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[Archive] Script help thread

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This script stops after the use of warp.. Why?

#org $begin
checkflag 0x240
if B_true goto $done
applymovement 0xFF $A
pausemove 0
setflag 0x241
warp 0x5 0x2 0x0
applymovement 0xFF $B
pausemove 0
checkgender
compare LASTRESULT 1
if B_true goto $boy
message $1
boxset 6
setflag 0x201
release
end

#org $done
release
end

#org $boy
message $1
boxset 6
setflag 0x201
release
end

#org $A
$A 1 ; #binary 0x2C 0xFE

#org $B
$B 1 ; #binary 0x2B 0x2A 0xFE

#org $1
$1 1 = Hey Ms.\v\h01!

#org $2
$2 1 = Hey mr.\v\h01!
 
What does she do that's crazy exactly?

I'm back from a week's absence. lol
Well, the first time that you talk to her, she gets an exclamation mark over her head, but the lock doesn't work, and she doesn't talk. If you talk to her again without talking to anything else first or warping, you get the red screen of death. If you, oh, say, talk to the T.V. before talking to her again, the T.V. spits out repeated random garble. Then if you talk to Mom after that, she will start spitting out random garble too. All this time, the locks aren't working. I press the start button, only to find that my name's been changed to the same repeated garble from the T.V. and Mom. I don't have a video of it, because something had gone wrong with it and I had to load a backup copy of before that, but I still want that script in there. Help?
 
Try putting the setflag 0x201 after the first message.
 
Like I said before the backup I need help with this script. Whenever I use it, MOM goes crazy.


#org $begin
lock
faceplayer
checkflag 0x201
if b_true goto $mom
applymovement 0x1 $mark
pausemove 0
message $likehouse
$likehouse 1 = MOM: Oh, \v\h01, I love this\nnew house by the sea!\pOh, yes! I heard that\nCRUSTY ISLAND is\ndown there somewhere!
\pANNOUNCER: Attention!\nWe interrupt this movie\nfor this announcement!
boxset 6
applymovement 0x1 $potsnot
applymovement 0xFF $mark
pausemove 0
message $announcetwo
$announcetwo 1 = The RIO POKéMON\nRESEARCH LAB\nHAS JUST GOTTEN\nROBBED!
boxset 6
applymovement 0x1 $turn
applymovement 0xFF $turns
pausemove 0
message $ohno
$ohno 1 = MOM: Oh no! How horrible!\nHe had told me\nthat he had a\nLEGENDARY POKéMON for\nyou!\pI WONDER IF IT\nGOT STOLEN! \pOH MY GOODNESS!!!!!\pI think that you\nshould check the\nLAB to see\nif PROF. RIO is\nokay!
boxset 6
setflag 0x201
release
end

#org $mom
message $mom
$mom 1 = CRUSTY ISLAND is\ndown there somewhere\nin the sea!\pI hope to visit it someday.
boxset 6
release
end

#org $potsnot
#raw 0x01
#raw 0xFE

#org $mark
#raw 0x62
#raw 0xFE

#org $turn
#raw 0x03
#raw 0xFE

#org $turns
#raw 0x02
#raw 0xFE

Please tell me: WHAT'S WRONG?!?!?!

P.S.:I need a script to activate the Pokemon Menu. PLEASE HELP!!!

Your suppose to put boxset 6 after the message's
And the applymovements are crazy,Its like this
And fix the \n

Tell me if it doesn't work
 
Last edited:
Code:
#org $begin
checkflag 0x232
if B_true goto $gotit
applymovement 0x01 $aidwalk1
pause 0x30
message $q
boxset 6
givepokemon 304 8 A6
setflag 0x232
release
end
 
#org $done
release
end
#org $gotit
message $hi
boxset 6
release
end
#org $hi
$hi 1 = Hello, how's my old PINECO?
 
#org $aidwalk1
$aidwalk1 1 ; #binary 0x4A 0xFE
#org $q
$q 1 = I just caught this PINECOE, but I don't\p have room for it on my\p team.\pYou can have it!

The game just freezes and the event doesn't happen, someone please help!
 
that's what i suspected... but does that go for both RSE and FR LG?
Yes Warps end the scripts.

Code:
#org $begin
checkflag 0x232
if B_true goto $gotit
applymovement 0x01 $aidwalk1
pause 0x30
message $q
boxset 6
givepokemon 304 8 A6
setflag 0x232
release
end
 
#org $gotit
message $hi
boxset 6
release
end

#org $hi
$hi 1 = Hello, how's my old PINECO?
 
#org $aidwalk1
$aidwalk1 1 ; #binary 0x4A 0xFE

#org $q
$q 1 = I just caught this PINECOE, but I don't\p have room for it on my\p team.\pYou can have it!

The game just freezes and the event doesn't happen, someone please help!

Just try that.
 
A couple of my scripts don't really work...

#org $start
checkflag 0x828
if b_true goto $fin
message $oak1
boxset 6
applymovement 0x03 $move
pausemove 0x0
applymovement 0xFF $move2
pause 0x30
message $oak2
boxset 6
playsound 0x13E
nop
applymovement 0x03 $move3
applymovement 0xFF $move3
pausemove 0
fadesound 0x12C
nop
release
end
#org $fin
release
end
#org $move
#raw 0x10 0x13 0x10 0x10 0x10 0x10 0x10 0x10 0xFE
#org $move2
#raw 0x01 0xFE
#org $move3
#raw 0x11 0x12 0x12 0x12 0x12 0x12 0x12 0x11 0xFE
#org $oak1
$oak1 1 =Hey!\pWait!
#org $oak2
$oak2 1 =You can't go out there\nwithout your own Pokemon.\pWild Pokemon
will hurt you.

I'm new to this, but yeah. I just want oak to do what he usually does at the beginning of the game, but he stays invisible, and when it's done he isn't inside his lab...

#org $start
lock
faceplayer
message $cel1
boxset 6
cry 0xA1 251
nop
nop
wildbattle 251 30 0x8B
fadescreen 0
#raw 0x53 0x0F 0x80
setflag 0x201
release
end
#org $cel1
$cel1 1=CELEBI: Kyuu Kyua!

I'm not really sure what's wrong with that one, I just want to talk to a Celebi overworld and fight it.

#org $start
lock
giveitem 68 1
#raw 0x53 0x0F 0x80
setflag 0x201
release
end

This one the rare candy only dissapears for one step, any help would be appreciated :)
 
8th kanto badge

im doing some modding with pokescript...and i was wonderin if any1 could tell me what the pokescript number for the 8th kanto badge is...thanx
 
Havin super troubles here....i needa kno wats wrong with this script i get the pokemon and pokedex but the script wont end...i can keep gettin tha items..there isnt anything wrong tih the olod ladys script but this one jus wont stop help plz

Spoiler:
 
Oi, Quilava's master! I spotted a lot of errors in the script. Here... I haven't tried it out yet.

#ORG $begin
lock
faceplayer
checkflag 0x200
if B_true goto $getem
message $aidtalk
boxset 6
release
end

#org $getem
lock
faceplayer
message $talk
checkflag 0x201
if B_true goto $getpoke
boxset 6
end

#org $getpoke
givepokemon 147 5 139
fanfare 0x13E
message $get
waitfanfare
boxset 6
setflag 0x828
setflag 0x829
release
end

#org $Endscript
lock
faceplayer
message $dun
boxset 6
release
end

#org $Finito
$dun = Hold fast to your dreams \v\h01.

#org $get
$get 1 = Raise this Pokemon with love and care.

#org $talk
$talk 1 = \v\h01,\pToday you turn 13...\nWhich means you may begin\ltraining and catching Pokemon.\pUsually,\nProfessor Kruw would be doing\lthis, but he's M.I.A.\pI have what I need.\pToday you will recieve a Pokemon,\nand a Pokedex.\pThink about it.\nTell your Gradnmother,\lwhen you're ready.

#org $aidtalk
$aidtalk 1 = \v\h01!\pYou're up?\nI guess I knew\lthis day would come!\pBefore we begin,\ntalk to your Grandmother.
 
thnx destinedjagold i used to be good at thys but then i went on a lil hiatus =P i'll see wat tha problem was..compare notes lol
thnks again

EDIT: still not workin....I can still talk to the father and recieve a dratini many times...i reli need help
 
Last edited:
A couple of my scripts don't really work...

#org $start
checkflag 0x828
if b_true goto $fin
message $oak1
boxset 6
applymovement 0x03 $move
pausemove 0x0
applymovement 0xFF $move2
pause 0x30
message $oak2
boxset 6
playsound 0x13E
nop
applymovement 0x03 $move3
applymovement 0xFF $move3
pausemove 0
fadesound 0x12C
nop
release
end
#org $fin
release
end

#org $move
#raw 0x10 0x13 0x10 0x10 0x10 0x10 0x10 0x10 0xFE

#org $move2
#raw 0x01 0xFE

#org $move3
#raw 0x11 0x12 0x12 0x12 0x12 0x12 0x12 0x11 0xFE
#org $oak1
$oak1 1 =Hey!\pWait!

#org $oak2
$oak2 1 =You can't go out there\nwithout your own Pokemon.\pWild Pokemon
will hurt you.

I'm new to this, but yeah. I just want oak to do what he usually does at the beginning of the game, but he stays invisible, and when it's done he isn't inside his lab...

#org $start
lock
faceplayer
message $cel1
boxset 6
cry 0xA1 251
nop
nop
wildbattle 251 30 0x8B
fadescreen 0
#raw 0x53 0x0F 0x80
setflag 0x201
release
end

#org $cel1
$cel1 1=CELEBI: Kyuu Kyua!

I'm not really sure what's wrong with that one, I just want to talk to a Celebi overworld and fight it.

#org $start
lock
giveitem 68 1
#raw 0x53 0x0F 0x80
setflag 0x201
release
end

This one the rare candy only dissapears for one step, any help would be appreciated :)


Also, for some reason in this script, it skips the part where i want the Rocket to look at the play with an exclemation mark above his head..
#org $start
lock
message $theboss1
boxset 6
applymovement 0x05 $noticed1
pausemove 0
message $gettlost
boxset 6
applymovement 0xFF $kicked1
pausemove 0
applymovement 0x05 $turnback1
pausemove 0
release
end

#org $theboss1
$theboss1 1 =Yeah, this is definately the\nplace. We don't need the
boss.\pThis will be an easy job.

#org $noticed1
#raw 0x01 0x62 0xFE

#org $gettlost
$gettlost 1 =Hey, what are you doing here?\nGet lost!
#org $kicked1
#raw 0x4F 0xFE

#org $turnback1
#raw 0x02 0xFE
 
I've got a little problem with this script:
Spoiler:


The script displays some rubbish text after the last movement and doesn't release the player. (This is being used as a level script)
 
Last edited:
Well, I made a script..
Here:
Spoiler:


I go to compile my script.. And it comes up:
Run time error '457' :
This key is already associated with an elemant of this collection.

I'm not sure were I've gone wrong, Help please? <_>
Also, I'm tring to make the script:
1) Make someone talk,
2) Go up one tile, And 8 to the left
3) Talk
4) Make your player move up one tile and 8 to the left, Following the other person..
 
DarkCharizard257: Your script is the Spioler
Spoiler:


Here's the one I fixed,tell me if it stil messes

Code:
#ORG $begin
checkflag 0x200
if B_true goto $done
message $dudetalk
[B]boxset 6[/B]
applymovement 0x01 $dudewalk
pausemove 0
message $youtalk
[B]boxset 6[/B]
applymovement 0xFF $youwalk
pausemove 0
setflag 0x200
release
end

#ORG $done
release
end

#ORG $dudetalk
$dudetalk 1 = Hey!\nYou awoke!\pYou were passed out just on\nthe floor here.\p\v\h01:(Huh, Were am I)\nOh, I'm Pikachu by the way,\pWhats your name?\nHavn't seen you round here before.\p\v\h01: Me?\nMy name,\pMy name's \v\h01\pPikachu: Well... \v\h01\pThats a funny name!\p\v\h01: ...Thanks\n\pPikachu:!\nWhat was that!\pHELP!\nHelp me please!!\pPikachu: C'mon \v\h01!\nWe better go check it out!

#ORG $dudewalk
$dudewalk 1 ; #binary 0x11 0x1F 0x1F 0x1F  0x1F 0x1F 0x1F 0x1F 0x1F 0xFE

#ORG $youtalk
$youtalk 1 = \v\h01: Shouldn't we wait-\nHere we go...

#ORG $youwalk
$youwalk 1 ; #binary 0x11 0x1F 0x1F 0x1F  0x1F 0x1F 0x1F 0x1F 0x1F 0xFE
 
When it comes to showing Pokepic, I haven't understood the things around what numbers what Pokemon are.. For example, what number is Abra.. or Ralts? explain short please..

EDIT: No need to answer.... I found the hex values...
 
Last edited:
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