• Just a reminder that providing specifics on, sharing links to, or naming websites where ROMs can be accessed is against the rules. If your post has any of this information it will be removed.
  • Ever thought it'd be cool to have your art, writing, or challenge runs featured on PokéCommunity? Click here for info - we'd love to spotlight your work!
  • Our weekly protagonist poll is now up! Vote for your favorite Trading Card Game 2 protagonist in the poll by clicking here.
  • Welcome to PokéCommunity! Register now and join one of the best fan communities on the 'net to talk Pokémon and more! We are not affiliated with The Pokémon Company or Nintendo.

[Archive] Script help thread

Status
Not open for further replies.
How do you change the position of a sprite forever after an event?
A combination of "movesprite" and level scripts.
Does anybody know how to display the money box in the top left hand corner of the screen?

Thanks
#raw 0x93 0x00 0x00 0x00
to show money box.
#raw 0x94 0x00 0x00
to make it disappear.
Hey does anyone know how to make a POKEMART script
because it never tells in tutorals
so can anyone ell me how to make a POKEMART script?

Here's an example of the "Pokemart" command. If you want me to explain it, just ask.
Code:
#org $StartMarket
lock
faceplayer
pokemart $marketValues
release
end

#org $marketValues
#binary int 0x1 0x2 0x3 0x4 0x5 0x6 0x7 0x8
#binary int 0x9 0xa 0xb 0xc 0x13 0x14 0x0
 
I've been avoiding this for a while, but how would I make the hero follow someone?
 
hey thethethethe i don't get the mart script can you explain it?
 
I've been avoiding this for a while, but how would I make the hero follow someone?

Just like a normal follow-me script. Just make the player follow the other OW, instead of the OW, following you.

hey thethethethe i don't get the mart script can you explain it?
Ok.
Code:
#org $StartMarket
lock
faceplayer
pokemart $marketValues 'pointer to items in the pokemart.
release
end

#org $marketValues
#binary int 0x1 0x2 0x3 0x4 0x5 0x6 0x7 0x8  'items. So in this case it's Masterball, Ultraball, Greatball, pokeball, etc
#binary int 0x9 0xa 0xb 0xc 0x13 0x14 0x0  'continueing items... Must End in 0x0 otherwise it won't work.
Is that enough explanation?
 
you mean the first line joins with the second line?
or are they separate?
 
you mean the first line joins with the second line?
or are they separate?
 
I meant what would I use?
applymovement 0xFF moves only the Hero.
applymovement 0x1 moves the person number.
I want the hero to follow someone.
 
I meant what would I use?
applymovement 0xFF moves only the Hero.
applymovement 0x1 moves the person number.
I want the hero to follow someone.
In the situation that the hero is behind someone:
Spoiler:

Just change the $MovePlayerUp in respect to the person being followed.

------------------------------------------------------------------------------------


So if I wanted to make a sprite disappear after an event could I just compile the following code from PokeScript and change the pointer?

Code:
#org $Start
checkflag 0x82f
if B_false gosub $no
applymovement 0x04 $disappear
$disappear 1 ; #Binary 0x0a 0x60 0xfe
end

#org $no
release
end
 
Last edited:
Alright, i've tried to fix this script and have made steady progress, but I cant find out whats wrong with it. I know theres something wrong with battle 4 because it stuffs up there, but I don't know what... Could someone help me?

What happens is I land on the script, a pidgey comes and versus me, but then the next time I have to click for the next one to come. And the first pidgey doesn't dissapear.

Code:
#org $begin
lock
checkflag 0x208
if b_true goto $done
message $wierd
$wierd 1 =Something wierd is going on...
boxset 6
applymovement 0x5 $battle1
pausemove 0
wildbattle 0x10 0x5 0x3
cry PKMN_MEW
#raw 0x53
message $another1
$another1 1 =Not another one!
boxset 6
applymovement 0x3 $battle2
pausemove 0
wildbattle 0x10 0x5 0x3
cry PKMN_MEW
#raw 0x53
message $another2
$another2 1 =Not another one!
boxset 6
applymovement 0x7 $battle3
pausemove 0
wildbattle 0x10 0x5 0x3
cry PKMN_MEW
#raw 0x53
message $another3
$another3 1 =Not another one!
boxset 6
applymovement 0x6 $battle4
pausemove 0
wildbattle 0x10 0x5 0x3
cry PKMN_MEW
#raw 0x53
message $another5
$another5 =Not another one!
boxset 6
applymovement 0x4 $battle5
pausemove 0
wildbattle 0x10 0x5 0x3
cry PKMN_MEW
#raw 0x53
message $another4
$another4 1 =Huh?
boxset 6
applymovement 0x8 $suicune
pausemove 0
setflag 0x08
release
end

#org $battle1
#raw 0x08
#raw 0x02
#raw 0xFE

#org $battle2
#raw 0x08
#raw 0x08
#raw 0x08
#raw 0x0A
#raw 0x0A
#raw 0xFE

#org $battle3
#raw 0x08
#raw 0x08
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0xFE

#raw $battle4
#raw 0x08
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0xFE

#org $battle5
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0xFE

#org $suicune
#raw 0x08
#raw 0x08
#raw 0x08
#raw 0x08
#raw 0x08
#raw 0x08
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x0A

#org $done
release
end
 
Alright, i've tried to fix this script and have made steady progress, but I cant find out whats wrong with it. I know theres something wrong with battle 4 because it stuffs up there, but I don't know what... Could someone help me?

What happens is I land on the script, a pidgey comes and versus me, but then the next time I have to click for the next one to come. And the first pidgey doesn't dissapear.

You really need to read some tutorials.
You're raw movement codes should be after the applymovement (dosn't have to be just so that it is easier) and they don't need a separate line. Also you must end with 0xfe.

example:
Code:
applymovment 0x01 $something
$something 1 ; #raw 0x01 0x09 [...] [B]0xfe[/B]

You have 4 messages that say Not another one! Just use one and have the messages point to the same thing.

example:
Code:
message $h
$h 1 = gklhglahjklghjkab
boxset 6
[...]
message  $h
boxset 6
[...]
message $h
boxset 6

In wildbattle scripts you don't have the 0x.

example
Code:
wildbattle 5 20 1

Lastly check your setflag you wrote 0x08 should be 0x208. There might be some more, your script was hard to read try using paragraphs.

---------------------------------------------------------------------------------------------
--------------------------------------- MY QUESTION ---------------------------------------
---------------------------------------------------------------------------------------------

So if I wanted to make a sprite disappear after an event could I just compile the following code from PokeScript and change the pointer?

Code:
#org $Start
checkflag 0x82f
if B_false gosub $no
applymovement 0x04 $disappear
$disappear 1 ; #Binary 0x0a 0x60 0xfe
end

#org $no
release
end
 
Last edited:
To make a sprite dissapear you use #raw 0x53, but you don't put it in the movements commands. You put it after the the person walks off the screen, or in a battle situation, before they exit the screen.
And no, movements don't really work on my rom if they're after the applymovement, as I said. All the movements work fine, if I changed it to your way it just wouldn't work, none of my scripts worked like that. I'm using FireRed so some things might be different >_>. Also having 0x doesn't make a different, but I use it that way cause I learned that way ... Most of my scripts work fine so I don't think I need to read alot of tutorials..

Also, #raw is another way to write a command that isn't in the program. And sometimes it works better with that command. #raw commands are basically hex..

Hopefully that explains it a bit better..

About ending with a 0xFE in the suicune pointer I probably forgot it, but thats not where the problem appears >.>
And the setflag 0x208 was probably a typo, but again it's not where the problem appears.
 
Thanks thethethethe for the money and pokemart script info! You seem to know everything about scripting!
 
What's wrong with this script? It's supposed to make your mom walk up 1 step adn then talk to you, but all that happens is the game freezes.
________________
#ORG $begin
checkflag 0x200
if B_true goto $done
applymovement 0x01 $momwalk
pausemove 0
message $momtalk
boxset 6
setflag 0x200
release
end

#org $done
release
end

#org $momwalk
$momwalk 1 ; 0x11 0xFE

#org $momtalk
$momtalk 1 = Good morning \v\h01\ !. \nProfessor Blazer is looking \pfor you. He wants \nto show you another one \pof his pokemon. \nAnd just think, when you \pare 10, he'll give you \na pokemon! Just wait 1 more \pyear, and you can! \nSo, I wonder what \ppokemon Professor Blazer \nhas to show you this \ptime!
 
What's wrong with this script? It's supposed to make your mom walk up 1 step adn then talk to you, but all that happens is the game freezes.
________________
#ORG $begin
checkflag 0x200
if B_true goto $done
applymovement 0x01 $momwalk
pausemove 0
message $momtalk
boxset 6
setflag 0x200
release
end

#org $done
release
end

#org $momwalk
$momwalk 1 ; #binary 0x11 0xFE

#org $momtalk
$momtalk 1 = Good morning \v\h01\ !. \nProfessor Blazer is looking \pfor you. He wants \nto show you another one \pof his pokemon. \nAnd just think, when you \pare 10, he'll give you \na pokemon! Just wait 1 more \pyear, and you can! \nSo, I wonder what \ppokemon Professor Blazer \nhas to show you this \ptime!
What i edited is in bold..
try that.
 
It's still freezing.
I can't figure out why...

This is where i put the scripts (i put 4 using the same flag in those 4 spots, all using different movements)

[PokeCommunity.com] [Archive] Script help thread

Have you set the Unknown and Var Numbers in Advance Map like this?

Unknown 03 00
Var Number 52 40

9 times out of 10 that's why movement scripts freeze.
 
Have you set the Unknown and Var Numbers in Advance Map like this?

Unknown 03 00
Var Number 52 40

9 times out of 10 that's why movement scripts freeze.

No, i didn't even know those mattered lol

I'll try it, thanks!

Edit: Works perfectly!
Thanks so much!
I better remember to do that for all my movement scripts!

Edit (again): I have another question:
How do you make a script for a person to not let you go somewhere until you've cleared an event.

Example: I want to make a guy block route 1 until you've done a certain event
Lets say the flag for that event is 0x205

Would i set the flag on the guy whoes blocking route 1's script 0x205?
 
Last edited:
Basically, you don't have to put anything in the script itself, just in AdvanceMap, set the 'People Id' of the person that's blocking the path to the flag you used for the event.

Eg. You can't get into a cave until you do an event that sets the 888 flag. You simply set the 'ID' to 888 and when you do the event, he will be gone.

Try It!
 
Basically, you don't have to put anything in the script itself, just in AdvanceMap, set the 'People Id' of the person that's blocking the path to the flag you used for the event.

Eg. You can't get into a cave until you do an event that sets the 888 flag. You simply set the 'ID' to 888 and when you do the event, he will be gone.

Try It!

Wow, that was easy!
Thanks again, swampert22
 
Status
Not open for further replies.
Back
Top