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Script Help Thread (DO NOT REQUEST SCRIPTS)

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38
Posts
14
Years
    • Seen Mar 4, 2010
    Yes, special 0x0 heals your Pokemon. I would suggest reading diego's scripting tutorial before trying to script.
    oh ive read over it a couple of times already and thats how i learned to do a couple of things alone but i learn more by doing it my self
     
    9
    Posts
    14
    Years
    • Seen Mar 12, 2010
    i made a script for pokemon paradise can anyone help casue it freezes every time you talk to them

    #org $start
    lockall
    faceplayer
    Trainerbattle 0 0x252 $before $after $aftertalk
    Boxset 6
    Release
    end
    #org $before
    $before 1 =[PLAYER] This guy want my dad\pTeam Nature: Go away kid i dont need you\p come on [PLAYER] you can beat him /p please you cant defeat me!

    #org $after
    $after 1 = These pokemon i stole are useless...

    #org $aftertalk
    $aftertalk 1 = yer you showed him\p i better report to the boss $nature

    #org $nature
    applymovement 0x16 $move
    pausemove 0x0000
    fadescreen 1
    removesprite 16
    setflag 0x1200
    pause 0x16
    fadescreen 0
    message $run
    $run 1 = I better tell my dad what happend
    applymovement 0x02 $move2
    pausemove 0x0000
    fadescreen 1
    removesprite 2
    setflag 0x1201
    pause 0x02
    fadescreen 0
    release
    end
    #org $move
    #raw 0x35
    #raw 0x35
    #raw 0x35
    #raw 0x38
    #raw 0x38
    #raw 0x38
    #raw 0x38
    #raw 0x38
    #raw 0x38
    #raw 0x38
    #raw 0x38
    #raw 0x38
    #raw 0xFE

    #org $move2
    #raw 0x35
    #raw 0x35
    #raw 0x35
    #raw 0x35
    #raw 0x35
    #raw 0x35
    #raw 0x35
    #raw 0x35
    #raw 0x35
    #raw 0xFE
     

    Shukumei

    Teh Haxxorz
    27
    Posts
    14
    Years
  • Looks like you're still using pokescript. My advice is to switch over to XSE ASAP! but as for your script the thing that jumped out at me was the

    #org $aftertalk
    $aftertalk 1 = yer you showed him\p i better report to the boss $nature

    I think (It's been a while since I used pokescript) it will work if you use

    #org $aftertalk
    message $saythis
    boxset 6
    goto $nature
    end

    #org $saythis
    $saythis 1 = yer you showed him\p i better report to the boss

    Like I said i'm a little rusty with Pokescript but I'm pretty sure this is how it should look. Anyone else please feel encouraged to correct any mistakes I made.
     
    4
    Posts
    15
    Years
    • Seen Nov 8, 2013
    So I'm muddling through scripting, and I've hit a snag. I want the script to run as you enter your rival's house for the first time, but putting it on the warp only activates it as you leave.

    This is alright with me, as I'm more interested in why it's running twice even with the proper flags set.

    This is what I have so far:


    #org 0x8740A71
    '-----------------------------------
    lock
    checkflag 0x1000
    if true jump 0x8740B77 ' Flag is set
    msgbox 0x8740A8F ' \v\h06:Hey \v\h01! I...
    callstd MSG_LOCK ' Built-in lock command
    release
    applymovement 0x1 0x8740B79 ' walk_down walk_down ...
    setflag 0x1000
    end

    #org 0x8740B77
    '-----------------------------------
    release
    end


    #org 0x8740A8F
    = \v\h06:Hey \v\h01! I finally decided.\nI'm outta here!\pYou can tag along\nif you like. I'm going\pto pester Mr. Boone\nfor a pokemon, and then\pI'm off to see the world.\nYou should do the same.\pUnless you LIKE squatting\nin an abandoned house...

    #org 0x8740B79
    M walk_down walk_down walk_down walk_down walk_left walk_down walk_down walk_down end


    The problem with this is that though the script runs correctly when you step on the tile to leave, if you immediately head back into the room and approach it from the east or west sides it runs the dialogue again.


    X=the script tile:


    V
    X

    Approaching it here, the script runs fine. Then if you approach the tile like this:

    >X

    Or X<

    It runs the script again, despite the flag being set.

    Any thoughts?
     

    TB Pro

    Old-timer
    2,708
    Posts
    19
    Years
  • So I'm muddling through scripting, and I've hit a snag. I want the script to run as you enter your rival's house for the first time, but putting it on the warp only activates it as you leave.

    This is alright with me, as I'm more interested in why it's running twice even with the proper flags set.

    This is what I have so far:


    #org 0x8740A71
    '-----------------------------------
    lock
    checkflag 0x1000
    if true jump 0x8740B77 ' Flag is set
    msgbox 0x8740A8F ' \v\h06:Hey \v\h01! I...
    callstd MSG_LOCK ' Built-in lock command
    release
    applymovement 0x1 0x8740B79 ' walk_down walk_down ...
    setflag 0x1000
    end

    #org 0x8740B77
    '-----------------------------------
    release
    end


    #org 0x8740A8F
    = \v\h06:Hey \v\h01! I finally decided.\nI'm outta here!\pYou can tag along\nif you like. I'm going\pto pester Mr. Boone\nfor a pokemon, and then\pI'm off to see the world.\nYou should do the same.\pUnless you LIKE squatting\nin an abandoned house...

    #org 0x8740B79
    M walk_down walk_down walk_down walk_down walk_left walk_down walk_down walk_down end


    The problem with this is that though the script runs correctly when you step on the tile to leave, if you immediately head back into the room and approach it from the east or west sides it runs the dialogue again.


    X=the script tile:


    V
    X

    Approaching it here, the script runs fine. Then if you approach the tile like this:

    >X

    Or X<

    It runs the script again, despite the flag being set.

    Any thoughts?
    You need a level script. :)
     

    TB Pro

    Old-timer
    2,708
    Posts
    19
    Years
  • Thanks a ton, I'm looking at the level script tutorial now.

    I assume that level scripts are also what make dressers and mirrors and things interactive? Or is that more in tile behavior's ballpark?
    Yep, that has to do with the tile behaviors. You can edit them via A-Text, though.
     

    Razer Rage

    Beginning Hacker
    126
    Posts
    16
    Years
    • Seen Jul 1, 2012
    Right, so I searched, but didn't find the answer. How can I edit the introduction text (both the "how to play" and "oaks intro") in firered? I can't get advancetext to work.

    Edit: Also, how do I create custom items?
     

    NarutoActor

    The rocks cry out to me
    1,974
    Posts
    15
    Years
  • Ahhh You did not search enough -_- There is a hex tutorial by fan king and I have answered this question count less times. Here is the short version. Find the string of text, decomplie it, edit it, compile it.
     

    Razer Rage

    Beginning Hacker
    126
    Posts
    16
    Years
    • Seen Jul 1, 2012
    Ahhh You did not search enough -_- There is a hex tutorial by fan king and I have answered this question count less times. Here is the short version. Find the string of text, decomplie it, edit it, compile it.
    I searched again, including posts made by you. Nothing.

    Is this the tutorial you're referring to? http://www.pokecommunity.com/showthread.php?t=189143&highlight=hex

    If so, that doesn't answer my question. Isn't there an easier way? Like with XSE? I've even searched through a fire red script dump, and I STILL can't find it.

    EDIT: Sigh, nevermind. I didn't look in the Simply Questions thread, and I was able to get AdvanceMap to work. Thanks for your help. :)
     
    Last edited:

    Giga Universe

    Working on a tool.
    121
    Posts
    16
    Years
  • Follow Me (Advanced Version)

    I'm trying to build a script where an overworld follows the player throughout the map. So far, it is working, except for the fact that the player cannot interact with ANYTHING, so, in other words, the player can walk through walls, not read signs/talk to people or even use warps. Another bug in the script is that all animations (flowers/sea/etc) do not play until you move. Also, you cannot open the start menu, and I assume if you have registered an item to select it won't activate, as nothing else works, but I haven't tested this. If anyone has any ideas on how to fix this up please do so!

    Game: FireRed (U)
    Type: Level Script (Script type 2 in AMap. Flag is 7001)
    Script Editor: XSE
    Script: (EDIT: Almost forgot to Add: Uses JPan's Fire Red Hacked Engine!)
    Spoiler:

    Media (Video):
    Spoiler:
     
    Last edited:
    30
    Posts
    15
    Years
    • Seen Jan 14, 2010
    Can someone tell me if this is a correct yes no script? Thanks so much
    #dynamic 0x######

    #org @yesno
    lock
    faceplayer
    msgbox @message
    msgbox @yesno 0x5
    if 0x1 goto @yes
    if 0x0 goto @no
    release

    end
    #org @message
    = Do you want me /pto take you to /p LYNDONVILLE?

    #org @yes
    = Ok Lets Go!

    #org @no
    = Ok then.
     

    NarutoActor

    The rocks cry out to me
    1,974
    Posts
    15
    Years
  • here are the corrections if that's what you are asking.
    #dynamic 0x700000

    #org @yesno
    lock
    faceplayer
    msgbox @message 0x6
    msgbox @yesno 0x5
    compare LASTRESULT
    if 0x1 goto @yes
    compare LASTRESULT
    if 0x0 goto @no
    release
    end

    #org @yes
    msgbox @myes 0x6
    release
    end

    #org @no
    msgbox @mno 0x6
    release
    end

    #org @message
    = Do you want me /pto take you to /p LYNDONVILLE?

    #org @myes
    = Ok Lets Go!

    #org @mno
    = Ok then.
     
    30
    Posts
    15
    Years
    • Seen Jan 14, 2010
    What is compare LASTRESULT?
    And where did this come in
    #org @yes
    msgbox @myes 0x6
    release
    end

    #org @no
    msgbox @mno 0x6
    release
    end

    Every tutorial I've seen says nothing about that.
    I'm not saying your wrong or anything lol I was just wondering cause its kinda weird
     

    NarutoActor

    The rocks cry out to me
    1,974
    Posts
    15
    Years
  • compare LAST RESULT(xse dose not use spaces)
    it compares the last result :P it compares what the player chose from the yes/no message.
    You can't just point a yes or no to a message string(I might be wrong I never tried it) I always point it to a script string.
     
    43
    Posts
    14
    Years
    • Seen Jan 26, 2018
    Maybe you all can help me with a problem I am having.
    Its a map script that is supposed to make the player walk behind the rival. The rival is arguing with a jerk and sends out his Bagon. The Bagon then smacks the jerks Spearow and the spearrow flies off screen. The jerk soon chases after the spearow. Then the rival returns his pokemon and walks off screen. But when it's done the player can't move. I don't know why. please help
    Spoiler:
     
    Last edited:
    4
    Posts
    14
    Years
    • Seen Dec 6, 2010
    You know with every step forward I keep falling 20 steps back. I can't find a good move camera tutorial on this site... and everytime I attempt to move the camera. The game crashes. Using XSE:

    Spoiler:


    I'm beginning to go crazy trying to figure out the small mistakes that causes ULTIMATE FAILURE ><
     
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