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Script Help Thread (DO NOT REQUEST SCRIPTS)

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HackChu

I need a haircut...
674
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17
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  • I remember you Quickster,you were supposed to help me with my hack!

    Anyway,the trainerbattle is like this i.e

    trainerbattle 0x1 0x001 0x0 @before @after @later

    As you can see for mine,0x001 is needed instead of 0x2.Thats why it didn't work,you need a trainer editor person id.

    EDIT:As for Dark,I highy doubt it!
     
    Last edited:

    muzzyguy

    When disaster strikes!
    58
    Posts
    14
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    • Seen Dec 9, 2014
    so hoe do i set it to a trigger and him walk up to me give me it and walk away (movement) ? please help
     

    HackChu

    I need a haircut...
    674
    Posts
    17
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  • so hoe do i set it to a trigger and him walk up to me give me it and walk away (movement) ? please help


    #dynamic 0x80005b

    #org @start (You said it was a trigger so I got rid of lock and faceplayer commands)
    checkflag 0x829 (only one checkflag in this case since its a main type of flag)
    if 0x0 goto @pokedex (You messed up here,0x0 means if you dont have it,in which this makes no sense,because you made it so that if you don't,than he will say that you forgot the dex,but you also have 0x1 which means you have it,but you don't need that command)
    release
    end(always put end at the end of a command)

    #org @pokedex
    applymovement 0x(person no) @move(command)
    waitmovement 0x0
    msgbox @poo 0x6
    fanfare 0x13E(which makes a jingle as if your recieving something)
    msgbox @dex 0x4 (make sure to let you know you recived it,and when recieving something always have the 0x4 with the msgbox saying you've recieved)
    waitfanfare (of coarse waits for the fanfare)
    closeonkeypress (waits till the jingle is finished,than continues the script)
    msgbox @noway 0x6
    setflag 0x829 (setflag always goes at the end of a script)
    release
    end

    #org @move
    #raw 0x(movements)
    And at the end of movements always add #raw 0xFE

    #org @poo
    = Proffeser willow fogot to give you this

    #org @dex
    = (this is so the game reconginize the hero[Player])[Player] recieved a Pokedex!
    #org @noway
    = A pokedex can record all sorts of data about pokemon
     

    muzzyguy

    When disaster strikes!
    58
    Posts
    14
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    • Seen Dec 9, 2014
    what i meant was how do i assign that script to a trigger space in advance map

    do i do it just like a person?
     

    HackChu

    I need a haircut...
    674
    Posts
    17
    Years
  • Well when you compile you get a script offset or many,but you copy the first one you see,which I belive is @start,and copy it on the tile that says $(offset copied)and unknown is 0003 and var number is the flag in your case (0829).
     
    44
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    15
    Years
  • Thanks HackMew, I will post from where I warp from [ViridianCity] -> [School House].

    Spoiler:


    Also, I am not sure if offsets might be overlapping as far as bytes (Not even sure if that's possible or plausible), but sometimes when I create an event (using FSF for the offset, on the default for 10 bytes) sometimes parts of that data goes to another random event, such as dialogs or flags or what not.
     

    Quickster

    Dream or Drop?
    351
    Posts
    16
    Years
    • Seen Apr 4, 2016
    Ok,this is for fire red and is a trigger script.
    Everything works fine but after the battle nothing happens,and the player cant move.

    Spoiler:
     

    muzzyguy

    When disaster strikes!
    58
    Posts
    14
    Years
    • Seen Dec 9, 2014
    #dynamic 0x80005b
    #org @start
    checkflag 0x829
    if 0x0 goto @pokedex
    release
    end
    #org @pokedex
    applymovement 0x80005b @move
    waitmovement 0x0
    msgbox @poo 0x6
    fanfare 0x13E
    msgbox @dex 0x4
    waitfanfare
    closeonkeypress
    msgbox @noway 0x6
    setflag 0x829
    release
    end
    #org @move
    #raw 0x
    #raw 0xFE
    #org @poo
    = Proffeser willow forgot to give you this.
    #org @dex
    = [Player] recieved a Pokedex!
    #org @noway
    = A pokedex can record all sorts of data about pokemon.



    so how do i set up the movement is there a special way


    the reason i keep asking is because struggle with scripting and i read tutorials but htey don't help. i read thethethe's and deigoisawsome and a few others but i dunno
     

    HackChu

    I need a haircut...
    674
    Posts
    17
    Years
  • Ok,this is for fire red and is a trigger script.
    Everything works fine but after the battle nothing happens,and the player cant move.

    Spoiler:

    Show the script the way it was made first.

    #dynamic 0x80005b
    #org @start
    checkflag 0x829
    if 0x0 goto @pokedex
    release
    end
    #org @pokedex
    applymovement 0x80005b @move
    waitmovement 0x0
    msgbox @poo 0x6
    fanfare 0x13E
    msgbox @dex 0x4
    waitfanfare
    closeonkeypress
    msgbox @noway 0x6
    setflag 0x829
    release
    end
    #org @move
    #raw 0x
    #raw 0xFE
    #org @poo
    = Proffeser willow forgot to give you this.
    #org @dex
    = [Player] recieved a Pokedex!
    #org @noway
    = A pokedex can record all sorts of data about pokemon.



    so how do i set up the movement is there a special way


    the reason i keep asking is because struggle with scripting and i read tutorials but htey don't help. i read thethethe's and deigoisawsome and a few others but i dunno
    Just VM and tell me what you want the person to do(how do you want it to move,up down.etc)
     

    Quickster

    Dream or Drop?
    351
    Posts
    16
    Years
    • Seen Apr 4, 2016
    Show the script the way it was made first.


    Just VM and tell me what you want the person to do(how do you want it to move,up down.etc)

    Nevermind,somehow it deleted part of the script,i fixed it.
     

    muzzyguy

    When disaster strikes!
    58
    Posts
    14
    Years
    • Seen Dec 9, 2014
    so how do i know what point of the screen he'll come in the middle?

    look can some one help me how do i put the movement in is there a special way

    #dynamic 0x80005b
    #org @start
    checkflag 0x829
    if 0x0 goto @pokedex
    release
    end
    #org @pokedex
    applymovement 0x80005b @move
    waitmovement 0x0
    msgbox @poo 0x6
    fanfare 0x13E
    msgbox @dex 0x4
    waitfanfare
    closeonkeypress
    msgbox @noway 0x6
    setflag 0x829
    release
    end
    #org @move
    #raw 0x
    #raw 0xFE
    #org @poo
    = Proffeser willow forgot to give you this.
    #org @dex
    = [Player] recieved a Pokedex!
    #org @noway
    = A pokedex can record all sorts of data about pokemon.http://www.pokecommunity.com/showthread.php?t=182118
     
    Last edited:

    destinedjagold

    You can contact me in PC's discord server...
    8,593
    Posts
    16
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    • Age 33
    • Seen Dec 23, 2023
    A warning to you all.
    Since this thread's stickied, you should follow the first post rules on how to post your scripts, e.g., putting your scripts inside the SPOILER tags.
    HTML:
    [SPOILER]#dynamic 0x123456
    
    #org @warning
    lock
    faceplayer
    message @1 6
    release
    end
    
    #org @1
    = A warning to you all.[/SPOILER]
    Spoiler:


    Scripts unwrapped in SPOILER tags will be removed, k?
     

    BlitŻ1

    guahh my dog is so cute
    472
    Posts
    15
    Years
  • Hey, I'm heard of a command in XSE that lets you change how the hero sprite looks, bu the thing is I don't now what the name is, This is really importnant to someone I know, so if you can give me info, that would really help
     
    44
    Posts
    15
    Years
  • Hey, I'm heard of a command in XSE that lets you change how the hero sprite looks, bu the thing is I don't now what the name is, This is really importnant to someone I know, so if you can give me info, that would really help

    I don't know the command for that on XSE.

    I know the most common way is with unLz.gba.exe

    Hackmew has made his own easy to use hack version and due to it's wide use there are many very good tutorials not only here but on YouTube.

    It's basically a sprite manipulator, but can do a bunch more as far as graphical stuff is concerned.

    Also the Hex code for hero is 0xFF. Hope this helps.

    AND AS FOR MY NEWEST PROBLEM:

    Okay, I have looked every where and I am at my limit with Database busy signal and trying to search for the definitions.

    Basically. I am trying to learn how to make a trigger. I can script it just fine, but I know that AM's two parameters: Var Num & Value are making it not work.

    What do these two things effect and what do they do?

    ->Okay VARNUM is the flag (ie: 828)

    So what, Value? True or False?
    I tried 0-4. Nothing.

    Urrghh


    Basically I am trying to do what another person above is doing. A checkflag to stop someone from crossing a point without pokemon/dex. I got the script down, but the game crashes when I step on it and when I toyed with the two parameters stated above the game continued as normal without triggering the script.

    For any questions on my script it's basically:
    Spoiler:
     
    Last edited:

    Xatoku

    Game Developer
    451
    Posts
    15
    Years
  • Is there a kind of "chance" script so that only sometimes the script will occur. For example say you wanted a sprite to show up at random times you step over the script tile, would it be possible?
     

    PlatniumPiano

    You are now breathing manually
    479
    Posts
    15
    Years
  • I don't know the command for that on XSE.

    I know the most common way is with unLz.gba.exe

    Hackmew has made his own easy to use hack version and due to it's wide use there are many very good tutorials not only here but on YouTube.

    It's basically a sprite manipulator, but can do a bunch more as far as graphical stuff is concerned.

    Also the Hex code for hero is 0xFF. Hope this helps.

    AND AS FOR MY NEWEST PROBLEM:

    Okay, I have looked every where and I am at my limit with Database busy signal and trying to search for the definitions.

    Basically. I am trying to learn how to make a trigger. I can script it just fine, but I know that AM's two parameters: Var Num & Value are making it not work.

    What do these two things effect and what do they do?

    ->Okay VARNUM is the flag (ie: 828)

    So what, Value? True or False?
    I tried 0-4. Nothing.

    Urrghh

    Basically I am trying to do what another person above is doing. A checkflag to stop someone from crossing a point without pokemon/dex. I got the script down, but the game crashes when I step on it and when I toyed with the two parameters stated above the game continued as normal without triggering the script.

    For any questions on my script it's basically:
    Spoiler:


    You need to include a setvar with your script. I.E.

    Code:
    setvar 0x9000 0x1

    at the beginning of your script, before lockall and checkflag.
     
    44
    Posts
    15
    Years
  • You need to include a setvar with your script. I.E.

    Code:
    setvar 0x9000 0x1
    at the beginning of your script, before lockall and checkflag.

    So do I make it:

    Spoiler:


    Because I did that and I changed the 3 parameters:

    Unknown: 0003
    Var Number: 9000 (and tested it with 828)
    Var Value: 0001

    Because it's not working.
     

    PlatniumPiano

    You are now breathing manually
    479
    Posts
    15
    Years
  • So do I make it:

    Spoiler:


    Because I did that and I changed the 3 parameters:

    Unknown: 0003
    Var Number: 9000 (and tested it with 828)
    Var Value: 0001

    Because it's not working.

    Do not change Var Value, leave it at 0000. I usually leave unknown left at 0000, but that's my prefrence.
     
    44
    Posts
    15
    Years
  • I've tried my damndest I would like to think, mixing numbers, trying values in if statement and still nothing.

    Is there a heavy tutorial that include the use of XSE and AdvancedMap for this sort of thing. Specifically: TRIGGERS?

    I namely use the CHM that came with XSE and Diego's 3 part [TUT].
     
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