The PokéCommunity Forums

The PokéCommunity Forums (https://www.pokecommunity.com/index.php)
-   Binary Hack Tutorials (https://www.pokecommunity.com/forumdisplay.php?f=66)
-   -   Sierra's MEGA-HUGE XSE Scripting Tutorial (https://www.pokecommunity.com/showthread.php?t=164276)

GamerChief222 October 27th, 2015 6:38 AM

Quote:

Originally Posted by Lunos (Post 8977403)
1) Nope, Uruguayan.
2) I've found something in a French forum.
Since i don't know how to speak French i've tried to interpret it as far as i was possible to..
Apparently, it has to do something with the Offset of the Sprite.
http://image.noelshack.com/fichiers/2014/34/1408709060-apse.png

Sorry, i can't help you too much with this.. u_u
The best you could do is create a new thread in Beginner's Lounge exposing the problem and waiting for answers.

Yeah, I've seen that French Forum to, I used Bing Translator to help me, it's mostly about indexing images, but I'll post it at the beginner's lounge, with a Print Screen to help

FivEawE November 27th, 2015 6:39 AM

Hello. Dunno if my question is not off-topic but I would really like to use XSE but everytime I try to launch it, I get Runtime-error '380' Invalid property value. I am using 1.1.0.1. Thanks in advance.

Foxes January 9th, 2016 3:37 AM

You know coz I'm really nooby? How would you find existing scripts in XSE? I want to change Steven's script in Pokémon Emerald so he has the Champion battle music and I think I have the right script for it, but I feel like I'd massively screw up something if I were to insert a new script so I just want to find Steven's script and change the one part that controls his battle music. Thanks! :)

legendofdumbness February 15th, 2016 4:32 PM

I'm trying to make a script for fire red. I want to find out how to make a sprite hidden by default, like Oak in pallet town. Basically, I want the sprite to be hidden in the overworld until the showsprite command is used.

pikachux2 February 16th, 2016 3:17 AM

... Me and you are in the same boat buddy. It seems like the most simple question but yet I can't find any answers. My only idea is to set the person ID flag, for the person you want hidden by default, somewhere earlier in the game. But I know, or, I assume there must be a better way. Consider this post the same question. Help us!

nirand1994 April 20th, 2016 3:17 PM

Hello can someone please help with my script.
its as following :

player talks to NPC, NPC says text1, NPC walks 3 tiles to right & looks up, NPC says text2, NPC walks 3 tiles to the left, NPC says text 3.

PROBLEM : NPC does not move at all but shows all text's in a row.
in Advanced map 1.92 my NPC does have the correct # which is 11.

the script :

'---------------
#dynamic 0x6B35B0

#org @start
faceplayer
msgbox @talk1 0x6
applymovement 0x11 @move1
waitmovement 0x11
msgbox @talk2 0x6
applymovement 0x11 @move2
waitmovement 0x11
msgbox @talk3 0x6
release
end

#org @move1
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x1
#raw 0xFE

#org @move2
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x0
#raw 0xFE

#org @talk1
= Lets see what the sign says.

#org @talk2
= hmm... Pallet Town.

#org @talk3
= We sure live in a quite town.


please help me out.
scripting is really frustrating and i tried multiple tutorials on pokecommunity and youtube as well..


thanks in regards.

Nirand

BluRose April 20th, 2016 4:30 PM

Quote:

Originally Posted by legendofdumbness (Post 9120190)
I'm trying to make a script for fire red. I want to find out how to make a sprite hidden by default, like Oak in pallet town. Basically, I want the sprite to be hidden in the overworld until the showsprite command is used.

Quote:

Originally Posted by pikachux2 (Post 9120802)
... Me and you are in the same boat buddy. It seems like the most simple question but yet I can't find any answers. My only idea is to set the person ID flag, for the person you want hidden by default, somewhere earlier in the game. But I know, or, I assume there must be a better way. Consider this post the same question. Help us!

correct me if i'm wrong, but i'm pretty sure oak is hidden in pallet town by a level script, as are the npcs that move around in cerulean (i.e. police officer in front of robbed house and slowbro girl)
i can pull these up really quickly, but it's easy to see for yourselves :)

Quote:

Originally Posted by Gameskiller01 (Post 9069148)
You know coz I'm really nooby? How would you find existing scripts in XSE? I want to change Steven's script in Pokémon Emerald so he has the Champion battle music and I think I have the right script for it, but I feel like I'd massively screw up something if I were to insert a new script so I just want to find Steven's script and change the one part that controls his battle music. Thanks! :)

1.) in advancemap, make sure you have xse as your chosen script editor
2.) open steven's room in advancemap
3.) go to "header" and select the level script shown below by selecting "Open Script" or something like that, it's probably just "Open" shown next to the offset
i can get some actual screenshots for you if my explanation is horrible

OwenSauce April 21st, 2016 6:28 PM

I can't get player events on Advance Map to call on the scripts I write, even though they have the same offset. Any ideas?

BluRose April 21st, 2016 6:41 PM

Quote:

Originally Posted by OwenSauce (Post 9212018)
I can't get player events on Advance Map to call on the scripts I write, even though they have the same offset. Any ideas?

Hm? You making sure to use the offset it gives you after compiling and not the dynamic offset you provide at the beginning of the script? You making sure to actually compile?
If you're using XSE, then I know that a mistake I made for the longest time is that I kept on Debugging instead of Compiling, haha...

Koreyasu May 14th, 2016 6:18 AM

Quote:

Originally Posted by nirand1994 (Post 9210859)

PROBLEM : NPC does not move at all but shows all text's in a row.
in Advanced map 1.92 my NPC does have the correct # which is 11.
Nirand


I think your problem is that XSE works with hexadecimal numbers, not decimal which means that the npc number 11 isnt 0x11 but "B" so, You should actually write

"applymovement 0xB @move"

W3S7 June 26th, 2016 5:57 PM

Ok help would be appreciated I am pretty new to scripting.
here is my script.

Quote:

'---------------
#org 0x6B3550
checkflag 0x829
if 0x1 goto 0x8806CB4
msgbox 0x8806CD1 MSG_NORMAL '"I should explore more!"
applymovement MOVE_PLAYER 0x8806CEA
release
end

'---------------
#org 0x806CB4
release
end


'---------
' Strings
'---------
#org 0x806CD1
= I should explore more!


'-----------
' Movements
'-----------
#org 0x806CEA
#raw 0x11 'Step Up (Normal)
It is freezing when i step on the tile.
I have the varnumber and unknown set.

Edit:
ok i fixed the problem of freezing idk how ... but it needs to step up after it says i need to explore more, adn it does not.

Edit:
fixed it by switching the order of message and movement.
now i cant move...

destinedjagold June 26th, 2016 7:07 PM

Quote:

Originally Posted by W3S7 (Post 9299895)
Ok help would be appreciated I am pretty new to scripting.
here is my script.



It is freezing when i step on the tile.
I have the varnumber and unknown set.

Edit:
ok i fixed the problem of freezing idk how ... but it needs to step up after it says i need to explore more, adn it does not.

Edit:
fixed it by switching the order of message and movement.
now i cant move...

Add [waitmovement 0x0] or [waitmovement 0xFF] after your [applymovement].

W3S7 June 26th, 2016 7:16 PM

Quote:

Originally Posted by destinedjagold (Post 9299954)
Add [waitmovement 0x0] or [waitmovement 0xFF] after your [applymovement].

Did this forgot to edit that i did.
Still cant move i tried both.

here is what it looks like now.

Quote:

'---------------
#org 0x6B3550
checkflag 0x829
if 0x1 goto 0x8806CB4
applymovement MOVE_PLAYER 0x8806CEA
msgbox 0x8806CD1 MSG_NORMAL '"I should explore more!"
waitmovement 0xFF
release
end

'---------------
#org 0x806CB4
release
end


'---------
' Strings
'---------
#org 0x806CD1
= I should explore more!


'-----------
' Movements
'-----------
#org 0x806CEA
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements

destinedjagold June 26th, 2016 7:35 PM

Quote:

Originally Posted by W3S7 (Post 9299963)
Did this forgot to edit that i did.
Still cant move i tried both.

here is what it looks like now.

Quote:

Originally Posted by destinedjagold (Post 9299954)
Add [waitmovement 0x0] or [waitmovement 0xFF] after your [applymovement].


W3S7 June 26th, 2016 9:51 PM

tried doing that, but i guess it was before i fixed the freezing. Thanks so much!

W3S7 June 29th, 2016 7:39 PM

Ok so now i am trying to add in a script.
and im using advancemap and opening the script then when i open it with xse type it up and click compile and it runs,
then I click on the script and nothing is there.
any ideas? i'm lost....

destinedjagold June 29th, 2016 8:54 PM

Quote:

Originally Posted by W3S7 (Post 9302862)
Ok so now i am trying to add in a script.
and im using advancemap and opening the script then when i open it with xse type it up and click compile and it runs,
then I click on the script and nothing is there.
any ideas? i'm lost....

Are you saying that you're opening, editing and compiling a script that's already in the ROM? That's actually not really an advi(c/s)able thing to do.

You should write a new script if that script you wanted to edit is a default script in the game. If you're trying to edit your own script that you've already compiled in your ROM, then you can either delete that script or not, and then write a new script.

W3S7 June 29th, 2016 9:36 PM

Quote:

Originally Posted by destinedjagold (Post 9302913)
Are you saying that you're opening, editing and compiling a script that's already in the ROM? That's actually not really an advi(c/s)able thing to do.

You should write a new script if that script you wanted to edit is a default script in the game. If you're trying to edit your own script that you've already compiled in your ROM, then you can either delete that script or not, and then write a new script.

i have been making my own scripts.
not editing.
but i have tried both.
neither are saving after i compile :/

destinedjagold June 29th, 2016 9:42 PM

Quote:

Originally Posted by W3S7 (Post 9302951)
i have been making my own scripts.
not editing.
but i have tried both.
neither are saving after i compile :/

I see.
Then you should make sure that you're opening the correct ROM on XSE.

waw July 29th, 2016 5:52 PM

This may be more of an issue on the AMap end of things.

Using XSE, I create the script. Save. Compile. I can compile. (So I'm using the same ROM). I then copy the @start value given and go to place this into A Map event's script offset.

A Map is reading it as 8 digits, messes it up and won't save it. This is an unusual issue that I'm having trouble finding an answer for. Probably because the unwieldy bulk of it.

In short: the offset should be 6 digits, correct? That gets placed into an event offset in A Map. How do I get it to save? And paste... correctly?

I.e. I'm pasting: "800E25" which is my compiled @start offset.
I'm putting that into Script Offset under the Person Event I wrote it for. When I paste it, it looks like "$800E2580" and then I click off the event onto another one. It now looks like "$000E2580".

It changes the first digit from 8 to 0. And adds two on the end (seems to be repeating it?).

LanceD July 29th, 2016 6:27 PM

Quote:

Originally Posted by waw (Post 9343489)
This may be more of an issue on the AMap end of things.

Using XSE, I create the script. Save. Compile. I can compile. (So I'm using the same ROM). I then copy the @start value given and go to place this into A Map event's script offset.

A Map is reading it as 8 digits, messes it up and won't save it. This is an unusual issue that I'm having trouble finding an answer for. Probably because the unwieldy bulk of it.

In short: the offset should be 6 digits, correct? That gets placed into an event offset in A Map. How do I get it to save? And paste... correctly?

I.e. I'm pasting: "800E25" which is my compiled @start offset.
I'm putting that into Script Offset under the Person Event I wrote it for. When I paste it, it looks like "$800E2580" and then I click off the event onto another one. It now looks like "$000E2580".

It changes the first digit from 8 to 0. And adds two on the end (seems to be repeating it?).

You should put $800E25 in the 'Script offset' box.

waw July 29th, 2016 7:17 PM

It doesn't make a difference, still having the same error. It converts to 8 digits, adding a $ at the end. When clicked off and back on, it doesn't track the changes.

LanceD July 29th, 2016 7:26 PM

Quote:

Originally Posted by waw (Post 9343557)
It doesn't make a difference, still having the same error. It converts to 8 digits, adding a $ at the end. When clicked off and back on, it doesn't track the changes.

That sounds weird, indeed. Maybe someone else, with some more knowledge on the subject, could shed some light on this. Perhaps it would be helpful to post a screenshot of it too, so people could better understand the problem.

waw July 29th, 2016 7:53 PM

I have a working map (tiles work, moving works, warps work).
Input a new Person Event. It's script offset is $000000
I put one in, tested it, it didn't work. Go check it, the script offset is not what i set it as.
Recompile the script in XSE, put it in. Notice it becomes 8 characters instead of 6. Delete two of them Save, it's back to 8 digits.

It won't keep it at 6 digits.


Spoiler:
http://img.photobucket.com/albums/v511/scholarsnwarriors/2.jpg
No matter what I do, it changes the 6 digit code to 8 digits. Often repeating the 80 to the end. Sometimes it adds 00 to the front.

Spoiler:

LanceD July 29th, 2016 8:31 PM

Is that A-Map 1.95? It's very buggy, and more often than not messes things up. You're better off using 1.92, as it's far more stable.


All times are GMT -8. The time now is 8:11 PM.


Like our Facebook Page Follow us on Twitter © 2002 - 2018 The PokéCommunity™, pokecommunity.com.
Pokémon characters and images belong to The Pokémon Company International and Nintendo. This website is in no way affiliated with or endorsed by Nintendo, Creatures, GAMEFREAK, The Pokémon Company or The Pokémon Company International. We just love Pokémon.
All forum styles, their images (unless noted otherwise) and site designs are © 2002 - 2016 The PokéCommunity / PokéCommunity.com.
PokéCommunity™ is a trademark of The PokéCommunity. All rights reserved. Sponsor advertisements do not imply our endorsement of that product or service. User generated content remains the property of its creator.

Acknowledgements
Use of PokéCommunity Assets
vB Optimise by DragonByte Technologies Ltd © 2023.