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Script Help Thread (DO NOT REQUEST SCRIPTS)

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143
Posts
14
Years
    • Seen Sep 6, 2023
    Yes, the green S box.
    Also I do have the var number as 4050 and the unknown box right above it set to 0003
    Ive also tried putting the unknown to 0300 like in diegoisawesome's script tutorial.

    All of this would work fine back when i was hacking ruby, but these script boxes dont seem to want to work on fire red.
     

    Binary

    え?
    3,977
    Posts
    16
    Years
    • Seen Apr 7, 2014
    Yes, the green S box.
    Also I do have the var number as 4050 and the unknown box right above it set to 0003
    Ive also tried putting the unknown to 0300 like in diegoisawesome's script tutorial.

    All of this would work fine back when i was hacking ruby, but these script boxes dont seem to want to work on fire red.
    Maybe a problem with the script then?
     
    143
    Posts
    14
    Years
    • Seen Sep 6, 2023
    YES! 5000 in the var number and it works perfectly!
    Thank you jota and everyone else!
     
    5
    Posts
    13
    Years
    • Seen Aug 5, 2012
    Having a problem calling upon the change nickname to a pokemon. Here's part of my script:

    Code:
    #org @geteevee
    msgbox @gotonbt 0x4
    closeonkeypress
    applymovement 0x1 @ex
    sound 0x15
    pause 0x20
    msgbox @almostforgot 0x4
    closeonkeypress
    givepokemon 0x85 0x5 0x00 0x00 0x00 0x00
    setflag 0x828
    setflag 0x829
    bufferpokemon 0x0 0x85
    preparemsg @recieve
    waitmsg
    fanfare 0x13E
    waitfanfare
    msgbox @2 0x5
    compare LASTRESULT 0x1
    if 0x1 gosub @callnickname
    msgbox @3 0x4
    closeonkeypress
    setflag 0x206
    setflag 0x208
    setflag 0x203
    setflag 0x200
    release
    end
    
    #org @callnickname
    call 0x81A74EB
    return
    
    #org 0x1A74EB
    fadescreen 0x1
    special 0xFE
    waitstate
    return

    As far as I know, the script should work properly... and it does, unless I hit "yes" for if I want to rename the pokemon. Instead of going to the change nickname screen, it goes to the Trade Pokemon screen and trades with a trainer "Reyley" with a missingno. pokemon named "Mimien." I've also tried:

    Code:
    countpokemon
    subvar 0x800D 0x1
    copyvar 0x8004 0x800D 
    fadescreen 0x1
    special 0x166
    waitstate
    return

    But instead of heading to the pokemon trade screen, it sends me to rename a Missingno. And when I hit ok, it doesn't rename my Eevee. Any help? :S

    Does anyone know the issue to my problem? :\
     
    5
    Posts
    13
    Years
    • Seen Aug 5, 2012
    Ok, try it changing call 0x81A74EB. Put this call 0x1A74EB, without the 8. Try it and tell me. Greetings!

    Thanks for the help, but when XSE compiles it, it changes it back to 0x81A74EB.

    PS. You can speak to me in Spanish if your English isn't very good.
     

    jota_rdk

    Spanish hacker [Javi4315]
    98
    Posts
    13
    Years
  • Thanks for the help, but when XSE compiles it, it changes it back to 0x81A74EB.

    PS. You can speak to me in Spanish if your English isn't very good.

    No, sorry, if I speak in spanish is spam xD

    I don't know the reason. You changed it directly or you compile the script again?

    I think it is the problem. Try change it.
     

    TB Pro

    Old-timer
    2,708
    Posts
    19
    Years
  • Okay, so I am having some trouble with the Pokepic commands in XSE. Fire Red base.
    Code:
    #org @part2
    showpokepic PKMN_TENTACOOL 0x1 0x1
    msgbox @ossincise 0x5
    compare 0x800D 0x1
    hidepokepic
    if 0x1 goto @ossincisechose
    showpokepic PKMN_SNORUNT 0x1 0x1
    msgbox @snorunt 0x5
    compare 0x800D 0x1
    hidepokepic
    if 0x1 goto @snoruntchose
    showpokepic PKMN_LUNATONE 0x1 0x1
    msgbox @birdawl 0x5
    compare 0x800D 0x1
    hidepokepic
    if 0x1 goto @birdawlchose
    msgbox @whichone 0x6
    goto @part2

    When I try to compile it says "unknown keyword '0x61 pokepic' on line 47" line 47 is the first showpokepic line. It also says "unknown keyword '0x60 pokepic' on line 51" line 51 is the first hidepokepic line.
     
    5
    Posts
    13
    Years
    • Seen Aug 5, 2012
    Okay, so I am having some trouble with the Pokepic commands in XSE. Fire Red base.
    Code:
    #org @part2
    showpokepic PKMN_TENTACOOL 0x1 0x1
    msgbox @ossincise 0x5
    compare 0x800D 0x1
    hidepokepic
    if 0x1 goto @ossincisechose
    showpokepic PKMN_SNORUNT 0x1 0x1
    msgbox @snorunt 0x5
    compare 0x800D 0x1
    hidepokepic
    if 0x1 goto @snoruntchose
    showpokepic PKMN_LUNATONE 0x1 0x1
    msgbox @birdawl 0x5
    compare 0x800D 0x1
    hidepokepic
    if 0x1 goto @birdawlchose
    msgbox @whichone 0x6
    goto @part2

    When I try to compile it says "unknown keyword '0x61 pokepic' on line 47" line 47 is the first showpokepic line. It also says "unknown keyword '0x60 pokepic' on line 51" line 51 is the first hidepokepic line.

    Have you tried changing the PKMN_xxxxxx to the actual Pokedex number in hex? So tentacool = 0x48, snorunt = 0xAB, and lunatone = 0x7D?
     

    Teh Blazer

    Divider of Zero
    776
    Posts
    15
    Years
  • Okay, so I am having some trouble with the Pokepic commands in XSE. Fire Red base.
    Code:
    #org @part2
    showpokepic PKMN_TENTACOOL 0x1 0x1
    msgbox @ossincise 0x5
    compare 0x800D 0x1
    hidepokepic
    if 0x1 goto @ossincisechose
    showpokepic PKMN_SNORUNT 0x1 0x1
    msgbox @snorunt 0x5
    compare 0x800D 0x1
    hidepokepic
    if 0x1 goto @snoruntchose
    showpokepic PKMN_LUNATONE 0x1 0x1
    msgbox @birdawl 0x5
    compare 0x800D 0x1
    hidepokepic
    if 0x1 goto @birdawlchose
    msgbox @whichone 0x6
    goto @part2
    When I try to compile it says "unknown keyword '0x61 pokepic' on line 47" line 47 is the first showpokepic line. It also says "unknown keyword '0x60 pokepic' on line 51" line 51 is the first hidepokepic line.

    Okay Mr. Pro, there is no showpokepic nor hidepokepic command in PKSV, only XSE (to my little knowledge).
    The way to show an image is to use : #raw 0x75
    followed by the pokemon,'s number, a buffer, then the coordinates.
    EX:
    #raw 0x75 0x93 0x0 0xA 0x3
    Would pop up Dratini (Me thinks, but is pretty sure I'm wrong) in (10,3) or the center.

    To close, use: #raw 0x76
     

    Crimson Stardust

    Anime Addiction
    1,319
    Posts
    15
    Years
  • anyway,i have a problem with this script,i want to warp to route 1 from one map to another,which is like from vermiilion to route 1 so i do this script,its a lvel script btw.
    Spoiler:

    but after the messge it warp me to route 7 intead which map is no 3:19 but 3:25..
    don't noe why


     
    Last edited:
    5,256
    Posts
    16
    Years
  • anyway,i have a problem with this script,i want to warp to route 1 from one map to another,which is like from vermiilion to route 1 so i do this script,its a lvel script btw.
    Spoiler:

    but after the messge it warp me to route 7 intead which map is no 3:19 but 3:25..
    don't noe why



    Spoiler:

    Ammendments in bold. Okay, first off, everything after a warp is null, as the player is no longer in that map. Furthermore, you can't have Warp 0xFF, so the third parameter was incorrect. The asterisk (*) indicates that it changes depending on the warp number which you want to warp me to. I believe the 0xFF was the problem, however if not then please tell me.

    Okay Mr. Pro, there is no showpokepic nor hidepokepic command in PKSV, only XSE (to my little knowledge).
    The way to show an image is to use : #raw 0x75
    followed by the pokemon,'s number, a buffer, then the coordinates.
    EX:
    #raw 0x75 0x93 0x0 0xA 0x3
    Would pop up Dratini (Me thinks, but is pretty sure I'm wrong) in (10,3) or the center.

    To close, use: #raw 0x76
    Um, he is using XSE...

    Okay, so I am having some trouble with the Pokepic commands in XSE. Fire Red base.
    Code:
    #org @part2
    showpokepic PKMN_TENTACOOL 0x1 0x1
    msgbox @ossincise 0x5
    compare 0x800D 0x1
    hidepokepic
    if 0x1 goto @ossincisechose
    showpokepic PKMN_SNORUNT 0x1 0x1
    msgbox @snorunt 0x5
    compare 0x800D 0x1
    hidepokepic
    if 0x1 goto @snoruntchose
    showpokepic PKMN_LUNATONE 0x1 0x1
    msgbox @birdawl 0x5
    compare 0x800D 0x1
    hidepokepic
    if 0x1 goto @birdawlchose
    msgbox @whichone 0x6
    goto @part2

    When I try to compile it says "unknown keyword '0x61 pokepic' on line 47" line 47 is the first showpokepic line. It also says "unknown keyword '0x60 pokepic' on line 51" line 51 is the first hidepokepic line.
    Hm, I'm not sure.... Perhaps there's a conflict in one of the std files or something? Idk.
     

    Andrut

    Collecting dust since 1898
    284
    Posts
    14
    Years
  • A thing:
    I want to start a hack without the stupid Oak script. In fact,i don't want Oak to appear.
    I edited the Eevee script.
    I have a script,however when i get the Meowth,there's still no "party" feature like i still have no pokemon:
    Spoiler:
    Could someone fix this script to make it avaliable even when not interacting in the game?
    Also,is there a thread where i can request scripts? I have no clue how to do one..
     
    5,256
    Posts
    16
    Years
  • Not trying to be rude, but perhaps if you look at a scripting tutorial and make one from scratch you'll be able to grasp basics such as that? It'll be better for you, in the long run.
     

    TB Pro

    Old-timer
    2,708
    Posts
    19
    Years
  • Okay Mr. Pro, there is no showpokepic nor hidepokepic command in PKSV, only XSE (to my little knowledge).
    The way to show an image is to use : #raw 0x75
    followed by the pokemon,'s number, a buffer, then the coordinates.
    EX:
    #raw 0x75 0x93 0x0 0xA 0x3
    Would pop up Dratini (Me thinks, but is pretty sure I'm wrong) in (10,3) or the center.

    To close, use: #raw 0x76
    Lol, I said that I am using XSE :P

    Spoiler:

    Ammendments in bold. Okay, first off, everything after a warp is null, as the player is no longer in that map. Furthermore, you can't have Warp 0xFF, so the third parameter was incorrect. The asterisk (*) indicates that it changes depending on the warp number which you want to warp me to. I believe the 0xFF was the problem, however if not then please tell me.


    Um, he is using XSE...


    Hm, I'm not sure.... Perhaps there's a conflict in one of the std files or something? Idk.
    I'm not sure, but I tried it with the hex numbers of the Pokemon as well, and it didn't work. :O

    EDIT:
    Okay, I just replaced them with their #raw counterparts, but when I try to compile it, everything goes wrong.

    Original Script:
    Code:
    #include stdmove.rbh
    #include stditems.rbh
    #include stdpoke.rbh
    #dynamic 0x800000
    #org @begin
    lock
    faceplayer
    checkflag 0x200
    compare 0x800D 0x1
    if 0x1 goto @done
    msgbox @sleep 0x6
    applymovement 0x0 @exe
    waitmovement 0
    playsong 0x11B 0x1
    msgbox @bedintrude 0x6
    applymovement 0xFF @x
    waitmovement 0
    msgbox @nointrude 0x6
    fadedefault
    applymovement 0x0 @walk2
    applymovement 0xFF @walk3
    waitmovement 0
    pause 0x14
    applymovement 0x0 @look
    waitmovement 0
    applymovement 0xFF @?
    waitmovement 0
    pause 0xA
    applymovement 0x0 @look2
    waitmovement 0
    pause 0xA
    msgbox @stolen 0x6
    pause 0xA
    applymovement 0x0 @look3
    waitmovement 0
    applymovement 0x0 @look4
    waitmovement 0
    pause 0x14
    applymovement 0x0 @look5
    waitmovement 0
    msgbox @talk2 0x6
    applymovement 0xFF @x2
    waitmovement 0
    setflag 0x828
    goto @part2
    
    #org @part2
    #raw 0x75 0x48 0xA 0x3
    msgbox @ossincise 0x5
    compare 0x800D 0x1
    #raw 0x76
    if 0x1 goto @ossincisechose
    #raw 0x75 0xAB 0xA 0x3
    msgbox @snorunt 0x5
    compare 0x800D 0x1
    #raw 0x76
    if 0x1 goto @snoruntchose
    #raw 0x75 0x7D 0xA 0x3
    msgbox @birdawl 0x5
    compare 0x800D 0x1
    #raw 0x76
    if 0x1 goto @birdawlchose
    msgbox @whichone 0x6
    goto @part2
    
    #org @ossincisechose
    givepokemon PKMN_TENTACOOL 0x5 ITEM_ORANBERRY 0x0 0x0 0x0
    signmsg
    msgbox @ossincisegot 0x6
    normalmsg
    goto @part3
    
    #org @snoruntchose
    givepokemon PKMN_SNORUNT 0x5 ITEM_ORANBERRY 0x0 0x0 0x0
    signmsg
    msgbox @snoruntgot 0x6
    normalmsg
    goto @part3
    
    #org @birdawlchose
    givepokemon PKMN_LUNATONE 0x5 ITEM_ORANBERRY 0x0 0x0 0x0
    signmsg
    msgbox @birdawlgot 0x6
    normalmsg
    goto @part3
    
    #org @part3
    msgbox @takecare 0x6
    applymovement 0xFF @^^
    waitmovement 0
    msgbox @talk5 0x6
    applymovement 0xFF @walk5
    applymovement 0x0 @walk6
    waitmovement 0
    setflag 0x200
    release
    end
    
    #org @done
    msgbox @talk 0x6
    release
    end
    
    #org @talk
    = [blue_fr]Wah? Huh?\nOh it's you.\pHow is that Pokémon of yours?
    
    #org @sleep
    = [blue_fr][small]Zzz\c\h08\h02.\c\h08\h02.\c\h08\h02.\c\h08\h02Zzz\c\h08\h02.\c\h08\h02.\c\h08\h02.\c\h08\h02Zz[small]z
    
    #org @exe
    #raw !_box 0x30 end_move
    
    #org @bedintrude
    =[blue_fr]Wah\c\h08\h02.\c\h08\h02.\c\h08\h02.\c\h08\h02huh?\nOh no, it's the bed intruder!\pHide ya kids, hide ya wife\c\h08\h02.\c\h08\h02.\c\h08\h02.
    
    #org @x
    #raw x_box end_move
    
    #org @nointrude
    =[blue_fr]Oh, you're [green_fr][player][blue_fr], aren't you?\p\c\h08\h02.\c\h08\h02.\c\h08\h02.\c\h08\h02\nAh, you wanted a Pokémon didn't\lyou?\p\c\h08\h02.\c\h08\h02.\c\h08\h02.\c\h08\h02\nRight, I keep the [lightgreen_fr]Pokéballs [blue_fr]in the\lcabinet behind me, let me go and\lget them.
    
    #org @walk2
    #raw step_right step_up step_up step_up step_left 0x2E end_move
    
    #org @walk3
    #raw step_right step_left step_up step_up step_up 0x2F end_move
    
    #org @look
    #raw 0x30 end_move
    
    #org @?
    #raw ?_box end_move
    
    #org @look2
    #raw 0x2E end_move
    
    #org @stolen
    = [blue_fr]Blasphemy!\nIt seems somebody made off with\lthe [lightgreen_fr]Pokéballs[blue_fr]!\p\c\h08\h02.\c\h08\h02.\c\h08\h02.
    
    #org @look3
    #raw 0x30 end_move
    
    #org @look4
    #raw 0x2E end_move
    
    #org @look5
    #raw 0x30 end_move
    
    #org @talk2
    = [blue_fr]Ah, here they are.\nI put them [black_fr]inside [blue_fr]the cabinet, who\lwould have guessed?
    
    #org @x2
    #raw x_box end_move
    
    #org @ossincise
    = [blue_fr]So you want the [black_fr]Fighting [blue_fr]Type\nPokémon, [darknavyblue_fr]Ossincise[blue_fr]?
    
    #org @snorunt
    = [blue_fr]So you want the [black_fr]Ice [blue_fr]type Pokémon,\n[darknavyblue_fr]Snorunt[blue_fr]?
    
    #org @birdawl
    = [blue_fr]So you want the [black_fr]Flying [blue_fr]type Pokémon,\n[darknavyblue_fr]Birdawl[blue_fr]?
    
    #org @whichone
    = [blue_fr]Which Pokémon do you want?
    
    #org @ossincisegot
    = [green_fr][PLAYER] [black_fr]recieved [darknavyblue_fr]Ossincise[black_fr]!
    
    #org @snoruntgot
    = [green_fr][PLAYER] [black_fr]recieved [darknavyblue_fr]Snorunt[black_fr]!
    
    #org @birdawlgot
    = [green_fr][PLAYER] [black_fr]recieved [darknavyblue_fr]Birdawl[black_fr]!
    
    #org @takecare
    = [green_fr][PLAYER] [blue_fr]take good care of that\nPokémon, now.
    
    #org @^^
    #raw ^^_box end_move
    
    #org @talk5
    = [blue_fr]I've held you up long enough, you\nbetter head down to [green_fr]Crater Town[blue_fr].\pTake care, [green_fr][PLAYER][blue_fr]!
    
    #org @walk5
    #raw step_down step_down step_down step_down 0x2E end_move
    
    #org @walk6
    #raw step_right step_down step_down step_down step_left 0x2D end_move

    Compiled Script:
    Code:
    '---------------
    #org 0x82614D
    lock
    faceplayer
    checkflag 0x200
    compare LASTRESULT 0x1
    if 0x1 goto 0x88262F1
    msgbox 0x8826336 MSG_NORMAL '"[blue_fr][small]Zzz\c\h08Á.\c\h08Á..."
    applymovement 0x0 0x8826369
    waitmovement 0x0
    playsong 0x11B 0x1
    msgbox 0x882636D MSG_NORMAL '"blue fr Wah\c\h08Á.\c\h08Á.\c\h08Á..."
    applymovement MOVE_PLAYER 0x88263D3
    waitmovement 0x0
    msgbox 0x88263D6 MSG_NORMAL '"blue fr Oh, you're  green fr  play..."
    fadedefault
    applymovement 0x0 0x88264BF
    applymovement MOVE_PLAYER 0x88264C7
    waitmovement 0x0
    pause 0x14
    applymovement 0x0 0x88264CF
    waitmovement 0x0
    applymovement MOVE_PLAYER 0x88264D2
    waitmovement 0x0
    pause 0xA
    applymovement 0x0 0x88264D5
    waitmovement 0x0
    pause 0xA
    msgbox 0x88264D8 MSG_NORMAL '"[blue_fr]Blasphemy!\nIt seems some..."
    pause 0xA
    applymovement 0x0 0x882652A
    waitmovement 0x0
    applymovement 0x0 0x882652D
    waitmovement 0x0
    pause 0x14
    applymovement 0x0 0x8826530
    waitmovement 0x0
    msgbox 0x8826533 MSG_NORMAL '"[blue_fr]Ah, here they are.\nI put..."
    applymovement MOVE_PLAYER 0x8826588
    waitmovement 0x0
    setflag 0x828
    goto 0x882620D
    
    '---------------
    #org 0x8262F1
    msgbox 0x88262FC MSG_NORMAL '"[blue_fr]Wah? Huh?\nOh it's you.\p..."
    release
    end
    
    '---------------
    #org 0x82620D
    showpokepic 0xA48 0x3 0xF
    nop
    choosecontestpkmn
    spritebehave 0x882 0x9
    goto 0x1800D21
    
    
    '---------
    ' Strings
    '---------
    #org 0x826336
    = [blue_fr][small]Zzz\c\h08Á.\c\h08Á.\c\h08Á.\c\h08ÁZzz\c\h08Á.\c\h08Á.\c\h08Á.\c\h08ÁZz[small]z
    
    #org 0x82636D
    = blue fr Wah\c\h08Á.\c\h08Á.\c\h08Á.\c\h08Áhuh?\nOh no, it's the bed intruder!\pHide ya kids, hide ya wife\c\h08Á.\c\h08Á.\c\h08Á.
    
    #org 0x8263D6
    = blue fr Oh, you're  green fr  player  blue fr , aren't you?\p\c\h08Á.\c\h08Á.\c\h08Á.\c\h08Á\nAh, you wanted a Pokémon didn't\lyou?\p\c\h08Á.\c\h08Á.\c\h08Á.\c\h08Á\nRight, I keep the  lightgreen fr Pokéballs  blue fr in the\lcabinet behind me, let me go and\lget them.
    
    #org 0x8264D8
    = [blue_fr]Blasphemy!\nIt seems somebody made off with\lthe [lightgreen_fr]Pokéballs[blue_fr]!\p\c\h08Á.\c\h08Á.\c\h08Á.
    
    #org 0x826533
    = [blue_fr]Ah, here they are.\nI put them [black_fr]inside [blue_fr]the cabinet, who\lwould have guessed?
    
    #org 0x8262FC
    = [blue_fr]Wah? Huh?\nOh it's you.\pHow is that Pokémon of yours?
    
    
    '-----------
    ' Movements
    '-----------
    #org 0x826369
    #raw 0x62 'Exclamation Mark (!)
    #raw 0x30 'Face Right (Delayed)
    #raw 0xFE 'End of Movements
    
    #org 0x8263D3
    #raw 0x64 'Cross (X)
    #raw 0xFE 'End of Movements
    
    #org 0x8264BF
    #raw 0x13 'Step Right (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x12 'Step Left (Normal)
    #raw 0x2E 'Face Up (Delayed)
    #raw 0xFE 'End of Movements
    
    #org 0x8264C7
    #raw 0x13 'Step Right (Normal)
    #raw 0x12 'Step Left (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x2F 'Face Left (Delayed)
    #raw 0xFE 'End of Movements
    
    #org 0x8264CF
    #raw 0x30 'Face Right (Delayed)
    #raw 0xFE 'End of Movements
    
    #org 0x8264D2
    #raw 0x63 'Question Mark (?)
    #raw 0xFE 'End of Movements
    
    #org 0x8264D5
    #raw 0x2E 'Face Up (Delayed)
    #raw 0xFE 'End of Movements
    
    #org 0x82652A
    #raw 0x30 'Face Right (Delayed)
    #raw 0xFE 'End of Movements
    
    #org 0x82652D
    #raw 0x2E 'Face Up (Delayed)
    #raw 0xFE 'End of Movements
    
    #org 0x826530
    #raw 0x30 'Face Right (Delayed)
    #raw 0xFE 'End of Movements
    
    #org 0x826588
    #raw 0x64 'Cross (X)
    #raw 0xFE 'End of Movements
     
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