Skeetendo

’Cause all games were better on the GBC

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#26 2011-01-03 20:16:25

Mateo
Member
From: The Sims 4
Registered: 2009-11-25
Post 407/3,578

Re: Intro to Scripting

I see. As of right now, I'm not sure where that would be, but I will try to look into it.

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#27 2011-01-03 20:18:11

EvilOttoJr
Member
Registered: 2010-12-05
Post 52/86

Re: Intro to Scripting

Cool. Maybe the Scripting Compendium might have some information on it?

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#28 2011-01-03 20:20:05

Mateo
Member
From: The Sims 4
Registered: 2009-11-25
Post 409/3,578

Re: Intro to Scripting

It might. Might be one of the special pokemon tables it talks about, althogh I think those are for Swarms.

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#29 2012-09-18 11:44:34

y0r124
Member
From: Anywhere.
Registered: 2012-09-12
Post 19/331
Website

Re: Intro to Scripting

We should use Hex editor ,right?


my FB

Lurking somewhere here...

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#30 2013-07-18 10:14:12

LateNightHacker
Member
From: Ruins of alph
Registered: 2013-07-01
Post 17/153

Re: Intro to Scripting

Finally i found something what i really wanted to know! From here starts my scripting lessons!


I Support
Pokemon Grape/
Pokemon Gem/Pokemon Dark Energy

▒█░░░ ▀█▀ ▒█░▄▀ ▒█▀▀▀   ░█▀▀█   ▒█▀▀█ ▒█▀▀▀█ ▒█▀▀▀  ▒█▀▀▀
▒█░░░ ▒█░ ▒█▀▄░ ▒█▀▀▀   ▒█▄▄█   ▒█▀▀▄ ▒█░░▒█ ░▀▀▀▄   ░▀▀▀▄
▒█▄▄█ ▄█▄ ▒█░▒█ ▒█▄▄▄   ▒█░▒█   ▒█▄▄█ ▒█▄▄▄█ ▒█▄▄▄█▒█▄▄▄█

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#31 2013-11-05 02:24:18

Classic
New member
Registered: 2013-11-05
Post 1/3

Re: Intro to Scripting

What exactly is the format of a give pokemon script? I tried Cooley's tutorial and I can get his example script to work out fine but if I tweak the script at all (such as adding a give pokemon script into it) it glitches out.

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#32 2013-11-05 04:09:38

Vitharix
Member
Registered: 2011-12-29
Post 350/396

Re: Intro to Scripting

Classic wrote:

What exactly is the format of a give pokemon script? I tried Cooley's tutorial and I can get his example script to work out fine but if I tweak the script at all (such as adding a give pokemon script into it) it glitches out.

That's because you probably don't have things done in the proper order. For example, if you close a text box without reloading the moving sprites, the script will not work correctly. You should probably have a look at this.

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#33 2013-11-05 11:41:17

Classic
New member
Registered: 2013-11-05
Post 2/3

Re: Intro to Scripting

When I get home from classes today I'll write a post on exactly how I did it, using the scripting compendium for reference. I was using the scripting compendium but sometimes it confuses me as to what the bytes actually do.

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#34 2013-11-06 01:55:33

Classic
New member
Registered: 2013-11-05
Post 3/3

Re: Intro to Scripting

67 47 4C xx xx 53 49 2D 04 05 00 00 90

Should that work? The person talks to you and just before the text ends you receive a level 5 Charmander with no item and the script ends.

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#35 2013-11-06 02:52:19

Vitharix
Member
Registered: 2011-12-29
Post 353/396

Re: Intro to Scripting

I dunno, does it?

67 - Sets talked-to person. [67][Person]
47 - There won't be a person on the map with the number 47.
4C - Opens text box and displays text. Doesn't load font. [4C][2b-pointer]
xx xx - Pointer to text. Since font was never loaded, doesn't display desired graphic.
53 - Closes text box.
49 - Load moving sprites.
2D 04 05 00 00 - Gives lvl 5 Charmander with no item to Hiro.
90 - end.

If you mean for the first byte to be 6A, then yes it will.

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