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Script Help Thread (DO NOT REQUEST SCRIPTS)

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horcruxrocks

Pokemon Lover
12
Posts
11
Years
  • Seen Aug 6, 2016
This checks that if the flag 828 is set or not. If yes, it continues onto @done
one more question when i am adding an event in a map that person is not showing in the map when i play.It does not appear when i load rom and load a saved game.But when i start a new game it appears
 
Last edited:

hinkage

Everyone currently in an argument with this member
382
Posts
13
Years
  • Age 28
  • Seen Mar 24, 2024
Wait is it true that using flags above 0x8FF overwrite vars? And what about vars above 0x40FF? Because in old hacks I did those things and never had a problem -- I'm guessing it's cuz I never used whatever vars and stuff got corrupted, but it would be good to know a definite window of stuff that's usable. (I searched this myself too and found nothing really).

Ty Karatekid who will probably end up answering this :I
 

karatekid552

What happens if I push it?....
1,771
Posts
11
Years
Wait is it true that using flags above 0x8FF overwrite vars? And what about vars above 0x40FF? Because in old hacks I did those things and never had a problem -- I'm guessing it's cuz I never used whatever vars and stuff got corrupted, but it would be good to know a definite window of stuff that's usable. (I searched this myself too and found nothing really).

Ty Karatekid who will probably end up answering this :I

Flags- Yes. There is actually a formula I came up with at the end of R&D to see which flag will corrupt which var and vice versa.

Vars- These take up PC box space and such.


Basically, the best flags are 200-2FF (about) and vars are 4000-40FF. Knizz did release a hack which relocates the 7000(?) vars to some nice free RAM space for use.

You're welcome, you know it! Haha
 

~Anbuja

Let's Keep It Simple
321
Posts
13
Years
Hi!
I need help with this.
I've applied Jpans engine to my ROM, and tried to recompile the nurse joy script.
Everything works fine, until the part when the nurse joy comes to the part shes supposed to say "We hope to see you again!" then my screen turns into 3 different colors and the rom image crushes.
I suck at scripting so I don't have a clue what else to do, I hope someone can help me there :>
Spoiler:
Thanks in advantage!
 

Varion Bluefire

A.K.A The Glitch
655
Posts
10
Years
  • Age 29
  • Seen Jan 3, 2015
I'm trying to do a script for the prof's lab I've got this.

'---------------
#org 0x71BBEF
checkflag 0x828
if 0x1 goto 0x71BFAE
msgbox 0x871BC71 MSG_NORMAL '"Mazort: Ah! There you are.\nCome h..."
applymovement MOVE_PLAYER 0x871BED4
waitmovement 0x0
applymovement 0x8 0x871BEDD
waitmovement 0x0
msgbox 0x871BCA8 MSG_NORMAL '"[rival]: Woah!\nWhy are they here?..."
msgbox 0x871BCF3 MSG_NORMAL '"Mazort: Shush now child!\nYou're b..."
applymovement MOVE_PLAYER 0x871BEE2
applymovement 0x8 0x871BEE6
waitmovement 0x0
msgbox 0x871BD99 MSG_NORMAL '"[rival]: What?"
applymovement MOVE_PLAYER 0x871BEEA
applymovement 0x8 0x871BEED
waitmovement 0x0
applymovement 0x4 0x871BEF0
waitmovement 0x0
msgbox 0x871BDA5 MSG_NORMAL '"Mazort: You two can have a healthy..."
applymovement 0x4 0x871BEF3
waitmovement 0x0
msgbox 0x871BE01 MSG_NORMAL '"Mazort: Now then!\nOnto business.\..."
setvar 0x4055 0x2
release
end

'---------
' Strings
'---------

#org 0x71BC71
= Mazort: Ah! There you are.\nCome here, why don't you?

#org 0x71BCA8
= [rival]: Woah!\nWhy are they here?\pI thought I was getting a Pokémon\lnot them.

#org 0x71BCF3
= Mazort: Shush now child!\nYou're both getting a Pokémon\lSince you both have the same goal.\pTo become a Champion.\nIt seems perfect that\lyou both want the same thing.

#org 0x71BD99
= [rival]: What?

#org 0x71BDA5
= Mazort: You two can have a healthy \nrivalry.\pHeh, that's how it was done\nback in the day.

#org 0x71BE01
= Mazort: Now then!\nOnto business.\l[player], on that table is three Pokéballs.\pIn each is one Pokémon, of a different type.\pGo ahead and pick one.\nBut pick carefully, each type has\lit's own weaknesses and advantages.

'-----------
' Movements
'-----------
#org 0x71BED4
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements

#org 0x71BEDD
#raw 0x53 'Jump in Place (Facing Up)
#raw 0x53 'Jump in Place (Facing Up)
#raw 0x53 'Jump in Place (Facing Up)
#raw 0xFE 'End of Movements

#org 0x71BEE2
#raw 0x2 'Face Left
#raw 0x63 'Question Mark (?)
#raw 0xFE 'End of Movements

#org 0x71BEE6
#raw 0x3 'Face Right
#raw 0x63 'Question Mark (?)
#raw 0xFE 'End of Movements

#org 0x71BEEA
#raw 0x1 'Face Up
#raw 0xFE 'End of Movements

#org 0x71BEED
#raw 0x1 'Face Up
#raw 0xFE 'End of Movements

#org 0x71BEF0
#raw 0x1 'Face Up
#raw 0xFE 'End of Movements

#org 0x71BEF3
#raw 0x0 'Face Down
#raw 0xFE 'End of Movements


#org 0x71BFAE
release
end

Everything works fine up until

'That's how it was done, back in the day'
After that the script stops, and releases the player.

It stopped the next bit after i put in the flag check for after having a pokemon. :\
 

DrFuji

[I]Heiki Hecchara‌‌[/I]
1,691
Posts
14
Years
Hi!
I need help with this.
I've applied Jpans engine to my ROM, and tried to recompile the nurse joy script.
Everything works fine, until the part when the nurse joy comes to the part shes supposed to say "We hope to see you again!" then my screen turns into 3 different colors and the rom image crushes.
I suck at scripting so I don't have a clue what else to do, I hope someone can help me there :>
Spoiler:

Thanks in advantage!

Yeah I've always found JPAN's engine to have a problem with Nurse Joy's script. This is because it doesn't like the command 'special2 0x800D 0x183' which checks if somebody is in the WiFi Room. If you change the part of the script to something like this (where red = delete) then it should be fine:

Code:
//---------------
#org 0x1A65EC
special2 LASTRESULT 0x1B1
compare LASTRESULT 0x0
if 0x1 goto 0x81A661D
[COLOR="Red"]special2 LASTRESULT 0x183
copyvar 0x8008 LASTRESULT
compare 0x8008 0x0
if 0x1[/COLOR] goto 0x81A661D
[COLOR="red"]compare 0x8008 0x1
if 0x1 goto 0x81A6636[/COLOR]
end

You can also delete this entire section of the script and repoint the parts that point to 0x1A65EC so that they point to 0x1A661D. I just didn't want to post the entire script here :P

I'm trying to do a script for the prof's lab I've got this.



Everything works fine up until

'That's how it was done, back in the day'
After that the script stops, and releases the player.

It stopped the next bit after i put in the flag check for after having a pokemon. :\

You do realise that you've used the end command right? Your script is ending there because you have told it to finish, unless this is an XSE glitch or it has merged with an old script. Could we see the un-compiled version of your script if it is different to what you've shown us?
 

Varion Bluefire

A.K.A The Glitch
655
Posts
10
Years
  • Age 29
  • Seen Jan 3, 2015
'---------------
#org 0x71BBEF
checkflag 0x828
if 0x1 goto 0x871BFAE
msgbox 0x871BC71 MSG_NORMAL '"Mazort: Ah! There you are.\nCome h..."
applymovement MOVE_PLAYER 0x871BED4
waitmovement 0x0
applymovement 0x8 0x871BEDD
waitmovement 0x0
msgbox 0x871BCA8 MSG_NORMAL '"[rival]: Woah!\nWhy are they here?..."
msgbox 0x871BCF3 MSG_NORMAL '"Mazort: Shush now child!\nYou're b..."
applymovement MOVE_PLAYER 0x871BEE2
applymovement 0x8 0x871BEE6
waitmovement 0x0
msgbox 0x871BD99 MSG_NORMAL '"[rival]: What?"
applymovement MOVE_PLAYER 0x871BEEA
applymovement 0x8 0x871BEED
waitmovement 0x0
applymovement 0x4 0x871BEF0
waitmovement 0x0
msgbox 0x871BDA5 MSG_NORMAL '"Mazort: You two can have a healthy..."
applymovement 0x4 0x871BEF3
waitmovement 0x0
msgbox 0x871BE01 0xC7 '"Mazort: Now then!\nOnto business.\..."
'---------------
#org 0x71BFAE
release
end


'---------
' Strings
'---------
#org 0x71BC71
= Mazort: Ah! There you are.\nCome here, why don't you?

#org 0x71BCA8
= [rival]: Woah!\nWhy are they here?\pI thought I was getting a Pokémon\lnot them.

#org 0x71BCF3
= Mazort: Shush now child!\nYou're both getting a Pokémon\lSince you both have the same goal.\pTo become a Champion.\nIt seems perfect that\lyou both want the same thing.

#org 0x71BD99
= [rival]: What?

#org 0x71BDA5
= Mazort: You two can have a healthy \nrivalry.\pHeh, that's how it was done\nback in the day.

#org 0x71BE01
= Mazort: Now then!\nOnto business.\l[player], on that table is three Pokéballs.\pIn each is one Pokémon, of a different type.\pGo ahead and pick one.\nBut pick carefully, each type has\lit's own weaknesses and advantages.


'-----------
' Movements
'-----------
#org 0x71BED4
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements

#org 0x71BEDD
#raw 0x53 'Jump in Place (Facing Up)
#raw 0x53 'Jump in Place (Facing Up)
#raw 0x53 'Jump in Place (Facing Up)
#raw 0xFE 'End of Movements

#org 0x71BEE2
#raw 0x2 'Face Left
#raw 0x63 'Question Mark (?)
#raw 0xFE 'End of Movements

#org 0x71BEE6
#raw 0x3 'Face Right
#raw 0x63 'Question Mark (?)
#raw 0xFE 'End of Movements

#org 0x71BEEA
#raw 0x1 'Face Up
#raw 0xFE 'End of Movements

#org 0x71BEED
#raw 0x1 'Face Up
#raw 0xFE 'End of Movements

#org 0x71BEF0
#raw 0x1 'Face Up
#raw 0xFE 'End of Movements

#org 0x71BEF3
#raw 0x0 'Face Down
#raw 0xFE 'End of Movements

This is the de-compiled script.
I can't think why it would merge with another script?
I started this script from scratch, and used free space, rather than ones used by other things.
 
287
Posts
10
Years
So I go to notepad, make my script (as basic as it gets)

#org $title
lock
faceplayer
message $talk
$talk 1 = Hello.
release
end

i sabe it as .rbc, i compile it, click the blue book, select the rom.gba, copy the first thing's last 6 digits (everything but &H), burn it, close the pages, go to advanced map, and when i aplly the script to someone, whenever i talk to them in game, i get game breaking glitches
once, i kept using fly in front of the guy
then, he gave me a master ball and then ultra balls 'till forever, then i would get a pokenav call, that would break my game, but more frequently than not, i could hear the "a button sound", or the sound you hear when your talking to someone and hit a, and nothing happens, they dont stop, they dont turn, the dont do anything!
please help, this also happened to my friend, the exact same thing, but in the youtube tutorials they do it and they get it just fine
 
5,256
Posts
16
Years
So I go to notepad, make my script (as basic as it gets)

#org $title
lock
faceplayer
message $talk
$talk 1 = Hello.
release
end

i sabe it as .rbc, i compile it, click the blue book, select the rom.gba, copy the first thing's last 6 digits (everything but &H), burn it, close the pages, go to advanced map, and when i aplly the script to someone, whenever i talk to them in game, i get game breaking glitches
once, i kept using fly in front of the guy
then, he gave me a master ball and then ultra balls 'till forever, then i would get a pokenav call, that would break my game, but more frequently than not, i could hear the "a button sound", or the sound you hear when your talking to someone and hit a, and nothing happens, they dont stop, they dont turn, the dont do anything!
please help, this also happened to my friend, the exact same thing, but in the youtube tutorials they do it and they get it just fine
You're using hacking software from circa 2006, no wonder it's glitchy.

Use XSE 1.1.1, there's a mega-huge tutorial on it here, you can't go wrong.

In XSE's coding syntax, your script would now look like this:

Code:
#dynamic 0x800000

#org @start
msgbox @string1 0x2
end

#org @string1
= Hello.

Then, all you do is hit the blue gears in XSE's toolbar, then click Copy on the window that pops up and paste that offset into where you put the offset before in Advance Map. It should work perfectly!
 
287
Posts
10
Years
You're using hacking software from circa 2006, no wonder it's glitchy.

Use , there's a mega-huge tutorial on it here, you can't go wrong[/url].

In XSE's coding syntax, your script would now look like this:

Code:
#dynamic 0x800000

#org @start
msgbox @string1 0x2
end

#org @string1
= Hello.

Then, all you do is hit the blue gears in XSE's toolbar, then click Copy on the window that pops up and paste that offset into where you put the offset before in Advance Map. It should work perfectly!



thanks (i already had xse doe...)
i just dont understand in the tutorial whats the fsf code
can you please help me?
 
5,256
Posts
16
Years
FSF? That stands for Free Space Finder, but you won't need to bother with that.

When you being a script, just use this:

Code:
#dynamic 0x800000

XSE will automatically find the right thing for you to copy and paste onto the different events :D
 
12
Posts
10
Years
  • Seen May 7, 2014
Does anyone know how to make a sprite invisible and become visible once I step on a tile with the green "S"?
I can keep the char invisible/hidden with hidesprite and flag in the end. But I want him to be hidden to begin with.

Right now my code looks like this:
What I basically want is kinda like the Professor Oak script in Pallet Town. You dont see him on the map. When you step a tile. He comes up. But instead that you follow him, I just want the (in my case) teacher you to give the National Dex and then walks off the screen and then let it hidesprite.
But the character is visible to begin with.

Can any of ya help me out? (:
Many thanks in advance.

Code:
#dynamic 0x81DFD2

#org @start
checkflag 0x1213
if 0x1 goto @updatedex
msgbox @talk1 0x6
applymovement 0xFF @1stepleft
waitmovement 0xFF
release
end

#org @updatedex
checkflag 0x1214
if 0x1 goto @nothing
msgbox @wait 0x6
applymovement 0xFF @lookleft
waitmovement 0xFF
showsprite 0x19
applymovement 0x19 @come
waitmovement 0x19
lock
faceplayer
msgbox @upgrade 0x6
applymovement 0x19 @go
waitmovement 0x19
hidesprite 0x19
special 0x16F
setflag 0x10A
fanfare 0x105
msgbox @gotdex 0x4
waitfanfare
setvar 0x6001 0x0
setflag 0x1214
release
end

#org @lookleft
#raw 0x2
#raw 0xFE


#org @go
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x11
#raw 0x12
#raw 0xFE

#org @come
#raw 0x10
#raw 0x13
#raw 0x10
#raw 0x13
#raw 0x10
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0xFE


#org @1stepleft
#raw 0x12
#raw 0xFE

#org @gotdex
= \v\h01 has the newest software\ninstalled on the POKEDEX.\pIt now became the:\nNATIONAL POKEDEX.

#org @upgrade
= [darknavyblue_fr]Oh thank god, you're still here.\nI noticed that the POKEDEXes I\lhanded out are not included with\lthe most recent software.\pPlease gimme your Dex for a sec.\p(Mr. Stonemountains plugged\nsomething in the Pokedex. The\llights are flickering)\pAlright \v\h01. Now you have the\nlatest software on your dex. This\lis also known as the NATIONAL DEX.\pThis will register the current 386\nPokemon that are available around\lhere.\pNow I am sounding like it's easy,\nbut some are never seen or never\lseen again.\pGood luck on collecting your data.\nI'm going back to the Academy.\lI've gotta do my usual work again.\pSee ya, \v\h01. :)

#org @wait
= [darknavyblue_fr] \v\h01! Wait!

#org @talk1
= I should go to the Cicero Academy\nand make my exams.

#org @nothing
release
end
 
Last edited:

Elaitenstile

I am legend
1,908
Posts
11
Years
  • Age 24
  • Seen Feb 27, 2015
There are many ways to accomplish this. The most common being setting the People ID flag prior to the script somewhere; most usually in the player's room.

Other than that there is a more reliable header script that can be set on the map.

Also, you can place the person's ow in the corner of the map where he can't be seen, and in the script movesprite him to the position you want.

And there is also a create virtualsprite script, but he should immediately disappear after the script.

Try one of these, but I recommend the movesprite method because that one is very simple.
 

Shadowraze

ur mum
794
Posts
10
Years
Does anyone know how to make a sprite invisible and become visible once I step on a tile with the green "S"?
I can keep the char invisible/hidden with hidesprite and flag in the end. But I want him to be hidden to begin with.

Right now my code looks like this:
What I basically want is kinda like the Professor Oak script in Pallet Town. You dont see him on the map. When you step a tile. He comes up. But instead that you follow him, I just want the (in my case) teacher you to give the National Dex and then walks off the screen and then let it hidesprite.
But the character is visible to begin with.

Can any of ya help me out? (:
Many thanks in advance.

Code:
#dynamic 0x81DFD2

#org @start
checkflag 0x1213
if 0x1 goto @updatedex
msgbox @talk1 0x6
applymovement 0xFF @1stepleft
waitmovement 0xFF
release
end

#org @updatedex
checkflag 0x1214
if 0x1 goto @nothing
msgbox @wait 0x6
applymovement 0xFF @lookleft
waitmovement 0xFF
showsprite 0x19
applymovement 0x19 @come
waitmovement 0x19
lock
faceplayer
msgbox @upgrade 0x6
applymovement 0x19 @go
waitmovement 0x19
hidesprite 0x19
special 0x16F
setflag 0x10A
fanfare 0x105
msgbox @gotdex 0x4
waitfanfare
setvar 0x6001 0x0
setflag 0x1214
release
end

#org @lookleft
#raw 0x2
#raw 0xFE


#org @go
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x11
#raw 0x12
#raw 0xFE

#org @come
#raw 0x10
#raw 0x13
#raw 0x10
#raw 0x13
#raw 0x10
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0xFE


#org @1stepleft
#raw 0x12
#raw 0xFE

#org @gotdex
= \v\h01 has the newest software\ninstalled on the POKEDEX.\pIt now became the:\nNATIONAL POKEDEX.

#org @upgrade
= [darknavyblue_fr]Oh thank god, you're still here.\nI noticed that the POKEDEXes I\lhanded out are not included with\lthe most recent software.\pPlease gimme your Dex for a sec.\p(Mr. Stonemountains plugged\nsomething in the Pokedex. The\llights are flickering)\pAlright \v\h01. Now you have the\nlatest software on your dex. This\lis also known as the NATIONAL DEX.\pThis will register the current 386\nPokemon that are available around\lhere.\pNow I am sounding like it's easy,\nbut some are never seen or never\lseen again.\pGood luck on collecting your data.\nI'm going back to the Academy.\lI've gotta do my usual work again.\pSee ya, \v\h01. :)

#org @wait
= [darknavyblue_fr] \v\h01! Wait!

#org @talk1
= I should go to the Cicero Academy\nand make my exams.

#org @nothing
release
end

That is because that prof.oak uses a flag that has already been set. If that happens an ow that has that flag will become invisible/vanish. Just use a flag that has been already set and to make him appear do a clearflag command and a showsprite command and just set and hide it back when you're done.
 

horcruxrocks

Pokemon Lover
12
Posts
11
Years
  • Seen Aug 6, 2016
Hey how to write a map script?
For ex - Littleroot Town
WE come out of truck and that stuff starts
I opened advanced map - Emerald - LITTLEROOT TOWN
There i clicked on header tab and opened its map script.
Its bit tough so can anyone explain by making a map script.

Thank you

-Horcrux
 

ep!c

Banned
124
Posts
11
Years
  • Seen Jan 4, 2015
1. Make a new Map-Script with type "02"
2. Insert where "Flag" is written a var like "5000"
3. Let the value 0000
4. Open XSE or whatever
5. Start the script with

#dynamic 0xoffset
#org @start
SETVAR 0x5000 0x1 (If you have 4900 as flag for example, you must write setvar 0x4900 0x1

6. Now you can freely design your script with applymovements etc..

BTW, if you have 0000 as value, ALWAYS make a setvar 0xflag 0x1


 
287
Posts
10
Years
FSF? That stands for Free Space Finder, but you won't need to bother with that.

When you being a script, just use this:

Code:
#dynamic 0x800000

XSE will automatically find the right thing for you to copy and paste onto the different events :D

yeah, i still cant do anything, do you know any good youtube tutorial?
if so i would be much appreciated :)
 
8
Posts
10
Years
  • Seen Apr 22, 2014
First of all hello im currently hacking firered . Utnil now i could solve any problem i had by looking into this sites tutorials.
I searched everywhere but i couldn't find a solution.

The basic idea is that once you enter your houses living room your mom comes to you and gives you the running shoes. Everything works fine except for the running shoes.
If i leave the house and press b the hero doesnt start sprinting

Here's the script and thanks in advance to anybody who helps me out :) .

Spoiler:
 
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