Script Help Thread (DO NOT REQUEST SCRIPTS) Page 162

Started by HackMew December 20th, 2008 5:10 AM
  • 625740 views
  • 9682 replies
Male
Seen January 6th, 2017
Posted March 5th, 2016
202 posts
13.2 Years
well, i'm new at scripting, and am following thethethethe's script tutorial, but this sign isn't working.

#org $start
lock
faceplayer
message $1
boxset 6
release
end
#org $1
$1 1 = Thanks for playing the\lfirst BETA of this hack.

it is for the very end of my first beta, on a sign that blocks a cave.
THAT isn't working? This is why I don't use PKSV.

Maybe try putting a space between end and #org $1?
Also try just having this underneath:
= Thanks for playing the\lfirst BETA of this hack. (remove the $1 1)

siper x

I'm Russia, Fear Russia

Age 27
Male
Seen March 29th, 2023
Posted July 14th, 2016
375 posts
13.8 Years
THAT isn't working? This is why I don't use PKSV.

Maybe try putting a space between end and #org $1?
Also try just having this underneath:
= Thanks for playing the\lfirst BETA of this hack. (remove the $1 1)
now it has this whe i removed it, and added a space

Cannot open defines.dat!

this is one of my first scripts, but when i look at the tutorial i did everything right. HELP!
Never wish for death, but life. If you die, who will protect those precious to you?

Blood brother to Kroso
Seen May 21st, 2011
Posted January 15th, 2011
54 posts
14.2 Years
Sorry, my other post got buried, so here it is again:

Hey, just wondering, but when you set a level script, then you want that sprite in the level script to vanish after you enter the area again... What do you do? I have no idea, hidesprite only hides the sprite as I finish walking out the door, so I still see it for a second or two...

Thanks for any help :)
Male
Seen December 9th, 2011
Posted September 22nd, 2010
66 posts
13.5 Years
Siper X:
Spoiler:
#dynamic 0x000000 'replace 0x000000 with the scripts offset

#org @start
lock
faceplayer
message @1
boxset 6
release
end

#org @1
= Thanks for playing the\lfirst BETA of this hack.


Try this out
If that doesn't work I have one more idea, but try that first.
Currently working on: Pokemon Moonlight

Co500

Nostalgia Edition

Male
Far Awayyyyyyy
Seen December 14th, 2021
Posted August 23rd, 2015
563 posts
14.9 Years
Siper X:
Spoiler:
#dynamic 0x000000 'replace 0x000000 with the scripts offset

#org @start
lock
faceplayer
message @1
boxset 6
release
end

#org @1
= Thanks for playing the\lfirst BETA of this hack.


Try this out
If that doesn't work I have one more idea, but try that first.
try this
Spoiler:

#dynamic 0x800000
#org @start
lock
faceplayer
msgbox @1 0x6
release
end

#org @1
= Thanks for playing the \nfirst BETA of this hack


also mine
Spoiler:

#dynamic 0x800000
#org @start
lock
faceplayer
msgbox @1 0x6
applymovement 0xFF @move
waitmovement 0x0
msgbox @2 0x6
warp 0x02 0x21 0xFF 0x0B 0x0B
release
end

#org @1
= 11pm!.\nI should be in bed!

#org @move
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x11
#raw 0x12
#raw 0x12
#raw 0x12

#org @2
= Oh so tired. \n*yawn*

everything works except the warp
It can't end now. Not like this.


I hope you’ll remember, there is something good in goodbye.



Male
Seen December 9th, 2011
Posted September 22nd, 2010
66 posts
13.5 Years
try this
Spoiler:

#dynamic 0x800000
#org @start
lock
faceplayer
msgbox @1 0x6
release
end

#org @1
= Thanks for playing the \nfirst BETA of this hack


also mine
Spoiler:

#dynamic 0x800000
#org @start
lock
faceplayer
msgbox @1 0x6
applymovement 0xFF @move
waitmovement 0x0
msgbox @2 0x6
warp 0x02 0x21 0xFF 0x0B 0x0B
release
end

#org @1
= 11pm!.\nI should be in bed!

#org @move
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x11
#raw 0x12
#raw 0x12
#raw 0x12

#org @2
= Oh so tired. \n*yawn*

everything works except the warp
I didnt put 0x800000 just in case that slot was used.
Currently working on: Pokemon Moonlight
Male
Seen December 9th, 2011
Posted September 22nd, 2010
66 posts
13.5 Years
I'm stuck with this script? Can you please help me?

#dynamic offset
#org @start
applymovement 0xFF @move
waitmovement 0x0
release
end

#org @move
#raw 0x63
#raw 0xFE


I'm noob about applymovement.. I cant make any of these script work.

Please can someone help me?
here is one that works, if you have more issues let me know, your problem was that you didn't make an offset for the game to reference to.
Spoiler:

#dynamic 0x0800000
#org @start
applymovement 0xFF @move
waitmovement 0x0
release
end
#org @move
#raw 0x63
#raw 0xFE
Currently working on: Pokemon Moonlight

psychicboy

Hacking is all that matters...

Age 29
Male
Twilight Town
Seen May 1st, 2016
Posted April 28th, 2016
538 posts
13.7 Years
Alright guys, gonna need an advance scripter here pronto. This isnt recomended for lightweights.

Heres the problem. when I use this script here, after it has been executed when I leave the current building, everything is black. Can someone tell me what is wrong with this script that would make it do something like that?

Spoiler:
#dynamic 0x800000

#org @start
applymovement MOVE_PLAYER @move1
textcolor 0x1
msgbox @msg1 0x6
textcolor 0x0
msgbox @msg2 0x6
textcolor 0x1
msgbox @msg3 0x6
textcolor 0x0
msgbox @msg4 0x6
textcolor 0x1
msgbox @msg5 0x6
textcolor 0x0 
msgbox @msg6 0x6
sound 0x15
applymovement MOVE_PLAYER @move2
waitmovement 0x0
checkflag 0xBBE
if 0x1 goto @suicune
checkflag 0xBBD
if 0x1 goto @entei
checkflag 0xBBC
if 0x1 goto @raikou
end

#org @entei
showsprite 0x9
fadeout 0x1 
cry 0xF4 0x0
waitcry 
sound 0x15
applymovement 0x3 @move3
waitmovement 0x0
textcolor 0x1
msgbox @msg18 0x6
applymovement 0x9 @move4
waitmovement 0x0
sound 0x15
applymovement 0x9 @move5
msgbox @msg8 0x6
waitmsg 
waitmovement 0x9
applymovement 0x9 @move6
waitmovement 0x9 
sound 0x15
applymovement 0x9 @move5
waitmovement 0x9
msgbox @msg9 0x6
waitmsg 
applymovement 0x9 @move7
waitmovement 0x9
applymovement MOVE_PLAYER @move8
applymovement 0x3 @move8
waitmovement 0x0
textcolor 0x2
preparemsg @msg17
textcolor 0x0
msgbox @msg11 0x6
waitmsg 
cry 0xF4 0x0
waitcry
hidesprite 0x9
applymovement MOVE_PLAYER @move9
waitmovement 0x0
fadedefault
textcolor 0x1 
msgbox @msg12 0x6
waitmsg
applymovement 0x3 @move10
waitmovement 0x3
msgbox @msg13 0x6
hidesprite 0xA
applymovement 0x3 @move11
msgbox @msg14 0x6
setflag 0x829
special 0x16F
textcolor 0x0
msgbox @msg15 0x6
textcolor 0x1 
msgbox @msg16 0x6
release
setvar 0x5002 0x1
end

#org @raikou
showsprite 0x8
fadeout 0x1 
cry 0xF4 0x0
waitcry 
sound 0x15
applymovement 0x3 @move3
waitmovement 0x0
textcolor 0x1
msgbox @msg20 0x6
applymovement 0x8 @move4
waitmovement 0x0
sound 0x15
applymovement 0x8 @move5
msgbox @msg8 0x6
waitmsg 
waitmovement 0x8
applymovement 0x8 @move6
waitmovement 0x8 
sound 0x15
applymovement 0x8 @move5
waitmovement 0x8
msgbox @msg9 0x6
waitmsg 
applymovement 0x8 @move7
waitmovement 0x8
applymovement MOVE_PLAYER @move8
applymovement 0x3 @move8
waitmovement 0x0
textcolor 0x2
preparemsg @msg19
textcolor 0x0
msgbox @msg11 0x6
waitmsg 
cry 0xF3 0x0
waitcry
hidesprite 0x8
applymovement MOVE_PLAYER @move9
waitmovement 0x0
fadedefault
textcolor 0x1 
msgbox @msg12 0x6
waitmsg
applymovement 0x3 @move10
waitmovement 0x3
msgbox @msg13 0x6
hidesprite 0xA
applymovement 0x3 @move11
msgbox @msg14 0x6
setflag 0x829
special 0x16F
textcolor 0x0
msgbox @msg15 0x6
textcolor 0x1 
msgbox @msg16 0x6
release
setvar 0x5002 0x1
end

#org @suicune
showsprite 0x7
fadeout 0x1 
cry 0xF5 0x0
waitcry 
sound 0x15
applymovement 0x3 @move3
waitmovement 0x0
textcolor 0x1
msgbox @msg7 0x6
applymovement 0x7 @move4
waitmovement 0x0
sound 0x15
applymovement 0x7 @move5
msgbox @msg8 0x6
waitmsg 
waitmovement 0x7
applymovement 0x7 @move6
waitmovement 0x7 
sound 0x15
applymovement 0x7 @move5
waitmovement 0x7 
msgbox @msg9 0x6
waitmsg 
applymovement 0x7 @move7
waitmovement 0x7
applymovement MOVE_PLAYER @move8
applymovement 0x3 @move8
waitmovement 0x0
textcolor 0x2
preparemsg @msg10
textcolor 0x0
msgbox @msg11 0x6
waitmsg 
cry 0xF5 0x0
waitcry
hidesprite 0x7
applymovement MOVE_PLAYER @move9
waitmovement 0x0
fadedefault
textcolor 0x1 
msgbox @msg12 0x6
waitmsg
applymovement 0x3 @move10
waitmovement 0x3
msgbox @msg13 0x6
hidesprite 0xA
applymovement 0x3 @move11
msgbox @msg14 0x6
setflag 0x829
special 0x16F
textcolor 0x0
msgbox @msg15 0x6
textcolor 0x1 
msgbox @msg16 0x6
release
setvar 0x5002 0x1
end

#org @msg1
= Prof Mizuke: Sigh...\nYour late

#org @msg2
= [player]: Uhh... I had a dream\nand overslept..

#org @msg3
= Prof Mizuke: Well thats a shame,\nall of the starter pokemon were\ltaken while you were dreaming.

#org @msg4
= [player]: No...\nThats... Impossible!

#org @msg5
= Prof Mizuke: I'm sorry [player]\nbut the rules state its impossible\lfor someone to become a trainer\lwithout at least one pokemon...\pYou'll have to come back\nnext season...

#org @msg6
= [player]: Why... Its just\nnot fair...\pAll that waitin-

#org @msg7
= Prof Mizuke: W-why thats the\nlegendary pokemon Suicune! 

#org @msg8
= Prof Mizuke: I never thought\nI'd live long enough to see\lthis pokemon...

#org @msg9
= Prof Mizuke: So young and\ncurious too!

#org @msg10
= Suicune gently nudges an item on\nyour belt.\pAfter close inspection,\nit appears to be some kind\lof pokeball!

#org @msg11
= [player]: What the..\nWhen did this get here?\pUhm.. Uhh..\nSuicune, return!?

#org @msg12
= Prof Mizuke: Truly remarkable..\p...\pWell [player], looks like you\nhave your pokemon.\lLucky for you, I have another\lPokedex to spare...

#org @msg13
= Prof Mizuke: I'll just change\nthis...\pPress that..\p...\pThere! All done.\nIts now registered to [player].

#org @msg14
= Prof Mizuke: Here you go [player].\nYou are now an official trainer!

#org @msg15
= [player]: Thank you professor!\pI can't believe I'm finally\na trainer...

#org @msg16
= Prof Mizuke: You've come a\nlong way [player]...\pNow run along. [rival]'s already\nway ahead!\pOh yes, before you start your\njourney, go visit your father.\pHe has something to give you.

#org @msg17
= Entei gently nudges an item on\nyour belt.\pAfter close inspection,\nit appears to be some kind\lof pokeball!

#org @msg18
= Prof Mizuke: W-why thats the\nlegendary pokemon Entei! 

#org @msg19
= Raikou gently nudges an item on\nyour belt.\pAfter close inspection,\nit appears to be some kind\lof pokeball!

#org @msg20
= Prof Mizuke: W-why thats the\nlegendary pokemon Raikou! 

#org @move1
#raw 0x11 //Step Up (Normal)
#raw 0x11 //Step Up (Normal)
#raw 0x11 //Step Up (Normal)
#raw 0x11 //Step Up (Normal)
#raw 0xFE //End of Movements

#org @move2
#raw 0x62 //Exclamation Mark (!)
#raw 0x3 //Face Right
#raw 0xFE //End of Movements

#org @move3
#raw 0x62 //Exclamation Mark (!)
#raw 0x3 //Face Right
#raw 0xFE //End of Movements

#org @move4
#raw 0xD //Step Up (Slow)
#raw 0x2 //Face Left
#raw 0xFE //End of Movements

#org @move5
#raw 0x63 //Question Mark (?)
#raw 0xFE //End of Movements

#org @move6
#raw 0x1 //Face Up
#raw 0x17 //Jump2 Right
#raw 0x17 //Jump2 Right
#raw 0xFE //End of Movements

#org @move7
#raw 0x1D //Step Down (Fast)
#raw 0x1D //Step Down (Fast)
#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 0x1F //Step Left (Fast)
#raw 0x1E //Step Up (Fast)
#raw 0xFE //End of Movements

#org @move8
#raw 0x2D //Face Down (Delayed)
#raw 0xFE //End of Movements

#org @move9
#raw 0x1 //Face Up
#raw 0xFE //End of Movements

#org @move10
#raw 0x12 //Step Left (Normal)
#raw 0x11 //Step Up (Normal)
#raw 0xFE //End of Movements

#org @move11
#raw 0x13 //Step Right (Normal)
#raw 0x10 //Step Down (Normal)
#raw 0xFE //End of Movements


I'm guessing my script was so epic it broke the game?
Soon to be Hacking legend...
~Psy







Wanna play my hack? Check it out here!

My sig was "too big brah", so I shortened it.
Male
Seen October 9th, 2011
Posted June 8th, 2010
7 posts
13.1 Years
here is one that works, if you have more issues let me know, your problem was that you didn't make an offset for the game to reference to.
Spoiler:

#dynamic 0x0800000
#org @start
applymovement 0xFF @move
waitmovement 0x0
release
end
#org @move
#raw 0x63
#raw 0xFE
yes, I did that, but when i step in the script tile (the one with "s" on it.) the game freezes, i dont know how to make it work? Please help me with that?

psychicboy

Hacking is all that matters...

Age 29
Male
Twilight Town
Seen May 1st, 2016
Posted April 28th, 2016
538 posts
13.7 Years
Firered, and the funny thing is... The script works to perfection. I know for sure its the script crashing the game because if I dont activate it, the game doesnt crash when I leave the building.
Soon to be Hacking legend...
~Psy







Wanna play my hack? Check it out here!

My sig was "too big brah", so I shortened it.
Male
Seen January 6th, 2017
Posted March 5th, 2016
202 posts
13.2 Years
While I have a look through the script in detail, a small suggestion. Instead of using the line textcolour over and over, incorporate that into your writing instead. It has multiple benefits.

One, you can have more than one person talk in the same message box.
Two, it makes the script smaller.

EG: [blue_fr]Nice to meet you.

Edit: I've only scanned through as I'm going out soon, but I can only imagine it's a problem with vars. Have you set the same variable multiple times, with one conflicting with eaither a tilescript, or a level script on the map that you enter after where the dogs are?

psychicboy

Hacking is all that matters...

Age 29
Male
Twilight Town
Seen May 1st, 2016
Posted April 28th, 2016
538 posts
13.7 Years
While I have a look through the script in detail, a small suggestion. Instead of using the line textcolour over and over, incorporate that into your writing instead. It has multiple benefits.

One, you can have more than one person talk in the same message box.
Two, it makes the script smaller.

EG: [blue_fr]Nice to meet you.

Edit: I've only scanned through as I'm going out soon, but I can only imagine it's a problem with vars. Have you set the same variable multiple times, with one conflicting with eaither a tilescript, or a level script on the map that you enter after where the dogs are?
No, its definitely not conflicting with anything in the room. I'll try reducing the script size and see where that goes.
Soon to be Hacking legend...
~Psy







Wanna play my hack? Check it out here!

My sig was "too big brah", so I shortened it.

colcolstyles

Yours truly

Male
The Bay Area
Seen May 18th, 2019
Posted August 13th, 2012
1,588 posts
15 Years
Alright guys, gonna need an advance scripter here pronto. This isnt recomended for lightweights.

Heres the problem. when I use this script here, after it has been executed when I leave the current building, everything is black. Can someone tell me what is wrong with this script that would make it do something like that?

Spoiler:
#dynamic 0x800000

#org @start
applymovement MOVE_PLAYER @move1
textcolor 0x1
msgbox @msg1 0x6
textcolor 0x0
msgbox @msg2 0x6
textcolor 0x1
msgbox @msg3 0x6
textcolor 0x0
msgbox @msg4 0x6
textcolor 0x1
msgbox @msg5 0x6
textcolor 0x0 
msgbox @msg6 0x6
sound 0x15
applymovement MOVE_PLAYER @move2
waitmovement 0x0
checkflag 0xBBE
if 0x1 goto @suicune
checkflag 0xBBD
if 0x1 goto @entei
checkflag 0xBBC
if 0x1 goto @raikou
end

#org @entei
showsprite 0x9
fadeout 0x1 
cry 0xF4 0x0
waitcry 
sound 0x15
applymovement 0x3 @move3
waitmovement 0x0
textcolor 0x1
msgbox @msg18 0x6
applymovement 0x9 @move4
waitmovement 0x0
sound 0x15
applymovement 0x9 @move5
msgbox @msg8 0x6
waitmsg 
waitmovement 0x9
applymovement 0x9 @move6
waitmovement 0x9 
sound 0x15
applymovement 0x9 @move5
waitmovement 0x9
msgbox @msg9 0x6
waitmsg 
applymovement 0x9 @move7
waitmovement 0x9
applymovement MOVE_PLAYER @move8
applymovement 0x3 @move8
waitmovement 0x0
textcolor 0x2
preparemsg @msg17
textcolor 0x0
msgbox @msg11 0x6
waitmsg 
cry 0xF4 0x0
waitcry
hidesprite 0x9
applymovement MOVE_PLAYER @move9
waitmovement 0x0
fadedefault
textcolor 0x1 
msgbox @msg12 0x6
waitmsg
applymovement 0x3 @move10
waitmovement 0x3
msgbox @msg13 0x6
hidesprite 0xA
applymovement 0x3 @move11
msgbox @msg14 0x6
setflag 0x829
special 0x16F
textcolor 0x0
msgbox @msg15 0x6
textcolor 0x1 
msgbox @msg16 0x6
release
setvar 0x5002 0x1
end

#org @raikou
showsprite 0x8
fadeout 0x1 
cry 0xF4 0x0
waitcry 
sound 0x15
applymovement 0x3 @move3
waitmovement 0x0
textcolor 0x1
msgbox @msg20 0x6
applymovement 0x8 @move4
waitmovement 0x0
sound 0x15
applymovement 0x8 @move5
msgbox @msg8 0x6
waitmsg 
waitmovement 0x8
applymovement 0x8 @move6
waitmovement 0x8 
sound 0x15
applymovement 0x8 @move5
waitmovement 0x8
msgbox @msg9 0x6
waitmsg 
applymovement 0x8 @move7
waitmovement 0x8
applymovement MOVE_PLAYER @move8
applymovement 0x3 @move8
waitmovement 0x0
textcolor 0x2
preparemsg @msg19
textcolor 0x0
msgbox @msg11 0x6
waitmsg 
cry 0xF3 0x0
waitcry
hidesprite 0x8
applymovement MOVE_PLAYER @move9
waitmovement 0x0
fadedefault
textcolor 0x1 
msgbox @msg12 0x6
waitmsg
applymovement 0x3 @move10
waitmovement 0x3
msgbox @msg13 0x6
hidesprite 0xA
applymovement 0x3 @move11
msgbox @msg14 0x6
setflag 0x829
special 0x16F
textcolor 0x0
msgbox @msg15 0x6
textcolor 0x1 
msgbox @msg16 0x6
release
setvar 0x5002 0x1
end

#org @suicune
showsprite 0x7
fadeout 0x1 
cry 0xF5 0x0
waitcry 
sound 0x15
applymovement 0x3 @move3
waitmovement 0x0
textcolor 0x1
msgbox @msg7 0x6
applymovement 0x7 @move4
waitmovement 0x0
sound 0x15
applymovement 0x7 @move5
msgbox @msg8 0x6
waitmsg 
waitmovement 0x7
applymovement 0x7 @move6
waitmovement 0x7 
sound 0x15
applymovement 0x7 @move5
waitmovement 0x7 
msgbox @msg9 0x6
waitmsg 
applymovement 0x7 @move7
waitmovement 0x7
applymovement MOVE_PLAYER @move8
applymovement 0x3 @move8
waitmovement 0x0
textcolor 0x2
preparemsg @msg10
textcolor 0x0
msgbox @msg11 0x6
waitmsg 
cry 0xF5 0x0
waitcry
hidesprite 0x7
applymovement MOVE_PLAYER @move9
waitmovement 0x0
fadedefault
textcolor 0x1 
msgbox @msg12 0x6
waitmsg
applymovement 0x3 @move10
waitmovement 0x3
msgbox @msg13 0x6
hidesprite 0xA
applymovement 0x3 @move11
msgbox @msg14 0x6
setflag 0x829
special 0x16F
textcolor 0x0
msgbox @msg15 0x6
textcolor 0x1 
msgbox @msg16 0x6
release
setvar 0x5002 0x1
end

#org @msg1
= Prof Mizuke: Sigh...\nYour late

#org @msg2
= [player]: Uhh... I had a dream\nand overslept..

#org @msg3
= Prof Mizuke: Well thats a shame,\nall of the starter pokemon were\ltaken while you were dreaming.

#org @msg4
= [player]: No...\nThats... Impossible!

#org @msg5
= Prof Mizuke: I'm sorry [player]\nbut the rules state its impossible\lfor someone to become a trainer\lwithout at least one pokemon...\pYou'll have to come back\nnext season...

#org @msg6
= [player]: Why... Its just\nnot fair...\pAll that waitin-

#org @msg7
= Prof Mizuke: W-why thats the\nlegendary pokemon Suicune! 

#org @msg8
= Prof Mizuke: I never thought\nI'd live long enough to see\lthis pokemon...

#org @msg9
= Prof Mizuke: So young and\ncurious too!

#org @msg10
= Suicune gently nudges an item on\nyour belt.\pAfter close inspection,\nit appears to be some kind\lof pokeball!

#org @msg11
= [player]: What the..\nWhen did this get here?\pUhm.. Uhh..\nSuicune, return!?

#org @msg12
= Prof Mizuke: Truly remarkable..\p...\pWell [player], looks like you\nhave your pokemon.\lLucky for you, I have another\lPokedex to spare...

#org @msg13
= Prof Mizuke: I'll just change\nthis...\pPress that..\p...\pThere! All done.\nIts now registered to [player].

#org @msg14
= Prof Mizuke: Here you go [player].\nYou are now an official trainer!

#org @msg15
= [player]: Thank you professor!\pI can't believe I'm finally\na trainer...

#org @msg16
= Prof Mizuke: You've come a\nlong way [player]...\pNow run along. [rival]'s already\nway ahead!\pOh yes, before you start your\njourney, go visit your father.\pHe has something to give you.

#org @msg17
= Entei gently nudges an item on\nyour belt.\pAfter close inspection,\nit appears to be some kind\lof pokeball!

#org @msg18
= Prof Mizuke: W-why thats the\nlegendary pokemon Entei! 

#org @msg19
= Raikou gently nudges an item on\nyour belt.\pAfter close inspection,\nit appears to be some kind\lof pokeball!

#org @msg20
= Prof Mizuke: W-why thats the\nlegendary pokemon Raikou! 

#org @move1
#raw 0x11 //Step Up (Normal)
#raw 0x11 //Step Up (Normal)
#raw 0x11 //Step Up (Normal)
#raw 0x11 //Step Up (Normal)
#raw 0xFE //End of Movements

#org @move2
#raw 0x62 //Exclamation Mark (!)
#raw 0x3 //Face Right
#raw 0xFE //End of Movements

#org @move3
#raw 0x62 //Exclamation Mark (!)
#raw 0x3 //Face Right
#raw 0xFE //End of Movements

#org @move4
#raw 0xD //Step Up (Slow)
#raw 0x2 //Face Left
#raw 0xFE //End of Movements

#org @move5
#raw 0x63 //Question Mark (?)
#raw 0xFE //End of Movements

#org @move6
#raw 0x1 //Face Up
#raw 0x17 //Jump2 Right
#raw 0x17 //Jump2 Right
#raw 0xFE //End of Movements

#org @move7
#raw 0x1D //Step Down (Fast)
#raw 0x1D //Step Down (Fast)
#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 0x1F //Step Left (Fast)
#raw 0x1E //Step Up (Fast)
#raw 0xFE //End of Movements

#org @move8
#raw 0x2D //Face Down (Delayed)
#raw 0xFE //End of Movements

#org @move9
#raw 0x1 //Face Up
#raw 0xFE //End of Movements

#org @move10
#raw 0x12 //Step Left (Normal)
#raw 0x11 //Step Up (Normal)
#raw 0xFE //End of Movements

#org @move11
#raw 0x13 //Step Right (Normal)
#raw 0x10 //Step Down (Normal)
#raw 0xFE //End of Movements


I'm guessing my script was so epic it broke the game?
I am not exaggerating when I say that that script is quite possibly the biggest waste of space I've ever seen. My God. What if you realized that there was an error in Entei's? You'd have to edit Suicune and Raikou's script to make whatever change you made in Entei's. It might seem manageable now but when you're dealing with more than just 3 scripts and you find yourself having to make tweaks dozens of times, it's going to get annoying. It seems to me that the only differences between each the legendary dogs' scripts are the cries, the Person ID of the OW to apply the movements to, and the text that is displayed. All of those can be replaced with variables except for the texts which you can use buffers for. One of the scripting tutorials seriously needs to add a section on space efficiency because this is just ridiculous.

Anyways, the script itself looks fine (by your standards, at least) so you're right in that its execution isn't causing the problem. Yet obviously something about it is messing things up. Perhaps by setting variable 0x5002 you're activating a level script on the map outside the Professor's lab which is faulty? Or maybe those flags, though I doubt it. It would seem to me that the problem lies more in the map outside the lab than this script. If I were you, I would check that map's scripts and see if you can't dig anything up.

edit: So I went through and improved your script. The new version takes up about 2/3 of the space that your old one did. I couldn't fully debug it because I don't have the map that the script is supposed to take place on but I did my best. If anything doesn't work, too freaking bad.

Spoiler:
#include stdpoke.rbh

#erase 0x800000 0x1000
#dynamic 0x800000

#define V_POKE 0x7000
    // 0x7000 will be set to either 0x00F3, 0x00F4, or 0x00F5
    // for Raikou, Entei, and Suicune respectively
#define MOVE_POKE 0x7001
    // Used for 'showsprite' & 'hidesprite' and pokemon 'applymovement's

#define MOVE_PROF 0x0003
    // Person ID of the Professor, I presume


#org @start
applymovement MOVE_PLAYER @move1
msgbox @msg1 0x6
sound 0x15
applymovement MOVE_PLAYER @move2
waitmovement 0x0

checkflag 0xBBE
if 0x1 call @suicune
checkflag 0xBBD
if 0x1 call @entei
checkflag 0xBBC
if 0x1 call @raikou

bufferpokemon 0x00 V_POKE

showsprite MOVE_POKE
fadeout 0x1
cry V_POKE 0x0000
waitcry 
sound 0x15
applymovement MOVE_PROF @move2
waitmovement 0x0
msgbox @msg18 0x6
applymovement MOVE_POKE @move4
waitmovement 0x0
sound 0x15
applymovement MOVE_POKE @move5
msgbox @msg8 0x6
waitmovement MOVE_POKE
applymovement MOVE_POKE @move6
waitmovement MOVE_POKE
sound 0x15
applymovement MOVE_POKE @move5
waitmovement MOVE_POKE
msgbox @msg9 0x6
applymovement MOVE_POKE @move7
waitmovement MOVE_POKE
applymovement MOVE_PLAYER @move8
applymovement MOVE_PROF @move8
waitmovement 0x0
msgbox @msg17 0x6
cry V_POKE 0x0000
waitcry
hidesprite MOVE_POKE
applymovement MOVE_PLAYER @move9
waitmovement 0x0
fadedefault
msgbox @msg12 0x6
applymovement MOVE_PROF @move10
waitmovement MOVE_PROF
msgbox @msg13 0x6
hidesprite 0xA
applymovement MOVE_PROF @move11
msgbox @msg14 0x6
setflag 0x829
special 0x16F
msgbox @msg15 0x6
release
setvar 0x5002 0x1
end



#org @suicune
setvar V_POKE PKMN_SUICUNE
setvar MOVE_POKE 0x0007
return

#org @entei
setvar V_POKE PKMN_ENTEI
setvar MOVE_POKE 0x0009
return

#org @raikou
setvar V_POKE PKMN_RAIKOU
setvar MOVE_POKE 0x0008
return



#org @msg1
= [red_fr]Prof Mizuke: Sigh...\nYour late\p[blue_fr][player]: Uhh... I had a dream\nand overslept..\p[red_fr]Prof Mizuke: Well thats a shame,\nall of the starter pokemon were\ltaken while you were dreaming.\p[blue_fr][player]: No...\nThats... Impossible!\p[red_fr]Prof Mizuke: I'm sorry [player]\nbut the rules state its impossible\lfor someone to become a trainer\lwithout at least one pokemon...\pYou'll have to come back\nnext season...\p[blue_fr][player]: Why... Its just\nnot fair...\pAll that waitin-

#org @msg8
= [red_fr]Prof Mizuke: I never thought\nI'd live long enough to see\lthis pokemon...

#org @msg9
= [red_fr]Prof Mizuke: So young and\ncurious too!

#org @msg12
= [red_fr]Prof Mizuke: Truly remarkable..\p...\pWell [player], looks like you\nhave your pokemon.\lLucky for you, I have another\lPokedex to spare...

#org @msg13
= [red_fr]Prof Mizuke: I'll just change\nthis...\pPress that..\p...\pThere! All done.\nIts now registered to [player].

#org @msg14
= [red_fr]Prof Mizuke: Here you go [player].\nYou are now an official trainer!

#org @msg15
= [blue_fr][player]: Thank you professor!\pI can't believe I'm finally\na trainer...\p[red_fr]Prof Mizuke: You've come a\nlong way [player]...\pNow run along. [rival]'s already\nway ahead!\pOh yes, before you start your\njourney, go visit your father.\pHe has something to give you.

#org @msg17
= [buffer1] gently nudges an item on\nyour belt.\pAfter close inspection,\nit appears to be some kind\lof pokeball!\p[blue_fr][player]: What the..\nWhen did this get here?\pUhm.. Uhh..\n[buffer1], return!?

#org @msg18
= [red_fr]Prof Mizuke: W-why thats the\nlegendary pokemon [buffer1]!


#org @move1
#raw 0x11 //Step Up (Normal)
#raw 0x11 //Step Up (Normal)
#raw 0x11 //Step Up (Normal)
#raw 0x11 //Step Up (Normal)
#raw 0xFE //End of Movements

#org @move2
#raw 0x62 //Exclamation Mark (!)
#raw 0x3 //Face Right
#raw 0xFE //End of Movements

#org @move4
#raw 0xD //Step Up (Slow)
#raw 0x2 //Face Left
#raw 0xFE //End of Movements

#org @move5
#raw 0x63 //Question Mark (?)
#raw 0xFE //End of Movements

#org @move6
#raw 0x1 //Face Up
#raw 0x17 //Jump2 Right
#raw 0x17 //Jump2 Right
#raw 0xFE //End of Movements

#org @move7
#raw 0x1D //Step Down (Fast)
#raw 0x1D //Step Down (Fast)
#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 0x1F //Step Left (Fast)
#raw 0x1E //Step Up (Fast)
#raw 0xFE //End of Movements

#org @move8
#raw 0x2D //Face Down (Delayed)
#raw 0xFE //End of Movements

#org @move9
#raw 0x1 //Face Up
#raw 0xFE //End of Movements

#org @move10
#raw 0x12 //Step Left (Normal)
#raw 0x11 //Step Up (Normal)
#raw 0xFE //End of Movements

#org @move11
#raw 0x13 //Step Right (Normal)
#raw 0x10 //Step Down (Normal)
#raw 0xFE //End of Movements

Brother of Vrai

psychicboy

Hacking is all that matters...

Age 29
Male
Twilight Town
Seen May 1st, 2016
Posted April 28th, 2016
538 posts
13.7 Years
I am not exaggerating when I say that that script is quite possibly the biggest waste of space I've ever seen. My God. What if you realized that there was an error in Entei's? You'd have to edit Suicune and Raikou's script to make whatever change you made in Entei's. It might seem manageable now but when you're dealing with more than just 3 scripts and you find yourself having to make tweaks dozens of times, it's going to get annoying. It seems to me that the only differences between each the legendary dogs' scripts are the cries, the Person ID of the OW to apply the movements to, and the text that is displayed. All of those can be replaced with variables except for the texts which you can use buffers for. One of the scripting tutorials seriously needs to add a section on space efficiency because this is just ridiculous.

Anyways, the script itself looks fine (by your standards, at least) so you're right in that its execution isn't causing the problem. Yet obviously something about it is messing things up. Perhaps by setting variable 0x5002 you're activating a level script on the map outside the Professor's lab which is faulty? Or maybe those flags, though I doubt it. It would seem to me that the problem lies more in the map outside the lab than this script. If I were you, I would check that map's scripts and see if you can't dig anything up.

edit: So I went through and improved your script. The new version takes up about 2/3 of the space that your old one did. I couldn't fully debug it because I don't have the map that the script is supposed to take place on but I did my best. If anything doesn't work, too freaking bad.

Spoiler:
#include stdpoke.rbh

#erase 0x800000 0x1000
#dynamic 0x800000

#define V_POKE 0x7000
    // 0x7000 will be set to either 0x00F3, 0x00F4, or 0x00F5
    // for Raikou, Entei, and Suicune respectively
#define MOVE_POKE 0x7001
    // Used for 'showsprite' & 'hidesprite' and pokemon 'applymovement's

#define MOVE_PROF 0x0003
    // Person ID of the Professor, I presume


#org @start
applymovement MOVE_PLAYER @move1
msgbox @msg1 0x6
sound 0x15
applymovement MOVE_PLAYER @move2
waitmovement 0x0

checkflag 0xBBE
if 0x1 call @suicune
checkflag 0xBBD
if 0x1 call @entei
checkflag 0xBBC
if 0x1 call @raikou

bufferpokemon 0x00 V_POKE

showsprite MOVE_POKE
fadeout 0x1
cry V_POKE 0x0000
waitcry 
sound 0x15
applymovement MOVE_PROF @move2
waitmovement 0x0
msgbox @msg18 0x6
applymovement MOVE_POKE @move4
waitmovement 0x0
sound 0x15
applymovement MOVE_POKE @move5
msgbox @msg8 0x6
waitmovement MOVE_POKE
applymovement MOVE_POKE @move6
waitmovement MOVE_POKE
sound 0x15
applymovement MOVE_POKE @move5
waitmovement MOVE_POKE
msgbox @msg9 0x6
applymovement MOVE_POKE @move7
waitmovement MOVE_POKE
applymovement MOVE_PLAYER @move8
applymovement MOVE_PROF @move8
waitmovement 0x0
msgbox @msg17 0x6
cry V_POKE 0x0000
waitcry
hidesprite MOVE_POKE
applymovement MOVE_PLAYER @move9
waitmovement 0x0
fadedefault
msgbox @msg12 0x6
applymovement MOVE_PROF @move10
waitmovement MOVE_PROF
msgbox @msg13 0x6
hidesprite 0xA
applymovement MOVE_PROF @move11
msgbox @msg14 0x6
setflag 0x829
special 0x16F
msgbox @msg15 0x6
release
setvar 0x5002 0x1
end



#org @suicune
setvar V_POKE PKMN_SUICUNE
setvar MOVE_POKE 0x0007
return

#org @entei
setvar V_POKE PKMN_ENTEI
setvar MOVE_POKE 0x0009
return

#org @raikou
setvar V_POKE PKMN_RAIKOU
setvar MOVE_POKE 0x0008
return



#org @msg1
= [red_fr]Prof Mizuke: Sigh...\nYour late\p[blue_fr][player]: Uhh... I had a dream\nand overslept..\p[red_fr]Prof Mizuke: Well thats a shame,\nall of the starter pokemon were\ltaken while you were dreaming.\p[blue_fr][player]: No...\nThats... Impossible!\p[red_fr]Prof Mizuke: I'm sorry [player]\nbut the rules state its impossible\lfor someone to become a trainer\lwithout at least one pokemon...\pYou'll have to come back\nnext season...\p[blue_fr][player]: Why... Its just\nnot fair...\pAll that waitin-

#org @msg8
= [red_fr]Prof Mizuke: I never thought\nI'd live long enough to see\lthis pokemon...

#org @msg9
= [red_fr]Prof Mizuke: So young and\ncurious too!

#org @msg12
= [red_fr]Prof Mizuke: Truly remarkable..\p...\pWell [player], looks like you\nhave your pokemon.\lLucky for you, I have another\lPokedex to spare...

#org @msg13
= [red_fr]Prof Mizuke: I'll just change\nthis...\pPress that..\p...\pThere! All done.\nIts now registered to [player].

#org @msg14
= [red_fr]Prof Mizuke: Here you go [player].\nYou are now an official trainer!

#org @msg15
= [blue_fr][player]: Thank you professor!\pI can't believe I'm finally\na trainer...\p[red_fr]Prof Mizuke: You've come a\nlong way [player]...\pNow run along. [rival]'s already\nway ahead!\pOh yes, before you start your\njourney, go visit your father.\pHe has something to give you.

#org @msg17
= [buffer1] gently nudges an item on\nyour belt.\pAfter close inspection,\nit appears to be some kind\lof pokeball!\p[blue_fr][player]: What the..\nWhen did this get here?\pUhm.. Uhh..\n[buffer1], return!?

#org @msg18
= [red_fr]Prof Mizuke: W-why thats the\nlegendary pokemon [buffer1]!


#org @move1
#raw 0x11 //Step Up (Normal)
#raw 0x11 //Step Up (Normal)
#raw 0x11 //Step Up (Normal)
#raw 0x11 //Step Up (Normal)
#raw 0xFE //End of Movements

#org @move2
#raw 0x62 //Exclamation Mark (!)
#raw 0x3 //Face Right
#raw 0xFE //End of Movements

#org @move4
#raw 0xD //Step Up (Slow)
#raw 0x2 //Face Left
#raw 0xFE //End of Movements

#org @move5
#raw 0x63 //Question Mark (?)
#raw 0xFE //End of Movements

#org @move6
#raw 0x1 //Face Up
#raw 0x17 //Jump2 Right
#raw 0x17 //Jump2 Right
#raw 0xFE //End of Movements

#org @move7
#raw 0x1D //Step Down (Fast)
#raw 0x1D //Step Down (Fast)
#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 0x1F //Step Left (Fast)
#raw 0x1E //Step Up (Fast)
#raw 0xFE //End of Movements

#org @move8
#raw 0x2D //Face Down (Delayed)
#raw 0xFE //End of Movements

#org @move9
#raw 0x1 //Face Up
#raw 0xFE //End of Movements

#org @move10
#raw 0x12 //Step Left (Normal)
#raw 0x11 //Step Up (Normal)
#raw 0xFE //End of Movements

#org @move11
#raw 0x13 //Step Right (Normal)
#raw 0x10 //Step Down (Normal)
#raw 0xFE //End of Movements
wdf..? I haven't seen these commands before so I have no idea what they do, but I'm going to try this out. Also I'm gonna send you a pm.
Soon to be Hacking legend...
~Psy







Wanna play my hack? Check it out here!

My sig was "too big brah", so I shortened it.
Seen May 21st, 2011
Posted January 15th, 2011
54 posts
14.2 Years
Sorry, my other post got buried, so here it is again:

Hey, just wondering, but when you set a level script, then you want that sprite in the level script to vanish after you enter the area again... What do you do? I have no idea, hidesprite only hides the sprite as I finish walking out the door, so I still see it for a second or two...

Thanks for any help :)

Shiny Quagsire

I'm Still Alive, Elsewhere

Age 25
Male
Hoenn Safari Zone
Seen August 7th, 2020
Posted April 17th, 2017
697 posts
14 Years
Sorry, my other post got buried, so here it is again:

Hey, just wondering, but when you set a level script, then you want that sprite in the level script to vanish after you enter the area again... What do you do? I have no idea, hidesprite only hides the sprite as I finish walking out the door, so I still see it for a second or two...

Thanks for any help :)
To hide it permanently, set the person's ID to a unique flag, then set that flag in a script.
Male
Seen July 17th, 2013
Posted September 16th, 2011
41 posts
13.1 Years
There are no question for me to answer On well...


I just what to know what time is moring, afternoon, nightime etc..

and how do you change the time, by a script in Pokmon Emeraled

setmaptile 0xB 0x5 0x201 0x0
setmaptile 0xB 0x6 0x189 0x0
special 0x8E
hidesprite 0xA
fadescreen 0x0

This does work, but only if you walk away form it,

how do i make It on the stop!
please I would like to know!

I am guessign it has something to do with a titemap script does anyone know how to make them work in A-map
Male
Seen October 9th, 2011
Posted June 8th, 2010
7 posts
13.1 Years
How about my prob?

This applymovement this does not work for me, the game freezes after I step in the script?

Here:
#dynamic 0x800000
#org @start
applymovement 0xFF @move
waitmovement 0x0
release
end

#org @move
#raw 0x63
#raw 0xFE

I tried experimenting but I end up freezing the game. I also copy some script but it didn't go well. Even the standard applymovement script like that didn't worked out? Please help me? Is there something I should do first before using this script? Like changing some id or event n0.?

ChimcharFuse

Awaiting Black and White

Male
Unova, Undella Town
Seen March 31st, 2011
Posted March 30th, 2011
27 posts
13.3 Years
I want to insert Dialga into FireRed. I've already inserted the sprite, changed it's name from METAGROSS to DIALGA, changed it's moveset, given it a back sprite, and given it an overworld sprite. All I want to know is how can I go up to the overworld sprite of Dialga, press A at him, and have it automatically send me into a battle with Dialga (Metagross)? And how do I put the script into the game, and then use it in Advance Map? Is there a tutorial? Thank you!
CHIMCHARFUSE (you can call me Noah)
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Use Firefox.
I no loner hold a Pokemon giveaway service, btw.
Get your own Pokemon or trade me something good.


If your up for a trade, I'll be willing to give you a TRU Arceus for something good. If you have Black and White, PM me and we can battle!