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  #8451    
Old July 9th, 2013 (01:34 AM).
LusoTrainer's Avatar
LusoTrainer LusoTrainer is offline
 
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Quote originally posted by Ash493:
Move bufferpokemon command before the fadescreen 0x0...


Tried that. It didn't work.

Quote originally posted by Ash493:
I don't really know why do you use such a complicated way but I guess you have a reason...


What do you mean?
  #8452    
Old July 9th, 2013 (03:07 AM).
Saasta Saasta is offline
 
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So I've created my own starter Pokemon script. It works all fine except that when I go to start menu -> Pokemon and choose my Pokemon's summary, the game freezes! (The Pokemon's cry plays and it moves and then the music turns a bit more silent. After that I can't do anything)

Quote:
#org 0x8741497
'-----------------------------------
hidepokepic
disappear LASTTALKED
msgbox 0x87410E9 ' Oak: Congratulations...
callstd MSG_NOCLOSE ' Non-closing message
setflag FR_POKEMON
addpokemon BULBASAUR 5 NONE 0x0 0x0 0x0
storepokemon 0x0 BULBASAUR
message 0x8741048 ' \v\h01 received Bulb...
showmsg
fanfare 0x13E
waitfanfare
msgbox 0x874105F ' Would you like to na... NAMING
callstd MSG_YESNO ' Yes/No message
compare LASTRESULT YES
if == jump 0x8740FB8 ' Equal To
if < jump 0x8740FC7 ' Smaller Than
release
end
Battles and leveling work fine too with that Pokemon.

Ps. The Pokemon that my script gives is the player's first..
  #8453    
Old July 9th, 2013 (03:13 AM).
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Quote originally posted by Saasta:
So I've created my own starter Pokemon script. It works all fine except that when I go to start menu -> Pokemon and choose my Pokemon's summary, the game freezes! (The Pokemon's cry plays and it moves and then the music turns a bit more silent. After that I can't do anything)



Battles and leveling work fine too with that Pokemon.

Ps. The Pokemon that my script gives is the player's first..
This seems more lik a graphics issue. I think the game is having trouble loading the sprite. Did you edit it?
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  #8454    
Old July 9th, 2013 (03:17 AM). Edited July 9th, 2013 by Saasta.
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Quote originally posted by karatekid552:
This seems more lik a graphics issue. I think the game is having trouble loading the sprite. Did you edit it?
I haven't edited any bulbasaur sprite but I have changed some other images. I hope I haven't corrupted anything..

EDIT: I can change the summary page if I'm fast enough. But after the cry and the animation, game freezes..
EDIT2: This happens also in the original first Pokemon script in Pallet town so I have probably corrupted something. My backups have this same problem so I must copy all my work to a new fresh vanilla rom.. Luckily I haven't done so much content that it won't probably take so long.
  #8455    
Old July 9th, 2013 (09:50 AM).
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Okay, I have a simple applymovement msgbox script, and it freezes right after the applymovement part of my script, and the textbox never comes up. When I step on the green script block, the npc moves properly, stops, and the music just keeps playing and nothing else can be done. I am sure that i have the proper unknown and var numbers for my script, but it still isn't working.

Here is the code:
Spoiler:
Code:
#dynamic 0x802E51

#org @start
lock
faceplayer
checkflag 0x200
if 0x1 goto @done
playsong 0x13B 0x0
applymovement 0x01 @move1
waitmovement 0x0
msgbox @1 0x6
applymovement 0x01 @move2
waitmovement 0x0
hidesprite 0x01
fadesong 0x012C
setflag 0x200
release
end

#org @done
hidesprite 0x1
end

#org @move1
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0xFE

#org @move2
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0xFE

#org @1
= [rival]: Hey [player] I was just\nabout to get you! You're about\lto be late to class! Hurry up and\lget to the classroom downstairs.\lRoom 101.\nSee ya there.
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  #8456    
Old July 9th, 2013 (10:10 AM).
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Try waitmovement 0x1. The game waits for sprite 0 to finish moving when it didn't move in the first place, thus freezing.
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  #8457    
Old July 9th, 2013 (03:11 PM). Edited July 9th, 2013 by karatekid552.
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Quote originally posted by gogojjtech:
Try waitmovement 0x1. The game waits for sprite 0 to finish moving when it didn't move in the first place, thus freezing.
Dude, we have told you this before. Waitmovement 0x0 waits for all sprites to finish moving, whereas any other number is particular to the event. You can't have a person event 0. That creates issues if you do.

Quote originally posted by Sky93:
Okay, I have a simple applymovement msgbox script, and it freezes right after the applymovement part of my script, and the textbox never comes up. When I step on the green script block, the npc moves properly, stops, and the music just keeps playing and nothing else can be done. I am sure that i have the proper unknown and var numbers for my script, but it still isn't working.

Here is the code:
Spoiler:
Code:
#dynamic 0x802E51

#org @start
lock
faceplayer
checkflag 0x200
if 0x1 goto @done
playsong 0x13B 0x0
applymovement 0x01 @move1
waitmovement 0x0
msgbox @1 0x6
applymovement 0x01 @move2
waitmovement 0x0
hidesprite 0x01
fadesong 0x012C
setflag 0x200
release
end

#org @done
hidesprite 0x1
end

#org @move1
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0xFE

#org @move2
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0xFE

#org @1
= [rival]: Hey [player] I was just\nabout to get you! You're about\lto be late to class! Hurry up and\lget to the classroom downstairs.\lRoom 101.\nSee ya there.
I can almost guarentee the issue is in using the wrong XSE. What version are you using?
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  #8458    
Old July 9th, 2013 (03:28 PM).
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Quote originally posted by karatekid552:
I can almost guarentee the issue is in using the wrong XSE. What version are you using?
Im using XSE version 1.1.1
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  #8459    
Old July 9th, 2013 (03:59 PM).
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What happens if I push it?....
 
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Quote originally posted by Sky93:
Im using XSE version 1.1.1
I just compiled and tested the script you sent. It works fine. Make sure the Person EVENT is set to 1 for the character you want to move, not the Person ID or No.
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  #8460    
Old July 9th, 2013 (04:06 PM).
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This is what it looks like:

Spoiler:
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  #8461    
Old July 9th, 2013 (05:08 PM).
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Oh, my bad. I forgot
I have my Waitmovement usually set to the person.
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  #8462    
Old July 9th, 2013 (07:10 PM).
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destinedjagold destinedjagold is offline
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Quote originally posted by karatekid552:
Waitmovement 0x0 waits for all sprites to finish moving, whereas any other number is particular to the event. You can't have a person event 0. That creates issues if you do.
From my experience, waitmovement 0x0 waits for the last person event during the applymovement to finish and then the script continues.

Code:
#org @start
...
applymovement 0x1 @m1
applymovement 0x2 @m2
applymovement 0x3 @m3
waitmovement 0x0
...
end

#org @m1
#raw 0x08 0x08 0x08 0x08 0x08 0x01 0xFE

#org @m2
#raw 0x08 0x08 0x01 0xFE

#org @m3
#raw 0x01 0xFE
The script continues after person event number 3 is done moving, even though person events 1 and 2 aren't done moving yet.
But that's from my experience on hacking Ruby for so many years. No idea about FireRed though.


Quote originally posted by Saasta:
I haven't edited any bulbasaur sprite but I have changed some other images. I hope I haven't corrupted anything..

EDIT: I can change the summary page if I'm fast enough. But after the cry and the animation, game freezes..
EDIT2: This happens also in the original first Pokemon script in Pallet town so I have probably corrupted something. My backups have this same problem so I must copy all my work to a new fresh vanilla rom.. Luckily I haven't done so much content that it won't probably take so long.
You have probably overwrote data on a non-free space on your ROM by accident. =/

Quote originally posted by Sky93:
Okay, I have a simple applymovement msgbox script, and it freezes right after the applymovement part of my script, and the textbox never comes up. When I step on the green script block, the npc moves properly, stops, and the music just keeps playing and nothing else can be done. I am sure that i have the proper unknown and var numbers for my script, but it still isn't working.

Here is the code:
Spoiler:
Code:
#dynamic 0x802E51

#org @start
lock
faceplayer
checkflag 0x200
if 0x1 goto @done
playsong 0x13B 0x0
applymovement 0x01 @move1
waitmovement 0x0
msgbox @1 0x6
applymovement 0x01 @move2
waitmovement 0x0
hidesprite 0x01
fadesong 0x012C
setflag 0x200
release
end

#org @done
hidesprite 0x1
end

#org @move1
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0xFE

#org @move2
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0xFE

#org @1
= [rival]: Hey [player] I was just\nabout to get you! You're about\lto be late to class! Hurry up and\lget to the classroom downstairs.\lRoom 101.\nSee ya there.
Try adding “nop1” right after your ‘playsong’ and ‘fadesong’ codes.
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  #8463    
Old July 9th, 2013 (09:39 PM). Edited July 9th, 2013 by karatekid552.
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Quote originally posted by destinedjagold:
From my experience, waitmovement 0x0 waits for the last person event during the applymovement to finish and then the script continues.

Code:
#org @start
...
applymovement 0x1 @m1
applymovement 0x2 @m2
applymovement 0x3 @m3
waitmovement 0x0
...
end

#org @m1
#raw 0x08 0x08 0x08 0x08 0x08 0x01 0xFE

#org @m2
#raw 0x08 0x08 0x01 0xFE

#org @m3
#raw 0x01 0xFE
The script continues after person event number 3 is done moving, even though person events 1 and 2 aren't done moving yet.
But that's from my experience on hacking Ruby for so many years. No idea about FireRed though.
I did experience this in Ruby. I always make sure my movements are the same length, just out of habit, using delays and such, so maybe this carries over into FireRed. However, the main point was that it doesn't wait for person event 0. So, yeah... Thanks, I need to look into that for other games.

Quote originally posted by destinedjagold:
Try adding “nop1” right after your ‘playsong’ and ‘fadesong’ codes.
It ran just fine when I compiled it, so I don't think it is the script itself, but it is worth a try.

Quote originally posted by Sky93:
This is what it looks like:

That is correct. hmmmm
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  #8464    
Old July 10th, 2013 (03:18 AM).
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Hello, I am new here.
I wanted to make a script for Pokemon Firered. I made an applymovement script and at the end of it I wanted that the person who talk to me disappears after it.

So here is the script

Spoiler:
#dynamic 0x800928

#org @start
msgbox @talk1 0x6
playsong 0x0131 0x0
applymovement 2 @walk1
waitmovement 2
applymovement 0xFF @walk2
waitmovement 0xFF
msgbox @talk2 0x6
applymovement 2 @walk3
waitmovement 2
hidesprite 2
setvar 0x6000 0x1
setflag 0x2000
fadesong 0x0131
release
end

#org @talk1
= Text......

#org @talk2
= Text....

#org @walk1
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x01
#raw 0xFE

#org @walk2
#raw 0x62
#raw 0xFE

#org @walk3
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0xFE


So the script works fine everytime, but the problem is that you can't see the sprite of the person sometimes. Also after the script sometimes the person is there again and sometimes not. It isn't regulary. I have this problem with all sprites which I want to hide.
Hope you understand my problem and someone can fix it.
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  #8465    
Old July 10th, 2013 (05:40 AM).
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Quote originally posted by Phiupp:
Hello, I am new here.
I wanted to make a script for Pokemon Firered. I made an applymovement script and at the end of it I wanted that the person who talk to me disappears after it.

So here is the script

Spoiler:
#dynamic 0x800928

#org @start
msgbox @talk1 0x6
playsong 0x0131 0x0
applymovement 2 @walk1
waitmovement 2
applymovement 0xFF @walk2
waitmovement 0xFF
msgbox @talk2 0x6
applymovement 2 @walk3
waitmovement 2
hidesprite 2
setvar 0x6000 0x1
setflag 0x2000
fadesong 0x0131
release
end

#org @talk1
= Text......

#org @talk2
= Text....

#org @walk1
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x01
#raw 0xFE

#org @walk2
#raw 0x62
#raw 0xFE

#org @walk3
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0xFE


So the script works fine everytime, but the problem is that you can't see the sprite of the person sometimes. Also after the script sometimes the person is there again and sometimes not. It isn't regulary. I have this problem with all sprites which I want to hide.
Hope you understand my problem and someone can fix it.
Read this: http://www.pokecommunity.com/showthread.php?t=302347
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  #8466    
Old July 10th, 2013 (06:17 AM).
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So you have to use the "safe flags" between 200 and 2FF?!
I think it works now, thanks a lot!
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  #8467    
Old July 10th, 2013 (09:54 AM).
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karatekid552 karatekid552 is offline
What happens if I push it?....
 
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Quote originally posted by Phiupp:
So you have to use the "safe flags" between 200 and 2FF?!
I think it works now, thanks a lot!
mhmm, your script used a flag that being constantly changed by the RAM, so of course it wouldn't work.
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  #8468    
Old July 10th, 2013 (12:51 PM).
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Ok, That could be the reason why sometimes you saw the sprite and sometimes not. Hope my scripts will work now.
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  #8469    
Old July 13th, 2013 (04:11 AM).
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Quote originally posted by LusoTrainer:
I have a legendary event with Mew (that I've posted here before) which works as intended except for a small detail: whenever I catch or defeat it and return to the game he's still there until a fadescreen happens at wich point he's removed from the map. Is there a way to make it gone as soon as I defeat/catch it like every other legendary?

Here's the script:

Spoiler:
'---------------
#org 0x7404A7
special 0x187
compare LASTRESULT 0x2
if 0x1 goto 0x8740523
special 0x188
lock
faceplayer
checksound
cry 0x97 0x2
msgbox 0x8740562 MSG_FACE '"Mew!"
waitcry
pause 0x14
playsong 0x156 0x0
waitkeypress
setflag 0x2FF
setwildbattle 0x97 0x3 0x0
setflag 0x807
special 0x138
waitstate
clearflag 0x807
special2 LASTRESULT 0xB4
compare LASTRESULT 0x7
if 0x1 goto 0x8740526
compare LASTRESULT 0x1
if 0x1 goto 0x8740530
compare LASTRESULT 0x4
if 0x1 goto 0x8740530
setflag 0x201
fadescreen 0x1
setflag 0x2FF
hidesprite LASTTALKED
fadescreen 0x0
bufferpokemon 0x0 0x8004
msgbox 0x8740569 MSG_KEEPOPEN '"The [buffer1] flew away!"
release
end

'---------------
#org 0x740523
release
end

'---------------
#org 0x740526
setflag 0x201
goto 0x874053C

'---------------
#org 0x740530
setvar 0x8004 0x97
goto 0x8740549

'---------------
#org 0x74053C
fadescreen 0x1
setflag 0x2FF
hidesprite LASTTALKED
fadescreen 0x0
release
end

'---------------
#org 0x740549
fadescreen 0x1
setflag 0x2FF
hidesprite LASTTALKED
fadescreen 0x0
bufferpokemon 0x0 0x8004
msgbox 0x8740569 MSG_KEEPOPEN '"The [buffer1] flew away!"
release
end


'---------
' Strings
'---------
#org 0x740562
= Mew!

#org 0x740569
= The [buffer1] flew away!
Could anyone help? I've tried the suggestion made above, but it still didn't work.
  #8470    
Old July 13th, 2013 (06:54 AM).
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What happens if I push it?....
 
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Quote originally posted by LusoTrainer:
Could anyone help? I've tried the suggestion made above, but it still didn't work.
Set the flags that make him disapear before the battle. This might work.
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  #8471    
Old July 15th, 2013 (02:38 PM). Edited July 15th, 2013 by Golden Warrior.
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Hm... This is interesting. Alright, so I'm using Pokemon Ruby. Upon scripting giving the player a Pokedex and a Charmander, the Pokedex doesn't work properly. It is completely blank and you can't move around in it. (like this: http://gyazo.com/674339abac7cd82e1ebdc06d09d5de17)

I know the cause is that the national Pokedex doesn't activate until you trade with FR/LG/E but I am here because I want to know if there is a way around this. Is there a code (special 0x?? or something) that can give the player the national Pokedex to begin with?

Thank you in advance.

EDIT:

Another question while I'm here.

Special 0x140
showpokepic 0x4 0x0A 0x03
msgbox @1 0x6

The script part above gives me this: http://gyazo.com/4ec99cca82aa95ec5fbdf43a3467ad95

Any way around that?
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  #8472    
Old July 15th, 2013 (05:01 PM).
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What happens if I push it?....
 
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Quote originally posted by Golden Warrior:
Hm... This is interesting. Alright, so I'm using Pokemon Ruby. Upon scripting giving the player a Pokedex and a Charmander, the Pokedex doesn't work properly. It is completely blank and you can't move around in it. (like this: http://gyazo.com/674339abac7cd82e1ebdc06d09d5de17)

I know the cause is that the national Pokedex doesn't activate until you trade with FR/LG/E but I am here because I want to know if there is a way around this. Is there a code (special 0x?? or something) that can give the player the national Pokedex to begin with?

Thank you in advance.

EDIT:

Another question while I'm here.

Special 0x140
showpokepic 0x4 0x0A 0x03
msgbox @1 0x6

The script part above gives me this: http://gyazo.com/4ec99cca82aa95ec5fbdf43a3467ad95

Any way around that?
1)Ummmm, it is a special in FR, so I would assume it is the same in Ruby. Why not look at the script in which he gives it to you? I think it is the one where he talks to you after you beat the elite four, not when you trade with FRLG. In FR it is special 0x16F. Give that a try, and if it doesn't work, try and find the script in Ruby.


2)Nobody knows what special 0x140 does, so why are you using it? That is probably the issue.
Edit: Forgot you were on Ruby, we don't have a specials list for Ruby.
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Old July 15th, 2013 (06:11 PM).
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Quote originally posted by karatekid552:
1)Ummmm, it is a special in FR, so I would assume it is the same in Ruby. Why not look at the script in which he gives it to you? I think it is the one where he talks to you after you beat the elite four, not when you trade with FRLG. In FR it is special 0x16F. Give that a try, and if it doesn't work, try and find the script in Ruby.


2)Nobody knows what special 0x140 does, so why are you using it? That is probably the issue.
Edit: Forgot you were on Ruby, we don't have a specials list for Ruby.
1) That's the thing. There is no scene where he gives it too you. It auto-activates by trading with FR/LG/E. But, I'll give that special a try, thanks.

2) Actually, people on the Whack-a-hack forums found out that it sets the palette correctly for the Pokemon before it displays it with the showpokepic code. (Oh, wait, just saw your edit. Oops. )

When I use that special, it corrects the palette, but places missing no. there infront of the Charmander. If I DON'T have that code, the palette is inverted and messes up a lot, so I have no idea what to do here.

(I COULD make missing no. transparent in UNZL, but I don't want to do that as it would ruin the Pokedex more.)
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  #8474    
Old July 15th, 2013 (06:37 PM). Edited July 15th, 2013 by destinedjagold.
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Quote originally posted by Golden Warrior:
Hm... This is interesting. Alright, so I'm using Pokemon Ruby. Upon scripting giving the player a Pokedex and a Charmander, the Pokedex doesn't work properly. It is completely blank and you can't move around in it. (like this: http://gyazo.com/674339abac7cd82e1ebdc06d09d5de17)

I know the cause is that the national Pokedex doesn't activate until you trade with FR/LG/E but I am here because I want to know if there is a way around this. Is there a code (special 0x?? or something) that can give the player the national Pokedex to begin with?

Thank you in advance.

EDIT:

Another question while I'm here.

Special 0x140
showpokepic 0x4 0x0A 0x03
msgbox @1 0x6

The script part above gives me this: http://gyazo.com/4ec99cca82aa95ec5fbdf43a3467ad95

Any way around that?
special 0x140 corrects the pallete before the box shows up?
That's new to me, and I'm thankful for that info. :D
I'm going to try that out soon.

Anyway, for your questions...
Have this code (edit)beforeafter the flag of the PokeDex...
Code:
writebytetooffset 0x2 0x2026B00
writebytetooffset 0x3 0x2026B01
writebytetooffset 0xDA 0x2024EBE
writebytetooffset 0x67 0x2026A5A
so you can have the National Dex.

As for your second question, maybe it's connected on the fact that you don't have the national dex yet? not entirely sure...
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  #8475    
Old July 15th, 2013 (06:44 PM).
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Quote:
special 0x140 corrects the pallete before the box shows up?
That's new to me, and I'm thankful for that info. :D
Well, yes, but it only seemed to work for one person correctly. The others had to making missing no. transparent in UNZL like I might end up doing.

Thanks for the Pokedex codes!
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