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Script Help Thread (DO NOT REQUEST SCRIPTS)

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/Circa

a face in the clouds.
881
Posts
16
Years
  • Code:
    '---------------
    #org 0x298D2A
    checkflag 0x202
    if 0x1 goto 0x8298D6F
    lock
    faceplayer
    msgbox 0x8298D90 MSG_NORMAL '"Hold on kiddo!"
    applymovement MOVE_PLAYER 0x8298D72
    waitmovement 0x0
    applymovement 0x4 0x298D75
    waitmovement 0x0
    msgbox 0x8298DA1 MSG_NORMAL '"Where the hell did you come from?\..."
    applymovement 0x4 0x8298D83
    waitmovement 0x0
    setflag 0x202
    release
    end
    
    '---------------
    #org 0x298D6F
    release
    end
    
    
    '---------
    ' Strings
    '---------
    #org 0x298D90
    = Hold on kiddo!
    
    #org 0x298DA1
    = Where the hell did you come from?\nI saw that statue glow,\pthen you just pop out of nowhere!\nHmph... Ill figure it out.
    
    
    '-----------
    ' Movements
    '-----------
    #org 0x298D72
    #raw 0x2 'Face Left
    #raw 0xFE 'End of Movements
    
    #org 0x298D75
    #raw 0x20 'Step Right (Fast)
    #raw 0x20 'Step Right (Fast)
    #raw 0x20 'Step Right (Fast)
    #raw 0x20 'Step Right (Fast)
    #raw 0x20 'Step Right (Fast)
    #raw 0x20 'Step Right (Fast)
    #raw 0x20 'Step Right (Fast)
    #raw 0x20 'Step Right (Fast)
    #raw 0x20 'Step Right (Fast)
    #raw 0x20 'Step Right (Fast)
    #raw 0x20 'Step Right (Fast)
    #raw 0x55 'Jump in Place (Facing Right)
    #raw 0xFE 'End of Movements
    
    #org 0x298D83
    #raw 0x1F 'Step Left (Fast)
    #raw 0x1F 'Step Left (Fast)
    #raw 0x1F 'Step Left (Fast)
    #raw 0x1F 'Step Left (Fast)
    #raw 0x1F 'Step Left (Fast)
    #raw 0x1F 'Step Left (Fast)
    #raw 0x1F 'Step Left (Fast)
    #raw 0x1F 'Step Left (Fast)
    #raw 0x1F 'Step Left (Fast)
    #raw 0x1F 'Step Left (Fast)
    #raw 0x1F 'Step Left (Fast)
    #raw 0xFE 'End of Movements

    The person doesn't come to the player, it's not the person number cause on the tile two tiles away it works just fine, same everything except for two extra movements.
     

    Samike360

    Lover of May
    397
    Posts
    15
    Years
  • I usually try to figure things out on my own, but I've been having a lot of trouble with the scripts on this map, and this one baffles me the most. I don't want to spoil the scripting, but I'll post it so you guys maybe could help me out.

    Anyway, when the player steps on the tile, nothing at all happens. I thought is was a flag issue (I would have a checkflag if 0x1 goto script at the begginning, but I took it out until I get it to work), but it still happens. I've tried many settings (0300 4050, 0003 4050, 0003 4057, 0003 4051 0002 among others) but it still doesn't happen. I would really appreciate some help, as this script is important.

    By the way, this is firered, for Johto Adventures, and I'm using XSE.


    Spoiler:
     

    Pokepal17

    More cowbell~
    1,519
    Posts
    15
    Years
  • I usually try to figure things out on my own, but I've been having a lot of trouble with the scripts on this map, and this one baffles me the most. I don't want to spoil the scripting, but I'll post it so you guys maybe could help me out.

    Anyway, when the player steps on the tile, nothing at all happens. I thought is was a flag issue (I would have a checkflag if 0x1 goto script at the begginning, but I took it out until I get it to work), but it still happens. I've tried many settings (0300 4050, 0003 4050, 0003 4057, 0003 4051 0002 among others) but it still doesn't happen. I would really appreciate some help, as this script is important.

    By the way, this is firered, for Johto Adventures, and I'm using XSE.


    Spoiler:

    What's the var VALUE (not number) of the script tile?

    @Panda, ash's script has been fixed, I was just informing him that he was using an old version of XSE.
     

    Satoshi Ookami

    Memento Mori
    14,254
    Posts
    15
    Years
  • Your offset A000000 is not an ingame offset.
    The hex in the GBA rom is from 000000 to FFFFFF
    You might be wanting A00000
    As Pokepal stated I've already fixed it :)
    And the offset... I just misspelled it :D

    You should update your version of XSE, since you are using a version that has been outdatet since Christmas. I can tell because the "msgbox" command now has the "callstd" value as a third parameter. Please read the first post next time as it clearly states that you need to be using the latest version of XSE. :3
    well I'm used to callstd so I don't mind it :D
    But I guess I'll update it anyway :D
     

    NarutoActor

    The rocks cry out to me
    1,974
    Posts
    15
    Years
  • var number means the varibles number so 4050 is var 0x4050 if you ever set a var 0x4050 0x1 that means the var value is 0x1. setting it to 0x300, 0x400 or 0x200 will come out with the same result(un less acorse you used it somewhere 0x4050 0x200) so I am not sure if 0x300 will fix the problem but if it dose, note that it dose not have to be exactly 0x300 to work.
     

    Samike360

    Lover of May
    397
    Posts
    15
    Years
  • Edit: Never mind, I finally fixed the problem. After experimenting with different values, I found that 0300 as the unknown, 4060 for the var number, and 0000 for the var value works fine. Thanks for your help.
     
    Last edited:

    HackMew

    Mewtwo Strikes Back
    1,314
    Posts
    17
    Years
    • Seen Oct 26, 2011
    Edit: Never mind, I finally fixed the problem. After experimenting with different values, I found that 0300 as the unknown, 4060 for the var number, and 0000 for the var value works fine. Thanks for your help.

    Everything is fine except the Unknown. It should be 0003. Don't listen to anyone else suggesting you to put it as 0300. That was for AM 1.82 and older. Since AdvanceMap 1.90 (thanks to my suggestion) the values were properly handled as a single value. Hence way now with the newest AM you have to type 0003.
     

    Haku.

    (FLAME)...H....A...K..U
    385
    Posts
    16
    Years
  • Everything is fine except the Unknown. It should be 0003. Don't listen to anyone else suggesting you to put it as 0300. That was for AM 1.82 and older. Since AdvanceMap 1.90 (thanks to my suggestion) the values were properly handled as a single value. Hence way now with the newest AM you have to type 0003.


    I tried using 0003 but it only works if i walk up to it, not walking down/right/left.
    Im using a-map 1.90 btw.
     
    71
    Posts
    15
    Years
    • Seen Jul 9, 2017
    How can I make a trade script in ruby with xse?

    example: I want a script where you can trade a hitmonlee for an electrode
     

    The-Great-Falkner

    There just that damn good!
    109
    Posts
    14
    Years
  • I was wondering if this script is correct to use in a game I'm making

    Spoiler:


    Im trying to make a script that you walk up to him from your house entrance 3 steps down and he gives you a pokemon but I wasn't sure if it was right
     

    colcolstyles

    Yours truly
    1,588
    Posts
    15
    Years
  • I'm using HackMew's XSE. This is the problem I'm having:

    In the script editor, here's what my script looks like:
    http://img260.imageshack.us/img260/6571/ugha.png

    However, after I click on Compile, I open up the script again in AdvanceMap, but this is what it looks like:
    http://img6.imageshack.us/img6/4944/ughb.png

    Now where the hell did all of that random stuff come from?

    That would be XSE's built-in anti-profanity scanner picking up on your naughty language and reacting accordingly.
     

    NarutoActor

    The rocks cry out to me
    1,974
    Posts
    15
    Years
  • oh I didn't know xse had that feature. then just make the script without the curse then hex edit (or other scripter not sure if other scripters have the same feature I never curse) and add your curse but I am giving you a word of advise. Dont curse XD
     

    colcolstyles

    Yours truly
    1,588
    Posts
    15
    Years
  • oh I didn't know xse had that feature. then just make the script without the curse then hex edit (or other scripter not sure if other scripters have the same feature I never curse) and add your curse but I am giving you a word of advise. Dont curse XD

    o.O
    That was a joke... (but your advise is still morally correct^^)

    I think the problem actually lies in the fact that there is no 'end' after 'trainerbattle' so XSE continues to decompile the data after the 'trainerbattle' which is most likely not a script and actually some other form of data. However, doesn't 'trainerbattle' end the script after the battle is over? Actually, there might be a certain type of 'trainerbattle' which continues the script afterwards but I haven't scripted a battle in ages. You should test out the script in-game and see if it works OK. If it does, then it doesn't matter what you get when you decompile the script.
     

    NarutoActor

    The rocks cry out to me
    1,974
    Posts
    15
    Years
  • Yeah I notice that you should always have an "end". And good point it might just be the program not the actual game, always test first(hey something might go terribly wrong and you might get a few laughs)
     
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