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Hi guys, I have another problem (ugh).
I made a script where you see a girl, talk to her, and you see three grunts and two trainers. The girl moves out the way, the trainers talk to you then you battle the grunt. The script is working fine until you beat the GRUNT, then nothing happens. Talking to the girl again will re-activate the script, minus the trainer battle, and the grunts will disappear (which is what I want to happen). Then the two will speak, say they'll give you a rare candy, then nothing happens. Help D: Spoiler:
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if you want a script wherein more events will happen after the battle, then use trainerbattle 0x1 Here's a quick edit of your script. I'm at work atm, so I have no means of testing your script out, however, you should be able to see the difference anyway~ Code:
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Can anyone help Me....when I use the special for battle with the ghost...there is a battle but the ghost has 0HP due to which as soon as we do a move the ghost faints....its for fire red rom
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Hey, today I made a small script and for some reason it doesn't work 100%.
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Herro, im having an issue with a map where onceyou execute some scripts a bridge will appear. I have 2 level scripts in the map right now. The first is to hide 4 sprites that will reappear when those scripts are executed. The second is to check wether or not the scripts have been done so that the bridge will appear everytime you enter the map. Upon enetering the map the player is stuck and cannot move. With the first level script I do have the var set in a-map and such but the second doesnt since its set as a setmaptile level script. How do I fix this?
here are the scritps First: Spoiler:
Second: Spoiler:
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http://www.pokecommunity.com/showthread.php?t=191500 |
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Ok I looked at that tut and it turns out I was using the wrong level script type for the first script. But now I've run into another problem. When the setmaptile activates it doesnt change what they are just the movement permissions. nevermind just needed to leave the room. But still..... |
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It works up untill the whole setmaptile. When it ends and i walk onto where it was supposed to change tiles and the movement perm works but it doesnt look like it. |
how would make the script say someones name? i thought it was \v\h01 , but its not working in my scripts
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Now, if you're not using Emerald, then I find nothing wrong with the script. Once it gets to the '":Well done:\n:Now guide others to ..." part, the tiles should be changed. |
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hello friends i m making a script such that when i step on a tile my mother[in game] comes with a seal following her and then gives me that seal and after giving me seal the seal's ow should disappear and the player's mom goes outside.The problem is that the script isn't compiling i hope a help from you all
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XSE isn't working right. Whenever I talk to the person, it makes the sound but nothing pops up
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#dynamic 0x800000
#org @start lockall faceplayer checkflag 0x828 if 0x1 goto @done msgbox @1 0x5 compare LASTRESULT 0x1 if 0x1 goto @take msgbox @2 0x6 release end #org @take givepokemon 0x4 0x5 0x0 0x0 0x0 0x0 fanfare 0x13E msgbox @3 0x4 waitfanfare closeonkeypress setflag 0x828 msgbox @4 0x5 compare LASTRESULT 0x1 if 0x1 gosub @name msgbox @5 0x6 release end #org @name call 0x1A74EB return #org @done msgbox @6 0x6 release end #org @1 = Hello.\nSorry to trouble you.\nI can't take care\nof my Charmander.\pCan you take care of\nit for me? #org @2 = That's okay.\pI'm sure someone else will\ntake it. #org @3 = [black_fr]You received a Charmander! #org @4 = [black_fr]Would you like to give a\nnickname to Charmander? #org @5 = Please take care of\nCharmander. #org @6 = Are you taking good care\nof Charmander? |
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Anyway, the pokémon that's supposed to show up on the nicknaming screen is defined by the variable 8004, which gives the position in the party your new pokémon will be in. So setvar 0x8004 0x0 would nickname the first pokémon in your slot, 0x2 the second and so on. I edited your script so that it works correctly for any number of pokémon in the party except 6. The problem is that if your party is full and Charmander is set to a PC box, the screen will show the last pokémon in your party, not Charmander. special 0x9E only works with pokémon currently in your party as far as I know, so you should check if the party is full in the script before continuing to give the pokémon. |
I can't believe I'm actually asking this...
What is the special for activating the regional Pokédex in FR? I want to find it in the script and replace it with the National dex special. |
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Alright. I'm back with a similar problem to what I've had before. Here's the script:
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***I might want to add that the item offsets are just fillers for when I get a chance to change the items to what I want. So don't say anything about how a Masterball isn't a Mega Stone. |
Hey guys, I'm pretty new to ROM hacking, so forgive me if this is a dumb question but I don't understand what's wrong with this script for a starter (for the first pokeball):
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It freezes everytime I'm trying to "talk" to the pokeball. Thanks in advance |
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Spheal, thanks for your reaction. I'm sure I copied the right offset. Any more ideas?
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You started the script with "#dynamic 0x800000", right? When you compile with XSE, you a small window pops up showing you where the script was located, which is at free space after the offset you specified (800000). Just copy the offset compiled for @start and enter it in Advance Map. |
Fire red
editor XSE soon as it warps the screen just stays black and nothing happens Spoiler:
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I put this script into the game. Normally when I try to use XSE and I talk to the person, they say nothing. When I talked to the guy this time, he said something that one of the other guys says.
#Dynamic 0x270200 #ORG @Main Lock FacePlayer Message @Speak BoxSet 0x6 Release End #ORG @Speak = Hello there! |
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Game: Pokemon FireRed
Type: Person event (Scripted Legendary Encounter) Editor: PKSV-UI by Score_Under (via AdvanceMap 1.95) Script: Spoiler:
The goal: I have all three legendary dogs in a spot. What I want them to do is act like all the other legendary encounters here. I examined other legendary scripts to try to determine how they differed, and then could make my own to do this. Eventually I want to make all of the Gen II legendaries available somewhere. What's actually happening:Catching the Pokemon does nothing. That is, it's still there, available for capture as many times as I want. If I run, the flee message for ZAPDOS displays, then if I walk away, any of the three that I've already ran from comes back after I take a step. If I make the legendary faint, the message doesn't display, but the pokemon still comes back after the next encounter. From the code examination (I have Entei's in the script, Suicune and Raikou's are similar, just with their own flags and coding) the issue (I believe) has to be in how var 8004 is being set. I'm not sure what exactly 8004 needs to become for it to work properly. Screenshots and/or videos: Since I can't post links, apparently, since I'm new here (and this is also my first attempt at hacking), the screencaps aren't available right here... www dot mainstreet52 dot info slash images slash FRIPH slash Dogs1.png is the first image (the others are Dogs2.png and Dogs3.png, and they were taken in numerical order.) I'm not sure how helpful they'll be... this is on fleeing twice. UPDATE: Okay, so I figured out the Var... changed the var, and it no longer says ZAPDOS flew away, it gets the Pokemon correct. That's all that it fixed though. The code's the same as the other legendaries except for the changes to get the correct pokemon there... so I don't know what I'm doing wrong. |
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So I've scrapped my last script, cause it still wouldn't work, so I decided to start working on a starter script. Prof. Maple is standing outside of your house, waiting to ask a favor to meet his acquaintance. Prof. Maple then gives you Bulbasaur, Charmander, or Squirtle. After you get a gift from his acquaintance, you meet him in his Lab. I haven't gotten it figured out yet, but this is all I have.
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I've tested this out, and I've had a weird problem. I received a ????????, a Masterball, and several Great Balls, for I cannot choose anything else. Can anybody help me out here? |
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I also noticed that the script won't jump to the next pokémon if you say no to the first one. I'm pretty sure you're compiling the scripts wrong. Are you sure you followed my instructions from my previous posts? |
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Also, Spheal is correct in adding the "setvar 0x8004 0x0" and your yes/no thing is a bit off. But I think as for now, making sure you compiled the script correctly comes first, but do keep those in mind. |
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My script is happening at a random order. Sometimes it works like it is supposed too, and sometimes it works out of order. What am I doing wrong?
I want to talk the NPC to tell you he is on the phone, then end. When you talk to him again he gets angrier and tells you to leave. Then it should end again. Finally, the third time you talk to him he yells at you and a battle commences. Spoiler:
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I'm having some trouble with this script. The script itself actually plays out accordingly but for some reason the move_camera doesn't want to work and doesn't move. Any help?
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ill love you forever also.. it makes no sense because 1) it's suppose to be a level script so once on it, it activates but doesn't do the movements yet I've done level script with camera before and 2) the script right after this one works perfectly with the move_cameras and everything.. |
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Also, is there a guide on which flags I can overwrite, and which flags already do stuff in game? |
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you can use 200 (heximal number(512 in decimal numbers)) til 2FF (heximal number) hope you understand |
Thanks rezordaxx.
Another question. when you are defeated before reaching the first Pokemon center you go back to your house and your mom heals you. How do you change where you go to be healed? |
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I want the player to warp back to a specific person in the starting town if they feint before reaching a center. |
Made this level script, having two problems. One of them is that the lass (0xC) doesn't move, and the other one is that the player can't move after it finishes.
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Thanks :) |
Hi, I'm new to scripting and to this forum in general so I apologize if I'm placing this question in the wrong place.
When I open XSE (1.1.1, the latest version I believe?) and open Fire Red, the text appears blank. When I open various scripts from Advance map, its still blank. It shows the number of lines each script has (eg. 0001, 0002, 0003 on the left corner, highlighting whichever line I'm at). I can also use the arrow buttons to move across the script, and I can type stuff in, but each word is invisible. If anyone can tell me why this is happening I would be very grateful. |
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As for your lass not moving, it's probably because you forgot to put "waitmovement 0x0" after her applymovement command. Quote:
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If you look in a-map you'll see pre-existing flight paths. There are 15 or 16 flightpaths depending on which rombase youre using that are for sethealingplaces. It doesn't need to be a level script in order for it to work. It can be a simple script. Just add in sethealingplace 0x# whichever one you want and once the player steps on that script tile, it'll be set and the player will go to that 0x# when he faints. For example, if you sethealingplace 0x4 as an emerald hacker, the default spawn would be slateport city. In order to move the flightpath, just go to the city i.e. slateport city and click on the flightpath and type in the info section for the flightpath what map bank and map you want it in. Then boom there you go you have what you want. Be careful because I don't think it's extendable so you're stuck with only 15 or 16 flightpaths that can be used as sethealingplaces. |
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Rewrote the script I was having trouble with, but now two people won't move.. I absolutely made sure that they are not using the "Look down" in A-Map. I seriously do not understand why the people won't move. I had made sure their numbers match, the applymovement and person event, and they still don't move.
I also made sure to have a waitmovement 0x0 after the person before them. I have bolded the people that don't move. Oh yeah, player still doesn't move. Spoiler:
Thanks in advanced btw :) |
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... Either my eyes are fooling me... or there are no bolded things in there... Also, you forgot a lockall command in the beginning. :P |
Ha, I forgot, my bad, lemme fix the bolding.
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Is this a level script? Is there a level script on the map? (saw previous post) Are you 100% sure it's the same person event no.'s? i know player should work regardless. Does the script play 100% through besides the walking? If it does play all the way through but no movement of other characters, usually thats indicative of wrong person event no. Now I've had every problem there could be for a level script, trust me. And somehow I've gotten out of all of them. So I can tell you it's definitely fixable lol. I had a similar problem like this recently. I would have a level script for when you appeared in the middle of the map later in an event and if you warped to the map close to that level script event, it would freeze the character and you can't move at all or if you were walking towards that area, you'd eventually freeze when you got too close. Not sure if it's something to do with any header data or what, but what I usually like to do to rule out that it's the maps fault is I'll make a backup of the rom (for tweaking and testing purposes) then I'll duplicate the map entirely on a new map. I'm talking GreatBlock the entire map, copy over all events and try it that way. If the problem still exists then you know at least it's not the map. Because for me at least, the map has been the problem maybe 50% of the time for me, however I'm using Emerald and you FireRed so. |
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Yeah I'm sure that they aren't sharing the person event number with anyone else. And yeah, the walking is the only thing that is wrong with the script.
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Anyone Help Me
I Use Pokemon Giving Script It works But after getting pokemon it gives me again (I want to only one Pokemon Should given) |
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Anyways, that's not how givepokemon script should be but that works too. Take another look at Diegoisawesome's tutorial. |
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