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Script Help Thread (DO NOT REQUEST SCRIPTS)

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пзо

zzirRusty
223
Posts
15
Years
    • Seen Jun 2, 2010
    I have this Script.

    I have this Script. And it stuffs up at the last Move camera.
    It don't go all the way back to the Player.
    Its kinda Weird. This is a Level Script.

    Compiled.
    Spoiler:


    Non-compiled.
    Spoiler:


    Please Help.
     

    Andryandrew

    Italian Asm Hacker
    117
    Posts
    17
    Years
    • Age 30
    • Seen Jul 4, 2015
    I have this Script. And it stuffs up at the last Move camera.
    It don't go all the way back to the Player.
    Its kinda Weird. This is a Level Script.

    Compiled.
    Spoiler:


    Non-compiled.
    Spoiler:


    Please Help.
    the scrips seems correct, but i made some modify... maybe it run:
    Spoiler:

    (i cancelled the first special 0x114 and the second special 0x113... you usually have to return at normal position before doing special 0x114)
     
    3
    Posts
    15
    Years
    • Seen Sep 7, 2012
    I have a slight problem with a script I've made. It's for a hack of FireRed.
    Code:
    #org $ begin
    lock
    faceplayer
    message $poke
    $poke 1 = \v\h01, long time, no see.\nPROF.ELM asked me to find you.\pHe has another favor to ask.
    boxset 6
    message $poke1
    $poke1 1 = Would you take the Pokémon Egg?
    boxset 5
    compare LASTRESULT 1
    if 1 goto $get
    message $toobad
    $toobad 1 = B-but... PROF.ELM asked for you...
    boxset 6
    release
    end
    
    #org $get
    lock
    message $get1
    $get1 1 = \v\h01 received EGG.
    boxset 6
    #raw 0x7A 0xAF 0x00
    message $received
    $received 1 = We discovered that a POKéMON will not\nhatch until it grows in the EGG.\pIt also has to be with other active\nPOKéMON to hatch.\p\v\h01, you're the only person\nwe can rely on.\pPlease return to ELM's LAB when that\nEGG hatches!
    boxset 6
    applymovement 0x05 $move
    pausemove 0
    release
    end
    
    #org $move
    #raw 0x12 
    #raw 0x10 
    #raw 0x10 
    #raw 0x10
    #raw 0x10
    #raw 0x60 
    #raw 0xFE
    The person I've tried to make move just won't move. Everything else works in the script. He just won't move for some reason. I've even tried switching the 0x05 to 0xFF to make sure that it wasn't the fact that I had the wrong person selected but the player didn't move as well. Does anyone know what I'm doing wrong? Someone suggested that the lock might be a problem so I moved the release above the applymovement and the person moved but then when I went to give him 2 more movements (the #raw 0x10 and the #raw 0x60) he didn't do those 2, he just does the first 4 and then stops. Also the person will move back to where he originally was after I reload that map. Is there a way to make him stay disappeared?
    Thanks in advance.
    EDIT
    I've figured out my problems, no need for help.
     
    Last edited:

    hot_kage

    I am like a rose cute and calm
    35
    Posts
    15
    Years
  • in XSE, i set a flag in one script and check it in another but it's not working
    here are my scripts
    This is the scrip that sets the flag
    Code:
    dynamic 0x2DD220
    
    #org @start
    lock
    faceplayer
    checkflag 0x28E
    if 0x1 goto @end
    setflag 0x7
    setflag 0x28E
    msgbox @talk 0x6
    setflag 0x828
    givepokemon 0x85 0x5 0x0 0x0 0x0 0x0
    fanfare 0x13E
    msgbox @eevee 0x6
    msgbox @dex 0x6
    fanfare 0x13E
    setflag 0x829
    msgbox @dex2 0x6
    msgbox @balls 0x6
    giveitem 0x4 0x5 0x0
    msgbox @care 0x6
    release
    end
    
    #org @talk
    = [blue_fr]If You Want To Leave CLEARWATER\nTOWN You need a POKéMON. Here Take\lThis EEVEE. It Will Come In\lHanding On Your Journey.
    
    #org @eevee
    = [red_fr][PLAYER] Recived EEVEE!
    
    #org @dex
    = [blue_fr]To Keep Info On The POKéMON You've\nSeen and Captured, You'll Need\lThis POKéDEX Too.
    
    #org @dex2
    = [red_fr][PLAYER] Recived POKéDEX From OFFICER.
    
    #org @balls
    = [blue_fr]To Capture WILD P0KéMON, You'll\nAlso Need POKéBALLS.\l
    
    #org @care
    = [blue_fr]Take Care on Your Journey [PLAYER]!
    
    #org @end
    release
    end
    and clears it:
    Code:
    #dynamic 0x71BBE1
    
    #org @start
    lock
    faceplayer
    checkflag 0x7
    if 0x0 goto @poke
    release
    end
    
    
    
    #org @poke
    = [red_fr]You Should Get A POKéMON Before\nEntering The POKéGARDEN.
    
    #org @end
    release
    end
    any ideas?
     

    Ki77y666

    I'm with stupid ^
    118
    Posts
    15
    Years
  • i STILL need help bad!
    i will edit this when i no longer need help
    so pleaz help.

    Game: Fire Red
    System: XSE
    Type: 1st: Script
    2nd: Person event
    3rd: Script

    i need...

    1st script:
    my attempt...

    '---------------
    #org 0x17922E
    lockall
    msgbox 0x82E9217 MSG_NORMAL '"[grey_fr]Hang on a second\nI have ..."
    closeonkeypress
    applymovement MOVE_PLAYER 0x81E80DF
    waitmovement 0x0
    msgbox 0x81E8C07 MSG_NORMAL '"[grey_fr]Where was that again?"
    closeonkeypress
    releaseall
    end


    '---------
    ' Strings
    '---------
    #org 0x2E9217
    = [grey_fr]Hang on a second\nI have to go see [rival].

    #org 0x1E8C07
    = [grey_fr]Where was that again?


    '-----------
    ' Movements
    '-----------
    #org 0x1E80DF
    #raw 0x10 'Step Down (Normal)
    #raw 0xFE 'End of Movements

    Problem:
    Does do deactivate

    What i want it to do: Bring up first message then move player down then bring up second message. but not do this after seeing rival.

    2nd script: The rival
    my attempt...

    '---------------
    #org 0x1C5BA1
    lock
    faceplayer
    checkflag 0x1126
    if 0x1 call 0x81792E8
    checkflag 0x1127
    if 0x1 call 0x81792E9
    release
    end

    '---------------
    #org 0x1792E8
    msgbox 0x8E89217 0X6
    end

    #org 0xE89217
    = Hi [player].\nWhat do you meen that\nevery thing looks different?\p...\pOh! I see well I will help\n you find out.

    '---------------
    #org 0x1792E9
    msgbox 0xE99217 0X6
    end

    #org 0xE99217
    = What have you found out\nso far\p...\pI see...\nI will keep an ear out\nand let you know if i hear\nany thing.

    Problem: when you talk to him it freezes the game and the script dose not open

    What i want it to do: The first message box opens the closes when you talk to him again the second message box opens. Then when you talk to him again the second message box opens. and so on

    Help would be greatly appreciated. Thanx

    3rd script:

    What i want it to do: Not let me past until get a pokemon and the pokedex. By not letting me past i want i to move me back.
     
    Last edited:
    162
    Posts
    15
    Years
  • For the first Script in A-Map you need the var Number 4050 or 5040 and unknown at 0003. That makes it move a sprite. I'm not sure what it is with the 2nd...I'm bad with compiled commands
     

    Andryandrew

    Italian Asm Hacker
    117
    Posts
    17
    Years
    • Age 30
    • Seen Jul 4, 2015
    in XSE, i set a flag in one script and check it in another but it's not working
    here are my scripts
    This is the scrip that sets the flag
    Code:
    dynamic 0x2DD220
    
    #org @start
    lock
    faceplayer
    checkflag 0x28E
    if 0x1 goto @end
    setflag 0x7
    setflag 0x28E
    msgbox @talk 0x6
    setflag 0x828
    givepokemon 0x85 0x5 0x0 0x0 0x0 0x0
    fanfare 0x13E
    msgbox @eevee 0x6
    msgbox @dex 0x6
    fanfare 0x13E
    setflag 0x829
    msgbox @dex2 0x6
    msgbox @balls 0x6
    giveitem 0x4 0x5 0x0
    msgbox @care 0x6
    release
    end
    
    #org @talk
    = [blue_fr]If You Want To Leave CLEARWATER\nTOWN You need a POKéMON. Here Take\lThis EEVEE. It Will Come In\lHanding On Your Journey.
    
    #org @eevee
    = [red_fr][PLAYER] Recived EEVEE!
    
    #org @dex
    = [blue_fr]To Keep Info On The POKéMON You've\nSeen and Captured, You'll Need\lThis POKéDEX Too.
    
    #org @dex2
    = [red_fr][PLAYER] Recived POKéDEX From OFFICER.
    
    #org @balls
    = [blue_fr]To Capture WILD P0KéMON, You'll\nAlso Need POKéBALLS.\l
    
    #org @care
    = [blue_fr]Take Care on Your Journey [PLAYER]!
    
    #org @end
    release
    end
    and clears it:
    Code:
    #dynamic 0x71BBE1
    
    #org @start
    lock
    faceplayer
    checkflag 0x7
    if 0x0 goto @poke
    release
    end
    
    
    
    #org @poke
    = [red_fr]You Should Get A POKéMON Before\nEntering The POKéGARDEN.
    
    #org @end
    release
    end
    any ideas?
    simply flag #0x7 is too low... those flag (under 200 and between 800 and 850) are already used from the game... qhy don't you try with setflag 0x1050 for example?
     

    Quickster

    Dream or Drop?
    351
    Posts
    16
    Years
    • Seen Apr 4, 2016
    this is in fire red with xse.

    #dynamic 0x8000E0

    #org @start
    msgbox @talk
    boxset 0x2
    end

    #org @talk
    = Wow, your Pokegear is impressive!\nDid your mom get it for you?

    i try to compile but a error pops up that says too less parameters on line 4.the correct number is 2.

    how do i fix that?
     

    пзо

    zzirRusty
    223
    Posts
    15
    Years
    • Seen Jun 2, 2010
    Line four

    @Quickster.

    #dynamic 0x8000E0

    #org @start
    msgbox @talk 0x2
    end

    #org @talk
    = Wow, your Pokegear is impressive!\nDid your mom get it for you?

    Fixes in bold.
     

    hot_kage

    I am like a rose cute and calm
    35
    Posts
    15
    Years
  • Code:
    #dynamic 0x2D511B
    
    #org @start
    lock
    faceplayer
    checkflag 0x1050
    if 0x0 goto @cont
    if 0x1 goto @end
    setflag 0x1050
    release
    end
    
    #org @cont
    msgbox @havarna 0x5
    if 0x1 goto @yes
    if 0x0 goto @end
    applymovement 0xFF @up
    waitmovement 0x0
    release
    end
    
    #org @yes
    msgbox @havarna2 0x6
    giveitem 0x170 0x1 0x1 
    msgbox @pass 0x6
    fanfare 0x13E
    closeonkeypress 
    msgbox @shoes 0x6
    giveitem 0x104 0x1 0x1                        
    msgbox @bike 0x6
    fanfare 0x13E
    closeonkeypress 
    msgbox @set 0x6
    special 0x13D
    playsong 0x136 0x0                  
    msgbox @737 0x6 
    msgbox @enjoy 0x6
    playsong 0x14D 0x0
    warpmuted 0x3 0x0 0x0 0x1 0x1
    special 0x17B
    msgbox @location 0x6
    release
    end
    
    #org @havarna 
    = [blue_fr]Are You Planing To Go To HAVARNA\nACADEMY?
    
    #org @up
    #raw 0x01 0xFE
    
    #org @havarna2
    = If Your Going You'll Need a\nRAINBOW PASS.
    
    #org @pass
    = [red_fr][player] Recieved RAINBOW PASS.                              
    
    #org @shoes 
    = You'll Also Need This BIKE.
    
    #org @bike
    = [red_fr][PLAYER] Recieved The MACH BIKE.
    
    #org @set
    = Okay Your All Set, The HAVARANA\nSHUTTLE Will Be Here Soon.
    
    #org @737
    = [blue_fr]HAVARNA SHUTTLE 737 Docked.
    
    #org @enjoy
    = Please Enjoy The Trip.
    
    #org @location
    = [lightgreen_fr]Planned Location Of Arrival:\nHAVARANA HARBOUR.
    
    #org @end
    release
    end

    when i go on the script tile all it does it the yes or no question then ends? and ideas?
     
    53
    Posts
    15
    Years
    • Seen Feb 12, 2014
    Guys I Need This XSE Script To Make the wild Snorlax Shiny
    Code:
    '--------------------
    #dynamic 0x802C7C
    
    #org @start
    lock
    faceplayer
    msgbox @2 0x6
    msgbox @1 0x6
    cry 0x6 0x0
    wildbattle 0x8F 0xf 0x0
    fadescreen 0x1
    fadescreen 0x0
    hidesprite 0x800F
    setflag 0x200
    release
    end
    #org @2
    = A Wild Snorlax Appeared
    #org @1
    = SNORLAX: Snooooooooooooorlax Snoor!
    Could Someone help please
     
    Last edited:

    Pokepal17

    More cowbell~
    1,519
    Posts
    15
    Years
  • Guys I Need This XSE Script To Make the wild Snorlax Shiny
    Code:
    '--------------------
    #dynamic 0x802C7C
     
    #org @start
    lock
    faceplayer
    msgbox @2 0x6
    msgbox @1 0x6
    cry 0x6 0x0
    wildbattle 0x8F 0xf 0x0
    fadescreen 0x1
    fadescreen 0x0
    hidesprite 0x800F
    setflag 0x200
    release
    end
    #org @2
    = A Wild Snorlax Appeared
    #org @1
    = SNORLAX: Snooooooooooooorlax Snoor!
    Could Someone help please

    You'll need Mastermind X's shiny hack tool.
     

    Larsie13

    Guest
    0
    Posts
    About the Yes/No messagebox: like this, it means, that if you chose Yes, it'll go to @yes, and if you chose No, it'll go to @end. But, there's no way to do the applymovement part below. So, I'm not quite sure what the script should do exactly...
    Code:
    #dynamic 0x2D511B
    
    #org @start
    lock
    faceplayer
    checkflag 0x1050
    if 0x0 goto @cont
    if 0x1 goto @end
    setflag 0x1050
    release
    end
    
    #org @cont
    msgbox @havarna 0x5
    [B]compare LASTRESULT 0x1[/B]
    if 0x1 goto @yes
    [B]goto @end[/B]
    applymovement 0xFF @up
    waitmovement 0x0
    release
    end
    
    #org @yes
    msgbox @havarna2 0x6
    giveitem 0x170 0x1 0x1 
    msgbox @pass 0x6
    fanfare 0x13E
    [B]waitfanfare[/B]
    closeonkeypress 
    msgbox @shoes 0x6
    giveitem 0x104 0x1 0x1                        
    msgbox @bike 0x6
    fanfare 0x13E
    [B]waitfanfare[/B]
    closeonkeypress 
    msgbox @set 0x6
    special 0x13D
    playsong 0x136 0x0                  
    msgbox @737 0x6 
    msgbox @enjoy 0x6
    playsong 0x14D 0x0
    warpmuted 0x3 0x0 0x0 0x1 0x1 'After a warp, the script ends. So put the special and msgbox in front of it.
    special 0x17B
    msgbox @location 0x6
    release
    end
    
    #org @havarna 
    = [blue_fr]Are You Planing To Go To HAVARNA\nACADEMY?
    
    #org @up
    #raw 0x01 0xFE
    
    #org @havarna2
    = If Your Going You'll Need a\nRAINBOW PASS.
    
    #org @pass
    = [red_fr][player] Recieved RAINBOW PASS.                              
    
    #org @shoes 
    = You'll Also Need This BIKE.
    
    #org @bike
    = [red_fr][PLAYER] Recieved The MACH BIKE.
    
    #org @set
    = Okay Your All Set, The HAVARANA\nSHUTTLE Will Be Here Soon.
    
    #org @737
    = [blue_fr]HAVARNA SHUTTLE 737 Docked.
    
    #org @enjoy
    = Please Enjoy The Trip.
    
    #org @location
    = [lightgreen_fr]Planned Location Of Arrival:\nHAVARANA HARBOUR.
    
    #org @end
    release
    end

    when i go on the script tile all it does it the yes or no question then ends? and ideas?
     

    hot_kage

    I am like a rose cute and calm
    35
    Posts
    15
    Years
  • About the Yes/No messagebox: like this, it means, that if you chose Yes, it'll go to @yes, and if you chose No, it'll go to @end. But, there's no way to do the applymovement part below. So, I'm not quite sure what the script should do exactly...
    thank you very much
    okay i'll find a way to add the applymovment
     
    18
    Posts
    15
    Years
    • Seen Aug 13, 2011
    I want to make a script for a rival in fire red just like Brendan/May in ruby & sapphire, or Carlos in Shiny Gold.

    if you chose a male character in the beginning of the game, Blue will appear sometimes, and she will have the starter weaker against yours (Green have the stronger one), and if you chose a female character, Red will appear then...

    Is it possible??
     

    Andryandrew

    Italian Asm Hacker
    117
    Posts
    17
    Years
    • Age 30
    • Seen Jul 4, 2015
    I want to make a script for a rival in fire red just like Brendan/May in ruby & sapphire, or Carlos in Shiny Gold.

    if you chose a male character in the beginning of the game, Blue will appear sometimes, and she will have the starter weaker against yours (Green have the stronger one), and if you chose a female character, Red will appear then...

    Is it possible??
    It is possible, but you have to configure tha various battles with A-Trainer and you have to put a level script in each map with Blue/Red that make them vanish/reappear... to check if you are Male or Female, use this command:
    checkgender
    it strores in LASTRESULT 1 if you are a Female, 0 if you are a male
     

    hot_kage

    I am like a rose cute and calm
    35
    Posts
    15
    Years
  • once again i have another script
    (im a bad scripter xD)
    Code:
    #dynamic 0x26D9C0
    
    #org @start
    lock
    faceplayer
    msgbox @hello 
    boxset 0x6
    msgbox @go 
    boxset 0x5
    if 0x0 goto @go2
    if 0x1 goto @end
    applymovement 0x10 @move2
    applymovement 0xFF @move3
    applymovement 0xFF @move
    waitmovement 0x0
    fadescreen 0x0
    warp 0x3 0x1 0x0 0x23 0x11
    release
    end
    
    
    #org @hello
    = Hello [PLAYER].\nThis [blue_fr]UNDERWATER TUNNEL[black_fr]Leads To\lThe Underwater Haven of\l[blue_fr]OCEANIA CITY.\l
    
    #org @go
    = [PLAYER], Would You Like To Vist\n[blue_fr]OCEANIA CITY[black_fr] via [blue_fr]UNDERWATER\lTUNNEL?
    
    #org @move2
    #raw 0x0C 0x0E 0x02 0xFE
    
    #org @move3
    #raw 0x1D 0xFE
    
    #org @go2
    = Okay!\nTake This [blue_fr]DIVING GEAR[black_fr]and..\lDIVE!\l
    
    #org @move
    #raw 0x66 0x1E 0x15 0x60 0xFE
    
    #org @end
    release
    end

    Problem: Once It Reaches The boxset 0x5
    if 0x0 goto @go2
    if 0x1 goto @end
    it just stops when you press yes or no
    (and btw which is which; is 0x0 yes and 0x1 no?)
     

    TB Pro

    Old-timer
    2,708
    Posts
    19
    Years
  • Game: FireRed
    Type: Headbutt Tree(Signpost)
    Editor: XSE
    Script:
    Spoiler:

    Problem: The script works perfectly, but when you say no, it displays @mayhar, and just that. It treats you as if you don't have the Iron Helmet.
    Quoting as I didn't get an answer. ^_^
     

    Madridista

    -#666
    40
    Posts
    15
    Years
  • Game: FireRed (U) [ BPRE]
    Type: Trigger
    Editor: eXtreme Script Editor
    Script:
    Spoiler:

    Problem: As you can probably see, I want the vent to happen only once (instead of that, it goes straight to 0x800018 every time I step on the "S".
     
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