- 4
- Posts
- 14
- Years
- Seen Apr 3, 2011
So I take it no one has any idea of why the script glitches and you're in control of another sprite?
Hey, could someone look at my script?
Spoiler:'---------------
#org 0x800460
lock
msgbox 0x88007C5 MSG_YESNO '"Would you like to mine this rock?"
compare LASTRESULT 0x1
if 0x1 goto 0x88006AC
release
end
'---------------
#org 0x8006AC
lock
random 0x9
compare LASTRESULT 0x0
if 0x1 goto 0x8800721
compare LASTRESULT 0x1
if 0x1 goto 0x8800735
compare LASTRESULT 0x2
if 0x1 goto 0x8800745
compare LASTRESULT 0x3
if 0x1 goto 0x8800755
compare LASTRESULT 0x4
if 0x1 goto 0x8800765
compare LASTRESULT 0x5
if 0x1 goto 0x8800775
compare LASTRESULT 0x6
if 0x1 goto 0x8800785
compare LASTRESULT 0x7
if 0x1 goto 0x8800795
compare LASTRESULT 0x8
if 0x1 goto 0x88007A5
compare LASTRESULT 0x9
if 0x1 goto 0x88007B5
release
end
'---------------
#org 0x800721
lock
msgbox 0x88007E9 MSG_NORMAL '"The wall crumbled..."
warp 0x1 0x1 0x1 0x1 0x1
release
end
'---------------
#org 0x800735
lock
giveitem 0x1 0x1 MSG_FIND
release
end
'---------------
#org 0x800745
lock
giveitem 0x2 0x1 MSG_FIND
release
end
'---------------
#org 0x800755
lock
giveitem 0x3 0x1 MSG_FIND
release
end
'---------------
#org 0x800765
lock
giveitem 0x4 0x1 MSG_FIND
release
end
'---------------
#org 0x800775
lock
giveitem 0x5 0x1 MSG_FIND
release
end
'---------------
#org 0x800785
lock
giveitem 0x6 0x1 MSG_FIND
release
end
'---------------
#org 0x800795
lock
giveitem 0x7 0x1 MSG_FIND
release
end
'---------------
#org 0x8007A5
lock
giveitem 0x8 0x1 MSG_FIND
release
end
'---------------
#org 0x8007B5
lock
giveitem 0x9 0x1 MSG_FIND
release
end
'---------
' Strings
'---------
#org 0x8007C5
= Would you like to mine this rock?
#org 0x8007E9
= The wall crumbled...
Seems to pulling out an ultra ball everytime instead of being random...
EDIT: I forgot to say I'm using XSE and it was a fire red rom.
#org $start
lockall
checkflag 0x500
if b_false goto 0x800000
release
end
#org $start
#raw 0xAC 0x24 0x00 0x0A 0x00
#raw 0xAE
#raw 0x55 0x00 0x05
applymovement 0x500 $move
pausemove 0
#raw 0XAD 0x24 0x00 0x0A 0x00
#raw 0xAE
lock
message $talk
boxset 6
playsound 0x112
nop
fadescreen 0
#raw 0x53 0x0F 0x80
setflag 0x500
playsound 0x13A
nop
release
end
#org $move
#raw 0x10 0x4A 0x62 0xFE
#org $talk
$talk 1 = Eh?\nI'm sorry.\pI can't accept your\nchallenge at the moment.\pBusiness matters you see.\pYou've seen too much as/nalready is.\pConsider it an honor you\ngot to meet the great\lGYM LEADER GIOVANNI!\pI can see it in your eyes...\pYou will become a powerful trainer!\pLet us meet again soon.\pWhen I am not so busy.\pI am eager to challenge you.\pFarewell for now, great one!
It seems that the YES/NO function script doesn't work for me when I use XSE....
So here is a script I copy pasted from one of the guides
Spoiler:#dynamic 0x80000
#org @start
lock
faceplayer
msgbox @yesno 0x5
if 0x1 goto @yes
if 0x0 goto @no
release
end
#org @yesno
= Yes or no?
#org @yes
= You pressed Yes!
#org @no
= You pressed No.
Here is what I get when I view my script through "Advance Map" 's OPEN SCRIPT.
Spoiler:'---------------
#org 0x3C9F68
lock
faceplayer
msgbox 0x83C9F81 MSG_YESNO '"Yes or no?"
if 0x1 goto 0x83C9F8E
if 0x0 goto 0x83C9FA1
release
end
'---------------
#org 0x3C9F8E
braille2 0xE400E9E3
'---------------
#org 0x3C9FA1
braille2 0xE400E9E3
'---------
' Strings
'---------
#org 0x3C9F81
= Yes or no?
Obviously the two functions above the String of Yes or NO are supposedly the other pointers that should have been the other strings. I did test it in my Fire red ROM and I ended up with a fail. Oh and it's a fresh rom that hasn't been tampered with.
It seems that the YES/NO function script doesn't work for me when I use XSE....
So here is a script I copy pasted from one of the guides
Code:#dynamic 0x80000[B][U][COLOR="Red"]0[/COLOR][/U][/B] #org @start lock faceplayer msgbox @yesno 0x5 if 0x1 goto @yes if 0x0 goto @no release end #org @yesno = Yes or no? #org @yes = You pressed Yes! #org @no = You pressed No.
Here is what I get when I view my script through "Advance Map" 's OPEN SCRIPT.
Spoiler:'---------------
#org 0x3C9F68
lock
faceplayer
msgbox 0x83C9F81 MSG_YESNO '"Yes or no?"
if 0x1 goto 0x83C9F8E
if 0x0 goto 0x83C9FA1
release
end
'---------------
#org 0x3C9F8E
braille2 0xE400E9E3
'---------------
#org 0x3C9FA1
braille2 0xE400E9E3
'---------
' Strings
'---------
#org 0x3C9F81
= Yes or no?
Obviously the two functions above the String of Yes or NO are supposedly the other pointers that should have been the other strings. I did test it in my Fire red ROM and I ended up with a fail. Oh and it's a fresh rom that hasn't been tampered with.
Try adding another zero in your dynamic offset.
(Indicated in red)
#dynamic 0x80000[B][COLOR="Red"]0[/COLOR][/B]
#org @start
lock
faceplayer
msgbox @yesno 0x5
if 0x1 goto @yes
if 0x0 goto @no
release
end
#org @yesno
= Yes or no?
#org @yes[COLOR="red"]
msgbox @pyes 0x6
release
end
#org @pyes[/COLOR]
= You pressed Yes!
#org @no[COLOR="red"]
msgbox @pno 0x6
release
end[/COLOR]
[COLOR="red"]#org @pno[/COLOR]
= You pressed No.
Through this I've made my script more complex thank you very much for helping.
The Yes/No function now says its script and follows through... though there is one more problem...
When I speak to the sprite and pick either YES or NO both go to the NO FUNCTION then when I speak to the sprite again and pick either YES or NO both now go to the YES FUNCTION.
Here's my script
Spoiler:#dynamic 0x654321
#org @start
lock
faceplayer
msgbox @talk 0x2
msgbox @yesno 0x5
compare lastresult 0x1
if 0x1 goto @yes
if 0x0 goto @no
msgbox @string2 MSG_KEEPOPEN
goto @snippet1
#org @snippet1
preparemsg @string2
waitmsg
multichoice 0x0 0x0 0x0F 0x0
copyvar 0x8000 LASTRESULT
compare 0x8000 0x0
if 0x1 goto @snippet2
compare 0x8000 0x1
if 0x1 goto @snippet3
compare 0x8000 0x2
if 0x1 goto @snippet4
compare 0x8000 0x3
if 0x1 goto @snippet5
compare 0x8000 0x4
if 0x1 goto @snippet6
compare 0x8000 0x5
if 0x1 goto @snippet7
compare 0x8000 0x7F
if 0x1 goto @snippet7
#org @yes
applymovement 0x4 @jump
msgbox @yes1 0x2
goto @snippet1
#org @no
msgbox @no1 0x2
goto @snippet1
#org @snippet2
msgbox @string3 MSG_KEEPOPEN
goto @snippet1
'---------------
#org @snippet3
msgbox @string4 MSG_KEEPOPEN
goto @snippet1
'---------------
#org @snippet4
msgbox @string5 MSG_KEEPOPEN
goto @snippet1
'---------------
#org @snippet5
msgbox @string6 MSG_KEEPOPEN
goto @snippet1
'---------------
#org @snippet6
msgbox @string7 MSG_KEEPOPEN
goto @snippet1
'---------------
#org @snippet7
releaseall
end
'---------
' Strings
'---------
#org @yesno
= Are you by chance\nwith the office of?
#org @jump
#raw 0x52
#raw 0x53
#raw 0x54
#raw 0x55
#raw 0x4A
#raw 0x66
#raw 0xFE
#org @yes1
= Wow! Thank you very much for playing\nthis customized Pokemon game.
#org @no1
= Oh WOW IT'S A NO
#org @talk
= Hi I'm the encoder \nof this customized game.
#org @string2
= Oh you're gonna interview me?
#org @string3
= I am
#org @string4
= BS-MIS bec
#org @string5
= I expect
#org @string6
= Did this
#org @string7
= Need script
This is my ideal flow
Dialogue->Yes/no question-If yes, goes to Yes' reply while if no, goes to No's reply--> =Multichoice--> END
msgbox @string2 MSG_KEEPOPEN
goto @snippet1
Hi, i'm having a problem with compiling my script in xse,
Can anyone tell me what's wrong with this script ?
PS: My error is error 13 'type mismatch' on line 19.
Missing #define or parameter.
Line: wildbattle 0x410 0x1E 0x0
Here's the script:
Spoiler:#dynamic 0x456734
#org @start
lock
checkflag 0x828
if 0x1 goto @done
setvar 0x8004 0xF
setvar 0x8005 0xF
setvar 0x8006 0xF
setvar 0x8007 0xF
special 0x136
applymovement 0xFF @move
waitmovement 0x0
applymovement 0x03 @move2
waitmovement 0x0
msgbox @1 0x6
cry 0x410 0x0
wildbattle 0x410 0x1E 0x0
fadescreen 0x1
fadescreen 0x0
hidesprite 0x800F
setflag 0x200
release
end
#org @done
release
end
#org @move
#raw 0x62
#raw 0xFE
#org @move2
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0xFE
#org @1
= Rrrrr...
As you thought, the problem is with the wildbattle line - Remember that you are scripting in HEX, rather than decimal. I assume that you want Deoxys (The 410th Pokemon in terms of how the data is ordered) who is actually 0x19A rather than 1040 (0x410).
Hi, i'm having a problem with compiling my script in xse,
Can anyone tell me what's wrong with this script ?
PS: My error is error 13 'type mismatch' on line 19.
Missing #define or parameter.
Line: wildbattle 0x410 0x1E 0x0
Here's the script:
Spoiler:#dynamic 0x456734
#org @start
lock
checkflag 0x828
if 0x1 goto @done
setvar 0x8004 0xF
setvar 0x8005 0xF
setvar 0x8006 0xF
setvar 0x8007 0xF
special 0x136
applymovement 0xFF @move
waitmovement 0x0
applymovement 0x03 @move2
waitmovement 0x0
msgbox @1 0x6
cry 0x410 0x0
wildbattle 0x410 0x1E 0x0
fadescreen 0x1
fadescreen 0x0
hidesprite 0x800F
setflag 0x200
release
end
#org @done
release
end
#org @move
#raw 0x62
#raw 0xFE
#org @move2
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0xFE
#org @1
= Rrrrr...
#dynamic 0x800000
#org @start
lock
checkflag 0x828
if 0x1 goto @done
setvar 0x8004 0xF
setvar 0x8005 0xF
setvar 0x8006 0xF
setvar 0x8007 0xF
special 0x136
applymovement 0xFF @move
waitmovement 0x0
applymovement 0x03 @move2
waitmovement 0x0
msgbox @1 0x6
cry 410 0x0
wildbattle 410 0x1E 0x0
fadescreen 0x1
fadescreen 0x0
hidesprite 0x800F
setflag 0x200
release
end
#org @done
release
end
#org @move
#raw 0x62
#raw 0xFE
#org @move2
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0xFE
#org @1
= Rrrrr...
Thanks man, really appreciate that, but it still does the same thing when i'm compiling the script! Same line and all..
First, I don't understand why there's a blank line in the middle of your script.
Second, aren't you supposed to use a safer offset for your scripts, e.g. 0x800000...?
Try this script that I tested and worked fine.
And proof that it works...Code:#dynamic 0x800000 #org @start lock checkflag 0x828 if 0x1 goto @done setvar 0x8004 0xF setvar 0x8005 0xF setvar 0x8006 0xF setvar 0x8007 0xF special 0x136 applymovement 0xFF @move waitmovement 0x0 applymovement 0x03 @move2 waitmovement 0x0 msgbox @1 0x6 cry 410 0x0 wildbattle 410 0x1E 0x0 fadescreen 0x1 fadescreen 0x0 hidesprite 0x800F setflag 0x200 release end #org @done release end #org @move #raw 0x62 #raw 0xFE #org @move2 #raw 0x8 #raw 0x8 #raw 0x8 #raw 0x8 #raw 0x8 #raw 0xFE #org @1 = Rrrrr...
Hello! I am having some trouble designing my game. I made a script for a sign (basic talking) but when I put it in my game, it doesn't work. (Pressing A does nothing) I used PokeScript. Meaning I
1. Made a script on notepad and made it into a .rbc
2. Compiled the script, clicked the book to find my fire red rom, then clicked the torch.
3. Clicked the torch (flashlight?) and clicked the first offset and assigned it
4. Went File -> Burn on Buf Rite, and got the offset from the offset tab
5. Wrote down the FIRST offset.
6. Inserted the first offset into Advance Map, onto the sign where the script is placed on top.
What did I do wrong? (I can post Screenies)
Code:
#dynamic 0x800000
#org @Showtext
lock
faceplayer
message @Hello
@Hello 1 = Mr. Zero's House\pDon't try the back door!
boxset6
release
end