Script Help Thread (DO NOT REQUEST SCRIPTS) Page 334

Started by HackMew December 20th, 2008 5:10 AM
  • 625717 views
  • 9682 replies

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
Hi, I have applied the following to a script event in Advance Map but when I walk over it NOTHING HAPPENS, but sometimes if I change this or that, my character just gets stuck in place and freezes there. I read in diegoisawesome's Script Tutorial that I need to change the Unknown to 0300 and the Var Number to 4050...but it still lets me walk right over the event.

#dynamic 0x71AF2D
#org @start
checkflag 0xCB
if 0x0 goto @playsweettunes
checkflag 0xCA
if 0x0 goto @getstuff
checkflag 0x828
if 0x1 goto @done
goto @getstuff
end

#org @playsweettunes
playsong 0x7 0x0
fadesong 0x7
fadesong 0xC
fadesong 0x47
setflag 0xCB
msgbox @wtfwasthat 0x6

#org @wtfwasthat
= [grey_fr]What was that sound? You should\ninvestigate!

#org @done
checkflag 0xC9
if 0x1 goto @superend
lock
msgbox @999 0x6
setflag 0xC9
release
end

#org @999
= [grey_fr]Looks like you have your wallet\nand Pokedex, it's time to get\lgoing!

#org @superend
end

#org @getstuff
msgbox @hue 0x6

#org @hue
= [grey_fr]You should get your wallet and\nPokedex you left on the table\lbefore you leave!
applymovement 0xFF @move

#org @move
#raw 0x1
#raw 0x11
#raw 0xFE
The fact that nothing happenes at all is usually a flag/var problem. Check this out: http://www.pokecommunity.com/showthread.php?t=302347

That would just make it so if you beat him the 3rd time, you could keep talking to him and get unlimited PP Ups. I didn't want it like that, I wanted to make it so you had to rebattle him for each PP Up that you wanted. But that' doesn't even matter because he doesn't give the PP Up anyway. For some reason, giveitem 0x47 0x1 0x0 and giveitem 0x45 0x1 0x0 do not work. And that is what I'm trying to figure out.
Dude, your bag is full.-_- If you look at any script that gives items during it (not just a giveitem like one you find on the ground, but a regular talking script) you will see that it checks how many items you have in your bag and then gives you the item if you have room. Without that check, if the bag is full, nothing happens.

Paired with Simba
Age 28
Male
Seen January 3rd, 2015
Posted October 4th, 2014
655 posts
10.1 Years
So I'm making a multichoice script, just a simple yes/no kind of thing.

This is the script; (FR BTW)
#dynamic 0x800723
#org @start
faceplayer
msgbox @1 0x6
preparemsg @2
waitmsg
multichoice 0xE 0x0 0x0 0x0
copyvar 0x8003 0x8004
compare 0x8003 0x0
if 0x1 goto @yes
compare 0x8003 0x7F
if 0x2 goto @no
release
end

#org @yes
msgbox @3 0x6
fadescreen 0x1
fanfare 0x100
special 0x0
fadescreen 0x0
msgbox @4 0x6
release
end

#org @no
msgbox @5 0x6
release
end

#org @1
= Morning, \v\h01!\nHow are you today?

#org @2
= Would you like to rest for a bit?

#org @3
= Oh goodie, here's your room key.

#org @4
= Have a nice sleep?

#org @5
= Well, come back anytime.

But, Whenever I press no, or cancel it still does option 1 (yes)

Just strollin' to my next destination...
Age 31
Seen September 22nd, 2016
Posted August 27th, 2016
79 posts
15.8 Years
Dude, your bag is full.-_- If you look at any script that gives items during it (not just a giveitem like one you find on the ground, but a regular talking script) you will see that it checks how many items you have in your bag and then gives you the item if you have room. Without that check, if the bag is full, nothing happens.
Bahahaha!! Should I shoot myself now or later? I guess I was just confused because he was giving me the Leftovers... I must have only had 1 item slot left until my bag was full. So yeah, I feel like a dumbass now. Thanks anyways, friend.

+====================Supports====================+


+====================Supports====================+

DrFuji

Heiki Hecchara‌‌

Age 30
Male
Aussie
Seen 4 Days Ago
Posted February 12th, 2021
1,693 posts
13.7 Years
So I'm making a multichoice script, just a simple yes/no kind of thing.

This is the script; (FR BTW)

Spoiler:
#dynamic 0x800723
#org @start
faceplayer
msgbox @1 0x6
preparemsg @2
waitmsg
multichoice 0xE 0x0 0x0 0x0
copyvar 0x8003 0x8004
compare 0x8003 0x0
if 0x1 goto @yes
compare 0x8003 0x7F
if 0x2 goto @no
release
end

#org @yes
msgbox @3 0x6
fadescreen 0x1
fanfare 0x100
special 0x0
fadescreen 0x0
msgbox @4 0x6
release
end

#org @no
msgbox @5 0x6
release
end

#org @1
= Morning, \v\h01!\nHow are you today?

#org @2
= Would you like to rest for a bit?

#org @3
= Oh goodie, here's your room key.

#org @4
= Have a nice sleep?

#org @5
= Well, come back anytime.


But, Whenever I press no, or cancel it still does option 1 (yes)
You're incorrectly copying the variable that holds the answer you selected in the multichoice. The answer is always immediately saved to the variable 0x800D rather than 0x8004. Your compare functions are also a little bit messed up, at this point you are stating 'If it is no (0x0) then go to @yes and if it is greater (0x2) than cancel (0x7F) go to @no'. Here's what your script should look like:

#dynamic 0x800000

#org @start
faceplayer
msgbox @1 0x6
preparemsg @2
waitmsg
multichoice 0xE 0x0 0x0 0x0
compare 0x800D 0x1 // You are initially checking if the answer is yes. I have also removed the second check for @no so there is no need for the copyvar command as we are only checking 0x800D once
if 0x1 goto @yes
msgbox @5 0x6
release
end // @no can be moved up here immediately after the variable check because if the player does not continue to @yes any other answer (0x0/ 0x7F) can be assumed to be no

#org @yes
msgbox @3 0x6
fadescreen 0x1
fanfare 0x100
special 0x0
fadescreen 0x0
msgbox @4 0x6
release
end

#org @1
= Morning, \v\h01!\nHow are you today?

#org @2
= Would you like to rest for a bit?

#org @3
= Oh goodie, here's your room key.

#org @4
= Have a nice sleep?

#org @5
= Well, come back anytime.

kearnseyboy6

Aussie's Toughest Mudder

Seen June 22nd, 2019
Posted November 19th, 2016
300 posts
14.4 Years
If I set an overworld to have this script

#dynamic 0x800000

#org @1
msgbox @2 MSG_YESNO
closeonkeypress
compare LASTRESULT 0x1
if 0x1 goto @3
end

#org @3
giveitem 0x8C 0x2 MSG_FIND
end


#org @2
= HEY!\pThere are 2 PSNCURE BERRIES.\nDo you want to pick them?

^Now if I assign a Person ID the script stops it from reappearing, if not it appears again.

How does this work?? There is no setflag in the script...
HOLIDAYING CURRENTLY!!

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
If I set an overworld to have this script

#dynamic 0x800000

#org @1
msgbox @2 MSG_YESNO
closeonkeypress
compare LASTRESULT 0x1
if 0x1 goto @3
end

#org @3
giveitem 0x8C 0x2 MSG_FIND
end


#org @2
= HEY!\pThere are 2 PSNCURE BERRIES.\nDo you want to pick them?

^Now if I assign a Person ID the script stops it from reappearing, if not it appears again.

How does this work?? There is no setflag in the script...
MSG_FIND is commonly used for Pokeballs holding items in the overworld.
If you want an NPC to give an item to the player, then use MSG_OBTAIN instead.

kearnseyboy6

Aussie's Toughest Mudder

Seen June 22nd, 2019
Posted November 19th, 2016
300 posts
14.4 Years
MSG_FIND is commonly used for Pokeballs holding items in the overworld.
If you want an NPC to give an item to the player, then use MSG_OBTAIN instead.
Sorry I don't think I explained it properly...

When I use person ID 200 the script sets that flag, or if I change it to 201 it sets 201 to stop it from reappearing. Does that make more sense?

I want to know how the games script knows to set the correct flag?
Male
Seen August 1st, 2013
Posted June 2nd, 2013
16 posts
10.8 Years
Hi, I've got a question about a problem I'm having. I increased the number of starters that you can choose from in Oak's lab in FireRed from 3 to 10. So I made extra balls and they all seem to work just fine. But after I go get Oak's Parcel and deliver it, when your rival walks in, his character sprite doesn't show up. You get given the Pokédex and everything, but when the rival leaves, I think he's allowed to walk off the screen, but then the game freezes.

I think the person event of your rival isn't loading properly and then it freezes when it tries to unload it, but I'm not sure. Maybe it's trying to load and unload the wrong thing? I think it all worked fine before I increased the number of balls, but I'm not sure. Can anyone help me with this?
Male
Seen June 15th, 2013
Posted June 10th, 2013
21 posts
10 Years
So I'm trying to use the pokepic command for Pokescript for three starter Pokemon (on a FIRE RED ROM). It works perfectly fine for Charmander. However, when I test the script for Totodile and Treecko it shows a picture of a Cacnea and question mark respectively. The scripts work perfectly fine for every other part or if I remove the pokescript commands. I have bolded the lines that I believe are causing the problem.

Charmander (working fine):
Spoiler:
#org $script
lock
faceplayer
checkflag 0x828
if 0x01 goto $notyours
#raw 75 0x04 0x00 0x0A 0x03
message $question
$question 1 = Inside this Pokeball\n lies Charmander.\pDo you want to\nchoose Charmander?
boxset 5
compare 0x800D 0x0001
if 0x01 goto $yes
message $no
$no 1 = \v\h01 did not\nreceive Charmander.
boxset 6
#raw 76
release
end

#org $yes
givepokemon 4 5 0
message $talk
$talk 1 = \v\h01 received Charmander.
boxset 6
setflag 0x828
#raw 76
release
end

#org $notyours
message $ha
$ha 1 = You already chose\nyour Pokemon.\pSave this for\nsomeone else.
boxset 6
release
end


Totodile (displays a Cacnea image):
Spoiler:
#org $script
lock
faceplayer
checkflag 0x828
if 0x01 goto $notyours
#raw 75 0x58 0x01 0x0A 0x03
message $question
$question 1 = Inside this Pokeball\n lies Totodile.\pDo you want to\nchoose Totodile?
boxset 5
compare 0x800D 0x0001
if 0x01 goto $yes
message $no
$no 1 = \v\h01 did not\nreceive Totodile.
boxset 6
#raw 76
release
end

#org $yes
givepokemon 158 5 0
message $talk
$talk 1 = \v\h01 received Totodile.
boxset 6
#raw 76
setflag 0x828
release
end

#org $notyours
message $ha
$ha 1 = You already chose\nyour Pokemon.\pSave this for\nsomeone else.
boxset 6
release
end


Treecko (displays a question mark):
Spoiler:
#org $script
lock
faceplayer
checkflag 0x828
if 0x01 goto $notyours
#raw 75 0x52 0x02 0x0A 0x03
message $question
$question 1 = Inside this Pokeball\n lies Treecko.\pDo you want to\nchoose Treecko?
boxset 5
compare 0x800D 0x0001
if 0x01 goto $yes
message $no
$no 1 = \v\h01 did not\nreceive Treecko.
boxset 6
#raw 76
release
end

#org $yes
givepokemon 252 5 0
message $talk
$talk 1 = \v\h01 received Treecko.
boxset 6
#raw 76
setflag 0x828
release
end

#org $notyours
message $ha
$ha 1 = You already chose your\n Pokemon.\pSave this for someone\n else.
boxset 6
release
end


Update: So I tested it again and it turns out that I receive Charmander and Totodile (the latter's pokepic is still broken) but I instead of Treecko I receive a question mark Pokemon.

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
Hi, I've got a question about a problem I'm having. I increased the number of starters that you can choose from in Oak's lab in FireRed from 3 to 10. So I made extra balls and they all seem to work just fine. But after I go get Oak's Parcel and deliver it, when your rival walks in, his character sprite doesn't show up. You get given the Pokédex and everything, but when the rival leaves, I think he's allowed to walk off the screen, but then the game freezes.

I think the person event of your rival isn't loading properly and then it freezes when it tries to unload it, but I'm not sure. Maybe it's trying to load and unload the wrong thing? I think it all worked fine before I increased the number of balls, but I'm not sure. Can anyone help me with this?
You can only have a specific number of on screen sprites. Simple as that.

Paired with Simba

Trev

i gave you everything...

Age 26
Male
Seen December 31st, 2021
Posted March 27th, 2019
1,505 posts
11 Years
Hello all!
Just a quick question. Does anyone know the offset for trainerbattle 0x3? I want to edit out the text from the battle. Just deleting the text still makes the text box show up, so I wanted to go to the offset in a hex editor and just scrub out the pointers to the texts.
That's not a script, it's a command. trainerbattle is a command, 0x3 is a hex code that activates a type of trainerbattle. I'm not even sure what you mean by the offset for it...

If you want to change the text, open the script in XSE, find the offset at the end of the trainerbattle command, delete it and replace it with a different offset, delete the corresponding text string and offset and replace it, and done.
Male
Seen December 11th, 2019
Posted June 2nd, 2013
2 posts
10.3 Years
That's not a script, it's a command. trainerbattle is a command, 0x3 is a hex code that activates a type of trainerbattle. I'm not even sure what you mean by the offset for it...

If you want to change the text, open the script in XSE, find the offset at the end of the trainerbattle command, delete it and replace it with a different offset, delete the corresponding text string and offset and replace it, and done.
I don't want to change the text in the script. I want to find the offset used for the trainerbattle command, and scrub out the text, so your first battle isn't interrupted by Oak talking about how to battle.

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
I don't want to change the text in the script. I want to find the offset used for the trainerbattle command, and scrub out the text, so your first battle isn't interrupted by Oak talking about how to battle.
Just make a new battle. You need to learn scripting and just write your own script.

Paired with Simba
Male
Seen June 5th, 2013
Posted June 3rd, 2013
4 posts
10.1 Years
Game: Fire Red
Editor: XSE 1.1.1
Script: De-Leveler

So I thought of an idea for my hack last night. It seems possible, just not quite there yet. Basically a Pokemon De-Leveler that will choose a Poke from the party and reset it to Lv 1. So Charizard gets de-leveled to Lv 1 essentially.

I already know the problem is with the way Im comparing variables in the second check. Just not quite sure how to make it do what I want. The script functions as normal through the second check, but compare always returns 0x0, never 0x1.

A quick explanation of the two specials used and a few others that may work better.
Spoiler:

Used-
09F chooses a pokemon for a purpose and stores its position at 0x8004. works even with eggs

0FF checks pokemon in 0x8004's number and places it in given variable

May Work -
0c1 a "silent hatch" code, hatches an egg in your party indicated by 0x8004, even if not an egg (reset level to 5, changes met location, clears EVs)

147 checks your pokemon in position referenced by 0x8004 and returns to the given variable its pokemon number. returns 0x19c if an egg.

1bb Create a full, party ready pokemon, at the trade slot. 0x8004 = pokemon number, 0x8005 = pokemon level, 0x8006 = item held


Special 0c1 actually does almost everything Im looking for all on its own. Except it doesnt reset the Pokemons attacks. If anyone knows a quick way to reset that data, that might be the simplest way.

Im also unclear as to how to create trades in game. Special 1bb might also work if someone knows how to use that one properly.

The script below is obviously unfinished. The way it is currently set up it will be huge, unless special 0c1 can work for this. I also dont have any framework included yet for taking the original Pokemon away, but that can come later.

I really appreciate the feedback this community always provides.
Spoiler:
'---------------
#org 0x990000
lock
faceplayer
checkflag 0x202
if 0x1 call 0x89901AE
checkflag 0x201
if 0x1 call 0x89901EA
msgbox 0x8990234 MSG_NORMAL '"Hi! Your Pokemon is about to \nget..."
special2 0x8004 0x9F
setflag 0x201
setflag 0x202
release
end

'---------------
#org 0x9901AE
msgbox 0x899025F MSG_NORMAL '"First Check!"
special2 0x8005 0xFF
clearflag 0x202
release
end

'---------------
#org 0x9901EA
msgbox 0x899026E MSG_NORMAL '"Second Check!"
setvar 0x8006 0x3F
compare 0x8005 0x8006
if 0x0 goto 0x899028C
if 0x1 goto 0x899020B
release
end

'---------------
#org 0x99028C
msgbox 0x8990285 MSG_NORMAL '"Fail!"
clearflag 0x201
release
end

'---------------
#org 0x99020B
msgbox 0x899027E MSG_NORMAL '"Here!"
givepokemon 0x3F 0x1 0x0 0x0 0x0 0x0
fanfare 0x13E
waitfanfare
clearflag 0x201
release
end


'---------
' Strings
'---------
#org 0x990234
= Hi! Your Pokemon is about to \nget weaker

#org 0x99025F
= First Check!

#org 0x99026E
= Second Check!

#org 0x990285
= Fail!

#org 0x99027E
= Here!
Age 34
Male
Seen March 16th, 2022
Posted February 8th, 2019
416 posts
10.3 Years
How can I check if the player has used FLASH?

I have a simple script idea

check if flashused
if no call random number generator
generate number 1-100
if number is under 5 start poke battle
if flash is used jump "release end"

that way no pokebattles will appear after the player uses flash... i just dont know how to check if flash is used...

really i only want 1 pokemon to be limited... all the other pokes wont care about flash... but thats not the point HOW DO I CHECK IF FLASH USED...
Male
Seen January 8th, 2017
Posted March 13th, 2014
154 posts
11 Years
so its been a while since ive scripted and i cant seem to get the nickname command to work.
heres what happens. you get a pkmn, then it asks to nickname it, then if the player chooes yes, it takes them to the nickname screen, but after they input the name, they come back to where they were, but the event does not continue afterwards.
Spoiler:

#org @showpkmn
lock
showpokepic 0x115 0xA 0x3
cry 0x115 0x0
applymovement 0x1 @oakfaces
waitmovement 0x1
msgbox @oaksayspkmn 0x5
compare 0x800D 0x1
if 0x1 goto @getpkmn
hidepokepic
release
end

#org @getpkmn
hidepokepic
hidesprite 0x4
fanfare 0x10C
msgbox @recievetropfe 0x6
waitfanfare
givepokemon 0x115 0x5 0x0 0x0 0x0 0x0
setflag 0x157
msgbox @nickname 0x5
compare 0x800D 0x1
if 0x1 goto @name

applymovement 0xFF @walktooak
waitmovement 0xFF
applymovement 0x1 @look
waitmovement 0x1
msgbox @oak1 0x6
applymovement 0x1 @getdex
waitmovement 0x1
hidesprite 0x7
applymovement 0x1 @backdex
waitmovement 0x1
msgbox @oakgivedex 0x6
fanfare 0x10C
setflag 0x828
setflag 0x829
setflag 0x16F
msgbox @playerdex 0x6
msgbox @oakbye 0x6
release
end

#org @name
fadescreen 0x1
special 0x9E
waitstate
return
Age 34
Male
Seen March 16th, 2022
Posted February 8th, 2019
416 posts
10.3 Years
so its been a while since ive scripted and i cant seem to get the nickname command to work.
heres what happens. you get a pkmn, then it asks to nickname it, then if the player chooes yes, it takes them to the nickname screen, but after they input the name, they come back to where they were, but the event does not continue afterwards.
Spoiler:

#org @showpkmn
lock
showpokepic 0x115 0xA 0x3
cry 0x115 0x0
applymovement 0x1 @oakfaces
waitmovement 0x1
msgbox @oaksayspkmn 0x5
compare 0x800D 0x1
if 0x1 goto @getpkmn
hidepokepic
release
end

#org @getpkmn
hidepokepic
hidesprite 0x4
fanfare 0x10C
msgbox @recievetropfe 0x6
waitfanfare
givepokemon 0x115 0x5 0x0 0x0 0x0 0x0
setflag 0x157
msgbox @nickname 0x5
compare 0x800D 0x1
if 0x1 goto @name

applymovement 0xFF @walktooak
waitmovement 0xFF
applymovement 0x1 @look
waitmovement 0x1
msgbox @oak1 0x6
applymovement 0x1 @getdex
waitmovement 0x1
hidesprite 0x7
applymovement 0x1 @backdex
waitmovement 0x1
msgbox @oakgivedex 0x6
fanfare 0x10C
setflag 0x828
setflag 0x829
setflag 0x16F
msgbox @playerdex 0x6
msgbox @oakbye 0x6
release
end

#org @name
fadescreen 0x1
special 0x9E
waitstate
return
you cannot use the command "return" when you are using "goto" or "jump"
if you intend to "return" from the command, you must use "call"

that should fix your issue:
msgbox @nickname 0x5
compare 0x800D 0x1
if 0x1 call @name


------------------------------------------------------------------------------------------
How can I check if the player has used FLASH?

I have a simple script idea

check if flashused
if no call random number generator
generate number 1-100
if number is under 5 start poke battle
if flash is used jump "release end"

that way no pokebattles will appear after the player uses flash... i just dont know how to check if flash is used...

really i only want 1 pokemon to be limited... all the other pokes wont care about flash... but thats not the point HOW DO I CHECK IF FLASH USED...

To elaborate a bit on my previous question... this is how my script looks now:
Spoiler:
#org @kabutogame
'-----------------------------------
checkattack FLASH
compare LASTRESULT 0x6
if != jump @releaseend ' Not Equal To

jump @noflash

#org @releaseend
'-----------------------------------
release
end

#org @noflash
'-----------------------------------
random 0x64
compare LASTRESULT 0x5
if > jump @releaseend ' Larger Than
compare LASTRESULT 0x0
if == jump @lv5 ' Equal To
compare LASTRESULT 0x1
if == jump @lv7 ' Equal To
compare LASTRESULT 0x2
if == jump @lv10 ' Equal To
compare LASTRESULT 0x3
if == jump @lv12 ' Equal To
compare LASTRESULT 0x4
if == jump @lv15 ' Equal To
battle KABUTO 20 SACREDASH
special BATTLE_PIXELLATE
waitspecial
end

#org @lv5
'-----------------------------------
battle KABUTO 5 NONE
special BATTLE_PIXELLATE
waitspecial
end

#org @lv7
'-----------------------------------
battle KABUTO 7 SACREDASH
special BATTLE_PIXELLATE
waitspecial
end

#org @lv10
'-----------------------------------
battle KABUTO 10 NONE
special BATTLE_PIXELLATE
waitspecial
end

#org @lv12
'-----------------------------------
battle KABUTO 12 SACREDASH
special BATTLE_PIXELLATE
waitspecial
end

#org @lv15
'-----------------------------------
battle KABUTO 15 NONE
special BATTLE_PIXELLATE
waitspecial
end



the red text is what I would like to replace with something that tells me if they have USED flash, rather than just having it on a team member (like checkattack)

maybe a copybyte or something like that... if anyone knows where the byte containing the info about if the map has been flashed is...

Teh Blazer

Divider of Zero

Age 27
Male
'MERICA
Seen January 18th, 2019
Posted June 19th, 2018
776 posts
14.3 Years
I was making a level script and for some reason every time I include the "hidesprite 0xFF" command, the script either doesn't work or glitches up beyond compare. I don't know why, but when I remove the "hidesprite 0xFF" command the script works perfectly, it's just that when I put it in (and I need it in) it suddenly decides not to work.

Spoiler:

#org 0x81A59F
lock
hidesprite 0xFF
applymovement 0x1 0x881A7AE
waitmovement 0x0
msgbox 0x881A627 MSG_NORMAL '"This is my son, in whom I am well\..."
goto 0x881A5BB
Being a hero is overrated anyways

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
I was making a level script and for some reason every time I include the "hidesprite 0xFF" command, the script either doesn't work or glitches up beyond compare. I don't know why, but when I remove the "hidesprite 0xFF" command the script works perfectly, it's just that when I put it in (and I need it in) it suddenly decides not to work.

Spoiler:

#org 0x81A59F
lock
hidesprite 0xFF
applymovement 0x1 0x881A7AE
waitmovement 0x0
msgbox 0x881A627 MSG_NORMAL '"This is my son, in whom I am well\..."
goto 0x881A5BB
There is a hidesprite command built into the applymovement script. So, instead, use this:

#org 0x81A59F
lock
applymovement 0xFF @move1
waitmovement 0x0
applymovement 0x1 0x881A7AE
waitmovement 0x0
msgbox 0x881A627 MSG_NORMAL '"This is my son, in whom I am well\..."
goto 0x881A5BB

#org @move1
#raw 0x60 'hide_sprite
#raw 0xFE
Please note that this will not compile as is. This is just an example to show how to use #raw 0x60 to hide sprites.

Paired with Simba

Extremeromhacker

I need ideas

Male
Seen June 7th, 2013
Posted June 5th, 2013
7 posts
10 Years
I need help figuring out what is wrong with my script, It works exactly the way I want it until the very end it just freezes...

My Script *Check The Bottom*

#org $script
jingle
applymovement 0xFF $!
$! 1 ; #binary 0x62 0xFE
pausemove 0
special 0x113
applymovement 0x7F $screengo
$screengo 1 ; #binary 0x11 0x11 0x12 0x12 0x12 0x12 0x12 0xFE
pausemove 0
applymovement 0x7F $screengo1
$screengo1 1 ; #binary 0x12 0x12 0x12 0x12 0x12 0xFE
pausemove 0
playsound 0x13B
nop
applymovement 3 $jump
$jump 1 ; #binary 0x54 0xFE
pausemove 0
message $gary
$gary 1 = \c\h01\h02\v\h06: PIDGEY use TACKLE!
boxset 6
cry 0xA1 16
nop
nop
message $pidgey
$pidgey 1 = Pi pidge!
boxset 6
applymovement 4 $tackle
$tackle 1 ; #binary 0x62 0x54 0x16 0x49 0x49 0x02 0xFE
pausemove 0
message $ya
$ya 1 = \c\h01\h02\v\h06: Ya! You got em'!
boxset 6
cry 0xA1 21
nop
nop
message $spearow
$spearow 1 = Spea spear!
boxset 6
applymovement 5 $peck
$peck 1 ; #binary 0x55 0x17 0x12 0x12 0x03 0xFE
pausemove 0
message $gary1
$gary1 1 = \c\h01\h02\v\h06: Once more PIDGEY!
boxset 6
cry 0xA1 16
nop
nop
message $pidgey
boxset 6
applymovement 4 $tackle
pausemove 0
removesprite 5
message $gary2
$gary2 1 = \c\h01\h02\v\h06: Great job PIDGEY, return!
boxset 6
applymovement 4 $return
$return 1 ; #binary 0x13 0xFE
pausemove 0
removesprite 4
applymovement 3 $who
$who 1 ; #binary 0x62 0x03 0xFE
pausemove 0
applymovement 0x7F $screencome
$screencome 1 ; #binary 0x13 0x13 0x13 0x13 0x13 0x13 0x13 0x13 0x13 0xFE
pausemove 0
applymovement 0x7F $screencome1
$screencome1 1 ; #binary 0x13 0x10 0x10 0xFE
pausemove 0
special 0x114
applymovement 3 $move
$move 1 ; #binary 0x13 0x13 0x13 0x13 0x13 0x13 0x13 0x13 0x10 0xFE
pausemove 0
message $hey
$hey 1 = \c\h01\h02\v\h06: Hi, I'm \v\h06 OAK!\nMy gramps talked alot about you,\pso I waited around here to see if\nyou were the real deal.\pLet's battle!
boxset 6
trainerbattle 0x09 0x01 $win $lose
$win 1 = You are good!
$lose 1 = \hb0Was my gramps wrong?\hb0
message $speak
$speak 1 = \c\h01\h02\v\h06: That was a great battle!\nI hope to meet you on the road\pagain.
boxset 6
applymovement 3 $leave
$leave 1 ; #binary 0x12 0x12 0x12 0x12 0x12 0x12 0x12 0x12 0xFE
pausemove 0
removesprite 3
fadesound 0x116
nop *My script freezes right after the music goes back to normal*
applymovement 0xFF $movement
$movement 1 ; #binary 0x63 0x02 0xFE
pausemove 0
setflag 0x1203
setvar 0x6002 0x0001
release
end
Looking for ideas..
Seen January 22nd, 2021
Posted June 19th, 2013
11 posts
12.1 Years
Spoiler:
I need help figuring out what is wrong with my script, It works exactly the way I want it until the very end it just freezes...

My Script *Check The Bottom*

#org $script
jingle
applymovement 0xFF $!
$! 1 ; #binary 0x62 0xFE
pausemove 0
special 0x113
applymovement 0x7F $screengo
$screengo 1 ; #binary 0x11 0x11 0x12 0x12 0x12 0x12 0x12 0xFE
pausemove 0
applymovement 0x7F $screengo1
$screengo1 1 ; #binary 0x12 0x12 0x12 0x12 0x12 0xFE
pausemove 0
playsound 0x13B
nop
applymovement 3 $jump
$jump 1 ; #binary 0x54 0xFE
pausemove 0
message $gary
$gary 1 = \c\h01\h02\v\h06: PIDGEY use TACKLE!
boxset 6
cry 0xA1 16
nop
nop
message $pidgey
$pidgey 1 = Pi pidge!
boxset 6
applymovement 4 $tackle
$tackle 1 ; #binary 0x62 0x54 0x16 0x49 0x49 0x02 0xFE
pausemove 0
message $ya
$ya 1 = \c\h01\h02\v\h06: Ya! You got em'!
boxset 6
cry 0xA1 21
nop
nop
message $spearow
$spearow 1 = Spea spear!
boxset 6
applymovement 5 $peck
$peck 1 ; #binary 0x55 0x17 0x12 0x12 0x03 0xFE
pausemove 0
message $gary1
$gary1 1 = \c\h01\h02\v\h06: Once more PIDGEY!
boxset 6
cry 0xA1 16
nop
nop
message $pidgey
boxset 6
applymovement 4 $tackle
pausemove 0
removesprite 5
message $gary2
$gary2 1 = \c\h01\h02\v\h06: Great job PIDGEY, return!
boxset 6
applymovement 4 $return
$return 1 ; #binary 0x13 0xFE
pausemove 0
removesprite 4
applymovement 3 $who
$who 1 ; #binary 0x62 0x03 0xFE
pausemove 0
applymovement 0x7F $screencome
$screencome 1 ; #binary 0x13 0x13 0x13 0x13 0x13 0x13 0x13 0x13 0x13 0xFE
pausemove 0
applymovement 0x7F $screencome1
$screencome1 1 ; #binary 0x13 0x10 0x10 0xFE
pausemove 0
special 0x114
applymovement 3 $move
$move 1 ; #binary 0x13 0x13 0x13 0x13 0x13 0x13 0x13 0x13 0x10 0xFE
pausemove 0
message $hey
$hey 1 = \c\h01\h02\v\h06: Hi, I'm \v\h06 OAK!\nMy gramps talked alot about you,\pso I waited around here to see if\nyou were the real deal.\pLet's battle!
boxset 6
trainerbattle 0x09 0x01 $win $lose
$win 1 = You are good!
$lose 1 = \hb0Was my gramps wrong?\hb0
message $speak
$speak 1 = \c\h01\h02\v\h06: That was a great battle!\nI hope to meet you on the road\pagain.
boxset 6
applymovement 3 $leave
$leave 1 ; #binary 0x12 0x12 0x12 0x12 0x12 0x12 0x12 0x12 0xFE
pausemove 0
removesprite 3
fadesound 0x116
nop *My script freezes right after the music goes back to normal*
applymovement 0xFF $movement
$movement 1 ; #binary 0x63 0x02 0xFE
pausemove 0
setflag 0x1203
setvar 0x6002 0x0001
release
end


I'm no expert, but near the end with the fadesound, did you try putting "waitfanfare" or "waitstate" or whatever it was?

kearnseyboy6

Aussie's Toughest Mudder

Seen June 22nd, 2019
Posted November 19th, 2016
300 posts
14.4 Years
This is my map script,

#dynamic 0x800000

#org @main
checkflag 0x821
if 0x1 goto @clear
setflag 0x250
end

#org @clear
clearflag 0x250
end

How ever the sprites with 250 as ID don't disappear when the badge isn't obtained.

I used [03] On entering map/ not on menu close.

I have tried [02] validates values ... etc with a unused variable.

I have no idea why the script isn't working?
HOLIDAYING CURRENTLY!!

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
This is my map script,

#dynamic 0x800000

#org @main
checkflag 0x821
if 0x1 goto @clear
setflag 0x250
end

#org @clear
clearflag 0x250
end

How ever the sprites with 250 as ID don't disappear when the badge isn't obtained.

I used [03] On entering map/ not on menu close.

I have tried [02] validates values ... etc with a unused variable.

I have no idea why the script isn't working?
Have you tried entering and exiting the room?

Paired with Simba