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Script Help Thread (DO NOT REQUEST SCRIPTS)

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Not open for further replies.
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
15
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
14
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
  • Age 34
  • 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
14
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
  • Age 34
  • 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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