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Tool: PKSV - Pokémon Script Editor + GUI

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Hey hey hey! hey hey hey hey.... ok, you listening? Ok, Good, so I'm a newb here, and I don't know any kind of way to code, can you teach me with a step by step process on how to use the PKSVUI? because it's difficuilt to work it when you clueless on how to code
 
wow, what a nice peice of kit, This is going to make learning script a WHOLE lot easier.
 
Hey hey hey! hey hey hey hey.... ok, you listening? Ok, Good, so I'm a newb here, and I don't know any kind of way to code, can you teach me with a step by step process on how to use the PKSVUI? because it's difficuilt to work it when you clueless on how to code
It gets easier when you're more accustomed to this kind of scripting.
The best way to see an example script is to decompile one - for example, the berry script in Pokémon Ruby is the default address for decompiling from (press F8 in PKSV-UI and you will see what I mean).
If you want to see the "Burrito of Doom" script, then go back to the first page...
But if you want to know what things do first, a basic guide:
#org : Starts writing data to this offset. Only the last 6 hex digits of the offset are used, as GBA can't handle more than this. If you don't define it in hex, then it is converted to hex first (internally).
#define : Not used in decompiled scripts. Applies an alias to a value. (eg. #define dead-food 0xDEADF00D , or #define newspace FREESPACE100). If you define something as free space, use the format "#define NAME freespaceAMOUNT", where name is what you want to call the free space and amount is how much space you need, in bytes in hex.
#raw : Writes 1 byte to ROM. In other words, if you are trying to write something bigger than 255 (0xFF) then you need more #raw blocks, or a "." command.
. : Not used in decompiled scripts. Writes a hex string to a ROM. (eg. ". Deface dead f00d" would write the hex string "DE FA CE DE AD F0 0D" to ROM)
jump : Continues script execution at a different position.
call : Same as jump, but a "return" will cause it to return to the position this command is at.
message X/showmsg/waitbutton/closemsg : Shows the message at offset X.
msgbox X/callstd MSG_NORMAL : Same as above, but not as flexible.
loadpointer 0 X/callstd MSG_NORMAL : Not used in decompiled scripts. Now you're just being silly.
I hope this is enough for you to get started!
 
Awesome! I likey. :P
Thanks!
It saves a lot of time for noobs like me that get confuzzled easily :3
(The first reason I built the GUI was because it was going to contain a script generator... you're either referring to that or the autocomplete, I think)

I'm welcome to constructive criticism, reviews, ratings, comments, suggestions, help with front-page design, help requests, and general chat about the program... Fire away!
 
since you wrote a program you know what the technical terms mean maybe you could write what they mean and how to use them cuz i have not found no one else who has done that and i think that would really help us noobish hackerz who can't script or even add this to a new version of the program
 
since you wrote a program you know what the technical terms mean maybe you could write what they mean and how to use them cuz i have not found no one else who has done that and i think that would really help us noobish hackerz who can't script or even add this to a new version of the program
I'm sorry, I don't usually realize when I'm overusing technical terms - if you could point me in the right direction (i.e. what's confusing you?) then I could help clear that up for you.
 
I'm sorry if you have answered this earlier in the thread, but I am really stuck.

No matter how much I try, I can't make the addpokemon command work. It's vital to the mod me and my friend are making, so I just wanted to know how to do it.

Most of the time the compiled text says: 'Unknown value in addpokemon (Value must be integer)
 
I'm sorry, I don't usually realize when I'm overusing technical terms - if you could point me in the right direction (i.e. what's confusing you?) then I could help clear that up for you.
well just about all the stuff like if i look at the auto complete thingy there are a few i understand like addpokemon and checkitem and check flag and set flag but ehh heh everything else is JUMBO MUMBO at the moment :'( SO SAD I KNOW :(
 
I'm sorry if you have answered this earlier in the thread, but I am really stuck.

No matter how much I try, I can't make the addpokemon command work. It's vital to the mod me and my friend are making, so I just wanted to know how to do it.

Most of the time the compiled text says: 'Unknown value in addpokemon (Value must be integer)
You're using Fire Red, right? Add 3 more 0x0s on to the end, so it has 6 values (Fire Red needs this, Ruby is fine without it).
well just about all the stuff like if i look at the auto complete thingy there are a few i understand like addpokemon and checkitem and check flag and set flag but ehh heh everything else is JUMBO MUMBO at the moment :'( SO SAD I KNOW :(
Well, take Sprite to be Person (movesprite -> means moveperson). getplayerxy... gets the x/y coordinates of the player. Warp=teleport, var = variable. I don't really know what else... But a rule of thumb is, if you haven't come across it you probably won't need it... although more commands people haven't come accross are still trying to be researched :P
I guess you already know what "falldownhole" does!

Hm, I wonder who minimum-rated this thread without a reason, post, PM, visitor message or the like?
Suspect list:
1. Darthatron
2. --This space for rent--

Er, that over... Thanks to Cooley and Blazichu I will soon be adding Pokémon Gold scripting support to the program! (Won't that be a sight to see!)
 
I'm sorry if you have answered this earlier in the thread, but I am really stuck.

No matter how much I try, I can't make the addpokemon command work. It's vital to the mod me and my friend are making, so I just wanted to know how to do it.

Most of the time the compiled text says: 'Unknown value in addpokemon (Value must be integer)
You're using Fire Red, right? Add 3 more 0x0s on to the end, so it has 6 values (Fire Red needs this, Ruby is fine without it).
well just about all the stuff like if i look at the auto complete thingy there are a few i understand like addpokemon and checkitem and check flag and set flag but ehh heh everything else is JUMBO MUMBO at the moment :'( SO SAD I KNOW :(
Well, take Sprite to be Person (movesprite -> means moveperson). getplayerxy... gets the x/y coordinates of the player. Warp=teleport, var = variable. I don't really know what else... But a rule of thumb is, if you haven't come across it you probably won't need it... although more commands people haven't come accross are still trying to be researched :P
I guess you already know what "falldownhole" does!

Hm, I wonder who minimum-rated this thread without a reason, post, PM, visitor message or the like?
Suspect list:
1. Darthatron
2. --This space for rent--

Er, that over... Thanks to Cooley and Blazichu I will soon be adding Pokémon Gold scripting support to the program! (Won't that be a sight to see!)
 
It's okay, I five'd it for ya :D
(Current thread ratings [averages]: 5 [5], 1 [3], 5 [4]).
Thanks... I take it that means you like the program :) ?
Spoiler:
 
well this is a question and recomandation how do i make wild pokemon scripts on this and you might want to add that to the auto script generator
 
I already have - it's under the name "Battle Pokémon".
It generates a fully-fledged (with all usual features, "Pokémon fled" message in a standard offset, etc) FireRed wild battle script. The item ID, in case you aren't sure, is the item it holds (e.g. SACREDASH)
If you don't have version 1.4.9 (check the "about" screen) then re-download, as so many bugs have been fixed and upgrades have been done since previous versions.
 
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um hate to ask but... how much is it in download???
 
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