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Script Requests/Sharing/Discussion

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91
Posts
17
Years
    • Seen Nov 1, 2010
    I have a question about #raw 0x60 ( disappear )
    If i use flags and i let them dissappear they won't show up again?
    #org 0x blablabla
    checkflag 0x100
    blablabla
    setflag 0x100
    end

    blablabla

    is this correct with the flags?
     

    zak

    xpert trainer
    244
    Posts
    19
    Years
  • .........

    can someone make me a script , a boat script its for a ruby rom and it needs to go to bank 35. map 9. i'd like it to say your a trainer arent you? Would you like me to take you overseas to newbark town? Yes/No ,
    and then another taking me back to bank 35 map 7, saying ; would you like to return to london? yes/no.........
     

    foofatron

    Banned
    309
    Posts
    17
    Years
    • Seen Sep 2, 2007
    If you want an event to block the person it's not like the E4's script. You can use the "setmaptile" command to edit a block like in the E4's script to unblock the entrance to the forest.

    Whats that is that done in advanced map?If so what block number?
     

    D-Trogh

    Dead
    439
    Posts
    18
    Years
  • Whats that is that done in advanced map?If so what block number?
    No, that's not done in AM.. You need to script that part..
    Rubikon Commands said:
    setmaptile (A2)
    setmaptile iX iY iTileNo iTileAttr
    Sets a tile on the map. You must somehow refresh that part, can be done by scrolling out of view and back in or by calling this command from a Level Script.

    can someone make me a script , a boat script its for a ruby rom and it needs to go to bank 35. map 9. i'd like it to say your a trainer arent you? Would you like me to take you overseas to newbark town? Yes/No ,
    and then another taking me back to bank 35 map 7, saying ; would you like to return to london? yes/no.........
    Here's a script made by Dark E.. maybe you can use it and edit it. ;)
    Spoiler:
     
    Last edited:
    54
    Posts
    17
    Years
    • Seen Dec 13, 2019
    I need help opening the Pokescript program. I mean I download but how do I load the rom? (Ruby)
     

    zel 2.0

    Gold Remaker
    1,955
    Posts
    17
    Years
  • Hey There,

    This relates to Pokemon Ruby by the way,

    I was just thinking about this and was curious. I'm quite aware that there is a script command for CheckItem but I was wondering whether there is a command for CheckPokemon. The idea behind this is say for example you picked the fire type pokemon at the start of the game then a certain event would occur however if you picked another then a different event would occur.

    Get back to me when you can,
    ~Davie~

    Well, I'll tell you how the game deals with that. They just have a variable and they set that variable into three possible values. But making things short, as long as you are dealing with FR, and you still use the original Pokeball choosing script, I can tell you what you'd need to do...

    compare 0x4031 0x0
    if 0x1 call 0xEVENT1
    compare 0x4031 0x1
    if 0x1 call 0xEVENT2
    compare 0x4031 0x2
    if 0x1 call 0xEVENT3

    [EDIT]: Argh, you were doing things in Ruby, well, at least this may help someone else, if someone knows the value in Ruby...

    I have a question about #raw 0x60 ( disappear )
    If i use flags and i let them dissappear they won't show up again?
    #org 0x blablabla
    checkflag 0x100
    blablabla
    setflag 0x100
    end

    blablabla

    is this correct with the flags?

    Basically, all you'd need to do in the script is the movement, and then a setflag 0x100, then in Advance Map assign to that sprite that "100" into its People ID., that's enough to make it dissappear forever, once you've refreshed the screen (Don't forget that #raw 0x60 won't really disappear the sprite, just will hide it, so better move it somewhere safe once it has been "hidden", so our player won't be able to interact with the "hidden" sprite). Once the screen has been refreshed (by warping or whatever) you won't have to worry 'bout that sprite ever again.
     
    Last edited:
    91
    Posts
    17
    Years
    • Seen Nov 1, 2010
    And if you have 2 people?
    Can i give both the flag in their people ID?

    ( they are in the same script )

    EDIT: and they the people ID haves 4 numbers, is it 0100 or 1000.
     
    Last edited:
    32
    Posts
    17
    Years
    • Seen Oct 12, 2018
    when i compile a script in scriptED it says overflow how does thit cames?

    i do push on the ... and load firered
    then i copy the script in scriptED
    then i save it
    then i compile it

    some1 that know the probleme?

    does some1 got a move script for scriptED for fr so the persone moves after the E4 is defeated? or pokewitch?
     
    Last edited:
    91
    Posts
    17
    Years
    • Seen Nov 1, 2010
    never mind about that earlier question, that's solved.

    Does anybody knows what songs are the fanfare codes in FR/LG?
    I tried certain fanfare codes, but they all just did that sound when you get a item.
     

    Irish Witch

    Office Jenny
    147
    Posts
    17
    Years
  • when i compile a script in scriptED it says overflow how does thit cames?

    i do push on the ... and load firered
    then i copy the script in scriptED
    then i save it
    then i compile it

    some1 that know the probleme?

    does some1 got a move script for scriptED for fr so the persone moves after the E4 is defeated? or pokewitch?

    I can tell you what that is...
    The value LASTRESULT is equal to the value 0x800d which (as a signed int) interprets as a negitive value. There are other values that do that too, You'll see it written there in the script! While it decode the value as a negitive value when you encode it again the program will crash cause you can't have negetive offsetts. You have to replace those negetive values with the apropriate hex value manually!

    - EDIT -
    Note: Pokescript doesn't have that trouble.. I've tested this!
     
    Last edited:
    1
    Posts
    17
    Years
    • Seen Feb 25, 2007
    In the beginning of the game when you wanna go in the grass Prof Oak stops you.
    Well, I wanna change the way how he walks after that :)
    So:

    Normaly:
    He comes to get you, goes down, then to the right and then he enters his lab.

    I want:
    For example that he goes 4 staps down, 4 left, ...

    This is my first day of scripting so this is what I think it should be.. (Or something like it)
    Code:
    #org 0x800000
    checkflag 0x10A
    compare LASTRESULT 0x1
    if 0x1 goto 0x80050
    setflag 0x10A
    message 0x800010
    boxset 0x2
    applymovement 0x1 0x800020
    pause 0x40
    faceplayer
    message 0x800030
    boxset 0x2
    applymovement 0x3 0x800040
    pause 0x90
    end
    
    #org 0x800010
    = Hey! Wait!
    
    #org 0x800020
    #raw 0x09
    #raw 0x09
    #raw 0x09
    #raw 0x09
    #raw 0xFE
    
    #org 0x800030
    = Don't go in the grass, blabla
    
    #org 0x800040
    #raw 0x08
    #raw 0x08
    #raw 0x08
    #raw 0x0B
    #raw 0x0B
    #raw 0x0B
    #raw 0x0B
    #raw 0x0B
    #raw 0x09
    #raw 0xFE
    
    #org 0x800050
    end

    Is it something like this? Or what is wrong? Didn't tried to insert it yet :)

    PS. You can also tell me in dutch if that's easyer for you :p
     

    Irish Witch

    Office Jenny
    147
    Posts
    17
    Years
  • That looks ok, but you should also be able to use pausemove instead of pause.
    applymovement <people no> <offset>
    Pausemove <people no>
     

    O.G. Duke

    a.k.a OmegaGroudon
    974
    Posts
    17
    Years
    • Seen May 18, 2016
    Ok, My question:
    What is the script to make event dissapear?
    Can I set when player step on a tile, a man will auto walk towards player? Then how?
    How to set trainer events? How to set the trainer own what pokemon?
     

    D-Trogh

    Dead
    439
    Posts
    18
    Years
  • Ok, My question:
    What is the script to make event dissapear?
    Can I set when player step on a tile, a man will auto walk towards player? Then how?
    How to set trainer events? How to set the trainer own what pokemon?
    I'll try to answer your questions..
    1. I've heard you just need to 'setflag' with as flag the Person ID (right ?)
    2. Now: Make a new trigger using AM (It's called Script there../The green S in EventView) Put your script anywhere.. and I THINK, when you walk over it, it'll be activated.
    For the person walking to you, put that in your script using 'applymovement'
    3. Using 'trainerbattle'.. with the new trainer ID go to PET and edit his Pokémon
     

    Irish Witch

    Office Jenny
    147
    Posts
    17
    Years
  • There is another method if you are simply creating a trainer. In Advanced map click the 'Trainer' checkbox to active. Then set the view range field to a number of spaces. If both you and the trainer are on the screen at the same time, and the trainer's facing you (and close enough) he will walk towards you and activate!


    As for doing it with scripts
    In elite map create (or commodeer) a script object.
    Set it's properties to read like this:

    Flag Value: 03 00
    Flag Number: <A flag you set to stop the script happening again>
    Unknown (Both of these are 0)
    Script offset: You're offset!

    ... Inside the script do as Trogh said. Make your applymove effect a sprite on the map and if the character is supposed to disapear then set a flag for the sprite as well!
     
    91
    Posts
    17
    Years
    • Seen Nov 1, 2010
    Does anybody knows what songs are the fanfare codes in FR/LG?
    I tried certain fanfare codes, but they all just did that sound when you get a item.
     

    nothing

    Gorto Hacker
    33
    Posts
    18
    Years
  • I am write multi questions.
    1.How generate non-repeat scripts??
    2.How are byte commands(setbyte,copybyte etc.)
    3.How add or delete move data?
     

    D-Trogh

    Dead
    439
    Posts
    18
    Years
  • 1. Use flags.. checkflag & setflag; or maybe killscript ^^
    2. Don't know
    3. applymovement $personID $movementoffset
    #org $movementoffset
    #raw movement_here
    #raw movement_here
    #raw 0xFE 'needs to be here..
     
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