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Script Help Thread (DO NOT REQUEST SCRIPTS)

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Winter Wonderland

Puts the fun in dysfunctional
305
Posts
12
Years
  • Okay, so I'm trying to make this sprite disappear after a battle. It works, up until I decide to take a step anywhere, then it reappears. It's on Fire Red. Here's the script, can anyone tell me what's wrong with it?

    Code:
    #dynamic 0x800000
     
    #org @start
    checkflag 0x829
    if 0x0 goto @done
    checkflag 0x1000
    if 0x1 goto @done
    applymovement 0x03 @move1
    waitmovement 0x0
    trainerbattle 0x1 0x1AA 0x0 @before @after @later
    end
     
    #org @before
    = Hey, [PLAYER]! We never tested out our\nPokemon! We should battle, like\lright now!
     
    #org @after
    = Damn! Your Pokemon is pretty good!
     
    #org @later
    msgbox @3 0x6
    giveitem 0x4 0x05 MSG_OBTAIN
    closeonkeypress
    applymovement 0x03 @move2
    waitmovement 0x0
    hidesprite 0x03
    setflag 0x1000
    release
    end
     
    #org @done
    release
    end
     
    #org @3
    = Wow! Your Totodile is pretty\nstrong! You know, there's a gym in\lSky Slate City. Why don't you go\lcheck it out? Also, you should\ltake these. It will help you fill\lout the PokeDex. I'll see you\llater, friend!
     
    #org @4
    = You received the PokeBalls!
     
    #org @move1
    #raw 0x12
    #raw 0x12
    #raw 0x12
    #raw 0x11
    #raw 0x11
    #raw 0xFE
     
    #org @move2
    #raw 0x10
    #raw 0x10
    #raw 0x10
    #raw 0x13
    #raw 0x13
    #raw 0x13
    #raw 0x13
    #raw 0x13
    #raw 0x10
    #raw 0x10
    #raw 0x10
    #raw 0xFE
     

    The Void

    hiiiii
    1,416
    Posts
    13
    Years
  • Okay, so I'm trying to make this sprite disappear after a battle. It works, up until I decide to take a step anywhere, then it reappears. It's on Fire Red. Here's the script, can anyone tell me what's wrong with it?

    Code:
    #dynamic 0x800000
     
    #org @start
    checkflag 0x829
    if 0x0 goto @done
    checkflag 0x1000
    if 0x1 goto @done
    applymovement 0x03 @move1
    waitmovement 0x0
    trainerbattle 0x1 0x1AA 0x0 @before @after @later
    end
     
    #org @before
    = Hey, [PLAYER]! We never tested out our\nPokemon! We should battle, like\lright now!
     
    #org @after
    = Damn! Your Pokemon is pretty good!
     
    #org @later
    msgbox @3 0x6
    giveitem 0x4 0x05 MSG_OBTAIN
    closeonkeypress
    applymovement 0x03 @move2
    waitmovement 0x0
    hidesprite 0x03
    setflag 0x1000
    release
    end
     
    #org @done
    release
    end
     
    #org @3
    = Wow! Your Totodile is pretty\nstrong! You know, there's a gym in\lSky Slate City. Why don't you go\lcheck it out? Also, you should\ltake these. It will help you fill\lout the PokeDex. I'll see you\llater, friend!
     
    #org @4
    = You received the PokeBalls!
     
    #org @move1
    #raw 0x12
    #raw 0x12
    #raw 0x12
    #raw 0x11
    #raw 0x11
    #raw 0xFE
     
    #org @move2
    #raw 0x10
    #raw 0x10
    #raw 0x10
    #raw 0x13
    #raw 0x13
    #raw 0x13
    #raw 0x13
    #raw 0x13
    #raw 0x10
    #raw 0x10
    #raw 0x10
    #raw 0xFE
    Are you using XSE? I'm not familiar with those codes...

    I usually use applymovement, pauseevent, fadedefault, disappear and setflag
    codes...
     

    DrFuji

    [I]Heiki Hecchara‌‌[/I]
    1,691
    Posts
    14
    Years
  • Okay, so I'm trying to make this sprite disappear after a battle. It works, up until I decide to take a step anywhere, then it reappears. It's on Fire Red. Here's the script, can anyone tell me what's wrong with it?

    Code:
    #dynamic 0x800000
     
    #org @start
    checkflag 0x829
    if 0x0 goto @done
    checkflag 0x1000
    if 0x1 goto @done
    applymovement 0x03 @move1
    waitmovement 0x0
    trainerbattle 0x1 0x1AA 0x0 @before @after @later
    end
     
    #org @before
    = Hey, [PLAYER]! We never tested out our\nPokemon! We should battle, like\lright now!
     
    #org @after
    = Damn! Your Pokemon is pretty good!
     
    #org @later
    msgbox @3 0x6
    giveitem 0x4 0x05 MSG_OBTAIN
    closeonkeypress
    applymovement 0x03 @move2
    waitmovement 0x0
    hidesprite 0x03
    setflag 0x1000
    release
    end
     
    #org @done
    release
    end
     
    #org @3
    = Wow! Your Totodile is pretty\nstrong! You know, there's a gym in\lSky Slate City. Why don't you go\lcheck it out? Also, you should\ltake these. It will help you fill\lout the PokeDex. I'll see you\llater, friend!
     
    #org @4
    = You received the PokeBalls!
     
    #org @move1
    #raw 0x12
    #raw 0x12
    #raw 0x12
    #raw 0x11
    #raw 0x11
    #raw 0xFE
     
    #org @move2
    #raw 0x10
    #raw 0x10
    #raw 0x10
    #raw 0x13
    #raw 0x13
    #raw 0x13
    #raw 0x13
    #raw 0x13
    #raw 0x10
    #raw 0x10
    #raw 0x10
    #raw 0xFE

    destinedjagold's post above yours shows how make a person event disappear for good.

    Write the flag in the Person ID box.
    mappy-1.png

    Just put 1000 in their Person ID box since you're already setting that flag in the script.
     
    19
    Posts
    12
    Years
    • Seen Aug 12, 2012
    Another problem

    In the game I'm making, the player has a sister who blocks the entrance to the next area until the player get's his first Pokemon.

    Like this:

    #dynamic 0x71A248

    #org @start
    checkflag 0x1002
    if b_true goto @moved [if you got your Pokemon, goto @moved]
    lock
    faceplayer
    message @tutorial
    boxset 6
    release end

    #org @tutorial
    = Sister: There's a\nKRAZY Hole here!\lIt wasn't here before.\pI wonder what's down there \v\h01!

    #org @tutorialmod
    = Sister: There's a\nKRAZY Hole here!\lIt wasn't here before.\pI wonder what's down there \v\h01!\p You should go check!

    #org @moved
    applymovement 0x1 @move1
    waitmovement 0x1
    message @tutorialmod
    boxset 6
    clearflag 0x1002 [This is so that she doesn't keep moving again and again]
    release
    end

    #org @move1
    #raw 0x12
    #raw 0x3
    #raw 0xFE



    But when you back there (from another room or something) she's blocking the entrance again. My question is, how do you make it so that once she moves to the left, she never moves back, but still can't move left again.
    Thanks
     

    Quilava's Master

    Shattered Dreams '13
    694
    Posts
    16
    Years
    • Seen Aug 14, 2023
    In the game I'm making, the player has a sister who blocks the entrance to the next area until the player get's his first Pokemon.

    Like this:

    #dynamic 0x71A248

    #org @start
    checkflag 0x1002
    if b_true goto @moved [if you got your Pokemon, goto @moved]
    lock
    faceplayer
    message @tutorial
    boxset 6
    release end

    #org @tutorial
    = Sister: There's a\nKRAZY Hole here!\lIt wasn't here before.\pI wonder what's down there \v\h01!

    #org @tutorialmod
    = Sister: There's a\nKRAZY Hole here!\lIt wasn't here before.\pI wonder what's down there \v\h01!\p You should go check!

    #org @moved
    applymovement 0x1 @move1
    waitmovement 0x1
    message @tutorialmod
    boxset 6
    clearflag 0x1002 [This is so that she doesn't keep moving again and again]
    release
    end

    #org @move1
    #raw 0x12
    #raw 0x3
    #raw 0xFE



    But when you back there (from another room or something) she's blocking the entrance again. My question is, how do you make it so that once she moves to the left, she never moves back, but still can't move left again.
    Thanks
    Make a level script using movesprite2 0x1 0x[X-coordinate] 0x[Y-coordinate]
     
    14
    Posts
    12
    Years
    • Seen Jan 22, 2012
    Is there a way to trigger 'fly', or any HM for that matter, during an ongoing script event?
     

    Dark pokemon

    Beginner Hacker
    42
    Posts
    14
    Years
  • Ok so I have download xse and is trying to make a script when I click the compile button all it does is make a flash.

    so did it compile and if not do I need to get a new xse
     
    19
    Posts
    12
    Years
    • Seen Aug 12, 2012
    Still not working.......

    I used this as a level script but, if you DON'T have a Pokemon yet it just freezes.

    '-----------------------
    #org 0x800337
    checkflag 0x1002 [if you have a Pokemon]
    if 0x1 goto 0x8800342
    end

    '-----------------------
    #org 0x800342
    movesprite2 0x1 0xE 0x7
    setvar 0x7001 0x1
    end


    Also, if you step out of the view of your sister, she goes back to blocking the hole.
     

    billzfan123

    Awesome Hacker
    2
    Posts
    12
    Years
    • Seen Aug 23, 2014
    Hi, I created a VERY simple script, but when i tried to compile it an error popped up that said "file not found or user cancel". I'm not sure what to do to make poketscript work... can i have some help? here is my VERY simple script:

    #org $script
    lock
    faceplayer
    message $text
    $text 1 = Hello!\nHow are you?\pGoodbye, \v\h01
    boxset 6
    release
    end
     

    destinedjagold

    You can contact me in PC's discord server...
    8,593
    Posts
    16
    Years
    • Seen Dec 23, 2023
    Hi, I created a VERY simple script, but when i tried to compile it an error popped up that said "file not found or user cancel". I'm not sure what to do to make poketscript work... can i have some help? here is my VERY simple script:

    #org $script
    lock
    faceplayer
    message $text
    $text 1 = Hello!\nHow are you?\pGoodbye, \v\h01
    boxset 6
    release
    end

    While you are early in the field of scripting, may I suggest you switch to using XSE instead of PokeScript?
     
    10
    Posts
    13
    Years
    • Seen May 5, 2013
    got over the problem of the mew, thank you for help, now i'm into another problem, since in my rom the player is able to obtain all the starter, i was wandering how the script of the lady that teaches you the final move to your starter (such as blast burn for charmender) works, because my goal is make possible to learn all the three moves, but in order to do so i have to understand wich flag trigger the selection between the moves, i mean, if the lady just compare the first pokemon in ur team with one of the 3 starters, i don't need to modify the scripts, switch the pokemon party position will be enough, but if a flag if set in the moment i choose the starter, then it is all a different story... so can anyone help me to figure out how it works and wich flag it trigger?

    thank you for reading :D

    uppp !! :D can't figure it out, i know, it passed a while, but i'm now having the time thanks to the summer break :D
     
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