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Script Help Thread (DO NOT REQUEST SCRIPTS)

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190
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14
Years
    • Seen Apr 14, 2016
    hi there im having trouble doing a script like when you first meet processor oak i wanna do something like that can you please help

    If you mean the event when he stops you and takes you to his lab, this is a movement script. you have to add a script event in Advance map on the spot where the player will be stopped. then you would use applymovement so that you would follow someone. below is a basic example

    Spoiler:


    basically i locked the player when he steps on a tile, then you see a msgbox that has oak saying to wait. then we see oak moving to the player. the player turns to face oak. then another msgbox from oak. then by making them both follow @move script, it creates a follow-me script, in which is looks like the player is following other OW.
     
    108
    Posts
    13
    Years
    • Seen Mar 31, 2024
    '-----------------------
    #org 0x1634B8
    lockall
    textcolor 0x2
    msgbox 0x817A2F8 '"Be gone[.]\nIntruders[.]"
    callstd 0x4
    special 0x187
    compare LASTRESULT 0x2
    if 0x1 goto 0x81A7AE0
    wildbattle 0x69 0x1E 0x0 0x0
    waitstate
    special 0x188
    compare LASTRESULT 0x0
    if 0x1 goto 0x81634F5
    applymovement MOVE_PLAYER 0x8163512
    waitmovement 0x0
    releaseall
    end

    '-----------------------
    #org 0x1A7AE0
    release
    end

    '-----------------------
    #org 0x1634F5
    msgbox2 0x817A30C '"The ghost was the restless spirit\n..."
    waitmsgbox
    checksound
    cry 0x69 0x0
    waitkeypress
    waitcry
    msgbox 0x817A342 '"The mother's spirit was calmed.\pIt..."
    callstd 0x4
    setvar 0x4059 0x1
    releaseall
    end


    '-----------
    ' Movements
    '-----------
    #org 0x163512
    #raw 11 'Step Up (Normal)
    #raw FE 'End of Movements


    '---------
    ' Strings
    '---------
    #org 0x17A2F8
    = Be gone[.]\nIntruders[.]

    #org 0x17A30C
    = The ghost was the restless spirit\nof CUBONE's mother!

    #org 0x17A342
    = The mother's spirit was calmed.\pIt departed to the afterlife[.]


    I guess I'm not as good at scripting as I thought. This is the pokemon battle with marowak at pokemon tower in fire red. How can I change the Marowak to something else?
     

    spidermight340

    Advanced Trainer
    27
    Posts
    14
    Years
    • Age 32
    • Seen Feb 21, 2011
    hi does anyone know the script so you can go passed a person event after you beat a certain trainer ?
     
    9
    Posts
    13
    Years
    • Seen Sep 29, 2016
    There is no takepokemon command. You can add an asm command, such as this designed by HackMew:

    But you can't return the Pokemon once it's gone.

    Or you can use the built-in Daycare system, using this tutorial:

    But then you can't really use the Daycare in-game, or at least have access to it while Pokemon are used to store it as a non-daycare. But that will at least allow you to return the Pokemon once it's taken away, and to choose the specific Pokemon the player gives away.

    Thanks for the answer! The last one with the daycare solution sounded like a perfect solution for me(I didn't understand a thing of the asm-thingy :P). However, first I tried to edit the script, adding some stuff, everuthing except the part with the "notthesame" worked. It didn't matter if I chose another pokemon than Pikachu, for instance when I choosed tangela it would remove tangela and say "goodbye pikachu", and not "this is not pikachu".. I can't explain why this is happening cause the script seems to be "right", have any idea?

    Oh, and sorry for late reply, have been kind of busy lately, but thanks anyways :)
     

    destinedjagold

    You can contact me in PC's discord server...
    8,593
    Posts
    16
    Years
    • Seen Dec 23, 2023
    hi does anyone know the script so you can go passed a person event after you beat a certain trainer ?

    use the command checktrainerflag...
    an example script...
    Code:
    #dynamic 0x800000
    
    #org @start
    checktrainerflag 0x1F
    if 0x1 goto @done
    message @1 6
    release
    end
    
    #org @done
    message @2 6
    release
    end
    
    #org @1
    = You did not battle the\ntrainer yet!
    
    #org @2
    = You defeated him already.\nSo don't bug him anymore.

    '-----------------------
    Code:
    #org 0x1634B8
    lockall
    textcolor 0x2
    msgbox 0x817A2F8 '"Be gone[.]\nIntruders[.]"
    callstd 0x4
    special 0x187
    compare LASTRESULT 0x2
    if 0x1 goto 0x81A7AE0
    wildbattle [B][COLOR="Red"]0x69[/COLOR][/B] 0x1E 0x0 0x0
    waitstate
    special 0x188
    compare LASTRESULT 0x0
    if 0x1 goto 0x81634F5
    applymovement MOVE_PLAYER 0x8163512
    waitmovement 0x0
    releaseall
    end
    
    '-----------------------
    #org 0x1A7AE0
    release
    end
    
    '-----------------------
    #org 0x1634F5
    msgbox2 0x817A30C '"The ghost was the restless spirit\n..."
    waitmsgbox
    checksound
    cry 0x69 0x0
    waitkeypress
    waitcry
    msgbox 0x817A342 '"The mother's spirit was calmed.\pIt..."
    callstd 0x4
    setvar 0x4059 0x1
    releaseall
    end
    
    
    '-----------
    ' Movements
    '-----------
    #org 0x163512
    #raw 11 'Step Up (Normal)
    #raw FE 'End of Movements
    
    
    '---------
    ' Strings
    '---------
    #org 0x17A2F8
    = Be gone[.]\nIntruders[.]
    
    #org 0x17A30C
    = The ghost was the restless spirit\nof CUBONE's mother!
    
    #org 0x17A342
    = The mother's spirit was calmed.\pIt departed to the afterlife[.]


    I guess I'm not as good at scripting as I thought. This is the pokemon battle with marowak at pokemon tower in fire red. How can I change the Marowak to something else?

    please wrap your script with SPOILER or CODE tags next time.
    anyway, change the hex value of the PKMN (in red) to the PKMN you want. Remember that hex values and decimal numbers are not the same.
    Example, PIKACHU's decimal value is 25, but its hex value is 0x19...
     
    108
    Posts
    13
    Years
    • Seen Mar 31, 2024


    use the command checktrainerflag...
    an example script...
    Code:
    #dynamic 0x800000
    
    #org @start
    checktrainerflag 0x1F
    if 0x1 goto @done
    message @1 6
    release
    end
    
    #org @done
    message @2 6
    release
    end
    
    #org @1
    = You did not battle the\ntrainer yet!
    
    #org @2
    = You defeated him already.\nSo don't bug him anymore.
    please wrap your script with SPOILER or CODE tags next time.
    anyway, change the hex value of the PKMN (in red) to the PKMN you want. Remember that hex values and decimal numbers are not the same.
    Example, PIKACHU's decimal value is 25, but its hex value is 0x19...


    How come you can't edit the script through Advanced Map using XSE?
    I also did the normal stuff. Saved the file as rbc in word pad. Compiled script, then found my file and found 4 offsets and picked the first one, then assigned and burned. Then copied the offset and pasted into the the offset on advanced map and it doesn't work.
     

    deoxys121

    White Kyurem Cometh
    1,254
    Posts
    13
    Years
  • Hi, I'm working on a Ruby hack, and I am trying to find the script in the ROM that gives the Pokedex for the first time. If somebody could simply give me the offset of the script that gives the Pokedex, I would really appreciate it. Remember, this is a Pokemon Ruby hack.
     

    spidermight340

    Advanced Trainer
    27
    Posts
    14
    Years
    • Age 32
    • Seen Feb 21, 2011
    hi what is a ruby script so a person wont let you through untill you beat a certain trainer
    and when you beat that trainer the other person moves left once

    hi have this script but doesnt work plz help

    Code:
    #org 0x8743581
    '-----------------------------------
    checktrainerflag 0x19E
    if true jump 0x874359B ' Flag is set
    applymovement LASTTALKED 0x87435FA ' walk_left end
    pauseevent 0x0
    message 0x87435A2 ' You did not battle t...
    release
    end
    
    #org 0x874359B
    '-----------------------------------
    message 0x87435C6 ' You defeated him alr...
    release
    end
    
    
    #org 0x87435A2
    = You did not battle the\ntrainer yet!
    
    #org 0x87435C6
    = You defeated him already.\nSo don't bug him anymore.
    
    #org 0x87435FA
    M walk_left end
     
    Last edited:
    41
    Posts
    13
    Years
    • Seen Jul 17, 2012
    help

    no matter what I tyr I can't get my XSE to work. So I need help. I have a script, and I was wondering if somebody could put it in the game for me, because I can't get my script editor to work. If you wanna help pm me and I'll give you the script and a download link to the hack. I'll appreciate any help and will give credit on relase.
     

    SPG

    Pyroblock
    88
    Posts
    13
    Years
    • Seen May 4, 2013
    no matter what I tyr I can't get my XSE to work. So I need help. I have a script, and I was wondering if somebody could put it in the game for me, because I can't get my script editor to work. If you wanna help pm me and I'll give you the script and a download link to the hack. I'll appreciate any help and will give credit on relase.
    before any one does this for you i recomend updating xse to version 1.1.1
     
    41
    Posts
    13
    Years
    • Seen Jul 17, 2012
    thats the version I have. I don't understand why its not working. all my other tools work fine (accept unlz gba)
     
    7
    Posts
    13
    Years
    • Seen Jul 10, 2012
    Okay, I followed diegoisawsome's "GivePokemon" script to the letter... and it works superbly.

    However, I have a problem. When I try to name my pokemon(bulbasaur), it has me re-nickname my starter(charmander).

    However, when I restart the game, and get Bulbasaur first, and Charmander second... when I receive Charmander, it has me re-nickname Bulbasaur.

    Is there a way to fix this?

    Also... say I want this pokemon to have a nickname already... would it be possible to give the Bulbasaur a nickname, and not go through the naming process? (like when you trade a pokemon with an NPC or another Player.)

    Script
    Spoiler:


    Also... When I do the hidesprite command, the sprite hides, but only until I step one tile away... which it then re-appears... does anyone know why that happens?
    script
    Spoiler:
     

    spidermight340

    Advanced Trainer
    27
    Posts
    14
    Years
    • Age 32
    • Seen Feb 21, 2011
    pksv help

    hi what is a ruby script pksv so a person wont let you through untill you beat a certain trainer
    and when you beat that trainer the other person moves left once

    i have this script but doesnt work plz help

    Code:
    #org 0x8743581
    '-----------------------------------
    checktrainerflag 0x19E
    if true jump 0x874359B ' Flag is set
    applymovement LASTTALKED 0x87435FA ' walk_left end
    pauseevent 0x0
    message 0x87435A2 ' You did not battle t...
    release
    end
    
    #org 0x874359B
    '-----------------------------------
    message 0x87435C6 ' You defeated him alr...
    release
    end
    
    
    #org 0x87435A2
    = You did not battle the\ntrainer yet!
    
    #org 0x87435C6
    = You defeated him already.\nSo don't bug him anymore.
    
    #org 0x87435FA
    M walk_left end
     

    spidermight340

    Advanced Trainer
    27
    Posts
    14
    Years
    • Age 32
    • Seen Feb 21, 2011
    pksv help

    hi what is a ruby script pksv so a person wont let you through untill you beat a certain trainer
    and when you beat that trainer the other person moves left once

    i have this script but doesnt work plz help

    Code:
    #org 0x8743581
    '-----------------------------------
    checktrainerflag 0x19E
    if true jump 0x874359B ' Flag is set
    applymovement LASTTALKED 0x87435FA ' walk_left end
    pauseevent 0x0
    message 0x87435A2 ' You did not battle t...
    release
    end
    
    #org 0x874359B
    '-----------------------------------
    message 0x87435C6 ' You defeated him alr...
    release
    end
    
    
    #org 0x87435A2
    = You did not battle the\ntrainer yet!
    
    #org 0x87435C6
    = You defeated him already.\nSo don't bug him anymore.
    
    #org 0x87435FA
    M walk_left end
     

    spidermight340

    Advanced Trainer
    27
    Posts
    14
    Years
    • Age 32
    • Seen Feb 21, 2011
    hi i have this road closed script but the person wont disappear when he should

    here is the pksv script plz help plz

    Code:
    #dyn 0x740000
    #org @start
    lockall
    checktrainerflag 0x1021
    if 0x1 jump @open
    message @text
    showmsg
    waitbutton
    releaseall
    end
    
    #org @text
    = I'm sorry, the road is closed\nuntil You beat pure gym
    
    #org @open
    message @opentxt
    showmsg
    waitbutton
    fadescreen 3
    closemsg
    disappear 0x1
    setflag 0x1021
    fadescreen 2
    releaseall
    end
    #org @opentxt
    = I'm sorry, th-\pOh right!\nYou beat pure gym
     
    190
    Posts
    14
    Years
    • Seen Apr 14, 2016
    when using applymovements, do sprites stay where they end in there movements? like if you re enter the map, they will be in the location where the movement ends.
     
    7
    Posts
    13
    Years
    • Seen Jul 10, 2012
    @Blazequaza... that doesn't fix a darned thing... if it is, somehow, suppose to fix it... could you explain what might have gone wrong? (I replaced all pointers and nothing happened... I also replaced the Dynamic Offset (as the 800000 looked more like a "#dynamic 0x800000" (which appears in the example provided, and still, nothing happened...

    If anyone could... I still need help...

    Okay, I followed diegoisawsome's "GivePokemon" script to the letter... and it works superbly.

    However, I have a problem. When I try to name my pokemon(bulbasaur), it has me re-nickname my starter(charmander).

    However, when I restart the game, and get Bulbasaur first, and Charmander second... when I receive Charmander, it has me re-nickname Bulbasaur.

    Is there a way to fix this?

    Also... say I want this pokemon to have a nickname already... would it be possible to give the Bulbasaur a nickname, and not go through the naming process? (like when you trade a pokemon with an NPC or another Player.)

    Script
    Spoiler:


    Also... When I do the hidesprite command, the sprite hides, but only until I step one tile away... which it then re-appears... does anyone know why that happens?
    script
    Spoiler:
     

    DrFuji

    [I]Heiki Hecchara‌‌[/I]
    1,691
    Posts
    14
    Years
  • when using applymovements, do sprites stay where they end in there movements? like if you re enter the map, they will be in the location where the movement ends.

    No, they will go back to their original postion once you leave and re-enter the map. You can set up a simple level script that will utilise the movesprite2 command that will always be activated when you move enter the map so long as you have set a flag (I find the script types 3, 5 and 7 to be best for this).

    Spoiler:

    Change in red.

    Keep in mind that I'm not 100% sure on this, but the Pokemon which is to nicknamed should chosen through the value assigned to the 0x800D variable (Which is generally done through a special that takes you to your party screen at the Name Rater). Since you want a defined party member named you should just need to set the variable to its position. So long as the Pokemon you want to name remains at the top of your party, you'll need to set 0x800D to 0x0 before calling the naming routine (Because it always going to be set to 0x1 when you ask whether it should be named).

    As for the hidesprite problem, did you put the flag set (201) in the 'Person ID' field in Advance Map?
     
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