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Script Requests/Sharing/Discussion

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linkandzelda

Ex-rom hacker turned indie game developer
777
Posts
17
Years
  • cooley: There is one thing i do to get the sprite to dissapear. i do 0x60 and then i add some movements to get the sprite out of the way like into a tree or ontop of a house. and i add a setflag so that when i enter the map again, the sprite is gone for good. Thats the only way i know. there proberly is a command. thethethethe might know it.

    hope it helped
    link
     

    destinedjagold

    You can contact me in PC's discord server...
    8,593
    Posts
    16
    Years
    • Seen Dec 23, 2023
    I have a script request and hoping that someone could be a dear and make me a simple script...

    I just need a script that when the player talks to 'it', some text will apper, and after, the player's PKMN party will be completely healed.., and then a text will appear and the script is done.

    Thanks in advance...
     

    spenceroone3

    <he eats lots of burgers.
    215
    Posts
    16
    Years
  • Sure, Jagold, I made this on the spot for you (It is in Pokescript can't remember what u use):
    Code:
    #org $Heal
    lock
    faceplayer
    message $Health
    $Health 1 = Your Pokemon look tired.\p I'll heal them for you!
    boxset 6
    [B]setflag 0x0000[/B]
    message $healed
    $healed 1 = Your Pokemon are healed!
    boxset 6
    release
    end
    The heal part is in bold!
     
    1,104
    Posts
    16
    Years
  • Please tell what happens in-game. What is up with the "compare LASTRESULT's"?

    An My question is: After I put 0x60, Or #raw 53 #raw <People no.> #raw 00, how come the person that disappeared isn't there, and When I try to past the original spot that person was at,

    I can't get past it. When I press A on it, it Freezes the game. Any command that will permanently remove the sprite? Like when you find an item in a pokeball.
    -cooley

    Well I think the problem might be that you're using both of them at the same time, but there is know way of me proveing this unless you show me the script...

    #raw 53 is supposed to initiate the vanishing of the sprite and it will not be able to be interacted with, but without the setflag, it will re-appear.

    The movement 0x60 will make the sprite dissappear but you will still be able to talk to it...

    Hopefully that information can help fix some of your problem.

    I have a script request and hoping that someone could be a dear and make me a simple script...

    I just need a script that when the player talks to 'it', some text will apper, and after, the player's PKMN party will be completely healed.., and then a text will appear and the script is done.

    Thanks in advance...

    Spenceroone3, I know you've started to learn how to script, but there is a major mistake....
    Special 0x0 heals the pokemon in the party, I'm not sure what setflag 0x0 might do...
    Sure, Jagold, I made this on the spot for you (It is in Pokescript can't remember what u use):
    Code:
    #org $Heal
    lock
    faceplayer
    message $Health
    $Health 1 = Your Pokemon look tired.\p I'll heal them for you!
    boxset 6
    [B]special 0x0[/B]
    message $healed
    $healed 1 = Your Pokemon are healed!
    boxset 6
    release
    end
    The heal part is in bold!
     

    destinedjagold

    You can contact me in PC's discord server...
    8,593
    Posts
    16
    Years
    • Seen Dec 23, 2023
    Thanks to you both! It works now. Oh and thethethethe, remember that pkmncry ya gave me, well, I just want to clarrify what 0xA1 stands for..?
     
    1,104
    Posts
    16
    Years
  • Thanks to you both! It works now. Oh and thethethethe, remember that pkmncry ya gave me, well, I just want to clarrify what 0xA1 stands for..?

    The way that 'cry' is used in pokescript has to be like this...
    Code:
    [I]addcmmd cry #30 'Play back a pokemon cry
    addparm 0 'bank no
    addparm 1 'Pokemon Species[/I]
    That's from the Pokescript commands file. So 0xA1 is the 'Bank no.'
     

    destinedjagold

    You can contact me in PC's discord server...
    8,593
    Posts
    16
    Years
    • Seen Dec 23, 2023
    okay.., the bank number of the map is what you mean, thethethethe..?
     

    destinedjagold

    You can contact me in PC's discord server...
    8,593
    Posts
    16
    Years
    • Seen Dec 23, 2023
    okay! gotcha! ;)

    but how will I know the pkmn's hex numbers..?

    I don't know how to use the calculator in my laptop...

    also I have a question, in scripting a givepokemon, what boxset should I use..?
     
    1,104
    Posts
    16
    Years
  • okay! gotcha! ;)

    but how will I know the pkmn's hex numbers..?

    I don't know how to use the calculator in my laptop...

    also I have a question, in scripting a givepokemon, what boxset should I use..?

    I've got a list of hex numbers but you'll need to reverse them...
    eg. 0100 = 0001 or 0x1
    and 9601 = 0196 or 0x196
    Spoiler:


    Huh? Why would you need a boxset for a givepokemon?
    givepokemon (pokemon) (Level) (Item)
    Why would you need a boxset?
     
    31
    Posts
    17
    Years
    • Seen Mar 8, 2024
    I've got a list of hex numbers but you'll need to reverse them...
    eg. 0100 = 0001 or 0x1
    and 9601 = 0196 or 0x196
    spoiler removed
    Huh? Why would you need a boxset for a givepokemon?
    givepokemon (pokemon) (Level) (Item)
    Why would you need a boxset?

    Remember, givepokemon doesn't show a message when the Pokemon is given automatically, so I presume he means for that purpose.

    You could either use:
    Code:
    fanfare 0x13D
    givepokemon (pokemon) (level) (item)
    message $blah
    $blah 1 = Got a POKEMON!
    boxset 0x6
    waitfanfare
    or
    Code:
    fanfare 0x13D
    givepokemon (pokemon) (level) (item)
    message $blah
    $blah 1 = Got a POKEMON!
    boxset 0x4
    waitfanfare
    #raw 68
     

    destinedjagold

    You can contact me in PC's discord server...
    8,593
    Posts
    16
    Years
    • Seen Dec 23, 2023
    No... I was just curious 'cause I saw this in the tutorials... I printed it...

    Code:
    BOXSET <type>
    Alias: callstd <type>
    Displays the text loaded by MSGBOX and updates the screen. Type of boxes are:
    0 - 'Find Object'
    1 - 'Obtained Object'
    2 - 'Received Pokemon'
    5 - 'Yes/No'
    6 - 'Text Box'

    Btw, thanks thethethethe. I'll add that in my print-outs! ^^ That is very useful!

    - edited -

    btw, couldn't I just make it like

    Code:
    cry 0xA1 1
     
    31
    Posts
    17
    Years
    • Seen Mar 8, 2024
    No... I was just curious 'cause I saw this in the tutorials... I printed it...

    Code:
    BOXSET <type>
    Alias: callstd <type>
    Displays the text loaded by MSGBOX and updates the screen. Type of boxes are:
    0 - 'Find Object'
    1 - 'Obtained Object'
    2 - 'Received Pokemon'
    5 - 'Yes/No'
    6 - 'Text Box'

    Btw, thanks thethethethe. I'll add that in my print-outs! ^^ That is very useful!

    - edited -

    btw, couldn't I just make it like

    Code:
    cry 0xA1 1

    No, because the cry command takes 5 bytes of arguments instead of 3 as defined in PokeScript and ScriptED, so if you use it on it's own, it'll "eat" the next command you use (won't happen). With the pause 0x28 after it, it just "eats" that, leaving the rest of the script to run properly.

    EDIT: Whoops, I guess I missed the point. Yes, you could just use a decimal number for the Pokemon... but my advice in the previous paragraph is handy just in case you forget the "pause" after the cry command.
     
    112
    Posts
    17
    Years
  • @cooley: If you need further help on making a sprite disappear...you can use #raw 0x60 once the person is moved out of the way into somewhere where it cannot be interacted with, or, you can use this:
    #raw 0x53
    #raw 0xPeopleNoInAdvanceMap
    nop

    That will make the sprite dissapear temporarily and you will not be able to interact with it. Although once you leave and re-enter the place, then it will be there again, so assign a number in the People Id of the sprite you want dissapeared, and in the script near the end of it put a setflag 0xTheNumberYouAssignedToTheSprite and it should be gone permenantly. The beauty of this is that you can then use: clearflag 0xTheNumberYouAssignedToTheSprite to get the sprite back there if you ever want it again.
     

    linkandzelda

    Ex-rom hacker turned indie game developer
    777
    Posts
    17
    Years
  • hi. i need help with an egg script. i get the egg but it seems like in the game that it will never hatch.

    #org $begin
    lock
    faceplayer
    message $speak
    boxset 6
    message $speak2
    boxset 5
    compare LASTRESULT B_TRUE
    if B_FALSE goto $no
    fanfare 0x10C
    message $yes
    boxset 6
    compare LASTRESULT 0x6
    if 0x0 jump $give
    message $full
    $full 1 = You have no room for the egg!
    boxset 6
    end

    #org $give
    #raw 0x67
    #raw 0xEA
    #raw 0xC2
    setvar 0x3208 0x7A66
    #raw 0xAF
    #raw 0x33
    message $yes2
    boxset 6
    applymovement 0x05 $aidleave
    pause 0x60
    setflag 0x1044
    release
    end
    release
    end

    #org $full
    = You have no room for the EGG!


    #org $no
    message $no1
    boxset 6
    setflag 0x1052
    release
    end

    #org $speak
    $speak 1 = \v\h01, long time, no see.\nPROF.ELM asked me to find you.\pHe has another favor to ask.

    #org $speak2
    $speak2 1 = Would you take the POKéMON EGG?


    #org $yes
    $yes 1 = \v\h01 received EGG.

    #org $yes2
    $yes2 1 = We discovered that a POKéMON will\nnot hatch until it grows in the EGG.\pIt also has to be with other\nactive POKéMON to hatch.\p\v\h01, you're the only person\nwe can rely on.\pPlease return to the LAB when\nthat EGG hatches!

    #org $aidleave
    $aidleave 1 ; #binary 0x10 0x10 0x10 0x12 0x10 0x60 0x10

    #org $no1
    $no1 1 = B-but... PROF.ELM asked for you...


    thanks in advance
    link
     

    cooley

    ///Keepin' it simple
    1,148
    Posts
    17
    Years
  • hi. i need help with an egg script. i get the egg but it seems like in the game that it will never hatch.

    Code:
    #org $begin
    lock
    faceplayer
    message $speak
    boxset 6
    message $speak2
    boxset 5
    compare LASTRESULT B_TRUE
    if B_FALSE goto $no
    fanfare 0x10C
    message $yes
    boxset 6
    compare LASTRESULT 0x6
    if 0x0 jump $give
    message $full
    $full 1 = You have no room for the egg!
    boxset 6
    end
    
    #org $give 
    #raw 0x67
    #raw 0xEA
    #raw 0xC2
    setvar 0x3208 0x7A66
    #raw 0xAF
    #raw 0x33
    message $yes2
    boxset 6
    applymovement 0x05 $aidleave
    pause 0x60
    setflag 0x1044
    release
    end
    release
    end
    
    #org $full
    = You have no room for the EGG!
    
    
    #org $no
    message $no1
    boxset 6
    setflag 0x1052
    release
    end
    
    #org $speak
    $speak 1 = \v\h01, long time, no see.\nPROF.ELM asked me to find you.\pHe has another favor to ask.
    
    #org $speak2
    $speak2 1 = Would you take the POKéMON EGG?
    
    
    #org $yes
    $yes 1 = \v\h01 received EGG.
    
    #org $yes2
    $yes2 1 = We discovered that a POKéMON will\nnot hatch until it grows in the EGG.\pIt also has to be with other\nactive POKéMON to hatch.\p\v\h01, you're the only person\nwe can rely on.\pPlease return to the LAB when\nthat EGG hatches!
    
    #org $aidleave
    $aidleave 1 ; #binary 0x10 0x10 0x10 0x12 0x10 0x60 0x10
    
    #org $no1
    $no1 1 = B-but... PROF.ELM asked for you...


    thanks in advance
    link
    Some pokémon don't hatch for a loooooong time.

    @TSK: So isn't that what you wanted?
     
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