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Script Help Thread (DO NOT REQUEST SCRIPTS)

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Blah

Free supporter
1,924
Posts
11
Years
  • So close... Many of the specials are different on Emerald. Special 0xA1 will nickname a pokemon for you. Try looking at scripts which you know contain the given special to find their new numbers.

    Even in Fire Red I found my nickname special only works sometimes. Any idea why that is? Like it works I'd say half the time and randomly. Script doesn't crash or anything but it doesn't name the Pokemon (the nick name screen comes up with a ??? rather than the Pokemon mini-sprite-overworld thing). I can only assume I'm supposed to do more in the script than just calling the nickname special.

    Any idea why that is?
     

    thetripplenine

    tripple.
    98
    Posts
    11
    Years
  • And now it's not even letting me receive the Pokemon, fun..

    Spoiler:




    Proof that this doesn't let me get the actual pokemon, it's actually really small, click it to make it bigger...
    Lol MB
     
    Last edited by a moderator:

    DrFuji

    [I]Heiki Hecchara‌‌[/I]
    1,691
    Posts
    14
    Years
  • And now it's not even letting me receive the Pokemon, fun..

    Spoiler:




    Proof that this doesn't let me get the actual pokemon, it's actually really small, click it to make it bigger...
    Lol MB

    It looks like you've overwritten your initial script without re-pointing the parts of it which you have expanded in this revised version. This is because your offsets haven't changed (your scripts both start at the offset 0x9C0B77) and has led to your script becoming garbled later on. Unless you're doing minor edits (that don't increase the overall length) to an already inserted script then you should be using dynamic offsets like how you originally inserted the script rather than using the decompiled version.

    Also, you seem to be using an early version of XSE. Here's a link to XSE 1.1.1 which is far less buggy and alters a few things such as the msgbox commands.

    With that, try inserting this with the new version of XSE:

    Code:
    #dynamic 0x9C0000
    
    #org @start
    checkflag 0x800
    if 0x1 goto @AnotherPokemon
    msgbox @WantRiolu? 0x5
    compare 0x800D 0x1
    if 0x1 goto @TakeRiolu
    msgbox @Initiation 0x2
    release
    end
    
    #org @AnotherPokemon
    msgbox @WantAnother? 0x2
    release
    end
    
    #org @TakeRiolu
    givepokemon 0x27 0x5 0x8B 0x0 0x0 0x0
    fanfare 0x13E
    msgbox @FoundRiolu 0x4
    waitfanfare
    closeonkeypress
    setflag 0x800
    msgbox @NicknameRiolu? 0x5
    compare 0x800D 0x1
    if 0x1 call @Nickname
    release
    end
    
    #org @Nickname
    fadescreen 0x1
    special 0xA1
    waitstate
    return
    
    #org @WantRiolu?
    = A Riolu is in a Pokéball.\pDo you want a Riolu?
    
    #org @Initiation
    = Well it doesn't seem right, is this\nan initiation?
    
    #org @WantAnother?
    = Really you want another one!
    
    #org @FoundRilolu
    = \c\h01ÊFound a RIOLU!
    
    #org @NicknameRiolu?
    = \c\h01ÊNickname this RIOLU?
     

    thetripplenine

    tripple.
    98
    Posts
    11
    Years
  • It looks like you've overwritten your initial script without re-pointing the parts of it which you have expanded in this revised version. This is because your offsets haven't changed (your scripts both start at the offset 0x9C0B77) and has led to your script becoming garbled later on. Unless you're doing minor edits (that don't increase the overall length) to an already inserted script then you should be using dynamic offsets like how you originally inserted the script rather than using the decompiled version.


    With that, try inserting this with the new version of XSE:

    Code:
    #dynamic 0x9C0000
    
    #org @start
    checkflag 0x800
    if 0x1 goto @AnotherPokemon
    msgbox @WantRiolu? 0x5
    compare 0x800D 0x1
    if 0x1 goto @TakeRiolu
    msgbox @Initiation 0x2
    release
    end
    
    #org @AnotherPokemon
    msgbox @WantAnother? 0x2
    release
    end
    
    #org @TakeRiolu
    givepokemon 0x27 0x5 0x8B 0x0 0x0 0x0
    fanfare 0x13E
    msgbox @FoundRiolu 0x4
    waitfanfare
    closeonkeypress
    setflag 0x800
    msgbox @NicknameRiolu? 0x5
    compare 0x800D 0x1
    if 0x1 call @Nickname
    release
    end
    
    #org @Nickname
    fadescreen 0x1
    special 0xA1
    waitstate
    return
    
    #org @WantRiolu?
    = A Riolu is in a Pokéball.\pDo you want a Riolu?
    
    #org @Initiation
    = Well it doesn't seem right, is this\nan initiation?
    
    #org @WantAnother?
    = Really you want another one!
    
    #org @FoundRilolu
    = \c\h01ÊFound a RIOLU!
    
    #org @NicknameRiolu?
    = \c\h01ÊNickname this RIOLU?

    Now it just doesnt work, but i think it's because there has to be three of them for three different pokemon...
     
    Last edited:

    CosmicBlazer

    Batman
    190
    Posts
    11
    Years
  • I'm using XSE and i put this in

    #dynamic 0x800000

    #org @start
    lock
    faceplayer
    message @1 0x6
    release
    end

    #org @1
    = Hey, Lj.

    However when I put the offset into the advance map sprite and talk to it it just gives a bleep sound and no msgbox appears. Please help.

    Sorry for double posting but I fixed it I needed to download XSE 1.1.1 I guess I had a older version of XSE. So I got it.
     
    Last edited:

    butterflye

    Dancing on the rainbow lane
    7
    Posts
    11
    Years
    • Seen May 24, 2014
    Hi, I just started the scripting and I need help.
    I use the Ruby game. I make a givepokemon script and I follow the diegoisawesome's tutorial. It works, but to a point. When I click "Yes", box with Yes / No disappears, but the game freezes. (Here's the screenshot img841.imageshack.us/img841/4355/eeekp.png). Does anyone have an idea what is the reason?

    Here's my script:
    Spoiler:
     

    thetripplenine

    tripple.
    98
    Posts
    11
    Years
  • Hi, I just started the scripting and I need help.
    I use the Ruby game. I make a givepokemon script and I follow the diegoisawesome's tutorial. It works, but to a point. When I click "Yes", box with Yes / No disappears, but the game freezes. (Here's the screenshot img841.imageshack.us/img841/4355/eeekp.png). Does anyone have an idea what is the reason?

    Here's my script:
    Spoiler:

    Tell me if this Helps

    Spoiler:
     

    DrFuji

    [I]Heiki Hecchara‌‌[/I]
    1,691
    Posts
    14
    Years
  • It says type mismatch on line 21 and that's with the new xse...

    the problem may have just been that there's three of them...

    It doesn't work because I accidentally misspelled Riolu on that dynamic pointer so it didn't know where to connect. After correcting that it compiled perfectly in my XSE :P
     

    butterflye

    Dancing on the rainbow lane
    7
    Posts
    11
    Years
    • Seen May 24, 2014
    Tell me if this Helps

    Spoiler:

    No, it did not help. To be honest, I don't see also difference between your script and mine. Anyway, I tried to use other tutorials, I added also "lock" and "faceplayer", but still the game freezes when I select "Yes". Here's the script with a few changes:
    Spoiler:


    Can anybody help me?
     
    154
    Posts
    11
    Years
    • Seen Jan 8, 2017
    How would I go about making a level script that starts in the players room BEFORE the player is actually shown in their room? Can I do that? What i want to do is go through the intro of telling oak your name and all that, then when you shrink down into an OW, instead of just starting off in your room, a script will start that warps the player to a different map, they do a little story stuff, then it ends, and warps them back to their room into their bed, like if it was all a dream? I know how to do all of this except for the initial activation of the level script, because I'm bad with those. o-o

    No, it did not help. To be honest, I don't see also difference between your script and mine. Anyway, I tried to use other tutorials, I added also "lock" and "faceplayer", but still the game freezes when I select "Yes". Here's the script with a few changes:
    Spoiler:


    Can anybody help me?
    Haha, this may be an easy fix, let me know if this helps. Try changing "compare lastresult 0x1" to "compare 0x300D" or "compare lastresult 0x300D"
     
    Last edited:

    butterflye

    Dancing on the rainbow lane
    7
    Posts
    11
    Years
    • Seen May 24, 2014
    Yes, thank you, it finally works.

    But I have another problem and I hope that my another request doesn't tire anybody. The same script is going to have one, a strange anomaly. If there is a choice of Yes / No, when I click Yes, the game takes it as click No, and I don't get Pokemon. Does anyone know and could cause me the reason? I totally am beginner in scripting...

    Again, this is the script:
    Spoiler:
     

    karatekid552

    What happens if I push it?....
    1,771
    Posts
    11
    Years
  • Yes, thank you, it finally works.

    But I have another problem and I hope that my another request doesn't tire anybody. The same script is going to have one, a strange anomaly. If there is a choice of Yes / No, when I click Yes, the game takes it as click No, and I don't get Pokemon. Does anyone know and could cause me the reason? I totally am beginner in scripting...

    Again, this is the script:
    Spoiler:


    It's var 0x800D, that is LASTRESULT. It's on line 10, you're checking the wrong var.
     
    154
    Posts
    11
    Years
    • Seen Jan 8, 2017
    It's var 0x800D, that is LASTRESULT. It's on line 10, you're checking the wrong var.
    like i was saying, I get 300 and 800 mixed up sometimes haha. x3
    but yeah, betterflye, if the 800D works for your script, then forget what i said about setting the compare to 0x0.
     
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