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Umm, Guys I need help with a compiled script:
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-Lockall -Speech -Movement -Speech - Showsprite -Speech -hidesprite+fadescreen -speech -movement -warp -movement -exclamation mark -speech '----------------------------------------------------------------' Full details: All the OWs are lcoked. OAK: Wait OAK Goes to PLAYER OAK and player: Speech showsprite pikachu speech OAK and LAYER Hide Pikachu's sprite with a fade screen speech both oak and player walk into OAK's LAB They move to the top of the lab, have speech with Gary Oak get's a ! above his head Speech. Setflag Release all end |
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You need to include a setvar in your script as well as the tile. Pick a number 5000 or up and add this line of code to your script. Code:
Also, on Advance Map, look for the little box to the left of the map when you are highlighting the script tile. There should be a box that says "var number" and that's where you put your number you used set var with (5000). Tell me if it works. |
I have a problem.
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And I need an exclamation mark when we talk to the overworld (before the trainer battle). |
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2:Don't use setflag 0x1, it is used by the game. use 0x1000, 0x1000 - 0x3FFF are free, that is more than you will ever really need. |
Hey guys I need some help, you see for some reason every time I try to compile this script it says unknown keyword "y" at line 33, but their is nothing at line 33 anyway heres the script ty in advanced
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additional info: rom: fire red Script program: xse |
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I need help
I want to ask that how can I make my player move but he stays on one place... What I mean is that the player should move but he should not move forward direction...He should remain on the place but he should be shown walking...and 1 more thing is there a command to release a party pokemon |
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hack of fire red and I'm using XSE.
hre's my script Spoiler:
the problem is bolded. Everything works, except the movesprites don't happen. The guy just does the movements that are inbetween and go on with the script. any help is appreciatd |
I need help (dont know anything above)
The movements by the -spearows- at move4, arent happening. Any ideas? Thanks Script continues without movements Spoiler:
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fixes in the quote. Also, Pokemon cant have person numbers of over 254 |
Okay so i want to make a level script that happens after a flag is set but in order to do that i need to make sure it doesnt happen as soon as i enterr the map. is there a different type of level script that works AFTER a flag is set. The script is below
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Im Pretty badly stuck here, could someone please help me...allow me to explain my problem...
I am hacking myself a new pokemon game and have just begun, im using my very basic scriting knowledge and using the latest version of xse. i made the player wake up at the start of the game in a cave just above an old lady but am having a few major problems, the first of which comes in advance map.. when i place a sprite of a person into the room it will not appear in the visual boy or have any action within it, even when a script has been applied, please give me some pointers for a possible fix number 2 comes from xse and advance map i think, i mad a script to stop anyone leaving the room without first choosing 1 of 2 pokemon, you are ment to walk onto the script and be pushed 1 step back, with a message to appear saying , maby i should talk to the old lady first... so i made a script which i will include...but when i attach to the script to a script tile in advance map and play the game, if i walk on the script tile before it has been bypassed by a flag the game freezes, alough the music still plays on a low quality please help and i hope i have not written waaaay to much Spoiler:
please tell me all errors and solutions thanks! |
Final Script for my Alpha Version!!
As of late my scripting has improved mucho, and am almost ready to release an alpha of my new hack ^_^
Unfourtunatley, the last script tile in my alpha is... buggy. Here is what is supposed to happen: 1. Player steps on tile, then script brings him up one tile and diaolouge starts (Problem). 2. Grunt next to the old guy moves down one step and talks to me. A fight initiates (No Problem). 3.Grunt displays a message, and then the screen fades, and his sprite is hidden (No Problem). 4. Old man talks to me, a couple of flags are set, and several sprites dissapear. Forever (Problem). Now, the problems are labled in red, but I will explain what happens for each one. First off, even though I included a setvar command, the script tile DOES NOT WORK (and yes, I included setvar as well as labelling the script tiles var number on A-map). I step on it, and pass through it as if the event had already happened. The only way I have been able to get around this is to make the script tile into a person event, but I really don't want that (after all, he will become a gym leader later). The other thing (and I get this with trees using cut) is that as soon as I step away from the tile I was on for the event, the sprites reappear. What's more, the sprites on other maps that the script is supposed to hide also reappear. I have tried almost everything, and if somebody can diagnose and debug it so it works perfectly, I would be greatly appreciatative. PlatniumPiano Ruby Version AXVE Script: (using XSE 1.1.1 and Advance Map 1.92) Spoiler:
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ROM: Sapphire
Event: Person Event Script Editor: XSE Having trouble with a givepokemon script. Spoiler:
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1 Attachment(s)
Okay, need some help here.
When you talk to this professor, he gives you a Larvitar and a Pokedex. When the player opens the main menu and goes to any sub-menu that covers the whole screen, (e.g. Pokemon menu, Bag menu, Trainer card etc.) and closes the main menu, the player controls the professor instead of his/her own sprite. When the menu is opened again, and the player opens the sub-menus and closes the menu again, the professor sprite changes into the male character sprite (Sprite 0) By the way, it also happens with the other guy (the assistant) in the lab. Here's my script: Spoiler:
And here's the screenshot. |
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Thanks, problem fixed.
Why does Look Down even cause glitches? (o_o) |
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I check the variable number... and it still did not work 0_0 is there a problem with my rom or something? |
Actually, Larsie, XSE hasn't been recognizing the lastresult keyword for some reason...
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In fire red, oaks lab has a level script but doesnt activate when you walk in by yourself, only after oak makes you come in. How does this work? Does it have a checkflag or something?
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Okay, I need help with this script. The basic problem is I've got three sprites (event no's 13, 14, and 15) that are supposed to move, but just don't. I've tried to figure out the problem, but haven't been able to. I gave them ID number 270 (the reason for the setflag) and I gave the script var #6042. Now the script works, but first when the 2nd applymovement for MOVEPLAYER goes, the player only steps up one space, and doesn't step right first. Second, the movements for sprites 13, 14, 15 don't work at all. They stay put and it moves onto the next msgbox. Do I need a different var? A different flag? Any help is appreciated. The relevant parts of the script are below:
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