Script Help Thread (DO NOT REQUEST SCRIPTS) Page 113

Started by HackMew December 20th, 2008 5:10 AM
  • 625740 views
  • 9682 replies
Age 27
Male
Egland
Seen August 2nd, 2010
Posted March 27th, 2010
57 posts
13.7 Years
I made a script.. but it freezes every time i walk on it. I opened and checked if it was there and it was. (I am using trhe hacked firered engine) I went and used a multichoice box and I'm not sure what's going wrong.

Spoiler:

#dynamic 0x71A3F8
#org @start
lockall
checkflag 0x801
if 0x1 goto @done
showsprite 0x1
message @heywait 0x2
applymovement 0x1 @movement
waitmovement 0x1
message @safari 0x2
special 0xCD
giveitem 0x5 0x250 msg_obtain
message @firstcapture 0x2
loadpointer 0x0 @first
special 0x25
loadpointer 0x0 @second
special 0x25
multichoice 0x0 0x0 0x20 0x0
applymovement 0x1 @movement1
waitmovement 0x1
setflag 0x801
setflag 0x828
setflag 0x829
setflag 0x82F
releaseall
end

#org @first
= Catch Teddiursa

#org @second
= Catch Geodude

#org @done
releaseall
end

#org @firstcapture
= Ah, so your first mission.\n Will you.....

#org @heywait
= [PLAYER]!\n You can be a safari trainer!

#org @movement
#raw 0x10 0x10 0x10 0x10 0x10 0x10 0x10 0x10 0x12 0x12 0x12 0x12 0xFE

#org @safari
= So, here is your equipment!

#org @movement1
#raw 0x13 0x13 0x13 0x13 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0xFE

#org @teddiursa1
message 0x6 @okay
applymovement 0x1 @movement1
hidesprite 0x1
setflag 0x801
releaseall
end

#org @geodude1
message 0x6 @okay
applymovement 0x1 @movement1
hidesprite 0x1
setflag 0x801
releaseall
end


I dont get what's going wrong.
NOTE : those bottom two pointers are not in the script! I need help adding them so when you click an option in the choicebox it will go to that pointer.
Male
Kentucky.
Seen January 21st, 2010
Posted January 13th, 2010
66 posts
13.9 Years
Fire Red
XSE
Movement and speech
Spoiler:
#dynamic 0x80025C

#org @start
checkflag 0x1000
if 0x1 goto @done
lock
msgbox @today 0x6
applymovement 0xFF @moveplayer
waitmovement 0x0
msgbox @wait 0x6
applymovement 0x6 @movekyle
waitmovement 0x0
applymovement 0x4 @movemiles
waitmovement 0x0
applymovement 0x6 @movekyle2
waitmovement 0x0
applymovement 0x5 @movebrandon
waitmovement 0x0
applymovement 0x4 @movemiles2
waitmovement 0x0
applymovement 0x5 @movebrandon2
waitmovement 0x0
msgbox @discussion 0x6
applymovement 0x5 @movebrandonaway
applymovement 0x6 @movemilesaway
applymovement 0x6 @movekyleaway
waitmovement 0x0
msgbox @strange 0x6
setflag 0x1000
release
end

#org @done
release
end

#org @today
= (Hello. My name is [player], and I am a\nPokémon trainer. I am fifteen\lyears old. This is my journal.\lToday, I start my\ljourney. It is the start of a\lbrand new life!)

#org @moveplayer
#raw 0x10
#raw 0x10
#raw 0xFE

#org @wait
= ???: Wait!\nWe need to talk to you!

#org @movekyle
#raw 0x61
#raw 0x10
#raw 0x10
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x01
#raw 0xFE

#org @movemiles
#raw 0x61
#raw 0x10
#raw 0x10
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0xFE

#org @movekyle2
#raw 0x17
#raw 0x12
#raw 0x01
#raw 0xFE

#org @movebrandon
#raw 0x61
#raw 0x10
#raw 0x10
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0xFE

#org @movemiles2
#raw 0x02
#raw 0x13
#raw 0x01
#raw 0xFE

#org @movebrandon2
#raw 0x13
#raw 0x01
#raw 0xFE

#org @discussion
= Hey there. We are three trainers\nthat Professor Green just brought\lfrom the islands south of this\lcontinent. We are (from left to\lright) Kyle, Miles, and Brandon.\lMiles: Dan said he was going to\lbe giving a new trainer a starter\lPokémon.\lBrandon: We wanted to scope you\lout and see how much promise you\lhave.\lKyle: Not that we would figure\lmuch out yet, but you look like\lyou can handle your own.\lMiles: Well, Dan says he has your\lPokémon choices ready, so you\lshould head to his lab. We will\lsee you later! Good luck!\lAll: Bye!

#org @movebrandonaway
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x11
#raw 0x11
#raw 0x60
#raw 0xFE

#org @movemilesaway
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x11
#raw 0x11
#raw 0x60
#raw 0xFE

#org @movekyleaway
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x11
#raw 0x11
#raw 0x60
#raw 0xFE

#org @strange
= (My journey hasn't even started\nand I met three very strange\ltrainers. They know Professor Dan,\lbut I don't know...they seemed a\llittle odd to me.)


I know I am missing a few waitmovements, that is so they will follow each other.

The dialouge works fine, but the sprites won't move. I tried a few things, like checking the people number, made sure the variables are right, and checked my movements.

I made a script.. but it freezes every time i walk on it. I opened and checked if it was there and it was. (I am using trhe hacked firered engine) I went and used a multichoice box and I'm not sure what's going wrong.

Spoiler:

#dynamic 0x71A3F8
#org @start
lockall
checkflag 0x801
if 0x1 goto @done
showsprite 0x1
message @heywait 0x2
applymovement 0x1 @movement
waitmovement 0x1
message @safari 0x2
special 0xCD
giveitem 0x5 0x250 msg_obtain
message @firstcapture 0x2
loadpointer 0x0 @first
special 0x25
loadpointer 0x0 @second
special 0x25
multichoice 0x0 0x0 0x20 0x0
applymovement 0x1 @movement1
waitmovement 0x1
setflag 0x801
setflag 0x828
setflag 0x829
setflag 0x82F
releaseall
end

#org @first
= Catch Teddiursa

#org @second
= Catch Geodude

#org @done
releaseall
end

#org @firstcapture
= Ah, so your first mission.\n Will you.....

#org @heywait
= [PLAYER]!\n You can be a safari trainer!

#org @movement
#raw 0x10 0x10 0x10 0x10 0x10 0x10 0x10 0x10 0x12 0x12 0x12 0x12 0xFE

#org @safari
= So, here is your equipment!

#org @movement1
#raw 0x13 0x13 0x13 0x13 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0xFE

#org @teddiursa1
message 0x6 @okay
applymovement 0x1 @movement1
hidesprite 0x1
setflag 0x801
releaseall
end

#org @geodude1
message 0x6 @okay
applymovement 0x1 @movement1
hidesprite 0x1
setflag 0x801
releaseall
end


I dont get what's going wrong.
NOTE : those bottom two pointers are not in the script! I need help adding them so when you click an option in the choicebox it will go to that pointer.
On A-map, did you enter 0003 in the unknown box and 4050 in the box marked var number?
Current project: Pokemon Mud Brown (Working Title, will be changed.)
No link because I haven't made a page for it yet.
Team: Myself as mapper, scripter, and spriter.Brandinokthx as spriter.

Male
Texas
Seen September 25th, 2016
Posted October 13th, 2013
156 posts
14.1 Years
Lately I've been trying to get into a little more advanced scripts (well more advanced than what I've done before at least). Anyways, when this script is stepped on, its supposed to trigger a person moving and a conversation. But when I step on the tile, the character can't move afterward. Am I missing a script line ?
Spoiler:

#dynamic 0x800000

#org @start
checkflag 0x899
if 0x1 goto @done
msgbox @1 0x6
applymovement 0x06 @move
waitmovement 0x0
msgbox @2 0x6
setflag 0x899
release
end

#org @1
= Yo [player] wait a second there...
#raw 0x62

#org @move
#raw 0x00
#raw 0x10
#raw 0x12

#org @2
= Xander: So, tommorrow's the day...\p[player]: Yep, ti might be the last time we\never se each other\pXander:...\n....\lWe're still buds to the end\p[player]: Oh yeah, always.\pXander: Oh by the way, the old man in\nthe hut wanted to see you about\lsomething.\p[player]: Ok, I'll go see him\pXander: Alright, I'll wait for you\nby the bunkhouse

#org @done
release
end
Male
Kentucky.
Seen January 21st, 2010
Posted January 13th, 2010
66 posts
13.9 Years
Lately I've been trying to get into a little more advanced scripts (well more advanced than what I've done before at least). Anyways, when this script is stepped on, its supposed to trigger a person moving and a conversation. But when I step on the tile, the character can't move afterward. Am I missing a script line ?
Spoiler:

#dynamic 0x800000

#org @start
checkflag 0x899
if 0x1 goto @done
msgbox @1 0x6
applymovement 0x06 @move
waitmovement 0x0
msgbox @2 0x6
setflag 0x899
release
end

#org @1
= Yo [player] wait a second there...
#raw 0x62

#org @move
#raw 0x00
#raw 0x10
#raw 0x12

#org @2
= Xander: So, tommorrow's the day...\p[player]: Yep, ti might be the last time we\never se each other\pXander:...\n....\lWe're still buds to the end\p[player]: Oh yeah, always.\pXander: Oh by the way, the old man in\nthe hut wanted to see you about\lsomething.\p[player]: Ok, I'll go see him\pXander: Alright, I'll wait for you\nby the bunkhouse

#org @done
release
end
At the end of the movements, you need #raw 0xFE for end movements.
Current project: Pokemon Mud Brown (Working Title, will be changed.)
No link because I haven't made a page for it yet.
Team: Myself as mapper, scripter, and spriter.Brandinokthx as spriter.

Full Metal

C(++) Developer.

Age 27
Male
In my mind.
Seen August 19th, 2018
Posted May 27th, 2017
810 posts
15.4 Years
I'm trying to build a script where an overworld follows the player throughout the map. So far, it is working, except for the fact that the player cannot interact with ANYTHING, so, in other words, the player can walk through walls, not read signs/talk to people or even use warps. Another bug in the script is that all animations (flowers/sea/etc) do not play until you move. Also, you cannot open the start menu, and I assume if you have registered an item to select it won't activate, as nothing else works, but I haven't tested this. If anyone has any ideas on how to fix this up please do so!

Game: FireRed (U)
Type: Level Script (Script type 2 in AMap. Flag is 7001)
Script Editor: XSE
Script: (EDIT: Almost forgot to Add: Uses JPan's Fire Red Hacked Engine!)
Spoiler:
#dynamic 0x800000 'asumes 800000 is free. Script by Giga Universe. Do not steal!

#org @start
setvar 0x7001 0x1 'make level script work by setting level flag
getplayerpos 0x7002 0x7003 'store players coords
goto @cont 'goto new offset to create loop
end

#org @cont
special2 0x8006 0x2c 'check D-Pad with JPans built in ROM Base
compare 0x8006 0x1 'check if up is pressed
if 0x1 goto @up 'handle return
compare 0x8006 0x2 'check if left is pressed
if 0x1 goto @left 'handle return
compare 0x8006 0x3 'check if down is pressed
if 0x1 goto @down 'handle return
compare 0x8006 0x4 'check if right is pressed
if 0x1 goto @right 'handle return
compare 0x8006 0x0 'failsafe if nothing is pressed
if 0x1 goto @not_yet 'handle failsafes return
goto @not_yet 'another failsafe
end

#org @not_yet
goto @cont 'loop if nothing is pressed
end

#org @up
applymovement 0xFF @move_up 'move player
waitmovement 0xFF 'wait for player
getplayerpos 0x7002 0x7003 'store players coords
addvar 0x7003 0x1 'adjust the players coords to behind the player
movesprite 0x01 0x7002 0x7003 'moves the follower behind you
applymovement 0x1 @move_up 'smooths up the animation of the follower
goto @cont 'loop
end

#org @down
applymovement 0xFF @move_down 'move player
waitmovement 0xFF 'wait for player
getplayerpos 0x7002 0x7003 'store players coords
subvar 0x7003 0x1 'adjust the players coords to behind the player
movesprite 0x01 0x7002 0x7003 'moves the follower behind you
applymovement 0x1 @move_down 'smooths up the animation of the follower
goto @cont 'loop
end

#org @left
applymovement 0xFF @move_left 'move player
waitmovement 0xFF 'wait for player
getplayerpos 0x7002 0x7003 'store players coords
addvar 0x7002 0x1 'adjust the players coords to behind the player
movesprite 0x01 0x7002 0x7003 'moves the follower behind you
applymovement 0x1 @move_left 'smooths up the animation of the follower
goto @cont 'loop
end

#org @right
applymovement 0xFF @move_right 'move player
waitmovement 0xFF 'wait for player
getplayerpos 0x7002 0x7003 'store players coords
subvar 0x7002 0x1 'adjust the players coords to behind the player
movesprite 0x01 0x7002 0x7003 'moves the follower behind you
applymovement 0x1 @move_right 'smooths up the animation of the follower
goto @cont 'loop
end

#org @move_up
#raw 0x11 'move up
#raw 0xFE 'end movements

#org @move_down
#raw 0x10 'move down
#raw 0xFE 'end movements

#org @move_left
#raw 0x12 'move left
#raw 0xFE 'end movements

#org @move_right
#raw 0x13 'move right
#raw 0xFE 'end movements

Media (Video):
Spoiler:

the reason this does not allow for anything else to happen is because the game is stuck in a loop checking for button presses, i'm sure that jpan has a workaround in his guide, but i didn't actually want this in mah hack, so i didn't look into it that closely.

★ full metal.

I like to push it,
and push it,
until my luck is over.
Age 30
Male
Seen July 22nd, 2012
Posted June 10th, 2012
516 posts
13.8 Years
Okay, so something for everyone here to remember: When you have a sprite walk to the player in a script, make sure that they're not offscreen... Destinedjagold set me right on this. So no more than four 0x10 movements, or the script won't work. And if the script applies movement, make sure the unknown in A-map is set to 0003 and the var number to 4050. Also, the moving sprite needs Unknown: 03, Movement: 11.
Credit for my avatar goes to the Lego company. :)

-GiЯ

Banned

Age 31
G IR
Earth
Seen March 25th, 2023
Posted March 22nd, 2022
119 posts
14.9 Years
whats wrong with this i apply it to a clean rom at offset 800000 and i get some error at line 14 when i try to compile it

#dynamic 0x2D50FC
  #org @start
  lock
  checkflag 0x1000
  if b_true goto @released
  applymovement 0x01 @moveexclam
  waitmovement 0
  applymovement 0xFF @moveexclam
  waitmovement 0
  applymovement 0x01 @walktome
  waitmovement 0
  applymovement 0x01 @finishwalk
  waitmovement 0
  message @yourawake
  boxset 6
  applymovement 0x01 @computerroom
  waitmovement 0
  applymovement 0xFF @computerroom
  waitmovement 0
  message @pokemon
  boxset 6
  fanfare 0x13E
  setflag 0x828
  setflag 0x1001
  hidesprite 0x2
  givepokemon 151 8 0 0 0 0
  waitfanfare
  message @11
  boxset 2
  fanfare 0x13E
  message @22
  boxset 6
  setflag 0x829
  setflag 0x1002
  hidesprite 0x3
  special 0x16F
  waitfanfare
  message @goodluck
  boxset 6
  setflag 0x1000
  release
  end
  
  #org @released
  release
  end
  
  #org @11
  = Oh, and he also left this for you.
  
  #org @22
  = You received a PokéDex!
  
  #org @moveexclam
  #raw 0x63 0x62 0xFE
  
  #org @walktome
  #raw 0x10  0xFE
  
  #org @finishwalk
  #raw 0x11 0xFE
  
  #org @computerroom
  #raw 0x12 0xFE
  
  #org @yourawake
  = WORD
  #org @pokemon
  = Here \v\h01! this is your 1st POKEMON\nYour DAD wanted you to have it\lYou can start your journey now. YOUR TEXT
  
  #org @goodluck
  = More Words

destinedjagold

You can contact me in PC's discord server...

Age 32
Male
Seen 3 Days Ago
Posted March 24th, 2023
8,579 posts
16 Years
whats wrong with this i apply it to a clean rom at offset 800000 and i get some error at line 14 when i try to compile it

...stuff...
Did you update your XSE?
If so...
message @yourawake 0x6
boxsets don't exist anymore.

-GiЯ

Banned

Age 31
G IR
Earth
Seen March 25th, 2023
Posted March 22nd, 2022
119 posts
14.9 Years


Did you update your XSE?
If so...
message @yourawake 0x6
boxsets don't exist anymore.

you know what...... YOUR FRICKEN AWSOME lol, thanks i repaced all my boxsets and bamm, now to see if it still wroks in game, thank you so much
Male
Austin TX.
Seen December 1st, 2011
Posted February 7th, 2011
27 posts
13.5 Years
At the end of the movements, you need #raw 0xFE for end movements.
Also you can't put movement #raws in the message block. You will have to create a new applymovement command and block.
(Enter clever observation here)
Shukumei's PokePet

Shade the level 50 Umbreon!
Age 27
Male
Egland
Seen August 2nd, 2010
Posted March 27th, 2010
57 posts
13.7 Years
Another scripting problem (Same script but more over the script is a problem.

Would this script be correct? I'm using XSE and since it's the Hacked Firered engine and i'm using a multichoice box I wanted to have it go to another pointer. It would freeze though if I had it after the special 0x20 or w/e. So I added it under #org @teddiursa and #org @geodude underneath the text that shows up. Here's the script for better info.

Spoiler:

#dynamic 0x71A3F8
#org @start
lockall
checkflag 0x801
if 0x1 goto @done
showsprite 0x1
message @heywait 0x2
applymovement 0x1 @movement
waitmovement 0x1
message @safari 0x2
special 0xCD
giveitem 0x5 0x250 msg_obtain
message @firstcapture 0x2
loadpointer 0x0 @first
special 0x25
loadpointer 0x0 @second
special 0x25
multichoice 0x0 0x0 0x20 0x0
applymovement 0x1 @movement1
waitmovement 0x1
setflag 0x801
setflag 0x828
setflag 0x829
setflag 0x82F
releaseall
end

#org @first
= Catch Teddiursa
if 0x1 goto @teddiursa

#org @second
= Catch Geodude
if 0x1 goto @geodude

#org @done
releaseall
end

#org @firstcapture
= Ah, so your first mission.\n Will you.....

#org @heywait
= [PLAYER]!\n I can assign you as a safari catcher!

#org @movement
#raw 0x10 0x10 0x10 0x10 0x10 0x10 0x10 0x10 0x12 0x12 0x12 0x12 0xFE

#org @safari
= So, here is your equipment!

#org @movement1
#raw 0x13 0x13 0x13 0x13 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0xFE

#org @teddiursa
message @Okay1 0x6
applymovement 0x1 @movement1
setflag 0x801
setflag 0x802
releaseall
end

#org @geodude
message @okay 0x6
applymovement 0x1 @movement1
setflag 0x801
setflag 0x803
releaseall
end

#org @okay
= Ah, go to Viridian city\nand speak to the hiker when\p You have obtained the pokemon\pYou can't miss him!

#org @Okay1
= Meet me at the lab when\nwhen you have retrieved Teddiursa!

Darthatron

巨大なトロール。

Age 31
Male
Melbourne, Australia
Seen February 2nd, 2015
Posted October 28th, 2014
1,152 posts
17.4 Years
Another scripting problem (Same script but more over the script is a problem.

Would this script be correct? I'm using XSE and since it's the Hacked Firered engine and i'm using a multichoice box I wanted to have it go to another pointer. It would freeze though if I had it after the special 0x20 or w/e. So I added it under #org @teddiursa and #org @geodude underneath the text that shows up. Here's the script for better info.

Spoiler:

#dynamic 0x71A3F8
#org @start
lockall
checkflag 0x801
if 0x1 goto @done
showsprite 0x1
message @heywait 0x2
applymovement 0x1 @movement
waitmovement 0x1
message @safari 0x2
special 0xCD
giveitem 0x5 0x250 msg_obtain
message @firstcapture 0x2
loadpointer 0x0 @first
special 0x25
loadpointer 0x0 @second
special 0x25
multichoice 0x0 0x0 0x20 0x0
applymovement 0x1 @movement1
waitmovement 0x1
setflag 0x801
setflag 0x828
setflag 0x829
setflag 0x82F
releaseall
end

#org @first
= Catch Teddiursa
if 0x1 goto @teddiursa

#org @second
= Catch Geodude
if 0x1 goto @geodude

#org @done
releaseall
end

#org @firstcapture
= Ah, so your first mission.\n Will you.....

#org @heywait
= [PLAYER]!\n I can assign you as a safari catcher!

#org @movement
#raw 0x10 0x10 0x10 0x10 0x10 0x10 0x10 0x10 0x12 0x12 0x12 0x12 0xFE

#org @safari
= So, here is your equipment!

#org @movement1
#raw 0x13 0x13 0x13 0x13 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0xFE

#org @teddiursa
message @Okay1 0x6
applymovement 0x1 @movement1
setflag 0x801
setflag 0x802
releaseall
end

#org @geodude
message @okay 0x6
applymovement 0x1 @movement1
setflag 0x801
setflag 0x803
releaseall
end

#org @okay
= Ah, go to Viridian city\nand speak to the hiker when\p You have obtained the pokemon\pYou can't miss him!

#org @Okay1
= Meet me at the lab when\nwhen you have retrieved Teddiursa!
#org @first
= Catch Teddiursa
if 0x1 goto @teddiursa

#org @second
= Catch Geodude
if 0x1 goto @geodude
You can't put script in a string, it just won't work. Give it another try, and if you still need help PM me.
あなた は しきしゃ です
わたし は ばか です
Age 27
Male
Egland
Seen August 2nd, 2010
Posted March 27th, 2010
57 posts
13.7 Years
Hey, I need some more help with a script that I was going to input.

The one with the asterisk [*] is what I need help with I need it to check for the pokemon and then remove it if it's there but i'm not sure how or if it's possible D:

Spoiler:

#dynamic 0x71A23C

#org @start
lock
checkflag 0x805
if 0x1 goto @ohai
checkflag 0x806
if 0x1 goto @hmm
message @hey 0x6
showpokepic 0x19 0x10 0x03
message @kay 0x6
hidepokepic
setflag 0x806
release
end

#org @ohai
= Thank you for the Pokemon!

#org @hmm
*(This area is to check for the rattata and if it's
there the pokemon will be removed)

#org @hey
= Hello! I heard that..\nYou're the new safari catcher!\pWell I do need a BIT of help..\n Could you catch a rattata for me?

#org @kay
= This is what it looks like.\n Thanks.
Age 30
Male
Seen July 22nd, 2012
Posted June 10th, 2012
516 posts
13.8 Years
Hey, I need some more help with a script that I was going to input.

The one with the asterisk [*] is what I need help with I need it to check for the pokemon and then remove it if it's there but i'm not sure how or if it's possible D:

Spoiler:

#dynamic 0x71A23C

#org @start
lock
checkflag 0x805
if 0x1 goto @ohai
checkflag 0x806
if 0x1 goto @hmm
message @hey 0x6
showpokepic 0x19 0x10 0x03
message @kay 0x6
hidepokepic
setflag 0x806
release
end

#org @ohai
= Thank you for the Pokemon!

#org @hmm
*(This area is to check for the rattata and if it's
there the pokemon will be removed)

#org @hey
= Hello! I heard that..\nYou're the new safari catcher!\pWell I do need a BIT of help..\n Could you catch a rattata for me?

#org @kay
= This is what it looks like.\n Thanks.
Well, I don't know how to take Pokemon but you can use this to check:
Spoiler:

Special2

I'll show an example script fragment. This is a "checkpokemon" only usable for Fire Red.

Code:
setvar 0x8004 0x19special2 0x800D 0x17Ccompare 0x800D 0x1if 0x1 goto @have
First, we assign the value to the variable 0x8004. Using this command, the value is the Pokemon we want to check for. In this case, it's Pikachu.
Now, we have special2. special2 is set out like this:

Code:
special2 [Variable to store value] [event to call]
The event we use is 0x17C; this checks if the Pokemon that we have set to 0x8004 is in our party. If it is in our party, 0x1 is assigned to the variable, which in this case is 0x800D. If it's not in our party, 0x0 is assigned to the variable.
The following compare and if act in the same way as the compare and if used with the checkitem. If you've forgotten, here's a quote of myself to help you:

Quote:
Originally Posted by diegoisawesome
This compare checks for "Yes, you've got the item (0x1)" or "No, you don't have the item (0x0)"
By now, you should be able to tell what the if should do.


There you go. Lesson 1 on setvar and special2 under your belt.

It should be noted that Diegoisawesome was the one who wrote this, not me.
Credit for my avatar goes to the Lego company. :)
Age 27
Male
Egland
Seen August 2nd, 2010
Posted March 27th, 2010
57 posts
13.7 Years
Well, I don't know how to take Pokemon but you can use this to check:
Spoiler:

Special2

I'll show an example script fragment. This is a "checkpokemon" only usable for Fire Red.

Code:
setvar 0x8004 0x19special2 0x800D 0x17Ccompare 0x800D 0x1if 0x1 goto @have
First, we assign the value to the variable 0x8004. Using this command, the value is the Pokemon we want to check for. In this case, it's Pikachu.
Now, we have special2. special2 is set out like this:

Code:
special2 [Variable to store value] [event to call]
The event we use is 0x17C; this checks if the Pokemon that we have set to 0x8004 is in our party. If it is in our party, 0x1 is assigned to the variable, which in this case is 0x800D. If it's not in our party, 0x0 is assigned to the variable.
The following compare and if act in the same way as the compare and if used with the checkitem. If you've forgotten, here's a quote of myself to help you:

Quote:
Originally Posted by diegoisawesome
This compare checks for "Yes, you've got the item (0x1)" or "No, you don't have the item (0x0)"
By now, you should be able to tell what the if should do.

There you go. Lesson 1 on setvar and special2 under your belt.

It should be noted that Diegoisawesome was the one who wrote this, not me.
Ah thanks! I didn't really read the specials on the tutorial.. My bad D:

I might try and find an alternative then if you can't take pokemon..

NarutoActor

The rocks cry out to me

Age 29
Female
Brooklyn/Marlboro
Seen April 2nd, 2016
Posted March 22nd, 2016
1,974 posts
14.4 Years
Hey, I need some more help with a script that I was going to input.

The one with the asterisk [*] is what I need help with I need it to check for the pokemon and then remove it if it's there but i'm not sure how or if it's possible D:

Spoiler:

#dynamic 0x71A23C

#org @start
lock
checkflag 0x805
if 0x1 goto @ohai
checkflag 0x806
if 0x1 goto @hmm
message @hey 0x6
showpokepic 0x19 0x10 0x03
message @kay 0x6
hidepokepic
setflag 0x806
release
end

#org @ohai
= Thank you for the Pokemon!

#org @hmm
*(This area is to check for the rattata and if it's
there the pokemon will be removed)

#org @hey
= Hello! I heard that..\nYou're the new safari catcher!\pWell I do need a BIT of help..\n Could you catch a rattata for me?

#org @kay
= This is what it looks like.\n Thanks.
Thethethe created an asm routine that takes a pokemon from the party.
~There are those people who understand hex, F the rest
Male
Woodbridge, ON
Seen September 22nd, 2013
Posted October 27th, 2012
36 posts
15.2 Years
'---------------
#org 0x34EB8C
lockall
waitmovement 0x0
applymovement MOVE_PLAYER 0x834EBC6
waitmovement 0x0
releaseall
end


'-----------
' Movements
'-----------
#org 0x34EBC6
#raw 0x62 'Exclamation Mark (!)
#raw 0x2F 'Face Left (Delayed)
#raw 0x30 'Face Right (Delayed)
#raw 0x2E 'Face Up (Delayed)
#raw 0x2D 'Face Down (Delayed)
#raw 0xFE 'End of Movements
Okay so the code looks like it should work and the Unknown is 0003. What does the Variable Number need to be?

NarutoActor

The rocks cry out to me

Age 29
Female
Brooklyn/Marlboro
Seen April 2nd, 2016
Posted March 22nd, 2016
1,974 posts
14.4 Years
Think before you post, 4050 is not the only free var there are tons of them. The one I personally use is 5050.
~There are those people who understand hex, F the rest

Yusshin

♪ Yggdrasil ♪

Age 30
Quebec, Canada
Seen May 13th, 2013
Posted May 13th, 2013
2,414 posts
13.8 Years
Okay, so ignore the sub-blargh error when you start the rom, that's just a clock issue that won't affect your script. Your setflag needs to come right before the end of your script, after the pause 0x30 would be great. However, 0x200 isn't a good flag to use, are you aiming for a specific event flag? 0x1000 is a lot safer, as it isn't used by the game.
I'm'a delete all events in the game at one point anyway, so 0x200 shouldn't matter much, nyaa? or should I still change it regardless?


Polaret | Fourette | Ecuret | Axew | Zorua | Nanette [Shiny]
"My scar makes me sassy, child!"
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Male
Woodbridge, ON
Seen September 22nd, 2013
Posted October 27th, 2012
36 posts
15.2 Years
Think before you post, 4050 is not the only free var there are tons of them. The one I personally use is 5050.
You can't use the same variable for other scripts can you? If not how do you find out the other variables?

0m3GA ARS3NAL

Im comin' home...

Age 30
Male
Superjail Penitentiary
Seen February 25th, 2023
Posted September 12th, 2013
1,816 posts
15.3 Years
You can't use the same variable for other scripts can you? If not how do you find out the other variables?
Yes, you can use the same variable for every level.
if you use 4050, you can use it for EVERY script.
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0m3GA ARS3NAL
Age: 18
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Race: Caucasian
Quote:
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I don't even..."

M/O: Often acts out to get attention, but recently has changed that. Has been studying up on hacking information and hopes to participate in more advanced hacking discussion.
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