• 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 Trading Card Game 2 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.
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
 
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...
 
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!
 
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!
 
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.'
 
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?
 
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
 
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... 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.
 
@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.
 
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
 
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?
 
Status
Not open for further replies.
Back
Top