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- Lavaridge Town
- Seen Sep 16, 2020
How would I make my wild battle a shiny
Spoiler:
'---------------
#org @start
lockall
checkflag 0x807
if 0x0 goto @snippet1
checkattack ATK_CUT
compare LASTRESULT 0x6
if 0x1 goto @snippet1
setanimation 0x0 LASTRESULT
bufferpartypokemon 0x0 LASTRESULT
bufferattack 0x1 ATK_CUT
msgbox @string1 MSG_YESNO '"This tree looks like it can be CUT..."
compare LASTRESULT 0x0
if 0x1 goto @snippet2
msgbox @string2 MSG_KEEPOPEN '"[buffer1] used [buffer2]."
closeonkeypress
doanimation 0x2
waitstate
goto @snippet3
'---------------
#org @snippet1
msgbox @string3 MSG_SIGN '"This tree looks like it can be CUT..."
releaseall
end
'---------------
#org @snippet2
closeonkeypress
releaseall
end
'---------------
#org @snippet3
applymovement LASTTALKED @move1
waitmovement 0x0
hidesprite LASTTALKED
releaseall
end
'---------
' Strings
'---------
#org @string1
= This tree looks like it can be CUT down.\pWould you like to CUT it?
#org @string2
= [buffer1] used [buffer2].
#org @string3
= This tree looks like it can be CUT down.
'-----------
' Movements
'-----------
#org @move1
#raw 0x5B 'mov5B
#raw 0xFE 'End of Movements
Here's what I got from breaking down a script of a tree for CUT
I searched for #raw 0x5B but couldn't find it ?
What is that for ? Is it an animation for 'tree being cut down' ?
Hey guys, I have a few questions, and please don't make a big deal and say I'm asking for scripts, I know how to script perfectly fine, I would just like to know what is needed to be done to make these happen:
a script for a door that opens when the player has a key.
a script for a trainer battle using the vs seeker (where they continue to get stronger)
a script for a mart that progressively sells more items as the game goes on. (not over time, through set points in the story)
help for any of these would be much appreciated. Thank you.
Sounds great, I had a few ideas about how they might've worked out, I just needed a bit of clarification. Thanks a lot!I don't know how to do the second one, but I have done the first and third.
For the first one, just place a hidden character on the door and remove the warp. Then write a script that will open the door, have the player walk forward, and then warp. Then set up a script that will check your player for the key, using the check item command, and if he has it, it will jump to the first script. If not, it just says that the door is locked.
The second one is a little more complicated. You can use flags or vars, though vars will simplify it. First, find a tutorial or figure out how to make a mart in the first place. Now, make several different mart scripts with the mart you want for each point in the story. Put all of these marts as differet dynamic offsets in your script.
Now, I'm going to use vars for this explanation, place a script or add to a script at key points in the story that will set a specific var, let's say 0x5000 +1 at each event.
Then, go back to your old script and using the compare comand, check your var for the different values and have it jump to the different mart offsets based on the value in the var 5000.
If I want to make a sprite disappear on a different map than a script I'm writing, do I just add a setflag to my script and use the same flag number as the Person ID on the sprite?
That's just what I gleaned from looking at the Giovanni script in Silph, making all the Rockets in Saffron disappear with setflag 0x3E and all the rockets having 3E be their ID number...
This question might be a simple thing, I think.
I have a script that starts just after the game intro and requires a sprite to be hidden before I activate it (to simulate them coming up the stairs). Problem is I can't get the sprite to disappear before the map loads. Does it involve a level script? This has been bugging me for a while now.
Hey guys, I have a script that doesn't seem t work in my FR rom
Spoiler:
'---------------
#org 0x730420
checkflag 0x1216
if 0x1 goto 0x8730488
showsprite 0xA
applymovement 0xA 0x873048B
applymovement MOVE_PLAYER 0x873048F
waitmovement 0x0
msgbox 0x87304A1 MSG_KEEPOPEN '"Oh!\nSorry, I didn't see you there..."
fanfare 0x100
special 0x0
waitfanfare
closeonkeypress
trainerbattle 0x1 0x2 0x500 0x873051E 0x8730548 0x8730461
end
'---------------
#org 0x730488
release
end
'---------------
#org 0x730461
msgbox 0x8730560 MSG_NORMAL '"By the way, I'm Brendan!\nThat bat..."
applymovement 0xA 0x8730493
applymovement MOVE_PLAYER 0x873049E
waitmovement 0x0
hidesprite 0xA
setflag 0x1216
setvar 0x5000 0x1
release
end
'---------
' Strings
'---------
#org 0x7304A1
= Oh!\nSorry, I didn't see you there!\lHey, you seem like a capable\ltrainer...\lHow about we battle? Don't worry\lI'll heal you.
#org 0x73051E
= Now that I've healed you,\nlet's battle!
#org 0x730548
= Wow! You're powerful!
#org 0x730560
= By the way, I'm Brendan!\nThat battle really had me going!\lI seriously think you have loads\lof potential. I hope I can see you\lagain.\lSee ya!
'-----------
' Movements
'-----------
#org 0x73048B
#raw 0x10 'Step Down (Normal)
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements
#org 0x73048F
#raw 0x10 'Step Down (Normal)
#raw 0x1 'Face Up
#raw 0xFE 'End of Movements
#org 0x730493
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0xFE 'End of Movements
#org 0x73049E
#raw 0x2 'Face Left
#raw 0xFE 'End of Movements
Also the rom uses the Jambo Trainer Mugshot Hack so that is why the 3rd trainerbattle value is 0x500
Anyway, the problem is that, I placed it in Viridian City in front of the Pokemon Centre. I open the game, and I try to walk into Viridian, but the game restarts. If someone could help explain why this is, this would help a lot.
Also the script box only has the Var Number filled in which is 5000
Try removing 0x500 and make it 0x0 if everything worked then maybe it's how you inserted the Mugshot Hack.
Or for starters try using the 1st Pallete in the table so it will be 0x100.
And remove those release scripts at the end of your scripts since you didn't put a lock at the opening of your script.
I tried doing these actions, and I also compiled the script into a backup of the rom, and even a fresh new rom, but I still freeze before getting into town, so it dismissed my idea that the rom was bad.
Again, here's the script, with the appropriate changes.
Spoiler:
#dynamic 0x730420
#org @start
checkflag 0x1216
if 0x1 goto @done
showsprite 0xA
applymovement 0xA @whoops
applymovement 0xFF @what
waitmovement 0x0
msgbox @sorry 0x4
fanfare 0x100
special 0x0
waitfanfare
closeonkeypress
trainerbattle 0x1 0x2 0x0 @battle @lose @next
end
#org @done
end
#org @next
msgbox @go 0x6
applymovement 0xA @walk
applymovement 0xFF @bye
waitmovement 0x0
hidesprite 0xA
setflag 0x1216
setvar 0x5000 0x1
end
#org @sorry
= Oh, sorry about that! I didn't see\nyou there!\lHey, you seem like a capable\ltrainer...\lHow about we battle? Don't worry\lI'll heal you.
#org @battle
= Now that I've healed you,\nlet's battle!
#org @lose
= Wow! You're pretty good!
#org @go
= That was a good battle!\nBy the way, my name is Brandon.\lI think you have lots of potential\las a trainer...\lWell, I have to go.\lBye!
#org @whoops
#raw 0x10
#raw 0x62
#raw 0xFE
#org @what
#raw 0x10
#raw 0x1
#raw 0xFE
#org @walk
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0xFE
#org @bye
#raw 0x2
#raw 0xFE
Hi,
I need help with one of my scripts.
First things first, I am working on a Pokemon hack!
(Pokemon XD gale of darkness remake for gba)
And I've come across something I've never dealt with b4...
How would I make shadow Pokemon appear in my game When one of
my trainer battles that Need Shadow Pokemon?
Would I change the shiny sprite into a shadow sprite?
I dunno?
Then in a trainer battle how could i make Shadow Pokemon catch-able?
Thx a whole bunch guys (;
pls pls pls get this to work ;)
I compiled your script and it works beautifully without sprite 0xA. It also works great when sprite 0xA isn't hidden. However, as soon as I hide it, and it comes into view, the game crashes. In fact, any hidden sprite on screen in Viridian City causes the game to crash. Why? I have no clue! I will keep looking into this.
Edit: This happens in more places than Viridian City... Could the hidden option be corrupt??
Edit2: Confirmed. This happens everywhere with hidden option number 1, the other two hidden options on the movement list work and don't crash the game, however, they refuse to obey the showsprite command or the raw show command used with an applymovement.
Edit3: haha, I made it work. Okay, you need to use the 3rd Hidden option in the list and type 4B in the movement box below. Now, remove the showsprite command from your script and instead add "#raw 0x61" to the top of the movement @whoops. This is the show command foe FireRed. (I was using Ruby commands for edit 2, wrong list)
A couple of notes. A green s-tile script will not run on entering the map. You are going to have to turn this into a level script somehow if you want it to happen when leaving the pokecenter. Also, if you don't open the door for sprite 0xA, it's going to be weird. I have some ideas on how to do both, so if you can't figure it out, pm me.
Just an idea. Learn how to expand the number of ingame pokemon, but not the dex, to twice as many pokemon as you need. Then, take all of the new slots and duplicate every pokemon, or just the ones you want to make shadow. Then, recolor their regular sprite to shadow ones. Lastly, make them evolve into the regular form by the machine that purify's the pokemon.
For catching a shadow pokemon from a trainer, you would need to set it up so that when the battle begins, the changes that a catch trainer's pokemon gameshark code are applied. I don't know much about gameshark codes, but from what I understand, it's just modifying the ram which you can do in a script.
Thx so much!
However i dont get the "expand the number of ingame pokemon" Do you know any gd tutorials on how to change ingame data?
*Re-point Pokémon names table
*Re-point Base stats table
*Re-point front sprites table
*Re-point back sprites table
*Re-point normal palettes table
*Re-point shiny palettes table
*Re-point TM-compatibility table
*Re-point evolution table
*Re-point moveset table
*Re-point Icon table
*Re-point Icon Palette table
*Re-point battle positioning tables
*Re-point footprint table