Pikachu id is 0x0019, not 1900 because the bytes have to be switched... and you have to delete the word "level", I wrote it to show you where you have to put the level of the pokemon...Oh Geeez ... I Got this Message When I Replaced the ID With Pikachu
[For The Fat guy in little root]
i got this message:S
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Link https://medo00972.googlepages.com/script.jpg
-Medo0
#ORG @Main
Lock
FacePlayer
Message @Speak
BoxSet 0x6
Release
End
#ORG @Speak
= Squirtle : Squeeertl
maybe the case of the characters... try this:Last question
What's Wrong with this basic Script
#Dynamic 0x80209E
#org @Main
lock
faceplayer
message @Speak
Boxset 0x6
Release
End
#org @Speak
= Squirtle : Squeeertl
compare 0x400C 0x2
if 0x1 goto 0x821E350
compare 0x400B 0x1
if 0x1 goto 0x821E2F0
compare 0x400B 0x2
if 0x1 goto 0x821E320
compare 0x400B 0x4
if 0x1 goto 0x821E350
compare 0x400B 0x8
if 0x1 goto 0x821E41D
compare 0x400B 0x0
if 0x5 goto 0x821E44D
goto 0x821E080
mmm... I don't understand your question...Code:compare 0x400C 0x2 if 0x1 goto 0x821E350 compare 0x400B 0x1 if 0x1 goto 0x821E2F0 compare 0x400B 0x2 if 0x1 goto 0x821E320 compare 0x400B 0x4 if 0x1 goto 0x821E350 compare 0x400B 0x8 if 0x1 goto 0x821E41D compare 0x400B 0x0 if 0x5 goto 0x821E44D goto 0x821E080
What "Var-values/commands" need to be set for these
to occur?
I'd be glad if some could help me. ^^
mmm... I don't understand your question...
The script seems perfectly normal... what does not work?
Maybe you have alrerady used flag 0x82f in your rom?
Okay, this is definitely the last time I'm coming here.
I have this problem, with the starter town of my hack.
Every time I place a OW in the hack map, hes in the trees. :(
Somehow..
A tutorial can be found HERE (at the end of the first post)... However, you have to put the value "02 validates values, load handler at..." and compile the "flag" and "value" box in A. MapIs it Fire Red and is the town built on Pallet town? Coz it has a level script that moves a NPC to where a trainer tips sign was in the original game.
_______________________________________________________________________________________________________
Need help
ROM: Fire Red
Version: BPRE
Script Editor: XSE
Script: Level Script
Spoiler:
'---------------
#org 0x800000
lock
checkflag 0x1000
if 0x0 call 0x880000D
release
end
'---------------
#org 0x80000D
applymovement MOVE_PLAYER 0x8800024
waitmovement 0x0
msgbox 0x8800028 MSG_NORMAL '"I'm happy!"
setflag 0x1000
return
'---------
' Strings
'---------
#org 0x800028
= I'm happy!
'-----------
' Movements
'-----------
#org 0x800024
#raw 0x63 'Question Mark (?)
#raw 0x66 'Happy (^_^)
#raw 0xFE 'End of Movements
A-map settings
Please note: This is my first level script. I am not completely sure on how to make them. I was given some brief details about them and I didn't understand so by looking at level scripts in a ROM I tried this one as a test. Also please explain any corrections made and if possible, please can you give a link to a tutorial on level scripts. Thanks in advance.
I can't get this to work. It's my first try at a level script.
Spoiler:#dynamic 0x2DDB4C
#org @start
checkflag 0x1000
if 0x0 goto @show
goto @done
end 'No release, because you didn't lock anything yet.
#org @show
lockall 'Lock only applies for a Person script. (When you talk to someone, it locks that person.)
showsprite 0x[People number, not People ID...]
applymovement 0x[same as above] @walk
waitmovement 0x0 'Always 0x0
msgbox @pokemon 0x6
givepokemon 0x17E 0x5 0x8B 0x0 0x0 0x0
setflag 0x828
fanfare 0x13E
waitfanfare
msgbox @got 0x6
applymovement 0x1000 @walkaway
setvar 0x4033 0x1
setflag 0x1000
releaseall 'With lockall, you have to use releaseall
end
#org @walk
#raw 0x60 0x0D 0x0F 0x0F 0x0F 0x0F 0x0F 0x01 0xFE
#org @pokemon
= [blue_fr]Warren: Ah, [player].\nYour mother had invited\p me over to talk about\nyou getting you a Pokemon!\pI have brought one for\n you to save you the hassle\p of catching one yourself.\nHere you go. 'Use \p after \n, otherwise the text won't be displayed.
#org @got
= [red_fr] [player] recieved Aron!
#org @walkaway
#raw 0x0C 0x0C 0x0C 0x0C 0x0E 0x0E 0x0E 0x0E 0x0E 0x0E 0x0C 0x60 0xFE
#org @done
release
end
I've got the persons ID at 1000. I made it Script type 2 in the A-Map header. Flag is 4033, value is 0000, the script offset is in offset 2. The script is supposed to happen when you walk down the stairs into the first floor of your house but it restarts the game if you enter the stairs.
mmm... for the house, the problem is probably that var 0x4033 is setted to a wrong value when you enter the house... you can try to change the var (for example Var: 5000 Value: 0000) and of course change it in the script too...I just learned how to make level scripts, and everything is working fine except for one problem I'm running into. You see I set a flag in the beginning of the game to hide a sprite in one of the houses in pallet town. That flag was 112. So the sprite was hidden. Then I went and made a script that when I talk to a man he leads him to his house, and in his house I put a level script where he gives me a Pokemon (celebi). It all works fine, and I get the Celebi and everything. I made it so that the flag I set in the beginning of the game is cleared when I talk to the man, because I want the sprite in the house that he's leading me to to be visible again. So, the sprite is visible again and all works fine. HOWEVER, my problem is that when I go into the house without talking to the old man, as soon as I enter the house, the game freezes... Or at least the character freezes. I've been trying to solve this for like 2 weeks but to no avail... any help?
Here are my 2 scripts:
The first one, when the old man leads me to his house (this one works fine)
Spoiler:#Dynamic 0x802000
#org @start
checkflag 0x109
if b_true goto @done
lock
faceplayer
message @1
boxset 5
compare LASTRESULT 1
if 1 goto @wierd
message @letsgo
boxset 6
release
end
#org @wierd
message @3
boxset 6
setflag 0x109
applymovement 0x04 @movehouse
applymovement 0xFF @moveplayer
waitmovement 0x0
setdooropened 0xF 0x7
doorchange
applymovement 0x04 @11
applymovement 0xFF @11h
waitmovement 0x0
hidesprite 0x04 0x00
applymovement 0xFF @11h2
waitmovement 0x0
setdoorclosed 0xF 0x7
doorchange
clearflag 0x112
warp 0x4 0x2 0x0 0x26C 0x1000
release
end
#org @11
#RAW 0x11 0xFE
#org @11h
#RAW 0x12 0xFE
#org @11h2
#RAW 0x11 0xFE
#org @1
= Hey, do you want to come\nsee my house?
#org @movehouse
#RAW 0x0 0x10 0x10 0x10 0x10 0x12 0x12 0x12 0x12 0x01 0xFE
#org @moveplayer
#RAW 0x0 0x10 0x10 0x10 0x10 0x10 0x12 0x12 0x12 0xFE
#org @letsgo
= Man, you sure are wierd!
#org @3
= Ok, follow me!
#org @done
release
end
Here is the LEVEL script:
Spoiler:#dynamic 0x804000
#org @start
checkflag 0x112
if b_true goto @done
checkflag 0x119
if b_true goto @done
movesprite 0x03 0x4 0x7
applymovement 0x03 @moveinh
applymovement 0xFF @moveinhp
waitmovement 0x0
message @give
boxset 6
givepokemon 0x1 0xFB 0x0 0x0 0x0 0x0
fanfare 0x13E
message @given
boxset 6
message @nickname
boxset 5
compare LASTRESULT 1
if 1 gosub @name
message @6
boxset 6
setflag 0x119
setvar 0x4033 0x1
release
end
#org @moveinh
#RAW 0x11 0x11 0x00 0xFE
#org @moveinhp
#RAW 0x11 0x11 0xFE
#org @give
= Here, take this Pokemon as a\ngift for following me.
#org @nickname
= Would you like to rename Celebi?
#org @name
call 0x1A74EB
return
#org @done
release
end
#org @given
= \v\h01 Received a Celebi!
#org @6
= \c\h01\h06\v\h01 : Thanks!
#org @moveinh2
#RAW 0x11 0x13 0xFE
NOTE: I'm probably 100% sure that the problem isn't with the script, rather with the way I'm setting up the level script. The type of level script I'm using is the one "02 Validates Values, loads handler to 0x0300EB0" And I put the "Flag" as 4033 and the "Value" as 0000. Every time I try to put this same level script using a different type, the game freezes.
Now, I have two more questions: How do I make a script where if I.. say.. for example push a button, like the one behind the poster in celadon game corner in FR, and when the button is pushed I want a staircase to appear. How would that work?
How would I make it so each time you enter a map, different wild pokemon appear, like in GSC when you solve the puzzle and each time you solve it more unown appear in the cavern.
Code:compare 0x400C 0x2 if 0x1 goto 0x821E350 compare 0x400B 0x1 if 0x1 goto 0x821E2F0 compare 0x400B 0x2 if 0x1 goto 0x821E320 compare 0x400B 0x4 if 0x1 goto 0x821E350 compare 0x400B 0x8 if 0x1 goto 0x821E41D compare 0x400B 0x0 if 0x5 goto 0x821E44D goto 0x821E080
What "Var-values/commands" need to be set for these
to occur?
I'd be glad if some could help me. ^^