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Script Help Thread (DO NOT REQUEST SCRIPTS)

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I'm reposting this because it kinda just died =\
And I really need it fixed.

Ugh... Here we go again... I'm having troubles with a moving/battling script... again... This is what it's supposed to do:

Exclamation mark above your head followed by turning right.
Person walks 7 spaces left from out of screen to in front of you.
Wait for movement to complete.
Talks
Battles
Talks
Leaves
Wait for movement to complete
Done

This is what it does:
Exclamation mark above your head followed by turning right.
Wait for movement to complete (but doesn't move)
Talks
Battles
Talks
Wait for movement to complete (but doesn't move)
Done

The guy's Person ID is 1001 so you can't see him until the script kicks in. Which works. The only thing that doesn't is that he doesn't move (to my understanding). You can't see him because he is out of screen but that's what I think happens. The scripts var number is set to 5240 and this is a hack for Pokemon Sapphire.

Here is my script:

Spoiler:
 
Hello,
jeez, your Script is really some fail.^^(exitwound)

1. "lock" at the beginning
2. the command "release", put it then, when the Script end´s.
3. No watestate after "trainerbattle" - cause after the battle, the last pointer(in this case) "whatever" gets called, and watestate doesnt even get called.
4. remove the "lock" at "whatever"
5. applymovements can just be 5 in a row, like this:
#org @2move
#raw 0x0B 0x0B 0x0B 0x0B 0x0B
#raw 0x0B 0x0B 0xFE

If im wrong in the 5th point, im sorry.(I used to script with Poketscript)^^

@justdieplz: Why ain´t you put a "lock" in the beginning?
@RayquazaLv.X: Why ain´t you try what Pokepal17 said? And add "lock" to.(just in case ;))

I hope i could help and you understand everything.(I´m from Germany^^)

s0n1c
 
The yes no box is supposed to be 0x5, and that is in hex right? Because if it is then that isn't it. If I'm just confused though, then could you revise it? ty

It's 0x5 in callstd. I don't know if you use static or refracturing mode, so this is how it's used.

'-------------------
#org 0x673344
lockall
faceplayer
msgbox 0x8576883
callstd 0x5
compare LASTRESULT 0x0
if 0x1 goto 0x8657733
msgbox 0x8576866
releaseall
end
 
removed post due to me solving the problem.
Um,who's problem?Mine?Because I was kicked off the computer after that...

Hello,
jeez, your Script is really some fail.^^(exitwound)

1. "lock" at the beginning
2. the command "release", put it then, when the Script end´s.
3. No watestate after "trainerbattle" - cause after the battle, the last pointer(in this case) "whatever" gets called, and watestate doesnt even get called.
4. remove the "lock" at "whatever"
5. applymovements can just be 5 in a row, like this:
#org @2move
#raw 0x0B 0x0B 0x0B 0x0B 0x0B
#raw 0x0B 0x0B 0xFE

If im wrong in the 5th point, im sorry.(I used to script with Poketscript)^^

@justdieplz: Why ain´t you put a "lock" in the beginning?
@RayquazaLv.X: Why ain´t you try what Pokepal17 said? And add "lock" to.(just in case ;))

I hope i could help and you understand everything.(I´m from Germany^^)

s0n1c
Yeah,but then how are you meant to compile without the free space?
 
Last edited:
Hi!
I've made a script, gave it to a dude in A-Map and saved. Then, when I started Sapphire, I did saw the guy. But when I walk up to him, and press A, nothing happens... This isn't my first script, far from it. But why doesn't it work. And it's a really simple script. But I can't seem to figure out what I've done wrong, maybe one of you guys know?
Here it is.

#dynamic 0x800000

#org @start
lock
faceplayer
msgbox @1 0x6
release
end

#org @1
= My Text.....
 
Hello,
you gotta write it like this:
message @1
callstd 0x6

RayquazaLv.X, im sorry, what do you mean?

s0n1c
 
My hack starts with the player on a remote island, I'd like to have a pokeball next to him, containing his pokemon. So I have this:

#Dynamic 0xoffset

#org @start
lock
faceplayer
givepokemon 0x1 0x5 0x0 0x0 0x0 0x0
setflag 0x828
release
end
but when i check the start menu it showes the amount of coins I have, and not the pokemon menu.
 
Hello,
for what Rom?
FR = 828
R/S = 800
Sm = 860

I cant see another mistake.

s0n1c
 
Rom: FR
Trigger script

is it possible for the player to have to move forward but can move left or right?
 
Hello,
you gotta write it like this:
message @1
callstd 0x6

RayquazaLv.X, im sorry, what do you mean?

s0n1c

Sorry, doesn't work. I get this message when I press compile: Too many parameters on line 6 (thats the line that says: message @1) I can't even compile it then, but when I do it my way, I can compile but can't talk to the guy. And this is not the first script I've made in this way.....

Again: my script is this.

Spoiler:
 
Hi!
I've made a script, gave it to a dude in A-Map and saved. Then, when I started Sapphire, I did saw the guy. But when I walk up to him, and press A, nothing happens... This isn't my first script, far from it. But why doesn't it work. And it's a really simple script. But I can't seem to figure out what I've done wrong, maybe one of you guys know?
Here it is.

#dynamic 0x800000

#org @start
lock
faceplayer
msgbox @1 0x6
release
end

#org @1
= My Text.....

A simple talking script is much easier in static mode. Observe:

#org 0x800000
msgbox 0x8475644
callstd 0x2
end

'---------
' Strings
'---------
#org 0x475644
= Hi there!!
 
A simple talking script is much easier in static mode. Observe:

#org 0x800000
msgbox 0x8475644
callstd 0x2
end

'---------
' Strings
'---------
#org 0x475644
= Hi there!!

Well, it's not a matter of static or dynamic offsets at all.
See below.

This script...
Code:
#dynamic 0x800000

#org @start
lock
faceplayer
msgbox @1 0x6
release
end

#org @1
= My Text.....

...will work exactly the same as this one:
Code:
#dynamic 0x800000

#org @start
msgbox @1 0x2
end

#org @1
= My Text.....
 
I want to change my script at offset 800000, but when i compile it and test it in the rom, it still has the old script and dialog. Does this mean I cant use it anymore?
 
For FR,
Is it possible where you can make a trigger script where it can pause allowing you to move freely for 3 seconds or so and then carry on?

OR a time script? where if you dont get to a certain point within a time limit you have to try again?
 
Game: FireRed
Type: Level Script Type 02; Flag 7007
Editor: XSE
Spoiler:

Okay, here's the thing; The script executes perfect, no errors or anything.
But instantly after it's executed it pops up a msgbox with some weird characters.

I've tried to change all the script offsets but that hasn't helped.
Screenshots: data.fuskbugg.se/skalman01/lag.bmp (haven't made 15 posts yet)
 
Game: FireRed
Type: Level Script Type 02; Flag 7007
Editor: XSE
Spoiler:

Okay, here's the thing; The script executes perfect, no errors or anything.
But instantly after it's executed it pops up a msgbox with some weird characters.

I've tried to change all the script offsets but that hasn't helped.
Screenshots: data.fuskbugg.se/skalman01/lag.bmp (haven't made 15 posts yet)
Aha, it probably looks something like this right?
[PokeCommunity.com] Script Help Thread (DO NOT REQUEST SCRIPTS)


To fix this, you go to the header tab in advance map, where the level script is and press Ctrl+H to get professional header view. You should see an area called "Map Options". And within you should see "Map script offset"
Copy the map script offset, and open your ROM in XSE.
Once done, paste the offset in the "decompile box" and click on "level script"
Next, click on decompile

You'll see something like this at the beginning:

Code:
'-----------------------
#org 0x71A23C
#raw 02
#raw pointer 0x871A242
#raw 00

'-----------------------
#org 0x71A242
#raw word 0x4033
#raw word 0x0
#raw pointer 0x880007D
#raw word 0xFFFF                [B]This is something that A-Map overwrote, and has to be fixed[/B]

Just change the "FFFF" or whatever it is, with the value in the "value box" in advance map. (probably 0000)

When you've done that just recompile the script and it should be fixed!

Got my info from here :P https://www.pokecommunity.com/threads/141650/
So check this if you still don't get it xD (This has more pictures, which makes it easier, and probably explains things a bit better)
 
RayquazaLv.X, im sorry, what do you mean?


s0n1c
What I mean is:
Say you go to compile it.It works,but you don't know where the FSF offset is meant to go.So when you go to A-Map and paste the offset
in the Offset box,it will say:
"$[FSF Offset] is not a valid interger value."
That's what I mean.
 
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