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preparemsg is even more flexible than msgbox 0x4.
preparemsg will continue to execute script below it as soon as the message box appears.
But msgbox 0x4 seems to wait for the message box to finish before continuing.
So if things are meant to happen automatically after (or during) the message...
I'm not sure I fully understand the difference.
preparemsg starts displaying a textbox that stays open, and immediately continues executing the script below it, so it gives me a lot of control of what happens next.
I thought msgbox 0x4 did something similar?
This issue is more about trying to interrupt a message with a visual event, while still giving the player enough time to read the text.
For example:
So in this case, as soon as the 2nd person's message box has finished displaying the text, the message box would disappear and the explosion...
Thanks! That solves the default text speed.
As for changing text speed for a certain message, adding dots after the text doesn't quite solve my problem.
I'm programming a cutscene where I want one message to appear slower to create suspense, and then the message box will disappear automatically...
I have 2 questions regarding text speed:
1. How can I set the default text speed option to fast?
I feel like most players want it set to fast, so it would be nice to have it on fast by default.
2. Can I slow down the text for just one message?
I have a cutscene where I want a message to...
Yeah I had done the part where I change 0xFFFF to 0x0 to make the level script work properly. I just wanted to write down the full steps in this thread :p.
But none of the tutorials I found had any information about the part where I compared against multiple values of a variable, so that's where...
Is there a download for the latest version that is compiled and ready to use?
The version before it is over a year older and the new one has a lot of bug fixes.
I managed to get it working!
I'll post the solution in case anyone else has this issue in the future.
I had to decompile the map script code generated by Advance Map and make some changes to it.
First, I added a map script with advance map:
Then, went to the "professional header menu" by...
Thanks for the reply! The thing is, I'm trying to solve this without using a second variable if possible.
The script will run exactly the same no matter if 0x4055 is 1, 2, or 3, it's just that i'm having trouble triggering the script in the header section in Advance Map, since it requires to...
I've run into an issue with the Map Scripts section in Advance map.
I want a script to execute when the player enters a house, and a variable is equal to either 1, 2 or 3. (Afterwards, the variable will be set to 4)
So I added 3 map scripts, each checking the value of variable 4055:
(the only...
Thanks a ton!
I couldn't get the code you posted to work at first.
When I lost the fight, I still whited out and was taken to the last heal location.
But the solution was easy!
I had to both remove Oak's tutorial text like you described,
and then change the third argument of "trainerbattle"...
I'm trying to let a script continue even if the player loses the battle.
The only way I know how is to put 0x9 and 0x3 for the bolded values:
trainerbattle 0x9 0x148 0x3 @rivalWinText @rivalLoseText
But an unwanted effect of this is that Oak's battle tutorial text is displayed.
How can I...
I saw their ROM base, but it seemed like it had way too many features that I don't want, which is what made me download this one.
The main thing I cared about was the Attack/Special split, and the fairy type was a nice addition too.
I appreciate the suggestion tho! I'll go back and take a...
I want to use this base for a hack I want to make, but I've run into some problems.
Basically, patching the rom was successful, and I tested it out in an emulator and all the changes work properly.
But none of the ini files provided by MrDollSteak seem to work.
After patching the rom and...