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Script Requests/Sharing/Discussion

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Hello. I'm desperate for a vs seeker trainer battle script

thanks in advance
link
 
Just view it through ScriptED.

yea but I don't know how can't someone do it and copy it and post it please...


O yea can someone take a look ate these scripts and see whats wrong because they don't work ingame...
I can compile them with scriptED and put them in AM but then they don't work...
Code:
#org 0x999000
message 0x999100
boxset 0x5
compare LASTRESULT 0x1
if 0x1 goto 0x999200
message 0x999300
boxset 0x6
release
end

#org 0x999200
message 0x999400 
boxset 0x6
release
end

#org 0x999100
= Hello it's nice here isn't it?

#org 0x999300
= Humpf...\n If you think so.

#org 0x999400
= Ofcourse! \n the peacefull silence is great!

Code:
#org 0x998000
message 0x998100
boxset 0x2
end

#org 0x998100
= Welcome to Silensfull Town! \n It's the most peacefull
\p town in the world!

Can someone make me a script for ScriptED:
I want it to go something like this that you go trought the
|----|
|----OW
|----|
area in front of the OW(overworld) and that the OW(overworld) says Hello so you are [Player] come and follow me to my lab (that is 13 steps down and 8 steps left and then 1 step up (into the building) and that the player follows him.
The sprite people number is 2.
 
Last edited:
Hey, my dad helped me try to figure out why none of my scripts work. I want to know if it saying invalid command for everything is normal when I compile my script. We tried alot of things, but the commands won't happen when I test the script. I just stand there, not being able to move. It has nothing to do with what I am doing in advancemap. It must have something to do with this. I need to find out how to fix it... I re-installed pokescript but this still happens..

Spoiler:
 
Well, I got it to work. I just needed to use the 1.00 database instead of the 1.20 crossover version :P.
 
Then I'll post it here I have a problem with my scripts I can compile them in scriptED and put them in AM but when I play the game the OW just stand there doing nothing.

This are my scripts:
Spoiler:
 
@Poke-Roy -
with boxset 0x2 with me, it never works and the characters i used to speak with spoke gibberish. Use boxset 0x6, more reliable. And also, with that first script you might also consider adding a lock and faceplayer, like this:
#org 0xYourOffset
lock
faceplayer

Now..that applymovement script is totally stuffed up. Like really..
Here i will show you your mistakes.

#org 0x994000
checkflag 0x10A
Where is the if 0x1 jump 0xMyOffset?
faceplayer No need for a faceplayer in an applymovement.
applymovement 0x02 0x994100
pause 0x
applymovement 0xFF 0x994300
applymovement 0x02 0x994300
pause 0x
message 0x994200
where is your boxset 0x6?
pause 0x240 >>> do NOT bundle all the applymovements up and stuff all the pauses here..also, NEVER put a pause inbetween a message and boxset command..
setflag 0x10A
release
end

#org 0x994100
#raw 0x62
#raw 0xFE

#org 0x994200
= Hey you are /v/h01! /n I was waiting for you.
/p come and follow me to my LAB.
>> Put all the messages at the end.

#org 0x994300 (wow man thats a lot of walking.. with no exits or hiding the sprite?)
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x11
#raw 0xFE


Now i will put how it should be in this spoiler:
Spoiler:

Also with this, make sure that the Professor's people number is 2 or it wont work. I changed your setflag because most probably 10A was taken, start from the 1000's if you may.
Try to fix the movements up, seriously.
and..ALWAYS use this \ not / cause this: / DONT WORK!
Also, for the little trigger script that you step on for the script to work..
put these values in the side:
Unknown: 03 00
Var Number: 50 40
These are needed for trigger scripts..
Thats all i think? :\
 
Hi!

I need a Script for Ruby.

Youre supposed to talk to a facing upwards.
When you talk to it I want it to show a [!] sign and turn around.
Then it Cries, jumps on the spot and cause an earthquake.
Then run away 7 steps upward.
Then if you talk to it again it shows [!] again and then
walks 1 right jumps 1 tile right and show a Splash (like it jumped into the
water) and then disappear.

I hope its not too much work.

Hope you finish it soon:)

//44tim44
 
I have a script request, no, this doesn't mean make it... I hope.

Does anyone have the PokeCenter Nurse Joy healing script?
 
you could just use the script that the game has, or if you mean that you'll need a script for Nurse Joy that you plan to put in the field, then I have no script as of now...

Could someone make me a script of changing music..? I want to play a new music that will replace the background music and after the script has been executed, the music will fade and the original background music will play again.
 
I have a script request, no, this doesn't mean make it... I hope.

Does anyone have the PokeCenter Nurse Joy healing script?
This is her script from Fire Red...
Code:
#org 0x16A2CF 'script entry point
lock
faceplayer
call 0x1A6578
release
end


#org 0x1A6578
special 0x0187
compare 0x800D 0x0002
if 0x01 goto 0x1A7AE0
msgbox2 0x1A5483 'Possible String Ref: Welcome to our POKéMON CENTER!\p Would you like me to heal your\n POKéMON back to perfect health?
waitmsgbox2
multi 0x13 0x08 0x00 0x02
copyvar 0x8000 0x800D
compare 0x8000 0x0000
if 0x01 goto 0x1A65B8
compare 0x8000 0x0001
if 0x01 goto 0x1A6663
compare 0x8000 0x007F
if 0x01 goto 0x1A6663
end


#org 0x1A65B8
#raw 0xC3 0x0F
msgbox2 0x1A54E1 'Possible String Ref: Okay, I'll take your POKéMON for a\n few seconds.
waitmsgbox2
call 0x1A65CE
special 0x0169
goto 0x1A65EC


#org 0x1A65CE
applymovement 0x800F 0x1A75E7 'Movement Bytes:  0x2F 0xFE
pausemove 0x0000
#raw 0x9C 0x19 0x00
#raw 0x9E 0x19 0x00
applymovement 0x800F 0x1A75ED 'Movement Bytes:  0x2D 0xFE
pausemove 0x0000
special 0x0000 'HEALpokes
return


#org 0x1A65EC
special2 LASTRESULT 0x01B1
compare 0x800D 0x0000
if 0x01 goto 0x1A661D
special2 LASTRESULT 0x0183 'presumably a Pokerus check level2cmdstore
copyvar 0x8008 0x800D
compare 0x8008 0x0000
if 0x01 goto 0x1A661D
compare 0x8008 0x0001
if 0x01 goto 0x1A6636
end


#org 0x1A661D 'no pokerus
msgbox2 0x1A552B 'Possible String Ref: Thank you for waiting.\n We've restored your POKéMON to\l full health.
waitmsgbox2
applymovement 0x800F 0x1A666C 'Movement Bytes:  0x5B 0x1A 0xFE
pausemove 0x0000
loadpointer 0x00 0x1A5511 'Possible String Ref: We hope to see you again!
callstd 0x04
return


#org 0x1A6636 'Pokerus found
checkflag 0x0842
if 0x01 goto 0x1A661D
loadpointer 0x00 0x1A552B 'Possible String Ref: Thank you for waiting.\n We've restored your POKéMON to\l full health.
callstd 0x04
setflag 0x0842
msgbox2 0x1BCCCA 'Possible String Ref: It appears as if ...
waitmsgbox2
applymovement 0x800F 0x1A666C 'Movement Bytes:  0x5B 0x1A 0xFE
pausemove 0x0000
loadpointer 0x00 0x1A5511 'Possible String Ref: We hope to see you again!
callstd 0x04
return


#org 0x1A6663
loadpointer 0x00 0x1A5511 'Possible String Ref: We hope to see you again!
callstd 0x04
return


#org 0x1A7AE0
release
end
I have no idea why you'd want it, but whatever... msgbox2 and waitmsgbox2 aren't defined by PokeScript or ScriptED, but ScriptDec has correct definitions for them.
Note that the strings may be cutoff in the script comments but still appear fine in the game.
 
WOW thank you very much I hope it works now..:D:D

and about the part with the ridicoulus movements...
how could i do it then he makes 24 steps...
It's sort of a Prof. Oak replacement script..

No.1 Why would you NEED Prof. Oak to move THAT many steps?
Is the Lab like on the other side of Earth?
XD
Try to make the lab closer to Where the trigger happens, not that far -.-

Giovanni
 
I am getting a headache fixing this script o'mine!

Please help.

Code:
#org $start
checkflag 0x225
if b_true goto $done
checkflag 0x213
if b_true goto $gogo
release
end

#org $done
release
end

#org $gogo
applymovement 0x07 $entrance
pausemove 0
message $hey
boxset 6
applymovement 0xFF $downalert
applymovement 0x07 $appear
pausemove 0
message $did
boxset 6
trainerbattle 4 0x00B $before $after $then
release
end

#org $entrance
$entrance 1 ; #binary 0x55 0x2C 0x2C 0x09 0x09 0x09 0x09 0x09 0xFE

#org $appear
$appear 1 ; #binary 0x55 0xFE

#org $hey
$hey 1 = Hey, you!\nStop right there!

#org $downalert
$downalert 1 ; #binary 0x57 0x00 0xFE

#org $did
$did 1 = \v\h01: Huh?\pLC GRUNT: You came from PINA FRANCIA,\n right..?\pThen tell me what ROYAL DARKNESS\ndid there.\p\v\h01: Ah.., uh...\n(Should I tell him?)\p(I don't even know what happened to\nthem after PALKIA showed up...)

#org $before
$before 1 = LC GRUNT: If you won't talk, then I will\nlet you talk!

#org $after
$after 1 = I guess the odds are against me!

#org $then
applymovement 0x07 $appear
pausemove 0
message $well
boxset 6
applymovement 0x07 $exit
pausemove 0
setflag 0x225
release
end

#org $well
$well 1 = LC GRUNT: Hmm...\nI guess I should run an investigation.\pYou wasted my time!\nGet lost!

#org $exit
$exit 1 ; #binary 0x55 0x08 0x08 0x08 0x08 0x08 0x2B 0x2B 0x54 0xFE

The script work fine at first, but then after the battle, the command $then won't work.
Ignore those 0x55 things since that's my wy to keep an OW visible in the screen.

Thanks in advance. BTW, I am hacking Ruby...
 
Last edited:
Uhumm!:\
Why does everybody always ignore my posts in the script thread?!
Hi!

I need a Script for Ruby.

Youre supposed to talk to a facing upwards.
When you talk to it I want it to show a [!] sign and turn around.
Then it Cries, jumps on the spot and cause an earthquake.
Then run away 7 steps upward.
Then if you talk to it again it shows [!] again and then
walks 1 right jumps 1 tile right and show a Splash (like it jumped into the
water) and then disappear.

I hope its not too much work.

Hope you finish it soon:)

//44tim44
I really need it.

Please answer my request.:surprised:
 
I am getting a headache fixing this script o'mine!

Please help.

Code:
#org $start
checkflag 0x225
if b_true goto $done
checkflag 0x213
if b_true goto $gogo
release
end

#org $done
release
end

#org $gogo
applymovement 0x07 $entrance
pausemove 0
message $hey
boxset 6
applymovement 0xFF $downalert
applymovement 0x07 $appear
pausemove 0
message $did
boxset 6
trainerbattle 4 0x00B $before $after $then
release
end

#org $entrance
$entrance 1 ; #binary 0x55 0x2C 0x2C 0x09 0x09 0x09 0x09 0x09 0xFE

#org $appear
$appear 1 ; #binary 0x55 0xFE

#org $hey
$hey 1 = Hey, you!\nStop right there!

#org $downalert
$downalert 1 ; #binary 0x57 0x00 0xFE

#org $did
$did 1 = \v\h01: Huh?\pLC GRUNT: You came from PINA FRANCIA,\n right..?\pThen tell me what ROYAL DARKNESS\ndid there.\p\v\h01: Ah.., uh...\n(Should I tell him?)\p(I don't even know what happened to\nthem after PALKIA showed up...)

#org $before
$before 1 = LC GRUNT: If you won't talk, then I will\nlet you talk!

#org $after
$after 1 = I guess the odds are against me!

#org $then
applymovement 0x07 $appear
pausemove 0
message $well
boxset 6
applymovement 0x07 $exit
pausemove 0
setflag 0x225
release
end

#org $well
$well 1 = LC GRUNT: Hmm...\nI guess I should run an investigation.\pYou wasted my time!\nGet lost!

#org $exit
$exit 1 ; #binary 0x55 0x08 0x08 0x08 0x08 0x08 0x2B 0x2B 0x54 0xFE

The script work fine at first, but then after the battle, the command $then won't work.
Ignore those 0x55 things since that's my wy to keep an OW visible in the screen.

Thanks in advance. BTW, I am hacking Ruby...

destinedjagold: I might be wrong but $then and all other scripts like that need to go at the top. then the messages and movements after

hope it helped
link

I had this problem a while a ago. Some numbers used in trainerbattles, don't allow '$further' to work. You'll just have to try some other numbers and see if they work. '1' works.
 
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