Sierra's MEGA-HUGE XSE Scripting Tutorial Page 17

Started by Sierraffinity December 26th, 2008 6:55 PM
  • 776138 views
  • 1232 replies
Male
Seen December 31st, 2010
Posted December 31st, 2010
5 posts
13.1 Years
Spoiler:
#dynamic 0x456154

#org @start
lock
checkflag 0x82F
if 0x01 goto @end
applymovement 0x0 @shockfaceup
waitmovement 0x0
message @hey 0x06
applymovement 0x0 @walkup
waitmovement 0x0
message @shoescamein 0x06
message @shoesreceived 0x06
playfanfare 0x13E
setflag 0x82F
waitfanfare
message @instructions 0x06
applymovement 0x0 @sitdown
waitmovement 0x0
release
end

#org @end
release
end

#org @shockfaceup
#raw 0x2E
#raw 0x62 0xFE

#org @hey
= Hey, [player], I got a package for you!

#org @walkup
#raw 0x11
#raw 0x11 0xFE

#org @shoescamein
= Your Running Shoes came in the\nmail today.

#org @shoesreceived
= [black_fr][player] received the running shoes!

#org @instructions
= Well, in the manual, it says that\nyou have to hold down B to run.

#org @sitdown
#raw 0x10
#raw 0x10 0xFE


I don't think there's anything wrong with this script, that's supposed to give running shoes. But it's a script event, and I think it's because the unknown and var are off. Please help.
Age 28
Male
Georgia
Seen August 9th, 2010
Posted May 7th, 2010
17 posts
13.2 Years
okay, i am going to fricking kill myself if i don't get an explanation.
ok, number 1, pointers and dynamic offsets don't make any frickin sense, as i have tried everything, and when i save it to the rom (i copied give pokemon code and adjusted it to fit the rom), when i opened up the event in XSE, IT DIDN"T CHANGE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! 2. where do you even put the pointers like (your example, @blah ; @iliketoeatcheese ; @1234567890)
3. when you open up a blank offset (after fsf) it says something like
_---------------------- or the sort with a
org @(blahblah)

( i know this isn't right format, but you get it)
do you delete these, do you just start writing under, do you take out org @(whatever) and then start tyeping
WHAT DO YOU DOOOO??? I AM GONIG CRAZY!!!!!!!!!!!!!!!!! (huff huff)
ok. calm down.


anyone care to kindly explain everything before i hang myself???



p.s. i did this under person event? is it just script?
p.s.#2 i am very very good with advance map (screw the scripting) so to make a effecrtive game, i have to learn scripting.











can anyone please just make like a god program where it does scripting for you
ex. What would you like this person to say? 'hi im bob' (clicks save and person says that in game)
or What pokemkon would you like him to give your player?
(click charmander)(plays game and then gets the charmander)
is there a program that does this stuff for you and makes things easier. like advance starter? instead of going to scripting and changing it, you just load up a stupid program, change the stupid settings and then play the stupid game.
...
sorry, but still?
A good teacher stretches his students (and actually teaches them how to script right diego???). A good student stretches his teacher.

A gentle stream can split a mountain, given enough time.
Male
Seen December 31st, 2010
Posted December 31st, 2010
5 posts
13.1 Years
okay, i am going to fricking kill myself if i don't get an explanation.
ok, number 1, pointers and dynamic offsets don't make any frickin sense, as i have tried everything, and when i save it to the rom (i copied give pokemon code and adjusted it to fit the rom), when i opened up the event in XSE, IT DIDN"T CHANGE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! 2. where do you even put the pointers like (your example, @blah ; @iliketoeatcheese ; @1234567890)
3. when you open up a blank offset (after fsf) it says something like
_---------------------- or the sort with a
org @(blahblah)

( i know this isn't right format, but you get it)
do you delete these, do you just start writing under, do you take out org @(whatever) and then start tyeping
WHAT DO YOU DOOOO??? I AM GONIG CRAZY!!!!!!!!!!!!!!!!! (huff huff)
ok. calm down.


anyone care to kindly explain everything before i hang myself???



p.s. i did this under person event? is it just script?
p.s.#2 i am very very good with advance map (screw the scripting) so to make a effecrtive game, i have to learn scripting.











can anyone please just make like a god program where it does scripting for you
ex. What would you like this person to say? 'hi im bob' (clicks save and person says that in game)
or What pokemkon would you like him to give your player?
(click charmander)(plays game and then gets the charmander)
is there a program that does this stuff for you and makes things easier. like advance starter? instead of going to scripting and changing it, you just load up a stupid program, change the stupid settings and then play the stupid game.
...
sorry, but still?

dynamic offsets are the points in the game where you want your message to go. And you can't just copy-pasta the codes. You have to tailor them on XSE to fit your own ROM, you can't just take diegoisawesome's codes. I've only recently started, but my ROM is progressing fast, because of this tut. If you read it thoroughly, you would find your answers. And the answer to your not question is no, there is not a program like that, according to my knowledge.
Age 28
Male
Georgia
Seen August 9th, 2010
Posted May 7th, 2010
17 posts
13.2 Years
sorry for my blow up. i have one question however, when i have sampled other scripts to give me an idea, they have the org @(whatever) right? but then the dynamic offsets and the msgbox (whatever) is different than the original offsets? how do you customize them.
p.s. sorry i love scripting (if i could do it) and i have great ideas, except i can't do them because of scripting. thanks!
A good teacher stretches his students (and actually teaches them how to script right diego???). A good student stretches his teacher.

A gentle stream can split a mountain, given enough time.
Age 28
Seen April 7th, 2014
Posted April 2nd, 2014
3,977 posts
15.8 Years
Spoiler:
#dynamic 0x456154

#org @start
lock
checkflag 0x82F
if 0x01 goto @end
applymovement 0x0 @shockfaceup
waitmovement 0x0
message @hey 0x06
applymovement 0x0 @walkup
waitmovement 0x0
message @shoescamein 0x06
message @shoesreceived 0x06
playfanfare 0x13E
setflag 0x82F
waitfanfare
message @instructions 0x06
applymovement 0x0 @sitdown
waitmovement 0x0
release
end

#org @end
release
end

#org @shockfaceup
#raw 0x2E
#raw 0x62 0xFE

#org @hey
= Hey, [player], I got a package for you!

#org @walkup
#raw 0x11
#raw 0x11 0xFE

#org @shoescamein
= Your Running Shoes came in the\nmail today.

#org @shoesreceived
= [black_fr][player] received the running shoes!

#org @instructions
= Well, in the manual, it says that\nyou have to hold down B to run.

#org @sitdown
#raw 0x10
#raw 0x10 0xFE


I don't think there's anything wrong with this script, that's supposed to give running shoes. But it's a script event, and I think it's because the unknown and var are off. Please help.
Of course you have to set the 'var' and 'unknown'.
Spoiler:
#dynamic 0x456154

#org @start
lock
checkflag 0x82F
if 0x01 goto @end
applymovement 0x1 @shockfaceup
waitmovement 0x0
message @hey 0x2
applymovement 0x1 @walkup
waitmovement 0x0
message @shoescamein 0x2
message @shoesreceived 0x2
playfanfare 0x13E
waitfanfare
message @instructions 0x2
applymovement 0x1 @sitdown
waitmovement 0x0
setflag 0x82F
release
end

#org @end
release
end

#org @shockfaceup
#raw 0x2E 0x62 0xFE

#org @hey
= Hey, [player], I got a package for you!

#org @walkup
#raw 0x11 0x11 0xFE

#org @shoescamein
= Your Running Shoes came in the\nmail today.

#org @shoesreceived
= [black_fr][player] received the running shoes!

#org @instructions
= Well, in the manual, it says that\nyou have to hold down B to run.

#org @sitdown
#raw 0x10 0x10 0xFE


You have to insert 'Person event no.' not the 'no.'

sorry for my blow up. i have one question however, when i have sampled other scripts to give me an idea, they have the org @(whatever) right? but then the dynamic offsets and the msgbox (whatever) is different than the original offsets? how do you customize them.
p.s. sorry i love scripting (if i could do it) and i have great ideas, except i can't do them because of scripting. thanks!
The 0x2,0x3... after 'msgbox' are parameters, not offsets.

Satoshi Ookami

Memento Mori

Age 30
Male
Abyss of Time, Great Seal
Seen August 5th, 2018
Posted July 3rd, 2018
14,253 posts
14.8 Years
I have a problem with the give pokemon script.
Eevee's number is 133 in the hex values but when I put that number in and play the game I get Breloom instead why?
Because you have to convert the 133 to hex ;)
So instead of 133 put into your script 85 ;)
ROM hacking FAQ - Read before asking how to play a hack.

Anime List | PSN Trophy List
Age 28
Male
Seen June 3rd, 2013
Posted February 19th, 2012
23 posts
13.1 Years
Nice tutorial. I am able to get working trainers now.

Because you have to convert the 133 to hex ;)
So instead of 133 put into your script 85 ;)
I am using Windows 7, and to convert to hex with Windows Calculator is easy. Alls you have to do is this:

Open calc
Click Veiw > Programmer
Check in Decimal at the left, type in the Pokémon ID number
Then check in Hex. The new number is the hex value of the decimal.
Male
Mossoró-RN-BR
Seen 1 Week Ago
Posted April 18th, 2022
135 posts
15.7 Years
Anyone know how to apply a motion in a virtual sprite?

...
createsprite 0x98 0x99 0x10 0x15 0x0 0x0
applymovement 0x99 0x880EA27
waitmovement 0x0
return
I tried this way
but yielded nothing.

And have researched the command in XSE.
but did not find anything related to VS movements

If anyone can help, thanks.
Age 27
Male
We're now near the Tin Tower! . xD
Seen November 10th, 2010
Posted July 10th, 2010
44 posts
13.2 Years
Spoiler:

#dynamic 0x456154

#org @start
lock
checkflag 0x82F
if 0x01 goto @end
applymovement 0x0 @shockfaceup <- There isn't a people number "0", right?
waitmovement 0x0
msgbox @hey 0x4
closeonkeypress

applymovement 0x0 @walkup
waitmovement 0x0
msgbox @shoescamein 0x4
msgbox @shoesreceived 0x4
closeonkeypress

fanfare 0x13E
waitfanfare
msgbox @instructions 0x4
closeonkeypress
applymovement 0x0 @sitdown
waitmovement 0x0
setflag 0x82F
release
end

#org @end
release
end

#org @hey
= Hey, [player], I got a package for you!

#org @shoescamein
= Your Running Shoes came in the\nmail today.

#org @shoesreceived
= [black_fr][player] received the running shoes!

#org @instructions
= Well, in the manual, it says that\nyou have to hold down B to run.

#org @shockfaceup
#raw 0x2E
#raw 0x62
#raw 0xFE

#org @walkup
#raw 0x11
#raw 0x11
#raw 0xFE

#org @sitdown
#raw 0x10
#raw 0x10
#raw 0xFE


That script needs a little tweak. You should use msgbox @XXX* 0x4 when doing a script like that. It's better that way and to close it, just use closeonkeypress. I know you can use "message" but you can use msgbox just to be safe.

Also, shouldn't the raw movements be placed in a vertical manner?

The setflag 0x82F is placed at the bottom, but it should work the same.
Don't use the Event# in A-map, use the People#. 'Cause really, I haven't encountered nor done a movement involving a # such as 0. The lowest people# is one, right?

And, it's fanfare 0xXXX* not playfanfare.

And if you wish to do the "[PLAYER] received RUNNING SHOES." thingy with the fanfare, it should be like this:
Spoiler:

...
fanfare 0x13E
msgbox @shoesreceived 0x4
waitfanfare
closeonkeypress
...


And oh, Unknown: 0003
Var: 5000 or higher. (7FFF)


*Where XXX is the pointer to the text or the sappy song # to play.

Good luck! ;)


JOHTO ELITE FOUR


. . .

Age 28
Male
Georgia
Seen August 9th, 2010
Posted May 7th, 2010
17 posts
13.2 Years
Spoiler:



Yup, just common sense and a bit of your brain is needed.
It's quite easy.

Oh, please use spoilers . . :) (My PC's slowing down :()
:D

An add-on:



You don't see a dynamic offset there (#dynamic 0xXXXXXX), it's because it has been compiled into the ROM already! (The very first #org 0xXXXXXX that you see in the script.)
The reason why XSE uses Dynamic offsets is that you only have to put the starting offset then the rest of the @XXXXXX will be filled. It makes it easier for the scripter, okay?

And you really need a ScriptGen? Oh come on, anybody can script! You just need to practice and be patient! So what if you read Diego's tut a million times if you don't UNDERSTAND the heck that you're reading! (Well, if you like to use a generator that's fine, I'm not telling you what to do anyway, but to really learn, you need to do it yourself.)

Not being mad or anything, I'm just saying that you need to UNDERSTAND, not just read. (Don't rush yourself, take your time.)

~PEACE :)
I guess... So how long did it take you to make your first working script??? i have been trying this for 2 weeks and still nothing. somehow, when i search for 10 bytes for messaging scripts (do i need more?) and then i get the script offset, then when i type in (or use generator) and then save after everything is touched up, and then i compile and then open the rom. (pksvui) and then it said compiled. so after its compiled i open it up again with advance map and it didn't compile at all. XSE doesn't compile at all, it shuts down when i click compile (without even asking me if i want to save ???) and pksvui all it shows is something like this
org 0x(script offset)
-________________________
then it shows
raw ##(or something like that)
raw ##
raw ##
raw ##
raw ##
raw ##
raw ##
raw ##
raw ##
raw ##
raw ##
raw ##
raw ##
raw ##
raw ##
raw ##
Im sorry, but there are too many raws to compile this script.


that is all it sais when i create a new script.



I am not totally useless however, i can open up scripts asis and change the script itself. can't change it into anything fancy, but ima workin on it. !
Thanks!
just to get this straight, what you put in org 0x(script offset)
you put the same script offset in dynamic offset?
A good teacher stretches his students (and actually teaches them how to script right diego???). A good student stretches his teacher.

A gentle stream can split a mountain, given enough time.
Age 27
Male
We're now near the Tin Tower! . xD
Seen November 10th, 2010
Posted July 10th, 2010
44 posts
13.2 Years
I guess... So how long did it take you to make your first working script??? i have been trying this for 2 weeks and still nothing. somehow, when i search for 10 bytes for messaging scripts (do i need more?) and then i get the script offset, then when i type in (or use generator) and then save after everything is touched up, and then i compile and then open the rom. (pksvui) and then it said compiled. so after its compiled i open it up again with advance map and it didn't compile at all. XSE doesn't compile at all, it shuts down when i click compile (without even asking me if i want to save ???) and pksvui all it shows is something like this
org 0x(script offset)
-________________________
then it shows
raw ##(or something like that)
raw ##
raw ##
raw ##
raw ##
raw ##
raw ##
raw ##
raw ##
raw ##
raw ##
raw ##
raw ##
raw ##
raw ##
raw ##
Im sorry, but there are too many raws to compile this script.


that is all it sais when i create a new script.



I am not totally useless however, i can open up scripts asis and change the script itself. can't change it into anything fancy, but ima workin on it. !
Thanks!
just to get this straight, what you put in org 0x(script offset)
you put the same script offset in dynamic offset?
Me? My first well-made script was a level script and took me some time to finish. (There are a lot of commands to put, but it was quite fun to do :))

When doing a message script, 256 bytes are enough. (Unless you mix it with more commands.)

When compiling in XSE, a Compiler Output must appear.
Like this one:
Spoiler:
Look at that! It took 43 bytes to do this script! Note: My dynamic offset is 0x800000.


Next, close XSE and you may want to save your script if you want to revise it or if something goes wrong. Then, you copy the dynamic offset and paste it in the "OFFSET" box in A-map.
Like this:
Spoiler:

Look! It's that 0x800000 again! From XSE!


Just make sure you choose an offset with big enough space to avoid overwriting other scripts or data. Then test it in-game, if it works out fine, then you've successfully made a working script! If not, try again and see what caused the problem. Hope that helps you!

P.S. This thread really helped me so much in scripting so please don't call this "crap" because it helps other people, ok?

~:)


JOHTO ELITE FOUR


. . .

Age 28
Male
Georgia
Seen August 9th, 2010
Posted May 7th, 2010
17 posts
13.2 Years
sorry that i called it a stupid tutorial. i promise i wont say that ever again. i guess it is very helpful (now that i see it again with fresh new eyes on a fresh new day). Sorry diego!


ROCK ON DIEGO!!!!!!!!

yeah, umm how does the compiler out put appear? i click batch compiler and like i said, it just
cloooossseeeeeessss like i said for the tenth time. until i figure this out i am still ticked at XSE not diego. but if yall can't tell me how to use the batch compiler after writing the code, none of this tutorial is really helpful (to me that is).
please rate this simple code which is (when i used fsf) 300 bytes

'---------------
#org 0x6B1804
#dynamic 0x6B1804
#org @start
lock
faceplayer
msgbox @1 0x6
release
end

#org @1
= Hi.\nHow are you doing?

so do you take out the beginning
'------------
#org 0x Blah blah
or do you just add dynamic offset at the bottom like i did? or what?
because none of you guys or diego actually made that clear (to me that is).
:)
A good teacher stretches his students (and actually teaches them how to script right diego???). A good student stretches his teacher.

A gentle stream can split a mountain, given enough time.
Age 27
Male
We're now near the Tin Tower! . xD
Seen November 10th, 2010
Posted July 10th, 2010
44 posts
13.2 Years
sorry that i called it a stupid tutorial. i promise i wont say that ever again. i guess it is very helpful (now that i see it again with fresh new eyes on a fresh new day). Sorry diego!


ROCK ON DIEGO!!!!!!!!

yeah, umm how does the compiler out put appear? i click batch compiler and like i said, it just
cloooossseeeeeessss like i said for the tenth time. until i figure this out i am still ticked at XSE not diego. but if yall can't tell me how to use the batch compiler after writing the code, none of this tutorial is really helpful (to me that is).
please rate this simple code which is (when i used fsf) 300 bytes

'---------------
#org 0x6B1804
#dynamic 0x6B1804
#org @start
lock
faceplayer
msgbox @1 0x6
release
end

#org @1
= Hi.\nHow are you doing?

so do you take out the beginning
'------------
#org 0x Blah blah
or do you just add dynamic offset at the bottom like i did? or what?
because none of you guys or diego actually made that clear (to me that is).
:)
Here I corrected it:
Spoiler:
#dynamic 0x6B1804

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

#org @1
= Hi.\nHow are you doing?


If you want a simpler one:
Spoiler:
#dynamic 0x6B1804

#org @start
msgbox @1 0x2
end

#org @1
= Hi.\nHow are you doing?


The outcome will be the same. (But use 0x2 only for message scripts.)

If you're going to compile one script, don't use the batch compiler.
Just press the button that looks like 2 Gears. (To the right of the diskette icon.)
Or press Ctrl+Shift+C to compile. The Compiler Output should appear. (Unless you disabled it.) Then copy the dynamic offset and paste it in A-map.


JOHTO ELITE FOUR


. . .

Seen March 23rd, 2014
Posted March 17th, 2011
2 posts
15.1 Years
Ok so I have just 2 questions:
1) How do you remove a script once it is completed because I made a script but then all of a sudden when you step back on the same spot the script will happen again, how can I fix this.
Also how do you make it so that they activate the Running Shoes?

Here is the Script:
Spoiler:
#dynamic 0x8006D8
#org @start
msgbox @1 0x6
applymovement 0x0F @move1
pause 0x20
msgbox @2 0x6
setflag 0x82F
special 0x171
msgbox @3 0x6
hidesprite 0x08
hidesprite 0x0C
hidesprite 0x0E
hidesprite 0x09
hidesprite 0x0B
hidesprite 0x0D
hidesprite 0x0A
applymovement 0x0F @move2
pause 0x20
hidesprite 0x0F
clearflag 0x82F
setflag 0x700
clearflag 0x701
release
end
#org @done
release
end
#org @move1
#raw 0x10
#raw 0x63
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x66
#raw 0xFE
#org @move2
#raw 0x13
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0xFE
#org @1
= Hey!\nDon't I know you?
#org @2
= Oh!\nHey\lSorry I forgot your name in all\lthis stress.\lHmmmm.....\lOh! Some bug catcher stole my\lpokedex.\lDon't worry about me I'm sure I'll\lfind it. So anyway as you know I'm\lfrom the Hoenn Region and my mom\lsent me a new pair or shoes but\lmine are still just as good I want\lyou to take them.
#org @3
= If you press B you can run, not\nthat you couldn't already...\lAnyways you can't leave Pewter\lCity until you have the Boulder\lBadge, so good luck on the battle!


Now for Question 2
2) When I walk up to try and use this script the game resets itself back to the title screen before I even reach it.
Here is the Script:
Spoiler:
#dynamic 0x800000
#org @start
msgbox @1 0x6
playsong 0x157 0x0
waitmovement 0x0
applymovement 0x01 @move1
pause 0x20
msgbox @2 0x6
waitmovement 0x0
applymovement 0x01 @move2
msgbox @3 0x6
waitmovement 0x0
applymovement 0x09 @move3
pause 0x20
msgbox @4 0x6
trainerbattle 0x0 0x001 0x0 @before @defeat
msgbox @defeat 0x6
fadesong 0x112
release
end
#org @done
lock
faceplayer
checkflag 0x700
if 0x1 goto @done2
msgbox @5 0x5
compare 0x800D 0x1
if 0x1 goto @take
msgbox @6 0x6
release
end
#org @done2
msgbox @7 0x6
release
end
#org @take
giveitem 0xD 0x1 MSG_OBTAIN
msgbox @7 0x6
setflag 0x700
release
end
#org @move1
#raw 0x1F
#raw 0x1E
#raw 0x20
#raw 0x1D
#raw 0xFE
#org @move2
#raw 0x33
#raw 0x33
#raw 0x33
#raw 0x33
#raw 0x65
#raw 0x60
#raw 0xFE
#org @move3
#raw 0x61
#raw 0x0B
#raw 0x0F
#raw 0x57
#raw 0x58
#raw 0x42
#raw 0x42
#raw 0x42
#raw 0x40
#raw 0x40
#raw 0x40
#raw 0x31
#raw 0x33
#raw 0x31
#raw 0x31
#raw 0x31
#raw 0x34
#raw 0x34
#raw 0x34
#raw 0x34
#raw 0x02
#raw 0x03
#raw 0xFE
#org @1
=???: Help me....!
#org @2
= ???: Whats happening?!!!
#org @3
= ???: Hello [player] how nice to finally\nmeet you!\lHa Ha Ha Ha\p... Cough ... Cough
#org @4
= Mortiqui: The name is Mortiqui I\nhave something you want but you\lwill have to fight an old man!\lha ha ha ha ha ha\p...Cough ....Cough
#org @5
= Mortiqui: Congratulations on your\nvictory... cough ...cough
#org @6
= Mortiqui: I'm sorry but there is\nnothing left\l...cough ...cough
#org @7
= Mortiqui: I'm sorry but there is\nnothing left\l...cough ...cough
#org @before
= Mortiqui: Prepare yourself!
#org @after
= Mortiqui: What! How?...\n...Cough ...Cough
#org @defeat
= Mortiqui: Congratulations you have\nproven yourself worthy.\l...Cough ...Cough


How do I fix this?
Age 27
Male
We're now near the Tin Tower! . xD
Seen November 10th, 2010
Posted July 10th, 2010
44 posts
13.2 Years
Ok so I have just 2 questions:
1) How do you remove a script once it is completed because I made a script but then all of a sudden when you step back on the same spot the script will happen again, how can I fix this.
Also how do you make it so that they activate the Running Shoes?

Spoiler:
Here is the Script:
Spoiler:
#dynamic 0x8006D8
#org @start
msgbox @1 0x6
applymovement 0x0F @move1
pause 0x20
msgbox @2 0x6
setflag 0x82F
special 0x171
msgbox @3 0x6
hidesprite 0x08
hidesprite 0x0C
hidesprite 0x0E
hidesprite 0x09
hidesprite 0x0B
hidesprite 0x0D
hidesprite 0x0A
applymovement 0x0F @move2
pause 0x20
hidesprite 0x0F
clearflag 0x82F
setflag 0x700
clearflag 0x701
release
end
#org @done
release
end
#org @move1
#raw 0x10
#raw 0x63
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x66
#raw 0xFE
#org @move2
#raw 0x13
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0xFE
#org @1
= Hey!\nDon't I know you?
#org @2
= Oh!\nHey\lSorry I forgot your name in all\lthis stress.\lHmmmm.....\lOh! Some bug catcher stole my\lpokedex.\lDon't worry about me I'm sure I'll\lfind it. So anyway as you know I'm\lfrom the Hoenn Region and my mom\lsent me a new pair or shoes but\lmine are still just as good I want\lyou to take them.
#org @3
= If you press B you can run, not\nthat you couldn't already...\lAnyways you can't leave Pewter\lCity until you have the Boulder\lBadge, so good luck on the battle!


Now for Question 2
2) When I walk up to try and use this script the game resets itself back to the title screen before I even reach it.
Here is the Script:
Spoiler:
#dynamic 0x800000
#org @start
msgbox @1 0x6
playsong 0x157 0x0
waitmovement 0x0
applymovement 0x01 @move1
pause 0x20
msgbox @2 0x6
waitmovement 0x0
applymovement 0x01 @move2
msgbox @3 0x6
waitmovement 0x0
applymovement 0x09 @move3
pause 0x20
msgbox @4 0x6
trainerbattle 0x0 0x001 0x0 @before @defeat
msgbox @defeat 0x6
fadesong 0x112
release
end
#org @done
lock
faceplayer
checkflag 0x700
if 0x1 goto @done2
msgbox @5 0x5
compare 0x800D 0x1
if 0x1 goto @take
msgbox @6 0x6
release
end
#org @done2
msgbox @7 0x6
release
end
#org @take
giveitem 0xD 0x1 MSG_OBTAIN
msgbox @7 0x6
setflag 0x700
release
end
#org @move1
#raw 0x1F
#raw 0x1E
#raw 0x20
#raw 0x1D
#raw 0xFE
#org @move2
#raw 0x33
#raw 0x33
#raw 0x33
#raw 0x33
#raw 0x65
#raw 0x60
#raw 0xFE
#org @move3
#raw 0x61
#raw 0x0B
#raw 0x0F
#raw 0x57
#raw 0x58
#raw 0x42
#raw 0x42
#raw 0x42
#raw 0x40
#raw 0x40
#raw 0x40
#raw 0x31
#raw 0x33
#raw 0x31
#raw 0x31
#raw 0x31
#raw 0x34
#raw 0x34
#raw 0x34
#raw 0x34
#raw 0x02
#raw 0x03
#raw 0xFE
#org @1
=???: Help me....!
#org @2
= ???: Whats happening?!!!
#org @3
= ???: Hello [player] how nice to finally\nmeet you!\lHa Ha Ha Ha\p... Cough ... Cough
#org @4
= Mortiqui: The name is Mortiqui I\nhave something you want but you\lwill have to fight an old man!\lha ha ha ha ha ha\p...Cough ....Cough
#org @5
= Mortiqui: Congratulations on your\nvictory... cough ...cough
#org @6
= Mortiqui: I'm sorry but there is\nnothing left\l...cough ...cough
#org @7
= Mortiqui: I'm sorry but there is\nnothing left\l...cough ...cough
#org @before
= Mortiqui: Prepare yourself!
#org @after
= Mortiqui: What! How?...\n...Cough ...Cough
#org @defeat
= Mortiqui: Congratulations you have\nproven yourself worthy.\l...Cough ...Cough


How do I fix this?
For question #1, what was the variable you used in A-map for that script tile?
Because you need to add this so that it doesn't repeat when you step on it again:


Spoiler:
#dynamic 0x8006D8
#org @start
msgbox @1 0x6
applymovement 0x0F @move1
pause 0x20
msgbox @2 0x6
setflag 0x82F
special 0x171
msgbox @3 0x6
hidesprite 0x08
hidesprite 0x0C
hidesprite 0x0E
hidesprite 0x09
hidesprite 0x0B
hidesprite 0x0D
hidesprite 0x0A
applymovement 0x0F @move2
pause 0x20
hidesprite 0x0F
clearflag 0x82F
setflag 0x700
clearflag 0x701
setvar 0x(Variable of script tile) 0x1(Or any value as long as it's not 0)
release
end


That should fix it.

For question #2, where the heck is the pointer to "#org @done"?
And the weird thing happened because you might have overwritten 0x800000.
Look: 1st script: 8006D8, 2nd Script: 800000. Overwriting is possible from the size of your script #2! Try to rewrite the script and use FSF to find a good amount of FF's.

Btw, to activate running shoes:
Add this to a script: setflag 0x(FLAG# of Running shoes) (e.g. setflag 0x860)
FR/LG: 82F
R/S: 860
E: 8C0

That should help a little! ;)


JOHTO ELITE FOUR


. . .

Zeffy

g'day

Male
Seen December 1st, 2022
Posted January 30th, 2021
6,395 posts
14.1 Years
yes, always put a setflag to hidesprite right, but after trigger it, the sprite will gone but if you go out in map and back where the sprite i hide it reappears again? ouch! how can i permanent to disappear it? help me diegoisawesome! :)
Nononononononono :|

If you had a setflag 0xy on your hidesprite script then remove it and put the flag number in the Person ID box in Advance Map. :)
This thread is full of questions that should be posted in the Script Help Thread. :|[/s]

Zeffy

g'day

Male
Seen December 1st, 2022
Posted January 30th, 2021
6,395 posts
14.1 Years
can you give me a simple code sir zeffy? coz i cant get it.

this is my code.

#dynamic 0x800000

#org @main
lock
faceplayer
checkflag 0x1000
if 0x1 goto @des
msgbox @lol 0x6
end

#org @lol
= hey!

#org @des
setflag 0x1000
hidesprite 0xA
end

(for a 1 person event)
#dynamic 0x800000

#org @main
lock
faceplayer
msgbox @lol 0x6
hidesprite 0xA
release
end

#org @lol
= hey!
That's the script needed. Then in Advance Map (get it from the toolbox) put the flag, in your script 1000, in the Person ID box just below the Script Offset.