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Script Help Thread (DO NOT REQUEST SCRIPTS)

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Kaith

Hacker of Fire
49
Posts
12
Years
  • I'm trying to make the hero move backwards, keeping him from continuing until you talk to the rival. Everything works perfectly, even the message not showing up after you talk to your rival. The problem is the movement doesn't work at all. It's the same with every other script I try and have the hero move. I can get other sprites to move, just not the hero. Is there something wrong with my script, or is the problem in Advance Map?

    Game: FireRed
    Type: GBA
    Editor: XSE
    Scrpit:
    Spoiler:
     

    destinedjagold

    You can contact me in PC's discord server...
    8,593
    Posts
    16
    Years
    • Seen Dec 23, 2023
    I'm trying to make the hero move backwards, keeping him from continuing until you talk to the rival. Everything works perfectly, even the message not showing up after you talk to your rival. The problem is the movement doesn't work at all. It's the same with every other script I try and have the hero move. I can get other sprites to move, just not the hero. Is there something wrong with my script, or is the problem in Advance Map?

    Game: FireRed
    Type: GBA
    Editor: XSE
    Scrpit:
    Spoiler:

    you forgot to include the command "waitmovement 0" after your applymovement command. ;)
     

    Cathar

    /人◕ ‿‿ ◕人\
    79
    Posts
    13
    Years
    • Age 36
    • Seen Jul 23, 2016
    I had a problem similar to this while editing the sign's infront of Red and Green's houses. All I had to do was rewrite the script. Do you use the text adjusters in XSE? That usual fixes most of your problems.

    That doesn't work. It doesn't matter what I put in at that line, it always reduces it to E? when I close and re-open the script.
     
    275
    Posts
    13
    Years
    • Seen Oct 9, 2019
    It's actually "waitmovement 0x0", just sayin'.
    XSE accepts decimal notation for all numeric values with the possible exception of ROM/RAM offsets. Decimal 0 and hexadecimal 0x0 are equal to each other and equally syntactically valid.
     
    275
    Posts
    13
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    • Seen Oct 9, 2019
    Thanks for the help! But do I have to include it after every single applymovement I use? The guide I'm using for XSE isn't very clear about this.
    Only if you want the script to pause and wait for the movements to finish before running any further commands.
     

    DrerAhv

    She That Derps in the Night
    9
    Posts
    13
    Years
  • Remove the red. That needs to be a string and hence can't have commands. The commands can be safely removed since the script that shows that string also runs them.
    Thank you. I have to ask another question about this particular script;
    If I wanted to make the player stay still while the movements were applied and message boxes displayed, what would I do? As of now the movements/message boxes are only enacted when I walk up to the character and talk to them; I want it to happen automatically.

    Code:
    #org @start
     checkflag 0x828
     if 0x0 goto @hey! 
    if 0x1 goto @nightmare 
    end  
    
    #org @hey! 
    setflag 0x828 
    lock 
    applymovement 0x4 @alert 
    waitmovement 0x0 
    msgbox @awake 0x6 
    release 
    end  
    
    #org @awake 
    = [player], wake up! \nwe're here. We're here, \nplayer. 
     #org @alert 
    #raw 0x56 0xFE 
    
     #org @nightmare 
    checkflag 0x828 
    if 0x0 goto @hey! 
    if 0x1 goto @okay 
     #org @okay 
    lock 
    faceplayer 
    msgbox @feeling 0x6 
    release
    end  
    
    #org @feeling 
    = [player], \nare you feeling okay? \nYou looked like you were \nhaving a nightmare.
     
    Last edited:

    hinkage

    Everyone currently in an argument with this member
    384
    Posts
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    • Seen Apr 27, 2024
    Thank you. I have to ask another question about this particular script;
    If I wanted to make the player stay still while the movements were applied and message boxes displayed, what would I do? As of now the movements/message boxes are only enacted when I walk up to the character and talk to them; I want it to happen automatically.

    You would need a scriptbox for that.

    http://www.youtube.com/watch?v=hRwY-aONgDo

    He gives a whole video lesson on it. It's much easier than me typing it out, and it still being confusing. xP
     

    Kaith

    Hacker of Fire
    49
    Posts
    12
    Years
  • What command is used in XSE to give the hero the national pokedex?
    I did look around but could not find it

    special 0x16F

    This just activates the national dex after you get the pokedex. You still need to add the message and sound effect if you want.

    Source: diegoisawesome's MEGA-HUGE XSE Scripting Tutorial. http://www.pokecommunity.com/showthread.php?t=164276
    Scroll down to the special section of the guide for a example.
     

    eratez

    Unbeatable trainer
    2
    Posts
    12
    Years
  • This script runs fine, but if I leave the room after talking to him, he disappears and won't come back. Can someone help me

    Base:Ruby
    Type: person
    Editor: Pokescript
    Script:
    #org $prof
    lock
    faceplayer
    checkflag 0x1216
    if 0x01 goto $getpoke
    message $You
    $You 1 = Did you come for a pokémon.\nI will tell you what,\pif you promise to be good\nI will give you one.\lI have them right
    boxset 6
    applymovement 0x01 $move
    message $omg
    $omg 1 = ...\n...\p...\lThey're gone!!!
    boxset 6
    applymovement 0x01 $move2
    fanfare 0x13E
    message $ring
    $ring 1 = That's my ringtone.
    boxset 6
    waitfanfare
    message $answer
    $answer 1 = Hello\n...\pOk.\n... ahem.\pOk, thanks, see you soon.\p\v\h01, they found my pokémon in\nNew Day.\pPlease go get a pokémon from\lmy aide to guide us there.
    boxset 6
    setflag 0x1216
    release end
    #org $move
    #raw 0x03 0xFE
    #org $move2
    #raw 0x00 0xFE
    #org $getpoke
    checkflag 0x1212
    if 0x01 goto $leave
    message $getit
    $getit 1 = Go to my aide and get a pokémon.
    boxset 6
    release
    end
    #org $leave
    checkflag 0x1200
    if 0x01 goto $danger
    message $meet
    $meet 1 = Meet me outside
    boxset 6
    fadescreen 1
    #raw 0x53 0x01 0x00
    pause 0x30
    fadescreen 0
    release
    end
    #org $danger
    message $train
    checkflag 0x1217
    if 0x01 goto $luck
    $train 1 = What happened to you\n...\pWhat, wow.\nYou must begin training to\pbe ready to fight when\lit comes
    boxset 6
    setflag 0x1217
    release
    end
    #org $luck
    message $goodl
    $goodl 1 = Good luck on your training.
    boxset 6
    end
    #org $check
    checkflag 0x1200
    if 0x01 gosub $appear
    release
    end
    #org $appear
    checkflag 0x1220
    if 0x01 goto $script
    #raw 0x55 0x01 0x00
    return
    #org $script
    release
    end
     

    Kaith

    Hacker of Fire
    49
    Posts
    12
    Years
  • What my script does is after you leave the house, Oak's assistant brings you and your rival to Oak's lab and they both go inside. (Don't point out that I haven't added the part for the door animation yet).

    I want these two sprites (Rival and Oak's Assistant) to dissapear from Pallet town after this script finishes running, and they do temporarily but after I come out of Oak's lab, they're back out in front of the house you started at. How can I get them to dissapear permanently? They only need to appear once.

    Rival's Person num=4 Event num=5
    Assistant Person num=5 Event num=6

    Game: Fire Red
    Type: Hidesprite
    Editor: XSE
    Scrpit:
    Spoiler:
     

    Teh Blazer

    Divider of Zero
    776
    Posts
    15
    Years
  • What my script does is after you leave the house, Oak's assistant brings you and your rival to Oak's lab and they both go inside. (Don't point out that I haven't added the part for the door animation yet).

    I want these two sprites (Rival and Oak's Assistant) to dissapear from Pallet town after this script finishes running, and they do temporarily but after I come out of Oak's lab, they're back out in front of the house you started at. How can I get them to dissapear permanently? They only need to appear once.

    Rival's Person num=4 Event num=5
    Assistant Person num=5 Event num=6

    Game: Fire Red
    Type: Hidesprite
    Editor: XSE
    Scrpit:
    Spoiler:

    You have to make their person number (I think, whichever one is easily changeable) the same as a flag, then you set the flag of their person number. For example, I make their person number 4A, I must setflag 4A to make them disappear.
     

    Satoshi Ookami

    Memento Mori
    14,254
    Posts
    15
    Years
  • It's actually "waitmovement 0x0", just sayin'.
    0 in decimal is same as 0x0 which is in hexadecimal.

    Thanks for the help! But do I have to include it after every single applymovement I use? The guide I'm using for XSE isn't very clear about this.
    I would suggest you to do it.
    It's better and you won't get errors.
     
    37
    Posts
    13
    Years
    • Seen Feb 7, 2014
    I'm currently working on a Fire Red total modification. Currently, I've gotten to Route 4 of my world, where you must battle Team Rocket. I'm having problems with making Team Rocket disappear after you fight the leader of the group of them.

    I'm using XSE and Advance Map 1.92

    Here are Person event no.'s:
    1 (Basic guy you talk to)
    2 (Another basic guy you talk to)
    3 (The guy you battle that has the hiding scripts)

    This is the script I put for the guy you battle:


    '---------------
    #org 0x7A4DB8
    trainerbattle 0x1 0x21A 0x0 0x87A4DE4 0x87A4E03 0x87A4E6C
    end

    '---------------
    #org 0x7A4E6C
    msgbox 0x87A4E29 MSG_FACE '"TEAM ROCKET, escort me to\nSURLANK..."
    fadescreen 0x1
    setflag 0x2008
    hidesprite 0x1
    hidesprite 0x2
    hidesprite 0x3
    fadescreen 0x0
    setflag 0x258 (This flag is to get ride of a policeman guarding Route 5 once you exit the house you're in with Team Rocket)
    release
    end


    '---------
    ' Strings
    '---------
    #org 0x7A4DE4
    = I am not who you think I am.

    #org 0x7A4E03
    = How could someone like you beat me?

    #org 0x7A4E29
    = TEAM ROCKET, escort me to\nSURLANK CITY!

    --------------------------
    I set all of the characters' person ID's to 2008.
    After I battle the leader, the screen does fade, and all the characters do disappear. However, sometimes when you come back, they will either be there or not. When they are there, nothing will happen if you try to talk to any of them. Any help is greatly appreciated.
     

    hinkage

    Everyone currently in an argument with this member
    384
    Posts
    13
    Years
    • Seen Apr 27, 2024
    I'm currently working on a Fire Red total modification. Currently, I've gotten to Route 4 of my world, where you must battle Team Rocket. I'm having problems with making Team Rocket disappear after you fight the leader of the group of them.

    I'm using XSE and Advance Map 1.92

    Here are Person event no.'s:
    1 (Basic guy you talk to)
    2 (Another basic guy you talk to)
    3 (The guy you battle that has the hiding scripts)

    This is the script I put for the guy you battle:


    '---------------
    #org 0x7A4DB8
    trainerbattle 0x1 0x21A 0x0 0x87A4DE4 0x87A4E03 0x87A4E6C
    end

    '---------------
    #org 0x7A4E6C
    msgbox 0x87A4E29 MSG_FACE '"TEAM ROCKET, escort me to\nSURLANK..."
    fadescreen 0x1
    setflag 0x2008
    hidesprite 0x1
    hidesprite 0x2
    hidesprite 0x3
    fadescreen 0x0
    setflag 0x258 (This flag is to get ride of a policeman guarding Route 5 once you exit the house you're in with Team Rocket)
    release
    end


    '---------
    ' Strings
    '---------
    #org 0x7A4DE4
    = I am not who you think I am.

    #org 0x7A4E03
    = How could someone like you beat me?

    #org 0x7A4E29
    = TEAM ROCKET, escort me to\nSURLANK CITY!

    --------------------------
    I set all of the characters' person ID's to 2008.
    After I battle the leader, the screen does fade, and all the characters do disappear. However, sometimes when you come back, they will either be there or not. When they are there, nothing will happen if you try to talk to any of them. Any help is greatly appreciated.



    It could be the flag, some are temporary. Try setting them all to flag 0x258. It's more efficient, and you already know it works.

    The reason when he says nothing when you return is because you already battled him, so the script goes straight to the 'end' command in 0x7A4DB8
     
    124
    Posts
    12
    Years
  • Game: Fire Red
    Type: Signpost
    Editor: XSE
    Script: Sisnpost
    Spoiler:



    For some reason my signposts in my rom hack arn't working. I did the live update to XSE 1.1 and i can't think of anything else seeing as i followed diegosawesome tutorial correctly.

    Replace '@' for '$'
    Try this.
    Spoiler:


    I think it's just the small errors like 'lock' and 'release'.
    Also, for sign boxsets, always use 0x6.
    I don't know what 0x3 is but when I tested it, it didn't work.
    Hopefully, this should solve your problem.

    I'm trying to make the hero move backwards, keeping him from continuing until you talk to the rival. Everything works perfectly, even the message not showing up after you talk to your rival. The problem is the movement doesn't work at all. It's the same with every other script I try and have the hero move. I can get other sprites to move, just not the hero. Is there something wrong with my script, or is the problem in Advance Map?

    Game: FireRed
    Type: GBA
    Editor: XSE
    Scrpit:
    Spoiler:

    You need to add waitmovement 0x0 after any applymovement. For example:
    Spoiler:


    AND you've made a typo error in your script.

    [qoute] #org @move
    #raw 0x12
    #raw 0xEF [/quote] It's #raw 0xFE. You've put 0xEF.

    Hope this helps!

    It still does the same thing

    Double check ALL yours flags. You may have made an error with previous flags.
     
    Last edited:
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