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Script Help Thread (DO NOT REQUEST SCRIPTS)

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5,256
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  • Well, I've been having trouble making even the simplest Script at the 'Script Offset' in the Advance Map to work.
    I think I followed all instructions properly.

    Anyway, I'm gona list down what i did.

    - Downloaded PokeScript and PkmAdv
    - Opened Notepad and started writing this:

    #org $simple
    lock
    faceplayer
    message $example
    $example 1 = Hello! I need Help!
    boxset 6
    release
    end


    - Yeah, so.. I compiled it.
    - BufRite came out.

    - File > Destination > (Picked my ROM)
    - Click that Book.
    - Clicked that Tourch Light thingy
    - Click the first code given
    - Assigned it
    - Got the code.

    - Opened AdvanceMap
    - Opened my ROM, Picked a Map
    - Click the Event Tab
    - Made a 'Person Event'

    - Pasted that code to the Script Offset (800xxx)
    - So, the Script Offset looks like [$800xxx]

    Now the problem is...

    Whenever i click Open Script, an error box comes out

    -------------------------
    Error
    - No script editor defined.
    -------------------------

    I don't get it! I need help..:cer_frown:

    I suggest using XSE, but all you have to do is, on Advance Map, goto Settings >> Choose Script Editor. Then select PokéScript's .exe file. Should work.
     

    HackMew

    Mewtwo Strikes Back
    1,314
    Posts
    17
    Years
    • Seen Oct 26, 2011
    I suggest using XSE, but all you have to do is, on Advance Map, goto Settings >> Choose Script Editor. Then select PokéScript's .exe file. Should work.

    PokéScript can't decompile scripts, though. I might not even have command-line support.
     

    Haku.

    (FLAME)...H....A...K..U
    385
    Posts
    16
    Years
  • Hey guys

    i need help..

    game type :firered
    Script type: Tile script
    the script is already compressed sorry!

    Spoiler:


    I know theres nothing wrong with this script but in the next script which is below,i want the hero to automatically move upon the warp.
    how do i do that? i dun understand level scripts.
    Spoiler:
     

    Cello

    Tonight!
    1,498
    Posts
    14
    Years
  • Hello, I have just a question about XSE's script compiler.
    Pardon me for being a noob. I'm experienced in many other coding languages, but new to scripting in XSE.

    Is it normal that my XSE creates so many different offsets after the script is compiled into my ROM?

    Before Compilation:
    Code:
    #dynamic 0x26D37C
    #org @start
    lock
    msgbox @1 0x6
    applymovement 0xFF @move
    release
    end
    
    #org @1
    = >> It seems your head\nis still a little shakey\lfrom the fall.
    
    #org @move
    #raw 0x64
    After Compilaton:
    Code:
    #org 0x26D37C
    lock
    msgbox 0x826D38F MSG_NORMAL '">> It seems your head\nis ..."
    applymovement MOVE_PLAYER 0x826D3D4
    release
    end
    
    
    '---------
    ' Strings
    '---------
    #org 0x26D38F
    = >> It seems your head\nis still a little shakey \lfrom the fall.
    
    
    '-----------
    ' Movements
    '-----------
    #org 0x26D3D4
    #raw 0x64 'Cross (X)
    I went from 1 offset to 3 offsets. I just want to know if this is normal before I go using up a bunch of space/offsets per code.

    Again, sorry for being a n00b. Dx
    I just want to be sure this is right.
     
    Last edited:

    Pokepal17

    More cowbell~
    1,519
    Posts
    15
    Years
  • Hello, I have just a question about XSE's script compiler.
    Pardon me for being a noob. I'm experienced in many other coding languages, but new to scripting in XSE.

    Is it normal that my XSE creates so many different offsets after the script is compiled into my ROM?

    Before Compilation:
    Code:
    #dynamic 0x26D37C
    #org @start
    lock
    msgbox @1 0x6
    applymovement 0xFF @move
    [B]waitmovement 0x0[/B]
    release
    end
     
    #org @1
    = >> It seems your head\nis still a little shakey\lfrom the fall.
     
    #org @move
    #raw 0x64
    After Compilaton:
    Code:
    #org 0x26D37C
    lock
    msgbox 0x826D38F MSG_NORMAL '">> It seems your head\nis ..."
    applymovement MOVE_PLAYER 0x826D3D4
    [B]waitmovement 0x0[/B]
    release
    end
     
     
    '---------
    ' Strings
    '---------
    #org 0x26D38F
    = >> It seems your head\nis still a little shakey \lfrom the fall.
     
     
    '-----------
    ' Movements
    '-----------
    #org 0x26D3D4
    #raw 0x64 'Cross (X)
    I went from 1 offset to 3 offsets. I just want to know if this is normal before I go using up a bunch of space/offsets per code.

    Again, sorry for being a n00b. Dx
    I just want to be sure this is right.

    It's fine, it's just replaced the dynamic labels with proper offsets. A word of advice though, use offsets over 0x800000, your offset may have been part of something important in the ROM. :\ Also, you need the waitmovement command after applymovement to pause the script long enough for the movements to take place.
     

    JPAN

    pokemon rom researcher
    104
    Posts
    15
    Years
    • Seen Jul 2, 2016
    Hello, I have just a question about XSE's script compiler.
    Pardon me for being a noob. I'm experienced in many other coding languages, but new to scripting in XSE.

    Is it normal that my XSE creates so many different offsets after the script is compiled into my ROM?

    I went from 1 offset to 3 offsets. I just want to know if this is normal before I go using up a bunch of space/offsets per code.

    What happened is that the @1 or @move are dynamic labels. That means that, when compiled, XSE looks for a free memory space with that exact value and place them there. After compiled, it shows you where they were stored. That is where the offsets came from.
    Also, your movement data (@move) is missing the terminator byte (#raw 0xFE), that will cause the script to move your character endlessly until it finds one.
    To end, one very useful feature at XSe is that it shows you, commented, the string that will be printed on screen(or part of it) in front of the msgbox command. Do you want >> to start your sentence?
     

    Cello

    Tonight!
    1,498
    Posts
    14
    Years
  • It's fine, it's just replaced the dynamic labels with proper offsets. A word of advice though, use offsets over 0x800000, your offset may have been part of something important in the ROM. :\ Also, you need the waitmovement command after applymovement to pause the script long enough for the movements to take place.

    Thanks for your response. I went looking for free space in FSF from the beginning of the game.
    I suppose from now on I should be searching 0x800000 onward.

    And that waitmovement also explains why no applymovement occured when testing the script. So thank you for telling me this as well. :)

    What happened is that the @1 or @move are dynamic labels. That means that, when compiled, XSE looks for a free memory space with that exact value and place them there. After compiled, it shows you where they were stored. That is where the offsets came from.
    Also, your movement data (@move) is missing the terminator byte (#raw 0xFE), that will cause the script to move your character endlessly until it finds one.
    To end, one very useful feature at XSe is that it shows you, commented, the string that will be printed on screen(or part of it) in front of the msgbox command. Do you want >> to start your sentence?

    I see, Thank you for explaining that to me too!
    Yes, I wanted the >> to start the sentence as a notification that it's your character thinking to him/herself. Which I know I have to use \hEF in order to place those in the message box.

    You're both a big help, thanks again.
     
    Last edited:
    4
    Posts
    14
    Years
    • Seen Aug 26, 2011
    Game: Fire Red
    Type: Level Script
    Editor: XSE
    Script:
    Spoiler:
    Spoiler:

    Screenshots and/or Videos: Comming soon
     
    5,256
    Posts
    16
    Years
  • @ ChaosHacker22: Uhh, what's wrong with it? I think all you need to do is replace the offset to '0x800000' to be on the safe side. 'Kay? Also, if it's a script event, be sure to set the first unknown value to '0300' and the variable number to '4050'. Hope I helped.
     

    HackMew

    Mewtwo Strikes Back
    1,314
    Posts
    17
    Years
    • Seen Oct 26, 2011
    @ ChaosHacker22: Uhh, what's wrong with it? I think all you need to do is replace the offset to '0x800000' to be on the safe side. 'Kay? Also, if it's a script event, be sure to set the first unknown value to '0300' and the variable number to '4050'. Hope I helped.

    Please avoid giving false info. The first Unknown value should be 0003, and not 0300. That's why you write 4050 and not 5040, as the old AM wrongly showed. Besides, it's not a script event, but part of a level script. Either way, replacing the offset wouldn't help. Fact is posting a script isn't enough if you don't specify what's wrong with it.
     

    BlitŻ1

    guahh my dog is so cute
    472
    Posts
    15
    Years
  • xan someone help me with something?

    I would like to hack using emerald and ruby, but the hard thing is i dont understand the movement commands :O. They aren't as clear as fire red where its run left, walk right etc...

    so can someone show me the movements for ruby in a simpler way?
     

    Haku.

    (FLAME)...H....A...K..U
    385
    Posts
    16
    Years
  • I need help with one script

    Hack:Firered
    Editor:XSE
    PROBLEM:Sprite no15 doesnt move Plus it is stuck after the movement of player in move3.
    Script:LEVEL SCRIPT.
    Spoiler:


    Whats wrong with it.
     

    NarutoActor

    The rocks cry out to me
    1,974
    Posts
    15
    Years
  • xan someone help me with something?

    I would like to hack using emerald and ruby, but the hard thing is i dont understand the movement commands :O. They aren't as clear as fire red where its run left, walk right etc...

    so can someone show me the movements for ruby in a simpler way?
    try pksv it has a movement helper
     

    0m3GA ARS3NAL

    Im comin' home...
    1,816
    Posts
    16
    Years
  • xan someone help me with something?

    I would like to hack using emerald and ruby, but the hard thing is i dont understand the movement commands :O. They aren't as clear as fire red where its run left, walk right etc...

    so can someone show me the movements for ruby in a simpler way?

    Did you take a few minutes to look in the Doc's Tuts section?
    Here is a R/S movement list for you, XSE approved!

    Taken from diegoisawesome's MEGA-HUGE XSE Scripting Tutorial

    Code:
    0x54 ' Hide
    0x55 ' Show
    0x56 ' Alert
    0x57 ' Question
    0x58 ' Love
    0x5A ' Pokeball
    0x10 ' Delay0
    0x11 ' Delay1
    0x12 ' Delay2
    0x13 ' Delay3
    0x14 ' Delay4
    
    ' Step
    0x00 ' Down0
    0x01 ' Up0
    0x02 ' Left0
    0x03 ' Right0
    0x04 ' Down1
    0x05 ' Up1
    0x06 ' Left1
    0x07 ' Right1
    0x08 ' Down2
    0x09 ' Up2
    0x0A ' Left2
    0x0B ' Right2
    0x17 ' Left3
    0x18 ' Right3
    0x15 ' Down3
    0x16 ' Up3
    0x2D ' Down4
    0x2E ' Up4
    0x2F ' Left4
    0x30 ' Right4
    
    ' Running
    0x35 ' RunDown
    0x36 ' RunUp
    0x37 ' RunLeft
    0x38 ' RunRight
    0x7E ' RunDown2
    0x7F ' RunUp2
    0x80 ' RunLeft2
    0x81 ' RunRight2
    
    ' Hop & Jump
    0x0C ' HopTileDown
    0x0D ' HopTileUp
    0x0E ' HopTileLeft
    0x0F ' HopTileRight
    0x3A ' HighHopDown
    0x3B ' HighHopUp
    0x3C ' HighHopLeft
    0x3D ' HighHopRight
    0x46 ' HopDown
    0x47 ' HopUp
    0x48 ' HopLeft
    0x49 ' HopRight
    0x4A ' HopDown180
    0x4B ' HopUp180
    0x4C ' HopLeft180
    0x4D ' HopRight180
    0x42 ' JumpDown
    0x43 ' JumpUp
    0x44 ' JumpLeft
    0x45 ' JumpRight
    
    ' Straf (May have glitches)
    0x19 ' StDown1
    0x1A ' StUp1
    0x1B ' StLeft1
    0x1C ' StRight1
    0x1D ' StDown2
    0x1E ' StUp2
    0x1F ' StLeft2
    0x20 ' StRight2
    0x21 ' StDown3
    0x22 ' StUp3
    0x23 ' StLeft3
    0x24 ' StRight3
    0x25 ' StDown4
    0x26 ' StUp4
    0x27 ' StLeft4
    0x28 ' StRight4
    0x6A ' StDown1i
    0x6B ' StUp1i
    0x6C ' StLeft1i
    0x6D ' StRight1i
    0x6E ' StDown5
    0x6F ' StUp5
    0x70 ' StLeft5
    0x71 ' StRight5
    
    'Special
    0x31 ' SlideFaceDown
    0x32 ' SlideFaceUp
    0x33 ' SlideFaceLeft
    0x34 ' SlideFaceRight
    0x86 ' IceSlideDown
    0x87 ' IceSlideUp
    0x88 ' IceSlideLeft
    0x89 ' IceSlideRight
    
    ' Glitchy
    0x3E ' Up0A
    0x3F ' Down0A
    0x4E ' Down0B
    0x63 ' Up0B
    0x65 ' Right0A
    0x66 ' RunStopLoopDown
    0x67 ' RunStopLoopUp
    0x68 ' RunStopLoopLeft
    0x69 ' RunStopLoopRight
    0x72 ' Down15
    0x73 ' Up15
    0x74 ' Left15
    0x75 ' Right15
    0x7A ' Down6
    0x7B ' Up6
    0x7C ' Left6
    0x7D ' Right6
    0x82 ' Down7
    0x83 ' Up7
    0x84 ' Left7
    0x85 ' Right7
    
    ' EXIT
    0xFE
     

    BlitŻ1

    guahh my dog is so cute
    472
    Posts
    15
    Years
  • Did you take a few minutes to look in the Doc's Tuts section?
    Here is a R/S movement list for you, XSE approved!

    Taken from diegoisawesome's MEGA-HUGE XSE Scripting Tutorial

    Code:
    0x54 ' Hide
    0x55 ' Show
    0x56 ' Alert
    0x57 ' Question
    0x58 ' Love
    0x5A ' Pokeball
    0x10 ' Delay0
    0x11 ' Delay1
    0x12 ' Delay2
    0x13 ' Delay3
    0x14 ' Delay4
    
    ' Step
    0x00 ' Down0
    0x01 ' Up0
    0x02 ' Left0
    0x03 ' Right0
    0x04 ' Down1
    0x05 ' Up1
    0x06 ' Left1
    0x07 ' Right1
    0x08 ' Down2
    0x09 ' Up2
    0x0A ' Left2
    0x0B ' Right2
    0x17 ' Left3
    0x18 ' Right3
    0x15 ' Down3
    0x16 ' Up3
    0x2D ' Down4
    0x2E ' Up4
    0x2F ' Left4
    0x30 ' Right4
    
    ' Running
    0x35 ' RunDown
    0x36 ' RunUp
    0x37 ' RunLeft
    0x38 ' RunRight
    0x7E ' RunDown2
    0x7F ' RunUp2
    0x80 ' RunLeft2
    0x81 ' RunRight2
    
    ' Hop & Jump
    0x0C ' HopTileDown
    0x0D ' HopTileUp
    0x0E ' HopTileLeft
    0x0F ' HopTileRight
    0x3A ' HighHopDown
    0x3B ' HighHopUp
    0x3C ' HighHopLeft
    0x3D ' HighHopRight
    0x46 ' HopDown
    0x47 ' HopUp
    0x48 ' HopLeft
    0x49 ' HopRight
    0x4A ' HopDown180
    0x4B ' HopUp180
    0x4C ' HopLeft180
    0x4D ' HopRight180
    0x42 ' JumpDown
    0x43 ' JumpUp
    0x44 ' JumpLeft
    0x45 ' JumpRight
    
    ' Straf (May have glitches)
    0x19 ' StDown1
    0x1A ' StUp1
    0x1B ' StLeft1
    0x1C ' StRight1
    0x1D ' StDown2
    0x1E ' StUp2
    0x1F ' StLeft2
    0x20 ' StRight2
    0x21 ' StDown3
    0x22 ' StUp3
    0x23 ' StLeft3
    0x24 ' StRight3
    0x25 ' StDown4
    0x26 ' StUp4
    0x27 ' StLeft4
    0x28 ' StRight4
    0x6A ' StDown1i
    0x6B ' StUp1i
    0x6C ' StLeft1i
    0x6D ' StRight1i
    0x6E ' StDown5
    0x6F ' StUp5
    0x70 ' StLeft5
    0x71 ' StRight5
    
    'Special
    0x31 ' SlideFaceDown
    0x32 ' SlideFaceUp
    0x33 ' SlideFaceLeft
    0x34 ' SlideFaceRight
    0x86 ' IceSlideDown
    0x87 ' IceSlideUp
    0x88 ' IceSlideLeft
    0x89 ' IceSlideRight
    
    ' Glitchy
    0x3E ' Up0A
    0x3F ' Down0A
    0x4E ' Down0B
    0x63 ' Up0B
    0x65 ' Right0A
    0x66 ' RunStopLoopDown
    0x67 ' RunStopLoopUp
    0x68 ' RunStopLoopLeft
    0x69 ' RunStopLoopRight
    0x72 ' Down15
    0x73 ' Up15
    0x74 ' Left15
    0x75 ' Right15
    0x7A ' Down6
    0x7B ' Up6
    0x7C ' Left6
    0x7D ' Right6
    0x82 ' Down7
    0x83 ' Up7
    0x84 ' Left7
    0x85 ' Right7
    
    ' EXIT
    0xFE

    but thats what I mean. I don't understand what the right1, right2 etc translateinto in the game? Is it running fast? Slow? I don't understand >.<
     
    7
    Posts
    14
    Years
    • Seen Oct 15, 2009
    Can someone explain what happened to me here?

    Code:
    '-----------------------
    #org 0x71A4A8
    msgbox 0x871A4B2 '"Mayor's House.Ù á  ÂÀÂÚ ß          ..."
    callstd 0x3
    end
    
    
    '---------
    ' Strings
    '---------
    #org 0x71A4B2
    = Mayor's House.Ù á  ÂÀÂÚ ß          À ÀF3\h71ËF3\h71ËN3\h71ËN3\h71Ë
    It's supposed to be the way it is, but without all the gibberish(It used to work just fine, I just noticed it right now, when I was about to test something else). Did I put something else over it? If not, what could have happened? Is it safe to just delete the extra stuff, or should I repoint the message?
     

    Haku.

    (FLAME)...H....A...K..U
    385
    Posts
    16
    Years
  • Umm slg can you post the original one so i can look at it?
    and Fan king i think down0 is face down and down1 is slow, down2 is normal and down3 is 2 step down and down4 is fast i think try playing with it until you get it
     
    7
    Posts
    14
    Years
    • Seen Oct 15, 2009
    Do you mean this one?(The one below is the one I had saved, so I must have changed boxset 3 to callstd 0x3 before I compiled it)

    Code:
    #dynamic 0x71A3CC
    
    #org @start
    msgbox @mayor
    boxset 3
    end
    
    #org @mayor
    = Mayor's House
     

    Haku.

    (FLAME)...H....A...K..U
    385
    Posts
    16
    Years
  • try not to use boxset 3

    try this

    Spoiler:

    Thats for XSE

    And are you using XSE if not then i think the script i just posted it only for XSE
     
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