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[Other] What are Trainer ID's and how can I use them?

  • 97
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    10
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    • Seen Nov 22, 2021
    Hello!

    I have a question. I see trainer ID's on basically all people and events, and although I know each person has there own unique one, I have no idea how to get new ones to use with custom events, or even how they work, the most I know is that the ID 7890 is available and not used by anything, but you know, it's only one.

    Any help would be appreciated!
     
    Hello!

    I have a question. I see trainer ID's on basically all people and events, and although I know each person has there own unique one, I have no idea how to get new ones to use with custom events, or even how they work, the most I know is that the ID 7890 is available and not used by anything, but you know, it's only one.

    Any help would be appreciated!
    What are you talking about? Trainer ID is something seen in trainer battle scripts. I feel like you may be referring to person ID numbers, in which case, pretty much any number higher than 20 is safe (if you're keeping all the events intact and just adding on).

    I don't think I'm understanding your question. Could you post a screenshot of where you're seeing this number?
     
    What are you talking about? Trainer ID is something seen in trainer battle scripts. I feel like you may be referring to person ID numbers, in which case, pretty much any number higher than 20 is safe (if you're keeping all the events intact and just adding on).

    I don't think I'm understanding your question. Could you post a screenshot of where you're seeing this number?
    Sorry, I did mean Person ID. XD How can I even add it? I don't know what numbers are taken and which aren't.

    [PokeCommunity.com] What are Trainer ID's and how can I use them?
     
    Sorry, I did mean Person ID. XD How can I even add it? I don't know what numbers are taken and which aren't.

    [PokeCommunity.com] What are Trainer ID's and how can I use them?

    Person ID is safe to leave as 0000 for every NPC. The only time you'd really edit that person ID number is if you want a Person to disappear.

    You can set the NPC's person ID to a flag number, then when you set the flag and visit the NPC, the NPC will not be visible. Some people do things like this in a script:
    Code:
    setflag 0xFlag number
    disappear 0x[Person event number]

    Then in the person ID, the value is set to the flag number. Try it out and you'll see.
     
    Person ID is safe to leave as 0000 for every NPC. The only time you'd really edit that person ID number is if you want a Person to disappear.

    You can set the NPC's person ID to a flag number, then when you set the flag and visit the NPC, the NPC will not be visible. Some people do things like this in a script:
    Code:
    setflag 0xFlag number
    disappear 0x[Person event number]
    Then in the person ID, the value is set to the flag number. Try it out and you'll see.
    Okay... So, if I was to add something like, say, a legendary Pokémon script, I would need said ID to make them disappear. So is it really just try random numbers until it works out?
     
    Okay... So, if I was to add something like, say, a legendary Pokémon script, I would need said ID to make them disappear. So is it really just try random numbers until it works out?

    no.... that's a really bad idea, don't use random numbers, that could mess up important parts of the game, e.g. make you have a gym badge too early

    these threads will help you find flags to use :)

    for firered look HERE
    for emerald look HERE
     
    no.... that's a really bad idea, don't use random numbers, that could mess up important parts of the game, e.g. make you have a gym badge too early

    these threads will help you find flags to use :)

    for firered look HERE
    for emerald look HERE
    Oh, jeez. Kinda complicated XD Well thank you, I'll try this out.
     
    no.... that's a really bad idea, don't use random numbers, that could mess up important parts of the game, e.g. make you have a gym badge too early

    these threads will help you find flags to use :)

    for firered look HERE
    for emerald look HERE
    Okay, so... I tried it out. I took the Moltres script, and replaced it with Regice. However, I have a problem. If I leave the battle and it disappears, as soon as I take a step he comes back. The flag for Moltres disappearing is "2BD" but clearly that doesn't work here. What should I do?
     
    Okay, so... I tried it out. I took the Moltres script, and replaced it with Regice. However, I have a problem. If I leave the battle and it disappears, as soon as I take a step he comes back. The flag for Moltres disappearing is "2BD" but clearly that doesn't work here. What should I do?

    that's how battles with legendaries work in firered

    if you run the pokemon will respawn once you re-enter the map
    if you catch it/kill it it's gone forever
     
    that's how battles with legendaries work in firered

    if you run the pokemon will respawn once you re-enter the map
    if you catch it/kill it it's gone forever
    No no, I didn't leave the map. I took a single step and it re-spawned.
     
    it means that the flag which was set in the script is different to the flag used to hide the sprite (the id) i suggest having a look at THIS tutorial, it has a section on flags etc. :)
    Aaah, I really don't understand... This is confusing. Moltres's ID is 0052. It's sprite ID is 137. Neither of those are referenced in the script, just 2BD. I just wanna make the guy in my script disappear, damn XD Who would have thought it would be this hard.
     
    Aaah, I really don't understand... This is confusing. Moltres's ID is 0052. It's sprite ID is 137. Neither of those are referenced in the script, just 2BD. I just wanna make the guy in my script disappear, damn XD Who would have thought it would be this hard.

    It's not.

    Moltres's Pokemon ID (for when you're dealing with the actual Pokemon) is 0x92
    Moltres's Overworld index number is 137 (controls which picture to use)
    Moltres's Person ID will be the flag set. This flag controls the vision of the overworld.

    Basically each overworld on the map has it's own Person ID and Overworld picture number (and a bunch of other things like a script ect.) If the person ID matches a set flag, then the Overworld will not show. The picture number controls which picture to show.
     
    No no, I didn't leave the map. I took a single step and it re-spawned.

    Where it says 'setflag' in the script, make a new flag or use the existing one if you're replacing moltres. Then in a-map, set the person-id of, in this case, regice, to the flag number. For example, if your flag is setflag 0x2BD as you said, then the person ID of your regice in advance map would be 02BD. Its not that hard at all xD
     
    Where it says 'setflag' in the script, make a new flag or use the existing one if you're replacing moltres. Then in a-map, set the person-id of, in this case, regice, to the flag number. For example, if your flag is setflag 0x2BD as you said, then the person ID of your regice in advance map would be 02BD. Its not that hard at all xD
    See, what's throwing me off is that in the case for Moltres, it isn't 2BD, it's 0052. But I guess it doesn't matter, as long as I can use new ones.
     
    See, what's throwing me off is that in the case for Moltres, it isn't 2BD, it's 0052. But I guess it doesn't matter, as long as I can use new ones.

    Ah, I see.. It seems as if moltres sets 2 flags, 0x807 and 0x2DB. Zapdos and articuno also have 0x807. This is oddly peculiar, being that all of their person ID's are not mentioned in any of their scripts. If you're just trying to make a regice battle script, you can use this example script and tweak it to fit your needs:

    Spoiler:


    Make sure to set the person ID to the setflag number. (In this case 200)
     
    Ah, I see.. It seems as if moltres sets 2 flags, 0x807 and 0x2DB. Zapdos and articuno also have 0x807. This is oddly peculiar, being that all of their person ID's are not mentioned in any of their scripts. If you're just trying to make a regice battle script, you can use this example script and tweak it to fit your needs:

    Spoiler:


    Make sure to set the person ID to the setflag number. (In this case 200)
    Thanks! What does this script refer to by Lvl Hex? Looking at the Moltres script, 0x32 is level 50, so it isn't as straightforward as I hoped. How does that work?
     
    Thanks! What does this script refer to by Lvl Hex? Looking at the Moltres script, 0x32 is level 50, so it isn't as straightforward as I hoped. How does that work?

    50 is 32 in hex. Open the windows calculator that should be build into your PC, then click View>Programmer, you will see two options on the left: Dec and Hex. Click dec, then type in the level you want your Pokémon to be. Then once its typed in, click on hex and it'll show the hex version of that number. For example, say I click on dec, then type in the number 100, then I click on hex, it will show the hex version of 100, which in this case is 64. So if I wanted the pokemon in the battle to be level 100, I'd type in 0x64. This is the same for 'PKMNDex#InHex'. So, if I wanted to do a wild battle containing Mew, I would just find its dex number, which is 151. Then do the process above in the wildows calc, to convert 151 into hex. 151 in hex is 97, so you'd replace 0xPKMNDex#InHex with 0x97.
     
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