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[Archive] Script help thread

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Night_Blue

STFU
130
Posts
16
Years
    • Seen Dec 6, 2011
    In advance map,click on any event and put where it says ''Script Offset'' the offset you compiled
    If your puting it on an S,put these value's
    _______________
    Unknown l 0300
    VarNumber l 5040
     

    linkandzelda

    Ex-rom hacker turned indie game developer
    777
    Posts
    17
    Years
  • well i meant remove a pokemon from the players party. If that makes a difference.

    thanks in advnace
    link
     
    4
    Posts
    16
    Years
    • Seen Mar 19, 2009
    Code:
    #org $start
    lock
    faceplayer
    message $msgstart
    boxset 6
    #raw 0x8F 0x03 0x00
    compare 0x800D 0x0
    if 0x1 goto $option1
    compare 0x800D 0x1
    if 0x1 goto $option2
    compare 0x800D 0x2
    if 0x1 goto $option3
    end
    release
    
    #org $msgstart
    $msgstart 1 =Hi.\nWhen I was young,\p I was a super Trainer !\n But now,\l I get just this pokemon...\p I want you take it,\l and this egg...
    
    #org $option1
    givepokemon 144 5 0
    #raw 0x7A 0x00 0x97
    #raw 53
    #raw 3
    #raw 00
    end
    release
    
    #org $option2
    givepokemon 145 5 0
    #raw 0x7A 0x0 0xFB
    #raw 53
    #raw 3
    #raw 00
    end
    release
    
    #org $option2
    givepokemon 146 5 0
    #raw 0x7A 0x01 0x99
    #raw 53
    #raw 3
    #raw 00
    end
    release

    UP :s

    I have this error :

    Run-Time Error '457'
    This key is already associated with an element of this collection
     

    Geeked

    Pokemon Crimson Version
    352
    Posts
    16
    Years
    • Seen Oct 9, 2012
    Is the script above supposed to be a script for the beginning? where it displays the pokemon in 3 different pokeballs?
     

    destinedjagold

    You can contact me in PC's discord server...
    8,593
    Posts
    16
    Years
    • Seen Dec 23, 2023
    MasterCloud, that's easy to explain.
    The reason is that, the script compiler tells you that something has been written, and then a new one has the same name and it will no longer accept it.
    Here's your error.

    Spoiler:


    See that? The underlined ones are the same.
    Change one of them, okies? :)
     
    4
    Posts
    16
    Years
    • Seen Mar 19, 2009
    Oh thanks, I didn't see this big mistake :embarrass

    I have a question :tongue:
    I wanna make a character (a NPC) fly (like when you fly with a pokemon) and make him disappear, how do it ?
     
    5,814
    Posts
    16
    Years
    • Age 30
    • Seen May 19, 2021
    I'm having right now is scripting.
    I think when everyone helps me get the right script, I compile and test it out, but in Ruby it crashes, and Fire Red it freezes.
    I think I get closer to it in Fire Red.
     

    destinedjagold

    You can contact me in PC's discord server...
    8,593
    Posts
    16
    Years
    • Seen Dec 23, 2023
    @shinypkmnfan13...
    I think it has something to do with the variables you used on your scripts, and the unknown variables you put on the NPC's...

    @MasterCloud...
    sorry, I can't help you there...
     
    Last edited:
    5,814
    Posts
    16
    Years
    • Age 30
    • Seen May 19, 2021
    Oh...well I've been using the ones people have been telling me to use.
    I don't get it.
    Is there a difference between Fire Red and Ruby?
     

    Kenneth Alog

    Infectus Raiken
    360
    Posts
    16
    Years
  • Here is a wildbattle script can anyone check if i have a lot of mistakes?
    #org $start
    lock
    faceplayer
    message $$2
    $$2 1 =
    boxset 0x6
    cry 0xA1 254
    #raw 0x02 0x00
    nop
    nop
    wildbattle 254 70 1
    fadescreen 0
    #raw 0x53 0x0F 0x80
    setflag 0x200
    release
    end

    #org $1
    $1 1 =DIALGA: Doguyunn!
     

    Geeked

    Pokemon Crimson Version
    352
    Posts
    16
    Years
    • Seen Oct 9, 2012
    @shinypkmnfan Yes Theres alot of differences, theres different flags set, etc.

    @ I WANT DIALGA theres mistakes in your script

    Also, I've fixed it so i wont repeat itself...

    Code:
    #org $start
    [b]checkflag 0x200
    if b_true goto $done[/b]
    lock
    faceplayer
    message [b]$1[/b]
    boxset [b]6[/b]
    cry 0xA1 254
    #raw 0x02 0x00
    nop
    nop
    wildbattle 254 70 1
    fadescreen 0
    #raw 0x53 0x0F 0x80
    setflag 0x200
    release
    end
    
    [b]#org $done
    release
    end[/b]
    
    #org $1
    $1 1 =DIALGA: Doguyunn!

    Changes are in bold...
     

    WindBlows

    It's been a long time!
    749
    Posts
    17
    Years
    • Seen Aug 5, 2023
    hi,
    when i insert this script the game just freeze,
    so what's the probleme?
    Code:
    [FONT="Comic Sans MS"]#org $start
    message $1
    boxset 6
    applymovement 0x11 $move
    pausemove 0x0
    applymovement 0x10 $move2
    pausemove 0x0
    applymovement 0x09 $move2
    pause 0x30
    playsound 0x112
    [B]#raw 33[/B]
    message $2
    boxset 6
    applymovement 0x04 $move3
    applymovement 0xFF $move3
    pausemove 0
    [B]fadesound 0x112[/B]
    release
    end
    
    
    #org $move
    #raw 0x1D 0x1D 0x1D 0x1D 0x1D 0x14 0x1F 0xFE
    
    #org $move2
    #raw 0x1D 0x1D 0x1D 0x1D 0x1D 0xFE
    
    #org $move3
    #raw 0x1E 0x1E 0x1E 0x1E 0x1E 0x1E 0xFE
    
    #org $1
    $1 1 = Ahhhhhhh!!!
    
    #org $2
    $2 1 = Qui ose se mettre sur la\nroute de la TEAM ROCKET?\pOn se reverra...
    [/FONT]

    I think I have fixed it try it then. :P

    All errors are in Bold
     

    Night_Blue

    STFU
    130
    Posts
    16
    Years
    • Seen Dec 6, 2011
    A script like that would take long.
    You have to make new trainers and give them a setflag
    (Or the checktrainer command which I never used)

    #org $start
    checkflag 0x200
    if B_true goto $done
    message $the
    $the 1 = We're still not in Vermillion City.
    boxset 6
    release
    end

    #org $done
    message $we
    $we 1 = We arrived at Vermillion.
    boxset 6
    applymovement 0x__ $2
    pausemove 0
    release
    end

    #org $2
    $2 1 ; #binary 0x12 0x00 0xFE
     
    Last edited:

    Piplup-Trainer

    This is my custom user title.
    228
    Posts
    16
    Years
  • A script like that would take long.
    You have to make new trainers and give them a setflag
    (Or the checktrainer command which I never used)

    #org $start
    checkflag 0x200
    if B_true goto $done
    message $the
    $the 1 = We're still not in Vermillion City.
    boxset 6
    release
    end

    #org $done
    message $we
    $we 1 = We arrived at Vermillion.
    boxset 6
    applymovement 0x__ $2
    pausemove 0
    release
    end

    #org $2
    $2 1 ; #binary 0x12 0x00 0xFE

    That means that I've got to make 10 trainer scripts and 1 script which checks the flags/trainers, right?
     

    Night_Blue

    STFU
    130
    Posts
    16
    Years
    • Seen Dec 6, 2011
    Yes,give each trainer a differnt setflag.
    And give the guy that checks if you have beaten them the checkflag
    If your having trouble making it,I'll give you one I made before
     
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