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make sure to use lock,release and end commands. Now use the original script, and use new offsets.
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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
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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. |
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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Anyways my opinion is that you've expanded existing offset in ROM and that's why it did what you showed us. |
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release end It just makes good programming sense. Sure you'll lose a bit of free space in your rom but it's not like those two bytes are going to be of much importance later on and it's more important that you get the proper results in-game. |
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Not all need to use release End Only those who use lock command need to add release. and end is important to make the script run properly. |
actual if you step on a tile and use an applymovement after the script if you don't but release you can't move. Even if you did not use a lock.
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Forgot to mention that :P
But most of the time, you don't need a release before an end. Thats my point if you use level scripts and signposts |
Okay, I tried adding "release" and "end" at the end of the first "paragraph", but and everything looks just fine.
Except one thing. The number "8" is added in front of my offsets. I mean, what? This is what I mean: If I use 0x9A6740 in the script, after I click on compile and open again, 0x9A6740 turns into 0x89A6740. Now where did that 8 come from? |
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what pokepal said XD but if that's something that realy bothers you I think you can edit the setting of xse to never show the 8( or just use pksv witch always uses 8)
All in all 8 appearing or not will not effect the script. |
Well, I'm new to scripting, and all I'm trying to do is make the National Dex available early in the game. I might be doing this totally wrong, but here it is:
'--------------- #org 0x800690 lock faceplayer checkflag 0x1F3 if 0x0 goto 0x88006A4 if 0x1 goto 0x88006B6 release end '--------------- #org 0x8006A4 fanfare 0x13E waitfanfare setflag 0x1F3 msgbox 0x88006C0 0x6 '"Your Pokedex was upgraded!" release end '--------------- #org 0x8006B6 msgbox 0x88006D5 0x6 '"You're welcome." end '--------- ' Strings '--------- #org 0x8006C0 = Your Pokedex was upgraded! #org 0x8006D5 = You're welcome. I'm using xse and everytime I try to put this on a trainer the game freezes when I talk to them. Thanks for helping! |
Daznam. I haz script troubles. Also, sorry in advance for the decompiled version.
Problem: The NPC won't disappear(setflag wise)unless I talk to him a second time. Meaning, he is invisible, but still in my path, so I have to talk to him again. After that, it's all good. Now, why did that happen? Thx Script: Spoiler:
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Arghhhh, I've been trying this over and over and can't find a solution on my own, so here goes.
I'm trying to give a mantine, and then hide the sprite that gave it to you, but the sprite never shows up at all. Here's what I've got, and keep in mind this is my VERY FIRST non pure-speech script ever. I'm using XSE, on FireRed and the general goal of this script is to give a pokemon, and have the pokeball sprite go away forever. Decompiled: Spoiler:
Compiled: Spoiler:
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@Jesse : I don't see any wrong part there... is number of NPC you wanna disappear 1? Since I guess the final applymovement is for him/her to disappear right?
@Samike : If it's FR then hidesprite might not work. @Aether : You forgot to end script in @start string. |
I added an end, but my sprite still doesn't show up at all, I can't go up and activate the pokeball if it's not there...
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Maybe that flag was already used in game and that means that OW won't appear. |
Alright, I am making a script that gives you a message, causes an earthquake, fades out, changes some tiles, resets the map, and finally fades in. I'm finally getting the hang of XSE, as everything works... except for the fadescreen...
So close, and yet, so far. Spoiler:
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If you mean the second one, you should put setmaptile to different string.
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s there a way to make a follow script so when you move anther thing follows behind like in d/p/p in the forest with that girl but for FR
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