Script Help Thread (DO NOT REQUEST SCRIPTS) Page 163

Started by HackMew December 20th, 2008 5:10 AM
  • 625740 views
  • 9682 replies
Male
Seen July 17th, 2013
Posted September 16th, 2011
41 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.?

What are the numbers on the right side of the bar if they are 0000 they change them to something that makes it work

and what does FF do I've never used it.
try changing it to MOVE_PLAYER or 0x1 0x2,,,,
Seen March 2nd, 2023
Posted April 5th, 2020
29 posts
13 Years
When I use that script as person event, its perfect. But when used as a tile script. It freezes. I dont know how to fix that.
Im guessing you dont have the numbers set in the unknown and var number.
Try puttin 0003 and 4050 respectively to see if it works.
Age 30
Male
Seen July 22nd, 2012
Posted June 10th, 2012
516 posts
13.8 Years
So I took your advice and added the extra messsage. I am currently using XSE but this particular script was made with notepad. The #raws were supposed to make the sprite dissapear so the player couldn't keep coming back for free pokemon. I've never attempted making the sprite disappear but after a little research, that's what I found.
I don't think anyone addressed this. If I'm wrong, sorry.
To make the sprite disappear, use this in XSE:

hidesprite 0x(person event number)
setflag 0x(personID)
I've never heard of the #raw method, does it work?

Oh, and I have one other question. In YAPE there are three values for a Pokemon's number, national dex, Hoenn dex, and Game. Am I correct in assuming that Game is the value I use in say, a givepokemon script?
Credit for my avatar goes to the Lego company. :)

.Paradox

Hack Completion: ~5%...LOL

Age 27
Male
Seen April 8th, 2011
Posted April 6th, 2011
16 posts
13 Years
I've been trying to get this right sooo much and I can't. I've seen tutorials for the movements, but I can't get it to work for my script!

I'm trying to get Oak to move up to me and take me to his lab. Right now I'm only trying to get him to walk up to me, but it's failing massively. He just doesn't do anything.

Well, he doesn't appear or walk up to me, but he does say things, but pretty much nothing happens.

His event person ID is 3 and his regular person ID is 002C like in the original version.

Game: FireRed
Type: What? Um a movement script.
Editor: XSE
Script:
Spoiler:
#dynamic 0x751B59

#org @start
checkflag 0x828
if 0x1 goto @done
msgbox @1 0x6
applymovement 0x03 @move
waitmovement 0x0
applymovement 0xFF @move2
pause 0x30
msgbox @2 0x6
playsong 0x13E 0x0
applymovement 0x03 @move3
applymovement 0xFF @move3
waitmovement 0x0
fadesong 0x12C
release
end

#org @done
release
end

#org @move
#raw 0x62
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0xFE

#org @move2
#raw 0x03
#raw 0xFE

#org @move3
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0xFE
#org @1
= Wait up, [PLAYER]!
#org @2
= You can't go out there\nwithout your own Pokemon.\pWild Pokemon will hurt you.

Screenshots and/or Videos: Sorry no. But basically he talks I move to the right and it stops there. Plus, he doesn't appear.

Any help?

.Paradox

Hack Completion: ~5%...LOL

Age 27
Male
Seen April 8th, 2011
Posted April 6th, 2011
16 posts
13 Years
Here's the decompiled work:

Spoiler:
'---------------
#org 0x751B59
checkflag 0x828
if 0x1 goto 0x8751BA1
msgbox 0x8751BB6 MSG_NORMAL '"Waaaiiiitttt!!!"
applymovement 0x3 0x8751BA4
waitmovement 0x0
applymovement MOVE_PLAYER 0x8751BAD
pause 0x30
msgbox 0x8751BC8 MSG_NORMAL '"You can't go out there\nwithout yo..."
playsong 0x13E 0x0
applymovement 0x3 0x8751BB0
applymovement MOVE_PLAYER 0x8751BB0
waitmovement 0x0
fadesong 0x12C
release
end

'---------------
#org 0x751BA1
release
end


'---------
' Strings
'---------
#org 0x751BB6
= Waaaiiiitttt!!!

#org 0x751BC8
= You can't go out there\nwithout your own Pokemon.\pWild Pokemon will hurt you.


'-----------
' Movements
'-----------
#org 0x751BA4
#raw 0x62 'Exclamation Mark (!)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0xFE 'End of Movements

#org 0x751BAD
#raw 0x3 'Face Right
#raw 0xFE 'End of Movements

#org 0x751BB0
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0xFE 'End of Movements


I'm an uber noob at this as I just started like 2 days ago. I got the first town done except for 1 house which I'll finish after I get this part to work.

So me being a noob I don't know what to make of this decompile...lol some more help would be nice

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
Guys, how do you take a script from xse and add it to the game? I've written them and I can't find anything wrong, but what do I do from there?
You press the compile button.
Age 30
Male
Seen July 22nd, 2012
Posted June 10th, 2012
516 posts
13.8 Years
@.Paradox, First, it's a good idea to have lockall at the beginning there, then change your releases to releasealls, but that's not going to be the source of your problem. It sounds like Oak has the wrong person event number, double check that, and keep in mind that you need the value that actually says Person event no., right below the "delete event" button, to match up with your applymovement command.
That's all I can think of.
Credit for my avatar goes to the Lego company. :)
Male
Seen August 27th, 2012
Posted August 22nd, 2012
687 posts
13.1 Years
.Paradox, the script looks OK to me. Your problem probably is either you have the wrong person event number set for the applymovement command, or the OAK has a person ID of a previously set flag (because you're not seeing him).

So, check the person event number of OAK and his person ID. Make sure his person ID is not a flag you set before. I hope any of this helps.

Chad -

.Paradox

Hack Completion: ~5%...LOL

Age 27
Male
Seen April 8th, 2011
Posted April 6th, 2011
16 posts
13 Years
the script looks OK to me. Your problem probably is either you have the wrong person event number set for the applymovement command, or the OAK has a person ID of a previously set flag (because you're not seeing him).

So, check the person event number of OAK and his person ID. Make sure his person ID is not a flag you set before. I hope any of this helps.

Chad -
His ID is 002C which is the same as it is in the actual game so maybe that's why it's not working cause they're the same person ID's.

So I just need to make sure his person ID is not a flag I've set before?

Idk lol I can only imagine the problems I'll have scripting when he gives you the pokemon XD

EDIT: Okay it worked, thanks!

Also, how would I go about warping us both into the house after we stop?

But one thing, how do I make him invisible and not be able to bump into? I tried hidden but I can still bump into him.
Male
Seen August 27th, 2012
Posted August 22nd, 2012
687 posts
13.1 Years
His ID is 002C which is the same as it is in the actual game so maybe that's why it's not working cause they're the same person ID's.

So I just need to make sure his person ID is not a flag I've set before?

Idk lol I can only imagine the problems I'll have scripting when he gives you the pokemon XD

EDIT: Okay it worked, thanks!

Also, how would I go about warping us both into the house after we stop?

But one thing, how do I make him invisible and not be able to bump into? I tried hidden but I can still bump into him.
Glad it worked.

I suggest you read this tutorial for warping and other things. It is in the tutorial section done by diegoisawesome.

Chad -
Male
Seen July 17th, 2013
Posted September 16th, 2011
41 posts
13.1 Years
I am posting my question again, In case anyone has missed it

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

Satoshi Ookami

Memento Mori

Age 30
Male
Abyss of Time, Great Seal
Seen August 5th, 2018
Posted July 3rd, 2018
14,253 posts
14.8 Years
Spoiler:
#dynamic 0x751B59

#org @start
checkflag 0x828
if 0x1 goto @done
msgbox @1 0x6
applymovement 0x03 @move
waitmovement 0x0
applymovement 0xFF @move2
waitmovement 0x0
msgbox @2 0x6
playsong 0x13E 0x0
applymovement 0x03 @move3
applymovement 0xFF @move3
waitmovement 0x0
fadesong 0x12C
release
end

#org @done
release
end

#org @move
#raw 0x62
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0xFE

#org @move2
#raw 0x03
#raw 0xFE

#org @move3
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0xFE
#org @1
= Wait up, [PLAYER]!
#org @2
= You can't go out there\nwithout your own Pokemon.\pWild Pokemon will hurt you.
Always, always and always use waitmovement after applymovement command ;)
ROM hacking FAQ - Read before asking how to play a hack.

Anime List | PSN Trophy List
Male
Seen August 17th, 2016
Posted May 9th, 2015
673 posts
14.2 Years
A weird thing has been happening when I try to create a script for selling TMs in Celadon Dept. store. I have two merchants selling a bunch of TMs on one floor. The script is perfect, mirroring the one in-game exactly, but in-game it ended up showing the items minus 100. Like, if I wanted TM01 to be sold, I'd put in the mart list:

#raw word 0x121

But the item would appear as Revival Herb, which is 0x21.

Now I've gotten one of the merchants to work properly, but the other one simply freezes after he asks "May I help you." But if I have the second merchant access the mart list of the first merchant instead, it works fine, even though both mart lists are perfectly fine. Both end with #raw word 0x0, both are correct for the TMs, the scripts are exactly the same as they are in the Fire Red rom itself, so I'm a bit stumped as to what the problem is.

.Paradox

Hack Completion: ~5%...LOL

Age 27
Male
Seen April 8th, 2011
Posted April 6th, 2011
16 posts
13 Years
Alright, so here is my new code. I want you to tell me everything that's wrong with it, because I can get the door to open, but it won't close before I warp for some reason.

Spoiler:
#dynamic 0x7543B2

#org @start
checkflag 0x828
lockall
if 0x1 goto @done
playsong 0x12E 0x0
msgbox @1 0x6
applymovement 0x02 @move
applymovement 0xFF @move2
waitmovement 0x2
msgbox @2 0x6
applymovement 0x02 @move3
applymovement 0xFF @move4
waitmovement 0x0
setdooropened 0x0A 0x11
doorchange
applymovement 0x02 @move5
applymovement 0xFF @move6
waitmovement 0xFF
setdoorclosed 0x0A 0x11
doorchange
warp 0x4 0x3 0xFF 0x06 0x0C
waitstate
fadesong 0x12C
releaseall
end

#org @done
releaseall
end

#org @move
#raw 0x62
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0xFE

#org @move2
#raw 0x03
#raw 0xFE

#org @move3
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x01
#raw 0xFE

#org @move4
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x12
#raw 0x12
#raw 0xFE

#org @move5
#raw 0x11
#raw 0x60
#raw 0xFE

#org @move6
#raw 0x12
#raw 0x11
#raw 0x60
#raw 0xFE

#org @1
= No, don't go out there!
#org @2
= You can't go out there\nwithout your own Pokemon.\pWild Pokemon will hurt you.\nCome with me and we'll get you one.


Now I just can't make it so Oak doesn't appear before the script is called :/

Aside from that stuff I need to go look up how to make Oak not actually be visible before I toggle the script. But I'll have a video up soon to show you what's happening.

Here's a video: watch?v=FkslBRsNMR4

Stick that on the end of the YouTube URL...sorry but I can't post URLs or even embed a video yet :X
Sorry I'm having so many problems haha
Male
Seen August 17th, 2010
Posted June 9th, 2010
3 posts
13 Years
I don't think anyone addressed this. If I'm wrong, sorry.
To make the sprite disappear, use this in XSE:

hidesprite 0x(person event number)
setflag 0x(personID)
I've never heard of the #raw method, does it work?

Oh, and I have one other question. In YAPE there are three values for a Pokemon's number, national dex, Hoenn dex, and Game. Am I correct in assuming that Game is the value I use in say, a givepokemon script?

#raw 0x53 is the exact same as typing hidesprite. The pokemon number would just be the number of the pokemon in hex so for example, let's use treeko. Treeko is number 277 so you would type 0x115 in for it's number. Now let's get to my script which seems to still be breaking at the hidesprite command (maybe I'm confused about the person event number but it seems pretty self explanitory). Maybe it's the flag I'm using I don't know...
Spoiler:

#org $begin
lock
faceplayer
message $wantpoke
boxset 5
compare LASTRESULT 1
if 0x1 goto $getpoke
release
end

#org $getpoke
lock
givepokemon 0x44 0x0A 0x0
message $received
boxset 6
hidesprite 0x00
setflag 0x1234
release
end

$received 1 =Received a Machamp!

$wantpoke 1 =Would you like this Machamp?

Here's some of the info listed on advance map to help find the problem.
Spoiler:

Person Event
No. : 0

Person Event Number: 1
Picture Number: 92
...

Person ID: 1234


Thanks for any help!
Male
Seen July 17th, 2013
Posted September 16th, 2011
41 posts
13.1 Years
I sloved the my question, you use special 63 I found out in the ho-oh event on emeraldanyway, I still would like to know the answer to my other questionjust what to know what time is moring, afternoon, nightime etc..and how do you change the time, by a script in Pokmon [email protected]'s is a tough question, why don't you just ditch the sciprt and start again, That can sometime work, or you can just used the firered onePS. I hope AshGary is going well

colcolstyles

Yours truly

Male
The Bay Area
Seen May 18th, 2019
Posted August 13th, 2012
1,588 posts
15 Years
I still would like to know the answer to my other questionjust what to know what time is moring, afternoon, nightime etc..
The time, after being read from the RTC, is written to 0x03000DC0. Keep in mind, though, that it's formatted in binary-coded decimal so you'll have to convert it to hex. Anyways, the data is stored like this:
(year) (month) (date) (filler) (hour) (minute) (second)

So at the moment for me it's:
10 06 10 00 12 51 27.

Brother of Vrai

vietazn654

A sound soul dwells within me

Age 28
Male
Virginia
Seen August 21st, 2014
Posted July 26th, 2010
371 posts
13.2 Years
how do you add a special?
Look up a tut.

Anyways, here is mine. The error is is that it says unknown keyword "at" at line 26. I looked at it and its a blank space. I tried erasing it and still...

#dynamic 0x26D54A

#org @start
checkflag 0x1001
if 0x1 goto @done
applymovement 0x2 @move
waitmovement 0x0
msgbox @1 0x6
call @pokemon
msgbox @2 0x6
applymovement 0x2 @move0
waitmovement 0x0
setflag 0x1001
release
end

#org @done
release
end

#org @1
= [blue_fr]Dad: \v\h01, Prof. Maple told me\nthat she had to go somewhere.\lShe felt bad that you couldn't get\la Pokemon of your choice, so she\lgave me a Pokabu from Isshu to\lgive to you.\pHere, \v\h01.

#org @2
= [blue_fr]It's a very special Pokemon,\n\v\h01.\pAnyways, you should challenge Gym\nLeader Angelica so you can get out\lof this town.\pBye, \v\h01.

#org @move
#raw 0x62
#raw 0x11
#raw 0x11
#raw 0xFE

#org @move0
#raw 0x10
#raw 0x10
#raw 0x03
#raw 0xFE

#org @pokemon
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
return

#org @name
call 0x1A74EB
return

#org @3
= \v\h01 recieved a POKABU!

#org @4
= Would you like to give a nickname\nto POKABU?

#org @5
= POKABU: Poka-poka!

I believe in Jesus Christ my Savior. If you do too, and aren't scared to admit it, then copy and paste this in your signature.

.Paradox

Hack Completion: ~5%...LOL

Age 27
Male
Seen April 8th, 2011
Posted April 6th, 2011
16 posts
13 Years
Look up a tut.

Anyways, here is mine. The error is is that it says unknown keyword "at" at line 26. I looked at it and its a blank space. I tried erasing it and still...

#dynamic 0x26D54A

#org @start
checkflag 0x1001
if 0x1 goto @done
applymovement 0x2 @move
waitmovement 0x0
msgbox @1 0x6
call @pokemon
msgbox @2 0x6
applymovement 0x2 @move0
waitmovement 0x0
setflag 0x1001
release
end

#org @done
release
end

#org @1
= [blue_fr]Dad: \v\h01, Prof. Maple told me\nthat she had to go somewhere.\lShe felt bad that you couldn't get\la Pokemon of your choice, so she\lgave me a Pokabu from Isshu to\lgive to you.\pHere, \v\h01.

#org @2
= [blue_fr]It's a very special Pokemon,\n\v\h01.\pAnyways, you should challenge Gym\nLeader Angelica so you can get out\lof this town.\pBye, \v\h01.

#org @move
#raw 0x62
#raw 0x11
#raw 0x11
#raw 0xFE

#org @move0
#raw 0x10
#raw 0x10
#raw 0x03
#raw 0xFE

#org @pokemon
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
return

#org @name
call 0x1A74EB
return

#org @3
= \v\h01 recieved a POKABU!

#org @4
= Would you like to give a nickname\nto POKABU?

#org @5
= POKABU: Poka-poka!
I just tried compiling it and it worked =X what editor are you using?