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[Archive] Script help thread

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480
Posts
16
Years
  • Hey try this.
    Code:
    #ORG $ShowText
    Lock
    Faceplayer
    checkflag 0x200
    if B_TRUE goto $Rival2
    message $AskMe
    boxset 6
    compare LASTRESULT B_TRUE
    if B_False goto $Rival1
    setflag 0x201
    Release
    end
    
    message $Rival1
    $NoCookie 1 = What took you so long? Did you sleep\nin? I'm not quite ready to go see\pthe Professor yet, how about you go\npick something up for me?\pThe MART clerc has a parcel of mine.\nDo you think you could go get it?
    boxset 6
    release
    end
    
    #org $AskMe
    $AskMe 1 = [\v\h06\]: Hey \v\h06\!
    
    #ORG $Rival2
    Lock
    Faceplayer
    checkflag 0x201
    if B_TRUE goto $MeetYou
    message $NoCookie
    $NoCookie 1 = [\v\h06\]: Oh Hey!
    boxset 6
    if B_False goto $Thanks
    Release
    end
    
    #ORG $MeetYou
    Lock
    Faceplayer
    message $NoCookie
    $NoCookie 1 = I'll meet you at PROF. IVY's soon.
    boxset 6
    release
    end
    
    message $Thanks
    $NoCookie 1 = \v\h01\ gave \v\h06\ the PARCEL.\p[\v\h06\]: Wow, that was quick! Thanks for getting\nthis for me.\pI'm almost ready to go see PROF. IVY now, I just\nneed to get a few things.\pHow about I meet you there? 
    boxset 6
    release
    end

    Pm me if it works
    (2525252525)
     
    Last edited:

    destinedjagold

    You can contact me in PC's discord server...
    8,593
    Posts
    16
    Years
    • Seen Dec 23, 2023
    hey there pipz!
    I'm having trouble with this simple script...
    Could anyone look through it..? :\
    Thankies~
    Code:
    #org $start
    checkflag 0x237
    if b_false goto $done
    checkflag 0x23A
    if b_true goto $done
    message $tired
    boxset 6
    clearflag 0x23B
    clearflag 0x80B
    setflag 0x23A
    warp 1 1 2
    release
    end
    
    #org $done
    release
    end
    
    #org $tired
    $tired 1 = TORCHIC: Only a few more steps, team.\nWe'll be home in no time.
     

    tkallab

    Should have been in Dissidia
    1,031
    Posts
    16
    Years
  • #org $begin
    lock
    applymovement 0x1 $turn
    pausemove 0
    message $hey
    $hey 1 = Hey, \v\h01!\lCome over here!
    boxset 6
    applymovement 0xFF $cmere
    pausemove 0
    message $fix
    $fix 1 = I fixed the tv!\nCome on, let's watch together!
    boxset 6
    applymovement 0x1 $tva
    aplymovement 0xFF $tvb
    pausemove 0
    message $on
    $on 1 = Oh, yes, I need to turn it on.
    boxset 6
    applymovement 0x1 $aan
    pausemove 1
    message $crash
    $crash = Brendan turned the tv on...\p...\p...\p...................\pThe tv didn't do anything...
    boxset 6
    applymovement 0x1 $may
    pausemove 0
    message $ant
    $ant 1 = Maybe there's something\nwrong with the antennae.
    boxset 6
    applymovement 0x1 $out
    pausemove 0
    setflag 0x200
    release
    end

    #org $turn
    #raw 0x03
    #raw 0xFE

    #org $cmere
    #raw 0x0A
    #raw 0x0A
    #raw 0xFE

    #org $tva
    #raw 0x08
    #raw 0x01
    #raw 0xFE

    #org $tvb
    #raw 0x08
    #raw 0x01
    #raw 0xFE

    #org $aan
    #raw 0x09
    #raw 0xFE

    #org $may
    #raw 0x08
    #raw 0x03
    #raw 0xFE

    #org $out
    #raw 0x0A
    #raw 0x0A
    #raw 0x08
    #raw 0x08
    #raw 0x08
    #raw 0x08
    #raw 0x08
    #raw 0x1D
    #raw 0x1D
    #raw 0x1D
    #raw 0x1D
    #raw 0x1D
    #raw 0x1D
    #raw 0x1D
    #raw 0xFE



    What's wrong with this script?

    It's not a person script, it's a 'script-script'
     

    Ripper

    The Dark Knight
    495
    Posts
    16
    Years
  • I'm sure I've done something simple wrong here. Does anyone know what?

    Code:
    #org $Start
    lock
    faceplayer
    message $1
    boxset 6
    applymovement 0xFF $Move
    applymovement 0x06 $Move2
    #raw 0x53 0x0F 0x80
    release
    end
    
    #org $1
    $1 1 = Hello, my name's Callum.\pWho are you?\p...\p...\p...\pOh so you're \v\h01, good to 
    
    meet\nyou.\pThat's a nice looking DRATINI\nyou've got there.\p...\p...\p...\pOh? PROF. WOOD wants me back at\nthe lab?\pOkay, I'll see you later then, it\nwas nice meeting you!
    
    #org $Move
    #raw 0x11 0x00 0xFE
    
    #org $Move2
    #raw 0x12 0x12 0x12 0x12 0x11 0x11 0x11 0x11 0x11 0xFE
     

    destinedjagold

    You can contact me in PC's discord server...
    8,593
    Posts
    16
    Years
    • Seen Dec 23, 2023
    yeah, you forgot the 'pausemove' command either after each applymovement or after the last applymovement... :\

    also, I'm not good at using RAW's, so I can't help you ther, if those are having something that affects the error of the script. :\
     

    tkallab

    Should have been in Dissidia
    1,031
    Posts
    16
    Years
  • I need help with another 'script-script'...

    #org $begin
    lock
    checkflag 0x200
    if B_TRUE goto $pass
    message $wisper
    $wisper 1 = Whisper, whisper...\p\v\h01:I wonder who that is...
    boxset 6
    applymovement 0xFF $back
    pausemove 0
    release
    end

    #org $back
    #raw 0x08
    #raw 0xFE

    #org $pass
    lock
    release
    end
     

    Antwhan

    setting up for the big beta
    208
    Posts
    16
    Years
  • I've been trying to do a move camera script liek one i saw on wah. however.... it wont move the camera when i hve it set up right after i've looked @ mst things about this.

    text that i have before the move commands works fine. But instead of moving the camera, the moves become garbled symbols and text w/ 2 y/n boxes poping up then script concludes with the rest of the text.

    Here's the script:
    Code:
    #org $begin
    lock
    faceplayer
    message $carrie1
    boxset 6
    message $mate1
    boxset 6
    release
    special 0x113
    Applymovement 0x7F $pancam1
    pausemove 0
    Applymovement 0x7F $pancam2
    pausemove 0
    special 0x114
    lock
    message $carrie2
    boxset 6
    release
    end
    
    #org $carrie1
    $Carrie1 1 =Carrie:Hey mate!\pYou enjoying this bus stop?\pThat ride was killing me!
    
    #org $mate1
    $mate1 1 =\v\h01\:It's going ok.\pI didn't get to \ntalk with \v\h06\nlike I had been trying to\nfor a while.
    
    #org $pancam1
    #raw 0x13
    #raw 0x13
    #raw 0x13
    #raw 0xFE
    
    #org $pancam2
    #raw 0x12
    #raw 0x12
    #raw 0x12
    #raw 0xFE
    
    #org $carrie2
    $carrie2 1 =Carrie:It's her again,\nIsn't it?\p\v\h01\:Yeah\pCarrie: You shoud just talk to her.\p\v\h01\: Maybe...

    If anyone can help me fix this, that would o so awesome.
     

    Quickster

    Dream or Drop?
    351
    Posts
    16
    Years
    • Seen Apr 4, 2016
    Can some one help me with this script?Its supposed to check if i did an event where oak gives me pikachu as a starter or before but every time i walk over the square where it is,the game freezes.

    Code:
    #org $start
    checkflag 0x200
    if b_true goto $battle
    if b_false goto $no
    lock
    faceplayer
    applymovement 0x08 $move
    trainerbattle 1 0x146 0x01 $before $after $later
    
    #org $battle
    message $1
    bockset 6
    lock
    faceplayer
    applymovement 0x08 $move
    trainerbattle 1 0x146 0x01 $before $after $later
    release
    end
    
    #org $1
    $battle 1 =\v\h06: Wait,\v\h01!\nLet's chexk out our Pokemon!\pCome one,I'll take you on!
    
    #org $before
    $before 1 =..
    
    #org $after
    $after 1 =WHAT?/pUnbelievable!/pI picked the wrong Pokemon!
    
    #org $later
    $later 1 =\v\h06:Okay!/nI'll make my Pokemon fight/pto toughen it up!/p\v\ho1!Gramps!/nSmell you later!
    
    #org $no
    message $2
    bockset 6
    applymovement 0xFF $move2
    release
    end
    
    
    #org $2
    $no 1 =OAK: Hey!Don't go away yet!
    
    #org $move
    #raw 0x12 0x12 0x12 0x10 0x10 0xFE
    
    #org $move2
    #raw 0x11 0x11 0xFE
     

    Ripper

    The Dark Knight
    495
    Posts
    16
    Years
  • Hey guys I need a small bit of help. I want to create a script which causes you to first move, and then start up a Person script as opposed to just the field script. How would I go about doing this? WHich command would I use to make you talk with somone? Thanks!

    Oh btw, thanks DJG!
     

    Dr.Razor

    Yellow Remaker
    101
    Posts
    16
    Years
  • Hi,
    all work in that script but at the end the sprits doesn't dessapaer
    i hope you understand:
    Code:
    #org $start
    lock
    faceplayer
    message $pie
    boxset 6
    playsound 0x133
    nop
    applymovement 0x14 $move1
    pause 0x30
    applymovement 0x12 $move2
    applymovement 0x13 $move3
    pause 0x30
    message $som
    boxset 6
    fadesound 0x133
    nop
    playsound 0x11F
    nop
    applymovement 0x15 $move4
    pause 0x30
    message $arr
    boxset 6
    applymovement 0x12 $movex
    applymovement 0x13 $movex
    applymovement 0x14 $movex
    applymovement 0xFF $movex
    pause 0x30
    applymovement 0xFF $move5
    pause 0x30
    message $enc
    boxset 6
    applymovement 0x12 $move6
    applymovement 0x13 $move7
    applymovement 0x14 $move8
    pause 0x30
    message $ons
    boxset 6
    applymovement 0x12 $move9
    applymovement 0x13 $move9
    applymovement 0x14 $move9
    message $stop
    boxset 6
    applymovement 0x15 $move10
    pause 0x30
    #raw 53
    #raw 12
    #raw 00
    #raw 53
    #raw 13
    #raw 00
    #raw 53
    #raw 14
    #raw 00
    #raw 53
    #raw 15
    #raw 00
    release
    end
    
    #org $pie
    $pie 1 =Tu es tombé dans notre\npiège!
    
    #org $move1
    $move1 1 ; #binary 0x13 0x10 0xFE
    
    #org $move2
    $move2 1 ; #binary 0x14 0x10 0x10 0x03 0xFE
    
    #org $move3
    $move3 1 ; #binary 0x12 0x12 0x10 0x12 0x12 0xFE
    
    #org $som
    $som 1 =Nous sommes de retour!\nPour vous jouer un mauvais tour!\pAfin de protéger le monde de la\ndevastation!\pAfin de rallier tous les peuples à \nnotre nation!\pAfin de dénoncer l'amour et la vérité!\pJessie!\pJames\pLa Team Rocket plus rapide que la\n lumière !\pRendez-vous tous ou ce sera la\n guerre.
    
    #org $move4
    $move4 1 ; #binary 0x13 0x10 0x13 0x13 0xFE
    
    #org $arr
    $arr 1 =ARRETEZ-VOUS!
    
    #org $movex
    $movex 1 ; #binary 0x62 0xFE
    
    #org $move5
    $move5 1 ; #binary 0x10 0xFE
    
    #org $enc
    $enc 1 =Encore ce policier!
    
    #org $move6
    $move6 1 ; #binary  0x20 0x20 0x20 0x20 0x1E 0x13 0xFE
    
    #org $move7
    $move7 1 ; #binary 0x20 0x20 0x1E 0x20 0x20 0xFE
    
    #org $move8
    $move8 1 ; #binary 0x1E 0x20 0x1E 0x20 0x20 0xFE
    
    #org $ons
    $ons 1 =On se reverra!
    
    #org $move9
    $move9 1 ; #binary 0x20 0x20 0x20 0x20 0x20 0x20 0xFE
    
    #org $stop
    $stop 1 =STOP!
    
    #org $move10
    $move10 1 ; #binary  0x20 0x20 0x20 0x20 0x20 0x20 0x1E 0x20 0x20 0x20 0x20 0x20 0x20 0xFE
     
    16
    Posts
    16
    Years
    • Seen Apr 25, 2011
    I've got this script:

    Code:
    #org $begin
    checkflag 0x200
    if b_true goto $alreadygotone
    message $wantpoke
    $wantpoke 1 =Hi \v\h01, \nI heard that you are going to \lleave our town... \pIs that true?
    boxset 5
    compare LASTRESULT 1
    if 1 goto $question
    message $toobad
    $toobad 1 =It's nice that you stay here!
    boxset 6
    release
    end
    
    #org $question
    lock
    message $pikachu
    $pikachu 1 =That's sad, \nWould you like my PIKACHU? \pI can't take care of PIKACHU anymore
    boxset 5
    compare LASTRESULT 1
    if 1 goto $geteevee
    message $bah
    $bah 1 =Why not?
    boxset 6
    release
    end
    
    
    
    #org $geteevee
    lock
    givepokemon 0x19 0x5 0x0
    fanfare 0x13E
    message $received
    $received 1 =\v\h01 received PIKACHU!
    boxset 6
    setflag 0x200
    setflag 0x828
    applymovement 0x02 $movesdown
    pausemove 0
    #raw 0x53 0x0F 0x80
    release
    end
    
    #org $movesdown
    $movesdown 1 ; #binary 0x11 0x11 0x12 0x12 0x12 0x12 0x12 0x12 0x12 0xFE
    
    #org $alreadygotone
    release
    end

    It works fine, but after
    "#raw 0x53 0x0F 0x80"
    I'm able to walk over the spot where he was when he gave me Pikiachu, but the he appears again. How can I make it so that he will be disappeared?
     
    131
    Posts
    17
    Years
    • Seen Jun 16, 2014
    I've got this script:

    Code:
    #org $begin
    checkflag 0x200
    if b_true goto $alreadygotone
    message $wantpoke
    $wantpoke 1 =Hi \v\h01, \nI heard that you are going to \lleave our town... \pIs that true?
    boxset 5
    compare LASTRESULT 1
    if 1 goto $question
    message $toobad
    $toobad 1 =It's nice that you stay here!
    boxset 6
    release
    end
    
    #org $question
    lock
    message $pikachu
    $pikachu 1 =That's sad, \nWould you like my PIKACHU? \pI can't take care of PIKACHU anymore
    boxset 5
    compare LASTRESULT 1
    if 1 goto $geteevee
    message $bah
    $bah 1 =Why not?
    boxset 6
    release
    end
    
    
    
    #org $geteevee
    lock
    givepokemon 0x19 0x5 0x0
    fanfare 0x13E
    message $received
    $received 1 =\v\h01 received PIKACHU!
    boxset 6
    setflag 0x200
    setflag 0x828
    applymovement 0x02 $movesdown
    pausemove 0
    #raw 0x53 0x0F 0x80
    release
    end
    
    #org $movesdown
    $movesdown 1 ; #binary 0x11 0x11 0x12 0x12 0x12 0x12 0x12 0x12 0x12 0xFE
    
    #org $alreadygotone
    release
    end

    It works fine, but after
    "#raw 0x53 0x0F 0x80"
    I'm able to walk over the spot where he was when he gave me Pikiachu, but the he appears again. How can I make it so that he will be disappeared?

    Did you write the Person ID? If not, that's the mistake..
     
    16
    Posts
    16
    Years
    • Seen Apr 25, 2011
    Well it works fine the script it's self, but if I move the sprite appears again on the place where it is stored in A-map
     

    Ripper

    The Dark Knight
    495
    Posts
    16
    Years
  • Well it works fine the script it's self, but if I move the sprite appears again on the place where it is stored in A-map

    I haven't read it completely but...
    First off you must stick:
    #raw 0x53 0x0F 0x80
    at the end (before release) but before that you should set the flag which will correspond to the ID of the Sprite you want to disapear. So it would look like...

    setflag 0x(whatever)
    #raw 0x53 0x0F 0x80
    release
    end

    If you want to make it look good make them walk off the screen first (unless it's a Rocket? or what not), otherwise you a fadescreen 1 and then a fadescreen 0 or just a fadescreen 0.

    Hope that helped
     
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