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Dynamic Multichoice
Hey there. Over the last couple days I've been working on a take on the multichoice script command that allows you to create arbitrary menus from the scripting system. I was mostly not fully satisfied with the implementations of list menus / other forms of dynamic...
The actual order of how events are executed is defined by move effect itself, so it is not trivial to change. Also: The attackstring is printed even if a move misses, the animation is only played if it actually hits, so there's also that.
~SBird
[Pokeemerald] Simplistic Battle Intro
Removes the scanline effect clutter and sprite sliding from the battle intro animation and replaces it with only an opening window. This makes it easier to build new battlescreens since you do not have to conform to animation constraints and also speeds up...
It should really work on most emulators, we tested a bunch of them - but to have a good experience you may wanna checkout retroarch on Android, mGBA on Desktop and if all fails because you cannot get retroarch to run on your device (e.g. iphones...) you might want to use MyBoy (Which I do not...
Heya, i just fired up a new game on the current release version and got a female Charmander after just a few tries, so this is definitely not a bug :) - Keep in mind that all 3 of our starters have a very high chance of being male. (87.5%)
The project is based on `pokeemerald` the decomp...
Please do not Download an inofficial ROM Version of the game. We supply the game as a BSP Patch files with instructions on how to patch the game as are the rules for this board! We have reported the incident.
A german, as well as an english version is supplied by us on the Download Page...
So, the thing is we cannot really support a lot of languages, because that means a heavy workload on our whole team. And while we don't object you just translating a single version this will probably be invalid in a few weeks, when we do a minor release or something, or even change part of the...
It should be managable to increase the EV total, hence you could have 255 in each stat. As for increasing the individual EV value of each stat: Not so much - Those values have to be saved somewhere, taking up precious space. There are two extra bytes in the Pokémon structure you could use, but...
Feel free to use of course, but note that as long as you don't have your flags expanded this will definitely not work. All those routines (As far as I remember) work as follows:
get the trainer flag ID (= Trainer ID)
add a constant C to it (0x500)
call the flag handler, to set / clear a flag...
The trainerflags are handled just as normal flags, and are hardcoded to have a range starting at 0x500. So if you have expanded your flags already all you would want to do is twist and tweak the region, so they don't collide with internal flags (Menu Entries etc.)
I set them to begin at 0x1000...
I have driven my experiments further and tested plain speed values for now, one problem accuring is integer division:
https://puu.sh/qGNfn/ab87185d33.png
This should mathematically be 75 / 60, but because of inaccurate division it is not. This mathematical flaw could be compensated with adding...
I don't know if this is really that "interesting" but as I said earlier i'm currently porting this partly to firered (partly porting, partly writing own code, anyways...)
I also ported your speed routines, and, since I thought testing this all would be a heck of a mess (its partly random...
@KDS: Initiative, I meant Initiative :P
To be precice: The routine that compares two pokémon and decides who is to act first (I guess this is also used if more than two pokémon participate in a battle and it is just called multiple times)
You check for priority moves, trick room etc. but not...
I just checked out your code and thought its truly amazing. I also copied some of your structures and tried to implement your features into my own hack (Working on FR though otherwise I would just contribute to your engine :T) - Hope you don't mind that, making sure to give you the respective...