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[Archive] Script help thread

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  • 248
    Posts
    16
    Years
    • Seen Nov 22, 2014
    I'm lost lol -_-
    Code:
    '-----------------------
    #org 0x71A794
    lock
    faceplayer
    msgbox 0x871A7B7 '"Would you like a Pikachu?"
    callstd 0x5
    compare LASTRESULT 0x1
    if 0x1 goto 0x871A7D2
    compare LASTRESULT 0x0
    if 0x1 goto 0x871A7EC
    release
    end
     
    '-----------------------
    #org 0x71A7D2
    msgbox 0x871A7F7 '"Here is a Pikachu!"
    callstd 0x6
    givepokemon 0x19 0xA 0x0 0x0 0x0 0x0
    release
    end
     
    '-----------------------
    #org 0x71A7EC
    msgbox 0x871A80B '"Oh, Ok then."
    callstd 0x6
    release
    end
     
     
    '---------
    ' Strings
    '---------
    #org 0x71A7B7
    = Would you like a Pikachu?
     
    #org 0x71A7F7
    = Here is a Pikachu!
     
    #org 0x71A80B
    = Oh, Ok then.

    It works 100% lol :P
    I'm not doing flags yeh, so yeh anyway...
    This is in pallet town, you can talk to him before you get your pokemon from prof Oak. There's a reason for that...I'm trying to make it so instead of Oak giving you the choice, you start off with a Pikachu (Or something, haven't really thought about the details like that :P) And your rival starts with something else...(For the sake of this let's say a Houndour)

    How do I make it so when you get the Pikachu from that script you get the Pokemon option in the pause menu?

    Another thing...How would I go about deleting the parts of Oak's scripts so you don't have to choose a Pokemon and you get a pokedex from the get go? The without the [buffer] stuff, how would I determine the Pokemon your Rival recieves?

    If this is counted as big and ment to have it's own thread my bad :P Iono what's big n whats not lol

    But yeh thanks if anyone helps.
    Commands for the pokedex and pokemon in the start menu will be fine (And for recieving the pokedex) I'll experiment with putting em in. But the editing Oak's script yeh I'm 100% stumped lol...

    Try searching the forums next time. Some are already answered.

    Editing Oak's script could be difficult so your best bet is setting variables.
    variable 0x4050
    0 - activates Oak stopping you from leaving
    (set to 1 to disable)

    0x4051
    0 - old man blocks your way
    1 - old man catches a weedle
    2 - disables the old man

    0x4055
    0,1 - ?
    2 - forces you to take a pokemon in the lab
    3 - forces rival battle in the lab
    4 and above - dunno for now.. but disables you choosing pokemon and rival battle

    0x4057 (thethethethe's level script thread)
    0 - forces you to give Oak the parcel
    1 - disables this
    -maybe a 2 so that oak wouldn't give you the dex again when you talk to him.. dunno

    as for rival's pokemon, I'm still trying to find the flags. If you skipped choosing a pokemon, I presume his pokemon will be the type stronger against the default first pokemon (bulba) so his poke will be charmander. However, I think the flags for the pokeballs in the lab can set his pokemon. I'm not 100% sure with this yet.

    EDIT: variable 0x4031 sets Gary's Pokemon.
    If you selected Bulbasaur, the value is 0. Squirtle for 1, Charmander for 2 so:
    0 - Charmander line
    1 - Bulbasaur line
    2 - Squirtle line

    from thethethethe's tutorial
    Pokemon menu - setflag 0x828
    Pokedex menu - setflag 0x829
     
    Last edited:

    XD003

    The Silver Rose of Chaos
  • 116
    Posts
    18
    Years
    I guess this is the right area to post it, I don't know. But, here.
    My friend needs help with something in Emerald, and he doesn't have an account, so he told me to ask for him...
    Full Metal Kirby says:
    XD003, do me a favor and ask if it's possible to make glowing text like on Emerald's Battle Factory for the Pokemon names on the screen for picking the three pokemon outof six.

    If anyone knows, please tell me. Thanks in advance.

    ~XD003~
     
  • 152
    Posts
    16
    Years
    I really need help, if someone can help me. I'm a newbie... and I can't figure out how to make a person say something. I'm using Irish Witch's guide



    The thing is, when it says
    "Finally click 'Burn' in the file menu, but before you close the program write down the number that apears next to the first offset in the list ($StartScript). You'll need it later!"

    I don't see anything titled "$StartScript" and I get stuck at the point. I follow it word by word, too.

    Does anyone know how to do this? I've tried a lot of times... and I get lost after burn. Please PM me if you can help!
     

    Charliezard

    A wild shroomish appeared!
  • 1,276
    Posts
    17
    Years
    Try searching the forums next time. Some are already answered.

    Editing Oak's script could be difficult so your best bet is setting variables.
    variable 0x4050
    0 - activates Oak stopping you from leaving
    (set to 1 to disable)

    0x4051
    0 - old man blocks your way
    1 - old man catches a weedle
    2 - disables the old man

    0x4055
    0,1 - ?
    2 - forces you to take a pokemon in the lab
    3 - forces rival battle in the lab
    4 and above - dunno for now.. but disables you choosing pokemon and rival battle

    0x4057 (thethethethe's level script thread)
    0 - forces you to give Oak the parcel
    1 - disables this
    -maybe a 2 so that oak wouldn't give you the dex again when you talk to him.. dunno

    as for rival's pokemon, I'm still trying to find the flags. If you skipped choosing a pokemon, I presume his pokemon will be the type stronger against the default first pokemon (bulba) so his poke will be charmander. However, I think the flags for the pokeballs in the lab can set his pokemon. I'm not 100% sure with this yet.

    EDIT: variable 0x4031 sets Gary's Pokemon.
    If you selected Bulbasaur, the value is 0. Squirtle for 1, Charmander for 2 so:
    0 - Charmander line
    1 - Bulbasaur line
    2 - Squirtle line

    from thethethethe's tutorial
    Pokemon menu - setflag 0x828
    Pokedex menu - setflag 0x829

    Thanks, sorry bout not searchin too hard...just lookin through pages is a real pain right now cuz my nets capped. So should i be puttin these into there scripts? Or making brand new scripts from the get go with these variables that'll mean you automatically skip those parts?

    Edit- Another question... :P
    I started with flags and yeh, :)
    Code:
    '-----------------------
    #Dynamic 0x722324
    
    #org @Main
    lock
    faceplayer
    checkflag 0x79F
    if 0x0 goto @Pikachu
    if 0x1 goto @Howisit
    release
    end
    
    
    #ORG @Pikachu
    lock
    faceplayer
    msgbox 0x872270C '"Would you like a Pikachu?"
    callstd 0x5
    compare LASTRESULT 0x1
    if 0x1 goto @Getpikachu
    compare LASTRESULT 0x0
    if 0x1 goto 0x722EDC
    release
    end
    
    '-----------------------
    #org @Getpikachu
    lock
    faceplayer
    msgbox 0x871A7F7 '"Here is a Pikachu!"
    callstd 0x6
    givepokemon 0x19 0xA 0x0 0x0 0x0 0x0
    setflag 0x828
    setflag 0x79F
    release
    end
    
    '-----------------------
    #org 0x722EDC
    lock
    faceplayer
    msgbox 0x871A80B '"Oh, Ok then."
    callstd 0x6
    release
    end
    
    #org @Howisit
    lock
    faceplayer
    msgbox @Howsit
    release
    end
    
    '---------
    ' Strings
    '---------
    #org 0x72270C
    = Would you like a Pikachu?
    
    #org 0x71A7F7
    = Here is a Pikachu!
    
    #org 0x71A80B
    = Oh, Ok then.
    
    #org @Howsit
    = Hey, how's Pikachu?

    This works until the last part...Once you've got your pikachu, he won't talk...All he does is face you when you click him :/ I've looked over it again and again and I can't for the life of me work out what's wrong with it :/...I know it's probably gonna be something stupid but hey :P
     
    Last edited:

    Charliezard

    A wild shroomish appeared!
  • 1,276
    Posts
    17
    Years
    According to my friend, he says all that is missing/forgot was the callstd 0x6 for the HowsIt message.

    Thanks :P I spose I should've seen that :laugh: lol, well I fixed it and yeh thanks to you for typin it and thanks to your friend for sayin it :P

    Edit- Got everything working so I moved on to movement.
    Code:
    #ORG @Nostarter
    lock
    message @Pikastart
    callstd 0x6
    applymovement 0xFF @GogetPikachu
    waitmovement 0x0
    release
    end

    Code:
    #ORG @GogetPikachu
    #raw 0x00 0x10 0x13

    This is just an extract from the script, the movement part...:P
    What happens is you walk over the script and you freeze instead of facing down, walking down then walking right.
     
    Last edited:
  • 712
    Posts
    16
    Years
    • Seen Apr 8, 2024
    #ORG @GogetPikachu
    #raw 0x00 0x10 0x13

    try this one
    #ORG @GogetPikachu
    #raw 0x00
    #raw 0x10
    #raw 0x13
    #raw 0xFE
    now here mine
    #Dynamic 0x26D37C

    #org @start
    lock
    checkflag 0x200
    if b_true goto @letsgo
    setmaptile 0x5 0x2 0x0d 0x0
    special 0x8E
    setmaptile 0x6 0x2 0x0d 0x0
    special 0x8E
    setmaptile 0x6 0x1 0x0d 0x0
    special 0x8E
    setmaptile 0x7 0x1 0x0d 0x0
    special 0x8E
    textcolor 0x0
    msgbox @speak1
    callstd 0x2
    cry 0x4 0xa4
    closeonkeypress
    applymovement MOVE_PLAYER @move1
    waitmovement 0x0
    msgbox @speak2
    callstd 0x2
    applymovement 0x03 @move2
    waitmovement 0x0
    applymovement MOVE_PLAYER @move3
    waitmovement 0x1
    applymovement 0x03 @move4
    waitmovement 0x0
    applymovement MOVE_PLAYER @move3
    waitmovement 0x1
    applymovement 0x03 @move5
    waitmovement 0x0
    msgbox @speak3
    callstd 0x2
    applymovement MOVE_PLAYER @move6
    waitmovement 0x0
    msgbox @speak4
    callstd 0x2
    applymovement 0x03 @move7
    waitmovement 0x0
    msgbox @speak5
    callstd 0x2
    msgbox @speak3
    callstd 0x2
    cry 0x4 0xa4
    hidesprite 0x03
    setflag 0x200
    givepokemon 0x4 0x5 0x0 0x0 0x0 0x0
    release
    end

    #org @speak1
    = ???: Char..

    #org @move1
    #raw 2
    #raw 63
    #raw FE

    #org @speak2
    = [player]: Huh?

    #org @move2
    #raw 9
    #raw FE

    #org @move3
    #raw 12
    #raw FE

    #org @move4
    #raw 8
    #raw FE

    #org @move5
    #raw B
    #raw 55
    #raw 55
    #raw FE

    #org @speak3
    = Charmander: Char.. Charmnader..

    #org @move6
    #raw 34
    #raw 2
    #raw FE

    #org @speak4
    = [player]: oh! a Charmander..

    #org @move7
    #raw 13
    #raw 66
    #raw FE

    #org @speak5
    = [player]: want to be my FRIEND?

    #org @letsgo
    release
    end
    it wont do the give pokemon..!
     
    Last edited:

    Ninja Caterpie

    AAAAAAAAAAAAA
  • 5,979
    Posts
    16
    Years
    Freezing is the problem right?
    Try this...
    On the spot you put the script, click on it in AdvanceMap and find Unknown on the side.
    Put 0300 in that spot.
    On the one under it, put 5040.
    Oh, and you need 0xFE at the end of the movement.
     

    Danno

    Formerly Meowth, AKA InnerMobius
  • 1,224
    Posts
    17
    Years
    Okay, I made my first script: when I didnt add the 300 5040 thing, it froze the game. And wehn I did, Ash walks right through it and nothing happens.

    Here it is:

    #org $start
    lock
    faceplayer
    checkflag 0x203
    if use if b_true goto $done
    release
    end

    #org $done
    message $1
    boxset6
    applymovement 0xFF $move1
    pausemove 0
    end

    #org $move1
    #raw 0x03 0xFE

    #org $1
    $1 1 =\v\h01: Wait!\nI'm supposed to meet \v\h06 and\lMISTY on the PIER!

    Whats wrong with this? Remember, this is my first script ;)

    EDIT: Yunghove helped me. Its fixed.

    (#org $start
    checkflag 0x1001
    if b_true goto $done
    message $1
    boxset 6
    applymovement 0xFF $move1
    pausemove 0
    release
    end

    #org $done
    release
    end

    #org $move1
    #raw 0x13 0xFE

    #org $1
    $1 1 = \v\h01: Wait!\nI'm supposed to meet \v\h06 and\lMISTY on the

    PIER!)
     
    Last edited:

    ~Teh Panda~

    Back in hacktion
  • 918
    Posts
    16
    Years
    • Seen Jul 20, 2022
    so i need to change it into this
    it still wont work

    NVM, thats the item no., io am gonna look over your script again, I will edit when i find the problem

    EDIT: does this happen all at once, if so you could try to place the givepokemon script somewhere else on there, before the flag set. Try that once.
     
  • 712
    Posts
    16
    Years
    • Seen Apr 8, 2024
    Are you sure the givepokemon didn't work? Is it the first Pokemon you receive? If it is, then you must set the pokemon menu flag.

    so all i have to do is to put 'setflag 0x828' before the give pokemon command, thanks for the help..!
     
  • 248
    Posts
    16
    Years
    • Seen Nov 22, 2014
    Dunno if this is the right place for the questions. but...

    How does the game (fire red) distinguish which of the gba buttons is pushed? And how does the game react to the pushed buttons..

    I.e. If I press left button on the dpad, the game finds that the left button is pressed, then reacts to it by.. maybe calling a script that makes the player move to the left, or selecting the option to the left of the current highlighted option (like in selecting an attack in battle)

    How is it done?
     

    Quilava's Master

    Shattered Dreams '13
  • 694
    Posts
    16
    Years
    • Seen Aug 14, 2023
    sry if i'm being a pest but does any one know the script offset for the cell phone pic as seen in this pic:
    [Archive] Script help thread

    btw im using fire red
     

    Sacred Dragon

    Yes, that's a Mewtwo
  • 46
    Posts
    16
    Years
    XSE Question

    #dynamic 0x2DD100
    #org @Begin
    lock
    faceplayer
    Message @Cave
    boxset 6
    release
    end
    #org @Cave
    = Hey, look a cave....


    Okay, I was just getting XSE working, but after some basic scripts; I tried to make another, but when I got this script done(yea, it's very basic lol) I went to compile it. when I browsed and found the ROM I looked at the big box below where the ROM file goes, but it wouldn't recognize the script or something lol. I'd browse for it, but it wouldn't show up. I then checked a box saying to recognize files like .RBC and .RBH. The files icon changed to look more like XSE's icon, but still nothingn happened... Is the script wrong? I used Free Space Finder and it found 2DD100; so I put it in the script... I'm still a noob scripter, but am I doing something wrong here? I'll really appreciate your answers. :D Thank you for reading this post.

    -Answered-
     
    Last edited:

    Thrace

    @tion
  • 1,048
    Posts
    17
    Years
    • Seen Oct 2, 2016
    Dunno if this is the right place for the questions. but...

    How does the game (fire red) distinguish which of the gba buttons is pushed? And how does the game react to the pushed buttons..

    I.e. If I press left button on the dpad, the game finds that the left button is pressed, then reacts to it by.. maybe calling a script that makes the player move to the left, or selecting the option to the left of the current highlighted option (like in selecting an attack in battle)

    How is it done?
    Its definitely not a script in the sense that I think you are talking about. Its stuff thats built into the game engine, why would you want to change it?

    sry if i'm being a pest but does any one know the script offset for the cell phone pic as seen in this pic:
    [Archive] Script help thread

    btw im using fire red
    I'm not sure what you are asking. That screenshot is from emerald right? In that case you cannot make a script that will do that, but you can compromise, for example in SG Zel just has scripts where it plays a beeping sound and shows the text, which is essentially the same thing. If you are talking about the icon then you would have to edit one of the existing characters with a tile editor and insert that in.

    #dynamic 0x2DD100
    #org @Begin
    lock
    faceplayer
    Message @Cave
    boxset 6
    release
    end
    #org @Cave
    = Hey, look a cave....


    Okay, I was just getting XSE working, but after some basic scripts; I tried to make another, but when I got this script done(yea, it's very basic lol) I went to compile it. when I browsed and found the ROM I looked at the big box below where the ROM file goes, but it wouldn't recognize the script or something lol. I'd browse for it, but it wouldn't show up. I then checked a box saying to recognize files like .RBC and .RBH. The files icon changed to look more like XSE's icon, but still nothingn happened... Is the script wrong? I used Free Space Finder and it found 2DD100; so I put it in the script... I'm still a noob scripter, but am I doing something wrong here? I'll really appreciate your answers. :D Thank you for reading this post.
    Uuhhhhhhh, what? I have no idea what you're asking. Maybe you didn't copy the script over into the rom file? You have to open the rom file, then in that tab put your script into it otherwise it will not burn it to that rom. Maybe you're problem is the offset? There isn't much space in areas like that try using 800000 instead.
     
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