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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.
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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! :)
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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.
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... 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!
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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 |
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i can pull these up really quickly, but it's easy to see for yourselves :) Quote:
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 |
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?
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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... |
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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" |
Ok help would be appreciated I am pretty new to scripting.
here is my script. Quote:
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... |
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Still cant move i tried both. here is what it looks like now. Quote:
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tried doing that, but i guess it was before i fixed the freezing. Thanks so much!
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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.... |
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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. |
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not editing. but i have tried both. neither are saving after i compile :/ |
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Then you should make sure that you're opening the correct ROM on XSE. |
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?). |
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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.
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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:
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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.
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