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Script Help Thread (DO NOT REQUEST SCRIPTS)

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The only way I know how to do that is to add an applymovement script before the release end part.

Those don't work unless you are using a script square (at least I can't get them to work without a script square)
 
Those don't work unless you are using a script square (at least I can't get them to work without a script square)
Odd, applymovement works for me everytime. show me your script and I can see if there is anything wrong.
 
#org @Beginfights
msgbox @enterround1 0x4
closeonkeypress
random 0x13
compare 0x800D 0x0
if 0x1 goto @Dragonite
compare 0x800D 0x1
if 0x1 goto @Pidgeot
compare 0x800D 0x2
if 0x1 goto @Raichu
compare 0x800D 0x3
if 0x1 goto @Farfetchd
compare 0x800D 0x4
if 0x1 goto @Meganium
compare 0x800D 0x5
if 0x1 goto @Ninetales
compare 0x800D 0x6
if 0x1 goto @Alakazam
compare 0x800D 0x7
if 0x1 goto @Haunter
compare 0x800D 0x8
if 0x1 goto @Onix
compare 0x800D 0x9
if 0x1 goto @Typhlosion
compare 0x800D 0xA
if 0x1 goto @Marowak
compare 0x800D 0xB
if 0x1 goto @Hitmonlee
compare 0x800D 0xC
if 0x1 goto @Lickitung
compare 0x800D 0xD
if 0x1 goto @Scyther
compare 0x800D 0xE
if 0x1 goto @Feraligatr
compare 0x800D 0xF
if 0x1 goto @Hitmonchan
compare 0x800D 0x10
if 0x1 goto @Electabuzz
compare 0x800D 0x11
if 0x1 goto @Golem
compare 0x800D 0x12
if 0x1 goto @Gyrados
compare 0x800D 0x13
if 0x1 goto @Gengar
msgbox @enterround2 0x4

^
That's my random code

#org @Dragonite
wildbattle 0x95 0x5A 0x0
fadescreen 0x1
fadescreen 0x0

^
That's how I set up my wild battles.

Sorry it's not in a spoiler thing, I have no idea how to do that. I know my random code works. before how it looks now, at the end I had goto @round2 and it went to it's on thing and didn't work. Also, at the end of my wild battle I put return and that didn't work either.

Ahh..I see.
I think you need to do something like this:

Spoiler:


And:
Spoiler:

Give it a try
 
Odd, applymovement works for me everytime. show me your script and I can see if there is anything wrong.

Spoiler:


This one is a little messy and has unnecessary pointers, I edited it a few times to see if that might work with new pointers, but to no avail.

The movement is the only part of the script that doesn't work. I thought maybe adding a flag would work, but nope. So far movement scripts only work on script squares for me :/
 
Ahh..I see.
I think you need to do something like this:

Spoiler:


And:
Spoiler:

Give it a try
It didn't work, it still ended my script after the battle.
 
@Petz94: Did you include the 'return'? Adding 'goto' should work as well.
 
Spoiler:


This one is a little messy and has unnecessary pointers, I edited it a few times to see if that might work with new pointers, but to no avail.

The movement is the only part of the script that doesn't work. I thought maybe adding a flag would work, but nope. So far movement scripts only work on script squares for me :/
#dynamic 0x800000

#org @begin
lock
faceplayer
msgbox @say 0x6
applymovement 0x3 @moveboy
waitmovement 0x0
release
end

#org @moveboy
#raw 0x00
#raw 0xFE

#org @say
= [black_fr]School Boy: [blue_fr]We are her coaches!\nWe need to make sure she is ready\lfor the upcoming competition!

Try this instead. I don't know what ROM you are using, but when I tried this script in FR it worked just fine.

@Petz94: Did you include the 'return'? Adding 'goto' should work as well.
Yeah, this is what it looks like now

#org @Beginfights
msgbox @enterround1 0x4
closeonkeypress
random 0x13
goto @round1

#org @round1
compare 0x800D 0x0
if 0x1 goto @Dragonite
compare 0x800D 0x1
if 0x1 goto @Pidgeot
compare 0x800D 0x2
if 0x1 goto @Raichu
compare 0x800D 0x3
if 0x1 goto @Farfetchd
compare 0x800D 0x4
if 0x1 goto @Meganium
compare 0x800D 0x5
if 0x1 goto @Ninetales
compare 0x800D 0x6
if 0x1 goto @Alakazam
compare 0x800D 0x7
if 0x1 goto @Haunter
compare 0x800D 0x8
if 0x1 goto @Onix
compare 0x800D 0x9
if 0x1 goto @Typhlosion
compare 0x800D 0xA
if 0x1 goto @Marowak
compare 0x800D 0xB
if 0x1 goto @Hitmonlee
compare 0x800D 0xC
if 0x1 goto @Lickitung
compare 0x800D 0xD
if 0x1 goto @Scyther
compare 0x800D 0xE
if 0x1 goto @Feraligatr
compare 0x800D 0xF
if 0x1 goto @Hitmonchan
compare 0x800D 0x10
if 0x1 goto @Electabuzz
compare 0x800D 0x11
if 0x1 goto @Golem
compare 0x800D 0x12
if 0x1 goto @Gyrados
compare 0x800D 0x13
if 0x1 goto @Gengar
msgbox @enterround2 0x4
closeonkeypress
random 0x13
goto @round2
.
.

and then for the wild battle I have.

#org @Dragonite
wildbattle 0x95 0x5A 0x0
fadescreen 0x1
fadescreen 0x0
return
 
Last edited:
That's exactly what I posted before >.>
So, did it work?
I know, I was showing you in case, somehow, I messed it up. But no, it didn't work. It still ended my script after the first battle.
 
Spoiler:

try
 
I know, I was showing you in case, somehow, I messed it up. But no, it didn't work. It still ended my script after the first battle.

Out of curiousity did you remember to apply the change to all the possible wildbattle strings?
 
Spoiler:

try
But that wouldn't work for me, I have 20 rounds. That means whenever I fight a Dragonite it would take me back to round 2.

Out of curiousity did you remember to apply the change to all the possible wildbattle strings?

Yes, I added return to the end of every wildbattle string. Sorry if you saw the post before I edited it, it took me a second to get it. -_-
 
Last edited:
But that wouldn't work for me, I have 20 rounds. That means whenever I fight a Dragonite it would take me back to round 2.



And I'm really sorry, I have no idea what you just said. >.<

Well you have 20 possible Pokémon to battle yes? All with different strings, so you'd need to make the change (adding Return or whatever) to every one otherwise you would only see the Dragonite one working.
 
@Petz94:
Then use different pointers like
@dragonite1
@dragonite2
@dragonite3
@dragonite4
.
.
But then again, it would be really bothersome since you have 20 rounds.
 
@Petz94:
Then use different pointers like
@dragonite1
@dragonite2
@dragonite3
@dragonite4
.
.
But then again, it would be really bothersome since you have 20 rounds.

Yeah, but I don't mind bothersome, it keeps me occupied. lol Although, I think I may have just found a way around my problem. You think if I set each round as a different flag and at the end of each round set that rounds flag and then at the beginning of the script I'll just have it check flag rounds and the ones that are set it can skip. Do you think that would work?
 
Spoiler:


Try this instead. I don't know what ROM you are using, but when I tried this script in FR it worked just fine.

Thank you very much. I appreciate that. I forgot trying to put waitmovement or pause commands. Noob mistake.

by the way, you put
Code:
[spoil] then [/spoil]
to do spoilers
 
Thank you very much. I appreciate that. I forgot trying to put waitmovement or pause commands. Noob mistake.
No problem, I'm just glad it worked for you. And thank you for showing me how to do the spoiler thing.
 
Yeah, but I don't mind bothersome, it keeps me occupied. lol Although, I think I may have just found a way around my problem. You think if I set each round as a different flag and at the end of each round set that rounds flag and then at the beginning of the script I'll just have it check flag rounds and the ones that are set it can skip. Do you think that would work?

I didn't understand your idea fully. So you mean something like

Spoiler:


If you meant something like that, I dont think it'll work.
 
I didn't understand your idea fully. So you mean something like

Spoiler:


If you meant something like that, I dont think it'll work.
Yeah that's what I meant, may I ask why you don't think it will work? I'll just have to set it so if I leave the room to clear all the flags so I have to start it over.
 
@Petz94:
Then what are you going to put under the pokemon pointer..
Give it a try anyways.
 
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