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[Archive] Script help thread

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Hey! Can anyone at all tell me what's wrong with this script?

Spoiler:
 
Hey! Can anyone at all tell me what's wrong with this script?

Spoiler:

Okay the changes are in bold, my guess is that the person reappears when you leave the map, and your character can still move.

change the person ID of the sprite you want to disappear to the flag used in set flag
 
*headsmack*

Thanks, HackMew.

EDIT: Not sure if this is a scripting problem or a rom problem..

Sorry for making you guys busy, but I have a script that involves a character. Here's the script -

Spoiler:


But you see, that isn't the problem. The problem is, after the script, when I talk to him, he is supposed to have a normal talking script, shown below.

Spoiler:


But he actually comes up with this script, which was actually assigned to another person on the map.

[...]

I made sure that they were assigned to different offsets, and the script that Brendan is using actually works for the person it was intended for. What did I do wrong?

Well, remember to always enter and exit a building before testing scripts in order to properly refresh the map along with its events.
Also, if you want to make a person saying something different you just need to put that in the @end part of your script, which is executed once the flag is active:

Spoiler:


Hey! Can anyone at all tell me what's wrong with this script? [...]

Care to tell us what's the script supposed to do and how it's behaving instead?
 
Well, remember to always enter and exit a building before testing scripts in order to properly refresh the map along with its events.
Also, if you want to make a person saying something different you just need to put that in the @end part of your script, which is executed once the flag is active:

Spoiler:

Ah, but that would also make the script say that after it's over..

I don't think you're seeing what I mean here.. I'm going to put up a few screens.

This is the person who is supposed to have the script that Brendan has when I talk to him.
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This is during Brendan's script. It is actually a script, not a person event. One where I walk on a tile and a person walks up to me. This works perfectly well. Nothing wrong with this.
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Now, here is the problem. Brendan, instead of having the script I gave him, he has the little girl's script.
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I'm really not sure if it's me or the rom..
 
maybe Brendan has the same offset the girl has...
check that one out...

Spoiler:

No, I've checked that several times. I've even re-compiled Brendan's script and set it to a new offset, and then put it in.
 
Okay the changes are in bold, my guess is that the person reappears when you leave the map, and your character can still move.

change the person ID of the sprite you want to disappear to the flag used in set flag

No, it just plain and simple doesn't work. Like, it freezes when I step on the script tile.
 
Sorry I was referring to "script" as the actual script that I put on Brendan. Yes, it's different.

Maybe it's better calling all the "scripts" with their proper name, to avoid further confusion.
There are 4 different kinds:

  1. People
  2. Signposts
  3. Triggers (those green "S" on AM)
  4. Level scripts

Anyway, what abut posting an .ips patch so I can check what's going on on your hack?
In the meanwhile you could try compiling and testing your scripts on a clean ROM.


No, it just plain and simple doesn't work. Like, it freezes when I step on the script tile.

Look like you didn't set up the values properly.
Make sure they like this:

First Uknown: 0003
Var Number: 4050
Var Value: 0000

Assuming you're using AM 1.90+.
 
Sorry about the confusion, guys.

I guess we're starting over on the mapping and stuff, too. If it doesn't work after we use a new rom, HackMew, I could send you an ips.

Thanks for the help, though. :)
 
What values work in houses
I have tried

0003
4050

but they don't work
please help me
 
Yeah it's set as that but it still won't work
 
How would you make a level script where a sprite moves from one place to another, but the place it starts out at isn't the location in A-Map?
 
Try 0300 for the Unknown as well. That one works for me.

It would be 0300 if he were using AM 1.82 or below, since the two bytes were separated.
Anyway, try using a different variable number.

How would you make a level script where a sprite moves from one place to another, but the place it starts out at isn't the location in A-Map?

What about using a warp?
 
Code:
#dynamic 0x71A50C

#org @cave
applymovement 0xFF @move
waitmovement 0x0
message @dont
boxset 6
end

#org @dont
= c\h01\h08I had better get a Pokemon \nbefore I go in there.

#org @move
#raw 0x08
#raw 0xFE

Code:
Settings:
Script
No. 0
Marked as active sprite
Pos (14, 7)
Unknown 0000
Var Number 0000
Var Value 0000
Unknown 00 00
Script offset: $71A576

So I can find out what I'm doing wrong. xD
 
Code:
#dynamic 0x71A50C

#org @cave
[B]lock[/B]
applymovement 0xFF @move
waitmovement 0x0
message @dont
boxset 0x6
[B]release[/B]
end

#org @dont
=[B] \[/B]c\h01\h08I had better get a Pokemon \nbefore I go in there.

#org @move
#raw 0x08
#raw 0xFE
Code:
Settings:
Script
No. 0
Marked as active sprite
Pos (14, 7)
Unknown 0000
Var Number 0000
Var Value 0000
Unknown 00 00
Script offset: $71A576
So I can find out what I'm doing wrong. xD
There. I fixed it. The changes are in bold.
 
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