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[XSE] Scripting Tutorial

oh wait
do you have dynamic offsets on
maybe that's causing the problem?
 
Hi again, So I've been working on a ROM for some time now but recently as I've been play testing when ever I activate a GiveItem script after the
[player] revived item text the game displays a second text box that just says
n!
please help
 
Last edited:
Display Pokémon Sprite
The showpokepic command is set up like this:
Let's use it in a script. 0x4 is the ID for Charmander, 0xA 0x3 places the box containing the sprite in the middle of the screen so that it ends up looking like this:

[PokeCommunity.com] [XSE] Scripting Tutorial

Hi again Avara
I have a question hopefully you will know the answer:Can i display the pokepic of a shiny pokemon?
I know that that is possible with the Jpan engine but I dont know about a fire red english version
what do you think?
Fred
 
Yogit said:
Hi again, So I've been working on a ROM for some time now but recently as I've been play testing when ever I activate a GiveItem script after the
[player] revived item text the game displays a second text box that just says
n!
please help
Hi sorry for the (very) late reply! Sounds like something's been overwritten - repointing to free space should fix this.

__fred__40 said:
Hi again Avara
I have a question hopefully you will know the answer:Can i display the pokepic of a shiny pokemon?
I know that that is possible with the Jpan engine but I dont know about a fire red english version
what do you think?
Fred
Hi Fred, also sorry for the late reply! It's been a while since I did anything with FireRed but if I recall correctly the Shinyzer tool makes it so that the next Pokemon you see will be shiny, wild, trainer etc. It might be worth giving that a shot to see if it'll work with showpokepic.
 
Last edited:
Here's a pokemart script that has no bugs in or out of the pokemart.
#dynamic 0x800000

#org @start
special 0x187
compare LASTRESULT 0x2
if 0x1 goto @no
lock
faceplayer
preparemsg @ talk1
waitmsg
pokemart @inventory
msgbox @talk2
release
end

#org @no
release
end

#org @talk1
=Hi there/n may I help you

#org @ talk2
=please come again

' MartItems

#org @iventory
raw word 0x4
raw word 0x0
The script must end with 0x0 for fire red
 
Hi😅 I hope someone could help me with this one.
I was planning to make a script with apply movement and trainer battle script are combined
but somehow I don't know the structure of the script. I tried to search for some tutorials about
it but I couldn't find any. I'm Hacking FireRed by the way😄
I hope someone would be able to help me with this one.
 
It's hard to find any info on trainerbattle 0x8 anywhere. This tutorial being one of the only places I found. So I did some testing and found out that trainerbattle 0x8 totally still works on FireRed. It's not used anywhere in it normally, but fortunately it's still functional.
 
Hello, I'm searching everywhere and starting to lose hope.

I want to give a pokemon to the player.
BUT I want the given pokemon to be the same level as the first pokemon in the party.
Can someone help me please ?
 
please could someone help my?

im trying to get this script to work so that you get to choose a pokemon but if you have 6 pokemon in your party it says you have to many pokemon in your party. however the script works perfectly except if you do have 6 pokemon in your party the script just ends and doesn't tell you the reason?

heres the script (im using XSE)

#dynamic 0x818863

#org @start
lock
faceplayer
setflag 0x828
msgbox @t1 0x6
countpokemon
compare 0x800D 0x6
if 0x1 goto @t8 <<<<<<<< for some reason it doesnt go to the @t8 (down at the bottom) and even when i put it into XSE it seems to delete the @t8 from the script
Multichioce 0x0 0x0 0x01 0x1
compare 0x800D 0x0
if 0x1 goto @eevee
compare 0x800D 0x1
if 0x1 goto @vaporeon
compare 0x800D 0x2
if 0x1 goto @jolteon
compare 0x800D 0x3
if 0x1 goto @flareon
msgbox @t2 0x6
release
end

#org @eevee
givepokemon 0x85 0xA 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox @t3 0x4
waitfanfare
closeonkeypress
goto @nickname

#org @vaporeon
givepokemon 0x86 0xA 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox @t4 0x4
waitfanfare
closeonkeypress
goto @nickname

#org @jolteon
givepokemon 0x87 0xA 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox @t5 0x4
waitfanfare
closeonkeypress
goto @nickname

#org @flareon
givepokemon 0x88 0xA 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox @t6 0x4
waitfanfare
closeonkeypress
goto @nickname

#org @nickname
countpokemon
subvar 0x800D 0x1
copyvar 0x8004 0x800D
msgbox @t7 0x5
compare 0x800D 0x1
if 0x1 goto @yes
release
end

#org @yes
fadescreen 0x1
special 0x9E
waitstate
release
end

#org @t8 <<<<<<<<all this gets deleted
=Your party is full.\nPlease deposit one\to make room.
release
end

#org @t7
=[black_fr]Give it a nickname?

#org @t3
= [black-fr][player] received an Eevee

#org @t4
= [black-fr][player] received an Vaporeon

#org @t5
= [black-fr][player] received an Jolteon

#org @t6
= [black-fr][player] received an Flareon

#org @t2
= [black_fr]That's okay\ngood luck finding someone else.

#org @t1
= [black_fr]Want an Eeveelution?
 
Last edited:
Hi

How can I modify the code for encountering a wild pokemon, if a way to do such a thing exists ? (for example, making the wild pokemon's species random)
 
I need help plzz!!! I don't know why, but I can't make the character (15) move, he just says the dialogue and that's it, I can't give a faceplayer or anything. I copied codes from videos that worked and still I don't know why, they don't work on my rom.

'---------------
#org 0x811B50
lockall
faceplayer
applymovement 0x15 0x8811C1B
waitmovement 0x15
call 0x8811B6D
applymovement 0x15 0x8811C20
waitmovement 0x15
releaseall
end

'---------------
#org 0x811B6D
msgbox 0x8811B92 MSG_FACE '"1, 2, 3[.] Oops!\pSe você andar pe..."
closeonkeypress
applymovement 0x15 0x8811C25
applymovement MOVE_PLAYER 0x8811C29
waitmovement 0x0
msgbox 0x8811BDE MSG_KEEPOPEN '"Näo é uma boa idéia se näo\ntiver ..."
closeonkeypress
return


'---------
' Strings
'---------
#org 0x811B92
= 1, 2, 3[.] Oops!\pSe você andar pela grama,\nvai encontrar Pokémon selvagens.

#org 0x811BDE
= Näo é uma boa idéia se näo\ntiver os seus próprios Pokémon.


'-----------
' Movements
'-----------
#org 0x811C1B
#raw 0x4A 'Face Player
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements

#org 0x811C20
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0xFE 'End of Movements

#org 0x811C25
#raw 0x12 'Step Left (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements

#org 0x811C29
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0xFE 'End of Movements
 
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