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Script Help Thread (DO NOT REQUEST SCRIPTS)

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Rezordaxx

Asks many questions!
290
Posts
10
Years
hi so I have this massive talking script but when i compile it it just throws in a random loadpointer command

Script;

Spoiler:


after compiling :
Spoiler:


(I used the biggest offset you can find in FSF i just spammed on 9 till the numbers changed)
 

Teh Blazer

Divider of Zero
776
Posts
15
Years
hi so I have this massive talking script but when i compile it it just throws in a random loadpointer command

Script;

Spoiler:


after compiling :
Spoiler:


(I used the biggest offset you can find in FSF i just spammed on 9 till the numbers changed)

Hmm, are you sure this is all free space?

And have you tried breaking up the script? Like, have a decent chunk, then have a goto pointer to another chunk and then another goto pointer until the script is finished?
 

GoGoJJTech

(☞゚ヮ゚)☞ http://GoGoJJTech.com ☜(゚ヮ゚☜)
2,475
Posts
11
Years
Hmm, are you sure this is all free space?

And have you tried breaking up the script? Like, have a decent chunk, then have a goto pointer to another chunk and then another goto pointer until the script is finished?

He needs to repoint it. If he compiles over old data then the old data gets messed up. Get it?
 
91
Posts
14
Years
So the script is the player walks a few blocks up and the ship which he comes from "dissapears"

Spoiler:


But the problem is the ship sprite keeps comign back and the script dosent stop after 1st run, it should be a one time thing. Help? (Im pretty new to scripting)
 
Last edited:

Teh Blazer

Divider of Zero
776
Posts
15
Years
So the script is the player walks a few blocks up and the ship which he comes from "dissapears"

Spoiler:


But the problem is the ship sprite keeps comign back and the script dosent stop after 1st run, it should be a one time thing. Help? (Im pretty new to scripting)

This is a level script, right? Then you should be using vars 4011-40FF and be setting that var accoridngly (more info is in karatekid's flags, vars, and script tutorial). And you need a releaseall and end command at the end (more info about hot to construct a level script can be found in diegoisawesome's XSE tutorial). And you need to assign a flag number to the ship and then set that flag in your script somewhere before you use the "hidesprite" command to make the ship disappear even when you leave the map and come back in.
 
91
Posts
14
Years
This is a level script, right? Then you should be using vars 4011-40FF and be setting that var accoridngly (more info is in karatekid's flags, vars, and script tutorial). And you need a releaseall and end command at the end (more info about hot to construct a level script can be found in diegoisawesome's XSE tutorial). And you need to assign a flag number to the ship and then set that flag in your script somewhere before you use the "hidesprite" command to make the ship disappear even when you leave the map and come back in.

Thanks, it worked, also, theres this:
It worked the first time I tested it but then it stopped working I havent chnaged it in anyway so im confused.

Spoiler:
 
948
Posts
11
Years
@tanjim13, Once you defeat a Trainer, its respective trainerflag will be set, that's why your script worked only once, to make it possible to re-battle that trainer you need to clear that trainerflag after the battle.
 
91
Posts
14
Years
@tanjim13, Once you defeat a Trainer, its respective trainerflag will be set, that's why your script worked only once, to make it possible to re-battle that trainer you need to clear that trainerflag after the battle.

No, I ment the message after battling isn't showing up.
 

Sniper

ふゆかい
1,412
Posts
10
Years
No, I ment the message after battling isn't showing up.

I saw your script under your spoiler, there's no message on the other offset, obviously.
Should be like this.

Code:
#dynamic 0x800000  
#org @start trainerbattle 0x0 0x1 0x0 @before @after 
msgbox @beaten 0x6
release 
end  

#org @before 
= [blue_fr]Joel: Huh? You're a new face...\n[red_fr][player]: I just enrolled.\l[black_fr]Joel: Sweet! Time to test you!  

#org @after 
= <After battle message here>  

#org @beaten 
= Joel: You have earned my respect\nyoung [player]

Editing the script then compiling it again would screw the whole script.
Best to re-write it and insert on a different offset, or delete the offset that's been used.
 

M.L

Invisible
761
Posts
13
Years
  • Seen Dec 21, 2017
Spoiler:

So I dont know why this is hapening to me but you speak to the guy and the other guy does dissapear due to setflag but if I return to the map before speaking to the man again for clearflag the guy returns anyways..
This has been happening to me alot so this was a test script.. Do you know why their OW arn't dissapearing after I setflag them?
 

Le pug

Creator of Pokémon: Discovery / Fat Kid
870
Posts
10
Years
Spoiler:

So I dont know why this is hapening to me but you speak to the guy and the other guy does dissapear due to setflag but if I return to the map before speaking to the man again for clearflag the guy returns anyways..
This has been happening to me alot so this was a test script.. Do you know why their OW arn't dissapearing after I setflag them?


I may be wrong but I think that the flag 6000 is too high to be used... usually I use flags in the 1000s but anything after 900s should be fine. Also, in the AdvanceMap you are using, are you entering the flag number under the overworld sprite? Make sure you set the flag to the right person. If you, say, use a flag of 1434 then you would put under Person ID of the OW sprite (which is under Script Offset) "$1434".

You can only use setvar on script tiles ... not in scripts with overworld sprites because that setvar value you have 0x6001 would have to go to the var number of the script tile in advancemap.

ALSO, only vars 0x4011-0x40FF are safe so using 0x6001 is wrong
 
Last edited:

M.L

Invisible
761
Posts
13
Years
  • Seen Dec 21, 2017
I made the necessary changes but it still happens as soon as I walk out and back in the OW returns even after I have set the flag, I have put the person ID in...
 
191
Posts
10
Years
For some reason any scripting program I try to use won't work it says something like script aborted I have watched millions of videos and followed the instructions perfectly using the same programs and it won't work is it my computer?
 

karatekid552

What happens if I push it?....
1,771
Posts
11
Years
I may be wrong but I think that the flag 6000 is too high to be used... usually I use flags in the 1000s but anything after 900s should be fine. Also, in the AdvanceMap you are using, are you entering the flag number under the overworld sprite? Make sure you set the flag to the right person. If you, say, use a flag of 1434 then you would put under Person ID of the OW sprite (which is under Script Offset) "$1434".

You can only use setvar on script tiles ... not in scripts with overworld sprites because that setvar value you have 0x6001 would have to go to the var number of the script tile in advancemap.

ALSO, only vars 0x4011-0x40FF are safe so using 0x6001 is wrong

NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

M.L: Read this: http://www.pokecommunity.com/showthread.php?t=302347 and this http://www.pokecommunity.com/showthread.php?p=7952324#7952324
 
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