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  #6301    
Old November 30th, 2011 (04:43 PM). Edited November 30th, 2011 by DMONDThrice.
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Quote originally posted by Nate VonGrimm:


I believe it might be because of when your putting \n \p. When I tried compiling your script, XSE kept crashing.
Use this one, it's a lot more neat and it compiled.
Spoiler:
#org @1
= Dude! Why is Hugo so hard to play?\nHe paid all this money to be put into\lthis game and then I can't play him\lfor jack.\pWhen the people online play him,\nthough,\lhe kicks my ass!\pWhat gives?!?\p…\pMaybe I should stop button mashing?\p…\pNaaaaaahhhhhh…

#org @2
= What’re you lookin’ at, kid?\nGet to work!\pYou don’t wanna play this\nembarrassment of a video game anyway!


Also, always use #dynamic 0x800000.
XSE will always find a free offset without FSF.

Well, that might have made it look prettier...had it worked. It didn't fix the problem, and it still gives the error. We've tried putting this line into another script, as well, and it gives the same exact error.

Apparently, moving things around doesn't help either. We moved "\p…\pMaybe I should stop button mashing?\p…\pNaaaaaahhhhhh…" to another line, and the rest of the text worked, but that line was rejected. Then we replaced the elipses with [.], and that line passed, but "What’re you lookin’ at, kid?\nGet to work!\pYou don’t wanna play this\nembarrassment of a video game anyway!" didn't work.
  #6302    
Old December 1st, 2011 (04:48 PM).
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Epitaph93 Epitaph93 is offline
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Is there a way to disable running in a wildbattle via XSE?
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  #6303    
Old December 1st, 2011 (05:26 PM).
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Quote originally posted by Epitaph93:
Is there a way to disable running in a wildbattle via XSE?
I'm not sure if there is any way to prevent you from running away while randomly walking around in tall grass, but you can kind of do it in a scripted event. The script will recognise if you ran away and then send you back into the battle - The wild Pokemon's HP and PP won't be restored, making it as if you never left the battle. Here is an example of such a script:

Code:
#dynamic 0x800000

#org @start
wildbattle 0x1 0x5 0x0
goto @Continue

#org @Continue
special2 0x800D 0xB4
compare 0x800D 0x4
if 0x1 goto @RanAway
msgbox @Win 0x2
release
end

#org @RanAway
msgbox @Coward 0x2
dowildbattle
goto @Continue

#org @Win
= You did it! Yay!

#org @Coward
= Why did you run away?\nFight it again!
The scripting that checks if you've run away starts with the line containing special2 which then branches off depending on what you did to end the battle. The 'dowildbattle' command then uses the data that was leftover in the RAM from the last battle you fought, making it so the Pokemon has the exact same status/ damage it had earlier. Here is an explanation of how the special2 command can be used:

Quote originally posted by Quilava's Master:
"special2 LASTRESULT 0xB4
compare LASTRESULT 0x[insert number here]
if 0x1 goto @pointer"
after the wildbattle command. The special 0xB4 checks for the result of the battle then sets a value to the variable.

comparing 0x1 checks if the pokemon fainted
comparing 0x4 checks if you ran away
comparing 0x7 checks if you caught the Pokemon.
The only unresolved issue is that if you switched during the battle, the Pokemon that you were using last won't come out, the first usable Pokemon in your party will. Other than that, I think it is a solid script.
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  #6304    
Old December 1st, 2011 (06:06 PM).
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Quote:
I'm not sure if there is any way to prevent you from running away while randomly walking around in tall grass, but you can kind of do it in a scripted event. The script will recognise if you ran away and then send you back into the battle - The wild Pokemon's HP and PP won't be restored, making it as if you never left the battle. Here is an example of such a script:
Thank you so much. That's exactly what I was looking for, although I wasn't expecting it to leave the battle. It works just fine nonetheless.
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  #6305    
Old December 2nd, 2011 (03:35 PM). Edited December 2nd, 2011 by cosmifox.
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Quote originally posted by DrFuji:
I'm not sure if there is any way to prevent you from running away while randomly walking around in tall grass, but you can kind of do it in a scripted event. The script will recognise if you ran away and then send you back into the battle - The wild Pokemon's HP and PP won't be restored, making it as if you never left the battle. Here is an example of such a script:

Code:
#dynamic 0x800000

#org @start
wildbattle 0x1 0x5 0x0
goto @Continue

#org @Continue
special2 0x800D 0xB4
compare 0x800D 0x4
if 0x1 goto @RanAway
msgbox @Win 0x2
release
end

#org @RanAway
msgbox @Coward 0x2
dowildbattle
goto @Continue

#org @Win
= You did it! Yay!

#org @Coward
= Why did you run away?\nFight it again!
The scripting that checks if you've run away starts with the line containing special2 which then branches off depending on what you did to end the battle. The 'dowildbattle' command then uses the data that was leftover in the RAM from the last battle you fought, making it so the Pokemon has the exact same status/ damage it had earlier. Here is an explanation of how the special2 command can be used:



The only unresolved issue is that if you switched during the battle, the Pokemon that you were using last won't come out, the first usable Pokemon in your party will. Other than that, I think it is a solid script.
i wanted a script like this so i could make a pokemon that would run around the map and it would run away from you like in the safari zone and you had to keep battling it over and over until you caught it or beat it. and i didnt even ask for it!
thanks

does any one know what the flag is for if you have given the ruby to celio in FR?
i need it for a script that makes a person have a door open when you havnt given it to celio but when yoou do he blocks off that door and opens another?
HOW DO I DO THIS!?!?
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  #6306    
Old December 7th, 2011 (07:58 PM).
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Quote originally posted by cosmifox:
does any one know what the flag is for if you have given the ruby to celio in FR?
It's actually a variable. Variable 4076 gets set to 0x5 when you give the ruby to Celio. Once the subplot is complete (Celio is able to connect with Lanette), 4076 will then be set to 0x6.
  #6307    
Old December 9th, 2011 (04:05 PM).
Chaotix Chaotix is offline
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Join Date: Feb 2007
Nature: Adamant
Posts: 23
Game: Fire Red
Type: Person
Editor: PKSV
Script: Trying to buy a super potion from a person

Now my problem is that I'm not sure if this is correct:
Spoiler:
#dynamic 0x740000
#org @main
lockall
faceplayer
msgbox @test
callstd MSG_NORMAL
jump @next

#org @next
msgbox @letsee
callstd MSG_NORMAL
checkmoney 150 0
compare LASTRESULT 0x1
if == jump @buyit
jump @noten

#org @buyit
message @wanna
callstd 5
compare LASTRESULT 0x1
if == jump @bought
jump @notbo

#org @bought
paymoney 150 0
additem SUPERPOTION 1
msgbox @ty
callstd MSG_NORMAL
release
end

#org @notbo
msgbox @noty
callstd MSG_NORMAL
release
end

#org @noten
msgbox @sorry
callstd MSG_NORMAL
release
end

#org @test
= Beginning Sentence.

#org @letsee
= Do you have 150 dollars?

#org @wanna
= Want to buy a Super Potion?

#org @ty
= Thanks for buying!

#org @noty
= If you want one I'm here.

#org @sorry
= You dont own 150 Dollars.


And my second problem is that when i compiled it and inserted the offset
into a person event this was the result..

Spoiler:
#org 0x8743D8E
'-----------------------------------
lockall
faceplayer
msgbox 0x8743DF7 ' Test words.\ngoing t...
callstd MSG_LOCK ' Built-in lock command
jump 0x8743D9D

#org 0x8743D9D
'-----------------------------------
msgbox 0x8743E7A ' Do youu have 150 dol...
callstd MSG_LOCK ' Built-in lock command
checkmoney 0x96 0x0 0xD21
storeitem 0x1 0x600
nop1 ' #raw 0x1
#raw 0xB9
warpteleport 0x74 0x8 0x5
#raw 0xED
warpteleport 0x74 0x8 0x67
hidemoney 0x3E 0x74
jumpstd 0x9


#org 0x8743DF7
= Beginning Sentence.
#org 0x8743E7A
= Do you have 150 dollars?
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  #6308    
Old December 9th, 2011 (11:26 PM).
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You used if and jump command really wrong...
Scripting is not exactly like C or something.
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  #6309    
Old December 10th, 2011 (12:03 AM).
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Join Date: Aug 2011
Location: LA, California
Age: 18
Gender: Male
Nature: Brave
Posts: 100
Game: Ruby
Type: Trigger - Green "S"
Script Editor: Pokescript
Event: Movement, Setflags, RemoveSprite

Spoiler:

#org $script
jingle
applymovement 3 $move
$move 1 ; #binary 0x03 0xFE
pausemove 0
message $hey
$hey 1 = ?????: Psst. Hey, are you the\nlittle kid?\p\v\h01: Yes.
boxset 6
applymovement 3 $move2
$move2 1 ; #binary 0x56 0x07 0x07 0x05 0xFE
pausemove 0
message $talk
$talk 1 = ?????: Here are your badges\nAgent \v\h01.
boxset 6
setflag 0x807
setflag 0x808
setflag 0x809
setflag 0x80C
setflag 0x80D
message $badge
$badge 1 = \v\h01 recieved 5 Mission Badges.
boxset 6
applymovement 0xFF $move3
$move3 1 ; #binary 0x57 0xFE
pausemove 0
message $why
$why 1 = \v\h01: Where's the other 3?\p?????: They were stolen.\nUnfortunately you will have\lto get the other 3 on your own.\nGood luck, agent.
boxset 6
fadescreen 1
removesprite 3
pause 0x10
setflag 0x1200
release
setvar 0x6000 0x0001
fadescreen 0
end


I am trying to make a guy go up to you, give you a few badges, then disappear. When I step on the script box, nothing happens!
Attached Images
File Type: jpg personID1.JPG‎ (42.5 KB, 8 views) (Save to Dropbox)
File Type: jpg personID.JPG‎ (51.6 KB, 8 views) (Save to Dropbox)
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  #6310    
Old December 10th, 2011 (05:19 AM). Edited December 10th, 2011 by beeman96.
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Okay, well i have made a script so that a guy comes up to me when i exit my house.

#dynamic 0x800000

#org @start
checkflag 0x1000
if 0x1 goto @nothing
lock
applymovement 0x03 @move
waitmovement 0x0
msgbox @talk
callstd 0x6
setflag 0x1000
release
end

#org @nothing
release
end

#org @move
#raw 0x13
#raw 0x13
#raw 0xFE

#org @talk
= Hey [player]!\pOak is looking for you\nYou better go check his lab\nnow

First of all i dont know how to make it so that when i walk out of my house he walks straight up to me

And my second problem is that when i walk up to him and talk to him, everything just freezes.

PLEASE HELP!

to add onto that, how do i make it so that the guy walks away afterwards?

to add onto that, how do i make it so that the guy walks away afterwards?

to add on to that^
how do i make is so the guy walks away afterwards and disappears
  #6311    
Old December 10th, 2011 (09:17 AM). Edited December 10th, 2011 by Nate VonGrimm.
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Quote originally posted by AustinWolff:
Game: Ruby
Type: Trigger - Green "S"
Script Editor: Pokescript
Event: Movement, Setflags, RemoveSprite

Spoiler:

#org $script
jingle
applymovement 3 $move
$move 1 ; #binary 0x03 0xFE
pausemove 0
message $hey
$hey 1 = ?????: Psst. Hey, are you the\nlittle kid?\p\v\h01: Yes.
boxset 6
applymovement 3 $move2
$move2 1 ; #binary 0x56 0x07 0x07 0x05 0xFE
pausemove 0
message $talk
$talk 1 = ?????: Here are your badges\nAgent \v\h01.
boxset 6
setflag 0x807
setflag 0x808
setflag 0x809
setflag 0x80C
setflag 0x80D
message $badge
$badge 1 = \v\h01 recieved 5 Mission Badges.
boxset 6
applymovement 0xFF $move3
$move3 1 ; #binary 0x57 0xFE
pausemove 0
message $why
$why 1 = \v\h01: Where's the other 3?\p?????: They were stolen.\nUnfortunately you will have\lto get the other 3 on your own.\nGood luck, agent.
boxset 6
fadescreen 1
removesprite 3
pause 0x10
setflag 0x1200
release
setvar 0x6000 0x0001
fadescreen 0
end


I am trying to make a guy go up to you, give you a few badges, then disappear. When I step on the script box, nothing happens!
1. You forgot to add lock and faceplayer. Your movement scripts will still work, this just allows the NPC to look at the player while a message is occurring instead of adding an extra movement command.

2. Your setvar needs to be at the top of the script.
Also, it should be set out as: setvar 0x6000 0x1

3. Jingle isn't a real command anymore.
The commands are sound or fanfare.

4. Applymovements use #raw, NOT #binary.
E.G
Code:
applymovement @example
waitmovement 0x0

#org @example
#raw 0x03
#raw 0xFE
5. All value commands must be written in HEX.
The ones I'm pointing out to are:

fadescreen 1
removesprite 3

Make sure they are written in HEX so:
fadescreen 0x1
removesprite 0x3
pausemove 0x0
(waitmovement in XSE)

6. Have you written the setvar value in A-Map?
Also have you changed the unknown 2 digit number to 03?

Also I would recommend to use XSE. XSE uses more of the real commands that Pokemon can understand, but it is down to personal preference =]
Hopefully, all these points will help!


Quote originally posted by beeman96:
Okay, well i have made a script so that a guy comes up to me when i exit my house.

#dynamic 0x800000

#org @start
checkflag 0x1000
if 0x1 goto @nothing
lock
applymovement 0x03 @move
waitmovement 0x0
msgbox @talk
callstd 0x6
setflag 0x1000
release
end

#org @nothing
release
end

#org @move
#raw 0x13
#raw 0x13
#raw 0xFE

#org @talk
= Hey [player]!\pOak is looking for you\nYou better go check his lab\nnow

First of all i dont know how to make it so that when i walk out of my house he walks straight up to me

And my second problem is that when i walk up to him and talk to him, everything just freezes.

PLEASE HELP!

to add onto that, how do i make it so that the guy walks away afterwards?

to add onto that, how do i make it so that the guy walks away afterwards?

to add on to that^
how do i make is so the guy walks away afterwards and disappears
It sounds like you've been trying to make a level script.
You need setvar 0x???? in your script for it to work when you enter an area.

You have also not set a box in your message.
msgbox @talk
callstd 0x6


XSE doesn't use callstd anymore and it's not used as a boxset.
To have a boxset, you need to put the boxset at the end of the msgbox command.

Code:
msgbox @talk 0x6
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  #6312    
Old December 10th, 2011 (12:40 PM). Edited December 10th, 2011 by AustinWolff.
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Spoiler:
Quote originally posted by Nate VonGrimm:


1. You forgot to add lock and faceplayer. Your movement scripts will still work, this just allows the NPC to look at the player while a message is occurring instead of adding an extra movement command.

2. Your setvar needs to be at the top of the script.
Also, it should be set out as: setvar 0x6000 0x1

3. Jingle isn't a real command anymore.
The commands are sound or fanfare.

4. Applymovements use #raw, NOT #binary.
E.G
Code:
applymovement @example
waitmovement 0x0

#org @example
#raw 0x03
#raw 0xFE
5. All value commands must be written in HEX.
The ones I'm pointing out to are:

fadescreen 1
removesprite 3

Make sure they are written in HEX so:
fadescreen 0x1
removesprite 0x3
pausemove 0x0
(waitmovement in XSE)

6. Have you written the setvar value in A-Map?
Also have you changed the unknown 2 digit number to 03?

Also I would recommend to use XSE. XSE uses more of the real commands that Pokemon can understand, but it is down to personal preference =]
Hopefully, all these points will help!



Spoiler:
#org $script
setvar 0x6000 0x1
lock
faceplayer
message $hey
$hey 1 = ?????: Psst. Hey, are you the\nlittle kid?\p\v\h01: Yes.
boxset 6
applymovement 3 $move
pausemove 0
message $talk
$talk 1 = ?????: Here are your badges\nAgent \v\h01.
boxset 6
setflag 0x807
setflag 0x808
setflag 0x809
setflag 0x80C
setflag 0x80D
message $badge
$badge 1 = \v\h01 recieved 5 Mission Badges.
boxset 6
applymovement 0xFF $move3
pausemove 0
message $why
$why 1 = \v\h01: Where's the other 3?\p?????: They were stolen.\nUnfortunately you will have\lto get the other 3 on your own.\nGood luck, agent.
boxset 6
fadescreen 0x1
removesprite 0x3
pause 0x10
setflag 0x1200
release
fadescreen 0x0
end

#org $move
#raw 0x56
#raw 0x07
#raw 0x07
#raw 0x05
#raw 0xFE

#org $move3
#raw 0x57
#raw 0xFE

It sounds like the commands you gave me were only for XSE. And I would use XSE, but whenever I try to compile a script it says "unknown command "end" at line 4" and if XSE doesnt know the command "end" i dont see why people use it. also, is there anything wrong with this modified script?
  #6313    
Old December 10th, 2011 (03:22 PM).
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Nate VonGrimm Nate VonGrimm is offline
 
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Location: Uxbridge
Age: 23
Gender: Male
Nature: Relaxed
Posts: 124
Quote originally posted by AustinWolff:

Spoiler:
#org $script
setvar 0x6000 0x1
lock
faceplayer
message $hey
$hey 1 = ?????: Psst. Hey, are you the\nlittle kid?\p\v\h01: Yes.
boxset 6
applymovement 3 $move
pausemove 0
message $talk
$talk 1 = ?????: Here are your badges\nAgent \v\h01.
boxset 6
setflag 0x807
setflag 0x808
setflag 0x809
setflag 0x80C
setflag 0x80D
message $badge
$badge 1 = \v\h01 recieved 5 Mission Badges.
boxset 6
applymovement 0xFF $move3
pausemove 0
message $why
$why 1 = \v\h01: Where's the other 3?\p?????: They were stolen.\nUnfortunately you will have\lto get the other 3 on your own.\nGood luck, agent.
boxset 6
fadescreen 0x1
removesprite 0x3
pause 0x10
setflag 0x1200
release
fadescreen 0x0
end

#org $move
#raw 0x56
#raw 0x07
#raw 0x07
#raw 0x05
#raw 0xFE

#org $move3
#raw 0x57
#raw 0xFE

It sounds like the commands you gave me were only for XSE. And I would use XSE, but whenever I try to compile a script it says "unknown command "end" at line 4" and if XSE doesnt know the command "end" i dont see why people use it. also, is there anything wrong with this modified script?
XSE does know the command end.
I use it all the time (you have to otherwise a script won't work)
What version of XSE have you got?
The commands I gave are for XSE because I stopped using PKSV because it was just to complicated to get the scripts to work...
So far I see nothing wrong with your script.
Have you added the setvar in A-Map?
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  #6314    
Old December 10th, 2011 (05:54 PM).
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#dynamic 0x800000

#org @start
setvar 0x1
checkflag 0x1000
if 0x1 goto @nothing
lock
faceplayer
applymovement 0x03 @move
waitmovement 0x0
msgbox @talk 0x6
setflag 0x1000
release
end

#org @nothing
release
end

#org @move
#raw 0x13
#raw 0x13
#raw 0xFE

this is what i added after your advice Natw VonGrimm
but when i want to compile it, it displays this message

Erorr 13 'Type mismatch' on line 4.
Missing #define or parameter.

Line: setvar 0x1
  #6315    
Old December 10th, 2011 (06:55 PM).
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DrFuji DrFuji is offline
Helfen, Wehren, Heilen
Crystal Tier
 
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Nature: Jolly
Posts: 1,322
Quote originally posted by beeman96:
#dynamic 0x800000

#org @start
setvar 0x1
checkflag 0x1000
if 0x1 goto @nothing
lock
faceplayer
applymovement 0x03 @move
waitmovement 0x0
msgbox @talk 0x6
setflag 0x1000
release
end

#org @nothing
release
end

#org @move
#raw 0x13
#raw 0x13
#raw 0xFE

this is what i added after your advice Natw VonGrimm
but when i want to compile it, it displays this message

Erorr 13 'Type mismatch' on line 4.
Missing #define or parameter.

Line: setvar 0x1
That line is incorrect because you've set a value to be assigned (0x1) but you haven't said which variable it should be assigned to. Just think of a variable like a flag, instead, rather than being either off or on (0x0 or 0x1), it can range from 0x0 0xFFFF. You construct a setvar command like this:

Code:
setvar 0x[variable] 0x[value]
Also, you need to know how to make a level script (i.e a script that activates the instant you walk/ warp into a map). This tutorial will certainly help you to recognise the features present in a level script and how to insert it correctly because it differs from an average green 'S' script tile.
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  #6316    
Old December 10th, 2011 (07:38 PM). Edited December 10th, 2011 by beeman96.
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beeman96 beeman96 is offline
 
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Posts: 14
i did everythig that tutorial said, and nothing happened!
and so i decided to use the exact same one that guy did and nothing happened!
this is getting extremely frustrating!

Hey i figured out the problem
I just downloaded a new XSE and it worked.. strange huh?
  #6317    
Old December 10th, 2011 (09:53 PM). Edited December 10th, 2011 by Nate VonGrimm.
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Nate VonGrimm Nate VonGrimm is offline
 
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Posts: 124
Quote originally posted by beeman96:
#dynamic 0x800000

#org @start
setvar 0x1
checkflag 0x1000
if 0x1 goto @nothing
lock
faceplayer
applymovement 0x03 @move
waitmovement 0x0
msgbox @talk 0x6
setflag 0x1000
release
end

#org @nothing
release
end

#org @move
#raw 0x13
#raw 0x13
#raw 0xFE

this is what i added after your advice Natw VonGrimm
but when i want to compile it, it displays this message

Erorr 13 'Type mismatch' on line 4.
Missing #define or parameter.

Line: setvar 0x1
You forgot to add the setvar variable.
Code:
setvar 0x???? 0x1
I started from 0x5000+


Quote originally posted by beeman96:
i did everythig that tutorial said, and nothing happened!
and so i decided to use the exact same one that guy did and nothing happened!
this is getting extremely frustrating!

Hey i figured out the problem
I just downloaded a new XSE and it worked.. strange huh?
Old XSE is eXtremely outdated so it doesn't tend to work anymore.
Good thing you downloaded the new version =]
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  #6318    
Old December 11th, 2011 (05:25 AM).
beeman96's Avatar
beeman96 beeman96 is offline
 
Join Date: May 2010
Gender: Male
Posts: 14
okay well i have another problem!
It is a grunt and he is supposed to say mind your own business and push me back. but all that happens is he pushes me back without saying anything

note: this is only the segment of the code that is relevent

#org @done
msgbox @1 0x6
applymovement 0xFF @move
waitmovement 0x0
release
end

#org @1
= Hey!\pMind your own business!
  #6319    
Old December 11th, 2011 (07:40 AM).
Quickster's Avatar
Quickster Quickster is offline
Dream or Drop?
 
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Gender: Male
Nature: Quiet
Posts: 350
Quote originally posted by beeman96:
okay well i have another problem!
It is a grunt and he is supposed to say mind your own business and push me back. but all that happens is he pushes me back without saying anything

note: this is only the segment of the code that is relevent

#org @done
msgbox @1 0x6
applymovement 0xFF @move
waitmovement 0x0
release
end

#org @1
= Hey!\pMind your own business!
Everything seems to be right... Maybe try putting a waitmsg after the msgbox?
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  #6320    
Old December 11th, 2011 (10:37 AM).
AustinWolff's Avatar
AustinWolff AustinWolff is offline
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Location: LA, California
Age: 18
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Spoiler:
Quote originally posted by Nate VonGrimm:


XSE does know the command end.
I use it all the time (you have to otherwise a script won't work)
What version of XSE have you got?
The commands I gave are for XSE because I stopped using PKSV because it was just to complicated to get the scripts to work...
So far I see nothing wrong with your script.
Have you added the setvar in A-Map?


Spoiler:
the thing is, it takes about 2 hours to insert a script into my game, because my computer is slow. I am working on inserting it right now and see if there are any other problems. I also see a problem with my FIRST picture I uploaded (one of the first posts on THIS page). I set the *unknown* 4 digit number to 0003, instead of the 2 digit *unknown* number to 03.


Spoiler:
about the XSE problem, I downloaded the newest version, and I copy and pasted a XSE script that someone posted. Everyone said the script worked fine with XSE, but when I hit *compile* it still gave me the same message "Unknown command end at line 6". what do you think is the problem?
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  #6321    
Old December 15th, 2011 (08:23 AM).
TheHippieGuy's Avatar
TheHippieGuy TheHippieGuy is offline
A Natural Street Freak
 
Join Date: Dec 2011
Gender: Male
Posts: 1
Now, I', pretty sure this is something ridiculously simple that I should know (despite how horrible at scripting I am), but I've been making a slightly modified version of Emerald and need to make it so that after beating the Elite 4, Mirage Island and the Lilycove Department Store Rooftop Sale will become activated and stay activated. How could I go about doing this?
  #6322    
Old December 15th, 2011 (01:24 PM).
The Fanciful Cerberus The Fanciful Cerberus is offline
 
Join Date: Dec 2011
Gender: Male
Posts: 12
Fire Red /// XSE

Whenever I step on the spot meant to trigger the script, “text1” will display correctly, but the exclamation mark causes the game to freeze as the first letter of the next line, “t,” displays. I’m using Advance Map 1.95 and I have the first Unknown set to 03 and the Var number set to 4050. Setting the other unknown to 0300 did not help. I have the first unknown set to 03 because I checked the earlier Advance Map and changing the first Unknown to 300 caused the first Unknown in the version I use to change to 03. Any help would be appreciated.

Spoiler:
'---------------
#org 0x800100
lock
msgbox 0x880011B MSG_SIGN '"text1"
applymovement 0x0 0x8800123
msgbox 0x8800125 MSG_NORMAL '"text2"
release
end


'---------
' Strings
'---------
#org 0x80011B
= text1

#org 0x800125
= text2


'-----------
' Movements
'-----------
#org 0x800123
#raw 0x62 'Exclamation Mark (!)
  #6323    
Old December 15th, 2011 (01:32 PM). Edited December 15th, 2011 by Nate VonGrimm.
Nate VonGrimm's Avatar
Nate VonGrimm Nate VonGrimm is offline
 
Join Date: Oct 2011
Location: Uxbridge
Age: 23
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Quote originally posted by The Fanciful Cerberus:
Fire Red /// XSE

Whenever I step on the spot meant to trigger the script, “text1” will display correctly, but the exclamation mark causes the game to freeze as the first letter of the next line, “t,” displays. I’m using Advance Map 1.95 and I have the first Unknown set to 03 and the Var number set to 4050. Setting the other unknown to 0300 did not help. I have the first unknown set to 03 because I checked the earlier Advance Map and changing the first Unknown to 300 caused the first Unknown in the version I use to change to 03. Any help would be appreciated.

Spoiler:
'---------------
#org 0x800100
lock
msgbox 0x880011B MSG_SIGN '"text1"
applymovement 0x0 0x8800123
msgbox 0x8800125 MSG_NORMAL '"text2"
release
end


'---------
' Strings
'---------
#org 0x80011B
= text1

#org 0x800125
= text2


'-----------
' Movements
'-----------
#org 0x800123
#raw 0x62 'Exclamation Mark (!)
You forgot to add waitmovement 0x0 AND the last raw command 0xFE.


Spoiler:
Code:
'---------------
#org 0x800100
lock
msgbox 0x880011B MSG_SIGN '"text1"
applymovement 0x0 0x8800123
waitmovement 0x0
msgbox 0x8800125 MSG_NORMAL '"text2"
release
end


'---------
' Strings
'---------
#org 0x80011B
= text1

#org 0x800125
= text2


'-----------
' Movements
'-----------
#org 0x800123
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE



Quote originally posted by AustinWolff:

the thing is, it takes about 2 hours to insert a script into my game, because my computer is slow. I am working on inserting it right now and see if there are any other problems. I also see a problem with my FIRST picture I uploaded (one of the first posts on THIS page). I set the *unknown* 4 digit number to 0003, instead of the 2 digit *unknown* number to 03.

about the XSE problem, I downloaded the newest version, and I copy and pasted a XSE script that someone posted. Everyone said the script worked fine with XSE, but when I hit *compile* it still gave me the same message "Unknown command end at line 6". what do you think is the problem?
TWO HOURS???? Holy....
Your supposed to set the 2 digit unknown value to $03.
The 4 digit unknown value stays at $0000.

I can't honestly answer your question. I don't think anyone has heard this issue before. XSE must know the command 'end'. Everyone uses it... =/

I can only think of deleting XSE completely, making sure there's no trace of it on your computer (including settings.ini), re-download it again and try it again.
If it does it again, then contact HackMew. I'm sure he will know the answer considering he made the program.
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That's about as much as you're going to get for now...


  #6324    
Old December 15th, 2011 (04:03 PM).
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AustinWolff AustinWolff is offline
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Location: LA, California
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Quote originally posted by Nate VonGrimm:


XSE does know the command end.
I use it all the time (you have to otherwise a script won't work)
What version of XSE have you got?
The commands I gave are for XSE because I stopped using PKSV because it was just to complicated to get the scripts to work...
So far I see nothing wrong with your script.
Have you added the setvar in A-Map?
my setvar in my script is 0x6000 0x1. What number would I put into the var value in Amap?

also, thanks for the info above.
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  #6325    
Old December 15th, 2011 (05:11 PM).
Nate VonGrimm's Avatar
Nate VonGrimm Nate VonGrimm is offline
 
Join Date: Oct 2011
Location: Uxbridge
Age: 23
Gender: Male
Nature: Relaxed
Posts: 124
Quote originally posted by AustinWolff:
my setvar in my script is 0x6000 0x1. What number would I put into the var value in Amap?

also, thanks for the info above.
You would put 6000 into A-Map.
The 0x1 at the end just tells the game if the script is going to happen once or repeat.
So 0x1 would only make the script happen once.
If you wanted the script to repeat until you clear a flag, use checkflag and change 0x1 to 0x0.
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That's about as much as you're going to get for now...


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