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  #2251    
Old September 18th, 2009 (06:02 AM).
Haku.'s Avatar
Haku. Haku. is offline
(FLAME)...H....A...K..U
 
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I tink thats for firered..
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  #2252    
Old September 18th, 2009 (06:55 PM).
slg388 slg388 is offline
 
Join Date: Sep 2009
Posts: 7
I tried it again on a new rom and it still won't work.

Spoiler:
Code:
'-----------------------
#org 0x800000
msgbox 0x8800008 '"[player]'s House."
end


'---------
' Strings
'---------
#org 0x800008
= [player]'s House.


Spoiler:
Code:
'-----------------------
#org 0x800014
msgbox 0x880001C '"Mayor's House."
end


'---------
' Strings
'---------
#org 0x80001C
= Mayor's House.


I have no idea why XSE put an extra 8 in the front. I used the very sample that was given to me:
Spoiler:
Code:
#dynamic 0x[offset]

#org @start
msgbox @[pointer word] 0x3
end

#org @[pointer word]
= [message]
  #2253    
Old September 18th, 2009 (06:59 PM).
Haku.'s Avatar
Haku. Haku. is offline
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try using a nmormal msgbox 0x6.
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  #2254    
Old September 18th, 2009 (07:20 PM).
slg388 slg388 is offline
 
Join Date: Sep 2009
Posts: 7
Why would 0x3 not work...

Well, It's late again, I'll try tomorrow.

Spoiler:
I'd really like to know what could be causing these problems. I'm using Advancemap ver 1.92 and XSE ver 1.00 with Vista
  #2255    
Old September 19th, 2009 (01:52 AM). Edited September 19th, 2009 by Haku..
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Don't use the green script type,use the orange one,which is for signs.

Don't use the green script type,use the orange one,which is for signs.
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  #2256    
Old September 19th, 2009 (06:10 AM). Edited September 19th, 2009 by slg388.
slg388 slg388 is offline
 
Join Date: Sep 2009
Posts: 7
I always use the orange script for signposts.
It keeps adding an extra 8 no matter what I do now.

EDIT:

I just updated XSE to 1.1.1, btw.

Spoiler:
Code:
eXtreme Script Editor v1.1.1
-------------------------------------
09-19-2009 9:47:12 AM
-------------------------------------
Opening output: [rom directory(firered)]...
Processing input script...
1 - #DYNAMIC
 > lDynamicStart = 0x800000
3 - #ORG
 > lNewOffset = 0x800000
4 - (0F) - MESSAGE (native) [+8]
 > pText = 0x880000A    <--It adds an 8 for some reason.
 > bType = 0x6
5 - (02) - END [+1]
7 - #ORG
 > lNewOffset = 0x80000A
8 - RAW TEXT [+12]
 > sText = "[player]'s House."
-------------------------------------
DYNAMIC_OFFSET 1
 > sLabel = @begin
 > lOffset = 0x800000
DYNAMIC_OFFSET 2
 > sLabel = @house
 > lOffset = 0x80000A
-------------------------------------
Cleaning up...
Closing output...
Finished processing input in 0.006 seconds.


EDIT2:
While I'm at it: Signpost events have a Hidden ID, and person events have a person ID. Do you have to give each one an ID?
When I put two hidden items, only one of them worked(left both at ID 00), but they work fine if I give them an individual ID.
If that's the case, is there a list of range of IDs that isn't used by the game's existing events?
Somehow, none of this is mentioned in the tutorials I've read.
  #2257    
Old September 19th, 2009 (08:22 AM).
tankblower tankblower is offline
 
Join Date: Sep 2008
Posts: 23
in fire red, originally, oak moves though pallet town to you when you try to leave. i wanted to change his script to make him move round my buildings. i keep getting te error:

error 6 'overflow' on line 25
Wrong parameter type

heres my script: if you can, can you tell me all my errors, i'm kinda new to this scripting stuff:

Spoiler:
#dynamic 0x1655F9
'-----------------------
#org 0x1655F9
lockall
setvar 0x4001 0x1
goto 0x8165605
end
'-----------------------
#org 0x165605
setvar 0x8004 0x0
setvar 0x8005 0x2
special 0x174
textcolor 0x0
pause 0x1E
playsong 0x12E 0x0
msgbox2 0x817D72C '"OAK: Hey! Wait!\nDon't go out!"
waitmsgbox
pause 0x55
closeonkeypress
applymovement 0x0c @oakmove
waitmovement 0x0
sound 0x15
applymovement @oakmove2
waitmovement 0x0
pause 0x1E
showsprite 0x3
compare 0x4001 0x0
if 0x1 call 0x81656B8
compare 0x4001 0x1
if 0x1 call 0x81656C3
pause 0x1E
msgbox 0x817D74A '"OAK: It's unsafe!\nWild POKéMON liv..."
callstd 0x4
closeonkeypress
pause 0x1E
compare 0x4001 0x0
if 0x1 call 0x81656CE
compare 0x4001 0x1
if 0x1 call 0x81656E0
setdooropened 0x10 0xD
doorchange
applymovement 0x3 0x816572E
applymovement MOVE_PLAYER 0x8165758
waitmovement 0x0
setdoorclosed 0x10 0xD
doorchange
setvar 0x4055 0x1
clearflag 0x2B
setvar 0x4050 0x1
setflag 0x2C
setflag 0x4001
warp 0x4 0x3 0xFF 0x6 0xC
waitstate
releaseall
end
'-----------------------
#org 0x1656B8
applymovement 0x3 0x81656F2
waitmovement 0x0
return
'-----------------------
#org 0x1656C3
applymovement 0x3 0x81656FB
waitmovement 0x0
return
'-----------------------
#org 0x1656CE
applymovement 0x3 0x8165705
applymovement MOVE_PLAYER 0x8165731
waitmovement 0x0
return
'-----------------------
#org 0x1656E0
applymovement 0x3 0x8165719
applymovement MOVE_PLAYER 0x8165744
waitmovement 0x0
return

'-----------
' Movements
'-----------
#org 0x1A75ED
#raw 2D 'Face Down (Delayed)
#raw FE 'End of Movements
#org 0x1A75DB
#raw 62 'Exclamation Mark (!)
#raw FE 'End of Movements
#org 0x16572E
#raw 11 'Step Up (Normal)
#raw 60 'Hide
#raw FE 'End of Movements
#org 0x165758
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 60 'Hide
#raw FE 'End of Movements
#org 0x1656F2
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw FE 'End of Movements
#org 0x1656FB
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw FE 'End of Movements
#org 0x165705
#raw 10 'Step Down (Normal)
#raw 12 'Step Left (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 2E 'Face Up (Delayed)
#raw FE 'End of Movements
#org 0x165731
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 12 'Step Left (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw FE 'End of Movements
#org 0x165719
#raw 10 'Step Down (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 2E 'Face Up (Delayed)
#raw FE 'End of Movements
#org 0x165744
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw FE 'End of Movements

'---------
' Strings
'---------
#org 0x17D72C
= OAK: Hey! Wait!\nDon't go out!
#org 0x17D74A
= OAK: It's unsafe!\nWild POKéMON live in tall grass!\pYou need your own POKéMON for\nyour protection.\pI know!\nHere, come with me!
#org @oakmove
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x01
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#org @oakmove2
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x03
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x01
#raw 0x11
#raw 0x11
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  #2258    
Old September 20th, 2009 (05:29 AM).
Pikablu Lv.X's Avatar
Pikablu Lv.X Pikablu Lv.X is offline
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Age: 19
Gender: Male
Nature: Impish
Posts: 14
I need this script to happen only once
How can I make it?

Quote:
Spoiler:
#dynamic 0x800000

#org @start
setflag 0x828
if 0x1 goto @done
msgbox @1 0x5
compare LASTRESULT 0x1
if 0x1 goto @take
msgbox @2 0x6
release
end

#org @take
givepokemon 0x4 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox @3 0x4
waitfanfare
closeonkeypress
setflag 0x828
msgbox @4 0x5
compare LASTRESULT 0x1
if 0x1 gosub @name
msgbox @5 0x6
release
end

#org @name
call 0x1A74EB
return

#org @done
msgbox @6 0x6
release
end

#org @1
= Hey!\nTook you long enough to come,\v\h01\!\nAnyways, I got a cool Pokemon for you!\nIt's an EEVEE!

#org @2
= Meh...\pLook, I caught this EEVEE specially for you!
#org @3
= [black_fr]You received an EEVEE!

#org @4
= [black_fr]Would you like to give a\nnickname to EEVEE?
  #2259    
Old September 20th, 2009 (05:37 AM).
Satoshi Ookami's Avatar
Satoshi Ookami Satoshi Ookami is offline
Memento Mori
Gold Tier
 
Join Date: Jul 2008
Location: Abyss of Time, Great Seal
Age: 22
Gender: Male
Nature: Calm
Posts: 13,289
Quote originally posted by Pikablu Lv.X:
I need this script to happen only once
How can I make it?
Spoiler:
#dynamic 0x800000
#org @start
checkflag 0x828
if 0x1 goto @done
msgbox @1 0x5
compare LASTRESULT 0x1
if 0x1 goto @take
msgbox @2 0x6
release
end

#org @take
givepokemon 0x4 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox @3 0x4
waitfanfare
closeonkeypress
setflag 0x828
msgbox @4 0x5
compare LASTRESULT 0x1
if 0x1 gosub @name
msgbox @5 0x6
release
end

#org @name
call 0x1A74EB
return

#org @done
msgbox @6 0x6
release
end

#org @1
= Hey!\nTook you long enough to come,\v\h01\!\nAnyways, I got a cool Pokemon for you!\nIt's an EEVEE!

#org @2
= Meh...\pLook, I caught this EEVEE specially for you!
#org @3
= [black_fr]You received an EEVEE!

#org @4
= [black_fr]Would you like to give a\nnickname to EEVEE?

Also you're missing #org @5 and @6

This should work
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  #2260    
Old September 20th, 2009 (09:11 AM).
TB Pro's Avatar
TB Pro TB Pro is offline
Old-timer
 
Join Date: Nov 2004
Location: Midwestern USA
Age: 20
Gender: Male
Posts: 2,739
Quote originally posted by tankblower:
in fire red, originally, oak moves though pallet town to you when you try to leave. i wanted to change his script to make him move round my buildings. i keep getting te error:

error 6 'overflow' on line 25
Wrong parameter type

heres my script: if you can, can you tell me all my errors, i'm kinda new to this scripting stuff:

Spoiler:
#dynamic 0x1655F9
'-----------------------
#org 0x1655F9
lockall
setvar 0x4001 0x1
goto 0x8165605
end
'-----------------------
#org 0x165605
setvar 0x8004 0x0
setvar 0x8005 0x2
special 0x174
textcolor 0x0
pause 0x1E
playsong 0x12E 0x0
msgbox2 0x817D72C '"OAK: Hey! Wait!\nDon't go out!"
waitmsgbox
pause 0x55
closeonkeypress
applymovement 0x0c @oakmove
waitmovement 0x0
sound 0x15
applymovement @oakmove2
waitmovement 0x0
pause 0x1E
showsprite 0x3
compare 0x4001 0x0
if 0x1 call 0x81656B8
compare 0x4001 0x1
if 0x1 call 0x81656C3
pause 0x1E
msgbox 0x817D74A '"OAK: It's unsafe!\nWild POKéMON liv..."
callstd 0x4
closeonkeypress
pause 0x1E
compare 0x4001 0x0
if 0x1 call 0x81656CE
compare 0x4001 0x1
if 0x1 call 0x81656E0
setdooropened 0x10 0xD
doorchange
applymovement 0x3 0x816572E
applymovement MOVE_PLAYER 0x8165758
waitmovement 0x0
setdoorclosed 0x10 0xD
doorchange
setvar 0x4055 0x1
clearflag 0x2B
setvar 0x4050 0x1
setflag 0x2C
setflag 0x4001
warp 0x4 0x3 0xFF 0x6 0xC
waitstate
releaseall
end
'-----------------------
#org 0x1656B8
applymovement 0x3 0x81656F2
waitmovement 0x0
return
'-----------------------
#org 0x1656C3
applymovement 0x3 0x81656FB
waitmovement 0x0
return
'-----------------------
#org 0x1656CE
applymovement 0x3 0x8165705
applymovement MOVE_PLAYER 0x8165731
waitmovement 0x0
return
'-----------------------
#org 0x1656E0
applymovement 0x3 0x8165719
applymovement MOVE_PLAYER 0x8165744
waitmovement 0x0
return

'-----------
' Movements
'-----------
#org 0x1A75ED
#raw 2D 'Face Down (Delayed)
#raw FE 'End of Movements
#org 0x1A75DB
#raw 62 'Exclamation Mark (!)
#raw FE 'End of Movements
#org 0x16572E
#raw 11 'Step Up (Normal)
#raw 60 'Hide
#raw FE 'End of Movements
#org 0x165758
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 60 'Hide
#raw FE 'End of Movements
#org 0x1656F2
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw FE 'End of Movements
#org 0x1656FB
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw FE 'End of Movements
#org 0x165705
#raw 10 'Step Down (Normal)
#raw 12 'Step Left (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 2E 'Face Up (Delayed)
#raw FE 'End of Movements
#org 0x165731
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 12 'Step Left (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw FE 'End of Movements
#org 0x165719
#raw 10 'Step Down (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 2E 'Face Up (Delayed)
#raw FE 'End of Movements
#org 0x165744
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw FE 'End of Movements

'---------
' Strings
'---------
#org 0x17D72C
= OAK: Hey! Wait!\nDon't go out!
#org 0x17D74A
= OAK: It's unsafe!\nWild POKéMON live in tall grass!\pYou need your own POKéMON for\nyour protection.\pI know!\nHere, come with me!
#org @oakmove
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x01
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#org @oakmove2
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x03
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x01
#raw 0x11
#raw 0x11
Remove the pause 0x1E and see if it works. I cbf to look at the whole script.
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  #2261    
Old September 20th, 2009 (06:48 PM).
destinedjagold's Avatar
destinedjagold destinedjagold is offline
Oh Hai Thar~ 'ω'
Silver Tier
 
Join Date: May 2007
Location: Philippines
Gender: Male
Nature: Careful
Posts: 7,247
Quote originally posted by Pikablu Lv.X:
I need this script to happen only once
How can I make it?
Ash493 already fixed your script.
You should not confuse yourself with setflag from checkflag...
checkflag is used to check if a flag number has been already used.
checkflag is always paired with 'if 0x(1 for true or 0 for false) goto @(address)'...
setflag is used to tell the ROM that the flag number has just been used.
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  #2262    
Old September 20th, 2009 (08:47 PM).
psychicboy's Avatar
psychicboy psychicboy is offline
Hacking is all that matters...
 
Join Date: Aug 2009
Location: Twilight Town
Age: 21
Gender: Male
Nature: Hasty
Posts: 534
Alright guys, this is my problem. Im trying to get a hidden sprite (Flagsetting method) To walk 6 steps to the right, play garys theme, have some text and iniate a battle. Anyone wanna help?
  #2263    
Old September 20th, 2009 (09:05 PM).
TB Pro's Avatar
TB Pro TB Pro is offline
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Location: Midwestern USA
Age: 20
Gender: Male
Posts: 2,739
Quote originally posted by psychicboy:
Alright guys, this is my problem. Im trying to get a hidden sprite (Flagsetting method) To walk 6 steps to the right, play garys theme, have some text and iniate a battle. Anyone wanna help?
That wont work. When you use setflag to make a person to disappear, they are technically "deleted" as if they're not there. Use the disappear movement. 0x60.
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  #2264    
Old September 20th, 2009 (09:39 PM).
psychicboy's Avatar
psychicboy psychicboy is offline
Hacking is all that matters...
 
Join Date: Aug 2009
Location: Twilight Town
Age: 21
Gender: Male
Nature: Hasty
Posts: 534
Dissapear movement? what command is that?
  #2265    
Old September 20th, 2009 (09:59 PM).
TB Pro's Avatar
TB Pro TB Pro is offline
Old-timer
 
Join Date: Nov 2004
Location: Midwestern USA
Age: 20
Gender: Male
Posts: 2,739
Quote originally posted by psychicboy:
Dissapear movement? what command is that?
It's just applymovement. The movement is 0x60. You could also do hidesprite.
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--I'm a creepin'..
  #2266    
Old September 21st, 2009 (03:20 AM).
psychicboy's Avatar
psychicboy psychicboy is offline
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Hidesprite is temporary so ill try your method.
  #2267    
Old September 21st, 2009 (04:20 AM).
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destinedjagold destinedjagold is offline
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Quote originally posted by psychicboy:
Hidesprite is temporary so ill try your method.
or you can add another person set in hidden and use it for the event.
then just use the SHOW command(it's 0x55 in Ruby, dunno in FR)...
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  #2268    
Old September 21st, 2009 (04:42 AM).
HackMew's Avatar
HackMew HackMew is offline
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Quote originally posted by psychicboy:
Dissapear movement? what command is that?
You don't need any movements. Just use hidesprite and setflag.
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  #2269    
Old September 21st, 2009 (05:53 AM).
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psychicboy psychicboy is offline
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Ahh, but like it says in your tut, hidesprite only works untill the screen gets refreshed. So would I set the person as a hidden type on a-Map, then use clearflag to reveal and apply the movements?
  #2270    
Old September 21st, 2009 (11:54 AM).
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HackMew HackMew is offline
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Quote originally posted by psychicboy:
Ahh, but like it says in your tut, hidesprite only works untill the screen gets refreshed. So would I set the person as a hidden type on a-Map, then use clearflag to reveal and apply the movements?
Yeah. But the setflag makes the change permanent. Use hidesprite + setflag to hide people, and showsprite + clearflag to show them. Do not use the Hidden type.
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  #2271    
Old September 21st, 2009 (03:06 PM).
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psychicboy psychicboy is offline
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Okay thanks for the help, ive solved my problem.
  #2272    
Old September 22nd, 2009 (11:04 PM).
justinufer justinufer is offline
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Hey does anyone know a script or the stuff for a save script?
  #2273    
Old September 22nd, 2009 (11:31 PM). Edited September 22nd, 2009 by 0m3GA ARS3NAL.
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0m3GA ARS3NAL 0m3GA ARS3NAL is offline
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Quote originally posted by justinufer:
Hey does anyone know a script or the stuff for a save script?
I already answered your question in the LAST thread you asked this in.

Go to the battle tower, (For R/S/E) to find a working save script...
I don't remember where one in Fire Red would be, try looking for a place where your game is autosaved...

If you don't know how to do that (Open the script), you are not ready to script, simple enough.
Stop asking, you got an answer... twice.
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  #2274    
Old September 23rd, 2009 (04:54 AM).
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Capitalist Ness Capitalist Ness is offline
 
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Hey, look at my script.

Spoiler:
#dynamic 0x800500

#org @start
checkflag 0x828
if 0x1 goto @done
msgbox @1 0x5
compare LASTRESULT 0x1
if 0x1 goto @take
msgbox @2 0x6
release
end

#org @take
giveegg 0x19
fanfare 0x13E
msgbox @3 0x4
waitfanfare
closeonkeypress
setflag 0x828
msgbox @4 0x5
compare LASTRESULT 0x1
if 0x1 gosub @name
msgbox @5 0x6
release
end

#org @name
call 0x1A74EB
return

#org @toomany
msgbox @1 0x6
release
end

#org @done
msgbox @6 0x6
release
end

#org @1
= Hello.\nSorry to trouble you.\nI can't take care\nof this Egg.\pCan you take care of\nit for me?

#org @2
= That's okay.\pI'm sure someone else will\ntake it.

#org @3
= You received a Egg!

#org @4
= Would you like to give a\nnickname to Egg?

#org @5
= Please take care of\nEgg.

#org @6
= Are you taking good care\nof Egg?

#org @1
msgbox @1 0x6
release
end

#org @1
= Your party is full.\nPlease deposit one to\nmake room.

#org @2
= Would you like to give a\nnickname to this Egg?


XSE don't want Compile this.
What here is bad?
  #2275    
Old September 23rd, 2009 (07:14 AM).
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Satoshi Ookami Satoshi Ookami is offline
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The thing is... ya overused @1 and @2
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