• Just a reminder that providing specifics on, sharing links to, or naming websites where ROMs can be accessed is against the rules. If your post has any of this information it will be removed.
  • Ever thought it'd be cool to have your art, writing, or challenge runs featured on PokéCommunity? Click here for info - we'd love to spotlight your work!
  • Our weekly protagonist poll is now up! Vote for your favorite Conquest protagonist in the poll by clicking here.
  • Welcome to PokéCommunity! Register now and join one of the best fan communities on the 'net to talk Pokémon and more! We are not affiliated with The Pokémon Company or Nintendo.

Script Requests/Sharing/Discussion

Status
Not open for further replies.
OK try it then please and tell me
Tnx in advice

Well the script worked fine for me. I just missed one mistake, but it shouldn't have made too much of a difference.
This is the script that I used. And I didn't have a problem.
Spoiler:

And destinedjagold, I'm not in the mood to be scripting right now, so all I've got is a cry script. If no-one posts the other script's I'll post them tommorow
Here they are.
Code:
#org $start
lock
faceplayer
message $hay
boxset 6
cry 0xA1 0x4 'Charmander Cry
pause 0x28
release
end

#org $hay
$hay 1 =Rarrgh!

Code:
 
Last edited:
strange...because script you used dosen't work for me :S
 
Whenever I make scripts for signposts.., I never put lock and faceplayer, since they're not people who you try to communicate with.

I don't know if this tip of mine will work for you, but for me, it always work('cause I never got any problems with text scripts)...

Good day...
I used the same script with a person OW and I still got the same results. See, every script I seem to imput (since most of them are correct) never work. I really don't know what's the problem, the way I'm compiling or the program itself.

Anyways, I'll try your script edit later.

Thanks for the help.

Edit:

Still getting the same results. :/

[PokeCommunity.com] Script Requests/Sharing/Discussion
 
Last edited:
-Is there a special that make the screen shake a little?
-What's the raw for putting a sprite in neutral postion?
-Is there a list with FR sound effects?
 
Last edited:
I am making my hack so at the beginning a script starts as soon as the map shows, Like R/S/E.
What would I do with the script to make that work?
 
Thank you very much^^
Now i've got an another probleme with an other script:
I wanna make the same script than in pokemon yellow:
when you talk to the pokeball with eevee,your rival came and steal it.
and the hero returnes to oak,and oak give him pikachu with the pokedex.
Exactly like in this video:
https://youtube.com/watch?v=_-NxsGgPS1s

I hope you understand my bad english.
Thank you.

What about my request?
I can't release betas without this script.
 
What about my request?
I can't release betas without this script.

You're in luck, I've kept a lot of old scripts that I've written for people. I just happen to have the script you've asked for. It's pretty old. If there's a problem, let me know, because this script is back from just after I started hacking. You have to add the people no.'s.
Spoiler:
 
What about my request?
I can't release betas without this script.

I know thethethethe already posted a script for this but I think this one is better, as it's basically a perfect simulation of the Yellow situation and has support for if you hit the Pokeball from above. It assumes that you're using the default Oak's lab scripts up till this point. These scripts are for PokeScript, obviously.
The first script is for when you click on the Pokeball and should be placed on the middle Pokeball (the one with the person ID of 6 on the middle of the table):
Code:
#org $lol
lock
faceplayer
setvar 0x4001 0x1
setvar 0x4002 0x19 'this is eevee's ball, but the pokemon we get later is pikachu not eevee
setvar 0x4003 0x1
setvar 0x4004 0x5
compare 0x4055 0x3
if 4 jump 0x169DE4
compare 0x4055 0x2
if 1 jump $mainscript
message $thoseare
$thoseare 1 = This is a POKé BALL.\nIt contains a POKéMON!
boxset 0x4
release
end

#org $mainscript
#raw 2F 15 'play the "exclamation" sound
#raw 0
applymovement 0x08 $exclamation
pausemove 0
pause 0x40 'let the exclamation disappear before continuing
compare 0x800C 0x1 'if we are facing down...
if 1 gosub $aboveballmove
compare 0x800C 0x2 'if we are facing up...
if 1 gosub $belowballmove
#raw 53 6 0 'remove the pokeball
#raw C7 0 'set the message color to blue
message $noway
$noway 1 = \v\h06: No way!\n\v\h01, I want this POKéMON!
boxset 0x6
fanfare 0x13D
#raw C7 3 'set message color to black
message $snatch
$snatch 1 = \v\h06 snatched the POKéMON!
boxset 0x4
waitfanfare
pause 0x1E
#raw C7 0 'set message color to blue
message $what
$what 1 = OAK: \v\h06! What are you doing?\p\v\h06: Gramps, I want this one!\pOAK: But, I... Oh, all right then.\nThat POKéMON is yours.\pI was going to give you one anyway...\p\v\h01, come over here.
boxset 0x6
compare 0x800C 0x1
if 1 gosub $walktooakabove
compare 0x800C 0x2
if 1 gosub $walktooakbelow
release
message $thisis
$thisis 1 = OAK: \v\h01, this is the\nPOKéMON I caught earlier. You can\phave it. I caught it in the wild\nand it's not tame yet.
boxset 0x6
call 0x1A6675 '???, was in original oak script so best to leave
setflag 0x828 'pokemon menu
setflag 0x291 'in original oak script
givepokemon 0x19 0x05 0x0
copyvar 0x4031 0x4001
fanfare 0x13E
#raw C7 3 'set message color to black
message $receive
$receive 1 = \v\h01 received a PIKACHU!
boxset 0x6
waitfanfare
message $doyou
$doyou 1 = Do you want to give a nickname to\nthis PIKACHU?
callstd 0x5
compare LASTRESULT 1
if 1 jump $yes
compare LASTRESULT 0
if 1 jump $no
end

#org $aboveballmove
applymovement 0x08 $move4
pausemove 0
applymovement 0xFF $move2
applymovement 0x08 $move5
pausemove 0
setvar 0x40AC 0x1
return

#org $belowballmove
applymovement 0x08 $move1
pausemove 0
applymovement 0xFF $move2
applymovement 0x08 $move3
pausemove 0
setvar 0x40AC 0x2
return

#org $walktooakabove
applymovement 0xFF $move6
pausemove 0
return

#org $walktooakbelow
applymovement 0xFF $move7
pausemove 0
return

#org $yes
setvar 0x8004 0x0
call 0x1A74EB 'shows nickname window, then returns
goto $no

#org $no
setvar 0x4055 0x3
checkflag 0x83E
if 1 call 0x169D5C 'again, in original, no idea why this is here but best leave intact
release
end


#org $exclamation
#raw 62 FE
#org $move1
#raw 10 13 13 13 FE
#org $move2
#raw 13 13 3 FE
#org $move3
#raw 13 1 FE
#org $move4
#raw 13 13 11 13 FE
#org $move5
#raw 13 0 FE
#org $move6
#raw 10 10 12 12 12 12
#raw 12 11 1 FE
#org $move7
#raw 10 12 12 12 12 12
#raw 11 11 1 FE
The second script I have is a replacement script for the Gary encounter in the lab due to the possibility of him being above the table, but always in the same X-position. Replace the script offsets of script objects 3, 4, and 5 with the offsets for the $tile1, $tile2 and $tile3 scripts when compiled:
Code:
#org $tile1
jingle
setvar 0x4002 0x1
goto $main

#org $tile2
jingle
setvar 0x4002 0x2
goto $main

#org $tile3
jingle
setvar 0x4002 0x3
goto $main

#org $main
#raw C7 00 'set message color to blue
playsound 0x13B
#raw 0
applymovement 0x08 0x1A75ED 'points him down
pausemove 0
applymovement 0xFF 0x1A75E9 'points you up
pausemove 0
message 0x18DDA4 'Garys challenge
boxset 0x4
#raw 68 'wait for a keypress
compare 0x40AC 0x1 'garys above the PokeBall
if 1 jump $above
compare 0x40AC 0x2 'garys below the pokeball
if 1 jump $below
end

#org $above
applymovement 0x08 $universalabove
pausemove 0
compare 0x4002 0x1
if 1 gosub $above1
compare 0x4002 0x2
if 1 gosub $above2
applymovement 0x08 $universalabove2
pausemove 0
jump $main2

#org $above1
applymovement 0x08 $above1move
pausemove 0
return

#org $above2
applymovement 0x08 $above2move
pausemove 0
return

#org $below
applymovement 0x08 $universalbelow
pausemove 0
compare 0x4002 0x1
if 1 gosub $below1
compare 0x4002 0x2
if 1 gosub $below2
applymovement 0x08 $universalbelow2
pausemove 0
jump $main2

#org $below1
applymovement 0x08 $below1move
pausemove 0
return

#org $below2
applymovement 0x08 $below2move
pausemove 0
return

#org $main2
#raw 5C 09 46 01 03 00
#raw EA DD 18 08 1A DE
#raw 18 08 'this trainerbattle is a line of raws as it is special - the "46 01" is the battle ID in swapped hex
special 0x0
message 0x18de38 'garys "ok, ill toughen up"
boxset 0x4
#raw 0x68 'wait for key press
playsound 0x13C
#raw 0
compare 0x4002 0x1 'the inbuilt offsets for gary leaving
if 1 gosub 0x169504
compare 0x4002 0x2
if 1 gosub 0x169516
compare 0x4002 0x3
if 1 gosub 0x169528
#raw 53 08 00 'kill garys sprite
#raw 2F 09 00 'sfx to leave?
#raw 35 'fadesound?
setvar 0x4055 0x4
setflag 0x258 'beaten gary?
#raw 0x6B 'release from script
end


#org $universalabove
#raw 12 12 10 FE
#org $above1move
#raw 12 12 FE
#org $above2move
#raw 12 FE
#org $universalabove2
#raw 10 10 10 FE
#org $universalbelow
#raw 12 12 FE
#org $below1move
#raw 12 12 FE
#org $below2move
#raw 12 FE
#org $universalbelow2
#raw 10 10 FE
This is tested and working fine by me, you just have to edit trainer battle hex 146 in PET to make Gary have an Eevee instead of a Squirtle. It displays the in-battle help and all.
The reason why the trainerbattle bit of the script is in raw commands is because PokeScript automatically fills in a bit of the trainerbattle command with zeroes but to show the inbattle help this bit of the command needs a different value.
 
Hi again. I asked how to make a script happen at the start of the game a few posts ago. This is the script. It is based on the anime. Is there anything wrong with it?

Edit: I just tried it and it did not work.

Spoiler:
 
Last edited:
Hi again. I asked how to make a script happen at the start of the game a few posts ago. This is the script. It is based on the anime. Is there anything wrong with it?

Edit: I just tried it and it did not work.

Spoiler:

I only noticed a few errors, the checkflag should either be a setflag or it isn't used, I don't know about that ;).

And you spelt special wrong, thats all I could find wrong.

Heres the script, it should work now.

Code:
#org $start
checkflag 0x202                    'maybe it's a setflag instead?
if B_TRUE goto $done
lock
message $talk1
boxset 6
release
applymovement 0xFF $move1
pausemove 0
return
lock
message $talk2
boxset 6
release
applymovement 0xFF $move2
pausemove 0
return
lock
fadescreen 0x1
special 0x62                            'you spelt it speceal. It's Special.
message $talk3
boxset 6
setflag 0x202
release
end

#org $done
release
end

#org $move1
#binary 0x12
#org $move2
#binary 0x09 0x0A 0x04 0xFE

#org $talk1
$talk1 1 = Mom: You better be getting to bed! /nYou have a big day/ntomorrow! /pAsh: Ok mom!           'Don't think theres supposed to be an = sign.

#org $talk2
$talk2 1 = I will... /nBe a pokemon champion!

#org $talk3
$talk3 1 = Oh no! /nI'm going to be late!

Remove the ' text next to the lines, it should work fine now.
 
Thank you. I will try it now.

And it is check flag because it is checking the flag :P. If it was setflag there would never be a checkflag, so the script would always happen.

Edit: It froze when I tried... It happens with all my scripts....ALL of them... can somebody here try it to make sure nothing is just wrong with something I am doing?
 
Try this one out. I edited it to the way I understood the script. I haven't tried it though... Are ya using a plain NotePad for your scripts..? If so, then here...

Spoiler:


Hope this helps. ^^
 
It still freezes... I just don't know... The script is fine... But it does not work... I just need one person to test it. If it works i know there is something wrong with what I am doing. I can make a good hack if I can get the scripts to work. But they won't for some reason.

Edit: I do use notepad...
 
What do I even put in those spots? I thought they were just...there.
 
Status
Not open for further replies.
Back
Top