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Script Requests/Sharing/Discussion

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I have some scripts here.

Code:
#org 0x800000
message 0x800100
boxset 0x5
message 0x800300
boxset 0x6
message 0x80040
boxset 0x6
release
end

#org 0x800100 = Do you like Oran Berries?

#org 0x800300 = Yay!\lMe too!

#org 0x800400 = Ohh.\nBad choice I reckon.

When you finish the script, the game crashes with wierd colours.

Code:
#org 0x800000
boxset 0x6
applymovement 0x3 0x800100
message 0x800200
message 0x800300
pause 0x30

#org 0x800100
#raw 0x0E
#raw 0x0E
#raw 0x0E
#raw 0x0E
#raw 0x0E
#raw 0xFE

#org 0x800200 = Wait..!\nYou'll need a partner through your Journey.\nHere, have a Aipom!
givepokemon 0x78 0x5 0x3
setflag 0x200
release
end

#0x800300 = Hows my Aipom going?

With this code, it stuffs up. I know I did it wrong.
I want you to step on a tile and someone comes and gives you a Pokemon.
When you talk to him next he say's the last line.

I think I did it wrong, I beleive when you talk to him it moves, but i want it as an event.
 
I have some scripts here.

Code:
#org 0x800000
message 0x800100
callstd 0x5
[B]compare LASTRESULT 0x1
if 0x1 jump 0x<pointer>[/B]
message 0x80040
callstd 0x6
release
end

[B]#org 0x<pointer>
message 0x800300
callstd 0x6
release
end[/B]

#org 0x800100 
= Do you like Oran Berries?

#org 0x800300 
= Yay!\lMe too!

#org 0x800400 
= Ohh.\nBad choice I reckon.

When you finish the script, the game crashes with wierd colours.

Event script...
Code:
#org 0x800000
[B]checkflag 0x200
if 0x1 goto 0x<pointer>
applymovement 0x3 0x800100
#raw 0x51 
#raw 0x00 
#raw 0x00   'These three lines wait for the movements to end. (pausemove 0)
message 0x800200
callstd 0x6
givepokemon 0x78 0x5 0x3
setflag 0x200[/B]release
end

#org 0x<pointer>
release
end

#org 0x800100
#raw 0x0E
#raw 0x0E
#raw 0x0E
#raw 0x0E
#raw 0x0E
#raw 0xFE

#org 0x800200 
= Wait..!\nYou'll need a partner through your Journey.\pHere, have a Aipom!

Script for person
[code]#org 0x<pointer1>
lock
faceplayer
message 0x800300
callstd 0x6
release
end


#org 0x800300
= Hows my Aipom going?[/code]

With this code, it stuffs up. I know I did it wrong.
I want you to step on a tile and someone comes and gives you a Pokemon.
When you talk to him next he say's the last line.

I think I did it wrong, I beleive when you talk to him it moves, but i want it as an event.

I'd say that you should read through semele's tutorial. I've made quite a few changes. I'll have most of them in bold.

With what you want in the second script requires two scripts. One script for the givepokemon and one for the talking. I re-worte these and labeled them so you can tell the difference.
 
Anyone?

Code:
#org $start
Lock
faceplayer
Trainerbattle 1 02 $before $after $further
Message $beaten
Boxset 6
Release
End

#org $before
$before 1 = I'm BEN's twin!

#org $after
$after 1 = Now I've got to leave...

#org $beaten
$beaten 1 = Bye.

#org $further
lock
faceplayer
message $beaten2
$beaten2 1 = I'll see you later.
boxset 6
release
setflag 0x123
fadescreen 0
end

And why doesn't the sprite appear now:S I inserted it but I don't see a sprite:
Code:
#org $StartWild
lock
faceplayer
cry 251
message $bi
$bi 1 = CELEBI: Bi?
boxset 6
checkflag 0x808
if 0x1 goto $WildBatt
release
end

#org $Wildbatt
lock
wildbattle 251 10 1
release
setflag 0x232
fadescreen 0
end

Why don't these work. Someone please tell this!
 
Hi,i've got a question:
How can i change the weather of a map with a script?
 
How can i use setweather or doweather?
here's my script:
Code:
#org $start
lock
faceplayer
message $piaf
boxset 6
checkflag 0x808
wildbattle 21 7 0
release
setflag 0x500
fadescreen 0
applymovement 0x3 $piafa
pause 0x30
release
end

#org $piaf
$piaf 1 =Piafaaaa!!!

#org $piafa
#binary 0x0D 0x0D 0x0D 0x0D 0x0D 0x0D 0x60 0xFE

After the wild battle,i want start raining.
I use Fire Red.
 
You would put:
Code:
#org $start
lock
faceplayer
message $piaf
boxset 6
checkflag 0x808
wildbattle 21 7 0
[B]setweather <Type of weather>[/B]
release
setflag 0x500
fadescreen 0
applymovement 0x3 $piafa
pause 0x30
release
end

#org $piaf
$piaf 1 =Piafaaaa!!!

#org $piafa
#binary 0x0D 0x0D 0x0D 0x0D 0x0D 0x0D 0x60 0xFE
You would insert 'doweather' wherever you want the weather to revert back to the original.

.::Resource for G/S/C hacks::.
These are the commands used in pokewitch's G/S database(A G/S Script maker..xD)

Code:
addcmmd gosub1 00 ' goto offset this bank then return to script
addparm 2 ' offset
addcmmd gosublong 01 ' goto long offset then return to script
addparm 3 ' offset
addcmmd marksub 02 ' Goto offset pointer then return to script
addparm 2 ' offset
addcmmd goto 03 ' goto offset this bank
addparm 2 ' offset
addcmmd gotolong 04 ' goto long offset
addparm 3 ' offset
addcmmd markgoto 05 ' Goto offset pointer
addparm 2 ' offset

addcmmd ifvar1 06 ' if equals byte
addparm 2 
addcmmd ifvar2 07 ' if not equal byte
addparm 2 
addcmmd ifvar3 08 ' if zero
addparm 2 
addcmmd ifvar4 09 ' if not zero
addparm 2 
addcmmd ifvar5 0x0a ' if lower byte
addparm 2
addcmmd ifvar6 0x0b ' if greater byte
addparm 2 

addcmmd gotodisplay 0x0c ' Display standard dialog then stop
addparm -2
addcmmd gosubdisplay 0x0d ' Display standard dialog then return
addparm -2

addcmmd callasm 0x0e ' perform asm script long
addparm 3
addcmmd callasm2 0x10 ' call asm pointer
addparm -2
addcmmd callscript 0x0f ' perform standard script then return.
addparm -2

addcmmd eventcountlong 0x11 ' count events on map z
addparm -1 ' bank
addparm -1 ' map
addcmmd eventtogglelong 0x12 ' Trigger event xx on map z
addparm -1 ' bank
addparm -1 ' map
addpamr 0 ' event

addcmmd eventcount 0x13 ' Checks the number of the trigger events on the current map.
addcmmd eventtoggle 0x14 ' Activates trigger event xx on current map. To deactivate activate an event that doesn't exist.
addparm -1 ' only one event can be active at a time

addcmmd setvar 0x15 ' Loads value into ram
addparm -1
addcmmd varadd 0x16 ' Adds xx and the value in RAM.
addparm -1
addcmmd rand 0x17 ' Reads xx and creates a random number between 00 and xx
addparm -1 ' must be greater than 0

addcmmd ver 0x18 ' Check if version is gold or silver.

addcmmd addr2ram 0x19 ' Writes variable from ram address to RAM.
addparm -2
addcmmd ram2addr 0x1a ' Writes variable from RAM to ram address.
addparm -2

addcmmd setaddr 0x1b ' Writes zz to ram address.
addparm -2 ' ram addr
addparm -1 ' value

addcmmd checkspecial 0x1c ' Checks special game-technical values and writes then into RAM.
addparm -1 
addparm -2

addcmmd setspecialram 0x1d ' Writes variable from RAM to special game-technical value offsets.
addparm -1 ' value

addcmmd setspecial 0x1e ' Write value to ram
addparm -1 ' value
addparm -1 ' property

addcmmd giveitem 9x1f ' Give x number of item to player
addparm -1 ' Item
addparm -1 ' Count
addcmmd removeitem 0x20 ' Teke x number from item to player
addparm -1 ' Item
addparm -1 ' Count
addcmmd checkitem 0x21 ' Check player has item
addparm -1 ' Item

addcmmd givemoney 0x22 ' Put money into account
addparm -1 ' Account ' 0 = hiro 1 account
addparm -3 ' ammount
addcmmd takemoney 0x23 ' Take money from account
addparm -1 ' Account ' 0 = hiro 1 account
addparm -3 ' ammount
addcmmd checkmoney 0x24 ' Check money available in account
addparm -1 ' Account ' 0 = hiro 1 account
addparm -3 ' ammount

addcmmd givecoin 0x25 ' Give gamecorner coins
addparm -2 ' Ammount
addcmmd takecoin 0x26 ' Remove gamecorner coins
addparm -2 ' Amount
addcmmd checkcoin 0x27 ' Check for gamecorner coins
addparm -2 ' amount

addcmmd givephone 0x28 ' Give characters phone number to player
addparm -1 ' person
addcmmd removephone 0x29 ' Remove characters phone number.
addparm -1 ' person
addcmmd checkphone 0x2a ' Check if number exists.
addparm -1 ' person

addcmmd timeday 0x2b ' Time of day = 00 sunrise, 01 morning, 02 afternoon, 03 sunset, 04 night 
addparm -1 ' value

addcmmd checkpokemon 0x2c' Check pokemon is in party.
addparm -1 ' Pokemon number

addcmmd givepokemon 0x2d ' Put pokemon in party if room. Return trainer number.
addparm -1 ' Pokemon number
addparm -1 ' pokemon level
addparm -1 ' Carry item
addparm -1 bind(1)fromtrainer ' from trainer (0 for hero)
addcmmd fromtrainer 0x2d ' Trainers name and pokemon name
addparm 2 ' Trainers Name
addparm 2 ' Pokemon Name

addcmmd giveegg 0x2E ' Gives an egg if room. returns errorlevel
addparm -1 ' pokemon
addparm -1 ' level

addcmmd attachitem 0x2f ' Attach item to pokemon in party
addparm 2 ' Pointer to item no and 20 byte text string

' addcmmd returns 0 = wrong letter, 1 = correct. 2 cancelled. 3 no letter. 4 only one pokemon in list.
addcmmd sendletter 0x30 ' Open pokemon list and 'removes' selected pokemon if it has following letter. Returns feedback
addparm 2 ' Pointer to letter item no and 20 byte text string

addcmmd checkflagA 0x31 ' check flag from bank a
addparm -2
addcmmd clearflagA 0x32 ' clear flag from bank a
addparm -2
addcmmd setflagA 0x33 ' Set flag from bank a
addparm -2

addcmmd checkflagA 0x34 ' check flag from bank b
addparm -2
addcmmd clearflagA 0x35 ' clear flag from bank b
addparm -2
addcmmd setflagA 0x36 ' Set flag from bank b
addparm -2

addcmmd battlesoff 0x37 ' Turn wildbattles off
addcmmd battleson 0x38 ' Turn wildbattles on

addcmmd compxy 0x39 ' Locate hiro on map (buggy)
addparm 2

addcmmd setwarp 0x3a ' Set all warps with warp no FF to value
addparm -1 ' warp no
addparm -1 ' bank
addparm -1 ' map

addcmmd setblackout 0x3b ' Set map to awake on after blackout. Requires a flight pos for that map.
addparm -1 ' bank
addparm -1 ' map

addcmmd warp 0x3c ' Warp to map.. Does not terminate script.
addparm -1 ' bank
addparm -1 ' map
addparm -1 ' x
addparm -1 ' y

addcmmd loadaccount 0x3d ' Load money in account and 'mum account' into memory 1 2 or 3 for display
addparm -1 ' memory no (0-2)
addcmmd loadcoins 0x3e ' Load came corner coin amount into memory for display
addparm -1 ' memory no (0-2)
addcmmd loadvalue 0x3f ' Load RAM into memory for display
addparm -1 ' memory no (0-2)
addcmmd loadpokemonname 0x40 ' Load pokemon name in memory for display
addparm -2 ' Pokemon no
addparm -1 ' memory no (0-2)
addcmmd loaditem 0x41 ' Load item Name into memory for display
addparm -1 ' Item no
addparm -1 ' memory no (0-2)
addcmmd loadlocation 0x42 ' Load location name into memory for display
addparm -1 ' memory no (0-2)
addcmmd loadtrainername 0x43 ' load Trainer Name into memory for display
addparm -1 ' Trainer Number
addparm -1 ' Trainer Group
addparm -1 ' memory no (0-2)
addcmmd loadstring 0x44 ' Load string into memory for display
addparm 2 ' Pointer to string (50 chars max)
addparm -1 ' memory no (0-2)

addcmmd Stowitem 0x45 ' Put Item from Giveitem into item pocket
addcmmd FullPocket 0x46 ' Display 'Full item poket' dialog
addcmmd showdialog 0x47 ' Load font and siplay text box
addcmmd refresh 0x48 ' Refresh Screen
addcmmd LoadSprites 0x49 ' Load motion into ram.

addcmmd message 0x4b ' Open a text box and write text. Doesn't load font
addparm -1 ' Bank
addparm 2 ' Pointer to text
addcmmd message2 0x4c  ' Open a text box and write text (scroll?). Doesn't load font
addparm -1 ' Bank
addparm 2 ' Pointer to text

addcmmd repeattext 0x4d ' Displays text last written.
addparm -2 mask(0xFFFF)

addcmmd InputBox 0x4e ' Displays yes/no dialog and returns 1 or 0 into ram
addcmmd loadmenu 0x4f ' Display Multi Item Menu. Renturns number
addparm 2 ' Pointer to Menus

addcmmd screensave 0x50 ' Store section of screen overwritten by dialog

addcmmd TalkToPlayer 0x51 ' Turn person towards player, display message, then end script
addparm 2 ' Pointer to text
addcmmd TalkToPlayer2 0x52 ' Display message then end script
addparm 2 ' Pointer to text
addcmmd boxclose 0x53
addcmmd boxopen 0x54

addcmmd ShowPokepic 0x55 ' Display a pokemons picture
addparm -2 ' if 0 read from ram, else == pokemon number
addcmmd showpokeYN ' Displays yes/no dialog for showpokemon. Returns value into RAM

addcmmd showmenu 0x57 ' Displays menu loaded by loadmenu
addcmmd showmenu2 0x58

addcmmd cancelbattle 0x5a ' Cancels and resets information for current trainer/wildbattle
addcmmd loadtrainer1 0x5b ' Loads trainer that 'sees' hiro into battle ram from offsets CF2E and CF2F
addcmmd loadtrainer2 0x5d ' Loads specified trainer into battle ram
addparm -1 ' group
addparm -2 ' Trainer
addcmmd loadpokemon 0x5c ' Loads pokemon data into battle ram for wild battle
addparm -2 ' pokemon number.
addcmmd dobattle 0x5e ' Start pokemon battle. Returns 1 for win
addcmmd evalbattle 0x5f ' Eveluate loss and transport to pkm centre on loss

addcmmd learnbattle 0x60 ' Perform catch pokemon example with loaded data
addparm -1 ' Back Image

addcmmd loadtrainertext 0x61 ' Load text from currently loaded trainer into display buffer
addparm -1 ' memory no (0-2)
addcmmc loadtrainerstatus 0x62 ' Load status from currently loaded trainer into display buffer
addparm -1 ' memory no (0-2)

addcmmd loadwinloss 0x63 ' Load win/loss text for trainerbattle
addparm 2 ' Pointer to Win
addparm 2 ' Pointer to loss

addcmmd onbattlecheck 0x64 ' Determines whether to battle or display additional text
addcmmd cancelpostbattle 0x65 ' Cancels talk after script from battle
addcmmd checkscripttalk 0x66 ' Check for talk after script from a battle. Returns 1 or 0
addcmmd checktrainerflag 0x67

addcmmd applymovement 0x68 ' Apply movement data to person
addparm -1 ' Person
addparm 2 ' Pointer to Data

addcmmd applymovetalked 0x69 ' Apply movement to last person talked to
addparm 2 ' Pointer to Data

addcmmd faceplayer 0x6a ' Turn talked to person to player
addparm turnpersonplayer 0x6b ' Turn 'person' to player

addcmmd setsprite 0x6c ' Set Var Sprite to buffer 0 - f
addparm -1 ' Buffer 0 to F
addparm -2 ' Sprite number

addcmmd hideperson 0x6d ' Hide Person
addparm -1 ' Person number
addcmmd showperson 0x6e ' Show Person
addparm -1 ' Person number

addcmmd followplayer 0x6f ' Make person follow person
addparm -1 ' Person number
addparm -1 ' Person number
addcmmd stopfollow 0x70 ' Stop Following

addcmmd movesprite 0x71 ' Move person to x/y
addparm -1 ' Person
addparm -1 ' x
addparm -1 ' y

addcmmd storepos 0x72 ' Store position of person
addparm -1 ' Person

addcmmd loademote 0x73 ' Load Emote
addparm -1 ' Emote Number
addcmmd showemote 0x74 ' Display emote over person for given time period
addparm -1 ' Emote Number
addparm -1 ' Person number
addparm -1 ' Time period

addcmmd turnplayer 0x75 ' Turn player to a person
addparm -1 ' person
addparm -1 ' direction 0 - 3

addcmmd followlock 0x76 ' Lock 1 person to another
addparm -1 ' Person1
addparm -1 ' Person2

addparm earthquake 0x77 ' Shake screen for given time
addparm -1 ' time period

addparm exchangemap 0x78 ' Loadmap without moving player
addparm 3 ' pointer to map

addcmmd changetile 0x79 ' Change tile on map
addparm -1 ' x
addparm -1 ' y
addparm -1 ' tile no

addcmmd refreshall 0x7a ' Refresh Map
addcmmd refresh 0x7b ' Refresh current section

addcmmd loadcommands 0x7c ' Write command queue into ram
addparm 2 ' Pointer to a command queue
addcmmd killcommands 0x7D ' Delete command queue from ram
addparm 2 ' Pointer to a command queue

addcmmd playmusic 0x7e ' Play song number
addparm -1 ' Tune No
addcmmd playtrainertune 0x7f
addcmmd fademusic 0x80 ' Fade from current music to new tune
addparm -1 ' Tune No
addparm -1 ' Time
addcmmd playmapmusic 0x81 ' Play map tune
addcmmd loadmapmusic 0x82 ' Play tune for map reload

addcmmd sound 0x84 ' Play sound
addparm -1 ' Sound no
addcmmd soundwarp 0x86 ' Play sound for apropriate wap type
addcmmd soundspecial 0x87 ' Play Receiveitem sound

addcmmd waitkeypress 0x85 ' as it says
addcmmd pokeEnginestruct 0x88 ' poke data structure into the game engine
addparm 3 ' Pointer to struct
addcmmd loadmap 0x89 ' Reload map usine 0xf0 + map number.
addparm -1

addcmmd pause 0x8a ' Pause for a set amount of time
addparm -1
addcmmd unlock ' Unlocks sprite
addparm -1

addcmmd gotoraw 0x8c ' Same as goto but ignores system locks such as bike etc.
addparm 2 ' code pointer
addcmmd warpcheck 0x8d ' Re-engage engine checks after warp
addcmmd gosubraw 0x8e ' Gosub that ignores system locks
addparm 2 ' code pointer
addcmmd return 0x8f ' Return to location after a gosub
addcmmd returnraw 0x90 ' Return from rawgosub
addcmmd returnmap 0x91 ' Returnraw and reloads map.
addcmmd resetadvanced 0x92 ' reset sophisticated variables/settings

addcmmd mnumarket 0x93 ' Create Market menu
addparm -1 ' Dialog no
addparm -2 ' Pointer to market 
addcmmd mnuelevator 0x94 
addparm -2 ' Pointer to warp list
addcmmd mnutrade 0x95 ' Display trade menu
addparm -1 ' Menu for trading pokemon
addcmmd givenumber ' Give number and return ok/registered/none
addparm -1 ' number
addcmmd phonecall 0x97 ' Display phone dialog with select name
addparm 2 ' Pointer to caller name
addcmmd phonehang 0x98 ' Hang up phone [close dialog]

addcmmd decoration 0x99 ' Decoration Monologue
addparm -1 ' map/orn-left/right/doll/console
addcmmd tree 0x9a ' Display fruit tree monologue. Only 32 trees in game
addparm -1 ' tree
addcmmd phonecode 0x9b ' Initiate phone proceedures.
addparm -2
addcmmd phonecodecheck 0x9c ' checks if call in "in line"
addcmmd giveitemcomment 0x9d ' Deposit item then display bag it is put in
addparm -1
addparm -1
addcmmd mapwildpoke 0x9e ' Activate checks for wildpokemon on map
addparm -1 ' bank
addparm -1 ' map

addcmmd halloffame 0x9f ' Activate hall of fame code
addcmmd credits 0xa0 ' Scroll the credits
addcmmd WarpFace 0xa1 ' Perform warp and change direction player is facing.
addparm -1 ' direction
addparm -1 ' bank
addparm -1 ' map
addparm -1 ' x
addparm -1 ' y

addcmmd loadtext 0xa2 ' Load text into memory
addparm 2 ' pointer
addparm -1 ' bank
addparm -1 ' memory
addcmmd locationbynumber ' load location into memory by number
addparm -1 ' location
 
Can anyone create a script so that in Poke gold in the town ecrutek someone give you a level 5 shiny shelder ??

cheers
 
HElp

#org $Showtext
lock
faceplayer
message $dumb
$Aredumb 1= Are you dumb??
boxset 5
compare LASTRESUILT B_TRUE
if B_False goto $Yesuare
message $Laugh
$Laugh 1= Hahaha!
Boxset 6
release
end

#org $Yesuare
lock
faceplayer
message $Yesuare2
$Yesuare2 1 = Oh yes you are!!
boxset 6
release
end



this is my script i am just praticing so i used pokescript but then a box appears it says enter offset. also the title of this box is floating pointers must be pushed

so what do i place in the box
 
Code:
#org $Showtext
lock
faceplayer
message $[B]dumb[/B]
$[B]Aredumb[/B] 1= Are you dumb??
boxset 5
compare LASTRESUILT B_TRUE
if B_False goto $Yesuare
message $Laugh
$Laugh 1= Hahaha!
Boxset 6
release
end

#org $Yesuare
lock
faceplayer
message $Yesuare2
$Yesuare2 1 = Oh yes you are!!
boxset 6
release
end

You have two unidentical commands, that is why it asks for the pointer to where it should be. The ones in bold is what I think are the cause of the error.

Code:
message $[B]dumb[/B]
$[B]dumb[/B] 1= Are you dumb??
boxset 5
 
@♠εx: I just wanted this scenario:

You: *talks to person*
person: Do you want me to bring you to a training place?
person: *if said yes* ok lets warp. *warps to the map*
person: *if said no* ok that's fine.

But with yours I get: Want to warp?
You: *yes*
person: ok that's fine. You wanted a warp.
or
You: *no*
person: ok that's fine. You wanted a warp.

but they don't even warp.

@ cooley: Same problem.
@ cooley2: I think he maybe too has pokescript 1.2 and not 1.00

This is still the only problem I've got:/
 
what flag do you set for the first badge? I need to know or I will not get anywhere. And, how would you find these flags so i will not have to ask anymore?
 
Code:
#org $battle
lock
faceplayer
checkitem 0x113
compare LASTRESULT 1
if B_<< goto $noenter
message $enter
$enter 1 = You may enter\nthe field.
boxset 6
fadescreen 1
fadescreen 0
release
end

#org $noenter
lock
faceplayer 
message $pass
$pass 1 = Get a BATTLEPASS\nbefore battling here. 
boxset 6
release
end

What's wrong with this? It won't say anything.
 
Spoiler:


Can anyone check this..? it doesn't work when I want to compile it in PokeScript it says "Runtime error "13""

Type mismatch....and if i'm rigt that means there is a fault in the script...but I can't find it...anyone?

Thanks in advance...
 
Code:
#org $battle
lock
faceplayer
#raw 0x47 0x13 0x01 0x01 0x00
compare LASTRESULT 0x1
if 0 goto $noenter
message $enter
$enter 1 = You may enter\nthe field.
boxset 6
fadescreen 1
fadescreen 0
release
end

#org $noenter
message $pass
$pass 1 = Get a BATTLEPASS\nbefore battling here. 
boxset 6
release
end

What's wrong with this? It won't say anything.

Try this, I just changed the checkitem.
 
Spoiler:


Can anyone check this..? it doesn't work when I want to compile it in PokeScript it says "Runtime error "13""

Type mismatch....and if i'm rigt that means there is a fault in the script...but I can't find it...anyone?

Thanks in advance...
i tried the script, and i got the same error, but i changed it alittle, and then it works to compile..:
Spoiler:
 
i tried the script, and i got the same error, but i changed it alittle, and then it works to compile..:
Spoiler:

Really thanks..:D
Now I can finally make some screens..:D
 
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