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  • okay Kleenexfeu i have a new expanded battle script commands table but the thing is i dont think the setword command or battle string loader hack is working for me i put the setword command in a free space offset at B6B5F0 and then at the second FE FE FE 08 i put the pointer F0 B5 B6 is this correct? and also for the battle script loader hack i put it at a free offset at E45760 and then at the third FE FE FE 08 i put the pointer to 60 57 E4 is this correct? and BTW i put these two pointers on the new expanded FE FE FE 08s down below and not on the already used ones just so u know i hope u can help me fix this problem this is the reason why moxie wont work and neither the type absorb abilites thx Kleenexfeu for always being paitent with me
    for the bad dreams battle script it gives me this error "Line 5 has too many parameters correct number is 3" can u tell me how to fix it thx
    i need help with Primodial Sea,Desolate Land and Delta Stream

    okay i know im gonna come off sounding like im lazy and i want u to do it for me but actually im here typing to u today in the exact opposite way i know how to do the stuff for these three abilites except for the battle scripts i keep trying to do the battle scripts and it just dosent seem to work or the battle script i get dosent work and i was wondering if u can give me/show me the compiled version of every battle script used in these three abilites i know i sound like im lazy and i know im asking too much but it isnt working for me and i really wanna implement these three abilites u dont have to show me the compiled battle scripts but i hope u do as it would help me alot
    hey Kleenefeu i have a question how exactly do u put a battle script into the rom and see the contents in a hex editor because when i put a battle script into bsp and i save it then i open it in a hex editor it gives me huge amounts of code and on the side where the "description of the battle script is" it has the same exact stuff as what i wrote in BSP so i was wondering if im doing it right and if not which is probably the case then how? thx plz reply back soon
    I wonder if you can make "forcerandomswitch" battle script command's routine to remove playing the move animation in the command. I'm almost perfect to Dragon Tail/Circle Throw but the problem is I have "attackanimation" for the move's animation then the "forcerandomswitch" plays the animation again. I'm just wondering if can you. :/

    (In that way, we will have to remake Roar/Whirlwind's battle script to add the "attackanimation" command.)
    Managed to expand types in Emerald with MrDS's tutorial (yay!). Does G3T support expanded types? I can't find a way to make the new index show up in the editors.
    Hmm... I don't have a clean one. But, you can try messing up with my Dark Crystal to warp in Battle Frontier/Tents to test stuff.

    Yeah! I also noticed Emerald Omega being fine. But, my theory though is that EO only went under 512 while more than 512 messes up stuff.
    Thank you! a lot of them take a bit of deciphering due to having a few branches into other pieces of code, but they're great!

    How would I insert the new attacks into the learnsets of the respective Pokemon?
    After playing any facility (assuming you've saved before entering and always has), anyone is unable to open the pokedex (especially reset and continue the game).
    My plan was actually to snip some animations from mamamama's rom base (because he has Dragon Pulse and a bunch of others that I can put into SE), but the attachment download on his thread is broken. Do you happen to have a copy of the ips by any chance?
    What do you think of the solution I proposed to Tlachtli (VM)? Unfortunately, it was sent right as he went offline.
    Special 1 is the effect byte (in decimal form) and 2 is the value :)

    In that case, I think I'll be better off following MrDS's tutorial instead. I'll still have to change the indexes and such, but it should end up much cleaner in the end.
    Cool! So I'm assuming that all it takes to change the bytes that boost any type is done by tinkering with this table?

    I think I'll stick with swapping them, so Fairy replaces ??? and Normal back to index 0. Where do I start?
    Alright. Everything else described is a-ok though?

    It's been that way since I picked up the project from Tlachtli; I'm afraid that I might end up interfering with other stuff in the game if I messed with it.
    Since Normal uses the ???-type slot (09), would I be able to assign a new effect byte to the slot that corresponds to it? Here's the table I've come across:
    Spoiler:
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