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[Archive] Script help thread

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Binary

え?
  • 3,977
    Posts
    16
    Years
    • Seen Apr 7, 2014
    Its definitely something wrong with the movements. The "#binary" is missing.
    Maybe something like this:

    #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 ; #binary 0x15 0x15 0x15 0x15 0x17 0x17 0x17 0x15 0xFE

    #org $movetwo
    $movetwo 1 ; #binary 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 ; #binary 0x15 0x18 0x18 0x16 0x16 0x18 0x18 0x18 0xFE

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

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

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

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

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

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

    #org $move10
    $move10 1 ; #binary 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 ; #binary 0x17 0x17 0x17 0x16 0x16 0x16 0x17 0x17 0xFE

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

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

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

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

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

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

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

    #org $ka
    $ka 1 = Kablam!

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

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

    #org $move21
    $move21 1 ; #binary 0x15 0x17 0x17 0x17 0x17 0x00 0xFE
     
    Last edited:

    Piplup-Trainer

    This is my custom user title.
  • 228
    Posts
    16
    Years
    Hi! Can somebody help me with the script?
    The message command works, but the person doesn't give a egg...

    #org dratiniegg
    lock
    faceplayer
    message $wait
    boxset 6
    applymovement $giveegg
    pausemove 0x0
    release
    end

    #org $wait
    $wait 1 = Hey, [\PLAYER]! Are you leaving now?\pI will miss you. But before you\ngo, I want you to obtain this.\pTake care of it, okay?

    #org $giveegg 1
    #raw 0x7A 0x93 0x00 0xFE
     

    Master_Track

    ROM Reaverz Scripter
  • 916
    Posts
    16
    Years
    Hi! Can somebody help me with the script?
    The message command works, but the person doesn't give a egg...
    applymovement is only for movements, you can use the giveegg like this:


    Code:
    #org $begin
    lock
    faceplayer
    message $wait
    boxset 6
    #raw 0x7A 0x93 0x00
    fanfare 0x13E
    message $gotit
    $gotit 1 = You received an egg!
    boxset 6
    waitfanfare
    release
    end
    
    #org $wait
    $wait 1 = Hey, [PLAYER]! Are you leaving now?\pI will miss you. But before you\ngo, I want you to obtain this.\pTake care of it, okay?
     

    WindBlows

    It's been a long time!
  • 749
    Posts
    17
    Years
    • Seen Aug 5, 2023
    @megiddo: I think this should work.

    Spoiler:

    See you
     

    Piplup-Trainer

    This is my custom user title.
  • 228
    Posts
    16
    Years
    applymovement is only for movements, you can use the giveegg like this:


    Code:
    #org $begin
    lock
    faceplayer
    message $wait
    boxset 6
    #raw 0x7A 0x93 0x00
    fanfare 0x13E
    message $gotit
    $gotit 1 = You received an egg!
    boxset 6
    waitfanfare
    release
    end
    
    #org $wait
    $wait 1 = Hey, [PLAYER]! Are you leaving now?\pI will miss you. But before you\ngo, I want you to obtain this.\pTake care of it, okay?

    Well, it sounds good BUT I've got a little problem...
    Why I can't compile the script?
     
  • 131
    Posts
    17
    Years
    • Seen Jun 16, 2014
    Well, it sounds good BUT I've got a little problem...
    Why I can't compile the script?

    Change the name of the script...
    Any "bad" signs cause problems like that ("-/()=/ etc....)

    Example:

    Hj(.rbc won't work

    Hj.rbc will work
     
    Last edited:

    destinedjagold

    I do not exist.
  • 8,593
    Posts
    17
    Years
    • Seen May 26, 2024
    @megiddo...
    there are still some applymovement that you need to put a #binary on it.

    @Piplup-Trainer...
    remove the dash ( - ) from the script's name...
     

    Binary

    え?
  • 3,977
    Posts
    16
    Years
    • Seen Apr 7, 2014
    @megiddo-
    I edited my post, It should work.
    I forgot some of the "binary"s lol.
     

    destinedjagold

    I do not exist.
  • 8,593
    Posts
    17
    Years
    • Seen May 26, 2024
    by the way, Pipluptrainer...
    if you want the player's name to show in the game, replace the [PLAYER] on your script with \v\h01...
     

    Toorchic

    Scripter/ROm HAx0r
  • 11
    Posts
    16
    Years
    • Seen Apr 24, 2008
    What is wrong with this script?

    Spoiler:


    When I click compile, it says

    Runtime Error
    This key is alrready asscocieted with an element of this collection


    Please can someone correct it?
     

    Master_Track

    ROM Reaverz Scripter
  • 916
    Posts
    16
    Years
    I had this error too, it vanished when I used #binary instead of #raw..but you don't have movements xD

    Maybe it's because there is no spaceline between the script parts (#org).

    So it is all one big part.
    Try adding spacelines between "end" and the next "#org".
    that's the only thing I can tell you, dunno if it works O.o
     
  • 131
    Posts
    17
    Years
    • Seen Jun 16, 2014
    What is wrong with this script?

    Spoiler:


    When I click compile, it says

    Runtime Error
    This key is alrready asscocieted with an element of this collection


    Please can someone correct it?

    You've used $ah twice.... And you forgot boxset

    Spoiler:
     

    Master_Track

    ROM Reaverz Scripter
  • 916
    Posts
    16
    Years
    little problem here ^^
    I need to know how to make a script creating an earthquake (i know, its special 0x136, but how is it set?)

    If I write
    #org $begin
    lock
    special 0x136
    release
    end

    nothing happens
    no wonder, this script looks silly O.o

    but I've never seen a script including an earthquake (which worked xD).
     

    wahwa

    Pokemon Revolution Creator
  • 77
    Posts
    16
    Years
    • Seen Oct 19, 2008
    COuld anyone check this scripts :

    org $XX
    checkflag 0x201
    if b_true goto $alreadygotone
    applymovement 0x1 $ebd
    pausemove 0
    Message $Sorry
    boxset 6
    Message $Where
    boxset 6
    Message $Sorry2
    boxset 6
    Message $Sorry3
    boxset 6
    Message $Sorry4
    boxset 6
    applymovement 0x1 $coming
    pausemove 0
    setflag 0x201
    release
    end

    #org $ebd
    #raw 0x11
    #raw 0x12
    #raw 0x12
    #raw 0x12
    #raw 0x12
    #raw 0x11
    #raw 0x02
    #raw 0xFE

    #org $coming
    #raw 0x10
    #raw 0x13
    #raw 0x13
    #raw 0x13
    #raw 0x13
    #raw 0x10
    #raw 0x02
    #raw 0xFE

    #org $Sorry
    $Sorry 1 = MOM : Happy Birthday \v\h01.

    #org $Where
    $Where 1 = \v\h01 : Now I can get my pokemon from father.

    #org $Sorry2
    $Sorry2 1 = MOM : ...\pSorry \v\h0\pYour father has go to Hoenn to\nstudy more about pokemon.

    #org $Sorry3
    $Sorry3 1 = \v\h01 : Has he leave me a pokemon?

    #org $Sorry4
    $Sorry4 1 = MOM : Unfortunately,no because he had no pokemon that time\pMaybe you can get pokemon\nfrom one of Our villager.

    #org $alreadygotone
    release
    end

    I burn this scripts and put it at advancemaps but the scripts froze.I also put UNKNWN And var number.Please help me!
     
  • 14
    Posts
    16
    Years
    • Seen Mar 4, 2012
    Pokemon gold hacking yet again.

    In megamap, there are enter scripts to a map (i.e. enter 0) How do you switch from it executing enter 0 upon entering to enter 1? or something to that effect.
     
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