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[Archive] Script help thread

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How many squares away is the people number 4 from the script box..?
If it's too far away, then it won't move.
Also, have you put in the right var values in that person and so in the script?
Have ya set the same flag on the person?
Try making the #org in small case.
well he's waaaayyyy too far!
Well I dunno.
No I left him blank.
Well as Itman said,
ORG and org do the same thing.


well Djd, ORG and org mean the same thing, and #binary isn't needed.
I think the person is too far away from you to make them move.
Yeah...

Well I made a new script in place of this one!


EDIT:
Ok I have a problem with my script.
It works fine except it won't display the last message and it keeps happening over and over again...
Spoiler:
 
Last edited:
you forgot to put boxset 6 after the final message...
and it keeps on repeating because you put the warp before the setflag...
Which you should... :\

Warp is like -The End- of the script, so the script will no longer read the rest of the blahblah except for the release and end...

I suggest you...
setflag 0x201
warp 4 0 2

Hope that helps. ^^
 
I need some help with scripting for my hack, Royal Purple. The starter is a Slowking but when I get it the Pokémon option doesn't appear. Also I need to know the command for an event happening if you don't have a Pokémon, i.e. Oak bringing you to his lab at the start FR/LG.
 
Well do this For the pokemon Menu:
Code:
Setflag 0x828
Setflag 0x[Insert Flag Number Here]
For the pokemon Menu.
Also do this To get the Pokedex:
Code:
Setflag 0x829
Setflag 0x[Insert Flag Number Here]
And the Oak event is just a movement script...
 
I think I have a problem with my script. Here it is
Code:
#org $earthquake
checkflag 0x200
If B_TRUE goto $noquake
special 0x136
message $quake
$quake 1 =Grandpa:v\h01! Are you ok? \nIt seems a rock landed in out backyard!
boxset 6
setflag 0x200
end

#org $noquake
end
after I burn/assign it to a script in advance map and test it out, it doesn't work. Like, the game freezes the third time I step on the script.
 
I think I have a problem with my script. Here it is
Code:
#org $earthquake
checkflag 0x200
If B_TRUE goto $noquake
special 0x136
message $quake
$quake 1 =Grandpa:v\h01! Are you ok? \nIt seems a rock landed in out backyard!
boxset 6
setflag 0x200
end

#org $noquake
end
after I burn/assign it to a script in advance map and test it out, it doesn't work. Like, the game freezes the third time I step on the script.

Try this:

#org $earthquake
checkflag 0x200
if B_true goto $noquake
special 0x136
message $quake
boxset 6
setflag 0x200
release
end

#org $noquake
release
end

#org $quake
$quake 1 = Grandpa:v\h01! Are you ok? \nIt seems a rock landed in out backyard!
 
thanks itman. But do I need the release command? It isn't a person, it's a script.
 
yeah!
Oh, and its \v\h01, not v\h01.

Tried your script, same results. compiling problems? Maybe. And what do you mean by "yeah!"? yes or no?
Thanks though.

If they are compiling problems, heres what happens when I compile.
right click-compile script.
File not FOund or user cancel.
NO!!
Open Pokescript. File-encode.
----
select book,choose rom,select torch, choose offset.
file-burn
-----Processed 0 lines.
then I assign it.
 
Last edited:
Ok I have a problem with my script.

This is what I want it to do:
1. Mom moves over to player and turns to him and says stuff.
2. mom moves.
3. Player talks then moves.
4. mom moves infront of player[happens at saame time as 3].
5. mom talks.
6. Mom pushes player back.
7. player turns back[happens same time as 6].
8. player moves back with mom[happens same time as 6 and 7].
9. Mom says stuff.
11. Player moves down
12. Player warps.

And this is what dosen't work:
1.well the mom didn't turn to me.
2.mom messed up on movements[easy fix]
3.I never moved up.
4.I messed up on movements[easy fix]

Here it is:
Spoiler:


EDIT: I got it to work!
 
Last edited:
These are scripts from my Fire Red hack, Royal Purple. The first one is for the player's mother, she's supposed to give the Running Shoes. The second one is for Professor Oak, he's supposed to give you a Swinub as a starter and the National Dex. But when I burned them in, mom gives a ????????? and Oak isn't even in the lab?!

Spoiler:


Spoiler:


Any input?
 
First script:
Spoiler:
Remember the rnning shoes are a flag.....

Script 2:
Spoiler:
Remember Pokedexes are not items....
 
Hello. I'm having a bit of a problem with a certain function. I'm working on addmovement commands, but I can't get mine to work. The one I'm working on now will involve one tile and person. If the player steps on the tile, the person (positioned next to the tile) will move left twice, move down three steps, then move up three steps and right two steps. But when I step on the tile, the game freezes.


Code:
#org $begin
applymovement 0x02 $walk
pausemove 0
message $talk
boxset 6
release
end

#org $walk
$walk 1 ; 0x17 0x17 0x15 0x15 0x15 0x16 0x16 0x18 0x18 0x56 0xFE

#org $talk
$talk 1 = You've made a movement script.\pCongratulations dumbass!\nHere's a\pcookie.\nPSYCHE!


Also, I am using the movement commands on a Ruby ROM, not the FR commands. And the number of that person was 1.
 
Did you remember the Unknown and Var Numbers?

Thanks Teh Blaziken, I got completely mixed up there!
 
Last edited:
With applymovement commands you must check & Set flags......

Here is your script corrected:
Spoiler:
In Purple are the corrections.
I always put "org" like this: "ORG" so It's easy to find the script if you need to change something.
You need to check a flag to make sure it dosen't happen over and over again.
You need to put "if B_true goto $done" because if you don't it will just happen everytime you step on the tile. And you don't want that right?
Of course if you have checkflag you must have setflag....
You need the "$done" script to let the "if B_true goto $done" go somewhere, And you put it as release end so when you step on that tile it acts like a regular tile after the event has been completed.
You also must put "#binary" in front of all movements.

Also did you put the right Unknown and Var Number values in?
They are:
Unknown: 00 00
Var Numbers: 52 40
leave the rest as is.

Hey no prob Mistersmaergle, If you ever need any help feel free to PM me okay?
 
With applymovement commands you must check & Set flags......

Here is your script corrected:
Spoiler:
In Purple are the corrections.
I always put "org" like this: "ORG" so It's easy to find the script if you need to change something.
You need to check a flag to make sure it dosen't happen over and over again.
You need to put "if B_true goto $done" because if you don't it will just happen everytime you step on the tile. And you don't want that right?
Of course if you have checkflag you must have setflag....
You need the "$done" script to let the "if B_true goto $done" go somewhere, And you put it as release end so when you step on that tile it acts like a regular tile after the event has been completed.
You also must put "#binary" in front of all movements.

Also did you put the right Unknown and Var Number values in?
They are:
Unknown: 00 00
Var Numbers: 52 40
leave the rest as is.

Hey no prob Mistersmaergle, If you ever need any help feel free to PM me okay?

There we go. Guess I should have pain more attention to binary and made sure to remember my flags (bad habit of mine ♦_♦)
 
Script

Hi can anyone tell me what the command is for choosing a pokemon in the prof script its for leafgreen and pokescript please
 
This is my replacement script for Professor Oak, to make him actually appear in the Lab. I have gone way wrong with this but I have no idea exactly what to do with it (note I've been scripting for only a week).
Spoiler:
 
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