• Our software update is now concluded. You will need to reset your password to log in. In order to do this, you will have to click "Log in" in the top right corner and then "Forgot your password?".
  • Welcome to PokéCommunity! Register now and join one of the best fan communities on the 'net to talk Pokémon and more! We are not affiliated with The Pokémon Company or Nintendo.

Script Help Thread (DO NOT REQUEST SCRIPTS)

Status
Not open for further replies.

destinedjagold

You can contact me in PC's discord server...
8,593
Posts
16
Years
  • Age 33
  • Seen Dec 23, 2023
I need this script to happen only once
How can I make it?

Ash493 already fixed your script.
You should not confuse yourself with setflag from checkflag...
checkflag is used to check if a flag number has been already used.
checkflag is always paired with 'if 0x(1 for true or 0 for false) goto @(address)'...
setflag is used to tell the ROM that the flag number has just been used.
 

psychicboy

Hacking is all that matters...
538
Posts
14
Years
Alright guys, this is my problem. Im trying to get a hidden sprite (Flagsetting method) To walk 6 steps to the right, play garys theme, have some text and iniate a battle. Anyone wanna help?
 

TB Pro

Old-timer
2,708
Posts
19
Years
Alright guys, this is my problem. Im trying to get a hidden sprite (Flagsetting method) To walk 6 steps to the right, play garys theme, have some text and iniate a battle. Anyone wanna help?
That wont work. When you use setflag to make a person to disappear, they are technically "deleted" as if they're not there. Use the disappear movement. 0x60.
 

psychicboy

Hacking is all that matters...
538
Posts
14
Years
Ahh, but like it says in your tut, hidesprite only works untill the screen gets refreshed. So would I set the person as a hidden type on a-Map, then use clearflag to reveal and apply the movements?
 

HackMew

Mewtwo Strikes Back
1,314
Posts
17
Years
  • Seen Oct 26, 2011
Ahh, but like it says in your tut, hidesprite only works untill the screen gets refreshed. So would I set the person as a hidden type on a-Map, then use clearflag to reveal and apply the movements?

Yeah. But the setflag makes the change permanent. Use hidesprite + setflag to hide people, and showsprite + clearflag to show them. Do not use the Hidden type.
 

0m3GA ARS3NAL

Im comin' home...
1,816
Posts
16
Years
Hey does anyone know a script or the stuff for a save script?

I already answered your question in the LAST thread you asked this in.

Go to the battle tower, (For R/S/E) to find a working save script...
I don't remember where one in Fire Red would be, try looking for a place where your game is autosaved...

If you don't know how to do that (Open the script), you are not ready to script, simple enough.
Stop asking, you got an answer... twice.
 
Last edited:

Capitalist Ness

can't stump the trump
69
Posts
15
Years
Hey, look at my script.

Spoiler:


XSE don't want Compile this.
What here is bad?
 

Capitalist Ness

can't stump the trump
69
Posts
15
Years
Now is:
Error 13 "Type mismatch" on line 7.
File: Blah blah blah
Missing: #define

O_o

I see little bug's in it. Fixed, but again is not want Compile :(
 

Haku.

(FLAME)...H....A...K..U
385
Posts
16
Years
Hmm let me amend it for you...

Spoiler:
 
8
Posts
14
Years
  • Seen Jun 24, 2010
Game: FireRed
Type: BPRE
Editor: XSE
Script: Basic

I've recently taken up scripting and am testing a few scripts, one of which I can't seem to make work the way I want it to.
Actually, it's a rather simple "gimme-first-critter" script.

First, let's take a look at this:
Spoiler:

Now, when executing that script, everything works fine, except that the person I'm talking to starts moving after "Do you want it?" (which is coloured red in the spoiler).
What I tried so far is:
- changing all textboxes except the yes/no ones to 0x2, which's result was that it still restarts moving at the question but locks and faces the player again thereafter, only to additionally restart moving at the blue passage or - if I change that to a 0x2 as well, at the green one.
- adding lock and faceplayer before and after the choiceboxes, which didn't help either.

Also, if I'm trying to execute the script like what I'm intending to:
Spoiler:

It freezes at the movement (red part), as can be seen in this screenshot:
img10.imageshack.us/img10/5232/movementcrash.jpg
(can't post as an image or an url yet, so this'll have to do)

What am I doing wrong? Could somebody please help me?
Thanks in advance.
 

destinedjagold

You can contact me in PC's discord server...
8,593
Posts
16
Years
  • Age 33
  • Seen Dec 23, 2023
@ Wolfhead...
I like the way you post. Keep it up! ;)
Anyways, usually, as I've observed, NPC will start moving after a give(pokemon or item) commands, so I guess you can add another faceplayer command there.
The applymovement will freeze your game 'cause you forgot the end move command, which is 0xFE...
Code:
#org @move1
#raw 0x62 [COLOR="Blue"]0xFE[/COLOR]
Remember that after the script makes an NPC move, add 0xFE to the end of the move script so it won't freeze. ;)
 
4
Posts
14
Years
  • Seen Jan 31, 2012
this id one in XSE.
It's basically a give pokemon intro script, Im just posting the main segment none of the msgbox's and what not.

Code:
showsprite 0x1
applymovement MOVE_PLAYER 0x8802679
waitmovement 0x0
applymovement 0x8 0x880056E
msgbox 0x88022C4 MSG_NORMAL '"Xen:[grey_fr]Finally...\nYou had m..."
applymovement 0x8 0x8802673
applymovement MOVE_PLAYER 0x8802676
givepokemon 0x17C 0x5 0x139 0x0 0x0 0x0
fanfare 0x13E
msgbox 0x8802683 MSG_KEEPOPEN '"[black_fr]You received ZANGOOSE!"
waitfanfare
closeonkeypress
setflag 0x828
msgbox 0x88007AE MSG_YESNO '"[black_fr]Would you like to give a..."
compare LASTRESULT 0x1
if 0x1 call 0x880056F
msgbox 0x880228D MSG_NORMAL '"[rival]:You did say we'd be\nleavi..."
msgbox 0x8802112 MSG_NORMAL '"Xen: gray fr Well now you are\nlea..."
applymovement MOVE_PLAYER 0x880210E
waitmovement 0x0
applymovement 0x1 0x8802102
waitmovement 0x0
applymovement 0x8 0x88020FF
waitmovement 0x0
msgbox 0x880209A MSG_NORMAL '"[rival]:I suppose you could say\nw..."
fadescreen 0x1
hidesprite 0x8
hidesprite 0x1
fadescreen 0x0
setvar 0x4090 0x1
release
end

'---------------
#org 0x80056F
Problems:
This 0x1 (originalyl 0x4 but I changed it thinking it would help >.<) is for the professor, who takes the place of professor oak at the exact same coordinates in the lab.
The problem is, the npc will not become visible, also the final line #org 0x80056F is supposed to go call 0x (for name your pokemon) return, but each time I plug that in and compile, it's gone when you check back at the script >.>
 
Status
Not open for further replies.
Back
Top