Go Back   The PokéCommunity Forums > ROM Hacking > ROM Hacking Hub > Beginner’s Lounge
Reload this Page Script Help Thread (DO NOT REQUEST SCRIPTS)

Notices
For all updates, view the main page.

Beginner’s Lounge Where all good (and bad) ideas start. This is the Beginner’s Lounge, where if you need a helping hand or want to develop your small ideas, you bring it here. We won't bite.



Closed Thread
 
Thread Tools
  #7001    
Old June 26th, 2012 (02:20 AM).
lJdudel's Avatar
lJdudel lJdudel is offline
 
Join Date: Jun 2012
Gender: Male
Posts: 7
Game: Pokemon FireRed
Type: Movement
Editor: PKSV
Script:
Spoiler:
#org 0x8740897
'-----------------------------------
lockall
checkflag 0x205
if true jump 0x87408BF ' Flag is set
applymovement PLAYER 0x87408DD ' walk_up end
applymovement 0x4 0x87408DF ' look_right end
message 0x87408C1 ' Don't go without a\n...
callstd MSG_LOCK ' Built-in lock command
pauseevent 0x0
disappear 0x4
setflag 0x205
releaseall
end

#org 0x87408BF
'-----------------------------------
releaseall
end


#org 0x87408C1
= Don't go without a\nPOK\eMON!

#org 0x87408DD
M walk_up end

#org 0x87408DF
M look_right end


The issue here is that whenever I pass the script tile in game, it freezes. Am I missing something in the code or what?
  #7002    
Old June 26th, 2012 (02:58 AM).
Mana's Avatar
Mana Mana is offline
The Evil Queen
Moderator, CS
 
Join Date: Jan 2009
Location: UK
Gender: Male
Posts: 6,525
Quote originally posted by lJdudel:
Game: Pokemon FireRed
Type: Movement
Editor: PKSV
Script:
Spoiler:
#org 0x8740897
'-----------------------------------
lockall
checkflag 0x205
if true jump 0x87408BF ' Flag is set
applymovement PLAYER 0x87408DD ' walk_up end
applymovement 0x4 0x87408DF ' look_right end
message 0x87408C1 ' Don't go without a\n...
callstd MSG_LOCK ' Built-in lock command
pauseevent 0x0
disappear 0x4
setflag 0x205
releaseall
end

#org 0x87408BF
'-----------------------------------
releaseall
end


#org 0x87408C1
= Don't go without a\nPOK\eMON!

#org 0x87408DD
M walk_up end

#org 0x87408DF
M look_right end


The issue here is that whenever I pass the script tile in game, it freezes. Am I missing something in the code or what?
Have you set the variable number as 4050 and the unknown as 3? In advance map.
__________________
  #7003    
Old June 26th, 2012 (01:09 PM).
JBawls JBawls is offline
 
Join Date: Jun 2012
Gender: Male
Posts: 21
Ok so I solved my original problems with my items, my flags were not reading so I had to 'remake' them, and have hit yet another snag hahaha.

When doing a pokemon battle for example Mewtwo when I defeat him he vanishes from map, if I run from the battle he vanishes from the map, but if I catch him then I can keep catching him... How do I fix this?

Copy of battle script:

#org 0x87405E5
'-----------------------------------
special INIT_STEPCOUNT
compare LASTRESULT 0x2
if == jump 0x81A7AE0 ' Equal To
special GET_STEPCOUNT
lock
faceplayer
checksound
cry MEWTWO 0x2
waitcry
pause 0x14
playsound 0x2 0x2
battle MEWTWO 5 NONE
setflag 0x807
special BATTLE_PIXELLATE
waitspecial
clearflag 0x807
special2 LASTRESULT 0xB4
compare LASTRESULT 0x1
if == jump 0x8162558 ' Equal To
compare LASTRESULT 0x4
if == jump 0x8162561 ' Equal To
compare LASTRESULT 0x5
if == jump 0x8162561 ' Equal To
setflag 0x81
release
end

#org 0x81A7AE0
'-----------------------------------
release
end

#org 0x8162558
'-----------------------------------
setflag 0x232
jump 0x81A922D

#org 0x81A922D
'-----------------------------------
fadescreen FADEOUT_BLACK
disappear LASTTALKED
fadescreen FADEIN_BLACK
release
end

#org 0x8162561
'-----------------------------------
setvar 0x8004 0x96
jump 0x81A9236

#org 0x81A9236
'-----------------------------------
fadescreen FADEOUT_BLACK
disappear LASTTALKED
fadescreen FADEIN_BLACK
storepokemon 0x0 0x8004
msgbox 0x81A63C4 ' The \v\h02 flew away...
callstd MSG_NOCLOSE ' Non-closing message
release
' Release commands close any open messages
end


#org 0x81A63C4
= The \v\h02 flew away!
  #7004    
Old June 27th, 2012 (08:45 AM).
Boyd's Avatar
Boyd Boyd is offline
Beginning Scripter
 
Join Date: Jul 2011
Gender: Male
Nature: Relaxed
Posts: 7
Quote:
When doing a pokemon battle for example Mewtwo when I defeat him he vanishes from map, if I run from the battle he vanishes from the map, but if I catch him then I can keep catching him... How do I fix this?
Hey there, so I'm a beginner as well but I figured I could give some feedback and maybe help you get your problem fixed... I noticed that you Set and Clear flag 0x807 before then after the battle it looks like? What should happen (same goes for items) is that you set a flag before, and in Advance Map use that same flag number as the "Person ID" of that event, that way when the flag becomes set the event will no longer appear!

So to me it looks like you clear the flag to keep him there. I use XSE so some of this unfamiliar to me, but what you want to do is "hide" Mewtwo after the battle as well. Even if you set the flag but he is still onscreen, the event can continue. If you leave and come back to the area as of now, he will probably still show up...

Anyways, hope this wasn't too confusing and possibly solved your problem! Maybe someone who knows more about scripting will look at it and can help you out! By the way, I sent you a PM a few days ago in regards to your items problem

Best of Luck!
-Boyd
  #7005    
Old June 27th, 2012 (09:44 AM).
Renegade's Avatar
Renegade Renegade is offline
Time for real life...
 
Join Date: Nov 2011
Location: United States
Gender: Male
Nature: Careful
Posts: 998
Hello. There is a problem in this script that I don't understand.

At the end of the script. When applymovement @m5 and @m6 are activated, they begin the way they are supposed to but when sprite 6 (on applymovement @m5) starts walking, he disappears almost immediately and the script ends. He is supposed to finish his movement script before disappearing.

I have a "waitmovement 0x0" command after the applymovement @m5 and @m6, so I don't understand why the sprite is disappearing before the "waitmovement 0x0" command.

Help please?

Code:
#dynamic 0x800020

#org @start
lock
applymovement 6 @m1
waitmovement 0x0
pause 0x10
applymovement 6 @m2
waitmovement 0x0
applymovement 0xFF @m3
applymovement 6 @m4
waitmovement 0x0
textcolor 0x0
message @t1 6
applymovement 6 @m5
applymovement 0xFF @m6
waitmovement 0x0
hidesprite 0x06
setflag 0x800
setvar 0x5000 0x1
release
end

#org @m6
#raw 0x0
#raw 0xFE

#org @m5
#raw 0x10
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0xFE

#org @t1
= Mail Man: \v\h01, your mail\nis here!

#org @m4
#raw 0x13
#raw 0xFE

#org @m3
#raw 0x2
#raw 0xFE

#org @m2
#raw 0x22
#raw 0x22
#raw 0x3
#raw 0x62
#raw 0xFE

#org @m1
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0xFE
Thanks guys.
  #7006    
Old June 27th, 2012 (09:49 AM).
Mana's Avatar
Mana Mana is offline
The Evil Queen
Moderator, CS
 
Join Date: Jan 2009
Location: UK
Gender: Male
Posts: 6,525
Quote originally posted by CrystalStatic:
Hello. There is a problem in this script that I don't understand.

At the end of the script. When applymovement @m5 and @m6 are activated, they begin the way they are supposed to but when sprite 6 (on applymovement @m5) starts walking, he disappears almost immediately and the script ends. He is supposed to finish his movement script before disappearing.

I have a "waitmovement 0x0" command after the applymovement @m5 and @m6, so I don't understand why the sprite is disappearing before the "waitmovement 0x0" command.

Help please?

Code:
#dynamic 0x800020

#org @start
lock
applymovement 6 @m1
waitmovement 0x0
pause 0x10
applymovement 6 @m2
waitmovement 0x0
applymovement 0xFF @m3
applymovement 6 @m4
waitmovement 0x0
textcolor 0x0
message @t1 6
applymovement 6 @m5
applymovement 0xFF @m6
waitmovement 0x0
hidesprite 0x06
setflag 0x800
setvar 0x5000 0x1
release
end

#org @m6
#raw 0x0
#raw 0xFE

#org @m5
#raw 0x10
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0xFE

#org @t1
= Mail Man: \v\h01, your mail\nis here!

#org @m4
#raw 0x13
#raw 0xFE

#org @m3
#raw 0x2
#raw 0xFE

#org @m2
#raw 0x22
#raw 0x22
#raw 0x3
#raw 0x62
#raw 0xFE

#org @m1
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0xFE
Thanks guys.
waitmovement 0x0 mean it waits any applymovement to finish, since @m6 is shorter the script continues after that one.. The easiest way to have them run in tandem would be to change it to pause 0x__ and fiddle with value.
__________________
  #7007    
Old June 27th, 2012 (09:51 AM).
Renegade's Avatar
Renegade Renegade is offline
Time for real life...
 
Join Date: Nov 2011
Location: United States
Gender: Male
Nature: Careful
Posts: 998
Quote originally posted by SwiftSign:


waitmovement 0x0 mean it waits any applymovement to finish, since @m6 is shorter the script continues after that one.. The easiest way to have them run in tandem would be to change it to pause 0x__ and fiddle with value.
Ah, I understand. Okay, thanks for your help!
  #7008    
Old June 27th, 2012 (12:09 PM). Edited June 27th, 2012 by thanethane98.
thanethane98's Avatar
thanethane98 thanethane98 is offline
Self Proclaimed Expert
 
Join Date: Jun 2012
Nature: Relaxed
Posts: 83
Just wondering, would it be possible to use the same applymovement offset for multiple NPCs? Or does each one need it's own offset for it?

Edit: I'm also having an issue with compiling right now that I can't seem to figure out. Details on it below.

Game: Pokemon Firered
Type: Trigger
Editor: XSE
Script:
Spoiler:
#dynamic 0x800000
'---------------
#org 0x800000
checkflag 0x201
if 0x1 goto 0x880003B
lock
applymovement 0x4 0x8800285
pause 0x50
msgbox 0x880003D MSG_KEEPOPEN '"You have your POKEMON now, right?\..."
closeonkeypress
applymovement MOVE_PLAYER 0x880028B
pause 0x110
applymovement 0x4 0x88002A2
setflag 0x201
msgbox 0x88000CE MSG_KEEPOPEN '"Professor Oak: Settle down, everyo..."
fadescreen 0x1
fadescreen 0x0
release
end

'---------------
#org 0x80003B
release
end


'---------
' Strings
'---------
#org 0x80003D
= You have your POKEMON now, right?\pYou still have to head over to\nthe big start off!\pYou won't even know what the\nKANTO LEAGUE is if you don't!

#org 0x8000CE
= Professor Oak: Settle down, everyone.\pWelcome trainers, to the KANTO\nLEAGUE's official beginning!\pIn this competition, you will all be\ncompeting to be in the first couple who\pcollect 8 GYM BADGES and reach the\nPOKEMON LEAGUE!\pBut, only the first two who arrive\nwill get the chance to challenge the\pELITE FOUR and the CHAMPION!\pNow that the explanation is over,\nlet's get going!\pThe KANTO LEAGUE begins in 5[.]\p4[.]\p3[.]\p2[.]\p1[.]\pGO!


'-----------
' Movements
'-----------
#org 0x800285
#raw 0x10 'Step Down (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x1 'Face Up
#raw 0xFE 'End of Movements

#org 0x80028B
#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 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 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 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x1 'Face Up
#raw 0xFE 'End of Movements

#org 0x8002A2
#raw 0x60 'Hide
#raw 0xFE 'End of Movements

Details: When I go to compile this, no errors pop up. But, when I close the window and open up the script again, the compiler gets rid of the second fadescreen for some reason. I have no idea why, and I've been unable to find out why this is happening by using google. :/
  #7009    
Old June 27th, 2012 (01:34 PM).
Renegade's Avatar
Renegade Renegade is offline
Time for real life...
 
Join Date: Nov 2011
Location: United States
Gender: Male
Nature: Careful
Posts: 998
Quote originally posted by thanethane98:
Just wondering, would it be possible to use the same applymovement offset for multiple NPCs? Or does each one need it's own offset for it?

Edit: I'm also having an issue with compiling right now that I can't seem to figure out. Details on it below.

Game: Pokemon Firered
Type: Trigger
Editor: XSE
Script:
Spoiler:
#dynamic 0x800000
'---------------
#org 0x800000
checkflag 0x201
if 0x1 goto 0x880003B
lock
applymovement 0x4 0x8800285
pause 0x50
msgbox 0x880003D MSG_KEEPOPEN '"You have your POKEMON now, right?\..."
closeonkeypress
applymovement MOVE_PLAYER 0x880028B
pause 0x110
applymovement 0x4 0x88002A2
setflag 0x201
msgbox 0x88000CE MSG_KEEPOPEN '"Professor Oak: Settle down, everyo..."
fadescreen 0x1
fadescreen 0x0
release
end

'---------------
#org 0x80003B
release
end


'---------
' Strings
'---------
#org 0x80003D
= You have your POKEMON now, right?\pYou still have to head over to\nthe big start off!\pYou won't even know what the\nKANTO LEAGUE is if you don't!

#org 0x8000CE
= Professor Oak: Settle down, everyone.\pWelcome trainers, to the KANTO\nLEAGUE's official beginning!\pIn this competition, you will all be\ncompeting to be in the first couple who\pcollect 8 GYM BADGES and reach the\nPOKEMON LEAGUE!\pBut, only the first two who arrive\nwill get the chance to challenge the\pELITE FOUR and the CHAMPION!\pNow that the explanation is over,\nlet's get going!\pThe KANTO LEAGUE begins in 5[.]\p4[.]\p3[.]\p2[.]\p1[.]\pGO!


'-----------
' Movements
'-----------
#org 0x800285
#raw 0x10 'Step Down (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x1 'Face Up
#raw 0xFE 'End of Movements

#org 0x80028B
#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 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 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 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x1 'Face Up
#raw 0xFE 'End of Movements

#org 0x8002A2
#raw 0x60 'Hide
#raw 0xFE 'End of Movements

Details: When I go to compile this, no errors pop up. But, when I close the window and open up the script again, the compiler gets rid of the second fadescreen for some reason. I have no idea why, and I've been unable to find out why this is happening by using google. :/
I'm not sure exactly what the problem is with the fadescreens, but I might have a solution. First, put a "pause" command in the middle of your "fadescreen" commands. (Ex. pause 0x30) Then, try using a different offset for your script.
  #7010    
Old June 27th, 2012 (02:49 PM). Edited June 27th, 2012 by thanethane98.
thanethane98's Avatar
thanethane98 thanethane98 is offline
Self Proclaimed Expert
 
Join Date: Jun 2012
Nature: Relaxed
Posts: 83
Quote originally posted by CrystalStatic:
I'm not sure exactly what the problem is with the fadescreens, but I might have a solution. First, put a "pause" command in the middle of your "fadescreen" commands. (Ex. pause 0x30) Then, try using a different offset for your script.
Edit: Nevermind, I got it to work! Hopefully I won't have to use a new offset each time I edit the script though...
  #7011    
Old June 27th, 2012 (07:26 PM).
Hadesminion13 Hadesminion13 is offline
 
Join Date: Apr 2009
Gender:
Posts: 29
Quote originally posted by thanethane98:
Edit: Nevermind, I got it to work! Hopefully I won't have to use a new offset each time I edit the script though...
I recently tested this, and yeah you can use the same offset for multiple applymovements.

Especially useful if, say you want a group of people to be surprised ([!]). You could just do:

Code:
applymovement 0x5 @woah
applymovement 0x6 @woah
applymovement 0x7 @woah
Et cetera...
__________________

Feed Me!

Adopted from Valenth
  #7012    
Old June 27th, 2012 (07:43 PM).
thanethane98's Avatar
thanethane98 thanethane98 is offline
Self Proclaimed Expert
 
Join Date: Jun 2012
Nature: Relaxed
Posts: 83
Yeah, everything's working well for me (though it seems that after a certain number of people, the script malfunctions and leaves sprites on the screen until you walk off screen). I'm having another issue with the script though, which is actually because of applymovement. When I use applymovement to hide sprites, they seem to be physically there (but invisible) until you walk off screen and come back to the spot where the NPC was before. Is there a way to fix this?
  #7013    
Old June 28th, 2012 (12:02 AM).
tajaros's Avatar
tajaros tajaros is offline
Hi I'm dawg
 
Join Date: Apr 2012
Location: Philippines
Age: 16
Gender: Male
Nature: Timid
Posts: 857
Send a message via Windows Live Messenger to tajaros
Quote originally posted by thanethane98:
Yeah, everything's working well for me (though it seems that after a certain number of people, the script malfunctions and leaves sprites on the screen until you walk off screen). I'm having another issue with the script though, which is actually because of applymovement. When I use applymovement to hide sprites, they seem to be physically there (but invisible) until you walk off screen and come back to the spot where the NPC was before. Is there a way to fix this?
Try downloading the latest XSE version in Hackmew's Toolbox...

Try using a hidesprite command instead of an applymovement one...

And if you want to edit a compiled script in the game make sure you repoint the pointers\offsets then compile it again.... That always worked for me...

Ex.

0x800000 - @offset (input anything you want just don't make spaces)
__________________
  #7014    
Old June 29th, 2012 (10:17 AM). Edited July 3rd, 2012 by Renegade.
Renegade's Avatar
Renegade Renegade is offline
Time for real life...
 
Join Date: Nov 2011
Location: United States
Gender: Male
Nature: Careful
Posts: 998
Hello, I'm having a problem with this script. Everything works except "applymovement 8 @m2" (which is at the beginning of the script). The script skips that command entirely. I'm not sure what the problem is, but any help would be appreciated!

Code:
#dynamic 0x800030

#org @start
lock
textcolor 0x0
message @t1 6
applymovement 8 @m2
waitmovement 0x0
message @t2 6
applymovement 8 @m3
waitmovement 0x0
message @t3 6
pause 0x20
message @t4 6
trainerbattle 0x09 0x01 0x0 @win @lose
message @after 6
applymovement 8 @m4
waitmovement 0x0
hidesprite 0x08
setflag 0x504
setvar 0x5002 0x1
release
end

#org @m4
#raw 0x13
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0xFE

#org @after
= Wow, you're tough! I got to go\nnow, see ya!

#org @win
= Great battle, \v\h01.

#org @lose
= I won!

#org @t4
= Sorry for taking your time.\pSay, how about a Pokèmon battle?\nYou look strong, so I can test\lmy strength! Get ready!

#org @t3
= My apologies, I haven't told you\nmy name yet.\pMy name is Luke. I'm going on a\nPokèmon journey around the Kanto\lregion.\pAlthough, one of my main focuses\nis finding an organization of\lPokèmon threats - Team Rocket.\pThey steal Pokèmon from trainers\nand sell them to make profit.\pSomeone needs to get rid of Team\nRocket, right?

#org @m3
#raw 0x1
#raw 0x1B
#raw 0x0
#raw 0x62
#raw 0xFE

#org @t2
= Where are you going from here?\p..............................\n..............................\pHmm, to the Viridian Forest, huh?

#org @m2
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0xFE

#org @t1
= ???: Hello, there!
Thanks guys.

EDIT: Nevermind, I got it to work. It was an Advanced Map glitch :/
  #7015    
Old June 29th, 2012 (09:26 PM). Edited June 30th, 2012 by Ferox.
Ferox Ferox is offline
 
Join Date: Jun 2012
Gender: Female
Posts: 19
Rom: Fire Red
Editor: XSE
Most of my script works, but the giveitem line keeps breaking things.

Quote:
#dynamic 0x800000
#org @start
lock
faceplayer
checkflag 0x834
if 0x1 goto @cool
message @out msg_face
release
end

#org @out
= ..Why are you in my house?\nGet out!

#org @cool
giveitem 0xd6 0x1 0x6
message @get msg_face
release
end

#org @get
= Thank-you for returning Claire. I\ndon't have much to give you, but\lI broke this a little while ago.\lYou can have it.
I have tried following numerous tutorials, and sometimes really interesting things happen, like the screen going completely pink. If I remove the giveitem line then all the text and flags happen as they should, but the script never gives the item to the player (twisted spoon). Any help is appreciated.

Thank-you SwiftSign, it does work now! No more pink screen!
  #7016    
Old June 30th, 2012 (04:24 AM).
Mana's Avatar
Mana Mana is offline
The Evil Queen
Moderator, CS
 
Join Date: Jan 2009
Location: UK
Gender: Male
Posts: 6,525
Quote originally posted by CrystalStatic:
Hello, I'm having a problem with this script. Everything works except "applymovement 8 @m2" (which is at the beginning of the script). The script skips that command entirely. I'm not sure what the problem is, but any help would be appreciated!

Spoiler:
Code:
#dynamic 0x800030

#org @start
lock
textcolor 0x0
message @t1 6
applymovement 8 @m2
waitmovement 0x0
message @t2 6
applymovement 8 @m3
waitmovement 0x0
message @t3 6
pause 0x20
message @t4 6
trainerbattle 0x09 0x01 0x0 @win @lose
message @after 6
applymovement 8 @m4
waitmovement 0x0
hidesprite 0x08
setflag 0x504
setvar 0x5002 0x1
release
end

#org @m4
#raw 0x13
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0xFE

#org @after
= Wow, you're tough! I got to go\nnow, see ya!

#org @win
= Great battle, \v\h01.

#org @lose
= I won!

#org @t4
= Sorry for taking your time.\pSay, how about a Pokèmon battle?\nYou look strong, so I can test\lmy strength! Get ready!

#org @t3
= My apologies, I haven't told you\nmy name yet.\pMy name is Luke. I'm going on a\nPokèmon journey around the Kanto\lregion.\pAlthough, one of my main focuses\nis finding an organization of\lPokèmon threats - Team Rocket.\pThey steal Pokèmon from trainers\nand sell them to make profit.\pSomeone needs to get rid of Team\nRocket, right?

#org @m3
#raw 0x1
#raw 0x1B
#raw 0x0
#raw 0x62
#raw 0xFE

#org @t2
= Where are you going from here?\p..............................\n..............................\pHmm, to the Viridian Forest, huh?

#org @m2
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0xFE

#org @t1
= ???: Hello, there!


Thanks guys.
Does the script look different after decompiling? (from A-Map)

Quote originally posted by Ferox:
Rom: Fire Red
Editor: XSE
Most of my script works, but the giveitem line keeps breaking things.

I have tried following numerous tutorials, and sometimes really interesting things happen, like the screen going completely pink. If I remove the giveitem line then all the text and flags happen as they should, but the script never gives the item to the player (twisted spoon). Any help is appreciated.
Try phrasing your giveitem command like this:

giveitem 0xd6 0x1 MSG_OBTAIN

See if that works.
__________________
  #7017    
Old June 30th, 2012 (07:26 AM).
Renegade's Avatar
Renegade Renegade is offline
Time for real life...
 
Join Date: Nov 2011
Location: United States
Gender: Male
Nature: Careful
Posts: 998
Quote originally posted by SwiftSign:
[FONT="Verdana"][SIZE="2"]

Does the script look different after decompiling? (from A-Map)
Nope, I just tried changing the person event number and changing the #dynamic value, but those changes made no difference... I do have the person number correct in A-Map as well... Still not sure of the problem.
  #7018    
Old June 30th, 2012 (08:47 AM).
NurseBarbra's Avatar
NurseBarbra NurseBarbra is offline
くら くら?
Crystal Tier
 
Join Date: Aug 2010
Age: 21
Gender: Male
Nature: Brave
Posts: 322
Send a message via Windows Live Messenger to NurseBarbra
Game: Pokemon Firered
Type:
Trigger script
Editor: PKSV (because Xse won't work on my computer.)
Script:
Spoiler:
#org 0x8743D53
'-----------------------------------
lockall
checkflag 0x220
if true jump 0x8743D87 ' Flag is set
setvar 0x8004 0x3
setvar 0x8005 0xC
setvar 0x8006 0xC
setvar 0x8007 0x3
special 0x136
waitspecial
msgbox 0x8743D89 ' A large tremor knock...
callstd MSG_LOCK ' Built-in lock command
movesprite 0x6 0xE 0x1
setflag 0x220
releaseall
end

#org 0x8743D87
'-----------------------------------
releaseall
end


#org 0x8743D89
= A large tremor knocked some\nrocks loose!


I want to use the script to move a boulder sprite to the X/Y coordinates ,06/0E in Amap to block the player from leaving the cave, but I think somethings wrong in the script. Any one wanna help me out here?
  #7019    
Old July 3rd, 2012 (07:56 AM).
johnr754's Avatar
johnr754 johnr754 is offline
I am JOHN, heck yeah!
 
Join Date: Nov 2009
Location: California, USA! USA!
Gender: Male
Nature: Modest
Posts: 80
I tried making a script via XSE, but whenever I try to test it on Fire Red, a text box doesn't open. It just makes the sound whenever you press A on a person, and that's it.

Game: Pokémon Fire Red
Type: Person script.
Editor: Xtreme Script Editor.
Script: Spoilered...
Spoiler:
#dynamic 0x800001

#org @start
lock
faceplayer
msgbox @text
boxset 0x6
release
end

#org @text
= = I hate TEAM ROCKET. They stole my\ndaughter's CHANSEY. Anyways, east\lof you is west JOHTO. The bridge\lconnecting ZIAHO to WEST JOHTO got\ldestroyed. So, until you get a\lcertain HM, you cannot pass.

Screenshots and/or videos:
__________________
---
  #7020    
Old July 3rd, 2012 (08:02 AM).
Mana's Avatar
Mana Mana is offline
The Evil Queen
Moderator, CS
 
Join Date: Jan 2009
Location: UK
Gender: Male
Posts: 6,525
Quote originally posted by johnr754:
I tried making a script via XSE, but whenever I try to test it on Fire Red, a text box doesn't open. It just makes the sound whenever you press A on a person, and that's it.

Game: Pokémon Fire Red
Type: Person script.
Editor: Xtreme Script Editor.
Script: Spoilered...
Spoiler:
#dynamic 0x800001

#org @start
lock
faceplayer
msgbox @text
boxset 0x6
release
end

#org @text
= = I hate TEAM ROCKET. They stole my\ndaughter's CHANSEY. Anyways, east\lof you is west JOHTO. The bridge\lconnecting ZIAHO to WEST JOHTO got\ldestroyed. So, until you get a\lcertain HM, you cannot pass.

Screenshots and/or videos:
Hmm, well I'm not sure if this should/could be the cause but the standard of writing text commands in the current version of XSE is:

msgbox @text 0x6 <- boxset just put on the end

Otherwise your script should really be working. Might be a compiling error, try decompiling the script from advance map.
__________________
  #7021    
Old July 3rd, 2012 (08:15 AM).
johnr754's Avatar
johnr754 johnr754 is offline
I am JOHN, heck yeah!
 
Join Date: Nov 2009
Location: California, USA! USA!
Gender: Male
Nature: Modest
Posts: 80
Quote originally posted by SwiftSign:


Hmm, well I'm not sure if this should/could be the cause but the standard of writing text commands in the current version of XSE is:

msgbox @text 0x6 <- boxset just put on the end

Otherwise your script should really be working. Might be a compiling error, try decompiling the script from advance map.
Oh, okay. I was using scripting tutorials found on the internet. I wish there was a more recent one instead of one from 2008.

Anyways, can I see how it looks in script form? The way you mentioned it, I mean.
__________________
---
  #7022    
Old July 3rd, 2012 (08:53 AM).
KhaosKnight's Avatar
KhaosKnight KhaosKnight is offline
The 1 and only Khaotic Hacker
 
Join Date: Dec 2007
Nature: Relaxed
Posts: 355
Quote originally posted by johnr754:
Oh, okay. I was using scripting tutorials found on the internet. I wish there was a more recent one instead of one from 2008.

Anyways, can I see how it looks in script form? The way you mentioned it, I mean.
We have a tutorial written by diegoisawesome here on PC, http://www.pokecommunity.com/showthread.php?t=164276. You can check that out for an up to date scripting guide.

And what Swift is saying is instead of

msgbox @text
boxset 0x6

put

msgbox @text 0x6

The new version of XSE got rid of the "boxset" and "callstd" commands in favor of the method above.
__________________





  #7023    
Old July 3rd, 2012 (09:10 AM).
DrFuji's Avatar
DrFuji DrFuji is offline
Helfen, Wehren, Heilen
Crystal Tier
 
Join Date: Sep 2009
Location: Downia-upside
Age: 22
Gender: Male
Nature: Jolly
Posts: 1,322
Quote originally posted by NurseBarbra:
Game: Pokemon Firered
Type:
Trigger script
Editor: PKSV (because Xse won't work on my computer.)
Script:
Spoiler:
#org 0x8743D53
'-----------------------------------
lockall
checkflag 0x220
if true jump 0x8743D87 ' Flag is set
setvar 0x8004 0x3
setvar 0x8005 0xC
setvar 0x8006 0xC
setvar 0x8007 0x3
special 0x136
waitspecial
msgbox 0x8743D89 ' A large tremor knock...
callstd MSG_LOCK ' Built-in lock command
movesprite 0x6 0xE 0x1
setflag 0x220
releaseall
end

#org 0x8743D87
'-----------------------------------
releaseall
end


#org 0x8743D89
= A large tremor knocked some\nrocks loose!


I want to use the script to move a boulder sprite to the X/Y coordinates ,06/0E in Amap to block the player from leaving the cave, but I think somethings wrong in the script. Any one wanna help me out here?
There are two movesprite commands; the one you are using and 'movesprite2'. Movesprite2 will keep the OW at its new location, whereas it will revert to its original position once the player takes a step if you use the regular command.

tl;dr, use movesprite2 :P
__________________
  #7024    
Old July 3rd, 2012 (01:28 PM).
johnr754's Avatar
johnr754 johnr754 is offline
I am JOHN, heck yeah!
 
Join Date: Nov 2009
Location: California, USA! USA!
Gender: Male
Nature: Modest
Posts: 80
Quote originally posted by KhaosKnight:
We have a tutorial written by diegoisawesome here on PC, http://www.pokecommunity.com/showthread.php?t=164276. You can check that out for an up to date scripting guide.

And what Swift is saying is instead of

msgbox @text
boxset 0x6

put

msgbox @text 0x6

The new version of XSE got rid of the "boxset" and "callstd" commands in favor of the method above.
I tried that. One showed braille and it stopped locking in place. Another had the same result as earlier. I'm using AM 1.95.
__________________
---
  #7025    
Old July 3rd, 2012 (04:05 PM). Edited July 3rd, 2012 by PunsAreFun.
PunsAreFun PunsAreFun is offline
 
Join Date: Jul 2012
Posts: 13
Hey everyone, I'm working on a Fire Red hack and I just gave my character the HM 03 for surf. Realized he needed the Soul Badge to use it so I gave that to him too but even with the badge showing up on the trainer card it still says I need a badge to use surf out of battle. Is there more that I have to do than just setting flag 0x825 ?

Edit: Here is my code (XSE):
'---------------
#org 0x807BA8
checkflag 0x1036
if 0x1 call 0x8807BCB
setflag 0x1036
setflag 0x825
msgbox 0x8807BD6 MSG_FACE '"Hey there."
giveitem 0x155 0x1 MSG_OBTAIN
msgbox 0x8807D23 MSG_FACE '"Happy hunting!"
release
end

'---------------
#org 0x807BCB
msgbox 0x8807D23 MSG_FACE '"Happy hunting!"
release
end


'---------
' Strings
'---------
#org 0x807BD6
= Hey there.

#org 0x807D23
= Happy hunting!
Closed Thread
Quick Reply

Sponsored Links

You may also like.. (Beta)
Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are UTC -8. The time now is 11:54 PM.