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-   -   [Archive] Script help thread (https://www.pokecommunity.com/showthread.php?t=120081)

Pikachu™ August 21st, 2008 11:24 AM

Quote:

Originally Posted by fiery chimchar (Post 3866536)
#org $start
checkflag 0x82F
if b_true goto $done
setflag 0x82F
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
$8 1 =\pso if you want the \npokemon go to your father's lab
boxset 6
nop
fadesound 0x12c
applymovement 0x1 $going
pausemove 0
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

could someone help me? For some reason the script stop halfway though

could someone plz look at this script i posted ealier

Austinia August 21st, 2008 12:58 PM

#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.

destinedjagold August 21st, 2008 1:48 PM

Quote:

Originally Posted by Austinia (Post 3867713)
#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.

Code:

#org $start
lock
faceplayer
message $1
boxset 5
compare lastresult 1
if b_false goto $no
#raw 0x68
fadescreen 0x1
fanfare 0x100
special 0x0
waitfanfare
fadescreen 0x0
message $2
boxset 6
release
end


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

elow.
been a while.

I have a script here which needs help. :\
Actually, this script here's a part of my script. :)
Code:

...

#org $cont
#raw 75
#raw 15
#raw 01
#raw 0A
#raw 03
cry 0xA1 0x115
pause 0x28
message $g
boxset 5
compare lastresult 1
if b_true goto $grass
#raw 76
#raw 75
#raw 18
#raw 01
#raw 0A
#raw 03
cry 0xA1 0x118
pause 0x28
message $g
boxset 5
compare lastresult 1
if b_true goto $fire
#raw 76
#raw 75
#raw 1B
#raw 01
#raw 0A
#raw 03
cry 0xA1 0x11B
pause 0x28
message $g
boxset 5
compare lastresult 1
if b_true goto $water
#raw 76
goto $cont
release
end

...


This what happens to my script. :\


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.

Austinia August 21st, 2008 4:05 PM

k... I got another question:

Spoiler:
#org $start
lock
clearflag 0x252
message $1
boxset 6
applymovement 0x0D $move
pausemove 0x0
applymovement 0x04 $move1
pausemove 0x0
applymovement 0xFF $move4
pausemove 0x0
message $2
boxset 6
applymovement 0x04 $move5
pausemove 0x0
setflag 0x253
applymovement 0x0D $move2
pausemove 0x0
message $4
boxset 6
applymovement 0x05 $move3
applymovement 0x06 $move3
applymovement 0x07 $move3
applymovement 0x08 $move3
applymovement 0x09 $move3
applymovement 0x0A $move3
applymovement 0x0B $move3
applymovement 0x0C $move3
pausemove 0x0
message $3
boxset 6
release
end

#org $move
#raw 0x1E 0x1E 0x1E 0x1E 0x1F 0x1F 0x1E 0x1E 0x1F 0x1F 0x1F 0x1F 0x1E 0x02 0xFE

#org $move1
#raw 0x03 0x62 0xFE

#org $move2
#raw 0x12 0x00 0xFE

#org $move3
#raw 0x64 0xFE

#org $move4
#raw 0x10 0x02 0xFE

#org $move5
#raw 0x1D 0x20 0x20 0x20 0x20 0x20 0x1D 0x1D 0x1D 0x20 0x20 0x1D 0x1D 0x1D 0x60 0xFE

#org $1
$1 1 =

#org $2
$2 1 =

#org $3
$3 1 =

#org $4
$4 1 =
I deleted the text cus I don't wanna give it all away ;)

when compiling in pokescript it says runtime error mismatch 13

destinedjagold August 21st, 2008 4:11 PM

Quote:

Originally Posted by Austinia (Post 3868116)
k... I got another question:

Spoiler:
~removed~
I deleted the text cus I don't wanna give it all away ;)

when compiling in pokescript it says runtime error mismatch 13

I think it is because of the raws...?
not quite sure but the few scripts I saw with raws don't use raws like that for movements. :\

e.g.

Code:

#org $1
#raw 0x01
#raw 0xFE


the way you used your movements, you seem to be making a binary-like script movement...

Code:

#org $1
$1 1 ; #binary 0x01 0x56 0xFE


not quite sure, for I never used raws before for my movements in scripts. :\

Master_Track August 21st, 2008 4:14 PM

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

Austinia August 21st, 2008 4:25 PM

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?

Pikachu™ August 21st, 2008 11:58 PM

#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?

Satoshi-Ash August 22nd, 2008 9:29 AM

I'm using XSE.

Code:

#dynamic 0xFFFFF

#org @start
lock
faceplayer
givemoney [amount] 999999
release
end


When I try to compile it, it says:
"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.

0m3GA ARS3NAL August 22nd, 2008 11:00 AM

Quote:

Originally Posted by Satoshi-Ash (Post 3869265)
I'm using XSE.

Code:

#dynamic 0xFFFFF

#org @start
lock
faceplayer
givemoney [amount] 999999
release
end


When I try to compile it, it says:
"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.

Well, the problem is, that the [amount] thing in the Command Help section, is just telling you what to put there, instead of that line saying
Code:

givemoney [amount] 999999


try
Code:

givemoney 999999 0x0


that last 0x0 on the end, I dont know what it does, I have never done a givemoney script, but the command calls for another byte, so there one is...

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.

ckk August 22nd, 2008 2:24 PM

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?

Satoshi-Ash August 22nd, 2008 3:41 PM

Quote:

Originally Posted by 0m3GA AR$3NAL (Post 3869360)
Well, the problem is, that the [amount] thing in the Command Help section, is just telling you what to put there, instead of that line saying
Code:

givemoney [amount] 999999


try
Code:

givemoney 999999 0x0


that last 0x0 on the end, I dont know what it does, I have never done a givemoney script, but the command calls for another byte, so there one is...

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.

Thank you, it worked very well.

Pikachu™ August 23rd, 2008 12:34 AM

Quote:

Originally Posted by fiery chimchar (Post 3869065)
#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?

ive posted this script 3 times are you just ignoring me? Can anyone find out whats wrong with this script i need it to work for my hack

destinedjagold August 23rd, 2008 2:49 AM

dunno if I can help...
I don't know how to use fademusic/fadesound yet. :\

Code:

#org $start
checkflag 0x82F
if b_true goto $done
applymovement 0x1 $come
pausemove 0
playsound 0x12E
nop
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
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
boxset 6
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

#org $5
$5 1 = Me and your dad have \ndecided that you are \lnow old enough to have \pyour own pokemon.\pSo your dad \ncaught you a pokemon yesterday.\pUnfortantley your Dad couldn't \nmake it home because \lhe is busy at the lab\pso if you want the \npokemon go to your father's lab



Pikachu™ August 23rd, 2008 3:12 AM

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

Master_Track August 23rd, 2008 2:17 PM

Quote:

Originally Posted by ckk (Post 3869562)
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?

a script on a warp only activates after stepping on it a second time. U have to make it a levelscript, look at cooleys thread in the tutorial section: Move camera script and Extra
The extra is the explanation on how to make levelscripts.

ckk August 23rd, 2008 5:24 PM

Quote:

Originally Posted by Master_Track (Post 3872471)
a script on a warp only activates after stepping on it a second time. U have to make it a levelscript, look at cooleys thread in the tutorial section: Move camera script and Extra
The extra is the explanation on how to make levelscripts.

Ah ty
i found the tut now all im hopin for is that it works

Ninja Caterpie August 23rd, 2008 10:49 PM

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:

#dynamic 0x7266CC

#org 0x7266CC
checkflag 0x829
if 0x0 goto @end
message @moveit
boxset 6
playsong 0x112 0x0
applymovement 0xFF @wha
applymovement 0x3 @run
waitmovement 0x0
trainerbattle 0x1 0x1 0x0 @getoutoftheway @after @later
end

#org @later
message @damn
boxset 6
fadescreen 0x1
hidesprite 0x3
setflag 0x200
fadescreen 0x0
fadedefault
applymovement 0x4 @aide
waitmovement 0x0
message @this
boxset 6
message @gotdex
fanfare 0x13E
boxset 6
setflag 0x829
message @bye
boxset 6
applymovement 0x4 @aideback
waitmovement 0x0
hdiesprite 0x4
setflag 0x202
end

#org @end
release
end

#org @moveit
= Move it!

#org @wha
#raw 0x53
#raw 0x00
#raw 0xFE

#org @run
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0xFE

#org @aide
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0xFE

#org @aideback
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0xFE

#org @getoutoftheway
= ???: Get out of my way!\pWhat? But I haven't done anything\nwrong!\pAIDE: Stop that man, v\h01!\nHe stole something!\p???: Ah, damn it!\nI didn't want it to come to this[.]

#org @after
= What in the? \nHow'd I lose?

#org @damn
= Fine, take this useless red box\nthen!\p[green_fr]You received a strange red box!\p[black_fr]I'm going. Don't follow.

#org @this
= Great job v\h01!\nI watched the battler from here!\pAnyway, that thing there is a\nPokedex! It records data on Pokemon\ponce you've caught them! You're\nbecoming a trainer, right?\pI'll give this one to you so you\ncan help us get information on the\pdifferent Pokemon in Rolok!

#org @gotdex
= [green_fr]You got the Pokedex!

#org @bye
= See you later, v\h01! \nI'm going back to the lab!


But it becomes
Code:

'-----------------------
#org 0x7266CC
checkflag 0xF
hidesprite2 0x7268 0x8 0x9
if 0x97 goto 0x8035301
setflag 0x200
fadescreen 0x0
fadedefault
applymovement 0x4 0x872676C
waitmovement 0x0
msgbox 0x87268CB '"Great job [player]!\nI watched the ..."
callstd 0x6
msgbox 0x87269E3 '"[green_fr]You got the Pokedex!"
fanfare 0x13E
callstd 0x6
setflag 0x829
msgbox 0x8726A03 '"See you later, [player]. \nI'm goin..."
callstd 0x6
applymovement 0x4 0x8726780
waitmovement 0x0
hidesprite 0x4
setflag 0x202
end

'-----------------------
#org 0x35301
comparefarbytetofarbyte 0x28004008 0x2053D102
setmapfooter 0x59F1

'-----------
' Movements
'-----------
#org 0x72676C
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw FE 'End of Movements

#org 0x726780
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw FE 'End of Movements

'---------
' Strings
'---------
#org 0x7268CB
= Great job [player]!\nI watched the battler from here!\pAnyway, that thing there is a\nPokedex! It records data on Pokemon\ponce you've caught them! You're\nbecoming a trainer, right?\pI'll give this one to you so you\ncan help us get information on the\pdifferent Pokemon in Rolok!

#org 0x7269E3
= [green_fr]You got the Pokedex!

#org 0x726A03
= See you later, [player]. \nI'm going back to the lab!



Pikachu™ August 24th, 2008 12:24 AM

Quote:

Originally Posted by fiery chimchar (Post 3870983)
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

I really need the script checked above ive been trying to fix it but nothing helps plz someone help

Master_Track August 24th, 2008 3:40 AM

well, your checkflag is missing another line.
if B_true or if B_false
checkflag 0x828
if B_true goto $other

for example.

Pikachu™ August 24th, 2008 4:19 AM

#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

linkandzelda August 24th, 2008 4:32 AM

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

Geeked August 24th, 2008 4:58 AM

For future Reference, keep your Texts at the bottom.. It Compiles Better..

Code:

#org $start
lock
faceplayer
checkflag 0x828
if B_true goto $other
message $1
boxset 6
message $2
boxset 6
givepokemon 115 5 0
fanfare 0x13E
message $4
boxset 4
#raw 0x76
waitfanfare
#raw 0x68
message $3
boxset 5
compare LASTRESULT 0x1
if b_true gosub $name
message $5
boxset 6
message $6
boxset 6
message $7
boxset 6
message $8
boxset 6
message $9
boxset 6
setweather 0x3
#raw 0x00
doweather
message $10
boxset 6
setflag 0x828
release
end

#org $name
call 0x1A74EB
return

#org $other
lock
faceplayer
message $11
boxset 6
release
end

#org $1
$1 1 = Ah \v\h01\ I guess your\nhere to get your \lBirthday Present.

#org $2
$2 1 = Here take your Birthday Present!

#org $3
$3 1 =\v\h01\ Would you \nlike to rename Chimchar?

#org $4
$4 1 =\v\h01\ received a \nChimchar!

#org $5
$5 1 = Now that you have your \nown pokemon you must \llook after it \pwith love and care.

#org $6
$6 1 = If you do treat this \nChimchar with love and care \lI might let you \ptravel the region.

$7 1= But before you \ngo I have something \lto tell you.

#org $8
$8 1 = I Will be leaving \ntomorrow to travel \lthe Region so that \pI may continue my research.

#org $9
$9 1 = While I am gone my assistant \nwill take care of the lab.

#org $10
$10 1 = It looks like it \nstarted raining you \lbetter go home \pto keep dry

#org $11
$11 1 = you better \ngo home to keep dry



Pikachu™ August 24th, 2008 5:04 AM

Thanks xray it works now

Geeked August 24th, 2008 5:11 AM

No Problem, Next time don't Post your problem after every post, it gets annoying :o

Shadows August 24th, 2008 6:41 PM

Is there anything wrong with this script?
it doesn't work properly for me...
Spoiler:
'-----------------------
#dynamic 0x71A4DC

#org @main
checkflag 0x828
if 0x0 goto @done
message @1
boxset 5
compare LASTRESULT 0x1
if 0x1 goto @take
message @2
boxset 6
release
end

#org @take
givepokemon 0x1 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
message @3
boxset 0x4
waitfanfare
#raw 0x68
setflag 0x828
message @4
boxset 5
compare LASTRESULT 0x1
if 0x1 goto @name
message @5
boxset 6
release
end

#org @name
call 0x1A74EB
return

#org @done
end

#org @1
= It looks like this pokemon has\nan owner...\pWould you like to Steal it?

#org @2
= You Chicken!

#org @3
$3 1 =\c\h01\h02You stole a Pokemon!

#org @4
= \c\h01\h02Would you like to rename it?

#org @5
= \c\h01\h04Suckers...

Ninja Caterpie August 24th, 2008 11:16 PM

What's wrong with it in-game?

Master_Track August 25th, 2008 1:42 AM

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.

Semblance August 25th, 2008 4:35 PM

I was trying to test a flag script,:
Spoiler:
#dynamic 0x2DD100
#org @start
lock
faceplayer
checkflag 0x200
if 0x1 goto @exp1
if 0x0 goto @go
release
end
#org @expl
lock
faceplayer
setflag 0x200
msgbox @exp1
release
end
#org @go
lock
faceplayer
[email protected]
release
end
#org @exp1
= Hi
#org @go1
sup


But when I compile it using XSE it comes up as this:
Spoiler:
'-----------------------
#org 0x2DD101
lock
faceplayer
checkflag 0x200
if 0x1 goto 0x82DD12E
if 0x0 goto 0x82DD123
release
end
'-----------------------
#org 0x2DD12E
updatecoins 0xDD 0xFF
'-----------------------
#org 0x2DD123
lock

Ninja Caterpie August 27th, 2008 2:49 AM

Same problem here! Is it something wrong with XSE or myself?

The Abyss August 28th, 2008 1:26 AM

I don't know what's wrong with this...

Spoiler:
#dynamic 0x3B4D84

#org @start
lock
faceplayer
checkflag 0x200
if 0x0 goto @ask
if 0x1 goto @nope
release
end

#org @ask
lock
faceplayer
msgbox @wantornot
boxset 0x5
if 0x0 goto @here
if 0x1 goto @ok
release
end

#org @nope
lock
faceplayer
msgbox @yougot
boxset 0x6
release
end

#org @here
lock
faceplayer
msgbox @take
boxset 0x6
givepokemon 0x6 50 0x8B 0x0 0x0 0x0
setflag 0x828
setflag 0x200
fanfare 0x13E
waitfanfare
msgbox @gotit
release
end

#org @ok
lock
faceplayer
msgbox @right
boxset 0x6
release
end

#org @wantornot
= Would you like this\nPokemon?

#org @yougot
= Sorry I gave you one\nalready.

#org @take
= Here you go!

#org @gotit
= You recieved a Charizard!

#org @right
= Oh, That's okay.

Master_Track August 28th, 2008 1:33 AM

Quote:

Originally Posted by XDRules (Post 3886164)
I don't know what's wrong with this...

Spoiler:
#dynamic 0x3B4D84

#org @start
lock
faceplayer
checkflag 0x200
if B_true goto @nope
msgbox @wantornot
boxset 0x5
compare lastresult 0x1
if B_true goto @here
msgbox @right
boxset 0x6
release
end

#org @nope
lock
faceplayer
msgbox @yougot
boxset 0x6
release
end

#org @here
lock
faceplayer
msgbox @take
boxset 0x6
givepokemon 0x6 50 0x8B 0x0 0x0 0x0
setflag 0x828
setflag 0x200
fanfare 0x13E
waitfanfare
msgbox @gotit
release
end


#org @wantornot
= Would you like this\nPokemon?

#org @yougot
= Sorry I gave you one\nalready.

#org @take
= Here you go!

#org @gotit
= You recieved a Charizard!

#org @right
= Oh, That's okay.

Try it like this, and take a closer look on the structure. It's much easier like this ;)
Also you missed a compare lastresult line after the boxset 5.

The Abyss August 28th, 2008 1:39 AM

Quote:

Originally Posted by Semblance (Post 3879754)
I was trying to test a flag script,:
Spoiler:
#dynamic 0x2DD100
#org @start
lock
faceplayer
checkflag 0x200
if 0x1 goto @exp1
if 0x0 goto @go
release
end
#org @expl
lock
faceplayer
setflag 0x200
msgbox @exp1
release
end
#org @go
lock
faceplayer
[email protected]
release
end
#org @exp1
= Hi
#org @go1
sup


But when I compile it using XSE it comes up as this:
Spoiler:
'-----------------------
#org 0x2DD101
lock
faceplayer
checkflag 0x200
if 0x1 goto 0x82DD12E
if 0x0 goto 0x82DD123
release
end
'-----------------------
#org 0x2DD12E
updatecoins 0xDD 0xFF
'-----------------------
#org 0x2DD123
lock

Try this
Spoiler:
#dynamic 0xwhateveroffset

#org @start
lock
faceplayer
checkflag 0x202
if 0x0 goto @exp
if 0x1 goto @go
release
end

#org @exp
lock
faceplayer
setflag 0x202
msgbox @msg1
boxset 0x6
release
end

#org @go
lock
faceplayer
msgbox @msg2
boxset 0x6
release
end

#org @msg1
= Hi

#org @msg2
= sup


That works on mine: I think it was the exp1 was written expl the second time.

And thanks M_T that works now :D

Ninja Caterpie August 28th, 2008 1:45 AM

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:

#dynamic 0x7266CC

#org 0x7266CC
checkflag 0x829
if 0x0 goto @end
message @moveit
boxset 6
playsong 0x112 0x0
applymovement 0xFF @wha
applymovement 0x3 @run
waitmovement 0x0
trainerbattle 0x1 0x1 0x0 @getoutoftheway @after @later
end

#org @later
message @damn
boxset 6
fadescreen 0x1
hidesprite 0x3
setflag 0x200
fadescreen 0x0
fadedefault
applymovement 0x4 @aide
waitmovement 0x0
message @this
boxset 6
message @gotdex
fanfare 0x13E
boxset 4
waitfanfare
closeonkeypress
setflag 0x829
message @bye
boxset 6
applymovement 0x4 @aideback
waitmovement 0x0
hdiesprite 0x4
setflag 0x202
end

#org @end
release
end

#org @moveit
= Move it!

#org @wha
#raw 0x53
#raw 0x00
#raw 0xFE

#org @run
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0xFE

#org @aide
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0xFE

#org @aideback
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0xFE

#org @getoutoftheway
= ???: Get out of my way!\pWhat? But I haven't done anything\nwrong!\pAIDE: Stop that man, v\h01!\nHe stole something!\p???: Ah, damn it!\nI didn't want it to come to this[.]

#org @after
= What in the? \nHow'd I lose?

#org @damn
= Fine, take this useless red box\nthen!\p[green_fr]You received a strange red box!\p[black_fr]I'm going. Don't follow.

#org @this
= Great job v\h01!\nI watched the battler from here!\pAnyway, that thing there is a\nPokedex! It records data on Pokemon\ponce you've caught them! You're\nbecoming a trainer, right?\pI'll give this one to you so you\ncan help us get information on the\pdifferent Pokemon in Rolok!

#org @gotdex
= [green_fr]You got the Pokedex!

#org @bye
= See you later, v\h01! \nI'm going back to the lab!


But it becomes
Code:

'-----------------------
#org 0x7266CC
checkflag 0xF
hidesprite2 0x7268 0x8 0x9
if 0x97 goto 0x8035301
setflag 0x200
fadescreen 0x0
fadedefault
applymovement 0x4 0x872676C
waitmovement 0x0
msgbox 0x87268CB '"Great job [player]!\nI watched the ..."
callstd 0x6
msgbox 0x87269E3 '"[green_fr]You got the Pokedex!"
fanfare 0x13E
callstd 0x6
setflag 0x829
msgbox 0x8726A03 '"See you later, [player]. \nI'm goin..."
callstd 0x6
applymovement 0x4 0x8726780
waitmovement 0x0
hidesprite 0x4
setflag 0x202
end

'-----------------------
#org 0x35301
comparefarbytetofarbyte 0x28004008 0x2053D102
setmapfooter 0x59F1

'-----------
' Movements
'-----------
#org 0x72676C
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)



Semblance August 28th, 2008 8:35 AM

Quote:

Originally Posted by XDRules (Post 3886176)
Try this
Spoiler:
#dynamic 0xwhateveroffset

#org @start
lock
faceplayer
checkflag 0x202
if 0x0 goto @exp
if 0x1 goto @go
release
end

#org @exp
lock
faceplayer
setflag 0x202
msgbox @msg1
boxset 0x6
release
end

#org @go
lock
faceplayer
msgbox @msg2
boxset 0x6
release
end

#org @msg1
= Hi

#org @msg2
= sup


That works on mine: I think it was the exp1 was written expl the second time.

And thanks M_T that works now :D

Thanks, that made me really confused:tired:

Shadows August 28th, 2008 3:38 PM

Yet another script...
This one freezes when it starts
Its pretty complicated,and Huge, but I would appreciate Help
Spoiler:
'-----------------------
#dynamic 0x71A4B8

#ORG @Main
message @DJ1
nop
message @ANN
applymovement 0xFF @move
waitmovement 0x1
message @DJ2
applymovement 0x3 @move1
waitmovement 0x1
hidesprite 0x3
release
end

#ORG @DJ1
= DJ: Hey!Yo, the world's smartest roomate!Check out the TV!\pDude,the news says that there was\na plane that fell over the Missouri River\llast night.\pThey can't find it, it's just gone!\nThere have been so many disasters lately.\lIt looks like it just might be the end of the\n world as we know it, and I feel fine.\pHowever, I'm worried about the World Cup coming up,\nI've been so excited to see it.\lWhat if the world's in ashes by then?\pAll this disaster on the news lately.\nIt's just, strange.Bah,\lit doesn't matter.I got up at six this morning.\pIt was by my battery watch, though,not the alarm clock.\nIt didn't go off.It's like, 8:30 now, school's\l half over by now.The lights went back on,\pthough, so I'm just waiting for the announcements.\nThey shoul-

#ORG @ANN
= Announcements:Anyway, today, the Triathalon Team will meet\nat the field after classes, and the photo\lclub will meet in the library.Let's see,\poh! I see we have some trainers that are getting\n their first Pokemon today.We have... Beau Bellum, Steven Sandler,\pand Cassidy...Hitler? Like? Never mind.And (Name) (Rival).So these four,\lplease report to the Starter Garden instead of first and second period,\ntoday. That will be all.

#ORG @DJ2
= DJ:Alright, well, I've got to go to class, now.\nGood luck on your starter.

#ORG @move
#raw 0x65 0xFE

#ORG @Move1
#raw 0x0E 0x10 0x10 0x10 0x13 0x13 0x13 0x13 0x13 0xFE

The Abyss August 28th, 2008 10:22 PM

Possibly because there are no boxset or callstd or whatever you use.

Master_Track August 29th, 2008 5:05 AM

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.

Shadows August 29th, 2008 1:09 PM

NVM My old post, can someone re-order the \n,\p, and \l's in these text boxes to fit?
Spoiler:
#org 0x71ABF2
= DJ: Hey!Yo, the world's smartest roomate!\pCheck out the TV!Dude,the news says that\nthere was a plane that fell over the Missouri River\llast night.\pThey can't find it, it's just gone!\nThere have been so many disasters lately.\lIt looks like it just might be the end of the\n world as we know it, and I feel fine.\pHowever, I'm worried about the World Cup coming up,\nI've been so excited to see it.\lWhat if the world's in ashes by then?\pAll this disaster on the news lately.\nIt's just, strange.Bah,\lit doesn't matter.I got up at six this morning.\pIt was by my battery watch, though,not the alarm clock.\nIt didn't go off.It's like, 8:30 now, school's\l half over by now.The lights went back on,\pthough, so I'm just waiting for the announcements.\nThey shoul-\p

#org 0x71BDD4
= Announcements:Anyway, today, the Triathalon Team will meet\nat the field after classes, and the photo\lclub will meet in the library.Let's see,\poh! I see we have some trainers that are getting\n their first Pokemon today.We have... Beau Bellum, Steven Sandler,\pand Cassidy...Hitler? Like? Never mind.And [PLAYER] [Rival].So these four,\lplease report to the Starter Garden instead of first and second period,\ntoday. That will be all.

#org 0x71BF88
= DJ:Alright, well, I've got to go to class, now.\nGood luck on your starter.

Ninja Caterpie August 29th, 2008 3:11 PM

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.

Zephiel August 29th, 2008 3:25 PM

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.

Chimchar 9 August 29th, 2008 3:39 PM

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

TB Pro August 29th, 2008 10:27 PM

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?
Spoiler:
Code:

#dynamic 0x71A24C

#ORG @begin
lock
faceplayer
checkflag 0x200
message @talk
boxset 6
applymovement 0x05 @move
waitmovement 0
message @talk1
boxset 6
applymovement 0x05 @move1
waitmovement 0
message @talk2
boxset 6
giveitem 0x109 0x1 0x6
setflag 0x829
special 0x16F
applymovement 0xFF @move2
waitmovement 0
setflag 0x200
warp 0x5 0x2 0x1 0x9 0xB
release
end

#ORG @talk
= \c\h01\h08Hello, I am \c\h01\h07Mr.Bill \c\h01\h08, to do\nbuisness with my you need a password.\p\c\h01\h06\v\h01: The password is \c\h01\h07"Noobcake".

#ORG @move
#RAW 0x62 0xFE

#ORG @talk1
= \c\h01\h08Oh! You must be \v\h01! I wanted\nto speak with you. As you\pknow your brother is a Gym\nLeader in the Orogon region. he sent\pa message via Staravia telling me\nhe discovered a new species of\pPok\h1Bmon. I want you to go on a ship\nto see your brother and bring\pme back a specimen \c\h01\h06\v\h01: Where is\nthe ticket?

#ORG @move1
#RAW 0x65 0xFE

#ORG @talk3
= \c\h01\h08Here take this \c\h01\h07Pok\h1Bdex. \c\h01\h08I want\nyou to come back here if you record\panything interesting on that device.\nYour brother has a Pok\h1Bmon for you\pto take on your journey. Now go!\nYou don't want to miss the\p\c\h01\h09ship!

#ORG @move2
#RAW 0x13 0x13 0x13 0x13 0x13 0x13 0x11 0x11 0x11 0x11 0xFE



El Moss August 30th, 2008 10:50 AM

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.

Thrace August 30th, 2008 6:13 PM

Quote:

Originally Posted by Zephiel (Post 3891138)
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.

Code:

#raw 53
#raw [peopleNumber]
#raw 00
setflag 0x[peopleID]
fadescreen 0


That should do it.

Quote:

Originally Posted by riolu 9 (Post 3891192)
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

Uhh... what happens? OR what is supposed to happen?

Quote:

Originally Posted by ¿TB Pro™ (Post 3892209)
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?
Spoiler:
Code:

#dynamic 0x71A24C

#ORG @begin
lock
faceplayer
checkflag 0x200
message @talk
boxset 6
applymovement 0x05 @move
waitmovement 0
message @talk1
boxset 6
applymovement 0x05 @move1
waitmovement 0
message @talk2
boxset 6
giveitem 0x109 0x1 0x6
setflag 0x829
special 0x16F
applymovement 0xFF @move2
waitmovement 0
setflag 0x200
warp 0x5 0x2 0x1 0x9 0xB
release
end

#ORG @talk
= \c\h01\h08Hello, I am \c\h01\h07Mr.Bill \c\h01\h08, to do\nbuisness with my you need a password.\p\c\h01\h06\v\h01: The password is \c\h01\h07"Noobcake".

#ORG @move
#RAW 0x62 0xFE

#ORG @talk1
= \c\h01\h08Oh! You must be \v\h01! I wanted\nto speak with you. As you\pknow your brother is a Gym\nLeader in the Orogon region. he sent\pa message via Staravia telling me\nhe discovered a new species of\pPok\h1Bmon. I want you to go on a ship\nto see your brother and bring\pme back a specimen \c\h01\h06\v\h01: Where is\nthe ticket?

#ORG @move1
#RAW 0x65 0xFE

#ORG @talk3
= \c\h01\h08Here take this \c\h01\h07Pok\h1Bdex. \c\h01\h08I want\nyou to come back here if you record\panything interesting on that device.\nYour brother has a Pok\h1Bmon for you\pto take on your journey. Now go!\nYou don't want to miss the\p\c\h01\h09ship!

#ORG @move2
#RAW 0x13 0x13 0x13 0x13 0x13 0x13 0x11 0x11 0x11 0x11 0xFE



You have an incorrect pointer, @talk2 isn't included in your script.

Quote:

Originally Posted by El_Moss (Post 3893894)
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.

1) The only thing you can really effect is their movements. That is done using:
Code:

applymovement 0x[peopleNumber] @moveOffset

#org @moveOffset
#raw[list of movements] 0xFE


2) \v\h06 or [rival]
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.

Master_Track August 30th, 2008 10:36 PM

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.

The Abyss August 30th, 2008 10:49 PM

Yea Rival is \v\h06 and Player is \v\h01. But in XSE it's easier to do [player] or [rival].

Thrace August 30th, 2008 10:50 PM

Quote:

Originally Posted by Master_Track (Post 3895726)
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.

Oh lol, yeah. xD
I always use [player] and [rival] too.

Chimchar 9 August 31st, 2008 5:06 AM

@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

Master_Track August 31st, 2008 6:02 AM

Code:

#dynamic 0x[offset]

#org @begin
lock
faceplayer
checkflag 0x828
if B_true goto @done
givepokemon 0x37 0x5 0x4 0x0 0x0 0x0
fanfare 0x13E
msgbox @got
callstd 0x6
waitfanfare
closeonkeypress
setflag 0x828
release
end

#org @done
lock
msgbox @onlyone
callstd 0x6
release
end

#org @got
= You got [red_fr]VULPIX!

#org @onlyone
= Well, you only get one for\na starter.


Try it like this.

I just tried fixing it like it was and I hope it works.

TB Pro August 31st, 2008 11:13 AM

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.
Spoiler:
Code:

#dynamic 0x71A24C

#ORG @begin
lock
faceplayer
checkflag 0x200
message @talk
boxset 6
applymovement 0x05 @move
waitmovement 0
message @talk1
boxset 6
applymovement 0x05 @move1
waitmovement 0
giveitem 0x109 0x1 0x6
message @talk3
boxset 6
setflag 0x829
special 0x16F
applymovement 0xFF @move2
waitmovement 0
setflag 0x200
warp 0x5 0x2 0x1 0x9 0xB
release
end

#ORG @talk
= \c\h01\h08Hello, I am \c\h01\h07Mr.Bill \c\h01\h08, to do\nbuisness with my you need a password.\p\c\h01\h06\v\h01: The password is \c\h01\h07"Noobcake".

#ORG @move
#RAW 0x62 0xFE

#ORG @talk1
= \c\h01\h08Oh! You must be \v\h01! I wanted\nto speak with you. As you\pknow your brother is a Gym\nLeader in the Orogon region. he sent\pa message via Staravia telling me\nhe discovered a new species of\pPok\h1Bmon. I want you to go on a ship\nto see your brother and bring\pme back a specimen. \c\h01\h06\v\h01: Where is\nthe ticket?

#ORG @move1
#RAW 0x65 0xFE

#ORG @talk3
= \c\h01\h08Here take this \c\h01\h07Pok\h1Bdex. \c\h01\h08I want\nyou to come back here if you record\panything interesting on that device.\nYour brother has a Pok\h1Bmon for you\pto take on your journey. Now go!\nYou don't want to miss the\p\c\h01\h09ship!

#ORG @move2
#RAW 0x13 0x13 0x13 0x13 0x13 0x13 0x11 0x11 0x11 0x11 0xFE



<~F.M.P~> August 31st, 2008 3:40 PM

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:
#org $start
checkflag 0x828
if b_true goto $done
playsound 0x112
nop
setvar 0x8004 0x3
setvar 0x8005 0x0
setvar 0x8006 0xC
setvar 0x8007 0x3
special 0x136
message $1
boxset 6
applymovement 0xFF $move
pausemove 0x0
#raw 0xAC 0x10 0x00 0x0D 0x00
#raw 0xAE
applymovement 0xFF $move2
pausemove 0
#raw 0xAD 0x10 0x00 0x0D 0x00
#raw 0xAE
warp 0x4 0x3 0x0
fadesound
setflag 0x1000
release
end

#org $move
#raw 0x1D 0x1D 0x1D 0x1D 0x1D
#raw 0x1D 0x1D 0x1D 0x1D 0x1D
#raw 0x1D 0x1F 0x1D 0x1D 0x1D
#raw 0x20 0x20 0x20 0x20 0x20
#raw 0x01 0xFE

#org $move2
#raw 0x11 0x60 0xFE

#org $done
release
end

#org $1
$1 1 = A Tremour!\nyou need to find shelter.


Entering the lab
Spoiler:
#org $start
setvar 0x4052 0x1
checkflag 0x1000
if b_false goto $done2
checkflag 0x1001
if b_true goto $done
applymovement 0xFF $move1
pausemove 0x0
#raw 0x55 0x04 0x00
applymovement 0x04 $oak
pausemove 0x0
message $1
boxset 5
Compare LASTRESULT 0
if 0 goto $fun
goto $continue

#org $fun
message $plz
boxset 5
Compare LASTRESULT 1
if 1 goto $continue
goto $fun

#org $continue
applymovement 0x04 $first
pausemove 0x0
applymovement 0x04 $fol
applymovement 0xFF $folu
pausemove 0x0
message $poke
boxset 5
Compare LASTRESULT 0
if 0 goto $fun2
goto $continue2

#org $fun2
message $plz
boxset 5
Compare LASTRESULT 1
if 1 goto $continue2
goto $fun2

#org $continue2
message $ty
boxset 6
release
end

#org $move1
#raw 0x11 0x62

#org $oak
#raw 0x62 0xFE

#org $done
#raw 0x55 0x08 0x00
checkflag 0x1002
if b_true goto $rival
release
end

#org $rival
#raw 0x55 0x0B 0x00
release
end

#org $first
#raw 0x12 0x11 0x11 0x13 0x01 0xFE

#org $fol
#raw 0x11 0x11 0x11 0x11 0x11 0x11
#raw 0x11 0x00 0xFE

#org $folu
#raw 0x11 0x11 0x11 0x11 0x11 0x11
#raw 0xFE

#org $done2
release
end

#org $1
$1 1 = What are you doing here?\p..................\p..............\pOh from that earthquake?\pI'm glad your safe...\pHey, do you think you can\ndo me a favor?

#org $plz
$plz 1 = Come on!\pYou'll get a Pokemon in Return!

#org $poke
$poke 1 = Prof Mai: Here are 3 pokemon that\nwe use for exploration...\lI want you to take one of them and\lgo to Bailey City for me.\lMy assistant \v\h06 Should be\lthere. I need you to send him back\lto me and then I need you to come\lback too. Can you do that for me?

#org $ty
$ty 1 = Thanks!\pGo ahead and Pick!


But for some reason it freezes after u run into the lab.

machomuu August 31st, 2008 3:49 PM

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 :(!!

Ineffable~ August 31st, 2008 4:50 PM

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...

machomuu August 31st, 2008 5:09 PM

Quote:

Originally Posted by Lilbittygoat (Post 3898426)
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...

Can you show us the script?

<~F.M.P~> August 31st, 2008 5:19 PM

Mammachu...Did I spell that right?
 
Quote:

Originally Posted by machomuu (Post 3898251)
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 :(!!

#org $Wildbattle
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.

machomuu August 31st, 2008 6:16 PM

Quote:

Originally Posted by Floating monkey pirate (Post 3898499)
#org $Wildbattle
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.

What computer do you have?

<~F.M.P~> August 31st, 2008 11:51 PM

Uhhh...I don't think that matters really but I have an Hp pavillion...The real question is did the script work?

Thrace September 1st, 2008 12:31 AM

Quote:

Originally Posted by riolu 9 (Post 3896332)
@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

Spoiler:

#dynamic 0x800000

#org @start
lock
faceplayer
checkflag 0x828
if 0x0 goto @noPoke
checkflag 0x828
if 0x1 goto @gotPoke
release
end
'-----------------------
#org @noPoke
givepokemon 0x37 0x5 0x4 0x0 0x0 0x0
fanfare 0x13E
msgbox 0x880003F '"You got vulpix!"
callstd 0x4
waitfanfare
closeonkeypress
setflag 0x828
release
end
'-----------------------
#org @gotPoke
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

There were only a couple of problems there but they shouldn't be causing those kinds of problems...
Try that anyway.

.:God:. September 1st, 2008 7:10 AM

#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.

+Sneasel™ September 1st, 2008 7:20 AM

Quote:

Originally Posted by .:God:. (Post 3899972)
#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.

maybe cuz you put bixset instead of boxset

Master_Track September 1st, 2008 7:30 AM

yeah, and it's "release", not "released" ;)

.:God:. September 1st, 2008 7:35 AM

#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.

Master_Track September 1st, 2008 7:48 AM

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 ^^

machomuu September 1st, 2008 8:02 AM

Quote:

Originally Posted by Floating monkey pirate (Post 3899247)
Uhhh...I don't think that matters really but I have an Hp pavillion...The real question is did the script work?

no, well, I dunno when I tried to compile it, It just said "run time 457 this key is already associated with an element" and it always does this with the scripts I'm pretty sure will work, anyone know how I can fix this?

Shadows September 1st, 2008 10:40 AM

In Pallet, if you try to leave without a pokemon, this script activates:
Spoiler:
'-----------------------
#org 0x1655ED
lockall
setvar 0x4001 0x0
goto 0x8165605
end

'-----------------------
#org 0x165605
setvar 0x8004 0x0
setvar 0x8005 0x2
special 0x174
textcolor 0x0
pause 0x1E
playsong 0x12E 0x0
msgbox2 0x817D72C '"OAK: Hey! Wait!\nDon't go out!"
waitmsgbox
pause 0x55
closeonkeypress
applymovement MOVE_PLAYER 0x81A75ED
waitmovement 0x0
sound 0x15
applymovement MOVE_PLAYER 0x81A75DB
waitmovement 0x0
pause 0x1E
showsprite 0x3
compare 0x4001 0x0
if 0x1 call 0x81656B8
compare 0x4001 0x1
if 0x1 call 0x81656C3
pause 0x1E
msgbox 0x817D74A '"OAK: It's unsafe!\nWild POKéMON liv..."
callstd 0x4
closeonkeypress
pause 0x1E
compare 0x4001 0x0
if 0x1 call 0x81656CE
compare 0x4001 0x1
if 0x1 call 0x81656E0
setdooropened 0x10 0xD
doorchange
applymovement 0x3 0x816572E
applymovement MOVE_PLAYER 0x8165758
waitmovement 0x0
setdoorclosed 0x10 0xD
doorchange
setvar 0x4055 0x1
clearflag 0x2B
setvar 0x4050 0x1
setflag 0x2C
setflag 0x4001
warp 0x4 0x3 0xFF 0x6 0xC
waitstate
releaseall
end

'-----------------------
#org 0x1656B8
applymovement 0x3 0x81656F2
waitmovement 0x0
return

'-----------------------
#org 0x1656C3
applymovement 0x3 0x81656FB
waitmovement 0x0
return

'-----------------------
#org 0x1656CE
applymovement 0x3 0x8165705
applymovement MOVE_PLAYER 0x8165731
waitmovement 0x0
return

'-----------------------
#org 0x1656E0
applymovement 0x3 0x8165719
applymovement MOVE_PLAYER 0x8165744
waitmovement 0x0
return


'-----------
' Movements
'-----------
#org 0x1A75ED
#raw 2D 'Face Down (Delayed)
#raw FE 'End of Movements

#org 0x1A75DB
#raw 62 'Exclamation Mark (!)
#raw FE 'End of Movements

#org 0x16572E
#raw 11 'Step Up (Normal)
#raw 60 'Hide
#raw FE 'End of Movements

#org 0x165758
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 60 'Hide
#raw FE 'End of Movements

#org 0x1656F2
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw FE 'End of Movements

#org 0x1656FB
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw FE 'End of Movements

#org 0x165705
#raw 10 'Step Down (Normal)
#raw 12 'Step Left (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 2E 'Face Up (Delayed)
#raw FE 'End of Movements

#org 0x165731
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 12 'Step Left (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw FE 'End of Movements

#org 0x165719
#raw 10 'Step Down (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 2E 'Face Up (Delayed)
#raw FE 'End of Movements

#org 0x165744
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw FE 'End of Movements


'---------
' Strings
'---------
#org 0x17D72C
= OAK: Hey! Wait!\nDon't go out!

#org 0x17D74A
= OAK: It's unsafe!\nWild POKéMON live in tall grass!\pYou need your own POKéMON for\nyour protection.\pI know!\nHere, come with me!

but, I'm trying to make oak capture a pokemon, so where do I put this without harming the original script?
Spoiler:
closeonkeypress
special 0x187
compare LASTRESULT 0x2
if 0x1 goto 0x81A7AE0
special 0x188
special 0x9D
waitstate

<~F.M.P~> September 1st, 2008 10:57 AM

Uhhhh...
 
Quote:

Originally Posted by machomuu (Post 3900129)
no, well, I dunno when I tried to compile it, It just said "run time 457 this key is already associated with an element" and it always does this with the scripts I'm pretty sure will work, anyone know how I can fix this?

Why don't you use pokescript to compile it...It simplifies things OR you can learn how to script in XSE...It makes things a whole lot easier Lol.

machomuu September 1st, 2008 1:21 PM

Quote:

Originally Posted by Floating monkey pirate (Post 3900794)
Why don't you use pokescript to compile it...It simplifies things OR you can learn how to script in XSE...It makes things a whole lot easier Lol.

That's the thing, I DO use poketscript.

Surf September 1st, 2008 2:59 PM

Hi I'm working on Pokemon Island Mystery and i use XSE when i compile m script it turns out right like this:
Spoiler:
'-----------------------
#org 0x1655F9
lockall
setvar 0x4001 0x1
goto 0x8165605
end

'-----------------------
#org 0x165605
setvar 0x8004 0x0
setvar 0x8005 0x2
special 0x174
textcolor 0x0
pause 0x1E
playsong 0x12E 0x0
msgbox2 0x817D72C '"OAK:Wait don't go yet\p [player] Wh..."
waitmsgbox
pause 0x55
closeonkeypress
applymovement MOVE_PLAYER 0x81A75ED
waitmovement 0x0
sound 0x15
applymovement MOVE_PLAYER 0x81A75DB
waitmovement 0x0
pause 0x1E
showsprite 0x3
compare 0x4001 0x0
if 0x1 call 0x81656B8
compare 0x4001 0x1
if 0x1 call 0x81656C3
pause 0x1E
msgbox 0x817D74A '"OAK: I need you and\p [rival] to do..."
callstd 0x4
closeonkeypress
pause 0x1E
compare 0x4001 0x0
if 0x1 call 0x81656CE
compare 0x4001 0x1
if 0x1 call 0x81656E0
setdooropened 0x10 0xD
doorchange
applymovement 0x3 0x816572E
applymovement MOVE_PLAYER 0x8165758
waitmovement 0x0
setdoorclosed 0x10 0xD
doorchange
setvar 0x4055 0x1
clearflag 0x2B
setvar 0x4050 0x1
setflag 0x2C
setflag 0x4001
warp 0x4 0x3 0xFF 0x6 0xC
waitstate
releaseall
end

'-----------------------
#org 0x1656B8
applymovement 0x3 0x81656F2
waitmovement 0x0
return

'-----------------------
#org 0x1656C3
applymovement 0x3 0x81656FB
waitmovement 0x0
return

'-----------------------
#org 0x1656CE
applymovement 0x3 0x8165705
applymovement MOVE_PLAYER 0x8165731
waitmovement 0x0
return

'-----------------------
#org 0x1656E0
applymovement 0x3 0x8165719
applymovement MOVE_PLAYER 0x8165744
waitmovement 0x0
return


'-----------
' Movements
'-----------
#org 0x1A75ED
#raw 2D 'Face Down (Delayed)
#raw FE 'End of Movements

#org 0x1A75DB
#raw 62 'Exclamation Mark (!)
#raw FE 'End of Movements

#org 0x16572E
#raw 11 'Step Up (Normal)
#raw 60 'Hide
#raw FE 'End of Movements

#org 0x165758
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 60 'Hide
#raw FE 'End of Movements

#org 0x1656F2
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw FE 'End of Movements

#org 0x1656FB
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw FE 'End of Movements

#org 0x165705
#raw 10 'Step Down (Normal)
#raw 12 'Step Left (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 2E 'Face Up (Delayed)
#raw FE 'End of Movements

#org 0x165731
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 12 'Step Left (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw FE 'End of Movements

#org 0x165719
#raw 10 'Step Down (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 2E 'Face Up (Delayed)
#raw FE 'End of Movements

#org 0x165744
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw FE 'End of Movements


'---------
' Strings
'---------
#org 0x17D72C
= OAK:Wait don't go yet\p [player] What?

#org 0x17D74A
= OAK: I need you and\p [rival] to do something

But when i try to play it or open it in a-map it goes like this
Spoiler:
'-----------------------
#org 0x1655F9
lockall
setvar 0x4001 0x1
goto 0x8165605
end

'-----------------------
#org 0x165605
setvar 0x8004 0x0
setvar 0x8005 0x2
special 0x174
textcolor 0x0
pause 0x1E
playsong 0x12E 0x0
msgbox2 0x817D72C '"OAK:Wait don't go yet\p [player] Wh..."
waitmsgbox
pause 0x55
closeonkeypress
applymovement MOVE_PLAYER 0x81A75ED
waitmovement 0x0
sound 0x15
applymovement MOVE_PLAYER 0x81A75DB
waitmovement 0x0
pause 0x1E
showsprite 0x3
compare 0x4001 0x0
if 0x1 call 0x81656B8
compare 0x4001 0x1
if 0x1 call 0x81656C3
pause 0x1E
msgbox 0x817D74A '"OAK: I need you and\p [rival] to do..."
callstd 0x4
closeonkeypress
pause 0x1E
compare 0x4001 0x0
if 0x1 call 0x81656CE
compare 0x4001 0x1
if 0x1 call 0x81656E0
setdooropened 0x10 0xD
doorchange
applymovement 0x3 0x816572E
applymovement MOVE_PLAYER 0x8165758
waitmovement 0x0
setdoorclosed 0x10 0xD
doorchange
setvar 0x4055 0x1
clearflag 0x2B
setvar 0x4050 0x1
setflag 0x2C
setflag 0x4001
warp 0x4 0x3 0xFF 0x6 0xC
waitstate
releaseall
end

'-----------------------
#org 0x1656B8
applymovement 0x3 0x81656F2
waitmovement 0x0
return

'-----------------------
#org 0x1656C3
applymovement 0x3 0x81656FB
waitmovement 0x0
return

'-----------------------
#org 0x1656CE
applymovement 0x3 0x8165705
applymovement MOVE_PLAYER 0x8165731
waitmovement 0x0
return

'-----------------------
#org 0x1656E0
applymovement 0x3 0x8165719
applymovement MOVE_PLAYER 0x8165744
waitmovement 0x0
return


'-----------
' Movements
'-----------
#org 0x1A75ED
#raw 2D 'Face Down (Delayed)
#raw FE 'End of Movements

#org 0x1A75DB
#raw 62 'Exclamation Mark (!)
#raw FE 'End of Movements

#org 0x16572E
#raw 11 'Step Up (Normal)
#raw 60 'Hide
#raw FE 'End of Movements

#org 0x165758
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 60 'Hide
#raw FE 'End of Movements

#org 0x1656F2
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw FE 'End of Movements

#org 0x1656FB
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw FE 'End of Movements

#org 0x165705
#raw 10 'Step Down (Normal)
#raw 12 'Step Left (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 2E 'Face Up (Delayed)
#raw FE 'End of Movements

#org 0x165731
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 12 'Step Left (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw FE 'End of Movements

#org 0x165719
#raw 10 'Step Down (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 2E 'Face Up (Delayed)
#raw FE 'End of Movements

#org 0x165744
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw FE 'End of Movements


'---------
' Strings
'---------
#org 0x17D72C
= OAK:Wait don't go yet\p [player] WhatOAK: I need you and\p [rival] to do something

#org 0x17D74A
= OAK: I need you and\p [rival] to do something

Please tell me where i went wrong

Thrace September 1st, 2008 7:41 PM

Quote:

Originally Posted by T (Post 3900723)
In Pallet, if you try to leave without a pokemon, this script activates:
Spoiler:
'-----------------------
#dynamic 0x800000

#org 0x1655ED
lockall
setvar 0x4001 0x0
goto 0x8165605
end

'-----------------------
#org @new
special 0x187
compare LASTRESULT 0x2
if 0x1 goto 0x81A7AE0
special 0x188
special 0x9D
waitstate

setvar 0x8004 0x0
setvar 0x8005 0x2
special 0x174
textcolor 0x0
pause 0x1E
playsong 0x12E 0x0
msgbox2 0x817D72C '"OAK: Hey! Wait!\nDon't go out!"
waitmsgbox
pause 0x55
closeonkeypress
applymovement MOVE_PLAYER 0x81A75ED
waitmovement 0x0
sound 0x15
applymovement MOVE_PLAYER 0x81A75DB
waitmovement 0x0
pause 0x1E
showsprite 0x3
compare 0x4001 0x0
if 0x1 call 0x81656B8
compare 0x4001 0x1
if 0x1 call 0x81656C3
pause 0x1E
msgbox 0x817D74A '"OAK: It's unsafe!\nWild POKéMON liv..."
callstd 0x4
closeonkeypress
pause 0x1E
compare 0x4001 0x0
if 0x1 call 0x81656CE
compare 0x4001 0x1
if 0x1 call 0x81656E0
setdooropened 0x10 0xD
doorchange
applymovement 0x3 0x816572E
applymovement MOVE_PLAYER 0x8165758
waitmovement 0x0
setdoorclosed 0x10 0xD
doorchange
setvar 0x4055 0x1
clearflag 0x2B
setvar 0x4050 0x1
setflag 0x2C
setflag 0x4001
warp 0x4 0x3 0xFF 0x6 0xC
waitstate
releaseall
end

'-----------------------
#org 0x1656B8
applymovement 0x3 0x81656F2
waitmovement 0x0
return

'-----------------------
#org 0x1656C3
applymovement 0x3 0x81656FB
waitmovement 0x0
return

'-----------------------
#org 0x1656CE
applymovement 0x3 0x8165705
applymovement MOVE_PLAYER 0x8165731
waitmovement 0x0
return

'-----------------------
#org 0x1656E0
applymovement 0x3 0x8165719
applymovement MOVE_PLAYER 0x8165744
waitmovement 0x0
return


'-----------
' Movements
'-----------
#org 0x1A75ED
#raw 2D 'Face Down (Delayed)
#raw FE 'End of Movements

#org 0x1A75DB
#raw 62 'Exclamation Mark (!)
#raw FE 'End of Movements

#org 0x16572E
#raw 11 'Step Up (Normal)
#raw 60 'Hide
#raw FE 'End of Movements

#org 0x165758
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 60 'Hide
#raw FE 'End of Movements

#org 0x1656F2
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw FE 'End of Movements

#org 0x1656FB
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw FE 'End of Movements

#org 0x165705
#raw 10 'Step Down (Normal)
#raw 12 'Step Left (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 2E 'Face Up (Delayed)
#raw FE 'End of Movements

#org 0x165731
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 12 'Step Left (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw FE 'End of Movements

#org 0x165719
#raw 10 'Step Down (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 2E 'Face Up (Delayed)
#raw FE 'End of Movements

#org 0x165744
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw FE 'End of Movements


'---------
' Strings
'---------
#org 0x17D72C
= OAK: Hey! Wait!\nDon't go out!

#org 0x17D74A
= OAK: It's unsafe!\nWild POKéMON live in tall grass!\pYou need your own POKéMON for\nyour protection.\pI know!\nHere, come with me!

but, I'm trying to make oak capture a pokemon, so where do I put this without harming the original script?

Try what I've done. Unless you want to delete some of the existing script there is no other way to add what you want to the script without changing it.

Quote:

Originally Posted by Hackimon12 (Post 3901585)
Hi I'm working on Pokemon Island Mystery and i use XSE when i compile m script it turns out right like this:
Spoiler:
'-----------------------
#org 0x1655F9
lockall
setvar 0x4001 0x1
goto 0x8165605
end

'-----------------------
#org 0x165605
setvar 0x8004 0x0
setvar 0x8005 0x2
special 0x174
textcolor 0x0
pause 0x1E
playsong 0x12E 0x0
msgbox2 0x817D72C '"OAK:Wait don't go yet\p [player] Wh..."
waitmsgbox
pause 0x55
closeonkeypress
applymovement MOVE_PLAYER 0x81A75ED
waitmovement 0x0
sound 0x15
applymovement MOVE_PLAYER 0x81A75DB
waitmovement 0x0
pause 0x1E
showsprite 0x3
compare 0x4001 0x0
if 0x1 call 0x81656B8
compare 0x4001 0x1
if 0x1 call 0x81656C3
pause 0x1E
msgbox 0x817D74A '"OAK: I need you and\p [rival] to do..."
callstd 0x4
closeonkeypress
pause 0x1E
compare 0x4001 0x0
if 0x1 call 0x81656CE
compare 0x4001 0x1
if 0x1 call 0x81656E0
setdooropened 0x10 0xD
doorchange
applymovement 0x3 0x816572E
applymovement MOVE_PLAYER 0x8165758
waitmovement 0x0
setdoorclosed 0x10 0xD
doorchange
setvar 0x4055 0x1
clearflag 0x2B
setvar 0x4050 0x1
setflag 0x2C
setflag 0x4001
warp 0x4 0x3 0xFF 0x6 0xC
waitstate
releaseall
end

'-----------------------
#org 0x1656B8
applymovement 0x3 0x81656F2
waitmovement 0x0
return

'-----------------------
#org 0x1656C3
applymovement 0x3 0x81656FB
waitmovement 0x0
return

'-----------------------
#org 0x1656CE
applymovement 0x3 0x8165705
applymovement MOVE_PLAYER 0x8165731
waitmovement 0x0
return

'-----------------------
#org 0x1656E0
applymovement 0x3 0x8165719
applymovement MOVE_PLAYER 0x8165744
waitmovement 0x0
return


'-----------
' Movements
'-----------
#org 0x1A75ED
#raw 2D 'Face Down (Delayed)
#raw FE 'End of Movements

#org 0x1A75DB
#raw 62 'Exclamation Mark (!)
#raw FE 'End of Movements

#org 0x16572E
#raw 11 'Step Up (Normal)
#raw 60 'Hide
#raw FE 'End of Movements

#org 0x165758
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 60 'Hide
#raw FE 'End of Movements

#org 0x1656F2
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw FE 'End of Movements

#org 0x1656FB
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw FE 'End of Movements

#org 0x165705
#raw 10 'Step Down (Normal)
#raw 12 'Step Left (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 2E 'Face Up (Delayed)
#raw FE 'End of Movements

#org 0x165731
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 12 'Step Left (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw FE 'End of Movements

#org 0x165719
#raw 10 'Step Down (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 2E 'Face Up (Delayed)
#raw FE 'End of Movements

#org 0x165744
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw FE 'End of Movements


'---------
' Strings
'---------
#org 0x17D72C
= OAK:Wait don't go yet\p [player] What?

#org 0x17D74A
= OAK: I need you and\p [rival] to do something

But when i try to play it or open it in a-map it goes like this
Spoiler:
'-----------------------
#org 0x1655F9
lockall
setvar 0x4001 0x1
goto 0x8165605
end

'-----------------------
#org 0x165605
setvar 0x8004 0x0
setvar 0x8005 0x2
special 0x174
textcolor 0x0
pause 0x1E
playsong 0x12E 0x0
msgbox2 0x817D72C '"OAK:Wait don't go yet\p [player] Wh..."
waitmsgbox
pause 0x55
closeonkeypress
applymovement MOVE_PLAYER 0x81A75ED
waitmovement 0x0
sound 0x15
applymovement MOVE_PLAYER 0x81A75DB
waitmovement 0x0
pause 0x1E
showsprite 0x3
compare 0x4001 0x0
if 0x1 call 0x81656B8
compare 0x4001 0x1
if 0x1 call 0x81656C3
pause 0x1E
msgbox 0x817D74A '"OAK: I need you and\p [rival] to do..."
callstd 0x4
closeonkeypress
pause 0x1E
compare 0x4001 0x0
if 0x1 call 0x81656CE
compare 0x4001 0x1
if 0x1 call 0x81656E0
setdooropened 0x10 0xD
doorchange
applymovement 0x3 0x816572E
applymovement MOVE_PLAYER 0x8165758
waitmovement 0x0
setdoorclosed 0x10 0xD
doorchange
setvar 0x4055 0x1
clearflag 0x2B
setvar 0x4050 0x1
setflag 0x2C
setflag 0x4001
warp 0x4 0x3 0xFF 0x6 0xC
waitstate
releaseall
end

'-----------------------
#org 0x1656B8
applymovement 0x3 0x81656F2
waitmovement 0x0
return

'-----------------------
#org 0x1656C3
applymovement 0x3 0x81656FB
waitmovement 0x0
return

'-----------------------
#org 0x1656CE
applymovement 0x3 0x8165705
applymovement MOVE_PLAYER 0x8165731
waitmovement 0x0
return

'-----------------------
#org 0x1656E0
applymovement 0x3 0x8165719
applymovement MOVE_PLAYER 0x8165744
waitmovement 0x0
return


'-----------
' Movements
'-----------
#org 0x1A75ED
#raw 2D 'Face Down (Delayed)
#raw FE 'End of Movements

#org 0x1A75DB
#raw 62 'Exclamation Mark (!)
#raw FE 'End of Movements

#org 0x16572E
#raw 11 'Step Up (Normal)
#raw 60 'Hide
#raw FE 'End of Movements

#org 0x165758
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 60 'Hide
#raw FE 'End of Movements

#org 0x1656F2
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw FE 'End of Movements

#org 0x1656FB
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw FE 'End of Movements

#org 0x165705
#raw 10 'Step Down (Normal)
#raw 12 'Step Left (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 2E 'Face Up (Delayed)
#raw FE 'End of Movements

#org 0x165731
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 12 'Step Left (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw FE 'End of Movements

#org 0x165719
#raw 10 'Step Down (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 2E 'Face Up (Delayed)
#raw FE 'End of Movements

#org 0x165744
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw FE 'End of Movements


'---------
' Strings
'---------
#org 0x17D72C
= OAK:Wait don't go yet\p [player] WhatOAK: I need you and\p [rival] to do something

#org 0x17D74A
= OAK: I need you and\p [rival] to do something

Please tell me where i went wrong

Next time bold what the changes are or at least write them. I can't really see anything different at first glance.

<~F.M.P~> September 1st, 2008 7:49 PM

Hmmmm...
 
Quote:

Originally Posted by machomuu (Post 3901306)
That's the thing, I DO use poketscript.

Alright then Just send me a friend request and I'll do the script for you

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.

Surf September 1st, 2008 8:07 PM

Hi I'm working on Pokemon Island Mystery and i use XSE when i compile m script it turns out right like this:
Spoiler:
'-----------------------
#org 0x1655F9
lockall
setvar 0x4001 0x1
goto 0x8165605
end

'-----------------------
#org 0x165605
setvar 0x8004 0x0
setvar 0x8005 0x2
special 0x174
textcolor 0x0
pause 0x1E
playsong 0x12E 0x0
msgbox2 0x817D72C '"OAK:Wait don't go yet\p [player] Wh..."
waitmsgbox
pause 0x55
closeonkeypress
applymovement MOVE_PLAYER 0x81A75ED
waitmovement 0x0
sound 0x15
applymovement MOVE_PLAYER 0x81A75DB
waitmovement 0x0
pause 0x1E
showsprite 0x3
compare 0x4001 0x0
if 0x1 call 0x81656B8
compare 0x4001 0x1
if 0x1 call 0x81656C3
pause 0x1E
msgbox 0x817D74A '"OAK: I need you and\p [rival] to do..."
callstd 0x4
closeonkeypress
pause 0x1E
compare 0x4001 0x0
if 0x1 call 0x81656CE
compare 0x4001 0x1
if 0x1 call 0x81656E0
setdooropened 0x10 0xD
doorchange
applymovement 0x3 0x816572E
applymovement MOVE_PLAYER 0x8165758
waitmovement 0x0
setdoorclosed 0x10 0xD
doorchange
setvar 0x4055 0x1
clearflag 0x2B
setvar 0x4050 0x1
setflag 0x2C
setflag 0x4001
warp 0x4 0x3 0xFF 0x6 0xC
waitstate
releaseall
end

'-----------------------
#org 0x1656B8
applymovement 0x3 0x81656F2
waitmovement 0x0
return

'-----------------------
#org 0x1656C3
applymovement 0x3 0x81656FB
waitmovement 0x0
return

'-----------------------
#org 0x1656CE
applymovement 0x3 0x8165705
applymovement MOVE_PLAYER 0x8165731
waitmovement 0x0
return

'-----------------------
#org 0x1656E0
applymovement 0x3 0x8165719
applymovement MOVE_PLAYER 0x8165744
waitmovement 0x0
return


'-----------
' Movements
'-----------
#org 0x1A75ED
#raw 2D 'Face Down (Delayed)
#raw FE 'End of Movements

#org 0x1A75DB
#raw 62 'Exclamation Mark (!)
#raw FE 'End of Movements

#org 0x16572E
#raw 11 'Step Up (Normal)
#raw 60 'Hide
#raw FE 'End of Movements

#org 0x165758
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 60 'Hide
#raw FE 'End of Movements

#org 0x1656F2
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw FE 'End of Movements

#org 0x1656FB
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw FE 'End of Movements

#org 0x165705
#raw 10 'Step Down (Normal)
#raw 12 'Step Left (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 2E 'Face Up (Delayed)
#raw FE 'End of Movements

#org 0x165731
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 12 'Step Left (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw FE 'End of Movements

#org 0x165719
#raw 10 'Step Down (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 2E 'Face Up (Delayed)
#raw FE 'End of Movements

#org 0x165744
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw FE 'End of Movements


'---------
' Strings
'---------
#org 0x17D72C
= OAK:Wait don't go yet\p [player] What?

#org 0x17D74A
= OAK: I need you and\p [rival] to do something

But when i try to play it or open it in a-map it goes like this
Spoiler:
'-----------------------
#org 0x1655F9
lockall
setvar 0x4001 0x1
goto 0x8165605
end

'-----------------------
#org 0x165605
setvar 0x8004 0x0
setvar 0x8005 0x2
special 0x174
textcolor 0x0
pause 0x1E
playsong 0x12E 0x0
msgbox2 0x817D72C '"OAK:Wait don't go yet\p [player] Wh..."
waitmsgbox
pause 0x55
closeonkeypress
applymovement MOVE_PLAYER 0x81A75ED
waitmovement 0x0
sound 0x15
applymovement MOVE_PLAYER 0x81A75DB
waitmovement 0x0
pause 0x1E
showsprite 0x3
compare 0x4001 0x0
if 0x1 call 0x81656B8
compare 0x4001 0x1
if 0x1 call 0x81656C3
pause 0x1E
msgbox 0x817D74A '"OAK: I need you and\p [rival] to do..."
callstd 0x4
closeonkeypress
pause 0x1E
compare 0x4001 0x0
if 0x1 call 0x81656CE
compare 0x4001 0x1
if 0x1 call 0x81656E0
setdooropened 0x10 0xD
doorchange
applymovement 0x3 0x816572E
applymovement MOVE_PLAYER 0x8165758
waitmovement 0x0
setdoorclosed 0x10 0xD
doorchange
setvar 0x4055 0x1
clearflag 0x2B
setvar 0x4050 0x1
setflag 0x2C
setflag 0x4001
warp 0x4 0x3 0xFF 0x6 0xC
waitstate
releaseall
end

'-----------------------
#org 0x1656B8
applymovement 0x3 0x81656F2
waitmovement 0x0
return

'-----------------------
#org 0x1656C3
applymovement 0x3 0x81656FB
waitmovement 0x0
return

'-----------------------
#org 0x1656CE
applymovement 0x3 0x8165705
applymovement MOVE_PLAYER 0x8165731
waitmovement 0x0
return

'-----------------------
#org 0x1656E0
applymovement 0x3 0x8165719
applymovement MOVE_PLAYER 0x8165744
waitmovement 0x0
return


'-----------
' Movements
'-----------
#org 0x1A75ED
#raw 2D 'Face Down (Delayed)
#raw FE 'End of Movements

#org 0x1A75DB
#raw 62 'Exclamation Mark (!)
#raw FE 'End of Movements

#org 0x16572E
#raw 11 'Step Up (Normal)
#raw 60 'Hide
#raw FE 'End of Movements

#org 0x165758
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 60 'Hide
#raw FE 'End of Movements

#org 0x1656F2
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw FE 'End of Movements

#org 0x1656FB
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw FE 'End of Movements

#org 0x165705
#raw 10 'Step Down (Normal)
#raw 12 'Step Left (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 2E 'Face Up (Delayed)
#raw FE 'End of Movements

#org 0x165731
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 12 'Step Left (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw FE 'End of Movements

#org 0x165719
#raw 10 'Step Down (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 2E 'Face Up (Delayed)
#raw FE 'End of Movements

#org 0x165744
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw FE 'End of Movements


'---------
' Strings
'---------
#org 0x17D72C
= OAK:Wait don't go yet\p [player] WhatOAK: I need you and\p [rival] to do something

#org 0x17D74A
= OAK: I need you and\p [rival] to do something

Please tell me where i went wrong
Edit: The broken bits are in bold

Ninja Caterpie September 1st, 2008 11:11 PM

Repoint the text. It's bumping together so repoint it.

Surf September 1st, 2008 11:11 PM

How do i do that ?
Please explain

Ninja Caterpie September 1st, 2008 11:43 PM

Well, you change the offset to @hey or something like that.
Then...yeah.

Shadows September 2nd, 2008 2:22 PM

Quote:

Originally Posted by dshayabusa (Post 3902376)
Quote:

Originally Posted by T
In Pallet, if you try to leave without a pokemon, this script activates:
Spoiler:
'-----------------------
#org 0x1655ED
lockall
setvar 0x4001 0x0
goto 0x8165605
end

'-----------------------
#org 0x165605
setvar 0x8004 0x0
setvar 0x8005 0x2
special 0x174
textcolor 0x0
pause 0x1E
playsong 0x12E 0x0
msgbox2 0x817D72C '"OAK: Hey! Wait!\nDon't go out!"
waitmsgbox
pause 0x55
closeonkeypress
applymovement MOVE_PLAYER 0x81A75ED
waitmovement 0x0
sound 0x15
applymovement MOVE_PLAYER 0x81A75DB
waitmovement 0x0
pause 0x1E
showsprite 0x3
compare 0x4001 0x0
if 0x1 call 0x81656B8
compare 0x4001 0x1
if 0x1 call 0x81656C3
pause 0x1E
msgbox 0x817D74A '"OAK: It's unsafe!\nWild POKéMON liv..."
callstd 0x4
closeonkeypress
pause 0x1E
compare 0x4001 0x0
if 0x1 call 0x81656CE
compare 0x4001 0x1
if 0x1 call 0x81656E0
setdooropened 0x10 0xD
doorchange
applymovement 0x3 0x816572E
applymovement MOVE_PLAYER 0x8165758
waitmovement 0x0
setdoorclosed 0x10 0xD
doorchange
setvar 0x4055 0x1
clearflag 0x2B
setvar 0x4050 0x1
setflag 0x2C
setflag 0x4001
warp 0x4 0x3 0xFF 0x6 0xC
waitstate
releaseall
end

'-----------------------
#org 0x1656B8
applymovement 0x3 0x81656F2
waitmovement 0x0
return

'-----------------------
#org 0x1656C3
applymovement 0x3 0x81656FB
waitmovement 0x0
return

'-----------------------
#org 0x1656CE
applymovement 0x3 0x8165705
applymovement MOVE_PLAYER 0x8165731
waitmovement 0x0
return

'-----------------------
#org 0x1656E0
applymovement 0x3 0x8165719
applymovement MOVE_PLAYER 0x8165744
waitmovement 0x0
return


'-----------
' Movements
'-----------
#org 0x1A75ED
#raw 2D 'Face Down (Delayed)
#raw FE 'End of Movements

#org 0x1A75DB
#raw 62 'Exclamation Mark (!)
#raw FE 'End of Movements

#org 0x16572E
#raw 11 'Step Up (Normal)
#raw 60 'Hide
#raw FE 'End of Movements

#org 0x165758
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 60 'Hide
#raw FE 'End of Movements

#org 0x1656F2
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw FE 'End of Movements

#org 0x1656FB
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw FE 'End of Movements

#org 0x165705
#raw 10 'Step Down (Normal)
#raw 12 'Step Left (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 2E 'Face Up (Delayed)
#raw FE 'End of Movements

#org 0x165731
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 12 'Step Left (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw FE 'End of Movements

#org 0x165719
#raw 10 'Step Down (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 2E 'Face Up (Delayed)
#raw FE 'End of Movements

#org 0x165744
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw FE 'End of Movements


'---------
' Strings
'---------
#org 0x17D72C
= OAK: Hey! Wait!\nDon't go out!

#org 0x17D74A
= OAK: It's unsafe!\nWild POKéMON live in tall grass!\pYou need your own POKéMON for\nyour protection.\pI know!\nHere, come with me!

but, I'm trying to make oak capture a pokemon, so where do I put this without harming the original script?
Spoiler:
closeonkeypress
special 0x187
compare LASTRESULT 0x2
if 0x1 goto 0x81A7AE0
special 0x188
special 0x9D
waitstate

Try what I've done. Unless you want to delete some of the existing script there is no other way to add what you want to the script without changing it.

Then what should I replace?
no matter where I put it it alwats pauses the movement/removes the warp...

emosillyputty September 2nd, 2008 5:51 PM

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

destinedjagold September 2nd, 2008 6:05 PM

Code:

#org $start
checkflag 0x828
if b_true goto $done
applymovement 0xFF $move
pausemove 0
applymovement 0x00 $move2
pausemove 0
release
end

#org $done
release
end

#org $move
#raw 0x62 0xFE

#org $move2
#raw 0x1D 0x1D 0x4F 0x1D
#raw 0x1D 0x1D 0x1D 0x1D
#raw 0x1D 0x1D 0x1D 0x60
#raw 0xFE


what you lack is in red.
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:

#org $move2
$move2 1 ; #binary 0x1D 0x1D 0x4F 0x1D 0x1D 0x1D 0x1D 0x1D 0x1D 0x1D 0x1D 0x60 0xFE



Grinner September 2nd, 2008 6:05 PM

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

emosillyputty September 2nd, 2008 6:32 PM

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

destinedjagold September 2nd, 2008 6:40 PM

Quote:

Originally Posted by emosillyputty (Post 3905201)
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

by the way...
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... :\

Thrace September 2nd, 2008 8:33 PM

Quote:

Originally Posted by T (Post 3904446)
Then what should I replace?
no matter where I put it it alwats pauses the movement/removes the warp...

Well it depends what you want to happen...
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.

Semblance September 2nd, 2008 8:39 PM

Quote:

Originally Posted by Grinner (Post 3905161)
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

Just add a clearflag 0x828

Ninja Caterpie September 2nd, 2008 10:30 PM

No, clearflag would disable the Pokemon menu but when it reappears, you should still have your Pokemon. Right?

Grinner September 3rd, 2008 1:09 AM

Quote:

Originally Posted by Dark Lakitu (Post 3905601)
No, clearflag would disable the Pokemon menu but when it reappears, you should still have your Pokemon. Right?

exactly, just like if you give a pokemon before its enabled, it just dosent show the menu although that would work, in a battle you could just swap to another pokemon and theres no problem. I was looking for some way to stop this and make it a suvival type game where your pokemon needs to last a few trainers untill you recover your pokemon.

Hedgehogger September 3rd, 2008 12:43 PM

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:

Spoiler:
#org 0x803199
special 0x187
compare LASTRESULT 0x2
if 0x1 jump 0x1A7AE0
jingle
#Raw 0x7C
#Raw 0x9D
nop
compare LASTRESULT 0x6
if 0x1 jump 0x804100
#raw 0x9D
nop
killscript
#raw 0x80
message 0x804900
boxset 0x5
if 0x1 jump 0x1BE09A
message 0x1BDFD7
callstd 0x4
#raw 0x68
#raw 0x9C
special 0x2700
end

#org 0x1A7AE0
release
end

#org 0x1BE09A
#raw 0x68
#raw 0x6B
end

#org 0x1BDFD7
= \v\h02 used \v\h03!

#org 0x804900
= It's a flatter wall in the rock[.]\nIt looks possible to climb.

#org 0x803900
= It's a flatter wall in the rock[.]\nIt looks possible to climb. Use ROCK SLIDE?


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.

Shadows September 3rd, 2008 4:02 PM

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:
#dynamic 0x71CA48

#ORG @Main
lock
faceplayer
checkflag 0x200
if 0x1 goto @hide
trainerbattle 0x1 0x1 0x1 @begin @end
setflag 0x200
release
end


#ORG @hide
message @go
fadescreen 0x0
hidesprite 0x12
hidesprite 0x11
release
end

#org @begin
= JESSIE&JAMES:Hand over those Fossils!

#org @end
= JESSIE&JAMES:Team Rocket Blasts off again!

#ORG @go
= JESSIE:Take your stupid fossil\n...\pLets Go James!

Thrace September 3rd, 2008 10:50 PM

Quote:

Originally Posted by Hedgehogger (Post 3906726)
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:

Spoiler:
#org 0x803199
special 0x187
compare LASTRESULT 0x2
if 0x1 jump 0x1A7AE0
jingle
#Raw 0x7C
#Raw 0x9D
nop
compare LASTRESULT 0x6
if 0x1 jump 0x804100
#raw 0x9D
nop
killscript
#raw 0x80
message 0x804900
boxset 0x5
if 0x1 jump 0x1BE09A
message 0x1BDFD7
callstd 0x4
#raw 0x68
#raw 0x9C
special 0x2700
end

#org 0x1A7AE0
release
end

#org 0x1BE09A
#raw 0x68
#raw 0x6B
end

#org 0x1BDFD7
= \v\h02 used \v\h03!

#org 0x804900
= It's a flatter wall in the rock[.]\nIt looks possible to climb.

#org 0x803900
= It's a flatter wall in the rock[.]\nIt looks possible to climb. Use ROCK SLIDE?


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.

It probably is... What happens when you try it out? Also, why have you used so many #raws? Has it been decompiled? If it has it shouldn't have raws... But then why do you have static offsets?

You've really made it tough for yourself. XD

Quote:

Originally Posted by T (Post 3907318)
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:
#dynamic 0x71CA48

#ORG @Main
lock
faceplayer
checkflag 0x200
if 0x1 goto @hide
trainerbattle 0x0 0x1 0x1 @begin @end
setflag 0x200
release
end


#ORG @hide
message @go
boxset 6
hidesprite 0x12
hidesprite 0x11
setflag 0x[peopleID]
fadescreen 0x0
release
end

#org @begin
= JESSIE&JAMES:Hand over those Fossils!

#org @end
= JESSIE&JAMES:Team Rocket Blasts off again!

#ORG @go
= JESSIE:Take your stupid fossil\n...\pLets Go James!

I've made the changes. You also need to make sure that you have the people ID of the people you want to hide set to a flag that is set after you use hidesprite.

Shadows September 4th, 2008 1:04 PM

Quote:

Originally Posted by dshayabusa (Post 3908074)
I've made the changes. You also need to make sure that you have the people ID of the people you want to hide set to a flag that is set after you use hidesprite.

I've tried it, but it doesn't work.
Do I need a specific people ID?

Thrace September 4th, 2008 1:45 PM

Quote:

Originally Posted by T (Post 3909302)
I've tried it, but it doesn't work.
Do I need a specific people ID?

It just has to be the number of the flag you have set. Try for example, setting flag 200 and put 0200 in the people ID.

Shadows September 4th, 2008 2:06 PM

Quote:

Originally Posted by dshayabusa (Post 3909404)
It just has to be the number of the flag you have set. Try for example, setting flag 200 and put 0200 in the people ID.

I have, and it still doesn't work :\

Thrace September 4th, 2008 10:02 PM

Quote:

Originally Posted by T (Post 3909468)
I have, and it still doesn't work :\

Really? Theres no reason why it should'nt work...
Are you sure the people numbers are 12 and 11?

Decompile the script and post it again, it might be something wrong with that.

Ninja Caterpie September 4th, 2008 10:46 PM

The Event numbers have to be the ones you use...Well, that's how I get it to work...

NTA September 5th, 2008 7:30 AM

Script
 
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

Shen September 5th, 2008 7:43 AM

Okay, sorry if this has been covered:
I was trying some scripts with XSE and tried a givepokemon script. I put this:

Spoiler:

'-----------------------
#dynamic 0x6B46BC
#org @start
checkflag 0x200
if b_true goto @end
message @1
boxset 6
givepokemon 25 5 0 0 0 0
message @2
boxset 6
#raw 0x68
setflag 0x200
release
end
#org @end
message @3
boxset 6
release
end
#org @1
msgbox 1 =Here's a Pokemon.
#org @2
msgbox 1 =You got a Pokemon.
#org @3
msgbox 1 =Have fun.


after compiling it becomes this:

Spoiler:

eXtreme Script Editor v1.0.0
-------------------------------------
Opening output --> C:\Documents and Settings\Shen\My Documents\Pokemon Emerald - Road to a Star\Pokemon Emerald # GBA.gba...
Processing input script...
2 - DYNAMIC
> lDynamicStart = 0x6B46BC
3 - ORG
> lNewOffset = 0x6BD1EB
4 - (2B) - CHECKFLAG
> iWord = 0x200
5 - (??) IF (native)
> bCondition = 0x1
This is a jumping IF, 0x06.
> pTarget = 0x86BD21A
6 - (0F) MSGBOX (native)
> pText = 0x86BD225
7 - (09) BOXSET (native)
> bType = 0x6
8 - (79) - GIVEPOKEMON
> iWord = 0x19
> bByte = 0x5
> iWord = 0x0
> lDword = 0x0
> lDword = 0x0
> bByte = 0x0
9 - (0F) MSGBOX (native)
> pText = 0x86C258D
10 - (09) BOXSET (native)
> bType = 0x6
11 - RAW
> bOut = 0x68
12 - (29) - SETFLAG
> iWord = 0x200
13 - (6C) - RELEASE
14 - (02) - END
16 - ORG
> lNewOffset = 0x6BD21A
17 - (0F) MSGBOX (native)
> pText = 0x86C2A67
18 - (09) BOXSET (native)
> bType = 0x6
19 - (6C) - RELEASE
20 - (02) - END
22 - ORG
> lNewOffset = 0x6BD225
23 - (0F) MSGBOX (native)
> pText = 0x8000001
25 - ORG
> lNewOffset = 0x6C258D
26 - (0F) MSGBOX (native)
> pText = 0x8000001
28 - ORG
> lNewOffset = 0x6C2A67
29 - (0F) MSGBOX (native)
> pText = 0x8000001
-------------------------------
DYNAMIC_OFFSET 1
> sLabel = @1
> lOffset = 0x6BD225
DYNAMIC_OFFSET 2
> sLabel = @2
> lOffset = 0x6C258D
DYNAMIC_OFFSET 3
> sLabel = @3
> lOffset = 0x6C2A67
DYNAMIC_OFFSET 4
> sLabel = @end
> lOffset = 0x6BD21A
DYNAMIC_OFFSET 5
> sLabel = @start
> lOffset = 0x6BD1EB
-------------------------------
Cleaning up...
Closing output...
Finished processing input in 0.371 seconds.


-taken from log. When activated, completely different text comes up (foreign characters like Ô), and it then basically freezes the game.
Any help?

Binary September 5th, 2008 8:07 AM

Quote:

Originally Posted by Nine-Tailed Assassin (Post 3911160)
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

Code:

#org $wildbattle
lock
faceplayer
message $mewtwo
boxset 6
cry 0x05 6
nop
nop
wildbattle 150 50 0x0
fadescreen 0
setflag 0x200
release
end

#org $mewtwo
$mewtwo 1 = Mew: Fool you dare challenge me?


Hope that works.

machomuu September 5th, 2008 12:59 PM

Help
 
Can someone please help me with my script on the previous page (or maybe the page before that):nervous:.

Thrace September 5th, 2008 2:29 PM

Quote:

Originally Posted by Shen (Post 3911181)
Okay, sorry if this has been covered:
I was trying some scripts with XSE and tried a givepokemon script. I put this:

Spoiler:

'-----------------------
#dynamic 0x6B46BC
#org @start
checkflag 0x200
if b_true goto @end
message @1
boxset 6
givepokemon 25 5 0 0 0 0
message @2
boxset 6
#raw 0x68
setflag 0x200
release
end
#org @end
message @3
boxset 6
release
end
#org @1
msgbox 1 =Here's a Pokemon.
#org @2
msgbox 1 =You got a Pokemon.
#org @3
msgbox 1 =Have fun.


after compiling it becomes this:

Spoiler:

eXtreme Script Editor v1.0.0
-------------------------------------
Opening output --> C:\Documents and Settings\Shen\My Documents\Pokemon Emerald - Road to a Star\Pokemon Emerald # GBA.gba...
Processing input script...
2 - DYNAMIC
> lDynamicStart = 0x6B46BC
3 - ORG
> lNewOffset = 0x6BD1EB
4 - (2B) - CHECKFLAG
> iWord = 0x200
5 - (??) IF (native)
> bCondition = 0x1
This is a jumping IF, 0x06.
> pTarget = 0x86BD21A
6 - (0F) MSGBOX (native)
> pText = 0x86BD225
7 - (09) BOXSET (native)
> bType = 0x6
8 - (79) - GIVEPOKEMON
> iWord = 0x19
> bByte = 0x5
> iWord = 0x0
> lDword = 0x0
> lDword = 0x0
> bByte = 0x0
9 - (0F) MSGBOX (native)
> pText = 0x86C258D
10 - (09) BOXSET (native)
> bType = 0x6
11 - RAW
> bOut = 0x68
12 - (29) - SETFLAG
> iWord = 0x200
13 - (6C) - RELEASE
14 - (02) - END
16 - ORG
> lNewOffset = 0x6BD21A
17 - (0F) MSGBOX (native)
> pText = 0x86C2A67
18 - (09) BOXSET (native)
> bType = 0x6
19 - (6C) - RELEASE
20 - (02) - END
22 - ORG
> lNewOffset = 0x6BD225
23 - (0F) MSGBOX (native)
> pText = 0x8000001
25 - ORG
> lNewOffset = 0x6C258D
26 - (0F) MSGBOX (native)
> pText = 0x8000001
28 - ORG
> lNewOffset = 0x6C2A67
29 - (0F) MSGBOX (native)
> pText = 0x8000001
-------------------------------
DYNAMIC_OFFSET 1
> sLabel = @1
> lOffset = 0x6BD225
DYNAMIC_OFFSET 2
> sLabel = @2
> lOffset = 0x6C258D
DYNAMIC_OFFSET 3
> sLabel = @3
> lOffset = 0x6C2A67
DYNAMIC_OFFSET 4
> sLabel = @end
> lOffset = 0x6BD21A
DYNAMIC_OFFSET 5
> sLabel = @start
> lOffset = 0x6BD1EB
-------------------------------
Cleaning up...
Closing output...
Finished processing input in 0.371 seconds.


-taken from log. When activated, completely different text comes up (foreign characters like Ô), and it then basically freezes the game.
Any help?

Delete the things in bold, also use enters after different offsets.

Quote:

Originally Posted by machomuu (Post 3911836)
Can someone please help me with my script on the previous page (or maybe the page before that):nervous:.

Um, which one? I looked but I think they've been answered already.

machomuu September 5th, 2008 2:41 PM

Well here's the script

Spoiler:
#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


I put a Pikachu sprite down, then put an offset on the pikachu, but when I talk to it, no battle!!! help!!

Thrace September 5th, 2008 2:59 PM

Quote:

Originally Posted by machomuu (Post 3912329)
Well here's the script

Spoiler:
#org $Wildbattle
lock
faceplayer
cry 0xa1 5
message $Pikachucry
$Pikachucry 1 = Pikachu: Pika Pii!
boxset 6
checkflag 0x828
if 0x1 goto $Wildbattle
release
end

#org $Wildbattle
lock
wildbattle 25 25 0
release
setflag 0x508
fadescreen 0
end


I put a Pikachu sprite down, then put an offset on the pikachu, but when I talk to it, no battle!!! help!!

I've made some changes, try it now.


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