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Script Requests/Sharing/Discussion

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♠εx

Working on my hack, busy also.
  • 299
    Posts
    17
    Years
    • Seen Aug 15, 2008
    I have some scripts here.

    Code:
    #org 0x800000
    message 0x800100
    boxset 0x5
    message 0x800300
    boxset 0x6
    message 0x80040
    boxset 0x6
    release
    end
    
    #org 0x800100 = Do you like Oran Berries?
    
    #org 0x800300 = Yay!\lMe too!
    
    #org 0x800400 = Ohh.\nBad choice I reckon.

    When you finish the script, the game crashes with wierd colours.

    Code:
    #org 0x800000
    boxset 0x6
    applymovement 0x3 0x800100
    message 0x800200
    message 0x800300
    pause 0x30
    
    #org 0x800100
    #raw 0x0E
    #raw 0x0E
    #raw 0x0E
    #raw 0x0E
    #raw 0x0E
    #raw 0xFE
    
    #org 0x800200 = Wait..!\nYou'll need a partner through your Journey.\nHere, have a Aipom!
    givepokemon 0x78 0x5 0x3
    setflag 0x200
    release
    end
    
    #0x800300 = Hows my Aipom going?

    With this code, it stuffs up. I know I did it wrong.
    I want you to step on a tile and someone comes and gives you a Pokemon.
    When you talk to him next he say's the last line.

    I think I did it wrong, I beleive when you talk to him it moves, but i want it as an event.
     
  • 1,104
    Posts
    16
    Years
    I have some scripts here.

    Code:
    #org 0x800000
    message 0x800100
    callstd 0x5
    [B]compare LASTRESULT 0x1
    if 0x1 jump 0x<pointer>[/B]
    message 0x80040
    callstd 0x6
    release
    end
    
    [B]#org 0x<pointer>
    message 0x800300
    callstd 0x6
    release
    end[/B]
    
    #org 0x800100 
    = Do you like Oran Berries?
    
    #org 0x800300 
    = Yay!\lMe too!
    
    #org 0x800400 
    = Ohh.\nBad choice I reckon.

    When you finish the script, the game crashes with wierd colours.

    Event script...
    Code:
    #org 0x800000
    [B]checkflag 0x200
    if 0x1 goto 0x<pointer>
    applymovement 0x3 0x800100
    #raw 0x51 
    #raw 0x00 
    #raw 0x00   'These three lines wait for the movements to end. (pausemove 0)
    message 0x800200
    callstd 0x6
    givepokemon 0x78 0x5 0x3
    setflag 0x200[/B]release
    end
    
    #org 0x<pointer>
    release
    end
    
    #org 0x800100
    #raw 0x0E
    #raw 0x0E
    #raw 0x0E
    #raw 0x0E
    #raw 0x0E
    #raw 0xFE
    
    #org 0x800200 
    = Wait..!\nYou'll need a partner through your Journey.\pHere, have a Aipom!

    Script for person
    [code]#org 0x<pointer1>
    lock
    faceplayer
    message 0x800300
    callstd 0x6
    release
    end


    #org 0x800300
    = Hows my Aipom going?[/code]

    With this code, it stuffs up. I know I did it wrong.
    I want you to step on a tile and someone comes and gives you a Pokemon.
    When you talk to him next he say's the last line.

    I think I did it wrong, I beleive when you talk to him it moves, but i want it as an event.

    I'd say that you should read through semele's tutorial. I've made quite a few changes. I'll have most of them in bold.

    With what you want in the second script requires two scripts. One script for the givepokemon and one for the talking. I re-worte these and labeled them so you can tell the difference.
     
    Anyone?

    Code:
    #org $start
    Lock
    faceplayer
    Trainerbattle 1 02 $before $after $further
    Message $beaten
    Boxset 6
    Release
    End
    
    #org $before
    $before 1 = I'm BEN's twin!
    
    #org $after
    $after 1 = Now I've got to leave...
    
    #org $beaten
    $beaten 1 = Bye.
    
    #org $further
    lock
    faceplayer
    message $beaten2
    $beaten2 1 = I'll see you later.
    boxset 6
    release
    setflag 0x123
    fadescreen 0
    end

    And why doesn't the sprite appear now:S I inserted it but I don't see a sprite:
    Code:
    #org $StartWild
    lock
    faceplayer
    cry 251
    message $bi
    $bi 1 = CELEBI: Bi?
    boxset 6
    checkflag 0x808
    if 0x1 goto $WildBatt
    release
    end
    
    #org $Wildbatt
    lock
    wildbattle 251 10 1
    release
    setflag 0x232
    fadescreen 0
    end

    Why don't these work. Someone please tell this!
     

    Dr.Razor

    Yellow Remaker
  • 101
    Posts
    16
    Years
    How can i use setweather or doweather?
    here's my script:
    Code:
    #org $start
    lock
    faceplayer
    message $piaf
    boxset 6
    checkflag 0x808
    wildbattle 21 7 0
    release
    setflag 0x500
    fadescreen 0
    applymovement 0x3 $piafa
    pause 0x30
    release
    end
    
    #org $piaf
    $piaf 1 =Piafaaaa!!!
    
    #org $piafa
    #binary 0x0D 0x0D 0x0D 0x0D 0x0D 0x0D 0x60 0xFE

    After the wild battle,i want start raining.
    I use Fire Red.
     

    cooley

    ///Keepin' it simple
  • 1,148
    Posts
    17
    Years
    You would put:
    Code:
    #org $start
    lock
    faceplayer
    message $piaf
    boxset 6
    checkflag 0x808
    wildbattle 21 7 0
    [B]setweather <Type of weather>[/B]
    release
    setflag 0x500
    fadescreen 0
    applymovement 0x3 $piafa
    pause 0x30
    release
    end
    
    #org $piaf
    $piaf 1 =Piafaaaa!!!
    
    #org $piafa
    #binary 0x0D 0x0D 0x0D 0x0D 0x0D 0x0D 0x60 0xFE
    You would insert 'doweather' wherever you want the weather to revert back to the original.

    .::Resource for G/S/C hacks::.
    These are the commands used in pokewitch's G/S database(A G/S Script maker..xD)

    Code:
    addcmmd gosub1 00 ' goto offset this bank then return to script
    addparm 2 ' offset
    addcmmd gosublong 01 ' goto long offset then return to script
    addparm 3 ' offset
    addcmmd marksub 02 ' Goto offset pointer then return to script
    addparm 2 ' offset
    addcmmd goto 03 ' goto offset this bank
    addparm 2 ' offset
    addcmmd gotolong 04 ' goto long offset
    addparm 3 ' offset
    addcmmd markgoto 05 ' Goto offset pointer
    addparm 2 ' offset
    
    addcmmd ifvar1 06 ' if equals byte
    addparm 2 
    addcmmd ifvar2 07 ' if not equal byte
    addparm 2 
    addcmmd ifvar3 08 ' if zero
    addparm 2 
    addcmmd ifvar4 09 ' if not zero
    addparm 2 
    addcmmd ifvar5 0x0a ' if lower byte
    addparm 2
    addcmmd ifvar6 0x0b ' if greater byte
    addparm 2 
    
    addcmmd gotodisplay 0x0c ' Display standard dialog then stop
    addparm -2
    addcmmd gosubdisplay 0x0d ' Display standard dialog then return
    addparm -2
    
    addcmmd callasm 0x0e ' perform asm script long
    addparm 3
    addcmmd callasm2 0x10 ' call asm pointer
    addparm -2
    addcmmd callscript 0x0f ' perform standard script then return.
    addparm -2
    
    addcmmd eventcountlong 0x11 ' count events on map z
    addparm -1 ' bank
    addparm -1 ' map
    addcmmd eventtogglelong 0x12 ' Trigger event xx on map z
    addparm -1 ' bank
    addparm -1 ' map
    addpamr 0 ' event
    
    addcmmd eventcount 0x13 ' Checks the number of the trigger events on the current map.
    addcmmd eventtoggle 0x14 ' Activates trigger event xx on current map. To deactivate activate an event that doesn't exist.
    addparm -1 ' only one event can be active at a time
    
    addcmmd setvar 0x15 ' Loads value into ram
    addparm -1
    addcmmd varadd 0x16 ' Adds xx and the value in RAM.
    addparm -1
    addcmmd rand 0x17 ' Reads xx and creates a random number between 00 and xx
    addparm -1 ' must be greater than 0
    
    addcmmd ver 0x18 ' Check if version is gold or silver.
    
    addcmmd addr2ram 0x19 ' Writes variable from ram address to RAM.
    addparm -2
    addcmmd ram2addr 0x1a ' Writes variable from RAM to ram address.
    addparm -2
    
    addcmmd setaddr 0x1b ' Writes zz to ram address.
    addparm -2 ' ram addr
    addparm -1 ' value
    
    addcmmd checkspecial 0x1c ' Checks special game-technical values and writes then into RAM.
    addparm -1 
    addparm -2
    
    addcmmd setspecialram 0x1d ' Writes variable from RAM to special game-technical value offsets.
    addparm -1 ' value
    
    addcmmd setspecial 0x1e ' Write value to ram
    addparm -1 ' value
    addparm -1 ' property
    
    addcmmd giveitem 9x1f ' Give x number of item to player
    addparm -1 ' Item
    addparm -1 ' Count
    addcmmd removeitem 0x20 ' Teke x number from item to player
    addparm -1 ' Item
    addparm -1 ' Count
    addcmmd checkitem 0x21 ' Check player has item
    addparm -1 ' Item
    
    addcmmd givemoney 0x22 ' Put money into account
    addparm -1 ' Account ' 0 = hiro 1 account
    addparm -3 ' ammount
    addcmmd takemoney 0x23 ' Take money from account
    addparm -1 ' Account ' 0 = hiro 1 account
    addparm -3 ' ammount
    addcmmd checkmoney 0x24 ' Check money available in account
    addparm -1 ' Account ' 0 = hiro 1 account
    addparm -3 ' ammount
    
    addcmmd givecoin 0x25 ' Give gamecorner coins
    addparm -2 ' Ammount
    addcmmd takecoin 0x26 ' Remove gamecorner coins
    addparm -2 ' Amount
    addcmmd checkcoin 0x27 ' Check for gamecorner coins
    addparm -2 ' amount
    
    addcmmd givephone 0x28 ' Give characters phone number to player
    addparm -1 ' person
    addcmmd removephone 0x29 ' Remove characters phone number.
    addparm -1 ' person
    addcmmd checkphone 0x2a ' Check if number exists.
    addparm -1 ' person
    
    addcmmd timeday 0x2b ' Time of day = 00 sunrise, 01 morning, 02 afternoon, 03 sunset, 04 night 
    addparm -1 ' value
    
    addcmmd checkpokemon 0x2c' Check pokemon is in party.
    addparm -1 ' Pokemon number
    
    addcmmd givepokemon 0x2d ' Put pokemon in party if room. Return trainer number.
    addparm -1 ' Pokemon number
    addparm -1 ' pokemon level
    addparm -1 ' Carry item
    addparm -1 bind(1)fromtrainer ' from trainer (0 for hero)
    addcmmd fromtrainer 0x2d ' Trainers name and pokemon name
    addparm 2 ' Trainers Name
    addparm 2 ' Pokemon Name
    
    addcmmd giveegg 0x2E ' Gives an egg if room. returns errorlevel
    addparm -1 ' pokemon
    addparm -1 ' level
    
    addcmmd attachitem 0x2f ' Attach item to pokemon in party
    addparm 2 ' Pointer to item no and 20 byte text string
    
    ' addcmmd returns 0 = wrong letter, 1 = correct. 2 cancelled. 3 no letter. 4 only one pokemon in list.
    addcmmd sendletter 0x30 ' Open pokemon list and 'removes' selected pokemon if it has following letter. Returns feedback
    addparm 2 ' Pointer to letter item no and 20 byte text string
    
    addcmmd checkflagA 0x31 ' check flag from bank a
    addparm -2
    addcmmd clearflagA 0x32 ' clear flag from bank a
    addparm -2
    addcmmd setflagA 0x33 ' Set flag from bank a
    addparm -2
    
    addcmmd checkflagA 0x34 ' check flag from bank b
    addparm -2
    addcmmd clearflagA 0x35 ' clear flag from bank b
    addparm -2
    addcmmd setflagA 0x36 ' Set flag from bank b
    addparm -2
    
    addcmmd battlesoff 0x37 ' Turn wildbattles off
    addcmmd battleson 0x38 ' Turn wildbattles on
    
    addcmmd compxy 0x39 ' Locate hiro on map (buggy)
    addparm 2
    
    addcmmd setwarp 0x3a ' Set all warps with warp no FF to value
    addparm -1 ' warp no
    addparm -1 ' bank
    addparm -1 ' map
    
    addcmmd setblackout 0x3b ' Set map to awake on after blackout. Requires a flight pos for that map.
    addparm -1 ' bank
    addparm -1 ' map
    
    addcmmd warp 0x3c ' Warp to map.. Does not terminate script.
    addparm -1 ' bank
    addparm -1 ' map
    addparm -1 ' x
    addparm -1 ' y
    
    addcmmd loadaccount 0x3d ' Load money in account and 'mum account' into memory 1 2 or 3 for display
    addparm -1 ' memory no (0-2)
    addcmmd loadcoins 0x3e ' Load came corner coin amount into memory for display
    addparm -1 ' memory no (0-2)
    addcmmd loadvalue 0x3f ' Load RAM into memory for display
    addparm -1 ' memory no (0-2)
    addcmmd loadpokemonname 0x40 ' Load pokemon name in memory for display
    addparm -2 ' Pokemon no
    addparm -1 ' memory no (0-2)
    addcmmd loaditem 0x41 ' Load item Name into memory for display
    addparm -1 ' Item no
    addparm -1 ' memory no (0-2)
    addcmmd loadlocation 0x42 ' Load location name into memory for display
    addparm -1 ' memory no (0-2)
    addcmmd loadtrainername 0x43 ' load Trainer Name into memory for display
    addparm -1 ' Trainer Number
    addparm -1 ' Trainer Group
    addparm -1 ' memory no (0-2)
    addcmmd loadstring 0x44 ' Load string into memory for display
    addparm 2 ' Pointer to string (50 chars max)
    addparm -1 ' memory no (0-2)
    
    addcmmd Stowitem 0x45 ' Put Item from Giveitem into item pocket
    addcmmd FullPocket 0x46 ' Display 'Full item poket' dialog
    addcmmd showdialog 0x47 ' Load font and siplay text box
    addcmmd refresh 0x48 ' Refresh Screen
    addcmmd LoadSprites 0x49 ' Load motion into ram.
    
    addcmmd message 0x4b ' Open a text box and write text. Doesn't load font
    addparm -1 ' Bank
    addparm 2 ' Pointer to text
    addcmmd message2 0x4c  ' Open a text box and write text (scroll?). Doesn't load font
    addparm -1 ' Bank
    addparm 2 ' Pointer to text
    
    addcmmd repeattext 0x4d ' Displays text last written.
    addparm -2 mask(0xFFFF)
    
    addcmmd InputBox 0x4e ' Displays yes/no dialog and returns 1 or 0 into ram
    addcmmd loadmenu 0x4f ' Display Multi Item Menu. Renturns number
    addparm 2 ' Pointer to Menus
    
    addcmmd screensave 0x50 ' Store section of screen overwritten by dialog
    
    addcmmd TalkToPlayer 0x51 ' Turn person towards player, display message, then end script
    addparm 2 ' Pointer to text
    addcmmd TalkToPlayer2 0x52 ' Display message then end script
    addparm 2 ' Pointer to text
    addcmmd boxclose 0x53
    addcmmd boxopen 0x54
    
    addcmmd ShowPokepic 0x55 ' Display a pokemons picture
    addparm -2 ' if 0 read from ram, else == pokemon number
    addcmmd showpokeYN ' Displays yes/no dialog for showpokemon. Returns value into RAM
    
    addcmmd showmenu 0x57 ' Displays menu loaded by loadmenu
    addcmmd showmenu2 0x58
    
    addcmmd cancelbattle 0x5a ' Cancels and resets information for current trainer/wildbattle
    addcmmd loadtrainer1 0x5b ' Loads trainer that 'sees' hiro into battle ram from offsets CF2E and CF2F
    addcmmd loadtrainer2 0x5d ' Loads specified trainer into battle ram
    addparm -1 ' group
    addparm -2 ' Trainer
    addcmmd loadpokemon 0x5c ' Loads pokemon data into battle ram for wild battle
    addparm -2 ' pokemon number.
    addcmmd dobattle 0x5e ' Start pokemon battle. Returns 1 for win
    addcmmd evalbattle 0x5f ' Eveluate loss and transport to pkm centre on loss
    
    addcmmd learnbattle 0x60 ' Perform catch pokemon example with loaded data
    addparm -1 ' Back Image
    
    addcmmd loadtrainertext 0x61 ' Load text from currently loaded trainer into display buffer
    addparm -1 ' memory no (0-2)
    addcmmc loadtrainerstatus 0x62 ' Load status from currently loaded trainer into display buffer
    addparm -1 ' memory no (0-2)
    
    addcmmd loadwinloss 0x63 ' Load win/loss text for trainerbattle
    addparm 2 ' Pointer to Win
    addparm 2 ' Pointer to loss
    
    addcmmd onbattlecheck 0x64 ' Determines whether to battle or display additional text
    addcmmd cancelpostbattle 0x65 ' Cancels talk after script from battle
    addcmmd checkscripttalk 0x66 ' Check for talk after script from a battle. Returns 1 or 0
    addcmmd checktrainerflag 0x67
    
    addcmmd applymovement 0x68 ' Apply movement data to person
    addparm -1 ' Person
    addparm 2 ' Pointer to Data
    
    addcmmd applymovetalked 0x69 ' Apply movement to last person talked to
    addparm 2 ' Pointer to Data
    
    addcmmd faceplayer 0x6a ' Turn talked to person to player
    addparm turnpersonplayer 0x6b ' Turn 'person' to player
    
    addcmmd setsprite 0x6c ' Set Var Sprite to buffer 0 - f
    addparm -1 ' Buffer 0 to F
    addparm -2 ' Sprite number
    
    addcmmd hideperson 0x6d ' Hide Person
    addparm -1 ' Person number
    addcmmd showperson 0x6e ' Show Person
    addparm -1 ' Person number
    
    addcmmd followplayer 0x6f ' Make person follow person
    addparm -1 ' Person number
    addparm -1 ' Person number
    addcmmd stopfollow 0x70 ' Stop Following
    
    addcmmd movesprite 0x71 ' Move person to x/y
    addparm -1 ' Person
    addparm -1 ' x
    addparm -1 ' y
    
    addcmmd storepos 0x72 ' Store position of person
    addparm -1 ' Person
    
    addcmmd loademote 0x73 ' Load Emote
    addparm -1 ' Emote Number
    addcmmd showemote 0x74 ' Display emote over person for given time period
    addparm -1 ' Emote Number
    addparm -1 ' Person number
    addparm -1 ' Time period
    
    addcmmd turnplayer 0x75 ' Turn player to a person
    addparm -1 ' person
    addparm -1 ' direction 0 - 3
    
    addcmmd followlock 0x76 ' Lock 1 person to another
    addparm -1 ' Person1
    addparm -1 ' Person2
    
    addparm earthquake 0x77 ' Shake screen for given time
    addparm -1 ' time period
    
    addparm exchangemap 0x78 ' Loadmap without moving player
    addparm 3 ' pointer to map
    
    addcmmd changetile 0x79 ' Change tile on map
    addparm -1 ' x
    addparm -1 ' y
    addparm -1 ' tile no
    
    addcmmd refreshall 0x7a ' Refresh Map
    addcmmd refresh 0x7b ' Refresh current section
    
    addcmmd loadcommands 0x7c ' Write command queue into ram
    addparm 2 ' Pointer to a command queue
    addcmmd killcommands 0x7D ' Delete command queue from ram
    addparm 2 ' Pointer to a command queue
    
    addcmmd playmusic 0x7e ' Play song number
    addparm -1 ' Tune No
    addcmmd playtrainertune 0x7f
    addcmmd fademusic 0x80 ' Fade from current music to new tune
    addparm -1 ' Tune No
    addparm -1 ' Time
    addcmmd playmapmusic 0x81 ' Play map tune
    addcmmd loadmapmusic 0x82 ' Play tune for map reload
    
    addcmmd sound 0x84 ' Play sound
    addparm -1 ' Sound no
    addcmmd soundwarp 0x86 ' Play sound for apropriate wap type
    addcmmd soundspecial 0x87 ' Play Receiveitem sound
    
    addcmmd waitkeypress 0x85 ' as it says
    addcmmd pokeEnginestruct 0x88 ' poke data structure into the game engine
    addparm 3 ' Pointer to struct
    addcmmd loadmap 0x89 ' Reload map usine 0xf0 + map number.
    addparm -1
    
    addcmmd pause 0x8a ' Pause for a set amount of time
    addparm -1
    addcmmd unlock ' Unlocks sprite
    addparm -1
    
    addcmmd gotoraw 0x8c ' Same as goto but ignores system locks such as bike etc.
    addparm 2 ' code pointer
    addcmmd warpcheck 0x8d ' Re-engage engine checks after warp
    addcmmd gosubraw 0x8e ' Gosub that ignores system locks
    addparm 2 ' code pointer
    addcmmd return 0x8f ' Return to location after a gosub
    addcmmd returnraw 0x90 ' Return from rawgosub
    addcmmd returnmap 0x91 ' Returnraw and reloads map.
    addcmmd resetadvanced 0x92 ' reset sophisticated variables/settings
    
    addcmmd mnumarket 0x93 ' Create Market menu
    addparm -1 ' Dialog no
    addparm -2 ' Pointer to market 
    addcmmd mnuelevator 0x94 
    addparm -2 ' Pointer to warp list
    addcmmd mnutrade 0x95 ' Display trade menu
    addparm -1 ' Menu for trading pokemon
    addcmmd givenumber ' Give number and return ok/registered/none
    addparm -1 ' number
    addcmmd phonecall 0x97 ' Display phone dialog with select name
    addparm 2 ' Pointer to caller name
    addcmmd phonehang 0x98 ' Hang up phone [close dialog]
    
    addcmmd decoration 0x99 ' Decoration Monologue
    addparm -1 ' map/orn-left/right/doll/console
    addcmmd tree 0x9a ' Display fruit tree monologue. Only 32 trees in game
    addparm -1 ' tree
    addcmmd phonecode 0x9b ' Initiate phone proceedures.
    addparm -2
    addcmmd phonecodecheck 0x9c ' checks if call in "in line"
    addcmmd giveitemcomment 0x9d ' Deposit item then display bag it is put in
    addparm -1
    addparm -1
    addcmmd mapwildpoke 0x9e ' Activate checks for wildpokemon on map
    addparm -1 ' bank
    addparm -1 ' map
    
    addcmmd halloffame 0x9f ' Activate hall of fame code
    addcmmd credits 0xa0 ' Scroll the credits
    addcmmd WarpFace 0xa1 ' Perform warp and change direction player is facing.
    addparm -1 ' direction
    addparm -1 ' bank
    addparm -1 ' map
    addparm -1 ' x
    addparm -1 ' y
    
    addcmmd loadtext 0xa2 ' Load text into memory
    addparm 2 ' pointer
    addparm -1 ' bank
    addparm -1 ' memory
    addcmmd locationbynumber ' load location into memory by number
    addparm -1 ' location
     
  • 15
    Posts
    16
    Years
    • Seen Jun 26, 2010
    Can anyone create a script so that in Poke gold in the town ecrutek someone give you a level 5 shiny shelder ??

    cheers
     
  • 87
    Posts
    16
    Years
    • Seen Feb 17, 2017
    HElp

    #org $Showtext
    lock
    faceplayer
    message $dumb
    $Aredumb 1= Are you dumb??
    boxset 5
    compare LASTRESUILT B_TRUE
    if B_False goto $Yesuare
    message $Laugh
    $Laugh 1= Hahaha!
    Boxset 6
    release
    end

    #org $Yesuare
    lock
    faceplayer
    message $Yesuare2
    $Yesuare2 1 = Oh yes you are!!
    boxset 6
    release
    end



    this is my script i am just praticing so i used pokescript but then a box appears it says enter offset. also the title of this box is floating pointers must be pushed

    so what do i place in the box
     

    destinedjagold

    I do not exist.
  • 8,593
    Posts
    17
    Years
    • Seen May 26, 2024
    Code:
    #org $Showtext
    lock
    faceplayer
    message $[B]dumb[/B]
    $[B]Aredumb[/B] 1= Are you dumb??
    boxset 5
    compare LASTRESUILT B_TRUE
    if B_False goto $Yesuare
    message $Laugh
    $Laugh 1= Hahaha!
    Boxset 6
    release
    end
    
    #org $Yesuare
    lock
    faceplayer
    message $Yesuare2
    $Yesuare2 1 = Oh yes you are!!
    boxset 6
    release
    end

    You have two unidentical commands, that is why it asks for the pointer to where it should be. The ones in bold is what I think are the cause of the error.

    Code:
    message $[B]dumb[/B]
    $[B]dumb[/B] 1= Are you dumb??
    boxset 5
     
    @♠εx: I just wanted this scenario:

    You: *talks to person*
    person: Do you want me to bring you to a training place?
    person: *if said yes* ok lets warp. *warps to the map*
    person: *if said no* ok that's fine.

    But with yours I get: Want to warp?
    You: *yes*
    person: ok that's fine. You wanted a warp.
    or
    You: *no*
    person: ok that's fine. You wanted a warp.

    but they don't even warp.

    @ cooley: Same problem.
    @ cooley2: I think he maybe too has pokescript 1.2 and not 1.00

    This is still the only problem I've got:/
     
  • 84
    Posts
    17
    Years
    • Seen Dec 7, 2020
    what flag do you set for the first badge? I need to know or I will not get anywhere. And, how would you find these flags so i will not have to ask anymore?
     

    +Sneasel™

    It's a meeee, itman!
  • 1,032
    Posts
    17
    Years
    can someone make me a script for fire red?
    I need one of prof. oak's aids to be standing in front of a cave
    and will leave when you get a pokemon from the lab.
     

    HackMew

    Mewtwo Strikes Back
  • 1,314
    Posts
    17
    Years
    • Seen Oct 26, 2011
    And, how would you find these flags so i will not have to ask anymore?
    All you have to do is to decompile the scripts in the original game.
    The search function in the forum could be useful as well.
     
    Code:
    #org $battle
    lock
    faceplayer
    checkitem 0x113
    compare LASTRESULT 1
    if B_<< goto $noenter
    message $enter
    $enter 1 = You may enter\nthe field.
    boxset 6
    fadescreen 1
    fadescreen 0
    release
    end
    
    #org $noenter
    lock
    faceplayer 
    message $pass
    $pass 1 = Get a BATTLEPASS\nbefore battling here. 
    boxset 6
    release
    end

    What's wrong with this? It won't say anything.
     
  • 860
    Posts
    17
    Years
    Spoiler:


    Can anyone check this..? it doesn't work when I want to compile it in PokeScript it says "Runtime error "13""

    Type mismatch....and if i'm rigt that means there is a fault in the script...but I can't find it...anyone?

    Thanks in advance...
     
  • 1,104
    Posts
    16
    Years
    Code:
    #org $battle
    lock
    faceplayer
    #raw 0x47 0x13 0x01 0x01 0x00
    compare LASTRESULT 0x1
    if 0 goto $noenter
    message $enter
    $enter 1 = You may enter\nthe field.
    boxset 6
    fadescreen 1
    fadescreen 0
    release
    end
    
    #org $noenter
    message $pass
    $pass 1 = Get a BATTLEPASS\nbefore battling here. 
    boxset 6
    release
    end

    What's wrong with this? It won't say anything.

    Try this, I just changed the checkitem.
     
  • 170
    Posts
    16
    Years
    Spoiler:


    Can anyone check this..? it doesn't work when I want to compile it in PokeScript it says "Runtime error "13""

    Type mismatch....and if i'm rigt that means there is a fault in the script...but I can't find it...anyone?

    Thanks in advance...
    i tried the script, and i got the same error, but i changed it alittle, and then it works to compile..:
    Spoiler:
     
  • 860
    Posts
    17
    Years
    i tried the script, and i got the same error, but i changed it alittle, and then it works to compile..:
    Spoiler:

    Really thanks..:D
    Now I can finally make some screens..:D
     
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