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Script Help Thread (DO NOT REQUEST SCRIPTS)

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12
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15
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    • Seen Oct 25, 2019
    ohh thanks, but in the future, if i do another one of these scripts do i put the same numbers or do i put something else??

    thanks in advance!

    also, i tried the script and it didn't work...
    the sprite looked somewhere else and the game freezed.

    i don't realy know what the problem is... (but that's because i'm a rookie)

    any suggestions?
     
    Last edited:
    10,078
    Posts
    15
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    • UK
    • Seen Oct 17, 2023
    ohh thanks, but in the future, if i do another one of these scripts do i put the same numbers or do i put something else??

    thanks in advance!

    also, i tried the script and it didn't work...
    the sprite looked somewhere else and the game freezed.

    i don't realy know what the problem is... (but that's because i'm a rookie)

    any suggestions?

    It would help transferring your scripting to XSE, which is more commonly used and has more support and easier commands (And most scripters here use it so are able to help).

    And yes the Script Tile values should always be Unknown: 0003 and Var Num: 4050
     
    12
    Posts
    15
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    • Seen Oct 25, 2019
    ok, but do you know what the problem is?
    maybe i misspelt something...

    but i will try another script to see if it works.
     

    Johnhconnor

    Learning Trainer
    2
    Posts
    14
    Years
    • Seen Jan 12, 2012
    You can split the movements into two different ones and put a song command thing in the middle or you could use fadesong (or w/e its Pokescript equivalent is) and have it fade into his theme as he's walking.

    Thanks Ninja Caterpie that was what i was missing as well as nop.
    I will show how It works incase anyone else is unsure as well
    Bold is sound
    0x13b=Garys theme
    0x12c=Pallet Town (which you want to be your main background sound)
    nop fills space :D

    Spoiler:
     
    190
    Posts
    14
    Years
    • Seen Apr 14, 2016
    hey is there a script that would take a pokemon from a player? im trying to make a script that would let the player battle with the starters before choosing them. so if they didnt want it how would i take it from them?
     
    20
    Posts
    14
    Years
    • Seen Apr 24, 2010
    Qestion Script XSE

    Hello. May know how to do that such as could not be seen, and only after the task would be to see it
    ?

    Sorry for the translation of Google Translate
     

    Ninja Caterpie

    AAAAAAAAAAAAA
    5,979
    Posts
    16
    Years
  • Hello. May know how to do that such as could not be seen, and only after the task would be to see it
    ?

    Sorry for the translation of Google Translate

    You mean for a sprite to only be seen after something, right?

    Set their PERSON ID as ZZZ

    Use "clearflag 0xZZZ" in task script.

    ZZZ = unused flag
     

    Tropical Sunlight

    The Faltine
    3,476
    Posts
    16
    Years
  • I still need help with this. Anyone please.
    Well, if you just write a number, for example 10. XSE recognizes that as 0xA because "0x" means HEX.
    So, you can write any of those as long as you don't mix them.

    For example:

    hidesprite 12 would act exactly like
    hidesprite 0xC

    but if you wrote 0x12 then that would mean 18. Get it?
     
    71
    Posts
    15
    Years
    • Seen Jul 9, 2017
    Code:
    '---------------
    #org 0x802C7E
    checkflag 0x801
    if 0x1 goto 0x8802C9E
    lock
    msgbox 0x8802C9F MSG_NORMAL '"Let's go to the Pokémon Center!"
    setflag 0x1400
    warp 0x23 0x4 0x1 0x0 0x0
    release
    end
    
    '---------------
    #org 0x802C9E
    
    '---------
    ' Strings
    '---------
    #org 0x802C9F
    = Let's go to the Pokémon Center!

    Ehm let's sketch this. This script is build on the left of my map between two maps actually. When stepping first time on it, it goes to Pokémon Center where player gets first Pokémon treatment. All fine. But when I stepped again on that tile the game freezes o.O i thought putting the checkflag before lock should do it but it doesn't -_-"
     
    10,078
    Posts
    15
    Years
    • UK
    • Seen Oct 17, 2023
    Code:
    '---------------
    #org 0x802C7E
    checkflag 0x801
    if 0x1 goto 0x8802C9E
    lock
    msgbox 0x8802C9F MSG_NORMAL '"Let's go to the Pokémon Center!"
    setflag 0x1400
    warp 0x23 0x4 0x1 0x0 0x0
    release
    end
    
    '---------------
    #org 0x802C9E
    
    '---------
    ' Strings
    '---------
    #org 0x802C9F
    = Let's go to the Pokémon Center!

    Ehm let's sketch this. This script is build on the left of my map between two maps actually. When stepping first time on it, it goes to Pokémon Center where player gets first Pokémon treatment. All fine. But when I stepped again on that tile the game freezes o.O i thought putting the checkflag before lock should do it but it doesn't -_-"

    The problem here is you forgot to put an 'end' on the string 0x802C9E.
     
    190
    Posts
    14
    Years
    • Seen Apr 14, 2016
    hey is there a script that would take a pokemon from a player? im trying to make a script that would let the player battle with the starters before choosing them. so if they didnt want it how would i take it from them?

    never got my question answered...
     
    32
    Posts
    14
    Years
    • Age 38
    • Seen Dec 16, 2010
    I tried searching, but I couldn't find an answer. How do you make the script continue after a wild battle script. I have it pick, at random, 1 out of 20 pokemon, then you battle that pokemon, then it's suppose to be able to show a message and then you battle another random pokemon. The problem is, every time I finish the first fight the script ends. I would post the script here but it's over 1100 lines of code. Please help me if anyone knows my problem.
     

    Binary

    え?
    3,977
    Posts
    16
    Years
    • Seen Apr 7, 2014
    I tried searching, but I couldn't find an answer. How do you make the script continue after a wild battle script. I have it pick, at random, 1 out of 20 pokemon, then you battle that pokemon, then it's suppose to be able to show a message and then you battle another random pokemon. The problem is, every time I finish the first fight the script ends. I would post the script here but it's over 1100 lines of code. Please help me if anyone knows my problem.

    Maybe you could show a portion of the code so we could get the idea?
     
    32
    Posts
    14
    Years
    • Age 38
    • Seen Dec 16, 2010
    Maybe you could show a portion of the code so we could get the idea?
    #org @Beginfights
    msgbox @enterround1 0x4
    closeonkeypress
    random 0x13
    compare 0x800D 0x0
    if 0x1 goto @Dragonite
    compare 0x800D 0x1
    if 0x1 goto @Pidgeot
    compare 0x800D 0x2
    if 0x1 goto @Raichu
    compare 0x800D 0x3
    if 0x1 goto @Farfetchd
    compare 0x800D 0x4
    if 0x1 goto @Meganium
    compare 0x800D 0x5
    if 0x1 goto @Ninetales
    compare 0x800D 0x6
    if 0x1 goto @Alakazam
    compare 0x800D 0x7
    if 0x1 goto @Haunter
    compare 0x800D 0x8
    if 0x1 goto @Onix
    compare 0x800D 0x9
    if 0x1 goto @Typhlosion
    compare 0x800D 0xA
    if 0x1 goto @Marowak
    compare 0x800D 0xB
    if 0x1 goto @Hitmonlee
    compare 0x800D 0xC
    if 0x1 goto @Lickitung
    compare 0x800D 0xD
    if 0x1 goto @Scyther
    compare 0x800D 0xE
    if 0x1 goto @Feraligatr
    compare 0x800D 0xF
    if 0x1 goto @Hitmonchan
    compare 0x800D 0x10
    if 0x1 goto @Electabuzz
    compare 0x800D 0x11
    if 0x1 goto @Golem
    compare 0x800D 0x12
    if 0x1 goto @Gyrados
    compare 0x800D 0x13
    if 0x1 goto @Gengar
    msgbox @enterround2 0x4

    ^
    That's my random code

    #org @Dragonite
    wildbattle 0x95 0x5A 0x0
    fadescreen 0x1
    fadescreen 0x0

    ^
    That's how I set up my wild battles.

    Sorry it's not in a spoiler thing, I have no idea how to do that. I know my random code works. before how it looks now, at the end I had goto @round2 and it went to it's on thing and didn't work. Also, at the end of my wild battle I put return and that didn't work either.
     
    Last edited:

    forestw785

    I divide by 0.
    60
    Posts
    14
    Years
    • Seen Dec 8, 2010
    Hey guys. Been a while since I posted.

    Anyway, when I write an NPC script I do lock, faceplayer, etc, but I want the NPC to face back to the original direction they were looking at before I talked to them. What script should I put in there to do that, because they always just look in the direction I talked to them from and they stay that way.
     
    32
    Posts
    14
    Years
    • Age 38
    • Seen Dec 16, 2010
    Hey guys. Been a while since I posted.

    Anyway, when I write an NPC script I do lock, faceplayer, etc, but I want the NPC to face back to the original direction they were looking at before I talked to them. What script should I put in there to do that, because they always just look in the direction I talked to them from and they stay that way.
    The only way I know how to do that is to add an applymovement script before the release end part.
     
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