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-   -   Script Help Thread (DO NOT REQUEST SCRIPTS) (https://www.pokecommunity.com/showthread.php?t=163576)

TheSandbox January 6th, 2009 3:39 PM

So, I'm hacking Ruby atm.
Is there any way to change where the character appears after coming out of the truck (in the beginning of the game)? And if so, how? Because I can't seem to find the script.

ShakawBR January 6th, 2009 4:10 PM

How do I make roaming pokemon scripts like Raikou/Entei/Suicune in FireRed or like Latios/Latias in Emerald?

or just like the Legendary Beasts in Shiny Gold made by Zel... please help me

tImE January 7th, 2009 1:17 AM

Quote:

Originally Posted by Andryandrew (Post 4257919)
I'm not sure, but I think "msgbox @itsme 0x2" should be changed in "msgbox @itsme 0x6"

Yes it worked, thanks a lot ^^

(I now realize that if you use MSG_FACE/boxset 2
then the player returns to its original movement,
from before the script.)

Anyway, once again thanks~

//44tim44

Larsie13 January 7th, 2009 2:46 AM

Quote:

Originally Posted by Ichiro Kazuki (Post 4257206)
Now the boxset 0x5 is wrong :S he say he don't know boxset

That's because the new XSE doesn't know boxset anymore. remove the boxset 0x5, and it should work.
Quote:

Originally Posted by TheSandbox (Post 4258293)
So, I'm hacking Ruby atm.
Is there any way to change where the character appears after coming out of the truck (in the beginning of the game)? And if so, how? Because I can't seem to find the script.

Go to the INSIDE OF TRUCK, and decompile the green 'S' there (any one of them), and adjust the "setwarpplace" command (if you're using the newest XSE). Or just use SMCA (Start Map Chooser Advance), and it will let you choose where the player will end up after leaving the truck. It will also let you make a difference whether you're a boy or a girl.

Ninja Caterpie January 7th, 2009 5:22 PM

Okie, mokies! Is there a way in FR to start a timer (like in Trainer Tower) or to count steps? I need to make a berry growing script, but I need one of those. The Trainer Tower won't open in A-Map, btw. >.<

Dratii January 7th, 2009 9:22 PM

I think there is a way using the S-zone script, not sure how but I think you can

Surf January 7th, 2009 9:44 PM

Yeah there is a couple of timers but i lost the offsets
Just check hackmew's script dumps

Ninja Caterpie January 7th, 2009 10:19 PM

Quote:

Originally Posted by Dratii (Post 4261567)
I think there is a way using the S-zone script, not sure how but I think you can

What's an S-zone script?

And I have another question. How do you make it so that when you use a certain HM or move in a certain place, something happens to some tiles like in Ruin Valley? There's nothing that tells the script for the door in Ruin Valley, though.

Pokepal17 January 7th, 2009 11:40 PM

Quote:

Originally Posted by Ninja Caterpie (Post 4261648)
What's an S-zone script?

And I have another question. How do you make it so that when you use a certain HM or move in a certain place, something happens to some tiles like in Ruin Valley? There's nothing that tells the script for the door in Ruin Valley, though.

I think Dratii means a safari zone script.

Hmm If you want something to happen to the tiles, why not try a setmaptile script?

Ninja Caterpie January 8th, 2009 12:41 AM

Quote:

Originally Posted by Pokepal17 (Post 4261700)
I think Dratii means a safari zone script.

Hmm If you want something to happen to the tiles, why not try a setmaptile script?

I know it's setmaptile, I just need it to be able to use <HM> from the Pokemon menu and then change the tiles once it is used.

Mortar January 8th, 2009 9:02 AM

Hey, I have a problem.

I'm trying to make a script work once you enter a map. But when it's done it, it'll start doing it again, and again...

This is the script:
Spoiler:
Code:

#dynamic 0x2E7195

#org @jaques
applymovement 0x01 @lookup
msgbox @comehere 0x2
applymovement 0xFF @walkdown
waitmovement 0x0
applymovement 0x01 @faceright
msgbox @taughtrock 0x2
applymovement 0xFF @stepleft
applymovement 0x01 @stepdown
waitmovement 0x0
msgbox @moverock 0x2
applymovement 0x01 @stepback
applymovement 0xFF @stepright
waitmovement 0x0
msgbox @meetprof 0x2
applymovement 0x01 @faceleft
waitmovement 0x0
setvar 0x5000 0x0
end

#org @lookup
#raw 0x01 0xFE

#org @walkdown
#raw 0x10 0x10 0x02 0xFE

#org @faceright
#raw 0x03 0xFE

#org @stepleft
#raw 0x12 0xFE

#org @stepdown
#raw 0x10 0x01 0xFE

#org @stepback
#raw 0x11 0x03 0xFE

#org @stepright
#raw 0x13 0x02 0xFE

#org @faceleft
#raw 0x02 0xFE

#org @comehere
= \c\h01\h08JAQUES: Hey, \v\h01! Come here!

#org @taughtrock
= \c\h01\h08Look, I taught my rock how to move!

#org @moverock
= \c\h01\h08Come on, rock! Move!\p...\pAw... It won't move...

#org @meetprof
= \c\h01\h08Anyway, PROF. ROAD told me to tell\nyou to go over to his lab.\pHe said it's important.




For the Map Script options, I used these:


Can anyone help me out?
Thanks in advance.

Andryandrew January 8th, 2009 10:21 AM

Quote:

Originally Posted by Mortar (Post 4262344)
Hey, I have a problem.

I'm trying to make a script work once you enter a map. But when it's done it, it'll start doing it again, and again...

This is the script:
Spoiler:
Code:

#dynamic 0x2E7195

#org @jaques
applymovement 0x01 @lookup
msgbox @comehere 0x2
applymovement 0xFF @walkdown
waitmovement 0x0
applymovement 0x01 @faceright
msgbox @taughtrock 0x2
applymovement 0xFF @stepleft
applymovement 0x01 @stepdown
waitmovement 0x0
msgbox @moverock 0x2
applymovement 0x01 @stepback
applymovement 0xFF @stepright
waitmovement 0x0
msgbox @meetprof 0x2
applymovement 0x01 @faceleft
waitmovement 0x0
setvar 0x5000 0x1
end

#org @lookup
#raw 0x01 0xFE

#org @walkdown
#raw 0x10 0x10 0x02 0xFE

#org @faceright
#raw 0x03 0xFE

#org @stepleft
#raw 0x12 0xFE

#org @stepdown
#raw 0x10 0x01 0xFE

#org @stepback
#raw 0x11 0x03 0xFE

#org @stepright
#raw 0x13 0x02 0xFE

#org @faceleft
#raw 0x02 0xFE

#org @comehere
= \c\h01\h08JAQUES: Hey, \v\h01! Come here!

#org @taughtrock
= \c\h01\h08Look, I taught my rock how to move!

#org @moverock
= \c\h01\h08Come on, rock! Move!\p...\pAw... It won't move...

#org @meetprof
= \c\h01\h08Anyway, PROF. ROAD told me to tell\nyou to go over to his lab.\pHe said it's important.




Can anyone help me out?
Thanks in advance.

I've corrected it, now works xd

You should instert a setvar at the end of the script that has the value you've set in A.Map +1, so:
if in A.Map you set var: 5000 value 0000 in the script you just insert setvar 0x5000 0x1

Mortar January 8th, 2009 11:43 AM

Quote:

Originally Posted by Andryandrew (Post 4262487)
I've corrected it, now works xd

You should instert a setvar at the end of the script that has the value you've set in A.Map +1, so:
if in A.Map you set var: 5000 value 0000 in the script you just insert setvar 0x5000 0x1

Hey, thanks. I already tried 0x1 before but then a message box popped up with all kinds of weird characters. I fixed it with help from the "move camera script", though.

Anyway, thanks again!

Hyunbin January 8th, 2009 6:13 PM

i'm trying to write a script that will make the player talk to a npc
first he'll walk over to the person and then i need a command that will be like an "a button" so it will start the next script that will have that npc talking to the player

the first problem i'm having is that the "trap" doesn't work
when i walk the player over to the spot nothing happens
this is my script:

Code:

#Dynamic 0x800BF8

#org @start
checkflag 0x828
if 0x0 goto @todesk
if 0x1 goto @end
end

#org @todesk
lock
applymovement 0xFF @move
waitmovement 0x0
release
end

#org @move
#raw 0x12 0x12 0x12 0x10 0x10 0x10 0x10 0x10 0x12 0x12 0x12 0xFE (3 left, 5 down, 3 left)

#org @end
release
end



Larsie13 January 9th, 2009 4:40 AM

Quote:

Originally Posted by Hyunbin (Post 4263080)
i'm trying to write a script that will make the player talk to a npc
first he'll walk over to the person and then i need a command that will be like an "a button" so it will start the next script that will have that npc talking to the player

the first problem i'm having is that the "trap" doesn't work
when i walk the player over to the spot nothing happens
this is my script:

Spoiler:
Code:

#Dynamic 0x800BF8

#org @start
checkflag 0x828
if 0x0 goto @todesk
if 0x1 goto @end
end

#org @todesk
lock
applymovement 0xFF @move
waitmovement 0x0
release
end

#org @move
#raw 0x12 0x12 0x12 0x10 0x10 0x10 0x10 0x10 0x12 0x12 0x12 0xFE (3 left, 5 down, 3 left)

#org @end
release
end



Try this:
Spoiler:
Code:

#Dynamic 0x800BF8

#org @start
lockall
checkflag 0x828
if 0x0 goto @todesk
goto @end
end

#org @todesk
applymovement 0xFF @move
waitmovement 0x0
releaseall
end

#org @move
#raw 0x12 0x12 0x12 0x10 0x10 0x10 0x10 0x10 0x12 0x12 0x12 0xFE (3 left, 5 down, 3 left)

#org @end
releaseall
end



And if that doesn't work, you might want to change the Var Number / Var Value from A-Map to 4050 / 0003 respectively.

Binary January 9th, 2009 5:25 PM

Hyunbin-

Quote:

Code:

#Dynamic 0x800BF8

#org @start
checkflag 0x828
if 0x0 goto @todesk
if 0x1 goto @end
end

#org @todesk
lock
applymovement 0xFF @move
waitmovement 0x0
release
end

#org @move
#raw 0x12 0x12 0x12 0x10 0x10 0x10 0x10 0x10 0x12 0x12 0x12 0xFE (3 left, 5 down, 3 left)

#org @end
release
end



It actually works like this:
Code:

#Dynamic 0x800BF8

#org @start
checkflag 0x828
if 0x1 goto @end
applymovement 0xFF @move
waitmovement 0x0
release
end

#org @end
release
end

#org @move
#raw 0x12 0x12 0x12 0x10 0x10 0x10 0x10 0x10 0x12 0x12 0x12 0xFE


You may also want to set the flag.
And arrange the Var number, unknown etc.

Rombase: Pokemon Ruby
Comments: The sprite disappears before the script can occur.
Script:

Code:

dynamic 0x800000

#org @start
checkflag 0x250
if 0x1 goto @done
playsong 0x1A4 0x0
applymovement 0x01 @move
waitmovement 0x0
applymovement 0xFF @move2
waitmovement 0x0
msgbox @1 0x6
applymovement 0x01 @move3
waitmovement 0x0
fadesong 0x167
hidesprite 0x1
setflag 0x3D3
setflag 0x249
setflag 0x250
release
end

#org @done
release
end

#org @move
#raw 0x04 0x04 0x03 0x07 0x07 0x07 0x00 0x04 0x10 0x56 0xFE

#org @move2
#raw 0x56 0xFE

#org @1
= Hey kiddo! I didn't expect that\nyou'd wake up so quick! Sorry..\lbad joke.\lAnyways I went to visit Prof.\lAcacia and she told me that she'd\lbe delighted to meet you. Now hurry\lup. Dawn Town is right up ahead.\nSee ya later kid!

#org @move3
#raw 0x03 0x07 0x00 0x04 0x04 0x04 0x04 0x04 0x04 0x54 0xFE


help?

пзо January 9th, 2009 5:30 PM

Have you Set the person ID to 250. and I say to use
Msgbox @1 0x2
Because its lock and face player in one.

Any other clues as to whats wrong if that dont work.

Binary January 9th, 2009 5:35 PM

Quote:

Originally Posted by пзо (Post 4265384)
Have you Set the person ID to 250. and I say to use
Msgbox @1 0x2
Because its lock and face player in one.

Any other clues as to whats wrong if that dont work.

Yes, but I set the person ID to 03D3, it still doesn't work. Thanks about the boxset idea though.
EDIT:
It worked XD

Popstar Leafeon January 9th, 2009 6:29 PM

Help me please?
 
I'm having yet another problem hacking Fire Red... It's about Running Shoes. diegoisawesome helped me before, but it screwed up again, and now not even he can get it to work. For some reason, though, it works perfectly when he uses it. But when I use it, it fails. Will someone please help me find out what's wrong with this?

Spoiler:
'---------------
#org 0x34ED0D
lock
faceplayer
checkflag 0x82F
if 0x1 goto 0x834ED31
msgbox 0x834ED3C MSG_NORMAL '"Before I forget, put on your\nrunn..."
fanfare 0x13E
setflag 0x82F
msgbox 0x834ED6E MSG_NORMAL '"[black_fr]You put on your Running ..."
release
end

'---------------
#org 0x34ED31
msgbox 0x834EDA2 MSG_NORMAL '"You already put on your Running Sh..."
release
end


'---------
' Strings
'---------
#org 0x34ED3C
= Before I forget, put on your\nrunning shoes, [player].

#org 0x34ED6E
= [black_fr]You put on your Running Shoes! Hold \nB to run!

#org 0x34EDA2
= You already put on your Running Shoes.

Andryandrew January 10th, 2009 5:19 AM

Quote:

Originally Posted by Autumn Skye (Post 4265526)
I'm having yet another problem hacking Fire Red... It's about Running Shoes. diegoisawesome helped me before, but it screwed up again, and now not even he can get it to work. For some reason, though, it works perfectly when he uses it. But when I use it, it fails. Will someone please help me find out what's wrong with this?

Spoiler:
'---------------
#org 0x34ED0D
lock
faceplayer
checkflag 0x82F
if 0x1 goto 0x834ED31
msgbox 0x834ED3C MSG_NORMAL '"Before I forget, put on your\nrunn..."
fanfare 0x13E
setflag 0x82F
msgbox 0x834ED6E MSG_NORMAL '"[black_fr]You put on your Running ..."
release
end

'---------------
#org 0x34ED31
msgbox 0x834EDA2 MSG_NORMAL '"You already put on your Running Sh..."
release
end


'---------
' Strings
'---------
#org 0x34ED3C
= Before I forget, put on your\nrunning shoes, [player].

#org 0x34ED6E
= [black_fr]You put on your Running Shoes! Hold \nB to run!

#org 0x34EDA2
= You already put on your Running Shoes.

The script seems perfectly normal... what does not work?
Maybe you have alrerady used flag 0x82f in your rom?

Sierraffinity January 10th, 2009 6:32 AM

Quote:

Originally Posted by Andryandrew (Post 4266620)
The script seems perfectly normal... what does not work?
Maybe you have alrerady used flag 0x82f in your rom?

Btw, 0x82F is the running shoes flag.

Andryandrew January 10th, 2009 7:09 AM

Quote:

Originally Posted by diegoisawesome (Post 4266739)
Btw, 0x82F is the running shoes flag.

Yes, but the script say that you had already recieved running shoes if 0x82F is set... naturally you already have running shoes in this case xd

EP_DarkSol January 10th, 2009 10:19 AM

I have a quick question. I have a certain script that announces "This Dratini looks familiar..." and then gives you a dratini. It works flawlessly, but after compiling, and then re-opening, it has a lot of (un-used) extra code in it involving the coin case, and several different checkcoin commands...


Any reason why? It's not a problem, but it's a bit aggravating.

I'm using PKSV as a script editor, by the way. Thanks in advance.

Medo0 January 10th, 2009 10:59 AM

HEY GUYS
I Found this Script here [Page -6-]
Quote:

#org 0x2D513F
setvar 0x4060 0x37
givepokemon 0x4060 0x8 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox @player 0x4
waitfanfare
closeonkeypress
hidesprite LASTTALKED
setflag 0x828
release
end

#org @player
[player] recieved a Vulpix!
i have a person that will give you a Vulpix

Now
1st How to change the pokemon that you will receive [ i don't know ids ]
2nd the offset for the person is "14D6CD" do i have to change only the "2D513F" to
"14D6CD"

Pleas help

Hoshiko Aki January 10th, 2009 1:12 PM

Thats my Script.

Code:

#dynamic 0x26ECB8

#org @start
lock
faceplayer
setvar 0x8008 0x9
call 0x1A8CAD
checkflag 0x1000
if 0x1 goto @how
msgbox @yesno 0x5
compare LASTRESULT 0x0
if 0x1 goto @too
call 0x1A8CBD
compare 0x8004 0x6
if 0x4 goto @too
call 0x1A8CC9
comparevars2 LASTRESULT 0x8009
if 0x5 goto @not
call 0x1A8CD9
msgbox @thanksalot 0x4
setflag 0x1000
release
end

#org @not
bufferpokemon 0x0 0x27
msgbox @not2 0x4
release
end

#org @too
bufferpokemon 0x0 0xD3
msgbox @too2 0x4
release
end

#org @how
msgbox @old 0x4
release
end

#org @thanksalot
= Thanks \nI really mean it!

#org @not2
= That's not [buffer1]\nYou have it or not?

#org @too2
= Dammit, I wanted one [buffer1]!

#org @yesno
= Hey there!\nDo you have a [buffer1]?\lWant to trade it for my\l[buffer2]?

#org @old
= I miss [buffer2]\nYour [buffer1] is doing fine.


He say a don't know comparevars2 on line 17. how can i fix this?

It's a trade script


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