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Script Requests/Sharing/Discussion

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Supreme Dirt

used Petal Dance
  • 430
    Posts
    16
    Years
    • Age 32
    • o3o
    • Seen Dec 4, 2014
    1) Well, the command to change the music in a map is "playsound 0x??" replace the "??" with the music values in Advance Map.

    2) That requires ASM hacking. There is a tutorial on how to do it in the Document and Tutorial section.

    3)You mean for the wild battle? I don't think you can. However, you can rig a script to give you an item after the battle. To attach a hold item to a Pokemon in a givepokemon script you'd use: "givepokemon 0x? 0x?? 0x???". Now, "?" is the Pokemon's hex value, "??" is the level (in hex also. Ex. 13 is D in hex), and "???" is the hold item's hex value.

    Your wild encounter script would go something like this:
    Code:
    #org 0x(offset)
    lock
    checkflag 0x(flag offset)
    if 0x1 goto 0x(offset2)
    setflag 0x(same flag offset as checkflag)
    cry PKMN_(Pokemon)
    wildbattle 0x(Pokemon) 0x(level) 0x(battle style)
    release
    end
    
    #org 0x(offset2)
    release
    end

    Alrighty? There are four battle styles: 0, 1, 2, and 3. They control the music and such of the battle. Is that okay?

    Thanks, it works perfectly. Took a little experimentation with battle styles, but now you encounter Celebi with the Deoxys music.
     

    cooley

    ///Keepin' it simple
  • 1,148
    Posts
    17
    Years
    Can Somone Make me a give Item Script and include the Peoples ID? The Item is A Entai lvl 5 holding Charcoal.
     
  • 1,104
    Posts
    16
    Years
    vanishsprite command. The syntax is the following:

    Code:
    #raw 53
    #raw XX
    #raw 00

    XX is People #. For example, to hide the first person:

    Code:
    #raw 53
    #raw 01
    #raw 00

    And so on.

    I got a question about this. If the people no. is 10 would XX be 0A or 10


    Can Somone Make me a give Item Script and include the Peoples ID? The Item is A Entai lvl 5 holding Charcoal.

    Don't you mean a givepokemon
    #org $start
    lock
    faceplayer
    checkflag 0x200
    if b_true goto $done
    message $poke
    boxset 6
    givepokemon 244 5 0xD7
    setflag 0x200
    release
    end

    #org $done
    message $how
    boxset 6
    release
    end

    #org $poke
    $poke 1 =Here take this Entei.

    #org $how
    $how 1 =How's my old pokemon?
     
    Last edited:

    The Shadow Knight

    Roaming Kanto
  • 195
    Posts
    17
    Years
    • Seen Jun 26, 2022
    Spoiler:

    That's what I have now,it works very good but where would I have to put playsound and fadesound in there?Any attempts I've made so far made the game freeze...
     
    Last edited:

    $_$

    ?????????
  • 65
    Posts
    17
    Years
    • Age 31
    • Seen Oct 4, 2016
    What is the script code for bring up a pokemon's image for scriptED(On FR).
     

    HackMew

    Mewtwo Strikes Back
  • 1,314
    Posts
    17
    Years
    • Seen Oct 26, 2011
    It should be 0A, the numbering in scritps is in hexadecimal.

    Yes, it's hexadecimal so 0A. When using #raw or #binary commands, all the bytes used are always treated as hex.


    That's what I have now,it works very good but where would I have to put playsound and fadesound in there?Any attempts I've made so far made the game freeze...

    Well, where did you try to insert those commands?


    What is the script code for bring up a pokemon's image for scriptED(On FR).

    You have to use the displaypic/closepic commands.

    displaypic syntax:

    Code:
    #raw 75
    #raw PP
    #raw QQ
    #raw XX
    #raw YY

    closepic syntax:

    Code:
    #raw 76


    PP and QQ stays for the Pokémon species bytes, swapped. XX and YY are, respectively, the X/Y coordinates of the picture box on the screen.
    Remember that when you use the displaypic command, you have always to use the closepic one after a bit or the picture box won't close.

    Example:

    Displays a centered Mewtwo's picture and close it after some time.

    Code:
    #raw 75
    #raw 97
    #raw 00
    #raw 0A
    #raw 03
    pause 0x28
    #raw 76
     
    Last edited:

    $_$

    ?????????
  • 65
    Posts
    17
    Years
    • Age 31
    • Seen Oct 4, 2016
    Thank you so much man.I do have an other question.How do you bring up the exlamation mark?
     

    HackMew

    Mewtwo Strikes Back
  • 1,314
    Posts
    17
    Years
    • Seen Oct 26, 2011
    Thank you so much man.I do have an other question.How do you bring up the exlamation mark?

    It can be made with the applymovement command:

    Code:
    #binary 62 FE

    Anyway, some people put the basic movements hex number in the first page of this thread. Take a look there and mess around with those numbers ;)
     

    $_$

    ?????????
  • 65
    Posts
    17
    Years
    • Age 31
    • Seen Oct 4, 2016
    Hey when you are giving a pokemon how do you make the pokemon part to appear on your start menu?
     

    BOH

  • 31
    Posts
    16
    Years
    • Seen Jul 20, 2013
    hi

    i want a correct script for leggedary pokemon. the pokemon must disappear after the fight

    tnx
     
    Last edited:

    the-ben

    A bit of a nerd
  • 22
    Posts
    16
    Years
    • Seen Jun 16, 2010
    does anyone know the " giveitem etc." thing for receving 5 pokeballs in fire red please =]
     

    Ooka

    [font=Maven Pro][color=#A75EE2]Cosmic[/color][/fon
  • 2,626
    Posts
    16
    Years
    #ORG $begin
    lock
    faceplayer
    checkflag 0x200
    if B_true goto $done
    message $aidtalk
    boxset 6
    giveitem 0x4 5
    setflag 0x200
    release
    end

    #org $done
    message $aidtalk2
    boxset 6
    release
    end

    #org $aidtalk
    $aidtalk 1 = Oh, hello \v\h01.\pHere, take these pokeballs!

    #org $aidtalk2
    $aidtalk2 1 = So how did those pokeballs work?

    I am pretty sure that will work, but then again I'm new to scripting.

    I have a question, what is the script for selling stuff in the pokemart?
     
  • 7
    Posts
    16
    Years
    I have a small question,I'm new to scripting and I made two similar scripts but only one works i'm put the scripts in spoiler.

    Spoiler:

    the above works,but the other doesn't I wanna now what went wrong

    Spoiler:

    :(
     

    cooley

    ///Keepin' it simple
  • 1,148
    Posts
    17
    Years
    Is something wrong with this Script(it is my First):
    Code:
    #org $start
    lock
    faceplayer
    checkflag 0x200
    if b_true, goto $done
    message $person
    boxset 6
    givepokemon 244 5 0xD7
    setflag 0x200
    release
    end
    
    #org $done
    message $done
    boxset 6
    release
    end
    
    #org $person
    $person =Here, \ptake this \v\h01!!
    
    #org $done
    $done =Run They are\pafter you!

    Question:
    Can Someone tell me after you Right Click then compile, what to do when you see the "Buf Rite" in pokescript?

    Request:
    A pokeball Script that contains an Eevee inside of it, no item, level 5.
    Please and thank you.
     

    Ooka

    [font=Maven Pro][color=#A75EE2]Cosmic[/color][/fon
  • 2,626
    Posts
    16
    Years
    Something shoudl pop up immediatly that has a log of the compile. Then you click the torch and assign it to an offset, write down the offset, hit burn, then copy the offset down for the person in advancemap.
     
  • 1,104
    Posts
    16
    Years
    Is something wrong with this Script(it is my First):
    Code:
    #org $start
    lock
    faceplayer
    checkflag 0x200
    if b_true, goto $done
    message $person
    boxset 6
    givepokemon 244 5 0xD7
    setflag 0x200
    release
    end
    
    #org $done
    message $done
    boxset 6
    release
    end
    
    #org $person
    $person =Here, \ptake this \v\h01!!
    
    #org $done
    $done =Run They are\pafter you!

    Question:
    Can Someone tell me after you Right Click then compile, what to do when you see the "Buf Rite" in pokescript?

    Request:
    A pokeball Script that contains an Eevee inside of it, no item, level 5.
    Please and thank you.


    I've answered that first question in the other place you posted it, please only post your question in one thread, it makes it easier for everyone.
    About the second question, read Irish Witch's tutorial, Part one explains compiling in pokescript.
    and your request, if it's a starter, before the second release add 0x828 for FR LG, or 0x800 for RS
    Code:
    #org $start
    faceplayer
    message $take
    boxset 5
    compare LASTRESULT 1
    if b_true goto $yes
    message $leave
    boxset 6
    release
    end
    
    #org $yes
    givepokemon 133 5 0
    message $recieve
    boxset 6
    release
    end
    
    #org $take
    $take 1 =Should I take it?
    
    #org $leave
    $leave 1 =You left it there.
    
    
    #org $recieve
    $receive 1 =You recieved an EEVEE!

    Oh Kazaam. Here is a pokemart script.
    Code:
    #org $StartMarket
    lock
    faceplayer
    pokemart $marketValues
    release
    end
    
    #org $marketValues
    #binary int 0x1 0x2 0x3 0x4 0x5 0x6 0x7 0x8
    #binary int 0x9 0xa 0xb 0xc 0x13 0x14 0x0
    the 0x1 0x2 0x3 they're the items and 0x0 is close.
     
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