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[Archive] Script help thread

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Hey try this.
Code:
#ORG $ShowText
Lock
Faceplayer
checkflag 0x200
if B_TRUE goto $Rival2
message $AskMe
boxset 6
compare LASTRESULT B_TRUE
if B_False goto $Rival1
setflag 0x201
Release
end

message $Rival1
$NoCookie 1 = What took you so long? Did you sleep\nin? I'm not quite ready to go see\pthe Professor yet, how about you go\npick something up for me?\pThe MART clerc has a parcel of mine.\nDo you think you could go get it?
boxset 6
release
end

#org $AskMe
$AskMe 1 = [\v\h06\]: Hey \v\h06\!

#ORG $Rival2
Lock
Faceplayer
checkflag 0x201
if B_TRUE goto $MeetYou
message $NoCookie
$NoCookie 1 = [\v\h06\]: Oh Hey!
boxset 6
if B_False goto $Thanks
Release
end

#ORG $MeetYou
Lock
Faceplayer
message $NoCookie
$NoCookie 1 = I'll meet you at PROF. IVY's soon.
boxset 6
release
end

message $Thanks
$NoCookie 1 = \v\h01\ gave \v\h06\ the PARCEL.\p[\v\h06\]: Wow, that was quick! Thanks for getting\nthis for me.\pI'm almost ready to go see PROF. IVY now, I just\nneed to get a few things.\pHow about I meet you there? 
boxset 6
release
end

Pm me if it works
(2525252525)
 
Last edited:
hey there pipz!
I'm having trouble with this simple script...
Could anyone look through it..? :\
Thankies~
Code:
#org $start
checkflag 0x237
if b_false goto $done
checkflag 0x23A
if b_true goto $done
message $tired
boxset 6
clearflag 0x23B
clearflag 0x80B
setflag 0x23A
warp 1 1 2
release
end

#org $done
release
end

#org $tired
$tired 1 = TORCHIC: Only a few more steps, team.\nWe'll be home in no time.
 
#org $begin
lock
applymovement 0x1 $turn
pausemove 0
message $hey
$hey 1 = Hey, \v\h01!\lCome over here!
boxset 6
applymovement 0xFF $cmere
pausemove 0
message $fix
$fix 1 = I fixed the tv!\nCome on, let's watch together!
boxset 6
applymovement 0x1 $tva
aplymovement 0xFF $tvb
pausemove 0
message $on
$on 1 = Oh, yes, I need to turn it on.
boxset 6
applymovement 0x1 $aan
pausemove 1
message $crash
$crash = Brendan turned the tv on...\p...\p...\p...................\pThe tv didn't do anything...
boxset 6
applymovement 0x1 $may
pausemove 0
message $ant
$ant 1 = Maybe there's something\nwrong with the antennae.
boxset 6
applymovement 0x1 $out
pausemove 0
setflag 0x200
release
end

#org $turn
#raw 0x03
#raw 0xFE

#org $cmere
#raw 0x0A
#raw 0x0A
#raw 0xFE

#org $tva
#raw 0x08
#raw 0x01
#raw 0xFE

#org $tvb
#raw 0x08
#raw 0x01
#raw 0xFE

#org $aan
#raw 0x09
#raw 0xFE

#org $may
#raw 0x08
#raw 0x03
#raw 0xFE

#org $out
#raw 0x0A
#raw 0x0A
#raw 0x08
#raw 0x08
#raw 0x08
#raw 0x08
#raw 0x08
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0xFE



What's wrong with this script?

It's not a person script, it's a 'script-script'
 
I'm sure I've done something simple wrong here. Does anyone know what?

Code:
#org $Start
lock
faceplayer
message $1
boxset 6
applymovement 0xFF $Move
applymovement 0x06 $Move2
#raw 0x53 0x0F 0x80
release
end

#org $1
$1 1 = Hello, my name's Callum.\pWho are you?\p...\p...\p...\pOh so you're \v\h01, good to 

meet\nyou.\pThat's a nice looking DRATINI\nyou've got there.\p...\p...\p...\pOh? PROF. WOOD wants me back at\nthe lab?\pOkay, I'll see you later then, it\nwas nice meeting you!

#org $Move
#raw 0x11 0x00 0xFE

#org $Move2
#raw 0x12 0x12 0x12 0x12 0x11 0x11 0x11 0x11 0x11 0xFE
 
I need help with another 'script-script'...

#org $begin
lock
checkflag 0x200
if B_TRUE goto $pass
message $wisper
$wisper 1 = Whisper, whisper...\p\v\h01:I wonder who that is...
boxset 6
applymovement 0xFF $back
pausemove 0
release
end

#org $back
#raw 0x08
#raw 0xFE

#org $pass
lock
release
end
 
I've been trying to do a move camera script liek one i saw on wah. however.... it wont move the camera when i hve it set up right after i've looked @ mst things about this.

text that i have before the move commands works fine. But instead of moving the camera, the moves become garbled symbols and text w/ 2 y/n boxes poping up then script concludes with the rest of the text.

Here's the script:
Code:
#org $begin
lock
faceplayer
message $carrie1
boxset 6
message $mate1
boxset 6
release
special 0x113
Applymovement 0x7F $pancam1
pausemove 0
Applymovement 0x7F $pancam2
pausemove 0
special 0x114
lock
message $carrie2
boxset 6
release
end

#org $carrie1
$Carrie1 1 =Carrie:Hey mate!\pYou enjoying this bus stop?\pThat ride was killing me!

#org $mate1
$mate1 1 =\v\h01\:It's going ok.\pI didn't get to \ntalk with \v\h06\nlike I had been trying to\nfor a while.

#org $pancam1
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0xFE

#org $pancam2
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0xFE

#org $carrie2
$carrie2 1 =Carrie:It's her again,\nIsn't it?\p\v\h01\:Yeah\pCarrie: You shoud just talk to her.\p\v\h01\: Maybe...

If anyone can help me fix this, that would o so awesome.
 
Can some one help me with this script?Its supposed to check if i did an event where oak gives me pikachu as a starter or before but every time i walk over the square where it is,the game freezes.

Code:
#org $start
checkflag 0x200
if b_true goto $battle
if b_false goto $no
lock
faceplayer
applymovement 0x08 $move
trainerbattle 1 0x146 0x01 $before $after $later

#org $battle
message $1
bockset 6
lock
faceplayer
applymovement 0x08 $move
trainerbattle 1 0x146 0x01 $before $after $later
release
end

#org $1
$battle 1 =\v\h06: Wait,\v\h01!\nLet's chexk out our Pokemon!\pCome one,I'll take you on!

#org $before
$before 1 =..

#org $after
$after 1 =WHAT?/pUnbelievable!/pI picked the wrong Pokemon!

#org $later
$later 1 =\v\h06:Okay!/nI'll make my Pokemon fight/pto toughen it up!/p\v\ho1!Gramps!/nSmell you later!

#org $no
message $2
bockset 6
applymovement 0xFF $move2
release
end


#org $2
$no 1 =OAK: Hey!Don't go away yet!

#org $move
#raw 0x12 0x12 0x12 0x10 0x10 0xFE

#org $move2
#raw 0x11 0x11 0xFE
 
did you put
unkown:0300
var number: 5040 on A map

i tried this and it just lets me walk right over the tile without stopping me
 
Hey guys I need a small bit of help. I want to create a script which causes you to first move, and then start up a Person script as opposed to just the field script. How would I go about doing this? WHich command would I use to make you talk with somone? Thanks!

Oh btw, thanks DJG!
 
Hi,
all work in that script but at the end the sprits doesn't dessapaer
i hope you understand:
Code:
#org $start
lock
faceplayer
message $pie
boxset 6
playsound 0x133
nop
applymovement 0x14 $move1
pause 0x30
applymovement 0x12 $move2
applymovement 0x13 $move3
pause 0x30
message $som
boxset 6
fadesound 0x133
nop
playsound 0x11F
nop
applymovement 0x15 $move4
pause 0x30
message $arr
boxset 6
applymovement 0x12 $movex
applymovement 0x13 $movex
applymovement 0x14 $movex
applymovement 0xFF $movex
pause 0x30
applymovement 0xFF $move5
pause 0x30
message $enc
boxset 6
applymovement 0x12 $move6
applymovement 0x13 $move7
applymovement 0x14 $move8
pause 0x30
message $ons
boxset 6
applymovement 0x12 $move9
applymovement 0x13 $move9
applymovement 0x14 $move9
message $stop
boxset 6
applymovement 0x15 $move10
pause 0x30
#raw 53
#raw 12
#raw 00
#raw 53
#raw 13
#raw 00
#raw 53
#raw 14
#raw 00
#raw 53
#raw 15
#raw 00
release
end

#org $pie
$pie 1 =Tu es tombé dans notre\npiège!

#org $move1
$move1 1 ; #binary 0x13 0x10 0xFE

#org $move2
$move2 1 ; #binary 0x14 0x10 0x10 0x03 0xFE

#org $move3
$move3 1 ; #binary 0x12 0x12 0x10 0x12 0x12 0xFE

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

#org $move4
$move4 1 ; #binary 0x13 0x10 0x13 0x13 0xFE

#org $arr
$arr 1 =ARRETEZ-VOUS!

#org $movex
$movex 1 ; #binary 0x62 0xFE

#org $move5
$move5 1 ; #binary 0x10 0xFE

#org $enc
$enc 1 =Encore ce policier!

#org $move6
$move6 1 ; #binary  0x20 0x20 0x20 0x20 0x1E 0x13 0xFE

#org $move7
$move7 1 ; #binary 0x20 0x20 0x1E 0x20 0x20 0xFE

#org $move8
$move8 1 ; #binary 0x1E 0x20 0x1E 0x20 0x20 0xFE

#org $ons
$ons 1 =On se reverra!

#org $move9
$move9 1 ; #binary 0x20 0x20 0x20 0x20 0x20 0x20 0xFE

#org $stop
$stop 1 =STOP!

#org $move10
$move10 1 ; #binary  0x20 0x20 0x20 0x20 0x20 0x20 0x1E 0x20 0x20 0x20 0x20 0x20 0x20 0xFE
 
I've got this script:

Code:
#org $begin
checkflag 0x200
if b_true goto $alreadygotone
message $wantpoke
$wantpoke 1 =Hi \v\h01, \nI heard that you are going to \lleave our town... \pIs that true?
boxset 5
compare LASTRESULT 1
if 1 goto $question
message $toobad
$toobad 1 =It's nice that you stay here!
boxset 6
release
end

#org $question
lock
message $pikachu
$pikachu 1 =That's sad, \nWould you like my PIKACHU? \pI can't take care of PIKACHU anymore
boxset 5
compare LASTRESULT 1
if 1 goto $geteevee
message $bah
$bah 1 =Why not?
boxset 6
release
end



#org $geteevee
lock
givepokemon 0x19 0x5 0x0
fanfare 0x13E
message $received
$received 1 =\v\h01 received PIKACHU!
boxset 6
setflag 0x200
setflag 0x828
applymovement 0x02 $movesdown
pausemove 0
#raw 0x53 0x0F 0x80
release
end

#org $movesdown
$movesdown 1 ; #binary 0x11 0x11 0x12 0x12 0x12 0x12 0x12 0x12 0x12 0xFE

#org $alreadygotone
release
end

It works fine, but after
"#raw 0x53 0x0F 0x80"
I'm able to walk over the spot where he was when he gave me Pikiachu, but the he appears again. How can I make it so that he will be disappeared?
 
I've got this script:

Code:
#org $begin
checkflag 0x200
if b_true goto $alreadygotone
message $wantpoke
$wantpoke 1 =Hi \v\h01, \nI heard that you are going to \lleave our town... \pIs that true?
boxset 5
compare LASTRESULT 1
if 1 goto $question
message $toobad
$toobad 1 =It's nice that you stay here!
boxset 6
release
end

#org $question
lock
message $pikachu
$pikachu 1 =That's sad, \nWould you like my PIKACHU? \pI can't take care of PIKACHU anymore
boxset 5
compare LASTRESULT 1
if 1 goto $geteevee
message $bah
$bah 1 =Why not?
boxset 6
release
end



#org $geteevee
lock
givepokemon 0x19 0x5 0x0
fanfare 0x13E
message $received
$received 1 =\v\h01 received PIKACHU!
boxset 6
setflag 0x200
setflag 0x828
applymovement 0x02 $movesdown
pausemove 0
#raw 0x53 0x0F 0x80
release
end

#org $movesdown
$movesdown 1 ; #binary 0x11 0x11 0x12 0x12 0x12 0x12 0x12 0x12 0x12 0xFE

#org $alreadygotone
release
end

It works fine, but after
"#raw 0x53 0x0F 0x80"
I'm able to walk over the spot where he was when he gave me Pikiachu, but the he appears again. How can I make it so that he will be disappeared?

Did you write the Person ID? If not, that's the mistake..
 
Well it works fine the script it's self, but if I move the sprite appears again on the place where it is stored in A-map
 
Well it works fine the script it's self, but if I move the sprite appears again on the place where it is stored in A-map

I haven't read it completely but...
First off you must stick:
#raw 0x53 0x0F 0x80
at the end (before release) but before that you should set the flag which will correspond to the ID of the Sprite you want to disapear. So it would look like...

setflag 0x(whatever)
#raw 0x53 0x0F 0x80
release
end

If you want to make it look good make them walk off the screen first (unless it's a Rocket? or what not), otherwise you a fadescreen 1 and then a fadescreen 0 or just a fadescreen 0.

Hope that helped
 
What's the command for a walking-down/up-the-stairs sound?
 
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