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DIEGOISAWESOME. PLZ!!!. I have played pokémon crystaldust and I LOVED it. But the things you changed like opeing and the color when the pokémon word shines. PLEASE! make tutorials of them. EVEN IF THIS IS THE FUTURE. PLZ!
!!!! !!!! !!!! PLEASE!!!!!!!!!!! PLEASE!!!!!!! I BEG YOU! PLZ!! :( |
Having some problems moving the camera with a script tile. I'm setting unknown to 3 and my script doesn't crash. It simply doesn't move the camera. Even using a waitmovement 0x7F after my applymovement call.
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Make sure that you're including the commands 'special 0x113' and 'special 0x114' before and after moving the camera. |
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Now am I able to move the camera with the movesprite or movesprite2 cmds? I have a script where this would be much easier than adjusting the camera based on players initial location with an applymovement cmd. |
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The camera is 0x7F, but as far as I can tell I'm not able to move it with any movesprite cmd. Also having a problem were the sprite whose ID initiates my script keeps turning to face against the player each time I applymovement 0xFF. This is bizarre to me because I'm not even using a faceplayer cmd, or msgbox 0x6 (which I think deals with some kind of faceplayer call, if I'm correct). Even more bizarre because the player moves earlier in the script and doesn't trigger the NPC to move.
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there is the body if anyone wants to check it out... |
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Also, you're using setflag 0x113/ 0x114 instead of the special command in your script. Finally, its msgbox 0x2 that has lock/ faceplayer automatically built-in. Here's what it says in the first post of this thread: Spoiler:
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Is there a way to compare a variable based on whether it is higher or lower than a certain number?
For example.. if 0x4011 > 20 event happens |
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Beautiful!
Thank you very much! |
Hi, I'm trying to execute a code that allows me to evolve a certain pokemon in my party (I'm actually form changing it, but I have inserted a routine to skip the evolution sequence. The issue I'm having is forcing the game to specifically ONLY evolve the particular pokemon.
So far I have this code: (note that my issue isn't with the routine, but rather with making the game understand that I picked A certain pokemon and any other pokemon will not be allowed to evolve) Spoiler:
So, yeah.. Basically I need the game to check if I have the pokemon, find which slot that pokemon is in and execute that ASM to evolve it... Does anyone have any information? It would be greatly appreciated. BTW I got the ASM from here if that helps.. https://www.pokecommunity.com/showpost.php?p=8513813&postcount=39 |
I have a question. If I use special 0x9f to select a pokemon. How would I execute a script to basically say if the chosen pokemon is (let's say pikachu) perform this script. If it's not pikachu perform this script. Basically I'm wondering if special 0x9f stores the index pokemon of the pokemon u chose and if I can use a compare to set up 2 scenarios. I'm wondering which var it would load the index number to
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Or better yet is there a way to script an event so that a certain pokemon MUST be the 1st pokemon in your party to proceed ? Like basically I want to put a pokemon at the front of your party and have a guy stop you unless that pokemon is the first one in your party. It's really important that it's the first one in your slot.
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Is there a way to prevent you from stepping on a tile unless you have at least one Pokémon? It's supposed to be like when Professor Oak stops you from going on route 1 in Fire Red/Leaf Green.
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Thanks for your response! Your post helped me understand variables better, but I just ended up using flags like you suggested since the variables seemed to reset once I left the map and came back.
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Very handy tutorial! I'm just getting started with scripting, and I'm sure I will be jumping back for keywords and values often!
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is it possible to combine apply movement script and trainer battle script? how?
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Should I risk flags 200+ unless they're listed or should I follow the advice in the XSE guide and use flags above 1000? Which is more accurate?
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Hi!
I read your entire tutorial on XSE scripting, and now I know the professional basics. I'm particularly fond of your givepokemon script example (the one that gives you a Charmander), and I have a question about it: How do I make the Pokemon to be given Shiny? If I were to put some kind of post-game event for a shiny Pokemon, how would I change your givepokemon script to also make the given Pokemon shiny? That's really the only question I have :D Thanks for this really, really big tutorial! |
Umm, problem with the Charmander givepokemon script?
If the player already has a Pokemon, it just skips to How's my charmander doing? Can someone help? Thanks :) |
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If you want it to give you unlimited charmanders you'd have to remove the flag check and flag set, but that's not that great of a mechanic unless its for a nuzlocke using uncatchable pokemon or something. |
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Luckily I'm working on an ingame trade script that needed to use that flag so I know the number. The flag for the pokemon menu is 0x828. If that's what you have that's your problem. But using that flag is a good way of preventing someone from accessing the trade without having a pokemon, not completely necessary depending on where the script npc is, but a good rule of thumb. So using your own discretion you can either delete the checks and ifs involving that flag. Or you can take a look at how I did mine, to work around it, as your problem could also be the if statement after. checkflag 0x828 if 0x0 goto 0x871A43E So here its checking the flag to see if you have received a pokemon. (since the flag gets set when you receive your starter. then my if statement is says, if the flag isn't set go here. That's how it should be. Now if you had 0x1 instead of 0x0, in that case if you had pokemon it would skip the rest of your script and go to the pointer message and end. In the case above it only continues through your script when the if is set to 0x0. So try those options. either remove checkflag 0x828, and the if statement below it. or make sure its used correctly and the below if, is 0x0 and not 0x1. Hope that does it for you. |
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Thanks again! |
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Great post! I have some trouble compilating a trainerbattle script...
Do you guys know how to write an script where you repeat a certain battle after beating the elite 4, as if it was a reset? |
When I use this script on a script tile in Advance map, It freezes my game and the music continues playing:
#dynamic 0x482166 #org @start lock msgbox @1 0x6 applymovement 1 @3s waitmovement 1 pause 0x20 msgbox @2 0x2 applymovement 1 @4s waitmovement 1 release end #org @3s #raw 0x01 #raw 0x09 #raw 0x09 #raw 0x09 #raw 0x09 #raw 0x09 #raw 0x09 #raw 0x09 #raw 0x09 #raw 0xFE #org @4s #raw 0x00 #raw 0x08 #raw 0x08 #raw 0x0B #raw 0x0B #raw 0x0B #raw 0x0B #raw 0x0B #raw 0x09 #raw 0xFE #org @1 = Hey you! #org @2 = It doesn't look like you've ever been\n here before\pLet me welcome you\pWelcome to Central Glitch!\pAlso known as Mystery town!\pSay... It doesn't look like you're from\n the glitch dimension at all\pYou must be from the normal world\pHow did you get here?\p...\pHmm... you say you fought a trainer\n named Aub and you got sent here?\pInteresting...\pAub was a citizen of this town.\pOne morning, he was nowhere to be\n found!\pBut who would've ever thought he\n would be in the normal world?\pWhen you are in the glitch dimension,\p You can never go back to the normal\n world.\pThat also goes for people who live\n here.\pThat means you are stuck here in\n this dimension forever!\pDont worry! I'm sure you can find\n a way out like Aub did!\pCome to my house if you need me! There was a part in the tutorial telling me how to fix it but its blank |
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