This is the first script of the game:
Code:
;---------------
#org 0x1A6481
setflag 0x2B
setflag 0x2C
setflag 0x33
setflag 0x92
setflag 0x35
setflag 0x36
setflag 0x37
setflag 0x3C
setflag 0x3D
setflag 0xA1
setflag 0x3F
setflag 0x4F
setflag 0x5A
setflag 0xA3
setflag 0xA4
setflag 0x62
setflag 0x6B
setflag 0xA2
setflag 0x8C
setflag 0x6C
setflag 0x6D
setflag 0x6E
setflag 0x6F
setflag 0x75
setflag 0x74
setflag 0x7B
setflag 0x7C
setflag 0x7D
setflag 0x76
setflag 0x91
setflag 0x97
setflag 0x90
setflag 0x94
setflag 0x95
setflag 0x96
setflag 0x99
setflag 0xA5
setflag 0xA6
setflag 0xA7
setflag 0xA8
setflag 0xA9
setflag 0xAA
setflag 0xAB
setflag 0xAC
setflag 0x9D
setflag 0x9E
setflag 0x9F
setflag 0xA0
setflag 0xAE
setvar 0x4025 0x1F4
end
It is used by the game to hide overworlds like Oak in Palette Town so that they can be shown once you need them. Do you really want the mother hidden? If so, you would need two scripts, first the edited thing:
Code:
#dynamic 0x800000
#org 0x1A6481
goto @ext
#org @ext
// this is the original stuff
// it is preserved so all other events could still work
setflag 0x2B
setflag 0x2C
setflag 0x33
setflag 0x92
setflag 0x35
setflag 0x36
setflag 0x37
setflag 0x3C
setflag 0x3D
setflag 0xA1
setflag 0x3F
setflag 0x4F
setflag 0x5A
setflag 0xA3
setflag 0xA4
setflag 0x62
setflag 0x6B
setflag 0xA2
setflag 0x8C
setflag 0x6C
setflag 0x6D
setflag 0x6E
setflag 0x6F
setflag 0x75
setflag 0x74
setflag 0x7B
setflag 0x7C
setflag 0x7D
setflag 0x76
setflag 0x91
setflag 0x97
setflag 0x90
setflag 0x94
setflag 0x95
setflag 0x96
setflag 0x99
setflag 0xA5
setflag 0xA6
setflag 0xA7
setflag 0xA8
setflag 0xA9
setflag 0xAA
setflag 0xAB
setflag 0xAC
setflag 0x9D
setflag 0x9E
setflag 0x9F
setflag 0xA0
setflag 0xAE
setvar 0x4025 0x1F4
// this is the new stuff
setflag 0x130
// assuming the mother's person id is 130, she will by be invisible
end
You don't need to do anything other than compile that into the ROM.
You would then make a script and put it on the map. This is where your script comes in.
Code:
#dynamic 0x800000
#org @main
lockall
showsprite 1
applymovement 0x1 @look1
waitmovement 0
msgbox @1 0x6
applymovement 0x1 @look2
waitmovement
hidesprite 1
setvar 0x... 0x1 // use a variable to disable a script tile, which is what I'm guessing is what you want.
releaseall
end
...
This would show the mother's sprite, which would be invisible beforehand, and then hide it again after looking around.
At this point, a better option may be writing a level script that hides the sprite instead by setting its flag when you enter the map.