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Script Help Thread (DO NOT REQUEST SCRIPTS)

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tajaros

Hi I'm dawg
855
Posts
12
Years
  • #dynamic 0x800000

    #org @start
    lock
    faceplayer
    message @tutorial
    boxset 5
    compare LASTRESULT 1
    if b_true goto @yes
    compare LASTRESULT 0
    if b_true goto @no
    release
    end

    #org @tutorial
    = Yes or no?

    #org @yes
    message @pressyes
    boxset 6
    release
    end

    #org @no
    message @pressno
    boxset 6
    release
    end

    that was the script i used, then i tried a basic script again and the same problem arose again, even though i used the same script as before (that worked before too) here it is

    #dynamic 0x2DD100

    #org @start
    lock
    faceplayer
    msgbox @script 0x6
    release
    end

    #org @script
    = Hey!\nYou are welcome to PALLET TOWN

    Of course it wouldn't work instead of using LASTRESULT try using 0x800D but if your using an older version of XSE try downloading the latest one in HACKMEW's toolbox... :)

    LASTRESULT doesn't work for the latest version of XSE anymore... :)

    and also in XSE we don't use b_true or b_false anymore...

    b_true = 0x1
    b_false = 0x0

    So it would be compare 0x800D 0x1 and compare 0x800D 0x0
    NOTE: XSE practically focuses in using hex.. :)

    Oh and about your msgbox XSE doesn't read boxset 0x6 anymore try using msgbox @pointer 0x6 and that also goes for boxset 5

    try using hex on all your values.. :D
     
    Last edited:

    Renegade

    Time for real life...
    995
    Posts
    12
    Years
  • This script was working fine until something weird happened. I made another script on a completely different map after this one, and then compiled it. Then, this script started to bug up for... really no reason... The warp at the end of the script isn't working. The whole thing works but when it warps me it goes to a black screen then freezes.

    Code:
    #dynamic 0x800140
    
    #org @start
    lock
    faceplayer
    checkflag 0x1211
    if 0x01 goto @moveon
    checkflag 0x1212
    if 0x01 goto @moveon
    checkflag 0x1213
    if 0x01 goto @moveon
    textcolor 0x0
    message @t1 6
    release
    end
    
    #org @moveon
    textcolor 0x0
    message @t2 6
    applymovement 0xFF @m1
    waitmovement 0x0
    checkflag 0x1208
    if 0x01 goto @charmander
    checkflag 0x1209
    if 0x01 goto @squirtle
    checkflag 0x1210
    if 0x01 goto @bulbasaur
    end
    
    #org @charmander
    applymovement 6 @m2
    waitmovement 0x0
    hidesprite 0x04
    setflag 0x1214
    applymovement 6 @m5
    waitmovement 0x0
    message @t3 6
    goto @fight
    
    #org @squirtle
    applymovement 6 @m3
    waitmovement 0x0
    hidesprite 0x05
    setflag 0x1215
    applymovement 6 @m6
    waitmovement 0x0
    message @t4 6
    goto @fight
    
    #org @bulbasaur
    applymovement 6 @m4
    waitmovement 0x0
    hidesprite 0x03
    setflag 0x1216
    applymovement 6 @m7
    waitmovement 0x0
    message @t5 6
    goto @fight
    
    #org @fight
    applymovement 6 @m8
    applymovement 0xFF @m9
    waitmovement 0x0
    applymovement 9 @m10
    message @t6 4
    closeonkeypress
    applymovement 6 @m11
    applymovement 0xFF @m11
    applymovement 9 @m12
    waitmovement 0x0
    message @t7 6
    applymovement 6 @m13
    applymovement 0xFF @m14
    waitmovement 0x0
    message @t8 6
    applymovement 6 @m15
    applymovement 0xFF @m15
    applymovement 9 @m16
    waitmovement 0x0
    trainerbattle 0x09 0x01 0x0 @win @lose
    message @later 6
    applymovement 9 @m17
    waitmovement 0x0
    applymovement 9 @m18
    waitmovement 0x0
    hidesprite 0x09
    setflag 0x1217
    applymovement 0xFF @m14
    applymovement 6 @m13
    waitmovement 0x0
    message @t9 6
    applymovement 6 @m19
    waitmovement 0x0
    hidesprite 0x06
    setflag 0x1218
    applymovement 0xFF @m20
    waitmovement 0x0
    warp 0x4 0x3 0xFF 0x6 0x6
    release
    end
    
    #org @m19
    #raw 0x1F
    #raw 0x1F
    #raw 0x1F
    #raw 0x1F
    #raw 0xFE
    
    #org @m20
    #raw 0x1D
    #raw 0x1F
    #raw 0x1F
    #raw 0x1F
    #raw 0x1F
    #raw 0xFE
    
    #org @t9
    = \v\h01, that was awesome!\nNow let's get out of here\lbefore another creepy creep finds\lus.
    
    #org @m18
    #raw 0x1D
    #raw 0x1D
    #raw 0x1F
    #raw 0x1F
    #raw 0x1F
    #raw 0x1F
    #raw 0x1E
    #raw 0x1F
    #raw 0x1F
    #raw 0xFE
    
    #org @m17
    #raw 0x34
    #raw 0xFE
    
    #org @later
    = Scientist: Err... I can't win.\nFine, leave then!
    
    #org @win
    = Ack, I can't stop you...
    
    #org @lose
    = Wow, you're really bad...
    
    #org @m15
    #raw 0x3
    #raw 0xFE
    
    #org @m16
    #raw 0x1F
    #raw 0xFE
    
    #org @t8
    = \v\h06: Come on, \v\h01.\pYou can do this!
    
    #org @m13
    #raw 0x1
    #raw 0xFE
    
    #org @m14
    #raw 0x0
    #raw 0xFE
    
    #org @t7
    = Scientist: You're not going\nanywhere!\p\v\h06: What? Fine, \v\h01\nwill destroy you, then!
    
    #org @m12
    #raw 0x1F
    #raw 0x1F
    #raw 0x1D
    #raw 0x1F
    #raw 0xFE
    
    #org @m11
    #raw 0x3
    #raw 0x62
    #raw 0xFE
    
    #org @t6
    = ???: HAULT!
    
    #org @m10
    #raw 0x2
    #raw 0x62
    #raw 0xFE
    
    #org @m8
    #raw 0x12
    #raw 0x12
    #raw 0x12
    #raw 0x11
    #raw 0xFE
    
    #org @m9
    #raw 0x12
    #raw 0x12
    #raw 0x11
    #raw 0x11
    #raw 0xFE
    
    #org @t3
    = \v\h06: I chose a Charmander!\nNow let's get out of here.
    
    #org @t4
    = \v\h06: I chose a Squirtle!\nNow let's get out of here.
    
    #org @t5
    = \v\h06: I chose a Bulbasaur!\nNow let's get out of here.
    
    #org @m5
    #raw 0x12
    #raw 0xFE
    
    #org @m6
    #raw 0x12
    #raw 0x12
    #raw 0xFE
    
    #org @m7
    #raw 0x2
    #raw 0xFE
    
    #org @m4
    #raw 0x11
    #raw 0xFE
    
    #org @m3
    #raw 0x11
    #raw 0x13
    #raw 0x13
    #raw 0x1
    #raw 0xFE
    
    #org @m2
    #raw 0x11
    #raw 0x13
    #raw 0x1
    #raw 0xFE
    
    #org @t1
    = \v\h06: Go ahead and choose\na Pokèmon, \v\h01.
    
    #org @t2
    = Haha, nice choice \v\h01!\nNow it's my turn!
    
    #org @m1
    #raw 0x12
    #raw 0x3
    #raw 0xFE

    After the warp is complete it is supposed to start a seperate script on a new map. The 2nd script is a level scripts. I don't know if maybe the 2nd script is somehow messing up the first one? Here's the 2nd one if needed:

    Code:
    #dynamic 0x800230
    
    #org @start
    lock
    applymovement 0xFF @m1
    waitmovement 0x0
    textcolor 0x0
    message @t1 6
    fadescreen 0x1
    pause 0x30
    textcolor 0x2
    message @t2 6
    pause 0x30
    fadescreen 0x0
    pause 0x10
    applymovement 11 @m2
    waitmovement 0x0
    textcolor 0x0
    message @t3 6
    pause 0x20
    applymovement 11 @m3
    waitmovement 0x0
    message @t4 6
    applymovement 12 @m4
    applymovement 0xFF @m5
    waitmovement 0x0
    message @t5 6
    applymovement 12 @m1
    applymovement 0xFF @m1
    waitmovement 0x0
    message @t6 6
    fadesong 0x159
    message @t7 6
    fadedefault
    applymovement 12 @m6
    applymovement 0xFF @m5
    waitmovement 0x0
    message @t8 6
    applymovement 12 @m1
    applymovement 0xFF @m1
    waitmovement 0x0
    message @t9 6
    applymovement 12 @m7
    waitmovement 0x0
    hidesprite 0x12
    setflag 0x1219
    applymovement 0xFF @m8
    waitmovement 0x0
    hidesprite 0xFF
    special 0x113
    applymovement 0x7F @s1
    waitmovement 0x0
    special 0x114
    message @t10 4
    closeonkeypress
    fadescreen 0x1
    pause 0x10
    warp 0x3 0x0 0x3 0x0 0x0
    setvar 0x6010 0x0001
    release
    end
    
    #org @t10
    = Professor Oak: Hmm... Maybe I\nshould have told them... Hmm...
    
    #org @s1
    #raw 0x11
    #raw 0x11
    #raw 0x11
    #raw 0x11
    #raw 0xFE
    
    #org @m8
    #raw 0x10
    #raw 0x10
    #raw 0x10
    #raw 0x10
    #raw 0x10
    #raw 0x10
    #raw 0xFE
    
    #org @m7
    #raw 0x1D
    #raw 0x20
    #raw 0x1D
    #raw 0x1D
    #raw 0x1D
    #raw 0x1D
    #raw 0x1D
    #raw 0x1D
    #raw 0xFE
    
    #org @t9
    = Thanks for everything, Professor!\nSee ya!
    
    #org @t8
    = \v\h06: Yes! Let's go,\n\v\h01!
    
    #org @m6
    #raw 0x62
    #raw 0x3
    #raw 0xFE
    
    #org @t7
    = Professor Oak: You need to\nknow that whatever problems happen\lfrom here on out, you need\lto be able to overcome them,\ljust as you overcame your\lsituation with the...\pOh! I forgot to tell you,\nthe creepy people you had to\ldeal with before were members\lof an organization called\lTeam Rocket. They steal Pokèmon\lfrom trainers and use them for\lno good.\pAnyways, good luck to you\nboth!
    
    #org @t6
    = Of course we do, Professor!\pProfessor Oak: Great! But you\nneed to remember somthing.\p\v\h06: What's that?
    
    #org @m5
    #raw 0x2
    #raw 0xFE
    
    #org @t5
    = \v\h06: Hear that , \v\h01?\nWe're going on an adventure!
    
    #org @m4
    #raw 0x3
    #raw 0xFE
    
    #org @t4
    = Well, that whole experience\nseems very scary indeed, but\lwe have to keep moving on.\pRight?\p\v\h06: Umm... I guess...\pProfessor Oak: Good! Now I am\nready to ask you the question\lthat I was waiting to ask you.\p\v\h06: What?\pProfessor Oak: Do you, \v\h06,\nand \v\h01, want to go\lon a Pokèmon journey?
    
    #org @m3
    #raw 0x0
    #raw 0xFE
    
    #org @t3
    = Professor Oak: Hmm...\pSo Team Rocket has begun their\nplans again...
    
    #org @m2
    #raw 0x1
    #raw 0xFE
    
    #org @t2
    = Later that same 10 minutes\nor so...
    
    #org @t1
    = Professor Oak: Hello, boys.\nWhat brings you here?\p\v\h06: Professor, you'll never\nbelieve what happened to \v\h01\land me!
    
    #org @m1
    #raw 0x1
    #raw 0xFE

    Thanks.
     
    Last edited:

    tajaros

    Hi I'm dawg
    855
    Posts
    12
    Years
  • This script was working fine until something weird happened. I made another script on a completely different map after this one, and then compiled it. Then, this script started to bug up for... really no reason... The warp at the end of the script isn't working. The whole thing works but when it warps me it goes to a black screen then freezes.

    Code:
    #dynamic 0x800140
    
    #org @start
    lock
    faceplayer
    checkflag 0x1211
    if 0x01 goto @moveon
    checkflag 0x1212
    if 0x01 goto @moveon
    checkflag 0x1213
    if 0x01 goto @moveon
    textcolor 0x0
    message @t1 6
    release
    end
    
    #org @moveon
    textcolor 0x0
    message @t2 6
    applymovement 0xFF @m1
    waitmovement 0x0
    checkflag 0x1208
    if 0x01 goto @charmander
    checkflag 0x1209
    if 0x01 goto @squirtle
    checkflag 0x1210
    if 0x01 goto @bulbasaur
    end
    
    #org @charmander
    applymovement 6 @m2
    waitmovement 0x0
    hidesprite 0x04
    setflag 0x1214
    applymovement 6 @m5
    waitmovement 0x0
    message @t3 6
    goto @fight
    
    #org @squirtle
    applymovement 6 @m3
    waitmovement 0x0
    hidesprite 0x05
    setflag 0x1215
    applymovement 6 @m6
    waitmovement 0x0
    message @t4 6
    goto @fight
    
    #org @bulbasaur
    applymovement 6 @m4
    waitmovement 0x0
    hidesprite 0x03
    setflag 0x1216
    applymovement 6 @m7
    waitmovement 0x0
    message @t5 6
    goto @fight
    
    #org @fight
    applymovement 6 @m8
    applymovement 0xFF @m9
    waitmovement 0x0
    applymovement 9 @m10
    message @t6 4
    closeonkeypress
    applymovement 6 @m11
    applymovement 0xFF @m11
    applymovement 9 @m12
    waitmovement 0x0
    message @t7 6
    applymovement 6 @m13
    applymovement 0xFF @m14
    waitmovement 0x0
    message @t8 6
    applymovement 6 @m15
    applymovement 0xFF @m15
    applymovement 9 @m16
    waitmovement 0x0
    trainerbattle 0x09 0x01 0x0 @win @lose
    message @later 6
    applymovement 9 @m17
    waitmovement 0x0
    applymovement 9 @m18
    waitmovement 0x0
    hidesprite 0x09
    setflag 0x1217
    applymovement 0xFF @m14
    applymovement 6 @m13
    waitmovement 0x0
    message @t9 6
    applymovement 6 @m19
    waitmovement 0x0
    hidesprite 0x06
    setflag 0x1218
    applymovement 0xFF @m20
    waitmovement 0x0
    warp 0x4 0x3 0xFF 0x6 0x6
    release
    end
    
    #org @m19
    #raw 0x1F
    #raw 0x1F
    #raw 0x1F
    #raw 0x1F
    #raw 0xFE
    
    #org @m20
    #raw 0x1D
    #raw 0x1F
    #raw 0x1F
    #raw 0x1F
    #raw 0x1F
    #raw 0xFE
    
    #org @t9
    = \v\h01, that was awesome!\nNow let's get out of here\lbefore another creepy creep finds\lus.
    
    #org @m18
    #raw 0x1D
    #raw 0x1D
    #raw 0x1F
    #raw 0x1F
    #raw 0x1F
    #raw 0x1F
    #raw 0x1E
    #raw 0x1F
    #raw 0x1F
    #raw 0xFE
    
    #org @m17
    #raw 0x34
    #raw 0xFE
    
    #org @later
    = Scientist: Err... I can't win.\nFine, leave then!
    
    #org @win
    = Ack, I can't stop you...
    
    #org @lose
    = Wow, you're really bad...
    
    #org @m15
    #raw 0x3
    #raw 0xFE
    
    #org @m16
    #raw 0x1F
    #raw 0xFE
    
    #org @t8
    = \v\h06: Come on, \v\h01.\pYou can do this!
    
    #org @m13
    #raw 0x1
    #raw 0xFE
    
    #org @m14
    #raw 0x0
    #raw 0xFE
    
    #org @t7
    = Scientist: You're not going\nanywhere!\p\v\h06: What? Fine, \v\h01\nwill destroy you, then!
    
    #org @m12
    #raw 0x1F
    #raw 0x1F
    #raw 0x1D
    #raw 0x1F
    #raw 0xFE
    
    #org @m11
    #raw 0x3
    #raw 0x62
    #raw 0xFE
    
    #org @t6
    = ???: HAULT!
    
    #org @m10
    #raw 0x2
    #raw 0x62
    #raw 0xFE
    
    #org @m8
    #raw 0x12
    #raw 0x12
    #raw 0x12
    #raw 0x11
    #raw 0xFE
    
    #org @m9
    #raw 0x12
    #raw 0x12
    #raw 0x11
    #raw 0x11
    #raw 0xFE
    
    #org @t3
    = \v\h06: I chose a Charmander!\nNow let's get out of here.
    
    #org @t4
    = \v\h06: I chose a Squirtle!\nNow let's get out of here.
    
    #org @t5
    = \v\h06: I chose a Bulbasaur!\nNow let's get out of here.
    
    #org @m5
    #raw 0x12
    #raw 0xFE
    
    #org @m6
    #raw 0x12
    #raw 0x12
    #raw 0xFE
    
    #org @m7
    #raw 0x2
    #raw 0xFE
    
    #org @m4
    #raw 0x11
    #raw 0xFE
    
    #org @m3
    #raw 0x11
    #raw 0x13
    #raw 0x13
    #raw 0x1
    #raw 0xFE
    
    #org @m2
    #raw 0x11
    #raw 0x13
    #raw 0x1
    #raw 0xFE
    
    #org @t1
    = \v\h06: Go ahead and choose\na Pokèmon, \v\h01.
    
    #org @t2
    = Haha, nice choice \v\h01!\nNow it's my turn!
    
    #org @m1
    #raw 0x12
    #raw 0x3
    #raw 0xFE

    After the warp is complete it is supposed to start a seperate script on a new map. The 2nd script is a level scripts. I don't know if maybe the 2nd script is somehow messing up the first one? Here's the 2nd one if needed:

    Code:
    #dynamic 0x800230
    
    #org @start
    lock
    applymovement 0xFF @m1
    waitmovement 0x0
    textcolor 0x0
    message @t1 6
    fadescreen 0x1
    pause 0x30
    textcolor 0x2
    message @t2 6
    pause 0x30
    fadescreen 0x0
    pause 0x10
    applymovement 11 @m2
    waitmovement 0x0
    textcolor 0x0
    message @t3 6
    pause 0x20
    applymovement 11 @m3
    waitmovement 0x0
    message @t4 6
    applymovement 12 @m4
    applymovement 0xFF @m5
    waitmovement 0x0
    message @t5 6
    applymovement 12 @m1
    applymovement 0xFF @m1
    waitmovement 0x0
    message @t6 6
    fadesong 0x159
    message @t7 6
    fadedefault
    applymovement 12 @m6
    applymovement 0xFF @m5
    waitmovement 0x0
    message @t8 6
    applymovement 12 @m1
    applymovement 0xFF @m1
    waitmovement 0x0
    message @t9 6
    applymovement 12 @m7
    waitmovement 0x0
    hidesprite 0x12
    setflag 0x1219
    applymovement 0xFF @m8
    waitmovement 0x0
    hidesprite 0xFF
    special 0x113
    applymovement 0x7F @s1
    waitmovement 0x0
    special 0x114
    message @t10 4
    closeonkeypress
    fadescreen 0x1
    pause 0x10
    warp 0x3 0x0 0x3 0x0 0x0
    setvar 0x6010 0x0001
    release
    end
    
    #org @t10
    = Professor Oak: Hmm... Maybe I\nshould have told them... Hmm...
    
    #org @s1
    #raw 0x11
    #raw 0x11
    #raw 0x11
    #raw 0x11
    #raw 0xFE
    
    #org @m8
    #raw 0x10
    #raw 0x10
    #raw 0x10
    #raw 0x10
    #raw 0x10
    #raw 0x10
    #raw 0xFE
    
    #org @m7
    #raw 0x1D
    #raw 0x20
    #raw 0x1D
    #raw 0x1D
    #raw 0x1D
    #raw 0x1D
    #raw 0x1D
    #raw 0x1D
    #raw 0xFE
    
    #org @t9
    = Thanks for everything, Professor!\nSee ya!
    
    #org @t8
    = \v\h06: Yes! Let's go,\n\v\h01!
    
    #org @m6
    #raw 0x62
    #raw 0x3
    #raw 0xFE
    
    #org @t7
    = Professor Oak: You need to\nknow that whatever problems happen\lfrom here on out, you need\lto be able to overcome them,\ljust as you overcame your\lsituation with the...\pOh! I forgot to tell you,\nthe creepy people you had to\ldeal with before were members\lof an organization called\lTeam Rocket. They steal Pokèmon\lfrom trainers and use them for\lno good.\pAnyways, good luck to you\nboth!
    
    #org @t6
    = Of course we do, Professor!\pProfessor Oak: Great! But you\nneed to remember somthing.\p\v\h06: What's that?
    
    #org @m5
    #raw 0x2
    #raw 0xFE
    
    #org @t5
    = \v\h06: Hear that , \v\h01?\nWe're going on an adventure!
    
    #org @m4
    #raw 0x3
    #raw 0xFE
    
    #org @t4
    = Well, that whole experience\nseems very scary indeed, but\lwe have to keep moving on.\pRight?\p\v\h06: Umm... I guess...\pProfessor Oak: Good! Now I am\nready to ask you the question\lthat I was waiting to ask you.\p\v\h06: What?\pProfessor Oak: Do you, \v\h06,\nand \v\h01, want to go\lon a Pokèmon journey?
    
    #org @m3
    #raw 0x0
    #raw 0xFE
    
    #org @t3
    = Professor Oak: Hmm...\pSo Team Rocket has begun their\nplans again...
    
    #org @m2
    #raw 0x1
    #raw 0xFE
    
    #org @t2
    = Later that same 10 minutes\nor so...
    
    #org @t1
    = Professor Oak: Hello, boys.\nWhat brings you here?\p\v\h06: Professor, you'll never\nbelieve what happened to \v\h01\land me!
    
    #org @m1
    #raw 0x1
    #raw 0xFE

    Thanks.

    No wonder it doesn't why did you make the warp 0x4 0x3 0xFF 0x6 0x6 are you going to warp number 255?!

    And you don't need to put those 0x6 anymore just make them 0x0 0x0

    Here's the code to fix that
    warp [map bank] [map number] [warp number] [extra, for now] [extra, for now]

    And also refrain from using decimals in XSE like what you did in your msgbox codes... :)

    EDIT: Forgot it was a sprite position warp code I saw that you used flags in 4 digits please refrain from doing that just use 3 digits as the digits for your flags and please do everything in hex.. :)
     
    Last edited:
    10,078
    Posts
    15
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    • UK
    • Seen Oct 17, 2023
    No wonder it doesn't why did you make the warp 0x4 0x3 0xFF 0x6 0x6 are you going to warp number 255?!

    And you don't need to put those 0x6 anymore just make them 0x0 0x0

    Here's the code to fix that
    warp [map bank] [map number] [warp number] [extra, for now] [extra, for now]

    And also refrain from using decimals in XSE like what you did in your msgbox codes... :)

    EDIT: Forgot it was a sprite position warp code I saw that you used flags in 4 digits please refrain from doing that just use 3 digits as the digits for your flags and please do everything in hex.. :)


    If you're going to try and help people I recommend you read some scripting tutorials

    warp 0x4 0x3 0xFF 0x6 0x6 <= Perfectly legitimate 'warp to location (6,6)' command.

    @CrystalStatic

    If you decompile the script from A-Map does the ending of the script change? Alternatively the second script may not be inserted properly, so when warping to that map it makes the screen go black.

    Insertion/compiling is probably the reason here.
     

    Teh Blazer

    Divider of Zero
    776
    Posts
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    Years
  • Hey, is there a command that can change the overworld sprite of an NPC to another? I couldn't find one, but you never know.
     

    Renegade

    Time for real life...
    995
    Posts
    12
    Years
  • Hey, is there a command that can change the overworld sprite of an NPC to another? I couldn't find one, but you never know.

    You can do a "hidesprite" command on the sprite you want to change then right after that command do a "showsprite" command on the sprite you want the 1st sprite to change into.

    EX:

    ......
    hidesprite 0x03
    setflag 0x1200
    showsprite 0x04
    ......
     

    Teh Blazer

    Divider of Zero
    776
    Posts
    15
    Years
  • You can do a "hidesprite" command on the sprite you want to change then right after that command do a "showsprite" command on the sprite you want the 1st sprite to change into.

    EX:

    ......
    hidesprite 0x03
    setflag 0x1200
    showsprite 0x04
    ......

    Well, I wanted to avoid doing that, but if there isn't another way I guess I'll opt-out for that one. Thanks for the help.
     
    7
    Posts
    11
    Years
    • Seen Jun 29, 2012
    Game: Pokemon Fire Red
    Type: Recieve Pokemon
    Editor: PKSV
    Script:
    Spoiler:

    Screenshots and/or videos: NA

    The game freezes after I try and get my Pokemon, with this script.
     
    10,078
    Posts
    15
    Years
    • UK
    • Seen Oct 17, 2023
    Game: Pokemon Fire Red
    Type: Recieve Pokemon
    Editor: PKSV
    Script:
    Spoiler:

    Screenshots and/or videos: NA

    The game freezes after I try and get my Pokemon, with this script.

    I don't normally use PKSV but you can remove some parts of the script to make it simpler, which in turn might make it work.

    Since it is your first Pokémon (judging by the Pokémon menu flag you asked for) there is no way the person will already have a full party, so we can totally remove the parts in bold (in the quote spoiler above).

    Does the script freeze before the 'You got a Larvitar!' message? Do you get the message and then freezes? Does the script freeze as you leave the message? Any extra information would be helpful.

    With:

    addpokemon LARVITAR 5 NONE 0x0 0x0 0x0

    Should the NONE be 0x0 instead? Looking at this tutorial it might be the possible cause.
     
    7
    Posts
    11
    Years
    • Seen Jun 29, 2012


    I don't normally use PKSV but you can remove some parts of the script to make it simpler, which in turn might make it work.

    Since it is your first Pokémon (judging by the Pokémon menu flag you asked for) there is no way the person will already have a full party, so we can totally remove the parts in bold (in the quote spoiler above).

    Does the script freeze before the 'You got a Larvitar!' message? Do you get the message and then freezes? Does the script freeze as you leave the message? Any extra information would be helpful.

    With:

    addpokemon LARVITAR 5 NONE 0x0 0x0 0x0

    Should the NONE be 0x0 instead? Looking at tutorial it might be the possible cause.

    I deleted and edited what you said, and it still freezes. Also, it freezes the instant I hit "A" on the Pokeball.
     
    145
    Posts
    11
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    • Seen May 30, 2013
    Technically, my script is working as intended, except for the last part. My message appears and the move command works, but after the script is done, the player character freezes and does not move. Any help here?

    #dynamic 0x162173

    #org @start
    lock
    faceplayer
    checkflag 0x1000
    if 0x0 goto @hey
    release
    end

    #org @hey
    applymovement 0xFF @move
    waitmovement 0x0
    msgbox @safe 0x6
    release
    end

    #org @move
    #raw 0x1
    #raw 0x12
    #raw 0x3

    #org @safe
    = For your safety, I cannot allow\nyou to leave COVE TOWN without a\lPOKEMON.
     
    10,078
    Posts
    15
    Years
    • UK
    • Seen Oct 17, 2023
    Technically, my script is working as intended, except for the last part. My message appears and the move command works, but after the script is done, the player character freezes and does not move. Any help here?

    Spoiler:

    Here is your problem:

    #org @move
    #raw 0x1
    #raw 0x12
    #raw 0x3
    #raw 0xFE

    You always need to end your movements with #raw 0xFE, as that ends the movement pointer and returns to end your script properly.
     
    2
    Posts
    11
    Years
    • Seen Jun 20, 2012
    script problem

    i wrote script- person event. just that the person will say Hello. but in the game when i talk with the person it writes what he say in strange symbol (5 same symbols). i changed the text for Hi and it writes 2 same symbols. anyone know what is the problem? i think that maybe it doesnt succeed to read the text...
    any solutions?
    thank you
     
    10,078
    Posts
    15
    Years
    • UK
    • Seen Oct 17, 2023
    i wrote script- person event. just that the person will say Hello. but in the game when i talk with the person it writes what he say in strange symbol (5 same symbols). i changed the text for Hi and it writes 2 same symbols. anyone know what is the problem? i think that maybe it doesnt succeed to read the text...
    any solutions?
    thank you

    Posting the script is the best way to look for help.

    But from what I can tell this is probably a compiling error.

    If using XSE make sure you are using #dynamic 0x800000 and blank @pointers rather than numbers which you got from FSF or otherwise.
     
    Last edited:

    Renegade

    Time for real life...
    995
    Posts
    12
    Years


  • Posting the script is the best way to look for help.

    But from what I can tell this is probably a compiling error.

    If using XSE make sure you are using #dynamic 0x80000 and blank @pointers rather than numbers which you got from FSF or otherwise.

    You mean #dynamic 0x800000? Haha, you might want to fix your reply...
     

    thanethane98

    Self Proclaimed Expert
    82
    Posts
    11
    Years
    • Seen Nov 16, 2013
    Hello! I'm trying to make a script that causes a message to display after the battle, and then have the screen fade to black. Afterwards, it needs to fade back in and all of the sprites/people on the map need to be gone. I tried looking at the script at Silph Co., but when I try to recreate it I get an error. After the battle, they just vanish for a second and reappear when you take a step. I'm sorry if I've made some very bad mistakes with my script, I'm very knew to trying to script. So how would I make the script work correctly?
    Game: Pokemon Firered
    Editor: PKSV
    Type: Person Event
    Script:
    Spoiler:
     
    Last edited:

    hinkage

    Everyone currently in an argument with this member
    384
    Posts
    13
    Years
    • Seen Apr 27, 2024
    I've expanded my Emerald ROM to 32 MB. No script editor lets me use any offset greater than 0xFFFFFF; if I try to, it glitches and assigns everything to offset 0x10000001. What the hell do I do.
     

    tajaros

    Hi I'm dawg
    855
    Posts
    12
    Years
  • I've expanded my Emerald ROM to 32 MB. No script editor lets me use any offset greater than 0xFFFFFF; if I try to, it glitches and assigns everything to offset 0x10000001. What the hell do I do.

    Then don't use an offset greater than 0xFFFFFF simple as that.... :)
     
    7
    Posts
    11
    Years
    • Seen Jun 29, 2012
    Game: Pokemon Fire Red
    Type: Movement
    Editor: PKSV
    Script:
    Spoiler:


    The problem is, after I compile the script and insert it, it turns into

    Spoiler:


    It gets rid of the movements! What can I do to fix it?
     
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