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Script Help Thread (DO NOT REQUEST SCRIPTS)

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26
Posts
16
Years
  • Seen Oct 22, 2013
I have this script for Lugia and Ho-Oh, here's the script for Lugia
Spoiler:


I've looked in thee scripting tutorials and everything but I can't figure something out. How can I change the battle music for this wild-battle? Lugia and Ho-Oh have their own battle music so obviously it's possible to change the music of wild encounters, but how do I do it?

EDIT: Also, there's 1 more problem with the script. When Lugia is captured, the screen fades to black and he disappears but the screen doesn't fade back into normal, it stays black until you change screens, such as viewing your pokemon team or leaving the map. I'd appreciate if someone helped me out with that too, but the music question is my primary concern.
 
Last edited:

Quickster

Dream or Drop?
351
Posts
16
Years
  • Seen Apr 4, 2016
Has anyone made a script to nickname a pokemon that you just recieved but when you choose yes,it doesnt nickname the right pokemon,for instance,an egg sprite might appear?How do you fix this,ill post my script too.

Spoiler:
 

ExitWound

Boggle
79
Posts
16
Years
  • Age 32
  • Seen Sep 22, 2016
It says it's an unknown keword (movement) at line 12
Spoiler:

Well the first thing I see is that you use offset 0x200 at the top... Use like 0x800000 or something so you don't screw up your game. The checkflag and setflag, you should use 1000 or greater to once again, avoid screwing up the game.

For the (movement) thing, it isn't supposed to be there. He put that there so you could decide where the guy moves. It's done in hex. Here are the possible movements you should work with:

Up: #raw 0x09
Down: #raw 0x08
Left: #raw 0x0A
Right: #raw 0x0B

Be sure to keep #raw 0xFE after each set of your movements because that tells the game that those movements are done.
 
43
Posts
15
Years
For some reason person #4 isn't doing his first command in this script. However, if i leave the map come back and try the script he follows it. Does anybody know why this is and if i can do something so i don't have to leave the map to make him do the movement command.

Heres the script:

Spoiler:
 

ExitWound

Boggle
79
Posts
16
Years
  • Age 32
  • Seen Sep 22, 2016
I'm still having problems with my script... It stops running after the battle like it was doing before.

Spoiler:
 
5,256
Posts
16
Years
Script Type: Trainerbattle, Applymovement, Giveitem
Script:
Spoiler:

Program: XSE
ROM: FireRed

What's meant to happen:
Walk on script tile.
Player's locked. Check if the flag is set. If it is, end the script.
Text.
Player has exclamation mark above head. Faces Up.
Person No. 0 approaches player.
Text.
Person No. 0 battles player.
If player wins, text a is shown, if they lose, text b is shown
Person No. 0 walks off screen.
Person No. 1 approaches player.
Person No. 1 talks.
Gives 5 Pokéballs, 10 Potions, Pokedex and Running Shoes.
Person No. 1 talks again.
Player moves.
Player No. 1 walks off screen.
Set the flag.
Release player.
End script.

What Actually Happens:
Walk on script tile.
Player's locked. Check if the flag is set. If it is, end the script.
Text.
Person No. 0 approaches player.
Text.
Person No. 0 battles player.
I begin playing as Person No. 0, not the player.
Glitched tiles appear, OWs mess up.

Please Help!
 
Last edited:
219
Posts
16
Years
Script Type: Trainerbattle, Applymovement, Giveitem
Script:
Spoiler:

Program: XSE
ROM: FireRed

What's meant to happen:
Walk on script tile.
Player's locked. Check if the flag is set. If it is, end the script.
Text.
Player has exclamation mark above head. Faces Up.
Person No. 0 approaches player.
Text.
Person No. 0 battles player.
If player wins, text a is shown, if they lose, text b is shown
Person No. 0 walks off screen.
Person No. 1 approaches player.
Person No. 1 talks.
Gives 5 Pokéballs, 10 Potions, Pokedex and Running Shoes.
Person No. 1 talks again.
Player moves.
Player No. 1 walks off screen.
Set the flag.
Release player.
End script.

What Actually Happens:
Walk on script tile.
Player's locked. Check if the flag is set. If it is, end the script.
Text.
Person No. 0 approaches player.
Text.
Person No. 0 battles player.
I begin playing as Person No. 0, not the player.
Glitched tiles appear, OWs mess up.

Please Help!

What in my memory is that there shouldn't be a "lock" when you want an OW move.
Delete "lock" and try again.
 

Sierraffinity

Desperately trying to retire from ROM hacking
1,069
Posts
16
Years
Script Type: Trainerbattle, Applymovement, Giveitem
Script:
Spoiler:

Program: XSE
ROM: FireRed

What's meant to happen:
Walk on script tile.
Player's locked. Check if the flag is set. If it is, end the script.
Text.
Player has exclamation mark above head. Faces Up.
Person No. 0 approaches player.
Text.
Person No. 0 battles player.
If player wins, text a is shown, if they lose, text b is shown
Person No. 0 walks off screen.
Person No. 1 approaches player.
Person No. 1 talks.
Gives 5 Pokéballs, 10 Potions, Pokedex and Running Shoes.
Person No. 1 talks again.
Player moves.
Player No. 1 walks off screen.
Set the flag.
Release player.
End script.

What Actually Happens:
Walk on script tile.
Player's locked. Check if the flag is set. If it is, end the script.
Text.
Person No. 0 approaches player.
Text.
Person No. 0 battles player.
I begin playing as Person No. 0, not the player.
Glitched tiles appear, OWs mess up.

Please Help!
Either change person #0's Movement type to No movement in A-Map, or set the Movement byte under it to 11.
 

Pokepal17

More cowbell~
1,519
Posts
15
Years
I'm still having problems with my script... It stops running after the battle like it was doing before.

Spoiler:

I think you got mixed up between hex and decimal. 0x??? means it's hex. So 25 in hex is 19. Changes in script.
 

BlitŻ1

guahh my dog is so cute
472
Posts
15
Years
Hack of Fire red
I'm using XSE 1.1.1
and here's my script


Spoiler:


The problems are bolded.

Everything else works fine, except for those two things. When you step on the trigger, a nidoran is supposed to come down, but it doesen't. And later on your supposed to thhow a pokeball at it, and which again it dosen't move to where you player is.

Any help is appreciated
 

HackMew

Mewtwo Strikes Back
1,314
Posts
17
Years
  • Seen Oct 26, 2011
Hack of Fire red
I'm using XSE 1.1.1
and here's my script


Spoiler:


The problems are bolded.

Everything else works fine, except for those two things. When you step on the trigger, a nidoran is supposed to come down, but it doesen't. And later on your supposed to thhow a pokeball at it, and which again it dosen't move to where you player is.

Any help is appreciated

The applymovement and movesprite commands won't work if what you're moving is too far from the player. Also, make sure the index number is the correct one.
 

Kyouya

"baddest of the bad"
338
Posts
15
Years
Hack of Ruby
XSE 1.1.1

i dont know whats going one it wont even show a text box when i press a

Spoiler:
 

HackMew

Mewtwo Strikes Back
1,314
Posts
17
Years
  • Seen Oct 26, 2011
Hack of Ruby
XSE 1.1.1

i dont know whats going one it wont even show a text box when i press a

Spoiler:

You script is totally screwed up. See the one below:

Spoiler:
 

Toon Link

POKEMON TRAINER
25
Posts
14
Years
  • Seen May 14, 2014
Spoiler:

This script doesn't complie in XSE
 

Samike360

Lover of May
397
Posts
15
Years
^Add this after "checkflag 0x1000": if 0x1 goto @done

And then:

#org @done
release
end

You need a goto script after checkflags.
 

HackMew

Mewtwo Strikes Back
1,314
Posts
17
Years
  • Seen Oct 26, 2011
Spoiler:

This script doesn't complie in XSE

Oh, my... of course it doesn't compile... did you even check the script to understand why? See the fixed one below carefully.

Spoiler:
 

ExitWound

Boggle
79
Posts
16
Years
  • Age 32
  • Seen Sep 22, 2016
I think you got mixed up between hex and decimal. 0x??? means it's hex. So 25 in hex is 19. Changes in script.

No, I did not get mixed up because the number is 37, which is 25 in hex. Any other suggestions?
 
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