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[Archive] Script help thread

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Sacred Dragon

Yes, that's a Mewtwo
  • 46
    Posts
    16
    Years
    XSE Question

    Can someone give me a give pokemon script example with XSE? I can get people to talk now, but I'm not sure how to do that...Thanks for reading and all answers will be appreciated. :D
     

    ~Teh Panda~

    Back in hacktion
  • 918
    Posts
    16
    Years
    • Seen Jul 20, 2022
    Can someone give me a give pokemon script example with XSE? I can get people to talk now, but I'm not sure how to do that...Thanks for reading and all answers will be appreciated. :D

    I wont give you a script but here is the command to give pokemon.
    Code:
    givepokemon 21 2 1 0 0 0
    21 = pokemon no.
    2 = pokemon level
    1 = item held

    last three 0's dont change
     

    Blitzballer

    Sarcasm: now GMO-free.
  • 215
    Posts
    17
    Years
    Can anyone help me with this script? It was done in XSE:

    Code:
    #dynamic 0x8016D1
    
    #org @start
    checkflag 0x230
    if 0x1 goto @done
    applymovement 0xff @moveplayer
    pause 0x40
    message @basiltalk
    boxset 0x6
    applymovement 0x5 @moverocketgirl
    applymovement 0x6 @moverocketguy
    applymovement 0x4 @moverocketrival
    applymovement 0x3 @movebasil
    pause 0x30
    applymovement 0x5 @moverocketgirl2
    applymovement 0x6 @moverocketguy2
    pause 0x40
    applymovement 0x4 @moverocketrival2
    pause 0x30
    trainerbattle 0x1 0x146 0x0 @before @after @beaten
    applymovement 0x4 @moverocketrival3
    pause 0x130
    applymovement 0x5 @moverocketgirl3
    applymovement 0x6 @moverocketguy3
    pause 0x100
    applymovement 0x3 @movebasil2
    pause 0x40
    message @basiltalk2
    boxset 0x6
    clearflag 0x210
    warp 0x4 0x5 0x1 0x02 0x05
    release
    end
    
    #org @done
    release
    end
    
    #org @moveplayer
    #raw 0x11 0x13 0x02 0xfe
    
    #org @basiltalk
    = I can assure you that I have\nabsolutely no idea what you're\ltalking about!
    
    #org @moverocketgirl
    #raw 0x03 0x62 0xfe
    
    #org @moverocketguy
    #raw 0x03 0x62 0xfe
    
    #org @moverocketrival
    #raw 0x03 0x62 0xfe
    
    #org @movebasil
    #raw 0x65 0xfe
    
    #org @moverocketgirl2
    #raw 0x13 0x10 0x03 0xfe
    
    #org @moverocketguy2
    #raw 0x13 0x11 0x03 0xfe
    
    #org @moverocketrival2
    #raw 0x13 0x13 0xfe
    
    #org @before
    = Well I have to say, I'm impressed.\nI thought I would get the\linformation I needed before someone\lcame to the rescue.\pUnfortunately, this is where your\nadventure ends.
    
    #org @after
    = But how?![.]
    
    #org @beaten
    = Oh boy, the boss is gonna be furious. I've gotta get out of here. You! Don't think it'll end like this next time.
    
    #org @moverocketrival3
    #raw 0x1e 0x20 0x1e 0x1e 0x20 0x20 0x20 0x20 0x20 0x20 0x20 0x20 0xfe
    
    #org @moverocketgirl3
    #raw 0x1d 0x1d 0x20 0x20 0x20 0x20 0x20 0x20 0x20 0xfe
    
    #org @moverocketguy3
    #raw 0x1e 0x20 0x20 0x20 0x20 0x20 0x20 0x20 0xfe
    
    #org @movebasil2
    #raw 0x13 0x13 0x13 0xfe
    
    #org @basiltalk2
    = You[.]you saved me. How can I ever\nrepay you?\pOh! I know! Meet me in my office,\nokay?
    It works perfectly up until you defeat the rival in battle. After you beat him, the script stops. Can anyone that's good with XSE tell me what I'm doing wrong with the "trainerbattle" command?
     
  • 248
    Posts
    16
    Years
    • Seen Nov 22, 2014
    Can anyone help me with this script? It was done in XSE:

    Code:
    #dynamic 0x8016D1
     
    #org @start
    checkflag 0x230
    if 0x1 goto @done
    applymovement 0xff @moveplayer
    pause 0x40
    message @basiltalk
    boxset 0x6
    applymovement 0x5 @moverocketgirl
    applymovement 0x6 @moverocketguy
    applymovement 0x4 @moverocketrival
    applymovement 0x3 @movebasil
    pause 0x30
    applymovement 0x5 @moverocketgirl2
    applymovement 0x6 @moverocketguy2
    pause 0x40
    applymovement 0x4 @moverocketrival2
    pause 0x30
    trainerbattle 0x1 0x146 0x0 @before @after @beaten
    applymovement 0x4 @moverocketrival3
    pause 0x130
    applymovement 0x5 @moverocketgirl3
    applymovement 0x6 @moverocketguy3
    pause 0x100
    applymovement 0x3 @movebasil2
    pause 0x40
    message @basiltalk2
    boxset 0x6
    clearflag 0x210
    warp 0x4 0x5 0x1 0x02 0x05
    release
    end
     
    #org @done
    release
    end
     
    #org @moveplayer
    #raw 0x11 0x13 0x02 0xfe
     
    #org @basiltalk
    = I can assure you that I have\nabsolutely no idea what you're\ltalking about!
     
    #org @moverocketgirl
    #raw 0x03 0x62 0xfe
     
    #org @moverocketguy
    #raw 0x03 0x62 0xfe
     
    #org @moverocketrival
    #raw 0x03 0x62 0xfe
     
    #org @movebasil
    #raw 0x65 0xfe
     
    #org @moverocketgirl2
    #raw 0x13 0x10 0x03 0xfe
     
    #org @moverocketguy2
    #raw 0x13 0x11 0x03 0xfe
     
    #org @moverocketrival2
    #raw 0x13 0x13 0xfe
     
    #org @before
    = Well I have to say, I'm impressed.\nI thought I would get the\linformation I needed before someone\lcame to the rescue.\pUnfortunately, this is where your\nadventure ends.
     
    #org @after
    = But how?![.]
     
    #org @beaten
    = Oh boy, the boss is gonna be furious. I've gotta get out of here. You! Don't think it'll end like this next time.
     
    #org @moverocketrival3
    #raw 0x1e 0x20 0x1e 0x1e 0x20 0x20 0x20 0x20 0x20 0x20 0x20 0x20 0xfe
     
    #org @moverocketgirl3
    #raw 0x1d 0x1d 0x20 0x20 0x20 0x20 0x20 0x20 0x20 0xfe
     
    #org @moverocketguy3
    #raw 0x1e 0x20 0x20 0x20 0x20 0x20 0x20 0x20 0xfe
     
    #org @movebasil2
    #raw 0x13 0x13 0x13 0xfe
     
    #org @basiltalk2
    = You[.]you saved me. How can I ever\nrepay you?\pOh! I know! Meet me in my office,\nokay?
    It works perfectly up until you defeat the rival in battle. After you beat him, the script stops. Can anyone that's good with XSE tell me what I'm doing wrong with the "trainerbattle" command?

    In trainer battle, the last parameter is not a message. It's supposed to be a script. so:

    ....
    ....
    trainerbattle 0x1 0x146 0x0 @before @after @script
    end

    #org @script
    message @beaten
    boxset 6
    applymovement...
    ....
    ....
     

    Blitzballer

    Sarcasm: now GMO-free.
  • 215
    Posts
    17
    Years
    Anyone here good with XSE?
    'Mkay, well I was just wondering if there is a "perfect pause" command in XSE? I think it was called "pausemove" in PokeScript. I realize that XSE is heavily based on ScriptED, which didn't have such a command but seeing as XSE has more, new commands, I didn't know if there was such one. I've been using the plain "pause" command and I know how to work it but I'm not liking the results I'm getting.

    Any help is Appreciated! =)
    [Also, I already referred to the F1 Command Help, but I'm not sure if I missed it, or if it's not there]
     
  • 248
    Posts
    16
    Years
    • Seen Nov 22, 2014
    Anyone here good with XSE?
    'Mkay, well I was just wondering if there is a "perfect pause" command in XSE? I think it was called "pausemove" in PokeScript. I realize that XSE is heavily based on ScriptED, which didn't have such a command but seeing as XSE has more, new commands, I didn't know if there was such one. I've been using the plain "pause" command and I know how to work it but I'm not liking the results I'm getting.

    Any help is Appreciated! =)
    [Also, I already referred to the F1 Command Help, but I'm not sure if I missed it, or if it's not there]

    Isn't pausemove replaced by waitmovement in XSE? I use waitmovement 0.
     

    Blitzballer

    Sarcasm: now GMO-free.
  • 215
    Posts
    17
    Years
    Another question! =)
    [You all (i.e. Adiktus) must love me by now =P]


    Code:
    #dynamic 0x800000
    
    #org @start
    checkflag 0x230
    if 0x1 goto @done
    checkflag 0x210
    if 0x1 goto @done
    applymovement 0xff @moveplayer
    applymovement 0x1 @movebasil
    waitmovement 0
    message @basiltalk
    boxset 0x6
    applymovement 0x1 @movebasil2
    waitmovement 0
    applymovement 0xff @moveplayer2
    waitmovement 0
    message @updatedex
    boxset 0x3
    fanfare 0x0140
    waitfanfare
    applymovement 0x1 @movebasil3
    waitmovement 0
    message @basiltalk2
    boxset 0x6
    special 0x166
    message @basiltalk3
    boxset 0x6
    setflag 0x230
    release
    end
    
    #org @done
    release
    end
    
    #org @moveplayer
    #raw 0x11 0xfe
    
    #org @movebasil
    #raw 0x00 0xfe
    
    #org @basiltalk
    = [black_fr]Well, I figured out what I can give\nyou for your help.\pHave you looked at your [lightblue_fr]Pokédex[black_fr]\nlately?\pIf you have, you've probably\nnoticed that your Hoppip isn't\lrecorded.\pWell, my computer can update your\n[lightblue_fr]Pokédex[black_fr] into the [lightblue_fr]Nationaldex[black_fr]!\pI'll just need your [lightblue_fr]Pokédex[black_fr].
    
    #org @movebasil2
    #raw 0x11 0x13 0x13 0x13 0x13 0x10 0x10 0x10 0x12 0x01 0xfe
    
    #org @moveplayer2
    #raw 0x00 0xfe
    
    #org @updatedex
    = [lightblue_fr]Now updating your Pokédex[.]\n[.]\p[.]\n[.]
    
    #org @movebasil3
    #raw 0x12 0x12 0x12 0x01 0xfe
    
    #org @basiltalk2
    = [black_fr]Here you go!\pYou probably want to give your\nHoppip a nickname, right?
    
    #org @basiltalk3
    = [black_fr]Awesome! Since you have a Pokémon,\nyou should go take the [lightblue_fr]Gym Leader\lChallenge[black_fr].\pNow you go out there and travel the\nworld, but make sure to come back\land tell me about it!
    Well...the script works pretty well but:

    1. The fanfare is supposed to play 0x0140 (Trainer Card Photo) but it does the plain, dum-du-du-dum!
    2. After the "@movebasil3" the sprite is underneath the player's sprite.
    3. The script stops after "special 0x166" (nickname Pokemon) whereas, it's supposed to go on to say "@basiltalk3".
    -Do scripts usually stop after the nickname Pokemon special?

    Any help is greatly appreciated!! =)
     

    Blitzballer

    Sarcasm: now GMO-free.
  • 215
    Posts
    17
    Years
    1. Try using the hexadecimal equivalent
    2. Check your movements
    3. I'll take a look at nickname in 4xthe's tut

    Umm...my Hexadecimal skills go as far as reversing numbers, and changing palettes. :embarrass

    I'll look in tutorials for that, and also I was about to look in thethethethe's tutorial but PokeScript has a special command for nicknaming but if you find it than Rock On!
     

    Darthatron

    巨大なトロール。
  • 1,152
    Posts
    18
    Years
    Another question! =)
    [You all (i.e. Adiktus) must love me by now =P]


    Code:
    #dynamic 0x800000
    
    #org @start
    checkflag 0x230
    if 0x1 goto @done
    checkflag 0x210
    if 0x1 goto @done
    applymovement 0xff @moveplayer
    applymovement 0x1 @movebasil
    waitmovement 0
    message @basiltalk
    boxset 0x6
    applymovement 0x1 @movebasil2
    waitmovement 0
    applymovement 0xff @moveplayer2
    waitmovement 0
    message @updatedex
    boxset 0x3
    fanfare 0x0140
    waitfanfare
    applymovement 0x1 @movebasil3
    waitmovement 0
    message @basiltalk2
    boxset 0x6
    special 0x166
    message @basiltalk3
    boxset 0x6
    setflag 0x230
    release
    end
    
    #org @done
    release
    end
    
    #org @moveplayer
    #raw 0x11 0xfe
    
    #org @movebasil
    #raw 0x00 0xfe
    
    #org @basiltalk
    = [black_fr]Well, I figured out what I can give\nyou for your help.\pHave you looked at your [lightblue_fr]Pokédex[black_fr]\nlately?\pIf you have, you've probably\nnoticed that your Hoppip isn't\lrecorded.\pWell, my computer can update your\n[lightblue_fr]Pokédex[black_fr] into the [lightblue_fr]Nationaldex[black_fr]!\pI'll just need your [lightblue_fr]Pokédex[black_fr].
    
    #org @movebasil2
    #raw 0x11 0x13 0x13 0x13 0x13 0x10 0x10 0x10 0x12 0x01 0xfe
    
    #org @moveplayer2
    #raw 0x00 0xfe
    
    #org @updatedex
    = [lightblue_fr]Now updating your Pokédex[.]\n[.]\p[.]\n[.]
    
    #org @movebasil3
    #raw 0x12 0x12 0x12 0x01 0xfe
    
    #org @basiltalk2
    = [black_fr]Here you go!\pYou probably want to give your\nHoppip a nickname, right?
    
    #org @basiltalk3
    = [black_fr]Awesome! Since you have a Pokémon,\nyou should go take the [lightblue_fr]Gym Leader\lChallenge[black_fr].\pNow you go out there and travel the\nworld, but make sure to come back\land tell me about it!
    Well...the script works pretty well but:

    1. The fanfare is supposed to play 0x0140 (Trainer Card Photo) but it does the plain, dum-du-du-dum!
    2. After the "@movebasil3" the sprite is underneath the player's sprite.
    3. The script stops after "special 0x166" (nickname Pokemon) whereas, it's supposed to go on to say "@basiltalk3".
    -Do scripts usually stop after the nickname Pokemon special?

    Any help is greatly appreciated!! =)

    Put the "waitspecial" command after the "special 0x166", this should fix that problem. (And maybe your other problem aswell.)

    Don't know about the fanfare one, sorry.
     
  • 683
    Posts
    18
    Years
    I really new to hacking and well, I just started to learn how to script yesterday. So don't flame me on how bad I suck.

    This is a script that I tried to make to give the player a Teddiursa at Lv5 but it doesn't work. If someone could show me whats wrong it would be greatly appreciated.

    #dynamic 0x2DD2D3

    #org @start
    lock
    faceplayer

    #org @givepokemon
    givepokemon 216 5 0 0 0 0
    setflag 0x232
    setflag 0x828
    release
    end

    If you could show me how to add a message that would be great! ^^

    Edit- Edited script. Now it just makes a beeping noise. D:
     
    Last edited:

    Ninja Caterpie

    AAAAAAAAAAAAA
  • 5,979
    Posts
    16
    Years
    I think...this is it...
    Code:
    #dynamic 0x2DD2D3
    
    #org @start
    lock
    faceplayer
    [B]checkflag 0x232
    message @hey
    [/B]givepokemon 216 5 0 0 0 0
    setflag 0x232
    setflag 0x828
    release
    end
    
    [B]#org @hey
    @hey 1 =<insert message here> <For enters, put \n (new line) and \p (press A to go to next line)[/B]
    I haven't started to use XSE yet..xD
     
  • 248
    Posts
    16
    Years
    • Seen Nov 22, 2014
    I think...this is it...
    Code:
    #dynamic 0x2DD2D3
     
    #org @start
    lock
    faceplayer
    [B]checkflag 0x232[/B]
    [B]message @hey[/B]
    givepokemon 216 5 0 0 0 0
    setflag 0x232
    setflag 0x828
    release
    end
     
    [B]#org @hey[/B]
    [B]@hey 1 =<insert message here> <For enters, put \n (new line) and \p (press A to go to next line)[/B]
    I haven't started to use XSE yet..xD

    Don't forget the boxset. And I guess that would work, though I have never tried that for a message. I leave out the @hey 1..
     
  • 683
    Posts
    18
    Years
    Thats guys! It works. But there is still another problem. The Poke Ball won't go away.

    #dynamic 0x2DD2D3

    #org @start
    lock
    faceplayer
    checkflag 0x232
    message @hey
    boxset 0x6
    givepokemon 216 5 0 0 0 0
    setflag 0x232
    setflag 0x828
    release
    end

    #org @hey
    = Oh, its my Pokemon!

    What can I do so that the PokeBall just goes away? XD
     
  • 248
    Posts
    16
    Years
    • Seen Nov 22, 2014
    Thats guys! It works. But there is still another problem. The Poke Ball won't go away.



    What can I do so that the PokeBall just goes away? XD

    Er... A combination of hidesprite and setflag... check the tutorials section for information. It could solve your problems.
     
  • 683
    Posts
    18
    Years
    I think we put #raw 0x53 0x0F 0x80 ...
    Not too sure if there's a command in XSE for it....
    But that makes the sprite go poof.
    So I should put it at the very end of the script after the message, correct?

    Edit- Doesn't work if its at the end.
    Er... A combination of hidesprite and setflag... check the tutorials section for information. It could solve your problems.

    No tutorials have gone past Yes/No boxes for XSE.
     
    Last edited:
  • 248
    Posts
    16
    Years
    • Seen Nov 22, 2014
    Alright. #raw 53, in xse, is hidesprite. 0x0f 0x80 (0x800F) is the variable that is set to the last person event you talked to. Hidesprite may make the person (or pokeball) invisible, but it is still there and will reappear when you move a step. To avoid this, use setflag. when you set the flag, lets say 0x200, the person with the personID 0200 will disappear completely. (Correct me if I'm wrong)
     
  • 683
    Posts
    18
    Years
    Alright. #raw 53, in xse, is hidesprite. 0x0f 0x80 (0x800F) is the variable that is set to the last person event you talked to. Hidesprite may make the person (or pokeball) invisible, but it is still there and will reappear when you move a step. To avoid this, use setflag. when you set the flag, lets say 0x200, the person with the personID 0200 will disappear completely. (Correct me if I'm wrong)
    Works now! Thank you! ^^

    -wonders why it didn't the first time-

    Also, I can't see whats wrong with this. The lines over lap when I talk to the people though.

    #dynamic 0x2E4EA9

    #org @main
    lock
    faceplayer
    message @as
    boxset 0x6
    release
    end

    #org @as
    = Greg: Did you know Pokemon evolve? /nBut not all in the same way!
     
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