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PokemonTrainerPsaro April 11th, 2014 12:05 AM

Hi guys, I have another problem (ugh).
I made a script where you see a girl, talk to her, and you see three grunts and two trainers. The girl moves out the way, the trainers talk to you then you battle the grunt.
The script is working fine until you beat the GRUNT, then nothing happens. Talking to the girl again will re-activate the script, minus the trainer battle, and the grunts will disappear (which is what I want to happen). Then the two will speak, say they'll give you a rare candy, then nothing happens. Help D:
Spoiler:

#org 0x80013D
lock
faceplayer
checkflag 0x251
if 0x1 goto 0x880019F
msgbox 0x88001A2 MSG_FACE '"Huh? Who are you?\n[player], eh?\l..."
playsong 0x113 0x0
applymovement 0x9 0x880072B
applymovement MOVE_PLAYER 0x8800730
msgbox 0x880022D MSG_FACE '"PSARO: Eh? Who's this?\n[player]: ..."
trainerbattle 0x0 0x4 0x0 0x880030E 0x88003B2
fadescreen 0x1
hidesprite 0x06
hidesprite 0x07
hidesprite 0x08
fadescreen 0x0
msgbox 0x88003D9 MSG_FACE '"PSARO: Thanks.\nKIYA: Yeah, I appr..."
giveitem 0x44 0x1 0x2
setflag 0x252
msgbox 0x8800510 MSG_FACE '"MAY: WOAH! That... was... EPIC!\nO..."
setflag 0x26C
end

'---------------
#org 0x80019F
release
end


'---------
' Strings
'---------
#org 0x8001A2
= Huh? Who are you?\n[player], eh?\lWell, my brother, PSARO is\lfighting off those TEAM ANTIGUA\lGRUNTS. KIYA, the icy ELITE FOUR\lmember is helping!

#org 0x80022D
= PSARO: Eh? Who's this?\n[player]: I'm [player]!\lPSARO: [player], can you help us?\l[player]: Sure!\lPSARO: KIYA, we've got a plucky\ltrainer to help!\lKIYA: Great!\lGRUNT: So you've got a kid to do\lyour dirty work? Dignified.\lPSARO: He OFFERED to help!

#org 0x80030E
= GRUNT: Why did PSARO even get you\nto battle me?! You look weak. I\lwant challenge! But still...\lyou've got a confident look in\lyour eye... No matter, bring it\lon!

#org 0x8003B2
= Mayday, MAYDAY! I've been\ndefeated!

#org 0x8003D9
= PSARO: Thanks.\nKIYA: Yeah, I appreciate it!\lPSARO: You deserve a reward!\lKIYA: How about this, it's a RARE\lCANDY! They level up your POKéMON!\lCool, huh?\lPSARO: MAY is my sister.\lKIYA: PSARO, I gotta go. League's\lgot a challenger.\lPSARO: I need to go too. KIYA, can\lyou drop me off at MUNFLO TOWN?\lKIYA: Sure!

#org 0x800510
= MAY: WOAH! That... was... EPIC!\nOne day, I'd like to battle you!\lI'm a new trainer. PSARO defeated\lthe LEAGUE in the region he lives\lin. But he decided he wanted to\lget stronger, so he wants to\lchallenge the league here. When he\lleft from a port in HOENN, I came\lwith him, armed with a TORCHIC the\lregional PROFESSOR, BIRCH gave me.\lOh, and another thing... A girl\lcalled ELISE came through here\learlier, said she was looking for\lyou? Have you met her before?\l[player]: Nope.\lMAY: Weird. Well, she's outside\lthe POKÉMART if you want her. Bye!


'-----------
' Movements
'-----------
#org 0x80072B
#raw 0x13 'Step Right (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x0 'Face Down
#raw 0xFE 'End of Movements

#org 0x800730
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0xFE 'End of Movements

destinedjagold April 11th, 2014 12:23 AM

Quote:

Originally Posted by PokemonTrainerPsaro (Post 8193163)
Hi guys, I have another problem (ugh).
I made a script where you see a girl, talk to her, and you see three grunts and two trainers. The girl moves out the way, the trainers talk to you then you battle the grunt.
The script is working fine until you beat the GRUNT, then nothing happens. Talking to the girl again will re-activate the script, minus the trainer battle, and the grunts will disappear (which is what I want to happen). Then the two will speak, say they'll give you a rare candy, then nothing happens. Help D:
Spoiler:

#org 0x80013D
lock
faceplayer
checkflag 0x251
if 0x1 goto 0x880019F
msgbox 0x88001A2 MSG_FACE '"Huh? Who are you?\n[player], eh?\l..."
playsong 0x113 0x0
applymovement 0x9 0x880072B
applymovement MOVE_PLAYER 0x8800730
msgbox 0x880022D MSG_FACE '"PSARO: Eh? Who's this?\n[player]: ..."
trainerbattle 0x0 0x4 0x0 0x880030E 0x88003B2
fadescreen 0x1
hidesprite 0x06
hidesprite 0x07
hidesprite 0x08
fadescreen 0x0
msgbox 0x88003D9 MSG_FACE '"PSARO: Thanks.\nKIYA: Yeah, I appr..."
giveitem 0x44 0x1 0x2
setflag 0x252
msgbox 0x8800510 MSG_FACE '"MAY: WOAH! That... was... EPIC!\nO..."
setflag 0x26C
end

'---------------
#org 0x80019F
release
end


'---------
' Strings
'---------
#org 0x8001A2
= Huh? Who are you?\n[player], eh?\lWell, my brother, PSARO is\lfighting off those TEAM ANTIGUA\lGRUNTS. KIYA, the icy ELITE FOUR\lmember is helping!

#org 0x80022D
= PSARO: Eh? Who's this?\n[player]: I'm [player]!\lPSARO: [player], can you help us?\l[player]: Sure!\lPSARO: KIYA, we've got a plucky\ltrainer to help!\lKIYA: Great!\lGRUNT: So you've got a kid to do\lyour dirty work? Dignified.\lPSARO: He OFFERED to help!

#org 0x80030E
= GRUNT: Why did PSARO even get you\nto battle me?! You look weak. I\lwant challenge! But still...\lyou've got a confident look in\lyour eye... No matter, bring it\lon!

#org 0x8003B2
= Mayday, MAYDAY! I've been\ndefeated!

#org 0x8003D9
= PSARO: Thanks.\nKIYA: Yeah, I appreciate it!\lPSARO: You deserve a reward!\lKIYA: How about this, it's a RARE\lCANDY! They level up your POKéMON!\lCool, huh?\lPSARO: MAY is my sister.\lKIYA: PSARO, I gotta go. League's\lgot a challenger.\lPSARO: I need to go too. KIYA, can\lyou drop me off at MUNFLO TOWN?\lKIYA: Sure!

#org 0x800510
= MAY: WOAH! That... was... EPIC!\nOne day, I'd like to battle you!\lI'm a new trainer. PSARO defeated\lthe LEAGUE in the region he lives\lin. But he decided he wanted to\lget stronger, so he wants to\lchallenge the league here. When he\lleft from a port in HOENN, I came\lwith him, armed with a TORCHIC the\lregional PROFESSOR, BIRCH gave me.\lOh, and another thing... A girl\lcalled ELISE came through here\learlier, said she was looking for\lyou? Have you met her before?\l[player]: Nope.\lMAY: Weird. Well, she's outside\lthe POKÉMART if you want her. Bye!


'-----------
' Movements
'-----------
#org 0x80072B
#raw 0x13 'Step Right (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x0 'Face Down
#raw 0xFE 'End of Movements

#org 0x800730
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0xFE 'End of Movements

trainerbattle 0x0 is only for normal trainer battles.
if you want a script wherein more events will happen after the battle, then use trainerbattle 0x1

Here's a quick edit of your script.
I'm at work atm, so I have no means of testing your script out, however, you should be able to see the difference anyway~


Code:

#org 0x80013D
lock
faceplayer
checkflag 0x251
if 0x1 goto 0x880019F
msgbox 0x88001A2 MSG_FACE '"Huh? Who are you?\n[player], eh?\l..."
playsong 0x113 0x0
applymovement 0x9 0x880072B
applymovement MOVE_PLAYER 0x8800730
msgbox 0x880022D MSG_FACE '"PSARO: Eh? Who's this?\n[player]: ..."
trainerbattle 0x1 0x4 0x0 0x880030E 0x88003B2 @continue
end

#org @continue
fadescreen 0x1
hidesprite 0x06
hidesprite 0x07
hidesprite 0x08
fadescreen 0x0
msgbox 0x88003D9 MSG_FACE '"PSARO: Thanks.\nKIYA: Yeah, I appr..."
giveitem 0x44 0x1 0x2
setflag 0x252
msgbox 0x8800510 MSG_FACE '"MAY: WOAH! That... was... EPIC!\nO..."
setflag 0x26C
end

'---------------
#org 0x80019F
release
end

'---------
' Strings
'---------
#org 0x8001A2
= Huh? Who are you?\n[player], eh?\lWell, my brother, PSARO is\lfighting off those TEAM ANTIGUA\lGRUNTS. KIYA, the icy ELITE FOUR\lmember is helping!

#org 0x80022D
= PSARO: Eh? Who's this?\n[player]: I'm [player]!\lPSARO: [player], can you help us?\l[player]: Sure!\lPSARO: KIYA, we've got a plucky\ltrainer to help!\lKIYA: Great!\lGRUNT: So you've got a kid to do\lyour dirty work? Dignified.\lPSARO: He OFFERED to help!

#org 0x80030E
= GRUNT: Why did PSARO even get you\nto battle me?! You look weak. I\lwant challenge! But still...\lyou've got a confident look in\lyour eye... No matter, bring it\lon!

#org 0x8003B2
= Mayday, MAYDAY! I've been\ndefeated!

#org 0x8003D9
= PSARO: Thanks.\nKIYA: Yeah, I appreciate it!\lPSARO: You deserve a reward!\lKIYA: How about this, it's a RARE\lCANDY! They level up your POKéMON!\lCool, huh?\lPSARO: MAY is my sister.\lKIYA: PSARO, I gotta go. League's\lgot a challenger.\lPSARO: I need to go too. KIYA, can\lyou drop me off at MUNFLO TOWN?\lKIYA: Sure!

#org 0x800510
= MAY: WOAH! That... was... EPIC!\nOne day, I'd like to battle you!\lI'm a new trainer. PSARO defeated\lthe LEAGUE in the region he lives\lin. But he decided he wanted to\lget stronger, so he wants to\lchallenge the league here. When he\lleft from a port in HOENN, I came\lwith him, armed with a TORCHIC the\lregional PROFESSOR, BIRCH gave me.\lOh, and another thing... A girl\lcalled ELISE came through here\learlier, said she was looking for\lyou? Have you met her before?\l[player]: Nope.\lMAY: Weird. Well, she's outside\lthe POKÉMART if you want her. Bye!

'-----------
' Movements
'-----------
#org 0x80072B
#raw 0x13 'Step Right (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x0 'Face Down
#raw 0xFE 'End of Movements

#org 0x800730
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0xFE 'End of Movements



Christos April 11th, 2014 12:33 AM

Quote:

Originally Posted by PokemonTrainerPsaro (Post 8193163)
Hi guys, I have another problem (ugh).
I made a script where you see a girl, talk to her, and you see three grunts and two trainers. The girl moves out the way, the trainers talk to you then you battle the grunt.
The script is working fine until you beat the GRUNT, then nothing happens. Talking to the girl again will re-activate the script, minus the trainer battle, and the grunts will disappear (which is what I want to happen). Then the two will speak, say they'll give you a rare candy, then nothing happens. Help D:
Spoiler:

#org 0x80013D
lock
faceplayer
checkflag 0x251
if 0x1 goto 0x880019F
msgbox 0x88001A2 MSG_FACE '"Huh? Who are you?\n[player], eh?\l..."
playsong 0x113 0x0
applymovement 0x9 0x880072B
applymovement MOVE_PLAYER 0x8800730
msgbox 0x880022D MSG_FACE '"PSARO: Eh? Who's this?\n[player]: ..."
trainerbattle 0x0 0x4 0x0 0x880030E 0x88003B2
fadescreen 0x1
hidesprite 0x06
hidesprite 0x07
hidesprite 0x08
fadescreen 0x0
msgbox 0x88003D9 MSG_FACE '"PSARO: Thanks.\nKIYA: Yeah, I appr..."
giveitem 0x44 0x1 0x2
setflag 0x252
msgbox 0x8800510 MSG_FACE '"MAY: WOAH! That... was... EPIC!\nO..."
setflag 0x26C
end

'---------------
#org 0x80019F
release
end


'---------
' Strings
'---------
#org 0x8001A2
= Huh? Who are you?\n[player], eh?\lWell, my brother, PSARO is\lfighting off those TEAM ANTIGUA\lGRUNTS. KIYA, the icy ELITE FOUR\lmember is helping!

#org 0x80022D
= PSARO: Eh? Who's this?\n[player]: I'm [player]!\lPSARO: [player], can you help us?\l[player]: Sure!\lPSARO: KIYA, we've got a plucky\ltrainer to help!\lKIYA: Great!\lGRUNT: So you've got a kid to do\lyour dirty work? Dignified.\lPSARO: He OFFERED to help!

#org 0x80030E
= GRUNT: Why did PSARO even get you\nto battle me?! You look weak. I\lwant challenge! But still...\lyou've got a confident look in\lyour eye... No matter, bring it\lon!

#org 0x8003B2
= Mayday, MAYDAY! I've been\ndefeated!

#org 0x8003D9
= PSARO: Thanks.\nKIYA: Yeah, I appreciate it!\lPSARO: You deserve a reward!\lKIYA: How about this, it's a RARE\lCANDY! They level up your POKéMON!\lCool, huh?\lPSARO: MAY is my sister.\lKIYA: PSARO, I gotta go. League's\lgot a challenger.\lPSARO: I need to go too. KIYA, can\lyou drop me off at MUNFLO TOWN?\lKIYA: Sure!

#org 0x800510
= MAY: WOAH! That... was... EPIC!\nOne day, I'd like to battle you!\lI'm a new trainer. PSARO defeated\lthe LEAGUE in the region he lives\lin. But he decided he wanted to\lget stronger, so he wants to\lchallenge the league here. When he\lleft from a port in HOENN, I came\lwith him, armed with a TORCHIC the\lregional PROFESSOR, BIRCH gave me.\lOh, and another thing... A girl\lcalled ELISE came through here\learlier, said she was looking for\lyou? Have you met her before?\l[player]: Nope.\lMAY: Weird. Well, she's outside\lthe POKÉMART if you want her. Bye!


'-----------
' Movements
'-----------
#org 0x80072B
#raw 0x13 'Step Right (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x0 'Face Down
#raw 0xFE 'End of Movements

#org 0x800730
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0xFE 'End of Movements

Alternatively, you can use trainerbattle 0x3 0x[ID] 0x0 0x[pointer to defeat text]. This allows you to continue executing the script even after the battle finishes, and the only change you'll have to make in your script after that is the challenge text part, which isn't included. But that depends whether you want the encounter music before the trainer battle or not, which you could still add as a command yourself, but just using trainerbattle 0x1 is easier.

DaisukE April 12th, 2014 9:55 AM

Can anyone help Me....when I use the special for battle with the ghost...there is a battle but the ghost has 0HP due to which as soon as we do a move the ghost faints....its for fire red rom

Christos April 12th, 2014 3:42 PM

Quote:

Originally Posted by parth9 (Post 8195120)
Can anyone help Me....when I use the special for battle with the ghost...there is a battle but the ghost has 0HP due to which as soon as we do a move the ghost faints....its for fire red rom

Can you post the script you compiled? I really can't help you if I can't see the script first.

JoshTheTrainer April 13th, 2014 3:36 AM

Hey, today I made a small script and for some reason it doesn't work 100%.

Code:

#dyn 0x740000
#org @start
checkflag 0x253
if 0x1 jump :end
lock
faceplayer
msgbox @text ' You're a new trainer, right?\nHere, take this!
callstd MSG_NORMAL
copyvarifnotzero 0x8000 SAFARIBALL
copyvarifnotzero 0x8001 5
callstd MSG_OBTAIN
msgbox @afterText
callstd MSG_NORMAL
setflag 0x253
release
:end
end

#org @text
= You're a new trainer, right?\nHere, take this!

#org @afterText
= Safari Balls are usual used in the safari zone.\nUse them to catch POKéMON!


What happens is after the obtain message the NPC isn't locked and will just walk around again. The messages still works though.

Joexv April 13th, 2014 12:48 PM

Herro, im having an issue with a map where onceyou execute some scripts a bridge will appear. I have 2 level scripts in the map right now. The first is to hide 4 sprites that will reappear when those scripts are executed. The second is to check wether or not the scripts have been done so that the bridge will appear everytime you enter the map. Upon enetering the map the player is stuck and cannot move. With the first level script I do have the var set in a-map and such but the second doesnt since its set as a setmaptile level script. How do I fix this?
here are the scritps
First:
Spoiler:
Code:

'---------------
#org 0x8EB954
setvar 0x5043 0x0
checkflag 0x249
if 0x1 goto 0x88EB97D
hidesprite 0x1
hidesprite 0x2
hidesprite 0x3
hidesprite 0x4
setflag 0x242
setflag 0x244
setflag 0x246
setflag 0x248
release
end

'---------------
#org 0x8EB97D
release
end



Second:
Spoiler:
Code:

'---------------
#org 0x8083AB
checkflag 0x249
if 0x1 goto 0x89CB4AC
release
end

'---------------
#org 0x9CB4AC
setmaptile 0x1A 0x9 0x2BD 0x0
setmaptile 0x1A 0x8 0x2BD 0x0
setmaptile 0x1A 0x7 0x2BD 0x0
setmaptile 0x1A 0x6 0x2BD 0x0
setmaptile 0x1B 0x6 0x238 0x1
setmaptile 0x19 0x6 0x23A 0x1
setmaptile 0x1B 0x7 0x242 0x1
setmaptile 0x19 0x7 0x240 0x1
setmaptile 0x1B 0x9 0x24A 0x1
setmaptile 0x19 0x9 0x249 0x1
special 0x8E
release
end



destinedjagold April 13th, 2014 5:24 PM

Quote:

Originally Posted by joexv (Post 8196859)
Herro, im having an issue with a map where onceyou execute some scripts a bridge will appear. I have 2 level scripts in the map right now. The first is to hide 4 sprites that will reappear when those scripts are executed. The second is to check wether or not the scripts have been done so that the bridge will appear everytime you enter the map. Upon enetering the map the player is stuck and cannot move. With the first level script I do have the var set in a-map and such but the second doesnt since its set as a setmaptile level script. How do I fix this?
here are the scritps
First:
Spoiler:
Code:

'---------------
#org 0x8EB954
setvar 0x5043 0x0
checkflag 0x249
if 0x1 goto 0x88EB97D
hidesprite 0x1
hidesprite 0x2
hidesprite 0x3
hidesprite 0x4
setflag 0x242
setflag 0x244
setflag 0x246
setflag 0x248
release
end

'---------------
#org 0x8EB97D
release
end



Second:
Spoiler:
Code:

'---------------
#org 0x8083AB
checkflag 0x249
if 0x1 goto 0x89CB4AC
release
end

'---------------
#org 0x9CB4AC
setmaptile 0x1A 0x9 0x2BD 0x0
setmaptile 0x1A 0x8 0x2BD 0x0
setmaptile 0x1A 0x7 0x2BD 0x0
setmaptile 0x1A 0x6 0x2BD 0x0
setmaptile 0x1B 0x6 0x238 0x1
setmaptile 0x19 0x6 0x23A 0x1
setmaptile 0x1B 0x7 0x242 0x1
setmaptile 0x19 0x7 0x240 0x1
setmaptile 0x1B 0x9 0x24A 0x1
setmaptile 0x19 0x9 0x249 0x1
special 0x8E
release
end



You'll probably have to edit the map script through A-Map's Advance Mode.
http://www.pokecommunity.com/showthread.php?t=191500

Joexv April 13th, 2014 6:34 PM

Quote:

Originally Posted by destinedjagold (Post 8197203)
You'll probably have to edit the map script through A-Map's Advance Mode.
http://www.pokecommunity.com/showthread.php?t=191500


Ok I looked at that tut and it turns out I was using the wrong level script type for the first script. But now I've run into another problem. When the setmaptile activates it doesnt change what they are just the movement permissions.
nevermind just needed to leave the room. But still.....

Christos April 14th, 2014 12:07 AM

Quote:

Originally Posted by joexv (Post 8197275)

Ok I looked at that tut and it turns out I was using the wrong level script type for the first script. But now I've run into another problem. When the setmaptile activates it doesnt change what they are just the movement permissions.
nevermind just needed to leave the room. But still.....

Well, the level script is only executed once every time you enter the map. If you don't want to have the player leave the room for the tiles to change the first time, just use the same setmaptile commands in the script where the necessary flag (in your case 0x249) is set.

Joexv April 14th, 2014 2:22 PM

Quote:

Originally Posted by Spheal (Post 8197508)
Well, the level script is only executed once every time you enter the map. If you don't want to have the player leave the room for the tiles to change the first time, just use the same setmaptile commands in the script where the necessary flag (in your case 0x249) is set.

Yea but thats the weird thing, i did put it into a script.

Christos April 14th, 2014 2:35 PM

Quote:

Originally Posted by joexv (Post 8198335)
Yea but thats the weird thing, i did put it into a script.

Did you use special 0x8E after the setmaptile commands to "refresh" the map? I noticed that you used it for the level script, which isn't necessary, by the way, but you haven't posted the script that is executed later in the map.

Joexv April 14th, 2014 8:21 PM

Quote:

Originally Posted by Spheal (Post 8198345)
Did you use special 0x8E after the setmaptile commands to "refresh" the map? I noticed that you used it for the level script, which isn't necessary, by the way, but you haven't posted the script that is executed later in the map.

I did. Heres the script:
Spoiler:
Code:

'---------------
#org 0x9CB32E
lock
checkflag 0x249
if 0x1 goto 0x89CB4A2
checkflag 0x241
if 0x1 goto 0x89CB367
checkflag 0x243
if 0x1 goto 0x89CB367
checkflag 0x245
if 0x1 goto 0x89CB367
checkflag 0x247
if 0x1 goto 0x89CB367
msgbox 0x89CB437 MSG_NORMAL '":Find the truth in the Light:"
release
end

'---------------
#org 0x9CB4A2
msgbox 0x89CB474 MSG_NORMAL '":Well done:\n:Now guide others to ..."
release
end

'---------------
#org 0x9CB367
msgbox 0x89CB457 MSG_YESNO '":Have you found the truth:"
compare LASTRESULT 0x1
if 0x1 goto 0x89CB37D
release
end

'---------------
#org 0x9CB37D
checkflag 0x241
if 0x0 goto 0x89CB410
checkflag 0x243
if 0x0 goto 0x89CB410
checkflag 0x245
if 0x0 goto 0x89CB410
checkflag 0x247
if 0x0 goto 0x89CB410
msgbox 0x89CB474 MSG_NORMAL '":Well done:\n:Now guide others to ..."
setflag 0x249
fadescreen 0x1
setmaptile 0x1A 0x9 0x2BD 0x0
setmaptile 0x1A 0x8 0x2BD 0x0
setmaptile 0x1A 0x7 0x2BD 0x0
setmaptile 0x1A 0x6 0x2BD 0x0
setmaptile 0x1B 0x6 0x238 0x1
setmaptile 0x19 0x6 0x23A 0x1
setmaptile 0x19 0x7 0x242 0x1
setmaptile 0x1B 0x7 0x240 0x1
setmaptile 0x19 0x9 0x24A 0x1
setmaptile 0x1B 0x9 0x249 0x1
special 0x8E
fadescreen 0x0
release
end

'---------------
#org 0x9CB410
msgbox 0x89CB41B MSG_NORMAL '":You must find the truth:"
release
end

'---------
' Strings
'---------
#org 0x9CB437
= :Find the truth in the Light:

#org 0x9CB474
= :Well done:\n:Now guide others to the truth:

#org 0x9CB457
= :Have you found the truth:

#org 0x9CB41B
= :You must find the truth:



It works up untill the whole setmaptile. When it ends and i walk onto where it was supposed to change tiles and the movement perm works but it doesnt look like it.

jackhiggins1388 April 14th, 2014 9:47 PM

how would make the script say someones name? i thought it was \v\h01 , but its not working in my scripts

Sniper April 14th, 2014 10:05 PM

Quote:

Originally Posted by jackhiggins1388 (Post 8198770)
how would make the script say someones name? i thought it was \v\h01 , but its not working in my scripts

XSE: [Player] & [Rival]

Example:

Code:

#dynamic 0xfs

#org @start
msgbox @1 0x6
release
end

#org @1
= [Rival]: Aren't you [Player]?



Christos April 15th, 2014 12:44 AM

Quote:

Originally Posted by joexv (Post 8198698)
I did. Heres the script:
Spoiler:
Code:

'---------------
#org 0x9CB32E
lock
checkflag 0x249
if 0x1 goto 0x89CB4A2
checkflag 0x241
if 0x1 goto 0x89CB367
checkflag 0x243
if 0x1 goto 0x89CB367
checkflag 0x245
if 0x1 goto 0x89CB367
checkflag 0x247
if 0x1 goto 0x89CB367
msgbox 0x89CB437 MSG_NORMAL '":Find the truth in the Light:"
release
end

'---------------
#org 0x9CB4A2
msgbox 0x89CB474 MSG_NORMAL '":Well done:\n:Now guide others to ..."
release
end

'---------------
#org 0x9CB367
msgbox 0x89CB457 MSG_YESNO '":Have you found the truth:"
compare LASTRESULT 0x1
if 0x1 goto 0x89CB37D
release
end

'---------------
#org 0x9CB37D
checkflag 0x241
if 0x0 goto 0x89CB410
checkflag 0x243
if 0x0 goto 0x89CB410
checkflag 0x245
if 0x0 goto 0x89CB410
checkflag 0x247
if 0x0 goto 0x89CB410
msgbox 0x89CB474 MSG_NORMAL '":Well done:\n:Now guide others to ..."
setflag 0x249
fadescreen 0x1
setmaptile 0x1A 0x9 0x2BD 0x0
setmaptile 0x1A 0x8 0x2BD 0x0
setmaptile 0x1A 0x7 0x2BD 0x0
setmaptile 0x1A 0x6 0x2BD 0x0
setmaptile 0x1B 0x6 0x238 0x1
setmaptile 0x19 0x6 0x23A 0x1
setmaptile 0x19 0x7 0x242 0x1
setmaptile 0x1B 0x7 0x240 0x1
setmaptile 0x19 0x9 0x24A 0x1
setmaptile 0x1B 0x9 0x249 0x1
special 0x8E
fadescreen 0x0
release
end

'---------------
#org 0x9CB410
msgbox 0x89CB41B MSG_NORMAL '":You must find the truth:"
release
end

'---------
' Strings
'---------
#org 0x9CB437
= :Find the truth in the Light:

#org 0x9CB474
= :Well done:\n:Now guide others to the truth:

#org 0x9CB457
= :Have you found the truth:

#org 0x9CB41B
= :You must find the truth:



It works up untill the whole setmaptile. When it ends and i walk onto where it was supposed to change tiles and the movement perm works but it doesnt look like it.

It should work fine if you're hacking Ruby or Fire Red. However, if you're hacking Emerald, you should use special 0x91 to refresh the map so that the tile changes appear. special 0x8E in Emerald either does nothing or something else, this is why they appeared when you re-entered the map, since there is no need to refresh the map with setmaptile level scipts.

Now, if you're not using Emerald, then I find nothing wrong with the script. Once it gets to the '":Well done:\n:Now guide others to ..." part, the tiles should be changed.

destinedjagold April 15th, 2014 12:55 AM

Quote:

Originally Posted by joexv (Post 8197275)
nevermind just needed to leave the room. But still.....

if you're using saved states, and you saved in the map where you're putting the level scripts, then of course, you'll need to refresh the map by leaving and then entering the map again.

TheUltimateG.J April 15th, 2014 5:54 AM

hello friends i m making a script such that when i step on a tile my mother[in game] comes with a seal following her and then gives me that seal and after giving me seal the seal's ow should disappear and the player's mom goes outside.The problem is that the script isn't compiling i hope a help from you all

Spoiler:


#dynamic 0x800000

#org @start
lock
faceplayer
checkflag 0x1301
if 0x1 goto @already
applymovement 0x1 @move
applymovement 0x2 @moving
waitmovement 0x0
msgbox @hi 0x6
givepokemon 0x56 0x5 0xC8 0x0 0x0 0x0
fanfare 0x13E
msgbox @receive 0x4
waitfanfare
closeonkeypress
setflag 0x828
hidesprite 0x2
setflag 0x1302
applymovement 0x1 @moves
waitmovement 0x0
setflag 0x1301
release
end

#org @already
release
end

#org @hi
= MOM: Hi dear [player] so,you are\ngoing to start your own\ljouney!Its a very special day in\levery trainer's life.Since\lProf.Oak is out of town so take\lour family friend our Seal with\lyou for your safety.Now I have to\lg
o see ya!!


#org @receive
= [black_fr]\v\h01 received a Seal\nfrom MOM.

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

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

#org @moves
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x10
#raw 0x60
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0xFE


Christos April 15th, 2014 6:17 AM

Quote:

Originally Posted by Ganeshwar (Post 8199141)
hello friends i m making a script such that when i step on a tile my mother[in game] comes with a seal following her and then gives me that seal and after giving me seal the seal's ow should disappear and the player's mom goes outside.The problem is that the script isn't compiling i hope a help from you all

Spoiler:


#dynamic 0x800000

#org @start
lock
faceplayer
checkflag 0x1301
if 0x1 goto @already
applymovement 0x1 @move
applymovement 0x2 @moving
waitmovement 0x0
msgbox @hi 0x6
givepokemon 0x56 0x5 0xC8 0x0 0x0 0x0
fanfare 0x13E
msgbox @receive 0x4
waitfanfare
closeonkeypress
setflag 0x828
hidesprite 0x2
setflag 0x1302
applymovement 0x1 @moves
waitmovement 0x0
setflag 0x1301
release
end

#org @already
release
end

#org @hi
= MOM: Hi dear [player] so,you are\ngoing to start your own\ljouney!Its a very special day in\levery trainer's life.Since\lProf.Oak is out of town so take\lour family friend our Seal with\lyou for your safety.Now I have to\lg
o see ya!!


#org @receive
= [black_fr]\v\h01 received a Seal\nfrom MOM.

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

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

#org @moves
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x10
#raw 0x60
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0xFE


What do you mean it's not compiling? Are you getting an error? Also, I don't think you should use four-digit flags. According to this thread, flags over 0x900 overlap the RAM so they're not safe to use.

Logan April 15th, 2014 6:31 AM

Quote:

Originally Posted by Ganeshwar (Post 8199141)
hello friends i m making a script such that when i step on a tile my mother[in game] comes with a seal following her and then gives me that seal and after giving me seal the seal's ow should disappear and the player's mom goes outside.The problem is that the script isn't compiling i hope a help from you all

Spoiler:


#dynamic 0x800000

#org @start
lock
faceplayer
checkflag 0x1301
if 0x1 goto @already
applymovement 0x1 @move
applymovement 0x2 @moving
waitmovement 0x0
msgbox @hi 0x6
givepokemon 0x56 0x5 0xC8 0x0 0x0 0x0
fanfare 0x13E
msgbox @receive 0x4
waitfanfare
closeonkeypress
setflag 0x828
hidesprite 0x2
setflag 0x1302
applymovement 0x1 @moves
waitmovement 0x0
setflag 0x1301
release
end

#org @already
release
end

#org @hi
= MOM: Hi dear [player] so,you are\ngoing to start your own\ljouney!Its a very special day in\levery trainer's life.Since\lProf.Oak is out of town so take\lour family friend our Seal with\lyou for your safety.Now I have to\lg
o see ya!!


#org @receive
= [black_fr]\v\h01 received a Seal\nfrom MOM.

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

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

#org @moves
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x10
#raw 0x60
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0xFE


Are you sure you have your ROM open in XSE?

Christos April 15th, 2014 6:45 AM

Quote:

Originally Posted by Ganeshwar (Post 8199141)
hello friends i m making a script such that when i step on a tile my mother[in game] comes with a seal following her and then gives me that seal and after giving me seal the seal's ow should disappear and the player's mom goes outside.The problem is that the script isn't compiling i hope a help from you all

Spoiler:


#dynamic 0x800000

#org @start
lock
faceplayer
checkflag 0x1301
if 0x1 goto @already
applymovement 0x1 @move
applymovement 0x2 @moving
waitmovement 0x0
msgbox @hi 0x6
givepokemon 0x56 0x5 0xC8 0x0 0x0 0x0
fanfare 0x13E
msgbox @receive 0x4
waitfanfare
closeonkeypress
setflag 0x828
hidesprite 0x2
setflag 0x1302
applymovement 0x1 @moves
waitmovement 0x0
setflag 0x1301
release
end

#org @already
release
end

#org @hi
= MOM: Hi dear [player] so,you are\ngoing to start your own\ljouney!Its a very special day in\levery trainer's life.Since\lProf.Oak is out of town so take\lour family friend our Seal with\lyou for your safety.Now I have to\lg
o see ya!!


#org @receive
= [black_fr]\v\h01 received a Seal\nfrom MOM.

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

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

#org @moves
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x10
#raw 0x60
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0xFE


From what I can see, it looks like you pressed enter while writing the dialogue for the @hi message at the "I have to go see ya" part, which is why your Script Editor won't let you compile. It should compile fine if you fix that, but I really think you should change the flags you're using.

pokepokemon9 April 15th, 2014 8:43 AM

XSE isn't working right. Whenever I talk to the person, it makes the sound but nothing pops up

Christos April 15th, 2014 9:12 AM

Quote:

Originally Posted by pokepokemon9 (Post 8199361)
XSE isn't working right. Whenever I talk to the person, it makes the sound but nothing pops up

Can you show us the script you compiled?

Joexv April 15th, 2014 11:15 AM

Quote:

Originally Posted by Spheal (Post 8198920)
It should work fine if you're hacking Ruby or Fire Red. However, if you're hacking Emerald, you should use special 0x91 to refresh the map so that the tile changes appear. special 0x8E in Emerald either does nothing or something else, this is why they appeared when you re-entered the map, since there is no need to refresh the map with setmaptile level scipts.

Now, if you're not using Emerald, then I find nothing wrong with the script. Once it gets to the '":Well done:\n:Now guide others to ..." part, the tiles should be changed.

Ah well that would explain it as I am using emerald. Figures XD. Thanks ill edit it and see what happens.

pokepokemon9 April 15th, 2014 11:42 AM

#dynamic 0x800000

#org @start
lockall
faceplayer
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
= Hello.\nSorry to trouble you.\nI can't take care\nof my Charmander.\pCan you take care of\nit for me?

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

#org @3
= [black_fr]You received a Charmander!

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

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

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

Christos April 15th, 2014 12:48 PM

Quote:

Originally Posted by pokepokemon9 (Post 8199543)
#dynamic 0x800000
Spoiler:

#org @start
lockall
faceplayer
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
countpokemon
subvar 0x800D 0x1
copyvar 0x8004 0x800D

call 0x1A74EB
return

#org @done
msgbox @6 0x6
release
end

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

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

#org @3
= [black_fr]You received a Charmander!

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

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

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

It'd help if you actually write what's wrong with your script before you post it.

Anyway, the pokémon that's supposed to show up on the nicknaming screen is defined by the variable 8004, which gives the position in the party your new pokémon will be in. So setvar 0x8004 0x0 would nickname the first pokémon in your slot, 0x2 the second and so on. I edited your script so that it works correctly for any number of pokémon in the party except 6. The problem is that if your party is full and Charmander is set to a PC box, the screen will show the last pokémon in your party, not Charmander. special 0x9E only works with pokémon currently in your party as far as I know, so you should check if the party is full in the script before continuing to give the pokémon.

Andrut April 16th, 2014 6:42 AM

I can't believe I'm actually asking this...
What is the special for activating the regional Pokédex in FR? I want to find it in the script and replace it with the National dex special.

Kurapika April 16th, 2014 8:04 AM

Quote:

Originally Posted by Andrut (Post 8200606)
I can't believe I'm actually asking this...
What is the special for activating the regional Pokédex in FR? I want to find it in the script and replace it with the National dex special.

See this thread!

Ethanb900 April 16th, 2014 8:27 AM

Alright. I'm back with a similar problem to what I've had before. Here's the script:
Quote:

#dynamic 0x800000

#org @start
lock
faceplayer
checkflag 0x200
if 0x1 goto @finished
msgbox @yes 0x5
compare 0x800D 0x1
if 0x1 goto @bulba
msgbox @no 0x6
release
end

#org @finished
msgbox @already_recieved 0x6
release
end

#org @bulba
[email protected]_ask 0x5
compare 0x800D 0x1
if 0x1 goto @bulba_yes
goto @char

#org @char
[email protected]_ask 0x5
compare 0x800D 0x1
if 0x1 goto @char_yes
goto @squir

#org @squir
msgbox @squir_ask 0x5
compare 0x800D 0x1
if 0x1 goto @bulba

#org @bulba_yes
compare 0x4011 0x0
if 0x0 goto @not_bulba
giveitem 0x1 0x1 MSG_OBTAIN
msgbox @enjoy_bulba 0x6
setflag 0x200
release
end

#org @not_bulba
msgbox @bulbanotstarter 0x6
release
end

#org @bulbanotstarter
= Wait! I don't think you chose Bulbasaur. I have no time for liars!

#org @enjoy_bulba
= Enjoy that Venusaurite!

#org @char_yes
compare 0x4011 0x1
if 0x0 goto @not_char
giveitem 0x2 0x1 MSG_OBTAIN
msgbox @enjoy_char 0x6
setflag 0x200
release
end

#org @not_char
msgbox @charnotstarter 0x6
release
end

#org @charnotstarter
= Wait! I don't think you chose Charmander. I have no time for liars!

#org @enjoy_char
= Enjoy that Charizardite!

#org @squir_yes
compare 0x4011 0x2
if 0x0 goto @not_squir
giveitem 0x3 0x1 MSG_OBTAIN
msgbox @enjoy_squir 0x6
setflag 0x200
release
end

#org @not_squir
msgbox @squirnotstarter 0x6
release
end

#org @squirnotstarter
= Wait! I don't think you chose Squirtle. I have no time for liars!

#org @enjoy_squir
= Enjoy that Blastoisite!

#org @already_recieved
= I already gave you your item! Go away!

#org @yes
= Can I check your starter?

#org @no
= Why won't you let me check your starter?
Now I think this is perfect. The problem is when I hit compile, it compiles and saves to the rom. I then insert the script offset into A-Map onto a clean sprite. I test the rom to see if it works, and I can only hear the ding. He faces me however, but only on the first time. I'll try talking to him the next couple of times, but nothing works. How do I make this actually work? Also, if anything is wrong with the script, just mention that.

***I might want to add that the item offsets are just fillers for when I get a chance to change the items to what I want. So don't say anything about how a Masterball isn't a Mega Stone.

Ik-Stan April 18th, 2014 4:51 AM

Hey guys, I'm pretty new to ROM hacking, so forgive me if this is a dumb question but I don't understand what's wrong with this script for a starter (for the first pokeball):
Spoiler:

#Dynamic 0x800000

#org @bulbasaur
lock
faceplayer
checkflag 0x200
if 0x1 goto @havestarter
checkflag 0x201
if 0x1 goto @havestarter
checkflag 0x202
if 0x1 goto @havestarter
showpokepic 0x01 0x0A 0x03
msgbox @wantbulba 0x5
compare 0x800D 0x1
if 0x0 goto @no
hidepokepic
givepokemon 0x1 0x5 0x8B 0x0 0x0 0x0
fanfare 0x13E
waitfanfare
msgbox @heresbulba 0x6
setflag 0x200
hidesprite 0x800F
release
end

#org @havestarter
msgbox @lastpokemon 0x6
release
end

#org @no
hidepokepic
msgbox @goaway 0x2
closeonkeypress
release
end

#org @heresbulba
= You got the BULBASAUR, a great\nchoice!



#org @goaway
= Alright, which POKÉMON do you\nwant then?


#org @wantbulba
= So you want BULBASAUR, the GRASS\ntype?

#org @lastpokemon
= That's the professor's last\nPOKÉMON. Go away!

It freezes everytime I'm trying to "talk" to the pokeball.
Thanks in advance

Christos April 19th, 2014 5:31 AM

Quote:

Originally Posted by Ik-Stan (Post 8203321)
Hey guys, I'm pretty new to ROM hacking, so forgive me if this is a dumb question but I don't understand what's wrong with this script for a starter (for the first pokeball):
Spoiler:

#Dynamic 0x800000

#org @bulbasaur
lock
faceplayer
checkflag 0x200
if 0x1 goto @havestarter
checkflag 0x201
if 0x1 goto @havestarter
checkflag 0x202
if 0x1 goto @havestarter
showpokepic 0x01 0x0A 0x03
msgbox @wantbulba 0x5
compare 0x800D 0x1
if 0x0 goto @no
hidepokepic
givepokemon 0x1 0x5 0x8B 0x0 0x0 0x0
fanfare 0x13E
waitfanfare
msgbox @heresbulba 0x6
setflag 0x200
hidesprite 0x800F
release
end

#org @havestarter
msgbox @lastpokemon 0x6
release
end

#org @no
hidepokepic
msgbox @goaway 0x2
closeonkeypress
release
end

#org @heresbulba
= You got the BULBASAUR, a great\nchoice!



#org @goaway
= Alright, which POKÉMON do you\nwant then?


#org @wantbulba
= So you want BULBASAUR, the GRASS\ntype?

#org @lastpokemon
= That's the professor's last\nPOKÉMON. Go away!

It freezes everytime I'm trying to "talk" to the pokeball.
Thanks in advance

Your script seems to work fine, are you sure you copied the correct compiled offset for @bulbasaur to the script offset box of the pokéball in Advance Map?

Quote:

Originally Posted by Ethanb900 (Post 8200704)
Alright. I'm back with a similar problem to what I've had before. Here's the script:


Now I think this is perfect. The problem is when I hit compile, it compiles and saves to the rom. I then insert the script offset into A-Map onto a clean sprite. I test the rom to see if it works, and I can only hear the ding. He faces me however, but only on the first time. I'll try talking to him the next couple of times, but nothing works. How do I make this actually work? Also, if anything is wrong with the script, just mention that.

***I might want to add that the item offsets are just fillers for when I get a chance to change the items to what I want. So don't say anything about how a Masterball isn't a Mega Stone.

There are few things wrong with your script, but it should compile properly and you should be able to see what's wrong so you can fix it. If all you can hear is a ding then look at my answer for Ik-Stan.

Ik-Stan April 19th, 2014 6:55 AM

Spheal, thanks for your reaction. I'm sure I copied the right offset. Any more ideas?

Christos April 19th, 2014 7:12 AM

Quote:

Originally Posted by Ik-Stan (Post 8205011)
Spheal, thanks for your reaction. I'm sure I copied the right offset. Any more ideas?

Well, I can't see anything wrong with the script. Are you sure you're compiling it into the same ROM?

Ethanb900 April 19th, 2014 7:00 PM

Quote:

Originally Posted by Spheal (Post 8204933)
Your script seems to work fine, are you sure you copied the correct compiled offset for @bulbasaur to the script offset box of the pokéball in Advance Map?

There are few things wrong with your script, but it should compile properly and you should be able to see what's wrong so you can fix it. If all you can hear is a ding then look at my answer for Ik-Stan.

Well I used offset 0x9B0000 as my script offset, and I entered that in A-Map. But it only pops up as a ding, no text though...

Teh Blazer April 19th, 2014 9:19 PM

Quote:

Originally Posted by Ethanb900 (Post 8206099)
Well I used offset 0x9B0000 as my script offset, and I entered that in A-Map. But it only pops up as a ding, no text though...

Have you tried turning it off and on again using a different offset? 9B0000 seems a bit high, usually around 800000 is what people use for script offsets.

Christos April 20th, 2014 12:57 AM

Quote:

Originally Posted by Ethanb900 (Post 8206099)
Well I used offset 0x9B0000 as my script offset, and I entered that in A-Map. But it only pops up as a ding, no text though...

Okay so I tried the script myself and it works fine. So you must be doing something wrong with the compiling.

You started the script with "#dynamic 0x800000", right? When you compile with XSE, you a small window pops up showing you where the script was located, which is at free space after the offset you specified (800000). Just copy the offset compiled for @start and enter it in Advance Map.

Rezordaxx April 20th, 2014 5:17 AM

Fire red
editor XSE

soon as it warps the screen just stays black and nothing happens

Spoiler:
'---------------
#org 0x80E2B9
lockall
faceplayer
checkflag 0x206
if 0x1 goto 0x880E34E
showpokepic 0x4 0x0 0x4
msgbox 0x880E351 MSG_NORMAL '"You fool!\nYou came to get your so..."
hidepokepic
trainerbattle 0x1 0x19 0x0 0x880E2E6 0x880E2F5 0x880E318
end

'---------------
#org 0x80E34E
release
end

'---------------
#org 0x80E318
showpokepic 0x4 0x0 0x4
msgbox 0x880E37C MSG_NORMAL '"NOW WE BOTH GO TO ANOTHER DIMENSIO..."
hidepokepic
closeonkeypress
setflag 0x206
fadescreen 0x1
hidesprite 0x1
fadescreen 0x0
showpokepic 0x1 0x0 0x4
msgbox 0x880E41C MSG_NORMAL '"Guys,\nI really need to get going\..."
hidepokepic
fadescreen 0x1
warpmuted 0x41 0x0 0x1 0x2 0x6
fadescreen 0x0
releaseall
end


'---------
' Strings
'---------
#org 0x80E351
= You fool!\nYou came to get your son back?

#org 0x80E2E6
= LETS RUMBLE!

#org 0x80E2F5
= NO YOU FOOL!\nYOU kILLED US BOTH!

#org 0x80E37C
= NOW WE BOTH GO TO ANOTHER DIMENSION!\nAAAAAHRG\pTwo other Saiyans are on there way to earth\nlet me tell you a secret\pthey are much stronger than me\nHAHAHAHAHA!

#org 0x80E41C
= Guys,\nI really need to get going\pTell the others not to wish\nme back until the Saiyans arrive!\pI am going to train in otherword!\nGoodbye!

pokepokemon9 April 20th, 2014 8:50 AM

I put this script into the game. Normally when I try to use XSE and I talk to the person, they say nothing. When I talked to the guy this time, he said something that one of the other guys says.

#Dynamic 0x270200

#ORG @Main
Lock
FacePlayer
Message @Speak
BoxSet 0x6
Release
End

#ORG @Speak
= Hello there!

Logan April 20th, 2014 8:54 AM

Quote:

Originally Posted by pokepokemon9 (Post 8206831)
I put this script into the game. Normally when I try to use XSE and I talk to the person, they say nothing. When I talked to the guy this time, he said something that one of the other guys says.

#Dynamic 0x270200

#ORG @Main
Lock
FacePlayer
Message @Speak
BoxSet 0x6
Release
End

#ORG @Speak
= Hello there!

I think you may be using an old version of XSE, I'd definitely suggest updating to a newer version. Also I certainly wouldn't compile that script to that offset as that is probably your problem. The new version of XSE doesn't require the boxset command, instead you can just put the 0x6 inside the msgbox command. Also, a quick tip would be to use the MSG_FACE type as it doesn't require lock, faceplayer or release commands. Here is what your script should look like, just compile it and copy the @start offset into the A-Map person event.

Code:

#dynamic 0x800000

#org @start
msgbox @msg1 MSG_FACE
end

#org @msg1
= Hello there!



Ik-Stan April 20th, 2014 8:58 AM

Quote:

Originally Posted by Spheal (Post 8205026)
Well, I can't see anything wrong with the script. Are you sure you're compiling it into the same ROM?

I tried it on a clean ROM and it worked, so I'm guessing there's something wrong with my ROM.

mainstreet April 20th, 2014 11:16 AM

Game: Pokemon FireRed
Type: Person event (Scripted Legendary Encounter)
Editor: PKSV-UI by Score_Under (via AdvanceMap 1.95)
Script:
Spoiler:
#org 0x83B9410
'-----------------------------------
special INIT_STEPCOUNT
compare LASTRESULT 0x2
if == jump 0x81A7AE0 ' Equal To
special GET_STEPCOUNT
lock
faceplayer
battle ENTEI 50 NONE
checksound
cry ENTEI 0x2
message 0x83B947F ' Brm!
showmsg
waitcry
pause 0xA
playsound 0x2 0x2
waitbutton
setflag 0x807
special BATTLE_PIXELLATE
waitspecial
clearflag 0x807
special2 LASTRESULT 0xB4
compare LASTRESULT 0x1
if == jump 0x824F0F7 ' Equal To
compare LASTRESULT 0x4
if == jump 0x8163824 ' Equal To
compare LASTRESULT 0x5
if == jump 0x8163824 ' Equal To
setflag 0x228
release
end

#org 0x81A7AE0
'-----------------------------------
release
end

#org 0x824F0F7
'-----------------------------------
setflag 0x228
jump 0x81A922D

#org 0x81A922D
'-----------------------------------
fadescreen FADEOUT_BLACK
disappear LASTTALKED
fadescreen FADEIN_BLACK
release
end

#org 0x8163824
'-----------------------------------
setvar 0x8004 0x91
jump 0x81A9236

#org 0x81A9236
'-----------------------------------
fadescreen FADEOUT_BLACK
disappear LASTTALKED
fadescreen FADEIN_BLACK
storepokemon 0x0 0x8004
msgbox 0x81A63C4 ' The \v\h02 flew away...
callstd MSG_NOCLOSE ' Non-closing message
release
' Release commands close any open messages
end


#org 0x83B947F
= Brm!

#org 0x81A63C4
= The \v\h02 flew away!


The goal: I have all three legendary dogs in a spot. What I want them to do is act like all the other legendary encounters here. I examined other legendary scripts to try to determine how they differed, and then could make my own to do this. Eventually I want to make all of the Gen II legendaries available somewhere.
What's actually happening:Catching the Pokemon does nothing. That is, it's still there, available for capture as many times as I want. If I run, the flee message for ZAPDOS displays, then if I walk away, any of the three that I've already ran from comes back after I take a step. If I make the legendary faint, the message doesn't display, but the pokemon still comes back after the next encounter. From the code examination (I have Entei's in the script, Suicune and Raikou's are similar, just with their own flags and coding) the issue (I believe) has to be in how var 8004 is being set. I'm not sure what exactly 8004 needs to become for it to work properly.

Screenshots and/or videos:
Since I can't post links, apparently, since I'm new here (and this is also my first attempt at hacking), the screencaps aren't available right here... www dot mainstreet52 dot info slash images slash FRIPH slash Dogs1.png is the first image (the others are Dogs2.png and Dogs3.png, and they were taken in numerical order.) I'm not sure how helpful they'll be... this is on fleeing twice.

UPDATE: Okay, so I figured out the Var... changed the var, and it no longer says ZAPDOS flew away, it gets the Pokemon correct. That's all that it fixed though. The code's the same as the other legendaries except for the changes to get the correct pokemon there... so I don't know what I'm doing wrong.

Ethanb900 April 20th, 2014 11:55 AM

Quote:

Originally Posted by Spheal (Post 8206437)
Okay so I tried the script myself and it works fine. So you must be doing something wrong with the compiling.

You started the script with "#dynamic 0x800000", right? When you compile with XSE, you a small window pops up showing you where the script was located, which is at free space after the offset you specified (800000). Just copy the offset compiled for @start and enter it in Advance Map.

Are you effing kidding me? I forgot to change the #dynamic to 0x9B0000 and now I feel completely retarded! Thanks for the help! I'll see if it works right now!

Ethanb900 April 20th, 2014 4:36 PM

So I've scrapped my last script, cause it still wouldn't work, so I decided to start working on a starter script. Prof. Maple is standing outside of your house, waiting to ask a favor to meet his acquaintance. Prof. Maple then gives you Bulbasaur, Charmander, or Squirtle. After you get a gift from his acquaintance, you meet him in his Lab. I haven't gotten it figured out yet, but this is all I have.

Quote:

#dynamic 0x800000

#org @start
lock
faceplayer
msgbox @intro 0x6
goto @1

#org @1
msgbox @favor 0x6
goto @bulba1

#org @bulba
msgbox @askbulba 0x6
yesnobox 0x0 0x0
compare 0x800D 0x1
if 0x1 goto @yesbulba
compare 0x800D 0x0
if 0x0 goto @char

#org @char
msgbox @askchar 0x6
yesnobox 0x0 0x0
compare 0x800D 0x1
if 0x1 goto @yeschar
compare 0x800D 0x0
if 0x0 goto @squirt

#org @squirt
msgbox @asksquirt 0x6
yesnobox 0x0 0x0
compare 0x800D 0x1
if 0x1 goto @yessquirt
compare 0x800D 0x0
if 0x0 goto @bulba

#org @yesbulba
givepokemon 0x1 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox @gotbulba 0x4
waitfanfare
closeonkeypress
setflag 0x828
msgbox @namebulba 0x5
compare 0x800D 0x1
if 0x1 call @name
msgbox @carebulba 0x6
release
end

#org @yeschar
givepokemon 0x4 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox @gotchar 0x4
waitfanfare
closeonkeypress
setflag 0x828
msgbox @namechar 0x5
compare 0x800D 0x1
if 0x1 call @name
msgbox @carechar 0x6
release
end

#org @yessquirt
givepokemon 0x7 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox @gotsquirt 0x4
waitfanfare
closeonkeypress
setflag 0x828
msgbox @namesquirt 0x5
compare 0x800D 0x1
if 0x1 call @name
msgbox @caresquirt 0x6
release
end

#org @name
call 0x1A74EB
return

#org @intro
= Good morning, [PLAYER]. \nI need a favor from you.

#org @favor
= Can you go visit Prof. Hickory for me? \nHe lives in Castor Town, which \lis just a short walk from here. \lBut the route is full of Pokémon, \lso I'll give you a Pokémon to borrow.

#org @askbulba
= Would you like a Bulbasaur?

#org @gotbulba
= You received a Bulbasaur!

#org @namebulba
= Would you like to name Bulbasaur?

#org @carebulba
= Please take care of Bulbasaur!

#org @askchar
= Would you like a Charmander?

#org @gotchar
= You received a Charmander!

#org @namechar
= Would you like to name Charmander?

#org @carechar
= Please take care of Charmander!

#org @asksquirt
= Would you like a Squirtle?

#org @gotsquirt
= You received a Squirtle!

#org @namesquirt
= Would you like to name Squirtle?

#org @caresquirt
= Please take care of Charmander!

I've tested this out, and I've had a weird problem. I received a ????????, a Masterball, and several Great Balls, for I cannot choose anything else. Can anybody help me out here?

Teh Blazer April 20th, 2014 9:06 PM

Quote:

Originally Posted by Rezordaxx (Post 8206611)
Fire red
editor XSE

soon as it warps the screen just stays black and nothing happens

Spoiler:
'---------------
#org 0x80E2B9
lockall
faceplayer
checkflag 0x206
if 0x1 goto 0x880E34E
showpokepic 0x4 0x0 0x4
msgbox 0x880E351 MSG_NORMAL '"You fool!\nYou came to get your so..."
hidepokepic
trainerbattle 0x1 0x19 0x0 0x880E2E6 0x880E2F5 0x880E318
end

'---------------
#org 0x80E34E
release
end

'---------------
#org 0x80E318
showpokepic 0x4 0x0 0x4
msgbox 0x880E37C MSG_NORMAL '"NOW WE BOTH GO TO ANOTHER DIMENSIO..."
hidepokepic
closeonkeypress
setflag 0x206
fadescreen 0x1
hidesprite 0x1
fadescreen 0x0
showpokepic 0x1 0x0 0x4
msgbox 0x880E41C MSG_NORMAL '"Guys,\nI really need to get going\..."
hidepokepic
fadescreen 0x1
warpmuted 0x41 0x0 0x1 0x2 0x6
fadescreen 0x0
releaseall
end


'---------
' Strings
'---------
#org 0x80E351
= You fool!\nYou came to get your son back?

#org 0x80E2E6
= LETS RUMBLE!

#org 0x80E2F5
= NO YOU FOOL!\nYOU kILLED US BOTH!

#org 0x80E37C
= NOW WE BOTH GO TO ANOTHER DIMENSION!\nAAAAAHRG\pTwo other Saiyans are on there way to earth\nlet me tell you a secret\pthey are much stronger than me\nHAHAHAHAHA!

#org 0x80E41C
= Guys,\nI really need to get going\pTell the others not to wish\nme back until the Saiyans arrive!\pI am going to train in otherword!\nGoodbye!

Your warp command is telling the game to warp to map bank 41 and map number 0. Just to be sure, do you want to warp to the 0th map in the 41st bank? Because I haven't touched A-Map in awhile, but I don't remember 41 banks...


Quote:

Originally Posted by Ethanb900 (Post 8207426)
So I've scrapped my last script, cause it still wouldn't work, so I decided to start working on a starter script. Prof. Maple is standing outside of your house, waiting to ask a favor to meet his acquaintance. Prof. Maple then gives you Bulbasaur, Charmander, or Squirtle. After you get a gift from his acquaintance, you meet him in his Lab. I haven't gotten it figured out yet, but this is all I have.




I've tested this out, and I've had a weird problem. I received a ????????, a Masterball, and several Great Balls, for I cannot choose anything else. Can anybody help me out here?

Do you mean you're receiving a ???????? Pokemon and it's holding a masterball/great ball? And what do you mean you cannot choose anything else? Are you stuck on the bulbasaur one and you can only select yes to get out of it? From what I see, the givepokemon command looks fine to me.

Christos April 21st, 2014 1:29 AM

Quote:

Originally Posted by Rezordaxx (Post 8206611)
Fire red
editor XSE

soon as it warps the screen just stays black and nothing happens

Spoiler:
'---------------
#org 0x80E2B9
lockall
faceplayer
checkflag 0x206
if 0x1 goto 0x880E34E
showpokepic 0x4 0x0 0x4
msgbox 0x880E351 MSG_NORMAL '"You fool!\nYou came to get your so..."
hidepokepic
trainerbattle 0x1 0x19 0x0 0x880E2E6 0x880E2F5 0x880E318
end

'---------------
#org 0x80E34E
release
end

'---------------
#org 0x80E318
showpokepic 0x4 0x0 0x4
msgbox 0x880E37C MSG_NORMAL '"NOW WE BOTH GO TO ANOTHER DIMENSIO..."
hidepokepic
closeonkeypress
setflag 0x206
fadescreen 0x1
hidesprite 0x1
fadescreen 0x0
showpokepic 0x1 0x0 0x4
msgbox 0x880E41C MSG_NORMAL '"Guys,\nI really need to get going\..."
hidepokepic
fadescreen 0x1
warpmuted 0x41 0x0 0x1 0x2 0x6
fadescreen 0x0
releaseall
end


'---------
' Strings
'---------
#org 0x80E351
= You fool!\nYou came to get your son back?

#org 0x80E2E6
= LETS RUMBLE!

#org 0x80E2F5
= NO YOU FOOL!\nYOU kILLED US BOTH!

#org 0x80E37C
= NOW WE BOTH GO TO ANOTHER DIMENSION!\nAAAAAHRG\pTwo other Saiyans are on there way to earth\nlet me tell you a secret\pthey are much stronger than me\nHAHAHAHAHA!

#org 0x80E41C
= Guys,\nI really need to get going\pTell the others not to wish\nme back until the Saiyans arrive!\pI am going to train in otherword!\nGoodbye!

What Teh Blazer said, it's map bank first then map number. But make sure that the bank and map numbers are in decimal, for example, 0x41 is for map number 65, if you want the 41th map in whichever bank in Advance Map, that would be 0x29.

Quote:

Originally Posted by Ethanb900 (Post 8207426)
So I've scrapped my last script, cause it still wouldn't work, so I decided to start working on a starter script. Prof. Maple is standing outside of your house, waiting to ask a favor to meet his acquaintance. Prof. Maple then gives you Bulbasaur, Charmander, or Squirtle. After you get a gift from his acquaintance, you meet him in his Lab. I haven't gotten it figured out yet, but this is all I have.




I've tested this out, and I've had a weird problem. I received a ????????, a Masterball, and several Great Balls, for I cannot choose anything else. Can anybody help me out here?

Your script should execute without getting any items. Make sure to add a "setvar 0x8004 0x0" before the nicknaming special so that it works correctly.

I also noticed that the script won't jump to the next pokémon if you say no to the first one. I'm pretty sure you're compiling the scripts wrong. Are you sure you followed my instructions from my previous posts?

Rezordaxx April 21st, 2014 2:41 AM

Quote:

Originally Posted by Spheal (Post 8208018)
What Teh Blazer said, it's map bank first then map number. But make sure that the bank and map numbers are in decimal, for example, 0x41 is for map number 65, if you want the 41th map in whichever bank in Advance Map, that would be 0x29.

I get it now thanks! stupid I didnt think of that!

Ethanb900 April 21st, 2014 5:22 AM

Quote:

Originally Posted by Teh Blazer (Post 8207785)
Your warp command is telling the game to warp to map bank 41 and map number 0. Just to be sure, do you want to warp to the 0th map in the 41st bank? Because I haven't touched A-Map in awhile, but I don't remember 41 banks...




Do you mean you're receiving a ???????? Pokemon and it's holding a masterball/great ball? And what do you mean you cannot choose anything else? Are you stuck on the bulbasaur one and you can only select yes to get out of it? From what I see, the givepokemon command looks fine to me.

Nothing pops up for a selection. No yes/no box, no text boxes (except for the items I get), and I only get the items. I need a serious amount of help here.

Teh Blazer April 21st, 2014 1:48 PM

Quote:

Originally Posted by Ethanb900 (Post 8208233)
Nothing pops up for a selection. No yes/no box, no text boxes (except for the items I get), and I only get the items. I need a serious amount of help here.

Something really wrong is going on here, especially since you don't have any "giveitem" commands in your script so you shouldn't be receiving items in the first place. As Spheal said, have you made sure you compiled the script correctly and assigned the same address you got from compiling the script to an event OW?

Also, Spheal is correct in adding the "setvar 0x8004 0x0" and your yes/no thing is a bit off. But I think as for now, making sure you compiled the script correctly comes first, but do keep those in mind.

Ethanb900 April 21st, 2014 5:22 PM

Quote:

Originally Posted by Teh Blazer (Post 8209034)
Something really wrong is going on here, especially since you don't have any "giveitem" commands in your script so you shouldn't be receiving items in the first place. As Spheal said, have you made sure you compiled the script correctly and assigned the same address you got from compiling the script to an event OW?

Also, Spheal is correct in adding the "setvar 0x8004 0x0" and your yes/no thing is a bit off. But I think as for now, making sure you compiled the script correctly comes first, but do keep those in mind.

I'll try cleaning up the script and post the results later. If everything goes correctly, then I'll have a working starter giveaway!

Flugmerkur April 21st, 2014 6:56 PM

My script is happening at a random order. Sometimes it works like it is supposed too, and sometimes it works out of order. What am I doing wrong?

I want to talk the NPC to tell you he is on the phone, then end. When you talk to him again he gets angrier and tells you to leave. Then it should end again. Finally, the third time you talk to him he yells at you and a battle commences.


Spoiler:
#dynamic 0x800000

#org @prestart
checkflag 0x2022
if 0x1 goto @done
if 0x0 goto @start
end

#org @start
Checkflag 0x2020
if 0x1 goto @end
if 0x0 goto @begin
release
end

#org @begin
lock
msgbox @talk 0x6
faceplayer
msgbox @talk2 0x6
setflag 0x2020
release
end

#org @talk
= No, honey. I told you I'd be at\nwork late tonight.\pI can't pick up the kids right\nnow.\pWait, can you hold on for a\nsecond?

#org @talk2
= ...\pDo you mind?\pI'm talking on the phone\nright now.

#org @end
checkflag 0x2025
if 0x1 goto @battle
if 0x0 goto @begin2
release
end

#org @begin2
lock
faceplayer
msgbox @talk3 0x6
setflag 0x2025
release
end

#org @talk3
= Dude!\pGo away! I'm on the phone!\pSheesh...


#org @battle
lock
faceplayer
trainerbattle 0x1 0x0A9 0x0 @before @after @later
setflag 0x2022
end

#org @before
= That's it! I'm going to teach you\nsome manners!

#org @after
= My wife hung up on me...

#org @later
= Hmmph...

#org @done
lock
faceplayer
msgbox @1 0x6
release
end

#org @1
= I was wasting minutes on my phone\nplan anyway.

Teh Blazer April 21st, 2014 7:10 PM

Quote:

Originally Posted by Flugmerkur (Post 8209483)
My script is happening at a random order. Sometimes it works like it is supposed too, and sometimes it works out of order. What am I doing wrong?

I want to talk the NPC to tell you he is on the phone, then end. When you talk to him again he gets angrier and tells you to leave. Then it should end again. Finally, the third time you talk to him he yells at you and a battle commences.


Spoiler:
#dynamic 0x800000

#org @prestart
checkflag 0x2022
if 0x1 goto @done
if 0x0 goto @start
end

#org @start
Checkflag 0x2020
if 0x1 goto @end
if 0x0 goto @begin
release
end

#org @begin
lock
msgbox @talk 0x6
faceplayer
msgbox @talk2 0x6
setflag 0x2020
release
end

#org @talk
= No, honey. I told you I'd be at\nwork late tonight.\pI can't pick up the kids right\nnow.\pWait, can you hold on for a\nsecond?

#org @talk2
= ...\pDo you mind?\pI'm talking on the phone\nright now.

#org @end
checkflag 0x2025
if 0x1 goto @battle
if 0x0 goto @begin2
release
end

#org @begin2
lock
faceplayer
msgbox @talk3 0x6
setflag 0x2025
release
end

#org @talk3
= Dude!\pGo away! I'm on the phone!\pSheesh...


#org @battle
lock
faceplayer
trainerbattle 0x1 0x0A9 0x0 @before @after @later
setflag 0x2022
end

#org @before
= That's it! I'm going to teach you\nsome manners!

#org @after
= My wife hung up on me...

#org @later
= Hmmph...

#org @done
lock
faceplayer
msgbox @1 0x6
release
end

#org @1
= I was wasting minutes on my phone\nplan anyway.

As a general rule of thumb, you should only be using flags 200-2FF, the ones you're using are too high and can be unstable.

Le pug April 22nd, 2014 1:23 AM

I'm having some trouble with this script. The script itself actually plays out accordingly but for some reason the move_camera doesn't want to work and doesn't move. Any help?

Script: (emerald codes)
Spoiler:
#dynamic 0x1012FC8

#org @event1
checkflag 0x1147
if 0x1 goto @event
release
end

#org @event
lock
setmaptile 0x3A 0x11 0x2AD 0x0
special 0x91
setmaptile 0x3B 0x11 0x2AE 0x0
special 0x91
playsong 0x1E6 0x0
special 0x116
applymovement MOVE_CAMERA @camera1
waitmovement 0x0
special 0x117
pause 0x10
msgbox @oak 0x6
msgbox @man 0x6
msgbox @men 0x6
sound 0x15
applymovement 0xD @manup
waitmovement 0x0
msgbox @man2 0x6
applymovement 0xD @manwalk
msgbox @men2 0x6
waitmovement 0x0
msgbox @man3 0x6
fadeout 0x1
applymovement 0x18 @walk
pause 0x15
playsong 0x20F 0x0
waitmovement 0x0
pause 0x30
sound 0x15
applymovement 0xE @ex
waitmovement 0x0
applymovement 0xFF @ex
waitmovement 0x0
applymovement 0x13 @ex
waitmovement 0x0
applymovement 0x14 @ex
waitmovement 0x0
applymovement 0x15 @ex
waitmovement 0x0
applymovement 0x17 @ex
waitmovement 0x0
applymovement 0x16 @ex
waitmovement 0x0
applymovement 0xD @ex
waitmovement 0x0
msgbox @what 0x6
msgbox @use 0x6
cry 0x18B 0x0
pause 0x30
sound 0x90
pause 0x30
setmaptile 0x3A 0x11 0x2B1 0x0
special 0x91
setmaptile 0x3B 0x11 0x2B2 0x0
special 0x91
special 0x116
applymovement MOVE_CAMERA @camera2
waitmovement 0x0
special 0x117
applymovement 0xFF @down
applymovement 0xE @down
waitmovement 0x0
msgbox @noo 0x6
msgbox @notso 0x6
applymovement 0xF @mat
applymovement 0x11 @faroh
applymovement 0x12 @sailor
applymovement 0x10 @sailor
applymovement 0x13 @lookleft
applymovement 0x14 @lookleft
applymovement 0x15 @lookleft
applymovement 0x16 @lookleft
applymovement 0x17 @lookleft
applymovement 0xD @lookleft
applymovement 0x14 @lookleft
pause 0x30
msgbox @nonono 0x6
waitmovement 0x0
applymovement 0x18 @bagons
applymovement 0x16 @move1
applymovement 0x17 @move2
applymovement 0x15 @move3
applymovement 0x14 @move4
applymovement 0x13 @move5
waitmovement 0x0
applymovement 0xFF @lookleft
applymovement 0xE @lookright
waitmovement 0x0
special 0x116
applymovement MOVE_CAMERA @camera2
waitmovement 0x0
special 0x117
msgbox @oak2 0x6
fadescreen 0x1
fadesong 0x196
setflag 0x1146
hidesprite 0xE
hidesprite 0x13
hidesprite 0x15
hidesprite 0xD
hidesprite 0x17
hidesprite 0x16
hidesprite 0x18
hidesprite 0x14
hidesprite 0x10
hidesprite 0x12
hidesprite 0x11
hidesprite 0xF
hidesprite 0x5
clearflag 0x1148
showsprite 0x24
showsprite 0x22
showsprite 0x1F
showsprite 0x1B
showsprite 0x1E
showsprite 0x21
showsprite 0x19
showsprite 0x23
showsprite 0x1C
showsprite 0x1D
showsprite 0x1A
showsprite 0x20
setflag 0x1154
fadescreen 0x0
applymovement MOVE_PLAYER @down
waitmovement 0xFF
setvar 0x5000 0x1E
release
end

#org @leftface
#raw 0x02
#raw 0xFE

#org @mattwalk
#raw 0x0B
#raw 0x0B
#raw 0x08
#raw 0xFE

#org @exclam
#raw 0x56
#raw 0xFE


#org @lookright
#raw 0x03
#raw 0xFE

#org @walkme
#raw 0x17
#raw 0x17
#raw 0x17
#raw 0x15
#raw 0x03
#raw 0xFE

#org @camera2
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0xFE 'End of Movements

#org @camera1
#raw 0x08
#raw 0x08
#raw 0x08
#raw 0xFE

#org @moveright2
#raw 0x0B
#raw 0x08
#raw 0x0B
#raw 0x00
#raw 0xFE

#org @moveright
#raw 0x0B
#raw 0x00
#raw 0xFE

#org @oak2
= Prof. Dunbar: [green_em][player], we've got\nto end this before it escalates.\pI'll take the one on the right,\nyou go for the leader.

#org @move5
#raw 0x0B
#raw 0x08
#raw 0x08
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x09
#raw 0x09
#raw 0x0A
#raw 0x02
#raw 0xFE

#org @move4
#raw 0x01
#raw 0xFE

#org @move3
#raw 0x0A
#raw 0x0A
#raw 0x09
#raw 0x0A
#raw 0xFE

#org @move2
#raw 0x0A
#raw 0x0A
#raw 0xFE

#org @move1
#raw 0x0A
#raw 0x08
#raw 0x02
#raw 0xFE

#org @lookleft
#raw 0x02
#raw 0xFE

#org @bagons
#raw 0x0A
#raw 0x0A
#raw 0x03
#raw 0xFE

#org @nonono
= Man: [red_em]No, no, no! Stop these\nintruders!

#org @mat
#raw 0x0B
#raw 0x0B
#raw 0x0B
#raw 0x0B
#raw 0x09
#raw 0x03
#raw 0xFE

#org @faroh
#raw 0x0B
#raw 0x0B
#raw 0x0B
#raw 0x0B
#raw 0x08
#raw 0x03
#raw 0xFE

#org @sailor
#raw 0x0B
#raw 0x0B
#raw 0x0B
#raw 0x0B
#raw 0x0B
#raw 0xFE


ill love you forever


also.. it makes no sense because 1) it's suppose to be a level script so once on it, it activates but doesn't do the movements yet I've done level script with camera before and 2) the script right after this one works perfectly with the move_cameras and everything..

destinedjagold April 22nd, 2014 1:35 AM

Quote:

Originally Posted by Le pug (Post 8209826)
I'm having some trouble with this script. The script itself actually plays out accordingly but for some reason the move_camera doesn't want to work and doesn't move. Any help?

Script: (emerald codes)
Spoiler:
#dynamic 0x1012FC8

#org @event1
checkflag 0x1147
if 0x1 goto @event
release
end

#org @event
lock
setmaptile 0x3A 0x11 0x2AD 0x0
special 0x91
setmaptile 0x3B 0x11 0x2AE 0x0
special 0x91
playsong 0x1E6 0x0
special 0x116
applymovement MOVE_CAMERA @camera1
waitmovement 0x0
special 0x117
pause 0x10
msgbox @oak 0x6
msgbox @man 0x6
msgbox @men 0x6
sound 0x15
applymovement 0xD @manup
waitmovement 0x0
msgbox @man2 0x6
applymovement 0xD @manwalk
msgbox @men2 0x6
waitmovement 0x0
msgbox @man3 0x6
fadeout 0x1
applymovement 0x18 @walk
pause 0x15
playsong 0x20F 0x0
waitmovement 0x0
pause 0x30
sound 0x15
applymovement 0xE @ex
waitmovement 0x0
applymovement 0xFF @ex
waitmovement 0x0
applymovement 0x13 @ex
waitmovement 0x0
applymovement 0x14 @ex
waitmovement 0x0
applymovement 0x15 @ex
waitmovement 0x0
applymovement 0x17 @ex
waitmovement 0x0
applymovement 0x16 @ex
waitmovement 0x0
applymovement 0xD @ex
waitmovement 0x0
msgbox @what 0x6
msgbox @use 0x6
cry 0x18B 0x0
pause 0x30
sound 0x90
pause 0x30
setmaptile 0x3A 0x11 0x2B1 0x0
special 0x91
setmaptile 0x3B 0x11 0x2B2 0x0
special 0x91
special 0x116
applymovement MOVE_CAMERA @camera2
waitmovement 0x0
special 0x117
applymovement 0xFF @down
applymovement 0xE @down
waitmovement 0x0
msgbox @noo 0x6
msgbox @notso 0x6
applymovement 0xF @mat
applymovement 0x11 @faroh
applymovement 0x12 @sailor
applymovement 0x10 @sailor
applymovement 0x13 @lookleft
applymovement 0x14 @lookleft
applymovement 0x15 @lookleft
applymovement 0x16 @lookleft
applymovement 0x17 @lookleft
applymovement 0xD @lookleft
applymovement 0x14 @lookleft
pause 0x30
msgbox @nonono 0x6
waitmovement 0x0
applymovement 0x18 @bagons
applymovement 0x16 @move1
applymovement 0x17 @move2
applymovement 0x15 @move3
applymovement 0x14 @move4
applymovement 0x13 @move5
waitmovement 0x0
applymovement 0xFF @lookleft
applymovement 0xE @lookright
waitmovement 0x0
special 0x116
applymovement MOVE_CAMERA @camera2
waitmovement 0x0
special 0x117
msgbox @oak2 0x6
fadescreen 0x1
fadesong 0x196
setflag 0x1146
hidesprite 0xE
hidesprite 0x13
hidesprite 0x15
hidesprite 0xD
hidesprite 0x17
hidesprite 0x16
hidesprite 0x18
hidesprite 0x14
hidesprite 0x10
hidesprite 0x12
hidesprite 0x11
hidesprite 0xF
hidesprite 0x5
clearflag 0x1148
showsprite 0x24
showsprite 0x22
showsprite 0x1F
showsprite 0x1B
showsprite 0x1E
showsprite 0x21
showsprite 0x19
showsprite 0x23
showsprite 0x1C
showsprite 0x1D
showsprite 0x1A
showsprite 0x20
setflag 0x1154
fadescreen 0x0
applymovement MOVE_PLAYER @down
waitmovement 0xFF
setvar 0x5000 0x1E
release
end

#org @leftface
#raw 0x02
#raw 0xFE

#org @mattwalk
#raw 0x0B
#raw 0x0B
#raw 0x08
#raw 0xFE

#org @exclam
#raw 0x56
#raw 0xFE


#org @lookright
#raw 0x03
#raw 0xFE

#org @walkme
#raw 0x17
#raw 0x17
#raw 0x17
#raw 0x15
#raw 0x03
#raw 0xFE

#org @camera2
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0xFE 'End of Movements

#org @camera1
#raw 0x08
#raw 0x08
#raw 0x08
#raw 0xFE

#org @moveright2
#raw 0x0B
#raw 0x08
#raw 0x0B
#raw 0x00
#raw 0xFE

#org @moveright
#raw 0x0B
#raw 0x00
#raw 0xFE

#org @oak2
= Prof. Dunbar: [green_em][player], we've got\nto end this before it escalates.\pI'll take the one on the right,\nyou go for the leader.

#org @move5
#raw 0x0B
#raw 0x08
#raw 0x08
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x09
#raw 0x09
#raw 0x0A
#raw 0x02
#raw 0xFE

#org @move4
#raw 0x01
#raw 0xFE

#org @move3
#raw 0x0A
#raw 0x0A
#raw 0x09
#raw 0x0A
#raw 0xFE

#org @move2
#raw 0x0A
#raw 0x0A
#raw 0xFE

#org @move1
#raw 0x0A
#raw 0x08
#raw 0x02
#raw 0xFE

#org @lookleft
#raw 0x02
#raw 0xFE

#org @bagons
#raw 0x0A
#raw 0x0A
#raw 0x03
#raw 0xFE

#org @nonono
= Man: [red_em]No, no, no! Stop these\nintruders!

#org @mat
#raw 0x0B
#raw 0x0B
#raw 0x0B
#raw 0x0B
#raw 0x09
#raw 0x03
#raw 0xFE

#org @faroh
#raw 0x0B
#raw 0x0B
#raw 0x0B
#raw 0x0B
#raw 0x08
#raw 0x03
#raw 0xFE

#org @sailor
#raw 0x0B
#raw 0x0B
#raw 0x0B
#raw 0x0B
#raw 0x0B
#raw 0xFE


ill love you forever


also.. it makes no sense because 1) it's suppose to be a level script so once on it, it activates but doesn't do the movements yet I've done level script with camera before and 2) the script right after this one works perfectly with the move_cameras and everything..

Wasn't it specials 0x113 and 0x114 for the camera?

Flugmerkur April 22nd, 2014 5:47 AM

Quote:

Originally Posted by Teh Blazer (Post 8209515)
As a general rule of thumb, you should only be using flags 200-2FF, the ones you're using are too high and can be unstable.

I'm sorry. I'm still new to this. What the heck is 2FF? ~_~

Also, is there a guide on which flags I can overwrite, and which flags already do stuff in game?

Kurapika April 22nd, 2014 5:55 AM

Flags, Vars, & Script Tiles

Rezordaxx April 22nd, 2014 11:54 AM

Quote:

Originally Posted by Flugmerkur (Post 8210059)
I'm sorry. I'm still new to this. What the heck is 2FF? ~_~

Also, is there a guide on which flags I can overwrite, and which flags already do stuff in game?

2FF is a heximal number its means 767 in a decimal number
you can use 200 (heximal number(512 in decimal numbers)) til 2FF (heximal number)

hope you understand

Flugmerkur April 22nd, 2014 3:23 PM

Thanks rezordaxx.

Another question.
when you are defeated before reaching the first Pokemon center you go back to your house and your mom heals you. How do you change where you go to be healed?

Christos April 22nd, 2014 3:36 PM

Quote:

Originally Posted by Flugmerkur (Post 8210794)
Thanks rezordaxx.

Another question.
when you are defeated before reaching the first Pokemon center you go back to your house and your mom heals you. How do you change where you go to be healed?

Pokémon Centers have level scripts where a different "healing place" is set whenever you enter one. The XSE command is "sethealingplace 0xX". For example, in Fire Red, having all your pokémon faint after using "sethealingplace 0x1" will get you back to Pallet Town, 0x2 to Viridian City and so on.

Le pug April 22nd, 2014 3:41 PM

Quote:

Originally Posted by destinedjagold (Post 8209831)
Wasn't it specials 0x113 and 0x114 for the camera?

sorry guess i should specify.. it's an emerald hack so the #s are 116 and 117. i just didn't know if it's anything with the script itself that is the problem with why the cameras aren't working

Flugmerkur April 22nd, 2014 4:26 PM

Quote:

Originally Posted by Spheal (Post 8210809)
Pokémon Centers have level scripts where a different "healing place" is set whenever you enter one. The XSE command is "sethealingplace 0xX". For example, in Fire Red, having all your pokémon faint after using "sethealingplace 0x1" will get you back to Pallet Town, 0x2 to Viridian City and so on.

But, how would I even begin to write a script for that? Would I have to make a level script?

I want the player to warp back to a specific person in the starting town if they feint before reaching a center.

Danny0317 April 23rd, 2014 12:23 PM

Made this level script, having two problems. One of them is that the lass (0xC) doesn't move, and the other one is that the player can't move after it finishes.
Spoiler:
'---------------
#org 0x71A2DC
#raw 0x2
#raw pointer 0x871A2E2
#raw 0x0

'---------------
#org 0x71A2E2
#raw word 0x4001
#raw word 0x0
#raw pointer 0x8805051
#raw word 0x0

'---------------
#org 0x805051
checkflag 0x200
if 0x1 goto 0x880541D
lock
msgbox 0x88051CD MSG_NORMAL '"[green_fr]Mayor: Everyone come her..."
msgbox 0x8805231 MSG_NORMAL '"[black_fr]Youngster: Important\nan..."
msgbox 0x880525F MSG_NORMAL '"[red_fr]Lass: What?"
msgbox 0x8805270 MSG_NORMAL '"[green_fr]No time for questions! C..."
applymovement 0xA 0x8805420
applymovement 0xB 0x8805420
applymovement 0xC 0x8805420
applymovement 0x9 0x8805420
applymovement MOVE_PLAYER 0x8805420
waitmovement 0x0
applymovement MOVE_PLAYER 0x8805423
applymovement 0xA 0x8805433
applymovement 0xC 0x880543C
applymovement 0xD 0x8805444
waitmovement 0x0
msgbox 0x8805297 MSG_NORMAL '"[green_fr]Now that I have gathered..."
msgbox 0x880533A MSG_NORMAL '"[green_fr]I had heard some rumors ..."
msgbox 0x88053C0 MSG_NORMAL '"[green_fr]I will be giving each of..."
msgbox 0x8805403 MSG_NORMAL '"Up first is the camper!"
applymovement 0xE 0x8805454
waitmovement 0x0
msgbox 0x8805459 MSG_NORMAL '"[green_fr]Camper! I have two Pokém..."
msgbox 0x88054D9 MSG_NORMAL '"[green_fr]Shroomish it is! Here it..."
applymovement 0xA 0x8805512
waitmovement 0x0
msgbox 0x880551A MSG_NORMAL '"[blue_fr]Thank you sir!"
applymovement 0xA 0x880552E
hidesprite 0xA
applymovement 0xE 0x8805534
waitmovement 0x0
msgbox 0x8805538 MSG_NORMAL '"[green_fr]Now, lass. It is your tu..."
msgbox 0x880558C MSG_NORMAL '"[red_fr]I would like the Nidoran p..."
msgbox 0x88055B2 MSG_NORMAL '"[green_fr]Alright, here it is. Now..."
applymovement 0xC 0x88055F4
msgbox 0x88055DC MSG_NORMAL '"[red_fr]Thank you so much!"
applymovement 0xC 0x88055F7
hidesprite 0xC
msgbox 0x8805600 MSG_NORMAL '"[green_fr]Up next is... the bug ca..."
applymovement MOVE_PLAYER 0x8805624
applymovement 0xB 0x8805624
waitmovement 0x0
applymovement 0xB 0x8805627
waitmovement 0x0
msgbox 0x8805690 MSG_NORMAL '"[green_fr]You.. you have always lo..."
msgbox 0x8805714 MSG_NORMAL '"[orange_fr]I would like Surskit."
msgbox 0x880572F MSG_NORMAL '"[red_fr]You already know, be caref..."
msgbox 0x8805752 MSG_NORMAL '"[orange_fr]Thank you sir!"
applymovement 0xB 0x8805766
applymovement 0xE 0x880576F
waitmovement 0x0
msgbox 0x8805773 MSG_NORMAL '"[player] Alright r now that you ..."
msgbox 0x8805821 MSG_YESNO '"Do you want Sneasel?"
compare LASTRESULT 0x1
if 0x1 goto 0x8805838
compare LASTRESULT 0x0
if 0x0 goto 0x8805923
end

'---------------
#org 0x80541D
release
end

'---------------
#org 0x805838
givepokemon 0xD7 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox 0x880588F MSG_KEEPOPEN '"[black_fr]Got the Sneasel from the..."
waitfanfare
closeonkeypress
setflag 0x828
msgbox 0x88058B4 MSG_YESNO '"[black_fr]Would you like to give y..."
compare LASTRESULT 0x1
if 0x1 goto 0x8805877
compare LASTRESULT 0x0
if 0x1 goto 0x88058E9
end

'---------------
#org 0x805923
givepokemon 0xCF 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox 0x8805962 MSG_KEEPOPEN '"[black_fr]Got the Gligar from the ..."
waitfanfare
closeonkeypress
setflag 0x828
msgbox 0x88058B4 MSG_YESNO '"[black_fr]Would you like to give y..."
compare LASTRESULT 0x1
if 0x1 goto 0x8805877
compare LASTRESULT 0x0
if 0x1 goto 0x88058E9
end

'---------------
#org 0x805877
setvar 0x8004 0x0
call 0x8805887
goto 0x88058F0

'---------------
#org 0x8058E9
closeonkeypress
goto 0x88058F0

'---------------
#org 0x805887
fadescreen 0x1
special 0x9E
waitstate
return

'---------------
#org 0x8058F0
msgbox 0x88058FE MSG_NORMAL '"[red_fr]Now go [player]..\nPlease ..."
setflag 0x200
release
end


'---------
' Strings
'---------
#org 0x8051CD
= [green_fr]Mayor: Everyone come here to the\nmiddle of the town! I have an\limportant announcement to make.

#org 0x805231
= [black_fr]Youngster: Important\nannouncement? What?

#org 0x80525F
= [red_fr]Lass: What?

#org 0x805270
= [green_fr]No time for questions! Come\nhere!

#org 0x805297
= [green_fr]Now that I have gathered all you\nyoung ones here, there is\lsomething I must say. There were\lonce two rivaling evil teams in\lHoenn, Team Magma, and Team Aqua.

#org 0x80533A
= [green_fr]I had heard some rumors that\nthey have been spotted here in\lRegma.. And that can't mean\lanything good. Now that I've said\lthat..

#org 0x8053C0
= [green_fr]I will be giving each of you a\nPokémon to protect yourselves!

#org 0x805403
= Up first is the camper!

#org 0x805459
= [green_fr]Camper! I have two Pokémon\nhere. I want you to choose one of\lthese two: Shroomish or Sandshrew.\p Blue-fr Shroomish please!

#org 0x8054D9
= [green_fr]Shroomish it is! Here it is\ncamper, now be careful!

#org 0x80551A
= [blue_fr]Thank you sir!

#org 0x805538
= [green_fr]Now, lass. It is your turn to\nchoose. Do you want a Bulbasaur or\la Nidoran(F)?

#org 0x80558C
= [red_fr]I would like the Nidoran please!

#org 0x8055B2
= [green_fr]Alright, here it is. Now be\ncareful.

#org 0x8055DC
= [red_fr]Thank you so much!

#org 0x805600
= [green_fr]Up next is... the bug catcher.

#org 0x805690
= [green_fr]You.. you have always loved\nto catch Pokémon but you were too\lyoung to keep them. Now you get to\lchoose one: Surskit or Paras.

#org 0x805714
= [orange_fr]I would like Surskit.

#org 0x80572F
= [red_fr]You already know, be careful.

#org 0x805752
= [orange_fr]Thank you sir!

#org 0x805773
= [player] Alright r now that you are\nthe only one left.. choose.\lYou have Sneasel ang Gligar. The\lreason I called you last is\lbecause you get to choose from the\lstrongest ones.

#org 0x805821
= Do you want Sneasel?

#org 0x80588F
= [black_fr]Got the Sneasel from the mayor.

#org 0x8058B4
= [black_fr]Would you like to give your\nPokémon a nickname?

#org 0x805962
= [black_fr]Got the Gligar from the mayor.

#org 0x8058FE
= [red_fr]Now go [player]..\nPlease be careful..


'-----------
' Movements
'-----------
#org 0x805420
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements

#org 0x805423
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1 'Face up
#raw 0xFE 'End of Movements

#org 0x805433
#raw 0x20 'Step Right (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0xFE 'End of Movements

#org 0x80543C
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0xFE 'End of Movements

#org 0x805444
#raw 0x20 'Step Right (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0x20 'Step Right (Fast)
#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)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x5 'Face Up (Faster)
#raw 0xFE 'End of Movements

#org 0x805454
#raw 0x1F
#raw 0x1F
#raw 0x1D
#raw 0x0 'Face Down
#raw 0xFE 'End of Movements

#org 0x805512
#raw 0x1F 'Step Left (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x4 'Face Down (Faster)
#raw 0xFE 'End of Movements

#org 0x80552E
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0xFE 'End of Movements

#org 0x805534
#raw 0xB 'Step Right (Very Slow)
#raw 0x0 'Face Down
#raw 0xFE 'End of Movements

#org 0x8055F4
#raw 0x66 'Happy (^_^)
#raw 0xFE 'End of Movements

#org 0x8055F7
#raw 0x12 'Step Left (Normal)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0xFE 'End of Movements

#org 0x805624
#raw 0x63 'Question Mark (?)
#raw 0xFE 'End of Movements

#org 0x805627
#raw 0x1D 'Step Down (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0xFE 'End of Movements

#org 0x805766
#raw 0x1F 'Step Left (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0xFE 'End of Movements

#org 0x80576F
#raw 0x20 'Step Right (Fast)
#raw 0x0 'Face Down
#raw 0xFE 'End of Movements


Thanks :)

mappingnewb April 23rd, 2014 1:36 PM

Hi, I'm new to scripting and to this forum in general so I apologize if I'm placing this question in the wrong place.

When I open XSE (1.1.1, the latest version I believe?) and open Fire Red, the text appears blank. When I open various scripts from Advance map, its still blank. It shows the number of lines each script has (eg. 0001, 0002, 0003 on the left corner, highlighting whichever line I'm at). I can also use the arrow buttons to move across the script, and I can type stuff in, but each word is invisible.

If anyone can tell me why this is happening I would be very grateful.

Teh Blazer April 23rd, 2014 1:59 PM

Quote:

Originally Posted by Ninja Surskit (Post 8212432)
Made this level script, having two problems. One of them is that the lass (0xC) doesn't move, and the other one is that the player can't move after it finishes.
Spoiler:
'---------------
#org 0x71A2DC
#raw 0x2
#raw pointer 0x871A2E2
#raw 0x0

'---------------
#org 0x71A2E2
#raw word 0x4001
#raw word 0x0
#raw pointer 0x8805051
#raw word 0x0

'---------------
#org 0x805051
checkflag 0x200
if 0x1 goto 0x880541D
lock
msgbox 0x88051CD MSG_NORMAL '"[green_fr]Mayor: Everyone come her..."
msgbox 0x8805231 MSG_NORMAL '"[black_fr]Youngster: Important\nan..."
msgbox 0x880525F MSG_NORMAL '"[red_fr]Lass: What?"
msgbox 0x8805270 MSG_NORMAL '"[green_fr]No time for questions! C..."
applymovement 0xA 0x8805420
applymovement 0xB 0x8805420
applymovement 0x19 0x8805420
applymovement 0x9 0x8805420
applymovement MOVE_PLAYER 0x8805420
waitmovement 0x0
applymovement MOVE_PLAYER 0x8805423
applymovement 0xA 0x8805433
applymovement 0x19 0x880543C
applymovement 0xD 0x8805444
waitmovement 0x0
msgbox 0x8805297 MSG_NORMAL '"[green_fr]Now that I have gathered..."
msgbox 0x880533A MSG_NORMAL '"[green_fr]I had heard some rumors ..."
msgbox 0x88053C0 MSG_NORMAL '"[green_fr]I will be giving each of..."
msgbox 0x8805403 MSG_NORMAL '"Up first is the camper!"
applymovement 0xE 0x8805454
waitmovement 0x0
msgbox 0x8805459 MSG_NORMAL '"[green_fr]Camper! I have two Pokém..."
msgbox 0x88054D9 MSG_NORMAL '"[green_fr]Shroomish it is! Here it..."
applymovement 0xA 0x8805512
waitmovement 0x0
msgbox 0x880551A MSG_NORMAL '"[blue_fr]Thank you sir!"
applymovement 0xA 0x880552E
hidesprite 0xA
applymovement 0xE 0x8805534
waitmovement 0x0
msgbox 0x8805538 MSG_NORMAL '"[green_fr]Now, lass. It is your tu..."
msgbox 0x880558C MSG_NORMAL '"[red_fr]I would like the Nidoran p..."
msgbox 0x88055B2 MSG_NORMAL '"[green_fr]Alright, here it is. Now..."
applymovement 0xC 0x88055F4
msgbox 0x88055DC MSG_NORMAL '"[red_fr]Thank you so much!"
applymovement 0xC 0x88055F7
hidesprite 0xC
msgbox 0x8805600 MSG_NORMAL '"[green_fr]Up next is... the bug ca..."
applymovement MOVE_PLAYER 0x8805624
applymovement 0xB 0x8805624
waitmovement 0x0
applymovement 0xB 0x8805627
waitmovement 0x0
msgbox 0x8805690 MSG_NORMAL '"[green_fr]You.. you have always lo..."
msgbox 0x8805714 MSG_NORMAL '"[orange_fr]I would like Surskit."
msgbox 0x880572F MSG_NORMAL '"[red_fr]You already know, be caref..."
msgbox 0x8805752 MSG_NORMAL '"[orange_fr]Thank you sir!"
applymovement 0xB 0x8805766
applymovement 0xE 0x880576F
waitmovement 0x0
msgbox 0x8805773 MSG_NORMAL '"[player] Alright r now that you ..."
msgbox 0x8805821 MSG_YESNO '"Do you want Sneasel?"
compare LASTRESULT 0x1
if 0x1 goto 0x8805838
compare LASTRESULT 0x0
if 0x0 goto 0x8805923
end

'---------------
#org 0x80541D
release
end

'---------------
#org 0x805838
givepokemon 0xD7 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox 0x880588F MSG_KEEPOPEN '"[black_fr]Got the Sneasel from the..."
waitfanfare
closeonkeypress
setflag 0x828
msgbox 0x88058B4 MSG_YESNO '"[black_fr]Would you like to give y..."
compare LASTRESULT 0x1
if 0x1 goto 0x8805877
compare LASTRESULT 0x0
if 0x1 goto 0x88058E9
end

'---------------
#org 0x805923
givepokemon 0xCF 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox 0x8805962 MSG_KEEPOPEN '"[black_fr]Got the Gligar from the ..."
waitfanfare
closeonkeypress
setflag 0x828
msgbox 0x88058B4 MSG_YESNO '"[black_fr]Would you like to give y..."
compare LASTRESULT 0x1
if 0x1 goto 0x8805877
compare LASTRESULT 0x0
if 0x1 goto 0x88058E9
end

'---------------
#org 0x805877
setvar 0x8004 0x0
call 0x8805887
goto 0x88058F0

'---------------
#org 0x8058E9
closeonkeypress
goto 0x88058F0

'---------------
#org 0x805887
fadescreen 0x1
special 0x9E
waitstate
return

'---------------
#org 0x8058F0
msgbox 0x88058FE MSG_NORMAL '"[red_fr]Now go [player]..\nPlease ..."
setflag 0x200
release
end


'---------
' Strings
'---------
#org 0x8051CD
= [green_fr]Mayor: Everyone come here to the\nmiddle of the town! I have an\limportant announcement to make.

#org 0x805231
= [black_fr]Youngster: Important\nannouncement? What?

#org 0x80525F
= [red_fr]Lass: What?

#org 0x805270
= [green_fr]No time for questions! Come\nhere!

#org 0x805297
= [green_fr]Now that I have gathered all you\nyoung ones here, there is\lsomething I must say. There were\lonce two rivaling evil teams in\lHoenn, Team Magma, and Team Aqua.

#org 0x80533A
= [green_fr]I had heard some rumors that\nthey have been spotted here in\lRegma.. And that can't mean\lanything good. Now that I've said\lthat..

#org 0x8053C0
= [green_fr]I will be giving each of you a\nPokémon to protect yourselves!

#org 0x805403
= Up first is the camper!

#org 0x805459
= [green_fr]Camper! I have two Pokémon\nhere. I want you to choose one of\lthese two: Shroomish or Sandshrew.\p Blue-fr Shroomish please!

#org 0x8054D9
= [green_fr]Shroomish it is! Here it is\ncamper, now be careful!

#org 0x80551A
= [blue_fr]Thank you sir!

#org 0x805538
= [green_fr]Now, lass. It is your turn to\nchoose. Do you want a Bulbasaur or\la Nidoran(F)?

#org 0x80558C
= [red_fr]I would like the Nidoran please!

#org 0x8055B2
= [green_fr]Alright, here it is. Now be\ncareful.

#org 0x8055DC
= [red_fr]Thank you so much!

#org 0x805600
= [green_fr]Up next is... the bug catcher.

#org 0x805690
= [green_fr]You.. you have always loved\nto catch Pokémon but you were too\lyoung to keep them. Now you get to\lchoose one: Surskit or Paras.

#org 0x805714
= [orange_fr]I would like Surskit.

#org 0x80572F
= [red_fr]You already know, be careful.

#org 0x805752
= [orange_fr]Thank you sir!

#org 0x805773
= [player] Alright r now that you are\nthe only one left.. choose.\lYou have Sneasel ang Gligar. The\lreason I called you last is\lbecause you get to choose from the\lstrongest ones.

#org 0x805821
= Do you want Sneasel?

#org 0x80588F
= [black_fr]Got the Sneasel from the mayor.

#org 0x8058B4
= [black_fr]Would you like to give your\nPokémon a nickname?

#org 0x805962
= [black_fr]Got the Gligar from the mayor.

#org 0x8058FE
= [red_fr]Now go [player]..\nPlease be careful..


'-----------
' Movements
'-----------
#org 0x805420
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements

#org 0x805423
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1 'Face up
#raw 0xFE 'End of Movements

#org 0x805433
#raw 0x20 'Step Right (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0xFE 'End of Movements

#org 0x80543C
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0xFE 'End of Movements

#org 0x805444
#raw 0x20 'Step Right (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0x20 'Step Right (Fast)
#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)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x5 'Face Up (Faster)
#raw 0xFE 'End of Movements

#org 0x805454
#raw 0x1F
#raw 0x1F
#raw 0x1D
#raw 0x0 'Face Down
#raw 0xFE 'End of Movements

#org 0x805512
#raw 0x1F 'Step Left (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x4 'Face Down (Faster)
#raw 0xFE 'End of Movements

#org 0x80552E
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0xFE 'End of Movements

#org 0x805534
#raw 0xB 'Step Right (Very Slow)
#raw 0x0 'Face Down
#raw 0xFE 'End of Movements

#org 0x8055F4
#raw 0x66 'Happy (^_^)
#raw 0xFE 'End of Movements

#org 0x8055F7
#raw 0x12 'Step Left (Normal)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0xFE 'End of Movements

#org 0x805624
#raw 0x63 'Question Mark (?)
#raw 0xFE 'End of Movements

#org 0x805627
#raw 0x1D 'Step Down (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0xFE 'End of Movements

#org 0x805766
#raw 0x1F 'Step Left (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0xFE 'End of Movements

#org 0x80576F
#raw 0x20 'Step Right (Fast)
#raw 0x0 'Face Down
#raw 0xFE 'End of Movements


Thanks :)

Level scripts are different in that they don't use the checkflag thing you put at the beginning, they use a setvar instead. Level scripts only activate if the variable is set to that number so if you're using var, let's say 4012, and you know it's already set at 0, then all you have to do is use setvar 4012 0x[anything not 0, so we'll use 1] somewhere in the script where the player has to come across it in the script (I usually put it in the beginning because you'll always start at the beginning) and then the script won't activate again once it finishes. I think the reason you cannot move is either because you're using the "look down" movement on a character in advance map on the screen, or it's because the script keeps looping back to the beginning and ending because the flag was already set.

As for your lass not moving, it's probably because you forgot to put "waitmovement 0x0" after her applymovement command.

Quote:

Originally Posted by mappingnewb (Post 8212557)
Hi, I'm new to scripting and to this forum in general so I apologize if I'm placing this question in the wrong place.

When I open XSE (1.1.1, the latest version I believe?) and open Fire Red, the text appears blank. When I open various scripts from Advance map, its still blank. It shows the number of lines each script has (eg. 0001, 0002, 0003 on the left corner, highlighting whichever line I'm at). I can also use the arrow buttons to move across the script, and I can type stuff in, but each word is invisible.

If anyone can tell me why this is happening I would be very grateful.

Hmm, have you tried taking a script from the game and copying and pasting the address into XSE? Also, do you mean you can see the script but you can't add anything to it?

Le pug April 24th, 2014 1:36 AM

Quote:

Originally Posted by Flugmerkur (Post 8210886)
But, how would I even begin to write a script for that? Would I have to make a level script?

I want the player to warp back to a specific person in the starting town if they feint before reaching a center.

This is a good reference to look at: http://www.pokecommunity.com/showthread.php?t=189304

If you look in a-map you'll see pre-existing flight paths. There are 15 or 16 flightpaths depending on which rombase youre using that are for sethealingplaces. It doesn't need to be a level script in order for it to work. It can be a simple script. Just add in sethealingplace 0x# whichever one you want and once the player steps on that script tile, it'll be set and the player will go to that 0x# when he faints. For example, if you sethealingplace 0x4 as an emerald hacker, the default spawn would be slateport city. In order to move the flightpath, just go to the city i.e. slateport city and click on the flightpath and type in the info section for the flightpath what map bank and map you want it in. Then boom there you go you have what you want. Be careful because I don't think it's extendable so you're stuck with only 15 or 16 flightpaths that can be used as sethealingplaces.

mappingnewb April 24th, 2014 6:51 AM

Quote:

Originally Posted by Teh Blazer (Post 8212606)
Hmm, have you tried taking a script from the game and copying and pasting the address into XSE? Also, do you mean you can see the script but you can't add anything to it?

I've tried that as well. I can't see the script at all, but I can tell its there because the lines are numbered on the left, and I can scroll through it with the arrow buttons, and type things in. It will tell me which line (Ln) and spot on each line (Col) im pointing to on the bottom. But its completely blank. I have a feeling there might be something wrong with my mac...

Teh Blazer April 24th, 2014 11:33 AM

Quote:

Originally Posted by mappingnewb (Post 8213956)
I've tried that as well. I can't see the script at all, but I can tell its there because the lines are numbered on the left, and I can scroll through it with the arrow buttons, and type things in. It will tell me which line (Ln) and spot on each line (Col) im pointing to on the bottom. But its completely blank. I have a feeling there might be something wrong with my mac...

Hmm, could you provide us with a screenshot?

mappingnewb April 24th, 2014 1:20 PM

Quote:

Originally Posted by Teh Blazer (Post 8214401)
Hmm, could you provide us with a screenshot?

Someone told me to re-size the window and it worked! It's a problem with wine apparently.

Danny0317 April 24th, 2014 1:46 PM

Rewrote the script I was having trouble with, but now two people won't move.. I absolutely made sure that they are not using the "Look down" in A-Map. I seriously do not understand why the people won't move. I had made sure their numbers match, the applymovement and person event, and they still don't move.
I also made sure to have a waitmovement 0x0 after the person before them.
I have bolded the people that don't move. Oh yeah, player still doesn't move.

Spoiler:
'---------------
#org 0x71A2DC
#raw 0x2
#raw pointer 0x871A2E2
#raw 0x0

'---------------
#org 0x71A2E2
#raw word 0x4001
#raw word 0x0
#raw pointer 0x8805690
#raw word 0x0

'---------------
#org 0x805690
setvar 0x4001 0x0
msgbox 0x8805826 MSG_NORMAL '"Mayor: Everyone under the age of\n..."
applymovement MOVE_PLAYER 0x88058A1
waitmovement 0x0
applymovement MOVE_PLAYER 0x88058A4
waitmovement 0x0
applymovement 0x2 0x88058B5
waitmovement 0x0
applymovement 0xB 0x88058C5
waitmovement 0x0
applymovement 0x1 0x88058D1
waitmovement 0x0
msgbox 0x88058E2 MSG_NORMAL '"The reason I have called you all\n..."
applymovement MOVE_PLAYER 0x88058A1
waitmovement 0x0
applymovement 0x2 0x88058A1
waitmovement 0x0
applymovement 0xB 0x88058A1
waitmovement 0x0
applymovement 0x1 0x88058A1
waitmovement 0x0
msgbox 0x8805940 MSG_NORMAL '"[red_fr]Awesome!"
msgbox 0x880594E MSG_NORMAL '"[blue_fr]That's great!"
msgbox 0x8805961 MSG_NORMAL '"Now the reason why is a bit\nfrigh..."
applymovement MOVE_PLAYER 0x88058A1
applymovement 0x2 0x88058A1
applymovement 0xB 0x88058A1
applymovement 0x1 0x88058A1
waitmovement 0x0
msgbox 0x8805A61 MSG_NORMAL '"You each need a Pokémon for\nprote..."
msgbox 0x8805B0B MSG_NORMAL '"Let's get this started..\nSarah, a..."
msgbox 0x8805B72 MSG_NORMAL '"[red_fr]I really like Zigzagoon, s..."
msgbox 0x8805B95 MSG_NORMAL '"Zigzagoon, eh? Good choice. Here\n..."
msgbox 0x8805BE7 MSG_NORMAL '"[red_fr]Thank you very much, mayor..."
applymovement 0xB 0x8805C08
waitmovement 0x0
hidesprite 0xB
applymovement 0xA 0x8805CA9
waitmovement 0x0
msgbox 0x8805C15 MSG_NORMAL '"Well she's off fast..\nAnyways, Bi..."
msgbox 0x8805C4F MSG_NORMAL '"[blue_fr]I don't get to choose?"
msgbox 0x8805C6B MSG_NORMAL '"No. You get Rattata."
applymovement 0x2 0x8805CA0
msgbox 0x8805C82 MSG_NORMAL '"[blue_fr]Wow... thanks, I guess.."
applymovement 0xA 0x8805CC8
waitmovement 0x0
msgbox 0x8805CAD MSG_NORMAL '"I never liked that kid.."
msgbox 0x8805CCC MSG_NORMAL '"Alright, now Albert. Which Pokémon..."
msgbox 0x8805D17 MSG_NORMAL '"[green_fr]I would love Spinarak si..."
msgbox 0x8805D37 MSG_NORMAL '"Alright, here's your Spinarak and\..."
msgbox 0x8805D78 MSG_NORMAL '"[green_fr]Thank you sir! I'm gonna..."
applymovement 0x1 0x8805DAD
waitmovement 0x0
applymovement 0xA 0x8805DB7
waitmovement 0x0
applymovement MOVE_PLAYER 0x8805DBC
msgbox 0x8805DBF MSG_NORMAL '"Now that they're gone, I can talk\..."
msgbox 0x8805E96 MSG_YESNO '"Would you like Sneasel?"
hidesprite 0xB
hidesprite 0x1
hidesprite 0x2
compare LASTRESULT 0x1
if 0x1 goto 0x8805EB0
compare LASTRESULT 0x0
if 0x0 goto 0x8805F7D
end

'---------------
#org 0x805FDD
release
end

'---------------
#org 0x805EB0
givepokemon 0xD7 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox 0x8805F07 MSG_KEEPOPEN '"Got the Sneasel from the mayor."
waitfanfare
closeonkeypress
setflag 0x828
msgbox 0x8805F29 MSG_YESNO '"Would you like to give your\nPokém..."
compare LASTRESULT 0x1
if 0x1 goto 0x8805EEF
compare LASTRESULT 0x0
if 0x1 goto 0x8805F5B
end

'---------------
#org 0x805F7D
givepokemon 0x1F 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox 0x8805FBC MSG_KEEPOPEN '"Got the Gligar from the mayor."
waitfanfare
closeonkeypress
setflag 0x828
msgbox 0x8805F29 MSG_YESNO '"Would you like to give your\nPokém..."
compare LASTRESULT 0x1
if 0x1 goto 0x8805EEF
compare LASTRESULT 0x0
if 0x1 goto 0x8805F5B
end

'---------------
#org 0x805EEF
setvar 0x8004 0x0
call 0x8805EFF
goto 0x8805F62

'---------------
#org 0x805F5B
closeonkeypress
goto 0x8805F62

'---------------
#org 0x805EFF
fadescreen 0x1
special 0x9E
waitstate
return

'---------------
#org 0x805F62
msgbox 0x8805F70 MSG_NORMAL '"Now go [player]."
setflag 0x828
release
end


'---------
' Strings
'---------
#org 0x805826
= Mayor: Everyone under the age of\n16 please come to the middle of\lthe town! I have a very important\lannouncement to make!

#org 0x8058E2
= The reason I have called you all\nhere is because... you are all\lgoing to receive a Pokémon.

#org 0x805940
= [red_fr]Awesome!

#org 0x80594E
= [blue_fr]That's great!

#org 0x805961
= Now the reason why is a bit\nfrightening. 4 years ago in the\lregion of Hoenn there were two\lrivaling teams, Team Aqua and Team\lMagma. They both wanted to change\lthe enviroment and were very\ldangerous. There have been rumors\lof them spotted here in Regma.

#org 0x805A61
= You each need a Pokémon for\nprotection. There are more rumors\lof the teams here in Regma every\lday. I'm sorry if this is not\lmuch, but we have to do this just\lin case.

#org 0x805B0B
= Let's get this started..\nSarah, answer me this. What\lPokémon do you like more,\lZigzagoon, or Oddish?

#org 0x805B72
= [red_fr]I really like Zigzagoon, sir!

#org 0x805B95
= Zigzagoon, eh? Good choice. Here\nit is, your very own Pokémon, and\l5 Pokéballs.

#org 0x805BE7
= [red_fr]Thank you very much, mayor!

#org 0x805C15
= Well she's off fast..\nAnyways, Bill, you get a Rattata.

#org 0x805C4F
= [blue_fr]I don't get to choose?

#org 0x805C6B
= No. You get Rattata.

#org 0x805C82
= [blue_fr]Wow... thanks, I guess..

#org 0x805CAD
= I never liked that kid..

#org 0x805CCC
= Alright, now Albert. Which Pokémon\ndo you like more, Ledyba or\lSpinarak?

#org 0x805D17
= [green_fr]I would love Spinarak sir!

#org 0x805D37
= Alright, here's your Spinarak and\nyour 5 Pokéballs. Take care.

#org 0x805D78
= [green_fr]Thank you sir! I'm gonna go\nstart my adventure!

#org 0x805DBF
= Now that they're gone, I can talk\nto you. You're special, [player].\lI seee something more in you than\lI see in them, specially Bill.\lThat's why I'm gonna offer you\lstronger Pokémon. I have two here,\lSneasel and Gligar.

#org 0x805E96
= Would you like Sneasel?

#org 0x805F07
= Got the Sneasel from the mayor.

#org 0x805F29
= Would you like to give your\nPokémon a nickname?

#org 0x805FBC
= Got the Gligar from the mayor.

#org 0x805F70
= Now go [player].


'-----------
' Movements
'-----------
#org 0x8058A1
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements

#org 0x8058A4
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0x1 'Face Up
#raw 0xFE 'End of Movements

#org 0x8058B5
#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)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1 'Face Up
#raw 0xFE 'End of Movements

#org 0x8058C5
#raw 0x1F 'Step Left (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0xFE 'End of Movements

#org 0x8058D1
#raw 0x1D 'Step Down (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1F 'Step Left (Fast)
#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)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1 'Face Up
#raw 0xFE 'End of Movements

#org 0x805C08
#raw 0x66 'Happy (^_^)
#raw 0x1D 'Step Down (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0xFE 'End of Movements

#org 0x805CA9
#raw 0x1F 'Step Left (Fast)
#raw 0x1 'Face Up
#raw 0xFE 'End of Movements

#org 0x805CA0
#raw 0x20 'Step Right (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0xFE 'End of Movements

#org 0x805CC8
#raw 0x1F 'Step Left (Fast)
#raw 0x1 'Face Up
#raw 0xFE 'End of Movements

#org 0x805DAD
#raw 0x1F 'Step Left (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0xFE 'End of Movements

#org 0x805DB7
#raw 0x1D 'Step Down (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0xFE 'End of Movements

#org 0x805DBC
#raw 0x2 'Face Left
#raw 0xFE 'End of Movements


Thanks in advanced btw :)

Teh Blazer April 24th, 2014 6:47 PM

Quote:

Originally Posted by Ninja Surskit (Post 8214671)
Rewrote the script I was having trouble with, but now two people won't move.. I absolutely made sure that they are not using the "Look down" in A-Map. I seriously do not understand why the people won't move. I had made sure their numbers match, the applymovement and person event, and they still don't move.
I also made sure to have a waitmovement 0x0 after the person before them.
I have bolded the people that don't move. Oh yeah, player still doesn't move.

Spoiler:
'---------------
#org 0x71A2DC
#raw 0x2
#raw pointer 0x871A2E2
#raw 0x0

'---------------
#org 0x71A2E2
#raw word 0x4001
#raw word 0x0
#raw pointer 0x8805690
#raw word 0x0

'---------------
#org 0x805690
setvar 0x4001 0x0
msgbox 0x8805826 MSG_NORMAL '"Mayor: Everyone under the age of\n..."
applymovement MOVE_PLAYER 0x88058A1
waitmovement 0x0
applymovement MOVE_PLAYER 0x88058A4
waitmovement 0x0
applymovement 0x2 0x88058B5
waitmovement 0x0
applymovement 0xB 0x88058C5
waitmovement 0x0
applymovement 0x1 0x88058D1
waitmovement 0x0
msgbox 0x88058E2 MSG_NORMAL '"The reason I have called you all\n..."
applymovement MOVE_PLAYER 0x88058A1
waitmovement 0x0
applymovement 0x2 0x88058A1
waitmovement 0x0
applymovement 0xB 0x88058A1
waitmovement 0x0
applymovement 0x1 0x88058A1
waitmovement 0x0
msgbox 0x8805940 MSG_NORMAL '"[red_fr]Awesome!"
msgbox 0x880594E MSG_NORMAL '"[blue_fr]That's great!"
msgbox 0x8805961 MSG_NORMAL '"Now the reason why is a bit\nfrigh..."
applymovement MOVE_PLAYER 0x88058A1
applymovement 0x2 0x88058A1
applymovement 0xB 0x88058A1
applymovement 0x1 0x88058A1
waitmovement 0x0
msgbox 0x8805A61 MSG_NORMAL '"You each need a Pokémon for\nprote..."
msgbox 0x8805B0B MSG_NORMAL '"Let's get this started..\nSarah, a..."
msgbox 0x8805B72 MSG_NORMAL '"[red_fr]I really like Zigzagoon, s..."
msgbox 0x8805B95 MSG_NORMAL '"Zigzagoon, eh? Good choice. Here\n..."
msgbox 0x8805BE7 MSG_NORMAL '"[red_fr]Thank you very much, mayor..."
applymovement 0xB 0x8805C08
waitmovement 0x0
hidesprite 0xB
applymovement 0xA 0x8805CA9
waitmovement 0x0
msgbox 0x8805C15 MSG_NORMAL '"Well she's off fast..\nAnyways, Bi..."
msgbox 0x8805C4F MSG_NORMAL '"[blue_fr]I don't get to choose?"
msgbox 0x8805C6B MSG_NORMAL '"No. You get Rattata."
applymovement 0x2 0x8805CA0
msgbox 0x8805C82 MSG_NORMAL '"[blue_fr]Wow... thanks, I guess.."
applymovement 0xA 0x8805CC8
waitmovement 0x0
msgbox 0x8805CAD MSG_NORMAL '"I never liked that kid.."
msgbox 0x8805CCC MSG_NORMAL '"Alright, now Albert. Which Pokémon..."
msgbox 0x8805D17 MSG_NORMAL '"[green_fr]I would love Spinarak si..."
msgbox 0x8805D37 MSG_NORMAL '"Alright, here's your Spinarak and\..."
msgbox 0x8805D78 MSG_NORMAL '"[green_fr]Thank you sir! I'm gonna..."
applymovement 0x1 0x8805DAD
waitmovement 0x0
applymovement 0xA 0x8805DB7
waitmovement 0x0
applymovement MOVE_PLAYER 0x8805DBC
msgbox 0x8805DBF MSG_NORMAL '"Now that they're gone, I can talk\..."
msgbox 0x8805E96 MSG_YESNO '"Would you like Sneasel?"
hidesprite 0xB
hidesprite 0x1
hidesprite 0x2
compare LASTRESULT 0x1
if 0x1 goto 0x8805EB0
compare LASTRESULT 0x0
if 0x0 goto 0x8805F7D
end

'---------------
#org 0x805FDD
release
end

'---------------
#org 0x805EB0
givepokemon 0xD7 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox 0x8805F07 MSG_KEEPOPEN '"Got the Sneasel from the mayor."
waitfanfare
closeonkeypress
setflag 0x828
msgbox 0x8805F29 MSG_YESNO '"Would you like to give your\nPokém..."
compare LASTRESULT 0x1
if 0x1 goto 0x8805EEF
compare LASTRESULT 0x0
if 0x1 goto 0x8805F5B
end

'---------------
#org 0x805F7D
givepokemon 0x1F 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox 0x8805FBC MSG_KEEPOPEN '"Got the Gligar from the mayor."
waitfanfare
closeonkeypress
setflag 0x828
msgbox 0x8805F29 MSG_YESNO '"Would you like to give your\nPokém..."
compare LASTRESULT 0x1
if 0x1 goto 0x8805EEF
compare LASTRESULT 0x0
if 0x1 goto 0x8805F5B
end

'---------------
#org 0x805EEF
setvar 0x8004 0x0
call 0x8805EFF
goto 0x8805F62

'---------------
#org 0x805F5B
closeonkeypress
goto 0x8805F62

'---------------
#org 0x805EFF
fadescreen 0x1
special 0x9E
waitstate
return

'---------------
#org 0x805F62
msgbox 0x8805F70 MSG_NORMAL '"Now go [player]."
setflag 0x828
release
end


'---------
' Strings
'---------
#org 0x805826
= Mayor: Everyone under the age of\n16 please come to the middle of\lthe town! I have a very important\lannouncement to make!

#org 0x8058E2
= The reason I have called you all\nhere is because... you are all\lgoing to receive a Pokémon.

#org 0x805940
= [red_fr]Awesome!

#org 0x80594E
= [blue_fr]That's great!

#org 0x805961
= Now the reason why is a bit\nfrightening. 4 years ago in the\lregion of Hoenn there were two\lrivaling teams, Team Aqua and Team\lMagma. They both wanted to change\lthe enviroment and were very\ldangerous. There have been rumors\lof them spotted here in Regma.

#org 0x805A61
= You each need a Pokémon for\nprotection. There are more rumors\lof the teams here in Regma every\lday. I'm sorry if this is not\lmuch, but we have to do this just\lin case.

#org 0x805B0B
= Let's get this started..\nSarah, answer me this. What\lPokémon do you like more,\lZigzagoon, or Oddish?

#org 0x805B72
= [red_fr]I really like Zigzagoon, sir!

#org 0x805B95
= Zigzagoon, eh? Good choice. Here\nit is, your very own Pokémon, and\l5 Pokéballs.

#org 0x805BE7
= [red_fr]Thank you very much, mayor!

#org 0x805C15
= Well she's off fast..\nAnyways, Bill, you get a Rattata.

#org 0x805C4F
= [blue_fr]I don't get to choose?

#org 0x805C6B
= No. You get Rattata.

#org 0x805C82
= [blue_fr]Wow... thanks, I guess..

#org 0x805CAD
= I never liked that kid..

#org 0x805CCC
= Alright, now Albert. Which Pokémon\ndo you like more, Ledyba or\lSpinarak?

#org 0x805D17
= [green_fr]I would love Spinarak sir!

#org 0x805D37
= Alright, here's your Spinarak and\nyour 5 Pokéballs. Take care.

#org 0x805D78
= [green_fr]Thank you sir! I'm gonna go\nstart my adventure!

#org 0x805DBF
= Now that they're gone, I can talk\nto you. You're special, [player].\lI seee something more in you than\lI see in them, specially Bill.\lThat's why I'm gonna offer you\lstronger Pokémon. I have two here,\lSneasel and Gligar.

#org 0x805E96
= Would you like Sneasel?

#org 0x805F07
= Got the Sneasel from the mayor.

#org 0x805F29
= Would you like to give your\nPokémon a nickname?

#org 0x805FBC
= Got the Gligar from the mayor.

#org 0x805F70
= Now go [player].


'-----------
' Movements
'-----------
#org 0x8058A1
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements

#org 0x8058A4
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0x1 'Face Up
#raw 0xFE 'End of Movements

#org 0x8058B5
#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)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1 'Face Up
#raw 0xFE 'End of Movements

#org 0x8058C5
#raw 0x1F 'Step Left (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0xFE 'End of Movements

#org 0x8058D1
#raw 0x1D 'Step Down (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1F 'Step Left (Fast)
#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)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1 'Face Up
#raw 0xFE 'End of Movements

#org 0x805C08
#raw 0x66 'Happy (^_^)
#raw 0x1D 'Step Down (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0xFE 'End of Movements

#org 0x805CA9
#raw 0x1F 'Step Left (Fast)
#raw 0x1 'Face Up
#raw 0xFE 'End of Movements

#org 0x805CA0
#raw 0x20 'Step Right (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0xFE 'End of Movements

#org 0x805CC8
#raw 0x1F 'Step Left (Fast)
#raw 0x1 'Face Up
#raw 0xFE 'End of Movements

#org 0x805DAD
#raw 0x1F 'Step Left (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0xFE 'End of Movements

#org 0x805DB7
#raw 0x1D 'Step Down (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0xFE 'End of Movements

#org 0x805DBC
#raw 0x2 'Face Left
#raw 0xFE 'End of Movements


Thanks in advanced btw :)

...
... Either my eyes are fooling me... or there are no bolded things in there...
Also, you forgot a lockall command in the beginning. :P

Danny0317 April 24th, 2014 7:04 PM

Ha, I forgot, my bad, lemme fix the bolding.

Le pug April 24th, 2014 8:44 PM

Quote:

Originally Posted by Ninja Surskit (Post 8214671)
Rewrote the script I was having trouble with, but now two people won't move.. I absolutely made sure that they are not using the "Look down" in A-Map. I seriously do not understand why the people won't move. I had made sure their numbers match, the applymovement and person event, and they still don't move.
I also made sure to have a waitmovement 0x0 after the person before them.
I have bolded the people that don't move. Oh yeah, player still doesn't move.

Spoiler:
'---------------
#org 0x71A2DC
#raw 0x2
#raw pointer 0x871A2E2
#raw 0x0

'---------------
#org 0x71A2E2
#raw word 0x4001
#raw word 0x0
#raw pointer 0x8805690
#raw word 0x0

'---------------
#org 0x805690
setvar 0x4001 0x0
msgbox 0x8805826 MSG_NORMAL '"Mayor: Everyone under the age of\n..."
applymovement MOVE_PLAYER 0x88058A1
waitmovement 0x0
applymovement MOVE_PLAYER 0x88058A4
waitmovement 0x0
applymovement 0x2 0x88058B5
waitmovement 0x0
applymovement 0xB 0x88058C5
waitmovement 0x0
applymovement 0x1 0x88058D1
waitmovement 0x0
msgbox 0x88058E2 MSG_NORMAL '"The reason I have called you all\n..."
applymovement MOVE_PLAYER 0x88058A1
waitmovement 0x0
applymovement 0x2 0x88058A1
waitmovement 0x0
applymovement 0xB 0x88058A1
waitmovement 0x0
applymovement 0x1 0x88058A1
waitmovement 0x0
msgbox 0x8805940 MSG_NORMAL '"[red_fr]Awesome!"
msgbox 0x880594E MSG_NORMAL '"[blue_fr]That's great!"
msgbox 0x8805961 MSG_NORMAL '"Now the reason why is a bit\nfrigh..."
applymovement MOVE_PLAYER 0x88058A1
applymovement 0x2 0x88058A1
applymovement 0xB 0x88058A1
applymovement 0x1 0x88058A1
waitmovement 0x0
msgbox 0x8805A61 MSG_NORMAL '"You each need a Pokémon for\nprote..."
msgbox 0x8805B0B MSG_NORMAL '"Let's get this started..\nSarah, a..."
msgbox 0x8805B72 MSG_NORMAL '"[red_fr]I really like Zigzagoon, s..."
msgbox 0x8805B95 MSG_NORMAL '"Zigzagoon, eh? Good choice. Here\n..."
msgbox 0x8805BE7 MSG_NORMAL '"[red_fr]Thank you very much, mayor..."
applymovement 0xB 0x8805C08
waitmovement 0x0
hidesprite 0xB
applymovement 0xA 0x8805CA9
waitmovement 0x0
msgbox 0x8805C15 MSG_NORMAL '"Well she's off fast..\nAnyways, Bi..."
msgbox 0x8805C4F MSG_NORMAL '"[blue_fr]I don't get to choose?"
msgbox 0x8805C6B MSG_NORMAL '"No. You get Rattata."
applymovement 0x2 0x8805CA0
msgbox 0x8805C82 MSG_NORMAL '"[blue_fr]Wow... thanks, I guess.."
applymovement 0xA 0x8805CC8
waitmovement 0x0
msgbox 0x8805CAD MSG_NORMAL '"I never liked that kid.."
msgbox 0x8805CCC MSG_NORMAL '"Alright, now Albert. Which Pokémon..."
msgbox 0x8805D17 MSG_NORMAL '"[green_fr]I would love Spinarak si..."
msgbox 0x8805D37 MSG_NORMAL '"Alright, here's your Spinarak and\..."
msgbox 0x8805D78 MSG_NORMAL '"[green_fr]Thank you sir! I'm gonna..."
applymovement 0x1 0x8805DAD
waitmovement 0x0
applymovement 0xA 0x8805DB7
waitmovement 0x0
applymovement MOVE_PLAYER 0x8805DBC
msgbox 0x8805DBF MSG_NORMAL '"Now that they're gone, I can talk\..."
msgbox 0x8805E96 MSG_YESNO '"Would you like Sneasel?"
hidesprite 0xB
hidesprite 0x1
hidesprite 0x2
compare LASTRESULT 0x1
if 0x1 goto 0x8805EB0
compare LASTRESULT 0x0
if 0x0 goto 0x8805F7D
end

'---------------
#org 0x805FDD
release
end

'---------------
#org 0x805EB0
givepokemon 0xD7 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox 0x8805F07 MSG_KEEPOPEN '"Got the Sneasel from the mayor."
waitfanfare
closeonkeypress
setflag 0x828
msgbox 0x8805F29 MSG_YESNO '"Would you like to give your\nPokém..."
compare LASTRESULT 0x1
if 0x1 goto 0x8805EEF
compare LASTRESULT 0x0
if 0x1 goto 0x8805F5B
end

'---------------
#org 0x805F7D
givepokemon 0x1F 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox 0x8805FBC MSG_KEEPOPEN '"Got the Gligar from the mayor."
waitfanfare
closeonkeypress
setflag 0x828
msgbox 0x8805F29 MSG_YESNO '"Would you like to give your\nPokém..."
compare LASTRESULT 0x1
if 0x1 goto 0x8805EEF
compare LASTRESULT 0x0
if 0x1 goto 0x8805F5B
end

'---------------
#org 0x805EEF
setvar 0x8004 0x0
call 0x8805EFF
goto 0x8805F62

'---------------
#org 0x805F5B
closeonkeypress
goto 0x8805F62

'---------------
#org 0x805EFF
fadescreen 0x1
special 0x9E
waitstate
return

'---------------
#org 0x805F62
msgbox 0x8805F70 MSG_NORMAL '"Now go [player]."
setflag 0x828
release
end


'---------
' Strings
'---------
#org 0x805826
= Mayor: Everyone under the age of\n16 please come to the middle of\lthe town! I have a very important\lannouncement to make!

#org 0x8058E2
= The reason I have called you all\nhere is because... you are all\lgoing to receive a Pokémon.

#org 0x805940
= [red_fr]Awesome!

#org 0x80594E
= [blue_fr]That's great!

#org 0x805961
= Now the reason why is a bit\nfrightening. 4 years ago in the\lregion of Hoenn there were two\lrivaling teams, Team Aqua and Team\lMagma. They both wanted to change\lthe enviroment and were very\ldangerous. There have been rumors\lof them spotted here in Regma.

#org 0x805A61
= You each need a Pokémon for\nprotection. There are more rumors\lof the teams here in Regma every\lday. I'm sorry if this is not\lmuch, but we have to do this just\lin case.

#org 0x805B0B
= Let's get this started..\nSarah, answer me this. What\lPokémon do you like more,\lZigzagoon, or Oddish?

#org 0x805B72
= [red_fr]I really like Zigzagoon, sir!

#org 0x805B95
= Zigzagoon, eh? Good choice. Here\nit is, your very own Pokémon, and\l5 Pokéballs.

#org 0x805BE7
= [red_fr]Thank you very much, mayor!

#org 0x805C15
= Well she's off fast..\nAnyways, Bill, you get a Rattata.

#org 0x805C4F
= [blue_fr]I don't get to choose?

#org 0x805C6B
= No. You get Rattata.

#org 0x805C82
= [blue_fr]Wow... thanks, I guess..

#org 0x805CAD
= I never liked that kid..

#org 0x805CCC
= Alright, now Albert. Which Pokémon\ndo you like more, Ledyba or\lSpinarak?

#org 0x805D17
= [green_fr]I would love Spinarak sir!

#org 0x805D37
= Alright, here's your Spinarak and\nyour 5 Pokéballs. Take care.

#org 0x805D78
= [green_fr]Thank you sir! I'm gonna go\nstart my adventure!

#org 0x805DBF
= Now that they're gone, I can talk\nto you. You're special, [player].\lI seee something more in you than\lI see in them, specially Bill.\lThat's why I'm gonna offer you\lstronger Pokémon. I have two here,\lSneasel and Gligar.

#org 0x805E96
= Would you like Sneasel?

#org 0x805F07
= Got the Sneasel from the mayor.

#org 0x805F29
= Would you like to give your\nPokémon a nickname?

#org 0x805FBC
= Got the Gligar from the mayor.

#org 0x805F70
= Now go [player].


'-----------
' Movements
'-----------
#org 0x8058A1
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements

#org 0x8058A4
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0x1 'Face Up
#raw 0xFE 'End of Movements

#org 0x8058B5
#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)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1 'Face Up
#raw 0xFE 'End of Movements

#org 0x8058C5
#raw 0x1F 'Step Left (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0xFE 'End of Movements

#org 0x8058D1
#raw 0x1D 'Step Down (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1F 'Step Left (Fast)
#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)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1 'Face Up
#raw 0xFE 'End of Movements

#org 0x805C08
#raw 0x66 'Happy (^_^)
#raw 0x1D 'Step Down (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0xFE 'End of Movements

#org 0x805CA9
#raw 0x1F 'Step Left (Fast)
#raw 0x1 'Face Up
#raw 0xFE 'End of Movements

#org 0x805CA0
#raw 0x20 'Step Right (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0xFE 'End of Movements

#org 0x805CC8
#raw 0x1F 'Step Left (Fast)
#raw 0x1 'Face Up
#raw 0xFE 'End of Movements

#org 0x805DAD
#raw 0x1F 'Step Left (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0xFE 'End of Movements

#org 0x805DB7
#raw 0x1D 'Step Down (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0xFE 'End of Movements

#org 0x805DBC
#raw 0x2 'Face Left
#raw 0xFE 'End of Movements


Thanks in advanced btw :)

Doubt this has any affect, but there are two parts without a waitmovement:

Spoiler:
applymovement 0x2 0x8805CA0
msgbox 0x8805C82 MSG_NORMAL '"[blue_fr]Wow... thanks, I guess.."

...

applymovement MOVE_PLAYER 0x8805DBC
msgbox 0x8805DBF MSG_NORMAL '"Now that they're gone, I can talk\..."


Is this a level script? Is there a level script on the map? (saw previous post)
Are you 100% sure it's the same person event no.'s? i know player should work regardless. Does the script play 100% through besides the walking? If it does play all the way through but no movement of other characters, usually thats indicative of wrong person event no.

Now I've had every problem there could be for a level script, trust me. And somehow I've gotten out of all of them. So I can tell you it's definitely fixable lol. I had a similar problem like this recently. I would have a level script for when you appeared in the middle of the map later in an event and if you warped to the map close to that level script event, it would freeze the character and you can't move at all or if you were walking towards that area, you'd eventually freeze when you got too close. Not sure if it's something to do with any header data or what, but what I usually like to do to rule out that it's the maps fault is I'll make a backup of the rom (for tweaking and testing purposes) then I'll duplicate the map entirely on a new map. I'm talking GreatBlock the entire map, copy over all events and try it that way. If the problem still exists then you know at least it's not the map. Because for me at least, the map has been the problem maybe 50% of the time for me, however I'm using Emerald and you FireRed so.

Logan April 25th, 2014 2:27 AM

Quote:

Originally Posted by Le pug (Post 8215431)
Is this a level script? Is there a level script on the map? (saw previous post) Are you 100% sure it's the same person event no.'s? i know player should work regardless. Does the script play 100% through besides the walking? If it does play all the way through but no movement of other characters, usually thats indicative of wrong person event no.

Adding on to this are you sure there are no other people on the same map sharing that person event number?

Danny0317 April 25th, 2014 2:45 AM

Yeah I'm sure that they aren't sharing the person event number with anyone else. And yeah, the walking is the only thing that is wrong with the script.

Abhishek April 30th, 2014 5:59 PM

Anyone Help Me
I Use Pokemon Giving Script It works But after getting pokemon it gives me again (I want to only one Pokemon Should given)

Sniper April 30th, 2014 6:46 PM

Quote:

Originally Posted by Snorlax44 (Post 8225333)
Anyone Help Me
I Use Pokemon Giving Script It works But after getting pokemon it gives me again (I want to only one Pokemon Should given)

Use setflag, dear. It makes the event happens once.

Code:

#dynamic 0xoffset

#org @start
checkflag 0x001 <-- Sample flag
givepokemon 0x001 0x1 0x1 0x0 0x0 0x0
msgbox @1 0x6
setflag 0x001
release
end

#org @1
= Here a Bulbasaur!


Then put the flag number to the NPC. (Only if you need hidesprite in your script)

Anyways, that's not how givepokemon script should be but that works too. Take another look at Diegoisawesome's tutorial.


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