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[Archive] Script help thread

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...
If you want to make it look good make them walk off the screen first (unless it's a Rocket? or what not), otherwise you a fadescreen 1 and then a fadescreen 0 or just a fadescreen 0.
...

That's the problem, it walks off the screen, but then when I move, it appears on his original place. And I don't know what I can do about that
 
That's the problem, it walks off the screen, but then when I move, it appears on his original place. And I don't know what I can do about that

Well shouldn't this part:

Code:
#org $geteevee
lock
givepokemon 0x19 0x5 0x0
fanfare 0x13E
message $received
$received 1 =\v\h01 received PIKACHU!
boxset 6
setflag 0x200
setflag 0x828
applymovement 0x02 $movesdown
pausemove 0
#raw 0x53 0x0F 0x80
release
end
Look more like this?

Code:
#org $geteevee
lock
givepokemon 0x19 0x5 0x0
fanfare 0x13E
message $received
$received 1 =\v\h01 received PIKACHU!
boxset 6
setflag 0x200
applymovement 0x02 $movesdown
pausemove 0
setflag 0x828
#raw 0x53 0x0F 0x80
release
end
Just starting scripting a few days ago but I'm pretty sure that's your problem. Someone correct me if I'm wrong. :)
 
Well no, because moving the setflag 828 doesn't matter because it unlocks the POkemon in your menu.

Please someone??
 
EDIT:fixed most of the problem but now when i choose yes for the nickname it pops up as the pokemon is ??????? and the sprite is a ?

heres the current script

Code:
#org $start
lock
message $eevee
boxset 5
compare LASTRESULT 1
if b_true goto $done
release
end

#org $done
applymovement 0x08 $move (Gary's move)
pause 0x60
applymovement 0xFF $move2
pausemove 0
applymovement 0x201 $move3 (Eevee's Pokeball disappear)
#raw 0x53 0x0F 0x80
message $stole
boxset 6
applymovement 0xFF $move4
pausemove 0
message $oak
boxset 6
givepokemon 25 5 0
message $receve
fanfare 0x13E
boxset 4
waitfanfare
#raw 0x68
setflag 0x828
message $namenick
boxset 5
compare LASTRESULT 0x1
if b_true gosub $name
setflag 0x201
release
end

#org $name
call 0x1A74EB
return

#org $move
$move 1 ; #binary 0x62 0x0C 0x0f 0x0f 0x0f 0x0f 0x01 0xFE

#org $move2
$move2 1 ; #binary 0x20 0x20 0x02 0xFE

#org $move3
$move3 1 ; #binary 0x60 0x1E 0x1E 0x1E 0x1E 0x1E 0xFE

#org $move4
$move4 1 ; #binary 0x10 0x12 0x12 0x12 0x12 0x12 0x11 0x11 0xFE

#org $eevee
$eevee 1 =Would you like this pokemon?

#org $stole
$stole 1 =No way!\p\v\h01 I want this this\npokemon.\p\v\h06 snatched the POKEMON.\pOak: \v\h06!\nWhat 

are you doing?\p\v\h06: Gramps I want this one.\pOak: But, I...\pOh, all right then. That\npokemon is 

yours.\pI was going to give you\none anyway...\p\v\h01 come over here.

#org $oak
$oak 1 =\v\h01 this is a pokemon I caught\nearlier. You can have it.\pI caught it in the wild so\nit's 

not tame yet.

#org $receve
$receve 1 =\p\v\h01 recieved a PIKACHU!

#org $namenick
$namenick 1 =Would you like to give a nickname\nto PIKACHU?
#org $done
applymovement 0x08 $move (Gary's move)
pause 0x40
applymovement 0xFF $move2
pausemove 0
applymovement 0x201 $move3 (Eevee's Pokeball disappear)
#raw 0x53 0x0F 0x80
message $stole
boxset 6
applymovement 0xFF $move4
pausemove 0
message $oak
boxset 6
givepokemon 25 5 0
fanfare 0x13E
message $receve
boxset 4
waitfanfare
#raw 0x68
setflag 0x828
message $4
boxset 5
compare LASTRESULT 0x1
if b_true gosub $name
setflag 0x201
release
end

#org $name
call 0x1A74EB
return

#org $move
$move 1 ; #binary 0x62 0x0C 0x0f 0x0f 0x0f 0x0f 0x01 0xFE

#org $move2
$move2 1 ; #binary 0x20 0x20 0x02 0xFE

#org $move3
$move3 1 ; #binary 0x60 0x1E 0x1E 0x1E 0x1E 0x1E 0xFE

#org $move4
$move4 1 ; #binary 0x10 0x12 0x12 0x12 0x12 0x12 0x11 0x11 0xFE

#org $eevee
$eevee 1 =Would you like this pokemon?

#org $stole
$stole 1 =No way!\p\v\h01 I want this this\npokemon.\p\v\h06 snatched the POKEMON.\pOak: \v\h06!\nWhat

are you doing?\p\v\h06: Gramps I want this one.\pOak: But, I...\pOh, all right then. That\npokemon is

yours.\pI was going to give you\none anyway...\p\v\h01 come over here.

#org $oak
$oak 1 =\v\h01 this is a pokemon I caught\nearlier. You can have it.\pI caught it in the wild so\nit's

not tame yet.

#org $receve
$receve 1 =\p\v\h01 recieved a PIKACHU!

#org $4
$4 1=\c\h01\h02Would you like to give a nickname to Pikachu?
[/code]

can someone help?
 
Last edited:
Code:
#org $Gengar
lock
faceplayer
message $Telepathy
$Telepathy 1 = Gengar: \c\h01\h09I am using telepathy...\lI would like to battle you...\lAre you ready...\l...\lYes? Prepare for battle!!
boxset 6
wildbattle 94 50 1
message $Okay
$Okay 1 = \c\h01\h09IYou are very strong...\lI would like to join you\non your adventures!!!
boxset 6
givepokemon 94 50 0
message $Gengar
$Gengar 1 = Gengar joined your party!!
release
end

Code for a gengar to talk to you when you talk to the person
when i used it in game all you hear is the a button noise and then nothing happens

Also Questions about more scripting

1. How do i make a whole new trainer who can battle me?
2. How do i change the copyright info to say like made by: Nintendo and _______
3. How do i change the title sreen ext and pokemon so it says, Pokemon _______
With a _____ next to it?
 
EDIT:fixed most of the problem but now when i choose yes for the nickname it pops up as the pokemon is ??????? and the sprite is a ?

heres the current script

Code:
#org $start
lock
message $eevee
boxset 5
compare LASTRESULT 1
if b_true goto $done
release
end

#org $done
applymovement 0x08 $move (Gary's move)
pause 0x60
applymovement 0xFF $move2
pausemove 0
applymovement 0x201 $move3 (Eevee's Pokeball disappear)
#raw 0x53 0x0F 0x80
message $stole
boxset 6
applymovement 0xFF $move4
pausemove 0
message $oak
boxset 6
givepokemon 25 5 0
message $receve
fanfare 0x13E
boxset 4
waitfanfare
#raw 0x68
setflag 0x828
message $namenick
boxset 5
compare LASTRESULT 0x1
if b_true gosub $name
setflag 0x201
release
end

#org $name
call 0x1A74EB
return

#org $move
$move 1 ; #binary 0x62 0x0C 0x0f 0x0f 0x0f 0x0f 0x01 0xFE

#org $move2
$move2 1 ; #binary 0x20 0x20 0x02 0xFE

#org $move3
$move3 1 ; #binary 0x60 0x1E 0x1E 0x1E 0x1E 0x1E 0xFE

#org $move4
$move4 1 ; #binary 0x10 0x12 0x12 0x12 0x12 0x12 0x11 0x11 0xFE

#org $eevee
$eevee 1 =Would you like this pokemon?

#org $stole
$stole 1 =No way!\p\v\h01 I want this this\npokemon.\p\v\h06 snatched the POKEMON.\pOak: \v\h06!\nWhat 

are you doing?\p\v\h06: Gramps I want this one.\pOak: But, I...\pOh, all right then. That\npokemon is 

yours.\pI was going to give you\none anyway...\p\v\h01 come over here.

#org $oak
$oak 1 =\v\h01 this is a pokemon I caught\nearlier. You can have it.\pI caught it in the wild so\nit's 

not tame yet.

#org $receve
$receve 1 =\p\v\h01 recieved a PIKACHU!

#org $namenick
$namenick 1 =Would you like to give a nickname\nto PIKACHU?
#org $done
applymovement 0x08 $move (Gary's move)
pause 0x40
applymovement 0xFF $move2
pausemove 0
applymovement 0x201 $move3 (Eevee's Pokeball disappear)
#raw 0x53 0x0F 0x80
message $stole
boxset 6
applymovement 0xFF $move4
pausemove 0
message $oak
boxset 6
givepokemon 25 5 0
fanfare 0x13E
message $receve
boxset 4
waitfanfare
#raw 0x68
setflag 0x828
message $4
boxset 5
compare LASTRESULT 0x1
if b_true gosub $name
setflag 0x201
release
end

#org $name
call 0x1A74EB
return

#org $move
$move 1 ; #binary 0x62 0x0C 0x0f 0x0f 0x0f 0x0f 0x01 0xFE

#org $move2
$move2 1 ; #binary 0x20 0x20 0x02 0xFE

#org $move3
$move3 1 ; #binary 0x60 0x1E 0x1E 0x1E 0x1E 0x1E 0xFE

#org $move4
$move4 1 ; #binary 0x10 0x12 0x12 0x12 0x12 0x12 0x11 0x11 0xFE

#org $eevee
$eevee 1 =Would you like this pokemon?

#org $stole
$stole 1 =No way!\p\v\h01 I want this this\npokemon.\p\v\h06 snatched the POKEMON.\pOak: \v\h06!\nWhat

are you doing?\p\v\h06: Gramps I want this one.\pOak: But, I...\pOh, all right then. That\npokemon is

yours.\pI was going to give you\none anyway...\p\v\h01 come over here.

#org $oak
$oak 1 =\v\h01 this is a pokemon I caught\nearlier. You can have it.\pI caught it in the wild so\nit's

not tame yet.

#org $receve
$receve 1 =\p\v\h01 recieved a PIKACHU!

#org $4
$4 1=\c\h01\h02Would you like to give a nickname to Pikachu?
[/code]

can someone help?

I'm not sure exaclty what you've done... PM me and I might be able to help in the writing of the script. It seems a bit muddled...
 
I'm not very good at scripting, but I'm sure you need "applymovement".

sos for not posting earlier (i was on a ban from my computer) but i meant what tools will i need?
and could someone tell me how to make a ho-oh fly across the screen and then show you those little screens you get on fr/lg wherer it shows you a pic of a pokemon and it becomes registered in your pokedex?
one more question, how do you make someone give you the national dex?
thats all

~DestinedCailean
 
Dunno if this is the right place to put this question...

anyway, I'm trying to learn scripting an I think I've learned something, but I dunno

HOW DO I INSERT THE SCRIPTS TO THE GAME?!!!

I have ScriptEd but what shall I do?

Thanx in advance
 
hey i need help with this script. this is my first try so i have no idea.

#org $start
checkflag 0x201
if b_true goto $done
applymovement 0x04 $move
applymovement 0xFF $move2
pausemove 0x0
message $1
boxset 6
applymovement 0x04 $move3
pausemove 0x0
giveitem 13 1
message $2
boxset 6
giveitem 14 1
message $3
boxset 6
setflag 0x201
release
end

#org $done
release
end

#org $move
#raw 0x62 0xFE

#org $move2
#raw 0x03 0xFE

#org $move3
#raw 0x10 0x10 0x10 0x10 0x12 0x12 0x12 0xFE

#org $1
$1 1 =Oh, wait. Here, take these.

#org $2
$2 1 =And this too.

#org $3
$3 1 =These will help you if\nyou need them.\lGood luck honey!
 
Okay. I need a script for Fire Red that gives you a level 35 Pikachu without any messages or fanfare. I also need a script so that said Pikachu cannot be put away in your computer or traded.
 
Okay. I need a script for Fire Red that gives you a level 35 Pikachu without any messages or fanfare. I also need a script so that said Pikachu cannot be put away in your computer or traded.

I think it would be better if you learnt to script rather than ask people for scripts.

HOW DO YOU MAKE SCRIPTS ONLY HAPPEN ONECE

I THINK YOU NEED TO ADD A FLAG IN YOUR SCRIPT.

A checkflag at the start, to check if the flag has been set in the script, then make it go to a script where nothing happens for example:

Code:
#org $asdflsf
checkflag 0x???
if b_true goto $???????
asfdl;kj
adsjhadklsj
adfjhasdljkf
adfjhdalsjkf
adfjhadslfk
setflag 0x???
release
end

#org $????????
release
end

Dont mind the asdfhsdalkj's, I cant be stuffed writing a script up.
But I think you'll understand, replace the ???'s in the flags with other numbers not being used in the game.
 
I'm sorry. I'm learning. But although the givepokemon script is easy. I think I may have to pre-define the No putting in the box thing in that script. And I can't do that. However if someone shows me how, I will be able to learn and in the future, do it myself.
 
Thanks! For now I'll just assume you don't want to put Pikachu in the PC until I can figure it out. Thankyou for the script.

Also by the way. If I add that script will it go away once activated. If not I'll just set a flag similar to above question.
 
Last edited:
hey there, I've got a little problem with a "little" scripts.
EVERYTHING works, but the earthqake doesn't happen (well..seems like its not EVERYTHING that works ^^'').

Code:
#org $begin
checkflag 0x500
if B_true goto $done
#raw 0x2F 0x15 0x00
applymovement 0x10 $1
pause 0x1E
pause 0x30
applymovement 0x10 $2
applymovement 0xFF $5
pausemove 0x0
message $danger
$danger 1 = You should better go out\nagain, there were several\learthquakes in the last 2\ldays.
boxset 6
special 0x136
#raw 0x2F 0x15 0x00
applymovement 0x10 $3
applymovement 0xFF $3
pause 0x1E
pause 0x30
message $there
$there 1 = Oh no! Another one! You\nshould really stay outside!\p\c\h01\h04\v\h01: \c\h01\h02I will find the\nreason of the eartquakes. I\lwant to proceed to HAWKSHAM, so\lI will stop this!\p\c\h01\h08GIRL: \c\h01\h02Is that so? Well,\nthen go.
boxset 6
applymovement 0x11 $4
pausemove 0x0
#raw 0x2F 0x15 0x00
applymovement 0xFF $6
pause 0x1E
pause 0x30
applymovement 0xFF $7
pausemove 0x0
message $rival
$rival 1 = \c\h01\h09\v\h06: \c\h01\h02\v\h01? Wow, it's\nbeen a long time since I've seen\lyou the last time. What's up?
boxset 6
message $playa
$playa 1 = \c\h01\h04\v\h01: \c\h01\h02I want to proceed\nto \c\h01\h03HAWKSHAM. \c\h01\h02But there are\learthquakes in this cave so I\lfirst have to find the trigger.\p\c\h01\h09\v\h06: \c\h01\h02Then this must\nbe the entrace again? Dammit,\lI wanted to find the exit.\lBut since there are earthquakes\loccuring, I will stop them first.\lDon't bother,\lI'll have this done in some\lminutes. Much faster than you\lcould ever do this.
boxset 6
applymovement 0x11 $8
pausemove 0x0
#raw 0x53 0x11 0x00
setflag 0x500
message $gone
$gone 1 = \c\h01\h04\v\h01: \c\h01\h02Damn, again one of his\nstupid competitions.\lBut stupid or not, I'll find the\ltrigger faster.
boxset 6
applymovement 0xFF $9
pausemove 0x0
message $now
$now 1 = \c\h01\h04\v\h01: \c\h01\h02I'll go now and\nmake the\learthquakes stop.
boxset 6
message $luck
$luck 1 = Good luck!
boxset 6
applymovement 0x10 $10
pausemove 0x0
release
end


#org $done
release
end

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

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

#org $3
$3 1 ; #binary 0x63 0xFE

#org $4
$4 1 ; #binary 0x10 0x10 0x10 0x10 0x12 0x12 0x10 0x12 0x10 0xFE

#org $5
$5 1 ; #binary 0x03 0xFE

#org $6
$6 1 ; #binary 0x63 0xFE

#org $7
$7 1 ; #binary 0x01 0xFE

#org $8
$8 1 ; #binary 0x1E 0x1E 0x20 0x20 0x20 0x1E 0x1E 0x1E 0x1E 0x1E 0x1E 0xFE

#org $9
$9 1 ; #binary 0x03 0xFE

#org $10
$10 1 ; #binary 0x13 0x02 0xFE
The rom is firered, so special 0x136 should be appropriate.
 
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