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Look for an item that already does that, and see if it has special values that work like those found on Potions. If so, then the Potion trick should work; if not, then you'll probably need ASM or something.
51 decimal is 0x33 hex.
I think you may have made other mistakes besides assigning the wrong index, as setting a bad index shouldn't break item editors. (Technically speaking, the index was already bad.) Unfortunately, I've no clue what could cause this problem or how to fix it.
Hopefully...
Item ID is the same as the item index I referred to in the tutorial.
As a side note, you should probably use XSE for your script-editing needs. There's more documentation for it, and it has a cleaner syntax.
Offset of item table: 0x03DB028
Offset of an item's entry in the item table: 0x03DB028 + (hex number of item * 0x2C)
Structure of an item's data:
Bytes 00-13 Name
Bytes 14-15 Index
Bytes 16-17 Price
Bytes 18 Special value 1
Bytes 19 Special value 2
Bytes 20-23 Description...
You need to find an unused space in RAM that will also be copied to a "save block" when the game is saved. (Unless you expect your users to rely ENTIRELY on savestates -- but you shouldn't force them to.)
Right now, your table is stored at 0x830000. This, however, is actually only an...
It's my understanding that there actually are other move-related commands, which teleport a sprite instead of having it execute a movement sequence. Ergo "move" as a command name would be too ambiguous.
1. Those aren't done with a script. It's ASM.
2. You'd have to find some free space in RAM to store it, I think, and you'd have to make sure the location you pick is part of the RAM areas that get saved. I'm not aware of any unused buffers (besides the scriptable ones, which are not reliable...
I know this post is old, but I can at least describe the nature of the problem: the game reloads the OW palettes when you exit menus, and the hack apparently doesn't touch that reloading routine. The result is that the palettes (and possibly even tile animations, judging by what happens to your...
Now that I look at the specific example you've given, the differences are minimal. XSE (as I usually see it posted here) just looks cleaner because it's lowercase. :\
I've seen other examples of PokeScript and PKSV on the boards, though, and those usually look quite a bit messier. Dollar signs...
I find the C-style to be horrifying ugly, and PokeScript's kind of wonky-looking compared to the cleaner style seen in XSE. :< But take that with a grain of salt, since I don't think I myself am going to do any more hacking in a long time.
Inline-strings are a great idea. It's good that you're...
My signature has a link to a list of every flag in FireRed and what it's used for. If you remove all of the default Nintendo scripts for a particular flag, then that flag will be safe to use in your custom scripts.
Keep the perspective of your tiles consistent with one another and with the OWs; otherwise, things will end up looking flat. For example, RSE's perspective is less aerial than FR's. If you import RSE tiles or OWs into FR, they stand out and look very flat.