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[Archive] Script help thread

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Hi! Can somebody help me?
I made a script, which checks beaten trainers.
If the trainers are beaten --> then the sailor will print a message and move.
If not --> then only a message appears.

I've tested the script --> The sailor prints a weird message concluding japanese symbols.
Please help me. Here is the script :

#org $sailor
setflag 0x200
checkflag 0x200
if_B_true goto $checktrainer1

#org $checktrainer1
#raw 0x61 0x9E 0x01
compare LASTRESULT 0x1
if b_true goto $checktrainer2

#org $checktrainer2
#raw 0x61 0x9E 0x01
compare LASTRESULT 0x1
if b_true goto $checktrainer3

#org $checktrainer3
#raw 0x61 0x9E 0x01
compare LASTRESULT 0x1
if b_true goto $checktrainer4

#org $checktrainer4
#raw 0x61 0x9E 0x01
compare LASTRESULT 0x1
if b_true goto $checktrainer5

#org $checktrainer5
#raw 0x61 0x9E 0x01
compare LASTRESULT 0x1
if b_true goto $checktrainer6

#org $checktrainer6
#raw 0x61 0x9E 0x01
compare LASTRESULT 0x1
if b_true goto $checktrainer7

#org $checktrainer7
#raw 0x61 0x9E 0x01
compare LASTRESULT 0x1
if b_true goto $checktrainer8

#org $checktrainer8
#raw 0x61 0x9E 0x01
compare LASTRESULT 0x1
if b_true goto $checktrainer9

#org $checktrainer9
#raw 0x61 0x9E 0x01
compare LASTRESULT 0x1
if b_true goto $allchecked

#org $notchecked
message $0

#ORG $0
$0 1 = It takes some time to travel from one\nplace to an other place.\nIf you're bored off, then ask ym brother.\pMaybe he have some work for you...

#org $allchecked
message $1
applymovement 0x01 $sailormove

#org $1
$1 1 = We're in Vermillion City!\pI hope you enjoyed our travel!\pGo downstairs, if you want to leave the ship.

#org $sailormove
#raw 0x01
#raw 0x31
#raw 0xFE
 
Hi! Can somebody help me?
I made a script, which checks beaten trainers.
If the trainers are beaten --> then the sailor will print a message and move.
If not --> then only a message appears.

I've tested the script --> The sailor prints a weird message concluding japanese symbols.
Please help me. Here is the script :

It seems to me that you have forgotten boxset, pausemove 0 and end...
 
How do you make a sprite become another sprite? Ex- in shiny gold where jess and jamie are in disguise and then they reveal themselves.
 
#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 are you okey? \nHope you Remember its \v\h06 \pBirthday today!
boxset 6
message $2
$2 1 =He's getting his first pokemon today \nand is going to become a \pPokemon Trainer.
boxset 6
message $3
$3 1 =You better go over to his house \nto say goodbye before he leaves.
boxset 6
message $4
$4 1 =Here take this parcel it's \v\h06 \npresent.
boxset 6
giveitem 0x15D 0x1
message $5
$5 1 =On the weather forecast it said \nthere's going to be a thunderstorm \pso get back quickly.
boxset 6
message $6
$6 1 =But before you go \nput on your new shoes.
boxset 6
fadesound 0x12c
nop
fanfare 0x13E
message $7
$7 1 =\v\h01 received Running shoes!
boxset 6
waitfanfaire
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

it works but the person dosen't move on the last applymovement can anyone find anything wrong with the script. thanks
 
Last edited:
sry, don't knoe O.o
I have a problem too, my applymovement 0x4 $5 doesn't happen. The game just stops after the movements 4 and 6 (they are at the same time).
does anyone know why?
Code:
#org $begin
checkflag 0x284
if B_true goto $other
lock
faceplayer
message $fight
$fight 1 = Birds symbolise freedom. And\nfreedom will never loose!
boxset 6
trainerbattle 1 0x005 $before $after $later
end

#org $before
$before 1 = Can you beat the freedom?

#org $after
$after 1 = Their freedom is gone...

#org $later
message $3
$3 1 = Allright, so you really won.\nYou are allowed to proceed\lto our leader. PIDGEOT, it's\lyour turn!
boxset 6
applymovement 0x04 $1
pausemove 0x0
applymovement 0xFF $2
pausemove 0x0
applymovement 0xFF $6
applymovement 0x04 $4
pausemove 0x0
applymovement 0x04 $5
pausemove 0x0
setflag 0x284
release
end

#org $other
message $fly
$fly 1 = Do you want to fly to\nthe leader?
boxset 5
compare lastresult 1
if B_true goto $next
message $ok
$ok 1 = You can do it whenever\nyou want to.
boxset 6
release
end

#org $next
applymovement 0x04 $1
pausemove 0x0
applymovement 0xFF $2
pausemove 0x0
applymovement 0xFF $6
applymovement 0x04 $4
pausemove 0x0
applymomevent 0x04 $5
pausemove 0x0
release
end

#org $1
$1 1 ; #binary 0x0C 0x0C 0x0F 0xFE

#org $2
$2 1 ; #binary 0x55 0xFE

#org $4
$4 1 ; #binary 0x34 0x34 0x34 0x32 0x32 0xFE

#org $5
$5 1 ; #binary 0x12 0x12 0x12 0x12 0x00 0xFE

#org $6
$6 1 ; #binary 0x34 0x34 0x34 0x32 0x32 0xFE

edit: don't know what the mistake was, but I fixed it (added movements of $5 to $4 and deletet $5 afterwards. Had the same effect so it was no problem).
 
Last edited:
When I step onto the space the script is suppose to be at the game just freezes any help is appreciated.

Code:
#org $start
checkflag 0x200
if b_true goto $done
message $go
boxset 6
applymovement 0x01 $move
pausemove 0
setflag 0x200
release
end

#org $done
release
end

#org $go
$go 1 =To the lake

#org $move
#raw 53
#raw 0x01
#raw 0x00
 
Hi Can you tell me what is wrong with this script? (its fire red)

Spoiler:


The old man who says it does not move out of the way, even when you have the last badge (0x827)

EDIT: OMG I am such an idiot. I typed the flag wrong!
 
Last edited:
Can someone help me with this script??? When I apply it, I just hear the little ping sound but nothing happens. He just continues what hes doing.

Spoiler:
 
Can someone help me with this script??? When I apply it, I just hear the little ping sound but nothing happens. He just continues what hes doing.

Code:
#ORG $ShowText
Lock
Faceplayer
message $Uwanthis
$Uwanthis 1 = Do you want this item?\[I][B]n[/B][/I]To bad you can't have it!
boxset 6
release
end
Your supposed to have \n instead of \1 I think
Hope that works.
 
I've got a probleme with that script all work but the applymovement dosen't work:
#org $start
lock
faceplayer
message $1
boxset 6
applymovement 0x10 $move1
pause 0x30
playsound 0x133
nop
applymovement 0x11 $move2
applymovement 0x12 $move2
applymovement 0x13 $move2
pausemove 0
pause 0x30
message $2
boxset 6
applymovement 0x14 $move3
pause 0x30
message $3
boxset 6
applymovement 0x11 $move4
applymovement 0x12 $move4
applymovement 0x13 $move4
pause 0x30
fadesound 0x133
nop
message $4
boxset 6
applymovement 0x14 $move5
pause 0x30
message $5
boxset 6
givepokemon 129 5 0
fanfare 0x13E
release
end

#org $1
$1 1 =OH mon dieu!\nOh mon dieu!\pIls veulent me voler mon\nMAGICARPE.\pAide-moi!

#org $move1
$move1; #binary 0x62 0x20 0x14 0x03 0xFE

#org $move2
$move2; #binary 0x1D 0x1D 0x1D 0x1D 0x1D 0x1D 0xFE

#org $2
$2 1 =Nous sommes de retour !\nPour vous jouer un mauvais tour !\pAfin de protéger le monde de la devastation !\pAfin de rallier tous les peuples à notre nation !\pAfin de dénoncer l'amour et la vérité !\pJessie!\pJames\pLa Team Rocket plus rapide que la lumière !\pRendez-vous tous ou ce sera la guerre !

#org $move3
$move3; #binary 0x20 0x20 0x20 0x20 0x20 0x1D 0x1D 0x20 0xFE

#org $3
$3 1 =Hey, vous!!\pTEAM ROCKET:Mince la police!\nOn se reverra...

#org $move4
$move4; #binary 0x1E 0x1E 0x1E 0x1E 0x1E 0x1E 0x1E 0x60 0xFE

#org $move5
$move5; #binary 0x20 0x1E 0x1E 0x1E 0x1E 0x1E 0x1E 0x1E 0x60 0xFE

#org $4
$4 1 =ATTENDEZ!

#org $5
$5 1 =Merci!\pJe crois que mon pokemon serait mieux\navec toi.
 
I've got a probleme with that script all work but the applymovement dosen't work:
person Ids in advancemap are in decimal, so try the script with 11 12 13 instead of 0x11, 0x12 and 0x13. Another choice would be 0xB 0xC and 0xD
 
I don't think that's a problem.

You forgot to put spaces and the "1" that has to be there everytime.

Code:
 #org $move1
$move[B]1;[/B] #binary 0x62 0x20 0x14 0x03 0xFE

#org $move2
$move[B]2;[/B] #binary 0x1D 0x1D 0x1D 0x1D 0x1D 0x1D 0xFE

it should be like this:

$move1 1 ; #binary etc...

$move2 1 ; #binary etc...

the same with your other movements, change it and it will work ;)
 
i have an item in a pokeball script but the pokeball doesnt dissappear..

how can i let the ball dissappear?

heres the script:

#org $start
Message $found
Boxset 6
Giveitem 0x1 1
Setflag 0x200
Release
End
#org $found
$found 1 = Its a masterball
 
i have an item in a pokeball script but the pokeball doesnt dissappear..

how can i let the ball dissappear?

heres the script:

#org $start
lock
Message $found
Boxset 6
Giveitem 0x1 1
#raw 0x53 0x00 0x00
Setflag 0x200
Release
End
#org $found
$found 1 = Its a masterball

replayce the bold 00 with the person number of the pokeball in AM and give it the ID 200, then it will disappeare.

and don't forgett the lock.
btw you should put a spaceline between End and #org $found (don't know if it's called spaceline, I'm not good at english ^^')
 
This script freezes and does something weird part way through.

#ORG $begin
applymovement 0xFF $move1
pausemove 0
applymovement 0xFF $movetwo
pausemove 0
message $looks
boxset 6
applymovement 0xFF $move3
pausemove 0
applymovement 0xFF $move4
pausemove 0
applymovement 0xFF $move5
pausemove 0
applymovement 0xFF $move6
pausemove 0
applymovment 0xFF $move7
pausemove 0
applymovement 0xFF $move8
pausemove 0
applymovement 0xFF $move9
pausemove 0
applymovement 0xFF $move10
pausemove 0
message $sweet
boxset 6
applymovement 0xFF $move11
pausemove 0
applymovement 0xFF $move12
pausemove 0
applymovement 0xFF $move13
pausemove 0
applymovement 0xFF $move14
pausemove 0
applymovement 0xFF $movefif
pausemove 0
applymovement 0xFF $move16
pausemove 0
applymovement 0xFF $move17
pausemove 0
applymovement 0xFF $move18
pausemove 0
fadescreen 0x1
message $ka
boxset 6
fadescreen 0x0
setmaptile 0x11 0x12 0x2D9 0x0
special 0x8E
applymovement 0xFF $move19
pausemove 0
warp 0x18 0x49 0xFF
#raw 0x01 0x00 0x0B 0x00
release
end

#org $move1
$move1 1 ; 0x15 0x15 0x15 0x15 0x17 0x17 0x17 0x15 0xFE

#org $movetwo
$movetwo 1 ; 0x15 0x17 0x17 0x16 0xFE

#org $looks
$looks 1 = Aw darn. It appears that\nI must search for something\pto blow up that rock with.

#org $move3
$move3 1 ; 0x15 0x18 0x18 0x16 0x16 0x18 0x18 0x18 0xFE

#org $move4
$move4 1 ; 0x16 0x16 0x16 0x17 0x17 0x17 0x17 0x17 0xFE

#org $move5
$move5 1 ; 0x16 0x17 0x16 0x16 0x16 0x16 0x16 0x17 0xFE

#org $move6
$move6 1 ; 0x17 0x17 0x17 0x17 0x17 0x17 0x17 0x15 0xFE

#org $move7
$move7 1 ; 0x15 0x17 0x17 0x17 0x16 0x16 0x16 0x17 0xFE

#org $move8
$move8 1 ; 0x17 0x16 0x16 0x16 0x16 0x16 0x16 0x18 0xFE

#org $move9
$move9 1 ; 0x18 0x18 0x18 0x18 0x18 0x15 0x15 0x15 0xFE

#org $move10
$move10 1 ; 0x18 0x18 0x18 0x01 0xFE

#org $sweet
$sweet 1 = Sweet!\nIt'll be easy to get out with\pthis!\PYou found dynamite and\nmatches!

#org $move11
$move11 1 ; 0x17 0x17 0x17 0x16 0x16 0x16 0x17 0x17 0xFE

#org $move12
$move12 1 ; 0x17 0x17 0x17 0x17 0x15 0x15 0x15 0x15 0xFE

#org $move13
$move13 1 ; 0x15 0x18 0x18 0x15 0x15 0x15 0x15 0x18 0xFE

#org $move14
$move14 1 ; 0x18 0x18 0x16 0x16 0x18 0x18 0x18 0x18 0xFE

#org $movefif
$movefif 1 ; 0x18 0x18 0x15 0x15 0x15 0x15 0x18 0x18 0xFE

#org $move16
$move16 1 ; 0x15 0x18 0x18 0x18 0x18 0x18 0x18 0x15 0xFE

#org $move17
$move17 1 ; 0x15 0x15 0x17 0x17 0x17 0x15 0x15 0xFE

#org $move18
$move18 1 ; 0x17 0x17 0x16 0xFE

#org $ka
$ka 1 = Kablam!

#org $move19
$move19 1 ; 0x16 0x17 0x17 0x17 0x17 0x17 0x17 0x17 0xFE

#org $move20
$move20 1 ; 015 0x15 0x15 0x15 0x15 0x17 0x15 0x15 0xFE

#org $move21
$move21 1 ; 0x15 0x17 0x17 0x17 0x17 0x00 0xFE

https://s255.photobucket.com/albums/hh139/oddigem/?action=view&current=cavescape.flv
 
I didn't look through all of it, but there was one thing obviously wrong.
you didn't write #binary in front of the movements.
 
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