Touched
Resident ASMAGICIAN
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- Age 123
- Seen Feb 1, 2018
I can't believe this! This development really goes so fast. I wonder what's now the current progress should be done? Hope that you'll be able to implement in Emerald as well. I'm always waiting. Since this is going along, I would make Mega sprites soon.
Hmm... I'm confused with Mega Accessory (e.g . Mega Bracelet) and Mega Stone (e.g. Salamencite) (sorry that I've never played any Gen VI game). On the config instructions, is it correct that I should set the accessory's index number there? Then should I set the variables into the index number of the accessory "setvar 0x4060 0x161 *player var*" (in script when the player is about to obtain the key item)? If I set those variables, is it safe to leave it alone (and it will act as a check if it is enabled to Mega Evolve)? Then set evolution method and certain stones. See if I'm doing it correctly. I'm also a kind of guy who gets lost. My idea of the stone is one universal stone rather than specific stones for specific Pokemon. :P
Anyway! Very excellent Touched. And again, waiting for Emerald.
Yeah, just use setvar YOUR_VAR_NUMBER ITEM_INDEX to control the item that is checked. If it is 0, it's disabled. I might add an override flag (to force Mega Evo to skip item check if it's set) for story purposes if people want me to. Whatever is in this variable is the index that is checked. I made it this way for people wanting to switch characters or "upgrade" their keystone or something.
The one for the opponent is the item seen in the message. Just leave this at 0 if you want to use the default item that is specified. Otherwise set it to the item index you want to use before a trainer battle. For example, Steven uses a "Mega Stickpin" in ORAS. So before his battle you'd set that var to the item index for that item. Then afterwards, you set it back to zero so it reverts to the default.
Well I actually made the Eviolite code, so I can definitely fix it to make it work, as Christos said.
From what I understand your evolutions are entry 0xFE or 0xFF, and I can make those exceptions.
I'm only using 0xFE. The other variants of Mega Evolution use the unknown hword. What you might be able to do is check the limiter in the evolution types jumptable and disable eviolite if it the index is outside that. That way if people need to change the number or use the evolution table for something else, it won't break eviolite again.
Just waiting for emerald release :)
Testing for most bugs is happening on FR, while I research Emerald battle mechanics. You could speed this along by helping test for any glitches and submitting what you find (it it hasn't been already) on GitHub.