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Tool: PKSV - Pokémon Script Editor + GUI

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Okay, I am probably not a very big noob at PKSV anymore, but I have one question.

I am currently just starting a game where you can either choose the life of a Team Magma operative or a Team Aqua operative in a different region with some different Pokemon. I want to make it so you can ride a Admin's flying Pokemon from base to base after a certain amount of time in the game, sort of like Pokemon Ranger.

All I need to know is whether there is a script or special to activate FLY or just play the FLY animation.

If someone could respond to this with one of these I would GREATLY appreciate it.

-Xxerox9009
 
It's working now, it was that I had the wrong offset. Here's the script anyway:
#dyn 0x583901
#org @start
lock
faceplayer
msgbox @text ' Hey, you, want some POKéMON?
callstd MSG_OBTAIN
release
end
#org @text
= Hey, you, want some POKéMON?
#dyn 0x583901
#org @start
lock
checkflag 0x2345
if 0x1 jump :end
setflag FR_POKEMON
countpokemon
compare LASTRESULT 6
if == jump @noroom
addpokemon SNEASEL 5 = 5 NONE 0 0 0
setflag 0x2345
storepokemon 0 SNEASEL
message @get-msg
fanfare 0x101
showmsg
waitfanfare
waitbutton
:end
release
end
#org @noroom
msgbox @noroom-msg
callstd MSG_NOCLOSE
release
end
#org @noroom-msg
= You don't have enough room in your party.
#org @get-msg
= You got a \v\h02!

But another question:
How do I make it compile all of the script into 1 offset and not a bunch of them(or at least have a way to do that) ?:
@start <-> 0x6B0D97 (0xC bytes)
@text <-> 0x6B0DA3 (0x1D bytes)
@start <-> 0x6B0DC0 (0x3C bytes)
-> :end <-> 0x6B0DFA
@noroom <-> 0x6B0DFC (0xA bytes)
@noroom-msg <-> 0x6B0E06 (0x2A bytes)
@get-msg <-> 0x6B0E30 (0xE bytes)


Pick the [S-HIGHLIGHT]@start[/S-HIGHLIGHT]. The first one always holds all the scripts that come after it. The @text offset could be used in things like Advance Text.
 
Little help

I cant seem to get the scripts on my rom, i open them and edit them as i wish, save them and compile them. what am i doing wrong? i'm trying to change the Scorched slab event so i can get the Old Sea Map instead, i want to insert some flavour text:

"Player killed the man and took his Old Sea Chart!"

I want to do this with the Auroraticket, the Navel Rock Ticket and the southern island ticket.
 
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thanks il try this out & if its easyer than xse il start using it. +rep
 
Pick the [S-HIGHLIGHT]@start[/S-HIGHLIGHT]. The first one always holds all the scripts that come after it. The @text offset could be used in things like Advance Text.

Well it didn't work.....Could you try it and send me or tell me what you did?
Oh yes, and I can't make a trainer battle script.(How embarassing)It enters the battle but then he fights with a ?, how do i make him use a pokemon?
 
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Well it didn't work.....Could you try it and send me or tell me what you did?
Oh yes, and I can't make a trainer battle script.(How embarassing)It enters the battle but then he fights with a ?, how do i make him use a pokemon?

Okay, I'll see how your script turns out on my computer.
When you make a trainer battle script, if you use the Script Generator built into PKSV, find the 3 letter/digit offset of the trainer you want to battle using PET, Advance Trainer or an equivalent. Then type that in with a 0x before it. It should should work.
If you did do this, then a possible problem occuring could be the trainer. Choose a different trainer with PET or Advance Trainer or maybe just edit that trainers Pokemon. And if it is a fire red or leaf green rom, then dont choose the first trainers that appear (with offsets like 001) because they don't work. Wait until you get to the offset of about 800 (or at least where the trainers have names).

Inferno7453, I think this version of your script may work better.
#dyn 0x583901
#org @start
lock
faceplayer
msgbox @text ' Hey, you, want some POKéMON?
callstd MSG_NORMAL
checkflag 0x2345
if 0x1 jump :end
setflag FR_POKEMON
countpokemon
compare LASTRESULT 6
if == jump @noroom
addpokemon SNEASEL 5 = 5 NONE 0 0 0
setflag 0x2345
storepokemon 0 SNEASEL
message @get-msg
fanfare 0x101
showmsg
waitfanfare
waitbutton
:end
release
end
#org @text
= Hey, you, want some POKéMON?
#org @noroom
msgbox @noroom-msg
callstd MSG_NOCLOSE
release
end
#org @noroom-msg
= You don't have enough room in your party.
#org @get-msg
= You got a \v\h02!

I took your first @start and put it with your second. If you make a new #org, make sure it has a different name than the first. You don't have to have a second #dyn either, you only need it at the top. Also, your script wouldn't have gone to the second @start without a 'jump' script. e.g.
checkflag 0x1400
if true jump @second
in that case if a script had a setflag 0x1400 in it, that would jump to a second part that starts with a #org @second.
I hope this helps!
 
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Okay, I'll see how your script turns out on my computer.
When you make a trainer battle script, if you use the Script Generator built into PKSV, find the 3 letter/digit offset of the trainer you want to battle using PET, Advance Trainer or an equivalent. Then type that in with a 0x before it. It should should work.
If you did do this, then a possible problem occuring could be the trainer. Choose a different trainer with PET or Advance Trainer or maybe just edit that trainers Pokemon. And if it is a fire red or leaf green rom, then dont choose the first trainers that appear (with offsets like 001) because they don't work. Wait until you get to the offset of about 800 (or at least where the trainers have names).

Inferno7453, I think this version of your script may work better.
#dyn 0x583901
#org @start
lock
faceplayer
msgbox @text ' Hey, you, want some POKéMON?
callstd MSG_NORMAL
checkflag 0x2345
if 0x1 jump :end
setflag FR_POKEMON
countpokemon
compare LASTRESULT 6
if == jump @noroom
addpokemon SNEASEL 5 = 5 NONE 0 0 0
setflag 0x2345
storepokemon 0 SNEASEL
message @get-msg
fanfare 0x101
showmsg
waitfanfare
waitbutton
:end
release
end
#org @text
= Hey, you, want some POKéMON?
#org @noroom
msgbox @noroom-msg
callstd MSG_NOCLOSE
release
end
#org @noroom-msg
= You don't have enough room in your party.
#org @get-msg
= You got a \v\h02!

I took your first @start and put it with your second. If you make a new #org, make sure it has a different name than the first. You don't have to have a second #dyn either, you only need it at the top. Also, your script wouldn't have gone to the second @start without a 'jump' script. e.g.
checkflag 0x1400
if true jump @second
in that case if a script had a setflag 0x1400 in it, that would jump to a second part that starts with a #org @second.
I hope this helps!

THANKS, the give pokemon script worked fine, and I'm gonna try the pokemon battle one.And againd THX a LOT!
 
wtf is with these editors

Decompiler stopped due to failsafe mechanism (too many #RAW 0xFF commands)
#RAW 0xFF - why does it add 30 of them?????
 
wtf is with these editors

Decompiler stopped due to failsafe mechanism (too many #RAW 0xFF commands)
#RAW 0xFF - why does it add 30 of them?????

That usually happens when you sqrew up the script and decompile it. You should always debug the script before you compile, most of the time there are atleast a few typos around :)
 
I used this and it rules. I have 1 Self-typed script and it works!
But what do \P \l \N do?
and i wanna make a script for my Humanoid City Gym,But i don't know what to do. And a script for Mt.Geisten,now i'm confused. Do i use the Generator,or do i use my own coding?
 
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
wtf is with this editor! i just got it working and now!
i'm using the script gen, then compiling it and geting the Dynamic offsets changing the ones of the person in advance map, and then it dont work!

look using the script gen saving and adding does this

#org 0x87400EF
'-----------------------------------
#raw 0xDA
#raw 0xE3
#raw 0xE6
nop0 ' #raw 0x0
#raw 0xE8
#raw 0xDC
#raw 0xDD
#raw 0xE7
nop0 ' #raw 0x0
#raw 0xF0
nop0 ' #raw 0x0
#raw 0xFF
lock
faceplayer
msgbox 0x8740107 ' Wecome to Everbac Ci...
callstd MSG_SIGN ' Signpost-style message
release
end


#org 0x8740107
= Wecome to Everbac City
 
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this script editor is great, and it is easy and powerful enough to do simple things like making a person talk to having them move and make a little cut scene(not the animation one but still good!)
 
Could someone help me understand 'setvar'? It seems that once I figure it out, I can complete many of my broken scripts.

What scripts do you need it for? Most of the time you could get away without it.

I used this and it rules. I have 1 Self-typed script and it works!
But what do \P \l \N do?
and i wanna make a script for my Humanoid City Gym,But i don't know what to do. And a script for Mt.Geisten,now i'm confused. Do i use the Generator,or do i use my own coding?

Those are textbox commands. It's explained more thoroughly in the thread by fullmetal in the tutorials section :)


!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
wtf is with this editor! i just got it working and now!
i'm using the script gen, then compiling it and geting the Dynamic offsets changing the ones of the person in advance map, and then it dont work!

look using the script gen saving and adding does this

#org 0x87400EF
'-----------------------------------
#raw 0xDA
#raw 0xE3
#raw 0xE6
nop0 ' #raw 0x0
#raw 0xE8
#raw 0xDC
#raw 0xDD
#raw 0xE7
nop0 ' #raw 0x0
#raw 0xF0
nop0 ' #raw 0x0
#raw 0xFF
lock
faceplayer
msgbox 0x8740107 ' Wecome to Everbac Ci...
callstd MSG_SIGN ' Signpost-style message
release
end


#org 0x8740107
= Wecome to Everbac City

this script editor is great, and it is easy and powerful enough to do simple things like making a person talk to having them move and make a little cut scene(not the animation one but still good!)

try this and then compile it:

#dyn 0x740000
#org @start
msgbox @sign
callstd MSG_SIGN
release
end

#org @sign
= Wecome to Everbac City!

You don't need lock or faceplayer for msg_sign :)
 
can someone help me. with the parts in green and red?

#dyn 0x740000
#org @start
lock
faceplayer
msgbox @text ' Hi, would you like me to show you around town?
callstd MSG_YESNO
msgbox YES ' follow me!
m walk_down walk_down walk_down walk_down walk_down walk_right walk_right walk_right look_up say_:) walk_up end
msgbox NO ' oh,..... some other time then?
release
end

#org @text
= Hi, would you like me to show you around town?
= follow me!
= oh,..... some other time then?
 
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Spoiler:

This is nothing like pokescript, my friend.
 
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omg.....
i mean - FIX
fix the the parts in red+green.

if you said yes do this

msgbox @text ' follow me!
m walk_down walk_down walk_down walk_down walk_down walk_right walk_right walk_right look_up walk_up end
(both player and npc move)

if you said no do this


msgbox @text ' oh,..... some other time then?
 
ahh, OK. you should have been more specific, and i should have used my head X) (i'm really bad about that lol)
Spoiler:
 
Let me try:
Spoiler:
 
ehh....i had another one of those 'facepalm' moments, didn't i DX
didn't realize you could use the ':' type labels for movements/messages...
never thought about that, haha.
 
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