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

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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.
 
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
 
@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?
 
Well, I'm still learning, but, I think it has something to do with the flags. :\
 
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.
 
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
 
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.
 
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?
 
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?
 
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:
@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...
 
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.
 
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:
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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