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Found 7 results

  1. Hello again! Ok so I've been working on a Pokemon SoulSilver Romhack and I've now reached the scripting stage. In a small amount of time I figured out how to change the game corner prizes and gift pokémon through SDSME. Feeling motivated with my progress I tried moving onto more complex things. I wanted to make the spiky eared pichu event avaliable without the need of action replay. However then I realised that you need a mystery gift shiny pichu to trigger the aforementioned event. Apparently the game will trigger the event if the shiny pichu in your party has the description 'met through a fateful encounter'. With my very limited knowledge I went through every script function for Ilex Forest trying to figure out what I had to do to trigger the spiky eared pichu event using a normal shiny pichu. However with my limited knowledge I don't really know what I'm supposed to change and the number of functions in the Ilex Forest map are overwhelming. I'm guessing there is a 'checkflag' line somewhere that if I remove should produce the desired effect. If I figured out how to do this then I could also trigger other events that normally require event pokémon such as the giovanni and sinjoh ruins events. If anyone knows how to help then please reply, it would be a big help! TLDR: does anyone know which flag checks for the fateful encounter description on a Pokémon? Or does anyone just have a list of flags that the game uses?
  2. Hi there Has anyone had any experience of modifying the two codes that declare the Pokemon species involved in Fateful Encounter events in BW1 and B2W2 (Keldeo, Meloetta etc.)? The code varies between the two, being 0x220 and 0x20D respectively in BW and B2W2. It is displayed in script in an example like below: Meloetta Castelia Cafe Script: (Script #106 in both BW1 & B2W2 versions) - Full Hex is attached just incase Offset: 91 0x20D Offset: 93 0x288 0 0x8022 0x8010 Offset: 101 StoreVar 0x8010 Offset: 105 CompareTo 1 Offset: 109 Condition EQUAL Hex for this portion of script is: 0D 02 88 02 01 00 22 80 23 80 09 00 23 80 08 00 00 00 11 00 01 00 Basically I am just trying to work out how does this script call that specific Pokemon to be a Fateful Encounter / Event Pokemon. And/or how then to edit that so I can change it so that Pokemon specific does NOT have to be an Event Pokemon. Which would fit nicely into a ROM Hack such as Drayano's Volt White 2 & Blaze Black 2. I have seen the Pastebin from the BW Scripting thread HERE - Which @Kaphotics filled with all the scripts a few years ago (Which has been a god send to learn from!) I just can't work out how the command sets the Pokemon species to be 'Event Only', and then how to alter it so it works for non-event Pokemon Any help would be much appreciated Thanks Monty3540 6_106 6_106 Meloetta Event.txt
  3. Hey all, I created a macro system for event scripting in the DS generation of Pokémon games. It can be found here. Note: this only supports Black 2 and White 2 at the moment, and not all script commands from those games are in. Requirements To set it up, you will need: devkitARM (included with devkitPro). Python 3.4 or greater. Utilizing it: To start, make sure this is included at the top of your file: Once you do that, make a label for the script you are writing: Example: # script goes here Then, add a new label at the top, and add pointers to your script like so: scripts: script <script label> Then, compile it using the Python script: python CheapScript.py <script> <output directory> Once you do all of that, add the script to your game by finding the corresponding script NARC (in B2W2, it is a0/5/6), and replacing the script container that you want to (in SDSME, you can find a list of them, under the “script” section in the Map Headers tab). Profit! An example of a script in action can be seen here. Happy scripting!
  4. I've been looking into writing a script to run on Desmume. I'm thinking of running it on either Platinum or one of the Gen V games. I haven't been able to find any detailed instructions for setting things up, can anyone help me out? It doesn't have to be Lua, really it should be something that "plugs in" to the emulator (fires button inputs straight into the emulator rather than using something like the Robot in Java to send keyboard and mouse events over the desktop). Also, if I wanted to look into reading the memory from the frame, how would I figure out what address and value correspond to what (ie. tiles, items, Pokemon health, player position, etc.)?
  5. I have been trying to create scripted encounters with wild Pokemon in BW2, those that use an overworld Pokemon sprite that you can interact with. I have been sort of successful in trying to copy existing scripts, but I still don't know how to make them exclusively use their Hidden Abilities. I have looked through the various scripting threads on the forums here, but there has been no mention of abilities. I have also tried looking at the scripts for various instances already in the game, both wild ones and those received as gifts. I haven't found how to do this yet, so I was hoping someone on here would know how this can be done. Thanks in advance for any help!
  6. I have been trying to get Kaphotics' Lua scripts working in Pokemon Black and White, and I have downloaded the kit from his scripting thread and followed his video tutorial. Everything worked according to the tutorial until I was to open the Lua scripting window inside the emulator, and tried to load the zdXow.lua file. I then get an error that says "Lua51.dll was not found". I have tried putting the text file in various folders but it hasn't worked and I can't find any Lua51.dll file either. Does anyone know what is causing this error or how I could solve it? I am using DeSmuMe 0.9.9. Thanks in advance for any help.
  7. I have tried to change or replace items in the BW/B2W2 games, both items that can be found in the overworld and those given by NPCs. I have no previous experience with hex editing but I have done my best going through this forum and trying to grasp what I need to know to be able to do this. The problem I have now is that I cannot find the hex numbers for the various items within the script files for the various maps. If I open the script for a certain location, for example, Route 2 in Black and White, which is not too complicated but contains examples of various things, then there are both items on the ground and a scripted one at the beginning. Looking at this page: List of items by index number (Generation V) ... I can find the hex values for the items in the games, and I know that Route 2 is script file 319 in B/W. The problem is that I am unable to find the hex values for any of the items within the script code. I have looked through many, many different threads here trying to find out what I am doing wrong but without success. Could someone here who has experience with this kind of editing tell me what I am missing, where the hex numbers for the items can be found and if there is anything else I have misunderstood? Thanks in advance, I would be very grateful for any help.
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