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Script Help Thread (DO NOT REQUEST SCRIPTS)

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Exon

Hacker in Training
64
Posts
14
Years
    • Seen Oct 18, 2010
    Game: PKMN Ruby
    Type: Trigger Script
    Editor: XSE
    Script: Rival Battle

    Spoiler:


    -just making sure nothing is wrong with the script itself, since it won't trigger...if so then I'll look somewhere else for help :-)
     

    BlitŻ1

    guahh my dog is so cute
    472
    Posts
    15
    Years
  • Okay, for the script I need for my hack, I need some enlightenment on the create sprite

    This is what XSE gives for createsprite
    sprite # to use
    virtual people #
    x coordinate
    y coordinate
    behaviour
    facing

    and this is what I interpret it as:

    sprite #to use: the picture, like what you see in OW editor

    virtual people #: like the person event #. If i wanted to assigned 01 to this value, I could then move it with applymovement 0x01 @move

    x coordinate:...
    y coordinate:...

    behaviour: I am unsure how to do this, becuase I do not know how to get the numbers needed for it.

    facing:same as above

    So can someone explain this command to me? and would I write it out as ceratesprite 0x?? 0x?? 0x?? 0x?? 0x?? 0x?? or createsprite ?? ?? ?? ?? ?? ??

    and what about the facing and behaviour. would I use movement #'s?
     
    185
    Posts
    16
    Years
  • Okay, for the script I need for my hack, I need some enlightenment on the create sprite

    This is what XSE gives for createsprite


    and this is what I interpret it as:

    sprite #to use: the picture, like what you see in OW editor

    virtual people #: like the person event #. If i wanted to assigned 01 to this value, I could then move it with applymovement 0x01 @move

    x coordinate:...
    y coordinate:...

    behaviour: I am unsure how to do this, becuase I do not know how to get the numbers needed for it.

    facing:same as above

    So can someone explain this command to me? and would I write it out as ceratesprite 0x?? 0x?? 0x?? 0x?? 0x?? 0x?? or createsprite ?? ?? ?? ?? ?? ??

    and what about the facing and behaviour. would I use movement #'s?

    I presume that behaviour is simply the movement type, like in advance map, but then in hex numbers. I presume the numbers are in the same order as the movement types in A-Map. Try it out and see what you find!

    Facing is simply the way the sprite will face. The numbers can be found in std.rbh (I think...), but you can also use FACE_LEFT, FACE_RIGHT, etc, to mark the way they have to face. Once again, try it out and see what you find!
     

    destinedjagold

    You can contact me in PC's discord server...
    8,593
    Posts
    16
    Years
    • Seen Dec 23, 2023
    Game: PKMN Ruby
    Type: Trigger Script
    Editor: XSE
    Script: Rival Battle

    Spoiler:


    -just making sure nothing is wrong with the script itself, since it won't trigger...if so then I'll look somewhere else for help :-)

    You forgot to use waitmovement commands...
    Spoiler:
     

    BlitŻ1

    guahh my dog is so cute
    472
    Posts
    15
    Years
  • I presume that behaviour is simply the movement type, like in advance map, but then in hex numbers. I presume the numbers are in the same order as the movement types in A-Map. Try it out and see what you find!

    Facing is simply the way the sprite will face. The numbers can be found in std.rbh (I think...), but you can also use FACE_LEFT, FACE_RIGHT, etc, to mark the way they have to face. Once again, try it out and see what you find!

    Okay, I understand, but would I number all the behaviour types in A-map like having the first one(which is no movement) 0x00, and the next 0x0, and the tenth 0x0A? also, is the virtual peple # the same as the person event #?
     

    Xatoku

    Game Developer
    451
    Posts
    15
    Years
  • Hey guys, I have a new problem.

    For the very begining part of my hack where you see the RPG sprite for the first time, I'm putting my first map script, so that right as the game starts you're in a script. I've set the first one's Script type to 04 and it's flag 4017, aswell as the offset 2. Here's the script for that one.

    Spoiler:


    Now the 2nd map script is 02 and it's flag is 4018, and the offset 2 is set. Here's the script for that one,

    Spoiler:


    Now my problem is that until the end, the script will work, but at the end it says, Player put ????? in the items pocket, and then the game freezes. Could some body help me please?
     

    onyx79

    Red Dead Revolver
    488
    Posts
    15
    Years
  • I've got a problem with this script:

    Spoiler:


    this script meant to be a sailor that asks you if you want to go to the orange islands,it's a yes\no script,the only problem is that if I say no he still wraps me there,how to fix that?
     

    BlitŻ1

    guahh my dog is so cute
    472
    Posts
    15
    Years
  • I've got a problem with this script:

    Spoiler:


    this script meant to be a sailor that asks you if you want to go to the orange islands,it's a yes\no script,the only problem is that if I say no he still wraps me there,how to fix that?


    well the problem is, if you pick yes you warp and if you pick no you warp. ...you have to have something for the no to goto...
     

    PlatniumPiano

    You are now breathing manually
    479
    Posts
    15
    Years
  • I've got a problem with this script:

    Spoiler:


    this script meant to be a sailor that asks you if you want to go to the orange islands,it's a yes\no script,the only problem is that if I say no he still wraps me there,how to fix that?


    Here is what it should look like...

    Code:
    #dynamic 0x800000
     
    #org @start
    lock
    faceplayer
    msgbox @orange MSG_YESNO
    compare LASTRESULT 0x1
    if 0x1 goto @warp
    release
    end
     
    #org @warp
    warp 0x4 0x1 0xFF 0x2 0x6
     
    #org @orange
    = Would you like to go to the\nORANGE ISLANDS now?,be aware that\pyou can't come back...

    Keep in mind, that's the minimum amount of code for this script to work.
    You may want to add another message box if you say no, but that's not neccesary. Also, notice that there is no "end" command after the @warp pointer. This is because a warp always ends a script.

    Find some free space in your game, and put that code in your hack. Let me know if it works ^_^

    Please Rep For Help
     

    Xatoku

    Game Developer
    451
    Posts
    15
    Years
  • Well I'm gettin that error where the screen stays black after the warp. Any help?

    Spoiler:
     

    PlatniumPiano

    You are now breathing manually
    479
    Posts
    15
    Years
  • Well I'm gettin that error where the screen stays black after the warp. Any help?

    Spoiler:

    Are you using enough parameters for the warp command? And the warp command ends a script. Try setting the flag before the warp, and take out the release and end commands. Changes inside the spoiler in red
     

    Xatoku

    Game Developer
    451
    Posts
    15
    Years
  • Are you using enough parameters for the warp command? And the warp command ends a script. Try setting the flag before the warp, and take out the release and end commands. Changes inside the spoiler in red

    Still didn't work :( I'm not understanding this because it worked a while back, idk what had happened.

    EDIT: I got it, it was the fadeout 0x4, Idk why but I can live without it.. :(
     
    Last edited:

    ShinyBlaziken

    Dragon-Master
    66
    Posts
    14
    Years
  • Hi,
    I wanted to make a Script but it failed xD
    Here's my Script
    Spoiler:


    The person should talk to me and then go 4 steps right and face down and then disappear.
    But everytime I'm talking to the person the message "This tree looks like it can be CUT down" appears

    What's wrong in my Script??
     
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