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RaiRai-kun's XSE Tutorial [Updated Big-Time!]

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5,814
Posts
16
Years
    • Age 30
    • Seen May 19, 2021
    I have the following script to make Kyogre be able to be battled:
    #dynamic 0x2403DD
    #org 0x2403DD
    checkflag 0x200
    if 0x1 goto @done
    if 0x0 goto @battle
    lock
    faceplayer
    callstd 0x6
    cry 0xA1 0x6
    release
    end

    #org @battle
    wildbattle 0x194 0x3C 0x8B 0x1
    fadescreen 0x0
    setflag 0x200
    release
    end

    #org @done
    hidesprite LASTTALKED
    release
    end

    But when I take a step, it resets and I can battle it again... How can I fix this?
    #dynamic 0x2403DD

    #org 0x2403DD
    checkflag 0x200
    if 0x1 goto @done
    if 0x0 goto @battle
    lock
    faceplayer
    callstd 0x6
    cry 0xA1 0x6
    release
    end

    #org @battle
    wildbattle 0x194 0x3C 0x8B 0x1
    fadescreen 0x0
    setflag 0x200
    release
    end

    #org @done
    hidesprite LASTTALKED
    release
    end


    Try it now.

    hey all. this is the script i used for my Fire Red.

    #org $start
    lock
    faceplayer
    message $1
    boxset 6
    release
    end

    #org $1
    $1 1 =Hi.\nWelcome

    If this doesnt work, can anyone link too a tutorial thats for fire red only?
    That's a pokescript script.
    This is a tutorial for XSE.
    Go to thethethethe's pokescript tutorial.
     
    35
    Posts
    15
    Years
    • ny
    • Seen Jun 30, 2009
    Help

    i got a question how do you use the wild pokemon scripts i no how to import them but whene i go on advance map i dont no were to press the script offset
     
    31
    Posts
    16
    Years
    • Seen Dec 8, 2009
    @Eeveon, the script works fine, when I battle Kyogre, it disappears after battle as it should be, but if I take a step, it appears again and if I try to battle it, it disappears because the script is working...
    Why would it appear again when I take a step?
     
    5,814
    Posts
    16
    Years
    • Age 30
    • Seen May 19, 2021
    Well, I'm still learning, but, I think it has something to do with the flags. :\
     
    31
    Posts
    16
    Years
    • Seen Dec 8, 2009
    When I take a step, all the flags reset... I mean that the sprite goes visible again, but otherwise good, I try to make a give pokemon script and see if it works.
     
    6
    Posts
    15
    Years
    • Seen Nov 26, 2018
    When I take a step, all the flags reset... I mean that the sprite goes visible again, but otherwise good, I try to make a give pokemon script and see if it works.

    You have to put this map script with advance map in the map where the pokemon is

    05 On map entering/On menu closing

    #dynamic 0x8000000

    #org @aftercatch
    checkflag 0x8C1
    if 0x1 call @hidesprite
    end

    #org @hidesprite
    special2 LASTRESULT 0xB7
    compare LASTRESULT 0x7
    if 0x5 goto @return
    hidesprite 0x1
    return

    #org @return
    return


    It work on Emerald
     

    GTAPlayer

    Six Star Evasion
    28
    Posts
    15
    Years
  • Hello, I'm just want to add some one-off events to a pokemon FR rom.
    Raikou doesn't disappear when I capture it:
    #org 0x71A308
    lock
    faceplayer
    startwildbattle 0xF3 0x32 0x0
    checksound
    cry 0xF3 0x2
    pause 0x28
    waitcry
    setflag 0x305
    setflag 0x861
    special 0x138
    waitstate
    clearflag 0x861
    release
    end
    I'm probably missing something obvious, but I'm still learning the basics.
     
    6
    Posts
    15
    Years
    • Seen Nov 26, 2018
    Hello, I'm just want to add some one-off events to a pokemon FR rom.
    Raikou doesn't disappear when I capture it:
    #org 0x71A308
    lock
    faceplayer
    startwildbattle 0xF3 0x32 0x0
    checksound
    cry 0xF3 0x2
    pause 0x28
    waitcry
    setflag 0x305
    setflag 0x861
    special 0x138
    waitstate
    clearflag 0x861
    release
    end
    I'm probably missing something obvious, but I'm still learning the basics.

    Have you put the flag in the sprite of raikou with advance map?
     
    1
    Posts
    15
    Years
    • Seen Aug 15, 2008
    I understand the Tutorial , but , i'm starting a Hack called Dusk Pearl and i want to import the Script and this don't works! Anybody know how to fix?
     

    PsydORg

    N00B Spriter
    9
    Posts
    15
    Years
  • Hi, i was just messing around with the text, and when i wanted to save it, an error occurs on something i haven´t even touched. (It´s where oak are giving the five pokeballs)

    The error: type 13 "Mismatch" Missing #define or parameter on line 165.

    And the script on line 165 is what it was in the beginning:
    giveitem2 0x4 0x5 0x101


    Just tell me if you need more off the script :)

    Oh and if it´s necessary to know it´s in Fire Red

    Btw great tut
     
    Last edited:
    6
    Posts
    15
    Years
    • Seen Jul 29, 2008
    With the give pokemon command...

    1. it gives me the pokemon over and over again.
    2. when i put in Dratinis Code it gave me crawdaunt

    How would I go about fixing that..
     
    5,814
    Posts
    16
    Years
    • Age 30
    • Seen May 19, 2021
    @Norri: The check and set flags for give pokemon r 828. Also, if u look at the pokemon list on the first post, u'll see he stopped at the pokemon hex codes at Raticate. For now...
     
    6
    Posts
    15
    Years
    • Seen Jul 29, 2008
    @Norri: The check and set flags for give pokemon r 828. Also, if u look at the pokemon list on the first post, u'll see he stopped at the pokemon hex codes at Raticate. For now...


    Yea i found dratinis Hex Number...But I still cant do anythign about him giving me a million dratinis.
     
    5,814
    Posts
    16
    Years
    • Age 30
    • Seen May 19, 2021
    U have to make a checkflag and setflag 828, so it gives u the dratini, gives u the pokemon section, and also keeps the script from giving u another one. Hust make sure to give the script, another script the person to say after he gives u the pokemon. But in the same script.
     

    PsydORg

    N00B Spriter
    9
    Posts
    15
    Years
  • Edit: Never mind, but i got another problem. What´s wrong with this script?
    Btw, the text is in danish:

    '-----------------------
    #org 0x71A2FC
    lock
    faceplayer
    checkflag 0x828
    if 0x0 goto @yes
    if 0x1 goto @no
    release
    end
    #org @yes
    givepokemon 0x5 0x241 0x0 0x0 0x0 0x0
    fanfare 0x13E
    waitfanfare
    setflag 0x828
    msgbox @yay
    boxset 0x6
    release
    end
    #org @no
    msgbox @comeback
    boxset 0x6
    end
    #org @text
    = Hey! Jeg arbejder paa en\ngaard\pMen vi har for mange koer\pVil du have en?
    #org @yay
    = Okay! Vaer så god!
    #org @comeback
    = Okay, men du kan altid\nkomme tilbage hvis du\nskifter mening.
     
    Last edited:

    PsydORg

    N00B Spriter
    9
    Posts
    15
    Years
  • Fixed the above problem, but now i got a new one. It´s in the same script. Every time i get near the sprite which contains this script, the game resets, can someone tell me why? It may be someting obvious, but here you go:

    '-----------------------
    #org 0x71A438
    lock
    faceplayer
    checkflag 0x828
    msgbox 0x871A34D
    callstd 0x5
    compare LASTRESULT 0x1
    if 0x1 goto 0x871A2FC
    compare LASTRESULT 0x0
    if 0x1 goto 0x871A342
    release
    end
    '-----------------------
    #org 0x71A2FC
    givepokemon 0x5 0xF1 0x0 0x0 0x0 0x0
    fanfare 0x13E
    waitfanfare
    message 0x871A39A
    callstd 0x6
    setflag 0x828
    release
    end
    '-----------------------
    #org 0x71A342
    message 0x871A3AF
    callstd 0x6
    release
    end

    '---------
    ' Strings



    This is how it looks when compiled:

    #org 0x71A438
    lock
    faceplayer
    checkflag 0x1128
    nop
    writebytetooffset 0x0 0x90871A3
    nop1
    compare LASTRESULT 0xA438
    multichoice3 0x8 0xFC 0xA2 0x71 0x8
    compare LASTRESULT 0x0
    if 0x1 goto 0x871A342
    release
    end
    '-----------------------
    #org 0x71A342
    msgbox 0x871A3AF '"Okay.\nMen jeg er her\nHvis du skif..."
    callstd 0x6
    release
    end

    '---------
    ' Strings
    '---------
    #org 0x71A3AF
    = Okay.\nMen jeg er her\nHvis du skifter mening.


    Some of the lines gets erased when compiled, and new ones are added on.
     
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