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Script Help Thread (DO NOT REQUEST SCRIPTS)

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Samike360

Lover of May
397
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  • Go to events and change the number to one higher, and click "change events." That should make a sprite appear in the top left corner.
     
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    • Seen Aug 10, 2010
    Hey, Is there a script that removes all the pokemon from one's party?
    (sorry for the dp, but I already posted it in the "simple questions" thread)

    ~ThunderMa14~
     

    qaz015393

    pokemon revenge developer
    789
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    • Age 33
    • Seen today
    im try to make an event were i enter a town & see a pokemon then he gets that ! & notices me & runs of (like the dogs in g/s/c). this is what i have:
    Code:
    [b]Game: ruby[/b]
    [b]Type:xse [/b]
    [b]Editor: [/b]
    [b]Script:[SPOILER] #dynamic 0x2166F0
    
    #org @start
    checkflag 0x01
    if 0x01 goto @done
    lock
    faceplayer
    textcolor 0x01
    Message @Speak
    BoxSet 0x6
    setflag 0x4
    release
    end
    
    #org @done
    faceplayer
    clearflag 0x04
    release
    end
    
    #org @Speak
    = !!![/SPOILER][/b]
    can someone tell me what i did as soon as posible. and can you show me how to fix it so it would work right cause right now its not working.
     

    locoroco

    Ginga Densetsu Weed ANIME PWNS
    251
    Posts
    14
    Years
  • First what version are you using of xse and maybe i can help you and now i need some help

    Xse newest version pokemon fire red

    '---------------
    #org 0x80173E
    checkflag 0x1000
    if 0x1 goto 0x8801872
    hidesprite 0x3
    showsprite 0x3
    waitmovement 0x3
    applymovement 0x3 0x8801784
    waitmovement 0x3
    msgbox 0x880178E MSG_NORMAL '"Hi honey today is you're birthday...."
    setflag 0x82F
    fanfare 0x13E
    waitfanfare
    msgbox 0x88017C8 MSG_NORMAL '"You recieved the running shoes.\pR..."
    applymovement 0x3 0x8801789
    waitmovement 0x3
    hidesprite 0x3
    setflag 0x1000
    release
    end

    '---------------
    #org 0x801872
    release
    end


    '---------
    ' Strings
    '---------
    #org 0x80178E
    = Hi honey today is you're birthday.\nHere is you're gift.

    #org 0x8017C8
    = You recieved the running shoes.\pRead the instructions.\lPress B to run super fast it.\lI hope you like it also you're dad\lwas looking for you he said he\lhad a surprise.


    '-----------
    ' Movements
    '-----------
    #org 0x801784
    #raw 0x12 'Step Left (Normal)
    #raw 0x12 'Step Left (Normal)
    #raw 0x12 'Step Left (Normal)
    #raw 0xFE 'End of Movements

    #org 0x801789
    #raw 0x13 'Step Right (Normal)
    #raw 0x13 'Step Right (Normal)
    #raw 0x13 'Step Right (Normal)
    #raw 0xFE 'End of Movements

    i cant get the running shoes and i want the mom to be invisible until i step on the script tile she moves and everything but those 2 issues i cant fix.
     

    Samike360

    Lover of May
    397
    Posts
    15
    Years
  • im try to make an event were i enter a town & see a pokemon then he gets that ! & notices me & runs of (like the dogs in g/s/c). this is what i have:
    Code:
    [B]Game: ruby[/B]
    [B]Type:xse [/B]
    [B]Editor: [/B]
    [B]Script:[SPOILER] #dynamic 0x2166F0
    
    #org @start
    checkflag 0x01
    if 0x01 goto @done
    lock
    faceplayer
    textcolor 0x01
    Message @Speak
    BoxSet 0x6
    setflag 0x4
    release
    end
    
    #org @done
    faceplayer
    clearflag 0x04
    release
    end
    
    #org @Speak
    = !!![/SPOILER][/B]
    can someone tell me what i did as soon as posible. and can you show me how to fix it so it would work right cause right now its not working.

    Right off the bat, for those scripts you need the movesprite2 command, make him run out sight using applymovements and then use movesprite2 to move him anywhere on the map. If you use applymovements, the sprite can only go like 10 spots away, and if you use regular movesprite, he will revert back to his original position.
     

    qaz015393

    pokemon revenge developer
    789
    Posts
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    • Age 33
    • Seen today
    thanks. i saw that from youtube & i've been trying to fix it but still no luck. this is what i have now (dont know if it's right but it looks right from what i have seen):
    Spoiler:

    bty i dont no what version of xse i have i got this one mediafire.com/?d2fzwimnmd5
     

    colcolstyles

    Yours truly
    1,588
    Posts
    15
    Years
  • thanks. i saw that from youtube & i've been trying to fix it but still no luck. this is what i have now (dont know if it's right but it looks right from what i have seen):
    Spoiler:

    bty i dont no what version of xse i have i got this one mediafire.com/?d2fzwimnmd5

    A couple of things. One, "0x" and "ox" are different in that "0x" is correct. Two, there is no "std function 0x56". I assume that after the "msgbox @1" you meant to put "0x6". Three, you can't have more than 256 OWs on a map. According to your hidesprite commands, you have at lest 392 which doesn't make any sense. Check the "Person No." for each of your OWs in AdvanceMap again. Four, why are you using "waitmovement 0x2"? You should either be using "waitmovement 0x0" or maybe "waitmovement 0xXX" where XX equals the Person No. of the OW that you just applied a movement to. Five, you're missing a "waitmovement" command after the first "applymovement". Six, from what I can tell, your use of "fadescreen" will create a blinking effect but the OWs will disappear after the blink which won't look good.
     

    qaz015393

    pokemon revenge developer
    789
    Posts
    14
    Years
    • Age 33
    • Seen today
    A couple of things. One, "0x" and "ox" are different in that "0x" is correct. Two, there is no "std function 0x56". I assume that after the "msgbox @1" you meant to put "0x6". Three, you can't have more than 256 OWs on a map. According to your hidesprite commands, you have at lest 392 which doesn't make any sense. Check the "Person No." for each of your OWs in AdvanceMap again. Four, why are you using "waitmovement 0x2"? You should either be using "waitmovement 0x0" or maybe "waitmovement 0xXX" where XX equals the Person No. of the OW that you just applied a movement to. Five, you're missing a "waitmovement" command after the first "applymovement". Six, from what I can tell, your use of "fadescreen" will create a blinking effect but the OWs will disappear after the blink which won't look good.
    thanks i fixed it. & this is what i got
    Spoiler:
    now how do i make it so that when i enter the town the 2 pkmn are Alerted by me & run off. i got the apply & waitmovement. do i need to take out the msgbox or do i not need it? i dont know what to use. also im a bit confused in which #s i' adding in script offset, do i add the ones from free space finder & also what im i supode to do with the #s from when i compile the script.
     
    Last edited:

    Binary

    え?
    3,977
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    Years
    • Age 29
    • Seen Apr 7, 2014
    First what version are you using of xse and maybe i can help you and now i need some help

    Xse newest version pokemon fire red

    '---------------
    #org 0x80173E
    checkflag 0x1000
    if 0x1 goto 0x8801872
    hidesprite 0x3
    showsprite 0x3
    waitmovement 0x3
    applymovement 0x3 0x8801784
    waitmovement 0x3
    msgbox 0x880178E MSG_NORMAL '"Hi honey today is you're birthday...."
    setflag 0x82F
    fanfare 0x13E
    waitfanfare
    msgbox 0x88017C8 MSG_NORMAL '"You recieved the running shoes.\pR..."
    applymovement 0x3 0x8801789
    waitmovement 0x3
    hidesprite 0x3
    setflag 0x1000
    release
    end

    '---------------
    #org 0x801872
    release
    end


    '---------
    ' Strings
    '---------
    #org 0x80178E
    = Hi honey today is you're birthday.\nHere is you're gift.

    #org 0x8017C8
    = You recieved the running shoes.\pRead the instructions.\lPress B to run super fast it.\lI hope you like it also you're dad\lwas looking for you he said he\lhad a surprise.


    '-----------
    ' Movements
    '-----------
    #org 0x801784
    #raw 0x12 'Step Left (Normal)
    #raw 0x12 'Step Left (Normal)
    #raw 0x12 'Step Left (Normal)
    #raw 0xFE 'End of Movements

    #org 0x801789
    #raw 0x13 'Step Right (Normal)
    #raw 0x13 'Step Right (Normal)
    #raw 0x13 'Step Right (Normal)
    #raw 0xFE 'End of Movements

    i cant get the running shoes and i want the mom to be invisible until i step on the script tile she moves and everything but those 2 issues i cant fix.

    Code:
    '---------------
    #org 0x80173E
    checkflag 0x0x82F
    if 0x1 goto 0x8801872
    applymovement 0x3 0x8801784
    waitmovement 0x3
    msgbox 0x880178E MSG_NORMAL '"Hi honey today is you're birthday...."
    fanfare 0x13E
    waitfanfare
    msgbox 0x88017C8 MSG_NORMAL '"You recieved the running shoes.\pR..."
    applymovement 0x3 0x8801789
    waitmovement 0x3
    hidesprite 0x3
    setflag 0x82F
    release
    end
    
    '---------------
    #org 0x801872
    release
    end
    
    
    '---------
    ' Strings
    '---------
    #org 0x80178E
    = Hi honey today is you're birthday.\nHere is you're gift.
    
    #org 0x8017C8
    = You recieved the running shoes.\pRead the instructions.\lPress B to run super fast it.\lI hope you like it also you're dad\lwas looking for you he said he\lhad a surprise.
    
    
    '-----------
    ' Movements
    '-----------
    #org 0x801784
    #raw 0x12 'Step Left (Normal)
    #raw 0x12 'Step Left (Normal)
    #raw 0x12 'Step Left (Normal)
    #raw 0xFE 'End of Movements
    
    #org 0x801789
    #raw 0x13 'Step Right (Normal)
    #raw 0x13 'Step Right (Normal)
    #raw 0x13 'Step Right (Normal)
    #raw 0xFE 'End of Movements
    Not sure..but try that.
    Also, set the mom OW to "hidden" and when the movements happen, she should show up.

    thanks i fixed it. & this is what i got
    Spoiler:
    now how do i make it so that when i enter the town the 2 pkmn are Alerted by me & run off. i got the apply & waitmovement. do i need to take out the msgbox or do i not need it? i dont know what to use. also im a bit confused in which #s i' adding in script offset, do i add the ones from free space finder & also what im i supode to do with the #s from when i compile the script.
    Umm..you just place the script tiles where you want them and the two pokemon should run off. Taking out the msgbox is unnecessary.
    When you make a script, copy the free offset FSF gives you and put it after the #dynamic 0x
    Compile the script. The offset you get after compiling (the first one), is the one you're going to insert into AM.
    Also..

    Code:
    #org @start
    checkflag 0x200
    if 0x1 goto @done
    applymovement ox5 @move1
    waitmovement 0x0
    msgbox @1 0x2
    applymovement 0x6 @move2
    waitmovement 0x0
    hidesprite 0x4
    hidesprite 0x5
    setflag 0x200
    release
    end
    
    #org @done
    release
    end
    
    #org @move1
    #raw 0x80
    #raw 0xFE
    
    #org @move2
    #raw 0x81
    #raw 0xFE
    
    #org @1
    = !!!
    You don't need two setflags. One should be enough, just remember to set the person ID of both the OWs to 0200.
    And also, checkflag so that the script won't repeat again. It checks wether flag 0x200 has been set and next time you step on the script tile, it'll just release you.
     
    Last edited:

    locoroco

    Ginga Densetsu Weed ANIME PWNS
    251
    Posts
    14
    Years
  • well unfortunately no i didnt get the running shoes well im using a rom base maybe thats the problem but now i have a new problem

    #dynamic 0x800000

    #org @start
    checkflag 0x1003
    if 0x0 goto @done
    Checkflag 0x1004
    if 0x1 goto @done2
    movesprite 0x1 0x6 0x13
    waitmovement 0x1
    applymovement 0x1 @move
    waitmovement 0x1
    msgbox @1 0x6
    applymovement 0x1 @move1
    waitmovement 0x1
    applymovement 0xff @move2
    waitmovement 0xff
    movesprite 0x1 0x0e 0x12
    waitmovement 0x2
    applymovement 0x2 @move3
    waitmovement 0x2
    msgbox @2 0x6
    applymovement 0x1 @move4
    waitmovement 0x1
    msgbox @3 0x6
    applymovement 0xff @move5
    waitmovement 0xff
    warp 0x5 0x1 0xff 0x1 0x4
    Setflag 0x1004
    release
    end

    #org @done
    Release
    end

    #org @done2
    Release
    end

    #org @move
    #raw 0x13
    #raw 0x13
    #raw 0x13
    #raw 0x13
    #raw 0x13
    #raw 0x13
    #raw 0x13
    #raw 0x13
    #raw 0xfe

    #org @1
    = Knock,Knock

    #org @move1
    #raw 0x10
    #raw 0x01
    #raw 0xfe

    #org @move2
    #raw 0x10
    #raw 0x12
    #raw 0x12
    #raw 0x12
    #raw 0xfe

    #org @move3
    #raw 0x10
    #raw 0xfe

    #org @2
    = Policeman:Are you the family of\nProf.Rowan?\pMom:Why yes what can i\nhelp you with?\pPoliceman:I came here to inform you\nsome very bads news\pMom:What may they be?\pPoliceman:Well it seems that you're\nhusband has been kidnapped\por even worse murdered\pMom:You can be serious!\pPoliceman:Why yes it seems he left this\nfor his son.

    #org @move4
    #raw 0x03
    #raw 0xfe

    #org @3
    = You must be his son\nhe left this.Apparently he\pleft this for you.\pDear son this maybe the last\ntime you see me.\pI will miss you. But dont get\nhurt to badly because of me,\pit will make it worse. I need\nyou to catch a pokemon\ptrain it with love and respect\nand maybe we will see\peach other again. Be strong\nand brave and find me.\pI hope to see you again\pThere is bloodstains on the\nnote\pPoliceman:The bloodstains point\nto murder but the note points\pto kidnap lets hope\nits kidnap maybe we\pwe can reason with the\nkidnappers.\p\v\h01:My dad can't be dead\nhe can't *sob*.\pPoliceman:I'm sorry until we get\nmore clues we have\pno ideas of where\nhe is.For now there is\pnothing we can do.

    #org @move5
    #raw 0x13
    #raw 0x13
    #raw 0x13
    #raw 0x11
    #raw 0x11
    #raw 0xfe

    i cant seem to be able to movesprite everything works exept the movesprite n this script. and also i've set my mom to hidden she just walks under the floor in 1 of them and in the other the game doesnt boot so i guess is not that either and the running shoes ims tarting to think that its the rom base but i guess i gotta fix it later thx in adavanced

    Edit1:i g forgot to say that i have the sprites in the trees to hide them until the movesprite command actually moves it to where the applymovement script takes over
     
    Last edited:

    qaz015393

    pokemon revenge developer
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    • Age 33
    • Seen today
    thanks binary. one more qestion: after i compile it says enter offset for main goto. im confused what 2 put.
     
    Last edited:

    Binary

    え?
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    Code:
    #dynamic 0x(offset from FSF)
    
    checkflag 0x200
    if 0x1 goto @done
    applymovement ox5 @move1
    waitmovement 0x0
    msgbox @1 0x2
    applymovement 0x6 @move2
    waitmovement 0x0
    hidesprite 0x4
    hidesprite 0x5
    setflag 0x200
    release
    end
    
    #org @done
    release
    end
    
    #org @move1
    #raw 0x80
    #raw 0xFE
    
    #org @move2
    #raw 0x81
    #raw 0xFE
    
    #org @1
    = !!!
    You did do this, right?

    @locoroco:
    Use spoilers or code tags D:
    Umm..you don't need a waitmovement 0x0 after a movesprite command.
    That might be the problem.
     
    Last edited:

    qaz015393

    pokemon revenge developer
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    • Seen today
    ok thanks. im glad im starting to get the hang of this. but what ami surpose to put in bif rite (cause after i compile it says enter offset for main goto. im confused what 2 put).
     

    Binary

    え?
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    @qaz015393:

    Code:
    #dynamic 0x(offset from FSF)
    
    #org @start
    checkflag 0x200
    if 0x1 goto @done
    applymovement ox5 @move1
    waitmovement 0x0
    msgbox @1 0x2
    applymovement 0x6 @move2
    waitmovement 0x0
    hidesprite 0x4
    hidesprite 0x5
    setflag 0x200
    release
    end
    
    #org @done
    release
    end
    
    #org @move1
    #raw 0x80
    #raw 0xFE
    
    #org @move2
    #raw 0x81
    #raw 0xFE
    
    #org @1
    = !!!
    Terribly sorry, I messed up.
    It should work now.
     

    qaz015393

    pokemon revenge developer
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    ok but i still need help with that pop up box like i mentioned before so i can add script to the rom
     

    Binary

    え?
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    You mean the pop-up box with an exclamation mark above the head?
    Firered, right?
    0x62 - Single Exclamation (!)
    0x65 - Double Exclamation (!!)
    They're actually movements.
     

    qaz015393

    pokemon revenge developer
    789
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    • Age 33
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    the rom is ruby not fire red. so that means i should add 56 at the end like this:
    Spoiler:
    but what i was taking about is when i try to compile the script when i go to burn it gives me a pop up that says enter offset for main goto. im confused what 2 put. bty hope this(i47.tinypic.com/28gxxfa.jpg) would be a better for u to understand more on what 2 pkmn sprites im trying to alert when i enter the town & run away.
     
    Last edited:

    Binary

    え?
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    @qaz015393:
    Spoiler:

    You might've forgotten this.
     
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