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- Seen Aug 1, 2023
Quick question
- Is there any way to import the version of the pokedex from DPP into Firered
- Is there any way to import the version of the pokedex from DPP into Firered
Alright, removing the flag causes the person to disappear when activating them after the battle only to reappear immediately, which is why I thought I needed a flag to begin with (I had this trouble when I first started doing pokeball item scripts.)
Setting a flag makes them disappear, but only when activating them after battle. The only trainerbattle parameters it allows me to do are trainerbattle 0x0 0x009 0x1, so when you say try 0x1 I assume you mean trainerbattle 0x1, which it won't allow me to do.
I studied Diego's tutorial a little more last night, and I'm wondering if I shouldn't be using the gym battle as a template, as the trainers I want to disappear are sort of special events like gym leaders would be.
Still getting the same effect. I'm trying to figure out what I'm not doing, what I've overlooked. Unknowns are set to 3 across the board, and hidesprite works with sprite pokemon encounters I've done and overworld items. Guess I'll look over Diego's tutorial again and see what I missed.I think you are more or less misunderstanding trainerbattle. If you want to have a person who disapears right after the battle. It should look something like this.
Spoiler:#dynamic 0x800000
#org @start
trainerbattle 0x2 0x9 0x0 @intro @inbattledefeat @postbattle
end
#org @postbattle
fadescreen 0x1
hidesprite 0x4
fadescreen 0x0
release
end
#org @intro
= Hey lets battle!
#org @inbattledefeat
= Oh no I lost
I think you can also use trainerbattle 0x1 with this as well.
Still getting the same effect. I'm trying to figure out what I'm not doing, what I've overlooked. Unknowns are set to 3 across the board, and hidesprite works with sprite pokemon encounters I've done and overworld items. Guess I'll look over Diego's tutorial again and see what I missed.
without recoding it? No.Quick question
- Is there any way to import the version of the pokedex from DPP into Firered
Yes. However, I am going to attempt to try it one more time tonight with a clean rom to test. I'll report results.You used the script that I posted above and got the same effect as you did initially?
Im making a simple Hack of Fire Red so im not doing anything major. But I ran across a huge bug when crossing from Rt 14 to Rt 15. The game crashes as soon as you change maps. The only thing i changed about either of them was removing the Cut Tree so you dont need Cut to access that area in Rt 15. Im not too sure why its doing this, if anyone has any suggestions, thatd be great.
Try giving every NPC in there the [No Movement] movement with A-Map and see what happens.
This worked!! Thank you a bunch :D
We can probably safely assume that one of the NPCs in the map had the [Look Down] movement before, which causes the crash. To prevent this from happening again, you should avoid using the [Look Down] movement that's right above the [Hidden] movement.
How does this cause the crash exactly? Plenty of default trainers in fire red and even items have the look down movement. Is it because i removed a person event (Cut tree)?
I'm not entirely certain why it causes the crash, However, that specific "Look Down" is broken. The other one is not.
Spherical Ice made a new ini for the A-Map Sprite Behaviours, But there isn't an explanation on why it's broken, just that it is.
Another question:
I made an area where you could find jirachi. I used PKSV ui's script generator to make a script and i added it using the correct flag in A-Map. The battle works perfectly, and if you kill it or run away, the sprite disapears like it should. But if you catch the jirachi, it will let you battle again and again. Any ideas what i can add to the script or change? Im fairly new to scripting although i understand what most of it means.
Spoiler:
#dyn 0x740000
#org @start
special 0x187
compare LASTRESULT 2
if == jump 0x81A7AE0
special 0x188
lock
faceplayer
checksound
cry JIRACHI 2
waitcry
pause 0x14
playsound 0x156 0x0
battle JIRACHI 50 RARECANDY
setflag 0x807
special 0x138
waitspecial
clearflag 0x807
special2 0x800D 0xB4
compare LASTRESULT 1
if == jump 0x8162558
compare LASTRESULT 4
if == jump 0x8162561
compare LASTRESULT 5
if == jump 0x8162561
setflag 0x430
release
end
These two jump to the same location. You could make a if > jump 0x8162561 (I'm not sure of the syntax for PKSV though, so check) and it will catch the two results and put them to the same spot.compare LASTRESULT 4
if == jump 0x8162561
compare LASTRESULT 5
if == jump 0x8162561
Special 0xB4 returns 0x7 if the pokemon is caught, so replace that 5 with 0x7.
Im sorry, but replace what 5? The compare LASTRESULT 5?