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Script Help Thread (DO NOT REQUEST SCRIPTS)

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GoGoJJTech

(☞゚ヮ゚)☞ http://GoGoJJTech.com ☜(゚ヮ゚☜)
2,475
Posts
11
Years
Does anyone have any idea what could be wrong with this script? What's going wrong is the question yesno box pops up, but it just repeats itself and doesn't go to the pointers no matter which option you pick.

The script is supposed to:

Give the player an option whether they want to take the quest
Give the player an item only once
Wait for a flag to be set ie item delivered
Give the player a pokemon and money as a reward only once
Then finally say something generic when the whole quest Is done ie flag 1003 is set


Thanks

You're forgetting the compare LASTRESULT after the message
 
25
Posts
10
Years
  • Seen Feb 21, 2018
I get this all the time. For some reason, you must use 5 or 7 instead of 3. When 3 fails, go with one of the other two. It works.

i thought that might be the problem and tried those already bt they dont seem to work either, even tried everything else and this is what happens

screen goes black with music still playing in map types:
-setmaptile script [1]
-on entering map/on mune close [05]
-??? [06]

nothing happens in map types:
-validates values loads handler 0x3000E0B0 [playba
-on entering map/not on menu close [03]
-validates values loads handler 0x3000F28 [04]

nothing happens till a menu option is selected and exited, at which point it goes black with music still playing in map
-on entering map/on mue close [07]
 

GoGoJJTech

(☞゚ヮ゚)☞ http://GoGoJJTech.com ☜(゚ヮ゚☜)
2,475
Posts
11
Years
i thought that might be the problem and tried those already bt they dont seem to work either, even tried everything else and this is what happens

screen goes black with music still playing in map types:
-setmaptile script [1]
-on entering map/on mune close [05]
-??? [06]

nothing happens in map types:
-validates values loads handler 0x3000E0B0 [playba
-on entering map/not on menu close [03]
-validates values loads handler 0x3000F28 [04]

nothing happens till a menu option is selected and exited, at which point it goes black with music still playing in map
-on entering map/on mue close [07]

Well for two and four, follow Cooley's tutorial - http://www.pokecommunity.com/showthread.php?t=141650
 

GoGoJJTech

(☞゚ヮ゚)☞ http://GoGoJJTech.com ☜(゚ヮ゚☜)
2,475
Posts
11
Years
Where exactly would I put it and what do I need to add? its a long script and ill probably get confused. lol.

Well an example
.....
msgbox @question 0x5
compare LASTRESULT 0x0
if 0x1 goto @answeredno
goto @answeredyes
.....

Don't have another goto since that's a waste. Just continue the execution.
 
1,344
Posts
14
Years
  • Seen Dec 10, 2021
Tried scripting again after a few months and I don't get why none of the applymovements (except the camera and player) are working. :(
Code:
#dynamic 0x800000

#org @start
checkflag 0x211
if 0x01 goto @done
lock
faceplayer
playsong 0x112 0x1
special 0x113
applymovement 0x7F @move
waitmovement 0x0
special 0x114
msgbox @1 0x6
msgbox @2 0x5
compare 0x800D 0x1
if 0x1 goto @help
applymovement 0x12 @move2
applymovement 0x11 @move2
waitmovement 0x0
msgbox @3 0x6
applymovement 0x11 @move3
applymovement 0x12 @move4
waitmovement 0x0
msgbox @4 0x6
applymovement 0x13 @move5
waitmovement 0x0
special 0x113
applymovement 0x7F @move6
waitmovement 0x0
special 0x114
setflag 0x211
release
end

#org @help
applymovement 0xFF @move7
waitmovement 0x0
applymovement 0x12 @move8
applymovement 0x11 @move8
waitmovement 0x0
msgbox @5 0x6
trainerbattle 0x1 0x15F 0x0 @6 @7 @next
release
end

#org @next
trainerbattle 0x1 0x160 0x0 @8 @9 @final
release
end

#org @final
msgbox @10 0x6
applymovement 0x11 @move9
applymovement 0x12 @move10
waitmovement 0x0
applymovement 0x13 @move11
waitmovement 0x0
msgbox @11 0x6
giveitem 0x3 0x1 MSG_OBTAIN
msgbox @12 0x6
applymovement 0x13 @move12
waitmovement 0x0
special 0x113
applymovement 0x7F @move13
waitmovement 0x0
special 0x114
setflag 0x211
setflag 0x212
release
end

#org @done
release
end

#org @1
= [blue_fr]???: Give us your Pokémon, kid.\nOr we'll have to take it from\lyou. \pKid: I already told you, you\ncan't take my [green_fr]Caterpie[blue_fr]! It's mine!

#org @2
= Would you like to help him?\p([green_fr]Note[blue_fr]: Choices you make\nduring the storyline can affect\lfuture events, and change the\loutcome of them.)

#org @3
= [blue_fr]Kid: Hey! Stop!

#org @4
= [blue_fr]Kid: Come back! Give my\n[green_fr]Caterpie[blue_fr] back!

#org @5
= [blue_fr]???: Don't bother us, kid. leave\nbefore you get hurt too.\p\c\h08ó.\c\h08ó.\c\h08ó. no?

#org @6
= [blue_fr]???: You're going to regret this.

#org @7
= [blue_fr]What? How is this possible[.]

#org @8
= [blue_fr]Grunt 2: Pathetic. Let me try.

#org @9
= [blue_fr]Wow, this kid is strong[.]

#org @10
= [blue_fr]Grunt: Fine, we'll let you go\nfor now. But we won't forget this.

#org @11
= [blue_fr]Thanks for helping me! Those\nmen came up and asked for my\lPokémon, and when I said no they\lstarted threatening me[.] Here,\ltake this for your help.

#org @12
= [blue_fr]You looked pretty strong when\nyou were battling. Maybe you\lshould try to take on the Azure\lCity GYM Leader[.]

#org @move
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0xFE

#org @move2
#raw 0x12
#raw 0x12
#raw 0xFE

#org @move3
#raw 0x20
#raw 0x20
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x14
#raw 0x1D
#raw 0xFE

#org @move4
#raw 0x20
#raw 0x20
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x14
#raw 0x1D
#raw 0xFE

#org @move5
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x14
#raw 0x1D
#raw 0xFE

#org @move6
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0xFE

#org @move7
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0xFE

#org @move8
#raw 0x3
#raw 0x62
#raw 0xFE

#org @move9
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x14
#raw 0x1D
#raw 0xFE

#org @move10
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x14
#raw 0x1D
#raw 0xFE

#org @move11
#raw 0x10
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0xFE

#org @move12
#raw 0x10
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0xFE

#org @move13
#raw 0x13
#raw 0x13
#raw 0xFE
 

Renegade

Time for real life...
995
Posts
12
Years
Tried scripting again after a few months and I don't get why none of the applymovements (except the camera and player) are working. :(
Code:
#dynamic 0x800000

#org @start
checkflag 0x211
if 0x01 goto @done
lock
faceplayer
playsong 0x112 0x1
special 0x113
applymovement 0x7F @move
waitmovement 0x0
special 0x114
msgbox @1 0x6
msgbox @2 0x5
compare 0x800D 0x1
if 0x1 goto @help
applymovement 0x12 @move2
applymovement 0x11 @move2
waitmovement 0x0
msgbox @3 0x6
applymovement 0x11 @move3
applymovement 0x12 @move4
waitmovement 0x0
msgbox @4 0x6
applymovement 0x13 @move5
waitmovement 0x0
special 0x113
applymovement 0x7F @move6
waitmovement 0x0
special 0x114
setflag 0x211
release
end

#org @help
applymovement 0xFF @move7
waitmovement 0x0
applymovement 0x12 @move8
applymovement 0x11 @move8
waitmovement 0x0
msgbox @5 0x6
trainerbattle 0x1 0x15F 0x0 @6 @7 @next
release
end

#org @next
trainerbattle 0x1 0x160 0x0 @8 @9 @final
release
end

#org @final
msgbox @10 0x6
applymovement 0x11 @move9
applymovement 0x12 @move10
waitmovement 0x0
applymovement 0x13 @move11
waitmovement 0x0
msgbox @11 0x6
giveitem 0x3 0x1 MSG_OBTAIN
msgbox @12 0x6
applymovement 0x13 @move12
waitmovement 0x0
special 0x113
applymovement 0x7F @move13
waitmovement 0x0
special 0x114
setflag 0x211
setflag 0x212
release
end

#org @done
release
end

#org @1
= [blue_fr]???: Give us your Pokémon, kid.\nOr we'll have to take it from\lyou. \pKid: I already told you, you\ncan't take my [green_fr]Caterpie[blue_fr]! It's mine!

#org @2
= Would you like to help him?\p([green_fr]Note[blue_fr]: Choices you make\nduring the storyline can affect\lfuture events, and change the\loutcome of them.)

#org @3
= [blue_fr]Kid: Hey! Stop!

#org @4
= [blue_fr]Kid: Come back! Give my\n[green_fr]Caterpie[blue_fr] back!

#org @5
= [blue_fr]???: Don't bother us, kid. leave\nbefore you get hurt too.\p\c\h08ó.\c\h08ó.\c\h08ó. no?

#org @6
= [blue_fr]???: You're going to regret this.

#org @7
= [blue_fr]What? How is this possible[.]

#org @8
= [blue_fr]Grunt 2: Pathetic. Let me try.

#org @9
= [blue_fr]Wow, this kid is strong[.]

#org @10
= [blue_fr]Grunt: Fine, we'll let you go\nfor now. But we won't forget this.

#org @11
= [blue_fr]Thanks for helping me! Those\nmen came up and asked for my\lPokémon, and when I said no they\lstarted threatening me[.] Here,\ltake this for your help.

#org @12
= [blue_fr]You looked pretty strong when\nyou were battling. Maybe you\lshould try to take on the Azure\lCity GYM Leader[.]

#org @move
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0xFE

#org @move2
#raw 0x12
#raw 0x12
#raw 0xFE

#org @move3
#raw 0x20
#raw 0x20
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x14
#raw 0x1D
#raw 0xFE

#org @move4
#raw 0x20
#raw 0x20
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x14
#raw 0x1D
#raw 0xFE

#org @move5
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x14
#raw 0x1D
#raw 0xFE

#org @move6
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0xFE

#org @move7
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0xFE

#org @move8
#raw 0x3
#raw 0x62
#raw 0xFE

#org @move9
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x14
#raw 0x1D
#raw 0xFE

#org @move10
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x14
#raw 0x1D
#raw 0xFE

#org @move11
#raw 0x10
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0xFE

#org @move12
#raw 0x10
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0xFE

#org @move13
#raw 0x13
#raw 0x13
#raw 0xFE

It looks like you are not using hexadecimal numbers for your movements. For example, if you have four person events on any given map and their "person event numbers" are 10-15, make sure you use "applymovement 0xA, 0xB, 0xC, ect...".
 

destinedjagold

You can contact me in PC's discord server...
8,593
Posts
16
Years
  • Age 33
  • Seen Dec 23, 2023
Tried scripting again after a few months and I don't get why none of the applymovements (except the camera and player) are working. :(
Spoiler:

I'm going to quote myself. :3

Anyway, methinks you got confused with hex and decimal values.
Your NPC is probably Person number 12, correct.
Therefore, 0x12(hex) and 12(decimal) are not the same.
Either type applymovement 12 @move or applymovement 0xC @move .

:3
 
43
Posts
14
Years
  • Seen Jan 26, 2018
You most likely corrupted the Mart routine. You can't fix it unless you know where it is. That happens when repointing to un-free space. Also, using a-map 1.95.

I doubt it, all the default marts work. Just not my custom mart. And, what is wrong with a-map 1.95?
 
43
Posts
14
Years
  • Seen Jan 26, 2018
You can't mix TMs with standard items.... There is a reason the dept store has a separate counter for them. They have a completely different display format.
Thank you! I didn't know that. By the way, is there a reason I shouldn't be using a-map 1.95?
 
69
Posts
11
Years
  • Seen Nov 17, 2013
For some reason my map script isn't working. The beginning of the script works, but after the trainer battle the rest of the script stops. I tried having all of this in one script and that didn't work. Then I tried making two scripts. The first script had a value of 0 and the second one had a value of 1. That didn't work either. Any ideas?

First script:
Spoiler:


Second:
Spoiler:
 

destinedjagold

You can contact me in PC's discord server...
8,593
Posts
16
Years
  • Age 33
  • Seen Dec 23, 2023
For some reason my map script isn't working. The beginning of the script works, but after the trainer battle the rest of the script stops. I tried having all of this in one script and that didn't work. Then I tried making two scripts. The first script had a value of 0 and the second one had a value of 1. That didn't work either. Any ideas?

First script:
Spoiler:


Second:
Spoiler:

Turn it into one script.
Code:
#dyn 0x740000
#org @start
lockall
msgbox @Hey
callstd MSG_NOCLOSE
applymovement PLAYER @FirstM
pauseevent 0x1
closemsg
message @MeijiCapture //Edit
callstd MSG_NOCLOSE
pause 0x1
closemsg
addpokemon PIKACHU 0x5 LEFTOVERS 0 0 0
fanfare 0x101
waitfanfare
fadedefault
addvar 0x4011 0x1
trainerbattle [COLOR="Red"]0x1 [/COLOR]0x001 0x1 @intro @defeat [COLOR="Blue"]@continue[/COLOR]
end 

#org @Hey
= What's going on over there?

#org @MeijiCapture
= Proffessor you're under arrest.

#org @intro
= I'll finish you!

#org @defeat
= What? Impossible!

#org @FirstM
m walk_down walk_down walk_down walk_left walk_left walk_left walk_up walk_up walk_up walk_up walk_left look_up end

[COLOR="blue"]#org @continue[/COLOR]
lockall
msgbox @afterwards
callstd msg_normal
fadescreen FADEOUT_BLACK
disappear 0x3
applymovement 0x2 @DefeatGrunt1
applymovement PLAYER @DefeatGrunt2
fadescreen FADEIN_BLACK
msgbox @GruntDefeated //Edit
callstd msg_normal
fadescreen FADEOUT_BLACK
disappear 0x1
disappear 0x2
fadescreen FADEIN_BLACK
addvar 0x4011 0x1
releaseall
end 

#org @afterwards
= Beaten! By a child!?\nI guess I should be going\nnow! Pidgey use fly.

#org @GruntDefeated
= Now I should tell you what to do.

#org @DefeatGrunt1
m look_right end

#org @DefeatGrunt2
m look_right end

Use 0x1 in trainerbattles if you want other things to happen after a trainer battle.
 

karatekid552

What happens if I push it?....
1,771
Posts
11
Years
Turn it into one script.
Code:
#dyn 0x740000
#org @start
lockall
msgbox @Hey
callstd MSG_NOCLOSE
applymovement PLAYER @FirstM
pauseevent 0x1
closemsg
message @MeijiCapture //Edit
callstd MSG_NOCLOSE
pause 0x1
closemsg
addpokemon PIKACHU 0x5 LEFTOVERS 0 0 0
fanfare 0x101
waitfanfare
fadedefault
addvar 0x4011 0x1
trainerbattle [COLOR="Red"]0x1 [/COLOR]0x001 0x1 @intro @defeat [COLOR="Blue"]@continue[/COLOR]
end 

#org @Hey
= What's going on over there?

#org @MeijiCapture
= Proffessor you're under arrest.

#org @intro
= I'll finish you!

#org @defeat
= What? Impossible!

#org @FirstM
m walk_down walk_down walk_down walk_left walk_left walk_left walk_up walk_up walk_up walk_up walk_left look_up end

[COLOR="blue"]#org @continue[/COLOR]
lockall
msgbox @afterwards
callstd msg_normal
fadescreen FADEOUT_BLACK
disappear 0x3
applymovement 0x2 @DefeatGrunt1
applymovement PLAYER @DefeatGrunt2
fadescreen FADEIN_BLACK
msgbox @GruntDefeated //Edit
callstd msg_normal
fadescreen FADEOUT_BLACK
disappear 0x1
disappear 0x2
fadescreen FADEIN_BLACK
addvar 0x4011 0x1
releaseall
end 

#org @afterwards
= Beaten! By a child!?\nI guess I should be going\nnow! Pidgey use fly.

#org @GruntDefeated
= Now I should tell you what to do.

#org @DefeatGrunt1
m look_right end

#org @DefeatGrunt2
m look_right end

Use 0x1 in trainerbattles if you want other things to happen after a trainer battle.

Another good option is 0x3. It doesn't require the @continue, it just keeps moving if you win.
 
1,309
Posts
12
Years
  • Age 31
  • Seen Nov 24, 2023
Sorry for coming back here so much, and thankyou to everyone who has helped me before. It's appreciatted.

My level scripts always seem to only work when you enter the map, which is good when i want that to happen, but when I want to make a trip script it doesn't..I set the unknowns to 03, and the vars to 01. I don't want to set it to 0 because that will make it repeat. Any ideas what the problem could be?
 
69
Posts
11
Years
  • Seen Nov 17, 2013
For some reason the script from before wont release. Everything else works fine. Thanks everyone ^_^.

Spoiler:
 

Renegade

Time for real life...
995
Posts
12
Years
For some reason the script from before wont release. Everything else works fine. Thanks everyone ^_^.

Spoiler:

Here's what it should look like:
Code:
#dyn 0x740000
#org @start
lockall
msgbox @Hey
callstd MSG_NOCLOSE
applymovement PLAYER @FirstM
pauseevent 0x1
closemsg
message @MeijiCapture //Edit
callstd MSG_NOCLOSE
pause 0x1
closemsg
addpokemon PIKACHU 0x5 LEFTOVERS 0 0 0
fanfare 0x101
waitfanfare
fadedefault
trainerbattle 0x1 0x001 0x[COLOR="RoyalBlue"]1[/COLOR] @intro @defeat @continue [COLOR="Red"][SIZE="3"]//SHOULD BE 0x0[/SIZE][/COLOR]
end 

#org @Hey
= What's going on over there?

#org @MeijiCapture
= Proffessor you're under arrest.

#org @intro
= I'll finish you!

#org @defeat
= What? Impossible!

#org @FirstM
m walk_down walk_down walk_down walk_left walk_left walk_left walk_up walk_up walk_up walk_up walk_left look_up end

#org @continue
[COLOR="RoyalBlue"]lockall  [/COLOR]          [COLOR="Red"]//SHOULD BE DELETED[/COLOR]
msgbox @afterwards
callstd msg_normal
fadescreen FADEOUT_BLACK
disappear 0x3
applymovement 0x2 @DefeatGrunt1
applymovement PLAYER @DefeatGrunt2
fadescreen FADEIN_BLACK
msgbox @GruntDefeated //Edit
callstd msg_normal
fadescreen FADEOUT_BLACK
disappear 0x1
disappear 0x2
fadescreen FADEIN_BLACK
addvar 0x4011 0x1
releaseall
end 

#org @afterwards
= Beaten! By a child!?\nI guess I should be going\nnow! Pidgey use fly.

#org @GruntDefeated
= Now I should tell you what to do.

#org @DefeatGrunt1
m look_right end

#org @DefeatGrunt2
m look_right end
 
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