Script Help Thread (DO NOT REQUEST SCRIPTS) Page 274

Started by HackMew December 20th, 2008 5:10 AM
  • 625760 views
  • 9682 replies
Male
Seen August 21st, 2013
Posted June 26th, 2013
90 posts
11 Years
That's happened to me quiet a few times as well. I find that if I don't bother to save it and just compile something that simple, it works fine. I also need to recomplie it a few times. (Try setting your offset of 0x800000 rather than at the first spot that has free space.)
Thanks by doing this the text box actually popped up but weird symbols popped up instead.

sab

Now too much of a life.

Age 26
Male
Midgar
Seen 1 Day Ago
Posted December 28th, 2021
999 posts
14.8 Years
Thanks by doing this the text box actually popped up but weird symbols popped up instead.
two things, first off, what does the script say when you try to open it in xse again? If the script is wrong, it is most likely because you have too little space. Also try redownloading xse. I got a bad copy that didn't work at one point, and actually crashed my rom. here's a download from WaH: http://wahackpokemon.com/descarga/herras/XSE.zip
Male
Seen August 21st, 2013
Posted June 26th, 2013
90 posts
11 Years
two things, first off, what does the script say when you try to open it in xse again? If the script is wrong, it is most likely because you have too little space. Also try redownloading xse. I got a bad copy that didn't work at one point, and actually crashed my rom. here's a download from WaH: http://wahackpokemon.com/descarga/herras/XSE.zip
'---------------
#org 0xE080
signmsg
multichoice2 0xFF 0xF7 0x15 0xFC 0x1
virtualcallif 0x0 0x74000047
pause 0x202
setbyte2 0xB5 0xC
comparebanktobyte 0x0 0x6
nop
setbyte 0x5
addpcitem 0x2305 0x700B
removedecoration 0x8A70
multichoice2 0xCB 0x70 0x4 0x22 0xFF



Also when using free space finder should I be doing anything special with intervals or w.e o.o






EDIT

I'm using the one you linked now faceplayer is working but you need to click a twice for him to move and he doesnt say the text. When opened in AM I'm using a new rom of fire red.

'---------------
#org 0x800000
lock
faceplayer
loadpointer 0x0 0x880000B '"Are you here to apply as a new gym..."
release
end


'---------
' Strings
'---------
#org 0x80000B
= Are you here to apply as a new gym\nleader?\lOh sorry you need atleast 7 badges.
Seen February 10th, 2013
Posted January 27th, 2013
29 posts
14.1 Years
Alright, so I really try not to ask questions but I just don't understand this one. I'm fairly new at scripting but I've gone through several pokescript tutorials over the past few days and definitely know my way around Advance Map. Recently I downloaded PKSV and started screwing around with it, and managed to fix almost all my glitchy scripts. My next scripting 'objective' is having a battle with Lugia in Emerald.

I have the overworld sprite set up in Advance Map, and I noticed that there is a generate-able script for this very thing, so I go through it and set it up, choosing 0x1216 as my flag. This is the product:

Spoiler:

#dyn 0x740000
#org @start
special 0x187
compare LASTRESULT 2
if == jump 0x81A7AE0
special 0x188
lock
faceplayer
checksound
cry LUGIA 2
waitcry
pause 0x14
playsound 0x156 0x0
battle LUGIA 60 MASTERBALL
setflag 0x807
special 0x138
waitspecial
clearflag 0x807
special2 0x800D 0xB4
compare LASTRESULT 1
if == jump 0x8162558
compare LASTRESULT 4
if == jump 0x8162561
compare LASTRESULT 5
if == jump 0x8162561
setflag 0x1216
release
end


Then I compile, get my script offset and plug it into my overworld sprite in advance map.

After that I saved and went to test my game, but - to my surprise - as soon as I pressed A the game paused, then started flipping out and keeps glitching, never going into a battle.

I went back into advance map and clicked on my Lugia sprite. I clicked open script and this is the compiled version of the script, but it also had some errors and a ton of added stuff (Though I assume this is after compilation?):

Spoiler:

#org 0x8869C3F
'-----------------------------------
special INIT_STEPCOUNT
compare LASTRESULT 0x2
if == jump 0x81A7AE0 ' Equal To
special GET_STEPCOUNT
lock
faceplayer
checksound
cry LUGIA 0x2
waitcry
pause 0x14
playsound 0x0 0x2
battle LUGIA 60 MASTERBALL
setflag 0x807
special BATTLE_PIXELLATE
waitspecial
clearflag 0x807
special2 LASTRESULT 0xB4
compare LASTRESULT 0x1
if == jump 0x8162558 ' Equal To
compare LASTRESULT 0x4
if == jump 0x8162561 ' Equal To
compare LASTRESULT 0x5
if == jump 0x8162561 ' Equal To
setflag 0x1216
release
end

#org 0x81A7AE0
'-----------------------------------
checktrainerflag 0x1E
if 0x4 jump 0x846680E ' Unknown Checkflag/IF condition
addpokemon 0x2801 5 0x69D0 0x46 0x71082001 0x6001E60
call 0x591C200E
'Call not in ROM area
#raw 0xF6
special2 0x5F8 0x1C
callasm 0x466E2200
setdoorclosedstatic 0x18 0x78
pause 0xD105
copyvar 0x481C 0x1C
if 0x3 jump 0xA18690E ' Unknown Checkflag/IF condition
multichoice2 0x50 0x1C 0x0 0x206
setbyte 0x7
clearflag 0xD9EF
textcolor 0xF6
pauseevent 0xFD
call 0x1C210C00
'Call not in ROM area
warpelevator 0xF1 0x8E 0xFD
pause 0x418
braille 0xF6591C28
'Braille not in ROM area
writebytetooffset 0xF8 0xD1012C03
#raw 0xFF
#raw 0xF7
#raw 0xF1
#raw 0xFD
comparefarbytetofarbyte 0x70B0021C 0x8BC02BC
checkitem 0x266C 2145
givemoney 0x1003005D 0xB5
jumpstd 0x4C

#org 0x846680E
'-----------------------------------
end

#org 0x8162558
'-----------------------------------
if 0x29 jump 0x4A03D109 ' Unknown Compare/IF condition
'Jump not in ROM area
storefurniture 0x0 0x1C90
jumpstd 0x18

#org 0x8162561
'-----------------------------------
comparevartobyte 0x1808 0x89
subtractvar 0x8800 0x880C
setbyte 0xE0
copyvarifnotzero 0x5DFA 0x308
checkiteminpc POMEGBERRY 7312
jumpstd 0x18

#org 0xA18690E
'-----------------------------------



The only type of answer I've seen anywhere was from a guy with Edward from fullmetal alchemist for an avatar (Yeah, I think his name had Fullmetal in it but I'm not sure), and it said something about decompiling.

I tried that, but it really didn't change anything:
Spoiler:

#org 0x8869C3F
'-----------------------------------
special INIT_STEPCOUNT
compare LASTRESULT 0x2
if == jump 0x81A7AE0 ' Equal To
special GET_STEPCOUNT
lock
faceplayer
checksound
cry LUGIA 0x2
waitcry
pause 0x14
playsound 0x0 0x2
battle LUGIA 60 MASTERBALL
setflag 0x807
special BATTLE_PIXELLATE
waitspecial
clearflag 0x807
special2 LASTRESULT 0xB4
compare LASTRESULT 0x1
if == jump 0x8162558 ' Equal To
compare LASTRESULT 0x4
if == jump 0x8162561 ' Equal To
compare LASTRESULT 0x5
if == jump 0x8162561 ' Equal To
setflag 0x1216
release
end

#org 0x81A7AE0
'-----------------------------------
checktrainerflag 0x1E
if 0x4 jump 0x846680E ' Unknown Checkflag/IF condition
addpokemon 0x2801 5 0x69D0 0x46 0x71082001 0x6001E60
call 0x591C200E
'Call not in ROM area
#raw 0xF6
special2 0x5F8 0x1C
callasm 0x466E2200
setdoorclosedstatic 0x18 0x78
pause 0xD105
copyvar 0x481C 0x1C
if 0x3 jump 0xA18690E ' Unknown Checkflag/IF condition
multichoice2 0x50 0x1C 0x0 0x206
setbyte 0x7
clearflag 0xD9EF
textcolor 0xF6
pauseevent 0xFD
call 0x1C210C00
'Call not in ROM area
warpelevator 0xF1 0x8E 0xFD
pause 0x418
braille 0xF6591C28
'Braille not in ROM area
writebytetooffset 0xF8 0xD1012C03
#raw 0xFF
#raw 0xF7
#raw 0xF1
#raw 0xFD
comparefarbytetofarbyte 0x70B0021C 0x8BC02BC
checkitem 0x266C 2145
givemoney 0x1003005D 0xB5
jumpstd 0x4C

#org 0x846680E
'-----------------------------------
end

#org 0x8162558
'-----------------------------------
if 0x29 jump 0x4A03D109 ' Unknown Compare/IF condition
'Jump not in ROM area
storefurniture 0x0 0x1C90
jumpstd 0x18

#org 0x8162561
'-----------------------------------
comparevartobyte 0x1808 0x89
subtractvar 0x8800 0x880C
setbyte 0xE0
copyvarifnotzero 0x5DFA 0x308
checkiteminpc POMEGBERRY 7312
jumpstd 0x18

#org 0xA18690E
'-----------------------------------



Can anyone help me? I can't seem to find out what's wrong :/

chrunch

Male
Seen December 10th, 2021
Posted February 24th, 2021
1,343 posts
13.6 Years
Alright, so I really try not to ask questions but I just don't understand this one. I'm fairly new at scripting but I've gone through several pokescript tutorials over the past few days and definitely know my way around Advance Map. Recently I downloaded PKSV and started screwing around with it, and managed to fix almost all my glitchy scripts. My next scripting 'objective' is having a battle with Lugia in Emerald.

I have the overworld sprite set up in Advance Map, and I noticed that there is a generate-able script for this very thing, so I go through it and set it up, choosing 0x1216 as my flag. This is the product:

Spoiler:

#dyn 0x740000
#org @start
special 0x187
compare LASTRESULT 2
if == jump 0x81A7AE0
special 0x188
lock
faceplayer
checksound
cry LUGIA 2
waitcry
pause 0x14
playsound 0x156 0x0
battle LUGIA 60 MASTERBALL
setflag 0x807
special 0x138
waitspecial
clearflag 0x807
special2 0x800D 0xB4
compare LASTRESULT 1
if == jump 0x8162558
compare LASTRESULT 4
if == jump 0x8162561
compare LASTRESULT 5
if == jump 0x8162561
setflag 0x1216
release
end


Then I compile, get my script offset and plug it into my overworld sprite in advance map.

After that I saved and went to test my game, but - to my surprise - as soon as I pressed A the game paused, then started flipping out and keeps glitching, never going into a battle.

I went back into advance map and clicked on my Lugia sprite. I clicked open script and this is the compiled version of the script, but it also had some errors and a ton of added stuff (Though I assume this is after compilation?):

Spoiler:

#org 0x8869C3F
'-----------------------------------
special INIT_STEPCOUNT
compare LASTRESULT 0x2
if == jump 0x81A7AE0 ' Equal To
special GET_STEPCOUNT
lock
faceplayer
checksound
cry LUGIA 0x2
waitcry
pause 0x14
playsound 0x0 0x2
battle LUGIA 60 MASTERBALL
setflag 0x807
special BATTLE_PIXELLATE
waitspecial
clearflag 0x807
special2 LASTRESULT 0xB4
compare LASTRESULT 0x1
if == jump 0x8162558 ' Equal To
compare LASTRESULT 0x4
if == jump 0x8162561 ' Equal To
compare LASTRESULT 0x5
if == jump 0x8162561 ' Equal To
setflag 0x1216
release
end

#org 0x81A7AE0
'-----------------------------------
checktrainerflag 0x1E
if 0x4 jump 0x846680E ' Unknown Checkflag/IF condition
addpokemon 0x2801 5 0x69D0 0x46 0x71082001 0x6001E60
call 0x591C200E
'Call not in ROM area
#raw 0xF6
special2 0x5F8 0x1C
callasm 0x466E2200
setdoorclosedstatic 0x18 0x78
pause 0xD105
copyvar 0x481C 0x1C
if 0x3 jump 0xA18690E ' Unknown Checkflag/IF condition
multichoice2 0x50 0x1C 0x0 0x206
setbyte 0x7
clearflag 0xD9EF
textcolor 0xF6
pauseevent 0xFD
call 0x1C210C00
'Call not in ROM area
warpelevator 0xF1 0x8E 0xFD
pause 0x418
braille 0xF6591C28
'Braille not in ROM area
writebytetooffset 0xF8 0xD1012C03
#raw 0xFF
#raw 0xF7
#raw 0xF1
#raw 0xFD
comparefarbytetofarbyte 0x70B0021C 0x8BC02BC
checkitem 0x266C 2145
givemoney 0x1003005D 0xB5
jumpstd 0x4C

#org 0x846680E
'-----------------------------------
end

#org 0x8162558
'-----------------------------------
if 0x29 jump 0x4A03D109 ' Unknown Compare/IF condition
'Jump not in ROM area
storefurniture 0x0 0x1C90
jumpstd 0x18

#org 0x8162561
'-----------------------------------
comparevartobyte 0x1808 0x89
subtractvar 0x8800 0x880C
setbyte 0xE0
copyvarifnotzero 0x5DFA 0x308
checkiteminpc POMEGBERRY 7312
jumpstd 0x18

#org 0xA18690E
'-----------------------------------



The only type of answer I've seen anywhere was from a guy with Edward from fullmetal alchemist for an avatar (Yeah, I think his name had Fullmetal in it but I'm not sure), and it said something about decompiling.

I tried that, but it really didn't change anything:
Spoiler:

#org 0x8869C3F
'-----------------------------------
special INIT_STEPCOUNT
compare LASTRESULT 0x2
if == jump 0x81A7AE0 ' Equal To
special GET_STEPCOUNT
lock
faceplayer
checksound
cry LUGIA 0x2
waitcry
pause 0x14
playsound 0x0 0x2
battle LUGIA 60 MASTERBALL
setflag 0x807
special BATTLE_PIXELLATE
waitspecial
clearflag 0x807
special2 LASTRESULT 0xB4
compare LASTRESULT 0x1
if == jump 0x8162558 ' Equal To
compare LASTRESULT 0x4
if == jump 0x8162561 ' Equal To
compare LASTRESULT 0x5
if == jump 0x8162561 ' Equal To
setflag 0x1216
release
end

#org 0x81A7AE0
'-----------------------------------
checktrainerflag 0x1E
if 0x4 jump 0x846680E ' Unknown Checkflag/IF condition
addpokemon 0x2801 5 0x69D0 0x46 0x71082001 0x6001E60
call 0x591C200E
'Call not in ROM area
#raw 0xF6
special2 0x5F8 0x1C
callasm 0x466E2200
setdoorclosedstatic 0x18 0x78
pause 0xD105
copyvar 0x481C 0x1C
if 0x3 jump 0xA18690E ' Unknown Checkflag/IF condition
multichoice2 0x50 0x1C 0x0 0x206
setbyte 0x7
clearflag 0xD9EF
textcolor 0xF6
pauseevent 0xFD
call 0x1C210C00
'Call not in ROM area
warpelevator 0xF1 0x8E 0xFD
pause 0x418
braille 0xF6591C28
'Braille not in ROM area
writebytetooffset 0xF8 0xD1012C03
#raw 0xFF
#raw 0xF7
#raw 0xF1
#raw 0xFD
comparefarbytetofarbyte 0x70B0021C 0x8BC02BC
checkitem 0x266C 2145
givemoney 0x1003005D 0xB5
jumpstd 0x4C

#org 0x846680E
'-----------------------------------
end

#org 0x8162558
'-----------------------------------
if 0x29 jump 0x4A03D109 ' Unknown Compare/IF condition
'Jump not in ROM area
storefurniture 0x0 0x1C90
jumpstd 0x18

#org 0x8162561
'-----------------------------------
comparevartobyte 0x1808 0x89
subtractvar 0x8800 0x880C
setbyte 0xE0
copyvarifnotzero 0x5DFA 0x308
checkiteminpc POMEGBERRY 7312
jumpstd 0x18

#org 0xA18690E
'-----------------------------------



Can anyone help me? I can't seem to find out what's wrong :/
tbh I don't know that much about PKSV (I use XSE), but the problem could be the flag you're using, 1216. Flags only go up to 1000, and a lot of them are used in-game. I suggest you download XSE and have a look at HackMew's guide, which has a list of all used flags in it. Other than that I can't really help you with PKSV, sorry.
Male
Seen July 5th, 2013
Posted August 10th, 2012
54 posts
12.7 Years
I edited the whole starter events so that there are 2 pokeballs on Oak's table.Everything is working perfectly...except.....
When my rival picks the 1st pokeball,it will not disappear.I run thru the script but as I am a noob at scripting,I cannot figure out how to edit the "disappear"-part of the script.Please,help.


By the way,sry if I posted it in wrong forum but it is important (to me).
Set the two pokeballs at the same flag in a-map, then when you pick yours, simply do a hidesprite and when your rival picks his, set the flag to make the two disappear forever.

sab

Now too much of a life.

Age 26
Male
Midgar
Seen 1 Day Ago
Posted December 28th, 2021
999 posts
14.8 Years
Spoiler:
'---------------
#org 0xE080
signmsg
multichoice2 0xFF 0xF7 0x15 0xFC 0x1
virtualcallif 0x0 0x74000047
pause 0x202
setbyte2 0xB5 0xC
comparebanktobyte 0x0 0x6
nop
setbyte 0x5
addpcitem 0x2305 0x700B
removedecoration 0x8A70
multichoice2 0xCB 0x70 0x4 0x22 0xFF



Also when using free space finder should I be doing anything special with intervals or w.e o.o






EDIT

I'm using the one you linked now faceplayer is working but you need to click a twice for him to move and he doesnt say the text. When opened in AM I'm using a new rom of fire red.

'---------------
#org 0x800000
lock
faceplayer
loadpointer 0x0 0x880000B '"Are you here to apply as a new gym..."
release
end


'---------
' Strings
'---------
#org 0x80000B
= Are you here to apply as a new gym\nleader?\lOh sorry you need atleast 7 badges.
It should show msgbox, not loadpointer. Have you made sure to extract all the files? If so then just try recompiling the with script with the version I linked to at a new offset that is only free space, not overwirting anything else. Also what do you have set in the event's data(the big list of numbers off to the side on A-Map)? When serching for free space, there is no need to do anything with intervals, just the number of bytes you need.
Seen February 10th, 2013
Posted January 27th, 2013
29 posts
14.1 Years
tbh I don't know that much about PKSV (I use XSE), but the problem could be the flag you're using, 1216. Flags only go up to 1000, and a lot of them are used in-game. I suggest you download XSE and have a look at HackMew's guide, which has a list of all used flags in it. Other than that I can't really help you with PKSV, sorry.
Is XSE a GUI? I like PKSV because it works very well with AMap and its very user friendly.

I'm in class so I can't test your idea yet, but I can't see the flag being a problem. I use 1200+ because that's what the first tut I followed suggested, and my pokeball scripts work fine with 0x1214 and 0x1215.

PKSV commented some lines of tthe compiled script saying outta ROM range or something, not sure what that means.

I'm not dismissing the idea it could be a flag problem and ill try your fix, I just think it'd be weird if it was.

Also, I'm new to PKSV, its awesome though. The script generator is usually really cool, you should try it.
Male
Seen August 21st, 2013
Posted June 26th, 2013
90 posts
11 Years
It should show msgbox, not loadpointer. Have you made sure to extract all the files? If so then just try recompiling the with script with the version I linked to at a new offset that is only free space, not overwirting anything else. Also what do you have set in the event's data(the big list of numbers off to the side on A-Map)? When serching for free space, there is no need to do anything with intervals, just the number of bytes you need.
Err he still isn't talking to me. Attached a photo. Also how do I know how many bytes I should be using. I put 600 b/c that seemed high enuff. o.o Also If anyone has team viewer I could show you on there.

Spoiler:
'-----------------------
#org 0x8000AA
lock
faceplayer
msgbox 0x88000B5 '"Sup?"
release
end


'---------
' Strings
'---------
#org 0x8000B5
= Sup?
Male
Seen August 21st, 2013
Posted June 26th, 2013
90 posts
11 Years
Your script offset is wrong. Use $8000AA instead of $008000AA since $ equals 00 or 0x.
Still not working, I'm about to cry. Would there be something wrong with line 5 then?
Spoiler:
'-----------------------
#org 0x80011A
lock
faceplayer
msgbox 0x8800125 '"Sup?"
release
end


'---------
' Strings
'---------
#org 0x800125
= Sup?
Seen June 13th, 2012
Posted May 17th, 2012
19 posts
11 Years
The script itself is fine, be sure to remove the comments before compiling it. Try this and copy the first dynamic offset from the compiler output. Send me a private message if you want me to help you with teamviewer or something.
Spoiler:
#dynamic 0x800000

#org @start
lock
faceplayer
msgbox @text 0x6
release
end

#org @text
= Sup?

Seen February 10th, 2013
Posted January 27th, 2013
29 posts
14.1 Years
Alright, well I tried XSE and I really do like it. I have it integrated with AM, been tryin' out some scripts to try and get my Lugia encounter to work but I just can't get the damn thing working :(

This is my script:
Spoiler:

'-----------------------
#org 0x85FB57
cry 0xF9 0x0
msgbox 0x886154B '"LUGIA: Gyaaas!"
waitcry
wildbattle 0xF9 0x3C 0x0 0x0
fadescreen 0x1
hidesprite LASTTALKED
setflag 0x2017
fadescreen 0x0
release
end


'---------
' Strings
'---------
#org 0x86154B
= LUGIA: Gyaaas!


(After it was compiled)

I changed Lugia's flag to 2017 (I know it's not a high flag issue because it did the same exact thing with a lower flag, I switched to a higher one because it went with my other scripts).

What happens:
I go to Lugia's OW sprite, press A. No text box. The screen fades out, back in, Lugia's gone... etc...

So I take one step away and he re-appears... Now I can press A on him and the same exact thing happens. I've been working at this forever and I just can't fix it :/

The re-appearing I thought was a hidesprite vs removesprite issue, but turns out there is no removesprite in XSE. Okay, that's one problem I don't know how to fix.
Then the ability to keep doing the action I thought was a flag issue, turns out it's not. Do I need a flag check? None of the tutorials showed that as being necessary.

Then there's the issue of there not being a text box at all, and of me not battling Lugia... at all...

Can someone please help me out with this? I hate to sound whiny but I've been working on just this script forever and I might have to give up after a bit.

If it helps I'm modding Emerald.

EDIT: Vanillagfx, HGL FTW :D
Seen June 13th, 2012
Posted May 17th, 2012
19 posts
11 Years
Your script is ok so far, try to use lower values for your flags. I'm not sure but I believe there was a limit. For the re-appearing sprite you have to set a person ID which is basically your flag. Try this and set the people ID to 0260, should work.
Spoiler:
#dynamic 0xE00000

#org @start
lock
faceplayer
msgbox @text 0x6
cry 0xF9 0x2
wildbattle 0xF9 0x2 0x2E
fadescreen 0x1
fadescreen 0x0
hidesprite 0x800F
setflag 0x260
release
end

#org @text
= LUGIA: Rawr! lol.


Edit: Updated my script, cry should work now.

Male
North, it's cold.
Seen July 14th, 2013
Posted November 18th, 2012
49 posts
11.6 Years
Does someone have the script in XSE format for Nurse Joy healing your Pokemon (Fire Red)? I applied the patch in this thread* and it erases all overworlds and scripts for anything that was already in the game. I tried recreating it but i keep messing it up. I know the thread even says to not request scripts but it's not like I'm asking for someone to script out my game. I'm just wondering if someone has it or if I just have to keep combing over my script to try and fix it.

(And not the version you get from opening up the script in Advance Map. I already know that won't work.)

*http://www.pokecommunity.com/showthread.php?t=194241
Hackers, Hacker everywhere.

Hacks I support:
FloralSky





Seen February 10th, 2013
Posted January 27th, 2013
29 posts
14.1 Years
Haha weird I didn't know there was a limit, and yeah I did set Lugia's person ID to the flag, that's what I meant earlier it just came out wrong ._.

Lol yeah 'Gyaaas!' is a weird thing for it to say but I wanted it to be official, I looked at the SoulSilver cutscene to find out what he said :D

Wildbattle takes 4 parameters for me, startwildbattle only takes 3, but it seems that there's no difference.

I've been using #dynamic 800000 for mine o.o (If I use the FSF it gives me a weird error about not having enough space or something).

I'll try this out and let you know ASAP.

EDIT: Yup, same exact thing happens :(

Spoiler:

Before compiling:
#dynamic 0xE00000

#org @start
lock
faceplayer
msgbox @text 0x6
cry 0xF9 0x0
wildbattle 0xF9 0x3C 0x2E 0x0
fadescreen 0x1
fadescreen 0x0
hidesprite 0x800F
setflag 0x260
release
end

#org @text
= LUGIA: Gyaaas!
After compiling:
'-----------------------
#org 0xE0003E
lock
faceplayer
msgbox 0x8E00061 '"LUGIA: Gyaaas!"
cry 0xF9 0x0
wildbattle 0xF9 0x3C 0x2E 0x0
fadescreen 0x1
fadescreen 0x0
hidesprite LASTTALKED
setflag 0x260
release
end


'---------
' Strings
'---------
#org 0xE00061
= LUGIA: Gyaaas!


And, I don't know if I mentioned this or not, but the cry does work, and so does the screen fade and disappearance, it's just acting like the flag wasn't set and I never called wildbattle.
Seen June 13th, 2012
Posted May 17th, 2012
19 posts
11 Years
Weird, I cant find a reason why it wont work for you. Try this one, I just tested it a few minutes ago using a clean copy of Emerald US 1.0. Be sure to set the person ID to 0260 while using this example.
Spoiler:
#dynamic 0xE00000

#org @start
lock
faceplayer
msgbox @text 0x6
cry 0xF9 0x0
wildbattle 0xF9 0x2 0x2E
fadescreen 0x1
fadescreen 0x0
hidesprite 0x800F
setflag 0x260
release
end

#org @text
= LUGIA: Gyaaas!


Oh and by the way, 0xE00000 is unused by default. I dont know why your compiled script starts at 0xE0003E.

Seen February 10th, 2013
Posted January 27th, 2013
29 posts
14.1 Years
Alright, well I had said this before but never really thought of it as an issue, I guess it could be though...

With the exact script you gave me, when I try opening my ROM with XSE and compiling the script I get this error:

Spoiler:

Error 13 'Type mismatch' on line 8.
Missing #define or parameter.

Line: wildbattle 0xF9 0x2 0x2E


Now, usually I remedy this by adding another 0x0 at the end of wildbattle so it looks like:
wildbattle 0xF9 0x2 0x2E 0x0

That fixes the problem, but I suppose it could be adding another.

Could I somehow have an old copy of XSE? How would I check? Where could I get an updated one if this was the case? (HackMew's official download link doesn't work)

EDIT: I haven't tried adding the 0x0 and compiling then testing again because I'm waiting until I hear what you say.
Seen June 13th, 2012
Posted May 17th, 2012
19 posts
11 Years
Looks like your XSE is outdated, same happened to vanillagfx earlier. Use the build in live update to check yours, latest version is 1.1.1. By the way, adding an extra 0x0 could be the problem since the wildbattle command has no idea how to handle the additional value.

I'm tired, post should be clear now. ヽ(´□`。)ノ

Seen February 10th, 2013
Posted January 27th, 2013
29 posts
14.1 Years
You are... the best person... ever...
...
F*CK YES, FINALLY! :D IT FINALLY WORKS :D
Now the only thing is I think I need to do a flag check because I can do it as often as I want and the sprite keeps coming back after I move once.
Or would I need to do something else?

THANK YOU SO MUCH!!!!!
Seen February 10th, 2013
Posted January 27th, 2013
29 posts
14.1 Years
Rofl earlier I was told to use lower flags because high flags might be outta range
:D
And does anyone know how I can make it so Lugosi permanently disappears? Also, how can I do a flag check and say 'if its true continue, otherwise stop, release and end,' like C(++) and Java, or is this not possible? Just seem unnecessary to to this:

Checkflag 0x206
if 0x01 goto end
...

#org @end
release
end