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Script Help Thread (DO NOT REQUEST SCRIPTS)

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Ok, guys. I've got a problem.
I've made a script so that if I don't have a certain pokemon(for this example, Pikachu), the guy will not move aside for me. I've used a checkpokemon script. However, if I don't have a Pikachu, the "Not allowed" message comes fine. However, when I DO have the Pikachu, he doesn't follow the applymovement, and top of that, the GAME FREEZES!

Here is the Code, please proof-read it for me; the last time I did anything related to hacking was 2007 and only for like a month; I've forgotten everything I knew and now have to relearn everything to also match with the new tools and the updates everyone is releasing:
Code:
'---------------
#org 0x71AC40
lock
faceplayer
setvar 0x8004 0x19
special2 LASTRESULT 0x17C
compare LASTRESULT 0x1
if 0x1 goto 0x871AD70
msgbox 0x871AD90 MSG_NORMAL '"Sorry, you're not allowed."
release
end
 
'---------------
#org 0x71AD70
applymovement 0x5 0x871ADA0
 
'---------
' Strings
'---------
#org 0x71AD90
= Sorry, you're not allowed.
 
 
'-----------
' Movements
'-----------
#org 0x71ADA0
#raw 0xE8 'movE8
#raw 0x0 'Face Down
#raw 0xD5 'movD5
#raw 0xE0 'movE0
#raw 0xE0 'movE0
#raw 0xE3 'movE3
#raw 0xEB 'movEB
#raw 0xD9 'movD9
#raw 0xD8 'movD8
#raw 0xAD 'movAD



For what rom?

I can probably provide you the scripts, but for what rom?

[PokeCommunity.com] Script Help Thread (DO NOT REQUEST SCRIPTS)

Credits to Dragonmaster91 for the picture.
 
[PokeCommunity.com] Script Help Thread (DO NOT REQUEST SCRIPTS)

Credits to Dragonmaster91 for the picture.

machomuu, he said that if he didn't have Pikachu, the not allowed message came up meaning that he did that right.

First of all, Elusion, you're going to need to finish the script after the applymovement. You need a waitmovement and a release and end.

Oh, and you don't need lock at the start.
 
'---------------
#org 0x26E5E0
lock
faceplayer
checkflag 0x57A
if 0x1 goto 0x826E60E
goto 0x826E5F3
'---------------
#org 0x26E60E
msgbox 0x826E731 0x6 '"Please don't bother me.\pI'm in th..."
release
end
'---------------
#org 0x26E5F3
msgbox 0x826E66A 0x6 '"This mansion is pretty old, so\nit..."
checkitem 0x163 0x1
compare 0x800D 0x1
if 0x1 goto 0x826E619
release
end
'---------------
#org 0x26E619
msgbox 0x826E6D8 0x6 '"What is this? Is this maybe the\nn..."
yesnobox 0x6 0x5
if 0x1 goto 0x826E632
if 0x0 goto 0x826E656
release
end
'---------------
#org 0x26E632
msgbox 0x826E772 0x6 '"[green_fr]PLAYER: Sure, have it!"
applymovement 0xFF 0x826E666
waitmovement 0x0
applymovement 0x4 0x826E661
waitmovement 0x0
setflag 0x57A
removeitem 0x163 0x1
release
end
'---------------
#org 0x26E656
msgbox 0x826E78E 0x6 '"[green_fr]PLAYER: Sorry..."
release
end

'---------
' Strings
'---------
#org 0x26E731
= Please don't bother me.\pI'm in the DISTORTION WORLD right\nnow.
#org 0x26E66A
= This mansion is pretty old, so\nit's quite dangerous to go inside.\pAnd it's kind of creepy,\ndon't you think?
#org 0x26E6D8
= What is this? Is this maybe the\nnew Nintendo DSi?\pCan I have it, please?\nI'm so bored[.]
#org 0x26E772
= [green_fr]PLAYER: Sure, have it!
#org 0x26E78E
= [green_fr]PLAYER: Sorry...

'-----------
' Movements
'-----------
#org 0x26E666
#raw 0x10 'Step Down (Normal)
#raw 0x3 'Face Down (Faster)
#raw 0xFE 'End of Movements
#org 0x26E661
#raw 0x10 'Step Down (Normal)
#raw 0xF 'Step Right (Slow)
#raw 0x2 'Face Left
#raw 0xFE 'End of Movements
I am still having issues with the yesnobox and its pointers.
 
Help plz

Game: Fire red
Type:script help
Editor:xse


Alrite, I made this script to where if you beat this grunt he turns and dissapears into a cave he's blocking.
I used the hide sprite command and it looks like he goes into the cave, but when i go in and out of the cave,
he reapears in the spot he started at.
Any help on how to make him dissapear for good would be reeally nice :D







































Spoiler:

 
Game: Fire red
Type:script help
Editor:xse


Alrite, I made this script to where if you beat this grunt he turns and dissapears into a cave he's blocking.
I used the hide sprite command and it looks like he goes into the cave, but when i go in and out of the cave,
he reapears in the spot he started at.
Any help on how to make him dissapear for good would be reeally nice :D







































Spoiler:
Spoiler:

The person's Person ID should be the flag's number.
So, make the person's Person ID be 9998.
 
machomuu, he said that if he didn't have Pikachu, the not allowed message came up meaning that he did that right.

First of all, Elusion, you're going to need to finish the script after the applymovement. You need a waitmovement and a release and end.

Oh, and you don't need lock at the start.

If there's no need for lock, then there's no need for release as well.

I am still having issues with the yesnobox and its pointers.

if it's only with the yesnobox:

Code:
yesnobox 0x6 0x5
[B]compare lastresult 1[/B]
if 0x1 goto 0x826E632
[B]compare lastresult 0[/B]
if 0x1 goto 0x826E656
 
The person's Person ID should be the flag's number.
So, make the person's Person ID be 9998.

not quite sure i understand.. will you change my script and repost for me to see what you mean?

wait wait wait... the set flag 9998 is for a different script entirely.. there a guy beside him and after u win that flag makes the guy say something different... so im still stuck!
 
Last edited:
not quite sure i understand.. will you change my script and repost for me to see what you mean?

wait wait wait... the set flag 9998 is for a different script entirely.. there a guy beside him and after u win that flag makes the guy say something different... so im still stuck!

What ~Watermelon is trying to say is, when you click on a person in A-Map, there should be a text box, that has the name "Person ID"
Set it to, say, 2000 (must be a number between 0x1000 and 0x3FFF, or it will not work.)
Then you insert a setflag into your script that is the same number as your chosen Person ID, where you want the person to disappear... Then, when you exit and come back, the person will not be there.
 
ok i made his person id 2000 on am.. do i have to put 0x2000?
anyways... he still comes back! take alook at how i changed script.. tell me if thats rite

#dynamic 0x71A388

#org @start
trainerbattle 0x1 0x163 0x0 @intro @defeat @after
end

#org @after
setflag 0x9998
msgbox @msg 0x2
applymovement 0x06 @runaway
waitmovement 0x0
hidesprite 0x06
setflag 0x2000
release
end

#org @runaway
#raw 0x01 0x01 0x60 0xFE

#org @intro
= I beat this man for meddling\nin our affairs.\pYour next!

#org @defeat
= Wow your kinda tough!

#org @msg
= Don't you dare follow me!

after the hidesprite message 0x06 i setflag 0x2000...
 
Last edited:
For what rom?

I can probably provide you the scripts, but for what rom?[/quote]
For a Pokemon Fire Red Rom.
 
Okay. I'm using A-Map and XSE, and working in FireRed. I based my script off the data from Oak's "omg dont go out nooooes" script in Pallet Town, and edited the movements and all that, and it seems to work fine - but with one problem. The off-screen Oak sprite that's supposed to appear...doesn't. The invisible man takes me to the lab! O_o;

Code:
'---------------
#org 0x1655ED
lockall
setvar 0x4001 0x0
goto 0x8165605

'---------------
#org 0x165605
setvar 0x8004 0x0
setvar 0x8005 0x2
special 0x174
textcolor 0x0
pause 0x1E
playsong 0x12E 0x0
preparemsg 0x817D72C '"Cedar: Ah, there you are!"
waitmsg
pause 0x55
closeonkeypress
applymovement MOVE_PLAYER 0x81A75ED
waitmovement 0x0
sound 0x15
applymovement MOVE_PLAYER 0x81A75DB
waitmovement 0x0
pause 0x1E
showsprite 0x3
compare 0x4001 0x0
if 0x1 call 0x81656B8
compare 0x4001 0x1
if 0x1 call 0x81656C3
pause 0x1E
msgbox 0x817D74A MSG_KEEPOPEN '"Cedar: Kenneth called to say\n you..."
closeonkeypress
pause 0x1E
compare 0x4001 0x0
if 0x1 call 0x81656CE
compare 0x4001 0x1
if 0x1 call 0x81656E0
setdooropened 0x10 0xD
doorchange
applymovement 0x3 0x816572E
applymovement MOVE_PLAYER 0x8165758
waitmovement 0x0
setdoorclosed 0x10 0xD
doorchange
setvar 0x4055 0x1
clearflag 0x2B
setvar 0x4050 0x1
setflag 0x2C
setflag 0x4001
warp 0x4 0x3 0xFF 0x6 0xC
waitstate
releaseall
end

'---------------
#org 0x1656B8
applymovement 0x3 0x81656F2
waitmovement 0x0
return

'---------------
#org 0x1656C3
applymovement 0x3 0x81656FB
waitmovement 0x0
return

'---------------
#org 0x1656CE
applymovement 0x3 0x8165705
applymovement MOVE_PLAYER 0x8165731
waitmovement 0x0
return

'---------------
#org 0x1656E0
applymovement 0x3 0x8165719
applymovement MOVE_PLAYER 0x8165744
waitmovement 0x0
return


'---------
' Strings
'---------
#org 0x17D72C
= Cedar: Ah, there you are!

#org 0x17D74A
= Cedar: Kenneth called to say you'd\nbe coming.  Follow me!


'-----------
' Movements
'-----------
#org 0x1A75ED
#raw 0x2F 'Face Left (Delayed)
#raw 0xFE 'End of Movements

#org 0x1A75DB
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements

#org 0x16572E
#raw 0x11 'Step Up (Normal)
#raw 0x60 'Hide
#raw 0xFE 'End of Movements

#org 0x165758
#raw 0x60 'Hide
#raw 0xFE 'End of Movements

#org 0x1656F2
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0xFE 'End of Movements

#org 0x1656FB
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0xFE 'End of Movements

#org 0x165705
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements

#org 0x165731
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements

#org 0x165719
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements

#org 0x165744
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements

Does anyone know what I can do to fix this?

If a screenshot showing the Oak sprite's default location in relation to the script location would help, I'll gladly provide.
 
alrite i made this script to where if ya beat him, he turns and exits into a cave hes blocking...
that works.. but when i go into the cave and come out, he reappears.. D:
the setflag 9998 makes another person say something different after this guy is beaten and that works fine...
some help on how to make this guy dissapear for good would help...
someone told me to make a set flag with his trainer id as the flag to make him dissapear, i inserted it after the hidesprite 0x06 part, but it still dint work... help would be greatly greatly appreciated
i cant go on with my hack untill i learn how to make ppl disapear for good after a certain flag is set...
im using xse on a firered hack



#dynamic 0x71A388

#org @start
trainerbattle 0x1 0x163 0x0 @intro @defeat @after
end

#org @after
setflag 0x9998
msgbox @msg 0x2
applymovement 0x06 @runaway
waitmovement 0x0
hidesprite 0x06
release
end

#org @runaway
#raw 0x01 0xFE

#org @intro
= I beat this man for meddling\nin our affairs.\pYour next!

#org @defeat
= Wow your kinda tough!

#org @msg
= Don't you dare follow me!
 
Last edited:
Whats wrong with this script? It's made so it's supposed to execute an EARTHQUAKE when I step on it, but intead, the game freezes and locks up:

Code:
'---------------
#org 0x1F0FE0
special 0x136
msgbox 0x81F0FF0 MSG_NORMAL '"What!? What was that?"
release
end


'---------
' Strings
'---------
#org 0x1F0FF0
= What!? What was that?
 
Whats wrong with this script? It's made so it's supposed to execute an EARTHQUAKE when I step on it, but intead, the game freezes and locks up:

Code:
'---------------
#org 0x1F0FE0
special 0x136
[B]pause 0x30[/B]
msgbox 0x81F0FF0 MSG_NORMAL '"What!? What was that?"
release
end
 
 
'---------
' Strings
'---------
#org 0x1F0FF0
= What!? What was that?

You need a pause and use variables to increase/decrease the strength of the quake :P
 
EDIT: Ok, now it's acting as if the script doesn't even exist. Nothing happens. The game is running normally, but no earthquake either.
 
can some one tell me how to make a setflag such as one that would come after a battle, and make some on walk and disapear using hidesprite, still be gone when the game resets? If you use his id as a set flag also, he wont come back if u go in and out of the cave like he would normally, but will come back if you hit reset console. its like the set flag gets unset after the game is reset... any ideas?

using xse and firered rom

um heres the script for the man

#dynamic 0x71A388

#org @start
trainerbattle 0x1 0x163 0x0 @intro @defeat @after
end

#org @after
msgbox @msg 0x2
applymovement 0x06 @runaway
waitmovement 0x0
hidesprite 0x06
setflag 0x9998
release
end

#org @runaway
#raw 0x01 0x11 0xFE

#org @intro
= I beat this man for meddling\nin our affairs.\pYour next!

#org @defeat
= Wow your kinda tough!

#org @msg
= Don't you dare follow me!
 
alrite i made this script to where if ya beat him, he turns and exits into a cave hes blocking...
that works.. but when i go into the cave and come out, he reappears.. D:
the setflag 9998 makes another person say something different after this guy is beaten and that works fine...
some help on how to make this guy dissapear for good would help...
someone told me to make a set flag with his trainer id as the flag to make him dissapear, i inserted it after the hidesprite 0x06 part, but it still dint work... help would be greatly greatly appreciated
i cant go on with my hack untill i learn how to make ppl disapear for good after a certain flag is set...
im using xse on a firered hack



#dynamic 0x71A388

#org @start
trainerbattle 0x1 0x163 0x0 @intro @defeat @after
end

#org @after
setflag 0x3FFF
msgbox @msg 0x2
applymovement 0x06 @runaway
waitmovement 0x0
hidesprite 0x06
release
end

#org @runaway
#raw 0x01 0xFE

#org @intro
= I beat this man for meddling\nin our affairs.\pYour next!

#org @defeat
= Wow your kinda tough!

#org @msg
= Don't you dare follow me!

The flags list goes from 0x1000 to 0x3FFF... those are "safe flags"
from 0x4000 to 0xFFFF are VARIABLES, not flags, change the flag number, and the person ID to a flag like... 3FFF
EDITS IN YOUR POST ARE IN BOLD
 
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