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[Other✓] Freeze on executing script

10
Posts
9
Years
  • My game freeze when execute this script:
    Spoiler:


    I selectet to execute in a script in Advanced Map (talking level - 03).
     

    DarkenedEclipse

    Project Oak
    207
    Posts
    9
    Years
  • My game freeze when execute this script:
    Spoiler:


    I selectet to execute in a script in Advanced Map (talking level - 03).
    First of all, what the heck is the program you're using? As well, you're missing:
    -dynamic offset
    -#org @start
    - it's only lock in the second line. Lockall doesn't exist in XSE language.
    -face player after that "lockall"
    -your wait movement after the applymovement
    -finally the end of the movements code which is #raw 0xFE (I've bolded it in the script)
     
    10
    Posts
    9
    Years
  • No, this is the compiled form of my script. The problem is that the game freeze when I walk up the script. The uncompiled version of script:
    Spoiler:
     

    DarkenedEclipse

    Project Oak
    207
    Posts
    9
    Years
  • No, this is the compiled form of my script. The problem is that the game freeze when I walk up the script. The uncompiled version of script:
    Spoiler:
    Like I just said, you're missing #raw 0xFE and that second waitmovement. That is why it won't load into the ROM and it freezes because the script is incomplete. Try that and it should fix it. No matter compiled and uncompiled versions.
     

    destinedjagold

    You can contact me in PC's discord server...
    8,593
    Posts
    16
    Years
    • Seen Dec 23, 2023
    No, this is the compiled form of my script. The problem is that the game freeze when I walk up the script. The uncompiled version of script:
    Spoiler:

    Fixes are in red. ;)
     
    3,044
    Posts
    9
    Years
  • Fixes are in red. ;)

    You forgot the second "waitmovement 0" command...
    =)

    So, it'll look like this:
    Code:
    #dynamic 0x800000
    
    #org @main
    lockall
    applymovement 0x01 @movein
    [COLOR="Red"]waitmovement 0x0[/COLOR]
    msgbox @hey 0x4
    closeonkeypress
    giveitem 0xD 0x1 MSG_OBTAIN
    msgbox @gl 0x4
    closeonkeypress
    applymovement 0x01 @moveout
    [COLOR="Red"]waitmovement 0x0[/COLOR]
    release[COLOR="Red"]all[/COLOR]
    end
    
    #org @movein
    #raw 0x56
    #raw 0x09
    #raw 0x0B
    #raw 0x0B
    #raw 0x0B
    #raw 0x01
    #raw 0xFE
    
    #org @moveout
    #raw 0x0A
    #raw 0x0A
    #raw 0x0A
    #raw 0x08
    #raw 0x02
    #raw 0xFE
    
    #org @hey
    = Hey \v\h01! Do you slept good?\pIt is time to start your \h53\h54\njourney.\pI'm so uneasy.\pHere is a potion to you start.
    
    #org @gl
    = Good luck!
     
    Last edited:

    Blah

    Free supporter
    1,924
    Posts
    11
    Years
  • You need to set a var number equal to a variable you will use within your script. The idea is that the green script tile will run if the variable is not set to the value given in the "unknown" section of advance map iirc.
     
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