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hello, I'm trying to understand scripts in XSE and so far it's going quite well, but I've come accross a command that I can't find in any scripting tutorial: "spritebehave"
XSE's Help says that there are two parameters, one for the charachter's ID, which I understand, and one for behavior number, and I'd like to know what this actually does.
Thanks for your help :)
#org @4
= Here's a Pikachu, I caught for\nyou.. You don't think I'm an\lexperienced a Pokémon trainer\lright? Dad is training in the\lforest, he'll explain to you\leverything about Pokémon.
#org @5
= /v/h01: Whatelse do you have for me? \nMom: I've just came back from\lshopping.. And look\lwhat I've bought for you? A\lPokégear...\pMom: ... a TunaSocks magazine #2\nand a\lGPS without navigation system.\p\v\h01: So.. how do I use it or\nwhat do I do with it?\pMom: With the Pokégear, you can\ncall trainers nearby to see whether\lthey would like another battle, but\lyour battery needs to be charged\lafter every call. Well, I suppose\lyou know what to do with the\lTunaSocks magazine right? And\lwith the\lGPS, you can see where you are,\lthat's too obvious right?\pI forgot there is something else I\nneed to give you.. This gadget is\lvery expensive, but since you're\lliving in the modern era... Its a\lFame Checker, you can look at\lprofiles of famous people that\lyou've met, don't worry.. it will\lrecord down the info for you\lautomatically... Argh... You are so\llucky I bought this for you, and\lnot your brother...
Thank you.
I use XSE script editor, Firered Rom.
My boxes I filled in the advance map...
Var number-7000
Var value-0001
Unknown(4digit)-0003
Unknown(2digit)-00
If you don't know what unknown(2digit) means, you'll have to have the latest version of advancemap.
I just used the number recommended in a script.
Anyway, I did write the script again, even before you mentioned that. That's what caused the raw/org mistake. It hasn't solved anything.
Ergh I'm sorry! I know why now :P Since I saw the #raws I didn't look at your actual script.
When you use compare, you have your '@yes' string going directly to a line of speech. Unfortunately you can't do that, what you need to do is change @yes to look like this:
#org @RALLYspeech
= [orange_fr]Goldhawk: Welcome, everyone.\nI'm glad to see that so many\lof you actually responded to our\lmessage. In all honesty, I didn't\lthink we actually had so many\lremaining members; I'm very glad to\lsee I was wrong on that account.\lNo doubt you're wondering why you're\lhere. You know, of course, that it\lhas to with Operation R.A.L.L.Y.;\lyou do not know what that entails.
#org @RALLYspeech2
= [orange_fr]Goldhawk: As many of you know,\nthe war has been going very...\lbadly, lately.\lIn the past month, Agent Green was\lkilled, Agents Gold and Ruby\ldisappeared, and Agent Silver turned\ltraitor and was imprisoned.\lThat doesn't even account for our\lother losses over the past years:\lour defeats at Mossdeep City and\lPallet Town, for example, and\lthe destruction of our main\lhide-out in the Orange Islands.\lIf we don't do something soon,\lthen we will lose against\lTeam Rocket, and the cycle will\lrepeat.
#org @goldhawkintro
= [orange_fr]Goldhawk: and I have realized that\nwe need help. Not just from any\lvolunteers, from experienced and\lpowerful trainers, such as the\lvarious Gym Leaders that have been\ldriven into hiding, and Pokemon.\lThis is Operation R.A.L.L.Y.'s goal,\land it is where you come in.
#org @resume1
= [orange_fr]Goldhawk: You will be put into small retrieval\ngroups. These groups will be assigned\lto locate a specific entity, be it a\lGym Leader, Pokemon, or another\ltrainer, and their job will be to\llocate that being and return them to\lthe Alamo. As time goes by,\lwe will hopefully have gathered a\llarge enough force to launch an\lattack at one of the Rocket's main\lbases, defeating the Shadow Admin\land using the technology located\lthere to defeat the other Admins,\land so on.
#org @resume2
= [orange_fr]Goldhawk: It is imperative that you\lsucceed in this mission.\lIf we fail, then not only will each\land every one of you be killed,\lbut the Rockets will continue to\lreign, and all hope of resistance\lcould very well be lost.\pAny questions?
#org @final
= [orange_fr]Goldhawk: You are all dismissed.
For your level script - firstly it doesn't matter where the setvar goes, as long as you definitely hit it - otherwise the script repeats. Since your first section has no 'lock' values it might not be a problem.
Second, 4033 is very close to some special vars, if I recall correctly, so you might want to bump that up to 5000 instead. Just so it doesn't accidentally get changed.
Third problem I see is that your movements don't end in #raw 0xFE! Which is quite a common problem in scripting, add those on and it should be fine. :)
hello, I'm trying to understand scripts in XSE and so far it's going quite well, but I've come accross a command that I can't find in any scripting tutorial: "spritebehave"
XSE's Help says that there are two parameters, one for the charachter's ID, which I understand, and one for behavior number, and I'd like to know what this actually does.
Thanks for your help :)
I've never used this command, but the only thing I can think off is behaviour as in 'look left' 'walk around' 'walk up and down' etc, which are listed on A-Map when you make a person event. I believe the list also has the hex values of the behaviours - give it a go and see!
I believe you have to replace those I highlighted red with "END" and all the blue higlighted parts are the ones that I added to the script, And also is this a script box script?
Because I don't see any setvar anywhere on the script try setting one to see if it solves the problems or maybe you just inputed the setvar in A-map and just did a checkflag here to make the script work...
#org @remball
= Hey..Guess what my lucky day \pits a master ball.
Make sure to change the event number on hidesprite to whatever the event number is for the pokeball the player sees on the ground. You'll also need to set the person ID of that to the flag used in setflag (which you can change if you want to). Hope this helps!
I believe you have to replace those I highlighted red with "END" and all the blue higlighted parts are the ones that I added to the script, And also is this a script box script?
Because I don't see any setvar anywhere on the script try setting one to see if it solves the problems or maybe you just inputed the setvar in A-map and just did a checkflag here to make the script work...
Sorry I got back to this so late. So I tried setting the end on both parts of the script. Still freezes. I did set the Var number in A-map and did a checkflag. Should I do a setvar?
EDIT: And can someone explain to me what setvar does? I read the tutorial and still can't figure it out...
Spoiler:
'---------------
#org 0x800314
lock
checkflag 0x828
if 0x0 goto 0x8800325
if 0x1 goto 0x88003BF
end
'---------------
#org 0x800325
playsong 0x12E 0x0
msgbox 0x880034F MSG_FACE '"Wait!\nDon't go out!"
applymovement MOVE_PLAYER 0x8800365
waitmovement 0x0
applymovement 0x3 0x8800368
waitmovement 0x0
msgbox 0x8800372 MSG_FACE '"You shouldn't go out without\nPOKÉ..."
warp 0x5 0x1 0x0 0x06 0x0C
hidesprite 0x03
setvar 0x800D 0x1
end
'---------------
#org 0x8003BF
release
end
'---------
' Strings
'---------
#org 0x80034F
= [Blue_fr]Wait!\nDon't go out!
#org 0x800372
= [Blue_fr]OAK: You shouldn't go out without\nPOKÉMON for protection.\pI know.\nCome with me.
'-----------
' Movements
'-----------
#org 0x800365
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements
#org 0x800368
#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 0x1F 'Step Left (Fast)
#raw 0x4A 'Face Player
#raw 0xFE 'End of Movements
My newest fix: I got it to go through the warp. But it doesn't put the player into the next area. It freezes and stops playing the music. Help!
Hey everyone, I'm back with another script issue. So I tried using Shinyzer so that I could cause a wild battle with a shiny through a script, but so far all that happens when you talk to the Pokemon is that the game freezes. I tested it without the lines that are supposed to be used for the shiny Pokemon (callasm and setvar), and it worked, but obviously it doesn't otherwise. Does anyone know what I've done wrong?
Game: Pokemon Firered Type: Person Event Editor: XSE Script:
Hey everyone, I'm back with another script issue. So I tried using Shinyzer so that I could cause a wild battle with a shiny through a script, but so far all that happens when you talk to the Pokemon is that the game freezes. I tested it without the lines that are supposed to be used for the shiny Pokemon (callasm and setvar), and it worked, but obviously it doesn't otherwise. Does anyone know what I've done wrong?
Game: Pokemon Firered Type: Person Event Editor: XSE Script:
First of all, have you tried whether the script runs properly without calling the assembly code like you've done? If so, I'd advise you to remove the assembly code it calls as of now and re-write it (not sure what Shinyzer does exactly but feel free to try with it again if it serves the needed purpose).
Another way would be by writing it in assembly which really isn't that hard because I remember Hackmew posting a specific step-by-step tutorial how to do it (correct me if I'm wrong here). Only thing you need to do is to download an assembly editor that supports GBA games (that use this kind of assembly system) and write the code like he explained.
First of all, have you tried whether the script runs properly without calling the assembly code like you've done? If so, I'd advise you to remove the assembly code it calls as of now and re-write it (not sure what Shinyzer does exactly but feel free to try with it again if it serves the needed purpose).
Another way would be by writing it in assembly which really isn't that hard because I remember Hackmew posting a specific step-by-step tutorial how to do it (correct me if I'm wrong here). Only thing you need to do is to download an assembly editor that supports GBA games (that use this kind of assembly system) and write the code like he explained.
Yeah, as I said, I removed the assembly code and ran the script without any issues. Shinyzer basically puts the assembly code in the gba rom for you (at least, that's what I'm assuming it does). I'll try adding it manually and see if that fixes it (unless somebody else knows what I did wrong with my script).
Yeah, as I said, I removed the assembly code and ran the script without any issues. Shinyzer basically puts the assembly code in the gba rom for you (at least, that's what I'm assuming it does). I'll try adding it manually and see if that fixes it (unless somebody else knows what I did wrong with my script).
Thanks, I'll try it tomorrow. Unfortunately, I managed to screw up all the tiles on the ROM I was working on by hardly paying attention while hex editing (this was at about 12:30 A.M.), and then overwrote my backup. Yeah, not my best moment... Luckily all the scripts are backed up, and that's most of my progress right now.
Here i have made one script its for making a person to give me a pokemon.
I dunno how to make the girl stop giving me pokemon even after i have
took pokemon once from her!
Are you really using XSE? Your whole script is in Pokescript format...
XSE has a different format for scripting. That whole script is wrong for XSE, but is good for Pokescript. If you don't know the format for XSE, there are plenty tutorials on it.
I'm using Pksv-ui. For some reason, I cant get the basic wild pokemon battle script to work. I haven't changed it at all, this is the one generates for me.
Spoiler:
#dyn 0x740000
#org @start
special 0x187
compare LASTRESULT 2
if == jump 0x81A7AE0
special 0x188
lock
faceplayer
checksound
cry MINUN 2
waitcry
pause 0x14
playsound 0x156 0x0
battle MINUN 0x2B ULTRABALL
setflag 0x807
special 0x138
waitspecial
clearflag 0x807
special2 0x800D 0xB4
compare LASTRESULT 1
if == jump 0x8162558
compare LASTRESULT 4
if == jump 0x8162561
compare LASTRESULT 5
if == jump 0x8162561
setflag 0x1020
release
end
That's just the regular old one it generates. Any suggestions? Am I maybe putting it in the game wrong? I put it as the script offset for a person event. Any help would be greatly appreciated.