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Yes, these only work for Fire Red, however all you would need to do to make them work for emerald is to change the offsets to what they should be in Emerald.
Some people (like me) may not have known that Volt Tackle has another effect besides recoil past generation IV. From Diamond/Pearl onward, Volt Tackle has a 10% chance to paralyze.
To get that in FireRed, replace Battle Scrip 198 with this:
The above routine takes into account whether the opponent is Electric Type, and if they are, bypasses the paralysis chance. You can do this with other attacks too by using these three scripts:
Last but not least, in the current games, Ghost Types are no longer affected by trapping moves like Mean Look or by abilities like Shadow Tag. I haven't updated the abilities yet, but if you want Mean Look (and any move that uses its script) to not affect Ghost Types...
Whew! That was a lot! I'm not sure if this stuff is already on here, but I wasn't able to find it anywhere. Hopefully at least one of these things haven't been posted yet haha.
So, here is a couple of emerald animations. I basically just changed the offsets from the original fire red animation to match emerald's and used Perri Lightfoot's sound effects from ruby.
Hi guys,
I'm having a problem using animations that involve changing palletes. Such as avalanche, energy ball, electro ball, etc. It looks like the particles are not loading properly. Other than that they seem to be working pretty good. Is there something I am missing out?
I have attached a .gif so that you have a visual reference.
In later generations, when you use moves such as Trick or Thief that change your items during a Trainer Battle, they are reverted back to normal afterward, unless you Tricked or used a consumable item (such as a berry).
Routine 1: Store The Items
If the battle is a Trainer Battle, it stores your party's items into some free RAM.
Spoiler:
/*00 48 00 47 XX XX XX 08 at 0xC6E1C*/
.text
.align 2
.thumb
.thumb_func
If the battle is a Trainer Battle, it will check to see if you have no item. If you do, it will check to see if the item stored at the corresponding RAM has one of the effect in the table (those are the consumable held item effects. If you added more you will need to add them to the table). If so then it will not restore the item. Otherwise it will restore the items.
This does unfortunately mean if you Tricked away your Lum Berry and the foe did not use it, you won't get it back. This is how it works in official games though (I tested in Omega Ruby).
Spoiler:
/*Put 00 48 00 47 XX XX XX 08 at 0x159DC*/
.text
.align 2
.thumb
.thumb_func
I made these a while ago. While I tested it in my ROM, I used heavily modified versions of these. So these might have bugs in them, but hopefully not!!
Made this Horn Leech animation for Emerald. If anyone knows what byte causes that second hit animation at the start of the mega drain animation, please let me know so I can touch that up
Has anyone else had an issue with dragon tail's effect displaying the animation twice? instead of just once. Like it uses the attack and then displays the animation a second time to cause the switching effect.
This is a small modification of the implementation posted by pawell6. Specifically, this adds a check so that if the attack did no damage (e.g. it missed or the target is immune), the targeted Pokémon will not be switched out.
If you'd rather just insert it yourself, the compiled move script is:
This is a small modification of the implementation posted by MrDollSteak. Aside from the removal of the special handling of Baton Pass (because it's not intended to share an effect id with Baton Pass), this version doesn't force the user to switch out if the target is immune.
Additionally, the user will not be forced to switch out if Volt Switch (or U-Turn) is used to faint the opponent's last Pokémon. In order to support that, I created a new command jumpifbattleover. The repo will insert it and the move script for you.
Yes, tomorrow i will do for you, right? hm... tell me what you want in the animation.
Do you want the moonlight moon animation before a beam animation?
Thanks friend, I will be grateful. I will like the moonlight moon animation before the beam animation, but it turns out that they published a MoonBlast animation that is the moonlight moon animation with Psybeam, but I do not like that.
It could be the same, the moonlight moon animation before attacking, but instead of the ray of Psybeam, which is another animation, but you do not have to use a new particle, since I have not expanded the particle table in Fire Red.