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Script Help Thread (DO NOT REQUEST SCRIPTS)

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38
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14
Years
    • Seen Mar 4, 2010
    First off, remove release. Place the compiled offset of the script under an NPC in A-Map. Check the trainer box. Put the view range at whatever you wish.
    k i understood the release thing but i dont get what you do mean but he compiled offset and setting it under an npc i already put it for a npc but and how does the view range affect it
     
    38
    Posts
    14
    Years
    • Seen Mar 4, 2010
    how would i write a script where i wanted your rival to walk up to you after you walk past a certain spot and battle you?
     
    38
    Posts
    14
    Years
    • Seen Mar 4, 2010
    Yes it is. It may be hard to understand as first but once you experiment with the commands, you'll be able to make your own. :3
    :D im starting to understand some what but the thing is i forgot which part of the script describe what sprite theyre gonna be and what pokemon they will have?
     

    .Tactic.

    x.Paranoid's BackAlley.x
    1,309
    Posts
    15
    Years
  • At first the sprite changed work, but the character didn't move. so I re-pointed the offsets, now the overworld change doesn't happened but the character can move.
    Spoiler:
     
    38
    Posts
    14
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    • Seen Mar 4, 2010
    k thanks pokepal i got it all fixed up what i want to know now is how would i make a character have a script where he could heal my pokemon i cant us the same one as nurse joy because it would require the machine wouldnt it
     

    TB Pro

    Old-timer
    2,708
    Posts
    19
    Years
  • Is there any way to continue a script after a trainer battle? Or would I have to do it in a level script?
    Yeah, use trainerbattle 0x1.

    k thanks pokepal i got it all fixed up what i want to know now is how would i make a character have a script where he could heal my pokemon i cant us the same one as nurse joy because it would require the machine wouldnt it
    fadescreen 0x1
    fanfare 0x[healing fanfare]
    waitfanfare
    special 0x0
    fadescreen 0x0

    That would look like: Screen fades to black, healing noise happens, pokemon is healed, screen fades back to normal. :D
     
    Last edited:
    38
    Posts
    14
    Years
    • Seen Mar 4, 2010
    Yeah, use trainerbattle 0x1.


    fadescreen 0x1
    fanfare 0x[healing fanfare]
    waitfanfare
    special 0x0
    fadescreen 0x0

    That would look like: Screen fades to black, healing noise happens, pokemon is healed, screen fades back to normal. :D
    would i be able to put that on a Owsprite or will i have to put more into the script
     
    1,775
    Posts
    15
    Years
  • I'll delve into this more tomorrow when I'm actually on my computer, but I'm wondering...
    In Emerald, you remember how you can have a Multi battle with Steven Vs the two Magma guys? Is there anyway to rescript a multi battle like that in Emerald, without using Raws? (you see, I remember once opening the script in XSE, and just seeing a crapload of Raws, I don't even think there's a trainerbattle command there).
    Yes, I am relatively new to scripting, but I'm not having much trouble understanding stuff, so if anyone has a genuine answer then go as detailed as you want.
    I guess I just want to know if it's possible to script such multi battles elsewhere in the game, and, if so, to use different backsprites, like Wally's or Red's.
     

    /Circa

    a face in the clouds.
    881
    Posts
    16
    Years
  • Script doesn't continue after the battle plus theres some wierd cmdc3 stuff which I didn't put there :S

    Code:
    '---------------
    #org 0x27978C
    checkflag 0x216
    if 0x1 goto 0x82797EF
    applymovement 0x6 0x82797F2
    waitmovement 0x0
    msgbox 0x82797FC MSG_NORMAL
    applymovement 0x6 0x82797F5
    waitmovement 0x0
    trainerbattle 0x1 0x6 0x0 0x827980C 0x8279838 0x279852
    msgbox 0x8279852 MSG_NORMAL
    fadescreen 0x1
    setflag 0x216
    hidesprite 0x5
    hidesprite 0x3
    fadescreen 0x0
    applymovement 0x1 0x82797F9
    waitmovement 0x0
    msgbox 0x8279893 MSG_NORMAL
    setflag 0x829
    release
    end
    
    '---------------
    #org 0x2797EF
    release
    end
    
    '---------------
    #org 0x279852
    cmdc3 0xB4
    
    '---------
    ' Strings
    '---------
    #org 0x2797FC
    = Erased
    
    #org 0x27980C
    = Erased
    
    #org 0x279838
    = Erased
    
    #org 0x279852
    = Erased
    
    #org 0x279893
    = Erased
    
    
    '-----------
    ' Movements
    '-----------
    #org 0x2797F2
    #raw 0x62 'Exclamation Mark (!)
    #raw 0xFE 'End of Movements
    
    #org 0x2797F5
    #raw 0x10 'Step Down (Normal)
    #raw 0x2 'Face Left
    #raw 0xFE 'End of Movements
    
    #org 0x2797F9
    #raw 0x0 'Face Down
    #raw 0xFE 'End of Movements
     
    39
    Posts
    15
    Years
    • Age 29
    • Seen Aug 20, 2010
    I made a simple test script to ensure that I understand how to script warps, but nothing happens when you step on the script tile. What's wrong with it? (The script is in Ruby, if it matters.)

    '-----------------------
    #org 0xEEEEEE
    warp 0x0 0x9 0xFF 0x2 0x2
     
    39
    Posts
    15
    Years
    • Age 29
    • Seen Aug 20, 2010
    a lot, the offsets wrong, there is no end. you properly didn't put the unknown at 3 or the var number at 4050.

    What's wrong with the offset? Offsets are 6 hex digits, so the maximum is 0xFFFFFF; I only did 0xEEEEEE and I've successfully used scripts at that offset before. What unknown and var number? I don't understand.

    EDIT: Never mind, I added "end" and now it works.
     

    TB Pro

    Old-timer
    2,708
    Posts
    19
    Years
  • Script doesn't continue after the battle plus theres some wierd cmdc3 stuff which I didn't put there :S

    Code:
    '---------------
    #org 0x27978C
    checkflag 0x216
    if 0x1 goto 0x82797EF
    applymovement 0x6 0x82797F2
    waitmovement 0x0
    msgbox 0x82797FC MSG_NORMAL
    applymovement 0x6 0x82797F5
    waitmovement 0x0
    trainerbattle 0x1 0x6 0x0 0x827980C 0x8279838 0x279852
    msgbox 0x8279852 MSG_NORMAL
    fadescreen 0x1
    setflag 0x216
    hidesprite 0x5
    hidesprite 0x3
    fadescreen 0x0
    applymovement 0x1 0x82797F9
    waitmovement 0x0
    msgbox 0x8279893 MSG_NORMAL
    setflag 0x829
    release
    end
    
    '---------------
    #org 0x2797EF
    release
    end
    
    '---------------
    #org 0x279852
    cmdc3 0xB4
    
    '---------
    ' Strings
    '---------
    #org 0x2797FC
    = Erased
    
    #org 0x27980C
    = Erased
    
    #org 0x279838
    = Erased
    
    #org 0x279852
    = Erased
    
    #org 0x279893
    = Erased
    
    
    '-----------
    ' Movements
    '-----------
    #org 0x2797F2
    #raw 0x62 'Exclamation Mark (!)
    #raw 0xFE 'End of Movements
    
    #org 0x2797F5
    #raw 0x10 'Step Down (Normal)
    #raw 0x2 'Face Left
    #raw 0xFE 'End of Movements
    
    #org 0x2797F9
    #raw 0x0 'Face Down
    #raw 0xFE 'End of Movements
    Yeah, trainerbattle 0x1 works differently than you thought. The last offset on trainerbattle(0x279852) is the offset where it continues from. So it would be like this:
    Code:
    trainerbattle 0x1 0x6 0x0 @before @after @later
    end
    
    #org @later
    msgbox @talk 0x6
    fadescreen 0x1
    setflag 0x216
    ect.
     
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