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[Archive] Script help thread

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TB Pro

Old-timer
  • 2,708
    Posts
    19
    Years
    How many squares away is the people number 4 from the script box..?
    If it's too far away, then it won't move.
    Also, have you put in the right var values in that person and so in the script?
    Have ya set the same flag on the person?
    Try making the #org in small case.
    well he's waaaayyyy too far!
    Well I dunno.
    No I left him blank.
    Well as Itman said,
    ORG and org do the same thing.


    well Djd, ORG and org mean the same thing, and #binary isn't needed.
    I think the person is too far away from you to make them move.
    Yeah...

    Well I made a new script in place of this one!


    EDIT:
    Ok I have a problem with my script.
    It works fine except it won't display the last message and it keeps happening over and over again...
    Spoiler:
     
    Last edited:

    destinedjagold

    I do not exist.
  • 8,593
    Posts
    17
    Years
    • Seen May 26, 2024
    you forgot to put boxset 6 after the final message...
    and it keeps on repeating because you put the warp before the setflag...
    Which you should... :\

    Warp is like -The End- of the script, so the script will no longer read the rest of the blahblah except for the release and end...

    I suggest you...
    setflag 0x201
    warp 4 0 2

    Hope that helps. ^^
     

    mistersmeargle

    is a scatman.
  • 229
    Posts
    16
    Years
    • Seen Oct 26, 2017
    I need some help with scripting for my hack, Royal Purple. The starter is a Slowking but when I get it the Pokémon option doesn't appear. Also I need to know the command for an event happening if you don't have a Pokémon, i.e. Oak bringing you to his lab at the start FR/LG.
     

    TB Pro

    Old-timer
  • 2,708
    Posts
    19
    Years
    Well do this For the pokemon Menu:
    Code:
    Setflag 0x828
    Setflag 0x[Insert Flag Number Here]
    For the pokemon Menu.
    Also do this To get the Pokedex:
    Code:
    Setflag 0x829
    Setflag 0x[Insert Flag Number Here]
    And the Oak event is just a movement script...
     

    Hellsing

    The bird of Hermes is my name
  • 121
    Posts
    16
    Years
    I think I have a problem with my script. Here it is
    Code:
    #org $earthquake
    checkflag 0x200
    If B_TRUE goto $noquake
    special 0x136
    message $quake
    $quake 1 =Grandpa:v\h01! Are you ok? \nIt seems a rock landed in out backyard!
    boxset 6
    setflag 0x200
    end
    
    #org $noquake
    end
    after I burn/assign it to a script in advance map and test it out, it doesn't work. Like, the game freezes the third time I step on the script.
     

    +Sneasel™

    It's a meeee, itman!
  • 1,032
    Posts
    17
    Years
    I think I have a problem with my script. Here it is
    Code:
    #org $earthquake
    checkflag 0x200
    If B_TRUE goto $noquake
    special 0x136
    message $quake
    $quake 1 =Grandpa:v\h01! Are you ok? \nIt seems a rock landed in out backyard!
    boxset 6
    setflag 0x200
    end
    
    #org $noquake
    end
    after I burn/assign it to a script in advance map and test it out, it doesn't work. Like, the game freezes the third time I step on the script.

    Try this:

    #org $earthquake
    checkflag 0x200
    if B_true goto $noquake
    special 0x136
    message $quake
    boxset 6
    setflag 0x200
    release
    end

    #org $noquake
    release
    end

    #org $quake
    $quake 1 = Grandpa:v\h01! Are you ok? \nIt seems a rock landed in out backyard!
     

    Hellsing

    The bird of Hermes is my name
  • 121
    Posts
    16
    Years
    thanks itman. But do I need the release command? It isn't a person, it's a script.
     

    Hellsing

    The bird of Hermes is my name
  • 121
    Posts
    16
    Years
    yeah!
    Oh, and its \v\h01, not v\h01.

    Tried your script, same results. compiling problems? Maybe. And what do you mean by "yeah!"? yes or no?
    Thanks though.

    If they are compiling problems, heres what happens when I compile.
    right click-compile script.
    File not FOund or user cancel.
    NO!!
    Open Pokescript. File-encode.
    ----
    select book,choose rom,select torch, choose offset.
    file-burn
    -----Processed 0 lines.
    then I assign it.
     
    Last edited:

    TB Pro

    Old-timer
  • 2,708
    Posts
    19
    Years
    Ok I have a problem with my script.

    This is what I want it to do:
    1. Mom moves over to player and turns to him and says stuff.
    2. mom moves.
    3. Player talks then moves.
    4. mom moves infront of player[happens at saame time as 3].
    5. mom talks.
    6. Mom pushes player back.
    7. player turns back[happens same time as 6].
    8. player moves back with mom[happens same time as 6 and 7].
    9. Mom says stuff.
    11. Player moves down
    12. Player warps.

    And this is what dosen't work:
    1.well the mom didn't turn to me.
    2.mom messed up on movements[easy fix]
    3.I never moved up.
    4.I messed up on movements[easy fix]

    Here it is:
    Spoiler:


    EDIT: I got it to work!
     
    Last edited:

    mistersmeargle

    is a scatman.
  • 229
    Posts
    16
    Years
    • Seen Oct 26, 2017
    These are scripts from my Fire Red hack, Royal Purple. The first one is for the player's mother, she's supposed to give the Running Shoes. The second one is for Professor Oak, he's supposed to give you a Swinub as a starter and the National Dex. But when I burned them in, mom gives a ????????? and Oak isn't even in the lab?!

    Spoiler:


    Spoiler:


    Any input?
     

    TB Pro

    Old-timer
  • 2,708
    Posts
    19
    Years
    First script:
    Spoiler:
    Remember the rnning shoes are a flag.....

    Script 2:
    Spoiler:
    Remember Pokedexes are not items....
     

    Jack of Bl♠des

    Former goderator
  • 194
    Posts
    16
    Years
    Hello. I'm having a bit of a problem with a certain function. I'm working on addmovement commands, but I can't get mine to work. The one I'm working on now will involve one tile and person. If the player steps on the tile, the person (positioned next to the tile) will move left twice, move down three steps, then move up three steps and right two steps. But when I step on the tile, the game freezes.


    Code:
    #org $begin
    applymovement 0x02 $walk
    pausemove 0
    message $talk
    boxset 6
    release
    end
    
    #org $walk
    $walk 1 ; 0x17 0x17 0x15 0x15 0x15 0x16 0x16 0x18 0x18 0x56 0xFE
    
    #org $talk
    $talk 1 = You've made a movement script.\pCongratulations dumbass!\nHere's a\pcookie.\nPSYCHE!


    Also, I am using the movement commands on a Ruby ROM, not the FR commands. And the number of that person was 1.
     

    mistersmeargle

    is a scatman.
  • 229
    Posts
    16
    Years
    • Seen Oct 26, 2017
    Did you remember the Unknown and Var Numbers?

    Thanks Teh Blaziken, I got completely mixed up there!
     
    Last edited:

    TB Pro

    Old-timer
  • 2,708
    Posts
    19
    Years
    With applymovement commands you must check & Set flags......

    Here is your script corrected:
    Spoiler:
    In Purple are the corrections.
    I always put "org" like this: "ORG" so It's easy to find the script if you need to change something.
    You need to check a flag to make sure it dosen't happen over and over again.
    You need to put "if B_true goto $done" because if you don't it will just happen everytime you step on the tile. And you don't want that right?
    Of course if you have checkflag you must have setflag....
    You need the "$done" script to let the "if B_true goto $done" go somewhere, And you put it as release end so when you step on that tile it acts like a regular tile after the event has been completed.
    You also must put "#binary" in front of all movements.

    Also did you put the right Unknown and Var Number values in?
    They are:
    Unknown: 00 00
    Var Numbers: 52 40
    leave the rest as is.

    Hey no prob Mistersmaergle, If you ever need any help feel free to PM me okay?
     

    Jack of Bl♠des

    Former goderator
  • 194
    Posts
    16
    Years
    With applymovement commands you must check & Set flags......

    Here is your script corrected:
    Spoiler:
    In Purple are the corrections.
    I always put "org" like this: "ORG" so It's easy to find the script if you need to change something.
    You need to check a flag to make sure it dosen't happen over and over again.
    You need to put "if B_true goto $done" because if you don't it will just happen everytime you step on the tile. And you don't want that right?
    Of course if you have checkflag you must have setflag....
    You need the "$done" script to let the "if B_true goto $done" go somewhere, And you put it as release end so when you step on that tile it acts like a regular tile after the event has been completed.
    You also must put "#binary" in front of all movements.

    Also did you put the right Unknown and Var Number values in?
    They are:
    Unknown: 00 00
    Var Numbers: 52 40
    leave the rest as is.

    Hey no prob Mistersmaergle, If you ever need any help feel free to PM me okay?

    There we go. Guess I should have pain more attention to binary and made sure to remember my flags (bad habit of mine ♦_♦)
     

    Reaper 6

    (Reaper 6) the six samurai YGO
  • 122
    Posts
    16
    Years
    • Seen Dec 8, 2009
    Script

    Hi can anyone tell me what the command is for choosing a pokemon in the prof script its for leafgreen and pokescript please
     

    mistersmeargle

    is a scatman.
  • 229
    Posts
    16
    Years
    • Seen Oct 26, 2017
    This is my replacement script for Professor Oak, to make him actually appear in the Lab. I have gone way wrong with this but I have no idea exactly what to do with it (note I've been scripting for only a week).
    Spoiler:
     
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