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Script Help Thread (DO NOT REQUEST SCRIPTS)

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How do I make a script like this: You talk to a guy, and he wants to battle and if you win, he will walk 2 steps to the right and 4 down? Please help me!
 
Game: FireRed
Type: Trigger
Editor: XSE ;)
Script:
Spoiler:

Screenshots and/or Videos:

The problem is, there's no pokepic and Yellow doesn't turn.
Please? I really need this fixed. Or maybe it's un-fixable? :\
 
Gahhh. I've been trying to make it so that this walking event happens only ONCE. i'm using XSE. here is my code:
Code:
#Dynamic 0x80005D
#org @start
lock
checkflag 0x200
if 0x1 goto @end
checkflag 0x828
if 0x0 goto @move
if 0x1 goto @end
setflag 0x200
release
end

#org @move
applymovement 0xFF @back
waitmovement 0x0
release
end

#org @back
#raw 0x62 0x00 0x0C 0x0C 0x0C 0xFE

#org @end
clearflag 0x900
release
end
Thanks.
 
Gahhh. I've been trying to make it so that this walking event happens only ONCE. i'm using XSE. here is my code:
Code:

...

Thanks.

Spoiler:

Changes in bold, using two checkflags seems kind of redundant...
Perhaps:
Spoiler:

Originally Posted by ~Watermelon View Post
Game: FireRed
Type: Trigger
Editor: XSE
Script:
Content hidden:
Click here to view.
A-Map:
The actual script:
Spoiler:


Screenshots and/or Videos: https://www.youtube.com/watch?v=SUkEDlxmkpY

The problem is, there's no pokepic and Yellow doesn't turn.
Please? I really need this fixed. Or maybe it's un-fixable?

Changes in spoiler, Kyogre pic shows up now (tested), your coordinates were of. Where did you want Yellow to turn? I didn't get that.
 
Last edited:
On the tile, the player the just passes through it and nothing happens.
Spoiler:
1st, You might want to check if you set the Trigger values correctly in A-map. If they are set correctly, then you may want to check if the flags are available to use.

If none of the changes I've suggested work, please reply ^_^
 
I have only tried to make two scripts before, and they always end up like this:
[PokeCommunity.com] Script Help Thread (DO NOT REQUEST SCRIPTS)


Here is my script:
#ORG $start
Lock
Faceplayer
message $loser
$loser 1 = ...\nGo away loser.
boxset 6
release
end
_________________________
#OFFSET: 0, 0
Invalid Command : Lock
Invalid Command : Faceplayer
Invalid Command : message

#INLINE: 0, 1
9: Encoding text: ...\nGo away loser.
Invalid Command : boxset
Invalid Command : release
Invalid Command : end
|
\- Processed 0 Lines


Now it is giving him trainer music :t057:

If you can guess, it goes to your rival.
That means that the script wasn't compiled..Only the text was, resulting in an epic failure..

Why not try XSE? :P
 
That means that the script wasn't compiled..Only the text was, resulting in an epic failure..

Why not try XSE? :P
I went to, but I guess there just are not enough tutorials. I am not someone who like to continually test scripts...

Than again, I only looked on the fist and second page of the documents... going to look again.

Edit: Found a good tutorial. I am switching to XSE as of now.

Edit 2: What was wrong with the script?
 
GAME: FireRed
TYPE: person event ("giveitem" problem)
EDITOR: XSE

I'm trying to make a giveitem script, and something in it is messing up. I put the section that's messing up in bold, since the rest of the script works just fine. I followed diegoisawesome's XSE tutorial, and it said that when you use "giveitem" a message box saying "PLAYER received ITEM!" will automatically pop up and you'll hear a fanfare, so you don't even need to script that part. However, when I use the script below, that never pops up. Instead, the "takeit" script just plays twice, before moving on to the "prettyexpensive" script, and it never says "[PLAYER] received ITEM!" at all. If I try to take out the 0x6 on the "msgbox @takeit" line, XSE says it's missing a parameter. If I have to, I can just add "[PLAYER] received SILPH SCOPE!" to the end of "takeit" and stick in a fanfare, but my main concern is stopping "takeit" from playing twice.

SCRIPT
Spoiler:
 
GAME: FireRed
TYPE: person event ("giveitem" problem)
EDITOR: XSE

I'm trying to make a giveitem script, and something in it is messing up. I put the section that's messing up in bold, since the rest of the script works just fine. I followed diegoisawesome's XSE tutorial, and it said that when you use "giveitem" a message box saying "PLAYER received ITEM!" will automatically pop up and you'll hear a fanfare, so you don't even need to script that part. However, when I use the script below, that never pops up. Instead, the "takeit" script just plays twice, before moving on to the "prettyexpensive" script, and it never says "[PLAYER] received ITEM!" at all. If I try to take out the 0x6 on the "msgbox @takeit" line, XSE says it's missing a parameter. If I have to, I can just add "[PLAYER] received SILPH SCOPE!" to the end of "takeit" and stick in a fanfare, but my main concern is stopping "takeit" from playing twice.

SCRIPT
Spoiler:

It should be givitem 0x359 0x1 0x0

Use 0x0 if it's a person giving the item.
Use 0x1 of the player fins the item.
These are the only 2 message types that can be used with the giveitem command.
 
sorry me again.

GAME: FireRed BPRE
TYPE: Movement (event) script.
EDITOR: XSE
OK, I want an event where first, the player walks down to the table first, then he sees his mum talking with this guy (called TONY in the script). The guy turns to the mum, then they speak, after, you walk up to Mum who tells you to help find LYDIA. But, instead, the mum walks one step right and the guy is just standing there. Help?

SCRIPT:
Code:
#Dynamic 0x800AD3

#org @start
checkflag 0x200
if 0x0 call @move
else goto @end
end

#org @move
applymovement 0xFF @back
waitmovement 0x0
applymovement 0x02 @dude
waitmovement 0x0
msgbox @prob 0x6
applymovement 0xFF @back2
waitmovement 0x0
applymovement 0x01 @mumface
waitmovement 0x0
msgbox @prob2 0x6
end

#org @mumface
#raw 0x00 0xFE

#org @back2
#raw 0x12 0x01 0xFE

#org @back
#raw 0x62 0x00 0x0C 0x0C 0x0C 0x12 0x12 0xFE

#org @dude
#raw 0x03 0xFE

#org @prob
= MUM: Sorry, TONY, but I\nhaven't seen LYDIA anywhere.\pTONY: Why today? It's her\nbirthday today!

#org @prob2
= \v\H01. Go and help TONY find\nLYDIA.

#org @end
release
end
I'm sure the people moumbers are right, but here is an A-Map shot of the event room.
[PokeCommunity.com] Script Help Thread (DO NOT REQUEST SCRIPTS)


Thanks.
 
Game: FireRed
Editor: XSE
Problem: I made this script that would theoretically make it so that Prof. Oak give the player their National Dex instead of your Pokedex. I made this script below and placed it within the game, but nothing happened. I'm looking for help on why this piece of script isn't working for me.

Code:
#dynamic 0xoffset
 
 #org @first
 checkflag 0x829
 if 0x0 goto @start
 release
 end
 
 #org @start 
 message @1 0x5
 setflag 0x829 
 special 0x16F 
 release
 end
 
 #org @1
 = Here, take this PokeDex! Have fun. Like it?
 
Game: FireRed
Editor: XSE
Problem: I made this script that would theoretically make it so that Prof. Oak give the player their National Dex instead of your Pokedex. I made this script below and placed it within the game, but nothing happened. I'm looking for help on why this piece of script isn't working for me.

Code:
#dynamic 0xoffset
 
 #org @first
[B]lock[/B]
 checkflag 0x829
 if 0x0 goto @start
 release
 end
 
 #org @start 
 message @1 [B]0x6[/B]
 setflag 0x829 
 special 0x16F 
 release
 end
 
 #org @1
 = Here, take this PokeDex! Have fun. Like it?

You used the wrong message type. 0x5 is for yes/no boxes. 0x6 is for normal boxes and is waht you need. Also you need a lock at the beginning so if the event is through a person, the person won't move while it happens. I've put these fixes in bold.
 
You used the wrong message type. 0x5 is for yes/no boxes. 0x6 is for normal boxes and is what you need. Also you need a lock at the beginning so if the event is through a person, the person won't move while it happens. I've put these fixes in bold.
Okay, I took those fixes and applied them to the script, but when I compiled the script into the game the event is still won't activate. I don't if I need a separate script informing the first script that the event is going through someone (Prof. Oak) or what. The guide I'm using at the moment doesn't mention much about directing events to specific people.
 
Level Scripts

Can someone give me an example of what to do for a level script? Does the setvar matter? Ive tried to do all kinds of level scripts but iv'e only got one to work. All the other's make random text boxes that sometimes continue on forever. For example what would a script look like if a sprite disappeared right when i warped to that area?

This is what it looks like when things go wrong:
[PokeCommunity.com] Script Help Thread (DO NOT REQUEST SCRIPTS)


Can anyone help?
 
Hack of:Pokemon Emerald
Scripter:Pokescript

Well I got this script that you walk on the tile. But instead of even getting to the first message, I get a glitchy yes no kind of screen. So I figure I must of messed up before the first message.

#org $start
setvar 0x4400 2
Checkflag 0x201
b_true goto $done
message $2
boxset 6
applymovement 0x05 $move
pausemove 0x0
message $1
boxset 6
applymovement 0xff $move1
pausemove 0x0
applymovement 0x05 $move2
#raw 0x53 0x01 0x02
setflag 0x201
release
end

#org $done
release
end

#org $move
#raw 0x0A 0x0A 0x0A 0x0A 0x0A 0x0A 0x0A 0x0A 0xfe

#org $2
$2 1 =Wait up there friend.

#org $1
$1 1 =Hello there.\n I know you were looking for me.\p I was doing things for professor Stag.\nAnd you are?\p\c\h01\h04Hey I'm \v\h01.\p\c\h01\h09Nice to meet you then.\nShall I take you to the lab then.

#org $move1
#raw 0x09 0xfe

#org $move2
#raw 0x0A 0x08
 
1st, You might want to check if you set the Trigger values correctly in A-map. If they are set correctly, then you may want to check if the flags are available to use.

If none of the changes I've suggested work, please reply ^_^

The trigger values are correct, and I've tried 5 different flags with no luck.

EDIT: I redid the script on a new offset and it worked.

EDIT 2: It worked, but with some errors.
Heres a few screenshots to explain them:
Start of Script, goes perfectly.
[PokeCommunity.com] Script Help Thread (DO NOT REQUEST SCRIPTS)

After the battle, the sprite changes.
[PokeCommunity.com] Script Help Thread (DO NOT REQUEST SCRIPTS)

After the fadescreen, the rom shows a different place on the map. The player does not show up on the screen.
[PokeCommunity.com] Script Help Thread (DO NOT REQUEST SCRIPTS)
 
Last edited:
mew obedience

I'm wanting a wild mew battle for Fire Red, but as you know.. mew won't listen. I know i put the "setobedience" in there somewhere but i'm not sure where... i have tried several different locations in a wild pokemon script, but all failed. Two gave me a black screen, the third made me fight a pidgy??????

Here is my code that works for the pokemon battle

#org $StartWild
lock
faceplayer
cry 151
message $Mew1
$Mew1 1 = MEW!
boxset 6
wildbattle 151 20 1
fadescreen 0x1
#raw 0x53
#raw 0x4
#raw 0x0
setflag 0x0324
fadescreen 0x0
release
end

Where would i put the set obedience and in what format do i do it? I have slot 6 open to keep the mew rather than send it to Bill's PC
 
The trigger values are correct, and I've tried 5 different flags with no luck.

EDIT: I redid the script on a new offset and it worked.

EDIT 2: It worked, but with some errors.
Heres a few screenshots to explain them:
Start of Script, goes perfectly.
[PokeCommunity.com] Script Help Thread (DO NOT REQUEST SCRIPTS)

After the battle, the sprite changes.
[PokeCommunity.com] Script Help Thread (DO NOT REQUEST SCRIPTS)

After the fadescreen, the rom shows a different place on the map. The player does not show up on the screen.
[PokeCommunity.com] Script Help Thread (DO NOT REQUEST SCRIPTS)

That is a bug caused by a-map. Don't use the look down movement for any person event, if you want them to look down just use no movement.
 
Last edited:
Pokemon Emerald
Movement script

Well for some reason when I step on the tile instead of playing what it should, it does nothing. I have tried this without my checkflags and still no dice. I have also reformatted this script for an npc and no luck. This script is non responses.

Spoiler:
 
Last edited:
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