• Just a reminder that providing specifics on, sharing links to, or naming websites where ROMs can be accessed is against the rules. If your post has any of this information it will be removed.
  • Dawn, Gloria, Juliana, or Summer - which Pokémon protagonist is your favorite? Let us know by voting in our poll!
  • Our friends from the Johto Times are hosting a favorite Pokémon poll - and we'd love for you to participate! Click here for information on how to vote for your favorites!
  • Welcome to PokéCommunity! Register now and join one of the best fan communities on the 'net to talk Pokémon and more! We are not affiliated with The Pokémon Company or Nintendo.

[Other✓] Wild Pokemon Script in Pokemon Emerald

  • 7
    Posts
    10
    Years
    • Seen Jun 15, 2014
    My hack is going quite well. However, when I create a wild Pokemon battle script, compile it, then try it in my game, my game will alwats crash :/


    Here are some of the scripts I've tried:


    1. This one from Foullump's YouTube tutorial:


    #org $script
    lock
    faceplayer
    cry 0xA1 79
    #raw 0x33
    pause 0x30
    message $cry
    $cry 1 = Slowpoke!
    boxset 6
    wildbattle 79 50 0
    pause 0x70
    fadescreen 1
    removesprite 0x800F
    setflag 0x1211
    pause 0x10
    fadescreen 0
    release
    end


    2. This one from diegoisawesome's tutorial:


    #dynamic 0x800000

    #org @start
    lock
    faceplayer
    msgbox @1 0x6
    cry 0x6 0x0
    wildbattle 0x6 0x1E 0x8B
    fadescreen 0x1
    fadescreen 0x0
    hidesprite 0x800F
    setflag 0x200
    release
    end

    #org @1
    = CHARIZARD: Raaarrgghh!


    (I think I should mention that my compile button in XSE (gear icon) is greyed out so I couldn't compile this one with XSE... Any suggestions on this?)


    3. I used PKSV-UI to generate a script for me, but after I compiled it with the same program and tried it, my game crashed.


    So... if someone could provide me with a sample script that will work in Pokemon Emerald, that would be awesome!
     
    To compile the script in XSE you need to open your ROM in XSE first.
     
    Thanks for the response. I opened Emerald with XSE. I tried to compile the following script for a Clefairy, but got a "unknown keyword 'lock' at line 4":


    #dynamic 0x800000


    #org @start
    lock
    cry 35 1
    pause 0x20
    wildbattle 35 5 0
    release
    end
     
    I downloaded the version above and tried to compile the script. This time, I got a message on the bottom right-hand corner stating "script compiled in 0.032 seconds". However, nothing else happened. Isn't there a window that is supposed to pop up or something?
     
    Thanks, that has seem to do the trick. Now I just need to create scripts for all legendaries with a flag that makes it appear after the Pokémon League is defeated...


    I have a couple more questions, though. If you don't mind...


    1. Are there any Gen 6 pokemon sprites (specifically the legendaries) that are all ready to be imported without the need for indexing? Since I successfully created the Fairy type in Emerald, it would be cool to create a Xeneras/ Yveltal/ Zygarde plot...


    2. Is there a move editor in Pokémon Emerald (that works), that can change a move's type, power, accuracy and effects?
     
    1. This is the thread you're looking for, although it is a work-in-progress so if the sprite you want isn't there I'm afraid you're going to have to make one yourself or resize a pre-existing sprite (though remember to get permission from the creator and credit them).

    2. I believe the Move Editor in Kurapika's Gen 3 Tools is compatible with Emerald.
     
    Thanks for the reply. Those tools are definitely useful! I have one more situation that I would like to inquire about, if you don't mind.


    I'm in Advance Map, and editing Route 104 (with Mr. Briney's house and the berry building). If I change the name of the route, it changes the name of the two buildings on the route to whatever I change it to.


    The issue is I want to turn Mr. Briney's house into its own special building, but when I change the name, it changes the name of the route. Is there a method around this?
     
    Yes, you're going to have to change the map header of either the interior map or the exterior map, though I suggest changing the interior one because of world map shenanigans. Basically, use the dropdown list in the Header tab on the interior map and select one of the Kanto maps, or even the unusued Sevii Isle maps, and change the name of that. As it stands there is no way to add new map headers without unwanted side-effects / drawbacks so this is the most preferable option.
     
    Back
    Top