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Research: Pokemon's Hex Number Convertion

TwiliteFriends

Pialka vs Dipalka's Referrees
  • 4
    Posts
    16
    Years
    • Seen Sep 24, 2009
    This is the Converted to Hex number of the pokemon

    Spoiler:


    This can help you in making POkemon Egg Script!
     
    Seriously, I see no point of having this since you have this, items and attacks in XSE's rbh files. So sorry, but I don't see any point in posting this.
     
    #include stdpoke.rbh

    #dynamic 0x800000

    #org @start
    lock
    faceplayer
    givepokemon PKMN_BULBASAUR
    release
    end
    Main parts in bold.
    If people would only read the whole tutorial and not just a little bit...

    Like I have proven, the script may not be correct because I haven't scripted for a long time but I think you can see the point.
    This can be locked.
     
    with XSE, hex isn't even needed...
    As a matter of fact, these numbers are not needed whatsoever.

    Going off of H20's post...
    Code:
    #dynamic 0x800000
    
    #org @start
    lock
    faceplayer
    givepokemon 25 5 0
    release
    end
    This is just to emphasize that hex is not needed when scripting... even in egg scripts. (The script above demonstrates giving a level 5 pikachu, no hex needed)

    The person who approved this thread should have at least looked over it... Staff these days...
     
    Obviously you didn't even care to take a look at the post date for this thread.

    Did you? Even in early 2009, this information would have still been obsolete, and should have been ignored.
    It doesn't matter, the mod who deleted the initial "spam Revival" post should have locked the thread down, it may be in the documents and tutorials section, but the thread revival allowance rule is only applicable when the thread is either updated, or a legitimate question about the document or tutorial is posted.
     
    these can still be used for lazy people and can be usefull with Hackmew's shinyizer(it think, not sure...)
     
    i'm a rock not a stone thank you, and please don't putdown this guy.
     
    there is an easier way oO
    teach me :P
     
    there is an easier way oO
    teach me :P
    OMG
    #include stdpoke.rbh

    #dynamic 0x800000

    #org @start
    lock
    faceplayer
    givepokemon PKMN_BULBASAUR 0x3 0x0 0x0 0x0 0x0
    release
    end
    or
    #dynamic 0x800000

    #org @start
    lock
    faceplayer
    givepokemon 25 5 0
    release
    end
    I prefer to use the first one. Also if you're using XSE you don't even need FSF is you're using dynamic (which you probably are).
     
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