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Script Help Thread (DO NOT REQUEST SCRIPTS)

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/Circa

a face in the clouds.
881
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16
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  • Game: FireRed
    Type: Person Event
    Editor: XSE
    Script:
    Spoiler:


    The problem is you always get the right answer...
     

    Megiddo-san

    Barium - Summer '12 Return?
    1,308
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    Years
  • [SOLVED]Game: Firered BPRE
    Type: Trigger
    Editor: XSE
    Script: This script is supposed to allow the player to cross a canyon with a hoverboard. The game does not activate any of the movements.
    Spoiler:
    [/SOLVED]

     
    Last edited:

    пзо

    zzirRusty
    223
    Posts
    15
    Years
    • Seen Jun 2, 2010
    Not good..

    Spoiler:
    Spoiler:


    [Solved]
    My Solved Idea is good!
     
    Last edited:

    Pokepal17

    More cowbell~
    1,519
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    15
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  • Originally posted by n3o

    #Dynamic 0x800001

    #org @start
    checkflag 0x1001
    if b_true goto @end
    fadescreen 0x1
    Special 0x136
    fadescreen 0x0
    applymovement 0xFF @Qmark
    waitmovement 0x0
    msgbox @1
    boxset 2
    setflag 0x1001
    end

    #Org @Qmark
    #Raw 0x63 0xFE

    #Org @1
    = What was that?!\nIt came from a short\pdistance.

    #Org @end
    release


    You could put the script like this. Well, this is how I'm putting it and people might put it a different way, but it should have the same result. Changes in bold. Boxset 2= lock, boxset 6 & release. I don't know how to make a bigger earthquake. More specials would make more earthquakes.
     

    Hiche..

     
    979
    Posts
    16
    Years
    • Seen Dec 27, 2014
    Game: Firered BPRE
    Type: Trigger
    Editor: XSE
    Script: This script is supposed to allow the player to cross a canyon with a hoverboard. The game does not activate any of the movements.
    Spoiler:



    Spoiler:


    Hackmew probably will fix it, but..

    Try this. I do not think it will work, but try. Lol.
     

    HackMew

    Mewtwo Strikes Back
    1,314
    Posts
    17
    Years
    • Seen Oct 26, 2011
    This script was fixed but it stiil doesn't work th way I want it to.

    ROM: Pokemon Fire Red
    Version: 1.0
    Script Editor: XSE
    Script type: Person

    Spoiler:


    A-map settings

    Spoiler:


    This is a wildbattle with a Suicune. Firstly, the fadescreen command happens before the battle ends, it happesn when I talk to the Suicune. Secondly, the Suicune temporarily disappears after the battle and then returns when I move. If I put in a random ID code, it disappears permanently. Please help me. Thanks in advance!

    Pictures

    Spoiler:

    Fixed script below. Don't forget to change the Person ID to 1001! And to update XSE too.

    Spoiler:



    Spoiler:


    A kinda noobish question....
    When the flag is set, it just ends, it doesn't go to the message @milk thing (don't ask its a very weird script......)

    First of all, no need to use @done and @done2. I mean, they're the same script, so @done is enough. Also... there's no need of of lock, faceplayer and end, because you can simply use boxset 0x2. I would fix the script, but the @milky part is missing, and the @milk one is supposed to point to a script, not to a text.


    Game:Fire Red
    Editor:XSE
    Type:person event

    When i talk to the person,the game freezes with not message box appearing.
    Spoiler:

    First of all you can remove lock, faceplayer and release since you can just use boxset 0x2. But, since the new XSE got released, go get it and try the script below:

    Spoiler:


    Remember that after you compile it, you need to copy the offset shown in the Compiler Output. The #dynamic value is just what XSE use to start searching free space, but it does not mean the script will be compiled at that offset obviously.


    Having trouble with a rather troublesome script.

    Script type: Person Script
    ROM:FR
    Script Editor:XSE
    Spoiler:

    When I talk to it, the message appears and I move, but the Spearow doesn't, :\ Then the boy talks but doesn't move. He then just disappears.

    Make sure to not mix hexadecimal with decimal: 0x12 is not 12, of course. The "0x" prefix does matter.

    Spoiler:



    Help meh!

    And another one:
    Script type: Trigger script
    ROM: FR
    Script Editor: XSE

    Spoiler:

    I move and the camera moves, but nothing else.

    I need help on these BADLY! My beta is due tomorrow and these are the final scripts I need!

    Exact the same problem as above. Pay attention to the values!


    Thanks Vrai. Do I need a waitstate under it?

    For special 0x161 there's no real need.


    Game: FireRed
    Type: Person Event
    Editor: XSE
    Script:
    Spoiler:


    The problem is you always get the right answer...

    Try using this script. Don't forget to update your copy of XSE first.

    Spoiler:



    Game: Firered BPRE
    Type: Trigger
    Editor: XSE
    Script: This script is supposed to allow the player to cross a canyon with a hoverboard. The game does not activate any of the movements.
    Spoiler:



    The only thing I can say is that those closeonkeypress commands are useless.
    Did you try compiling it to a clean ROM?


    My Script

    Game: Fire red Bpre
    Type: Trigger
    Editor XSE
    Script:
    This Script has some crapy little earthquake.. and Im not sure where to put the setflag.
    Maybe at the bottom?
    But how can I make the earthquake bigger? Add more Specials?
    Making a video now..

    Heres the new script:

    --
    Spoiler:


    V i d e o

    http://uk.youtube.com/watch?v=2jLQGMRIyUkhttp://uk.youtube.com/watch?v=NYw9RkKWDC4

    This is the fixed script. Regarding the earthquake, I remember you need to set some variables in order to customize the tremor. Do a search in the archived thread and in the SQ thread as well. Don't forget to update XSE anyway.

    Spoiler:
     
    Last edited:

    Megiddo-san

    Barium - Summer '12 Return?
    1,308
    Posts
    16
    Years
  • It must have been the rom I first compiled to that added those in there. However I tried it in a clean rom and it still does not work. I am going to try Hiche's version.
     

    HackMew

    Mewtwo Strikes Back
    1,314
    Posts
    17
    Years
    • Seen Oct 26, 2011
    It must have been the rom I first compiled to that added those in there. However I tried it in a clean rom and it still does not work. I am going to try Hiche's version.

    Well, Hiche's version is pretty much the same. BTW, you can't return when you use goto. I mean, it won't return anywhere.

    Besides, new rule: add a [SOLVED] tag to your post when everything is fixed and working. I'll add that to the first post right now. Please edit your old post to meet the new requirements. Don't forget to always use spoilers when posting scripts.
     
    Last edited:

    Hiche..

     
    979
    Posts
    16
    Years
    • Seen Dec 27, 2014
    Yea, you can't return when you use goto. Replace goto with call. I do not think it will work, but it's worth a try.

    MSG_KEEPOPEN in the new version of XSE, is boxset 4, right?
     

    HackMew

    Mewtwo Strikes Back
    1,314
    Posts
    17
    Years
    • Seen Oct 26, 2011
    Yea, you can't return when you use goto. Replace goto with call. I do not think it will work, but it's worth a try.

    MSG_KEEPOPEN in the new version of XSE, is boxset 4, right?

    Yeah, indeed. The std.rbh file is full of nice things, uh? :)
     

    BananasGoMoo

    Pokemon Electrum
    149
    Posts
    15
    Years
  • so i made this pokemart



    Spoiler:


    it works perfect, except when you enter the buy or sell menu, and then exit the conversation, you control the mart guy until you enter a building. its really wierd and im not sure if its the script or what.
     

    пзо

    zzirRusty
    223
    Posts
    15
    Years
    • Seen Jun 2, 2010
    Mart Script

    Please Go Read a Tutorial. You have lots of mistakes in there, not mistakes,
    Stuff thats not added.
     

    cooley

    ///Keepin' it simple
    1,148
    Posts
    17
    Years
  • Spoiler:
    Spoiler:


    [UN - Solved]
    My Solved Idea is good!
    Well What I always used for large earthquakes was:

    Spoiler:


    Bold = This just makes it look more professional, but it is not nessecary.

    You can also customize them, by taking the last value of each setvar and changing them. You shouldn't use the same ones all the time, especially in the same map. These values, I found them to be the strongest, realest earthquakes.

    Enjoy ^_^
     

    BananasGoMoo

    Pokemon Electrum
    149
    Posts
    15
    Years
  • so i tried it this way.

    Spoiler:


    still doesn't work. so maybe someone can actually help me this time instead of telling me: "oh you have mistakes" which is obvious.

    Edit: actually, there were no errors in the first place, its just for some reason, i have to make him face right instead of down.
     
    Last edited:

    HackMew

    Mewtwo Strikes Back
    1,314
    Posts
    17
    Years
    • Seen Oct 26, 2011
    so i tried it this way.

    Spoiler:


    still doesn't work. so maybe someone can actually help me this time instead of telling me: "oh you have mistakes" which is obvious.

    Edit: actually, there were no errors in the first place, its just for some reason, i have to make him face right instead of down.

    You shouldn't use boxset AND callstd at the same time...
    Also, since you're using an old XSE, please update your copy.
     

    12345

    Sky
    157
    Posts
    16
    Years
    • Seen Aug 18, 2016
    can you explan me how to use "callasm" in Ruby?
    And when I use "showpokepic", the color of Pokemon is changed?
     

    Ninja Caterpie

    AAAAAAAAAAAAA
    5,979
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  • ok well I updated XSE. whats new in this version? and how did you know I had an old version?

    Because you used "boxset 6". In the new version, it's just
    Code:
    message <pointer> 0x<messagetype>
    Anyway...
    can you explan me how to use "callasm" in Ruby?
    Callasm is used to call some special thing that you've inserted into the ROM, like with that Shiny Creator program thing. :\
     
    18
    Posts
    15
    Years
    • Seen Aug 13, 2011
    Can someone show me an example of a Wildbattle script (legendary) for Emerald Version...

    Thanks in advance ^^
     
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