Script Help Thread (DO NOT REQUEST SCRIPTS) Page 158

Started by HackMew December 20th, 2008 5:10 AM
  • 625740 views
  • 9682 replies
Male
Seen August 17th, 2016
Posted May 9th, 2015
673 posts
14.2 Years
Hey guys,

Really nooby question here but...

My Hidesprite command doesn't work. The sprite vanishes, then as soon as I walk in a direction it reappears. Here's the script if anyone could help me out.

Spoiler:
#dynamic 0x8033A1

#org @start
checkflag 0x828
if 0x1 goto @end
showpokepic 0x4 0x3 0x3
msgbox @char 0x5
compare 0x800D 0x1
if 0x0 goto @end
givepokemon 0x4 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox @rec 0x4
waitfanfare
closeonkeypress
msgbox @nick 0x5
compare 0x800D 0x1
if 0x1 gosub @name
hidesprite 0x08
hidepokepic
closeonkeypress
setflag 0x828
end

#org @char
= Redwood: So you choose the\nCharmander then? A worthy choice\lfor a worthy trainer!

#org @end
closeonkeypress
hidepokepic
end

#org @rec
= [player] received the Charmander!

#org @name
call 0x1A74EB
return

#org @nick
= Would you like to give a\nnickname to Charmander?



Thanks in advance for any help.
To hide a sprite, you need to give it a flag number also. Put the flag number (say, 1000) in the Person ID of the sprite, and put setflag 0xflag# (or, if using 1000, setflag 0x1000) in your script after the hidesprite command. The sprite will then stay hidden unless you clear the flag again.

Mmk guys. I'm trying to take this movement script I'm working on one step at a time using PKSV. Seems like there are multiple ways of coding this with different programs (I suppose it all depends on the compiler you're using, whether you input raws or score_under's shortcuts like the one I have here, say_!) and it's confuzzling my already confuzzled brain.

First thing's first. Exclamation point over the player's head. Simple? Yes. Making sense to me? Nope. At least, not my result. Here's what I have:

Spoiler:
#dynamic 0x88002BC
'-----------------------------------
#org @start
lockall
checkflag 0x1003
if true jump :end
applymovement PLAYER @exc
pauseevent 0x0
setflag 0x1003
:end
releaseall
end

#org @exc
m say_! end

It dumps the following code back out:

Spoiler:
#org 0x88002BC
'-----------------------------------
lockall
settrainerflag 0x3FE
setbyte2 0x6 0x1
storeitems 0x2 0x880 65359
nop0 ' #raw 0x0
#raw 0xBD
end
...which is all garbage code from what I can tell and doesn't really tell me anything. Why does it dump random code like this? Should I try using another offset? Another flag? What's up?
I don't use PKSV (and you shouldn't either - use XSE) but the most likely cause of your problem is simply that the offset you're using is already being used in your game for something and that's why it's not being written.

In XSE you would use #dynamic 0x800000 to search for the free space when writing your script, don't know how you do it in PKSV, but my suggestion is to find an offset with enough free space for your script and use that instead, and your script should be written.
Seen October 8th, 2010
Posted May 25th, 2010
45 posts
15.2 Years
@Newpkmnhack:
Well..um. You could use vars (variables). You set a script tile to the right of her and any other direction you want. Then you set a var using 'setvar' on the basis of direction. Then you use comparevar in the main script, and depending on the variable set, you can have different movements.
Thank you, Im good a basic scripting and i wanna progress so im gunna do a bit of playing around and see if i can get it to work thanks very much ;]].

dizzyKitty

The Confuzzled Coding Cat

Age 32
Female
Virginia
Seen January 12th, 2014
Posted February 21st, 2011
16 posts
13 Years
I don't use PKSV (and you shouldn't either - use XSE) but the most likely cause of your problem is simply that the offset you're using is already being used in your game for something and that's why it's not being written.

In XSE you would use #dynamic 0x800000 to search for the free space when writing your script, don't know how you do it in PKSV, but my suggestion is to find an offset with enough free space for your script and use that instead, and your script should be written.
Mkay. I tried another offset that I found with FSF and rewrote the code to suit XSE. Here it is:

Spoiler:
#dynamic 0x82D533F
'-----------------------------------
#org @start
lockall
checkflag 0x1003
if 0x1 goto @done
applymovement 0xFF @exc
pause 0x0
setflag 0x1003
releaseall
end

#org @exc
#raw 0x62
#raw 0xFE

#org @done
release
end

It debugs just fine, but when I try to compile it, I get this error:
Error 63 "Bad record number" on line 1.
I've read around about this bug and all I can come up with is that I'm using an incorrect ROM version. What does that mean? Am I going to have to find another copy of the ROM and start coding all over again? I've made quite a bit of progress up to this point with other scripts and mapping and it'd be quite a disappointment to have to start from scratch. Is there another explanation for this bug? Is it yet another offset issue?

Zeffy

g'day

Male
Seen December 1st, 2022
Posted January 30th, 2021
6,395 posts
14.1 Years
Mkay. I tried another offset that I found with FSF and rewrote the code to suit XSE. Here it is:

Spoiler:
#dynamic 0x82D533F
'-----------------------------------
#org @start
lockall
checkflag 0x1003
if 0x1 goto @done
applymovement 0xFF @exc
pause 0x0
setflag 0x1003
releaseall
end

#org @exc
#raw 0x62
#raw 0xFE

#org @done
release
end

It debugs just fine, but when I try to compile it, I get this error:
I've read around about this bug and all I can come up with is that I'm using an incorrect ROM version. What does that mean? Am I going to have to find another copy of the ROM and start coding all over again? I've made quite a bit of progress up to this point with other scripts and mapping and it'd be quite a disappointment to have to start from scratch. Is there another explanation for this bug? Is it yet another offset issue?
Try to remove the characters after dynamic 0x82D533F. If that doesn't work, then just find a new free offset.

dizzyKitty

The Confuzzled Coding Cat

Age 32
Female
Virginia
Seen January 12th, 2014
Posted February 21st, 2011
16 posts
13 Years

Try to remove the characters after dynamic 0x82D533F. If that doesn't work, then just find a new free offset.
The commented portion you mean? Deleted that. And I tried several new offsets, still the same bug. =/
Age 28
Seen April 7th, 2014
Posted April 2nd, 2014
3,977 posts
15.8 Years
@dizzykitty:
Spoiler:
#dynamic 0xoffset

#org @start
checkflag 0x1003
if 0x1 goto @done
applymovement 0xFF @exc
waitmovement 0x0
setflag 0x1003
end

#org @exc
#raw 0x62
#raw 0xFE

#org @done
release
end

Open FSF, Open your rom. Search for enough bytes. Copy the first offset and paste it after the '#dynamic 0x'.

dizzyKitty

The Confuzzled Coding Cat

Age 32
Female
Virginia
Seen January 12th, 2014
Posted February 21st, 2011
16 posts
13 Years
@dizzykitty:
Spoiler:
#dynamic 0xoffset

#org @start
checkflag 0x1003
if 0x1 goto @done
applymovement 0xFF @exc
waitmovement 0x0
setflag 0x1003
end

#org @exc
#raw 0x62
#raw 0xFE

#org @done
release
end

Open FSF, Open your rom. Search for enough bytes. Copy the first offset and paste it after the '#dynamic 0x'.
Thank you Binary. =3 I think I figured out what I was doing wrong -- extra digit in the offset. *facepalm*

Though now my game freezes in-game when I trigger the script. Why might that be?

Spoiler:
'---------------
#org 0x80053B
checkflag 0x1003
if 0x1 goto 0x8800556
applymovement MOVE_PLAYER 0x8800553
waitmovement 0x0
setflag 0x1003
end

'---------------
#org 0x800556
release
end


'-----------
' Movements
'-----------
#org 0x800553
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements
Seen May 21st, 2011
Posted January 15th, 2011
54 posts
14.2 Years
Alright, so another nooby question coming up.

How do you stop a level script from repeating??

Here's mine, as soon as I get past the last applymovements, it repeats...


Spoiler:
#dynamic 0x80247D

#org @start
setvar 0x5649 0x0
applymovement 0xFF @go
waitmovement 0x0
applymovement 0x04 @go2
waitmovement 0x0
applymovement 0x05 @go3
applymovement 0x04 @go4
waitmovement 0x0
msgbox @redwood 0x6
applymovement 0x05 @nada
applymovement 0x04 @nada
waitmovement 0x0
release
end

#org @go
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0xFE

#org @go2
#raw 0x02
#raw 0xFE

#org @go3
#raw 0x21
#raw 0xFE

#org @go4
#raw 0x01
#raw 0xFE

#org @redwood
= Redwood: Ah, so you are \v\h01?\pI'm glad to finally meet you.\pI've called you and James here to\nhelp me in my research.\pOn this desk are three Pok\h1Bballs,\neach containing a Pok\h1Bmon.\pI'd like you each to choose one\nbefore I tell you your task.\pGo on \v\h01, pick one.

#org @nada
#raw 0x02
#raw 0xFE
Seen February 23rd, 2014
Posted March 13th, 2011
5 posts
13.6 Years
I'm having something of a serious (game breaking) problem with a script on my hack. Its a ruby hack and its to do with the 5th gym leader (norman). All I did with the script was edit the name of the badge in the text he speaks and it ruined everything about the leader.

Initially this just made it so that he wouldn't initiate the catching tutorial with wally when you first speak to him, which I "fixed" by just removing the guy that stops you from moving on until you view the event. After playing even further though, to the point when you are supposed to battle him, it turns out that part of the script was also somehow corrupted, as he still just sits in the front of the gym and won't battle when spoken to, and the doors to his gym's trainers are also locked.

I am a complete newb when it comes to script (literally all i have done is changed text) and this is the first thing that's really gone wrong so far. Can anyone here give me some preliminary suggestions/advice on how to fix this, or if more is needed (like the script) I can certainly provide it.
Male
Seen August 17th, 2016
Posted May 9th, 2015
673 posts
14.2 Years
Alright, so another nooby question coming up.

How do you stop a level script from repeating??

Here's mine, as soon as I get past the last applymovements, it repeats...


Spoiler:
#dynamic 0x80247D

#org @start
setvar 0x5649 0x1
applymovement 0xFF @go
waitmovement 0x0
applymovement 0x04 @go2
waitmovement 0x0
applymovement 0x05 @go3
applymovement 0x04 @go4
waitmovement 0x0
msgbox @redwood 0x6
applymovement 0x05 @nada
applymovement 0x04 @nada
waitmovement 0x0
release
end

#org @go
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0xFE

#org @go2
#raw 0x02
#raw 0xFE

#org @go3
#raw 0x21
#raw 0xFE

#org @go4
#raw 0x01
#raw 0xFE

#org @redwood
= Redwood: Ah, so you are \v\h01?\pI'm glad to finally meet you.\pI've called you and James here to\nhelp me in my research.\pOn this desk are three Pok\h1Bballs,\neach containing a Pok\h1Bmon.\pI'd like you each to choose one\nbefore I tell you your task.\pGo on \v\h01, pick one.

#org @nada
#raw 0x02
#raw 0xFE
Assuming you've set 0x5649 as the var number for you scrip in A-Map and the var value is 0000, instead of having setvar 0x5649 0x0, it should be setvar 0x5649 0x1.

The reason being that with 5649 as the var # and 0000 as the var value, the script will activate whenever you are standing on that block, as long as variable 5649 is set to 0000. If you set it to 0x1 in the script, it won't activate again, because the var value of 5649 is now set at 0001.
Seen May 21st, 2011
Posted January 15th, 2011
54 posts
14.2 Years
Assuming you've set 0x5649 as the var number for you scrip in A-Map and the var value is 0000, instead of having setvar 0x5649 0x0, it should be setvar 0x5649 0x1.

The reason being that with 5649 as the var # and 0000 as the var value, the script will activate whenever you are standing on that block, as long as variable 5649 is set to 0000. If you set it to 0x1 in the script, it won't activate again, because the var value of 5649 is now set at 0001.
Ahhhhh ;) thanks so much :D

Alright so another easy one that I can't find the answer to...

This is a regular script event, yet the tile freezes when I step on it. Do I have to change the unknowns or var values etc... in Advance Map? or is it the script its-self?

Spoiler:
#dynamic 0x8051B1

#org @start
checkflag 0x828
if 0x1 goto @end
msgbox @talk 0x4
closeonkeypress
applymovement 0xFF @back
end

#org @end
end

#org @talk
= Wait, you still have to\npick a Pok\h1Bmon!

#org @back
#raw 0x11
#raw 0xFE

Zeffy

g'day

Male
Seen December 1st, 2022
Posted January 30th, 2021
6,395 posts
14.1 Years
Ahhhhh ;) thanks so much :D

Alright so another easy one that I can't find the answer to...

This is a regular script event, yet the tile freezes when I step on it. Do I have to change the unknowns or var values etc... in Advance Map? or is it the script its-self?

Spoiler:
#dynamic 0x8051B1

#org @start
checkflag 0x828
if 0x1 goto @end
msgbox @talk 0x4
closeonkeypress
applymovement 0xFF @back
end

#org @end
end

#org @talk
= Wait, you still have to\npick a Pok\h1Bmon!

#org @back
#raw 0x11
#raw 0xFE
Yes, you need to change the Unknown and Var Numbers. As long as you have movements, you need to AFAIK.
Male
Seen January 6th, 2017
Posted March 5th, 2016
202 posts
13.2 Years
I'm having something of a serious (game breaking) problem with a script on my hack. Its a ruby hack and its to do with the 5th gym leader (norman). All I did with the script was edit the name of the badge in the text he speaks and it ruined everything about the leader.

Initially this just made it so that he wouldn't initiate the catching tutorial with wally when you first speak to him, which I "fixed" by just removing the guy that stops you from moving on until you view the event. After playing even further though, to the point when you are supposed to battle him, it turns out that part of the script was also somehow corrupted, as he still just sits in the front of the gym and won't battle when spoken to, and the doors to his gym's trainers are also locked.

I am a complete newb when it comes to script (literally all i have done is changed text) and this is the first thing that's really gone wrong so far. Can anyone here give me some preliminary suggestions/advice on how to fix this, or if more is needed (like the script) I can certainly provide it.
You probably made the next larger than it originally was, in which case it would have overwrote another part of the script, or another script in the area. Not much you can really do about it tbh unless you re-write the whole script into a new, dynamic offset.

You should back-up often, and keep at least 5 back-ups at a time.
Male
22nd floor of the Carrot Tower in Setagaya, Tokyo, Japan
Seen September 30th, 2010
Posted September 6th, 2010
123 posts
14.8 Years
Where can I edit what Oak says at the start in the lab? In his script in the lab I can only edit some of it, and not all. It's not in any of the other scripts/person events on that map either?

To be more exact; the first few lines he and Gary is saying ("Gramps, I'm fed up with waiting","Be patient [insert rival name]" ++) aren't showing in his person-event-script-thingy..

The whole Oak-script seems kinda complicated (with level scripting and all)..
Male
Seen January 6th, 2017
Posted March 5th, 2016
202 posts
13.2 Years
Where can I edit what Oak says at the start in the lab? In his script in the lab I can only edit some of it, and not all. It's not in any of the other scripts/person events on that map either?

To be more exact; the first few lines he and Gary is saying ("Gramps, I'm fed up with waiting","Be patient [insert rival name]" ++) aren't showing in his person-event-script-thingy..

The whole Oak-script seems kinda complicated (with level scripting and all)..
That's because that text is part of the level script. To edit that you would open up Oak's Lab in Advance Map, scroll down to "Scripts" and click "Open Script" (I think that's the only level script in there).

Level scripts are just like normal scripts really.
Male
22nd floor of the Carrot Tower in Setagaya, Tokyo, Japan
Seen September 30th, 2010
Posted September 6th, 2010
123 posts
14.8 Years
That's because that text is part of the level script. To edit that you would open up Oak's Lab in Advance Map, scroll down to "Scripts" and click "Open Script" (I think that's the only level script in there).

Level scripts are just like normal scripts really.
Do you mean; Oak's Lab map --> Header --> Scroll down to 'Map script --> Open script?

When I do that, the script that comes up is this one:

'---------------
#org 0x168F8E
setflag 0x2CF
compare 0x4055 0x1
if 0x1 call 0x8168FC6
compare 0x4055 0x7
if 0x1 call 0x8168FD5
compare 0x4055 0x8
if 0x1 call 0x8168FC0
checkflag 0x247
if 0x1 call 0x8168FBC
end

'---------------
#org 0x168FC6
movesprite2 0x4 0x6 0xB
spritebehave 0x4 0x7
playsong2 0x12E
return

'---------------
#org 0x168FD5
movesprite2 0x4 0x6 0xB
spritebehave 0x4 0x7
return

'---------------
#org 0x168FC0
setvar 0x4055 0x9
return

'---------------
#org 0x168FBC
setflag 0x24F
return
I'm confused. :(

EDIT:

OMG, I FOUND IT. AFTER A LOT OF FREAKIN' HOURS OF BOREDOM. YES. :D

I just had to scroll the script number (script no.)! I had tried every possible way except that. Searcing all maps, all events. But finally. Yes. :D
Seen May 21st, 2011
Posted January 15th, 2011
54 posts
14.2 Years
Alright, so I have a working script box that stops the player from leaving Oak's lab while picking their starters. It works fine, and is supposed to deactivate after picking a Pokemon. However, after the starter is picked and I walk back over the tile, my player freezes.

Here's the script
Spoiler:

#org 0x8051B1
checkflag 0x828
if 0x1 goto 0x88051CC
msgbox 0x88051CE 0x4 '"Wait, you still have to pick a\nPo..."
closeonkeypress
applymovement 0xFF 0x88051F8
setvar 0x200 0xD101
'---------------
#org 0x8051CC
end


'---------
' Strings
'---------
#org 0x8051CE
= Wait, you still have to pick a\nPokémon!


'-----------
' Movements
'-----------
#org 0x8051F8
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements
Age 48
Male
Scotland, Lesmahagow
Seen August 3rd, 2015
Posted February 7th, 2011
1,087 posts
13.4 Years
Spoiler:
#dynamic 0x800000

#org @start
checkflag 0x1024
if 0x0 goto @end
checkflag 0x1025
if 0x1 goto @end
applymovement 0x5 @1
applymovement 0xff @2
waitmovement 0x0
msgbox @msg1 0x2
checkflag 0x1020
if 0x1 goto @turtwig
checkflag 0x1027
if 0x1 goto @piplup
trainerbattle 0x9 0x147 0x0 @msg2 @msg3
msgbox @msg4 0x2
applymovement @3 0x5
waitmovement 0x0
hidesprite 0x5
setflag 0x1005
setflag 0x1025
setvar 0x4022
release
end

the rest isn't important

nothing happens. it's for firered.

Logan

Age 28
Male
Salisbury, England
Seen July 19th, 2022
Posted November 12th, 2021
10,414 posts
14.5 Years
Try using different flags, you may have accidentally set/not set one.
Male
Seen January 6th, 2017
Posted March 5th, 2016
202 posts
13.2 Years
Alright, so I have a working script box that stops the player from leaving Oak's lab while picking their starters. It works fine, and is supposed to deactivate after picking a Pokemon. However, after the starter is picked and I walk back over the tile, my player freezes.

Here's the script
Spoiler:

#org 0x8051B1
checkflag 0x828
if 0x1 goto 0x88051CC
msgbox 0x88051CE 0x4 '"Wait, you still have to pick a\nPo..."
closeonkeypress
applymovement 0xFF 0x88051F8
setvar 0x200 0xD101
'---------------
#org 0x8051CC
release
end


'---------
' Strings
'---------
#org 0x8051CE
= Wait, you still have to pick a\nPokémon!


'-----------
' Movements
'-----------
#org 0x8051F8
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements
There. I just stuck "release" before end in the "nul" script. That should do it.

By the way I reccomend you make a script with nothing but

#dynamic 0xOFFSET
#org @start
lock
release
end

Make sure to save the dynamic offset that is produced into a text document, and whenever you want a script to end, replace:

if 0x1
goto @script end

with

if 0x1
call 0xOFFSET (The offset that was produced from the dynamic offset earlier)

This just saves a lot of otherwise wasted offsets.
Male
Seen August 17th, 2016
Posted May 9th, 2015
673 posts
14.2 Years
Alright, so I have a working script box that stops the player from leaving Oak's lab while picking their starters. It works fine, and is supposed to deactivate after picking a Pokemon. However, after the starter is picked and I walk back over the tile, my player freezes.

Here's the script
Spoiler:

#org 0x8051B1
checkflag 0x828
if 0x1 goto 0x88051CC
msgbox 0x88051CE 0x4 '"Wait, you still have to pick a\nPo..."
closeonkeypress
applymovement 0xFF 0x88051F8
setvar 0x200 0xD101
'---------------
#org 0x8051CC
end


'---------
' Strings
'---------
#org 0x8051CE
= Wait, you still have to pick a\nPokémon!


'-----------
' Movements
'-----------
#org 0x8051F8
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements
What's with "setvar 0x200 0xD101"?

That can't be right, so it would make sense for the game to freeze there. I'm guessing the script you were compiling didn't say that, which probably means you don't have enough space at that offset for your script to fit.

When writing new scripts, just start it like this:

#dynamic 0x800000

#org @start
[insert script here]
XSE will find an offset with enough room, and all you have to do is copy it when it shows it to you. Try that with the original script you've written.
Male
Seen January 6th, 2017
Posted March 5th, 2016
202 posts
13.2 Years
Okay I'm experiencing quite an annoying error on my script.

Spoiler:
'---------------
#org 0x161691
lock
faceplayer
checkflag 0x101
if 0x1 goto 0x81616B0
msgbox 0x8161AD1 MSG_NORMAL '"[player]: Hey, Oak.\pOak: Oh hello..."
setflag 0x101
clearflag 0x103
clearflag 0x102
release
end

'---------------
#org 0x1616B0
checkflag 0x104
if 0x1 goto 0x81616C4
msgbox 0x8161D67 MSG_NORMAL '"Oak: Go on [player].\pI will give ..."
release
end

'---------------
#org 0x1616C4
checkflag 0x829
if 0x1 goto 0x81616EF
msgbox 0x8161DB3 MSG_NORMAL '"Oak: Ah, welcome back--\p[player]:..."
fanfare 0x13E
preparemsg 0x8162147 '"[black_fr]You received the Poképag..."
lock
faceplayer
waitmsg
waitfanfare
setflag 0x829
special 0x16F
msgbox 0x816218B MSG_NORMAL '"Oak: Now go and find your mother.\..."
msgbox 0x81621C9 MSG_NORMAL '"Oak: Goodbye [player], and good lu..."
release
end

'---------------
#org 0x1616EF
msgbox 0x81621C9 MSG_NORMAL '"Oak: Goodbye [player], and good lu..."
release
end


'---------
' Strings
'---------
#org 0x161AD1
= [player]: Hey, Oak.\pOak:

#org 0x161D67
= Oak: Go on [player].\p

#org 0x161DB3
= Oak:
#org 0x162147
= [black_fr]

#org 0x7743673
= Oak:
#org 0x1621C9
= Oak:


The error is right near the end:
'---------------
#org 0x1616C4
checkflag 0x829
if 0x1 goto 0x81616EF
msgbox 0x8161DB3 MSG_NORMAL '"Oak: Ah, welcome back--\p[player]:..."
fanfare 0x13E
preparemsg 0x8162147 '"[black_fr]You received the "
lock
faceplayer
waitmsg
waitfanfare
setflag 0x829
special 0x16F
msgbox 0x816218B MSG_NORMAL '"Oak: Now go and find your mother.\..."
msgbox 0x81621C9 MSG_NORMAL '"Oak: Goodbye [player], and good lu..."
release
end

'---------------
#org 0x1616EF
msgbox 0x81621C9 MSG_NORMAL '"Oak: Goodbye [player], and good lu..."
release
end

It displays that second message box there, with two msgboxes in a row. I didn't tell it to do this, and I don't want it to do this.

U tried removing the line "msgbox 0x81621C9 MSG_NORMAL '"Oak: Goodbye [player], and good lu..."" but when I compile it, it just sticks it back in there. I even tried replacing it entirely with a "call 0xoffset", with the offset being a script which is just "release end". It even just replaced this with the messagebox again. =s

EDIT: I fixed it by making a new script with

msgbox 0x816218B 0x6
release
end

And replacing
msgbox 0x816218B MSG_NORMAL '"Oak: Now go and find your mother.\..."
msgbox 0x81621C9 MSG_NORMAL '"Oak: Goodbye [player], and good lu..."
release
end

with

call 0xoffset (offset being the new script i made)

It fixed it but how bizaare to have to do to such extremes :s
Male
Seen June 29th, 2010
Posted June 16th, 2010
23 posts
13 Years
Well, I'm very green to hacking and scripting, and so I'm having a lot of trouble with this concept. I'm hacking Emerald, and I'd like to add more legendary Pokemon encounters on the map. I hate it when legendary Pokemon are encountered multiple times in the wild.

So, this is a person event on the map, or should be, but the script won't compile. This is a script generated by PKSVUI, but it won't compile in that program or any other. I'd like to make a script that works in XSE, as I'll be using that when my knowledge about scripting grows.

Spoiler:
#dynamic 0xE3CF65
#org @start
special 0x187
compare LASTRESULT 2
if == jump 0x81A7AE0
special 0x188
lock
faceplayer
checksound
cry MEWTWO 2
waitcry
pause 0x14
playsound 0x156 0x0
battle MEWTWO 0x46 TWISTEDSPOON
setflag 0x807
special 0x138
waitspecial
clearflag 0x807
special2 0x800D 0xB4
compare LASTRESULT 1
if == jump 0x8162558
compare LASTRESULT 4
if == jump 0x8162561
compare LASTRESULT 5
if == jump 0x8162561
setflag 0xC1
release
end

locoroco

Ginga Densetsu Weed ANIME PWNS

Age 27
Male
Manati, Puerto rico
Seen January 15th, 2011
Posted December 21st, 2010
251 posts
13.6 Years
oooopps i dnt do emmerald sorry
This signature has been disabled.
Signature needs to be kept to a 600px x 400px area. Your long line of text pushes it over the limit. Put a few enters there and you will be able to get it inside the limits.
Please review and fix the issues by reading the signature rules.

You must edit it to meet the limits set by the rules before you may remove the [sig-reason] code from your signature. Removing this tag will re-enable it.

Do not remove the tag until you fix the issues in your signature. You may be infracted for removing this tag if you do not fix the specified issues. Do not use this tag for decoration purposes.