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Generation 3 (Traditional) Traditionally, Generation 3 is hacked using tools, hex editors and patches. This is for you if you do that. |
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Oh god the bees
![]() Join Date: Jul 2013
Location: :noitacoL
Age: 22
Posts: 60
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![]() Guess what's coming to RHO? ![]() diegoisawesome's MEGA-HUGE XSE Scripting Tutorial (PokeScript tutorial originally by thethethethe) Don't Take Or Modify Without Permission Update XSE To Latest Version And Extract All Files Or Else This Tutorial May Not Be Compatible I want to say thanks to thethethethe for letting me take this tutorial and modify it for XSE compatibility. Also, I want to thank HackMew for making XSE in the first place, and for Irish Witch and PokeScript for getting me started on scripting. I also want to thank zel for making the hack (ShinyGold) that started me on the road to hacking. Since this is just a modification to thethethethe's original tutorial, you'll see very many similarities. XSE is a program created by Hackmew, as I've already said. This program is, in my opinion, the best scripting program there is, having many advantages over ScriptED, PokeScript, Diamond Cutter, and the likes. Some of the important features of XSE are: Dynamic Offsets All you need to find is the starting offset. XSE will find the rest. Less Raws, More Commands It's to make it easier. Instead of having to use #raw 0x53 0x07, you can just use hidesprite 0x07. This tutorial is going to cover a lot. I'll show a script at the beginning and then explain everything "new" after it. Please note that because I hack Fire Red, most scripts are written to suit Fire Red/Leaf Green, and NOT Ruby/Sapphire/Emerald. I think I'll start with pointers. Pointers XSE is great in the way that it uses dynamic offsets. You just put the starting offset (found in FSF {Free Space Finder}) and XSE will do the rest. You can use any random name for the pointer. It could be, for example... @blah ; @Iliketoeatcheese ; @1234567890 As long as there are no spaces in it, and there aren't two exact same pointers, the pointer will work. So, for example, these won't work @mr potato head ; @i like mews ; @pikachu rocks. Message Scripts Now I can move onto a normal message script. Code:
#dynamic 0x(FSF Offset) #org @start lock faceplayer msgbox @1 0x6 release end #org @1 = Hi.\nMy name is Diego. #dynamic 0x(FSF Offset) is the starting offset for your script. XSE will do the rest. #org @start marks the start of the script, obviously. It shows that it's the beginning. lock will lock your player so that while this script is "in motion" the player won't be able to move. faceplayer is used to make the sprite you are talking with face you. message is used when you want a message to display on the screen. It's followed by a pointer that will be placed at the bottom as shown. The actual message will appear like this. Quote:
Now the number after the pointer. That number MUST follow a msgbox pointer. Without this, the message box won't appear. In this case, I've used 0x6. I'll cover more numbers later. Now we use release. This will release the locked player. end will end the script, stopping it from reading any bytes past it that could crash your game when used. Extra Message Info There are lots of other little add-ons that can be used with the message. Here's a short list of them: Quote:
\c usually refers to a color. This message: Quote:
Here's a short list of the new ones: Fire Red/Leaf Green
Spoiler:
Ruby/Sapphire
Spoiler:
Emerald
Spoiler:
\h is used with hex values. Here's an example: Quote:
So in this example, I'm going to use "$": Quote:
Spoiler:
Instead of using the codes below, I recommend using the Text Adjuster, found under Tools>Text Adjuster. Just type it in, press "Convert", and paste it in. It's that simple! \n is used when we want to go to a new line. So this message: Quote:
Quote:
\l is used in text for a new line, but it can only be used after \n has already been used. So this message: Quote:
Quote:
\p is used when we want the text to continue in a new box. This message: Quote:
Quote:
\v is used when we want display stored text. Here's an example: Quote:
Quote:
Quote:
Msgbox Numbers Here are the many different types, taken directly from The ROM Hacking Newsletter, also located in the ROM Hacking section.This week's tip comes from HackMew. This time, it's all about msgboxes. Below is a description, script example and in-game shot of the different msgbox types. 0x2
Spoiler:
0x3
Spoiler:
0x4
Spoiler:
0x5
Spoiler:
0x6
Spoiler:
Flags Flags are very useful when you need an event to only occur once or if you want a person to disappear. Let's say you set flag 0x200. If you want an overworld to disappear, we have to assign the set flag (in this example, 0x200) to the overworld's people ID in Advance-Map. I'll go into more detail on that later. Many flags are used within the game already. If you plan on leaving scripts that are already in the ROM, you'll need to be more careful on what flags you use, because flags can only really be used once. If you want some flags that are used in the ROM already, here's a list: Taken directly from the XSE Comprehensive Scripting Guide, found here: Help>Guide Ruby/Sapphire
Spoiler:
Fire Red/Leaf Green:
Spoiler:
Emerald:
Spoiler:
I'll have to do a bit of explaining here, so I'll start with preventing events to happen. I'll use #dynamic 0x800000 for the rest of my examples. Code:
#dynamic 0x800000 #org @start lock faceplayer checkflag 0x200 if 0x1 goto @done msgbox @1 0x6 setflag 0x200 release end #org @done msgbox @2 0x6 clearflag 0x200 release end checkflag checks if a flag has been set. Checkflag is always followed by an if line. When using the if line after checkflag, it contains either a 0x1 or 0x0. 0x1, means that if the flag is set goto @(pointer), and if it's not set, it will continue with the script. Similarly, 0x0 checks if the flag is not set, and if it isn't, it will goto @(pointer), and if the flag is set, the script will continue normally. As you can see, the if 0x1 goto @done points to a different part of a script, as shown with the #org @done . At #org @done, we have both a message and a new command, clearflag. Once flags are set they can be "cleared" with the command clearflag. Clearflag has to be followed by the flag number, which in this case is 0x200. There is more than one way to use a flag. Some flags have some sort of game function, like these: Flags Fire Red:
Spoiler:
Ruby/Sapphire:
Spoiler:
Emerald:
Spoiler:
I'll explain these in the next part. Givepokemon Givepokemon does exactly what it says. It gives the player a Pokemon. Here's my example script. There are lots of new commands to look at here. Code:
#dynamic 0x800000 #org @start checkflag 0x828 if 0x1 goto @done msgbox @1 0x5 compare LASTRESULT 0x1 if 0x1 goto @take msgbox @2 0x6 release end #org @take givepokemon 0x4 0x5 0x0 0x0 0x0 0x0 fanfare 0x13E msgbox @3 0x4 waitfanfare closeonkeypress setflag 0x828 msgbox @4 0x5 compare LASTRESULT 0x1 if 0x1 gosub @name msgbox @5 0x6 release end #org @name call 0x1A74EB return #org @done msgbox @6 0x6 release end #org @1 = Hello.\nSorry to trouble you.\nI can't take care\nof my Charmander.\pCan you take care of\nit for me? #org @2 = That's okay.\pI'm sure someone else will\ntake it. #org @3 = [black_fr]You received a Charmander! #org @4 = [black_fr]Would you like to give a\nnickname to Charmander? #org @5 = Please take care of\nCharmander. #org @6 = Are you taking good care\nof Charmander? I'll start from the top. We've already covered checkflag and the if line, as well as msgbox. For info on 0x5, read the section labeled Msgbox Numbers. 0x5 is always followed by a compare line. compare needs a variable, which in this case is 0x800D, and a value, which in this case is 0x1. 0x800D is a useful variable that most commands store values in. When using compare after a msgbox @(text) 0x5 line, you only have two options for the value. They're 0x0, which is the value set to 0x800D when you choose NO, and 0x1, which is the value set to 0x800D when you choose YES. A compare 0x800D 0x1 line will check if you pressed YES and, of course, compare 0x800D 0x0 will check if you pressed NO. The if line that follows the compare line does the same thing as what it does for checkflag. if 0x1 will check if the button pressed matches the compared value. If it matches, it will goto @(pointer). If not, it will continue the script. Then we have a normal msgbox. The first new command here is givepokemon. givepokemon uses six values. The first is the Pokemon, the second being the level, the third being the Item Held, and the last three being buffers. So in the script above, mine shows.... Code:
givepokemon 0x4 (Charmander) 0x5 (Level 5) 0x0 (no item) 0x0 0x0 0x0 (buffers) Pokemon Convert them to HEX first and put 0x in front of them.
Spoiler:
Items Same as above.
Spoiler:
Now, we have fanfare 0x13E. This is a jingle. It's a short bit of music that's played when you receive something, like a Pokemon or an item. Then we have a msgbox. The only difference here is that we have used 0x4. But if it doesn't close, why would I use it? You'll just have to keep reading to find out. waitfanfare will do what it's name displays. It will wait for the fanfare to finish before it allows the script to continue. 0x4 left the box open while the fanfare plays. closeonkeypress is a very useful command. This is extremely useful when bundled with 0x4. It will basically make the 0x4 act as an 0x6, which allows for it to be closed with the press of a button. setflag 0x828... Do you remember what it's for? In Fire Red and Leaf Green, it activates the Pokemon Menu. Now, here's this part: Code:
msgbox @4 0x5 compare LASTRESULT 0x1 if 0x1 gosub @name If you use ScriptED, this would just be if2 to you. Gosub is somthing used in other programming languages and is just used to say, "go to @offset, but you have to return." Let's look at what we have there. gosub @name. That means that we're going to go look at @name. Here, we have call 0x1A74EB. Call is used to call some other script within a ROM. It can also call a part of your script. In that case, it would appear like this: Code:
call @(pointer) Now we have return. It makes the script return to wherever it was called from or gosubed from. I didn't mention it earlier, but call should have a return to wherever it is called from. That return has brought us back to msgbox @5 0x6. The rest is already explained, so now we can move onto the next part. I think we'll move onto something similar and go to... Wildbattle Code:
#dynamic 0x800000 #org @start lock faceplayer msgbox @1 0x6 cry 0x6 0x0 wildbattle 0x6 0x1E 0x8B fadescreen 0x1 fadescreen 0x0 hidesprite 0x800F setflag 0x200 release end #org @1 = CHARIZARD: Raaarrgghh! I have to get a little "advanced" here. Hopefully, I'll explain it well enough so that it sounds simple. When we script cry, it takes 6 bytes: cry [pkmn #] 0x0 First we have the command. That's followed by the Pokemon number, which in this case is a Charizard. The last 0x0 is supposed to determine the "effect number", but play it safe and stick with 0x0. Now, we have the command wildbattle. In my script, we have: Code:
wildbattle 0x06 (Charizard) 0x1E (Level 30) 0x8B (Oran Berry) fadescreen is a command that is used to make the screen fade to black or white and back. fadescreen 0x1 will fade the screen out to black. There are some more fadescreens, listed here:
Spoiler:
Now we can move onto hidesprite 0x800F. This is very useful, as it makes the overworld you're interacting with disappear. Here's some in-depth info on hidesprite 0x800F:
Spoiler:
hidesprite can also be used a little differently. I'll explain that a little later in the tutorial. Remember how I mentioned something about the People ID in Advance-Map? This is where I'll be explaining that. Let's say you set flag number 0x200. We are going to change the script's overworld's People ID to 0200. The People ID is used to make sure that the overworld doesn't continue to re-appear. That's it! I guess we can move onto something else now. Checkgender Code:
#dynamic 0x800000 #org @start lock faceplayer checkgender compare 0x800D 0x0 if 0x1 goto @boy compare 0x800D 0x1 if 0x1 goto @girl end #org @boy msgbox @1 0x6 release end #org @girl msgbox @2 0x6 release end #org @1 = Hello, Mr. \v\h01! #org @2 = Hello, Ms. \v\h01! checkgender, huh? I guess there isn't too much for me to explain here. So we have the command checkgender. Like most commands, it assigns a value to 0x800D. We check what this value is with compare 0x800D 0x*. The asterisk just stands for what we are checking for. checkgender assigns 0x0 to 0x800D for a male, and assigns 0x1 to 0x800D for a female. I've used two compares but it could have alternatively been written like this: Code:
#dynamic 0x800000 #org @start lock faceplayer checkgender compare 0x800D 0x0 if 0x1 goto @boy msgbox @2 0x6 release end #org @boy msgbox @1 0x6 release end #org @1 = Hello, Mr. \v\h01! #org @2 = Hello, Ms. \v\h01! Code:
#dynamic 0x800000 #org @start lock faceplayer checkgender compare 0x800D 0x1 if 0x1 goto @girl msgbox @1 0x6 release end #org @girl msgbox @2 0x6 release end #org @1 = Hello, Mr. \v\h01! #org @2 = Hello, Ms. \v\h01! I think that's all that I need to explain for this. Giveitem Code:
#dynamic 0x800000 #org @start lock faceplayer checkflag 0x200 if 0x1 goto @done msgbox @1 0x5 compare 0x800D 0x1 if 0x1 goto @take msgbox @2 0x6 release end #org @done msgbox @3 0x6 release end #org @take giveitem 0xD 0x1 MSG_OBTAIN msgbox @3 0x6 setflag 0x200 release end #org @1 = Hi!\pI'm from the Cherrygrove\nPokeMart.\pWhy don't you take this\nfree sample? #org @2 = That's okay. I'm sure someone\nelse will enjoy it. #org @3 = If you want more, you'll\nhave to go to the PokeMart\nto buy them. Now, onto the new things in this script. We have the giveitem command. Giveitem uses three values, the item no., the amount, and the message type. The message type can be either MSG_FIND or MSG_OBTAIN. In my script, I used these: Code:
giveitem 0xD (Potion) 0x1 (One of them) MSG_OBTAIN (Obtaining from a person message) Let's move onto some simple specials now. Special Code:
#dynamic 0x800000 #org @start lock faceplayer msgbox @10 0x4 closeonkeypress fadescreen 0x1 fanfare 0x100 special 0x0 waitfanfare fadescreen 0x0 msgbox @11 0x6 release end #org @10 = What wonderful Pokèmon you\nhave there!\pThey look like\nthey could use a long rest. #org @11 = Now they look better!\nDon't forget to visit! I'm going to do something different here. I'm going to start with the fadescreens. Do you still remember what fadescreen 0x0 does?
Spoiler:
Now, we can move backwards and look at, “Why I used 0x4 instead of 0x6.” For some reason that I can't explain, if we use 0x6 before we use fadescreen 0x1, the box will remain open until we return to our normal screen with fadescreen 0x0. Once we are there, we will see it close, but we don't want that, do we? It doesn't look very good. We want it to close before we come back from our black screen. I also can't explain this, but for some reason, when we use 0x4 and closeonkeypress, it does just that. So whenever you have a script like this, use 0x4 and closeonkeypress before a fadescreen. The fanfare is very useful in this script. In theory, I could have used pause (which is a command I haven't covered yet), but I wanted to use the combination of fanfare 0x100 and waitfanfare. For those of you who don't know, fanfare 0x100 is the healing jingle that is played when someone heals your Pokemon. So with the help of waitfanfare, the screen will not return to normal until that jingle is completed. Now all that's left is, of course, special 0x0. This is a special command that will fully heal the Pokemon within your party. Useful, isn't it? I'm also going to include a short list of specials in a spoiler right here, for whoever may want it. Specials
Spoiler:
For all of you who can't seem to get the earthquake to work, here's a little bit on it, from Pokepal17: A few variables can affect the power. Put these before special 0x136: Code:
setvar 0x8004 0xF setvar 0x8005 0xF setvar 0x8006 0xF setvar 0x8007 0xF Last edited by Alice; 3rd March 2018 at 12:31 AM. |
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#2 | ||
Oh god the bees
![]() Join Date: Jul 2013
Location: :noitacoL
Age: 22
Posts: 60
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![]() Applymovement Code:
#dynamic 0x800000 #org @start checkflag 0x828 if 0x1 goto @done msgbox @1 0x6 applymovement 0x04 @move waitmovement 0x0 applymovement 0xFF @move2 pause 0x30 msgbox @2 0x6 playsong 0x13E 0x0 applymovement 0x04 @move3 applymovement 0xFF @move3 waitmovement 0x0 fadesong 0x12C release end #org @done release end #org @move #raw 0x62 #raw 0x12 #raw 0x12 #raw 0x12 #raw 0x12 #raw 0xFE #org @move2 #raw 0x03 #raw 0xFE #org @move3 #raw 0x13 #raw 0x13 #raw 0x13 #raw 0x13 #raw 0xFE #org @1 = Waaaiiiitttt!!! #org @2 = You can't go out there\nwithout your own Pokemon.\pWild Pokemon will hurt you. Applymovement is a very useful command that allows to show an overworld walking or running depending on what we want. When we use applymovement, it has to be followed by a People Number, which is found here: ![]() It also needs a pointer to where our movements are. An overworld with a people number of "4" seems normal, doesn't it? But what about one with 0xFF (255). There's almost never 255 overworlds on one map. 0xFF is the “hero's” people number. Now, let's look at this movements list: (credit to HackMew for finding them and including them in XSE) Ruby/Sapphire/Emerald
Spoiler:
Fire Red/Leaf Green
Spoiler:
Before we look at the movements in a different view, I should explain the layout of the movements at the pointer. It's set out in a similar way to a message. We have #org @pointer first and what's being written to the ROM below that. You put #raw, then the movement that you want. You have to put #raw 0xFE at the end of the movements, or else the movements won't work. Now, we're going to look at waitmovement and pause. waitmovement is one of the best commands that you will ever find. It's the "perfect pause"! When used as waitmovement 0x0, it will wait for the exact amount of time that it takes for the movements to move the sprite. Really helpful, isn't it? Now, we have pause. pause will wait for a set amount of time. You have to add the amount that it will wait for. If you want to calculate pause time vs. seconds, here's a (not very good) conversion thingy: 0x20 Pause time = approx. 1 sec. real time I don't use this very often. I prefer to use waitmovement almost all of the time. Okay now, no more sidetracking. Let's look at the movements. Let's look at the script without anything but the applymovements, pause and waitmovements. This leaves us with this: Code:
#dynamic 0x800000 #org @start applymovement 0x04 @move waitmovement 0x0 applymovement 0xFF @move2 pause 0x30 applymovement 0x04 @move3 applymovement 0xFF @move3 waitmovement 0x0 release end #org @move #raw 0x62 #raw 0x12 #raw 0x12 #raw 0x12 #raw 0x12 #raw 0xFE #org @move2 #raw 0x03 #raw 0xFE #org @move3 #raw 0x13 #raw 0x13 #raw 0x13 #raw 0x13 #raw 0xFE ie. applymovement 0xXX @YYYYYY waitmovement/pause But let's look at the next set of movements. It's set up differently. We have two applymovements before we have some sort of pause. What would happen if I did that? They would both move at the same time. This is sometimes referred to as "follow-me." With a "follow-me", we can use as many applymovements before the pause as we want. This can be useful if we wanted a "group" to walk together. We can have three, four, five, six, or however many you want in a "group". I think that's all there is to the applymovement command. Now we can move onto that playsong. When we script playsong, we need a few bytes to get it to work. Here's a short summary of what we need: playsong [song #] 0x0 That 0x0 is a buffer. We need it in order for the command to work. Whatever game you're hacking, you can find the song numbers in A-Map. Now we have fadesong. What's that do? It's set up similar to playsong and will fade into the sound displayed. If you want more detail on how it works, just refer back to playsong. The only thing different is that it does not need that extra buffer. I thought I might point out something about the checkflag in this script. We actually have no setflag in this script. So why do I have a checkflag? In one script, we can check if a flag was set in a different script. In this section, we check if the Pokemon menu has been activated before the script will end (@done). Okay. Compile the script, assign it to a script tile (green with an S) and not a person. Now test it in the ROM. Then look at this spoiler.
Spoiler:
So, what's next? Countpokemon I'm not going to show just one script. There's too much to explain in just one script. Here's the most basic example. Code:
countpokemon compare 0x800D 0x6 if 0x1 goto @continue Before I explain this fragment of a script, I should go into a little more detail on the command countpokemon itself. countpokemon checks how many Pokemon are in your party and assigns the value to 0x800D. If we have six Pokemon in our party, it would assign 0x06 to 0x800D, and if we had 3 Pokemon in our party, it would assign 0x03 to 0x800D. Now back to that part of a script. compare 0x800D 0x6 checks to see if there are six Pokemon in the player's party. Then, with if 0x1 goto @continue, it says, "if there are six Pokemon in your party, go to @continue". That's the simplest and easiest form of countpokemon. I'll add one more example just to help the information sink in. Code:
countpokemon compare 0x800D 0x2 if 0x1 goto @continue Trainerbattle 0x0 Just a simple trainerbattle script: Code:
#dynamic 0x800000 #org @start trainerbattle 0x0 0x001 0x0 @before @after msgbox @beaten 0x6 release end #org @before = Go, all my PIKACHUs! #org @after = Nooo! My PIKACHUs!!!!! #org @beaten = My PIKACHUs can be used to\ncharge my Nintendo DS Lite. rainerbattle is a battle with a trainer. trainerbattle is great because the game keeps track of whether you have beaten a trainer or not. In this script, we have no need for a checkflag/setflag situation. Now to explaining these values after the trainerbattle. These are: trainerbattle 0x0 [Type of battle] 0x001 [Trainer ID] 0x0 [Reserved Byte (normally 0x0)] @before [Pointer to Message When Seen] @after [Pointer to Winning Message] I guess I'll explain the type of battle. This byte determines whether it's a double battle, Gym Leader Battle, or another type. A normal trainerbattle is 0x0. The trainer will "see you", then go to the beginning message, then the battle, and then goes to the message when you win. Now we'll move onto the Trainer ID. This is the ID of a trainer that's found in PET. For example, Brock can be found with with a Trainer ID of 0x19E, and Blaine can be found with 0x1A3. Now, there are two pointers, @before & @after. I've labeled these to help display what they are used for. The first pointer, @before, shows the pointer to the message displayed before the battle. Now onto @after. It's the pointer to the message after the battle, obviously! This message appears while we are still in the battle itself. Remember the colors that were mentioned towards the beginning of this tutorial? Well, we can use colors with this too! They're different, though. Sadly, I don't have a list for those values. Now, if I were to test it in a ROM, what would happen after the trainerbattle? Nothing. The script ends. So why do I have a msgbox after it? Remember how I talked about trainerbattle keeping track of whether you have beaten them or not? Well, once you beat the trainer, the trainerbattle will be skipped, so when you speak to them after beating them in a battle, it'll be treated like a normal message script. Wait! Why don't I have a lock and faceplayer after the trainerbattle? The reason is that once you have beaten that trainer, trainerbattle will also act as the lock/faceplayer combo, and you don't have to worry about them in this script. That's the scripting side of this command done. Now the A-Map side. Now compile this script, and test it in a ROM. Did it work like a normal in-game trainer battle? I bet your answer is no. You'll need to fill in these boxes: ![]() Trainerbattle 0x1 Code:
#dynamic 0x800000 #org @start lock faceplayer checkflag 0x820 if 0x1 goto @done msgbox @2 0x6 trainerbattle 0x1 0x001 0x0 @before @after @later end #org @before = Show me what ya got! #org @after = What the-? #org @later msgbox @3 0x6 fanfare 0x13E msgbox @4 0x4 waitfanfare closeonkeypress msgbox @5 0x6 giveitem 0x147 0x1 setflag 0x820 release end #org @done msgbox @1 0x6 release end #org @1 = You should travel to Cerulean City\nto get your next badge. #org @2 = Welcome to Pewter City Gym.\nYou want to challenge me? #org @3 = Congratulations!\pFor beating me, you get\nthis badge! #org @4 = \v\h01 recieved a badge! #org @5 = Oh, and please take this. This script is a little longer than the previous trainerbattle script. You'll see that the "0x0" from the previous script has become a "0x1." There's also a third pointer. If the “Battle type” box says "0x1", it means that it needs three pointers after the trainerbattle command. The first two are the same as in the previous script: one for before the battle, and one for after the battle. But the third pointer doesn't go to a message! It points to @later. It's a separate part of the script. This is where the script continues after you've won the battle. If you refer to the flag section, you'll be able to see what the setflag 0x820 is.
Spoiler:
I think that's about all I need to add on trainerbattles. Warp I think I'm at the stage in this tutorial where I don't need to show an example script for every command. This is one of those cases. So now we have warp. warp is there to allow the player to warp to a different map or location. warp is used like this: warp [map bank] [map number] [warp number] [extra, for now] [extra, for now] Let's say we wanted to warp to the door of Oak's Lab in Pallet Town. Open a Fire Red/Leaf Green Rom in Advance-Map and open the Pallet Town map. To the far left of the program's window, you should see an orange box next to the current open map. If you've clicked Pallet Town, it should say “Pallet Town (3.0)”. The "3" is the map bank and the "0" is the map number. Now, we need to click on the Warp on the door of Oak's Lab. It should say "Event Number: 2" on an unmodified Pallet Town. Now, we have our three values. Now, we write our warp command. Code:
warp 0x3 0x0 0x2 0x0 0x0 Warp to Position Code:
#dynamic 0x800000 #org @start msgbox @1 0x6 warp 0x4 0x1 0xFF 0x02 0x06 end #org @1 = I'm going to teleport you\nto your bed. Well, this should warp you straight to your bed in your room. This is in map PALLET TOWN (4.1). So, what's the 0xFF for? The 0xFF is what tells the command that it's going to warp to a certain position. What are the last values for? Let's look at the locations of the bed in your room. The values are: (X=2) (Y=6). They are actually 02 & 06. Now, just plug the numbers into the script. It's that simple! We can now warp to a certain position. Weather Commands When we want to change the weather in a script, there are two commands that we need to know about: setweather and doweather. setweather will set a certain type of weather to be activated by doweather. This is how we set up our setweather command: setweather [weather type, 2 bytes] A list of the different weather types is in A-Map. If we wanted to have rainy weather, we would have: Code:
setweather 0x3 doweather is used to activate the weather. So let's show a script to display these in use: Code:
#dynamic 0x800000 #org @start checkflag 0x200 if 0x1 goto @next setweather 0x3 doweather setflag 0x200 release end #org @next setweather 0x2 doweather clearflag 0x200 release end This command will prepare the game to return back to its default map weather. Since this only prepares the ROM for it, it still must be followed by doweather. Pokemart Here's a basic script showing the pokemart command. By now, you should be able to add to it pretty easily: Code:
#dynamic 0x800000 #org @start lock faceplayer pokemart @values release end #org @values #raw word 0x1 #raw word 0x2 #raw word 0x3 #raw word 0x4 #raw word 0x5 #raw word 0x6 #raw word 0x7 #raw word 0x8 #raw word 0x9 #raw word 0xA #raw word 0xB #raw word 0xC #raw word 0x13 #raw word 0x14 #raw word 0x0 #raw word 0x(value) In this case, we have the these items, respectively:
But why did I put #raw word 0x0 at the end if there isn't an 0x0 item? 0x0 marks the end of the item line. Without this, the command will NOT work. #raw's I think I should go into a little detail on these. When we script in #raw, we're just scripting in hex. Here's an example script: Code:
#dynamic 0x800000 #org @start #raw 0x6A #raw 0x5A #raw 0xA4 0x01 0x00 #raw 0xA5 #raw 0x6C #raw 0x02 Code:
#dynamic 0x800000 #org @start lock faceplayer setweather 0x1 doweather release end Hidesprite and Showsprite hidesprite is the command that we covered a little in detail earlier. We used it like this: hidesprite 0x800F . It makes the last person we talked to disappear. But what if we wanted a certain person to disappear? A common mistake is confusing the People ID with the Event ID. Make sure you get the People ID. This is how you set out the command: hidesprite 0x(people no.) So let's use an example: People ID. = 4. Here's how it will appear: hidesprite 0x04 One more: People ID = 12. hidesprite 0x0C By now, you should have a pretty good understanding of the hidesprite command, so let's move onto showsprite. showsprite can make an OW re-appear once it has been hidden with hidesprite. showsprite is set out in the exact same way as hidesprite. Here's some complimentary examples from when I explained hidesprite: Example 1. People No. = 4. showsprite 0x04 Example 2. People No = 12. showsprite 0x0C If you remember back to wildbattle, you'll see that you need to use setflag to keep the person hidden. If we wanted to keep them viewable after using showsprite, we would need to use clearflag. Giveegg giveegg is a relatively simple command to use. All we need is to add the Pokemon species number after it. As an example, let's give a Pikachu Egg. Pikachu's Pokemon number is 25. Converting that to hex gives us 0x19. Our giveegg command would appear like this: Code:
giveegg 0x19 Code:
giveegg 0x115 Textcolor We have three useful colors here:
Since they're short, I'll show examples of all three of them: Black Text Code:
#dynamic 0x800000 #org @start lock faceplayer textcolor 0x02 msgbox @1 0x6 release end #org @1 = This is black text. Blue Text Code:
#dynamic 0x800000 #org @start lock faceplayer textcolor 0x00 msgbox @1 0x6 release end #org @1 = This is blue text. Code:
#dynamic 0x800000 #org @start lock faceplayer textcolor 0x01 msgbox @1 0x6 release end #org @1 = This is red text. Setmaptile I'll show a script and explain it for this one: Code:
#dynamic 0x800000 #org @start setmaptile 0xA 0xD 0x1 0x0 special 0x8E release end setmaptile [X Coordinate] [Y Coordinate] [Tile Number] [Movement allowed?] So in my short script, we have: X Co-ordinate = 10 or 0xA Y-Co-ordinate = 13 or 0xD Tile = Normal Grass (in tileset 0 [Fire Red]) or 0x1 Movement Allowed = Yes or 0x0 We can find our X and Y coordinates in Advance-Map, which has been shown earlier. We can also find our tile number in Advance-Map. The number also depends on what tileset we are using. Hold your mouse over a tile in the right pane. In the little status bar at the bottom on the far left, you should have Block: XX Offset: XXXXXX Movement allowed has two possible options:
So, what's the special there for? This special will reset the map so that it allows the tile to set. Without this, you'll have to leave the screen and come back before it will actually work. Special Trainer Commands We've got three commands here, all #raw's. First is checktrainerflag. Second is cleartrainerflag. Last is is settrainerflag. All three commands are set out in the same way: [command] [PET ID] For all three examples, I'm going to use the trainer "Leader Brock", with a PET ID of 0x19E. Now let's work with checktrainerflag. Since we're checking for something, the answer or result is going to have to be stored somewhere. Like most commands, the result is stored into 0x800D. Here's an example: Code:
checktrainerflag 0x19E compare 0x800D 0x1 if 0x1 goto @alreadybattled Here's cleartrainerflag. Again, we'll be using Brock for the example: Code:
cleartrainerflag 0x19E But if we want to re-enable the trainerbattle what command do we use? settrainerflag! I'm still using Brock. Code:
settrainerflag 0x19E Checkitem/removeitem These are probably easier to view through an example: Code:
#dynamic 0x800000 #org @start lock faceplayer msgbox @1 boxset 0x5 compare 0x800D 0x1 if 0x1 goto @check msgbox @2 0x6 release end #org @check checkitem 0xD 0x1 compare 0x800D 0x1 if 0x4 goto @got msgbox @2 0x6 release end #org @got removeitem 0xD 0x1 giveitem 0x4 0x1 msgbox @3 0x6 release end #org @1 = Would you like to trade this\nPOKE BALL for your POTION? #org @2 = Oh. That's too bad. #org @3 = Yay! Thanks a lot!
I'll start at the top of my list. if 0x4 goto @pointer is different. Why have I used 0x4 instead of 0x1? Other than what we have here, we can also use values, like 0x1, 0x2, 0x3 etc. I'll propose a "table". Code:
Lower Than (0x0) Equals (0x1) Greater Than (0x2) Lower than or Equal to (0x3) Greater than or Equal to (0x4) Not exactly equal to (0x5) Pretty useful, huh? From this point on, I'll only be using 0xX with the if line. I thought I'd warn you just so it doesn't look like I've totally changed the way I script without notice. Now checkitem. checkitem is scripted like this: Code:
checkitem [item number] [amount of item] Code:
checkitem 0x1 0xA compare 0x800D 0x1 if 0x4 goto @got By now, you should be able to tell what the if should do. Now, we go into removeitem. Obviously, it removes an item from your bag. It's set out in the same way as giveitem and checkitem. Code:
removeitem [item number] [amount to remove] Copyvar A little command that's pretty easy to explain. It just copies what's stored in one variable to another. We will use this more and more often as we progress through the tutorial. Here's the explanation: Let 0x8008 be "A" and 0x800D be "B" Code:
copyvar 0x8008 0x800D I know that it's backwards, but that's just the way that copyvar is. Pretty easy, don't you think? Copyvarifnotzero This is what some might call a little "add-on" to the copyvar command. The name says it all, doesn't it? It says, “copy variables, if not equal to zero”. Code:
copyvarifnotzero 0x800D 0x8004 Setvar This is a pretty complicated command and has a lot of uses, so I'm just going to give an explanation of the command but not give examples of the different ways to use it. In the following few sections, you'll see some ways of using it. Setvar is pretty simple naming. It says “set to variable”. It sets a certain value, ranging from 0x0 to 0xFFFF, to a certain valuable. It's set out like this: Code:
setvar [variable] [value] Code:
setvar 0x8008 0x1 You'll see more of this from this point on. Random With this command, the ROM will choose a random number within the range of 0x0 to the value you set with the argument, and then assign it to 0x800D. Here's a little example: Code:
random 0x03 compare 0x800D 0x0 if 0x1 goto @option1 compare 0x800D 0x1 if 0x1 goto @option2 compare 0x800D 0x2 if 0x1 goto @option3 Code:
random 0x0A compare 0x800D 0x0 if 0x1 goto @1 compare 0x800D 0x1 if 0x1 goto @2 compare 0x800D 0x2 if 0x1 goto @3 compare 0x800D 0x3 if 0x1 goto @4 compare 0x800D 0x4 if 0x1 goto @5 compare 0x800D 0x5 if 0x1 goto @6 compare 0x800D 0x6 if 0x1 goto @7 compare 0x800D 0x7 if 0x1 goto @8 compare 0x800D 0x8 if 0x1 goto @9 compare 0x800D 0x9 if 0x1 goto @10 Special2 I'll show an example script fragment. This is a "checkpokemon" only usable for Fire Red. Code:
setvar 0x8004 0x19 special2 0x800D 0x17C compare 0x800D 0x1 if 0x1 goto @have Now, we have special2. special2 is set out like this: Code:
special2 [Variable to store value] [event to call] The following compare and if act in the same way as the compare and if used with the checkitem. If you've forgotten, here's a quote of myself to help you: Quote:
Special, Part 2 We're adding to the special command. Well, not really. I'm just going to tell you about the waitstate command. Let's just use special 0x9D, which in Fire Red, shows the "Old Man Catches Weedle" scene. Look at how we're going to use it: Code:
special 0x9D waitstate Movesprite This will obviously move a sprite from one place to another instantaneously. It's set out like this: Code:
movesprite [People Number] [X coordinate to move sprite to] [Y coordinate to move sprite to] The X coordinate is the X coordinate of the tile that we want to move the overworld sprite to. Obviously, the Y coordinate is the Y coordinate of the tile that we want to move the overworld sprite to. Here's just a simple example of the command. We'll use People number = 4; X co-ordinate = 12; Y co-ordinate = 5. Code:
movesprite 0x4 0xC 0x5 Code:
movesprite 0x9 0x3 0xA Setvar Lesson 2 I'll show an example of this command that thethethethe used in his hack, Legend of Dragons. It's actually three scripts. Script 1, right tile Code:
#dynamic 0x800000 #org @start setvar 0x4003 0x2 goto 0x8017CC end #org @script checkflag 0x20A if 0x1 goto @done compare 0x4003 0x0 if 0x1 goto @left compare 0x4003 0x1 if 0x1 goto @middle compare 0x4003 0x2 if 0x1 goto @right end #org @left applymovement 0xFF @move applymovement 0x08 @move4 waitmovement 0x0 applymovement 0xFF @move3 goto @cont end #org @middle applymovement 0xFF @move applymovement 0x08 @move5 waitmovement 0x0 applymovement 0xFF @move3 goto @cont end #org @right applymovement 0xFF @move applymovement 0x08 @move2 waitmovement 0x0 applymovement 0xFF @move3 goto @cont end #org @cont msgbox @1 0x5 compare 0x800D 0x1 if 0x1 goto @100 msgbox @2 0x6 goto @100 end #org @100 msgbox @3 0x5 compare 0x800D 0x1 if 0x1 goto @101 msgbox @4 0x6 goto @102 end #org @101 msgbox @5 0x6 goto @102 end #org @102 setflag 0x20A setflag 0x20B applymovement 0x08 @move6 waitmovement 0x0 hidesprite 0x08 release end #org @done release end #org @move #raw 0x62 #raw 0x03 #raw 0xFE #org @move2 #raw 0x62 #raw 0x12 #raw 0x12 #raw 0x12 #raw 0x12 #raw 0x10 #raw 0x12 #raw 0x12 #raw 0x12 #raw 0x12 #raw 0x01 #raw 0xFE #org @move3 #raw 0x04 #raw 0xFE #org @move4 #raw 0x62 #raw 0x12 #raw 0x12 #raw 0x12 #raw 0x12 #raw 0x10 #raw 0x12 #raw 0x12 #raw 0x12 #raw 0x12 #raw 0x12 #raw 0x12 #raw 0x01 #raw 0xFE #org @move5 #raw 0x62 #raw 0x12 #raw 0x12 #raw 0x12 #raw 0x12 #raw 0x10 #raw 0x12 #raw 0x12 #raw 0x12 #raw 0x12 #raw 0x12 #raw 0x01 #raw 0xFE #org @move6 #raw 0x13 #raw 0x13 #raw 0x13 #raw 0x13 #raw 0x13 #raw 0x13 #raw 0x13 #raw 0x13 #raw 0x13 #raw 0x11 #raw 0x13 #raw 0x13 #raw 0x13 #raw 0xFE #org @1 = [blue_fr]I see you're up early this\nmorning. I guess this means\lyou're excited.\pI need to tell you something.\nIs that okay? #org @2 = [blue_fr]Too bad. I'm going to tell\nyou anyway. #org @3 = [blue_fr]Unfortunately, I'm going to be a\nbit late.\pI need to take care of a few\nthings before I can go to the\lthe Dragon's Den.\pWhy don't you go ahead\nand I'll meet you there? #org @4 = [blue_fr]Well, you have no choice\nin this. #org @5 = [blue_fr]I'll meet you at the front\nof the room. Script 2, middle tile Code:
#dynamic 0x800000 #org @start setvar 0x4003 0x1 goto 8017CC end Script 3, left tile Code:
#dynamic 0x800000 #org @start setvar 0x4003 0x0 goto 0x8017CC end Code:
#dynamic 0x800000 #org @start setvar 0x4003 0x[value] goto @pointer end I'll explain the goto a little later. But for now, let's look at what's in Script 1 under @script. We've got the usual checkflag 0x[flag] to prevent the event from repeating itself. Now, we've got some compare lines: Code:
compare 0x4003 0x0 if 0x1 goto @left compare 0x4003 0x1 if 0x1 goto @middle compare 0x4003 0x2 if 0x1 goto @right I haven't actually explained goto yet, have I? We've only seen it with if. Well, at this point, if you've followed the rest of this tutorial, it should be obvious what the command does. It will goto a specified point, whether is be a @pointer or a 0x[hex address]. The command is set out like this: Code:
goto [pointer] Look at the similarities between each one: Code:
#dynamic 0x800000 #org @start setvar 0x4003 0x0 goto 0x8017CC end Code:
#dynamic 0x800000 #org @start setvar 0x4003 0x1 goto 0x8017CC end Code:
#dynamic 0x800000 #org @start setvar 0x4003 0x2 goto 0x8017CC end Let's compile Script 1 into the ROM. After it's been burnt to the ROM, we should see a list of the different names of the pointers. We should have something like this: Quote:
If I were to use these pointers as an example, my Script 2 would be something like this: Code:
#dynamic 0x800000 #org @start setvar 0x4003 0x2 goto 0x80083C end Resetvars This command doesn't reset every variable, just 0x8000, 0x8001 and 0x8002. It's just command resetvars. It doesn't need any extra arguments. All it needs it this: Code:
resetvars Last edited by Diegoisawesome; 27th July 2014 at 07:43 AM. |
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Oh god the bees
![]() Join Date: Jul 2013
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![]() Money Commands This is a pretty big section, so I'll split it up into 6 sections for each of the money related commands.
Givemoney The name gives it away. This command will give the player a designated amount of money. The command is set out like this. Let XX be the money value: givemoney [XX] 0x00 The final 0x00 actually determines whether it updates your money account. If it were changed to 0x01, the money balance does not change and therefore defeats the purpose of the giving the player money. I'll move onto explaining the money now. I'll give you an example to show what's happening. We'll use the amount 10,000. so let's convert 10000 to Hex, which gives us 0x2710. Here's our line of code: Code:
givemoney 0x2710 0x00 Money amount = 500 [hex = 0x1F4] Code:
givemoney 0x1F4 0x00 Paymoney Like givemoney, the name gives the function away. This command takes money from the player. The command is set up in an almost identical manner to givemoney. I'll show the setup again, just in case you forgot already: Let XX, be the money value: paymoney [XX] 0x00 The final 0x00 has the same function as what it does with givemoney. Just in case you wanted it, here's an example: Money amount = 600 [Hex = 258] Code:
paymoney 0x258 0x00 Checkmoney This command, obviously, checks if your account for a designated amount of money. It's set up in the same way as the previous two commands, but there is a difference. I'll show you how it's set up. checkmoney [XX] 0x00 Looks the same, doesn't it? That's because it is exactly the same. The difference is that the reason for the 0x00 at the end is for something different than the other two. 0x00 means "Check Money account", and 0x01 would mean "Don't check Money account", so if you were to use 0x01, it would defeat the purpose of the command. Now, how do we check the amount? Remember the countpokemon command? We check in that same way, using the compare and if lines. Here's also a little example, just in case that wasn't explained very well: Conditions: Money amount = 1000 [Hex = 3E8] ; Need at least 1000 to continue in script Code:
checkmoney 0x3E8 0x00 compare 0x800D 0x1 if 0x4 goto @continue msgbox @notenough 0x6 Conditions: Money amount = 20,000 [Hex = 4E20] ; Need less than 20,000 to continue in script Code:
checkmoney 0x4E20 0x00 compare 0x800D 0x1 if 0x0 goto @continue msgbox @toomuch 0x6 Showmoney This breaks away from the style that the other money commands are written in. It's set out like this: Code:
showmoney [X coordinate] [Y coordinate] 0x00 Here's a little example of what how it is set out: X and Y co-ordinates - (0,0) Code:
showmoney 0x00 0x00 0x00 Hidemoney This one is also different from the rest of them. This command is set out like this: Code:
hidemoney [X coordinate] [Y coordinate] If I were to write this to counter-act the effect of my previously shown script, my hidemoney line would appear like this: Code:
hidemoney 0x00 0x00 Updatemoney This is the last money command. It's simply set out like this: Code:
updatemoney [X-Co-ordinate] [Y-co-ordinate] 0x00 Code:
updatemoney 0x00 0x00 0x00 Addvar The name says it all. It says "Add to Variable". Before I explain what it does, I'll show you how it's set out. Code:
addvar [Variable] [Value] addvar will add the designated value to the value that is already stored within the designated variable. What a mouthful. If that's a little complicated, I'll simplify it. As an example, let's say the variable 0x4036 already has the value 0x1 stored into it, and we want to add 0x3 to it to make it 0x4. I'll put it into an example: Code:
setvar 0x4036 0x1 addvar 0x4036 0x3 Subvar Of course, since we can add to a variable, we must be able to subtract from the variable. It's set out in the exact same way as addvar: Code:
subvar [Variable] [Value] Code:
setvar 0x4004 0x6 subvar 0x4004 0x03 Lockall It's just lockall. There's no other arguments. It's used when you want to lock all the people in the map, instead of locking just the person you're talking to. It's pretty useful. Showpokepic The name may be a little misleading. This command can bring up an image of a designated Pokemon. The command is set out like this: Code:
showpokepic [Pokemon No.] [X coordinate] [Y coordinate] Conditions: Pokemon = Dratini Coordinates = (10,3) Center of Screen. Code:
showpokepic 0x93 0x0A 0x03 Hidepokepic Without using this, your showpokepic box will remain open until you leave the map. The command is just hidepokepic. There's no need for any arguments. Well, here's an example of the two commands combined in a fragment of a script. Code:
showpokepic 0x01 0x0A 0x03 msgbox @1 0x5 compare 0x800D 0x1 if 0x1 goto @seen hidepokepic msgbox @2 0x6 ..... .....etc. #org @seen hidepokepic msgbox @3 0x6 ......... .........etc. #org @1 = Have you seen this Pokemon? #org @2 = That's too bad. #org @3 = That's cool. I wish I could\nsee it. Door Commands There are three door related commands.
I guess we'll start with setdooropened. Setdooropened Obviously, this opens doors on a map. It's set out like this:Code:
setdooropened [X coordinate] [Y coordinate] Code:
setdooropened 0x10 0x0D It didn't, did it? Here's the reason why. It need to be followed by this command. Doorchange This command needs to follow both setdooropened and setdoorclosed. Without this command following, they don't work. This command doesn't need any arguments. Here's an example, with the setdooropened command:Code:
setdooropened 0x10 0x0D doorchange Setdoorclosed It's set out in the same way as the setdooropened command. I'll show you the set-up again, just in case you've already forgotten. Code:
setdoorclosed [X coordinate] [Y coordinate] Code:
setdooropened 0x10 0x0D doorchange applymovement 0xFF @move waitmovement 0x0 setdoorclosed 0x10 0x0D doorchange warp 0x4 0x3 0x0 Coin Commands There are 6 coin commands, and they are very closely "related" to the money commands, as they have similiar arguments. Here's a list of the different commands:
Checkcoins This is a pretty simple command, and isn't as difficult or as long as checkmoney. It checks to see if you have a certain amount of coins. It's set out like this:Code:
checkcoins [Amount] Check for 3000 coins; if higher than, continue Code:
checkcoins 0xBB8 compare 0x800D 0x1 if 0x4 goto @continue Givecoins/removecoins Since they have similiar aguments, I thought I'd put these two together. This is how they are set out: [command] [Amount] I guess I'll give an example of both so we can move onto the other three commands: givecoins Give 1000 coins Code:
givecoins 0x3E8 removecoins Take 1000 coins Code:
removecoins 0x3E8 Showcoins This command will display a little box with your coin count. It's set out in a similiar way to showmoney, except you drop off the last argument. This is how the command is set out: Code:
showcoins [X Coordinate] [Y Coordinate] Code:
showcoins 0x00 0x00 Hidecoins Obviously, this command hides the coin counter that was brought up with the showcoins command. It's set out in the same way as showcoins, but if you want to see it again, here it is: Code:
hidecoins [X Coordinate] [Y Coordinate] Updatecoins Of course, this will update the coin counter and show any changes within your "coin balance". How's this set out? I bet you would be able to guess correctly. It's set up the same way as the showcoins and hidecoins, and just for the heck of it, I'll show the example again. Code:
updatecoins [X Coordinate] [Y Coordinate] Code:
showcoins 0x00 0x00 givecoins 0x3E8 updatecoins 0x00 0x00 msgbox @1 0x5 compare 0x800D 0x1 if 0x1 goto @begin hidecoins 0x00 0x00 msgbox @2 0x6 release end #org @1 = Is there anything else? #org @2 = Thank you! Please come\nagain! Displaying Names/Values The title may be a little hard to understand. This section is dedicated to assigning names of Pokemon, names of Items and numbers to \v\h02 and others of the sort. Here's a list of the commands that we will go over.
Bufferpokemon With this, we will assign a certain Pokemon's name to a \v\hXX variable. It's set out like this. Code:
bufferpokemon [buffer#] [PKMN Number] Here's an example. We're going to assign Charizard's name to [buffer1]. bufferpokemon 0x00 0x06 msgbox @1 0x6 release end #org @1 = How is [buffer1]?[/code]Nice and basic. Just in case you want a second example, I'll 'chuck' one more below. Pokemon = Chikorita; Storing to? = \v\h03 Code:
bufferpokemon 0x01 0x98 msgbox @1 0x6 release end #org @1 = How's \v\h03 going? Bufferfirstpokemon This command is set out a little differently to the one above. We just set it out like this: Code:
bufferfirstpokemon [buffer#] Since it's such a short command, I'll just show an example. In the example, we're going to show how to assign the first Pokemon in the party's name to [buffer1]. Code:
bufferfirstpokemon 0x00 msgbox @1 0x6 .... .... #org @1 = Let me give \v\h02 a haircut. Bufferitem It's set out in the exact same way that bufferpokemon is, but it's still worth showing. In case you've forgotten how bufferpokemon was set out, here's how bufferitem is set out. bufferitem [buffer#] [item #] Since there really isn't too much need for a second explanation, I'll move straight into the example: Code:
bufferitem 0x00 0x04 msgbox @doyou 0x5 .... .... .... #org @doyou = Do you have any [buffer1]s? Quote:
Bufferattack I bet you could probably guess how this command is set out. It's done the same way as bufferitem and bufferpokemon. It's set out like this. Code:
bufferattack [buffer#] [attack #] Anyway, here's the list. This will come in handy a little later: HEX Values
Spoiler:
Now I guess I could jump into an example now, couldn't I? Code:
bufferattack 0x00 0x13B bufferpokemon 0x01 0x06 msgbox @1 0x5 ... ... #org @1 = Can [buffer2] use [buffer1]? The message actually says: Quote:
Buffernumber This is just used to display a number stored in a variable. It's set up like this: buffernumber [buffer#] [Variable] The downside of this command is that it can only display numbers from 0-65535 [Hex = 0x0 - I'll show an example. We're going to put the number 50000 in [buffer1]. Code:
setvar 0x800D 0xC350 buffernumber 0x00 0x800D msgbox @1 0x6 .... .... .... #org @1 = Account Balance: \hB7: [buffer1] Msgboxsign This is a fun little command. This will turn your normal msgbox into a Signpost Box. Here's an example: Code:
#dynamic 0x800000 #org @start msgbox @1 0x6 msgboxsign msgbox @1 0x6 msgboxnormal msgbox @1 0x6 release end #org @1 = Test. The first message should appear as a normal boxset 0x6. But when we used msgboxsign, our second boxset 0x6 became a signpost box. But what's this msgboxnormal doing here? msgboxnormal converts the box back into a normal boxset 0x6. This is just a little playful command that gave us a break from the commands that are having four and five arguments. Callasm This command is used to call an ASM function that you have added to the ROM. I'm not going to write an example. I'm going to use the example of the command used with Mastermind X's "Shiny Hack".This is his hex script: Quote:
Quote:
Code:
#dynamic 0x800000 #org @start callasm 0x71B771 wildbattle 0x82 0x1E 0x0 special 0x138 pause 0x101 callasm 0x71B771 end He's called the ASM function twice: once to turn it on, and once to turn it off. I think he's explained everything else. Getplayerpos getplayerpos can be used to store the player's X and Y positions on the map into designated variables. The command is set out like this: Quote:
Code:
.... getplayerpos 0x4000 0x4001 .... Repeattrainerbattle This is a simple command that will begin the Last Trainer battle commenced. It's done simply with command repeattrainerbattle. We can easily use this in a script by simply doing: Code:
repeattrainerbattle Releaseall This command is used as the opposite to 'lockall''. This command will release all sprites on the current map. Here's how it can be used: Code:
releaseall Waitkeypress This command can be used as a pause. The command waitkeypress is used to wait until a key is pressed before it continues. It's used like this: Code:
waitkeypress It doesn't need any arguments. Yesnobox This command is somewhat pointless when there is msgbox @text 0x5. It acts in the same way as 0x5 where when you use compare, yes = 1 and no = 0. Its only reason for use might be to have some flexibility as to where you want the box to be placed. The command is set out like this: Quote:
yy: Y co-ordinate In a script, we can use it like this: Code:
msgbox @1 0x4 yesnobox 0x0 0x0 closeonkeypress compare 0x800D 0x1 if 0x1 goto @yes Multichoice, preparemsg, waitmsg Yes, it's something people want to use, so here's a brief guide on multichoice and two other commands that normally accompany it. I'll show an example first, which will make it easier for me to explain how it's used: Code:
preparemsg 0x161232 waitmsg multichoice 0xE 0x0 0x1E 0x0 copyvar 0x8000 0x800D compare 0x8000 0x0 if 0x1 goto @option1 compare 0x8000 0x1 if 0x1 goto @option2 compare 0x8000 0x2 if 0x1 goto @option3 compare 0x8000 0x3 if 0x1 goto @option4 compare 0x8000 0x4 if 0x1 goto @option5 compare 0x8000 0x5 if 0x1 goto @option6 compare 0x8000 0x7F if 0x1 goto @canceled end waitmsg is similar to closeonkeypress. This command is special and is used with preparemsg to close it. Now onto the multichoice command. YAY! Well, it's set out like this: Quote:
yy: Y co-ordinate zz: Multi ID. Refer to Multi List aa: Determines if B can cancel. 0x0 means B can cancel. The first two parameters are easy to use. Like other commands, they are just the X and Y co-ordinates on the screen. The third parameter is the options that appear on the multi list. It's for Fire Red, so sorry to Ruby hackers.
Spoiler:
From the example script, you should be able to tell that the selected result from multichoice is stored into the variable 0x800D. You should be able to see I copied it to variable 0x8000 to see if it would confuse anyone. I hope it didn't. The copyvar was not needed. You can just compare with 0x800D, but by now, you should already know that. The following compares should be fairly obvious as to what they do. They compare what option has been selected. 0x0 is the top option, 0x1 is the second to the top, and so on until the final option. Name Pokemon Here's another working Name Pokemon sequence, although this one will only work if the Pokemon is given into the party and not a PC box. Here's a script where it can be used. I'll explain it in the code. But before I do that, Pokemon's party position is [Position] - 1. First in line is 0x0. And sixth would be 0x5. Now the script... Code:
countpokemon compare 0x800D 0x6 'If you have 6 Pokemon, don't continue. if 0x1 goto @toomany givepokemon 0x1 0x5 0x0 'Gives a Pokemon msgbox @2 0x5 'the obligatory, "Would you like to rename.... compare 0x800D 0x1 if 0x1 gosub @name 'If yes call .... ....' Who cares about this part? #org @name countpokemon 'Counts Pokemon subvar 0x800D 0x1 'Takes one away from 0x800D. Reason Above. copyvar 0x8004 0x800D 'copies over to 0x8004 which is used by special 0x166 fadescreen 0x1 'Fades screen to black special 0x166 'Name Pokemon, Party number at 0x8004 waitstate 'Wait for Special return 'Returns #org @toomany msgbox @1 0x6 release end #org @1 = Your party is full.\nPlease deposit one to\nmake room. #org @2 = Would you like to give a\nnickname to this Pokemon? Store Pokemon to Pokedex Okay, so here's another string like the Name Pokemon above. It simply adds a Pokemon to the 'Seen' section of your Pokedex. This one is fairly easy to do. Here's the script. It'll make it easier for me to explain. Code:
setvar 0x8004 0x97 special 0x163 Pretty basic too. We put the Pokemon number of the Pokemon we want to set to 'Seen' to 0x8004. In this case, I'm preparing Mew to appear as Seen. Special 0x163 only finishes the job and actually sets it as Seen in your Pokedex. That was a very extensive and in-detail scripting tutorial. Hope you enjoyed it! If you see any bugs, feel free to tell me about them.
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Spoiler:
My resources: My Website diegoisawesome's MEGA-HUGE XSE Scripting Tutorial diegoisawesome's Miscellaneous Finds The Ruins of Alph Puzzles Diego's Miscellaneous Patches GBA Intro Manager The Secret Sauce: Triple-Layer Tiles There, I Fixed It: Game Freak Presents in FireRed V1.0 Last edited by Diegoisawesome; 11th July 2013 at 03:29 AM. |
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#5 |
RHO つぃちょう
![]() Join Date: Apr 2012
Location: United Kingdom
Posts: 286
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This is fantastic, great to have such a great guide here for new and existing scripters. I still use this guide when I forget something, now I don't have to search PC for it!
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#6 |
ClariS <3
![]() ![]() ![]() Join Date: Apr 2010
Location: Azalea Town
Age: 23
Posts: 319
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ALL OF MY YES! This is the tutorial that taught me how to script. Sorry to everyone else who has made XSE tutorials but this is the shit. Plus now I don't have to go to PC if I wanna look something up
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#7 |
私の陰茎は非常に大きい
![]() ![]() Join Date: Mar 2013
Location: Brooooo...
Age: 22
Posts: 193
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私はちょうど射精。ああ、そして私の卵巣が破裂。
Awesome tutorial by the way.
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#8 |
P l a y t h e f i e l d
Join Date: Jul 2013
Location: The seas
Age: 23
Posts: 49
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This is just about what every single scripter in the world uses, nice to see it ported to over here.
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Tags |
diegoisawesome, megahuge, scripting, tutorial, xse, [Tutorial] |
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