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[Archive] Script help thread

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26
Posts
16
Years
    • Seen Mar 20, 2011
    Lol, no worries i think that you were using another. Give me a few seconds and i'll make oine for you. You want it to not let you pass until you get a starter right?
     
    26
    Posts
    16
    Years
    • Seen Mar 20, 2011
    Here, try this one:

    Spoiler:


    That should do the trick ;D
    ONE THING, see the bold command? applymovement 0x00 -> 0xnºof person in Adavced Map, thats really importatn if you want the person to move. FF means to move the player.
    Shot of it:
    [Archive] Script help thread
     

    Hedgehogger

    Learning ASM, but struggling
    204
    Posts
    17
    Years
  • Any offset re-pointing help with this one? Only half of it works, up to where you would get the "Defeated" message.

    Spoiler:
     

    Megiddo-san

    Barium - Summer '12 Return?
    1,308
    Posts
    16
    Years
  • Yes. The only things I can think of are that I am not picking the right offset in the burn list and a message at the beginning saying file not found or user cancel.
     

    /Circa

    a face in the clouds.
    881
    Posts
    16
    Years
  • Code:
    #org $startscript
    lock
    checkflag 0x1500
    if b_true goto $defeated
    applymovement 0x5 $personcomes
    pause 0x10
    #raw 0x5C
    trainerbattle trainerbattle 0x0 0x1 0x0 $beginbattle $finishbattle
    setflag 0x1500
    release
    end
    
    #org $beginbattle
    = Ungh[.]rr[.]\nHe sent me to test you, \v\h01[.]
    
    #org $finishbattle
    = Urr[.]kwaa! You passed!
    
    #org $defeated
    lock
    faceplayer
    boxset 0x6
    = Ugh[.]My head hurts. Feels like I\npassed out.\pWho are you?
    
    #org $personcomes
    #raw 0x5
    #raw 0x3
    #raw 0xFE

    Try that script, i'll fix it when I get back home.

    Fixed
     
    Last edited:
    860
    Posts
    17
    Years
  • My earthquake script works almost great..!

    But my only problem is my earthquake won't come..:(
    I have put in the special 0x136...but it wont come..
    help please

    really need helpp with this
    the script
    Spoiler:
     
    26
    Posts
    16
    Years
    • Seen Mar 20, 2011
    Try this, not sure if it will work:

    Spoiler:
     
    Last edited:
    860
    Posts
    17
    Years
  • Try this, not sure if it will work:

    Spoiler:

    Thanks Ill try it..:)
    *filling message*
     
    26
    Posts
    16
    Years
    • Seen Mar 20, 2011
    It wont. I created a script that was special 0x136 and did nothing. In wich part of FireRed theres an earthquake? Perhaps thats why you cant activate it?
     

    /Circa

    a face in the clouds.
    881
    Posts
    16
    Years
  • I'm having problems with these scripts:

    Code:
    #org $begin
    lock
    checkflag 0x200
    if b_true goto $finished
    applymovement 0x1 $walkingto
    pausemove 0
    message $beforegetting
    boxset 0x6
    givepokemon 0x19 0x5 0x0
    message $gettingpoke
    boxset 0x6
    applymovement 0x1 $gotpoke
    pausemove 0
    setflag 0x200
    release
    end
    
    #org $beforegetting
    = Hi \v\h01!\pYou might need a Pokemon\nbefore going on your journey.
    
    #org $gettingpoke
    =\c\h01\h02You received a Pikachu!
    
    #org $finished
    release
    end
    
    #org $walkingto
    #raw 0x09
    #raw 0x09
    #raw 0x09
    #raw 0x0B
    #raw 0x0B
    #raw 0xFE
    
    #org $gotpoke
    #raw 0x0A
    #raw 0x0A
    #raw 0x08
    #raw 0x08
    #raw 0x08
    #raw 0x03
    #raw 0xFE

    Code:
    #org $startscript
    lock
    checkflag 0x201
    if B_true goto $endscript
    applymovement 0x5 $theif
    pause 0x10
    #raw 0x53 0x6 0x00
    applymovement 0x6 $policemen
    pause 0x50
    message $policetalk
    boxset 0x6
    applymovement ox6 $goaway
    pause 0x10
    #raw 0x53 0x5 0x00
    setflag 0x201
    release
    end
    
    #org $policetalk
    = Argh!\nWhy didn't you stop him?
    
    #org $theif
    #raw 0x0A
    #raw 0x08
    #raw 0x08
    #raw 0x0A
    #raw 0x0A
    #raw 0x08
    #raw 0x08
    #raw 0x08
    #raw 0x08
    #raw 0x08
    #raw 0x08
    #raw 0x08
    #raw 0xFE
    
    #org $policemen
    #raw 0x0A
    #raw 0x0A
    #raw 0x0A
    #raw 0x0A
    #raw 0x0A
    #raw 0x0A
    #raw 0x0A
    #raw 0x0A
    #raw 0x0A
    #raw 0xFE
    
    #org $goaway
    #raw 0x08
    #raw 0x08
    #raw 0x08
    #raw 0x08
    #raw 0x08
    #raw 0x08
    #raw 0x08
    #raw 0x08
    #raw 0xFE
    
    #org $endscript
    release
    end

    For both of them, what comes up is a list saying
    FRESH WATER
    EXIT

    And then the game freezes when I choose either...

    This is for FireRed.
     

    Kingdra

    *-_Pokémon Larimar_-*
    20
    Posts
    16
    Years
  • When I was testing this script, the hero want not move:
    Spoiler:
     

    Deokishisu

    Mr. Magius
    990
    Posts
    18
    Years
  • When I was testing this script, the hero want not move:
    Spoiler:

    Why are there all those return commands in the middle of your script? Try this...

    Code:
    #org $start
    checkflag 0x215
    if B_True gosub $Done
    checkflag 0x215
    if B_False gosub $Move1
    message $zegje
    $zegje 1 = \c\h01\h04Come on, we have to go fast!\nTeam Aqua is already in our town.\pFollow me.
    boxset 6
    applymovement 0x6 $ga
    pausemove 0
    applymovement 0xFF $volg
    pausemove 0
    applymovement 0x3 $stappen
    pausemove 0
    applymovement 0x6 $tralalie
    pausemove 0
    applymovement 0x6 $soep
    pausemove 0
    applymovement 0xFF $noedel
    pausemove 0
    applymovement 0xFF $vijf
    pausemove 0
    warp 0x4 0x6 0x0
    setflag 0x215
    release 
    end 
    
    #org $Done
    release 
    end
    
    #org $Move1
    applymovement 0x6 $Lala
    pausemove 0
    return
    
    #org $Lala
    $Lala 1 ; #Binary 0x62 0x13 0x13 0xFE
    
    #org $ga
    $ga 1 ; #Binary 0x11 0x13 0x13 0x13 0x13 0x13 0x13 0x13 0x13 0x13 0x13 
    0x13 0x13 0x13 0xFE
    
    #org $volg
    $volg 1 ; #Binary 0x12 0x10 0x13 0x13 0x13 0x13 0x13 0x13 0x13 0x13 0x13 
    0x13 0x13 0x13 0xFE
    
    #org $stappen
    $stappen 1 ; #Binary 0x11 0x11 0x12 0x03 0xFE
    
    #org $tralalie
    $tralalie 1 ; #Binary 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 
    0xFE
    
    #org $soep
    $soep 1 ; #Binary 0x11 0x11 0x11 0x11 0x12 0x12 0x12 0x12 0x12 0x12 0x11 0x11 0x60 0xFE
    
    #org $noedel 
    $noedel 1 ; #Binary 0x13 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 
    0xFE
    
    #org $vijf
    $vijf 1 ; #Binary 0x11 0x11 0x11 0x11 0x12 0x12 0x12 0x12 0x12 0x12 0x11 
    0x11 0xFE

    Those return commands in your "$start" script won't work because they have nothing to return to. "$start" is the first script in that whole bunch. Because no other script is being directed to it with a "goto" or "call" command, "return" won't work because it has nothing to return to. I don't know if that was a good explanation, it's difficult to explain. Hope that helped.
     

    cooley

    ///Keepin' it simple
    1,148
    Posts
    17
    Years
  • Need some help. You see when you are getting a pokemon, and oak tells you to get it, you can leave without getting it, anyone know how I can stop this from happening?

    Code:
    #org $start
    compare 0x4055 0x2
    if 0x1 call $hey
    release
    end
    
    #org $hey
    showmsgstatic $yo
    $yo 1 = OAK: Hey, Where are you going!
    boxset 6
    applymovement 0xFF $come
    $come 1 ; 0x11 0xFE
    pausemove 0
    end

    That's what I got so far...
     
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