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Script Help Thread (DO NOT REQUEST SCRIPTS)

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73
Posts
14
Years
  • Seen Aug 31, 2014
I figured out what was causing it to stick. I forgot to set Prof. Oak's person ID. But, a new problem has arisen. >_<

I'm editing the Pallet Town Oak Script (where he leads the character to his lab) to fit the new Pallet Town I've made. I have the movements set up, and the characters follow them, but everytime I compile the script into the file, the old movements are reentered! So the characters follow my steps, then the original ones! I can't figure out how to stop it. I've used the old script offset and a new one. I'll post the script I want and what it's changing it to.

Spoiler:

Thats what I want, and it becomes this when I compile it into the game.
Spoiler:


Also, the Oak sprites is invisible in Pallet Town, but I think the settings are just off.
 
73
Posts
14
Years
  • Seen Aug 31, 2014
Saved my changed maps, started a new file, re-entered maps, opened the scripts, and realized my editted script was 1 line longer then the original. Changing it around to fix that, compiled, and checked the script. It looks normal. Haven't tested it yet.
 

Larvitar170

Noobie hacker
66
Posts
14
Years
Game: Fire Red
Type: Warp/Movement
Editor: XSE
Script:
Spoiler:
Spoiler:


Ok. I tried it out, and I can't even get to the warp. When I move towards the script, my game begins to reset on me. I tried multiple tricks to get to the spot, and none worked. Did the script mess me up? Would more space help it?
 

NatureKeeper

Guest
0
Posts
Solved-

Ok. I tried it out, and I can't even get to the warp. When I move towards the script, my game begins to reset on me. I tried multiple tricks to get to the spot, and none worked. Did the script mess me up? Would more space help it?

Did you use one of the hidden movement? XD

I have now my own script problem, at the move camera part, it should show you the message before reverting the camera on the player using move-camera 2, instead, it reverts the camera on the player first, then show the text, which glitches up the script.

Spoiler:
 
Last edited:

Larvitar170

Noobie hacker
66
Posts
14
Years
Did you use one of the hidden movement? XD

I have now my own script problem, at the move camera part, it should show you the message before reverting the camera on the player using move-camera 2, instead, it reverts the camera on the player first, then show the text, which glitches up the script.

Spoiler:
By hidden movement do you mean on the thing on advance map where you set hidden as his movement type? if so, then yes, that is what he is set with.

Did you use one of the hidden movement? XD

I have now my own script problem, at the move camera part, it should show you the message before reverting the camera on the player using move-camera 2, instead, it reverts the camera on the player first, then show the text, which glitches up the script.

Spoiler:
By hidden movement do you mean on the thing on advance map where you set hidden as his movement type? if so, then yes, that is what he is set with.


EDIT: I found the issue, I used the wrong hidden command. I needed the third one. But I have another issue.

Firered
XSE
Nickname command
Spoiler:

With this script, everything works perfectly except you can't give your pokemon a nickname. It will ask if you want to give a nickname, then continue on with the script no matter what you say.
 
Last edited:

The-Great-Falkner

There just that damn good!
109
Posts
14
Years
#Dynamic 0x800000

#org @start
checkflag 0x828
givepokemon 0x3A 0x10 0x30 0x0 0x0 0x0
if 0x0 goto @Player
if 0x1 goto @end
end

#org @Player
lock
msgbox @Player
boxset 0x6
applymovement 0xF1 @Dad
waitmovement 0x0
release
end

#org @Westly
lock
applymovement 0xF2 @Westly
waitmovement 0x0
release
end

#org @Player
= Hello son,this is Westly!/nlhe is the Champion for this/nlregion,any way since itis/nlyour birthday please take/nlthis Pokemon! You recived a/nlGROWLITHE.Any who I best be /nlgoing see you later son./nlWestly:He was in a hurry, anyway/nlI think I will see you at/nl the GRAND STAGE if you/nlnow what I mean, well I/nlgot to go too see you later/nlkid good luck!

#org @Dad
#raw 0x00 0xFE
#raw 0x13 0xFE
#raw 0x13 0xFE
#raw 0x13 0xFE
#raw 0x13 0xFE
#raw 0x10 0xFE
#raw 0x13 0xFE
#raw 0x13 0xFE
#raw 0x13 0xFE
#raw 0x13 0xFE
#raw 0x13 0xFE
#raw 0x13 0xFE
#raw 0x13 0xFE
#raw 0x13 0xFE
#raw 0x13 0xFE
#raw 0x13 0xFE
#raw 0x60 0xFE

#org @Westly
#raw 0x00 0xFE
#raw 0x13 0xFE
#raw 0x13 0xFE
#raw 0x13 0xFE
#raw 0x13 0xFE
#raw 0x13 0xFE
#raw 0x10 0xFE
#raw 0x13 0xFE
#raw 0x13 0xFE
#raw 0x13 0xFE
#raw 0x13 0xFE
#raw 0x13 0xFE
#raw 0x13 0xFE
#raw 0x13 0xFE
#raw 0x13 0xFE
#raw 0x13 0xFE
#raw 0x13 0xFE
#raw 0x60 0xFE

#org @end
release
end

is there something wrong or missing? please help out :)
 

Satoshi Ookami

Memento Mori
14,254
Posts
15
Years
The biggest problem is that movements have TOO MANY 0xFE commands.
0xFE must be only on the last part of script and only once.
And the starting string... so basically ya wanna give player pokemon right?
then put it like this

Code:
#org @start
checkflag 0x828
if 0x0 goto @Player
if 0x1 goto @end
end

#org @Player
lock
msgbox @Player
boxset 0x6
[B]givepokemon 0x3A 0x10 0x30 0x0 0x0 0x0[/B]
applymovement 0xF1 @Dad
waitmovement 0x0
release
end
 

HackMew

Mewtwo Strikes Back
1,314
Posts
17
Years
  • Seen Oct 26, 2011
Spoiler:


is there something wrong or missing? please help out :)

Use spoilers next time. Also, please update your copy of XSE as it's outdated. You can get the newest one from my thread in the Toolbox. Anyway, your script is totally wrong, and there's no reason to use movements to hide something. Here's the fixed script, look at it carefully because even the message was wrongly made. Note: I assumed the Dad had the flag 0x1000 assigned, if that's not the case then simply change it. Don't forget that XSE has a text adjuster, and a guide too that you should read.

Spoiler:


The biggest problem is that movements have TOO MANY 0xFE commands.
0xFE must be only on the last part of script and only once.
And the starting string... so basically ya wanna give player pokemon right?
then put it like this

Spoiler:

That script won't ever work properly.
 
Last edited:
73
Posts
14
Years
  • Seen Aug 31, 2014
Edit: Okay, I fixed the problem I had earlier, but a new one has arisen.

I need to have a line of sprites block the player's path out of a town until a certain event has occurred. I've tried using both the event script and the level script to have the sprites disappear after the event, but neither seem to work. I'm also worried that if I use the event script, since the event trigger is inside the town, the sprites would reappear in your path when you came back the same way. Here's the city level script (I used Viridian as the base town, and haven't gotten around to editing the old man out yet)

Spoiler:
 
Last edited:
31
Posts
14
Years
  • Seen Sep 6, 2013
Game: Fire Red
Type: walk onto script
Editor: XSE
Script:
Spoiler:

Ok so what happens in this is an npc goes towards the player, says something, then they walk off the map.
It works except:
I set a flag and such so the script couldn't be run more than once, but it still is.
Also, the hidesprite doesn't work (using people ID), I come back to the map and they are still there.
How can I fix those two problems?

Also in same rom, here is a level script:
Spoiler:

For this one, you enter the map and continue to follow someone out of another door.
The problem again is the hide sprite not working.
Also IDK about those setbytes and such, they just appear and I have to delete them every time to compile correctly.
 

Larvitar170

Noobie hacker
66
Posts
14
Years
Fire Red
Xse
Give pokemon
Spoiler:


Ok. It gives me the pokemon, which is great. My issue is in the nickname, where it goes to an unknown pokemon, and the hidesprite, and the show pokemon picture. The hidesprite works, then comes back as soon as you move. The pokemon Picture never comes up.
 

Lyzo

Back from vacation
261
Posts
17
Years
Fire Red
Xse
Give pokemon
Spoiler:


Ok. It gives me the pokemon, which is great. My issue is in the nickname, where it goes to an unknown pokemon, and the hidesprite, and the show pokemon picture. The hidesprite works, then comes back as soon as you move. The pokemon Picture never comes up.

Code:
#dynamic 0x727C2C

#org @Start
checkflag 0x828
if 0x1 goto @done
msgbox @1 0x5
[S-HIGHLIGHT]showpokepic 0xB3 0xA 0x3[/S-HIGHLIGHT]
Compare LASTRESULT 0x1
if 0x1 goto @take
msgbox @2 0x6
release
end

#org @take
givepokemon 0xB3 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
[S-HIGHLIGHT]hidepokepic[/S-HIGHLIGHT]
msgbox @3 0x4
waitfanfare
closeonkeypress
setflag 0x828
msgbox @4 0x5
compare LASTRESULT 0x1
if 0x1 gosub @name
hidesprite 0x800F
msgbox @5 0x6
release
end

#org @name
countpokemon
subvar 0x800D 0x1
copyvar 0x8004 0x800D
fadescreen 0x1
special 0x166
waitstate
return


#org @done
msgbox @6 0x6
release
end


#org @1
= Would you like the Electric Pokemon\nMareep?

#org @2
= That's fine.\pTake your time.

#org @3
= [black_fr]You received a Mareep!

#org @4
= [black_fr]Would you like to give a\nnickname to Mareep?

#org @5
= Take great care of\nMareep.

#org @6
= I already gave you a Pokemon.

Ok, your Show Pokemon Picture problem has been highlighted and corrected, as for the reason that the overworld may reappear is mabye because the Person ID doesn't have a set flag on it yet? Just change the Person ID to 828 and it will be fixed.
I have no idea why the naming isn't working...

Game: Fire Red
Type: walk onto script
Editor: XSE
Script:
Spoiler:

Ok so what happens in this is an npc goes towards the player, says something, then they walk off the map.
It works except:
I set a flag and such so the script couldn't be run more than once, but it still is.
Also, the hidesprite doesn't work (using people ID), I come back to the map and they are still there.
How can I fix those two problems?

Also in same rom, here is a level script:
Spoiler:

For this one, you enter the map and continue to follow someone out of another door.
The problem again is the hide sprite not working.
Also IDK about those setbytes and such, they just appear and I have to delete them every time to compile correctly.

As for you... I'm not excactly sure how you're using the Level Script. But make sure you did it correctly and go through this tutorial(bottom part about level scripts, there are 2 parts).
I already see that you're missing a "setvar".
 
Last edited:
31
Posts
14
Years
  • Seen Sep 6, 2013
I did include a setvar:
setvar 0x7000 0x1

And I followed a different tutorial but one that had all of the same steps.

The first script is not a level script, just a script event that you walk over.
 
1
Posts
15
Years
  • Seen Dec 13, 2009
hi, sorry if im requesting help right off the bat, but this script won't work for me.
the problem is when i enter the map, everything is black.
Game: Ruby
Type: Talking Script
Editor: XSE
Script:
Spoiler:
 
Last edited:
811
Posts
15
Years
  • Age 23
  • UK
  • Seen Apr 7, 2024
Help, I Have NO Expirience In Scripting But I Wanna Insert A Script, But A-Map Is Asking Me For All These Offsets And I Dunno What To Do
Sorry For Being A Meganoob
Please Help
 
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