Script Help Thread (DO NOT REQUEST SCRIPTS) Page 327

Started by HackMew December 20th, 2008 5:10 AM
  • 625760 views
  • 9682 replies

Spherical Ice

Age 25
Leicester, UK
Seen 21 Hours Ago
Posted February 20th, 2022
5,251 posts
15.5 Years
Can someone proof-check this for me? I'm using a compare variable to set different NPC movement depending on variable value (with the three script events sharing the same variable, but different values) but it's not working as I thought.

#dynamic 0x800000

#org @start
countpokemon
compare 0x800D 0x1
if 0x1 goto @continue
goto @nopokemon

#org @nopokemon
compare 0x4000 0x1
if 0x1 goto @nopass0
if 0x2 goto @nopass1
if 0x3 goto @nopass2

#org @continue
release
end

#org @nopass0
applymovement 0x1 @move3
waitmovement 0x0
msgbox @1 0x6
applymovement 0x1 @move4
waitmovement 0x0
release
setflag 0x200
end

#org @nopass1
applymovement 0x1 @move1
waitmovement 0x0
msgbox @1 0x6
applymovement 0x1 @move2
waitmovement 0x0
release
setflag 0x200
end

#org @nopass2
applymovement 0x1 @move5
waitmovement 0x0
msgbox @1 0x6
applymovement 0x1 @move6
waitmovement 0x0
release
setflag 0x200
end

#org @move1
#raw 0x62 
#raw 0x1D
#raw 0x1D
#raw 0xFE

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

#org @move3
#raw 0x62 
#raw 0x0A
#raw 0x1D
#raw 0x1D
#raw 0xFE

#org @move4
#raw 0x11
#raw 0x11
#raw 0x0B
#raw 0xFE

#org @move5
#raw 0x62 
#raw 0x0B
#raw 0x1D
#raw 0x1D
#raw 0xFE

#org @move6
#raw 0x11
#raw 0x11
#raw 0x0A
#raw 0xFE

#org @1
= I can't let you pass because you\ndon't have any Pokémon.\pIt's not safe to go out without\nat least one.
#dynamic 0x800000

#org @start
countpokemon
compare 0x800D 0x1
This means the script will only not activate if the player has one Pokémon in their party - use checkflag 0x828 instead.

if 0x1 goto @continue
goto @nopokemon

#org @nopokemon
compare 0x4000 0x1
if 0x1 goto @nopass0
if 0x2 goto @nopass1
if 0x3 goto @nopass2
You need to add the compare line everytime.

#org @continue
release
end

#org @nopass0
applymovement 0x1 @move3
waitmovement 0x0
msgbox @1 0x6
applymovement 0x1 @move4
waitmovement 0x0
release
setflag 0x200
end
Release always goes before end, without any commands in between.

#org @nopass1
applymovement 0x1 @move1
waitmovement 0x0
msgbox @1 0x6
applymovement 0x1 @move2
waitmovement 0x0
release
setflag 0x200
end

#org @nopass2
applymovement 0x1 @move5
waitmovement 0x0
msgbox @1 0x6
applymovement 0x1 @move6
waitmovement 0x0
release
setflag 0x200
end
Again, release goes directly before end.
#org @move1
#raw 0x62 
#raw 0x1D
#raw 0x1D
#raw 0xFE

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

#org @move3
#raw 0x62 
#raw 0x0A
#raw 0x1D
#raw 0x1D
#raw 0xFE

#org @move4
#raw 0x11
#raw 0x11
#raw 0x0B
#raw 0xFE

#org @move5
#raw 0x62 
#raw 0x0B
#raw 0x1D
#raw 0x1D
#raw 0xFE

#org @move6
#raw 0x11
#raw 0x11
#raw 0x0A
#raw 0xFE

#org @1
= I can't let you pass because you\ndon't have any Pokémon.\pIt's not safe to go out without\nat least one.
So, the fixed script would look like this:

#dynamic 0x800000

#org @start
checkflag 0x828
if 0x1 goto @continue
goto @nopokemon

#org @nopokemon
compare 0x4000 0x1
if 0x1 goto @nopass0
compare 0x4000 0x1
if 0x2 goto @nopass1
compare 0x4000 0x1
if 0x3 goto @nopass2
goto @continue

#org @continue
release
end

#org @nopass0
applymovement 0x1 @move3
waitmovement 0x0
msgbox @1 0x6
applymovement 0x1 @move4
waitmovement 0x0
setflag 0x200
release
end

#org @nopass1
applymovement 0x1 @move1
waitmovement 0x0
msgbox @1 0x6
applymovement 0x1 @move2
waitmovement 0x0
setflag 0x200
release
end

#org @nopass2
applymovement 0x1 @move5
waitmovement 0x0
msgbox @1 0x6
applymovement 0x1 @move6
waitmovement 0x0
setflag 0x200
release
end

#org @move1
#raw 0x62 
#raw 0x1D
#raw 0x1D
#raw 0xFE

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

#org @move3
#raw 0x62 
#raw 0x0A
#raw 0x1D
#raw 0x1D
#raw 0xFE

#org @move4
#raw 0x11
#raw 0x11
#raw 0x0B
#raw 0xFE

#org @move5
#raw 0x62 
#raw 0x0B
#raw 0x1D
#raw 0x1D
#raw 0xFE

#org @move6
#raw 0x11
#raw 0x11
#raw 0x0A
#raw 0xFE

#org @1
= I can't let you pass because you\ndon't have any Pokémon.\pIt's not safe to go out without\nat least one.
To be honest, you could save a lot of space by using the call command for the nopass parts but this will work.

karatekid552

What happens if I push it?....

Male
Do you really want to know? Really?
Seen January 12th, 2015
Posted December 14th, 2014
1,771 posts
10.5 Years
Since I don't have the patience to read through 327 pages of questions I don't know if this has been asked yet but How do you give the player character the National dex early in the game?
There is a nice little search feature up in the top right hand corner. Search this and the Simple Questions thread since it has been answered..... Far too many times.

Paired with Simba
Age 28
Male
Seen January 3rd, 2015
Posted October 4th, 2014
655 posts
10.1 Years
C+P'd from RHO.

So, I'm trying my hands at scripting, using XSE

This is my script:

"#dynamic 0x2A28C8
#org @start
lock
faceplayer
msgbox @1 0x6
release
end

#org @1
= Hello world!"

I've put the offset 2A28C8 which i got from FSF into aMap on the event person i desire.

When talking to this person, nothing happens.

What do? :/

Just strollin' to my next destination...

DrFuji

Heiki Hecchara‌‌

Age 30
Male
Aussie
Seen 4 Days Ago
Posted February 12th, 2021
1,693 posts
13.7 Years
C+P'd from RHO.

So, I'm trying my hands at scripting, using XSE

This is my script:

"#dynamic 0x2A28C8
#org @start
lock
faceplayer
msgbox @1 0x6
release
end

#org @1
= Hello world!"

I've put the offset 2A28C8 which i got from FSF into aMap on the event person i desire.

When talking to this person, nothing happens.

What do? :/
It sounds like you're using an outdated version of XSE. Try using version 1.1.1 which was the most recent update.

Spherical Ice

Age 25
Leicester, UK
Seen 21 Hours Ago
Posted February 20th, 2022
5,251 posts
15.5 Years
On another note, you could save space by doing this:

#dynamic 0x800000

#org @start
msgbox @string1 0x2
end

#org @string1
= Hello world!
msgbox 0x2 automatically includes the lock, faceplayer and release.

horcruxrocks

Pokemon Lover

Male
Seen August 6th, 2016
Posted June 20th, 2016
12 posts
11 Years
Guys read this script
#dynamic 0x800000

#org @start
lockall
faceplayer
checkflag 0x828
if 0x1 goto @done
msgbox @talk1 0x6
givepokemon 0x4 0x8 0x0 0x0 0x0 0x0
giveitem 0x3F 0x1 0x0
setflag 0x828
releaseall
end

#org @done
msgbox @talk2 0x0
release
end

#org @talk1
= Erik obtained a CHARMANDER!

#org @talk2
= Sorry you got your item!
I inserted it to an event and when i checked it out its not working
Just a msgbox appears with no text.Any help would be appreciated
Also can any one teach me abt these cmmands as i have not understood completely :
checkflag 0x828
if 0x1 goto @done
msgbox @talk1 0x6
givepokemon 0x4 0x8 0x0 0x0 0x0 0x0
giveitem 0x3F 0x1 0x0
setflag 0x828
releaseall
end

#org @done
msgbox @talk2 0x0
release
end

#org @talk1
= Erik obtained a CHARMANDER!

#org @talk2
= Sorry you got your item!
Thank you

-Horcrux

karatekid552

What happens if I push it?....

Male
Do you really want to know? Really?
Seen January 12th, 2015
Posted December 14th, 2014
1,771 posts
10.5 Years
Guys read this script


I inserted it to an event and when i checked it out its not working
Just a msgbox appears with no text.Any help would be appreciated
Also can any one teach me abt these cmmands as i have not understood completely :

Thank you

-Horcrux
It sounds like you are using an old version of XSE. You need to have v1.1.1. Also, what commands exactly need an explanation?

Paired with Simba

horcruxrocks

Pokemon Lover

Male
Seen August 6th, 2016
Posted June 20th, 2016
12 posts
11 Years
This checks that if the flag 828 is set or not. If yes, it continues onto @done
one more question when i am adding an event in a map that person is not showing in the map when i play.It does not appear when i load rom and load a saved game.But when i start a new game it appears

karatekid552

What happens if I push it?....

Male
Do you really want to know? Really?
Seen January 12th, 2015
Posted December 14th, 2014
1,771 posts
10.5 Years
one more question when i am adding an event in a map that person is not showing in the map when i play.It does not appear when i load rom and load a saved game.But when i start a new game it appears
Then the flag in the person's A-map Person ID is set.

Paired with Simba

hinkage

Everyone currently in an argument with this member: I really suggest you stop.

Seen October 3rd, 2021
Posted October 30th, 2020
378 posts
12.7 Years
Wait is it true that using flags above 0x8FF overwrite vars? And what about vars above 0x40FF? Because in old hacks I did those things and never had a problem -- I'm guessing it's cuz I never used whatever vars and stuff got corrupted, but it would be good to know a definite window of stuff that's usable. (I searched this myself too and found nothing really).

Ty Karatekid who will probably end up answering this :I
(ღ˘⌣˘ღ)

karatekid552

What happens if I push it?....

Male
Do you really want to know? Really?
Seen January 12th, 2015
Posted December 14th, 2014
1,771 posts
10.5 Years
Wait is it true that using flags above 0x8FF overwrite vars? And what about vars above 0x40FF? Because in old hacks I did those things and never had a problem -- I'm guessing it's cuz I never used whatever vars and stuff got corrupted, but it would be good to know a definite window of stuff that's usable. (I searched this myself too and found nothing really).

Ty Karatekid who will probably end up answering this :I
Flags- Yes. There is actually a formula I came up with at the end of R&D to see which flag will corrupt which var and vice versa.

Vars- These take up PC box space and such.


Basically, the best flags are 200-2FF (about) and vars are 4000-40FF. Knizz did release a hack which relocates the 7000(?) vars to some nice free RAM space for use.

You're welcome, you know it! Haha

Paired with Simba

~Anbuja

Let's Keep It Simple

Male
In Snorlax Stomach
Seen September 8th, 2016
Posted September 23rd, 2015
321 posts
12.6 Years
Hi!
I need help with this.
I've applied Jpans engine to my ROM, and tried to recompile the nurse joy script.
Everything works fine, until the part when the nurse joy comes to the part shes supposed to say "We hope to see you again!" then my screen turns into 3 different colors and the rom image crushes.
I suck at scripting so I don't have a clue what else to do, I hope someone can help me there :>
Spoiler:

#Dynamic 0x740000
'---------------
#org @start
lock
faceplayer
call @one
release
end

'---------------
#org @one
special 0x187
compare LASTRESULT 0x2
if 0x1 goto @nope
preparemsg @text1 '"Welcome to our POKéMON CENTER!\pWo..."
waitmsg
multichoice 0x13 0x8 0x0 0x2
copyvar 0x8000 LASTRESULT
compare 0x8000 0x0
if 0x1 goto @A1A65B8
compare 0x8000 0x1
if 0x1 goto @A1A6663
compare 0x8000 0x7F
if 0x1 goto @A1A6663
end

'---------------
#org @nope
release
end

'---------------
#org @A1A65B8
cmdc3 0xF
preparemsg @text2 '"Okay, I'll take your POKéMON for a..."
waitmsg
call @A1A65CE
special 0x169
goto @A1A65EC

'---------------
#org @A1A6663
msgbox @again MSG_KEEPOPEN '"We hope to see you again!"
return

'---------------
#org @A1A65CE
applymovement LASTTALKED 0x81A75E7
waitmovement 0x0
doanimation 0x19
checkanimation 0x19
applymovement LASTTALKED @A1A75ED
waitmovement 0x0
special 0x0
return

'---------------
#org @A1A65EC
special2 LASTRESULT 0x1B1
compare LASTRESULT 0x0
if 0x1 goto @A1A661D
special2 LASTRESULT 0x183
copyvar 0x8008 LASTRESULT
compare 0x8008 0x0
if 0x1 goto @A1A661D
compare 0x8008 0x1
if 0x1 goto @A1A6636
end

'---------------
#org @A1A661D
preparemsg @TY '"Thank you for waiting.\nWe've rest..."
waitmsg
applymovement LASTTALKED @A1A666C
waitmovement 0x0
msgbox @again MSG_KEEPOPEN '"We hope to see you again!"
return

'---------------
#org @A1A6636
checkflag 0x842
if 0x1 goto @A1A661D
msgbox @TY MSG_KEEPOPEN '"Thank you for waiting.\nWe've rest..."
setflag 0x842
preparemsg @Playing '"It appears as if [buffer1] is play..."
waitmsg
applymovement LASTTALKED @A1A666C
waitmovement 0x0
msgbox @again MSG_KEEPOPEN '"We hope to see you again!"
return


'---------
' Strings
'---------
#org @text1
= [black_fr]Welcome to our [blue_fr]POKéMON CENTER!\p[black_fr]Would you like me to heal your\n[blue_fr]POKéMON [black_fr]back to perfect health?

#org @text2
= [black_fr]Okay, I'll take your [blue_fr]POKéMON [black_fr]for a\nfew seconds.

#org @again
= We hope to see you again!

#org @TY
= [black_fr]Thank you for waiting.\nWe've restored your [blue_fr]POKéMON [black_fr]to\lfull health.

#org @Playing
= It appears as if [buffer1] is playing\nright now.\lGo for it!


'-----------
' Movements
'-----------
#org @A1A75E7
#raw 0x2F 'Face Left (Delayed)
#raw 0xFE 'End of Movements

#org @A1A75ED
#raw 0x2D 'Face Down (Delayed)
#raw 0xFE 'End of Movements

#org @A1A666C
#raw 0x5B 'mov5B
#raw 0x1A 'Delay3
#raw 0xFE 'End of Movements

Thanks in advantage!
Age 28
Male
Seen January 3rd, 2015
Posted October 4th, 2014
655 posts
10.1 Years
I'm trying to do a script for the prof's lab I've got this.

'---------------
#org 0x71BBEF
checkflag 0x828
if 0x1 goto 0x71BFAE
msgbox 0x871BC71 MSG_NORMAL '"Mazort: Ah! There you are.\nCome h..."
applymovement MOVE_PLAYER 0x871BED4
waitmovement 0x0
applymovement 0x8 0x871BEDD
waitmovement 0x0
msgbox 0x871BCA8 MSG_NORMAL '"[rival]: Woah!\nWhy are they here?..."
msgbox 0x871BCF3 MSG_NORMAL '"Mazort: Shush now child!\nYou're b..."
applymovement MOVE_PLAYER 0x871BEE2
applymovement 0x8 0x871BEE6
waitmovement 0x0
msgbox 0x871BD99 MSG_NORMAL '"[rival]: What?"
applymovement MOVE_PLAYER 0x871BEEA
applymovement 0x8 0x871BEED
waitmovement 0x0
applymovement 0x4 0x871BEF0
waitmovement 0x0
msgbox 0x871BDA5 MSG_NORMAL '"Mazort: You two can have a healthy..."
applymovement 0x4 0x871BEF3
waitmovement 0x0
msgbox 0x871BE01 MSG_NORMAL '"Mazort: Now then!\nOnto business.\..."
setvar 0x4055 0x2
release
end

'---------
' Strings
'---------

#org 0x71BC71
= Mazort: Ah! There you are.\nCome here, why don't you?

#org 0x71BCA8
= [rival]: Woah!\nWhy are they here?\pI thought I was getting a Pokémon\lnot them.

#org 0x71BCF3
= Mazort: Shush now child!\nYou're both getting a Pokémon\lSince you both have the same goal.\pTo become a Champion.\nIt seems perfect that\lyou both want the same thing.

#org 0x71BD99
= [rival]: What?

#org 0x71BDA5
= Mazort: You two can have a healthy \nrivalry.\pHeh, that's how it was done\nback in the day.

#org 0x71BE01
= Mazort: Now then!\nOnto business.\l[player], on that table is three Pokéballs.\pIn each is one Pokémon, of a different type.\pGo ahead and pick one.\nBut pick carefully, each type has\lit's own weaknesses and advantages.

'-----------
' Movements
'-----------
#org 0x71BED4
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements

#org 0x71BEDD
#raw 0x53 'Jump in Place (Facing Up)
#raw 0x53 'Jump in Place (Facing Up)
#raw 0x53 'Jump in Place (Facing Up)
#raw 0xFE 'End of Movements

#org 0x71BEE2
#raw 0x2 'Face Left
#raw 0x63 'Question Mark (?)
#raw 0xFE 'End of Movements

#org 0x71BEE6
#raw 0x3 'Face Right
#raw 0x63 'Question Mark (?)
#raw 0xFE 'End of Movements

#org 0x71BEEA
#raw 0x1 'Face Up
#raw 0xFE 'End of Movements

#org 0x71BEED
#raw 0x1 'Face Up
#raw 0xFE 'End of Movements

#org 0x71BEF0
#raw 0x1 'Face Up
#raw 0xFE 'End of Movements

#org 0x71BEF3
#raw 0x0 'Face Down
#raw 0xFE 'End of Movements


#org 0x71BFAE
release
end
Everything works fine up until

'That's how it was done, back in the day'
After that the script stops, and releases the player.

It stopped the next bit after i put in the flag check for after having a pokemon. :\

Just strollin' to my next destination...

DrFuji

Heiki Hecchara‌‌

Age 30
Male
Aussie
Seen 4 Days Ago
Posted February 12th, 2021
1,693 posts
13.7 Years
Hi!
I need help with this.
I've applied Jpans engine to my ROM, and tried to recompile the nurse joy script.
Everything works fine, until the part when the nurse joy comes to the part shes supposed to say "We hope to see you again!" then my screen turns into 3 different colors and the rom image crushes.
I suck at scripting so I don't have a clue what else to do, I hope someone can help me there :>
Spoiler:


Thanks in advantage!
Yeah I've always found JPAN's engine to have a problem with Nurse Joy's script. This is because it doesn't like the command 'special2 0x800D 0x183' which checks if somebody is in the WiFi Room. If you change the part of the script to something like this (where red = delete) then it should be fine:

//---------------
#org 0x1A65EC
special2 LASTRESULT 0x1B1
compare LASTRESULT 0x0
if 0x1 goto 0x81A661D
special2 LASTRESULT 0x183
copyvar 0x8008 LASTRESULT
compare 0x8008 0x0
if 0x1 goto 0x81A661D
compare 0x8008 0x1
if 0x1 goto 0x81A6636
end
You can also delete this entire section of the script and repoint the parts that point to 0x1A65EC so that they point to 0x1A661D. I just didn't want to post the entire script here :P

I'm trying to do a script for the prof's lab I've got this.



Everything works fine up until

'That's how it was done, back in the day'
After that the script stops, and releases the player.

It stopped the next bit after i put in the flag check for after having a pokemon. :\
You do realise that you've used the end command right? Your script is ending there because you have told it to finish, unless this is an XSE glitch or it has merged with an old script. Could we see the un-compiled version of your script if it is different to what you've shown us?
Age 28
Male
Seen January 3rd, 2015
Posted October 4th, 2014
655 posts
10.1 Years
'---------------
#org 0x71BBEF
checkflag 0x828
if 0x1 goto 0x871BFAE
msgbox 0x871BC71 MSG_NORMAL '"Mazort: Ah! There you are.\nCome h..."
applymovement MOVE_PLAYER 0x871BED4
waitmovement 0x0
applymovement 0x8 0x871BEDD
waitmovement 0x0
msgbox 0x871BCA8 MSG_NORMAL '"[rival]: Woah!\nWhy are they here?..."
msgbox 0x871BCF3 MSG_NORMAL '"Mazort: Shush now child!\nYou're b..."
applymovement MOVE_PLAYER 0x871BEE2
applymovement 0x8 0x871BEE6
waitmovement 0x0
msgbox 0x871BD99 MSG_NORMAL '"[rival]: What?"
applymovement MOVE_PLAYER 0x871BEEA
applymovement 0x8 0x871BEED
waitmovement 0x0
applymovement 0x4 0x871BEF0
waitmovement 0x0
msgbox 0x871BDA5 MSG_NORMAL '"Mazort: You two can have a healthy..."
applymovement 0x4 0x871BEF3
waitmovement 0x0
msgbox 0x871BE01 0xC7 '"Mazort: Now then!\nOnto business.\..."
'---------------
#org 0x71BFAE
release
end


'---------
' Strings
'---------
#org 0x71BC71
= Mazort: Ah! There you are.\nCome here, why don't you?

#org 0x71BCA8
= [rival]: Woah!\nWhy are they here?\pI thought I was getting a Pokémon\lnot them.

#org 0x71BCF3
= Mazort: Shush now child!\nYou're both getting a Pokémon\lSince you both have the same goal.\pTo become a Champion.\nIt seems perfect that\lyou both want the same thing.

#org 0x71BD99
= [rival]: What?

#org 0x71BDA5
= Mazort: You two can have a healthy \nrivalry.\pHeh, that's how it was done\nback in the day.

#org 0x71BE01
= Mazort: Now then!\nOnto business.\l[player], on that table is three Pokéballs.\pIn each is one Pokémon, of a different type.\pGo ahead and pick one.\nBut pick carefully, each type has\lit's own weaknesses and advantages.


'-----------
' Movements
'-----------
#org 0x71BED4
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements

#org 0x71BEDD
#raw 0x53 'Jump in Place (Facing Up)
#raw 0x53 'Jump in Place (Facing Up)
#raw 0x53 'Jump in Place (Facing Up)
#raw 0xFE 'End of Movements

#org 0x71BEE2
#raw 0x2 'Face Left
#raw 0x63 'Question Mark (?)
#raw 0xFE 'End of Movements

#org 0x71BEE6
#raw 0x3 'Face Right
#raw 0x63 'Question Mark (?)
#raw 0xFE 'End of Movements

#org 0x71BEEA
#raw 0x1 'Face Up
#raw 0xFE 'End of Movements

#org 0x71BEED
#raw 0x1 'Face Up
#raw 0xFE 'End of Movements

#org 0x71BEF0
#raw 0x1 'Face Up
#raw 0xFE 'End of Movements

#org 0x71BEF3
#raw 0x0 'Face Down
#raw 0xFE 'End of Movements
This is the de-compiled script.
I can't think why it would merge with another script?
I started this script from scratch, and used free space, rather than ones used by other things.

Just strollin' to my next destination...
Age 23
Male
Portugal
Seen July 5th, 2021
Posted October 26th, 2014
287 posts
10 Years
So I go to notepad, make my script (as basic as it gets)

#org $title
lock
faceplayer
message $talk
$talk 1 = Hello.
release
end

i sabe it as .rbc, i compile it, click the blue book, select the rom.gba, copy the first thing's last 6 digits (everything but &H), burn it, close the pages, go to advanced map, and when i aplly the script to someone, whenever i talk to them in game, i get game breaking glitches
once, i kept using fly in front of the guy
then, he gave me a master ball and then ultra balls 'till forever, then i would get a pokenav call, that would break my game, but more frequently than not, i could hear the "a button sound", or the sound you hear when your talking to someone and hit a, and nothing happens, they dont stop, they dont turn, the dont do anything!
please help, this also happened to my friend, the exact same thing, but in the youtube tutorials they do it and they get it just fine
Working on:


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Spherical Ice

Age 25
Leicester, UK
Seen 21 Hours Ago
Posted February 20th, 2022
5,251 posts
15.5 Years
So I go to notepad, make my script (as basic as it gets)

#org $title
lock
faceplayer
message $talk
$talk 1 = Hello.
release
end

i sabe it as .rbc, i compile it, click the blue book, select the rom.gba, copy the first thing's last 6 digits (everything but &H), burn it, close the pages, go to advanced map, and when i aplly the script to someone, whenever i talk to them in game, i get game breaking glitches
once, i kept using fly in front of the guy
then, he gave me a master ball and then ultra balls 'till forever, then i would get a pokenav call, that would break my game, but more frequently than not, i could hear the "a button sound", or the sound you hear when your talking to someone and hit a, and nothing happens, they dont stop, they dont turn, the dont do anything!
please help, this also happened to my friend, the exact same thing, but in the youtube tutorials they do it and they get it just fine
You're using hacking software from circa 2006, no wonder it's glitchy.

Use XSE 1.1.1, there's a mega-huge tutorial on it here, you can't go wrong.

In XSE's coding syntax, your script would now look like this:

#dynamic 0x800000

#org @start
msgbox @string1 0x2
end

#org @string1
= Hello.
Then, all you do is hit the blue gears in XSE's toolbar, then click Copy on the window that pops up and paste that offset into where you put the offset before in Advance Map. It should work perfectly!
Age 23
Male
Portugal
Seen July 5th, 2021
Posted October 26th, 2014
287 posts
10 Years
You're using hacking software from circa 2006, no wonder it's glitchy.

Use , there's a mega-huge tutorial on it here, you can't go wrong[/url].

In XSE's coding syntax, your script would now look like this:

#dynamic 0x800000

#org @start
msgbox @string1 0x2
end

#org @string1
= Hello.
Then, all you do is hit the blue gears in XSE's toolbar, then click Copy on the window that pops up and paste that offset into where you put the offset before in Advance Map. It should work perfectly!


thanks (i already had xse doe...)
i just dont understand in the tutorial whats the fsf code
can you please help me?

Spherical Ice

Age 25
Leicester, UK
Seen 21 Hours Ago
Posted February 20th, 2022
5,251 posts
15.5 Years
FSF? That stands for Free Space Finder, but you won't need to bother with that.

When you being a script, just use this:

#dynamic 0x800000
XSE will automatically find the right thing for you to copy and paste onto the different events :D
Male
Seen May 7th, 2014
Posted May 23rd, 2013
12 posts
10 Years
Does anyone know how to make a sprite invisible and become visible once I step on a tile with the green "S"?
I can keep the char invisible/hidden with hidesprite and flag in the end. But I want him to be hidden to begin with.

Right now my code looks like this:
What I basically want is kinda like the Professor Oak script in Pallet Town. You dont see him on the map. When you step a tile. He comes up. But instead that you follow him, I just want the (in my case) teacher you to give the National Dex and then walks off the screen and then let it hidesprite.
But the character is visible to begin with.

Can any of ya help me out? (:
Many thanks in advance.

#dynamic 0x81DFD2

#org @start
checkflag 0x1213
if 0x1 goto @updatedex
msgbox @talk1 0x6
applymovement 0xFF @1stepleft
waitmovement 0xFF
release
end

#org @updatedex
checkflag 0x1214
if 0x1 goto @nothing
msgbox @wait 0x6
applymovement 0xFF @lookleft
waitmovement 0xFF
showsprite 0x19
applymovement 0x19 @come
waitmovement 0x19
lock
faceplayer
msgbox @upgrade 0x6
applymovement 0x19 @go
waitmovement 0x19
hidesprite 0x19
special 0x16F
setflag 0x10A
fanfare 0x105
msgbox @gotdex 0x4
waitfanfare
setvar 0x6001 0x0
setflag 0x1214
release
end

#org @lookleft
#raw 0x2
#raw 0xFE


#org @go
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x11
#raw 0x12
#raw 0xFE

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


#org @1stepleft
#raw 0x12
#raw 0xFE

#org @gotdex
= \v\h01 has the newest software\ninstalled on the POKEDEX.\pIt now became the:\nNATIONAL POKEDEX.

#org @upgrade
= [darknavyblue_fr]Oh thank god, you're still here.\nI noticed that the POKEDEXes I\lhanded out are not included with\lthe most recent software.\pPlease gimme your Dex for a sec.\p(Mr. Stonemountains plugged\nsomething in the Pokedex. The\llights are flickering)\pAlright \v\h01. Now you have the\nlatest software on your dex. This\lis also known as the NATIONAL DEX.\pThis will register the current 386\nPokemon that are available around\lhere.\pNow I am sounding like it's easy,\nbut some are never seen or never\lseen again.\pGood luck on collecting your data.\nI'm going back to the Academy.\lI've gotta do my usual work again.\pSee ya, \v\h01. :)

#org @wait
= [darknavyblue_fr] \v\h01! Wait!

#org @talk1
= I should go to the Cicero Academy\nand make my exams.

#org @nothing
release
end
Seen February 26th, 2015
Posted February 8th, 2015
1,908 posts
10.3 Years
There are many ways to accomplish this. The most common being setting the People ID flag prior to the script somewhere; most usually in the player's room.

Other than that there is a more reliable header script that can be set on the map.

Also, you can place the person's ow in the corner of the map where he can't be seen, and in the script movesprite him to the position you want.

And there is also a create virtualsprite script, but he should immediately disappear after the script.

Try one of these, but I recommend the movesprite method because that one is very simple.
~