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Script Help Thread (DO NOT REQUEST SCRIPTS)

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Evilcrizpy

Advanced Mapper
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    • Seen Apr 9, 2010
    It may be because you have multiple strings with the same pointer.

    msgbox @1 0x6
    applymovement 0x05 @1

    Change the pointers before compiling and I think it will be ok. (EG. Talk1 and Move1)


    -----

    And you have 3 msgbox commands pointing to 3 messages but there are only 2

    Okay done waht u said and... well it freezes after movements still no text

    Spoiler:
     

    destinedjagold

    You can contact me in PC's discord server...
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    • Seen Dec 23, 2023
    Okay done waht u said and... well it freezes after movements still no text

    Spoiler:

    lemme explain this in as much detail as I can put...

    Code:
    applymovement 0x05 @1
    waitmovement 0x0

    this part of your script, you are telling the ROM to give movements to person number 0x05, and his movements are located at the address called @1.
    now, after the ROM reads that script, it looks for the address you gave, which was @1, and which you successfully did.
    Code:
    #org @1
    #raw 0 'Face Down
    #raw FE

    And now your message...
    Code:
    message @1 0x6
    Now, after the movement, you tell the ROM to display a text which the message is located at the address called @1, which gave the ROM confusion.
    How the heck can the ROM display a text if the address you gave was for movements?
    Address should be unique and no duplicates. Address starts with the @ syntax.

    This very same explanation goes to your applymovements @2 and @3 and as well as your messages @2 and @3...


    edit:
    a quick fix of your script...
    Spoiler:
     
    Last edited:

    Evilcrizpy

    Advanced Mapper
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    • Seen Apr 9, 2010


    lemme explain this in as much detail as I can put...

    Code:
    applymovement 0x05 @1
    waitmovement 0x0

    this part of your script, you are telling the ROM to give movements to person number 0x05, and his movements are located at the address called @1.
    now, after the ROM reads that script, it looks for the address you gave, which was @1, and which you successfully did.
    Code:
    #org @1
    #raw 0 'Face Down
    #raw FE

    And now your message...
    Code:
    message @1 0x6
    Now, after the movement, you tell the ROM to display a text which the message is located at the address called @1, which gave the ROM confusion.
    How the heck can the ROM display a text if the address you gave was for movements?
    Address should be unique and no duplicates. Address starts with the @ syntax.

    This very same explanation goes to your applymovements @2 and @3 and as well as your messages @2 and @3...

    I have fixed this
    but still no messages..
    Spoiler:
     

    destinedjagold

    You can contact me in PC's discord server...
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    • Seen Dec 23, 2023
    Hm...
    change givepokemon 0x286 0x5 0x0 0x0 0x0 0x0
    to givepokemon 286 0x5 0x0 0x0 0x0 0x0
    and see if it works...
     

    Evilcrizpy

    Advanced Mapper
    26
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    • Seen Apr 9, 2010
    Hm...
    change givepokemon 0x286 0x5 0x0 0x0 0x0 0x0
    to givepokemon 286 0x5 0x0 0x0 0x0 0x0
    and see if it works...

    Thank you,
    Still the text will not show up though...

    Spoiler:
     

    destinedjagold

    You can contact me in PC's discord server...
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    • Seen Dec 23, 2023
    I just tried it with Ruby and it worked alright.
    If you want proof, I can provide a video.
    If it's for FireRed, then I haven't tried it yet.

    What are you hacking?
     

    destinedjagold

    You can contact me in PC's discord server...
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    • Seen Dec 23, 2023
    It works perfectly fine in FireRed.
    Here's the script that I used.
    Spoiler:


    I have a theory...
    Maybe you should start at 0x800000 and so on, since that area in the ROM's free to use.
    Anyways, a video, as promised...
     

    Evilcrizpy

    Advanced Mapper
    26
    Posts
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    • Seen Apr 9, 2010
    It works perfectly fine in FireRed.
    Here's the script that I used.
    Spoiler:



    I jsut put that script in, and once again will give pokemon and all movements work.
    jsut the messages dont appear.
     
    20
    Posts
    14
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    • Seen Apr 24, 2010
    PokeScript Problem

    Hello. I have a problem with PokeScript. Namely, when I compile the code:
    #org $start
    lock
    faceplayer
    message $talk
    $talk 1 = Hello.
    boxset 6
    release
    end

    Copy the offset to the A-MAP, turn on the game, go to the characters from the offset. I see characters like this photo.:

    img221.imageshack.us/img221/2049/jakisbad.png

    I do not know what is causing the problem. Install the program as it is in the guide.
    Please help. And thanks in advance.

    Translation: google translator (Polish to English)
     

    Evilcrizpy

    Advanced Mapper
    26
    Posts
    14
    Years
    • Seen Apr 9, 2010
    Hello. I have a problem with PokeScript. Namely, when I compile the code:
    #org $start
    lock
    faceplayer
    message $talk
    $talk 1 = Hello.
    boxset 6
    release
    end

    Copy the offset to the A-MAP, turn on the game, go to the characters from the offset. I see characters like this photo.:

    img221.imageshack.us/img221/2049/jakisbad.png

    I do not know what is causing the problem. Install the program as it is in the guide.
    Please help. And thanks in advance.

    Translation: google translator (Polish to English)

    Hmmmmm... i it might be due to the fact of the
    Code:
    $talk 1 = Hello.

    You have got this part right but how ever it needs to be in a completely different section so you would right it like this.

    Code:
    #org $start
    lock
    faceplayer
    message $talk 0x6
    release
    end
    
    #org $talk
     = Hello.
     
    20
    Posts
    14
    Years
    • Seen Apr 24, 2010
    PokeScript Problem

    It did not help: ( Maybe I installed wrong PkmAdv?
    Look at this:
    1. Install PokeSckript (c:/pokewitch)
    2. Install PkmAdv (c:/pokewitch)
    3. compile file (.rbc) - compile every way and show me the marks. (google translator)
    END.
     
    Last edited:

    Binary

    え?
    3,977
    Posts
    16
    Years
    • Seen Apr 7, 2014
    Hello. I have a problem with PokeScript. Namely, when I compile the code:
    #org $start
    lock
    faceplayer
    message $talk
    $talk 1 = Hello.
    boxset 6
    release
    end

    Copy the offset to the A-MAP, turn on the game, go to the characters from the offset. I see characters like this photo.:

    img221.imageshack.us/img221/2049/jakisbad.png

    I do not know what is causing the problem. Install the program as it is in the guide.
    Please help. And thanks in advance.

    Translation: google translator (Polish to English)
    Been a while since I last used pokescript.
    Anyways,

    Spoiler:

    I think that's how you do it.
     
    72
    Posts
    16
    Years
  • I have noticed while scripting that if you use $ it might not work properly so i suggest changing all the $ to @

    He is talking about PokeScript, and you are talking about XSE, they are both completely different.

    Anyway, its been a while since I used PokeScript, but I think this should work:

    Spoiler:
     
    20
    Posts
    14
    Years
    • Seen Apr 24, 2010
    PokeScript Problem

    It also does not help. I have windows XP, can by this?
     
    20
    Posts
    14
    Years
    • Seen Apr 24, 2010
    I worked with XSE but I can not do the script (pokeball lying on the ground and disappear after lifting it). I do not know how to do that after fulfilling the function object disappeared. : ( ( Disappears when I got him to the sight by {setflag 0xID} ).

    google translate
     
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