Script Help Thread (DO NOT REQUEST SCRIPTS) Page 229

Started by HackMew December 20th, 2008 5:10 AM
  • 625760 views
  • 9682 replies
Male
Seen December 20th, 2011
Posted June 25th, 2011
174 posts
13.8 Years
I already had the spaces in the script. They just didn't copy over. And I tried taking out the second waitmovement. It still crashed XSE. I thought you were supposed to do a waitmovement after every applymovement so it could wait the appropriate amount of time for the movement? Thanks in advance to whoever can get the answer. /:

Chimchar 9

(:

Age 29
Male
England, London
Seen September 22nd, 2016
Posted April 5th, 2013
1,619 posts
15.3 Years
I have no idea why it isn't displaying the text :<

Did you set his person ID to 1000? If you haven't that would explain why his sprite is reappearing. I'm not sure why you put 'clearflag 0x1000' in org @done because that would be allowing you to repeat the script again - It may also have something to to with being able to see him again as well.
Okay, I've done everything you said. But the text is still not coming up, another thing is that the sprite re-appeared for the second time and once the script activated again, then the sprite disappeared forever and the script wouldn't work again. So, you fixed something I guess, but not all of the problems.
Pokemon Green Diamond
Status: cancelled :(
Seen March 25th, 2021
Posted October 22nd, 2015
21 posts
13.3 Years
I already had the spaces in the script. They just didn't copy over. And I tried taking out the second waitmovement. It still crashed XSE. I thought you were supposed to do a waitmovement after every applymovement so it could wait the appropriate amount of time for the movement? Thanks in advance to whoever can get the answer. /:
waitmovement 0x0 makes it so that it will wait just enough time for the applymovement to finish if you wanted it to wait some more you can use pause
Seen March 25th, 2021
Posted October 22nd, 2015
21 posts
13.3 Years
Okay, I've done everything you said. But the text is still not coming up, another thing is that the sprite re-appeared for the second time and once the script activated again, then the sprite disappeared forever and the script wouldn't work again. So, you fixed something I guess, but not all of the problems.
put a pause after the playsong command something like pause 0x5
and you cleared the 0x1000 flag after checking if it is done.. change it

Can you answer my question 2 posts above that one?
edit wait a sec
btw.. by crash do you meant that your XSE closes when you compile? or it just pops up a dialog box?
Seen March 25th, 2021
Posted October 22nd, 2015
21 posts
13.3 Years
As in, I click the debug button then it says "XSE has stopped working. Windows is looking for a solution to the problem." -Closes out- But, it doesn't do that for a basic talking script.
im just taking a guess but it might be from those apostrophes['] idk why though it should work even with the those in, i removed them from that huge chunk of text and its compiling now.. also one of your dynamic label done needs to be changed to done1

here's what'd it look like
#dynamic 0x800000

#org @start
checkflag 0x900
if 0x1 goto @done1
setflag 0x900
applymovement 0x01 @move
waitmovement 0x0
applymovement 0xFF @move2
waitmovement 0x0
checkflag 0x82F
if 0x1 goto @momma
msgbox @msg1 0x6
setflag 0x82F
release
end

#org @done1
release
end

#org @momma
msgbox @msg2 0x6
release
end

#org @msg2
= Hey, \v\h01! Did you clean your room\nlike I asked you to earlier?

#org @msg1
= I have a surprise for you! You\nremember how you ve always\lwanted a Pokémon? Well, I have\ldecided it is time for you to get\lone! Professor John said he will\lbe waiting for you in his lab to\lgive you a choice of\lthree Pokémon! You know, last\lnight I saw a commercial about\lthe Elite Four. Turns out\lthey are doing it one last time.\lThey called it their Swan Song.\lYou should try to join it! I\lthink it would be great! I know\lyou have always wanted to be a\lTrainer. Now is your chance! Oh,\lby the way. I also got you these\lshoes. They might just make your\ljourney easier.

#org @move
#raw 0x1
#raw 0xFE

#org @move2
#raw 0xA
#raw 0xC
#raw 0xFE

Chimchar 9

(:

Age 29
Male
England, London
Seen September 22nd, 2016
Posted April 5th, 2013
1,619 posts
15.3 Years
put a pause after the playsong command something like pause 0x5
and you cleared the 0x1000 flag after checking if it is done.. change it
It still does the same thing. :\
Pokemon Green Diamond
Status: cancelled :(
Seen March 25th, 2021
Posted October 22nd, 2015
21 posts
13.3 Years


It still does the same thing. :\
we've overlooked the biggest thing you're missing.. a setflag.. XD
also are you sure the pause doesnt work?

if i were to re-write it, it'd be
#dynamic 0x800000

#org @start
checkflag 0x1000
if 0x0 goto @next
release
end

#org @next
applymovement 0x04 @move1
waitmovement 0x0
playsong 0x0110 0x0
pause 0x5
msgbox @1 0x6
applymovement 0x04 @move2
waitmovement 0x0
fadesong 0x12c
hidesprite 0x04
setflag 0x1000
release
end

#org @move1
#raw 0x02
#raw 0x62
#raw 0xA
#raw 0xFE

#org @move2
#raw 0xB
#raw 0xB
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0xFE

#org @1
= Hello, [player]. I've found\nsomething really strange near the\llake. Come meet me there, I'll be\lwaiting for you. See ya there!
Male
Seen December 20th, 2011
Posted June 25th, 2011
174 posts
13.8 Years
For Fire Red. This script is supposed to keep pushing you back until you select a Pokemon, then once you step on the tile again, it's supposed to take you to the Prof. But, it just freezes when I step on it. I set the unknown on A-Map to 0003 and the var number to 4050. Can anyone help me with this? Thanks in advance.

Spoiler:

#dynamic 0x800000
#org @start
checkflag 0x1
if 0x0 goto @move1
goto @move2
msgbox @Pokedex 0x6
fanfare 0x13E
msgbox @received 0x4
waitfanfare
closeonkeypress
setflag 0x829
release
end
#org @pokedex
= Very well then! That was a very\ngood choice, [PLAYER]. With your first\lPokemon, you get a Pokedex. This\lautomatically records data on\levery Pokemon you see. Even more\ldata on every on you capture!\lThat is something to keep in mind.\lWith that, I ask you to leave as I\lhave some studies to attend to.\lMake sure to pay attention on your\ljourney. I may send some of my\laides if I need your assistance\lwith anything. Bye, [PLAYER].\lTake care!
#org @received
=You received a Pokedex!
#org @move1
#raw 0x9
#raw 0xFE
#org @move2
#raw 0xA
#raw 0xA
#raw 0x1
#raw 0xFE

Chimchar 9

(:

Age 29
Male
England, London
Seen September 22nd, 2016
Posted April 5th, 2013
1,619 posts
15.3 Years
we've overlooked the biggest thing you're missing.. a setflag.. XD
also are you sure the pause doesnt work?

if i were to re-write it, it'd be
#dynamic 0x800000

#org @start
checkflag 0x1000
if 0x0 goto @next
release
end

#org @next
applymovement 0x04 @move1
waitmovement 0x0
playsong 0x0110 0x0
pause 0x5
msgbox @1 0x6
applymovement 0x04 @move2
waitmovement 0x0
fadesong 0x12c
hidesprite 0x04
setflag 0x1000
release
end

#org @move1
#raw 0x02
#raw 0x62
#raw 0xA
#raw 0xFE

#org @move2
#raw 0xB
#raw 0xB
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0xFE

#org @1
= Hello, [player]. I've found\nsomething really strange near the\llake. Come meet me there, I'll be\lwaiting for you. See ya there!
Hm, I've tried it, but it still does the same thing. If I were to send you the ips, would you consider trying to fix it that way?
Pokemon Green Diamond
Status: cancelled :(

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
For Fire Red. This script is supposed to keep pushing you back until you select a Pokemon, then once you step on the tile again, it's supposed to take you to the Prof. But, it just freezes when I step on it. I set the unknown on A-Map to 0003 and the var number to 4050. Can anyone help me with this? Thanks in advance.

Spoiler:

#dynamic 0x800000
#org @start
checkflag 0x1
if 0x0 goto @move1
goto @move2
msgbox @Pokedex 0x6
fanfare 0x13E
msgbox @received 0x4
waitfanfare
closeonkeypress
setflag 0x829
release
end
#org @pokedex
= Very well then! That was a very\ngood choice, [PLAYER]. With your first\lPokemon, you get a Pokedex. This\lautomatically records data on\levery Pokemon you see. Even more\ldata on every on you capture!\lThat is something to keep in mind.\lWith that, I ask you to leave as I\lhave some studies to attend to.\lMake sure to pay attention on your\ljourney. I may send some of my\laides if I need your assistance\lwith anything. Bye, [PLAYER].\lTake care!
#org @received
=You received a Pokedex!
#org @move1
#raw 0x9
#raw 0xFE
#org @move2
#raw 0xA
#raw 0xA
#raw 0x1
#raw 0xFE
I can see 3 errors in the first 3 lines after @start :D
Okay, lemme explain a little =)
1) Use flags that are over 200 (or better 1000). Flag 1 is imo already set for item script.
2) You must direct (which is goto command) to new string of script, you cannot direct to movement =)
So in your case it should be like this:
checkflag 0x1000
if 0x0 goto @string1
.
.
.
(continuation of script which is done after flag 1000 is set =))

#org @string1
applymovement 0x(number of person in hex) @1
waitmovement 0x0
end

#org @1
movement

Etc... =)) I hope you understand what I meant =)
ROM hacking FAQ - Read before asking how to play a hack.

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Whispeon

Newfound Ghosttype Eeveelution

Male
In the place near the thing with the people
Seen March 28th, 2014
Posted April 1st, 2013
15 posts
13.1 Years
I have searched the whole thread and my problem has arisen on a number of times, it's just people don't seem to give them an answer.
I am using PokeScript (I just find it a lot easier to use) and I am having trouble compiling this script:

Spoiler:
#org $start
lock
checkflag 0x1200
if 0x01 goto $again
message $talk
$talk 1 = ... \p...Calm down... \p...Stop shaking... \p...Everything will be okay... \p...Nothing bad will happen... \p...Trust me... \p... \p...Could you do that for me? \pCan you trust me? \p... \p...Thank you... \p...You are very brave... \p... \p...Come...
boxset 6
applymovement 0xFF $outofway
$outofway 1 ; #binary 0x17 0x03 0xFE
pausemove 0
applymovement 1 $come
$come 1 ; #binary 0x15 0x15 0xFE
pausemove 0
applymovement 0xFF $fix
$fix 1 ; #binary 0x18 0x00 0xFE
pausemove 0
applymovement 1 $go
$go 1 ; #binary 0x15 0x18 0x18 0x18 0x18 0x15 0x15 0x15 0x15 0x15 0x15 0x15 0x15 0x15 0x15 0x15 0x18 0x02 0xFE
applymovement 0xFF $fllw
$fllw 1 ; #binary 0x15 0x18 0x18 0x18 0x18 0x15 0x15 0x15 0x15 0x15 0x15 0x15 0x15 0x15 0x15 0x15 0x03 0xFE
pausemove 0
message $cont
$cont 1 = ...Please... \p...Use this...
boxset 6
givepokemon 10 5 0x86
fanfare 0x13E
message $got
$got 1 = \v\h01 received the CATERPIE!
boxset 4
waitfanfare
pause 0x30
setflag 0x828
setflag 0x829
message $kepgoin
$kepgoin 1 = ... \p...Use these to catch Pokémon...
boxset 6
giveitem 0x04 0x05
message $finish
$finish 1 = ... \p...And these for healing...
boxset 6
giveitem 0x8B 0x05
message $done
$done 1 = ... \p...Please... \p...Go...
boxset 6
applymovement 0xFF $advance
$advance 1 ; #binary 0x17 0x03 0xFE
applymovement 1 $push
$push 1 ; #binary 0x17 0xFE
pausemove 0
message $final
$final 1 = ...There is no time to waste...
boxset 6
setflag 0x1200
release
end

#org $again
lock
faceplayer
message $final
boxset 6
release
end


Whenever I try to compile. It always says "Run-time error '13': Type mismatch"
I really need an answer for this. (Before any of you speculate, yes this is the starter script, and yes, the starter is Caterpie. I'm just THAT lame)
Male
Seen December 20th, 2011
Posted June 25th, 2011
174 posts
13.8 Years
This is also for Fire Red. I made this script for the first rival battle, and when I go to debug or compile it, XSE closes itself out. I've tried redownloading XSE and it didn't work.

#dynamic 0x800000
 
#org @start
checkflag 0x1001
if 0x1 goto @done1
lock
applymovement 0x01 @move2
waitmovement 0x0
trainerbattle 0x0 0x001 0x0 @before @after
msgbox 0x6 @BeforeWalkingAway
applymovement 0x01 @move3
waitmovement 0x0
hidesprite 0x800F
setflag 0x1001
release
end
 
#org @done1
release
end
 
#org @before
=  Well, hey there stranger.\nWhat are you doing around here in\lthe wild? Oh, you are a Pokémon\ltrainer, too? We should battle!\lYeah, come on!
 
#org @after
= Whoa! You're really strong!
 
#org @BeforeWalkingAway
= Whoa, that Pokémon is quite\nthe fighter. My name is [RIVAL]. And\lyou are? … Oh, your name is\l[PLAYER]? Look, I can’t stay long. I\lgotta go beat the gym leader in\lAsidia City if I wanna become\lthe final Elite Four Champion.\lSee ya!
 
#org @move2
#raw 0x62
#raw 0x11
#raw 0x13
#raw 0x13
#raw 0x11
#raw 0x11
#raw 0xFE
 
#org @move3
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
So, to whoever can fix this: thank you. SO much.

destinedjagold

You can contact me in PC's discord server...

Age 32
Male
Seen 3 Days Ago
Posted March 24th, 2023
8,579 posts
16 Years
This is also for Fire Red. I made this script for the first rival battle, and when I go to debug or compile it, XSE closes itself out. I've tried redownloading XSE and it didn't work.

#dynamic 0x800000
 
#org @start
checkflag 0x1001
if 0x1 goto @done1
lock
applymovement 0x01 @move2
waitmovement 0x0
trainerbattle 0x0 0x001 0x0 @before @after
msgbox 0x6 @BeforeWalkingAway
applymovement 0x01 @move3
waitmovement 0x0
hidesprite 0x800F
setflag 0x1001
release
end
 
#org @done1
release
end
 
#org @before
=  Well, hey there stranger.\nWhat are you doing around here in\lthe wild? Oh, you are a Pokémon\ltrainer, too? We should battle!\lYeah, come on!
 
#org @after
= Whoa! You're really strong!
 
#org @BeforeWalkingAway
= Whoa, that Pokémon is quite\nthe fighter. My name is [RIVAL]. And\lyou are? … Oh, your name is\l[PLAYER]? Look, I can’t stay long. I\lgotta go beat the gym leader in\lAsidia City if I wanna become\lthe final Elite Four Champion.\lSee ya!
 
#org @move2
#raw 0x62
#raw 0x11
#raw 0x13
#raw 0x13
#raw 0x11
#raw 0x11
#raw 0xFE
 
#org @move3
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
So, to whoever can fix this: thank you. SO much.
I am not really a FireRed scripter, but somehow, I managed to fix your script.
The errors I saw in your script are...
#org @move3
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0xFE
You forgot the end command which is #raw 0xFE...

#org @BeforeWalkingAway
= Whoa, that Pokémon is quite\nthe fighter. My name is [RIVAL]. And\lyou are? … Oh, your name is\l[PLAYER]? Look, I can’t stay long. I\lgotta go beat the gym leader in\lAsidia City if I wanna become\lthe final Elite Four Champion.\lSee ya!
This one was weird for me... Somehow, it compiled when I removed the "" and the apostrophe in your "cant" in that text.

...
msgbox 0x6 @BeforeWalkingAway
...
And here, it should be "msgbox @BeforeWalkingAway 0x6"...

...
trainerbattle 0x0 0x001 0x0 @before @after
...
Here, if you want your script to continue after the battle, it should be "trainerbattle 0x1 <trainer id> 0x0 <text1> <text2> <address where the script continues>"...

I haven't manage to fix the NPC to disappear, but I guess you can fix that one. Here's the new script.

#dynamic 0x800000
 
#org @start
checkflag 0x1001
if 0x1 goto @done1
applymovement 0x01 @move2
waitmovement 0x0
trainerbattle 0x1 0x001 0x0 @before @after @then
end

#org @then
msgbox @BWA 0x6
applymovement 0x01 @move3
waitmovement 0x0
hidesprite 0x800F
setflag 0x1001
release
end
 
#org @done1
release
end
 
#org @before
=  Well, hey there stranger.\nWhat are you doing around here in\lthe wild? Oh, you are a Pokémon\ltrainer, too? We should battle!\lYeah, come on!
 
#org @after
= Whoa! You're really strong!
 
#org @BWA
= Whoa, that Pokémon is quite\nthe fighter. My name is [RIVAL]. And\lyou are?\pOh, your name is \v\h01?\nLook, I cannot stay long.\pI gotta go beat the gym leader in\nAsidia City if I wanna become\lthe final Elite Four Champion.\pSee ya!
 
#org @move2
#raw 0x62
#raw 0x11
#raw 0x13
#raw 0x13
#raw 0x11
#raw 0x11
#raw 0xFE
 
#org @move3
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0xFE
Here's a video of your script...
Spoiler:

(note: somehow, YouTube deleted the part where I defeated the guy...)

DrFuji

Heiki Hecchara‌‌

Age 30
Male
Aussie
Seen 4 Days Ago
Posted February 12th, 2021
1,693 posts
13.7 Years
This is also for Fire Red. I made this script for the first rival battle, and when I go to debug or compile it, XSE closes itself out. I've tried redownloading XSE and it didn't work.

#dynamic 0x800000
 
#org @start
checkflag 0x1001
if 0x1 goto @done1
lock
applymovement 0x01 @move2
waitmovement 0x0
trainerbattle 0x1 0x001 0x0 @before @after @later
 
#org @later
msgbox @BeforeWalkingAway 0x6
applymovement 0x01 @move3
waitmovement 0x0
hidesprite 0x1
setflag 0x1001
release
end
 
#org @done1
release
end
 
#org @before
=  Well, hey there stranger.\nWhat are you doing around here in\lthe wild? Oh, you are a Pokémon\ltrainer, too? We should battle!\lYeah, come on!
 
#org @after
= Whoa! You're really strong!
 
#org @BeforeWalkingAway
= Whoa, that Pokémon is quite\nthe fighter. My name is [RIVAL]. And\lyou are? … Oh, your name is\l[PLAYER]? Look, I can’t stay long. I\lgotta go beat the gym leader in\lAsidia City if I wanna become\lthe final Elite Four Champion.\lSee ya!
 
#org @move2
#raw 0x62
#raw 0x11
#raw 0x13
#raw 0x13
#raw 0x11
#raw 0x11
#raw 0xFE
 
#org @move3
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0xFE
So, to whoever can fix this: thank you. SO much.
Corrections in red.

Since you want the script to continue after you've had a trainer battle, you need to change the trainerbattle type to 0x1 and add a new address where the script can continue from.

EDIT: Beaten ;_;

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
The command disappear 0x1 is not working why?
Disappear command is very buggy... you shouldn't use it.
It's better if you make person disappear by using hidden movement.
ROM hacking FAQ - Read before asking how to play a hack.

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Spherical Ice

Age 25
Leicester, UK
Seen 21 Hours Ago
Posted February 20th, 2022
5,251 posts
15.5 Years
I'm afraid you're chances of getting your question answered are low as, I think it's safe to say, Pokéscript is obsolete compared to languages like those present in XSE. Sorry. >:

I seem to have some trouble with this trigger script.

XSE, FireRed, Trigger Script
Spoiler:
#dynamic 0x800000

#org @start
checkflag 0x1205
if 0x1 goto @end
lock
clearflag 0x902
showsprite 0x7
showsprite 0x8
showsprite 0x9
msgbox @1 0x6
fadesong 0x14b // Mt Ember, tbr
applymovement 0xFF @shock
applymovement 0x7 @grunt1
applymovement 0x8 @grunt2
applymovement 0x9 @lilith1
waitmovement 0x0
msgbox @2 0x6
fadescreen 0x1
msgbox @3 0x4
closeonkeypress
setweather 0xD
fadescreen 0x0
doweather
applymovement 0x9 @lshock
waitmovement 0x0
msgbox @4 0x6
fadescreen 0x3
cry 0xFE 0x0
waitcry
spriteface 0xFF 0x3
spriteface 0x7 0x3
spriteface 0x8 0x3
spriteface 0x9 0x3
fadescreen 0x2
clearflag 0x901
showsprite 0x10
msgbox @5 0x6
applymovement 0x9 @lilith3
waitmovement 0x0
msgbox @6 0x6
clearflag 0x905

showsprite 0x11
hidesprite 0x10
setflag 0x901
hidesprite 0x11
setflag 0x905
spriteface 0xFF 0x1
spriteface 0x7 0x2
spriteface 0x8 0x2
applymovement 0x9 @movelil
applymovement 0x7 @movegrunt
applymovement 0x8 @movegrunt1
waitmovement 0x0
hidesprite 0x9
hidesprite 0x8
hidesprite 0x7
setflag 0x902
fadedefault
setflag 0x1205
release
end

#org @end
release
end

movements and text removed


Spoiler:

...
hidesprite 0x10
setflag 0x901
hidesprite 0x11
setflag 0x905
...

Okay, so what's meant to happen in this portion of the script is basically: screen fades to white, Raikou's cry is heard, the player, and events 7, 8 and 9 face left, the screen fades back to normal. Up to here works. Until, when I want Person # 10 and Person ID 901 to appear as it doesn't appear. Afterwards, a message is shown, person nine moves, more text is shown, which all works, until Person # 11 and Person ID 905 appears, followed by the hiding of #10, which also doesn't work. The pause for half a second works, but then, lo and behold, the hiding of #11 doesn't work.

The second spoiler shows part of the level script which hides #10 and #11 to begin with. The rest of this level script works, so I don't think that's the problem.

This is really annoying me. Any ideas why it's happening?

e: Although the rest of the script works, if I exit and re-enter the map, the script executes again, but if I stay in the map and walk over the tile, nothing happens. I have put flags in, so I dunno why that happens either. >:

DrFuji

Heiki Hecchara‌‌

Age 30
Male
Aussie
Seen 4 Days Ago
Posted February 12th, 2021
1,693 posts
13.7 Years
I'm afraid you're chances of getting your question answered are low as, I think it's safe to say, Pokéscript is obsolete compared to languages like those present in XSE. Sorry. >:

I seem to have some trouble with this trigger script.

XSE, FireRed, Trigger Script
Spoiler:
#dynamic 0x800000

#org @start
checkflag 0x1205
if 0x1 goto @end
lock
clearflag 0x902
showsprite 0x7
showsprite 0x8
showsprite 0x9
msgbox @1 0x6
fadesong 0x14b // Mt Ember, tbr
applymovement 0xFF @shock
applymovement 0x7 @grunt1
applymovement 0x8 @grunt2
applymovement 0x9 @lilith1
waitmovement 0x0
msgbox @2 0x6
fadescreen 0x1
msgbox @3 0x4
closeonkeypress
setweather 0xD
fadescreen 0x0
doweather
applymovement 0x9 @lshock
waitmovement 0x0
msgbox @4 0x6
fadescreen 0x3
cry 0xFE 0x0
waitcry
spriteface 0xFF 0x3
spriteface 0x7 0x3
spriteface 0x8 0x3
spriteface 0x9 0x3
fadescreen 0x2
clearflag 0x901
showsprite 0x10
msgbox @5 0x6
applymovement 0x9 @lilith3
waitmovement 0x0
msgbox @6 0x6
clearflag 0x905
showsprite 0x11
hidesprite 0x10
setflag 0x901
hidesprite 0x11
setflag 0x905
spriteface 0xFF 0x1
spriteface 0x7 0x2
spriteface 0x8 0x2
applymovement 0x9 @movelil
applymovement 0x7 @movegrunt
applymovement 0x8 @movegrunt1
waitmovement 0x0
hidesprite 0x9
hidesprite 0x8
hidesprite 0x7
setflag 0x902
fadedefault
setflag 0x1205
release
end

#org @end
release
end

movements and text removed


Spoiler:

...
hidesprite 0x10
setflag 0x901
hidesprite 0x11
setflag 0x905
...

Okay, so what's meant to happen in this portion of the script is basically: screen fades to white, Raikou's cry is heard, the player, and events 7, 8 and 9 face left, the screen fades back to normal. Up to here works. Until, when I want Person # 10 and Person ID 901 to appear as it doesn't appear. Afterwards, a message is shown, person nine moves, more text is shown, which all works, until Person # 11 and Person ID 905 appears, followed by the hiding of #10, which also doesn't work. The pause for half a second works, but then, lo and behold, the hiding of #11 doesn't work.

The second spoiler shows part of the level script which hides #10 and #11 to begin with. The rest of this level script works, so I don't think that's the problem.

This is really annoying me. Any ideas why it's happening?

e: Although the rest of the script works, if I exit and re-enter the map, the script executes again, but if I stay in the map and walk over the tile, nothing happens. I have put flags in, so I dunno why that happens either. >:
FRom what I'm assuming, you're using a sequential order for your person event, so should be using the HEX numbers for people #10 and #11 (0xA and 0xB), that may be why they're not appearing - I do this all the time as well. I'm not sure why the script executes itself again after you reenter the map because you're setting and checking a flag, but hopefully this will help will help with your person problem.

DrFuji

Heiki Hecchara‌‌

Age 30
Male
Aussie
Seen 4 Days Ago
Posted February 12th, 2021
1,693 posts
13.7 Years
This is going to sound like a really dumb question, I know. Bear with me.

I'm using the newest version of XSE to edit scripts in my Ruby ROM. If I go to "Open Script" in Advance Map and edit from there, how do I save the edited script to the ROM?
You need to compile the script again (The two blue cogs on the top of XSE). This method will be fine if you're making the script shorter/ keeping it the same length, but if you are making it longer would be best to change the offsets in the script so it doesn't overwrite anything.

EDIT: Beaten ;_;