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[Archive] Script help thread

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Thanks thethethethe, you've been helpfull :D.

So, I figured I'd remove them after their certain movements.
So, for the theif, when he finishes he's set, and the policemen in the $goaway pointer.

Code:
#org $startscript
lock
checkflag 0x201
if B_true goto $endscript
applymovement 0x5 $theif
pause 0x10
applymovement 0x6 $policemen
pause 0x50
message $policetalk
boxset 0x6
applymovement ox6 $goaway
pause 0x10
setflag 0x201
release
end

#org $policetalk
= Argh!\nWhy didn't you stop him?

#org $theif
#raw 0x0A
#raw 0x08
#raw 0x08
#raw 0x0A
#raw 0x0A
#raw 0x08
#raw 0x08
#raw 0x08
#raw 0x08
#raw 0x08
#raw 0x08
#raw 0x08
#raw 0x53 0x5 0x00
#raw 0xFE

#org $policemen
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0xFE

#org $goaway
#raw 0x08
#raw 0x08
#raw 0x08
#raw 0x08
#raw 0x08
#raw 0x08
#raw 0x08
#raw 0x08
#raw 0x53 0x6 0x00
#raw 0xFE

#org $endscript
release
end
 
Hey what are the offsets for the kanto badges
Are they the same as the ruby ones?
 
Dragoon - No, they were posted in the Script Discussion thread before, on like Pg. 66. I asked that, and if I find it, I'll quote it here.

Kingdra - What's with the return? I can't really find out what's wrong until you say why.
 
Thanks thethethethe, you've been helpfull :D.

So, I figured I'd remove them after their certain movements.
So, for the theif, when he finishes he's set, and the policemen in the $goaway pointer.

Code:
#org $startscript
lock
checkflag 0x201
if B_true goto $endscript
applymovement 0x5 $theif
pause 0x10
applymovement 0x6 $policemen
pause 0x50
message $policetalk
boxset 0x6
applymovement ox6 $goaway
pause 0x10
setflag 0x201
release
end

#org $policetalk
= Argh!\nWhy didn't you stop him?

#org $theif
#raw 0x0A
#raw 0x08
#raw 0x08
#raw 0x0A
#raw 0x0A
#raw 0x08
#raw 0x08
#raw 0x08
#raw 0x08
#raw 0x08
#raw 0x08
#raw 0x08
#raw 0x53 0x5 0x00
#raw 0xFE

#org $policemen
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0xFE

#org $goaway
#raw 0x08
#raw 0x08
#raw 0x08
#raw 0x08
#raw 0x08
#raw 0x08
#raw 0x08
#raw 0x08
#raw 0x53 0x6 0x00
#raw 0xFE

#org $endscript
release
end

I guess I didn't explain that #raw 53 thing very well.

#raw 0x53 0x06 0x00, should be apart of the script not the movements. I haven't checked what the movements for those numbers are, but it wouldn't work the decided way.
I'll show you an example of the #raw 53.

Code:
#org $start
checkflag 0x828
if 1 goto $done
applymovement 0x01 $move
pausemove 0
#raw 0x53 0x01 0x00   'Make the person dissapear after leaving the screen. 
setflag 0x828
release
end

#org $done
release
end

#org $move
#raw 0x12 0x12 0x12 0x12 0x12 0x12
#raw 0x12 0x12 0xFE

Merry Christmas everyone!

I would just like to ask if anyone can show me a simple code that checks whether the player is either a male or female...
E.g. when talking to a sprite in a map, if male, he says "Lovely Day.", and if female, he says "Beautiful Day.".

Thanks~

Here's part of a script that I cut out of LoD.
Code:
#org $start
checkflag 0x201
if 1 goto $alternate
checkgender                     'The part you're interested in.
compare 0x800D 0         '0x800D = LASTRESULT, I type 0x800D, because it's faster. 
if 1 goto $boyy
compare 0x800D 1
if 1 goto $girly

#org $girly
message $girlthink
boxset 4
#raw 68
pause 0x14
storetext 0x0 $girlli           'My added command, don't take notice of this. This command is not in a normal database.
message $lucky
boxset 6
....
....

#org $boyy
setflag 0x202
message $boythink
boxset 4
#raw 68
pause 0x14
storetext 0x0 $boyyyi           'My added command, don't take notice of this. This command is not in a normal database.
message $lucky
boxset 6
.....
.....
 
Spoiler:



Spoiler:


Can someone check my scripts please (I really suck at YES/NO...XD)
Thanks in advance..:)

Merry Christmas Everyone
 
First Problem with a script in a Long time, hehe....
Well First, the script doesn't make entei appear, and it's like a Invisible entei jumping on trees!

Second the Cry doesn't work, Third, The Message "\v\h01: Put the NUGGET in the Items poket" Doesn't disappear, ....Well, Everything after

"Applymovement 0xFF $turn" Doesn't work.

Code:
#org $start
lock
message $neck
$neck 1 = \v\h01: Mom's Neckalace. Take it?
boxset 5
compare LASTRESULT 1
if 1 goto $got
message $put
$put 1 = \v\h01 left it there.
boxset 6
release
end

#org $got
giveitem 0x6E 1
#raw 0x53 0x01 0x00
#raw 0x55  0x02 0x00
applymovement 0x02 $entei
pausemove 0
applymovement 0xFF $turn
$turn 1 ; 0x2E 0x62 0xFE
pausemove 0
cry 0xF4
pause 0x28
message $scare
$scare 1 = \c\h01\h08\v\h01: AHHHHHH!!!!!!
boxset 6
applymovement 0x02 $jmp
$jmp 1 ; 0x14 0x4E 0x4E 0x4E 0x4E 0x4E 0x4E
pausemove 0
#raw 53
#raw 02
nop
message $have
$have 1 = \c\h01\h08\v\h01: You don't see that every\nday.\lI have to tell someone!
boxset 6
setflag 0x202
release
end

#org $entei
#raw 0x51 0x51 0x4F 0x4F 0x51 0x51 0x51 0x51 0x51
#raw 0x51 0xFE

I had to refer to thethethethe's hex tutorial to try and fix it!
Anyone willing to help out?
 
Last edited:
Yeah, for the Turn, first of all, you have to put #binary after the ;.

Secondly, the reason why it doesn't appear is because the #raw 0x55 makes it disappear. So Entei disappears.

Third, You forgot a bunch of stuff to end the movements. You forgot a lot of 0xFE so it doesn't really work.

Fourth, cry isn't in poketscript. I think thethethethe put it in the Script Discussion thread because I asked him that. If I find it, I'll quote it.

I fixed it a little bit, try and see if it works. The only confusing thing is the nop that you put in the script. What's with that?

Code:
#org $start
lock
message $neck
$neck 1 = \v\h01: Mom's Neckalace. Take it?
boxset 5
compare LASTRESULT 1
if 1 goto $got
message $put
$put 1 = \v\h01 left it there.
boxset 6
release
end

#org $got
giveitem 0x6E 1
#raw 0x53 0x01 0x00
#raw 0x55 0x02 0x00
applymovement 0x02 $entei
pausemove 0
applymovement 0xFF $turn
$turn 1 ; [B]#binary[/B] 0x2E 0x62 0xFE
pausemove 0
cry 0xF4
pause 0x28
message $scare
$scare 1 = \c\h01\h08\v\h01: AHHHHHH!!!!!!
boxset 6
applymovement 0x02 $jmp
$jmp 1 ; [B]#binary[/B] 0x14 0x4E 0x4E 0x4E 0x4E 0x4E 0x4E [B]0xFE[/B]
pausemove 0
#raw 53
#raw 02
nop - [B]What's with the nop?[/B]
message $have
$have 1 = \c\h01\h08\v\h01: You don't see that every\nday.\lI have to tell someone!
boxset 6
setflag 0x202
release
end

#org $entei
#raw 0x51 0x51 0x4F 0x4F 0x51 0x51 0x51 0x51 0x51 [B]0xFE[/B]
 
Hi! i'm making a script... but i'm having trouble whit pokedex. Now, the basic script is:

#org $FirstPokemon
lock
faceplayer
message $talk1
$talk1 1 = Hello \v\h01.\nSince you're new in this area you\pwill need a PokeDex.\nHere, take it.
setflag 0x800
setflag 0x801
jingle
message $gotdex
$gotdex 1 = You recieved a PokeDex!
message $talk2
$talk2 1 = Now...
applymovement 0x0 $surprise
$surprise 1 ; #binary 0x62 0xFE
message $talk3
$talk2 3 = WHAT?!\n You didn't bring any pokemon?!\pWhat a buckethead... Well...\nI caught this Charizard LVL30 in Route 101\pTake it...
givepokemon 6 35 0
jingle
message $gotcharizard
$gotcharizard 1 = You recieved a lvl 30 Charizard!
message $talk4
$talk4 1 = In Route 101 you'll find\nReally nice pokemons. In order to \pcatch them you'll need pokeballs...\n...\p...\n...\pYou don't have any... well take 5.
-here goes the giveitem command, wich i dont understand-
message $talk5
$talk5 1 = Now, go ahead and talk to Richie\nHe will tell you where to go.
release
end

Help would be aprecciated thanks :D

EDIT: I'm using emerald
 
Yeah, for the Turn, first of all, you have to put #binary after the ;.

Secondly, the reason why it doesn't appear is because the #raw 0x55 makes it disappear. So Entei disappears.

Third, You forgot a bunch of stuff to end the movements. You forgot a lot of 0xFE so it doesn't really work.

Fourth, cry isn't in poketscript. I think thethethethe put it in the Script Discussion thread because I asked him that. If I find it, I'll quote it.

I fixed it a little bit, try and see if it works. The only confusing thing is the nop that you put in the script. What's with that?

Code:
#org $start
lock
message $neck
$neck 1 = \v\h01: Mom's Neckalace. Take it?
boxset 5
compare LASTRESULT 1
if 1 goto $got
message $put
$put 1 = \v\h01 left it there.
boxset 6
release
end

#org $got
giveitem 0x6E 1
#raw 0x53 0x01 0x00
#raw 0x55 0x02 0x00
applymovement 0x02 $entei
pausemove 0
applymovement 0xFF $turn
$turn 1 ; [B]#binary[/B] 0x2E 0x62 0xFE
pausemove 0
cry 0xF4
pause 0x28
message $scare
$scare 1 = \c\h01\h08\v\h01: AHHHHHH!!!!!!
boxset 6
applymovement 0x02 $jmp
$jmp 1 ; [B]#binary[/B] 0x14 0x4E 0x4E 0x4E 0x4E 0x4E 0x4E [B]0xFE[/B]
pausemove 0
#raw 53
#raw 02
nop - [B]What's with the nop?[/B]
message $have
$have 1 = \c\h01\h08\v\h01: You don't see that every\nday.\lI have to tell someone!
boxset 6
setflag 0x202
release
end

#org $entei
#raw 0x51 0x51 0x4F 0x4F 0x51 0x51 0x51 0x51 0x51 [B]0xFE[/B]

Thanks but, I'm a Advanced scripter, and I know what I'm doing. Not to sound harsh but,
Yeah, for the Turn, first of all, you have to put #binary after the ;.
You don't have to, It will work without it.
Secondly, the reason why it doesn't appear is because the #raw 0x55 makes it disappear. So Entei disappears.
#raw 53 makes entei disappear, and #raw 55 makes it appear(but It has to be hidden) ;)And If you look at the hex tutorial, It clearly makes itself clear, xD
Third, You forgot a bunch of stuff to end the movements. You forgot a lot of 0xFE so it doesn't really work.
You can write it the way I wrote it, so that you can have more than 15 movements.
Fourth, cry isn't in poketscript. I think thethethethe put it in the Script Discussion thread because I asked him that. If I find it, I'll quote it.
Thanks, I didn't know that, because I never used it. lol
I fixed it a little bit, try and see if it works. The only confusing thing is the nop that you put in the script. What's with that?
Nop is the same as #raw 0x00, and it is used to prevent freezing.
 
Here is a berry script for anyone that wants to use it.
If it works...

Code:
#org $oranberry
lock
faceplayer
checkflag 0x202
if b_true goto $alreadyhave
giveitem 0x8B 1
message $receive
boxset 0x6
setflag 0x202
release
end

#org $receive
= \v\h01 received an Oran Berry!
release
end

#org $alreadyhave
= Theres nothing here...
release
end
 
i've tested my script (see avobe) and it works great (i had to ad boxset 6 under each message line, if not it wont talk haha. But still, NO DEX so NO POKEMON. In emerald wich flags do i have to activate to get the dex and the poke? thankssss :D

and also the 0x62 (which is supposed to bring a ! in Person #0 doesnt appears).

EDIT: This is how it looks on scripted...

'-----------------------
#org 0xE4110C
lock
faceplayer
msgbox 0x8E41168 '"Hello \v\h01.\nSince..."
callstd 0x6
setflag 0x800
setflag 0x801
jingle
msgbox 0x8E411B8 '"You recieved a PokeD..."
callstd 0x6
msgbox 0x8E411D0 '"Now......"
callstd 0x6
pause 0x40
applymovement 0x0 0x8E411D7
pause 0x40
msgbox 0x8E411D9 '"WHAT?!\n You didn't ..."
callstd 0x6
givepokemon 0x6 0x23 0x0
jingle
msgbox 0x8E41253 '"You recieved a lvl 3..."
callstd 0x6
msgbox 0x8E41274 '"In Route 101 you'll ..."
callstd 0x6
msgbox 0x8E41303 '"Now, go ahead and ta..."
callstd 0x6
release
end


'---------
' Strings
'---------
#org 0xE41168
= Hello \v\h01.\nSince you're new in this area you\pwill need a PokeDex.\nHere, take it.
#org 0xE411B8
= You recieved a PokeDex!
#org 0xE411D0
= Now...
#org 0xE411D9
= WHAT?!\n You didn't bring any pokemon?!\pWhat a buckethead... Well...\nI caught this Charizard in Route 101\pTake it...
#org 0xE41253
= You recieved a lvl 30 Charizard!
#org 0xE41274
= In Route 101 you'll find\nReally nice pokemons. In order to \pcatch them you'll need pokeballs...\n...\p...\n...\pYou don't have any... well take 5.
#org 0xE41303
= Now, go ahead and talk to Richie\nHe will tell you where to go.

'-----------
' Movements
'-----------
#raw 62 'mov62
#raw FE 'Exit

EDIT2: I've cheked and my person was #1 so, my bad... but 0x62 moves him foward... hehe.
 
Last edited:
Here is a berry script for anyone that wants to use it.
If it works...

Code:
#org $oranberry
lock
faceplayer
checkflag 0x202
if b_true goto $alreadyhave
giveitem 0x8B 1
message $receive
boxset 0x6
setflag 0x202
release
end

#org $receive
= \v\h01 received an Oran Berry!
release
end

#org $alreadyhave
= Theres nothing here...
release
end
There is more to a Berry Tree script than that, but oh well, you just made my life easier! thanks.

@litium: sorry if it seems like I'm ignoring you.
 
No worries. I've just solved the giveitem and all that. The only problem i've got is that the Pokedex thingy is not working, either the givepokemon.
 
WARINING! Kinda big script in spoiler!

Spoiler:


So, it's supposed to move you, someone's supposed to speak and then move. Then it asks you questions and, depending on what you say yes to, it sets a flag. If you keep saying no, it'll repeat the questions. Then another event is supposed to move, the one that spoke is supposed to have an exclamation point appear over his head, and then it sets a flag and ends. If you walk over the trigger event again, it says something and moves you upward.

This is part one of a two part script. Problem is, I get an overflow error. I checked it over and I'm not sure what I did wrong. Does anyone else see any problems with it? Can someone help me out?
 
Spoiler:



Spoiler:


Can someone check my scripts please (I really suck at YES/NO...XD)
Thanks in advance..:)
 
Spoiler:



Spoiler:


Can someone check my scripts please (I really suck at YES/NO...XD)
Thanks in advance..:)

The first one: (I redid the script)
Spoiler:
 
The first one: (I redid the script)
Spoiler:

Thanks..:)
I'll try it..:D
 
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