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[Archive] Script help thread

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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
 
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
 
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?
 
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...
....
....
 
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]
 
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.
 
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!! =)
 
1. Try using the hexadecimal equivalent
2. Check your movements
3. I'll take a look at nickname in 4xthe's tut Edit: idk
 
Last edited:
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!
 
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.
 
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:
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
 
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..
 
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
 
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.
 
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.
 
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:
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)
 
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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