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  #23601    
Old January 23rd, 2013 (4:23 PM).
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Quote:
Originally Posted by Noossab Blue View Post
Does anyone know if a flag is set after beating the elite 4 with their buffed levels in FR? And if so, which one is it? And which is set for the first time you beat them, for that matter...
It's 0x0844. According to PKSV: "Controls difficulty of the default league champion in the script at 0x8162B76".

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  #23602    
Old January 23rd, 2013 (4:41 PM). Edited January 23rd, 2013 by karatekid552.
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    Quote:
    Originally Posted by SpadeEdge16 View Post
    How do I edit the intro for FR using XSE? Is there a place where the script is located where I can just click on it and edit it? Or can I just simply make the intro script and insert it somewhere? I would prefer the first just because I want all of the sprites and everything to show in the original start of the game. I ask this because I've seen people say that when they take out certain parts of the text with A-text, it leaves blank boxes and gets glitchy at times. Thanks.
    I saw your post earlier and an idea just occured to me. Do some backwards searching. Find the location of a phrase in the intro, then open it up in XSE and keep going backwards until you find the begining of the script.

    You would need a hex editor that supports .tbl files and a .tbl file for your rom. I don't know much about a-text, as it refuses to do anything when I click on it and I haven't cared enough to look into it, but if it prints out offsets for the text, you could work backwards from there also.

    Nevermind, I lied. A-text does open. Also, my theory won't work. I found the pointer to the text but it doesn't appear to be involved in an actual regular script. The pointer to oak's first words is at 0x12F8F0. You could change this pointer to point to your own text.

    Just write a script like so:

    #Dynamic 0x800000
    #org @msg
    = Hey, this is my message!


    Compile it and change the pointer to match the new location. Remeber, pointers are in reverse byte order.
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      #23603    
    Old January 23rd, 2013 (7:19 PM).
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      Quote:
      Originally Posted by karatekid552 View Post
      I saw your post earlier and an idea just occured to me. Do some backwards searching. Find the location of a phrase in the intro, then open it up in XSE and keep going backwards until you find the begining of the script.

      You would need a hex editor that supports .tbl files and a .tbl file for your rom. I don't know much about a-text, as it refuses to do anything when I click on it and I haven't cared enough to look into it, but if it prints out offsets for the text, you could work backwards from there also.

      Nevermind, I lied. A-text does open. Also, my theory won't work. I found the pointer to the text but it doesn't appear to be involved in an actual regular script. The pointer to oak's first words is at 0x12F8F0. You could change this pointer to point to your own text.

      Just write a script like so:

      #Dynamic 0x800000
      #org @msg
      = Hey, this is my message!


      Compile it and change the pointer to match the new location. Remeber, pointers are in reverse byte order.
      Alright! Sounds good!
      And would the same events still follow? (asking names, rival name, gender) all of that isnt included in the message script ill be editing/replacing?
        #23604    
      Old January 23rd, 2013 (7:48 PM).
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        Quote:
        Originally Posted by SpadeEdge16 View Post
        Alright! Sounds good!
        And would the same events still follow? (asking names, rival name, gender) all of that isnt included in the message script ill be editing/replacing?
        All of the text, just by itself, appears to be stored in one big block. The offset that I gave you is part of the routine/script (I can't decide which) and is only connected to the text by pointers. Just as long as you only change these pointers, you should be fine.

        Also, the problems you have seen with people using A-text probobly result from not getting rid of the empty lines at the end, which would result in empty text boxes, and not repointing the text when it out grows the origional.
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          #23605    
        Old January 24th, 2013 (12:39 AM).
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        Satoshi Ookami Satoshi Ookami is offline
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        Quote:
        Originally Posted by Noossab Blue View Post
        Does anyone know if a flag is set after beating the elite 4 with their buffed levels in FR? And if so, which one is it? And which is set for the first time you beat them, for that matter...
        Open the champions' script, you can use of the flags there.
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          #23606    
        Old January 24th, 2013 (8:45 AM).
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          Quote:
          Originally Posted by Ash493 View Post
          Open the champions' script, you can use of the flags there.
          I did that, but I'm not sure which flag is which. I may have figured out which it sets the first time, but given that I don't believe any in-game events are tied to winning the second time, I'm not sure there's even a flag for the second time. And I'm not sure how to go about scripting one, since I don't want it to happen the first time the script is run.

          BTW, this is an attempt to create a final boss battle (one that would only appear after you beat the rest of the game), so if there is another way to do it, that would work too.
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            #23607    
          Old January 24th, 2013 (1:52 PM).
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          What happens if I push it?....
             
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            Quote:
            Originally Posted by Noossab Blue View Post
            I did that, but I'm not sure which flag is which. I may have figured out which it sets the first time, but given that I don't believe any in-game events are tied to winning the second time, I'm not sure there's even a flag for the second time. And I'm not sure how to go about scripting one, since I don't want it to happen the first time the script is run.

            BTW, this is an attempt to create a final boss battle (one that would only appear after you beat the rest of the game), so if there is another way to do it, that would work too.
            Not too difficult, just have a flag set when you enter the room with the machine thingy in it that records your data. When this is set, a script could be allowed to happen somewhere else where the hero can go to take on this final boss.

            Just use a simple setflag in a level script in that room to accomplish this.
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              #23608    
            Old January 25th, 2013 (10:54 AM).
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              So, I got this idea for my game that I really want to do, but I'm not sure how, or if I even can, but would it be possible to have gameplay before the actual intro of the game? This is what im thinking of doing: The game starts right away, youre playing as a little boy, you do a small pre mission kinda deal, then it fast forwards to the present, and thats where the game starts, you tell the prof your name, and so on. Because my character will be living in pallet town and I want to show some background like where he was before then, because i want it to make sense as to why hes there now. How could I do this? And how difficult would it be if possible?
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                #23609    
              Old January 25th, 2013 (11:26 AM).
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                Quote:
                Originally Posted by SpadeEdge16 View Post
                So, I got this idea for my game that I really want to do, but I'm not sure how, or if I even can, but would it be possible to have gameplay before the actual intro of the game? This is what im thinking of doing: The game starts right away, youre playing as a little boy, you do a small pre mission kinda deal, then it fast forwards to the present, and thats where the game starts, you tell the prof your name, and so on. Because my character will be living in pallet town and I want to show some background like where he was before then, because i want it to make sense as to why hes there now. How could I do this? And how difficult would it be if possible?
                It should be possible. What game version are you hacking? Sorry, I guess I didn't really read ("living in pallet town") I'm guessing fire red then.... these posts should be relevant then


                I'll direct you over to these R&D posts to help you get started:
                https://www.pokecommunity.com/showthread.php?p=7434819
                http://www.pokecommunity.com/showpost.php?p=7434819

                https://www.pokecommunity.com/showthread.php?p=7435075
                http://www.pokecommunity.com/showpost.php?p=7435075

                https://www.pokecommunity.com/showthread.php?p=7508451
                http://www.pokecommunity.com/showpost.php?p=7508451

                https://www.pokecommunity.com/showthread.php?p=7508563
                http://www.pokecommunity.com/showpost.php?p=7508563
                  #23610    
                Old January 25th, 2013 (11:46 AM).
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                  Quote:
                  Originally Posted by wwmb View Post
                  Sorry, yeah it is FR haha
                  The post mentioned removing the intro, but im looking more to...delay it.
                  I also have no ASM skills, but I will attempt to teach myself if thats what is needed to do my idea, but will that code remove it? or could i use that to maybe push back the intro of the game, so i can allow my own events to happen and then create some kind of event where it initiates the original intro?
                    #23611    
                  Old January 25th, 2013 (11:57 AM).
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                    Quote:
                    Originally Posted by karatekid552 View Post
                    Not too difficult, just have a flag set when you enter the room with the machine thingy in it that records your data. When this is set, a script could be allowed to happen somewhere else where the hero can go to take on this final boss.

                    Just use a simple setflag in a level script in that room to accomplish this.
                    But wouldn't that trigger the flag the first time you beat the elite four? I only want it to happen after the second time...
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                      #23612    
                    Old January 25th, 2013 (12:13 PM).
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                    What happens if I push it?....
                       
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                      Quote:
                      Originally Posted by Noossab Blue View Post
                      But wouldn't that trigger the flag the first time you beat the elite four? I only want it to happen after the second time...
                      Okay, so set a flag the first time. Then the second time you go through, you check the old flag and proceed only if it is set. If it is, you set the second flag, which unlocks the door or whatever you need it to.
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                        #23613    
                      Old January 25th, 2013 (3:25 PM).
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                        Quote:
                        Originally Posted by SpadeEdge16 View Post
                        Sorry, yeah it is FR haha
                        The post mentioned removing the intro, but im looking more to...delay it.
                        I also have no ASM skills, but I will attempt to teach myself if thats what is needed to do my idea, but will that code remove it? or could i use that to maybe push back the intro of the game, so i can allow my own events to happen and then create some kind of event where it initiates the original intro?
                        Yep, ASM seems to be a requirement.... and, if you learn it you could not only activate it (or parts of it, like Jambo kind of does) whenever you want, but make your own version.

                        I don't actually know ASM (yet) either, so I cannot help you very much, other than finding posts by other people

                        I think the (perhaps simplified) steps are: move the intro (and stop everything from trying to call it), build a function to start the intro at its new place of residence, and then write a script to call that function.

                        Good luck!
                          #23614    
                        Old January 26th, 2013 (11:24 PM).
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                          Ok, this is extremely urgent A-map seems to be malfunctioning along with 1.92.

                          So I was trying to port over my old tileset but when i do everything in the tileset became monocolored... :/

                          Yet, I've edited the pallete and when I checked the pallete editor the palletes are right but in a-map and in game the tiles are monocolored and I don't know why...

                          It's my first time inserting tiles again after a month but I don't think that's my problem because on a new ROM a clean FR rom I saved the tileset and tried to load it again but when it load it was monocolored and I don't know the reason behind that... :/

                          Here's a pic to show you guys what's happening.

                          Spoiler:


                          I need help please without this to be fixed I can't contninue with my hack... :/
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                            #23615    
                          Old January 27th, 2013 (1:31 AM).
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                          Quote:
                          Originally Posted by tajaros View Post
                          Ok, this is extremely urgent A-map seems to be malfunctioning along with 1.92.

                          So I was trying to port over my old tileset but when i do everything in the tileset became monocolored... :/

                          Yet, I've edited the pallete and when I checked the pallete editor the palletes are right but in a-map and in game the tiles are monocolored and I don't know why...

                          It's my first time inserting tiles again after a month but I don't think that's my problem because on a new ROM a clean FR rom I saved the tileset and tried to load it again but when it load it was monocolored and I don't know the reason behind that... :/

                          Here's a pic to show you guys what's happening.

                          Spoiler:


                          I need help please without this to be fixed I can't contninue with my hack... :/
                          That happens when you complete these steps:
                          • Save your tileset from A-Map and open it in Paint/ another image editor
                          • Edit the palette that you were using in A-Map
                          • Save your tileset with the new palette, overwriting the version you saved earlier
                          • Make some changes to the original tileset that was opened in Paint and save it, once again overwriting the file that was just saved from A-Map (At this point you're overwriting a file that overwrote an earlier version of this file)
                          • When you load this new tileset into A-Map it will display like what you've shown, with the final palette in the tileset overwriting all the colours except the transparent one (I think it can also overwrite the transparent colour if you changed it while editing the palette earlier)
                          You get this effect because Paint only saves the image and doesn't overwrite the assigned palette even if its different. When you edit the palette in A-Map and overwrite the file that is still in Paint then you're working with an outdated version of the tileset in terms of the palette if you don't reload/ reopen it so when you again overwrite that file it doesn't change the associated palette to what it was originally.

                          To get your tileset back to normal you need to have your final saved tileset which looks screwed up in A-Map but fine in Paint - If you deleted it in a fit of confusion or something happened to it then there's nothing you can do other than start again or use an earlier saved version from a back up. Anyway, you need to change your palette back to how it was when you started out with 100% accuracy, if you've got a .pal file of it then you should have no trouble with this. Save the messed up tileset in A-Map but title it something different than the standard 'TilesetXX' so you don't overwrite anything. Copy+Paste the tileset that looks okay in Paint but wrong in A-Map over this newly made tileset and save it. When you open it in A-Map then it should hopefully look back to normal.

                          Ugh, sorry that parts of this are poorly worded. I've had this happen one or two times so I know it can be really devastating if you don't know what to do ;_;
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                            #23616    
                          Old January 27th, 2013 (3:33 AM).
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                            Quote:
                            Originally Posted by DrFuji View Post
                            That happens when you complete these steps:
                            • Save your tileset from A-Map and open it in Paint/ another image editor
                            • Edit the palette that you were using in A-Map
                            • Save your tileset with the new palette, overwriting the version you saved earlier
                            • Make some changes to the original tileset that was opened in Paint and save it, once again overwriting the file that was just saved from A-Map (At this point you're overwriting a file that overwrote an earlier version of this file)
                            • When you load this new tileset into A-Map it will display like what you've shown, with the final palette in the tileset overwriting all the colours except the transparent one (I think it can also overwrite the transparent colour if you changed it while editing the palette earlier)
                            You get this effect because Paint only saves the image and doesn't overwrite the assigned palette even if its different. When you edit the palette in A-Map and overwrite the file that is still in Paint then you're working with an outdated version of the tileset in terms of the palette if you don't reload/ reopen it so when you again overwrite that file it doesn't change the associated palette to what it was originally.

                            To get your tileset back to normal you need to have your final saved tileset which looks screwed up in A-Map but fine in Paint - If you deleted it in a fit of confusion or something happened to it then there's nothing you can do other than start again or use an earlier saved version from a back up. Anyway, you need to change your palette back to how it was when you started out with 100% accuracy, if you've got a .pal file of it then you should have no trouble with this. Save the messed up tileset in A-Map but title it something different than the standard 'TilesetXX' so you don't overwrite anything. Copy+Paste the tileset that looks okay in Paint but wrong in A-Map over this newly made tileset and save it. When you open it in A-Map then it should hopefully look back to normal.

                            Ugh, sorry that parts of this are poorly worded. I've had this happen one or two times so I know it can be really devastating if you don't know what to do ;_;
                            I don't think so when I tried it in another hack it was the same so I think I'm hopeless for tile inserting now... :(
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                              #23617    
                            Old January 27th, 2013 (5:49 AM).
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                            Quote:
                            Originally Posted by tajaros View Post
                            I don't think so when I tried it in another hack it was the same so I think I'm hopeless for tile inserting now... :(
                            Are you using MS paint to insert tiles (I use XP, cuz we gud liek dat yo)? If you're not I think you should. Another thing you can do is what Fuji suggested, and work from a back up. Though if you have the desired tile set (and the colors are compatible i.e RGB# is a multiple of 8), then you can simply open the palette editor and change the colors to match and insert (shouldn't take more than 10 mins). Also, make sure advance map is the most recent version :)
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                              #23618    
                            Old January 27th, 2013 (9:02 AM).
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                              How would you find the ASM routine that the game runs when pressing A while selecting "Pokedex" on the Start Menu? I tried pausing the game in VBA-SDL-H right after pressing A, but I can't find the exact routine, because whenever I put in a breakpoint, it breaks even in other places that have nothing to do with the Pokedex, and that it seems like the game is always running multiple routines or something :/
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                                #23619    
                              Old January 27th, 2013 (12:31 PM).
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                                Quote:
                                Originally Posted by Chaos Rush View Post
                                How would you find the ASM routine that the game runs when pressing A while selecting "Pokedex" on the Start Menu? I tried pausing the game in VBA-SDL-H right after pressing A, but I can't find the exact routine, because whenever I put in a breakpoint, it breaks even in other places that have nothing to do with the Pokedex, and that it seems like the game is always running multiple routines or something :/
                                There are several things you can try but you're currently on a wrong path if I understood right what you're saying here. The processor executes code so fast that if you're trying to press some button on that program to stop executing at certain point, you can never be quick enough.
                                Anyway, can't you just set a breakpoint to the ram address having the buttons stored in them? There should be some high ram area in GBA where certain universal things like key presses are stored. When you press A, one bit is set in a certain ram address and you can set a breakpoint to that address and follow the code onwards from there.

                                Another way would be trying to use an asm editor and get hang of the processes being executed before you press A button at that time.
                                You should be able to find some table defining text strings "Pokedex", "Pokemon", [Player's name]", "Option" and all that stuff. Find the pointer to "Pokedex" for instance and see how it is accessed. Somewhere close to it (either in that routine or some "main routine" calling that subroutine) you should find a routine for making the game wait for the player to press either A button or Up/Down for scrolling up or down in the menu.

                                For reference; http://blog.pkh.me/p/1-scavenger-hunt.html
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                                  #23620    
                                Old January 27th, 2013 (2:09 PM).
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                                tajaros tajaros is offline
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                                  Quote:
                                  Originally Posted by FBI agent View Post
                                  Are you using MS paint to insert tiles (I use XP, cuz we gud liek dat yo)? If you're not I think you should. Another thing you can do is what Fuji suggested, and work from a back up. Though if you have the desired tile set (and the colors are compatible i.e RGB# is a multiple of 8), then you can simply open the palette editor and change the colors to match and insert (shouldn't take more than 10 mins). Also, make sure advance map is the most recent version :)
                                  I am using XP I just have windows 7 theme...

                                  I already did that but it still the same when loading a tileset... :/ No, I inserted the tileset but it looks monocolored but when I open the pallete editor it's the pallete that I wanted... :/

                                  I am using 95 but I thought to myself maybe it's because there are many bugs with 95 but when I tried it in 92 it's still the same.
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                                    #23621    
                                  Old January 27th, 2013 (3:05 PM). Edited January 27th, 2013 by FBI.
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                                  Quote:
                                  Originally Posted by tajaros View Post
                                  I am using XP I just have windows 7 theme...

                                  I already did that but it still the same when loading a tileset... :/ No, I inserted the tileset but it looks monocolored but when I open the pallete editor it's the pallete that I wanted... :/

                                  I am using 95 but I thought to myself maybe it's because there are many bugs with 95 but when I tried it in 92 it's still the same.
                                  Do you have a 16 color version of what's coming up as all green in A-Map? And have you tried inserting them onto a clean ROM then patching it over? If you're doing something wrong with inserting it, shouldn't insert properly on the clean ROM. If it does insert onto the clean ROM just patch it on the ROM you're working on



                                  EDIT:
                                  Time for me to pose a question. How do I do this:

                                  Maybe with the down arrow too? I'm asking for FireRed. This screenshot is from Foullump's White Version.

                                  EDIT2:

                                  Quote:
                                  You would have to use hex.
                                  Up = [F7]
                                  Down = [F8]
                                  Left = [F9]
                                  Right = [EF]
                                  Is there no way to do it in the script editor?

                                  EDIT3:

                                  Welp, I ended up figuring it out. If you're interested:
                                  Spoiler:

                                  Here they are for PKSV:
                                  \h79 - Up
                                  \h7A - Down
                                  \h7b - Left
                                  \h7c - Right

                                  For XSE it's simply just square brackets and a capital letter. Hope that helps
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                                    #23622    
                                  Old January 27th, 2013 (6:42 PM).
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                                    I'm making a Gold hack, and I want to remove the guide gent from cherrygrove city. I can do that just fine, that's not the problem. However, he gives the player the map card, which is kind of important. How can I make sure the map card is pre-installed as soon as you obtain the pokegear?
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                                      #23623    
                                    Old January 28th, 2013 (12:59 AM).
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                                      Quote:
                                      Originally Posted by Strawberry Mint View Post
                                      I'm making a Gold hack, and I want to remove the guide gent from cherrygrove city. I can do that just fine, that's not the problem. However, he gives the player the map card, which is kind of important. How can I make sure the map card is pre-installed as soon as you obtain the pokegear?
                                      You're going to have to change the script ran in the downstairs of your house so that map card is being "installed" at the same time when the script is run.

                                      In other words, download PKSV and decompile the script at 0x18164F. There, you've to make the script "setbit2 0x1".

                                      You could for example do the following:
                                      Change that "2call 0x56C7" to "2call 0x7FF0". Next replace

                                      Code:
                                      #org 0x1816C7
                                      '-----------------------------------
                                      jumpstd 0x29
                                      WITH

                                      Code:
                                      #org 0x183FF0
                                      '-----------------------------------
                                      setbit2 0x1
                                      jumpstd 0x29
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                                        #23624    
                                      Old January 28th, 2013 (1:44 AM).
                                      Flame999's Avatar
                                      Flame999 Flame999 is offline
                                         
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                                        heeelp i can't figure out how i make a trainer fade after you beat them
                                          #23625    
                                        Old January 28th, 2013 (2:59 AM).
                                        FBI's Avatar
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                                        Quote:
                                        Originally Posted by Flame999 View Post
                                        heeelp i can't figure out how i make a trainer fade after you beat them
                                        Fade? You mean like disappear?

                                        It's disappear 0xPersonEventNumber
                                        set a flag after that if you want it to be permanent (and change the person ID on A-map to that flag #)
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