Now Possible to NAME new pokemon after using GivePokemon!
The latest version of the pkmadv database now has a command 'NamePokemon'
Use something like this:
if 0x1 goto $GotMew
compare LASTRESULT 0x1
if 0x1 goto $GiveMew
compare LASTRESULT 0x6
if 0x1 goto $ErrorMew
givepokemon 151 5 0
compare LASTRESULT 0x1
if 0x1 gosub $NameMew
$FullParty 1 = Your Party is full!
$NewName 1= Would you like to give the pokemon a name?
$WantMew 1 = Would you like my Mew?\nI dont want it anymore.
$NoMew 1 = You're Weird!
$HowMew 1 = So how is MY Mew?
$RecieveMew 1 = You recieved a mew
- EDIT - 2320 gmt+8
Now added 'Countpokemon' to command database. Code above adjusted apropriately!
Just be careful... Messages usually take a lot of space, if you want to make sure, count the letters (and the wild card counts as one letter, and don't forget to add 1 because of the end of text thing...)
Also, careful with the script blocks length, because your main block (the one that starts at 0x944F00 is quite longer than 32 bytes, and you were starting the text quite close to it, thus crushing the main script. Just be careful... However, don't worry, because it happens to me, even though it happens because I'm stubborn and I want to save as much rom space as possible jojo!)
Well you see, that's why I didn't have any troubles. Cause I compiled using pokescript and re-position the offsetts using bufrite so no overlap!
EDIT - Just so you know this problem what what inspired me to make pokescript in the first place.
Originally Posted by OmegaGroudon
What is the script of Player Starting Position in Pokewitch?
Hold the phones, horses AND potatos!
I just came up with a novel way of doing this while working on my own hack.
I used advanced map to replace the truck map with a 'clone' of the map I want. Many of the scripts I use in this clone are different but the trick is that you think you'r in the same room. I then programme a few small events that can only take place there (easter egg time) and make it so that once you leave you can't go back. When you go back through the door you come out of you go into the real room!
I suppose the only way around that then is to either:
-reverse engineer the thing that changes those tile (Good luck there)
-change the tileset so the tiles being changed are identical,
-or lastly put a sprite over the spot (sweep the problem under the rug so to speek).
I think there is a 'map script' somewhere that you might be able to change, I know elite map can open it but whenever I've tried to edit it the game freezes on entering that point!
While I'm here, ANOTHER NEW COMMAND: selectpokemon
If you don't want to download then it consists of the following commands joined into an alias:
copyvar &h800A &h8004
Put either the new command or the three above in place of the givepokemon command in the previous name pokemon script script to make a script to re-name any pokemon already in your party!
(In case you haven't figured out, I'm trying to figure out a 'tradepokemon' command and while I'm at it hopefully giving things like eggs!
Are you sure that shouldn't be
It is a weird offset, but otherwise that script looks normal.
Make sure the rom you are writing to is for the gameboy advanced!
And remember if you modify one offset you need to modify them all to suit. (Why I use floating offsets in pokescript where possible)
EDIT: I just found a tiny glitch in bufrite. Because you used absolute offsets in this script the first offset auto assigns. I just fixed a buf with that that occurred if you then tried to change the offset.
Your ROM and script must be saved in the same folder as ScriptED with no spaces in the name.
I had the same problem Cristos answered it.
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.