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Script Help Thread (DO NOT REQUEST SCRIPTS)

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vietazn654

A sound soul dwells within me
371
Posts
14
Years
  • Hey guys.
    I'm trying to make a givepokemon script for my hack.
    Version: Firered
    Editor:XSE
    The problem I have is that each time I try to compile it with the Batch Compiler i get a message that says #org/#seek directives not found. I looked earlier on the thread, and I saw a similar error, but the only problem in that person's script was that they used @dynamic instead of #dynamic. I have looked through my script, and I have no idea what I did wrong.
    Here is the script:
    Spoiler:

    If anyone can help than I would really appreciate it.
    Thanks in advance!

    um, try putting this:

    Code:
    #dynamic 0x800000
    
    #org @start
    [B]lock
    faceplayer[/B]
    checkflag 0x828
    if 0x1 goto @done
    msgbox @1 0x5
    compare LASTRESULT 0x1
    if 0x1 goto @take
    msgbox @2 0x6
    release 
    end
    
    #org @take
    givepokemon 0x41 0x5 0x0 0x0 0x0 0x0
    fanfare 0x13E
    msgbox @3 0x4
    waitfanfare
    closeonkeypress
    setflag 0x828
    msgbox @4 0x5
    compare LASTRESULT 0x1
    if 0x1 gosub @name
    msgbox @5 0x6
    release 
    end
    
    #org @done
    msgbox @6 0x6
    release
    end
    
    #org @name
    call 0x1A74EB
    return
    
    #org @1 
    = [player], I want to give you a gift\nfor your birthday.\pThis was my  prize pokemon\nwhen I was a trainer.\pWill you promise to take\ncare of  it?
    
    #org @2 
    = Well if you're sure...
    
    #org @3
    = You received Alakazam!
    
    #org @4
    = Would you like to give a\nnickname to Alakazam?
    
    #org @5
    = Take good care of Alakazam.
    
    #org @6 
    = I can see you're taking good care of Alakazam.
     
    Last edited:

    Zeffy

    g'day
    6,402
    Posts
    15
    Years
    • Seen Feb 7, 2024
    Thank you both for your replies. Zeffy, if that is not what the problem is, than do you know why I keep getting the #org/#seek directives not found error?

    Note: for those who have not read my original problem, it is two posts above this one.

    Thanks in advance!

    I'm sorry, I meant after. I edited my post. :>
    For the solutions, look at ^'s and ^^'s post.
     

    Bolens

    Soul Hacker
    359
    Posts
    14
    Years
    • Age 30
    • PA
    • Seen Aug 22, 2016
    Hi guys, I keep getting an error with this script. I insert it into the game fine, but then it locks up the game. Any suggestions?

    Code:
    #dyn 0x740000
    #org @start
    lockall
    checkflag 0x250 
    if true jump @done
    applymovement PLAYER @5
    applymovement 0x3 @3
    applymovement 0x4 @4
    msgbox @talk
    callstd MSG_LOCK
    setflag 0x250
    copyvarifnotzero 0x8000 TOWNMAP
    copyvarifnotzero 0x8001 1
    callstd MSG_OBTAIN
    :end
    msgbox @talk2
    callstd MSG_LOCK
    applymovement 0x3 @31
    pauseevent 0x0
    applymovement 0x4 @41
    pauseevent 0x0
    disappear 0x3
    disappear 0x4
    releaseall
    end
    
    #org @done
    releaseall
    end
    
    #org @5
    m say_!! look_right look_left end
    
    #org @3
    m look_left end
    
    #org @4
    m look_right end
    
    #org @talk
    = So, your the new recruit for\nbecoming a Pokemon master. This\lwill be interesting! Well, enough\ltalk, down to business. We, Team\lSeplin want to rid this world of\lall those who in our opinions are\lnot worthy of Pokemon. As of now,\lyou are not old enough to join us,\lbut when you are, I strongly urge\lyou to join. You can achieve great\lthings with us, don't doubt that.\lWell, to help you on your journey,\lhave this.
    
    #org @talk2
    = That TOWNMAP should help you in\nyour quest to become a Pokemon\lmaster. We'll proabably see you\laround someplace in the future.\lFor now, have fun on your journey!
    
    #org @31
    m walk_down walk_left walk_left walk_left walk_left end
    
    #org @41
    m walk_down walk_left walk_left end
    This is using PKSV if you didn't know. :classic:
     
    860
    Posts
    17
    Years
  • I made a script, not sure if it works because I haven't compiled it yet.
    I first wanted to have it checked by people who are more advanced in scripting.
    Spoiler:


    If there's sopmething wrong with the script let me know pls, if not also let me know because then I know if I can compile it or not :D
     

    Binary

    え?
    3,977
    Posts
    16
    Years
    • Seen Apr 7, 2014
    It's not "message", it's "msgbox". And put "0x" infront of every numeral that's hex.
    Spoiler:

    Try compiling it.
     

    Ven

    Tyrian
    124
    Posts
    14
    Years
    • Seen Mar 19, 2011
    Spoiler:

    The script works fine, but it won't let the player go at the end.
    I'm not sure what the problem is.
    Oh, and it's a level script.
     

    x Necromorph x

    Super Saiyan 4
    295
    Posts
    13
    Years
  • Ok, lol I know ive been asking a lot of questions, but I made a level script off of this givepokemon script
    Spoiler:

    Its supposed to move the player to your mom and she gives you a pikachu, it is supposed to activate after this script
    Spoiler:


    In a tutorial for level scripting I was reading, it said I had to add setvar 0xvar 0x1 to the second script to make it activate the level script.

    The reason I am posting is because that did not work.
    How do I make an even happen after another on a diff map?
    Also would my scripts work with the situation?
    "You try to leave town.. a guy stops you and brings you to your house, when you walk in your mom tells you a pokemon was left for you, and she gives it to you. After that, shes back to her regular "you look tired, take a rest" thing""

    Thanks!


    Anybody wanna give me some help?
     

    Shiny Quagsire

    I'm Still Alive, Elsewhere
    697
    Posts
    14
    Years
  • At the beggining of the game, you set a variable to 0x1.
    You set the script tile to some script that makes the person go to the house, you unset the variable, the level script executes, you set it back to 0x1, and bam! There you go! ;)
     
    1,775
    Posts
    15
    Years
  • Wasn't sure whether I should post this here or in the Simple Questions thread, so I settled for here. Prepare for a long post...:
    Over the past several months, I've made numerous attempts at learning to script. I used the search function, and found the necessary tutorials for XSE. Through reading the tutorials and trying out everything I read, I figured it wouldn't be too hard.
    A problem arose, however, and to this day it holds me back. I've read the tutorials so many times by now that I know various scripts off by heart, such as basic message scripts, and Yes/No scripts. But they don't work.
    I'll explain exactly what I do. I have the ROM open in A- Map, with XSE set as the scripter (when it asked how offsets were separated or whatever it asks when you choose it, I said "No"). I have the newest versions of both XSE and A- Map. Anyway, I use A-Map's Free Space finder, and search for 50 bytes, usually. I copy the offset (for the sake of an example, it'll be E3CF64 here), and go to the NPC/script in Events viewer, pasting the offset there. I click "Open Script" (or whatever that button is labelled). When XSE opens, it already has written:
    Code:
    ---------------
    #org 0xE3CF64
    I erase all but the '0xE3CF64'. I then type a script. For here, I'll do a Yes/No script, because these give me the problem.
    Code:
    #dynamic 0xE3CF64
    #org @start
    lock
    faceplayer
    msgbox @technology
    boxset 0x5
    if 0x1 goto @yes
    if 0x0 goto @no
    release
    end
    
    #org @technology
    = Do you know about technology?
    
    #org @yes
    = You do?\pIsn't it incredible?
    
    #org @no
    = You don't know?\pThat's... Pretty lame, sorry.
    I hit 'Compile' and the window pops up with about 4 different offsets at the bottom. The one that's highlighted automatically is '@start', so I hit 'Copy', then I paste that back in A- Map where the original offset (that I'd found in A- Maps Free Space Finder) was.
    I hit 'save' in A- Map, and open my ROM in VBA. I go to the NPC with that script, and talk to them. The first message, along with the Yes/No box appears, but when I select either Yes or No, the first message repeats, and the text box doesn't close. I have to talk to another NPC or enter a house to make it disappear.
    I've tried this on a Ruby, FireRed and Emerald Rom, and got the same results for each. I would really appreciate it if anyone could tell me if they know what's going wrong. It could be something totally stupid, but it's got me stumped for ages, and is really halting progress on my hack. When I decompile the script, under "Strings" there is only the first message, and the script often has a 'showcoins' command for some reason- in fact, in FR when I tested it, after selecting Yes, '0 Coins' showed in the text box, but overlapping the previous message as opposed to erasing it.
    When I am typing in the Raw Text for the messages, I usually leave a single blank line between them- is this wrong, and could this cause the problem? Again, I'm truly stuck here, and need all the help I can get.
    Thanks for your time, if you felt compelled to read this whole 3000 characters +. Any help is greatly appreciated.
     

    Logan

    [img]http://pldh.net/media/pokecons_action/403.gif
    10,417
    Posts
    15
    Years
  • Wasn't sure whether I should post this here or in the Simple Questions thread, so I settled for here. Prepare for a long post...:
    Over the past several months, I've made numerous attempts at learning to script. I used the search function, and found the necessary tutorials for XSE. Through reading the tutorials and trying out everything I read, I figured it wouldn't be too hard.
    A problem arose, however, and to this day it holds me back. I've read the tutorials so many times by now that I know various scripts off by heart, such as basic message scripts, and Yes/No scripts. But they don't work.
    I'll explain exactly what I do. I have the ROM open in A- Map, with XSE set as the scripter (when it asked how offsets were separated or whatever it asks when you choose it, I said "No"). I have the newest versions of both XSE and A- Map. Anyway, I use A-Map's Free Space finder, and search for 50 bytes, usually. I copy the offset (for the sake of an example, it'll be E3CF64 here), and go to the NPC/script in Events viewer, pasting the offset there. I click "Open Script" (or whatever that button is labelled). When XSE opens, it already has written:
    Code:
    ---------------
    #org 0xE3CF64
    I erase all but the '0xE3CF64'. I then type a script. For here, I'll do a Yes/No script, because these give me the problem.
    Code:
    #dynamic 0xE3CF64
    #org @start
    lock
    faceplayer
    msgbox @technology
    boxset 0x5
    if 0x1 goto @yes
    if 0x0 goto @no
    release
    end
    
    #org @technology
    = Do you know about technology?
    
    #org @yes
    = You do?\pIsn't it incredible?
    
    #org @no
    = You don't know?\pThat's... Pretty lame, sorry.
    I hit 'Compile' and the window pops up with about 4 different offsets at the bottom. The one that's highlighted automatically is '@start', so I hit 'Copy', then I paste that back in A- Map where the original offset (that I'd found in A- Maps Free Space Finder) was.
    I hit 'save' in A- Map, and open my ROM in VBA. I go to the NPC with that script, and talk to them. The first message, along with the Yes/No box appears, but when I select either Yes or No, the first message repeats, and the text box doesn't close. I have to talk to another NPC or enter a house to make it disappear.
    I've tried this on a Ruby, FireRed and Emerald Rom, and got the same results for each. I would really appreciate it if anyone could tell me if they know what's going wrong. It could be something totally stupid, but it's got me stumped for ages, and is really halting progress on my hack. When I decompile the script, under "Strings" there is only the first message, and the script often has a 'showcoins' command for some reason- in fact, in FR when I tested it, after selecting Yes, '0 Coins' showed in the text box, but overlapping the previous message as opposed to erasing it.
    When I am typing in the Raw Text for the messages, I usually leave a single blank line between them- is this wrong, and could this cause the problem? Again, I'm truly stuck here, and need all the help I can get.
    Thanks for your time, if you felt compelled to read this whole 3000 characters +. Any help is greatly appreciated.

    You're a tad behind on times, Eoin. Boxset hasn't been used in XSE for a while now. Messages are formatted like such now:

    Code:
    #org @start
    msgbox @msg1 MSG_FACE/0x[w/e]
    end
    Also, with your yesno script, you're not comparing anything so the script won't work. You'd need to read from 0x800D/LASTRESULT:

    Code:
    msgbox @msg1 MSG_YESNO
    compare 0x800D 0x1
    if 0x1 goto @yes
    compare 0x800D 0x0
    if 0x1 goto @no
    Also, @yes and @no are pointers to further parts in the script and won't work directly as messages. If you wanted a message you'd have to add this into the script:

    Code:
    #org @yes
    msgbox @msg2 MSG_NORMAL
    release
    end
    
    #org @no
    msgbox @msg3 MSG_NORMAL
    release
    end

    Hope this helps you grasp that concept more. If you want to go in-depth feel free to PM me. n_n
     

    Ki77y666

    I'm with stupid ^
    118
    Posts
    15
    Years
  • just a question how do i set where a person goes after they loose a battle. for an example (well this is actually my plan) you walk in a town got to the next route get some thing go back to the town then go the other route and then some one battles you. that all works but when and if you loose you go your home town which is before that town, before the route with the battle and your home town is where you are meant to go after you win the battle some my problem is i want when you loose the battle to end up in the pokecenter before the battle not the home town and with out having to go into the pokecenter as well
     

    dr4g0n12

    Δράκος
    173
    Posts
    14
    Years
  • This script will not work.
    Code:
    #dynamic 0x809160
     
    #Org @saved
    lock
    faceplayer
    msgbox @comtalk 0x6
    applymovement 0x7 @defend
    waitmovement 0x0
    applymovement 0x5 @latimove1
    applymovement 0x6 @latimove2
    waitmovement 0x0
    msgbox @chartalk 0x6
    goto @battle
     
    #Org @battle
    trainerbattle 0x1 0x245 0x0 @before @after @later
    end
     
    #Org @later
    msgbox @comtalk2 0x6
    setflag 0x2C2
    fadescreen 0x0
    movesprite 0x4 0x00 0x00
    movesprite 0x5 0x00 0x00
    movesprite 0x6 0x00 0x00
    msgbox @chartalk2 0x6
    applymovement 0x7 @charflight 
    waitmovement 0x0
    release
    end
     
    #Org @comtalk
    = RICHIE: The purpose of the tower is\nprobably to summon something.\pThe only problem is,\nthe dark orb did not work here.\pThe writing inside the hole that the dark orb\nwas found said to use the dark orb\lat a certain place at a high elevation.\pI thought it meant here, but.....
     
    #Org @chartalk
    = CHARIZARD: Sorry to rain on your parade,\nbut whatever you are doing needs\lto be stopped immediately.\p[player] and I will make sure it happens.
     
    #Org @before
    = RICHIE: Then so be it.\pI will take you down with all my might!\pCHARIZARD: He has two?\n[player], I will battle one of the LATIOS,\nand you can battle the other.\pRICHIE: LETS FIGHT!!!!!
     
    #Org @after
    = RICHIE: WAAAHHHH!!!!\pI want my mommy!!!!
     
    #Org @comtalk2
    = RICHIE: This isn't the end yet, [player]!
     
    #Org @chartalk2
    = CHARIZARD: It looks like we have a problem.\pWhat did he say before I landed?\p[player]: He said they were trying to summon\nsomething with the DARK ORB.\pCHARIZARD: Then we need to take the DARK ORB\nand get it to a safe place,\lrather than where it was first found.
     
    #Org @defend
    #raw 0x18
    #raw 0x18
    #raw 0x18
    #raw 0x18
    #raw 0x18
    #raw 0x18
    #raw 0x18
    #raw 0x18
    #raw 0x18
    #raw 0x18
    #raw 0x18
    #raw 0x18
    #raw 0x18
    #raw 0x18
    #raw 0x16
    #raw 0x16
    #raw 0xFE
     
    #Org @latimove1
    #raw 0x15
    #raw 0x15
    #raw 0x15
    #raw 0x15
    #raw 0x15
    #raw 0x15
    #raw 0x15
    #raw 0x15
    #raw 0x15
    #raw 0x15
    #raw 0x15
    #raw 0xFE
     
    #Org @latimove2
    #raw 0x15
    #raw 0x15
    #raw 0x15
    #raw 0x15
    #raw 0x15
    #raw 0x15
    #raw 0x15
    #raw 0x15
    #raw 0x15
    #raw 0x15
    #raw 0x15
    #raw 0xFE
     
    #Org @charflight
    #raw 0x15
    #raw 0x15
    #raw 0x15
    #raw 0x15
    #raw 0x15
    #raw 0x15
    #raw 0x15
    #raw 0x15
    #raw 0x15
    #raw 0x15
    #raw 0x15
    #raw 0x15
    #raw 0x15
    #raw 0x15
    #raw 0xFE
    The battle will not start.
     

    metapod23

    Hardened Trainer
    673
    Posts
    15
    Years
    • Seen Aug 18, 2016
    just a question how do i set where a person goes after they loose a battle. for an example (well this is actually my plan) you walk in a town got to the next route get some thing go back to the town then go the other route and then some one battles you. that all works but when and if you loose you go your home town which is before that town, before the route with the battle and your home town is where you are meant to go after you win the battle some my problem is i want when you loose the battle to end up in the pokecenter before the battle not the home town and with out having to go into the pokecenter as well

    Use the

    sethealingplace

    command. sethealingplace is set up in Pokemon Centers, so it will only activate once you've visited that town's Center, not the town itself. You can always put the command in the header for the town, though, I suppose.
     

    tomotaku

    KoganStyle
    13
    Posts
    13
    Years
    • Seen Mar 28, 2011
    hey, can someone please tell me how to make a script of an event pokemon so that the pokemon cannot be caught and the only way it dissapears is to defeat it..?
     

    x Necromorph x

    Super Saiyan 4
    295
    Posts
    13
    Years
  • ^I have not a clue^

    Can some help me.. I made a level script and I want it to activate AFTER i talk to another event. How would I go about doing this?

    Thanks
     

    Samike360

    Lover of May
    397
    Posts
    15
    Years
  • ^I have not a clue^

    Can some help me.. I made a level script and I want it to activate AFTER i talk to another event. How would I go about doing this?

    Thanks

    What you would want to do, is set a script before you enter the map, say, if your variable is 7000, you would put a script setvar 7000 0x1, which would stop the level script from happening. Somewhere else, you could add setvar 7000 0x0, which would make the level script happen next time you enter the map.
     
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