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Got a problem with my new script. I'm using the music switching method found here for the following:
#dyn 0x740000
#org @begin
lock
faceplayer
msgbox @steven
callstd msg_normal
setvar 0x6008 0x129
setvar 0x600A 0x12B
trainerbattle 0x3 0x9 0x0 @defeat
msgbox @afterwards
callstd msg_normal...
Just tried this and its still KOing the Pokemon. For some reason I think it might be the compare routine, because I added a check at the end of the script that would set a flag if it wasnt already set, and unset it if it is and it's not executing at all. Never had this issue before
Disregard...
The main reason I was using special 0x65 wasn't to check for negative HP, but to check to see if the Pokemon hasnt fainted. In other words, I wanted special 0x66 to do damage, but to leave the Pokemon with at least 1 HP so as to avoid wonky things that shouldn't happen (like going into a battle...
Just encountered a problem in my new script (using JPAN's Hacked Fire Red ROM with pksv as script editor):
#dyn 0x740000
#org @start
lock
sound 0x26
fadescreen FADEIN_WHITE
pause 12
setvar 0x8004 0x0
special 0x65
copyvar 0x8008 LASTRESULT
compare 0x8008 0x0
if != call @damage
setvar 0x8004...
Based on what you said, I tried to swap to item IDs for HM 1 (Cut) and TM 50 (Overheat) just to see if it worked. It didn't.
However, I then looked at the disassembled code. For 809a1f1 there was some byteshifting involved. Changing the value (from 0x18 to 0x14) seemed to do the trick at first...
Gen 5 TM routine in Gen 3 games
As anyone who's played Black/White knows, TMs now act like HMs in that they are now infinite use. I was wondering if such is possible in the Gen III games. Because the items use a routine that defines how many to remove after consumption, the amount must be...
Okay me again. Finally got my script working the way I wanted it to, but now I encountered a new problem:
Game: Fire Red
Type: Trigger
Editor: PKSV
Script:
I want it to change music at the beginning of the event, but when I compile it the music doesn't play. When I check the compiled script...
Game: Fire Red
Type: Trigger
Editor: PKSV
Script:
Essentially causes a series of text boxes to appear and then initiate a trainer battle. Instead, the game just freezes as soon as the trigger is stepped on while the music still plays.
A mixprint (reprint + mix) of the GBC TCG Moltres (albeit on steroids) and the Fossil Moltres, along with anything else Moltres may have before the whole LV.X thing.
This time decided to try my luck with the new DP format, so here's Xatu:
Of course some might remember my older ADV style fakes:
http://img87.exs.cx/img87/9396/13108raichu4ye.jpg
http://img41.exs.cx/img41/6007/97-108FeraligatrEX.jpg
http://img41.exs.cx/img41/8431/51-108Skiploom.jpg...
Let me get Furret down fast.
Furret - 80 HP
Colorless
Poke-Power: Scavenger Hunt: Once during your turn (before your attack), you may put 2 cards from your hand on top of your deck. Then search your deck for an Energy card, show it to your opponent, and put it into your hand. Shuffle your deck...
Until I start distributing the aforementioned patch for a "mini-tournament", image fakes are not exactly my first priority right now, if thats what you mean.
A few of them have been made so far, which I'll upload in the future once I complete a few more.
For now though, most of these are being added to a custom made apprentice patch (Link Link)
Also 2 quick fakes:
Sunflora - 70 HP
Grass
Poke-Power: Rooted Healing: Once during your turn (before...
Actually an old set of mine that I never completed, so I thought I'd take the opportunity to get some help from fellow fakers
Mirrors:
http://pokebeach.com/forums/showthread.php?tid=4466&page=1
http://pokegym.net/forums/showthread.php?p=632955#post632955...