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-   -   Sierra's MEGA-HUGE XSE Scripting Tutorial (https://www.pokecommunity.com/showthread.php?t=164276)

DoCNL May 23rd, 2014 10:28 AM

Never mind, i used variables instead of flags now (thanks to Magic for showing me an info post).
This works fine now :)

Also, I have an advance map related question, mind if I ask that too?

If yes, here it is, else I'll remove it in a bit
Quote:

Whenever I make a new map and insert it, it's called LITTLEROOT TOWN by default, even though when I clicked "Create new map" i gave it the name "Newbore Town" ;O
This means that it can't be renamed without renaming the original LITTLEROOT TOWN too, which is quite annoying haha.
Edit 2:
Do you have steam?
It's easier to talk there :D

qaz015393 June 1st, 2014 7:14 PM

Thanks for the tut & for still being around. Anyway I ran into an error, I wanted to make a new trainer battle & have him give u a badge & item then move. Then when I tried to debug it I got this error

Quote:

"Too less parameters on line 27. The correct number is 3"
I don't know what they mean. I'm re-learning how to script.
Anyway here is the script can you/some1 else help me fix it:

Spoiler:
Code:

#dynamic 0x800000

#org @start
lock
faceplayer
textcolor 0x0
msgbox @2 0x6
applymovement 0x5 @move1
waitmovement 0x0
msgbox @7 0x6
trainerbattle 0x1 0x001 0x0 @before @after @later
end

#org @before
= Show me what you got!

#org @after
= Hmmm, not bad.

#org @later
msgbox @3 0x6
fanfare 0x13E
msgbox @4 0x4
waitfanfare
closeonkeypress
msgbox @5 0x6
giveitem 0x147 0x1
setflag 0x820
msgbox @6 0x6
closeonkeypress
applymovement 0x5 @move2
waitmovement 0x0
hidesprite 0x5
setflag 0x200
setvar 0x4011 0x1
release
end

#org @2
= Light: ok let me double check the\nlist.\l...

#org @3
= Light: I found this after I beat a\nmember of Team Dark some time ago.\lI don't know what it is but I\lthink it may help out.

#org @4
= \v\h01 recieved a shadow badge!

#org @5
= Light: Oh, and please take this\nas well.

#org @6
= Light: Good job. I'm going to\nfinish getting the snacks. The\lmeeting place is in a secret\lplace thanks to Ryuaski. So I'll\lmeet you there.

#org @7
= Lght: Hello. You must be Red. I'm\ngetting snacks for the meeting.\lLets battle and see what you got.

#org @move1
#raw 0x62 0xA 0xFE

#org @move2
#raw 0x11 0x11 0x11 0x11 0x11 0x11 0xFE



destinedjagold June 1st, 2014 7:51 PM

Quote:

Originally Posted by qaz015393 (Post 8281282)
Thanks for the tut & for still being around. Anyway I ran into an error, I wanted to make a new trainer battle & have him give u a badge & item then move. Then when I tried to debug it I got this error

I don't know what they mean. I'm re-learning how to script.
Anyway here is the script can you/some1 else help me fix it:

Spoiler:
Code:

#dynamic 0x800000

#org @start
lock
faceplayer
textcolor 0x0
msgbox @2 0x6
applymovement 0x5 @move1
waitmovement 0x0
msgbox @7 0x6
trainerbattle 0x1 0x001 0x0 @before @after @later
end

#org @before
= Show me what you got!

#org @after
= Hmmm, not bad.

#org @later
msgbox @3 0x6
fanfare 0x13E
msgbox @4 0x4
waitfanfare
closeonkeypress
msgbox @5 0x6
giveitem 0x147 0x1
setflag 0x820
msgbox @6 0x6
closeonkeypress
applymovement 0x5 @move2
waitmovement 0x0
hidesprite 0x5
setflag 0x200
setvar 0x4011 0x1
release
end

#org @2
= Light: ok let me double check the\nlist.\l...

#org @3
= Light: I found this after I beat a\nmember of Team Dark some time ago.\lI don't know what it is but I\lthink it may help out.

#org @4
= \v\h01 recieved a shadow badge!

#org @5
= Light: Oh, and please take this\nas well.

#org @6
= Light: Good job. I'm going to\nfinish getting the snacks. The\lmeeting place is in a secret\lplace thanks to Ryuaski. So I'll\lmeet you there.

#org @7
= Lght: Hello. You must be Red. I'm\ngetting snacks for the meeting.\lLets battle and see what you got.

#org @move1
#raw 0x62 0xA 0xFE

#org @move2
#raw 0x11 0x11 0x11 0x11 0x11 0x11 0xFE



You forgot what type of message will appear after the player receives the item.
From what I can see, it looks like an NPC will give them player an item, so...
Code:

giveitem 0x147 0x1 msg_obtain



qaz015393 June 1st, 2014 8:19 PM

Quote:

Originally Posted by destinedjagold (Post 8281331)
You forgot what type of message will appear after the player receives the item.
From what I can see, it looks like an NPC will give them player an item, so...
Code:

giveitem 0x147 0x1 msg_obtain




Thanks for the help man. That worked now it works [from what I see. Im not insert it in my rom yet].

pokemaniaco June 12th, 2014 10:18 AM

I'm sorry if this is the wrong thread, but here it goes...

I'm having problems with the script boxes (you step on the tile and the script happens).

The script (let's call script X) happens with no problems whatsoever in a building, if I put a level script (script Y).

But where there isn't any level script (no script Y), such as cities, when stepping on the tile with the script X, one of the two things happen:
1. The game freezes
2. The script doesn't happen

I've followed the tutorial in levelscripts according to the ones in pokecommunity.

My question is, how to make scripts work without using level scripts?

I think the problem is with setvar, but if you could give me some kind of tutorial, I would be more than happy.

Thanks in advance ;)

qaz015393 June 15th, 2014 10:33 PM

I'm wondering how in the intro for fire red, how i can start off in the home town and make a battle script where the player losses and then after that it fades into another scene in a lab where some story occurs. Then the player walks out [to be clear I wanted to have the player sprite to be hidden then show up when it needs to. Do I need to have the hide sprite near the beginning of the script then have the show sprite later when i want it?].

Now is there something different that needs to happen in the beginning battle script for the player to lose so all that intro story can only happen once.

And how can the hero sprites appear at the right time and be the right gender.

Im asking this bc like in R/E/S when u pick brandon and may is your rival. I wanted to make the same script so when u pick a gender the story is played as that hero and the other 1 is a rival. I would like to know how that works. Is there something else adding so the Ow sprite and trainer sprite is changed when 1 gender is picked.

KillerKrabs June 20th, 2014 11:38 PM

Total noob here. I cleared out the memory of FR using an external tool. It's supposed to delete all non-essential memory so you can start from scratch on a game and only have the original maps as a reference.

The only problem I've ran into so far is that when I lose a battle, I warp to some weird-ass building and I'm stuck walking around a closed off room. I think it's the top left corner of Safron's gym.

I launched the unedited FR and tested what what happen if I lost. I warped back to what appeared to be the "mom's" house as a death point. What she said didn't match up with anything in the original FR scrips, so I'm very confused and don't have a reference to even see what makes you warp there upon losing a battle. How do I get this back in my hacked ROM, or set another death point?

NeoGBA June 23rd, 2014 3:23 PM

Hi. In a lot of pokemon games (such as firered) Your rival just walks up to you and has a battle if you step on a certain spot. How would a script like this look? Could you give me an example of one?

JosefigGaming July 6th, 2014 10:39 AM

Hey, I've been wondering, I saw a tutorial on Youtube about a year ago, where you could basiclly change the sprite of the hero
The video has been deleted though
The video was on PokeScript, no ASM required, FireRed as base and it was on a script tile
He switched from Red to a Rocket Grunt
The Youtuber was PurpleSonik418
Even if you don't know how to do it, it would be great if you had a Rom base with that
Wiht would truly make my day

AluminiumOxide July 7th, 2014 9:04 PM

Hey i really loved your tutorial. Because of your tutorial one of my friend is now good in scripting. I have also read your tutorial it helped me a lot really thank you.

PokemonTrainerRobert July 8th, 2014 7:51 AM

Much I am really, really new to scripting as well to this whole hacking thing. Much your script tutorial helps and all. There some things I don't quite understand : / Now not sure if this has been explained or not...

For example exactly how do you insert, the script codes. Into Advancemap 1.92 onto like say a Sprite? Like a NPC who will give a regular message or statement...How will I be able to insert it into the game? Cause after putting the script in...and then reopen the NPC script...it disappears. Am I doing something wrong [and sorry, I don't know how to take screen shots off from desktop : / ]

destinedjagold July 8th, 2014 11:33 PM

Quote:

Originally Posted by PokemonTrainerRobert (Post 8337066)
Much I am really, really new to scripting as well to this whole hacking thing. Much your script tutorial helps and all. There some things I don't quite understand : / Now not sure if this has been explained or not...

For example exactly how do you insert, the script codes. Into Advancemap 1.92 onto like say a Sprite? Like a NPC who will give a regular message or statement...How will I be able to insert it into the game? Cause after putting the script in...and then reopen the NPC script...it disappears. Am I doing something wrong [and sorry, I don't know how to take screen shots off from desktop : / ]

I have a tutorial for that ~> clicky

PokemonTrainerRobert July 9th, 2014 1:34 AM

Ah thank you very kindly destinedjagold ^ ^

xX Untouchable Xx July 10th, 2014 7:14 AM

This should be stickied.

Great tutorial - I love it! Very helpful indeed.

stephenbrook July 16th, 2014 1:25 PM

Very helpful indeed. IO have scripted a battle with mew in pallet town as a test, it all worked except when I caught the mew it didn't obey me.

Is there a code for an obeying mew?

lifeprogram10 July 29th, 2014 7:20 AM

Thanks for the tutorial, very useful however i am getting a problem and i have no idea why

This is my script before compilation:
Code:

#dynamic 0x456776
#org @start
msgbox @1 0x2
end

#org @1
= Hello!\nI used to be a trainer!\Good Times! I wish i could do it again!


And after Compilation:
Code:

'-----------------------
#org 0x456777
msgbox 0x845677F '"Hello!\nI used to be a trainer!!Goo..."
end

'---------
' Strings
'---------
#org 0x45677F
= Hello!\nI used to be a trainer!!Good Times! I wish i could do it again!


I then insert the offset it gives me after compilation into the script offset box of the chubby man person event in pallet town(with 00 before it so it can find it.)

Then, after saving, i run it in virtual boy advance and go to the guy and when clicked it plays the sound *tinkle* then nothing happens and the guy continues walking.

I can't see a problem, please help.

Thanks

Programs:
AdvanceMap
XSE
FSF

Superelectivire July 31st, 2014 11:30 AM

Thanks so much for this!

However, I have a problem. I'm not sure if anybody else who has posted above me has posted this question and/or had it answered, but here it is.
It doesn't let me script Warps.

As this is my first post, I can't post links yet, but it is"
i m g u r . c o m / z p m e Y C i
(without any spaces.)

FaeBladez July 31st, 2014 4:02 PM

Quote:

Originally Posted by lifeprogram10 (Post 8374849)
Thanks for the tutorial, very useful however i am getting a problem and i have no idea why

This is my script before compilation:
Code:

#dynamic 0x456776
#org @start
msgbox @1 0x2
end

#org @1
= Hello!\nI used to be a trainer!\Good Times! I wish i could do it again!


And after Compilation:
Code:

'-----------------------
#org 0x456777
msgbox 0x845677F '"Hello!\nI used to be a trainer!!Goo..."
end

'---------
' Strings
'---------
#org 0x45677F
= Hello!\nI used to be a trainer!!Good Times! I wish i could do it again!


I then insert the offset it gives me after compilation into the script offset box of the chubby man person event in pallet town(with 00 before it so it can find it.)

Then, after saving, i run it in virtual boy advance and go to the guy and when clicked it plays the sound *tinkle* then nothing happens and the guy continues walking.

I can't see a problem, please help.

Thanks

Programs:
AdvanceMap
XSE
FSF

Try this

Spoiler:
#dynamic 0x800002
#org @start
lock
faceplayer
msgbox @1 0x6
release
end

#org @1
= Hello!\nI used to be a trainer!\Good Times! I wish i could do it again!

It worked fine for me, remember to copy paste the offset you get for @start

Quote:

Originally Posted by Superelectivire (Post 8378744)
Thanks so much for this!

However, I have a problem. I'm not sure if anybody else who has posted above me actually has had it answered yet, but here it is.
It doesn't let me script Warps.

As this is my first post, I can't post links yet, but it is"
i m g u r . c o m / z p m e Y C i
(without any spaces.)

What do you mean? Do you mean adding scripts to wrap tiles? Cause that is impossible, but you can add script tiles before a wrap if you want to write a message or something.

Superelectivire August 1st, 2014 1:49 PM

@Fae Bladez
~ It talks about coding the Warps. (In the example, he used warp 0x3 0x0 0x2 0x0 0x0)
- I don't know where to code that.

EDIT: Also, Advance Map also doesn't let me show a trainer for a trainer battle. I can't figure out why...

Sniper August 1st, 2014 11:09 PM

Quote:

Originally Posted by Superelectivire (Post 8380563)
@Fae Bladez
~ It talks about coding the Warps. (In the example, he used warp 0x3 0x0 0x2 0x0 0x0)
- I don't know where to code that.

EDIT: Also, Advance Map also doesn't let me show a trainer for a trainer battle. I can't figure out why...

Show what? If you're using A-map 1.95 there's no checkbox for trainer, you just have to change its id. If that's what you mean? Cause I don't get it

Superelectivire August 2nd, 2014 10:48 AM

Quote:

Originally Posted by VV (Post 8381218)
Show what? If you're using A-map 1.95 there's no checkbox for trainer, you just have to change its id. If that's what you mean? Cause I don't get it

Oh. What do you change its ID to?

~ BTW - I meant like on Advance Map, I have a trainer there with the XSE stuff, but when I open up the game, none of the people on that page show up (Except Poké Balls that I inputted)

Sniper August 2nd, 2014 2:10 PM

Quote:

Originally Posted by Superelectivire (Post 8381833)
Oh. What do you change its ID to?

~ BTW - I meant like on Advance Map, I have a trainer there with the XSE stuff, but when I open up the game, none of the people on that page show up (Except Poké Balls that I inputted)

You need to input the trainer's id too. Make sure there's not a single setflag or anything that makes your trainers disappear.

Superelectivire August 2nd, 2014 2:19 PM

Quote:

Originally Posted by VV (Post 8382051)
You need to input the trainer's id too. Make sure there's not a single setflag or anything that makes your trainers disappear.

Yes, there are no set-flags for disappearance or a #raw for hide either.
Also, no trainers there can be seen except Poké Balls.

~ What Trainers ID do I put?

Sniper August 2nd, 2014 2:26 PM

Quote:

Originally Posted by Superelectivire (Post 8382068)
Yes, there are no set-flags for disappearance or a #raw for hide either.
Also, no trainers there can be seen except Poké Balls.

~ What Trainers ID do I put?

A-map, right side. Click on the NPC first then go see the right side, find the trainer id or id

Superelectivire August 2nd, 2014 2:28 PM

Quote:

Originally Posted by VV (Post 8382081)
A-map, right side. Click on the NPC first then go see the right side, find the trainer id or id

So I looked at PET, and the ID is 001 (The first one, right?) So do I input it as 0001?

Sniper August 2nd, 2014 2:30 PM

Quote:

Originally Posted by Superelectivire (Post 8382086)
So I looked at PET, and the ID is 001 (The first one, right?) So do I input it as 0001?

Yeah. Just put the same. 001 ;)

Superelectivire August 2nd, 2014 2:33 PM

Quote:

Originally Posted by VV (Post 8382091)
Yeah. Just put the same. 001 ;)

Lol, problem is:

Trainer: 00
Person ID: 0000

Which one do I put it in? I notice that all the gym leaders have neither... they have 00(00) for both.

EDIT: I put the PET 001 in the script itself.

Sniper August 2nd, 2014 11:15 PM

Quote:

Originally Posted by Superelectivire (Post 8382099)
Lol, problem is:

Trainer: 00
Person ID: 0000

Which one do I put it in? I notice that all the gym leaders have neither... they have 00(00) for both.

EDIT: I put the PET 001 in the script itself.

In the Person ID of course, since it's impossible to put it on the Trainer.

Superelectivire August 3rd, 2014 7:17 AM

Quote:

Originally Posted by VV (Post 8382769)
In the Person ID of course, since it's impossible to put it on the Trainer.

Right, but you said to put it as 001, but there are 4 spaces, so are you allowed to leave one blank?

~ As I said before, none of the gym leaders have their ID there...or the trainers.

Sniper August 4th, 2014 4:03 AM

Quote:

Originally Posted by Superelectivire (Post 8383255)
Right, but you said to put it as 001, but there are 4 spaces, so are you allowed to leave one blank?

~ As I said before, none of the gym leaders have their ID there...or the trainers.

o_O I don't know what you have to. But cutting this convo just watch tut on youtube lol

Superelectivire August 4th, 2014 7:30 AM

Quote:

Originally Posted by VV (Post 8384631)
o_O I don't know what you have to. But cutting this convo just watch tut on youtube lol

Okay, I'll look it up.

So, back to my original question about the warps.

MarandiaYoung August 21st, 2014 7:37 PM

Can you please help me? I'm new at this, I am trying to write a trainer script, i can do the battle just fine, but i'm wanting to make it a rival so that when i win they say something witty and disappear, i find with this script i have to talk to them after the battle to get them to walk away, and they keep reappearing too..Would you please tell me what i did wrong?


#dyn 0x740000
#org @begin
trainerbattle 0x0 0x004 0x0 @intro @defeat
message @afterwards
callstd msg_NOCLOSE
closemsg
applymovement 0x4 @walkaway
end
#org @intro
= I'm Ready to fight!

#org @defeat
= Darn, You won[.]

#org @afterwards
= I can also say something after \nthe battle
#org @walkaway
m walk_up walk_up walk_up walk_left walk_left walk_left walk_left walk_left walk_left walk_left walk_left walk_up walk_up walk_up walk_up walk_up end

Mana August 22nd, 2014 1:50 AM

Quote:

Originally Posted by MarandiaYoung (Post 8409986)
Can you please help me? I'm new at this, I am trying to write a trainer script, i can do the battle just fine, but i'm wanting to make it a rival so that when i win they say something witty and disappear, i find with this script i have to talk to them after the battle to get them to walk away, and they keep reappearing too..Would you please tell me what i did wrong?

You need to use trainerbattle 0x1 so the script continues straight after winning the battle.

Like in Diego's example script for a Gym Leader:

Code:

#dynamic 0x800000

#org @start
lock
faceplayer
checkflag 0x820
if 0x1 goto @done
msgbox @2 0x6
trainerbattle 0x1 0x001 0x0 @before @after @later
end

#org @before
= Show me what ya got!

#org @after
= What the-?

#org @later
msgbox @3 0x6
fanfare 0x13E
msgbox @4 0x4
waitfanfare
closeonkeypress
msgbox @5 0x6
giveitem 0x147 0x1
setflag 0x820
release
end

#org @done
msgbox @1 0x6
release
end

#org @1
= You should travel to Cerulean City\nto get your next badge.

#org @2
= Welcome to Pewter City Gym.\nYou want to challenge me?

#org @3
= Congratulations!\pFor beating me, you get\nthis badge!

#org @4
= \v\h01 recieved a badge!

#org @5
= Oh, and please take this.


Quote:

Originally Posted by Superelectivire (Post 8378744)
Thanks so much for this!

However, I have a problem. I'm not sure if anybody else who has posted above me has posted this question and/or had it answered, but here it is.
It doesn't let me script Warps.

As this is my first post, I can't post links yet, but it is"
i m g u r . c o m / z p m e Y C i
(without any spaces.)

You don't script warps tiles - that part has nothing to do with this tutorial. The warp diego used is as part of a script, whilst you're looking at warp tiles. The [W]s in A-Map simply go on a door (or by stairs, etc.) and will automatically warp you when you move in the correct manner. The warp you have a picture of takes you to Map 3,0 - Warp 0. Which should be Pallet Town. Change the numbers to change where it goes.

4768fitz August 22nd, 2014 2:24 AM

Hey great tutorial it is really helping me out. I have come across a problem though and don't know how to rectify it. Basically I have a script where a girl walks up to the player, talks and gives player a pokemon. She then walks back off screen. The problem is, when you walk the way she went, you can see her sprite standing there (standing where it originally walked from)

I want that sprite/person event to disappear after she walks off screen. Like the prof oak follow me script; his sprite isn't there until he gets you to follow him but you can see his person event in advance map. Thank you.

I have also tried hidesprite 0Xx and hidesprite 0x800F.

Mana August 22nd, 2014 2:31 AM

Quote:

Originally Posted by 4768fitz (Post 8410264)
Hey great tutorial it is really helping me out. I have come across a problem though and don't know how to rectify it. Basically I have a script where a girl walks up to the player, talks and gives player a pokemon. She then walks back off screen. The problem is, when you walk the way she went, you can see her sprite standing there (standing where it originally walked from)

I want that sprite/person event to disappear after she walks off screen. Like the prof oak follow me script; his sprite isn't there until he gets you to follow him but you can see his person event in advance map. Thank you.

I have also tried hidesprite 0Xx and hidesprite 0x800F.

Keep the hidesprite, make sure it is 0xEVENTNUMBER. But also set a flag in your script (you might already have one in there?) - once you've got a flag going, copy the number into her PERSON ID in A-Map. When you combo setting a flag and hidesprite it makes the sprite disappear permanently, she'll only reappear if you use showsprite or clear the flag.

4768fitz August 22nd, 2014 5:57 AM

Thank you it worked :) I just have another problem, I can't edit a script I have already compiled. Every time I try to re-compile the script it keeps reverting to the unchanged version.

MarandiaYoung August 22nd, 2014 1:52 PM

Quote:

Originally Posted by Magic (Post 8410244)
You need to use trainerbattle 0x1 so the script continues straight after winning the battle.

Like in Diego's example script for a Gym Leader:

Code:

#dynamic 0x800000

#org @start
lock
faceplayer
checkflag 0x820
if 0x1 goto @done
msgbox @2 0x6
trainerbattle 0x1 0x001 0x0 @before @after @later
end

#org @before
= Show me what ya got!

#org @after
= What the-?

#org @later
msgbox @3 0x6
fanfare 0x13E
msgbox @4 0x4
waitfanfare
closeonkeypress
msgbox @5 0x6
giveitem 0x147 0x1
setflag 0x820
release
end

#org @done
msgbox @1 0x6
release
end

#org @1
= You should travel to Cerulean City\nto get your next badge.

#org @2
= Welcome to Pewter City Gym.\nYou want to challenge me?

#org @3
= Congratulations!\pFor beating me, you get\nthis badge!

#org @4
= \v\h01 recieved a badge!

#org @5
= Oh, and please take this.


You don't script warps tiles - that part has nothing to do with this tutorial. The warp diego used is as part of a script, whilst you're looking at warp tiles. The [W]s in A-Map simply go on a door (or by stairs, etc.) and will automatically warp you when you move in the correct manner. The warp you have a picture of takes you to Map 3,0 - Warp 0. Which should be Pallet Town. Change the numbers to change where it goes.

wheni do that, it says that there is an invalid character in the data, that it needs to be an integer, why is this?

MarandiaYoung August 22nd, 2014 2:31 PM

i did what it showed. And got this as a response tinyurl . com/ l9kmskz
my script was

#dyn 0x740000
#org @begin
lock
faceplayer
checkflag 0x220
if 0x1 goto @done
msgbox @2 0x4
trainerbattle 0x1 0x004 0x0 @before @after @later
end
#org @before
= Hina: Here we go are you ready?!

#org @after
= Hina: Ngh You win...

#org @later
Msgbox @3 0x4
applymovement 0x4 @walkaway
setflag 0x220
release
end
#org @done
msgbox @1 0x4
release
end
#org @1
= Why can you see me?

#org @2
= Hina: Are you ready to \nfight me.

#org @3
= You won. This will be \nthe only time you do.

#org @walkaway
m walk_up walk_up walk_up walk_up walk_up walk_up walk_up walk_up walk_up walk_left walk_left walk_left walk_left walk_left walk_left walk_up walk_up walk_up walk_up end

Mana August 22nd, 2014 3:04 PM

Phone posting! Pew pew. There's nothing obvious wrong with your script, did you edit it at all after compiling?

Are you using a green event script tile for this? May be the problem. Maybe.

MarandiaYoung August 22nd, 2014 3:52 PM

no i was not, i restarted my computer and openeed it and it worked. do you have any idea where i would put the hidesprite in that?

MarandiaYoung August 22nd, 2014 3:55 PM

but it did it again after the battle....

Mana August 23rd, 2014 12:28 AM

...
Applymovement
Waitmovement 0x0
Setflag 0x220
Hidesprite 0x
...

Also on that @done section change the msgbox number to 0x6 - 0x4 will mean it is stuck open.

MarandiaYoung August 23rd, 2014 9:45 AM

Okay thank you very much for your help. I really appreciate it!

Superelectivire August 23rd, 2014 12:11 PM

Quote:

Originally Posted by Magic (Post 8410244)
You need to use trainerbattle 0x1 so the script continues straight after winning the battle.

Like in Diego's example script for a Gym Leader:

Code:

#dynamic 0x800000

#org @start
lock
faceplayer
checkflag 0x820
if 0x1 goto @done
msgbox @2 0x6
trainerbattle 0x1 0x001 0x0 @before @after @later
end

#org @before
= Show me what ya got!

#org @after
= What the-?

#org @later
msgbox @3 0x6
fanfare 0x13E
msgbox @4 0x4
waitfanfare
closeonkeypress
msgbox @5 0x6
giveitem 0x147 0x1
setflag 0x820
release
end

#org @done
msgbox @1 0x6
release
end

#org @1
= You should travel to Cerulean City\nto get your next badge.

#org @2
= Welcome to Pewter City Gym.\nYou want to challenge me?

#org @3
= Congratulations!\pFor beating me, you get\nthis badge!

#org @4
= \v\h01 recieved a badge!

#org @5
= Oh, and please take this.




You don't script warps tiles - that part has nothing to do with this tutorial. The warp diego used is as part of a script, whilst you're looking at warp tiles. The [W]s in A-Map simply go on a door (or by stairs, etc.) and will automatically warp you when you move in the correct manner. The warp you have a picture of takes you to Map 3,0 - Warp 0. Which should be Pallet Town. Change the numbers to change where it goes.

Okay then, how do I input that offset in then?

Mana August 23rd, 2014 12:20 PM

Quote:

Originally Posted by Superelectivire (Post 8411917)
Okay then, how do I input that offset in then?

I'm not sure what you're asking :(

Warp Number = The number of the purple tile you are warping too (says it on the event tab)
Map Bank = First number of a map in A-Map (IE all the towns are map bank 3)
Map Number = Second number of a map in A-Map.

If you're trying to warp at the end of the script (which would fit in this thread, but you weren't very clear) then you must have the warp command present so the end is:

warp 0xBANK 0xMAPNO 0xWARPNO 0x0 0x0
end

If you don't want to warp to an actual warp tile, but co-ordinates then the last two numbers work as X and Y. Hover over the tile you will want to end up on, in a-map, and in the bottom left corner it will tell you the co-ordinates in hex. For that kind of script you use:

warp 0xBANK 0xMAPNO 0xFF 0xXCOORD 0xYCOORD
end


hydrostorm August 30th, 2014 10:01 PM

Hello guys. I'm quite a newbie to scripting. Anyways, I tried to make Mega Evolutions for my game and I ended up with this:

#dynamic EB0B20

#org @megabattle
trainerbattle 0x0 0x001 0x0 @before @after
msgbox @beaten 0x6
release
end

#org @before
= Go, my POKeMON, prove yourselves!
goto @megavenusaur

#org @after
= Noo! My POKeMON have failed me!
special 0x18
compare LASTERSUT 0x19b
if 0x1 goto @megareverse
setvar 0x8005 0x0

#org @beaten
= You have inspired me. I will train/nmore and try to become like you.

#org @megavenusaur
special 0x18
compare LASTRESULT 0x3
if 0x1 goto @megastonecheck
end

#org @megastonecheck
special 0xe
compare LASTRESULT 0x62
if 0x1 goto @megaevolve
end

#org @megaevolve
setvar 0x8005 0x19b
special 0x16
end

#org @megareverse
setvar 0x8005 0x3
special 0x16
end

This however doesn't work. It doesn't display the correct text - some random characters before the battle and the before pointer message displays right after the battle. My Venusaur doesn't evolve into Mega Venusaur (0x19b, replaced Chimeco), even though it is holding the leaf stone (0x62). Please help, and thank you in advance.

P.S. I am using JPAN's Fire Red Hacked Engine, thats why there are some specials.

Mana August 31st, 2014 12:10 AM

That's because your script is... Impossible. The two pointers in the trainer battle 0x0 command can ONLY point to text, all the rest of your script will never happen.

Have a look at the trainerbattle 0x1 command (also in this thread). Also please make sure that your message pointers only point to message. They don't even need a 'goto' - your @beaten is the only message you've done correctly.

Squeetz September 3rd, 2014 1:51 AM

I need help... I'm trying to make scripts in Fire red, but every time I add one, and I walk into the script, the game just crashes. I have no idea what I'm doing wrong. (I'm a noob to scripting, however)

This is a short script I wrote just to paste here:
Spoiler:
'---------------
#org 0x740000
lock
msgbox 0x874000C MSG_NORMAL '"Moo."
release
end


'---------
' Strings
'---------
#org 0x74000C
= Moo.

NG55 September 3rd, 2014 4:51 PM

LASTRESULT doesn't do work. It's telling me to define something.

Sniper September 4th, 2014 1:34 AM

Quote:

Originally Posted by NG55 (Post 8425050)
LASTRESULT doesn't do work. It's telling me to define something.

Probably your script was wrong. If it was correct, the error define wouldn't appear.

NG55 September 4th, 2014 3:44 AM

Quote:

Originally Posted by Flower (Post 8425498)
Probably your script was wrong. If it was correct, the error define wouldn't appear.

The rest is fine, it just won't do the LASTRESULT thing, so the player has to go into the nickname screen. Shall I PM you the script?

Mana September 4th, 2014 3:54 AM

Quote:

Originally Posted by NG55 (Post 8425050)
LASTRESULT doesn't do work. It's telling me to define something.


Not sure what happened here...

if LASTRESULT doesn't work use 0x800D in its place.


Quote:

Originally Posted by Squeetz (Post 8424354)
I need help... I'm trying to make scripts in Fire red, but every time I add one, and I walk into the script, the game just crashes. I have no idea what I'm doing wrong. (I'm a noob to scripting, however)

This is a short script I wrote just to paste here:
Spoiler:
'---------------
#org 0x740000
lock
msgbox 0x874000C MSG_NORMAL '"Moo."
release
end


'---------
' Strings
'---------
#org 0x74000C
= Moo.

Put that in a person event and it should work fine :) green script tiles need to have variables selected - I believe there is a tutorial on them by KarateKid.

Squeetz September 8th, 2014 9:48 PM

Quote:

Put that in a person event and it should work fine green script tiles need to have variables selected - I believe there is a tutorial on them by KarateKid.
All right, I'll be sure to check it out, thank you

U.Flame September 15th, 2014 8:02 PM

Having trouble making giveitem commands. I'm getting "Error 13 Type Mismatch on line 29. Missing #define." Here's what I have. Line 29 is the first giveitem command.
#dynamic 0x304F18

#org @essentials
lock
faceplayer
checkflag 0x1200
if 0x1 goto @done
msgbox @message1 0x5
compare 0x800D 0x1
if 0x1 goto @take
msgbox @message3 0x6
release
end

#org @take
setflag 0x807
setflag 0x808
setflag 0x809
setflag 0x80A
setflag 0x80B
setflag 0x80C
setflag 0x80D
setflag 0x80E
setflag 0x800
setflag 0x801
setflag 0x860
givepokemon 0x97 0x64 0x0 0x0 0x0 0x0
givepokemon 0x97 0x64 0x0 0x0 0x0 0x0
giveitem 0x153 0x1 MSG_OBTAIN
giveitem 0x154 0x1 MSG_OBTAIN
giveitem 0x155 0x1 MSG_OBTAIN
giveitem 0x156 0x1 MSG_OBTAIN
giveitem 0x157 0x1 MSG_OBTAIN
giveitem 0x158 0x1 MSG_OBTAIN
giveitem 0x159 0x1 MSG_OBTAIN
giveitem 0x15A 0x1 MSG_OBTAIN
msgbox @message4 0x6
setflag 0x1200
release
end

#org @done
msgbox @message2 0x6
release
end

#org @message4
= All set!

#org @message2
= Good luck!

#org @message1
= Want some testing essentials?

#org @message3
= ...really?

Well, destinedjagold provided me a different version of XSE it fixed the problem. Dunno what caused it or why this one fixed it, but yay.

Squeetz September 19th, 2014 8:45 AM

Having another problem. For some reason, the script doesn't move the sprites in-game (This is a script tile) (I am 100% sure they are the same event no. as in the script) The script will only show the messages and the players movements.
Here's the script I composed (after compiling it and re-opening it):
Spoiler:
'---------------
#org 0x755000
lock
checkflag 0x202
if 0x1 goto 0x87550DC
msgbox 0x87550DF MSG_NORMAL '"Wait, [player]!"
movesprite 0x8 0x46 0x10 <---- These right here. Are they in the wrong position or something?
movesprite 0x3 0x46 0x10 I've tried to put them after the flag is checked as well, still doesn't work
applymovement MOVE_PLAYER 0x87550EB
waitmovement 0x0
applymovement 0x8 0x87550EF
waitmovement 0x8
msgbox 0x87550FC MSG_KEEPOPEN '"Charlotte: I'm sorry..\nit came as..."
applymovement 0x3 0x8755137
waitmovement 0x3
closeonkeypress
msgbox 0x8755143 MSG_NORMAL '"David: Charly!\nWhy'd you go after..."
applymovement 0x8 0x8755192
waitmovement 0x8
msgbox 0x8755195 MSG_NORMAL '"Charlotte: Oh, hey\nDavid..\pI did..."
applymovement 0x3 0x8755263
applymovement 0x8 0x8755268
waitmovement 0x8
msgbox 0x875526D MSG_NORMAL '"Charlotte: (Help me)"
applymovement 0x3 0x8755284
applymovement 0x8 0x875528B
waitmovement 0x8
msgbox 0x8755292 MSG_NORMAL '"..."
movesprite 0x8 0x42 0x0
setflag 0x202
applymovement MOVE_PLAYER 0x8755298
waitmovement 0x0
msgbox 0x875529B MSG_NORMAL '"[player]: It sounded\nlike she whi..."
applymovement 0x3 0x87552F3
waitmovement 0x3
applymovement MOVE_PLAYER 0x87552FF
waitmovement 0x0
msgbox 0x8755302 MSG_NORMAL '"David: Back off, dude.\nCharlotte ..."
applymovement 0x3 0x8755368
waitmovement 0x3
movesprite 0x3 0x42 0x0
release
end

'---------------
#org 0x7550DC
release
end


'---------
' Strings
'---------
#org 0x7550DF
= Wait, [player]!

#org 0x7550FC
= Charlotte: I'm sorry..\nit came as a shock to you,\land...

#org 0x755143
= David: Charly!\nWhy'd you go after him?\lHe's leaving anyway! Just\llet him go!

#org 0x755195
= Charlotte: Oh, hey\nDavid..\pI didn't know what to do,\nso I went after him... I'm sorry.\pDavid: You better be. Now,\nlet's leave this guy before he\lgets any second thoughts.\pCharlotte: Ehm.. okay.\nBye, [player]..

#org 0x75526D
= Charlotte: (Help me)

#org 0x755292
= ...

#org 0x75529B
= [player]: It sounded\nlike she whispered something\lto me, but I couldn't hear\lit...\pOh well.

#org 0x755302
= David: Back off, dude.\nCharlotte is mine.\lDon't even think about\lcoming back, I will kick\lyour ass.


'-----------
' Movements
'-----------
Edited out movements because it is irrelevant.

Mana September 19th, 2014 9:24 AM

I've had problems before with move sprite not working for sprites that are far away. Judging by the large numbers you're using, this might be the case here?

Squeetz September 19th, 2014 1:05 PM

Once again, you helped me. They actually were too far away. Thank you sincerely, I guess you're just magic, huh. :P

Sceptile90 October 12th, 2014 2:05 AM

Hi. How exactly do I insert the script into Pokémon Leaf Green?

Proxy-Pie October 14th, 2014 7:02 AM

A question.

Why is it that whenever I put in a script using Advanced Map, it changes everything I put in into this format:
Spoiler:
'---------------
#org 0x327B71
lock
faceplayer
msgbox 0x8327B92 MSG_KEEPOPEN '"What wonderful Pok?mon you\nhave t..."
closeonkeypress
fadescreen 0x1
fanfare 0x100
special 0x166
waitfanfare
fadescreen 0x0
msgbox 0x8327BE6 MSG_NORMAL '"Now they look better!\nDon't forge..."
release
end


'---------
' Strings
'---------
#org 0x327B92
= What wonderful Pok?mon you\nhave there!\pThey look like\nthey could use a long rest.

#org 0x327BE6
= Now they look better!\nDon't forget to visit!


I'm a Newbie, a very unexprienced pathetic newbie, So these kind of things confuse me D:

Besides that, Is there anywhere I could learn everything from the very beginning?

Percy October 14th, 2014 8:51 PM

Quote:

Originally Posted by Proxy-Pie (Post 8468865)
A question.

Why is it that whenever I put in a script using Advanced Map, it changes everything I put in into this format:
Spoiler:
'---------------
#org 0x327B71
lock
faceplayer
msgbox 0x8327B92 MSG_KEEPOPEN '"What wonderful Pok?mon you\nhave t..."
closeonkeypress
fadescreen 0x1
fanfare 0x100
special 0x166
waitfanfare
fadescreen 0x0
msgbox 0x8327BE6 MSG_NORMAL '"Now they look better!\nDon't forge..."
release
end


'---------
' Strings
'---------
#org 0x327B92
= What wonderful Pok?mon you\nhave there!\pThey look like\nthey could use a long rest.

#org 0x327BE6
= Now they look better!\nDon't forget to visit!


I'm a Newbie, a very unexprienced pathetic newbie, So these kind of things confuse me D:

Besides that, Is there anywhere I could learn everything from the very beginning?

Is that the script you made?
Anyway, here's a tutorial for newbies:
http://www.pokecommunity.com/showthread.php?t=185188

Proxy-Pie October 15th, 2014 9:40 AM

Quote:

Originally Posted by BlazikenXY (Post 8469798)
Is that the script you made?
Anyway, here's a tutorial for newbies:

Thanks!

Another question, are there any lists for the RSE songs? They don't show up in the headers in Advance Map like FRLG...

tilemaher98 October 23rd, 2014 11:48 PM

#org 0x8007A6
playsong 0x11A 0x0
applymovement 0x3 0x8800769
applymovement MOVE_PLAYER 0x8800775
waitmovement 0xFF
waitmovement 0x3
msgbox 0x88006CF MSG_NORMAL '"Hi im professor ***** but i'm not\..."
applymovement 0x3 0x880078E
waitmovement 0x3
hidesprite 0x3
setvar 0x2000 0x1
setflag 0x1206
fadesong 0x12C
release
end


'---------
' Strings
'---------
#org 0x8006CF
= Hi im professor ***** but i'm not\none lol. Welcome to my\lvillage this is where i study...\lAnyway i'm meant to give you your\lfirst pokemon so follow me!


'-----------
' Movements
'-----------
#org 0x800769
#raw 0x09 'Step Up (Normal)
#raw 0x09 'Step Up (Normal)
#raw 0x09 'Step Up (Normal)
#raw 0x09 'Step Up (Normal)
#raw 0x09 'Step Up (Normal)
#raw 0x0A 'Step Left (Normal)
#raw 0x0A 'Step Left (Normal)
#raw 0x0A 'Step Left (Normal)
#raw 0x0A 'Step Left (Normal)
#raw 0x0A 'Step Left (Normal)
#raw 0x4A 'Jump in Place (Facing Down/Up)

#org 0x800775
#raw 0x0B 'Step Right (Normal)
#raw 0x0B 'Step Right (Normal)
#raw 0x0B 'Step Right (Normal)
#raw 0x0B 'Step Right (Normal)
#raw 0x0B 'Step Right (Normal)
#raw 0x08 'Step Down (Normal)
#raw 0x08 'Step Down (Normal)
#raw 0x08 'Step Down (Normal)
#raw 0x08 'Step Down (Normal)
#raw 0x08 'Step Down (Normal)
#raw 0x08 'Step Down (Normal)
#raw 0x08 'Step Down (Normal)
#raw 0x08 'Step Down (Normal)
#raw 0x08 'Step Down (Normal)
#raw 0x08 'Step Down (Normal)
#raw 0x0B 'Step Right (Normal)
#raw 0x0B 'Step Right (Normal)
#raw 0x0B 'Step Right (Normal)
#raw 0x0B 'Step Right (Normal)
#raw 0x0B 'Step Right (Normal)
#raw 0x0B 'Step Right (Normal)
#raw 0x0B 'Step Right (Normal)
#raw 0x09 'Step Up (Normal)
#raw 0xFE 'End of Movements

#org 0x80078E
#raw 0x0B 'Step Right (Normal)
#raw 0x0B 'Step Right (Normal)
#raw 0x0B 'Step Right (Normal)
#raw 0x0B 'Step Right (Normal)
#raw 0x0B 'Step Right (Normal)
#raw 0x0B 'Step Right (Normal)
#raw 0x08 'Step Down (Normal)
#raw 0x08 'Step Down (Normal)
#raw 0x08 'Step Down (Normal)
#raw 0x08 'Step Down (Normal)
#raw 0x08 'Step Down (Normal)
#raw 0x08 'Step Down (Normal)
#raw 0x08 'Step Down (Normal)
#raw 0x08 'Step Down (Normal)
#raw 0x08 'Step Down (Normal)
#raw 0x08 'Step Down (Normal)
#raw 0x0B 'Step Right (Normal)
#raw 0x0B 'Step Right (Normal)
#raw 0x0B 'Step Right (Normal)
#raw 0x0B 'Step Right (Normal)
#raw 0x0B 'Step Right (Normal)
#raw 0x0B 'Step Right (Normal)
#raw 0x09 'Step Up (Normal)
#raw 0xFE 'End of Movements

Hey guys this is an event i have created i have a problem with it though... When i step on the script tile the event does not activate at all the game just continues can someone please tell me how to fix, thanks... oh btw it's for pokemon RUBY

destinedjagold October 23rd, 2014 11:52 PM

Quote:

Originally Posted by tilemaher98 (Post 8478329)
Code:

#org 0x8007A6
playsong 0x11A 0x0
applymovement 0x3 0x8800769
applymovement MOVE_PLAYER 0x8800775
waitmovement 0xFF
waitmovement 0x3
msgbox 0x88006CF MSG_NORMAL '"Hi im professor ***** but i'm not\..."
applymovement 0x3 0x880078E
waitmovement 0x3
hidesprite 0x3
setvar 0x2000 0x1
setflag 0x1206
fadesong 0x12C
release
end

'---------
' Strings
'---------
#org 0x8006CF
= Hi im professor ***** but i'm not\none lol. Welcome to my\lvillage this is where i study...\lAnyway i'm meant to give you your\lfirst pokemon so follow me!

'-----------
' Movements
'-----------
#org 0x800769
#raw 0x09 'Step Up (Normal)
#raw 0x09 'Step Up (Normal)
#raw 0x09 'Step Up (Normal)
#raw 0x09 'Step Up (Normal)
#raw 0x09 'Step Up (Normal)
#raw 0x0A 'Step Left (Normal)
#raw 0x0A 'Step Left (Normal)
#raw 0x0A 'Step Left (Normal)
#raw 0x0A 'Step Left (Normal)
#raw 0x0A 'Step Left (Normal)
#raw 0x4A 'Jump in Place (Facing Down/Up)

#org 0x800775
#raw 0x0B 'Step Right (Normal)
#raw 0x0B 'Step Right (Normal)
#raw 0x0B 'Step Right (Normal)
#raw 0x0B 'Step Right (Normal)
#raw 0x0B 'Step Right (Normal)
#raw 0x08 'Step Down (Normal)
#raw 0x08 'Step Down (Normal)
#raw 0x08 'Step Down (Normal)
#raw 0x08 'Step Down (Normal)
#raw 0x08 'Step Down (Normal)
#raw 0x08 'Step Down (Normal)
#raw 0x08 'Step Down (Normal)
#raw 0x08 'Step Down (Normal)
#raw 0x08 'Step Down (Normal)
#raw 0x08 'Step Down (Normal)
#raw 0x0B 'Step Right (Normal)
#raw 0x0B 'Step Right (Normal)
#raw 0x0B 'Step Right (Normal)
#raw 0x0B 'Step Right (Normal)
#raw 0x0B 'Step Right (Normal)
#raw 0x0B 'Step Right (Normal)
#raw 0x0B 'Step Right (Normal)
#raw 0x09 'Step Up (Normal)
#raw 0xFE 'End of Movements

#org 0x80078E
#raw 0x0B 'Step Right (Normal)
#raw 0x0B 'Step Right (Normal)
#raw 0x0B 'Step Right (Normal)
#raw 0x0B 'Step Right (Normal)
#raw 0x0B 'Step Right (Normal)
#raw 0x0B 'Step Right (Normal)
#raw 0x08 'Step Down (Normal)
#raw 0x08 'Step Down (Normal)
#raw 0x08 'Step Down (Normal)
#raw 0x08 'Step Down (Normal)
#raw 0x08 'Step Down (Normal)
#raw 0x08 'Step Down (Normal)
#raw 0x08 'Step Down (Normal)
#raw 0x08 'Step Down (Normal)
#raw 0x08 'Step Down (Normal)
#raw 0x08 'Step Down (Normal)
#raw 0x0B 'Step Right (Normal)
#raw 0x0B 'Step Right (Normal)
#raw 0x0B 'Step Right (Normal)
#raw 0x0B 'Step Right (Normal)
#raw 0x0B 'Step Right (Normal)
#raw 0x0B 'Step Right (Normal)
#raw 0x09 'Step Up (Normal)
#raw 0xFE 'End of Movements


Hey guys this is an event i have created i have a problem with it though... When i step on the script tile the event does not activate at all the game just continues can someone please tell me how to fix, thanks... oh btw it's for pokemon RUBY

First, I suggest you wrap your code inside a [CODE] tag, like this...
HTML Code:

[CODE]-insert code here-[/CODE]


Anyway, try and putting these values on your script tile.

tilemaher98 October 24th, 2014 12:00 AM

Sorry where do i put the code command im really new to this. this is my first movement script as well so i don't really know what to do i put the script on both the actual script
event and the player as well on advance map is that what im meant to do... il take a screenshot if you want, thanks

destinedjagold October 24th, 2014 12:09 AM

Quote:

Originally Posted by tilemaher98 (Post 8478336)
Sorry where do i put the code command im really new to this. this is my first movement script as well so i don't really know what to do i put the script on both the actual script
event and the player as well on advance map is that what im meant to do... il take a screenshot if you want, thanks

I wasn't clear on my post. Sorry about that.

Anyway, your script is the green script tile on Advance Map, right?
If so, then click on that tile and put the values I showed on the screenshot that I posted on my previous post. ;)

tilemaher98 October 24th, 2014 12:19 AM

Yep, do i do that for both the person script and the actual script tile and yes it is the green script tile il take a screenshot of advance map if you want... Oh and sorry if im wasting your time im just really desperate i've been trying to hard to get this to work

destinedjagold October 24th, 2014 12:29 AM

Quote:

Originally Posted by tilemaher98 (Post 8478342)
Yep, do i do that for both the person script and the actual script tile and yes it is the green script tile il take a screenshot of advance map if you want... Oh and sorry if im wasting your time im just really desperate i've been trying to hard to get this to work

well, i think i found the problem after scanning your script (not skimming this time).
Code:

...
#org 0x800769
#raw 0x09 'Step Up (Normal)
#raw 0x09 'Step Up (Normal)
#raw 0x09 'Step Up (Normal)
#raw 0x09 'Step Up (Normal)
#raw 0x09 'Step Up (Normal)
#raw 0x0A 'Step Left (Normal)
#raw 0x0A 'Step Left (Normal)
#raw 0x0A 'Step Left (Normal)
#raw 0x0A 'Step Left (Normal)
#raw 0x0A 'Step Left (Normal)
#raw 0x4A 'Jump in Place (Facing Down/Up)


You forgot this line...
Code:

...
#raw 0xFE 'End of Movements


Also...

Code:

...
waitmovement 0xFF
waitmovement 0x3
...


You'll only need one waitmovement code after applymovements, so you can get rid of [waitmovement 0x3].

tilemaher98 October 24th, 2014 12:49 AM

Ohh thanks for the values it actually set off my event which im extremely happy about :) before i just walked over the tile and nothign happened at all no game freeze at all much appreciated! :D. Anyway, my script is totally wrong in so many ways basically what im trying to do is when i hop out of the truck like the original event on pokemon ruby when your mum says stuff, but instead professor birch greets me and takes me to his lab where i get to choose my first pokemon. Sorry for my bad grammar btw. :P

Pretty much like the Professor oak thing when you leave the town if you know what i mean on Fire Red

marquancez October 28th, 2014 8:47 AM

Hello the message box don't pop up...
This is my script:
#dynamic 0x800000

#org @start
lock
faceplayer
msgbox @talk1 0x6
release
end

#org @talk1
= Heey Tom!\nHet is gelukt\pHier vind je alle andere starters!

sharathbhat October 29th, 2014 3:54 AM

Im getting " error 13 type mismatch on line 7. missing #define".
whats this? I'm trying to use pokemon giveaway script

destinedjagold October 29th, 2014 8:58 PM

Quote:

Originally Posted by sharathbhat (Post 8482427)
Im getting " error 13 type mismatch on line 7. missing #define".
whats this? I'm trying to use pokemon giveaway script

could you post your script here so we can see what's wrong with it?

sharathbhat October 29th, 2014 9:16 PM

Quote:

Originally Posted by destinedjagold (Post 8483065)
could you post your script here so we can see what's wrong with it?

Actually i had outdated xse 1.1.0.1. Then i downloaded latest one 1.1.1 tand i could compile the scripts

marquancez October 31st, 2014 10:06 AM

Can some one help me?
My script don't work. i have no idee what is wrong:
#dynamic 0x800000

#org @start
lock
faceplayer
msgbox @talk1 0x6
release
end

#org @talk1
= Heey Tom!\nHet is gelukt\pHier vind je alle andere starters!

Blah October 31st, 2014 10:54 AM

Quote:

Originally Posted by marquancez (Post 8484358)
Can some one help me?
My script don't work. i have no idee what is wrong:
#dynamic 0x800000

#org @start
lock
faceplayer
msgbox @talk1 0x6
release
end

#org @talk1
= Heey Tom!\nHet is gelukt\pHier vind je alle andere starters!

Weird it compiles for me in XSE version 1.0.0
I think in the newer versions it'd be:

msgbox @talk
callstd 0x6

I'm not sure, maybe they're both fine :o

marquancez October 31st, 2014 11:50 AM

i have a other one...

have a pokeball but get a hypno lvl 37 i want a Poliwhirl lvl 25 and i want a waterstone get a wepear berry...
this is my script:
#dynamic 0x800015

#org @start
hidesprite 6
msgbox @talk1
boxset 6
fanfare 0x13e
givepokemon 0x61 0x25 0x97 0x0 0x0 0x0
waitfanfare
setflag 0x1251
release
end

#org @talk1
= \v\h01 krijgt een Poliwhirl

nevermind

MindMementoX November 2nd, 2014 7:10 PM

--SOLVED!--

Hello :D I'd just like to ask something reaaaally quick since I'm tired and I'm about to go to sleep.

So I was waddling in the internet when I got the bright idea of making my pokemon game (which I tried 100 times before but they all ended up in failures...), so I started scripting with XSE thinking it was super easy, and.... nothing worked.

It's pretty much like this: I follow all of the instructions in this tutorial, and I even sometimes copy and paste some scripts to test my problem, but naww, once I save and go test the game out, all of the person events simply just "beep" and do absolutely nothing :)

This is a great tutorial but my IQ must be way too low to understand how my GODDA-- my treacherous Advance Map and XSE fail to... well, script...?

I use the latest Advance map (duh), Pokemon Emerald, and... what more? Well I just copy pasted the basic message box script from this tutorial to the game and it still just bleeps. Yes, I compiled and everything blah bluh bleh, But something isn't working.

If anyone can help, I appreciate you for your assistance even if it might not solve the problem. Thank you!

PS: Memento, failing in everything since 199... wait what?

*EDIT after almsot closing the web page and going to sleep* And yes, I do know I should've gone to the other pages and F3 for people that have the same problems and not make more trouble posts that have been answered, but c'mon, I'm lazy AND sleepy. There's no worse combination. I did google but since ROM hacking isn't mainstream, google flipped me away and now I'm here. Thank you. Now, if I could get some sleep I'd be really happy... ...

SECOND EDIT: I found the problem. Somehow my XSE was ****ing it up so I changed into the version... 1.11 I believe? I had 1.0.0 so if it's not working for someone and you're using Advance Map 1.92, try this. Heads up for Flareon destiny gold or whatever his name was for the help :D This message can be deleted, I'm just leaving it here so if someone comes on and reads this, it might help them.

marquancez November 3rd, 2014 11:03 AM

Quote:

Originally Posted by MindMementoX (Post 8486729)
Hello :D I'd just like to ask something reaaaally quick since I'm tired and I'm about to go to sleep.

So I was waddling in the internet when I got the bright idea of making my pokemon game (which I tried 100 times before but they all ended up in failures...), so I started scripting with XSE thinking it was super easy, and.... nothing worked.

It's pretty much like this: I follow all of the instructions in this tutorial, and I even sometimes copy and paste some scripts to test my problem, but naww, once I save and go test the game out, all of the person events simply just "beep" and do absolutely nothing :)

This is a great tutorial but my IQ must be way too low to understand how my GODDA-- my treacherous Advance Map and XSE fail to... well, script...?

I use the latest Advance map (duh), Pokemon Emerald, and... what more? Well I just copy pasted the basic message box script from this tutorial to the game and it still just bleeps. Yes, I compiled and everything blah bluh bleh, But something isn't working.

If anyone can help, I appreciate you for your assistance even if it might not solve the problem. Thank you!

PS: Memento, failing in everything since 199... wait what?

*EDIT after almsot closing the web page and going to sleep* And yes, I do know I should've gone to the other pages and F3 for people that have the same problems and not make more trouble posts that have been answered, but c'mon, I'm lazy AND sleepy. There's no worse combination. I did google but since ROM hacking isn't mainstream, google flipped me away and now I'm here. Thank you. Now, if I could get some sleep I'd be really happy... ...

Try a script like this one:

#dynamic 0x800000

#org @script
lock
faceplayer
msgbox @tekst
boxset 6
release
end

#org @tekst
= Tekst

Starfighter Suicune November 10th, 2014 9:17 AM

Quote:

Step 14:
There should be a minimum of three parts to the script: two things with pointers and your script that you made. In the second part, there should be a pointer to your script. Under it, there should be a #raw word 0x(random number). Replace the random number with 0. Compile it and test it out in the game.
Please add to that step that you have to compile everything even if everything looks alright in the decompiled offset.
Because every damn tutorial forgot to mention that and I wasted my time for days -.-"

Mana November 10th, 2014 2:02 PM

The last line says to compile :(

STikER November 26th, 2014 9:11 AM

Is there any script to check only first Pokemon in the party?

Blah November 26th, 2014 11:06 AM

Quote:

Originally Posted by Ollie11 (Post 8510065)
Is there any script to check only first Pokemon in the party?

bufferfirstpokemon 0xBuffer

Press F1 in XSE for more scripting commands.

STikER November 26th, 2014 12:37 PM

Quote:

Originally Posted by FBI agent (Post 8510176)
bufferfirstpokemon 0xBuffer

Press F1 in XSE for more scripting commands.

Man, this is so simple! Thanks!

U.Flame December 12th, 2014 12:15 PM

I want to give decorations in an event in Sapphire, and found out that the right command is giveitem3. Does anyone have a list of the Ruby/Sapphire decoration numbers?

Abhishek December 12th, 2014 5:55 PM

Can Anyone Tell me How to use Check Flag.I have read Tutorail so much time but it didnt work out plz help me

NewDenverCity December 12th, 2014 7:43 PM

@Snorlax44: It's similar to a question. If the flag has been set in a past script with setflag 0x##, then you can jump to a different text string using if 0x1 goto @yesflag. If you have not set the flag, then it'll go directly down the line and go to a different pointer. Then you end it like all other scripts.

Mana December 13th, 2014 1:59 PM

Quote:

Originally Posted by U.Flame (Post 8530125)
I want to give decorations in an event in Sapphire, and found out that the right command is giveitem3. Does anyone have a list of the Ruby/Sapphire decoration numbers?

Hmm, I don't think I've ever seen a compiled list. However you could perhaps look at the merchants selling decorations and work it out from there?

Quote:

Originally Posted by bulbapedia
Decorations are purchased with Pokémon Dollars from a variety of locations, such as the Pretty Petal Flower Shop on Route 104, and the Lilycove Department Store among other places.


Abhishek December 18th, 2014 6:08 AM

is this script has fault
#dynamic 0x800000

#org @start
msgbox @hello 0x2
end

#org @hello
= not working

if not then why it is not working

Fun Size December 18th, 2014 2:55 PM

Quote:

Originally Posted by Snorlax44 (Post 8537322)
is this script has fault
#dynamic 0x800000

#org @start
msgbox @hello 0x2
end

#org @hello
= not working

if not then why it is not working


This script is fine. I just checked it. The problem might be XSE. What version do you have?

Abhishek December 19th, 2014 1:59 AM

My Version is 1.0(If it is outdated link me a latest version)

Fun Size December 19th, 2014 10:57 PM

Quote:

Originally Posted by Snorlax44 (Post 8538579)
My Version is 1.0(If it is outdated link me a latest version)


Yeah your version is outdated. Here's the newest version:
http://www.mediafire.com/download/8qe70zzp45bjf91/Unofficial_XSE.zip

Abhishek December 19th, 2014 11:23 PM

Quote:

Originally Posted by Fun Size (Post 8539785)
Yeah your version is outdated. Here's the newest version:
http://www.mediafire.com/download/8qe70zzp45bjf91/Unofficial_XSE.zip

Thanks a ton man it is working

Fun Size December 19th, 2014 11:25 PM

Quote:

Originally Posted by Snorlax44 (Post 8539808)
Thanks a ton man it is working

No problem. I'm glad it's working! :)

dsret December 25th, 2014 8:49 PM

I've been working on a hack, and this tutorial has been very helpful, but whenever I try to make a
checkflag script that checks for a badge, it either switches to another script I've written for another NPC, or it just freezes my character, with the game still running. Help anyone?
Here's my script:

#dynamic 0x800500

#org @start
checkflag 0x820
if 0x1 goto @pass
msgbox @prints 0x6
applymovement 0xff @move
end

#org @pass
msgbox @ok 0x6
end

#org @prints
= Wait! Don't step on those\nfootprints! I'm inspecting them.\lYou can come back after I'm done!

#org @move
#raw 0x10
#raw 0xfe

#org @ok
= I'm all done. Turns out they were my own footprints. Hehe...



Thanks in advance.







Percy December 25th, 2014 8:56 PM

Quote:

Originally Posted by dsret (Post 8547795)
I've been working on a hack, and this tutorial has been very helpful, but whenever I try to make a
checkflag script that checks for a badge, it either switches to another script I've written for another NPC, or it just freezes my character, with the game still running. Help anyone?
Here's my script:

#dynamic 0x800500

#org @start
checkflag 0x820
if 0x1 goto @pass
msgbox @prints 0x6
applymovement 0xff @move
end

#org @pass
msgbox @ok 0x6
end

#org @prints
= Wait! Don't step on those\nfootprints! I'm inspecting them.\lYou can come back after I'm done!

#org @move
#raw 0x10
#raw 0xfe

#org @ok
= I'm all done. Turns out they were my own footprints. Hehe...



Thanks in advance.







Maybe you're overwriting something, try some new offset.

dsret December 26th, 2014 5:08 AM

Quote:

Originally Posted by BlazikenXY (Post 8547798)
Maybe you're overwriting something, try some new offset.

Still doesn't seem to work... :/

DarkenedEclipse December 26th, 2014 10:30 AM

Quote:

Originally Posted by dsret (Post 8548105)
Still doesn't seem to work... :/

I have highlighted your key points you're missing. They're in bold.
#dynamic 0x800500

#org @start
lock
faceplayer
checkflag 0x820
if 0x1 goto @pass
msgbox @prints 0x6
applymovement 0xff @move
waitmovement 0x0
end

#org @pass
msgbox @ok 0x6
release
end

#org @prints
= Wait! Don't step on those\nfootprints! I'm inspecting them.\lYou can come back after I'm done!

#org @move
#raw 0x10
#raw 0xfe

#org @ok
= I'm all done. Turns out they were my own footprints. Hehe...


Just a simple missing waitmovement the lock and faceplayer are optional however.
As Blaziken XY said, never write a script to the same offset twice or else you corrupt the data! Make sure your green scripting tile is set too this:
Unknown: 0300
Var Number: 4050
~Eclipse

dsret December 27th, 2014 8:30 PM

Quote:

Originally Posted by DarkenedEclipse (Post 8548377)
I have highlighted your key points you're missing. They're in bold.
#dynamic 0x800500

#org @start
lock
faceplayer
checkflag 0x820
if 0x1 goto @pass
msgbox @prints 0x6
applymovement 0xff @move
waitmovement 0x0
end

#org @pass
msgbox @ok 0x6
release
end

#org @prints
= Wait! Don't step on those\nfootprints! I'm inspecting them.\lYou can come back after I'm done!

#org @move
#raw 0x10
#raw 0xfe

#org @ok
= I'm all done. Turns out they were my own footprints. Hehe...


Just a simple missing waitmovement the lock and faceplayer are optional however.
As Blaziken XY said, never write a script to the same offset twice or else you corrupt the data! Make sure your green scripting tile is set too this:
Unknown: 0300
Var Number: 4050
~Eclipse

Thank you so much!
But do I need to put the 'Unknown' to 0300 and 'Var Number' to 4050 everytime I make a similar
script to this?

DarkenedEclipse December 27th, 2014 8:49 PM

Quote:

Originally Posted by dsret (Post 8550607)
Thank you so much!
But do I need to put the 'Unknown' to 0300 and 'Var Number' to 4050 everytime I make a similar
script to this?

To my current knowledge, yes I do believe so as I looked at Diego's tutorial itself XD.
~Eclipse

GreenToxic January 2nd, 2015 5:58 AM

I have to say it, this is a badass tutorial! Thank you for your hard work!

DarkShedinja January 4th, 2015 2:10 AM

Thank you for this awesome and really helpful Tutorial ! :D


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