Sierra's MEGA-HUGE XSE Scripting Tutorial Page 48

Started by Sierraffinity December 26th, 2008 6:55 PM
  • 776138 views
  • 1232 replies
Male
Seen October 25th, 2017
Posted October 13th, 2017
82 posts
9.3 Years
Thanks. It was 1.95, my understanding was that was the current best. Thanks, sorry to derail this thread. Then again, it helps with the tutorial.
It's everything but lol The general consensus is to stay away from 1.95. I have no idea why the offsets behave like that though. Maybe someone else could shine some light on that. In the meantime, give it a try in 1.92, and don't forget to report back on whether it works this time.

No worries though, your post was on topic with the thread.

EDIT: This thread might be of help too if you ever get stuck at something.
Male
Seen November 12th, 2021
Posted January 10th, 2021
20 posts
10.4 Years
Huh, it's fixing the code that's in the offset box. It *looks* right.

That said, the code isn't working. I may have messed something up. I'm going to try on a new base rom and see what happens from there.

EDIT:

Using this code:

#dynamic 0x800000
#org @start
lock
faceplayer
msgbox @talk 0x6
release
end

#org @talk
= I'm an NPC.
I'm not getting a message box to pop up. The other problem seems solved, however.
Male
Seen October 25th, 2017
Posted October 13th, 2017
82 posts
9.3 Years
Huh, it's fixing the code that's in the offset box. It *looks* right.

That said, the code isn't working. I may have messed something up. I'm going to try on a new base rom and see what happens from there.

EDIT:

Using this code:



I'm not getting a message box to pop up. The other problem seems solved, however.
That code should work, really. Whatever is wrong it's not the code.
Male
Seen November 12th, 2021
Posted January 10th, 2021
20 posts
10.4 Years
So what am I doing wrong?

I have a clean rom, XSE, Amap 1.92.

Looking at opening scene, add a Sprite (i can see it). I can make them look around in A Map. So I put in this code:

#dynamic 0x800000
#org @start
lock
faceplayer
msgbox @talk 0x6
release
end

#org @talk
= I'm an NPC.
Into XSE. Save it. Compile it, looking at he ROM i'm using. It compiles, it gives me @talk and @start. I use @start 6 digit number (now, 800000).

I then go to A Map, the new sprite I've inserted. I give him this script, save.

Open the game, approach to talk to him. He looks at me, there's a beep for the message box, and nothing. He will always look my way when I click on him, but there's no dialogue.

I'm using FireRed.

I've seen several tutorials that do this thing and it all works.
Male
Seen October 25th, 2017
Posted October 13th, 2017
82 posts
9.3 Years
Maybe the script got messed up somehow. Do you have XSE attached to A-Map yet?

If not, in A-Map, go to 'Settings -> Choose script editor', then browse to where you have XSE, and select the XSE exe file. A box might pop up where you have to pick yes or no, pick yes. Then select the sprite and click the 'Open script' button and it should open in XSE. See if it's not messed up or anything.
Seen September 5th, 2016
Posted September 5th, 2016
2 posts
6.8 Years
I need help !!!
#dynamic 0x71A9F8
#org @main
checkflag 0x1201
if 0x0 goto @done
applymovement 0xFF @move
waitmovement 0x0
release
end

#org @done
release
end

#org @move
#raw 0x10
#raw 0x10
#raw 0x12
#raw 0x12
#raw 0xFE

what is the problem when i get in game the the movement is not working but the game get stucked
Male
Seen November 30th, 2016
Posted November 28th, 2016
7 posts
7 Years
anyone tell me my problem?

heres my script




#dynamic 0x761474
#org @start
lock
faceplayer
msgbox @text1 0x6
Applymovement 0xff @heromove
waitmovement 0xff
applymovement 0x2 @rivalmove
waitmovement 0x2
msgbox @text2 0x6
trainerbattle 0x1 0x001 0x0 @before @after @later
end
end

#org @text1
= Hey \v\h01!\nWait up!

#org @text2
= \v\h06: Glad i finally caught up\nto you!\lI came as soon as I heard you got\lyour first Pokemon.

#org @Before
= Let's battle!

#org @after
= Oh wow you have grown already!

#org @later
msgbox @text3 0x6
giveitem 0x4 0x5 MSG_OBTAIN
msgbox @text4 0x6
applymovement 0x2 @rivalmove2
hidesprite 2
setvar 0x6001 0x1
setflag 0x1202
release

#org @text3
= Here take these!

#org @text4
= Those are Pokeballs!\nYou can use them to capture\lPokemon.\lFirst weaken the wild Pokemon\land/or inflict a status condition\lfor a much easier capture.\lAlright thats all I wanted.\lGood luck!



#org @heromove
#raw 0x6
#raw 0xfe

#org @rivalmove
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0xfe

#org @rivalmove2
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0xfe

after the battle the screen stays black
Age 27
Male
india
Seen December 9th, 2022
Posted November 4th, 2022
15 posts
9.8 Years
For the Level Scripting Tutorial, click here.

diegoisawesome's MEGA-HUGE XSE Scripting Tutorial


(PokeScript tutorial originally by thethethethe)

[CENTER][SIZE=5]Don't Take Or Modify Without Permission


That was a very extensive and in-detail scripting tutorial. Hope you enjoyed it!
If you see any bugs, feel free to tell me about them.












can you make a offline tutorial , like vedio or pdf file???

PokeLuc247

Age 25
Male
Ontario, Canada
Seen June 4th, 2017
Posted February 22nd, 2017
14 posts
8.1 Years
I'm not sure if this has come up in anyone else's comments yet, but I've been facing a problem that keeps me from being able to continue my work on my rom. Basically I want to keep most of the professor oak dialogue from the beginning of the game, but as a new professor with a few dialogue changes here and there and no rival in the lab. But each time I think I have it changed, it does this weird thing where it puts several lines of text in the same line when I compile it and still says the other parts when their supposed to be said afterward. I have this problem for both the outdoor and indoor scripts in the starting town and I can only guess this will happen even more as I try to work on more and more characters.


I didn't want to just remake his scripts only because there is a lot of movement and flagcheck commands that I don't know if I could remake properly. I'm not new to this, but I'm still only used to basic scripting. If I absolutely need to remake the script I will, but I may need some step by step help to redo all the check pokedex stuff. Any help could go a long way and would be very appreciated.
Seen June 25th, 2018
Posted June 23rd, 2018
2 posts
5.8 Years
Hi! I know this thread is very old, but i have just one fast question, if anyone can answer me. In the applymovement section, at the end of it, there's a spoiler. That spoiler solves the freeze of the movement if I assign the script to a script tile and not to a person. Unfortunately, the images that were there are no more visible. Do someone of you remember which was the solution to the problem? Thanks for answering me.

I'm new to this forum, so it's possible that i made something wrong with this post. Sorry if I did.

megaman d

novice scripter

Male
India
Seen 1 Week Ago
Posted January 5th, 2019
184 posts
10 Years
one fast question
It's probably freezing as there is no set variable. Put a setvar command in the script and change its value to 0x0 (the setvar command is given in the tut). The same variable must be put as varnumber in the advance map on the script tile.
JUST GET IN THE BAG NEBBY!!
Male
Tennessee
Seen May 9th, 2018
Posted January 7th, 2018
14 posts
5.4 Years
okay one quick question. (It should have been answered in the tutorital anyway) How do I save the changes I have made so that when I open the Rom to test it, the starter pokemon are what I changed it to?

I have tried the folder for VBA, Advance Map 1.92, Unoficall_XSE, and when I select the rom file I am trying to make it gives me bulbasuar, charmander, and squirtle as starters as opposed to Flareon, Vaporeon, And Umbreon (will change that to Leafeon after I get it to work.)
Male
USA
Seen May 5th, 2019
Posted May 3rd, 2019
115 posts
13.2 Years
Using the command "hidesprite" on a level script and doing all the other steps in the tutorial makes the sprites hide, but after already being visible for a .10 of a second. It also seems to only trigger once, the one time being the first time it is called (when I walk into a map that happens to be a house in viridian city). Is there anyway to fix this problem? Thanks.

Solved: (in case anyone doesn't know)
There will always be a delay between when the game loads the map and when the script actually happens, set a visibily flag earlier in the game.
Seen March 8th, 2023
Posted November 9th, 2020
5 posts
8.8 Years
I'm going to make a French translation of this guide.
First for me, then if you are OK, I will publish it online, with credit for you and other user who worked on this guide.
I will NOT modify it, or change anything, just translate it.
I can send it to you when it's translated, if you want :)

Xencleamas

Suddenly lurking in the shadows...

Male
Seen March 13th, 2023
Posted August 7th, 2018
456 posts
9.3 Years
Have anyone researched the 0xFC, or in XSE known as \c, in the middle of a msgbox string? I have somewhat found out that it is not just responsible of changing the font's color but I de-compiled Brock's script to found how exactly the Badge Fanfare played in the middle of a raw string data.

FC 0B 04 01
I ripped a portion so what it does is:

0xFC: Raw string special command I suppose?
0x0B: Asks to play music?
0x0104: The index number of the Badge fanfare music.
If anyone else found how it works... please help.