How do you make a script start as soon a you enter the map.
lIke at the start of the game?
like when the propoganist shrinks to OW size?
as soon as that happens i want a script to start?
if its a level script please point me in the way of a tutorial for it cos i dont know level scripts yet.
i have a script that i want it to happen when i step on this certain tile.ive had a script work on another script tile but it doesnt seen to work on this tile.whenever i walk over it ,nothing happens.on my other script tile that works i had the settings as follows:
Unknown:0003
Var Number:4059
Var Value:0000
Unknown:00 00
and i had it exactly the same on the script in question.
am i suposed to change the var number?
if it helps heres the script in question...
#org @2
= Oh dang it! You got me [player]!\nI thought you were never gonna\lfind me.Took you a while though.\lThis is getting kinda boring now\ldon't you think?\lLet's get out of here!
#org @8
= Wow! What's with that guy?\pHeey [player],You hurt?\n...\lThank god,What do ya say we folow\lhim and see what hes doing?\lHe did look in quite a rush.
Anybody know how to fix this script. Every time I compile (Pokescript) it gives me a runtime error.
Heres the script:
Spoiler:
#org $script
lock
faceplayer
checkflag 0x1201
if 0x01 goto $done
checkgender
compare 0x800D 0x0000
if 0x01 call $boy
compare 0x800D 0x0001
if 0x01 call $girl
release
end
#org $boy
message $talk
$talk 1 = ...\nYou must be here to get a POKéMON.\pI only have this little fella\nleft... And he has no chance of \p getting you off the island...\n...How about this!\pYou take this little fella and catch\na POKEMON in the ocean!\pYou'll need HM surf, A fishing Rod,\nA gym badge and this POKéMON
boxset 6
setflag 0x828
setflag 0x829
givepokemon 353 5 0x8B
fanfare 0x13E
message $got
$got 1 = \v\h01 received the POKéMON\nMinun
waitfanfare
pause 0x30
setflag 0x1201
release
end
#org $girl
message $chat
$chat 1 = ...\nYou must be here to get a POKéMON.\pI only have this little fella\nleft... And he has no chance of \p getting you off the island...\n...How about this!\pYou take this little fella and catch\na POKEMON in the ocean!\pYou'll need HM surf, A fishing Rod,\nA gym badge and this POKéMON
boxset 6
setflag 0x828
setflag 0x829
givepokemon 354 5 0x8B
fanfare 0x13E
message $got
$got 1 = \v\h01 received the POKéMON\nPlusle
waitfanfare
pause 0x30
setflag 0x1201
release
end
#org $done
message $go
$go 1 = Go have fun!
boxset 6
release
end
I'm trying to make a script similar to Oak's thing he does when you try to leave Pallet town before you have your first pokemon. I'm not sure what's wrong with this script (made in XSE), and instead of performing the movements, the game just freezes when I step on the tile. Here is the script.
EDIT: Probelm solved, thanks to the awesomeness of Nosman/Quilava's Master. That worked perfectly,thanks.
I'm trying to make a script similar to Oak's thing he does when you try to leave Pallet town before you have your first pokemon. I'm not sure what's wrong with this script (made in XSE), and instead of performing the movements, the game just freezes when I step on the tile. Here is the script.
I'm trying to make a script similar to Oak's thing he does when you try to leave Pallet town before you have your first pokemon. I'm not sure what's wrong with this script (made in XSE), and instead of performing the movements, the game just freezes when I step on the tile. Here is the script.
Originally Posted by Quilava's Master
[ Original Post ]
you're missing the setvar. right under @start put setvar 0x(variable number) 0x(0)
He does not need setvar he has checkflag. I am no master scripter but even I figuered this one out all he has to do is change the var number and unknown in a-map and he does not need setvar at all.
(\__/)
(='.'=) This Is Bunny. Copy And Paste Bunny Into
('')_('') Your Signature To Help Him Gain World Domination!!!!
can some1 help me out & tell me how 2 fix the rival script bc im making a hack with some1 else & we need the script so we can release a beta.the rom is ruby & im using xse. the script:
Spoiler:
#dynamic 0x
#org @start
lockall
checkflag 0x200
if 0x1 goto @done
waitmovement 0x3
showsprite 0x???
applymovement 0x??? @move
tranierbattle 0x0 0x??? 0x0 @before @after
waitmovement 0x1
applymovement 0x??? @move1
waitmovement 0x3
hidesprite 0x???
setflag 0x200
release
end
#org @before
= [rival]:well well If it aint [player]\I see you got a pokemon care test\it out.\p[player]:Sure I have some time.
release
end
#org @after
= [rival]:damnt!! how could i lose.
release
end
#org @done
release
end
POKEMON REVENGE TEAM IS looking for members APPLY HERE so the hack can continue.
3Ds Fc= 0619-4312-9526 IgN is Near My trade shop is here
I have my script ready. It is supposed to present a series of True/False questions, then give you items if all of your answers are correct. Unfortunately, when I enter this:
Spoiler:
#dyn 0x0740000
'-----------------------------------
#org @Start
msgbox @QuizStart ' Quiz Start
callstd MSG_SIGN ' Signpost-style message
Callstd MSG_YESNO
compare LASTRESULT YES
if == jump @Quiz
release
end
#org @QuizStart
= ROOKIE KNOWLEDGE EVALUATION:\nBEGIN?
#org @Quiz
msgbox @Explanation
msgbox @Q1
CallStd MSG_YESNO
compare LASTRESULT YES
if == jump @P1
compare LASTRESULT NO
if == jump @p2
msgbox @Q2
CallStd MSG_YESNO
compare LASTRESULT YES
if == jump @p3
msgbox @Q3
CallStd MSG_YESNO
compare LASTRESULT NO
if == jump @p3
msgbox @Q4
CallStd MSG_YESNO
compare LASTRESULT NO
if == jump @p3
msgbox @Q5
CallStd MSG_YESNO
compare LASTRESULT YES
if == jump @p3
msgbox @Q6
CallStd MSG_YESNO
compare LASTRESULT YES
if == jump @p3
compare 0x4001 0x6
additem potion 5
additem antidote 5
additem awakening 5
additem 0x87 1
#org @p1
setvar 0x4001 0x1
#org @p2
setvar 0x4001 0x0
#org @p3
addvar 0x4001 0x1
#org @Explanation
= Respond 'YES' if the statement is true.\nRespond 'NO' if the statement is false.
#org @Q1
= Lance, nicknamed the Dragon Tamer,\nwas killed during the Great War.\lHe left behind a wife and child.
#org @Q2
= The Great War began with the leader,\nof Team Rocket, Giovanni,\l completing Project Chim\era.
#org @Q3
= Our Team is devoted to robbing innocents\n of their Pok\emon.
#org @Q4
= Our Leader lives in Saffron City.\nOrders are sent digitally.
#org @Q5
= We have facilities in Kanto, Johto, Hoenn, and Orre.
#org @Q6
= We are known as Team Snag'em to most.\nThis is our actual name and purpose.
I wanted to have a long line of people that would disappear after the player received a starter Pokemon. So, I placed all the person events using A-Map then set a level script on the map like the one below:
Spoiler:
#dyn 0x740000
#org @start
checkflag FR_POKEMON
if == call @dis
end
During testing, however, after I set the Pokemon flag, the line still didn't disappear. Is there something wrong with the script? Or do I not understand level scripts? I'm new and not very accomplished at scripting, so any help is appreciated.
can some1 help me out & tell me how 2 fix the rival script bc im making a hack with some1 else & we need the script so we can release a beta.the rom is ruby & im using xse. the script:
Spoiler:
#dynamic 0x
#org @start
lockall
checkflag 0x200
if 0x1 goto @done
waitmovement 0x3
showsprite 0x???
applymovement 0x??? @move
tranierbattle 0x0 0x??? 0x0 @before @after
waitmovement 0x1
applymovement 0x??? @move1
waitmovement 0x3
hidesprite 0x???
setflag 0x200
release
end
#org @before
= [rival]:well well If it aint [player]\I see you got a pokemon care test\it out.\p[player]:Sure I have some time.
release
end
#org @after
= [rival]:damnt!! how could i lose.
release
end
#org @done
release
end
First of all, you don't need "waitmovement" after every single command. Only "applymovement" should be followed by "waitmovement"
#org @before
= [rival]:well well If it aint [player]\I see you got a pokemon care test\it out.\p[player]:Sure I have some time.
#org @after
= [rival]:damnt!! how could i lose.
#org @done
release
end
Well, I'm guessing you're going to fill in those gaps and ???s and add those movement pointers. Note that if you want to make the sprite disappear permanently, put the person ID as 0200 in your rival OW.
I have my script ready. It is supposed to present a series of True/False questions, then give you items if all of your answers are correct. Unfortunately, when I enter this:
Spoiler:
#dyn 0x0740000
'-----------------------------------
#org @Start
msgbox @QuizStart ' Quiz Start
callstd MSG_SIGN ' Signpost-style message
Callstd MSG_YESNO
compare LASTRESULT YES
if == jump @Quiz
release
end
#org @QuizStart
= ROOKIE KNOWLEDGE EVALUATION:\nBEGIN?
#org @Quiz
msgbox @Explanation
msgbox @Q1
CallStd MSG_YESNO
compare LASTRESULT YES
if == jump @P1
compare LASTRESULT NO
if == jump @p2
msgbox @Q2
CallStd MSG_YESNO
compare LASTRESULT YES
if == jump @p3
msgbox @Q3
CallStd MSG_YESNO
compare LASTRESULT NO
if == jump @p3
msgbox @Q4
CallStd MSG_YESNO
compare LASTRESULT NO
if == jump @p3
msgbox @Q5
CallStd MSG_YESNO
compare LASTRESULT YES
if == jump @p3
msgbox @Q6
CallStd MSG_YESNO
compare LASTRESULT YES
if == jump @p3
compare 0x4001 0x6
additem potion 5
additem antidote 5
additem awakening 5
additem 0x87 1
#org @p1
setvar 0x4001 0x1
#org @p2
setvar 0x4001 0x0
#org @p3
addvar 0x4001 0x1
#org @Explanation
= Respond 'YES' if the statement is true.\nRespond 'NO' if the statement is false.
#org @Q1
= Lance, nicknamed the Dragon Tamer,\nwas killed during the Great War.\lHe left behind a wife and child.
#org @Q2
= The Great War began with the leader,\nof Team Rocket, Giovanni,\l completing Project Chim\era.
#org @Q3
= Our Team is devoted to robbing innocents\n of their Pok\emon.
#org @Q4
= Our Leader lives in Saffron City.\nOrders are sent digitally.
#org @Q5
= We have facilities in Kanto, Johto, Hoenn, and Orre.
#org @Q6
= We are known as Team Snag'em to most.\nThis is our actual name and purpose.
#org @before
= [rival]:well well If it aint [player]\I see you got a pokemon care test\it out.\p[player]ure I have some time.
#org @after
= [rival]:damnt!! how could i lose.
#org @done
release
end
Well, I'm guessing you're going to fill in those gaps and ???s and add those movement pointers. Note that if you want to make the sprite disappear permanently, put the person ID as 0200 in your rival OW.
thanks 4 the help. hope it works now.
POKEMON REVENGE TEAM IS looking for members APPLY HERE so the hack can continue.
3Ds Fc= 0619-4312-9526 IgN is Near My trade shop is here
#dynamic 0x800000
#org @start
applymovement 0x04 @move
waitmovement 0x0
applymovement 0xFF @move2
pause 0x30
applymovement 0x04 @move3
applymovement 0xFF @move3
waitmovement 0x0
release
end
#ORG @1
= NICK: Hey [player]! cherrygrove is right\nahead! i gotta find PROF. OAK to\ldeliver these papers from PROF.\lELM.\l[player]: Yeah, i also gotta find a lead\lto where totodile is...\lNICK: Who do you think took it?\l[player]: I dont know, i remember his\lfac
e anywhere though!
#org @start
applymovement 0x04 @move
waitmovement 0x0
applymovement 0xFF @move2
pause 0x30
applymovement 0x04 @move3
applymovement 0xFF @move3
waitmovement 0x0
release
end
org @move
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
msgbox @1 0x6
release
end
#org @1
= PROF. OAK: Hello is your name\nNICK?\lNICK:Yeah, i know your PROF. OAK,\lhere are the papers!\lPROF. OAK: Thanks alot NICK, who\lis this person with you?\l[player]: My name is [player]! Do you think\lyou can get me marys autograph??\lNICK: [PLAYER]! Sorry sir he is mentaly\lconfused....\lPROF. OAK: hahahah no it's\lalright! its nice to meet a fan!\l[PLAYER]: Wait, whats that?\lPROF. OAK: This is a device that i\lmade to store all of a pokemon's\lphysical and living information.\lThe new POKEDEX!!\l[player]: The person i battled had\lsomething like that! i have the\lfeeling he was trying to hide\lit....\lPROF. OAK: Its okay, i think i get\li get it now, I made three of\lthese, but three days ago i\lnoticed that one of them... Was\lgone!!\lNICK: HUH?!!\lPROF. OAK: A stolen POKEDEX from\lmyself and a stolen TOTODILE from\lPROF. ELM means one thing. Its the\lsame person!\lNICK: When you mean 'steal from'\lyou mean\lPROF. OAK: Yes NICK, my second\llabratory on the outskirts of\lCherrygrove City! Ill meet you.
He does not need setvar he has checkflag. I am no master scripter but even I figuered this one out all he has to do is change the var number and unknown in a-map and he does not need setvar at all.
Actually, he's right, but still wrong, and you're practice is just messy hacking :/.
A trick I learned is that you set a variable at the begging of your script where you would put a setflag, and then put that variable into either the var number. No checkflag though, as putting the variable you set in that spot acts as a checkflag in intself, and will not run the script when you step on that tile.
The advantage to this is that instead of the engine starting the script, then immediatly stopping it, it just never starts in the first place.
Your welcome :D
Hello, peoples, I have another problem. The following script is made to give the player 5 pokeballs, and then move and disappear two sprites within the map and reappear two other sprites. Everything in this script works, so far, yet the sprites aren't disappearing, for some reason. They just go through the motions and stay on the map. Is there anything I'm doing wrong in this script? The part dealing with making the sprites disappear starts at @hereyougo.
Spoiler:
#Dynamic 0x808308
#org @start
checkflag 0x3EB
if 0x1 goto @done
checkflag 0x828
if 0x1 goto @yourpokeballs
lock
msgbox @whereyougoin 0x6
applymovement 0xFF @comebackhere
waitmovement 0x0
release
end
'----STRINGS
#org @thanksdude
= [Rival]:Thanks, Proffessor! See you\nguys out on Route 1, then. I'm\lgonna catch myself a POKEMON!
#org @ibettergo
= Elayne:Uh[.] I guess I should go,\ntoo[.] Well, uh, thanks,\lProffessor[.]
#org @almostforgot
= Wait![player]! I almost forgot!
#org @beforeyougo
= Come back here, [player]. I need to give\nyou something before you go.
#org @youneedthis
= You guys will need these if your\nto catch any POKEMON. These are\lPOKEBALLS. Throw one at a\lPOKEMON, and you might just catch\lit!
1: how do i choose where the player spawns after he/she names the character etc. and shrinks.
2: how do i assign scripts to various sprites in XSE?
1: Using a program called Start Map Chooser (can be found on whack a hack)
2: do you mean so if a script happens it does stuff to more than one sprite or just assigning a script to a person? (PM me about this one, I would like to script for your hack :) (if you accept me, I'm quite good, (can do complex scripts)))
Currently working on a new hack named Hollow. Pokemon Sky SD Creator
#dynamic 0x800000
#org @start
lock
faceplayer
preparemsg @intro <----- Error 13 "Type mismatch, missing dynamic label"
waitmsg
playsong 0x11B 0x0
waitkeypress
trainerbattle 0x3 0x001 0x0 @defeat
msgbox @outro MSG_KEEPOPEN
fadescreen 0x1
closeonkeypress
hidesprite 0xC
fadescreen 0x0
release
end
#org intro
= Hmmm?\nWho are you?\pOh it doesn't matter.\pYou're not getting past me.
#org defeat
= Oh COME ON!
#org outro
= Hmph!\pYou only lost because my\nPOK\eMON are weak.\pYou've not seen the\nlast of me!
What am I missing here?
Spoiler:
#dynamic 0x800000
#org @start
lock
faceplayer
preparemsg @introwaitmsg
playsong 0x11B 0x0
waitkeypress
trainerbattle 0x3 0x001 0x0 @defeat
msgbox @outro MSG_KEEPOPEN
fadescreen 0x1closeonkeypress
hidesprite 0xC
fadescreen 0x0
release
end
#org intro
= Hmmm?\nWho are you?\pOh it doesn't matter.\pYou're not getting past me.
#org defeat
= Oh COME ON!
#org outro
= Hmph!\pYou only lost because my\nPOK\eMON are weak.\pYou've not seen the\nlast of me!
Spoiler:
#dynamic 0x800000
#org @start
checkflag 0x200
msgbox @intro 0x4 ' just a simple msgbox will do and you don't need the play song, since the song comes on anyway when the battle starts]
trainerbattle 0x0 0x001 0x0 @before @defeat ' trainerbattle 0x0 [Type of battle] 0x001 [Trainer ID] 0x0 [Reserved Byte (normally 0x0)] @before [Pointer to Message When Seen] @after [Pointer to Winning Message]
msgbox @outro 0x4 ' just a 0x4
fadescreen 0x1 ' blinking effect
fadescreen 0x0
hidesprite 0xC
setflag 0x200
release
end
#org intro
= Hmmm?\nWho are you?\pOh it doesn't matter.\pYou're not getting past me.
#org @before
= [text you want to display, before the battle, in the battle scene]
#org defeat
= Oh COME ON!
#org outro
= Hmph!\pYou only lost because my\nPOK\eMON are weak.\pYou've not seen the\nlast of me!
The flags are there so the script won't repeat itself after stepping on the script tile. Put the person ID of the OW as '0200' if you want a permanent disappearance.
#org @2
= Tom: Now you two. \nI think I know what Pokemon are right \lfor you.\pMark: Me and Holly have already got ours \nI got a Squirtle and holly got a \lTreeko.\pTom: Now Lunar here is your \npokemon.\p[red_fr]Lunar received an Eevee!\pTom: [PLAYER] it was hard to decide what \npokemon you should have but eventually \lI decided.
Makes it a tad more convenient. The givepokemon part should work.
And make sure you've got the correct OW numbers for the 'hidesprite' or do you mean you want the OWs to permanently disappear?
Firefox, I think a 0x4 msgbox type needs a closeonkeypress after it. Try adding closeonkeypress under/after msgbox @intro 0x4 and msgbox @outro 0x4. Hope that helps.