I want to edit the script of oak giving pokemon in fire red. So,using pksv, I decomplile the script.Now, that script is very very large and I have no idea what to do next...should I edit the strings that are at the end of script?
I explained the script's variables in this post, just repoint the text strings at the end with the right pokemon names and put in the numbers. (I decompiled with XSE though.)
https://www.pokecommunity.com/posts/8981263/
Use dynamic offsets to repoint the msgbox commands and then just use whatever text you want.Thank you.
We can change the pokemon by A-starter.And how do I change the dialogues of oak and gary?
Use dynamic offsets to repoint the msgbox commands and then just use whatever text you want.
You'd need to write a new script utilising the 'warp' (and its parameters) command. Check out a scripting tutorial in the tutorials section for a more in-depth explanation! :)Thanks!!
Also, I wanted to ask that how can I set warp on a particular object like signpost.
You'd need to write a new script utilising the 'warp' (and its parameters) command. Check out a scripting tutorial in the tutorials section for a more in-depth explanation! :)
I'm sorry but I don't really understand your question. :(Ok.I have seen some warp tutorials.
I think I wouldn't have problem for it.but the problem is each time I edit a script, I need to check each offset in a-map to know which is the new offset. Is there any way to fix this?
Have you tried doing what I replied to your other message? A similar thing would apply for adding a new trainer in the game. You would have to make one map have yet another event, and change the properties of that event so that it would act like a trainer who you could battle against. Then, you'll have to change the script of that trainer to make that kimono girl battle you (of which trainer data you'll have to write from scratch I believe).Another quick question to add on top of my last one, which I think got hidden under more questions.
+ stuff...
Have you tried doing what I replied to your other message? A similar thing would apply for adding a new trainer in the game. You would have to make one map have yet another event, and change the properties of that event so that it would act like a trainer who you could battle against. Then, you'll have to change the script of that trainer to make that kimono girl battle you (of which trainer data you'll have to write from scratch I believe).
What comes to changing functionality of berserk gene, it might work out if you changed the properties of that item to match one of the hold items that's not taken away after the battle ends even if they react. If that doesn't work out, you would have to recode parts of the functionality how berserk gene works in battle. This kind of stuff would require knowing how to read and write asm code. pokecrystal disassembly is a resource how the routine of functionality of berserk gene can be found though.
Just add a new person event in A-Map and change the picture.I want to add inbuilt spirit to a particular map.For example:- Brock in Pallet town. how can I do that?
You're apparently right. There is a trainer called NAOKO in the game that's not used and it has those two Skiplooms and Vulpix in the team. I just took a look at the disassembly and it's shown right here: https://github.com/pret/pokecrystal/blob/master/trainers/trainers.asmAh ok. I have done what you mentioned before, however I imagined that her trainer data was actually included somewhere, since she appears in the editor with a trainer name and a selection of three pokemon. This seemed to indicate that perhaps the data I was after already existed, and it was just a matter of finding out which number to apply to the function to make that battle play out.
You could try changing the properties of berserk gene with a hex editor based on the information that is shown here (https://github.com/pret/pokecrystal/blob/master/items/item_attributes.asm), and how Mateo's item editor shows the bytes of attributes of Berserk Gene: https://hax.iimarck.us/topic/4/Hmm, sounds a bit trickier than the stuff I've done. I have done a small amount of hex editing outside of the tools I have, but I've thankfully not needed to do a lot. And it seemed to have worked without breaking the game (at least, based on my testing so far). I've not needed to use the dis-assembly and I hope I can find (or hire the services of :p ) someone to do the few sprite changes I need to do, which would require more advanced knowledge / ability than I presently have.
It may just be simpler to make it available in larger quantities in one of the dept stores. It has a low sell price, indicating that the price to buy would also be pretty cheap. It would have just been nicer if there was a quick edit that could be done to avoid having to re-equip the gene every time you use it for a battle.
Did you import the shiny palette?So, I imported some sprites to my Fire Red hack, namely a new sprite for Ninetales, I imported the palette, and the normal front and back sprite look perfect, but the shiny versions look all messed up.
Hey! So I had this same problem for a while, so I checked to see what your problem was myself. I put your image though InfranView, and lo and behold, the problem is the image has too much colour depth. Here is your image after being run through InfranView.
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So yeah, you can see the difference on top of the building with the lines. You can either use that, or change it in some other way to decrease colour depth.
Here's some tips before you try to import a tileset.
a) Make sure you have 15 colors + transparency! Put it through InfranView to be sure.
b) Make sure in Paint XP, you are saving as a 16-bit color DIB! I was saving as a 24-bit color DIB which did that to mine, because it can't read more than 16 colours.
c) If you need more depth, you can always make another palette and use transparency to put it on top of the other (you can do this here, probably.) Note, this may cause problems if takes up a spot that is needed for something else, use mindfully.
If you have any questions, hit me up.