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Script Help Thread (DO NOT REQUEST SCRIPTS)

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50
Posts
15
Years
    • Seen Aug 28, 2011
    @Necromorph & Binary- Thanks! I knew I was missing something...

    Anyways, for some reason, after I made a new script and went to test it out, one of my old scripts stopped working. The aide outside of the house was meant to lead the player to the professor's lab. But now the game just freezes.

    '---------------
    #org 0xBCD123
    checkflag 0x222
    if 0x0 goto 0x88007A9
    applymovement 0x4 0x8800943
    waitmovement 0x0
    msgbox 0x8800800 MSG_NORMAL '"???: [player]!"
    applymovement MOVE_PLAYER 0x88007E6
    waitmovement 0x0
    applymovement 0x4 0x88007EA
    waitmovement 0x0
    msgbox 0x880080B MSG_NORMAL '"Aide: Happy Birthday!\pCome with m..."
    applymovement 0x4 0x88007EF
    applymovement MOVE_PLAYER 0x88008EF
    waitmovement 0x0
    msgbox 0x880094F MSG_NORMAL '"Aide: Through this door."
    release
    end

    '---------------
    #org 0x8007A9
    release
    end

    '---------
    ' Strings
    '---------
    #org 0x800800
    = ???: [player]!

    #org 0x80080B
    = Aide: Happy Birthday!\pCome with me, the Professor has\nsomething for you[.]

    #org 0x80094F
    = Aide: Through this door.

    '-----------
    ' Movements
    '-----------
    #org 0x800943
    #raw 0xDD 'movDD
    #raw 0xE2 'movE2
    #raw 0xDB 'movDB
    #raw 0xAB 'movAB

    #org 0x8007E6
    #raw 0x63 'Question Mark (?)
    #raw 0x3 'Face Right
    #raw 0xFE 'End of Movements

    #org 0x8007EA
    #raw 0x12 'Step Left (Normal)
    #raw 0x12 'Step Left (Normal)
    #raw 0xFE 'End of Movements

    #org 0x8007EF
    #raw 0x13 'Step Right (Normal)
    #raw 0x13 'Step Right (Normal)
    #raw 0x13 'Step Right (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x13 'Step Right (Normal)
    #raw 0x13 'Step Right (Normal)
    #raw 0x13 'Step Right (Normal)
    #raw 0x13 'Step Right (Normal)
    #raw 0x13 'Step Right (Normal)
    #raw 0x13 'Step Right (Normal)
    #raw 0x2 'Face Left
    #raw 0xFE 'End of Movements

    #org 0x8008EF
    #raw 0x13 'Step Right (Normal)
    #raw 0x13 'Step Right (Normal)
    #raw 0x13 'Step Right (Normal)
    #raw 0x13 'Step Right (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x13 'Step Right (Normal)
    #raw 0x13 'Step Right (Normal)
    #raw 0x13 'Step Right (Normal)
    #raw 0xFE 'End of Movements
    (Copy/pasted from XSE) Thanks in advance! :D
     

    Chad -

     
    687
    Posts
    14
    Years
    • Seen Aug 27, 2012
    ^ Well, there is one mistake..

    In the movements, at offset 0x800943, you did not end your movements with #raw 0xFE.

    Chad -
     

    Chad -

     
    687
    Posts
    14
    Years
    • Seen Aug 27, 2012
    What exactly can you do with call 0xoffset? What can you use this for?

    When you use the call command, you can return back to the main script or the script you called from.

    For example:

    Code:
    ...
    ...
    call @back
    msgbox @talk 0x6
    ...
    ...
    end
    
    #org @back
    msgbox @called 0x6
    [B]return[/B]
    
    #org @called
    = You called?
    
    #org @talk
    = Oh, you're back!

    Notice the return. It 'returns' back to the main script you called it from. Hope that helps you.

    Chad -
     
    79
    Posts
    13
    Years
    • Seen Aug 27, 2014
    so i have a script to where oaks aide gives you the national dex after the pokedex can somebody help me fix this

    #dynamic 0x900000

    #org @start
    checkflag 0x829
    if 0x1 goto @national
    end

    #org @national
    applymovement 0x1 0x890003F
    waitmovement 0x0
    applymovement 0x1 0x8900044
    waitmovement 0x0
    pause 0x10
    applymovement MOVE_PLAYER 0x8900047
    waitmovement 0x0
    special 0x16F
    setflag 0x10A
    fanfare 0x13E
    msgbox 0x800100
    callstd 0x6
    waitfanfare
    end

    #org 0x800100
    = Your POKeDEX was upgraded!

    when i have the pokedex it works but i tested to see what happens if i step on the square before i recieve the pokedex and it just freezed my charecter

    nevermind i fied it! thanks for all of the help i get on here i do ask alot of questions
     
    Last edited:

    Kevin

    kevin del rey
    2,686
    Posts
    13
    Years
  • What exactly can you do with call 0xoffset? What can you use this for?
    I use it for stuff like giving Pokemon and Pokedexs;
    Code:
    #dynamic 0xoffset
    
    #org @start
    lock
    faceplayer
    msgbox @1 msg_normal
    call @pokedex
    release
    end
    
    #org @1
    = Here's a Pokedex.
    
    #org @pokedex
    setflag 0x829
    fanfare 0x13E
    msgbox @2 msg_keepopen
    waitfanfare
    closeonkeypress
    return
    
    #org @4
    = \v\h01 recieved a Pokedex.
    Notice that if use use call, you have to use return.

    go to the MEGA-HUGE xsetutorial and just read up on how to change the applymovement commands to make him walk in a different path
    But then you'd have to change warps, AND make a new level script, which would take a while for him to learn. =\
     
    2
    Posts
    14
    Years
    • Seen Aug 27, 2010
    I'm really trying I promise I just don't know what to change or where to start? Im lost. The tutorial helped a little but as I said I don't know where to start... Can someone shed light onto my problem :/ ?
     

    x Necromorph x

    Super Saiyan 4
    295
    Posts
    13
    Years
  • I'm really trying I promise I just don't know what to change or where to start? Im lost. The tutorial helped a little but as I said I don't know where to start... Can someone shed light onto my problem :/ ?

    Start from the beginning of the tutorial(diegoisawesome's MEGA HUGE XSE Tutorial), learn everything in the order that he has it. And just practice, eventually you wont even have to worry about needing help on a script like the one you are talking about.
     
    79
    Posts
    13
    Years
    • Seen Aug 27, 2014
    applymovement 0xperson number @move

    applymovement does what is says

    0xpersonnumber is how you assign movements to specific people

    @move=(pointer)redirects the script to another one

    so what you do is you go to the pointer that jumps to the right movement commands and rewrite them changing professors oaks movement path to where it works for your hack

    Spoiler:
     
    Last edited by a moderator:
    50
    Posts
    15
    Years
    • Seen Aug 28, 2011
    @Chad, thanks, I didn't notice that. But for some reason, it still doesn't work... :\

    Spoiler:


    Again, copy/pasted :\
     
    Last edited by a moderator:

    Chad -

     
    687
    Posts
    14
    Years
    • Seen Aug 27, 2012
    GoldxLight,

    is your script a green tile script? If so, did you adjust the Unknown to 0300 and Var Number to 4050? Other than that, I don't know what the problem is. I'm sure someone else will notice it..

    Maybe try changing the offset..

    Chad -
     

    FireFox

    Dialga Fangirl
    58
    Posts
    19
    Years
    • Age 37
    • UK
    • Seen Feb 24, 2018
    If it was a type 0x02 level script then regardless of how much code is run, it will stop the "route name box" from coming down. If you use another type of level script (I'd try 0x01 (setmaptile)), then the script will be run before the map loads and the route name box should show up.

    Thanks colcolstyles. I'll give that ago :)
     

    Capitalist Ness

    can't stump the trump
    69
    Posts
    15
    Years
  • I started learning how to hack today... I learned how to write Wildbattles but... I want to give another music to it. Something like Legendary Dogs Battle Theme etc.
    If anyone needs, here's my script...
    Spoiler:
     
    50
    Posts
    15
    Years
    • Seen Aug 28, 2011
    Chad- Yeah, it is a green tile sprite. And yeah, I did set the var to 4050 and the unknown to 0300. But it still won't work :\

    I'll just keep trying, I guess..
     

    Co500

    Nostalgia Edition
    563
    Posts
    15
    Years
  • The only problem I have with these scripts is that the set flag so that they dont reactivate dont work, the flags Ive used have not been used before and im sure ive just made a noobish mistake thanks in advance ;)

    Spoiler:


    Spoiler:


    Spoiler:


    Spoiler:
     

    colcolstyles

    Yours truly
    1,588
    Posts
    15
    Years
  • The only problem I have with these scripts is that the set flag so that they dont reactivate dont work, the flags Ive used have not been used before and im sure ive just made a noobish mistake thanks in advance ;)

    Spoiler:


    Spoiler:


    Spoiler:


    Spoiler:

    You don't want to use those flags, especially the flags in the '0x800's because those are often reserved for special purposes like badges, enabling menu items, etc. Take a look at the list of used flags in XSE's guide. Most flags not on that list are safe for using, though I personally recommend any over '0x1000'. Also, the following code won't work:

    Code:
    ...
    checkflag 0x8
    checkflag 0x82F
    checkflag 0x829
    checkflag 0x828
    if 0x1 goto @done
    ...
    You need an 'if' statement after every single 'checkflag'. Similarly, at the beginning of the last script there is a 'checkflag' without an 'if' statement following it, effectively rendering it useless.
     
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