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[Archive] Script help thread

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the message doesn't appeare because the boxset is missing ^^''

and u have to put the flag as ID of the person which should vanish.
Give the person the ID 0201 and it will work.
 
the message doesn't appeare because the boxset is missing ^^''

and u have to put the flag as ID of the person which should vanish.
Give the person the ID 0201 and it will work.

Okay...now it works in this way :
"Hey, Â! Are you leaving now!?"
"I will miss you. But before you go I want you to obtain this."
"Take care of it, okay?"
"You recived an egg!"
"Good luck for your adventure!"
"" <-- WTF!?
She goes away...
 
Huh?

Hi guys! I need a fast help!

I made a script which schould do the following :

1) A person says : "Hey, PLAYER! Are you..." --> It does.
2) Give egg and print message "You recived egg!" --> It does.
3) Person says : "Good luck for adventure!" --> It doesn't!!!
4) Person goes away and sprite dissapers --> It does.

If you go 1 step Up/Down/Left/Right after the script, then the person appears again!

Please, I need your help right now because I want to release the Beta1 Version of my Hack.
Why did you put waitfanfare at the bottom? It doesn't make sense, because the fanfare would have already ended by the time you get to waitfanfare.
 
delete the \p at the end of the message, it opens a new box ^^

'^^
Okay i tested it. I have only one Problem
If I set (in AdvanceMap) that the person should look around, then the person doesn't look at you after the message "You've recieved an egg".
 
try writing lock and faceplayer again after or before the message.
I had this problem too, it worked then ^^
 
Yeah.. having problems with the "movesprite" command. I mean.. the script just dosen't start :/.. It's not the flags.
Heres the script;
Spoiler:

If anyone can fix this, I'll be very greatful.
 
Can someone help with this script? Whenever i test it it says the Pokedex script o.o
'-----------------------
#org 0x800500
lock
faceplayer
msgbox 0x800600 '"[player] recieved the TICKET!"
callstd 0x6
giveitem 0x6D 0x1
release
end

'---------
' Strings
'---------
#org 0x800600
= [player] recieved the TICKET!
 
Last edited:
u need to use the special ^^''
set it like this:
#raw 0x2F 0x4B 0x01
setvar 0x8004 0x0
setvar 0x8005 0x3
setvar 0x8006 0x9
setvar 0x8007 0x2
special 0x136
pause 0x10


i'm not sure what every setvar means, but as far as I know the 8006 sets the duration.
u can change the pause, of course.
To be more accurate (the 2F [sound] thing is optional) just with:
setvar 0x8004 0xX
setvar 0x8005 0xY
setvar 0x8006 0xZ
setvar 0x8007 0xW
special 0x136

The setvars do this:
0x8004 - X axis movement (width of the quake)
0x8005 - Y axis movement (height of the quake)
0x8006 - horizontal repetitions
0x8007 - vertical repetitions

I've tried using FFFE repetitions and it's quaking permanently (tested a long long long long long long time watching the screen pressing the turbo button) until you go to a pokemon menu or something like that.
 
Hello to all!
I want to put a level script with A-MAP 1.92!The script is:
Code:
'-----------------------
#org 0x8000DB
lock
msgbox 0x88000EA '"\c\h01ÇBem vindo à B..."
callstd 0x6
setvar 0x42A2 0x1
end

'---------
' Strings
'---------
#org 0x8000EA
= \c\h01ÇBem vindo à BATTLE CITY,\numa cidade futuristica\nnas montanhas!
Can someone explain me how to do this?
 
Hey guys, I have a script here, but it freezes when i step on the tile.
Its supposed to stop me from leaving if i dont have a pokemon.
Code:
#org $start
checkflag 0x828
if b_true goto $done
applymovement 0xFF $move
pausemove 0
message $1
boxset 6
release
end

#org $done
lock
message $2
boxset 6
release
end

#org $1
$1 1 = \v\h01: Can't leave without my Present...

#org $move
$move 1 ; 0x11 0xFE

#org $2
$2 1 = MOM: Bye, and be safe.

THanks in advanced.
 
Your scripts fine, in advance map you need to set
Unknown: 03 00
Var Number: 50 40

You need to do this on every tile script :P
 
Try changing the flag, flag 828 is like, the pokedex or something isn't it?
If it is ment to be activating the pokedex, poke menu or w.e change it to this
Spoiler:
 
Hi,
I hope you can help me.

I explain what I want to do, and my problem.

I want make a script

* Check If you have a National Dex
* If you don't have a CHAR(#7), block you want speak you, you can't pass
* If you have a National Dex, you can pass

My scripts :
Code:
#org $begin
lock
faceplayer
checkflag 0x234
checkspecial 0x16F
#raw 0x01 0x00
compare 0x800D 0x1
if 0x04 goto $opop
applymovement 0x07 $gar
$gar 1 ; #binary 0x62 0x10 0xFE
pause 0x20
applymovement 0xFF $jou
applymovement 0x07 $arg
$jou 1 ; #binary 0x34 0x02 0x65 0xFE
$arg 1 ; #binary 0x20 0xFE
pause 0x30
message $non
$non 1 =Tu n'as pas le \c\h01\h04Pokedex National \n\c\h01\h02Tu ne peut pas passer.
callstd 6
applymovement 0x07 $hau
$hau 1 ; #binary 0x1F 0x32 0x00 0xFE
pause 0x20
release
end

#org $opop
lock
faceplayer
setflag 0x234
release
end
But my problem, If I cannot have pokemon and pokedex my script is ok, but if I have a pokemon or kanto pokedex, i can pass.

Sorry if my english is not very good I really speak french

It's my last post but i try and retry And i dont complet, when I have a pokemon script is Off ?

Who can help me plz.
 
Your scripts fine, in advance map you need to set
Unknown: 03 00
Var Number: 50 40

You need to do this on every tile script :P
You can set the Unkown to 00 aswell. :P
I Did, and it keeps freezing...
Try changing the Unknown to "0000" and try setting the Var Number to "4001". Otherwise, keep messing around with those numbers.

EDIT: I found your problem. You need to have an applymovement in the $done part of your script too. So just change your script to this, and you'll have no problems:

Code:
#org $start
checkflag 0x828
if b_true goto $done
applymovement 0xFF $move
pausemove 0
message $1
boxset 6
release
end

#org $done
lock
message $2
boxset 6
applymovement 0xFF $move2
pausemove 0
release
end

#org $1
$1 1 = \v\h01: Can't leave without my Present...

#org $move
$move 1 ; 0x11 0xFE

#org $move2
$move2 1 ; 0xFE

#org $2
$2 1 = MOM: Bye, and be safe.

You see, for some reason the Game won't load a script with a Var Number unless you have an 'applymovement' in every script that it calls. :( No way around it...
 
Last edited:
Hullo again, Im wondering what i add to my script to make the Pokeball disappear afterwards. When i put hidesprite all it does is disappear for one sec and then reappear after i move. Thanks!
Spoiler:
 
Hullo again, Im wondering what i add to my script to make the Pokeball disappear afterwards. When i put hidesprite all it does is disappear for one sec and then reappear after i move. Thanks!
Spoiler:


Use a setflag AND the hidesprite AND make sure the flag you set is the flag assigned to the sprite in the map (aka People ID).
You could just assign 828 to the pokeball and use the hidesprite, but only if you don't plan to remove the pokemon option in the menu in the rest of the game.
 
I've got a probleme, when i insert my script it dosen't work:
Code:
#org $start
#raw 68
Compare 0x800C 0x1
If b_true goto $down
Compare 0x800C 0x2
If b_true goto $up
Compare 0x800C 0x3
If b_true goto $left
Compare 0x800C 0x4
If b_true goto $right
release
end

#org $down
applymovment 0xFF $move
waitmovement 0
release
end

#org $up
applymovment 0xFF $move1
waitmovement 0
release
end

#org $left
applymovment 0xFF $move2
waitmovement 0
release
end

#org $right
applymovment 0xFF $move3
waitmovement 0
release
end

#org $move
$move ; #binary 0x02 0x01 0x03 0x00 0x02 0x01 0x03 0x00 0x11 0xFE

#org $move1
$move1 ; #binary 0x02 0x01 0x03 0x00 0x02 0x01 0x03 0x00 0x10 0xFE

#org $move2
$move2 ; #binary 0x02 0x01 0x03 0x00 0x02 0x01 0x03 0x00 0x13 0xFE

#org $move3
$move3 ; #binary 0x02 0x01 0x03 0x00 0x02 0x01 0x03 0x00 0x12 0xFE
 
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