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-   -   Script Requests/Sharing/Discussion (https://www.pokecommunity.com/showthread.php?t=80304)

thethethethe August 24th, 2007 11:12 PM

Quote:

Originally Posted by Brane (Post 2805529)
Thanks for helping, but now the screen just goes red >_<.

Should I delete everyone and make new people so there aren't two scripts for the one guy?

That could Work. It's up to you.

Quote:

Originally Posted by ~Kazaam~ (Post 2805402)
I have finally learned to script(yay me) but I don't have all the commands memorized yet(basic commands I mean) so I will list the ones in order that I know and then can someone tell me what I am missing?

#org $offset
message $offset
if B_True(might be wrong) goto $offset
???Box 6
release

I know, I'm hopless right, well I am trying to get better and this is how I'm doing it.
end

I don't understand what you mean. ???Box 6 isn't a command. Don't you mean boxset 6(callstd 6)

Quote:

Originally Posted by mackoo (Post 2805602)
Sorry thethethethe, but there's something bug in script you make for me - man goes 4 squares down, but then he's where he was before - can you make him disapper after going this 4 squares?

[EDIT]: But i still have some problems - all scripts that I'm pluging in to rom makes people that have they're offse talking japaneesee - what's wrong?

put 0200 in the people id of the person you want to disappear.

Quote:

Originally Posted by *~*TwiLiTeDaRkRai*~* (Post 2805547)
Hi!

How are you doing!

I need really please a really complete script!

Firstable you encounter a Rocket and it battle you with this dialogue:

What the heck are you doing here?!?!
Are you going to stop me for robbing these Pokemon?
Alrught meanie, lets battle!

(battle) he has a LV 5 Abra only

(After you won)

Humph.... I lost......
I have to tell to Boss. See ya!

ABRA! Teleport me to the base!(There the rocket dissapears)


Thanks!

Here is the basic outline of the script you asked for. You need to edit the pokemon of the trainer. This can't be done with scripting. Also you need to replace the ?? with the people number of the Rocket OW. Also you might want to add some movements for the disappeared sprite after the battle, because it can still be interacted with. Just add the wanted movements after the 0x60.
Here are a basic list
Left:0x1F
Right:0x1D
Up:0x1E
Down:0x20
Code:

#org $start
lock
faceplayer
trainerbattle 1 0x001 $before $after $further
release
end

#org $before
$before 1 =What the heck are you\ndoing here?!?!\pAre you going to stop me from\nstealing these Pokemon?\pAlrught meanie, lets battle!

#org $after
$after 2 =Humph....\pI lost......

#org $further
message $here
boxset 6
applymovement 0x?? $move
pausemove 0
setflag 0x200
release
end

#org $move
$move 1 ; #binary 0x60 0xFE

#org $here
$here 1 =I have to tell to Boss.\nSee ya! ABRA!\pTeleport me to the base!


Hope that helps everyone.

The Shadow Knight August 24th, 2007 11:17 PM

Quote:

Originally Posted by thethethethe


I'd say try to remove all the gaps between all the commands so write it lie this. I'm going to rewrite the script how I would I'm also going to add thew setflags.
Spoiler:

#org $movement
applymovement 0x01 $M1
pause 0x70
applymovement 0xFF $M2
pause 0x60
trainerbattle 0x00 0x0AF $battle1 $battle2 $further
release
end

#org $M1
$M1 1 ; #Binary 0x09 0x09 0x09 0x09 0x0B 0x0B 0x09 0xFE

#org $M2
$M2 1 ; #binary 0x04 0x62 0xFE

#org $battle1
$battle1 = What do you think you're doing?! \pZAPDOS is mine!!

#org $battle2
$battle2 = No,not again...

#org $further
message $afbat
boxset 0x6
applymovement 0x10 $afbatM
pause 0x80
release
end

#org $afbat
$afbat 1 = There are still two more birds to catch\pand those are mine!!\pSmell you later!!

#org $afbatM
$afbatM 1 ; #binary 0x08 0x0A 0x0A 0x08 0x08 0x08 0x08 0x60 0xFE


Hmm,still doesn't work,perhaps because I'm using database 1.0(1.2 screws up)

thethethethe August 24th, 2007 11:25 PM

Quote:

Originally Posted by TSK (Post 2805661)
Hmm,still doesn't work,perhaps because I'm using database 1.0(1.2 screws up)

I don't know what the problem with the script is. How does 1.2 screw up?

The Shadow Knight August 24th, 2007 11:38 PM

Quote:

Originally Posted by thethethethe (Post 2805669)
I don't know what the problem with the script is. How does 1.2 screw up?

Overflow error(runtime 6)when I use right click complie script,and everything seems to be an invalid command when I use File>encode>??.rbc

thethethethe August 24th, 2007 11:43 PM

Quote:

Originally Posted by TSK (Post 2805674)
Overflow error(runtime 6)when I use right click complie script,and everything seems to be an invalid command when I use File>encode>??.rbc

I use pokescript 1.2 and I have no problems with it. I don't know why so many people have trouble with it.

The Shadow Knight August 25th, 2007 12:09 AM

I got it to work,now just playsound...

mackoo August 25th, 2007 12:44 AM

Sorry thethethethe but I'm still not so good at scripts, socan you put it for me - in that script you make? - I don't know where is people id :(

thethethethe August 25th, 2007 12:53 AM

Quote:

Originally Posted by mackoo (Post 2805781)
Sorry thethethethe but I'm still not so good at scripts, socan you put it for me - in that script you make? - I don't know where is people id :(

The people id is in advance map, when you click on the OW, on the right hand side all these descriptions should appear, eg. people no., sprite no. Unknown, move type, put the 0200(?Cant remember, whas that it?) in the people Id section. This is so that the sprite remains disappeared,

boon August 25th, 2007 2:35 AM

Quote:

Originally Posted by boon (Post 2791776)
can sombody here make me a script that dosen't let you in if you
dont have some item? the game is pokemon ruby.

erm.... help me please.:\

The Shadow Knight August 25th, 2007 3:52 AM

Spoiler:
#org $movement
checkflag 0x200
if B_true goto $end

applymovement 0x01 $M1
pause 0x70
applymovement 0xFF $M2
pause 0x60
trainerbattle 1 0x0AF $battle1 $battle2 $further
release
end

#org $M1
$M1 1 ; #Binary 0x09 0x09 0x09 0x09 0x0B 0x0B 0x09 0xFE

#org $M2
$M2 1 ; #binary 0x04 0x62 0xFE

#org $battle1
$battle1 = What do you think you're doing?! \pZAPDOS is mine!!

#org $battle2
$battle2 = No,not again...

#org $further
message $afbat
boxset 0x6
applymovement 0x01 $afbatM
pause 0
setflag 0x200
release
end

#org $afbat
$afbat 1 = There are still two more birds to \ncatch and those are mine!!\pSmell you later!!

#org $afbatM
$afbatM 1 ; #binary 0x08 0x0A 0x0A 0x08 0x08 0x08 0x60 0x0A 0x0A 0x0A 0xFE


#org $end
release
end

That's what I have now,three problems:
-I'm still locked after the last movement.
-How do I determine people ID to make sprite 1 invisible before the script?
-Everytime I try to put in the "playsound" and "fadesound" command,sprite 1 is invisble before the battle and no music is heard at all.

thethethethe August 25th, 2007 4:43 AM

Quote:

Originally Posted by boon (Post 2806009)
erm.... help me please.:\

There are two ways of doing this.
1. Using the setflag in the script that you recieved the item.
2. Using checkitem, There is only one problem with this command, I can't get it to work when a key item is used.

HackMew August 25th, 2007 5:26 AM

Quote:

Originally Posted by Brane (Post 2805387)
No.1: The girl in FireRed when I start the game is in the wrong place, how do I fix that.

The girl in Pallet Town is moved in the "wrong" place by the level script. If you don't want her to move, simply remove the pointer to the level script in the map header. Another solution could be to change the girl's number to something else.

WindBlows August 25th, 2007 6:14 AM

Thank you very much thethethethe!

Supreme Dirt August 25th, 2007 11:56 AM

Alrighty, I'm brand new at ROM hacking, and was wondering if there is a script that will simply allow me to create a wild encounter? As well, in the script, how do I:

1) Select the music (a list of possible values would help)
2) Set all Pokemon to shiny before the battle and then return them to normal values afterward
3) Make the Pokemon hold an item

thethethethe August 25th, 2007 3:23 PM

Quote:

Originally Posted by Trace (Post 2807878)
So I decided to do my own script. When I said var...I was meaning flags. o.O;

Anyways..
Code:

#org $GameThe
lock
faceplayer
checkflag 0x800
if B_True goto $Gotitall
message $Ev1
$Wing1 = Ah! Just the one I was looking for!/pI have this POKEMON thats parents abandoned it. Please, take it./lI insist.
boxset 6
givepokemon 133 5 8B
jingle
message $Ev2
$GotGull 1 = You Recieved a EEVEE!
boxset 6
message $EvName
$NameGull 1 = Would You like to give EEVEE a name?
boxset 5
compare LASTRESULT 1
if b_False goto $GiveDex
Namepokemon
setflag 0x205
goto $GiveDex

#org $GiveDex
setflag 0x800
setflag 0x801
message $Pokedex1
$Pokedex1 = Well, EEVEE seems to/lbe happy it has a new trainer./pLook, I have a favor to ask you./pI have a Pokedex, but I need someone to fill it up. /lPlease take it. It will help/lyou on your quest./pNow go. Go explore the region of Sezion.
boxset 6
jingle
message $GotDex
$Gotdex 1 = You got the Pokedex!
boxset 6
end

#org $NoBall
message $Lastball
$Lastball 1 = The region of Sezion awaits you./lYou need me no longer.
boxset 6
release
end


It compiles fine, but when I give the offset for GameThe to the aide in the lab, when I press A at him in game, nothing happens.

Thanks in advance. x.x

that's because of this
Code:

message $Ev1
$Wing1 = Ah! Just the one I was looking for!/pI have this POKEMON thats parents abandoned it. Please, take it./lI insist.
boxset 6


It should be this.
Code:

message $Ev1
$Ev1 1 = Ah! Just the one I was looking for!/pI have this POKEMON thats parents abandoned it. Please, take it./lI insist.
boxset 6


You have done this to almost every message. Make sure the pointers are the same.

Deokishisu August 25th, 2007 3:34 PM

Quote:

Originally Posted by mandella (Post 2807889)
Alrighty, I'm brand new at ROM hacking, and was wondering if there is a script that will simply allow me to create a wild encounter? As well, in the script, how do I:

1) Select the music (a list of possible values would help)
2) Set all Pokemon to shiny before the battle and then return them to normal values afterward
3) Make the Pokemon hold an item

1) Well, the command to change the music in a map is "playsound 0x??" replace the "??" with the music values in Advance Map.

2) That requires ASM hacking. There is a tutorial on how to do it in the Document and Tutorial section.

3)You mean for the wild battle? I don't think you can. However, you can rig a script to give you an item after the battle. To attach a hold item to a Pokemon in a givepokemon script you'd use: "givepokemon 0x? 0x?? 0x???". Now, "?" is the Pokemon's hex value, "??" is the level (in hex also. Ex. 13 is D in hex), and "???" is the hold item's hex value.

Your wild encounter script would go something like this:
Code:

#org 0x(offset)
lock
checkflag 0x(flag offset)
if 0x1 goto 0x(offset2)
setflag 0x(same flag offset as checkflag)
cry PKMN_(Pokemon)
wildbattle 0x(Pokemon) 0x(level) 0x(battle style)
release
end

#org 0x(offset2)
release
end


Alrighty? There are four battle styles: 0, 1, 2, and 3. They control the music and such of the battle. Is that okay?

thethethethe August 25th, 2007 5:00 PM

Quote:

Originally Posted by Trace (Post 2808943)
Alright. It works now.
Expect the following happens:
The safari zone thing pops up at the menu, not pokemon o_O
It actually says /p and /l, it doesn't make new lines.

I fixed all the pointers, but this still happens. Everything else works out fine.

That's because it should be \p. I'm getting tired of answering this same question. Change tha setflag 0x800 to 0x828 and change the 0x801 to 0x829. And if you want the National Dex
add setflag 0x16F in the script.

PokeFanatic12698 August 25th, 2007 5:03 PM

I need some help badly. How can i make a shiny encounter script for poketscript, and a diaolog script for poketscript? Any help would be gladly apreaciated!

gangabob August 25th, 2007 5:13 PM

Requesting many scripts. (If you do any of these you will be mentioned in the credits)

1. A script for a person that when you talk too them, they give you the national dex. After talking to them, they go up one square then warp(?) I'm not sure but they dissapear.

2. The script for the guard on the west side of saffron, to be changed so you need the tea, and the first badge, instead the 3rd 4th or 5th badge (not sure which...)

thethethethe August 25th, 2007 10:42 PM

Quote:

Originally Posted by gangabob (Post 2809304)
Requesting many scripts. (If you do any of these you will be mentioned in the credits)

1. A script for a person that when you talk too them, they give you the national dex. After talking to them, they go up one square then warp(?) I'm not sure but they dissapear.

2. The script for the guard on the west side of saffron, to be changed so you need the tea, and the first badge, instead the 3rd 4th or 5th badge (not sure which...)

Here is the first one, this is incase you don't know you have to place the people no. into the ?. And place 0245 into the person's people Id, this is so the person doesn't reappear.
Code:

#org $start
lock
faceplayer
message $talk
boxset 5
compare LASTRESULT 1
if b_true goto $yes
message $no
boxset 6
release
end

#org $yes
setflag 0x16F
message $update
boxset 6
jingle
applymovement 0x0? $move
pausemove 0
setflag 0x245
release
end

#org $move
$move 1 ; #binary 0x0D 0x60 0xFE

#org $talk
$talk 1 =Would you like me to update\nyour pokedex?

#org $no
$no 1 =That's okay.

#org $update
$update 1 =Your pokedex was upgraded.


Here is the second one. For some reason I can't get the checkitem command to work with key items. I'd say write a script for the tea and place the flag used in this command;
checkflag 0x???
if b_true goto $????
and put it under the first checkflag. Hope this helps.
Code:

#org $start
checkflag 0x820
if b_true goto $done
message $talk
boxset 6
applymovement 0xFF $move
pausemove 0
release
end

#org $talk
$talk 1 =(Your text here)

#org $move
$move 1 ; #binary 0x0E 0xFE


Quote:

I need some help badly. How can i make a shiny encounter script for poketscript, and a diaolog script for poketscript? Any help would be gladly apreaciated!
Sorry, you'd have to look at the tutorial in the documents and tutorials section, entitled 'The Shiny Hack'. This involves a little scripting and a lot of ASM hacking(which I don't know anything about). And by dialogue script do you mean just a simple message script. If so here.
Code:

#org $start
lock
faceplayer
message $talk
boxset 6
release
end

#org $talk
$talk 1 =(Your text here)



Dark_porygon August 26th, 2007 2:19 AM

what's wrong with this?
Code:

#org $start
applymovement 0x2 $walk
$walk 1 ; #binary 0x33 0x33 0x33 0x33 0x33 0x33 0x33 0x33 0x33 0x33 0x33 0x33 0x33 0x33 0x33 0x33 0x33 0x33 0x33 0x31 0x31 0x31 0x31 0x31 0x31 0x31 0x31 0x31 0x31 0x31 0x31 0x31 0x31 0x31 0x31 0x31 0x31 0x31 0x31 0x31 0x33 0x33 0x33 0x33 0x33 0x31 0x31 0x31 0x31 0x31 0x31 0x34 0xFE
pausemove 0
faceplayer
message $talk
$talk 1 = Here\nTake this egg\pQuick!
callstd 6
goto $give
end

#org $give
#binary 201 00
return
goto $walkback
end

#org $walkback
applymovement 0x2 $walkterug
$walkterug 1 ; #binary 0x33 0x32 0x32 0x32 0x32 0x32 0x32 0x34 0x34 0x34 0x34 0x34 0x32 0x32 0x32 0x32 0x32 0x32 0x32 0x32 0x32 0x32 0x32 0x32 0x32 0x32 0x32 0x32 0x32 0x32 0x32 0x32 0x32 0x34 0x34 0x34 0x34 0x34 0x34 0x34 0x34 0x34 0x34 0x34 0x34 0x34 0x34 0x34 0x34 0x34 0x34 0x34 0x34 0x34 0x34  0xFE
pausemove 0
goto $second
end

#org $second
applymovement 0x3 $loop
$loop 1 ; #binary  0x33 0x33 0x33 0x33 0x33 0x33 0x33 0x33 0x33 0x33 0x33 0x33 0x33 0x33 0x33 0x33 0x33 0x33 0x33 0x33 0x31 0x31 0x31 0x31 0x31 0x31 0x31 0x31 0x31 0x31 0x31 0x31 0x31 0x31 0x31 0x31 0x31 0x31 0x31 0x31 0x31 0x33 0x33 0x33 0x33 0x33 0x31 0x31 0x31 0x31 0x31 0x31 0x34 0xFE
pausemove 0
faceplayer
message $vraag
$vraag 1 = Hey\nYou!\pDid you saw a\nwoman passing by?\pNo?\nDammit!
callstd 6
goto $loopterug
end

#org $loopterug
applymovement 0x3 $walktrug
$walktrug 1 ; #binary 0x33 0x33 0x32 0x32 0x32 0x32 0x32 0x32 0x34 0x34 0x34 0x34 0x34 0x32 0x32 0x32 0x32 0x32 0x32 0x32 0x32 0x32 0x32 0x32 0x32 0x32 0x32 0x32 0x32 0x32 0x32 0x32 0x32 0x32 0x34 0x34 0x34 0x34 0x34 0x34 0x34 0x34 0x34 0x34 0x34 0x34 0x34 0x34 0x34 0x34 0x34 0x34 0x34 0x34 0x34 0x34 0xFE
pausemove 0
end



thethethethe August 26th, 2007 2:24 AM

Quote:

Originally Posted by Dark_porygon (Post 2810685)
what's wrong with this?
Code:

#org $start
applymovement 0x2 $walk
$walk 1 ; #binary 0x33 0x33 0x33 0x33 0x33 0x33 0x33 0x33 0x33 0x33 0x33 0x33 0x33 0x33 0x33 0x33 0x33 0x33 0x33 0x31 0x31 0x31 0x31 0x31 0x31 0x31 0x31 0x31 0x31 0x31 0x31 0x31 0x31 0x31 0x31 0x31 0x31 0x31 0x31 0x31 0x33 0x33 0x33 0x33 0x33 0x31 0x31 0x31 0x31 0x31 0x31 0x34 0xFE
pausemove 0
faceplayer
message $talk
$talk 1 = Here\nTake this egg\pQuick!
callstd 6
goto $give
end

#org $give
#binary 201 00
return
goto $walkback
end

#org $walkback
applymovement 0x2 $walkterug
$walkterug 1 ; #binary 0x33 0x32 0x32 0x32 0x32 0x32 0x32 0x34 0x34 0x34 0x34 0x34 0x32 0x32 0x32 0x32 0x32 0x32 0x32 0x32 0x32 0x32 0x32 0x32 0x32 0x32 0x32 0x32 0x32 0x32 0x32 0x32 0x32 0x34 0x34 0x34 0x34 0x34 0x34 0x34 0x34 0x34 0x34 0x34 0x34 0x34 0x34 0x34 0x34 0x34 0x34 0x34 0x34 0x34 0x34  0xFE
pausemove 0
goto $second
end

#org $second
applymovement 0x3 $loop
$loop 1 ; #binary  0x33 0x33 0x33 0x33 0x33 0x33 0x33 0x33 0x33 0x33 0x33 0x33 0x33 0x33 0x33 0x33 0x33 0x33 0x33 0x33 0x31 0x31 0x31 0x31 0x31 0x31 0x31 0x31 0x31 0x31 0x31 0x31 0x31 0x31 0x31 0x31 0x31 0x31 0x31 0x31 0x31 0x33 0x33 0x33 0x33 0x33 0x31 0x31 0x31 0x31 0x31 0x31 0x34 0xFE
pausemove 0
faceplayer
message $vraag
$vraag 1 = Hey\nYou!\pDid you saw a\nwoman passing by?\pNo?\nDammit!
callstd 6
goto $loopterug
end

#org $loopterug
applymovement 0x3 $walktrug
$walktrug 1 ; #binary 0x33 0x33 0x32 0x32 0x32 0x32 0x32 0x32 0x34 0x34 0x34 0x34 0x34 0x32 0x32 0x32 0x32 0x32 0x32 0x32 0x32 0x32 0x32 0x32 0x32 0x32 0x32 0x32 0x32 0x32 0x32 0x32 0x32 0x32 0x34 0x34 0x34 0x34 0x34 0x34 0x34 0x34 0x34 0x34 0x34 0x34 0x34 0x34 0x34 0x34 0x34 0x34 0x34 0x34 0x34 0x34 0xFE
pausemove 0
end



What's the problem with it? I'm guessing that it doesn't compile. I think the problem is that there are too many movements in each applymovement. Pokescript only allows about 14 or 15 movements(It's annoying isn't it). Try to split it into 2 applymovements.

Dark_porygon August 26th, 2007 2:47 AM

Quote:

Originally Posted by thethethethe (Post 2810694)
What's the problem with it? I'm guessing that it doesn't compile. I think the problem is that there are too many movements in each applymovement. Pokescript only allows about 14 or 15 movements(It's annoying isn't it). Try to split it into 2 applymovements.

ok i'll try. the problem is that when i try to compile it say: Run type error 13 Type mismatch

$_$ August 26th, 2007 2:51 AM

What is the diference from
movesprite and applymovement

thethethethe August 26th, 2007 3:20 AM

Quote:

Originally Posted by $_$ (Post 2810740)
What is the diference from
movesprite and applymovement

I'm not that sure, I am yet to use the movesprite command, but I think movesprite just moves a sprite from the ledt side of the map to the other side without any walking. Applymovement moves the sprite with walking or running.


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