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[Archive] Script help thread

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Whats wrong with it and why do you need setvar?

Actually, I'm not sure if I need it, tho I think so. The problem with the script is, it freezes my game once I stand in the tile that has this script, while it should make the guy that gives me national dex turn left (facing me this way) and start talking.
 
Actually, I'm not sure if I need it, tho I think so. The problem with the script is, it freezes my game once I stand in the tile that has this script, while it should make the guy that gives me national dex turn left (facing me this way) and start talking.
You need to change some of the properties of that script tile in A-Map. Click on it, on the right hand side there will be some values you can edit. For the first Unknown textbox put in 0003, for var number put in 4001 and for var value put 0.
 
You need to change some of the properties of that script tile in A-Map. Click on it, on the right hand side there will be some values you can edit. For the first Unknown textbox put in 0003, for var number put in 4001 and for var value put 0.

Okay, I did that, now the game doesn't freeze, and the guy turns left to me, but he won't start speaking unless I talk to him.... How can I fix this?
 
Okay, I did that, now the game doesn't freeze, and the guy turns left to me, but he won't start speaking unless I talk to him.... How can I fix this?
Try this:
Code:
#Dynamic 0x86A7E4

#org @start
lockall
applymovement 0x9 @left
waitmovement 0x0
call @start2
releaseall
end

#org @start2
checkflag 0x204
if b_true goto @gone
checkflag 0x829
if b_false goto @nodex
[B]checkflag 0x829
if 0x1 goto @havedex[/B]
end

#org @havedex
msgbox @upgrade
boxset 0x5
compare LASTRESULT 1
if b_true goto @getdex
[B]compare LASTRESULT 1
if 0x0 goto @notwant[/B]
end

#org @upgrade
= Hello there. I just noticed that\nyou have a POKéDEX. I research\lPOKéMON from foreigns lands like\lKANTO and JOHTO. Would you like me\lto upgrade your POKéDEX so that it\lcan store those POKéMON's data?

#org @getdex
msgbox @receivedex
fanfare 0x13E
boxset 0x6
special 0x1F3
waitfanfare
fadescreen 1
hidesprite 0x9
fadescreen 0
setflag 0x204
end

#org @receivedex
= [player]'s POKéDEX got upgraded.

#org @notwant
msgbox @no
boxset 0x6
end

#org @no
= Oh? You don't want to? Well that's\nok then. If you change your mind,\lcome see me again.

#org @nodex
msgbox @hello2
boxset 0x6
end

#org @hello2
= Hi there. I'm researching POKéMON\nfrom foreign lands like KANTO and\lJOHTO. If you could bring me a\lPOKéDEX, I would upgrade it with\lthe information about POKéMON found\lonly there.

#org @gone
hidesprite 0x9
end

#org @left
#raw 0x02
#raw 0xFE
 
Try this:
Code:
#Dynamic 0x86A7E4

#org @start
lockall
applymovement 0x9 @left
waitmovement 0x0
call @start2
releaseall
end

#org @start2
checkflag 0x204
if b_true goto @gone
checkflag 0x829
if b_false goto @nodex
[B]checkflag 0x829
if 0x1 goto @havedex[/B]
end

#org @havedex
msgbox @upgrade
boxset 0x5
compare LASTRESULT 1
if b_true goto @getdex
[B]compare LASTRESULT 1
if 0x0 goto @notwant[/B]
end

#org @upgrade
= Hello there. I just noticed that\nyou have a POKéDEX. I research\lPOKéMON from foreigns lands like\lKANTO and JOHTO. Would you like me\lto upgrade your POKéDEX so that it\lcan store those POKéMON's data?

#org @getdex
msgbox @receivedex
fanfare 0x13E
boxset 0x6
special 0x1F3
waitfanfare
fadescreen 1
hidesprite 0x9
fadescreen 0
setflag 0x204
end

#org @receivedex
= [player]'s POKéDEX got upgraded.

#org @notwant
msgbox @no
boxset 0x6
end

#org @no
= Oh? You don't want to? Well that's\nok then. If you change your mind,\lcome see me again.

#org @nodex
msgbox @hello2
boxset 0x6
end

#org @hello2
= Hi there. I'm researching POKéMON\nfrom foreign lands like KANTO and\lJOHTO. If you could bring me a\lPOKéDEX, I would upgrade it with\lthe information about POKéMON found\lonly there.

#org @gone
hidesprite 0x9
end

#org @left
#raw 0x02
#raw 0xFE

Nope, still didn't work. When I decompiled the script, it resulted in +300 nops and a few things that don't even look like the script
 
Nope, still didn't work. When I decompiled the script, it resulted in +300 nops and a few things that don't even look like the script

That usually means that it hasn't compiled properly, it has nothing to do with the script itself. Copy and paste everything into a new script and try compiling again.
 
That usually means that it hasn't compiled properly, it has nothing to do with the script itself. Copy and paste everything into a new script and try compiling again.

Still didn't work, tho the decompile showed that it did compile correctly this time.

EDIT:I tried to create a setvar script, but since I hardly know how to use it...

Here's what I made:
Code:
#Dynamic 0x9C2E0B

#org @start
lockall
setvar 4001 0x2
goto @script
end

#org @script
compare 4001 0x0
if b_true goto @left0
compare 4001 0x1
if b_true goto @left1
compare 4001 0x2
if b_true goto @left2
end

#org @left0
applymovement 0x9 @move0
waitmovement 0x0
goto @check
return

#org @left1
applymovement 0x9 @move1
waitmovement 0x0
goto @check
return

#org @left2
applymovement 0x9 @move2
waitmovement 0x0
goto @check
return

#org @check
checkflag 0x204
if b_true goto @gone
checkflag 0x861
if b_false goto @nodex
else goto @havedex
end

#org @havedex
msgbox @upgrade
boxset 0x5
compare LASTRESULT 1
if b_true goto @getdex
else goto @notwant
end

#org @upgrade
= Hello there. I just noticed that\nyou have a POKéDEX. I research\lPOKéMON from foreigns lands like\lKANTO and JOHTO. Would you like me\lto upgrade your POKéDEX so that it\lcan store those POKéMON's data?

#org @getdex
msgbox @receivedex
fanfare 0x13E
boxset 0x6
special 0x1F3
waitfanfare
fadescreen 1
hidesprite 0x9
fadescreen 0
setflag 0x204
releaseall
end

#org @receivedex
= [player]'s POKéDEX got upgraded.

#org @notwant
msgbox @no
boxset 0x6
releaseall
end

#org @no
= Oh? You don't want to? Well that's\nok then. If you change your mind,\lcome see me again.

#org @nodex
msgbox @hello2
boxset 0x6
releaseall
end

#org @hello2
= Hi there. I'm researching POKéMON\nfrom foreign lands like KANTO and\lJOHTO. If you could bring me a\lPOKéDEX, I would upgrade it with\lthe information about POKéMON found\lonly there.

#org @gone
hidesprite 0x9
end

#org @move0
#raw 0x4E
#raw 0xFE

#org @move1
#raw 0x06
#raw 0xFE

#org @move2
#raw 0x06
#raw 0x06
#raw 0xFE

And this is what it has become when I decompile the script:
Code:
'-----------------------
#org 0x9C33AC
lockall
setvar 0xFA1 0x2
goto 0x89C33B9
end

'-----------------------
#org 0x9C33B9
compare 0xFA1 0x0
if 0x1 goto 0x89C33DC
compare 0xFA1 0x1
if 0x1 goto 0x89C33ED
compare 0xFA1 0x2
if 0x1 goto 0x89C33FE
end

'-----------------------
#org 0x9C33DC
applymovement 0x9 0x89C3673
waitmovement 0x0
goto 0x89C340F
return

'-----------------------
#org 0x9C33ED
applymovement 0x9 0x89C3676
waitmovement 0x0
goto 0x89C340F
return

'-----------------------
#org 0x9C33FE
applymovement 0x9 0x89C3679
waitmovement 0x0
goto 0x89C340F
return

'-----------------------
#org 0x9C340F
checkflag 0x204
if 0x1 goto 0x89C366E
checkflag 0x861
if 0x0 goto 0x89C35A9
goto 0x38000F23
playsong2 0x89C
callstd 0x5
compare LASTRESULT 0x1
if 0x1 goto 0x89C3505
goto 0xE0D9C243
warp8 0xE3 0x0 0xE8 0xD9DC 0xD9E6
setdoorclosed 0xC300 0xDE00

'-----------------------
#org 0x9C366E
hidesprite 0x9
'-----------------------
#org 0x9C35A9
msgbox 0x89C35B4 '"Hi there. I'm researching POKéMON\n..."
'-----------------------
#org 0x9C3505
msgbox 0x89C3521 '"[player]'s POKéDEX got upgraded."

'-----------
' Movements
'-----------
#org 0x9C3673
#raw 4E 'Face Left
#raw FE 'End of Movements

#org 0x9C3676
#raw 6 'Step Left (Slow)
#raw FE 'End of Movements

#org 0x9C3679
#raw 6 'Step Left (Slow)
#raw 6 'Step Left (Slow)
#raw FE 'End of Movements


'---------
' Strings
'---------
#org 0x9C35B4
= Hi there. I'm researching POKéMON\nfrom foreign lands like KANTO and\lJOHTO. If you could bring me a\lPOKéDEX, I would upgrade it with\lthe information about POKéMON found\lonly there.

#org 0x9C3521
= [player]'s POKéDEX got upgraded.

As you see, there are stuff that gone missing, and stuff that I didn't ask for.... Well, that's what you get with limited scripting skills... Can someone maybe fix this script? (or maybe PM me and explain setvar in XSE language, since I only find pokescript stuff...)
 
Last edited:
Ok, in the script square, put 0003 for the unknown and 5040 for the one under it.
 
Code:
#org @script
compare 0x4001 0x0
if b_true goto @left0
compare 0x4001 0x1
if b_true goto @left1
compare 0x4001 0x2
if b_true goto @left2
end

#org @left0
applymovement 0x9 @move0
waitmovement 0x0
goto @check
return

#org @left1
applymovement 0x9 @move1
waitmovement 0x0
goto @check
return

#org @left2
applymovement 0x9 @move2
waitmovement 0x0
goto @check
return

#org @check
checkflag 0x204
if b_true goto @gone
checkflag 0x829
if b_false goto @nodex
checkflag 0x829
if b_true goto @havedex
end

#org @havedex
msgbox @upgrade
boxset 0x5
compare LASTRESULT 1
if b_true goto @getdex
compare LASTRESULT 1
if b_true goto @notwant
end

#org @upgrade
= Hello there. I just noticed that\nyou have a POKéDEX. I research\lPOKéMON from foreigns lands like\lKANTO and JOHTO. Would you like me\lto upgrade your POKéDEX so that it\lcan store those POKéMON's data?

#org @getdex
msgbox @receivedex
boxset 6
fanfare 0x13E
boxset 0x6
special 0x1F3
waitfanfare
fadescreen 1
hidesprite 0x9
fadescreen 0
setflag 0x204
releaseall
end

#org @receivedex
= [player]'s POKéDEX got upgraded.

#org @notwant
msgbox @no
boxset 0x6
releaseall
end

#org @no
= Oh? You don't want to? Well that's\nok then. If you change your mind,\lcome see me again.

#org @nodex
msgbox @hello2
boxset 0x6
releaseall
end

#org @hello2
= Hi there. I'm researching POKéMON\nfrom foreign lands like KANTO and\lJOHTO. If you could bring me a\lPOKéDEX, I would upgrade it with\lthe information about POKéMON found\lonly there.

#org @gone
hidesprite 0x9
end

#org @move0
#raw 0x4E
#raw 0xFE

#org @move1
#raw 0x06
#raw 0xFE

#org @move2
#raw 0x06
#raw 0x06
#raw 0xFE
Probably should have looked at the whole thing before answering, my bad. Try the above, DO NOT change anything! Just copy and paste.

Mistakes:
No such thing as "else" in XSE
Forgetting boxset 0x6
Numbers not represented in hex (ie 0x4001)
 
Code:
#org @script
compare 0x4001 0x0
if b_true goto @left0
compare 0x4001 0x1
if b_true goto @left1
compare 0x4001 0x2
if b_true goto @left2
end

#org @left0
applymovement 0x9 @move0
waitmovement 0x0
goto @check
return

#org @left1
applymovement 0x9 @move1
waitmovement 0x0
goto @check
return

#org @left2
applymovement 0x9 @move2
waitmovement 0x0
goto @check
return

#org @check
checkflag 0x204
if b_true goto @gone
checkflag 0x829
if b_false goto @nodex
checkflag 0x829
if b_true goto @havedex
end

#org @havedex
msgbox @upgrade
boxset 0x5
compare LASTRESULT 1
if b_true goto @getdex
compare LASTRESULT 1
if b_true goto @notwant
end

#org @upgrade
= Hello there. I just noticed that\nyou have a POKéDEX. I research\lPOKéMON from foreigns lands like\lKANTO and JOHTO. Would you like me\lto upgrade your POKéDEX so that it\lcan store those POKéMON's data?

#org @getdex
msgbox @receivedex
boxset 6
fanfare 0x13E
boxset 0x6
special 0x1F3
waitfanfare
fadescreen 1
hidesprite 0x9
fadescreen 0
setflag 0x204
releaseall
end

#org @receivedex
= [player]'s POKéDEX got upgraded.

#org @notwant
msgbox @no
boxset 0x6
releaseall
end

#org @no
= Oh? You don't want to? Well that's\nok then. If you change your mind,\lcome see me again.

#org @nodex
msgbox @hello2
boxset 0x6
releaseall
end

#org @hello2
= Hi there. I'm researching POKéMON\nfrom foreign lands like KANTO and\lJOHTO. If you could bring me a\lPOKéDEX, I would upgrade it with\lthe information about POKéMON found\lonly there.

#org @gone
hidesprite 0x9
end

#org @move0
#raw 0x4E
#raw 0xFE

#org @move1
#raw 0x06
#raw 0xFE

#org @move2
#raw 0x06
#raw 0x06
#raw 0xFE
Probably should have looked at the whole thing before answering, my bad. Try the above, DO NOT change anything! Just copy and paste.

Mistakes:
No such thing as "else" in XSE
Forgetting boxset 0x6
Numbers not represented in hex (ie 0x4001)

"else" does exist, I saw HackMew himself post a part of a script with "else" in it. I even got proof that it works:

Code:
#Dynamic 0x803A50

#org @start
checkflag 0x204
if b_true goto @gone
lock
faceplayer
checkflag 0x861
if b_false goto @nodex
else goto @havedex
release
end

#org @havedex
msgbox @upgrade
boxset 0x5
compare LASTRESULT 1
if b_true goto @getdex
else goto @notwant
release
end

#org @upgrade
= Hello there. I just noticed that\nyou have a POKéDEX. I research\lPOKéMON from foreigns lands like\lKANTO and JOHTO. Would you like me\lto upgrade your POKéDEX so that it\lcan store those POKéMON's data?

#org @getdex
msgbox @receivedex
fanfare 0x13E
boxset 0x6
special 0x1F3
waitfanfare
fadescreen 1
hidesprite 0x9
fadescreen 0
setflag 0x204
release
end

#org @receivedex
= [player]'s POKéDEX got upgraded.

#org @notwant
msgbox @no
boxset 0x6
release
end

#org @no
= Oh? You don't want to? Well that's\nok then. If you change your mind,\lcome see me again.

#org @nodex
msgbox @hello2
boxset 0x6
release
end

#org @hello2
= Hi there. I'm researching POKéMON\nfrom foreign lands like KANTO and\lJOHTO. If you could bring me a\lPOKéDEX, I would upgrade it with\lthe information about POKéMON found\lonly there.

#org @gone
hidesprite 0x9
end

This is the original script; the one I put on the person himself, who's supposed to give me the national dex. It works COMPLETLY, everything, every single part of it.
 
I'm having a problem with this script. All that happens is I can't move and the music stops and nothing else, no message etc. I've debugged it in XSE and it likes it now, but it still doesn't work. Can you see the problem? BTW, I know there isn't flag yet; I'll be adding that later, but that shouldn't affect anything.

Code:
#dynamic 0x800000

#org @start
lock
playsong2 0x012E
msgbox @message
callstd 6
applymovement 0xFF @exclm
applymovement 0x5 @movement
msgbox @message1
callstd 6
applymovement 0x5 @jump
msgbox @message2
callstd 6
applymovement 0x5 @jump1
msgbox @message3
callstd 5
compare LASTRESULT 0x0
if 0x1 call @no
msgbox @message4
callstd 6
call @multi
end

#org @multi
multichoice 0 0 15 0
copyvar LASTRESULT 0x2000
compare 0x2000 0x0
if 0x1 call @charmander
compare 0x2000 0x1
if 0x1 call @squirtle
compare 0x2000 0x2
if 0x1 call @bulbasaur
return

#org @exclm 
#raw 0x63

#org @movement 
#raw 0x13 0x13 0x13 0x13 0x13 0x11 0x13

#org @message 
=Hey kid!

#org @message1 
=Do you know anyone called [PLAYER]?\n...\lWhat? You're [PLAYER]!?

#org @jump 
#raw 0x02

#org @message2 
=Sir, are you sure he's called...\nHe...\lYessir, I will...\lRoger that.

#org @jump1 
#raw 0x03

#org @message4 
=(This is spoiler stuff from my hack so I'm not showing it)

#org @no
msgbox @nospeech
callstd 5
compare LASTRESULT 0x0
if 0x1 jump @no
return

#org @message3
= Well I'm glad to hear it. OK then,\nhave you got a pokémon of your own?\lNo... In that case I shall give you\lone. I have three with me. Which\lone would you like?

#org @charmander
msgbox @charmanderspeech
callstd 5
compare LASTRESULT 0x1
if 0x1 jump @getchar
compare LASTRESULT 0x0
if 0x1 call @nopoke
return

#org @squirtle
msgbox @squirtlespeech
callstd 5
compare LASTRESULT 0x1
if 0x1 jump @getsquirt
if 0x0 call @nopoke
return

#org @bulbasaur
msgbox @bulbasaurspeech
callstd 5
compare LASTRESULT 0x1
if 0x1 jump @getbulb
if 0x0 call @nopoke
return

#org @getchar 
fanfare 0x010C
givepokemon 0x4 0x5 0x0 0x0 0x0 0x0
msgbox @receivechar
callstd 6
waitfanfare
call 0x1A74EB
msgbox @bye
callstd 6
applymovement 0x5 @byemove
hidesprite 0x5
fadedefault
end

#org @getbulb
fanfare 0x010C
givepokemon 0x1 0x5 0x0 0x0 0x0 0x0
msgbox @receivebulb
callstd 6
waitfanfare
call 0x1A74EB
msgbox @bye
callstd 6
applymovement 0x5 @byemove
hidesprite 0x5
fadedefault
end

#org @getsquirt
fanfare 0x010C
givepokemon 0x7 0x5 0x0 0x0 0x0 0x0
msgbox @receivesquirt
callstd 6
waitfanfare
call 0x1A74EB
msgbox @bye
callstd 6
applymovement 0x5 @byemove
hidesprite 0x5
fadedefault
end

#org @receivechar
=[PLAYER] received the charmander\nfrom the policeman!

#org @receivebulb
=[PLAYER] received the bulbasaur\nfrom the policeman!

#org @receivesquirt
=[PLAYER] received the squirtle\nfrom the policeman!

#org @byemove
#raw 0x12 0x10 0x12 0x12 0x12 0x12 0x12

#org @nopoke
msgbox @nopokespeech
callstd 6
return

#org @nopokespeech
=Oh? In that case what pokémon would\nyou like?

#org @nospeech
=[PLAYER]... He's your father.\nYou've got to help him. Are you\lwith me?

#org @charmanderspeech
=Ah! So I see you have chosen the\ncharmander, the fire pokémon! Is\lthat your final choice?

#org @bulbasaurspeech
=Ah! So I see you have chosen the\nbulbasaur, the grass pokémon! Is\lthat your final choice?

#org @squirtlespeech
=Ah! So I see you have chosen the\nsquirtle, the water pokémon! Is\lthat your final choice?

#org @bye
= Well I'll be seeing you very soon;\nin the meantime, start training up\lthat pokémon!

I know it's long. Thanks in advance!
 
I'm having a problem with this script. All that happens is I can't move and the music stops and nothing else, no message etc. I've debugged it in XSE and it likes it now, but it still doesn't work. Can you see the problem? BTW, I know there isn't flag yet; I'll be adding that later, but that shouldn't affect anything.

Code:
#dynamic 0x800000

#org @start
lock
playsong2 0x012E
msgbox @message
callstd 6
applymovement 0xFF @exclm
applymovement 0x5 @movement
msgbox @message1
callstd 6
applymovement 0x5 @jump
msgbox @message2
callstd 6
applymovement 0x5 @jump1
msgbox @message3
callstd 5
compare LASTRESULT 0x0
if 0x1 call @no
msgbox @message4
callstd 6
call @multi
end

#org @multi
multichoice 0 0 15 0
copyvar LASTRESULT 0x2000
compare 0x2000 0x0
if 0x1 call @charmander
compare 0x2000 0x1
if 0x1 call @squirtle
compare 0x2000 0x2
if 0x1 call @bulbasaur
return

#org @exclm 
#raw 0x63

#org @movement 
#raw 0x13 0x13 0x13 0x13 0x13 0x11 0x13

#org @message 
=Hey kid!

#org @message1 
=Do you know anyone called [PLAYER]?\n...\lWhat? You're [PLAYER]!?

#org @jump 
#raw 0x02

#org @message2 
=Sir, are you sure he's called...\nHe...\lYessir, I will...\lRoger that.

#org @jump1 
#raw 0x03

#org @message4 
=(This is spoiler stuff from my hack so I'm not showing it)

#org @no
msgbox @nospeech
callstd 5
compare LASTRESULT 0x0
if 0x1 jump @no
return

#org @message3
= Well I'm glad to hear it. OK then,\nhave you got a pokémon of your own?\lNo... In that case I shall give you\lone. I have three with me. Which\lone would you like?

#org @charmander
msgbox @charmanderspeech
callstd 5
compare LASTRESULT 0x1
if 0x1 jump @getchar
compare LASTRESULT 0x0
if 0x1 call @nopoke
return

#org @squirtle
msgbox @squirtlespeech
callstd 5
compare LASTRESULT 0x1
if 0x1 jump @getsquirt
if 0x0 call @nopoke
return

#org @bulbasaur
msgbox @bulbasaurspeech
callstd 5
compare LASTRESULT 0x1
if 0x1 jump @getbulb
if 0x0 call @nopoke
return

#org @getchar 
fanfare 0x010C
givepokemon 0x4 0x5 0x0 0x0 0x0 0x0
msgbox @receivechar
callstd 6
waitfanfare
call 0x1A74EB
msgbox @bye
callstd 6
applymovement 0x5 @byemove
hidesprite 0x5
fadedefault
end

#org @getbulb
fanfare 0x010C
givepokemon 0x1 0x5 0x0 0x0 0x0 0x0
msgbox @receivebulb
callstd 6
waitfanfare
call 0x1A74EB
msgbox @bye
callstd 6
applymovement 0x5 @byemove
hidesprite 0x5
fadedefault
end

#org @getsquirt
fanfare 0x010C
givepokemon 0x7 0x5 0x0 0x0 0x0 0x0
msgbox @receivesquirt
callstd 6
waitfanfare
call 0x1A74EB
msgbox @bye
callstd 6
applymovement 0x5 @byemove
hidesprite 0x5
fadedefault
end

#org @receivechar
=[PLAYER] received the charmander\nfrom the policeman!

#org @receivebulb
=[PLAYER] received the bulbasaur\nfrom the policeman!

#org @receivesquirt
=[PLAYER] received the squirtle\nfrom the policeman!

#org @byemove
#raw 0x12 0x10 0x12 0x12 0x12 0x12 0x12

#org @nopoke
msgbox @nopokespeech
callstd 6
return

#org @nopokespeech
=Oh? In that case what pokémon would\nyou like?

#org @nospeech
=[PLAYER]... He's your father.\nYou've got to help him. Are you\lwith me?

#org @charmanderspeech
=Ah! So I see you have chosen the\ncharmander, the fire pokémon! Is\lthat your final choice?

#org @bulbasaurspeech
=Ah! So I see you have chosen the\nbulbasaur, the grass pokémon! Is\lthat your final choice?

#org @squirtlespeech
=Ah! So I see you have chosen the\nsquirtle, the water pokémon! Is\lthat your final choice?

#org @bye
= Well I'll be seeing you very soon;\nin the meantime, start training up\lthat pokémon!

I know it's long. Thanks in advance!

hmm have u change the var no. in advance map to 4010 and the unknown to 0003?
 
I'm having a problem with this script. All that happens is I can't move and the music stops and nothing else, no message etc. I've debugged it in XSE and it likes it now, but it still doesn't work. Can you see the problem? BTW, I know there isn't flag yet; I'll be adding that later, but that shouldn't affect anything.

Code:
#dynamic 0x800000

#org @start
lock
playsong2 0x012E
msgbox @message
callstd 6
applymovement 0xFF @exclm
applymovement 0x5 @movement
[B]waitmovement 0[/B]
msgbox @message1
callstd 6
applymovement 0x5 @jump
[B]waitmovement 0[/B]
msgbox @message2
callstd 6
applymovement 0x5 @jump1
[B]waitmovement 0[/B]
msgbox @message3
callstd 5
compare LASTRESULT 0x0
if 0x1 call @no
msgbox @message4
callstd 6
call @multi
end

#org @multi
multichoice 0 0 15 0
[B] copyvar 0x8000 0x800D
compare 0x8000 0x0[/B]
if 0x1 call @charmander
[B] compare 0x8000 0x1[/B]
if 0x1 call @squirtle
[B] compare 0x8000 0x2[/B]
if 0x1 call @bulbasaur
return

#org @exclm 
#raw 0x63 [B]0xFE[/B]

#org @movement 
#raw 0x13 0x13 0x13 0x13 0x13 0x11 0x13[B] 0xFE[/B]

#org @message 
=Hey kid!

#org @message1 
=Do you know anyone called [PLAYER]?\n...\lWhat? You're [PLAYER]!?

#org @jump 
#raw 0x02 [B]0xFE[/B]

#org @message2 
=Sir, are you sure he's called...\nHe...\lYessir, I will...\lRoger that.

#org @jump1 
#raw 0x03[B] 0xFE
[/B] 
#org @message4 
=(This is spoiler stuff from my hack so I'm not showing it)

#org @no
msgbox @nospeech
callstd 5
compare LASTRESULT 0x0
if 0x1 jump @no
return

#org @message3
= Well I'm glad to hear it. OK then,\nhave you got a pokémon of your own?\lNo... In that case I shall give you\lone. I have three with me. Which\lone would you like?

#org @charmander
msgbox @charmanderspeech
callstd 5
compare LASTRESULT 0x1
if 0x1 jump @getchar
compare LASTRESULT 0x0
if 0x1 call @nopoke
return

#org @squirtle
msgbox @squirtlespeech
callstd 5
compare LASTRESULT 0x1
if 0x1 jump @getsquirt
if 0x0 call @nopoke
return

#org @bulbasaur
msgbox @bulbasaurspeech
callstd 5
compare LASTRESULT 0x1
if 0x1 jump @getbulb
if 0x0 call @nopoke
return

#org @getchar 
givepokemon 0x4 0x5 0x0 0x0 0x0 0x0
fanfare 0x010C
msgbox @receivechar
callstd 6
waitfanfare
call 0x1A74EB
msgbox @bye
callstd 6
applymovement 0x5 @byemove
[B]waitmovement 0[/B]
hidesprite 0x5
fadedefault
end

#org @getbulb
givepokemon 0x1 0x5 0x0 0x0 0x0 0x0
fanfare 0x010C
msgbox @receivebulb
callstd 6
waitfanfare
call 0x1A74EB
msgbox @bye
callstd 6
applymovement 0x5 @byemove
[B]waitmovement 0[/B]
hidesprite 0x5
fadedefault
end

#org @getsquirt
givepokemon 0x7 0x5 0x0 0x0 0x0 0x0
fanfare 0x010C
msgbox @receivesquirt
callstd 6
waitfanfare
call 0x1A74EB
msgbox @bye
callstd 6
applymovement 0x5 @byemove
[B]waitmovement 0[/B]
hidesprite 0x5
fadedefault
end

#org @receivechar
= [PLAYER] received the charmander\nfrom the policeman!

#org @receivebulb
= [PLAYER] received the bulbasaur\nfrom the policeman!

#org @receivesquirt
= [PLAYER] received the squirtle\nfrom the policeman!

#org @byemove
#raw 0x12 0x10 0x12 0x12 0x12 0x12 0x12 [B]0xFE[/B]

#org @nopoke
msgbox @nopokespeech
callstd 6
return

#org @nopokespeech
= Oh? In that case what pokémon would\nyou like?

#org @nospeech
= [PLAYER]... He's your father.\nYou've got to help him. Are you\lwith me?

#org @charmanderspeech
= Ah! So I see you have chosen the\ncharmander, the fire pokémon! Is\lthat your final choice?

#org @bulbasaurspeech
= Ah! So I see you have chosen the\nbulbasaur, the grass pokémon! Is\lthat your final choice?

#org @squirtlespeech
= Ah! So I see you have chosen the\nsquirtle, the water pokémon! Is\lthat your final choice?

#org @bye
= Well I'll be seeing you very soon;\nin the meantime, start training up\lthat pokémon!
I know it's long. Thanks in advance!


Try adding waitmovement 0, under each applymovement command.
And end each movement with a 0xFE. I edited it for you in the bold.
And if I remember, when using multichoice command, I think you should use msgbox2.
If I find any more errors, I'll tell you.
And what with the returns? I am not sure, but try replacing them with "end".
Hope that helps
 
Try adding waitmovement 0x0, under each applymovement command.
And end each movement with a 0xFE. I edited it for you in the bold.
And if I remember, when using multichoice command, I hink you should use msgbox2.
If I find any more errors, I'll tell you.
And what with the returns? I am not sure, but try replacing them with "end".
Hope that helps
You forgot the 0x in front of the 0.
 
hi exist a script that you can thief the pokemon?
 
i wuold only know if exist a scipt for thief or no!

what is the mistake in this script:
#dynamic 0x856471

#org @dialga
lock
faceplayer
message @sfidami!
boxset 0x6
wildbattle 0x003 0x18 0x2 0x2 0x1
hidesprite 0x0F
setflag 0x1204
release
end

#org @sfidami!
= Sono Dialga!\psignore del tempo\pio sono il primo guardiano\nsai perchè siamo qui?\pperchè noi dobbiamo rompere i 5 sigilli\ne battere Darkrai\pper farlo abbiamo bisogno di\pun allenatore che ci sfidi\ncosì possiamo valutare\pla sua forza\pbene iniziamo!
 
Last edited:
probem/question

Spoiler:


okay,so im this script, a man gives you a Drantini, says to check the games thread, and the screen fades and he's "magically " gone BUT when you enter the map where this event takes place, he's back and if you rtalk to him, he gives you another dratini and repeats the script, how is avoidable?
 
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