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Script Help Thread (DO NOT REQUEST SCRIPTS)

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tajaros

Hi I'm dawg
855
Posts
12
Years
#dynamic 0x800000

#org @start
lock
faceplayer
message @tutorial
boxset 5
compare LASTRESULT 1
if b_true goto @yes
compare LASTRESULT 0
if b_true goto @no
release
end

#org @tutorial
= Yes or no?

#org @yes
message @pressyes
boxset 6
release
end

#org @no
message @pressno
boxset 6
release
end

that was the script i used, then i tried a basic script again and the same problem arose again, even though i used the same script as before (that worked before too) here it is

#dynamic 0x2DD100

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

#org @script
= Hey!\nYou are welcome to PALLET TOWN

Of course it wouldn't work instead of using LASTRESULT try using 0x800D but if your using an older version of XSE try downloading the latest one in HACKMEW's toolbox... :)

LASTRESULT doesn't work for the latest version of XSE anymore... :)

and also in XSE we don't use b_true or b_false anymore...

b_true = 0x1
b_false = 0x0

So it would be compare 0x800D 0x1 and compare 0x800D 0x0
NOTE: XSE practically focuses in using hex.. :)

Oh and about your msgbox XSE doesn't read boxset 0x6 anymore try using msgbox @pointer 0x6 and that also goes for boxset 5

try using hex on all your values.. :D
 
Last edited:

Renegade

Time for real life...
995
Posts
12
Years
This script was working fine until something weird happened. I made another script on a completely different map after this one, and then compiled it. Then, this script started to bug up for... really no reason... The warp at the end of the script isn't working. The whole thing works but when it warps me it goes to a black screen then freezes.

Code:
#dynamic 0x800140

#org @start
lock
faceplayer
checkflag 0x1211
if 0x01 goto @moveon
checkflag 0x1212
if 0x01 goto @moveon
checkflag 0x1213
if 0x01 goto @moveon
textcolor 0x0
message @t1 6
release
end

#org @moveon
textcolor 0x0
message @t2 6
applymovement 0xFF @m1
waitmovement 0x0
checkflag 0x1208
if 0x01 goto @charmander
checkflag 0x1209
if 0x01 goto @squirtle
checkflag 0x1210
if 0x01 goto @bulbasaur
end

#org @charmander
applymovement 6 @m2
waitmovement 0x0
hidesprite 0x04
setflag 0x1214
applymovement 6 @m5
waitmovement 0x0
message @t3 6
goto @fight

#org @squirtle
applymovement 6 @m3
waitmovement 0x0
hidesprite 0x05
setflag 0x1215
applymovement 6 @m6
waitmovement 0x0
message @t4 6
goto @fight

#org @bulbasaur
applymovement 6 @m4
waitmovement 0x0
hidesprite 0x03
setflag 0x1216
applymovement 6 @m7
waitmovement 0x0
message @t5 6
goto @fight

#org @fight
applymovement 6 @m8
applymovement 0xFF @m9
waitmovement 0x0
applymovement 9 @m10
message @t6 4
closeonkeypress
applymovement 6 @m11
applymovement 0xFF @m11
applymovement 9 @m12
waitmovement 0x0
message @t7 6
applymovement 6 @m13
applymovement 0xFF @m14
waitmovement 0x0
message @t8 6
applymovement 6 @m15
applymovement 0xFF @m15
applymovement 9 @m16
waitmovement 0x0
trainerbattle 0x09 0x01 0x0 @win @lose
message @later 6
applymovement 9 @m17
waitmovement 0x0
applymovement 9 @m18
waitmovement 0x0
hidesprite 0x09
setflag 0x1217
applymovement 0xFF @m14
applymovement 6 @m13
waitmovement 0x0
message @t9 6
applymovement 6 @m19
waitmovement 0x0
hidesprite 0x06
setflag 0x1218
applymovement 0xFF @m20
waitmovement 0x0
warp 0x4 0x3 0xFF 0x6 0x6
release
end

#org @m19
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0xFE

#org @m20
#raw 0x1D
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0xFE

#org @t9
= \v\h01, that was awesome!\nNow let's get out of here\lbefore another creepy creep finds\lus.

#org @m18
#raw 0x1D
#raw 0x1D
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1E
#raw 0x1F
#raw 0x1F
#raw 0xFE

#org @m17
#raw 0x34
#raw 0xFE

#org @later
= Scientist: Err... I can't win.\nFine, leave then!

#org @win
= Ack, I can't stop you...

#org @lose
= Wow, you're really bad...

#org @m15
#raw 0x3
#raw 0xFE

#org @m16
#raw 0x1F
#raw 0xFE

#org @t8
= \v\h06: Come on, \v\h01.\pYou can do this!

#org @m13
#raw 0x1
#raw 0xFE

#org @m14
#raw 0x0
#raw 0xFE

#org @t7
= Scientist: You're not going\nanywhere!\p\v\h06: What? Fine, \v\h01\nwill destroy you, then!

#org @m12
#raw 0x1F
#raw 0x1F
#raw 0x1D
#raw 0x1F
#raw 0xFE

#org @m11
#raw 0x3
#raw 0x62
#raw 0xFE

#org @t6
= ???: HAULT!

#org @m10
#raw 0x2
#raw 0x62
#raw 0xFE

#org @m8
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x11
#raw 0xFE

#org @m9
#raw 0x12
#raw 0x12
#raw 0x11
#raw 0x11
#raw 0xFE

#org @t3
= \v\h06: I chose a Charmander!\nNow let's get out of here.

#org @t4
= \v\h06: I chose a Squirtle!\nNow let's get out of here.

#org @t5
= \v\h06: I chose a Bulbasaur!\nNow let's get out of here.

#org @m5
#raw 0x12
#raw 0xFE

#org @m6
#raw 0x12
#raw 0x12
#raw 0xFE

#org @m7
#raw 0x2
#raw 0xFE

#org @m4
#raw 0x11
#raw 0xFE

#org @m3
#raw 0x11
#raw 0x13
#raw 0x13
#raw 0x1
#raw 0xFE

#org @m2
#raw 0x11
#raw 0x13
#raw 0x1
#raw 0xFE

#org @t1
= \v\h06: Go ahead and choose\na Pokèmon, \v\h01.

#org @t2
= Haha, nice choice \v\h01!\nNow it's my turn!

#org @m1
#raw 0x12
#raw 0x3
#raw 0xFE

After the warp is complete it is supposed to start a seperate script on a new map. The 2nd script is a level scripts. I don't know if maybe the 2nd script is somehow messing up the first one? Here's the 2nd one if needed:

Code:
#dynamic 0x800230

#org @start
lock
applymovement 0xFF @m1
waitmovement 0x0
textcolor 0x0
message @t1 6
fadescreen 0x1
pause 0x30
textcolor 0x2
message @t2 6
pause 0x30
fadescreen 0x0
pause 0x10
applymovement 11 @m2
waitmovement 0x0
textcolor 0x0
message @t3 6
pause 0x20
applymovement 11 @m3
waitmovement 0x0
message @t4 6
applymovement 12 @m4
applymovement 0xFF @m5
waitmovement 0x0
message @t5 6
applymovement 12 @m1
applymovement 0xFF @m1
waitmovement 0x0
message @t6 6
fadesong 0x159
message @t7 6
fadedefault
applymovement 12 @m6
applymovement 0xFF @m5
waitmovement 0x0
message @t8 6
applymovement 12 @m1
applymovement 0xFF @m1
waitmovement 0x0
message @t9 6
applymovement 12 @m7
waitmovement 0x0
hidesprite 0x12
setflag 0x1219
applymovement 0xFF @m8
waitmovement 0x0
hidesprite 0xFF
special 0x113
applymovement 0x7F @s1
waitmovement 0x0
special 0x114
message @t10 4
closeonkeypress
fadescreen 0x1
pause 0x10
warp 0x3 0x0 0x3 0x0 0x0
setvar 0x6010 0x0001
release
end

#org @t10
= Professor Oak: Hmm... Maybe I\nshould have told them... Hmm...

#org @s1
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0xFE

#org @m8
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0xFE

#org @m7
#raw 0x1D
#raw 0x20
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0xFE

#org @t9
= Thanks for everything, Professor!\nSee ya!

#org @t8
= \v\h06: Yes! Let's go,\n\v\h01!

#org @m6
#raw 0x62
#raw 0x3
#raw 0xFE

#org @t7
= Professor Oak: You need to\nknow that whatever problems happen\lfrom here on out, you need\lto be able to overcome them,\ljust as you overcame your\lsituation with the...\pOh! I forgot to tell you,\nthe creepy people you had to\ldeal with before were members\lof an organization called\lTeam Rocket. They steal Pokèmon\lfrom trainers and use them for\lno good.\pAnyways, good luck to you\nboth!

#org @t6
= Of course we do, Professor!\pProfessor Oak: Great! But you\nneed to remember somthing.\p\v\h06: What's that?

#org @m5
#raw 0x2
#raw 0xFE

#org @t5
= \v\h06: Hear that , \v\h01?\nWe're going on an adventure!

#org @m4
#raw 0x3
#raw 0xFE

#org @t4
= Well, that whole experience\nseems very scary indeed, but\lwe have to keep moving on.\pRight?\p\v\h06: Umm... I guess...\pProfessor Oak: Good! Now I am\nready to ask you the question\lthat I was waiting to ask you.\p\v\h06: What?\pProfessor Oak: Do you, \v\h06,\nand \v\h01, want to go\lon a Pokèmon journey?

#org @m3
#raw 0x0
#raw 0xFE

#org @t3
= Professor Oak: Hmm...\pSo Team Rocket has begun their\nplans again...

#org @m2
#raw 0x1
#raw 0xFE

#org @t2
= Later that same 10 minutes\nor so...

#org @t1
= Professor Oak: Hello, boys.\nWhat brings you here?\p\v\h06: Professor, you'll never\nbelieve what happened to \v\h01\land me!

#org @m1
#raw 0x1
#raw 0xFE

Thanks.
 
Last edited:

tajaros

Hi I'm dawg
855
Posts
12
Years
This script was working fine until something weird happened. I made another script on a completely different map after this one, and then compiled it. Then, this script started to bug up for... really no reason... The warp at the end of the script isn't working. The whole thing works but when it warps me it goes to a black screen then freezes.

Code:
#dynamic 0x800140

#org @start
lock
faceplayer
checkflag 0x1211
if 0x01 goto @moveon
checkflag 0x1212
if 0x01 goto @moveon
checkflag 0x1213
if 0x01 goto @moveon
textcolor 0x0
message @t1 6
release
end

#org @moveon
textcolor 0x0
message @t2 6
applymovement 0xFF @m1
waitmovement 0x0
checkflag 0x1208
if 0x01 goto @charmander
checkflag 0x1209
if 0x01 goto @squirtle
checkflag 0x1210
if 0x01 goto @bulbasaur
end

#org @charmander
applymovement 6 @m2
waitmovement 0x0
hidesprite 0x04
setflag 0x1214
applymovement 6 @m5
waitmovement 0x0
message @t3 6
goto @fight

#org @squirtle
applymovement 6 @m3
waitmovement 0x0
hidesprite 0x05
setflag 0x1215
applymovement 6 @m6
waitmovement 0x0
message @t4 6
goto @fight

#org @bulbasaur
applymovement 6 @m4
waitmovement 0x0
hidesprite 0x03
setflag 0x1216
applymovement 6 @m7
waitmovement 0x0
message @t5 6
goto @fight

#org @fight
applymovement 6 @m8
applymovement 0xFF @m9
waitmovement 0x0
applymovement 9 @m10
message @t6 4
closeonkeypress
applymovement 6 @m11
applymovement 0xFF @m11
applymovement 9 @m12
waitmovement 0x0
message @t7 6
applymovement 6 @m13
applymovement 0xFF @m14
waitmovement 0x0
message @t8 6
applymovement 6 @m15
applymovement 0xFF @m15
applymovement 9 @m16
waitmovement 0x0
trainerbattle 0x09 0x01 0x0 @win @lose
message @later 6
applymovement 9 @m17
waitmovement 0x0
applymovement 9 @m18
waitmovement 0x0
hidesprite 0x09
setflag 0x1217
applymovement 0xFF @m14
applymovement 6 @m13
waitmovement 0x0
message @t9 6
applymovement 6 @m19
waitmovement 0x0
hidesprite 0x06
setflag 0x1218
applymovement 0xFF @m20
waitmovement 0x0
warp 0x4 0x3 0xFF 0x6 0x6
release
end

#org @m19
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0xFE

#org @m20
#raw 0x1D
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0xFE

#org @t9
= \v\h01, that was awesome!\nNow let's get out of here\lbefore another creepy creep finds\lus.

#org @m18
#raw 0x1D
#raw 0x1D
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1E
#raw 0x1F
#raw 0x1F
#raw 0xFE

#org @m17
#raw 0x34
#raw 0xFE

#org @later
= Scientist: Err... I can't win.\nFine, leave then!

#org @win
= Ack, I can't stop you...

#org @lose
= Wow, you're really bad...

#org @m15
#raw 0x3
#raw 0xFE

#org @m16
#raw 0x1F
#raw 0xFE

#org @t8
= \v\h06: Come on, \v\h01.\pYou can do this!

#org @m13
#raw 0x1
#raw 0xFE

#org @m14
#raw 0x0
#raw 0xFE

#org @t7
= Scientist: You're not going\nanywhere!\p\v\h06: What? Fine, \v\h01\nwill destroy you, then!

#org @m12
#raw 0x1F
#raw 0x1F
#raw 0x1D
#raw 0x1F
#raw 0xFE

#org @m11
#raw 0x3
#raw 0x62
#raw 0xFE

#org @t6
= ???: HAULT!

#org @m10
#raw 0x2
#raw 0x62
#raw 0xFE

#org @m8
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x11
#raw 0xFE

#org @m9
#raw 0x12
#raw 0x12
#raw 0x11
#raw 0x11
#raw 0xFE

#org @t3
= \v\h06: I chose a Charmander!\nNow let's get out of here.

#org @t4
= \v\h06: I chose a Squirtle!\nNow let's get out of here.

#org @t5
= \v\h06: I chose a Bulbasaur!\nNow let's get out of here.

#org @m5
#raw 0x12
#raw 0xFE

#org @m6
#raw 0x12
#raw 0x12
#raw 0xFE

#org @m7
#raw 0x2
#raw 0xFE

#org @m4
#raw 0x11
#raw 0xFE

#org @m3
#raw 0x11
#raw 0x13
#raw 0x13
#raw 0x1
#raw 0xFE

#org @m2
#raw 0x11
#raw 0x13
#raw 0x1
#raw 0xFE

#org @t1
= \v\h06: Go ahead and choose\na Pokèmon, \v\h01.

#org @t2
= Haha, nice choice \v\h01!\nNow it's my turn!

#org @m1
#raw 0x12
#raw 0x3
#raw 0xFE

After the warp is complete it is supposed to start a seperate script on a new map. The 2nd script is a level scripts. I don't know if maybe the 2nd script is somehow messing up the first one? Here's the 2nd one if needed:

Code:
#dynamic 0x800230

#org @start
lock
applymovement 0xFF @m1
waitmovement 0x0
textcolor 0x0
message @t1 6
fadescreen 0x1
pause 0x30
textcolor 0x2
message @t2 6
pause 0x30
fadescreen 0x0
pause 0x10
applymovement 11 @m2
waitmovement 0x0
textcolor 0x0
message @t3 6
pause 0x20
applymovement 11 @m3
waitmovement 0x0
message @t4 6
applymovement 12 @m4
applymovement 0xFF @m5
waitmovement 0x0
message @t5 6
applymovement 12 @m1
applymovement 0xFF @m1
waitmovement 0x0
message @t6 6
fadesong 0x159
message @t7 6
fadedefault
applymovement 12 @m6
applymovement 0xFF @m5
waitmovement 0x0
message @t8 6
applymovement 12 @m1
applymovement 0xFF @m1
waitmovement 0x0
message @t9 6
applymovement 12 @m7
waitmovement 0x0
hidesprite 0x12
setflag 0x1219
applymovement 0xFF @m8
waitmovement 0x0
hidesprite 0xFF
special 0x113
applymovement 0x7F @s1
waitmovement 0x0
special 0x114
message @t10 4
closeonkeypress
fadescreen 0x1
pause 0x10
warp 0x3 0x0 0x3 0x0 0x0
setvar 0x6010 0x0001
release
end

#org @t10
= Professor Oak: Hmm... Maybe I\nshould have told them... Hmm...

#org @s1
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0xFE

#org @m8
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0xFE

#org @m7
#raw 0x1D
#raw 0x20
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0xFE

#org @t9
= Thanks for everything, Professor!\nSee ya!

#org @t8
= \v\h06: Yes! Let's go,\n\v\h01!

#org @m6
#raw 0x62
#raw 0x3
#raw 0xFE

#org @t7
= Professor Oak: You need to\nknow that whatever problems happen\lfrom here on out, you need\lto be able to overcome them,\ljust as you overcame your\lsituation with the...\pOh! I forgot to tell you,\nthe creepy people you had to\ldeal with before were members\lof an organization called\lTeam Rocket. They steal Pokèmon\lfrom trainers and use them for\lno good.\pAnyways, good luck to you\nboth!

#org @t6
= Of course we do, Professor!\pProfessor Oak: Great! But you\nneed to remember somthing.\p\v\h06: What's that?

#org @m5
#raw 0x2
#raw 0xFE

#org @t5
= \v\h06: Hear that , \v\h01?\nWe're going on an adventure!

#org @m4
#raw 0x3
#raw 0xFE

#org @t4
= Well, that whole experience\nseems very scary indeed, but\lwe have to keep moving on.\pRight?\p\v\h06: Umm... I guess...\pProfessor Oak: Good! Now I am\nready to ask you the question\lthat I was waiting to ask you.\p\v\h06: What?\pProfessor Oak: Do you, \v\h06,\nand \v\h01, want to go\lon a Pokèmon journey?

#org @m3
#raw 0x0
#raw 0xFE

#org @t3
= Professor Oak: Hmm...\pSo Team Rocket has begun their\nplans again...

#org @m2
#raw 0x1
#raw 0xFE

#org @t2
= Later that same 10 minutes\nor so...

#org @t1
= Professor Oak: Hello, boys.\nWhat brings you here?\p\v\h06: Professor, you'll never\nbelieve what happened to \v\h01\land me!

#org @m1
#raw 0x1
#raw 0xFE

Thanks.

No wonder it doesn't why did you make the warp 0x4 0x3 0xFF 0x6 0x6 are you going to warp number 255?!

And you don't need to put those 0x6 anymore just make them 0x0 0x0

Here's the code to fix that
warp [map bank] [map number] [warp number] [extra, for now] [extra, for now]

And also refrain from using decimals in XSE like what you did in your msgbox codes... :)

EDIT: Forgot it was a sprite position warp code I saw that you used flags in 4 digits please refrain from doing that just use 3 digits as the digits for your flags and please do everything in hex.. :)
 
Last edited:
10,078
Posts
15
Years
  • Age 32
  • UK
  • Seen Oct 17, 2023
No wonder it doesn't why did you make the warp 0x4 0x3 0xFF 0x6 0x6 are you going to warp number 255?!

And you don't need to put those 0x6 anymore just make them 0x0 0x0

Here's the code to fix that
warp [map bank] [map number] [warp number] [extra, for now] [extra, for now]

And also refrain from using decimals in XSE like what you did in your msgbox codes... :)

EDIT: Forgot it was a sprite position warp code I saw that you used flags in 4 digits please refrain from doing that just use 3 digits as the digits for your flags and please do everything in hex.. :)


If you're going to try and help people I recommend you read some scripting tutorials

warp 0x4 0x3 0xFF 0x6 0x6 <= Perfectly legitimate 'warp to location (6,6)' command.

@CrystalStatic

If you decompile the script from A-Map does the ending of the script change? Alternatively the second script may not be inserted properly, so when warping to that map it makes the screen go black.

Insertion/compiling is probably the reason here.
 

Teh Blazer

Divider of Zero
776
Posts
15
Years
Hey, is there a command that can change the overworld sprite of an NPC to another? I couldn't find one, but you never know.
 

Renegade

Time for real life...
995
Posts
12
Years
Hey, is there a command that can change the overworld sprite of an NPC to another? I couldn't find one, but you never know.

You can do a "hidesprite" command on the sprite you want to change then right after that command do a "showsprite" command on the sprite you want the 1st sprite to change into.

EX:

......
hidesprite 0x03
setflag 0x1200
showsprite 0x04
......
 

Teh Blazer

Divider of Zero
776
Posts
15
Years
You can do a "hidesprite" command on the sprite you want to change then right after that command do a "showsprite" command on the sprite you want the 1st sprite to change into.

EX:

......
hidesprite 0x03
setflag 0x1200
showsprite 0x04
......

Well, I wanted to avoid doing that, but if there isn't another way I guess I'll opt-out for that one. Thanks for the help.
 
7
Posts
11
Years
  • Seen Jun 29, 2012
Game: Pokemon Fire Red
Type: Recieve Pokemon
Editor: PKSV
Script:
Spoiler:

Screenshots and/or videos: NA

The game freezes after I try and get my Pokemon, with this script.
 
10,078
Posts
15
Years
  • Age 32
  • UK
  • Seen Oct 17, 2023
Game: Pokemon Fire Red
Type: Recieve Pokemon
Editor: PKSV
Script:
Spoiler:

Screenshots and/or videos: NA

The game freezes after I try and get my Pokemon, with this script.

I don't normally use PKSV but you can remove some parts of the script to make it simpler, which in turn might make it work.

Since it is your first Pokémon (judging by the Pokémon menu flag you asked for) there is no way the person will already have a full party, so we can totally remove the parts in bold (in the quote spoiler above).

Does the script freeze before the 'You got a Larvitar!' message? Do you get the message and then freezes? Does the script freeze as you leave the message? Any extra information would be helpful.

With:

addpokemon LARVITAR 5 NONE 0x0 0x0 0x0

Should the NONE be 0x0 instead? Looking at this tutorial it might be the possible cause.
 
7
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  • Seen Jun 29, 2012


I don't normally use PKSV but you can remove some parts of the script to make it simpler, which in turn might make it work.

Since it is your first Pokémon (judging by the Pokémon menu flag you asked for) there is no way the person will already have a full party, so we can totally remove the parts in bold (in the quote spoiler above).

Does the script freeze before the 'You got a Larvitar!' message? Do you get the message and then freezes? Does the script freeze as you leave the message? Any extra information would be helpful.

With:

addpokemon LARVITAR 5 NONE 0x0 0x0 0x0

Should the NONE be 0x0 instead? Looking at tutorial it might be the possible cause.

I deleted and edited what you said, and it still freezes. Also, it freezes the instant I hit "A" on the Pokeball.
 
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  • Seen May 30, 2013
Technically, my script is working as intended, except for the last part. My message appears and the move command works, but after the script is done, the player character freezes and does not move. Any help here?

#dynamic 0x162173

#org @start
lock
faceplayer
checkflag 0x1000
if 0x0 goto @hey
release
end

#org @hey
applymovement 0xFF @move
waitmovement 0x0
msgbox @safe 0x6
release
end

#org @move
#raw 0x1
#raw 0x12
#raw 0x3

#org @safe
= For your safety, I cannot allow\nyou to leave COVE TOWN without a\lPOKEMON.
 
10,078
Posts
15
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  • Age 32
  • UK
  • Seen Oct 17, 2023
Technically, my script is working as intended, except for the last part. My message appears and the move command works, but after the script is done, the player character freezes and does not move. Any help here?

Spoiler:

Here is your problem:

#org @move
#raw 0x1
#raw 0x12
#raw 0x3
#raw 0xFE

You always need to end your movements with #raw 0xFE, as that ends the movement pointer and returns to end your script properly.
 
2
Posts
11
Years
  • Seen Jun 20, 2012
script problem

i wrote script- person event. just that the person will say Hello. but in the game when i talk with the person it writes what he say in strange symbol (5 same symbols). i changed the text for Hi and it writes 2 same symbols. anyone know what is the problem? i think that maybe it doesnt succeed to read the text...
any solutions?
thank you
 
10,078
Posts
15
Years
  • Age 32
  • UK
  • Seen Oct 17, 2023
i wrote script- person event. just that the person will say Hello. but in the game when i talk with the person it writes what he say in strange symbol (5 same symbols). i changed the text for Hi and it writes 2 same symbols. anyone know what is the problem? i think that maybe it doesnt succeed to read the text...
any solutions?
thank you

Posting the script is the best way to look for help.

But from what I can tell this is probably a compiling error.

If using XSE make sure you are using #dynamic 0x800000 and blank @pointers rather than numbers which you got from FSF or otherwise.
 
Last edited:

Renegade

Time for real life...
995
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Posting the script is the best way to look for help.

But from what I can tell this is probably a compiling error.

If using XSE make sure you are using #dynamic 0x80000 and blank @pointers rather than numbers which you got from FSF or otherwise.

You mean #dynamic 0x800000? Haha, you might want to fix your reply...
 

thanethane98

Self Proclaimed Expert
82
Posts
11
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  • Seen Nov 16, 2013
Hello! I'm trying to make a script that causes a message to display after the battle, and then have the screen fade to black. Afterwards, it needs to fade back in and all of the sprites/people on the map need to be gone. I tried looking at the script at Silph Co., but when I try to recreate it I get an error. After the battle, they just vanish for a second and reappear when you take a step. I'm sorry if I've made some very bad mistakes with my script, I'm very knew to trying to script. So how would I make the script work correctly?
Game: Pokemon Firered
Editor: PKSV
Type: Person Event
Script:
Spoiler:
 
Last edited:

hinkage

Everyone currently in an argument with this member
384
Posts
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  • Age 28
  • Seen Apr 22, 2024
I've expanded my Emerald ROM to 32 MB. No script editor lets me use any offset greater than 0xFFFFFF; if I try to, it glitches and assigns everything to offset 0x10000001. What the hell do I do.
 

tajaros

Hi I'm dawg
855
Posts
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I've expanded my Emerald ROM to 32 MB. No script editor lets me use any offset greater than 0xFFFFFF; if I try to, it glitches and assigns everything to offset 0x10000001. What the hell do I do.

Then don't use an offset greater than 0xFFFFFF simple as that.... :)
 
7
Posts
11
Years
  • Seen Jun 29, 2012
Game: Pokemon Fire Red
Type: Movement
Editor: PKSV
Script:
Spoiler:


The problem is, after I compile the script and insert it, it turns into

Spoiler:


It gets rid of the movements! What can I do to fix it?
 
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