Script Help Thread (DO NOT REQUEST SCRIPTS) Page 177

Started by HackMew December 20th, 2008 5:10 AM
  • 625760 views
  • 9682 replies

yugimon121

3 hearts and failing in battle

Male
Ireland!!
Seen June 23rd, 2011
Posted February 10th, 2011
25 posts
13 Years
Ohhhh this is pokescript?
well thats what i learned from foullump's youtube tutorials
"Bonnie: Somebody save him, he can't swim!
Peter: Oh, he's not even kicking. Kick Joe, kick.
Lois: Peter, he's a paraplegic!
Peter: That doesn't mean he can't hear. Kick Joe, kick!"

Peter: Oh my god, Brian, there's a message in my Alphabits. It says, 'Oooooo.'
Brian: Peter, those are Cheerios.

Peter - I'm afraid I have some very bad news, your wife's gonna be a vegetable. You're gonna have to bathe her, feed her, and care for her for the rest of your life.
Guy - OH MY GOD!
Peter - No no no, I'm just kiddin. She's dead.
Male
Seen August 27th, 2014
Posted October 24th, 2013
79 posts
12.9 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)

Kevin

kevin del rey

Age 24
Male
Virginia
Seen February 3rd, 2021
Posted July 5th, 2015
2,686 posts
12.8 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;

#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.
Male
somewhere
Seen November 29th, 2016
Posted June 25th, 2013
82 posts
12.9 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

Kevin

kevin del rey

Age 24
Male
Virginia
Seen February 3rd, 2021
Posted July 5th, 2015
2,686 posts
12.8 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.
Yes.
Seen August 17th, 2010
Posted August 17th, 2010
9 posts
16.1 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:
#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

Age 24
Male
Virginia
Seen February 3rd, 2021
Posted July 5th, 2015
2,686 posts
12.8 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:
#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
Age 28
Male
Costa Rica
Seen January 14th, 2012
Posted January 8th, 2012
485 posts
14.3 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.
Credit to BinaryPeaches for finding this avatar.

Currently working on a Pokémon Black devamp.
Seen August 28th, 2011
Posted August 21st, 2011
50 posts
14.1 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:

#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

Age 29
Male
Kanto
Seen July 28th, 2013
Posted November 21st, 2012
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.


My Favorite Legendaries
Age 28
Seen April 7th, 2014
Posted April 2nd, 2014
3,977 posts
15.8 Years
@GoldxLight:

#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:
Unknown: 0300
Var number: 4050

Crysalus

Rides a mantine to school.

Age 27
Male
Seen December 27th, 2010
Posted August 5th, 2010
26 posts
12.8 Years
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.
Age 36
Female
UK
Seen February 24th, 2018
Posted December 26th, 2012
58 posts
18.7 Years
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".
Some signature, or something!

colcolstyles

Yours truly

Male
The Bay Area
Seen May 18th, 2019
Posted August 13th, 2012
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.

Brother of Vrai
Seen August 28th, 2011
Posted August 21st, 2011
50 posts
14.1 Years
@Necromorph & Binary- Thanks! I knew I was missing something...

Anyways, for some reason, after I made a new script and went to test it out, one of my old scripts stopped working. The aide outside of the house was meant to lead the player to the professor's lab. But now the game just freezes.

'---------------
#org 0xBCD123
checkflag 0x222
if 0x0 goto 0x88007A9
applymovement 0x4 0x8800943
waitmovement 0x0
msgbox 0x8800800 MSG_NORMAL '"???: [player]!"
applymovement MOVE_PLAYER 0x88007E6
waitmovement 0x0
applymovement 0x4 0x88007EA
waitmovement 0x0
msgbox 0x880080B MSG_NORMAL '"Aide: Happy Birthday!\pCome with m..."
applymovement 0x4 0x88007EF
applymovement MOVE_PLAYER 0x88008EF
waitmovement 0x0
msgbox 0x880094F MSG_NORMAL '"Aide: Through this door."
release
end

'---------------
#org 0x8007A9
release
end

'---------
' Strings
'---------
#org 0x800800
= ???: [player]!

#org 0x80080B
= Aide: Happy Birthday!\pCome with me, the Professor has\nsomething for you[.]

#org 0x80094F
= Aide: Through this door.

'-----------
' Movements
'-----------
#org 0x800943
#raw 0xDD 'movDD
#raw 0xE2 'movE2
#raw 0xDB 'movDB
#raw 0xAB 'movAB

#org 0x8007E6
#raw 0x63 'Question Mark (?)
#raw 0x3 'Face Right
#raw 0xFE 'End of Movements

#org 0x8007EA
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0xFE 'End of Movements

#org 0x8007EF
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x2 'Face Left
#raw 0xFE 'End of Movements

#org 0x8008EF
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0xFE 'End of Movements
(Copy/pasted from XSE) Thanks in advance! :D
Male
Seen August 27th, 2012
Posted August 22nd, 2012
687 posts
13.1 Years
What exactly can you do with call 0xoffset? What can you use this for?
When you use the call command, you can return back to the main script or the script you called from.

For example:

...
...
call @back
msgbox @talk 0x6
...
...
end

#org @back
msgbox @called 0x6
return

#org @called
= You called?

#org @talk
= Oh, you're back!
Notice the return. It 'returns' back to the main script you called it from. Hope that helps you.

Chad -