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Script Help Thread (DO NOT REQUEST SCRIPTS)

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12
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15
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  • Seen Oct 25, 2019
ohh thanks, but in the future, if i do another one of these scripts do i put the same numbers or do i put something else??

thanks in advance!

also, i tried the script and it didn't work...
the sprite looked somewhere else and the game freezed.

i don't realy know what the problem is... (but that's because i'm a rookie)

any suggestions?
 
Last edited:
10,078
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15
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  • Age 32
  • UK
  • Seen Oct 17, 2023
ohh thanks, but in the future, if i do another one of these scripts do i put the same numbers or do i put something else??

thanks in advance!

also, i tried the script and it didn't work...
the sprite looked somewhere else and the game freezed.

i don't realy know what the problem is... (but that's because i'm a rookie)

any suggestions?

It would help transferring your scripting to XSE, which is more commonly used and has more support and easier commands (And most scripters here use it so are able to help).

And yes the Script Tile values should always be Unknown: 0003 and Var Num: 4050
 
12
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15
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  • Seen Oct 25, 2019
ok, but do you know what the problem is?
maybe i misspelt something...

but i will try another script to see if it works.
 

Johnhconnor

Learning Trainer
2
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14
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  • Seen Jan 12, 2012
You can split the movements into two different ones and put a song command thing in the middle or you could use fadesong (or w/e its Pokescript equivalent is) and have it fade into his theme as he's walking.

Thanks Ninja Caterpie that was what i was missing as well as nop.
I will show how It works incase anyone else is unsure as well
Bold is sound
0x13b=Garys theme
0x12c=Pallet Town (which you want to be your main background sound)
nop fills space :D

Spoiler:
 
190
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14
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  • Seen Apr 14, 2016
hey is there a script that would take a pokemon from a player? im trying to make a script that would let the player battle with the starters before choosing them. so if they didnt want it how would i take it from them?
 
20
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14
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  • Seen Apr 24, 2010
Qestion Script XSE

Hello. May know how to do that such as could not be seen, and only after the task would be to see it
?

Sorry for the translation of Google Translate
 

Ninja Caterpie

AAAAAAAAAAAAA
5,979
Posts
16
Years
Hello. May know how to do that such as could not be seen, and only after the task would be to see it
?

Sorry for the translation of Google Translate

You mean for a sprite to only be seen after something, right?

Set their PERSON ID as ZZZ

Use "clearflag 0xZZZ" in task script.

ZZZ = unused flag
 

Tropical Sunlight

The Faltine
3,476
Posts
16
Years
I still need help with this. Anyone please.
Well, if you just write a number, for example 10. XSE recognizes that as 0xA because "0x" means HEX.
So, you can write any of those as long as you don't mix them.

For example:

hidesprite 12 would act exactly like
hidesprite 0xC

but if you wrote 0x12 then that would mean 18. Get it?
 
71
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15
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  • Seen Jul 9, 2017
Code:
'---------------
#org 0x802C7E
checkflag 0x801
if 0x1 goto 0x8802C9E
lock
msgbox 0x8802C9F MSG_NORMAL '"Let's go to the Pokémon Center!"
setflag 0x1400
warp 0x23 0x4 0x1 0x0 0x0
release
end

'---------------
#org 0x802C9E

'---------
' Strings
'---------
#org 0x802C9F
= Let's go to the Pokémon Center!

Ehm let's sketch this. This script is build on the left of my map between two maps actually. When stepping first time on it, it goes to Pokémon Center where player gets first Pokémon treatment. All fine. But when I stepped again on that tile the game freezes o.O i thought putting the checkflag before lock should do it but it doesn't -_-"
 
10,078
Posts
15
Years
  • Age 32
  • UK
  • Seen Oct 17, 2023
Code:
'---------------
#org 0x802C7E
checkflag 0x801
if 0x1 goto 0x8802C9E
lock
msgbox 0x8802C9F MSG_NORMAL '"Let's go to the Pokémon Center!"
setflag 0x1400
warp 0x23 0x4 0x1 0x0 0x0
release
end

'---------------
#org 0x802C9E

'---------
' Strings
'---------
#org 0x802C9F
= Let's go to the Pokémon Center!

Ehm let's sketch this. This script is build on the left of my map between two maps actually. When stepping first time on it, it goes to Pokémon Center where player gets first Pokémon treatment. All fine. But when I stepped again on that tile the game freezes o.O i thought putting the checkflag before lock should do it but it doesn't -_-"

The problem here is you forgot to put an 'end' on the string 0x802C9E.
 
190
Posts
14
Years
  • Seen Apr 14, 2016
hey is there a script that would take a pokemon from a player? im trying to make a script that would let the player battle with the starters before choosing them. so if they didnt want it how would i take it from them?

never got my question answered...
 
32
Posts
14
Years
  • Age 38
  • Seen Dec 16, 2010
I tried searching, but I couldn't find an answer. How do you make the script continue after a wild battle script. I have it pick, at random, 1 out of 20 pokemon, then you battle that pokemon, then it's suppose to be able to show a message and then you battle another random pokemon. The problem is, every time I finish the first fight the script ends. I would post the script here but it's over 1100 lines of code. Please help me if anyone knows my problem.
 

Binary

え?
3,977
Posts
16
Years
  • Age 29
  • Seen Apr 7, 2014
I tried searching, but I couldn't find an answer. How do you make the script continue after a wild battle script. I have it pick, at random, 1 out of 20 pokemon, then you battle that pokemon, then it's suppose to be able to show a message and then you battle another random pokemon. The problem is, every time I finish the first fight the script ends. I would post the script here but it's over 1100 lines of code. Please help me if anyone knows my problem.

Maybe you could show a portion of the code so we could get the idea?
 
32
Posts
14
Years
  • Age 38
  • Seen Dec 16, 2010
Maybe you could show a portion of the code so we could get the idea?
#org @Beginfights
msgbox @enterround1 0x4
closeonkeypress
random 0x13
compare 0x800D 0x0
if 0x1 goto @Dragonite
compare 0x800D 0x1
if 0x1 goto @Pidgeot
compare 0x800D 0x2
if 0x1 goto @Raichu
compare 0x800D 0x3
if 0x1 goto @Farfetchd
compare 0x800D 0x4
if 0x1 goto @Meganium
compare 0x800D 0x5
if 0x1 goto @Ninetales
compare 0x800D 0x6
if 0x1 goto @Alakazam
compare 0x800D 0x7
if 0x1 goto @Haunter
compare 0x800D 0x8
if 0x1 goto @Onix
compare 0x800D 0x9
if 0x1 goto @Typhlosion
compare 0x800D 0xA
if 0x1 goto @Marowak
compare 0x800D 0xB
if 0x1 goto @Hitmonlee
compare 0x800D 0xC
if 0x1 goto @Lickitung
compare 0x800D 0xD
if 0x1 goto @Scyther
compare 0x800D 0xE
if 0x1 goto @Feraligatr
compare 0x800D 0xF
if 0x1 goto @Hitmonchan
compare 0x800D 0x10
if 0x1 goto @Electabuzz
compare 0x800D 0x11
if 0x1 goto @Golem
compare 0x800D 0x12
if 0x1 goto @Gyrados
compare 0x800D 0x13
if 0x1 goto @Gengar
msgbox @enterround2 0x4

^
That's my random code

#org @Dragonite
wildbattle 0x95 0x5A 0x0
fadescreen 0x1
fadescreen 0x0

^
That's how I set up my wild battles.

Sorry it's not in a spoiler thing, I have no idea how to do that. I know my random code works. before how it looks now, at the end I had goto @round2 and it went to it's on thing and didn't work. Also, at the end of my wild battle I put return and that didn't work either.
 
Last edited:

forestw785

I divide by 0.
60
Posts
14
Years
  • Seen Dec 8, 2010
Hey guys. Been a while since I posted.

Anyway, when I write an NPC script I do lock, faceplayer, etc, but I want the NPC to face back to the original direction they were looking at before I talked to them. What script should I put in there to do that, because they always just look in the direction I talked to them from and they stay that way.
 
32
Posts
14
Years
  • Age 38
  • Seen Dec 16, 2010
Hey guys. Been a while since I posted.

Anyway, when I write an NPC script I do lock, faceplayer, etc, but I want the NPC to face back to the original direction they were looking at before I talked to them. What script should I put in there to do that, because they always just look in the direction I talked to them from and they stay that way.
The only way I know how to do that is to add an applymovement script before the release end part.
 
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