Script Help Thread (DO NOT REQUEST SCRIPTS) Page 378

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

Joltix

Don't Steal My Thunder

Male
Seen October 19th, 2016
Posted March 6th, 2014
19 posts
9.9 Years
'---------
' Strings
'---------
#org 0x71A8D3
= Hello [player]. I know that\nyou signed up to go to that\nCamp Baker, but i dont think\nyou should go.\pI just think that you should stay\nand go to that new trainers school!\nWell goodnight. I'll take you there in the morning.

Im using xse ive checked the level script button. In advanced map im using this level script option Validates values, loads handler to 0x03000EB0 (playback) [02] with the flag set to 5001. What am i doing wrong?[/S] I figured it out. i just went to a backup and used that and switched the var to 4000. Ok well now its doing the whole weird text thing, but i cant find the #raw word 0xFFFF thats causing it.
After you use \n, you have to use \l then for each new line.

Spoiler:
= Hello [player]. I know that\nyou signed up to go to that\lCamp Baker, but i dont think\lyou should go.\pI just think that you should stay\nand go to that new trainers school!\lWell goodnight. I'll take you there in the morning.
Jolteon The Lightning Pokemon

Joexv

ManMadeOfGouda
joexv.github.io

Age 25
Male
Oregon
Seen January 26th, 2023
Posted April 8th, 2022
1,035 posts
10.6 Years
After you use \n, you have to use \l then for each new line.

Spoiler:
= Hello [player]. I know that\nyou signed up to go to that\lCamp Baker, but i dont think\lyou should go.\pI just think that you should stay\nand go to that new trainers school!\lWell goodnight. I'll take you there in the morning.
And thats whats causing the weird text?
New living flesh vessel who dis?

Joltix

Don't Steal My Thunder

Male
Seen October 19th, 2016
Posted March 6th, 2014
19 posts
9.9 Years
And thats whats causing the weird text?
That would be one of the things doing it. The other is making sure you don't have more than 36 characters in each line or it will start to overlap itself.

Spoiler:
= Hello \v\h01. I know that you signed\nup to go to that Camp Baker, but i\ldont think you should go.\pI just think that you should stay\nand go to that new trainers school!\lWell goodnight. I'll take you there\lin the morning.


You can use the text adjuster on xse by pressing CTRL+T or by going into tools, text adjuster.
Jolteon The Lightning Pokemon

Joexv

ManMadeOfGouda
joexv.github.io

Age 25
Male
Oregon
Seen January 26th, 2023
Posted April 8th, 2022
1,035 posts
10.6 Years
That would be one of the things doing it. The other is making sure you don't have more than 36 characters in each line or it will start to overlap itself.

Spoiler:
= Hello \v\h01. I know that you signed\nup to go to that Camp Baker, but i\ldont think you should go.\pI just think that you should stay\nand go to that new trainers school!\lWell goodnight. I'll take you there\lin the morning.


You can use the text adjuster on xse by pressing CTRL+T or by going into tools, text adjuster.
OK i did what you said but now the game resets when i finish the intro.
New living flesh vessel who dis?

M0ZEPH

Formally 'Resultz' - Returned!

Male
Seen March 30th, 2014
Posted March 21st, 2014
76 posts
9.3 Years
Could anyone please help me shed light on why when I click to compile a script, save the rom in Amap then open script again nothing's changed? I've input it 3 times for one Person now and it's starting to annoy me.
Thanks
CURRENTLY LOOKING FOR HELP WITH MY ROMHACK! HELPERS WILL BE GIVEN JOINT CREDIT

PLEASE PM ME FOR INFO!

Joltix

Don't Steal My Thunder

Male
Seen October 19th, 2016
Posted March 6th, 2014
19 posts
9.9 Years
OK i did what you said but now the game resets when i finish the intro.
I just tried your script on a fresh rom and it works fine. In the header tab in advance map, got the script type under 02, the flag set to 5001 and the value at 4000. Make sure you click save map scripts and save the rom too.

If it still doesn't work, try it on a fresh rom.
Jolteon The Lightning Pokemon

Joexv

ManMadeOfGouda
joexv.github.io

Age 25
Male
Oregon
Seen January 26th, 2023
Posted April 8th, 2022
1,035 posts
10.6 Years
I just tried your script on a fresh rom and it works fine. In the header tab in advance map, got the script type under 02, the flag set to 5001 and the value at 4000. Make sure you click save map scripts and save the rom too.

If it still doesn't work, try it on a fresh rom.
Just tried on fresh worked almost perfect! thanks for your help!
New living flesh vessel who dis?
Male
Seen January 21st, 2015
Posted May 25th, 2014
21 posts
9.3 Years
Hey there, I'm working on an Pokemon Hack and I progressed alot so far and I even created alot of scripts but for some reason this one doesnt works corectly:

Spoiler:
#dynamic 0x800000

#org @start
checkflag 0x200
if 0x1 goto @nope
lock
applymovement 0x2 @move
waitmovement 0x0
msgbox @1 0x6
giveitem 0x4 0x5 0x0
msgbox @2 0x6
setflag 0x860
setflag 0x861
setflag 0x8C0
special 0x1F3
givepokemon 0x17 0x5 0x0 0x0 0x0 0x0
fanfare 0x102
msgbox @3 0x4
waitfanfare
msgbox @4 0x6
applymovement 0x2 @back
waitmovement 0x0
setflag 0x200
release
end

#org @1
= Good morning, \v\h01! Do you know\nwhat day it is?\pYes, today you and\nyour brother Damian will start your\pjourneys! Do not forget your\nPokeballs!

#org @2
= By the way, Prof. Evan wanted me to\ngive this to you.

#org @3
= Player obtained the Pokedex and the\n Running Shoes!

#org @4
= Prof. Evan said that you and Damian\nshould visit him in his lab. His\llab is in Orangevill. If you want\lto get there you'll have to go\lthrough the Cloverleaf Forrest.\lWell, your brother is already\lwaiting for you outside so I wish\lyou and your Zorua good luck!

#org @nope
release
end

#org @move
#raw 0x9 0xB 0xB 0xB 0xB 0xB 0xB 0x9 0xFE

#org @back
#raw 0x8 0xA 0xA 0xA 0xA 0xA 0xA 0x8 0xFE


When I test that script, everything works except the messages. They don't show up. I don't know what's wrong as alot of other scripts I made worked. Just incase it's important, the settings in A-Map are:
Unknown - 0003
Var number - 4000
Var value - 0000
Unknown - 00 00

Please reply soon :)

EDIT: I forgot to say that it is an emerald hack. :)
To see a preview of my hack, click here: http://neoastralcomet.deviantart.com/art/Pokemon-Fairy-Blue-First-Screenshots-452441269

Hacks I'm working on:

Hacks I support:


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
Hey there, I'm working on an Pokemon Hack and I progressed alot so far and I even created alot of scripts but for some reason this one doesnt works corectly:

Spoiler:
#dynamic 0x800000

#org @start
checkflag 0x200
if 0x1 goto @nope
lock
applymovement 0x2 @move
waitmovement 0x0
msgbox @1 0x6
giveitem 0x4 0x5 0x0
msgbox @2 0x6
setflag 0x860
setflag 0x861
setflag 0x8C0
special 0x1F3
givepokemon 0x17 0x5 0x0 0x0 0x0 0x0
fanfare 0x102
msgbox @3 0x4
waitfanfare
msgbox @4 0x6
applymovement 0x2 @back
waitmovement 0x0
setflag 0x200
release
end

#org @1
= Good morning, \v\h01! Do you know\nwhat day it is?\pYes, today you and\nyour brother Damian will start your\pjourneys! Do not forget your\nPokeballs!

#org @2
= By the way, Prof. Evan wanted me to\ngive this to you.

#org @3
= Player obtained the Pokedex and the\n Running Shoes!

#org @4
= Prof. Evan said that you and Damian\nshould visit him in his lab. His\llab is in Orangevill. If you want\lto get there you'll have to go\lthrough the Cloverleaf Forrest.\lWell, your brother is already\lwaiting for you outside so I wish\lyou and your Zorua good luck!

#org @nope
release
end

#org @move
#raw 0x9 0xB 0xB 0xB 0xB 0xB 0xB 0x9 0xFE

#org @back
#raw 0x8 0xA 0xA 0xA 0xA 0xA 0xA 0x8 0xFE


When I test that script, everything works except the messages. They don't show up. I don't know what's wrong as alot of other scripts I made worked. Just incase it's important, the settings in A-Map are:
Unknown - 0003
Var number - 4000
Var value - 0000
Unknown - 00 00

Please reply soon :)

EDIT: I forgot to say that it is an emerald hack. :)
What version of XSE do you have? I have seen this issue with v1.0.0. You need the latest from Gamer2020's tools thread. Also, that var is a terrible option in my opinion. var 0x4000 is very unreliable due to being a temporary var.

Paired with Simba

Joexv

ManMadeOfGouda
joexv.github.io

Age 25
Male
Oregon
Seen January 26th, 2023
Posted April 8th, 2022
1,035 posts
10.6 Years
Im back with more questions;-; when i add a setflag script to my code it adds this
Spoiler:
setfarbyte 0x10 0xFE2F1010
releaseall
updatecoins 0xD9 0xE0
to the end usually replacing releaseall and end. The script still works(except for the setting of said flag) HEre is the entire script other than talks and movements
Spoiler:
#org 0x80003F
lock
setvar 0x5001 0x1
showsprite 0x1
applymovement 0x1 0x880006F
msgbox 0x8800076 MSG_NORMAL '"Hello [player]. I know that you\ns..."
applymovement 0x1 0x8800135
waitmovement 0x1
hidesprite 0x1
setflag 0x2000
msgbox 0x8800A44 MSG_NORMAL '"[player]:Yea if I'm here in the\nm..."
setfarbyte 0x10 0xFE2F1010
releaseall
updatecoins 0xD9 0xE0
Also it doesnt keep the sprite hidden. Thanks!
New living flesh vessel who dis?

Teh Blazer

Divider of Zero

Age 27
Male
'MERICA
Seen January 18th, 2019
Posted June 19th, 2018
776 posts
14.3 Years
Im back with more questions;-; when i add a setflag script to my code it adds this
Spoiler:
setfarbyte 0x10 0xFE2F1010
releaseall
updatecoins 0xD9 0xE0
to the end usually replacing releaseall and end. The script still works(except for the setting of said flag) HEre is the entire script other than talks and movements
Spoiler:
#org 0x80003F
lock
setvar 0x5001 0x1
showsprite 0x1
applymovement 0x1 0x880006F
msgbox 0x8800076 MSG_NORMAL '"Hello [player]. I know that you\ns..."
applymovement 0x1 0x8800135
waitmovement 0x1
hidesprite 0x1
setflag 0x2000
msgbox 0x8800A44 MSG_NORMAL '"[player]:Yea if I'm here in the\nm..."
setfarbyte 0x10 0xFE2F1010
releaseall
updatecoins 0xD9 0xE0
Also it doesnt keep the sprite hidden. Thanks!
Did you just go to your old script and added in a few more lines and clicked compile? Because that's a big no-no, you're putting in more information that what the script allows and can cause spillover information that can corrupt something else. Your best bet is to just re-insert the new script in a new, free space location and just delete the old one (I think HackMew had a tutorial on deleting older scripts).
Being a hero is overrated anyways

Joexv

ManMadeOfGouda
joexv.github.io

Age 25
Male
Oregon
Seen January 26th, 2023
Posted April 8th, 2022
1,035 posts
10.6 Years
Did you just go to your old script and added in a few more lines and clicked compile? Because that's a big no-no, you're putting in more information that what the script allows and can cause spillover information that can corrupt something else. Your best bet is to just re-insert the new script in a new, free space location and just delete the old one (I think HackMew had a tutorial on deleting older scripts).
Yea ive been mostly adding on to my older scripts. Ill try again with a new one.
New living flesh vessel who dis?

M0ZEPH

Formally 'Resultz' - Returned!

Male
Seen March 30th, 2014
Posted March 21st, 2014
76 posts
9.3 Years
Spoiler:

#dynamic 0x3EB945

#org @start
lock
faceplayer
msgbox @1 0x2
checkflag 0x298
if 0x1 goto @done
checkflag 0x299 
if 0x1 goto @pokemon
msgbox @2 0x2
release
end

#org @pokemon
applymovement @move 0x3333
setflag 0x860
msgbox @3 0x2
applymovement @move2 0x3333
givepokemon 0x89 0x5 0x0 0x0 0x0 0x0
msgbox @4 0x4
fanfare 0x13E
waitfanfare
closeonkeypress
msgbox @5 0x2
setflag 0x298
release
end

#org @done
msgbox @5 0x2
release
end

#org @move
#raw 0x14
#raw 0x56
#raw 0xFE

#org @move2
#raw 0x01
#raw 0x10
#raw 0x00
#raw 0xFE

#org @1
= How's it going? the van's still \nbroken!

#org @2
= Go and get what you need to from \nyour house, then we can sort \lthis out...

#org @3
= Looks like we need to get out \n of here! \pHey! I know! You go ahead \l and try to find some help! \l I'll give you my Pokemon, you  \lnever know what's out there ha!

#org @4 
= (black_em)You received Porygon!

#org @5
= Don't worry about me, \nI'm just a removal man!


Would this one work out correctly?

EDIT: It all works fine (I fixed the applymovement lines) EXCEPT I don't know how to get stored info to display ingame. What exactly do I type to get the player's name to appear? Also the text colour clause doesn't work in the string.

Thanks!
CURRENTLY LOOKING FOR HELP WITH MY ROMHACK! HELPERS WILL BE GIVEN JOINT CREDIT

PLEASE PM ME FOR INFO!

Joltix

Don't Steal My Thunder

Male
Seen October 19th, 2016
Posted March 6th, 2014
19 posts
9.9 Years
Spoiler:

#dynamic 0x3EB945

#org @start
lock
faceplayer
msgbox @1 0x2
checkflag 0x298
if 0x1 goto @done
checkflag 0x299 
if 0x1 goto @pokemon
msgbox @2 0x2
release
end

#org @pokemon
applymovement @move 0x3333
setflag 0x860
msgbox @3 0x2
applymovement @move2 0x3333
givepokemon 0x89 0x5 0x0 0x0 0x0 0x0
msgbox @4 0x4
fanfare 0x13E
waitfanfare
closeonkeypress
msgbox @5 0x2
setflag 0x298
release
end

#org @done
msgbox @5 0x2
release
end

#org @move
#raw 0x14
#raw 0x56
#raw 0xFE

#org @move2
#raw 0x01
#raw 0x10
#raw 0x00
#raw 0xFE

#org @1
= How's it going? the van's still \nbroken!

#org @2
= Go and get what you need to from \nyour house, then we can sort \lthis out...

#org @3
= Looks like we need to get out \n of here! \pHey! I know! You go ahead \l and try to find some help! \l I'll give you my Pokemon, you  \lnever know what's out there ha!

#org @4 
= (black_em)You received Porygon!

#org @5
= Don't worry about me, \nI'm just a removal man!


Would this one work out correctly?

EDIT: It all works fine (I fixed the applymovement lines) EXCEPT I don't know how to get stored info to display ingame. What exactly do I type to get the player's name to appear? Also the text colour clause doesn't work in the string.

Thanks!
Stored Text:
Spoiler:
\v\h01 - Players Name
\v\h06 - Rivals Name


Message Colors
Spoiler:
For FIRERED/LEAFGREEN
White - [white_fr]
Black - [black_fr]
Gray - [grey_fr]
Red - [red_fr]
Orange - [orange_fr]
Green - [green_fr]
Light Green - [lightgreen_fr]
Blue - [blue_fr]
Light Blue - [lightblue_fr]
Light Blue 2 - [lightblue2_fr]
Cyan - [cyan_fr]
Light Blue 3 - [lightblue3_fr]
Navy Blue - [navyblue_fr]
Dark Navy Blue - [darknavyblue_fr]

For RUBY/SAPPHIRE
Transparent - [transp_rs]
Dark Gray - [darkgrey_rs]
Red - [red_rs]
Light Green - [lightgreen_rs]
Blue - [blue_rs]
Yellow - [yellow_rs]
Cyan - [cyan_rs]
Magenta - [magenta_rs]
Gray - [grey_rs]
Black - [black_rs]
Light Gray - [lightgrey_rs]
White - [white_rs]
Sky Blue - [skyblue_rs]
Dark Sky Blue - [darkskyblue_rs]

For EMERALD
White - [white_em]
Dark Gray - [darkgrey_em]
Gray - [grey_em]
Red - [red_em]
Orange - [orange_em]
Green - [green_em]
Light Green - [lightgreen_em]
Blue - [blue_em]
Light Blue - [lightblue_em]
White 4 - [white4_em]
Lime Green- [limegreen_em]
Aqua - [aqua_em]
Navy - [navy_em]

Haven't tested them on Ruby, Sapphire or Emerald.


#org @4
= (black_em)You received Porygon!
I think that you've put it in the wrong brackets. Should be [black_em] instead.
Jolteon The Lightning Pokemon

M0ZEPH

Formally 'Resultz' - Returned!

Male
Seen March 30th, 2014
Posted March 21st, 2014
76 posts
9.3 Years
Stored Text:
Spoiler:
\v\h01 - Players Name
\v\h06 - Rivals Name


Message Colors
Spoiler:
For FIRERED/LEAFGREEN
White - [white_fr]
Black - [black_fr]
Gray - [grey_fr]
Red - [red_fr]
Orange - [orange_fr]
Green - [green_fr]
Light Green - [lightgreen_fr]
Blue - [blue_fr]
Light Blue - [lightblue_fr]
Light Blue 2 - [lightblue2_fr]
Cyan - [cyan_fr]
Light Blue 3 - [lightblue3_fr]
Navy Blue - [navyblue_fr]
Dark Navy Blue - [darknavyblue_fr]

For RUBY/SAPPHIRE
Transparent - [transp_rs]
Dark Gray - [darkgrey_rs]
Red - [red_rs]
Light Green - [lightgreen_rs]
Blue - [blue_rs]
Yellow - [yellow_rs]
Cyan - [cyan_rs]
Magenta - [magenta_rs]
Gray - [grey_rs]
Black - [black_rs]
Light Gray - [lightgrey_rs]
White - [white_rs]
Sky Blue - [skyblue_rs]
Dark Sky Blue - [darkskyblue_rs]

For EMERALD
White - [white_em]
Dark Gray - [darkgrey_em]
Gray - [grey_em]
Red - [red_em]
Orange - [orange_em]
Green - [green_em]
Light Green - [lightgreen_em]
Blue - [blue_em]
Light Blue - [lightblue_em]
White 4 - [white4_em]
Lime Green- [limegreen_em]
Aqua - [aqua_em]
Navy - [navy_em]

Haven't tested them on Ruby, Sapphire or Emerald.


#org @4
= (black_em)You received Porygon!
I think that you've put it in the wrong brackets. Should be [black_em] instead.
Thanks a lot! However when I compile with the squarebrackets it just converts the brackets into spaces and plops 'black em' into the chatbox
CURRENTLY LOOKING FOR HELP WITH MY ROMHACK! HELPERS WILL BE GIVEN JOINT CREDIT

PLEASE PM ME FOR INFO!

Joltix

Don't Steal My Thunder

Male
Seen October 19th, 2016
Posted March 6th, 2014
19 posts
9.9 Years
Thanks a lot! However when I compile with the squarebrackets it just converts the brackets into spaces and plops 'black em' into the chatbox
Have you tried removing the black_em as I think black is the default color.
Jolteon The Lightning Pokemon

M0ZEPH

Formally 'Resultz' - Returned!

Male
Seen March 30th, 2014
Posted March 21st, 2014
76 posts
9.3 Years
Have you tried removing the black_em as I think black is the default color.
That could explain it, although i always thought it was grey, haha. Thanks :)


OKAY,
Sorry to be annoying but when I talk to this guy in game I get glitchy text.
I need him to block a way until pokedex has been received, then battle you and hide after losing.
Spoiler:
'---------------
#org 0x48792C
checkflag 0x861
if 0x1 goto 0x8487C4C
msgbox 0x8489BEB MSG_FACE '"This area's off limits. /pNobody g..."
release
end

'---------------
#org 0x487C4C
trainerbattle 0x1 0x13E 0x0 0x8489BA4 0x8489BD3 0x8489BE1
end

'---------------
#org 0x489BE1
fadescreen 0x1
hidesprite 0x2
fadescreen 0x0
release
end


'---------
' Strings
'---------
#org 0x489BEB
= This area's off limits. /pNobody gets through! 

#org 0x489BA4
= You again. Look, I told you \nalready. Scram!

#org 0x489BD3
= Hmph! Fine.
CURRENTLY LOOKING FOR HELP WITH MY ROMHACK! HELPERS WILL BE GIVEN JOINT CREDIT

PLEASE PM ME FOR INFO!
Age 26
Male
Seen July 6th, 2019
Posted October 26th, 2016
252 posts
10.1 Years
That could explain it, although i always thought it was grey, haha. Thanks :)


OKAY,
Sorry to be annoying but when I talk to this guy in game I get glitchy text.
I need him to block a way until pokedex has been received, then battle you and hide after losing.
Spoiler:
'---------------
#org 0x48792C
checkflag 0x861
if 0x1 goto 0x8487C4C
msgbox 0x8489BEB MSG_FACE '"This area's off limits. /pNobody g..."
setflag 0x861 <- this will set the flag, which the game will later check.
release
end

'---------------
#org 0x487C4C
trainerbattle 0x1 0x13E 0x0 0x8489BA4 0x8489BD3 0x8489BE1
end

'---------------
#org 0x489BE1
fadescreen 0x1
hidesprite 0x2
fadescreen 0x0
release
end


'---------
' Strings
'---------
#org 0x489BEB
= This area's off limits. /pNobody gets through! 

#org 0x489BA4
= You again. Look, I told you \nalready. Scram!

#org 0x489BD3
= Hmph! Fine.
Well I'm seeing checkflag 0x861, but where's setflag 0x861? You need to set a flag before you check it lol. I made a change to your script (in bold), see if that works out.

EDIT: nvm, this will set the flag after you talk to the guy, which you don't want. Edit the script of the professor so that the flag is set when you get the pokedex from him lol

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
Well I'm seeing checkflag 0x861, but where's setflag 0x861? You need to set a flag before you check it lol. I made a change to your script (in bold), see if that works out.
Dude, no you don't. Flags overreach into other scripts, meaning you could set a flag at the beginning of the game and then check it in the hall of fame. In this case, flags in the 0x800s tend to be used for items like badges and the pokedex/pokemon menus. Meaning you don't need to set them before checking them.

Paired with Simba
Age 26
Male
Seen July 6th, 2019
Posted October 26th, 2016
252 posts
10.1 Years
Dude, no you don't. Flags overreach into other scripts, meaning you could set a flag at the beginning of the game and then check it in the hall of fame. In this case, flags in the 0x800s tend to be used for items like badges and the pokedex/pokemon menus. Meaning you don't need to set them before checking them.
Yeah sorry about that, that was a mistake on my part lol. My brain never functions correctly when I'm tired :p. Anyway I edited my post acknowledging my mistake.

M0ZEPH

Formally 'Resultz' - Returned!

Male
Seen March 30th, 2014
Posted March 21st, 2014
76 posts
9.3 Years
The flag is not yet set could that be the problem though? and yeah it's Emerald's pokedex menu. im not yet round to scripting that part.

Is there any massive hole in the script that could easily be recognisable as a problem?

Thanks!
CURRENTLY LOOKING FOR HELP WITH MY ROMHACK! HELPERS WILL BE GIVEN JOINT CREDIT

PLEASE PM ME FOR INFO!
Male
Netherlands
Seen February 5th, 2015
Posted March 14th, 2014
9 posts
9.2 Years
I have been working on a script this morning and everything is working fine. But i got 1 problem which i cant find a solution for. At the end of the script (I made it colored green so its easier to find) I make the player warp towards the pokemon lab. And after that I hide the last remaining sprite on the map. But apparently the warp command takes some time and before i'm warped out I can see the last sprite disappearing which looks really bad. Is there a way to still hide the sprite after I warp out without seeing it on screen? (I want the sprite to hide so the next time you enter the map all the sprites are gone)

Spoiler:
#dynamic 0x800FDA
#org @start
checkflag 0x200
if 0x1 goto @done
setflag 0x200
applymovement 0xFF @move1
playsong 0x1CB 0x0
msgbox @talk1 0x6
applymovement 0x03 @move2
waitmovement 0x0
msgbox @talk2 0x6
applymovement 0x01 @move3
waitmovement 0x0
hidesprite 0x03
msgbox @talk3 0x6
hidesprite 0x01
msgbox @talk4 0x6
applymovement 0x02 @move4
waitmovement 0x0
hidesprite 0x02
playsong 0x0195 0x0
applymovement 0x04 @move5
waitmovement 0x0
applymovement 0xFF @move6
msgbox @talk5 0x6
warp 0x1 0x4 0x0 0x0 0x0
hidesprite 0x04
setflag 1201
end


#org @done
release
end

#org @talk1
= DAD: GO! Use tackle!

#org @talk2
= STEVEN: Venusaur use\nbodyslam!

#org @talk3
= STEVEN: Venusaur come back!

#org @talk4
= DAD: Haha I knew my HM-Slave\nwouldn't stand a chance. But you\lare as strong as ever STEVEN.\pSTEVEN: Yeah you are strong\nyourself. But using your HM-Slave\lat the end?\lA little bit sad for that pokemon\lif you ask me.\pI will be going now see you later.\pDAD: Yeah see you around.

#org @talk5
= DAD: Oh hi there \v\h01. You saw\nmy awesome battle with STEVEN?\p\v\h01. I only saw your HM-Slave\nget slaughterd.\pDAD: Oh too bad, it was a really\nnice battle. Let's get a look at\lthe pokemon lab I inherited from my\lfather.

#org @move1
#raw 0x0A
#raw 0xFE

#org @move2
#raw 0x16
#raw 0x15
#raw 0x01
#raw 0xFE

#org @move3
#raw 0x42
#raw 0xFE

#org @move4
#raw 0x09
#raw 0xFE

#org @move5
#raw 0x0B
#raw 0x0B
#raw 0x09
#raw 0x0B
#raw 0x0B
#raw 0x01
#raw 0xFE

#org @move6
#raw 0x00
#raw 0xFE

Tetra

Male
Seen November 13th, 2021
Posted October 27th, 2017
1,084 posts
13.7 Years
I've made a script for a givepokemon, but I forgot to add the fadescreen and the hidesprite so that he doesn't stay there anymore, and you don't have to go back into the house. Problem is, I've converted it into Advance-Map format and now it's way more difficult. If anyone could help me, it would be awesome:

'---------------
#org 0x739F59
lock
faceplayer
checkflag 0x1200
if 0x1 goto 0x8739879
msgbox 0x87398B7 MSG_YESNO '"PROF BIRCH: Hey, [player]! How are..."
compare LASTRESULT 0x1
if 0x1 goto 0x8739885
msgbox 0x8739974 MSG_NORMAL '"Oh? I thought you always wanted a\..."
release
end

'---------------
#org 0x739879
faceplayer
msgbox 0x8739A70 MSG_NORMAL '"How's Eevee? I wish you luck on\ny..."
release
end

'---------------
#org 0x739885
faceplayer
msgbox 0x87399D0 MSG_NORMAL '"Awesome! Here you go, I hope you\n..."
givepokemon 0x85 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox 0x8739A58 MSG_NORMAL '"[player] recieved an Eevee!"
waitfanfare
setflag 0x1200
msgbox 0x87399FF MSG_NORMAL '"Eevee's happy! I'm sure you'll be\..."
release
end


'---------
' Strings
'---------
#org 0x7398B7
= PROF BIRCH: Hey, [player]! How are you?\nI've been looking for you\leverywhere. Your mother had asked\lme to gift you a POKéMON, and I\lwas like why not? So do you want\lan Eevee? It's really cute!

#org 0x739974
= Oh? I thought you always wanted a\nPOKéMON. I'll still be waiting\lhere, so take your time!

#org 0x739A70
= How's Eevee? I wish you luck on\nyour journey, [player]. I suggest you go\land collect the 8 Gym Badges of\lTropio. It will help Eevee become\lmore better, and it will train you\las a person too! Maybe, one day\lyou can look up to becoming the\lchampion! Good luck, [player]! I'm\lrooting for you!

#org 0x7399D0
= Awesome! Here you go, I hope you\nlike Eevee!

#org 0x739A58
= [player] recieved an Eevee!

#org 0x7399FF
= Eevee's happy! I'm sure you'll be\na great trainer. Don't forget to\lsay bye to your mom!

destinedjagold

You can contact me in PC's discord server...

Age 32
Male
Seen 3 Days Ago
Posted March 24th, 2023
8,579 posts
16 Years
I have been working on a script this morning and everything is working fine. But i got 1 problem which i cant find a solution for. At the end of the script (I made it colored green so its easier to find) I make the player warp towards the pokemon lab. And after that I hide the last remaining sprite on the map. But apparently the warp command takes some time and before i'm warped out I can see the last sprite disappearing which looks really bad. Is there a way to still hide the sprite after I warp out without seeing it on screen? (I want the sprite to hide so the next time you enter the map all the sprites are gone)

Spoiler:
#dynamic 0x800FDA
#org @start
checkflag 0x200
if 0x1 goto @done
setflag 0x200
applymovement 0xFF @move1
playsong 0x1CB 0x0
msgbox @talk1 0x6
applymovement 0x03 @move2
waitmovement 0x0
msgbox @talk2 0x6
applymovement 0x01 @move3
waitmovement 0x0
hidesprite 0x03
msgbox @talk3 0x6
hidesprite 0x01
msgbox @talk4 0x6
applymovement 0x02 @move4
waitmovement 0x0
hidesprite 0x02
playsong 0x0195 0x0
applymovement 0x04 @move5
waitmovement 0x0
applymovement 0xFF @move6
msgbox @talk5 0x6
warp 0x1 0x4 0x0 0x0 0x0
hidesprite 0x04
setflag 1201
end


#org @done
release
end

#org @talk1
= DAD: GO! Use tackle!

#org @talk2
= STEVEN: Venusaur use\nbodyslam!

#org @talk3
= STEVEN: Venusaur come back!

#org @talk4
= DAD: Haha I knew my HM-Slave\nwouldn't stand a chance. But you\lare as strong as ever STEVEN.\pSTEVEN: Yeah you are strong\nyourself. But using your HM-Slave\lat the end?\lA little bit sad for that pokemon\lif you ask me.\pI will be going now see you later.\pDAD: Yeah see you around.

#org @talk5
= DAD: Oh hi there \v\h01. You saw\nmy awesome battle with STEVEN?\p\v\h01. I only saw your HM-Slave\nget slaughterd.\pDAD: Oh too bad, it was a really\nnice battle. Let's get a look at\lthe pokemon lab I inherited from my\lfather.

#org @move1
#raw 0x0A
#raw 0xFE

#org @move2
#raw 0x16
#raw 0x15
#raw 0x01
#raw 0xFE

#org @move3
#raw 0x42
#raw 0xFE

#org @move4
#raw 0x09
#raw 0xFE

#org @move5
#raw 0x0B
#raw 0x0B
#raw 0x09
#raw 0x0B
#raw 0x0B
#raw 0x01
#raw 0xFE

#org @move6
#raw 0x00
#raw 0xFE
the warp command should always be a last command in a script, because the other commands after it won't be executed anymore.
...
applymovement 0xFF @move6
msgbox @talk5 0x6
hidesprite 0x04
setflag 1201
warp 0x1 0x4 0x0 0x0 0x0
end
...
...also, are you sure that it's [setflag 1201], not [setflag 0x1201]?