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Script Requests/Sharing/Discussion

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cooley

///Keepin' it simple
  • 1,148
    Posts
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    Years
    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...
    That happened to me before, It almost made me quit too.
    Well, All I can say is you either need a better Rom, or A new Update of
    Pokescript.

    That is all I can say.

    Edit:
    What do I even put in those spots? I thought they were just...there.
    No, they aren't just there! For 'step-on-the-spot' scripts, you have to edit unknowns and var values, and for People scripts
    Put '03' in the unknown, and 11 in the Movements Spot.

     

    destinedjagold

    I do not exist.
  • 8,593
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    17
    Years
    • Seen May 26, 2024
    toinks! problem found! okay... in the OW of the person having the people number.., whatever you put in your script.., put the people id the same as what you have written in your setflag in the script. then.., movement, 11... unkown below the Pos(X/Y) put there 3...

    I think that's all you'll need to put for it's just movement script you are making.

    then in the script on A-Map, Put in the unkown 03 00.., then VAR NUMBER, 00 40

    I think that's all...
     

    cooley

    ///Keepin' it simple
  • 1,148
    Posts
    17
    Years
    toinks! problem found! okay... in the OW of the person having the people number.., whatever you put in your script.., put the people id the same as what you have written in your setflag in the script. then.., movement, 11... unkown below the Pos(X/Y) put there 3...

    I think that's all you'll need to put for it's just movement script you are making.

    then in the script on A-Map, Put in the unkown 03 00.., then VAR NUMBER, 00 40

    I think that's all...
    Actually it should be:
    Code:
    Unknown: 03 00
    Var Value: 50 40
    Var number: 00 00
    Unknown: 00 00
    But your way might work.
     
  • 84
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    17
    Years
    • Seen Dec 7, 2020
    Thank you. But you see... I need the script to happen when you start a new game and you are in that one spot in your room. Like how Ruby has the truck shaking when you first start.
     

    cooley

    ///Keepin' it simple
  • 1,148
    Posts
    17
    Years
    Thank you. But you see... I need the script to happen when you start a new game and you are in that one spot in your room. Like how Ruby has the truck shaking when you first start.
    That isn't a script. You would have to edit the X and Y positions of the Hero/Heroine Through Hex.
     

    destinedjagold

    I do not exist.
  • 8,593
    Posts
    17
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    • Seen May 26, 2024
    From cooley..,
    Actually it should be:

    Code:
    Unknown: 03 00
    Var Value: 50 40
    Var number: 00 00
    Unknown: 00 00But your way might work.


    This is what I really meant.., but without that 50... Oh well.., I always use that method in scripting...
     
  • 84
    Posts
    17
    Years
    • Seen Dec 7, 2020
    Well...I need a new rom I guess. This one messed up anyway. All the text is is skipped....Everywhere....
    But thanks. I still want somebody to test this though. Since it will take awhile for me to.
     

    destinedjagold

    I do not exist.
  • 8,593
    Posts
    17
    Years
    • Seen May 26, 2024
    I would love to test it out, but it's getting late... I'm too sleepy to open my eyes... -_-zzz.zzz.zzz... eheheh... maybe tomorrow.
     

    cooley

    ///Keepin' it simple
  • 1,148
    Posts
    17
    Years
    Well...I need a new rom I guess. This one messed up anyway. All the text is is skipped....Everywhere....
    But thanks. I still want somebody to test this though. Since it will take awhile for me to.
    Test the script? Or something else?
     
  • 84
    Posts
    17
    Years
    • Seen Dec 7, 2020
    The script. But I think I know what I am going to do. I need to change the script quite a bit.
     
  • 36
    Posts
    16
    Years
    • Seen Sep 5, 2023
    I want to make a follow me script, exactly like the one in new bark town in g/s where the woman makes the player follow her, and I looked at the example in Irish Witch's topic, but I'm not sure how to use applymovement on the main character. It looks like I have to put a person on the field with the Brendan sprite and make that move...but I'm confused. How would that work with the Brendan sprite already on the map (you)? Or am I doing it wrong? Here's what I have so far; it's everything but the movement, because that confuses me. Commented in case anyone can't figure it out.

    Code:
    #Org $begin
    
    ' Check and see if we have any Pokemon.
    
    countPokemon
    compare LASTRESULT 0
    
    ' If we do, head to the end of the script.
    
    if B_FALSE goto $end
    
    ' Else, continue with the follow me.
    
    lock
    message $woman1msg
    
    ' Make the woman walk to you and say something.
    
    applymovement 0x1 $womanmove1
    message $woman2msg
    boxset 6
    release
    
    ' Follow me section
    
    applymovement 0x1 $womanmove3
    applymovement 0x  $p1move1
    pausemovement 0
    
    ' Make her say something else.
    ' Releases you then the script ends.
    
    lock
    message $woman2msg
    boxset 6
    release
    goto $end
    
    ' Unfinished movement offsets.
    
    #Org $womanmove1
    
    #Org $womanmove2
    
    #Org $p1move1
    
    #Org $woman1msg
    $Woman1msg = Wait, \v\h01!
    
    #Org $woman2msg
    $woman2msg = What do you think you're doing?
    
    #Org $woman3msg
    $Woman3msg = It's dangerous to go out without a\nPokémon!\pWild Pokémon jump out of the grass on\nthe way to the next town.
    
    #Org $end
    end
     

    cooley

    ///Keepin' it simple
  • 1,148
    Posts
    17
    Years
    Very Simple.
    Code:
    #org $begin
    checkflag 0x200
    if B_true goto $done
    playsound 0x13B
    #raw 0x33
    applymovement 0x01 $mw1
    pause 0x50
    message $mt1
    boxset 6
    applymovement 0x01 $mw2
    applymovement 0xFF $mw2
    pause 0x50
    fadesound
    release
    end
    
    #org $done
    release
    end
    
    #org $mw1
    $mw1 ; #binary 0x12 0x12 0x12 0x12 0x12 0xFE
    
    #org $mt1
    $mt1 1 = Hold on, \v\h01!\nProf. Elm wants to see you!
    
    #org $mw2
    $mw2 1 ; #binary 0x13 0x13 0x13 0x13 0x13 0xFE
     
  • 36
    Posts
    16
    Years
    • Seen Sep 5, 2023
    Hmm. Could you comment it a bit so I can see what it does, step by step? And the messages aren't exactly what I want, but I can fix that myself! Thanks!
     

    HackMew

    Mewtwo Strikes Back
  • 1,314
    Posts
    17
    Years
    • Seen Oct 26, 2011
    That isn't a script. You would have to edit the X and Y positions of the Hero/Heroine Through Hex.

    Yes, it's not a script since it's ASM. The Y position can't be edited though since it's calculated depending on the map height. The X position, instead, can be fully edited and the updated version of SMCA supports it.
     

    cooley

    ///Keepin' it simple
  • 1,148
    Posts
    17
    Years
    Hmm. Could you comment it a bit so I can see what it does, step by step?
    I'm not the best at explaining scripts but, here goes:
    Code:
    #org $begin
    checkflag 0x200
    if B_true goto $done 'If you have a pokemon then you can go
    playsound 0x13B
    #raw 0x33
    applymovement 0x01 $mw1  'Makes her walk up to you
    pause 0x50  'Stop after 5 steps
    message $mt1
    boxset 6
    applymovement 0x01 $mw2  'Make you and the girl go back 5 squares to the right
    applymovement 0xFF $mw2 ' same as above
    pause 0x50
    fadesound ' makes the music fade into the original music
    release
    end
    
    #org $done 'If the event has happened, then nothing will happen if you step on the spot again
    release
    end
    
    #org $mw1
    $mw1 ; #binary 0x12 0x12 0x12 0x12 0x12 0xFE  'Comes up to you
    
    #org $mt1
    $mt1 1 = Hold on, \v\h01!\nProf. Elm wants to see you!
    
    #org $mw2
    $mw2 1 ; #binary 0x13 0x13 0x13 0x13 0x13 0xFE  'Brings you back to the original spot
    If you don't know a script this simple for a GSC remake, then you shouldn't be making one.

    Not to sound Rude.


    @Hackmew: I forgot about your tool. Sorry. :(
     
  • 36
    Posts
    16
    Years
    • Seen Sep 5, 2023
    I'm not the best at explaining scripts but, here goes:
    Code:
    #org $begin
    checkflag 0x200
    if B_true goto $done 'If you have a pokemon then you can go
    playsound 0x13B
    #raw 0x33
    applymovement 0x01 $mw1  'Makes her walk up to you
    pause 0x50  'Stop after 5 steps
    message $mt1
    boxset 6
    applymovement 0x01 $mw2  'Make you and the girl go back 5 squares to the right
    applymovement 0xFF $mw2 ' same as above
    pause 0x50
    fadesound ' makes the music fade into the original music
    release
    end
    
    #org $done 'If the event has happened, then nothing will happen if you step on the spot again
    release
    end
    
    #org $mw1
    $mw1 ; #binary 0x12 0x12 0x12 0x12 0x12 0xFE  'Comes up to you
    
    #org $mt1
    $mt1 1 = Hold on, \v\h01!\nProf. Elm wants to see you!
    
    #org $mw2
    $mw2 1 ; #binary 0x13 0x13 0x13 0x13 0x13 0xFE  'Brings you back to the original spot
    If you don't know a script this simple for a GSC remake, then you shouldn't be making one.

    Not to sound Rude.


    @Hackmew: I forgot about your tool. Sorry. :(

    Yes, I understand where you're coming from, but everyone had to learn and start somewhere at some point. PokeScript isn't my strong point and I'm trying to learn it as best as I can. Hopefully I can take something away from this script. :p Anyways, to clarify my problem, I wasn't confused about how to script it, just how to move my sprite. I guess I was trying too hard and making it more difficult on myself than it should have been! But thanks for the help, anyways.

    /tl;dr
     
  • 36
    Posts
    16
    Years
    • Seen Sep 5, 2023
    Now you know You aren't supposed to assign this script to a player, Right?

    Right. I put a script event in the place I wanted it to happen. Problem is, I assigned it and burned it, but I can't get it to work. I put $E3D151 in the offset box (where I burned it to) and then ran the emulator in VBA, but nothing happens. Here's the code I have (modified a bit to include the other messages).

    Code:
    #org $begin
    checkflag 0x200
    if B_true goto $done
    playsound 0x13B
    #raw 0x33
    message $womanmsg1
    boxset 6
    applymovement 0x01 $womanmove1
    pause 0x50
    message $womanmsg2
    boxset 6
    applymovement 0x01 $womanmove2
    applymovement 0xFF $womanmove2
    pause 0x50
    message $womanmsg3
    boxset 6
    fadesound
    message $womanmsg1
    boxset 6
    release
    end
    
    #org $done
    release
    end
    
    #org $womanmove1
    $mw1 ; #binary 0x12 0x12 0x12 0x12 0x12 0xFE
    
    #org $womanmove2
    $mw2 1 ; #binary 0x13 0x13 0x13 0x13 0x13 0xFE
    
    #org $womanmsg1
    $mt1 1 = Wait, \v\h01!
    
    #org $womanmsg2
    $womanmsg2 = What do you think you're doing?
    
    #Org $womanmsg3
    $Womanmsg3 = It's dangerous to go out without a\nPokémon!\pWild Pokémon jump out of the grass on\nthe way to the next town.

    I also got this weird message when I burnt. It popped up a box saying it needed a floating pointer for some offset and I had to enter something about six times. It never did this before, it used to just burn the script to the ROM. Any idea why?
     
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