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Script Help Thread (DO NOT REQUEST SCRIPTS)

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hinkage

Everyone currently in an argument with this member
384
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  • Age 28
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Another thing, if I wanted to increase the number of starters, I would give them all the same flag, to prevent the player from getting more than one, correct?

Yeah you would. But if it's a starter Pokemon, just use flag 0x828, since also activates the "Pokemon" option on the menu.





Is it possible to give the player a Pokemon with a nickname like in trades?
 
10,078
Posts
15
Years
  • Age 32
  • UK
  • Seen Oct 17, 2023
I just did setflag 0x824 and it worked! But 0x824 is the 5th badge so I'm not quite sure what's happening but thanks for the fix!

Awesome! Sometimes Kuga/Sabrina get mixed up in order and things, especially in tutorials so, for future reference:

0x820 – Activates First Badge
0x821 - Activates Second Badge
0x822 - Activates Third Badge
0x823 - Activates Fourth Badge
0x824 - Activates Fifth Badge [Kuga]
0x825 - Activates Sixth Badge [Sabrina]
0x826 - Activates Seventh Badge
0x827 - Activates Eighth Badge


Is it possible to give the player a Pokemon with a nickname like in trades?

Not possible through normal scripting, as party data is encrypted in FR. It's no doubt doable with ASM though, giving the pokémon then manually inserting a nickname (and owner if needed) onto it.
 

DrFuji

[I]Heiki Hecchara‌‌[/I]
1,691
Posts
14
Years
Is it possible to give the player a Pokemon with a nickname like in trades?

Yup, you can easily do it through regular scripting using the writebytetooffset command. For instance, if I wanted to change my first party member's nickname to 'SQUIRTLE' then I would just write the following, where every byte is a letter in HEX:

Code:
writebytetooffset 0xCD 0x202428C
writebytetooffset 0xCB 0x202428D
writebytetooffset 0xCF 0x202428E
writebytetooffset 0xC3 0x202428F
writebytetooffset 0xCC 0x2024290
writebytetooffset 0xCE 0x2024291
writebytetooffset 0xC6 0x2024292
writebytetooffset 0xBF 0x2024293
writebytetooffset 0xFF 0x2024294
writebytetooffset 0x00 0x2024295

If you want to rename the second Pokemon in your party then add 0x64 bytes to the offsets provided and then do so again for the third, fourth etc. In addition, if you want a wild Pokemon to have a different name (e.g you're sent on a quest to re-capture a nicknamed Pokemon that was released by its trainer) then you can do the following:

Code:
writebytetooffset 0xCD 0x2024034
writebytetooffset 0xCB 0x2024035
writebytetooffset 0xCF 0x2024036
writebytetooffset 0xC3 0x2024037
writebytetooffset 0xCC 0x2024038
writebytetooffset 0xCE 0x2024039
writebytetooffset 0xC6 0x202403A
writebytetooffset 0xBF 0x202403B
writebytetooffset 0xFF 0x202403C
writebytetooffset 0x00 0x202403D

Just remember that once you've written the nickname that you want to give in HEX you should finish it off with 0xFF and then fill in the remaining spaces with 0x0. If you're giving the Pokemon a nine letter nickname then you don't have to place 0xFF at the end.

Hopefully that helps :D
 

DrFuji

[I]Heiki Hecchara‌‌[/I]
1,691
Posts
14
Years
Can someone please give me a trading script for FireRed. Or how you can give a Pokemon away, possibly without trading? PLEASE HELP ME!!!

Here is a trade script that was taken from in-game and explained in great detail by HackMew - You can see the original explanation by opening XSE's Guide (F2) and going inside the 'Practical Classroom' folder.

Code:
#org 0x16A9B1
lock // locks the sprite movement
faceplayer // sprite faces the player
setvar 0x8008 0x1 // sets value of variable 0x8008 to 0x1
call 0x81A8CAD // calls a branch before returning at 0x1A8CAD
checkflag 0x24A // the script returns and checks flag 0x24A
if 0x1 goto 0x816AA23 // if the flag is enabled goto 0x16AA23
msgbox 0x81A59FE MSG_YESNO '"Hello, there! Do you happen to\nha..." // asks a question - Yes/No
compare LASTRESULT 0x0 // compares LASTRESULT if its value is 0x0 - for No
if 0x1 goto 0x816AA0B // if LASTRESULT is 0x0 - No, the script jumps to 0x16AA0B if Yes then continues
call 0x81A8CBD // the result is Yes and again it jumps to another offset 0x1A8CBD
compare 0x8004 0x6 // compares 0x8004 if its equal to 0x6
if 0x4 goto 0x816AA0B // if the value of 0x8004 is smaller than equal to the script jumps to 0x16AA0B
call 0x81A8CC9 // calls another offset 0x1A8CC9
comparevars2 LASTRESULT 0x8009 // compares if the value LASTRESULT is equal to the value of 0x8009
if 0x5 goto 0x816AA15 // if LASTRESULT's value is not equal to value at 0x8009 script jumps to 0x16AA15
call 0x81A8CD9 // calls another branch of the script at 0x1A8CD9
msgbox 0x81A5A9D MSG_KEEPOPEN '"Thanks!" // displays a Keep Open msg at 0x1A5A9D
setflag 0x24A // sets flag 0x24A
release // sprite resumes movement and the textbox can be closed
end // ends script execution

'---------------
#org 0x1A8CAD
copyvar 0x8004 0x8008 // copies value of 0x8004 to 0x8008
special2 LASTRESULT 0xFC // script uses special2 0xfc to retain a returned value to LASTRESULT
copyvar 0x8009 LASTRESULT // copies value at 0x8009 to LASTRESULT
return // script returns where it was last called

'---------------
#org 0x16AA23
msgbox 0x81A5AA5 MSG_KEEPOPEN '"The [buffer2] that I traded you,\n..." // displays msg at 0x1A5AA5
release // sprite resumes movement and the textbox can be closed
end // ends script execution

'---------------
#org 0x16AA0B
msgbox 0x81A5A4E MSG_KEEPOPEN '"Well, if you don't want to[.]" // displays msg at 0x1A5A4E
release // sprite resumes movement and the textbox can be closed
end // ends script execution

'---------------
#org 0x1A8CBD
special 0x9F // script uses special 0x9f which chooses a pokemon in the party
waitstate // script is in waitstate waiting for the special
lock // locks the sprites movement
faceplayer // sprite faces the player
copyvar 0x800A 0x8004 // copies value at 0x800A to 0x8004
return // script returns where it was last called

'---------------
#org 0x1A8CC9
copyvar 0x8005 0x800A // copies value at 0x8005 to 0x800A
special2 LASTRESULT 0xFF // uses special 0xFF and stores returned value at LASTRESULT
copyvar 0x800B LASTRESULT // copies value at 0x800B to LASTRESULT
return // script returns where it was last called

'---------------
#org 0x16AA15
bufferpokemon 0x0 0x8009 // stores the pokemon name value in 0x8009 to [buffer1]
msgbox 0x81A5A6A MSG_KEEPOPEN '"Hmmm?\nThis isn't a [buffer1].\pTh..." // displays msg at 0x1A5A6A
release // sprite resumes movement and the textbox can be closed
end // ends script execution

'---------------
#org 0x1A8CD9
copyvar 0x8004 0x8008 // copies value at 0x8004 to 0x8008
copyvar 0x8005 0x800A // copies value at 0x8005 to 0x800A
special 0xFD // special 0xFD is used
special 0xFE // special 0xFE is also used
waitstate // script is in waiting state waiting for the specials
lock // locks the sprite
faceplayer // sprite faces the player
return // script returns where it was last called


'---------
' Strings
'---------
#org 0x1A59FE
= Hello, there! Do you happen to\nhave a [buffer1]?\pWould you agree to a trade for\nmy [buffer2]?

#org 0x1A5A9D
= Thanks!

#org 0x1A5AA5
= The [buffer2] that I traded you,\nhas it grown stronger?

#org 0x1A5A4E
= Well, if you don't want to[.]

#org 0x1A5A6A
= Hmmm?\nThis isn't a [buffer1].\pThink of me if you get one.

Its quite complicated, but you can use it a skeleton and just change the flags/ text each time, along with the value in the line 'setvar 0x8008 0x1' as it determines which trade you will be initiating. You can also view and change the Pokemon that are involved with the trade by using ZodiacDaGreat's Trader Advanced.

If you want to take away a Pokemon then you can use HackMew's ASM code or metapod23's script.
 

Renegade

Time for real life...
995
Posts
12
Years
I'm having a problem with the "showsprite" command. In this script, near the middle, there are a bunch of "showsprite" commands. All of them work in game except for the ones above "showsprite 0x10". (Such as: showsprite 0x11, 0x12, 0x13, 0x14, and 0x15) The person event numbers in A-Map are correct and match up with these numbers. (Which are already in hex) Help please?

Code:
#dynamic 0x800180

#org @start
lock
special 0x113
applymovement 0x7F @m1
waitmovement 0x0
special 0x114
textcolor 0x0
message @t1 6
pause 0x10
applymovement 11 @m2
applymovement 12 @m3
waitmovement 0x0
pause 0x10
message @t2 6
special 0x113
applymovement 0x7F @m4
waitmovement 0x0
special 0x114
applymovement 0xFF @m5
waitmovement 0x0
applymovement 12 @m6
waitmovement 0x0
message @t3 6
applymovement 11 @m10
waitmovement 0x0
clearflag 0x502
showsprite 0xD
pause 0x10
applymovement 12 @m15
applymovement 0xFF @m15
waitmovement 0x0
applymovement 11 @m11
waitmovement 0x0
clearflag 0x503
showsprite 0xE
pause 0x10
applymovement 11 @m12
waitmovement 0x0
clearflag 0x504
showsprite 0xF
pause 0x10
applymovement 11 @m11
waitmovement 0x0
clearflag 0x505
showsprite 0x10
pause 0x10
applymovement 11 @m12
waitmovement 0x0
clearflag 0x506
showsprite 0x11
pause 0x10
applymovement 11 @m11
waitmovement 0x0
clearflag 0x507
showsprite 0x12
pause 0x10
applymovement 11 @m12
waitmovement 0x0
clearflag 0x508
showsprite 0x13
pause 0x10
applymovement 11 @m11
waitmovement 0x0
clearflag 0x509
showsprite 0x14
pause 0x10
applymovement 11 @m12
waitmovement 0x0
clearflag 0x510
showsprite 0x15
pause 0x10
applymovement 11 @m14
waitmovement 0x0
applymovement 12 @m16
applymovement 0xFF @m16
waitmovement 0x0
message @t4 6
applymovement 0xFF @m17
waitmovement 0x0
setvar 0x5005 0x1
release
end

#org @m17
#raw 0x11
#raw 0x13
#raw 0x13
#raw 0xFE

#org @t4
= Oak: These are Pokèballs. Inside\neach of them are different\lPokèmon. Go ahead and take one.\pYou'll need one for your travel\nto OakWood Town.\p\v\h06: Sweet! You go first,\n\v\h01.

#org @m16
#raw 0x1
#raw 0xFE

#org @m15
#raw 0x3
#raw 0xFE

#org @m14
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x11
#raw 0x0
#raw 0xFE

#org @m12
#raw 0x13
#raw 0x1
#raw 0xFE

#org @m11
#raw 0x0
#raw 0xFE

#org @m10
#raw 0x10
#raw 0x13
#raw 0x13
#raw 0x1
#raw 0xFE

#org @m7
#raw 0x10
#raw 0x10
#raw 0x13
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0xFE

#org @t3
= Let me start over.\p\v\h06 and \v\h01, I called you\ntwo over here to send you on a\llittle errand to OakWood Town.\p\v\h06: An errand? Uhg...\pOak: I need you two to bring\nback a Pokèball and an Antidote.\pGot it?\p\v\h06: Sure thing, Oak.\pOak: \v\h01, you get the Pokèball\nand \v\h06 can get the Antidote.\pBut first, I have something\nfor you two.

#org @m6
#raw 0x1
#raw 0xFE

#org @m5
#raw 0x11
#raw 0x13
#raw 0x11
#raw 0x11
#raw 0xFE

#org @m4
#raw 0x10
#raw 0x12
#raw 0x10
#raw 0x10
#raw 0xFE

#org @t2
= Oh! \v\h01, please join us.

#org @m3
#raw 0x0
#raw 0xFE

#org @m2
#raw 0x62
#raw 0xFE

#org @t1
= Oak: So what I wanted you to...

#org @m1
#raw 0x11
#raw 0x13
#raw 0x11
#raw 0x11
#raw 0xFE

Thanks.

EDIT: Nevermind, I tried a different method and it worked. Please ignore this post.
 
Last edited:
13
Posts
14
Years
  • Seen Jun 22, 2021
I've been trying to get the following script to work (Emerald):
Spoiler:


When I try to compile it, XSE gives me the following error:
Spoiler:

As far as I can tell, it's all there: 0x5 is for yes/no questions, there's the @ for the question itself, and "msgbox". Am I missing something?
 
10,078
Posts
15
Years
  • Age 32
  • UK
  • Seen Oct 17, 2023
I've been trying to get the following script to work (Emerald):
Spoiler:


When I try to compile it, XSE gives me the following error:
Spoiler:

As far as I can tell, it's all there: 0x5 is for yes/no questions, there's the @ for the question itself, and "msgbox". Am I missing something?

Your [#raw]s should in fact be [#org]s. Which will be the problem, as the string @unown can't connect properly.
 
13
Posts
14
Years
  • Seen Jun 22, 2021
Boy, do I feel like an idiot. :P
However, that's only half my problem. Whenever I compile it, this is what I end up with:
Spoiler:


Almost forgot: I'm using XSE, version 1.1.1.
 
Last edited:
10,078
Posts
15
Years
  • Age 32
  • UK
  • Seen Oct 17, 2023
Boy, do I feel like an idiot. :P
However, that's only half my problem. Whenever I compile it, this is what I end up with:
Spoiler:


Almost forgot: I'm using XSE, version 1.1.1.

(Wow you have a very full rom is you're up to A from using dynamic 0x800000) XD

This kind of thing normally happens when you edit an already compiled script, and then add/remove bytes worth of commands. Try recompiling the script anew, so you get new pointers.
 
88
Posts
14
Years
Here is a trade script that was taken from in-game and explained in great detail by HackMew - You can see the original explanation by opening XSE's Guide (F2) and going inside the 'Practical Classroom' folder.

Code:
#org 0x16A9B1
lock // locks the sprite movement
faceplayer // sprite faces the player
setvar 0x8008 0x1 // sets value of variable 0x8008 to 0x1
call 0x81A8CAD // calls a branch before returning at 0x1A8CAD
checkflag 0x24A // the script returns and checks flag 0x24A
if 0x1 goto 0x816AA23 // if the flag is enabled goto 0x16AA23
msgbox 0x81A59FE MSG_YESNO '"Hello, there! Do you happen to\nha..." // asks a question - Yes/No
compare LASTRESULT 0x0 // compares LASTRESULT if its value is 0x0 - for No
if 0x1 goto 0x816AA0B // if LASTRESULT is 0x0 - No, the script jumps to 0x16AA0B if Yes then continues
call 0x81A8CBD // the result is Yes and again it jumps to another offset 0x1A8CBD
compare 0x8004 0x6 // compares 0x8004 if its equal to 0x6
if 0x4 goto 0x816AA0B // if the value of 0x8004 is smaller than equal to the script jumps to 0x16AA0B
call 0x81A8CC9 // calls another offset 0x1A8CC9
comparevars2 LASTRESULT 0x8009 // compares if the value LASTRESULT is equal to the value of 0x8009
if 0x5 goto 0x816AA15 // if LASTRESULT's value is not equal to value at 0x8009 script jumps to 0x16AA15
call 0x81A8CD9 // calls another branch of the script at 0x1A8CD9
msgbox 0x81A5A9D MSG_KEEPOPEN '"Thanks!" // displays a Keep Open msg at 0x1A5A9D
setflag 0x24A // sets flag 0x24A
release // sprite resumes movement and the textbox can be closed
end // ends script execution

'---------------
#org 0x1A8CAD
copyvar 0x8004 0x8008 // copies value of 0x8004 to 0x8008
special2 LASTRESULT 0xFC // script uses special2 0xfc to retain a returned value to LASTRESULT
copyvar 0x8009 LASTRESULT // copies value at 0x8009 to LASTRESULT
return // script returns where it was last called

'---------------
#org 0x16AA23
msgbox 0x81A5AA5 MSG_KEEPOPEN '"The [buffer2] that I traded you,\n..." // displays msg at 0x1A5AA5
release // sprite resumes movement and the textbox can be closed
end // ends script execution

'---------------
#org 0x16AA0B
msgbox 0x81A5A4E MSG_KEEPOPEN '"Well, if you don't want to[.]" // displays msg at 0x1A5A4E
release // sprite resumes movement and the textbox can be closed
end // ends script execution

'---------------
#org 0x1A8CBD
special 0x9F // script uses special 0x9f which chooses a pokemon in the party
waitstate // script is in waitstate waiting for the special
lock // locks the sprites movement
faceplayer // sprite faces the player
copyvar 0x800A 0x8004 // copies value at 0x800A to 0x8004
return // script returns where it was last called

'---------------
#org 0x1A8CC9
copyvar 0x8005 0x800A // copies value at 0x8005 to 0x800A
special2 LASTRESULT 0xFF // uses special 0xFF and stores returned value at LASTRESULT
copyvar 0x800B LASTRESULT // copies value at 0x800B to LASTRESULT
return // script returns where it was last called

'---------------
#org 0x16AA15
bufferpokemon 0x0 0x8009 // stores the pokemon name value in 0x8009 to [buffer1]
msgbox 0x81A5A6A MSG_KEEPOPEN '"Hmmm?\nThis isn't a [buffer1].\pTh..." // displays msg at 0x1A5A6A
release // sprite resumes movement and the textbox can be closed
end // ends script execution

'---------------
#org 0x1A8CD9
copyvar 0x8004 0x8008 // copies value at 0x8004 to 0x8008
copyvar 0x8005 0x800A // copies value at 0x8005 to 0x800A
special 0xFD // special 0xFD is used
special 0xFE // special 0xFE is also used
waitstate // script is in waiting state waiting for the specials
lock // locks the sprite
faceplayer // sprite faces the player
return // script returns where it was last called


'---------
' Strings
'---------
#org 0x1A59FE
= Hello, there! Do you happen to\nhave a [buffer1]?\pWould you agree to a trade for\nmy [buffer2]?

#org 0x1A5A9D
= Thanks!

#org 0x1A5AA5
= The [buffer2] that I traded you,\nhas it grown stronger?

#org 0x1A5A4E
= Well, if you don't want to[.]

#org 0x1A5A6A
= Hmmm?\nThis isn't a [buffer1].\pThink of me if you get one.

Its quite complicated, but you can use it a skeleton and just change the flags/ text each time, along with the value in the line 'setvar 0x8008 0x1' as it determines which trade you will be initiating. You can also view and change the Pokemon that are involved with the trade by using ZodiacDaGreat's Trader Advanced.

If you want to take away a Pokemon then you can use HackMew's ASM code or metapod23's script.


Thanks a lot, but that's WAAAY too complicated. I don't need it any more like I told you.
 

dt200

Was and will be forever alone.
18
Posts
13
Years
Hello there! I don't know what went wrong with my script, but when I step on the place where I placed the script box.. nothing happens..

I don't know how to use spoilers.. so I'll post my script normally..

#dynamic 0x800000

#org @start
lock
setvar 0x7000 0x1
message @1 0x6
applymovement 0xFF @2
applymovement 0x0 @3
message @4 0x6
givepokemon 0x19 0x5 0xD0 0x0 0x0 0x0
setflag 0x828
message @5 0x6
giveitem 0x169 0x1 0x0
giveitem 0x16B 0x1 0x0
giveitem 0x16A 0x1 0x0
message @6 0x6
release
end

#org @1
= \v\h01...!

#org @2
#raw 0x62
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x11
#raw 0x11
#raw 0x11

#org @3
#raw 0x0

#org @4
= Here's a Pikachu, I caught for\nyou.. You don't think I'm an\lexperienced a Pokémon trainer\lright? Dad is training in the\lforest, he'll explain to you\leverything about Pokémon.

#org @5
= /v/h01: Whatelse do you have for me? \nMom: I've just came back from\lshopping.. And look\lwhat I've bought for you? A\lPokégear...\pMom: ... a TunaSocks magazine #2\nand a\lGPS without navigation system.\p\v\h01: So.. how do I use it or\nwhat do I do with it?\pMom: With the Pokégear, you can\ncall trainers nearby to see whether\lthey would like another battle, but\lyour battery needs to be charged\lafter every call. Well, I suppose\lyou know what to do with the\lTunaSocks magazine right? And\lwith the\lGPS, you can see where you are,\lthat's too obvious right?\pI forgot there is something else I\nneed to give you.. This gadget is\lvery expensive, but since you're\lliving in the modern era... Its a\lFame Checker, you can look at\lprofiles of famous people that\lyou've met, don't worry.. it will\lrecord down the info for you\lautomatically... Argh... You are so\llucky I bought this for you, and\lnot your brother...

Thank you.

I use XSE script editor, Firered Rom.
My boxes I filled in the advance map...
Var number-7000
Var value-0001
Unknown(4digit)-0003
Unknown(2digit)-00

If you don't know what unknown(2digit) means, you'll have to have the latest version of advancemap.
 
13
Posts
14
Years
  • Seen Jun 22, 2021


(Wow you have a very full rom is you're up to A from using dynamic 0x800000) XD

This kind of thing normally happens when you edit an already compiled script, and then add/remove bytes worth of commands. Try recompiling the script anew, so you get new pointers.

I just used the number recommended in a tutorial.
Anyway, I did write the script again, even before you mentioned that. That's what caused the raw/org mistake. It hasn't solved anything.
 
Last edited:

thanethane98

Self Proclaimed Expert
82
Posts
11
Years
  • Seen Nov 16, 2013
Hey everyone, I'm back again with a problem with another script. Everything with this one seems to work fine, and I can get it working in game. But, after the message is closed, the script ends without any movements being applied to the NPC. I know it probably has something to do with closeonkeypress, but I've been unable to find an acceptable way to fix this issue with the script.

Game: Firered
Type: Trigger
Editor: XSE
Script:
Spoiler:
 

DrFuji

[I]Heiki Hecchara‌‌[/I]
1,691
Posts
14
Years
Hey everyone, I'm back again with a problem with another script. Everything with this one seems to work fine, and I can get it working in game. But, after the message is closed, the script ends without any movements being applied to the NPC. I know it probably has something to do with closeonkeypress, but I've been unable to find an acceptable way to fix this issue with the script.

Game: Firered
Type: Trigger
Editor: XSE
Script:
Spoiler:

You haven't given your script the ability to complete the movements before ending - To remedy this put the command 'waitmovement 0x0' after your second applymovement. This will prevent the script from continuing until all of the movements that are taking place have finished.
 
7
Posts
11
Years
  • Seen Jul 16, 2012
I want the person to turn and say the line, but all he does is turn. The message beep is made, but no text box shows up.
Game: FireRed
Type: Person script
Editor:
v. 1.0.0
Script:
Spoiler:

Screenshots and/or videos:
none
Edit: Nevermind, it was the XSE being outdated. I downloaded 1.1.1 and it works fine.
[SOLVED]
 
Last edited:

Renegade

Time for real life...
995
Posts
12
Years
I want the person to turn and say the line, but all he does is turn. The message beep is made, but no text box shows up.
Game: FireRed Type: Person script Editor: v. 1.0.0 Script:
Spoiler:
Screenshots and/or videos: none

You are missing a "boxset" command after the msgbox value.

It should look something like this:

Code:
#dynamic 0x800000

#org @start
lock
faceplayer
msgbox @talk 6 <--- That means "boxset 6"
release
end

#org @talk
= Hello.\nThis is a test.

The boxset 6 command tells the game that the script is going to be a "normal message" script where someone is simply saying something. There are other boxset commands for questions and such, but those are in several tutorials in the tutorials section.
 
7
Posts
11
Years
  • Seen Jul 16, 2012
So I've come up with a new problem.

Spoiler:


I get to the script block it is supposed to be executed on, but the music fades and the game freezes. It's supposed to make Oak move to the player and then warp him to the Lab.

EDIT: Taking a look back at the tutorial, I fixed the Unknown and Var number bit. Text and movement works fine, but it freezes before warping.
 
Last edited:
34
Posts
13
Years
  • Seen Jun 14, 2016
I have two scripts that both freeze upon activating them, one is a regular script event, the other is a level script. Both on FireRed.

For the event:
Spoiler:


The level script (this one is rather long; longer than I intended):
Spoiler:


Help please?
 
Last edited:

tajaros

Hi I'm dawg
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I have two scripts that both freeze upon activating them, one is a regular script event, the other is a level script. Both on FireRed.

For the event:
Spoiler:


The level script (this one is rather long; longer than I intended):
Spoiler:


Help please?

Script #1 doesn't seem to have any problems in it but try to put a "lock" at the beggining of the script or just simply remove the release command here
"#org @start
checkflag 0x203
if 0x0 goto @RALLY
release
end"

And for script #2 I bet you used script type #2 in A-map right?

Well it always freezes when using that without setvar and why did you put the setvar at the beggining of the script? try putting them at the end of the script. And those applymovements might be the one causing the problems because you didn't inputed #raw 0xfe at the end always put #raw 0xfe at the end of every applymovement scripts or else they will freeze when doing the script and why did you inputed the script at offset 0x740300 always put a script on an offset higher than 0x800000 for safe scripting...:)

Hope this helps... :)
 
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