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Script Help Thread (DO NOT REQUEST SCRIPTS)

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54
Posts
15
Years
    • Seen May 21, 2011
    Alright, another question.

    This time, after I pass the setdooropened command, my script just repeats instead of moving on to the applymovement commands. Is there something I'm missing? Please help me out.

    Spoiler:
     

    PeregrineFig

    Starting Pokémon Obsidian
    202
    Posts
    14
    Years
  • Alright, another question.

    This time, after I pass the setdooropened command, my script just repeats instead of moving on to the applymovement commands. Is there something I'm missing? Please help me out.

    Spoiler:

    You forgot the waitmovement 0x0 after those last two applymovements.
     
    7
    Posts
    13
    Years
    • Seen Jun 29, 2010
    You write the ASM code as a text file, then save it with type all files, and add the extension .asm. For free space you can find it with Free Space Finder, in HackMew's tools in the toolbox, and then you use your hex editor to copy and then paste-write (or count the bytes and delete them off the end after a paste-insert) into the free space. If this is going over your head, then this is probably a little too advanced for you right now.

    how to write ASM.... any tutorials?
     

    FireFox

    Dialga Fangirl
    58
    Posts
    19
    Years
    • Age 37
    • UK
    • Seen Feb 24, 2018
    Hi folks, I have a couple:

    1. I'd like to do a script where the trainer OW sprite vanishes after the battle, but I'm not sure of the process. Also I'd need it so the trainer doesn't re-appear.
    2. I'd like to replace the battle music with a specific trainer. Is this possible without chaning the trainer class?
    3. What's the sprite ID for the Female R/S trainer in FireRed?
    4. Is it possible to insert a music track from Emerald into FireRed (namly "Battle! VS Frontier Brain")?

    Sorry to be a pain in the neck.

    Thanks :3
     
    Last edited:

    Jonny Buuz

    La di da di do di da di dum...
    56
    Posts
    18
    Years
  • The following script works fine. I only have one problem with it.

    Spoiler:


    The sprites have moved offscreen, and have disappeared, as I intended them to. However, I can still bump into these now invisible sprites if I walk over to where they have moved. Once I leave the map and come back, they are gone, but I was wondering; what can I do to remove them from the map immediately after the script has ended?

    Thanks in advance.
     
    202
    Posts
    14
    Years
    • Seen Jan 6, 2017
    Hi folks, I have a couple:

    1. I'd like to do a script where the trainer OW sprite vanishes after the battle, but I'm not sure of the process. Also I'd need it so the trainer doesn't re-appear.
    2. I'd like to replace the battle music with a specific trainer. Is this possible without chaning the trainer class?
    3. What's the sprite ID for the Female R/S trainer in FireRed?
    4. Is it possible to insert a music track from Emerald into FireRed (namly "Battle! VS Frontier Brain")?

    Sorry to be a pain in the neck.

    Thanks :3

    2. not without asm hacking
    3. just scroll through them in a-map. but if you want to apply movements or whatever to her, then you use
    applymovement 0xY @move (Y=the person event number, so if you set her sprite as person ID 1 it will be 0x1)
    4. yes, check the tutorial section. there are a few about this

    1. depends how you want them to dissapear. if you want it between a flash then
    fadescreen 0x1
    setflag 0xY
    fadescreen 0x0

    this would make the sprite dissapear between a black flash

    or

    have the sprite walk off screen
    applymovement 0xY @move (y is same as in the dissapear script)
    waitmovement 0xY (make this y the same as the apply movement y)
    setflag 0xY

    for setflag, make sure your PERSON ID (not person event ID) is the same as the flag. so if you have setflag 0x104 then make the person id 0104

    The following script works fine. I only have one problem with it.

    Spoiler:


    The sprites have moved offscreen, and have disappeared, as I intended them to. However, I can still bump into these now invisible sprites if I walk over to where they have moved. Once I leave the map and come back, they are gone, but I was wondering; what can I do to remove them from the map immediately after the script has ended?

    Thanks in advance.

    Because you used 0x60. you can still bump into those.

    to make them dissapear make that person's PERSON ID 0501 (same as the flag). that will remove the person altogether.
     
    Last edited:
    18
    Posts
    15
    Years
  • You write the ASM code as a text file, then save it with type all files, and add the extension .asm. For free space you can find it with Free Space Finder, in HackMew's tools in the toolbox, and then you use your hex editor to copy and then paste-write (or count the bytes and delete them off the end after a paste-insert) into the free space. If this is going over your head, then this is probably a little too advanced for you right now.

    I save this code, as .asm:
    Spoiler:

    Then I try to compile ASM but it is error (I named this file "lesson1.asm"):
    hxxp://img39.yfrog.com/img39/9517/nowyobrazmapabitowaq.png
    xx = tt (hxxp - http)
     

    PeregrineFig

    Starting Pokémon Obsidian
    202
    Posts
    14
    Years
  • The following script works fine. I only have one problem with it.

    Spoiler:


    The sprites have moved offscreen, and have disappeared, as I intended them to. However, I can still bump into these now invisible sprites if I walk over to where they have moved. Once I leave the map and come back, they are gone, but I was wondering; what can I do to remove them from the map immediately after the script has ended?

    Thanks in advance.

    I make them walk onto a spot surrounded by unwalkable tiles so they can't be collided with.
     

    NarutoActor

    The rocks cry out to me
    1,974
    Posts
    15
    Years
  • I save this code, as .asm:
    Spoiler:

    Then I try to compile ASM but it is error (I named this file "lesson1.asm"):
    hxxp://img39.yfrog.com/img39/9517/nowyobrazmapabitowaq.png
    xx = tt (hxxp - http)
    -_- save it has exp.asm then in the comand prompt put
    Thum exp.asm exp.bin

    also the code should be like this
    .thumb
    .align2
    Start:
    push {r0-r2, lr}
    ldr r0, 0x0203f408
    ldr r0, [r0]
    ldr r1, 0x020370C2
    ldrh r1, [r1]
    mov r2, 0x80
    lsl r2, 0x8
    cmp r1,r2
    blt add_exp
    pop {r0-r2, pc}
    add_exp:
    ldr r2, [r0+0x4]
    sub r2, r2, r1
    str r2, [r0+0x4]
    pop {r0-r2, pc}

    EDIT: Damb Pc won't allow tabs.
    one tabs with push and pop
    two tabs for other comands
     
    3
    Posts
    14
    Years
    • Seen Jul 24, 2013
    Game: ruby
    im trying to make the yes/no question only be asked onced and once the yes/no question is done i want it to go to @done but it just starts the question over
    Please help!
    Editor: XSE
    Script: person event
    Spoiler:
     

    FireFox

    Dialga Fangirl
    58
    Posts
    19
    Years
    • Age 37
    • UK
    • Seen Feb 24, 2018
    @Nikolai Fox
    Thanks for that.

    I have another...
    Is there a way to stop a trainer from sending out his/her strongest pokemon next? As in, only send out pokemon in the order they have them (like R/G/B/Y)?
     

    Ven

    Tyrian
    124
    Posts
    14
    Years
    • Seen Mar 19, 2011
    Spoiler:

    The problem here is that if the player says no, he will still be sent to the pointer that he would have been sent to if he had said yes.
     
    202
    Posts
    14
    Years
    • Seen Jan 6, 2017
    @Nikolai Fox
    Thanks for that.

    I have another...
    Is there a way to stop a trainer from sending out his/her strongest pokemon next? As in, only send out pokemon in the order they have them (like R/G/B/Y)?

    Open up the trainer in a-trainer and make the AI value 0 (in pokémon data, make sure all pokémon have 0 AI data. This will make them use no strategy and just send them out one after the other)
     

    Zeffy

    g'day
    6,402
    Posts
    15
    Years
    • Seen Feb 7, 2024
    Spoiler:

    The problem here is that if the player says no, he will still be sent to the pointer that he would have been sent to if he had said yes.

    Put "compare LASTRESULT 0x1" every after 0x5 msgbox like so:

    msgbox @torchic 0x5
    compare LASTRESULT 0x1
    if 0x1 goto @yes

    I don't know why, but that's how it works. :\
     
    41
    Posts
    14
    Years
    • Seen Jul 17, 2013
    GAME Pokemon Emerald
    script editor XSE

    Does anyone know how to make a pokemon appear in the first slot of your party
    and does anyone know how to force the player to releae the frist pokemon in your party
     
    18
    Posts
    15
    Years
  • -_- save it has exp.asm then in the comand prompt put
    Thum exp.asm exp.bin

    also the code should be like this
    .thumb
    .align2
    Start:
    push {r0-r2, lr}
    ldr r0, 0x0203f408
    ldr r0, [r0]
    ldr r1, 0x020370C2
    ldrh r1, [r1]
    mov r2, 0x80
    lsl r2, 0x8
    cmp r1,r2
    blt add_exp
    pop {r0-r2, pc}
    add_exp:
    ldr r2, [r0+0x4]
    sub r2, r2, r1
    str r2, [r0+0x4]
    pop {r0-r2, pc}

    EDIT: Damb Pc won't allow tabs.
    one tabs with push and pop
    two tabs for other comands

    This code you gave is wrong too ;/, i put it into asm file:
    Spoiler:

    Here's the error:
    hxxp://img46.imageshack.us/i/nowyobrazmapabitowamj.png/
    (xx = tt)
    I don't understand it ; (
     
    Last edited:
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