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  #1201    
Old May 29th, 2009 (06:56 PM). Edited May 29th, 2009 by PlatniumPiano.
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PlatniumPiano
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Quote originally posted by Kolossus:
Hey everyone, sorry for the noob question. I have been looking all morning and have yet to see a simple answet to this. I change some of the script from the game, then I try to save, but it just makes a new file for that script! Then when I close the script and open it again, it opens the old script. I can open mine, but it opens in a new tab. Even when I go 'compile' it still saves as a new file. Any thoughts on how I can implement my script?

I used to have this exact same problem lol. If you are using XSE, what you do is:
1.Write your script
2.Click on the "show log" button, so it is ON.
3.Hit "Compile" and when you do, a small box should pop up with your script in it.
4. At the bottom of this little box, there are one or many offsets there. If you used, say @start to start your script, you highlight that one and hit the copy button.
5.Once the @start (or whatever the first #org @something was) offset is copied, minimize XSE and paste the new offset into the advance map box where it first said "open script" but don't forget to only paste the Numbers, and to keep the Dollar sign.
6.Hit open script, and you should open a new script similar to what you wrote!

Any questions, just ask me.




EDIT: I HAVE A SUPER NOOBY PROBLEM:

So when I write a script with a flag, in which one of the first commands is to check for the flag, do the event, then set that flag so it can't happen again. This works when I am in the same building...

HOWEVER when I exit the room or map the script is located in and talk to whatever person I had the script with, It starts up again, like I never set the flag. This happens with every script I do that involves flags.

I.E.

Code:
 
#dynamic 0x80000
 
#org @start
lock
faceplayer
checkflag 0x901
if 0x0 goto @set
release
end
 
#org @set
msgbox @you 0x6
setflag 0x901
release
end
 
#org @you
= You just set flag 901!
I am guessing that this should work. It does. I go up to this guy for the first time, I talk to him, he says "You just set flag 901!" and I talk to him again and he doesn't say nada. Perfect, right?

This is the part where I leave the building. Just because I feel stupid, I decide to go back in there again. I talk to the guy and what does he say?

"You just set flag 901!"

I'm using Ruby Version with most recent versions of Amap and XSE, so does my rom clear all flags when I leave a map and re-enter? Or am I missing something huge?
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  #1202    
Old May 29th, 2009 (09:01 PM).
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onyx79
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put a flag that the game(ruby)doesn't use and on A-MAP put the flag on person ID I had the same problem but now it works perfectly...
  #1203    
Old May 29th, 2009 (09:07 PM).
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PlatniumPiano
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Quote originally posted by onyx79:
put a flag that the game(ruby)doesn't use and on A-MAP put the flag on person ID I had the same problem but now it works perfectly...
I know that Ruby doesn't use 901, and I set 901 as the person ID, but it still didn't work. Is it because I'm on a custom map?
  #1204    
Old May 29th, 2009 (09:11 PM).
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DarkPrince304
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Quote originally posted by metapod23:
I just made a similar script. Tested and it works.

For the mom, place a script at the entranceway. Give the mom the ID 2c and apply a var number to the script. I used 5050 which works fine. Place the mom sprite in the entranceway. Alter the code below to your liking ... (if you use a different number for the var, change the corresponding number in the code - DON'T change 2C - if you're not hacking Fire Red, though, I'm not sure if it will work). You might be able to put this all into one code.

Code:
'---------------
#org 0x800000
lockall
goto 0x80000c
releaseall
end

'---------------
#org 0x800000
showsprite 0x1
sound 0x9
showsprite 0x1
applymovement MOVE_PLAYER 0x8169B91
applymovement 0x1 0x8169868
waitmovement 0x1
applymovement 0x1 0x81A75E1
textcolor 0x0
msgbox 0x818E272 MSG_KEEPOPEN
closeonkeypress
applymovement 0x1 0x81A75D1
sound 0x9
waitmovement 0x1
hidesprite 0x1
setflag 0x2C
releaseall
end


'---------
' Strings
'---------
#org 0x18E272
= MOM: [player]! Get to bed!\nIt's 11:00! You should be asleep!\pGo to bed and don't forget to\nchange into your pajamas!


'-----------
' Movements
'-----------
#org 0x169B91
#raw 0x10 'Step Down (Normal)
#raw 0x62 'Exclamation Mark (!)
#raw 0x1 'Face Up
#raw 0xFE 'End of Movements

#org 0x169868
#raw 0x13 'Step Right (Normal)
#raw 0xFE 'End of Movements

#org 0x1A75E1
#raw 0x4A 'Face Player
#raw 0xFE 'End of Movements

#org 0x1A75D1
#raw 0x12 'Step Left (Normal)
#raw 0xFE 'End of Movements
Change the movements to match what you want. In mine the mom comes upstairs, so this works best.

Then apply a signpost to the bed with this sort of code:

Code:
'---------------
#org 0x800057
msgbox 0x818E4CA MSG_KEEPOPEN
closeonkeypress
fadescreen 0x1
pause 0x1E
fadescreen 0x0
hidesprite 0x1
releaseall
end


'---------
' Strings
'---------
#org 0x18E4CA
= [player] went to sleep\nand dreamed of getting your 1st\pPOKéMON!
Any questions please ask. The org#s are what I used for mine. Somebody who's better at scripting might be able to help you more as well with an easier way or something ...
Umm Can you convert the code into XSE?
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  #1205    
Old May 29th, 2009 (09:43 PM). Edited May 30th, 2009 by destinedjagold.
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onyx79
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I have a huge problem!
I took a map of a pokemon lab and I changed it and put 2 pokemon labs in 1 map.
at the beginning prof elm let's you choose a starter and then when you reach the 2nd reigon you'll get another starter,but when I talk with prof oak to get my 2nd starter he only says:it contains a pokemon caught by prof elm this is my script:

Spoiler:
'---------------
#org 0x1C0FED
checkflag 0x181
if 0x1 goto 0x8271AE2
msgbox 0x8271AED MSG_YESNO '"Hello [player],I'm happy to see yo..."
compare LASTRESULT 0x1
if 0x1 goto 0x8271A78
msgbox 0x8271B50 MSG_NORMAL '"That's okay.\pI'm sure someone els..."
release
end
'---------------
#org 0x271AE2
msgbox 0x8271BFB MSG_NORMAL '"sometimes."
release
end
'---------------
#org 0x271A78
givepokemon 0x4 0x9B 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox 0x8271B83 MSG_KEEPOPEN '"\c\h01?You received a CYNDAQUIL!"
waitfanfare
closeonkeypress
setflag 0x181
msgbox 0x8271BA3 MSG_YESNO '"\c\h01?Would you like to give a\nn..."
compare LASTRESULT 0x1
if 0x1 call 0x8271ADB
msgbox 0x8271BD9 MSG_NORMAL '"Enjoy your gift and come to\nvisit..."
release
end
'---------------
#org 0x271ADB
call 0x81A74EB
return
'---------------
#org 0x1A74EB
fadescreen 0x1
special 0x9E
waitstate
return

'---------
' Strings
'---------
#org 0x271AED
= Hello [player],I'm happy to see you here\nin KANTO.As a reward I want to give\nyou a starter,you want it?
#org 0x271B50
= That's okay.\pI'm sure someone else will\ntake it.
#org 0x271BFB
= sometimes.
#org 0x271B83
= \c\h01?You received a CYNDAQUIL!
#org 0x271BA3
= \c\h01?Would you like to give a\nnickname to CYNDAQUIL?
#org 0x271BD9
= Enjoy your gift and come to\nvisit sometimes.


what is the problem?
  #1206    
Old May 30th, 2009 (12:56 AM).
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DarkPrince304
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Hey Guys
Here's a script I made

Quote:
#dynamic 0x821656
#org @start
lock
faceplayer
msgbox @2 0x6
cry 0x19 0x0
fadescreen 0x3
fadescreen 0x2
release
end

#org @2
= \c\h01\h05This Ball Shocked you as you touched it!\p\c\h01\h04[PLAYER]:Better get away from it...
Now here's what I want
I have put a pokeball in a room.And As the player touches the pokeball a bright flash of light is seen(fadescreen). and then some text is seen which you can see...
I tried this script in my game but I can only see the fadescreen effect not the text...So can someone please correct me where am I wrong in the script
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  #1207    
Old May 30th, 2009 (01:03 AM).
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Pokepal17
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Quote originally posted by DarkPrince304:
Hey Guys
Here's a script I made



Now here's what I want
I have put a pokeball in a room.And As the player touches the pokeball a bright flash of light is seen(fadescreen). and then some text is seen which you can see...
I tried this script in my game but I can only see the fadescreen effect not the text...So can someone please correct me where am I wrong in the script
Try this,

#dynamic 0x821656

#org @start
lock
faceplayer
msgbox @2 0x4
cry 0x19 0x0
waitcry
closeonkeypress
fadescreen 0x3
fadescreen 0x2
release
end

#org @2
= \c\h01\h05This Ball Shocked you as you touched it!\p\c\h01\h04[PLAYER]:Better get away from it...
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  #1208    
Old May 30th, 2009 (04:39 AM).
DarkPrince304's Avatar
DarkPrince304
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Quote originally posted by Pokepal17:
Try this,

#dynamic 0x821656

#org @start
lock
faceplayer
msgbox @2 0x4
cry 0x19 0x0
waitcry
closeonkeypress
fadescreen 0x3
fadescreen 0x2
release
end

#org @2
= \c\h01\h05This Ball Shocked you as you touched it!\p\c\h01\h04[PLAYER]:Better get away from it...
Nope still not working
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  #1209    
Old May 30th, 2009 (05:43 AM).
metapod23's Avatar
metapod23
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Nature: Timid
Quote originally posted by DarkPrince304:
Umm Can you convert the code into XSE?
'Tis XSE. All of it will work in XSE, just replace the "#org"s with whatever you want.
  #1210    
Old May 30th, 2009 (05:47 AM).
DarkPrince304's Avatar
DarkPrince304
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Quote originally posted by metapod23:
'Tis XSE. All of it will work in XSE, just replace the "#org"s with whatever you want.

No I mean when I click the Compile button I can't see the Copy Button :O
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  #1211    
Old May 30th, 2009 (06:13 AM).
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Samike360
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So I have this script, and I want it to load after I descend the stairs. However, when I put it on top of the warp tile and warp into the room, the script doesn't load and I have to step off and the back on the tile for it to work. I'm using XSE on a Leaf Green ROM.

Spoiler:
'---------------
#org 0x80000C
lockall
checkflag 0x200
if 0x1 goto 0x8800064
applymovement 0x1 0x880007F
waitmovement 0x0
setflag 0x200
release
end

'---------------
#org 0x800064
release
end


'-----------
' Movements
'-----------
#org 0x80007F
#raw 0x62 'Exclamation Mark (!)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0xF 'Step Right (Slow)
#raw 0xFE 'End of Movements
__________________





Please warm my eggs...I'll be sure to return the favor

From now one, if you haven't contacted me yet....I will not accept hacks unless they are at least in progressing hacks. So if you want my help, get some screenshots first.
  #1212    
Old May 30th, 2009 (06:49 AM).
Allegretto
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Join Date: May 2009
Gender:
Thx for the help with the specialheal givepokemon script combo. Have a problem with the next applymovement script. He dosn't go where he needs to go. Th person should go 3 steps up first then 3 steps left and finally 4 steps up before ending up where he should end up.

Here's the script as i compiled it.

Spoiler:
#dynamic 0x8013D8

#org @start
checkflag 0x828
if 0x1 goto @done
msgbox @1 0x6
applymovement 0x03 @move
waitmovement 0x0
applymovement 0xFF @move2
pause 0x30
msgbox @2 0x6
playsong 0x13E 0x0
applymovement 0x03 @move3
applymovement 0xFF @move3
waitmovement 0x0
fadesong 0x12C
release
end

#org @done
release
end

#org @move
#raw 0x62
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0xFE

#org @move2
#raw 0x03
#raw 0xFE

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

#org @1
= Waaaiiiitttt!!!

#org @2
= You can't go out there\nwithout your own Pokemon.\pWild Pokemon will hurt you.





Can you help?
  #1213    
Old May 30th, 2009 (06:50 AM).
PlatniumPiano's Avatar
PlatniumPiano
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Quote originally posted by Samike360:
So I have this script, and I want it to load after I descend the stairs. However, when I put it on top of the warp tile and warp into the room, the script doesn't load and I have to step off and the back on the tile for it to work. I'm using XSE on a Leaf Green ROM.

Spoiler:
'---------------
#org 0x80000C
lockall
checkflag 0x200
if 0x1 goto 0x8800064
applymovement 0x1 0x880007F
waitmovement 0x0
setflag 0x200
release
end

'---------------
#org 0x800064
release
end


'-----------
' Movements
'-----------
#org 0x80007F
#raw 0x62 'Exclamation Mark (!)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0xF 'Step Right (Slow)
#raw 0xFE 'End of Movements
Is flag 200 already being used in the game?
  #1214    
Old May 30th, 2009 (07:03 AM).
Samike360's Avatar
Samike360
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Quote originally posted by PlatniumPiano:
Is flag 200 already being used in the game?
No I don't think so, when I step back on the tile the flag works fine (the script happens once).

I'll try changing it though.
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Please warm my eggs...I'll be sure to return the favor

From now one, if you haven't contacted me yet....I will not accept hacks unless they are at least in progressing hacks. So if you want my help, get some screenshots first.
  #1215    
Old May 30th, 2009 (07:24 AM).
PlatniumPiano's Avatar
PlatniumPiano
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Quote originally posted by Samike360:
No I don't think so, when I step back on the tile the flag works fine (the script happens once).

I'll try changing it though.

Hmm. I'm not sure what to say then. It warps on the tile, correct?
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  #1216    
Old May 30th, 2009 (07:31 AM).
Samike360's Avatar
Samike360
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Location: ATL
Gender:
Nature: Bold
Quote originally posted by PlatniumPiano:
Hmm. I'm not sure what to say then. It warps on the tile, correct?
Yeah when you come down stairs it warps onto the tile, but the script won't load until you step off of it and then back on it.

Also, I've been experimenting with level scripts using the "validates value" and the "on entering map" scripts, but none of them seem to work (on one of them, when you enter the map it has random unintelligible speech that you can't get out of).

If someone has a link to a level scripting tutorial, it would be much appreciated.
__________________





Please warm my eggs...I'll be sure to return the favor

From now one, if you haven't contacted me yet....I will not accept hacks unless they are at least in progressing hacks. So if you want my help, get some screenshots first.
  #1217    
Old May 30th, 2009 (07:43 AM).
PlatniumPiano's Avatar
PlatniumPiano
You are now breathing manually
 
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Quote originally posted by Samike360:
Yeah when you come down stairs it warps onto the tile, but the script won't load until you step off of it and then back on it.

Also, I've been experimenting with level scripts using the "validates value" and the "on entering map" scripts, but none of them seem to work (on one of them, when you enter the map it has random unintelligible speech that you can't get out of).

If someone has a link to a level scripting tutorial, it would be much appreciated.
The only thing I can think of is to put the tile one step away from the warp point, so you have to step onto it for it to work. But that's probably not what you want
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  #1218    
Old May 30th, 2009 (07:46 AM).
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Kolossus
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Quote originally posted by TheMantyke:
Hi, I'm brand new to hacking and need a bit of help with a very basic component to scripting.

I've scoured this thread and the guides, but I haven't found an explanation as to how you find the dynamic offset in XSE or in any other program. It says that I can find it with a free space finder and that one of those can be found in Advanced Map, but I'm still clueless as to where exactly the offset finder is and how I can use it in my script.

If it will help anyone help me, this is exactly what I'm trying to do. I have a ROM in which pokemon #152-386 can be obtained before the Elite 4. I need to activate the national dex very early in-game, so I've made a script that gives it to you right after you deliver Oak's Parcel... However, it's filled with holes and I don't know which codes correspond to the right offsets, message and flag.

I would really appriciate help here so I could finally get what I'm doing off the ground.

Here's the script I've made that needs to be fixed up.
Take the $ sign out of your dynamic offest. In advance-map, hit the free space finder tool at the top (the magnifying glass), then for bytes needed put a number between 100 and 300, and then click ok. You can use any one of those as your offset. Just plug it into your script where you have it already
  #1219    
Old May 30th, 2009 (07:59 AM).
Samike360's Avatar
Samike360
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Quote originally posted by PlatniumPiano:
The only thing I can think of is to put the tile one step away from the warp point, so you have to step onto it for it to work. But that's probably not what you want
Yeah it wouldn't make sense for you to take the extra step for your mom to notice that you are there.
__________________





Please warm my eggs...I'll be sure to return the favor

From now one, if you haven't contacted me yet....I will not accept hacks unless they are at least in progressing hacks. So if you want my help, get some screenshots first.
  #1220    
Old May 30th, 2009 (09:06 AM).
Xatoku's Avatar
Xatoku
Game Developer
 
Join Date: Feb 2009
Location: Canada
Gender: Male
I have seen in some hacks this script that moves the camera without moving the Main Character, could somebod tell me how to do this?
  #1221    
Old May 30th, 2009 (10:03 AM).
PlatniumPiano's Avatar
PlatniumPiano
You are now breathing manually
 
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once again I have super-retard script tiles that decide to freeze the game when I step on them. It is supposed to display a message if flag 0x800 is not set, then move me back. If the flag is set, nothing is supposed to happen. But, all that happens is freeze.

Ruby version, using XSE
Code:
 
'---------------
#org 0x3685B4
lock
faceplayer
checkflag 0x800
if 0x0 goto 0x83858C4
release
end
'---------------
#org 0x3858C4
msgbox 0x83858DC MSG_NORMAL '"Maybe I shouldn't go to\nLord Aspe..."
applymovement 0x0 0x83858D9
waitmovement 0x0
release
end

'---------
' Strings
'---------
#org 0x3858DC
= Maybe I shouldn't go to\nLord Aspen without a POKéMON...

'-----------
' Movements
'-----------
#org 0x3858D9
#raw 0x4 'Step Down (Slow)
#raw 0xFE 'End of Movements
Help, por favor??
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  #1222    
Old May 30th, 2009 (11:05 AM).
DarkPrince304's Avatar
DarkPrince304
Back to Hacking after exams!!!
 
Join Date: May 2009
Location: PokeCommunity
Gender: Male
Nature: Calm
Hello Guys
Here's a script
Spoiler:
#org 0x800000
lockall
goto 0x80000c
releaseall
end

#org 0x800000
showsprite 0x1
sound 0x9
showsprite 0x1
applymovement MOVE_PLAYER 0x8169B91
applymovement 0x1 0x8169868
waitmovement 0x1
applymovement 0x1 0x81A75E1
textcolor 0x0
msgbox 0x818E272 MSG_KEEPOPEN
closeonkeypress
applymovement 0x1 0x81A75D1
sound 0x9
waitmovement 0x1
hidesprite 0x1
setflag 0x2C
releaseall
end

#org 0x18E272
= MOM: [player]! Get to bed!\nIt's 11:00! You should be asleep!\pGo to bed and don't forget to\nchange into your pajamas!

#org 0x169B91
#raw 0x10
#raw 0x62
#raw 0x1
#raw 0xFE

#org 0x169868
#raw 0x13
#raw 0xFE

#org 0x1A75E1
#raw 0x4A
#raw 0xFE

#org 0x1A75D1
#raw 0x12
#raw 0xFE


And here's what the Script supposed to do
I begin the game and I go to stairs but suddenly mom comes at the stairs and tells me to go to sleep as the next day i have to choose my pokemon from prof oak and remains standing there till i have not slept then when i sleep and wake up she is not on the stairs
This was what the script was supposed to do
But the problem is
Whenever I Press Compile in XSE it does not show me the Copy Button and only shows the logs
Please Anyone Correct me anywhere I am wrong in the script by posting the edited script again
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  #1223    
Old May 30th, 2009 (11:07 AM). Edited May 30th, 2009 by metapod23.
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metapod23
Hardened Trainer
 
Join Date: Mar 2009
Gender: Male
Nature: Timid
Quote originally posted by DarkPrince304:
No I mean when I click the Compile button I can't see the Copy Button :O
You don't need the copy button if you're using the numbers I gave you. But if you want to do the free space thing first, replace the orgs (like #org 800000) with #org @(whatever name you want to give) - then it will create a number for you that isn't being used and you can copy it. If you use the numbers I did to compile it, then 800000 would be the script number to place in the script box in Advance Map and 800057 would be the number to place in the signpost box. You can use those numbers (if they haven't been used in your rom yet), you can search for free space, or you can replace an already existing script in your rom that you don't need if you want - but the main code should work.


.......

Okay, I have a script request I need help with. I am not getting the running shoes to activate in Fire Red at all.

Code:
'---------------
#org 0x165B2E
lockall
setvar 0x406C 0x0
countpokemon
compare LASTRESULT 0x1
if 0x0 call 0x8165B10
checkflag 0x7
if 0x1 call 0x8165B10
call 0x81664CC
releaseall
end

'---------------
#org 0x165B10
releaseall
end

'---------------
#org 0x1664CC
showsprite 0x3
applymovement 0x3 0x81656F2
waitmovement 0x3
applymovement 0x3 0x81A75E1
waitmovement 0x3
applymovement MOVE_PLAYER 0x81A75DB
waitmovement 0x0
textcolor 0x1
msgbox 0x817E90C MSG_KEEPOPEN '"[player]!\nI'm glad I caught you!\..."
msgbox 0x817ECD4 MSG_KEEPOPEN '"You're starting your journey as a\..."
textcolor 0x3
fanfare 0x13E
preparemsg 0x817E970 '"[player] received the\nRUNNING SHO..."
waitmsg
waitfanfare
msgbox 0x817E99D MSG_KEEPOPEN '"[player] switched shoes with the\n..."
special 0x171
msgbox 0x817E9C7 MSG_KEEPOPEN '"Press the B Button to run.\nBut on..."
normalmsg
msgbox 0x817EA06 MSG_KEEPOPEN '"And a TOWN MAP[.]\nand a handy FAM..."
closeonkeypress
giveitem2 0x16B 0x1 0x13E
additem 0x16B 0x1
loadpointer 0x0 0x818D661 '"[player] received a TOWN MAP\nfrom..."
additem 0x169 0x1
textcolor 0x1
msgbox 0x817ED5D MSG_KEEPOPEN '"Oh, [player], did you get your\nPO..."
closeonkeypress
applymovement 0x3 0x81656FB
waitmovement 0x3
hidesprite 0x3
setflag 0x7
setflag 0x82F
setvar 0x406C 0x2
return


'---------
' Strings
'---------
#org 0x17E90C
= [player]!\nI'm glad I caught you!\pI'm so proud of you!\nYou're finally fulfilling your dream!

#org 0x17ECD4
= You're starting your journey as a\ntrainer!\pBut I'll miss you so much!\pI brought you some traveling items.\nThere's your running shoes [.]

#org 0x17E970
= [player] received the\nRUNNING SHOES from MOM.

#org 0x17E99D
= [player] switched shoes with the\nRUNNING SHOES.

#org 0x17E9C7
= Press the B Button to run.\nBut only where there's room to run!

#org 0x17EA06
= And a TOWN MAP[.]\nand a handy FAME CHECKER!

#org 0x18D661
= [player] received a TOWN MAP\nfrom MOM.

#org 0x17ED5D
= Oh, [player], did you get your\nPOKeMON?\pOh, is that it? A PIKACHU?\nIt's kind of weird [.]\p[player], I know you have to get going.\nGood luck! I love you!


'-----------
' Movements
'-----------
#org 0x1656F2
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0xFE 'End of Movements

#org 0x1A75E1
#raw 0x4A 'Face Player
#raw 0xFE 'End of Movements

#org 0x1A75DB
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements

#org 0x1656FB
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements
Now the first code is there to let me pass by when (a) I have no Pokemon, and (b) after mom has come and given me the stuff so that she won't come a second time, and it works. So it only calls the script if it hasn't before and if I have a Pokemon.

In the main script I want mom to show up, give me the running shoes, the town map, and the fame checker. I get the latter two, but not the running shoes. As you can see, I set the flag for the running shoes to be activated, I even changed the script var to the same one as the scientist who gives you the shoes, just in case. It simply won't activate the shoes, and I've tried a few different methods.

Any suggestions on what I should do differently?
  #1224    
Old May 30th, 2009 (08:01 PM).
PlatniumPiano's Avatar
PlatniumPiano
You are now breathing manually
 
Join Date: Dec 2008
Location: Yesterday
Gender: Male
Nature: Lax
Another buggy script...

So this script I have is made up of two parts, a green map tile which is supposed to call the person event, and the person event itself. (Thankfully, this time when I stepped onto the tile, it didn't freeze! It just did nothing... well its an improvement!) I have the Script tile's Var number set to 0905 as well as the person event for the person ID number.
What is supposed to happen is:

1. The game sets the "lockall" command into play.
2. A message box is displayed, and a "!" pops over my head and I face left.
3. The Professor's Sprite is unveiled from a couple blocks away (it was set to hidden on A-map before) and he starts to walk over to me.
4. We talk, I get item, and he leaves.
5. When the Professor's 2nd movement is completed, the sprite is hidden, and I go along my merry way.

The problem is that first off, when I step on the script tile, nothing happens. Also, if I press a (z if you will) where the sprite is supposed to be hidden, the event plays without the sprite showing up.

So I guess what I'm asking is:
How do I get the script tile to call the event, show the sprite, play the dialouge, and then hide the sprite?

Any help is much appreciated

The Person Event:

Spoiler:

#dynamic 0x21ECA7

#org @start
checkflag 0x905
if 0x0 goto @stop
release
end

#org @stop
lockall
msgbox @wait MSG_NORMAL
applymovement 0xFF @whoa
waitmovement 0x0
showsprite 0x5
applymovement 0x5 @walking
waitmovement 0x0
msgbox @poke MSG_NORMAL
giveitem 0x4 0x5 MSG_OBTAIN
fanfare 0x13E
waitfanfare
setflag 0x905
msgbox @luck MSG_NORMAL
applymovement 0x5 @goback
waitmovement 0x0
releaseall
end

#org @wait
= Wait, [PLAYER]!

#org @whoa
#raw 0x56 0x02 0xFE

#org @walking
#raw 0x07 0x07 0x05 0x05 0x07 0x07 0x05 0x03 0xFE

#org @poke
= [PLAYER]!\pHow has that Ponyta been working\nout for you?\p... ... ...\n... ... ...\pWell, that's good.\nListen, before you go to\pthe next town, there is\nsomething you should know.\pPonyta won't be your only POKéMON.\pI know, it's crazy, but you can catch\nothers with a tool called aPOKéBALL.\pI have some for you here.\nTry it!

#org @luck
= Just throw one when a POKéMON\nyou want to catch is weak.\pIf all goes well, the POKéMON\nwill be under your command!\p... ... ...\nAnd a word of advice...\pThe next town is the middle-ground\nbetween Terracasa and Crescent.\pIt might be rough.\pBut, good luck anyways.\nIf you were able to defeat Lord Aspen,\pthis should not be a problem for you.

#org @goback
#raw 0x4 0x6 0x6 0x6 0x4 0x4 0x6 0x6 0xFE


The Script Tile (Shortened from Script Below+Person Event Above to just Script Below:

Spoiler:

'---------------
#org 0x1E66E8
call 0x21ECA7
  #1225    
Old May 30th, 2009 (11:04 PM).
Allegretto
Beginning Trainer
 
Join Date: May 2009
Gender:
Thx for the help with the specialheal givepokemon script combo. Have a problem with the next applymovement script. He dosn't go where he needs to go. Th person should go 3 steps up first then 3 steps left and finally 4 steps up before ending up where he should end up.

Here's the script as i compiled it.

Spoiler:
#dynamic 0x8013D8

#org @start
checkflag 0x828
if 0x1 goto @done
msgbox @1 0x6
applymovement 0x03 @move
waitmovement 0x0
applymovement 0xFF @move2
pause 0x30
msgbox @2 0x6
playsong 0x13E 0x0
applymovement 0x03 @move3
applymovement 0xFF @move3
waitmovement 0x0
fadesong 0x12C
release
end

#org @done
release
end

#org @move
#raw 0x62
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0xFE

#org @move2
#raw 0x03
#raw 0xFE

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

#org @1
= Waaaiiiitttt!!!

#org @2
= You can't go out there\nwithout your own Pokemon.\pWild Pokemon will hurt you.








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