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Script Help Thread (DO NOT REQUEST SCRIPTS)

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Le pug

Creator of Pokémon: Discovery / Fat Kid
870
Posts
10
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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
     
    2
    Posts
    13
    Years
    • Seen Sep 14, 2016
    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.
     

    destinedjagold

    You can contact me in PC's discord server...
    8,593
    Posts
    16
    Years
    • Seen Dec 23, 2023
    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.

    Script Help Thread (DO NOT REQUEST SCRIPTS)
     

    Le pug

    Creator of Pokémon: Discovery / Fat Kid
    870
    Posts
    10
    Years
  • 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
     
    191
    Posts
    10
    Years
  • 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
     
    6
    Posts
    10
    Years
    • Seen Jan 13, 2014
    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
     

    ShyRayq

    Unprofessional Unprofessional
    1,856
    Posts
    16
    Years
    • Seen Apr 2, 2024
    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.
     
    18
    Posts
    13
    Years
  • 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...
     

    Le pug

    Creator of Pokémon: Discovery / Fat Kid
    870
    Posts
    10
    Years
  • 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
     
    3
    Posts
    10
    Years
    • Seen Oct 18, 2014
    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?
     
    33
    Posts
    12
    Years
    • Seen Oct 16, 2015
    Spoiler:

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

    Sniper

    ふゆかい
    1,412
    Posts
    10
    Years
  • 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.
     
    18
    Posts
    13
    Years
  • 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
     
    3
    Posts
    10
    Years
    • Seen Oct 18, 2014
    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?
     

    Sniper

    ふゆかい
    1,412
    Posts
    10
    Years
  • 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.
     

    Le pug

    Creator of Pokémon: Discovery / Fat Kid
    870
    Posts
    10
    Years
  • 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!
     

    karatekid552

    What happens if I push it?....
    1,771
    Posts
    11
    Years
  • 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????)
     
    199
    Posts
    12
    Years
    • Seen Jul 18, 2016
    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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