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Help Thread: Script Help Thread

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The bold/underlined part is where I noticed something. Here's how I would check for no.
Spoiler:

I believe the dad calling you thing is a special, I think I read that somewhere in Research and Development.
You need a new level script in every map by the way. So you might have to cut the giant movement script into different pieces.

No, the mr briney is one long script and as I've said I've made an even longer movement for another script which works fine. The yes/no woks fine, maybe it's because when you're on the boat it can't check level scripts.
 
i am having trouble with this code:

#dynamic 0x802F00

#org @30
msgbox @31 0x6
release
end

#org @31
= Nurse: Oh my god!! Oh my god!\nYou're awake! Doctor! Doctor!\lCome He is awake!

everything works fine but it wont accept the text. It keeps on saying error 9: subscript out of range on line 9. what should i do?
 
i am having trouble with this code:

#dynamic 0x802F00

#org @30
msgbox @31 0x6
release
end

#org @31
= Nurse: Oh my god!! Oh my god!\nYou're awake! Doctor! Doctor!\lCome He is awake!

everything works fine but it wont accept the text. It keeps on saying error 9: subscript out of range on line 9. what should i do?

Please check your XSE version through Help > About. You need to use XSE version 1.1.1
 
Can some one make me a script where an opposing trainer disappears after the battle? Thanks!!!
 
Can some one make me a script where an opposing trainer disappears after the battle? Thanks!!!

Have you heard of the proverb "give a man a fish and you feed him for a day; teach a man to fish and you feed him for a lifetime"? Someone could make one for you, but in the long run you're just making it harder on yourself. Take a look at some tutorials, it's really not hard at all.
 
Have you heard of the proverb "give a man a fish and you feed him for a day; teach a man to fish and you feed him for a lifetime"? Someone could make one for you, but in the long run you're just making it harder on yourself. Take a look at some tutorials, it's really not hard at all.

Haha can you give me the link to the tutorial? :)
 
Haha can you give me the link to the tutorial?
[PokeCommunity.com] Script Help Thread

This https://www.pokecommunity.com/showthread.php?t=164276
 
on the movements list on diegos xse tutorial, #raw 0x66 is a happy face. i dont see any other movements for angry faces or sad faces.

However, in pokemon adventure red i see angry faces and sad face movements. How do i get these extra movements?
 
on the movements list on diegos xse tutorial, #raw 0x66 is a happy face. i dont see any other movements for angry faces or sad faces.

However, in pokemon adventure red i see angry faces and sad face movements. How do i get these extra movements?

They're probably custom over unused ones (most people don't use the [!!] for instance).
 
Hey guys I have 2 question that in fire red start of game there is big professer osk script how to change that script and 2nd question is how to make a pokemon follow script
 
Hey guys I have 2 question that in fire red start of game there is big professer osk script how to change that script and 2nd question is how to make a pokemon follow script

This: https://www.pokecommunity.com/threads/340156 and this: https://www.pokecommunity.com/threads/210131

To make a Pokemon follow you can use the copy player movement in spritebehave and make it behind you facing your direction. This will work for one script and would be buggy. To make a Poke follow all game hasn't been done yet.
 
i was looking at a jpan engine tutorial. The thing Im most interested in is the multichoice boxes. I understand the code but, there was no example for proceeding after a choice is selected. Like for yes and no you do compare lastresult what do you do for multichoice?? Please and thank you.


https://www.pokecommunity.com/threads/336462

#org @start
setvar 0x8006 0x0
loadpointer 0x0 @1
special 0x25
setvar 0x8006 0x1
loadpointer 0x0 @2
special 0x25
setvar 0x8006 0x2
loadpointer 0x0 @3
special 0x25
multichoice 0x0 0x0 0x21 0x0

#org @1
= Choice 1

#org @2
= Choice 2

#org @3
= Choice 3
 
I understand the code but, there was no example for proceeding after a choice is selected. Like for yes and no you do compare lastresult what do you do for multichoice?? Please and thank you.


#org @start
setvar 0x8006 0x0
loadpointer 0x0 @1
special 0x25
setvar 0x8006 0x1
loadpointer 0x0 @2
special 0x25
setvar 0x8006 0x2
loadpointer 0x0 @3
special 0x25
multichoice 0x0 0x0 0x21 0x0

#org @1
= Choice 1

#org @2
= Choice 2

#org @3
= Choice 3
after the multichoice, use the following code(more or less).
compare 0x800D(LASTRESULT, will check to see which one the person has chosen) 0x0(first choice is stored as 0x0
if 0x1(if they chose the first choice) goto @(pointer to whatever happens after you choose this choice.)
compare 0x800D 0x1(second choice)
if 0x1 goto @(different pointer depending on what happens after the second choice)


and that code goes on and on depending on how many choices you have. btw, having a multichoice box whose last byte ends in 0x0 means that B can cancel.
 
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