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[Archive] Script help thread

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860
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Nice new topic...:)

I need help with a script tile in A-Map I want it to act like this:
you can walk over it --->--->
but you cant go back !<---

If someone understands please help..XD
 

akash

Pikachu is the best.
21
Posts
16
Years
Could anyone help me? How do you use script editor? And how do you get the offsets for advanced map? And does anyone know how to make a trade pokemon script?
 

Binary

え?
3,977
Posts
16
Years
  • Age 29
  • Seen Apr 7, 2014
Could anyone help me? How do you use script editor? And how do you get the offsets for advanced map? And does anyone know how to make a trade pokemon script?

Please read this for learning how to script and how to insert the script etc.

~Celebi
 

linkandzelda

Ex-rom hacker turned indie game developer
777
Posts
17
Years
Can sombody tell me if this part of script will do what i want:

i want it to check for an item. if i have 1 or more then it goes to $????. if i have non then it continues

checkitem 0x6
compare LASTRESULT 1
if B_>> goto $????



thanks in advance
link
 

Twinx

s o m e t h i n g M O R E
1,802
Posts
17
Years
I'm trying to learn how to script, I'm using Pokescript, but the problem is almost every script I compile doesn't work fully.

Most of the time I get a red screen. Why does this happen?

Here is the last script I tried and the same thing happened:
Spoiler:


The person says : "Oh, hello. Here take this potion."... RED SCREEN

Is it the rom I'm using? I don't think there is anything wrong with the script...
Anyway help is appreciated.
 
860
Posts
17
Years
I'm trying to learn how to script, I'm using Pokescript, but the problem is almost every script I compile doesn't work fully.

Most of the time I get a red screen. Why does this happen?

Here is the last script I tried and the same thing happened:
Spoiler:


The person says : "Oh, hello. Here take this potion."... RED SCREEN

Is it the rom I'm using? I don't think there is anything wrong with the script...
Anyway help is appreciated.

You'll see the changes in the spoiler:
Spoiler:


I think it works now..:)I'm not to good at scripting but this should work.
 

Twinx

s o m e t h i n g M O R E
1,802
Posts
17
Years
10x Poke-roy :) I think the giveitem command was the problem.

Spoiler:



I compiled the script and I burned it to an offset or whatever (8002F5). Now I want this script to occur when a player steps on a tile. I tried creating an event in a-map, I put 8002F5 in the script offset and the following settings:
unknowns: 03 00
Var number: 03 00
var value: 50 40
Unknown: 00 00

yet when the player steps on the tile nothing happens... now what did I do wrong?
I compiled the script and I burned it to an offset or whatever (8002F5). Now I want this script to occur when a player steps on a tile. I tried creating an event in a-map, I put 8002F5 in the script offset and the following settings:

unknowns: 03 00
var number: 03 00
var value: 50 40
Unknown: 00 00

yet when the player steps on the tile nothing happens... now what did I do wrong?
 
Last edited:
860
Posts
17
Years
10x Poke-roy :) I think the giveitem command was the problem.

Spoiler:



I compiled the script and I burned it to an offset or whatever (8002F5). Now I want this script to occur when a player steps on a tile. I tried creating an event in a-map, I put 8002F5 in the script offset and the following settings:
unknowns: 03 00
Var number: 03 00
var value: 50 40
Unknown: 00 00

yet when the player steps on the tile nothing happens... now what did I do wrong?
I compiled the script and I burned it to an offset or whatever (8002F5). Now I want this script to occur when a player steps on a tile. I tried creating an event in a-map, I put 8002F5 in the script offset and the following settings:

unknowns: 03 00
var number: 03 00
var value: 50 40
Unknown: 00 00

yet when the player steps on the tile nothing happens... now what did I do wrong?

Did you place it in a script tile?
And btw the numbers I use normally are
03 00
7C 40
00 00
00 00

try it and maybe it works..;)
 
860
Posts
17
Years
The numbers work great... I don't know how to thank you man :)
Poke-Roy, you're my hero :P

Your welcome..:)
Just want to help people:D


Really need help with a script tile people...
my problem is I want the player to walk over it and then it doesn't do anything but when he tries to walk back it says something and sends you back..
 

linkandzelda

Ex-rom hacker turned indie game developer
777
Posts
17
Years
Poke-Roy: the first time he walks over the tile set a flag. then when he walks over it again check that flag and applymovement him away. i don't have time to wright the script now but i hope you get the idea.

hope it helps
link

EDIT: try this:

#org $begin
checkflag 0x200
if B_TRUE goto $cantgoback
setflag 0x200
release
end

#org $cantgoback
lock
faceplayer
message $nogoingback
boxset 6
applymovement 0xFF $back
pause 0x20
release
end

#org $nogoingback
$nogoingback 1 = Sorry. You can't go back!

#org $back
$back 1 ; #binary 0x10 0x10 0xFE

that should work although its untested.
link

EDIT2: I have a problem with this script. if anybody can spot any problems it would be good. its quite long. its a script for kurt from g/s/c

#org $begin
lock
faceplayer
checkflag 0x106B
if B_TRUE goto $afterrocket
message $speak
boxset 6
applymovement 0x01 $kurtleave
applymovement 0xFF $playermove
pause 0x40
setflag 0x1068
setflag 0x1069
release
end

#org $afterrocket
checkflag 0x106E
if B_TRUE goto $ballmaker
message $iwillmake
boxset 6
giveitem 0x06 0x01
setflag 0x106E
goto $ballmaker
release
end

#org $ballmaker
checkflag 0x1077
if B_TRUE goto $makingball
message $apricorn
boxset 6
checkitem 0xA9
compare LASTRESULT 1
if B_>> goto $gotred
checkitem 0xAA
compare LASTRESULT 1
if B_>> goto $gotgrn
checkitem 0xAB
compare LASTRESULT 1
if B_>> goto $gotblu
checkitem 0xAC
compare LASTRESULT 1
if B_>> goto $gotwht
checkitem 0xAD
compare LASTRESULT 1
if B_>> goto $gotblk
checkitem 0xAE
compare LASTRESULT 1
if B_>> goto $gotpnk
checkitem 0xAF
compare LASTRESULT 1
if B_>> goto $gotylw
message $no
boxset 6
release
end

#org $gotred
message $red
boxset 5
compare LASTRESULT B_FALSE
if B_TRUE goto $netball
checkitem 0xAA
compare LASTRESULT 1
if B_>> goto $gotgrn
checkitem 0xAB
compare LASTRESULT 1
if B_>> goto $gotblu
checkitem 0xAC
compare LASTRESULT 1
if B_>> goto $gotwht
checkitem 0xAD
compare LASTRESULT 1
if B_>> goto $gotblk
checkitem 0xAE
compare LASTRESULT 1
if B_>> goto $gotpnk
checkitem 0xAF
compare LASTRESULT 1
if B_>> goto $gotylw
message $no
boxset 6
release
end

#org $gotgrn
message $grn
boxset 5
compare LASTRESULT B_FALSE
if B_TRUE goto $diveball
checkitem 0xAB
compare LASTRESULT 1
if B_>> goto $gotblu
checkitem 0xAC
compare LASTRESULT 1
if B_>> goto $gotwht
checkitem 0xAD
compare LASTRESULT 1
if B_>> goto $gotblk
checkitem 0xAE
compare LASTRESULT 1
if B_>> goto $gotpnk
checkitem 0xAF
compare LASTRESULT 1
if B_>> goto $gotylw
message $no
boxset 6
release
end

#org $gotblu
message $blu
boxset 5
compare LASTRESULT B_FALSE
if B_TRUE goto $nestball
checkitem 0xAC
compare LASTRESULT 1
if B_>> goto $gotwht
checkitem 0xAD
compare LASTRESULT 1
if B_>> goto $gotblk
checkitem 0xAE
compare LASTRESULT 1
if B_>> goto $gotpnk
checkitem 0xAF
compare LASTRESULT 1
if B_>> goto $gotylw
message $no
boxset 6
release
end

#org $gotwht
message $wht
boxset 5
compare LASTRESULT B_FALSE
if B_TRUE goto $repeatball
checkitem 0xAD
compare LASTRESULT 1
if B_>> goto $gotblk
checkitem 0xAE
compare LASTRESULT 1
if B_>> goto $gotpnk
checkitem 0xAF
compare LASTRESULT 1
if B_>> goto $gotylw
message $no
boxset 6
release
end

#org $gotblk
message $blk
boxset 5
compare LASTRESULT B_FALSE
if B_TRUE goto $timerball
checkitem 0xAE
compare LASTRESULT 1
if B_>> goto $gotpnk
checkitem 0xAF
compare LASTRESULT 1
if B_>> goto $gotylw
message $no
boxset 6
release
end

#org $gotpnk
message $pnk
boxset 5
compare LASTRESULT B_FALSE
if B_TRUE goto $luxuryball
checkitem 0xAF
compare LASTRESULT 1
if B_>> goto $gotylw
message $no
boxset 6
release
end

#org $gotylw
message $ylw
boxset 5
compare LASTRESULT B_FALSE
if B_TRUE goto $premierball
message $no
boxset 6
release
end

#org $netball
message $makeball
boxset 6
setflag 0x1070
setflag 0x1077
setflag 0x1079
clearflag 0x1078
removeitem 0xA9 1
release
end

#org $diveball
message $makeball
boxset 6
setflag 0x1071
setflag 0x1077
setflag 0x1079
clearflag 0x1078
removeitem 0xAA 1
release
end

#org $nestball
message $makeball
boxset 6
setflag 0x1072
setflag 0x1077
setflag 0x1079
clearflag 0x1078
removeitem 0xAB 1
release
end

#org $repeatball
message $makeball
boxset 6
setflag 0x1073
setflag 0x1077
setflag 0x1079
clearflag 0x1078
removeitem 0xAC 1
release
end

#org $timerball
message $makeball
boxset 6
setflag 0x1074
setflag 0x1077
setflag 0x1079
clearflag 0x1078
removeitem 0xAD 1
release
end

#org $luxuryball
message $makeball
boxset 6
setflag 0x1075
setflag 0x1077
setflag 0x1079
clearflag 0x1078
removeitem 0xAE 1
release
end

#org $premierball
message $makeball
boxset 6
setflag 0x1076
setflag 0x1077
setflag 0x1079
clearflag 0x1078
removeitem 0xAF 1
release
end

#org $noapricorn
release
end

#org $makingball
checkflag 0x107B
if B_TRUE goto $madeball
message $makeball
boxset 6
release
end

#org $madeball
message $finished
boxset 6
checkflag 0x1070
if B_TRUE goto $givenet
checkflag 0x1071
if B_TRUE goto $givedive
checkflag 0x1072
if B_TRUE goto $givenest
checkflag 0x1073
if B_TRUE goto $giverepeat
checkflag 0x1074
if B_TRUE goto $givetimer
checkflag 0x1075
if B_TRUE goto $giveluxury
checkflag 0x1076
if B_TRUE goto $givepremier
clearflag 0x1077
clearflag 0x107B
release
end

#org $givenet
giveitem 0x6 0x1
message $great
boxset 6
clearflag 0x1077
clearflag 0x107B
release
end

#org $givedive
giveitem 0x7 0x1
message $great
boxset 6
clearflag 0x1077
clearflag 0x107B
release
end

#org $givenest
giveitem 0x8 0x1
message $great
boxset 6
clearflag 0x1077
clearflag 0x107B
release
end

#org $giverepeat
giveitem 0x9 0x1
message $great
boxset 6
clearflag 0x1077
clearflag 0x107B
release
end

#org $givetimer
giveitem 0xA 0x1
message $great
boxset 6
clearflag 0x1077
clearflag 0x107B
release
end

#org $giveluxury
giveitem 0xB 0x1
message $great
boxset 6
clearflag 0x1077
clearflag 0x107B
release
end

#org $givepremier
giveitem 0xC 0x1
message $great
boxset 6
clearflag 0x1077
clearflag 0x107B
release
end

#org $speak
$speak 1 = Hm? Who are you?\p\v\h01, eh? You want me to make\nsome BALLS?\pSorry, but that'll have to wait.\nDo you know TEAM ROCKET? Ah, don't\lworry. I'll tell you anyhow.\pTEAM ROCKET's an evil gang that\nuses POKéMON for their dirty work.\pThey're supposed to have disbanded\nthree years ago.\pAnyway, they're at the WELL, cutting\noff SLOWPOKETAILS for sale!\pSo I'm going to go give them a\nlesson in pain!\pHang on, SLOWPOKE! Old KURT is on his\nway!

#org $kurtleave
$kurtleave 1 ; 0x1D 0x1D 0x1D 0x1D 0x1F 0x04 0x60 0x1D 0x1D 0xFE

#org $iwillmake
$iwillmake 1 = KURT: Hi, \v\h01!\pYou handled yourself like a real\nhero at the WELL.\pI like your style!\pI would be honored to make BALLS for\na trainer like you.\pThis is all I have now, but take it.

#org $apricorn
$apricorn 1 = KURT: I make BALLS from APRICORNS.\nCollect them from trees and bring\l'em to me.\pI'll make BALLS out of them.

#org $no
$no 1 = KURT: Oh... That's a letdown.

#org $red
$red 1 = KURT: You have a RED APRICORN for me?\nShould I turn it into a NET BALL.

#org $grn
$grn 1 = KURT: You have a GRN APRICORN for me?\nShould I turn it into a DIVE BALL.

#org $blu
$blu 1 = KURT: You have a BLU APRICORN for me?\nShould I turn it into a NEST BALL.

#org $wht
$wht 1 = KURT: You have a WHT APRICORN for me?\nShould I turn it into a REPEAT BALL.

#org $blk
$blk 1 = KURT: You have a BLK APRICORN for me?\nShould I turn it into a TIMER BALL.

#org $pnk
$pnk 1 = KURT: You have a PNK APRICORN for me?\nShould I turn it into a LUXURY BALL.

#org $ylw
$ylw 1 = KURT: You have a YLW APRICORN for me?\nShould I turn it into a PREMIER BALL.


#org $makeball
$makeball 1 = KURT: It'll take a while to make you\na BALL. Come back for it later.

#org $finished
$finished 1 = KURT: Ah, \v\h01! I just finished\nyour BALL. Here!

#org $great
$great 1 = KURT: That turned out great.\nTry catching POKéMON with it.

#org $playermove
$playermove 1 ; #binary 0x12 0x03 0xFE
 
Last edited:

cooley

///Keepin' it simple
1,148
Posts
17
Years
Umm....Your script should not use the "CheckItem" Command. It should be written like this:
Code:
#raw 0x47 0x(item) 0x00 0x(Amount) 0x00
compare LASTRESULT 0x1
if 0x1 goto $fin

That is an example.
 

Piplup-Trainer

This is my custom user title.
228
Posts
16
Years
Good idea to open a new script help thread.

By the way, does someone of you know the commands, which does the following :

1) The person looks at the wall and talks with himself.
2) Then he turns to you and a "!" appears

It should be like the event were May/Brendan
- looks at his/her table and packs his bag
- and then turns to you

That event happens in LITTERROOT TOWN in his/her room.

Can someone give me a example and explain me what the first command, then the secons command,... means (I'm a beginning scripter) ?
 
860
Posts
17
Years
Good idea to open a new script help thread.

By the way, does someone of you know the commands, which does the following :

1) The person looks at the wall and talks with himself.
2) Then he turns to you and a "!" appears

It should be like the event were May/Brendan
- looks at his/her table and packs his bag
- and then turns to you

That event happens in LITTERROOT TOWN in his/her room.

Can someone give me a example and explain me what the first command, then the secons command,... means (I'm a beginning scripter) ?

Let me think..the command for looking at a wall can be left right up down..XD
so these are left right up down (only looks no walking)
0x01 = Up
0x02 = Left
0x03 = Right
0x04 = Down
These can also be used to turn and look at someone and then
0x62 makes the "!" pop up...

and if you really dont know hoe to use these commands you could do this:
Code:
#org $begin
checkflag 0x200
message $talktomyself
$talktomyself 1 =Here comes the text you want him to say.
boxset 6
applymovement 0x(people number) $turn
pausemove 0
message $talktoplayer
$talktoplayer 1 =Here comes the text of what the person says to you (if you want it)
setflag 0x200
release
end

#org $turn
$turn 1 ; #binary 0x(left, right, down or up) 0x62 0xFE

If i'm right this is the script..:)
 

/Circa

a face in the clouds.
881
Posts
16
Years
I have an idea of implementing the day/night system into FireRed, though yes, it would be complicated, and require alot of different scripts but I think it's worth it.

Wouldn't it be something like this:

Code:
#org weather
checkflag 0x200
compare LASTRESULT 0x1
if 0x1 goto dark

#org dark
setweather 0xB
doweather
end

And then you would use a different script to change it back, or you could have two bits to it in the same one, so when he lands on it one way it turns dark, but then removes the flag of the daylight one in the same script until he lands on another weather script tile.. If that makes any sense...
 
34
Posts
16
Years
  • Seen Oct 16, 2008
I am trying to write my first script, and I am having quite a few problems. This is the script that I am trying to get to work:
Code:
#org $ini
checkflag 0x830
if 1 goto $gotstarter
checkflag 0x200
if 1 goto $gotoshrine
applymovement 0x01 $mothermove
$mothermove 1 ; #binary 0x01 0x01 0x03 0x4A 0xFE
pause 0x40
message $oakwill
$oakwill 1 = Sob...sniff\n It's terrible...\p 
Professor Oak...\n He died.\p 
\v\h01 he left you something in his 
will.\n Here, I will read it.\p To \v\h01, I was going to give you\n this in person but\p I was not able to.  I left you\n a Pokedex in your mothers\p posession.\p I also hid a pokemon for you in the shrine\n I am sure you can find it.\p Take it and carry it with pride \n \v\h01 that is my gift to you.\p Now go and become a great trainer\n Sincerly, Professor Oak
boxset 6

setflag 0x829
message $recievedex
$recievedex 1 = You obtained the Pokedex!
boxset 6

message $onyourway
$onyourway 1 = \v\h01 you must go and make Oak proud.\n Go to the shrine and claim your pokemon.
boxset 6
release
end

#org $gotstarter
message $gogogo
$gogogo 1 = Go and make me and Oak proud.
boxset 6
release
end

#org $gotoshrine
message $gotoshrinemessage
$gotoshrinemessage 1 = \v\h01 you must go and make Oak proud. \n Go to the shrine and claim your pokemon.
boxset 6
release
end
In Advance map I am using (and thoroughly don't understand):
Unknown: 03 00
Var Number: 7C 40
Var Value: 00 00
Unknown: 00 00


What happens when it runs is, when it is triggered, the person turns (and doesnt move like they are supposed to), and then a yes/no input box pops up, and then it is all shot from then on, it displays a few menus, and a lot of random text (resembles CE but both w/ accents).
Could this arise from the fact that I am attempting to give the player a pokedex before they have been given their first pokemon?

Any help would be greatly appreciated.
 

0m3ga_S1nn3r

Beginner Hacker :)
80
Posts
16
Years
OK, i really suck at scripting so if someone could, could they explain how to use it for noobs and where do i get script ed?? if someone could tell me then thank you sooooooooooo much.(they'll become my new bestfriend)
 
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