Script Help Thread (DO NOT REQUEST SCRIPTS) Page 322

Started by HackMew December 20th, 2008 5:10 AM
  • 625760 views
  • 9682 replies

ProfessorBeeching

Professor Of Fail

Age 27
Male
Sol 3, MW Galaxy, Universe-1
Seen March 29th, 2013
Posted March 23rd, 2013
20 posts
10.2 Years
Provide more information in your request. We don't know why nothing is working, there could be many problems. If you've re-downloaded the programs and such, it's safe to assume the problem lies with your computer. What operation system are you running? and do you have the correct prerequisite files downloaded? Check these.
I run Windows 7, 64-bit. I can't say I've heard of prerequisite files before either. I did learn about the Ini thing, but the download I had didn't come with it for some reason.
Argh, this is so annoying and strange.

TweenyTodd

Quitting cuz i got a job

NOYB
Seen November 7th, 2020
Posted June 23rd, 2013
95 posts
10.2 Years
Got it: 0x1C5A04
Apparantly, this offset is just the TEXT of the intro.
Anyone know how I can set the flag when gender is picked?

There is no script for the intro, its programmed into the game and not scripted into the game.
Thats a shame =(. Where do I put the flags then?

karatekid552

What happens if I push it?....

Male
Do you really want to know? Really?
Seen January 12th, 2015
Posted December 14th, 2014
1,771 posts
10.5 Years
Apparantly, this offset is just the TEXT of the intro.
Anyone know how I can set the flag when gender is picked?



Thats a shame =(. Where do I put the flags then?
Put the flags in a map script in the players room. Map scripts which are set up properly will run right as soon as the player appears in his/her room for the very first time. In fact, one of them is what causes the player to face a certain direction.

Paired with Simba

TweenyTodd

Quitting cuz i got a job

NOYB
Seen November 7th, 2020
Posted June 23rd, 2013
95 posts
10.2 Years
Black screen after intro ends... This is REALLY getting on my nerves.
Spoiler:
'---------------
#org 0x168CAE
compare 0x4056 0x0
if 0x1 call 0x8168CBA
end

'---------------
#org 0x168CBA
sethealingplace 0x1
checkgender
compare 0x800D 0x1
if 0x1 goto 0x8800000
checkgender
compare 0x800D 0x0
if 0x1 goto 0x880002B
'---------------
#org 0x800000
setflag 0x800
end

'---------------
#org 0x80002B
setflag 0x801
return


Should I stick the script somewhere else? Hmm... I didn't add that return or that end after the setflags... Which one should it be?

karatekid552

What happens if I push it?....

Male
Do you really want to know? Really?
Seen January 12th, 2015
Posted December 14th, 2014
1,771 posts
10.5 Years
Black screen after intro ends... This is REALLY getting on my nerves.
Spoiler:
'---------------
#org 0x168CAE
compare 0x4056 0x0
if 0x1 call 0x8168CBA
end

'---------------
#org 0x168CBA
sethealingplace 0x1
checkgender
compare 0x800D 0x1
if 0x1 goto 0x8800000
checkgender
compare 0x800D 0x0
if 0x1 goto 0x880002B
'---------------
#org 0x800000
setflag 0x800
end

'---------------
#org 0x80002B
setflag 0x801
return


Should I stick the script somewhere else? Hmm... I didn't add that return or that end after the setflags... Which one should it be?
I'm going to clean this up:

 '---------------
#org @start
spriteface 0xFF 0x3
setvar 0x4056 0x1
checkgender
compare 0x800D 0x1
if 0x1 goto @girl
compare 0x800D 0x0
if 0x1 goto @boy
end

'---------------
#org @girl
setflag 0x800
end

'---------------
#org @boy
setflag 0x801
end
Now, compile this into your rom. Then, take the offset of @start and put it in the box for Script Offset 2: of map script number 1 in the player's bedroom. Don't change any other settings. Also, find the original script that was map script 0 and restore it to its original place and condition. You were trying to change the wrong one.

Paired with Simba

Reb0rn

Son of a Plunder

Age 26
Male
Curacao
Seen October 22nd, 2013
Posted August 23rd, 2013
33 posts
10.2 Years
'---------------
#org 0x8005D5
msgbox 0x88005F5 MSG_YESNO '"Do you want to jump down?"
compare LASTRESULT 0x1
if 0x1 goto 0x8800894
compare LASTRESULT 0x0
if 0x0 goto 0x8800998
gotostd 0xFF
'---------------
#org 0x800894
msgbox 0x88008BE MSG_NORMAL '"[player]: Dear lord yes!"
applymovement MOVE_PLAYER 0x88008D3
waitmovement 0x0
fadescreen 0x1
sound 0xA
sound 0x25
sound 0xC0
fadescreen 0x0
release
end
'---------------
#org 0x800998
msgbox 0x8800A18 MSG_NORMAL '"[player]: No thank you."
applymovement MOVE_PLAYER 0x8800A2C
waitmovement 0x0
release
end
 
'---------
' Strings
'---------
#org 0x8005F5
= Do you want to jump down?
#org 0x8008BE
= [player]: Dear lord yes!
#org 0x800A18
= [player]: No thank you.
 
'-----------
' Movements
'-----------
#org 0x8008D3
#raw 0x1F 'Step Left (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0xFE 'End of Movements
#org 0x800A2C
#raw 0x13 'Step Right (Normal)
#raw 0xFE 'End of Movements
Why doesn't this work? All it does is freeze the character.

karatekid552

What happens if I push it?....

Male
Do you really want to know? Really?
Seen January 12th, 2015
Posted December 14th, 2014
1,771 posts
10.5 Years
'---------------
#org 0x8005D5
msgbox 0x88005F5 MSG_YESNO '"Do you want to jump down?"
compare LASTRESULT 0x1
if 0x1 goto 0x8800894
compare LASTRESULT 0x0
if 0x0 goto 0x8800998
gotostd 0xFF
'---------------
#org 0x800894
msgbox 0x88008BE MSG_NORMAL '"[player]: Dear lord yes!"
applymovement MOVE_PLAYER 0x88008D3
waitmovement 0x0
fadescreen 0x1
sound 0xA
sound 0x25
sound 0xC0
fadescreen 0x0
release
end
'---------------
#org 0x800998
msgbox 0x8800A18 MSG_NORMAL '"[player]: No thank you."
applymovement MOVE_PLAYER 0x8800A2C
waitmovement 0x0
release
end
 
'---------
' Strings
'---------
#org 0x8005F5
= Do you want to jump down?
#org 0x8008BE
= [player]: Dear lord yes!
#org 0x800A18
= [player]: No thank you.
 
'-----------
' Movements
'-----------
#org 0x8008D3
#raw 0x1F 'Step Left (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0xFE 'End of Movements
#org 0x800A2C
#raw 0x13 'Step Right (Normal)
#raw 0xFE 'End of Movements
Why doesn't this work? All it does is freeze the character.
From what I can see, you aren't locking. Also, what are the circumstances of this script? Is it a map script, is it an NPC, or is it an s-tile? If it is an s-tile or map script, a screen shot of the settings in A-map would be very much appreciated.

Since I don't know what this is for, I have one question: you are asking the player to jump, why isn't he jumping?:p

Paired with Simba

Reb0rn

Son of a Plunder

Age 26
Male
Curacao
Seen October 22nd, 2013
Posted August 23rd, 2013
33 posts
10.2 Years
From what I can see, you aren't locking. Also, what are the circumstances of this script? Is it a map script, is it an NPC, or is it an s-tile? If it is an s-tile or map script, a screen shot of the settings in A-map would be very much appreciated.

Since I don't know what this is for, I have one question: you are asking the player to jump, why isn't he jumping?:p
It's a script tile, I haven't touched any of the settings( I haven't the slightest on what they do)
And he isn't jumping because I didn't know you could do that.
Also, that's the second instance of the script. Lemme get the first.
'---------------
#org 0x8005D5
lock
msgbox 0x88005F5 MSG_YESNO '"Do you want to jump down?"
compare LASTRESULT 0x1
if 0x1 goto 0x8800894
compare LASTRESULT 0x0
if 0x0 goto 0x8800998
gotostd 0xFF
'---------------
#org 0x800894
msgbox 0x88008BE MSG_NORMAL '"[player]: Dear lord yes!"
applymovement MOVE_PLAYER 0x88008D3
waitmovement 0x0
fadescreen 0x1
sound 0xA
sound 0x25
sound 0xC0
warpmuted 0x3 0x38 0x1 0x0 0x0
fadescreen 0x0
release
end
'---------------
#org 0x800998
msgbox 0x8800A18 MSG_NORMAL '"[player]: No thank you."
applymovement MOVE_PLAYER 0x8800A2C
waitmovement 0x0
release
end

'---------
' Strings
'---------
#org 0x8005F5
= Do you want to jump down?
#org 0x8008BE
= [player]: Dear lord yes!
#org 0x800A18
= [player]: No thank you.

'-----------
' Movements
'-----------
#org 0x8008D3
#raw 0x1F 'Step Left (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0xFE 'End of Movements
#org 0x800A2C
#raw 0x13 'Step Right (Normal)
#raw 0xFE 'End of Movements
See, I thought the locking in the beginning was screwing me over.

karatekid552

What happens if I push it?....

Male
Do you really want to know? Really?
Seen January 12th, 2015
Posted December 14th, 2014
1,771 posts
10.5 Years
It's a script tile, I haven't touched any of the settings( I haven't the slightest on what they do)
And he isn't jumping because I didn't know you could do that.
Also, that's the second instance of the script. Lemme get the first.
'---------------
#org 0x8005D5
lock
msgbox 0x88005F5 MSG_YESNO '"Do you want to jump down?"
compare LASTRESULT 0x1
if 0x1 goto 0x8800894
compare LASTRESULT 0x0
if 0x0 goto 0x8800998
gotostd 0xFF
'---------------
#org 0x800894
msgbox 0x88008BE MSG_NORMAL '"[player]: Dear lord yes!"
applymovement MOVE_PLAYER 0x88008D3
waitmovement 0x0
fadescreen 0x1
sound 0xA
sound 0x25
sound 0xC0
warpmuted 0x3 0x38 0x1 0x0 0x0
fadescreen 0x0
release
end
'---------------
#org 0x800998
msgbox 0x8800A18 MSG_NORMAL '"[player]: No thank you."
applymovement MOVE_PLAYER 0x8800A2C
waitmovement 0x0
release
end

'---------
' Strings
'---------
#org 0x8005F5
= Do you want to jump down?
#org 0x8008BE
= [player]: Dear lord yes!
#org 0x800A18
= [player]: No thank you.

'-----------
' Movements
'-----------
#org 0x8008D3
#raw 0x1F 'Step Left (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0xFE 'End of Movements
#org 0x800A2C
#raw 0x13 'Step Right (Normal)
#raw 0xFE 'End of Movements
See, I thought the locking in the beginning was screwing me over.
And your problem lies in the settings of your tile. Script tiles require that the var in their A-map settings be over 4000 (preferably unused) and equal to the value in the box below it.

Also, there is a movement command for jump. Look through the scripting tuts for a list of movements.

Paired with Simba

Reb0rn

Son of a Plunder

Age 26
Male
Curacao
Seen October 22nd, 2013
Posted August 23rd, 2013
33 posts
10.2 Years
And your problem lies in the settings of your tile. Script tiles require that the var in their A-map settings be over 4000 (preferably unused) and equal to the value in the box below it.
And if I have three instances of the same script? Do they all get the same var?

Oh and which var? the var number or the var value?

karatekid552

What happens if I push it?....

Male
Do you really want to know? Really?
Seen January 12th, 2015
Posted December 14th, 2014
1,771 posts
10.5 Years
And if I have three instances of the same script? Do they all get the same var?
The script will run when the var equals the value. So, it is your choice. Vars can be used more than once, but if you are playing with the values, then don't use them again. The best and safest vars are 4000-40FF unless you hack them:p.


Paired with Simba
Male
Seen March 4th, 2021
Posted March 19th, 2013
9 posts
10.3 Years
I cannot make the most simple script work. I compiled it and inserted it to a character, but when I interatct with the sprite, it makes the clicking sound and nothing happens.
The game does not freeze. The rom is clean.

Here is the script:
Spoiler:
#dynamic 0x800000

#org @start
msgbox @string1 0x2
release
end

#org @string1
= Am I talking?

As you may have seen, it is exactly the script Spherical Ice posted, but with my own text.

Here is also the compiling log:
Spoiler:
eXtreme Script Editor v1.0.0
-------------------------------------
Opening output --> C:\Documents and Settings\client\Bureau\Pokemon - Fire Red.gba...
Processing input script...
1 - DYNAMIC
> lDynamicStart = 0x800000
3 - ORG
> lNewOffset = 0x800000
4 - (0F) MSGBOX (native)
> pText = 0x8800009
5 - (6C) - RELEASE
6 - (02) - END
8 - ORG
> lNewOffset = 0x800009
9 - RAW TEXT
> sText = "Did you know?\nSkitty like the smell of flowers!"
-------------------------------
DYNAMIC_OFFSET 1
> sLabel = @start
> lOffset = 0x800000
DYNAMIC_OFFSET 2
> sLabel = @string1
> lOffset = 0x800009
-------------------------------
Cleaning up...
Closing output...
Finished processing input in 0,357 seconds.

karatekid552

What happens if I push it?....

Male
Do you really want to know? Really?
Seen January 12th, 2015
Posted December 14th, 2014
1,771 posts
10.5 Years
I cannot make the most simple script work. I compiled it and inserted it to a character, but when I interatct with the sprite, it makes the clicking sound and nothing happens.
The game does not freeze. The rom is clean.

Here is the script:
Spoiler:
#dynamic 0x800000

#org @start
msgbox @string1 0x2
release
end

#org @string1
= Am I talking?

As you may have seen, it is exactly the script Spherical Ice posted, but with my own text.

Here is also the compiling log:
Spoiler:
eXtreme Script Editor v1.0.0
-------------------------------------
Opening output --> C:\Documents and Settings\client\Bureau\Pokemon - Fire Red.gba...
Processing input script...
1 - DYNAMIC
> lDynamicStart = 0x800000
3 - ORG
> lNewOffset = 0x800000
4 - (0F) MSGBOX (native)
> pText = 0x8800009
5 - (6C) - RELEASE
6 - (02) - END
8 - ORG
> lNewOffset = 0x800009
9 - RAW TEXT
> sText = "Did you know?\nSkitty like the smell of flowers!"
-------------------------------
DYNAMIC_OFFSET 1
> sLabel = @start
> lOffset = 0x800000
DYNAMIC_OFFSET 2
> sLabel = @string1
> lOffset = 0x800009
-------------------------------
Cleaning up...
Closing output...
Finished processing input in 0,357 seconds.
When you attached it to a character, did the script offset box say this exactly: $800000 ?

Paired with Simba

Renegade

Time for real life...

Male
United States
Seen January 8th, 2015
Posted December 31st, 2014
995 posts
11.5 Years
I cannot make the most simple script work. I compiled it and inserted it to a character, but when I interatct with the sprite, it makes the clicking sound and nothing happens.
The game does not freeze. The rom is clean.

Here is the script:
Spoiler:
#dynamic 0x800000

#org @start
msgbox @string1 0x2
release
end

#org @string1
= Am I talking?

As you may have seen, it is exactly the script Spherical Ice posted, but with my own text.

Here is also the compiling log:
Spoiler:
eXtreme Script Editor v1.0.0
-------------------------------------
Opening output --> C:\Documents and Settings\client\Bureau\Pokemon - Fire Red.gba...
Processing input script...
1 - DYNAMIC
> lDynamicStart = 0x800000
3 - ORG
> lNewOffset = 0x800000
4 - (0F) MSGBOX (native)
> pText = 0x8800009
5 - (6C) - RELEASE
6 - (02) - END
8 - ORG
> lNewOffset = 0x800009
9 - RAW TEXT
> sText = "Did you know?\nSkitty like the smell of flowers!"
-------------------------------
DYNAMIC_OFFSET 1
> sLabel = @start
> lOffset = 0x800000
DYNAMIC_OFFSET 2
> sLabel = @string1
> lOffset = 0x800009
-------------------------------
Cleaning up...
Closing output...
Finished processing input in 0,357 seconds.
You are using "message @string1 0x2". Make sure you use "message @string1 0x6". 0x6 is a simple talking command and it never fails. You also need to add in a "lock" and a "faceplayer" command. So, your revised script should look something like this:

#dynamic 0x800000

#org @start
lock
faceplayer
msgbox @string1 0x6
release
end

#org @string1
= Am I talking?

karatekid552

What happens if I push it?....

Male
Do you really want to know? Really?
Seen January 12th, 2015
Posted December 14th, 2014
1,771 posts
10.5 Years
You are using "message @string1 0x2". Make sure you use "message @string1 0x6". 0x6 is a simple talking command and it never fails. You also need to add in a "lock" and a "faceplayer" command. So, your revised script should look something like this:

#dynamic 0x800000

#org @start
lock
faceplayer
msgbox @string1 0x6
release
end

#org @string1
= Am I talking?
Actually, message @string1 0x2 will work just fine without lock and faceplayer, because that is what message type 0x02 does; it forces LASTTALKED to face you and locks. 0x06 is just a standard message box with nothing special. Though, you can still use lock & faceplayer with 0x02. I do just out of habit, but it isn't required:p.

Edit: here is what each msgbox type does:
[00] - Obtained item
[01] - Found Item
[02] - Standard (built in faceplayer and lock. Is released when the message disappears.)
[03] - Signpost
[04] - Does not close
[05] - Yes/No
[06] - Normal (nothing special)

Paired with Simba
Female
Seen November 21st, 2015
Posted June 28th, 2015
6 posts
10.2 Years
Yo, I'm having trouble with some flags. The basic set-up is that there's an NPC who won't fight you. However, once talking to a signpost event, talking to this NPC will trigger a battle. I'm doing this via a setflag, which only seems to work on the same map. I'm not sure if I'm doing something wrong, or if flags only apply to the same map. I'm using pksv if that means anything

#org 0x87408D6
'-----------------------------------
lock
faceplayer
msgbox 0x87408EB ' Howdy, youngster!\pD...
callstd MSG_LOCK ' Built-in lock command
checkflag 0x911
if true jump 0x87406E3 ' Flag is set
release
end

#org 0x87406E3
'-----------------------------------
trainerbattle 0x0 0x14F 0x0 0x8740703 0x874077D
msgbox 0x87407F6 ' FILLER FILLER FILLER...
callstd MSG_LOCK ' Built-in lock command
checkflag 0x912
if false jump 0x87406C9 ' Flag is unset
end

#org 0x87406C9
'-----------------------------------
checkflag 0x912
if true jump 0x87406E1 ' Flag is set
copyvarifnotzero 0x8000 SECRETKEY
copyvarifnotzero 0x8001 0x1
callstd MSG_OBTAIN ' Obtained the XXXXXX!
setflag 0x912
end

#org 0x87406E1
'-----------------------------------
end

TweenyTodd

Quitting cuz i got a job

NOYB
Seen November 7th, 2020
Posted June 23rd, 2013
95 posts
10.2 Years
I'm going to clean this up:

Spoiler:
'---------------
#org @start
spriteface 0xFF 0x3
setvar 0x4056 0x1
checkgender
compare 0x800D 0x1
if 0x1 goto @girl
compare 0x800D 0x0
if 0x1 goto @boy
end

'---------------
#org @girl
setflag 0x800
end

'---------------
#org @boy
setflag 0x801
end


Now, compile this into your rom. Then, take the offset of @start and put it in the box for Script Offset 2: of map script number 1 in the player's bedroom. Don't change any other settings. Also, find the original script that was map script 0 and restore it to its original place and condition. You were trying to change the wrong one.
I've done exactly that and it STILL doesn't work. I used a clean ROM and re-placed all the characters, set up their flags, and put in the script. I made sure it was script 1 not script 0, and I made sure all the offscripts match. I don't understand whats wrong...

karatekid552

What happens if I push it?....

Male
Do you really want to know? Really?
Seen January 12th, 2015
Posted December 14th, 2014
1,771 posts
10.5 Years
Yo, I'm having trouble with some flags. The basic set-up is that there's an NPC who won't fight you. However, once talking to a signpost event, talking to this NPC will trigger a battle. I'm doing this via a setflag, which only seems to work on the same map. I'm not sure if I'm doing something wrong, or if flags only apply to the same map. I'm using pksv if that means anything

#org 0x87408D6
'-----------------------------------
lock
faceplayer
msgbox 0x87408EB ' Howdy, youngster!\pD...
callstd MSG_LOCK ' Built-in lock command
checkflag 0x911
if true jump 0x87406E3 ' Flag is set
release
end

#org 0x87406E3
'-----------------------------------
trainerbattle 0x0 0x14F 0x0 0x8740703 0x874077D
msgbox 0x87407F6 ' FILLER FILLER FILLER...
callstd MSG_LOCK ' Built-in lock command
checkflag 0x912
if false jump 0x87406C9 ' Flag is unset
end

#org 0x87406C9
'-----------------------------------
checkflag 0x912
if true jump 0x87406E1 ' Flag is set
copyvarifnotzero 0x8000 SECRETKEY
copyvarifnotzero 0x8001 0x1
callstd MSG_OBTAIN ' Obtained the XXXXXX!
setflag 0x912
end

#org 0x87406E1
'-----------------------------------
end
The answer to your problem is something I have said 1000 times answering questions: NO flags over 900. They overwrite the RAM used for vars 4000 and up as well as PC box space. Flags 900-90F exist in var 4000, and flags 910-91F exist within var 4001. (Flags are stored in bits, and each var is 16 bits). These vars are temporary and are reset after leaving the map. Read these two posts and learn:

http://www.pokecommunity.com/showpost.php?p=6829256&postcount=158
http://www.pokecommunity.com/showpost.php?p=6902344&postcount=183

I've done exactly that and it STILL doesn't work. I used a clean ROM and re-placed all the characters, set up their flags, and put in the script. I made sure it was script 1 not script 0, and I made sure all the offscripts match. I don't understand whats wrong...
I am going to go test this myself right now. This should be working.

Edit: I compiled it and it worked just fine. Here, let me post a screenshot.

Screen:
Spoiler:

Paired with Simba

ProfessorBeeching

Professor Of Fail

Age 27
Male
Sol 3, MW Galaxy, Universe-1
Seen March 29th, 2013
Posted March 23rd, 2013
20 posts
10.2 Years
I cannot make the most simple script work. I compiled it and inserted it to a character, but when I interatct with the sprite, it makes the clicking sound and nothing happens.
The game does not freeze. The rom is clean.
That's more or less the problem I've been having. Main difference being sometimes the person makes a clicking noise with nothing happening and sometimes I get a glitchy shop menu. I should probably screenshot or video it to make it clearer to understand...

Kurapika

Male
Lavendar Town
Seen 20 Hours Ago
Posted April 6th, 2023
943 posts
10.3 Years
Double-click the person you gave the script to see if it was properly compiled. Also, make you sure you made no mistake in pointers and that the script was inserted in a free space.
Make also sure that you have XSE v1.1.1 (latest version). (You can download a French version here)
G3T - GEN 3 TOOLS ( Windows / Android )


ProfessorBeeching

Professor Of Fail

Age 27
Male
Sol 3, MW Galaxy, Universe-1
Seen March 29th, 2013
Posted March 23rd, 2013
20 posts
10.2 Years
Double-click the person you gave the script to see if it was properly compiled. Also, make you sure you made no mistake in pointers and that the script was inserted in a free space.
Make also sure that you have XSE v1.1.1 (latest version). (You can download a French version here)
Double-clicking gives me a 'No Script Editor Defined" error. As for my XSE version, I believe it's the up-to-date one (just with the config file included because of the aforementioned subscript 9 error).

TweenyTodd

Quitting cuz i got a job

NOYB
Seen November 7th, 2020
Posted June 23rd, 2013
95 posts
10.2 Years
I compiled it and it worked just fine. Here, let me post a screenshot.

Screen:
Spoiler:
But, did you test it out in game? The same compile screen appeared for me, but all 4 people appeared for each gender. I want 2 to appear for either gender.

karatekid552

What happens if I push it?....

Male
Do you really want to know? Really?
Seen January 12th, 2015
Posted December 14th, 2014
1,771 posts
10.5 Years
But, did you test it out in game? The same compile screen appeared for me, but all 4 people appeared for each gender. I want 2 to appear for either gender.
The problem you had was the script crashing. Mine didn't crash, and I know it worked because the spritefacing command worked. This means that (most likely) the flags were set too, but I didn't actually check.

The most important part here, is not the compile log, but the offsets given. Those settings in A-map: they are settings for my Map Script. Notice, they have the same offset as the compiler log. Those are what I was trying to show you. The only reason XSE was in the picture was so you could see how things lined up.

Double-clicking gives me a 'No Script Editor Defined" error. As for my XSE version, I believe it's the up-to-date one (just with the config file included because of the aforementioned subscript 9 error).
If XSE was on your computer, and you didn't know, and no one ever told you to use it: would you ever think to use it? No. Which is why this isn't working. You never told A-map to use XSE. Go into one of the top menus (Options, I think) and choose "Define Script Editor" or "Choose Script Editor" (can't remember which, but it is at the bottom of one of the top menus.

Paired with Simba
First post straight to you guys! tried searching high and lo-tad for it.

Here it is: I want to remove HM05 "Flash" from the game in favor of an item that Oak gives you at the start.

I understand how to make an item given an empty space and have oak give it to you but don't know how to instigate an item into acting as a HM. Help? Thanks!

edit: I could just not have caves :\