Script Help Thread (DO NOT REQUEST SCRIPTS) Page 365

Started by HackMew December 20th, 2008 5:10 AM
  • 626078 views
  • 9682 replies
Seen December 18th, 2017
Posted May 17th, 2016
72 posts
9.5 Years
Help me with this script please! I'm using XSE 1.1.1 and when I debug an error screen comes up saying this.

(Error 13 "Type mismatch" on line 9.
Missing #define.)

Here is the script.

#dynamic 0x800000

#org @start
lock
faceplayer
checkflag 0x1200
if 0x1 goto @done
msgbox @question 0x5
compare LASTRESULT 0x1
if 0x1 goto @givepokemon
msgbox @nothanks 0x6
release
end

#org @done
msgbox @checkup 0x6
release
end

#org @givepokemon
msgbox @thanks 0x6
givepokemon 0x5E 0x64 0x00 0x00 0x00 0x00
fanfare 0x13E
msgbox @recieved 0x6
waitfanfare
setflag 0x1200
msgbox @thanks2 0x6
release
end

#org @question
= Hey there!\pYou look like a nice person.\nWould you like this Gengar?

#org @nothanks
= Oh? That's too bad.\pCome back if you change your mind.

#org @thanks
= Oh! That's GREAT!\pHere you go!

#org @thanks2
= Thanks again. I think it will have\nmore fun with you than with me.

#org @recieved
= \v\h01 recieved a GENGAR!

#org @checkup
= How's that Gengar doing?\nHopfully good.

Sniper

ふゆかい

Male
Philippines
Seen August 9th, 2016
Posted June 5th, 2016
1,412 posts
9.5 Years
Help me with this script please! I'm using XSE 1.1.1 and when I debug an error screen comes up saying this.

(Error 13 "Type mismatch" on line 9.
Missing #define.)

Here is the script.

#dynamic 0x800000

#org @start
lock
faceplayer
checkflag 0x1200
if 0x1 goto @done
msgbox @question 0x5
compare LASTRESULT 0x1
if 0x1 goto @givepokemon
msgbox @nothanks 0x6
release
end

#org @done
msgbox @checkup 0x6
release
end

#org @givepokemon
msgbox @thanks 0x6
givepokemon 0x5E 0x64 0x00 0x00 0x00 0x00
fanfare 0x13E
msgbox @recieved 0x6
waitfanfare
setflag 0x1200
msgbox @thanks2 0x6
release
end

#org @question
= Hey there!\pYou look like a nice person.\nWould you like this Gengar?

#org @nothanks
= Oh? That's too bad.\pCome back if you change your mind.

#org @thanks
= Oh! That's GREAT!\pHere you go!

#org @thanks2
= Thanks again. I think it will have\nmore fun with you than with me.

#org @recieved
= \v\h01 recieved a GENGAR!

#org @checkup
= How's that Gengar doing?\nHopfully good.
Why would you debug it? Go compile it. There's nothing wrong with le script.


Seen December 18th, 2017
Posted May 17th, 2016
72 posts
9.5 Years
Why would you debug it? Go compile it. There's nothing wrong with le script.
Because it wont let me compile it. It gives me the same exact error message.

DrFuji

Heiki Hecchara‌‌

Age 30
Male
Aussie
Seen 1 Week Ago
Posted February 12th, 2021
1,693 posts
13.7 Years
If you have played Pokemon Fire Red before than you would know that the legendary battles differ from normal encounters. Is there a script compatible with either PKSV or XSE to change a wildbattle to a legendary one? In my rom hack I am including lots of post-game legendaries! If someone answers than Thanks so much :)

- Derp
Can you be a bit more specific on what you want changed? If you're talking about having a different music track playing then this thread might be able to help you.

Help me with this script please! I'm using XSE 1.1.1 and when I debug an error screen comes up saying this.

(Error 13 "Type mismatch" on line 9.
Missing #define.)

Here is the script.

Spoiler:
#dynamic 0x800000

#org @start
lock
faceplayer
checkflag 0x1200
if 0x1 goto @done
msgbox @question 0x5
compare LASTRESULT 0x1
if 0x1 goto @givepokemon
msgbox @nothanks 0x6
release
end

#org @done
msgbox @checkup 0x6
release
end

#org @givepokemon
msgbox @thanks 0x6
givepokemon 0x5E 0x64 0x00 0x00 0x00 0x00
fanfare 0x13E
msgbox @recieved 0x6
waitfanfare
setflag 0x1200
msgbox @thanks2 0x6
release
end

#org @question
= Hey there!\pYou look like a nice person.\nWould you like this Gengar?

#org @nothanks
= Oh? That's too bad.\pCome back if you change your mind.

#org @thanks
= Oh! That's GREAT!\pHere you go!

#org @thanks2
= Thanks again. I think it will have\nmore fun with you than with me.

#org @recieved
= \v\h01 recieved a GENGAR!

#org @checkup
= How's that Gengar doing?\nHopfully good.
Change the LASTRESULT in your script to '0x800D', they mean the same thing but it doesn't need to be defined.

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
10.6 Years
Because it wont let me compile it. It gives me the same exact error message.
If you look on line 9, you should see that there is LASTRESULT. In std.rbc, which comes with XSE, this has a define statement which works like this:

#define 0x800D LASTRESULT

This file is most likely missing, so just replace LASTRESULT with 0x800D and you should be fine.

Paired with Simba
Male
Saffron City
Seen December 29th, 2015
Posted December 3rd, 2013
5 posts
9.5 Years
rom: FireRed
type: pokescript ; trainerbattle
problem: the battle works fine, but the trainer doesnt say what i want him to say. instead he says a bunch of wierd symbols and #'s. what am i doing wrong?

heres the script:

#org @start
trainerbattle 0x0 0x001 0x0 @before @after
message @beaten
boxset 0x6
release
end

#org @before
= We're Team Rocket!

#org @after
= NOOOOO!!!

#org @beaten
= WHY!!!





sorry I dont know how to do a spoiler.

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
10.6 Years
rom: FireRed
type: pokescript ; trainerbattle
problem: the battle works fine, but the trainer doesnt say what i want him to say. instead he says a bunch of wierd symbols and #'s. what am i doing wrong?

heres the script:

#org @start
trainerbattle 0x0 0x001 0x0 @before @after
message @beaten
boxset 0x6
release
end

#org @before
= We're Team Rocket!

#org @after
= NOOOOO!!!

#org @beaten
= WHY!!!





sorry I dont know how to do a spoiler.
[spoiler]This is a spoiler tag.[/spoiler]

Now, if this compiles, it means you have an old version of XSE. Get the newest from Gamer2020's thread. Then, try this script: (it has some changes for updated syntax.)

#Dynamic 0x800000

#org @start
trainerbattle 0x1 0x001 0x0 @before @after @later
end

#org @later
msgbox @beaten 0x6
release
end

#org @before
= We're Team Rocket!

#org @after
= NOOOOO!!!

#org @beaten
= WHY!!!
Also, you were using the wrong type of trainerbattle. So, look at the code and try and spot the difference.

trainerbattle type 0x0 will NOT continue after the battle.

Paired with Simba

zachatoo

Zachatoo

Male
Seen May 3rd, 2020
Posted January 25th, 2014
7 posts
9.8 Years
Game:FR for GBA

So I'm trying to make a new person-script (AdvancedMap) however, when I open the script (XSE) and try to enter the following code:
Spoiler:
'-----------------------
#org 0x800000
lock
faceplayer
msgbox 0x8000001 '"P[player] received the\nrunning sho..."
callstd 0x6
fanfare 0x13E
msgbox 0x8000002 '"[player] received the\nrunning shoe..."
callstd 0x4
waitfanfare
pause 0x30
setflag 0x82F
fadescreen 0x1
hidesprite LASTTALKED
pause 0x30
fadescreen 0x0
release
end


'---------
' Strings
'---------
#org 0x1
= Just go away.

#org 0x2
= [player] received the\nrunning shoes!


It doesn't work! I search up the offset 0x800000 and this shows up!
Spoiler:
'-----------------------
#org 0x800000
lock
faceplayer
msgbox 0x8000001 '"J[player] received the\nrunning sho..."
callstd 0x6
fanfare 0x13E
msgbox 0x8000002 '"[player] received the\nrunning shoe..."
callstd 0x4
waitfanfare
pause 0x30
setflag 0x82F
fadescreen 0x1
hidesprite LASTTALKED
pause 0x30
fadescreen 0x0
release
end


'---------
' Strings
'---------
#org 0x1
= J[player] received the\nrunning shoes!

#org 0x2
= [player] received the\nrunning shoes!


Can anyone help me understand?!?!?
N00B rom hacker...I need all the help I can get.

DrFuji

Heiki Hecchara‌‌

Age 30
Male
Aussie
Seen 1 Week Ago
Posted February 12th, 2021
1,693 posts
13.7 Years
Game:FR for GBA

So I'm trying to make a new person-script (AdvancedMap) however, when I open the script (XSE) and try to enter the following code:
Spoiler:
'-----------------------
#org 0x800000
lock
faceplayer
msgbox 0x8000001 '"P[player] received the\nrunning sho..."
callstd 0x6
fanfare 0x13E
msgbox 0x8000002 '"[player] received the\nrunning shoe..."
callstd 0x4
waitfanfare
pause 0x30
setflag 0x82F
fadescreen 0x1
hidesprite LASTTALKED
pause 0x30
fadescreen 0x0
release
end


'---------
' Strings
'---------
#org 0x1
= Just go away.

#org 0x2
= [player] received the\nrunning shoes!


It doesn't work! I search up the offset 0x800000 and this shows up!
Spoiler:
'-----------------------
#org 0x800000
lock
faceplayer
msgbox 0x8000001 '"J[player] received the\nrunning sho..."
callstd 0x6
fanfare 0x13E
msgbox 0x8000002 '"[player] received the\nrunning shoe..."
callstd 0x4
waitfanfare
pause 0x30
setflag 0x82F
fadescreen 0x1
hidesprite LASTTALKED
pause 0x30
fadescreen 0x0
release
end


'---------
' Strings
'---------
#org 0x1
= J[player] received the\nrunning shoes!

#org 0x2
= [player] received the\nrunning shoes!


Can anyone help me understand?!?!?
You should be using dynamic pointers (@talk, @sign, @text etc) rather than static pointers (0x800001, 0x827819, 0x847510 etc). The way you have it set it up right now you're overwriting data as soon as it is being written to the ROM, as well as overwriting some pretty import offsets as far as I can see. If you include the command '#dynamic 0x800000' at the beginning of your script XSE will automatically find free space from that point onwards to insert your script into. Try inserting this:

Spoiler:
#dynamic 0x800000

#org @start
msgbox @talk1 0x2
fanfare 0x13E
msgbox @talk2 0x2
waitfanfare
pause 0x30
setflag 0x82F
fadescreen 0x1
hidesprite LASTTALKED
pause 0x30
fadescreen 0x0
release
end

#org @talk1
= Just go away.

#org @talk2
= [player] received the\nrunning shoes!


In addition, you seem to be using an older version of XSE. Are you using version 1.1.1? If you're not you can download it here.
Seen December 18th, 2017
Posted May 17th, 2016
72 posts
9.5 Years
Ok, here is a picture of my map.
Spoiler:


When the player steps on a script tile, (coming from below). (Also this particular script is for the middle script tile). The little boy and his pokemon will walk dow the bridge and talk to the player. Eventually the boy asks what type of pokemon his dad (The professor) researches. You get a yes/no choice for fire type. If you say yes, he studies fire, then the professor will study fire pokemon and you will get to choose one of the three fire starters later on in the game. If you say no, he then asks if he studies water type pokemon. ect ect. this goes in a big circle until you choose a type between fire water and grass. This is supposes to set flags later, so that you can only enter the corresponding lab. However, I am getting an error13 type mismatch missing dynamic lable on line 47.

Can someone please help me figure out what is wrong with the scrip? Or if it is even possible? This is the first script I have ever made by myself.

Script.
Spoiler:
#dynamic 0x800000

#org @start
msgbox @talk1 0x6
playsong 0x011A 0x0
applymovement 1 @walk1
applymovement 2 @walk3
waitmovement 1
waitmovement 2
applymovement 0xFF @walk2
waitmovement 0xFF
msgbox @talk2 0x5
compare 0x800D 0x1
if 0x1 goto @fire
msgbox @notfire 0x6
release
end

#org @talk1
= THERE YOU ARE!!!

#org @talk2
= I've been looking all over the\nplace for you \v\h01!\pI should have know you were\ngoofing off down here.\p...\p......\pAnyway, I'm writting a reserch\npaper for school and I need to ask\lyou a question.\pWhat kind of Pokemon does dad\nstudy again?\pWas it FIRE type?

#org @talk3
= Oh...\pDoes he study WATER type pokemon?

#org @talk4
= Hmm...\pWell then he must study GRASS type\nPokemon. Right?

#org @talk5
= Are you sure you know what you are\ntalking abou?\pDoes he study FIRE type pokemon?

#org @done1
= Cool.\nFire Pokemon burn with intensity!\pI should get going now...\pI have to write this paper.\pSee you later.

#org @done2
= Nice!\nWater Pokemon flow with serenity!\pI should get going now...\pI have to write this paper.\pSee you later!

#org @done3
= Awesome!\nGrass Pokemon seem calm and stoic!\p...\pI should get going now.\pI have to write this paper.\pSee you later!

#org @fire
msgbox @done1 0x6
setflag 1200
setflag 1201
applymovement 1 @walk4
applymovement 2 @walk5
waitmovement 1
waitmovement 2
hidesprite 1
hidesprite 2
setvar 0x6000 0x1
setflag 0x1203
fadesong 0x012C
release
end

#org @notfire
msgbox @talk3 0x5
compare 0x800D 0x1
if 0x1 goto @water
msgbox @notwater 0x6
release
end

#org @water
msgbox @done2 0x6
setflag 1200
setflag 1202
applymovement 1 @walk4
applymovement 2 @walk5
waitmovement 1
waitmovement 2
hidesprite 1
hidesprite 2
setvar 0x6000 0x1
setflag 0x1203
fadesong 0x012C
release
end

#org @notwater
msgbox @talk4 0x5
compare 0x800D 0x1
if 0x1 goto @grass
msgbox @notgrass 0x6
release
end

#org @grass
msgbox @done3 0x6
setflag 1202
setflag 1201
applymovement 1 @walk4
applymovement 2 @walk5
waitmovement 1
waitmovement 2
hidesprite 1
hidesprite 2
setvar 0x6000 0x1
setflag 0x1203
fadesong 0x012C
release
end

#org @notgrass
msgbox @talk5 0x5
compare 0x800D 0x1
if 0x1 goto @fire
msgbox @notfire 0x6
release
end

#org @walk1
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0xFE

#org @walk2
#raw 0x63
#raw 0xFE

#org @walk3
#raw 0x13
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0xFE

#org walk4
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x12
#raw 0xFE

#org walk5
#raw 0x13
#raw 0x49
#raw 0x12
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0xFE

destinedjagold

You can contact me in PC's discord server...

Age 32
Male
Seen 7 Hours Ago
Posted March 24th, 2023
8,579 posts
16 Years
Ok, here is a picture of my map.
Spoiler:


When the player steps on a script tile, (coming from below). (Also this particular script is for the middle script tile). The little boy and his pokemon will walk dow the bridge and talk to the player. Eventually the boy asks what type of pokemon his dad (The professor) researches. You get a yes/no choice for fire type. If you say yes, he studies fire, then the professor will study fire pokemon and you will get to choose one of the three fire starters later on in the game. If you say no, he then asks if he studies water type pokemon. ect ect. this goes in a big circle until you choose a type between fire water and grass. This is supposes to set flags later, so that you can only enter the corresponding lab. However, I am getting an error13 type mismatch missing dynamic lable on line 47.

Can someone please help me figure out what is wrong with the scrip? Or if it is even possible? This is the first script I have ever made by myself.

Script.
Spoiler:
#dynamic 0x800000

#org @start
msgbox @talk1 0x6
playsong 0x011A 0x0
applymovement 1 @walk1
applymovement 2 @walk3
waitmovement 1
waitmovement 2
applymovement 0xFF @walk2
waitmovement 0xFF
msgbox @talk2 0x5
compare 0x800D 0x1
if 0x1 goto @fire
msgbox @notfire 0x6
release
end

#org @talk1
= THERE YOU ARE!!!

#org @talk2
= I've been looking all over the\nplace for you \v\h01!\pI should have know you were\ngoofing off down here.\p...\p......\pAnyway, I'm writting a reserch\npaper for school and I need to ask\lyou a question.\pWhat kind of Pokemon does dad\nstudy again?\pWas it FIRE type?

#org @talk3
= Oh...\pDoes he study WATER type pokemon?

#org @talk4
= Hmm...\pWell then he must study GRASS type\nPokemon. Right?

#org @talk5
= Are you sure you know what you are\ntalking abou?\pDoes he study FIRE type pokemon?

#org @done1
= Cool.\nFire Pokemon burn with intensity!\pI should get going now...\pI have to write this paper.\pSee you later.

#org @done2
= Nice!\nWater Pokemon flow with serenity!\pI should get going now...\pI have to write this paper.\pSee you later!

#org @done3
= Awesome!\nGrass Pokemon seem calm and stoic!\p...\pI should get going now.\pI have to write this paper.\pSee you later!

#org @fire
msgbox @done1 0x6
setflag 1200
setflag 1201
applymovement 1 @walk4
applymovement 2 @walk5
waitmovement 1
waitmovement 2
hidesprite 1
hidesprite 2
setvar 0x6000 0x1
setflag 0x1203
fadesong 0x012C
release
end

#org @notfire
msgbox @talk3 0x5
compare 0x800D 0x1
if 0x1 goto @water
msgbox @notwater 0x6
release
end

#org @water
msgbox @done2 0x6
setflag 1200
setflag 1202
applymovement 1 @walk4
applymovement 2 @walk5
waitmovement 1
waitmovement 2
hidesprite 1
hidesprite 2
setvar 0x6000 0x1
setflag 0x1203
fadesong 0x012C
release
end

#org @notwater
msgbox @talk4 0x5
compare 0x800D 0x1
if 0x1 goto @grass
msgbox @notgrass 0x6
release
end

#org @grass
msgbox @done3 0x6
setflag 1202
setflag 1201
applymovement 1 @walk4
applymovement 2 @walk5
waitmovement 1
waitmovement 2
hidesprite 1
hidesprite 2
setvar 0x6000 0x1
setflag 0x1203
fadesong 0x012C
release
end

#org @notgrass
msgbox @talk5 0x5
compare 0x800D 0x1
if 0x1 goto @fire
msgbox @notfire 0x6
release
end

#org @walk1
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0xFE

#org @walk2
#raw 0x63
#raw 0xFE

#org @walk3
#raw 0x13
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0xFE

#org walk4
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x12
#raw 0xFE

#org walk5
#raw 0x13
#raw 0x49
#raw 0x12
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0xFE
#org walk4
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x12
#raw 0xFE
You forgot the @ before walk4.
Also...


...
setflag 1200
setflag 1201
...
I think those flags need 0x on them.

DrFuji

Heiki Hecchara‌‌

Age 30
Male
Aussie
Seen 1 Week Ago
Posted February 12th, 2021
1,693 posts
13.7 Years
Ok, here is a picture of my map.
Spoiler:


When the player steps on a script tile, (coming from below). (Also this particular script is for the middle script tile). The little boy and his pokemon will walk dow the bridge and talk to the player. Eventually the boy asks what type of pokemon his dad (The professor) researches. You get a yes/no choice for fire type. If you say yes, he studies fire, then the professor will study fire pokemon and you will get to choose one of the three fire starters later on in the game. If you say no, he then asks if he studies water type pokemon. ect ect. this goes in a big circle until you choose a type between fire water and grass. This is supposes to set flags later, so that you can only enter the corresponding lab. However, I am getting an error13 type mismatch missing dynamic lable on line 47.

Can someone please help me figure out what is wrong with the scrip? Or if it is even possible? This is the first script I have ever made by myself.

Script.
Spoiler:
#dynamic 0x800000

#org @start
msgbox @talk1 0x6
playsong 0x011A 0x0
applymovement 1 @walk1
applymovement 2 @walk3
waitmovement 1
waitmovement 2
applymovement 0xFF @walk2
waitmovement 0xFF
msgbox @talk2 0x5
compare 0x800D 0x1
if 0x1 goto @fire
msgbox @notfire 0x6
release
end

#org @talk1
= THERE YOU ARE!!!

#org @talk2
= I've been looking all over the\nplace for you \v\h01!\pI should have know you were\ngoofing off down here.\p...\p......\pAnyway, I'm writting a reserch\npaper for school and I need to ask\lyou a question.\pWhat kind of Pokemon does dad\nstudy again?\pWas it FIRE type?

#org @talk3
= Oh...\pDoes he study WATER type pokemon?

#org @talk4
= Hmm...\pWell then he must study GRASS type\nPokemon. Right?

#org @talk5
= Are you sure you know what you are\ntalking abou?\pDoes he study FIRE type pokemon?

#org @done1
= Cool.\nFire Pokemon burn with intensity!\pI should get going now...\pI have to write this paper.\pSee you later.

#org @done2
= Nice!\nWater Pokemon flow with serenity!\pI should get going now...\pI have to write this paper.\pSee you later!

#org @done3
= Awesome!\nGrass Pokemon seem calm and stoic!\p...\pI should get going now.\pI have to write this paper.\pSee you later!

#org @fire
msgbox @done1 0x6
setflag 1200
setflag 1201
applymovement 1 @walk4
applymovement 2 @walk5
waitmovement 1
waitmovement 2
hidesprite 1
hidesprite 2
setvar 0x6000 0x1
setflag 0x1203
fadesong 0x012C
release
end

#org @notfire
msgbox @talk3 0x5
compare 0x800D 0x1
if 0x1 goto @water
msgbox @notwater 0x6
release
end

#org @water
msgbox @done2 0x6
setflag 1200
setflag 1202
applymovement 1 @walk4
applymovement 2 @walk5
waitmovement 1
waitmovement 2
hidesprite 1
hidesprite 2
setvar 0x6000 0x1
setflag 0x1203
fadesong 0x012C
release
end

#org @notwater
msgbox @talk4 0x5
compare 0x800D 0x1
if 0x1 goto @grass
msgbox @notgrass 0x6
release
end

#org @grass
msgbox @done3 0x6
setflag 1202
setflag 1201
applymovement 1 @walk4
applymovement 2 @walk5
waitmovement 1
waitmovement 2
hidesprite 1
hidesprite 2
setvar 0x6000 0x1
setflag 0x1203
fadesong 0x012C
release
end

#org @notgrass
msgbox @talk5 0x5
compare 0x800D 0x1
if 0x1 goto @fire
msgbox @notfire 0x6
release
end

#org @walk1
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0xFE

#org @walk2
#raw 0x63
#raw 0xFE

#org @walk3
#raw 0x13
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0xFE

#org walk4
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x12
#raw 0xFE

#org walk5
#raw 0x13
#raw 0x49
#raw 0x12
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0xFE
You forgot the '@' symbol in front of your walk4 and walk5 pointers so XSE doesn't know where to go :P

Also, you're setting some pretty strange flags and variables which are in pretty dangerous positions. I suggest reading this thread to learn which flags and variables are safe to use in your hack.

EDIT: Wow, first time I've been ninja'd in a while ;;
Seen December 18th, 2017
Posted May 17th, 2016
72 posts
9.5 Years
I got it to compile now because of what you told me, but nothing happens when I step on the script tile.

EDIT: I got it working by taking out the movements for the pokemon following the little boy. Is there a way I could have them move at the same time?

Also, if I press no after he asks if the dad researches fire pokemon it glitches into random symbols.

EDIT2: Nevermind, I figured out the glitchy symbols by myself! ^^
Haha, with you guys helping me, I have been getting better at scripting!!!

I'm still having problems with moving both the boy and the pokemon at the same time though.

DrFuji

Heiki Hecchara‌‌

Age 30
Male
Aussie
Seen 1 Week Ago
Posted February 12th, 2021
1,693 posts
13.7 Years
I got it to compile now because of what you told me, but nothing happens when I step on the script tile.

EDIT: I got it working by taking out the movements for the pokemon following the little boy. Is there a way I could have them move at the same time?

Also, if I press no after he asks if the dad researches fire pokemon it glitches into random symbols.
Can you take a screenshot of the script tile's information (the var number, var value, unknown etc)? I have no idea why taking out the Pokemon's movements would allow the script to run.

As for the second part, change the 'msgbox @notfire 0x6' line to 'goto @notfire'. You're treating the @notfire pointer as if was pointing to some text, when it is actually pointing to a new segment of the script. The game was trying to translate commands into text but that just leads to problems. You've also done the same thing with the @notwater and @notgrass pointers so don't forget to change those as well.

Also, just a tip: You don't have to keep writing 'waitmovement 1 waitmovement2'. You can replace all instances of those two lines with 'waitmovement 0x0' because the script will wait for both of them to finish. It just makes things a little bit shorter and neater :P

KillerKrabs

Age 29
Male
Arizona
Seen June 5th, 2021
Posted August 10th, 2014
9 posts
9.5 Years
Excuse me, I was wondering if there was a way to delete ALL data from a ROM to start from scratch? That, or specifics? IE, to delete everything but trainer battles, which I can edit anyway? I want to start from scratch.
I'm using AM 1.92 and PKSVUI 2.1 as the script editor, and I'm using advance trainer to edit trainer battles.

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
10.6 Years
Excuse me, I was wondering if there was a way to delete ALL data from a ROM to start from scratch? That, or specifics? IE, to delete everything but trainer battles, which I can edit anyway? I want to start from scratch.
I'm using AM 1.92 and PKSVUI 2.1 as the script editor, and I'm using advance trainer to edit trainer battles.
JPAN's clean patch for FR is what you are looking for. It gets rid of all scripts and frees up the space.

Paired with Simba
Seen December 18th, 2017
Posted May 17th, 2016
72 posts
9.5 Years
Dr.fuji, I got my script working exactly how I wanted it now. Thank you.

However I have a new question about scripting. setvar 0x1 sets the variable to happen just once. What would I type to make it happen over and over again until a certain flag was set? Would I simply not set a var? EDIT: i just figured out how to do what I needed. :) I think I'm getting the hang of basic scripting! Yay! I still would like to no if there is a special setvar that happens over and over again.

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
10.6 Years
Thank you, but is there one for the other games? Or does FR have the best game engine?
FR is the most hacked and is the only one with that patch. However, you could always make one for the other games.

Paired with Simba

Satoshi Ookami

Memento Mori

Age 30
Male
Abyss of Time, Great Seal
Seen August 5th, 2018
Posted July 3rd, 2018
14,253 posts
14.8 Years
FR is the most hacked and is the only one with that patch. However, you could always make one for the other games.
I believe he wouldn't need a patch if he could do all those things by himself...
ROM hacking FAQ - Read before asking how to play a hack.

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zachatoo

Zachatoo

Male
Seen May 3rd, 2020
Posted January 25th, 2014
7 posts
9.8 Years
In addition, you seem to be using an older version of XSE. Are you using version 1.1.1?
Thanks for the help! And for the link, I've only managed to find 1.0.0 before now!

Unfortunately, something happened to my rom that seems unfixable (with my skills) so I had to restart (I wasn't far) but my new script works!
N00B rom hacker...I need all the help I can get.
Seen December 18th, 2017
Posted May 17th, 2016
72 posts
9.5 Years
How do you get a script to continue from outside to inside a building? Like Professor Oaks script when he says you cant travel without a pokemon and then brings you inside to pick a pokemon.