITEM_PARLYZHEAL 0x12

#define ITEM_FULLRESTORE 0x13
#define ITEM_MAXPOTION 0x14
#define ITEM_HYPERPOTION 0x15
#define ITEM_SUPERPOTION 0x16
#define ITEM_FULLHEAL 0x17
#define ITEM_REVIVE 0x18
#define ITEM_MAXREVIVE 0x19
#define ITEM_FRESHWATER 0x1A
#define ITEM_SODAPOP 0x1B

#define ITEM_LEMONADE 0x1C
#define ITEM_MOOMOOMILK 0x1D
#define ITEM_ENERGYPOWDER 0x1E
#define ITEM_ENERGYROOT 0x1F
#define ITEM_HEALPOWDER 0x20
#define ITEM_REVIVALHERB 0x21
#define ITEM_ETHER 0x22
#define ITEM_MAXETHER 0x23
#define ITEM_ELIXIR 0x24

#define ITEM_MAXELIXIR 0x25
#define ITEM_LAVACOOKIE 0x26
#define ITEM_BLUEFLUTE 0x27
#define ITEM_YELLOWFLUTE 0x28
#define ITEM_REDFLUTE 0x29
#define ITEM_BLACKFLUTE 0x2A
#define ITEM_WHITEFLUTE 0x2B
#define ITEM_BERRYJUICE 0x2C
#define ITEM_SACREDASH 0x2D

#define ITEM_SHOALSALT 0x2E
#define ITEM_SHOALSHELL 0x2F
#define ITEM_REDSHARD 0x30
#define ITEM_BLUESHARD 0x31
#define ITEM_YELLOWSHARD 0x32
#define ITEM_GREENSHARD 0x33
#define ITEM_HENTAIMAG 0x34
#define ITEM_NAMETAG 0x35
#define ITEM_HPUP 0x3F

#define ITEM_PROTEIN 0x40
#define ITEM_IRON 0x41
#define ITEM_CARBOS 0x42
#define ITEM_CALCIUM 0x43
#define ITEM_RARECANDY 0x44
#define ITEM_PPUP 0x45
#define ITEM_ZINC 0x46
#define ITEM_PPMAX 0x47
#define ITEM_GUARDSPEC. 0x49

#define ITEM_DIREHIT 0x4A
#define ITEM_XATTACK 0x4B
#define ITEM_XDEFEND 0x4C
#define ITEM_XSPEED 0x4D
#define ITEM_XACCURACY 0x4E
#define ITEM_XSPECIAL 0x4F
#define ITEM_POKEDOLL 0x50
#define ITEM_FLUFFYTAIL 0x51
#define ITEM_SUPERREPEL 0x53

#define ITEM_MAXREPEL 0x54
#define ITEM_ESCAPEROPE 0x55
#define ITEM_REPEL 0x56
#define ITEM_SUNSTONE 0x5D
#define ITEM_MOONSTONE 0x5E
#define ITEM_FIRESTONE 0x5F
#define ITEM_THUNDERSTONE 0x60
#define ITEM_WATERSTONE 0x61
#define ITEM_LEAFSTONE 0x62

#define ITEM_TINYMUSHROOM 0x67
#define ITEM_BIGMUSHROOM 0x68
#define ITEM_PEARL 0x6A
#define ITEM_BIGPEARL 0x6B
#define ITEM_STARDUST 0x6C
#define ITEM_STARPIECE 0x6D
#define ITEM_NUGGET 0x6E
#define ITEM_HEARTSCALE 0x6F
#define ITEM_ORANGEMAIL 0x79

#define ITEM_HARBORMAIL 0x7A
#define ITEM_GLITTERMAIL 0x7B
#define ITEM_MECHMAIL 0x7C
#define ITEM_WOODMAIL 0x7D
#define ITEM_WAVEMAIL 0x7E
#define ITEM_BEADMAIL 0x7F
#define ITEM_SHADOWMAIL 0x80
#define ITEM_TROPICMAIL 0x81
#define ITEM_DREAMMAIL 0x82

#define ITEM_FABMAIL 0x83
#define ITEM_RETROMAIL 0x84
#define ITEM_CHERRY 0x85
#define ITEM_CHESTNUT 0x86
#define ITEM_PEACH 0x87
#define ITEM_RAWSTBERRY 0x88
#define ITEM_ASPEARBERRY 0x89
#define ITEM_LEPPABERRY 0x8A
#define ITEM_ORANGE 0x8B

#define ITEM_PERSIMMON 0x8C
#define ITEM_LUMBERRY 0x8D
#define ITEM_CITRUS 0x8E
#define ITEM_FIGYBERRY 0x8F
#define ITEM_KIWI 0x90
#define ITEM_MANGO 0x91
#define ITEM_AGUAVBERRY 0x92
#define ITEM_PAPAYA 0x93
#define ITEM_RAZZBERRY 0x94

#define ITEM_BLUKBERRY 0x95
#define ITEM_BANANA 0x96
#define ITEM_WEPEARBERRY 0x97
#define ITEM_PINEAPPLE 0x98
#define ITEM_POMEGRANITE 0x99
#define ITEM_KELPSYBERRY 0x9A
#define ITEM_QUALOTBERRY 0x9B
#define ITEM_HONEYDEW 0x9C
#define ITEM_GRAPE 0x9D

#define ITEM_TOMATO 0x9E
#define ITEM_CORNNBERRY 0x9F
#define ITEM_MAGOSTBERRY 0xA0
#define ITEM_RABUTABERRY 0xA1
#define ITEM_LEMON 0xA2
#define ITEM_SPELONBERRY 0xA3
#define ITEM_PAMTREBERRY 0xA4
#define ITEM_WATERMELON 0xA5
#define ITEM_DURINBERRY 0xA6

#define ITEM_BELUEBERRY 0xA7
#define ITEM_LICHEE 0xA8
#define ITEM_GANLONBERRY 0xA9
#define ITEM_SALACBERRY 0xAA
#define ITEM_PETAYABERRY 0xAB
#define ITEM_APRICOT 0xAC
#define ITEM_LANSATBERRY 0xAD
#define ITEM_STARFBERRY 0xAE
#define ITEM_ENIGMABERRY 0xAF

#define ITEM_BRIGHTPOWDER 0xB3
#define ITEM_WHITEHERB 0xB4
#define ITEM_MACHOBRACE 0xB5
#define ITEM_EXP.SHARE 0xB6
#define ITEM_QUICKCLAW 0xB7
#define ITEM_SOOTHEBELL 0xB8
#define ITEM_MENTALHERB 0xB9
#define ITEM_CHOICEBAND 0xBA
#define ITEM_KINGSROCK 0xBB

#define ITEM_SILVERPOWDER 0xBC
#define ITEM_AMULETCOIN 0xBD
#define ITEM_CLEANSETAG 0xBE
#define ITEM_SOULDEW 0xBF
#define ITEM_DEEPSEATOOTH 0xC0
#define ITEM_DEEPSEASCALE 0xC1
#define ITEM_SMOKEBALL 0xC2
#define ITEM_EVERSTONE 0xC3
#define ITEM_FOCUSBAND 0xC4

#define ITEM_LUCKYEGG 0xC5
#define ITEM_SCOPELENS 0xC6
#define ITEM_METALCOAT 0xC7
#define ITEM_LEFTOVERS 0xC8
#define ITEM_DRAGONSCALE 0xC9
#define ITEM_LIGHTBALL 0xCA
#define ITEM_SOFTSAND 0xCB
#define ITEM_HARDSTONE 0xCC
#define ITEM_MIRACLESEED 0xCD

#define ITEM_BLACKGLASSES 0xCE
#define ITEM_BLACKBELT 0xCF
#define ITEM_MAGNET 0xD0
#define ITEM_MYSTICWATER 0xD1
#define ITEM_SHARPBEAK 0xD2
#define ITEM_POISONBARB 0xD3
#define ITEM_NEVERMELTICE 0xD4
#define ITEM_SPELLTAG 0xD5
#define ITEM_TWISTEDSPOON 0xD6

#define ITEM_CHARCOAL 0xD7
#define ITEM_DRAGONFANG 0xD8
#define ITEM_SILKSCARF 0xD9
#define ITEM_UPGRADE 0xDA
#define ITEM_SHELLBELL 0xDB
#define ITEM_SEAINCENSE 0xDC
#define ITEM_LAXINCENSE 0xDD
#define ITEM_LUCKYPUNCH 0xDE
#define ITEM_METALPOWDER 0xDF

#define ITEM_THICKCLUB 0xE0
#define ITEM_STICK 0xE1
#define ITEM_REDSCARF 0xFE
#define ITEM_BLUESCARF 0xFF
#define ITEM_PINKSCARF 0x100
#define ITEM_GREENSCARF 0x101
#define ITEM_YELLOWSCARF 0x102
#define ITEM_SKATEBOARD1 0x103
#define ITEM_COINCASE 0x104

#define ITEM_ITEMFINDER 0x105
#define ITEM_OLDROD 0x106
#define ITEM_GOODROD 0x107
#define ITEM_SUPERROD 0x108
#define ITEM_S.S.TICKET 0x109
#define ITEM_CONTESTPASS 0x10A
#define ITEM_SQUIRTBOTTLE 0x10C
#define ITEM_AMULET 0x10D
#define ITEM_SOOTSACK 0x10E

#define ITEM_BASEMENTKEY 0x10F
#define ITEM_SKATEBOARD2 0x110
#define ITEM_POROKCASE 0x111
#define ITEM_LETTER 0x112
#define ITEM_EONTICKET 0x113
#define ITEM_REDORB 0x114
#define ITEM_BLUEORB 0x115
#define ITEM_SCANNER 0x116
#define ITEM_GOGOGGLES 0x117

#define ITEM_METEORITE 0x118
#define ITEM_RM1KEY 0x119
#define ITEM_RM2KEY 0x11A
#define ITEM_RM4KEY 0x11B
#define ITEM_RM6KEY 0x11C
#define ITEM_STORAGEKEY 0x11D
#define ITEM_ROOTFOSSIL 0x11E
#define ITEM_CLAWFOSSIL 0x11F
#define ITEM_DEVONSCOPE 0x120

#define ITEM_TM01 0x121
#define ITEM_TM02 0x122
#define ITEM_TM03 0x123
#define ITEM_TM04 0x124
#define ITEM_TM05 0x125
#define ITEM_TM06 0x126
#define ITEM_TM07 0x127
#define ITEM_TM08 0x128
#define ITEM_TM09 0x129

#define ITEM_TM10 0x12A
#define ITEM_TM11 0x12B
#define ITEM_TM12 0x12C
#define ITEM_TM13 0x12D
#define ITEM_TM14 0x12E
#define ITEM_TM15 0x12F
#define ITEM_TM16 0x130
#define ITEM_TM17 0x131
#define ITEM_TM18 0x132

#define ITEM_TM19 0x133
#define ITEM_TM20 0x134
#define ITEM_TM21 0x135
#define ITEM_TM22 0x136
#define ITEM_TM23 0x137
#define ITEM_TM24 0x138
#define ITEM_TM25 0x139
#define ITEM_TM26 0x13A
#define ITEM_TM27 0x13B

#define ITEM_TM28 0x13C
#define ITEM_TM29 0x13D
#define ITEM_TM30 0x13E
#define ITEM_TM31 0x13F
#define ITEM_TM32 0x140
#define ITEM_TM33 0x141
#define ITEM_TM34 0x142
#define ITEM_TM35 0x143
#define ITEM_TM36 0x144

#define ITEM_TM37 0x145
#define ITEM_TM38 0x146
#define ITEM_TM39 0x147
#define ITEM_TM40 0x148
#define ITEM_TM41 0x149
#define ITEM_TM42 0x14A
#define ITEM_TM43 0x14B
#define ITEM_TM44 0x14C
#define ITEM_TM45 0x14D

#define ITEM_TM46 0x14E
#define ITEM_TM47 0x14F
#define ITEM_TM48 0x150
#define ITEM_TM49 0x151
#define ITEM_TM50 0x152
#define ITEM_HM01 0x153
#define ITEM_HM02 0x154
#define ITEM_HM03 0x155
#define ITEM_HM04 0x156

#define ITEM_HM05 0x157
#define ITEM_HM06 0x158
#define ITEM_HM07 0x159
#define ITEM_HM08 0x15A
That's a RS items list. Wasn't he asking for a movement's list? A full movements list probably won't be anywhere, but there are some lists, that have the most useful ones.
As a matter of fact hers' one.
Spoiler:
' Specials
0x4A ' Face player
0x4B ' Face against player
0x60 ' Disappear (removes the sprite, but the person can still be interacted with)
0x62 ' "!" pops up
0x63 ' "?" pops up
0x64 ' "X" pops up (vs-seeker cant fight)
0x65 ' "!!" pops up (vs-seeker can fight)
0x66 ' "" pops up

' walking
0x01 ' step Up0
0x02 ' step Left0
0x03 ' step Right0
0x04 ' step Down0
0x08 ' step down1
0x09 ' step up1
0x0A ' step left1
0x0B ' step right1
0x0C ' step down2
0x0D ' step up2
0x0E ' step left2
0x0F ' step right2
0x10 ' step down3
0x11 ' step up3
0x12 ' step left3
0x13 ' step right3
0x1D ' step down4
0x1E ' step up4
0x1F ' step left4
0x20 ' step right4

' jump in place looking where it says
0x52 ' jump0 down
0x53 ' jump0 up
0x54 ' jump0 left
0x55 ' jump0 right

' jump in place looking in the order it says
0x56 ' jump0 down/up
0x57 ' jump0 up/down
0x58 ' jump0 left/right
0x59 ' jump0 right/left

' Jump Direction
0x4E ' jump1 down
0x4F ' jump1 up
0x50 ' jump1 left
0x51 ' jump1 right

0x14 ' jump2 down
0x15 ' jump2 up
0x16 ' jump2 left
0x17 ' jump2 right

0x46 ' jumpLookingLeft1 down
0x47 ' jumpLookingDown1 up (jump backwards)
0x48 ' jumpLookingUp1 left
0x49 ' jumpLookingLeft right (jump backwards)
__________________
Gone.
  #1277   Link to this post, but load the entire thread.  
Old October 27th, 2007 (3:11 AM).
Satoshi Sugimori's Avatar
Satoshi Sugimori Satoshi Sugimori is offline
Hermit
 
Join Date: Dec 2006
Location: Tokyo, Japan
Age: 30
Gender: Male
Nature: Timid
Posts: 860
Quote:
Originally Posted by spenceroone3 View Post
I just happen to have that :)

Spoiler:

#define ITEM_MASTERBALL 0x1
#define ITEM_ULTRABALL 0x2
#define ITEM_GREATBALL 0x3
#define ITEM_POKEBALL 0x4
#define ITEM_SAFARIBALL 0x5
#define ITEM_NETBALL 0x6
#define ITEM_DIVEBALL 0x7
#define ITEM_NESTBALL 0x8
#define ITEM_REPEATBALL 0x9

#define ITEM_TIMERBALL 0xA
#define ITEM_LUXURYBALL 0xB
#define ITEM_PREMIERBALL 0xC
#define ITEM_POTION 0xD
#define ITEM_ANTIDOTE 0xE
#define ITEM_BURNHEAL 0xF
#define ITEM_ICEHEAL 0x10
#define ITEM_AWAKENING 0x11
#define ITEM_PARLYZHEAL 0x12

#define ITEM_FULLRESTORE 0x13
#define ITEM_MAXPOTION 0x14
#define ITEM_HYPERPOTION 0x15
#define ITEM_SUPERPOTION 0x16
#define ITEM_FULLHEAL 0x17
#define ITEM_REVIVE 0x18
#define ITEM_MAXREVIVE 0x19
#define ITEM_FRESHWATER 0x1A
#define ITEM_SODAPOP 0x1B

#define ITEM_LEMONADE 0x1C
#define ITEM_MOOMOOMILK 0x1D
#define ITEM_ENERGYPOWDER 0x1E
#define ITEM_ENERGYROOT 0x1F
#define ITEM_HEALPOWDER 0x20
#define ITEM_REVIVALHERB 0x21
#define ITEM_ETHER 0x22
#define ITEM_MAXETHER 0x23
#define ITEM_ELIXIR 0x24

#define ITEM_MAXELIXIR 0x25
#define ITEM_LAVACOOKIE 0x26
#define ITEM_BLUEFLUTE 0x27
#define ITEM_YELLOWFLUTE 0x28
#define ITEM_REDFLUTE 0x29
#define ITEM_BLACKFLUTE 0x2A
#define ITEM_WHITEFLUTE 0x2B
#define ITEM_BERRYJUICE 0x2C
#define ITEM_SACREDASH 0x2D

#define ITEM_SHOALSALT 0x2E
#define ITEM_SHOALSHELL 0x2F
#define ITEM_REDSHARD 0x30
#define ITEM_BLUESHARD 0x31
#define ITEM_YELLOWSHARD 0x32
#define ITEM_GREENSHARD 0x33
#define ITEM_HENTAIMAG 0x34
#define ITEM_NAMETAG 0x35
#define ITEM_HPUP 0x3F

#define ITEM_PROTEIN 0x40
#define ITEM_IRON 0x41
#define ITEM_CARBOS 0x42
#define ITEM_CALCIUM 0x43
#define ITEM_RARECANDY 0x44
#define ITEM_PPUP 0x45
#define ITEM_ZINC 0x46
#define ITEM_PPMAX 0x47
#define ITEM_GUARDSPEC. 0x49

#define ITEM_DIREHIT 0x4A
#define ITEM_XATTACK 0x4B
#define ITEM_XDEFEND 0x4C
#define ITEM_XSPEED 0x4D
#define ITEM_XACCURACY 0x4E
#define ITEM_XSPECIAL 0x4F
#define ITEM_POKEDOLL 0x50
#define ITEM_FLUFFYTAIL 0x51
#define ITEM_SUPERREPEL 0x53

#define ITEM_MAXREPEL 0x54
#define ITEM_ESCAPEROPE 0x55
#define ITEM_REPEL 0x56
#define ITEM_SUNSTONE 0x5D
#define ITEM_MOONSTONE 0x5E
#define ITEM_FIRESTONE 0x5F
#define ITEM_THUNDERSTONE 0x60
#define ITEM_WATERSTONE 0x61
#define ITEM_LEAFSTONE 0x62

#define ITEM_TINYMUSHROOM 0x67
#define ITEM_BIGMUSHROOM 0x68
#define ITEM_PEARL 0x6A
#define ITEM_BIGPEARL 0x6B
#define ITEM_STARDUST 0x6C
#define ITEM_STARPIECE 0x6D
#define ITEM_NUGGET 0x6E
#define ITEM_HEARTSCALE 0x6F
#define ITEM_ORANGEMAIL 0x79

#define ITEM_HARBORMAIL 0x7A
#define ITEM_GLITTERMAIL 0x7B
#define ITEM_MECHMAIL 0x7C
#define ITEM_WOODMAIL 0x7D
#define ITEM_WAVEMAIL 0x7E
#define ITEM_BEADMAIL 0x7F
#define ITEM_SHADOWMAIL 0x80
#define ITEM_TROPICMAIL 0x81
#define ITEM_DREAMMAIL 0x82

#define ITEM_FABMAIL 0x83
#define ITEM_RETROMAIL 0x84
#define ITEM_CHERRY 0x85
#define ITEM_CHESTNUT 0x86
#define ITEM_PEACH 0x87
#define ITEM_RAWSTBERRY 0x88
#define ITEM_ASPEARBERRY 0x89
#define ITEM_LEPPABERRY 0x8A
#define ITEM_ORANGE 0x8B

#define ITEM_PERSIMMON 0x8C
#define ITEM_LUMBERRY 0x8D
#define ITEM_CITRUS 0x8E
#define ITEM_FIGYBERRY 0x8F
#define ITEM_KIWI 0x90
#define ITEM_MANGO 0x91
#define ITEM_AGUAVBERRY 0x92
#define ITEM_PAPAYA 0x93
#define ITEM_RAZZBERRY 0x94

#define ITEM_BLUKBERRY 0x95
#define ITEM_BANANA 0x96
#define ITEM_WEPEARBERRY 0x97
#define ITEM_PINEAPPLE 0x98
#define ITEM_POMEGRANITE 0x99
#define ITEM_KELPSYBERRY 0x9A
#define ITEM_QUALOTBERRY 0x9B
#define ITEM_HONEYDEW 0x9C
#define ITEM_GRAPE 0x9D

#define ITEM_TOMATO 0x9E
#define ITEM_CORNNBERRY 0x9F
#define ITEM_MAGOSTBERRY 0xA0
#define ITEM_RABUTABERRY 0xA1
#define ITEM_LEMON 0xA2
#define ITEM_SPELONBERRY 0xA3
#define ITEM_PAMTREBERRY 0xA4
#define ITEM_WATERMELON 0xA5
#define ITEM_DURINBERRY 0xA6

#define ITEM_BELUEBERRY 0xA7
#define ITEM_LICHEE 0xA8
#define ITEM_GANLONBERRY 0xA9
#define ITEM_SALACBERRY 0xAA
#define ITEM_PETAYABERRY 0xAB
#define ITEM_APRICOT 0xAC
#define ITEM_LANSATBERRY 0xAD
#define ITEM_STARFBERRY 0xAE
#define ITEM_ENIGMABERRY 0xAF

#define ITEM_BRIGHTPOWDER 0xB3
#define ITEM_WHITEHERB 0xB4
#define ITEM_MACHOBRACE 0xB5
#define ITEM_EXP.SHARE 0xB6
#define ITEM_QUICKCLAW 0xB7
#define ITEM_SOOTHEBELL 0xB8
#define ITEM_MENTALHERB 0xB9
#define ITEM_CHOICEBAND 0xBA
#define ITEM_KINGSROCK 0xBB

#define ITEM_SILVERPOWDER 0xBC
#define ITEM_AMULETCOIN 0xBD
#define ITEM_CLEANSETAG 0xBE
#define ITEM_SOULDEW 0xBF
#define ITEM_DEEPSEATOOTH 0xC0
#define ITEM_DEEPSEASCALE 0xC1
#define ITEM_SMOKEBALL 0xC2
#define ITEM_EVERSTONE 0xC3
#define ITEM_FOCUSBAND 0xC4

#define ITEM_LUCKYEGG 0xC5
#define ITEM_SCOPELENS 0xC6
#define ITEM_METALCOAT 0xC7
#define ITEM_LEFTOVERS 0xC8
#define ITEM_DRAGONSCALE 0xC9
#define ITEM_LIGHTBALL 0xCA
#define ITEM_SOFTSAND 0xCB
#define ITEM_HARDSTONE 0xCC
#define ITEM_MIRACLESEED 0xCD

#define ITEM_BLACKGLASSES 0xCE
#define ITEM_BLACKBELT 0xCF
#define ITEM_MAGNET 0xD0
#define ITEM_MYSTICWATER 0xD1
#define ITEM_SHARPBEAK 0xD2
#define ITEM_POISONBARB 0xD3
#define ITEM_NEVERMELTICE 0xD4
#define ITEM_SPELLTAG 0xD5
#define ITEM_TWISTEDSPOON 0xD6

#define ITEM_CHARCOAL 0xD7
#define ITEM_DRAGONFANG 0xD8
#define ITEM_SILKSCARF 0xD9
#define ITEM_UPGRADE 0xDA
#define ITEM_SHELLBELL 0xDB
#define ITEM_SEAINCENSE 0xDC
#define ITEM_LAXINCENSE 0xDD
#define ITEM_LUCKYPUNCH 0xDE
#define ITEM_METALPOWDER 0xDF

#define ITEM_THICKCLUB 0xE0
#define ITEM_STICK 0xE1
#define ITEM_REDSCARF 0xFE
#define ITEM_BLUESCARF 0xFF
#define ITEM_PINKSCARF 0x100
#define ITEM_GREENSCARF 0x101
#define ITEM_YELLOWSCARF 0x102
#define ITEM_SKATEBOARD1 0x103
#define ITEM_COINCASE 0x104

#define ITEM_ITEMFINDER 0x105
#define ITEM_OLDROD 0x106
#define ITEM_GOODROD 0x107
#define ITEM_SUPERROD 0x108
#define ITEM_S.S.TICKET 0x109
#define ITEM_CONTESTPASS 0x10A
#define ITEM_SQUIRTBOTTLE 0x10C
#define ITEM_AMULET 0x10D
#define ITEM_SOOTSACK 0x10E

#define ITEM_BASEMENTKEY 0x10F
#define ITEM_SKATEBOARD2 0x110
#define ITEM_POROKCASE 0x111
#define ITEM_LETTER 0x112
#define ITEM_EONTICKET 0x113
#define ITEM_REDORB 0x114
#define ITEM_BLUEORB 0x115
#define ITEM_SCANNER 0x116
#define ITEM_GOGOGGLES 0x117

#define ITEM_METEORITE 0x118
#define ITEM_RM1KEY 0x119
#define ITEM_RM2KEY 0x11A
#define ITEM_RM4KEY 0x11B
#define ITEM_RM6KEY 0x11C
#define ITEM_STORAGEKEY 0x11D
#define ITEM_ROOTFOSSIL 0x11E
#define ITEM_CLAWFOSSIL 0x11F
#define ITEM_DEVONSCOPE 0x120

#define ITEM_TM01 0x121
#define ITEM_TM02 0x122
#define ITEM_TM03 0x123
#define ITEM_TM04 0x124
#define ITEM_TM05 0x125
#define ITEM_TM06 0x126
#define ITEM_TM07 0x127
#define ITEM_TM08 0x128
#define ITEM_TM09 0x129

#define ITEM_TM10 0x12A
#define ITEM_TM11 0x12B
#define ITEM_TM12 0x12C
#define ITEM_TM13 0x12D
#define ITEM_TM14 0x12E
#define ITEM_TM15 0x12F
#define ITEM_TM16 0x130
#define ITEM_TM17 0x131
#define ITEM_TM18 0x132

#define ITEM_TM19 0x133
#define ITEM_TM20 0x134
#define ITEM_TM21 0x135
#define ITEM_TM22 0x136
#define ITEM_TM23 0x137
#define ITEM_TM24 0x138
#define ITEM_TM25 0x139
#define ITEM_TM26 0x13A
#define ITEM_TM27 0x13B

#define ITEM_TM28 0x13C
#define ITEM_TM29 0x13D
#define ITEM_TM30 0x13E
#define ITEM_TM31 0x13F
#define ITEM_TM32 0x140
#define ITEM_TM33 0x141
#define ITEM_TM34 0x142
#define ITEM_TM35 0x143
#define ITEM_TM36 0x144

#define ITEM_TM37 0x145
#define ITEM_TM38 0x146
#define ITEM_TM39 0x147
#define ITEM_TM40 0x148
#define ITEM_TM41 0x149
#define ITEM_TM42 0x14A
#define ITEM_TM43 0x14B
#define ITEM_TM44 0x14C
#define ITEM_TM45 0x14D

#define ITEM_TM46 0x14E
#define ITEM_TM47 0x14F
#define ITEM_TM48 0x150
#define ITEM_TM49 0x151
#define ITEM_TM50 0x152
#define ITEM_HM01 0x153
#define ITEM_HM02 0x154
#define ITEM_HM03 0x155
#define ITEM_HM04 0x156

#define ITEM_HM05 0x157
#define ITEM_HM06 0x158
#define ITEM_HM07 0x159
#define ITEM_HM08 0x15A
Uhmmm..sorry that are the items...
I need the movements..XD
But still nice...:)

Quote:
Originally Posted by thethethethe View Post
That's a RS items list. Wasn't he asking for a movement's list? A full movements list probably won't be anywhere, but there are some lists, that have the most useful ones.
As a matter of fact hers' one.
Spoiler:
' Specials
0x4A ' Face player
0x4B ' Face against player
0x60 ' Disappear (removes the sprite, but the person can still be interacted with)
0x62 ' "!" pops up
0x63 ' "?" pops up
0x64 ' "X" pops up (vs-seeker cant fight)
0x65 ' "!!" pops up (vs-seeker can fight)
0x66 ' "" pops up

' walking
0x01 ' step Up0
0x02 ' step Left0
0x03 ' step Right0
0x04 ' step Down0
0x08 ' step down1
0x09 ' step up1
0x0A ' step left1
0x0B ' step right1
0x0C ' step down2
0x0D ' step up2
0x0E ' step left2
0x0F ' step right2
0x10 ' step down3
0x11 ' step up3
0x12 ' step left3
0x13 ' step right3
0x1D ' step down4
0x1E ' step up4
0x1F ' step left4
0x20 ' step right4

' jump in place looking where it says
0x52 ' jump0 down
0x53 ' jump0 up
0x54 ' jump0 left
0x55 ' jump0 right

' jump in place looking in the order it says
0x56 ' jump0 down/up
0x57 ' jump0 up/down
0x58 ' jump0 left/right
0x59 ' jump0 right/left

' Jump Direction
0x4E ' jump1 down
0x4F ' jump1 up
0x50 ' jump1 left
0x51 ' jump1 right

0x14 ' jump2 down
0x15 ' jump2 up
0x16 ' jump2 left
0x17 ' jump2 right

0x46 ' jumpLookingLeft1 down
0x47 ' jumpLookingDown1 up (jump backwards)
0x48 ' jumpLookingUp1 left
0x49 ' jumpLookingLeft right (jump backwards)
Wow nice thethethethe..:D
Thanks..:)
__________________
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Old October 27th, 2007 (7:25 AM).
Ooka's Avatar
Ooka Ooka is offline
Cosmic
 
Join Date: Aug 2007
Location: Challenging The E4
Age: 30
Nature: Relaxed
Posts: 2,621
Alright, thanks, but the Pokeball still doesn't dissapear.
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Old October 27th, 2007 (11:29 AM).
Satoshi Sugimori's Avatar
Satoshi Sugimori Satoshi Sugimori is offline
Hermit
 
Join Date: Dec 2006
Location: Tokyo, Japan
Age: 30
Gender: Male
Nature: Timid
Posts: 860
Could someone make my ScriptED scripts PokeScript scripts?
Spoiler:

#org 0x999000
message 0x999100
boxset 0x5
compare LASTRESULT 0x1
if 0x1 goto 0x999200
message 0x999300
boxset 0x6
release
end

#org 0x999200
message 0x999400
boxset 0x6
release
end

#org 0x999100
= Hello it's nice here isn't it?

#org 0x999300
= Humpf...\n If you think so.

#org 0x999400
= Ofcourse! \n the peacefull silence is great!

Spoiler:

#org 0x994000
checkflag 0x1000
if 0x1 jump 0x000000
applymovement 0x02 0x994100
pause 0x20
applymovement 0xFF 0x994300
applymovement 0x02 0x994300
pause 0x230
message 0x994200
boxset 0x6
setflag 0x1000
release
end

#org 0x000000
release
end

#org 0x994100
#raw 0x62
#raw 0xFE

#org 0x994300
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x11
#raw 0xFE

#org 0x994200
= Hey there you are \v\h01!\nI was waiting for you.\pcome and follow me to my LAB.

Spoiler:

#org 0x998000
message 0x998100
boxset 0x2
end

#org 0x998100
= Welcome to Silensfull Town! \n It's the most peacefull
\p town in the world!
__________________
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Old October 27th, 2007 (12:07 PM).
Juan Juan is offline
Brazilian with a bad English
 
Join Date: Jun 2007
Location: Pindamonhangaba - SP
Age: 32
Nature: Adamant
Posts: 92
Oi! I made one script, that he verifies if the personage is man or woman, I will be myself man, I appear a personage to fight, will be myself woman, appear another one. But always that clico I in Compiling, of the o error "overflow". Somebody can see where is the error?
Spoiler:
#org 0xFFFCAC
checkflag 0x3FE
if 0x0 jump 0xFFFCE4
release
end

#org 0xFFFCE4
checkgender
compare LASTRESULT 0x1
if 0x0 goto 0xFFFD1C
checkgender
compare LASTRESULT 0x1
if 0x1 goto 0xFFFDD4
release
end

#org 0xFFFD1C
lock
faceplayer
msgbox 0x2914A9
callstd 0x6
fanfare 0x13E
nop
nop
applymovement 0x17 0x1E39AB
pausemove 0x20
trainerbattle 0x211 0x1C6D84 0x1E39AB
msgbox 0x1E40CF
callstd 0x6
setflag 0x3FE
setflag 0x801
warp 0x1 0x4 0x1
release
end

#org 0xFFFDD4
lock
faceplayer
msgbox 0x2914A9
callstd 0x6
fanfare 0x13E
nop
nop
applymovement 0x16 0x1E39AB
pausemove 0x20
trainerbattle 0x208 0x1C6D84 0x1E39AB
msgbox 0x1E40CF
callstd 0x6
setflag 0x3FE
setflag 0x801
warp 0x1 0x4 0x1
release
end


#org 0x2914A9
=Olá \v\h01\nComo está?\pEstava te procurando\npara te entregar isto\pÉ uma Pokeagenda,\nserve para ver os dados\pdos POKEMON!\p\v\h01 recebeu uma \c\h01ÁPOKEDEX

#org 0x1C6D84
= v\h01 estava esperando\npara lutar com você!

#org 0x1E39AB
=Meus parabéns

#org 0x1E40CF
=Parabéns, você me venceu\ntenho que treinar mais\p\c\h01ÇBirchi: \cÀ\h00Foi uma\nótima luta,\pvamos ao meu laboratório.

#org 0x1E39AB
#raw 06
#raw 06
#raw 06
#raw 06
#raw 06
#raw 06
#raw 06
#raw 06
#raw 06
#raw 06
#raw 06
#raw 06
#raw 06
#raw 06
#raw FE

This is 3º script that I make today, and 1º that does not function... I go to show the 2 scripts that I made and had functioned.
PS:I'sorry for my English, I am using an automatic translator.

Spoiler:
'-----------------------
#org 0xFFFEFC
checkflag 0x3FC
if 0x0 call 0xFFFF6C
release
end

'-----------------------
#org 0xFFFF6C
lock
faceplayer
setflag 0x3FC
msgbox 0x82913B4 '"Olá!\pVocê é um trei..."
callstd 0x6
fanfare 0x13E
copyvarifnotzero 0x8000 0xD
copyvarifnotzero 0x8001 0x1
callstd 0x0
msgbox 0x81C6D77 '"Até em breve!..."
callstd 0x6
applymovement 0x5 0x80000BE
pause 0x10
release
end


'---------
' Strings
'---------
#org 0x2913B4
= Olá!\pVocê é um treinador(a) POKEMON?\pQue legal!\pSou a enfermeira Joy,\pcaso algum de seus POKEMON\n se sentirem fracos,\pleve-os ao Centro POKEMON\n mais próximo!\pVeja as horas, tenho que ir.\pAqui, fique com este presente!\p\c\h01Ç \v\h01 recebeu um Potion.
#org 0x1C6D77
= Até em breve!

#org 0x0000BE
#raw 1
#raw 54
#raw 5
#raw 5
#raw FE

Spoiler:
#org 0x1C6ECC
checkflag 0x10A
if 0x0 call 0x1C6E7C
release
end

'-----------------------
#org 0x1C6E7C
lock
faceplayer
setflag 0x800
setflag 0x10A
applymovement 0x5 0x81C6F20
pause 0x10
msgbox 0x8FFFBB4 '"Espere, näo ..."
callstd 0x6
fanfare 0x13E
givepokemon 0x178 0x5 0x0
nop
nop
release
end


'---------
' Strings
'---------
#org 0xFFFBB4
= Espere, näo vá ainda!\pÉ perigoso sair sem um POKEMON,\pPegue este,\pfoi o professor quem me deu,\pe disse que era para te entregar\pAgora vá,\pmas tome cuidado, pois estäo\pocorrendo muitos terremotos\ppor causa da maldissäo\ndo Suicune.

#org 0x1C6F20
#raw 56
#raw 9 'Up2
#raw B 'Right2
#raw B 'Right2
#raw B 'Right2
#raw B 'Right2
#raw B 'Right2
#raw B 'Right2
#raw 1 'Up0
#raw FE 'Exit
__________________
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Old October 27th, 2007 (2:41 PM).
cooley's Avatar
cooley cooley is offline
///Keepin' it simple
 
Join Date: Feb 2007
Location: United States
Age: 28
Gender: Male
Nature: Impish
Posts: 1,148
Quote:
Originally Posted by thethethethe View Post
That's a RS items list. Wasn't he asking for a movement's list? A full movements list probably won't be anywhere, but there are some lists, that have the most useful ones.
As a matter of fact hers' one.
Spoiler:
' Specials
0x4A ' Face player
0x4B ' Face against player
0x60 ' Disappear (removes the sprite, but the person can still be interacted with)
0x62 ' "!" pops up
0x63 ' "?" pops up
0x64 ' "X" pops up (vs-seeker cant fight)
0x65 ' "!!" pops up (vs-seeker can fight)
0x66 ' "" pops up

' walking
0x01 ' step Up0
0x02 ' step Left0
0x03 ' step Right0
0x04 ' step Down0
0x08 ' step down1
0x09 ' step up1
0x0A ' step left1
0x0B ' step right1
0x0C ' step down2
0x0D ' step up2
0x0E ' step left2
0x0F ' step right2
0x10 ' step down3
0x11 ' step up3
0x12 ' step left3
0x13 ' step right3
0x1D ' step down4
0x1E ' step up4
0x1F ' step left4
0x20 ' step right4

' jump in place looking where it says
0x52 ' jump0 down
0x53 ' jump0 up
0x54 ' jump0 left
0x55 ' jump0 right

' jump in place looking in the order it says
0x56 ' jump0 down/up
0x57 ' jump0 up/down
0x58 ' jump0 left/right
0x59 ' jump0 right/left

' Jump Direction
0x4E ' jump1 down
0x4F ' jump1 up
0x50 ' jump1 left
0x51 ' jump1 right

0x14 ' jump2 down
0x15 ' jump2 up
0x16 ' jump2 left
0x17 ' jump2 right

0x46 ' jumpLookingLeft1 down
0x47 ' jumpLookingDown1 up (jump backwards)
0x48 ' jumpLookingUp1 left
0x49 ' jumpLookingLeft right (jump backwards)
That is kinda hard to understand. Try these from Dobonstew's site.
Spoiler:

Movement Hex Code
Face Down 0x00
Face Up 0x01
Face Left 0x02
Face Right 0x03
Step Down (Very Slow) 0x08
Step Up (Very Slow) 0x09
Step Left (Very Slow) 0x0A
Step Right (Very Slow) 0x0B
Step Down (Slow) 0x0C
Step Up (Slow) 0x0D
Step Left (Slow) 0x0E
Step Right (Slow) 0x0F
Step Down (Normal) 0x10
Step Up (Normal) 0x11
Step Left (Normal) 0x12
Step Right (Normal) 0x13
Jump Down 2 Squares 0x14
Jump Up 2 Squares 0x15
Jump Left 2 Squares 0x16
Jump Right 2 Squares 0x17
Step Down (Fast) 0x1D
Step Up (Fast) 0x1E
Step Left (Fast) 0x1F
Step Right (Fast) 0x20
Step on the Spot Down 0x21
Step on the Spot Up 0x22
Step on the Spot Left 0x23
Step on the Spot Right 0x24
Step on the Spot Down (Fast) 0x25
Step on the Spot Up (Fast) 0x26
Step on the Spot Left (Fast) 0x27
Step on the Spot Right (Fast) 0x28
Step on the Spot Down (Very Fast) 0x29
Step on the Spot Up (Very Fast) 0x2A
Step on the Spot Left (Very Fast) 0x2B
Step on the Spot Right (Very Fast) 0x2C
Face Down (Non-Instant) 0x2D
Face Up (Non-Instant) 0x2E
Face Left (Non-Instant) 0x2F
Face Right (Non-Instant) 0x30
Slide Down 0x31
Slide Up 0x32
Slide Left 0x33
Slide Right 0x34
Slide Down On Right Foot 0x3D
Slide Up On Right Foot 0x3E
Slide Left On Right Foot 0x3F
Slide Right On Right Foot 0x40
Slide Down On Left Foot 0x41
Slide Up On Left Foot 0x42
Slide Left On Left Foot 0x43
Slide Right On Left Foot 0x44
Face Player 0x4A
Face Away from Player 0x4B
Jump Down 1 Square 0x4E
Jump Up 1 Square 0x4F
Jump Left 1 Square 0x50
Jump Right 1 Square 0x51
Jump in Place (Facing Down) 0x52
Jump in Place (Facing Up) 0x53
Jump in Place (Facing Left) 0x54
Jump in Place (Facing Right) 0x55
Jump in Place (Facing Down->Up) 0x56
Jump in Place (Facing Up->Down) 0x57
Jump in Place (Facing Left->Right) 0x58
Jump in Place (Facing Right->Left) 0x59
Disappear 0x60
Reappear 0x61
"!" box popup 0x62
"?" box popup 0x63
"X" box popup 0x64
"!!" box popup 0x65
"^_^" box popup 0x66
End Movement Sequence 0xFE
0x67 does nothing, 0x68-0xFD = freeze



Quote:
Originally Posted by Poke-Roy View Post
Could someone make my ScriptED scripts PokeScript scripts?
Spoiler:

#org 0x999000
message 0x999100
boxset 0x5
compare LASTRESULT 0x1
if 0x1 goto 0x999200
message 0x999300
boxset 0x6
release
end

#org 0x999200
message 0x999400
boxset 0x6
release
end

#org 0x999100
= Hello it's nice here isn't it?

#org 0x999300
= Humpf...\n If you think so.

#org 0x999400
= Ofcourse! \n the peacefull silence is great!

Spoiler:

#org 0x994000
checkflag 0x1000
if 0x1 jump 0x000000
applymovement 0x02 0x994100
pause 0x20
applymovement 0xFF 0x994300
applymovement 0x02 0x994300
pause 0x230
message 0x994200
boxset 0x6
setflag 0x1000
release
end

#org 0x000000
release
end

#org 0x994100
#raw 0x62
#raw 0xFE

#org 0x994300
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x11
#raw 0xFE

#org 0x994200
= Hey there you are \v\h01!\nI was waiting for you.\pcome and follow me to my LAB.

Spoiler:

#org 0x998000
message 0x998100
boxset 0x2
end

#org 0x998100
= Welcome to Silensfull Town! \n It's the most peacefull
\p town in the world!
There is no specific pokescript script, you can compile that into pokescript
and it will work. But the purpose of it was so that you can

input any offset you want, like: #org $800000, can be #org $whatever
-cooley
__________________

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Old October 27th, 2007 (3:09 PM).
Satoshi Sugimori's Avatar
Satoshi Sugimori Satoshi Sugimori is offline
Hermit
 
Join Date: Dec 2006
Location: Tokyo, Japan
Age: 30
Gender: Male
Nature: Timid
Posts: 860
Quote:
Originally Posted by cooley View Post
That is kinda hard to understand. Try these from Dobonstew's site.
Spoiler:

Movement Hex Code
Face Down 0x00
Face Up 0x01
Face Left 0x02
Face Right 0x03
Step Down (Very Slow) 0x08
Step Up (Very Slow) 0x09
Step Left (Very Slow) 0x0A
Step Right (Very Slow) 0x0B
Step Down (Slow) 0x0C
Step Up (Slow) 0x0D
Step Left (Slow) 0x0E
Step Right (Slow) 0x0F
Step Down (Normal) 0x10
Step Up (Normal) 0x11
Step Left (Normal) 0x12
Step Right (Normal) 0x13
Jump Down 2 Squares 0x14
Jump Up 2 Squares 0x15
Jump Left 2 Squares 0x16
Jump Right 2 Squares 0x17
Step Down (Fast) 0x1D
Step Up (Fast) 0x1E
Step Left (Fast) 0x1F
Step Right (Fast) 0x20
Step on the Spot Down 0x21
Step on the Spot Up 0x22
Step on the Spot Left 0x23
Step on the Spot Right 0x24
Step on the Spot Down (Fast) 0x25
Step on the Spot Up (Fast) 0x26
Step on the Spot Left (Fast) 0x27
Step on the Spot Right (Fast) 0x28
Step on the Spot Down (Very Fast) 0x29
Step on the Spot Up (Very Fast) 0x2A
Step on the Spot Left (Very Fast) 0x2B
Step on the Spot Right (Very Fast) 0x2C
Face Down (Non-Instant) 0x2D
Face Up (Non-Instant) 0x2E
Face Left (Non-Instant) 0x2F
Face Right (Non-Instant) 0x30
Slide Down 0x31
Slide Up 0x32
Slide Left 0x33
Slide Right 0x34
Slide Down On Right Foot 0x3D
Slide Up On Right Foot 0x3E
Slide Left On Right Foot 0x3F
Slide Right On Right Foot 0x40
Slide Down On Left Foot 0x41
Slide Up On Left Foot 0x42
Slide Left On Left Foot 0x43
Slide Right On Left Foot 0x44
Face Player 0x4A
Face Away from Player 0x4B
Jump Down 1 Square 0x4E
Jump Up 1 Square 0x4F
Jump Left 1 Square 0x50
Jump Right 1 Square 0x51
Jump in Place (Facing Down) 0x52
Jump in Place (Facing Up) 0x53
Jump in Place (Facing Left) 0x54
Jump in Place (Facing Right) 0x55
Jump in Place (Facing Down->Up) 0x56
Jump in Place (Facing Up->Down) 0x57
Jump in Place (Facing Left->Right) 0x58
Jump in Place (Facing Right->Left) 0x59
Disappear 0x60
Reappear 0x61
"!" box popup 0x62
"?" box popup 0x63
"X" box popup 0x64
"!!" box popup 0x65
"^_^" box popup 0x66
End Movement Sequence 0xFE
0x67 does nothing, 0x68-0xFD = freeze




There is no specific pokescript script, you can compile that into pokescript
and it will work. But the purpose of it was so that you can

input any offset you want, like: #org $800000, can be #org $whatever
-cooley
Really? cool now I know that itll be much easier..:D
Thanks..:)
__________________
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Old October 27th, 2007 (3:13 PM).
spenceroone3's Avatar
spenceroone3 spenceroone3 is offline
<he eats lots of burgers.
 
Join Date: Aug 2007
Location: In your closet
Gender:
Nature: Hasty
Posts: 215
Huh? Oops!! I didn't mean to get the items, I thought I got the movements, and I obviously didn't notice!

Aaah well. Is anyone here in need of a tutorial to make field moves? I can make them thanks to Dabomastew (I think that is his name...)
__________________
<wtf? A lugi-oh?
<What the hell did you do to my Arceus?
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Old October 27th, 2007 (3:22 PM).
cooley's Avatar
cooley cooley is offline
///Keepin' it simple
 
Join Date: Feb 2007
Location: United States
Age: 28
Gender: Male
Nature: Impish
Posts: 1,148
Quote:
Originally Posted by thethethethe View Post
That's a RS items list. Wasn't he asking for a movement's list? A full movements list probably won't be anywhere, but there are some lists, that have the most useful ones.
As a matter of fact hers' one.
Spoiler:
' Specials
0x4A ' Face player
0x4B ' Face against player
0x60 ' Disappear (removes the sprite, but the person can still be interacted with)
0x62 ' "!" pops up
0x63 ' "?" pops up
0x64 ' "X" pops up (vs-seeker cant fight)
0x65 ' "!!" pops up (vs-seeker can fight)
0x66 ' "" pops up

' walking
0x01 ' step Up0
0x02 ' step Left0
0x03 ' step Right0
0x04 ' step Down0
0x08 ' step down1
0x09 ' step up1
0x0A ' step left1
0x0B ' step right1
0x0C ' step down2
0x0D ' step up2
0x0E ' step left2
0x0F ' step right2
0x10 ' step down3
0x11 ' step up3
0x12 ' step left3
0x13 ' step right3
0x1D ' step down4
0x1E ' step up4
0x1F ' step left4
0x20 ' step right4

' jump in place looking where it says
0x52 ' jump0 down
0x53 ' jump0 up
0x54 ' jump0 left
0x55 ' jump0 right

' jump in place looking in the order it says
0x56 ' jump0 down/up
0x57 ' jump0 up/down
0x58 ' jump0 left/right
0x59 ' jump0 right/left

' Jump Direction
0x4E ' jump1 down
0x4F ' jump1 up
0x50 ' jump1 left
0x51 ' jump1 right

0x14 ' jump2 down
0x15 ' jump2 up
0x16 ' jump2 left
0x17 ' jump2 right

0x46 ' jumpLookingLeft1 down
0x47 ' jumpLookingDown1 up (jump backwards)
0x48 ' jumpLookingUp1 left
0x49 ' jumpLookingLeft right (jump backwards)
Quote:
Originally Posted by Poke-Roy View Post
Could someone make my ScriptED scripts PokeScript scripts?
Spoiler:

#org 0x999000
message 0x999100
boxset 0x5
compare LASTRESULT 0x1
if 0x1 goto 0x999200
message 0x999300
boxset 0x6
release
end

#org 0x999200
message 0x999400
boxset 0x6
release
end

#org 0x999100
= Hello it's nice here isn't it?

#org 0x999300
= Humpf...\n If you think so.

#org 0x999400
= Ofcourse! \n the peacefull silence is great!

Spoiler:

#org 0x994000
checkflag 0x1000
if 0x1 jump 0x000000
applymovement 0x02 0x994100
pause 0x20
applymovement 0xFF 0x994300
applymovement 0x02 0x994300
pause 0x230
message 0x994200
boxset 0x6
setflag 0x1000
release
end

#org 0x000000
release
end

#org 0x994100
#raw 0x62
#raw 0xFE

#org 0x994300
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x11
#raw 0xFE

#org 0x994200
= Hey there you are \v\h01!\nI was waiting for you.\pcome and follow me to my LAB.

Spoiler:

#org 0x998000
message 0x998100
boxset 0x2
end

#org 0x998100
= Welcome to Silensfull Town! \n It's the most peacefull
\p town in the world!
Quote:
Originally Posted by spenceroone3 View Post
Huh? Oops!! I didn't mean to get the items, I thought I got the movements, and I obviously didn't notice!

Aaah well. Is anyone here in need of a tutorial to make field moves? I can make them thanks to Dabomastew (I think that is his name...)
I think you'd better get his permission first. I know his tutorial on ncraze.
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Old October 27th, 2007 (3:39 PM).
spenceroone3's Avatar
spenceroone3 spenceroone3 is offline
<he eats lots of burgers.
 
Join Date: Aug 2007
Location: In your closet
Gender:
Nature: Hasty
Posts: 215
No, I mean like... Type it up myself, and stuff. I'm not using his tut. His tut taught me how, and I'm going to write it up myself. ;)
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<wtf? A lugi-oh?
<What the hell did you do to my Arceus?
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Old October 27th, 2007 (7:13 PM). Edited October 27th, 2007 by cooley.
cooley's Avatar
cooley cooley is offline
///Keepin' it simple
 
Join Date: Feb 2007
Location: United States
Age: 28
Gender: Male
Nature: Impish
Posts: 1,148
Someone Give me the format for a Remove sprite command.

What is wrong with this script?

Code:
#org $start
checkflag 0x10A
if b_true goto $lh
message $mag
$mag 1 = Magnificent!\pThe size of this Blatoise\nis intruiging!
boxset 6
applymovement 0x02 $move
pausmove 0x0
message $ex
$ex 1 = Extrordinary, This is definately\nan Undertaking in history!\lI have to take this to my lab.
boxset 6
applymovement 0x02 $oak
pausemove 0x0
message $hello
$hello 1 = Oh, hello.\pI'm Prof.Oak\nAnd you are?\p\v\h01, Great!
boxset 6
fadescreen 1
MOVESPRITE 2 37 8
applymovement 0x6 $dis
pausemove 0x0
setflag 0x10A
release
end

#org $lh
release
end

$move 1 ; 0x20 0x11 0x02 0x10 0x12 0x12 0x11 0x03 0x10 0x13 0x01 0xFE
$oak 1 ; 0x0C 0x62 0xFE 
$dis 1 ; 0x60 0xFE
Freezes, and Everyting after $oak Freezes/doesn't work.
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Old October 27th, 2007 (7:41 PM).
Geeked's Avatar
Geeked Geeked is offline
Pokemon Crimson Version
 
Join Date: Jun 2007
Age: 29
Gender: Male
Nature: Adamant
Posts: 352
Hey im trying to do a script where my sprite takes you to his house then gives you a choice of 2 pokemon but ii dont know how to start it off also i want to place this script outside of the lab just out side his door but i dont wont it to happen untill you recieved the national dex from the prof. and also only happens one time.


I think this is how it would look
Code:
#org $begin
checkflag 0x828
if B_false goto $done
message $talk
applymovement $takehome
end

#org $done
release
end

#org $takehome
applymovement #binary ; 0x13 0x13 0x13 0x13
relase 
end

#org $talk
$talk 1 =Come with me v\h01\
I want you to follow him.
help please
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Coming soon I guess?
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Old October 28th, 2007 (7:48 AM).
tImE's Avatar
tImE tImE is offline
It's still me, 44tim44 ;)
 
Join Date: Mar 2007
Location: Somewhere in Scandinavia...
Nature: Relaxed
Posts: 673
I have a Problem with this script:

Quote:
#org $Start
Lock
Faceplayer
setflag 0x332
setflag 0x333
checkflag 0x332
if b_True gosub $Nottalked
checkflag 0x333
if b_true gosub $Talkedonce
cry 248
end

#org $Nottalked
applymovement 0x0A $utropstecknet1
pausemove 0
return

#org $Talkedonce
applymovement 0x0A $runaway
pausemove 0
return

#org $runaway
#Binary 0x05 0x05 0x05 0x05 0x05 0x05 0x05

#org $utropstecknet1
#Binary 0x56 0x00 0x46
Why cant I get this script working?

The first moving works (turnig around, show [!] and jump)
but then the game freezes ...WHAT IS WRONG ?
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Old October 28th, 2007 (8:58 AM).
Juan Juan is offline
Brazilian with a bad English
 
Join Date: Jun 2007
Location: Pindamonhangaba - SP
Age: 32
Nature: Adamant
Posts: 92
I made other script, but it is dont function
Spoiler:
#include "std.rbh"
#org 0XFFFFFF
checkflag 0x200
if 0X0 goto 0X100001B
release
end

#org 0x100001B
ock
faceplayer
applymovement 0x9 0x10000F4
pause 0x10
applymovement 0xFF 0x10000FA
pause 0x10
msgbox 0x1000102
callstd 0x6
playsound 0x13B
#raw 0x33
applymovement 0x9 0x100020C
applymovement 0xFF 0x100020C
pause 0x50
msgbox 0x801000232
callstd 0x6
applymovement 0x9 0x1000298
applymovement 0xFF 0x1000298
pause 0x50
msgbox 0x801000378
callstd 0x6
applymovement 0x9 0x1000458
applymovement 0xFF 0x1000458
pause 0x50
msgbox 0x8010004C8
callstd 0x6
applymovement 0x9 0x1000554
applymovement 0xFF 0x1000554
pause 0x70
msgbox 0x10005C4
callstd 0x6
fadesound
applymovement 0x9 0x1000634
pause 0x50
release
end

#org 0x01000102
= Olá!\n Você é um trainador novato\pnäo é mesmo?\pVou te mostrar a cidade.\pVenha comigo!

#org 0x01000232
= Esta aqui é minha casa :)

#org 0x01000232
= A esquerda fica o Mart.\l Compre poçöes e outros\n itens lá.

#org 0x01000378
= Acima fica o Centro Pokemon.\lVocê pode fazer seus \n pokemon discansarem aí.\lTambém pode fazer trocas, batalhas,\l e depositar seus pokemon\n e itens no PC.

#org 0x010004C8
= Para cima, fica a saída da cidade,\n e a esqueda na caverna\l fica o ginásio.\p Bom, é só.\l Espero que tenha\ngostado do passeio!

#org 0x010000F4
#raw 56
#raw FE

#org 0x010000FA
#raw 00
#raw FE

#org 0x0100020C
#raw 0A
#raw 0A
#raw 08
#raw 08
#raw 08
#raw 08
#raw 08
#raw 08
#raw 08
#raw 08
#raw 08
#raw 0A
#raw 0A
#raw 0A
#raw 0A
#raw 01
#raw FE

#org 0x01000298
#raw 0A
#raw 0A
#raw 0A
#raw 0A
#raw 0A
#raw 0A
#raw 0A
#raw 0A
#raw 0A
#raw 0A
#raw FE

#org 0x01000458
#raw 09
#raw 09
#raw 09
#raw 09
#raw 09
#raw FE

#org 0x01000554
#raw 0A
#raw 0A
#raw 0A
#raw 0A
#raw 09
#raw 09
#raw 09
#raw 0A
#raw 0A
#raw 0A
#raw 0A
#raw 0A
#raw 0A
#raw 09
#raw 09
#raw 09
#raw 0B
#raw 0B
#raw 0B
#raw 0B
#raw 0B
#raw 0B
#raw 0B
#raw 0B
#raw 01
#raw FE

#org 0x01000634
#raw 0A
#raw 0A
#raw 0A
#raw 0A
#raw 0A
#raw 0A
#raw 0A
#raw 0A
#raw 54
#raw 09
#raw 09
#raw 09
#raw 09

I increased the size of the ROM to use these offsets
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Old October 28th, 2007 (9:22 AM).
cooley's Avatar
cooley cooley is offline
///Keepin' it simple
 
Join Date: Feb 2007
Location: United States
Age: 28
Gender: Male
Nature: Impish
Posts: 1,148
Why, Why, Why don't people just use Pokescript? I don't know. The offsets are not even in a Rom. Increase the size?

With pokescript you wouldn't have to use those offsets, You can put any offset you want
(0xblah can be an offset too).
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Old October 28th, 2007 (9:38 AM).
Geeked's Avatar
Geeked Geeked is offline
Pokemon Crimson Version
 
Join Date: Jun 2007
Age: 29
Gender: Male
Nature: Adamant
Posts: 352
@44tim44 I think your problem is you put them in inproper order and a few grammer errors i think it should look like this

Code:
#org $Start
Lock
Faceplayer
checkflag 0x332
if B_true goto $nottalked
checkflag 0x333
if B_true goto $talkedonce
setflag 0x332
setflag 0x333
cry 248
end

#org $Nottalked
applymovement 0x0A $utropstecknet1
pausemove 0
return

#org $Talkedonce
applymovement 0x0A $runaway
pausemove 0
return

#org $runaway
#Binary 0x05 0x05 0x05 0x05 0x05 0x05 0x05

#org $utropstecknet1
#Binary 0x56 0x00 0x46
If you still have a problem contact thethethethe he taught me.
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Coming soon I guess?
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Old October 28th, 2007 (9:46 AM).
Death_Mande's Avatar
Death_Mande Death_Mande is offline
Avenged Sevenfold.
 
Join Date: Jul 2007
Location: The Island of Enchantment.
Age: 28
Gender: Male
Nature: Modest
Posts: 194
Are there any pokemart guy and nurse joy scripts? But first im going to search around this thread. If i dont find any, can someone please le me know on hw to make one of em? Thanks in advance.

I dont need the nurse joy script. I found the special for it. But i'm having trouble finding the pokemart guy script, anyone know on how to make that?
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Endless sorrow.
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Old October 28th, 2007 (11:31 AM).
cooley's Avatar
cooley cooley is offline
///Keepin' it simple
 
Join Date: Feb 2007
Location: United States
Age: 28
Gender: Male
Nature: Impish
Posts: 1,148
Quote:
Originally Posted by yung stunna View Post
@44tim44 I think your problem is you put them in inproper order and a few grammer errors i think it should look like this

Code:
#org $Start
Lock
Faceplayer
checkflag 0x332
if B_true Gosub(or Return) $nottalked
checkflag 0x333
if B_true Gosub(or Return) $talkedonce
setflag 0x332
setflag 0x333
cry 248
end

#org $Nottalked
applymovement 0x0A $utropstecknet1
pausemove 0
return

#org $Talkedonce
applymovement 0x0A $runaway
pausemove 0
return

#org $runaway
$runaway 1 ; 0x05 0x05 0x05 0x05 0x05 0x05 0x05

#org $utropstecknet1
$utropstecknet1 1 ; 0x56 0x00 0x46
If you still have a problem contact thethethethe he taught me.
You're Wrong on what you said, but I made changes to it(not all the changes but a few) It would help if I knew what you were doing.

Quote:
Originally Posted by PKMNCollector View Post
Are there any pokemart guy and nurse joy scripts? But first im going to search around this thread. If i dont find any, can someone please le me know on hw to make one of em? Thanks in advance.

I dont need the nurse joy script. I found the special for it. But i'm having trouble finding the pokemart guy script, anyone know on how to make that?
Code:
#org $StartMarket
lock
faceplayer
pokemart $marketValues
release
end

#org $marketValues
#binary int 0x1 0x2 0x3 0x4 0x5 0x6 0x7 0x8
#binary int 0x9 0xa 0xb 0xc 0x13 0x14 0x0
Okay this is pretty simple script. Pokemart $marketvalues. Okay under the #org $marketvalues what is listed are the item numbers. 0x1 0x2 0x3 0x4 these are all item numbers(refer to item list.
Item list:

Spoiler:

#define ITEM_MASTERBALL 0x1
#define ITEM_ULTRABALL 0x2
#define ITEM_GREATBALL 0x3
#define ITEM_POKEBALL 0x4
#define ITEM_SAFARIBALL 0x5
#define ITEM_NETBALL 0x6
#define ITEM_DIVEBALL 0x7
#define ITEM_NESTBALL 0x8
#define ITEM_REPEATBALL 0x9

#define ITEM_TIMERBALL 0xA
#define ITEM_LUXURYBALL 0xB
#define ITEM_PREMIERBALL 0xC
#define ITEM_POTION 0xD
#define ITEM_ANTIDOTE 0xE
#define ITEM_BURNHEAL 0xF
#define ITEM_ICEHEAL 0x10
#define ITEM_AWAKENING 0x11
#define ITEM_PARLYZHEAL 0x12

#define ITEM_FULLRESTORE 0x13
#define ITEM_MAXPOTION 0x14
#define ITEM_HYPERPOTION 0x15
#define ITEM_SUPERPOTION 0x16
#define ITEM_FULLHEAL 0x17
#define ITEM_REVIVE 0x18
#define ITEM_MAXREVIVE 0x19
#define ITEM_FRESHWATER 0x1A
#define ITEM_SODAPOP 0x1B

#define ITEM_LEMONADE 0x1C
#define ITEM_MOOMOOMILK 0x1D
#define ITEM_ENERGYPOWDER 0x1E
#define ITEM_ENERGYROOT 0x1F
#define ITEM_HEALPOWDER 0x20
#define ITEM_REVIVALHERB 0x21
#define ITEM_ETHER 0x22
#define ITEM_MAXETHER 0x23
#define ITEM_ELIXIR 0x24

#define ITEM_MAXELIXIR 0x25
#define ITEM_LAVACOOKIE 0x26
#define ITEM_BLUEFLUTE 0x27
#define ITEM_YELLOWFLUTE 0x28
#define ITEM_REDFLUTE 0x29
#define ITEM_BLACKFLUTE 0x2A
#define ITEM_WHITEFLUTE 0x2B
#define ITEM_BERRYJUICE 0x2C
#define ITEM_SACREDASH 0x2D

#define ITEM_SHOALSALT 0x2E
#define ITEM_SHOALSHELL 0x2F
#define ITEM_REDSHARD 0x30
#define ITEM_BLUESHARD 0x31
#define ITEM_YELLOWSHARD 0x32
#define ITEM_GREENSHARD 0x33
#define ITEM_HENTAIMAG 0x34
#define ITEM_NAMETAG 0x35
#define ITEM_HPUP 0x3F

#define ITEM_PROTEIN 0x40
#define ITEM_IRON 0x41
#define ITEM_CARBOS 0x42
#define ITEM_CALCIUM 0x43
#define ITEM_RARECANDY 0x44
#define ITEM_PPUP 0x45
#define ITEM_ZINC 0x46
#define ITEM_PPMAX 0x47
#define ITEM_GUARDSPEC. 0x49

#define ITEM_DIREHIT 0x4A
#define ITEM_XATTACK 0x4B
#define ITEM_XDEFEND 0x4C
#define ITEM_XSPEED 0x4D
#define ITEM_XACCURACY 0x4E
#define ITEM_XSPECIAL 0x4F
#define ITEM_POKEDOLL 0x50
#define ITEM_FLUFFYTAIL 0x51
#define ITEM_SUPERREPEL 0x53

#define ITEM_MAXREPEL 0x54
#define ITEM_ESCAPEROPE 0x55
#define ITEM_REPEL 0x56
#define ITEM_SUNSTONE 0x5D
#define ITEM_MOONSTONE 0x5E
#define ITEM_FIRESTONE 0x5F
#define ITEM_THUNDERSTONE 0x60
#define ITEM_WATERSTONE 0x61
#define ITEM_LEAFSTONE 0x62

#define ITEM_TINYMUSHROOM 0x67
#define ITEM_BIGMUSHROOM 0x68
#define ITEM_PEARL 0x6A
#define ITEM_BIGPEARL 0x6B
#define ITEM_STARDUST 0x6C
#define ITEM_STARPIECE 0x6D
#define ITEM_NUGGET 0x6E
#define ITEM_HEARTSCALE 0x6F
#define ITEM_ORANGEMAIL 0x79

#define ITEM_HARBORMAIL 0x7A
#define ITEM_GLITTERMAIL 0x7B
#define ITEM_MECHMAIL 0x7C
#define ITEM_WOODMAIL 0x7D
#define ITEM_WAVEMAIL 0x7E
#define ITEM_BEADMAIL 0x7F
#define ITEM_SHADOWMAIL 0x80
#define ITEM_TROPICMAIL 0x81
#define ITEM_DREAMMAIL 0x82

#define ITEM_FABMAIL 0x83
#define ITEM_RETROMAIL 0x84
#define ITEM_CHERRY 0x85
#define ITEM_CHESTNUT 0x86
#define ITEM_PEACH 0x87
#define ITEM_RAWSTBERRY 0x88
#define ITEM_ASPEARBERRY 0x89
#define ITEM_LEPPABERRY 0x8A
#define ITEM_ORANGE 0x8B

#define ITEM_PERSIMMON 0x8C
#define ITEM_LUMBERRY 0x8D
#define ITEM_CITRUS 0x8E
#define ITEM_FIGYBERRY 0x8F
#define ITEM_KIWI 0x90
#define ITEM_MANGO 0x91
#define ITEM_AGUAVBERRY 0x92
#define ITEM_PAPAYA 0x93
#define ITEM_RAZZBERRY 0x94

#define ITEM_BLUKBERRY 0x95
#define ITEM_BANANA 0x96
#define ITEM_WEPEARBERRY 0x97
#define ITEM_PINEAPPLE 0x98
#define ITEM_POMEGRANITE 0x99
#define ITEM_KELPSYBERRY 0x9A
#define ITEM_QUALOTBERRY 0x9B
#define ITEM_HONEYDEW 0x9C
#define ITEM_GRAPE 0x9D

#define ITEM_TOMATO 0x9E
#define ITEM_CORNNBERRY 0x9F
#define ITEM_MAGOSTBERRY 0xA0
#define ITEM_RABUTABERRY 0xA1
#define ITEM_LEMON 0xA2
#define ITEM_SPELONBERRY 0xA3
#define ITEM_PAMTREBERRY 0xA4
#define ITEM_WATERMELON 0xA5
#define ITEM_DURINBERRY 0xA6

#define ITEM_BELUEBERRY 0xA7
#define ITEM_LICHEE 0xA8
#define ITEM_GANLONBERRY 0xA9
#define ITEM_SALACBERRY 0xAA
#define ITEM_PETAYABERRY 0xAB
#define ITEM_APRICOT 0xAC
#define ITEM_LANSATBERRY 0xAD
#define ITEM_STARFBERRY 0xAE
#define ITEM_ENIGMABERRY 0xAF

#define ITEM_BRIGHTPOWDER 0xB3
#define ITEM_WHITEHERB 0xB4
#define ITEM_MACHOBRACE 0xB5
#define ITEM_EXP.SHARE 0xB6
#define ITEM_QUICKCLAW 0xB7
#define ITEM_SOOTHEBELL 0xB8
#define ITEM_MENTALHERB 0xB9
#define ITEM_CHOICEBAND 0xBA
#define ITEM_KINGSROCK 0xBB

#define ITEM_SILVERPOWDER 0xBC
#define ITEM_AMULETCOIN 0xBD
#define ITEM_CLEANSETAG 0xBE
#define ITEM_SOULDEW 0xBF
#define ITEM_DEEPSEATOOTH 0xC0
#define ITEM_DEEPSEASCALE 0xC1
#define ITEM_SMOKEBALL 0xC2
#define ITEM_EVERSTONE 0xC3
#define ITEM_FOCUSBAND 0xC4

#define ITEM_LUCKYEGG 0xC5
#define ITEM_SCOPELENS 0xC6
#define ITEM_METALCOAT 0xC7
#define ITEM_LEFTOVERS 0xC8
#define ITEM_DRAGONSCALE 0xC9
#define ITEM_LIGHTBALL 0xCA
#define ITEM_SOFTSAND 0xCB
#define ITEM_HARDSTONE 0xCC
#define ITEM_MIRACLESEED 0xCD

#define ITEM_BLACKGLASSES 0xCE
#define ITEM_BLACKBELT 0xCF
#define ITEM_MAGNET 0xD0
#define ITEM_MYSTICWATER 0xD1
#define ITEM_SHARPBEAK 0xD2
#define ITEM_POISONBARB 0xD3
#define ITEM_NEVERMELTICE 0xD4
#define ITEM_SPELLTAG 0xD5
#define ITEM_TWISTEDSPOON 0xD6

#define ITEM_CHARCOAL 0xD7
#define ITEM_DRAGONFANG 0xD8
#define ITEM_SILKSCARF 0xD9
#define ITEM_UPGRADE 0xDA
#define ITEM_SHELLBELL 0xDB
#define ITEM_SEAINCENSE 0xDC
#define ITEM_LAXINCENSE 0xDD
#define ITEM_LUCKYPUNCH 0xDE
#define ITEM_METALPOWDER 0xDF

#define ITEM_THICKCLUB 0xE0
#define ITEM_STICK 0xE1
#define ITEM_REDSCARF 0xFE
#define ITEM_BLUESCARF 0xFF
#define ITEM_PINKSCARF 0x100
#define ITEM_GREENSCARF 0x101
#define ITEM_YELLOWSCARF 0x102
#define ITEM_SKATEBOARD 0x103
#define ITEM_COINCASE 0x104

#define ITEM_ITEMFINDER 0x105
#define ITEM_OLDROD 0x106
#define ITEM_GOODROD 0x107
#define ITEM_SUPERROD 0x108
#define ITEM_S.S.TICKET 0x109
#define ITEM_CONTESTPASS 0x10A
#define ITEM_SQUIRTBOTTLE 0x10C
#define ITEM_AMULET 0x10D
#define ITEM_SOOTSACK 0x10E

#define ITEM_BASEMENTKEY 0x10F
#define ITEM_SKATEBOARD 0x110
#define ITEM_POROKCASE 0x111
#define ITEM_LETTER 0x112
#define ITEM_EONTICKET 0x113
#define ITEM_REDORB 0x114
#define ITEM_BLUEORB 0x115
#define ITEM_SCANNER 0x116
#define ITEM_GOGOGGLES 0x117

#define ITEM_METEORITE 0x118
#define ITEM_RM1KEY 0x119
#define ITEM_RM2KEY 0x11A
#define ITEM_RM4KEY 0x11B
#define ITEM_RM6KEY 0x11C
#define ITEM_STORAGEKEY 0x11D
#define ITEM_ROOTFOSSIL 0x11E
#define ITEM_CLAWFOSSIL 0x11F
#define ITEM_DEVONSCOPE 0x120

#define ITEM_TM01 0x121
#define ITEM_TM02 0x122
#define ITEM_TM03 0x123
#define ITEM_TM04 0x124
#define ITEM_TM05 0x125
#define ITEM_TM06 0x126
#define ITEM_TM07 0x127
#define ITEM_TM08 0x128
#define ITEM_TM09 0x129

#define ITEM_TM10 0x12A
#define ITEM_TM11 0x12B
#define ITEM_TM12 0x12C
#define ITEM_TM13 0x12D
#define ITEM_TM14 0x12E
#define ITEM_TM15 0x12F
#define ITEM_TM16 0x130
#define ITEM_TM17 0x131
#define ITEM_TM18 0x132

#define ITEM_TM19 0x133
#define ITEM_TM20 0x134
#define ITEM_TM21 0x135
#define ITEM_TM22 0x136
#define ITEM_TM23 0x137
#define ITEM_TM24 0x138
#define ITEM_TM25 0x139
#define ITEM_TM26 0x13A
#define ITEM_TM27 0x13B

#define ITEM_TM28 0x13C
#define ITEM_TM29 0x13D
#define ITEM_TM30 0x13E
#define ITEM_TM31 0x13F
#define ITEM_TM32 0x140
#define ITEM_TM33 0x141
#define ITEM_TM34 0x142
#define ITEM_TM35 0x143
#define ITEM_TM36 0x144

#define ITEM_TM37 0x145
#define ITEM_TM38 0x146
#define ITEM_TM39 0x147
#define ITEM_TM40 0x148
#define ITEM_TM41 0x149
#define ITEM_TM42 0x14A
#define ITEM_TM43 0x14B
#define ITEM_TM44 0x14C
#define ITEM_TM45 0x14D

#define ITEM_TM46 0x14E
#define ITEM_TM47 0x14F
#define ITEM_TM48 0x150
#define ITEM_TM49 0x151
#define ITEM_TM50 0x152
#define ITEM_HM01 0x153
#define ITEM_HM02 0x154
#define ITEM_HM03 0x155
#define ITEM_HM04 0x156

#define ITEM_HM05 0x157
#define ITEM_HM06 0x158
#define ITEM_HM07 0x159
#define ITEM_HM08 0x15A


That is a sample, And it works.
-cooley
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Old October 28th, 2007 (11:53 AM).
thethethethe thethethethe is offline
 
Join Date: Jun 2007
Location: Melbourne, Australia
Gender: Male
Posts: 1,104
Quote:
Originally Posted by cooley View Post
Someone Give me the format for a Remove sprite command.

What is wrong with this script?

Code:
#org $start
checkflag 0x10A
if b_true goto $lh
message $mag
$mag 1 = Magnificent!\pThe size of this Blatoise\nis intruiging!
boxset 6
applymovement 0x02 $move
pausmove 0x0
message $ex
$ex 1 = Extrordinary, This is definately\nan Undertaking in history!\lI have to take this to my lab.
boxset 6
applymovement 0x02 $oak
pausemove 0x0
message $hello
$hello 1 = Oh, hello.\pI'm Prof.Oak\nAnd you are?\p\v\h01, Great!
boxset 6
fadescreen 1
MOVESPRITE 2 37 8
applymovement 0x6 $dis
pausemove 0x0
setflag 0x10A
release
end

#org $lh
release
end

#org $move
$move 1 ; 0x20 0x11 0x02 0x10 0x12 0x12 0x11 0x03 0x10 0x13 0x01 0xFE

#org $oak
$oak 1 ; 0x0C 0x62 0xFE 

#org $dis
$dis 1 ; 0x60 0xFE
Freezes, and Everyting after $oak Freezes/doesn't work.
Remove sprite works like this.
#raw 0x53 0x<people No.> 0x00


Quote:
Originally Posted by 44tim44 View Post
I have a Problem with this script:

Code:
#org $Start
Lock
Faceplayer
setflag 0x332
setflag 0x333
checkflag 0x332
if b_True gosub $Nottalked
checkflag 0x333
if b_true gosub $Talkedonce
cry 248
end

#org $Nottalked
applymovement 0x0A $utropstecknet1
pausemove 0
return

#org $Talkedonce
applymovement 0x0A $runaway
pausemove 0
return

#org $runaway
#Binary 0x05 0x05 0x05 0x05 0x05 0x05 0x05 0xFE

#org $utropstecknet1
#Binary 0x56 0x00 0x46 0xFE
Why cant I get this script working?

The first moving works (turnig around, show [!] and jump)
but then the game freezes ...WHAT IS WRONG ?
Everyone's trying to correct it but they seem to not notice the actual problem. I'm prettty sure thats the only problem.
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Gone.
  #1295   Link to this post, but load the entire thread.  
Old October 28th, 2007 (12:11 PM).
Juan Juan is offline
Brazilian with a bad English
 
Join Date: Jun 2007
Location: Pindamonhangaba - SP
Age: 32
Nature: Adamant
Posts: 92
Quote:
Originally Posted by cooley View Post
Why, Why, Why don't people just use Pokescript? I don't know. The offsets are not even in a Rom. Increase the size?

With pokescript you wouldn't have to use those offsets, You can put any offset you want
(0xblah can be an offset too).
I increased the size of the ROM using a Hexadecimal Editor. A normal ROM, goes until offset FFFFFF, mine goes until the 1001346

But I also made the same script in the Pokescipt, and I gave error the same
Spoiler:
#org $inicio
checkflag 0x200
if 0 goto $continua
release
end

#org $continua
lock
faceplayer
applymovement 9 $exclamacao
$exclamacao 1 ; #binary 0x56 0xFE
pausemove 0
applymovement FF $olha pra baixo
$olha pra baixo 1 ; #binary 0x00 0xFE
pausemove 0
message $ola
$ola 1 = Olá!\n Você é um trainador novato\pnäo é mesmo?\pVou te mostrar a cidade.\pVenha comigo!
callstd 6
playsound 0x13B
#raw 0x33
applymovement 9 $anda
applymovement FF $anda
$anda 1 ; #binary 0x0A 0x0A 0x08 0x08 0x08 0x08 0x08 0x08 0x08 0x08 0x08 0x0A 0x0A 0x0A 0x0A 0x01 0xFE
pausemove 50
message $casa
$casa 1 = Esta aqui é minha casa :)
callstd 6
applymovement 9 $anda2
applymovement FF $anda2
$anda2 1 ; #binary 0x0A 0x0A 0x0A 0x0A 0x0A 0x0A 0x0A 0x0A 0x0A 0x0A 0xFE
pausemove 50
message $Mart
$Mart 1 = A esquerda fica o Mart.\l Compre poçöes e outros\n itens lá.
callstd 6
applymovement 9 $anda3
applymovement FF $anda3
$anda3 1 ; #binary 0x09 0x09 0x09 0x09 0x09 0xFE
pausemove 50
message $PC
$PC 1 = Acima fica o Centro Pokemon.\lVocê pode fazer seus \n pokemon discansarem aí.\lTambém pode fazer trocas, batalhas,\l e depositar seus pokemon\n e itens no PC.
callstd 6
applymovement 9 $anda4
applymovement FF $anda4
$anda4 1 ; #binary 0x0A 0x0A 0x0A 0x0A 0x09 0x09 0x09 0x0A 0x0A 0x0A 0x0A 0x0A 0x0A 0x09 0x09 0x09 0x0B 0x0B 0x0B 0x0B 0x0B 0x0B 0x0B 0x0B 0x01 0xFE
pausemove 70
message $cidade
$cidade 1 = Para cima, fica a saída da cidade,\n e a esqueda na caverna\l fica o ginásio.\p Bom, é só.\l Espero que tenha\ngostado do passeio!
callstd 6
fadesound
applymovement 9 $xau
$xau 1 ; #binary 0x0A 0x0A 0x0A 0x0A 0x0A 0x0A 0x0A 0x0A 0x54 0x09 0x09 0x09 0x09 0xFE
pausemove 50
release
end


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Old October 28th, 2007 (2:35 PM). Edited October 28th, 2007 by Geeked.
Geeked's Avatar
Geeked Geeked is offline
Pokemon Crimson Version
 
Join Date: Jun 2007
Age: 29
Gender: Male
Nature: Adamant
Posts: 352
Heres a script i have a problem with a sprite is supposed to take you to his house after you recieved the nationaldex

My probem is it wont compile it says runtim error 13 mismatch

Code:
#org $begin
faceplayer
checkflag 0x828
if b_false goto $done
checkflag 0x209
if b_true goto $done
message $talk
boxset 6
applymovement 0x01 $movements
applymovement 0xFF $movements
pausemove 0
setflag 0x209
release 
end

#org $talk
$talk 1 =I heard about what happended\nto your father im k-d\pi used to work for that\n horrible team carnage but i quit\pwhen they tried to kidnapped\n that poor innocent lugia but im\paffraid they will attemp to\ndo it again anyways im sorry\pabout your father.also come with me i\n have something for you!

#org $movements
$movements 1 ; #binary 0x13 0x13 0x13 0x13 0x13 0x13 0x10 0x10 0x10 0x10 0x10 0x10 0x10 0x10 0x10 0x10 0x10 0x10 0x10 0x13 0x13 0x13 0x13 0x13 0x13 0x13 0x11 0x11 0x11 0x11 0x11 0xfe

#org $done
release
end
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Coming soon I guess?
  #1297   Link to this post, but load the entire thread.  
Old October 28th, 2007 (2:50 PM).
Ooka's Avatar
Ooka Ooka is offline
Cosmic
 
Join Date: Aug 2007
Location: Challenging The E4
Age: 30
Nature: Relaxed
Posts: 2,621
I'm having a problem with this, it won't even compile.

#org $pick
#raw 75
#raw 07
#raw 00
#raw 0A
#raw 03
message $piplup
$piplup 1 =Do you want the water\npenguin Piplup?
boxset 5
compare LASTRESULT 1
if b_true goto $yes
#raw 76
message $back
$back 1 =Placed the Piplup back.
boxset 6
end

#org $yes
#raw 76
givepokemon 7 5 0x8B
#raw 52
#raw 1
Nop
jingle
message $recieve
$recieve 1 =You recieved Piplup!
boxset 6
message $nick
$nick 1 = Would You like to give\nPiplup a name?
boxset 5
compare LASTRESULT 1
if b_False goto $end
Namepokemon
end

#org $end
end
  #1298   Link to this post, but load the entire thread.  
Old October 28th, 2007 (2:53 PM). Edited October 28th, 2007 by linkandzelda.
linkandzelda's Avatar
linkandzelda linkandzelda is offline
n00b desu ka?
 
Join Date: Dec 2006
Location: Hastings, England
Gender: Male
Nature: Careful
Posts: 776
yung stunna: i'm not the best scripter in the world but i think pokescript only alows up to 13 movements at on time so do it like this:

#org $begin
faceplayer
checkflag 0x828
if B_False goto $done
checkflag 0x209
if B_True goto $done
message $talk
boxset 6
applymovement 0x01 $movements
applymovement 0xFF $movements
applymovement 0x01 $movements1
applymovement 0xFF $movements1
applymovement 0x01 $movements2
applymovement 0xFF $movements2
pausemove 0
setflag 0x209
release
end

#org $talk
$talk 1 =I heard about what happended\nto your father im k-d\pi used to work for that\n horrible team carnage but i quit\pwhen they tried to kidnapped\n that poor innocent lugia but im\paffraid they will attemp to\ndo it again anyways im sorry\pabout your father.also come with me i\n have something for you!

#org $movements
$movements 1 ; #binary 0x13 0x13 0x13 0x13 0x13 0x13 0x10 0x10 0x10 0x10 0x10 0x10 0xFE

#org $movements2
$movement2 1 ; #binary 0x10 0x10 0x10 0x10 0x10 0x10 0x10 0x13 0x13 0x13 0x13 0x13 0xFE

#org $movements3
$movement3 1 ; #binary 0x13 0x13 0x11 0x11 0x11 0x11 0x11 0xFE

#org $done
release
end

~Kazaam~: i tested your script and it compiles fine but when i say i want the pokemon it gives me a wild battle with a ! pokemon with 0hp and level 0.
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Old October 28th, 2007 (4:03 PM). Edited October 28th, 2007 by Ooka.
Ooka's Avatar
Ooka Ooka is offline
Cosmic
 
Join Date: Aug 2007
Location: Challenging The E4
Age: 30
Nature: Relaxed
Posts: 2,621
Okay, I finally got it to work, but now I have another problem. I can't make the text box that says would you like to give Piplup a name disappear.

#org $pick
checkflag 0x200
if b_true goto $end
checkflag 0x201
if b_true goto $end
checkflag 0x202
if b_true goto $end
#raw 75
#raw 07
#raw 00
#raw 0A
#raw 03
message $piplup
$piplup 1 = Do you want the water\npenguin Piplup?
boxset 5
compare LASTRESULT 1
if b_true goto $yes
#raw 76
message $back
$back 1 = Placed the Piplup back.
boxset 6
end

#org $yes
#raw 76
givepokemon 7 5 0x8B
setflag 0x200
jingle
message $recieve
$recieve 1 = You recieved Piplup!
boxset 6
message $nick
$nick 1 = Would You like to give\nPIPLUP a name?
boxset 5
compare LASTRESULT 1
if b_False goto $end
Namepokemon
end

#org $end
end
  #1300   Link to this post, but load the entire thread.  
Old October 28th, 2007 (4:26 PM).
cooley's Avatar
cooley cooley is offline
///Keepin' it simple
 
Join Date: Feb 2007
Location: United States
Age: 28
Gender: Male
Nature: Impish
Posts: 1,148
If that is your first pokemon you should add setflag 0x828 to make the Pokemon in the
Start Menu to pop up.

And to make a sprite dissapear, add:
#raw 53
#raw <people no.>
#raw 00

Hope it helps,
-cooley
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