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Script Help Thread (DO NOT REQUEST SCRIPTS)

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39
Posts
11
Years

  • That's precisly right.
    Checkflag is globally pretty useless command if you ask me...
    It's useful only if you need another event to happen only after another.



    Ok thanks! So if I am doing this right my script should look like this now
    Code:
    #dynamic 0x6D2A3C
    #org @start
    setvar 0x4033 0x1
    setflag 0x201
    applymovement 0x3 @move
    waitmovement 0x0
    msgbox @1 0x6
    applymovement 0x3 @move2
    applymovement 0xFF @move2
    waitmovement 0x0
    msgbox @2 0x6
    applymovement 0x3 @move3
    applymovement 0xFF @move3
    waitmovement 0x0
    msgbox @3 0x6
    applymovement 0x3 @move4
    applymovement 0xFF @move4
    waitmovement 0x0
    msgbox @4 0x6
    applymovement 0x3 @move5
    waitmovement 0x0
    msgbox @5 0x6
    applymovement 0x3 @move6
    waitmovement 0x0
    movesprite 0x03 0x25 0x12
    release
    end
    #org @move
    #raw 0x08
    #raw 0x08
    #raw 0xFE
    #org @move2
    #raw 0x01
    #raw 0x03
    #raw 0x0B
    #raw 0x0B
    #raw 0x0B
    #raw 0x0B
    #raw 0x0B
    #raw 0x01
    #raw 0xFE
    #org @move3
    #raw 0x02
    #raw 0x0A 
    #raw 0x0A 
    #raw 0x0A 
    #raw 0x0A 
    #raw 0x0A 
    #raw 0x0A 
    #raw 0x0A 
    #raw 0x0A 
    #raw 0x01
    #raw 0x09 
    #raw 0x09 
    #raw 0x09 
    #raw 0x09 
    #raw 0x09 
    #raw 0x02
    #raw 0x0A
    #raw 0x0A
    #raw 0x0A
    #raw 0x01
    #raw 0x09
    #raw 0x09 
    #raw 0x09 
    #raw 0x01
    #raw 0xFE
    #org @move4
    #raw 0x03
    #raw 0x0B
    #raw 0x0B
    #raw 0x0B
    #raw 0x0B
    #raw 0x0B
    #raw 0x01
    #raw 0x09
    #raw 0x09
    #raw 0x09
    #raw 0x09
    #raw 0x09
    #raw 0x09
    #raw 0x03
    #raw 0x0B 
    #raw 0x0B 
    #raw 0x0B 
    #raw 0x00
    #raw 0x08 
    #raw 0x08 
    #raw 0x08 
    #raw 0x08 
    #raw 0x03
    #raw 0x0B
    #raw 0x0B
    #raw 0x01
    #raw 0xFE
    #org @move5
    #raw 0x56
    #raw 0x02
    #raw 0xFE
    #org @move6
    #raw 0x02
    #raw 0x17
    #raw 0x17
    #raw 0x17
    #raw 0x01
    #raw 0x16
    #raw 0x16
    #raw 0x02
    #raw 0x17
    #raw 0x17
    #raw 0x17
    #raw 0x00
    #raw 0x15
    #raw 0x15
    #raw 0x15
    #raw 0x15
    #raw 0x02
    #raw 0x17 
    #raw 0x17 
    #raw 0x17 
    #raw 0x17 
    #raw 0x17 
    #raw 0x17 
    #raw 0x17 
    #raw 0x17 
    #raw 0xFE
    #org @1
    = [PLAYER]! It's me dad!\pBefore you say anything abut my\nhair! The hair dresser screwed up\land gave me this emo cut!\pAnyway, i'm back! It is so nice to\nsee you [PLAYER]!\pI don't have much time but let me\nshow you around a little bit!\pFollow me.
    #org @2 
    = This in front of us is the\nPokemart.\pIn here you can buy and sell\nthings.\pThere is one of theese in almost\nevery town, city, or villige.
    #org @3 
    = This is the Pokemon Center.\pHere you can heal up all of your\ntired or fainted Pokemon back to\lfull health.\pIn the upstairs part of the\nPokemon center you can trade and\lconnect with people world wide!
    #org @4 
    = Right in front of us is a Pokemon\nGym.\pGym's consit of trainers that you\nmust battle to challenge the Gym\lLeader.\pThe Gym leader is a very powerful\ntrainer.\pEach gym usses a different type.\pFor example a ggym might only use\nFighting types.\pOr a gym might use all electric\ntypes.\pWhen you beat a gym leader they\nwill usually give you a new TM.\lAnd shall always give you a badge\lto show you beat them.\pWhen you get all 8 badges you can\nenter the Pokemon League.\pThere you can battle the Elite 4\nand the champion.\pThey are the strongest trainers in\nall of the Arorian Region.\pIf you can beat the Elite 4 and\nthe champion without losing all\lyour Pokemon then your are truely\lthe Pokemon champion.
    #org @5
    = Will you look at the time! I got\nto hurry. I am not going back to\lmy gym yet but I have to go visit\lsomeone.\pBye [PLAYER]!\nI'll see you later!

    About to test now.

    Nope tha code I just posted didn't work. I left odale town then came back he was right back into his original spot :( :(
     
    Last edited:
    16
    Posts
    12
    Years
    • MI
    • Seen Jun 29, 2014
    I was having trouble with scripting, so i got some help. This other person made a script that works perfectly for them. No problems occurred in the rom we were working on for him. But when i run the rom stuff goes wrong. The scrip that was made (which is only supposed to occur once) occurs twice for me. Multiple times I tried and I can do the script twice over, no more, no less. Also when I go to other maps (like from a town to a route) everything goes weird, it will show random sprites and building pieces that I did not put there, this has always happened, on any rom I change. I downloaded Amap 1.92 (i was having worse problems with 1.95) from this site.

    Does anyone know how I can fix these problems? It is making it near impossible to make a rom hack.

    For the first part, I think that you didn't set a var value. If you do, then your event will only happen once.

    For the second part, I believe you have a map connections problem. In that case, I have no idea how do help you. Go look at the Advance Map Tutorial at this site.
     
    39
    Posts
    11
    Years
  • And does the OW have 201 as ID?
    Haha i can't belive I forgot that! Thank you sooo much. Now if only I can figure out why that other script is repeating some parts in the middle of the script.

    Also does anyone know why I get this message while trying to compile my script?

    Message I get:
    No #org/#seek directives were found. Can't compile script.
     
    Last edited:
    40
    Posts
    12
    Years
  • Haha i can't belive I forgot that! Thank you sooo much. Now if only I can figure out why that other script is repeating some parts in the middle of the script.

    Also does anyone know why I get this message while trying to compile my script?

    Message I get:
    No #org/#seek directives were found. Can't compile script.

    You might want to show us the script so we can take a look :P
     
    2
    Posts
    11
    Years
    • Seen Oct 23, 2023
    Hello all, I have a problem about Pokemon Emerald Hacking. I want to make a new person and make him talk. I made a person but I can't make him talk because I don't know which offset use(empty offset). How to find an empty offset for this? Can someone tell me or show me how?
     

    miksy91

    Dark Energy is back in action! ;)
    1,480
    Posts
    15
    Years
  • Hello all, I have a problem about Pokemon Emerald Hacking. I want to make a new person and make him talk. I made a person but I can't make him talk because I don't know which offset use(empty offset). How to find an empty offset for this? Can someone tell me or show me how?
    Download a hex editor (any will do) and open the rom with it. Look for area where there is free space (marked as FF FF FF FF...) and use that as the offset of your script.
     

    thanethane98

    Self Proclaimed Expert
    82
    Posts
    11
    Years
    • Seen Nov 16, 2013
    Hello all, I have a problem about Pokemon Emerald Hacking. I want to make a new person and make him talk. I made a person but I can't make him talk because I don't know which offset use(empty offset). How to find an empty offset for this? Can someone tell me or show me how?
    An alternative to the hex editor would be using HackMew's Free Space Finder tool, which can find an empty offset for you. Either way will work though.
     
    6
    Posts
    11
    Years
    • Seen Dec 4, 2012
    Game: Pokémon Ruby
    Type: Person Movement
    Editor: Pokéscript
    Spoiler:

    I am having a problem where whenever i talk to the person, they move the direction they're supposed to, but only one space per 0x00, and when they walk left or right, the movement is very sped up and glitchy. I am rather new to scripting, but i cant tell what ive done wrong at all. I've shortened the script to this, but the result is the same.
     
    39
    Posts
    11
    Years
  • Ok I have yet another problem. In my givepokemon script when he gives me the Pokemon and I say yes to give him a nickname the nickname screen wont show up and the box stays there till i continue and then since I still recieve the squirtle even if I dont give it a nickname it has absoulutely no name at all. also I put it to be level 15 but its level 21 instead. Here is my script:
    Code:
    #dynamic 0x39D4EE
    #org @start
    checkflag 0x202
    if 0x1 goto @done
    msgbox @1 0x5
    compare LASTRESULT 0x1
    if 0x1 goto @take
    msgbox @2 0x6
    release
    end
    #org @take
    givepokemon 0x7 0x15 0x0 0x0 0x0 0x0
    fanfare 0x13E
    msgbox @3 0x4
    waitfanfare
    closeonkeypress
    setflag 0x828
    msgbox @4 0x5
    compare LASTRESULT 0x1
    if 0x1 gosub @name
    msgbox @5 0x6
    setflag 0x202
    release
    end
    #org @name
    call 0x1A74EB
    return
    #org @done
    msgbox @6 0x6
    release
    end
    
    #org @1
    = Hello there youngling. Would you\ndo me a kind favor?\pMy Squirtle hasn't been listening\nto me anymore.\pWill you be kind enough to take it\nfor me?
    #org @2
    = Oh, I see you can't take my\nSquirtle for me.
    #org @3
    = [black_fr]You received a Squirtle!
    #org @4
    = [black_fr]Would you like to give a\nnickname to Squirtle?
    #org @5
    = I trust in you that you will take\ncare of my Squirtle.
    #org @6
    = You are taking good care of\nSquirtle right?
     

    Satoshi Ookami

    Memento Mori
    14,254
    Posts
    15
    Years
  • Game: Pokémon Ruby
    Type: Person Movement
    Editor: Pokéscript
    Spoiler:

    I am having a problem where whenever i talk to the person, they move the direction they're supposed to, but only one space per 0x00, and when they walk left or right, the movement is very sped up and glitchy. I am rather new to scripting, but i cant tell what ive done wrong at all. I've shortened the script to this, but the result is the same.
    Because you are using Pokescript.
    It's outdated, buggy etc... use XSE ;)

    @EHero: Because 15 is 21 in hex.
    To get the result you want you need to convert number of level to hex.
    15 to hex is F. So instead of 0x15 you need to input 0xF.
     
    39
    Posts
    11
    Years
  • Because you are using Pokescript.
    It's outdated, buggy etc... use XSE ;)

    @EHero: Because 15 is 21 in hex.
    To get the result you want you need to convert number of level to hex.
    15 to hex is F. So instead of 0x15 you need to input 0xF.

    Thanks but when he asks to give it a nickname and I hit yes nothing happensI just have to continue the talking like usualy and then he gives me the pokemon but it has no name. Even when I don't give it a a nickname it has no name!
     
    8
    Posts
    11
    Years
    • Seen Oct 3, 2012
    Okay, so I'm working with the script that determines your starter and your rival's starter in Fire Red. What I've found is that all three of the Pokeballs on Oak's desk have different offsets despite having the exact same script. If you start messing around without giving them all the same offset it goes completely haywire. After I did that, I got this script:

    Code:
    '---------------
    #org 0x169DAE
    lock
    faceplayer
    setvar 0x4001 0x2
    setvar 0x4002 0x4
    setvar 0x4003 0x7
    setvar 0x4004 0x6
    compare 0x4055 0x3
    if 0x4 goto 0x8169DE4
    compare 0x4055 0x2
    if 0x1 goto 0x8169BE1
    msgbox 0x871A5DF MSG_KEEPOPEN '"Those are Poké Balls.Oh look! It's..."
    release
    end
    
    '---------------
    #org 0x169DE4
    msgbox 0x818EA45 MSG_KEEPOPEN '"That's PROF. OAK's last POKéMON."
    release
    end
    
    '---------------
    #org 0x169BE1
    applymovement 0x4 0x81A75EF
    waitmovement 0x0
    showpokepic 0x4002 0xA 0x3
    textcolor 0x0
    compare 0x4001 0x0
    if 0x1 goto 0x8169C14
    compare 0x4001 0x1
    if 0x1 goto 0x8169C33
    compare 0x4001 0x2
    if 0x1 goto 0x8169C52
    end
    
    '---------------
    #org 0x169C14
    msgbox 0x818E272 MSG_YESNO '"I see! BULBASAUR is your choice.\n..."
    compare LASTRESULT 0x1
    if 0x1 goto 0x8169C74
    compare LASTRESULT 0x0
    if 0x1 goto 0x8169C71
    end
    
    '---------------
    #org 0x169C33
    msgbox 0x818E207 MSG_YESNO '"Hm! SQUIRTLE is your choice.\nIt's..."
    compare LASTRESULT 0x1
    if 0x1 goto 0x8169C74
    compare LASTRESULT 0x0
    if 0x1 goto 0x8169C71
    end
    
    '---------------
    #org 0x169C52
    msgbox 0x818E194 MSG_YESNO '"Ah! CHARMANDER is your choice.\nYo..."
    compare LASTRESULT 0x1
    if 0x1 goto 0x8169C74
    compare LASTRESULT 0x0
    if 0x1 goto 0x8169C71
    end
    
    '---------------
    #org 0x169C74
    hidepokepic
    hidesprite LASTTALKED
    msgbox 0x818E2E5 MSG_KEEPOPEN '"This POKéMON is really quite\nener..."
    call 0x81A6675
    setflag 0x828
    setflag 0x291
    givepokemon 0x4002 0x5 0x0 0x0 0x0 0x0
    copyvar 0x4031 0x4001
    bufferpokemon 0x0 0x4002
    preparemsg 0x818E30D '"[player] received the [buffer1]\nf..."
    waitmsg
    fanfare 0x13E
    waitfanfare
    msgbox 0x81A56A7 MSG_YESNO '"Do you want to give a nickname to\..."
    compare LASTRESULT 0x1
    if 0x1 goto 0x8169CCC
    compare LASTRESULT 0x0
    if 0x1 goto 0x8169CDC
    end
    
    '---------------
    #org 0x169C71
    hidepokepic
    release
    end
    
    '---------------
    #org 0x1A6675
    copyvar 0x8012 0x8013
    return
    
    '---------------
    #org 0x169CCC
    setvar 0x8004 0x0
    call 0x81A74EB
    goto 0x8169CDC
    
    '---------------
    #org 0x169CDC
    closeonkeypress
    compare 0x4001 [B]0x1[/B]
    if 0x1 goto 0x8169CFF
    compare 0x4001 [B]0x2[/B]
    if 0x1 goto 0x8169D1F
    compare 0x4001 [B]0x0[/B]
    if 0x1 goto 0x8169D0F
    end
    
    '---------------
    #org 0x1A74EB
    fadescreen 0x1
    special 0x9E
    waitstate
    return
    
    '---------------
    #org 0x169CFF
    applymovement 0x8 0x8169D62
    waitmovement 0x0
    goto 0x8169D2F
    
    '---------------
    #org 0x169D1F
    applymovement 0x8 0x8169D72
    waitmovement 0x0
    goto 0x8169D2F
    
    '---------------
    #org 0x169D0F
    applymovement 0x8 0x8169D6B
    waitmovement 0x0
    goto 0x8169D2F
    
    '---------------
    #org 0x169D2F
    textcolor 0x0
    msgbox 0x818DD34 MSG_KEEPOPEN '"[rival]: I'll take this one, then!"
    hidesprite 0x4004
    textcolor 0x3
    bufferpokemon 0x0 0x4003
    preparemsg 0x818DD52 '"[rival] received the [buffer1]\nfr..."
    waitmsg
    fanfare 0x13E
    waitfanfare
    setvar 0x4055 0x3
    checkflag 0x83E
    if 0x1 call 0x8169D5C
    release
    end
    
    '---------------
    #org 0x169D5C
    setvar 0x4070 0x1
    return
    
    
    '---------
    ' Strings
    '---------
    #org 0x71A5DF
    = Those are Poké Balls.
    
    #org 0x18EA45
    = That's PROF. OAK's last POKéMON.
    
    #org 0x18E272
    = I see! BULBASAUR is your choice.\nIt's very easy to raise.\pSo, [player], you want to go with\nthe GRASS POKéMON BULBASAUR?
    
    #org 0x18E207
    = Hm! SQUIRTLE is your choice.\nIt's one worth raising.\pSo, [player], you've decided on the\nWATER POKéMON SQUIRTLE?
    
    #org 0x18E194
    = Ah! CHARMANDER is your choice.\nYou should raise it patiently.\pSo, [player], you're claiming the\nFIRE POKéMON CHARMANDER?
    
    #org 0x18E2E5
    = This POKéMON is really quite\nenergetic!
    
    #org 0x18E30D
    = [player] received the [buffer1]\nfrom PROF. OAK!
    
    #org 0x1A56A7
    = Do you want to give a nickname to\nthis [buffer1]?
    
    #org 0x18DD34
    = [rival]: I'll take this one, then!
    
    #org 0x18DD52
    = [rival] received the [buffer1]\nfrom PROF. OAK!
    
    
    '-----------
    ' Movements
    '-----------
    #org 0x1A75EF
    #raw 0x3 'Face Right
    #raw 0xFE 'End of Movements
    
    #org 0x169D62
    #raw 0x10 'Step Down (Normal)
    #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 0x13 'Step Right (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0xFE 'End of Movements
    
    #org 0x169D72
    #raw 0x10 'Step Down (Normal)
    #raw 0x13 'Step Right (Normal)
    #raw 0x13 'Step Right (Normal)
    #raw 0x13 'Step Right (Normal)
    #raw 0x2E 'Face Up (Delayed)
    #raw 0xFE 'End of Movements
    
    #org 0x169D6B
    #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 0x2E 'Face Up (Delayed)
    #raw 0xFE 'End of Movements
    The numbers in bold are the important ones.

    0x0 = Bulbasaur
    0x1 = Squirtle
    0x2 = Charmander

    By switching them around from their natural order as shown above, I was able to make it where the Rival always goes for the Poke Ball that contains the Pokemon that weak to yours. If you pick Charmander, your Rival will walk in front of Bulbasaur's Poke Ball.

    However the problem is that the text still reads that he received Squirtle. And Squirtle's Poke Ball disappears. I keep looking at the code, I can't figure out how to change that because the text command says that Rival received [buffer1] or in A-Text I think it's labeled as \v[&H02]. That's a general command, how do I change it?

    For that matter the command hidesprite appears in the Rival's code, but it doesn't seem to label which sprite it's going to hide. How do I change this?

    Basically, how do I change the name of the Pokemon that the Rival receives and which Poke Ball sprite disappears from the table?
     
    Last edited:

    DiamondBlueMoon

    The powerful Tyranitar
    49
    Posts
    12
    Years
    • Seen Dec 1, 2017
    Hello guys, I have a little question here:
    I've looked into the Pokepic script (which you could find in diegoisawesome scripting tut) lately, and i wanna get the picture of the pokemon appear right on the right of the screen, above the text, which is just look like this:
    SHScandalHeavenScandalHackZX.png

    What is the correct coordinate? please help me, thank you.
     
    1
    Posts
    11
    Years
    • Seen Aug 16, 2012
    GAME: Pokemon ruby
    TYPE: Level Script (Inserting)
    SCRIPT: Copied from the tutorial
    I am trying to insert my script, and im following cooleys tutorial, but the part where you go into the "map script offset" and change #raw word 0xFFFF to 0x0 is where im stuck. in the MSO, #raw word 0x0 is already there, and when i try to use the script, it performs, and then i get jibberish and weird music plays then a battle starts. Is there a different process when inserting scripts into a Ruby rom? I am also using the living room in landon's house. Thanks!
     
    39
    Posts
    11
    Years
  • EHero70

    post-new.png

    Ok with this script (Give Pokemon) Everyhting goes well till he aks me if I want to give my Pokemon a nickname. If I say yes the nickname screen doesn't show up and Im stuck with a Pokemon that has no name. If I say no to the nickname the script continues but once again my Pokemon still has absoulutely no name. Any help??

    Code:
    #dynamic 0x39D4EE
    #org @start
    checkflag 0x202
    if 0x1 goto @done
    msgbox @1 0x5
    compare LASTRESULT 0x1
    if 0x1 goto @take
    msgbox @2 0x6
    release
    end
    #org @take
    givepokemon 0xF 0x15 0x0 0x0 0x0 0x0
    fanfare 0x13E
    msgbox @3 0x4
    waitfanfare
    closeonkeypress
    setflag 0x828
    msgbox @4 0x5
    compare LASTRESULT 0x1
    if 0x1 gosub @name
    msgbox @5 0x6
    setflag 0x202
    release
    end
    #org @name
    call 0x1A74EB
    return
    #org @done
    msgbox @6 0x6
    release
    end
    #org @1
    = Hello there youngling. Would you\ndo me a kind favor?\pMy Squirtle hasn't been listening\nto me anymore.\pWill you be kind enough to take it\nfor me?
    #org @2
    = Oh, I see you can't take my\nSquirtle for me.
    #org @3
    = [black_fr]You received a Squirtle!
    #org @4
    = [black_fr]Would you like to give a\nnickname to Squirtle?
    #org @5
    = I trust in you that you will take\ncare of my Squirtle.
    #org @6
    = You are taking good care of\nSquirtle right?
     
    154
    Posts
    11
    Years
    • Seen Jan 8, 2017
    Hey, can someone help me out?
    I'm doing a script where your two rivals in the game meet up with you at the same time, and take turns battling you, and so far I've only got the script to work, up until the part where the second rival approaches the player, then right when she's in front of the player, before she can say anything, my game freezes. Anyone know why this is happenning?
    Code:
    #dynamic 0x800000
    #org @start
    checkflag 0x178
    if 0x1 goto @done
    clearflag 0x180
    lock
    msgbox @wait 0x6
    applymovement 0xFF @stop
    showsprite 0x1
    applymovement 0x01 @chris
    waitmovement 0x01
    msgbox @alright 0x6
    showsprite 0x02
    msgbox @huh 0x6
    showsprite 0x02
    applymovement 0xFF @notice
    applymovement 0x02 @ace
    waitmovement 0x2
    [COLOR=Red]pause 0x20
    msgbox @hey 0x6
    msgbox @who 0x6
    msgbox @intro 0x6
    msgbox @sorry 0x6
    msgbox @well 0x6
    msgbox @no! 0x6
    trainerbattle 0x1 0x75 0x0 @challenge1 @defeat1 @after1
    release
    end[/COLOR]
    
    #org @after1
    msgbox @see 0x6
    msgbox @ohyeah 0x6
    fadescreen 0x1
    special 0x00
    fanfare 0x100
    fadescreen 0x0
    trainerbattle 0x1 0x76 0x0 @challenge2 @defeat2 @after2
    release
    end
    
    #org @see
    = CHRIS: Well, ACE, what'd ya' think\nabout that!?
    
    #org @ohyeah
    = ACE: I think I'm gonna show you\nwhat a REAL battle looks like!\lHere, [player], let me heal your POKEMON\lfirst!
    
    #org @challenge2
    = ACE: Alright, here I come!
    
    #org @defeat2
    = ACE: You sure have gotten strong!\nBut I have too, huh!
    
    #org @after2
    msgbox @that 0x6
    msgbox @whatev 0x6
    applymovement 0x01 @chrisleave
    pause 0x120
    hidesprite 0x01
    msgbox @acesays 0x6
    fanfare 0x101
    additem 0xB8 0x1
    msgbox @playerrec 0x6
    setflag 0x178
    setflag 0x180
    msgbox @acebye 0x6
    applymovement 0x02 @aceleave
    pause 0x120
    hidesprite 0x02
    release
    end
    
    #org @that
    = ACE: Until I can see you battle\nlike that, CHRIS, [player] won't have as\lmuch fun with you as he does with\lme!
    
    #org @whatev
    = CHRIS: Yeah, whatever...\nDon't worry, [player], we'll battle\lagain soon, and without any\linterruptions...\lSee ya'!
    
    #org @chrisleave
    #raw 0x10
    #raw 0x12
    #raw 0x12
    #raw 0x12
    #raw 0x12
    #raw 0x12
    #raw 0x12
    #raw 0x12
    #raw 0x12
    #raw 0xFE
    
    #org @acesays
    = ACE: Well, I guess as long as you\nhad fun with one of us, that's all\lthat matters!\lI'll be leaving now too, I'll see\lyou soon, [player]!\lAnd before I go, take this!
    
    #org @playerrec
    = [player] recieved a SOOTHE BELL!
    
    #org @acebye
    = ACE: Put that on your POKEMON,\nit'll make the bond between you\land that POKEMON stronger than\lever!\lI've used it on mine to ensure I\lraised them with love and care,\lbut I think your POKEMON would\llike it too!\lUse it well!\lBye, [player]!
    
    #org @aceleave
    #raw 0x10
    #raw 0x13
    #raw 0x13
    #raw 0x13
    #raw 0x13
    #raw 0x13
    #raw 0x13
    #raw 0x13
    #raw 0x13
    #raw 0x10
    #raw 0x13
    #raw 0xFE
    
    #org @done
    release
    end
    
    #org @wait
    = CHRIS: Hey, [player], hold on a sec!
    
    #org @stop
    #raw 0x62
    #raw 0x0
    #raw 0xFE
    
    #org @chris
    #raw 0x13
    #raw 0x13
    #raw 0x13
    #raw 0x13
    #raw 0x13
    #raw 0x13
    #raw 0x13
    #raw 0x13
    #raw 0x11
    #raw 0xFE
    
    #org @alright
    = CHRIS: Alright, I've buckled down\nsince our last battle!\lMy team is trained using hard work\land motivation!\lThey can't be beaten now!\l
    
    #org @huh
    = CHRIS: Huh?\nThat girl looks like she knows\lyou...
    
    #org @notice
    #raw 0x03
    #raw 0xFE
    
    #org @ace
    #raw 0x12
    #raw 0x12
    #raw 0x12
    #raw 0x11
    #raw 0x12
    #raw 0x12
    #raw 0x12
    #raw 0x12
    #raw 0x12
    #raw 0x12
    #raw 0x11
    
    #org @hey
    = ACE: Hey, [player]!\nIt's been a while!\lHow's your journey going?
    
    #org @who
    = CHRIS: Uh...\nWho's this, [player]?
    
    #org @intro
    = ACE: Hi there!\nMy name's ACE!\l[player] and I met on ROUTE 1 and\lbattled!\lI was actually thinking we could\lcatch up with a battle!\lHow about it, [player]?
    
    #org @sorry
    = CHRIS: Woah, woah, woah!\nSorry, ACE, but [player] was about to\lbattle me before you came!
    
    #org @well
    = ACE: Well, maybe [player] wants to\nbattle me instead!\lI'm sure he has more fun battling\lme anyways!
    
    #org @no!
    = CHRIS: No way that's true!\nI've heard enough of this!
    
    #org @challenge1
    = CHRIS: [player], let's show her how we\nbattle!
    
    #org @defeat1
    = CHRIS: Heh, even though I trained\nso hard, part of me was expecting\lthis.
     
    5
    Posts
    11
    Years
    • Seen Jun 25, 2022
    This warp leads to a black screen freeze. The bank, map, x and y are all correct so I'm not sure what the problem is.

    #org 0x8747044
    '-----------------------------------
    lock
    faceplayer
    msgbox 0x874708E ' Hm? You need to get ...
    callstd MSG_YESNO ' Yes/No message
    compare LASTRESULT YES
    if == jump 0x87470D6 ' Equal To
    msgbox 0x87470AB ' Okay, let me know if...
    callstd MSG_LOCK ' Built-in lock command
    release
    end

    #org 0x87470D6
    '-----------------------------------
    msgbox 0x8747071 ' Alrighty then! Climb...
    callstd MSG_NOCLOSE ' Non-closing message
    warp 0x3 0x66 0xFF 0x01 0x0A
    release
    end


    #org 0x874708E
    = Hm? You need to get onboard?

    #org 0x87470AB
    = Okay, let me know if you\nchange your mind.

    #org 0x8747071
    = Alrighty then! Climb aboard!
     

    DrFuji

    [I]Heiki Hecchara‌‌[/I]
    1,691
    Posts
    14
    Years
  • EHero70

    post-new.png

    Ok with this script (Give Pokemon) Everyhting goes well till he aks me if I want to give my Pokemon a nickname. If I say yes the nickname screen doesn't show up and Im stuck with a Pokemon that has no name. If I say no to the nickname the script continues but once again my Pokemon still has absoulutely no name. Any help??

    Code:
    #dynamic 0x39D4EE
    #org @start
    checkflag 0x202
    if 0x1 goto @done
    msgbox @1 0x5
    compare LASTRESULT 0x1
    if 0x1 goto @take
    msgbox @2 0x6
    release
    end
    
    #org @take
    givepokemon 0xF 0x15 0x0 0x0 0x0 0x0
    fanfare 0x13E
    msgbox @3 0x4
    waitfanfare
    closeonkeypress
    setflag 0x828
    msgbox @4 0x5
    compare LASTRESULT 0x1
    if 0x1 gosub @name
    msgbox @5 0x6
    setflag 0x202
    release
    end
    #org @name
    call 0x1A74EB
    return
    #org @done
    msgbox @6 0x6
    release
    end
    
    #org @1
    = Hello there youngling. Would you\ndo me a kind favor?\pMy Squirtle hasn't been listening\nto me anymore.\pWill you be kind enough to take it\nfor me?
    #org @2
    = Oh, I see you can't take my\nSquirtle for me.
    #org @3
    = [black_fr]You received a Squirtle!
    #org @4
    = [black_fr]Would you like to give a\nnickname to Squirtle?
    #org @5
    = I trust in you that you will take\ncare of my Squirtle.
    #org @6
    = You are taking good care of\nSquirtle right?

    I'm assuming this is on FR, but if it isn't then feel free to disregard this post :P

    Try replacing your @name pointer with this one:

    Code:
    #org @name
    special2 0x8004 0x83
    subvar 0x8004 0x1
    fadescreen 0x1
    special 0x9E
    waitstate
    return

    The only thing is that it will only work if you have 5 Pokemon or less in your party (ie Squirtle should not be transferred to the PC). Unless this is the player's starting Pokemon I'd suggest adding in a check earlier on in the script to see if the player has a full party and if they do they won't be able to get Squirtle until they deposit a Pokemon into the PC.

    Hey, can someone help me out?
    I'm doing a script where your two rivals in the game meet up with you at the same time, and take turns battling you, and so far I've only got the script to work, up until the part where the second rival approaches the player, then right when she's in front of the player, before she can say anything, my game freezes. Anyone know why this is happenning?
    Code:
    #dynamic 0x800000
    #org @start
    checkflag 0x178
    if 0x1 goto @done
    clearflag 0x180
    lock
    msgbox @wait 0x6
    applymovement 0xFF @stop
    showsprite 0x1
    applymovement 0x01 @chris
    waitmovement 0x01
    msgbox @alright 0x6
    showsprite 0x02
    msgbox @huh 0x6
    showsprite 0x02
    applymovement 0xFF @notice
    applymovement 0x02 @ace
    waitmovement 0x2
    [COLOR=Red]pause 0x20
    msgbox @hey 0x6
    msgbox @who 0x6
    msgbox @intro 0x6
    msgbox @sorry 0x6
    msgbox @well 0x6
    msgbox @no! 0x6
    trainerbattle 0x1 0x75 0x0 @challenge1 @defeat1 @after1
    release
    end[/COLOR]
    
    #org @after1
    msgbox @see 0x6
    msgbox @ohyeah 0x6
    fadescreen 0x1
    special 0x00
    fanfare 0x100
    fadescreen 0x0
    trainerbattle 0x1 0x76 0x0 @challenge2 @defeat2 @after2
    release
    end
    
    #org @see
    = CHRIS: Well, ACE, what'd ya' think\nabout that!?
    
    #org @ohyeah
    = ACE: I think I'm gonna show you\nwhat a REAL battle looks like!\lHere, [player], let me heal your POKEMON\lfirst!
    
    #org @challenge2
    = ACE: Alright, here I come!
    
    #org @defeat2
    = ACE: You sure have gotten strong!\nBut I have too, huh!
    
    #org @after2
    msgbox @that 0x6
    msgbox @whatev 0x6
    applymovement 0x01 @chrisleave
    pause 0x120
    hidesprite 0x01
    msgbox @acesays 0x6
    fanfare 0x101
    additem 0xB8 0x1
    msgbox @playerrec 0x6
    setflag 0x178
    setflag 0x180
    msgbox @acebye 0x6
    applymovement 0x02 @aceleave
    pause 0x120
    hidesprite 0x02
    release
    end
    
    #org @that
    = ACE: Until I can see you battle\nlike that, CHRIS, [player] won't have as\lmuch fun with you as he does with\lme!
    
    #org @whatev
    = CHRIS: Yeah, whatever...\nDon't worry, [player], we'll battle\lagain soon, and without any\linterruptions...\lSee ya'!
    
    #org @chrisleave
    #raw 0x10
    #raw 0x12
    #raw 0x12
    #raw 0x12
    #raw 0x12
    #raw 0x12
    #raw 0x12
    #raw 0x12
    #raw 0x12
    #raw 0xFE
    
    #org @acesays
    = ACE: Well, I guess as long as you\nhad fun with one of us, that's all\lthat matters!\lI'll be leaving now too, I'll see\lyou soon, [player]!\lAnd before I go, take this!
    
    #org @playerrec
    = [player] recieved a SOOTHE BELL!
    
    #org @acebye
    = ACE: Put that on your POKEMON,\nit'll make the bond between you\land that POKEMON stronger than\lever!\lI've used it on mine to ensure I\lraised them with love and care,\lbut I think your POKEMON would\llike it too!\lUse it well!\lBye, [player]!
    
    #org @aceleave
    #raw 0x10
    #raw 0x13
    #raw 0x13
    #raw 0x13
    #raw 0x13
    #raw 0x13
    #raw 0x13
    #raw 0x13
    #raw 0x13
    #raw 0x10
    #raw 0x13
    #raw 0xFE
    
    #org @done
    release
    end
    
    #org @wait
    = CHRIS: Hey, [player], hold on a sec!
    
    #org @stop
    #raw 0x62
    #raw 0x0
    #raw 0xFE
    
    #org @chris
    #raw 0x13
    #raw 0x13
    #raw 0x13
    #raw 0x13
    #raw 0x13
    #raw 0x13
    #raw 0x13
    #raw 0x13
    #raw 0x11
    #raw 0xFE
    
    #org @alright
    = CHRIS: Alright, I've buckled down\nsince our last battle!\lMy team is trained using hard work\land motivation!\lThey can't be beaten now!\l
    
    #org @huh
    = CHRIS: Huh?\nThat girl looks like she knows\lyou...
    
    #org @notice
    #raw 0x03
    #raw 0xFE
    
    #org @ace
    #raw 0x12
    #raw 0x12
    #raw 0x12
    #raw 0x11
    #raw 0x12
    #raw 0x12
    #raw 0x12
    #raw 0x12
    #raw 0x12
    #raw 0x12
    #raw 0x11
    
    #org @hey
    = ACE: Hey, [player]!\nIt's been a while!\lHow's your journey going?
    
    #org @who
    = CHRIS: Uh...\nWho's this, [player]?
    
    #org @intro
    = ACE: Hi there!\nMy name's ACE!\l[player] and I met on ROUTE 1 and\lbattled!\lI was actually thinking we could\lcatch up with a battle!\lHow about it, [player]?
    
    #org @sorry
    = CHRIS: Woah, woah, woah!\nSorry, ACE, but [player] was about to\lbattle me before you came!
    
    #org @well
    = ACE: Well, maybe [player] wants to\nbattle me instead!\lI'm sure he has more fun battling\lme anyways!
    
    #org @no!
    = CHRIS: No way that's true!\nI've heard enough of this!
    
    #org @challenge1
    = CHRIS: [player], let's show her how we\nbattle!
    
    #org @defeat1
    = CHRIS: Heh, even though I trained\nso hard, part of me was expecting\lthis.

    You forgot to add 0xFE at the end of your @ace movements
     
    Last edited:
    41
    Posts
    16
    Years
    • Seen Apr 4, 2014
    Hey everyone. I understand the title says do not request scripts, but I have been annoyed by this script for the whole day now. It just doesnt work.

    I need a script where a guy will not move out of the way until I have AT LEAST one pokemon with me.

    for example, this is what I tried doing (i know there is a chunk of code missing probably but I've tried everything written so much deleted so much, etc)

    #org 0x8740214
    '-----------------------------------
    lock
    countpokemon
    compare LASTRESULT 0x6
    if == jump 0x8740250 ' Equal To
    release
    end

    #org 0x8740250
    '-----------------------------------
    applymovement 0x3 0x8740284 ' walk_left walk_down ...
    return


    #org 0x8740284
    M walk_left walk_down end
     
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