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[Archive] Script help thread

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pokemon_hacking

blah_maker
  • 24
    Posts
    15
    Years
    • Seen Sep 15, 2012
    help me

    can somone help me how do i stop this script for repeating i tried checkflag and setflag but i dont know where to put them
    eample
    Spoiler:
     

    Cy-Chan

    GSC Hacker
  • 152
    Posts
    19
    Years
    #ORG $finish
    checkflag 0x200
    if b_true goto $end
    lock
    faceplayer
    message $talk4
    boxset 6
    goto $giveitem
    release
    end

    #ORG $talk4
    $talk4 1 = \c\hey\h01can you do me a favor?\pan you deliver this potions\n to the next town pokecenter?.

    #org $giveitem
    giveitem 13 5
    setflag 0x200
    release
    end

    #org $end
    release
    end
     

    Ninja Caterpie

    AAAAAAAAAAAAA
  • 5,979
    Posts
    16
    Years
    can somone help me how do i stop this script for repeating i tried checkflag and setflag but i dont know where to put them
    eample
    Spoiler:

    Uhm, 13 isn't a Potion. Also, why give 5? And why add that goto? It's a waste of space.
    You also forgot lock and faceplayer.
    But...yeah... It should work now. It's in the quote.

    PS.
    To Cy-Chan:
    If you go to "end" then you talk to them and nothing happens. O.o
     

    .:God:.

    Hiding in the silence...
  • 468
    Posts
    16
    Years
    This level script freezes when I use it:

    #dynamic 0x800000
    #org @start
    msgbox @complete
    callstd 0x6
    setvar 0x4033 0x1
    release
    end
    #org @complete
    = Whaaa!!! I'm tired.\nWait, it's my birthday! I\nbetter head downstairs.
     
  • 152
    Posts
    15
    Years
    can anyone tell me whats wrong with these?:
    #org $start
    checkflag 0x223
    if b_true goto $huh
    message $1
    boxset 6
    setflag 0x223
    end
    #org $huh
    end
    #org $1
    $1 1 =You hear a loud howling noise.

    When you walk over it, says the text fine but when you walk over it again, it will freeze.

    #org $start
    clearflag 0x223
    end
    That one just flat out freezes your game when you walk on it.


    Also another question: If you already had flag 223 set, what would happen if the script said setflag 0x223, nothing right? or would it freeze? Also, what if flag 223 is not set, can you step on the clearflag?

    or should I make it checkfor flag and if you have 223 then it will clearflag?
     

    12345

    Sky
  • 157
    Posts
    16
    Years
    • Seen Aug 18, 2016
    I want this:
    After i choose a true Pokemon in Party, a person will give an item.
    But it doesn't work althought i choose a true Pokemon.
     

    pyro903

    ╠═P═Z═Y═R═0? ?╣
  • 28
    Posts
    16
    Years
    i'm want to make the following scripts (in XSE, fo Ruby version)



    • one that checks to see if a pokemon is over a certain level

    • and one that "deletes" a pokemon, (as in removes it from your party) or changes it

    • and is there a command that uses randomness?


    ...im kinda newish to scripting, but i know the jist of it, just need to know specific commands i could use.
     

    Cy-Chan

    GSC Hacker
  • 152
    Posts
    19
    Years
    i'm want to make the following scripts (in XSE, fo Ruby version)



    • one that checks to see if a pokemon is over a certain level

    • and one that "deletes" a pokemon, (as in removes it from your party) or changes it

    • and is there a command that uses randomness?


    ...im kinda newish to scripting, but i know the jist of it, just need to know specific commands i could use.

    I believe the first two are only possible by using ASM. The third one is explained in thethethethe's scripting tutorial under "randomisation".
     
  • 67
    Posts
    16
    Years
    • Seen Jan 24, 2015
    Well, I am making a Hack called Pokemon Mystery Dungeon 2: Explorers of Space. Essentially, it's just a remake of PMD2 except with only a couple of 4th Gens and a slightly different storyline (Primal Palkia). I have a couple of scripts for XSE that I need help with (haven't made them yet):
    1. Shiny Battle Script
    2. Give Pokemon when stepping on Tile Script
    3. Talking when stepping on a Tile Script
    4. Apply Movement scripts (with the raws for each Direction)
    More to came!
    Thanks to anyone who tries to help...
     

    Ninja Caterpie

    AAAAAAAAAAAAA
  • 5,979
    Posts
    16
    Years
    Go to thethethethe's tut. It's got it all there.
    Don't say "it's for PokeScript and I use XSE". Just write in XSE style (using @'s).

    And for tile script talking, you can right it normally just without the locks and stuff.
    Eg,
    Code:
    #dynamic offset
    
    #org @begin
    message @hi
    boxset 6
    end
    
    #org @hi
    = This is a tile script message!
     
  • 67
    Posts
    16
    Years
    • Seen Jan 24, 2015
    Go to thethethethe's tut. It's got it all there.
    Don't say "it's for PokeScript and I use XSE". Just write in XSE style (using @'s).

    And for tile script talking, you can right it normally just without the locks and stuff.
    Eg,
    Code:
    #dynamic offset
    
    #org @begin
    message @hi
    boxset 6
    end
    
    #org @hi
    = This is a tile script message!
    Thanks! That should help a lot!!! :D

    .:EDIT:.
    That script didn't work... Here is what I put in:
    Uncompiled:
    Spoiler:


    Compiled
    Spoiler:


    What should I do to fix this???

    NOTE:
    The screen froze when I stepped on the tile...
     
    Last edited:

    KhaosKnight

    The 1 and only Khaotic Hacker
  • 355
    Posts
    16
    Years
    • Seen May 28, 2015
    Thanks! That should help a lot!!! :D

    .:EDIT:.
    That script didn't work... Here is what I put in:
    Uncompiled:
    Spoiler:


    Compiled
    Spoiler:


    What should I do to fix this???

    NOTE:
    The screen froze when I stepped on the tile...

    Well in XSE when you try to compile and get a command that XSE doesnt recognize it should tell you "error on line ##", well in XSE doesnt use message, it uses msgbox. I fixed it in the above script. And for some reason the decompiled version didnt have boxset 6 after msgbox. And i dont see the "lock" faceplayer" commands in their, generaly most talking scripts use them.
     

    linkandzelda

    Ex-rom hacker turned indie game developer
  • 777
    Posts
    17
    Years
    Hello. I was wondering if there is a scripting command or asm to take control of another sprite on the map.

    Thanks in advance
    link
     

    .Seth

    .explorer.
  • 1,644
    Posts
    15
    Years
    Uhm, could someone help me with a givepokemon script. I understand givepokemon perfectly. It's just that some of the other neccesary commands I do not. I do have a script that half-works, but it's in compiled mode and it's rather long, so I won't post it.

    The current problems:
    1. the final textbox doesn't close.
    2. setflag 0x828 don't work
     

    Ninja Caterpie

    AAAAAAAAAAAAA
  • 5,979
    Posts
    16
    Years
    Well in XSE when you try to compile and get a command that XSE doesnt recognize it should tell you "error on line ##", well in XSE doesnt use message, it uses msgbox. I fixed it in the above script. And for some reason the decompiled version didnt have boxset 6 after msgbox. And i dont see the "lock" faceplayer" commands in their, generaly most talking scripts use them.

    No. No. No. No. No.

    XSE uses message as well.
    It said Boxset 6, as well.
    Also, you don't need lock and faceplayer when there's nothing that needs to face you. Waste of space.


    Where the tile is, change "Unknown" to 0300 and the one under it into 5040.
     
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