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Script Help Thread (DO NOT REQUEST SCRIPTS)

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50
Posts
15
Years
  • Seen Aug 28, 2011
@Necromorph & Binary- Thanks! I knew I was missing something...

Anyways, for some reason, after I made a new script and went to test it out, one of my old scripts stopped working. The aide outside of the house was meant to lead the player to the professor's lab. But now the game just freezes.

'---------------
#org 0xBCD123
checkflag 0x222
if 0x0 goto 0x88007A9
applymovement 0x4 0x8800943
waitmovement 0x0
msgbox 0x8800800 MSG_NORMAL '"???: [player]!"
applymovement MOVE_PLAYER 0x88007E6
waitmovement 0x0
applymovement 0x4 0x88007EA
waitmovement 0x0
msgbox 0x880080B MSG_NORMAL '"Aide: Happy Birthday!\pCome with m..."
applymovement 0x4 0x88007EF
applymovement MOVE_PLAYER 0x88008EF
waitmovement 0x0
msgbox 0x880094F MSG_NORMAL '"Aide: Through this door."
release
end

'---------------
#org 0x8007A9
release
end

'---------
' Strings
'---------
#org 0x800800
= ???: [player]!

#org 0x80080B
= Aide: Happy Birthday!\pCome with me, the Professor has\nsomething for you[.]

#org 0x80094F
= Aide: Through this door.

'-----------
' Movements
'-----------
#org 0x800943
#raw 0xDD 'movDD
#raw 0xE2 'movE2
#raw 0xDB 'movDB
#raw 0xAB 'movAB

#org 0x8007E6
#raw 0x63 'Question Mark (?)
#raw 0x3 'Face Right
#raw 0xFE 'End of Movements

#org 0x8007EA
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0xFE 'End of Movements

#org 0x8007EF
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x2 'Face Left
#raw 0xFE 'End of Movements

#org 0x8008EF
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0xFE 'End of Movements
(Copy/pasted from XSE) Thanks in advance! :D
 

Chad -

 
687
Posts
14
Years
  • Seen Aug 27, 2012
^ Well, there is one mistake..

In the movements, at offset 0x800943, you did not end your movements with #raw 0xFE.

Chad -
 

Chad -

 
687
Posts
14
Years
  • Seen Aug 27, 2012
What exactly can you do with call 0xoffset? What can you use this for?

When you use the call command, you can return back to the main script or the script you called from.

For example:

Code:
...
...
call @back
msgbox @talk 0x6
...
...
end

#org @back
msgbox @called 0x6
[B]return[/B]

#org @called
= You called?

#org @talk
= Oh, you're back!

Notice the return. It 'returns' back to the main script you called it from. Hope that helps you.

Chad -
 
79
Posts
13
Years
  • Seen Aug 27, 2014
so i have a script to where oaks aide gives you the national dex after the pokedex can somebody help me fix this

#dynamic 0x900000

#org @start
checkflag 0x829
if 0x1 goto @national
end

#org @national
applymovement 0x1 0x890003F
waitmovement 0x0
applymovement 0x1 0x8900044
waitmovement 0x0
pause 0x10
applymovement MOVE_PLAYER 0x8900047
waitmovement 0x0
special 0x16F
setflag 0x10A
fanfare 0x13E
msgbox 0x800100
callstd 0x6
waitfanfare
end

#org 0x800100
= Your POKeDEX was upgraded!

when i have the pokedex it works but i tested to see what happens if i step on the square before i recieve the pokedex and it just freezed my charecter

nevermind i fied it! thanks for all of the help i get on here i do ask alot of questions
 
Last edited:

Kevin

kevin del rey
2,686
Posts
13
Years
What exactly can you do with call 0xoffset? What can you use this for?
I use it for stuff like giving Pokemon and Pokedexs;
Code:
#dynamic 0xoffset

#org @start
lock
faceplayer
msgbox @1 msg_normal
call @pokedex
release
end

#org @1
= Here's a Pokedex.

#org @pokedex
setflag 0x829
fanfare 0x13E
msgbox @2 msg_keepopen
waitfanfare
closeonkeypress
return

#org @4
= \v\h01 recieved a Pokedex.
Notice that if use use call, you have to use return.

go to the MEGA-HUGE xsetutorial and just read up on how to change the applymovement commands to make him walk in a different path
But then you'd have to change warps, AND make a new level script, which would take a while for him to learn. =\
 
2
Posts
14
Years
  • Seen Aug 27, 2010
I'm really trying I promise I just don't know what to change or where to start? Im lost. The tutorial helped a little but as I said I don't know where to start... Can someone shed light onto my problem :/ ?
 

x Necromorph x

Super Saiyan 4
295
Posts
13
Years
I'm really trying I promise I just don't know what to change or where to start? Im lost. The tutorial helped a little but as I said I don't know where to start... Can someone shed light onto my problem :/ ?

Start from the beginning of the tutorial(diegoisawesome's MEGA HUGE XSE Tutorial), learn everything in the order that he has it. And just practice, eventually you wont even have to worry about needing help on a script like the one you are talking about.
 
79
Posts
13
Years
  • Seen Aug 27, 2014
applymovement 0xperson number @move

applymovement does what is says

0xpersonnumber is how you assign movements to specific people

@move=(pointer)redirects the script to another one

so what you do is you go to the pointer that jumps to the right movement commands and rewrite them changing professors oaks movement path to where it works for your hack

Spoiler:
 
Last edited by a moderator:
50
Posts
15
Years
  • Seen Aug 28, 2011
@Chad, thanks, I didn't notice that. But for some reason, it still doesn't work... :\

Spoiler:


Again, copy/pasted :\
 
Last edited by a moderator:

Chad -

 
687
Posts
14
Years
  • Seen Aug 27, 2012
GoldxLight,

is your script a green tile script? If so, did you adjust the Unknown to 0300 and Var Number to 4050? Other than that, I don't know what the problem is. I'm sure someone else will notice it..

Maybe try changing the offset..

Chad -
 

FireFox

Dialga Fangirl
58
Posts
19
Years
  • Age 37
  • UK
  • Seen Feb 24, 2018
If it was a type 0x02 level script then regardless of how much code is run, it will stop the "route name box" from coming down. If you use another type of level script (I'd try 0x01 (setmaptile)), then the script will be run before the map loads and the route name box should show up.

Thanks colcolstyles. I'll give that ago :)
 

Capitalist Ness

can't stump the trump
69
Posts
15
Years
I started learning how to hack today... I learned how to write Wildbattles but... I want to give another music to it. Something like Legendary Dogs Battle Theme etc.
If anyone needs, here's my script...
Spoiler:
 
50
Posts
15
Years
  • Seen Aug 28, 2011
Chad- Yeah, it is a green tile sprite. And yeah, I did set the var to 4050 and the unknown to 0300. But it still won't work :\

I'll just keep trying, I guess..
 

Co500

Nostalgia Edition
563
Posts
15
Years
The only problem I have with these scripts is that the set flag so that they dont reactivate dont work, the flags Ive used have not been used before and im sure ive just made a noobish mistake thanks in advance ;)

Spoiler:


Spoiler:


Spoiler:


Spoiler:
 

colcolstyles

Yours truly
1,588
Posts
15
Years
The only problem I have with these scripts is that the set flag so that they dont reactivate dont work, the flags Ive used have not been used before and im sure ive just made a noobish mistake thanks in advance ;)

Spoiler:


Spoiler:


Spoiler:


Spoiler:

You don't want to use those flags, especially the flags in the '0x800's because those are often reserved for special purposes like badges, enabling menu items, etc. Take a look at the list of used flags in XSE's guide. Most flags not on that list are safe for using, though I personally recommend any over '0x1000'. Also, the following code won't work:

Code:
...
checkflag 0x8
checkflag 0x82F
checkflag 0x829
checkflag 0x828
if 0x1 goto @done
...
You need an 'if' statement after every single 'checkflag'. Similarly, at the beginning of the last script there is a 'checkflag' without an 'if' statement following it, effectively rendering it useless.
 
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