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Script Help Thread (DO NOT REQUEST SCRIPTS)

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destinedjagold

You can contact me in PC's discord server...
8,593
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16
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    • Seen Dec 23, 2023
    I need this script to happen only once
    How can I make it?

    Ash493 already fixed your script.
    You should not confuse yourself with setflag from checkflag...
    checkflag is used to check if a flag number has been already used.
    checkflag is always paired with 'if 0x(1 for true or 0 for false) goto @(address)'...
    setflag is used to tell the ROM that the flag number has just been used.
     

    psychicboy

    Hacking is all that matters...
    538
    Posts
    14
    Years
  • Alright guys, this is my problem. Im trying to get a hidden sprite (Flagsetting method) To walk 6 steps to the right, play garys theme, have some text and iniate a battle. Anyone wanna help?
     

    TB Pro

    Old-timer
    2,708
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  • Alright guys, this is my problem. Im trying to get a hidden sprite (Flagsetting method) To walk 6 steps to the right, play garys theme, have some text and iniate a battle. Anyone wanna help?
    That wont work. When you use setflag to make a person to disappear, they are technically "deleted" as if they're not there. Use the disappear movement. 0x60.
     

    psychicboy

    Hacking is all that matters...
    538
    Posts
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    Years
  • Ahh, but like it says in your tut, hidesprite only works untill the screen gets refreshed. So would I set the person as a hidden type on a-Map, then use clearflag to reveal and apply the movements?
     

    HackMew

    Mewtwo Strikes Back
    1,314
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    • Seen Oct 26, 2011
    Ahh, but like it says in your tut, hidesprite only works untill the screen gets refreshed. So would I set the person as a hidden type on a-Map, then use clearflag to reveal and apply the movements?

    Yeah. But the setflag makes the change permanent. Use hidesprite + setflag to hide people, and showsprite + clearflag to show them. Do not use the Hidden type.
     

    0m3GA ARS3NAL

    Im comin' home...
    1,816
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    Years
  • Hey does anyone know a script or the stuff for a save script?

    I already answered your question in the LAST thread you asked this in.

    Go to the battle tower, (For R/S/E) to find a working save script...
    I don't remember where one in Fire Red would be, try looking for a place where your game is autosaved...

    If you don't know how to do that (Open the script), you are not ready to script, simple enough.
    Stop asking, you got an answer... twice.
     
    Last edited:

    Capitalist Ness

    can't stump the trump
    69
    Posts
    15
    Years
  • Hey, look at my script.

    Spoiler:


    XSE don't want Compile this.
    What here is bad?
     

    Capitalist Ness

    can't stump the trump
    69
    Posts
    15
    Years
  • Now is:
    Error 13 "Type mismatch" on line 7.
    File: Blah blah blah
    Missing: #define

    O_o

    I see little bug's in it. Fixed, but again is not want Compile :(
     

    Haku.

    (FLAME)...H....A...K..U
    385
    Posts
    16
    Years
  • Hmm let me amend it for you...

    Spoiler:
     
    8
    Posts
    14
    Years
    • Seen Jun 24, 2010
    Game: FireRed
    Type: BPRE
    Editor: XSE
    Script: Basic

    I've recently taken up scripting and am testing a few scripts, one of which I can't seem to make work the way I want it to.
    Actually, it's a rather simple "gimme-first-critter" script.

    First, let's take a look at this:
    Spoiler:

    Now, when executing that script, everything works fine, except that the person I'm talking to starts moving after "Do you want it?" (which is coloured red in the spoiler).
    What I tried so far is:
    - changing all textboxes except the yes/no ones to 0x2, which's result was that it still restarts moving at the question but locks and faces the player again thereafter, only to additionally restart moving at the blue passage or - if I change that to a 0x2 as well, at the green one.
    - adding lock and faceplayer before and after the choiceboxes, which didn't help either.

    Also, if I'm trying to execute the script like what I'm intending to:
    Spoiler:

    It freezes at the movement (red part), as can be seen in this screenshot:
    img10.imageshack.us/img10/5232/movementcrash.jpg
    (can't post as an image or an url yet, so this'll have to do)

    What am I doing wrong? Could somebody please help me?
    Thanks in advance.
     

    destinedjagold

    You can contact me in PC's discord server...
    8,593
    Posts
    16
    Years
    • Seen Dec 23, 2023
    @ Wolfhead...
    I like the way you post. Keep it up! ;)
    Anyways, usually, as I've observed, NPC will start moving after a give(pokemon or item) commands, so I guess you can add another faceplayer command there.
    The applymovement will freeze your game 'cause you forgot the end move command, which is 0xFE...
    Code:
    #org @move1
    #raw 0x62 [COLOR="Blue"]0xFE[/COLOR]
    Remember that after the script makes an NPC move, add 0xFE to the end of the move script so it won't freeze. ;)
     
    4
    Posts
    14
    Years
    • Seen Jan 31, 2012
    this id one in XSE.
    It's basically a give pokemon intro script, Im just posting the main segment none of the msgbox's and what not.

    Code:
    showsprite 0x1
    applymovement MOVE_PLAYER 0x8802679
    waitmovement 0x0
    applymovement 0x8 0x880056E
    msgbox 0x88022C4 MSG_NORMAL '"Xen:[grey_fr]Finally...\nYou had m..."
    applymovement 0x8 0x8802673
    applymovement MOVE_PLAYER 0x8802676
    givepokemon 0x17C 0x5 0x139 0x0 0x0 0x0
    fanfare 0x13E
    msgbox 0x8802683 MSG_KEEPOPEN '"[black_fr]You received ZANGOOSE!"
    waitfanfare
    closeonkeypress
    setflag 0x828
    msgbox 0x88007AE MSG_YESNO '"[black_fr]Would you like to give a..."
    compare LASTRESULT 0x1
    if 0x1 call 0x880056F
    msgbox 0x880228D MSG_NORMAL '"[rival]:You did say we'd be\nleavi..."
    msgbox 0x8802112 MSG_NORMAL '"Xen: gray fr Well now you are\nlea..."
    applymovement MOVE_PLAYER 0x880210E
    waitmovement 0x0
    applymovement 0x1 0x8802102
    waitmovement 0x0
    applymovement 0x8 0x88020FF
    waitmovement 0x0
    msgbox 0x880209A MSG_NORMAL '"[rival]:I suppose you could say\nw..."
    fadescreen 0x1
    hidesprite 0x8
    hidesprite 0x1
    fadescreen 0x0
    setvar 0x4090 0x1
    release
    end
    
    '---------------
    #org 0x80056F
    Problems:
    This 0x1 (originalyl 0x4 but I changed it thinking it would help >.<) is for the professor, who takes the place of professor oak at the exact same coordinates in the lab.
    The problem is, the npc will not become visible, also the final line #org 0x80056F is supposed to go call 0x (for name your pokemon) return, but each time I plug that in and compile, it's gone when you check back at the script >.>
     
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