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thethethethe
November 23rd, 2007, 05:50 AM
Thank you very much, the command worked. But after the door opens, she doesn't close.
Is this SCRIPT, what is there wrong?

#org $mina
applymovement 10 $hun
pause 0x20
message $flori2
$flori2 1 = Margarida: \c\h01\h04Muito obrigado gatoto!\nTome isso como agradecimento!
boxset 6
giveitem 0x44 0x1
message $flori3
$flori3 1 = Margarida: \c\h01\h04Agora tenho que ir!\nTchau!
boxset 6
applymovement 10 $subir
$subir 1 ; #Binary 0x01 0xFE
pausemove 0
#raw 0xAC 0x19 0x00 0x12 0x00
#raw 0xAE
applymovement 10 $subir2
$subir2 1 ; #Binary 0x0D 0x0D 0x60 0xFE
pausemove 0
return

Sorry I forgot something.
#raw 0xAD 0xXX 0xXX 0xYY 0xYY
#raw AE
Use this to close the doors.

~*Pikafan*~
November 23rd, 2007, 02:48 PM
Is there something wrong with this script that I made for the Script event, not for a person?

#org $Move1
checkflag 0x200
if B_TRUE goto $Done
applymovement 0x12 $whogivesthe
pause 0x10
setflag 0x200
end

#org $Done
end

#org $whogivesthe
$move 1; #Binary 0x56 0x10 0x06 0xFE

goto $GiveBeldum

#org $startBel
checkflag 0x800
message $GiveBel
$GiveBel 1 = \v\h01!/pYou forgot your Beldum!/nI found it outside/pof your house when/nI woke up, so I came/pto give it to you!
give pokemon 398 5 8E
jingle
message $GotBel
$GotBel 1 = You obtained Beldum!
boxset6
message $NameBel
$NameBel 1 = Would you like to give/nBeldum a Nickname?
boxset5
compare LASTRESULT 1
if b_false goto $GiveDex
Namepokemon
setflag 0x203
goto $GiveDex

#org $Givedex
Setflag 0x800
setflag 0x801
message $Pokedex
$Pokedex 1 = I also found your Pokedex!
boxset6
jingle
message $GotDex
$Gotdex 1 = You got the Pokedex!
boxset 6
end

Cherry1
November 23rd, 2007, 04:52 PM
it'sn \p and \n, not /p and /n...

cooley
November 23rd, 2007, 04:54 PM
I'm wondering, If I could request gold scripts here.....

Piplup-Trainer
November 23rd, 2007, 04:55 PM
I'm not trying to mini mod but piplup trainer you should not doulbe post you should edit your old one

and can someone make a script so you step on a tile and you have a pokemon with you?

Okay. The next time I will think on that. Thx

~*Pikafan*~
November 23rd, 2007, 05:19 PM
it'sn \p and \n, not /p and /n...

I can see that now, but that's not the only problem. I mean it doesn't even work.

mathewhack2
November 23rd, 2007, 05:36 PM
Can someone make me a script so if you step on a tile you have a pokemon in your party it's to complicated.

thethethethe
November 24th, 2007, 12:46 AM
Is there something wrong with this script that I made for the Script event, not for a person?

#org $Move1
checkflag 0x200
if B_TRUE goto $Done
applymovement 0x12 $whogivesthe
pause 0x10
setflag 0x200
end

#org $Done
end

#org $whogivesthe
$move 1; #Binary 0x56 0x10 0x06 0xFE

goto $GiveBeldum

#org $startBel
checkflag 0x800
message $GiveBel
$GiveBel 1 = \v\h01!/pYou forgot your Beldum!/nI found it outside/pof your house when/nI woke up, so I came/pto give it to you!
give pokemon 398 5 8E
jingle
message $GotBel
$GotBel 1 = You obtained Beldum!
boxset6
message $NameBel
$NameBel 1 = Would you like to give/nBeldum a Nickname?
boxset5
compare LASTRESULT 1
if b_false goto $GiveDex
Namepokemon
setflag 0x203
goto $GiveDex

#org $Givedex
Setflag 0x800
setflag 0x801
message $Pokedex
$Pokedex 1 = I also found your Pokedex!
boxset6
jingle
message $GotDex
$Gotdex 1 = You got the Pokedex!
boxset 6
end

Well this script looks really wierd to me. Only this part is valid. The rest has no way of being involved. Also is the people number 12 or 18.

#org $Move1
checkflag 0x200
if B_TRUE goto $Done
applymovement 0x12 $whogivesthe
pause 0x10
setflag 0x200
end

#org $Done
end

Try something like this. I'm not sure if this is teh way that you want everything to happen.

#org $Move1
checkflag 0x200
if B_TRUE goto $beldum
applymovement 0x12 $whogivesthe
pause 0x10
setflag 0x200
release
end

#org $done
release
end

#org $whogivesthe
$whogivesthe 1 ; #Binary 0x56 0x10 0x06 0xFE

#org $beldum
checkflag 0x800
if b_true goto $done
message $GiveBel
$GiveBel 1 = \v\h01!\pYou forgot your Beldum!\nI found it outside\pof your house when\nI woke up, so I came\pto give it to you!
givepokemon 398 5 0x8E
jingle
message $GotBel
$GotBel 1 = You obtained Beldum!
boxset 6
message $NameBel
$NameBel 1 = Would you like to give\nBeldum a Nickname?
boxset 5
compare LASTRESULT 1
if b_false goto $GiveDex
Namepokemon
setflag 0x203
goto $GiveDex

#org $Givedex
Setflag 0x800
setflag 0x801
message $Pokedex
$Pokedex 1 = I also found your Pokedex!
boxset 6
jingle
message $GotDex
$Gotdex 1 = You got the Pokedex!
boxset 6
release
end

I'm wondering, If I could request gold scripts here.....

You could but I don't know how many people, besides CBM and Blazichu, would be able to answer. Lots of people here try to help but make it worse anyway. So people will try to help.
BUt I've got a question, would the script be in hex or pokescriptGS...?

♠εx
November 24th, 2007, 03:49 AM
I've got a few scripts.

This warp doesn't work.
message
#org 0x800000
message 0x800100
boxset 0x6
release
end

#org 0x800100 = Abra!
warp 0x3 0x14 0x8
end

When I step out of a door of a house onto this nothing happens...
#org 0x800000
applymovement 0x3 0x800100
givepokemon 0x800001
boxset 0x6
setflag 0x200
release
end

#org 0x800100
#raw 0x08
#raw 0x08
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0xFE

#org 0x800001
givepokemon 0x78 0x5 0x3
message 0x80001 = Have my old Pokemon, an Eevee\lfor your starter.
end

thethethethe
November 24th, 2007, 05:12 AM
I've got a few scripts.

This warp doesn't work.
message
#org 0x800000
message 0x800100
boxset 0x6
warp 0x3 0x14 0x8
release
end

#org 0x800100 = Abra!


When I step out of a door of a house onto this nothing happens...
#org 0x800000
applymovement 0x3 0x800100
givepokemon 0x800001
boxset 0x6
setflag 0x200
release
end

#org 0x800100
#raw 0x08
#raw 0x08
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0xFE

#org 0x800001
givepokemon 0x78 0x5 0x3
message 0x80001 = Have my old Pokemon, an Eevee\lfor your starter.
end

I'll change your scripts int he quote. For the first one, the warp was in the wrong spot. I'm assume you know about hex and decimal numbers, so I won't say anything about that.

For the second one. Script's don't work if there used at the foot of a door. They seem to be negated if it's at the foot of a door your exiting from. Try doing this.
D - Door
f - Foot of the Door
S- Script
D
S F S
S

USe three scripts around it so once you take step, you can move.

The only other alternative if you want it to happen as soon as you leave the house you could try learning level scripts.

♠εx
November 24th, 2007, 09:53 AM
I'm finally understanding most of this :P.
I'll just adjust the script so it happens when you try walk out of the town, but would I then need to add removeflags?

I'll work it out somehow.
Thanks.

Piplup-Trainer
November 24th, 2007, 12:31 PM
I writed this script, which a Pikachu says something and then battles with you :


#org $PikaText1

message $PikaText
Pikatext1 = Hehehehehehe...with the legendary Ho-Oh/nwe can awake the three legendary dogs!/pAnd then, I and my master will rule over the Hoenn-region!

Lock
Faceplayer

message $PikaText2
PikaText2 = Who are you!?/nAnd what are you doing here!?/pWhat!?/pYou know about my plans!?/pSo that means that you have spied me!?

trainerbattle 0 FFF $MadChall $MadDefeat
$MadChall1 = Okay, you bastard. It's time for a battle!/pC'mon, bring it on!!!
$MadDefeat1 = What!? I can't believe that!!!/pYou killed all my mighty pokemons!!!

message $PikaText3
PikaText3 = Okay, you a**h***!/nYou defeated me./pDo you really think now, that we're going now/n to stop our plans because you defeated me?/pHahahahaha!?/pMan, you're stupid./pThis time, you were lucky./nBut at the next time, you won't be so lucky!

boxset6
release
end


1) After PikaText1, I want a script, that shows over Pikachu a "!". What I must write down?

2) I want, that the Pikachu goes to the warp and exit the room (like May at Route 103 --> click her on the front side, she goes 1 step right and 2 steps down. --> click her on the left / right side, she goes 2 steps down. Then you don't see her anymore).

3) Which programm I need, to save the file as a .rbc-file and how I burn the script into the rom!?

PS : I don't tested the script!

~*Pikafan*~
November 24th, 2007, 02:29 PM
There's a Tutorial that says how to do that. I'll PM you the 2 links.

And also, Thethethethe, the script still doesn't work.

Juan
November 24th, 2007, 08:13 PM
I made one script, but he does not function: (
When the mother calls you, you would have that to go to speak with it, but she does not go.
And the POKÉMON MENU does not appear.

#org $inicio
checkflag 0x200
if 1 goto $jafoi
setflag 0x200
lock
faceplayer
applymovement 1 $exclamacao
$exclamacao 1 ; #binary 0x01 0x62 0xFE
pausemove 0
checkgender
compare LASTRESULT 1
if 0 goto $garoto
message $filha
$filha 1 = Filha!\n Venha aqui\l Tenho uma coisa para lhe dar.
callstd 6
applymovement FF $baixo
$baixo 1 ; #binary 0x0A 0x08 0xFE
pausemove 9
message $pokea
$pokea 1 = Antes de sair para sua viagem\n você precisa de um POKÉMON!\l Entäo eu falei com o\nseu tio, e ele deu um\l NIDORAN[f]\p Fique com ele!
callstd 6
givepokemon 29 1 0x8
setflag 0x830
message $pokes
$pokes 1 = \v\h01 recebeu um \c\h01\h08NIDORAN[f]!
callstd 6
message $depois
$depois 1 = Cuide bem dele\n e tome cuidado!
release
end

#org $garoto
message $filho
$filho 1 = Filho!\n Venha aqui\l Tenho uma coisa para lhe dar.
callstd 6
applymovement FF $baixo1
$baixo1 1 ; #binary 0x0A 0x08 0xFE
pausemove 9
message $pokeo
$pokeo 1 = Antes de sair para sua viagem\n você precisa de um POKÉMON!\l Entäo eu falei com o\nseu tio, e ele deu um\l NIDORAN[m]\p Fique com ele!
callstd 6
givepokemon 32 1 0x8
setflag 0x830
message $pokes1
$pokes1 1 = \v\h01 recebeu um \c\h01\h08NIDORAN[m]!
callstd 6
message $cuide1
$cuide1 1 = Cuide bem dele\n e tome cuidado!
callstd 6
release
end

#org $jafoi
release
end


I added the video of that it happens in script

$_$
November 24th, 2007, 09:38 PM
How do I get my script to happen once.
Can someone help me please.
#org 0x7B2000
lock
faceplayer
applymovement 0x3 0x7B2200
message 0x7B2300
boxset 0x6
applymovement 0x3 0x7B2400
applymovement 0xFF 0x7B2500
pause 0x120
message 0x7B2600
boxset 0x6
#raw 75
#raw 3A
#raw 00
#raw 0A
#raw 03
message 0x7B2700
boxset 0x6
#raw 76
message 0x7B2800
faceplayer
boxset 0x6
applymovement 0x3 0x7B2900
pause 0x20
lock
applymovement 0x4 0x7B2A00
givepokemon 0x3A 0x5 0x0
end

#org 0x7B2200
#raw 0x66
#raw 0xFE
#org 0x7B2300
= Let's hurry before the ship leaves\nto Johto!
#org 0x7B2400
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x4A
#raw 0x62
#raw 0xFE
#org 0x7B2500
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0xFE
#org 0x7B2600
= Oh, I almost forgot. I wanted to\ngive you your birthday present.
#org 0x7B2700
= Grandpa gave you GROWLITHE!
#org 0x7B2800
= Well good bye my grandson.\nI'll see you in Olivine City.
#org 0x7B2900
#raw 0x8
#raw 0x60
#raw 0xFE
#org 0x7B2A00
#raw 0xB
#raw 0xB
#raw 0xB
#raw 0xB
#raw 0xB
#raw 0xB
#raw 0xB
#raw 0xB
#raw 0xB
#raw 0xB
#raw 0xB
#raw 0xB
#raw 0xB
#raw 0xB
#raw 0xB
#raw 0xFE

~*Pikafan*~
November 24th, 2007, 09:46 PM
Ok, I was testing a movement script, but I have no Idea what happened with this. If anyone could help me out, I was trying to make it so that an aid would come down 3 steps and then go to the right 2, then turn and face you, talk to you, then make you walk 28 steps to the right with you following him by going up one step then going to the right 27. I tried putting in one separate step each with 28 in total, but when I did, it said there was an error. So can someone see what went wrong?

#org $begin
checkflag 0x200
if B_true goto $done
playsound 0x13B
#raw 0x33
applymovement 0x01 $mw1
pause 0x50
message $mt1
boxset 6
applymovement 0x01 $mw2
applymovement 0xFF $mw3
pause 0x280
message $mt2
applymovement 0xFF $mw4
pause 0x20
fadesound
release
end

#org $done
release
end

#org $mw1
$mw1 ; #binary 0x10 0x10 0x10 0x13 0x13 0x04 0xFE

#org $mt1
$mt1 1 = Ah, \v\h01!\nThere you are!\pCome with me, we will\ngo to your father.

#org $mw2
$mw2 1 ; #binary 0x20 0x20 0x20 0x20 0x20 0x20 0x20 0xFE

#org $mw3
$mw3 1 ; #binary 0x11 0x20 0x20 0x20 0x20 0x20 0x20 0x13 0xFE

#org $mt2
$mt2 1 = Well, here we are!\nGo inside to see your father.

#org $mw4
$mw4 1 ; #binary 0x11 0x11 0xFE

axlefoley
November 25th, 2007, 07:06 AM
Hi i am having some trouble with pokescript now i am trying to use the right versions and stuff but no matter what script i try to compile the same runtime error comes up. It is a 457 error (can't remember the info the error gives) and this happens when I try to register a database with it as well

Dr.Razor
November 25th, 2007, 10:53 AM
What's wrong with my script:
#org $start
lock
faceplayer
message $piaf
boxset 6
checkflag 0x808
wildbattle 21 7 0
release
setflag 0x500
fadescreen 0
pause 0x30
applymovement 0x3 $piafa
pause 0x30
#raw 53
#raw 03
#raw 00
release
end

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

#org $piafa
#binary 0x0D 0x0D 0x0D 0x0D 0x0D 0x0D 0x0D 0x0D 0x0D

the sprit didn't move and didn't remove from the map.

Haile Selassie IV
November 25th, 2007, 11:24 AM
Can anyone make these two for me? They both don't work when I try to make them...

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.


And:
You: *talks to guard*
Guard *If you have the BP(Eon Ticket)* Ok you may enter *takes one step to the left and one step up*
Guard: *If you don't have BP*Get a BATTLEPASS first.

These don't work. And I don't know why. I've tried multiple things but they all screw up in the end -.-

Juan
November 25th, 2007, 01:12 PM
I made one script, but he does not function: (
When the mother calls you, you would have that to go to speak with it, but she does not go.
And the POKÉMON MENU does not appear.

#org $inicio
checkflag 0x200
if 1 goto $jafoi
setflag 0x200
lock
faceplayer
applymovement 1 $exclamacao
$exclamacao 1 ; #binary 0x01 0x62 0xFE
pausemove 0
checkgender
compare LASTRESULT 1
if 0 goto $garoto
message $filha
$filha 1 = Filha!\n Venha aqui\l Tenho uma coisa para lhe dar.
callstd 6
applymovement FF $baixo
$baixo 1 ; #binary 0x0A 0x08 0xFE
pausemove 9
message $pokea
$pokea 1 = Antes de sair para sua viagem\n você precisa de um POKÉMON!\l Entäo eu falei com o\nseu tio, e ele deu um\l NIDORAN[f]\p Fique com ele!
callstd 6
givepokemon 29 1 0x8
setflag 0x830
message $pokes
$pokes 1 = \v\h01 recebeu um \c\h01\h08NIDORAN[f]!
callstd 6
message $depois
$depois 1 = Cuide bem dele\n e tome cuidado!
release
end

#org $garoto
message $filho
$filho 1 = Filho!\n Venha aqui\l Tenho uma coisa para lhe dar.
callstd 6
applymovement FF $baixo1
$baixo1 1 ; #binary 0x0A 0x08 0xFE
pausemove 9
message $pokeo
$pokeo 1 = Antes de sair para sua viagem\n você precisa de um POKÉMON!\l Entäo eu falei com o\nseu tio, e ele deu um\l NIDORAN[m]\p Fique com ele!
callstd 6
givepokemon 32 1 0x8
setflag 0x830
message $pokes1
$pokes1 1 = \v\h01 recebeu um \c\h01\h08NIDORAN[m]!
callstd 6
message $cuide1
$cuide1 1 = Cuide bem dele\n e tome cuidado!
callstd 6
release
end

#org $jafoi
release
end


I added the video of that it happens in script


http://www.pokecommunity.com/attachment.php?attachmentid=38647&d=1195935165

Help

Derlo
November 25th, 2007, 07:58 PM
I made one script, but he does not function: (
When the mother calls you, you would have that to go to speak with it, but she does not go.
And the POKÉMON MENU does not appear.

#org $inicio
checkflag 0x200
if 1 goto $jafoi
setflag 0x200
lock
faceplayer
applymovement 1 $exclamacao
$exclamacao 1 ; #binary 0x01 0x62 0xFE
pausemove 0
checkgender
compare LASTRESULT 1
if 0 goto $garoto
message $filha
$filha 1 = Filha!\n Venha aqui\l Tenho uma coisa para lhe dar.
callstd 6
applymovement FF $baixo
$baixo 1 ; #binary 0x0A 0x08 0xFE
pausemove 9
message $pokea
$pokea 1 = Antes de sair para sua viagem\n você precisa de um POKÉMON!\l Entäo eu falei com o\nseu tio, e ele deu um\l NIDORAN[f]\p Fique com ele!
callstd 6
givepokemon 29 1 0x8
setflag 0x830
message $pokes
$pokes 1 = \v\h01 recebeu um \c\h01\h08NIDORAN[f]!
callstd 6
message $depois
$depois 1 = Cuide bem dele\n e tome cuidado!
release
end

#org $garoto
message $filho
$filho 1 = Filho!\n Venha aqui\l Tenho uma coisa para lhe dar.
callstd 6
applymovement FF $baixo1
$baixo1 1 ; #binary 0x0A 0x08 0xFE
pausemove 9
message $pokeo
$pokeo 1 = Antes de sair para sua viagem\n você precisa de um POKÉMON!\l Entäo eu falei com o\nseu tio, e ele deu um\l NIDORAN[m]\p Fique com ele!
callstd 6
givepokemon 32 1 0x8
setflag 0x830
message $pokes1
$pokes1 1 = \v\h01 recebeu um \c\h01\h08NIDORAN[m]!
callstd 6
message $cuide1
$cuide1 1 = Cuide bem dele\n e tome cuidado!
callstd 6
release
end

#org $jafoi
release
end


I added the video of that it happens in script

Ei cara tu é brasileiro???
tente esse ai, eu testei aqui e funciounou legal...

#org $inicio
checkflag 0x200
if 1 goto $jafoi
faceplayer
applymovement 1 $exclamacao
$exclamacao 1 ; #Binary 0x01 0x62 0xFE
pausemove 0
checkgender
compare LASTRESULT 1
if 0 goto $garoto
message $filha
$filha 1 = Filha!\nVenha aqui\lTenho uma coisa para lhe dar.
boxset 6
applymovement 0xff $baixo
$baixo 1 ; #binary 0x0A 0x08 0xFE
pause 0x40
message $pokea
$pokea 1 = Antes de sair para sua viagem\nvocê precisa de um POKÉMON!\lEntäo eu falei com o\pseu tio, e ele deu um\nNIDORAN[f]\lFique com ele!
boxset 6
givepokemon 29 1 0x8
message $pokes
$pokes 1 = \v\h01 recebeu um \c\h01\h08NIDORAN[f]!
boxset 6
message $depois
$depois 1 = Cuide bem dele\n e tome cuidado!
setflag 0x828
setflag 0x200
release
end

#org $garoto
message $filho
$filho 1 = Filho!\nVenha aqui\lTenho uma coisa para lhe dar.
boxset 6
applymovement 0xff $baixo1
$baixo1 1 ; #Binary 0x0A 0x08 0xFE
pause 0x40
message $pokeo
$pokeo 1 = Antes de sair para sua viagem\nvocê precisa de um POKÉMON!\lEntäo eu falei com o\pseu tio, e ele deu um\nNIDORAN[m]\lFique com ele!
boxset 6
givepokemon 32 1 0x8
message $pokes1
$pokes1 1 = \v\h01 recebeu um \c\h01\h08NIDORAN[m]!
boxset 6
message $cuide1
$cuide1 1 = Cuide bem dele\n e tome cuidado!
boxset 6
setflag 0x828
setflag 0x200
release
end

#org $jafoi
release
end

Juan
November 25th, 2007, 10:52 PM
Vlw Derlo, sou o Juan da planet.
Comenta meu tuto de mudar evoluções de pokemon D/P la na Pokeplanet xD

destinedjagold
November 26th, 2007, 08:27 AM
No one seem to provide an answer to my question, so here's my question again, and I hope ya all don't mind...

INTRO: I made a script of a trainer battle with the trainer number 001,
then, the trainer disappeared forever in the script...

QUESTION: Could I use the same trainer number 001 again for my next script..?

Thanks in advance.

Derlo
November 26th, 2007, 01:49 PM
No one seem to provide an answer to my question, so here's my question again, and I hope ya all don't mind...

INTRO: I made a script of a trainer battle with the trainer number 001,
then, the trainer disappeared forever in the script...

QUESTION: Could I use the same trainer number 001 again for my next script..?

Thanks in advance.

You could only use if it went a REMACH.

Haile Selassie IV
November 26th, 2007, 07:59 PM
Can anyone make these two for me? They both don't work when I try to make them...

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.


And:
You: *talks to guard*
Guard *If you have the BP(Eon Ticket)* Ok you may enter *takes one step to the left and one step up*
Guard: *If you don't have BP*Get a BATTLEPASS first.

These don't work. And I don't know why. I've tried multiple things but they all screw up in the end -.-

I forgot to say this is for FireRed.:)

Hedgehogger
November 26th, 2007, 08:13 PM
I forgot to say this is for FireRed.:)

Shoop da whoop.

#org 0x800000
lock
faceplayer
message 0x800100
boxset 0x5
compare LASTRESULT 0x1
if 0x1 jump #org 0x800300
message 0x800200
boxset 0x6
release
end

#org 0x800300
warp 0xbank 0xmap 0xwarp
release
end

#org 0x800000
checkitem 0x113
compare LASTRESULT 0x1
if 0x1 jump 0x800200
message 0x800100
boxset 0x6
release
end

#org 0x800200
message 0x800300
boxset 0x6
applymovement 0xpeoplenumber 0x800400
pausemove 0
release
end

#org 0x800100
= Get a BattlePass first.

#org 0x800300
= Okay, you may enter.

#org 0x800400
#Raw 0x6
#Raw 0x5
#Raw 0xFE



And since I'm not allowed to Double Post, I have a question:

Any reason how or why the following script fails to work?

#org 0x8002D8
lock
faceplayer
setflag 0x1003
message 0x8002E5
boxset 0x5
compare LASTRESULT 0x1
if 0x1 goto 0x80046B
message 0x800414
boxset 0x6
release
end

#org 0x80046B
message 0x80046D
boxset 0x6
release
end

#org 0x8002E5
= I saw you pick up that wild\nPOKeMON, \v\h01. But I have good\pnews. While you were in a coma, I\nhad gotten my Masters' Degree in\pPOKeMON research. I was given the\ntask of getting data on all POKeMON\pin this region. Problem is, I have\nno one able to help me find and\pcatch them.\pCould you hear me out, \v\h01?

#org 0x800414
= I guess I'll find someone to help\nme when they free up some time[.]\pThanks anyway, \v\h01.

#org 0x80046D
= Alright, talk to my Lab Assistant\nin the white coat. He should have\pthe tools you need. Now, I checked the script and its offsets to make sure nothing overwrote anything. When I tested it in the game, it works properly up until where you choose the yes/no option. No matter which one you pick, the script releases you (Like how it should when it's over) and the text box is floating on screen as you walk.

Derlo
November 27th, 2007, 03:22 AM
Hello!
Does anybody know as just doing the "screen" of the game to move??
Example: The HERO is stopped in as the screen moves for the scenery...

Thanks for all!

Who Cares bout me?
November 27th, 2007, 05:56 AM
Can somebody please fix this up:

#org $Reallylongscript
checkflag 0x200
if B_TRUE goto $Done
message $yeah
$yeah 1 = \c\h01\h09\v\h03: Go, SPEAROW!\lSPEAROW, use PECK!\pThis is fun, but we might be\ncaught in the middle of class.
boxset 6
message $Class
$Class 1 = \c\h01\h04Class, you may leave.\l \v\h01 and \v\h03, stay for\n a minute.\pLook kids, I know you want to\nbe POKéMON masters when you\pgrow up, but[...]\l[...]Nevermind. Come over here.
boxset 6
applymovement 0xFF $Teacher
applymovement 0x04 $Teacher
pause 0x50
message $Pokemon
$Pokemon 1 = \c\h01\h04The PRINCIPAL wants you.\lHis office is north of here.\nHe has something for you, I think...\lJust don't go into the grass!
boxset 6
setflag 0x200
release
end

#org $Teacher
$Teacher 1 ; #binary 0x12 0x12 0x11 0x11 0x13



#org $Done
release
end

Firstly, you start the hack on it, but it doesn't work automatically - you must step off the tile and step bkac on it. Secondly, when you step on it, it ****s the game with tons of dark colours. Please fix it somebody!

Derlo
November 27th, 2007, 03:46 PM
Can somebody please fix this up:

#org $Reallylongscript
checkflag 0x200
if B_TRUE goto $Done
message $yeah
$yeah 1 = \c\h01\h09\v\h03: Go, SPEAROW!\lSPEAROW, use PECK!\pThis is fun, but we might be\ncaught in the middle of class.
boxset 6
message $Class
$Class 1 = \c\h01\h04Class, you may leave.\l \v\h01 and \v\h03, stay for\n a minute.\pLook kids, I know you want to\nbe POKéMON masters when you\pgrow up, but[...]\l[...]Nevermind. Come over here.
boxset 6
applymovement 0xFF $Teacher
applymovement 0x04 $Teacher
pause 0x50
message $Pokemon
$Pokemon 1 = \c\h01\h04The PRINCIPAL wants you.\lHis office is north of here.\nHe has something for you, I think...\lJust don't go into the grass!
boxset 6
setflag 0x200
release
end

#org $Teacher
$Teacher 1 ; #binary 0x12 0x12 0x11 0x11 0x13

#org $Done
release
end

Firstly, you start the hack on it, but it doesn't work automatically - you must step off the tile and step bkac on it. Secondly, when you step on it, it ****s the game with tons of dark colours. Please fix it somebody!

]#org $Reallylongscript
checkflag 0x200
if B_TRUE goto $Done
message $yeah
$yeah 1 = \c\h01\h09\v\h03: Go, SPEAROW!\lSPEAROW, use PECK!\pThis is fun, but we might be\ncaught in the middle of class.
boxset 6
message $Class
$Class 1 = \c\h01\h04Class, you may leave.\l \v\h01 and \v\h03, stay for\n a minute.\pLook kids, I know you want to\nbe POKéMON masters when you\pgrow up, but[...]\l[...]Nevermind. Come over here.
boxset 6
applymovement 0xff $Teacher
applymovement 4 $Teacher
pause 0x50
message $Pokemon
$Pokemon 1 = \c\h01\h04The PRINCIPAL wants you.\lHis office is north of here.\nHe has something for you, I think...\lJust don't go into the grass!
boxset 6
setflag 0x200
release
end

#org $Teacher
$Teacher 1 ; #binary 0x12 0x12 0x11 0x11 0x13 0xFE

#org $Done
release
end

and put the numbers 03 00 50 40 (in that order) in the header of the script event.

~*Pikafan*~
November 27th, 2007, 10:41 PM
How do you make a script continue from a warp? I was trying to make a script that i listed before but I made it shorter, and I tried to make the warp, but when I did, it stopped and sent me somewhere else. I also tried to make it so that after the movement, he says something else, but it doesn't load, and when I try to make the warp and the text happen, it just stops at the head of the room.

Teamtyranitar
November 28th, 2007, 12:15 AM
i found out how to work the program can sombody tell me why this does not work
#org $start
Lock
Faceplayer
Checkflag 0x200
If b_true goto $done
Message $poke
Boxset 5
Compare LASTRESULT 1
If b_true goto $recieve
Message $no
Boxset 6
Release
End

#org $done
Message $how
Boxset 6
Release
end

#org $recieve
Givepokemon 25 15 0
Jingle
Message $here
Boxset 6
Setflag 0x200
Release
end

#org $poke
$poke 1 =Would you like your a\ppikachu?

#org $how
$how 1 =How’s your Pikachu going?

#org $here
$here 1 =You received your Pikachu.

#org $no
$no 1 =I’m sure somebody else would\ntake uit.

Juan
November 28th, 2007, 01:26 AM
Any reason how or why the following script fails to work?

#org 0x8002D8
lock
faceplayer
setflag 0x1003
message 0x8002E5
boxset 0x5
compare LASTRESULT 0x1
if 0x1 goto 0x80046B
message 0x800414
boxset 0x6
release
end

#org 0x80046B
message 0x80046D
boxset 0x6
release
end

#org 0x8002E5
= I saw you pick up that wild\nPOKeMON, \v\h01. But I have good\pnews. While you were in a coma, I\nhad gotten my Masters' Degree in\pPOKeMON research. I was given the\ntask of getting data on all POKeMON\pin this region. Problem is, I have\nno one able to help me find and\pcatch them.\pCould you hear me out, \v\h01?

#org 0x800414
= I guess I'll find someone to help\nme when they free up some time[.]\pThanks anyway, \v\h01.

#org 0x80046D
= Alright, talk to my Lab Assistant\nin the white coat. He should have\pthe tools you need. Now, I checked the script and its offsets to make sure nothing overwrote anything. When I tested it in the game, it works properly up until where you choose the yes/no option. No matter which one you pick, the script releases you (Like how it should when it's over) and the text box is floating on screen as you walk.

I do not know if he was this that you wanted, but I remade script for the Pokescript:
#org $teste
lock
faceplayer
checkflag 0x200
if 1 goto $end
message $message1
$message1 1 = I saw you pick up that wild\nPOKeMON, \v\h01. But I have good\pnews. While you were in a coma, I\nhad gotten my Masters' Degree in\pPOKeMON research. I was given the\ntask of getting data on all POKeMON\pin this region. Problem is, I have\nno one able to help me find and\pcatch them.\pCould you hear me out, \v\h01?
callstd 5
compare LASTRESULT 1
if 1 goto $yes
message $no
$no 1 = I guess I'll find someone to help\nme when they free up some time[.]\pThanks anyway, \v\h01.
callstd 6
release
end

#org $yes
message $messageyes
$messageyes 1 = Alright, talk to my Lab Assistant\nin the white coat. He should have\pthe tools you need.
callstd 6
setflag 0x200
release
end

#org $end
end

i found out how to work the program can sombody tell me why this does not work
#org $start
Lock
Faceplayer
Checkflag 0x200
If b_true goto $done
Message $poke
Boxset 5
Compare LASTRESULT 1
If b_true goto $recieve
Message $no
Boxset 6
Release
End

#org $done
Message $how
Boxset 6
Release
end

#org $recieve
Givepokemon 25 15 0
Jingle
Message $here
Boxset 6
Setflag 0x200
Release
end

#org $poke
$poke 1 =Would you like your a\ppikachu?

#org $how
$how 1 =How’s your Pikachu going?

#org $here
$here 1 =You received your Pikachu.

#org $no
$no 1 =I’m sure somebody else would\ntake uit.

#org $start
Lock
Faceplayer
Checkflag 0x200
If b_true goto $done
Message $poke
Boxset 5
Compare LASTRESULT 1
If b_true goto $recieve
Message $no
Boxset 6
Release
End

#org $done
Message $how
Boxset 6
Release
end

#org $recieve
Givepokemon 25 15 0
Jingle
Message $here
Boxset 3
Setflag 0x200
setflag 0x828 'POKEMENU
Release
end

#org $poke
$poke 1 =Would you like your a\ppikachu?

#org $how
$how 1 =How’s your Pikachu going?

#org $here
$here 1 =You received your Pikachu.

#org $no
$no 1 =I’m sure somebody else would\ntake uit.

Its script functions, only lacked to activate the POKEMENU

Teamtyranitar
November 28th, 2007, 01:54 AM
#org $start
Lock
Faceplayer
Checkflag 0x200
If b_true goto $done
Message $poke
Boxset 5
Compare LASTRESULT 1
If b_true goto $recieve
Message $no
Boxset 6
Release
End

#org $done
Message $how
Boxset 6
Release
end

#org $recieve
Givepokemon 25 15 0
Jingle
Message $here
Boxset 3
Setflag 0x200
setflag 0x828 'POKEMENU
Release
end

#org $poke
$poke 1 =Would you like your a\ppikachu?

#org $how
$how 1 =How’s your Pikachu going?

#org $here
$here 1 =You received your Pikachu.

#org $no
$no 1 =I’m sure somebody else would\ntake uit.

Its script functions, only lacked to activate the POKEMENU
Thanks... now if they would approve my hack

Haile Selassie IV
November 29th, 2007, 01:59 PM
Shoop da whoop.

#org 0x800000
checkitem 0x113
compare LASTRESULT 0x1
if 0x1 jump 0x800200
message 0x800100
boxset 0x6
release
end

#org 0x800200
message 0x800300
boxset 0x6
applymovement 0xpeoplenumber 0x800400
pausemove 0
release
end

#org 0x800100
= Get a BattlePass first.

#org 0x800300
= Okay, you may enter.

#org 0x800400
#Raw 0x6
#Raw 0x5
#Raw 0xFE

It won't work. I use PokéScript... Allthough this works with the nat dex, this didn't. I get all strange purple colors etc.

[Antoine]
November 29th, 2007, 02:35 PM
Good afternoon ! I have got a problem for a script. I can to insert the script but i can't running this one. That put a small windows on the top to right. I press A and it block :(

Help, thank you in advance.

NB : I'm french, sorry for my spelling mistake ...

~*Pikafan*~
November 29th, 2007, 04:36 PM
Edit: Never mind, I fixed it myself.

Hedgehogger
November 29th, 2007, 10:21 PM
I do not know if he was this that you wanted, but I remade script for the Pokescript:
#org $teste
lock
faceplayer
checkflag 0x200
if 1 goto $end
message $message1
$message1 1 = I saw you pick up that wild\nPOKeMON, \v\h01. But I have good\pnews. While you were in a coma, I\nhad gotten my Masters' Degree in\pPOKeMON research. I was given the\ntask of getting data on all POKeMON\pin this region. Problem is, I have\nno one able to help me find and\pcatch them.\pCould you hear me out, \v\h01?
callstd 5
compare LASTRESULT 1
if 1 goto $yes
message $no
$no 1 = I guess I'll find someone to help\nme when they free up some time[.]\pThanks anyway, \v\h01.
callstd 6
release
end

#org $yes
message $messageyes
$messageyes 1 = Alright, talk to my Lab Assistant\nin the white coat. He should have\pthe tools you need.
callstd 6
setflag 0x200
release
end

#org $end
end





I'm glad you wanted to help me, but I don't use PokeWitch. Not to sound stubborn, but it's a lot of going out of my way and excess time spent to learn how to use it.

~*Pikafan*~
November 30th, 2007, 01:11 AM
Wow, why won't anyone answer my posts...

Anyways, I have a new problem with this script. Whenever you land on it, the game resets. I was trying to make it so that when you step on it, someone yells at you to come back over to the right and you do, but it just resets.

#org $begin
checkflag 0x201
if B_True goto $done
message $wait
applymovement 0xFF $right1
pause 0x10
release
end

#org $done
checkflag 0x203
if B_true goto $finish
message $hey
applymovement 0x02 $move1
pause 0x10
message $poke
giveitem 0x4 5
jingle
message $gotball
giveitem 0xD 1
jingle
message $gotpoti
giveitem 0xD0 1
jingle
message $gotmag
giveitem 0x17
jingle
message $gotfull
setflag 0x203
release
end

#org $hey
$hey 1 = Wait, \v\h01!

#org $gotfull
$gotfull 1 = \v\h01 obtained a Full Heal!

#org $gotmag
$gotmag 1 = \v\h01 obtained a Magnet!

#org $gotpoti
$gotpoti 1 = \v\h01 obtained a Potion!

#org $gotball
$gotball 1 = \v\h01 obtained 5 Pokeballs!

#org $poke
$poke 1 = Before you go, take\nthese items.\pYou'll need them\non your journey.

#org $wait
$wait 1 = Hey, where do you think\n You're going? Go see your dad!

destinedjagold
November 30th, 2007, 01:41 AM
I don't know if this will work. Maybe someone can check either our scripts, but well, here's what I think will work now...

#org $begin
checkflag 0x201
if b_true goto $done
message $wait
applymovement 0xFF $right1
pause 0x10
release
end

#org $done
checkflag 0x203
if B_true goto $finish
message $hey
applymovement 0x02 $move1
pause 0x10
message $poke
giveitem 0x4 5
jingle
message $gotball
giveitem 0xD 1
jingle
message $gotpoti
giveitem 0xD0 1
jingle
message $gotmag
giveitem 0x17
jingle
message $gotfull
setflag 0x203
release
end

#org $finish
release
end

#org $hey
$hey 1 = Wait, \v\h01!

#org $gotfull
$gotfull 1 = \v\h01 obtained a Full Heal!

#org $gotmag
$gotmag 1 = \v\h01 obtained a Magnet!

#org $gotpoti
$gotpoti 1 = \v\h01 obtained a Potion!

#org $gotball
$gotball 1 = \v\h01 obtained 5 Pokeballs!

#org $poke
$poke 1 = Before you go, take\nthese items.\pYou'll need them\non your journey.

#org $wait
$wait 1 = Hey, where do you think\n You're going? Go see your dad!

(where's the $move1 ..?)

cooley
November 30th, 2007, 08:37 PM
Well, I know the jingle command isn't going to work so you can change that to
Fanfare 0x13E or if someone is giving you something: fanfare 0x13D.

You should also put "pausemove 0" or waitmove, so that it waits for the applymovement to finish. Pause is to pause the game, and 10 doesn't mean 1 sec. it means something else like 1 hour, because it happened to me.

Well, that doesn't mean I"M BACK TO FR!!!
anyways, I'm wondering if I can request gold scripts here...But the only person that will help is Blazichu.....

also you forgot to put $right1.

~*Pikafan*~
November 30th, 2007, 09:07 PM
Whoops, The whole thing wasn't copied, I dunno why. I'm going to put it in a new code.

And cooley, I have no Idea what you're talking about. Pause 0x10 means that he is going to walk 1 step. I've never seen that in any script, but I'll try.

#org $begin
checkflag 0x201
if B_True goto $done
message $wait
applymovement 0xFF $right1
pause 0x10
release
end

#org $done
checkflag 0x203
if B_true goto $finish
message $hey
applymovement 0x02 $move1
pause 0x10
message $poke
giveitem 0x4 5
jingle
message $gotball
giveitem 0xD 1
jingle
message $gotpoti
giveitem 0xD0 1
jingle
message $gotmag
giveitem 0x17
jingle
message $gotfull
setflag 0x203
release
end

#org $hey
$hey 1 = Wait, \v\h01!

#org $gotfull
$gotfull 1 = \v\h01 obtained a Full Heal!

#org $gotmag
$gotmag 1 = \v\h01 obtained a Magnet!

#org $gotpoti
$gotpoti 1 = \v\h01 obtained a Potion!

#org $gotball
$gotball 1 = \v\h01 obtained 5 Pokeballs!

#org $poke
$poke 1 = Before you go, take\nthese items.\pYou'll need them\non your journey.

#org $wait
$wait 1 = Hey, where do you think\n You're going? Go see your dad!

#org $move1
$move1 1 ; #binary 0x12 0xFE

#org $right1
$right1 ; #binary 0x13 0xFE

#org $finish
release
end

destinedjagold
November 30th, 2007, 10:47 PM
No... He means that if you use pausemove 0x10.., the game will pause for an hour before executing the next command. Oh, and cooley, thanks for those fanfare commands, but could I ask for a fanfare command that'll work for Ruby..? Thanks.

Soul.//Silver
December 1st, 2007, 04:20 AM
Can someone please make me this script.

Script 1
You step on the scipt and Prof Oak walks up to you going 3 spaces down and 3 spaces right then he leads you 4 spaces left and 4 spaces up. On 4th step going up he needs to enter his lab.

Script 2
You step on the script and Prof Oak walks up to you going 4 spaces down and 3 spaces right then he leads you 4 spaces left and 5 spaces up. On 5th step going up he needs to enter his lab.

Script 1 & 2 continue in this script.
Then the rest of the script for inside the lab needs to be the same as it usually is.

HackMew
December 1st, 2007, 06:41 AM
Any reason how or why the following script fails to work?
[...]


Try using this:


#org 0x8002D8
lock
faceplayer
setflag 0x1003
message 0x8002FB
boxset 0x5
compare LASTRESULT 0x1
if 0x1 goto 0x800488
message 0x80042D
boxset 0x6
release
end

#org 0x800488
message 0x800493
boxset 0x6
release
end

#org 0x8002FB
= I saw you pick up that wild\nPOKeMON, \v\h01. But I have good\pnews. While you were in a coma, I\nhad gotten my Masters' Degree in\pPOKeMON research. I was given the\ntask of getting data on all POKeMON\pin this region. Problem is, I have\nno one able to help me find and\pcatch them.\pCould you hear me out, \v\h01?

#org 0x80042D
= I guess I'll find someone to help\nme when they free up some time[.]\pThanks anyway, \v\h01.

#org 0x800493
= Alright, talk to my Lab Assistant\nin the white coat. He should have\pthe tools you need.

axlefoley
December 1st, 2007, 08:01 AM
Hi i am having some trouble with pokescript now i am trying to use the right versions and stuff but no matter what script i try to compile the same runtime error comes up. It is a 457 error (can't remember the info the error gives) and this happens when I try to register a database with it as well

yeah it's still the same question

yoderpet
December 1st, 2007, 05:36 PM
Hi I'm new here and to PokeScript so as most noobs, like me, I have a few problems with my code. Whenever I put it in, it either A. doesn't work; B. the A button sound happens but nothing after that; or C. The game freezes. So here is one of my codes:
#ORG $begin
message $aidtalk
boxset 6
release
end

#org $aidtalk
$aidtalk 1 = Boxes full of/p research papers.

Thanks

Death_Mande
December 1st, 2007, 05:54 PM
Hi I'm new here and to PokeScript so as most noobs, like me, I have a few problems with my code. Whenever I put it in, it either A. doesn't work; B. the A button sound happens but nothing after that; or C. The game freezes. So here is one of my codes:
#ORG $begin
message $aidtalk
boxset 6
release
end

#org $aidtalk
$aidtalk 1 = Boxes full of/p research papers.

Thanks

Well i fixed it a bit. See if it works now. #org $begin
lock
faceplayer
message $aidtalk
boxset 6
release
end

#org $aidtalk
$aidtalk 1 = Boxes full of/p research papers.

yoderpet
December 1st, 2007, 07:14 PM
Thanks. I always thought that since it was a signpost that you didn't need the "lock/ faceplayer" code.

Now I have a new problem. Whenever I press a on the boxes, this box in the right hand corner pops up with two chooses, a triangle in the bottom right hand corner of the box, or a blank box. Do you have any suggestions on what is wrong with the script?

I have a new code and I know that has many errors. If you could tell me them and anything is wrong with the code it would be much appriciated. (this is my longest code yet!)
#org $begin
lock
faceplayer
checkflag 0x300
if B_true goto $truck
checkflag 0x301
if B_true goto $gone
message $message
boxset 6
release
end

#org $truck
lock
faceplayer
message $message2
setflag 0x304
checkflag 0x305
if B_true goto $aftermew
release
end

#org $gone
release
end

#org $aftermew
message $message3
applymovement $aidwalk1
pause
setflag 0x306
release
end

#org $message
$message 1 = Hi, sorry about the mess,\nI'm doing research right now\nso please don't\nget in the way.

#org $message2
$message2 1 = How many times do\nI have to say it...\nOh Oak wants me to do that.\nWell I guess I could do it...\nOkay you get into the truck\nwhile I get ready.

#org $message3
$message3 1 = You saw the legendary Pokemon Mew!\nIn my truck?!\nGo tell Oak while I get\nmy truck to the desert,\nhe will be very pleased.

#org $aidwalk1
It isn't very organised and some of the code might not be valid.


This code is for picking up Rare Candy, but I can't get it to pick up Rare Candy. Instead it picks up ???????? (s) x8.

#org $begin
lock
faceplayer
checkflag 0x201
if B_true goto $done
giveitem 0x44
setflag 0x201
release
end

#org $done
release
end

Reaper 6
December 1st, 2007, 10:26 PM
Hi im really bad at scripting ive been trying to learn to script for a couple of months now so could someone make me this script

Can someone make a script that makes the professor be in the lab from the start.
and instead of him giving u the kanto pokedex he gives u the national dex after ur first battle with ur rivel he asks you back and he gives u the national dex after ur first battle with gary in the lab.

Please can someone make this i need it for my hack and ill add u to my credits
Please.

spenceroone3
December 2nd, 2007, 12:56 AM
This code is for picking up Rare Candy, but I can't get it to pick up Rare Candy. Instead it picks up ???????? (s) x8.

#org $begin
lock
faceplayer
checkflag 0x201
if B_true goto $done
giveitem 0x44
setflag 0x201
release
end

#org $done
release
end
You can't actually make an invisible item. You must make it a people event. Then you can't walk through it, but at least it's invisible (By making it "Hidden") However there was one little thing that was problematic:

#org $begin
lock
faceplayer
checkflag 0x201
if B_true goto $done
giveitem 44
setflag 0x201
release
end

#org $done
release
end
I'm sure that Rare Candy is in decimal, so I took away the 0x.

lanturn 550
December 2nd, 2007, 07:14 AM
first up..... i need a few so PM me if you can help
also... if you feel that you are experienced enough PM me to join my hack team (were already started a hack and need a scripter)

Dragoon
December 2nd, 2007, 08:00 AM
Hey
how do you make rival scripts because I wanna battle him in my hack.

destinedjagold
December 2nd, 2007, 08:05 AM
Hey
how do you make rival scripts because I wanna battle him in my hack.

Uh.., make a trainer battle script and just change the image(battle sprite) to your rival and edit his/her pkmns...

Derlo
December 2nd, 2007, 10:39 AM
>>>>>>>>>>>>TO Yoderpet

---------------------------------------------------------------
That also happened already with me; try to change the names of the messages ($messsage = $1; $2; etc...)
------------------------------------------------------------------
#org $begin
lock
faceplayer
checkflag 0x300
if B_true goto $truck
checkflag 0x301
if B_true goto $gone
message $message
boxset 6
release
end

#org $truck
lock
faceplayer
message $message2
setflag 0x304
checkflag 0x305
if B_true goto $aftermew
release
end

#org $gone
release
end

#org $aftermew
message $message3
applymovement $aidwalk1
pause 0x?? (10, 20, 30, etc...)
setflag 0x306
release
end

#org $message
$message 1 = Hi, sorry about the mess,\nI'm doing research right now\nso please don't\nget in the way.

#org $message2
$message2 1 = How many times do\nI have to say it...\nOh Oak wants me to do that.\nWell I guess I could do it...\nOkay you get into the truck\nwhile I get ready.

#org $message3
$message3 1 = You saw the legendary Pokemon Mew!\nIn my truck?!\nGo tell Oak while I get\nmy truck to the desert,\nhe will be very pleased.

#org $aidwalk1
-------------------------------------------------------------------
Put them number of items to receive!


#org $begin
lock
faceplayer
checkflag 0x201
if B_true goto $done
giveitem 0x44 0x1
setflag 0x201
release
end

#org $done
release
end

Kyber-Groudon
December 2nd, 2007, 02:14 PM
okay, I couldn't find any script on how to do what i need here, so I'm asking.

Is it possible to script it so the player's sprite changes? And by changes, I mean overworld, battle sprite, everything. Trying to turn the player into a pokemon, y'see.

If it's possible, could someone please give me the script for it?

Thanks,
KG

lanturn 550
December 2nd, 2007, 07:32 PM
ok kyber-groudon, it is possible but not with scripting (unless i dont know that) but if you download overworld editor you can edit characters looks ect. (yes even turn them into pokemon...)

yoderpet
December 3rd, 2007, 12:05 AM
Thanks Derlo. That code is going to be very helpful in the storyline of my game.

/Circa
December 3rd, 2007, 12:57 AM
Yoderpet, you posted three times xD. Next time don't click the refresh button.
Anyways.

Kyber-Groudon, you can change the sprite overworld and batter sprite for another person, not for yourself. The only way to do it for your own character is to Overworld Edit and use TLP.

Dragoon
December 3rd, 2007, 08:41 AM
okay thanks but
what if I have a Chikorita and my rival has a Chikorita?
How do I make it that i have Chikorita and he has Cyndaquil?

Reaper 6
December 3rd, 2007, 11:20 AM
Hi im really bad at scripting ive been trying to learn to script for a couple of months now so could someone make me this script

Can someone make a script that makes the professor be in the lab from the start.
and instead of him giving u the kanto pokedex he gives u the national dex after ur first battle with ur rivel he asks you back and he gives u the national dex after ur first battle with gary in the lab.

Please can someone make this i need it for my hack and ill add u to my credits
Please.

Haile Selassie IV
December 3rd, 2007, 06:04 PM
It won't work. I use PokéScript... Allthough this works with the nat dex, this didn't. I get all strange purple colors etc.

anyone? Once more I'd like this:

Scene:
Guard: You may enter the BATTLEFIELD if you have a BATTLEPASS.
*guard checks item for EON TICKET*
If don't have: Get a BATTLEPASS first.
If you do have it: You may enter.
*guard walks once to the left and once upwards and stays there.*

It's for Fire Red.

yoderpet
December 3rd, 2007, 08:40 PM
Sorry Crashink. My computer was acting up last night...

Dragoon: What you can do is set different flags on the begining pokeballs and then link them so that your rival has your weakness. I'm trying to figure it out, too and this is as far as I have gotten because I haven't figured out how to change the pokemon.

I also have another code I need checked.
#org $StartWild
lock
faceplayer
checkflag 0x305
if B_true goto $done
cry5
message $Mewcry
boxset 6
checkflag 0x304
if B_true goto $WildBatt
setflag 0x305
release
end

#org $done
release
end

#org $WildBatt
lock
wildbattle 151 30 0
release
setflag 0x401
fadscreen 0
end

stead573
December 3rd, 2007, 11:27 PM
Hey All!

Just wondering if anyone could help me on this one. This MAY be a bit offtopic, but does anyone know where I can get Pokescript from? Tried using the URL that Irish Wish posted but it seems the website's down :|

Thanks in advance!

Soul.//Silver
December 4th, 2007, 04:30 AM
Can someone please make this script.

Prof Oak comes out of his lab and walks down down down down right right right, and then he says:"Wait! [PLAYER] come with me to my lab. I have something for you. Then Prof Oak takes you
left left left up up up up then warp to the lab. Map Bank is 4, Map is 3 and the Warp Number is 0.

And also another script.
Prof Oak comes out of his lab and walks down down down down down right right right, and then he says:"Wait! [PLAYER] come with me to my lab. I have something for you. Then Prof Oak takes you
left left left up up up up up then warps to the lab. Map Bank is 4, Map is 3 and the Warp Number is 0.

I tried making those scripts but I had no luck and I was hoping a more experienced scripter could make it for me.

yoderpet
December 4th, 2007, 05:13 AM
stead573:Go to Google and type in Birmin Studios. Go to the first link and you should come up with a website with an ocean blue background. On the Hack Tools Page you should find what your looking for and also, make sure you download PkmnAdv in the same place you downloaded Pokescript. (sorry it took so long)

Here are your codes Sceptilehero:

first code:
#org $begin
checkflag [input the flag for after Oak takes you back # 0x...]
if B_true goto $done
playsound 0x13B
#raw 0x33
applmovement 0x01 $aidwalk
pause 0x50
message $aidtalk
boxset 6
applymovement 0x01 $aidfollow
applymovement 0xFF $aidfollow
pause 0x50
fadesound
release
end

#org $done
release
end

#org $aidwalk
applymovement $aidwalk ; #binary 0x1D 0x1E 0xFE

#org $aidtalk
message $aidtalk 1 = Wait! v\h01 come with me to my lab.\nI have something for you.

#org $aidfollow
applymovement $aidfollow ; #binary 0x12 0x12 0x12 0x1E 0xFE

second code:
#org $begin
checkflag [input the flag for after Oak takes you back # 0x...]
if B_true goto $done
playsound 0x13B
#raw 0x33
applmovement 0x01 $aidwalk
pause 0x50
message $aidtalk
boxset 6
applymovement 0x01 $aidfollow
applymovement 0xFF $aidfollow
pause 0x50
fadesound
release
end

#org $done
release
end

#org $aidwalk
applymovement $aidwalk ; #binary 0x1D 0x1E 0x10 0xFE

#org $aidtalk
message $aidtalk 1 = Wait! v\h01 come with me to my lab.\nI have something for you.

#org $aidfollow
applymovement $aidfollow ; #binary 0x12 0x12 0x12 0x1E 0x11 0xFE
You will have to provide the flag for the first part of the code or Oak will call the character forever. I will add the warp codes in a little while.
A link to where you can learn follow scripts.

Soul.//Silver
December 4th, 2007, 06:05 AM
[input the flag for after Oak takes you back # 0x...]

I don't know what the flag after Oak takes you back is. Can you tell me?

stead573
December 4th, 2007, 07:14 AM
Hey Yoderpet!

Thanks alot! I had been looking for it for a few hours using Google lastnight, but had no luck.

Dragoon
December 4th, 2007, 07:58 AM
Dosen't matter since I am beginner
I'll just do it that no matter what starter you pick you're rival will have Eevee!

stead573
December 4th, 2007, 10:25 AM
Can anyone help me with this?

Right, I've just read through a few tutorials on Pokescript, and I've created a short movement script.

The player walks into a script where, he stops, a man moves two steps right and talks to him.

The Script:


#org $IfElse
checkflag 0x200 ' empty flag
if 0x1 goto $Move
release
end

#org $Move
applymovement 0x05 $ManMove ' 0x05 [people number 5, is this correct?]
pausemove 0
return

#org $ManMove
#Binary 0x0B 0xFE ' the man moves two steps right

#org $ShowText
lock
faceplayer
message $NewTrainer
$NewTrainer 1 = Hey! You're a new trainer,\laren't you?
boxset 6
setflag 0x200
release
end


Any help on this would be much appreciated!

Derlo
December 4th, 2007, 10:41 AM
Can anyone help me with this?

Right, I've just read through a few tutorials on Pokescript, and I've created a short movement script.

The player walks into a script where, he stops, a man moves two steps right and talks to him.

The Script:



Any help on this would be much appreciated!

I don't know if it is that you want, But try this:

#org $newtrainer
lock
faceplayer
checkflag 0x200
if 1 gosub $Move
message $NewTrainer
$NewTrainer 1 = Hey! You're a new trainer,\laren't you?
boxset 6
setflag 0x200
release
end

#org $Move
applymovement 5 $ManMove
$ManMove 1 ; #Binary 0x0B 0x0B 0xFE
pausemove 0
return

destinedjagold
December 4th, 2007, 10:43 AM
#org $IfElse
checkflag 0x200
if 0x1 goto $Move
release
end

#org $Move
applymovement 0x05 $ManMove
pausemove 0
goto $ShowText
return
end

#org $ManMove
$ManMove 1 ; binary 0x0B 0x0B 0xFE

#org $ShowText
lock
faceplayer
message $NewTrainer
$NewTrainer 1 = Hey! You're a new trainer,\laren't you?
boxset 6
setflag 0x200
release
end

You should understand the people id's and movements and the logic and order of the script...

Derlo
December 4th, 2007, 10:45 AM
Hello!
Does anybody know as just doing the "screen" of the game to move??
Example: The HERO is stopped in as the screen moves for the scenery

The same question!
thanks!

stead573
December 4th, 2007, 11:21 AM
Hey, thanks for the input Derlo and destinedjagold!

The only thing is, I can't get any of these scripts to work. It may be in the method of how I am assigning the offset to the script in Advance Map...not too sure.

Right, so I've gone through the right method using Pokescript and Buf Rite, I'm certain of that.

So...to assign the offset set by Buf Rite [800000] I open the ROM in Advance Map, create a new sprite [people number 5] and script. Then input the offset of the code [800000] into the offset of the script. Am I right in thinking that's correct?

So on the map, it would look like this:
[5] sprite to move
[E] empty space
[S] script

[5][E][E][S]

The sprite [5] would move two spaces right to face the [PLAYER] which is stood on the script:

[5][>][>][S]

I hope I have included enough information on my problem for someone to hopefully help me with!

Thanks in advance!

Derlo
December 4th, 2007, 12:54 PM
Hey, thanks for the input Derlo and destinedjagold!

The only thing is, I can't get any of these scripts to work. It may be in the method of how I am assigning the offset to the script in Advance Map...not too sure.

Right, so I've gone through the right method using Pokescript and Buf Rite, I'm certain of that.

So...to assign the offset set by Buf Rite [800000] I open the ROM in Advance Map, create a new sprite [people number 5] and script. Then input the offset of the code [800000] into the offset of the script. Am I right in thinking that's correct?

So on the map, it would look like this:
[5] sprite to move
[E] empty space
[S] script

[5][E][E][S]

The sprite [5] would move two spaces right to face the [PLAYER] which is stood on the script:

[5][>][>][S]

I hope I have included enough information on my problem for someone to hopefully help me with!

Thanks in advance!

In the header of SCRIPT [S]
put that:

unknown: 03 00
number VAR: 50 40
value of VAR: 00 00
unknown: 00 00

yoderpet
December 4th, 2007, 02:53 PM
Sceptilehero:What is it that Oak was supposed to do after he brought you back in?

Oh and I finished the script except for the flag:

code 1:

#org $begin
checkflag [input the flag for after Oak takes you back # 0x...]
if B_true goto $done
playsound 0x13B
#raw 0x33
applmovement 0x01 $aidwalk
pause 0x50
message $aidtalk
boxset 6
applymovement 0x01 $aidfollow
applymovement 0xFF $aidfollow
pause 0x50
fadesound
warp 0x4 0x3 0x0
release
end

#org $done
release
end

#org $aidwalk
applymovement $aidwalk ; #binary 0x1D 0x1E 0xFE

#org $aidtalk
message $aidtalk 1 = Wait! v\h01 come with me to my lab.\nI have something for you.

#org $aidfollow
applymovement $aidfollow ; #binary 0x12 0x12 0x12 0x1E 0xFE

code 2:

#org $begin
checkflag [input the flag for after Oak takes you back # 0x...]
if B_true goto $done
playsound 0x13B
#raw 0x33
applmovement 0x01 $aidwalk
pause 0x50
message $aidtalk
boxset 6
applymovement 0x01 $aidfollow
applymovement 0xFF $aidfollow
pause 0x50
fadesound
warp 0x4 0x3 0x0
release
end

#org $done
release
end

#org $aidwalk
applymovement $aidwalk ; #binary 0x1D 0x1E 0x10 0xFE

#org $aidtalk
message $aidtalk 1 = Wait! v\h01 come with me to my lab.\nI have something for you.

#org $aidfollow
applymovement $aidfollow ; #binary 0x12 0x12 0x12 0x1E 0x11 0xFE

And I still need someone to check one of my codes!

#org $StartWild
lock
faceplayer
checkflag 0x305
if B_true goto $done
cry5
message $Mewcry
boxset 6
checkflag 0x304
if B_true goto $WildBatt
setflag 0x305
release
end

#org $done
release
end

#org $WildBatt
lock
wildbattle 151 30 0
release
setflag 0x401
fadscreen 0
end

Reaper 6
December 4th, 2007, 03:47 PM
Hi im really bad at scripting ive been trying to learn to script for a couple of months now so could someone make me this script

Can someone make a script that makes the professor be in the lab from the start.
and instead of him giving u the kanto pokedex he gives u the national dex after ur first battle with ur rivel he asks you back and he gives u the national dex after ur first battle with gary in the lab.

Please can someone make this i need it for my hack and ill add u to my credits
Please.

~*Pikafan*~
December 4th, 2007, 09:16 PM
I was trying to make a starter pokemon script for my hack and I tried it out, but it wasn't working. The script didn't even start, it just froze. If anyone can see what's wrong with it, that would help a lot.

If no one can understand what's happening, I'll tell them.

#org $begin
lock
faceplayer
checkflag 0x207
if B_true goto $done
message $ah
release
playsound 0xFFFF
#raw 0x33
applymovement 0x02 $mv1
setflag 0x207
goto $giveball

#org $giveball
applymovement 0x02 $mv2
message $well
playsound 0x13B
applymovement 0x04 $mv3
message $here
fadesound
lock
message $so
goto $getdex

#org $getdex
setflag 0x800
setflag 0x801
boxset 6
jingle
message $gotdex
givepokemon 179 5 8E
boxset 6
jingle
message $gotpoke
boxset 6
message $namepoke
boxset 5
compare LASTRESULT 1
if B_False goto $Sea
namepokemon
goto $sea
release
end

#org $ah
$ah 1 = Ah, there you are,\n\v\h01!\pHere, I have something for you.

#org $mv1
$mv1 ; #binary 0x13 0x13 0xFE

#org $mv2
$mv2 ; #binary 0x12 0x12 0x4A 0xFE

#org $well
$well 1 = Well, \v\h01, here\nis a pokemon in my hand.\pThis is no ordinary pokemon.\nIt is a new pokemon found in\pa different region. Its\nname is Shinx. I want you\pto take this pokemon and\ngo to the Seafoam Islands.\pLately, there have been some\nshady people around Seafoam Islands.\pI want you to go with\nmy friend..wait, where\pis he?

#org $mv3
$mv3 ; #binary 0x13 0x13 0x13 0x13 0x11 0x11 0x11 0xFE

#org $here
$here 1 = Here I am! Sorry, I\n was reading a book on the shelf.\pSo, Professor, what is it?

#org $so
$so 1 = Now that you both are here,\nfirst I need to give you\pyour pokedexes. Then, \v\h01,\nI'll give you your pokemon.\pHere, both of you, take these.

#org $gotdex
$gotdex 1 = You got the pokedex!

#org $gotpoke
$gotpoke 1 = You obtained a Shinx!

#org $namepoke
$namepoke 1 = Would you like to give Shinx a nickname?

#org $sea
$sea 1 = There's a boat waiting outside\nto take you to the Seafoam\pIslands. Before you go, go to the machine\nand get your pokedex upgraded.

#org $done
message $hey
$hey 1 = Hey \v\h01, how are you?
release
end

Derlo
December 5th, 2007, 01:50 AM
I was trying to make a starter pokemon script for my hack and I tried it out, but it wasn't working. The script didn't even start, it just froze. If anyone can see what's wrong with it, that would help a lot.

If no one can understand what's happening, I'll tell them.

#org $begin
lock
faceplayer
checkflag 0x207
if B_true goto $done
message $ah
release
playsound 0xFFFF
#raw 0x33
applymovement 0x02 $mv1
setflag 0x207
goto $giveball

#org $giveball
applymovement 0x02 $mv2
message $well
playsound 0x13B
applymovement 0x04 $mv3
message $here
fadesound
lock
message $so
goto $getdex

#org $getdex
setflag 0x800
setflag 0x801
boxset 6
jingle
message $gotdex
givepokemon 179 5 8E
boxset 6
jingle
message $gotpoke
boxset 6
message $namepoke
boxset 5
compare LASTRESULT 1
if B_False goto $Sea
namepokemon
goto $sea
release
end

#org $ah
$ah 1 = Ah, there you are,\n\v\h01!\pHere, I have something for you.

#org $mv1
$mv1 ; #binary 0x13 0x13 0xFE

#org $mv2
$mv2 ; #binary 0x12 0x12 0x4A 0xFE

#org $well
$well 1 = Well, \v\h01, here\nis a pokemon in my hand.\pThis is no ordinary pokemon.\nIt is a new pokemon found in\pa different region. Its\nname is Shinx. I want you\pto take this pokemon and\ngo to the Seafoam Islands.\pLately, there have been some\nshady people around Seafoam Islands.\pI want you to go with\nmy friend..wait, where\pis he?

#org $mv3
$mv3 ; #binary 0x13 0x13 0x13 0x13 0x11 0x11 0x11 0xFE

#org $here
$here 1 = Here I am! Sorry, I\n was reading a book on the shelf.\pSo, Professor, what is it?

#org $so
$so 1 = Now that you both are here,\nfirst I need to give you\pyour pokedexes. Then, \v\h01,\nI'll give you your pokemon.\pHere, both of you, take these.

#org $gotdex
$gotdex 1 = You got the pokedex!

#org $gotpoke
$gotpoke 1 = You obtained a Shinx!

#org $namepoke
$namepoke 1 = Would you like to give Shinx a nickname?

#org $sea
$sea 1 = There's a boat waiting outside\nto take you to the Seafoam\pIslands. Before you go, go to the machine\nand get your pokedex upgraded.

#org $done
message $hey
$hey 1 = Hey \v\h01, how are you?
release
end

Try this:

#org $begin
lock
faceplayer
checkflag 0x207
if 1 goto $done
message $ah
boxset 6
playsound 0xFFFF
#raw 0x33
applymovement 2 $mv1
pusemove 0
setflag 0x207
applymovement 2 $mv2
pausemove 0
message $well
boxset 6
playsound 0x13B
applymovement 4 $mv3
pausemove 0
message $here
boxset 6
fadesound
message $so
goto $getdex

#org $getdex
setflag 0x800
setflag 0x801
jingle
message $gotdex
boxset 6
givepokemon 179 5 8E
jingle
message $gotpoke
boxset 6
message $namepoke
boxset 5
compare LASTRESULT 1
if 0 goto $Sea
namepokemon
goto $sea
release
end

#org $ah
$ah 1 = Ah, there you are,\n\v\h01!\pHere, I have something for you.

#org $mv1
$mv1 1 ; #binary 0x13 0x13 0xFE

#org $mv2
$mv2 1 ; #binary 0x12 0x12 0x4A 0xFE

#org $well
$well 1 = Well, \v\h01, here\nis a pokemon in my hand.\pThis is no ordinary pokemon.\nIt is a new pokemon found in\pa different region. Its\nname is Shinx. I want you\pto take this pokemon and\ngo to the Seafoam Islands.\pLately, there have been some\nshady people around Seafoam Islands.\pI want you to go with\nmy friend..wait, where\pis he?

#org $mv3
$mv3 1 ; #binary 0x13 0x13 0x13 0x13 0x11 0x11 0x11 0xFE

#org $here
$here 1 = Here I am!\nSorry, I was reading a book on\lthe shelf.\pSo, Professor, what is it?

#org $so
$so 1 = Now that you both are here,\nfirst I need to give you\lyour pokedexes. \pThen, \v\h01, I'll give you\nyour pokemon.\pHere, both of you, take these.

#org $gotdex
$gotdex 1 = You got the pokedex!

#org $gotpoke
$gotpoke 1 = You obtained a Shinx!

#org $namepoke
$namepoke 1 = Would you like to give Shinx a nickname?

#org $sea
$sea 1 = There's a boat waiting outside\nto take you to the Seafoam\lIslands.\p Before you go, go to the machine\nand get your pokedex upgraded.

#org $done
message $hey
$hey 1 = Hey \v\h01, how are you?
boxset 6
release
end

~*Pikafan*~
December 5th, 2007, 02:05 AM
Well, it worked up to

message $well

And the pokeball didn't dissappear. Did it work for you?

Derlo
December 5th, 2007, 12:26 PM
Well, it worked up to

message $well

And the pokeball didn't dissappear. Did it work for you?

You have to put the number of the flags activated in the PERSON'S ID in AMAP.
that it is 207.

~*Pikafan*~
December 5th, 2007, 10:01 PM
I did. The pokeball has the ID 0207. Is there anything else needed, or is something just wrong?

stead573
December 6th, 2007, 10:05 AM
Try this:

#org $begin
lock
faceplayer
checkflag 0x207
if 1 goto $done
message $ah
boxset 6
playsound 0xFFFF
#raw 0x33
applymovement 2 $mv1
pusemove 0
setflag 0x207
applymovement 2 $mv2
pausemove 0
message $well
boxset 6
playsound 0x13B
applymovement 4 $mv3
pausemove 0
message $here
boxset 6
fadesound
message $so
goto $getdex

#org $getdex
setflag 0x800
setflag 0x801
jingle
message $gotdex
boxset 6
givepokemon 179 5 8E
jingle
message $gotpoke
boxset 6
message $namepoke
boxset 5
compare LASTRESULT 1
if 0 goto $Sea
namepokemon
goto $sea
release
end

#org $ah
$ah 1 = Ah, there you are,\n\v\h01!\pHere, I have something for you.

#org $mv1
$mv1 1 ; #binary 0x13 0x13 0xFE

#org $mv2
$mv2 1 ; #binary 0x12 0x12 0x4A 0xFE

#org $well
$well 1 = Well, \v\h01, here\nis a pokemon in my hand.\pThis is no ordinary pokemon.\nIt is a new pokemon found in\pa different region. Its\nname is Shinx. I want you\pto take this pokemon and\ngo to the Seafoam Islands.\pLately, there have been some\nshady people around Seafoam Islands.\pI want you to go with\nmy friend..wait, where\pis he?

#org $mv3
$mv3 1 ; #binary 0x13 0x13 0x13 0x13 0x11 0x11 0x11 0xFE

#org $here
$here 1 = Here I am!\nSorry, I was reading a book on\lthe shelf.\pSo, Professor, what is it?

#org $so
$so 1 = Now that you both are here,\nfirst I need to give you\lyour pokedexes. \pThen, \v\h01, I'll give you\nyour pokemon.\pHere, both of you, take these.

#org $gotdex
$gotdex 1 = You got the pokedex!

#org $gotpoke
$gotpoke 1 = You obtained a Shinx!

#org $namepoke
$namepoke 1 = Would you like to give Shinx a nickname?

#org $sea
$sea 1 = There's a boat waiting outside\nto take you to the Seafoam\lIslands.\p Before you go, go to the machine\nand get your pokedex upgraded.

#org $done
message $hey
$hey 1 = Hey \v\h01, how are you?
boxset 6
release
end

Do you think the problem may be that you have used a capital letter:

#org $begin
lock
faceplayer
checkflag 0x207
if 1 goto $done
message $ah
boxset 6
playsound 0xFFFF
#raw 0x33
applymovement 2 $mv1
pusemove 0
setflag 0x207
applymovement 2 $mv2
pausemove 0
message $well
boxset 6
playsound 0x13B
applymovement 4 $mv3
pausemove 0
message $here
boxset 6
fadesound
message $so
goto $getdex

#org $getdex
setflag 0x800
setflag 0x801
jingle
message $gotdex
boxset 6
givepokemon 179 5 8E
jingle
message $gotpoke
boxset 6
message $namepoke
boxset 5
compare LASTRESULT 1
if 0 goto $Sea 'here, when it should be lower?
namepokemon
goto $sea
release
end

#org $ah
$ah 1 = Ah, there you are,\n\v\h01!\pHere, I have something for you.

#org $mv1
$mv1 1 ; #binary 0x13 0x13 0xFE

#org $mv2
$mv2 1 ; #binary 0x12 0x12 0x4A 0xFE

#org $well
$well 1 = Well, \v\h01, here\nis a pokemon in my hand.\pThis is no ordinary pokemon.\nIt is a new pokemon found in\pa different region. Its\nname is Shinx. I want you\pto take this pokemon and\ngo to the Seafoam Islands.\pLately, there have been some\nshady people around Seafoam Islands.\pI want you to go with\nmy friend..wait, where\pis he?

#org $mv3
$mv3 1 ; #binary 0x13 0x13 0x13 0x13 0x11 0x11 0x11 0xFE

#org $here
$here 1 = Here I am!\nSorry, I was reading a book on\lthe shelf.\pSo, Professor, what is it?

#org $so
$so 1 = Now that you both are here,\nfirst I need to give you\lyour pokedexes. \pThen, \v\h01, I'll give you\nyour pokemon.\pHere, both of you, take these.

#org $gotdex
$gotdex 1 = You got the pokedex!

#org $gotpoke
$gotpoke 1 = You obtained a Shinx!

#org $namepoke
$namepoke 1 = Would you like to give Shinx a nickname?

#org $sea
$sea 1 = There's a boat waiting outside\nto take you to the Seafoam\lIslands.\p Before you go, go to the machine\nand get your pokedex upgraded.

#org $done
message $hey
$hey 1 = Hey \v\h01, how are you?
boxset 6
release
end

Juan
December 6th, 2007, 11:25 AM
Sea 'here, when it should be lower?

I did not understand right, but it can be with capital letters and very small, as much makes.

Derlo
December 6th, 2007, 12:27 PM
>>>>>>>>>>>>>>TO ~*Pikafan*~

#org $begin
lock
faceplayer
checkflag 0x207
if 1 goto $done
message $ah
boxset 6
playsound 0xFFFF
#raw 0x33
applymovement 2 $mv1
pusemove 0
setflag 0x207
applymovement 2 $mv2
pausemove 0
message $well
boxset 6
playsound 0x13B
applymovement 4 $mv3
pausemove 0
message $here
boxset 6
fadesound
message $so
goto $getdex

#org $getdex
setflag 0x800
setflag 0x801
jingle
message $gotdex
boxset 6
givepokemon 179 5 8E
jingle
message $gotpoke
boxset 6
#raw 53
#raw XX <---- put here number of the person (POKEBALL).
#raw 00
message $namepoke
boxset 5
compare LASTRESULT 1
if 0 goto $sea
namepokemon
goto $sea
release
end

#org $ah
$ah 1 = Ah, there you are,\n\v\h01!\pHere, I have something for you.

#org $mv1
$mv1 1 ; #binary 0x13 0x13 0xFE

#org $mv2
$mv2 1 ; #binary 0x12 0x12 0x4A 0xFE

#org $well
$well 1 = Well, \v\h01, here\nis a pokemon in my hand.\pThis is no ordinary pokemon.\nIt is a new pokemon found in\pa different region. Its\nname is Shinx. I want you\pto take this pokemon and\ngo to the Seafoam Islands.\pLately, there have been some\nshady people around Seafoam Islands.\pI want you to go with\nmy friend..wait, where\pis he?

#org $mv3
$mv3 1 ; #binary 0x13 0x13 0x13 0x13 0x11 0x11 0x11 0xFE

#org $here
$here 1 = Here I am!\nSorry, I was reading a book on\lthe shelf.\pSo, Professor, what is it?

#org $so
$so 1 = Now that you both are here,\nfirst I need to give you\lyour pokedexes. \pThen, \v\h01, I'll give you\nyour pokemon.\pHere, both of you, take these.

#org $gotdex
$gotdex 1 = You got the pokedex!

#org $gotpoke
$gotpoke 1 = You obtained a Shinx!

#org $namepoke
$namepoke 1 = Would you like to give Shinx a nickname?

#org $sea
$sea 1 = There's a boat waiting outside\nto take you to the Seafoam\lIslands.\p Before you go, go to the machine\nand get your pokedex upgraded.

#org $done
message $hey
$hey 1 = Hey \v\h01, how are you?
boxset 6
release
end

yoderpet
December 6th, 2007, 08:35 PM
I have a code that needs to be checked. What its supposed to do is allow you to battle a mew, but I'm not sure it works could someone check my coding before I use it?
#org $StartWild
lock
faceplayer
checkflag 0x305
if B_true goto $done
cry5
message $Mewcry
boxset 6
checkflag 0x304
if B_true goto $WildBatt
setflag 0x305
release
end

#org $done
release
end

#org $WildBatt
lock
wildbattle 151 30 0
release
setflag 0x401
fadscreen 0
end

Thanks in advanced and if anybody needs this code, once its been checked you can use it.

Also, I need the Rival's Pokescript code like when you're using the message code how it is "v\h01" what is the rival's?

~*Pikafan*~
December 6th, 2007, 09:32 PM
>>>>>>>>>>>>>>TO ~*Pikafan*~

It still doesn't work. When he walks to the pokeball, it doesn't dissappear, you have to click again to continue it, and when it gets up to "Where is he?" The script stops. The game freezes too. I don't know what's wrong...

Derlo
December 7th, 2007, 01:57 AM
It still doesn't work. When he walks to the pokeball, it doesn't dissappear, you have to click again to continue it, and when it gets up to "Where is he?" The script stops. The game freezes too. I don't know what's wrong...

If that doesn't work I don't know where it is the problem!


#org $begin
lock
faceplayer
checkflag 0x207
if 1 goto $done
message $ah
$ah 1 = Ah, there you are,\n\v\h01!\pHere, I have something for you.
boxset 6
applymovement 2 $mv1
$mv1 1 ; #Binary 0x13 0x13 0xFE
pausemove 0
#raw 53
#raw XX <---- put here number of the person (POKEBALL).
#raw 00
applymovement 2 $mv2
$mv2 1 ; #Binary 0x12 0x12 0x4A 0xFE
pausemove 0
message $well
$well 1 = Well, \v\h01, here\nis a pokemon in my hand.\pThis is no ordinary pokemon.\nIt is a new pokemon found in\la different region.\pIts name is Shinx.\pI want you to take this\npokemon and go to\lthe Seafoam Islands.\pLately, there have been some\nshady people around Seafoam Islands.\pI want you to go with\nmy friend..wait, where\lis he?
boxset 6
playsound 0x13B
nop
nop
nop
nop
nop
nop
applymovement 4 $mv3
$mv3 1 ; #Binary 0x13 0x13 0x13 0x13 0x11 0x11 0x11 0xFE
pausemove 0
message $here
$here 1 = Here I am!\nSorry, I was reading a book on\lthe shelf.\pSo, Professor, what is it?
boxset 6
fadesound
message $so
$so 1 = Now that you both are here,\nfirst I need to give you\lyour pokedexes.\pThen, \v\h01, I'll give you\nyour pokemon.\pHere, both of you, take these.
boxset 6
jingle
message $getdex
$gotdex 1 = You got the pokedex!
boxset 6
givepokemon 179 5 8E
jingle
message $gotpoke
$gotpoke 1 = You obtained a Shinx!
boxset 6
message $npoke
$npoke 1 = Would you like to give Shinx a nickname?
boxset 5
compare LASTRESULT 1
if 0 goto $sea
namepokemon
call $sea
setflag 0x207
setflag 0x800
setflag 0x801
release
end

#org $sea
message $1
$1 1 = There's a boat waiting outside\nto take you to the Seafoam\lIslands.\pBefore you go, go to the machine\nand get your pokedex upgraded.
boxset 6
return

#org $done
message $hey
$hey 1 = Hey \v\h01, how are you?
boxset 6
release
end

There is, other thing: WHICH THE ROM WHAT YOU USE, FR/LG OR R/S?

I have a code that needs to be checked. What its supposed to do is allow you to battle a mew, but I'm not sure it works could someone check my coding before I use it?
#org $StartWild
lock
faceplayer
checkflag 0x305
if B_true goto $done
cry5
message $Mewcry
boxset 6
checkflag 0x304
if B_true goto $WildBatt
setflag 0x305
release
end

#org $done
release
end

#org $WildBatt
lock
wildbattle 151 30 0
release
setflag 0x401
fadscreen 0
end

Thanks in advanced and if anybody needs this code, once its been checked you can use it.

TRY THIS:

#org $StartWild
lock
faceplayer
checkflag 0x305
if 1 goto $done
cry5
message $Mewcry
$Mewcry 1 = ________________ <- (Write what MEW will say!)
boxset 6
wildbattle 151 30 0
fadescreen 0
setflag 0x305
release
end

#org $done
release
end

Also, I need the Rival's Pokescript code like when you're using the message code how it is "v\h01" what is the rival's?

To show the name of the RIVAL it uses \ v\h06.

axlefoley
December 7th, 2007, 09:05 AM
Hi guys I finally got Pokescript to work yay but I am now having another problem :(

Basically I am writing a sign for an elm lab but when I go to test it (while playing it duh) the text box doesn't come up when I run into the sign and when I press the A button (A for GBA programmed to whatever button you have it as). Here is the code and can you tell me if there is anything wrong with it.

#ORG $ElmsLabBegin
Lock
Faceplayer
message $ElmsLab
boxset 6
release
end

#org $ElmsLab
$ElmsLab 1 = ELM'S POKéMON LAB

thanks for your time I hope to hear from one of you guys soon.

destinedjagold
December 7th, 2007, 10:38 AM
use #org rather than #ORG...

also, use the signpost (orange in colour in a-map), and set the right unkown values(above the hidden check box) and try again.

But save your game inside a house before reopening your ROM again.
hope that helps. ;)

axlefoley
December 7th, 2007, 12:08 PM
use #org rather than #ORG...

also, use the signpost (orange in colour in a-map), and set the right unkown values(above the hidden check box) and try again.

But save your game inside a house before reopening your ROM again.
hope that helps. ;)

Cheers mate changing the ORG to org worked thanks mate credits for you lol

destinedjagold
December 7th, 2007, 01:45 PM
happy to help and need not for credits. that's the whole purpose of this thread.., to be helped by others. You're welcome and good luck with hacking! ;)

Binary
December 7th, 2007, 03:06 PM
I need a script:
I need a sprite to come from the bottom of the map and then walk up 3steps and talk to you saying: Hey bro, nice seeing you here. I see you got a pokemon, how about a battle?
he should have a level 5 magmar.
Thanks alot in advance!

~Celebi

yoderpet
December 7th, 2007, 03:49 PM
Thanks Derlo. I'm going to add an easier way to battle mew in my game and that code helped me a lot!

Derlo
December 7th, 2007, 03:59 PM
Hello people! :D

Can anybody tell me how to do the EARTHQUAKE to stop?
It is that after activating SPECIAL corresponding to him, the earthquake continues and he doesn't stop working unless me among or leave a map for other!

GOOD-BYE AND THANK YOU!

yoderpet
December 8th, 2007, 12:03 AM
Hey Derlo. I tried the code on my Fire Red and when I talk to the Mew all it does is freeze the screen and then it turns red. So do all of my other codes! Not one of my codes have worked so far. Does anyone have an explanation?

Could someone also check this code for me?

#org $begin
lock
faceplayer
applymovement $lookup
pause 0x1
message $So
boxset 6
applymovement $lookdown
pause 0x1
message $Oh
boxset 6
giveitem 0x44 0x1
message $go
boxset 6
applymovement $around
pause 0x1
release
end

#org $lookup
applymovement $lookup ; 0x++ 0xFE

#org $So
message $So 1 = So this is the entrance to the canyon!

#org $lookdown
applymovement $lookdown ; 0x++ 0xFE

#org $Oh
message $Oh 1 = Oh, hello. Are you a trainer, too? Cool! So what's your name?... v\h01? Okay, mine is Yoda. I was named after my grandfather. We should battle sometime, but right now I need to do an errand for my grandfather so see ya!

#org $around
applymovement $around ; 0xright 0xdown 0xdown 0xdown 0xleft 0xdown 0xdown 0xdown 0xdown 0xFE

Yes, I know that "down/left/..." aren't code, I just did that to remind myself to look for those codes.

Soul.//Silver
December 8th, 2007, 01:23 AM
I still can't find the flag for when Prof Oak takes you inside his lab. Can someone please tell me?

thethethethe
December 8th, 2007, 01:32 AM
Hello people! :D

Can anybody tell me how to do the EARTHQUAKE to stop?
It is that after activating SPECIAL corresponding to him, the earthquake continues and he doesn't stop working unless me among or leave a map for other!

GOOD-BYE AND THANK YOU!

Have you tried adding a #raw 27 after it.

Hey Derlo. I tried the code on my Fire Red and when I talk to the Mew all it does is freeze the screen and then it turns red. So do all of my other codes! Not one of my codes have worked so far. Does anyone have an explanation?

Could someone also check this code for me?

#org $begin
lock
faceplayer
applymovement $lookup
pausemove 0
message $So
boxset 6
applymovement $lookdown
pausemove 0
message $Oh
boxset 6
giveitem 0x44 0x1
message $go
boxset 6
applymovement $around
pausemove 0
release
end

#org $lookup
$lookup 1 ; 0x++ 0xFE

#org $So
$So 1 = So this is the entrance to the canyon!

#org $lookdown
$lookdown 1 ; 0x++ 0xFE

#org $Oh
$Oh 1 = Oh, hello. Are you a trainer, too? Cool! So what's your name?... v\h01? Okay, mine is Yoda. I was named after my grandfather. We should battle sometime, but right now I need to do an errand for my grandfather so see ya!

#org $around
$around ; 0xright 0xdown 0xdown 0xdown 0xleft 0xdown 0xdown 0xdown 0xdown 0xFE

Yes, I know that "down/left/..." aren't code, I just did that to remind myself to look for those codes.

Okay, I think I fixed all the problems. I also changed the "pause 0x1"'s to pausemove 0, which is like a perfect pause, which waits for the exact momenet that the movements end.

I still can't find the flag for when Prof Oak takes you inside his lab. Can someone please tell me?

In the Prof. Oak script at the beginning, it uses these flags.
setflag 0x002C
setflag 0x4001
and clears the flag 0x2B

Why would you want to know these?

Derlo
December 8th, 2007, 02:11 AM
Have you tried adding a #raw 27 after it.
etc etc etc etc...


I put #raw 27 but the earthquake continued and it locked the character's movements...
the rom that I am using is FR!

axlefoley
December 8th, 2007, 02:02 PM
I need help with the wild battle script the one that destinedjagold made in a previous post doesn't work properly can someone help me?

#org $StartWild
lock
faceplayer
checkflag 0x808
if 1 goto $done
cry 5
message $charCry
$charcry 1 = CELEBI:Seli!
boxset 6
wildbattle 251 5 0
fadescreen 0
setflag 0x808
release
end

#org $done
release
end

hope to hear from you guys soon :D

yoderpet
December 8th, 2007, 05:28 PM
Thanks thethethethe. I'm going to try it in a little bit. I'll tell you how it works.

Reaper 6
December 8th, 2007, 08:23 PM
Can someone make a simple script creator for pokescript that way people that find it hard to script just have to press a few bottons and have a script made just like simple script creator for scriptED users but this time for pokescript so how about it can someone make it

Satoshi Sugimori
December 8th, 2007, 08:42 PM
Can anyone check this please...
I cant get it compiled in PokeScript...
#org $begin
checkflag 0x999
if B_true goto $done
applymovement 0x01 $move1
pause 0x190
message $move1
boxset 6
applymovement 0x01 $move2
applymovement 0xFF $move2
pause 0x200
release
end

#org $done
release
end

#org $move1
$mw1 ; #binary 0x01 0x01 0x01 0x01 0x01 0x01 0x01 0x01 0x01 0x01 0x01 0x01 0x01 0x01 0x03 0x03 0x03 0x03 0x04 0xFE

#org $move1
$mt1 1 = Hey wait, \v\h01!\nProf. Andreas wants to see you!

#org $move2
$mw2 1 ; #binary 0x01 0x01 0x01 0x01 0x01 0x01 0x01 0x01 0x01 0x01 0x01 0x01 0x01 0x01 0x03 0x03 0x03 0x03 0x04 0x60 0xFE

destinedjagold
December 8th, 2007, 11:10 PM
here, I guess this will do, I think...

#org $begin
checkflag 0x999
if B_true goto $done
applymovement 0x01 $move1
pause 0x190
message $move1
boxset 6
applymovement 0x01 $move2
applymovement 0xFF $move2
pause 0x200
release
end

#org $done
release
end

#org $move1
$move1 ; #binary 0x01 0x01 0x01 0x01 0x01 0x01 0x01 0x01 0x01 0x01 0x01 0x01 0x01 0x01 0x03 0x03 0x03 0x03 0x04 0xFE
WHOA!!! so many movements! The script can only hold 12-15 movement commands... -_-

#org $move
$move 1 = Hey wait, \v\h01!\nProf. Andreas wants to see you!

#org $move2
$move2 1 ; #binary 0x01 0x01 0x01 0x01 0x01 0x01 0x01 0x01 0x01 0x01 0x01 0x01 0x01 0x01 0x03 0x03 0x03 0x03 0x04 0x60 0xFE

Satoshi Sugimori
December 8th, 2007, 11:12 PM
here, I guess this will do, I think...

#org $begin
checkflag 0x999
if B_true goto $done
applymovement 0x01 $move1
pause 0x190
message $move1
boxset 6
applymovement 0x01 $move2
applymovement 0xFF $move2
pause 0x200
release
end

#org $done
release
end

#org $move1
$move1 ; #binary 0x01 0x01 0x01 0x01 0x01 0x01 0x01 0x01 0x01 0x01 0x01 0x01 0x01 0x01 0x03 0x03 0x03 0x03 0x04 0xFE
WHOA!!! so many movements! The script can only hold 12-15 movement commands... -_-

#org $move
$move 1 = Hey wait, \v\h01!\nProf. Andreas wants to see you!

#org $move2
$move2 1 ; #binary 0x01 0x01 0x01 0x01 0x01 0x01 0x01 0x01 0x01 0x01 0x01 0x01 0x01 0x01 0x03 0x03 0x03 0x03 0x04 0x60 0xFE

So I need to do less Movements and it works?

destinedjagold
December 8th, 2007, 11:15 PM
So I need to do less Movements and it works?

yes, and also, noticed the things I did in 'bold'... those should be the same with the #org, for instance..,

#org $babylugia
$babylugia 1 = Purrriii...

or in movements..,

#org $shadowlugia
$shadowlugia 1 ; #binary 0x01 0x02 0x03 0x04 0xFE

and btw, 0xFE, which ends the movements, is also included with the 12-15 limit...

Satoshi Sugimori
December 8th, 2007, 11:20 PM
yes, and also, noticed the things I did in 'bold'... those should be the same with the #org, for instance..,

#org $babylugia
$babylugia 1 = Purrriii...

or in movements..,

#org $shadowlugia
$shadowlugia 1 ; #binary 0x01 0x02 0x03 0x04 0xFE

and btw, 0xFE, which ends the movements, is also included with the 12-15 limit...

Oo...In the tut in the tutorials section stood it like I have it...but ill give it a try..:)

cooley
December 9th, 2007, 12:03 AM
You don't have to have less movements. You can make it more than 15 including "0xFE"

applymovement 0x05 $move
.....
.....
#org $move
#raw 0x01 0x01 0x02 0x02 0x02 0x02 0x04
#raw 0x0C 0x0C 0x0C 0x0C 0x0C 0x11
#raw(so on and so forth..)

tImE
December 9th, 2007, 11:02 AM
Hi.
I suck at scripting and I need a script for Emerald, that works
just like the first rival script in diamond and pearl.
(When you try to enter your rivals door he comes out... etc.)

and also the script when you enter his room after the first script.
(when sits at his computer, then he sees you pushes
you away and walks down the stairs.)

I hope someone has time for me.:D

//44tim44

Satoshi Sugimori
December 9th, 2007, 11:51 AM
You don't have to have less movements. You can make it more than 15 including "0xFE"

applymovement 0x05 $move
.....
.....
#org $move
#raw 0x01 0x01 0x02 0x02 0x02 0x02 0x04
#raw 0x0C 0x0C 0x0C 0x0C 0x0C 0x11
#raw(so on and so forth..)


Now I changed it in this now it compiles but it acts weird because when you go trough the script tile it just waits there and the you see a message box with all weird letters and then you wait again and then you are disappeared...
help please..
#org $begin
checkflag 0x999
if B_true goto $done
applymovement 0x01 $move1
pause 0x200
message $move1
boxset 6
applymovement 0x01 $move2
applymovement 0xFF $move2
pause 0x220
release
end

#org $done
release
end

#org $move1
#raw 0x04 0x02 0x02 0x02 0x02 0x01 0x01
#raw 0x01 0x01 0x01 0x01 0x01 0x01 0x01
#raw 0x01 0x01 0x01 0x01 0x01 0xFE

#org $move1
$mt1 1 = Hey wait, \v\h01!\nProf. Andreas wants to see you!

#org $move2
#raw 0x04 0x04 0x04 0x04 0x04 0x04 0x04
#raw 0x04 0x04 0x04 0x04 0x04 0x04 0x04
#raw 0x03 0x03 0x03 0x03 0x01 0x01 0x60 0xFE

O and I almost forgot to ask can you do this sorta scripts in a script tile or does it has to be in a people thingy..?

destinedjagold
December 9th, 2007, 01:05 PM
the sprite that will move should not be so far away from the tile that holds the script... In the screen, you can see, from the player as the center, 5 tiles down, 5 tiles up, 7 left and 7 to it's right. So the sprite should be 1 tile away from the screen for it to move towards the player.

Satoshi Sugimori
December 9th, 2007, 03:58 PM
the sprite that will move should not be so far away from the tile that holds the script... In the screen, you can see, from the player as the center, 5 tiles down, 5 tiles up, 7 left and 7 to it's right. So the sprite should be 1 tile away from the screen for it to move towards the player.

I dont understand it..? But if I think what you mean is that the sprite that is going to move has to be closer to the script tile?

~*Pikafan*~
December 9th, 2007, 04:01 PM
I noticed one of the problems. Use the commands 0x11 for Up, 0x10 for Down, 0x12 for Left, and 0x13 for Right. They still make the person move one tile. Don't go by the FR-Move file. Try using those. And why checkflag 0x999? I don't even know if it will work. Try something like 0x200 if you haven't used it.

Now for my question.

This script works, just after the battle, he's suppost to say something, but he doesn't. Why doesn't he?

#org $go
lock
faceplayer
message $so
boxset 6
trainerbattle 0x00 0x004 $before $after $further
message $beaten
boxset 6
release
end

#org $so
$so 1 = Hey, there you are,\n\v\h01! Before we leave,\phow about a battle?

#org $before
$before 1 = I'm gonna win.

#org $after
$after 1 = Wow, \v\h01,\nyou're good!

#org $further
message $come1
boxset 6
$come1 1 = Come on, let's go on the ship.
#raw 0x33 0xFF 0xFF 0x00
applymovement 3 $ma1
applymovement 0xFF $ma2
warp 0x1 0x5 0x1
release
end

#org $beaten
$beaten 1 = I lost...

#org $ma1
$ma1 1 ; #binary 0x4B 0x60 0xFE

#org $ma2
$ma2 1 ; #binary 0x13 0xFE

Satoshi Sugimori
December 9th, 2007, 04:18 PM
Thnx ill try it..:)

And now a script request please (its for my hack)
Can someone make me a Prof. Oak replacement script...
Just that the professor comes walking up to you and then says: Wait you can't go there you need a pokémon if you go out in the wild! Here take this numel.

And then you get a numel and the professor walks away and disappears..

Thanks in advance..:)
(ofcourse you will come in my credits list in my hack)
(o and if you want to now wich hack look in sig..:))

cooley
December 9th, 2007, 08:58 PM
The reason you don't get regular text after the battle is because of the "Message $move1" and the "applymovement $move1".

As for that Script you wanted, I don't think it is a good Idea...I'll PM you with something.

~*Pikafan*~
December 9th, 2007, 10:22 PM
Does anyone have the offset for the TM/HM case activation? I need it to make a certain script.

cooley
December 9th, 2007, 10:32 PM
You mean the Giveitem no.?

giveitem 0x16C

~*Pikafan*~
December 9th, 2007, 10:42 PM
Yes, that's what I meant. But how would you put it in a script?

Would it be 2 separate giveitems or just one?

And also, are there any for the 8 badges?

lanturn 550
December 10th, 2007, 12:52 AM
Can someone plz make one where
an ! appears above a Npc and they walk over to where you are and talk to you (just put ................. where words go.)

plz and thanks

Gamemaster1379
December 10th, 2007, 06:10 AM
Alright, I'm trying to work on a hack for a new game, and need a bit of assistance, on a certain hack script.

I need a script where you walk up to a character and have to press A to talk to them. The character will be a trainer. (if this is necessary to the script, the character will only have one Pokemon). After the battle, the same trainer will battle the main character as a wild Pokemon (please do not question this) (I am aware that I will have to add the same sprite in two areas, too. =P). Afterwards, the character will finish the battle, and walk back down the stairs. When trying to do so, he will be stopped and a Pokemon will run up to the main character and join his/her party. (if the main character has 6, the pokemon will wait there until the main character come back for it).


This will be on Sky Pillar [Sapphire version], if this information is necessary.


It'd be appreciated if the answer to this could be PMd to me, or if I could be informed that a reply has been made to my request.


If the above isn't possible, please let me know, and I'll see if I can re-write the situation to go within Sapphire's scripting limitations.

Thanks in advance, and credit will be given to whomever helps me with this scripting

axlefoley
December 10th, 2007, 07:31 AM
#org $start
lock
faceplayer
message $cry
$cry 1 = Grooooar!!!
callstd 6
wildbattle 244 40 1
setflag 0x200
fadescreen 0
release
end

I know this was posted awhile ago but I was wondering what does the callstd do? Also I have a give mew script I was wondering is there anyway to get it to obey (At the moment I am still testing and trying scripts for later use and so the give mew event occurs before getting the pokedex).

destinedjagold
December 10th, 2007, 12:02 PM
Hello everyone. It has been a while since I last posted here concerning about a script. Well, I have made a script that doesn't work, so could I ask you to tell me what I have done wrong..? Thanks in advance...
#org $post1
lock
faceplayer
message $elmlab
$elmlab 1 = ELM POKEMON LAB
release
end

#org $post2
lock
faceplayer
message $newbark
$newbark 1 = NEW BARK TOWN\p"The town where the winds of a\nnew beginning blow."
release
end

#org $post3
lock
faceplayer
message $house1
$house1 1 = JIMMY's HOUSE
release
end

#org #post4
lock
faceplayer
message $house2
$house2 1 = ELM's HOUSE
release
end

#org $post5
lock
faceplayer
message $route
$route 1 = ROUTE 29\nCHERRYGROVE CITY - NEW BARK TOWN
release
end

thethethethe
December 10th, 2007, 12:26 PM
Since I'm having trouble with my own scripts, I guess I'll help out some other people.
Yes, that's what I meant. But how would you put it in a script?

Would it be 2 separate giveitems or just one?

And also, are there any for the 8 badges?

Why don't you just script a giveitem for a TM? If you recieve a TM, you'll automatically recieve the TM case.

For the Badges, for Fire Red...
setflag 0x820 gives first badge
setflag 0x821 gives second badge
setflag 0x822 gives third badge
setflag 0x823 gives fourth badge
I think you get where this is going.

I know this was posted awhile ago but I was wondering what does the callstd do? Also I have a give mew script I was wondering is there anyway to get it to obey (At the moment I am still testing and trying scripts for later use and so the give mew event occurs before getting the pokedex).

callstd is another name for boxset. It just comes down to what people prefer to use.

What map is Mew on? I can't find the map. If I can find the map, I can find the script, because I'd assume that it's similiar to the "Ghost," a special is used after the battle to make it a "special" battle.

Hello everyone. It has been a while since I last posted here concerning about a script. Well, I have made a script that doesn't work, so could I ask you to tell me what I have done wrong..? Thanks in advance...
#org $post1
lock
faceplayer
message $elmlab
$elmlab 1 = ELM POKEMON LAB
release
end

#org $post2
lock
faceplayer
message $newbark
$newbark 1 = NEW BARK TOWN\p"The town where the winds of a\nnew beginning blow."
release
end

#org $post3
lock
faceplayer
message $house1
$house1 1 = JIMMY's HOUSE
release
end

#org #post4
lock
faceplayer
message $house2
$house2 1 = ELM's HOUSE
release
end

#org $post5
lock
faceplayer
message $route
$route 1 = ROUTE 29\nCHERRYGROVE CITY - NEW BARK TOWN
release
end
You forgot to add "boxset" at the end of the message. Therefore the massage won't appear.

NOTE: If it's a signpost there is no need for lock and faceplayer.

destinedjagold
December 10th, 2007, 12:30 PM
oh drat. I forgot about the boxsets. Thanks so much, thethethethe. Really, it has been quite a while since I last made a script, and so I decided to take each step slowly.

Thanks again for the help, thethethethe. Simple mistake. :P

- edited -
It works now. thanks again. silly me... :P

stead573
December 10th, 2007, 01:25 PM
Hi All!

I was just wondering if anyone could have a quick look at this script and let me know if I have made any errors in it. It just doesn't seem to run. When I enter the script tile, the game just freezes! :\

The script is for [People No. 7] to move one step to the left and then talk to the player and give 5 Pokéballs. I am using Ruby btw.


org $start
checkflag 0x200
if B_true goto $done
applymovement 0x07 $move
pause 0x30
message $text
boxset 6
giveitem 0x4 5
setflag 0x200
release
end

#org $done
release
end

#org $move
$move 1 ; #binary 0x06 0xFE

#org $text
$text 1 = I'm sure these will be useful!


Thanks for any help in advance!

Kristian
December 10th, 2007, 07:22 PM
Can someone tell me whats wrong with this script?
it works fine, but after the battle the guy issnt walking away :S
#org $starthisscript
checkflag 0x799
if 1 goto $done
applymovement 0x7 $moverival2
$moverival2 1 ; #binary ---REMOVED---
pausemove 0
trainerbattle 0 0x146 $before $after2 $further
$before = ---REMOVED---
$after2 = ---REMOVED---
release
end

#org $done
release
end

#org $further
applymovement 0x7 $moverival111
$moverival111 1 ; #binary ---REMOVED---
pausemove 0
setflag 0x799
#raw 53
#raw 07
#raw 00
release
end
I'm not used to trainerbattle scripts, so can someone tell me whats wrong?
Thanks in Advance or what people say..;)

btw, it is for FireRed

axlefoley
December 10th, 2007, 09:44 PM
What map is Mew on? I can't find the map. If I can find the map, I can find the script, because I'd assume that it's similiar to the "Ghost," a special is used after the battle to make it a "special" battle.

i put it in on the 1st town to test the script as i said it is before you get the pokedex

~*Pikafan*~
December 10th, 2007, 09:46 PM
Thanks thethethethe. But now I have 2 more questions for anyone.

First is: How would you make a command to activate a pokemon Cry? I checked Irish Witch's tutorial, but it's outdated and doesn't work.

Second is: how do you do the setmaptile command?

@Kristian - It could be your offset. Try either 0x07 or just 7.

Gamemaster1379
December 10th, 2007, 10:49 PM
Alright, I'm trying to work on a hack for a new game, and need a bit of assistance, on a certain hack script.

I need a script where you walk up to a character and have to press A to talk to them. The character will be a trainer. (if this is necessary to the script, the character will only have one Pokemon). After the battle, the same trainer will battle the main character as a wild Pokemon (please do not question this) (I am aware that I will have to add the same sprite in two areas, too. =P). Afterwards, the character will finish the battle, and walk back down the stairs. When trying to do so, he will be stopped and a Pokemon will run up to the main character and join his/her party. (if the main character has 6, the pokemon will wait there until the main character come back for it).


This will be on Sky Pillar [Sapphire version], if this information is necessary.


It'd be appreciated if the answer to this could be PMd to me, or if I could be informed that a reply has been made to my request.


If the above isn't possible, please let me know, and I'll see if I can re-write the situation to go within Sapphire's scripting limitations.

Thanks in advance, and credit will be given to whomever helps me with this scripting

Hmm, it seems this was overlooked. I am going to quote this in case somebody who could help me may not have seen it. If there is a rule against this, I apologize, please send me a PM about this, and I'll be sure to not to do so again. :P

thethethethe
December 11th, 2007, 02:14 AM
i put it in on the 1st town to test the script as i said it is before you get the pokedex

Sorry, I meant in a normal FR rom. I want to check the mew script within the rom and see if any specials are used and if any affect the mey obeying you.

Thanks thethethethe. But now I have 2 more questions for anyone.

First is: How would you make a command to activate a pokemon Cry? I checked Irish Witch's tutorial, but it's outdated and doesn't work.

Second is: how do you do the setmaptile command?

@Kristian - It could be your offset. Try either 0x07 or just 7.

Cry isn't coded correctly in the Pokescript Database, use this.
cry 0xA1 0x<pokemon>
#raw 0x02 0x00

Setmaptile works like this.
I haven't really tested this, but I heard from a reliable source that this works.
special 0x8E 'I heard that it's needed to be their for the setmaptile to run.
setmaptile 0x<X co-ordinate> 0x<y-co-ordinate> 0x<tile> 0x<movement permission>

@Gamemaster1379
Sorry, I'm just not really in the mood to write scripts. I'm just helping little problems. All the advice I'll give you is this... If you attempt to write the script yourself first. You're more likely to get a response if all people need to do is fix mistakes in a script that doesn't work. If you have a long request, like yours, you probably won't get an answer.
If you don't know how to script, there are lots of good tutorials that you can help you in the process of learning.

axlefoley
December 11th, 2007, 06:34 AM
Sorry, I meant in a normal FR rom. I want to check the mew script within the rom and see if any specials are used and if any affect the mey obeying you.

I didn't think mew was an event in FR/LG and besides that I used an LG rom to test it for later insertion into FR.

These are the offsets I used.
- Pushed getmew.$givepokemonbegin to 8010BA
- Pushed getmew.$gotit to 8010F9
- Pushed getmew.$cursed to 801112
- Pushed getmew.$q to 801142
- Pushed getmew.$recieved to 801154

And this is the code.
#org $GivePokemonBegin
lock
faceplayer
checkflag 0x232
if B_true goto $gotit
message $q
boxset 6
givepokemon 151 5 1
message $recieved
boxset 2
setflag 0x232
release
end

#org $gotit
message $Cursed
boxset 6
release
end

#org $Cursed
$Cursed 1 = I'm glad to be rid of that POKéMON\nit's Cursed!

#org $q
$q 1 = TAKE IT! TAKE IT!

#org $recieved
$recieved 1 = You recieved a POKéMON!

Gamemaster1379
December 11th, 2007, 07:12 AM
Sorry, I meant in a normal FR rom. I want to check the mew script within the rom and see if any specials are used and if any affect the mey obeying you.



Cry isn't coded correctly in the Pokescript Database, use this.
cry 0xA1 0x<pokemon>
#raw 0x02 0x00

Setmaptile works like this.
I haven't really tested this, but I heard from a reliable source that this works.
special 0x8E 'I heard that it's needed to be their for the setmaptile to run.
setmaptile 0x<X co-ordinate> 0x<y-co-ordinate> 0x<tile> 0x<movement permission>

@Gamemaster1379
Sorry, I'm just not really in the mood to write scripts. I'm just helping little problems. All the advice I'll give you is this... If you attempt to write the script yourself first. You're more likely to get a response if all people need to do is fix mistakes in a script that doesn't work. If you have a long request, like yours, you probably won't get an answer.
If you don't know how to script, there are lots of good tutorials that you can help you in the process of learning.

I understand, but there's always a slim chance. In the meantime, I'm trying to figure out certain types of script I'll need....What would really help is if I knew how to access the scripts already in the game and look at their coding to figure out which ones I may need. =P

thethethethe
December 11th, 2007, 08:08 AM
I understand, but there's always a slim chance. In the meantime, I'm trying to figure out certain types of script I'll need....What would really help is if I knew how to access the scripts already in the game and look at their coding to figure out which ones I may need. =P

Well, there are few decompilers that can do it for you. There's ScriptED, which, in my opinion, isn't very helpful. There's Scriptdec and Pokemon Script Viewer. They can all be found in the tools section. I'd say scrictdec is the best one to use because it has a more extensive command database than the other 2.
And there is one more option, manually decompiling the script in hex. I'm pretty sure that you won't be doing that.

Kristian
December 11th, 2007, 05:59 PM
i asked a time before but i dont thing anyone noticed, so i'll as again, is there something wrong with this script? it works fine, but after the trainerbattle the guy issnt walking away.;o

#org $starthisscript
checkflag 0x799
if 1 goto $done
applymovement 0x7 $moverival2
$moverival2 1 ; #binary ---REMOVED---
pausemove 0
trainerbattle 0 0x146 $before $after2 $further
$before = ---REMOVED---
$after2 = ---REMOVED---
release
end

#org $done
release
end

#org $further
applymovement 0x7 $moverival111
$moverival111 1 ; #binary ---REMOVED---
pausemove 0
setflag 0x799
#raw 53
#raw 07
#raw 00
release
end
I'm not used to trainerbattle scripts, so can someone tell me whats wrong?
Thanks in Advance or what people say..;)

btw, it is for FireRed

~*Pikafan*~
December 11th, 2007, 08:32 PM
Cry isn't coded correctly in the Pokescript Database, use this.
cry 0xA1 0x<pokemon>
#raw 0x02 0x00

Setmaptile works like this.
I haven't really tested this, but I heard from a reliable source that this works.
special 0x8E 'I heard that it's needed to be their for the setmaptile to run.
setmaptile 0x<X co-ordinate> 0x<y-co-ordinate> 0x<tile> 0x<movement permission>


So if I wanted to make a setmaptile script, I would choose the X and Y and then the number of the tile block?

What I mean is, say I wanted to set Tile 01A6, the water tile for a lake. I would do

special 0x8E
setmaptile 0x13 0x21 0x01A6 0x?

And what would I do for the movement permission?

Also, I make this script, but

1. After it says message $whoa, The person walks one step too much, but all of the scripts should not make that happen.

2. After the battle, it doesn't continue on Further.

$org $begin
checkflag 0x828
if 1 goto $done
checkflag 0x201
if 1 goto $done
applymovement 17 $mw1
pausemove 0
message $whoa
boxset 6
applymovement 17 $mw2
applymovement 0xFF $mw2
pausemove 0
applymovement 0xFF $mw3
pausemove 0
applymovement 17 $mw4
applymovement 0xFF $mw4
pausemove 0
message $man
boxset 6
applymovement 7 $mw5
pausemove 0
cry 0xA1 0x131
#raw 0x02 0x00
message $lapcry
boxset 6
message $d
boxset 6
setflag 0x204
setflag 0x828
givepokemon 131 5 8B
jingle
message $gotpoke
boxset 6
#raw 53
#raw 01
#raw 00
message $namepoke
boxset 5
compare LASTRESULT 1
if 0 goto $next
namepoke
applymovement 23 $mw6
pausemove 0
message $hey
boxset 6
trainerbattle 0x00 0x009 $before $after $further
release
end

#org $next
applymovement 23 $mw6
pausemove 0
message $hey
boxset 6
trainerbattle 0x00 0x009 $before $after $further
release
end

#org $namepoke
$namepoke 1 = Would you like to give\nLapras a nickname?

#org $mw1
$mw1 1 ; #binary 0x11 0x13 0x4A 0xFE

#org $whoa
$whoa 1 = Whoa, this is really cool.\nHey, \v\h01, come\psee the Lapras!

#org $mw2
$mw2 1 ; #binary 0x12 0xFE

#org $mw3
$mw3 1 ; #binary 0x10 0x12 0XFE

#org $mw4
$mw4 1 ; #binary 0x10 0xFE

#org $man
$man 1 = Man, that lapras looks so sad.\nMaybe you should\ptry to cheer it\nup, \v\h01.

#org $mw5
$mw5 1 ; #binary 0x11 0xFE

#org $d
$d 1 = Whoa! Lapras looks\nlike it wants to\pcome with you!\nHere, I have a pokeball.\pHere, catch it!

#org $gotpoke
$gotpoke 1 = You obtained a Lapras!

#org $lapcry
$lapcry 1 = Laaaaa...

#org $mw6
$mw6 1 ; #binary 0x12 0x10 0x10 0xFE

#org $hey
$hey 1 = HEY! You can't catch\nthe pokemon here!\pGive it back!

#org $before
$before 1 = You won't give it\nback? Fine, I'll\pbattle you for\nit back!

#org $after
$after 1 = Why you little...

#org $further
message $he
boxset 6
applymovement 23 $mw7
pausemove 0
message $wow
boxset 6
applymovement 17 $mw8
pausemove 0
setflag 0x201
release
end

#org $he
$he 1 = Eh, what the... GAH!

#org $mw7
$mw7 1 ; #binary 0x11 0x11 0x13 0x13 0x13 0x13 0x13 0x13 0x13 0x13 0x60 0xFE

#org $wow
$wow 1 = Wow, \v\h01,\nthat was amazing!\pI can't wait until\nI get my pokemon!\nCome on,\plet's head back to\nmy house.

#org $mw8
$mw8 1 ; #binary 0x11 0x13 0x13 0x13 0x13 0x13 0x13 0x13 0x13 0x60 0xFE

#org $done
release
end

thethethethe
December 12th, 2007, 02:35 AM
i asked a time before but i dont thing anyone noticed, so i'll as again, is there something wrong with this script? it works fine, but after the trainerbattle the guy issnt walking away.;o

I did this a while ago as well, and I kept checking throught it and I couldn't find anything wrong with my script. You've done exactly what I did. I've put the problem in bold. 0 tells the command that it doesn't continue onto further. If it is a "1" it will continue.
#org $starthisscript
checkflag 0x799
if 1 goto $done
applymovement 0x7 $moverival2
$moverival2 1 ; #binary ---REMOVED---
pausemove 0
trainerbattle 0 0x146 $before $after2 $further
$before = ---REMOVED---
$after2 = ---REMOVED---
release
end

#org $done
release
end

#org $further
applymovement 0x7 $moverival111
$moverival111 1 ; #binary ---REMOVED---
pausemove 0
setflag 0x799
#raw 53
#raw 07
#raw 00
release
end

So if I wanted to make a setmaptile script, I would choose the X and Y and then the number of the tile block?

What I mean is, say I wanted to set Tile 01A6, the water tile for a lake. I would do

special 0x8E
setmaptile 0x13 0x21 0x01A6 0x?

And what would I do for the movement permission?

Also, I make this script, but

1. After it says message $whoa, The person walks one step too much, but all of the scripts should not make that happen.

2. After the battle, it doesn't continue on Further.

$org $begin
checkflag 0x828
if 1 goto $done
checkflag 0x201
if 1 goto $done
applymovement 17 $mw1
pausemove 0
message $whoa
boxset 6
applymovement 17 $mw2
applymovement 0xFF $mw2
pausemove 0
applymovement 0xFF $mw3
pausemove 0
applymovement 17 $mw4
applymovement 0xFF $mw4
pausemove 0
message $man
boxset 6
applymovement 7 $mw5
pausemove 0
cry 0xA1 0x131
#raw 0x02 0x00
message $lapcry
boxset 6
message $d
boxset 6
setflag 0x204
setflag 0x828
givepokemon 131 5 8B
jingle
message $gotpoke
boxset 6
#raw 53
#raw 01
#raw 00
message $namepoke
boxset 5
compare LASTRESULT 1
if 0 goto $next
namepoke
applymovement 23 $mw6
pausemove 0
message $hey
boxset 6
trainerbattle 0x00 0x009 $before $after $further
release
end

#org $next
applymovement 23 $mw6
pausemove 0
message $hey
boxset 6
trainerbattle 0x00 0x009 $before $after $further
release
end

#org $namepoke
$namepoke 1 = Would you like to give\nLapras a nickname?

#org $mw1
$mw1 1 ; #binary 0x11 0x13 0x4A 0xFE

#org $whoa
$whoa 1 = Whoa, this is really cool.\nHey, \v\h01, come\psee the Lapras!

#org $mw2
$mw2 1 ; #binary 0x12 0xFE

#org $mw3
$mw3 1 ; #binary 0x10 0x12 0XFE

#org $mw4
$mw4 1 ; #binary 0x10 0xFE

#org $man
$man 1 = Man, that lapras looks so sad.\nMaybe you should\ptry to cheer it\nup, \v\h01.

#org $mw5
$mw5 1 ; #binary 0x11 0xFE

#org $d
$d 1 = Whoa! Lapras looks\nlike it wants to\pcome with you!\nHere, I have a pokeball.\pHere, catch it!

#org $gotpoke
$gotpoke 1 = You obtained a Lapras!

#org $lapcry
$lapcry 1 = Laaaaa...

#org $mw6
$mw6 1 ; #binary 0x12 0x10 0x10 0xFE

#org $hey
$hey 1 = HEY! You can't catch\nthe pokemon here!\pGive it back!

#org $before
$before 1 = You won't give it\nback? Fine, I'll\pbattle you for\nit back!

#org $after
$after 1 = Why you little...

#org $further
message $he
boxset 6
applymovement 23 $mw7
pausemove 0
message $wow
boxset 6
applymovement 17 $mw8
pausemove 0
setflag 0x201
release
end

#org $he
$he 1 = Eh, what the... GAH!

#org $mw7
$mw7 1 ; #binary 0x11 0x11 0x13 0x13 0x13 0x13 0x13 0x13 0x13 0x13 0x60 0xFE

#org $wow
$wow 1 = Wow, \v\h01,\nthat was amazing!\pI can't wait until\nI get my pokemon!\nCome on,\plet's head back to\nmy house.

#org $mw8
$mw8 1 ; #binary 0x11 0x13 0x13 0x13 0x13 0x13 0x13 0x13 0x13 0x60 0xFE

#org $done
release
end

Since I've never really used the command, I've never tried it. But I'm pretty sure that the movement permission is the same as the movement permissions in a-map. (0xC, free movement; 0x1, no mevement.)

You have the same problem as Krisitan's Script. Change the 0x00 in the trainerbattle to 0x01 and it should work.

In a script in LoD, I had that same problem. It was taking steps that weren't shown in the script. I don't know why it did that but this is what I did to get around it.
I made a copy of the rom and used this one as a "sacrifice."
I just kept changing the movements, adding movements(one didn't move enough), removing movements, changed pointers, just changed lots of different things and kept re-compiling the script into the new rom and it eventually worked.
It's probably just a problem in compiling.

Also, \pHi\nMy\lname\lis\lthethethethe not \pHi\nMy\nname\nis\thethethethe. The second one won't work correctly. It will only show;
Hi
My
and then it will move to the next part of the script. You made this mistake in some of the text.
\pI can't wait until\nI get my pokemon!\nCome on
Come on won't show.

stead573
December 12th, 2007, 03:35 AM
Hi All!

Just wondering if someone could have a quick look at this piece of code I'm having a problem with.

Right, ALL of the script works, except for this piece:

message $nameTreeko
$nameTreeko 1 = Do you want to give a nickname\nto TREEKO?
boxset 5
compare LASTRESULT 1
if B_FALSE goto $checkPosition [1]
namepokemon
goto $checkPosition [2]
...the script ends here.

[1] So, if I choose not to give the pokemon a nickname, the correct offset is loaded.

[2] But, when I do choose to give the pokemon a nickname, the "goto $checkPosition" is not loaded.

Either I've missed something really stupid, or there is a flaw in my method.

Please, please help me!

Thanks in advance!


Edit: added a reply

\pI can't wait until\nI get my pokemon!\nCome on

Oh and the reason the "Come on" won't show, I think, is because it should look like this:

\pI can't wait until\nI get my pokemon!\pCome on

thethethethe
December 12th, 2007, 05:03 AM
Hi All!

Just wondering if someone could have a quick look at this piece of code I'm having a problem with.

Right, ALL of the script works, except for this piece:

message $nameTreeko
$nameTreeko 1 = Do you want to give a nickname\nto TREEKO?
boxset 5
compare LASTRESULT 1
if B_FALSE goto $checkPosition [1]
namepokemon
goto $checkPosition [2]
...the script ends here.

[1] So, if I choose not to give the pokemon a nickname, the correct offset is loaded.

[2] But, when I do choose to give the pokemon a nickname, the "goto $checkPosition" is not loaded.

Either I've missed something really stupid, or there is a flaw in my method.

Please, please help me!

Thanks in advance!


Edit: added a reply



Oh and the reason the "Come on" won't show, I think, is because it should look like this:

I prefer to write things involving the compare 0x800D 0x1 like this.
message $nameTreeko
$nameTreeko 1 = Do you want to give a nickname\nto TREEKO?
boxset 5
compare LASTRESULT 1
if 1 goto $namepoke
goto $checkPosition

#org $namepoke
namepokemon
goto $checkPosition

#org $checkposition


Just a little re-arranging.
I try to only use
compare LASTRESULT 1
if B_true goto $yes

And the other thing I was just explaining to ~*Pikafan*~ that there was a mistake. He can either have it like
\pI can't wait until\nI get my pokemon!\pCome on
or like this.
\pI can't wait until\nI get my pokemon!\lCome on
but not like this.
\pI can't wait until\nI get my pokemon!\nCome on

EDIT: ~*Pikafan*~, I decided to test out the setmaptile command, because I thought of an idea for LoD, that might be interesting and it needed the setmaptile.
It works like this.
Here's a simple script showing the setmaptile.

#org $start
checkflag 0x200
if 1 goto $done
setmaptile 0x0C 0x01 0x05 0x01
setmaptile 0x0C 0x01 0x04 0x00
special 0x8E
setflag 0x200
release
end

#org $done
release
end
The first three commands are the same as I explained before. The fourth argument, is the movement allowed. 0x1=Blocked off, 0x0=Freely moveable.
And instead of going before the setmaptile, the special follows the commands. This allows the tiles to "refresh" and appear without you having to walk off the screen for it to appear.
Sorry, for the "false" info. I probably should have made sure of everything first.

Derlo
December 12th, 2007, 11:48 AM
Can anybody help?!
It is that I already tried vary times to do script to activate and to disable the EARTHQUAKE, but he continues working and restraint the movement of PLAYER.(FOR Fire Red US)

The script is that:

#org $oioi
lock
faceplayer
message $1
$1 1 = Quer ver um TERREMOTO?
boxset 6
special 0x136
#raw 0x27 <--the script locks here and the earthquake doesn't stop!
message $2
$2 1 = TUdo bem!?
boxset 6
release
end

stead573
December 12th, 2007, 12:58 PM
Thanks for the advice thethethethe, but I still can't get the script to run properly.

I'm starting to think that "namepokemon" ends a script, and therefor cannot run anything afterwards. Do you know anything about this?

Thanks!

Satoshi Sugimori
December 12th, 2007, 06:36 PM
:deleted:
already found the error..:)

cooley
December 12th, 2007, 09:34 PM
I want to know How would I make a Trainerbattle Script, that is from a Trigger, If you lose you have to keep on battling until won. Just like in Pokemon White, except when/If you lose, you Have to keep on battling. Is this already implemented in the command?

The version is LeafGreen.

~*Pikafan*~
December 12th, 2007, 09:58 PM
I get it now, thanks Thethethethe.

cooley
December 13th, 2007, 12:33 AM
I want to know How would I make a Trainerbattle Script, that is from a Trigger, If you lose you have to keep on battling until won. Just like in Pokemon White, except when/If you lose, you Have to keep on battling. Is this already implemented in the command?

The version is LeafGreen.
Also How come this script won't work?
#org $start
checkflag 0x207
if b_true goto $done
applymovement 0x01 $move
pausemove 0
message $battle
boxset 6
trainerbattle 0x00 0x015 $before $after $further
release
end

#org $move
$move 1 ; 0x10 0x10 0x10 0x10 0x10 0xFE

#org $battle
$battle 1 = Hey \v\h01, Hows it going?\nLets Check our pokemon!

#org $before
$before 1 = Don't Be Scared now.

#org $after
after 1 = I've underestimated you. Oh Well.

#org $further
message $battle1
boxset 6
applymovement 0x01 $go
pausemove 0
#raw 53
#raw 01
nop
setflag 0x207
release
end

#org $done
release
end

#org $go
$go 1 ; 0x11 0x11 0x11 0x11 0x11 0xFE

#org $battle1
$battle1 1 = Looks like I have to practice,\nsee yah!
It is a simple Trigger script for the rival. The "$further" won't work, and after the battle the rival just stands there. Anyone, preferably good at scripting?

thethethethe
December 13th, 2007, 01:22 AM
Also How come this script won't work?
#org $start
checkflag 0x207
if b_true goto $done
applymovement 0x01 $move
pausemove 0
message $battle
boxset 6
trainerbattle 0x00 0x015 $before $after $further
release
end

#org $move
$move 1 ; 0x10 0x10 0x10 0x10 0x10 0xFE

#org $battle
$battle 1 = Hey \v\h01, Hows it going?\nLets Check our pokemon!

#org $before
$before 1 = Don't Be Scared now.

#org $after
after 1 = I've underestimated you. Oh Well.

#org $further
message $battle1
boxset 6
applymovement 0x01 $go
pausemove 0
#raw 53
#raw 01
nop
setflag 0x207
release
end

#org $done
release
end

#org $go
$go 1 ; 0x11 0x11 0x11 0x11 0x11 0xFE

#org $battle1
$battle1 1 = Looks like I have to practice,\nsee yah!
It is a simple Trigger script for the rival. The "$further" won't work, and after the battle the rival just stands there. Anyone, preferably good at scripting?

I'm not sure about the first one. I might look into it. There should be something becasue if you lose to Gary in the opening battle in FR, the script still continues. I'll let you know if I find anything.

Someone had this problem a couple of posts up. I'll quote the answer..
I did this a while ago as well, and I kept checking throught it and I couldn't find anything wrong with my script. You've done exactly what I did. I've put the problem in bold. 0 tells the command that it doesn't continue onto further. If it is a "1" it will continue.
#org $starthisscript
checkflag 0x799
if 1 goto $done
applymovement 0x7 $moverival2
$moverival2 1 ; #binary ---REMOVED---
pausemove 0
trainerbattle 0 0x146 $before $after2 $further
$before = ---REMOVED---
$after2 = ---REMOVED---
release
end

#org $done
release
end

#org $further
applymovement 0x7 $moverival111
$moverival111 1 ; #binary ---REMOVED---
pausemove 0
setflag 0x799
#raw 53
#raw 07
#raw 00
release
end

You have the same problem as Krisitan's Script. Change the 0x00 in the trainerbattle to 0x01 and it should work.

Derlo
December 13th, 2007, 08:09 PM
Hello!
Can anybody help myself with that script? He will be the first battle against the rival, I tried to copy for SCRIPTED but every time that we got lost the battle returned for our house and the script doesn't continue!

The script is this:


#org $rival
checkflag 0x828
if 0 goto $nada
checkflag 0x202
if 1 goto $WILL
release
end

#org $WILL
applymovement 0xff $olharparaW
$olharparaW 1 ; #Binary 0x02 0xFE
pausemove 0
applymovement 3 $hum
$hum 1 ; #Binary 0x62 0x4A 0xFE
pause 0x30
applymovement 3 $chegarW
$chegarW 1 ; #Binary 0x0B 0xFE
pausemove 0
message $before
$before 1 = \c\h01\h08\v\h06: Oi, deve ser \v\h01.\pEu também acabei de pegar meu\nprimeiro pokémon, vamos batalhar?
boxset 6
goto $luta
end

#org $luta
trainerbattle 9 0x146 0x3 $winin $perdeu
goto $mermo
end

#org $winin
$winin 1 = WILL: Yeah!\nEu sou o maximo!

#org $perdeu
$perdeu 1 = OQUE?\nInacreditavel!\lEu peguei o PKM errado!

#org $mermo
special 0
message $1
$1 1 = \c\h01\h08WILL: Foi uma boa batalha,\nparabéns, nos vemos mais tarde.
boxset 6
applymovement 3 $xauW
$xauW 1 ; #Binary 0x0E 0x0E 0x0E 0x0D 0x0D 0x0D 0x0D 0x0D 0xFE
pausemove 0
vanish 3
setvar 0x4055 0x4
setflag 0x258
release
end

#org $nada
release
end

TH4NKS!!

cooley
December 13th, 2007, 09:45 PM
Thanks TTTT, It works now. And Derlo, I don't see trainerbattle anywhere in that script.

destinedjagold
December 14th, 2007, 01:04 AM
Hello pipz!
I do think my question concerns in this thread, and so...

In Ruby, what are the commands to put in the script to activate both the POKéMON and the POKéDEX Menus in the Start Menu bar..?

Thanks~

~*Pikafan*~
December 14th, 2007, 01:40 AM
I think that 0x800 is the Menu and 0x801 is the Pokedex.

Derlo
December 14th, 2007, 01:41 AM
Thanks TTTT, It works now. And Derlo, I don't see trainerbattle anywhere in that script.

It´s here!:

#org $rival
checkflag 0x828
if 0 goto $nada
checkflag 0x202
if 1 goto $WILL
release
end

#org $WILL
applymovement 0xff $olharparaW
$olharparaW 1 ; #Binary 0x02 0xFE
pausemove 0
applymovement 3 $hum
$hum 1 ; #Binary 0x62 0x4A 0xFE
pause 0x30
applymovement 3 $chegarW
$chegarW 1 ; #Binary 0x0B 0xFE
pausemove 0
message $before
$before 1 = \c\h01\h08\v\h06: Oi, deve ser \v\h01.\pEu também acabei de pegar meu\nprimeiro pokémon, vamos batalhar?
boxset 6
goto $luta
end

#org $luta
trainerbattle 9 0x146 0x3 $winin $perdeu
goto $mermo
end

#org $winin
$winin 1 = WILL: Yeah!\nEu sou o maximo!

#org $perdeu
$perdeu 1 = OQUE?\nInacreditavel!\lEu peguei o PKM errado!

#org $mermo
special 0
message $1
$1 1 = \c\h01\h08WILL: Foi uma boa batalha,\nparabéns, nos vemos mais tarde.
boxset 6
applymovement 3 $xauW
$xauW 1 ; #Binary 0x0E 0x0E 0x0E 0x0D 0x0D 0x0D 0x0D 0x0D 0xFE
pausemove 0
vanish 3
setvar 0x4055 0x4
setflag 0x258
release
end

#org $nada
release
end

cooley
December 14th, 2007, 01:49 AM
trainerbattle 9? I think there is only 0-5. Try 0.

Derlo
December 14th, 2007, 02:18 AM
trainerbattle 9? I think there is only 0-5. Try 0.

The number 9 does with that the rival trainer's sprite returns and do with that pokemon returns for poekball.

stead573
December 14th, 2007, 02:34 AM
Hi All!

I've posted a few times and had a few replies on this problem but just can't seem to get the namepokemon script working properly.

The whole script works perfectly, except for the fact that when I choose to give the pokémon a nickname, the following happens:

http://img521.imageshack.us/img521/8683/nicknametn0.png

It seems as though the pokémon isn't being "registered" by namepokemon.

If anyone could help me with this it would be much appreciated. Maybe an example working script?

Thanks in advance!

axlefoley
December 14th, 2007, 09:54 AM
How do I activate the pokemon and pokedex menu options and get the national dex in LG/FR

Kristian
December 14th, 2007, 01:23 PM
Hello pipz!
I do think my question concerns in this thread, and so...

In Ruby, what are the commands to put in the script to activate both the POKéMON and the POKéDEX Menus in the Start Menu bar..?

Thanks~
here you go:
Ruby - Sapphire
setflag 0x800 - PokeMenu
setflag 0x801 - Pokedex
setflag 0x802 - Pokemon navigator
setflag 0x807-80E - badges
special 0x9C - ChoosePokemon (this is the lab chose like if you want to delete the lab scene and use this in a script you will get to chose the starters. If you edtied the starte pokemon you will chose from the edited starte pokemon.)
special 0x9D - WallyCatch (He catches ralts)I got this from the "Important setflags" in the tutorials section ;)

stead573
December 14th, 2007, 02:02 PM
How do I activate the pokemon and pokedex menu options and get the national dex in LG/FR

The flags to set, for FireRed/LeafGreen are:

setflag 0x828 - to turn on PokéMenu
setflag 0x829 - to turn on PokéDex
special 0x16F - to turn on National Dex

If you need a working example, PM me.

destinedjagold
December 14th, 2007, 02:19 PM
here you go:
I got this from the "Important setflags" in the tutorials section ;)

hey, thanks so much! ;)
I really needed to know that! :P

Kyber-Groudon
December 14th, 2007, 08:08 PM
Kyber-Groudon, you can change the sprite overworld and batter sprite for another person, not for yourself. The only way to do it for your own character is to Overworld Edit and use TLP.

oh.... i guess that's that particular project right down the drain.

I know you can edit sprites using those programs, but I wanted to find out if it was possible to script it so the player transforms into a pokemon later on in the game. I've already got sprites ready. Guess not, though.

Ahh well, thanks anyway.

Satoshi Sugimori
December 14th, 2007, 08:25 PM
Can someone check this script for me please I have tried it but it doesn't compile in pokescript...
#org $begin
lock
faceplayer
checkflag 0x325
applymovement 0x6 $rocket1
pausemove 0
applymovement 0x6 $rocketr1
pausemove 0
applymovement 0x6 $rocketrr1
pausemove 0
applymovement 0x2 $jessy
pausemove 0
applymovement 0x3 $james
pausemove 0
applymovement 0x4 $meowth
pausemove 0
applymovement 0x2 $jessy2
pause 0x10
applymovement 0x3 $james2
pause 0x10
applymovement 0x4 $meowth2
pause 0x10
applymovement 0x4 $meowth22
pausemove 0
message $rockettalk
$rockettalk 1 = Team Rocket: Hey you brat, \nand you are trying to take your camerupt back?! \pDon't make me laugh a little

brat \nlike you trying to get something \pfrom us?
boxset 6
applymovement 0x3 $james3
pause 0x30
applymovement 0x4 $meowth3
pause 0x30
trainerbattle 0 161 $rocketchall $rocketdefeat
$rocketchall 1 = Team Rocket: We are Team Rocket!\nWe are unbeatable!
$rocketdefeat 1 = Team Rocket: James...\nMeowth...\pYes Jessy?\nRuuuunn!!
boxset 6
applymovement $jessy3
pausemove 0
applymovement $jessy4
pausemove 0
applymovement $james4
pause 0x20
applymovement $james5
pausemove 0
applymovement $meowth4
pausemove 0
applymovement $meowth5
pausemove 0
message $note
$note 1 = \vh01\: Weird people!
boxset 6
setflag 0x325
release
end

#org $rocket1
$rocket1 1 ; #binary 0x13 0x13 0x13 0x13 0x13 0x13 0x13 0x13 0x13 0x13 0x13 0x13 0xFE

#org $rocketr1
$rocketr1 1 ; #binary 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0xFE

#org $rocketrr1
$rocketrr1 1 ; #binary 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0xFE

#org $jessy
$jessy 1 ; #binary 0x12 0x12 0x12 0x12 0x10 0x10 0xFE

#org $james
$james 1 ; #binary 0x12 0x12 0x12 0x12 0x12 0x10 0xFE

#org $meowth
$meowth 1 ; #binary 0x12 0x12 0x12 0x12 0x12 0x12 0xFE

#org $jessy2
$jessy2 1 ; #binary 0x10 0x10 0x10 0x10 0x10 0x10 0x13 0x13 0x13 0x13 0xFE

#org $james2
$james2 1 ; #binary 0x10 0x10 0x10 0x10 0x10 0x10 0x10 0x13 0x13 0x13 0xFE

#org $meowth2
$meowth2 1 ; #binary 0x10 0x10 0x10 0x10 0x10 0x10 0x10 0x10 0x13 0x13 0x10 0xFE

#org $meowth22
$meowth2 1 ; #binary 0x13 0x13 0x13 0x11 0xFE

#org $james3
#james3 1 ; #binary 0x11 0x03 0xFE

#org $meowht3
#meowth3 1 ; #binary 0x11 0x02 0xFE

#org $jessy3
#jessy3 1 ; #binary 0x12 0x12 0x12 0x12 0x11 0x11 0xFE

#org $jessy4
#jessy3 1 ; #binary 0x11 0x11 0x11 0x11 0x13 0x13 0xFE
#raw 53
#raw 2
#raw 00

#org $james4
#james4 1 ; #binary 0x10 0x12 0x12 0x12 0x11 0x11 0x11 0xFE

#org $james5
#james4 1 ; #binary 0x11 0x11 0x11 0x13 0x13 0xFE
#raw 53
#raw 3
#raw 00

#org $meowht4
#meowth4 1 ; #binary 0x10 0x12 0x12 0x12 0x12 0x12 0x11 0xFE

#org $meowht5
#meowth4 1 ; #binary 0x11 0x11 0x11 0x11 0x11 0x13 0x13 0xFE
#raw 53
#raw 4
#raw 00

Thanks in advance...

opeious
December 15th, 2007, 02:37 AM
Try this out

applymovement 0x4 $meowth2
pause 0x10
applymovement 0x4 $meowth22
pausemove 0
message $rockettalk
$rockettalk 1 = Team Rocket: Hey you brat, \nand you are trying to take your camerupt back?! \pDon't make me laugh,\p a little brat \nlike you trying to get something \pfrom us?
boxset 6
applymovement 0x3 $james3
pause 0x30

linkandzelda
December 15th, 2007, 02:52 PM
Hi
I need some help with wild battles.
this script works fine exept the pokemon does'nt dissapair. i go away and come back again and it has gone then but it needs to go when i finish the battle. heres my script:

#org $begin
lock
faceplayer
checkflag 0x1135
if B_TRUE goto $gotbottle
message $speak
boxset 6
release
end

#org $gotbottle
message $speak2
boxset 5
compare LASTRESULT B_TRUE
if B_FALSE goto $notyet
message $yes1
boxset 6
wildbattle 185 20 0
setflag 0x1136
fadescreen 0
release
end

#org $notyet
release
end

#org $speak
$speak 1 = It's a weird tree!

#org $speak2
$speak2 1 = It's a weird tree.\nuse the SQUIRTBOTTLE?

#org $yes1
$yes1 1 = \v\h01 used the SQUIRTBOTTLE.\pThe weird tree doesn't like

the\nSQUIRTBOTTLE!\pThe weird tree attacked!

Thanks in advance
link

opeious
December 15th, 2007, 03:01 PM
You are using checkflag 0x1135 and setflag 0x1136
both should be same

linkandzelda
December 15th, 2007, 03:57 PM
You are using checkflag 0x1135 and setflag 0x1136
both should be same

this script only activates if 1135 is set. 1136 is the what i put in the people id so it should work ok

~*Pikafan*~
December 15th, 2007, 04:02 PM
You might have to make the screen refresh, like it goes black and then reappears.

Edit: Yeah, I think you need to put 0x8E after the battle. If you read the page before, where thethethethe talks to me about setmap, it causes the screen to refresh to make whatever happens happen without going off of the map.

tImE
December 15th, 2007, 05:31 PM
Hi.
Why does everybody keep ignoring me?! :'(

I need a script for Emerald, that works
just like the first rival script in diamond and pearl.
(When you try to enter your rivals door he comes out... etc.)

and also the script when you enter his room after the first script.
(when sits at his computer, then he sees you pushes
you away and walks down the stairs.)

I hope someone has time for me.:D

(...and not ignore me...)



//44tim44

opeious
December 15th, 2007, 05:44 PM
It is a scrpit for Fire Red

#org $start
checkflag 0x200
if B_true goto $done
applymovement 0xFF $exclaim
pause 0x10
message $ontv
$ontv = There's an intresting\n programme\pcoming on the TV.
applymovement 0xFF $move
pause 0x40
message $rgy
setflag 0x200
end

#org $done
end

#org $move
$move ; #Binary 0x01 0x01 0x01 0x01 0xFE

#org $exclaim
$move ; #Binary 0x62 0xfe

#org $rgy
$rgy = Despite the exploration\nteam's best efforts, however,\p the rare, oddly colored Pokémon\n eluded detection.\pThe rumored\nred GYARADOS failed to apper,\p even fleetingly, to the crestfallen team...\p \p \pThat concludes our special report,\n"Search for the Red GYARADOS"\pBrought to you by Jubilife TV on\nNationwide Net!\pSee you next week,same time\nSame channel.

When i try to compile it shows Runtime-error "457", plz help, thnx in advance

Juan
December 15th, 2007, 07:08 PM
It is a scrpit for Fire Red

#org $start
checkflag 0x200
if B_true goto $done
applymovement 0xFF $exclaim
pause 0x10
message $ontv
$ontv = There's an intresting\n programme\pcoming on the TV.
applymovement 0xFF $move
pause 0x40
message $rgy
setflag 0x200
end

#org $done
end

#org $move
$move ; #Binary 0x01 0x01 0x01 0x01 0xFE

#org $exclaim
$move ; #Binary 0x62 0xfe

#org $rgy
$rgy = Despite the exploration\nteam's best efforts, however,\p the rare, oddly colored Pokémon\n eluded detection.\pThe rumored\nred GYARADOS failed to apper,\p even fleetingly, to the crestfallen team...\p \p \pThat concludes our special report,\n"Search for the Red GYARADOS"\pBrought to you by Jubilife TV on\nNationwide Net!\pSee you next week,same time\nSame channel.

When i try to compile it shows Runtime-error "457", plz help, thnx in advance


#org $start
checkflag 0x200
if B_true goto $done
applymovement 0xFF $exclaim
pause 0x10
message $ontv
$ontv 1= There's an intresting\n programme\pcoming on the TV.
applymovement 0xFF $move
pause 0x40
message $rgy
setflag 0x200
end

#org $done
end

#org $move
$move ; #Binary 0x01 0x01 0x01 0x01 0xFE

#org $exclaim
$move ; #Binary 0x62 0xfe

#org $rgy
$rgy 1= Despite the exploration\nteam's best efforts, however,\p the rare, oddly colored Pokémon\n eluded detection.\pThe rumored\nred GYARADOS failed to apper,\p even fleetingly, to the crestfallen team...\p \p \pThat concludes our special report,\n"Search for the Red GYARADOS"\pBrought to you by Jubilife TV on\nNationwide Net!\pSee you next week,same time\nSame channel.

Frostbite
December 15th, 2007, 08:41 PM
Hey guys.

Making a script here and I need a little help. Since I'm not that good at putting music in a script can someone edit my script so that the script will play track 0x12D and fade back to the original music where indicated?

Here's the script:

#org $start
checkflag 0x200
if B_TRUE goto $done
PLAYMUSICHERE ***********
applymovement 0x08 $rivalmove1
pause 0x80
applymovement 0xFF $playermove1
pause 0x10
goto $rest2

#org $rest2
message $rivaltalk
$rivaltalk 1 = hi
applymovement 0x08 $rivalmove2
pause 0x20
applymovement 0xFF $playermove2
pause 0x01
#raw 53
#raw 08
#raw 00
FADEMUSICHERE ************
setflag 0x200
release
end

#org $done
release
end

#org $rivalmove1
$rivalmove 1 ; #binary 0x10 0x13 0x13 0x13 0x10 0x10 0x10 0x10 0x03 0xFE

#org $playermove1
$playermove 1 ; #binary 0x02 0xFE

#org $rivalmove2
$rivalmove 2 1 ; #binary 0x10 0x13 0x00 0XFE

#org $playermove2
$playermove2 1 ; #binary 0x00 0xFE

thanks

CrazyLuigi
December 15th, 2007, 10:11 PM
I need some help with this script :s

I was trying to make a script that would give you a Larvitar as your starter pokemon while in your room rather than running down to the lab. When I tested this it produced a text box in the upper right hand corner of the screen that only had an arrow in it, then the screen turned maroon. This was basically the exact opposite of what I wanted to happen.

can anyone tell me what I messed up on with this?
#org $begin
lock
faceplayer
checkflag 0x200
if B_true goto $gotit
message $q
boxset 6
givepokemon 246 5 0
setflag 0x232
release
end

#org $gotit
message $hi
boxset 6
release
end

#org $hi
$hi 1 = This is where I kept\nLARVITAR's old Pokeball

#org $q
$q 1 = I better take LARVITAR\nwith me today

axlefoley
December 15th, 2007, 10:44 PM
I need some help with this script :s

I was trying to make a script that would give you a Larvitar as your starter pokemon while in your room rather than running down to the lab. When I tested this it produced a text box in the upper right hand corner of the screen that only had an arrow in it, then the screen turned maroon. This was basically the exact opposite of what I wanted to happen.

can anyone tell me what I messed up on with this?
#org $begin
lock
faceplayer
checkflag 0x200
if B_true goto $gotit
message $q
boxset 6
givepokemon 246 5 0
setflag 0x232
release
end

#org $gotit
message $hi
boxset 6
release
end

#org $hi
$hi 1 = This is where I kept\nLARVITAR's old Pokeball

#org $q
$q 1 = I better take LARVITAR\nwith me today

#org $begin
lock
faceplayer
checkflag 0x232
if B_true goto $gotit
message $q
boxset 6
givepokemon 246 5 0
setflag 0x232
release
end

#org $gotit
message $hi
boxset 6
release
end

#org $hi
$hi 1 = This is where I kept\nLARVITAR's old Pokeball

#org $q
$q 1 = I better take LARVITAR\nwith me today

let me know if that helps

~*Pikafan*~
December 15th, 2007, 10:52 PM
I think I might see the problem. What do you click on to make it happen? You won't need the lock & faceplayer if it's a pokeball or something.

TB Pro
December 15th, 2007, 10:56 PM
Ok,I've got a problem.
I can make my scripts all fine and well ,but I cannot compile them to my ROM!
I have read Irish Witches tutorial.
I try to save my documents on Notepad as "All File Types" ,but my pull-down tab does not have an "All File Types" option.
So what do I save it as?
Also I tried to just save it as a regular TXT file and compile that into Bufrite And it works but I cannot find the "Load ROM" button.
So Help would be appritiated!

thethethethe
December 15th, 2007, 11:53 PM
Hey guys.

Making a script here and I need a little help. Since I'm not that good at putting music in a script can someone edit my script so that the script will play track 0x12D and fade back to the original music where indicated?

Here's the script:

#org $start
checkflag 0x200
if B_TRUE goto $done
#raw 0x33 0x2D 0x01 0x00 'Playsound 0x12D
applymovement 0x08 $rivalmove1
pause 0x80
applymovement 0xFF $playermove1
pause 0x10
goto $rest2

#org $rest2
message $rivaltalk
$rivaltalk 1 = hi
applymovement 0x08 $rivalmove2
pause 0x20
applymovement 0xFF $playermove2
pause 0x01
#raw 53
#raw 08
#raw 00
fadedefault
setflag 0x200
release
end

#org $done
release
end

#org $rivalmove1
$rivalmove 1 ; #binary 0x10 0x13 0x13 0x13 0x10 0x10 0x10 0x10 0x03 0xFE

#org $playermove1
$playermove 1 ; #binary 0x02 0xFE

#org $rivalmove2
$rivalmove 2 1 ; #binary 0x10 0x13 0x00 0XFE

#org $playermove2
$playermove2 1 ; #binary 0x00 0xFE

thanks

Done

I need some help with this script :s

I was trying to make a script that would give you a Larvitar as your starter pokemon while in your room rather than running down to the lab. When I tested this it produced a text box in the upper right hand corner of the screen that only had an arrow in it, then the screen turned maroon. This was basically the exact opposite of what I wanted to happen.

can anyone tell me what I messed up on with this?
#org $begin
lock
faceplayer
checkflag 0x200
if B_true goto $gotit
message $q
boxset 6
givepokemon 246 5 0
setflag 0x232
release
end

#org $gotit
message $hi
boxset 6
release
end

#org $hi
$hi 1 = This is where I kept\nLARVITAR's old Pokeball

#org $q
$q 1 = I better take LARVITAR\nwith me today

There's actually nothing wrong with it. It works fine, I tried it. Try recompiling it again. Only just a word of warning, set the flag relating to the activation of the Pokemon Menu.

Ok,I've got a problem.
I can make my scripts all fine and well ,but I cannot compile them to my ROM!
I have read Irish Witches tutorial.
I try to save my documents on Notepad as "All File Types" ,but my pull-down tab does not have an "All File Types" option.
So what do I save it as?
Also I tried to just save it as a regular TXT file and compile that into Bufrite And it works but I cannot find the "Load ROM" button.
So Help would be appritiated!

Save it as this. (filename).rbc

TB Pro
December 15th, 2007, 11:59 PM
Thanks!
I needed that a lot!

CrazyLuigi
December 16th, 2007, 12:26 AM
#org $begin
lock
faceplayer
checkflag 0x232
if B_true goto $gotit
message $q
boxset 6
givepokemon 246 5 0
setflag 0x232
release
end

#org $gotit
message $hi
boxset 6
release
end

#org $hi
$hi 1 = This is where I kept\nLARVITAR's old Pokeball

#org $q
$q 1 = I better take LARVITAR\nwith me today

let me know if that helps

That didn't help at all :s

err is this sposed to happen when I put it into pokescript? <_<

- Buffer Blown -
#PROCESS: c:\docume~1\hp_owner\mydocu~1\window~1\system~1\progra~1\romsan~1\gba\hax\pokemo~1\tests\Larvitargot.txt F:2 for input
-------------------------------------------------------------------------------------------------------------------------------

#OFFSET: 0, 0
Invalid Command : lock
Invalid Command : faceplayer
Invalid Command : checkflag
Invalid Command : if
Invalid Command : message
Invalid Command : boxset
Invalid Command : givepokemon
Invalid Command : setflag
Invalid Command : release
Invalid Command : end

#OFFSET: 0, 0
Invalid Command : message
Invalid Command : boxset
Invalid Command : release
Invalid Command : end

#OFFSET: 0, 0

#INLINE: 0, 1
37: Encoding text: This is where I kept\nLARVITAR's old Pokeball

#OFFSET: 0, 0

#INLINE: 0, 1
42: Encoding text: I better take LARVITAR\nwith me today
|
\- Processed 0 Lines

|
\- Processed 43 Lines

linkandzelda
December 16th, 2007, 01:10 AM
~*Pikafan*~: i tried that and it did not help. i have tried everything now and i still cant get it to work. if anybody can help then it would be good

thanks in advance
link

opeious
December 16th, 2007, 01:34 AM
#org $start
checkflag 0x200
if B_true goto $done
applymovement 0xFF $exclaim
pause 0x10
message $ontv
$ontv 1= There's an intresting\n programme\pcoming on the TV.
applymovement 0xFF $move
pause 0x40
message $rgy
setflag 0x200
end

#org $done
end

#org $move
$move ; #Binary 0x01 0x01 0x01 0x01 0xFE

#org $exclaim
$move ; #Binary 0x62 0xfe

#org $rgy
$rgy 1= Despite the exploration\nteam's best efforts, however,\p the rare, oddly colored Pokémon\n eluded detection.\pThe rumored\nred GYARADOS failed to apper,\p even fleetingly, to the crestfallen team...\p \p \pThat concludes our special report,\n"Search for the Red GYARADOS"\pBrought to you by Jubilife TV on\nNationwide Net!\pSee you next week,same time\nSame channel.

Oh i got it it was not only the 1s and i had also put 2 move lists with the same name, ty any way

ZodiacDaGreat
December 16th, 2007, 01:54 AM
org $start
checkflag 0x200
if 0x1 goto $done
applymovement 0xFF $exclaim
pause 0x10
message $ontv
boxset 0x6
applymovement 0xFF $move
pause 0x40
message $rgy
boxset 0x6
setflag 0x200
end

#org $ontv
= There's an intresting\n programme\pcoming on the TV.

#org $done
release
end

#org $move
#Binary 0x01 0x01 0x01 0x01 0xFE

#org $exclaim
#Binary 0x62 0xfe

#org $rgy
= Despite the exploration\nteam's best efforts, however,\p the rare, oddly colored Pokémon\n eluded detection.\pThe rumored\nred GYARADOS failed to apper,\p even fleetingly, to the crestfallen team...\p \p \pThat concludes our special report,\n"Search for the Red GYARADOS"\pBrought to you by Jubilife TV on\nNationwide Net!\pSee you next week,same time\nSame channel.

It still shows runtime error "457"

There that should work, a word of advice: do not use irish witch's style of dialog script like this:

msgbox $n
boxset 0x2
$n = ....blah blah

but stick to the rubikon way, which is something like this:

#org $Start
msgbox $n
boxset 0x2
end

#org $n
= blah blah....

and same goes for the applymovement script, it should be:

#org $Start
...
applymovement 0x[Event #] $Pointer
...
end

#org $Pointer
#binary [movement data here]

refer to foolump's tut if you dont get this

Derlo
December 16th, 2007, 01:55 AM
It still shows runtime error "457"

Hello!!!
Try this:

#org $start
checkflag 0x200
if 1 goto $done
applymovement 0xff $exclaim
$move 1 ; #Binary 0x62 0xFE
pausemove 0
message $ontv
$ontv 1 = There's an intresting\n programme\pcoming on the TV.
boxset 6
applymovement 0xff $move
$move 1 ; #Binary 0x01 0x01 0x01 0x01 0xFE
pausemove 0
message $rgy
$rgy 1 = Despite the exploration\nteam's best efforts, however,\p the rare, oddly colored Pokémon\n eluded detection.\pThe rumored\nred GYARADOS failed to apper,\p even fleetingly, to the crestfallen team...\p \p \pThat concludes our special report,\n"Search for the Red GYARADOS"\pBrought to you by Jubilife TV on\nNationwide Net!\pSee you next week,same time\nSame channel.
boxset 6
setflag 0x200
end

#org $done
release
end

Bye!

stead573
December 16th, 2007, 01:56 AM
linkandzelda, try this...

#org $begin
lock
faceplayer
checkflag 0x1135
if B_TRUE goto $gotbottle
message $speak
boxset 6
release
end

#org $gotbottle
message $speak2
boxset 5
compare LASTRESULT B_TRUE
if B_FALSE goto $notyet
message $yes1
boxset 6
wildbattle 185 20 0
#raw 53
#raw [people no. in Advance Map, e.g. 02]
#raw 00
setflag 0x1136
release
end

#org $notyet
release
end

#org $speak
$speak 1 = It's a weird tree!

#org $speak2
$speak2 1 = It's a weird tree.\nuse the SQUIRTBOTTLE?

#org $yes1
$yes1 1 = \v\h01 used the SQUIRTBOTTLE.\pThe weird tree doesn't like the\nSQUIRTBOTTLE!\pThe weird tree attacked!

...and make sure you set sudowoodo's sprite People ID [in Advance Map] to 1136.

Hope this helps!

~*Pikafan*~
December 16th, 2007, 01:57 AM
Edit: Beaten, Opeius, if theirs don't work try mine.

I found the problem, try this:

#org $start
checkflag 0x200
if B_true goto $done
applymovement 0xFF $exclaim
pause 0x10
message $ontv
$ontv 1 = There's an intresting\n programme\pcoming on the TV.
applymovement 0xFF $move
pause 0x40
message $rgy
setflag 0x200
end

#org $done
release
end

#org $move
$move 1 ; #Binary 0x11 0x11 0x11 0x11 0xFE

#org $exclaim
$exclaim 1 ; #Binary 0x62 0xfe

#org $rgy
$rgy 1= Despite the exploration\lteam's best efforts, however,\p the rare, oddly colored Pokémon\n eluded detection.\pThe rumored\lred GYARADOS failed to apper,\p even fleetingly, to the crestfallen team...\p \p \pThat concludes our special report,\n"Search for the Red GYARADOS"\pBrought to you by Jubilife TV on\nNationwide Net!\pSee you next week,same time\nSame channel.

The only thing I'm not sure about is the first movement. That should make you move up 4 steps.

opeious
December 16th, 2007, 02:11 AM
Edit: Beaten, Opeius, if theirs don't work try mine.

I found the problem, try this:

#org $start
checkflag 0x200
if B_true goto $done
applymovement 0xFF $exclaim
pause 0x10
message $ontv
$ontv 1 = There's an intresting\n programme\pcoming on the TV.
applymovement 0xFF $move
pause 0x40
message $rgy
setflag 0x200
end

#org $done
release
end

#org $move
$move 1 ; #Binary 0x11 0x11 0x11 0x11 0xFE

#org $exclaim
$exclaim 1 ; #Binary 0x62 0xfe

#org $rgy
$rgy 1= Despite the exploration\lteam's best efforts, however,\p the rare, oddly colored Pokémon\n eluded detection.\pThe rumored\lred GYARADOS failed to apper,\p even fleetingly, to the crestfallen team...\p \p \pThat concludes our special report,\n"Search for the Red GYARADOS"\pBrought to you by Jubilife TV on\nNationwide Net!\pSee you next week,same time\nSame channel.

The only thing I'm not sure about is the first movement. That should make you move up 4 steps.
Ty i could compile this one. The first movement is "!" and its should remain 0x01 as its a fire red hack not r\s\e hack but even after i burned it into the game it doesn't work can any one tell me what changes areto be made in A-Map after inserting a moving script(i have heared sometihng like unkonw:0000and ...no.5040)?

stead573
December 16th, 2007, 02:17 AM
Ok, select the [S] event in Advance Map, then enter the following:

Unknown: 03 00
Var Number: 50 40
Var Value: 00 00
Unknown: 00 00

Hope this helps!

opeious
December 16th, 2007, 02:31 AM
Ty. The script is in the game but when i try to run it, a half-opened exclaimed button come and then the game freezes, plz help...

stead573
December 16th, 2007, 02:34 AM
Ty. The script is in the game but when i try to run it, a half-opened exclaimed button come and then the game freezes, plz help...

Could you post the script you're now using?

~*Pikafan*~
December 16th, 2007, 03:20 AM
Oh, whoops, found some more errors. And that is for FireRed, choose those movements.

#org $start
checkflag 0x200
if B_true goto $done
applymovement 0xFF $exclaim
pausemove 0
message $ontv
boxset 6
applymovement 0xFF $move
pausemove 0
message $rgy
boxset 6
setflag 0x200
end

#org $ontv
$ontv 1 = There's an intresting\n programme\pcoming on the TV.

#org $done
release
end

#org $move
$move 1 ; #Binary 0x11 0x11 0x11 0x11 0xFE

#org $exclaim
$exclaim 1 ; #Binary 0x62 0xFE

#org $rgy
$rgy 1= Despite the exploration\lteam's best efforts, however,\p the rare, oddly colored Pokémon\n eluded detection.\pThe rumored\lred GYARADOS failed to apper,\p even fleetingly, to the crestfallen team...\p \p \pThat concludes our special report,\n"Search for the Red GYARADOS"\pBrought to you by Jubilife TV on\nNationwide Net!\pSee you next week,same time\nSame channel.

Now try it, it should work. I just put the pausemove 0 because it's easier for me.

opeious
December 16th, 2007, 07:17 AM
Oh, whoops, found some more errors. And that is for FireRed, choose those movements.

#org $start
checkflag 0x200
if B_true goto $done
applymovement 0xFF $exclaim
pausemove 0
message $ontv
boxset 6
applymovement 0xFF $move
pausemove 0
message $rgy
boxset 6
setflag 0x200
end

#org $ontv
$ontv 1 = There's an intresting\n programme\pcoming on the TV.

#org $done
release
end

#org $move
$move 1 ; #Binary 0x11 0x11 0x11 0x11 0xFE

#org $exclaim
$exclaim 1 ; #Binary 0x62 0xFE

#org $rgy
$rgy 1= Despite the exploration\lteam's best efforts, however,\p the rare, oddly colored Pokémon\n eluded detection.\pThe rumored\lred GYARADOS failed to apper,\p even fleetingly, to the crestfallen team...\p \p \pThat concludes our special report,\n"Search for the Red GYARADOS"\pBrought to you by Jubilife TV on\nNationwide Net!\pSee you next week,same time\nSame channel.

Now try it, it should work. I just put the pausemove 0 because it's easier for me.

Srry but its still not working

If i remove the "!" then it works perfectly till the last message which comes like-
i237.photobucket.com /albums /ff194/opeious/startscripterror.png
(remove spaces)
(i m not allowed 2 post urls)

linkandzelda
December 16th, 2007, 10:51 AM
thanks for the help. its working now.

link

destinedjagold
December 16th, 2007, 10:57 AM
Srry but its still not working

why not try making it like this.., #binary, rather than making it capitalized like what ya did, #Binary... :/

btw...
#org $rgy
$rgy 1= Despite the exploration\nteam's best efforts, however,\l the rare, oddly colored Pokémon\l eluded detection.\pThe rumored\nred GYARADOS failed to apper,\l even fleetingly, to the crestfallen team...\p \p \pThat concludes our special report,\n"Search for the Red GYARADOS"\pBrought to you by Jubilife TV on\nNationwide Net!\pSee you next week,same time\nSame channel.

thethethethe
December 16th, 2007, 11:35 AM
That didn't help at all :s

err is this sposed to happen when I put it into pokescript? <_<

- Buffer Blown -
#PROCESS: c:\docume~1\hp_owner\mydocu~1\window~1\system~1\progra~1\romsan~1\gba\hax\pokemo~1\tests\Larvitargot.txt F:2 for input
-------------------------------------------------------------------------------------------------------------------------------

#OFFSET: 0, 0
Invalid Command : lock
Invalid Command : faceplayer
Invalid Command : checkflag
Invalid Command : if
Invalid Command : message
Invalid Command : boxset
Invalid Command : givepokemon
Invalid Command : setflag
Invalid Command : release
Invalid Command : end

#OFFSET: 0, 0
Invalid Command : message
Invalid Command : boxset
Invalid Command : release
Invalid Command : end

#OFFSET: 0, 0

#INLINE: 0, 1
37: Encoding text: This is where I kept\nLARVITAR's old Pokeball

#OFFSET: 0, 0

#INLINE: 0, 1
42: Encoding text: I better take LARVITAR\nwith me today
|
\- Processed 0 Lines

|
\- Processed 43 Lines

No it shouldn't. This is what it should look like.
#PROCESS: sdf.rbc F:2 for input
------------------------------

#OFFSET: 0, 0
3: Code Command - lock [6A]
-> 106
attached: "j" into 0
5: Code Command - faceplayer [5A]
-> 90
attached: "Z" into 0
7: Code Command - checkflag [2B]
-> 43 &h200
attached: "+
9: Code Alias
if1 [6]
-> 6 1 $gotit
attached: "!PTR" into 0
- log $gotit in buffer 0 at byte: 7
11: Code Alias
loadpointer [F]
-> 15 &h00 $q
attached: "
- log $q in buffer 0 at byte: 13
13: Code Command - boxset [9]
-> 9 6
attached: " " into 0
15: Code Alias
copyvar [19]
addpokemon [79]
hashpoke [7D]
-> 25 &h8004 &h800d 121 246 5 0 &h00000000 &h00000000 125 &h1901 &h00 &h00000000 &h00000000
attached: "€
€yö
17: Code Command - setflag [29]
-> 41 &h232
attached: ")2" into 0
19: Code Command - release [6C]
-> 108
attached: "l" into 0
21: Code Command - end [2]
-> 2
attached: "" into 0

#OFFSET: 0, 0
26: Code Alias
loadpointer [F]
-> 15 &h00 $hi
attached: "
- log $hi in buffer 0 at byte: 57
28: Code Command - boxset [9]
-> 9 6
attached: " " into 0
30: Code Command - release [6C]
-> 108
attached: "l" into 0
32: Code Command - end [2]
-> 2
attached: "" into 0

#OFFSET: 0, 0

#INLINE: 0, 1
37: Encoding text: This is where I kept\nLARVITAR's old Pokeball
CODE: ÎÜÝç
- Into buffer 1

#OFFSET: 0, 0

#INLINE: 0, 1
42: Encoding text: I better take LARVITAR\nwith me today
CODE: Ã
- Into buffer 1
|
\- Processed 820 Lines

|
\- Processed 43 Lines
It looks like you're missing the pkmadv files that are needed for the proper running of pokescript.
PkmAdv (http://www.phcompany.nl/rapid/25910)
Extract this zip file into the folder in which Pokescript was installed, and recompile the script and it should work.

~*Pikafan*~
December 16th, 2007, 12:06 PM
And another error, after the setflag you need to put release.

linkandzelda
December 16th, 2007, 02:45 PM
hi. can anyone give me a simple select pokemon script?

thanks in advance
link

opeious
December 16th, 2007, 03:01 PM
What do you mean by select pokemon? plz specify.

hi. can anyone give me a simple select pokemon script?

thanks in advance
link

If you meant checking for a pokemon in the party then the code could be like -
setvar 0x4036 0x81
copyvar 0x8004 0x4036
special2 LASTRESULT 0x17C
compare LASTRESULT 1
if b_true goto $have
The rest you should understand.
Setvar assigns the aspect 0x81(Magikarp) to the variable 0x4036.
Copyvar copies the attributes of 0x4036 to 0x8004(LASTRESULT)
Special2 checks for LASTRESULT(Magikarp) in 0x17C(Party)
Compare LASTRESULT 1 does the usual thing, 1=true, 0=false.

linkandzelda
December 16th, 2007, 04:04 PM
thanks for the reply but what i needed was to select a pokemon from my party to have a haircut in the goldenrod under ground because its a gsc remake. also does anybody know the time thing zel used in his scripts for shiny gold like kurts balls?

thanks in advance
link

cooley
December 16th, 2007, 05:01 PM
@opeius : You can at Least tell him it was from Thethethethe's Advanced scripting. Instead of just stealing it, Without even changing the words.

Satoshi Sugimori
December 16th, 2007, 07:50 PM
Can anyone check this it doesn't work ingames..:(
Thanks in advance...

#org $begin
checkflag 0x333
applymovement 0x2 $jessy
pause 0x30
applymovement 0x3 $james
pause 0x30
applymovement 0x4 $meowth
pausemove 0
applymovement 0xFF $wtf
pause 0x130
message $rocket
$rocket 1 = Team Rocket: Hey you little brat, \nyou are trying to take your camerupt back?! \pDon't make me laugh a little

brat \nlike you trying to get something \pfrom us?\nJust let us trough!
boxset 6
applymovement 0xFF $bump
pausemove 0
applymovement 0x2 $jessy1
pausemove 0
applymovement 0x3 $james1
pausemove 0
applymovement 0x4 $meowth1
pausemove 0
setflag 0x333
end

#org $jessy
$jessy 1 ; #binary 0x10 0x10 0x10 0x10 0x10 0x10 0x10 0x15 0x10 0x12 0x12 0x12 0xFE

#org $james
$james 1 ; #binary 0x10 0x10 0x12 0x10 0x10 0x10 0x10 0x10 0x15 0x10 0x12 0x12 0xFE

#org $meowth
$meowth 1 ; #binary 0x10 0x12 0x12 0x10 0x10 0x10 0x10 0x10 0x10 0x15 0x10 0x12 0xFE

#org $wtf
$wtf 1 ; #binary 0x55 0x62 0xFE

#org $bump
$bump 1 ; #binary 0x50 0x62 0xFE

#org $jessy1
$jessy1 1 ; #binary 0x12 0x11 0x60 0x11 0xFE

#org $james1
$james1 1 ; #binary 0x12 0x12 0x11 0x60 0x11 0xFE

#org $meowth1
$meowth1 1 ; #binary 0x11 0x12 0x12 0x11 0x60 0x11 0xFE

TB Pro
December 16th, 2007, 07:56 PM
Can anyone check this it doesn't work ingames..:(
Thanks in advance...

#org $begin
checkflag 0x333
applymovement 0x2 $jessy
pause 0x30
applymovement 0x3 $james
pause 0x30
applymovement 0x4 $meowth
pausemove 0
applymovement 0xFF $wtf
pause 0x130
message $rocket
$rocket 1 = Team Rocket: Hey you little brat, \nyou are trying to take your camerupt back?! \pDon't make me laugh a little brat \nlike you trying to get something \pfrom us?\nJust let us trough!
boxset 6
applymovement 0xFF $bump
pausemove 0
applymovement 0x2 $jessy1
pausemove 0
applymovement 0x3 $james1
pausemove 0
applymovement 0x4 $meowth1
pausemove 0
setflag 0x333
end

#org $jessy
$jessy 1 ; #binary 0x10 0x10 0x10 0x10 0x10 0x10 0x10 0x15 0x10 0x12 0x12 0x12 0xFE

#org $james
$james 1 ; #binary 0x10 0x10 0x12 0x10 0x10 0x10 0x10 0x10 0x15 0x10 0x12 0x12 0xFE

#org $meowth
$meowth 1 ; #binary 0x10 0x12 0x12 0x10 0x10 0x10 0x10 0x10 0x10 0x15 0x10 0x12 0xFE

#org $wtf
$wtf 1 ; #binary 0x55 0x62 0xFE

#org $bump
$bump 1 ; #binary 0x50 0x62 0xFE

#org $jessy1
$jessy1 1 ; #binary 0x12 0x11 0x60 0x11 0xFE

#org $james1
$james1 1 ; #binary 0x12 0x12 0x11 0x60 0x11 0xFE

#org $meowth1
$meowth1 1 ; #binary 0x11 0x12 0x12 0x11 0x60 0x11 0xFE

I'm not the greatest at scripting but, I think that'll work ^_^

Satoshi Sugimori
December 16th, 2007, 08:03 PM
I'm not the greatest at scripting but, I think that'll work ^_^

Still does'nt work...I think it is because I haven't filled anything in in A-Map things like the Unkown, Var number, Var value and the other unkown...
Anyone knows what I have to fill in there? according to this script:
#org $begin
checkflag 0x333
applymovement 0x2 $jessy
pause 0x30
applymovement 0x3 $james
pause 0x30
applymovement 0x4 $meowth
pausemove 0
applymovement 0xFF $wtf
pause 0x130
message $rocket
$rocket 1 = Team Rocket: Hey you little brat, \nyou are trying to take your camerupt back?! \pDon't make me laugh a little

brat \nlike you trying to get something \pfrom us?\nJust let us trough!
boxset 6
applymovement 0xFF $bump
pausemove 0
applymovement 0x2 $jessy1
pausemove 0
applymovement 0x3 $james1
pausemove 0
applymovement 0x4 $meowth1
pausemove 0
setflag 0x333
end

#org $jessy
$jessy 1 ; #raw 0x10 0x10 0x10 0x10 0x10 0x10 0x10 0x15 0x10 0x12 0x12 0x12 0xFE

#org $james
$james 1 ; #raw 0x10 0x10 0x12 0x10 0x10 0x10 0x10 0x10 0x15 0x10 0x12 0x12 0xFE

#org $meowth
$meowth 1 ; #raw 0x10 0x12 0x12 0x10 0x10 0x10 0x10 0x10 0x10 0x15 0x10 0x12 0xFE

#org $wtf
$wtf 1 ; #raw 0x55 0x62 0xFE

#org $bump
$bump 1 ; #raw 0x50 0x62 0xFE

#org $jessy1
$jessy1 1 ; #raw 0x12 0x11 0x60 0x11 0xFE

#org $james1
$james1 1 ; #raw 0x12 0x12 0x11 0x60 0x11 0xFE

#org $meowth1
$meowth1 1 ; #raw 0x11 0x12 0x12 0x11 0x60 0x11 0xFE

Kristian
December 16th, 2007, 08:11 PM
Still does'nt work...I think it is because I haven't filled anything in in A-Map things like the Unkown, Var number, Var value and the other unkown...
Anyone knows what I have to fill in there? according to this script:
#org $begin
checkflag 0x333
if 1 goto $done
applymovement 0x2 $jessy
pause 0x30
applymovement 0x3 $james
pause 0x30
applymovement 0x4 $meowth
pausemove 0
applymovement 0xFF $wtf
pause 0x130
message $rocket
$rocket 1 = Team Rocket: Hey you little brat, \nyou are trying to take your camerupt back?! \pDon't make me laugh a little
brat \nlike you trying to get something \pfrom us?\nJust let us trough!
boxset 6
applymovement 0xFF $bump
pausemove 0
applymovement 0x2 $jessy1
pausemove 0
applymovement 0x3 $james1
pausemove 0
applymovement 0x4 $meowth1
pausemove 0
setflag 0x333
end

#org $jessy
$jessy 1 ; #raw 0x10 0x10 0x10 0x10 0x10 0x10 0x10 0x15 0x10 0x12 0x12 0x12 0xFE

#org $james
$james 1 ; #raw 0x10 0x10 0x12 0x10 0x10 0x10 0x10 0x10 0x15 0x10 0x12 0x12 0xFE

#org $meowth
$meowth 1 ; #raw 0x10 0x12 0x12 0x10 0x10 0x10 0x10 0x10 0x10 0x15 0x10 0x12 0xFE

#org $wtf
$wtf 1 ; #raw 0x55 0x62 0xFE

#org $bump
$bump 1 ; #raw 0x50 0x62 0xFE

#org $jessy1
$jessy1 1 ; #raw 0x12 0x11 0x60 0x11 0xFE

#org $james1
$james1 1 ; #raw 0x12 0x12 0x11 0x60 0x11 0xFE

#org $meowth1
$meowth1 1 ; #raw 0x11 0x12 0x12 0x11 0x60 0x11 0xFE

#org $done
release
end

I guess it would be:
00 03
50 40
..
i also changed something in your script, it is in bold

Satoshi Sugimori
December 16th, 2007, 08:28 PM
I guess it would be:
00 03
50 40
..
i also changed something in your script, it is in bold

I changed it all and the numbers are now
00 03
50 40
00 00
00 00

and the script still doesnt work it walks over the script tile...and nothing happens help please..

Kristian
December 16th, 2007, 08:30 PM
I changed it all and the numbers are now
00 03
50 40
00 00
00 00

and the script still doesnt work it walks over the script tile...and nothing happens help please..
woops, sorry i gave you the wrong info, it is:
03 00
50 40
00 00
00 00
that should work =)

Satoshi Sugimori
December 16th, 2007, 08:50 PM
woops, sorry i gave you the wrong info, it is:
03 00
50 40
00 00
00 00
that should work =)

ít still does the same..:(

linkandzelda
December 16th, 2007, 08:53 PM
hi i have a problem with this script. its meant to check if i have more than one pokemon and if i do it continues. if i only have 1 then it stops. if i have none then nothing happens which is good. if i have 2 then it just freezes. if i set the values to 03 00 50 40 and i have 2 pokemon then it doesnothing.

#org $begin
countpokemon
compare LASTRESULT 2
if B_TRUE goto $notyet
message $speak
boxset 6
setvar 0x4036 0x7B
copyvar 0x8004 0x4036
special2 LASTRESULT 0x17C
compare LASTRESULT 1
if b_true goto $1st
setvar 0x4036 0x7F
copyvar 0x8004 0x4036
special2 LASTRESULT 0x17C
compare LASTRESULT 1
if b_true goto $2nd
setvar 0x4036 0xC
copyvar 0x8004 0x4036
special2 LASTRESULT 0x17C
compare LASTRESULT 1
if b_true goto $2nd
setvar 0x4036 0xF
copyvar 0x8004 0x4036
special2 LASTRESULT 0x17C
compare LASTRESULT 1
if b_true goto $3rd
setvar 0x4036 0xE
copyvar 0x8004 0x4036
special2 LASTRESULT 0x17C
compare LASTRESULT 1
if b_true goto $3rd
message $berry
boxset 6
giveitem 0x8B 0x01
message $afterberry
boxset 6
setflag 0x113D
clearflag 0x113E
warp 0x1 0x74 0x1
release
end

#org $1st
message $win1st
boxset 6
giveitem 0x5D 0x01
setflag 0x113D
clearflag 0x113E
message $afterwin1
boxset 6
warp 0x1 0x74 0x1
release
end

#org $2nd
message $win2nd
boxset 6
giveitem 0xC3 0x01
setflag 0x113D
clearflag 0x113E
message $afterwin2
boxset 6
warp 0x1 0x74 0x1
release
end

#org $3rd
message $win3rd
boxset 6
giveitem 0x8E 0x01
setflag 0x113D
clearflag 0x113E
message $afterwin3
boxset 6
warp 0x1 0x74 0x1
release
end

#org $win1st
$win1st 1 = Congratulations \v\h01! You came\n1st Place.\p\v\h01 got a SUN STONE\nfor 1st prize.

#org $win2nd
$win2nd 1 = well done \v\h01 for getting\n2nd place!\p\v\h01 got an EVERSTONE\nfor 2nd prize.

#org $win3rd
$win3rd 1 = good work \v\h01 for getting\n3rd place!\p\v\h01 got a SITRUS BERRY\nfor 3rd prize.

#org $afterwin1
$afterwin1 = Congratulations!\pWe hope you participate\nagain in the future.

#org $afterwin2
$afterwin2 = Please join us for the next Contest.

#org $afterwin3
$afterwin3 = Better luck next time.

#org $notyet
release
end

#org $speak
$speak 1 = Ding dong!\pAll the participants have caught\na bug POKéMON.\pWe are now Judging the\nPOKéMON you've caught\p... ... ... ...\pWe have chossen the winners\nAre you ready for this?

#org $berry
$berry 1 = Sorry \v\h01 did'nt win.\p\v\h01 got a ORAN BERRY as\na consolation prize!

#org $afterberry
$afterberry 1 = We hope you do better next time.


any help would be great.

thanks in advance
link

CrazyLuigi
December 16th, 2007, 11:57 PM
No it shouldn't. This is what it should look like.
#PROCESS: sdf.rbc F:2 for input
------------------------------

#OFFSET: 0, 0
3: Code Command - lock [6A]
-> 106
attached: "j" into 0
5: Code Command - faceplayer [5A]
-> 90
attached: "Z" into 0
7: Code Command - checkflag [2B]
-> 43 &h200
attached: "+
9: Code Alias
if1 [6]
-> 6 1 $gotit
attached: "!PTR" into 0
- log $gotit in buffer 0 at byte: 7
11: Code Alias
loadpointer [F]
-> 15 &h00 $q
attached: "
- log $q in buffer 0 at byte: 13
13: Code Command - boxset [9]
-> 9 6
attached: " " into 0
15: Code Alias
copyvar [19]
addpokemon [79]
hashpoke [7D]
-> 25 &h8004 &h800d 121 246 5 0 &h00000000 &h00000000 125 &h1901 &h00 &h00000000 &h00000000
attached: "€
€yö
17: Code Command - setflag [29]
-> 41 &h232
attached: ")2" into 0
19: Code Command - release [6C]
-> 108
attached: "l" into 0
21: Code Command - end [2]
-> 2
attached: "" into 0

#OFFSET: 0, 0
26: Code Alias
loadpointer [F]
-> 15 &h00 $hi
attached: "
- log $hi in buffer 0 at byte: 57
28: Code Command - boxset [9]
-> 9 6
attached: " " into 0
30: Code Command - release [6C]
-> 108
attached: "l" into 0
32: Code Command - end [2]
-> 2
attached: "" into 0

#OFFSET: 0, 0

#INLINE: 0, 1
37: Encoding text: This is where I kept\nLARVITAR's old Pokeball
CODE: ÎÜÝç
- Into buffer 1

#OFFSET: 0, 0

#INLINE: 0, 1
42: Encoding text: I better take LARVITAR\nwith me today
CODE: Ã
- Into buffer 1
|
\- Processed 820 Lines

|
\- Processed 43 Lines
It looks like you're missing the pkmadv files that are needed for the proper running of pokescript.
Extract this zip file into the folder in which Pokescript was installed, and recompile the script and it should work.

Stupid Question: How do I compile.

~*Pikafan*~
December 17th, 2007, 12:46 AM
Right Click the file when it's saved as an .rbc file. You should have an option called Compile Script. Click it, it should work.

CrazyLuigi
December 17th, 2007, 01:09 AM
Right Click the file when it's saved as an .rbc file. You should have an option called Compile Script. Click it, it should work.

Stupid Question: How do I .rbc file?

~*Pikafan*~
December 17th, 2007, 01:31 AM
When you save it in Notepad, go to all files and save it as Filename.rbc

Piplup-Trainer
December 17th, 2007, 03:35 PM
I have got a little problem.
If I open the rom (.gba file) in Buf Rite, the program hang on!
Can someone help me?

(Sorry for my english in sentence two)

~*Pikafan*~
December 17th, 2007, 09:02 PM
What do you mean? Do you mean that button that you press by opening it?

And did you check those tutorials I showed you?

Piplup-Trainer
December 17th, 2007, 10:08 PM
Yup. Ithe button with a book icon and opened the rom (.gba) file.

I'll check the tutorial that you showed me.

destinedjagold
December 18th, 2007, 04:39 AM
Hello everyone. It has been quite a while since I made a long script.

Well now, I have a question about a script I just made for a certain event in my hack.

1. How can I make a trainer ballte script command again..? Was it..,
trainerbattle 1 007 $before $after $then
Is the code correct? :/

stead573
December 18th, 2007, 09:43 AM
Hey destinedjagold, I've just searched this thread and here's a post that should help you:

http://www.pokecommunity.com/showthread.php?p=3084032&highlight=trainerbattle#post3084032 (http://www.pokecommunity.com/showthread.php?p=3084032&highlight=trainerbattle#post3084032)

A little word of advice for you. If I get a script to work, I save an example script for future reference. This way, it's easy to find and I know that it works. Maybe if more people done this, there would be less need to relate back to questions that have already been asked.

Another thing you could have done was to search this thread, as I did.

I'm not trying to sound funny about this, I just don't like to see the same question's asked over again.

Anyways, I hope this helps with your script!

destinedjagold
December 18th, 2007, 12:15 PM
My laptop died and all the scripts I made were dead and that's why I'm asking around, but thanks anyways. :D

Piplup-Trainer
December 18th, 2007, 04:04 PM
@ ~*Pikafan*~

I checked the mails but I didn't find the answer.

Here again my question :
I have got a little problem.
If I open the rom (.gba file) in Buf Rite, the program hang on!
Can someone help me?
--> I mean the book icon button in Buf Rite were you can search and open batch files.

Satoshi Sugimori
December 19th, 2007, 08:09 PM
Hello
can someone explain me how to make a script,
like this I want the script to don't let you through untill you have been somewhere.
Like the old man script in viridian city.
Thanks.

Kristian
December 19th, 2007, 08:21 PM
Hello
can someone explain me how to make a script,
like this I want the script to don't let you through untill you have been somewhere.
Like the old man script in viridian city.
Thanks.

To do that, you're gonna have to use flags..when you're trying to get to the next place (like the oldman in viridian city), in the script, it is a command at the beginning witch is called Checkflag, that checks if that flag is set, for an example,
#org $begin
checkflag 0x200 \\This checks if flag 0x200 is set, if true, then it will goto ..-
if 1 goto $done // -..the offset $done.
release
end
to set a flag, u have this in a script:
setflag 0x<number> example setflag 0x200, now that sets the flag 0x200
when that flag is set, you can gain accsess to the place (like in old man script in viridian city)
and to clear a flag, simply use this command in a script: clearflag 0x<number>

also, when a flag is set, u can't use it again, only if you "cleared" it..

linkandzelda
December 19th, 2007, 08:32 PM
hi. can sombody help me with the script i posted earlyer please? also is it possible to read how many times a flag has been set?

thanks in advance
link

Satoshi Sugimori
December 19th, 2007, 08:58 PM
To do that, you're gonna have to use flags..when you're trying to get to the next place (like the oldman in viridian city), in the script, it is a command at the beginning witch is called Checkflag, that checks if that flag is set, for an example,
#org $begin
checkflag 0x200 \\This checks if flag 0x200 is set, if true, then it will goto ..-
if 1 goto $done // -..the offset $done.
release
end
to set a flag, u have this in a script:
setflag 0x<number> example setflag 0x200, now that sets the flag 0x200
when that flag is set, you can gain accsess to the place (like in old man script in viridian city)
and to clear a flag, simply use this command in a script: clearflag 0x<number>

also, when a flag is set, u can't use it again, only if you "cleared" it..

Thanks..:D I understand now..:D

~*Pikafan*~
December 20th, 2007, 01:25 AM
I have a question about movement scripts. When you make a movement happen, if the person isn't removed from the screen (as in Disappear in the command 0x60 or have a flag set to make them disappear) but they walk off of it, will they return to their original spot? Or is there a command that does that? Because I was going to make a script where some guy takes you to the lab and then walks away, him returning back to his original spot.

Hackbeginnerdylan
December 20th, 2007, 03:37 AM
Ok i don't use irish witches compiler.... (Have no idea how to just yet 0.o)
Anyways i have been using scriptED.. i have a script that works but i would like to add something to it....as in blah blah blah was added to the pokedex so on so forth.Well here is my script so far;


#org 0x800200
message 0x800400
boxset 0x06
givepokemon 25 100 0
end
#org 0x800300
= Take this pikachu!

1) What would i put and where for it to stop saying here take a pikachu and say something else?
2)How would i make it stop giving me level 100 pikachu's?
3)How would i make it say (And show the page) "Pikachu was added to the pokedex"

Any help for that would be great. Thanks in advance.

Oh and that is the script i made and it works..I think it is just a little empty.

thethethethe
December 20th, 2007, 10:18 AM
I have a question about movement scripts. When you make a movement happen, if the person isn't removed from the screen (as in Disappear in the command 0x60 or have a flag set to make them disappear) but they walk off of it, will they return to their original spot? Or is there a command that does that? Because I was going to make a script where some guy takes you to the lab and then walks away, him returning back to his original spot.

Well if you remove them without setting a flag, when the screen is "reset"(if you walked to another map and come back) the person will return to the original position.

You probably could have just tried it in an empty rom and see if it works, that way you wouldn't have had to wait for a response.

Ok i don't use irish witches compiler.... (Have no idea how to just yet 0.o)
Anyways i have been using scriptED.. i have a script that works but i would like to add something to it....as in blah blah blah was added to the pokedex so on so forth.Well here is my script so far;


#org 0x800200
message 0x800400
boxset 0x06
givepokemon 25 100 0
end
#org 0x800300
= Take this pikachu!

1) What would i put and where for it to stop saying here take a pikachu and say something else?
2)How would i make it stop giving me level 100 pikachu's?
3)How would i make it say (And show the page) "Pikachu was added to the pokedex"

Any help for that would be great. Thanks in advance.

Oh and that is the script i made and it works..I think it is just a little empty.

Read Christos'/Semele(Not sure what the name is on the tutorial) scripting Tutorial. They're there to teach you how to do these things. Read the tutorial and you'll find the answers to these questions.

linkandzelda
December 20th, 2007, 11:31 AM
hi. does anybody know the command that gets the sprite off the screen. i think its something like

raw 0x83
raw 0x?? 0x(people no.)
raw 0x??

thanks in advance
link

EDIT: nevermind. thanks stead573

EDIT2: Can sombody tell me if this part of script will do what i want:

i want it to check for an item. if i have 1 or more then it goes to $????. if i have non then it continues

checkitem 0x6
compare LASTRESULT 1
if B_>> goto $????



thanks in advance
link

Hiroshi Sotomura
December 20th, 2007, 02:42 PM
A word of warning here. Please note that this thread will be closing within the next few days. Please move all new discussions to [url-inline="showthread.php?p=3183366#post3183366"]this thread[/url-inline].

lanturn 550
December 22nd, 2007, 03:14 AM
ok... can some one make script where it locks your player there, people event number 1 moves down 10 spaces turns left the walks 1 and talks to you and just put ........... where i can type what they say, then make them battle using team rocket grunt with a lvl 5 koffing.

just PM it to me plz...

thankyou...

Blitzballer
December 22nd, 2007, 03:05 PM
I just started scripting and now i'm addicted!!! can anyone tell me what's wrong with this script?:

#org $StarHop
lock
faceplayer
checkflag 0x829
if 0 goto $NeedDex
checkflag 0x828
if 1 goto $TakeCare
message $GetHop
$GetHop 1 = Ow, my back!\pExcuse me.\pWould you take care of Hoppip for me\lme?
callstd 5
compare LASTRESULT 1
if 0 goto $DontHop
givepokemon 187 5 0
jingle
message $GotHop
$GotHop 1 = You recieved a Hoppip!
setflag 0x828
message $NamePoke
$NamePoke 1 = Well of course you want to name it.
namepokemon
message $BeGood
$BeGood 1 = Be good to Hoppip now, ya here!

#org $NeedDex
message $NeedDex
$NeedDex 1 = Did you know that a friend of mine\lhas an old Pokedex that he doesn't\nneed anymore?\lYou should pay him a visit.
callstd 6
release
end

#org $DontHop
message $DontHop
$DontHop 1 = Fine, don't help an old man in need.\lHumph!
callstd 6
release
end

#org $TakeCare
message $TakeCare
$TakeCare 1 = Take care of your Pokemon, and\lyourself!
callstd 6
release
end

By the way, I'm using Firered.

Roddy
December 24th, 2007, 03:39 AM
#org 0x800300
applymovement 0x1 0x800400
pause 0x20
message 0x800600
applymovement 0x1 0x800500
pause 0x20
trainerbattle 0x00 0x001 0x800100 0x800200 0x800300
release
end

#org 0x800600
= Gah! How could you? I'll face you again!

#org 0x800100
=Hey! You!

#org 0x800200
=Wha..!

#org 0x800400
#raw 0x62
#raw 0xFE

#org 0x800500
#raw 0x01
#raw 0x01
#raw 0x02
#raw 0x02
#raw 0x02
#raw 0x02
#raw 0x60
#raw 0xFE



Anyone, knows?
Like, it's not even working.

cooley
December 24th, 2007, 03:45 AM
A word of warning here. Please note that this thread will be closing within the next few days. Please move all new discussions to [url-inline="showthread.php?p=3183366#post3183366"]this thread[/url-inline].
Please Do what he says...

Kingdra
December 24th, 2007, 07:19 PM
Can someone tell me what's wrong with this script:

#org $tv
checkflag 0x800
if B_True goto $Done
checkflag 0x213
if B_true goto $Move
setflag 0x800
message $TV
$TV 1 = Big News!!!\pTeam Aqua is remarked in Ileon!!\nAfter their unsuccessful efforts,\pThey attempt to catch \nthe legendary pokemon Suicune\pwhich one is remarked\nIn Ileon a few days ago too...
boxset 6
release
end

#org $Done
release
end

#org $Move
applymovement 0XFF $Lala
pausemove 0
return

#org $Lala
$Lala 1 ; #Binary 0x12 0x12 0x12 0x01 0x65 0xFE

Kristian
December 24th, 2007, 07:24 PM
Can someone tell me what's wrong with this script:

#org $tv
checkflag 0x800
if B_True goto $Done
checkflag 0x213
if B_true goto $Move
setflag 0x800
message $TV
$TV 1 = Big News!!!\pTeam Aqua is remarked in Ileon!!\nAfter their unsuccessful efforts,\pThey attempt to catch \nthe legendary pokemon Suicune\pwhich one is remarked\nIn Ileon a few days ago too...
boxset 6
release
end

#org $Done
release
end

#org $Move
applymovement 0XFF $Lala
pausemove 0
return

#org $Lala
$Lala 1 ; #Binary 0x12 0x12 0x12 0x01 0x65 0xFE

A word of warning here. Please note that this thread will be closing within the next few days. Please move all new discussions to [url-inline="showthread.php?p=3183366#post3183366"]this thread[/url-inline].
Please to what he says as Cooley said!

Deokishisu
December 25th, 2007, 08:15 PM
WARINING! Kinda big script in spoiler!

#org 0x7214B0
lock
checkflag 0x828
if 0x1 goto 0x7215a0
checkflag 0x110
if 0x1 goto 0x721604
applymovement 0x1 0x721be0
pause 0x1
msgbox 0x72202c
callstd 0x4
applymovement 0x1 0x721c44
pause 0x0
applymovement 0xFF 0x721ca8
pause 0x20
msgbox 0x7222ef
callstd 0x4
applymovement 0x1 0x721d0c
goto 0x721668
release
end

#org 0x721668
msgbox 0x722284
callstd 0x5
compare LASTRESULT 0x1
if 0x1 goto 0x7216cc
msgbox 0x721f64
callstd 0x5
compare LASTRESULT 0x1
if 0x1 goto 0x721730
msgbox 0x722090
callstd 0x5
compare LASTRESULT 0x1
if 0x1 goto 0x721794
msgbox 0x721f00
callstd 0x4
goto 0x721668
release
end

#org 0x7216cc
msgbox 0x722158
callstd 0x5
compare LASTRESULT 0x1
if 0x1 goto 0x7217f8
msgbox 0x721fc8
callstd 0x5
compare LASTRESULT 0x1
if 0x1 goto 0x72185c
msgbox 0x7220f4
callstd 0x5
compare LASTRESULT 0x1
if 0x1 goto 0x7218c0
msgbox 0x721f00
callstd 0x4
goto 0x7216cc
release
end

#org 0x7217f8
setflag 0x101
goto 0x721b7c
release
end

#org 0x72185c
setflag 0x102
goto 0x721b7c
release
end

#org 0x7218c0
setflag 0x103
goto 0x721b7c
release
end

#org 0x721730
msgbox 0x722158
callstd 0x5
compare LASTRESULT 0x1
if 0x1 goto 0x721924
msgbox 0x721fc8
callstd 0x5
compare LASTRESULT 0x1
if 0x1 goto 0x721988
msgbox 0x7220f4
callstd 0x5
compare LASTRESULT 0x1
if 0x1 goto 0x7219ec
msgbox 0x721f00
callstd 0x4
goto 0x721730
release
end

#org 0x721924
setflag 0x104
goto 0x721b7c
release
end

#org 0x721988
setflag 0x105
goto 0x721b7c
release
end

#org 0x7219ec
setflag 0x106
goto 0x721b7c
release
end

#org 0x721794
msgbox 0x722158
callstd 0x5
compare LASTRESULT 0x1
if 0x1 goto 0x721a50
msgbox 0x721fc8
callstd 0x5
compare LASTRESULT 0x1
if 0x1 goto 0x721ab4
msgbox 0x7220f4
callstd 0x5
compare LASTRESULT 0x1
if 0x1 goto 0x721b18
msgbox 0x721f00
callstd 0x4
goto 0x721794
release
end

#org 0x721a50
setflag 0x107
goto 0x721b7c
release
end

#org 0x721ab4
setflag 0x108
goto 0x721b7c
release
end

#org 0x721b18
setflag 0x109
goto 0x721b7c
release
end

#org 0x721b7c
applymovement 0x2 0x721d70
pause 0x0
applymovement 0x1 0x721e38
pause 0x0
msgbox 0x7221bc
callstd 0x4
setflag 0x110
release
end

#org 0x721604
msgbox 0x722220
callstd 0x4
applymovement 0xFF 0x721e9c
pause 0x10
release
end

#org 0x7215a0
release
end

#org 0x721Be0
#raw 0x62
#raw 0x4
#raw 0xFE

#org 0x721c44
#raw 0x1
#raw 0xFE

#org 0x721ca8
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x13
#raw 0x11
#raw 0x2
#raw 0xFE

#org 0x721d0c
#raw 0x3
#raw 0xFE

#org 0x721d70
#raw 0x4
#raw 0xFE

#raw 0x721e38
#raw 0x62
#raw 0x1
#raw 0xFE

#org 0x721e9c
#raw 0x11
#raw 0xFE

#org 0x72202c
= \c\h01ËDR. PINE: \v\h01!\nCome over here.

#org 0x7222ef
= \c\h01ËThis is what I wanted to show you.\nI found this secret cavern.\lIt leads much deeper into THE RUINS.\pNow, we have more than just\nthis chamber to study[.]

#org 0x722284
= \c\h01ËTell me, would you prefer to study\nthings from far in the past,\lthings in the present, or\lthings yet to come?\pDo you like the past?

#org 0x721f64
= \c\h01ËSo, you like the present?

#org 0x722090
= \c\h01ËThen, you like what's yet to come?

#org 0x721f00
= \c\h01ËOh, you have to like one!

#org 0x722158
= \c\h01ËWould you like to study it near a volcano?

#org 0x721fc8
= \c\h01ËOh, how about near a forest?

#org 0x7220f4
= \c\h01ËSo, you'd prefer to study near a lake?

#org 0x7221bc
= \c\h01Ë\v\h01!\nGrab my POKéMON, it's in the POKé BALL!

#org 0x722220
= Wait, \v\h01!\pYou're not going to leave me here,\nare you?

So, it's supposed to move you, someone's supposed to speak and then move. Then it asks you questions and, depending on what you say yes to, it sets a flag. If you keep saying no, it'll repeat the questions. Then another event is supposed to move, the one that spoke is supposed to have an exclamation point appear over his head, and then it sets a flag and ends. If you walk over the trigger event again, it says something and moves you upward.

This is part one of a two part script. Problem is, I get an overflow error. I checked it over and I'm not sure what I did wrong. Does anyone else see any problems with it? Can someone help me out?

destinedjagold
December 25th, 2007, 10:58 PM
A word of warning here. Please note that this thread will be closing within the next few days. Please move all new discussions to [url-inline="showthread.php?p=3183366#post3183366"]this thread[/url-inline].

Please Do what he says...

Please to what he says as Cooley said!

This answers your question...

Deokishisu
December 25th, 2007, 11:33 PM
Oh my gosh!
I feel like an idiot, thank you for pointing that out for me!

Hackbeginnerdylan
December 29th, 2007, 10:10 AM
I have a script that i thought might work (I'm new to scripting so i thought i would just go all out and try something i haven't yet. Well i tried doing a yes/no script mixed with a givepokemon script (Obviously it failed XP) And i was wondering if anyone here could help me with this script (Plus to end it so you can't get anymore pokemon from the person.Here is my script.


#org 0x800100
lock
faceplayer
message 0x800100
boxset 0x5
givepokemon 4 10 0
compare LASTRESULT 1
if 0 0x800200 goto 0x800700
if 1 0x800300 goto end
release
end
#org 0x800100
= Do you like me?
#org 0x800700
= You do?! great!/ntake this!


EDIT: Ahh crap. Thread is closing.. Sorry.

destinedjagold
December 29th, 2007, 10:17 AM
A word of warning here. Please note that this thread will be closing within the next few days. Please move all new discussions to [url-inline="showthread.php?p=3183366#post3183366"]this thread[/url-inline].

Please Do what he says...

Please to what he says as Cooley said!

This answers your question.., Hackbeginnerdylan...

jk-pingx
January 2nd, 2008, 05:25 PM
here is my give pokemon script

#org $begin
lock
faceplayer
checkflag 0x232
if B_true goto $gotit
message $q
boxset 6
message $mygod
boxset 6
givepokemon 280 5 0
message $namecharm
boxset 5
setflag 0x232
setflag 0x828
release
end

#org $gotit
message $hi
boxset 6
release
end

#org $hi
$hi 1 = how's that TORCHIC?

#org $q
$q 1 = please help me\ntake this TORCHIC!

#org $mygod
$mygod 1 = You recived the TORCHIC!

message $namecharm
$namecharm 1 = give TORCHIC a nickname
boxset 5
compare LASTRESULT 1
if b_false goto $seeya
Namepokemon
setflag 0x203

message $seeya
$seeya 1 = thanks!
release
end

well the problem is that when it gets to the nickname bit if you select yes it does not go to the nickname screen. also how do you make th sprite vanish

many thanks

destinedjagold
January 3rd, 2008, 06:28 AM
Have you considered reading the previous post in this thread?
A word of warning here. Please note that this thread will be closing within the next few days. Please move all new discussions to [url-inline="showthread.php?p=3183366#post3183366"]this thread[/url-inline].

Please Do what he says...

Please to what he says as Cooley said!

This answers your question.., jk-pingx...

Binary
January 3rd, 2008, 03:06 PM
How do I do a give egg script??
Thanks in advance.

~Celebi

Hiroshi Sotomura
January 4th, 2008, 02:57 AM
I was a little late. The discussions have moved to the scrapbox, kthx.