Script Help Thread (DO NOT REQUEST SCRIPTS) Page 178

Started by HackMew December 20th, 2008 5:10 AM
  • 625760 views
  • 9682 replies
Male
Seen August 27th, 2014
Posted October 24th, 2013
79 posts
12.9 Years
so i have a script to where oaks aide gives you the national dex after the pokedex can somebody help me fix this

#dynamic 0x900000

#org @start
checkflag 0x829
if 0x1 goto @national
end

#org @national
applymovement 0x1 0x890003F
waitmovement 0x0
applymovement 0x1 0x8900044
waitmovement 0x0
pause 0x10
applymovement MOVE_PLAYER 0x8900047
waitmovement 0x0
special 0x16F
setflag 0x10A
fanfare 0x13E
msgbox 0x800100
callstd 0x6
waitfanfare
end

#org 0x800100
= Your POKeDEX was upgraded!

when i have the pokedex it works but i tested to see what happens if i step on the square before i recieve the pokedex and it just freezed my charecter

nevermind i fied it! thanks for all of the help i get on here i do ask alot of questions
Working on a Fire Red Remake Hack nameless for the time being!

Kevin

kevin del rey

Age 24
Male
Virginia
Seen February 3rd, 2021
Posted July 5th, 2015
2,686 posts
12.8 Years
What exactly can you do with call 0xoffset? What can you use this for?
I use it for stuff like giving Pokemon and Pokedexs;
#dynamic 0xoffset

#org @start
lock
faceplayer
msgbox @1 msg_normal
call @pokedex
release
end

#org @1
= Here's a Pokedex.

#org @pokedex
setflag 0x829
fanfare 0x13E
msgbox @2 msg_keepopen
waitfanfare
closeonkeypress
return

#org @4
= \v\h01 recieved a Pokedex.
Notice that if use use call, you have to use return.

go to the MEGA-HUGE xsetutorial and just read up on how to change the applymovement commands to make him walk in a different path
But then you'd have to change warps, AND make a new level script, which would take a while for him to learn. =\

x Necromorph x

Super Saiyan 4

Age 29
Male
Kanto
Seen July 28th, 2013
Posted November 21st, 2012
295 posts
13 Years
I'm really trying I promise I just don't know what to change or where to start? Im lost. The tutorial helped a little but as I said I don't know where to start... Can someone shed light onto my problem :/ ?
Start from the beginning of the tutorial(diegoisawesome's MEGA HUGE XSE Tutorial), learn everything in the order that he has it. And just practice, eventually you wont even have to worry about needing help on a script like the one you are talking about.


My Favorite Legendaries
Male
Seen August 27th, 2014
Posted October 24th, 2013
79 posts
12.9 Years
applymovement 0xperson number @move

applymovement does what is says

0xpersonnumber is how you assign movements to specific people

@move=(pointer)redirects the script to another one

so what you do is you go to the pointer that jumps to the right movement commands and rewrite them changing professors oaks movement path to where it works for your hack

Spoiler:

#org 0x1656E0
applymovement------------------0x3-----------------------0x8165719
^MOVEMENT COMMAND--------^WHOS MOVING?------^POINTER
applymovement MOVE_PLAYER 0x8165744

waitmovement 0x0

return

NOW SINCE THE COMMAND ABOVE HAS BEEN EXPAINED SCROLL DOWN TO YOU SEE WHERE I HAVE PUT MY NEXT EXPLANATION AT

'-----------
' Movements
'-----------
#org 0x1A75ED
#raw 0xFE 'End of Movements

#org 0x1A75DB
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements

#org 0x16572E
#raw 0x11 'Step Up (Normal)
#raw 0x60 'Hide
#raw 0xFE 'End of Movements

#org 0x165758
#raw 0x13 'Step Right (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x60 'Hide
#raw 0xFE 'End of Movements

#org 0x1656F2
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0xFE 'End of Movements

#org 0x1656FB
#raw 0x13 'Step Right (Normal)
#raw 0xFE 'End of Movements

#org 0x165705
#raw 0x12 'Step Left (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (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 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x1 'Face Up
#raw 0x1 'Face Up
#raw 0x1 'Face Up
#raw 0xFE 'End of Movements

#org 0x165731
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#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

#org 0x165719<=============================================|THIS IS WHERE THE |
#raw 0x1 'Face Up-----------------<|THESE ARE THE COMMANDS THAT YOU|-------------|POINTER IN THE SCRIPT|
#raw 0x1 'Face Up-------------------|WILL REWRITE TO CHANGE MOVEMENT|--------------|ABOVE REDIRECTS YOU |
#raw 0xFE 'End of Movements------|----------------PATTERNS-----------------|-------------|TOO |

#org 0x165744
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#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[/S]
Working on a Fire Red Remake Hack nameless for the time being!
Seen August 28th, 2011
Posted August 21st, 2011
50 posts
14.1 Years
@Chad, thanks, I didn't notice that. But for some reason, it still doesn't work... :\

Spoiler:

'---------------
#org 0xBCD123
checkflag 0x222
if 0x0 goto 0x8800B97
applymovement 0x4 0x8800C68
waitmovement 0x0
msgbox 0x8800BF7 MSG_NORMAL '"???: [player]!"
applymovement MOVE_PLAYER 0x8800C6E
waitmovement 0x0
applymovement 0x4 0x8800C72
waitmovement 0x0
msgbox 0x8800C02 MSG_NORMAL '"Aide: Happy Birthday!\pCome with m..."
applymovement 0x4 0x8800C76
applymovement MOVE_PLAYER 0x8800C76
waitmovement 0x0
applymovement 0x4 0x8800C87
waitmovement 0x0
msgbox 0x8800C4D MSG_NORMAL '"Aide: Through this door."
release
end
'---------------
#org 0x800B97
release
end

'---------
' Strings
'---------
#org 0x800BF7
= ???: [player]!
#org 0x800C02
= Aide: Happy Birthday!\pCome with me, the Professor has\nsomething for you[.]
#org 0x800C4D
= Aide: Through this door.

'-----------
' Movements
'-----------
#org 0x800C68
#raw 0xDD 'movDD
#raw 0xE2 'movE2
#raw 0xDB 'movDB
#raw 0xAB 'movAB
#raw 0xFE 'End of Movements
#org 0x800C6E
#raw 0x63 'Question Mark (?)
#raw 0x3 'Face Right
#raw 0xFE 'End of Movements
#org 0x800C72
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0xFE 'End of Movements
#org 0x800C76
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#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
#org 0x800C87
#raw 0x2 'Face Left
#raw 0xFE 'End of Movements


Again, copy/pasted :\
Age 36
Female
UK
Seen February 24th, 2018
Posted December 26th, 2012
58 posts
18.7 Years
If it was a type 0x02 level script then regardless of how much code is run, it will stop the "route name box" from coming down. If you use another type of level script (I'd try 0x01 (setmaptile)), then the script will be run before the map loads and the route name box should show up.
Thanks colcolstyles. I'll give that ago :)
Some signature, or something!
Male
Poland
Seen March 26th, 2023
Posted May 28th, 2019
69 posts
14.9 Years
I started learning how to hack today... I learned how to write Wildbattles but... I want to give another music to it. Something like Legendary Dogs Battle Theme etc.
If anyone needs, here's my script...
Spoiler:
#dynamic 0x800100

#org @start
lock
faceplayer
msgbox @1 0x6
wildbattle 0x199 0x46 0x6D
fadescreen 0x1
fadescreen 0x0
hidesprite 0x800F
setflag 0x462
release
end

#org @1
= This stone doesn't look\nso ordinary... Huh?!\lA Pok\h1Bmon attacked!

Co500

Nostalgia Edition

Male
Far Awayyyyyyy
Seen December 14th, 2021
Posted August 23rd, 2015
563 posts
14.9 Years
The only problem I have with these scripts is that the set flag so that they dont reactivate dont work, the flags Ive used have not been used before and im sure ive just made a noobish mistake thanks in advance ;)

Spoiler:
#org 0x800611

@start
checkflag 0xA
if 0x1 goto @done
lock
faceplayer
msgbox @1 0x6
applymovement 0xFF @move
waitmovement 0x0
msgbox @2 0x6
cry 0x20 0x0
wildbattle 0x20 0x5 0x0
hidesprite 0x800F
setflag 0x9
applymovement 0x3 @move2
waitmovement 0x0
msgbox @3 0x6
setflag 0xA
release
end

#org @done
release
end

#org @1
= Somebody Help Me!

#org @2
= NIDORAN: Nido! Nido!

#org @3
= Thank you for saving me. \nMy names Sam and I would \llove to reward you but I \lhave nothing sorry.

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

#org @move2
#raw 0x10
#raw 0x2
#raw 0x66
#raw 0xFE


Spoiler:
#dynamic 0x800000

#org @start
checkflag 0x8
checkflag 0x82F
checkflag 0x829
checkflag 0x828
if 0x1 goto @done
lock
faceplayer
msgbox @1 0x6
applymovement 0xFF @move
waitmovement 0x0
msgbox @2 0x6
setflag 0x82F
setflag 0x829
setflag 0x828
setflag 0x8
release
end

#org @done
release
end

#org @1
= Mom: [PLAYER] come here a second please.

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

#org @2
= Mom: I knew this day \nwould come. So here is your \lPokedex and running shoes. \pAnd please be safe.


Spoiler:
#dynamic 0x80000

#org @start
checkflag 0x7
if 0x1 goto @done
lock
faceplayer
msgbox @1 0x6
setflag 0x7
release
end

#org @done
release
end

#org @1
= Mom: [PLAYER] your friends are \nwaiting.


Spoiler:
#dynamic 0x800000
#org @start
checkflag 0xC
lock
faceplayer
applymovement 0x03 @move
waitmovement 0x0
msgbox @1 0x6
applymovement 0x03 @move2
applymovement 0xFF @move3
waitmovement 0x0
msgbox @2 0x6
givepokemon 0x118 0x5 0x169 0x0 0x0 0x0
fanfare 0x13E
msgbox @7 0x4
msgbox @8 0x6
applymovement 0x05 @move4
waitmovement 0x0
msgbox @9 0x6
applymovement 0x03 @move5
waitmovement 0x0
msgbox @10 0x6
applymovement 0x02 @move6
applymovement 0x04 @move7
waitmovement 0x0
hidesprite 0x02
hidesprite 0x03
hidesprite 0x04
hidesprite 0x05
setflag 0x200
setflag 0xC
release
end

#org @move
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0xFE

#org @1
=[PLAYER]c'mon Tom the Researcher is \ngiving out pokemon!

#org @move2
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0xFE

#org @move3
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0xFE

#org @2
= Tom: Now you two. \nI think I know what Pokemon are right \lfor you.\pMark: Me and Holly have already got \nours I got a Squirtle and holly \lgot a Treeko.\pTom: Now Lunar here is your \npokemon.\p[red_fr]Lunar received an Eevee!\pTom: [PLAYER] it was hard to decide \nwhat pokemon you should have but \leventually I decided.

#org @7
= [red_fr][PLAYER] received a Torchic

#org @8
= Tom: Well good look on your \nAdventures!

#org @move4
#raw 0x1D
#raw 0x1D
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0xFE

#org @9
= Lunar: Well this is it \nI hope we meet up soon \lCya!

#org @move5
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0xFE

#org @10
= Holly: C'mon Mark. \n[PLAYER] we'll be in the next \ltown just off route 1. \l Cya there.

#org @move6
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0xFE

#org @move7
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0xFE
It can't end now. Not like this.


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



colcolstyles

Yours truly

Male
The Bay Area
Seen May 18th, 2019
Posted August 13th, 2012
1,588 posts
15 Years
The only problem I have with these scripts is that the set flag so that they dont reactivate dont work, the flags Ive used have not been used before and im sure ive just made a noobish mistake thanks in advance ;)

Spoiler:
#org 0x800611

@start
checkflag 0xA
if 0x1 goto @done
lock
faceplayer
msgbox @1 0x6
applymovement 0xFF @move
waitmovement 0x0
msgbox @2 0x6
cry 0x20 0x0
wildbattle 0x20 0x5 0x0
hidesprite 0x800F
setflag 0x9
applymovement 0x3 @move2
waitmovement 0x0
msgbox @3 0x6
setflag 0xA
release
end

#org @done
release
end

#org @1
= Somebody Help Me!

#org @2
= NIDORAN: Nido! Nido!

#org @3
= Thank you for saving me. \nMy names Sam and I would \llove to reward you but I \lhave nothing sorry.

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

#org @move2
#raw 0x10
#raw 0x2
#raw 0x66
#raw 0xFE


Spoiler:
#dynamic 0x800000

#org @start
checkflag 0x8
checkflag 0x82F
checkflag 0x829
checkflag 0x828
if 0x1 goto @done
lock
faceplayer
msgbox @1 0x6
applymovement 0xFF @move
waitmovement 0x0
msgbox @2 0x6
setflag 0x82F
setflag 0x829
setflag 0x828
setflag 0x8
release
end

#org @done
release
end

#org @1
= Mom: [PLAYER] come here a second please.

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

#org @2
= Mom: I knew this day \nwould come. So here is your \lPokedex and running shoes. \pAnd please be safe.


Spoiler:
#dynamic 0x80000

#org @start
checkflag 0x7
if 0x1 goto @done
lock
faceplayer
msgbox @1 0x6
setflag 0x7
release
end

#org @done
release
end

#org @1
= Mom: [PLAYER] your friends are \nwaiting.


Spoiler:
#dynamic 0x800000
#org @start
checkflag 0xC
lock
faceplayer
applymovement 0x03 @move
waitmovement 0x0
msgbox @1 0x6
applymovement 0x03 @move2
applymovement 0xFF @move3
waitmovement 0x0
msgbox @2 0x6
givepokemon 0x118 0x5 0x169 0x0 0x0 0x0
fanfare 0x13E
msgbox @7 0x4
msgbox @8 0x6
applymovement 0x05 @move4
waitmovement 0x0
msgbox @9 0x6
applymovement 0x03 @move5
waitmovement 0x0
msgbox @10 0x6
applymovement 0x02 @move6
applymovement 0x04 @move7
waitmovement 0x0
hidesprite 0x02
hidesprite 0x03
hidesprite 0x04
hidesprite 0x05
setflag 0x200
setflag 0xC
release
end

#org @move
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0xFE

#org @1
=[PLAYER]c'mon Tom the Researcher is \ngiving out pokemon!

#org @move2
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0xFE

#org @move3
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0xFE

#org @2
= Tom: Now you two. \nI think I know what Pokemon are right \lfor you.\pMark: Me and Holly have already got \nours I got a Squirtle and holly \lgot a Treeko.\pTom: Now Lunar here is your \npokemon.\p[red_fr]Lunar received an Eevee!\pTom: [PLAYER] it was hard to decide \nwhat pokemon you should have but \leventually I decided.

#org @7
= [red_fr][PLAYER] received a Torchic

#org @8
= Tom: Well good look on your \nAdventures!

#org @move4
#raw 0x1D
#raw 0x1D
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0xFE

#org @9
= Lunar: Well this is it \nI hope we meet up soon \lCya!

#org @move5
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0xFE

#org @10
= Holly: C'mon Mark. \n[PLAYER] we'll be in the next \ltown just off route 1. \l Cya there.

#org @move6
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0xFE

#org @move7
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0xFE
You don't want to use those flags, especially the flags in the '0x800's because those are often reserved for special purposes like badges, enabling menu items, etc. Take a look at the list of used flags in XSE's guide. Most flags not on that list are safe for using, though I personally recommend any over '0x1000'. Also, the following code won't work:

...
checkflag 0x8
checkflag 0x82F
checkflag 0x829
checkflag 0x828
if 0x1 goto @done
...
You need an 'if' statement after every single 'checkflag'. Similarly, at the beginning of the last script there is a 'checkflag' without an 'if' statement following it, effectively rendering it useless.

Brother of Vrai

Co500

Nostalgia Edition

Male
Far Awayyyyyyy
Seen December 14th, 2021
Posted August 23rd, 2015
563 posts
14.9 Years
You don't want to use those flags, especially the flags in the '0x800's because those are often reserved for special purposes like badges, enabling menu items, etc. Take a look at the list of used flags in XSE's guide. Most flags not on that list are safe for using, though I personally recommend any over '0x1000'. Also, the following code won't work:

...
checkflag 0x8
checkflag 0x82F
checkflag 0x829
checkflag 0x828
if 0x1 goto @done
...
You need an 'if' statement after every single 'checkflag'. Similarly, at the beginning of the last script there is a 'checkflag' without an 'if' statement following it, effectively rendering it useless.
In Bold: Im giving the player the pokedex here and the running shoes aswell as the pokemon menu thats why im using them cause I have too,
also do I just put if 0x1 goto @done, done1, done2 etc
It can't end now. Not like this.


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



colcolstyles

Yours truly

Male
The Bay Area
Seen May 18th, 2019
Posted August 13th, 2012
1,588 posts
15 Years
In Bold: Im giving the player the pokedex here and the running shoes aswell as the pokemon menu thats why im using them cause I have too,
also do I just put if 0x1 goto @done, done1, done2 etc
Okay but I still wouldn't use flags like '0xC' and '0x7'. And regardless of what flags you're giving, the first three checkflags would do nothing without an 'if' statement. Anyway, if you delete the first three, it should still work. You don't need multiple "@done"-type scripts.

Brother of Vrai

Co500

Nostalgia Edition

Male
Far Awayyyyyyy
Seen December 14th, 2021
Posted August 23rd, 2015
563 posts
14.9 Years
Okay but I still wouldn't use flags like '0xC' and '0x7'. And regardless of what flags you're giving, the first three checkflags would do nothing without an 'if' statement. Anyway, if you delete the first three, it should still work. You don't need multiple "@done"-type scripts.
but i need the flags for the script to work and make sence,
could you please explain more clearly and thanks for your help but do i put after every check flag if 0x1 goto .......?
It can't end now. Not like this.


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



colcolstyles

Yours truly

Male
The Bay Area
Seen May 18th, 2019
Posted August 13th, 2012
1,588 posts
15 Years
I'm not saying that you shouldn't use flags. I'm saying that your use of flags is incorrect, wastes space, and (at times) doesn't function as intended.

Spoiler:
#dynamic 0x800000

#org @start
checkflag 0x8
checkflag 0x82F
checkflag 0x829
checkflag 0x828
if 0x1 goto @done
lock
faceplayer
msgbox @1 0x6
applymovement 0xFF @move
waitmovement 0x0
msgbox @2 0x6
setflag 0x82F
setflag 0x829
setflag 0x828
setflag 0x8
release
end

#org @done
release
end

#org @1
= Mom: [PLAYER] come here a second please.

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

#org @2
= Mom: I knew this day \nwould come. So here is your \lPokedex and running shoes. \pAnd please be safe.
Based on the script above, here's how I (for all intents and purposes) would have done it:

Spoiler:
#dynamic 0x800000

#org @start
checkflag 0x828
if 0x1 goto @done
lock
faceplayer
msgbox @1 0x6
applymovement 0xFF @move
waitmovement 0x0
msgbox @2 0x6
setflag 0x82F
setflag 0x829
setflag 0x828
setflag 0x8
release
end

#org @done
release
end

#org @1
= Mom: [PLAYER] come here a second please.

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

#org @2
= Mom: I knew this day \nwould come. So here is your \lPokedex and running shoes. \pAnd please be safe.


Basically, as long as you check for at least one of the flags that you set at the end, you should be fine (granted that you don't clear them at a later time).

Brother of Vrai

Co500

Nostalgia Edition

Male
Far Awayyyyyyy
Seen December 14th, 2021
Posted August 23rd, 2015
563 posts
14.9 Years
I'm not saying that you shouldn't use flags. I'm saying that your use of flags is incorrect, wastes space, and (at times) doesn't function as intended.



Based on the script above, here's how I (for all intents and purposes) would have done it:

Spoiler:
#dynamic 0x800000

#org @start
checkflag 0x828
if 0x1 goto @done
lock
faceplayer
msgbox @1 0x6
applymovement 0xFF @move
waitmovement 0x0
msgbox @2 0x6
setflag 0x82F
setflag 0x829
setflag 0x828
setflag 0x8
release
end

#org @done
release
end

#org @1
= Mom: [PLAYER] come here a second please.

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

#org @2
= Mom: I knew this day \nwould come. So here is your \lPokedex and running shoes. \pAnd please be safe.


Basically, as long as you check for at least one of the flags that you set at the end, you should be fine (granted that you don't clear them at a later time).
ah i get you so after ive done that the scripts shouldnt reactivate then,
thanks
It can't end now. Not like this.


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



Seen September 10th, 2011
Posted September 10th, 2011
49 posts
14 Years


#Dynamic 0xoffset

#org @start
checkflag 0x829
if 0x0 goto @hey!
if 0x1 goto @end
end

#org @hey!
lock
msgbox @icant 0x6
(I changed it to this thinking thats what you ment..)
(bold used to be..)
msgbox @icant
boxset 0x6
applymovement 0xFF @back
waitmovement 0x0
release
end

#org @icant
= I can't go in there without\nmy pokedex

#org @back
#raw 0x00 0xFE

#org @end
release
end

Ok, so I tried using this as a srcipt tile and it freezes on me as soon as I step on the tile. Its a "can't enter till you have a pokedex" script.

I'm using FR and I used this code the way its written, just with new messages and the bold part, and placed on a path instead of a door. Like I said, it freezes when I step there.. How do I correct this?

Also, (possibly the problem with above) when would I need to use (in A-Map) the "unknown, var number, etc" from the side bar? I've seen some of it used in the tutorials but I haven't seen anything on weather I need to or not with certain scripts, commands, etc. If there is a more detailed tut on the A-map event sidebar and which types of events I need for what, can I get a link to it? Thanks a bunch guys, you've been very helpful so far. :)
Male
Seen August 27th, 2014
Posted October 24th, 2013
79 posts
12.9 Years
Ok, so I tried using this as a srcipt tile and it freezes on me as soon as I step on the tile. Its a "can't enter till you have a pokedex" script.

I'm using FR and I used this code the way its written, just with new messages and the bold part, and placed on a path instead of a door. Like I said, it freezes when I step there.. How do I correct this?

Also, (possibly the problem with above) when would I need to use (in A-Map) the "unknown, var number, etc" from the side bar? I've seen some of it used in the tutorials but I haven't seen anything on weather I need to or not with certain scripts, commands, etc. If there is a more detailed tut on the A-map event sidebar and which types of events I need for what, can I get a link to it? Thanks a bunch guys, you've been very helpful so far. :)
try to switch around 0x1 and 0x0
Working on a Fire Red Remake Hack nameless for the time being!
Male
Poland
Seen March 26th, 2023
Posted May 28th, 2019
69 posts
14.9 Years
Do you guys forgot about me?
I tell my question again, how to change Wildbattles music? I don't want Regular Battle Theme in this script...
Here's my script.
Spoiler:
#dynamic 0x800100

#org @start
lock
faceplayer
msgbox @1 0x6
wildbattle 0x199 0x46 0x6D
fadescreen 0x1
fadescreen 0x0
hidesprite 0x800F
setflag 0x462
release
end

#org @1
= This stone doesn't look\nso ordinary... Huh?!\lA Pok\h1Bmon attacked!
Male
Seen August 27th, 2012
Posted August 22nd, 2012
687 posts
13.1 Years
just wondering what are the different commands for different types of trainer battle

example what one is double battle and single battle etc. etc.
There is trainerbattle 0x0, which is used for normal-trainer battles (single). trainerbattle 0x1 is used for mainly rival battles and gym leaders/elite four (it continues the script after you win). trainerbattle 0x4 is used for double battles.

There is also trainerbattle 0x5, which is used when you want to rebattle someone, though only single battles (requires special2 command) and trainerbattle 0x7, which is used if you want to re-battle two people at the same time (double battles). (NOT SURE ABOUT THIS PART)

There are more, but I don't know what they do, really. (trainerbattle 0x3, for example)

Decompile the in-game scripts to see them more clearly.

Chad -