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Script Help Thread (DO NOT REQUEST SCRIPTS)

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Rezordaxx

Asks many questions!
290
Posts
10
Years
  • Hi freaking again lol,

    I am sooooo bad with script tiles....
    so ive made this script and then when i walk over the tile.
    nothing happens...

    Script...
    Spoiler:


    can somebody pls help me ....
     

    GoGoJJTech

    (☞゚ヮ゚)☞ http://GoGoJJTech.com ☜(゚ヮ゚☜)
    2,475
    Posts
    11
    Years
  • Hi freaking again lol,

    I am sooooo bad with script tiles....
    so ive made this script and then when i walk over the tile.
    nothing happens...

    Script...
    Spoiler:


    can somebody pls help me ....

    First of all if you do lockall you need a releaseall too. Second, var 4050 is probably already used. Try this tutorial to get a better grasp on vars: http://www.pokecommunity.com/showthread.php?t=302347
     

    Rezordaxx

    Asks many questions!
    290
    Posts
    10
    Years
  • Okay fixed that problem but now..
    the script works but it stops after the trainer battle..

    Script :
    Spoiler:


    can someone yet again help :S
     

    GoGoJJTech

    (☞゚ヮ゚)☞ http://GoGoJJTech.com ☜(゚ヮ゚☜)
    2,475
    Posts
    11
    Years
  • Okay fixed that problem but now..
    the script works but it stops after the trainer battle..

    Script :
    Spoiler:


    can someone yet again help :S

    The command trainerbattle has many alterations. 0x0 means just the battle, nothing after. 0x1 means it continues afterwards. 0x3 (i believe) is a battle, continues afterwards, AND if you lose, the script still goes on. 0x9 (in FR) does the whole vs Rival with Oak commentating.
     

    karatekid552

    What happens if I push it?....
    1,771
    Posts
    11
    Years
  • The command trainerbattle has many alterations. 0x0 means just the battle, nothing after. 0x1 means it continues afterwards. 0x3 (i believe) is a battle, continues afterwards, AND if you lose, the script still goes on. 0x9 (in FR) does the whole vs Rival with Oak commentating.

    NOOOO. If you lose on 0x3, you still go to the POKECENTER. Only 0x9 continues. 0x3 just doesn't require a pointer to continue IF YOU WIN.

    I have said this before, to you, specifically. This is why I am slightly concerned.
     

    GoGoJJTech

    (☞゚ヮ゚)☞ http://GoGoJJTech.com ☜(゚ヮ゚☜)
    2,475
    Posts
    11
    Years
  • NOOOO. If you lose on 0x3, you still go to the POKECENTER. Only 0x9 continues. 0x3 just doesn't require a pointer to continue IF YOU WIN.

    I have said this before, to you, specifically. This is why I am slightly concerned.

    :D
    I don't remember you saying...
    But there's a thread in r&d on it, I thought that's what it said
     

    Rezordaxx

    Asks many questions!
    290
    Posts
    10
    Years
  • okayy...
    I changed this line
    trainerbattle 0x0 0x00C 0x0 0x801BA1 0x801BB5
    to this
    trainerbattle 0x0 0x00C 0x1 0x801BA1 0x801BB5
    cause if i change to
    trainerbattle 0x1 0x00C 0x0 0x801BA1 0x801BB5
    it gives a compile error

    but it still doesnt continu
     

    GoGoJJTech

    (☞゚ヮ゚)☞ http://GoGoJJTech.com ☜(゚ヮ゚☜)
    2,475
    Posts
    11
    Years
  • okayy...
    I changed this line
    trainerbattle 0x0 0x00C 0x0 0x801BA1 0x801BB5
    to this
    trainerbattle 0x0 0x00C 0x1 0x801BA1 0x801BB5
    cause if i change to
    trainerbattle 0x1 0x00C 0x0 0x801BA1 0x801BB5
    it gives a compile error

    but it still doesnt continu

    Hmmm... I see. First off, it's this:
    trainerbattle 0x1
    But IDK about the rest of it.
     

    Renegade

    Time for real life...
    995
    Posts
    12
    Years
  • okayy...
    I changed this line
    trainerbattle 0x0 0x00C 0x0 0x801BA1 0x801BB5
    to this
    trainerbattle 0x0 0x00C 0x1 0x801BA1 0x801BB5
    cause if i change to
    trainerbattle 0x1 0x00C 0x0 0x801BA1 0x801BB5
    it gives a compile error

    but it still doesnt continu

    You need to change it to this:
    trainerbattle 0x1 0x00C 0x0 0x801BA1 0x801BB5

    But you also need to add an extra pointer at the end like this:
    trainerbattle 0x1 0x00C 0x0 0x801BA1 0x801BB5 0xXXXXXX

    The extra pointer should direct the script to its next commands to be executed. So, your original script:
    Code:
    #org 0x801B52
    lockall
    special 0x65
    message 0x801BE0 MSG_NORMAL
    applymovement MOVE_PLAYER 0x801C59
    applymovement 4 0x801C5E
    trainerbattle 0x0 0x00C 0x0 0x801BA1 0x801BB5
    msgbox 0x801BDB 0x6
    hidesprite 3
    hidesprite 4
    fadescreen 0x1
    showsprite 5
    fadescreen 0x0
    applymovement MOVE_PLAYER 0x801C61
    message 0x801C65 MSG_NORMAL
    setvar 0x4050 0x0001
    release
    end
    
    #org 0x801BA1
    = Who are you brat?
    
    #Org 0x801BB5
    = Grrr, you wont defeat us\nnext time!
    
    #org 0x801BDB
    = 
    release
    end
    
    #org 0x801BE0
    = TELL US NOW!\nMOM: NO!\pJAKE: m m mommy...\nTELL US WHERE THAT RARE\pPOKÉMON IS!\nMOM: NO I WONT TELL\pYOU ANYTHING THIEVES!
    
    #org 0x801C59
    #raw 0x0B ' step right1
    #raw 0x09 ' step up1
    #raw 0x0B ' step right1
    #raw 0xFE 'End of Movements
    
    #org 0x801C5E
    #raw 0x54 ' jump0 left
    #raw 0xFE 'End of Movements
    
    #org 0x801C61
    #raw 0x0B ' step right1
    #raw 0x09 ' step up1
    #raw 0xFE 'End of Movements
    
    #org 0x801C65
    = This text was a big part of the story of the game i wont put it on PC yet..

    Should look like this:
    Code:
    #org 0x801B52
    lockall
    special 0x65
    message 0x801BE0 MSG_NORMAL
    applymovement MOVE_PLAYER 0x801C59
    applymovement 4 0x801C5E
    trainerbattle 0x[B]1[/B] 0x00C 0x0 0x801BA1 0x801BB5 [B]0xXXXXXX[/B]
    [B]end[/B]
    
    [B]#org @XXXXXX[/B]
    msgbox 0x801BDB 0x6
    hidesprite 3
    hidesprite 4
    fadescreen 0x1
    showsprite 5
    fadescreen 0x0
    applymovement MOVE_PLAYER 0x801C61
    message 0x801C65 MSG_NORMAL
    setvar 0x4050 0x0001
    release
    end
    
    #org 0x801BA1
    = Who are you brat?
    
    #Org 0x801BB5
    = Grrr, you wont defeat us\nnext time!
    
    #org 0x801BDB
    = 
    release
    end
    
    #org 0x801BE0
    = TELL US NOW!\nMOM: NO!\pJAKE: m m mommy...\nTELL US WHERE THAT RARE\pPOKÉMON IS!\nMOM: NO I WONT TELL\pYOU ANYTHING THIEVES!
    
    #org 0x801C59
    #raw 0x0B ' step right1
    #raw 0x09 ' step up1
    #raw 0x0B ' step right1
    #raw 0xFE 'End of Movements
    
    #org 0x801C5E
    #raw 0x54 ' jump0 left
    #raw 0xFE 'End of Movements
    
    #org 0x801C61
    #raw 0x0B ' step right1
    #raw 0x09 ' step up1
    #raw 0xFE 'End of Movements
    
    #org 0x801C65
    = This text was a big part of the story of the game i wont put it on PC yet..
     

    Rezordaxx

    Asks many questions!
    290
    Posts
    10
    Years
  • You need to change it to this:
    trainerbattle 0x1 0x00C 0x0 0x801BA1 0x801BB5

    But you also need to add an extra pointer at the end like this:
    trainerbattle 0x1 0x00C 0x0 0x801BA1 0x801BB5 0xXXXXXX

    The extra pointer should direct the script to its next commands to be executed. So, your original script:
    Code:
    #org 0x801B52
    lockall
    special 0x65
    message 0x801BE0 MSG_NORMAL
    applymovement MOVE_PLAYER 0x801C59
    applymovement 4 0x801C5E
    trainerbattle 0x0 0x00C 0x0 0x801BA1 0x801BB5
    msgbox 0x801BDB 0x6
    hidesprite 3
    hidesprite 4
    fadescreen 0x1
    showsprite 5
    fadescreen 0x0
    applymovement MOVE_PLAYER 0x801C61
    message 0x801C65 MSG_NORMAL
    setvar 0x4050 0x0001
    release
    end
    
    #org 0x801BA1
    = Who are you brat?
    
    #Org 0x801BB5
    = Grrr, you wont defeat us\nnext time!
    
    #org 0x801BDB
    = 
    release
    end
    
    #org 0x801BE0
    = TELL US NOW!\nMOM: NO!\pJAKE: m m mommy...\nTELL US WHERE THAT RARE\pPOKÉMON IS!\nMOM: NO I WONT TELL\pYOU ANYTHING THIEVES!
    
    #org 0x801C59
    #raw 0x0B ' step right1
    #raw 0x09 ' step up1
    #raw 0x0B ' step right1
    #raw 0xFE 'End of Movements
    
    #org 0x801C5E
    #raw 0x54 ' jump0 left
    #raw 0xFE 'End of Movements
    
    #org 0x801C61
    #raw 0x0B ' step right1
    #raw 0x09 ' step up1
    #raw 0xFE 'End of Movements
    
    #org 0x801C65
    = This text was a big part of the story of the game i wont put it on PC yet..

    Should look like this:
    Code:
    #org 0x801B52
    lockall
    special 0x65
    message 0x801BE0 MSG_NORMAL
    applymovement MOVE_PLAYER 0x801C59
    applymovement 4 0x801C5E
    trainerbattle 0x[B]1[/B] 0x00C 0x0 0x801BA1 0x801BB5 [B]0xXXXXXX[/B]
    [B]end[/B]
    
    [B]#org @XXXXXX[/B]
    msgbox 0x801BDB 0x6
    hidesprite 3
    hidesprite 4
    fadescreen 0x1
    showsprite 5
    fadescreen 0x0
    applymovement MOVE_PLAYER 0x801C61
    message 0x801C65 MSG_NORMAL
    setvar 0x4050 0x0001
    release
    end
    
    #org 0x801BA1
    = Who are you brat?
    
    #Org 0x801BB5
    = Grrr, you wont defeat us\nnext time!
    
    #org 0x801BDB
    = 
    release
    end
    
    #org 0x801BE0
    = TELL US NOW!\nMOM: NO!\pJAKE: m m mommy...\nTELL US WHERE THAT RARE\pPOKÉMON IS!\nMOM: NO I WONT TELL\pYOU ANYTHING THIEVES!
    
    #org 0x801C59
    #raw 0x0B ' step right1
    #raw 0x09 ' step up1
    #raw 0x0B ' step right1
    #raw 0xFE 'End of Movements
    
    #org 0x801C5E
    #raw 0x54 ' jump0 left
    #raw 0xFE 'End of Movements
    
    #org 0x801C61
    #raw 0x0B ' step right1
    #raw 0x09 ' step up1
    #raw 0xFE 'End of Movements
    
    #org 0x801C65
    = This text was a big part of the story of the game i wont put it on PC yet..

    Okay! I will try it tomorow its around midnight in my country so i am going to sleep now :)
     
    9
    Posts
    12
    Years
    • Seen Mar 25, 2017
    Hi. I was wondering what I was doing wrong with my script. I have two pokeballs in the same room. One is supposed to give the player a Hard stone, then go away, much like in the vanilla game. The other would do the same except that it would give the player an Expert belt. I'm having three problems.

    1. Only one works at any given time, usually the last one I edited.

    2. Talking to the one that works makes both disappear, and talking to the one that doesn't makes the one that does disappear.

    3. No matter what happens, when I take a step both reappear.


    I've done a little searching, but nothing seems to help. I think I might just be overthinking it. Here are the scripts:

    Hard Stone:
    Spoiler:


    Expert Belt:
    Spoiler:
     

    destinedjagold

    You can contact me in PC's discord server...
    8,593
    Posts
    16
    Years
    • Seen Dec 23, 2023
    Hi. I was wondering what I was doing wrong with my script. I have two pokeballs in the same room. One is supposed to give the player a Hard stone, then go away, much like in the vanilla game. The other would do the same except that it would give the player an Expert belt. I'm having three problems.

    1. Only one works at any given time, usually the last one I edited.

    2. Talking to the one that works makes both disappear, and talking to the one that doesn't makes the one that does disappear.

    3. No matter what happens, when I take a step both reappear.


    I've done a little searching, but nothing seems to help. I think I might just be overthinking it. Here are the scripts:

    Hard Stone:
    Spoiler:


    Expert Belt:
    Spoiler:

    1. Use a safer free space offset, preferably, offset 0x800000.
    2. Your 'Hard Stone' script is setting the wrong flag.
    3. Make sure that each Pokeballs have person IDs the same as their flags in their individual scripts.
    Spoiler:

    4. Write 'hidesprite lasttalked' instead of 'hidesprite 0x1003'. But since your giveitem command uses the 'msg_find', then there's no need for the hidesprite command.

    Rewriting your script, it could simply be like this...
    Code:
    dynamic 0x800000
    
    #org @hardstone
    giveitem 0xCC 0x1 MSG_FIND
    end
    
    #org @expertbelt
    giveitem 0xCF 0x1 MSG_FIND
    end
    Just make sure they use a free flag and are not sharing the same flag.

    :3
     

    Rezordaxx

    Asks many questions!
    290
    Posts
    10
    Years
  • ITS SIROUSLY DRIVING ME CRAZY NOW!
    Grrrr.

    i put this script in
    Spoiler:


    compile it no errors save it
    and when I open the script again
    it looks like this

    Spoiler:


    i am working on this script for 2 days now and I cant get it right...
    Helpppp
     

    karatekid552

    What happens if I push it?....
    1,771
    Posts
    11
    Years
  • ITS SIROUSLY DRIVING ME CRAZY NOW!
    Grrrr.

    i put this script in
    Spoiler:


    compile it no errors save it
    and when I open the script again
    it looks like this

    Spoiler:


    i am working on this script for 2 days now and I cant get it right...
    Helpppp

    Spoiler:
     

    Rezordaxx

    Asks many questions!
    290
    Posts
    10
    Years
  • Spoiler:

    doesnt work
    I tried

    Its ******* driving me crazy almost 3 days wasted on that script
     

    GoGoJJTech

    (☞゚ヮ゚)☞ http://GoGoJJTech.com ☜(゚ヮ゚☜)
    2,475
    Posts
    11
    Years
  • no i didnt forgot i repointed everything but still the script is F'd up

    Somehow you're putting data there, and your movements and msgbox are going nuts because they're loading some other data. Try again to repoint everything, everything. Then just change the person event or script tile or whatever. Just use a-map 1.92.
     

    karatekid552

    What happens if I push it?....
    1,771
    Posts
    11
    Years
  • Somehow you're putting data there, and your movements and msgbox are going nuts because they're loading some other data. Try again to repoint everything, everything. Then just change the person event or script tile or whatever. Just use a-map 1.92.

    Lol, I didn't even look at the messages. I just saw all of the scripts running together which usually causes an issue.

    One sec, let me fix it:

    Here:

    Code:
    '---------------
    #dynamic 0x801698
    
    #org @start
    lockall
    special 0x65
    msgbox @80172C MSG_NORMAL '"TELL US NOW!\nMOM: NO!\pJAKE: m m ..."
    applymovement MOVE_PLAYER @8019D3
    applymovement 0x4 @8019D8
    trainerbattle 0x1 0xC 0x0 @8017A5 @8017B9 @801708
    end
    
    #org @801708
    fadescreen 0x1
    hidesprite 0x3
    hidesprite 0x4
    showsprite 0x5
    fadescreen 0x0
    applymovement MOVE_PLAYER @8019DB
    msgbox @8017DF MSG_NORMAL '"[player]: What was this all about?..."
    setvar 0x40FF 0x0001
    releaseall
    end
    
    
    '---------
    ' Strings
    '---------
    #org @80172C
    = TELL US NOW!\nMOM: NO!\pJAKE: m m mommy...\nTELL US WHERE THAT RARE\pPOKÉMON IS!\nMOM: NO I WONT TELL\pYOU ANYTHING THIEVES!
    
    #org @8017A5
    = Who are you brat?
    
    #org @8017B9
    = Grrr, you wont defeat us\nnext time!
    
    #org @8017DF
    = Not on pc Yet
    
    
    '-----------
    ' Movements
    '-----------
    #org @8019D3
    #raw 0xB 'Step Right (Very Slow)
    #raw 0x9 'Step Up (Very Slow)
    #raw 0xB 'Step Right (Very Slow)
    #raw 0xFE 'End of Movements
    
    #org @8019D8
    #raw 0x54 'Jump in Place (Facing Left)
    #raw 0xFE 'End of Movements
    
    #org @8019DB
    #raw 0xB 'Step Right (Very Slow)
    #raw 0x9 'Step Up (Very Slow)
    #raw 0xFE 'End of Movements

    Just take all pointers, replace the 0x with @, and bam, you have a dynamic script again.
     
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