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Ok so call me stupid, but in FireRed, what is the script that allows you to enter the gym in Viridian City?
Ok so call me stupid, but in FireRed, what is the script that allows you to enter the gym in Viridian City?
'---------------
#org 0x1659B8
msgbox 0x817E2F5 MSG_SIGN '"VIRIDIAN GYM's doors are locked[.]"
end
'---------
' Strings
'---------
#org 0x17E2F5
= VIRIDIAN GYM's doors are locked[.]
The certain script has a setflag that will only open after some gym badges. You can just simply remove the sign script and you'll be able to enter. lol
And if you mean the other way then there's a sign script placed at the door of Viridian's Gym door.
Code:'--------------- #org 0x1659B8 msgbox 0x817E2F5 MSG_SIGN '"VIRIDIAN GYM's doors are locked[.]" end '--------- ' Strings '--------- #org 0x17E2F5 = VIRIDIAN GYM's doors are locked[.]
or remove some of what is inputted at the level script.
Have you tried looking at the level script? And I think the setflag would be elsewhere, like after the other gyms are completed or something like that.I thought there was a setflag command involved, but I have looked at both scripts in front of the gym and could not find it. Am I missing some info about scripting or are my eyes tricking me?
Have you tried looking at the level script? And I think the setflag would be elsewhere, like after the other gyms are completed or something like that.
Most new people don't know about level scripts until much later, and then they don't use them much(as is, A-Map ALWAYS bugs them up so it's annoying unless you know how to do it yourself). Anyway, open up A-Map. Go to the header tab of the Viridian map. Somewhere near the middle will be the type of level script and the offset to it. Take the offset and plug it into XSE, and you should be able to see it.How do I look at the level script? Sorry im a noob at this.
Most new people don't know about level scripts until much later, and then they don't use them much(as is, A-Map ALWAYS bugs them up so it's annoying unless you know how to do it yourself). Anyway, open up A-Map. Go to the header tab of the Viridian map. Somewhere near the middle will be the type of level script and the offset to it. Take the offset and plug it into XSE, and you should be able to see it.
Hi does setpkmnpp in xse work on firered?
Simply get the offset of the level script and change it. But I don't recommend that and I suggest you to make a new one if ever the script that you'll replace to the original one is bigger.So how would I change the level script without A-Map?
Edit: While I'm here, I'm having scripting trouble. Basically a scientist is goig to walk up, talk, give Oak's Parcel, talk some more, then leave. Each time I access it the game freezes. what did I do wrong?
Spoiler:#dynamic 0x456734
#org @start
lock
checkflag 0x7
if 0x1 goto @done
msgbox @1 0x6
applymovement 0x10 @movetoward
waitmovement 0x0
msgbox @2 0x6
giveitem 0x15D 0x1 MSG_OBTAIN
msgbox @3 0x6
applymovement 0x10 @moveaway
waitmovement 0x0
setflag 0x7
hidesprite 0x09
release
end
'-----------------------
#org @done
hidesprite 0x10
release
end
'----------------------
#org @movetoward
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x2
#raw 0xFE
and for Splash, I'm guessing so.. no c:Okay. Compile the script, assign it to a script tile (green with an S) and not a person.
Now test it in the ROM. Then look at this spoiler.
Didn't work, did it? Froze on the spot. You're going to need to change this...
![]()
to this....
![]()
Try it now. Worked perfectly, didn't it?
I think so. Go to your XSE program, press F1, and then type 'setpkmnpp', if it says 'Emerald only', it doesn't work in FR.
edit: try it in a clean ROM.
Simply get the offset of the level script and change it. But I don't recommend that and I suggest you to make a new one if ever the script that you'll replace to the original one is bigger.
for your other problem.
I remember having that little trouble but anyways if you looked into diegoisawesome's tutorial he said that--
Are the Var number and Unknown always those numbers or does it depend on some other factor?
I am attempting to have a wild pokemon battle to occur as the character walks over a tile. However when the character walks over the tile he locks in place due to the lock command.
Spoiler:#dynamic 0x3B7E84
#org @start
lock
msgbox @1 0x6
cry 0x85 0x0
wildbattle 0x85 0x5 0x8B
fadescreen 0x1
fadescreen 0x0
setflag 0x200
release
end
#org @1
= EEVEE: VEEEEEE
How should I change the script to work as intended?
That information is largely considered bad practise, from what I understand. The Var number should correlate to a variable that, when set, disables the tile script. The Unknown will happily sit at 0000.
So would I just select a variable that hasn't been used and input that?
I think so. Remember that there are safe variables for use however, I can't remember so always have a backup along with you! c:
The applymovement should be 0xA, not 0x10. When you're using XSE you use hexadecimal.Hello (yes I'm back again). The script in my above post is activated like it should, but there are two problems. 1. the sprite I want to move does not move and 2. If I exit out of the map then re-enter the script engages again (I only want the script to happen once and then done). What did I do wrong?
Spoiler:#dynamic 0x3B4E65
#org @start
lock
checkflag 0x7
if 0x1 goto @done
msgbox @1 0x6
applymovement 0x10 @movetoward
waitmovement 0x0
msgbox @2 0x6
giveitem 0x15D 0x1 MSG_OBTAIN
msgbox @3 0x6
applymovement 0x10 @moveaway
waitmovement 0x0
setflag 0x7
hidesprite 0x9
release
end
'---------------
#org @done
hidesprite 0x10
clearflag 0x7
release
end
'---------
' Strings
'---------
#org @1
= Hey there!
#org @2
= Your from Starlight Town right?\nI need to ask you a favor.\pI am one of Prof. Beech's assistants. \nThere was a package that Prof. Beech\pneeded from West Point City and I am retreiving it for him.\nHowever, I am going to be late \pfor my anniversary if I proceed to Starlight Town.\nCan you please deliver the package for me?
#org @3
= Thank you so much!\nYou are a life saver!
'-----------
' Movements
'-----------
#org @movetoward
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x2 'Face Left
#raw 0xFE 'End of Movements
#org @moveaway
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (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