• Our software update is now concluded. You will need to reset your password to log in. In order to do this, you will have to click "Log in" in the top right corner and then "Forgot your password?".
  • Welcome to PokéCommunity! Register now and join one of the best fan communities on the 'net to talk Pokémon and more! We are not affiliated with The Pokémon Company or Nintendo.

[Archive] Script help thread

Status
Not open for further replies.

cooley

///Keepin' it simple
1,148
Posts
17
Years
  • Teh Baro, since you're here I might as well ask you this...
    In your hack, you pause some script text while still talking.

    ex. Hello.(pause).(pause).
    all together: Hello...

    I was wondering if you could share with me, or if you still need some screenshots, lemme know.
     

    /Circa

    a face in the clouds.
    881
    Posts
    16
    Years
  • Teh Baro, since you're here I might as well ask you this...
    In your hack, you pause some script text while still talking.

    ex. Hello.(pause).(pause).
    all together: Hello...

    I was wondering if you could share with me, or if you still need some screenshots, lemme know.

    I don't really understand what your getting at :S.
    So you want the text to stop, and then a few seconds later the box closes?
    You could add spaces? I really don't know what your talking about x].
     

    linkandzelda

    Ex-rom hacker turned indie game developer
    777
    Posts
    17
    Years
  • hi. does anybody know how to check if the bag is full when giving an item?
    thanks in advance
    link
     

    Reaper 6

    (Reaper 6) the six samurai YGO
    122
    Posts
    16
    Years
    • Seen Dec 8, 2009
    Hi can someone tell me whats wrong with this script

    #org $start
    lock
    faceplayer
    checkflag 0x828
    if 0x1 goto $done
    message $1
    boxset 6
    givepokemon 154 0x5 0x8B
    #raw 0xC7 0x02
    fanfare 0x13E
    message $2
    boxset 4
    waitfanfare
    #raw 0x68
    #raw 0xC7 0x00
    message $3
    boxset 6
    #raw 0xC7 0x02
    fanfare 0x10C
    message $4
    boxset 4
    waitfanfare
    #raw 0x68
    message $5
    boxset 6
    setflag 0x828
    setflag 0x829
    special 0x16F
    release
    end

    #org $done
    message $6
    boxset 6
    release
    end

    #org $1
    $1 1 =Oh, hi there. I'm Prof.\nWilliam. Nice to meet you.\pI got the email from your mother\nsaying that you wanted a\lCyndaquil.\pWell, you're in luck, I've got\none left.

    #org $2
    $2 1 =You recieved a Cyndaquil!

    #org $3
    $3 1 =Oh and you'll need this.

    #org $4
    $4 1 =You recieved the National Dex!

    #org $5
    $5 1 =Now, go Grove City to apply\nfor your Trainer's License from\lthe Trainer Academy.

    #org $6
    $6 1 =Good Luck in Grove City.
     

    Piplup-Trainer

    This is my custom user title.
    228
    Posts
    16
    Years
  • Hi guys!
    I need help with this script :

    #org $sayhello
    lock
    faceplayer
    message $yesno
    $yesno 1 = Should I leave?
    boxset 5
    applymovement 0x07
    compare LASTRESULT 1
    if B_true goto $testmovement
    if B_false goto $lastmessage
    release
    end

    #org $testmovement
    $testmovement ; 0x4A 0x4B 0x62 0x63 0x64 0x65 0x66 0xFE

    #org $lastmessage
    $lastmessage 1 = Okay. Ask me later again.

    This are the offsets (I searched for space in Bufrite and I get this offsets):
    844496 - $sayhello
    8444B6 - $testmovement
    8444BE - $yesno
    8444CE - $lastmessage

    When I awnser with yes - the game freezes.
    When I awnser with no - the game freezes too.
    I also have a image from AdvanceMap.

    I think the problem is that i didn't changed the values in AdvanceMap (I don't know them).

    Please help me!
     

    +Sneasel™

    It's a meeee, itman!
    1,032
    Posts
    17
    Years
  • #org $begin
    lock
    faceplayer
    message $yesno
    boxset 5
    compare LASTRESULT 1
    if 1 goto $testmovement
    message $lastmessage
    boxset 6
    release
    end

    #org $yesno
    $yesno 1 = Should I leave?

    #org $testmovement
    applymovement 0x07 $guywalk
    pausemove 0
    release
    end

    #org $guywalk
    $guywalk 1 ; 0x4A 0x4B 0x62 0x63 0x64 0x65 0x66 0xFE

    #org $lastmessage
    $lastmessage 1 = Okay. Ask me later again.

    Try that, it should work now, assuming you filled out the movements correctly + the guy you want to move is people #7.

    A lot of mistakes, i would consider reading a guide.
     

    TB Pro

    Old-timer
    2,708
    Posts
    19
    Years
  • Well you have lots of errors, Try this man:
    #ORG $sayhello
    lock
    faceplayer
    message $yesno
    boxset 5
    compare LASTRESULT 1
    if 1 goto $testmovement
    message $askme
    boxset 6
    release
    end

    #ORG $yesno
    $yesno 1 = Should I leave?

    #ORG $testmovement
    applymovement $0x07 $move
    pausemove 0
    release
    end

    #ORG $askme
    $askme 1 = Okay. Ask me later again.

    #ORG $move
    $move 1 ; #binary 0x4A 0x4B 0x62 0x63 0x64 0x65 0x66 0xFE
     
    Last edited:

    akash

    Pikachu is the best.
    21
    Posts
    16
    Years
  • Help!

    Can we use the pokescript scripts and put it in the Script Editor. Will it work?
     

    Piplup-Trainer

    This is my custom user title.
    228
    Posts
    16
    Years
  • Well you have lots of errors, Try this man:

    #ORG $sayhello
    lock
    faceplayer
    message $yesno
    boxset 5
    compare LASTRESULT 1
    if 1 goto $testmovement
    message $askme
    boxset 6
    release
    end

    #ORG $yesno
    $yesno 1 = Should I leave?

    #ORG $testmovement
    applymovement $0x07 $move
    pausemove 0
    release
    end

    #ORG $askme
    $askme 1 = Okay. Ask me later again.

    #ORG $move
    $move 1 ; #binary 0x4A 0x4B 0x62 0x63 0x64 0x65 0x66 0xFE

    Okay, Teh Blaziken.
    I will try it.

    By the way, I have also the problem with this Trainerbattle-Script :

    #org $battletrainer
    trainerbattle 1 0x253 $challenge $defeated
    message $afterdefead
    boxset 6
    release
    end

    #org $challenge
    $challenge 1 = You would like to go to PETALBURG CITY, right?\pThen you gotta beat me first!

    #org $defeated
    $defeated 1 = Nooooo! That isn't fair!\pHow could you beat me!?

    #org $afterdefead
    $afterdefead 1 = One day I will beat you!

    1. The trainer see me, come to me and say the message $challenge 1. While he is doing this, there isn't a Trainer Encounter Music in the background.

    2. After I defeated him (and after the message $defeated) I get back to the Map. The game freezes - but the background music is playing!

    Please help me!
    PS : I'm a very very bad scripter.
     

    /Circa

    a face in the clouds.
    881
    Posts
    16
    Years
  • if you don't have pausemove 0 after an applymovement command, the movements wont run. It just pauses for the amount of seconds of the number you put it.

    For instance, if I put "pausemove 60" it would be quite a while before the movements ran.
     

    Luck

    ¯\_(ツ)_/¯
    6,779
    Posts
    16
    Years
    • Seen May 20, 2023
    It is self explanitory.
    Just read what it says.
    Pause...movement...0.
    Anyways you should know what that means but i don't know what the 0 is for.
     
    4
    Posts
    16
    Years
    • Seen Apr 10, 2014
    I need help with a simple script I wrote for my hack.

    Here is it:

    Code:
    #org $StartScript
    checkflag 0x822
    if B_TRUE goto $ShouldExecute
    end
    #org $ShouldExecute
    if B_TRUE goto $Skip
    lock
    message $Hey
    boxset 6
    movesprite 0xA 0xA 0x5
    applymovement 0xA $MoveRival
    pausemove 0
    message $HaveHM
    boxset 6
    giveitem 0x154
    message $Bye
    boxset 6
    applymovement 0xA $MoveRivalInv
    pausemove 0
    movesprite 0xA 0x0 0x0
    setflag 0x201
    release
    end
    #org $Skip
    release
    end
    #org $Hey
    $Hey 1 = Hey, \v\h01!
    #org $HaveHM
    $HaveHM 1 = \v\h01, PROF.PLUM sent me to\ngive you this HM!
    #org $Bye
    $Bye 1 = Well, I must go to CROSSED TOWN.\nSee ya!
    #org $MoveRival
    $MoveRival 1 ; #binary 0x13 0x13 0x10 0x10 0x13 0x13 0x13 0x13 0x13 0xFE
    #org $MoveRivalInv
    $MoveRivalInv 1 ; #binary 0x12 0x12 0x12 0x12 0x12 0x11 0x11 0x12 0x12 0xFE

    I am working with Fire Red, and I have an sprite with index 0xA on the map. But, when I walk upon the script spot in the map I only get a playsound. I DON'T EVEN SPECIFIED A PLAYSOUND! Then I change the script pointer to other script that works, I RECEIVE THE SAME THING! Please, help me!

    PD: I am using PokeScript
     
    Status
    Not open for further replies.
    Back
    Top