• Just a reminder that providing specifics on, sharing links to, or naming websites where ROMs can be accessed is against the rules. If your post has any of this information it will be removed.
  • Ever thought it'd be cool to have your art, writing, or challenge runs featured on PokéCommunity? Click here for info - we'd love to spotlight your work!
  • Our weekly protagonist poll is now up! Vote for your favorite Trading Card Game 2 protagonist in the poll by clicking here.
  • Welcome to PokéCommunity! Register now and join one of the best fan communities on the 'net to talk Pokémon and more! We are not affiliated with The Pokémon Company or Nintendo.

Script Help Thread (DO NOT REQUEST SCRIPTS)

Status
Not open for further replies.
So does nobody know what the difference between trainerbattle 0x1 and 0x3 is?

and any others besides 0x0?

To be more specific, is there a list/guide that can tell me any of this in detail? I've set up a script with 0x3, but I guess I did it wrong, because it still sets the first badge, and the battle is on route 1 after leaving what would be pallet town.

The flag that is set is not the first badge flag either.

There are lists of the trainer battle types in the documents and tutorials area. That would be a good place to start. diegoisawesome has a really great tutorial and I'm pretty sure it includes trainerbattle numbers.
 
There are lists of the trainer battle types in the documents and tutorials area. That would be a good place to start. diegoisawesome has a really great tutorial and I'm pretty sure it includes trainerbattle numbers.

I've checked there pretty deeply.
He only has 0x0 and 0x1. He didn't list any other types. Maybe I overlooked a tutorial out there?
 
I've checked there pretty deeply.
He only has 0x0 and 0x1. He didn't list any other types. Maybe I overlooked a tutorial out there?
Well the only 2 I used are 0x0 and 0x1. But the other one I know is 0x4 which is apparently for double battles.
 
This thread is so massive, it'll take forever for me to search for the solution to my problem, so I'll post it here.

Okay, I tried making an event similar to the one in Emerald with the Devon Researcher and the Aqua Grunt. I tried editing that script, but it came out pretty bad (I put a video on YouTube about it, but I'm not allowed to post links yet, apparently). So I made this script up, but the event won't happen. When I walk past the Devon Researcher (with or without triggering the script), he disappears along with all the other person events in the area and the warps are diabled to. What did I do wrong?
Spoiler:
 
Okay, I forgot to mention that I was a beginner hacker/scripter, and I don't really understand what that means ^_^;
I downloaded XSE though.
 
Okay, I forgot to mention that I was a beginner hacker/scripter, and I don't really understand what that means ^_^;
I downloaded XSE though.

I forgot how to script with PokeScript, so I cannot help you.
I think you should just (since you have already downloaded XSE) rescript your script with XSE and if have problems, post it here and we'll be here to help.
 
Are you using some saves perhaps?




Are you using a save state/game? If so, make sure to enter/exit a building before trying. If it still doesn't work, try putting them on a clean ROM and see what happens.
Oh, now it works fine, I don't know what I did. :S xD


Well, well. I have problem with a basic Trainer-script. All works fine until you've defeated him...So if you want to talk to him after the battle, it just makes a clicking sound. :S
Code:
#dynamic 0x803DAB

#org @start
trainerbattle 0x0 0x2E6 0x0 @before @after
msgbox @beaten 0x6
release
end

#org @before
= Hey there, do you want \nto battle?

#org @after
= Argh!

#org @beaten
= I love SENTRET!
 
how do i edit dialogue? all i need to know is how to bring up the dialogue script in a program, which program to use, and how to save it. it's for a gba rom.
 
how do i edit dialogue? all i need to know is how to bring up the dialogue script in a program, which program to use, and how to save it. it's for a gba rom.

The tutorials for XSE and Advancemap should tell you all you need to know.
 
No. In the town there is, but other than that, no. Only the Gym Leader and the trainers are in the gym.

Uhm... I'm wondering what could be wrong... What happens if you put the same trainer with the same scripts etc. on a clean ROM?


Oh, now it works fine, I don't know what I did. :S xD


Well, well. I have problem with a basic Trainer-script. All works fine until you've defeated him...So if you want to talk to him after the battle, it just makes a clicking sound. :S
Spoiler:

Settings for the trainer?
 
I forgot how to script with PokeScript, so I cannot help you.
I think you should just (since you have already downloaded XSE) rescript your script with XSE and if have problems, post it here and we'll be here to help.

Aww, I don't wanna redo my script... :( *sigh*
Thanks anyway :)
 
Anyone know why my FSF cant search? It just showes up 800000 all the time!

And...which script editor uses #raws with texts? I mean ''Step Down (Very Slow)'' and so on.
 
Is there any scripting command that will check the level of Pokemon? For example, checking it is above lv 20?
 
Aww, I don't wanna redo my script... :( *sigh*
Thanks anyway :)
No need to redo the whole thing, you just need to convert it into XSE format...
Okay, so that's basically redoing the whole thing. But you'll keep the basic structure. Here's a link to a good XSE tutorial: https://www.pokecommunity.com/showthread.php?t=164276&highlight=xse+tutorial

Now for my question. I don't actually have a broken script, I just want to know what the offset is for the Mom script in Firered, the one that runs when you faint and are warped home, and how I'd go about editing that text.

Oops, forgot that there's a script dump with XSE :P
But I still need to know how to go about editing that, either 1. without having to change the offset (don't think that's possible...), or 2. I'd also need instructions on how to repoint the script, and still have the ROM access it.
 
Is there any scripting command that will check the level of Pokemon? For example, checking it is above lv 20?

I think this might help you out.


No need to redo the whole thing, you just need to convert it into XSE format...
Okay, so that's basically redoing the whole thing. But you'll keep the basic structure. Here's a link to a good XSE tutorial: https://www.pokecommunity.com/showthread.php?t=164276&highlight=xse+tutorial

Now for my question. I don't actually have a broken script, I just want to know what the offset is for the Mom script in Firered, the one that runs when you faint and are warped home, and how I'd go about editing that text.

Oops, forgot that there's a script dump with XSE :P
But I still need to know how to go about editing that, either 1. without having to change the offset (don't think that's possible...), or 2. I'd also need instructions on how to repoint the script, and still have the ROM access it.

Everything is for FireRed US v1.0: the script is located at 0x1A8DD8. If you look for the pointer (D8 8D 1A 08), you'll find it at 0x7F5EC.
To repoint it, make your custom script and compile it. Take note of the offset, convert it into a pointer, and replace the original pointer.

Note: The said script is not included in the scripting dump because it's not a script you can find on the maps. It's just "there": it's called from the white out routine.
 
Last edited:
Awesome, thanks! I'll do that.

Another sort of random, fun question. I noticed that the rock smash movement is 0x68, and used it in a few scripts, but I'm wondering, what would happen if it were used on a person sprite? Looking at the cracked rock's frames, and how the script switches between them, would it make the person look around?
Maybe I'll just try it out.
 
Awesome, thanks! I'll do that.

Another sort of random, fun question. I noticed that the rock smash movement is 0x68, and used it in a few scripts, but I'm wondering, what would happen if it were used on a person sprite? Looking at the cracked rock's frames, and how the script switches between them, would it make the person look around?
Maybe I'll just try it out.

You're welcome. Assuming that particular movement won't do any sort of checks, it should apply the same movement to whatever sprite. In case of a person, it should look around. But try it out and see it yourself ;)
 
I haven't tried it out yet, but I will get to that eventually. Interestingly enough, some of those rock sprites have the "look around" movement setting in the original game.

I didn't see this covered in any tutorial; what's the command to check a Pokemon's friendship level? (I also can't remember if and where this command occurred in FireRed, which is pretty pathetic considering I've beaten the game like twelve times...)
 
Status
Not open for further replies.
Back
Top