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Script Help Thread (DO NOT REQUEST SCRIPTS)

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Here is the problem with my script. After the first movement script, something weird happens. I use Fire Red ROM and this is a person event. Here is what it looks like on notepad:
Spoiler:


But this is what is looks like in PKSV

Spoiler:


So it's clear something is going wrong with the pausemove 0 command. But i don't know what. Something also appears to be odd about the playsfx command as well. I have no idea. Thanks in advance though.

First step: download XSE 1.1.1 here: https://filetrip.net/gba-downloads/tools-utilities/start-xtreme-script-editor-111-f9559.html
Second step: enjoy life easier
Third step: profit
 
I have tried, but every time i open XSE, i get an error message, and it closes out. I have no idea why. So i haven't bothered with it.
 
I have tried, but every time i open XSE, i get an error message, and it closes out. I have no idea why. So i haven't bothered with it.

Download XSE v1.1.1
Then open Settings.ini with any text-editing tool.
Change Autoupdate-thingy-thingy from 1 to 0.

[PokeCommunity.com] Script Help Thread (DO NOT REQUEST SCRIPTS)
 
I don't remember where I saw it but I know there is a way to:

1) open up a box with a certain X and Y coordinates and with X,Y width and height and insert a text into it also like a number "5.0" etc

2) multichoice from the top of the screen like:
Red ... Blue ... Yellow

any idea on this
 
I want to script the starter event (like where you choose your starter) but I want it to be in the hero/ines house like in black and white where when you walk downstairs they are on the table how would I do this also I want the rival to "steal" one you don't choose while you are out of the house at the professors lab almost like in G/S/C
 
Well... Nobody answered meh question so I guess I'll repost.
Rom: Ruby
Scripting Software: XSE

In Pokemon Ruby legendary Pokemon battles differ than normal ones in 2 ways,

1) Music
2)Animation @ start of battle

Using XSE, how can I Make my Legendary Battles REAL Legendary Battles and not random encounters.

I like lots of juicy post-game Legendaries!

Thank You

- Teh Derpeh
 
Okay, so I've been having a tiny problem with my level script.

What's meant to happen: Mom>exclamation mark, Msgbox, Mom>move toward player, Msgbox, Mom> walk to door, Player> follows her.
Simple, but here a problem.

Code:
'---------------
#org 0x800102
setvar 0x4011 0x1
lockall
applymovement 0x1 0x8800148
waitmovement 0x0
msgbox 0x8800170 MSG_NORMAL '"[player]! You're finally dressed!"
applymovement 0x1 0x880014C
waitmovement 0x0
msgbox 0x880018E MSG_NORMAL '"Are you ready?\p...\pFor what? May..."
applymovement 0x1 0x8800151
applymovement MOVE_PLAYER 0x8800161
waitmovement 0x0
warp 0x5 0x0 0xFF 0x5 0x6
releaseall
end


'---------
' Strings
'---------
#org 0x800170
= [player]! You're finally dressed!

#org 0x80018E
= Are you ready?\p...\pFor what? May's birthday of\ncourse! Now come on! You took way\ltoo long getting changed. Let's\lgo!


'-----------
' Movements
'-----------
#org 0x800148
#raw 0x62 'Exclamation Mark (!)
#raw 0x1 'Face Up
#raw 0xFE 'End of Movements

#org 0x80014C
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0xFE 'End of Movements

#org 0x800151
#raw 0x10 'Step Down (Normal)
#raw 0x13 'Step Right (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 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 0x0 'Face Down
#raw 0xFE 'End of Movements

#org 0x800161
#raw 0x1B 'Delay4
#raw 0x1B 'Delay4
#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 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 0x1B 'Delay4
#raw 0xFE 'End of Movements

The delays in the applymovement section don't work. What's supposed to happen is that the mother moves to a position below the player, and the player just waits there. However, this doesn't happen, the the other movements start without the delays, creating some wierd as movements. Can someone help me? If the problem is that the delays aren't supposed to be there, what should be there?

Edit: Just saying, its Fire Red, in the player's house, downstairs that this script occurs.
 
Fire Red...

Scripting Software: XSE

Hi! Can I put more than one 0x2 Validate Values script in the same map? Cause trying it I'm Getting error...

here its the code:

Code:
#dynamic 0x800000
#include stditems.rbh
#include stdpoke.rbh

'---------------
#org @start
#raw 0x2
#raw pointer 0x871A266
#raw 0x2
#raw pointer 0x871A247
#raw 0x0

'---------------
#org 0x71A266
#raw word 0x40FF
#raw word 0x0
#raw pointer @snippet1
#raw word 0xFF

'---------------
#org 0x71A247
#raw word 0x40FF
#raw word 0x2
#raw pointer @snippet2
#raw word 0xFFFF

'---------------
#org @snippet1
msgbox @string1 MSG_NORMAL '"Ah... La oscuridad, siempre\ndesat..."
setflag 0x828
setflag 0x82F
setvar 0x40FF 0x1
warp 0x3 0x19 0x0 0x17 0xD
'---------------
#org @snippet2
msgbox @string2 MSG_NORMAL '"Ese fue el día en que conocí a mi\..."
setvar 0x40FF 0x3
givepokemon PKMN_UMBREON 0x60 ITEM_NONE 0x0 0x0 0x0
warpmuted 0x1 0x4F 0x0 0x6 0x8

'---------
' Strings
'---------
#org @string1
= Ah... La oscuridad, siempre\ndesataba en mí una sensación de\linquietud, me hacía sentir en un\labismo, hasta que conocí a mi fiel\lcompañero...

#org @string2
= Ese fue el día en que conocí a mi\ncompañero. Me pregunto como las\lcosas llegaron a estar tan mal\lcomo ahora. Aunque en realidad, si\lse como...
 
Okay, so I've been having a tiny problem with my level script.

What's meant to happen: Mom>exclamation mark, Msgbox, Mom>move toward player, Msgbox, Mom> walk to door, Player> follows her.
Simple, but here a problem.

Code:
'---------------
#org 0x800102
setvar 0x4011 0x1
lockall
applymovement 0x1 0x8800148
waitmovement 0x0
msgbox 0x8800170 MSG_NORMAL '"[player]! You're finally dressed!"
applymovement 0x1 0x880014C
waitmovement 0x0
msgbox 0x880018E MSG_NORMAL '"Are you ready?\p...\pFor what? May..."
applymovement 0x1 0x8800151
applymovement MOVE_PLAYER 0x8800161
waitmovement 0x0
warp 0x5 0x0 0xFF 0x5 0x6
releaseall
end


'---------
' Strings
'---------
#org 0x800170
= [player]! You're finally dressed!

#org 0x80018E
= Are you ready?\p...\pFor what? May's birthday of\ncourse! Now come on! You took way\ltoo long getting changed. Let's\lgo!


'-----------
' Movements
'-----------
#org 0x800148
#raw 0x62 'Exclamation Mark (!)
#raw 0x1 'Face Up
#raw 0xFE 'End of Movements

#org 0x80014C
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0xFE 'End of Movements

#org 0x800151
#raw 0x10 'Step Down (Normal)
#raw 0x13 'Step Right (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 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 0x0 'Face Down
#raw 0xFE 'End of Movements

#org 0x800161
#raw 0x1B 'Delay4
#raw 0x1B 'Delay4
#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 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 0x1B 'Delay4
#raw 0xFE 'End of Movements

The delays in the applymovement section don't work. What's supposed to happen is that the mother moves to a position below the player, and the player just waits there. However, this doesn't happen, the the other movements start without the delays, creating some wierd as movements. Can someone help me? If the problem is that the delays aren't supposed to be there, what should be there?

Edit: Just saying, its Fire Red, in the player's house, downstairs that this script occurs.

If I remember correctly the delay #raws don't actually work. After your waitmovement 0x0 add something like pause 0x10. I think it's like every ten is one second or maybe a half a second? So just you when the timing of the pause until it matches up. Should fix any problem you said
 
I seem to be having the same problem when I'm scripting. Whenever I change a script in one area (for example changing a sign in the Pewter City Gym) I get a change in the script I'd previously made in another area, such that the script for the sign in the gym is now added to the previous script.

Is this a common problem, and if so is there a way to fix it?
 
Spoiler:

My game freezes when I step over the trigger tile. What exactly am I doing wrong here?
 
Spoiler:

My game freezes when I step over the trigger tile. What exactly am I doing wrong here?

Try changing the script tile's unknown and var number.
Unknown: 0300
Var number: 4050

I seem to be having the same problem when I'm scripting. Whenever I change a script in one area (for example changing a sign in the Pewter City Gym) I get a change in the script I'd previously made in another area, such that the script for the sign in the gym is now added to the previous script.

Is this a common problem, and if so is there a way to fix it?

I think Advance text creates this kind of problems. I suggest you use XSE. Go look on the toolbox sec.
Or if you are using XSE. Don't decompile then change, compile. Use Jpan's engine then go create scripts.
 
I seem to be having the same problem when I'm scripting. Whenever I change a script in one area (for example changing a sign in the Pewter City Gym) I get a change in the script I'd previously made in another area, such that the script for the sign in the gym is now added to the previous script.

Is this a common problem, and if so is there a way to fix it?

Do you Know what the command "Dynamic" does and how to use it? Cause your problem is meabe a overwrite of your new script over the old one
 
In XSE. Does anyone know the sound for "!" in FR? I need it for my script.

EDIT: figured it out.
 
I think Advance text creates this kind of problems. I suggest you use XSE. Go look on the toolbox sec.
Or if you are using XSE. Don't decompile then change, compile. Use Jpan's engine then go create scripts.

Fantastic thanks, I'll give that a try (provided I can fumble my way through most of the more complicated stuff).

Do you Know what the command "Dynamic" does and how to use it? Cause your problem is meabe a overwrite of your new script over the old one

That could be the case, I don't know much about what the Dynamic command does, other than some vague stuff about it looking for free space...or something. I tried changing dynamic 0x... to something after the script that was being messed up (e.g. if the earlier script's offset was 0x800016, I tried dynamic 0x800026 for the new script), but it didn't help. Is there something (probably something obvious) that I'm missing?
 
Fantastic thanks, I'll give that a try (provided I can fumble my way through most of the more complicated stuff).



That could be the case, I don't know much about what the Dynamic command does, other than some vague stuff about it looking for free space...or something. I tried changing dynamic 0x... to something after the script that was being messed up (e.g. if the earlier script's offset was 0x800016, I tried dynamic 0x800026 for the new script), but it didn't help. Is there something (probably something obvious) that I'm missing?

Hi. I'll give you a normal sign script.

Code:
#Dynamic 0x[COLOR=Red]OFFSET[/COLOR] = Search for a free space using free space finder or hex editor. Rather just put '[COLOR=Red]800000[/COLOR]'

#org @start
msgbox @sign 0x3
end

#org @sign
= Palette Town\n"Where new journey starts!["]
So it will be like this if I add the offset.

Code:
#Dynamic 0x800000 

#org @start
msgbox @sign 0x3
end

#org @sign
= Palette Town\n"Where new journey starts!["]
#dynamic 0x(FSF Offset) is the starting offset for your script. XSE will do the rest.
#org @start marks the start of the script, obviously. It shows that it's the beginning.

Spoiler:


Easier if you go read the tutorial instead here.
 
Trying to figure out what the specials are for the MOVE_CAMERA command for Emerald.
I know the specials for R/S/FR/LG are special 0x113 and special 0x114 but I can't find anywhere online what the specials are for emerald. Any help would be appreciated!
 
Trying to figure out what the specials are for the MOVE_CAMERA command for Emerald.
I know the specials for R/S/FR/LG are special 0x113 and special 0x114 but I can't find anywhere online what the specials are for emerald. Any help would be appreciated!

Just out of curiosity, did you try 0x113?

The best way to find them, is to find a script in Emerald that uses it. Try to remember one. (Maybe the Kyogre vs Groudon????)
 
Trying to figure out what the specials are for the MOVE_CAMERA command for Emerald.
I know the specials for R/S/FR/LG are special 0x113 and special 0x114 but I can't find anywhere online what the specials are for emerald. Any help would be appreciated!

I just did as karatekid552 said and looked it up in a-map. the 3rd map script of Sootopolis City seems to have it...

Code:
'---------------
#org 0x1E5946
pause 0x3C
special 0x116
applymovement MOVE_CAMERA 0x81E5A68
waitmovement 0x0
special 0x117
....

Unsure if 0x117 is needed. So try 0x116 then I guess.
 
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