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[Archive] Script help thread

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For the trainerbattle command you require the battle number and a "resevered" word. Can anyone tell me where you find these?
 
can somebody please help me with my script on page 67?
 
For the trainerbattle command you require the battle number and a "resevered" word. Can anyone tell me where you find these?
xD
Open up PET and choose a trainer to edit, then use the number of this trainer in hex (they r already displayed in hex).
And then you have to use the number REVERSED ^^
so
trainerbattle 0x0 0x0A 0x00 @before @after
msgbox @beaten
callstd 0x6
release
end

would be a normal trainerbattle against trainer number 000A ^^
in case u don't know how to reverse:

000A-->[00][0A]-->[0A][00]-->0A00-->0x0A 0x00

@X-Aveon: if you meant the one I fixed for you: You want to make a message if you loose, but if you loose..you faint and are warped to the pokemon center. There's no message for after loosing ^^
 
xD

@X-Aveon: if you meant the one I fixed for you: You want to make a message if you loose, but if you loose..you faint and are warped to the pokemon center. There's no message for after loosing ^^

Oh. ok. i get it now. but after you bet them. it still doesn't do the movements.
can you please help me? thnx in advanced.

xD.
 
Code:
#dynamic 0x1C5A03

#org @start
lock
faceplayer
checkflag 0x828
if B_true goto @done
msgbox @notime
boxset 0x6
release
end

#org @done
trainerbattle 0x1 0x5F 0x01 @before @after @later 
end

#org @later
lock
applymovement 0x1 @move
waitmovement 0x0
hidesprite 0x1
release
end

#ORG @move
#raw 0x62 0x30 0x20 0x20 0x20 0x20 0x20 0x20 0x20 0x20 0xFE

#org @before
= Do you have a\nproblem?\pLets fight!

#org @after
= Dang, you're strong!

#org @notime
= I don't have\ntime for you.
it should work like this, if there's still a problem: report.
 
hey nobody looked at my script so im going to post it again

so here it is:

#org 0x8000A3
checkflag 0x828
if 0x0 goto 0x88000B7
if 0x1 goto 0x88000B4
end

#org 0x8000B7
lock
msgbox 0x88000CD '"oh i forgot i need a pokemon \nfrom..."
callstd 0x6
applymovement MOVE_PLAYER 0x880011A
waitmovement 0x0
release
end

#org 0x8000B4
release
end

#org 0x80011A
#raw 3 'Face Right

#org 0x8000CD
= oh i forgot i need a pokemon \nfrom proffeser elm i better \ngo and get one.

im just a starter at scripting please correct it

and the problem is i want it to push you right untill you get your pokemon but it freezes for some odd reason
 
hey nobody looked at my script so im going to post it again

so here it is:

#org 0x8000A3
checkflag 0x828
if 0x0 goto 0x88000B7
if 0x1 goto 0x88000B4
end

#org 0x8000B7
lock
msgbox 0x88000CD '"oh i forgot i need a pokemon \nfrom..."
callstd 0x6
applymovement MOVE_PLAYER 0x880011A
waitmovement 0x0
release
end

#org 0x8000B4
release
end

#org 0x80011A
#raw 3 'Face Right

#org 0x8000CD
= oh i forgot i need a pokemon \nfrom proffeser elm i better \ngo and get one.

im just a starter at scripting please correct it

and the problem is i want it to push you right untill you get your pokemon but it freezes for some odd reason

It's supposed to be a script tile. change the first unknown to 0003 and the variable to 4050 (assuming you haven't used 4050 yet). And in a script tile, lock isn't really necessary.. Instead, use lockall (though I have never seen lockall work XD)

But.. I'm gonna point out some things in the script itself...

Code:
#org 0x8000A3
checkflag 0x828
if 0x0 goto 0x88000B7
[U]if 0x1[/U] goto 0x88000B4 you can delete the underlined part.. or better yet, delete this whole line and the one it points to (it's just a release, which is not needed, and an end which can also be found here)
end

and the fact that.. it's supposed to stop you from continuing without pokemon.. Dunno why, but why make the player face right instead of move right?
 
It's supposed to be a script tile. change the first unknown to 0003 and the variable to 4050 (assuming you haven't used 4050 yet). And in a script tile, lock isn't really necessary.. Instead, use lockall (though I have never seen lockall work XD)

But.. I'm gonna point out some things in the script itself...

Code:
#org 0x8000A3
checkflag 0x828
if 0x0 goto 0x88000B7
[U]if 0x1[/U] goto 0x88000B4 you can delete the underlined part.. or better yet, delete this whole line and the one it points to (it's just a release, which is not needed, and an end which can also be found here)
end

and the fact that.. it's supposed to stop you from continuing without pokemon.. Dunno why, but why make the player face right instead of move right?
thanks but what do you mean by unknown
 
On the script tile on the map, on the right there will be Unknown. And some other stuff.
 
In the older versions of advance map, there are two textboxes for unknown, var number, and var value. In 1.90 above, there's one for each.

For the older versions, numbers are entered into the two textboxes in reverse. So 4050 is entered as 50 40, 0003 as 03 00.. so on.. 4050 and 40 50 are essentially different variables, but both may work in the beginning of a game (for the same value, which is 0000).

For the var number you may enter any variable you like, provided you know if it is used, it's current value, and when it will be changed.
 
when I compile this script(In Odale Town, Ruby)
It just uses Brendan/Mays Movement Script.

Spoiler:

Whats wrong with it?(Note: this is my first applymovement script)
 
you have 85 people on one map? if you are trying to get the hero to move then the value should be FF. And i think the hidesprite commands only work best when used in level scripts.

but then again i am not sure what the problem is.
 
This is hard!

Help please I'm trying to get a special command to work and everytime I walk over it nothing happens! Im sure it's alot of the script is wrong, but I've just started after all. the players supposed to stop and the gronuds supposed to shake(earthquake)

Code:
#org $start
lock
faceplayer
checkflag 0x200
special 0x164
if b_true goto $done
setflag 0x200
release
end

#org $done
clearflag ox200
release
end
 
Help please I'm trying to get a special command to work and everytime I walk over it nothing happens! Im sure it's alot of the script is wrong, but I've just started after all. the players supposed to stop and the gronuds supposed to shake(earthquake)

Code:
#org $start
lock
faceplayer
checkflag 0x200
special 0x164
if b_true goto $done
setflag 0x200
release
end

#org $done
clearflag ox200
release
end

Ok, first, you should use XSE, if you can, it is better, trust me. and it is easy to transit between Pokescript and XSE, there isn't much of a difference.

Ok, I have a few variations of your script here...

1: The ground will only shake one time. (You can step on the tile one time, and it will shake, but if you step on it again, it wont shake.)
Code:
#org $start
lock
faceplayer
checkflag 0x200
if b_true goto $done
special 0x164
setflag 0x200
release
end

#org $done
release
end

2:Every time you step on the tile, the ground shakes
Code:
#org $start
lock
faceplayer
special 0x164
release
end

3: Every OTHER time you step on the tile, the ground shakes

Code:
#org $start
lock
faceplayer
checkflag 0x200
if b_true goto $done
special 0x164
setflag 0x200
release
end

#org $done
clearflag 0x200
release
end
---------------
In case you decide to make the all important switch to XSE, here are the XSE versions of all of the previous scripts. (In spoiler Tags to save room)

1.
Spoiler:

2
Spoiler:

3
Spoiler:

Also, one last thing. Whether you are using XSE or Pokescript, be sure, in advcance map, to select the script event you are using, and change the "Var Number" to 5040, and teh "Unkown" above it to 0300. If you dont, your script will not work. If this doesn't help, PM me, if it does, Gimme Karma!!! (that set of scales up in right hand corner of this post.)
 
Last edited:
#org $start
checkflag 0x82F
if b_true goto $done
setflag 0x82F
applymovement 0x1 $come
pausemove 0
playsound 0x12E
nop
message $1
$1 1 =Good morning honey \nand Happy Birthday!
boxset 6
message $2
$2 1 =oh how they grow up so fast!\nHere is your Birthday present!
boxset 6
nop
fanfare 0x13E
message $3
$3 1 =\v\h01 received Running shoes!
boxset 6
waitfanfaire
message $4
$4 1 =\v\h01 put on the shoes
boxset 6
message $5
$5 1 =Me and your dad have \ndecided that you are \lnow old enough to have \pyour own pokemon.
boxset 6
message $6
$6 1 =So your dad \ncaught you a pokemon yesterday.
boxset 6
message $7
$7 1 =\pUnfortantley your Dad couldn't \nmake it home because \lhe is busy at the lab
boxset 6
$8 1 =\pso if you want the \npokemon go to your father's lab
boxset 6
nop
fadesound 0x12c
applymovement 0x1 $going
pausemove 0
release
end
#org $done
release
end
#org $come
#raw 0x13
#raw 0x13
#raw 0x01
#raw 0xFE
#org $come
$come 1 ; #binary 0x13 0x13 0x01 0xFE
#org $going
#raw 0x12
#raw 0x12
#raw 0xFE
#org $going
$going 1 ; #binary 0x12 0x12 0xFE

could someone help me? For some reason the script stop halfway though
 
Whats wrong with this script?
When I talk to the man, it does everything right up until I choose yes/no.
Spoiler:
 
u forgot the compare line
compare lastresult 0x1

or

compare 0x800D 0x1

it's the same. It should work fine then.
but u should also add lock and faceplayer.

and if u choose yes: u can't use first waitfanfare and then fanfare. use fanfare, then waitfanfare.
 
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