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Only gen 1 - 3 pokemon are available in the game in the latest version.
To get there, go to Warain Waterpath, go south, left and two guards will be next to the building. Go into the building and you'll be warped there, but there's not much to do there except catch some new pokemon.
The only way (that I know of) why your NPC would disappear is if it has the flag 299 in its person ID box in Advance Map. If it does have it, just remove the flag from the box.
This is most likely happening because of var 4022. Vars from 4020 to 4024 have something to do with keeping repel values, so you should use a var other than those and the script should work properly.
Make sure to use a new offset while compiling the song in sappy (dont overwrite the same one), and check if the voicegroup offset is correct (your .s file may use some instruments which are not compatible with selected voicegroup).
Another thing that could be causing this is the drum sound...
Change the palette to the way it was before ( revert the palette ID/slot to match previous values, and if you forgot, you can use an unmodified rom to check the values.) and see if that fixes anything (revert the character back to the way it looked as it seems like you're using the reflection...
Thanks for the detailed bug report, this seems like it was caused by wild double battles that I inserted in the last patch. I removed that and things seem to be ok now, and also, I forgot to change gust to special as well as some other moves and that's taken care of now too.
I encountered...
Actually, in the meantime I made an alternative patch (the 2.5X version) where I applied the PSS (no new movesets though and I didn't test the game out but it should work) and it's in the attachments.
That sounds like a pretty bad glitch since I don't ever remember putting an NPC that takes player's pokemon like that, if you remember the place where that happened (if it has), I'll try to look into it.
This game doesn't have a discord, nor will have one, all questions can be asked here.
But...
A level script is probably moving the pokeball, also, make the unknown value 00, 03 probably interferes with the pokeball.
Also, in your script add this command before setflag:
hidesprite 0x9.
Try changing the person event number of the pokeball if else fails and if you do, adjust it in the...
Check if you actually chose a rom in XSE, and that you are compiling to it. Also, upon conpiling, note down the offset that you get and paste it to the npc in Pallet Town.
Also, try changing the "person event number" if you added a new npc.
You should also set XSE as a default script editor in...
You can actually use flags from 11 to 1F, so you can have more rocks on a map.
If you have only one rock on the map assign any of the flags from 11 - 1F to it, and if you have more, assign any of the flags from 11 - 1F to it but make sure it's different from the flag of the first rock.
You can use any of these 11 - 14 flags for those rocks and it will work well. If you have four rocks, one will have a flag of 11, one will have a flag of 12 and so on till ag 14. You can reuse these flags for rocks on other maps too.
And you can just click the rock and write any of those flags...
I didn't clarify, but you should assign this flag to the person ID box in Advance Map, not the code itself, and yes, it would negatively affect other rocks in the map if used in the code.
So, just add any of those flags to the person ID box in Advance Map and don't add any flags to the code...