First of all, sorry for my possibly bad English...
Well, I'm hacking Sapphire, and this is my problem:
I want you can only take 1 starter (Pichu), it can stay whit the bag and stuff nothing special, but now, if you an "empty" POKéBaLL, you get the question mark POKéMON, and you always white out after battle.
Is there any way to make it say "You can't take an empty POKéBALL!" or something like that, so you are forced to take Pichu?
I'm a super newbie so I hope someone can explain it to me in an easy way...
Thanks already!
You can realize this concept, by using Trigger events on the path that you want to block.
In the script for them, check if a certain Flag (in your case, a Flag that determines if you have received a Pokémon) has been set, and if so, let the Player pass.
If it's not set, just let the player sprite move one step backwards.
Some examples have been given here in this thread, the search function helps.
I tried reading as many pages of this topic as I could, so I wouldn't really be repeating a question. ^o^;; But I gave up eventually, so I apologize in advance if this is a repeat of a question.
I am working on a hack of Ruby.
I'm having slight issues with the main trainer overworld sprites. I can change the hex and all, and I have TLP, and S.P.R.E.A.D. and Overworld... but for those programs, do I have to redraw everything for the sprites?
I've already drawn in the sprites & saved them as BMP files, but I am having trouble importing them to replace the Brendan/May sprites.
My second question is I would like to have a second trainer sprite follow the first.
Like...the main hero/heroine having a travel companion. [Like in Pokemon Yellow except you would replace Pikachu with a trainer.]
I realize this will require me to script a good bit, but if someone would be so kind as to help me get started, I'd appreciate it! ^o^
Thank you very much for your time in advance.
The new version of the Overworld Editor offers an import function. With that function, you can import BMP pictures, so that you don't have to re-draw the sprites.
It can be found in the Tools Showcase.
If you're still having trouble importing them, the easiest way would be to re-draw them.
For the second Trainer sprite following you, that is "kind of" possible.
You would have to add a new person event to every map, and put Trigger events on every exit of the maps, which activate the script that handles the "follow" routine.
However, that is a lot of work, as you have already said.
I'm pretty sure this has already been asked, but i am just too lazy to read 60 pages so here it goes *SUPER NOOB QUESTION* When i load pokemon emerald.gba (English into elitemap it shows nothing other than a black square and says at the top "BPEE - Pok?n Emerald (E) No Level loaded." How do i fix this? If possible. THanks!
Just select a Level and Bank number from the boxes, next to where you loaded the ROM.
hey i was just wondering if anyone knows the format for what level pokemon learn attacks and what level they evolve in gold version because i am 90% of the way towards figuring it out and a little help would be appreciated
i know that x4368D is where chikorita/bayleef is and after a while i worked out how it works...sort-of...the evolution level is there as well but im still slightly confused about the format...i have a screenshot of a chikorita that knows beat up through my editing but i cant post it coz i havent posted 15 times yet...lol
The basic structure for the Evolutions and Attacks is the following:
Code:
[Evolution #1] [Attacks #1] [Evolution #2] [Attacks #2]
Now, the Evolution and Attack data used the following structure:
Evolutions:
Code:
[01=Level-Evolution] [Level] [Pokémon] [00]
[02=Item-Evolution] [Item] [Pokémon] [00]
[03=Trade-Evolution] [Item (FF=None)] [Pokémon] [00]
[04=Happyness-Evolution] [Daytime (01=N/A, 02=Day, 03=Night)] [Pokémon] [00]
[05=Stats-Evolution] [Level] [01 ATT > DEF, 02 ATT < DEF, 03 ATT = DEF] [Pokémon] [00]
Attacks:
Code:
[Level #1] [Attack #1] [Level #2] [Attack #2] ... [00]