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[Archive] Script help thread

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Piplup-Trainer

This is my custom user title.
228
Posts
16
Years
  • Hi! Can somebody help me?
    I made a script, which checks beaten trainers.
    If the trainers are beaten --> then the sailor will print a message and move.
    If not --> then only a message appears.

    I've tested the script --> The sailor prints a weird message concluding japanese symbols.
    Please help me. Here is the script :

    #org $sailor
    setflag 0x200
    checkflag 0x200
    if_B_true goto $checktrainer1

    #org $checktrainer1
    #raw 0x61 0x9E 0x01
    compare LASTRESULT 0x1
    if b_true goto $checktrainer2

    #org $checktrainer2
    #raw 0x61 0x9E 0x01
    compare LASTRESULT 0x1
    if b_true goto $checktrainer3

    #org $checktrainer3
    #raw 0x61 0x9E 0x01
    compare LASTRESULT 0x1
    if b_true goto $checktrainer4

    #org $checktrainer4
    #raw 0x61 0x9E 0x01
    compare LASTRESULT 0x1
    if b_true goto $checktrainer5

    #org $checktrainer5
    #raw 0x61 0x9E 0x01
    compare LASTRESULT 0x1
    if b_true goto $checktrainer6

    #org $checktrainer6
    #raw 0x61 0x9E 0x01
    compare LASTRESULT 0x1
    if b_true goto $checktrainer7

    #org $checktrainer7
    #raw 0x61 0x9E 0x01
    compare LASTRESULT 0x1
    if b_true goto $checktrainer8

    #org $checktrainer8
    #raw 0x61 0x9E 0x01
    compare LASTRESULT 0x1
    if b_true goto $checktrainer9

    #org $checktrainer9
    #raw 0x61 0x9E 0x01
    compare LASTRESULT 0x1
    if b_true goto $allchecked

    #org $notchecked
    message $0

    #ORG $0
    $0 1 = It takes some time to travel from one\nplace to an other place.\nIf you're bored off, then ask ym brother.\pMaybe he have some work for you...

    #org $allchecked
    message $1
    applymovement 0x01 $sailormove

    #org $1
    $1 1 = We're in Vermillion City!\pI hope you enjoyed our travel!\pGo downstairs, if you want to leave the ship.

    #org $sailormove
    #raw 0x01
    #raw 0x31
    #raw 0xFE
     
    131
    Posts
    17
    Years
    • Seen Jun 16, 2014
    Hi! Can somebody help me?
    I made a script, which checks beaten trainers.
    If the trainers are beaten --> then the sailor will print a message and move.
    If not --> then only a message appears.

    I've tested the script --> The sailor prints a weird message concluding japanese symbols.
    Please help me. Here is the script :

    It seems to me that you have forgotten boxset, pausemove 0 and end...
     

    destinedjagold

    You can contact me in PC's discord server...
    8,593
    Posts
    16
    Years
    • Seen Dec 23, 2023
    I guess it's a matter of flags or applymovement tricks...
    I don't know... I haven't reached that far in Shiny Gold though... :\
     

    Binary

    え?
    3,977
    Posts
    16
    Years
    • Seen Apr 7, 2014
    PierceChrist-
    You need to make a new script unfortunately and use applymovement.
     

    Pikachu™

    Pika Pika!
    199
    Posts
    16
    Years
    • Seen Sep 8, 2019
    #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 are you okey? \nHope you Remember its \v\h06 \pBirthday today!
    boxset 6
    message $2
    $2 1 =He's getting his first pokemon today \nand is going to become a \pPokemon Trainer.
    boxset 6
    message $3
    $3 1 =You better go over to his house \nto say goodbye before he leaves.
    boxset 6
    message $4
    $4 1 =Here take this parcel it's \v\h06 \npresent.
    boxset 6
    giveitem 0x15D 0x1
    message $5
    $5 1 =On the weather forecast it said \nthere's going to be a thunderstorm \pso get back quickly.
    boxset 6
    message $6
    $6 1 =But before you go \nput on your new shoes.
    boxset 6
    fadesound 0x12c
    nop
    fanfare 0x13E
    message $7
    $7 1 =\v\h01 received Running shoes!
    boxset 6
    waitfanfaire
    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

    it works but the person dosen't move on the last applymovement can anyone find anything wrong with the script. thanks
     
    Last edited:

    Master_Track

    ROM Reaverz Scripter
    916
    Posts
    16
    Years
  • sry, don't knoe O.o
    I have a problem too, my applymovement 0x4 $5 doesn't happen. The game just stops after the movements 4 and 6 (they are at the same time).
    does anyone know why?
    Code:
    #org $begin
    checkflag 0x284
    if B_true goto $other
    lock
    faceplayer
    message $fight
    $fight 1 = Birds symbolise freedom. And\nfreedom will never loose!
    boxset 6
    trainerbattle 1 0x005 $before $after $later
    end
    
    #org $before
    $before 1 = Can you beat the freedom?
    
    #org $after
    $after 1 = Their freedom is gone...
    
    #org $later
    message $3
    $3 1 = Allright, so you really won.\nYou are allowed to proceed\lto our leader. PIDGEOT, it's\lyour turn!
    boxset 6
    applymovement 0x04 $1
    pausemove 0x0
    applymovement 0xFF $2
    pausemove 0x0
    applymovement 0xFF $6
    applymovement 0x04 $4
    pausemove 0x0
    applymovement 0x04 $5
    pausemove 0x0
    setflag 0x284
    release
    end
    
    #org $other
    message $fly
    $fly 1 = Do you want to fly to\nthe leader?
    boxset 5
    compare lastresult 1
    if B_true goto $next
    message $ok
    $ok 1 = You can do it whenever\nyou want to.
    boxset 6
    release
    end
    
    #org $next
    applymovement 0x04 $1
    pausemove 0x0
    applymovement 0xFF $2
    pausemove 0x0
    applymovement 0xFF $6
    applymovement 0x04 $4
    pausemove 0x0
    applymomevent 0x04 $5
    pausemove 0x0
    release
    end
    
    #org $1
    $1 1 ; #binary 0x0C 0x0C 0x0F 0xFE
    
    #org $2
    $2 1 ; #binary 0x55 0xFE
    
    #org $4
    $4 1 ; #binary 0x34 0x34 0x34 0x32 0x32 0xFE
    
    #org $5
    $5 1 ; #binary 0x12 0x12 0x12 0x12 0x00 0xFE
    
    #org $6
    $6 1 ; #binary 0x34 0x34 0x34 0x32 0x32 0xFE

    edit: don't know what the mistake was, but I fixed it (added movements of $5 to $4 and deletet $5 afterwards. Had the same effect so it was no problem).
     
    Last edited:

    More4Life

    Advanced Mapper
    133
    Posts
    16
    Years
  • When I step onto the space the script is suppose to be at the game just freezes any help is appreciated.

    Code:
    #org $start
    checkflag 0x200
    if b_true goto $done
    message $go
    boxset 6
    applymovement 0x01 $move
    pausemove 0
    setflag 0x200
    release
    end
    
    #org $done
    release
    end
    
    #org $go
    $go 1 =To the lake
    
    #org $move
    #raw 53
    #raw 0x01
    #raw 0x00
     

    Toorchic

    Scripter/ROm HAx0r
    11
    Posts
    16
    Years
    • Seen Apr 24, 2008
    Hi Can you tell me what is wrong with this script? (its fire red)

    Spoiler:


    The old man who says it does not move out of the way, even when you have the last badge (0x827)

    EDIT: OMG I am such an idiot. I typed the flag wrong!
     
    Last edited:
    480
    Posts
    16
    Years
  • Can someone help me with this script??? When I apply it, I just hear the little ping sound but nothing happens. He just continues what hes doing.

    Spoiler:
     
    10
    Posts
    16
    Years
    • Seen Dec 8, 2011
    Can someone help me with this script??? When I apply it, I just hear the little ping sound but nothing happens. He just continues what hes doing.

    Code:
    #ORG $ShowText
    Lock
    Faceplayer
    message $Uwanthis
    $Uwanthis 1 = Do you want this item?\[I][B]n[/B][/I]To bad you can't have it!
    boxset 6
    release
    end
    Your supposed to have \n instead of \1 I think
    Hope that works.
     

    Dr.Razor

    Yellow Remaker
    101
    Posts
    16
    Years
  • I've got a probleme with that script all work but the applymovement dosen't work:
    #org $start
    lock
    faceplayer
    message $1
    boxset 6
    applymovement 0x10 $move1
    pause 0x30
    playsound 0x133
    nop
    applymovement 0x11 $move2
    applymovement 0x12 $move2
    applymovement 0x13 $move2
    pausemove 0
    pause 0x30
    message $2
    boxset 6
    applymovement 0x14 $move3
    pause 0x30
    message $3
    boxset 6
    applymovement 0x11 $move4
    applymovement 0x12 $move4
    applymovement 0x13 $move4
    pause 0x30
    fadesound 0x133
    nop
    message $4
    boxset 6
    applymovement 0x14 $move5
    pause 0x30
    message $5
    boxset 6
    givepokemon 129 5 0
    fanfare 0x13E
    release
    end

    #org $1
    $1 1 =OH mon dieu!\nOh mon dieu!\pIls veulent me voler mon\nMAGICARPE.\pAide-moi!

    #org $move1
    $move1; #binary 0x62 0x20 0x14 0x03 0xFE

    #org $move2
    $move2; #binary 0x1D 0x1D 0x1D 0x1D 0x1D 0x1D 0xFE

    #org $2
    $2 1 =Nous sommes de retour !\nPour vous jouer un mauvais tour !\pAfin de protéger le monde de la devastation !\pAfin de rallier tous les peuples à notre nation !\pAfin de dénoncer l'amour et la vérité !\pJessie!\pJames\pLa Team Rocket plus rapide que la lumière !\pRendez-vous tous ou ce sera la guerre !

    #org $move3
    $move3; #binary 0x20 0x20 0x20 0x20 0x20 0x1D 0x1D 0x20 0xFE

    #org $3
    $3 1 =Hey, vous!!\pTEAM ROCKET:Mince la police!\nOn se reverra...

    #org $move4
    $move4; #binary 0x1E 0x1E 0x1E 0x1E 0x1E 0x1E 0x1E 0x60 0xFE

    #org $move5
    $move5; #binary 0x20 0x1E 0x1E 0x1E 0x1E 0x1E 0x1E 0x1E 0x60 0xFE

    #org $4
    $4 1 =ATTENDEZ!

    #org $5
    $5 1 =Merci!\pJe crois que mon pokemon serait mieux\navec toi.
     

    Teh Baro

    In my times...!
    521
    Posts
    18
    Years
  • I've got a probleme with that script all work but the applymovement dosen't work:
    person Ids in advancemap are in decimal, so try the script with 11 12 13 instead of 0x11, 0x12 and 0x13. Another choice would be 0xB 0xC and 0xD
     

    Master_Track

    ROM Reaverz Scripter
    916
    Posts
    16
    Years
  • I don't think that's a problem.

    You forgot to put spaces and the "1" that has to be there everytime.

    Code:
     #org $move1
    $move[B]1;[/B] #binary 0x62 0x20 0x14 0x03 0xFE
    
    #org $move2
    $move[B]2;[/B] #binary 0x1D 0x1D 0x1D 0x1D 0x1D 0x1D 0xFE

    it should be like this:

    $move1 1 ; #binary etc...

    $move2 1 ; #binary etc...

    the same with your other movements, change it and it will work ;)
     
    3
    Posts
    16
    Years
    • Seen May 5, 2008
    i have an item in a pokeball script but the pokeball doesnt dissappear..

    how can i let the ball dissappear?

    heres the script:

    #org $start
    Message $found
    Boxset 6
    Giveitem 0x1 1
    Setflag 0x200
    Release
    End
    #org $found
    $found 1 = Its a masterball
     

    Master_Track

    ROM Reaverz Scripter
    916
    Posts
    16
    Years
  • i have an item in a pokeball script but the pokeball doesnt dissappear..

    how can i let the ball dissappear?

    heres the script:

    #org $start
    lock
    Message $found
    Boxset 6
    Giveitem 0x1 1
    #raw 0x53 0x00 0x00
    Setflag 0x200
    Release
    End
    #org $found
    $found 1 = Its a masterball

    replayce the bold 00 with the person number of the pokeball in AM and give it the ID 200, then it will disappeare.

    and don't forgett the lock.
    btw you should put a spaceline between End and #org $found (don't know if it's called spaceline, I'm not good at english ^^')
     

    Megiddo-san

    Barium - Summer '12 Return?
    1,308
    Posts
    16
    Years
  • This script freezes and does something weird part way through.

    #ORG $begin
    applymovement 0xFF $move1
    pausemove 0
    applymovement 0xFF $movetwo
    pausemove 0
    message $looks
    boxset 6
    applymovement 0xFF $move3
    pausemove 0
    applymovement 0xFF $move4
    pausemove 0
    applymovement 0xFF $move5
    pausemove 0
    applymovement 0xFF $move6
    pausemove 0
    applymovment 0xFF $move7
    pausemove 0
    applymovement 0xFF $move8
    pausemove 0
    applymovement 0xFF $move9
    pausemove 0
    applymovement 0xFF $move10
    pausemove 0
    message $sweet
    boxset 6
    applymovement 0xFF $move11
    pausemove 0
    applymovement 0xFF $move12
    pausemove 0
    applymovement 0xFF $move13
    pausemove 0
    applymovement 0xFF $move14
    pausemove 0
    applymovement 0xFF $movefif
    pausemove 0
    applymovement 0xFF $move16
    pausemove 0
    applymovement 0xFF $move17
    pausemove 0
    applymovement 0xFF $move18
    pausemove 0
    fadescreen 0x1
    message $ka
    boxset 6
    fadescreen 0x0
    setmaptile 0x11 0x12 0x2D9 0x0
    special 0x8E
    applymovement 0xFF $move19
    pausemove 0
    warp 0x18 0x49 0xFF
    #raw 0x01 0x00 0x0B 0x00
    release
    end

    #org $move1
    $move1 1 ; 0x15 0x15 0x15 0x15 0x17 0x17 0x17 0x15 0xFE

    #org $movetwo
    $movetwo 1 ; 0x15 0x17 0x17 0x16 0xFE

    #org $looks
    $looks 1 = Aw darn. It appears that\nI must search for something\pto blow up that rock with.

    #org $move3
    $move3 1 ; 0x15 0x18 0x18 0x16 0x16 0x18 0x18 0x18 0xFE

    #org $move4
    $move4 1 ; 0x16 0x16 0x16 0x17 0x17 0x17 0x17 0x17 0xFE

    #org $move5
    $move5 1 ; 0x16 0x17 0x16 0x16 0x16 0x16 0x16 0x17 0xFE

    #org $move6
    $move6 1 ; 0x17 0x17 0x17 0x17 0x17 0x17 0x17 0x15 0xFE

    #org $move7
    $move7 1 ; 0x15 0x17 0x17 0x17 0x16 0x16 0x16 0x17 0xFE

    #org $move8
    $move8 1 ; 0x17 0x16 0x16 0x16 0x16 0x16 0x16 0x18 0xFE

    #org $move9
    $move9 1 ; 0x18 0x18 0x18 0x18 0x18 0x15 0x15 0x15 0xFE

    #org $move10
    $move10 1 ; 0x18 0x18 0x18 0x01 0xFE

    #org $sweet
    $sweet 1 = Sweet!\nIt'll be easy to get out with\pthis!\PYou found dynamite and\nmatches!

    #org $move11
    $move11 1 ; 0x17 0x17 0x17 0x16 0x16 0x16 0x17 0x17 0xFE

    #org $move12
    $move12 1 ; 0x17 0x17 0x17 0x17 0x15 0x15 0x15 0x15 0xFE

    #org $move13
    $move13 1 ; 0x15 0x18 0x18 0x15 0x15 0x15 0x15 0x18 0xFE

    #org $move14
    $move14 1 ; 0x18 0x18 0x16 0x16 0x18 0x18 0x18 0x18 0xFE

    #org $movefif
    $movefif 1 ; 0x18 0x18 0x15 0x15 0x15 0x15 0x18 0x18 0xFE

    #org $move16
    $move16 1 ; 0x15 0x18 0x18 0x18 0x18 0x18 0x18 0x15 0xFE

    #org $move17
    $move17 1 ; 0x15 0x15 0x17 0x17 0x17 0x15 0x15 0xFE

    #org $move18
    $move18 1 ; 0x17 0x17 0x16 0xFE

    #org $ka
    $ka 1 = Kablam!

    #org $move19
    $move19 1 ; 0x16 0x17 0x17 0x17 0x17 0x17 0x17 0x17 0xFE

    #org $move20
    $move20 1 ; 015 0x15 0x15 0x15 0x15 0x17 0x15 0x15 0xFE

    #org $move21
    $move21 1 ; 0x15 0x17 0x17 0x17 0x17 0x00 0xFE

    https://s255.photobucket.com/albums/hh139/oddigem/?action=view&current=cavescape.flv
     

    Master_Track

    ROM Reaverz Scripter
    916
    Posts
    16
    Years
  • I didn't look through all of it, but there was one thing obviously wrong.
    you didn't write #binary in front of the movements.
     
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