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  #5001    
Old December 29th, 2010 (07:54 AM).
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Thanks to all for their eariler advice
Is there a way i can remove the level scripts of route 101 on ruby so that the prof and dog are not there but his bag remains?
also so that i can edit the script so that i can add text before the contents of birch's bag is seen?
  #5002    
Old December 29th, 2010 (08:04 AM).
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Quote originally posted by pokeguy9000:
Thanks to all for their eariler advice
Is there a way i can remove the level scripts of route 101 on ruby so that the prof and dog are not there but his bag remains?
also so that i can edit the script so that i can add text before the contents of birch's bag is seen?
You could remove the scripts at the bottom of the map that show Birch and Poochyena running, and move both of them away and set their movement behavior to hidden.
And yes, you could edit the script, but you'll have to find free space, or it will overwrite a different part of the script and totally mess up the script.
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Old December 29th, 2010 (08:04 AM).
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@Hi-Techneon
Thanks man. But i'm using my iphone. I can't use those softwares
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  #5004    
Old December 29th, 2010 (08:33 AM).
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What was the National Pokedex special for Emerald? I want to make it National from the beggining. Do i have to replace a certain special with the Regional Dex one?
  #5005    
Old December 29th, 2010 (09:30 AM). Edited December 29th, 2010 by adhdguitar.
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Quote originally posted by xoax:
What was the National Pokedex special for Emerald? I want to make it National from the beggining. Do i have to replace a certain special with the Regional Dex one?
special 0x1F3 activates the National Dex in Emerald, but I'm not sure replacing the Regional Dex code with it will work, you might want to seek further clarification. In all honesty, you may have to repoint the whole script to a different offset and add a line, but like I said, I might be wrong.



Quote originally posted by Hi-Techneon:
The reason Mew doesn't obey is because it's programmed in the games that Mew normally doesn't obey. If you use another Pokémon it should work.

About that it doesn't disappear, people only disappear because of their ID upon entering a map. To make it disappear right after the script, you can use the movesprite or the disappear commands.
Okay, it sorta worked. The Pokeball disappears when you talk to it, but if you leave and come back, it's still there. I could have sworn that if a flag was set that was the same as the person event's ID, it wouldn't appear.
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  #5006    
Old December 29th, 2010 (11:19 AM).
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Quote originally posted by adhdguitar:
special 0x1F3 activates the National Dex in Emerald, but I'm not sure replacing the Regional Dex code with it will work, you might want to seek further clarification. In all honesty, you may have to repoint the whole script to a different offset and add a line, but like I said, I might be wrong.




Okay, it sorta worked. The Pokeball disappears when you talk to it, but if you leave and come back, it's still there. I could have sworn that if a flag was set that was the same as the person event's ID, it wouldn't appear.
Try using movesprite2. It moves the person definately. I almost always use that. You could use for example:
movesprite2 LASTTALKED 0xFF 0xFF
and you will never see it again
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Old December 29th, 2010 (12:45 PM).
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Where is the script where i'm given the Pokedex in Emerald? I searched the map and couldn't find anything....
  #5008    
Old December 29th, 2010 (01:47 PM).
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What commands would be necessary for me to have in a Nicknaming script? I know specials play a role in it, but what else?
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  #5009    
Old December 29th, 2010 (03:18 PM).
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Quote originally posted by Hi-Techneon:
Try using movesprite2. It moves the person definately. I almost always use that. You could use for example:
movesprite2 LASTTALKED 0xFF 0xFF
and you will never see it again
For some reason, it's still not working. In fact, it doesn't disappear at all now. I even made sure that the script wasn't corrupt and rewrote it from scratch at a different offset. I used both LASTTALKED and 0x3 but I kept getting the same result.

I'm gonna post the script again just in-case I was missing something blatantly obvious.
Spoiler:

'---------------
#org 0x800400
lock
faceplayer
checkflag 0x11
if 0x0 call 0x8800500
release
end

'---------------
#org 0x800500
givepokemon 0x85 0x5 0x0 0x0 0x0 0x0
setflag 0x11
movesprite2 0x3 0xFF 0xFF
msgbox 0x8800200 MSG_FACE '"You obtained a Pokemon!\pGood job!"
setflag 0x828
setflag 0x829
setflag 0x82F
setflag 0x291
release
end


'---------
' Strings
'---------
#org 0x800200
= You obtained a Pokemon!\pGood job!
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  #5010    
Old December 29th, 2010 (06:37 PM). Edited December 29th, 2010 by Bolens.
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Quote originally posted by xoax:
Where is the script where i'm given the Pokedex in Emerald? I searched the map and couldn't find anything....
I'm not actually sure, but would it be in the Map-Scripts in the header tab of Advance Map in Prof. Birch's lab.

Quote originally posted by Teh Blazer:
What commands would be necessary for me to have in a Nicknaming script? I know specials play a role in it, but what else?
Well if using XSE, all I know is just to use special 0x166. That should start the nickname script, I don't know the rest sorry.
  #5011    
Old December 29th, 2010 (06:59 PM).
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Quote originally posted by Johto_legend:
ive been trying to make a level script to occur right as the game starts, and i followed diegoisawesome's tutorial about level scripts but i had a problem. first here's the script
Spoiler:
this is the map script after inserting and compiling

'-----------------------
#org 0x71C9F8
#raw 02
#raw pointer 0x871C9FE
#raw 00

'-----------------------
#org 0x71C9FE
#raw word 0x7530
#raw word 0x0
#raw pointer 0x8800000
#raw word 0x0

'-----------------------
#org 0x800000
setvar 0x7530 0x1
checkflag 0x9C4
if 0x1 goto 0x8800274
spriteface 0xFF 0x2
lock
msgbox 0x8800066 '"In recent news, a sudden earthquake..."
closeonkeypress
waitkeypress
msgbox 0x88000EF '" reddfrrDidn't expect thatt\nOh wel..."
fadescreen 0x1
pause 0x40
fadescreen 0x0
pause 0x20
msgbox 0x8800130 '"Nice to hear you like the new place..."
msgbox 0x8800179 '" reddfrrShould be today,\nI don't w..."
msgbox 0x88001CA '" PLAYER's namee get your shoes on\n..."
msgbox 0x8800219 '"Alright well I'll talk to you\nlate..."
applymovement MOVE_PLAYER 0x880005D
waitmovement 0x0
fanfare 0x13E
msgbox 0x8800249 '" PLAYER's namee put on the running ..."
waitfanfare
setflag 0x82F
release
end

'-----------------------
#org 0x800274
release
end


'-----------
' Movements
'-----------
#org 0x80005D
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw FE 'End of Movements


'---------
' Strings
'---------
#org 0x800066
= In recent news, a sudden earthquake\n has caused panic in town and locals\l are still wondering what\l the cause of the earthquake was.

#org 0x8000EF
= reddfrrDidn't expect thatt\nOh well\pHow did this even happen?

#org 0x800130
= Nice to hear you like the new place.\nWhen do you get your new Pokemon?

#org 0x800179
= reddfrrShould be today,\nI don't which one to get though.\pMaybe I'll get thee

#org 0x8001CA
= PLAYER's namee get your shoes on\nand come downstairs.\p You have a visitor.

#org 0x800219
= Alright well I'll talk to you\nlater then.Bye!

#org 0x800249
= PLAYER's namee put on the running shoes!


and the video showing the problem is in the attachment below

anyways, it seems to skip the msgboxes and im not sure why. while going thru the steps made by diegoisawesome, he says " In the second part[script], there should be a pointer to your script. Under it, there should be a #raw word 0x(random number). Replace the random number with 0. Compile it and test it out in the game." But when i did it the random number was already 0, im not sure if thats the cause of the problem. can someone plz help me?
my question didnt get answered... i really need some help
  #5012    
Old December 29th, 2010 (09:52 PM).
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Quote originally posted by Johto_legend:
my question didnt get answered... i really need some help
Assuming you're using XSE, you forgot the box types after the pointers
(ex: msgbox @1 0x6

or msgbox 0x8800000 0x2)
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  #5013    
Old December 29th, 2010 (11:57 PM).
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Quote originally posted by Teh Blazer:
Assuming you're using XSE, you forgot the box types after the pointers
(ex: msgbox @1 0x6

or msgbox 0x8800000 0x2)
thats weird. cuz when i had inserted it, it had put in the pointers. but, this being the script decompiled, now it left them out. i'll add them see and see what happens. thx. oh and i have another question, does SMCA change the direction the hero starts in, because right now he starts facing down and i want him facing up.
  #5014    
Old December 30th, 2010 (03:07 AM).
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Quote originally posted by Johto_legend:
thats weird. cuz when i had inserted it, it had put in the pointers. but, this being the script decompiled, now it left them out. i'll add them see and see what happens. thx. oh and i have another question, does SMCA change the direction the hero starts in, because right now he starts facing down and i want him facing up.
For your question, no. Doing that would require another level script, however far much simpler.
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Old December 30th, 2010 (11:26 AM).
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Quote originally posted by Teh Blazer:
For your question, no. Doing that would require another level script, however far much simpler.
would it just be something like fadescreen 0x1 then applymovement then fadescreen 0x0?
  #5016    
Old December 30th, 2010 (12:03 PM).
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Quote originally posted by Johto_legend:
would it just be something like fadescreen 0x1 then applymovement then fadescreen 0x0?
If I'm right, then there's a command called spriteface.
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Old December 30th, 2010 (12:12 PM). Edited December 30th, 2010 by Johto_legend.
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Quote originally posted by Hi-Techneon:
If I'm right, then there's a command called spriteface.
Right! thanx for reminding me. can anyone tell me how to make fadescreen last a couple seconds, because when i use it, its just like a flash.

Edit: update on my level script, i added the 0x#s but it still doesnt show =( . i dont think it any problem with the way i set it up, cuz the script still happens, its just the the msgboxes dont appear.
on the upside, i got him to start facing up!
  #5018    
Old December 30th, 2010 (03:39 PM). Edited December 30th, 2010 by SnapTime.
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Hey guys, im having trouble with movement scripts in Pksv. Heres my script:
#dyn 0x740000
#org @begin
trainerbattle 0x0 0x211 0x0 @intro @defeat
lock
msgbox @afterwards
callstd msg_normal
applymovement 0x10 @move
waitmovement 0x0
disappear LASTTALKED
setflag 0x251
release
end
#org @intro
= I will crush you!!!

#org @defeat
= You crushed me[.]

#org @afterwards
= I can also say something after the battle.

#org @move
= m walk_up walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right end

My two problems are that:
1. I want to lock the player after the battle so you cant leave without talking to the person you just battled.
2. After you talk to him, he just disappears without doing the movements.
  #5019    
Old December 30th, 2010 (06:00 PM).
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Quote originally posted by Johto_legend:
Right! thanx for reminding me. can anyone tell me how to make fadescreen last a couple seconds, because when i use it, its just like a flash.

Edit: update on my level script, i added the 0x#s but it still doesnt show =( . i dont think it any problem with the way i set it up, cuz the script still happens, its just the the msgboxes dont appear.
on the upside, i got him to start facing up!
I think you could use "pause 0x#" like:
Code:
fadescreen 0x1
pause 0x40
fadescreen 0x0
which would fade to a black screen, wait about two seconds, then go back to normal. For every 20 on the pause, the game waits about a second.
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Old December 30th, 2010 (06:51 PM).
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Quote originally posted by Teh Blazer:
I think you could use "pause 0x#" like:
Code:
fadescreen 0x1
pause 0x40
fadescreen 0x0
which would fade to a black screen, wait about two seconds, then go back to normal. For every 20 on the pause, the game waits about a second.
thanks for that, ill try it out. but i still need help with my level script. everything happens except the msgboxes do not appear. i tried adding in the type of msgbox (0x2,3,4,5, or 6) but still nothing shows. theres a video of the problem in an attachment.

Script:
Spoiler:
#org 0x800000
setvar 0x7530 0x1
checkflag 0x9C4
if 0x1 goto 0x8800274
spriteface 0xFF 0x2
lock
msgbox 0x8800066 '"In recent news, a sudden earthquake..."
closeonkeypress
waitkeypress
msgbox 0x88000EF '" reddfrrDidn't expect thatt\nOh wel..."
fadescreen 0x1
pause 0x40
fadescreen 0x0
pause 0x20
msgbox 0x8800130 '"Nice to hear you like the new place..."
msgbox 0x8800179 '" reddfrrShould be today,\nI don't w..."
msgbox 0x88001CA '" PLAYER's namee get your shoes on\n..."
msgbox 0x8800219 '"Alright well I'll talk to you\nlate..."
applymovement MOVE_PLAYER 0x880005D
waitmovement 0x0
fanfare 0x13E
msgbox 0x8800249 '" PLAYER's namee put on the running ..."
waitfanfare
setflag 0x82F
release
end

'-----------------------
#org 0x800274
release
end


'-----------
' Movements
'-----------
#org 0x80005D
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw FE 'End of Movements


'---------
' Strings
'---------
#org 0x800066
= In recent news, a sudden earthquake\n has caused panic in town and locals\l are still wondering what\l the cause of the earthquake was.

#org 0x8000EF
= reddfrrDidn't expect thatt\nOh well\pHow did this even happen?

#org 0x800130
= Nice to hear you like the new place.\nWhen do you get your new Pokemon?

#org 0x800179
= reddfrrShould be today,\nI don't which one to get though.\pMaybe I'll get thee

#org 0x8001CA
= PLAYER's namee get your shoes on\nand come downstairs.\p You have a visitor.

#org 0x800219
= Alright well I'll talk to you\nlater then.Bye!

#org 0x800249
= PLAYER's namee put on the running shoes!
Attached Files
File Type: mov ScriptHelp.mov‎ (3.13 MB, 10 views) (Save to Dropbox)
  #5021    
Old December 31st, 2010 (12:41 PM).
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Quote originally posted by SnapTime:
Hey guys, im having trouble with movement scripts in Pksv. Heres my script:
#dyn 0x740000
#org @begin
trainerbattle 0x0 0x211 0x0 @intro @defeat
lock
msgbox @afterwards
callstd msg_normal
applymovement 0x10 @move
waitmovement 0x0
disappear LASTTALKED
setflag 0x251
release
end
#org @intro
= I will crush you!!!

#org @defeat
= You crushed me[.]

#org @afterwards
= I can also say something after the battle.

#org @move
= m walk_up walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right end

My two problems are that:
1. I want to lock the player after the battle so you cant leave without talking to the person you just battled.
2. After you talk to him, he just disappears without doing the movements.
Use this code instead, should work.

Code:
#dyn 0x740000
#org @begin
trainerbattle 0x1 0x211 0x0 @intro @defeat @after
end

#org @after
lock
msgbox @afterwards
callstd msg_normal
applymovement 0x10 @move 
pauseevent 0x0
disappear LASTTALKED
setflag 0x251
release
end

#org @intro
= I will crush you!!!

#org @defeat
= You crushed me[.]

#org @afterwards
= I can also say something after the battle.

#org @move 
= m walk_up walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right end
Hopefully that helps you, if not, post again. Glad to help.
  #5022    
Old December 31st, 2010 (03:58 PM).
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Quote originally posted by Kaylene:
I'm not all too sure what I did, but for whatever reason the wildbattle script is not agreeing with me. I'm fiddling with a rather simple script that creates a Rotom-esque encounter, but whenever I compile the script, the wildbattle part is never included (upon re-opening the script). Also, upon pressing 'Yes', it says "You gave the TV an odd look, but left it alone.", as if I had pressed 'No'.

My script editor is XSE, I'm editing FR, and I'm using the person event type.

Script:
Spoiler:

#dynamic 0x800000

#org @begin
lock
message @msg0
callstd 0x5
if 0x1 goto @yes
if 0x0 goto @no

#org @yes
message @msg1
boxset 0x6

wildbattle 0x158 0x5 0x0 0x0
release
end

#org @no
message @msg2
boxset 0x6

#org @msg0
= This TV is making strange sounds.\pTurn it on?
#org @msg1
= Something came out of the TV's\nmonitor and took physical form!
#org @msg2
= You gave the TV an odd look, but\nleft it alone.


It worked at one point, and at another I re-opened the script and put the missing wildbattle line in and it worked, but I can't seem to replicate that effect. Thank you in advance, to anyone who decides to help.
Bumping up my question, as I am still in need of help. I'm sure it's something simple...
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Old December 31st, 2010 (07:04 PM).
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Quote originally posted by Kaylene:
Bumping up my question, as I am still in need of help. I'm sure it's something simple...
Try this
Code:
#dynamic 0x800000
#org @begin
lock
message @msg0
callstd 0x5
if 0x0 goto @yes
if 0x1 goto @no
end

#org @yes
message @msg1
boxset 0x6
wildbattle 0x158 0x5 0x0 0x0
release
end

#org @no
message @msg2
boxset 0x6
end

#org @msg0
= This TV is making strange sounds.\pTurn it on?

#org @msg1
= Something came out of the TV's\nmonitor and took physical form!

#org @msg2
= You gave the TV an odd look, but\nleft it alone.
Hope it helps, if it doesn't work post again. Glad to help.
  #5024    
Old December 31st, 2010 (07:09 PM).
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Quote originally posted by Johto_legend:
thanks for that, ill try it out. but i still need help with my level script. everything happens except the msgboxes do not appear. i tried adding in the type of msgbox (0x2,3,4,5, or 6) but still nothing shows. theres a video of the problem in an attachment.

Script:
Spoiler:
#org 0x800000
setvar 0x7530 0x1
checkflag 0x9C4
if 0x1 goto 0x8800274

spriteface 0xFF 0x2
lock
msgbox 0x8800066 '"In recent news, a sudden earthquake..."
closeonkeypress
waitkeypress
msgbox 0x88000EF '" reddfrrDidn't expect thatt\nOh wel..."
fadescreen 0x1
pause 0x40
fadescreen 0x0
pause 0x20
msgbox 0x8800130 '"Nice to hear you like the new place..."
msgbox 0x8800179 '" reddfrrShould be today,\nI don't w..."
msgbox 0x88001CA '" PLAYER's namee get your shoes on\n..."
msgbox 0x8800219 '"Alright well I'll talk to you\nlate..."
applymovement MOVE_PLAYER 0x880005D
waitmovement 0x0
fanfare 0x13E
msgbox 0x8800249 '" PLAYER's namee put on the running ..."
waitfanfare
setflag 0x82F
release
end

'-----------------------
#org 0x800274
release
end



'-----------
' Movements
'-----------
#org 0x80005D
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw FE 'End of Movements


'---------
' Strings
'---------
#org 0x800066
= In recent news, a sudden earthquake\n has caused panic in town and locals\l are still wondering what\l the cause of the earthquake was.

#org 0x8000EF
= reddfrrDidn't expect thatt\nOh well\pHow did this even happen?

#org 0x800130
= Nice to hear you like the new place.\nWhen do you get your new Pokemon?

#org 0x800179
= reddfrrShould be today,\nI don't which one to get though.\pMaybe I'll get thee

#org 0x8001CA
= PLAYER's namee get your shoes on\nand come downstairs.\p You have a visitor.

#org 0x800219
= Alright well I'll talk to you\nlater then.Bye!

#org 0x800249
= PLAYER's namee put on the running shoes!
Here's an idea, remove the setflag/checkflag stuff in the beginning (I bolded it) cuz I think (and I know barely anything about level scripts) it doesn't really need it. Just try it. ^ ^
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  #5025    
Old December 31st, 2010 (09:19 PM). Edited December 31st, 2010 by Django136.
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Join Date: Dec 2010
Gender: Male
Posts: 10
Hi, I'm working on my first hack and I'm having a little trouble with part of the opening sequence that leads into getting your first pokemon. Anyways, It's a hack of Fire Red and I'm using XSE. This script is activated by a trigger (I think that's what it's called?) when you step on it just outside the player's house. It's supposed to lead you up to the "lab". The script works fine, but randomly stops after move2 and doesn't continue on to move3 and move4. I don't see anything different about the set up of it so I'm not sure what's wrong, can anybody help? Also, it's an overworld leading you there, specifically, your rival.

Spoiler:
#dynamic 0x34839C

#org @start
msgbox @1 0x6
applymovement 0x02 @move
waitmovement 0x0
msgbox @2 0x6
applymovement 0x02 @move2
applymovement 0xFF @move2
waitmovement 0x0
applymovement 0x02 @move3
applymovement 0xFF @move4

release
end

#org @move
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0xFE

#org @move2
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0xFE

#org @move3
#raw 0x11
#raw 0x11
#raw 0x12
#raw 0x11
#raw 0x12
#raw 0x11
#raw 0x12
#raw 0x11
#raw 0x12
#raw 0x12
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x12
#raw 0xFE

#org @move4
#raw 0x12
#raw 0x11
#raw 0x11
#raw 0x12
#raw 0x11
#raw 0x12
#raw 0x11
#raw 0x12
#raw 0x11
#raw 0x12
#raw 0x12
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0xFE

#org @1
= HEYYY!!!

#org @2
= I can't believe you were\nstill sleeping!\pWe need to get going!\p[green_fr]Chill! We're gonna bethere\n on time.\p[black_fr]No we aren't, you suck...
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