Script Help Thread (DO NOT REQUEST SCRIPTS) Page 278

Started by HackMew December 20th, 2008 5:10 AM
  • 625760 views
  • 9682 replies
Seen February 10th, 2013
Posted January 27th, 2013
29 posts
14.1 Years
Well, this is the version without the checkflag and with the setvar, and I changed the var number to 4150 because I realized 4050 is already being used for the first script (The script keeping you from leaving Littleroot before the prof is in trouble), and it still does nothing :(

'---------------
#org 0xE00EB8
lockall
setvar 0x4150 0x0001
fadescreen 0x1
setmaptile 0x58 0x5 0xA7 0x0
setmaptile 0x58 0x4 0x9F 0x1
fadescreen 0x0
releaseall
end
Is there a list of unused var numbers and flags for Emerald?

Renegade

Time for real life...

Male
United States
Seen January 8th, 2015
Posted December 31st, 2014
995 posts
11.5 Years
Try using the "setvar 0x4150 0x0001" command at the end of the script. Example:

#org 0xE00EB8
lockall
fadescreen 0x1
setmaptile 0x58 0x5 0xA7 0x0
setmaptile 0x58 0x4 0x9F 0x1
fadescreen 0x0
setvar 0x4150 0x0001
releaseall
end
Didn't know if this will help but I usually put my setvars at the end of my scripts. Seems to work best that way.

Also, I find it best to start my var numbers with 0x6000 then go up from there. Just so I'm sure to not run into any conflicts with other already-used var numbers.

P.S. I start all of my flags with 0x1200 for the same reason.
Seen February 10th, 2013
Posted January 27th, 2013
29 posts
14.1 Years
I updated my script:
#dynamic 0xE00000

#org @start
lockall
checkflag 0x1280
if 0x1 goto @end
fadescreen 0x1
setmaptile 0x58 0x5 0xA7 0x0
setmaptile 0x58 0x4 0x9F 0x1
fadescreen 0x0
setvar 0x6001 0x1
releaseall
end

#org @end
releaseall
end
I'm 99.99% positive 0x1280 isn't set, now onto what happens:

When I walk over one of the script tiles it lags for a split second, leading me to believe lockall and releaseall are working, but no screen fade or tile change, which looks like it's saying that the flag is set... but again, I'm almost sure it's not. I'll try with different flags and if that's what the problem is I'll edit this post. If I don't edit this with 'IT WAS THE FLAG,' or something like that, it means that wasn't the problem.

IT WAS THE FLAG

...

:/

Thankfully (In a weird way, otherwise I'd feel really stupid right now if this whole thing was about a flag hahaha), the flag wasn't the issue with all of it. This is my newest script:

Spoiler:

'---------------
#org 0xE00EEC
lockall
checkflag 0x1291
if 0x1 goto 0x8E00F14
fadescreen 0x1
setmaptile 0x58 0x5 0xA7 0x0
setmaptile 0x58 0x4 0x9F 0x1
fadescreen 0x0
setvar 0x6001 0x1
releaseall
end

'---------------
#org 0xE00F14
releaseall
end


I step on it, it fades the screen out and back in, but no tiles are changed. If I go to step on it again it doesn't work, so the setvar works.
I read something about refreshing, but I also read that a fadescreen would refresh it :/

EDIT2:

Alright so I've managed to fix a few things, but I still have some issues:

1) After I go over my script tile(s) it fades the screen and stuff, but the tile set doesn't take affect. What I mean by this is I still have to run out of frame and come back for the tiles to appear as the newly set ones, fadescreen or special 0x8E doesn't refresh.

2) When I set the tiles and go into the newly opened cave entrance and do everything there I have to come back out. I can leave, but then the tiles all revert back to their originals. How can I make the tile change permanent? If I can't, how can I make it so it changes tiles as soon as I warp back to the map (Because it would be easy to have tiles on both ends of the map to check every time a player enters this map if it should set the tiles, but then right when the player comes out of the previously shifted tiles they aren't shifted any more, and there's no way to make that happen if the player comes out on a warp tile :/)

Renegade

Time for real life...

Male
United States
Seen January 8th, 2015
Posted December 31st, 2014
995 posts
11.5 Years
I know your problem! Here's your script right now:

'---------------
#org 0xE00EEC
lockall
checkflag 0x1291
if 0x1 goto 0x8E00F14
fadescreen 0x1
setmaptile 0x58 0x5 0xA7 0x0
setmaptile 0x58 0x4 0x9F 0x1
fadescreen 0x0
setvar 0x6001 0x1
releaseall
end

'---------------
#org 0xE00F14
releaseall
end
Now, your tiles won't update because you forgot the command "special 0x8E".
This special will reset the map so that it allows the tile to set.

So, your finished script should look like this:

'---------------
#org 0xE00EEC
lockall
checkflag 0x1291
if 0x1 goto 0x8E00F14
fadescreen 0x1
setmaptile 0x58 0x5 0xA7 0x0
setmaptile 0x58 0x4 0x9F 0x1
special 0x8E
fadescreen 0x0
setvar 0x6001 0x1
releaseall
end

'---------------
#org 0xE00F14
releaseall
end
Hope that worked!
Seen February 10th, 2013
Posted January 27th, 2013
29 posts
14.1 Years
Unless I accidentally changed something, the script should be an exact replica of the new revision you posted above, and it still doesn't refresh :/

Spoiler:

'---------------
#org 0xE00EEC
lockall
checkflag 0x1291
if 0x1 goto 0x8E00F14
fadescreen 0x1
setmaptile 0x58 0x5 0xA7 0x0
setmaptile 0x58 0x4 0x9F 0x1
special 0x8E
fadescreen 0x0
setvar 0x6001 0x1
releaseall
end

'---------------
#org 0xE00F14
releaseall
end
Seen June 20th, 2012
Posted June 11th, 2012
31 posts
11.9 Years
Hi, there's something wrong with these two scripts I need help with:

This one after I receive the old rod he dissapears for a bit and then comes back, but when he comes back I can't talk to him anymore.
#dynamic 0x850000
#org @start
checkflag 0x101
if b_true goto @has
if b_false goto @donthave
end
#org @has
msgbox @troll
end
#org @donthave
msgbox @troll2
boxset 0x4
#raw 0x6E 0x0 0x0
#raw 0x68
compare 0x800D 0x1
if 0x1 goto @yes
end
#org @yes
giveitem 0x106 0x1 0x1
setflag 0x101
msgbox @troll3
end
#org @troll2
= I've been fishin' here for years\nnow, maybe you can enjoy it like I\lhave. Do you want this OLD ROD of\lmine?
#org @troll
= How's the fishin'?
#org @troll3
= Good luck with the fishin'!
And this one is just extremely buggy...
'-----------------------
#org 0x8698CE
lock
faceplayer
checkflag 0x828
if 0x0 goto 0x886A1D1
msgbox 0x88F8327 '"Sorry, you have already received\ny..."
callstd 0x6
release
end
'-----------------------
#org 0x86A1D1
msgbox 0x88F6F57 '"I'm here to give you your\nvery fir..."
callstd 0x6
showpokepic 0x93 0xA 0x3
msgbox 0x88F9F4B '"Do you want Dratini?"
callstd 0x5
compare LASTRESULT 0x1
if 0x1 goto 0x886A7B5
hidepokepic
showpokepic 0x18B 0xA 0x3
msgbox 0x89C2BC3 '"Do you want Bagon?"
callstd 0x5
compare LASTRESULT 0x1
if 0x1 goto 0x88AED25
hidepokepic
showpokepic 0xF6 0xA 0x3
msgbox 0x89C2FCA '"Do you want Larvitar?"
callstd 0x5
compare LASTRESULT 0x1
if 0x1 goto 0x88C1DF9
hidepokepic
release
end
'-----------------------
#org 0x86A7B5
givepokemon 0x93 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
waitfanfare
setflag 0x828
setflag 0x829
setflag 0x82F
hidepokepic
msgbox 0x89C1327 '"Congratulations, you have received\..."
giveitem 0x4 0x5 0x1
special 0x16F
callstd 0x6
release
end
'-----------------------
#org 0x8AED25
givepokemon 0x18B 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
waitfanfare
setflag 0x828
setflag 0x829
setflag 0x82F
hidepokepic
msgbox 0x89C1327 '"Congratulations, you have received\..."
giveitem 0x4 0x5 0x1
special 0x16F
callstd 0x6
release
end
'-----------------------
#org 0x8C1DF9
givepokemon 0xF6 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
waitfanfare
setflag 0x828
setflag 0x829
setflag 0x82F
hidepokepic
msgbox 0x89C1327 '"Congratulations, you have received\..."
giveitem 0x4 0x5 0x1
special 0x16F
callstd 0x6
release
end

'---------
' Strings
'---------
#org 0x8F8327
= Sorry, you have already received\nyour Pokemon! Good luck on your\ladventure, catch em' all!
#org 0x8F6F57
= I'm here to give you your\nvery first Pokemon!
#org 0x8F9F4B
= Do you want Dratini?
#org 0x9C2BC3
= Do you want Bagon?
#org 0x9C2FCA
= Do you want Larvitar?
#org 0x9C1327
= Congratulations, you have received\nyour first Pokemon!
Also, this one I want it to display the message before it sends me backwards.
'-----------------------
#org 0x800264
countpokemon
compare LASTRESULT 0x1
if 0x4 goto 0x8800282
msgbox 0x8800284 '"I don't have a Pokemon yet!\nBetter..."
applymovement MOVE_PLAYER 0x88002B9
waitmovement 0x0
end
'-----------------------
#org 0x800282
end

'-----------
' Movements
'-----------
#org 0x8002B9
#raw 10 'Step Down (Normal)
#raw FE 'End of Movements

'---------
' Strings
'---------
#org 0x800284
= I don't have a Pokemon yet!\nBetter go talk to Oak!
Thanks guys.
Pokemon Purple: 10% Done ||||||||||
Dream Team -
Click Here for Pokemon: Purple Website!

Renegade

Time for real life...

Male
United States
Seen January 8th, 2015
Posted December 31st, 2014
995 posts
11.5 Years
Hi, there's something wrong with these two scripts I need help with:

This one after I receive the old rod he dissapears for a bit and then comes back, but when he comes back I can't talk to him anymore.
#dynamic 0x850000
#org @start
checkflag 0x101
if b_true goto @has
if b_false goto @donthave
end
#org @has
msgbox @troll
end
#org @donthave
msgbox @troll2
boxset 0x4
#raw 0x6E 0x0 0x0
#raw 0x68
compare 0x800D 0x1
if 0x1 goto @yes
end
#org @yes
giveitem 0x106 0x1 0x1
setflag 0x101
msgbox @troll3
end
#org @troll2
= I've been fishin' here for years\nnow, maybe you can enjoy it like I\lhave. Do you want this OLD ROD of\lmine?
#org @troll
= How's the fishin'?
#org @troll3
= Good luck with the fishin'!
For this one, you said he disappears for a bit then comes back. If he disappears and the script ends, then he comes back later, you need to write a completely new script for what he says when he comes back later if you talk to him again.

I'm a little confused about how he disappears though. I don't see any hidesprite in the script...

Also, this one I want it to display the message before it sends me backwards.
'-----------------------
#org 0x800264
countpokemon
compare LASTRESULT 0x1
if 0x4 goto 0x8800282
msgbox 0x8800284 '"I don't have a Pokemon yet!\nBetter..."
applymovement MOVE_PLAYER 0x88002B9
waitmovement 0x0
end
'-----------------------
#org 0x800282
end

'-----------
' Movements
'-----------
#org 0x8002B9
#raw 10 'Step Down (Normal)
#raw FE 'End of Movements

'---------
' Strings
'---------
#org 0x800284
= I don't have a Pokemon yet!\nBetter go talk to Oak!
I'm not sure why it would move you backwards before the message is displayed, (I'm pretty sure that's the problem, as long as I read the post correctly :P) but you could try I guess to put a "pause 0x?" before the applymovement.

Not sure if my posts helped, but if they make sense, hope you get them working!

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
Hi, there's something wrong with these two scripts I need help with:

This one after I receive the old rod he dissapears for a bit and then comes back, but when he comes back I can't talk to him anymore.
#dynamic 0x850000
#org @start
checkflag 0x101
if b_true goto @has
if b_false goto @donthave
end
#org @has
msgbox @troll
end
#org @donthave
msgbox @troll2
boxset 0x4
#raw 0x6E 0x0 0x0
#raw 0x68
compare 0x800D 0x1
if 0x1 goto @yes
end
#org @yes
giveitem 0x106 0x1 0x1
setflag 0x101
msgbox @troll3
end
#org @troll2
= I've been fishin' here for years\nnow, maybe you can enjoy it like I\lhave. Do you want this OLD ROD of\lmine?
#org @troll
= How's the fishin'?
#org @troll3
= Good luck with the fishin'!
The way you script it is very messy, plus, from the looks of it, you are using an old version of XSE.
Better download a more updated one. I think the updated version is version 1.1
Anyway, the reason why, after you can't talk to him, is because you don't have a "boxset" command on your @has address.
Also, he disappears? I don't know how, but probably you also have inserted the flag number 101 on the NPC's person ID (and must have been cleared by unknown reason, hence why he reappears)...

And this one is just extremely buggy...
'-----------------------
#org 0x8698CE
lock
faceplayer
checkflag 0x828
if 0x0 goto 0x886A1D1
msgbox 0x88F8327 '"Sorry, you have already received\ny..."
callstd 0x6
release
end
'-----------------------
#org 0x86A1D1
msgbox 0x88F6F57 '"I'm here to give you your\nvery fir..."
callstd 0x6
showpokepic 0x93 0xA 0x3
msgbox 0x88F9F4B '"Do you want Dratini?"
callstd 0x5
compare LASTRESULT 0x1
if 0x1 goto 0x886A7B5
hidepokepic
showpokepic 0x18B 0xA 0x3
msgbox 0x89C2BC3 '"Do you want Bagon?"
callstd 0x5
compare LASTRESULT 0x1
if 0x1 goto 0x88AED25
hidepokepic
showpokepic 0xF6 0xA 0x3
msgbox 0x89C2FCA '"Do you want Larvitar?"
callstd 0x5
compare LASTRESULT 0x1
if 0x1 goto 0x88C1DF9
hidepokepic
release
end
'-----------------------
#org 0x86A7B5
givepokemon 0x93 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
waitfanfare
setflag 0x828
setflag 0x829
setflag 0x82F
hidepokepic
msgbox 0x89C1327 '"Congratulations, you have received\..."
giveitem 0x4 0x5 0x1
special 0x16F
callstd 0x6
release
end
'-----------------------
#org 0x8AED25
givepokemon 0x18B 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
waitfanfare
setflag 0x828
setflag 0x829
setflag 0x82F
hidepokepic
msgbox 0x89C1327 '"Congratulations, you have received\..."
giveitem 0x4 0x5 0x1
special 0x16F
callstd 0x6
release
end
'-----------------------
#org 0x8C1DF9
givepokemon 0xF6 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
waitfanfare
setflag 0x828
setflag 0x829
setflag 0x82F
hidepokepic
msgbox 0x89C1327 '"Congratulations, you have received\..."
giveitem 0x4 0x5 0x1
special 0x16F
callstd 0x6
release
end

'---------
' Strings
'---------
#org 0x8F8327
= Sorry, you have already received\nyour Pokemon! Good luck on your\ladventure, catch em' all!
#org 0x8F6F57
= I'm here to give you your\nvery first Pokemon!
#org 0x8F9F4B
= Do you want Dratini?
#org 0x9C2BC3
= Do you want Bagon?
#org 0x9C2FCA
= Do you want Larvitar?
#org 0x9C1327
= Congratulations, you have received\nyour first Pokemon!
What do you mean by buggy?
More information as to why this script is buggy would have been pretty helpful.
Anyway, after reading this script, I noticed that if you say no to all of the options, the script ends. It would be pretty neat if you'll send the script back to the 0x86A1D1 address if the player says no to all three.
But as I said, details on why it's buggy would be pretty helpful.

Also, this one I want it to display the message before it sends me backwards.
'-----------------------
#org 0x800264
countpokemon
compare LASTRESULT 0x1
if 0x4 goto 0x8800282
msgbox 0x8800284 '"I don't have a Pokemon yet!\nBetter..."
applymovement MOVE_PLAYER 0x88002B9
waitmovement 0x0
end
'-----------------------
#org 0x800282
end

'-----------
' Movements
'-----------
#org 0x8002B9
#raw 10 'Step Down (Normal)
#raw FE 'End of Movements

'---------
' Strings
'---------
#org 0x800284
= I don't have a Pokemon yet!\nBetter go talk to Oak!
Thanks guys.
The only thing I can think of right now is the absence of the boxset command.

Renegade

Time for real life...

Male
United States
Seen January 8th, 2015
Posted December 31st, 2014
995 posts
11.5 Years
I'm having a strange issue with this script. Everything works exactly how I want it to, but at the very end of the script, (when the mom moves off of the screen {applymovement 3 @m2} ) the script doesn't end.

It keeps making random message boxes saying like "UR er I OKPAKPSKo oKO" and stuff. The weird messages are infinite, too. This happens at the VERY end, like at the last 3 lines. Help please?

#dynamic 0x800010

#org @start
lock
applymovement 3 @m1
waitmovement 0x0
textcolor 0x0
message @t1 6
message @t2 4
closeonkeypress
fanfare 0x4
setflag 0x828
textcolor 0x2
message @bing1 4
waitfanfare
closeonkeypress
fanfare 0x4
setflag 0x829
message @bing2 4
waitfanfare
closeonkeypress
fanfare 0x4
setflag 0x82F
message @bing3 4
waitfanfare
closeonkeypress
pause 0x20
textcolor 0x0
message @t3 6
applymovement 3 @m2
waitmovement 0x0
setvar 0x6001 0x0001
release
end

#org @m1
#raw 0x62
#raw 0x11
#raw 0x11
#raw 0x13
#raw 0xFE

#org @t1
= Good morning \v\h01! I've\nbeen waiting for you to wake up.

#org @t2
= I have something here for you.\pIt says it came from Professor\nOak's Lab. It's a pack of\lstuff. Here you go.

#org @bing1
= You received the Pokèmon menu\non the menu screen!

#org @bing2
= You received the Pokèdex and\nthe Pokèdex menu on the menu\lscreen!

#org @bing3
= You received the Running Shoes!

#org @t3
= You should go see Professor\nOak and tell him thank you for\lthe gifts!\pAnyways, I've got to get back to\nwork in the kitchen now, so\lbe careful when you're outside!

#org @m2
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x1
#raw 0xFE
Thanks everyone!
Seen June 20th, 2012
Posted June 11th, 2012
31 posts
11.9 Years
[QUOTE=destinedjagold;7205937]

The way you script it is very messy, plus, from the looks of it, you are using an old version of XSE.
Better download a more updated one. I think the updated version is version 1.1
Anyway, the reason why, after you can't talk to him, is because you don't have a "boxset" command on your @has address.


Could you elaborate on how I script is 'messy'? And I didn't know there was an updated version, thanks.

Also, he disappears? I don't know how, but probably you also have inserted the flag number 101 on the NPC's person ID (and must have been cleared by unknown reason, hence why he reappears)...


I didn't put the flag number in the NPC's ID...


What do you mean by buggy?
More information as to why this script is buggy would have been pretty helpful.
Anyway, after reading this script, I noticed that if you say no to all of the options, the script ends. It would be pretty neat if you'll send the script back to the 0x86A1D1 address if the player says no to all three.
But as I said, details on why it's buggy would be pretty helpful.

Well the reason the script is really buggy is because he dissapears also, and when I receive the Pokeballs from him it says I found them instead of him giving them to me
Pokemon Purple: 10% Done ||||||||||
Dream Team -
Click Here for Pokemon: Purple Website!

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
I'm having a strange issue with this script. Everything works exactly how I want it to, but at the very end of the script, (when the mom moves off of the screen {applymovement 3 @m2} ) the script doesn't end.

It keeps making random message boxes saying like "UR er I OKPAKPSKo oKO" and stuff. The weird messages are infinite, too. This happens at the VERY end, like at the last 3 lines. Help please?

#dynamic 0x800010

#org @start
lock
applymovement 3 @m1
waitmovement 0x0
textcolor 0x0
message @t1 6
message @t2 4
closeonkeypress
fanfare 0x4
setflag 0x828
textcolor 0x2
message @bing1 4
waitfanfare
closeonkeypress
fanfare 0x4
setflag 0x829
message @bing2 4
waitfanfare
closeonkeypress
fanfare 0x4
setflag 0x82F
message @bing3 4
waitfanfare
closeonkeypress
pause 0x20
textcolor 0x0
message @t3 6
applymovement 3 @m2
waitmovement 0x0
setvar 0x6001 0x0001
release
end

#org @m1
#raw 0x62
#raw 0x11
#raw 0x11
#raw 0x13
#raw 0xFE

#org @t1
= Good morning \v\h01! I've\nbeen waiting for you to wake up.

#org @t2
= I have something here for you.\pIt says it came from Professor\nOak's Lab. It's a pack of\lstuff. Here you go.

#org @bing1
= You received the Pokèmon menu\non the menu screen!

#org @bing2
= You received the Pokèdex and\nthe Pokèdex menu on the menu\lscreen!

#org @bing3
= You received the Running Shoes!

#org @t3
= You should go see Professor\nOak and tell him thank you for\lthe gifts!\pAnyways, I've got to get back to\nwork in the kitchen now, so\lbe careful when you're outside!

#org @m2
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x1
#raw 0xFE
Thanks everyone!
I don't know what's wrong with it.
I tried it and it seems to be working fine. No random texts at the end.

Could you elaborate on how I script is 'messy'? And I didn't know there was an updated version, thanks.
By 'messy', I mean it's a bit difficult to read.
Check out some scripts here. They have spaces in between "end" and "#org" commands.
But that's not really important.

Well the reason the script is really buggy is because he dissapears also, and when I receive the Pokeballs from him it says I found them instead of him giving them to me
Oh, so that's the problem.
Well, it's easy to fix.

I don't know what's the command with XSE ver1.0, but with ver1.1, I use the following code...
giveitem 0x106 0x1 msg_obtain
In that line of code, you can see that I used msg_obtain.
It means that you received an item from an NPC.
Unlike 0x1, which probably means msg_find.
msg_find is usually used for POKéBALLs on the game, where they automatically vanish after you get their item.

Renegade

Time for real life...

Male
United States
Seen January 8th, 2015
Posted December 31st, 2014
995 posts
11.5 Years
[B][FONT="Book Antiqua"][COLOR="Green"]

I don't know what's wrong with it.
I tried it and it seems to be working fine. No random texts at the end.
It was originally a level script, but when I delete the level script part and just make it a regular script box script, it works.

So, it has to be something with the level script part of it. I might just be doing something wrong with creating the level script part. Hm.

Spherical Ice

Age 25
Leicester, UK
Seen 21 Hours Ago
Posted February 20th, 2022
5,251 posts
15.5 Years
#dynamic 0x800000

//---------------
#org @start
#raw 0x2
#raw pointer @snippet1
#raw 0x0

//---------------
#org @snippet1
#raw word 0x6001
#raw word 0x0
#raw pointer @snippet2
#raw word 0x0

#org @snippet2
lock
applymovement @3 @m1
waitmovement 0x0
textcolor 0x0
message @t1 0x6
message @t2 0x4
closeonkeypress
fanfare 0x4
setflag 0x828
textcolor 0x2
message @bing1 0x4
waitfanfare
closeonkeypress
fanfare 0x4
setflag 0x829
message @bing2 0x4
waitfanfare
closeonkeypress
fanfare 0x4
setflag 0x82F
message @bing3 0x4
waitfanfare
closeonkeypress
pause 0x20
textcolor 0x0
message @t3 0x6
applymovement 0x3 @m2
waitmovement 0x0
setvar 0x6001 0x1
release
end

#org @m1
#raw 0x62
#raw 0x11
#raw 0x11
#raw 0x13
#raw 0xFE

#org @t1
= Good morning \v\h01! I've\nbeen waiting for you to wake up.

#org @t2
= I have something here for you.\pIt says it came from Professor\nOak's Lab. It's a pack of\lstuff. Here you go.

#org @bing1
= You received the Pokèmon menu\non the menu screen!

#org @bing2
= You received the Pokèdex and\nthe Pokèdex menu on the menu\lscreen!

#org @bing3
= You received the Running Shoes!

#org @t3
= You should go see Professor\nOak and tell him thank you for\lthe gifts!\pAnyways, I've got to get back to\nwork in the kitchen now, so\lbe careful when you're outside!

#org @m2
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x1
#raw 0xFE
Compile that, then go into the map that you want to have the level script executed in. Remove all the header scripts, then go into Professional View (Ctrl+H). In the "Map Script Offset" box, paste the offset that this script was compiled to, hit save, and then try it out.

Renegade

Time for real life...

Male
United States
Seen January 8th, 2015
Posted December 31st, 2014
995 posts
11.5 Years
#dynamic 0x800000

//---------------
#org @start
#raw 0x2
#raw pointer @snippet1
#raw 0x0

//---------------
#org @snippet1
#raw word 0x6001
#raw word 0x0
#raw pointer @snippet2
#raw word 0x0

#org @snippet2
lock
applymovement @3 @m1
waitmovement 0x0
textcolor 0x0
message @t1 0x6
message @t2 0x4
closeonkeypress
fanfare 0x4
setflag 0x828
textcolor 0x2
message @bing1 0x4
waitfanfare
closeonkeypress
fanfare 0x4
setflag 0x829
message @bing2 0x4
waitfanfare
closeonkeypress
fanfare 0x4
setflag 0x82F
message @bing3 0x4
waitfanfare
closeonkeypress
pause 0x20
textcolor 0x0
message @t3 0x6
applymovement 0x3 @m2
waitmovement 0x0
setvar 0x6001 0x1
release
end

#org @m1
#raw 0x62
#raw 0x11
#raw 0x11
#raw 0x13
#raw 0xFE

#org @t1
= Good morning \v\h01! I've\nbeen waiting for you to wake up.

#org @t2
= I have something here for you.\pIt says it came from Professor\nOak's Lab. It's a pack of\lstuff. Here you go.

#org @bing1
= You received the Pokèmon menu\non the menu screen!

#org @bing2
= You received the Pokèdex and\nthe Pokèdex menu on the menu\lscreen!

#org @bing3
= You received the Running Shoes!

#org @t3
= You should go see Professor\nOak and tell him thank you for\lthe gifts!\pAnyways, I've got to get back to\nwork in the kitchen now, so\lbe careful when you're outside!

#org @m2
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x1
#raw 0xFE
Compile that, then go into the map that you want to have the level script executed in. Remove all the header scripts, then go into Professional View (Ctrl+H). In the "Map Script Offset" box, paste the offset that this script was compiled to, hit save, and then try it out.
Haha, it worked! Ok, I was doing level scripts a different way. Thanks!
Male
Seen August 21st, 2013
Posted June 26th, 2013
90 posts
11 Years
Fire Red
I want it so after you walk on script one script 2 will be there, but only until script 1 was finished what did I do? :pirate:

Script 1
Spoiler:

#dynamic 0x8032E8

#org @start
lockall
checkflag 0x120
if 0x1 goto @done
special 0x113
applymovement 0x7F @move1
waitmovement 0x0
msgbox @kid 0x6
applymovement 0x1 @move2
waitmovement 0x0
msgbox @kaga 0x6
applymovement 0x1 @move4
waitmovement 0x0
applymovement 0x5 @move5
waitmovement 0x0
applymovement 0x2 @move6
waitmovement 0x0
msgbox @star 0x6
applymovement 0x4 @move7
waitmovement 0x0
msgbox @weirdo 0x6
applymovement 0x2 @move8
waitmovement 0x0
msgbox @screw 0x6
applymovement 0x2 @move9
waitmovement 0x0
msgbox @well 0x6
applymovement 0x4 @move10
waitmovement 0x0
applymovement 0x3 @move11
waitmovement 0x0
msgbox @grunt 0x6
msgbox @out 0x6
applymovement 0x3 @move12
applymovement 0x4 @move12
waitmovement 0x0
applymovement 0x7F @move14
waitmovement 0x0
special 0x114
msgbox @hide 0x6
applymovement 0xFF @move15
waitmovement 0x0
releaseall
end

#org @done
releaseall
end

#org @move1
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0xB
#raw 0xFE

#org @kid
= Kid: You'll pay for what you've\ndone to Nidorina! Go Kangaskhan\luse Tackle Attack!\l???: Slowbro, Seismic Toss!

#org @move2
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0xFE

#org @kaga
= Now Slowbro finish him.

#org @move4
#raw 0x60
#raw 0xFE

#org @move5
#raw 0x54
#raw 0xFE

#org @move6
#raw 0x13
#raw 0x13
#raw 0x10
#raw 0x65
#raw 0x13
#raw 0xFE

#org @star
= Kid: What the hell dude..Why did\nyou have to go ahead and throw my\lpokemon? Who the hell throws a\lpokemon? Are you even sane?

#org @move7
#raw 0x12
#raw 0x0
#raw 0xFE

#org @weirdo
= ???: I didn't mean it like that I\njust meant to..

#org @move8
#raw 0x1
#raw 0xFE

#org @screw
= Kid: Screw you prick...I'm\nleaving.

#org @move9
#raw 0x10
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x60
#raw 0xFE

#org @move10
#raw 0x1
#raw 0xFE

#org @move11
#raw 0x12
#raw 0x0
#raw 0xFE

#org @well
= ???: Well then..He didn't have to\ngo and hurt my feelings. Anyway\llets finish what we came here for,\llets pay a visit to our old friend\l\v\h01. You got the duct tape?

#org @grunt
= Grunt: Yeah boss.

#org @out
= ???: Lets go.

#org @move12
#raw 0x2
#raw 0xFE

#org @move14
#raw 0x9
#raw 0x9
#raw 0x9
#raw 0x9
#raw 0xA
#raw 0xFE

#org @hide
= \v\h01: Better hide somewhere quick.

#org @move15
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0xFE



Script 2
Spoiler:
#dynamic 0x800DE5

#org @start
lockall
checkflag 0x120
if 0x1 goto @done
applymovement 0xFF @move1
waitmovement 0x0
applymovement 0x1 @move2
applymovement 0x2 @move3
waitmovement 0x0
special 0x113
applymovement 0x7F @move4
waitmovement 0x0
msgbox @talk1 0x6
msgbox @talk2 0x6
applymovement 0x7F @move5
waitmovement 0x0
msgbox @talk3 0x6
special 0x114
setflag 0x120
releaseall
end

#org @done
clearflag 0x120
releaseall
end

#org @move1
#raw 0x3
#raw 0x62
#raw 0xFE

#org @move2
#raw 0x13
#raw 0x5
#raw 0x61
#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 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0xFE

#org @move3
#raw 0x13
#raw 0x13
#raw 0x5
#raw 0x61
#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 0x11
#raw 0x11
#raw 0x11
#raw 0x18
#raw 0x12
#raw 0x11
#raw 0xFE

#org @move4
#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 0xFE

#org @talk1
= Mom: Who the hell are you? Get\nout of my house this instant!

#org @talk2
= ???: Tie that ***** up and\nlook\lfor \v\h01.

#org @move5
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0xFE

#org @talk3
= **** that old ***** better get out\nof here.

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
Fire Red
I want it so after you walk on script one script 2 will be there, but only until script 1 was finished what did I do? :pirate:

Script 1
Spoiler:

#dynamic 0x8032E8

#org @start
lockall
checkflag 0x120
if 0x1 goto @done
special 0x113
applymovement 0x7F @move1
waitmovement 0x0
msgbox @kid 0x6
applymovement 0x1 @move2
waitmovement 0x0
msgbox @kaga 0x6
applymovement 0x1 @move4
waitmovement 0x0
applymovement 0x5 @move5
waitmovement 0x0
applymovement 0x2 @move6
waitmovement 0x0
msgbox @star 0x6
applymovement 0x4 @move7
waitmovement 0x0
msgbox @weirdo 0x6
applymovement 0x2 @move8
waitmovement 0x0
msgbox @screw 0x6
applymovement 0x2 @move9
waitmovement 0x0
msgbox @well 0x6
applymovement 0x4 @move10
waitmovement 0x0
applymovement 0x3 @move11
waitmovement 0x0
msgbox @grunt 0x6
msgbox @out 0x6
applymovement 0x3 @move12
applymovement 0x4 @move12
waitmovement 0x0
applymovement 0x7F @move14
waitmovement 0x0
special 0x114
msgbox @hide 0x6
applymovement 0xFF @move15
waitmovement 0x0
releaseall
end

#org @done
releaseall
end

#org @move1
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0xB
#raw 0xFE

#org @kid
= Kid: You'll pay for what you've\ndone to Nidorina! Go Kangaskhan\luse Tackle Attack!\l???: Slowbro, Seismic Toss!

#org @move2
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0xFE

#org @kaga
= Now Slowbro finish him.

#org @move4
#raw 0x60
#raw 0xFE

#org @move5
#raw 0x54
#raw 0xFE

#org @move6
#raw 0x13
#raw 0x13
#raw 0x10
#raw 0x65
#raw 0x13
#raw 0xFE

#org @star
= Kid: What the hell dude..Why did\nyou have to go ahead and throw my\lpokemon? Who the hell throws a\lpokemon? Are you even sane?

#org @move7
#raw 0x12
#raw 0x0
#raw 0xFE

#org @weirdo
= ???: I didn't mean it like that I\njust meant to..

#org @move8
#raw 0x1
#raw 0xFE

#org @screw
= Kid: Screw you prick...I'm\nleaving.

#org @move9
#raw 0x10
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x60
#raw 0xFE

#org @move10
#raw 0x1
#raw 0xFE

#org @move11
#raw 0x12
#raw 0x0
#raw 0xFE

#org @well
= ???: Well then..He didn't have to\ngo and hurt my feelings. Anyway\llets finish what we came here for,\llets pay a visit to our old friend\l\v\h01. You got the duct tape?

#org @grunt
= Grunt: Yeah boss.

#org @out
= ???: Lets go.

#org @move12
#raw 0x2
#raw 0xFE

#org @move14
#raw 0x9
#raw 0x9
#raw 0x9
#raw 0x9
#raw 0xA
#raw 0xFE

#org @hide
= \v\h01: Better hide somewhere quick.

#org @move15
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0xFE



Script 2
Spoiler:
#dynamic 0x800DE5

#org @start
lockall
checkflag 0x120
if 0x1 goto @done
applymovement 0xFF @move1
waitmovement 0x0
applymovement 0x1 @move2
applymovement 0x2 @move3
waitmovement 0x0
special 0x113
applymovement 0x7F @move4
waitmovement 0x0
msgbox @talk1 0x6
msgbox @talk2 0x6
applymovement 0x7F @move5
waitmovement 0x0
msgbox @talk3 0x6
special 0x114
setflag 0x120
releaseall
end

#org @done
clearflag 0x120
releaseall
end

#org @move1
#raw 0x3
#raw 0x62
#raw 0xFE

#org @move2
#raw 0x13
#raw 0x5
#raw 0x61
#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 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0xFE

#org @move3
#raw 0x13
#raw 0x13
#raw 0x5
#raw 0x61
#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 0x11
#raw 0x11
#raw 0x11
#raw 0x18
#raw 0x12
#raw 0x11
#raw 0xFE

#org @move4
#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 0xFE

#org @talk1
= Mom: Who the hell are you? Get\nout of my house this instant!

#org @talk2
= ???: Tie that ***** up and\nlook\lfor \v\h01.

#org @move5
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0xFE

#org @talk3
= **** that old ***** better get out\nof here.
Flags...
It's all about flags...
Flags are like indicators, telling the ROM if an event has been finished or not.
If you want the second script to be executed right after the first one is triggered, then you need your second script to check your first script's flag.
Here's an example...

First Script...
#dynamic 0x800000

#org @start
lock
faceplayer
checkflag 0x200
if 0x1 goto @done
message @1 0x6
setflag 0x200 <---this will tell the ROM that your first script has been set/executed, so your second script will know.
release
end

#org @done
message @2 0x6
release
end

#org @1
= Hello.

#org @2
= Um...\nI said hello already...
Second Script...
#dynamic 0x801000

#org @start
lock
faceplayer
checkflag 0x201 <---this is the second script's flag.
if 0x1 goto @done
checkflag 0x200 <---this is the flag of the first script.
if 0x1 goto @talked <---if the first script's flag has been set/executed, then the second script will go to the @talked address
message @1 0x6 <---if the first script's flag was not yet set, the second script will proceed here.
release
end

#org @talked
message @2 0x6
setflag 0x201
release
end

#org @done
message @3 0x6
release
end

#org @1
= Go talk to that guy over there.

#org @2
= Wow...\nYou actually talked to him?\lThat takes some guts.

#org @3
= Really...\nThat takes some guts, kid.
In the sample scripts I provided, you can notice that there are two checkflag commands in the second script.
Remember that you should only use flags that the ROM isn't using.

And now, for your script...
Your first script has no setflag command-specifically, setflag 0x120, that will indicate that the script has just been executed.
Your second script, use this at the beginning part...
#dynamic 0x800DE5

#org @start
lockall
checkflag 0x121
if 0x1 goto @done
checkflag 0x120
if 0x0 goto @done <---this will tell the ROM that if the first script was not yet done/triggered/executed/set, then the script will go to the @done address.
applymovement 0xFF @move1
waitmovement 0x0
...
At the end part of your script...
...
applymovement 0x7F @move5
waitmovement 0x0
msgbox @talk3 0x6
special 0x114
setflag 0x121
releaseall
end
And then, for crying out loud, remove the clearflag command in your @done address.
Only use that said command if you want the script to repeat itself.
In your script, I don't think you want your first script to be repeated over and over every time the player steps on your second script tile/s.

Male
Seen September 27th, 2022
Posted July 1st, 2019
427 posts
12.5 Years
I'm having major trouble with this script. I want It to give an option to pick up the pokemon and the thing is the message wont show it just gives the pokemon
'-----------------------
#org 0x800000
checkflag 0x228
if 0x0 goto 0x8800061
msgbox 0x880006A '"It's an injured Pokemon.\n Should I..."
checkflag 0x228
if 0x0 goto 0x8800023
msgbox 0x88000A0 '"That's okay.\pI'm sure someone else..."
release
end

'-----------------------
#org 0x800061
msgbox 0x88000D4 '"blackkfrrYou received a Charmander!"
release
end

'-----------------------
#org 0x800023
givepokemon 0xC5 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox 0x88000D4 '"blackkfrrYou received a Charmander!"
waitfanfare
closeonkeypress
setflag 0x828
msgbox 0x88000FA '"blackkfrrWould you like to give a\n..."
checkflag 0x228
if 0x0 call 0x880005A
msgbox 0x8800137 '"I should take it to a/n Pokemon Cen..."
setflag 0x228
release
end

'-----------------------
#org 0x80005A
call 0x81A74EB
return

'-----------------------
#org 0x1A74EB
fadescreen 0x1
special 0x9E
waitstate
return

'---------
#org 0x80006A
= It's an injured Pokemon.\n Should I take It with me?

#org 0x8000A0
= That's okay.\pI'm sure someone else will\ntake it.

#org 0x8000D4
= blackkfrrYou received a Charmander!

#org 0x8000FA
= blackkfrrWould you like to give a\nnickname to Charmander?

#org 0x800137
= I should take it to a/n Pokemon Center.

tajaros

Hi I'm dawg

Age 24
Male
Philippines
Seen August 7th, 2015
Posted April 15th, 2013
855 posts
11.1 Years
@dcjboi

Here I edited your script i highlighted the parts that i edited.... :)

#dynamic 0x800000

#org @start
lock
msgbox 0x880006A 0x5 '"It's an injured Pokemon.\n Should I..."
compare 0x800D 0x1
if 0x1 goto 0x800023
compare 0x800D 0x0
if 0x1 goto 0x800061

end

#org 0x800061
msgbox 0x88000A0 0x6 '"That's okay.\pI'm sure someone else..."
release
end

#org 0x800023
givepokemon 0xC5 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox 0x88000D4 0x6
waitfanfare
closeonkeypress
setflag 0x828
msgbox 0x88000FA 0x5
compare 0x800D 0x1
if 0x1 goto 0x80005A
compare 0x800D 0x0
if 0x1 goto @continue
release

end

#org @continue
msgbox 0x8800137 0x6 '"I should take it to a/n Pokemon Cen..."
hidesprite 0x(Person Event no.)
setflag 0x228
release
end

#org 0x80005A
call 0x81A74EB
return

#org 0x1A74EB
fadescreen 0x1
special 0x9E
waitstate
goto @continue

#org 0x80006A
= It's an injured Pokemon.\n Should I take It with me?

#org 0x8000A0
= That's okay.\pI'm sure someone else will\ntake it.

#org 0x8000D4
= [black_fr]You received a Charmander!

#org 0x8000FA
= [black_fr]Would you like to give a\nnickname to Charmander?

#org 0x800137
= I should take it to a/n Pokemon Center.
You didn't put any msgbox codes in it that's why it didn't worked....

msgbox codes

0x2 - Normal msgbox that automatically has faceplayer
0x3 - Signpost msgbox
0x4 - Normal msgbox
0x5 - Yes\No msgbox
0x6 - Normal msgbox


hidesprite 0x(Person event. no.) - hides the sprite

Try putting this script on a POKE BALL with a flag of 228 and input it's person event no. in the hidesprite..... :D

Hope this helps.. :D

Renegade

Time for real life...

Male
United States
Seen January 8th, 2015
Posted December 31st, 2014
995 posts
11.5 Years
I'm having a strange problem with this script. Everything works, except for the "warp" command at the end. When it "warps" me, the screen fades to black and then nothing happens. (Like the game freezes on a black screen and doesn't go to map 3.46) Help please?

#dynamic 0x800120

#org @start
lock
textcolor 0x0
message @t1 4
closeonkeypress
applymovement 0xFF @m2
waitmovement 0x0
applymovement 4 @m1
waitmovement 0x0
applymovement 0xFF @m3
waitmovement 0x0
message @t2 6
applymovement 4 @m4
applymovement 0xFF @m5
waitmovement 0x0
message @t3 6
applymovement 5 @m6
applymovement 6 @m6
waitmovement 0x0
playsong 0x112 0x0
setweather 0x3
doweather
applymovement 5 @m7
applymovement 6 @m7
message @t4 6
message @t5 6
applymovement 5 @m8
applymovement 6 @m8
waitmovement 0x0
message @t6 6
applymovement 5 @m9
applymovement 6 @m9
message @t7 4
waitmovement 0x0
fadescreen 0x1
hidesprite 0x04
setflag 0x1203
hidesprite 0x05
setflag 0x1204
hidesprite 0x06
setflag 0x1205
fadescreen 0x0
warp 0x3 0x46 0xFF 0x0C 0x0C
setvar 0x6004 0x0001
release
end

#org @t1
= ???: Hey! \v\h01!

#org @m1
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1E
#raw 0xFE

#org @m2
#raw 0x3
#raw 0xFE

#org @m3
#raw 0x0
#raw 0xFE

#org @t2
= \v\h06: I was wondering when\nyou would wake up.\pI want to head over to Professor\nOak's place and ask if I can have my\lPokèmon yet. We can go together!\pCome on!

#org @m4
#raw 0x10
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x62
#raw 0xFE

#org @m5
#raw 0x10
#raw 0x10
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x62
#raw 0x11
#raw 0x13
#raw 0xFE

#org @t3
= \v\h06: Who are those people...?

#org @m6
#raw 0x62
#raw 0x2
#raw 0xFE

#org @m7
#raw 0x12
#raw 0x12
#raw 0xFE

#org @t4
= Man: Hm? What do you kids want?\pAre you eavesdropping on us?

#org @t5
= \v\h06: No. I mean, uhh...

#org @m8
#raw 0x23
#raw 0xFE

#org @t6
= Man: Enough! Take them away,\nGrunt!

#org @m9
#raw 0x1F
#raw 0x1F
#raw 0xFE

#org @t7
= \v\h06: Wait!

tajaros

Hi I'm dawg

Age 24
Male
Philippines
Seen August 7th, 2015
Posted April 15th, 2013
855 posts
11.1 Years
I'm having a strange problem with this script. Everything works, except for the "warp" command at the end. When it "warps" me, the screen fades to black and then nothing happens. (Like the game freezes on a black screen and doesn't go to map 3.46) Help please?

#dynamic 0x800120

#org @start
lock
textcolor 0x0
message @t1 4
closeonkeypress
applymovement 0xFF @m2
waitmovement 0x0
applymovement 4 @m1
waitmovement 0x0
applymovement 0xFF @m3
waitmovement 0x0
message @t2 6
applymovement 4 @m4
applymovement 0xFF @m5
waitmovement 0x0
message @t3 6
applymovement 5 @m6
applymovement 6 @m6
waitmovement 0x0
playsong 0x112 0x0
setweather 0x3
doweather
applymovement 5 @m7
applymovement 6 @m7
message @t4 6
message @t5 6
applymovement 5 @m8
applymovement 6 @m8
waitmovement 0x0
message @t6 6
applymovement 5 @m9
applymovement 6 @m9
message @t7 4
waitmovement 0x0
fadescreen 0x1
hidesprite 0x04
setflag 0x1203
hidesprite 0x05
setflag 0x1204
hidesprite 0x06
setflag 0x1205
fadescreen 0x0
warp 0x3 0x46 0xFF 0x0C 0x0C
setvar 0x6004 0x0001
release
end

#org @t1
= ???: Hey! \v\h01!

#org @m1
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1E
#raw 0xFE

#org @m2
#raw 0x3
#raw 0xFE

#org @m3
#raw 0x0
#raw 0xFE

#org @t2
= \v\h06: I was wondering when\nyou would wake up.\pI want to head over to Professor\nOak's place and ask if I can have my\lPokèmon yet. We can go together!\pCome on!

#org @m4
#raw 0x10
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x62
#raw 0xFE

#org @m5
#raw 0x10
#raw 0x10
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x62
#raw 0x11
#raw 0x13
#raw 0xFE

#org @t3
= \v\h06: Who are those people...?

#org @m6
#raw 0x62
#raw 0x2
#raw 0xFE

#org @m7
#raw 0x12
#raw 0x12
#raw 0xFE

#org @t4
= Man: Hm? What do you kids want?\pAre you eavesdropping on us?

#org @t5
= \v\h06: No. I mean, uhh...

#org @m8
#raw 0x23
#raw 0xFE

#org @t6
= Man: Enough! Take them away,\nGrunt!

#org @m9
#raw 0x1F
#raw 0x1F
#raw 0xFE

#org @t7
= \v\h06: Wait!
Like i told you in thethethe;s tut just they're on HEX!
That means it should be 0x2E!

So your warp code will be warp 0x3 0x2E 0xFF 0x0C 0x0C!

Hex is like this

1
2
3
4
5
6
7
8
9
A
B
C
D
E
F
10
11
12
13
14
15
16
17
18
19
1A
1B
.........And so on.... you use XSE so just use the converter there... :)

Renegade

Time for real life...

Male
United States
Seen January 8th, 2015
Posted December 31st, 2014
995 posts
11.5 Years
Like i told you in thethethe;s tut just they're on HEX!
That means it should be 0x2E!

So your warp code will be warp 0x3 0x2E 0xFF 0x0C 0x0C!

Hex is like this

1
2
3
4
5
6
7
8
9
A
B
C
D
E
F
10
11
12
13
14
15
16
17
18
19
1A
1B
.........And so on.... you use XSE so just use the converter there... :)
Oh, lol. Forgot :/ Thanks though!
Bulgaria
Seen July 27th, 2014
Posted June 12th, 2012
48 posts
15.7 Years
Game: Pokemon Ruby
Program: XSE
Problem: I put it as a [S] tile in Advanced-Map but when I enter in game and step on it the game freezes.
Code:
'-----------------------
#org 0x6B1840
lockall
msgbox 0x86B1862 '"Lady: You shouldn't go in the\nfore..."
callstd 0x4
closeonkeypress
applymovement MOVE_PLAYER 0x86B189F
waitmovement 0x0
releaseall
end


'-----------
' Movements
'-----------
#org 0x6B189F
#raw 8 'Step Down (Normal)
#raw FE 'End of Movements


'---------
' Strings
'---------
#org 0x6B1862
= Lady: You shouldn't go in the\nforest yet.

Renegade

Time for real life...

Male
United States
Seen January 8th, 2015
Posted December 31st, 2014
995 posts
11.5 Years
Game: Pokemon Ruby
Program: XSE
Problem: I put it as a [S] tile in Advanced-Map but when I enter in game and step on it the game freezes.
Code:
'-----------------------
#org 0x6B1840
lockall
msgbox 0x86B1862 '"Lady: You shouldn't go in the\nfore..."
callstd 0x4
closeonkeypress
applymovement MOVE_PLAYER 0x86B189F
waitmovement 0x0
releaseall
end

'-----------
' Movements
'-----------
#org 0x6B189F
#raw 8 'Step Down (Normal)
#raw FE 'End of Movements


'---------
' Strings
'---------
#org 0x6B1862
= Lady: You shouldn't go in the\nforest yet.
There is an absence of a "setvar" command at the end of the script. If you don't know about this, there are several tutorials on vars in the tutorials section.