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Script Help Thread (DO NOT REQUEST SCRIPTS)

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I want to edit the death script so when you get a game over it sends you back to the nearest place you healed at but only restores 1HP and 1PP to all your pokemon.

How would I go about doing this?

ASM is your answer. :P It can't be done with a script.
 
Thanks for the help! ...though I don't know what ASM is, I'll look into it. Thanks again!
 
I am not so good at scripting yet, but I have to get this thing working. Have spend whole day with it.
I got it work somehow but now my problem is that my player totally freezes. I know it's because of the waitmovement (It worked first when I had different movements) but what should I do to it? (My script may look stupid, it's one of my first big scripts. Have done only message, give item/pokémon and kind of that.) I'll start to understand this somehow.

Spoiler:


Can somebody please help me?
 
Well the #org @2 doesn't have end so it might be the cause of problem.
Also #ORG @moveplayer doesn't have #raw 0xFE at the end.
 
okay I got an other level script problem :/ this time it nothing happends I tryed changing the var numbers but no go :/

Spoiler:
 
Well the #org @2 doesn't have end so it might be the cause of problem.
Also #ORG @moveplayer doesn't have #raw 0xFE at the end.

Thanks, I didn't notice the 0xFE thing. Now it works fine.
I can finally be happy :D
 
Fire Red
xse
applymovement\giveitem\pokedex script
Spoiler:


The actual script runs fine until the end. However, before the actual event, Oak stand out in the middle of the area, just hanging out. After you get a pokemon, he disappears, and the event runs to his battle. However, after his battle, the text runs fine, but the applymovement doesn't happen, as he just disappears instantly. But he still blocks the way, as you can't move onto where he had just been standing afterwards.
 
the last end movement is missing a waitmovement before posting a problem that deals with a movement script make sure that every applymovement as a waitmovement.
That solves the ending of it, but this script is for after you get a pokemon. But even though I have the sprite set up and the hidden command selected in A-map, Oak is appearing as soon as I leave the house. It this an issue from the script. He disappears after you get the pokemon though. That is what makes me think it is a scripting thing.
 
I don't fully understand your problem. but I will say this, setflages aren't instint, you need a hidesprite to make him disaprear that second. all after a special the setflag would cause him to disaprear so if he dose disaprear to early then just move the setflag to the end of the script.
 
Spoiler:
Well try to it now...
What I fixed is in bold...
 
showpokepic/hidepokepic. See the Command Help inside XSE for further info.

Doesn't look like what I had in mind, I didn't mean the picture of the Eevee itself, I think I can do that but the ^_^ and the ? that appeared above Eevee's head. Thank you though, I see why I didn't make enough sense.
 
Doesn't look like what I had in mind, I didn't mean the picture of the Eevee itself, I think I can do that but the ^_^ and the ? that appeared above Eevee's head. Thank you though, I see why I didn't make enough sense.
The #raw 0x66 didn't work?

Here's my problem... I patched ROM with Shinyzer and I'm trying to make trainer's pokemon shiny. I did it exactly like HM has it in his tut, also used trainer with 5 pokemon and second + third pokemon shiny but when I talk to NPC the game freezes.
Here's a script.

Spoiler:
 
I think raw 0x66 wasn't working 'cause I still used faceplayer and msgbox 0x2, I got it to sort of work so that's ok.

Hmm, try another rom in case it's something you've done (or more likely, just a plain messed up already rom) and see if it works then.
 
The game just freezes when I land on the script tile, it's an earthquake btw.

Spoiler:
 
The game just freezes when I land on the script tile, it's an earthquake btw.

Spoiler:

Did you remember asigning 0300 and 4050 to the script tile?
 
Did you remember asigning 0300 and 4050 to the script tile?

Ahhh forgot that, haven't hacked in a while thats why.
Thanks :)

Another problem though, in this script the tile does not show, I looked at Advance Map, the X is 0B Y is 0F and the block is 288.
Spoiler:
 
Last edited:
Ahhh forgot that, haven't hacked in a while thats why.
Thanks :)

Another problem though, in this script the tile does not show, I looked at Advance Map, the X is 0B Y is 0F and the block is 288.
Spoiler:

You need special 0x8E after the setmaptile to refresh the map and show the changes. Fixes in bold.
 
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