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Script Help Thread (DO NOT REQUEST SCRIPTS)

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29
Posts
13
Years
    • Seen Mar 14, 2011
    Changed to 0x200 and the script works exactly like I want it too :) Thanks a lot man.
     
    119
    Posts
    14
    Years
  • Uh, no, because the movement works perfectly. The sprite I'm tring to make invisible is not related to the movement at all.

    Are you sure the scripts settings look like this?
    Spoiler:

    If not, do so.

    Well, I obviously am not skilled enough to help you :) But I'm glad you are, since you've helped me out again! :D Thanks again! (That means: no, the settings weren't set like that, now they are.)

    edit:
    MAJOR problem:
    When I 'add' a new level script to a map 5.0 (which hasn't got any levelscripts before) in the header tab in Adv.Map, Adv.Map automatically loads the level script from map 4.0. That is, the "script offset" box is filled with the same offset as in map 4.0. When I insert a new script offset in "script offset 2", the offset changes for both maps (so 5.0 ánd 4.0)! Is there a way to prevent Adv.Map from associating one "script offset" to two maps? (I will give more info later if needed, but can't right now...)
    :(
     
    Last edited:
    5,256
    Posts
    16
    Years
  • Yeah, that is because of AMap. If you do your level scripts like I explained in this post (link), you'll be able to prevent this problem. So yeah, rescript your level script for 5.0, then go to professional view (CTRL+H) and paste the new offset in the Map Script offset box.

    As a side note, does anyone know the answer to my question? [/impatient]
     

    Teh Blazer

    Divider of Zero
    776
    Posts
    15
    Years
  • Um Spherical Ice, that link is to the wrong post XD
    But in all seriousness, I have never found a way around that inviso sprite command. The closest I got was to assign the people (their Person Id) a certain flag number and set that flag so they turn invisible. I THINK that's how it works.
     

    Hiche..

     
    979
    Posts
    16
    Years
    • Seen Dec 27, 2014
    I use ruby not fire red anyone?

    I use Ruby not Fire Red anyone?

    To activate your Pokémon menu in Ruby, I believe you need to include a "setflag 0x800". If you want to activate your PokéDex, use "setflag 0x801".
     
    5
    Posts
    13
    Years
    • Seen Aug 5, 2012
    Having a problem calling upon the change nickname to a pokemon. Here's part of my script:

    Code:
    #org @geteevee
    msgbox @gotonbt 0x4
    closeonkeypress
    applymovement 0x1 @ex
    sound 0x15
    pause 0x20
    msgbox @almostforgot 0x4
    closeonkeypress
    givepokemon 0x85 0x5 0x00 0x00 0x00 0x00
    setflag 0x828
    setflag 0x829
    bufferpokemon 0x0 0x85
    preparemsg @recieve
    waitmsg
    fanfare 0x13E
    waitfanfare
    msgbox @2 0x5
    compare LASTRESULT 0x1
    if 0x1 gosub @callnickname
    msgbox @3 0x4
    closeonkeypress
    setflag 0x206
    setflag 0x208
    setflag 0x203
    setflag 0x200
    release
    end
    
    #org @callnickname
    call 0x81A74EB
    return
    
    #org 0x1A74EB
    fadescreen 0x1
    special 0xFE
    waitstate
    return

    As far as I know, the script should work properly... and it does, unless I hit "yes" for if I want to rename the pokemon. Instead of going to the change nickname screen, it goes to the Trade Pokemon screen and trades with a trainer "Reyley" with a missingno. pokemon named "Mimien." I've also tried:

    Code:
    countpokemon
    subvar 0x800D 0x1
    copyvar 0x8004 0x800D 
    fadescreen 0x1
    special 0x166
    waitstate
    return

    But instead of heading to the pokemon trade screen, it sends me to rename a Missingno. And when I hit ok, it doesn't rename my Eevee. Any help? :S
     
    Last edited:

    Hiche

     
    31
    Posts
    13
    Years
    • Age 32
    • Seen Oct 16, 2010
    ^ From what I can remember, you need to include a "setvar 0xXXXX" in your nickname function. It's either "setvar 0x4070 0x1" or "setvar 0x8004 0x0". I am not sure if any of this help, but try them or wait for someone to reply properly.
     
    21
    Posts
    15
    Years
    • Seen Mar 4, 2012
    How to change the normal trainer BGM to those of GYM leader BGM????

    This is the script that I am using from Shiny Quagsire

    #dynamic 0x800000
    #org @start
    lock
    faceplayer
    trainerbattle 0x0 0x59 0x0 @intro @defeat
    msgbox @msg 0x2
    release
    end

    #org @intro
    = Yo, you must be a new trainer.\nLet's battle

    #org @defeat
    = You're not new?

    #org @msg
    = I'll just train harder!

    Problem that I have
    -How can I change the BGM of the normal battle music to those like GYM leader BGM Battle music ????

    By the way , the script works and it can be run

    Please help if anyone knows.
     
    Last edited:
    143
    Posts
    14
    Years
    • Seen Sep 6, 2023
    Ok so im using XSE and a Fire Red rombase and i cant seem to get movement scripts to work. Any other script ive tried works fine, just movement doesnt want to.

    For example I tried this script:

    #dynamic 0x800000

    #org @start
    message @1
    boxset 0x6
    applymovement 0x08 @move
    applymovement 0xFF @move2
    message @2
    boxset 0x6
    applymovement 0x08 @move3
    waitmovement 0x0
    release
    end

    #org @move
    #raw 0x10
    #raw 0x10
    #raw 0x10
    #raw 0x10
    #raw 0x10
    #raw 0x10
    #raw 0xFE

    #org @move2
    #raw 0x10
    #raw 0x10
    #raw 0x10
    #raw 0x10
    #raw 0x10
    #raw 0x10
    #raw 0x1
    #raw 0xFE

    #org @move3
    #raw 0x11
    #raw 0x11
    #raw 0x11
    #raw 0x11
    #raw 0x11
    #raw 0x11
    #raw 0xFE

    #org @1
    = Hey! Lets go for a walk

    #org @2
    = Thats all i wanted to\ndo with you\pLATERZ!

    Also i put the script unknown to 0003
    and the var number to 4050 in Amap
     

    jota_rdk

    Spanish hacker [Javi4315]
    98
    Posts
    13
    Years
  • This is the script that I am using from Shiny Quagsire

    #dynamic 0x800000
    #org @start
    lock
    faceplayer
    trainerbattle 0x0 0x59 0x0 @intro @defeat
    msgbox @msg 0x2
    release
    end

    #org @intro
    = Yo, you must be a new trainer.\nLet's battle

    #org @defeat
    = You're not new?

    #org @msg
    = I'll just train harder!

    Problem that I have
    -How can I change the BGM of the normal battle music to those like GYM leader BGM Battle music ????

    By the way , the script works and it can be run

    Please help if anyone knows.

    I think to change battle music you should do it with P.E.T

    Ok so im using XSE and a Fire Red rombase and i cant seem to get movement scripts to work. Any other script ive tried works fine, just movement doesnt want to.

    For example I tried this script:

    #dynamic 0x800000

    #org @start
    message @1
    boxset 0x6
    applymovement 0x08 @move
    applymovement 0xFF @move2
    message @2
    boxset 0x6
    applymovement 0x08 @move3
    waitmovement 0x0
    release
    end

    #org @move
    #raw 0x10
    #raw 0x10
    #raw 0x10
    #raw 0x10
    #raw 0x10
    #raw 0x10
    #raw 0xFE

    #org @move2
    #raw 0x10
    #raw 0x10
    #raw 0x10
    #raw 0x10
    #raw 0x10
    #raw 0x10
    #raw 0x1
    #raw 0xFE

    #org @move3
    #raw 0x11
    #raw 0x11
    #raw 0x11
    #raw 0x11
    #raw 0x11
    #raw 0x11
    #raw 0xFE

    #org @1
    = Hey! Lets go for a walk

    #org @2
    = Thats all i wanted to\ndo with you\pLATERZ!

    Also i put the script unknown to 0003
    and the var number to 4050 in Amap

    Try it changing

    message @(pointer)
    boxset 0x6

    by

    msgbox @(pointer)
    callstd 0x6

    if you use old version. On the other hand, if you use new version, you should use this:

    msgbox @(pointer) 0x6

    I use pokescript, but i think so. Greetings!
     

    Crimson Stardust

    Anime Addiction
    1,319
    Posts
    15
    Years
  • Basically this is a script i make for a lvl script
    Spoiler:

    Basically,what i wanna ask is how do i make the screen start with balck screen then normal?
    cause this script start as soon after the intro,im thinking of starting straight with a black screen,what im doing now is it shows the normal screen for a split second then fades to black which i don't like.
    Is there a way to do that?
     

    jota_rdk

    Spanish hacker [Javi4315]
    98
    Posts
    13
    Years
  • Basically this is a script i make for a lvl script
    Spoiler:

    Basically,what i wanna ask is how do i make the screen start with balck screen then normal?
    cause this script start as soon after the intro,im thinking of starting straight with a black screen,what im doing now is it shows the normal screen for a split second then fades to black which i don't like.
    Is there a way to do that?

    you can try it with "darken" comand. This comand is used for to painted black the screen until active the flag.
    Greetings!
     

    jota_rdk

    Spanish hacker [Javi4315]
    98
    Posts
    13
    Years
  • what command is that?
    can demonstrate me the use,
    will it make the start black right after the intro without showing the normal map first?

    Sure, you should make a lvl script (On entering map/[not on|on] menu close). An example:

    #org 0xoffset
    darken 0x0
    checkflag 0x(flag)
    if 0x1 goto 0x(flag)
    release
    end

    #org 0xoffset
    darken 0x4
    return

    I hope I have helped. Greetings!
     
    21
    Posts
    15
    Years
    • Seen Mar 4, 2012
    I think to change battle music you should do it with P.E.T



    Try it changing



    by



    if you use old version. On the other hand, if you use new version, you should use this:



    I use pokescript, but i think so. Greetings!


    Could you tell me what is a P.E.T ???
     
    143
    Posts
    14
    Years
    • Seen Sep 6, 2023
    Ok, so my script works fine when the offset is given to a person, but when i give the offset to a script box nothing will happen when the player walks over it :/
     

    Crimson Stardust

    Anime Addiction
    1,319
    Posts
    15
    Years
  • Ok, so my script works fine when the offset is given to a person, but when i give the offset to a script box nothing will happen when the player walks over it :/
    what do you mean a script box?
    the tile script?the one with the S[green].if it is that.
    you need to put var number and the above it too..
    I forgot the name since i cant open my a-map now..lol,lazy to check
     

    jota_rdk

    Spanish hacker [Javi4315]
    98
    Posts
    13
    Years
  • Could you tell me what is a P.E.T ???

    PET is a program for change trainer features. With this tool, you can change battle music. Is similar an Advance trainer.

    I think that's what you wanted to know. If not, you tell me.
     
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