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Script Help Thread (DO NOT REQUEST SCRIPTS)

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Kaith

Hacker of Fire
49
Posts
12
Years
Hack Rom: FireRed
Script editor: XSE

Does someone know the command to stop an earthquake? I used the command special 0x136 to create an earthquake, but it doesn't stop even after the script ends. I assume that I've gonna have to put a pause command after the cry and then put the command that stops the earthquake.

Here's the script. And right now everything works perfectly except for the earthquake never stopping.
Spoiler:
 

destinedjagold

You can contact me in PC's discord server...
8,593
Posts
16
Years
  • Age 33
  • Seen Dec 23, 2023
Hack Rom: FireRed
Script editor: XSE

Does someone know the command to stop an earthquake? I used the command special 0x136 to create an earthquake, but it doesn't stop even after the script ends. I assume that I've gonna have to put a pause command after the cry and then put the command that stops the earthquake.

Here's the script. And right now everything works perfectly except for the earthquake never stopping.
Spoiler:

I just tried it, but there was no earthquake animation...
Also, I read the Guide in XSE and in there, it states that special 0x136 is "Using Strength"...
And oh, minor thing, but you spelled "interrupt" wrong.
 
29
Posts
15
Years
  • Seen Feb 10, 2013
Well I tried removing the flag check completely to see if it was a flag and that had no effect. Here's the script with the flag check:

Code:
'---------------
#org 0xE00EB8
lockall
checkflag 0x271
if 0x1 goto 0x8E00EEA
fadescreen 0x1
setmaptile 0x58 0x5 0xA7 0x0
setmaptile 0x58 0x4 0x9F 0x1
fadescreen 0x0
setflag 0x271
releaseall
end

'---------------
#org 0xE00EEA
releaseall
end

I removed the check and set and it still wasn't doing anything.

As of right now nothing happens, it never locks or fades. Here are my tile settings:

Unknown: $03
Var number: $4050
Var value: $0000
Unknown: $00
Script offset: $00E00EB8
 

Renegade

Time for real life...
995
Posts
12
Years
I don't know if this is a script box or a person event but if it is a script box you still need a "setvar 0x4050 0x0001" command in the script.
 
29
Posts
15
Years
  • Seen Feb 10, 2013
Well, this is the version without the checkflag and with the setvar, and I changed the var number to 4150 because I realized 4050 is already being used for the first script (The script keeping you from leaving Littleroot before the prof is in trouble), and it still does nothing :(

Code:
'---------------
#org 0xE00EB8
lockall
setvar 0x4150 0x0001
fadescreen 0x1
setmaptile 0x58 0x5 0xA7 0x0
setmaptile 0x58 0x4 0x9F 0x1
fadescreen 0x0
releaseall
end

Is there a list of unused var numbers and flags for Emerald?
 
Last edited:

Renegade

Time for real life...
995
Posts
12
Years
Try using the "setvar 0x4150 0x0001" command at the end of the script. Example:

Code:
#org 0xE00EB8
lockall
fadescreen 0x1
setmaptile 0x58 0x5 0xA7 0x0
setmaptile 0x58 0x4 0x9F 0x1
fadescreen 0x0
setvar 0x4150 0x0001
releaseall
end

Didn't know if this will help but I usually put my setvars at the end of my scripts. Seems to work best that way.

Also, I find it best to start my var numbers with 0x6000 then go up from there. Just so I'm sure to not run into any conflicts with other already-used var numbers.

P.S. I start all of my flags with 0x1200 for the same reason.
 
29
Posts
15
Years
  • Seen Feb 10, 2013
I updated my script:
Code:
#dynamic 0xE00000

#org @start
lockall
checkflag 0x1280
if 0x1 goto @end
fadescreen 0x1
setmaptile 0x58 0x5 0xA7 0x0
setmaptile 0x58 0x4 0x9F 0x1
fadescreen 0x0
setvar 0x6001 0x1
releaseall
end

#org @end
releaseall
end

I'm 99.99% positive 0x1280 isn't set, now onto what happens:

When I walk over one of the script tiles it lags for a split second, leading me to believe lockall and releaseall are working, but no screen fade or tile change, which looks like it's saying that the flag is set... but again, I'm almost sure it's not. I'll try with different flags and if that's what the problem is I'll edit this post. If I don't edit this with 'IT WAS THE FLAG,' or something like that, it means that wasn't the problem.

IT WAS THE FLAG

...

:/

Thankfully (In a weird way, otherwise I'd feel really stupid right now if this whole thing was about a flag hahaha), the flag wasn't the issue with all of it. This is my newest script:

Spoiler:


I step on it, it fades the screen out and back in, but no tiles are changed. If I go to step on it again it doesn't work, so the setvar works.
I read something about refreshing, but I also read that a fadescreen would refresh it :/

EDIT2:

Alright so I've managed to fix a few things, but I still have some issues:

1) After I go over my script tile(s) it fades the screen and stuff, but the tile set doesn't take affect. What I mean by this is I still have to run out of frame and come back for the tiles to appear as the newly set ones, fadescreen or special 0x8E doesn't refresh.

2) When I set the tiles and go into the newly opened cave entrance and do everything there I have to come back out. I can leave, but then the tiles all revert back to their originals. How can I make the tile change permanent? If I can't, how can I make it so it changes tiles as soon as I warp back to the map (Because it would be easy to have tiles on both ends of the map to check every time a player enters this map if it should set the tiles, but then right when the player comes out of the previously shifted tiles they aren't shifted any more, and there's no way to make that happen if the player comes out on a warp tile :/)
 
Last edited:

Renegade

Time for real life...
995
Posts
12
Years
I know your problem! Here's your script right now:

Code:
'---------------
#org 0xE00EEC
lockall
checkflag 0x1291
if 0x1 goto 0x8E00F14
fadescreen 0x1
setmaptile 0x58 0x5 0xA7 0x0
setmaptile 0x58 0x4 0x9F 0x1
fadescreen 0x0
setvar 0x6001 0x1
releaseall
end

'---------------
#org 0xE00F14
releaseall
end

Now, your tiles won't update because you forgot the command "special 0x8E".
This special will reset the map so that it allows the tile to set.

So, your finished script should look like this:

Code:
'---------------
#org 0xE00EEC
lockall
checkflag 0x1291
if 0x1 goto 0x8E00F14
fadescreen 0x1
setmaptile 0x58 0x5 0xA7 0x0
setmaptile 0x58 0x4 0x9F 0x1
special 0x8E
fadescreen 0x0
setvar 0x6001 0x1
releaseall
end

'---------------
#org 0xE00F14
releaseall
end

Hope that worked!
 
29
Posts
15
Years
  • Seen Feb 10, 2013
Unless I accidentally changed something, the script should be an exact replica of the new revision you posted above, and it still doesn't refresh :/

Spoiler:
 
31
Posts
12
Years
  • Seen Jun 20, 2012
Hi, there's something wrong with these two scripts I need help with:

This one after I receive the old rod he dissapears for a bit and then comes back, but when he comes back I can't talk to him anymore.
Code:
#dynamic 0x850000
#org @start
checkflag 0x101
if b_true goto @has
if b_false goto @donthave
end
#org @has
msgbox @troll
end
#org @donthave
msgbox @troll2
boxset 0x4
#raw 0x6E 0x0 0x0
#raw 0x68
compare 0x800D 0x1
if 0x1 goto @yes
end
#org @yes
giveitem 0x106 0x1 0x1
setflag 0x101
msgbox @troll3
end
#org @troll2
= I've been fishin' here for years\nnow, maybe you can enjoy it like I\lhave. Do you want this OLD ROD of\lmine?
#org @troll
= How's the fishin'?
#org @troll3
= Good luck with the fishin'!

And this one is just extremely buggy...
Code:
'-----------------------
#org 0x8698CE
lock
faceplayer
checkflag 0x828
if 0x0 goto 0x886A1D1
msgbox 0x88F8327 '"Sorry, you have already received\ny..."
callstd 0x6
release
end
'-----------------------
#org 0x86A1D1
msgbox 0x88F6F57 '"I'm here to give you your\nvery fir..."
callstd 0x6
showpokepic 0x93 0xA 0x3
msgbox 0x88F9F4B '"Do you want Dratini?"
callstd 0x5
compare LASTRESULT 0x1
if 0x1 goto 0x886A7B5
hidepokepic
showpokepic 0x18B 0xA 0x3
msgbox 0x89C2BC3 '"Do you want Bagon?"
callstd 0x5
compare LASTRESULT 0x1
if 0x1 goto 0x88AED25
hidepokepic
showpokepic 0xF6 0xA 0x3
msgbox 0x89C2FCA '"Do you want Larvitar?"
callstd 0x5
compare LASTRESULT 0x1
if 0x1 goto 0x88C1DF9
hidepokepic
release
end
'-----------------------
#org 0x86A7B5
givepokemon 0x93 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
waitfanfare
setflag 0x828
setflag 0x829
setflag 0x82F
hidepokepic
msgbox 0x89C1327 '"Congratulations, you have received\..."
giveitem 0x4 0x5 0x1
special 0x16F
callstd 0x6
release
end
'-----------------------
#org 0x8AED25
givepokemon 0x18B 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
waitfanfare
setflag 0x828
setflag 0x829
setflag 0x82F
hidepokepic
msgbox 0x89C1327 '"Congratulations, you have received\..."
giveitem 0x4 0x5 0x1
special 0x16F
callstd 0x6
release
end
'-----------------------
#org 0x8C1DF9
givepokemon 0xF6 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
waitfanfare
setflag 0x828
setflag 0x829
setflag 0x82F
hidepokepic
msgbox 0x89C1327 '"Congratulations, you have received\..."
giveitem 0x4 0x5 0x1
special 0x16F
callstd 0x6
release
end

'---------
' Strings
'---------
#org 0x8F8327
= Sorry, you have already received\nyour Pokemon! Good luck on your\ladventure, catch em' all!
#org 0x8F6F57
= I'm here to give you your\nvery first Pokemon!
#org 0x8F9F4B
= Do you want Dratini?
#org 0x9C2BC3
= Do you want Bagon?
#org 0x9C2FCA
= Do you want Larvitar?
#org 0x9C1327
= Congratulations, you have received\nyour first Pokemon!

Also, this one I want it to display the message before it sends me backwards.
Code:
'-----------------------
#org 0x800264
countpokemon
compare LASTRESULT 0x1
if 0x4 goto 0x8800282
msgbox 0x8800284 '"I don't have a Pokemon yet!\nBetter..."
applymovement MOVE_PLAYER 0x88002B9
waitmovement 0x0
end
'-----------------------
#org 0x800282
end

'-----------
' Movements
'-----------
#org 0x8002B9
#raw 10 'Step Down (Normal)
#raw FE 'End of Movements

'---------
' Strings
'---------
#org 0x800284
= I don't have a Pokemon yet!\nBetter go talk to Oak!

Thanks guys.
 

Renegade

Time for real life...
995
Posts
12
Years
Hi, there's something wrong with these two scripts I need help with:

This one after I receive the old rod he dissapears for a bit and then comes back, but when he comes back I can't talk to him anymore.
Code:
#dynamic 0x850000
#org @start
checkflag 0x101
if b_true goto @has
if b_false goto @donthave
end
#org @has
msgbox @troll
end
#org @donthave
msgbox @troll2
boxset 0x4
#raw 0x6E 0x0 0x0
#raw 0x68
compare 0x800D 0x1
if 0x1 goto @yes
end
#org @yes
giveitem 0x106 0x1 0x1
setflag 0x101
msgbox @troll3
end
#org @troll2
= I've been fishin' here for years\nnow, maybe you can enjoy it like I\lhave. Do you want this OLD ROD of\lmine?
#org @troll
= How's the fishin'?
#org @troll3
= Good luck with the fishin'!

For this one, you said he disappears for a bit then comes back. If he disappears and the script ends, then he comes back later, you need to write a completely new script for what he says when he comes back later if you talk to him again.

I'm a little confused about how he disappears though. I don't see any hidesprite in the script...

Also, this one I want it to display the message before it sends me backwards.
Code:
'-----------------------
#org 0x800264
countpokemon
compare LASTRESULT 0x1
if 0x4 goto 0x8800282
msgbox 0x8800284 '"I don't have a Pokemon yet!\nBetter..."
applymovement MOVE_PLAYER 0x88002B9
waitmovement 0x0
end
'-----------------------
#org 0x800282
end

'-----------
' Movements
'-----------
#org 0x8002B9
#raw 10 'Step Down (Normal)
#raw FE 'End of Movements

'---------
' Strings
'---------
#org 0x800284
= I don't have a Pokemon yet!\nBetter go talk to Oak!

I'm not sure why it would move you backwards before the message is displayed, (I'm pretty sure that's the problem, as long as I read the post correctly :P) but you could try I guess to put a "pause 0x?" before the applymovement.

Not sure if my posts helped, but if they make sense, hope you get them working!
 

destinedjagold

You can contact me in PC's discord server...
8,593
Posts
16
Years
  • Age 33
  • Seen Dec 23, 2023
Hi, there's something wrong with these two scripts I need help with:

This one after I receive the old rod he dissapears for a bit and then comes back, but when he comes back I can't talk to him anymore.
Code:
#dynamic 0x850000
#org @start
checkflag 0x101
if b_true goto @has
if b_false goto @donthave
end
#org @has
msgbox @troll
end
#org @donthave
msgbox @troll2
boxset 0x4
#raw 0x6E 0x0 0x0
#raw 0x68
compare 0x800D 0x1
if 0x1 goto @yes
end
#org @yes
giveitem 0x106 0x1 0x1
setflag 0x101
msgbox @troll3
end
#org @troll2
= I've been fishin' here for years\nnow, maybe you can enjoy it like I\lhave. Do you want this OLD ROD of\lmine?
#org @troll
= How's the fishin'?
#org @troll3
= Good luck with the fishin'!

The way you script it is very messy, plus, from the looks of it, you are using an old version of XSE.
Better download a more updated one. I think the updated version is version 1.1
Anyway, the reason why, after you can't talk to him, is because you don't have a "boxset" command on your @has address.
Also, he disappears? I don't know how, but probably you also have inserted the flag number 101 on the NPC's person ID (and must have been cleared by unknown reason, hence why he reappears)...

And this one is just extremely buggy...
Code:
'-----------------------
#org 0x8698CE
lock
faceplayer
checkflag 0x828
if 0x0 goto 0x886A1D1
msgbox 0x88F8327 '"Sorry, you have already received\ny..."
callstd 0x6
release
end
'-----------------------
#org 0x86A1D1
msgbox 0x88F6F57 '"I'm here to give you your\nvery fir..."
callstd 0x6
showpokepic 0x93 0xA 0x3
msgbox 0x88F9F4B '"Do you want Dratini?"
callstd 0x5
compare LASTRESULT 0x1
if 0x1 goto 0x886A7B5
hidepokepic
showpokepic 0x18B 0xA 0x3
msgbox 0x89C2BC3 '"Do you want Bagon?"
callstd 0x5
compare LASTRESULT 0x1
if 0x1 goto 0x88AED25
hidepokepic
showpokepic 0xF6 0xA 0x3
msgbox 0x89C2FCA '"Do you want Larvitar?"
callstd 0x5
compare LASTRESULT 0x1
if 0x1 goto 0x88C1DF9
hidepokepic
release
end
'-----------------------
#org 0x86A7B5
givepokemon 0x93 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
waitfanfare
setflag 0x828
setflag 0x829
setflag 0x82F
hidepokepic
msgbox 0x89C1327 '"Congratulations, you have received\..."
giveitem 0x4 0x5 0x1
special 0x16F
callstd 0x6
release
end
'-----------------------
#org 0x8AED25
givepokemon 0x18B 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
waitfanfare
setflag 0x828
setflag 0x829
setflag 0x82F
hidepokepic
msgbox 0x89C1327 '"Congratulations, you have received\..."
giveitem 0x4 0x5 0x1
special 0x16F
callstd 0x6
release
end
'-----------------------
#org 0x8C1DF9
givepokemon 0xF6 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
waitfanfare
setflag 0x828
setflag 0x829
setflag 0x82F
hidepokepic
msgbox 0x89C1327 '"Congratulations, you have received\..."
giveitem 0x4 0x5 0x1
special 0x16F
callstd 0x6
release
end

'---------
' Strings
'---------
#org 0x8F8327
= Sorry, you have already received\nyour Pokemon! Good luck on your\ladventure, catch em' all!
#org 0x8F6F57
= I'm here to give you your\nvery first Pokemon!
#org 0x8F9F4B
= Do you want Dratini?
#org 0x9C2BC3
= Do you want Bagon?
#org 0x9C2FCA
= Do you want Larvitar?
#org 0x9C1327
= Congratulations, you have received\nyour first Pokemon!

What do you mean by buggy?
More information as to why this script is buggy would have been pretty helpful.
Anyway, after reading this script, I noticed that if you say no to all of the options, the script ends. It would be pretty neat if you'll send the script back to the 0x86A1D1 address if the player says no to all three.
But as I said, details on why it's buggy would be pretty helpful.

Also, this one I want it to display the message before it sends me backwards.
Code:
'-----------------------
#org 0x800264
countpokemon
compare LASTRESULT 0x1
if 0x4 goto 0x8800282
msgbox 0x8800284 '"I don't have a Pokemon yet!\nBetter..."
applymovement MOVE_PLAYER 0x88002B9
waitmovement 0x0
end
'-----------------------
#org 0x800282
end

'-----------
' Movements
'-----------
#org 0x8002B9
#raw 10 'Step Down (Normal)
#raw FE 'End of Movements

'---------
' Strings
'---------
#org 0x800284
= I don't have a Pokemon yet!\nBetter go talk to Oak!

Thanks guys.

The only thing I can think of right now is the absence of the boxset command.
 

Renegade

Time for real life...
995
Posts
12
Years
I'm having a strange issue with this script. Everything works exactly how I want it to, but at the very end of the script, (when the mom moves off of the screen {applymovement 3 @m2} ) the script doesn't end.

It keeps making random message boxes saying like "UR er I OKPAKPSKo oKO" and stuff. The weird messages are infinite, too. This happens at the VERY end, like at the last 3 lines. Help please?

Code:
#dynamic 0x800010

#org @start
lock
applymovement 3 @m1
waitmovement 0x0
textcolor 0x0
message @t1 6
message @t2 4
closeonkeypress
fanfare 0x4
setflag 0x828
textcolor 0x2
message @bing1 4
waitfanfare
closeonkeypress
fanfare 0x4
setflag 0x829
message @bing2 4
waitfanfare
closeonkeypress
fanfare 0x4
setflag 0x82F
message @bing3 4
waitfanfare
closeonkeypress
pause 0x20
textcolor 0x0
message @t3 6
applymovement 3 @m2
waitmovement 0x0
setvar 0x6001 0x0001
release
end

#org @m1
#raw 0x62
#raw 0x11
#raw 0x11
#raw 0x13
#raw 0xFE

#org @t1
= Good morning \v\h01! I've\nbeen waiting for you to wake up.

#org @t2
= I have something here for you.\pIt says it came from Professor\nOak's Lab. It's a pack of\lstuff. Here you go.

#org @bing1
= You received the Pokèmon menu\non the menu screen!

#org @bing2
= You received the Pokèdex and\nthe Pokèdex menu on the menu\lscreen!

#org @bing3
= You received the Running Shoes!

#org @t3
= You should go see Professor\nOak and tell him thank you for\lthe gifts!\pAnyways, I've got to get back to\nwork in the kitchen now, so\lbe careful when you're outside!

#org @m2
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x1
#raw 0xFE

Thanks everyone!
 
31
Posts
12
Years
  • Seen Jun 20, 2012
The way you script it is very messy, plus, from the looks of it, you are using an old version of XSE.
Better download a more updated one. I think the updated version is version 1.1
Anyway, the reason why, after you can't talk to him, is because you don't have a "boxset" command on your @has address.


Could you elaborate on how I script is 'messy'? And I didn't know there was an updated version, thanks.

Also, he disappears? I don't know how, but probably you also have inserted the flag number 101 on the NPC's person ID (and must have been cleared by unknown reason, hence why he reappears)...


I didn't put the flag number in the NPC's ID...


What do you mean by buggy?
More information as to why this script is buggy would have been pretty helpful.
Anyway, after reading this script, I noticed that if you say no to all of the options, the script ends. It would be pretty neat if you'll send the script back to the 0x86A1D1 address if the player says no to all three.
But as I said, details on why it's buggy would be pretty helpful.

Well the reason the script is really buggy is because he dissapears also, and when I receive the Pokeballs from him it says I found them instead of him giving them to me
 

destinedjagold

You can contact me in PC's discord server...
8,593
Posts
16
Years
  • Age 33
  • Seen Dec 23, 2023
I'm having a strange issue with this script. Everything works exactly how I want it to, but at the very end of the script, (when the mom moves off of the screen {applymovement 3 @m2} ) the script doesn't end.

It keeps making random message boxes saying like "UR er I OKPAKPSKo oKO" and stuff. The weird messages are infinite, too. This happens at the VERY end, like at the last 3 lines. Help please?

Code:
#dynamic 0x800010

#org @start
lock
applymovement 3 @m1
waitmovement 0x0
textcolor 0x0
message @t1 6
message @t2 4
closeonkeypress
fanfare 0x4
setflag 0x828
textcolor 0x2
message @bing1 4
waitfanfare
closeonkeypress
fanfare 0x4
setflag 0x829
message @bing2 4
waitfanfare
closeonkeypress
fanfare 0x4
setflag 0x82F
message @bing3 4
waitfanfare
closeonkeypress
pause 0x20
textcolor 0x0
message @t3 6
applymovement 3 @m2
waitmovement 0x0
setvar 0x6001 0x0001
release
end

#org @m1
#raw 0x62
#raw 0x11
#raw 0x11
#raw 0x13
#raw 0xFE

#org @t1
= Good morning \v\h01! I've\nbeen waiting for you to wake up.

#org @t2
= I have something here for you.\pIt says it came from Professor\nOak's Lab. It's a pack of\lstuff. Here you go.

#org @bing1
= You received the Pokèmon menu\non the menu screen!

#org @bing2
= You received the Pokèdex and\nthe Pokèdex menu on the menu\lscreen!

#org @bing3
= You received the Running Shoes!

#org @t3
= You should go see Professor\nOak and tell him thank you for\lthe gifts!\pAnyways, I've got to get back to\nwork in the kitchen now, so\lbe careful when you're outside!

#org @m2
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x1
#raw 0xFE

Thanks everyone!

I don't know what's wrong with it.
I tried it and it seems to be working fine. No random texts at the end.

Could you elaborate on how I script is 'messy'? And I didn't know there was an updated version, thanks.

By 'messy', I mean it's a bit difficult to read.
Check out some scripts here. They have spaces in between "end" and "#org" commands.
But that's not really important.

Well the reason the script is really buggy is because he dissapears also, and when I receive the Pokeballs from him it says I found them instead of him giving them to me

Oh, so that's the problem.
Well, it's easy to fix.

I don't know what's the command with XSE ver1.0, but with ver1.1, I use the following code...
Code:
giveitem 0x106 0x1 [COLOR="blue"]msg_obtain[/COLOR]
In that line of code, you can see that I used msg_obtain.
It means that you received an item from an NPC.
Unlike 0x1, which probably means msg_find.
msg_find is usually used for POKéBALLs on the game, where they automatically vanish after you get their item.
 

Renegade

Time for real life...
995
Posts
12
Years


I don't know what's wrong with it.
I tried it and it seems to be working fine. No random texts at the end.


It was originally a level script, but when I delete the level script part and just make it a regular script box script, it works.

So, it has to be something with the level script part of it. I might just be doing something wrong with creating the level script part. Hm.
 
5,256
Posts
16
Years
Code:
#dynamic 0x800000

//---------------
#org @start
#raw 0x2
#raw pointer @snippet1
#raw 0x0

//---------------
#org @snippet1
#raw word 0x6001
#raw word 0x0
#raw pointer @snippet2
#raw word 0x0

#org @snippet2
lock
applymovement @3 @m1
waitmovement 0x0
textcolor 0x0
message @t1 0x6
message @t2 0x4
closeonkeypress
fanfare 0x4
setflag 0x828
textcolor 0x2
message @bing1 0x4
waitfanfare
closeonkeypress
fanfare 0x4
setflag 0x829
message @bing2 0x4
waitfanfare
closeonkeypress
fanfare 0x4
setflag 0x82F
message @bing3 0x4
waitfanfare
closeonkeypress
pause 0x20
textcolor 0x0
message @t3 0x6
applymovement 0x3 @m2
waitmovement 0x0
setvar 0x6001 0x1
release
end

#org @m1
#raw 0x62
#raw 0x11
#raw 0x11
#raw 0x13
#raw 0xFE

#org @t1
= Good morning \v\h01! I've\nbeen waiting for you to wake up.

#org @t2
= I have something here for you.\pIt says it came from Professor\nOak's Lab. It's a pack of\lstuff. Here you go.

#org @bing1
= You received the Pokèmon menu\non the menu screen!

#org @bing2
= You received the Pokèdex and\nthe Pokèdex menu on the menu\lscreen!

#org @bing3
= You received the Running Shoes!

#org @t3
= You should go see Professor\nOak and tell him thank you for\lthe gifts!\pAnyways, I've got to get back to\nwork in the kitchen now, so\lbe careful when you're outside!

#org @m2
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x1
#raw 0xFE

Compile that, then go into the map that you want to have the level script executed in. Remove all the header scripts, then go into Professional View (Ctrl+H). In the "Map Script Offset" box, paste the offset that this script was compiled to, hit save, and then try it out.
 

Renegade

Time for real life...
995
Posts
12
Years
Code:
#dynamic 0x800000

//---------------
#org @start
#raw 0x2
#raw pointer @snippet1
#raw 0x0

//---------------
#org @snippet1
#raw word 0x6001
#raw word 0x0
#raw pointer @snippet2
#raw word 0x0

#org @snippet2
lock
applymovement @3 @m1
waitmovement 0x0
textcolor 0x0
message @t1 0x6
message @t2 0x4
closeonkeypress
fanfare 0x4
setflag 0x828
textcolor 0x2
message @bing1 0x4
waitfanfare
closeonkeypress
fanfare 0x4
setflag 0x829
message @bing2 0x4
waitfanfare
closeonkeypress
fanfare 0x4
setflag 0x82F
message @bing3 0x4
waitfanfare
closeonkeypress
pause 0x20
textcolor 0x0
message @t3 0x6
applymovement 0x3 @m2
waitmovement 0x0
setvar 0x6001 0x1
release
end

#org @m1
#raw 0x62
#raw 0x11
#raw 0x11
#raw 0x13
#raw 0xFE

#org @t1
= Good morning \v\h01! I've\nbeen waiting for you to wake up.

#org @t2
= I have something here for you.\pIt says it came from Professor\nOak's Lab. It's a pack of\lstuff. Here you go.

#org @bing1
= You received the Pokèmon menu\non the menu screen!

#org @bing2
= You received the Pokèdex and\nthe Pokèdex menu on the menu\lscreen!

#org @bing3
= You received the Running Shoes!

#org @t3
= You should go see Professor\nOak and tell him thank you for\lthe gifts!\pAnyways, I've got to get back to\nwork in the kitchen now, so\lbe careful when you're outside!

#org @m2
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x1
#raw 0xFE

Compile that, then go into the map that you want to have the level script executed in. Remove all the header scripts, then go into Professional View (Ctrl+H). In the "Map Script Offset" box, paste the offset that this script was compiled to, hit save, and then try it out.

Haha, it worked! Ok, I was doing level scripts a different way. Thanks!
 
90
Posts
11
Years
  • Seen Aug 21, 2013
Fire Red
I want it so after you walk on script one script 2 will be there, but only until script 1 was finished what did I do? :pirate:

Script 1
Spoiler:



Script 2
Spoiler:
 
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