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[Other] Various scripting problems

  • 8
    Posts
    10
    Years
    • Seen May 19, 2018
    Pls Help me learn some scripts i have problem with...

    1)Road Closed Script
    after setflag is done it still keep on appearing doesnt disappear

    2)Movement Script
    cant understand this at all

    3)Pokemon League
    Help Me Pls :D

    and yeah how to replace tiles with custom tiles
     
    Pls Help me learn some scripts i have problem with...

    1)Road Closed Script
    after setflag is done it still keep on appearing doesnt disappear

    2)Movement Script
    cant understand this at all

    3)Pokemon League
    Help Me Pls :D

    and yeah how to replace tiles with custom tiles

    Hi, can you post your current road closed script? I can't really pinpoint what's wrong if I don't have the script infront of me because a vague problem like this can be created by missing commands, incorrect script structure, bad flag values ect.

    For movement scripts, it's just like a message script, except instead of text your pointer is to a few movement commands.

    The Pokemon League one in a little tougher. Iiirc, FR uses temporary flags to establish how far you've gotten in the E4 and the rest is just battling. When you get to the actual hall of fame room, just rip the script from the original Hall of Fame and edit out the details you don't want.
     
    ...
    checkflag 0x[flag]
    if 0x1 goto @done
    ...
    thats very simple, then if you want to automatically disappear the OW blocking the road after the event, just insert flag as its person id
    then setflag 0x[flag]
    example:
    putting 300 as your OW Person ID
    and calling in script the setflag 0x300
    will make that person disappears
     
    I always think that I am the OW in setting applymovement...
    What will #raw 0x0 does in firered's applymovement, oh! It says face down, so I will face down, what? so if I use #raw 0x0 the OW starts to face down? Amazing! Let's use #raw 0x8, it says step down, what will happen to me if I step down? oh! I move one step downward, so upon using #raw 0x8 the OW will move downward, lets apply it in script:
    these are the codes you will use:
    Code:
    applymovement 0x[OW person Event Number] @[pointer]
    It simple tells the game that OW will move and its movement is in pointer. FF is the player
    Code:
    waitmovement 0x[Person to wait]
    It means that the game waits the movement of 0x[person Event Number] to be finished.
    Code:
    #org @[pointer_label]
    this is the pointer we used in applymovement in a form of RAW remember?
    Code:
    #raw 0x[movement number]
    so this is the RAW Im talking about, it is the movement.
    Code:
    #raw 0xFE
    Well this movement tells the game that the Ow moving has been ended

    Now its time for us to apply it in script

    Code:
    #dynamic 0x800000
    
    #org @Start
    lock
    faceplayer
    applymovement 0x1 @Pointer1
    applymovement 0xFF @Pointer1
    waitmovement 0x0
    release
    end
    
    #org @Pointer1
    #raw 0x0
    #raw 0x8
    #raw 0xFE

    All it does is the OW1 and PLAYER will face down and step 1 space down...
    For more detail,
    search for Tajaros and Diegoisawesome tutorial.
     
    Hi, can you post your current road closed script? I can't really pinpoint what's wrong if I don't have the script infront of me because a vague problem like this can be created by missing commands, incorrect script structure, bad flag values ect.

    For movement scripts, it's just like a message script, except instead of text your pointer is to a few movement commands.

    The Pokemon League one in a little tougher. Iiirc, FR uses temporary flags to establish how far you've gotten in the E4 and the rest is just battling. When you get to the actual hall of fame room, just rip the script from the original Hall of Fame and edit out the details you don't want.

    #dyn 0x740000
    #org @start
    faceplayer
    lockall
    checkflag 0x0820
    if 0x1 jump @open
    message @text
    showmsg
    waitbutton
    releaseall
    end

    #org @text
    = Win The Badge First!.

    #org @open
    message @opentxt
    showmsg
    waitbutton
    fadescreen 3
    closemsg
    disappear 0x7
    setflag 0x0007
    fadescreen 2
    releaseall
    end
    #org @opentxt
    = Gratz You May Go[.]
     
    I always think that I am the OW in setting applymovement...
    What will #raw 0x0 does in firered's applymovement, oh! It says face down, so I will face down, what? so if I use #raw 0x0 the OW starts to face down? Amazing! Let's use #raw 0x8, it says step down, what will happen to me if I step down? oh! I move one step downward, so upon using #raw 0x8 the OW will move downward, lets apply it in script:
    these are the codes you will use:
    Code:
    applymovement 0x[OW person Event Number] @[pointer]
    It simple tells the game that OW will move and its movement is in pointer. FF is the player
    Code:
    waitmovement 0x[Person to wait]
    It means that the game waits the movement of 0x[person Event Number] to be finished.
    Code:
    #org @[pointer_label]
    this is the pointer we used in applymovement in a form of RAW remember?
    Code:
    #raw 0x[movement number]
    so this is the RAW Im talking about, it is the movement.
    Code:
    #raw 0xFE
    Well this movement tells the game that the Ow moving has been ended

    Now its time for us to apply it in script

    Code:
    #dynamic 0x800000
    
    #org @Start
    lock
    faceplayer
    applymovement 0x1 @Pointer1
    applymovement 0xFF @Pointer1
    waitmovement 0x0
    release
    end
    
    #org @Pointer1
    #raw 0x0
    #raw 0x8
    #raw 0xFE

    All it does is the OW1 and PLAYER will face down and step 1 space down...
    For more detail,
    search for Tajaros and Diegoisawesome tutorial.

    Thanks :D
     
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