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Script Help Thread (DO NOT REQUEST SCRIPTS)

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ExitWound

Boggle
79
Posts
16
Years
  • Age 32
  • Seen Sep 22, 2016
So, yeah... What you said Om3GA helped my scripting knowledge but the script for some reason still doesn't work. It still does the same thing that it does in the video that I posted.

Spoiler:
 
8
Posts
14
Years
  • Seen Aug 10, 2009
Hey whenever i open a scriptin advanced map it says Invalid command:pokemon
 

0m3GA ARS3NAL

Im comin' home...
1,816
Posts
16
Years
So, yeah... What you said Om3GA helped my scripting knowledge but the script for some reason still doesn't work. It still does the same thing that it does in the video that I posted.

Spoiler:

The script SHOULD be working, so long as the sprite you are trying to get moving and walking and stuff is the 9th sprite on the map, I mean, it DOES work when I try it.
 

metapod23

Hardened Trainer
673
Posts
15
Years
  • Seen Aug 18, 2016
So, yeah... What you said Om3GA helped my scripting knowledge but the script for some reason still doesn't work. It still does the same thing that it does in the video that I posted.

Spoiler:

Maybe make sure that no other sprite in your map is set to Person ID 0009?
 

0m3GA ARS3NAL

Im comin' home...
1,816
Posts
16
Years
Maybe make sure that no other sprite in your map is set to Person ID 0009?

No, this is not right.
The person ID is set to 1001, so that he can hide him with a setflag, 09 is the number of sprite it is.
(The 9th sprite on the map, that is how it works)
The script works in my ROM... try clearing the flag, THEN using showsprite...
 

metapod23

Hardened Trainer
673
Posts
15
Years
  • Seen Aug 18, 2016
No, this is not right.
The person ID is set to 1001, so that he can hide him with a setflag, 09 is the number of sprite it is.
(The 9th sprite on the map, that is how it works)
The script works in my ROM... try clearing the flag, THEN using showsprite...

Well, then, not the person ID, but the person event number. It's easy to create overlap with person event numbers in A-Map when adding and deleting sprites, and the overlap could cause the sprite not to work.
 

Co500

Nostalgia Edition
563
Posts
15
Years
I have A problem with a pokecenter script

Spoiler:


its the basic healing script after its finished the game freezes and messes up
 
1,748
Posts
14
Years
When I put this give pokemon script up it only does the charmander part.

Spoiler:


I'm using XSE
rom FIRE RED
it doesn't go to the bulbasuar part.
I have followed some scripting tutorials for XSE involving yes and no questions
but it still doesn't work!
 
219
Posts
16
Years
When I put this give pokemon script up it only does the charmander part.

Spoiler:


I'm using XSE
rom FIRE RED
it doesn't go to the bulbasuar part.
I have followed some scripting tutorials for XSE involving yes and no questions
but it still doesn't work!

Your grammar is already out.
And you need to update your XSE in HackMew's tool box.
Reading the guide.chm of XSE will help you.

This shows you a yes/no script:
Code:
#dynamic 0x80000
#org @1
lock
faceplayer
message @2 0x5
compare LASTRESULT 0X1
if 0x1 goto @3
message @4 0x2
release
end

#org @2
= Do you want it?

#org @3
givepokemon 0x19 0x5 0x0 0x0 0x0 0x0
release
end

#org @4
= What a shame!
 
38
Posts
15
Years
  • Seen Nov 26, 2023
Ok, so I went to check out my script again and the decompiled version that opened in XSE is this:

'---------------
#org 0x800000
countpokemon
compare LASTRESULT 0x0
if 0x1 goto 0x880000E
end

'---------------
#org 0x80000E
msgbox 0x8800019 MSG_NORMAL '"Maybe I shouldn't go out without a..."
release
end


'---------
' Strings
'---------
#org 0x800019
= Maybe I shouldn't go out without a\nPOKÉMON...

The movement commands didn't compile for some reason. Here's my script again:
#dynamic 0x800000

#org @main
lock
countpokemon
compare LASTRESULT 0
if B_TRUE goto @nogo
release
end

#org @nogo
message @pokes 6
applymovement 0xFF @move
waitmovement 0x0
release
end

#org @pokes
= Maybe I shouldn't go out without a\nPOKÉMON...

#org @move
#raw 0x10
#raw 0xFE
 

andyp159

Master of Fire!
107
Posts
15
Years
Hi. I have a problem with this script. It's clearly something obvious, but I have spent ages, and can't work out what is causing it.

Spoiler:


Bascically, I am usng Pokescript.
The problem I have is that the person that I assign the script to just goes straight to message $8, "Fine then, If you don't want any..."

The script is supposed to run as follows:
you meet a guy who will give you a pokemon if you battle him.
When you win, he gives you a yes/no option for each of his three pokemon in turn.
If you turn down all three, you get nothing and there is no was of going through the script again and getting a pokemon from him.

I have tried starting a new game, in case it was a flag or something, but the result is the same every time. Please help!

Thanks in advance.
 

monkeyman2092

Aipom Awesome!!
140
Posts
14
Years
  • Seen Sep 7, 2009
Ok, so I went to check out my script again and the decompiled version that opened in XSE is this:

'---------------
#org 0x800000
countpokemon
compare LASTRESULT 0x0
if 0x1 goto 0x880000E
end

'---------------
#org 0x80000E
msgbox 0x8800019 MSG_NORMAL '"Maybe I shouldn't go out without a..."
release
end


'---------
' Strings
'---------
#org 0x800019
= Maybe I shouldn't go out without a\nPOKÉMON...

The movement commands didn't compile for some reason. Here's my script again:
#dynamic 0x800000

#org @main
lock
countpokemon
compare LASTRESULT 0x0
if B_TRUE goto @nogo
release
end

#org @nogo
message @pokes 6
applymovement 0xFF @move
waitmovement 0x0
release
end

#org @pokes
= Maybe I shouldn't go out without a\nPOKÉMON...

#org @move
#raw 0x10
#raw 0xFE

I changed your script. You need an "x0" on the very end of "compare LASTRESULT 0"
 

Xatoku

Game Developer
451
Posts
15
Years
Is it possible to get script offsets, from the offsets given in a-text?

For example. I want to change the script so that the whole are you a boy or girl thing is gone, so the sprite of the male just fades in. Can I do this through A-text? Or do I have to find the script?
 

NintendoWalkthrudude

Creator of Pokemon Ninja!
49
Posts
14
Years
I need to know what the raws do!

In the original firered oak script where he goes up to you and drags you back to his lab, I cannot for the life of me figure out what each of the raws do. if you could explain it, that would make me happy since I have to shift it to the right exit and go all the way across the map to the lab.


Anyways, here is the original script, go ahead and tell me what the raws do!:

YES I KNOW IT TELLS ME WHAT IT MOVES RIGHT NEXT TO IT, BUT THE THING IS THEY ARE SPACED OUT AND ITS VERY CONFUSING IN WHAT ORDER THEY MOVE OAK!

Code:
'---------------
#org 0x1655ED
lockall
setvar 0x4001 0x0
goto 0x8165605

'---------------
#org 0x165605
setvar 0x8004 0x0
setvar 0x8005 0x2
special 0x174
textcolor 0x0
pause 0x1E
playsong 0x12E 0x0
preparemsg 0x817D72C '"OAK: Hey! Wait!\nDon't go out!"
waitmsg
pause 0x55
closeonkeypress
applymovement MOVE_PLAYER 0x81A75ED
waitmovement 0x0
sound 0x15
applymovement MOVE_PLAYER 0x81A75DB
waitmovement 0x0
pause 0x1E
showsprite 0x3
compare 0x4001 0x0
if 0x1 call 0x81656B8
compare 0x4001 0x1
if 0x1 call 0x81656C3
pause 0x1E
msgbox 0x817D74A MSG_KEEPOPEN '"OAK: It's unsafe!\nWild POKéMON li..."
closeonkeypress
pause 0x1E
compare 0x4001 0x0
if 0x1 call 0x81656CE
compare 0x4001 0x1
if 0x1 call 0x81656E0
setdooropened 0x10 0xD
doorchange
applymovement 0x3 0x816572E
applymovement MOVE_PLAYER 0x8165758
waitmovement 0x0
setdoorclosed 0x10 0xD
doorchange
setvar 0x4055 0x1
clearflag 0x2B
setvar 0x4050 0x1
setflag 0x2C
setflag 0x4001
warp 0x4 0x3 0xFF 0x6 0xC
waitstate
releaseall
end

'---------------
#org 0x1656B8
applymovement 0x3 0x81656F2
waitmovement 0x0
return

'---------------
#org 0x1656C3
applymovement 0x3 0x81656FB
waitmovement 0x0
return

'---------------
#org 0x1656CE
applymovement 0x3 0x8165705
applymovement MOVE_PLAYER 0x8165731
waitmovement 0x0
return

'---------------
#org 0x1656E0
applymovement 0x3 0x8165719
applymovement MOVE_PLAYER 0x8165744
waitmovement 0x0
return


'---------
' Strings
'---------
#org 0x17D72C
= Bob: Hey! Wait!\nDon't go out!

#org 0x17D74A
= Bob: It's unsafe!\nWild Pokémon live in tall grass!\pYou need your own Pokémon for\nyour protection.\pI know!\nHere, come with me!


'-----------
' Movements
'-----------
#org 0x1A75ED
#raw 0x2D 'Face Down (Delayed)
#raw 0xFE 'End of Movements

#org 0x1A75DB
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements

#org 0x16572E
#raw 0x11 'Step Up (Normal)
#raw 0x60 'Hide
#raw 0xFE 'End of Movements

#org 0x165758
#raw 0x13 'Step Right (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x60 'Hide
#raw 0xFE 'End of Movements

#org 0x1656F2
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements

#org 0x1656FB
#raw 0x13 'Step Right (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements

#org 0x165705
#raw 0x10 'Step Down (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (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 0x2E 'Face Up (Delayed)
#raw 0xFE 'End of Movements

#org 0x165731
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0xFE 'End of Movements

#org 0x165719
#raw 0x10 'Step Down (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (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 0x2E 'Face Up (Delayed)
#raw 0xFE 'End of Movements

#org 0x165744
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0xFE 'End of Movements
 

NarutoActor

The rocks cry out to me
1,974
Posts
15
Years
the raws at the bottome are the movement next to the raw it says what it dose(walk_down) try using pksv its better for movement it dosent use raws just M walk_up end
 
38
Posts
15
Years
  • Seen Nov 26, 2023
Delete that lock before your applymovent,and see the result.If it is necessery,also delete release.

Thank you so much. It finally works. I swear I tried that though. I don't know.

EDIT: But now after this script is run, it bypasses the message and movement:

'---------------
#org 0x801100
lock
special 0x16F
setflag 0x82F
setvar 0x4001 0x0
setvar 0x8004 0x0
setvar 0x8005 0x2
special 0x174
setvar 0x4050 0x1
setflag 0x2C
setflag 0x4001
setflag 0x829
special 0x181
additem 0x4 0x5
additem 0x15D 0x1
release
end
 
Last edited:
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