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Script Help Thread (DO NOT REQUEST SCRIPTS)

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PeregrineFig

Starting Pokémon Obsidian
202
Posts
14
Years
There are 2 ways to do it. One is still a mystery to me as to how it works, the other uses more bytes but is easier to understand. Type 1:

There's no setflag command in the script, but it appears to set one anyway, basing it off the person ID in AdvanceMap, but I believe only certain flags work. 01C0 and up can be used, but I don't know where these end and the regular flags begin. Just set the flag to Person ID of the Pokeball.
Spoiler:


Now, the standard script, uses many more bytes but makes sense. Set whatever flag you used to the Pokeball's person ID.
Spoiler:

If you aren't at that point of scripting yet, the var stores the number of the item you want, and the commands later using 0x4000 read that var. The bufferitem stores the value of 0x4000 as an item name to buffer \v\h02. So, if you set 0x4000 to 0xD, the script will add a potion and display "(name) found one POTION!" I did it this way so all you have to do is copy/paste the script and change the value of a var and flag to use other items. Set the pokeball's person ID to whatever flag you used (200 in this case) to make it vanish after the script.
 

Evilcrizpy

Advanced Mapper
26
Posts
14
Years
  • Seen Apr 9, 2010
Game : Fire Red
Script : XSE

Just a simple question the text will not appear, here is the code.

Spoiler:
 
Last edited:

Evilcrizpy

Advanced Mapper
26
Posts
14
Years
  • Seen Apr 9, 2010

Heh Wrong!

this is the real script

Spoiler:

i'm sure that'll work but i suggest you use Xse :p

Do you see any problems with mine??

Spoiler:
 
Last edited:

Omega Zero

Is back...
444
Posts
14
Years
Do you see any problems with mine??

Spoiler:
can you show me the non Decompiled script please?
 

Evilcrizpy

Advanced Mapper
26
Posts
14
Years
  • Seen Apr 9, 2010

can you show me the non Decompiled script please?

Sure here it is

Spoiler:
 

Omega Zero

Is back...
444
Posts
14
Years
Sure here it is

Spoiler:

try that it should work
if not then i can re write it for you
 

ryolo

talking meowth
5
Posts
14
Years
  • Seen Sep 3, 2010
i'm having trouble with my pokemon giving script at the start of my game where you must fight a ditto (this is in a ruby hack)
at the moment nothing happens but if i keep walking on the script area the game freezes
sorry im new to the forums so i dont know how to make a spoiler area but my script is this

#Dynamic 0x6B09F8

#org @start
lock
checkflag 0x200
if 0x1 goto @done
checkflag 0x201
if 0x1 goto @done
applymovement 0x07 @girl
msgbox @girltalk 0x6
waitmovement 0x0
applymovement 0xFF @turn1
applymovement 0x08 @prof
waitmovement 0x0
applymovement 0xFF @turn2
msgbox @away 0x6
special 0x9F
cry 0x84 0x0
wildbattle 0x84 0x5 0x8B
fadescreen 0x3
fadescreen 0x2
setflag 0x200
applymovement 0x07 @run
waitmovement 0x0
msgbox @thanks 0x6
warp 0x1 0x4 0xFF 0x05 0x06
end

#org @done
release
end

#org @turn1
#raw 0x03

#org @girl
#raw 0x56
#raw 0x30
#raw 0x30
#raw 0x30

#org @girltalk
= Hai therrr!

#org @prof
#raw 0x0B
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x01

#org @turn2
#raw 0x04

#org @away
= WAIT THATS NOT A GIRL!\pTHATS A ROGUE DITTO!\nplease take one of these\lIcan't fight it so please help!

#org @run
#raw 0x81
#raw 0x81
#raw 0x81
#raw 0x81
#raw 0x81
#raw 0x81
#raw 0x81
#raw 0x81
#raw 0x81
#raw 0x81
#raw 0x81
#raw 0x81
#raw 0x81

#org @thanks
= dam!/nit got away/lsorry, we were experimenting on a ditto/lto change it into more than just pokemon/pplease come to my lab.
 

Evilcrizpy

Advanced Mapper
26
Posts
14
Years
  • Seen Apr 9, 2010
i'm having trouble with my pokemon giving script at the start of my game where you must fight a ditto (this is in a ruby hack)
at the moment nothing happens but if i keep walking on the script area the game freezes
sorry im new to the forums so i dont know how to make a spoiler area but my script is this

Spoiler:


Hmmm.. jsut looking at this i can already tell the problem

After every
Code:
 Applymovement ## ###

You will need to have another function so that it can detect this function is.
Code:
 Waitmovement 0x0

you have put it once, but uneed to put it alot more :)
 

PeregrineFig

Starting Pokémon Obsidian
202
Posts
14
Years
Another thing was missed, at the end of the list of movements you need to put a #raw 0xFE to terminate the movements. Put one in at the end of every movement command offset.
 

Evilcrizpy

Advanced Mapper
26
Posts
14
Years
  • Seen Apr 9, 2010
Think i can have some help as well...
the script will work just the box will text dont show here is script
using XSE and fire red:

Spoiler:
 
72
Posts
16
Years
Sure here it is

Spoiler:

That should help. You need to set the flag at the end of the script, so that you don't keep starting the script over again every time you step on the block.
 

Evilcrizpy

Advanced Mapper
26
Posts
14
Years
  • Seen Apr 9, 2010
That should help. You need to set the flag at the end of the script, so that you don't keep starting the script over again every time you step on the block.

I know i need to reset the flag,
that aint my prolblem. Im setting the flag later.
its just that the text will not show up on my hack.
 

NatureKeeper

Guest
0
Posts
Think i can have some help as well...
the script will work just the box will text dont show here is script
using XSE and fire red:

Spoiler:

Pardon me. Where is the 0x6 or MSG_KEEPOPEN after the message?
 

Evilcrizpy

Advanced Mapper
26
Posts
14
Years
  • Seen Apr 9, 2010
I have a problem everytime i compile my script it messes up.

All the actions will happen even the first talk. Except the last talk.
here is scirpt:
Spoiler:


Then this it after compiled: it wont work/
Spoiler:
 

Paper Mario

Ace Trainer
16
Posts
14
Years
  • Age 31
  • Home
  • Seen Mar 22, 2022
the command

writebytetooffset [byte] [offset to change]

can be used to modify an offset that is not in the RAM?
And can i use a variable instead of using directly an hex value between 0x00 and 0xFF?
 
Last edited:

Evilcrizpy

Advanced Mapper
26
Posts
14
Years
  • Seen Apr 9, 2010
the command

writebytetooffset [byte] [offset to change]

can be used to modify an offset that is not in the RAM?
And can i use a variable instead of using directly an hex value between 0x00 and 0xFF?

Hmmm i dont know... And well its really annoying cuz everytime i compile just get that...
if i delete cant compile so probz have to place more scripts down...
 
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