Does anyone know how to make a "permanent" setmaptile event? So that the map doesn't reset to the original when you exit it.
checkflag 0xblahblah 0x1
if 0x1 call @setmaptiles
end
#org @setmaptiles
-insert your setmaptiles here-
return
Is it possible to prevent PP reduction of a move?
Hey, its [01] - Type and you forgot the "special 0x8E" in it :)
So I have a Mac right now, but I am considering buying a Bootcamp for my computer do I can use windows and hack! My only question is, should I get Bootcamp for Windows XP or 7? Basically my question is, which one is better for hacking?
So I have a Mac right now, but I am considering buying a Bootcamp for my computer do I can use windows and hack! My only question is, should I get Bootcamp for Windows XP or 7? Basically my question is, which one is better for hacking?
I run seven, and used to run XP. I can say there are many tools which have been made on xp so they're more compatible and bug free (not saying that every tools has bugs). MS-Paint on xp is also much better to work with when you're working on tiles or editing titlescreens, however you can just download it on Seven. It comes down to personal preference. I like using seven because it looks better and offers more "things" which I don't even end up using {XD}.
I believe 7 is also way more expensive. You're choice!
What about ruby?JPAN's hack has a special for this I believe. (I feel myself posting this same message a lot....)
What about ruby?
So I have a Mac right now, but I am considering buying a Bootcamp for my computer do I can use windows and hack! My only question is, should I get Bootcamp for Windows XP or 7? Basically my question is, which one is better for hacking?
Hmm, I've never touched ASM before but I've planned to learn it soon, guess now is the time, thanksYou will either have to port it to Ruby, or discover how Ether works and write some ASM to mimic it. You would need to be able to decrypt Pokemon Data and then edit the PP values for the moves. Not terribly hard if you know what you are doing, but if you have never touched ASM before, it is a good goal.
Does anybody know how to check for a specific Pokemon in your party?
I tried checking out the original script for in game trading, but it seems to store the Pokemon through some sort of variable.
Basically, I simple branch script that if the Pokemon is not in your party, it jumps to a different script.
I'm pretty sure there is something like this in Pokemon Ruby, but I can't remember where.
Does anybody know how to check for a specific Pokemon in your party?
I tried checking out the original script for in game trading, but it seems to store the Pokemon through some sort of variable.
Basically, I simple branch script that if the Pokemon is not in your party, it jumps to a different script.
I'm pretty sure there is something like this in Pokemon Ruby, but I can't remember where.
Does anybody know how to check for a specific Pokemon in your party?
I tried checking out the original script for in game trading, but it seems to store the Pokemon through some sort of variable.
Basically, I simple branch script that if the Pokemon is not in your party, it jumps to a different script.
I'm pretty sure there is something like this in Pokemon Ruby, but I can't remember where.
Does anybody know how to check for a specific Pokemon in your party?
I tried checking out the original script for in game trading, but it seems to store the Pokemon through some sort of variable.
Basically, I simple branch script that if the Pokemon is not in your party, it jumps to a different script.
I'm pretty sure there is something like this in Pokemon Ruby, but I can't remember where.
#dynamic 0x800000
#org @start
setvar 0x8004 0x19 // Set the number of the Pokemon you want to check for in the variable 0x8004, in this case it is 0x19 (Pikachu)
special2 0x8005 0x17C // Execute the special and returns the result to variable 0x8005
compare 0x8005 0x1 // 0x1 is returned to 0x8005 if the Pokemon is in your party, otherwise it returns 0x0
if 0x1 goto @HavePikachu
...
#dynamic 0x800000
#org @start
setvar 0x8004 0x0 // Sets 0x8004 to 0x0, the beginning of your party
special2 0x8005 0x147 // Execute the special and return the result to variable 0x8005
compare 0x8005 0x19 // Checking if the result returned is 0x19 (Pikachu)
if 0x1 goto @PikachuIsFirst
...