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[Archive] Script help thread

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#dynamic 0x8036DB

#org @start
checkflag 0x828
if 0x1 goto @youpass
if 0x0 goto @move
end

#org @youpass
lock
faceplayer
msgbox @ok
boxset 0x6
release
end

#org @move
applymovement 0x2 @move1
pausemove 0x0
msgbox @goaway
boxset 0x6
applymovement 0xFF @move2
pausemove 0x0
release
end

#org @ok
= I see you have a pokemon!\nYou can pass.

#org @goaway
= I'm sorry.\pYou don't have a pokemon.\pYou need a pokemon for protection.\pGo to the Academy\nto get your pokemon.\pYou'll have to talk to\nthe battle instructor.

#org @move1
#raw 0x03 0xFE

#org @move2
#raw 0x1E 0xFE





I can't get it to work. The thing just freezes when I step on this script's tile. Could somebody tell me what's wrong with it?

BTW I use XSE for those of you that don't know that.
 
#dynamic 0x8036DB

#org @start
checkflag 0x828
if 0x1 goto @youpass
if 0x0 goto @move
end

#org @youpass
lock
faceplayer
msgbox @ok
boxset 0x6
release
end

#org @move
applymovement 0x2 @move1
pausemove 0x0
msgbox @goaway
boxset 0x6
applymovement 0xFF @move2
pausemove 0x0
release
end

#org @ok
= I see you have a pokemon!\nYou can pass.

#org @goaway
= I'm sorry.\pYou don't have a pokemon.\pYou need a pokemon for protection.\pGo to the Academy\nto get your pokemon.\pYou'll have to talk to\nthe battle instructor.

#org @move1
#raw 0x03 0xFE

#org @move2
#raw 0x1E 0xFE





I can't get it to work. The thing just freezes when I step on this script's tile. Could somebody tell me what's wrong with it?

BTW I use XSE for those of you that don't know that.

On the script tile did you change the Unknown to 0003 and the Var box below it to 4050?
 
Also, don't use "\p" all the time.
"\l" means the same thing as "\p"
 
Also, don't use "\p" all the time.
"\l" means the same thing as "\p"

yes but you can only use /l if you have used /n already....Seth should be using the text adjuster in XSE for accuracy
 
#Dynamic 0x80410F

#org @start
lockall
msgbox @1
special 0x113
applymovement 0x7F @move
waitmovement 0x0
special 0x114
releaseall
end

#org @move
#define #raw 0x11 0x11 x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x12 0x12 0x12 0x12 0x12 0x12 0x12 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x12 0x12 0x12 0x12 0x12 0x12 0x12 0xFE

#org @1
= This is Ivy's house.\pThe warped is glitched.
 
Last edited:
#Dynamic 0x80410F

#org @start
lockall
msgbox @1
special 0x113
applymovement 0x7F @move
waitmovement 0x0
special 0x114
releaseall
end

#org @move
#define #raw 0x11 0x11 x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x12 0x12 0x12 0x12 0x12 0x12 0x12 0xFE

#org @1
= This is Ivy's house.\pThe warped is glitched.


It freezes on contact.
P.S. I set the var under Unknown to 4050 and the unknown to 0003

do those movement commands come back to the user, for camera scripts to work they have to go to the player posttion after they are done, and these are better used as level scripts...check cooleys tut on this
 
#Dynamic 0x80410F

#org @start
lockall
msgbox @1
special 0x113
applymovement 0x7F @move
waitmovement 0x0
special 0x114
releaseall
end

#org @move
#define #raw 0x11 0x11 x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x12 0x12 0x12 0x12 0x12 0x12 0x12 0xFE

#org @1
= This is Ivy's house.\pThe warped is glitched.


It freezes on contact.
P.S. I set the var under Unknown to 4050 and the unknown to 0003

The part I bolded is ur problem.
Ur supposed to set the 4050 under the VAR NUMBER in A-Map.
 
#Dynamic 0x80410F

#org @start
lockall
msgbox @1
callstd 0x6
special 0x113
applymovement 0x7F @move
waitmovement 0x0
special 0x114
releaseall
end

#org @move
#raw 0x11 0x11 x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x12 0x12 0x12 0x12 0x12 0x12 0x12 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x12 0x12 0x12 0x12 0x12 0x12 0x12 0xFE

#org @1
= This is Ivy's house.\pThe warped is glitched.
You are missing a callstd 0x6 and what is that define for? Delete it. I've made the adjustments in your quote.
 
I have a question I don't think has been asked before...
And I couldn't tell if this was script help, or a simple question, since it is kinda both...
Is it possible to link together scripts, by making an applymovement script step on another script.

For instance (Just going to use a section of script as example)

Code:
#Dynamic @800000

#org @link
lock
applymovment 0xff @left
release
end

#org @left
#raw 12 fe


This script would make the player move one space left.
If the tile this script makes the player step on another script, will the other script activate, or will I need to move off of it, then onto it?
 
I have a question I don't think has been asked before...
And I couldn't tell if this was script help, or a simple question, since it is kinda both...
Is it possible to link together scripts, by making an applymovement script step on another script.

For instance (Just going to use a section of script as example)

Code:
#Dynamic @800000

#org @link
lock
applymovment 0xff @left
release
end

#org @left
#raw 12 fe


This script would make the player move one space left.
If the tile this script makes the player step on another script, will the other script activate, or will I need to move off of it, then onto it?
So you mean that the applymovement take you to a tricker? I would say it's not posseble´, but just use a goto or some thing... sample

Code:
#Dynamic @800000

#org @link
lock
applymovment 0xff @left
Goto 0x________    'Offset for second script.
release
end

#org @left
#raw 12 fe
 
Can you tell me about "spritebehave"?
EX: spritebehave 0x2 0x8
I known that commnand will change a behaviour of a sprite, but i don't know about 0x8?
and can you explain me with 0x7, 0x11....?

And i need script offset of HM Fly, Flash, WAterfall, Dive and Surf in Ruby?
Do you know?
 
i'm new to rom hacking and don't know how to script. I have searched this site for a way to set up my own events with pokemon like entei and rayquaza in fire red but have not found a guide I can use. can someone tell me a simple way to do this please as i can't figure it out myself.

I forgot to say I use advance map

there is.
you have probably got tired of reading long tutorials, but you need to be patient and read the whole guide for you to script easily. also, it doesn't matter what mapping tool you are using.
the important thing is what scripting tool you are using.

if you are using pokescript, I suggest you look again in the documents and tutorials and look for thethethethe's scripting tutorial.

if you are using XSE, then there are tutorials there as well...
i don't use XSE so I don't know which tutorials are easy to understand.

hope that helps. good luck with your hack, btw~
 
So you mean that the applymovement take you to a tricker? I would say it's not posseble´, but just use a goto or some thing... sample

Code:
#Dynamic @800000

#org @link
lock
applymovment 0xff @left
Goto 0x________    'Offset for second script.
release
end

#org @left
#raw 12 fe

Oh, I know perfectly well about the goto command, I am actually a very good scripter now, I was just asking for reference, hehe, but I do have a question again...

If I use two applymovement commands at the same time, will both of them run at the same time, like a following thing? (Example of my script...)

Code:
#dynamic 0x800000

#org @enter
lock
faceplayer
applymovement 0xff @backup
applymovement 0x01 @move
waitmovement 0x0
message @pass
boxset 6
release
end

#org @backup
#raw 10 01 fe

#org @move
#raw 10 13 10 02 fe

#org @pass
= You can go through.

Would this make the player move out of the other persons way? (The other person is directly in front of the player, and he moves down one space, and over right, then down one more, would a second applymovement script make the player move down at the same time as the other person, is my question.)
 
Pokemon Event

Can someone help me so I can change the highlighted part of this script so I can fight any pokemon I want like rayquaza

Spoiler:


I know how to change to anybody as far as celebi but I want a Rayquaza event for my hack. If someone could post a link with the hex number for pokemon 252-386 i would be very happy
 
Last edited:
Can someone help me so I can change the highlighted part of this script so I can fight any pokemon I want like rayquaza

Spoiler:


I know how to change to anybody as far as celebi but I want a Rayquaza event for my hack. If someone could post a link with the hex number for pokemon 252-386 i would be very happy


Just use the scientific mode on the calculator, this isnt that difficult, and Rayquazas Hex number is 182(if he is # 386 i am not for sure)





And to what i need help with



i made a movement script. It works just fine, but i wanted it to activate after you recieved the Regional Pokedex from prof birch. And Wah said the flag for Emeralds Regional Dex is 861, so i added that but when i step on the tiles the script doesnt activate, i tested it without the Dex flag and it worked but when i insert the flag, it doesnt activate

Here is the map(the green tiles are the scripts)
"image removed"

and here is the script

Code:
#Dynamic 0x800000
 
#org @farleft
checkflag 0x861
if 0x0 goto @end
checkflag 0x200
if 0x1 goto @end
msgbox @wait
boxset 6
applymovement 0x7 @exclaim
waitmovement 0
applymovement 0x7 @move1
waitmovement 0
call @main
 
#org @left
checkflag 0x861
if 0x0 goto @end
checkflag 0x200
if 0x1 goto @end
msgbox @wait
boxset 6
applymovement 0x7 @exclaim
waitmovement 0
applymovement 0x7 @move2
waitmovement 0
call @main
 
#org @right
checkflag 0x861
if 0x0 goto @end
checkflag 0x200
if 0x1 goto @end
msgbox @wait
boxset 6
applymovement 0x7 @exclaim
waitmovement 0
applymovement 0x7 @move3
waitmovement 0
call @main
 
#org @farright
checkflag 0x861
if 0x0 goto @end
checkflag 0x200
if 0x1 goto @end
msgbox @wait
boxset 6
applymovement 0x7 @exclaim
waitmovement 0
applymovement 0x7 @move4
waitmovement 0
call @main
 
#org @main
setflag 0x200
msgbox @here
boxset 6
special 0x1F3
release
end
 
#org @end
release
end
 
#org @move1
#raw 0x7 0x5 0x5 0xfe
 
#org @move2
#raw 0x7 0x7 0x5 0x5 0xfe
 
#org @move3
#raw 0x7 0x7 0x7 0x5 0x5 0xfe
 
#org @move4
#raw 0x7 0x7 0x7 0x7 0x5 0x5 0xfe
 
#org @exclaim
#raw 0x56 0x11 0xfe
 
#org @wait
= Waaaiiiitttt!!!
 
#org @here
= Here you may need this on your\njourney. The Prof. is so\lscatter-brained he forgot to\limplement this feature in your dex.\lIt's the National Dex, use it to\lkeep a record of all your pokemon\lecounters.
 
that is because your script works perfectly fine. :\

in your script, you put there that if you have the national dex, the script goes to #org @end, which only has release and end. :\

or I might be wrong. what does 0x0 mean? is it a yes or a no?


0x0 means no 0x1 means yes, i want the script to start only after you get the regular dex, then after you try to leave one of the aids walks up to you anf gives the ND to you.

The 861 flag tells it to anly activate AFTER you get the regular dex, and the second flag makes the event only happen once.
 
Some help :/

Code:
#dynamic 0x719B18

#org @1
message @2
boxset 6
applymovement 0xFF @creepy
waitmovement 0x0
end

#org @2
= This place is creepy,\nwe should leave....

#org @creepy
#raw 0x00 0x1D 0xFE

Screenshot:
[PokeCommunity.com] [Archive] Script help thread


(I only recently started hacking again xD)
 
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