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[Archive] Script help thread

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Hello I need some help with scripting I want this person to make me follow him and warp me to a certian map and it did work. But it is an invisable person talking and making me follow him. How would I make it that a person would make me follow him and I can see the person.
 
Is it Possible to add new Tms? I want to add say 10-15 more tms. I am planning on taking the tm List back to the one from classic R/B/Y but I also want to have some extra slots for new moves. Is that possible? without hexediting as I am not ready to start learning Hex editing yet, even though I know that should really be used for good hacks. I dont plan on releaseing anything anytime soon.
 
Hello I need some help with scripting I want this person to make me follow him and warp me to a certian map and it did work. But it is an invisable person talking and making me follow him. How would I make it that a person would make me follow him and I can see the person.

You have to write the person event number(for the sprite you want to follow) after applymovement. And you have to place the sprite in the right place...
 
Hello I need some help with scripting I want this person to make me follow him and warp me to a certian map and it did work. But it is an invisable person talking and making me follow him. How would I make it that a person would make me follow him and I can see the person.

Is there a person on the map?
 
How does a Wild Battle script work
I've read every tut there is in PC and I never got the Wild Battle to work
Nothing Happens when I talk to the person with the script
 
Um...dude I directly said: "you can fill this out with any three numbers starting at 200".
Oh
@DJG Might try to extract the script from a regular ROM using PKSV.

I read this part.
Man, the next time, I'll trying to make a script before asking.
 
Please post pokemon firered signpost script code.

Signposts are just like a simple talking script.

Write one like this:

#org $begin
lock
message $sign
boxset 6
release
end

#org $sign
$sign 1 = Route 1 \pNorth to Viridian

Compile that and assign it to a signpost is A-map and you're away.
 
Signposts scripts don't really need a "Lock" command xD
Since you can just walk away from it at any time, and I think dabomstew's
new command Database has something like "simplesign" Where all you need is the pointer to text.

Happy hacking!


so It will be like this ?

Code:
#org $start
lock
faceplayer
checkflag 0x210
message $saluteandpkmn
boxset 0x6
givepokemon 369 5 164
jingle
message $recieved
boxset 0x6
message $salut
boxset 0x6
applymovement 0x07 $move
pausemove 0
setflag 0x210
release
end

#ORG $saluteandpkmn
$saluteandpkmn 1 =Oh, hi!\nYou must be \v\h01!\pYour sister came, minutes ago, for\nher own POKEMON too.\pAnyways she chose an EEVEE.\nShe was 

very excited!\pI kept you a very energetic,\nbut timid POKEMON.\pIts name is GIBLE. Here you have!\nIt's all yours!

#ORG $recieved
$recieved 1 =\v\h01 recieved GIBLE.

#ORG $salut
$salut 1 =Ok! That's all. I have to go\nand investigate some POKEMON outside.\pSee you!

#ORG $move
$move 1; #binary 0x08 0x08 0x0A 0x08 0x0A 0x0A 0x08 0x08 0x08 0xFE
Instead of jingle, how about fanfare 0x101 or fanfare 0x13E?

Offtopic: Good to see some setflags in there xD


It's pretty solid, including what megiddo said. But there's a bunch of common mistakes you made in the second half.

Code:
#ORG $saluteandpkmn
$saluteandpkmn 1 = Oh, hi!\nYou must be \v\h01!\pYour sister came, minutes ago, for\nher own POKEMON too.\pAnyways she chose an EEVEE.\nShe was 

very excited!\pI kept you a very energetic,\nbut timid POKEMON.\pIts name is GIBLE. Here you have!\nIt's all yours!

#ORG $recieved
$recieved 1 = \v\h01 recieved GIBLE.

#ORG $salut
$salut 1 = Ok! That's all. I have to go\nand investigate some POKEMON outside.\pSee you!

#ORG $move
$move 1 ; #binary 0x08 0x08 0x0A 0x08 0x0A 0x0A 0x08 0x08 0x08 0xFE

Spaces make a surprising amount of difference in a script.
You can make the movements anyway you like:
#raw 0x08 0x08 0x08 0x0A
#raw 0x0A 0x08 0x08 0x08 0xFE

#org $move
$move 1 ; 0x08 0x08 0x0a 0x08 0x0a 0x0a 0x08 0x08 0x08 0xFE

#org $move
#raw 0x08
#raw 0x08
#raw 0x0A
#raw 0x08
so on and so forth...
 
Last edited:
Can somebody post me the movement commands for Ruby and what they do?
Examples : 0x63 - jump up, 0x136 - Earthquake, 0x60 - A "!" appears over the person,...
 
Can somebody post me the movement commands for Ruby and what they do?
Examples : 0x63 - jump up, 0x136 - Earthquake, 0x60 - A "!" appears over the person,...

Take a look at my guide >.<
Also EArthquake is a special not a movement command.....

Can someone help me out with the learnings af basic #RAW commands? I know some....But I want to learn them all seeing as they are a vital in scripting, so couls someone help me out with basic #RAW commands and such? Help would be greatly appriciated!
 
Take a look at my guide >.<
Also EArthquake is a special not a movement command.....

Can someone help me out with the learnings af basic #RAW commands? I know some....But I want to learn them all seeing as they are a vital in scripting, so couls someone help me out with basic #RAW commands and such? Help would be greatly appriciated!
What kind of #raw commands?

Can somebody post me the movement commands for Ruby and what they do?
Examples : 0x63 - jump up, 0x136 - Earthquake, 0x60 - A "!" appears over the person,...

https://pokehacks.dabomstew.com/index.php?token=srmovements

You should understand that.

____________________________________

My question:

Is there a script command to remove a sprite on a different map?

and

Is there a way to move a sprite (movesprite) anywhere on a map, even the parts of the map that aren't viewable to you? Because "Movesprite" only moves a sprite to a specified location in your view.

last

Someone tell me when the right time to use setvar is and which Variables are useable.
 
This script stops after $after. Why doesn't do the further command? (btw, are the raws right?)

#org $begin
checkflag 0x206
if B_true goto $done
message $deadend
boxset 6
applymovement 0x01 $huh1
applymovement 0x02 $huh2
pausemove 0
message $getrid
boxset 6
applymovement 0x01 $meetplayer
pausemove 0
trainerbattle 0 0x161 $before $after $further
release
end

#org $done
release
end

#org $before
$before 1 = Taste my power!

#org $further
message $further1
boxset 6
#raw 0x53
#raw 0x05
#raw 0x04
#raw 0x02
#raw 0x01
#raw 0x00
setflag 0x206
fadescreen 0
release
end

#org $further1
$further1 1 = It was a dead end anyway.\pAnd we're also leaving.

#org $deadend
$deadend 1 = GRUNT: It's a dead end BOSS\pBOSS: Yes, we're getting out\nof here now.

#org $huh1
$huh1 1 ; #binary 0x62 0x01 0xFE

#org $huh2
$huh2 1 ; #binary 0x62 0x01 0xFE

#org $getrid
$getrid 1 = BOSS: Take care of the\nintruder first. \pGRUNT: Okay BOSS.

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

#org $after
$after 1 = What?!
 
Try this
Spoiler:
 
I'm not sure Teh Blaziken, but I think the $further wont work in your script cuz it says it's a message...
And the movement scripts also works... It's only the $further that doesn't work. Btw... the raws were probably wrong as I wanted four sprites to dissappear, not one

EDIT: The further didn't work this time either including the last movement this time(I'll try to find out my self)

I've found out what I did wrong. I put on the wrong trainerbattle type( It should be trainerbattle 1 for the $further to work)
The raw's were completely wrong.(When I managed to get to the raws, a Buy/sell box popped up.)

Here's the correct script:

#org $begin
checkflag 0x206
if B_true goto $done
message $deadend
boxset 6
applymovement 0x01 $huh1
applymovement 0x02 $huh2
pausemove 0
message $getrid
boxset 6
applymovement 0x01 $meetplayer
pausemove 0
trainerbattle 1 0x161 $before $after $further
release
end

#org $done
release
end

#org $before
$before 1 = Taste my power!

#org $further
message $further1
boxset 6
applymovement 0x01 $bye
applymovement 0x02 $bye
applymovement 0x04 $bye
applymovement 0x05 $bye
pausemove 0
#raw 0x53
#raw 0x05
#raw 0x00
#raw 0x53
#raw 0x04
#raw 0x00
#raw 0x53
#raw 0x02
#raw 0x00
#raw 0x53
#raw 0x01
#raw 0x00
setflag 0x206
fadescreen 0
release
end

#org $further1
$further1 1 = It was a dead end anyway.\pAnd we're also leaving.

#org $deadend
$deadend 1 = GRUNT: It's a dead end BOSS\pBOSS: Yes, we're getting out\nof here now.

#org $huh1
$huh1 1 ; #binary 0x62 0x04 0xFE

#org $huh2
$huh2 1 ; #binary 0x62 0x04 0xFE

#org $getrid
$getrid 1 = BOSS: Take care of the\nintruder first. \pGRUNT: Okay BOSS.

#org $meetplayer
$meetplayer 1 ; 0x12 0x12 0xFE

#org $after
$after 1 = What?!

#org $bye
$bye 1 ; #binary 0x60 0xFE
 
Last edited:
Can someone tell me why my scripts just freeze up the game? I have a regular script without the "applymovements" and it works just fine. When I try to make it so the guy who gives you an EEVEE and put it in AM in the "script" event, it just freezes up my game.

Spoiler:
 
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