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thethethethe's Scripting Tutorial

Master_Track

ROM Reaverz Scripter
916
Posts
16
Years
  • Code:
    #org $start
    Lock
    Faceplayer
    Message $roar
    Boxset 6
    Wildbattle 5 2 1
    #raw 0x53 0x00 0x00 (<--reversed person number)
    Setflag 0x200 (<---write the setflag number as ID for the sprite: 0200)
    Fadesreen 0
    Release
    End
    
    #org $roar
    $roar 3 = Charmeleon: Char... Charmeleon!
    it should work if u do what I wrote ;)
     

    Jawash

    <Beat EVERY SINGLE DragonQuest
    37
    Posts
    16
    Years
    • Seen Feb 27, 2010
    Code:
    #org $start
    Lock
    Faceplayer
    Message $roar
    Boxset 6
    Wildbattle 5 2 1
    #raw 0x53 0x00 0x00 (<--reversed person number)
    Setflag 0x200 (<---write the setflag number as ID for the sprite: 0200)
    Fadesreen 0
    Release
    End
    
    #org $roar
    $roar 3 = Charmeleon: Char... Charmeleon!
    it should work if u do what I wrote ;)

    The pokemon is still there.
    there is no bye-bye pokemon.
    eck.
    7,7... i just need practice on this one script and i'll be just about finihed learnerating :D
     

    Master_Track

    ROM Reaverz Scripter
    916
    Posts
    16
    Years
  • did u replace 0x00 0x00 with the person number? and was it reversed?
    person number 6:
    #raw 0x53 0x06 0x00
    setflag 0x200

    and u have to give the sprite the ID 0200.

    number 6 was just an example, just replace it with another number ^^
    if the number is higher than 9:
    0x0A = 10
    0x0B = 11
    ...
    ...
    0x0F = 15
    0x10 = 16
    0x19 = 25
    0x1A = 26

    etc ^^
     

    Jawash

    <Beat EVERY SINGLE DragonQuest
    37
    Posts
    16
    Years
    • Seen Feb 27, 2010
    did u replace 0x00 0x00 with the person number? and was it reversed?
    person number 6:
    #raw 0x53 0x06 0x00
    setflag 0x200

    and u have to give the sprite the ID 0200.

    number 6 was just an example, just replace it with another number ^^
    if the number is higher than 9:
    0x0A = 10
    0x0B = 11
    ...
    ...
    0x0F = 15
    0x10 = 16
    0x19 = 25
    0x1A = 26

    etc ^^

    bleap bloop blop blape....
    pineapple chicken fork...
    i am sorry can you show me specifically what you mean?
    i will use it as a base script and give you credit.
    ?
     
    Last edited:

    Master_Track

    ROM Reaverz Scripter
    916
    Posts
    16
    Years
  • I'll try to explain it a bit:
    Code:
    #org $start
    Lock
    Faceplayer
    Message $roar
    Boxset 6
    Wildbattle 5 2 1
    #raw 0x53 0x00 0x00 (<--reversed person number)
    Setflag 0x200 (<---write the setflag number as ID for the sprite: 0200)
    Fadesreen 0
    Release
    End
    
    #org $roar
    $roar 3 = Charmeleon: Char... Charmeleon!

    there is the #raw 0x53 command. the 2 bytes after it have to be the reversed
    trainernummer. U have to reverse it like this:

    person number 2:
    0002
    [00][02] --> [02][00] ---> 0x02 0x00

    numbers higher than 10 have to be in hex. I showed above how to do that.
    for example numer 10.
    10 = 000A

    [00][0A]---> [0A][00]---> 0x0A 0x00

    if u do it right it should work.
    Check if u use the person number, NOT the event number. (person number is the one above the picture number).
    then u use a setflag here, 0200.
    so the person which should vanish needs the ID 0200.

    finished script for person number 5 :
    Code:
    #org $start
    Lock
    Faceplayer
    Message $roar
    Boxset 6
    Wildbattle 5 2 1
    #raw 0x53 0x05 0x00
    Setflag 0x200
    Fadesreen 0
    Release
    End
    
    #org $roar
    $roar 3 = Charmeleon: Char... Charmeleon!
    u can just replace the number 5 with the right number if its lower than 10. if it's
    10 or higher do what i showed above ;)
     

    Jawash

    <Beat EVERY SINGLE DragonQuest
    37
    Posts
    16
    Years
    • Seen Feb 27, 2010
    I'll try to explain it a bit:
    Code:
    #org $start
    Lock
    Faceplayer
    Message $roar
    Boxset 6
    Wildbattle 5 2 1
    #raw 0x53 0x00 0x00 (<--reversed person number)
    Setflag 0x200 (<---write the setflag number as ID for the sprite: 0200)
    Fadesreen 0
    Release
    End
    
    #org $roar
    $roar 3 = Charmeleon: Char... Charmeleon!
    there is the #raw 0x53 command. the 2 bytes after it have to be the reversed
    trainernummer. U have to reverse it like this:

    person number 2:
    0002
    [00][02] --> [02][00] ---> 0x02 0x00

    numbers higher than 10 have to be in hex. I showed above how to do that.
    for example numer 10.
    10 = 000A

    [00][0A]---> [0A][00]---> 0x0A 0x00

    if u do it right it should work.
    Check if u use the person number, NOT the event number. (person number is the one above the picture number).
    then u use a setflag here, 0200.
    so the person which should vanish needs the ID 0200.

    finished script for person number 5 :
    Code:
    #org $start
    Lock
    Faceplayer
    Message $roar
    Boxset 6
    Wildbattle 5 2 1
    #raw 0x53 0x05 0x00
    Setflag 0x200
    Fadesreen 0
    Release
    End
    
    #org $roar
    $roar 3 = Charmeleon: Char... Charmeleon!
    u can just replace the number 5 with the right number if its lower than 10. if it's
    10 or higher do what i showed above ;)
    now that's what i be screamin' thank you.
    great!
     

    Pokepal2007

    angels awakening
    458
    Posts
    16
    Years
  • #org $begin
    checkflag 0x807
    if b_true goto $team
    release
    end

    #org $team
    checkflag 0x201
    if b_true goto $done
    applymovement 0x05 $move
    pausemove 0
    message $1
    boxset 6
    applymovement 0x05 $move1
    pausemove 0
    applymovement 0xFF $move2
    pausemove 0
    message $2
    boxset 6
    setflag 0x201
    release
    end

    #org $done
    release
    end

    #org $move
    #raw 0x0B 0x0B 0x0B 0xFE

    #org $1
    $1 1 =Hey there kid could you help me?\nWell two bad guys walked into\pThe Sacred Field.\pCould you come with me?\p\v\h01:Yes ok.

    #org $move1
    #raw 0x0A 0x0A 0x09 0x09 0x09 0x09 0x09 0x0B 0x0B 0x0B 0x0B 0x0B 0x0B 0x0B 0x08 0x08 0x0B 0x0B 0x0B 0x0B 0xFE

    #org $move2
    #raw 0x0A 0x0A 0x0A 0x09 0x09 0x09 0x09 0x09 0x0B 0x0B 0x0B 0x0B 0x0B 0x0B 0x0B 0x08 0x08 0x0B 0x0B 0x0B 0xFE

    #org $2
    $2 1 =This is it just head through.

    WHAT IS GOING WRONG?
     

    Master_Track

    ROM Reaverz Scripter
    916
    Posts
    16
    Years
  • #org $begin
    checkflag 0x807
    if b_true goto $team
    release
    end

    #org $team
    checkflag 0x201
    if b_true goto $done
    applymovement 0x05 $move
    pausemove 0
    message $1
    boxset 6
    applymovement 0x05 $move1
    pausemove 0
    applymovement 0xFF $move2
    pausemove 0
    message $2
    boxset 6
    setflag 0x201
    release
    end

    #org $done
    release
    end

    #org $move
    $move 1 ; #binary 0x0B 0x0B 0x0B 0xFE

    #org $1
    $1 1 = Hey there kid could you help me?\nWell two bad guys walked into\pThe Sacred Field.\pCould you come with me?\p\v\h01:Yes ok.

    #org $move1
    $move1 1 ; #binary 0x0A 0x0A 0x09 0x09 0x09 0x09 0x09 0x0B 0x0B 0x0B 0x0B 0x0B 0x0B 0x0B 0x08 0x08 0x0B 0x0B 0x0B 0x0B 0xFE

    #org $move2
    $move2 1 ; #binary 0x0A 0x0A 0x0A 0x09 0x09 0x09 0x09 0x09 0x0B 0x0B 0x0B 0x0B 0x0B 0x0B 0x0B 0x08 0x08 0x0B 0x0B 0x0B 0xFE

    #org $2
    $2 1 = This is it just head through.

    WHAT IS GOING WRONG?


    I replaced the #raws of the movement with #binary, because I think it works better ;)

    And I also changed the setting of the messages.

    message $1
    $1 1 = Put a space after the equal sign,\nthen it should work.
    boxset 6

    xD
     
    1
    Posts
    15
    Years
    • Seen Jun 25, 2011
    Is there any way to create a script that allows you to trade pokemon in the game? If there is tell post the script.
     

    maximum911

    Beggining Scripter
    104
    Posts
    16
    Years
    • Seen Nov 1, 2009
    when ever i have a script when you step on it something moves the games always hangs here is a simple example

    #org $start
    applymovement 0x4 $move
    pausemove 0x0
    message $2
    boxset 6
    release
    end

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

    #org $2
    $2 1 =Hi big bro!
     
    31
    Posts
    15
    Years
  • I'm to to this forum+Need help

    Hello everyone! I'm new to this fourm! Anyway I don't understand the ApplyMovement script. Do I place the outset in a script or a Person? I'm new to script so please explain as simple as you can please. Thanks in advance!

    Edit: Someone already answer this for me so thanks anyway if you were going to help.
     
    Last edited:

    Gundam-Fighter

    Look at the ickle Rhydon!
    35
    Posts
    16
    Years
    • Seen Sep 1, 2009
    Hi, I'm new here and I'm setting up an unnamed hack of fire-red and I've got a script that won't get onto the rom and I'm not sure if it's the script or the length of the script that stops it working can someone help?

    Here's the script:
    #org $start
    checkflag 0x829
    if b_true goto $done
    checkflag 0x828
    if b_true goto $item
    message $1
    boxset 5
    compare LASTRESULT 0x1
    if b_true goto $take
    message $2
    boxset 6
    release
    end

    #org $take
    givepokemon 1x7E 0x5 0x0
    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 $item
    message $7
    boxset 5
    compare LASTRESULT 0x1
    if b_true goto $getitem
    message $9
    boxset 3
    compare LASTRESULT 0x1
    if b_true goto $alt

    #org $getitem
    message $8
    boxset 6
    giveitem 0x5E 0x1
    setflag 0x829
    release
    end

    #org $done
    message $6
    boxset 6
    release
    end

    #org $alt
    message $10
    boxset 5
    giveitem 0x5D 0x1
    setflag 0x829
    release
    end

    #org $1
    $1 1 =Would you like an ARON?

    #org $2
    $2 1 =Oh.\nOk bye.

    #org $3
    $3 1 =/c/h01/h02You received an ARON!

    #org $4
    $4 1 =/c/h01/h02Would you like to rename ARON?

    #org $5
    $5 1 =Please don't hurt it.

    #org $6
    $6 1 =I hope you like Aron.

    #org $7
    $7 1 =Would you like a MOON STONE?\nIt'll evolve ARON to a\nSTEELDROM!\pSo do you want one?

    #org $8
    $8 1 =Well here you go\p\c\h01\h02You recieved a MOON STONE!

    #org $9
    $9 1 =Oh.\pWell would you like to\nhave a SUN STONE instead?

    #org $10
    $10 1 =Here you go!\p\c\h01\h02You received a SUN STONE!

    PS: Steeldrom is a different version of a Rhyhorn. I'm respriting alot of pokemon as the hack's based in a different time period to the other games so there are different pokemon.
     

    maximum911

    Beggining Scripter
    104
    Posts
    16
    Years
    • Seen Nov 1, 2009
    help i set the vars on a script on the ground with the unknown 300 and var #5040
    heres the script
    #org $start
    applymovement 0x1 $move
    pausemove 0x0
    message $2
    boxset 6
    release
    end

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

    #org $2
    $2 1 =Hi big bro!
    no movement occurs when i step on it any help?
     
    22
    Posts
    15
    Years
    • Seen Jun 8, 2008
    This is the tutorial that showed me how to edit scripts. This is fantastic. Thanks!
     

    Gundam-Fighter

    Look at the ickle Rhydon!
    35
    Posts
    16
    Years
    • Seen Sep 1, 2009
    None of my scripts work and neither do any of the examples. When pokescript encodes it it ends in
    \- Processed 16 Buffers

    |
    \- Processed 0 Lines

    |
    \- Processed 0 Lines

    What does this mean?
     

    Gundam-Fighter

    Look at the ickle Rhydon!
    35
    Posts
    16
    Years
    • Seen Sep 1, 2009
    At every command it says invalid command e.g:
    #OFFSET: 0, 0
    Invalid Command : lock
    Invalid Command : faceplayer
    Invalid Command : checkflag
    Invalid Command : if
    Invalid Command : checkflag
    Invalid Command : if
    Invalid Command : message
    Invalid Command : boxset
    Invalid Command : compare
    Invalid Command : if
    Invalid Command : message
    Invalid Command : boxset
    Invalid Command : release
    Invalid Command : end

    Can anyone help? Is it pokescript thats corrupt or something?
     

    Gundam-Fighter

    Look at the ickle Rhydon!
    35
    Posts
    16
    Years
    • Seen Sep 1, 2009
    I can't do the right click so I open poke script then click, file, encode and select the .rbc file but thats what happens. I don't know what's wrong because the script seems to be fine it's just it keeps saying invalid command for every line.
     
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