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[Archive] Script help thread

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would someone know how to change the magma event in rustburo city so that the event happens after you get the second badge?
coz i switched the first and second gyms around...
 
How do I change what happens when you get gym badges (Fire Red). Like when you get badge whatever to get surf. Is it possible to change it so a different gym badge is required?
 
#org $start
checkflag 0x200
if b_true goto $done
message $go
boxset 6
pausemove 0
checkflag 0x60
setflag 0x60
release
end

#org $done
release
end

#org $go
$go 1 = To the lake!

#raw 53
#raw 3
#raw 00
Release
End


why wont this work, its a vanish sprite. it wont compile either. help asap
 
@ megiddo,
I don't get you...
but the flag has been set, so the script will proceed to $done.

@ drevilg,
it's because you didn't separated them.
Code:
#org $start
checkflag 0x200
if b_true goto $done
message $go
boxset 6
pausemove 0 <-- [I]what's this[/I]?
checkflag 0x60 <-- [I]what's this?[/I]
setflag 0x60 <-- [I]what's this?[/I]
release
end

#org $done
release
end

#org $go
$go 1 = To the lake!
#raw 53
#raw 3
#raw 00
release
end
 
No it hasn't. That event only happens if you have a certain starter. It sets it then, yes. I chose another starter, the event never happened, thus that 209 was never set.
 
@megiddo...
I'm confused.., yet, sorry if I wasn't of any help...

@DestinedCailean...
1. script is your answer.
2. refer to some scripting tutorials around. try thethethethe's scripting tutorial. anyways, here's the code...
Code:
givepokemon 0x01 5 1
'givepokemon' is the command...
'0x01' is the hex number of Bulbasaur. refer to thethethethe's tutorial for pokemon numbers...
'5' is the pokemon's level when you receive it...
'1' is the item number which the pkmn will be holding. in this case, a master ball. ;)
 
How do I change what happens when you get gym badges (Fire Red). Like when you get badge whatever to be able to use surf. Is it possible to change it so a different gym badge is required?

Can someone answer my question? Is there any tools for this type of thing?

more explanation: When you get a badge it allows you to use pokemon over lvl X and sometimes use a new HM. How do I change the HM it will let you use outside of battle?
 
Does anyone know the flag for the badges?(Fire red(U))

Basically how would i make the script if I wanted a man to be in front of a cave, and he says "you can only pass if you have the bolderbadge" if you have it a exclamation pops on his head then moves one step to the left saying "you do, come right through!"(only if you have it off course) and if you don't have it he says "you not strong enough to enter"

Thanks in advance!
 
Code:
#org $begin
checkflag 0x827
if B_true goto $other
lock
faceplayer
message $stop
$stop 1 = You can only pass if you have\nthe bolderbadge.
boxset 6
release
end

#org $other
checkflag 0x230
if B_true goto $done
message $havebadge
$havebadge 1 = You can only pass if you have\nthe bolderbadge.
boxset 6
#raw 0x2F 0x15 0x00
applymovement 0x(person number from AM) $move
pause 0x1E
message $pass
$pass 1 = Allright, you are allowed to\npass.
boxset 6
applymovement 0x(number again) $move2
pausemove 0x0
setflag 0x230
release
end

#org $move
$move 1 ; #binary 0x62 0xFE

#org $move2
$move 2 ; #binary 0x12 0x00  0xFE

#org $done
lock
faceplayer
message $badge
$badge 1 = You really have the badge!
boxset 6
release
end
Hope it's allright like this.

edit: forgot to edit second setflag so it won't happen again.
btw, theese are the flags for the badges. I maybe used the false, 'cause I'm from austria and don't really now which one you meant ^^'.
0x820 - First Badge
0x821 - Second Badge
0x822 - Third Badge
0x823 - Fourth Badge
0x824 - Fifth Badge
0x825 - Sixth Badge
0x826 - Seventh Badge
0x827 - Eighth Badge

edit: inserted the sound for the mark and a pause that hopefully will work so, that the message will wait for the mark to disappeare.
 
Last edited:
I have an problem..

In my first script, the sprite doesn't have the picture nr. that I have given it... why not?
Is it A.Map?

It takes the normal sprite when I use it later...
 
er..check out the personnumber. Don't know if it helps, but when I had two persons with the same person number, the one wasn't shown/didn't change though I did in AM.
If it's not that, I'm afraid I can't help you.
 
It's not that... cuz the movments and all works...
 
Just wanted to know if I did the script correctly.
Code:
#org $start
checkflag 0x200
if b_true goto $done
message $go
boxset 6
applymovement 0x01 $move
pausemove 0
setflag 0x200
release
end

#org $done
release
end

#org $go
$go 1 =To the lake

#org $move
#raw 53
#raw 0x01
 
hey mates back this time with scripting woes....

the idea was that you would be having a convo with someone, the camera will pan over and then back then the convo would finish off afterwards....

however in game it brings up a box asking
"fresh water
exit"
and freezes

code below and a reward to anyone who helps me solve this odd error.

Code:
#org $begin
lock
faceplayer
message $Carrie1
$Carrie1 1 =Carrie:Hey mate!\nYou enjoying this bus stop?\nThat ride was killing me!
boxset 6
message $mate1
$mate1 1 =\v\h01\:It's going ok.\nI didn't get to talk with \v\h06\nlike i had been trying to\nfor a while.
boxset 6
0x113 special
Applymovement 0x7F $pancam1
pausemove 0
Applymovement 0x7F $pancam2
pausemove 0
0x114 special
message $Carrie2
$Carrie2 1 =Carrie:It's her again, \nIsn't it?\l\v\h01\:Yeah\lCarrie: You shoud just talk to her.\l\v\h01\: Maybe...
boxset 6
release
end

#org $pancam1
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0xFE

#org $pancam2
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0xFE
 
It's a problem with pokescript. I've had it happen to me before. Find the repost of it by evil dark mew and redownload it.
 
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