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[Archive] Script help thread

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  • 4
    Posts
    15
    Years
    • Seen Dec 3, 2008
    ok... i made the script, to fight with lugia... like legendary pokemons. It work perfectly until when it goes into battle it turns to black screen and never battles

    here's the script:

    #org $lugia
    lock
    faceplayer
    checkflag 0x200
    if b_true goto $done
    cry 0xA1 249
    pause 0x38
    message $1
    boxset 6
    wildpokemon 249 70 1
    setflag 0x200
    release
    end

    #org $1
    $1 1 = GYAOOOO!!!!

    #org $done
    release
    end
     
  • 4
    Posts
    15
    Years
    • Seen Dec 3, 2008
    Still not working.. with wildbattle the screen wont even go black.. o.O
    If screen turning black is a good thing...
     

    destinedjagold

    I do not exist.
  • 8,593
    Posts
    17
    Years
    • Seen May 26, 2024
    @ iammiho...
    it worked fine in my case... maybe you have already used 200 as a flag.

    Code:
    #org $lugia
    lock
    faceplayer
    checkflag 0x200
    if b_true goto $done
    cry 0xA1 249
    pause 0x38
    message $1
    boxset 6
    [COLOR="Red"]wildbattle[/COLOR] 249 70 1
    setflag 0x200
    release
    end
    
    #org $1
    $1 1 = GYAOOOO!!!!
    
    #org $done
    release
    end

    Watch This Video As Proof That The Script Works...
     

    KhaosKnight

    The 1 and only Khaotic Hacker
  • 355
    Posts
    16
    Years
    • Seen May 28, 2015
    How do you get level scripts to work, i am using the "setmaptile" option with this script

    Code:
    #Dynamic 0xDE5001
    #org @main
    checkflag 0x201
    if B_true goto @change
    release
    end
     
    #org @change
    movesprite2 0x15 0x11 0x08
    setmaptile 0x14 0x7 0x78 0x1
    setmaptile 0x15 0x7 0x79 0x1
    setmaptile 0x16 0x7 0x79 0x1
    setmaptile 0x17 0x7 0x7A 0x1
    setmaptile 0x14 0x8 0x189 0x0
    setmaptile 0x15 0x8 0x189 0x0
    setmaptile 0x16 0x8 0x189 0x0
    setmaptile 0x17 0x8 0x189 0x0
    setmaptile 0x14 0x9 0x3E 0x1
    setmaptile 0x15 0x9 0x3E 0x1
    setmaptile 0x16 0x9 0x3E 0x1
    setmaptile 0x17 0x9 0x3E 0x1
    setmaptile 0x14 0xA 0x1 0x0
    setmaptile 0x15 0xA 0x1 0x0
    setmaptile 0x16 0xA 0x1 0x0
    setmaptile 0x17 0xA 0x1 0x0
    return

    I know the flag works because i have another script that uses it (i have 3 script[this one included] that all work together) so the 1st one sets the flag, the second one changes the map(this one), then the third is just a Hiker that tells you where to go

    Here are the first and third script if you dont understand what i am talking about

    Spoiler:


    Back to what i was talking about, when i enter the map the tiles dont change...

    BTW i am using XSE, and AMap 1.92
     

    Thrace

    @tion
  • 1,048
    Posts
    16
    Years
    • Seen Oct 2, 2016
    How do you get level scripts to work, i am using the "setmaptile" option with this script

    Code:
    #Dynamic 0xDE5001
    #org @main
    checkflag 0x201
    if [B]0x1 [/B]goto @change
    end
     
    #org @change
    movesprite2 0x15 0x11 0x08
    setmaptile 0x14 0x7 0x78 0x1
    setmaptile 0x15 0x7 0x79 0x1
    setmaptile 0x16 0x7 0x79 0x1
    setmaptile 0x17 0x7 0x7A 0x1
    setmaptile 0x14 0x8 0x189 0x0
    setmaptile 0x15 0x8 0x189 0x0
    setmaptile 0x16 0x8 0x189 0x0
    setmaptile 0x17 0x8 0x189 0x0
    setmaptile 0x14 0x9 0x3E 0x1
    setmaptile 0x15 0x9 0x3E 0x1
    setmaptile 0x16 0x9 0x3E 0x1
    setmaptile 0x17 0x9 0x3E 0x1
    setmaptile 0x14 0xA 0x1 0x0
    setmaptile 0x15 0xA 0x1 0x0
    setmaptile 0x16 0xA 0x1 0x0
    setmaptile 0x17 0xA 0x1 0x0
    [B]end[/B]

    I know the flag works because i have another script that uses it (i have 3 script[this one included] that all work together) so the 1st one sets the flag, the second one changes the map(this one), then the third is just a Hiker that tells you where to go

    Here are the first and third script if you dont understand what i am talking about

    Spoiler:


    Back to what i was talking about, when i enter the map the tiles dont change...

    BTW i am using XSE, and AMap 1.92
    Try that, the only change is in the setmaptile script.
     

    KhaosKnight

    The 1 and only Khaotic Hacker
  • 355
    Posts
    16
    Years
    • Seen May 28, 2015
    Try that, the only change is in the setmaptile script.

    Before i try that, i read in cooleys tut that explains level scripts and he said this

    Yeah, sorry about that. I'll update the first post with how to fix this. You see, Advance map overwrites the values with 'FFFF'. Which is why most level scripts won't work if you do it through advance map. I'll update the first post with how to make a level script through XSE, or for those who don't like XSE, through hex. The only thing you'll need from A-map is the 'Professional Header' and the 'Map script offset' from it.

    And i am using XSE and Amap, so is it me or XSE and AMap


    And 0x1 and B_true i thought were the same thing, because when i talk to the Hiker(3rd script) he does the correct message that he is supposed to do after flag 201 is set.............but in the meantime i will try it with your change



    EDIT: no dice Dshaya...still doesnt work
     
    Last edited:

    Ninja Caterpie

    AAAAAAAAAAAAA
  • 5,979
    Posts
    16
    Years
    No.
    XSE has more commands so you don't have to learn all the #raw's that Pokescript didn't have.
    Also, XSE tells you when there's something wrong with the script BEFORE you compile.
     
  • 1,104
    Posts
    16
    Years
    No.
    XSE has more commands so you don't have to learn all the #raw's that Pokescript didn't have.
    Also, XSE tells you when there's something wrong with the script BEFORE you compile.
    XSE has more default commands. You can add commands to pokescript.
    Pokescrpt does show if you make errors. You just have to look through the log.
    The only major difference I've found, is the compiling speeds. XSE has a much faster compilation speed than pokescipt, and a working decompiling function.
     

    code4242

    Can You Crack The Code?
  • 20
    Posts
    15
    Years
    • Seen Jan 10, 2024
    why wont this wildbattle script on XSE work?

    Code:
    #org $start
    lock
    faceplayer
    message $1
    boxset 6
    cry 0xA1 6
    nop
    nop
    wildbattle 115 10 0x0
    fadescreen 0
    #raw 0x53 0x0F 0x80
    setflag 0x200
    release
    end
    #org $1
    $1 1 =KANGASKHAN: Gaaaaaahhhh!
     

    Ryousha

    Waiting for Gen 4 Remakes
  • 954
    Posts
    16
    Years
    why wont this wildbattle script on XSE work?

    Code:
    #org $start
    lock
    faceplayer
    message $1
    boxset 6
    cry 0xA1 6
    nop
    nop
    wildbattle 115 10 0x0
    fadescreen 0
    #raw 0x53 0x0F 0x80
    setflag 0x200
    release
    end
    #org $1
    $1 1 =KANGASKHAN: Gaaaaaahhhh!

    thats a pokescript script.
     

    code4242

    Can You Crack The Code?
  • 20
    Posts
    15
    Years
    • Seen Jan 10, 2024
    after this ill move to the script thread

    so if i change $ to @ it will work?
     

    Ninja Caterpie

    AAAAAAAAAAAAA
  • 5,979
    Posts
    16
    Years
    Most likely yes.
    I have a problem.
    I have this script:
    Code:
    #dynamic 0x2CA404
    
    #org 0x2CA404
    msgbox 0x82CA52C '"Get out of my way!"
    callstd 0x6
    applymovement MOVE_PLAYER 0x82CA56B
    applymovement 0x3 0x82CA56F
    waitmovement 0x0
    trainerbattle 0x1 0x35 0x0 0x82CA576 0x82CA5D9 0x82CA76B
    
    '-----------------------
    #org 0x2CA76B
    msgbox 0x82CA841 '"Damn! I'm leaving now."
    fadescreen 0x1
    hidesprite 0x2
    setflag 0x200
    fadescreen 0x0
    message @huh
    boxset 6
    end
    
    '-----------
    ' Movements
    '-----------
    #org 0x2CA56B
    #raw 53 'Jump in Place (Facing Up)
    #raw 0 'Face Down
    #raw FE 'End of Movements
    
    #org 0x2CA56F
    #raw 11 'Step Up (Normal)
    #raw 11 'Step Up (Normal)
    #raw 11 'Step Up (Normal)
    #raw 11 'Step Up (Normal)
    #raw 11 'Step Up (Normal)
    #raw 11 'Step Up (Normal)
    
    
    '---------
    ' Strings
    '---------
    #org 0x2CA52C
    = Get out of my way!
    
    #org 0x2CA576
    = Move it! \nHuh? \pNo, of course I'm not hiding \nanything! \pWhat? You want to stop me? \pBuahaha
    
    #org 0x2CA5D9
    = Argh! You beat me!
    
    #org 0x2CA841
    = Damn! I'm leaving now.
    
    #org 0x2CA883
    = He dropped this... \pBetter take it to April!
    But when it gets compiled it turns into this:
    Code:
    '-----------------------
    #org 0x2CA404
    msgbox 0x82CA52C '"Get out of my way!"
    callstd 0x6
    applymovement MOVE_PLAYER 0x82CA56B
    applymovement 0x3 0x82CA56F
    waitmovement 0x0
    trainerbattle 0x1 0x35 0x0 0x82CA576 0x82CA5D9 0x82CA76B
    
    '-----------------------
    #org 0x2CA76B
    msgbox 0x82CA841 '"Damn! I'm leaving now."
    
    '-----------
    ' Movements
    '-----------
    #org 0x2CA56B
    #raw 53 'Jump in Place (Facing Up)
    #raw 0 'Face Down
    #raw FE 'End of Movements
    
    #org 0x2CA56F
    #raw 11 'Step Up (Normal)
    #raw 11 'Step Up (Normal)
    #raw 11 'Step Up (Normal)
    #raw 11 'Step Up (Normal)
    #raw 11 'Step Up (Normal)
    #raw 11 'Step Up (Normal)
    
    
    '---------
    ' Strings
    '---------
    #org 0x2CA52C
    = Get out of my way!
    
    #org 0x2CA576
    = Move it! \nHuh? \pNo, of course I'm not hiding \nanything! \pWhat? You want to stop me? \pBuahaha
    
    #org 0x2CA5D9
    = Argh! You beat me!
    
    #org 0x2CA841
    = Damn! I'm leaving now.

    The part after the "damn" message dissappears...
     

    Ryousha

    Waiting for Gen 4 Remakes
  • 954
    Posts
    16
    Years
    Most likely yes.
    I have a problem.
    I have this script:
    Code:
    #dynamic 0x2CA404
    
    #org 0x2CA404
    msgbox 0x82CA52C '"Get out of my way!"
    callstd 0x6
    applymovement MOVE_PLAYER 0x82CA56B
    applymovement 0x3 0x82CA56F
    waitmovement 0x0
    trainerbattle 0x1 0x35 0x0 0x82CA576 0x82CA5D9 0x82CA76B
    
    '-----------------------
    #org 0x2CA76B
    msgbox 0x82CA841 '"Damn! I'm leaving now."
    fadescreen 0x1
    hidesprite 0x2
    setflag 0x200
    fadescreen 0x0
    message @huh
    boxset 6
    end
    
    '-----------
    ' Movements
    '-----------
    #org 0x2CA56B
    #raw 53 'Jump in Place (Facing Up)
    #raw 0 'Face Down
    #raw FE 'End of Movements
    
    #org 0x2CA56F
    #raw 11 'Step Up (Normal)
    #raw 11 'Step Up (Normal)
    #raw 11 'Step Up (Normal)
    #raw 11 'Step Up (Normal)
    #raw 11 'Step Up (Normal)
    #raw 11 'Step Up (Normal)
    
    
    '---------
    ' Strings
    '---------
    #org 0x2CA52C
    = Get out of my way!
    
    #org 0x2CA576
    = Move it! \nHuh? \pNo, of course I'm not hiding \nanything! \pWhat? You want to stop me? \pBuahaha
    
    #org 0x2CA5D9
    = Argh! You beat me!
    
    #org 0x2CA841
    = Damn! I'm leaving now.
    
    #org 0x2CA883
    = He dropped this... \pBetter take it to April!
    But when it gets compiled it turns into this:
    Code:
    '-----------------------
    #org 0x2CA404
    msgbox 0x82CA52C '"Get out of my way!"
    callstd 0x6
    applymovement MOVE_PLAYER 0x82CA56B
    applymovement 0x3 0x82CA56F
    waitmovement 0x0
    trainerbattle 0x1 0x35 0x0 0x82CA576 0x82CA5D9 0x82CA76B
    
    '-----------------------
    #org 0x2CA76B
    msgbox 0x82CA841 '"Damn! I'm leaving now."
    
    '-----------
    ' Movements
    '-----------
    #org 0x2CA56B
    #raw 53 'Jump in Place (Facing Up)
    #raw 0 'Face Down
    #raw FE 'End of Movements
    
    #org 0x2CA56F
    #raw 11 'Step Up (Normal)
    #raw 11 'Step Up (Normal)
    #raw 11 'Step Up (Normal)
    #raw 11 'Step Up (Normal)
    #raw 11 'Step Up (Normal)
    #raw 11 'Step Up (Normal)
    
    
    '---------
    ' Strings
    '---------
    #org 0x2CA52C
    = Get out of my way!
    
    #org 0x2CA576
    = Move it! \nHuh? \pNo, of course I'm not hiding \nanything! \pWhat? You want to stop me? \pBuahaha
    
    #org 0x2CA5D9
    = Argh! You beat me!
    
    #org 0x2CA841
    = Damn! I'm leaving now.

    The part after the "damn" message dissappears...

    Sebbe once told me that you need to repoint cause that offset doesn't have enough space.

    and are using a decompiling script? O_o
     
  • 4
    Posts
    15
    Years
    • Seen Dec 3, 2008
    @ iammiho...
    it worked fine in my case... maybe you have already used 200 as a flag.

    Code:
    #org $lugia
    lock
    faceplayer
    checkflag 0x200
    if b_true goto $done
    cry 0xA1 249
    pause 0x38
    message $1
    boxset 6
    [COLOR=Red]wildbattle[/COLOR] 249 70 1
    setflag 0x200
    release
    end
    
    #org $1
    $1 1 = GYAOOOO!!!!
    
    #org $done
    release
    end

    sorry for all the troubles... it was only because i was using emerald rom.. i used ruby version and it worked perfectly.
     
  • 152
    Posts
    15
    Years
    hey, anyone know what is wrong with this script? :/

    #org $start
    checkflag 0x828
    if b_false goto $fin
    if b_true goto $fin
    release
    end

    #org $fin
    message $1
    boxset 6
    applymovement 0xFF $move
    pause 0x150
    message $lalala
    boxset 6
    release
    end

    #org $1
    $1 1 =You fell into a hole!

    #org $move
    #raw 0x60 0x61 0x65 0x58 0x58 0x58 0x58 0x58 0x58 0x58 0x58 0x58 0x58 0x33 0xFE

    #org $lalala
    $lalala 1 =Be more careful, that was close!
    I'm trying to make it so when you land on a hole in the ice you disappear, reappear, and then jump around and finally slide out. Whats wrong with it? All it does is freeze.
     
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