Skeetendo

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#1 1970-01-01 00:33:30

Mateo
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From: The Sims 4
Registered: 2009-11-25
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Tauwasser's Scripting Compendium

Tauwasser’s Scripting Compendium

Last edited by IIMarckus (2011-01-18 14:46:24)

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#2 2011-01-18 08:25:45

Mateo
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From: The Sims 4
Registered: 2009-11-25
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Re: Tauwasser's Scripting Compendium

I made this post sticky, so it won't get lost like it was trying to.

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#3 2011-01-18 14:46:55

138/703

Re: Tauwasser's Scripting Compendium

Rehosted here.

Tauwasser, if this ever gets updated, let me know so I can put the new one here too. ☺

#4 2011-03-18 23:15:12

Tauwasser
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Registered: 2010-10-16
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Re: Tauwasser's Scripting Compendium

Is it just me, or is this document cut short near the end?

cYa,

Tauwasser

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#5 2011-03-18 23:39:22

Cloud
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Registered: 2010-12-18
Post 159/302

Re: Tauwasser's Scripting Compendium

Me too, i remember that before it rehosted here. It have a thanks part in the end, right?

Last edited by Cloud (2011-03-18 23:40:25)

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#6 2011-03-19 01:53:31

Mateo
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From: The Sims 4
Registered: 2009-11-25
Post 510/3,578

Re: Tauwasser's Scripting Compendium

Yeah, it did get cut off somehow. I know the one I originally uploaded was the full doc. Maybe IIMarkus knows what happened to it.

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#7 2011-03-19 05:10:14

Miksy91
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Registered: 2010-10-16
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Re: Tauwasser's Scripting Compendium

In my favorites: http://skeetendo.110mb.com/scriptingcodes_eng.htm
Works perfectly :D

Last edited by Miksy91 (2011-03-19 05:11:10)

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#8 2011-03-19 06:34:56

Cloud
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Registered: 2010-12-18
Post 162/302

Re: Tauwasser's Scripting Compendium

Miksy91 wrote:

In my favorites: http://skeetendo.110mb.com/scriptingcodes_eng.htm
Works perfectly :D

Yeah, this is the full version. Thanks for the link.

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#9 2011-03-19 17:47:58

169/703

Re: Tauwasser's Scripting Compendium

Tauwasser wrote:

Is it just me, or is this document cut short near the end?

cYa,

Tauwasser

Don’t know why that happened, but I’ve fixed it.

#10 2011-08-27 16:31:23

Miksy91
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Registered: 2010-10-16
Post 502/2,339

Re: Tauwasser's Scripting Compendium

I noticed this (which is kinda obvious pointing to items) but I think it would be worth writing in the compendium:

6D (Hide person)
Also sets the flag bit of the person who is made hidden.

6E (Show person)
Resets the flag bit of the person who is made shown.

Last edited by Miksy91 (2011-08-27 16:31:34)

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#11 2011-08-27 16:38:55

tysonrss
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From: US, Ohio
Registered: 2011-08-27
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Re: Tauwasser's Scripting Compendium

Yes that is very handy. Thanks for that tidbit.

EDIT: I looked and already saw those in there. Still worthwhile though.

Last edited by tysonrss (2011-08-27 20:00:12)


Pokemon Blue DX is reborn!

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#12 2011-12-30 17:44:42

Miksy91
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Registered: 2010-10-16
Post 707/2,339

Re: Tauwasser's Scripting Compendium

Are you still updating the compendium Tauwasser ?
There are at least a couple of mistakes with the explanations of its commands.

For example 0F 3F 00 is supposed to check whether 1 (of all) pokemon has at least the wanted level.
Instead, it checks whether all pokemon have achieved that level or not.

Another one that I get in my mind is command 9D.
It checks whether RAM is 0 or not and if 0, text with command "46, Full item pocket" is displayed.

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#13 2012-03-19 02:19:09

Vitharix
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Registered: 2011-12-29
Post 25/396

Re: Tauwasser's Scripting Compendium

If the structure for the Hide Person command is [6D][Person], what determines the person's "number"?

Could it possibly be determined from the event data in the map header?

Last edited by Vitharix (2012-03-19 02:20:30)

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#14 2012-03-19 02:26:42

Mateo
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From: The Sims 4
Registered: 2009-11-25
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Re: Tauwasser's Scripting Compendium

Yes. When you are in Goldmap and editing a person, at the top of the popup it will say "People 1" or "People 2" etc. Take that number and add 1 to it to get the number to use here. If you use Johtomap, you will have to add 2 to the number it shows.

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#15 2012-03-19 03:03:57

Vitharix
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Registered: 2011-12-29
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Re: Tauwasser's Scripting Compendium

Alright, thanks for the speedy reply. It doesn't seem to be correct if I use the byte 04 to represent Person 2. My interpretation was that the person list started at 00, when representing people on a map.

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#16 2012-03-19 03:06:16

456/703

Re: Tauwasser's Scripting Compendium

vitharix wrote:

Alright, thanks for the speedy reply. It doesn't seem to be correct if I use the byte 04 to represent Person 2. My interpretation was that the person list started at 00, when representing people on a map.

Person 00 is the player.

#17 2012-03-19 03:33:40

Mateo
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From: The Sims 4
Registered: 2009-11-25
Post 1,282/3,578

Re: Tauwasser's Scripting Compendium

What IIMarckus said. Person 00 is the player, Person 01 is unused, Person 02 is the first person event on the map.

Goldmap begins numbering them at 1, Johtomap is even more wrong and starts numbering them at 0.

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#18 2012-03-19 04:05:44

Vitharix
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Registered: 2011-12-29
Post 27/396

Re: Tauwasser's Scripting Compendium

Hm. Well, that means there's something wrong with my script. Thanks for the replies.

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