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[Archive] Script help thread

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Um... I compiled it, and I know the offset. Now What do I do with the Advancemap and the Unknown numbers, the movemnet number, the person number, and other codes???
 
In advance map,click on any event and put where it says ''Script Offset'' the offset you compiled
If your puting it on an S,put these value's
_______________
Unknown l 0300
VarNumber l 5040
 
Code:
#org $start
lock
faceplayer
message $msgstart
boxset 6
#raw 0x8F 0x03 0x00
compare 0x800D 0x0
if 0x1 goto $option1
compare 0x800D 0x1
if 0x1 goto $option2
compare 0x800D 0x2
if 0x1 goto $option3
end
release

#org $msgstart
$msgstart 1 =Hi.\nWhen I was young,\p I was a super Trainer !\n But now,\l I get just this pokemon...\p I want you take it,\l and this egg...

#org $option1
givepokemon 144 5 0
#raw 0x7A 0x00 0x97
#raw 53
#raw 3
#raw 00
end
release

#org $option2
givepokemon 145 5 0
#raw 0x7A 0x0 0xFB
#raw 53
#raw 3
#raw 00
end
release

#org $option2
givepokemon 146 5 0
#raw 0x7A 0x01 0x99
#raw 53
#raw 3
#raw 00
end
release

UP :s

I have this error :

Run-Time Error '457'
This key is already associated with an element of this collection
 
Is the script above supposed to be a script for the beginning? where it displays the pokemon in 3 different pokeballs?
 
MasterCloud, that's easy to explain.
The reason is that, the script compiler tells you that something has been written, and then a new one has the same name and it will no longer accept it.
Here's your error.

Spoiler:


See that? The underlined ones are the same.
Change one of them, okies? :)
 
Oh thanks, I didn't see this big mistake :embarrass

I have a question :tongue:
I wanna make a character (a NPC) fly (like when you fly with a pokemon) and make him disappear, how do it ?
 
I'm having right now is scripting.
I think when everyone helps me get the right script, I compile and test it out, but in Ruby it crashes, and Fire Red it freezes.
I think I get closer to it in Fire Red.
 
Oh...well I've been using the ones people have been telling me to use.
I don't get it.
Is there a difference between Fire Red and Ruby?
 
Here is a wildbattle script can anyone check if i have a lot of mistakes?
#org $start
lock
faceplayer
message $$2
$$2 1 =
boxset 0x6
cry 0xA1 254
#raw 0x02 0x00
nop
nop
wildbattle 254 70 1
fadescreen 0
#raw 0x53 0x0F 0x80
setflag 0x200
release
end

#org $1
$1 1 =DIALGA: Doguyunn!
 
@shinypkmnfan Yes Theres alot of differences, theres different flags set, etc.

@ I WANT DIALGA theres mistakes in your script

Also, I've fixed it so i wont repeat itself...

Code:
#org $start
[b]checkflag 0x200
if b_true goto $done[/b]
lock
faceplayer
message [b]$1[/b]
boxset [b]6[/b]
cry 0xA1 254
#raw 0x02 0x00
nop
nop
wildbattle 254 70 1
fadescreen 0
#raw 0x53 0x0F 0x80
setflag 0x200
release
end

[b]#org $done
release
end[/b]

#org $1
$1 1 =DIALGA: Doguyunn!

Changes are in bold...
 
hi,
when i insert this script the game just freeze,
so what's the probleme?
Code:
[FONT="Comic Sans MS"]#org $start
message $1
boxset 6
applymovement 0x11 $move
pausemove 0x0
applymovement 0x10 $move2
pausemove 0x0
applymovement 0x09 $move2
pause 0x30
playsound 0x112
[B]#raw 33[/B]
message $2
boxset 6
applymovement 0x04 $move3
applymovement 0xFF $move3
pausemove 0
[B]fadesound 0x112[/B]
release
end


#org $move
#raw 0x1D 0x1D 0x1D 0x1D 0x1D 0x14 0x1F 0xFE

#org $move2
#raw 0x1D 0x1D 0x1D 0x1D 0x1D 0xFE

#org $move3
#raw 0x1E 0x1E 0x1E 0x1E 0x1E 0x1E 0xFE

#org $1
$1 1 = Ahhhhhhh!!!

#org $2
$2 1 = Qui ose se mettre sur la\nroute de la TEAM ROCKET?\pOn se reverra...
[/FONT]

I think I have fixed it try it then. :P

All errors are in Bold
 
Is here a guy who is PERFECT at scripting?
If yes, can you help me?
Look at Page 32 Post #779.
 
A script like that would take long.
You have to make new trainers and give them a setflag
(Or the checktrainer command which I never used)

#org $start
checkflag 0x200
if B_true goto $done
message $the
$the 1 = We're still not in Vermillion City.
boxset 6
release
end

#org $done
message $we
$we 1 = We arrived at Vermillion.
boxset 6
applymovement 0x__ $2
pausemove 0
release
end

#org $2
$2 1 ; #binary 0x12 0x00 0xFE
 
Last edited:
A script like that would take long.
You have to make new trainers and give them a setflag
(Or the checktrainer command which I never used)

#org $start
checkflag 0x200
if B_true goto $done
message $the
$the 1 = We're still not in Vermillion City.
boxset 6
release
end

#org $done
message $we
$we 1 = We arrived at Vermillion.
boxset 6
applymovement 0x__ $2
pausemove 0
release
end

#org $2
$2 1 ; #binary 0x12 0x00 0xFE

That means that I've got to make 10 trainer scripts and 1 script which checks the flags/trainers, right?
 
@xray thanks that was my first script!
 
how can you insert scripts to your rom?
 
Yes,give each trainer a differnt setflag.
And give the guy that checks if you have beaten them the checkflag
If your having trouble making it,I'll give you one I made before
 
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