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Script Help Thread (DO NOT REQUEST SCRIPTS)

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Why does this script activate every time the map is entered when reopening the game

Spoiler:


Script activates once, re-entering the map does nothing. However if I save and exit, then reload the game the script activates again (except the sprite that was hidden stays hidden).

Level Script data:
Flag: 8006 Value: 0000

It is the only level script on that map.

Have you used comparevar in that script?
If you have, use a flag too. Else the script will repeat.

@Hyouri:
I meant the dynamic offset.
 
I used FSF to find a free offset, put it in XSE with the #org offset and the coding, hit compile, saved the .rbc file, saved Ad. Map, restarted the VBA and rom and the same thing happened, the girl went beep! and weird characters ran out of the text box along the bottom of the screen.

When I re-opened the script using Ad. Map, this was what came up in the XSE window:

Spoiler:
 
I used FSF to find a free offset, put it in XSE with the #org offset and the coding, hit compile, saved the .rbc file, saved Ad. Map, restarted the VBA and rom and the same thing happened, the girl went beep! and weird characters ran out of the text box along the bottom of the screen.

When I re-opened the script using Ad. Map, this was what came up in the XSE window:

Spoiler:

I'm pretty sure you're not doing the process right or something. I'm just going to post a few pictures as a guide. Tell me if you do it this way:

Spoiler:
 
AAAAAAAAAAAAAAAH!!!

IT WORKED!!

Thank you so, so much! Stupid me wasn't saving it correctly!!! Oh man, thank you so, so much!!! I'm so grateful!!! THANK YOU!!!!
 
AAAAAAAAAAAAAAAH!!!

IT WORKED!!

Thank you so, so much! Stupid me wasn't saving it correctly!!! Oh man, thank you so, so much!!! I'm so grateful!!! THANK YOU!!!!

You weren't stupid haha. You just didn't know. It's okay, glad we could help you. :)

Bumping my question, now...


Need help with this:

Spoiler:
 
You weren't stupid haha. You just didn't know. It's okay, glad we could help you. :)

Bumping my question, now...


Need help with this:

Spoiler:
Which trainer editor are you using?
 
Game: Fire Red
Type: Person Event
Editor: Advanced Map/Pokescript
Script: The man is supposed to dissapear on fadescreen and the pokeball
is supposed to dissapear on interaction.

Spoiler:

Screenshots and/or Videos: https://www.youtube.com/watch?v=Pf0Vog88k2s
 
Which trainer editor are you using?

a-trainer.

is there a different one I should be using?

Game: Fire Red
Type: Person Event
Editor: Advanced Map/Pokescript
Script: The man is supposed to dissapear on fadescreen and the pokeball
is supposed to dissapear on interaction.

Spoiler:

Screenshots and/or Videos: https://www.youtube.com/watch?v=Pf0Vog88k2s

You should use XSE scripting. It's easier, more support, and less buggy. Here's one of my starters script for XSE...

Spoiler:



Good XSE Tutorial:
https://www.pokecommunity.com/threads/164276
 
@forestw785:
No, A-Trainer is fine.
My only suggestion for you is to use a different ID since I see nothing wrong with the script.
 
i dont want to use a different script maker. can u just help me with the one i already have?
 
i dont want to use a different script maker. can u just help me with the one i already have?

No go buddy. Foullump is probably one of the few people who really knows how to (and still uses) use pokescript all that well anymore.
 
Setmaptile XSE - problem

Hi, I have a problem with setmaptile .... Namely, the problem is that, with the blocks and will turn now to the example I will come home and go out the blocks again, returning to previous form ... It may be possible that these blocks are not returned to previous form after the disappearance of sight?

Here is the script XSE:

#dynamic 0x800000

#org @start
lock
faceplayer
checkflag 0x1008
checkflag 0x1003
if 0x1 goto @end
msgbox @text1 0x6
setflag 0x1008
release
end

#org @end
checkflag 0x1009
msgbox @text2 0x6
msgbox @text3 0x6
fadescreen 1
setmaptile 0x0C 0x03 0x01 0x0
setmaptile 0x0D 0x03 0x68 0x0
setmaptile 0x0C 0x04 0x01 0x0
setmaptile 0x0B 0x03 0x72 0x0
setmaptile 0x0D 0x04 0x78 0x0
setmaptile 0x0B 0x04 0x7A 0x0
pause 0x90
fadescreen 0
msgbox @text4 0x6
if 0x1 goto @end2
release
end

#org @end2
msgbox @text5 0x6
release
end

...........

TEXT

Sorry for Google translate. :( Please help me...
 
Ok, I have a question:

I need to find out how to make a trading script. I searched for some tutorials on xse, but none had a trading command. :(
Is there a specific xse command I can use?
 
Hi, I have a problem with setmaptile .... Namely, the problem is that, with the blocks and will turn now to the example I will come home and go out the blocks again, returning to previous form ... It may be possible that these blocks are not returned to previous form after the disappearance of sight?

Here is the script XSE:



Sorry for Google translate. :( Please help me...
I think you need a special 0x8E after those setmaptiles
 
Hi, I have a problem with setmaptile .... Namely, the problem is that, with the blocks and will turn now to the example I will come home and go out the blocks again, returning to previous form ... It may be possible that these blocks are not returned to previous form after the disappearance of sight?

Here is the script XSE:



Sorry for Google translate. :( Please help me...

you only need one special command if you want all new tiles to show up at one time.

Code:
#org @end
checkflag 0x1009
msgbox @text2 0x6
msgbox @text3 0x6
fadescreen 1
setmaptile 0x0C 0x03 0x01 0x0
setmaptile 0x0D 0x03 0x68 0x0
setmaptile 0x0C 0x04 0x01 0x0
setmaptile 0x0B 0x03 0x72 0x0
setmaptile 0x0D 0x04 0x78 0x0
setmaptile 0x0B 0x04 0x7A 0x0
[COLOR="Red"]special 0x8E[/COLOR]
pause 0x90
fadescreen 0
msgbox @text4 0x6
if 0x1 goto @end2
release
end
 
Thats no help....:( Special 0x8E don't help me...



you only need one special command if you want all new tiles to show up at one time.

Code:
#org @end
checkflag 0x1009
msgbox @text2 0x6
msgbox @text3 0x6
fadescreen 1
setmaptile 0x0C 0x03 0x01 0x0
setmaptile 0x0D 0x03 0x68 0x0
setmaptile 0x0C 0x04 0x01 0x0
setmaptile 0x0B 0x03 0x72 0x0
setmaptile 0x0D 0x04 0x78 0x0
setmaptile 0x0B 0x04 0x7A 0x0
[COLOR=Red]special 0x8E[/COLOR]
pause 0x90
fadescreen 0
msgbox @text4 0x6
if 0x1 goto @end2
release
end

Look et this:

[PokeCommunity.com] Script Help Thread (DO NOT REQUEST SCRIPTS)


Help.
 
Last edited:
@shadix

Maybe you can put rocks there, and after you talk to that guy, they dissapear or your rival breaks them or something. It's just that mountains or hills don't vanish. :\
 
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