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Script Help Thread (DO NOT REQUEST SCRIPTS)

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Not open for further replies.

onyx79

Red Dead Revolver
488
Posts
15
Years
here's the script

Spoiler:

as you can see the flag is 1003 but nothing has changed?do I need to put it on person ID?

another question is how to make mew obey at fire red?
can you help me or not?ths is very annoying...
 

DarkPrince304

Back to Hacking after exams!!!
167
Posts
14
Years
I need help
I want to ask that how can I make my player move but he stays on one place...
What I mean is that the player should move but he should not move forward direction...He should remain on the place but he should be shown walking...and 1 more thing
is there a command to release a party pokemon
 

BlitŻ1

guahh my dog is so cute
472
Posts
15
Years
hack of fire red and I'm using XSE.
hre's my script
Spoiler:

the problem is bolded.
Everything works, except the movesprites don't happen. The guy just does the movements that are inbetween and go on with the script.
any help is appreciatd
 
Last edited:

Kalsard

Looking for time travellers.
95
Posts
14
Years
I need help (dont know anything above)
The movements by the -spearows- at move4, arent happening. Any ideas? Thanks
Script continues without movements

Spoiler:
 

0m3GA ARS3NAL

Im comin' home...
1,816
Posts
16
Years
I need help (dont know anything above)
The movements by the -spearows- at move4, arent happening. Any ideas? Thanks
Script continues without movements

Spoiler:

You need waitmovements between each applymovement.
fixes in the quote.
Also, Pokemon cant have person numbers of over 254
 

Quilava's Master

Shattered Dreams '13
694
Posts
16
Years
  • Seen Aug 14, 2023
Okay so i want to make a level script that happens after a flag is set but in order to do that i need to make sure it doesnt happen as soon as i enterr the map. is there a different type of level script that works AFTER a flag is set. The script is below

Code:
'---------------
#org 0x8020D8
setvar 0x4006 0x1
checkflag 0x202
if 0x0 goto 0x8802292
checkflag 0x203
if 0x1 goto 0x8802292
setvar 0x8004 0x98
special2 LASTRESULT 0x17C
compare LASTRESULT 0x1
if 0x1 goto 0x8802131
setvar 0x8004 0x9B
special2 LASTRESULT 0x17C
compare LASTRESULT 0x1
if 0x1 goto 0x8802192
setvar 0x8004 0x9E
special2 LASTRESULT 0x17C
compare LASTRESULT 0x1
if 0x1 goto 0x88021F3
release
end

'---------------
#org 0x802292
release
end

'---------------
#org 0x802131
applymovement 0x6 0x880227E
waitmovement 0x0
msgbox 0x88022B0 MSG_NORMAL '"Clair: In that case,\nthis one is ..."
applymovement 0x5 0x880228D
waitmovement 0x0
applymovement 0x7 0x8802285
waitmovement 0x0
msgbox 0x88022D9 MSG_NORMAL '"Ace: Then I guess I get this!"
applymovement 0x4 0x880228D
waitmovement 0x0
applymovement 0x1 0x880227B
waitmovement 0x0
msgbox 0x88022F9 MSG_NORMAL '"Elm: Now that you have all chosen,..."
applymovement 0x2 0x880226F
waitmovement 0x0
msgbox 0x8802295 MSG_NORMAL '"Elm: The test has begun!"
setflag 0x203
end

'---------------
#org 0x802192
applymovement 0x6 0x880226A
waitmovement 0x0
msgbox 0x88022B0 MSG_NORMAL '"Clair: In that case,\nthis one is ..."
applymovement 0x3 0x880228D
waitmovement 0x0
applymovement 0x7 0x8802261
waitmovement 0x0
msgbox 0x88022D9 MSG_NORMAL '"Ace: Then I guess I get this!"
applymovement 0x5 0x880228D
waitmovement 0x0
applymovement 0x1 0x880227B
waitmovement 0x0
msgbox 0x88022F9 MSG_NORMAL '"Elm: Now that you have all chosen,..."
applymovement 0x2 0x880226F
waitmovement 0x0
msgbox 0x8802295 MSG_NORMAL '"Elm: The test has begun!"
setflag 0x203
end

'---------------
#org 0x8021F3
applymovement 0x6 0x880225B
waitmovement 0x0
msgbox 0x88022B0 MSG_NORMAL '"Clair: In that case,\nthis one is ..."
applymovement 0x4 0x880228D
waitmovement 0x0
applymovement 0x7 0x8802254
waitmovement 0x0
msgbox 0x88022D9 MSG_NORMAL '"Ace: Then I guess I get this!"
applymovement 0x3 0x880228D
waitmovement 0x0
applymovement 0x1 0x880227B
waitmovement 0x0
msgbox 0x88022F9 MSG_NORMAL '"Elm: Now that you have all chosen,..."
applymovement 0x2 0x880226F
waitmovement 0x0
msgbox 0x8802295 MSG_NORMAL '"Elm: The test has begun!"
setflag 0x203
end


'---------
' Strings
'---------
#org 0x8022B0
= Clair: In that case,\nthis one is mine!

#org 0x8022D9
= Ace: Then I guess I get this!

#org 0x8022F9
= Elm: Now that you have all chosen,\nIt's time to begin.\pThere are clues to Golds,\nwhereabout everywhere.\pThe first clue is in [green_fr]Violet City.\p[black_fr]Elm: Now Gold, leave!

#org 0x802295
= Elm: The test has begun!


'-----------
' Movements
'-----------
#org 0x80227E
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements

#org 0x80228D
#raw 0x60 'Hide
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0xFE 'End of Movements

#org 0x802285
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements

#org 0x80227B
#raw 0x3 'Face Right
#raw 0xFE 'End of Movements

#org 0x80226F
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x60 'Hide
#raw 0x1F 'Step Left (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0xFE 'End of Movements

#org 0x80226A
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements

#org 0x802261
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements

#org 0x80225B
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements

#org 0x802254
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements
 
2
Posts
14
Years
  • Seen Jun 16, 2009
Im Pretty badly stuck here, could someone please help me...allow me to explain my problem...

I am hacking myself a new pokemon game and have just begun, im using my very basic scriting knowledge and using the latest version of xse. i made the player wake up at the start of the game in a cave just above an old lady but am having a few major problems, the first of which comes in advance map..
when i place a sprite of a person into the room it will not appear in the visual boy or have any action within it, even when a script has been applied, please give me some pointers for a possible fix
number 2 comes from xse and advance map i think, i mad a script to stop anyone leaving the room without first choosing 1 of 2 pokemon, you are ment to walk onto the script and be pushed 1 step back, with a message to appear saying , maby i should talk to the old lady first...
so i made a script which i will include...but when i attach to the script to a script tile in advance map and play the game, if i walk on the script tile before it has been bypassed by a flag the game freezes, alough the music still plays on a low quality please help and i hope i have not written waaaay to much

Spoiler:


please tell me all errors and solutions thanks!
 
Last edited:

PlatniumPiano

You are now breathing manually
479
Posts
15
Years
Final Script for my Alpha Version!!

As of late my scripting has improved mucho, and am almost ready to release an alpha of my new hack ^_^

Unfourtunatley, the last script tile in my alpha is... buggy. Here is what is supposed to happen:

1. Player steps on tile, then script brings him up one tile and diaolouge starts (Problem).
2. Grunt next to the old guy moves down one step and talks to me. A fight initiates (No Problem).
3.Grunt displays a message, and then the screen fades, and his sprite is hidden (No Problem).
4. Old man talks to me, a couple of flags are set, and several sprites dissapear. Forever (Problem).

Now, the problems are labled in red, but I will explain what happens for each one. First off, even though I included a setvar command, the script tile DOES NOT WORK (and yes, I included setvar as well as labelling the script tiles var number on A-map). I step on it, and pass through it as if the event had already happened. The only way I have been able to get around this is to make the script tile into a person event, but I really don't want that (after all, he will become a gym leader later). The other thing (and I get this with trees using cut) is that as soon as I step away from the tile I was on for the event, the sprites reappear. What's more, the sprites on other maps that the script is supposed to hide also reappear. I have tried almost everything, and if somebody can diagnose and debug it so it works perfectly, I would be greatly appreciatative.

PlatniumPiano

Ruby Version AXVE Script:
(using XSE 1.1.1 and Advance Map 1.92)

Spoiler:
 

Weavile Gemini

Some Ninja
31
Posts
15
Years
ROM: Sapphire
Event: Person Event
Script Editor: XSE

Having trouble with a givepokemon script.

Spoiler:
 
14
Posts
14
Years
  • Seen Nov 22, 2011
Okay, need some help here.

When you talk to this professor, he gives you a Larvitar and a Pokedex. When the player opens the main menu and goes to any sub-menu that covers the whole screen, (e.g. Pokemon menu, Bag menu, Trainer card etc.) and closes the main menu, the player controls the professor instead of his/her own sprite.

When the menu is opened again, and the player opens the sub-menus and closes the menu again, the professor sprite changes into the male character sprite (Sprite 0)

By the way, it also happens with the other guy (the assistant) in the lab.

Here's my script:
Spoiler:


And here's the screenshot.
 
Last edited:

Larsie13

Guest
0
Posts
hack of fire red and I'm using XSE.
hre's my script
Spoiler:

the problem is bolded.
Everything works, except the movesprites don't happen. The guy just does the movements that are inbetween and go on with the script.
any help is appreciatd
Movesprite doesn't use the waitmovement command. Remove them after the movesprite commands. (Of course, leave them for the applymovements.)
Okay so i want to make a level script that happens after a flag is set but in order to do that i need to make sure it doesnt happen as soon as i enterr the map. is there a different type of level script that works AFTER a flag is set. The script is below

Code:
'---------------
#org 0x8020D8
setvar 0x4006 0x1
checkflag 0x202
if 0x0 goto 0x8802292
checkflag 0x203
if 0x1 goto 0x8802292
setvar 0x8004 0x98
special2 LASTRESULT 0x17C
compare LASTRESULT 0x1
if 0x1 goto 0x8802131
setvar 0x8004 0x9B
special2 LASTRESULT 0x17C
compare LASTRESULT 0x1
if 0x1 goto 0x8802192
setvar 0x8004 0x9E
special2 LASTRESULT 0x17C
compare LASTRESULT 0x1
if 0x1 goto 0x88021F3
release
end

'---------------
#org 0x802292
release
end

'---------------
#org 0x802131
applymovement 0x6 0x880227E
waitmovement 0x0
msgbox 0x88022B0 MSG_NORMAL '"Clair: In that case,\nthis one is ..."
applymovement 0x5 0x880228D
waitmovement 0x0
applymovement 0x7 0x8802285
waitmovement 0x0
msgbox 0x88022D9 MSG_NORMAL '"Ace: Then I guess I get this!"
applymovement 0x4 0x880228D
waitmovement 0x0
applymovement 0x1 0x880227B
waitmovement 0x0
msgbox 0x88022F9 MSG_NORMAL '"Elm: Now that you have all chosen,..."
applymovement 0x2 0x880226F
waitmovement 0x0
msgbox 0x8802295 MSG_NORMAL '"Elm: The test has begun!"
setflag 0x203
end

'---------------
#org 0x802192
applymovement 0x6 0x880226A
waitmovement 0x0
msgbox 0x88022B0 MSG_NORMAL '"Clair: In that case,\nthis one is ..."
applymovement 0x3 0x880228D
waitmovement 0x0
applymovement 0x7 0x8802261
waitmovement 0x0
msgbox 0x88022D9 MSG_NORMAL '"Ace: Then I guess I get this!"
applymovement 0x5 0x880228D
waitmovement 0x0
applymovement 0x1 0x880227B
waitmovement 0x0
msgbox 0x88022F9 MSG_NORMAL '"Elm: Now that you have all chosen,..."
applymovement 0x2 0x880226F
waitmovement 0x0
msgbox 0x8802295 MSG_NORMAL '"Elm: The test has begun!"
setflag 0x203
end

'---------------
#org 0x8021F3
applymovement 0x6 0x880225B
waitmovement 0x0
msgbox 0x88022B0 MSG_NORMAL '"Clair: In that case,\nthis one is ..."
applymovement 0x4 0x880228D
waitmovement 0x0
applymovement 0x7 0x8802254
waitmovement 0x0
msgbox 0x88022D9 MSG_NORMAL '"Ace: Then I guess I get this!"
applymovement 0x3 0x880228D
waitmovement 0x0
applymovement 0x1 0x880227B
waitmovement 0x0
msgbox 0x88022F9 MSG_NORMAL '"Elm: Now that you have all chosen,..."
applymovement 0x2 0x880226F
waitmovement 0x0
msgbox 0x8802295 MSG_NORMAL '"Elm: The test has begun!"
setflag 0x203
end


'---------
' Strings
'---------
#org 0x8022B0
= Clair: In that case,\nthis one is mine!

#org 0x8022D9
= Ace: Then I guess I get this!

#org 0x8022F9
= Elm: Now that you have all chosen,\nIt's time to begin.\pThere are clues to Golds,\nwhereabout everywhere.\pThe first clue is in [green_fr]Violet City.\p[black_fr]Elm: Now Gold, leave!

#org 0x802295
= Elm: The test has begun!


'-----------
' Movements
'-----------
#org 0x80227E
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements

#org 0x80228D
#raw 0x60 'Hide
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0xFE 'End of Movements

#org 0x802285
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements

#org 0x80227B
#raw 0x3 'Face Right
#raw 0xFE 'End of Movements

#org 0x80226F
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x60 'Hide
#raw 0x1F 'Step Left (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0x1E 'Step Up (Fast)
#raw 0xFE 'End of Movements

#org 0x80226A
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements

#org 0x802261
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements

#org 0x80225B
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements

#org 0x802254
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements
Instead of setting a flag, you can also use a setvar. For instance, if you want the above script (let's call it Script A) only to happen once after Script B has happened. You could just use a setvar in Script B instead of a setflag, like setvar 0x5000 0x1, and give the Level Script A the Var Number 5000, and Var Value 0001, and inside Script A, use setvar 0x5000 0x2. That way, Script A will only happen after Script B, and one time only.
As of late my scripting has improved mucho, and am almost ready to release an alpha of my new hack ^_^

Unfourtunatley, the last script tile in my alpha is... buggy. Here is what is supposed to happen:

1. Player steps on tile, then script brings him up one tile and diaolouge starts (Problem).
2. Grunt next to the old guy moves down one step and talks to me. A fight initiates (No Problem).
3.Grunt displays a message, and then the screen fades, and his sprite is hidden (No Problem).
4. Old man talks to me, a couple of flags are set, and several sprites dissapear. Forever (Problem).

Now, the problems are labled in red, but I will explain what happens for each one. First off, even though I included a setvar command, the script tile DOES NOT WORK (and yes, I included setvar as well as labelling the script tiles var number on A-map). I step on it, and pass through it as if the event had already happened. The only way I have been able to get around this is to make the script tile into a person event, but I really don't want that (after all, he will become a gym leader later). The other thing (and I get this with trees using cut) is that as soon as I step away from the tile I was on for the event, the sprites reappear. What's more, the sprites on other maps that the script is supposed to hide also reappear. I have tried almost everything, and if somebody can diagnose and debug it so it works perfectly, I would be greatly appreciatative.

PlatniumPiano

Ruby Version AXVE Script:
(using XSE 1.1.1 and Advance Map 1.92)

Spoiler:
I don't know about your first problem, did you give the script tile the CORRECT values? Like, Var Number 9651, Var Value 0000? As for your second problem: don't use spriteinvisible, use hidesprite for all sprites on the same map, and after that a setflag, and give the flag number as People ID to every sprite you want to hide, including the ones on other maps.
ROM: Sapphire
Event: Person Event
Script Editor: XSE

Having trouble with a givepokemon script.

Spoiler:
Changes in bold.
Okay, need some help here.

When you talk to this professor, he gives you a Larvitar and a Pokedex. When the player opens the main menu and goes to any sub-menu that covers the whole screen, (e.g. Pokemon menu, Bag menu, Trainer card etc.) and closes the main menu, the player controls the professor instead of his/her own sprite.

When the menu is opened again, and the player opens the sub-menus and closes the menu again, the professor sprite changes into the male character sprite (Sprite 0)

By the way, it also happens with the other guy (the assistant) in the lab.

Here's my script:
Spoiler:


And here's the screenshot.
That's caused by Advance Map, it's not a scripting issue. Change the Movement Type of the professor from Look Down to No Movement. Look Down causes glitches when used.
 

PlatniumPiano

You are now breathing manually
479
Posts
15
Years
I don't know about your first problem, did you give the script tile the CORRECT values? Like, Var Number 9651, Var Value 0000? As for your second problem: don't use spriteinvisible, use hidesprite for all sprites on the same map, and after that a setflag, and give the flag number as People ID to every sprite you want to hide, including the ones on other maps.

I thought the command clearflag was used to hide a sprite and setflag to show it?
 

Quickster

Dream or Drop?
351
Posts
16
Years
  • Seen Apr 4, 2016
In fire red, oaks lab has a level script but doesnt activate when you walk in by yourself, only after oak makes you come in. How does this work? Does it have a checkflag or something?
 

PlatniumPiano

You are now breathing manually
479
Posts
15
Years
In fire red, oaks lab has a level script but doesnt activate when you walk in by yourself, only after oak makes you come in. How does this work? Does it have a checkflag or something?

Nobody really understands the oak script as it is one of the most complex in rom-hacking-dom. The event continues after a warp which is never supposed to happen...
 

metapod23

Hardened Trainer
673
Posts
15
Years
  • Seen Aug 18, 2016
Okay, I need help with this script. The basic problem is I've got three sprites (event no's 13, 14, and 15) that are supposed to move, but just don't. I've tried to figure out the problem, but haven't been able to. I gave them ID number 270 (the reason for the setflag) and I gave the script var #6042. Now the script works, but first when the 2nd applymovement for MOVEPLAYER goes, the player only steps up one space, and doesn't step right first. Second, the movements for sprites 13, 14, 15 don't work at all. They stay put and it moves onto the next msgbox. Do I need a different var? A different flag? Any help is appreciated. The relevant parts of the script are below:

Spoiler:
 
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