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Script Help Thread (DO NOT REQUEST SCRIPTS)

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ExitWound

Boggle
79
Posts
16
Years
    • Seen Sep 22, 2016
    So, yeah... What you said Om3GA helped my scripting knowledge but the script for some reason still doesn't work. It still does the same thing that it does in the video that I posted.

    Spoiler:
     
    8
    Posts
    14
    Years
    • Seen Aug 10, 2009
    Hey whenever i open a scriptin advanced map it says Invalid command:pokemon
     

    0m3GA ARS3NAL

    Im comin' home...
    1,816
    Posts
    16
    Years
  • So, yeah... What you said Om3GA helped my scripting knowledge but the script for some reason still doesn't work. It still does the same thing that it does in the video that I posted.

    Spoiler:

    The script SHOULD be working, so long as the sprite you are trying to get moving and walking and stuff is the 9th sprite on the map, I mean, it DOES work when I try it.
     

    metapod23

    Hardened Trainer
    673
    Posts
    15
    Years
    • Seen Aug 18, 2016
    So, yeah... What you said Om3GA helped my scripting knowledge but the script for some reason still doesn't work. It still does the same thing that it does in the video that I posted.

    Spoiler:

    Maybe make sure that no other sprite in your map is set to Person ID 0009?
     

    0m3GA ARS3NAL

    Im comin' home...
    1,816
    Posts
    16
    Years
  • Maybe make sure that no other sprite in your map is set to Person ID 0009?

    No, this is not right.
    The person ID is set to 1001, so that he can hide him with a setflag, 09 is the number of sprite it is.
    (The 9th sprite on the map, that is how it works)
    The script works in my ROM... try clearing the flag, THEN using showsprite...
     

    metapod23

    Hardened Trainer
    673
    Posts
    15
    Years
    • Seen Aug 18, 2016
    No, this is not right.
    The person ID is set to 1001, so that he can hide him with a setflag, 09 is the number of sprite it is.
    (The 9th sprite on the map, that is how it works)
    The script works in my ROM... try clearing the flag, THEN using showsprite...

    Well, then, not the person ID, but the person event number. It's easy to create overlap with person event numbers in A-Map when adding and deleting sprites, and the overlap could cause the sprite not to work.
     

    Co500

    Nostalgia Edition
    563
    Posts
    15
    Years
  • I have A problem with a pokecenter script

    Spoiler:


    its the basic healing script after its finished the game freezes and messes up
     
    1,748
    Posts
    14
    Years
  • When I put this give pokemon script up it only does the charmander part.

    Spoiler:


    I'm using XSE
    rom FIRE RED
    it doesn't go to the bulbasuar part.
    I have followed some scripting tutorials for XSE involving yes and no questions
    but it still doesn't work!
     
    219
    Posts
    16
    Years
  • When I put this give pokemon script up it only does the charmander part.

    Spoiler:


    I'm using XSE
    rom FIRE RED
    it doesn't go to the bulbasuar part.
    I have followed some scripting tutorials for XSE involving yes and no questions
    but it still doesn't work!

    Your grammar is already out.
    And you need to update your XSE in HackMew's tool box.
    Reading the guide.chm of XSE will help you.

    This shows you a yes/no script:
    Code:
    #dynamic 0x80000
    #org @1
    lock
    faceplayer
    message @2 0x5
    compare LASTRESULT 0X1
    if 0x1 goto @3
    message @4 0x2
    release
    end
    
    #org @2
    = Do you want it?
    
    #org @3
    givepokemon 0x19 0x5 0x0 0x0 0x0 0x0
    release
    end
    
    #org @4
    = What a shame!
     
    38
    Posts
    15
    Years
    • Seen Nov 26, 2023
    Ok, so I went to check out my script again and the decompiled version that opened in XSE is this:

    '---------------
    #org 0x800000
    countpokemon
    compare LASTRESULT 0x0
    if 0x1 goto 0x880000E
    end

    '---------------
    #org 0x80000E
    msgbox 0x8800019 MSG_NORMAL '"Maybe I shouldn't go out without a..."
    release
    end


    '---------
    ' Strings
    '---------
    #org 0x800019
    = Maybe I shouldn't go out without a\nPOKÉMON...

    The movement commands didn't compile for some reason. Here's my script again:
    #dynamic 0x800000

    #org @main
    lock
    countpokemon
    compare LASTRESULT 0
    if B_TRUE goto @nogo
    release
    end

    #org @nogo
    message @pokes 6
    applymovement 0xFF @move
    waitmovement 0x0
    release
    end

    #org @pokes
    = Maybe I shouldn't go out without a\nPOKÉMON...

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

    andyp159

    Master of Fire!
    107
    Posts
    15
    Years
  • Hi. I have a problem with this script. It's clearly something obvious, but I have spent ages, and can't work out what is causing it.

    Spoiler:


    Bascically, I am usng Pokescript.
    The problem I have is that the person that I assign the script to just goes straight to message $8, "Fine then, If you don't want any..."

    The script is supposed to run as follows:
    you meet a guy who will give you a pokemon if you battle him.
    When you win, he gives you a yes/no option for each of his three pokemon in turn.
    If you turn down all three, you get nothing and there is no was of going through the script again and getting a pokemon from him.

    I have tried starting a new game, in case it was a flag or something, but the result is the same every time. Please help!

    Thanks in advance.
     

    monkeyman2092

    Aipom Awesome!!
    140
    Posts
    14
    Years
    • Seen Sep 7, 2009
    Ok, so I went to check out my script again and the decompiled version that opened in XSE is this:

    '---------------
    #org 0x800000
    countpokemon
    compare LASTRESULT 0x0
    if 0x1 goto 0x880000E
    end

    '---------------
    #org 0x80000E
    msgbox 0x8800019 MSG_NORMAL '"Maybe I shouldn't go out without a..."
    release
    end


    '---------
    ' Strings
    '---------
    #org 0x800019
    = Maybe I shouldn't go out without a\nPOKÉMON...

    The movement commands didn't compile for some reason. Here's my script again:
    #dynamic 0x800000

    #org @main
    lock
    countpokemon
    compare LASTRESULT 0x0
    if B_TRUE goto @nogo
    release
    end

    #org @nogo
    message @pokes 6
    applymovement 0xFF @move
    waitmovement 0x0
    release
    end

    #org @pokes
    = Maybe I shouldn't go out without a\nPOKÉMON...

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

    I changed your script. You need an "x0" on the very end of "compare LASTRESULT 0"
     

    Xatoku

    Game Developer
    451
    Posts
    15
    Years
  • Is it possible to get script offsets, from the offsets given in a-text?

    For example. I want to change the script so that the whole are you a boy or girl thing is gone, so the sprite of the male just fades in. Can I do this through A-text? Or do I have to find the script?
     

    NintendoWalkthrudude

    Creator of Pokemon Ninja!
    49
    Posts
    14
    Years
  • I need to know what the raws do!

    In the original firered oak script where he goes up to you and drags you back to his lab, I cannot for the life of me figure out what each of the raws do. if you could explain it, that would make me happy since I have to shift it to the right exit and go all the way across the map to the lab.


    Anyways, here is the original script, go ahead and tell me what the raws do!:

    YES I KNOW IT TELLS ME WHAT IT MOVES RIGHT NEXT TO IT, BUT THE THING IS THEY ARE SPACED OUT AND ITS VERY CONFUSING IN WHAT ORDER THEY MOVE OAK!

    Code:
    '---------------
    #org 0x1655ED
    lockall
    setvar 0x4001 0x0
    goto 0x8165605
    
    '---------------
    #org 0x165605
    setvar 0x8004 0x0
    setvar 0x8005 0x2
    special 0x174
    textcolor 0x0
    pause 0x1E
    playsong 0x12E 0x0
    preparemsg 0x817D72C '"OAK: Hey! Wait!\nDon't go out!"
    waitmsg
    pause 0x55
    closeonkeypress
    applymovement MOVE_PLAYER 0x81A75ED
    waitmovement 0x0
    sound 0x15
    applymovement MOVE_PLAYER 0x81A75DB
    waitmovement 0x0
    pause 0x1E
    showsprite 0x3
    compare 0x4001 0x0
    if 0x1 call 0x81656B8
    compare 0x4001 0x1
    if 0x1 call 0x81656C3
    pause 0x1E
    msgbox 0x817D74A MSG_KEEPOPEN '"OAK: It's unsafe!\nWild POKéMON li..."
    closeonkeypress
    pause 0x1E
    compare 0x4001 0x0
    if 0x1 call 0x81656CE
    compare 0x4001 0x1
    if 0x1 call 0x81656E0
    setdooropened 0x10 0xD
    doorchange
    applymovement 0x3 0x816572E
    applymovement MOVE_PLAYER 0x8165758
    waitmovement 0x0
    setdoorclosed 0x10 0xD
    doorchange
    setvar 0x4055 0x1
    clearflag 0x2B
    setvar 0x4050 0x1
    setflag 0x2C
    setflag 0x4001
    warp 0x4 0x3 0xFF 0x6 0xC
    waitstate
    releaseall
    end
    
    '---------------
    #org 0x1656B8
    applymovement 0x3 0x81656F2
    waitmovement 0x0
    return
    
    '---------------
    #org 0x1656C3
    applymovement 0x3 0x81656FB
    waitmovement 0x0
    return
    
    '---------------
    #org 0x1656CE
    applymovement 0x3 0x8165705
    applymovement MOVE_PLAYER 0x8165731
    waitmovement 0x0
    return
    
    '---------------
    #org 0x1656E0
    applymovement 0x3 0x8165719
    applymovement MOVE_PLAYER 0x8165744
    waitmovement 0x0
    return
    
    
    '---------
    ' Strings
    '---------
    #org 0x17D72C
    = Bob: Hey! Wait!\nDon't go out!
    
    #org 0x17D74A
    = Bob: It's unsafe!\nWild Pokémon live in tall grass!\pYou need your own Pokémon for\nyour protection.\pI know!\nHere, come with me!
    
    
    '-----------
    ' Movements
    '-----------
    #org 0x1A75ED
    #raw 0x2D 'Face Down (Delayed)
    #raw 0xFE 'End of Movements
    
    #org 0x1A75DB
    #raw 0x62 'Exclamation Mark (!)
    #raw 0xFE 'End of Movements
    
    #org 0x16572E
    #raw 0x11 'Step Up (Normal)
    #raw 0x60 'Hide
    #raw 0xFE 'End of Movements
    
    #org 0x165758
    #raw 0x13 'Step Right (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x60 'Hide
    #raw 0xFE 'End of Movements
    
    #org 0x1656F2
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x13 'Step Right (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x13 'Step Right (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0xFE 'End of Movements
    
    #org 0x1656FB
    #raw 0x13 'Step Right (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x13 'Step Right (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x13 'Step Right (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0xFE 'End of Movements
    
    #org 0x165705
    #raw 0x10 'Step Down (Normal)
    #raw 0x12 'Step Left (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x13 'Step Right (Normal)
    #raw 0x13 'Step Right (Normal)
    #raw 0x13 'Step Right (Normal)
    #raw 0x13 'Step Right (Normal)
    #raw 0x13 'Step Right (Normal)
    #raw 0x2E 'Face Up (Delayed)
    #raw 0xFE 'End of Movements
    
    #org 0x165731
    #raw 0x10 'Step Down (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x12 'Step Left (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x13 'Step Right (Normal)
    #raw 0x13 'Step Right (Normal)
    #raw 0x13 'Step Right (Normal)
    #raw 0x13 'Step Right (Normal)
    #raw 0xFE 'End of Movements
    
    #org 0x165719
    #raw 0x10 'Step Down (Normal)
    #raw 0x12 'Step Left (Normal)
    #raw 0x12 'Step Left (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x13 'Step Right (Normal)
    #raw 0x13 'Step Right (Normal)
    #raw 0x13 'Step Right (Normal)
    #raw 0x13 'Step Right (Normal)
    #raw 0x13 'Step Right (Normal)
    #raw 0x2E 'Face Up (Delayed)
    #raw 0xFE 'End of Movements
    
    #org 0x165744
    #raw 0x10 'Step Down (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x12 'Step Left (Normal)
    #raw 0x12 'Step Left (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x13 'Step Right (Normal)
    #raw 0x13 'Step Right (Normal)
    #raw 0x13 'Step Right (Normal)
    #raw 0x13 'Step Right (Normal)
    #raw 0xFE 'End of Movements
     

    NarutoActor

    The rocks cry out to me
    1,974
    Posts
    15
    Years
  • the raws at the bottome are the movement next to the raw it says what it dose(walk_down) try using pksv its better for movement it dosent use raws just M walk_up end
     
    38
    Posts
    15
    Years
    • Seen Nov 26, 2023
    Delete that lock before your applymovent,and see the result.If it is necessery,also delete release.

    Thank you so much. It finally works. I swear I tried that though. I don't know.

    EDIT: But now after this script is run, it bypasses the message and movement:

    '---------------
    #org 0x801100
    lock
    special 0x16F
    setflag 0x82F
    setvar 0x4001 0x0
    setvar 0x8004 0x0
    setvar 0x8005 0x2
    special 0x174
    setvar 0x4050 0x1
    setflag 0x2C
    setflag 0x4001
    setflag 0x829
    special 0x181
    additem 0x4 0x5
    additem 0x15D 0x1
    release
    end
     
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