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foullump
July 6th, 2007, 04:39 PM
Scripting Tutorial
For Pokescript

Hey everyone!
I've been on the community for a few months now, and I've learned many things about scripting, thanks to people like Irish

Witch, Zel, and Christos.
But....
Some of their stuff is pretty hard to understand, so I'm going to try making an easy-to-understand-tutorial.

All of this will be done on POKESCRIPT, the program created by Irish Witch.


Now then, let's begin.

Starting Off

The first thing needed to know about scripting is how to write text.
It can't simply be written as "blah blah blah",
It needs to be written in a special format.

Let's just say for all intentional purposes, we want to say this text.
"Hello, my name is Joe. I am a pokemon trainer from Pallet Town.

Now, we need to write it using slashes (\) and a certain character to indicate where that is in the talking. Observe.
"Hello,\n my name is Joe.\pI am a pokemon trainer from Pallet\nTown. /SPOILER]

You can see the "\n" and the "\p". \n represents something like
"continues on next half of box".
For example, it would look like:

[SPOILER]Hello,
My name is Joe.

\p represents "new box"

Hello,
My name is Joe.

I am a pokemon trainer from Pallet
Town.

There is also "\l" which is kind of the same as \p, but you will notice the difference when you actually make a script.

Now then, we seem to be done with that. Moving on.


Simple Script

For this tutorial, when I say simple script, I mean something not too compicated, but still includes a little bit

complication. (For beginners)

Okay, when I say simple script, I always think of the professor Oak's aid script.
It works like this:
-when you talk to the aid, he will say hello, and give you an item (potion)

Now then, on to your first script.
To begin, we must open notepad, and type the following:
#ORG
That small bit of code represents the beginning of a script.
ALWAYS PUT THAT!

After that, place an offset.
$begin
It really does not matter what you write there, but I usually say something like that.

Okay, so we want the aid to talk to you, so we have it say a message. But before that, we need to put the following:
lock
faceplayer
The lock means that the character will not move around while they're talking to you.
Faceplayer is self-explanitary. (Face the player)

So, on to the message.
message $aidtalk
(again, the offset does not matter.)

We shall have the aid say:
Oh, hello [PLAYER]. Here, take this potion!
[PLAYER] shows the name of the player.
HOWEVER
Only use [PLAYER] in a program called advance text.
When making an actual script, we use the offset "\v\h01" That will make the name show up.
So, this is what it will look like:
message $aidtalk
$aidtalk 1 = Oh, hello \v\h01.\pHere, take this potion!
boxset 6

Okay, the "$aidtalk 1 = " is to represent that that offset is this text.
The boxset 6 means that it is a normal text box.
(If you wanted a yes\no script, use boxset5)

Now, for the potion.
We will use the giveitem command to give it.
The offset for the item potion is 0xD.
before using an offset for an item, song, pokemon, character, or warp, use 0x.

So, we use giveitem 0xD 1
The 1 just tells that we're getting 1 potion.

But there is one more thing we need. To prevent this event from being repeated, we must use flags. Flags

basicly tell whether or not this has happened.
A flag is written in the form of: < 0xFLAG > Where it says FLAG, we must replace it with a number. The numbers between 200-

299, and 800-899 are okay to use.
EG. 0x200

But we can't simple write "flag 0x200", we need to say what about it we want. Setflag, Clearflag, and Checkflag are the only

things we can do. (so far as I know) Setflag means that the player has done the event.

And, this is our complete script:

#ORG $begin
lock
faceplayer
checkflag 0x200
if B_true goto $done
message $aidtalk
boxset 6
giveitem 0xD 1
setflag 0x200
release
end

#org $done
message $aidtalk2
boxset 6
release
end

#org $aidtalk
$aidtalk 1 = Oh, hello \v\h01.\pHere, take this potion!

#org $aidtalk2
$aidtalk2 1 = Hello.

The reason we put the aidtalk at the bottom is becuase it compiles better, and there usually aren't any glitches. Do that

with all of your scripts. EVERYTHING WITH AN OFFSET $ GOES AT THE BOTTOM.

And that, is a simple script!
Now you can write it to your rom using pokescript.
(See Irish Witch's tutorial for explanation)

I don't know if I mentioned this, but the reason for the 1 after the 0xD is for the quantity of the item. For this example,
we want to recieve one potion.

Now then, you have made your first simple script!

Now, let's get a little more complex.
We'll use this same script, just edit it.

Now, let's say we want the aid to be activated by instead of being talked to, when the player steps in a certain spot. The

way we will do this is by adding "Applymovement" to our script. So, instead of putting "Faceplayer" we will put

"Applymovement".

Like this:

#ORG $begin
checkflag 0x200
if B_true goto $done
applymovement 0x01 $aidwalk1
pause 0x30
message $aidtalk
boxset 6
giveitem 0xD
setflag 0x200
release
end


Now, the fist thing you may notice is that we no longer have the Lock command. The reason being is that is we lock the

person, well, really he can't move if we lock him.

Next, you'll notice that we put an 0x01 after applymovement. That indicates that the person with the people number 1 in

advance map will move.

Then we have our offset. It's just a randomly defined thing, as usual.

And last, we have our Pause 0x30. That represents that the script will wait for the aid to take three steps before

continuing. Use 0x10 to represent one step, 0x20 for two, and 0x30 for three.

As usual, we have Release. Like any script, end it with release. If I haven't already said it, END EVERY SCRIPT WITH
release
end

But just "Applymovement" won't do everything. We need to fill it in.

Here is a list of all the movements in fire red.

' Specials
0x4A ' Face player
0x4B ' Face against player
0x60 ' Disappear (removes the sprite, but the person can still be interacted with)
0x62 ' "!" pops up
0x63 ' "?" pops up
0x64 ' "X" pops up (vs-seeker cant fight)
0x65 ' "!!" pops up (vs-seeker can fight)
0x66 ' "" pops up

' walking
0x01 ' step Up0
0x02 ' step Left0
0x03 ' step Right0
0x04 ' step Down0
0x08 ' step down1
0x09 ' step up1
0x0A ' step left1
0x0B ' step right1
0x0C ' step down2
0x0D ' step up2
0x0E ' step left2
0x0F ' step right2
0x10 ' step down3
0x11 ' step up3
0x12 ' step left3
0x13 ' step right3
0x1D ' step down4
0x1E ' step up4
0x1F ' step left4
0x20 ' step right4

' jump in place looking where it says
0x52 ' jump0 down
0x53 ' jump0 up
0x54 ' jump0 left
0x55 ' jump0 right

' jump in place looking in the order it says
0x56 ' jump0 down/up
0x57 ' jump0 up/down
0x58 ' jump0 left/right
0x59 ' jump0 right/left

' Jump Direction
0x4E ' jump1 down
0x4F ' jump1 up
0x50 ' jump1 left
0x51 ' jump1 right

0x14 ' jump2 down
0x15 ' jump2 up
0x16 ' jump2 left
0x17 ' jump2 right

0x46 ' jumpLookingLeft1 down
0x47 ' jumpLookingDown1 up (jump backwards)
0x48 ' jumpLookingUp1 left
0x49 ' jumpLookingLeft right (jump backwards)

These are the offsets for basic movement:
UP = 0x11
DOWN = 0x10
LEFT = 0x12
RIGHT = 0x13

So, for this script, we'll have the aid move three steps right over to the player.
And since we'll be using items, we'll need a list of them.


#define ITEM_MASTERBALL 0x1
#define ITEM_ULTRABALL 0x2
#define ITEM_GREATBALL 0x3
#define ITEM_POKEBALL 0x4
#define ITEM_SAFARIBALL 0x5
#define ITEM_NETBALL 0x6
#define ITEM_DIVEBALL 0x7
#define ITEM_NESTBALL 0x8
#define ITEM_REPEATBALL 0x9

#define ITEM_TIMERBALL 0xA
#define ITEM_LUXURYBALL 0xB
#define ITEM_PREMIERBALL 0xC
#define ITEM_POTION 0xD
#define ITEM_ANTIDOTE 0xE
#define ITEM_BURNHEAL 0xF
#define ITEM_ICEHEAL 0x10
#define ITEM_AWAKENING 0x11
#define ITEM_PARLYZHEAL 0x12

#define ITEM_FULLRESTORE 0x13
#define ITEM_MAXPOTION 0x14
#define ITEM_HYPERPOTION 0x15
#define ITEM_SUPERPOTION 0x16
#define ITEM_FULLHEAL 0x17
#define ITEM_REVIVE 0x18
#define ITEM_MAXREVIVE 0x19
#define ITEM_FRESHWATER 0x1A
#define ITEM_SODAPOP 0x1B

#define ITEM_LEMONADE 0x1C
#define ITEM_MOOMOOMILK 0x1D
#define ITEM_ENERGYPOWDER 0x1E
#define ITEM_ENERGYROOT 0x1F
#define ITEM_HEALPOWDER 0x20
#define ITEM_REVIVALHERB 0x21
#define ITEM_ETHER 0x22
#define ITEM_MAXETHER 0x23
#define ITEM_ELIXIR 0x24

#define ITEM_MAXELIXIR 0x25
#define ITEM_LAVACOOKIE 0x26
#define ITEM_BLUEFLUTE 0x27
#define ITEM_YELLOWFLUTE 0x28
#define ITEM_REDFLUTE 0x29
#define ITEM_BLACKFLUTE 0x2A
#define ITEM_WHITEFLUTE 0x2B
#define ITEM_BERRYJUICE 0x2C
#define ITEM_SACREDASH 0x2D

#define ITEM_SHOALSALT 0x2E
#define ITEM_SHOALSHELL 0x2F
#define ITEM_REDSHARD 0x30
#define ITEM_BLUESHARD 0x31
#define ITEM_YELLOWSHARD 0x32
#define ITEM_GREENSHARD 0x33
#define ITEM_HENTAIMAG 0x34
#define ITEM_NAMETAG 0x35
#define ITEM_HPUP 0x3F

#define ITEM_PROTEIN 0x40
#define ITEM_IRON 0x41
#define ITEM_CARBOS 0x42
#define ITEM_CALCIUM 0x43
#define ITEM_RARECANDY 0x44
#define ITEM_PPUP 0x45
#define ITEM_ZINC 0x46
#define ITEM_PPMAX 0x47
#define ITEM_GUARDSPEC. 0x49

#define ITEM_DIREHIT 0x4A
#define ITEM_XATTACK 0x4B
#define ITEM_XDEFEND 0x4C
#define ITEM_XSPEED 0x4D
#define ITEM_XACCURACY 0x4E
#define ITEM_XSPECIAL 0x4F
#define ITEM_POKEDOLL 0x50
#define ITEM_FLUFFYTAIL 0x51
#define ITEM_SUPERREPEL 0x53

#define ITEM_MAXREPEL 0x54
#define ITEM_ESCAPEROPE 0x55
#define ITEM_REPEL 0x56
#define ITEM_SUNSTONE 0x5D
#define ITEM_MOONSTONE 0x5E
#define ITEM_FIRESTONE 0x5F
#define ITEM_THUNDERSTONE 0x60
#define ITEM_WATERSTONE 0x61
#define ITEM_LEAFSTONE 0x62

#define ITEM_TINYMUSHROOM 0x67
#define ITEM_BIGMUSHROOM 0x68
#define ITEM_PEARL 0x6A
#define ITEM_BIGPEARL 0x6B
#define ITEM_STARDUST 0x6C
#define ITEM_STARPIECE 0x6D
#define ITEM_NUGGET 0x6E
#define ITEM_HEARTSCALE 0x6F
#define ITEM_ORANGEMAIL 0x79

#define ITEM_HARBORMAIL 0x7A
#define ITEM_GLITTERMAIL 0x7B
#define ITEM_MECHMAIL 0x7C
#define ITEM_WOODMAIL 0x7D
#define ITEM_WAVEMAIL 0x7E
#define ITEM_BEADMAIL 0x7F
#define ITEM_SHADOWMAIL 0x80
#define ITEM_TROPICMAIL 0x81
#define ITEM_DREAMMAIL 0x82

#define ITEM_FABMAIL 0x83
#define ITEM_RETROMAIL 0x84
#define ITEM_CHERRY 0x85
#define ITEM_CHESTNUT 0x86
#define ITEM_PEACH 0x87
#define ITEM_RAWSTBERRY 0x88
#define ITEM_ASPEARBERRY 0x89
#define ITEM_LEPPABERRY 0x8A
#define ITEM_ORANGE 0x8B

#define ITEM_PERSIMMON 0x8C
#define ITEM_LUMBERRY 0x8D
#define ITEM_CITRUS 0x8E
#define ITEM_FIGYBERRY 0x8F
#define ITEM_KIWI 0x90
#define ITEM_MANGO 0x91
#define ITEM_AGUAVBERRY 0x92
#define ITEM_PAPAYA 0x93
#define ITEM_RAZZBERRY 0x94

#define ITEM_BLUKBERRY 0x95
#define ITEM_BANANA 0x96
#define ITEM_WEPEARBERRY 0x97
#define ITEM_PINEAPPLE 0x98
#define ITEM_POMEGRANITE 0x99
#define ITEM_KELPSYBERRY 0x9A
#define ITEM_QUALOTBERRY 0x9B
#define ITEM_HONEYDEW 0x9C
#define ITEM_GRAPE 0x9D

#define ITEM_TOMATO 0x9E
#define ITEM_CORNNBERRY 0x9F
#define ITEM_MAGOSTBERRY 0xA0
#define ITEM_RABUTABERRY 0xA1
#define ITEM_LEMON 0xA2
#define ITEM_SPELONBERRY 0xA3
#define ITEM_PAMTREBERRY 0xA4
#define ITEM_WATERMELON 0xA5
#define ITEM_DURINBERRY 0xA6

#define ITEM_BELUEBERRY 0xA7
#define ITEM_LICHEE 0xA8
#define ITEM_GANLONBERRY 0xA9
#define ITEM_SALACBERRY 0xAA
#define ITEM_PETAYABERRY 0xAB
#define ITEM_APRICOT 0xAC
#define ITEM_LANSATBERRY 0xAD
#define ITEM_STARFBERRY 0xAE
#define ITEM_ENIGMABERRY 0xAF

#define ITEM_BRIGHTPOWDER 0xB3
#define ITEM_WHITEHERB 0xB4
#define ITEM_MACHOBRACE 0xB5
#define ITEM_EXP.SHARE 0xB6
#define ITEM_QUICKCLAW 0xB7
#define ITEM_SOOTHEBELL 0xB8
#define ITEM_MENTALHERB 0xB9
#define ITEM_CHOICEBAND 0xBA
#define ITEM_KINGSROCK 0xBB

#define ITEM_SILVERPOWDER 0xBC
#define ITEM_AMULETCOIN 0xBD
#define ITEM_CLEANSETAG 0xBE
#define ITEM_SOULDEW 0xBF
#define ITEM_DEEPSEATOOTH 0xC0
#define ITEM_DEEPSEASCALE 0xC1
#define ITEM_SMOKEBALL 0xC2
#define ITEM_EVERSTONE 0xC3
#define ITEM_FOCUSBAND 0xC4

#define ITEM_LUCKYEGG 0xC5
#define ITEM_SCOPELENS 0xC6
#define ITEM_METALCOAT 0xC7
#define ITEM_LEFTOVERS 0xC8
#define ITEM_DRAGONSCALE 0xC9
#define ITEM_LIGHTBALL 0xCA
#define ITEM_SOFTSAND 0xCB
#define ITEM_HARDSTONE 0xCC
#define ITEM_MIRACLESEED 0xCD

#define ITEM_BLACKGLASSES 0xCE
#define ITEM_BLACKBELT 0xCF
#define ITEM_MAGNET 0xD0
#define ITEM_MYSTICWATER 0xD1
#define ITEM_SHARPBEAK 0xD2
#define ITEM_POISONBARB 0xD3
#define ITEM_NEVERMELTICE 0xD4
#define ITEM_SPELLTAG 0xD5
#define ITEM_TWISTEDSPOON 0xD6

#define ITEM_CHARCOAL 0xD7
#define ITEM_DRAGONFANG 0xD8
#define ITEM_SILKSCARF 0xD9
#define ITEM_UPGRADE 0xDA
#define ITEM_SHELLBELL 0xDB
#define ITEM_SEAINCENSE 0xDC
#define ITEM_LAXINCENSE 0xDD
#define ITEM_LUCKYPUNCH 0xDE
#define ITEM_METALPOWDER 0xDF

#define ITEM_THICKCLUB 0xE0
#define ITEM_STICK 0xE1
#define ITEM_REDSCARF 0xFE
#define ITEM_BLUESCARF 0xFF
#define ITEM_PINKSCARF 0x100
#define ITEM_GREENSCARF 0x101
#define ITEM_YELLOWSCARF 0x102
#define ITEM_SKATEBOARD1 0x103
#define ITEM_COINCASE 0x104

#define ITEM_ITEMFINDER 0x105
#define ITEM_OLDROD 0x106
#define ITEM_GOODROD 0x107
#define ITEM_SUPERROD 0x108
#define ITEM_S.S.TICKET 0x109
#define ITEM_CONTESTPASS 0x10A
#define ITEM_SQUIRTBOTTLE 0x10C
#define ITEM_AMULET 0x10D
#define ITEM_SOOTSACK 0x10E

#define ITEM_BASEMENTKEY 0x10F
#define ITEM_SKATEBOARD2 0x110
#define ITEM_POROKCASE 0x111
#define ITEM_LETTER 0x112
#define ITEM_EONTICKET 0x113
#define ITEM_REDORB 0x114
#define ITEM_BLUEORB 0x115
#define ITEM_SCANNER 0x116
#define ITEM_GOGOGGLES 0x117

#define ITEM_METEORITE 0x118
#define ITEM_RM1KEY 0x119
#define ITEM_RM2KEY 0x11A
#define ITEM_RM4KEY 0x11B
#define ITEM_RM6KEY 0x11C
#define ITEM_STORAGEKEY 0x11D
#define ITEM_ROOTFOSSIL 0x11E
#define ITEM_CLAWFOSSIL 0x11F
#define ITEM_DEVONSCOPE 0x120

#define ITEM_TM01 0x121
#define ITEM_TM02 0x122
#define ITEM_TM03 0x123
#define ITEM_TM04 0x124
#define ITEM_TM05 0x125
#define ITEM_TM06 0x126
#define ITEM_TM07 0x127
#define ITEM_TM08 0x128
#define ITEM_TM09 0x129

#define ITEM_TM10 0x12A
#define ITEM_TM11 0x12B
#define ITEM_TM12 0x12C
#define ITEM_TM13 0x12D
#define ITEM_TM14 0x12E
#define ITEM_TM15 0x12F
#define ITEM_TM16 0x130
#define ITEM_TM17 0x131
#define ITEM_TM18 0x132

#define ITEM_TM19 0x133
#define ITEM_TM20 0x134
#define ITEM_TM21 0x135
#define ITEM_TM22 0x136
#define ITEM_TM23 0x137
#define ITEM_TM24 0x138
#define ITEM_TM25 0x139
#define ITEM_TM26 0x13A
#define ITEM_TM27 0x13B

#define ITEM_TM28 0x13C
#define ITEM_TM29 0x13D
#define ITEM_TM30 0x13E
#define ITEM_TM31 0x13F
#define ITEM_TM32 0x140
#define ITEM_TM33 0x141
#define ITEM_TM34 0x142
#define ITEM_TM35 0x143
#define ITEM_TM36 0x144

#define ITEM_TM37 0x145
#define ITEM_TM38 0x146
#define ITEM_TM39 0x147
#define ITEM_TM40 0x148
#define ITEM_TM41 0x149
#define ITEM_TM42 0x14A
#define ITEM_TM43 0x14B
#define ITEM_TM44 0x14C
#define ITEM_TM45 0x14D

#define ITEM_TM46 0x14E
#define ITEM_TM47 0x14F
#define ITEM_TM48 0x150
#define ITEM_TM49 0x151
#define ITEM_TM50 0x152
#define ITEM_HM01 0x153
#define ITEM_HM02 0x154
#define ITEM_HM03 0x155
#define ITEM_HM04 0x156

#define ITEM_HM05 0x157
#define ITEM_HM06 0x158
#define ITEM_HM07 0x159
#define ITEM_HM08 0x15A

As we see, potion is 0xD

It will look like this:

#ORG $begin
checkflag 0x200
if B_true goto $done
applymovement 0x01 $aidwalk1
pause 0x30
message $aidtalk
boxset 6
giveitem 0xD
setflag 0x200
release
end

#org $done
release
end

#org $aidwalk1
$aidwalk1 1 ; #binary 0x13 0x13 0x13 0xFE

#org $aidtalk
$aidtalk 1 = Oh, hello \v\h01.\pHere, take this potion!


At this point, you may be a little confused. We put the 1 for the same reason that we do in a text script.

The simicolon (;) is the same thing as and equals. (=) We just use simicolons in movement scripts.

The #binary is just how we begin a list of movements. EG. 0x13 0x13 0x13

And last, the 0xFE. That's how we end a list of movements. 0x13 0x13 0x13 0xfe
IT MUST BE AT THE END OF EVERY LIST OF MOVEMENTS.

You may aso be wondering why we changed the $done sequence to just a release end.
The reason for that is because now, we're not talking to the aid. We're stepping on a certain point on the map that will

activate the script. And we don't want for it to be that we step in the spot and all of the sudden, the text "Hello" shows up

on the screen! So, we just replace it with release, and end. That will make it so nothing happens when we step there.

Now it's done! The event with the number 1 will move. Just set this script in advance map, and for the var values, put 03 in

the fist one, 50 in the third one, and 40 in the fourth one. That will make your script run correctly.


Follow me Script
Those simple commands are nice and all, but a game gets boring when you use all simple scripts. So, let's get a little more

difficult.

Let's take for example, one of the fist scripts in gold & silver. The one where if you try to leave, the lady, Mary I think,

will walk over to you and stop you and make you come with her back to her original location until you see the professor. And

when this script happens, the follow me song plays.

The way that this is done, would look kinda like this.

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 $mw2
pause 0x50
fadesound
release
end


So, there's our music script. Applymovement 0xFF will move the player. We have $mw2 for the player's move because we want the

player to follow mary, so we give it the same movement. The #raw 0x33 after playsound is there just to prevent the game from

freezing. And just for your knowledge, 'fadesound' makes the song fade to the map's original song. If you don't put

fadesound, the song will continue playing even when the script ends.

For everyone reading the tutorial, if you want an actual follow me script, you can use this.

#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 $mw2
pause 0x50
fadesound
release
end

#org $done
release
end

#org $mw1
$mw1 ; #binary 0x12 0x12 0x12 0x12 0x12 0xFE left left left left left

#org $mt1
$mt1 1 = Hold on, \v\h01!\nProf. Elm wants to see you!

#org $mw2
$mw2 1 ; #binary 0x13 0x13 0x13 0x13 0x13 0xFE Right right right right right

You can compile that into your game, and it will work.
Just take out the 'right's and 'left's

.......well..... what now?........ I guess a really complex script.... But, what else is there to cover?.....
Have I mentioned giving pokemon?.....
No, I don't think I have.

Very well, Giving Pokemon
First, we need our list of pokemon.


#define PKMN_MISSINGNO 0

'.-------------------------.
'| KANTO |
''-------------------------'
#define PKMN_BULBASAUR 1
#define PKMN_IVYSAUR 2
#define PKMN_VENUSAUR 3
#define PKMN_CHARMANDER 4
#define PKMN_CHARMELEON 5
#define PKMN_CHARIZARD 6
#define PKMN_SQUIRTLE 7
#define PKMN_WARTORTLE 8
#define PKMN_BLASTOISE 9
#define PKMN_CATERPIE 10
#define PKMN_METAPOD 11
#define PKMN_BUTTERFREE 12
#define PKMN_WEEDLE 13
#define PKMN_KAKUNA 14
#define PKMN_BEEDRILL 15
#define PKMN_PIDGEY 16
#define PKMN_PIDGEOTTO 17
#define PKMN_PIDGEOT 18
#define PKMN_RATTATA 19
#define PKMN_RATICATE 20
#define PKMN_SPEAROW 21
#define PKMN_FEAROW 22
#define PKMN_EKANS 23
#define PKMN_ARBOK 24
#define PKMN_PIKACHU 25

#define PKMN_RAICHU 26
#define PKMN_SANDSHREW 27
#define PKMN_SANDSLASH 28
#define PKMN_NIDORAN_F 29
#define PKMN_NIDORINA 30
#define PKMN_NIDOQUEEN 31
#define PKMN_NIDORAN_M 32
#define PKMN_NIDORINO 33
#define PKMN_NIDOKING 34
#define PKMN_CLEFAIRY 35
#define PKMN_CLEFABLE 36
#define PKMN_VULPIX 37
#define PKMN_NINETALES 38
#define PKMN_JIGGLYPUFF 39
#define PKMN_WIGGLYTUFF 40
#define PKMN_ZUBAT 41
#define PKMN_GOLBAT 42
#define PKMN_ODDISH 43
#define PKMN_GLOOM 44
#define PKMN_VILEPLUME 45
#define PKMN_PARAS 46
#define PKMN_PARASECT 47
#define PKMN_VENONAT 48
#define PKMN_VENOMOTH 49
#define PKMN_DIGLETT 50

#define PKMN_DUGTRIO 51
#define PKMN_MEOWTH 52
#define PKMN_PERSIAN 53
#define PKMN_PSYDUCK 54
#define PKMN_GOLDUCK 55
#define PKMN_MANKEY 56
#define PKMN_PRIMEAPE 57
#define PKMN_GROWLITHE 58
#define PKMN_ARCANINE 59
#define PKMN_POLIWAG 60
#define PKMN_POLIWHIRL 61
#define PKMN_POLIWRATH 62
#define PKMN_ABRA 63
#define PKMN_KADABRA 64
#define PKMN_ALAKAZAM 65
#define PKMN_MACHOP 66
#define PKMN_MACHOKE 67
#define PKMN_MACHAMP 68
#define PKMN_BELLSPROUT 69
#define PKMN_WEEPINBELL 70
#define PKMN_VICTREEBEL 71
#define PKMN_TENTACOOL 72
#define PKMN_TENTACRUEL 73
#define PKMN_GEODUDE 74
#define PKMN_GRAVELER 75

#define PKMN_GOLEM 76
#define PKMN_PONYTA 77
#define PKMN_RAPIDASH 78
#define PKMN_SLOWPOKE 79
#define PKMN_SLOWBRO 80
#define PKMN_MAGNEMITE 81
#define PKMN_MAGNETON 82
#define PKMN_FARFETCHED 83
#define PKMN_DODUO 84
#define PKMN_DODRIO 85
#define PKMN_SEEL 86
#define PKMN_DEWGONG 87
#define PKMN_GRIMER 88
#define PKMN_MUK 89
#define PKMN_SHELLDER 90
#define PKMN_CLOYSTER 91
#define PKMN_GASTLY 92
#define PKMN_HAUNTER 93
#define PKMN_GENGAR 94
#define PKMN_ONIX 95
#define PKMN_DROWZEE 96
#define PKMN_HYPNO 97
#define PKMN_KRABBY 98
#define PKMN_KINGLER 99
#define PKMN_VOLTORB 100

#define PKMN_ELECTRODE 101
#define PKMN_EXEGGCUTE 102
#define PKMN_EXEGGUTOR 103
#define PKMN_CUBONE 104
#define PKMN_MAROWAK 105
#define PKMN_HITMONLEE 106
#define PKMN_HITMONCHAN 107
#define PKMN_LICKITUNG 108
#define PKMN_KOFFING 109
#define PKMN_WEEZING 110
#define PKMN_RHYHORN 111
#define PKMN_RHYDON 112
#define PKMN_CHANSEY 113
#define PKMN_TANGELA 114
#define PKMN_KANGASKHAN 115
#define PKMN_HORSEA 116
#define PKMN_SEADRA 117
#define PKMN_GOLDEEN 118
#define PKMN_SEAKING 119
#define PKMN_STARYU 120
#define PKMN_STARMIE 121
#define PKMN_MR_MIME 122
#define PKMN_SCYTHER 123
#define PKMN_JYNX 124
#define PKMN_ELECTABUZZ 125

#define PKMN_MAGMAR 126
#define PKMN_PINSIR 127
#define PKMN_TAUROS 128
#define PKMN_MAGIKARP 129
#define PKMN_GYARADOS 130
#define PKMN_LAPRAS 131
#define PKMN_DITTO 132
#define PKMN_EEVEE 133
#define PKMN_VAPOREON 134
#define PKMN_JOLTEON 135
#define PKMN_FLAREON 136
#define PKMN_PORYGON 137
#define PKMN_OMANYTE 138
#define PKMN_OMASTAR 139
#define PKMN_KABUTO 140
#define PKMN_KABUTOPS 141
#define PKMN_AERODACTYL 142
#define PKMN_SNORLAX 143
#define PKMN_ARTICUNO 144
#define PKMN_ZAPDOS 145
#define PKMN_MOLTRES 146
#define PKMN_DRATINI 147
#define PKMN_DRAGONAIR 148
#define PKMN_DRAGONITE 149
#define PKMN_MEWTWO 150

#define PKMN_MEW 151

'.-------------------------.
'| JOHTO |
''-------------------------'
#define PKMN_CHIKORITA 152
#define PKMN_BAYLEEF 153
#define PKMN_MEGANIUM 154
#define PKMN_CYNDAQUIL 155
#define PKMN_QUILAVA 156
#define PKMN_TYPHLOSION 157
#define PKMN_TOTODILE 158
#define PKMN_CROCONAW 159
#define PKMN_FERALIGATR 160
#define PKMN_SENTRET 161
#define PKMN_FURRET 162
#define PKMN_HOOTHOOT 163
#define PKMN_NOCTOWL 164
#define PKMN_LEDYBA 165
#define PKMN_LEDIAN 166
#define PKMN_SPINARAK 167
#define PKMN_ARIADOS 168
#define PKMN_CROBAT 169
#define PKMN_CHINCHOU 170
#define PKMN_LANTURN 171
#define PKMN_PICHU 172
#define PKMN_CLEFFA 173
#define PKMN_IGGLYBUFF 174
#define PKMN_TOGEPI 175

#define PKMN_TOGETIC 176
#define PKMN_NATU 177
#define PKMN_XATU 178
#define PKMN_MAREEP 179
#define PKMN_FLAAFFY 180
#define PKMN_AMPHAROS 181
#define PKMN_BELLOSSOM 182
#define PKMN_MARILL 183
#define PKMN_AZUMARILL 184
#define PKMN_SUDOWOODO 185
#define PKMN_POLITOED 186
#define PKMN_HOPPIP 187
#define PKMN_SKIPLOOM 188
#define PKMN_JUMPLUFF 189
#define PKMN_AIPOM 190
#define PKMN_SUNKERN 191
#define PKMN_SUNFLORA 192
#define PKMN_YANMA 193
#define PKMN_WOOPER 194
#define PKMN_QUAGSIRE 195
#define PKMN_ESPEON 196
#define PKMN_UMBREON 197
#define PKMN_MURKROW 198
#define PKMN_SLOWKING 199
#define PKMN_MISDREAVUS 200

#define PKMN_UNOWN 201
#define PKMN_WOBBUFFET 202
#define PKMN_GIRAFARIG 203
#define PKMN_PINECO 204
#define PKMN_FORRETRESS 205
#define PKMN_DUNSPARCE 206
#define PKMN_GLIGAR 207
#define PKMN_STEELIX 208
#define PKMN_SNUBBULL 209
#define PKMN_GRANBULL 210
#define PKMN_QWILFISH 211
#define PKMN_SCIZOR 212
#define PKMN_SHUCKLE 213
#define PKMN_HERACROSS 214
#define PKMN_SNEASEL 215
#define PKMN_TEDDIURSA 216
#define PKMN_URSARING 217
#define PKMN_SLUGMA 218
#define PKMN_MAGCARGO 219
#define PKMN_SWINUB 220
#define PKMN_PILOSWINE 221
#define PKMN_CORSOLA 222
#define PKMN_REMORAID 223
#define PKMN_OCTILLERY 224
#define PKMN_DELIBIRD 225

#define PKMN_MANTINE 226
#define PKMN_SKARMORY 227
#define PKMN_HOUNDOUR 228
#define PKMN_HOUNDOOM 229
#define PKMN_KINGDRA 230
#define PKMN_PHANPY 231
#define PKMN_DONPHAN 232
#define PKMN_PORYGON2 233
#define PKMN_STANTLER 234
#define PKMN_SMEARGLE 235
#define PKMN_TYROGUE 236
#define PKMN_HITMONTOP 237
#define PKMN_SMOOCHUM 238
#define PKMN_ELEKID 239
#define PKMN_MAGBY 240
#define PKMN_MILTANK 241
#define PKMN_BLISSEY 242
#define PKMN_RAIKOU 243
#define PKMN_ENTEI 244
#define PKMN_SUICUNE 245
#define PKMN_LARVITAR 246
#define PKMN_PUPITAR 247
#define PKMN_TYRANITAR 248
#define PKMN_LUGIA 249
#define PKMN_HO-OH 250

#define PKMN_CELEBI 251

'.-------------------------.
'| HOENN |
''-------------------------'
#define PKMN_TREECKO 277
#define PKMN_GROVYLE 278
#define PKMN_SCEPTILE 279
#define PKMN_TORCHIC 280
#define PKMN_COMBUSKEN 281
#define PKMN_BLAZIKEN 282
#define PKMN_MUDKIP 283
#define PKMN_MARSHTOMP 284
#define PKMN_SWAMPERT 285
#define PKMN_POOCHYENA 286
#define PKMN_MIGHTYENA 287
#define PKMN_ZIGZAGOON 288
#define PKMN_LINOONE 289
#define PKMN_WURMPLE 290
#define PKMN_SILCOON 291
#define PKMN_BEAUTIFLY 292
#define PKMN_CASCOON 293
#define PKMN_DUSTOX 294
#define PKMN_LOTAD 295
#define PKMN_LOMBRE 296
#define PKMN_LUDICOLO 297
#define PKMN_SEEDOT 298
#define PKMN_NUZLEAF 299
#define PKMN_SHIFTRY 300

#define PKMN_NINCADA 301
#define PKMN_NINJASK 302
#define PKMN_SHEDINJA 303
#define PKMN_TAILLOW 304
#define PKMN_SWELLOW 305
#define PKMN_SHROOMISH 306
#define PKMN_BRELOOM 307
#define PKMN_SPINDA 308
#define PKMN_WINGULL 309
#define PKMN_PELIPPER 310
#define PKMN_SURSKIT 311
#define PKMN_MASQUERAIN 312
#define PKMN_WAILMER 313
#define PKMN_WAILORD 314
#define PKMN_SKITTY 315
#define PKMN_DELCATTY 316
#define PKMN_KECLEON 317
#define PKMN_BALTOY 318
#define PKMN_CLAYDOL 319
#define PKMN_NOSEPASS 320
#define PKMN_TORKOAL 321
#define PKMN_SABLEYE 322
#define PKMN_BARBOACH 323
#define PKMN_WHISCASH 324
#define PKMN_LUVDISC 325

#define PKMN_CORPHISH 326
#define PKMN_CRAWDAUNT 327
#define PKMN_FEEBAS 328
#define PKMN_MILOTIC 329
#define PKMN_CARVANHA 330
#define PKMN_SHARPEDO 331
#define PKMN_TRAPINCH 332
#define PKMN_VIBRAVA 333
#define PKMN_FLYGON 334
#define PKMN_MAKUHITA 335
#define PKMN_HARIYAMA 336
#define PKMN_ELECTRIKE 337
#define PKMN_MANECTRIC 338
#define PKMN_NUMEL 339
#define PKMN_CAMERUPT 340
#define PKMN_SPHEAL 341
#define PKMN_SEALEO 342
#define PKMN_WALREIN 343
#define PKMN_CACNEA 344
#define PKMN_CACTURNE 345
#define PKMN_SNORUNT 346
#define PKMN_GLALIE 347
#define PKMN_LUNATONE 348
#define PKMN_SOLROCK 349
#define PKMN_AZURILL 350

#define PKMN_SPOINK 351
#define PKMN_GRUMPIG 352
#define PKMN_PLUSLE 353
#define PKMN_MINUN 354
#define PKMN_MAWILE 355
#define PKMN_MEDITITE 356
#define PKMN_MEDICHAM 357
#define PKMN_SWABLU 358
#define PKMN_ALTARIA 359
#define PKMN_WYNAUT 360
#define PKMN_DUSKULL 361
#define PKMN_DUSCLOPS 362
#define PKMN_ROSELIA 363
#define PKMN_SLAKOTH 364
#define PKMN_VIGOROTH 365
#define PKMN_SLAKING 366
#define PKMN_GULPIN 367
#define PKMN_SWALOT 368
#define PKMN_TROPIUS 369
#define PKMN_WHISMUR 370
#define PKMN_LOUDRED 371
#define PKMN_EXPLOUD 372
#define PKMN_CLAMPERL 373
#define PKMN_HUNTAIL 374
#define PKMN_GOREBYSS 375

#define PKMN_ABSOL 376
#define PKMN_SHUPPET 377
#define PKMN_BANETTE 378
#define PKMN_SEVIPER 379
#define PKMN_ZANGOOSE 380
#define PKMN_RELICANTH 381
#define PKMN_ARON 382
#define PKMN_LAIRON 383
#define PKMN_AGGRON 384
#define PKMN_CASTFORM 385
#define PKMN_VOLBEAT 386
#define PKMN_ILLUMISE 387
#define PKMN_LILEEP 388
#define PKMN_CRADILY 389
#define PKMN_ANORITH 390
#define PKMN_ARMALDO 391
#define PKMN_RALTS 392
#define PKMN_KIRLIA 393
#define PKMN_GARDEVOIR 394
#define PKMN_BAGON 395
#define PKMN_SHELGON 396
#define PKMN_SALAMENCE 397
#define PKMN_BELDUM 398
#define PKMN_METANG 399
#define PKMN_METAGROSS 400

#define PKMN_REGIROCK 401
#define PKMN_REGICE 402
#define PKMN_REGISTEEL 403
#define PKMN_KYOGRE 404
#define PKMN_GROUDON 405
#define PKMN_RAYQUAZA 406
#define PKMN_LATIAS 407
#define PKMN_LATIOS 408
#define PKMN_JIRACHI 409
#define PKMN_DEOXYS 410
#define PKMN_CHIMECHO 411


Okay, whew! There's our list.
So, if we want the player to recieve a pokemon from a certain pokemon, we need to do it like this.
givepokemon 0x[pokemon] 0x[level] 0x[held item]
of course you need to fill in what I put in []
HOWEVER, IF YOU PUT 0x BEFORE YOUR NUMBER, YOUR RESULT MAY BE SOMETHING OTHER THAN YOU EXPECTED.
I RECOMMEND JUST PUTTING THE PLAIN NUMBER OF THE POKEMON.
givepokemon 394 50 8B
That will give me a level 50 gardevoir that's holding an oran berry.


Sample:

#org $begin
lock
faceplayer
checkflag 0x232
if B_true goto $gotit
message $q
boxset 6
givepokemon 398 5 0
setflag 0x232
release
end

#org $gotit
message $hi
boxset 6
release
end

#org $hi
$hi 1 = Hello, how's my old BELDUM?

#org $q
$q 1 = I have this BELDUM, but I feel\nlike a lousy TRAINER.\pYou can have it.

And that's how you do a givepokemon script.
Note: Generally, you will want to put the command 'givepokemon' towards the end of the script to ensure success.
Also: When you get the pokemon, there will not be a small message saying "You obtained a Squirtle" or anything like that. If

you want that, you should make a message saying that.
And for now, I suppose that's it.
I already have a tutorial on trainer battles, so maybe I don't need it here.

Well, I guess.

Trainer Battles
Sample:

#org $go
trainerbattle 1 0x001 $before $after
message $beaten
boxset 6
release
end

#org $before
$before 1 = Let's battle!

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

#org $beaten
$beaten 1 = You already won, why are you\nstill bothering me?!


That script would be a perfect trainerbattle script. The '1' after trainerbattle I just always put there. 0x001 is for the

PET ID of the trainer. $before is what the trainer says before the fight, and $after is what they say when they lose. If you

want the script to continue after the battle, do this:

#org $go
trainerbattle 1 0x001 $before $after $further
message $beaten
boxset 6
release
end

#org $before
$before 1 = Let's battle!

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

#org $beaten
$beaten 1 = You already won, why are you\nstill bothering me?!

#org $further
message $beaten
boxset 6
release
end


You can pretty much do anything you want with the after sequence. Of course, it does NOT NEED to be "further". It could be

anything you want.

So for now, that's my whole tutorial. If there's something I missed, let me know, and I'll cover it.
Hope this helps!

Warping

To warp the player to another location, simply put the command:

warp 0x[map bank] 0x[map] 0x[warp]

However, the script will usually end after a warp is done.

Short Range
July 7th, 2007, 08:36 PM
What would happen it someone gave you a Pokemon but your Party was full? Would it overwrite a Pokemon or would it go straight to your box?

Christos
July 7th, 2007, 08:49 PM
You could have the script check if you have 6 pokémon in your party, and if you do you won't get the pokémon.
If it doesn't check for that it'll go to your box.

<~F.M.P~>
July 7th, 2007, 10:56 PM
WOW! Nicely detailed tutorial I enjoyed it. It was really easy for ppl who still don't understand movements like me, can u elaborate where the var things go a lil more mabye like show a pic or somethin PLEASSE?

jack276
July 8th, 2007, 12:52 AM
How do you continue movements into another location eg a house.

Trace
July 8th, 2007, 01:44 PM
You, my good man, just saved me hours of learning some scripting. THANK YOU!!!

foullump
July 9th, 2007, 08:11 AM
How do you continue movements into another location eg a house.
You could use a warp. However, the script will end after that.

redragon
July 10th, 2007, 03:27 PM
How do I put the script into the rom though?

BTW, thanks for this, it's alot easier to understand than the elite map tutorial for scripting.

giova90
July 11th, 2007, 01:48 AM
ok i've a question!
can i put a script that you tell with a sprite and at the end it jump somewhere?(for example as tha hack mitic island, when the lady getting in the water!the only oddity is how the water do a
spurt?)
:-)
i'm not a native i only speak bad the english!!!
please reply

thethethethe
July 11th, 2007, 03:11 AM
could you show a script to make a pokemon shiny???

redragon
July 11th, 2007, 05:56 AM
It possible to make a person follow you, because after I'm done with my current project, I plan on making a Yellow remake.

Went
July 14th, 2007, 08:53 AM
could you show a script to make a pokemon shiny???
You have a tutorial here (http://www.pkmncommunity.com/showthread.php?t=92260)
By the way, thanks, I was crazy with the movement scripts. :)

dark navi
July 15th, 2007, 08:16 AM
what if there is no "compile" selection? Im soo close, I can taste it...... :( but I cant get passed "compile"

foullump
July 15th, 2007, 10:35 AM
what if there is no "compile" selection? Im soo close, I can taste it...... :( but I cant get passed "compile"

Open pokescript, and then go to file, database, then select from pkmn advance "commands". Then go to file, encode, and chose your script.

dark navi
July 16th, 2007, 09:28 AM
It freezes when I click the guy, even if I just copy the exact script from here.... it always dies....

lquidfire
July 16th, 2007, 11:13 AM
foullump,I still don't get it (a bit)i understand the bit with the sample of the aid giving the potion,but not the talk,well i haven't
read through the whole thing so tht might be the problem...... oh well,im just a beginner:paranoid:

redragon
July 16th, 2007, 02:32 PM
Uhh... sorry, good tut, but I don't get this, I typed up a script to give a pokemon, did all the stuff you said to do in pokescript, then hit encode, chose the rom and got this error message:
- Buffer Blown -
#PROCESS: c:\docume~1\hp_adm~1\desktop\comple~1\programs\elitemap\Copy (3) of 0907 - Pokemon - Ruby Version (U) (v1.0)BACKUP.gba F:2 for input
---------------------------------------------------------------------------------------------------------------------------------------------
Invalid Command : ê$ÿ®qiš¢!=„‚
„ä
attached: "ê$ÿ®qiš¢!=„‚
„ä ­$‹˜à!£r¾“ î fjjø" into 0
|
\- Processed 820 Lines

#PROCESS: c:\docume~1\hp_adm~1\desktop\comple~1\programs\elitemap\Copy (3) of 0907 - Pokemon - Ruby Version (U) (v1.0)BACKUP.buf F:2 for write
---------------------------------------------------------------------------------------------------------------------------------------------
COMMENT BUFFER DROP 10 [NO COMMENT]
DROPPING 0 Pointers
BUFFER 0 DROP: 38 [ê$ÿ®qiš¢!=„‚
„ä ­$‹˜à!£r¾“ î fjjø]
|
\- Processed 16 Buffers

|
\- Processed 820 Lines

|
\- Processed 0 Lines

foullump
July 16th, 2007, 02:57 PM
Uhh... sorry, good tut, but I don't get this, I typed up a script to give a pokemon, did all the stuff you said to do in pokescript, then hit encode, chose the rom and got this error message:
- Buffer Blown -
#PROCESS: c:\docume~1\hp_adm~1\desktop\comple~1\programs\elitemap\Copy (3) of 0907 - Pokemon - Ruby Version (U) (v1.0)BACKUP.gba F:2 for input
---------------------------------------------------------------------------------------------------------------------------------------------
Invalid Command : ê$ÿ®qiš¢!=„‚
„ä
attached: "ê$ÿ®qiš¢!=„‚
„ä ­$‹˜à!£r¾“ î fjjø" into 0
|
\- Processed 820 Lines

#PROCESS: c:\docume~1\hp_adm~1\desktop\comple~1\programs\elitemap\Copy (3) of 0907 - Pokemon - Ruby Version (U) (v1.0)BACKUP.buf F:2 for write
---------------------------------------------------------------------------------------------------------------------------------------------
COMMENT BUFFER DROP 10 [NO COMMENT]
DROPPING 0 Pointers
BUFFER 0 DROP: 38 [ê$ÿ®qiš¢!=„‚
„ä ­$‹˜à!£r¾“ î fjjø]
|
\- Processed 16 Buffers

|
\- Processed 820 Lines

|
\- Processed 0 Lines

Sorry, but you'll have to ask Irish Witch, because I don't know anything about programming.

dark navi
July 16th, 2007, 03:20 PM
Is there any specific reason my game freezes when I put one of your scripts in?

<~F.M.P~>
July 16th, 2007, 06:24 PM
Is there any specific reason my game freezes when I put one of your scripts in?

Look at the script again u might have miss typed something what script are u making i might be able to help.

Mine also freezes at give pokemon script the script works but when the dude spots me he walks to me and my screen goes red I have the trainer box checked and a set viewrange but it freezes when he reaches me can somone help with that?

foullump
July 16th, 2007, 06:36 PM
Look at the script again u might have miss typed something what script are u making i might be able to help.

Mine also freezes at give pokemon script the script works but when the dude spots me he walks to me and my screen goes red I have the trainer box checked and a set viewrange but it freezes when he reaches me can somone help with that?

In order for him to be a trainer, his script must be a trainerbattle script.
Make sure there's no lock or faceplayer in it.

<~F.M.P~>
July 16th, 2007, 07:39 PM
Oh! okay thanks so much and can u post some pics for the applymovement script please?

<~F.M.P~>
July 16th, 2007, 08:01 PM
It still dosen't work. It's a give pokemon script just that i've marked trainer in advancedmap and put view range to 2 so the guy walks up to u.

foullump
July 16th, 2007, 08:27 PM
It still dosen't work. It's a give pokemon script just that i've marked trainer in advancedmap and put view range to 2 so the guy walks up to u.

No! No! No! Only check the trainer box if the person is a trainer!

<~F.M.P~>
July 16th, 2007, 09:36 PM
so how do i make the guy just come to me if i don't mark the trainer box to i add the givepokemon i with a movement script or something?

HERE LOOK AT THIS VID. IT WILL EXPLAIN WHAT IT IS http://www.megaupload.com/?d=47S224XP

P.S. THANX TO YOUR APPLYMOVEMENT SCRIPTS I WAS ABLE TO CREATE ONE BUT THE THING IS I HAVE TO CLICK ON THE CHARACTER FOR IT TO WORK AND THAT WORKS FINE BUT WHEN I PUT IT IN A SCRIPT BOX [THE GREEN BOX WITH THE S ON IT RIGHT]? WELL IT JUST FREEZES ON ME SO WHAT DO I DO? WHAT SCRIPT DO I USE?

$done
$aidwalk1
$aidtalk

I used pokescript for it so yeah.

exedissolve
July 16th, 2007, 11:14 PM
you know, it's crazy, i understand scripting, pretty well, but, and when i say but, it's a big but. how do i give a character or event the script???

Went
July 17th, 2007, 02:13 AM
you know, it's crazy, i understand scripting, pretty well, but, and when i say but, it's a big but. how do i give a character or event the script???

In Advance Map, select Event view, click on the guy you want to give the script, and write the offset in the "script offset" box.
If you want to create a event, in the event view again, create a script in the bottom boxes (near people, warps and posts number) and, again, click on the script and put the offset in the box.

trialbymagic
July 17th, 2007, 02:15 AM
Wow! Great tutorial. I'm a little dumb though, the script is written on the computer right? So how do you get it onto the game?

<~F.M.P~>
July 17th, 2007, 02:16 AM
I WAS ABLE TO CREATE an applymovement ONE BUT THE THING IS I HAVE TO CLICK ON THE CHARACTER FOR IT TO WORK AND THAT WORKS FINE BUT WHEN I PUT IT IN A SCRIPT BOX [THE GREEN BOX WITH THE S ON IT RIGHT]? WELL IT JUST FREEZES ON ME SO WHAT DO I DO? WHAT SCRIPT DO I USE?

$done
$aidwalk1
$aidtalk

I used pokescript for it so yeah.

Went
July 17th, 2007, 02:33 AM
Wow! Great tutorial. I'm a little dumb though, the script is written on the computer right? So how do you get it onto the game?
At the bottom of the second post in this thread (http://www.pkmncommunity.com/showthread.php?t=81691) that is explained.

exedissolve
July 17th, 2007, 02:51 AM
In Advance Map, select Event view, click on the guy you want to give the script, and write the offset in the "script offset" box.
If you want to create a event, in the event view again, create a script in the bottom boxes (near people, warps and posts number) and, again, click on the script and put the offset in the box.

oh, no wonder i struggled(<---sarcasm)*head2desk*HARD!

thanx alot

foullump
July 17th, 2007, 07:48 AM
so how do i make the guy just come to me if i don't mark the trainer box to i add the givepokemon i with a movement script or something?

HERE LOOK AT THIS VID. IT WILL EXPLAIN WHAT IT IS http://www.megaupload.com/?d=47S224XP

P.S. THANX TO YOUR APPLYMOVEMENT SCRIPTS I WAS ABLE TO CREATE ONE BUT THE THING IS I HAVE TO CLICK ON THE CHARACTER FOR IT TO WORK AND THAT WORKS FINE BUT WHEN I PUT IT IN A SCRIPT BOX [THE GREEN BOX WITH THE S ON IT RIGHT]? WELL IT JUST FREEZES ON ME SO WHAT DO I DO? WHAT SCRIPT DO I USE?

$done
$aidwalk1
$aidtalk

I used pokescript for it so yeah.

Okay look, this would work as a givepokemon script.

#org $go
checkflag 0x200
if B_true goto $done
applymovement [person number] $walktoplayer
pause 0x[amount of steps]
message $text
boxset 6
givepokemon [pkmn] [level] [hold item]
setflag 0x200
release
end


Make sure to fill in the spaces by putting the
#org $walktoplayer
$walktoplayer 1 ; #binary 0x--------------------0xFE

#org $text
$text 1 = ------------------------

<~F.M.P~>
July 17th, 2007, 12:18 PM
I'm sorry please have patience with me because im new here i may have created an account in 06 but I'm just recently using it sorry.

this is what my script looks like. Is this right?

org $go
checkflag 0x200
if B_true goto $done
applymovement 0x8 $walktoplayer
pause 0x1
message $text
boxset 6
givepokemon 0x6 35 1
setflag 0x200
release
end

$walktoplayer 1 ; #binary 0x0A 0xFE

#org $text
$text 1= Hey before u go take this.



and the BUF RITE looks like this

#PROCESS: C:\Documents and Settings\HP_Owner\Desktop\EliteMap\Pokemon - Fire Red.gba F:2 for read
------------------------------------------------------------------------------------------------
- Pushed apmovement.$go to 800000
- Pushed apmovement.$walktoplayer to 80003F
#PROCESS: C:\Documents and Settings\HP_Owner\Desktop\EliteMap\Pokemon - Fire Red.gba F:3 for read
------------------------------------------------------------------------------------------------
- Adjusting apmovement.$done in 0 at 8013884
- Adjusting apmovement.$walktoplayer in 0 at 880003F
- Adjusting apmovement.$text in 0 at 80C350C
- Putting [+
- Putting [
þ] at 80003F
|
\- Processed 0 Lines

It told me to it had floating pointers so i had to create random offsets for them.

jack276
July 17th, 2007, 02:44 PM
this is what my script looks like. Is this right?

org $go
checkflag 0x200
if B_true goto $done
applymovement 0x8 $walktoplayer
pause 0x1
message $text
boxset 6
givepokemon 0x6 35 1
setflag 0x200
release
end

$walktoplayer 1 ; #binary 0x0A 0xFE

#org $text
$text 1= Hey before u go take this.



I am not to sure but I think you need to add a #org $done "script" at the end as you told the script to goto $done after the checkflag

foullump
July 17th, 2007, 04:21 PM
--------Void post----------

foullump
July 17th, 2007, 04:21 PM
----------Void Post----------

foullump
July 17th, 2007, 04:24 PM
I'm sorry please have patience with me because im new here i may have created an account in 06 but I'm just recently using it sorry.

this is what my script looks like. Is this right?

org $go
checkflag 0x200
if B_true goto $done
applymovement 0x8 $walktoplayer
pause 0x1
message $text
boxset 6
givepokemon 0x6 35 1
setflag 0x200
release
end

$walktoplayer 1 ; #binary 0x0A 0xFE

#org $text
$text 1= Hey before u go take this.



and the BUF RITE looks like this

#PROCESS: C:\Documents and Settings\HP_Owner\Desktop\EliteMap\Pokemon - Fire Red.gba F:2 for read
------------------------------------------------------------------------------------------------
- Pushed apmovement.$go to 800000
- Pushed apmovement.$walktoplayer to 80003F
#PROCESS: C:\Documents and Settings\HP_Owner\Desktop\EliteMap\Pokemon - Fire Red.gba F:3 for read
------------------------------------------------------------------------------------------------
- Adjusting apmovement.$done in 0 at 8013884
- Adjusting apmovement.$walktoplayer in 0 at 880003F
- Adjusting apmovement.$text in 0 at 80C350C
- Putting [+
- Putting [
þ] at 80003F
|
\- Processed 0 Lines

It told me to it had floating pointers so i had to create random offsets for them.

Missing a few things.

org $go
checkflag 0x200
if B_true goto $done
applymovement 8 $walktoplayer
pause 0x10
message $text
boxset 6
givepokemon 6 35 1
setflag 0x200
release
end

#org $done
release
end

#org $walktoplayer
$walktoplayer 1 ; #binary 0x0A 0xFE

#org $text
$text 1 = Hey before u go take this.

Sorry for tripple post, my computer did some wierd thing and posted 3 times!

<~F.M.P~>
July 17th, 2007, 06:19 PM
Oh okay and do i put this on a character or one of the green scripts?

foullump
July 18th, 2007, 08:42 AM
Oh okay and do i put this on a character or one of the green scripts?

A green script. set the vars as
Unknown: [03] [00]
Var Number: [50] [40]
and everything else 0
except your script.

<~F.M.P~>
July 18th, 2007, 09:21 AM
I'm about to try it now thank u so much man.

<~F.M.P~>
July 20th, 2007, 01:54 AM
HA HA! YES It finally works thanks foullump not only have you helped create my script u furthered my progress in my work and ironically i learned how to make movement scripts using the script you helped me make! Ur help is greatly appreciated...Now for my final question. How do you get the person to say what they have to say without moving back to there original spot while the scripts sdill in effect? Do i just increase the pause part by whatever i want?

foullump
July 20th, 2007, 08:48 AM
HA HA! YES It finally works thanks foullump not only have you helped create my script u furthered my progress in my work and ironically i learned how to make movement scripts using the script you helped me make! Ur help is greatly appreciated...Now for my final question. How do you get the person to say what they have to say without moving back to there original spot while the scripts sdill in effect? Do i just increase the pause part by whatever i want?

Could you be a little more clear, please? I don't really understand what you're talking about...

jack276
July 20th, 2007, 08:58 AM
Is it possible to make a trainer OW speak straight after a battle?

foullump
July 20th, 2007, 11:10 AM
Is it possible to make a trainer OW speak straight after a battle?

Like how it is in white version? Yes. Just make an after script for him.

jack276
July 20th, 2007, 11:19 AM
white version? I mean the after you battle him and the battle screen goes away and your back in the overworld the trainer talks to you straight after the battle i.e. you have to talk to him.

foullump
July 20th, 2007, 01:06 PM
Yeah, just put it like this

#org $go
trainerbattle 1 0x001 $before $after $further
message $win
boxset 6
release
end

#org $further
message $win
boxset 6
release
end

<~F.M.P~>
July 20th, 2007, 04:12 PM
I'll post a video when im on a real computer and not the WII.

Darkrai64
July 20th, 2007, 04:22 PM
When I made a script to make a police officier talk and went to that area and talked to him, the whole screen turned purple! What's going on?

foullump
July 20th, 2007, 05:36 PM
When I made a script to make a police officier talk and went to that area and talked to him, the whole screen turned purple! What's going on?

Sigh... Show me the script...

Darkrai64
July 20th, 2007, 06:46 PM
I think what I did wrong was maybe I was writing in the wrong area. I was writing in the log area.
But maybe I didn't download pokescript, maybe it's somethingelse. Where do I download it?

Went
July 20th, 2007, 10:25 PM
In the toolbox, duh. Or go to Irish Witch's page (check her signature).

bobbob
August 1st, 2007, 12:52 AM
thanks looks amazing good tut

jdogpwnz
August 2nd, 2007, 02:38 PM
hey i got a quesiton????? After you type in youre script how do you put it to the rom? I try reading the irsh witches turtorial but i fell asleep it was so boring and complicated. So plzz tell meeeeee.

foullump
August 2nd, 2007, 08:52 PM
hey i got a quesiton????? After you type in youre script how do you put it to the rom? I try reading the irsh witches turtorial but i fell asleep it was so boring and complicated. So plzz tell meeeeee.

I think I answered that somewhere in the disscussion thread. Search it.

Shattermind
August 2nd, 2007, 11:50 PM
The page that tells how to make a shiny script says forbidden. Could someone just show me the script?

gangabob
August 3rd, 2007, 05:54 AM
I still don't understand, how do I enter these into the game? Will it give me one of those Script Offsets?

foullump
August 3rd, 2007, 06:15 AM
The page that tells how to make a shiny script says forbidden. Could someone just show me the script?

Well, it's not simply a script. It's a huge complicated thing that's impossible to understand even for me!

mackoo
August 3rd, 2007, 10:34 AM
Ok, I've tried to put the givepokemon script to ROM. I used the example:

#org $Startscript
lock
faceplayer
checkflag 0x200
if 1 goto $GotIt
message $AskMe
$AskMe 1 = Would you like a free pokemon?
boxset 5
compare LASTRESULT 1
if 1 goto $Giveit
message $Forget
$Forget 1 = Oh.. Ok, forget it!
boxset 6
release
end

#org $Gotit
message $Howis
$Howis 1 = So, How's the pokemon?
boxset 6
release
end

#org $Giveit
message $Whatisit
$Whatisit 1= You Recieved a BulbaSaur!
boxset 6
givepokemon 0x1 5 0
release
setflag 0x200
end

So it must be good.
I encoded it with pokescript, then it opened in bufrite. And I did it:
http://img101.imageshack.us/img101/7924/cojarobieti2.jpg
And then:
http://img373.imageshack.us/img373/4364/amaptg2.jpg
And when i talk to this man, game freezes - what's wrong?

foullump
August 3rd, 2007, 01:04 PM
Ok, I've tried to put the givepokemon script to ROM. I used the example:

#org $Startscript
lock
faceplayer
checkflag 0x200
if 1 goto $GotIt
message $AskMe
$AskMe 1 = Would you like a free pokemon?
boxset 5
compare LASTRESULT 1
if 1 goto $Giveit
message $Forget
$Forget 1 = Oh.. Ok, forget it!
boxset 6
release
end

#org $Gotit
message $Howis
$Howis 1 = So, How's the pokemon?
boxset 6
release
end

#org $Giveit
message $Whatisit
$Whatisit 1= You Recieved a BulbaSaur!
boxset 6
givepokemon 0x1 5 0
release
setflag 0x200
end

So it must be good.
I encoded it with pokescript, then it opened in bufrite. And I did it:
http://img101.imageshack.us/img101/7924/cojarobieti2.jpg
And then:
http://img373.imageshack.us/img373/4364/amaptg2.jpg
And when i talk to this man, game freezes - what's wrong?
sorry, but I have no idea what's wrong.

Quilava's Master
August 9th, 2007, 09:39 AM
tahnks man! but i still need help i did it then the music came on with a whole bunch of "letters" that just kept going help

mackoo
August 11th, 2007, 05:52 AM
Ok, all works, now (expect the fonts) - I didn't have database. But I've got a problem with applymovement. I get this script that was an example. I put it in littleroot, but when i step on it, nothing happen, the fat blue man don't move, and the game not freezes I put it ike that:
http://img524.imageshack.us/img524/2715/loltg7.png
Something wrong?

destinedjagold
August 11th, 2007, 06:38 AM
ALAS! I have found a very nice tutorial. Thanks 4 this!

I was really dying to learn movement and trainer battle scripting.

Thanks again!

destinedjagold
August 11th, 2007, 06:47 AM
Ok, I've tried to put the givepokemon script to ROM. I used the example:

#org $Startscript
lock
faceplayer
checkflag 0x200
if 1 goto $GotIt
message $AskMe
$AskMe 1 = Would you like a free pokemon?
boxset 5
compare LASTRESULT 1
if 1 goto $Giveit
message $Forget
$Forget 1 = Oh.. Ok, forget it!
boxset 6
release
end

#org $Gotit
message $Howis
$Howis 1 = So, How's the pokemon?
boxset 6
release
end

#org $Giveit
message $Whatisit
$Whatisit 1= You Recieved a BulbaSaur!
boxset 6
givepokemon 0x1 5 0
release
setflag 0x200
end

So it must be good.
I encoded it with pokescript, then it opened in bufrite. And I did it:
http://img101.imageshack.us/img101/7924/cojarobieti2.jpg
And then:
http://img373.imageshack.us/img373/4364/amaptg2.jpg
And when i talk to this man, game freezes - what's wrong?

I see you have put the script on the advance map, but have you included to put the flag "200" in the people I.D in advance map..?

I have a problem like this once, and when I reviewed everything, I forgot to include the flag in the script I made.

Hope I helped.

ShinyCharizard
August 14th, 2007, 09:29 AM
can u tell me wats wrong with this script because wen the professor's aid is going to give me the premierballs the whole screen turns red and it freezes up
p.s. im using a firered rom

#ORG $begin
lock
faceplayer
checkflag 0x200
if B_true goto $done
message $aidtalk
boxset 6
giveitem 0xC
setflag 0x200
release
end

#org $done
message $aid talk2
boxset 6
release
end

#org $aidtalk
$aidtalk 1 = What's Up \v\h01. Here, take these premierballs!

#org $aidtalk2
$aidtalk2 1 = Hello.

J00N45
August 14th, 2007, 10:18 AM
can u tell me wats wrong with this script because wen the professor's aid is going to give me the premierballs the whole screen turns red and it freezes up
p.s. im using a firered rom

#ORG $begin
lock
faceplayer
checkflag 0x200
if B_true goto $done
message $aidtalk
boxset 6
giveitem 0xC
setflag 0x200
release
end

#org $done
message $aid talk2
boxset 6
release
end

#org $aidtalk
$aidtalk 1 = What's Up \v\h01. Here, take these premierballs!

#org $aidtalk2
$aidtalk2 1 = Hello.

#ORG $begin
lock
faceplayer
checkflag 0x200
if B_true goto $done
message $aidtalk
boxset 6
giveitem 0xC
setflag 0x200
release
end

#org $done
message $aidtalk2
boxset 6
release
end

#org $aidtalk
$aidtalk 1 = What's Up \v\h01. Here, take these premierballs!

#org $aidtalk2
$aidtalk2 1 = Hello.

ShinyCharizard
August 14th, 2007, 11:10 AM
#ORG $begin
lock
faceplayer
checkflag 0x200
if B_true goto $done
message $aidtalk
boxset 6
giveitem 0xC
setflag 0x200
release
end

#org $done
message $aidtalk2
boxset 6
release
end

#org $aidtalk
$aidtalk 1 = What's Up \v\h01. Here, take these premierballs!

#org $aidtalk2
$aidtalk2 1 = Hello.

wat do i do with that?
sorry im new at this

thethethethe
August 14th, 2007, 01:01 PM
#ORG $begin
lock
faceplayer
checkflag 0x200
if B_true goto $done
message $aidtalk
boxset 6
giveitem 0xC 1
setflag 0x200
release
end

#org $done
message $aidtalk2
boxset 6
release
end

#org $aidtalk
$aidtalk 1 = What's Up \v\h01. Here, take these premierballs!

#org $aidtalk2
$aidtalk2 1 = Hello.

I found another little mistake.

Lover's Kite
August 19th, 2007, 08:35 AM
Scripting is so complicating...

O.G. Duke
August 20th, 2007, 04:41 AM
I dont really know why must insert the var value?

RiderLeangle
August 22nd, 2007, 12:12 PM
Thanks, Although this has to be a joke, Why would nintendo program this into a kids game

#define ITEM_SHOALSALT 0x2E
#define ITEM_SHOALSHELL 0x2F
#define ITEM_REDSHARD 0x30
#define ITEM_BLUESHARD 0x31
#define ITEM_YELLOWSHARD 0x32
#define ITEM_GREENSHARD 0x33
#define ITEM_HENTAIMAG 0x34
#define ITEM_NAMETAG 0x35
#define ITEM_HPUP 0x3F

Ooka
August 24th, 2007, 02:46 PM
Um, the script in the first post just made the aid at the begining not talk to me. When I load the script to compress it it says "File not found or user cancel"

thethethethe
August 24th, 2007, 03:41 PM
what do you mean by compress???

Ooka
August 24th, 2007, 03:50 PM
I mean put it into my hack.

thethethethe
August 24th, 2007, 08:58 PM
I've never had that problem before so I couldn't say how to help. But I might be able to help if you told me exactly what you did.

EvilWii
August 24th, 2007, 10:51 PM
i hate the long list to find 1 word :(

RiderLeangle
August 24th, 2007, 10:53 PM
How do you put your script into your ROM hack anyways?

And again, Someone please tell me that this is a joke
ITEM_HENTAIMAG 0x34
Or is that just something like this
http://www.maj.com/gallery/manaleader/Pokemon/Other/missingnoofitems.png
That can't be used (And if it is Nintendo should have givin it another name)

thethethethe
August 24th, 2007, 11:19 PM
How do you put your script into your ROM hack anyways?

And again, Someone please tell me that this is a joke

Or is that just something like this
http://www.maj.com/gallery/manaleader/Pokemon/Other/missingnoofitems.png
That can't be used (And if it is Nintendo should have givin it another name)

Okay on how to look at insert a script look at Irish Witch's tutorial. It's in Part 1. About the Hentaimag, I'm sick of seeing this question. It isn't in the game. To set things straight here is a full item list(No Hentaimag)
Put 0x__ infront
1 Master Ball
2 Ultra Ball
3 Great Ball
4 Poké Ball
5 Safari Ball
6 Net Ball
7 Dive Ball
8 Nest Ball
9 Repeat Ball
A Timer Ball
B Luxury Ball
C Premier Ball
D Potion
E Antidote
F Burn Heal
10 Ice Heal
11 Awakening
12 Parlyz Heal
13 Full Restore
14 Max Potion
15 Hyper Potion
16 Super Potion
17 Full Heal
18 Revive
19 Max Revive
1A Fresh Water
1B Soda Pop
1C Lemonade
1D Moomoo Milk
1E Energypowder
1F Energy Root
20 Heal Powder
21 Revival Herb
22 Ether
23 Max Ether
24 Elixir
25 Max Elixir
26 Lava Cookie
27 Blue Flute
28 Yellow Flute
29 Red Flute
2A Black Flute
2B White Flute
2C Berry Juice
2D Sacred Ash
2E Shoal Salt
2F Shoal Shell
30 Red Shard
31 Blue Shard
32 Yellow Shard
33 Green Shard
3F HP Up
40 Protein
41 Iron
42 Carbos
43 Calcium
44 Rare Candy
45 PP Up
46 Zinc
47 PP Max
49 Guard Spec.
4A Dire Hit
4B X Attack
4C X Defend
4D X Speed
4E X Accuracy
4F X Special
50 Poké Doll
51 Fluffy Tail
53 Super Repel
54 Max Repel
55 Escape Rope
56 Repel
5D Sun Stone
5E Moon Stone
5F Fire Stone
60 Thunderstone
61 Water Stone
62 Leaf Stone
67 Tinymushroom
68 Big Mushroom
6A Pearl
6B Big Pearl
6C Stardust
6D Star Piece
6E Nugget
6F Heart Scale
79 Orange Mail
7A Harbor Mail
7B Glitter Mail
7C Mech Mail
7D Wood Mail
7E Wave Mail
7F Bead Mail
80 Shadow Mail
81 Tropic Mail
82 Dream Mail
83 Fab Mail
84 Retro Mail
85 Cheri Berry
86 Chesto Berry
87 Pecha Berry
88 Rawst Berry
89 Aspear Berry
8A Leppa Berry
8B Oran Berry
8C Persim Berry
8D Lum Berry
8E Sitrus Berry
8F Figy Berry
90 Wiki Berry
91 Mago Berry
92 Aguav Berry
93 Iapapa Berry
94 Razz Berry
95 Bluk Berry
96 Nanab Berry
97 Wepear Berry
98 Pinap Berry
99 Pomeg Berry
9A Kelpsy Berry
9B Qualot Berry
9C Hondew Berry
9D Grepa Berry
9E Tamato Berry
9F Cornn Berry
A0 Magost Berry
A1 Rabuta Berry
A2 Nomel Berry
A3 Spelon Berry
A4 Pamtre Berry
A5 Watmel Berry
A6 Durin Berry
A7 Belue Berry
A8 Liechi Berry
A9 Ganlon Berry
AA Salac Berry
AB Petaya Berry
AC Apicot Berry
AD Lansat Berry
AE Starf Berry
AF Enigma Berry
B3 Brightpowder
B4 White Herb
B5 Macho Brace
B6 Exp. Share
B7 Quick Claw
B8 Soothe Bell
B9 Mental Herb
BA Choice Band
BB King's Rock
BC Silverpowder
BD Amulet Coin
BE Cleanse Tag
BF Soul Dew
C0 Deepseatooth
C1 Deepseascale
C2 Smoke Ball
C3 Everstone
C4 Focus Band
C5 Lucky Egg
C6 Scope Lens
C7 Metal Coat
C8 Leftovers
C9 Dragon Scale
CA Light Ball
CB Soft Sand
CC Hard Stone
CD Miracle Seed
CE Blackglasses
CF Black Belt
D0 Magnet
D1 Mystic Water
D2 Sharp Beak
D3 Poison Barb
D4 Nevermeltice
D5 Spell Tag
D6 Twistedspoon
D7 Charcoal
D8 Dragon Fang
D9 Silk Scarf
DA Up-grade
DB Shell Bell
DC Sea Incense
DD Lax Incense
DE Lucky Punch
DF Metal Powder
E0 Thick Club
E1 Stick
FE Red Scarf
FF Blue Scarf
100 Pink Scarf
101 Green Scarf
102 Yellow Scarf
103 Mach Bike
104 Coin Case
105 Itemfinder
106 Old Rod
107 Good Rod
108 Super Rod
109 S.S. Ticket
10A Contest Pass
10C Wailmer Pail
10D Devon Goods
10E Soot Sack
10F Basement Key
110 Acro Bike
111 PokéBlock Case
112 Letter
113 Eon Ticket
114 Red Orb
115 Blue Orb
116 Scanner
117 Go-goggles
118 Meteorite
119 Rm. 1 Key
11A Rm. 2 Key
11B Rm. 4 Key
11C Rm. 6 Key
11D Storage Key
11E Root Fossil
11F Claw Fossil
120 Devon Scope
121 TM01
122 TM02
123 TM03
124 TM04
125 TM05
126 TM06
127 TM07
128 TM08
129 TM09
12A TM10
12B TM11
12C TM12
12D TM13
12E TM14
12F TM15
130 TM16
131 TM17
132 TM18
133 TM19
134 TM20
135 TM21
136 TM22
137 TM23
138 TM24
139 TM25
13A TM26
13B TM27
13C TM28
13D TM29
13E TM30
13F TM31
140 TM32
141 TM33
142 TM34
143 TM35
144 TM36
145 TM37
146 TM38
147 TM39
148 TM40
149 TM41
14A TM42
14B TM43
14C TM44
14D TM45
14E TM46
14F TM47
150 TM48
151 TM49
152 TM50
153 HM01
154 HM02
155 HM03
156 HM04
157 HM05
158 HM06
159 HM07
15A HM08
15D Oak's Parcel
15E Poké Flute
15F Secret Key
160 Bike Voucher
161 Gold Teeth
162 Old Amber
163 Card Key
164 Lift Key
165 Helix Fossil
166 Dome Fossil
167 Silph Scope
168 Bicycle
169 Town Map
16A VS Seeker
16B Fame Checker
16C TM Case
16D Berry Pouch
16E Teachy TV
16F Tri-pass
170 Rainbow Pass
171 Tea
172 Mysticticket
173 Auroraticket
174 Powder Jar
175 Ruby
176 Sapphire

RiderLeangle
August 25th, 2007, 08:17 AM
Good, I was afraid that Nintendo made a huge mistake. But thanks for that real list.

crystalman101
August 31st, 2007, 02:35 PM
I can't write my script to the rom. :(

Short Range
September 3rd, 2007, 01:56 PM
My script doesn't work. The character walks straight past it. It may be because it's ontop of a warp though...


#org $PokeCheck
checkflag 0x001
if 0x0 goto $NoPoke
end

#org $NoPoke
message $WhatNoPoke
$WhatNoPoke 1 = NURSE: You can't go out without\pa POKEMON. Wild ones will attack\pyou!
boxset 6
applymovement 0xff $GetHere
$GetHere 1 ; #Binary 0x62 0x01 0x09 0xfe
pausemove 0
end


I don't see anything wrong with it, do you? It just doesn't exaccute when I walk on it.

thethethethe
September 3rd, 2007, 10:44 PM
My script doesn't work. The character walks straight past it. It may be because it's ontop of a warp though...



I don't see anything wrong with it, do you? It just doesn't exaccute when I walk on it.

Try using a different flag. Try starting at around the 0x200 point. 0x001 could have been set at the start of the game.

Short Range
September 3rd, 2007, 11:50 PM
Try using a different flag. Try starting at around the 0x200 point. 0x001 could have been set at the start of the game.

Thanks very much. I didn't realise that. So am I doing good with scripting so far?

EDIT: It didn't work. Now it just freezes the character and he can't move. Everything else like NPCs are still functional though. It's probably my script in genral. Can you help me anymore?

thethethethe
September 4th, 2007, 01:22 AM
I'd say that you could try and put release before end

Short Range
September 4th, 2007, 01:35 AM
But I never put Lock at the start in the first place. Why would Release do anything? XD

thethethethe
September 4th, 2007, 02:06 AM
But I never put Lock at the start in the first place. Why would Release do anything? XD

I think it's because it's a trigger event, people events are different.

Short Range
September 4th, 2007, 02:32 AM
I tried putting Release at the end just then and it didn't work. I PMed Zel so he might know.

raiden099
September 5th, 2007, 12:47 AM
errr... where exactly can you get a ROM to hack?

Also are there any good hacking programs you can get?

If anyone knows of any I would really appreciate a link...

Short Range
September 5th, 2007, 01:14 AM
Type in Google 'Pokemon ROM' and you'll get something. Also Advance Map is very good.

Luke128th
September 5th, 2007, 08:51 PM
Okay, I know this tut is supposed to help but is it for Advance text, cuz that's what I have...

thethethethe
September 5th, 2007, 10:15 PM
Okay, I know this tut is supposed to help but is it for Advance text, cuz that's what I have...

A-text is a text editing program. For scripting, you need either pokescript, scripted or Diamond Cutter(Sorry if I forgot any). This tutorial is for pokescript.

Ripper
September 6th, 2007, 01:32 AM
I don't suppose anyone would be able to help me with...

#org $go
trainerbattle 1 0x15F $before $after
boxset 6
release
end

#org $before
$before 1 = Hmmmm...\nSo this is Sylvia's house?\pHey! Who are you!?

#org $after
$after 1 = I can't believe I lost to you! Boss\nwon't be happy... I'd better get out\pof here...

This script isn't the problem but I can't seem to change it to my liking.

1) I want the Grunt to say "Hmmmm... So this is Sylvia's house?" without turning to face you
2) I want him to then face you and say "Hey! Who are you!?"
3) I want a battle to start (already in)
4) After defeating the grunt I want him to say "I can't believe I lost to a kid!"
5) After the battle screen exits I want him to say "Arrghh... Boss won't be happy. I'd better get out of here..."
6) I then want the screen to flash and i want the Grunt to be gone. I also want two other Grunts to disappear from another map.

Can anyone help? Foullumps tutorial (nor IrishWitch's) mentions the above! Thanks!

Short Range
September 6th, 2007, 01:42 AM
You'll need a lock and faceplayer somewhere in that to get him to look at the player. Thats all I know.

Ripper
September 6th, 2007, 01:47 AM
Oh whoops! Those are suppose to be there.. My mistake! I still need help though!

Short Range
September 6th, 2007, 01:50 AM
Hmm... I'll try making the script again for you. I'm not very good yet but I know the basics.

EDIT: On second thought... I can't really see anything wrong with the script itself. XP

thethethethe
September 6th, 2007, 01:59 AM
I don't suppose anyone would be able to help me with...

#org $go
trainerbattle 1 0x15F $before $after
boxset 6
release
end

#org $before
$before 1 = Hmmmm...\nSo this is Sylvia's house?\pHey! Who are you!?

#org $after
$after 1 = I can't believe I lost to you! Boss\nwon't be happy... I'd better get out\pof here...

This script isn't the problem but I can't seem to change it to my liking.

1) I want the Grunt to say "Hmmmm... So this is Sylvia's house?" without turning to face you
2) I want him to then face you and say "Hey! Who are you!?"
3) I want a battle to start (already in)
4) After defeating the grunt I want him to say "I can't believe I lost to a kid!"
5) After the battle screen exits I want him to say "Arrghh... Boss won't be happy. I'd better get out of here..."
6) I then want the screen to flash and i want the Grunt to be gone. I also want two other Grunts to disappear from another map.

Can anyone help? Foullumps tutorial (nor IrishWitch's) mentions the above! Thanks!


Locka and faceplayer aren't the problem with your script. For all of the extra things that you want I'd say use trigger events.
That should help with the grunt looking at you at the right time. And for stuff to happen after the battle, you need to use
trainerbattle 1 0x001 $before $after $further
.....
...
...
#org $further
message $the
boxset 6
(whatever else you wasnt to happen)
release
end

Ripper
September 7th, 2007, 12:15 AM
Thanks tttt! I did everything like you said and it worked great! EXCEPT! How do I make the grunt disapear? I use setflag 0x200 and it works. but only If I leave the map. Otherwise the grunt stays where he is and if I talk to him the game crashes...:(

thethethethe
September 7th, 2007, 12:38 AM
Thanks tttt! I did everything like you said and it worked great! EXCEPT! How do I make the grunt disapear? I use setflag 0x200 and it works. but only If I leave the map. Otherwise the grunt stays where he is and if I talk to him the game crashes...:(

There are two ways in which i know that this can be done, you can either use
applymovement <people no.> $move
...
...
#org $move
$move 1 ; #binary 0x60 0x(move him to a place he cant be interacted with) 0xFE

and there is this way which, I haven't tried yet. This was a way that HackMew posted in the script discussion thread.
#raw 53
#raw XX
#raw 00
Just change XX to the people number(in hex).
Just add either of these into the $further part of the script.

Short Range
September 7th, 2007, 01:32 AM
So is anyone gonna help me or am I just gonna be brushed aside as usual?

urzzz
September 7th, 2007, 02:12 AM
So is anyone gonna help me or am I just gonna be brushed aside as usual?

to fix your script, goto advancemap and select the trigger your using, then change the var number to 50 40 (i think thats the 1st variable that fire red uses) in the unknown box above that change the number to 0300. and your all set.;)

just tested this myself and it works.

Short Range
September 7th, 2007, 02:38 AM
I'll check if it works... The other results I've gotten before have been bad so I'm in a bit of doubt. I'll try though.

Luke128th
September 7th, 2007, 01:26 PM
Alright, and this coincides with my other post, is there a good tut for Diamond Cutter?

once in a blue mew
September 7th, 2007, 03:05 PM
You have a random item thing, like the Poke Balls you find on routes?

♠εx
September 8th, 2007, 05:21 PM
Pokescript:
When decompiling a game and choosing an offset, it say's which mode.
What do I put here?

Fluddles
September 14th, 2007, 08:33 AM
Hey everyone, I'm extremely new! :P I played through Ruby, then Sapphire, now I'm trying to script but I learn by example so I copied this one, but it won't work. I copied it after someone else posted it, and made a few changes... Here's the script.

#org $Startscript
lock
faceplayer
checkflag 0x200
if 1 goto $GotIt
message $AskMe
$AskMe 1 = Argh! I can't handle this! Hey, you look like a confident trainer! Will you take this Pokemon?
boxset 5
compare LASTRESULT 1
if 1 goto $Giveit
message $Forget
$Forget 1 = Oh.. Ok, never mind... ARGH!
boxset 6
release
end

#org $Gotit
message $Howis
$Howis 1 = He's your problem now, away with you!
boxset 6
release
end

#org $Giveit
givepokemon 004 5 0
#raw 0 0 0 0 0 0 0 0 0 0 0 0
message $Whatisit
$Whatisit 1 = You received Charmander!
boxset 6
release
setflag 0x200
end


I wrote it in Notepad, and saved it under "All File Types" with the extension ".rbc" and then I hit right click on it, and then "Compile Script" but I got an error. It says Runtime Error '6' Overflow.

Which isn't what I expected. I'm using PoketScript but I've also tried Diamond Cutter and I get similar problems. Can someone tell me where I'm going wrong?

I'm actually doing all this more or less, just so I can get Charmander. I got the Gameshark codes to work once, but not any more.

:P Thanks for all and any help!

Luke128th
September 14th, 2007, 07:36 PM
Alright now...
I'm testing one of the scripts you posted, Follump. Everytime I finish compiling it do I just get the last set of offset numbers? And if so then I must be doing something wrong because the screen goes red...

Here is the script:
#ORG $begin
lock
faceplayer
checkflag 0x200
if B_true goto $done
message $aidtalk
boxset 6
giveitem 0xD
setflag 0x200
release
end

#org $done
message $aidtalk2
boxset 6
release
end

#org $aidtalk
$aidtalk 1 = Oh, hello \v\h01.\pHere, take this potion!

#org $aidtalk2
$aidtalk2 1 = Hello.

spenceroone3
September 15th, 2007, 01:55 AM
Yeah, I noticed that too...

thethethethe
September 15th, 2007, 03:11 AM
Alright now...
I'm testing one of the scripts you posted, Follump. Everytime I finish compiling it do I just get the last set of offset numbers? And if so then I must be doing something wrong because the screen goes red...

Here is the script:

Try adding a 1 to giveitem 0xD. So it will look like this
giveitem 0xD 1
Thats the only problem I can find with it.

Luke128th
September 15th, 2007, 09:38 AM
Alright now I'm trying to create a Moltres battle, but I still don't know which offset to use! Which do I use?
#org $StartWild
lock
faceplayer
cry 146
message $moltCry
moltcry 1 = Gyaoo!
boxset 6
checkflag 0x808
if 0x1 goto $WildBatt
release
end

org $Wildbatt
lock
wildbattle 146 50 2
release
setflag 0x500
fadescreen 0
end

falkner
September 22nd, 2007, 06:09 AM
Heres a script i use for a cable car on Emerald:

#ORG $ShowText
Lock
Faceplayer
message $car
$car 1 = This is the Cable Car!\lWant to go up?
boxset 5
compare LASTRESUILT B_TRUE
if B_False goto $DontGo
special 0x98
warp 0x02 0x06 0x02
goto $endme
$DontGo
message $ok
$ok 1 = Okay. Bye Then!
boxset 6
$endme
release
end

It works up to the Special 0x98, instead of the cable car animation its a blank screen and a bit of music, press A and the script carries on, how can i get this to work?!?

Milanor
September 22nd, 2007, 08:22 AM
Where i must type in 03,40 and 50?
http://img3.imagebanana.com/img/szwt44r9/where.PNG
oh and here's my script:
#ORG $begin
lock
checkflag 0x200
applymovement 0x07 $aidwalk1
pause 0x20
message $aidtalk
boxset 6
release
end

#ORG $aidwalk1
$aidwalk1 1 ; #binary 0x52 0x4A 0xFE

#ORG $aidtalk
$aidtalk 1 = Puh, \v\h01.\pdu hast mich erschrekt!
My text is german, but thats equal ^^".

Naoshi
September 22nd, 2007, 11:05 AM
For People Objects: You just only need to make the second Unknown 03. But I don't know if that's even needed.

Milanor
September 22nd, 2007, 02:10 PM
The Game Freezed if i talk to the person...
And i dont know why T__T .

Naoshi
September 22nd, 2007, 02:11 PM
The Game Freezed if i talk to the person...
And i dont know why T__T .

Set movement to 11 in the people object may make it work.

Milanor
September 22nd, 2007, 02:32 PM
No, its stil freezing my game

Luke128th
September 22nd, 2007, 09:59 PM
Also when I do make my moltres battle, the screen turns purple... Do I need to put in the movement numbers?

once in a blue mew
October 4th, 2007, 05:31 PM
Uh... I have another question... How do I assign scripts to someone? Like let's say I want to change someone's script all the way in the E4, and yet I have done no scripting proor to that, and I'm using Advance Map. How do I assign that certian script to a person far off from the beginning?

Ooka
October 4th, 2007, 06:11 PM
Just use the command call I guess, but then you would have to use the command return afterwards. Or maybe I'm just misunderstanding your question.

thethethethe
October 4th, 2007, 06:22 PM
Uh... I have another question... How do I assign scripts to someone? Like let's say I want to change someone's script all the way in the E4, and yet I have done no scripting proor to that, and I'm using Advance Map. How do I assign that certian script to a person far off from the beginning?

Read the beginning of Irish Witch's tutorial. That should explain compiling and assigning scripts to people in Advance map.

Just use the command call I guess, but then you would have to use the command return afterwards. Or maybe I'm just misunderstanding your question.

I think you may have misunderstood(maybe I'm wrong)

once in a blue mew
October 6th, 2007, 05:11 AM
Read the beginning of Irish Witch's tutorial. That should explain compiling and assigning scripts to people in Advance map.

Thanks for the help... Now anyways. Another question.

How would I make a script similar to the one in Yellow with the Pikachu following you? (I mean through out all the game.) Unless it's; Fainted, or in the PC?

thethethethe
October 6th, 2007, 05:06 PM
Thanks for the help... Now anyways. Another question.

How would I make a script similar to the one in Yellow with the Pikachu following you? (I mean through out all the game.) Unless it's; Fainted, or in the PC?

Unfortunately ASM hacking is needed to do this.

Klingon
October 22nd, 2007, 08:06 AM
Thanks for making this; should make more people understand.

Virtual Chatot
October 23rd, 2007, 02:21 PM
Can anyone help me with this?

Whenever I try and compress the .RBC..

This pops up:


Can anyone explain this problem?
http://i21.photobucket.com/albums/b273/elmaso/Pokescript.jpg

ROMan
October 24th, 2007, 01:17 PM
Nope, I'm not so dandy with PokeScript but I can totally script well....
Another question, does anyone have a good tutorial on how to insert scripts? I really want to get started but without movements I can't do nothing.

Dreaded Soul
October 29th, 2007, 02:50 AM
The 'compile' option doesn't work

AND

When I try to open Pokescript, it says:

Run-time error '-2147024770 (8007007e)':
Automation error
The specified module could not be found.

What's happening?!!

blueray
November 2nd, 2007, 07:14 PM
can I plz get a TEXT script tutorial for adding my own txt

cooley
November 3rd, 2007, 06:20 PM
Do not Request tutorials! Also to add a text Script you can:

#org $Begin
lock
faceplayer
message $Talk
boxset 6
release
end

Compile that into your rom.

mach8822
November 4th, 2007, 05:55 PM
Is this normally confusing?

Derlo
November 5th, 2007, 10:00 AM
hey guys help me..

#org $salvaraflorista
lock
if 1 goto $nada
applymovement 10 $hun
$hun 1 ; #Binary 0x62 0xFE
applymovement 13 $hun2
$hun2 1 ; #Binary 0x62 0x4A 0xFE
pause 0x20
message $cara
$cara 1 = MARIO: Sai pirralho...\nisto nao e contigo!
boxset 6
message $flori
$flori 1 = Margarida: \c\h01\h04Por favor garoto,\nme ajude!
boxset 6
call $luta*<-----------------------------After this, the sprites goin CRAZY..
message $cara2
$cara2 1 = MARIO: Voce se deu bem nessa garoto.\nMas da próxima vez...\lvoce irá perder!
boxset 6
fadescreen 1
applymovement 11 $ajuste1
$ajuste1 1 ; #Binary 0x09 0x09 0x0B 0x60 0xFE
applymovement 12 $ajuste2
$ajuste2 1 ; #Binary 0x09 0x09 0x0A 0x60 0xFE
applymovement 13 $ajuste3
$ajuste3 1 ; #Binary 0x09 0x09 0x60 0xFE
pausemove 0
fadescreen 0
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 0x09 0x60 0xFE
pausemove 0
setflag 0x203
release
end

#org $luta
trainerbattle 1 92 $before $after
return

#org $before
$before 1 = MARIO: Queres ajudar?!\lEntao venca-me!!

#org $after
$after 1 = Que droga.. \lfui derrotado!

#org $nada
release
end

*after the script pass in $luta struggles, the minisprites of the rom are crazy, and the movement of the hero changes for another minisprite... how to adjust that?

Haile Selassie IV
November 5th, 2007, 11:21 AM
Notes: unknown #2 = 3
movement = 11
Question: Why doesn't the sprite appear ingame? I don't understand.
#org $StartWild
lock
faceplayer
cry 251
message $bi
$bi 1 = CELEBI: Bi?
boxset 6
checkflag 0x808
if 0x1 goto $WildBatt
release
end

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

ElkinFencer10
November 22nd, 2007, 06:21 PM
Hey, I'm trying to put this bit of script into my game, but when I load the ROM and try to assign one of those funky number things, nothing comes up. I keep clicking "Search" but nothing happens. What's going on? Do I need to find a ROM expander, and if I do, where can I find a GBA one?

Teamtyranitar
November 25th, 2007, 04:02 PM
umm never mind i fixed it but could sombody tell me whats wrong with this '-----------------------
#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.

Burntbythesun
December 1st, 2007, 06:33 AM
Hi, i did some simple scripting and it works. but i still havent found out how i can add NEW players to the game. i dont want to edit old trainers but i want to create new ones, cause my maps are really empty without trainers :/
it's really urgent :[
i only find tutorials where i can edit existing trainers, but i want to make some new ones ... still no tool can help me, so scripting is my last hope :'(

Rathelong
December 2nd, 2007, 12:50 PM
BASIC TRAINERBATTLE

#org $start
lock
faceplayer
trainerbattle 1 0x001 $before $after
message $boo
boxset 6
release
end

#org $before
$before 1 =Check out my bugs

#org $after
$after 1 =Oh no!

#org $boo
$boo 1 =I'll get you back for this.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++

A MORE 'ADVANCED TRAINERBATTLE'

#org $start
checkflag 0x20C
if b_true goto $done
applymovement 0x01 $move
pausemove 0
trainerbattle 1 0x006 $before $after $further
release
end

#org $further
setflag 0x20C
message $talk
boxset 6
applymovement 0x01 $move2
pausemove 0
release
end

#org $done
release
end

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

#org $move2
$move2 1 ; #binary 0x13 0x10 0x10 0x60 0xFE

#org $before
$before 1 =G'day!

#org $after
$after 1 =That's good.

#org $talk
$talk 1 =G'day, my name is Jason.\nI hope I see you again,\pI'm going to beat you next time.





--------------
This one "trainerbattle 1 0x001"
The 0x001 means in the PET the state of the trainer
No u have to go in in PET and type the name of the trainer and give him Pokemon.
You can also use 0x003 +++++++
Hope that u can understand that X_x

Burntbythesun
December 3rd, 2007, 05:15 AM
0x001 means the first trainer in PET? so this would be editing, or am i wrong?
cause i dont get how to add new trainers in PET. In addition PET crashes my game as i use german roms :/
it also crushes my us-version-rom
and i still dont get how to work with PET :[

can someone make a whole tutorial: how to add new trainers and how to work with PET?
would be very nice :)

thx anyways

Hellsing
December 7th, 2007, 01:59 PM
Are the movement commands the same in rse or they only for FR?

axlefoley
December 8th, 2007, 12:02 AM
Are the movement commands the same in rse or they only for FR?

no there is a thread in here some where that has lists you can download

Satoshi Sugimori
December 12th, 2007, 11:44 AM
I got a Q I use a warp in my yes-no script the yes no part works perfect but then it has to warp and I put it like this (whitout the things between () ) warp 0x3(bank) 0x19(map) 0x1(warp) but when I use it in VBA it sends me to a whole other place in the trees or just all black..help needed please..

EDIT
fixed it it works whitout the 0x..XD

Jvg
December 14th, 2007, 05:00 AM
What is wrong with this script? every time I try to compile it says:

Run-time error 457

This Key is already associated with an element of this collection

Script:

#org $script
checkflag 0x215
if 1 goto $klaar
lock
applymovement 1 $help
$help 1 ; #binary 0x04 0x62 0xFE
pausemove 0
message $bang
$bang 1 =I am scared!\nThat guys won't let me through!
callstd 6
applymovement 0xFF $heen
pausemove 0
applymovement 2 $jij
applymovement 3 $jij1
pausemove 0x50
trainerbattle 1 0x002 $before $after $further
release
end

#org $further
applymovement 2 $bang
pausemove 0
applymovement 3 $kom
pausemove 0
applymovement 2 $gas
pausemove 0
trainerbattle 1 0x003 $voor $na $einde
release
end

#org $einde
message $weg
$weg 1 =You've won.\nYou can pass.
callstd 6
applymovement 3 $gaat1
pausemove 0
setflag 0x215
release
end

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

#org $jij
$jij 1 ; #binary 0x02 0x65 0xFE

#org $jij1
$jij1 1 ; #binary 0x02 0x65 0xFE

#org $bang
$bang 1 ; #binary 0x65 0x49 0xFE

#org $gas
$gas 1 ; #binary 0x13 0x13 0x13 0x13 0x10 0x10 0x10 0x10 0x10 0x10 0x13 0x60 0xFE

#org $kom
$kom 1 ; #binary 0x10 0x02 0xFE

#org $before
$before 1 =Get out!

#org $after
$after 1 =I lost from a child!

#org $voor
$voor 1 =You won't defeat me!

#org $na
$na 1 =How...

#org $gaat1
$gaat1 1 ; #binary 0x13 0x13 0x13 0x13 0x13 0x10 0x10 0x10 0x10 0x10 0x10 0x13 0x60 0xFE

#org $klaar
release
end

thethethethe
December 14th, 2007, 05:31 AM
What is wrong with this script? every time I try to compile it says:

Run-time error 457

This Key is already associated with an element of this collection

Script:

#org $script
checkflag 0x215
if 1 goto $klaar
lock
applymovement 1 $help
$help 1 ; #binary 0x04 0x62 0xFE
pausemove 0
message $bang
$bang 1 =I am scared!\nThat guys won't let me through!
callstd 6
applymovement 0xFF $heen
pausemove 0
applymovement 2 $jij
applymovement 3 $jij1
pausemove 0x50
trainerbattle 1 0x002 $before $after $further
release
end

#org $further
applymovement 2 $bang
pausemove 0
applymovement 3 $kom
pausemove 0
applymovement 2 $gas
pausemove 0
trainerbattle 1 0x003 $voor $na $einde
release
end

#org $einde
message $weg
$weg 1 =You've won.\nYou can pass.
callstd 6
applymovement 3 $gaat1
pausemove 0
setflag 0x215
release
end

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

#org $jij
$jij 1 ; #binary 0x02 0x65 0xFE

#org $jij1
$jij1 1 ; #binary 0x02 0x65 0xFE

#org $bang
$bang 1 ; #binary 0x65 0x49 0xFE

#org $gas
$gas 1 ; #binary 0x13 0x13 0x13 0x13 0x10 0x10 0x10 0x10 0x10 0x10 0x13 0x60 0xFE

#org $kom
$kom 1 ; #binary 0x10 0x02 0xFE

#org $before
$before 1 =Get out!

#org $after
$after 1 =I lost from a child!

#org $voor
$voor 1 =You won't defeat me!

#org $na
$na 1 =How...

#org $gaat1
$gaat1 1 ; #binary 0x13 0x13 0x13 0x13 0x13 0x10 0x10 0x10 0x10 0x10 0x10 0x13 0x60 0xFE

#org $klaar
release
end

You should have posted this in the script Discussion thread, that's what it's there for. But I've bolded the problem.
You've overused the $bang pointer. Change one of them to something different. The script is confused and doesn't know which pointer to go to, the pointer for the message or the pointer for the applymovement.

giova90
December 15th, 2007, 09:13 AM
i've a question,when put the checkgender into a script,which owerworld people have to choose?and how can i do to put when choose a male protagonist at the beginning to meet the other gender character,?

mach8822
December 16th, 2007, 01:31 AM
Ok, I have a HUGE problem. (I would be making a game if it wasn't for this -_-#) The scripts never write correct to the rom. I;ve dont exactly what the about three different tutorials have said. I have even cpoied the scribt exactly from a them sometimes. I save them as an .rbc file, I've downloaded Pkm Advance and I have Pokescript. The problem is that whenever I write it to the rom, it writes correctly (so it says), but when I give the script to a person a text box flashes then it freezes. Then when I press "A" (you know what I mean by "A") the screen turns red. Any help?

akash
December 16th, 2007, 07:26 AM
Well I finally understood this scripting. But the problem is..

Could anyone please tell me how to compile with rubicon Script Editor.

mach8822
December 16th, 2007, 11:51 AM
After you save it as a .rbc file right click it and click compile script. If you right click it and there is no option to compile the script then you need to download PKMadvance.

0m3ga_S1nn3r
December 17th, 2007, 02:10 PM
Where do we download pokescript?

mach8822
December 18th, 2007, 10:19 PM
I think Irish Witch's site is down currently so you can't download it.

stead573
December 18th, 2007, 11:35 PM
Where do we download pokescript?

Hey kingdude256, check out my signature for a download of Pokescript.

Hope this helps!

0m3ga_S1nn3r
December 18th, 2007, 11:58 PM
oh thank you, have i ever told u that your my best friend. :)

loitraitim
December 19th, 2007, 01:03 AM
Hic, help me!
Then i click "Compile" and...
I do?

stead573
December 19th, 2007, 02:29 AM
oh thank you, have i ever told u that your my best friend. :)

No worries! I'm happy to help!

derv1205
December 19th, 2007, 10:29 AM
Hi, i want some help n.n , i insert this script in a pokeball:
The problems are that:
-The pokeball dissapears but when i move one step to any side it appears again.
-When i choose to put a name to the Riolu, the flag
0x800 doesn't activates.
-When i choose to put a name it does activate.
#org $begin
message $dadpokeball
$dadpokeball 1 = Hi \v\h01. \nTake this pokemon i've captured \pfor you.\nIt's a Riolu, take care of it.
boxset 6
givepokemon 335 5 0
jingle
message $GotRiolu
$GotRiolu 1 = You Received a RIOLU
boxset 6
#raw 0x53 0x0F 0x80
message $NameRio
$NameRio 1 = Would you like to give RIOLU a name?
boxset 5
compare LASTRESULT 1
if B_False goto $done
Namepokemon
setflag 0x203
setflag 0x800
message $GoodBye
$GoodBye 1 = Good Luck \v\h01.
end

#org $done
setflag 0x800
message $Bye
$Bye 1 = Good Luck \v\h01.
end



And one more thing ^^, in the script of Gym Leader,
-How do i choose the pokemons the Gym Leader will use?
-How do i choose what badge will give you?
-When i inserted the script, i defeat the GL and nothing happened,
when i talked to her she gave me all the staff BUT when i talked
to her again she gave me again the badge and the item =S
Here is the script of the GymLeader:
#org $Trainer1
lock
faceplayer
trainerbattle 0 114 $LeadChall $LeadDefeat $LeadCode
$LeadChall 1 = LEADER: Let's see what are you made of!
$LeadDefeat 1 = LEADER: I.. I.. I can't beleive it, \ i LOST!!!
message $BernTalk
$LeadTalk 1 = Nice Battle!
boxset 6

#org $LeadCode
message $Congrats
$Congrats 1 = LEADER: Your a pretty good trainer!\pAs leader of this Gym it is now my Duty to give you the Knuckle Badge.
boxset 6
setflag 0x808
jingle
message $GotBadge
$Gotbadge 1 = You recieved the Knuckle Badge!\nLEADER: The pokemons until level 20 will obey you. \n And you can have this.
boxset 6
giveitem 0x5f 1
message $FireStone
$FireStone 1 = That is a FireStone \nIt can evolve one pokemon.
boxset 6
end
Thanks

Mechanic
December 24th, 2007, 07:24 PM
So now you check my thing and tell me if its ok :P

#ORG $begin
checkflag 0x800
applymovement 0x01 $thisguy
pause 0x60
message $Kidnap
boxset 6
warp 0x[map bank] 0x[map] 0x[warp]
setflag 0x800
release
end

#org $Kidnap
$Kipnap 1 = Sorry for this \v\h01.\pBut i got no choice other than Kidnap you.\p K.O.

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

This is for when you step in X block then 0x01 comes to the right of you (planned moves) and pauses while he gets there and displays $kidnap text then warps you, flags for this happening only once and the warping part for the obvious warp to inside the lab where you get your first pokemon (i don't like the part when oak comes next to you and tells you to go to hes lab :P)

-Unit - Merry Christmas and thanks for the tut

0m3ga_S1nn3r
December 26th, 2007, 08:01 PM
hi i have a 2 things to ask..... welll first is
1. how do we add sinnoh pokemon to the game because i really add sinnoh pokemon to my game.

2nd is could someone tell me wats wrong with this script cause when i compile it comes up with an error

#org $Startscript
Lock
Faceplayer
checkflag 0x200
if B_TRUE goto $Gotten
message $AskMe
$AskMe 1 = Hello, I've got this item that\pI dont really need\pWould you like it?
boxset 5
compare LASTRESUILT B_TRUE
if B_False goto $DontGet
giveitem 0xC8 1
setflag 0x200
Release
end

#ORG $Gotten
Lock
Faceplayer
heckflag 0x200
if B_TRUE goto $Good
message $Gotten
$Gotten 1 = Did this item help you?
boxset 5
compare LASTRESULT 1
if B_False goto $TooBad
release
end

#ORG $DontGet
Lock
Faceplayer
message $DontGet
$DontGet = Fine then you wont be getting this LEFTOVERS!
boxset 6
release
end

#ORG $Good
Lock
Faceplayer
message $Good
$Good = YAY! I knew one day I could\phelp someone inneed!\p Here, I'll give you this\p
boxset 6
giveitem 0x19 100
release
end

#ORG $TooBad
Lock
Faceplayer
message $TooBad
$TooBad = Aww well, thing's happen.
boxset 6
release
end

[Antoine]
December 29th, 2007, 02:45 AM
Good Morning ! I've got a question for my script : how can I do so that the hero looks to the left ? Thank you !

PS : I use GoogleTraduct because I'm french.

dragon70119
December 29th, 2007, 07:50 AM
Please show me the tutorial, when I put the Script in ROM, three letters such as o,i and a don't take place in my ROM.

/Circa
December 29th, 2007, 10:57 PM
kingdude256

There we're quite a few errors in your script, you overused the yes no commands, alot of places had them leading to wierd things. I'll wewrite the script for you. You might want to take note of some things.
- You added too many lock and faceplayers.
- There were some types.
- You used the giveitem command wrong, in your script you had the item given 100 times...

Anyway, heres the script I wrote:

#org $begin
lock
faceplayer
checkflag 0x200
if b_true goto $gotten
message $askme
boxset 0x5
compare LASTRESULT b_true
if b_false goto $dontget
giveitem 0xC8 0x1
message $getting
boxset 0x6
setflag 0x200
release
end

#org $gettingberry
= You received LEFTOVERS!

#org $dontget
= I guess you didn't want them...

#org $gotten
lock
faceplayer
message $gotten
$gotten 1 = Did this item help you?
compare lastresult 1
if b_true goto $helped
if b_false goto $didnt
release
end

#org $helped
= It's good that it did.

#org $didnt
= I guess thats too bad...

If this script is wrong, someone can correct it for me ;).
After all, i'm still learning.

ikkerule
December 30th, 2007, 02:14 PM
I just started playing around with screipting today and after a while I managed to get my own created npc's to say stuff.
Afterwords I made it a boxset 5 (yes or no) and added a flag so that the question qould only be asked once, and by adding those things i came to this.


#ORG $begin
lock
faceplayer
checkflag 0x200
if B_TRUE goto $really
message $salestalk
$salestalk 1 = Oh, hello \v\h01.\nI still haven't sold the house :(\pYou think 10 million dollar is too\nhigh a price?
boxset 5
compare LASTRESULT B_TRUE
if B_False goto $disagree
message $agree
$agree 1 = WELL WHAT DO YOU KNOW!!!
boxset 6
setflag 0x200
Release
end

#org $disagree
Lock
Faceplayer
message $disagre
$disagre 1 = Yeah it's probally just bad luck\n:(
boxset 6
release
end

#ORG $really
Lock
Faceplayer
message $confirm
$confirm 1 = You really think so?
boxset 6
release
end


With this code I do get the first question ($salestalk) and my flag also works.
And when i answer the question with "yes" it replies with "WELL WHAT DO YOU KNOW!!!" ($agree) however if I answer the question with "no" it replies with the exact same message.

Hope someone can help me.

EDIT: excuse the smilly's forum seems to do that automatically

lostprophetsown
January 4th, 2008, 11:59 AM
thnx m8 helped me with scripting i just used to edit maps and stuff but now im making pretty good games id give this guide 9/10 and you would get the other mark if you used _ for spaces because it can confuse ppl a bit but other than that awesome guide

UNDERSCORE_14
January 4th, 2008, 11:31 PM
dont know why but when i beat a trainer i made from a script,the game freezes right after?

Satoshi Sugimori
January 5th, 2008, 04:39 AM
dont know why but when i beat a trainer i made from a script,the game freezes right after?

You should ask this in the scrapbox scripthelp topic..

pokeglitch86
January 6th, 2008, 07:21 PM
On pokescript whenever i put a script on my rom. Then I went to AM to put the script into my game. Whenever i went to that event in to the game it froze.

Any ideas?

dlongwoot
January 6th, 2008, 11:33 PM
hey how u doin ggreat tutorial but i need help creating a oak follow me script
ur help would be much appreaciated

pokeglitch86
January 7th, 2008, 06:16 PM
Nevermind my above question.

Can anybody tell me how to give badges or atleast the ability to use surf.

pokenar
January 10th, 2008, 03:48 AM
i have i promblem im trying to give a bulbasaur but it wont work heres the script


#org $begin
lock
faceplayer
checkflag 0x232
if B_true goto $gotit
message $q
boxset 6
givepokemon 1 5 0
setflag 0x232
release
end

#org $gotit
message $hi
boxset 6
release
end

#org $hi
$hi 1 = Hello, how's bulbasaur doing?

#org $q
$q 1 = wow you seem like a good trainer.\pi think bulbasaur would be\nhappier with you.



p.s good morning well at least here in Nova Scotia its morning.

destinedjagold
January 10th, 2008, 03:50 AM
I see no problems in your script. However, I recommend you change the B_true unto b_true

that may be it.., I think...

pokenar
January 10th, 2008, 04:19 AM
ok i think the promblem is i dont no how to use pokescript and the map i use is advance map o and i have to go to school be back in three hours

destinedjagold
January 10th, 2008, 04:22 AM
after saving your script with a '.rbc' extension, simply press left key on the script file and there will be a pop-up menu, and there, click 'Compile' and there, you're done... :\

pokenar
January 10th, 2008, 08:18 AM
i mean i know nothing like i suck at scripting so im trying to use pokescript but it makes no sence

foullump
January 10th, 2008, 10:09 AM
Hello, everyone!
First off I must say:
A moderator really needs to moderate in this thread!
But if that's not possible, I'll say this:
This is not a request/game question/map question/other question thread! This is a scripting thread!

For you guys who don't even know how to script, read the tutorial before asking questions!

And most importantly:
ASK ABOUT THE SCRIPTS I WROTE, NOT ONES FROM OTHER TUTORIALS!!!!

If you're asking a question about scripting for a script you wrote, ask it somewhere else!

And here's a tip:
When checking a flag, use this command:
checkflag 0x
if 0x01 goto $set
And for compare LASTRESULT, use this:
message $1
$1 1 = Do you want this?
boxset 5
compare 0x800D 0x0001
if 0x01 goto $yes

And yes, it's okay to define something after you wrote the command.
Ex:
applymovement 1 $right
$right 1 ; #binary 0x01 0xFE
pausemove 0x0000

Ex:
message $1
$1 1 = Hello!
boxset 6

pokenar
January 10th, 2008, 11:59 AM
nevermind i fergerd it out with a video on youtube

hi sir tomato my password is syvniti
January 23rd, 2008, 08:15 AM
Follump, Yor are a true hero! I love this guide! Thanks, You leant me most of my scripting, White out even know it...!
Keep up...

02magnus
January 23rd, 2008, 08:19 AM
Where can i download PokeScript?

AntiRellik
January 23rd, 2008, 04:27 PM
^pokemongemmine DOT nl
Can't post links yet -_-'

Anyway, is there any list of commands with certain sounds that can be played through the scripts?
Sounds being from attacks or moving boulders, etc.

Glutexo
February 17th, 2008, 01:13 PM
Hello guys please help me.
For waht is setvar 0x4000 0x4001 ........

/Circa
February 18th, 2008, 10:53 PM
I think it's short for "Set Variable", but I'm not sure what that means. The numbers are probably for setting that, just like a Set Flag. Besides that, I can't help you.

Oh, Foullump, this tutorial is great! Hey, I'm starting to learn more and more with this, it's very helpful. Thanks for putting this here! ...So far I'm still learning to do Apply Movement scripts...

You are right, though there is much more to a setvar command than you think, there are heaps of different and long commands to back it up.
Someone correct me if i'm wrong, but there are things like "copyvarifnotzero"

Though this tutorial is outdated, it is pretty helpfull.

The _talker_REBORN!!!!!
February 23rd, 2008, 06:38 AM
Ok I am new to this site a COMPLETE N00B at scripting but am very detirmined to make some dude (idc who) walk up to the player's sprite and give him a pokemon but it should be a yes or no b/c there will be three I plan to make them all check the same flag so you can only get one of the three pokemon (likely a hoenn starter) so if I could like get someone to literally walk me through it I think I would be able to understand give pokemon and moving scripts THANX ahead of time (if helped ;p

Chimchar 9
March 16th, 2008, 06:47 AM
foullump can u please bring out pokemon white i keep watching your videos on youtube and ncraze.4.forumer.com is closed down remember im pokemon whites biggest fan can u sort somthing out please

Reaper 6
March 19th, 2008, 03:42 PM
follump i have a problem that ive tryed to see you about for 1 year and i cant see you about it if your pm is down its inportant that we speak in privet because this is for me and you please open your pm system so we can talk about it

Reaper 6
March 20th, 2008, 08:37 AM
follump i have a problem that ive tryed to see you about for 1 year and i cant see you about it if your pm is down its inportant that we speak in privet because this is for me and you please open your pm system so we can talk about it

Please follump open your pm box that way i can descuss this with you

hi sir tomato my password is syvniti
March 21st, 2008, 04:03 AM
Stop spaming Reaper... Do you honestley that it help to write the same mesage for 60 times?

Reaper 6
March 21st, 2008, 04:48 AM
yesi do hope because follump needs to hear me out ive held info for a year

hi sir tomato my password is syvniti
March 21st, 2008, 06:04 AM
There is a defrence between hope and know:-) As far as i know the guy has not been here for a while... Try post in some of the other forums... I know there is a thread about scripting...
Sorry if i sound mad... I ain't(-:

Reaper 6
March 21st, 2008, 06:44 AM
where does he usally show

Dingo01930
March 21st, 2008, 09:33 AM
I'm a beginner in this site~
And I've got stuck in the basic step about using the Pokescript.......
After I installed Pokescript, and written the code with Notepad, and save as .RBS file,
I can't find "compile ROM" when right clicking the .RBS file.....
Can Pokescript be applied in Window Vista??

~~HELP ME PLZ~~

Jack of Bl♠des
March 21st, 2008, 09:51 AM
I'm a beginner in this site~
And I've got stuck in the basic step about using the Pokescript.......
After I installed Pokescript, and written the code with Notepad, and save as .RBS file,
I can't find "compile ROM" when right clicking the .RBS file.....
Can Pokescript be applied in Window Vista??

~~HELP ME PLZ~~
You're supposed to save it as a .rbc, not .rbs

Master_Track
March 21st, 2008, 10:12 AM
that's right, but even if he saves it as .rbc there won't be the "compile script" command, 'cause he's using Vista like he said.
You have to do it an other way (as far as I know).

sry don't know which way ...

Dingo01930
March 21st, 2008, 09:41 PM
You're supposed to save it as a .rbc, not .rbs

that's right, but even if he saves it as .rbc there won't be the "compile script" command, 'cause he's using Vista like he said.
You have to do it an other way (as far as I know).

sry don't know which way ...

Thx both of you reply~~
I got the "compile script" option after reinstalling Pokescript and Pokemon Adavanced~~
I'll try hacking if I've time~

Khalil
March 24th, 2008, 11:02 AM
um when i put a follow me script it just froze and i went and did everything right can somebody help me?

the almighty Zel fan
May 14th, 2008, 09:54 PM
i need help on border block warping. a pic would help. i only have 5 posts...............:(

Platinum Lucario
May 18th, 2008, 11:57 PM
Hi, I have a problem... when I insert the script, it won't work and when I activate the script, it freezes the game. Will someone please help me?

dragonarche
May 19th, 2008, 12:09 AM
wow nice tut
this realy healped me
thanx.

CW-Regret
November 13th, 2008, 09:49 PM
Im Having Scripting issues i did everything in xse and yes i know some stuff different in that. but i want it to be this. B4 Compile.
reason for random letters was to make sure the pointer wasnt taken.

#Dynamic 0x71D575

#org @gafvjjkabvkjzdb
checkflag 0x899
if B_True goto @done
playsong 0x13B 0x0
#raw 0x33
applymovement 0x01 @profmove
pause 0x260
message @proftalk
boxset 6
applymovement 0x01 @profmove2
applymovement 0xFF @profmove2
message @pokemonontable
pause 0x220
fadesong 0x0
setflag 0x899
release
end

#org @done
release
end

#org @profmove
#binary 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x13 0x13 0x13 0x13 0x13 0x13 0x13 0x13 0x13 0x13 0x13 0x13 0xFe

#org @proftalk
= Hey \v\ho1. You Can't Leave.\n You don't have a pokemon.\pCome to my lab with me.

#org @profmove2
#binary 0x12 0x12 0x12 0x12 0x12 0x12 0x12 0x12 0x12 0x12 0x12 0x12 0x10 0x10 0x10 0x10 0x10 0x10 0x10 0x10 0x10 0x12 0x12 0x12 0x12 0x12 0x12 0x12 0x12 0x12 0x12 0x12 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0xFE

#org @pokemonontable
= Now go choose a pokemon on the table
Not sure if that is exactly right because I'm new to scripting.

but i keep getting this after compiling from that

'-----------------------
#org 0x71D6E9
checkflag 0x899
if 0x1 goto 0x871D729
playsong 0x13B 0x0
playsong 0x14F 0x0
cmd2C 0x71D7 0x2808
checktrainerflag 0xF02
nop
countpokemon

'-----------------------
#org 0x71D729
release

can someone walk me through on how to fix this issue please?

Madridista
November 13th, 2008, 09:52 PM
First, this is a PokeScript tutorial. Second, your script is in XSE scripting language.

CW-Regret
November 13th, 2008, 09:56 PM
yeah i know i tried it in pokescript with pokescript language and it didnt compile right for me. Like i said im new so idk much about scripting.

and first XSE Scripts basically the same way. except $=@ playsound=playsong. you dont need to put $pointer 1 = hi for message to pop up u just need =. thoose are the only differences that i have noticed

Madridista
November 13th, 2008, 10:01 PM
It' not what I'm saying. You should post your script in a XSE tutorial, or in the ScrapBox (Script Help thread).

CW-Regret
November 13th, 2008, 10:02 PM
like i said im new so i didnt know about that thank you for telling me about the help thingy.

and yeah my join date was jan this year but i used it once and havent used it again.

Christos
November 14th, 2008, 01:40 AM
Please don't revive threads that are over a month old. If you need help with scripting, go to the Script help thread (http://www.pokecommunity.com/showthread.php?t=120081) in the Scrapbox.