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Script Help Thread (DO NOT REQUEST SCRIPTS)

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x Necromorph x

Super Saiyan 4
295
Posts
13
Years
  • What you would want to do, is set a script before you enter the map, say, if your variable is 7000, you would put a script setvar 7000 0x1, which would stop the level script from happening. Somewhere else, you could add setvar 7000 0x0, which would make the level script happen next time you enter the map.

    Thanks for the help, I got it working!

    Also how do I give the player a Pokedex? With a giveitem script? If so where do I get the item numbers?
     
    Last edited:
    80
    Posts
    14
    Years
  • So here's is my script:
    Spoiler:
    It works but when the player sprite is moving, the mother keeps to talk and don't wait for the end of all movements.

    And this part of the script:
    Spoiler:
    I would like to repeat it until the player chose his Pokémon. So, how can I do that ?
     
    Last edited:

    x Necromorph x

    Super Saiyan 4
    295
    Posts
    13
    Years
  • For the first question, I'm pretty sure for the "waitmovement" command you put the Id number after it, not 0x0. So if you want the textbox to wait to appear until the player is done moving just do this:
    waitmovement 0xFF (players ID)

    As for the second question, do you mean like if you say "No" it goes back to picking the pokemon?
     

    Samike360

    Lover of May
    397
    Posts
    15
    Years
  • Thanks for the help, I got it working!

    Also how do I give the player a Pokedex? With a giveitem script? If so where do I get the item numbers?

    You actually need to set a flag, its one of those special flags, but I'm too lazy to look it up right now :P

    Look at Diegoisawesome's scripting tutorial in the tutorials section, or the help guide in XSE, under the flag section they have the special flags and under the item section they have the item numbers.
     

    Ven

    Tyrian
    124
    Posts
    14
    Years
    • Seen Mar 19, 2011
    Spoiler:

    The script works fine, but it won't let the player go at the end.
    It's also a level script.
     

    Samike360

    Lover of May
    397
    Posts
    15
    Years
  • Spoiler:

    The script works fine, but it won't let the player go at the end.
    It's also a level script.

    Did you make sure to set the flag on the header page to 4033 and did you make sure to set rawword or whatever to 0?
     
    80
    Posts
    14
    Years
  • For the first question, I'm pretty sure for the "waitmovement" command you put the Id number after it, not 0x0. So if you want the textbox to wait to appear until the player is done moving just do this:
    waitmovement 0xFF (players ID)

    As for the second question, do you mean like if you say "No" it goes back to picking the pokemon?

    For the first question, it works thanks.
    Now for the second, I mean if I say "No" everytime it goes back to ask if I want the first pokemon, ect.
     

    trebornosliw

    Learning
    516
    Posts
    14
    Years
    • Seen Jul 22, 2012
    So here's is my script:
    Spoiler:
    It works but when the player sprite is moving, the mother keeps to talk and don't wait for the end of all movements.

    And this part of the script:
    Spoiler:
    I would like to repeat it until the player chose his Pokémon. So, how can I do that ?
    For your second question, I believe you can just insert goto @take at the end and it'll go back to the beginning (change in bold). If that freezes, just change it to goto @take2, and have that section look like this:
    Spoiler:

    You could also just set up a return command, but you'd have to tweak the dialogue a bit.

    My own question. Is there a command to show a trainer sprite, so like showpokepic but for a trainer's battlesprite instead?
     
    80
    Posts
    14
    Years
  • For your second question, I believe you can just insert goto @take at the end and it'll go back to the beginning (change in bold). If that freezes, just change it to goto @take2, and have that section look like this:
    Spoiler:

    You could also just set up a return command, but you'd have to tweak the dialogue a bit.
    The goto @take command works perfectly, thanks.

    My own question. Is there a command to show a trainer sprite, so like showpokepic but for a trainer's battlesprite instead?
    For this one, I don't have a clue.

    Can someone tell me the flag for the National Dex?
    Thanks.
    I don't know too, I will do some search to find this.

    EDIT: For Fire Red/Leaf Green, this is the command: special 0x16F
    For Emerald , the command is: special 0x1F3

    I don't find for Ruby/Sapphire but I search.
     
    Last edited:

    Bolens

    Soul Hacker
    359
    Posts
    14
    Years
    • Age 30
    • PA
    • Seen Aug 22, 2016
    In my script, after I do a trainer battle I have a msgbox after it. When in game, the script runs fine up till the trainer part. You can battle the trainer, then after the battle nothing happens. If you leave the map and come back in, the script continues where it left off, and it completes itself. Any help?
     

    vietazn654

    A sound soul dwells within me
    371
    Posts
    14
    Years
  • In my script, after I do a trainer battle I have a msgbox after it. When in game, the script runs fine up till the trainer part. You can battle the trainer, then after the battle nothing happens. If you leave the map and come back in, the script continues where it left off, and it completes itself. Any help?
    Could you show the script? That would help...
     

    Bolens

    Soul Hacker
    359
    Posts
    14
    Years
    • Age 30
    • PA
    • Seen Aug 22, 2016
    Could you show the script? That would help...

    Yeah, kinda forgot to show it. Well here it is:

    Code:
    #org 0x87415F4
    '-----------------------------------
    lock
    checkflag 0x255
    if true jump 0x874169D ' Flag is set
    msgbox 0x874172F ' Whoa... look what is...
    callstd MSG_LOCK ' Built-in lock command
    applymovement PLAYER 0x874178B ' say_!! run_left run_...
    applymovement 0x1 0x8741791 ' walk_left walk_left ...
    applymovement 0x4 0x8741794 ' walk_left walk_left ...
    msgbox 0x8741798 ' Grunt: Come here lit...
    callstd MSG_LOCK ' Built-in lock command
    applymovement PLAYER 0x8741801 ' run_left run_left ru...
    applymovement 0x1 0x8741805 ' look_right end
    msgbox 0x8741807 ' Hey you, stop hurtin...
    callstd MSG_LOCK ' Built-in lock command
    trainerbattle 0x0 0x15F 0x0 0x874169F 0x87416B3
    msgbox 0x87416C3 ' You haven't seen the...
    callstd MSG_LOCK ' Built-in lock command
    applymovement 0x1 0x87418CF ' run_up run_up run_up...
    disappear 0x1
    setflag 0x255
    applymovement 0x4 0x87418DA ' walk_right walk_righ...
    msgbox 0x87418DD ' It looks like this P...
    callstd MSG_LOCK ' Built-in lock command
    disappear 0x4
    setflag 0x256
    countpokemon
    compare LASTRESULT 0x6
    if == jump 0x87416ED ' Equal To
    addpokemon PIDGEY 5 NONE 0x0 0x0 0x0
    storepokemon 0x0 PIDGEY
    message 0x8741721 ' You got a \v\h02!
    fanfare 0x101
    showmsg
    waitfanfare
    waitbutton
    release
    end
    
    #org 0x874169D
    '-----------------------------------
    release
    end
    
    #org 0x87416ED
    '-----------------------------------
    msgbox 0x87416F7 ' You don't have enoug...
    callstd MSG_NOCLOSE ' Non-closing message
    release
         ' Release commands close any open messages
    end
    
    
    #org 0x874172F
    = Whoa... look what is going on!\nThat man is trying to hurt that\lPokemon. I must go and help!
    
    #org 0x8741798
    = Grunt: Come here little Pokemon,\nI'm not going to hurt you. The\lboss wants you to be happy. Come\lhere...
    
    #org 0x8741807
    = Hey you, stop hurting that\nPokemon!\lGrunt: Well what do we have here,\la little runt and his Pokemon. My\lboss told me to get a Pokemon, so\lI'm going to get one. There is\lnothing you can do to stop me!
    
    #org 0x874169F
    = I will crush you!!!
    
    #org 0x87416B3
    = You crushed me[.]
    
    #org 0x87416C3
    = You haven't seen the last of me!
    
    #org 0x87418DD
    = It looks like this Pokemon wants\nto come with you. Well, I did save\lit, so welcome aboard.
    
    #org 0x8741721
    = You got a \v\h02!
    
    #org 0x87416F7
    = You don't have enough room in your party.
    
    #org 0x874178B
    M say_!! run_left run_left run_left run_left end
    
    #org 0x8741791
    M walk_left walk_left end
    
    #org 0x8741794
    M walk_left walk_left look_right end
    
    #org 0x8741801
    M run_left run_left run_left end
    
    #org 0x8741805
    M look_right end
    
    #org 0x87418CF
    M run_up run_up run_up run_up run_up run_left run_left run_left run_left run_left end
    
    #org 0x87418DA
    M walk_right walk_right end
     

    trebornosliw

    Learning
    516
    Posts
    14
    Years
    • Seen Jul 22, 2012
    Yeah, kinda forgot to show it. Well here it is:
    Spoiler:
    Changes in bold. You have to use trainerbattle 0x1 instead of trainerbattle 0x0 if you want the script to continue after the battle. Then you need to add the pointer for the rest of the script, like so:
    trainerbattle 0x1 0x??? 0x0 @before @after @later
    I'm going to shamelessly bump my own question. Is there any sort of showtrainerpic command, like showpokepic but to show a trainer battle sprite?
     
    Last edited:

    Bolens

    Soul Hacker
    359
    Posts
    14
    Years
    • Age 30
    • PA
    • Seen Aug 22, 2016
    This script doesn't apply the movements when it is stepped on. The msgbox works fine, but the movements never work. Any help?

    Code:
    #org 0x8741938
    '-----------------------------------
    lock
    checkflag 0x254
    if true jump 0x8741953 ' Flag is set
    msgbox 0x8741955 ' I didn't get my Poke...
    callstd MSG_LOCK ' Built-in lock command
    applymovement PLAYER 0x874196E ' say_x walk_right end
    release
    end
    
    #org 0x8741953
    '-----------------------------------
    release
    end
    
    
    #org 0x8741955
    = I didn't get my Pokemon!
    
    #org 0x874196E
    M say_x walk_right end
     

    Chad -

     
    687
    Posts
    14
    Years
    • Seen Aug 27, 2012
    Bolens, you need a pause (I'm not sure but maybe pausemovement or something) after your applymovement command. You are using PKSV, right?

    EDIT: It is pauseevent 0x0. Just put it after the applymovement.
     

    Bolens

    Soul Hacker
    359
    Posts
    14
    Years
    • Age 30
    • PA
    • Seen Aug 22, 2016
    Bolens, you need a pause (I'm not sure but maybe pausemovement or something) after your applymovement command. You are using PKSV, right?

    EDIT: It is pauseevent 0x0. Just put it after the applymovement.

    Thanks man, it works now.
     
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