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Script Help Thread (DO NOT REQUEST SCRIPTS)

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mitchell114

Owner of Pokemon Yango version
23
Posts
15
Years
  • Age 30
  • Seen Aug 12, 2016
Can someone help me with this script he does the first two applymovement but then the game freeze. What also happens that when I step on the Tile the script repeat itsellf but only the two applymovements.

Code:
#dynamic 0x8000045

#org @start
setvar 7011 0x1
applymovement 0xff @move1
waitmovement 0x0
applymovement 0x02 @move2
waitmovement 0x0
message @1 0x6
applymovement 0x02 @move3
applymovement 0xff @move4
release 
end

#org @move1
#raw 0x62
#raw 0xFE

#org @move2
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x11
#raw 0x11
#raw 0xFE

#org @move3
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x60
#raw 0xFE

#org @move4
#raw 0x52
#raw 0xFE

#org @1
= You were also called by the prof.\nReally really strange, maby they\lhave a problem. Let's hurry then.
 
Last edited:

mitchell114

Owner of Pokemon Yango version
23
Posts
15
Years
  • Age 30
  • Seen Aug 12, 2016
Ash: Thanks that you looked at it but I allready solved the problem the problem was the waitmovements and the setvar.
 
17
Posts
15
Years
Rom : fire red
Using: XSE
notes : the game freezes once your charactor stops moving, i've tried putting it into a clean rom but that does not seem to work.

Spoiler:


Thanks in advance :)
 

Quickster

Dream or Drop?
351
Posts
16
Years
  • Seen Apr 4, 2016
Rom : fire red
Using: XSE
notes : the game freezes once your charactor stops moving, i've tried putting it into a clean rom but that does not seem to work.

Spoiler:


Thanks in advance :)

Lets see,I looked at the movements only and found the problem.Fixes in bold.Make sure you have that after the end of all your movements because it tells the game the movements ending.
 

Quickster

Dream or Drop?
351
Posts
16
Years
  • Seen Apr 4, 2016
I have searched for a solution and cant find one. The script works good, the only problem is when i choose to nickname, the icon for the pokemon is a ? and the name is ???????. Can somenoe help.By the way,script is a person on Firered.
Code:
'---------------
#org 0x803158
checkflag 0x1000
if 0x1 goto 0x880316C
msgbox 0x88031EC MSG_NORMAL '"[black_fr]Thats a POKeBALL. There'..."
release
end

'---------------
#org 0x80316C
applymovement 0x8 0x88033D6
pause 0x40
setvar 0x4055 0x3
applymovement MOVE_PLAYER 0x88033DE
applymovement 0x8 0x88033E2
applymovement 0x6 0x88033E5
waitmovement 0x0
setflag 0x1003
setflag 0x828
msgbox 0x880321D MSG_NORMAL '"[blue_fr][rival]: No way!\n[player..."
applymovement MOVE_PLAYER 0x88033E9
waitmovement 0x0
msgbox 0x8803314 MSG_NORMAL '"[blue_fr]OAK: [player], this is th..."
givepokemon 0x19 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
waitfanfare
msgbox 0x8803388 MSG_NORMAL '"[player] recieved the PIKACHU!"
msgbox 0x88033A3 MSG_YESNO '"[black_fr]Would you like to give a..."
compare LASTRESULT 0x1
if 0x1 call 0x81A74EB
release
end

'---------------
#org 0x1A74EB
fadescreen 0x1
special 0x9E
waitstate
return


'---------
' Strings
'---------
#org 0x8031EC
= [black_fr]Thats a POKeBALL. There's a\nPOKeMON inside!

#org 0x80321D
= [blue_fr][rival]: No way!\n[player], I want this POKeMON!\p[black_fr][player] snatched the POKeMON!\p[blue_fr]OAK: [rival]! What are you doing?\p[rival]: Gramps, I want this one!\pOAK: But, I... Oh, all right then.\nThat POKeMON is yours.\pI was going to give you one\nanyway...\p[player], come over here.

#org 0x803314
= [blue_fr]OAK: [player], this is the POKeMON I\ncaught earlier.\pYou can have it.\nI caught it in the wild and it's\lnot tame yet.

#org 0x803388
= [player] recieved the PIKACHU!

#org 0x8033A3
= [black_fr]Would you like to give a\nnickname to PIKACHU?


'-----------
' Movements
'-----------
#org 0x8033D6
#raw 0x62 'Exclamation Mark (!)
#raw 0x10 'Step Down (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0xFE 'End of Movements

#org 0x8033DE
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0xFE 'End of Movements

#org 0x8033E2
#raw 0x1 'Face Up
#raw 0xFE 'End of Movements

#org 0x8033E5
#raw 0x60 'Hide
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements

#org 0x8033E9
#raw 0x12 'Step Left (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements
 

Pokepal17

More cowbell~
1,519
Posts
15
Years
I have searched for a solution and cant find one. The script works good, the only problem is when i choose to nickname, the icon for the pokemon is a ? and the name is ???????. Can somenoe help.By the way,script is a person on Firered.
Code:
'---------------
#org 0x803158
checkflag 0x1000
if 0x1 goto 0x880316C
msgbox 0x88031EC MSG_NORMAL '"[black_fr]Thats a POKeBALL. There'..."
release
end
 
'---------------
#org 0x80316C
applymovement 0x8 0x88033D6
pause 0x40
setvar 0x4055 0x3
applymovement MOVE_PLAYER 0x88033DE
applymovement 0x8 0x88033E2
applymovement 0x6 0x88033E5
waitmovement 0x0
setflag 0x1003
setflag 0x828
msgbox 0x880321D MSG_NORMAL '"[blue_fr][rival]: No way!\n[player..."
applymovement MOVE_PLAYER 0x88033E9
waitmovement 0x0
msgbox 0x8803314 MSG_NORMAL '"[blue_fr]OAK: [player], this is th..."
givepokemon 0x19 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
waitfanfare
msgbox 0x8803388 MSG_NORMAL '"[player] recieved the PIKACHU!"
msgbox 0x88033A3 MSG_YESNO '"[black_fr]Would you like to give a..."
compare LASTRESULT 0x1
if 0x1 call 0x81A74EB
release
end
 
'---------------
#org 0x1A74EB
[B]countpokemon[/B]
[B]subvar 0x800D 0x1[/B]
[B]copyvar 0x8004 0x800D[/B]
fadescreen 0x1
special 0x9E
waitstate
return
 
 
'---------
' Strings
'---------
#org 0x8031EC
= [black_fr]Thats a POKeBALL. There's a\nPOKeMON inside!
 
#org 0x80321D
= [blue_fr][rival]: No way!\n[player], I want this POKeMON!\p[black_fr][player] snatched the POKeMON!\p[blue_fr]OAK: [rival]! What are you doing?\p[rival]: Gramps, I want this one!\pOAK: But, I... Oh, all right then.\nThat POKeMON is yours.\pI was going to give you one\nanyway...\p[player], come over here.
 
#org 0x803314
= [blue_fr]OAK: [player], this is the POKeMON I\ncaught earlier.\pYou can have it.\nI caught it in the wild and it's\lnot tame yet.
 
#org 0x803388
= [player] recieved the PIKACHU!
 
#org 0x8033A3
= [black_fr]Would you like to give a\nnickname to PIKACHU?
 
 
'-----------
' Movements
'-----------
#org 0x8033D6
#raw 0x62 'Exclamation Mark (!)
#raw 0x10 'Step Down (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0xFE 'End of Movements
 
#org 0x8033DE
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0xFE 'End of Movements
 
#org 0x8033E2
#raw 0x1 'Face Up
#raw 0xFE 'End of Movements
 
#org 0x8033E5
#raw 0x60 'Hide
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements
 
#org 0x8033E9
#raw 0x12 'Step Left (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements

The special depends on the pokemon's party number -1 as a value in 0x8004.
Fixed in bold.
 

DaVici

DeEmpo
185
Posts
15
Years
  • Age 29
  • Home
  • Seen Oct 29, 2021
Hey, thank you ash 493 for your help!
I've yet another problem though. When I compile this script:
Spoiler:

It get this:

Spoiler:


Which is certainly not what it should be...
 

DaVici

DeEmpo
185
Posts
15
Years
  • Age 29
  • Home
  • Seen Oct 29, 2021
what d'ya mean with extended? anyway, thanx for the help XD

PS: i've found the space with the free space finder...
 
119
Posts
14
Years
I'm kind of experimenting with scripting (XSE), and I'm able to create most of the basic scripts (dialogs, flags, variables...). However, I'm still stuck with applymovement. Here's my script:

#dynamic 0x28F12E

#org @start
applymovement 0x20 @move
release
end

#org @move
#raw 0x52
#raw 0xFE
The problem is that it just doesn't do anything when I interact with it. I tried to keep it pretty basic, but did I miss something? It should be a person jumping when interacting.
I also tried the script from diegoisawesome's tutorial thread, and that one worked fine (on the same person).
This is his script I used:
#dynamic 0x800000

#org @start
applymovement 0x04 @move
waitmovement 0x0
applymovement 0xFF @move2
pause 0x30
applymovement 0x04 @move3
applymovement 0xFF @move3
waitmovement 0x0
release
end

#org @move
#raw 0x62
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0xFE

#org @move2
#raw 0x03
#raw 0xFE

#org @move3
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0xFE

I can't see any differences except for the waitmovement parts. Should I change some values in AdvanceMap?
Can someone help me out on this point? Thanks!
 
31
Posts
14
Years
  • Seen Sep 6, 2013
I'm kind of experimenting with scripting (XSE), and I'm able to create most of the basic scripts (dialogs, flags, variables...). However, I'm still stuck with applymovement. Here's my script:


The problem is that it just doesn't do anything when I interact with it. I tried to keep it pretty basic, but did I miss something? It should be a person jumping when interacting.
I also tried the script from diegoisawesome's tutorial thread, and that one worked fine (on the same person).
This is his script I used:


I can't see any differences except for the waitmovement parts. Should I change some values in AdvanceMap?
Can someone help me out on this point? Thanks!

Are you using the correct person event #(where you put 0x20)?
You have to convert it from decimal to hex as well.

Also it may seem stupid but did you change the person's script you interact with and save?
 
119
Posts
14
Years
Are you using the correct person event #(where you put 0x20)?
You have to convert it from decimal to hex as well.

Also it may seem stupid but did you change the person's script you interact with and save?
I did forgot to change the people event nr. in hex, so thanks for that! (People event nr. in decimal (in the map) is 20) Sadly, it doesn't fix the problem.
Current script:
#dynamic 0x71B2A4

#org @start
applymovement 0x14 @move
release
end

#org @move
#raw 0x52
#raw 0xFE
Problem is still that it doesn't react... :\

PS: I tried several times and rewrote the script, so there should be the correct offset inserted. Well, there is, I am sure. Thanks anyway for your help.
 

Pokepal17

More cowbell~
1,519
Posts
15
Years
I did forgot to change the people event nr. in hex, so thanks for that! (People event nr. in decimal (in the map) is 20) Sadly, it doesn't fix the problem.
Current script:

Problem is still that it doesn't react... :\

PS: I tried several times and rewrote the script, so there should be the correct offset inserted. Well, there is, I am sure. Thanks anyway for your help.

You need a waitmovement 0x0 to pause the script long enough for the movements.
Also, I think you mean 14 in decimal so it should be E.
So this will be your script.

#dynamic 0x71B2A4

#org @start
applymovement 0xE @move

waitmovement 0x0
release
end

#org @move
#raw 0x52
#raw 0xFE
 
119
Posts
14
Years
You need a waitmovement 0x0 to pause the script long enough for the movements.
Also, I think you mean 14 in decimal so it should be E.
So this will be your script.

#dynamic 0x71B2A4

#org @start
applymovement 0xE @move

waitmovement 0x0
release
end

#org @move
#raw 0x52
#raw 0xFE
Woohoo! Thank you so much! So the "waitmovement" actually did were the problem :D (By the way, the dec number was 20, so the hex number was 14 ;) ) But thanks both panthers and pokepal who helped me so quickly!

Hi, back again! :nervous:

Trying to expand the applymovement with a msgbox command. Applying it to a person with person event # 11 (dec) (and hex). It should jump and then say "Hi!".
However, it now ignores the applymovement and just only reads the msgbox. In other words, the person now doesn't jump but only says "Hi!", while he should do both.

#dynamic 0x71C1E0

#org @start
applymovement 0x11 @move
waitmovement 0x0
msgbox @talk 0x2
release
end

#org @move
#raw 0x52
#raw 0xFE

#org @talk
= Hi!

Is msgbox 0x2 maybe not good? Should it be 0x6?
When I enter another person # (13 for example), the other person (# 13) does jump, and the the first dude (# 11) begins talking. (It however doesn't work this way with both commands for the same person, which is essentially my problem.)

Is this something simple again? I hope so! Hopefully someone can help me! :)
 
Last edited by a moderator:

Pokepal17

More cowbell~
1,519
Posts
15
Years
Hi, back again! :nervous:

Trying to expand the applymovement with a msgbox command. Applying it to a person with person event # 11 (dec) (and hex). It should jump and then say "Hi!".
However, it now ignores the applymovement and just only reads the msgbox. In other words, the person now doesn't jump but only says "Hi!", while he should do both.



Is msgbox 0x2 maybe not good? Should it be 0x6?
When I enter another person # (13 for example), the other person (# 13) does jump, and the the first dude (# 11) begins talking. (It however doesn't work this way with both commands for the same person, which is essentially my problem.)

Is this something simple again? I hope so! Hopefully someone can help me! :)

Try using LASTTAKED since it stores the last peron you talked to. Fixes in bold. Also, change the unknown in the person event to 03. :P Hope it works.

#dynamic 0x71C1E0

#org @start
applymovement LASTTALKED @move
waitmovement 0x0
msgbox @talk 0x2
release
end

#org @move
#raw 0x52
#raw 0xFE

#org @talk
= Hi!
 
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