![]() |
I have some questions:
1. What exacly IS a variable and what does it do 2. How to you make a script where the player stops and a person moves towards him (I would also like to know about those green script tiles i a-map and how you trigger them) |
Script?
Hello, I read your tutorial and tried to make a script with it. Here it is:
Quote:
Quote:
|
Quote:
EDIT: Pokescript? This is a tutorial for XSE. I recommend downloading XSE in Hackmew's ToolBox to get XSE. Quote:
*cough* Look up ApplyMovement *cough* |
wow!! its really very well explained! congrats^^
i think i know now much more than before about scripting :D but its stil very complivated, i think i'll not at once be able to script without reading your tutorial in the same time^^ thanx anyway :D |
Tried that
Quote:
Again, it says not enough free space, so could you please tell me how to fix that? Quote:
|
what command do i use in a movement script so that a sprite disappears forever?
|
Just use hidesprite after the movement.
|
rokrdude,thanks for the values it really helped
|
Quote:
And the same number must be put into ID bar of person in A-Map |
I want a picture of Charmander showing up. With 'showpokepic', it works but the Pic is Black and Blue! Charmander looks cool in Black, but it's not what I want xD How can I solve this?
It's the same case with Mudkip and Bulbasaur, but only the one I click first in the game, the other ones are normal then. And I really don't know which flags to take! All the ones I choose seem to be already taken by the game, because when I enter the Pokémon Menu, the flags are cleared again! So, in Pokémon Sapphire, which Flags are free?? |
Is there a limitation to how much text you can put on a single chat box?
I did Spoiler:
But it only goes up the " said I'd give you your first" Is it some type of limitation of how many \n and \p I can use in a single box? |
No, there is no limitation as such, because I have Textboxes 5 times longer than yours and they work. Your problem is only that your offset has not enough space. I'm pretty sure when you open your script, you'll see that your text disappeared, at least that part which is missing.
You'll have to put this at the beginning of your script: #dynamic 0x800000 #org @start (you can replace start by anything you want) Then replace the offset of your incomplete textbox with @text or something like that, and rewrite the textbox. Then compile the script and put he new offset of '@start' in A-Map. Then it should work. |
How make a triner who will give me a pokemon or item after battle. Please help me. I am learning scripting.
|
Quote:
trainerbattle 0x1 0x(number of trainer) 0x0 @before (msgbox of what trainer says before battle) @after (offset of what will happen after battle) #org @after Put here giveitem, givepokemon or whatever you want ;) Here's example Spoiler:
|
Quote:
|
just use flags above the 1000
|
Quote:
|
I've got 2 problems:
First, every flag I set is unset again as soon as I leave the map or enter the pokémon menu or something. Second, I have 3 Pokéball lying on a table, at the beginning of the game, the starters. I implemented a 'showpokepic' there, but my problem is that the first pokémon I select has alway messed up colours. It has nothing to do with the sprites themselweves, because I never edited them, and as I said, it's alway the first one I select, when I restart the game and select another, that on is messed up, but the others are normally displayed. Hope somebody can help. Thanks in advance. |
I've got a problem as well...
I'm busy with a script which will trigger an event. During the event the script will move a sprite to the scene. I'm trying to accomplish this with movesprite. For some odd reason though, I can't move the sprite when it's too far away. With too far away, I mean more than two tiles away from the screen. When I place the sprite closer, it does work, when I place it further, it doesn't. Code:
Here is the script, I haven't scripted the part after the first movesprite yet. Everything till the movesprite works! Code:
Anyone who knows the solution? (I've been trying for over an hour now, and I'm out of solutions :() |
I have done the same thing, but simply with applymovement, and this works perfectly. You could try it that way.
An no one knows an answer to my question, 2 posts above... :( |
Hey, can someone help me with a little thing? I just wonder how I make a script where a trainer comes from like 4 steps right, and challenge you, then he/she leaves? Just like in the beginning of Pokémon ShinyGold, the first battle with Carlos.
Please help. ^^ |
@Lanzar
Have you ever heard of applymovement?? |
Quote:
|
applymovement
trainerbattle 0x1 (The 1 is important) 0x(number of trainer) 0x0 @b4 @after #org @after Put applymovements here. And you have to use tile script since you want movement before battle. |
Quote:
Well, I'm kinda noob at this, but whats a tile script? |
| All times are GMT -8. The time now is 8:11 PM. |
![]()
© 2002 - 2018 The PokéCommunity™, pokecommunity.com.
Pokémon characters and images belong to The Pokémon Company International and Nintendo. This website is in no way affiliated with or endorsed by Nintendo, Creatures, GAMEFREAK, The Pokémon Company or The Pokémon Company International. We just love Pokémon.
All forum styles, their images (unless noted otherwise) and site designs are © 2002 - 2016 The PokéCommunity / PokéCommunity.com.
PokéCommunity™ is a trademark of The PokéCommunity. All rights reserved. Sponsor advertisements do not imply our endorsement of that product or service. User generated content remains the property of its creator.
Acknowledgements
Use of PokéCommunity Assets
vB Optimise by DragonByte Technologies Ltd © 2023.