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Spenceroone3's Scripting Tutorial

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hayvan999

Psychic power!
47
Posts
16
Years
  • Seen Aug 2, 2011
ok i have a small problem. whenever i insert this:

#org $begin
lock
faceplayer
checkflag 0x232
if B_true goto $gotit
message $q
boxset 6
message $mygod
boxset 6
givepokemon 4 5 0
message $NameCharm
boxset 5
setflag 0x232
setflag 0x828
release
end

#org $gotit
message $hi
boxset 6
release
end

#org $hi
$hi 1 = How's my old CHARMANDER?

#org $q
$q 1 = To get past here, you'll\nneed a pokemon.\pTake this CHARMANDER.

#org $mygod
$mygod 1 = You received the CHARMANDER!

message $NameCharm
$NameCharm 1 = Would You like to give \nCHARMANDER a name?
boxset 5
compare LASTRESULT 1
if b_False goto $seeya
Namepokemon
setflag 0x203

message $seeya
$seeya 1 = Thanks!
release
end


the person that i am talking is still moving when i talk! how can i fix it
 

Jack of Bl♠des

Former goderator
194
Posts
16
Years
Okay, I'm trying to get this whole scripting thing down. After I write once, save it as an .rbc, open it in Bufrite, and burn it to a ROM, how/where do I find the Offset. All I see after clicking burn is

sega.$showtext (800024)
sega.$hello (800030)

The script was what was used in the first post of this thread.

But to my knowledge, an outset is supposed to be marked like $XXXXXX, the X's representign numbers, right. (sega was the name of my file btw)
 

+Sneasel™

It's a meeee, itman!
1,032
Posts
16
Years
ok i have a small problem. whenever i insert this:

#org $begin
checkflag 0x232
lock
faceplayer
if B_true goto $gotit
message $q
boxset 6
message $mygod
boxset 6
givepokemon 4 5 0
message $NameCharm
boxset 5
setflag 0x828
setflag 0x232
release
end

#org $gotit
message $hi
boxset 6
release
end

#org $hi
$hi 1 = How's my old CHARMANDER?

#org $q
$q 1 = To get past here, you'll\nneed a pokemon.\pTake this CHARMANDER.

#org $mygod
$mygod 1 = You received the CHARMANDER!

message $NameCharm
$NameCharm 1 = Would You like to give \nCHARMANDER a name?
boxset 5
compare LASTRESULT 1
if b_False goto $seeya
Namepokemon
setflag 0x203

message $seeya
$seeya 1 = Thanks!



the person that i am talking is still moving when i talk! how can i fix it

try it now, i may have fixed it!
 
4
Posts
16
Years
  • Seen Feb 5, 2008
um soz but my problem is wen i right click on my RBC file then compile script it comes up with an error or something

does any1 no the answer to my question? heres my questino againo,

#org $begin
lock
faceplayer
checkflag 0x200
if b_true goto $alreadygotone
message $wantpoke
$wantpoke 1 =Hey,\nI Grats on graduating!\pHere is your \ngraduatin pokemon, \pWant it now?
boxset 5
compare LASTRESULT 1
if 1 goto $getseviper
message $toobad
$toobad 1 =Oh, well you will \nneed it.
boxset 6
release
end
#org $getseviper
lock
message $getone
$getone 1 =Ok go see \nyour home room teacher, \pshe chose this pokemon for you! \n Remember just to the left.
boxset 6
givepokemon 0x7B 0x5 0x0
message $received
$received 1 =PLAYER received Seviper!
boxset 6
setflag 0x200
release
end
#org $alreadygotone
lock
faceplayer
message $howsit
$howsit 1 =I Know your the one \p\v\h01 What the hell? \ndo you mean? \p Um Do not worry.
boxset 6
release
end


and here is the error log

Logging started5/02/2008 12:29:03 PM
#PROCESS: base\Includes.psh F:2 for Input
/----------------------------------------
|
\- Processed 0 Lines

#PROCESS: pkmadv\includes.psh F:2 for Input
/------------------------------------------
|1: fulllog False
|#PROCESS: pkmAdv/Commands.psh F:3 for Input
|/------------------------------------------
||Duplicate Entry: if
||Duplicate Entry: gosub
||Duplicate Entry: jump
||Duplicate Entry: callstd
||Duplicate Entry: textra
||Duplicate Entry: message $1
||Duplicate Entry: if $1 jump $2
||Duplicate Entry: if $1 gosub $2
||Duplicate Entry: tif $1
||Duplicate Entry: fif $1
||Duplicate Entry: compare var $1 val $2
||Duplicate Entry: compare var $1 int $2
||Duplicate Entry: compare var $1 pointer $2
||Duplicate Entry: compare pointer $1 var $2
||Duplicate Entry: compare pointer $1 byte $2
||Duplicate Entry: compare pointer $1 pointer $2
||
|\- Processed 0 Lines
|
|#PROCESS: pkmAdv/texttable.psh F:3 for Input
|/-------------------------------------------
||
|\- Processed 0 Lines
|
|#PROCESS: pkmAdv/items.psh F:3 for Input
|/---------------------------------------
||
|\- Processed 0 Lines
|
|#PROCESS: pkmAdv/stdpoke.psh F:3 for Input
|/-----------------------------------------
||
|\- Processed 0 Lines
|
|71: Autobank True
|74: fulllog True
|
\- Processed 820 Lines

so wats wrong? ty in advance

no answers? reallY ? why does no one know? plz im desperate, ps it does the same thing on every1 elses aswell this is wat it sais ,....

i click compile on my script then it says runtime error 5, in valid procedure call or arguement wat is this and how do i fix this
 

Jack of Bl♠des

Former goderator
194
Posts
16
Years
Your Yes/No script has a minor error. Instead of "B_TRUE" you just need to put in "1". Otherwise you'll get the same result regardless of what you pick.
 
Last edited:

adamb241

Pokémon Raging Fury
656
Posts
16
Years
When I compile the script and hit burn and everything, I put the offsets into A map and then when I go to talk to the guy......The game freezes....What did I do wrong?

Here is my script



#org $showtext
lock
fackplayer
message $Welcome
$Welcome 1 = Welcome, hope you enjoy\pyour stay
boxset 6
release
end
 

Jack of Bl♠des

Former goderator
194
Posts
16
Years
When I compile the script and hit burn and everything, I put the offsets into A map and then when I go to talk to the guy......The game freezes....What did I do wrong?

Here is my script



#org $showtext
lock
fackplayer
message $Welcome
$Welcome 1 = Welcome, hope you enjoy\pyour stay
boxset 6
release
end

you put "fackplayer" instead of "faceplayer"
 
437
Posts
16
Years
hey when i compile the mew wildbattle script it say runtime error "457"

"the key is already associated with an element of this collection"

what should i do?
 

a new killer ramoteh

u ****ing people misunderstand
61
Posts
16
Years
  • Seen Oct 7, 2009
Knight,this tutorial isn't trustful
Also,as Night_Black said,go to thetheththe's tutorial!!!!
It has a perfectly working one there
 

/Circa

a face in the clouds.
881
Posts
16
Years
Your not supposed to take scripts from tutorials, your supposed to learn how to script :l
If your not going to learn how to script, simply don't. Copying scripts wont get you anywhere.
 
4
Posts
16
Years
  • Seen Aug 7, 2008
I tried creating a script, and when I put it into my LeafGreen rom and checked the sign, I got a boxset 5-type text box with choice of 'FRESH WATER' or 'EXIT', then when I picked one, regardless of which, I got a yes/no box with no options (just a blank space) and when I pressed A everything froze. The same thing happened when I put it on a person, except without the fresh water part. This is my script, can you tell me what's wrong, thanks:
#org $Showtext
lock
faceplayer
message $sign
$sign 1 = OUTSET TOWN\nThe starting point of power
boxset 6
release
end
EDIT: I also tested this on a clean FireRed and Ruby ROM, then a ROM of Pokemon Marble, Quartz, and Mystical Glacier, and it failed on all of them. Is it possible I'm compiling the script wrong? I right-click and choose compile, then when Buf-Rite comes up, I click the bok and select my .gba file, then clcik the searchlight and choose the first offset, then copy the offset code next to $Showtext into A Map. Please help, I really want to know what's wrong here!
 
Last edited:
2
Posts
16
Years
  • Seen Feb 10, 2011
Quick question please, for a give item script, what do i assign an offset to? all four of them? or just the first? or what what? Please help! Thanks in advance.
 

Jack of Bl♠des

Former goderator
194
Posts
16
Years
I tried creating a script, and when I put it into my LeafGreen rom and checked the sign, I got a boxset 5-type text box with choice of 'FRESH WATER' or 'EXIT', then when I picked one, regardless of which, I got a yes/no box with no options (just a blank space) and when I pressed A everything froze. The same thing happened when I put it on a person, except without the fresh water part. This is my script, can you tell me what's wrong, thanks:

EDIT: I also tested this on a clean FireRed and Ruby ROM, then a ROM of Pokemon Marble, Quartz, and Mystical Glacier, and it failed on all of them. Is it possible I'm compiling the script wrong? I right-click and choose compile, then when Buf-Rite comes up, I click the bok and select my .gba file, then clcik the searchlight and choose the first offset, then copy the offset code next to $Showtext into A Map. Please help, I really want to know what's wrong here!

Are you making sure to burn the script to your ROM? The script you showed seems perfectly fine. If you are, then I need to know what you're burning it to. Is it a signpost or a person?


Quick question please, for a give item script, what do i assign an offset to? all four of them? or just the first? or what what? Please help! Thanks in advance.

It depends i guess. Are the items all going to be in one script?
 
4
Posts
16
Years
  • Seen Aug 7, 2008
Are you making sure to burn the script to your ROM? The script you showed seems perfectly fine. If you are, then I need to know what you're burning it to. Is it a signpost or a person?

I've tried it on both, and had no effect. For a person, is it because I have something wrong with an 'Unknown' variable or People ID? And for a sign, I have no clue how it should be.
 

NTA

Where?
264
Posts
16
Years
  • Age 30
  • Seen Feb 10, 2012
i have a question about the Unknown: 03 00
Var Number: 50 40

i were to give my character 4 steps instead of three would i have Unknown: 04 00?
 

mattattack

Huh, Son?
184
Posts
16
Years
excuse me can you help me out every time I talk to the person I put a script in a little box appears in the right upper corner then my game freezes help!
 
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