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Script Help Thread (DO NOT REQUEST SCRIPTS)

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Ninja Caterpie

AAAAAAAAAAAAA
5,979
Posts
16
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  • Game:Fire Red
    Type:Gba
    Editor:pokescript
    Script: movement script (sound)

    Spoiler:

    Screenshots and/or Videos:

    Basicly what im trying to do is get Gary to walk towards tell me
    something and then walk away.
    Ive done that fine all works perfectly now i want to add his music 0x13B
    whilst he is in motion does anyone know how to do this because i cant find anyone
    who can yet
    I would be incredibly gratefull for any help

    You can split the movements into two different ones and put a song command thing in the middle or you could use fadesong (or w/e its Pokescript equivalent is) and have it fade into his theme as he's walking.
     

    Pokepal17

    More cowbell~
    1,519
    Posts
    15
    Years
  • Might want to explain the problem first.

    Alright, so I made a level script;
    Code:
    #org @start
    lockall
    textcolor 0x0
    applymovement MOVE_PLAYER @move1
    msgbox @string1 MSG_NORMAL '"You're here to help me with my\nre..."
    setflag 0x202
    setvar 0x4055 0x2
    end
     
     
    '---------
    ' Strings
    '---------
    #org @string1
    = You're here to help me with my\nresearch, right?\pOn the table there are three\nspecial POKéMON from KANTO.\pPick one!
     
     
    '-----------
    ' Movements
    '-----------
    #org @move1
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0xFE 'End of Movements
    But, uhm, when I go into the map, the shop menu comes up instead. o_O

    Okay, first can you please alsoshow us the #raws at the beginning of the script.

    Also, you need a waitmovement 0x0 under the applymovement.
     
    29
    Posts
    14
    Years
    • Seen Jul 25, 2012
    I kinda need help!
    Spoiler:


    Pokemon Ruby hacking im working on
    and i put in a trainer with Elite four Sidney as the trainer but
    when i battle him
    he sends out the first pokemon i set for him properly but when he sends out another its a level 80 sandslash
    and i cant change it why is that?
     

    Ninja Caterpie

    AAAAAAAAAAAAA
    5,979
    Posts
    16
    Years
  • Oops, yeah, sorry about that. This, right?

    Code:
    '---------------
    #org 0x721578
    #raw 0x2
    #raw pointer 0x871AF7A
    #raw 0x0
    
    '---------------
    #org 0x71AF7A
    #raw word 0x4055
    #raw word 0x1
    #raw pointer 0x8721589
    #raw word 0x1
    
    '---------------
    #org 0x721589
    lockall
    textcolor 0x0
    applymovement MOVE_PLAYER 0x872161A
    msgbox 0x87215A5 MSG_NORMAL '"You're here to help me with my\nre..."
    setflag 0x202
    setvar 0x4055 0x2
    end
    
    
    '---------
    ' Strings
    '---------
    #org 0x7215A5
    = You're here to help me with my\nresearch, right?\pOn the table there are three\nspecial POKéMON from KANTO.\pPick one!
    
    
    '-----------
    ' Movements
    '-----------
    #org 0x72161A
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0xFE 'End of Movements
     

    Pokepal17

    More cowbell~
    1,519
    Posts
    15
    Years
  • Oops, yeah, sorry about that. This, right?

    Code:
    '---------------
    #org 0x721578
    #raw 0x2
    #raw pointer 0x871AF7A
    #raw 0x0
     
    '---------------
    #org 0x71AF7A
    #raw word 0x4055
    #raw word 0x1
    #raw pointer 0x8721589
    #raw word [B]0x0[/B]
     
    '---------------
    #org 0x721589
    lockall
    textcolor 0x0
    applymovement MOVE_PLAYER 0x872161A
    msgbox 0x87215A5 MSG_NORMAL '"You're here to help me with my\nre..."
    setflag 0x202
    setvar 0x4055 0x2
    end
     
     
    '---------
    ' Strings
    '---------
    #org 0x7215A5
    = You're here to help me with my\nresearch, right?\pOn the table there are three\nspecial POKéMON from KANTO.\pPick one!
     
     
    '-----------
    ' Movements
    '-----------
    #org 0x72161A
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0xFE 'End of Movements


    Fixes in bold. That #raw word 0x0 should always be 0x0 because it acts as an "end" command for the level script header. If it's not #raw word 0x0, it does stupid things like item givings. It'd be cool if you could make it give a rare candy.
     

    Ninja Caterpie

    AAAAAAAAAAAAA
    5,979
    Posts
    16
    Years
  • how to a make a script (preferably with PKSV) where the pesron event is deleted after you use it once

    You add this:

    Code:
    hidesprite 0xZ
    setflag 0xY

    Z is the event number of the person.
    Y is an unused flag.

    After that, in A-Map, put the person event's Person ID as Y and the person event should be gone after the script.



    Now for my own question.

    Code:
    #dynamic 0x720000
    
    '---------------
    #org @start
    checkflag 0x204
    if 0x1 goto @snippet1
    textcolor 0x0
    msgbox @string1 MSG_NORMAL '"Hey! [player]!"
    showsprite 0x9
    playsong 0x13B 0x0
    applymovement MOVE_PLAYER @move1
    applymovement 0x9 @move2
    waitmovement 0x0
    compare 0x4000 0x1
    if 0x1 goto @snippet2
    compare 0x4000 0x2
    if 0x1 goto @snippet3
    compare 0x4000 0x3
    if 0x1 goto @snippet4
    release
    end
    
    '---------------
    #org @snippet1
    release
    end
    
    '---------------
    #org @snippet2
    trainerbattle 0x1 0x149 0x0 @string2 @string3 @snippet5
    end
    
    '---------------
    #org @snippet3
    trainerbattle 0x1 0x14A 0x0 @string2 @string3 @snippet5
    end
    
    '---------------
    #org @snippet4
    trainerbattle 0x1 0x14B 0x0 @string2 @string3 @snippet5
    end
    
    '---------------
    #org @snippet5
    msgbox @string4 MSG_NORMAL '"You're quite a POKéMON TRAINER,\n[..."
    additem 0x153 0x1
    loadpointer 0x0 @string5 '" BLACK FR You got the HM01!"
    giveitem2 0x153 0x1 0x105
    msgbox @string6 MSG_NORMAL '"Before I go, watch out for a chick..."
    applymovement 0x9 @move3
    waitmovement 0x0
    hidesprite 0x9
    release
    end
    
    
    '---------
    ' Strings
    '---------
    #org @string1
    = Hey! [player]!
    
    #org @string2
    = It's me, [player]!\pI'm helping PROF. SPRUCE with his\nresearch as well!\pYou're taking on FOREGROVE CITY\nPOKéMON GYM, right?\pWell, let me test your ability!
    
    #org @string3
    = Whoa! Blown away!
    
    #org @string4
    = You're quite a POKéMON TRAINER,\n[player]!\pYou'll do great if you're going to\ndo the GYM LEADER challenge!\pYou can be my rival!\pOh, almost forgot, PROF. SPRUCE\ntold me to give you this.\pIt's a HM, or HIDDEN MACHINE, for\nCUT!
    
    #org @string5
    =  BLACK FR You got the HM01!
    
    #org @string6
    = Before I go, watch out for a chick\nnamed LISA.\pShe's also helping PROF. SPRUCE\nwith his research.\pYou can't miss her, she's got a\nhuge white hat and matching bag.\pAnyway, I should be going now!\nCatch you later!
    
    
    '-----------
    ' Movements
    '-----------
    #org @move1
    #raw 0x0 'Face Down
    #raw 0xFE 'End of Movements
    
    #org @move2
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0x11 'Step Up (Normal)
    #raw 0xFE 'End of Movements
    
    #org @move3
    #raw 0x10 'Step Down (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0xFE 'End of Movements

    I have this script written and everything, but when I try to run it, it just skips past the compare vars. I definitely set 0x4000 when you get your first Pokemon. Depending on the one you get, it'll set to something different, but it seems to have not set at all. =| 'tis strange.

    How do you check what is set as a var?
     
    Last edited:

    HackMew

    Mewtwo Strikes Back
    1,314
    Posts
    17
    Years
    • Seen Oct 26, 2011
    Now for my own question.

    Spoiler:

    I have this script written and everything, but when I try to run it, it just skips past the compare vars. I definitely set 0x4000 when you get your first Pokemon. Depending on the one you get, it'll set to something different, but it seems to have not set at all. =| 'tis strange.

    How do you check what is set as a var?

    Maybe you should consider using a different variable for that purpose. Don't forget the game uses 0x4000 (among others) as a temporary one. Also, avoid using such low flags.
    If you want to check the variable's value you can use a buffernumber command.
     

    Ninja Caterpie

    AAAAAAAAAAAAA
    5,979
    Posts
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    Years
  • About the flags, I got a little lazy, bad habit. D= Every time I use one, I say to myself "I'll go to high NEXT time"

    And yeah, that's probably the problem. Checking the var, it's at 40. @_@

    What variables would you advise?

    ...although, if I'm really lazy, I can just use three different flags. xD
     

    HackMew

    Mewtwo Strikes Back
    1,314
    Posts
    17
    Years
    • Seen Oct 26, 2011
    About the flags, I got a little lazy, bad habit. D= Every time I use one, I say to myself "I'll go to high NEXT time"

    And yeah, that's probably the problem. Checking the var, it's at 40. @_@

    What variables would you advise?

    ...although, if I'm really lazy, I can just use three different flags. xD

    You could use variable 0x8000, for example.
     
    18
    Posts
    14
    Years
    • UK
    • Seen Dec 5, 2010
    Game: Sapphire
    Type: Script Error
    Editor: Advance Map and Pokemon Script Editor
    Script: This script was directly copied from thethethethe's scripting tutorial, and it's meant to give me a charmander. However, whenever I try to configure it I get an error that reads:
    Initialized.
    #ORG
    -> 0x0
    CHECKFLAG
    -> 0x828
    IF
    Unknown value in IF (Value must be integer)

    I really don't know what I have to do to make it work.

    Spoiler:


    Also for some reason, when I save the file anyway and restart the rom, it won't load on the VBA and I have to delete it and put a new one in.
    If it's helpful, I'm trying to edit the man in LITTLEROOT that talks to you about computers to give you a pokemon.

    Thanks so much for the help!
     
    41
    Posts
    14
    Years
    • Seen Oct 4, 2016
    Hello everyone I have a problem with a script. When you start the game you are found in a certain map of mine which has a script in the map scripts section in a-map. The script type is 02 validates values etc. As flag I put 5004. The script is :

    #org 0x800C6D
    lockall
    hidesprite 0xFF
    special 0x113
    applymovement MOVE_CAMERA 0x8800EBB
    waitmovement 0x0
    msgbox 0x8800C91 MSG_NORMAL '"TEACHER: ...\pAs you know this was..."
    releaseall
    warpmuted 0x4 0x1 0xFF 0x9 0x6
    end


    '---------
    ' Strings
    '---------
    #org 0x800C91
    = TEACHER: ...\pAs you know this was the last lesso\nbefore you graduate from\lhigh school so be proud!\pAs [rival] already knows, I am\nProfessor's GERSON's best friend!\pSo I will make a gift to one of you!\pThe one that answers the next question\ncan choose one of\lthe Professor's POKeMON!\p[rival]: Hey, that's not fair...\n... Oh ok.\pTEACHER: NIDORAN is a male only\nTrue or false?\p[rival]: Definitely true!\p[player]: Of course it's false!\pWell done [player]!!!\nYou're right!\pI am going to talk to the Professor\nfor your achievement!\pAnyway, class dismissed!\pHave a nice adventure kids!


    '-----------
    ' Movements
    '-----------
    #org 0x800EBB
    #raw 0x13 'Step Right (Normal)
    #raw 0xFE 'End of Movements

    My problem is that I DON'T WANT my player to be shown, but it is and it disappears AFTER the camera is moved... Any suggestions?
     

    HackMew

    Mewtwo Strikes Back
    1,314
    Posts
    17
    Years
    • Seen Oct 26, 2011
    Hello everyone I have a problem with a script. When you start the game you are found in a certain map of mine which has a script in the map scripts section in a-map. The script type is 02 validates values etc. As flag I put 5004. The script is :

    Spoiler:


    My problem is that I DON'T WANT my player to be shown, but it is and it disappears AFTER the camera is moved... Any suggestions?

    Well, why didn't you use the camera unlocking special too (0x114)? Also, please read the rules.
     
    41
    Posts
    14
    Years
    • Seen Oct 4, 2016
    Because I don't need move in the map! I don't use the same map again in the game! Am I doing something wrong with the hidesprite command?
     

    HackMew

    Mewtwo Strikes Back
    1,314
    Posts
    17
    Years
    • Seen Oct 26, 2011
    Because I don't need move in the map! I don't use the same map again in the game! Am I doing something wrong with the hidesprite command?

    The camera should be unlocked after being locked, anyway. Also, you're missing a waitstate after the warp.
     
    41
    Posts
    14
    Years
    • Seen Oct 4, 2016
    Well I tried it but unfortunately it doesn't work! The sprite of my player is shown and after the camera is moved it disappears. I want it to remain hidden in the whole event! Thank you in advance!
     
    12
    Posts
    15
    Years
    • Seen Oct 25, 2019
    can someone help me.

    In this script the sprite of a person should pop up the «!» box and the the hero should do it too. but the game freezes when i step on the script tile!!

    the script is...

    #org $ret
    applymovement 0x02 $ret2
    pausemove 0x0
    applymovement 0xFF
    pausemove 0x0
    boxset 6
    release
    end

    #org $ret2
    $ret2 1 = #raw 0x63 0xFE

    #org $ret3
    $ret3 1 = #raw 0x65 0xFE
     
    10,078
    Posts
    15
    Years
    • UK
    • Seen Oct 17, 2023
    can someone help me.

    In this script the sprite of a person should pop up the «!» box and the the hero should do it too. but the game freezes when i step on the script tile!!

    the script is...
    Spoiler:

    Set the script Unknown value to 0003 and the Var Number to 4050, that's what is causing the freezing.

    Your script has some issues too though, #raw 0x62 is the ! symbol I believe and you have missed off the pointer on the second apply movement.
     
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