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Haruki Hanai
December 20th, 2007, 02:41 PM
Need help with a script you want to make? This thread exists for any scripting assistance you may need. (Ideas you have for a large script should be done in the Scrapbox forum, but general help is available here.)

~Satoshi Sugimori~
December 20th, 2007, 03:23 PM
Nice new topic...:)

I need help with a script tile in A-Map I want it to act like this:
you can walk over it --->[S]--->
but you cant go back [S]!<---

If someone understands please help..XD

D-Trogh
December 20th, 2007, 03:47 PM
Just check for the player's direction..

akash
December 20th, 2007, 03:53 PM
Could anyone help me? How do you use script editor? And how do you get the offsets for advanced map? And does anyone know how to make a trade pokemon script?

cε׀׀
December 20th, 2007, 04:09 PM
Could anyone help me? How do you use script editor? And how do you get the offsets for advanced map? And does anyone know how to make a trade pokemon script?

Please read this (http://www.pokecommunity.com/forumdisplay.php?f=58) for learning how to script and how to insert the script etc.

~Celebi

~Satoshi Sugimori~
December 20th, 2007, 04:23 PM
Just check for the player's direction..

I don't really understand..XD

linkandzelda
December 20th, 2007, 04:40 PM
Can sombody tell me if this part of script will do what i want:

i want it to check for an item. if i have 1 or more then it goes to $????. if i have non then it continues

checkitem 0x6
compare LASTRESULT 1
if B_>> goto $????



thanks in advance
link

If U Seek Amy
December 20th, 2007, 05:13 PM
I'm trying to learn how to script, I'm using Pokescript, but the problem is almost every script I compile doesn't work fully.

Most of the time I get a red screen. Why does this happen?

Here is the last script I tried and the same thing happened:

#ORG $begin
checkflag 0x200
if B_true goto $done
applymovement 0x02 $aidwalk1
pause 0x30
message $aidtalk
boxset 6
giveitem 0xD
setflag 0x200
release
end

#org $done
release
end

#org $aidwalk1
$aidwalk1 1 ; #binary 0x13 0x13 0x13 0xFE

#org $aidtalk
$aidtalk 1 = Oh, hello \v\h01.\pHere, take this potion!


The person says : "Oh, hello. Here take this potion."... RED SCREEN

Is it the rom I'm using? I don't think there is anything wrong with the script...
Anyway help is appreciated.

~Satoshi Sugimori~
December 20th, 2007, 06:09 PM
I'm trying to learn how to script, I'm using Pokescript, but the problem is almost every script I compile doesn't work fully.

Most of the time I get a red screen. Why does this happen?

Here is the last script I tried and the same thing happened:

#ORG $begin
checkflag 0x200
if B_true goto $done
applymovement 0x02 $aidwalk1
pause 0x30
message $aidtalk
boxset 6
giveitem 0xD
setflag 0x200
release
end

#org $done
release
end

#org $aidwalk1
$aidwalk1 1 ; #binary 0x13 0x13 0x13 0xFE

#org $aidtalk
$aidtalk 1 = Oh, hello \v\h01.\pHere, take this potion!


The person says : "Oh, hello. Here take this potion."... RED SCREEN

Is it the rom I'm using? I don't think there is anything wrong with the script...
Anyway help is appreciated.

You'll see the changes in the spoiler:

#ORG $begin
checkflag 0x200
if B_true goto $done
applymovement 0x02 $aidwalk1
pausemove 0 you can use this command to(doesn't have to but you can)
message $aidtalk
boxset 6
giveitem 0xD 1 you have to put 1 behind it or else it doesn't know how many to give
setflag 0x200
release
end

#org $done
release
end

#org $aidwalk1
$aidwalk1 1 ; #binary 0x13 0x13 0x13 0xFE

#org $aidtalk
$aidtalk 1 = Oh, hello \v\h01.\nHere, take this potion! I think this should be \n because you want the next line I think (if not so just change it back..;))


I think it works now..:)I'm not to good at scripting but this should work.

If U Seek Amy
December 20th, 2007, 06:38 PM
10x Poke-roy :) I think the giveitem command was the problem.


#ORG $begin
checkflag 0x200
if B_true goto $done
applymovement 0x02 $aidwalk1
pause 0x30
message $aidtalk
boxset 6
giveitem 0xD 1
setflag 0x200
release
end

#org $done
release
end

#org $aidwalk1
$aidwalk1 1 ; #binary 0x13 0x13 0x13 0xFE

#org $aidtalk
$aidtalk 1 = Oh, hello \v\h01.\pHere, take this potion!



I compiled the script and I burned it to an offset or whatever (8002F5). Now I want this script to occur when a player steps on a tile. I tried creating an event in a-map, I put 8002F5 in the script offset and the following settings:
unknowns: 03 00
Var number: 03 00
var value: 50 40
Unknown: 00 00

yet when the player steps on the tile nothing happens... now what did I do wrong?
I compiled the script and I burned it to an offset or whatever (8002F5). Now I want this script to occur when a player steps on a tile. I tried creating an event in a-map, I put 8002F5 in the script offset and the following settings:

unknowns: 03 00
var number: 03 00
var value: 50 40
Unknown: 00 00

yet when the player steps on the tile nothing happens... now what did I do wrong?

~Satoshi Sugimori~
December 20th, 2007, 06:48 PM
10x Poke-roy :) I think the giveitem command was the problem.


#ORG $begin
checkflag 0x200
if B_true goto $done
applymovement 0x02 $aidwalk1
pause 0x30
message $aidtalk
boxset 6
giveitem 0xD 1
setflag 0x200
release
end

#org $done
release
end

#org $aidwalk1
$aidwalk1 1 ; #binary 0x13 0x13 0x13 0xFE

#org $aidtalk
$aidtalk 1 = Oh, hello \v\h01.\pHere, take this potion!



I compiled the script and I burned it to an offset or whatever (8002F5). Now I want this script to occur when a player steps on a tile. I tried creating an event in a-map, I put 8002F5 in the script offset and the following settings:
unknowns: 03 00
Var number: 03 00
var value: 50 40
Unknown: 00 00

yet when the player steps on the tile nothing happens... now what did I do wrong?
I compiled the script and I burned it to an offset or whatever (8002F5). Now I want this script to occur when a player steps on a tile. I tried creating an event in a-map, I put 8002F5 in the script offset and the following settings:

unknowns: 03 00
var number: 03 00
var value: 50 40
Unknown: 00 00

yet when the player steps on the tile nothing happens... now what did I do wrong?

Did you place it in a script tile?
And btw the numbers I use normally are
03 00
7C 40
00 00
00 00

try it and maybe it works..;)

If U Seek Amy
December 20th, 2007, 07:00 PM
Did you place it in a script tile?
And btw the numbers I use normally are
03 00
7C 40
00 00
00 00

try it and maybe it works..;)

The numbers work great... I don't know how to thank you man :)
Poke-Roy, you're my hero :P

~Satoshi Sugimori~
December 20th, 2007, 07:06 PM
The numbers work great... I don't know how to thank you man :)
Poke-Roy, you're my hero :P

Your welcome..:)
Just want to help people:D


Really need help with a script tile people...
my problem is I want the player to walk over it and then it doesn't do anything but when he tries to walk back it says something and sends you back..

linkandzelda
December 20th, 2007, 07:28 PM
Poke-Roy: the first time he walks over the tile set a flag. then when he walks over it again check that flag and applymovement him away. i don't have time to wright the script now but i hope you get the idea.

hope it helps
link

EDIT: try this:

#org $begin
checkflag 0x200
if B_TRUE goto $cantgoback
setflag 0x200
release
end

#org $cantgoback
lock
faceplayer
message $nogoingback
boxset 6
applymovement 0xFF $back
pause 0x20
release
end

#org $nogoingback
$nogoingback 1 = Sorry. You can't go back!

#org $back
$back 1 ; #binary 0x10 0x10 0xFE

that should work although its untested.
link

EDIT2: I have a problem with this script. if anybody can spot any problems it would be good. its quite long. its a script for kurt from g/s/c

#org $begin
lock
faceplayer
checkflag 0x106B
if B_TRUE goto $afterrocket
message $speak
boxset 6
applymovement 0x01 $kurtleave
applymovement 0xFF $playermove
pause 0x40
setflag 0x1068
setflag 0x1069
release
end

#org $afterrocket
checkflag 0x106E
if B_TRUE goto $ballmaker
message $iwillmake
boxset 6
giveitem 0x06 0x01
setflag 0x106E
goto $ballmaker
release
end

#org $ballmaker
checkflag 0x1077
if B_TRUE goto $makingball
message $apricorn
boxset 6
checkitem 0xA9
compare LASTRESULT 1
if B_>> goto $gotred
checkitem 0xAA
compare LASTRESULT 1
if B_>> goto $gotgrn
checkitem 0xAB
compare LASTRESULT 1
if B_>> goto $gotblu
checkitem 0xAC
compare LASTRESULT 1
if B_>> goto $gotwht
checkitem 0xAD
compare LASTRESULT 1
if B_>> goto $gotblk
checkitem 0xAE
compare LASTRESULT 1
if B_>> goto $gotpnk
checkitem 0xAF
compare LASTRESULT 1
if B_>> goto $gotylw
message $no
boxset 6
release
end

#org $gotred
message $red
boxset 5
compare LASTRESULT B_FALSE
if B_TRUE goto $netball
checkitem 0xAA
compare LASTRESULT 1
if B_>> goto $gotgrn
checkitem 0xAB
compare LASTRESULT 1
if B_>> goto $gotblu
checkitem 0xAC
compare LASTRESULT 1
if B_>> goto $gotwht
checkitem 0xAD
compare LASTRESULT 1
if B_>> goto $gotblk
checkitem 0xAE
compare LASTRESULT 1
if B_>> goto $gotpnk
checkitem 0xAF
compare LASTRESULT 1
if B_>> goto $gotylw
message $no
boxset 6
release
end

#org $gotgrn
message $grn
boxset 5
compare LASTRESULT B_FALSE
if B_TRUE goto $diveball
checkitem 0xAB
compare LASTRESULT 1
if B_>> goto $gotblu
checkitem 0xAC
compare LASTRESULT 1
if B_>> goto $gotwht
checkitem 0xAD
compare LASTRESULT 1
if B_>> goto $gotblk
checkitem 0xAE
compare LASTRESULT 1
if B_>> goto $gotpnk
checkitem 0xAF
compare LASTRESULT 1
if B_>> goto $gotylw
message $no
boxset 6
release
end

#org $gotblu
message $blu
boxset 5
compare LASTRESULT B_FALSE
if B_TRUE goto $nestball
checkitem 0xAC
compare LASTRESULT 1
if B_>> goto $gotwht
checkitem 0xAD
compare LASTRESULT 1
if B_>> goto $gotblk
checkitem 0xAE
compare LASTRESULT 1
if B_>> goto $gotpnk
checkitem 0xAF
compare LASTRESULT 1
if B_>> goto $gotylw
message $no
boxset 6
release
end

#org $gotwht
message $wht
boxset 5
compare LASTRESULT B_FALSE
if B_TRUE goto $repeatball
checkitem 0xAD
compare LASTRESULT 1
if B_>> goto $gotblk
checkitem 0xAE
compare LASTRESULT 1
if B_>> goto $gotpnk
checkitem 0xAF
compare LASTRESULT 1
if B_>> goto $gotylw
message $no
boxset 6
release
end

#org $gotblk
message $blk
boxset 5
compare LASTRESULT B_FALSE
if B_TRUE goto $timerball
checkitem 0xAE
compare LASTRESULT 1
if B_>> goto $gotpnk
checkitem 0xAF
compare LASTRESULT 1
if B_>> goto $gotylw
message $no
boxset 6
release
end

#org $gotpnk
message $pnk
boxset 5
compare LASTRESULT B_FALSE
if B_TRUE goto $luxuryball
checkitem 0xAF
compare LASTRESULT 1
if B_>> goto $gotylw
message $no
boxset 6
release
end

#org $gotylw
message $ylw
boxset 5
compare LASTRESULT B_FALSE
if B_TRUE goto $premierball
message $no
boxset 6
release
end

#org $netball
message $makeball
boxset 6
setflag 0x1070
setflag 0x1077
setflag 0x1079
clearflag 0x1078
removeitem 0xA9 1
release
end

#org $diveball
message $makeball
boxset 6
setflag 0x1071
setflag 0x1077
setflag 0x1079
clearflag 0x1078
removeitem 0xAA 1
release
end

#org $nestball
message $makeball
boxset 6
setflag 0x1072
setflag 0x1077
setflag 0x1079
clearflag 0x1078
removeitem 0xAB 1
release
end

#org $repeatball
message $makeball
boxset 6
setflag 0x1073
setflag 0x1077
setflag 0x1079
clearflag 0x1078
removeitem 0xAC 1
release
end

#org $timerball
message $makeball
boxset 6
setflag 0x1074
setflag 0x1077
setflag 0x1079
clearflag 0x1078
removeitem 0xAD 1
release
end

#org $luxuryball
message $makeball
boxset 6
setflag 0x1075
setflag 0x1077
setflag 0x1079
clearflag 0x1078
removeitem 0xAE 1
release
end

#org $premierball
message $makeball
boxset 6
setflag 0x1076
setflag 0x1077
setflag 0x1079
clearflag 0x1078
removeitem 0xAF 1
release
end

#org $noapricorn
release
end

#org $makingball
checkflag 0x107B
if B_TRUE goto $madeball
message $makeball
boxset 6
release
end

#org $madeball
message $finished
boxset 6
checkflag 0x1070
if B_TRUE goto $givenet
checkflag 0x1071
if B_TRUE goto $givedive
checkflag 0x1072
if B_TRUE goto $givenest
checkflag 0x1073
if B_TRUE goto $giverepeat
checkflag 0x1074
if B_TRUE goto $givetimer
checkflag 0x1075
if B_TRUE goto $giveluxury
checkflag 0x1076
if B_TRUE goto $givepremier
clearflag 0x1077
clearflag 0x107B
release
end

#org $givenet
giveitem 0x6 0x1
message $great
boxset 6
clearflag 0x1077
clearflag 0x107B
release
end

#org $givedive
giveitem 0x7 0x1
message $great
boxset 6
clearflag 0x1077
clearflag 0x107B
release
end

#org $givenest
giveitem 0x8 0x1
message $great
boxset 6
clearflag 0x1077
clearflag 0x107B
release
end

#org $giverepeat
giveitem 0x9 0x1
message $great
boxset 6
clearflag 0x1077
clearflag 0x107B
release
end

#org $givetimer
giveitem 0xA 0x1
message $great
boxset 6
clearflag 0x1077
clearflag 0x107B
release
end

#org $giveluxury
giveitem 0xB 0x1
message $great
boxset 6
clearflag 0x1077
clearflag 0x107B
release
end

#org $givepremier
giveitem 0xC 0x1
message $great
boxset 6
clearflag 0x1077
clearflag 0x107B
release
end

#org $speak
$speak 1 = Hm? Who are you?\p\v\h01, eh? You want me to make\nsome BALLS?\pSorry, but that'll have to wait.\nDo you know TEAM ROCKET? Ah, don't\lworry. I'll tell you anyhow.\pTEAM ROCKET's an evil gang that\nuses POKéMON for their dirty work.\pThey're supposed to have disbanded\nthree years ago.\pAnyway, they're at the WELL, cutting\noff SLOWPOKETAILS for sale!\pSo I'm going to go give them a\nlesson in pain!\pHang on, SLOWPOKE! Old KURT is on his\nway!

#org $kurtleave
$kurtleave 1 ; 0x1D 0x1D 0x1D 0x1D 0x1F 0x04 0x60 0x1D 0x1D 0xFE

#org $iwillmake
$iwillmake 1 = KURT: Hi, \v\h01!\pYou handled yourself like a real\nhero at the WELL.\pI like your style!\pI would be honored to make BALLS for\na trainer like you.\pThis is all I have now, but take it.

#org $apricorn
$apricorn 1 = KURT: I make BALLS from APRICORNS.\nCollect them from trees and bring\l'em to me.\pI'll make BALLS out of them.

#org $no
$no 1 = KURT: Oh... That's a letdown.

#org $red
$red 1 = KURT: You have a RED APRICORN for me?\nShould I turn it into a NET BALL.

#org $grn
$grn 1 = KURT: You have a GRN APRICORN for me?\nShould I turn it into a DIVE BALL.

#org $blu
$blu 1 = KURT: You have a BLU APRICORN for me?\nShould I turn it into a NEST BALL.

#org $wht
$wht 1 = KURT: You have a WHT APRICORN for me?\nShould I turn it into a REPEAT BALL.

#org $blk
$blk 1 = KURT: You have a BLK APRICORN for me?\nShould I turn it into a TIMER BALL.

#org $pnk
$pnk 1 = KURT: You have a PNK APRICORN for me?\nShould I turn it into a LUXURY BALL.

#org $ylw
$ylw 1 = KURT: You have a YLW APRICORN for me?\nShould I turn it into a PREMIER BALL.


#org $makeball
$makeball 1 = KURT: It'll take a while to make you\na BALL. Come back for it later.

#org $finished
$finished 1 = KURT: Ah, \v\h01! I just finished\nyour BALL. Here!

#org $great
$great 1 = KURT: That turned out great.\nTry catching POKéMON with it.

#org $playermove
$playermove 1 ; #binary 0x12 0x03 0xFE

cooley
December 20th, 2007, 08:37 PM
Umm....Your script should not use the "CheckItem" Command. It should be written like this:

#raw 0x47 0x(item) 0x00 0x(Amount) 0x00
compare LASTRESULT 0x1
if 0x1 goto $fin


That is an example.

Piplup-Trainer
December 20th, 2007, 09:02 PM
Good idea to open a new script help thread.

By the way, does someone of you know the commands, which does the following :

1) The person looks at the wall and talks with himself.
2) Then he turns to you and a "!" appears

It should be like the event were May/Brendan
- looks at his/her table and packs his bag
- and then turns to you

That event happens in LITTERROOT TOWN in his/her room.

Can someone give me a example and explain me what the first command, then the secons command,... means (I'm a beginning scripter) ?

~Satoshi Sugimori~
December 20th, 2007, 09:16 PM
Good idea to open a new script help thread.

By the way, does someone of you know the commands, which does the following :

1) The person looks at the wall and talks with himself.
2) Then he turns to you and a "!" appears

It should be like the event were May/Brendan
- looks at his/her table and packs his bag
- and then turns to you

That event happens in LITTERROOT TOWN in his/her room.

Can someone give me a example and explain me what the first command, then the secons command,... means (I'm a beginning scripter) ?

Let me think..the command for looking at a wall can be left right up down..XD
so these are left right up down (only looks no walking)
0x01 = Up
0x02 = Left
0x03 = Right
0x04 = Down
These can also be used to turn and look at someone and then
0x62 makes the "!" pop up...

and if you really dont know hoe to use these commands you could do this:

#org $begin
checkflag 0x200
message $talktomyself
$talktomyself 1 =Here comes the text you want him to say.
boxset 6
applymovement 0x(people number) $turn
pausemove 0
message $talktoplayer
$talktoplayer 1 =Here comes the text of what the person says to you (if you want it)
setflag 0x200
release
end

#org $turn
$turn 1 ; #binary 0x(left, right, down or up) 0x62 0xFE

If i'm right this is the script..:)

Punk Rocker
December 20th, 2007, 10:24 PM
I have an idea of implementing the day/night system into FireRed, though yes, it would be complicated, and require alot of different scripts but I think it's worth it.

Wouldn't it be something like this:

#org weather
checkflag 0x200
compare LASTRESULT 0x1
if 0x1 goto dark

#org dark
setweather 0xB
doweather
end

And then you would use a different script to change it back, or you could have two bits to it in the same one, so when he lands on it one way it turns dark, but then removes the flag of the daylight one in the same script until he lands on another weather script tile.. If that makes any sense...

zman27
December 21st, 2007, 03:41 AM
I am trying to write my first script, and I am having quite a few problems. This is the script that I am trying to get to work:
#org $ini
checkflag 0x830
if 1 goto $gotstarter
checkflag 0x200
if 1 goto $gotoshrine
applymovement 0x01 $mothermove
$mothermove 1 ; #binary 0x01 0x01 0x03 0x4A 0xFE
pause 0x40
message $oakwill
$oakwill 1 = Sob...sniff\n It's terrible...\p
Professor Oak...\n He died.\p
\v\h01 he left you something in his
will.\n Here, I will read it.\p To \v\h01, I was going to give you\n this in person but\p I was not able to. I left you\n a Pokedex in your mothers\p posession.\p I also hid a pokemon for you in the shrine\n I am sure you can find it.\p Take it and carry it with pride \n \v\h01 that is my gift to you.\p Now go and become a great trainer\n Sincerly, Professor Oak
boxset 6

setflag 0x829
message $recievedex
$recievedex 1 = You obtained the Pokedex!
boxset 6

message $onyourway
$onyourway 1 = \v\h01 you must go and make Oak proud.\n Go to the shrine and claim your pokemon.
boxset 6
release
end

#org $gotstarter
message $gogogo
$gogogo 1 = Go and make me and Oak proud.
boxset 6
release
end

#org $gotoshrine
message $gotoshrinemessage
$gotoshrinemessage 1 = \v\h01 you must go and make Oak proud. \n Go to the shrine and claim your pokemon.
boxset 6
release
end
In Advance map I am using (and thoroughly don't understand):
Unknown: 03 00
Var Number: 7C 40
Var Value: 00 00
Unknown: 00 00


What happens when it runs is, when it is triggered, the person turns (and doesnt move like they are supposed to), and then a yes/no input box pops up, and then it is all shot from then on, it displays a few menus, and a lot of random text (resembles CE but both w/ accents).
Could this arise from the fact that I am attempting to give the player a pokedex before they have been given their first pokemon?

Any help would be greatly appreciated.

0m3ga_S1nn3r
December 21st, 2007, 08:34 AM
OK, i really suck at scripting so if someone could, could they explain how to use it for noobs and where do i get script ed?? if someone could tell me then thank you sooooooooooo much.(they'll become my new bestfriend)

kaijudo
December 21st, 2007, 02:28 PM
can someone tell me how to use script ed and compile it into a rom ,
or pocket script

~Satoshi Sugimori~
December 21st, 2007, 06:04 PM
Heey does anyone have or knows how to make a pokemon center script? I would really appreciate it...
Thanks in advance..

linkandzelda
December 21st, 2007, 06:54 PM
i need some help with a script. the scripthas 2 battles in it. the problem is is that if i win the firstbattle then lose the second the first one doesnt happen again.

if anybody can help thanks in advance
link

poke-roy: why dont you just use the original script?

~Satoshi Sugimori~
December 21st, 2007, 07:09 PM
Can anyone check this it doesn't work properly it's a yes/no script with a pokemart script but when I choose yes or no it days the same...

#org $StartMarket
lock
faceplayer
if B_TRUE goto $yes
message $buy
$buy 1 =Do you want to buy anything?
boxset 5
if B_False goto $no
release
end

#org $yes
$yes 1 =Alright this is what I got.
pokemart $marketValues
message $nice
$nice 1 =Thanks!\nHave a nice day!

#org $no
lock
faceplayer
message $no1
$no1 1 =Alright see you next time!
boxset 6
release
end

#org $marketValues
#binary int 0x4 0xD 0x11 0x12 0xE 0x56 0x1B 0x22

and this one to please it just stops the games and then doesn't do anyrthing else and you can't move...

#org $begin
checkflag 0x342
if B_true goto $done
applymovement 0x1 $aha
pausemove 0
message $meowthtalk
$meowthtalk 1 =Hey it's the little brat again!\nYou wait there!\pI'm gonna call Jessy and James.\nYou won't survive!
boxset 6
applymovement 0x1 $jump
pausemove 0
applymovement 0xFF $jumpback
pausemove 0
applymovement 0x2 $jamesrun
pausemove 0
applymovement 0x2 $jamesrun3
pausemove 0
applymovement 0x3 $jessyrun
pausemove 0
applymovement 0x3 $jessyrun3
pausemove 0
message $trap
$trap 1 =HA!\nOur trap has worked!\pWe will fight you and take your pokémon!\nLet's battle!
boxset 6
trainerbattle 0 161 $rocketchall $rocketdefeat
$rocketchall 1 =We are Team Rocket!\nWe are unbeatable!
$rocketdefeat 1 =James...\nMeowth...\pYes Jessy?\n...\p...\nRuuuunn!!
boxset 6
applymovement 0x1 $meowthrun
pausemove 0
applymovement 0x3 $jessyrun2
pausemove 0
applymovement 0x2 $jamesrun2
pausemove 0
release
end

#org $aha
$aha 1 ; #binary 0x62 0xFE

#org $jump
$jump 1 ; #binary 0x16 0xFE

#org $jumpback
$jumpback 1 ; #binary 0x50 0xFE

#org $jamesrun
$jamesrun 1 ; #binary 0x20 0x20 0x20 0x20 0x20 0x20 0x20 0x20 0x20 0x20 0xFE

#org $jamesrun3
$jamesrun3 1 ; #binary 0x20 0x20 0x20 0x20 0x20 0x20 0x20 0x09 0x04 0xFE

#org $jessyrun
$jessyrun 1 ; #binary 0x20 0x20 0x20 0x20 0x20 0x20 0x20 0x20 0x20 0xFE

#org $jessyrun3
$jessyrun3 1 ; #binary 0x20 0x20 0x20 0x20 0x20 0x20 0x20 0x20 0x20 0xFE

#org $meowthrun
$meowthrun 1 ; #binary 0x1E 0x1E 0x1E 0x1E 0x1F 0x1F 0x1E 0x1F 0x1E 0x1E 0x20 0x20 0x20 0x60 0xFE

#org $jessyrun2
$jessyrun2 1 ; #binary 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x60 0xFE

#org $jamesrun2
$jamesrun2 1 ; #binary 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x1F 0x60 0xFE

#org $done
release
end

EarthsVisitor
December 21st, 2007, 09:00 PM
Can anyone check this it doesn't work properly it's a yes/no script with a pokemart script but when I choose yes or no it days the same...

#org $StartMarket
lock
faceplayer
if B_TRUE goto $yes
message $buy
$buy 1 =Do you want to buy anything?
boxset 5
if B_False goto $no
release
end

#org $yes
$yes 1 =Alright this is what I got.
pokemart $marketValues
message $nice
$nice 1 =Thanks!\nHave a nice day!

#org $no
lock
faceplayer
message $no1
$no1 1 =Alright see you next time!
boxset 6
release
end

#org $marketValues
#binary int 0x4 0xD 0x11 0x12 0xE 0x56 0x1B 0x22


Lots of mistakes.

#org $StartMarket
lock
faceplayer
message $buy
$buy 1 =Do you want to buy anything?
boxset 5
compare lastresult 1
if B_TRUE goto $yes
message $no
$no 1 =Alright see you next time!
boxset 6
release
end

#org $yes
message $yesmes
$yesmes 1 =Alright this is what I got.
boxset 6
pokemart $marketValues
message $nice
$nice 1 =Thanks!\nHave a nice day!
boxset 6
release
end

#org $marketValues
#binary int 0x4 0xD 0x11 0x12 0xE 0x56 0x1B 0x22

~Satoshi Sugimori~
December 21st, 2007, 09:12 PM
Lots of mistakes.

#org $StartMarket
lock
faceplayer
message $buy
$buy 1 =Do you want to buy anything?
boxset 5
compare lastresult 1
if B_TRUE goto $yes
message $no
$no 1 =Alright see you next time!
boxset 6
release
end

#org $yes
message $yesmes
$yesmes 1 =Alright this is what I got.
boxset 6
pokemart $marketValues
message $nice
$nice 1 =Thanks!\nHave a nice day!
boxset 6
release
end

#org $marketValues
#binary int 0x4 0xD 0x11 0x12 0xE 0x56 0x1B 0x22

Thanks I'm not to good at yes/no scripts..XD
but now it goes till yes but then came another problem it doesn't open any pokemart window so you can choose a item or something..
please help

~*Pikafan*~
December 22nd, 2007, 02:49 AM
I just tried this script for FireRed and 2 things happened. When you click yes for the first Question, It acts as no and when you click no, it acts as yes but the screen goes red. Anyone know why?

#org $begin
checkflag 0x200
if B_true goto $done
message $it
boxset 6
release
end

#org $it
$it 1 = It's a pokeball.

#org $done
message $do
boxset 5
compare LASTRESULT 1
if B_true goto $end
givepoke 280 5 0
setflag 0x828
setflag 0x203
message $gotpoke
boxset 6
message $namepoke
boxset 5
compare LASTRESULT 1
if B_true goto $continue
goto $namepoked

#org $namepoked
namepokemon
goto $continue

#org $end
message $putback
boxset 6
release
end

#org $putback
$putback 1 = You put the pokeball back.

#org $do
$do 1 = Do you want to take\nthe Chick Pokemon Torchic?

#org $gotpoke
$gotpoke 1 = You obtained a Torchic!

#org $namepoke
$namepoke 1 = Would you like to nickname Torchic?

#org $continue
applymovement 8 $mw1
pausemove 0
setflag 0x204
message $finally
boxset 6
clearflag 0x206
applymovement 1 $mw2
pausemove 0
message $mine
boxset 6
setflag 0x205
message $who
boxset 6
message $thanks
boxset 6
applymovement 1 $mw3
pausemove 0
setflag 0x206
message $wait
boxset 6
applymovement 8 $mw4
applymovement 0xFF $mw4
pausemove 0
message $now
boxset 6
applymovement 4 $mw5
pausemove 0
setflag 0x207
applymovement 4 $mw6
pausemove 0
setflag 0x829
message $pokedex
boxset 6
release
end

#org $mw1
$mw1 1 ; #binary 0x13 0x13 0x10 0x10 0x13 0x13 0x11 0x11 0xFE

#org $finally
$finally 1 = Finally I get my pokemon!\nI'll take this one,\pIt has to be stronger.

#org $mw2
$mw2 1 ; #binary 0x11 0x11 0x11 0x11 0x11 0x13 0x13 0x13 0x11 0xFE

#org $mine
$mine 1 = ????: Ok, then this one is mine!

#org $who
$who 1 = PROF. MAGNOLIA: You must\nbe the other trainer\pthat I was expecting.\nYou're finally here.\pYou can have that pokemon,\nfor it is the only one left.

#org $thanks
$thanks 1 = ????: Thanks, now I gotta go! Bye!

#org $mw3
$mw3 1 ; #binary 0x10 0x10 0x12 0x12 0x12 0x12 0x10 0x10 0x10 0x10 0x10 0xFE

#org $wait
$wait 1 = PROF. MAGNOLIA: Wait!\n..Oh nevermind.\pYou two, come here.

#org $mw4
$mw4 1 ; #binary 0x12 0x12 0x11 0x11 0xFE

#org $now
$now 1 = Now, there's one thing that I\nhave to give the two of you.

#org $mw5
$mw5 1 ; #binary 0x12 0x11 0xFE

#org $mw6
$mw6 1 ; #binary 0x10 0x13 0x4A 0xFE

#org $pokedex
$pokedex 1 = You got the Pokedex!

thethethethe
December 22nd, 2007, 03:02 AM
Lots of mistakes.

#org $StartMarket
lock
faceplayer
message $buy
$buy 1 =Do you want to buy anything?
boxset 5
compare lastresult 1
if B_TRUE goto $yes
message $no
$no 1 =Alright see you next time!
boxset 6
release
end

#org $yes
message $yesmes
$yesmes 1 =Alright this is what I got.
boxset 6
pokemart $marketValues
message $nice
$nice 1 =Thanks!\nHave a nice day!
boxset 6
release
end

#org $marketValues
#binary int 0x4 0xD 0x11 0x12 0xE 0x56 0x1B 0x22 0x0

You missed one problem EV. THe end of the Pokemart line. The Pokemart values need to end with 0x0.

Scorp Con
December 22nd, 2007, 04:32 AM
#org $CantGo
message $CantGo
$WCantGo 1 = You need a Pokemon\nto go in there!\nHere, take this Absol!
boxset 6
givepokemon 359 5 0
jingle
message $GotAbsol
$GotChick 1 = You Recieved a Absol
boxset 6
message $NameAbsol
$NameChick 1 = Would You like to give Absol a name?
boxset 5
compare LASTRESULT 1
if b_False goto $GiveDex
Namepokemon
setflag 0x203
goto $GiveDex

#org $GiveDex
setflag 0x800
setflag 0x801
message $Pokedex
$Pokedex 1 = I hope you like it!
boxset 6
jingle
message $GotDex
$Gotdex 1 = You got the Pokedex!
boxset 6
end
Is it allright? All it need some changes?

thethethethe
December 22nd, 2007, 05:23 AM
#org $CantGo
message $CantGo
$CantGo 1 = You need a Pokemon\nto go in there!\lHere, take this Absol!
boxset 6
givepokemon 359 5 0
jingle
message $GotAbsol
$GotAbsol[b] 1 = You Recieved a[b]n Absol
boxset 6
message $NameAbsol
$NameAbsol 1 = Would You like to give Absol a name?
boxset 5
compare LASTRESULT 1
if b_False goto $GiveDex
Namepokemon
setflag 0x203
goto $GiveDex

#org $GiveDex
setflag 0x800
setflag 0x801
message $Pokedex
$Pokedex 1 = I hope you like it!
boxset 6
jingle
message $GotDex
$Gotdex 1 = You got the Pokedex!
boxset 6
end
Is it allright? All it need some changes?

I changed some things. They're in bold.

Okay, it's been a while since I posted a problem here. I'm not sure if this should be in simple questions or here, since it's level scripts, I posted it here.
I got the idea from Crashlink(seen on previous page), how he wants to make the weather change from dark to light, with scripting. That gave me an idea of trying to involve random weather. So I started thinking of ways to do it. I didn't want to do it with lots of little scripts lying around. I wanted to alter the level scripts.
Here's what I did. Sorry, if it's a little confusing.
I went to the level script of pallet town and it led me to 0x16545A.
So I opened it in a hex editor and it led me to this.
03 65 54 16 08 02 CE 54 16 08.
Working with the second pointer I looked at 1654CE and changed...
50 40 02 00 D8 54 16 08
to...
98 40 01 00 0D 02 80 08
which was where my script was.
If it's important this is the script it pointed to.
#org $script
compare 0x4099 0x0
if 1 goto $normal
compare 0x4099 0x1
if 1 goto $clouds
compare 0x4099 0x2
if 1 goto $snow
compare 0x4099 0x3
if 1 goto $rain
compare 0x4099 0x4
if 1 goto $Dark
compare 0x4099 0x5
if 1 goto $thunder
compare 0x4099 0x6
if 1 goto $Fog
compare 0x4099 0x7
if 1 goto $flakes
compare 0x4099 0x8
if 1 goto $thunder2
end

#org $normal
#raw 0xA4 0x02 0x00
#raw 0xA5
goto $random

#org $clouds
#raw 0xA4 0x01 0x00
#raw 0xA5
goto $random

#org $rain
#raw 0xA4 0x03 0x00
#raw 0xA5
goto $random

#org $flakes
#raw 0xA4 0x04 0x00
#raw 0xA5
goto $random

#org $thunder
#raw 0xA4 0x05 0x00
#raw 0xA5
goto $random

#org $Fog
#raw 0xA4 0x06 0x00
#raw 0xA5
goto $random

#org $snow
#raw 0xA4 0x07 0x00
#raw 0xA5
goto $random

#org $dark
#raw 0xA4 0x0B 0x00
#raw 0xA5
goto $random

#org $thunder2
#raw 0xA4 0x0D 0x00
#raw 0xA5
goto $random

#org $random
#raw 0x8F 0x10 0x00
compare 0x800D 0x0
if 1 goto $cnormal
compare 0x800D 0x1
if 1 goto $cclouds
compare 0x800D 0x2
if 1 goto $csnow
compare 0x800D 0x3
if 1 goto $cnormal
compare 0x800D 0x4
if 1 goto $cclouds
compare 0x800D 0x5
if 1 goto $cnormal
compare 0x800D 0x6
if 1 goto $crain
compare 0x800D 0x7
if 1 goto $cnormal
compare 0x800D 0x8
if 1 goto $csnow
compare 0x800D 0x9
if 1 goto $cDark
compare 0x800D 0xA
if 1 goto $cthunder
compare 0x800D 0xB
if 1 goto $cnormal
compare 0x800D 0xC
if 1 goto $cFog
compare 0x800D 0xD
if 1 goto $cflakes
compare 0x800D 0xE
if 1 goto $cdark
compare 0x800D 0xF
if 1 goto $cnormal
compare 0x800D 0x10
if 1 goto $cthunder2
end

#org $cnormal
setvar 0x4099 0x0
end

#org $cclouds
setvar 0x4099 0x1
end

#org $crain
setvar 0x4099 0x3
end

#org $cflakes
setvar 0x4099 0x7
end

#org $cthunder
setvar 0x4099 0x5
end

#org $cFog
setvar 0x4099 0x6
end

#org $csnow
setvar 0x4099 0x2
end

#org $cdark
setvar 0x4099 0x4
end

#org $cthunder2
setvar 0x4099 0x8
end
So I wrote another script that would setvar 0x4098 0x1.
In hope that it would activate the level script.
When I went into the game and spoke to the person the set the variable, the game froze.
I went to back to the hex editor and changed
02 CE 54 16 08.
to this
00 CE 54 16 08.
Now the game no longer freezes but the level script won't activate.
So I'm wondering, does anybody know the problem?
Would it work if I changed the first byte to something else? What other bytes could I use?
If you think you know what the problem is, I'd love to know.
I know that the problem isn't the script that the level script points to, I tested it in a normal manner and it worked fine.

0m3ga_S1nn3r
December 22nd, 2007, 07:39 AM
OK, i really suck at scripting so if someone could, could they explain how to use it for noobs and where do i get script ed?? if someone could tell me then thank you sooooooooooo much.(they'll become my new bestfriend)
could someone please help me with this please i really need some help!!!!

If U Seek Amy
December 22nd, 2007, 08:11 AM
could someone please help me with this please i really need some help!!!!
For your tools, go here: http://www.pkmncommunity.com/forumdisplay.php?f=66

For simple tutorials and what tools you need go here:
http://www.pkmncommunity.com/forumdisplay.php?f=58

akash
December 22nd, 2007, 10:15 AM
Guys please dont laugh at me because I am new. Well my prob is I typed my first script and I gave the offset as 0x800000 and then when I tried to make the second I gave the offset as 0x800100 and then I tried to play the game but it keeps getting hanged. And sometimes the message what I have given to the first guy gets mixed up with the message of the 2nd guy. The message becomes something like 'can I get your Beware of pokemon'. So please help me.

Punk Rocker
December 22nd, 2007, 10:34 AM
Could you show us your script?
The only other things I can suggest is you compiled wrong or did two scripts in one?
I'm sought of confused by whats going on, thats never happened before...

thethethethe:

You'll have to ask Teh Baro, not many of us know many level scripts.
Sometimes the simplest answer is a typo, I really don't know.
Try looking through the whole thing over.

thethethethe
December 22nd, 2007, 11:36 AM
thethethethe:

You'll have to ask Teh Baro, not many of us know many level scripts.
Sometimes the simplest answer is a typo, I really don't know.
Try looking through the whole thing over.

I already searched the log, to look for a typo, but yeah, it doesn't matter.
I probably should have asked Teh Baro from the start but it's a bit late for that now, I just figured it out on my own. Thanks anyway.

~*Pikafan*~
December 22nd, 2007, 01:19 PM
I just tried this script for FireRed and 2 things happened. When you click yes for the first Question, It acts as no and when you click no, it acts as yes but the screen goes red. Anyone know why?

#org $begin
checkflag 0x200
if B_true goto $done
message $it
boxset 6
release
end

#org $it
$it 1 = It's a pokeball.

#org $done
message $do
boxset 5
compare LASTRESULT 1
if B_true goto $end
givepoke 280 5 0
setflag 0x828
setflag 0x203
message $gotpoke
boxset 6
message $namepoke
boxset 5
compare LASTRESULT 1
if B_true goto $continue
goto $namepoked

#org $namepoked
namepokemon
goto $continue

#org $end
message $putback
boxset 6
release
end

#org $putback
$putback 1 = You put the pokeball back.

#org $do
$do 1 = Do you want to take\nthe Chick Pokemon Torchic?

#org $gotpoke
$gotpoke 1 = You obtained a Torchic!

#org $namepoke
$namepoke 1 = Would you like to nickname Torchic?

#org $continue
applymovement 8 $mw1
pausemove 0
setflag 0x204
message $finally
boxset 6
clearflag 0x206
applymovement 1 $mw2
pausemove 0
message $mine
boxset 6
setflag 0x205
message $who
boxset 6
message $thanks
boxset 6
applymovement 1 $mw3
pausemove 0
setflag 0x206
message $wait
boxset 6
applymovement 8 $mw4
applymovement 0xFF $mw4
pausemove 0
message $now
boxset 6
applymovement 4 $mw5
pausemove 0
setflag 0x207
applymovement 4 $mw6
pausemove 0
setflag 0x829
message $pokedex
boxset 6
release
end

#org $mw1
$mw1 1 ; #binary 0x13 0x13 0x10 0x10 0x13 0x13 0x11 0x11 0xFE

#org $finally
$finally 1 = Finally I get my pokemon!\nI'll take this one,\pIt has to be stronger.

#org $mw2
$mw2 1 ; #binary 0x11 0x11 0x11 0x11 0x11 0x13 0x13 0x13 0x11 0xFE

#org $mine
$mine 1 = ????: Ok, then this one is mine!

#org $who
$who 1 = PROF. MAGNOLIA: You must\nbe the other trainer\pthat I was expecting.\nYou're finally here.\pYou can have that pokemon,\nfor it is the only one left.

#org $thanks
$thanks 1 = ????: Thanks, now I gotta go! Bye!

#org $mw3
$mw3 1 ; #binary 0x10 0x10 0x12 0x12 0x12 0x12 0x10 0x10 0x10 0x10 0x10 0xFE

#org $wait
$wait 1 = PROF. MAGNOLIA: Wait!\n..Oh nevermind.\pYou two, come here.

#org $mw4
$mw4 1 ; #binary 0x12 0x12 0x11 0x11 0xFE

#org $now
$now 1 = Now, there's one thing that I\nhave to give the two of you.

#org $mw5
$mw5 1 ; #binary 0x12 0x11 0xFE

#org $mw6
$mw6 1 ; #binary 0x10 0x13 0x4A 0xFE

#org $pokedex
$pokedex 1 = You got the Pokedex!

Did anyone notice my post? I can't understand what's wrong and why it does this.

linkandzelda
December 22nd, 2007, 02:36 PM
#org $begin
checkflag 0x200
if B_true goto $done
message $it
boxset 6
release
end

#org $it
$it 1 = It's a pokeball.

#org $done
message $do
boxset 5
compare LASTRESULT B_TRUE
if B_FALSE goto $end
givepokemon 280 5 0
setflag 0x828
setflag 0x203
message $gotpoke
boxset 6
message $namepoke
boxset 5
compare LASTRESULT B_TRUE
if B_FALSE goto $continue
goto $namepoked
release
end

#org $namepoked
namepokemon
goto $continue
release
end

#org $end
message $putback
boxset 6
release
end

#org $putback
$putback 1 = You put the pokeball back.

#org $do
$do 1 = Do you want to take\nthe Chick Pokemon Torchic?

#org $gotpoke
$gotpoke 1 = You obtained a Torchic!

#org $namepoke
$namepoke 1 = Would you like to nickname Torchic?

#org $continue
applymovement 8 $mw1
pausemove 0
setflag 0x204
message $finally
boxset 6
clearflag 0x206
applymovement 1 $mw2
pausemove 0
message $mine
boxset 6
setflag 0x205
message $who
boxset 6
message $thanks
boxset 6
applymovement 1 $mw3
pausemove 0
setflag 0x206
message $wait
boxset 6
applymovement 8 $mw4
applymovement 0xFF $mw4
pausemove 0
message $now
boxset 6
applymovement 4 $mw5
pausemove 0
setflag 0x207
applymovement 4 $mw6
pausemove 0
setflag 0x829
message $pokedex
boxset 6
release
end

#org $mw1
$mw1 1 ; #binary 0x13 0x13 0x10 0x10 0x13 0x13 0x11 0x11 0xFE

#org $finally
$finally 1 = Finally I get my pokemon!\nI'll take this one,\pIt has to be stronger.

#org $mw2
$mw2 1 ; #binary 0x11 0x11 0x11 0x11 0x11 0x13 0x13 0x13 0x11 0xFE

#org $mine
$mine 1 = ????: Ok, then this one is mine!

#org $who
$who 1 = PROF. MAGNOLIA: You must\nbe the other trainer\pthat I was expecting.\nYou're finally here.\pYou can have that pokemon,\nfor it is the only one left.

#org $thanks
$thanks 1 = ????: Thanks, now I gotta go! Bye!

#org $mw3
$mw3 1 ; #binary 0x10 0x10 0x12 0x12 0x12 0x12 0x10 0x10 0x10 0x10 0x10 0xFE

#org $wait
$wait 1 = PROF. MAGNOLIA: Wait!\n..Oh nevermind.\pYou two, come here.

#org $mw4
$mw4 1 ; #binary 0x12 0x12 0x11 0x11 0xFE

#org $now
$now 1 = Now, there's one thing that I\nhave to give the two of you.

#org $mw5
$mw5 1 ; #binary 0x12 0x11 0xFE

#org $mw6
$mw6 1 ; #binary 0x10 0x13 0x4A 0xFE

#org $pokedex
$pokedex 1 = You got the Pokedex!



~*Pikafan*~:try that. it should work but i havent tested it

hope it helps
link

~*Pikafan*~
December 22nd, 2007, 02:50 PM
Well, that worked...Sorta. It works like that, but first of all, the pokeball doesn't disappear, even though I put Setflag and the number of the flag.

Now I'll list all of the errors in the script and I don't know how to fix them.

-The pokeball doesn't disappear
-If you nickname it, the script won't continue
-The Rival goes 1 step too far Fixed
-The person with the flag 206 in their ID doesn't appear, even after I cleared the flag.
-None of the pokeballs disappear
-You and your rival move one step too far Fixed
-The pokedexes don't disappear
-The script keeps happening even after it ends. You can get infinate Pokemon because of that.

akash
December 22nd, 2007, 03:06 PM
Hey Crashink here is the script-
This is the first script which I typed in a notepad and then loaded it into script Ed and compiled it etc..
#org 0x800000
lock
faceplayer
message 0x800100
boxset 0x02
end
#org 0x800100
= Hello.\n ha!\p Aren't you \v\h01!\p Wow its a great plessure\n to meet you.\p Could I get your autograph\n \v\h01!\p Well, we have many things in common\n like.....\p our face meet.\n The other thing is \p Even I am a new trainer.\p Well by the way\n I am mathew and \p This is my best friend\n Pikachu\p Well I call it sparkie.
release
end

And here is the second script which I typed in another notepad and loaded it into another script Ed and then compiled it and here it is-
#org 0x800101
message 0x800200
boxset 0x02
end
#org 0x800200
= Beware of pokemon.

Well the problem is the guy instead of could I get your autograph he says Could I get your beware of pokemon.

linkandzelda
December 22nd, 2007, 03:22 PM
Well, that worked...Sorta. It works like that, but first of all, the pokeball doesn't disappear, even though I put Setflag and the number of the flag.

Now I'll list all of the errors in the script and I don't know how to fix them.

-The pokeball doesn't disappear
-If you nickname it, the script won't continue
-The Rival goes 1 step too far Fixed
-The person with the flag 206 in their ID doesn't appear, even after I cleared the flag.
-None of the pokeballs disappear
-You and your rival move one step too far Fixed
-The pokedexes don't disappear
-The script keeps happening even after it ends. You can get infinate Pokemon because of that.


the thing with the pokeballs and dexes to dissapear is you need to put this in the script where you want that sprite to dissapear:

setflag 0x(people id)
#raw 0x53
#raw 0x(people no.)
#raw 0x00

i think the script keeps going because the pokeballs are still there so if there not then it should work.

hope it helpped
link

~*Pikafan*~
December 22nd, 2007, 06:42 PM
It works now, but there are 2 more problems.

1. You still can't nickname your pokemon. Actually you can but the script ends.

2. the clearflag doesn't work.

linkandzelda
December 22nd, 2007, 07:23 PM
It works now, but there are 2 more problems.

1. You still can't nickname your pokemon. Actually you can but the script ends.

2. the clearflag doesn't work.

if your talking about the clearflag that makes the sprite reapear then add this were you want it to reapear:

clearflag 0x(people id)
#raw 0x55
#raw 0x(people no.)
#raw 0x00

i'm not to sure about the nickname bit.

hope it works now
link

~*Pikafan*~
December 22nd, 2007, 07:33 PM
It works now, linkandzelda, thanks.

Punk Rocker
December 23rd, 2007, 08:15 AM
Well, I don't have my PokeScript here because i'm holidays.
Could someone check if this script is right?

I'm trying to expand my scripting knowledge.

#org beginscript
lock
setflag 0x200
applymovement 0x1 0x800000
message 0x800100
boxset 0x6
applymovement 0x1 0x800200
end

#org 0x800100
lock
faceplayer
message 0x800100 = Hi \v\h01!\pYou might need a Pokemon before\lgoing on your journey!
givepokemon 0x25 0x5 0x0
release

#org 0x800000
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x0B
#raw 0x0B
#raw 0xFE
release

#org 0x800200
#raw 0x0A
#raw 0x0A
#raw 0x08
#raw 0x08
#raw 0x08
#raw 0x03
#raw 0xFE
release
end

thethethethe
December 23rd, 2007, 08:41 AM
Well, I don't have my PokeScript here because i'm holidays.
Could someone check if this script is right?

I'm trying to expand my scripting knowledge.

#org beginscript
lock
setflag 0x200
applymovement 0x1 0x800000
message 0x800100
boxset 0x6
applymovement 0x1 0x800200
end

#org 0x800100
lock
faceplayer
message 0x800100 = Hi \v\h01!\pYou might need a Pokemon before\lgoing on your journey!
givepokemon 0x25 0x5 0x0
release

#org 0x800000
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x0B
#raw 0x0B
#raw 0xFE
release

#org 0x800200
#raw 0x0A
#raw 0x0A
#raw 0x08
#raw 0x08
#raw 0x08
#raw 0x03
#raw 0xFE
release
end


No that's got quite a few mistakes. I think you should re-read through some tutorials.
NOTE: This event will repeat, and people no. 0x1, won't be dissapearing, so that the OW, will remain on the screen.

#org (0x??????) 'Since all the others are in a pointer format, this one is wrong.
lock
setflag 0x200 '??? What's the point of this? but since there's nothing wrong with it there's no point removing it.
applymovement 0x1 0x800000
pausemove 0 'There needs to be some kind of pause otherwise the movements won't run.
message 0x800100 'Does not point to another script. It's just pointing to a message.
boxset 0x6
givepokemon 0x25 0x5 0x0
message 0x800010 'I thought you should add something acknowledging the recieving of the Pokemon.
boxset 0x6
applymovement 0x1 0x800200
pausemove 0 'There needs to be some kind of pause otherwise the movements won't run.
release
end

#org 0x800100
= Hi \v\h01!\pYou might need a Pokemon before\lgoing on your journey!

#org 0x800010
=\c\h01\h02You recieved a VULPIX

#org 0x800000
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x0B
#raw 0x0B
#raw 0xFE 'No need for release, 0xFE marks the end of the movements

#org 0x800200
#raw 0x0A
#raw 0x0A
#raw 0x08
#raw 0x08
#raw 0x08
#raw 0x03
#raw 0xFE 'No need for release, 0xFE marks the end of the movements




Hey Crashink here is the script-
This is the first script which I typed in a notepad and then loaded it into script Ed and compiled it etc..
#org 0x800000
lock
faceplayer
message 0x800100
boxset 0x02
end
#org 0x800100
= Hello.\n ha!\p Aren't you \v\h01!\p Wow its a great plessure\n to meet you.\p Could I get your autograph\n \v\h01!\p Well, we have many things in common\n like.....\p our face meet.\n The other thing is \p Even I am a new trainer.\p Well by the way\n I am mathew and \p This is my best friend\n Pikachu\p Well I call it sparkie.
release
end

And here is the second script which I typed in another notepad and loaded it into another script Ed and then compiled it and here it is-
#org 0x800101
message 0x800200
boxset 0x02
end
#org 0x800200
= Beware of pokemon.

Well the problem is the guy instead of could I get your autograph he says Could I get your beware of pokemon.

Here's the problem, you're offsets overlap. I fixed so that they'll run properly.

#org 0x800000
lock
faceplayer
message 0x800010
boxset 0x02
release
end
#org 0x800010
= Hello.\n ha!\p Aren't you \v\h01!\p Wow its a great plessure\n to meet you.\p Could I get your autograph\n \v\h01!\p Well, we have many things in common\n like.....\p our face meet.\n The other thing is \p Even I am a new trainer.\p Well by the way\n I am mathew and \p This is my best friend\n Pikachu\p Well I call it sparkie.

#org 0x800150
message 0x800160
boxset 0x02
release
end
#org 0x800160
= Beware of pokemon.

Frostbite
December 23rd, 2007, 05:39 PM
Need some help.

The script won't continue and freezes after the trainerbattle is finished.

#org $start
checkflag 0x200
if B_TRUE goto $done
goto $continue

#org $continue
applymovement 0x08 $walk1
pause 0x7
goto $fight

#org $fight
trainerbattle 1 0x146 $before $after
message $angry
$angry 1 = [RIVAL]: \c\h01\h08ugh[...]\pI still have alot to learn before I\nbattle you again.\pUp ahead is the next town[...]\pI'll always be one step ahead of you,\n[PLAYER]!
boxset 6
applymovement 0x08 $run
pause 0x07
#raw 53
#raw 200
#raw 00
setflag 0x200
release
end

#org $done
release
end

#org $before
$before 1 = [RIVAL]: \c\h01\h08So, [PLAYER].\pI'm guessing that you just finished\ngetting your starter, right?\pWell, talk is cheap!\nLet's battle!

#org $after
$after 1 = H-how did I loose?!\nI had the upper hand!

#org $walk1
$walk1 1 ; #binary 0x12 0x12 0x12 0x12 0x12 0x12 0x12 0xFE

#org $run
$run 1 ; #binary 0x20 0x20 0x20 0x20 0x20 0x20 0xFE

*Ignore the things in the brackets, those are just some things that will be edited using A-Text.

~*Pikafan*~
December 23rd, 2007, 06:14 PM
Does anyone have the offset for the Running Shoes?

Roddy
December 23rd, 2007, 09:39 PM
This code works, perfectly, but, after the end of the battle, it does not continues the script.

#org 0x800000
lock
faceplayer
applymovement 0x1 0x800400
pause 0x50
message 0x800600
boxset 0x6
trainerbattle 0 001 0x800100 0x800200 0x800500
release
end

#org 0x800600
=Don't even dare to touch it!\pThey are all mine!

#org 0x800100
=Prepare!

#org 0x800200
=Gah..!

#org 0x800400
#raw 0x62
#raw 0xFE

#org 0x800700
#raw 0x01
#raw 0x01
#raw 0x12
#raw 0x11
#raw 0x11
#raw 0xFE

#org 0x800500
message 0x800900
boxset 0x6
setflag 0x200
giveitem 0x3F 1
applymovement 0x1 0x800700
release
end

#org 0x800900
=I did not expected this.\1You're indeed a talented person.\pI shall give you this, \nbut I'll face you again.

Anyone any idea why?



Thanks for any further help!

Scorp Con
December 23rd, 2007, 11:26 PM
Does anyone know, how to make a "battle script", but when you lose, the rival says good game and you don't have battle again. Like in FireRed, first battle with Rival.

Time
December 24th, 2007, 03:11 AM
Hello pipz. I have a script that cannot be compiled. Wonder what's wrong with it. Please check and thanks in advance... ;)
#org $start
lock
faceplayer
message $sign
boxset 6
checkflag 0x249
if b_true goto $done
release
end

#org $done
message $sign2
boxset 6
release
end

#org $sign
$sign 1 = CINNABAR ISLAND POKéMON GYM

#org $sign2
$sign2 1 = BLAINE'S CERTIFIED TRAINERS:\nASH\lGARY\l\v\h01

Punk Rocker
December 24th, 2007, 03:20 AM
Thanks thethethethe, though I want the OW to remain, just the script not to happen again, what would I do?

Though I think i'm starting to get these sought of scripts and how they're set out.

edit:
I finished redoing the script, it should have people number 1 come to them, say they need a Pokemon, get the pokemon and walk back.
I've changed it so it only happens once.
In offset $finished, does it need an end after the release?

#org $startscript
lock
applymovement 0x1 $walkingto
pause 0x10
message $beforegetting
boxset 0x6
givepokemon 0x25 0x5 0x0
compare LASTRESULT 1
if B_true goto $finished
message $gettingpoke
boxset 0x6
applymovement 0x1 $gotpoke
pause 0x10
release
end

#org $beforegetting
= Hi \v\h01!\pYou might need a Pokemon\lbefore going on your journey.

#org $gettingpoke
=\c\h01\h02You received a Pikachu!

#org $finished
pause 0x10
release

#org $walkingto
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x0B
#raw 0x0B
#raw 0xFE

#org $gotpoke
#raw 0x0A
#raw 0x0A
#raw 0x08
#raw 0x08
#raw 0x08
#raw 0x03
#raw 0xFE

thethethethe
December 24th, 2007, 08:24 AM
Hello pipz. I have a script that cannot be compiled. Wonder what's wrong with it. Please check and thanks in advance... ;)
#org $start
lock
faceplayer
message $sign
boxset 6
checkflag 0x249
if b_true goto $done
release
end

#org $done
message $sign2
boxset 6
release
end

#org $sign
$sign 1 = CINNABAR ISLAND POKéMON GYM

#org $sign2
$sign2 1 = BLAINE'S CERTIFIED TRAINERS:\nASH\lGARY\l\v\h01

It compiled fine for me. Maybe it's a problem in the file name. The name of the rbc can't contain, symbols like ";", ":", "'", "?", "/"....etc. I think you get the point. This also applies to the folder that the script is in.
So for example this wouldn't work.
Dragon's den.rbc
but this would
Dragons den.rbc

Need some help.

The script won't continue and freezes after the trainerbattle is finished.

#org $start
checkflag 0x200
if B_TRUE goto $done
goto $continue

#org $continue
applymovement 0x08 $walk1
pause 0x7
goto $fight

#org $fight
trainerbattle 1 0x146 $before $after $further
end

#org $further
message $angry
$angry 1 = [RIVAL]: \c\h01\h08ugh[...]\pI still have alot to learn before I\nbattle you again.\pUp ahead is the next town[...]\pI'll always be one step ahead of you,\n[PLAYER]!
boxset 6
applymovement 0x08 $run
pause 0x07
#raw 53
#raw 200 '(People number 200?)
#raw 00
setflag 0x200
release
end

#org $done
release
end

#org $before
$before 1 = [RIVAL]: \c\h01\h08So, [PLAYER].\pI'm guessing that you just finished\ngetting your starter, right?\pWell, talk is cheap!\nLet's battle!

#org $after
$after 1 = H-how did I loose?!\nI had the upper hand!

#org $walk1
$walk1 1 ; #binary 0x12 0x12 0x12 0x12 0x12 0x12 0x12 0xFE

#org $run
$run 1 ; #binary 0x20 0x20 0x20 0x20 0x20 0x20 0xFE

*Ignore the things in the brackets, those are just some things that will be edited using A-Text.

The problem, is that the trainerbattle continue only after a third pointer. It doesn't actually continue with the script. I guess you can just see in the edited script above.

Does anyone have the offset for the Running Shoes?
They're flags. Here they are.
FR/LG = setflag 0x82F
R/S = setflag 0x860

Anyone can help me? It appears to do not work.
It does work, in fact, but it only appears some strange text.

#org 0x800000
lock
faceplayer
checkflag 0x10A
if 0x1 goto 0x800500
message 0x800100
boxset 0x5
compare LASTRESULT 0x1
if 0x1 goto 0x800200
message 0x800300
boxset 0x6
release
end

#org 0x800100
=Pick the Pokemon?

#org 0x800200
message 0x800400
boxset 0x6
givepokemon 0x4 0x5 0x2
setflag 0x10A
release
end

#org 0x800400
=You picked the Pokemon!

#org 0x800500
message 0x800600
boxset 6
release
end

#org 0x800600
=Leave it there.

There were a few mistakes that I fixed. It should run properly now.

Thanks thethethethe, though I want the OW to remain, just the script not to happen again, what would I do?

Though I think i'm starting to get these sought of scripts and how they're set out.

edit:
I finished redoing the script, it should have people number 1 come to them, say they need a Pokemon, get the pokemon and walk back.
I've changed it so it only happens once.
In offset $finished, does it need an end after the release?

#org $startscript
lock
checkflag 0x200
if b_true goto $finished 'Checks if flag 0x200 has been set.
applymovement 0x1 $walkingto
pausemove 0 'or pause 0x70, it should have enough pauses for the movements. Or use pausemove 0, That just waits for the movements to end.
message $beforegetting
boxset 0x6
givepokemon 0x19 0x5 0x0 '0x25 = No. 37 = Vulpix. 0x19 = No. 25 = Pikachu
message $gettingpoke
boxset 0x6
applymovement 0x1 $gotpoke
pausemove 0
setflag 0x200 'Sets flag 0x200
release
end

#org $beforegetting
= Hi \v\h01!\pYou might need a Pokemon\nbefore going on your journey.

#org $gettingpoke
=\c\h01\h02You received a Pikachu!

#org $finished
release
end

#org $walkingto
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x0B
#raw 0x0B
#raw 0xFE

#org $gotpoke
#raw 0x0A
#raw 0x0A
#raw 0x08
#raw 0x08
#raw 0x08
#raw 0x03
#raw 0xFE

A couple of problems still, but not as many.
I don't think you understand how to prevent things from occuring over and over. It's usually done with flags. Take a look at foullumps tutorial. I think that one explains it the best at the moment (I think Martin's might be clearer when he does it). I've put most of the changes in bold, and explained why I did it.

Think that helps most of the problems.

Punk Rocker
December 24th, 2007, 09:10 AM
Oh, so I use setflag for making it not repeat, but I need to make sure I don't clear it.
I have another script here.

#org $startscript
lock
checkflag 0x201
if B_true goto $endscript
applymovement 0x5 $theif
pause 0x10
applymovement 0x6 $policemen
pause 0x50
message $policetalk
boxset 0x6
applymovement ox6 $goaway
pause 0x10
setflag 0x201
release
end

#org $policetalk
= Argh!\lWhy didn't you stop him?

#org $theif
#raw 0x0A
#raw 0x08
#raw 0x08
#raw 0x0A
#raw 0x0A
#raw 0x08
#raw 0x08
#raw 0x08
#raw 0x08
#raw 0x08
#raw 0x08
#raw 0x08
#raw 0xFE

#org $policemen
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0xFE

#org $goaway
#raw 0x08
#raw 0x08
#raw 0x08
#raw 0x08
#raw 0x08
#raw 0x08
#raw 0x08
#raw 0x08
#raw 0xFE

#org $endscript
pause 0x10
release
end

thethethethe
December 24th, 2007, 09:20 AM
Oh, so I use setflag for making it not repeat, but I need to make sure I don't clear it.
I have another script here.

#org $startscript
lock
checkflag 0x201
if B_true goto $endscript
applymovement 0x5 $theif
pause 0x10
applymovement 0x6 $policemen
pause 0x50
message $policetalk
boxset 0x6
applymovement 0x6 $goaway
pause 0x10
setflag 0x201
release
end

#org $policetalk
= Argh!\nWhy didn't you stop him?

#org $theif
#raw 0x0A
#raw 0x08
#raw 0x08
#raw 0x0A
#raw 0x0A
#raw 0x08
#raw 0x08
#raw 0x08
#raw 0x08
#raw 0x08
#raw 0x08
#raw 0x08
#raw 0xFE

#org $policemen
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0xFE

#org $goaway
#raw 0x08
#raw 0x08
#raw 0x08
#raw 0x08
#raw 0x08
#raw 0x08
#raw 0x08
#raw 0x08
#raw 0xFE

#org $endscript
release
end


Okay everything should run smoothly except for a couple of typos, I'll fix them.

In $endscript, if you keep the pause 0x10, everytime you walk over the tile after the script is complete, it would pause 0x10 everytime you walked over it. I just removed it.

Punk Rocker
December 24th, 2007, 09:23 AM
Oh I forgot to add something, how do I remove the people off the screen when the script is done?

thethethethe
December 24th, 2007, 11:17 AM
Oh I forgot to add something, how do I remove the people off the screen when the script is done?

Well heres the most effective way.
#raw 0x53 0x(people no. in hex) 0x00

BlackRainbow*
December 24th, 2007, 11:56 AM
Can anyone Help me with this script?:

#org 0x7B2B00
checkflag 0x10B
compare LASTRESULT 0x1
if 0x1 goto 0x7B2600
applymovement 0x1 0x7B2C00
pause 0x30
message 0x7B2D00
boxset 0x6
applymovement 0x1 0x7B2E00
pause 0x30
setflag 0x10B
release
end

#org 0x7B2600
release
end

#org 0x7B2C00
#raw 0x62
#raw 0x13
#raw 0x13
#raw 0x01
#raw 0xFE

#org 0x7B2D00
= Hello\h01p. Prof.Roman just called me and he said that\nyou have to vist his\nlab. He have a present for you.

#org 0x7B2E00
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0xFE

It freez when i step on it.

~Satoshi Sugimori~
December 24th, 2007, 12:05 PM
Can anyone Help me with this script?:

#org 0x7B2B00
checkflag 0x10B
compare LASTRESULT 0x1
if 0x1 goto 0x7B2600
applymovement 0x1 0x7B2C00
pause 0x30
message 0x7B2D00
boxset 0x6
applymovement 0x1 0x7B2E00
pause 0x30
setflag 0x10B
release
end

#org 0x7B2600
release
end

#org 0x7B2C00
#raw 0x62
#raw 0x13
#raw 0x13
#raw 0x01
#raw 0xFE

#org 0x7B2D00
= Hello\h01p. Prof.Roman just called me and he said that\nyou have to vist his\nlab. He have a present for you.

#org 0x7B2E00
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0xFE

It freez when i step on it.

Do you got the right numbers on the tile it self?
I usally use
Unkown 03 00
var. Number 6C 40
var. Value 00 00
unkown 00 00

BlackRainbow*
December 24th, 2007, 12:11 PM
oh thank you i used the numbers you tell me and it works now.
Thank you again,

Kawaii, Inc.
December 24th, 2007, 09:10 PM
I just started scripting and now I'm addicted!!! can anyone tell me what's wrong with this script?:

#org $StarHop
lock
faceplayer
checkflag 0x829
if 0 goto $NeedDex
checkflag 0x828
if 1 goto $TakeCare
message $GetHop
$GetHop 1 = Ow, my back!\pExcuse me.\pWould you take care of Hoppip for me\lme?
callstd 5
compare LASTRESULT 1
if 0 goto $DontHop
givepokemon 187 5 0
jingle
message $GotHop
$GotHop 1 = You recieved a Hoppip!
setflag 0x828
message $NamePoke
$NamePoke 1 = Well of course you want to name it.
namepokemon
message $BeGood
$BeGood 1 = Be good to Hoppip now, ya here!

#org $NeedDex
message $NeedDex
$NeedDex 1 = Did you know that a friend of mine\lhas an old Pokedex that he doesn't\nneed anymore?\lYou should pay him a visit.
callstd 6
release
end

#org $DontHop
message $DontHop
$DontHop 1 = Fine, don't help an old man in need.\lHumph!
callstd 6
release
end

#org $TakeCare
message $TakeCare
$TakeCare 1 = Take care of your Pokemon, and\lyourself!
callstd 6
release
end

By the way, I'm using Firered.
Any Help is appreciated, THANKS!

Kingdra
December 24th, 2007, 10:13 PM
Can someone tell me what's wrong with this script (I'm using Fire Red):

#org $tv
checkflag 0x800
if B_True goto $Done
checkflag 0x213
if B_true goto $Move
setflag 0x800
message $TV
$TV 1 = Big News!!!\pTeam Aqua is remarked in Ileon!!\nAfter their unsuccessful efforts,\pThey attempt to catch \nthe legendary pokemon Suicune\pwhich one is remarked\nIn Ileon a few days ago too...
boxset 6
release
end

#org $Done
release
end

#org $Move
applymovement 0XFF $Lala
pausemove 0
return

#org $Lala
$Lala 1 ; #Binary 0x12 0x12 0x12 0x01 0x65 0xFE

Punk Rocker
December 24th, 2007, 10:36 PM
Thanks thethethethe, you've been helpfull :D.

So, I figured I'd remove them after their certain movements.
So, for the theif, when he finishes he's set, and the policemen in the $goaway pointer.

#org $startscript
lock
checkflag 0x201
if B_true goto $endscript
applymovement 0x5 $theif
pause 0x10
applymovement 0x6 $policemen
pause 0x50
message $policetalk
boxset 0x6
applymovement ox6 $goaway
pause 0x10
setflag 0x201
release
end

#org $policetalk
= Argh!\nWhy didn't you stop him?

#org $theif
#raw 0x0A
#raw 0x08
#raw 0x08
#raw 0x0A
#raw 0x0A
#raw 0x08
#raw 0x08
#raw 0x08
#raw 0x08
#raw 0x08
#raw 0x08
#raw 0x08
#raw 0x53 0x5 0x00
#raw 0xFE

#org $policemen
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0xFE

#org $goaway
#raw 0x08
#raw 0x08
#raw 0x08
#raw 0x08
#raw 0x08
#raw 0x08
#raw 0x08
#raw 0x08
#raw 0x53 0x6 0x00
#raw 0xFE

#org $endscript
release
end

Dragoon
December 24th, 2007, 10:58 PM
Hey what are the offsets for the kanto badges
Are they the same as the ruby ones?

~*Pikafan*~
December 25th, 2007, 02:58 AM
Dragoon - No, they were posted in the Script Discussion thread before, on like Pg. 66. I asked that, and if I find it, I'll quote it here.

Kingdra - What's with the return? I can't really find out what's wrong until you say why.

Time
December 25th, 2007, 07:16 AM
Merry Christmas everyone!

I would just like to ask if anyone can show me a simple code that checks whether the player is either a male or female...
E.g. when talking to a sprite in a map, if male, he says "Lovely Day.", and if female, he says "Beautiful Day.".

Thanks~

thethethethe
December 25th, 2007, 09:30 AM
Thanks thethethethe, you've been helpfull :D.

So, I figured I'd remove them after their certain movements.
So, for the theif, when he finishes he's set, and the policemen in the $goaway pointer.

#org $startscript
lock
checkflag 0x201
if B_true goto $endscript
applymovement 0x5 $theif
pause 0x10
applymovement 0x6 $policemen
pause 0x50
message $policetalk
boxset 0x6
applymovement ox6 $goaway
pause 0x10
setflag 0x201
release
end

#org $policetalk
= Argh!\nWhy didn't you stop him?

#org $theif
#raw 0x0A
#raw 0x08
#raw 0x08
#raw 0x0A
#raw 0x0A
#raw 0x08
#raw 0x08
#raw 0x08
#raw 0x08
#raw 0x08
#raw 0x08
#raw 0x08
#raw 0x53 0x5 0x00
#raw 0xFE

#org $policemen
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0xFE

#org $goaway
#raw 0x08
#raw 0x08
#raw 0x08
#raw 0x08
#raw 0x08
#raw 0x08
#raw 0x08
#raw 0x08
#raw 0x53 0x6 0x00
#raw 0xFE

#org $endscript
release
end

I guess I didn't explain that #raw 53 thing very well.

#raw 0x53 0x06 0x00, should be apart of the script not the movements. I haven't checked what the movements for those numbers are, but it wouldn't work the decided way.
I'll show you an example of the #raw 53.

#org $start
checkflag 0x828
if 1 goto $done
applymovement 0x01 $move
pausemove 0
#raw 0x53 0x01 0x00 'Make the person dissapear after leaving the screen.
setflag 0x828
release
end

#org $done
release
end

#org $move
#raw 0x12 0x12 0x12 0x12 0x12 0x12
#raw 0x12 0x12 0xFE

Merry Christmas everyone!

I would just like to ask if anyone can show me a simple code that checks whether the player is either a male or female...
E.g. when talking to a sprite in a map, if male, he says "Lovely Day.", and if female, he says "Beautiful Day.".

Thanks~

Here's part of a script that I cut out of LoD.
#org $start
checkflag 0x201
if 1 goto $alternate
checkgender 'The part you're interested in.
compare 0x800D 0 '0x800D = LASTRESULT, I type 0x800D, because it's faster.
if 1 goto $boyy
compare 0x800D 1
if 1 goto $girly

#org $girly
message $girlthink
boxset 4
#raw 68
pause 0x14
storetext 0x0 $girlli 'My added command, don't take notice of this. This command is not in a normal database.
message $lucky
boxset 6
....
....

#org $boyy
setflag 0x202
message $boythink
boxset 4
#raw 68
pause 0x14
storetext 0x0 $boyyyi 'My added command, don't take notice of this. This command is not in a normal database.
message $lucky
boxset 6
.....
.....

Time
December 25th, 2007, 09:32 AM
Thanks, thethethethe, I'm going to try it out later when I fix my compiler!
Thanks and Merry Christmas~

~Satoshi Sugimori~
December 25th, 2007, 11:00 AM
#org $balievrouw
lock
faceplayer
message $airtalk
$airtalk 1 =Welcome to Brazoon Airlines!\nCan I help you?
boxset 5
compare LASTRESULT B_TRUE
if B_False goto $no
message $yes
$yes 1 =Do you want to fly somewhere?
boxset 5
compare LASTRESULT B_TRUE
if B_False goto $no2
message $yes2
$yes2 1 =Do you have a ticket?
boxset 5
compare LASTRESULT B_TRUE
if B_False goto $no3
message $yes3
$yes3 1 =Than you have to go to \nthe gentleman nest to me.
boxset 6
release
end

#org $no
lock
faceplayer
$no 1 =Alright.\nHave a nice day.\nSee you the next time!
boxset 6
release
end

#org $no2
lock
faceplayer
$no2 1 =Sorry.\nBut then I can't help you.
boxset 6
release
end

#org $no3
lock
faceplayer
$no3 1 =Sorry.\nBut then I can't help you.
boxset 6
release
end


#org $securityguy
lock
faceplayer
checkitem 0x79
if B_true goto $follow
message $nonono
$nonono 1 =You don't have a ticket \nso I can't help you.
boxset 6
release
end

#org $follow
lock
faceplayer
message $board
$board 1 =Do you want to go on the plane?
boxset 5
compare LASTRESULT B_TRUE
if B_false goto $nono
message $alright
$alright 1 =Alright!\nFollow me then!
boxset 6
applymovement 0x3 $followme
applymovement 0xFF $followme
pausemove 0
applymovement 0x3 $followme2
applymovement 0xFF $followme2
pausemove 0
message $goin
$goin 1 =All aboard!
boxset 6
applymovement 0x3 $get
pausemove 0
release
end

#org $nono
lock
faceplayer
Message $next
$next 1 =Alright see you next time!
boxset 6
release
end

#org $followme
$followme 1 ; #binary 0x13 0x13 0x13 0x13 0x13 0x13 0x13 0x13 0x13 0x13 0xFE

#org $followme2
$followme2 1 ; #binary 0x10 0x10 0x10 0x10 0x10 0x10 0x10 0x10 0xFE

#org $get
$get 1 ; #binary 0x13 0x11 0x11 0x11 0x11 0x12 0x11 0x11 0xFE

Can someone check my scripts please (I really suck at YES/NO...XD)
Thanks in advance..:)

Merry Christmas Everyone

cooley
December 25th, 2007, 04:47 PM
First Problem with a script in a Long time, hehe....
Well First, the script doesn't make entei appear, and it's like a Invisible entei jumping on trees!

Second the Cry doesn't work, Third, The Message "\v\h01: Put the NUGGET in the Items poket" Doesn't disappear, ....Well, Everything after

"Applymovement 0xFF $turn" Doesn't work.

#org $start
lock
message $neck
$neck 1 = \v\h01: Mom's Neckalace. Take it?
boxset 5
compare LASTRESULT 1
if 1 goto $got
message $put
$put 1 = \v\h01 left it there.
boxset 6
release
end

#org $got
giveitem 0x6E 1
#raw 0x53 0x01 0x00
#raw 0x55 0x02 0x00
applymovement 0x02 $entei
pausemove 0
applymovement 0xFF $turn
$turn 1 ; 0x2E 0x62 0xFE
pausemove 0
cry 0xF4
pause 0x28
message $scare
$scare 1 = \c\h01\h08\v\h01: AHHHHHH!!!!!!
boxset 6
applymovement 0x02 $jmp
$jmp 1 ; 0x14 0x4E 0x4E 0x4E 0x4E 0x4E 0x4E
pausemove 0
#raw 53
#raw 02
nop
message $have
$have 1 = \c\h01\h08\v\h01: You don't see that every\nday.\lI have to tell someone!
boxset 6
setflag 0x202
release
end

#org $entei
#raw 0x51 0x51 0x4F 0x4F 0x51 0x51 0x51 0x51 0x51
#raw 0x51 0xFE


I had to refer to thethethethe's hex tutorial to try and fix it!
Anyone willing to help out?

~*Pikafan*~
December 25th, 2007, 07:56 PM
Yeah, for the Turn, first of all, you have to put #binary after the ;.

Secondly, the reason why it doesn't appear is because the #raw 0x55 makes it disappear. So Entei disappears.

Third, You forgot a bunch of stuff to end the movements. You forgot a lot of 0xFE so it doesn't really work.

Fourth, cry isn't in poketscript. I think thethethethe put it in the Script Discussion thread because I asked him that. If I find it, I'll quote it.

I fixed it a little bit, try and see if it works. The only confusing thing is the nop that you put in the script. What's with that?

#org $start
lock
message $neck
$neck 1 = \v\h01: Mom's Neckalace. Take it?
boxset 5
compare LASTRESULT 1
if 1 goto $got
message $put
$put 1 = \v\h01 left it there.
boxset 6
release
end

#org $got
giveitem 0x6E 1
#raw 0x53 0x01 0x00
#raw 0x55 0x02 0x00
applymovement 0x02 $entei
pausemove 0
applymovement 0xFF $turn
$turn 1 ; #binary 0x2E 0x62 0xFE
pausemove 0
cry 0xF4
pause 0x28
message $scare
$scare 1 = \c\h01\h08\v\h01: AHHHHHH!!!!!!
boxset 6
applymovement 0x02 $jmp
$jmp 1 ; #binary 0x14 0x4E 0x4E 0x4E 0x4E 0x4E 0x4E 0xFE
pausemove 0
#raw 53
#raw 02
nop - What's with the nop?
message $have
$have 1 = \c\h01\h08\v\h01: You don't see that every\nday.\lI have to tell someone!
boxset 6
setflag 0x202
release
end

#org $entei
#raw 0x51 0x51 0x4F 0x4F 0x51 0x51 0x51 0x51 0x51 0xFE

litium
December 25th, 2007, 09:42 PM
Hi! i'm making a script... but i'm having trouble whit pokedex. Now, the basic script is:

#org $FirstPokemon
lock
faceplayer
message $talk1
$talk1 1 = Hello \v\h01.\nSince you're new in this area you\pwill need a PokeDex.\nHere, take it.
setflag 0x800
setflag 0x801
jingle
message $gotdex
$gotdex 1 = You recieved a PokeDex!
message $talk2
$talk2 1 = Now...
applymovement 0x0 $surprise
$surprise 1 ; #binary 0x62 0xFE
message $talk3
$talk2 3 = WHAT?!\n You didn't bring any pokemon?!\pWhat a buckethead... Well...\nI caught this Charizard LVL30 in Route 101\pTake it...
givepokemon 6 35 0
jingle
message $gotcharizard
$gotcharizard 1 = You recieved a lvl 30 Charizard!
message $talk4
$talk4 1 = In Route 101 you'll find\nReally nice pokemons. In order to \pcatch them you'll need pokeballs...\n...\p...\n...\pYou don't have any... well take 5.
-here goes the giveitem command, wich i dont understand-
message $talk5
$talk5 1 = Now, go ahead and talk to Richie\nHe will tell you where to go.
release
end

Help would be aprecciated thanks :D

EDIT: I'm using emerald

cooley
December 25th, 2007, 09:47 PM
Yeah, for the Turn, first of all, you have to put #binary after the ;.

Secondly, the reason why it doesn't appear is because the #raw 0x55 makes it disappear. So Entei disappears.

Third, You forgot a bunch of stuff to end the movements. You forgot a lot of 0xFE so it doesn't really work.

Fourth, cry isn't in poketscript. I think thethethethe put it in the Script Discussion thread because I asked him that. If I find it, I'll quote it.

I fixed it a little bit, try and see if it works. The only confusing thing is the nop that you put in the script. What's with that?

#org $start
lock
message $neck
$neck 1 = \v\h01: Mom's Neckalace. Take it?
boxset 5
compare LASTRESULT 1
if 1 goto $got
message $put
$put 1 = \v\h01 left it there.
boxset 6
release
end

#org $got
giveitem 0x6E 1
#raw 0x53 0x01 0x00
#raw 0x55 0x02 0x00
applymovement 0x02 $entei
pausemove 0
applymovement 0xFF $turn
$turn 1 ; #binary 0x2E 0x62 0xFE
pausemove 0
cry 0xF4
pause 0x28
message $scare
$scare 1 = \c\h01\h08\v\h01: AHHHHHH!!!!!!
boxset 6
applymovement 0x02 $jmp
$jmp 1 ; #binary 0x14 0x4E 0x4E 0x4E 0x4E 0x4E 0x4E 0xFE
pausemove 0
#raw 53
#raw 02
nop - What's with the nop?
message $have
$have 1 = \c\h01\h08\v\h01: You don't see that every\nday.\lI have to tell someone!
boxset 6
setflag 0x202
release
end

#org $entei
#raw 0x51 0x51 0x4F 0x4F 0x51 0x51 0x51 0x51 0x51 0xFE


Thanks but, I'm a Advanced scripter, and I know what I'm doing. Not to sound harsh but,
Yeah, for the Turn, first of all, you have to put #binary after the ;.
You don't have to, It will work without it.
Secondly, the reason why it doesn't appear is because the #raw 0x55 makes it disappear. So Entei disappears.
#raw 53 makes entei disappear, and #raw 55 makes it appear(but It has to be hidden) ;)And If you look at the hex tutorial, It clearly makes itself clear, xD
Third, You forgot a bunch of stuff to end the movements. You forgot a lot of 0xFE so it doesn't really work.
You can write it the way I wrote it, so that you can have more than 15 movements.
Fourth, cry isn't in poketscript. I think thethethethe put it in the Script Discussion thread because I asked him that. If I find it, I'll quote it.
Thanks, I didn't know that, because I never used it. lol
I fixed it a little bit, try and see if it works. The only confusing thing is the nop that you put in the script. What's with that?
Nop is the same as #raw 0x00, and it is used to prevent freezing.

Punk Rocker
December 25th, 2007, 09:50 PM
Here is a berry script for anyone that wants to use it.
If it works...

#org $oranberry
lock
faceplayer
checkflag 0x202
if b_true goto $alreadyhave
giveitem 0x8B 1
message $receive
boxset 0x6
setflag 0x202
release
end

#org $receive
= \v\h01 received an Oran Berry!
release
end

#org $alreadyhave
= Theres nothing here...
release
end

litium
December 25th, 2007, 10:02 PM
i've tested my script (see avobe) and it works great (i had to ad boxset 6 under each message line, if not it wont talk haha. But still, NO DEX so NO POKEMON. In emerald wich flags do i have to activate to get the dex and the poke? thankssss :D

and also the 0x62 (which is supposed to bring a ! in Person #0 doesnt appears).

EDIT: This is how it looks on scripted...

'-----------------------
#org 0xE4110C
lock
faceplayer
msgbox 0x8E41168 '"Hello \v\h01.\nSince..."
callstd 0x6
setflag 0x800
setflag 0x801
jingle
msgbox 0x8E411B8 '"You recieved a PokeD..."
callstd 0x6
msgbox 0x8E411D0 '"Now......"
callstd 0x6
pause 0x40
applymovement 0x0 0x8E411D7
pause 0x40
msgbox 0x8E411D9 '"WHAT?!\n You didn't ..."
callstd 0x6
givepokemon 0x6 0x23 0x0
jingle
msgbox 0x8E41253 '"You recieved a lvl 3..."
callstd 0x6
msgbox 0x8E41274 '"In Route 101 you'll ..."
callstd 0x6
msgbox 0x8E41303 '"Now, go ahead and ta..."
callstd 0x6
release
end


'---------
' Strings
'---------
#org 0xE41168
= Hello \v\h01.\nSince you're new in this area you\pwill need a PokeDex.\nHere, take it.
#org 0xE411B8
= You recieved a PokeDex!
#org 0xE411D0
= Now...
#org 0xE411D9
= WHAT?!\n You didn't bring any pokemon?!\pWhat a buckethead... Well...\nI caught this Charizard in Route 101\pTake it...
#org 0xE41253
= You recieved a lvl 30 Charizard!
#org 0xE41274
= In Route 101 you'll find\nReally nice pokemons. In order to \pcatch them you'll need pokeballs...\n...\p...\n...\pYou don't have any... well take 5.
#org 0xE41303
= Now, go ahead and talk to Richie\nHe will tell you where to go.

'-----------
' Movements
'-----------
#raw 62 'mov62
#raw FE 'Exit

EDIT2: I've cheked and my person was #1 so, my bad... but 0x62 moves him foward... hehe.

cooley
December 25th, 2007, 10:13 PM
Here is a berry script for anyone that wants to use it.
If it works...

#org $oranberry
lock
faceplayer
checkflag 0x202
if b_true goto $alreadyhave
giveitem 0x8B 1
message $receive
boxset 0x6
setflag 0x202
release
end

#org $receive
= \v\h01 received an Oran Berry!
release
end

#org $alreadyhave
= Theres nothing here...
release
end


There is more to a Berry Tree script than that, but oh well, you just made my life easier! thanks.

@litium: sorry if it seems like I'm ignoring you.

litium
December 25th, 2007, 10:30 PM
No worries. I've just solved the giveitem and all that. The only problem i've got is that the Pokedex thingy is not working, either the givepokemon.

Deokishisu
December 25th, 2007, 11:34 PM
WARINING! Kinda big script in spoiler!

#org 0x7214B0
lock
checkflag 0x828
if 0x1 goto 0x7215a0
checkflag 0x110
if 0x1 goto 0x721604
applymovement 0x1 0x721be0
pause 0x1
msgbox 0x72202c
callstd 0x4
applymovement 0x1 0x721c44
pause 0x0
applymovement 0xFF 0x721ca8
pause 0x20
msgbox 0x7222ef
callstd 0x4
applymovement 0x1 0x721d0c
goto 0x721668
release
end

#org 0x721668
msgbox 0x722284
callstd 0x5
compare LASTRESULT 0x1
if 0x1 goto 0x7216cc
msgbox 0x721f64
callstd 0x5
compare LASTRESULT 0x1
if 0x1 goto 0x721730
msgbox 0x722090
callstd 0x5
compare LASTRESULT 0x1
if 0x1 goto 0x721794
msgbox 0x721f00
callstd 0x4
goto 0x721668
release
end

#org 0x7216cc
msgbox 0x722158
callstd 0x5
compare LASTRESULT 0x1
if 0x1 goto 0x7217f8
msgbox 0x721fc8
callstd 0x5
compare LASTRESULT 0x1
if 0x1 goto 0x72185c
msgbox 0x7220f4
callstd 0x5
compare LASTRESULT 0x1
if 0x1 goto 0x7218c0
msgbox 0x721f00
callstd 0x4
goto 0x7216cc
release
end

#org 0x7217f8
setflag 0x101
goto 0x721b7c
release
end

#org 0x72185c
setflag 0x102
goto 0x721b7c
release
end

#org 0x7218c0
setflag 0x103
goto 0x721b7c
release
end

#org 0x721730
msgbox 0x722158
callstd 0x5
compare LASTRESULT 0x1
if 0x1 goto 0x721924
msgbox 0x721fc8
callstd 0x5
compare LASTRESULT 0x1
if 0x1 goto 0x721988
msgbox 0x7220f4
callstd 0x5
compare LASTRESULT 0x1
if 0x1 goto 0x7219ec
msgbox 0x721f00
callstd 0x4
goto 0x721730
release
end

#org 0x721924
setflag 0x104
goto 0x721b7c
release
end

#org 0x721988
setflag 0x105
goto 0x721b7c
release
end

#org 0x7219ec
setflag 0x106
goto 0x721b7c
release
end

#org 0x721794
msgbox 0x722158
callstd 0x5
compare LASTRESULT 0x1
if 0x1 goto 0x721a50
msgbox 0x721fc8
callstd 0x5
compare LASTRESULT 0x1
if 0x1 goto 0x721ab4
msgbox 0x7220f4
callstd 0x5
compare LASTRESULT 0x1
if 0x1 goto 0x721b18
msgbox 0x721f00
callstd 0x4
goto 0x721794
release
end

#org 0x721a50
setflag 0x107
goto 0x721b7c
release
end

#org 0x721ab4
setflag 0x108
goto 0x721b7c
release
end

#org 0x721b18
setflag 0x109
goto 0x721b7c
release
end

#org 0x721b7c
applymovement 0x2 0x721d70
pause 0x0
applymovement 0x1 0x721e38
pause 0x0
msgbox 0x7221bc
callstd 0x4
setflag 0x110
release
end

#org 0x721604
msgbox 0x722220
callstd 0x4
applymovement 0xFF 0x721e9c
pause 0x10
release
end

#org 0x7215a0
release
end

#org 0x721Be0
#raw 0x62
#raw 0x4
#raw 0xFE

#org 0x721c44
#raw 0x1
#raw 0xFE

#org 0x721ca8
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x13
#raw 0x11
#raw 0x2
#raw 0xFE

#org 0x721d0c
#raw 0x3
#raw 0xFE

#org 0x721d70
#raw 0x4
#raw 0xFE

#raw 0x721e38
#raw 0x62
#raw 0x1
#raw 0xFE

#org 0x721e9c
#raw 0x11
#raw 0xFE

#org 0x72202c
= \c\h01ËDR. PINE: \v\h01!\nCome over here.

#org 0x7222ef
= \c\h01ËThis is what I wanted to show you.\nI found this secret cavern.\lIt leads much deeper into THE RUINS.\pNow, we have more than just\nthis chamber to study[.]

#org 0x722284
= \c\h01ËTell me, would you prefer to study\nthings from far in the past,\lthings in the present, or\lthings yet to come?\pDo you like the past?

#org 0x721f64
= \c\h01ËSo, you like the present?

#org 0x722090
= \c\h01ËThen, you like what's yet to come?

#org 0x721f00
= \c\h01ËOh, you have to like one!

#org 0x722158
= \c\h01ËWould you like to study it near a volcano?

#org 0x721fc8
= \c\h01ËOh, how about near a forest?

#org 0x7220f4
= \c\h01ËSo, you'd prefer to study near a lake?

#org 0x7221bc
= \c\h01Ë\v\h01!\nGrab my POKéMON, it's in the POKé BALL!

#org 0x722220
= Wait, \v\h01!\pYou're not going to leave me here,\nare you?

So, it's supposed to move you, someone's supposed to speak and then move. Then it asks you questions and, depending on what you say yes to, it sets a flag. If you keep saying no, it'll repeat the questions. Then another event is supposed to move, the one that spoke is supposed to have an exclamation point appear over his head, and then it sets a flag and ends. If you walk over the trigger event again, it says something and moves you upward.

This is part one of a two part script. Problem is, I get an overflow error. I checked it over and I'm not sure what I did wrong. Does anyone else see any problems with it? Can someone help me out?

cooley
December 25th, 2007, 11:53 PM
Well, The only time that happens to me is when I Encode it through poketscript(App)

~Satoshi Sugimori~
December 26th, 2007, 12:33 PM
#org $balievrouw
lock
faceplayer
message $airtalk
$airtalk 1 =Welcome to Brazoon Airlines!\nCan I help you?
boxset 5
compare LASTRESULT B_TRUE
if B_False goto $no
message $yes
$yes 1 =Do you want to fly somewhere?
boxset 5
compare LASTRESULT B_TRUE
if B_False goto $no2
message $yes2
$yes2 1 =Do you have a ticket?
boxset 5
compare LASTRESULT B_TRUE
if B_False goto $no3
message $yes3
$yes3 1 =Than you have to go to \nthe gentleman nest to me.
boxset 6
release
end

#org $no
lock
faceplayer
$no 1 =Alright.\nHave a nice day.\nSee you the next time!
boxset 6
release
end

#org $no2
lock
faceplayer
$no2 1 =Sorry.\nBut then I can't help you.
boxset 6
release
end

#org $no3
lock
faceplayer
$no3 1 =Sorry.\nBut then I can't help you.
boxset 6
release
end


#org $securityguy
lock
faceplayer
checkitem 0x79
if B_true goto $follow
message $nonono
$nonono 1 =You don't have a ticket \nso I can't help you.
boxset 6
release
end

#org $follow
lock
faceplayer
message $board
$board 1 =Do you want to go on the plane?
boxset 5
compare LASTRESULT B_TRUE
if B_false goto $nono
message $alright
$alright 1 =Alright!\nFollow me then!
boxset 6
applymovement 0x3 $followme
applymovement 0xFF $followme
pausemove 0
applymovement 0x3 $followme2
applymovement 0xFF $followme2
pausemove 0
message $goin
$goin 1 =All aboard!
boxset 6
applymovement 0x3 $get
pausemove 0
release
end

#org $nono
lock
faceplayer
Message $next
$next 1 =Alright see you next time!
boxset 6
release
end

#org $followme
$followme 1 ; #binary 0x13 0x13 0x13 0x13 0x13 0x13 0x13 0x13 0x13 0x13 0xFE

#org $followme2
$followme2 1 ; #binary 0x10 0x10 0x10 0x10 0x10 0x10 0x10 0x10 0xFE

#org $get
$get 1 ; #binary 0x13 0x11 0x11 0x11 0x11 0x12 0x11 0x11 0xFE

Can someone check my scripts please (I really suck at YES/NO...XD)
Thanks in advance..:)

Kristian
December 26th, 2007, 01:51 PM
#org $balievrouw
lock
faceplayer
message $airtalk
$airtalk 1 =Welcome to Brazoon Airlines!\nCan I help you?
boxset 5
compare LASTRESULT B_TRUE
if B_False goto $no
message $yes
$yes 1 =Do you want to fly somewhere?
boxset 5
compare LASTRESULT B_TRUE
if B_False goto $no2
message $yes2
$yes2 1 =Do you have a ticket?
boxset 5
compare LASTRESULT B_TRUE
if B_False goto $no3
message $yes3
$yes3 1 =Than you have to go to \nthe gentleman nest to me.
boxset 6
release
end

#org $no
lock
faceplayer
$no 1 =Alright.\nHave a nice day.\nSee you the next time!
boxset 6
release
end

#org $no2
lock
faceplayer
$no2 1 =Sorry.\nBut then I can't help you.
boxset 6
release
end

#org $no3
lock
faceplayer
$no3 1 =Sorry.\nBut then I can't help you.
boxset 6
release
end


#org $securityguy
lock
faceplayer
checkitem 0x79
if B_true goto $follow
message $nonono
$nonono 1 =You don't have a ticket \nso I can't help you.
boxset 6
release
end

#org $follow
lock
faceplayer
message $board
$board 1 =Do you want to go on the plane?
boxset 5
compare LASTRESULT B_TRUE
if B_false goto $nono
message $alright
$alright 1 =Alright!\nFollow me then!
boxset 6
applymovement 0x3 $followme
applymovement 0xFF $followme
pausemove 0
applymovement 0x3 $followme2
applymovement 0xFF $followme2
pausemove 0
message $goin
$goin 1 =All aboard!
boxset 6
applymovement 0x3 $get
pausemove 0
release
end

#org $nono
lock
faceplayer
Message $next
$next 1 =Alright see you next time!
boxset 6
release
end

#org $followme
$followme 1 ; #binary 0x13 0x13 0x13 0x13 0x13 0x13 0x13 0x13 0x13 0x13 0xFE

#org $followme2
$followme2 1 ; #binary 0x10 0x10 0x10 0x10 0x10 0x10 0x10 0x10 0xFE

#org $get
$get 1 ; #binary 0x13 0x11 0x11 0x11 0x11 0x12 0x11 0x11 0xFE

Can someone check my scripts please (I really suck at YES/NO...XD)
Thanks in advance..:)

The first one: (I redid the script)
#org $balievrouw
lock
faceplayer
message $airtalk
$airtalk 1 = Welcome to Brazoon Airlines!\nCan I help you?
callstd 5
compare LASTRESULT 1
if 0 goto $no
message $yes
$yes 1 = Do you want to fly somewhere?
callstd 5
compare LASTRESULT 1
if 0 goto $no1
message $yes23
$yes23 1 =Do you have a ticket?
boxset 5
compare LASTRESULT 1
if 0 goto $no2
message $yes2
$yes2 1 = Than you have to go to\nthe gentleman next to me.
callstd 6
release
end

#org $no
message $no11
$no11 1 = Alright.\nHave a nice day.\pSee you next time!
callstd 6
release
end

#org $no1
message $no22
$no22 1 = Sorry.\nBut then I can't help you.
callstd 6
release
end

#org $no2
message $no123
$no123 1 =Sorry.\nBut then I can't help you.
callstd 6
release
end

#org $no3
message $no33
$no33 1 = Sorry.\nBut then I can't help you.
callstd 6
release
end

~Satoshi Sugimori~
December 26th, 2007, 02:16 PM
The first one: (I redid the script)
#org $balievrouw
lock
faceplayer
message $airtalk
$airtalk 1 = Welcome to Brazoon Airlines!\nCan I help you?
callstd 5
compare LASTRESULT 1
if 0 goto $no
message $yes
$yes 1 = Do you want to fly somewhere?
callstd 5
compare LASTRESULT 1
if 0 goto $no1
message $yes23
$yes23 1 =Do you have a ticket?
boxset 5
compare LASTRESULT 1
if 0 goto $no2
message $yes2
$yes2 1 = Than you have to go to\nthe gentleman next to me.
callstd 6
release
end

#org $no
message $no11
$no11 1 = Alright.\nHave a nice day.\pSee you next time!
callstd 6
release
end

#org $no1
message $no22
$no22 1 = Sorry.\nBut then I can't help you.
callstd 6
release
end

#org $no2
message $no123
$no123 1 =Sorry.\nBut then I can't help you.
callstd 6
release
end

#org $no3
message $no33
$no33 1 = Sorry.\nBut then I can't help you.
callstd 6
release
end

Thanks..:)
I'll try it..:D

cooley
December 26th, 2007, 03:59 PM
First Problem with a script in a Long time, hehe....
Well First, the script doesn't make entei appear, and it's like a Invisible entei jumping on trees!

Second the Cry doesn't work, Third, The Message "\v\h01: Put the NUGGET in the Items poket" Doesn't disappear, ....Well, Everything after

"Applymovement 0xFF $turn" Doesn't work.

#org $start
lock
message $neck
$neck 1 = \v\h01: Mom's Neckalace. Take it?
boxset 5
compare LASTRESULT 1
if 1 goto $got
message $put
$put 1 = \v\h01 left it there.
boxset 6
release
end

#org $got
giveitem 0x6E 1
#raw 0x53 0x01 0x00
#raw 0x55 0x02 0x00
applymovement 0x02 $entei
pausemove 0
applymovement 0xFF $turn
$turn 1 ; 0x2E 0x62 0xFE
pausemove 0
cry 0xF4
pause 0x28
message $scare
$scare 1 = \c\h01\h08\v\h01: AHHHHHH!!!!!!
boxset 6
applymovement 0x02 $jmp
$jmp 1 ; 0x14 0x4E 0x4E 0x4E 0x4E 0x4E 0x4E
pausemove 0
#raw 53
#raw 02
nop
message $have
$have 1 = \c\h01\h08\v\h01: You don't see that every\nday.\lI have to tell someone!
boxset 6
setflag 0x202
release
end

#org $entei
#raw 0x51 0x51 0x4F 0x4F 0x51 0x51 0x51 0x51 0x51
#raw 0x51 0xFE


I had to refer to thethethethe's hex tutorial to try and fix it!
Anyone willing to help out?

Anyone? I plan on releasing my hack today(Not on these forums), I can't release it without this script.

Deokishisu
December 26th, 2007, 04:26 PM
#org $start
lock
message $neck
$neck 1 = \v\h01: Mom's Neckalace. Take it?
boxset 5
compare LASTRESULT 1
if 1 goto $got
message $put
$put 1 = \v\h01 left it there.
boxset 6
release
end

#org $got
giveitem 0x6E 1
#raw 0x53 0x01 0x00
#raw 0x55 0x02 0x00
applymovement 0x02 $entei
pausemove 0
applymovement 0xFF $turn
$turn 1 ; 0x2E 0x62 0xFE
pausemove 0
cry 0xF4
pause 0x28
message $scare
$scare 1 = \c\h01\h08\v\h01: AHHHHHH!!!!!!
boxset 6
applymovement 0x02 $jmp
$jmp 1 ; 0x14 0x4E 0x4E 0x4E 0x4E 0x4E 0x4E
pausemove 0
#raw 53
#raw 02
nop
message $have
$have 1 = \c\h01\h08\v\h01: You don't see that every\nday.\lI have to tell someone!
boxset 6
setflag 0x202
release
end

#org $entei
#raw 0x51 0x51 0x4F 0x4F 0x51 0x51 0x51 0x51 0x51
#raw 0x51 0xFE

Well, I don't use Pokescript, so don't know if I'll be much help. On "#org $entei" you look to be missing an "0xFE" on the first line of the "#raw."

Also, the ScriptEd command for the cry requires an "0xA1" before the Pokemon's hex number, then two "nop" commands. Like this:

cry 0xA1 0xpkmn
nop
nop

I'm not sure if PokeScript requires this, but it's worth a shot right? I hope I was of some help.

#org 0x7214B0
lock
checkflag 0x828
if 0x1 goto 0x7215a0
checkflag 0x110
if 0x1 goto 0x721604
applymovement 0x1 0x721be0
pause 0x1
msgbox 0x72202c
callstd 0x4
applymovement 0x1 0x721c44
pause 0x0
applymovement 0xFF 0x721ca8
pause 0x20
msgbox 0x7222ef
callstd 0x4
applymovement 0x1 0x721d0c
goto 0x721668
release
end

#org 0x721668
msgbox 0x722284
callstd 0x5
compare LASTRESULT 0x1
if 0x1 goto 0x7216cc
msgbox 0x721f64
callstd 0x5
compare LASTRESULT 0x1
if 0x1 goto 0x721730
msgbox 0x722090
callstd 0x5
compare LASTRESULT 0x1
if 0x1 goto 0x721794
msgbox 0x721f00
callstd 0x4
goto 0x721668
release
end

#org 0x7216cc
msgbox 0x722158
callstd 0x5
compare LASTRESULT 0x1
if 0x1 goto 0x7217f8
msgbox 0x721fc8
callstd 0x5
compare LASTRESULT 0x1
if 0x1 goto 0x72185c
msgbox 0x7220f4
callstd 0x5
compare LASTRESULT 0x1
if 0x1 goto 0x7218c0
msgbox 0x721f00
callstd 0x4
goto 0x7216cc
release
end

#org 0x7217f8
setflag 0x101
goto 0x721b7c
release
end

#org 0x72185c
setflag 0x102
goto 0x721b7c
release
end

#org 0x7218c0
setflag 0x103
goto 0x721b7c
release
end

#org 0x721730
msgbox 0x722158
callstd 0x5
compare LASTRESULT 0x1
if 0x1 goto 0x721924
msgbox 0x721fc8
callstd 0x5
compare LASTRESULT 0x1
if 0x1 goto 0x721988
msgbox 0x7220f4
callstd 0x5
compare LASTRESULT 0x1
if 0x1 goto 0x7219ec
msgbox 0x721f00
callstd 0x4
goto 0x721730
release
end

#org 0x721924
setflag 0x104
goto 0x721b7c
release
end

#org 0x721988
setflag 0x105
goto 0x721b7c
release
end

#org 0x7219ec
setflag 0x106
goto 0x721b7c
release
end

#org 0x721794
msgbox 0x722158
callstd 0x5
compare LASTRESULT 0x1
if 0x1 goto 0x721a50
msgbox 0x721fc8
callstd 0x5
compare LASTRESULT 0x1
if 0x1 goto 0x721ab4
msgbox 0x7220f4
callstd 0x5
compare LASTRESULT 0x1
if 0x1 goto 0x721b18
msgbox 0x721f00
callstd 0x4
goto 0x721794
release
end

#org 0x721a50
setflag 0x107
goto 0x721b7c
release
end

#org 0x721ab4
setflag 0x108
goto 0x721b7c
release
end

#or