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Script Help Thread (DO NOT REQUEST SCRIPTS)

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Not open for further replies.

Robert Conley

GPXPlus.net/user/Robert+Conley
330
Posts
15
Years
  • Erm well I don't think you do. It's just when you use the callasm you add 1 byte to the offset where you insert it. So insert it at an offset which doesn't end in 1 ,3 ,5 ,7 ,9 ,B ,D ,F

    So I inserted the shiny hack routine at 0x71A364 and put this script in:


    Code:
    '---------------
    #org 0x71A334
    checkflag 0x200
    if 0x1 goto 0x871A26D
    callasm 0x871A365
    msgbox 0x871A276 MSG_FACE '"take the b----!"
    givepokemon 0x6 0xA 0x1 0x0 0x0 0x0
    msgbox 0x871A288 MSG_FACE '"[player] recieved the Charizard!"
    setflag 0x200
    '---------------
    #org 0x71A26D
    msgbox 0x871A2A5 MSG_FACE '"What do you want I already gave yo..."
    if 0xE8 call 0xD9DFD5
    
    '---------
    ' Strings
    '---------
    #org 0x71A276
    = take the b----!
    
    #org 0x71A288
    = [player] recieved the Charizard!
    
    #org 0x71A2A5
    = What do you want I already gave you\na f------ Charizard
    And still get the same problem.
     

    Bigboy

    15 degrees off cool
    38
    Posts
    16
    Years
    • Seen Jun 6, 2012
    Scripter:Pokescript
    Rom: Pokemon Emerald

    Okay so this script is a pain in the butt...I finally was able to get over the rte 13 problem for compiling. Though There is still something wrong with the script. When you step on the script the script just freezes (yes the values are correct.)So I changed a bit and saw that the message work but it would not continue to the applymovement. So I figure there is something wrong I am doing with all of the applymovements.

    #org $start
    setvar 0x4400 2
    checkflag 0x210
    if b_true goto $done
    applymovement 0x05 $move
    pausemove 0x0
    applymovement 0xFF $move2
    pausemove 0x0
    Message $1
    boxset 6
    Applymovement 0x06 $move3
    pausemove 0x0
    Message $2
    boxset 6
    Applymovement 0x06 $move4
    Applymovement 0xFF $move4
    pausemove 0x0
    Message $3
    boxset 6
    Applymovement 0x06 $move5
    pausemove 0x0
    Message $4
    boxset 6
    setflag 0x210
    release
    end

    #org $done
    release
    end


    #org $1
    $1 1 =\c\h01\h04What was that thing?\nIt moved as if it was on the run.

    #org $2
    $2 1 =Did you see that great beast?\p\c\h01\h04Yes it was awesome.\nAnd your are?\p\c\h01\h02I am Eusine.\pI have been chasing great legendary\n beasts like that for years.\pI think the beast went this way.\nFollow if you want.

    #org $3
    $3 1 =Hmm nothing here.

    #org $4
    $4 1 =Amazing!\nIt seems that it can move over water.\pDoes it walk,surf,run...so many\n questions.\pI'm sorry I must leave now\nMuch research to do.

    #org $move
    #raw 0x0F 0x0F 0x0F 0x0F 0x0C 0x0C
    #raw 0x0C 0x0F 0x0F 0x0F 0x0F 0x0f
    #raw 0x0D 0x0F 0x0F 0x0C 0x0C 0x0C
    #raw 0x0C 0x0C 0x0C 0x0C 0x0C 0xfe

    #org $move2
    #raw 0x02 0x01 0x03 0x00 0xfe

    #org $move3
    #raw 0x0B 0x0B 0x0B 0x0B 0x0B 0x0B 0x0B 0x0B 0x08 0x0B 0x01 0xfe

    #org $move4
    #raw 0x08 0x08 0x08 0x0B 0x0b 0x0b 0x0b 0x08 0x08 0x08 0x08 0x08 0x08
    #raw 0x08 0x08 0x08 0x0A 0x0A 0x0A 0x0A 0x08 0x08 0x08 0x08 0x08 0xfe

    #org $move5
    #raw 0x56 0xfe
     

    Megiddo-san

    Barium - Summer '12 Return?
    1,308
    Posts
    16
    Years
  • [solved]I thought I had the camera movements on this script right, but it gets off in the end.
    Spoiler:
    https://www.youtube.com/watch?v=LvEfxonLO-E
    smilies = colon forwardslash
    Other errors are already fixed. [/solved] I fixed it.
     
    Last edited:

    Xatoku

    Game Developer
    451
    Posts
    15
    Years
  • The yes no box is not working. It IS working but when i chose my option it ends the script but doesnt remove the chatbox or turn to the yes/no answer.

    #dynamic 0x800000

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

    #org @yesno
    = Are you a trainer?

    #org @yes
    = Cool!

    #org @no
    = Oh...
     

    Sierraffinity

    Desperately trying to retire from ROM hacking
    1,069
    Posts
    16
    Years
  • The yes no box is not working. It IS working but when i chose my option it ends the script but doesnt remove the chatbox or turn to the yes/no answer.

    #dynamic 0x800000

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

    #org @yesno
    = Are you a trainer?

    #org @yes
    msgbox @1 0x6
    release
    end


    #org @no
    msgbox @2 0x6
    release
    end


    #org @1
    = Cool!

    #org @2
    = Oh...
    That should work for you.
     

    Xatoku

    Game Developer
    451
    Posts
    15
    Years
  • Worked like a charm. Thanks diego.

    New question. Apply Movement isn't working?

    Originally my code was:

    '---------------
    #org 0x8004F3
    compare 0x4055 0x3
    if 0x1 goto 0x871C370
    playsong 0x110 0x33
    msgbox 0x871C380 MSG_FACE '"Wait!"
    showsprite 0x3
    applymovement 0x3 0x871C3A0
    pause 0x80
    applymovement MOVE_PLAYER 0x871C3AB
    pause 0x1
    msgbox 0x871C3B0 MSG_FACE '"What do you think you're doing?"
    applymovement 0x3 0x871C3D0
    applymovement MOVE_PLAYER 0x871C3E0
    pause 0x80
    msgbox 0x871C550 MSG_FACE '"It isn't safe to go out without a\..."
    playsong 0x149 0x6C
    release
    end

    '---------------
    #org 0x71C370
    release
    end


    '---------
    ' Strings
    '---------
    #org 0x71C380
    = Wait!

    #org 0x71C3B0
    = What do you think you're doing?

    #org 0x71C550
    = It isn't safe to go out without a\nPOKéMON!\pWild POKéMON jump out of the grass.\p...\pOh YOU'RE the new guy!\p...\pNew Bark eh?\n...\l...\lSure, I'll get you there in no\ltime

    '-----------
    ' Movements
    '-----------
    #org 0x71C3A0
    #raw 0x12 'Step Left (Normal)
    #raw 0x12 'Step Left (Normal)
    #raw 0x12 'Step Left (Normal)
    #raw 0x12 'Step Left (Normal)
    #raw 0x12 'Step Left (Normal)
    #raw 0x12 'Step Left (Normal)
    #raw 0x2 'Face Left
    #raw 0xFE 'End of Movements

    #org 0x71C3AB
    #raw 0x3 'Face Right
    #raw 0xFE 'End of Movements

    #org 0x71C3D0
    #raw 0x13 'Step Right (Normal)
    #raw 0x13 'Step Right (Normal)
    #raw 0x13 'Step Right (Normal)
    #raw 0x13 'Step Right (Normal)
    #raw 0x13 'Step Right (Normal)
    #raw 0x13 'Step Right (Normal)
    #raw 0x13 'Step Right (Normal)
    #raw 0x2 'Face Left
    #raw 0xFE 'End of Movements

    #org 0x71C3E0
    #raw 0x13 'Step Right (Normal)
    #raw 0x13 'Step Right (Normal)
    #raw 0x13 'Step Right (Normal)
    #raw 0x13 'Step Right (Normal)
    #raw 0x13 'Step Right (Normal)
    #raw 0x13 'Step Right (Normal)
    #raw 0x13 'Step Right (Normal)
    #raw 0xFE 'End of Movements

    Then I changed it to

    '---------------
    #org 0x8004F3
    compare 0x4055 0x3
    if 0x1 goto 0x871C370
    playsong 0x110 0x33
    msgbox 0x871C380 MSG_FACE '"Wait!"
    showsprite 0x3
    applymovement 0x3 0x871C3A0
    pause 0x80
    applymovement MOVE_PLAYER 0x871C3AB
    pause 0x1
    msgbox 0x871C3B0 MSG_FACE '"What do you think you're doing?"
    applymovement 0x3 0x871C3D0
    applymovement MOVE_PLAYER 0x871C3E0
    pause 0x80
    msgbox 0x871C550 MSG_FACE '"Well I'll wait out here until..."
    playsong 0x149 0x6C
    release
    end

    '---------------
    #org 0x71C370
    release
    end

    '---------
    ' Strings
    '---------
    #org 0x71C380
    = Wait!

    #org 0x71C3B0
    = What do you think you're doing?\pIt isn't safe to go out without a\nPOKéMON!\pWild POKéMON jump out of the grass\p....\nOh YOU'RE the new guy!\p...\pNew Bark eh?\n...\l...\lSure, I'll get you there in no\ltime

    #org 0x71C550
    = Well I'll wait out here until\nyou get back.\pGood Luck!


    '-----------
    ' Movements
    '-----------
    #org 0x71C3A0
    #raw 0x12 'Step Left (Normal)
    #raw 0x12 'Step Left (Normal)
    #raw 0x12 'Step Left (Normal)
    #raw 0x12 'Step Left (Normal)
    #raw 0x12 'Step Left (Normal)
    #raw 0x12 'Step Left (Normal)
    #raw 0x2 'Face Left
    #raw 0xFE 'End of Movements

    #org 0x71C3AB
    #raw 0x3 'Face Right
    #raw 0xFE 'End of Movements

    #org 0x71C3D0
    #raw 0x12 'Step Left (Normal)
    #raw 0x12 'Step Left (Normal)
    #raw 0x12 'Step Left (Normal)
    #raw 0x12 'Step Left (Normal)
    #raw 0x12 'Step Left (Normal)
    #raw 0x12 'Step Left (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x2 'Face Left
    #raw 0xFE 'End of Movements

    #org 0x71C3E0
    #raw 0x12 'Step Left (Normal)
    #raw 0x12 'Step Left (Normal)
    #raw 0x12 'Step Left (Normal)
    #raw 0x12 'Step Left (Normal)
    #raw 0x12 'Step Left (Normal)
    #raw 0x12 'Step Left (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0xFE 'End of Movements


    But for some reason It keeps going back to the first one.

    My settings for the script are.

    Unknown - 0003
    Var Number - 4050
    Script Offset -8004F3
     
    Last edited:

    Dragonmaster91

    It's just common sense!
    220
    Posts
    16
    Years
    • Seen Jul 24, 2010
    Worked like a charm. Thanks diego.

    New question. Apply Movement isn't working?

    Originally my code was:

    Code:
    '---------------
    #org 0x8004F3
    compare 0x4055 0x3
    if 0x1 goto 0x871C370
    playsong 0x110 0x33
    msgbox 0x871C380 MSG_FACE '"Wait!"
    showsprite 0x3
    applymovement 0x3 0x871C3A0
    pause 0x80
    applymovement MOVE_PLAYER 0x871C3AB
    pause 0x1
    msgbox 0x871C3B0 MSG_FACE '"What do you think you're doing?"
    applymovement 0x3 0x871C3D0
    applymovement MOVE_PLAYER 0x871C3E0
    pause 0x80
    msgbox 0x871C550 MSG_FACE '"It isn't safe to go out without a\..."
    playsong 0x149 0x6C
    release
    end
    
    '---------------
    #org 0x71C370
    release
    end
    
    
    '---------
    ' Strings
    '---------
    #org 0x71C380
    = Wait!
    
    #org 0x71C3B0
    = What do you think you're doing?
    
    #org 0x71C550
    = It isn't safe to go out without a\nPOKéMON!\pWild POKéMON jump out of the grass.\p...\pOh YOU'RE the new guy!\p...\pNew Bark eh?\n...\l...\lSure, I'll get you there in no\ltime
    
    '-----------
    ' Movements
    '-----------
    #org 0x71C3A0
    #raw 0x12 'Step Left (Normal)
    #raw 0x12 'Step Left (Normal)
    #raw 0x12 'Step Left (Normal)
    #raw 0x12 'Step Left (Normal)
    #raw 0x12 'Step Left (Normal)
    #raw 0x12 'Step Left (Normal)
    #raw 0x2 'Face Left
    #raw 0xFE 'End of Movements
    
    #org 0x71C3AB
    #raw 0x3 'Face Right
    #raw 0xFE 'End of Movements
    
    #org 0x71C3D0
    #raw 0x13 'Step Right (Normal)
    #raw 0x13 'Step Right (Normal)
    #raw 0x13 'Step Right (Normal)
    #raw 0x13 'Step Right (Normal)
    #raw 0x13 'Step Right (Normal)
    #raw 0x13 'Step Right (Normal)
    #raw 0x13 'Step Right (Normal)
    #raw 0x2 'Face Left
    #raw 0xFE 'End of Movements
    
    #org 0x71C3E0
    #raw 0x13 'Step Right (Normal)
    #raw 0x13 'Step Right (Normal)
    #raw 0x13 'Step Right (Normal)
    #raw 0x13 'Step Right (Normal)
    #raw 0x13 'Step Right (Normal)
    #raw 0x13 'Step Right (Normal)
    #raw 0x13 'Step Right (Normal)
    #raw 0xFE 'End of Movements
    Then I changed it to

    Code:
    '---------------
    #org 0x8004F3
    compare 0x4055 0x3
    if 0x1 goto 0x871C370
    playsong 0x110 0x33
    msgbox 0x871C380 MSG_FACE '"Wait!"
    showsprite 0x3
    applymovement 0x3 0x871C3A0
    pause 0x80
    applymovement MOVE_PLAYER 0x871C3AB
    pause 0x1
    msgbox 0x871C3B0 MSG_FACE '"What do you think you're doing?"
    applymovement 0x3 0x871C3D0
    applymovement MOVE_PLAYER 0x871C3E0
    pause 0x80
    msgbox 0x871C550 MSG_FACE '"Well I'll wait out here until..."
    playsong 0x149 0x6C
    release
    end
    
    '---------------
    #org 0x71C370
    release
    end
    
    '---------
    ' Strings
    '---------
    #org 0x71C380
    = Wait!
    
    #org 0x71C3B0
    = What do you think you're doing?\pIt isn't safe to go out without a\nPOKéMON!\pWild POKéMON jump out of the grass\p....\nOh YOU'RE the new guy!\p...\pNew Bark eh?\n...\l...\lSure, I'll get you there in no\ltime
    
    #org 0x71C550
    = Well I'll wait out here until\nyou get back.\pGood Luck!
    
    
    '-----------
    ' Movements
    '-----------
    #org 0x71C3A0
    #raw 0x12 'Step Left (Normal)
    #raw 0x12 'Step Left (Normal)
    #raw 0x12 'Step Left (Normal)
    #raw 0x12 'Step Left (Normal)
    #raw 0x12 'Step Left (Normal)
    #raw 0x12 'Step Left (Normal)
    #raw 0x2 'Face Left
    #raw 0xFE 'End of Movements
    
    #org 0x71C3AB
    #raw 0x3 'Face Right
    #raw 0xFE 'End of Movements
    
    #org 0x71C3D0
    #raw 0x12 'Step Left (Normal)
    #raw 0x12 'Step Left (Normal)
    #raw 0x12 'Step Left (Normal)
    #raw 0x12 'Step Left (Normal)
    #raw 0x12 'Step Left (Normal)
    #raw 0x12 'Step Left (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x2 'Face Left
    #raw 0xFE 'End of Movements
    
    #org 0x71C3E0
    #raw 0x12 'Step Left (Normal)
    #raw 0x12 'Step Left (Normal)
    #raw 0x12 'Step Left (Normal)
    #raw 0x12 'Step Left (Normal)
    #raw 0x12 'Step Left (Normal)
    #raw 0x12 'Step Left (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0xFE 'End of Movements

    But for some reason It keeps going back to the first one.

    My settings for the script are.

    Unknown - 0003
    Var Number - 4050
    Script Offset -8004F3
    Try using 0300 and 5040. Try using another offset.
     

    dogz

    Hacker
    9
    Posts
    15
    Years
    • Seen Jul 2, 2010
    Bike Script

    Now i know this might be impossible but what about adding the mach/acro bike into fire red
    also i am looking for a give pokedex script but with no avail
     
    Last edited:
    30
    Posts
    15
    Years
    • Seen Oct 6, 2009
    @dogz: Check out the tutorials. It shouldn't be too dificult to work out if you find a good tut.

    It would be something loike this. But this one won't work.

    #org $Test
    lock
    faceplayer
    message $Pokedex
    $Pokedex 1 = HAVE A POKEDEX \p NOW GET ME SOME RESEARCH!
    setflag 0x (I don't know what the flag for the Dex is in whatever game you're using. Find it somewhere.)
    boxset 6
    release
    end
     

    ckret2

    usually pronounced "secret 2"
    518
    Posts
    15
    Years
  • Game: FireRed
    Type: person event
    Editor: XSE
    Script: I'm making a wild battle with a level 11 Marowak (not the ghost Marowak), and want to make it uncatchable. Here's the basic script. What can I do to make it uncatchable like the ghost Marowak, without making it an actual ghost? I've also got a warp to another place (I haven't decided on the location yet, so I left the values blank) and wanted to make sure I was putting the warp command in the right place.

    Note: I'm sorry for not following procedure by putting the script in a spoiler, but if I did, I wouldn't be able to see it again. At least it's a relatively short script. If someone replies with corrections to any of the commands, please don't put the corrections in a spoiler, or I may as well have not gotten any.

    #dynamic 0xOFFSET
    #org @start
    checkflag 0x204
    if 0x1 goto @done
    lock
    faceplayer
    msgbox @before 0x6
    cry 0x69 0x0
    wildbattle 0x69 0xB 0x0
    fadescreen 0x1
    fadescreen 0x0
    hidesprite 0x800F
    msgbox @after 0x6
    setflag 0x204
    warp 0x0 0x0 0x0 0x0 0x0
    release
    end

    #org @done
    release
    end

    #org @before
    = *insert dialogue here*

    #org @after
    = *insert more dialogue here*
     

    Xatoku

    Game Developer
    451
    Posts
    15
    Years
  • How can I make it so that I can't do the event again? I'm trying to set a flag but it's not working,

    Spoiler:
     
    33
    Posts
    15
    Years
  • Not sure

    Im not sure you can even do that. Perhaps through ASM?
    Well I know I cant do It, here's a reccomendation;
    Well If you can complete this script, then make It so the player don't get
    to buy Pokéballs yet.

    Thats what I'd do If It wasen't possible.

    Im sure the only ways Is to make It ghost. Like the Ghost one.
    Or maybe veiw the script Of the ghost marrowak to see If there's anything special
    In It.

    Good luck.
     

    ckret2

    usually pronounced "secret 2"
    518
    Posts
    15
    Years
  • How can I make it so that I can't do the event again? I'm trying to set a flag but it's not working,

    You're trying to set up a flag? It might be because this is the already compiled script (it's easier to read pre-compiled scripts), but I don't see any flags. But here's the basic format for flags:

    #dynamic 0xOFFSET
    #org @start
    checkflag 0xFLAGNUMBER
    if 0x1 goto @done
    (here, put in the rest of your script the way it regularly went. And then, right before your script ends, put this last line.)
    setflag 0xFLAGNUMBER
    release
    end

    #org @done
    release
    end

    Once you use setflag at the end of the first go-through of the event, the next time you try to make the event happens, when the script reaches "checkflag," it will see that the flag has already been set and go straight to @done, which will end the script without repeating anything. In general, if you put the "checkflag" and the "goto" lines right after "#org @start" and then put the "setflag" line right before "release" and "end," that should make sure that the script happens once and never repeats.
     

    Xatoku

    Game Developer
    451
    Posts
    15
    Years
  • Yay it worked! The tutorials were complex but you made it so clear. Worked like a charm thanks man!
     

    ckret2

    usually pronounced "secret 2"
    518
    Posts
    15
    Years
  • Im not sure you can even do that. Perhaps through ASM?
    Well I know I cant do It, here's a reccomendation;
    Well If you can complete this script, then make It so the player don't get
    to buy Pokéballs yet.

    Thats what I'd do If It wasen't possible.

    Im sure the only ways Is to make It ghost. Like the Ghost one.
    Or maybe veiw the script Of the ghost marrowak to see If there's anything special
    In It.

    Good luck.

    Luckily, at this point in the game, the player doesn't have Poké Balls yet, so it's not so big a problem for this script.

    But much later in the game, I'm going to try to make similar battles, and by that point the player WILL have Poké Balls.

    Looking in the FireRed script dump, this is what the main chunk of the ghost Marowak's script looks like:

    #org 0x1634B8
    lockall
    textcolor 0x2
    msgbox 0x817A2F8 0x4
    special 0x187
    compare 0x800D 0x2
    if 0x1 goto 0x81A7AE0
    wildbattle2 0x69 0x1E 0x0 0x6
    special 0x188
    compare 0x800D 0x0
    if 0x1 goto 0x81634F5
    applymovement 0xFF 0x8163512
    waitmovement 0x0
    releaseall
    end

    0x817A2F8 directs to "Be gone... Intruders...", 0x81A7AE0 directs to a "release" and "end," so presumably that means this script has already happened, "0x81634F5" directs to "The ghost was the restless spirit of CUBONE's mother," a cry, and "The mother's spirit was calmed. It departed to the afterlife..." and then "setvar 0x4059 0x1". The applymovement makes you take a step up, apparently what happens when you run from Marowak.

    I don't know what special 0x187 or special 0x188 do, though in context they look like they act like flags. "special 0x187" apparently tells the game when to end the script, if it's set to 0x2, but I don't know what sets it to 0x2. I'm similarly confused about special 0x188, but maybe it's used to determine if you beat the Marowak, since if it's set to 0x0 you go to the part of the script that plays when you beat Marowak. Doing a search in the FireRed script dump, specials 0x187 and 0x188 are used all over the place, from the Legendary Bird battles to getting onto boats.

    That's all guesswork, though, and I wish I knew specifically what those specials did. It seems like wildbattle2 is the most promising thing there. I would guess that it makes Marowak act like a ghost, but don't know that for sure.

    The parameters after "wildbattle2" confuse me. "0x69" is Marowak, "0x1E" is its level, "0x0" is its held item. (I guess? The ghost Marowak isn't holding anything, right?), but 0x6, I have no idea. Doing a search for wildbattle2 in the FireRed script dump, it looks like Marowak is the ONLY Pokémon in the game that uses wildbattle2.

    Probably, making "uncatchable" Pokémon into ghosts is my best bet. But, does wildbattle2 do that? Or would I need to use the specials 0x187 and 0x188? And what does that 0x6 on wildbattle2 do, and would other values do different things?

    -------------
    Yay it worked! The tutorials were complex but you made it so clear. Worked like a charm thanks man!

    No prob, glad to help!
     
    Last edited:
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  • For leveling scripts i keep on hearing "Remove all the other leveling scripts". What if i want to keep those but have one activate after those have occurred. I'm talking about activating in the same map. If i add a leveling script it doesn't activate unless i remove all the others for that map and then add it. What should i do?
     

    Xatoku

    Game Developer
    451
    Posts
    15
    Years
  • What would be the script to have lets say...I have my character following a guy and when they stop they're in a new town but I want the guy to be there while they're in the new town. I've tried to make it say show sprite right as you walk into the town but it isn't working.
     
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