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[Archive] Script help thread

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Okay. I don't need a whole script just the trigger. Is it possible to trigger evolution in a particular species of Pokemon via a script? I know I ask lots of questions but I did search and I couldn't find anything.
 
Hey, im still learning how to script, and was wondering...
Is there a script were some1 cuts down cut trees???
It has to be a 1 time thing so i know how to do flags.
Can someone tell me if this is possible.
 
I'm sure there is a way to use the attack and "call" the animation in the rom. It's possible to make a headbutt script which checks if one of you pokemon can use headbutt, then asks if you wnt to use it, and if you click yes the animation activates.

I am sure it can be done with the normal trees too, even if none of your pokemon knows the appropriate attack.
But the headbutt script is qite complicated, it wouldn't be easy to make such a script.
If it helps you, I can show you the headbutt script of xraupyx/stock23.
Code:
#org $headbutt
#raw 0x7C 0x1D 0x00 
compare LASTRESULT 0x06 
if 1 jump $could 
#raw 0x9D 0x00 0x0D 0x80 
#raw 0x7F 0x00 0x0D 0x80 
#raw 0x82 0x01 0x1D 0x00 
message $question
$question 1 = A pokemon could hide in this\ntree. Want to use headbutt?
boxset 0x5
compare LASTRESULT 0x00 
if 1 jump $end 
message $used 
$used 1 = \v\h02 uses \v\h03!
boxset 0x6
#raw 0x68 
#raw 0x9C 0x25 0x00 
#raw 0x27 'as above
jump 0x1Be06F 

#org $could
message $you
$you 1 = A pokemon could be inside.
boxset 0x6
release
end

#org $end
release
end

hope it helps.
 
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.


Thethethethe mentions something about #raw 0x27 in his tutorial.. That worked for me.. it's a kind of wait specialcommand
 
I have a lot of question about what's possible when scripting. I have one particular sequence in mind;

After being taken to the lab by the professor and offered one of three Pokemon, once you go out into the town and talk to people you'll find some are offering Pokemon.
(Up to this point I know what to do; being taken to the lab and choosing a Pokemon is easy, and then to change interactions with them so they offer you a Pokemon is to just have if b true goto $give, b=1 in the givepokemon script. Or something like that. I don't know the exact code.)

Then, once one of these NPCs have given you their Pokemon, I want the rest of them to no longer offer you theirs (so that players can't just go into the nearest PC, trade in one of their to Pokemon, go back to town and get the others).
(I don't know much about flags and such, can I do this? Is this done by doing a set flag in the $give script of each of the three NPCs of the same number and a check flag in each one of the same number at the $talk part of the script? So that a flag is set when someone gives you a Pokemon, and the next time you talk to any of them the flag is checked so they will always go to the $alreadyhaveone part of the script?)
 
that's exactly how to do it ;)

you give all of them the same flag to check, and all of them the same setflag.
And then, if any of this scripts has activated, all of the others will goto $whatever.


and @Aquila: thx, but I wrote a pm to thethethethe the day before yesterday. I know now how to use earthquakes, but the 0x27 part (which thex4 thought would be the earthquakesound) seems to activate the CAVE sound.
I wrote it like this (it was a test in pallet town of a clean rom, and i didn't want to activate the cave sound. so I deletet the #raw 0x27 and everything was fine):

Code:
#org $begin
lock
setvar 0x8004 0x0
setvar 0x8005 0x3
setvar 0x8006 0x20 (seem like this sets the duration, the higher the number, the longer the quake)
setvar 0x8007 0x2
special 0x136
pause 0x70
message $h
$h 1 = Did it work?
boxset 5
compare lastresult 0x1
if B_true goto $ya
message $no
$no 1 = Dammit...!
boxset 6
release
end

#org $ya
message $yes
$yes 1 = Yeeeeeaaaaaaaaaaaaaaaaaah!!.
boxset 6
release
end

and @ yunghove: You wanted to know if it's POSSIBLE, and i just wanted to show that it should be possible since headbutt and cut do nearly the same.
I afraid I don't know how to make a script where a tree is automatically cut.
 
Here is an givepokemon script i made.
its supposed to give you an aron w/ an oran berry and it works perfectly but it doesn't show all of the text and something is wrong with the flag. The person keeps giving me an aron, even when my party is full.
can anyone help me?
#org $start
checkflag 0x123
if b_true goto $done
message $1
boxset 5
compare LASTRESULT 0x1
if b_true goto $take
message $2
boxset 6
release
end

#org $take
givepokemon 382 5 139
fanfare 0x13E
message $3
boxset 4
waitfanfare
#raw 0x68
setflag 0x828
message $4
boxset 5
compare lastresult 0x1
if b_true gosub $name
message $5
boxset 6
release
end

#org $name
call 0x1A74EB
return

#org $done
message $6
boxset 6
release
end

#org $1
$1 1 =I have found this injured\n pokemon lying on the road.\n I'm not old enough to\n be a trainer so\n can you take\n care of\n it for me?

#org $2
$2 2 =Okay then.\nI hope someone\nelse comes soon.

#org $3
$3 3 =\c\h01\h04You recieved an ARON!

#org $4
$4 4 =\c\h01\h04 Would you like\n to give a nickname\n to ARON?

#org $5
$5 5 =Please treat him nicely.

#org $6
$6 6 =Hi.\p How is my Aron growing up?
and i need some help making an earthquake script where you move one space back until the aron script is done.
 
Last edited:
Well for one thing you don't use $message 2 and so on. Use $message 1 everytime. Ex. #org $2
$2 1 =
instead of #org $2
$2 2 =

You also need a setflag 0x123 to go to done if you're checking for 0x123.
 
that's exactly how to do it ;)

you give all of them the same flag to check, and all of them the same setflag.
And then, if any of this scripts has activated, all of the others will goto $whatever.

Alright, thanks for clearing that up

I only have one more question for now...when making yes/no question scripts, is there any way to increase the amount of choices and replace the yes and no with your own text? I was hoping to make rather elaborate conversations with NPCs, and being able to do this would help a lot.
 
Well i know it's possible, but I don't know how to do it yet :(

But I'll try to figure it out, since I need to know it myself.

Btw, I have a little question.
How can I give a person the map?
Should be a giveitem command, right? But which?
I'm not really good at english so I have problems to find the right one ^^''
this is a list I have:

Code:
#define ITEM_MASTERBALL 0x1
#define ITEM_ULTRABALL 0x2
#define ITEM_GREATBALL 0x3
#define ITEM_POKEBALL 0x4
#define ITEM_SAFARIBALL 0x5
#define ITEM_NETBALL 0x6
#define ITEM_DIVEBALL 0x7
#define ITEM_NESTBALL 0x8
#define ITEM_REPEATBALL 0x9

#define ITEM_TIMERBALL 0xA
#define ITEM_LUXURYBALL 0xB
#define ITEM_PREMIERBALL 0xC
#define ITEM_POTION 0xD
#define ITEM_ANTIDOTE 0xE
#define ITEM_BURNHEAL 0xF
#define ITEM_ICEHEAL 0x10
#define ITEM_AWAKENING 0x11
#define ITEM_PARLYZHEAL 0x12

#define ITEM_FULLRESTORE 0x13
#define ITEM_MAXPOTION 0x14
#define ITEM_HYPERPOTION 0x15
#define ITEM_SUPERPOTION 0x16
#define ITEM_FULLHEAL 0x17
#define ITEM_REVIVE 0x18
#define ITEM_MAXREVIVE 0x19
#define ITEM_FRESHWATER 0x1A
#define ITEM_SODAPOP 0x1B

#define ITEM_LEMONADE 0x1C
#define ITEM_MOOMOOMILK 0x1D
#define ITEM_ENERGYPOWDER 0x1E
#define ITEM_ENERGYROOT 0x1F
#define ITEM_HEALPOWDER 0x20
#define ITEM_REVIVALHERB 0x21
#define ITEM_ETHER 0x22
#define ITEM_MAXETHER 0x23
#define ITEM_ELIXIR 0x24

#define ITEM_MAXELIXIR 0x25
#define ITEM_LAVACOOKIE 0x26
#define ITEM_BLUEFLUTE 0x27
#define ITEM_YELLOWFLUTE 0x28
#define ITEM_REDFLUTE 0x29
#define ITEM_BLACKFLUTE 0x2A
#define ITEM_WHITEFLUTE 0x2B
#define ITEM_BERRYJUICE 0x2C
#define ITEM_SACREDASH 0x2D

#define ITEM_SHOALSALT 0x2E
#define ITEM_SHOALSHELL 0x2F
#define ITEM_REDSHARD 0x30
#define ITEM_BLUESHARD 0x31
#define ITEM_YELLOWSHARD 0x32
#define ITEM_GREENSHARD 0x33
#define ITEM_HENTAIMAG 0x34
#define ITEM_NAMETAG 0x35
#define ITEM_HPUP 0x3F

#define ITEM_PROTEIN 0x40
#define ITEM_IRON 0x41
#define ITEM_CARBOS 0x42
#define ITEM_CALCIUM 0x43
#define ITEM_RARECANDY 0x44
#define ITEM_PPUP 0x45
#define ITEM_ZINC 0x46
#define ITEM_PPMAX 0x47
#define ITEM_GUARDSPEC. 0x49

#define ITEM_DIREHIT 0x4A
#define ITEM_XATTACK 0x4B
#define ITEM_XDEFEND 0x4C
#define ITEM_XSPEED 0x4D
#define ITEM_XACCURACY 0x4E
#define ITEM_XSPECIAL 0x4F
#define ITEM_POKEDOLL 0x50
#define ITEM_FLUFFYTAIL 0x51
#define ITEM_SUPERREPEL 0x53

#define ITEM_MAXREPEL 0x54
#define ITEM_ESCAPEROPE 0x55
#define ITEM_REPEL 0x56
#define ITEM_SUNSTONE 0x5D
#define ITEM_MOONSTONE 0x5E
#define ITEM_FIRESTONE 0x5F
#define ITEM_THUNDERSTONE 0x60
#define ITEM_WATERSTONE 0x61
#define ITEM_LEAFSTONE 0x62

#define ITEM_TINYMUSHROOM 0x67
#define ITEM_BIGMUSHROOM 0x68
#define ITEM_PEARL 0x6A
#define ITEM_BIGPEARL 0x6B
#define ITEM_STARDUST 0x6C
#define ITEM_STARPIECE 0x6D
#define ITEM_NUGGET 0x6E
#define ITEM_HEARTSCALE 0x6F
#define ITEM_ORANGEMAIL 0x79

#define ITEM_HARBORMAIL 0x7A
#define ITEM_GLITTERMAIL 0x7B
#define ITEM_MECHMAIL 0x7C
#define ITEM_WOODMAIL 0x7D
#define ITEM_WAVEMAIL 0x7E
#define ITEM_BEADMAIL 0x7F
#define ITEM_SHADOWMAIL 0x80
#define ITEM_TROPICMAIL 0x81
#define ITEM_DREAMMAIL 0x82

#define ITEM_FABMAIL 0x83
#define ITEM_RETROMAIL 0x84
#define ITEM_CHERRY 0x85
#define ITEM_CHESTNUT 0x86
#define ITEM_PEACH 0x87
#define ITEM_RAWSTBERRY 0x88
#define ITEM_ASPEARBERRY 0x89
#define ITEM_LEPPABERRY 0x8A
#define ITEM_ORANGE 0x8B

#define ITEM_PERSIMMON 0x8C
#define ITEM_LUMBERRY 0x8D
#define ITEM_CITRUS 0x8E
#define ITEM_FIGYBERRY 0x8F
#define ITEM_KIWI 0x90
#define ITEM_MANGO 0x91
#define ITEM_AGUAVBERRY 0x92
#define ITEM_PAPAYA 0x93
#define ITEM_RAZZBERRY 0x94

#define ITEM_BLUKBERRY 0x95
#define ITEM_BANANA 0x96
#define ITEM_WEPEARBERRY 0x97
#define ITEM_PINEAPPLE 0x98
#define ITEM_POMEGRANITE 0x99
#define ITEM_KELPSYBERRY 0x9A
#define ITEM_QUALOTBERRY 0x9B
#define ITEM_HONEYDEW 0x9C
#define ITEM_GRAPE 0x9D

#define ITEM_TOMATO 0x9E
#define ITEM_CORNNBERRY 0x9F
#define ITEM_MAGOSTBERRY 0xA0
#define ITEM_RABUTABERRY 0xA1
#define ITEM_LEMON 0xA2
#define ITEM_SPELONBERRY 0xA3
#define ITEM_PAMTREBERRY 0xA4
#define ITEM_WATERMELON 0xA5
#define ITEM_DURINBERRY 0xA6

#define ITEM_BELUEBERRY 0xA7
#define ITEM_LICHEE 0xA8
#define ITEM_GANLONBERRY 0xA9
#define ITEM_SALACBERRY 0xAA
#define ITEM_PETAYABERRY 0xAB
#define ITEM_APRICOT 0xAC
#define ITEM_LANSATBERRY 0xAD
#define ITEM_STARFBERRY 0xAE
#define ITEM_ENIGMABERRY 0xAF

#define ITEM_BRIGHTPOWDER 0xB3
#define ITEM_WHITEHERB 0xB4
#define ITEM_MACHOBRACE 0xB5
#define ITEM_EXP.SHARE 0xB6
#define ITEM_QUICKCLAW 0xB7
#define ITEM_SOOTHEBELL 0xB8
#define ITEM_MENTALHERB 0xB9
#define ITEM_CHOICEBAND 0xBA
#define ITEM_KINGSROCK 0xBB

#define ITEM_SILVERPOWDER 0xBC
#define ITEM_AMULETCOIN 0xBD
#define ITEM_CLEANSETAG 0xBE
#define ITEM_SOULDEW 0xBF
#define ITEM_DEEPSEATOOTH 0xC0
#define ITEM_DEEPSEASCALE 0xC1
#define ITEM_SMOKEBALL 0xC2
#define ITEM_EVERSTONE 0xC3
#define ITEM_FOCUSBAND 0xC4

#define ITEM_LUCKYEGG 0xC5
#define ITEM_SCOPELENS 0xC6
#define ITEM_METALCOAT 0xC7
#define ITEM_LEFTOVERS 0xC8
#define ITEM_DRAGONSCALE 0xC9
#define ITEM_LIGHTBALL 0xCA
#define ITEM_SOFTSAND 0xCB
#define ITEM_HARDSTONE 0xCC
#define ITEM_MIRACLESEED 0xCD

#define ITEM_BLACKGLASSES 0xCE
#define ITEM_BLACKBELT 0xCF
#define ITEM_MAGNET 0xD0
#define ITEM_MYSTICWATER 0xD1
#define ITEM_SHARPBEAK 0xD2
#define ITEM_POISONBARB 0xD3
#define ITEM_NEVERMELTICE 0xD4
#define ITEM_SPELLTAG 0xD5
#define ITEM_TWISTEDSPOON 0xD6

#define ITEM_CHARCOAL 0xD7
#define ITEM_DRAGONFANG 0xD8
#define ITEM_SILKSCARF 0xD9
#define ITEM_UPGRADE 0xDA
#define ITEM_SHELLBELL 0xDB
#define ITEM_SEAINCENSE 0xDC
#define ITEM_LAXINCENSE 0xDD
#define ITEM_LUCKYPUNCH 0xDE
#define ITEM_METALPOWDER 0xDF

#define ITEM_THICKCLUB 0xE0
#define ITEM_STICK 0xE1
#define ITEM_REDSCARF 0xFE
#define ITEM_BLUESCARF 0xFF
#define ITEM_PINKSCARF 0x100
#define ITEM_GREENSCARF 0x101
#define ITEM_YELLOWSCARF 0x102
#define ITEM_SKATEBOARD1 0x103
#define ITEM_COINCASE 0x104

#define ITEM_ITEMFINDER 0x105
#define ITEM_OLDROD 0x106
#define ITEM_GOODROD 0x107
#define ITEM_SUPERROD 0x108
#define ITEM_S.S.TICKET 0x109
#define ITEM_CONTESTPASS 0x10A
#define ITEM_SQUIRTBOTTLE 0x10C
#define ITEM_AMULET 0x10D
#define ITEM_SOOTSACK 0x10E

#define ITEM_BASEMENTKEY 0x10F
#define ITEM_SKATEBOARD2 0x110
#define ITEM_POROKCASE 0x111
#define ITEM_LETTER 0x112
#define ITEM_EONTICKET 0x113
#define ITEM_REDORB 0x114
#define ITEM_BLUEORB 0x115
#define ITEM_SCANNER 0x116
#define ITEM_GOGOGGLES 0x117

#define ITEM_METEORITE 0x118
#define ITEM_RM1KEY 0x119
#define ITEM_RM2KEY 0x11A
#define ITEM_RM4KEY 0x11B
#define ITEM_RM6KEY 0x11C
#define ITEM_STORAGEKEY 0x11D
#define ITEM_ROOTFOSSIL 0x11E
#define ITEM_CLAWFOSSIL 0x11F
#define ITEM_DEVONSCOPE 0x120

#define ITEM_TM01 0x121
#define ITEM_TM02 0x122
#define ITEM_TM03 0x123
#define ITEM_TM04 0x124
#define ITEM_TM05 0x125
#define ITEM_TM06 0x126
#define ITEM_TM07 0x127
#define ITEM_TM08 0x128
#define ITEM_TM09 0x129

#define ITEM_TM10 0x12A
#define ITEM_TM11 0x12B
#define ITEM_TM12 0x12C
#define ITEM_TM13 0x12D
#define ITEM_TM14 0x12E
#define ITEM_TM15 0x12F
#define ITEM_TM16 0x130
#define ITEM_TM17 0x131
#define ITEM_TM18 0x132

#define ITEM_TM19 0x133
#define ITEM_TM20 0x134
#define ITEM_TM21 0x135
#define ITEM_TM22 0x136
#define ITEM_TM23 0x137
#define ITEM_TM24 0x138
#define ITEM_TM25 0x139
#define ITEM_TM26 0x13A
#define ITEM_TM27 0x13B

#define ITEM_TM28 0x13C
#define ITEM_TM29 0x13D
#define ITEM_TM30 0x13E
#define ITEM_TM31 0x13F
#define ITEM_TM32 0x140
#define ITEM_TM33 0x141
#define ITEM_TM34 0x142
#define ITEM_TM35 0x143
#define ITEM_TM36 0x144

#define ITEM_TM37 0x145
#define ITEM_TM38 0x146
#define ITEM_TM39 0x147
#define ITEM_TM40 0x148
#define ITEM_TM41 0x149
#define ITEM_TM42 0x14A
#define ITEM_TM43 0x14B
#define ITEM_TM44 0x14C
#define ITEM_TM45 0x14D

#define ITEM_TM46 0x14E
#define ITEM_TM47 0x14F
#define ITEM_TM48 0x150
#define ITEM_TM49 0x151
#define ITEM_TM50 0x152
#define ITEM_HM01 0x153
#define ITEM_HM02 0x154
#define ITEM_HM03 0x155
#define ITEM_HM04 0x156

#define ITEM_HM05 0x157
#define ITEM_HM06 0x158
#define ITEM_HM07 0x159
#define ITEM_HM08 0x15A
can anybody tell me if the map is there somewhere?
 
I'm just now trying to learn to script and every pokescript tutorial keeps having problems for me. Every giveitem or givepokemon script with a yes/no option either always gives it or never gives it for me. I'm trying to make a givepokemon script but as it is it never gives it. This is my 12th attempt at this script. If anyone could help me it would be most appreciated.

#ORG $begin
checkflag 0x202
lock
faceplayer
if B_true goto $done
message $giveeevee
boxset 5
compare LASTRESULT 1
if 1 goto $getit
message $loss
boxset 6
release
end

#org $done
message $nomore
boxset 6
release
end

#org $nomore
$nomore 1 = You have already taken the\nEevee!

#org $giveeevee
$giveeevee 1 = Will you take the Pokeball?.

#org $loss
$loss 1 = You won't get far without it.

#org $getit
message $gotit
$gotit 1 = You got an Eevee!
boxset 6
givepokemon 133 5 0x0
setflag 0x202
I know that there are probably a ton of mistakes in there. None of these tutorials seem to be helping me any. The commands and everything look so simple, and yet I can't make them work right to save my life. I'm using pokescript v1.2 if that matters. And this is for FireRed if that matters as well. If possible, I would also like to make the pokeball disappear upon obtaining the pokemon. I'm normally someone who learns by trial and error but that doesn't seem to be helping me atm.
 
Last edited:
try this one out. I kinda made a little twist...
Video up soon.

EDIT:
I forgot some things...
this time, this script should work just fine. ;)


EDIT: Here's a video of the script, proof that it works. :3
#org $begin
lock
faceplayer
checkflag 0x202
if b_true goto $done
message $give
boxset 5
compare LASTRESULT 1
if b_true goto $getit
message $loss
boxset 6
release
end

#org $done
message $got
boxset 6
release
end

#org $got
$got 1 = You have already taken the Eevee!

#org $give
$give 1 = Will you take the POKéBALL?

#org $loss
$loss 1 = You won't get far without this...

#org $getit
fanfare 0x13E
message $yey
boxset 6
givepokemon 0x85 5 0
waitfanfare
#raw 0x68
setflag 0x828
setflag 0x202
release
end

#org $yey
$yey 1 = You got an Eevee!
 
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Thanks for trying to help me, but I seem to run into the exact same problem with that script. Whether I choose Yes or No, I still get the message as if I had hit no.

"You won't get far without this..."


If the script works fine normally, do you have any idea why it won't work for me?

I copied your script exactly, so there has to be something happening while it's being put onto the rom or something. I'm unsure but is it possible that the problem is the fact that I am using pokescript v1.2? Or do you know of any other possibilities?
 
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I have a big problem.
Our Rom had a bug we couldn't fix, so we exported everything, used a rombase and imported everything again.
When I insertet my scripts then, there were some problems: The trainerbattles don't happen!
for example this script:
Code:
#org $begin
checkflag 0x235
if B_true goto $done
playsound 0x112
nop
lock
message $poke
$poke 1 = Looks like this Spearow belongs\nto a trainer. It's wearing a \lnecklace.\pWell, now it's ours!
boxset 6
applymovement 0xFF $move
pausemove 0x0
message $no
$no 1 = Hey, let this Spearow be!\nIt would be larceny to take it.
boxset 6
#raw 0x2F 0x15 0x00
applymovement 0x02 $move2
applymovement 0x03 $move2
pause 0x1E
applymovement 0x02 $move3
applymovement 0x03 $move3
pausemove 0x0
message $child
$child 1 = Oh, look what we have here!\nA little child trying to\lforbid us something.\pWe are two grown-ups, you are\nalone. So what do you want\lto do?
boxset 6
applymovement 0x05 $move4
pausemove 0x0
message $help
$help 1 = Now we are two children.\nReady for a fight?
boxset 6
applymovement 0x02 $move5
applymovement 0x03 $move5
pausemove 0x0
message $when
$when 1 = WHAT?\nWhen did she appear?\lAllright then, we will show you\lwhat it is like to fight against\lgrown-ups!
boxset 6
applymovement 0x03 $move6
pausemove 0x0
trainerbattle 1 0x002 $before $after $further
end

#org $before
$before 1 = Let's do it!

#org $after
$after 1 = WHAT?

#org $further
message $noo
$noo 1 = C'mon, let's go.\nThis is so embarassing...
boxset 6
applymovement 0x02 $move7
applymovement 0x03 $move8
pausemove 0x0
#raw 0x53 0x02 0x00
#raw 0x53 0x03 0x00
fadesound 0x112
nop
setflag 0x235
applymovement 0x05 $move9
pausemove 0x0
message $hi
$hi 1 = Hello, my name is Samara.\nIt was really brave to stop\lthese people, but you shouldn't\ldo this alone.\pHowever, nice to meet you.
boxset 6
#raw 0xCA
message $ring
$ring 1 = Rrrrrrrrrrrrrrrrrrrring.
boxset 6
message $telephone
$telephone 1 = Damn...can't this wait\na little?\lOkay I'll be here on time.
boxset 6
#raw 0xCB
message $sry
$sry 1 = I'm sorry, I have to go now.\nBut I'm sure we'll meet again.
boxset 6
applymovement 0x05 $move10
pausemove 0x0
#raw 0x53 0x05 0x00
setflag 0x236
#raw 0x2F 0x15 0x00
applymovement 0x04 $move11
pause 0x1E
applymovement 0x04 $move12
pausemove 0x0
#raw 0x53 0x04 0x00
playsound 0x124
nop
setflag 0x237
release
end

#org $move
#raw 0x10 0x13 0x13 0xFE

#org $move2
#raw 0x63 0xFE

#org $move3
#raw 0x02 0xFE

#org $move4
#raw 0x12 0x12 0x12 0x10 0x14 0x12 0x12 0x12 0xFE

#org $move5
#raw 0x55 0xFE

#org $move6
#raw 0x02 0xFE

#org $move7
#raw 0x10 0x10 0x13 0x13 0x13 0x13 0x13 0x13 0x13 0x13 0x13 0xFE

#org $move8
#raw 0x10 0x13 0x13 0x13 0x13 0x13 0x13 0x13 0x13 0x13 0xFE

#org $move9
#raw 0x12 0x10 0x02 0xFE

#org $move10
#raw 0x10 0x13 0x13 0x13 0x13 0x13 0x13 0x13 0x13 0x10 0x10 0x13 0x13 0xFE

#org $move11
#raw 0x63 0xFE

#org $move12
#raw 0x13 0x13 0x13 0x13 0x13 0x13 0x13 0xFE


#org $done
release
end
Just skip until the trainerbattle, everything before it works fine (including applymovement $move6).

same with another event. What's the problem?? It worked before.

edit: strange, everytime I have a little bit more complicated problem nobody can help me, but I solve it myself xD
I changed the trainernumber, it works now.
 
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Hey, guys! I have got a little problem.

I made a script were you can battle a rocket member. My problem is, that the sprite doesn't disappear after the battle! Can somebody help me!? Thanks in Advance.

#org rocketbattle
trainerbattle 0 0x00B $challenge $defeated
message $afterbattle
boxset 6
applymovement 0x07 $runaway
pausemove 0
checkflag 0x200
if b_true goto $disappear
release
end

#org $challenge
$challenge 1 = Who...\pWho are you!?

#org $defeated
$defeated 1 = How...\pHow did you do that?

#org $afterbattle
$afterbattle 1 = Sayonara!

#org $runaway
#raw 0x0E 0x80 0x80 0x80 0x80 0x80 0x80 0x80 0xFE

#org $disappear
raw #0x53 0x07 0x00
 
I don't really understand the sense of your script, but if you want to make a sprite disappeare, you write #raw 0x53 0x00 0x00
the bold numbers should be replaced with the reversed trainernumber, for example number 5:
#raw 0x53 0x05 0x00.

and in the next line:
setflag (and a number, for example 0x200).


in this case u have to give the sprite the Id 0200.
in your case u may have to insert the lines after the applymovement.

Code:
#org $begin
trainerbattle 1 0x00B $before $after $later
end

#org $before
$before 1 = Who...\pWho are you?

#org $after
$after 1 = How did you do that?

#org $later
message $sayonara
$sayonara 1 = Sayonara!
boxset 6
applymovement 0x07 $1
pausemove 0
#raw 0x53 0x07 0x00
setflag 0x200
release
end

#org $1
$1 1 ; #binary 0x0E 0x80 0x80 0x80 0x80 0x80 0x80 0x80 0xFE
changed it a bit, hope it's what u need.
 
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hey heres a script TB helped me make. I want the cut tree to disapear after oak cuts it.

Code:
#ORG $begin
lock
faceplayer
messge $talk
applymovement 0x01 $oak
pausemove 0
applymovement 0x01 $cuttree
pausemove 0
setflag 0x209
release
end

#ORG $talk
$talk 1 = Here, let me cut that down\pfor you.

#ORG $oak
$cut 1 = ill do the movements later. just wann know if this is correct 0xFE

#ORG $cuttree
$dis 1 = Cut tree 0x60 0xFE
 
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