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Script Help Thread (DO NOT REQUEST SCRIPTS)

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Ninja Caterpie

AAAAAAAAAAAAA
5,979
Posts
16
Years
  • Yeah the center uses lockall

    I just checked and, actually, no.

    It doesn't.

    Spoiler:

    Looks like a lock to me, doesn't it?
     

    Pokepal17

    More cowbell~
    1,519
    Posts
    15
    Years
  • I just checked and, actually, no.

    It doesn't.

    Spoiler:

    Looks like a lock to me, doesn't it?

    Hmm.
    Which ROM did you check it on? I think one uses lock the other uses lockall. I could be wrong though.
     

    пзо

    zzirRusty
    223
    Posts
    15
    Years
    • Seen Jun 2, 2010
    @diegosawsome

    This could be, The 0x0's after the trainer battle.
    Other than that I cant see anything else.

    I shall Keep looking. It hasto be somthing just after or before the
    trainer battle. So Im 100% sure its that.
     

    пзо

    zzirRusty
    223
    Posts
    15
    Years
    • Seen Jun 2, 2010
    Wow

    Is'nt, Pet, or what Trainer editor your using, dont the digets have
    4 numbers. Example.

    0x001 maybe or I think its 0x0001.

    Im highly unsure.
     

    Pokepal17

    More cowbell~
    1,519
    Posts
    15
    Years
  • @diegoisawesome
    originally posted
    Game: Fire Red (BPRE)
    Type: Level Script
    Editor: XSE
    Script:
    Before Compiling:
    Content hidden:
    Click here to view.
    #dynamic 0x26D9C3

    #org @start
    lockall
    clearflag 0x200
    textcolor 0x0
    msgbox @heyyou 0x6
    fadesong 0x0
    applymovement 0xFF @lookmark
    applymovement 0x7 @colbytoplayer
    waitmovement 0x7
    trainerbattle 0x0 0x011 0x03 @win @defeat
    playsong 0x13A 0x0
    msgbox @huh 0x6
    applymovement 0x7 @lookaround
    waitmovement 0x7
    applymovement 0x7 @mark
    pause 0x40
    msgbox @there 0x6
    applymovement 0x7 @topokedex
    waitmovement 0x7
    fanfare 0x11E
    waitfanfare
    applymovement 0x7 @backtome
    waitmovement 0x7
    msgbox @hehe 0x6
    showmoney 0x0 0x0 0x0
    pause 0x30
    fanfare 0x11E
    givemoney 0x3E8 0x0
    updatemoney 0x0 0x0 0x0
    msgbox @here 0x6
    hidemoney 0x0 0x0
    msgbox @seeya 0x6
    playsong 0x13C 0x0
    applymovement 0x7 @todoor
    applymovement 0xFF @outofway
    waitmovement 0x7
    setdooropened 0x1F 0x1B
    doorchange
    applymovement 0x7 @intodoor
    waitmovement 0x7
    setdoorclosed 0x1F 0x1B
    doorchange
    fadedefault
    setflag 0x200
    setvar 0x7006 0x1
    releaseall
    end

    #org @heyyou
    = Hey!\pYou there!

    #org @lookmark
    #raw 0x62
    #raw 0x03
    #raw 0xFE

    #org @colbytoplayer
    #raw 0x1F
    #raw 0x1F
    #raw 0x1F
    #raw 0x1F
    #raw 0x1F
    #raw 0x1F
    #raw 0xFE

    #org @something
    = ???: I believe you have something\nof mine[.]

    #org @win
    = ???: WHAT?\nYou mean you don't have my\lPokéDex?

    #org @defeat
    = ???: Give it back now!\p[.]\nYou mean you don't have my\lPokéDex?

    #org @huh
    = ???: Where is it then?

    #org @lookaround
    #raw 0x1C
    #raw 0x1B
    #raw 0x30
    #raw 0x1C
    #raw 0x2E
    #raw 0x1C
    #raw 0x2F
    #raw 0x1C
    #raw 0x2D
    #raw 0xFE

    #org @mark
    #raw 0x62
    #raw 0xFE

    #org @there
    = There!

    #org @topokedex
    #raw 0x1D
    #raw 0x1D
    #raw 0x4E
    #raw 0xFE

    #org @backtome
    #raw 0x12
    #raw 0x12
    #raw 0x12
    #raw 0x12
    #raw 0x12
    #raw 0x11
    #raw 0x11
    #raw 0x11
    #raw 0x11
    #raw 0x13
    #raw 0x13
    #raw 0x13
    #raw 0xFE

    #org @hehe
    = ???: Hehe[.]\pSorry for that confusion and all!\pHere's some money for your\ntroubles.

    #org @here
    = Here ya go!

    #org @seeya
    = ???: By the way, my name's [rival].\pYours?\p[.] [.] [.] [.] [.]\p[player], huh?\pI'll remember that!\pSee ya later, noob! I've got an\nimportant gym battle coming up!

    #org @todoor
    #raw 0x13
    #raw 0x01
    #raw 0xFE

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

    #org @intodoor
    #raw 0x11
    #raw 0x60
    #raw 0xFE

    #org @end
    releaseall
    end





    Decompiled: Content hidden:
    Click here to view.
    #org 0x26DD0D
    lockall
    clearflag 0x200
    textcolor 0x0
    msgbox 0x826DDEE MSG_NORMAL
    showsprite 0x7
    fadesong 0x0
    applymovement MOVE_PLAYER 0x826DE00
    applymovement 0x7 0x8274570
    waitmovement 0x7
    msgbox 0x826DE0C MSG_NORMAL
    trainerbattle 0x0 0x011 0x0 0x826DE39 0x826DE6A
    playsong 0x13A 0x0
    msgbox 0x826DEA9 MSG_NORMAL
    applymovement 0x7 0x826DEC2
    waitmovement 0x7
    applymovement 0x7 0x826DECD
    pause 0x40
    msgbox 0x826DED0 MSG_NORMAL
    applymovement 0x7 0x826DED9
    waitmovement 0x7
    fanfare 0x11E
    waitfanfare
    applymovement 0x7 0x826DEDE
    waitmovement 0x7
    msgbox 0x826DEEC MSG_NORMAL
    showmoney 0x0 0x0 0x0
    pause 0x30
    fanfare 0x11E
    givemoney 0x3E8 0x0
    updatemoney 0x0 0x0 0x0
    msgbox 0x826DF40 MSG_NORMAL
    hidemoney 0x0 0x0
    msgbox 0x82744D0 MSG_NORMAL
    playsong 0x13C 0x0
    applymovement 0x7 0x827455F
    applymovement MOVE_PLAYER 0x8274563
    waitmovement 0x7
    setdooropened 0x1F 0x1B
    doorchange
    applymovement 0x7 0x8274567
    waitmovement 0x7
    setdoorclosed 0x1F 0x1B
    doorchange
    fadedefault
    setflag 0x200
    setvar 0x7006 0x1
    releaseall
    end

    #org 0x26DDEE
    = Hey!\pYou there!

    #org 0x26DE0C
    = ???: I believe you have something\nof mine[.]

    #org 0x26DE39
    = ???: WHAT?\nYou mean you don't have my\lPokéDex?

    #org 0x26DE6A
    = ???: Give it back now!\p[.]\nYou mean you don't have my\lPokéDex?

    #org 0x26DEA9
    = ???: Where is it then?

    #org 0x26DED0
    = There!

    #org 0x26DEEC
    = ???: Hehe[.]\pSorry for that confusion and all!\pHere's some money for your\ntroubles.

    #org 0x26DF40
    = Here ya go!

    #org 0x2744D0
    = ???: By the way, my name's [rival].\pYours?\p[.] [.] [.] [.] [.]\p[player], huh?\pI'll remember that!\pSee ya later, noob! I've got an\nimportant gym battle coming up!

    #org 0x26DE00
    #raw 0x62
    #raw 0x3
    #raw 0xFE

    #org 0x274570
    #raw 0x1F
    #raw 0x1F
    #raw 0x1F
    #raw 0x1F
    #raw 0x1F
    #raw 0x1F
    #raw 0x1F
    #raw 0xFE

    #org 0x26DEC2
    #raw 0x1C
    #raw 0x1B
    #raw 0x30
    #raw 0x1C
    #raw 0x2E
    #raw 0x1C
    #raw 0x2F
    #raw 0x1C
    #raw 0x2D
    #raw 0xFE

    #org 0x26DECD
    #raw 0x62
    #raw 0xFE

    #org 0x26DED9
    #raw 0x1D
    #raw 0x1D
    #raw 0x4E
    #raw 0xFE

    #org 0x26DEDE
    #raw 0x12
    #raw 0x12
    #raw 0x12
    #raw 0x12
    #raw 0x12
    #raw 0x11
    #raw 0x11
    #raw 0x11
    #raw 0x11
    #raw 0x13
    #raw 0x13
    #raw 0x13
    #raw 0xFE

    #org 0x27455F
    #raw 0x13
    #raw 0x1
    #raw 0xFE

    #org 0x274563
    #raw 0x13
    #raw 0x2
    #raw 0xFE

    #org 0x274567
    #raw 0x11
    #raw 0x60
    #raw 0xFE





    A-Map Level Script Thing: (btw, it was fixed) Content hidden:
    Click here to view.
    #org 0x71AB98
    #raw 0x2
    #raw pointer 0x871AB9E
    #raw 0x0

    #org 0x71AB9E
    #raw word 0x7006
    #raw word 0x0
    #raw pointer 0x826DD0D
    #raw word 0x0

    #org 0x26DD0D
    lockall
    clearflag 0x200
    textcolor 0x0
    msgbox 0x826DDEE MSG_NORMAL
    showsprite 0x7
    fadesong 0x0
    applymovement MOVE_PLAYER 0x826DE00
    applymovement 0x7 0x8274570
    waitmovement 0x7
    msgbox 0x826DE0C MSG_NORMAL
    trainerbattle 0x0 0x011 0x0 0x826DE39 0x826DE6A
    playsong 0x13A 0x0
    msgbox 0x826DEA9 MSG_NORMAL
    applymovement 0x7 0x826DEC2
    waitmovement 0x7
    applymovement 0x7 0x826DECD
    pause 0x40
    msgbox 0x826DED0 MSG_NORMAL
    applymovement 0x7 0x826DED9
    waitmovement 0x7
    fanfare 0x11E
    waitfanfare
    applymovement 0x7 0x826DEDE
    waitmovement 0x7
    msgbox 0x826DEEC MSG_NORMAL
    showmoney 0x0 0x0 0x0
    pause 0x30
    fanfare 0x11E
    givemoney 0x3E8 0x0
    updatemoney 0x0 0x0 0x0
    msgbox 0x826DF40 MSG_NORMAL
    hidemoney 0x0 0x0
    msgbox 0x82744D0 MSG_NORMAL
    playsong 0x13C 0x0
    applymovement 0x7 0x827455F
    applymovement MOVE_PLAYER 0x8274563
    waitmovement 0x7
    setdooropened 0x1F 0x1B
    doorchange
    applymovement 0x7 0x8274567
    waitmovement 0x7
    setdoorclosed 0x1F 0x1B
    doorchange
    fadedefault
    setflag 0x200
    setvar 0x7006 0x1
    releaseall
    end

    #org 0x26DDEE
    = Hey!\pYou there!

    #org 0x26DE0C
    = ???: I believe you have something\nof mine[.]

    #org 0x26DE39
    = ???: WHAT?\nYou mean you don't have my\lPokéDex?

    #org 0x26DE6A
    = ???: Give it back now!\p[.]\nYou mean you don't have my\lPokéDex?

    #org 0x26DEA9
    = ???: Where is it then?

    #org 0x26DED0
    = There!

    #org 0x26DEEC
    = ???: Hehe[.]\pSorry for that confusion and all!\pHere's some money for your\ntroubles.

    #org 0x26DF40
    = Here ya go!

    #org 0x2744D0
    = ???: By the way, my name's [rival].\pYours?\p[.] [.] [.] [.] [.]\p[player], huh?\pI'll remember that!\pSee ya later, noob! I've got an\nimportant gym battle coming up!

    #org 0x26DE00
    #raw 0x62
    #raw 0x3
    #raw 0xFE

    #org 0x274570
    #raw 0x1F
    #raw 0x1F
    #raw 0x1F
    #raw 0x1F
    #raw 0x1F
    #raw 0x1F
    #raw 0x1F
    #raw 0xFE

    #org 0x26DEC2
    #raw 0x1C
    #raw 0x1B
    #raw 0x30
    #raw 0x1C
    #raw 0x2E
    #raw 0x1C
    #raw 0x2F
    #raw 0x1C
    #raw 0x2D
    #raw 0xFE

    #org 0x26DECD
    #raw 0x62
    #raw 0xFE

    #org 0x26DED9
    #raw 0x1D
    #raw 0x1D
    #raw 0x4E
    #raw 0xFE

    #org 0x26DEDE
    #raw 0x12
    #raw 0x12
    #raw 0x12
    #raw 0x12
    #raw 0x12
    #raw 0x11
    #raw 0x11
    #raw 0x11
    #raw 0x11
    #raw 0x13
    #raw 0x13
    #raw 0x13
    #raw 0xFE

    #org 0x27455F
    #raw 0x13
    #raw 0x1
    #raw 0xFE

    #org 0x274563
    #raw 0x13
    #raw 0x2
    #raw 0xFE

    #org 0x274567
    #raw 0x11
    #raw 0x60
    #raw 0xFE





    Screenshots and/or Videos:
    Content hidden:
    Click here to view.






    What it Should Do: The trainerbattle should start a battle with the Oak Talking thing.
    What it Does: Check out the video.

    Changes in script.
     

    Ninja Caterpie

    AAAAAAAAAAAAA
    5,979
    Posts
    16
    Years
  • Hmm.
    Which ROM did you check it on? I think one uses lock the other uses lockall. I could be wrong though.

    It's on Fire Red BPRE. So there. I've only hacked FR, and lock in FR freezes everything on the map. :\ Lockall doesn't, as I put lockall in a level script and the people keep moving. Or looking around, as I set them to. :\
     
    10
    Posts
    15
    Years
    • Seen Aug 6, 2010
    Game: FireRed NA
    Type: Person/Trainer
    Editor: XSE
    Script:
    Spoiler:


    I'm trying to script rematches into trainers I made. I opened a trainer script that was already in the rom and tried to do the same as it did but when I try to use the VS. Seeker it says "No trainers within range".
    Do I need a new offset for the rematch script?
     
    18
    Posts
    15
    Years
    • Seen Aug 13, 2011
    I want to make a script in emerald like this: I fight someone, and after I win the fight, he gives me a Eon Ticket/Old Sea Chart and at the same time enables the islands...

    Please someone help me with this, I don't even know where I start...
     

    Kalm

    Hacker-In-Progress
    2
    Posts
    15
    Years
  • Unknown Script Problem

    Game: Pokemon Fire Red
    Type: Script (Walkon)
    Editor: PoketScript(Rubikon)/Notepad

    SCRIPT:
    Spoiler:


    The first half of the code works fine where it simply says you don't have your pokemon and cannot go out etc etc... But when the flag 0x828 is set (meaning the POKEMON menu becomes available via Fire Red's original scripts), I can walk right through the scripted tile and the only trainer I have placed on that map is screwed up, leading me to the red screen. Also, only the trainer was effected. My other characters on the map were not.

    Script Parameters:

    Unknown: 0003
    Var Number: 4050
    Var Value: 0000

    Anyone know why this is happening?
     
    224
    Posts
    16
    Years
    • Seen Mar 8, 2016
    Game: Pokemon Fire Red
    Type: Script (Walkon)
    Editor: PoketScript(Rubikon)/Notepad

    SCRIPT:
    Spoiler:


    The first half of the code works fine where it simply says you don't have your pokemon and cannot go out etc etc... But when the flag 0x828 is set (meaning the POKEMON menu becomes available via Fire Red's original scripts), I can walk right through the scripted tile and the only trainer I have placed on that map is screwed up, leading me to the red screen. Also, only the trainer was effected. My other characters on the map were not.

    Script Parameters:

    Unknown: 0003
    Var Number: 4050
    Var Value: 0000

    Anyone know why this is happening?

    Ok, I've fixed the script to my best knowledge... You were missing a pausemove 0x0 in part of the script, and I rearranged the way your movements were written.. Because the way you had them written used to give me errors in Pokescript, even though they should work. Also, try adapting to XSE, it's much better and most of the time tells you what you're doing wrong in your script.. And it's much less buggy. Anyway, I hope the script works. Also, try using a different flag than the pokemon menu.. Maybe set/clear it in a previous part of the game, because I think used flags in the game can give you messed up errors... Because I've never run into a script where everything went red in the end lol.
     

    Kalm

    Hacker-In-Progress
    2
    Posts
    15
    Years
  • Ok, I've fixed the script to my best knowledge... You were missing a pausemove 0x0 in part of the script, and I rearranged the way your movements were written.. Because the way you had them written used to give me errors in Pokescript, even though they should work. Also, try adapting to XSE, it's much better and most of the time tells you what you're doing wrong in your script.. And it's much less buggy. Anyway, I hope the script works. Also, try using a different flag than the pokemon menu.. Maybe set/clear it in a previous part of the game, because I think used flags in the game can give you messed up errors... Because I've never run into a script where everything went red in the end lol.

    Thanks for the help, but it still gives me the same problem...

    I'm not sure if it is something wrong with the script, but with A-map maybe? This script did work a few hours ago, until I changed the pause time and the movements and re-compiled the script and entered in the new offset.

    I had two events on one map with the same script as the one in my orginal post, one of them simply had 2 extra movements. I tested one script and it worked, and then tested the other and it did not.... odd?

    If I can't get it to work, i'll just go with your advice and start fresh with XSE.
     
    Last edited:

    tImE

    It's still me, 44tim44 ;)
    673
    Posts
    17
    Years
  • Game:Ruby_USA AXVE
    Type:Script (Step-on)
    Editor:XSE
    Script:
    Spoiler:

    After
    "#org @move1
    #raw 0x08 0x08 0x08 0x08 0x08 0x08 0x08 0x03 0xFE"
    The player turns right for absolutly no reason at all.
    I can't figure out what's wrong.

    Screenshots and/or Videos: Attachment
     

    Hiche..

     
    979
    Posts
    16
    Years
    • Seen Dec 27, 2014
    Game:Ruby_USA AXVE
    Type:Script (Step-on)
    Editor:XSE
    Script:
    Spoiler:

    After
    "#org @move1
    #raw 0x08 0x08 0x08 0x08 0x08 0x08 0x08 0x03 0xFE"
    The player turns right for absolutly no reason at all.
    I can't figure out what's wrong.

    Screenshots and/or Videos: Attachment

    #raw 0x03 means step right, which is here; #raw 0x08 0x08 0x08 0x08 0x08 0x08 0x08 0x03 0xFE. I do not know if this is the problem.
     

    negative

    Life returns. Life prevails.
    501
    Posts
    15
    Years
  • Hi! I used Hiche's Rock Climb via Vine Whip:
    #dynamic 0x26D38E

    #org @1
    #raw 0x7C 0x16 0x00
    compare 0x800D 0x06
    if 0x1 call @end
    #raw 0x9D 0x00 0x0D 0x80
    message @ha
    boxset 5
    compare LASTRESULT 0
    if 0x1 goto @end
    #raw 0x68
    #raw 0x9C 0x25 0x00
    waitstate
    #raw 0x17 0x00 0x80 0x01 0x00
    goto @jump
    #org @jump
    compare 0x8000 0x01
    if 0x4 goto @move
    release
    end
    #org @end
    release
    end
    #org @move
    applymovement 0xFF @move1
    waitmovement 0x0
    #raw 0x18 0x00 0x80 0x01 0x00
    goto @jump

    #org @ha
    = It's some climbable rocks!\pWant to use VINE WHIP to\nclimb down them?

    #org @move1
    #raw 0x1D 0x1D 0x1D 0xFE
    But when I tryed to compile it it says:
    "Too less parameters on line 8.The correct number is 2."
    Please help:(
     

    tImE

    It's still me, 44tim44 ;)
    673
    Posts
    17
    Years
  • #raw 0x03 means step right, which is here; #raw 0x08 0x08 0x08 0x08 0x08 0x08 0x08 0x03 0xFE. I do not know if this is the problem.

    No, that's no the problem.
    That movement is only affecting "May" or "People no 1",
    not the player.
    Thanks anyway.

    I still have problem with this,
    so help wold be awsome.
     

    Sierraffinity

    Desperately trying to retire from ROM hacking
    1,069
    Posts
    16
    Years
  • Hi! I used Hiche's Rock Climb via Vine Whip:
    Code:
    #dynamic 0x26D38E
    
    #org @1
    #raw 0x7C 0x16 0x00
    compare 0x800D 0x06
    if 0x1 call @end
    #raw 0x9D 0x00 0x0D 0x80
    [B]message @ha 0x5[/B]
    compare LASTRESULT 0
    if 0x1 goto @end
    #raw 0x68
    #raw 0x9C 0x25 0x00
    waitstate
    #raw 0x17 0x00 0x80 0x01 0x00
    goto @jump
    #org @jump
    compare 0x8000 0x01
    if 0x4 goto @move
    release
    end
    
    #org @end
    release
    end
    
    #org @move
    applymovement 0xFF @move1
    waitmovement 0x0
    #raw 0x18 0x00 0x80 0x01 0x00
    goto @jump
    
    #org @ha
    = It's some climbable rocks!\pWant to use VINE WHIP to\nclimb down them?
    
    #org @move1
    #raw 0x1D 0x1D 0x1D 0xFE
    But when I tried to compile it it says:
    "Too less parameters on line 8.The correct number is 2."
    Please help:(
    The new XSE includes the boxsets on the message line. Try it now.
     
    5
    Posts
    16
    Years
    • Seen Apr 23, 2011
    This isn't a script request, but I can't find this anywhere I look. I need to know how to make it so that after you talk to someone, they move. I can do that, but when I go back in the same room they were in, they're back before they moved.

    ROM: Fire Red
    Version: 1.0
    Script Editor: XSE
    Script Type: Person Event
    Script:
    '---------------
    #dynamic 0x2D6A20
    #org @start
    lock
    faceplayer
    checkflag 0x82F
    if 0x1 goto @findgood
    msgbox @1 MSG_FACE '"[rival]: Oh, you're awake.\nHey, l..."
    msgbox @2 MSG_FACE '"Oh, and I know that you're in\na h..."
    msgbox @3 MSG_FACE '"[player] received running shoes!\n"
    setflag 0x82F
    applymovement 0x1 0x831CC8E
    waitmovement 0x0
    release
    end

    #org @findgood
    msgbox @4 MSG_FACE
    release
    end

    '---------
    ' Strings
    '---------
    #org @1
    = [rival]: Oh, you're awake.\nHey, listen, Good called. He said \pthat he needed to talk to you about\nsomething.\p

    #org @2
    = Oh, and I know that you're in\na hurry, so take these:\p

    #org @3
    = [player] received running shoes!\n

    #org @4
    = Good's house is in the north western part of town.

    '-----------
    ' Movements
    '-----------
    #org 0x31CC8E
    #raw 0x10 'Step Down (Normal)
    #raw 0x12 'Step Left (Normal)
    #raw 0x12 'Step Left (Normal)
    #raw 0xFE 'End of Movements
     
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