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Script Help Thread (DO NOT REQUEST SCRIPTS)

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alright so somethings still messed up. i think it might be my advance map because some scripts work with different versions. as of the moment the script you game me forces you to keep talking to the pokeball about 3 times then allows you to walk away without the dialogue finishing
 
the script I gave was written for XSE, not poke-script
I said it should work because I very briefly used
poke-script before I started using XSe, which I
find to be better! so unless you want to compile it within XSE you're gonna have to wait till someone who uses poke-script comes along!
 
I've always wished about a "follow me" script where other people can follow you around the map... =o
 
Hey guys I have a problem with a simple script:
The idea is I want a voice to give the Hero his starter: A pichu egg.
I use a green script box.
Now the tekst works but the only thing that doesn't work is the giveegg itself.
Thanks for helping :)
Spoiler:
 
Hey guys I have a problem with a simple script:
The idea is I want a voice to give the Hero his starter: A pichu egg.
I use a green script box.
Now the tekst works but the only thing that doesn't work is the giveegg itself.
Thanks for helping :)
Spoiler:

Have you tried using the number instead of saying PICHU?

My Question:
If I use a script that forces me to move to another map (applymovement) and I happen to have another level script on that other map, will the level script activate?
 
Hey guys I have a problem with a simple script:
The idea is I want a voice to give the Hero his starter: A pichu egg.
I use a green script box.
Now the tekst works but the only thing that doesn't work is the giveegg itself.
Thanks for helping :)
Spoiler:

Like the above said. Pichu's number in hex is 18, so try "giveegg 0x18 0xAC"
 
Last edited:
Have you tried using the number instead of saying PICHU?

My Question:
If I use a script that forces me to move to another map (applymovement) and I happen to have another level script on that other map, will the level script activate?
Hmm...this is un heard of. I've never heard of anyone doing such a thing..or tried. But I don't see why not. You might be able to call the map script inside the script you're using anyhow. If what you're tying doesn't work.
 
My Question:
If I use a script that forces me to move to another map (applymovement) and I happen to have another level script on that other map, will the level script activate?
That's... a really good question. I know half of the answer.

Only one script will run at a time. So if the level script does activate in the middle of applymovement, then the script that was running before it will terminate execution immediately (as if you had just run a "goto" to the level script). Whether or not the movement itself will terminate, though, is difficult to know.

This is assuming that applymovement can actually successfully carry the player outside of the current map through any means, map connections or otherwise.
 
Have you tried using the number instead of saying PICHU?
Well I tried it now, but it still won't work.
Maybey it's my ROM or something.
I have no idea.

The updated script:
Spoiler:
 
alright so somethings still messed up. i think it might be my advance map because some scripts work with different versions. as of the moment the script you game me forces you to keep talking to the pokeball about 3 times then allows you to walk away without the dialogue finishing
Switch to XSE. Pokescript is too buggy.

Like the above said. Pichu's number in hex is 18, so try "giveegg 0x18"
Nope, Pichu != Pikachu.
Pichu's actual number is AC (172 in dec).

Well I tried it now, but it still won't work.
Maybey it's my ROM or something.
I have no idea.

The updated script:
Spoiler:
Well it's actually your commands that's causing the problem...
There should be dynamic instead of dyn and msgbox instead of Message...
 
My script works perfectly, except it gives out a random pokemon cry for some reason

Spoiler:


How do I get rid of the cry?
 
Okay, my script is...kind of working. It's in XSE, by the way. Here it is; I'll explain the problem in a second.

Spoiler:


Well, the script works. Nothing freezes, the battle plays fine, and the message boxes all appear. However...the sprite doesn't. It doesn't show up and it doesn't move(if I make it visible normally), either. I'd insert a SC of Advance Map so you could see all the settings for the sprite, but I haven't made 15 posts, so I'll just list them in order:

Spoiler:


Anyone know what I've done wrong here?
 
Try changing theperson id to 1100 some flags are already set in game and if it is your sprite wont appear :/
 
Okay, my script is...kind of working. It's in XSE, by the way. Here it is; I'll explain the problem in a second.

Anyone know what I've done wrong here?
AdvanceMap shows the "person event number" in decimal, but you are specifying it in hex in XSE. Decimal 10 is not equal to hexadecimal 0x10; change your showsprite/hidesprite commands to use either 10 (no prefix) or 0xA.

Side note:
Try changing theperson id to 1100 some flags are already set in game and if it is your sprite wont appear :/
Flags above 0x8FF don't technically exist and hence are not safe to use; they overwrite other save data in RAM.
 
Last edited:
Ah, thanks. I've done some scripting, but I'm very new to actually doing any hex editing. Turns out I also forgot a "waitmovement" command too, but I fixed that pretty easily. And I'm not so much worried about flags and corrupting stuff right now; what I'm doing at the moment is just learning on a test ROM that I won't actually be using for anything. Best to know what I'm doing before I start making the game.
 
Game: Fire Red
Type: Signpost
Editor: XSE
Script: Sisnpost
Spoiler:



For some reason my signposts in my rom hack arn't working. I did the live update to XSE 1.1 and i can't think of anything else seeing as i followed diegosawesome tutorial correctly.
 
Game: Fire Red
Type: Signpost
Editor: XSE
Script: Signpost
Spoiler:



For some reason, the signposts in my rom hack aren't working. I did the live update to XSE 1.1 and I can't think of anything else, seeing as I followed diegoisawesome's tutorial correctly.

When I tried compiling your script with XSE, I got the "No dynamic start offset specified" error.
Looking at your script, it makes sense.
You start with a static offset (#org 0x800000), but then you use pointers (@start, @sign) in the rest of the script.
Pointers require a dynamic offset, so try changing the first line to #dynamic 0x800000.
That way, XSE will find free space starting from 0x800000, and continuing for each pointer.
 
When I tried compiling your script with XSE, I got the "No dynamic start offset specified" error.
Looking at your script, it makes sense.
You start with a static offset (#org 0x800000), but then you use pointers (@start, @sign) in the rest of the script.
Pointers require a dynamic offset, so try changing the first line to #dynamic 0x800000.
That way, XSE will find free space starting from 0x800000, and continuing for each pointer.

Sorry i wrote the script incorrectly in the thread i have #dynamic 0x800000 not #org.

there must be something else wrong with it.
 
Sorry i wrote the script incorrectly in the thread i have #dynamic 0x800000 not #org.

there must be something else wrong with it.

Ok.

1. Did you remember to copy the script offset XSE gave you and put it into the script offset box in Advance Map?

2. What is the talking height of the signpost set to?
 
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