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Sierra's MEGA-HUGE XSE Scripting Tutorial

I want to give decorations in an event in Sapphire, and found out that the right command is giveitem3. Does anyone have a list of the Ruby/Sapphire decoration numbers?
 
Can Anyone Tell me How to use Check Flag.I have read Tutorail so much time but it didnt work out plz help me
 
@Snorlax44: It's similar to a question. If the flag has been set in a past script with setflag 0x##, then you can jump to a different text string using if 0x1 goto @yesflag. If you have not set the flag, then it'll go directly down the line and go to a different pointer. Then you end it like all other scripts.
 
I want to give decorations in an event in Sapphire, and found out that the right command is giveitem3. Does anyone have a list of the Ruby/Sapphire decoration numbers?

Hmm, I don't think I've ever seen a compiled list. However you could perhaps look at the merchants selling decorations and work it out from there?

bulbapedia said:
Decorations are purchased with Pokémon Dollars from a variety of locations, such as the Pretty Petal Flower Shop on Route 104, and the Lilycove Department Store among other places.
 
is this script has fault
#dynamic 0x800000

#org @start
msgbox @hello 0x2
end

#org @hello
= not working

if not then why it is not working
 
is this script has fault
#dynamic 0x800000

#org @start
msgbox @hello 0x2
end

#org @hello
= not working

if not then why it is not working


This script is fine. I just checked it. The problem might be XSE. What version do you have?
 
I've been working on a hack, and this tutorial has been very helpful, but whenever I try to make a
checkflag script that checks for a badge, it either switches to another script I've written for another NPC, or it just freezes my character, with the game still running. Help anyone?
Here's my script:

#dynamic 0x800500

#org @start
checkflag 0x820
if 0x1 goto @pass
msgbox @prints 0x6
applymovement 0xff @move
end

#org @pass
msgbox @ok 0x6
end

#org @prints
= Wait! Don't step on those\nfootprints! I'm inspecting them.\lYou can come back after I'm done!

#org @move
#raw 0x10
#raw 0xfe

#org @ok
= I'm all done. Turns out they were my own footprints. Hehe...



Thanks in advance.






 
I've been working on a hack, and this tutorial has been very helpful, but whenever I try to make a
checkflag script that checks for a badge, it either switches to another script I've written for another NPC, or it just freezes my character, with the game still running. Help anyone?
Here's my script:

#dynamic 0x800500

#org @start
checkflag 0x820
if 0x1 goto @pass
msgbox @prints 0x6
applymovement 0xff @move
end

#org @pass
msgbox @ok 0x6
end

#org @prints
= Wait! Don't step on those\nfootprints! I'm inspecting them.\lYou can come back after I'm done!

#org @move
#raw 0x10
#raw 0xfe

#org @ok
= I'm all done. Turns out they were my own footprints. Hehe...



Thanks in advance.







Maybe you're overwriting something, try some new offset.
 
Still doesn't seem to work... :/

I have highlighted your key points you're missing. They're in bold.
#dynamic 0x800500

#org @start
lock
faceplayer
checkflag 0x820
if 0x1 goto @pass
msgbox @prints 0x6
applymovement 0xff @move
waitmovement 0x0
end

#org @pass
msgbox @ok 0x6
release
end

#org @prints
= Wait! Don't step on those\nfootprints! I'm inspecting them.\lYou can come back after I'm done!

#org @move
#raw 0x10
#raw 0xfe

#org @ok
= I'm all done. Turns out they were my own footprints. Hehe...


Just a simple missing waitmovement the lock and faceplayer are optional however.
As Blaziken XY said, never write a script to the same offset twice or else you corrupt the data! Make sure your green scripting tile is set too this:
Unknown: 0300
Var Number: 4050
~Eclipse
 
I have highlighted your key points you're missing. They're in bold.
#dynamic 0x800500

#org @start
lock
faceplayer
checkflag 0x820
if 0x1 goto @pass
msgbox @prints 0x6
applymovement 0xff @move
waitmovement 0x0
end

#org @pass
msgbox @ok 0x6
release
end

#org @prints
= Wait! Don't step on those\nfootprints! I'm inspecting them.\lYou can come back after I'm done!

#org @move
#raw 0x10
#raw 0xfe

#org @ok
= I'm all done. Turns out they were my own footprints. Hehe...


Just a simple missing waitmovement the lock and faceplayer are optional however.
As Blaziken XY said, never write a script to the same offset twice or else you corrupt the data! Make sure your green scripting tile is set too this:
Unknown: 0300
Var Number: 4050
~Eclipse

Thank you so much!
But do I need to put the 'Unknown' to 0300 and 'Var Number' to 4050 everytime I make a similar
script to this?
 
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