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Script Help Thread (DO NOT REQUEST SCRIPTS)

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Binary

え?
3,977
Posts
16
Years
    • Seen Apr 7, 2014
    That worked like a charm, thank you!
    XD;
    You're welcome! n_n


    im using a fire red rom,
    ok i want a pokemon in a pokeball (like playing a game you see a random pokeball and it has an item in it) but when i write a script and enter it it just beeps and nothing happens here is my script
    Spoiler:


    can some one tell me what is wrong with it cuz i know its wrong for a fact
    Are you using a person event?
    And I think you could just do with a simple "lock" and "release"
     
    5,256
    Posts
    16
    Years
  • Okay, I think you should start with a clean offset, first. If you use #dynamic 0x800000 at the beginning of every script, XSE will provide you the offset you need when you compile. Here's what you should enter:
    Spoiler:

    When you've loaded your ROM into XSE and hit Compile, the offset next to @start is what you need to copy, and then paste onto the Person Event in Advance Map. Also, you should probably save the .log and .rbc files, for future reference if you hack happens to corrupt.

    Does that help?
     
    Last edited:

    Binary

    え?
    3,977
    Posts
    16
    Years
    • Seen Apr 7, 2014
    Also, I just realized Binary's method might not be the optimal way to do it, because setting the Movement Type to Hidden only makes the sprite invisible - it's still on the map, you can still bump into it, and you can still interact with it, you just can't see it. So you would probably really want to use either 2C, or use Map Scripts in the header and the hidesprite command.

    Yay, I just proved I'm not sloppy. :)
    Hmm ..yeah. But I've never really acknowledged having bumped into a Hidden OW. Mainly because I find it better if you place the Hidden OW off the Map, or some place unreachable before the script activates (e.g. Over a Tree, The black outlines of a building). That way you can Show the OW after it comes on the GBA screen.
    But yeah, your method works well too.

    Yes, yes you did. :)
     

    metapod23

    Hardened Trainer
    673
    Posts
    15
    Years
    • Seen Aug 18, 2016

    Hmm ..yeah. But I've never really acknowledged having bumped into a Hidden OW. Mainly because I find it better if you place the Hidden OW off the Map, or some place unreachable before the script activates (e.g. Over a Tree, The black outlines of a building). That way you can Show the OW after it comes on the GBA screen.
    But yeah, your method works well too.

    Yes, yes you did. :)

    Yeah, I guess you could do it that way, too. It might be easier than using Map Scripts to hide the sprite, anyway, for a sprite you want to stay on the map after it appears. :)
     

    deoxys121

    White Kyurem Cometh
    1,254
    Posts
    13
    Years
  • Does anybody know the offset of the script in Pokemon Ruby that gives you the Pokedex for the first time? If I can find that, I will be able to modify it to give a national Pokedex from the start.
     
    20
    Posts
    16
    Years
    • Seen Jul 30, 2012
    So I'm trying to get the Lab in Cinnabar to allow me to revive all three Kanto fossils. I've commented a lot of the original code, and I'm trying to find where it prevents the Dome fossil from being recognized. I've caught the part at the beginning where it checks if either of the story fossils were revived, and I know that part works because after reviving the Old Amber and Helix fossil, the crazy scientist performs says the line if you don't have a fossil, instead of the one when there are no more fossils to revive.

    commented original code:
    Code:
    #include stditems.rbh
    #include stdpoke.rbh
    
    //---------------
    #org 0x16E459
    lock
    faceplayer
    setvar LASTRESULT 0x0    //clear last result
    checkflag 0x2EE            //check if Aerodactyl has been revived
    if 0x1 call 0x816E87D    //if revived, check if a story fossil was  revived
    compare LASTRESULT 0x1
    if 0x1 goto 0x816E873    //if a story fossil and Aerodactyl were  revived, end script
    compare 0x406A 0x2
    if 0x1 goto 0x816E712
    compare 0x406A 0x1
    if 0x1 goto 0x816E708
    call 0x816E4C8            //check if Helix Fossil is in inventory
    compare LASTRESULT 0x1
    if 0x1 goto 0x816E520    //if yes go to check if Old Amber and ask which  (if any) of those two to revive
    call 0x816E4E0            //check if Dome Fossil is in inventory
    compare LASTRESULT 0x1
    if 0x1 goto 0x816E562    //if yes, go to check if old Amber and ask  which (if any) of the two to revive.
    call 0x816E4F8            //check if Old amber is picked up and not  revived.
    compare LASTRESULT 0x1
    if 0x1 goto 0x816E5A4    //if so, ask whether to revive old Amber
    msgbox 0x819A25E MSG_KEEPOPEN //"Hiya!\pI am important doctor.\nYes..."
    goto 0x816E516
    
    //---------------
    #org 0x16E87D
    checkflag 0x273            //if we got helix fossil
    if 0x1 goto 0x816E895    //return 1 if in inventory, else 0
    checkflag 0x272            //if we got dome fossil
    if 0x1 goto 0x816E8A4    //return 1 if in inventory, else 0
    goto 0x816E510            //else return 0
    
    //---------------
    #org 0x16E873
    msgbox 0x819A4BD MSG_KEEPOPEN //"Aiyah!\nYou come again!"
    release
    end
    
    //---------------
    #org 0x16E712
    compare 0x4069 0x1
    if 0x1 goto 0x816E734
    compare 0x4069 0x2
    if 0x1 goto 0x816E779
    compare 0x4069 0x3
    if 0x1 goto 0x816E7BE
    end
    
    //---------------
    #org 0x16E708
    msgbox 0x819A487 MSG_KEEPOPEN //"I take a little time!\nYou go for ..."
    release
    end
    
    //---------------
    #org 0x16E4C8
    checkflag 0x273            //was helix fossil picked up
    if 0x0 goto 0x816E510    //if not
    checkflag 0x2ED            //or if already revived
    if 0x1 goto 0x816E510    //return 0
    setvar LASTRESULT 0x1    //
    return                    //else return has Helix Fossil
    
    //---------------
    #org 0x16E520
    preparemsg 0x819A25E //"Hiya!\pI am important doctor.\nYes..."
    waitmsg
    call 0x816E4F8            //check if old amber is picked up and not  revived
    compare LASTRESULT 0x1
    if 0x1 goto 0x816E5D6    //if so, go here
    multichoice 0x0 0x0 0x15 0x0    //ask if Helix fossil or none
    copyvar 0x8000 LASTRESULT
    compare 0x8000 0x0
    if 0x1 goto 0x816E644    //if Helix Fossil revive it
    compare 0x8000 0x1
    if 0x1 goto 0x816E516    //if no, end script
    compare 0x8000 0x7F
    if 0x1 goto 0x816E516    //else, end script
    end
    
    //---------------
    #org 0x16E4E0
    checkflag 0x272            //was dome fossil picked up
    if 0x0 goto 0x816E510    //if not
    checkflag 0x2EC            //or if already revived
    if 0x1 goto 0x816E510    //return 0
    setvar LASTRESULT 0x1
    return                    //else return has Dome Fossil
    
    //---------------
    #org 0x16E562
    preparemsg 0x819A25E //"Hiya!\pI am important doctor.\nYes..."
    waitmsg
    call 0x816E4F8            //check if Old Amber is picked up and not  revived
    compare LASTRESULT 0x1
    if 0x1 goto 0x816E60D    //if so go to Dome and Amber choice
    multichoice 0x0 0x0 0x16 0x0    //revive Dome?
    copyvar 0x8000 LASTRESULT
    compare 0x8000 0x0        //if Dome
    if 0x1 goto 0x816E682    //go to Dome revive
    compare 0x8000 0x1        //
    if 0x1 goto 0x816E516
    compare 0x8000 0x7F
    if 0x1 goto 0x816E516
    end
    
    //---------------
    #org 0x16E4F8
    checkflag 0x25E            //was Old Amber picked up
    if 0x0 goto 0x816E510    //if not
    checkflag 0x2EE            //or if already revived
    if 0x1 goto 0x816E510    //return 0
    setvar LASTRESULT 0x1
    return                    //else return has Old Amber
    
    //---------------
    #org 0x16E5A4
    preparemsg 0x819A25E //"Hiya!\pI am important doctor.\nYes..."
    waitmsg
    multichoice 0x0 0x0 0x17 0x0    //ask whether to revive old Amber
    copyvar 0x8000 LASTRESULT
    compare 0x8000 0x0
    if 0x1 goto 0x816E6C0        //if Old Amber, revive it
    compare 0x8000 0x1
    if 0x1 goto 0x816E516        //if none, end script
    compare 0x8000 0x7F
    if 0x1 goto 0x816E516        //else end script
    end
    
    //---------------
    #org 0x16E516
    msgbox 0x819A2F0 MSG_KEEPOPEN //"No!\nIs too bad!"
    release
    end
    
    //---------------
    #org 0x16E895
    checkflag 0x2ED            //check if Helix Fossil is revived
    if 0x0 goto 0x816E510    //if not revived, return 0
    setvar LASTRESULT 0x1    
    return                    //else return story fossil revived
    
    //---------------
    #org 0x16E8A4
    checkflag 0x2EC            //check if Dome Fossil is revived
    if 0x0 goto 0x816E510    //if not revived, return 0
    setvar LASTRESULT 0x1
    return                    //else return story fossil revived
    
    //---------------
    #org 0x16E510
    setvar LASTRESULT 0x0
    return
    
    //---------------
    #org 0x16E734
    setvar 0x4001 0x8A
    bufferpokemon 0x0 PKMN_OMANYTE
    msgbox 0x819A32B MSG_KEEPOPEN //"You late.\nWhere were you?\pYour f..."
    givepokemon PKMN_OMANYTE 0x5 ITEM_NONE 0x0 0x0 0x0
    compare LASTRESULT 0x2
    if 0x1 goto 0x81A9258
    setflag 0x2ED
    compare LASTRESULT 0x0
    if 0x1 goto 0x816E803
    compare LASTRESULT 0x1
    if 0x1 goto 0x816E837
    end
    
    //---------------
    #org 0x16E779
    setvar 0x4001 0x8C
    bufferpokemon 0x0 PKMN_KABUTO
    msgbox 0x819A32B MSG_KEEPOPEN //"You late.\nWhere were you?\pYour f..."
    givepokemon PKMN_KABUTO 0x5 ITEM_NONE 0x0 0x0 0x0
    compare LASTRESULT 0x2
    if 0x1 goto 0x81A9258
    setflag 0x2EC
    compare LASTRESULT 0x0
    if 0x1 goto 0x816E803
    compare LASTRESULT 0x1
    if 0x1 goto 0x816E837
    end
    
    //---------------
    #org 0x16E7BE
    setvar 0x4001 0x8E
    bufferpokemon 0x0 PKMN_AERODACTYL
    msgbox 0x819A32B MSG_KEEPOPEN //"You late.\nWhere were you?\pYour f..."
    givepokemon PKMN_AERODACTYL 0x5 ITEM_NONE 0x0 0x0 0x0
    compare LASTRESULT 0x2
    if 0x1 goto 0x81A9258
    setflag 0x2EE
    compare LASTRESULT 0x0
    if 0x1 goto 0x816E803
    compare LASTRESULT 0x1
    if 0x1 goto 0x816E837
    end
    
    //---------------
    #org 0x16E5D6
    multichoice 0x0 0x0 0x18 0x0    //ask if Helix Fossil or Old Amber
    copyvar 0x8000 LASTRESULT
    compare 0x8000 0x0
    if 0x1 goto 0x816E644        //if Helix fossil, revive it.
    compare 0x8000 0x1
    if 0x1 goto 0x816E6C0        //if Old Amber, revive it
    compare 0x8000 0x2
    if 0x1 goto 0x816E516        //if none, end script
    compare 0x8000 0x7F
    if 0x1 goto 0x816E516        //else end script
    end
    
    //---------------
    #org 0x16E644
    bufferpokemon 0x0 PKMN_OMANYTE
    bufferitem 0x1 ITEM_HELIXFOSSIL
    msgbox 0x819A3B0 MSG_YESNO //"Oh!\nThat is [buffer2], it is!\pIt..."
    compare LASTRESULT 0x0
    if 0x1 goto 0x816E6FE
    msgbox 0x819A439 MSG_KEEPOPEN //"So!\nYou hurry and give me that!\p..."
    textcolor 0x0
    removeitem ITEM_HELIXFOSSIL 0x1
    msgbox 0x819A487 MSG_KEEPOPEN //"I take a little time!\nYou go for ..."
    setvar 0x406A 0x1
    setvar 0x4069 0x1
    release
    end
    
    //---------------
    #org 0x16E60D
    multichoice 0x0 0x0 0x19 0x0
    copyvar 0x8000 LASTRESULT
    compare 0x8000 0x0
    if 0x1 goto 0x816E682
    compare 0x8000 0x1
    if 0x1 goto 0x816E6C0
    compare 0x8000 0x2
    if 0x1 goto 0x816E516
    compare 0x8000 0x7F
    if 0x1 goto 0x816E516
    end
    
    //---------------
    #org 0x16E682
    bufferpokemon 0x0 PKMN_KABUTO
    bufferitem 0x1 ITEM_DOMEFOSSIL
    msgbox 0x819A3B0 MSG_YESNO //"Oh!\nThat is [buffer2], it is!\pIt..."
    compare LASTRESULT 0x0
    if 0x1 goto 0x816E6FE
    msgbox 0x819A439 MSG_KEEPOPEN //"So!\nYou hurry and give me that!\p..."
    textcolor 0x0
    removeitem ITEM_DOMEFOSSIL 0x1
    msgbox 0x819A487 MSG_KEEPOPEN //"I take a little time!\nYou go for ..."
    setvar 0x406A 0x1
    setvar 0x4069 0x2
    release
    end
    
    //---------------
    #org 0x16E6C0
    bufferpokemon 0x0 PKMN_AERODACTYL
    bufferitem 0x1 ITEM_OLDAMBER
    msgbox 0x819A3B0 MSG_YESNO //"Oh!\nThat is [buffer2], it is!\pIt..."
    compare LASTRESULT 0x0
    if 0x1 goto 0x816E6FE
    msgbox 0x819A439 MSG_KEEPOPEN //"So!\nYou hurry and give me that!\p..."
    textcolor 0x0
    removeitem ITEM_OLDAMBER 0x1
    msgbox 0x819A487 MSG_KEEPOPEN //"I take a little time!\nYou go for ..."
    setvar 0x406A 0x1
    setvar 0x4069 0x3
    release
    end
    
    //---------------
    #org 0x1A9258
    textcolor 0x3
    msgbox 0x81A5E0D MSG_KEEPOPEN //"There's no more room for POKéMON!\..."
    release
    end
    
    //---------------
    #org 0x16E803
    textcolor 0x3
    fanfare 0x101
    preparemsg 0x819A37A //"[player] received the [buffer1]\nf..."
    waitmsg
    waitfanfare
    setvar 0x406A 0x0
    msgbox 0x81A5683 MSG_YESNO //"Do you want to give a nickname to\..."
    compare LASTRESULT 0x0
    if 0x1 goto 0x816E871
    call 0x81A8C03
    call 0x81A74C7
    goto 0x816E871
    
    //---------------
    #org 0x16E837
    textcolor 0x3
    fanfare 0x101
    preparemsg 0x819A37A //"[player] received the [buffer1]\nf..."
    waitmsg
    waitfanfare
    setvar 0x406A 0x0
    msgbox 0x81A5683 MSG_YESNO //"Do you want to give a nickname to\..."
    compare LASTRESULT 0x0
    if 0x1 goto 0x816E866
    call 0x81A8C0F
    goto 0x816E866
    
    //---------------
    #org 0x16E6FE
    msgbox 0x819A4BD MSG_KEEPOPEN //"Aiyah!\nYou come again!"
    release
    end
    
    //---------------
    #org 0x16E871
    release
    end
    
    //---------------
    #org 0x1A8C03
    countpokemon
    subvar LASTRESULT 0x1
    copyvar 0x8004 LASTRESULT
    return
    
    //---------------
    #org 0x1A74C7
    fadescreen 0x1
    special 0x9E
    waitstate
    return
    
    //---------------
    #org 0x16E866
    call 0x81A8C18
    goto 0x816E871
    
    //---------------
    #org 0x1A8C0F
    fadescreen 0x1
    special 0x166
    waitstate
    lock
    faceplayer
    return
    
    //---------------
    #org 0x1A8C18
    bufferboxname 0x0 0x4037
    bufferpokemon 0x1 0x4001
    checkflag 0x834
    if 0x0 call 0x81A8C33
    checkflag 0x834
    if 0x1 call 0x81A8C5E
    return
    
    //---------------
    #org 0x1A8C33
    special2 LASTRESULT 0x165
    compare LASTRESULT 0x1
    if 0x1 goto 0x81A8C4C
    msgbox 0x81A5CCD MSG_KEEPOPEN //"[buffer2] was transferred to\nSome..."
    return
    
    //---------------
    #org 0x1A8C5E
    special2 LASTRESULT 0x165
    compare LASTRESULT 0x1
    if 0x1 goto 0x81A8C77
    msgbox 0x81A5D0D MSG_KEEPOPEN //"[buffer2] was transferred to\nBILL..."
    return
    
    //---------------
    #org 0x1A8C4C
    special2 LASTRESULT 0x18A
    bufferboxname 0x2 LASTRESULT
    msgbox 0x81A5D4A MSG_KEEPOPEN //"BOX ["][buffer3]" on\nSomeone's PC..."
    return
    
    //---------------
    #org 0x1A8C77
    special2 LASTRESULT 0x18A
    bufferboxname 0x2 LASTRESULT
    msgbox 0x81A5D8D MSG_KEEPOPEN //"BOX ["][buffer3]" on\nBILL'S PC wa..."
    return
    
    
    //---------
    // Strings
    //---------
    #org 0x19A25E
    = Hiya!\pI am important doctor.\nYes, very much so, indeed.\pHere, I  study rare POKéMON fossils.\nAll the time, I study.\pYou!\nHave you a  fossil for me?
    
    #org 0x19A4BD
    = Aiyah!\nYou come again!
    
    #org 0x19A487
    = I take a little time!\nYou go for walk a little while!
    
    #org 0x19A2F0
    = No!\nIs too bad!
    
    #org 0x19A32B
    = You late.\nWhere were you?\pYour fossil is back to life!\nIt was  [buffer1] like I think!
    
    #org 0x19A3B0
    = Oh!\nThat is [buffer2], it is!\pIt is fossil of [buffer1],\na POKéMON  that is already extinct!\pMy Resurrection Machine will make\nthat  POKéMON live again!
    
    #org 0x19A439
    = So!\nYou hurry and give me that!\p\c\h06Á[player] handed over  the\n[buffer2] to the weird doctor.
    
    #org 0x1A5E0D
    = There's no more room for POKéMON!\pThe POKéMON BOXES are full  and\ncan't accept any more!
    
    #org 0x19A37A
    = [player] received the [buffer1]\nfrom the doctor.
    
    #org 0x1A5683
    = Do you want to give a nickname to\nthis [buffer1]?
    
    #org 0x1A5CCD
    = [buffer2] was transferred to\nSomeone's PC.\pIt was placed in \nBOX  ["][buffer1]."
    
    #org 0x1A5D0D
    = [buffer2] was transferred to\nBILL'S PC.\pIt was placed in \nBOX  ["][buffer1]."
    
    #org 0x1A5D4A
    = BOX ["][buffer3]" on\nSomeone's PC was full.\p[buffer2] was  transferred to\nBOX ["][buffer1]."
    
    #org 0x1A5D8D
    = BOX ["][buffer3]" on\nBILL'S PC was full.\p[buffer2] was transferred  to\nBOX ["][buffer1]."
    my replacement code:
    Code:
    #include stditems.rbh
    #include stdpoke.rbh
    #dynamic 0x800140
    
    //---------------
    #org @Start
    lock
    faceplayer
    setvar LASTRESULT 0x0    //clear last result
    checkflag 0x2EE        //check if Aerodactyl has been revived
    if 0x1 call @CheckHelix
    compare LASTRESULT 0x1
    if 0x1 goto 0x816E873    //if both story fossils and Aerodactyl were  revived, end script
    compare 0x406A 0x2
    if 0x1 goto 0x816E712
    compare 0x406A 0x1
    if 0x1 goto 0x816E708
    call @HelixI
    compare LASTRESULT 0x1
    if 0x1 goto 0x816E520    //if yes go to check if Old Amber and ask which  (if any) of those two to revive
    call @DomeI
    compare LASTRESULT 0x1
    if 0x1 goto 0x816E562    //if yes, go to check if old Amber and ask  which (if any) of the two to revive.
    call 0x816E4F8            //check if Old amber is picked up and not  revived.
    compare LASTRESULT 0x1
    if 0x1 goto 0x816E5A4    //if so, ask whether to revive old Amber
    msgbox 0x819A25E MSG_KEEPOPEN //"Hiya!\pI am important doctor.\nYes..."
    goto 0x816E516
    
    //------------
    #org @CheckHelix
    checkflag 0x2ED
    if 0x1 goto @CheckDome
    return
    
    //--------------
    #org @CheckDome
    checkflag 0x2EC
    if 0x1 goto @Yes
    return
    
    //-------------
    #org @Yes
    setvar LASTRESULT 0x1
    return
    
    //-------------
    #org @DomeI
    checkitem 0x165 0x1
    if 0x1 goto @Yes
    return
    
    //-------------
    #org @HelixI
    checkitem 0x166 0x1
    if 0x1 goto @Yes
    return
    Any help would be appreciated.
     

    Civet

    Civet the Cat
    31
    Posts
    13
    Years
  • Hello, I'm looking for a solution for one of my scripts. It's a script which stops the player from walking out the village into the first route. However once I put it into the game as a script box, it freezes once the player steps on it. Here's the script:

    Code:
    #org $start
    checkflag 0x828
    if b_true goto $done
    message $1
    boxset 6
    applymovement 0x02 $move
    pausemove 0x0
    applymovement 0xFF $move2
    pause 0x30
    message $2
    boxset 6
    playsound 0x13E
    nop
    applymovement 0x02 $move3
    applymovement 0xFF $move3
    pausemove 0
    fadesound 0x12C
    nop
    release
    end
    
    #org $done
    release
    end
    
    #org $move
    #raw 0x62 0x10 0x10 0x10 0x10 0xFE
    
    #org $move2
    #raw 0x01 0xFE
    
    #org $move3
    #raw 0x11 0x11 0x11 0x11 0xFE
    
    #org $1
    $1 1 =Hey, you!
    
    #org $2
    $2 1 =You can't go out there\nwithout your own Pokémon.\pWild Pokémon will hurt you!
    A solution would be appreciated. Thanks in advance.
     

    metapod23

    Hardened Trainer
    673
    Posts
    15
    Years
    • Seen Aug 18, 2016
    Hello, I'm looking for a solution for one of my scripts. It's a script which stops the player from walking out the village into the first route. However once I put it into the game as a script box, it freezes once the player steps on it. Here's the script:

    You need to set a variable # for the script in A-Map. Also, in your script, you need setvar 0x(variable #) 0x1 (for XSE, not sure for PokeSav or whatever you're using)... if you want the script to activate only once.

    For instance - place the var # as 5000 in A-Map, and put "setvar 0x5000 0x1" in your script so it won't activate again. Or make the $done script be:

    Code:
    #org $done
    setvar 0x5000 0x1
    release
    end

    to have it repeat unless that flag is set, and to have it stop running the script completely once it is set.
     

    SPG

    Pyroblock
    88
    Posts
    13
    Years
    • Seen May 4, 2013
    how would i make this script? plz dont make it for me i need to learn on my own (and with tutorials lol)
    Spoiler:
    if its possible could you just join my hack? ya i know there are MANY grammer errors and spelling errors but i made this on my ipad and to lazy to edit for the forum but it will be better in the hacke (little/no errors for grammer and spelling)
     

    Dark pokemon

    Beginner Hacker
    42
    Posts
    14
    Years
  • This was one of the scripts that won't compile. I'm using a pokemon ruby rom

    #dynamic 0x900000
    #org @start
    lock
    faceplayer
    msgbox @blah 0x6
    release
    end

    #org @blah
    = Hello I'm part\nof team Aqua
     

    destinedjagold

    You can contact me in PC's discord server...
    8,593
    Posts
    16
    Years
    • Seen Dec 23, 2023
    This was one of the scripts that won't compile. I'm using a pokemon ruby rom

    #dynamic 0x900000
    #org @start
    lock
    faceplayer
    msgbox @blah 0x6
    release
    end

    #org @blah
    = Hello I'm part\nof team Aqua

    won't compile? it looks really really compilable(?) to me...
    did you load your ROM through XSE?
     

    destinedjagold

    You can contact me in PC's discord server...
    8,593
    Posts
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    • Seen Dec 23, 2023
    after compiling, did you copied the offset XSE gave to you and pasted it on the NPC's offset box on Advance Map?
     

    adhdguitar

    Newbie Pokémon Hacker
    210
    Posts
    13
    Years
    • Seen Jan 16, 2015
    I put the below script in a script event near the entrance of a town, (as well as three others with a different variable-defining script, but calling the same main script.) The first message displays, but after that nothing happens, the person events are still stuck there not doing anything, ect.
    Spoiler:
     

    destinedjagold

    You can contact me in PC's discord server...
    8,593
    Posts
    16
    Years
    • Seen Dec 23, 2023
    yes I did....................................

    I found the problem...
    Well, you have to have an empty line between the #dynamic 0x900000 and your #org @start...
    So your script should look like this...

    Code:
    #dynamic 0x900000
    
    #org @start
    lock
    faceplayer
    msgbox @blah 0x6
    release
    end
    
    #org @blah
    = Hello I'm part\nof team Aqua

    PokemonRuby_01.png


    I put the below script in a script event near the entrance of a town, (as well as three others with a different variable-defining script, but calling the same main script.) The first message displays, but after that nothing happens, the person events are still stuck there not doing anything, ect.
    Spoiler:

    I'm not really an expert on those variables, but, shouldn't you be using "call" instead of "goto" after each compare commands...?

    Also, shouldn't you be adding the command #raw 0xFE after the movements?
    Like this for instance...
    Code:
    #org 0x8014D0
    #raw 0x1D 'Step Down (Fast)
    #raw 0x1D 'Step Down (Fast)
    #raw 0x1D 'Step Down (Fast)
    #raw 0x1D 'Step Down (Fast)
    #raw 0x1D 'Step Down (Fast)
    [COLOR="Red"]#raw 0xFE[/COLOR]
     
    Last edited:

    Dark pokemon

    Beginner Hacker
    42
    Posts
    14
    Years
  • you might need to update XSE to the latest version (1.1.1)

    ------------------------------------------------------------------------------------------------------------------------------------------------how would i make a boat script? (like going to sevi islands but i wont have choices) would it be movment and person script, person and signpost, signost and movment? my best bet would be movment and person (i think any ways) but i havent found a tut on how to make a boat script

    IT finally works thanks.

    ..............
     
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