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[Archive] Script help thread

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derv1205

Trade/Battle/Breed/Clone (X,B2,D)
  • 267
    Posts
    16
    Years
    Hi, please, i want help with this script:

    Spoiler:

    In the S i put this:
    03 00
    50 40
    Also i tried with this:
    03 00
    7C 40

    This is what happens:
    When i insert it for the FIRST time all happens perfect, but, when i start a new game and
    step on the S, well, the minisprite doesnt moves, and it starts talking =S And some times,
    when i compile it in a new rom for the first time, happens the same, the sprite doesnt moves,
    i check the map nº and all is perfect, what can i do?

    PD. Can anyone tell me how to add a new Mart? I mean, i add a mart and all ok, but, how do i modify the items, because they dont appear
    in AMart, i added in LittleRoot ^^ Thanks
     

    Lyzo

    Back from vacation
  • 261
    Posts
    17
    Years
    Ok Biiiig problem....
    I'm hacking fire red right now and i've made a few scripts with flags.
    They all work but after the script where you meet oak (when you're heading out of pallet) and get your pokemon all the flags don't work anymore... It's like they've all be'n set...

    Help?

    Still having problems with this script...:

    Spoiler:
     
    Last edited:

    mistersmeargle

    is a scatman.
  • 229
    Posts
    16
    Years
    • Seen Oct 26, 2017
    It is of course possible they have been set. Though I think having your script actually DO something might help.
     

    Lyzo

    Back from vacation
  • 261
    Posts
    17
    Years
    Thanks for answering the script problem. Your right I have to make the script say something or so then it works :)

    But...:(
    The other problem with the oak script is weird and really anoying... Please help!
     

    WindBlows

    It's been a long time!
  • 749
    Posts
    17
    Years
    • Seen Aug 5, 2023
    I need help with this script please!!!
    Spoiler:


    The problem is that when I try to compile it it says enter offset for oldman or something like that.

    Thanks
     

    Lyzo

    Back from vacation
  • 261
    Posts
    17
    Years
    I need help with this script please!!!
    Spoiler:


    The problem is that when I try to compile it it says enter offset for oldman or something like that.

    Thanks

    The oldman offset problem has probobly be'n fixed just put oldman1 instead of aidwalk1.
    But there are also some mistakes.

    try this :

    Spoiler:
     

    destinedjagold

    I do not exist.
  • 8,593
    Posts
    17
    Years
    • Seen May 26, 2024
    Hey pipz! Good day.
    I kinda need to study more advance scripts and so I cam here to ask. :P

    1. Could someone make me a script (for Ruby) that will check if a Player has a Bulbasaur in the party... :\
    2. A script that will take a PKMN from the player...

    That would be all and it would be great if someone can help. Thanks. ;)
     

    tImE

    It's still me, 44tim44 ;)
  • 673
    Posts
    17
    Years
    Does Anybody know whats
    wrong with this script?

    Cause even due I use fadescreen
    ,the Events with People ID 0412
    still don't disappear...

    And also the same thing happendes
    with People Id 0408, except this event
    doesn't appear instead.

    #org $start
    checkflag 0x412
    if 0x0 goto $startscript
    release
    end


    #org $startscript
    lock
    cry 0xA1 249
    #raw 0x02 0x00
    applymovement 0xFF $heroutrop
    $heroutrop 1 ; #binary 0x56 0x02 0xFE
    pausemove 0
    applymovement 0x7 $xd001
    $xd001 1 ; #binary 0x04 0x04 0x04 0x04 0x04 0x04 0x04 0x04 0x04 0x04 0x04 0x04 0x04 0xFE
    pausemove 0
    applymovement 0x8 $chopper
    $chopper 1 ; #binary 0x04 0x04 0x04 0x04 0x04 0x04 0x04 0x04 0x04 0x04 0x04 0x04 0x04 0xFE
    pausemove 0
    message $wasxd001
    $wasxd001 1 =Tha...That was... That was\nthe creature I saw 7 years\nago...
    boxset 0x6
    clearflag 0x408
    fadescreen 1
    fadescreen 0
    applymovement 0x5 $mommy
    $mommy 1 ; #binary 0x04 0x02 0xFE
    pausemove 0
    applymovement 0xFF $sonright
    $sonright 1 ; #binary 0x03 0xFE
    pausemove 0
    message $understand
    $understand 1 =Mom: What happened?\p.........................\pMom: Okay, I understand.\nYou want to set off on a\njourney to find that mysterious\nPokémon, Right?\pWell if you're going to\ndo it then at least take your\nrunning shoes and your PokéNAV\nwith you.
    boxset 0x6
    setflag 0x860
    setflag 0x802
    jingle
    message $run
    $run 1 =\v\h01 received Running Shoes.
    boxset 0x6
    jingle
    message $nav
    $nav 1 =\v\h01 received PokéNAV.
    boxset 0x6
    message $goodluck
    $goodluck 1 =Mom: Good luck, darling!
    boxset 0x6
    setflag 0x408
    setflag 0x412
    fadescreen 1
    fadescreen 0
    release
    end

    What is wrong?

    //44tim44
     

    Lyzo

    Back from vacation
  • 261
    Posts
    17
    Years
    Hey you guys I'm making an oak script where you get bulbasaur. A few things aren't working...

    First if you either press yes or no you get bulbasaur anyway NVM This
    Second If you press yes or no to name him you name him anyway... NVM This
    Third when you have it, In the menu i can't select The menu 'pokemon'.
    It's not there... Is there a script for that?
    The pokeball won't dissapear either!

    PLease help!

    Here's The script :

    Spoiler:
     
    Last edited:

    linkandzelda

    Ex-rom hacker turned indie game developer
  • 777
    Posts
    17
    Years
    hi.

    i was just wondering. is there any script command that will activate a wild battle like walking in the grass? with the variable level and pokemon?

    thanks in advance
    link
     

    linkandzelda

    Ex-rom hacker turned indie game developer
  • 777
    Posts
    17
    Years
    with the wildbattle command you can only have one pokemon and one level. i want the to be 5 levels and 3 pokemon. and the game picks between those pokemon.

    thanks in advnace
    link
     
  • 170
    Posts
    16
    Years
    Does Anybody know whats
    wrong with this script?

    Cause even due I use fadescreen
    ,the Events with People ID 0412
    still don't disappear...

    And also the same thing happendes
    with People Id 0408, except this event
    doesn't appear instead.



    What is wrong?

    //44tim44

    well, to make a sprite dissaper, u cant just use fadescreen and setflag..it would be like this:
    fadescreen 0
    #raw 53
    #raw <ppl nr>
    #raw 00
    setflag 0x
    that makes a sprite dissapear..
    but to make a sprite appear you have to use this:
    fadescreen 0 (dosent matter if u use fadescreen thought..that just makes an blinkin effect)
    #raw 55
    #raw <ppl nr>
    #raw 00
    clearflag 0x

    I hope thats well enought explaned =)

    Note: ppl nr = People Number ;)
     

    Thrace

    @tion
  • 1,048
    Posts
    17
    Years
    • Seen Oct 2, 2016
    Can someone please check this script, it doesn't work.
    (is for firered)
    (offsets are in dutch :P)
    Code:
    #ORG $papa
    checkflag 0x200
    if B_true goto $alaf
    applymovement 0x01 $hoigast
    pause 0x40
    message $jourmn
    boxset 5
    compare [B]LASTRESUILT[/B] B_TRUE
    if B_False goto $better
    message $great
    boxset 6
    message $enough1
    boxset 6
    applymovement 0x01 $backto1
    pause 0x30
    setflag 0x200
    end
    
    #org $hoigast
    $hoigast ; #binary 0x62 0x11 0x11 0x13 0xFE
    
    #org $jourmn
    $jourmn 1 = Hi, \v\h01!\nAre you excited about your journey?
    
    #org $great
    $great 1 = Great! I'm excited too!
    
    #org $better
    message $stupid
    boxset 6
    message $enough2
    boxset 6
    applymovement 0x01 $backto2
    pause 0x30
    setflag 0x200
    end
    
    #org $stupid
    $stupid 1 = Well, you better be!
    
    #org $enough1
    $enough1 1 = But enough with the talking,\nyou better head over to \v\h06's house\pYou've got a journey to start! 
    
    #org $enough2
    $enough2 1 = But enough with the talking,\nyou better head over to \v\h06's house\pYou've got a journey to start!
    
    #org $backto1
    $backto1 ; #binary 0x12 0x10 0x10 0xFE
    
    #org $backto2
    $backto2 ; #binary 0x12 0x10 0x10 0xFE
    
    #org $alaf
    lock
    faceplayer
    message $comeon
    boxset 6
    release
    end
    
    #org $comeon
    $comeon 1 = Good luck on your journey!
    Spelling on LastResult is all I could find.

    for waht is setvar 0x4000 0x4001 ......?
    It changes the value of a variable.

    Hi, please, i want help with this script:

    Spoiler:

    In the S i put this:
    03 00
    50 40
    Also i tried with this:
    03 00
    7C 40

    This is what happens:
    When i insert it for the FIRST time all happens perfect, but, when i start a new game and
    step on the S, well, the minisprite doesnt moves, and it starts talking =S And some times,
    when i compile it in a new rom for the first time, happens the same, the sprite doesnt moves,
    i check the map nº and all is perfect, what can i do?

    PD. Can anyone tell me how to add a new Mart? I mean, i add a mart and all ok, but, how do i modify the items, because they dont appear
    in AMart, i added in LittleRoot ^^ Thanks
    All I can think of is that PokeScript is compiling incorrectly. About the mart:

    #org $StartMarket
    lock
    faceplayer
    pokemart $marketValues
    release
    end

    thethethethe said:
    #org $StartMarket
    lock
    faceplayer
    pokemart $marketValues 'pointer to items in the pokemart.
    release
    end

    #org $marketValues
    #binary int 0x1 0x2 0x3 0x4 0x5 0x6 0x7 0x8 'items. So in this case it's Masterball, Ultraball, Greatball, pokeball, etc
    #binary int 0x9 0xa 0xb 0xc 0x13 0x14 0x0 'continueing items... Must End in 0x0 otherwise it won't work.

    Above is copied from a post by thethethethe. Search people!!

    Ok Biiiig problem....
    I'm hacking fire red right now and i've made a few scripts with flags.
    They all work but after the script where you meet oak (when you're heading out of pallet) and get your pokemon all the flags don't work anymore... It's like they've all be'n set...

    Help?

    Still having problems with this script...:

    Spoiler:
    Are you sure you aren't loading a saved state before you run the oak script?

    Hey pipz! Good day.
    I kinda need to study more advance scripts and so I cam here to ask. :P

    1. Could someone make me a script (for Ruby) that will check if a Player has a Bulbasaur in the party... :\
    2. A script that will take a PKMN from the player...

    That would be all and it would be great if someone can help. Thanks. ;)
    thethethethe said:
    Okay Now for a 'checkpokemon'. No it isn't a command.
    Well here is my example.
    CODE
    #org $start
    Lock
    Faceplayer
    Message $doyuo
    Boxset 6
    setvar 0x4036 0x81
    copyvar 0x8004 0x4036
    special2 LASTRESULT 0x17C
    compare LASTRESULT 1
    if b_true goto $have
    message $donthave
    boxset 6
    release
    end

    #org $have
    Message $thanks
    Boxset 6
    Release
    End

    #org $doyou
    $doyou 1 =Do you have a Magikarp?

    #org $donthave
    $donthave 1 =That's too bad, I really wanted\nto see one.

    #org $thanks
    $thanks 1 =Wow, you do! Thanks, you've just made my day.


    Well I'll explain this
    CODE
    setvar 0x4036 0x81
    copyvar 0x8004 0x4036
    special2 LASTRESULT 0x17C
    compare LASTRESULT 1
    if b_true goto $have

    The rest you should understand.
    Setvar assigns the aspect 0x81(Magikarp) to the variable 0x4036.
    Copyvar copies the attributes of 0x4036 to 0x8004(LASTRESULT)
    Special2 checks for LASTRESULT(Magikarp) in 0x17C(Party)
    Compare LASTRESULT 1 does the usual thing, 1=true, 0=false.
    And you should understand the next line, if not, read the other a more basic tutorial.
    Number 2 isn't possible with a normal command (I think).

    Hey you guys I'm making an oak script where you get bulbasaur. A few things aren't working...

    First if you either press yes or no you get bulbasaur anyway NVM This
    Second If you press yes or no to name him you name him anyway... NVM This
    Third when you have it, In the menu i can't select The menu 'pokemon'.
    It's not there... Is there a script for that?
    The pokeball won't dissapear either!

    PLease help!

    Here's The script :

    Spoiler:
    The only reason I can think of is because you have checkflag 0x206 but nothing underneath it. Try putting in a if B_true etc. The flag for the Pokemon Menu is 0x828, pokedex is 0x829, running shoes 0x82f. To make the ball disappear you need:
    #raw 53
    #raw [peopleNumber]
    #raw 00
    setflag [PeopleID]

    Pleeeease next time do a search.

    with the wildbattle command you can only have one pokemon and one level. i want the to be 5 levels and 3 pokemon. and the game picks between those pokemon.

    thanks in advnace
    link
    You can't, you would have to make it a trainerbattle with an invisible sprite but that would look ridiculous.
     
    Last edited:

    ~!Fuddmeyer!~

    Join Runescape NOW!!!!
  • 82
    Posts
    16
    Years
    Why won't my script work?

    Code:
    #ORG $begin
    checkflag 0x200
    if B_true goto $done
    applymovement 0x01 $momwalk
    pausemove 0
    message $momtalk
    boxset 6
    setflag 0x200
    release
    end
    
    #ORG $done
    release
    end
    
    #ORG $momwalk
    $momwalk 1 ; #binary 0x62 0x11 0x13 0x13 0x13 0x13 0x4A 0xFE
    
    #ORG $momtalk
    $momtalk 1 = Oh! Hello honey!\nThe proffesor called a bit ago...\phe said to meet him at his lab.

    Is there anything wrong with this script? I compiled it to Fire Red and it froze...
     

    Elite 4 Sam

    Steel Type User
  • 115
    Posts
    17
    Years
    Well, im working in advanced map and i need to know how to get the script to say " Hey kid. You like a rookie trainer! Battle Me!" and Then he battles you using a Zapdos at level 11 and a Swinub at level 9.
     
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