Script Help Thread (DO NOT REQUEST SCRIPTS) Page 340

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

GoGoJJTech

(☞゚ヮ゚)☞ http://GoGoJJTech.com ☜(゚ヮ゚☜)

Age 24
Female
Earth
Seen December 9th, 2016
Posted December 5th, 2016
2,475 posts
10.5 Years
Checkgender command.
Returns 0x0 for boy, 0x1 for girl.

........
Checkgender
compare LASTRESULT 0x0
if 0x1 goto @BOY
compare LASTRESULT 0x1
if 0x1 goto @GIRL
........

I think you understand now
I believe in Jesus Christ my Savior. If you do too, and aren't scared to admit it, then copy and paste this into your signature.
The HGSS Music Patch - The BW/2 Music Patch - ASM: Switch Music Based on Seasons
Romhack.me Profile - Pokecommunity Profile - Youtube Channel

Support me at my site!
Pokémon Platinum Red and Blue

GoGoJJTech

(☞゚ヮ゚)☞ http://GoGoJJTech.com ☜(゚ヮ゚☜)

Age 24
Female
Earth
Seen December 9th, 2016
Posted December 5th, 2016
2,475 posts
10.5 Years
Oh, I meant for XSE. I thought you were using it too.
I believe in Jesus Christ my Savior. If you do too, and aren't scared to admit it, then copy and paste this into your signature.
The HGSS Music Patch - The BW/2 Music Patch - ASM: Switch Music Based on Seasons
Romhack.me Profile - Pokecommunity Profile - Youtube Channel

Support me at my site!
Pokémon Platinum Red and Blue
Male
Seen August 17th, 2013
Posted July 19th, 2013
3 posts
9.8 Years
Hi, I'm creating a hack in Leaf Green and I'm having a spot of bother trying to script in cutting a tree down. I'm not sure if I was supposed to, but I copied the cut script from a different tree in the game and compiled it. I filled in the information exactly as it is on the other cutting tree.
However, even after saving, when I go to move on to a different map, it comes up with a message asking me to save but when I click save it doesn't actually work.
I hope you can understand the message which I'm trying to convey, since I am a total noob at this. I also apologize if this has been answered before, I did have a search.

Wobbu

bunger bunger bunger bunger

he/him
Snaktooth Island
Seen January 22nd, 2023
Posted August 28th, 2016
2,793 posts
11.2 Years
Are you asking why your CUT script isn't working? If so, then post your script in this thread so we can see it and help you out.
As an alternative, copy the offset of one of the other CUT scripts (like the one in Viridian City) and paste it in your new CUT person event offset. Don't forget to give the event a Person ID of 11 (or something close to that number, I'm going by memory).
Sorry I can't show you pictures, I'm hundreds of miles away from my PC...
Male
Seen August 17th, 2013
Posted July 19th, 2013
3 posts
9.8 Years
Thanks for taking time to try and help. Unfortunately, even after doing everything you said, the game refuses to save when I try to. I keep getting the pop up called "Frage" asking me to save my game, and pressing yes achieves nothing.

This is the script which I used from Viridian City. I'm using XSE.
Spoiler:
'---------------
#org 0x1BDEEF
special 0x187
compare 0x800D 0x2
if 0x1 goto 0x81A7ABC
lockall
checkflag 0x821
if 0x0 goto 0x81BDF63
checkattack 0xF
compare 0x800D 0x6
if 0x1 goto 0x81BDF63
setanimation 0x0 0x800D
bufferpartypokemon 0x0 0x800D
bufferattack 0x1 0xF
msgbox 0x81BDF70 0x5 '"This tree looks like it can be CUT..."
compare 0x800D 0x0
if 0x1 goto 0x81BDF6D
msgbox 0x81BDFB3 0x4 '"[buffer1] used [buffer2]!"
closeonkeypress
doanimation 0x2
waitstate
goto 0x81BDF52

'---------------
#org 0x1A7ABC
release
end

'---------------
#org 0x1BDF63
msgbox 0x81BDFBF 0x3 '"This tree looks like it can be CUT..."
releaseall
end

'---------------
#org 0x1BDF6D
closeonkeypress
releaseall
end

'---------------
#org 0x1BDF52
applymovement 0x800F 0x81BDF61
waitmovement 0x0
hidesprite 0x800F
releaseall
end


'---------
' Strings
'---------
#org 0x1BDF70
= This tree looks like it can be CUT\ndown!\pWould you like to CUT it?

#org 0x1BDFB3
= [buffer1] used [buffer2]!

#org 0x1BDFBF
= This tree looks like it can be CUT\ndown!


'-----------
' Movements
'-----------
#org 0x1BDF61
#raw 0x69 'mov69
#raw 0xFE 'End of Movements

Wobbu

bunger bunger bunger bunger

he/him
Snaktooth Island
Seen January 22nd, 2023
Posted August 28th, 2016
2,793 posts
11.2 Years
If I'm understanding everything correctly, the problem is coming from your map editor or ROM. Are you using Advance Map v1.9x?
Try this official link.
If the problem persists, try finding a different ROM (Google is your friend) and try to insert the script again.
Seen February 1st, 2014
Posted November 23rd, 2013
53 posts
10.6 Years
Hi,

i've two scripts. The first one works fine, if player is facing up the movement apply is different. This is the code:

compare PLAYERFACING UP
if == jump 0x8153B49 ' Equal To
jump 0x8153B59
The second one does not. It enter in LEFT block although player is facing up. This is the code:

compare PLAYERFACING LEFT
if == jump 0x874238A ' Equal To
compare PLAYERFACING RIGHT
if == jump 0x874237B ' Equal To
jump 0x8742399
The only difference is in the first case is a person event (so you have to talk with a person for start the script) while in the second is a script event associated with a tile block.

I'm using PKSV, can anyone help me?

NB. during test in the second case i have also added a faceplayer before but nothing change.

Thanks a lot
I up my old question, wish anyone can help me :)

EDIT: alternatively i simply need to a temporary variable where to store something. Cause depending of player position the start script is different, so i can set a different value to that variable and after check it. The problem is i don't know the number of a variable i can use as temporary...0x8000? or what other?

thanks a lot
Male
Seen February 23rd, 2015
Posted October 17th, 2014
7 posts
9.9 Years
I've made a map script and I want it to execute as the game starts.. The point is to hide a npc for a while.

#dyn 0x740000
#org @start
setflag 0x25
disappear 0x1
setvar 0x4500 0x1
end
I have tried it in every map script type but all seem to work when I exit and enter the place not as soon as the game starts.. Is it even possible to execute a script when game starts?

EDIT: I don't know why but now it works.. :S

Wobbu

bunger bunger bunger bunger

he/him
Snaktooth Island
Seen January 22nd, 2023
Posted August 28th, 2016
2,793 posts
11.2 Years
I up my old question, wish anyone can help me :)

EDIT: alternatively i simply need to a temporary variable where to store something. Cause depending of player position the start script is different, so i can set a different value to that variable and after check it. The problem is i don't know the number of a variable i can use as temporary...0x8000? or what other?

thanks a lot
Sorry, not familiar with PKSV. :(

In XSE how would I make a givestarter script. I have tried the givepokemon script. That didn't work. SO know I come to the script help thread.
Just a very basic example:
#dynamic 0xE40000
#org @example
givepokemon 0x169 0x5 0x01 0x0 0x0 0x0
fanfare 0x13E
msgbox @msg 0x4
waitfanfare
closeonkeypress
end

#org @msg
=[player] received a DUSKULL!
The givepokemon parameters explained:
0x169 will give you a Duskull (0x169 is Duskull's number in hex).
0x5 means that the Duskull will be at level 5 (also in hex, 0xA = level 10).
0x01 means that the Duskull will be holding a Potion (0x0 means that it won't be holding an item).
The next three 0x0s are buffers, which are always zeros (or at least I think they're always zeros).
If you have any questions about the commands, feel free to ask.

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 up my old question, wish anyone can help me :)

EDIT: alternatively i simply need to a temporary variable where to store something. Cause depending of player position the start script is different, so i can set a different value to that variable and after check it. The problem is i don't know the number of a variable i can use as temporary...0x8000? or what other?

thanks a lot
0x800D is very good, as long as you don't ask any questions or such. If not, try 0x8012. That one isn't used too often.

Paired with Simba

Avara

She/Her
Seen 6 Days Ago
Posted April 10th, 2022
1,305 posts
11.5 Years
Back again. wanted to say a proper thanks to you guys who helped me out before. I was wondering if one of you could take the time to look at one of my scripts and try and correct me where im wrong.


Spoiler:

#dynamic 0x800001

#org @start
lockall
faceplayer
msgbox @shout 0x6
applymovement 0x7F @move1
waitmovement 0x0
msgbox @argument 0x6
applymovement 0x1 @move3
waitmovement
applymovement 0x2 @move4
waitmovement
applymovement 0x7F @move2
waitmovement
hidesprite 0x1
hidesprite 0x2
releaseall
end

#org @shout
= [black_fr]Voice: I wish we weren't having this\nargument.

#org @move1
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0xfe
#org @move2
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0xfe
#org @move3
#raw 0x12
#raw 0x9
#raw 0xfe
#org @move4
#raw 0x13
#raw 0x9
#raw 0xfe

#org @argument
= [blue_fr]I think your GYM sucks!\n[green_fr]Well, I think YOUR GYM sucks!


The script is supposed to make a message appear, then move the camera to the right, then show tow gym leaders arguing then going back into their gyms, then moving the camera back to the left at its original position. The moving camera part surprisingly doesn't work, the message boxes appear but nothing moves. I got it to work once where it moved the camera, I cant remember how i did it it wassomething to do with specials but i forgot to save it - even then the actual people sprites didn't move, or disappear. the people id's in a-map are correct and I set the unknowns to 3, and put the offset in the level script header menu, which ive heard you need to do so I don't know what else it could be.


I'm still new to scripting and know i should probably stick to beginner stuff right now but im determined to master these kinds of script early as I want to include a lot of scenes in my hack.

Thanks to anyone who can help

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
Back again. wanted to say a proper thanks to you guys who helped me out before. I was wondering if one of you could take the time to look at one of my scripts and try and correct me where im wrong.


Spoiler:

#dynamic 0x800001

#org @start
lockall
faceplayer
msgbox @shout 0x6
applymovement 0x7F @move1
waitmovement 0x0
msgbox @argument 0x6
applymovement 0x1 @move3
waitmovement
applymovement 0x2 @move4
waitmovement
applymovement 0x7F @move2
waitmovement
hidesprite 0x1
hidesprite 0x2
releaseall
end

#org @shout
= [black_fr]Voice: I wish we weren't having this\nargument.

#org @move1
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0xfe
#org @move2
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0xfe
#org @move3
#raw 0x12
#raw 0x9
#raw 0xfe
#org @move4
#raw 0x13
#raw 0x9
#raw 0xfe

#org @argument
= [blue_fr]I think your GYM sucks!\n[green_fr]Well, I think YOUR GYM sucks!


The script is supposed to make a message appear, then move the camera to the right, then show tow gym leaders arguing then going back into their gyms, then moving the camera back to the left at its original position. The moving camera part surprisingly doesn't work, the message boxes appear but nothing moves. I got it to work once where it moved the camera, I cant remember how i did it it wassomething to do with specials but i forgot to save it - even then the actual people sprites didn't move, or disappear. the people id's in a-map are correct and I set the unknowns to 3, and put the offset in the level script header menu, which ive heard you need to do so I don't know what else it could be.


I'm still new to scripting and know i should probably stick to beginner stuff right now but im determined to master these kinds of script early as I want to include a lot of scenes in my hack.

Thanks to anyone who can help
special 0x113
that line of code unlocks the camera from following the player.
put that line before the camera's applymovement.

after that...
special 0x114
place that code when you want to return the camera to follow the player once again.
preferably, put that line after the last applymovement of the camera.

Seen December 14th, 2018
Posted July 26th, 2013
5 posts
12 Years
So I am trying to edit the Oak script to add a textbox and change the movements, but after I've compiled and I close xse to test the script the movements change. Any way to fix this?

Correct Script
Spoiler:

'---------------
#org 0x1655F9
lock
msgbox @1 0x6
release
lockall
setvar 0x4001 0x1
goto 0x8165605

'---------------
#dynamic 0x165605
setvar 0x8004 0x0
setvar 0x8005 0x2
special 0x174
textcolor 0x0
pause 0x1E
playsong 0x12E 0x0
preparemsg 0x817D72C '"OAK: Hey! Wait!"
waitmsg
pause 0x55
closeonkeypress
applymovement 0xFF 0x81A75ED
waitmovement 0x0
sound 0x15
applymovement 0xFF 0x81A75DB
waitmovement 0x0
pause 0x1E
showsprite 0x3
compare 0x4001 0x0
if 0x1 call 0x81656B8
compare 0x4001 0x1
if 0x1 call 0x81656C3
pause 0x1E
msgbox 0x817D74A 0x4 '"OAK: Sorry, I was out running some..."
closeonkeypress
pause 0x1E
compare 0x4001 0x0
if 0x1 call 0x81656CE
compare 0x4001 0x1
if 0x1 call 0x81656E0
setdooropened 0x10 0xD
doorchange
applymovement 0x3 0x816572E
applymovement 0xFF 0x8165758
waitmovement 0x0
setdoorclosed 0x10 0xD
doorchange
setvar 0x4055 0x1
clearflag 0x2B
setvar 0x4050 0x1
setflag 0x2C
setflag 0x4001
warp 0x4 0x3 0xFF 0x6 0xC
waitstate
releaseall
end

'---------------
#org 0x1656B8
applymovement 0x3 0x81656F2
waitmovement 0x0
return

'---------------
#org 0x1656C3
applymovement 0x3 0x81656FB
waitmovement 0x0
return

'---------------
#org 0x1656CE
applymovement 0xFF 0x8165731
applymovement 0x3 0x8165705
waitmovement 0x0
return

'---------------
#org 0x1656E0
applymovement 0xFF 0x8165744
applymovement 0x3 0x8165719
waitmovement 0x0
return


'---------
' Strings
'---------
#org @1
= It's locked...

#org 0x17D72C
= OAK: Hey! Wait!

#org 0x17D74A
= OAK: Sorry, I was out running some\nerrrands. You need a POKéMON!\nCome with me!


'-----------
' Movements
'-----------
#org 0x1A75ED
#raw 0x2D 'Face Down (Delayed)
#raw 0xFE 'End of Movements

#org 0x1A75DB
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements

#org 0x16572E
#raw 0x11 'Step Up (Normal)
#raw 0x60 'Hide
#raw 0xFE 'End of Movements

#org 0x165758
#raw 0x12 'Step Left (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x60 'Hide
#raw 0xFE 'End of Movements

#org 0x1656F2
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements

#org 0x1656FB
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements

#org 0x165731
#raw 0x13 'Step Right (Normal)
#raw 0xFE 'End of Movements

#org 0x165705
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements

#org 0x165744
#raw 0x13 'Step Right (Normal)
#raw 0xFE 'End of Movements

#org 0x165719
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements


Script with added movements:
Spoiler:

'---------------
#org 0x1655F9
lock
msgbox 0x871A303 0x6 '"It's locked..."
release
lockall
setvar 0x4001 0x1
goto 0x8165605

'---------------
#org 0x165605
nop1
warp4 0x1 0x0 0x5 0x5605 0x816
setvar 0x8004 0x0
setvar 0x8005 0x2
special 0x174
textcolor 0x0
pause 0x1E
playsong 0x12E 0x0
preparemsg 0x817D72C '"OAK: Hey! Wait!"
waitmsg
pause 0x55
closeonkeypress
applymovement 0xFF 0x81A75ED
waitmovement 0x0
sound 0x15
applymovement 0xFF 0x81A75DB
waitmovement 0x0
pause 0x1E
showsprite 0x3
compare 0x4001 0x0
if 0x1 call 0x81656B8
compare 0x4001 0x1
if 0x1 call 0x81656C3
pause 0x1E
msgbox 0x817D74A 0x4 '"OAK: Sorry, I was out running some..."
closeonkeypress
pause 0x1E
compare 0x4001 0x0
if 0x1 call 0x81656CE
compare 0x4001 0x1
if 0x1 call 0x81656E0
setdooropened 0x10 0xD
doorchange
applymovement 0x3 0x816572E
applymovement 0xFF 0x8165758
waitmovement 0x0
setdoorclosed 0x10 0xD
doorchange
setvar 0x4055 0x1
clearflag 0x2B
setvar 0x4050 0x1
setflag 0x2C
setflag 0x4001
warp 0x4 0x4F 0x3 0xF200 0x1656
gotostd 0x51

'---------------
#org 0x1656B8
applymovement 0x3 0x81656F2
waitmovement 0x0
return

'---------------
#org 0x1656C3
applymovement 0x3 0x81656FB
waitmovement 0x0
return

'---------------
#org 0x1656CE
applymovement 0xFF 0x8165731
applymovement 0x3 0x8165705
waitmovement 0x0
return

'---------------
#org 0x1656E0
applymovement 0xFF 0x8165744
applymovement 0x3 0x8165719
waitmovement 0x0
return


'---------
' Strings
'---------
#org 0x71A303
= It's locked...

#org 0x17D72C
= OAK: Hey! Wait!

#org 0x17D74A
= OAK: Sorry, I was out running some\nerrrands. You need a POKéMON!\nCome with me!


'-----------
' Movements
'-----------
#org 0x1A75ED
#raw 0x2D 'Face Down (Delayed)
#raw 0xFE 'End of Movements

#org 0x1A75DB
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements

#org 0x16572E
#raw 0x11 'Step Up (Normal)
#raw 0x60 'Hide
#raw 0xFE 'End of Movements

#org 0x165758
#raw 0x12 'Step Left (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x60 'Hide
#raw 0xFE 'End of Movements

#org 0x1656F2
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (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 0x1656FB
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (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 0x165731
#raw 0x13 'Step Right (Normal)
#raw 0xFE 'End of Movements

#org 0x165705
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements

#org 0x165744
#raw 0x13 'Step Right (Normal)
#raw 0xFE 'End of Movements

#org 0x165719
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements

Wobbu

bunger bunger bunger bunger

he/him
Snaktooth Island
Seen January 22nd, 2023
Posted August 28th, 2016
2,793 posts
11.2 Years
Spoiler:
So I am trying to edit the Oak script to add a textbox and change the movements, but after I've compiled and I close xse to test the script the movements change. Any way to fix this?

Correct Script
Spoiler:

'---------------
#org 0x1655F9
lock
msgbox @1 0x6
release
lockall
setvar 0x4001 0x1
goto 0x8165605

'---------------
#dynamic 0x165605
setvar 0x8004 0x0
setvar 0x8005 0x2
special 0x174
textcolor 0x0
pause 0x1E
playsong 0x12E 0x0
preparemsg 0x817D72C '"OAK: Hey! Wait!"
waitmsg
pause 0x55
closeonkeypress
applymovement 0xFF 0x81A75ED
waitmovement 0x0
sound 0x15
applymovement 0xFF 0x81A75DB
waitmovement 0x0
pause 0x1E
showsprite 0x3
compare 0x4001 0x0
if 0x1 call 0x81656B8
compare 0x4001 0x1
if 0x1 call 0x81656C3
pause 0x1E
msgbox 0x817D74A 0x4 '"OAK: Sorry, I was out running some..."
closeonkeypress
pause 0x1E
compare 0x4001 0x0
if 0x1 call 0x81656CE
compare 0x4001 0x1
if 0x1 call 0x81656E0
setdooropened 0x10 0xD
doorchange
applymovement 0x3 0x816572E
applymovement 0xFF 0x8165758
waitmovement 0x0
setdoorclosed 0x10 0xD
doorchange
setvar 0x4055 0x1
clearflag 0x2B
setvar 0x4050 0x1
setflag 0x2C
setflag 0x4001
warp 0x4 0x3 0xFF 0x6 0xC
waitstate
releaseall
end

'---------------
#org 0x1656B8
applymovement 0x3 0x81656F2
waitmovement 0x0
return

'---------------
#org 0x1656C3
applymovement 0x3 0x81656FB
waitmovement 0x0
return

'---------------
#org 0x1656CE
applymovement 0xFF 0x8165731
applymovement 0x3 0x8165705
waitmovement 0x0
return

'---------------
#org 0x1656E0
applymovement 0xFF 0x8165744
applymovement 0x3 0x8165719
waitmovement 0x0
return


'---------
' Strings
'---------
#org @1
= It's locked...

#org 0x17D72C
= OAK: Hey! Wait!

#org 0x17D74A
= OAK: Sorry, I was out running some\nerrrands. You need a POKéMON!\nCome with me!


'-----------
' Movements
'-----------
#org 0x1A75ED
#raw 0x2D 'Face Down (Delayed)
#raw 0xFE 'End of Movements

#org 0x1A75DB
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements

#org 0x16572E
#raw 0x11 'Step Up (Normal)
#raw 0x60 'Hide
#raw 0xFE 'End of Movements

#org 0x165758
#raw 0x12 'Step Left (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x60 'Hide
#raw 0xFE 'End of Movements

#org 0x1656F2
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements

#org 0x1656FB
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements

#org 0x165731
#raw 0x13 'Step Right (Normal)
#raw 0xFE 'End of Movements

#org 0x165705
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements

#org 0x165744
#raw 0x13 'Step Right (Normal)
#raw 0xFE 'End of Movements

#org 0x165719
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements


Script with added movements:
Spoiler:

'---------------
#org 0x1655F9
lock
msgbox 0x871A303 0x6 '"It's locked..."
release
lockall
setvar 0x4001 0x1
goto 0x8165605

'---------------
#org 0x165605
nop1
warp4 0x1 0x0 0x5 0x5605 0x816
setvar 0x8004 0x0
setvar 0x8005 0x2
special 0x174
textcolor 0x0
pause 0x1E
playsong 0x12E 0x0
preparemsg 0x817D72C '"OAK: Hey! Wait!"
waitmsg
pause 0x55
closeonkeypress
applymovement 0xFF 0x81A75ED
waitmovement 0x0
sound 0x15
applymovement 0xFF 0x81A75DB
waitmovement 0x0
pause 0x1E
showsprite 0x3
compare 0x4001 0x0
if 0x1 call 0x81656B8
compare 0x4001 0x1
if 0x1 call 0x81656C3
pause 0x1E
msgbox 0x817D74A 0x4 '"OAK: Sorry, I was out running some..."
closeonkeypress
pause 0x1E
compare 0x4001 0x0
if 0x1 call 0x81656CE
compare 0x4001 0x1
if 0x1 call 0x81656E0
setdooropened 0x10 0xD
doorchange
applymovement 0x3 0x816572E
applymovement 0xFF 0x8165758
waitmovement 0x0
setdoorclosed 0x10 0xD
doorchange
setvar 0x4055 0x1
clearflag 0x2B
setvar 0x4050 0x1
setflag 0x2C
setflag 0x4001
warp 0x4 0x4F 0x3 0xF200 0x1656
gotostd 0x51

'---------------
#org 0x1656B8
applymovement 0x3 0x81656F2
waitmovement 0x0
return

'---------------
#org 0x1656C3
applymovement 0x3 0x81656FB
waitmovement 0x0
return

'---------------
#org 0x1656CE
applymovement 0xFF 0x8165731
applymovement 0x3 0x8165705
waitmovement 0x0
return

'---------------
#org 0x1656E0
applymovement 0xFF 0x8165744
applymovement 0x3 0x8165719
waitmovement 0x0
return


'---------
' Strings
'---------
#org 0x71A303
= It's locked...

#org 0x17D72C
= OAK: Hey! Wait!

#org 0x17D74A
= OAK: Sorry, I was out running some\nerrrands. You need a POKéMON!\nCome with me!


'-----------
' Movements
'-----------
#org 0x1A75ED
#raw 0x2D 'Face Down (Delayed)
#raw 0xFE 'End of Movements

#org 0x1A75DB
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements

#org 0x16572E
#raw 0x11 'Step Up (Normal)
#raw 0x60 'Hide
#raw 0xFE 'End of Movements

#org 0x165758
#raw 0x12 'Step Left (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x60 'Hide
#raw 0xFE 'End of Movements

#org 0x1656F2
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (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 0x1656FB
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (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 0x165731
#raw 0x13 'Step Right (Normal)
#raw 0xFE 'End of Movements

#org 0x165705
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements

#org 0x165744
#raw 0x13 'Step Right (Normal)
#raw 0xFE 'End of Movements

#org 0x165719
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements
Spoiler:

Ignore this spoiler ^

Ok, so when adding any amount of new data to a script that's already in the game, you have to repoint the part that was changed.
Spoiler:
#dynamic @FreeSpaceOffset1
#org @ChangedMovement1
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (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
#dynamic @FreeSpaceOffset2
#org @ChangedMovement2
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (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
Compile those two scripts in XSE and keep track of the offsets that you compiled the scripts at.

Next, change the correct Oak script with the new offsets:
'---------------
#org 0x1655F9
lock
msgbox @1 0x6
release
lockall
setvar 0x4001 0x1
goto 0x8165605

'---------------
#dynamic 0x165605
setvar 0x8004 0x0
setvar 0x8005 0x2
special 0x174
textcolor 0x0
pause 0x1E
playsong 0x12E 0x0
preparemsg 0x817D72C '"OAK: Hey! Wait!"
waitmsg
pause 0x55
closeonkeypress
applymovement 0xFF 0x81A75ED
waitmovement 0x0
sound 0x15
applymovement 0xFF 0x81A75DB
waitmovement 0x0
pause 0x1E
showsprite 0x3
compare 0x4001 0x0
if 0x1 call 0x81656B8
compare 0x4001 0x1
if 0x1 call 0x81656C3
pause 0x1E
msgbox 0x817D74A 0x4 '"OAK: Sorry, I was out running some..."
closeonkeypress
pause 0x1E
compare 0x4001 0x0
if 0x1 call 0x81656CE
compare 0x4001 0x1
if 0x1 call 0x81656E0
setdooropened 0x10 0xD
doorchange
applymovement 0x3 0x816572E
applymovement 0xFF 0x8165758
waitmovement 0x0
setdoorclosed 0x10 0xD
doorchange
setvar 0x4055 0x1
clearflag 0x2B
setvar 0x4050 0x1
setflag 0x2C
setflag 0x4001
warp 0x4 0x3 0xFF 0x6 0xC
waitstate
releaseall
end

'---------------
#org 0x1656B8
applymovement 0x3 0xFreeSpaceOffset1
waitmovement 0x0
return

'---------------
#org 0x1656C3
applymovement 0x3 0xFreeSpaceOffset2
waitmovement 0x0
return

'---------------
#org 0x1656CE
applymovement 0xFF 0x8165731
applymovement 0x3 0x8165705
waitmovement 0x0
return

'---------------
#org 0x1656E0
applymovement 0xFF 0x8165744
applymovement 0x3 0x8165719
waitmovement 0x0
return


'---------
' Strings
'---------
#org @1
= It's locked...

#org 0x17D72C
= OAK: Hey! Wait!

#org 0x17D74A
= OAK: Sorry, I was out running some\nerrrands. You need a POKéMON!\nCome with me!


'-----------
' Movements
'-----------
#org 0x1A75ED
#raw 0x2D 'Face Down (Delayed)
#raw 0xFE 'End of Movements

#org 0x1A75DB
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements

#org 0x16572E
#raw 0x11 'Step Up (Normal)
#raw 0x60 'Hide
#raw 0xFE 'End of Movements

#org 0x165758
#raw 0x12 'Step Left (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x60 'Hide
#raw 0xFE 'End of Movements

#org 0x1656F2
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements

#org 0x1656FB
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements

#org 0x165731
#raw 0x13 'Step Right (Normal)
#raw 0xFE 'End of Movements

#org 0x165705
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements

#org 0x165744
#raw 0x13 'Step Right (Normal)
#raw 0xFE 'End of Movements

#org 0x165719
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements
Where it says FreeSpaceOffset1 and FreeSpaceOffset2 in bold, change those to the offsets where you compiled the two movement scripts
Seen December 14th, 2018
Posted July 26th, 2013
5 posts
12 Years
Ok, so when adding any amount of new data to a script that's already in the game, you have to repoint the part that was changed.
Spoiler:
#dynamic @FreeSpaceOffset1
#org @ChangedMovement1
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (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
#dynamic @FreeSpaceOffset2
#org @ChangedMovement2
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (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
Compile those two scripts in XSE and keep track of the offsets that you compiled the scripts at.

Next, change the correct Oak script with the new offsets:
'---------------
#org 0x1655F9
lock
msgbox @1 0x6
release
lockall
setvar 0x4001 0x1
goto 0x8165605

'---------------
#dynamic 0x165605
setvar 0x8004 0x0
setvar 0x8005 0x2
special 0x174
textcolor 0x0
pause 0x1E
playsong 0x12E 0x0
preparemsg 0x817D72C '"OAK: Hey! Wait!"
waitmsg
pause 0x55
closeonkeypress
applymovement 0xFF 0x81A75ED
waitmovement 0x0
sound 0x15
applymovement 0xFF 0x81A75DB
waitmovement 0x0
pause 0x1E
showsprite 0x3
compare 0x4001 0x0
if 0x1 call 0x81656B8
compare 0x4001 0x1
if 0x1 call 0x81656C3
pause 0x1E
msgbox 0x817D74A 0x4 '"OAK: Sorry, I was out running some..."
closeonkeypress
pause 0x1E
compare 0x4001 0x0
if 0x1 call 0x81656CE
compare 0x4001 0x1
if 0x1 call 0x81656E0
setdooropened 0x10 0xD
doorchange
applymovement 0x3 0x816572E
applymovement 0xFF 0x8165758
waitmovement 0x0
setdoorclosed 0x10 0xD
doorchange
setvar 0x4055 0x1
clearflag 0x2B
setvar 0x4050 0x1
setflag 0x2C
setflag 0x4001
warp 0x4 0x3 0xFF 0x6 0xC
waitstate
releaseall
end

'---------------
#org 0x1656B8
applymovement 0x3 0xFreeSpaceOffset1
waitmovement 0x0
return

'---------------
#org 0x1656C3
applymovement 0x3 0xFreeSpaceOffset2
waitmovement 0x0
return

'---------------
#org 0x1656CE
applymovement 0xFF 0x8165731
applymovement 0x3 0x8165705
waitmovement 0x0
return

'---------------
#org 0x1656E0
applymovement 0xFF 0x8165744
applymovement 0x3 0x8165719
waitmovement 0x0
return


'---------
' Strings
'---------
#org @1
= It's locked...

#org 0x17D72C
= OAK: Hey! Wait!

#org 0x17D74A
= OAK: Sorry, I was out running some\nerrrands. You need a POKéMON!\nCome with me!


'-----------
' Movements
'-----------
#org 0x1A75ED
#raw 0x2D 'Face Down (Delayed)
#raw 0xFE 'End of Movements

#org 0x1A75DB
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements

#org 0x16572E
#raw 0x11 'Step Up (Normal)
#raw 0x60 'Hide
#raw 0xFE 'End of Movements

#org 0x165758
#raw 0x12 'Step Left (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x60 'Hide
#raw 0xFE 'End of Movements

#org 0x1656F2
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements

#org 0x1656FB
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements

#org 0x165731
#raw 0x13 'Step Right (Normal)
#raw 0xFE 'End of Movements

#org 0x165705
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements

#org 0x165744
#raw 0x13 'Step Right (Normal)
#raw 0xFE 'End of Movements

#org 0x165719
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements
Where it says FreeSpaceOffset1 and FreeSpaceOffset2 in bold, change those to the offsets where you compiled the two movement scripts

Thank you so much! I can finally actually start doing something with my hack!

EDIT: Okay so it's fixed, but it's not warping to the right location now. I think something's wrong with the warp command, but everytime I change it, it will change back.

Spoiler:

'---------------
#org 0x1655F9
lock
msgbox 0x871A303 0x6 '"It's locked..."
release
lockall
setvar 0x4001 0x1
goto 0x8165605

'---------------
#org 0x165605
nop1
warp4 0x1 0x0 0x5 0x5605 0x816
setvar 0x8004 0x0
setvar 0x8005 0x2
special 0x174
textcolor 0x0
pause 0x1E
playsong 0x12E 0x0
preparemsg 0x817D72C '"OAK: Hey! Wait!"
waitmsg
pause 0x55
closeonkeypress
applymovement 0xFF 0x81A75ED
waitmovement 0x0
sound 0x15
applymovement 0xFF 0x81A75DB
waitmovement 0x0
pause 0x1E
showsprite 0x3
compare 0x4001 0x0
if 0x1 call 0x81656B8
compare 0x4001 0x1
if 0x1 call 0x81656C3
pause 0x1E
msgbox 0x817D74A 0x4 '"OAK: Sorry, I was out running some..."
closeonkeypress
pause 0x1E
compare 0x4001 0x0
if 0x1 call 0x81656CE
compare 0x4001 0x1
if 0x1 call 0x81656E0
setdooropened 0x10 0xD
doorchange
applymovement 0x3 0x816572E
applymovement 0xFF 0x8165758
waitmovement 0x0
setdoorclosed 0x10 0xD
doorchange
setvar 0x4055 0x1
clearflag 0x2B
setvar 0x4050 0x1
setflag 0x2C
setflag 0x4001
warp 0x4 0x4F 0x3 0x3400 0x4567
gotostd 0x51

'---------------
#org 0x1656B8
applymovement 0x3 0x8456734
waitmovement 0x0
return

'---------------
#org 0x1656C3
applymovement 0x3 0x8456735
waitmovement 0x0
return

'---------------
#org 0x1656CE
applymovement 0xFF 0x8165731
applymovement 0x3 0x8165705
waitmovement 0x0
return

'---------------
#org 0x1656E0
applymovement 0xFF 0x8165744
applymovement 0x3 0x8165719
waitmovement 0x0
return


'---------
' Strings
'---------
#org 0x71A303
= It's locked...

#org 0x17D72C
= OAK: Hey! Wait!

#org 0x17D74A
= OAK: Sorry, I was out running some\nerrrands. You need a POKéMON!\nCome with me!


'-----------
' Movements
'-----------
#org 0x1A75ED
#raw 0x2D 'Face Down (Delayed)
#raw 0xFE 'End of Movements

#org 0x1A75DB
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements

#org 0x16572E
#raw 0x60 'Hide
#raw 0xFE 'End of Movements

#org 0x165758
#raw 0x12 'Step Left (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x60 'Hide
#raw 0xFE 'End of Movements

#org 0x456734
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements

#org 0x456735
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements

#org 0x165731
#raw 0x13 'Step Right (Normal)
#raw 0xFE 'End of Movements

#org 0x165705
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements

#org 0x165744
#raw 0x13 'Step Right (Normal)
#raw 0xFE 'End of Movements

#org 0x165719
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements

Wobbu

bunger bunger bunger bunger

he/him
Snaktooth Island
Seen January 22nd, 2023
Posted August 28th, 2016
2,793 posts
11.2 Years
Thank you so much! I can finally actually start doing something with my hack!

Okay so it's fixed, but it's not warping to the right location now.
All of the warp parameters look right... What is the map bank and map number that you're trying to warp to and the x and y coordinates where you want to warp to on that map?

After looking at your edit above, I saw all kinds of nonsense in your script. You overwrote some of the data from Oak's original script when you changed the movements without repointing. You'll have to do the repointing thing again, but this time you'll be repointing the main part of the script.

Spoiler:
#dynamic 0x165605
setvar 0x8004 0x0
setvar 0x8005 0x2
special 0x174
textcolor 0x0
pause 0x1E
playsong 0x12E 0x0
preparemsg 0x817D72C '"OAK: Hey! Wait!"
waitmsg
pause 0x55
closeonkeypress
applymovement 0xFF 0x81A75ED
waitmovement 0x0
sound 0x15
applymovement 0xFF 0x81A75DB
waitmovement 0x0
pause 0x1E
showsprite 0x3
compare 0x4001 0x0
if 0x1 call 0x81656B8
compare 0x4001 0x1
if 0x1 call 0x81656C3
pause 0x1E
msgbox 0x817D74A 0x4 '"OAK: Sorry, I was out running some..."
closeonkeypress
pause 0x1E
compare 0x4001 0x0
if 0x1 call 0x81656CE
compare 0x4001 0x1
if 0x1 call 0x81656E0
setdooropened 0x10 0xD
doorchange
applymovement 0x3 0x816572E
applymovement 0xFF 0x8165758
waitmovement 0x0
setdoorclosed 0x10 0xD
doorchange
setvar 0x4055 0x1
clearflag 0x2B
setvar 0x4050 0x1
setflag 0x2C
setflag 0x4001
warp 0x4 0x3 0xFF 0x6 0xC
waitstate
releaseall
end
This will be the part that you will be repointing.

Wobbu

bunger bunger bunger bunger

he/him
Snaktooth Island
Seen January 22nd, 2023
Posted August 28th, 2016
2,793 posts
11.2 Years
Try doing this:
#dynamic 0x71A899
#org @start
lock
faceplayer
giveitem 0xE 0x1 0x01
setflag 0x9022
release
end
1 - The message "Player received the _____!" will automatically display.
2 - Setting flags over 900 is dangerous because they can overwrite variables. More info here.

DrFuji

Heiki Hecchara‌‌

Age 30
Male
Aussie
Seen 4 Days Ago
Posted February 12th, 2021
1,693 posts
13.7 Years
Is it possible to increase the value of variable? I mean that if you have a variable x which has a value of 0x2, can I increase it's value by one so it is 0x3?

And I don't want to start making scripts where I check the value of the variable and then change it to one bigger manually.
You can just simply use the command 'addvar 0xYYYY 0xZZZZ' where 0xYYYY is the variable you want to change and 0xZZZZ is the value you're adding to it.