More actions
This page or section contains undocumented information. Please ensure all of the info is complete! |
Scripting is the act of editing or otherwise influencing all in-game interactions, movements and events that take place within BDSP. The commands within scripting essentially serve as puzzle pieces, building up to single events that chain together to create full sequences.
PlaceDatas
Introduction
The following section features content found at these paths within the Filesystem: /romfs/data/StreamingAssets/AssetAssistant/Dpr/masterdatas |
This page or section contains undocumented information. Please ensure all of the info is complete! |
A PlaceData (also referred to as a PlaceDat) is a file located in the masterdatas bundle. Every area in the game has a corresponding PlaceData file, (ex. PlaceData_A01.json for the Area that includes Jubilife City) which includes information for all Objects in that area.
Annotations are made in red. This example uses a room in a building from Eterna City.
{ "m_GameObject": { "m_FileID": 0, "m_PathID": 0 }, "m_Enabled": 1, "m_Script": { "m_FileID": 0, "m_PathID": 4652281892236711381 }, "m_Name": "PlaceData_C04R0303", (Area name) "Data": [ { "ID": "C04R0303_MIDDLEMAN1", (Object ID) "zoneID": 68, (The ZoneID of the current area, a list of which can be found here.) "TrainerID": 0, (The TrainerID of the Object, a list of which can be found here.) "ObjectGraphicIndex": 120, (The Object Graphic of the Object, a list of which can be found here.) "ColorIndex": 0, (The associated skin tone and hair color of that Object Graphic, if it has multiple.) "Position": { "x": 5.0, (The X coordinate of the Object, with x=0 and y=0 as the top left of the map.) "y": 9.0 (The Y coordinate of the Object.) }, "HeightLayer": 0, (The height layer of the Object.) "HeightIgnore": 0, (Allows the player to interact with Objects that are of a different height layer to them (Rock Climb rocks, etc.) "Size": { "x": 0.0, (The X-height coordinate of the Object.) "y": 0.0 (The Y-height coordinate of the Object.) }, "Rotation": 90, (The initial direction the Object faces when an area is loaded) "MoveLimit": { "x": 1.0, (The movement range of an Object on the X-axis.) "y": 1.0 (The movement range of an Object on the Y-axis.) }, "EventType": 0, (0 = normal Object, 1 = Trainer) "MoveCode": 16, (Dictates how an Object moves from a hardcoded list.) "MoveParam0": 0, (Line of sight distance if the Object is a Trainer) "MoveParam1": 0, (Undocumented.) "MoveParam2": 1, (Undocumented.) "TalkLabel": "ev_c04r0303_middleman1", (Talk label of the trainer, found in the dp_scenario file.) "ContactLabel": "", (Undocumented.) "Work": 4000, (The flag that needs to be reset in order for an Object to be seen.) "Dowsing": 0, (The range that the Dowsing Machine app on the Pokétch can see an item from.) "LoadFirst": 0, (The priority that an Object receives when sharing the same space with another Object.) "DoNotLoad": 4000, "TalkToRange": 1.25, (The distance that an Object can be interacted with from.) "TalkToSize": { "x": 0.0, (Undocumented.) "y": 0.0 (Undocumented.) }, "TalkBit": 15 (Undocumented.) } (Has a comma here (},) if there's another Object beneath it) ] }
ColorIndex
This page or section contains undocumented information. Please ensure all of the info is complete! |
The ColorIndex parameter found in a PlaceData will change the skin tone, eye color, and occasionally the associated hair color of an Object. This only applies to Objects with a specific ObjectGraphicsIndex.
Objects with a different skin tone in the vanilla game are referred to as IRO by the game, or COLOR.
Original OGI | Index = 0 | Index = 1 | Index = 2 | Index = 3 |
---|---|---|---|---|
0 Lucas |
||||
2 Youngster |
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3 Youngster |
||||
6 Youngster |
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7 Youngster |
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31 Idol |
||||
32 Aroma Lady |
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36 Tuber |
||||
39 Ace Trainer |
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41 Ace Trainer |
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42 Lady |
||||
43 Beauty |
||||
44 Rich Boy |
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46 Swimmer |
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47 Cowgirl |
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50 Guitarist |
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51 Camper |
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62 Gentleman |
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77 Battle Girl |
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80 Swimmer |
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81 Picnicker |
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89 Pokémon Breeder |
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93 Madame |
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94 Lass |
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97 Hiker |
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98 Young Couple |
||||
99 Young Couple |
Script Commands
The following steps require specific tools. You will need: - BSSE |
For the purpose of this page, different types of functions within a script will be marked with a particular color.
Commands are Green.
Dialogue files are Blue.
Flags are Purple.
Scripts are Orange.
Values are Red.
Work values are Pink.
Everyday Scripts
Ends a script
This example ends the script ev_d29r0103_flag_change
ev_d29r0103_flag_change _ARRIVE_FLAG_SET FLAG_ARRIVE_D29R0103 _END
Jumps to a script
This example jumps to the script d11r0101_end
_JUMP d11r0101_end
Calls a script
This example calls the script ev_another_out
_CALL ev_another_out
Begins a switch statement based off the work value.
This example is used with a dialogue choice with the work value SCWK_ANSWER
Var. - Work Value
_SWITCH SCWK_ANSWER
Add to the value of a variable.
This example adds one to the work variable LOCALWORK10
Var. - Work Value
Any - Value to add.
_ADD_WK LOCALWORK10 1
Subtracts a value from the variable.
This example subtracts one from the work variable LOCALWORK11
Var. - Work Value
Any - Value to subtract.
_SUB_WK LOCALWORK11 1
Set a value to a variable.
This example sets the value 399 to SCWK_TEMP0 and the value 5 to SCWK_TEMP0
Var. - Work Value
Any - Value to assign to the work variable
_LDVAL SCWK_TEMP0 399 _LDVAL SCWK_TEMP1 5
Set a variable to a value.
This example sets the work variable WK_PLAY_REPO_NO to the value of 14
Var. - Work Value
Any - Value to assign to the work variable
_LDWK WK_PLAY_REPO_NO 14
Gets the value of the player's gender.
<work> This example will call a script (known as ev_the_boy or ev_the_girl) depending on the player's gender:
0 - Male
1 - Female
_GET_MY_SEX SCWK_ANSWER _IFVAL_CALL SCWK_ANSWER EQ 0 ev_the_boy _IFVAL_CALL SCWK_ANSWER EQ 1 ev_the_girl
Jumps to a script depending on the specified condition.
This example checks the player's party if they have a Regirock, and then jumps to a script if it doesn't.
_TEMOTI_POKE_CHK SCWK_ANSWER 377 _IFVAL_JUMP SCWK_ANSWER EQ 0 ev_d20r0106_legend_unseal_ng
Jumps to a script depending on the player's position on the current map.
This example checks where the player is, then executes a command for the Rival to move to, depending on that value.
SCWK_TEMP0 - X Coordinates
SCWK_TEMP1 - Y Coordinates
_PLAYER_POS_GET SCWK_TEMP0 SCWK_TEMP1 _IFVAL_JUMP SCWK_TEMP1 EQ 723 pos_c02_rival_z1 _IFVAL_JUMP SCWK_TEMP1 EQ 724 pos_c02_rival_z2 _IFVAL_JUMP SCWK_TEMP1 EQ 725 pos_c02_rival_z3 _IFVAL_JUMP SCWK_TEMP1 EQ 726 pos_c02_rival_z4 _IFVAL_JUMP SCWK_TEMP1 EQ 727 pos_c02_rival_z5
Sets a flag as complete.
This example sets the flag FE_C02R0401_START as complete.
_FLAG_SET FE_C02R0401_START
Sets a location flag.
This example sets the system flag FLAG_ARRIVE_D29R0103.
_ARRIVE_FLAG_SET FLAG_ARRIVE_D29R0103
Clears a flag.
This example clears the flag FV_D29R0103_REI
_FLAG_RESET FE_D29R0103_REI
Checks a flag, and if it is set, jumps to a script
This example checks the flag FE_D05R0114_LEGEND_CLEAR and triggers the script ev_d29r0103_init_change_obj_del if the flag is set.
_IF_FLAGON_JUMP FE_D05R0114_LEGEND_CLEAR ev_d29r0103_init_change_obj_del
Checks a flag, and if it isn't set, jumps to a script
This example checks the flag FE_D05R0114_CLEAR and triggers the script ev_d29r0103_init_change_obj_del if the flag is not set.
_IF_FLAGOFF_JUMP FE_D05R0114_CLEAR ev_d29r0103_init_change_obj_del
Sets a trainer flag.
This example sets a flag with an Elite Trainer in the Snowpoint Gym.
Flag - Flag of the trainer to set
_TRAINER_FLAG_SET COLDELITEM_06
Permanently gives the player their Running Shoes.
The only instance of this command would be to give the player their Running Shoes.
_SYS_FLAG_SHOES_SET
Checks if the player has a specific gym badge.
Checks if the player has the Icicle Badge, in order to enter Lake Acuity.
_SYS_FLAG_BADGE_GET BADGE_ID_C09 SCWK_ANSWER
Gives the player a gym badge.
Gives the player the Icicle Badge.
_SYS_FLAG_BADGE_SET BADGE_ID_C09
This script lacks information. We don't know the complete list of the Poketech Apps? |
Permanently gives the player a Poketch app.
This example gives the player the Digital Watch app, with the number influencing the ID of the Poketch app given.
1 - Digital Watch
2 - Calculator
3 - Memo Pad
4 - Pedometer
5 - Pokemon List
6 - ???
7 - ???
8 - ???
9 - ???
10 - ???
11 - ???
12 - ???
13 - ???
14 - ???
15 - ???
16 - ???
17 - ???
18 - ???
19 - Hidden Moves
_POKETECH_ADD 1
Sets a system flag.
This example sets the system flag SYS_FLAG_AUTOSAVE_STOP.
_SYS_FLAG_SET SYS_FLAG_AUTOSAVE_STOP
Events
Starts an object event with the actor only turning their head to face the player.
You would simply use this when calling a NPC script.
ev_d31_assistantw: _TALK_OBJ_START_TURN_NOT
Starts a cutscene event
This example starts an event related to the script ev_d29r0103_rei.
ev_d9r0103_rei _EVENT_START
Ends a cutscene event
This example ends an event related to the script ev_d29r0103_legend_event_clear.
ev_d9r0103_legend_event_clear _EVENT_END
Changes the camera used
This example changes the camera when entering Acuity Cavern.
No. - Camera
_EVENT_START _EVENT_CAMERA_INDEX 480
Resets the camera
You would only use this command to reset the camera at the end of an event.
_EVENT_START _EVENT_CAMERA_INDEX 555 _EVEN_CAMERA_END_WAIT
Animations
Some sort of key wait usually used before doing a screen fade-out.
_AB_KEYWAIT
Animates an actor based on a given animation script.
This example animates the player character with the script anm_d11r0101_player_turn_left
Label - Actor to use
Label - Script to use
Unknown - (Optional) Unknown Use
_OBJ_ANIME HERO anm_d11r0101_player_turn_left
Waits for the current actor animations to finish before resuming execution.
The only use case would be after _OBJ_ANIME
_OBJ_ANIME_WAIT
Makes the screen fade to black.
The only instance of this command would be to make the screen fade to black.
_BLACK_OUT SCR_WIPE_DIV 3
Makes the screen fade from black to normal.
The only instance of this command would be to make the screen fade from black.
anm_r201_rival_00_g _BLACK_IN SCR_WIPE_DIV 3 ACMD_END
Ends a sequence of animations.
The only instance of this command would be to end a sequence of animations.
AC_ANIME_DURATION 0.11 AC_INDEX_ANIME 3 1 ACMD_END
Shows a [!] Bubble above the affected actor.
No. - Unknown Use. Always 1 when present.
an_r201_rival_00_g: AC_MARK_GYOE 1 ACMD_END
Lingers on an animation for a certain amount of frames.
This example lingers on a facial animation for 20 frames.
AC_FACE_INDEX 1 AC_WAIT 20 AC_FACE_INDEX 0 ACMD_END
Holds on a fade transition.
This example forces the screen to hold on a fade to black.
_BLACK_OUT SCR_WIPE_DIV 3 _FADE_WAIT
Forces an object to animate.
This example would make the actor animate with Animation ID 3.
No. 1 - Animation ID of choice
No. 2 - Unknown, always set at 1
AC_ANIME_DURATION 0.11 AC_INDEX_ANIME 3 1 ACMD_END
Waits for the currently playing animation from AC_INDEX_ANIME to end.
AC_INDEX_ANIME 1 1 AC_INDEX_ANIME_WAIT
- Main article: Facial Animation
Changes the facial animation of a character.
This example would change the facial animation to Happy, then back to Default after 20 frames.
0 - Default
1 - Happy
2 - Angry
3 - Sad
4 - Relieved
5 - Shocked
AC_FACE_INDEX 1 AC_WAIT 20 AC_FACE_INDEX 0 ACMD_END
Locks a character's animations.
_AC_ANIM_LOCK fc1062_00
Unlocks a target that was locked with _AC_ANIM_LOCK
_AC_ANIM_RELEASE fc1062_00
Shows an emotion bubble above the affected actor.
No. - ID of the emotion to show
AC_MARK_EMO 1
Hides the affected actor.
AC_INVISIBLE_ON
Reveals the affected actor.
AC_INVISIBLE_OFF
Forces an object to close its eyes.
This example makes player close their eyes.
0 - Eyes Open
1 - Eyes Closed
_SET_FORCE_BLINK Hero 1
Changes the length of an animation.
This example would change the length of the animation to 0.11 seconds.
No. - Length of the animation in seconds.
AC_ANIME_DIRECTION 0.11 AC_INDEX_ANIME 3 1 ACMD_END
Battles
Appears to check if you have a partner trainer, if yes, goes to different pre-trainer dialogue
_2VS2_BATTLE_CHECK SCWK_ANSWER
Initiates a Trainer Battle.
This example initiates the first Trainer Battle against Cyrus, with each Trainer's NameLabel found in TrainerTable.json.
_TRAINER_BTL_SET GINGALEADER1_01 0
Initiates a Wild Battle.
This example initiates a Wild Battle against a level 56 Shaymin Sky form that can be caught, and does not have a Hidden Ability.
No. 1 - National Pokédex No.
No. 2 - Level
No. 3 - Catch Flag (1 = Uncatchable)
No. 4 - FormID
No. 5 - Hidden Ability (1 = HA)
_SP_WILD_BTL_SET 492 56 0 1 0
Loads a battle intro sequence.
This example loads the VS Candice intro sequence when battlign Candice.
Value - Whatever the name of the battle intro sequence is.
_BTL_ENCSEQ_LOAD gym07
Dialogue
Shows a textbox with a given message.
This example below shows the textbox dp_scenario3%42-msg_d31_rival_02_1
_TALKMSG dp_scenario3%42-msg_d31_rival_02_1
Closes the currently open textbox.
_TALK_CLOSE
Closes the currently open textbox. Used before shop commands. Functionally the same as _TALK_CLOSE
_TALK_CLOSE_NO_CLEAR
Displays a specific line of text.
This example displays a line of text from dp_scenario1.
_EASY_OBJ_MSG dp_scenario1%24-msg_t01r0202_game_01
This script lacks information. What does the number parameter do? |
Shows a sign message.
This example displays text on a signboard from dp_scenario3.
Message - Message to show
Type - Type of sign.
No. - Unknown, always used with 0
No. - (Optional) The ID Of the arrow to show on the textbox, only used for road signs.
_EASY_BOARD_MSG dp_scenario3%42-msg_d31_sign1_01 BOARD_TYPE_POST 0
Shows an info sign message. Mostly used for Gym signs.
This example displays text on a signboard from dp_scenario2.
Type - Type of sign textbox. Always BOARD_TYPE_INFO.
No. - Unknown. Default and Standard use is 0.
_EASY_INFOBOARD_MSG dp_scenario2%0-msg_c04_sign6_01 BOARD_TYPE_INFO 0
Starts an event where an object turns to face the player.
The only instance of this command would be to make the start an event where an object turns to face the player.
_TALK_OBJ_START
Brings up a selection menu with choices that are not Yes/No.
This example brings the menu up with the options "I want to battle", "Tell me about this place", and "No, thanks"
_ADD_CUSTUM_WIN_LABEL ss_btl_tower_menu_ui_text%msg_tower_choice_00 _ADD_CUSTUM_WIN_LABEL ss_btl_tower_menu_ui_text%msg_tower_choice_01 _ADD_CUSTUM_WIN_LABEL ss_btl_tower_menu_ui_text%msg_tower_choice_02 _TALK_OBJ_START ss_btl_tower_menu_ui_text%msg_tower_choice_00 0 _TALK_OBJ_START ss_btl_tower_menu_ui_text%msg_tower_choice_01 1 _TALK_OBJ_START ss_btl_tower_menu_ui_text%msg_tower_choice_02 2
Opens and saves the player's answer from _ADD_CUSTUM_WIN_LABEL in a work value.
At any point if you want to use different dialogue responses, you should probably use this in tandem with _ADD_CUSTUM_WIN_LABEL
_OPEN_CUSTUM_WIN SCWK_ANSWER
This script lacks information. Probably related to _ADD_CUSTUM_WIN_LABEL, not certain though, needs fully documented. |
'
_ADD_CUSTUM_WIN_LABEL_TWO_WINDOW
This script lacks information. Probably related to _ADD_CUSTUM_WIN_LABEL, not certain though, needs fully documented. |
'
_ADD_CUSTUM_WIN_LABEL_WORD_SET
Movement
Turns an object upwards over an amount of frames.
This example turns the object upward over the span of 43 frames.
No. - Frames
AC_DIR_U 43
Turns an object rightwards over the span of frames.
This example turns the object rightward for 43 frames.
No. - Frames
AC_DIR_R 43
Turns an object downwards over an amount of frames.
This example turns the object downward over the span of 43 frames.
No. - Frames
AC_DIR_D 43
Turns an object leftwards over an amount of frames.
This example turns the object leftward over the span of 43 frames.
No. - Frames
AC_DIR_L 43
Turns the affected actor to a specific angle over an amount of frames.
This example turns the actor 45 degrees over 15 frames.
No. - Frames
No. - Angle in degrees
AC_DIR_VAL 15 45
Turns an object a certain amount of tiles upwards over an amount of frames.
This example moves the object 2 tiles upwards over the span of 8 frames.
No. 1 - Tiles to move
No. 2 - Frames
AC_UP 2 8
Turns an object a certain amount of tiles downwards over an amount of frames.
This example moves the object 2 tiles downwards over the span of 8 frames.
No. 1 - Tiles to move
No. 2 - Frames
AC_DOWN 2 8
Turns an object a certain amount of tiles leftwards over an amount of frames.
This example moves the object 2 tiles leftwards over the span of 8 frames.
No. 1 - Tiles to move
No. 2 - Frames
AC_LEFT 2 8
Turns an object a certain amount of tiles rightwards over an amount of frames.
This example moves the object 2 tiles rightwards over the span of 8 frames.
No. 1 - Tiles to move
No. 2 - Frames
AC_RIGHT 2 8
Ends a movement script.
The only instance of this command would be to end a movement script.
AC_RIGHT 2 8 ACMD_END
Moves the affected actor up or down to match the X Position of the player.
No. - Time in frames to move per tile.
AC_HERO_MATCH_Z 3
Moves the affected actor left or right to match the Z Position of the player.
No. - Time in frames to move per tile.
AC_HERO_MATCH_Z 3
Shops
Opens a shop screen that uses BP as currency.
This example opens the first shop in the Battle Park Point Corner.
No. 1 - Shop ID
_SHOP_OPEN_BATTLE 0
Pokémon & Items
Gives the player a defined amount of item(s).
This example gives the player five Metal Coats.
No. 1 - Item ID
No. 2 - Amount
_ADD_ITEM 233 5
Checks if the player has a specific amount of items in their bag.
This example checks to see if the player has five Metal Coats in their bag.
No. 1 - Item ID
No. 2 - Amount
_ITEM_CHK 233 5
Gives an amount of one item to the player after checking if they have enough bag space.
This example checks to see if the player has five Metal Coats in their bag, if they don't then they are given 5 Metal Coats.
No. 1 - Item ID - ID Of the item to give
No. 2 - Amount - Amount to give
No. 3 - Result - Variable to put if the player has enough bag space in.
_ADD_ITEM_CHK 233 5 SCWK_ANSWER
Gives the player a specific amount of seals (stickers).
This example gives the player 5 of the sticker with the ID of 58 (Cool Sticker B)
No. 1 - Seal ID
No. 2 - Amount
_CB_ITEM_NUM_ADD 57 6
Puts the name of a given item into a buffer.
This example puts the value assigned to the work variable from _LDVAL into the buffer ID of 0.
No. 1 - Buffer ID
Value - Work Value with the item name.
No. 2 - Amount of the item.
_LDVAL SCWK_TEMP0 399 _ITEM_NAME 0 SCWK_TEMP0 1
Heals every Pokemon in the player's party.
The only instance of this command would be to heal every Pokemon in the player's party.
_PC_KAIFUKU
This script lacks information. What are the 3rd and 4th arguments used for? |
Gives the player a Pokemon.
This example gives the player a Level 1 Eevee. Most of these values are hardcoded, and _ADD_POKEMON_UI should be used instead.
No. 1 - Level
No. 2 - Dex. No
No. 3 - ???
No. 4 - ???
_PLAYER_NAME 0 _POKEMON_NAME_EXTRA 1 133 0 0
Sets a Roaming Pokemon out into the wild. These two values are hardcoded, and must be edited with code injection.
This example sets Cresselia as a Roaming Pokemon.
No. 1 - Mesprit
No. 2 - Cresselia
_ADD_MOVE_POKE 1
This script lacks information. What are all the other Egg TIDs? |
Gives the player an egg.
This example gives the player a Happiny egg, with the Egg TID of Riley.
No. 1 - Dex Number
No. 2 - Egg TID
A variety of known Egg TIDs exist, which can change the original met location ID of the Egg when hatched.
60005 - Riley
60007 - Travelling Man
60010 - Day Care Couple
_ADD_TAMAGO 440 60007
This script lacks information. What values dictate which form and ability are given to the player? |
Gives the player a Pokémon.
This example will give the player a Level 50 Qwilfish holding a Sacred Ash.
No. 1 - National Pokédex No.
No. 2 - Level
No. 3 - Item ID
_ADD_POKEMON_UI 211 50 44 SCWK_ANSWER 3 0
Gets the NatDex number of a Pokemon in a specific slot in the player's party, and returns it as a work value.
Gets the players first slotted Pokemon.
No. - Slot Number
Value - Work Value
_TEMOTI_MOSNO 1 SCWK_ANSWER
Checks the player's party for specific Pokemon.
Checks to see if the player has a Spiritomb in their party.
No. - Dex No.
_TEMOTI_POKE_CHK 442
Gives the player a Mild Poffin
_ADD_MAROYAKA_POFFIN
Sound
Plays a fanfare, functionally the same as _SE_PLAY.
This example plays the Sticker Obtained! fanfare.
_ME_PLAY M_FI014
Waits for a playing fanfare to finish.
_ME_WAIT
Plays a specific music track indefinitely until _BGM_NOW_MAP_PLAY is initiated.
This example plays the track associated with Jubilife City (Day).
_BGM_PLAY EV001
Plays the background music associated with the current map.
The only instance of this command would be to play the BGM associated with the current map.
_BGM_NOW_MAP_PLAY
Plays a sound effect.
This example plays the sound effect M_FI013.
_SE_PLAY M_FI013
This script lacks information. What is the third argument is used for? |
Plays a Pokemon Cry.
This example plays the cry for Pokemon 485, Heatran.
No. 1 - ID of the Pokemon whose cry is played.
No. 2 - ID of the form of the Pokemon whose cry is played.
No. 3 - Unknown. Use 0.
_SE_PLAY 485 0 0
Warps
Warps to a map without fading to black.
This example warps to the Battle Zone, at Warp ID 2.
- Main article: Location Information
No. 1 - Map ID
No. 2 - Warp ID
No. 3 - [OPTIONAL] X Coordinate
No. 4 - [OPTIONAL] Z Coordinate
No. 5 - [OPTIONAL] Y Coordinate
_MAP_CHANGE_NONE_FADE D30 2
Union Room Exclusive
This script lacks information. Now sure exactly what the key is, but if i had to guess it's related to internet connectivity. - Ocean |
Some sort of key wait with a timer.
No. 1 - Time in frames
_AB_KEY_TIME_WAIT 10
Other
Gives the player money
This example gives the player ¥8000.
No. - Money Given
_ADD_GOLD 8000
Prevents any and all game progression for an amount of frames.
This example prevents anything from happening for 120 frames-- or two seconds.
No. - Frames
_TIME_WAIT 120
Checks for specific save data from another game.
This example checks to see if the player has completed "The Deified Pokémon" quest from save data of Pokémon Legends Arceus. All Save Data values are hard-coded, and must be edited via Code Injection.
0 - Let's Go Pikachu or Eevee
1 - Sword or Shield
2 - Legends Arceus, after having completed "The Deified Pokemon" quest
_SAVE_RENDOU_ENABLE SCWK_ANSWER 2
Deprecated/Dummied/Unused Scripts
This section is for the scripts that are either deprecated, dummied out, or unsused.
Deprecated/Dummied Out Scripts | |
---|---|
No. | Script Call |
695 | _ACCE_NAME |
474 | _ACCE_SHOP_CALL |
196 | _ADD_BOX_ITEM |
185 | _ADD_COIN |
715 | _ADD_COIN_CHK |
198 | _ADD_GOODS |
200 | _ADD_GOODS_CHK |
694 | _ADD_SCORE |
210 | _ADD_TAMA |
212 | _ADD_TAMA_CHK |
202 | _ADD_TRAP |
204 | _ADD_TRAP_CHK |
206 | _ADD_TREASURE |
208 | _ADD_TREASURE_CHK |
39 | _ADD_WAITICON |
707 | _AGB_CARTRIDGE_VER_GET |
673 | _AIKOTOBA_KABEGAMI_SET |
753 | _AIKOTOBA_OKURIMONO_CHK |
139 | _ANIME_DATA |
138 | _ANIME_LABEL |
223 | _APPROVE_POISON_DEAD |
261 | _BAG_SET_PROC_NORMAL |
26 | _BG_ID_JUMP |
95 | _BG_SCROLL |
126 | _BGM_FADEIN |
124 | _BGM_FADEOUT |
125 | _BGM_FADEOUT_PLAY |
119 | _BGM_PLAY_CHECK |
127 | _BGM_PLAYER_PAUSE |
123 | _BGM_SPECIAL_CLR |
104 | _BMPLIST_INIT |
105 | _BMPLIST_INIT_EX |
106 | _BMPLIST_MAKE_LIST |
107 | _BMPLIST_START |
108 | _BMPMENU_HV_START |
98 | _BMPMENU_INIT |
99 | _BMPMENU_INIT_EXIT |
100 | _BMPMENU_MAKE_LIST |
101 | _BMPMENU_MAKE_LIST16 |
102 | _BMPMENU_START |
742 | _BTL_POINT_ADD |
743 | _BTL_POINT_SUB |
739 | _BTL_POINT_WIN_DEL |
738 | _BTL_POINT_WIN_WRITE |
740 | _BTL_POINT_WRITE |
243 | _BTL_SEARCHER_DIR_MV_SET |
610 | _BTOWER_GET_LEADER_ROOMID |
611 | _BTOWER_IS_LEADER_EXIST |
606 | _BTOWER_PRIZE_GET |
607 | _BTOWER_PRIZEMAN_SET |
609 | _BTOWER_RECV_BUF |
608 | _BTOWER_SEND_BUF |
605 | _BTOWER_SEVEN_POKE_GET |
604 | _BTOWER_TOOLS |
601 | _BTOWER_WORK_CLEAR |
602 | _BTOWER_WORK_INIT |
603 | _BTOWER_WORK_RELEASE |
1025 | _BTWR_DEB_IS_WORK_NULL |
1030 | _BTWR_SUB_BTL_TRAINER_SET |
1010 | _BTWR_SUB_CHK_ENTRY_POKE |
1016 | _BTWR_SUB_CHOICE_BTL_PARTNER |
1020 | _BTWR_SUB_GET_LEADER_CLEAR_FLAG |
1023 | _BTWR_SUB_GET_MINE_OBJ |
1019 | _BTWR_SUB_SET_LEADER_CLEAR_FLAG |
1002 | _BTWR_TOOL_CHK_ENTRY_POKE_NUM |
1006 | _BTWR_TOOL_GET_WIFI_RANK |
876 | _CAMERA_COS_ANGLE_WAIT |
214 | _CB_SEAL_KIND_NUM_GET |
748 | _CHECK_MY_GSID |
220 | _CHG_POKE_WAZA |
197 | _CHK_BOX_ITEM |
652 | _CHK_RIBBON_COUNT |
399 | _CHK_ZENKOKU_ZUKAN |
620 | _CLIMAX_DEMO |
415 | _CLIP_CONSAVEDATA_CHECK |
416 | _CLIP_TV_TITLE_SAVE |
414 | _CLIP_TVSAVEDATA_CHECK |
18 | _CMPVAL |
182 | _COIN_WIN_DEL |
181 | _COIN_WIN_WRITE |
183 | _COIN_WRITE |
288 | _COLOSSEUM_MAP_CHANGE_OUT |
482 | _COMM_DIRECT_END |
483 | _COMM_DIRECT_END_TIMING |
484 | _COMM_DIRECT_ENTER_BTL_ROOM |
235 | _COMM_GET_CURRENT_ID |
485 | _COMM_PLAYER_SET_DIR |
422 | _COMM_RESET |
421 | _COMM_SYNCHRONIZE |
744 | _COMP_BTL_POINT |
713 | _COMP_COIN |
752 | _COMP_WK_COIN |
382 | _CON_ACCE_NO_GET |
364 | _CON_BREEDER_NAME_GET |
385 | _CON_CAMERA_FLASH_CHECK |
384 | _CON_CAMERA_FLASH_SET |
379 | _CON_DESK_MODE_GET |
388 | _CON_ENDING_SKIP_CHECK |
383 | _CON_ENTRY_PARAM_GET |
387 | _CON_HBLANK_START |
386 | _CON_HBLANK_STOP |
305 | _CON_HERO_CHANGE |
363 | _CON_JUDGE_NAME_GET |
391 | _CON_MSGPRINT_FLAG_RESET |
390 | _CON_MSGPRINT_FLAG_SET |
376 | _CON_MY_ENTRY_NO_GET |
365 | _CON_NICK_NAME_GET |
366 | _CON_NUM_TAG_SET |
377 | _CON_OBJ_CODE_GET |
269 | _CON_POKELIST_GET_RESULT |
268 | _CON_POKELIST_SET_PROC |
270 | _CON_POKESTATUS_SET_PROC |
378 | _CON_POPULARITY_GET |
369 | _CON_RANK_NAME_GET |
902 | _CON_RANK_SET |
374 | _CON_RANKING_CHECK |
381 | _CON_RIBBON_NAME_GET |
911 | _CON_SELECT_MULTI_MODE |
367 | _CON_SIO_PARAM_INIT_SET |
361 | _CON_SYSTEM_CREATE |
362 | _CON_SYSTEM_EXIT |
370 | _CON_TYPE_NAME_GET |
371 | _CON_VICTORY_BREEDER_NAME_GET |
375 | _CON_VICTORY_ENTRY_NO_GET |
372 | _CON_VICTORY_ITEM_NO_GET |
373 | _CON_VICTORY_NICK_NAME_GET |
360 | _CONSIO_TIMING_CHECK |
359 | _CONSIO_TIMING_SEND |
17 | _CP_ADR_ADR |
15 | _CP_ADR_REG |
16 | _CP_ADR_VAL |
14 | _CP_REG_ADR |
12 | _CP_REG_REG |
13 | _CP_REG_VAL |
296 | _CYCLING_ROAD_SET |
725 | _D17SYSTEM_MAP_SELECT |
349 | _DEBUG_BTL_SET |
356 | _DEBUG_CHILD_WIN |
355 | _DEBUG_PARENT_WIN |
667 | _DEBUG_PRINT_FLAG |
669 | _DEBUG_PRINT_FLAG_STATIONED |
666 | _DEBUG_PRINT_WORK |
668 | _DEBUG_PRINT_WORK_STATIONED |
358 | _DEBUG_SIO_CONTEST |
357 | _DEBUG_SIO_ENCOUNT |
352 | _DEBUG_TR_TALK_BTL |
351 | _DEBUG_TRAINER_FLAG_ON_JUMP |
350 | _DEBUG_TRAINER_FLAG_SET |
20 | _DEBUG_WATCH_WORK |
532 | _DEL_SODATEYA_EGG |
40 | _DEL_WAITICON |
688 | _DENDOU_BALL_ANM |
258 | _DPS_INIT_PROC |
706 | _DRESSING_IMC_ACCE_CHECK |
2 | _DUMMY |
393 | _ELEVATOR_FLOOR_GET |
394 | _ELEVATOR_FLOOR_WRITE |
828 | _EVENT_CAMERA_FRAME |
825 | _EVENT_CAMERA_MODE |
827 | _EVENT_CAMERA_WAIT |
166 | _EVENT_DATA |
167 | _EVENT_DATA_END |
837 | _FADE_BALL |
838 | _FADE_DEFAULT |
761 | _FIELDOBJ_BITSET_FELLOWHIT |
260 | _FIRST_POKE_SELECT_SET_AND_DEL |
472 | _FIX_GOODS_CALL |
473 | _FIX_SEAL_CALL |
471 | _FIX_SHOP_CALL |
767 | _FLD_SCOPE_MODE_OFF |
766 | _FLD_SCOPE_MODE_ON |
644 | _FLD_TRADE_ALLOC |
646 | _FLD_TRADE_CHG_MONSNO |
648 | _FLD_TRADE_DEL |
647 | _FLD_TRADE_EVENT |
645 | _FLD_TRADE_MOSNO |
704 | _FLDOBJ_BLINK_ANM |
703 | _FLDOBJ_SHAKE_ANM |
576 | _FNOTE_DATA_MAKE |
577 | _FNOTE_DATA_SAVE |
575 | _FNOTE_START_SET |
749 | _FRIEND_DATA_NUM |
1116 | _FUREAI_TALK_END |
477 | _GAME_OVER_CALL |
745 | _GET_BP_GIFT |
741 | _GET_BTL_POINT |
750 | _GET_COIN_GIFT |
184 | _GET_COIN_NUM |
400 | _GET_HYOUKA_MSGID |
552 | _GET_MAILBOX_DATANUM |
228 | _GET_MAP_POS |
496 | _GET_SEED_COMPOST |
407 | _GET_SEED_GROUND |
512 | _GET_SODATE_NAME |
561 | _GET_SODATEYA_AISHOU |
533 | _GET_SODATEYA_EGG |
526 | _GET_TAMAGO_COUNT |
229 | _GET_TEMOTI_POKE_NUM |
674 | _GET_UG_HATA_NUM |
179 | _GOLD_WIN_DEL |
178 | _GOLD_WIN_WRITE |
180 | _GOLD_WRITE |
201 | _GOODS_CHK |
329 | _GOODS_NAME |
97 | _GUINNESS_WIN |
347 | _HAIFU_POKE_RETRY_CHECK |
188 | _HIDE_ITEM_EVENT |
709 | _HIDEMAP_STATE_CHG |
538 | _HIKITORI_LIST |
560 | _HIKITORI_LIST_NAME_SET |
541 | _HIKITORI_POKE |
540 | _HIKITORI_RYOUKIN |
408 | _HONEY_TREE_AFTER_SET |
245 | _IMAGE_CLIP_SET_PROC |
246 | _IMAGE_CLIP_VIEW_TV_SET_PROC |
578 | _IMC_ACCE_ADD_ITEM |
579 | _IMC_ACCE_ADD_ITEM_CHK |
580 | _IMC_ACCE_ITEM_CHK |
718 | _IMC_ACCE_SUB_ITEM |
581 | _IMC_BG_ADD_ITEM |
582 | _IMC_BG_ITEM_CHK |
712 | _IMC_BG_NAME |
520 | _INIT_ELEC_GYM |
621 | _INIT_SAFARI_TRAIN |
518 | _INIT_STEEL_GYM |
514 | _INIT_WATER_GYM |
225 | _INIT_WEATHER |
596 | _ITEMLIST_GET_RESULT |
595 | _ITEMLIST_SET_PROC |
78 | _LAST_KEYWAIT |
11 | _LD_ADR_ADR |
9 | _LD_ADR_REG |
8 | _LD_ADR_VAL |
7 | _LD_REG_ADR |
10 | _LD_REG_REG |
5 | _LD_REG_VAL |
6 | _LD_REG_WDATA |
345 | _LOSE_CHECK |
551 | _MAILBOX |
94 | _MENU_REQ |
164 | _MOVE_CODE_GET |
535 | _MSG_AZUKE_SET |
244 | _MSG_BOY_EVENT |
534 | _MSG_SODATEYA_AISHOU |
511 | _MSGEXPANDBUF |
321 | _MY_TR_TYPE_NAME |
857 | _MYSTERY_DIASBLE_MSG |
858 | _MYSTERY_ENABLE_MSG |
854 | _MYSTERY_GET_PRESENT_ID |
859 | _MYSTERY_POSTMAN_END |
852 | _MYSTERY_POSTMAN_INIT |
860 | _MYSTERY_POSTMAN_SAVE_END |
853 | _MYSTERY_PRESENT_CHECK |
855 | _MYSTERY_RECEIVE_CHECK |
856 | _MYSTERY_RECEIVE_PRESENT |
277 | _NAMEIN |
630 | _NATURAL_PARK_ACCESSORY_NO_GET |
629 | _NATURAL_PARK_WALK_COUNT_GET |
723 | _NEW_NANKAI_WORD_COMPLETE_CHECK |
721 | _NEW_NANKAI_WORD_SET |
633 | _NEWS_COUNT_CHK |
632 | _NEWS_COUNT_SET |
79 | _NEXT_ANM_LAST_KEYWAIT |
681 | _NICK_NAME_PC |
344 | _NORMAL_LOSE |
643 | _NORMAL_WAZALIST_GET_RESULT |
642 | _NORMAL_WAZALIST_SET_PROC |
162 | _NOT_ZONE_DEL_SET |
265 | _NPC_TRADE_POKELIST_SET_PROC |
584 | _NUTMIXER_PLAY_CHECK |
137 | _OBJ_ANIME_POS |
25 | _OBJ_ID_JUMP |
143 | _OBJ_PAUSE_CLEAR_ALL |
251 | _OEKAKI_BOARD_SET_PROC |
635 | _OSHIE_WAZA_COUNT |
640 | _OSHIE_WAZALIST_GET_RESULT |
638 | _OSHIE_WAZALIST_SET_PROC |
592 | _PAPERPLANE_SET |
131 | _PERAP_DATA_CHECK |
132 | _PERAP_REC_START |
133 | _PERAP_REC_STOP |
134 | _PERAP_SAVE |
27 | _PLAYER_DIR_JUMP |
297 | _PLAYER_FORM_GET |
160 | _PLAYER_POS_OFFSET_SET |
476 | _PLAYER_REPORT_DRAW_DEL |
475 | _PLAYER_REPORT_DRAW_SET |
493 | _PMS_BUF |
492 | _PMS_INPUT_DOUBLE |
491 | _PMS_INPUT_SINGLE |
729 | _POFIN_ADD |
591 | _POKE_MAIL_CHK |
593 | _POKE_MAIL_DEL |
240 | _POKE_WINDOW_ANM |
241 | _POKE_WINDOW_ANM_WAIT |
239 | _POKE_WINDOW_DEL |
238 | _POKE_WINDOW_PUT_PP |
684 | _POKEPARK_CONTROL |
685 | _POKEPARK_DEPOSIT_COUNT |
687 | _POKEPARK_GET_SCORE |
271 | _POKESTATUS_GET_RESULT |
700 | _POKETECH_HOOK_RESET |
699 | _POKETECH_HOOK_SET |
614 | _RECORD_ADD |
254 | _RECORD_CORNER_SET_PROC |
613 | _RECORD_GET |
615 | _RECORD_SET |
616 | _RECORD_SETIFLARGE |
661 | _REGULATION_LIST_CALL |
641 | _REMAIND_WAZALIST_GET_RESULT |
639 | _REMAIND_WAZALIST_SET_PROC |
413 | _REPORT_WIN_CLOSE |
412 | _REPORT_WIN_OPEN |
758 | _SAVE_FIELD_OBJ |
354 | _SEL_CHILD_WIN |
353 | _SEL_PARENT_WIN |
103 | _SEL_WIN_JUMP |
760 | _SET_ESCAPE_LOCATION |
826 | _SET_EVENT_CAMERA_PARAM |
230 | _SET_MAP_PROC |
499 | _SET_SEED_COMPOST |
536 | _SET_SODATEYA_POKE |
486 | _SET_UP_DOOR_ANIME |
226 | _SET_WEATHER |
675 | _SETUP_PASO_ANM |
692 | _SETUP_RAH_CYL |
470 | _SHOP_CALL |
701 | _SLOT_MACHINE |
714 | _SLOT_RENTYAN_CHK |
135 | _SND_CLIMAX_DATA_LOAD |
117 | _SND_INITIAL_VOL_SET |
539 | _SODATE_POKE_LEVEL_STR |
537 | _SODATEYA_POKELIST |
733 | _SODATEYA_POKELIST_GET_RESULT |
732 | _SODATEYA_POKELIST_SET_PROC |
562 | _SODATEYA_TAMAGO_CHK |
392 | _SP_LOCATION_SET |
677 | _START_PASO_OFF_ANM |
676 | _START_PASO_ON_ANM |
693 | _START_RAH_CYL |
186 | _SUB_COIN |
199 | _SUB_GOODS |
559 | _SUB_NATSUKI |
211 | _SUB_TAMA |
207 | _SUB_TREASURE |
751 | _SUB_WK_COIN |
508 | _SXY_BG_POS_CHANGE |
141 | _TALK_OBJ_PAUSE_ALL |
63 | _TALKMSG_ALLPUT |
64 | _TALKMSG_ALLPUT_ARC |
66 | _TALKMSG_ALLPUT_PMS |
65 | _TALKMSG_ARC |
75 | _TALKMSG_AUTOGET |
74 | _TALKMSG_CON_SIO |
69 | _TALKMSG_NG_POKE_NAME |
73 | _TALKMSG_NOSKIP |
67 | _TALKMSG_PMS |
72 | _TALKMSG_SP_AUTO |
213 | _TAMA_CHK |
331 | _TAMA_NAME |
546 | _TEMOTI_POKE_SEX_GET |
573 | _TEMOTI_WAZANO |
252 | _TR_CARD_SET_PROC |
253 | _TRADE_LIST_SET_PROC |
342 | _TRAINER_LOSE |
343 | _TRAINER_LOSE_CHECK |
340 | _TRAINER_TYPE_GET |
205 | _TRAP_CHK |
330 | _TRAP_NAME |
209 | _TREASURE_CHK |
409 | _TSIGN_SET_PROC |
1048 | _TUREARUKI_ITEM_TIMER_SET |
844 | _TV_ENTRY_PARKINFO_ACCE |
842 | _TV_ENTRY_PARKINFO_INIT |
869 | _TV_GET_DATA_TOTAL |
862 | _TV_INTERVIEW_MSG |
868 | _TV_MAKE_MSG |
867 | _TV_SET_ENDFLAG |
746 | _UG_BALLITEM_CHECK |
481 | _UG_MAN_SHOP_NPC_RAND_PLACE |
530 | _UG_SHOP_ITEM_NAME |
529 | _UG_SHOP_TALK_END |
528 | _UG_SHOP_TALK_START |
531 | _UG_SHOP_TRAP_NAME |
727 | _UNDERGROUND_KASEKI_DIG_COUNT |
627 | _UNDERGROUND_TALK_COUNT |
708 | _UNDERGROUND_TALK_COUNT_CLEAR |
735 | _UNDERGROUND_TALK_COUNT2 |
726 | _UNDERGROUND_TOOL_GIVE_COUNT |
728 | _UNDERGROUND_TRAP_HIT_COUNT |
764 | _UNION_BATTLE_START_CHECK |
425 | _UNION_BEACON_CHANGE |
763 | _UNION_BMPMENU_START |
437 | _UNION_CHILD_SELECT_COMMAND_SET |
430 | _UNION_CONNECT_CUT_RESTART |
438 | _UNION_CONNECT_START |
426 | _UNION_CONNECT_TALK_DENIED |
427 | _UNION_CONNECT_TALK_OK |
755 | _UNION_GET_CARD_TALK_NO |
424 | _UNION_GET_INFO_TALK_NO |
431 | _UNION_GET_TALK_NUMBER |
432 | _UNION_ID_SET |
439 | _UNION_MAP_CHANGE |
434 | _UNION_OBJ_ALL_VANISH |
423 | _UNION_PARENT_CARD_TALK_NO |
436 | _UNION_PARENT_START_COMMAND_SET |
266 | _UNION_POKELIST_SET_PROC |
433 | _UNION_RESULT_GET |
429 | _UNION_RETURN_SETUP |
435 | _UNION_SCRIPT_RESULT_SET |
428 | _UNION_TRAINER_NAME_REGIST |
443 | _UNION_VIEW_MY_STATUS_SET |
440 | _UNION_VIEW_TR_SEL_SET |
441 | _UNION_VIEW_TR_TYPE_MSG_GET |
442 | _UNION_VIEW_TR_TYPE_NO_GET |
861 | _UNKNOWN_MSG |
227 | _UPDATE_WEATHER |
148 | _VANISH_DUMMY_OBJ_ADD |
149 | _VANISH_DUMMY_OBJ_DEL |
21 | _VM_ADD |
570 | _WAZALIST_GET_RESULT |
569 | _WAZALIST_SET_PROC |
232 | _WIFI_AUTO_REG |
754 | _WIFI_HUSIGINAOKURIMONO_OPEN_FLAG_SET |
233 | _WIFI_P2P_MATCH_EVENT_CALL |
234 | _WIFI_P2P_MATCH_SET_DEL |
280 | _WIPE_FADE_END_CHECK |
279 | _WIPE_FADE_START |
756 | _WIRELESS_ICON_EASY |
757 | _WIRELESS_ICON_EASY_END |
257 | _WORLDTRADE_SET_PROC |
737 | _ZISHIN |
650 | _ZUKAN_SEX_VER_UP |
649 | _ZUKAN_TEXT_VER_UP |
Unused Scripts | |
---|---|
No. | Script Call |
120 | _BGM_STOP |
86 | _BOARD_MAKE |
90 | _BOARD_MSG |
222 | _CHK_POKE_WAZA_GROUP |
129 | _CTRL_BGM_FLAG_SET |
85 | _EASY_MSG |
44 | _FLAG_CHECK |
49 | _FLAG_CHECK_WK |
31 | _IF_CALL |
57 | _IF_TR_FLAGOFF_CALL |
55 | _IF_TR_FLAGOFF_JUMP |
56 | _IF_TR_FLAGON_CALL |
35 | _IFWK_CALL |
174 | _INIT_CHANGE_LABEL |
62 | _LDWKVAL |
0 | _NONE_USE_NUMBER |
1 | _NOP |
159 | _OBJ_POS_GET |
805 | AC_ANM_PAUSE_OFF |
804 | AC_ANM_PAUSE_ON |
797 | AC_DIR_DOWN_CENTER |
808 | AC_HERO_BANZAI |
810 | AC_HERO_BANZAI_UKE |
807 | AC_HIDE_PULLOFF |
772 | AC_LOOP |
809 | AC_MARK_SAISEN |
811 | ACMD_NOT |
1227 | CMD_NAME_END |
Notes
This section is for taking notes. Please take everything from this section and properly bake it into the section above. |
_OBJ_POS_CHANGE_WORLD <actor> -<X cords> <Y cords> <Z cords>
Changes the position of the specified actor. For some reason, the X cords needs to be negative
Common Scripts
These are scripts found in the "Common Scripts" file, which are referenced at various points throughout the game. To call these, use just type _CALL followed by the name of the script.
_CALL ev_another_out_sp ------- Removes any and all following Pokémon, and forces the player off the Bicycle. _CALL ev_block_doc ------- Locks the player's inputs, and prevents autosaving.