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thethethethe's Scripting Tutorial

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 ;)
 
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
 
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 ^^
 
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:
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 ;)
 
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!
 
#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?
 
#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
 
Is there any way to create a script that allows you to trade pokemon in the game? If there is tell post the script.
 
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!
 
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:
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.
 
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?
 
This is the tutorial that showed me how to edit scripts. This is fantastic. Thanks!
 
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?
 
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?
 
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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