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Script Help Thread (DO NOT REQUEST SCRIPTS)

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79
Posts
13
Years
    • Seen Aug 27, 2014
    TUNA TRY THIS OUT

    #dynamic 0x80007C

    #org @start
    lockall
    applymovement 0xFF @move
    waitmovement 0x0
    msgbox @haha 0x6
    applymovement 0x0 @move2
    waitmovement 0x4
    msgbox @what
    boxset 0x06
    setvar 0x6000 0x1
    releaseall
    end

    #org @move
    #raw 0x62
    #raw 0xFE

    #org @haha
    = ???:hahaha i created a..!\nOh no i'm late!\pIhave to go!

    #org @move2
    #raw 0x60
    #raw 0xFE

    #org @what
    = [PLAYER]:who was that?!\nHe left something\pI'll check!

    also make sure your var number is 6000 and var value is at 0000 when you look at your script box in advanced map
    in your script setvar 0x6000 0x0001 means at variable 6000 and value 0001 this script does nothing so at 0000 it does what its supposed to do making it only happen once(at least that is what i perceived from it)
     
    Last edited:

    Kevin

    kevin del rey
    2,686
    Posts
    13
    Years
  • TUNA TRY THIS OUT

    #dynamic 0x80007C

    #org @start
    lockall
    applymovement 0xFF @move
    waitmovement 0x0
    msgbox @haha 0x6
    applymovement 0x0 @move2
    waitmovement 0x4
    msgbox @what
    boxset 0x06
    setvar 0x6000 0x1
    releaseall
    end

    #org @move
    #raw 0x62
    #raw 0xFE

    #org @haha
    = ???:hahaha i created a..!\nOh no i'm late!\pIhave to go!

    #org @move2
    #raw 0x60
    #raw 0xFE

    #org @what
    = [PLAYER]:who was that?!\nHe left something\pI'll check!

    also make sure your var number is 6000 and var value is at 0000 when you look at your script box in advanced map
    in your script setvar 0x6000 0x0001 means at variable 6000 and value 0001 this script does nothing so at 0000 it does what its supposed to do making it only happen once(at least that is what i perceived from it)
    Is this supposed to be for XSE? Then try this;

    Code:
    #dynamic 0xoffset
    
    #org @start
    lockall
    applymovement 0xFF @move
    waitmovement 0x0
    msgbox @haha MSG_NORMAL
    applymovement 0x0 @move0
    waitmovement 0x4
    msgbox @what MSG_NORMAL
    setvar 0x6000 0x1
    releaseall
    end
    
    #org @move
    #raw 0x62 
    #raw 0xFE
    
    #org @haha
    = ???:hahaha i created a..!\nOh no i'm late!\pIhave to go!
    
    #org @move2
    #raw 0x60
    #raw 0xFE
    
    #org @what
    = [PLAYER]:who was that?!\nHe left something\pI'll check!
    Just cleaned it up a little. =] And yeah, if that's a level script follow what Josh said.
     
    82
    Posts
    13
    Years
  • ty you all...and idk whats the level script??
    EDIT:josgblevis tried your way out and when i step on the script it just show the ??? person and than upper the hero displays ! and hi says his tect...the ??? persson then not dissapear i want that he dissapear...and the ??? dont says his text and all he need...help
     
    Last edited:

    Kevin

    kevin del rey
    2,686
    Posts
    13
    Years
  • @tuna97 Now that I look at it... the ??? person is event number 0? I thought it is 1+.
    So try this;

    #dynamic 0xoffset

    #org @start
    lockall
    applymovement MOVE_PLAYER @move
    waitmovement 0x0
    msgbox @haha MSG_NORMAL
    applymovement 0x1 @move0
    waitmovement 0x0
    msgbox @what MSG_NORMAL
    setvar 0x6000 0x1
    releaseall
    end

    #org @move
    #raw 0x62
    #raw 0xFE

    #org @haha
    = ???:hahaha i created a..!\nOh no i'm late!\pIhave to go!

    #org @move0
    #raw 0x60
    #raw 0xFE

    #org @what
    = [PLAYER]:who was that?!\nHe left something\pI'll check!

    What's bolded is what I changed. Because waitmovement 0x0 waits the perfect amount of time. And the ??? person should be an event number 1 and up. So if the event number of the ??? person isn't 1, change it to the desired one.
     
    Last edited:

    Chad -

     
    687
    Posts
    14
    Years
    • Seen Aug 27, 2012
    ^ Also, in applymovement 0x1 @move0, move0 does not point to any movements. So, change @move0 to @move2.

    Chad -
     
    9
    Posts
    17
    Years
  • Okay so when I step on the script tile, the game just freezes. It always happens when I try to trigger an applymovement through a script tile. When I trigger the applymovement by TALKING to a person, everything goes as it should be. Do I have some settings wrong or anything? It's really annoying.

    Anyway this is the script:
    Code:
    #clean
    #dynamic 0x800000
    #include applymovement.rbh
    
    #org @start
    applymovement 1 @move
    waitmovement 0
    message @speech 6
    applymovement 1 @follow
    applymovement 0xFF @follow
    waitmovement 0
    message @tv 6
    message @2 6
    release
    end
    
    #org @move
    #raw EXCLAMATION_MARK WALK_UP WALK_UP WALK_RIGHT WALK_RIGHT 0xFE
    
    #org @follow
    #raw WALK_LEFT WALK_LEFT WALK_LEFT WALK_LEFT 0xFE
    
    #org @speech
    = [player]! Look at the TV... Team\nRocket's at it again! This time\lthey've... Well, see for yourself!
    
    #org @tv 
    = Team Rocket, a notorious evil\norganisation, has abducted the\llegendary Dog trio, RAIKOU, ENTEI\land SUICUNE. Their current\lwhereabouts are unknown, but we\lfear the worst for the three\lPOKéMON.\pThis concludes our special news\nreport.
    
    #org @2
    = Well... There's nothing we can do\nabout it anyway... You should go\lback to sleep, honey.
     

    Kevin

    kevin del rey
    2,686
    Posts
    13
    Years
  • ^ Also, in applymovement 0x1 @move0, move0 does not point to any movements. So, change @move0 to @move2.

    Chad -
    Um, yeah. XSE Would point that out by itself. v.v
    Okay so when I step on the script tile, the game just freezes. It always happens when I try to trigger an applymovement through a script tile. When I trigger the applymovement by TALKING to a person, everything goes as it should be. Do I have some settings wrong or anything? It's really annoying.

    Anyway this is the script:
    Code:
    #clean
    #dynamic 0x800000
    #include applymovement.rbh
    
    #org @start
    applymovement 1 @move
    waitmovement 0
    message @speech 6
    applymovement 1 @follow
    applymovement 0xFF @follow
    waitmovement 0
    message @tv 6
    message @2 6
    release
    end
    
    #org @move
    #raw EXCLAMATION_MARK WALK_UP WALK_UP WALK_RIGHT WALK_RIGHT 0xFE
    
    #org @follow
    #raw WALK_LEFT WALK_LEFT WALK_LEFT WALK_LEFT 0xFE
    
    #org @speech
    = [player]! Look at the TV... Team\nRocket's at it again! This time\lthey've... Well, see for yourself!
    
    #org @tv 
    = Team Rocket, a notorious evil\norganisation, has abducted the\llegendary Dog trio, RAIKOU, ENTEI\land SUICUNE. Their current\lwhereabouts are unknown, but we\lfear the worst for the three\lPOKéMON.\pThis concludes our special news\nreport.
    
    #org @2
    = Well... There's nothing we can do\nabout it anyway... You should go\lback to sleep, honey.
    It's nothing wrong with the script, it's the script tile.
    Unknown has to be: 0300
    While the Var number is: 4050
     

    shininglatios217

    Wayward Son
    485
    Posts
    15
    Years
  • Do you want to save the script or compile it? To save it, click the little floppy disk icon (can't get a pic of it. not at my windows machine right now, sorry). XSE will then ask you to select a location to save the script. To compile the changes back into the rom, click the gear icon. Hope this helps

    Thank you, I will try that.
     
    82
    Posts
    13
    Years
  • destiny demon now when i tried your script it happens that the ! pops up and the ??? disappears...where is the text gone??
     
    50
    Posts
    15
    Years
    • Seen Aug 28, 2011
    Hey, I was trying to make a script that would make the player turn back unless they read a note from their parents. But for some reason, when they step on the tile, they freeze.

    Anyways, here's the script:

    #dynamic 0x800000

    #org @start
    lock
    checkflag 0x200
    if 0x0 goto @sorry
    if 0x1 goto @end
    release
    end

    #org @sorry
    msgbox @sry 0x6
    apploymovement 0xFF @move
    waitmovement 0x0
    release
    end

    #org end
    clearflag 0x200
    release
    end

    #org @sry
    = I have to check the note that\nmom and dad left me.

    #org @move
    #raw 0x13
    #raw 0xFE

    Does anyone know why this isn't working?
     

    x Necromorph x

    Super Saiyan 4
    295
    Posts
    13
    Years
  • Hey, I was trying to make a script that would make the player turn back unless they read a note from their parents. But for some reason, when they step on the tile, they freeze.

    Anyways, here's the script:



    Does anyone know why this isn't working?

    In AdvanceMap do you have the var number as "4050"?
    Also the Unknown as "0300"?
    If not, it will freeze.
     

    Binary

    え?
    3,977
    Posts
    16
    Years
    • Seen Apr 7, 2014
    @GoldxLight:

    Code:
    #dynamic 0x800000
    
    #org @start
    checkflag 0x200
    if 0x1 goto @end
    msgbox @sry 0x4
    apploymovement 0xFF @move
    waitmovement 0x0
    release
    end
    
    #org @end
    release
    end
    
    #org @sry
    = I have to check the note that\nmom and dad left me.
    
    #org @move
    #raw 0x13
    #raw 0xFE
    You don't need the extra 'if 0x0 goto @sorry' line. The script continues under the same pointer if the flag isn't set. And why do you have a clearflag @end? Also, set:
    Code:
    Unknown: 0300
    Var number: 4050
     

    Crysalus

    Rides a mantine to school.
    26
    Posts
    13
    Years
    • Seen Dec 27, 2010
    Hey, I'm new around here, and have been looking around. I have recently started developing a hack of fire red using poketscript, I made this script which is the longest one I've done yet. I have checked through it several times, and cannot see anything wrong with it, but when I put it in a script box on the map, with the correct offset, once I walk on the box, the game just freezes. any help?

    Script:
    #org $onthemountain
    jingle
    applymovement 2 $get
    $get 1 ; #binary 0x01 0x62 0x11 0x11 0xFE
    pausemove
    message $follow
    $follow 1 = Please...follow me.
    boxset 6
    applymovement 2 $down
    $down 1 ; #binary 0x10 0x10 0xFE
    applymovement 0xFF $down
    pausemove 0x0000
    applymovement $look2
    $look2 1 ; #binary 0x01 0xFE
    pausemove 0x0000
    message $mountain
    $mountain 1 = Are you wondering why I\nbrought you here?\pWell I dont care if you are,\nI'm going to explain anyway.
    boxset 6
    applymovement 2 $wander1
    $wander1 1 ; #binary 0x12 0x12 0xFE
    pausemove 0x0000
    message $environment
    $environment 1 = You see, I've always found that this\nhardly oxygenated environment\phelps me think.p\And I'm about to ask you \na very important question:\pUs who live in Cavedwell...
    boxset 6
    applymovement 2 $wander2
    $wander2 1 ; #binary 0x13 0x13 0x13 0x13 0xFE
    pausemove 0x0000
    message $money
    $money 1 = We aren't doing so good.\pWe need money to survive.\nAnd if you havent noticed,\pWe're not in the best place\nto make said money.
    boxset 6
    applymovement 2 $wander3
    $wander3 1 ; #binary 0x02 0xFE
    pausemove 0x0000
    message $league
    $league 1 = That is why, I want you to\nattempt the Pokemon League.\pWith the winnings, we'll have\nenough money to live,\pand perhaps even MOVE.
    boxset 6
    applymovement 2 $wander4
    $wander4 1 ; #binary 0x12 0x12 0x01 0xFE
    pausemove 0x0000
    message $choice
    $choice 1 = So, I've brought you up here,\nto ask you,\pWhich pokemon shall be your\ntrusty companion?\pDont worry, you have all day to\nchoose, but I'll not let you leave\puntil you have.
    boxset 6
    applymovement 2 $wander5
    $wander5 1 ; #binary 0x12 0x11 0x11 0x04 0x62 0xFE
    pausemove 0x0000
    message $impertinence
    $impertinence 1 = What? Do you get the option not to?\nWell, just think.\pDo you care about your mother?\nIf you do, you should do this...\pShe needs this aswell.
    boxset 6
    applymovement 2 $wander6
    $wander6 1 ; #binary 0x13 0x04 0xFE
    pausemove 0x0000
    release
    end

    PS. I know it's long, and all scrunched up but to be honest I'm not sure if when you put gaps between two lines of code that it screws it up, so I was careful.
     

    Chad -

     
    687
    Posts
    14
    Years
    • Seen Aug 27, 2012
    Crysalus,

    You should put Unknown: 0300 and Var number: 4050 in Advance Map.

    Chad -
     

    FireFox

    Dialga Fangirl
    58
    Posts
    19
    Years
    • Age 37
    • UK
    • Seen Feb 24, 2018
    Hi guys. Got another issue in FireRed. I've added a level script but for some reason, when I enter the route in question, the route name doesn't show up in the top corner. However, when I exit the route and re-enter it, the name pops up. All I did in the level script was hide a sprite.

    Also, I added a level script to Vermilion City, same one as above (hidesprite, using another "02 store info"...blah blah in A-Map) but the sprite didn't hide, it was visible. I didn't remove any existing scripts as I'm adding content to FireRed and I thought if I removed some, it might feckup the game. I guess I can't add another "02" onto a map with an existing "02".
     

    colcolstyles

    Yours truly
    1,588
    Posts
    15
    Years
  • Hi guys. Got another issue. I've added a level script but for some reason, when I enter the route in question, the route name doesn't show up in the top corner. However, when I exit the route and re-enter it, the name pops up. All I did in the level script was hide a sprite.

    Thoughts?

    If it was a type 0x02 level script then regardless of how much code is run, it will stop the "route name box" from coming down. If you use another type of level script (I'd try 0x01 (setmaptile)), then the script will be run before the map loads and the route name box should show up.
     
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