Script Help Thread (DO NOT REQUEST SCRIPTS) Page 272

Started by HackMew December 20th, 2008 5:10 AM
  • 625760 views
  • 9682 replies
Age 42
Male
Denmark
Seen December 22nd, 2022
Posted May 28th, 2012
29 posts
11.1 Years
I'm using the newest XSE (or whatever 1.1.1 is), and I'm hacking FireRed.
I'll replace it and see if it works.

EDIT: Upon putting the script in, the Squirtle box shows up, but nothing else happens.
Again.
Sorry, there where a few issues,
but the main one was the movement missing the "0xFE" at the end,
since movement was never terminated the script didn't continue.

Anyway here is a fully working script inside spoiler,
I tested it and it's working on my BPRE 1.0 ROM (Fire-Red 1.0)

Note that "preparemsg" should work 100% in XSE 1.1.1,
so I simply fixed the other issues and kept it in the script,
but you can replace it with a msgbox if you chose to.

Also note that I kept the "setflag 0x920" in the script, from your own script,
it's not used by the script currently,
the script doesn't account for reappearing sprites in it's current form,
since I don't know your flags, but you should easily be able to set those.

Anyway you should really take a look in the original starter script,
and make sure to read the notes in this script -> '-- msg

Spoiler:

#dynamic 0x800260
#org @getstartersquirt
lock
faceplayer
setvar 0x4002 0x7 '-- Squirtle
setvar 0x4004 0x5 '-- People event no: 5 (rivals pokeball)
goto @check
end

#org @check
showpokepic 0x4002 0x0A 0x03 '-- Show pokepic specified by 0x4002
bufferpokemon 0x0 0x4002 '-- buffer pokemon species for txt use
msgbox @1 0x5
compare 0x800D 0x1 '-- LASTRESULT
if 0x1 goto @take
compare 0x800D 0x0 '-- LASTRESULT
if 0x1 goto @no
release
end

#org @take
hidepokepic '-- Hide pokepic
hidesprite 0x800F '-- LASTTALKED
setflag 0x828 '-- Give Pokemon menu
setflag 0x910 '-- Your flag
givepokemon 0x4002 0x5 0x0 0x0 0x0 0x0
preparemsg @2
waitmsg
fanfare 0x13E
waitfanfare
msgbox @3 0x5
compare 0x800D 0x1 '-- LASTRESULT
if 0x1 goto @checkpoke
goto @rival
end

#org @no
hidepokepic
release
end

#org @checkpoke
countpokemon
compare 0x800D 0x1 '-- LASTRESULT
if 0x0 goto @have
compare 0x800D 0x1 '-- LASTRESULT
if 0x1 goto @none
release
end

#org @have
countpokemon
subvar 0x800D 0x1 '-- LASTRESULT
copyvar 0x8004 0x800D '-- 0x8004 is used by special 0x9E
goto @name
end

#org @none
setvar 0x8004 0x0 '-- 0x8004 is used by special 0x9E
goto @name
end

#org @name
fadescreen 0x1
special 0x9E '-- Name pokemon in party slot specified by 0x8004
waitstate
goto @rival
end

#org @rival
msgbox @4 0x2
applymovement 0x8 @moverival
waitmovement 0x0
msgbox @5 0x6
hidesprite 0x4004 '-- Hide sprite specified by 0x4004
release
end

#org @1
= Do ya want this \v\h02? \nIt's fun to raise!

#org @2
= \v\h01 received the \v\h02!

#org @3
= Would you like to nickname this \n\v\h02?

#org @4
= Take good care of it!

#org @5
= I'll have this one, then!

#org @moverival
#raw 0x03 0x13 0x013 0x01 0x11 0x03 0x013 0x13 0x13 0x0 0xFE
Zilvereyes - Newbie
Hacking: Pokémon Fire Red

[Guides]:
Adding 0x0 - 0x57 Name Header to FireRed - Incomplete (Still working on it though [10-05-2012])
Female
Seen June 15th, 2012
Posted April 26th, 2012
49 posts
13.2 Years
Sorry, there where a few issues,
but the main one was the movement missing the "0xFE" at the end,
since movement was never terminated the script didn't continue.

Anyway here is a fully working script inside spoiler,
I tested it and it's working on my BPRE 1.0 ROM (Fire-Red 1.0)

Note that "preparemsg" should work 100% in XSE 1.1.1,
so I simply fixed the other issues and kept it in the script,
but you can replace it with a msgbox if you chose to.

Also note that I kept the "setflag 0x920" in the script, from your own script,
it's not used by the script currently,
the script doesn't account for reappearing sprites in it's current form,
since I don't know your flags, but you should easily be able to set those.

Anyway you should really take a look in the original starter script,
and make sure to read the notes in this script -> '-- msg

Spoiler:

#dynamic 0x800260
#org @getstartersquirt
lock
faceplayer
setvar 0x4002 0x7 '-- Squirtle
setvar 0x4004 0x5 '-- People event no: 5 (rivals pokeball)
goto @check
end

#org @check
showpokepic 0x4002 0x0A 0x03 '-- Show pokepic specified by 0x4002
bufferpokemon 0x0 0x4002 '-- buffer pokemon species for txt use
msgbox @1 0x5
compare 0x800D 0x1 '-- LASTRESULT
if 0x1 goto @take
compare 0x800D 0x0 '-- LASTRESULT
if 0x1 goto @no
release
end

#org @take
hidepokepic '-- Hide pokepic
hidesprite 0x800F '-- LASTTALKED
setflag 0x828 '-- Give Pokemon menu
setflag 0x910 '-- Your flag
givepokemon 0x4002 0x5 0x0 0x0 0x0 0x0
preparemsg @2
waitmsg
fanfare 0x13E
waitfanfare
msgbox @3 0x5
compare 0x800D 0x1 '-- LASTRESULT
if 0x1 goto @checkpoke
goto @rival
end

#org @no
hidepokepic
release
end

#org @checkpoke
countpokemon
compare 0x800D 0x1 '-- LASTRESULT
if 0x0 goto @have
compare 0x800D 0x1 '-- LASTRESULT
if 0x1 goto @none
release
end

#org @have
countpokemon
subvar 0x800D 0x1 '-- LASTRESULT
copyvar 0x8004 0x800D '-- 0x8004 is used by special 0x9E
goto @name
end

#org @none
setvar 0x8004 0x0 '-- 0x8004 is used by special 0x9E
goto @name
end

#org @name
fadescreen 0x1
special 0x9E '-- Name pokemon in party slot specified by 0x8004
waitstate
goto @rival
end

#org @rival
msgbox @4 0x2
applymovement 0x8 @moverival
waitmovement 0x0
msgbox @5 0x6
hidesprite 0x4004 '-- Hide sprite specified by 0x4004
release
end

#org @1
= Do ya want this \v\h02? \nIt's fun to raise!

#org @2
= \v\h01 received the \v\h02!

#org @3
= Would you like to nickname this \n\v\h02?

#org @4
= Take good care of it!

#org @5
= I'll have this one, then!

#org @moverival
#raw 0x03 0x13 0x013 0x01 0x11 0x03 0x013 0x13 0x13 0x0 0xFE
I'm still having the extremely strange problem of the picture showing up, but no text box...
Is there any way to fix it? It seems to compile fine and everything...



Berwald Oxenstierna.
'Lion of the North'
Konungariket Sverige
Sweden
Team Sealand! Now recruiting

Age 42
Male
Denmark
Seen December 22nd, 2022
Posted May 28th, 2012
29 posts
11.1 Years
I'm still having the extremely strange problem of the picture showing up, but no text box...
Is there any way to fix it? It seems to compile fine and everything...
Send me a PM with your e-mail and a link to a copy of your Fire Red ROM, and I'll have a look and see if I can figure out why it's doing that.
Zilvereyes - Newbie
Hacking: Pokémon Fire Red

[Guides]:
Adding 0x0 - 0x57 Name Header to FireRed - Incomplete (Still working on it though [10-05-2012])
Male
Seen July 5th, 2013
Posted August 10th, 2012
54 posts
12.7 Years
Hi, I maybe posted on the wrong thread before, but anyway I have a problem with my script (you don't say?!)

I want to redo the OAK's animation in Pallet town, but XSE scrambles my scripting.

This is the original script: pastie.org/3865800
And this is the scrambled script: pastie.org/3865812

As you can see one of my msgbox disappeared and a goto to some unknown address is show instead.

If you know... Thanks in adv.

DrFuji

Heiki Hecchara‌‌

Age 30
Male
Aussie
Seen 4 Days Ago
Posted February 12th, 2021
1,693 posts
13.7 Years
Hi, I maybe posted on the wrong thread before, but anyway I have a problem with my script (you don't say?!)

I want to redo the OAK's animation in Pallet town, but XSE scrambles my scripting.

This is the original script: pastie.org/3865800
And this is the scrambled script: pastie.org/3865812

As you can see one of my msgbox disappeared and a goto to some unknown address is show instead.

If you know... Thanks in adv.
Are you opening the script through Advance Map and trying to edit it from there? That's what I believe you are doing, which isn't good practice and is the reason why your commands are becoming garbled.

You need to have dynamic pointers (@talk, @move etc.) rather than static pointers (0x81655ED, 0x81656CE etc.) which you receive when you open a script from Advance Map. If you are working with static pointers, like you have shown by posting your scripts here straight from being opened in Advance Map, then you can't make them longer at all - This is because XSE will automatically overwrite what ever data you have at the address you have specified with the static pointers. Here is an example of what I'm talking about:

#org 0x80004E
lockall
applymovement 0x1 0x8800064
waitmovement 0x1
msgbox 0x8800067 0x2
releaseall
end

#org 0x800064
#raw 0x11
#raw 0xFE

#org 0x800067
= Hello world!
In this script that I have opened from Advance Map and cleaned up a little you see that I am using static pointers that tell me what offset parts of the script are assigned to. If I suddenly realised that the OW I'm moving needs to step upwards three more times and subsequently added three more 'raw 0x11's to his movements and then compiled the script again, this is what it would look like once I reload it:

#org 0x80004E
lockall
applymovement 0x1 0x8800064
waitmovement 0x1
msgbox 0x8800067 0x2
releaseall
end

#org 0x800064
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0xFE

#org 0x800067
= Ù\nllo world!
As you can see, the text in the message box has now been corrupted and is unusable, as the extra movement data that I added has overwritten three bytes of what was otherwise perfectly legible text. This is the problem with static offsets, you can't add any data that would otherwise expand the size of your script. It is good for quickly altering small things like values and variables you are using as that won't lengthen your script, but it is otherwise improper for everyday XSE use.

If you are opening a script that was in the original game then I'd suggest changing each static pointer to a dynamic one. It may take some time, but you'll ensure that nothing will be overwritten. Once you've finished writing a new script/ converting the static pointer, I would advise saving it as a .rbc file, which is as easy as going to 'File > Save As' and saving your script as you would any other program. This way you can open up your script in the future with your dynamic pointers already in place and reinsert it again if you need to lengthen it.
Male
Seen May 6th, 2012
Posted May 5th, 2012
1 posts
11 Years
(Programs being used in this Pokescript / Pkmadv / AdvanceMap 1.92)

I've been trying to make a script to give a Eevee as a starter for my rom (I've made new maps and warps so Pallet Town is no longer existent in my rom as I want to redo everything).

All of my scripts and flags thus far are working okay except for the one to give me a Pokemon.

It's mainly based on flags which all seem to work fine. It's just a issue of actually receiving the Pokemon and the ball disappearing.

If anyone could help, I'd appreciate it.


Talking to the Aide in the lab initiates the event: (Working as far as I know)
#org $AideTalk
lock
faceplayer
checkflag 0x1200
if 0x01 goto $AlreadyTalked
message $StartFirstPokemon
$StartFirstPokemon 1 = Professor Willow told me that\nyou would be coming by.\nShe said you can have the\ppokémon that she left on the counter!
boxset 6
setflag 0x1200
release
end

#org $AlreadyTalked
message $GoodLuck
$GoodLuck 1 = Good luck on your adventures!
setflag 0x1201
boxset 6
release
end
The Pokeball Script: (Text & script that makes you talk to the aide works, however I don't recieve the Pokemon and the ball doesn't disappear)
#org $FirstPokemon
lock
faceplayer
checkflag 0x1200
if 0x01 goto $FirstPokemonDone
message $NotDone
$NotDone 1 = Perhaps I should talk to\nProfessor Willow's Aide first!
boxset 6
release
end

#org $FirstPokemonDone
lock
faceplayer
message $talk
$talk 1 = Here's a Pokémon!
boxset 6
givepokemon 133 5 0x8B
removesprite 1
release
end
EDIT: I figured out why I didn't receive the Pokemon, However the issue with the ball disappearing is still there.

Thanks in advance.

DrFuji

Heiki Hecchara‌‌

Age 30
Male
Aussie
Seen 4 Days Ago
Posted February 12th, 2021
1,693 posts
13.7 Years
(Programs being used in this Pokescript / Pkmadv / AdvanceMap 1.92)

I've been trying to make a script to give a Eevee as a starter for my rom (I've made new maps and warps so Pallet Town is no longer existent in my rom as I want to redo everything).

All of my scripts and flags thus far are working okay except for the one to give me a Pokemon.

It's mainly based on flags which all seem to work fine. It's just a issue of actually receiving the Pokemon and the ball disappearing.

If anyone could help, I'd appreciate it.


Talking to the Aide in the lab initiates the event: (Working as far as I know)
#org $AideTalk
lock
faceplayer
checkflag 0x1200
if 0x01 goto $AlreadyTalked
message $StartFirstPokemon
$StartFirstPokemon 1 = Professor Willow told me that\nyou would be coming by.\nShe said you can have the\ppokémon that she left on the counter!
boxset 6
setflag 0x1200
release
end

#org $AlreadyTalked
message $GoodLuck
$GoodLuck 1 = Good luck on your adventures!
setflag 0x1201
boxset 6
release
end
The Pokeball Script: (Text & script that makes you talk to the aide works, however I don't recieve the Pokemon and the ball doesn't disappear)
#org $FirstPokemon
lock
faceplayer
checkflag 0x1200
if 0x01 goto $FirstPokemonDone
message $NotDone
$NotDone 1 = Perhaps I should talk to\nProfessor Willow's Aide first!
boxset 6
release
end

#org $FirstPokemonDone
lock
faceplayer
message $talk
$talk 1 = Here's a Pokémon!
boxset 6
givepokemon 133 5 0x8B
removesprite 1
release
end
EDIT: I figured out why I didn't receive the Pokemon, However the issue with the ball disappearing is still there.

Thanks in advance.
You need to set a flag when you want the ball to disappear and then put that flag's number into the 'Person ID' of the ball in Advance Map. If you set the flag that is attached to the ball then it should disappear forever, unless you clear that flag in a later script.

Also, I'd advise against using PokeScript as it was made years ago and can be buggy at times. You should use a script editor that was made more recently like XSE.

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
Hey guys, I was wondering if anyone could help me? If this requires inbox, I'd love it! I want for a character to run to me and talk to me, any ideas!
It's called scripting.
Download XSE, a great scripting tool to date.
DrFuji provided a download link two post below this post o'mine.
After, read scripting tutorials in the Tutorials section.

Seen May 13th, 2015
Posted March 4th, 2014
8 posts
15.5 Years
Spoiler:
#dynamic 0x800000

#org @start
checkflag 0x828
if 0x1 goto @done
msgbox @1 0x5
compare LASTRESULT 0x1
if 0x1 goto @take
msgbox @2 0x6
release
end

#org @take
givepokemon 0x45 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
release
end

#org @name
call 0x1A74EB
return

#org @done
msgbox @6 0x1
release
end

#org @1
= Hello.\nSorry to trouble you.\nI can't take care\nof my Snivy.\pCan you take care of\nit for me?

#org @2
= That's okay.\pI'm sure someone else will\ntake it.

#org @3
= [black_fr]You received a Snivy!

#org @4
= [black_fr]Would you like to give a\nnickname to Snivy?

#org @5
= Please take care of\nSnivy.

#org @6
= Are you taking good care\nof Snivy?


This is a givepokemon script but when i approach the NPC, i can only hear the sounds when buttons are pressed when talking to npcs... there is no text box appearing.

DrFuji

Heiki Hecchara‌‌

Age 30
Male
Aussie
Seen 4 Days Ago
Posted February 12th, 2021
1,693 posts
13.7 Years
Spoiler:
#dynamic 0x800000

#org @start
checkflag 0x828
if 0x1 goto @done
msgbox @1 0x5
compare LASTRESULT 0x1
if 0x1 goto @take
msgbox @2 0x6
release
end

#org @take
givepokemon 0x45 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
release
end

#org @name
call 0x1A74EB
return

#org @done
msgbox @6 0x1
release
end

#org @1
= Hello.\nSorry to trouble you.\nI can't take care\nof my Snivy.\pCan you take care of\nit for me?

#org @2
= That's okay.\pI'm sure someone else will\ntake it.

#org @3
= [black_fr]You received a Snivy!

#org @4
= [black_fr]Would you like to give a\nnickname to Snivy?

#org @5
= Please take care of\nSnivy.

#org @6
= Are you taking good care\nof Snivy?


This is a givepokemon script but when i approach the NPC, i can only hear the sounds when buttons are pressed when talking to npcs... there is no text box appearing.
It sounds like you don't have the latest version of XSE. Try downloading this one, compile your script with it and see if it works.
Seen May 13th, 2015
Posted March 4th, 2014
8 posts
15.5 Years
It sounds like you don't have the latest version of XSE. Try downloading this one, compile your script with it and see if it works.
Whoa, it worked! Thanks alot DrFuji! Really appreciate your help! :D



Sorry... but I have encountered another problem :x

Spoiler:
#dynamic 0x800000

#org @start
lock
faceplayer
msgbox @1 0x6
cry 0x6 0x0
wildbattle 0x45 0x1E 0x8B
fadescreen 0x1
fadescreen 0x0
hidesprite 0x800F
setflag 0x200
release
end

#org @1
= The man was actually a\n Snivy in disguise!\pSNIVY: KYAAAAAA!


The text and the battle is alright, but after battling the pokemon, the npc does not disappear even though there is the hidesprite already.

EDIT: I changed hidesprite 0x800F to hidesprite 0x0B (person event number 11) but it still remains the same...

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
Hidesprite is pretty buggy command.
You should use applymovement and waitmovement with commands that make sprite disappear and move it to somewhere else.
And also... use higher flags ;) 400 or something =)
ROM hacking FAQ - Read before asking how to play a hack.

Anime List | PSN Trophy List
Male
Seen July 30th, 2012
Posted May 7th, 2012
48 posts
11.1 Years
Please help! Having scripting troubles as a starter... I have simply remodeled the scene in CERULEAN CITY where you encounter the bridge and your rival appears and battles you.

Here is the remake:

All I have done is take the things from CERULEAN CITY and dropped them here, expecting the same thing to happen.

When I walk to this spot, it completely freezes the game, but the music plays normally:


What is my problem?

Here is the script I'm using (same from Cerulean City)

Spoiler:
#org 0x81664A6
'-----------------------------------
lockall
setvar 0x4001 0x1
movesprite2 0x8 0x17 0x0
jump 0x81664CC

#org 0x81664CC
'-----------------------------------
textcolor BLUE
setvar 0x4054 0x2
playsound 0x13B 0x0
reappear 0x8
applymovement 0x8 0x81665D3 ' walk_down walk_down ...
pauseevent 0x0
msgbox 0x817EAD7 ' \v\h06: Yo! \v\h01!\...
callstd MSG_NOCLOSE ' Non-closing message
setvar LASTTALKED 0x8
compare 0x4031 0x2
if == call 0x8166582 ' Equal To
compare 0x4031 0x1
if == call 0x816658D ' Equal To
compare 0x4031 0x0
if == call 0x8166598 ' Equal To
setvar 0x8004 0xD
setvar 0x8005 0x0
special FAME_CHECKER
msgbox 0x817EB95 ' \v\h06: Hey, guess w...
callstd MSG_NOCLOSE ' Non-closing message
closemsg
playsound 0x13C 0x0
compare 0x4001 0x0
if == call 0x81665A3 ' Equal To
compare 0x4001 0x1
if == call 0x81665A3 ' Equal To
compare 0x4001 0x2
if == call 0x81665B5 ' Equal To
msgbox 0x817ECD4 ' Oh, yeah, right.\pI ...
callstd MSG_NOCLOSE ' Non-closing message
setvar 0x4052 0x1
setflag 0x29B
copyvarifnotzero 0x8000 FAMECHECKER
copyvarifnotzero 0x8001 0x1
callstd MSG_OBTAIN ' Obtained the XXXXXX!
msgbox 0x817ED5D ' A chatty gossip like...
callstd MSG_NOCLOSE ' Non-closing message
closemsg
applymovement 0x8 0x81665FB ' walk_down walk_down ...
pauseevent 0x0
fadedefault
disappear 0x8
releaseall
end

#org 0x8166582
'-----------------------------------
trainerbattle 0x3 0x14C 0x0 0x817EB71
return

#org 0x816658D
'-----------------------------------
trainerbattle 0x3 0x14D 0x0 0x817EB71
return

#org 0x8166598
'-----------------------------------
trainerbattle 0x3 0x14E 0x0 0x817EB71
return

#org 0x81665A3
'-----------------------------------
applymovement PLAYER 0x81665C7 ' pause_long pause loo...
applymovement 0x8 0x81665D9 ' walk_right walk_down...
pauseevent 0x0
return

#org 0x81665B5
'-----------------------------------
applymovement PLAYER 0x81665CD ' pause_long pause loo...
applymovement 0x8 0x81665EA ' walk_left walk_down ...
pauseevent 0x0
return


#org 0x817EAD7
= \v\h06: Yo! \v\h01!\pYou're still struggling along back\nhere?\pI'm doing great! I caught a bunch\nof strong and smart POK\eMON!\pHere, let me see what you caught,\n\v\h01!

#org 0x817EB95
= \v\h06: Hey, guess what?\pI went to BILL's and got him to\nshow me his rare POK\eMON.\pThat added a lot of pages to my\nPOK\eDEX!\pAfter all, BILL's world famous as a\nPOK\eMANIAC.\pHe invented the POK\eMON Storage\nSystem on PC, too.\pSince you're using his system,\nyou should go thank him.\pWell, I better get rolling!\nSmell ya later!

#org 0x817ECD4
= Oh, yeah, right.\pI feel sorry for you. No, really.\nYou're always plodding behind me.\pSo here, I'll give you a little\npresent as a favor.

#org 0x817ED5D
= A chatty gossip like you[.]\nThat thing's perfect.\pI don't need it because I don't\ngive a hoot about others.\pAll right, this time I really am\ngone. Smell ya!

#org 0x817EB71
= Hey!\nTake it easy!\lYou won already!

#org 0x81665D3
M walk_down walk_down walk_down walk_down walk_down end

#org 0x81665FB
M walk_down walk_down walk_down walk_down walk_down walk_down walk_down end

#org 0x81665C7
M pause_long pause look_right_delayed pause_long look_down_delayed end

#org 0x81665D9
M walk_right walk_down walk_down walk_down walk_down walk_down walk_down walk_down pause_long pause_long walk_left walk_up walk_up walk_up walk_up walk_up end

#org 0x81665CD
M pause_long pause look_left_delayed pause_long look_down_delayed end

#org 0x81665EA
M walk_left walk_down walk_down walk_down walk_down walk_down walk_down walk_down pause_long pause_long walk_right walk_up walk_up walk_up walk_up walk_up end


Please help me fix this problem!

New problem, + fixes!

I copied everything, absoloutley everything!

But still, Gary doesn't appear but I battle him, like so... + there is no music (no rival theme)


I'm guessing I have to pair the script with the rival, and how is this possible?
Even when we're are about to battle he is know where to be seen;


What's going on? Thanks!
Seen May 13th, 2015
Posted March 4th, 2014
8 posts
15.5 Years
Please help! Having scripting troubles as a starter... I have simply remodeled the scene in CERULEAN CITY where you encounter the bridge and your rival appears and battles you.

What's going on? Thanks!
if im not wrong u have to bring the gary npc over too...
just my guess
joined in 2007 just to download shiny gold!
developing my own hack right now just for the fun of it! :P
a total newbie at scripting...

Mana

Age 31
Male
UK
Seen March 25th, 2023
Posted August 18th, 2021
10,075 posts
14.3 Years
Bengraphicsdesign

One thing that stands out for me:

movesprite2 0x8 0x17 0x0

Is this the correct co-ordinates or is this copy and pasted from the original?

As to the music, I'm not entirely sure why it's not working.
Age 26
Male
Seen July 31st, 2016
Posted June 21st, 2012
17 posts
11.1 Years
Ok, I need some help.

I wrote my script, and when I compiled it I got "Unkown keyword: ssed at line 37"

Line 37 is blank, and it's in between 2 pointers, @msg3 and @move

Spoiler:

#dynamic 0x800000

#org @start
checkflag 0x006
if 0x1 goto @skip
msgbox @msg 0x4
closeonkeypress
applymovement 0xFF @move
applymovement 0x6 @move1
waitmovement 0x0
msgbox @msg1 0x6
setflag 0x006
special 0x16F
fanfare 0x10D
preparemsg @msg2
closeonkeypress
msgbox @msg3 0x6
applymovement 0x6 @move2
release
end

#org @skip
release
end

#org @msg
= [player]! Wait!

#org @msg1
= I forgot to give you your Pokedex!\nYou took off too fast!\pHere you go.

#org @msg2
= [player] recieved the PokeDex!

#org @msg3
= Well, I've got to go back to the\nlab.\pYou should head to Inicia Town for\nyour first Gym battle! It's just\lpa
ssed Olcider Villager.\p
Good luck on your trip, [player].

#org @move
#raw 0x1
#raw 0x62
#raw 0xFE

#org @move1
#raw 0x61
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x10
#raw 0xFE

@org @move2
#raw 0x10
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x60
#raw 0xFE

Spherical Ice

Age 25
Leicester, UK
Seen 21 Hours Ago
Posted February 20th, 2022
5,251 posts
15.5 Years
Spoiler:

#dynamic 0x800000

#org @start
checkflag 0x006
if 0x1 goto @skip
msgbox @msg 0x4
closeonkeypress
applymovement 0xFF @move
applymovement 0x6 @move1
waitmovement 0x0
msgbox @msg1 0x6
setflag 0x006
special 0x16F
fanfare 0x10D
preparemsg @msg2
closeonkeypress
msgbox @msg3 0x6
applymovement 0x6 @move2
release
end

#org @skip
release
end

#org @msg
= [player]! Wait!

#org @msg1
= I forgot to give you your Pokedex!\nYou took off too fast!\pHere you go.

#org @msg2
= [player] recieved the PokeDex!

#org @msg3
= Well, I've got to go back to the\nlab.\pYou should head to Inicia Town\nfor your first Gym battle! It's\ljust past Olcider Villager.\pGood luck on your trip, [player].

#org @move
#raw 0x1
#raw 0x62
#raw 0xFE

#org @move1
#raw 0x61
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x10
#raw 0xFE

@org @move2
#raw 0x10
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x60
#raw 0xFE

The reason your script didn't compile was because the dialogue went onto another line. I've fixed it in the spoiler above.
Age 26
Male
Seen July 31st, 2016
Posted June 21st, 2012
17 posts
11.1 Years
Spoiler:

#dynamic 0x800000

#org @start
checkflag 0x006
if 0x1 goto @skip
msgbox @msg 0x4
closeonkeypress
applymovement 0xFF @move
applymovement 0x6 @move1
waitmovement 0x0
msgbox @msg1 0x6
setflag 0x006
special 0x16F
fanfare 0x10D
preparemsg @msg2
closeonkeypress
msgbox @msg3 0x6
applymovement 0x6 @move2
release
end

#org @skip
release
end

#org @msg
= [player]! Wait!

#org @msg1
= I forgot to give you your Pokedex!\nYou took off too fast!\pHere you go.

#org @msg2
= [player] recieved the PokeDex!

#org @msg3
= Well, I've got to go back to the\nlab.\pYou should head to Inicia Town\nfor your first Gym battle! It's\ljust past Olcider Villager.\pGood luck on your trip, [player].

#org @move
#raw 0x1
#raw 0x62
#raw 0xFE

#org @move1
#raw 0x61
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x10
#raw 0xFE

@org @move2
#raw 0x10
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x60
#raw 0xFE

The reason your script didn't compile was because the dialogue went onto another line. I've fixed it in the spoiler above.
Thank you, I didn't realize that happened.
Age 26
Male
England
Seen November 15th, 2016
Posted March 13th, 2016
47 posts
11.1 Years
Okay, so im using Poketscript, and when i'n using Yes/ no answers, how would i get it to loop around back to the first question in this script below?

Spoiler:
#org $mom
jingle
pause 0x30
applymovement 1 $wlak
$wlak 1 ; #binary 0x01 0x62 0x0F 0x0D 0x01 0xFE
pausemove 0x0000
pause 0x30
message $momtalk
$momtalk 1 = Good Morning \v\h01!\nDid you have a good sleep?\pThe Proffessor came by this morning\nand he told me to ask you...\pIf you could have a choice between 3 Pokémon\nWhich one of these would it be?
boxset 6
#raw 0x75 0x98 0x00 0x0A 0x03
message $Chiko
$Chiko 1 = The Grass Pokémon,\lCHIKORITA?
boxset 5
compare 0x800D 0x0001
if 0x01 goto $yes
#raw 0x76
pause 0x10
#raw 0x75 0x4 0x00 0x0A 0x03
message $decchi
$decchi 1 = Well in that case do you\nwant...\pThe Fire Type Charmander?
boxset 5
compare 0x800D 0x0001
if 0x01 goto $yesfire
#raw 0x76
pause 0x10
#raw 0x75 0x7 0x00 0x0A 0x03
message $decto
$decto 1 = Okay Then!\pWhat about the....\pWater type Pokémon Squirtle?
boxset 5
compare 0x800D 0x0001
if 0x800D goto $Chiko
if 0x01 goto $yeswater
#raw 0x76
release
end

#org $yes
message $chick
$chick 1 = Kdot
boxset 6
release
end

#org $yesfire
message $chickf
$chickf 1 = Kdot
boxset 6
release
end

#org $yeswater
message $chickw
$chickw 1 = Kdot
boxset 6
release
end


P.S I know the script is missing vars and stuff but this was just a practise so i know how =)
"Faith is taking the first step even when you don't see the whole staircase." -Martin Luther King, Jr
Male
Seen July 5th, 2013
Posted August 10th, 2012
54 posts
12.7 Years
I have a movesprite issue:

I want my character to start the same way as Crono in Chrono Trigger, e.g. starts in his bed with his mother waking him up.

Everything went fine, except that I use movescript at the beginning of the script to move the character in the bed (also, if someone knows how to start from a black screen I'd be glad to hear), but once the script ends, my character is "translated" to the position specified by the movesprite, and thus bumps into the room walls even though he is a lot far from them.

Is there a command to "recenter" the camera? Thanks
Male
Seen March 23rd, 2016
Posted June 7th, 2012
152 posts
15.3 Years
I'm attempting to use a rudimentary warping script, but when it gets to the warp, it makes the door sound and then leads to the game crashing and going black. What am I doing wrong?

#dynamic 0x0100003E
#org @start
lock
faceplayer
msgbox @1 0x6
msgbox @2 0x5
compare 0x800D 0x1
if 0x1 goto @yes
release
end

#org @1
= You open the drawer...\p...\pAnd find a ladder!

#org @2
= Would you like to\nuse it?

#org @yes
msgbox @okay 0x6
fadescreen 0x1 < I've tried it without these
warp 0x0 0x65 0x0 0x0 0x0 < I've tried it with the params "0x0 0x65 0xFF 0x2 0x2" as well, to no avail.
fadescreen 0x0 < Again, tried it without these
release
end

#org @okay
= You step down the ladder...
12/18/11: First post since two-thousand-frickin'-nine. :D
Female
Seen May 1st, 2022
Posted May 1st, 2022
28 posts
11.1 Years
I decided to use my older copy and am currently back to where i was when i lost all my progress :/

anyways, i am having trouble finding a tutorial on making a rival battle script, one that changes the trainer used based on certain events (mainly which starter was chosen)

i did not see it in this tutorial but may be mistaken. thanks for any help

(i already searched google and could not find any help)

droomph

weeb

Age 26
Male
nowhere spectacular
Seen February 1st, 2017
Posted January 3rd, 2017
4,282 posts
11.7 Years
I decided to use my older copy and am currently back to where i was when i lost all my progress :/

anyways, i am having trouble finding a tutorial on making a rival battle script, one that changes the trainer used based on certain events (mainly which starter was chosen)

i did not see it in this tutorial but may be mistaken. thanks for any help

(i already searched google and could not find any help)
Look at an example script from the game itself. That should help you get an idea of what you need to do.
did u no there r 21 letters in the alphabet
o i forgot 5
uraqt


blue

gucci

Male
United Kingdom
Seen September 26th, 2021
Posted August 7th, 2019
21,056 posts
15.4 Years
I'm getting the "Too Less Parameters on Line 8. The correct number is 4." - It's been a while since I've done scripting so I wasn't surprised that it was kind of messed up, can anyone help here?

Script:
Spoiler:
#dynamic 0x800000

#org @start
lockall
applymovement 0x03 @move
waitmovement 0x0
msgbox @msg1 0x6
trainerbattle 0x3 0x5 0x0
@defeat msgbox @msg2 0x6
applymovement 0x03 @move2
waitmovement 0x0
setflag 0x1200
setvar 0x5050 0x1
hidesprite 0x3
releaseall
end

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

#org @move2
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0xFE

#org @msg1 = = Hi! I'm May, I recently moved here\nfrom Hoenn to explore the Kanto\lregion and discover new Pokémon.\lWhat's your name?\lNice to meet you [playert]! I have an\lidea, since Professor Oak has\lentrusted me with a Pokemon how\labout we have a quick battle?
#org @msg2 = = I think me and Eevee need to train\nsome more, next time we meet I\lwill be much tougher! See ya\laround [player]
#org @defeat = = Woah! That was really fun..