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Script Requests/Sharing/Discussion

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  • 860
    Posts
    17
    Years
    here, I guess this will do, I think...

    #org $begin
    checkflag 0x999
    if B_true goto $done
    applymovement 0x01 $move1
    pause 0x190
    message $move1
    boxset 6
    applymovement 0x01 $move2
    applymovement 0xFF $move2
    pause 0x200
    release
    end

    #org $done
    release
    end

    #org $move1
    $move1 ; #binary 0x01 0x01 0x01 0x01 0x01 0x01 0x01 0x01 0x01 0x01 0x01 0x01 0x01 0x01 0x03 0x03 0x03 0x03 0x04 0xFE
    Spoiler:


    #org $move
    $move 1 = Hey wait, \v\h01!\nProf. Andreas wants to see you!

    #org $move2
    $move2 1 ; #binary 0x01 0x01 0x01 0x01 0x01 0x01 0x01 0x01 0x01 0x01 0x01 0x01 0x01 0x01 0x03 0x03 0x03 0x03 0x04 0x60 0xFE

    So I need to do less Movements and it works?
     

    destinedjagold

    I do not exist.
  • 8,593
    Posts
    17
    Years
    • Seen May 26, 2024
    So I need to do less Movements and it works?

    yes, and also, noticed the things I did in 'bold'... those should be the same with the #org, for instance..,

    #org $babylugia
    $babylugia 1 = Purrriii...

    or in movements..,

    #org $shadowlugia
    $shadowlugia 1 ; #binary 0x01 0x02 0x03 0x04 0xFE

    and btw, 0xFE, which ends the movements, is also included with the 12-15 limit...
     
  • 860
    Posts
    17
    Years
    yes, and also, noticed the things I did in 'bold'... those should be the same with the #org, for instance..,

    #org $babylugia
    $babylugia 1 = Purrriii...

    or in movements..,

    #org $shadowlugia
    $shadowlugia 1 ; #binary 0x01 0x02 0x03 0x04 0xFE

    and btw, 0xFE, which ends the movements, is also included with the 12-15 limit...

    Oo...In the tut in the tutorials section stood it like I have it...but ill give it a try..:)
     

    cooley

    ///Keepin' it simple
  • 1,148
    Posts
    17
    Years
    You don't have to have less movements. You can make it more than 15 including "0xFE"
    Code:
    applymovement 0x05 $move
    .....
    .....
    #org $move
    #raw 0x01 0x01 0x02 0x02 0x02 0x02 0x04
    #raw 0x0C 0x0C 0x0C 0x0C 0x0C 0x11
    #raw(so on and so forth..)
     

    tImE

    It's still me, 44tim44 ;)
  • 673
    Posts
    17
    Years
    Hi.
    I suck at scripting and I need a script for Emerald, that works
    just like the first rival script in diamond and pearl.
    (When you try to enter your rivals door he comes out... etc.)

    and also the script when you enter his room after the first script.
    (when sits at his computer, then he sees you pushes
    you away and walks down the stairs.)

    I hope someone has time for me.:D

    //44tim44
     
  • 860
    Posts
    17
    Years
    You don't have to have less movements. You can make it more than 15 including "0xFE"
    Code:
    applymovement 0x05 $move
    .....
    .....
    #org $move
    #raw 0x01 0x01 0x02 0x02 0x02 0x02 0x04
    #raw 0x0C 0x0C 0x0C 0x0C 0x0C 0x11
    #raw(so on and so forth..)

    Now I changed it in this now it compiles but it acts weird because when you go trough the script tile it just waits there and the you see a message box with all weird letters and then you wait again and then you are disappeared...
    help please..
    Spoiler:


    O and I almost forgot to ask can you do this sorta scripts in a script tile or does it has to be in a people thingy..?
     

    destinedjagold

    I do not exist.
  • 8,593
    Posts
    17
    Years
    • Seen May 26, 2024
    the sprite that will move should not be so far away from the tile that holds the script... In the screen, you can see, from the player as the center, 5 tiles down, 5 tiles up, 7 left and 7 to it's right. So the sprite should be 1 tile away from the screen for it to move towards the player.
     
  • 860
    Posts
    17
    Years
    the sprite that will move should not be so far away from the tile that holds the script... In the screen, you can see, from the player as the center, 5 tiles down, 5 tiles up, 7 left and 7 to it's right. So the sprite should be 1 tile away from the screen for it to move towards the player.

    I dont understand it..? But if I think what you mean is that the sprite that is going to move has to be closer to the script tile?
     

    ~*Pikafan*~

    Man I gotta stop leaving!
  • 202
    Posts
    16
    Years
    • Age 30
    • Seen Oct 23, 2011
    I noticed one of the problems. Use the commands 0x11 for Up, 0x10 for Down, 0x12 for Left, and 0x13 for Right. They still make the person move one tile. Don't go by the FR-Move file. Try using those. And why checkflag 0x999? I don't even know if it will work. Try something like 0x200 if you haven't used it.

    Now for my question.

    This script works, just after the battle, he's suppost to say something, but he doesn't. Why doesn't he?

    Code:
    #org $go
    lock
    faceplayer
    message $so
    boxset 6
    trainerbattle 0x00 0x004 $before $after $further
    message $beaten
    boxset 6
    release
    end
    
    #org $so
    $so 1 = Hey, there you are,\n\v\h01!  Before we leave,\phow about a battle?
    
    #org $before
    $before 1 = I'm gonna win.
    
    #org $after
    $after 1 = Wow, \v\h01,\nyou're good!
    
    #org $further
    message $come1
    boxset 6
    $come1 1 = Come on, let's go on the ship.
    #raw 0x33 0xFF 0xFF 0x00
    applymovement 3 $ma1
    applymovement 0xFF $ma2
    warp 0x1 0x5 0x1
    release
    end
    
    #org $beaten
    $beaten 1 = I lost...
    
    #org $ma1
    $ma1 1 ; #binary 0x4B 0x60 0xFE
    
    #org $ma2
    $ma2 1 ; #binary 0x13 0xFE
     
  • 860
    Posts
    17
    Years
    Thnx ill try it..:)

    And now a script request please (its for my hack)
    Can someone make me a Prof. Oak replacement script...
    Just that the professor comes walking up to you and then says: Wait you can't go there you need a pokémon if you go out in the wild! Here take this numel.

    And then you get a numel and the professor walks away and disappears..

    Thanks in advance..:)
    (ofcourse you will come in my credits list in my hack)
    (o and if you want to now wich hack look in sig..:))
     

    cooley

    ///Keepin' it simple
  • 1,148
    Posts
    17
    Years
    The reason you don't get regular text after the battle is because of the "Message $move1" and the "applymovement $move1".

    As for that Script you wanted, I don't think it is a good Idea...I'll PM you with something.
     

    ~*Pikafan*~

    Man I gotta stop leaving!
  • 202
    Posts
    16
    Years
    • Age 30
    • Seen Oct 23, 2011
    Does anyone have the offset for the TM/HM case activation? I need it to make a certain script.
     

    ~*Pikafan*~

    Man I gotta stop leaving!
  • 202
    Posts
    16
    Years
    • Age 30
    • Seen Oct 23, 2011
    Yes, that's what I meant. But how would you put it in a script?

    Would it be 2 separate giveitems or just one?

    And also, are there any for the 8 badges?
     

    lanturn 550

    Lanturn Warrior
  • 19
    Posts
    16
    Years
    Can someone plz make one where
    an ! appears above a Npc and they walk over to where you are and talk to you (just put ................. where words go.)

    plz and thanks
     
  • 9
    Posts
    16
    Years
    • Seen Oct 4, 2009
    Alright, I'm trying to work on a hack for a new game, and need a bit of assistance, on a certain hack script.

    I need a script where you walk up to a character and have to press A to talk to them. The character will be a trainer. (if this is necessary to the script, the character will only have one Pokemon). After the battle, the same trainer will battle the main character as a wild Pokemon (please do not question this) (I am aware that I will have to add the same sprite in two areas, too. =P). Afterwards, the character will finish the battle, and walk back down the stairs. When trying to do so, he will be stopped and a Pokemon will run up to the main character and join his/her party. (if the main character has 6, the pokemon will wait there until the main character come back for it).


    This will be on Sky Pillar [Sapphire version], if this information is necessary.


    It'd be appreciated if the answer to this could be PMd to me, or if I could be informed that a reply has been made to my request.


    If the above isn't possible, please let me know, and I'll see if I can re-write the situation to go within Sapphire's scripting limitations.

    Thanks in advance, and credit will be given to whomever helps me with this scripting
     
  • 245
    Posts
    19
    Years
    • Age 34
    • Seen Aug 5, 2022
    #org $start
    lock
    faceplayer
    message $cry
    $cry 1 = Grooooar!!!
    callstd 6
    wildbattle 244 40 1
    setflag 0x200
    fadescreen 0
    release
    end

    I know this was posted awhile ago but I was wondering what does the callstd do? Also I have a give mew script I was wondering is there anyway to get it to obey (At the moment I am still testing and trying scripts for later use and so the give mew event occurs before getting the pokedex).
     

    destinedjagold

    I do not exist.
  • 8,593
    Posts
    17
    Years
    • Seen May 26, 2024
    Hello everyone. It has been a while since I last posted here concerning about a script. Well, I have made a script that doesn't work, so could I ask you to tell me what I have done wrong..? Thanks in advance...
    Code:
    #org $post1
    lock
    faceplayer
    message $elmlab
    $elmlab 1 = ELM POKEMON LAB
    release
    end
    
    #org $post2
    lock
    faceplayer
    message $newbark
    $newbark 1 = NEW BARK TOWN\p"The town where the winds of a\nnew beginning blow."
    release
    end
    
    #org $post3
    lock
    faceplayer
    message $house1
    $house1 1 = JIMMY's HOUSE
    release
    end
    
    #org #post4
    lock
    faceplayer
    message $house2
    $house2 1 = ELM's HOUSE
    release
    end
    
    #org $post5
    lock
    faceplayer
    message $route
    $route 1 = ROUTE 29\nCHERRYGROVE CITY - NEW BARK TOWN
    release
    end
     
  • 1,104
    Posts
    16
    Years
    Since I'm having trouble with my own scripts, I guess I'll help out some other people.
    Yes, that's what I meant. But how would you put it in a script?

    Would it be 2 separate giveitems or just one?

    And also, are there any for the 8 badges?

    Why don't you just script a giveitem for a TM? If you recieve a TM, you'll automatically recieve the TM case.

    For the Badges, for Fire Red...
    setflag 0x820 gives first badge
    setflag 0x821 gives second badge
    setflag 0x822 gives third badge
    setflag 0x823 gives fourth badge
    I think you get where this is going.

    I know this was posted awhile ago but I was wondering what does the callstd do? Also I have a give mew script I was wondering is there anyway to get it to obey (At the moment I am still testing and trying scripts for later use and so the give mew event occurs before getting the pokedex).

    callstd is another name for boxset. It just comes down to what people prefer to use.

    What map is Mew on? I can't find the map. If I can find the map, I can find the script, because I'd assume that it's similiar to the "Ghost," a special is used after the battle to make it a "special" battle.

    Hello everyone. It has been a while since I last posted here concerning about a script. Well, I have made a script that doesn't work, so could I ask you to tell me what I have done wrong..? Thanks in advance...
    Code:
    #org $post1
    lock
    faceplayer
    message $elmlab
    $elmlab 1 = ELM POKEMON LAB
    release
    end
    
    #org $post2
    lock
    faceplayer
    message $newbark
    $newbark 1 = NEW BARK TOWN\p"The town where the winds of a\nnew beginning blow."
    release
    end
    
    #org $post3
    lock
    faceplayer
    message $house1
    $house1 1 = JIMMY's HOUSE
    release
    end
    
    #org #post4
    lock
    faceplayer
    message $house2
    $house2 1 = ELM's HOUSE
    release
    end
    
    #org $post5
    lock
    faceplayer
    message $route
    $route 1 = ROUTE 29\nCHERRYGROVE CITY - NEW BARK TOWN
    release
    end
    You forgot to add "boxset" at the end of the message. Therefore the massage won't appear.

    NOTE: If it's a signpost there is no need for lock and faceplayer.
     

    destinedjagold

    I do not exist.
  • 8,593
    Posts
    17
    Years
    • Seen May 26, 2024
    oh drat. I forgot about the boxsets. Thanks so much, thethethethe. Really, it has been quite a while since I last made a script, and so I decided to take each step slowly.

    Thanks again for the help, thethethethe. Simple mistake. :P


    - edited -
    It works now. thanks again. silly me... :P
     
    Last edited:
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