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#org $start
lock faceplayer message $1 boxset 5 if b_false goto $no #raw 0x68 fadescreen 0x1 fanfare 0x100 special 0x0 waitfanfare fadescreen 0x0 message $2 boxset 6 release end #org $no message $3 boxset 6 release end #org $3 $3 1 =Ok, well come back if you are ever\ntired and in need of a heal! #org $2 $2 1 =You and your pokemon have been\nfully healed. Come see me if your\ljourney makes you tired again. #org $1 $1 1 =Hello, I am the Nurse Joy who runs\nthis clinic. You and your pokemon\llook tired. Would you like to rest\lfor a little bit? whats wrong with it? When you say yes, she says what she should onyl say when you say "no" and when you says the right thing. |
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elow. been a while. I have a script here which needs help. :\ Actually, this script here's a part of my script. :) Code:
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Any help would be appreciated. Thankies and good day~ P.S. I'll keep trying to fix it as I wait. =3 edit... so far, I tried fixing it and it turns out that the first pokemon pic which would appear in the script has a pallete error when it shows it to the screen. you can see it in the screenshot I have posted along with this post. |
k... I got another question:
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when compiling in pokescript it says runtime error mismatch 13 |
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not quite sure but the few scripts I saw with raws don't use raws like that for movements. :\ e.g. Code:
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you are nearly right ;)
It's written allright, but there are to many of them. you could write #raw 0x10 0x10 0x10 0x10 #raw 0x10 0x10 0xFE instad of #raw 0x10 0x10 0x10 0x10 0x10 0x10 0xFE cause if the code it too long, pokescript doesn't compile it and displays this error message. edit: the safest way is the one Time wrote: #raw 0x10 #raw 0x10 #raw 0x10 #raw 0xFE |
hmm, several scripts with a bunch of Raws like that worked fine for movements :p but thanks! I will try that... I was suspecting that may be the problem but i didn't know how to fix it... I'll try it in a few minutes!
EDIT::: So I put in the script... now I got kinda a weird question. So, in order to make the guy hidden, I set his person ID to 0252. That does not hide him. So, I made a script right before you enter the door that setflag 0x252. This makes him disappear. But... my next script, the previous one that was helped with, CLEARS FLAG 0x252 for a reason :/ it was supposed to make him reappear. This has worked for several other things for me. But now, he disappears, and he stays disappeared. He does not reappear when you clear the flag. Why? EDIT::: oh... I was also just thinking... ugg I sound so dumb... but, what if I want the sprite to not show up, until you activate a certain script? And then, you want it to move up to a certain spot, stay there until another script is activate, then disappear and stay gone?? Because... For him to go up and stay there, you have to have a certain person ID, but then to move him again adn disappear and stay disappeared you need ANOTHER person ID... is it possible? |
#org $start
checkflag 0x82F if b_true goto $done applymovement 0x1 $come pausemove 0 playsound 0x12E nop message $1 $1 1 =Good morning honey \nand Happy Birthday! boxset 6 message $2 $2 1 =oh how they grow up so fast!\nHere is your Birthday present! boxset 6 nop fanfare 0x13E message $3 $3 1 =\v\h01 received Running shoes! boxset 6 waitfanfaire message $4 $4 1 =\v\h01 put on the shoes boxset 6 message $5 $5 1 =Me and your dad have \ndecided that you are \lnow old enough to have \pyour own pokemon. boxset 6 message $6 $6 1 =So your dad \ncaught you a pokemon yesterday. boxset 6 message $7 $7 1 =\pUnfortantley your Dad couldn't \nmake it home because \lhe is busy at the lab boxset 6 message $8 $8 1 =\pso if you want the \npokemon go to your father's lab boxset 6 nop fadesound 0x12c applymovement 0x1 $going pausemove 0 setflag 0x82F release end #org $done release end #org $come #raw 0x13 #raw 0x13 #raw 0x01 #raw 0xFE #org $come $come 1 ; #binary 0x13 0x13 0x01 0xFE #org $going #raw 0x12 #raw 0x12 #raw 0xFE #org $going $going 1 ; #binary 0x12 0x12 0xFE so i fixed the script a bit and now it still stops halfway and now says that ?????? was put in my item pocket could sombody find out whats wrong? |
I'm using XSE.
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"Error13 'Type mismatch' on line 7. Missing #define or parameter. Line: givemoney [amount] 999999" Why won't it work? I know almost nothing about scripting. |
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tell me if it works or not. also, dont try compiling to "fffff" because it isnt an offset, I suggest starting at 800000 for your dynamic offset, if you want a more space saving choice, try 7d0000 for a dynamic offset. |
ok this is my problem
1) i write a script 2) i place it at the warp so it activates once u enter the house 3) when i walk in the script doesnt do anything 4) when i walk off of it and bak on then it works Can i make it so that when u walk in it works right away instead of having u walk somewhere else then bak? |
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dunno if I can help...
I don't know how to use fademusic/fadesound yet. :\ Code:
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this one dosn't work very well the text is really weird with weird symbols
#org $start lock faceplayer checkflag 0x828 message $1 $1 1 =Ah \v\h01\ I guess your \nhere to get your \lBirthday Present. boxset 6 message $2 $2 1=Here take your Birthday Present! boxset 6 givepokemon 115 5 0 fanfare 0x13E message $4 $3 1 =\v\h01\ received a Chimchar! boxset 4 waitfanfare #raw 0x68 setflag 0x828 message $4 $4 1 =\v\h01\ Would you like to rename Chimchar? boxset 5 compare LASTRESULT 0x1 if b_true gosub $name message $5 $5 1 =Now that you have your \nown pokemon you must \llook after it \pwith love and care. boxset 6 message $6 $6 1=If you do treat this Chimchar \nwith love and care \lI might let you \ptravel the region. boxset 6 message $7 $7 1=But before you go I \nhave something to tell you. boxset 6 message $8 $8 1=I Will be leaving tomorrow to \ntravel the Region so that \lI may continue my research. boxset 6 message $9 $9 1=While I am gone my assistant \nwill take care of the lab. boxset 6 setweather 0x3 #raw 0x00 doweather message $10 $10 1=It looks like it started \nraining you better \lgo home to keep dry boxset 6 warp 0x4 0x1 0xFF #raw 0x02 0x00 0x06 0x00 end #org $name call 0x1A74EB return if someone can get this script to work I would be really appericte it |
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The extra is the explanation on how to make levelscripts. |
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i found the tut now all im hopin for is that it works |
Ok, I made a script, but when I compile it, half of it disappears.
Is it my bad, or is it XSE's problem? Here's the script, if you need it. Code:
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well, your checkflag is missing another line.
if B_true or if B_false checkflag 0x828 if B_true goto $other for example. |
#org $start
lock faceplayer checkflag 0x828 if B_true goto $other message $1 $1 1 =Ah \v\h01\ I guess your \nhere to get your \lBirthday Present. boxset 6 message $2 $2 1=Here take your Birthday Present! boxset 6 givepokemon 115 5 0 fanfare 0x13E message $4 $3 1 =\v\h01\ received a \nChimchar! boxset 4 waitfanfare #raw 0x68 setflag 0x828 message $4 $4 1 =\v\h01\ Would you \nlike to rename Chimchar? boxset 5 compare LASTRESULT 0x1 if b_true gosub $name message $5 $5 1 =Now that you have your \nown pokemon you must \llook after it \pwith love and care. boxset 6 message $6 $6 1=If you do treat this \nChimchar with love and care \lI might let you \ptravel the region. boxset 6 message $7 $7 1=But before you \ngo I have something \lto tell you. boxset 6 message $8 $8 1=I Will be leaving \ntomorrow to travel \lthe Region so that \pI may continue my research. boxset 6 message $9 $9 1=While I am gone my assistant \nwill take care of the lab. boxset 6 setweather 0x3 #raw 0x00 doweather message $10 $10 1=It looks like it \nstarted raining you \lbetter go home \pto keep dry boxset 6 release end #org $name call 0x1A74EB return #org $other lock faceplayer message $11 $11 1 =you better \ngo home to keep dry release end it still dosen't work it keeps on repeating the same thing over and over now |
Hello People. I need help with a scripting command (if it exists).
Is there a way to read your highest pokemons level and put it into a variable so it can be read? I know its possible because thats what happens in the trainer tower in FR. Thanks in advance link |
For future Reference, keep your Texts at the bottom.. It Compiles Better..
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Thanks xray it works now
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No Problem, Next time don't Post your problem after every post, it gets annoying :o
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Is there anything wrong with this script?
it doesn't work properly for me... Spoiler:
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What's wrong with it in-game?
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well, if it's written like this, it'll only activate after you already got the pokemon (setflag 0x828).
But you only get the pokemon if it's activated, so...simply nothing happens, right? the problem is at the beginning: checkflag 0x828 if 0x0 goto that means, if it is NOT set, it ends. and if it IS set, it continues. But the flag will be set later in the script. so use checkflag 0x828 if 0x1 goto or if B_true goto. that should do it. |
I was trying to test a flag script,:
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But when I compile it using XSE it comes up as this: Spoiler:
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Same problem here! Is it something wrong with XSE or myself?
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I don't know what's wrong with this...
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Also you missed a compare lastresult line after the boxset 5. |
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That works on mine: I think it was the exp1 was written expl the second time. And thanks M_T that works now :D |
Ok, I made a script, but when I compile it, half of it disappears.
Is it my bad, or is it XSE's problem? Here's the script, if you need it. Code:
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Yet another script...
This one freezes when it starts Its pretty complicated,and Huge, but I would appreciate Help Spoiler:
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Possibly because there are no boxset or callstd or whatever you use.
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That's exactly the problem, no callstd or boxset there :\
also, you may need "lock" before the message. dunno if you want it or not. |
NVM My old post, can someone re-order the \n,\p, and \l's in these text boxes to fit?
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Press Ctrl and T in XSE to open the Text fixer. Then, type in the text you need and yeah, it'll make it fit.
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I'm gald I found this thread. There's one thing and one thing only I need help with, and I know I've been asking around but I would like a specific answer and not a general one. In Pokemon Fire Red, after battling Giovanni, the screen fades to black and when it comes back, he's not there. How do I code this for other trainers? I sincerely thank anyone who helps me with this. I'm using pokescript, btw.
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hey can anyone help or fix it please its a give pokemon script im using XSE
here it it : '----------------------- #org 0x800000 lock faceplayer checkflag 0x828 if 0x0 goto 0x8800014 if 0x1 goto 0x8800035 release end '----------------------- #org 0x800014 givepokemon 0x37 0x5 0x4 0x0 0x0 0x0 fanfare 0x13E waitfanfare setflag 0x828 msgbox 0x880003F '"You got vulpix!" callstd 0x6 release end '----------------------- #org 0x800035 msgbox 0x8800050 '"well you only get one for\nfor a st..." callstd 0x6 end '--------- ' Strings '--------- #org 0x80003F = You got vulpix! #org 0x800050 = well you only get one for\nfor a starter |
I'm having trouble with an XSE script. It does fine until it gets to the giveitem part. It deos a screen of weird symbols ect. Is something wrong or what?
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I have a few scripty questions,
How do you make a script affect another event/person. What do you write for it to show you or your rival's name. (How) Can I change/add moves/abilities/TMs/HMs. I am using Fire Red, thanks. |
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3) That isn't a scripting question. You must either use hex or programs to edit them. Look in the toolbox there are a lot of them. Please take the time to read some tutorials first. You are wasting everyones time. |
er..wasn't the rival \v\h06? ( and the hero is \v\h01, he asked that as well ^^)
I may be wrong cause I hardly ever use it, but I think it was \v\h06, or [PLAYER] if he's using XSE. |
Yea Rival is \v\h06 and Player is \v\h01. But in XSE it's easier to do [player] or [rival].
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I always use [player] and [rival] too. |
@dshayabusa- my script is a give pokemon script so its supposed to give you a pokemon. but when i speak to him he doesnt speak or do nothing.
so do you know anything that could fix it |
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I just tried fixing it like it was and I hope it works. |
I am having trouble with the same script I posted earlier. Now the weird symbols are gone, but right after the giveitem, it reverts back to @talk1 text pointer.
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Script porblem...
For some reason after the Tremour occours and u run to the pokemon lab it freezes right there and none of the script will continue...It's a level script by the way.
The Tremour Spoiler:
Entering the lab Spoiler:
But for some reason it freezes after u run into the lab. |
2 things:
1. how do you make a spoiler, I've been on pokecommunity for a long time now and still don't know how to use one. 2. #org $Wildbattle lock faceplayer cry 5 message $Pikachucry $Pikachucry 1 = Pikachu: Pika Pii! boxset 6 checkflag 0x820 if 0x1 goto $Wildbattle release end #org $Wildbattle lock wildbattle 25 25 0 release setflag 0x508 fadescreen 0 end won't work, the pikachu just keeps looking down at me, help please :(!! |
I'm scripting in pksvui. I have no troubles, except that when I compile the
script and everything, all the person ever does is give me an elixir. (no matter what the script is.) I know I inserted the right offset. The only thing that seems suspicious is that if I load a script I've already compiled, it looks different somehow... |
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Mammachu...Did I spell that right?
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lock faceplayer checkflag 0x820 cry 5 message $Pikachucry $Pikachucry 1 = Pikachu: Pika Pii! boxset 6 if 0x1 goto $Wildbattle release end #org $Wildbattle lock wildbattle 25 25 0 release setflag 0x820 fadescreen 0 end I think thats right...U had two differnt flags for check and setflag. And I think the checkflag was in the wrong place...If this dosen't work Just move the checkflag back to the original place u had it. |
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Uhhh...I don't think that matters really but I have an Hp pavillion...The real question is did the script work?
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There were only a couple of problems there but they shouldn't be causing those kinds of problems... Try that anyway. |
#dynamic 0x456734
#org @start lock faceplayer msgbox @text bixset 0x6 released end #org @text = In Snobal Town, there used\nto be a pond.\nUntil one day, a great Pokemon\nnamed Articuno came and froze\nthe whole pond! It won't let me insert it. |
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yeah, and it's "release", not "released" ;)
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#dynamic 0x456734
#org @start lock faceplayer msgbox @text boxset 0x6 release end #org @text = In Snobal Town, there used\nto be a pond.\nUntil one day, a great Pokemon\nnamed Articuno came and froze\nthe whole pond! I changed what you said, and the script works, but the youngster only says "In Snobal Town, there used to be a pond. Then it ends. |
You can't write \n two times.
these are the possible constellations: \n \p \n \l \l \p You can write \n after \p \l after \n \p after \l \p after \n \l after \l you cant write: \n after \l \l after \p \p after \p \n after \n Hope that's clear now ^^ |
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In Pallet, if you try to leave without a pokemon, this script activates:
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but, I'm trying to make oak capture a pokemon, so where do I put this without harming the original script? Spoiler:
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Uhhhh...
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Hi I'm working on Pokemon Island Mystery and i use XSE when i compile m script it turns out right like this:
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But when i try to play it or open it in a-map it goes like this Spoiler:
Please tell me where i went wrong |
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Hmmmm...
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Just to let you know this is basic and I will be able to accomplish this, but for any of your big scripts U should ask an expert Lol. |
Hi I'm working on Pokemon Island Mystery and i use XSE when i compile m script it turns out right like this:
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But when i try to play it or open it in a-map it goes like this Spoiler:
Please tell me where i went wrong Edit: The broken bits are in bold |
Repoint the text. It's bumping together so repoint it.
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How do i do that ?
Please explain |
Well, you change the offset to @hey or something like that.
Then...yeah. |
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no matter where I put it it alwats pauses the movement/removes the warp... |
Hi, I want to make an event happen when you step on a certain tile, and I put the following script on the S tile on advance map.
#org $start checkflag 0x828 if b_true goto $move applymovement 0xFF $move pausemove 0 applymovement 0x00 $move2 release end #org $done release end #org $move #raw 0x62 0xFE #org $move2 #raw 0x1D 0x1D 0x4F 0x1D 0x1D 0x1D 0x1D 0x1D 0x1D 0x1D 0x1D 0x60 0xFE BUT when I step on the tile an exclamation mark appears above the player's head and then nothing else happens, this is at the start of the game when you have no pokemon yet. Do I have to put a certain script on the person i want to move or is it a problem with the script I made? ANY help whatsoever would be much appreciated. Thanks in advance, Emosillyputty |
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what you went wrong is in blue. also, I think it is also because you used too many movements in the raw command. :\ I am no expert in raws but you can also do it like this... Code:
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Could someone advise me on a small ruby scripting question?
I have been setting up a scean in a trial hack where your pokemon are stolen half way through the game (disabeling the Pokemon menu ext.) and have set up so that you can be given a pokemon from another trainer, however i was hopeing to find a way to remove the pokemon at the end of the scean. So far i have been unable to find any commands to do this and as its not done in the games i dont know if its even possable. If its not possable then could anyone recomend some alternitives? possably a give pokemon, then trade at the end (btw i have not found any tutorials for pokemon trade scripts so an example would be very usefull)? although i think it would be a bit obvious. If anyone has a solution it would be helpfull in XSE but if not i can adapt. Thanks for your time |
I used your new script and it still didnt work, not that I'm not grateful, I'm very happy that you gave me some of your time, but, the problem is still the same. Oh, and I just found out, some people I deleted are still there and wont reply, and one tile, if I step on it, the game freezes. Thanks again and I hope to get another answer.
Emosillyputty |
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your script states that you will move the person with an event number of 0...? maybe you went wrong and confused yourself with no and the person event number... :\ |
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Obviously you don't want him leading you back to the lab etc. Try making a new script and using the one you decompiled as a base. It'll avoid many problems that you would face when trying to replace or add stuff to the script. |
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No, clearflag would disable the Pokemon menu but when it reappears, you should still have your Pokemon. Right?
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Lawd...Haven't been on this site in months...incase anyone had been wondering, I never gave up on my hack, just a lot of unforseen occurences came up and halted progress for some time. Before I attempt to revive it, I need help with a fairly large script, involving a move used outside of battle:
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Now I'm guessing what's messing up the script when I compile it is the "804100" and "804900" offsets...Could be, but I could be wrong. Any help would be greatly appreciated. |
In this script I'm trying to make Jessie and James Dissapear...
hidesprite has never worked for me :( I need those sprites to disapear after the battle, if you talk to them again... Spoiler:
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You've really made it tough for yourself. XD Quote:
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Do I need a specific people ID? |
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Are you sure the people numbers are 12 and 11? Decompile the script and post it again, it might be something wrong with that. |
The Event numbers have to be the ones you use...Well, that's how I get it to work...
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in this script the wild battle wont work
#org $Wildbattle lock faceplayer cry 5 message $mewtwo $mewtwo 1 = Mew: Fool you dare challenge me? boxset 6 checkflag 0x200 if 0x1 goto $mewtwobattle release end #org $mewtwobattle lock wildbattle 150 50 0 release setflag 0x200 #raw 53 fadescreen 0 end |
Okay, sorry if this has been covered:
I was trying some scripts with XSE and tried a givepokemon script. I put this: Spoiler:
after compiling it becomes this: Spoiler:
-taken from log. When activated, completely different text comes up (foreign characters like Ô), and it then basically freezes the game. Any help? |
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Help
Can someone please help me with my script on the previous page (or maybe the page before that):nervous:.
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Well here's the script
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I put a Pikachu sprite down, then put an offset on the pikachu, but when I talk to it, no battle!!! help!! |
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