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Script Help Thread (DO NOT REQUEST SCRIPTS)

Status
Not open for further replies.

Ninja Caterpie

AAAAAAAAAAAAA
5,979
Posts
15
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
  • Age 28
  • 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
  • Age 28
  • 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
15
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
15
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
15
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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