Small PSA: You can only expand the trainer table by a small amount. It's 9 trainers in Emerald & 25 trainers in FireRed. Otherwise, great video! I especially like how you zoomed in on the script data at times!
THIS COMMENT JUST MADE MY DAY. I have an Emerald romhack I am making. Did the first 3 gyms easily, the next 3 I made brand new routes and towns and maps and definitely added more than 9 trainers. Way more. And it white screened on my next test. I was so confused and my file backup was two weeks old. If I delete the excessive new trainers, can I recover the current iteration? Or is it safer to just eat the week or two of time lost to get my backup to where I was minus the excess trainers?
@@jooniebewatchin You probably have to revert to before you expanded trainers as you also repointed the trainer table. However, white screens shouldn't result from expanding this table. The latest versions of HMA shouldn't have any problems with repointing the table, and your case is puzzling me.
back a couple years ago i don't think this program existed, i used to play around hacking ruby and never did anything useful cuz i sucked at it real bad, but i had so many hours of fun doing nonsense, i wish we had tutorials as clear as this back 10 years ago
This is incredibly well made! Thank you a lot for making these tutorial Videos, as there is very few information like this on TH-cam! I hope you can bring more of these videos to your Channel! Would you make a Video explaining on how to script Types of trainer Battles? Stuff like One time only+ NPC disappear; Post Game boss type stuff ?
Something I really want to do is be able to ride off large cliffs with your bike, but once you hit the ground, you fall off your bike, making you just lay on the ground for a couple of seconds. I got the idea from when the spearows were attacking Ash and Pikachu in the anime.
So I’m attempting to make a difficulty rom hack of Firered that attempts to stay to the feel of gen 3 kanto. One thing I wanna do is add all crossgen evos to Pokémon from gens 1-3 into the game. However I don’t know how and I don’t want any Pokémon other than those ones. I also don’t wanna add the physical special split. Do you thing you could give me some advice on how I would do this?
I wanna make one script activate after another how? Like say you go in a haunted house (old lady gives a lecture about mews legacy) you go out the house I want her to talk to you again
@@Viselc yes, the apply movement command continues the script unless wait movement is after. So if you use back to back apply movement commands both will play out
@@kingcradi Would you also happen to know, if there's an alternative to applymovement? Something more akin to teleport npcs 1 block rather than have them walk with their animation. Try to get a "ghost" npc to move/teleport down but without animations
i love your content king cradi. I need help, I want an NPC to walk to the exit of a pokemon center and never come back, but I don't know how to do this without him reappearing in the same place he was before the player talked to him pls help
This is my code section0: # 366E00 applymovement 255 { face_up } if.flag.set.goto 0x0023 special SpawnCameraObject move.camera { walk_up walk_up } waitmovement 127 applymovement 10 { jump_2_left jump_2_right } msgbox.default { ?????: Ha Ha another victory good job Pikachu! } applymovement 12 { } msgbox.default { ?????: Ugh no not again! Next time me and my Pokémon will fight harder } closeonkeypress move.camera { walk_down walk_down walk_down } applymovement 255 { walk_down } waitmovement 255 special RemoveCameraObject end section1: # 366E50 special SpawnCameraObject move.camera { walk_up walk_up } waitmovement 127 applymovement 1 { jump_in_place_left } msgbox.default { ?????: Return! } cry Doduo 2 waitcry movesprite 14 9 69 sound se_ball_open applymovement 11 { set_invisible } applymovement 14 { set_visible delay_16 delay_16 set_invisible } waitmovement 12 msgbox.default { ?????: I've lost again. } closeonkeypress applymovement 3 { walk_left walk_left walk_up walk_up walk_up walk_up walk_up } sound se_ball_open applymovement 14 { set_invisible } applymovement 10 { set_visible delay_16 delay_16 set_invisible } waitmovement 3 applymovement 1 { walk_left walk_left } waitmovement 1 applymovement 1 { walk_down } move.camera { walk_down walk_down } waitmovement 127 special RemoveCameraObject single.battle.continue.silent Adam { Hey, the name's Adam. You're a Pokémon trainer too? Let's battle! } { Wow your powerful! } end section2: #367000 msgbox.default { You and your Pokémon shine bright here's a well deserved reward! } closeonkeypress npc.item "Shiny Stone" 1 end { Adam: One day i'll become stronger and beat you. } closeonkeypress applymovement 1 { walk_up walk_up walk_up walk_left walk_left walk_left walk_left walk_up } waitmovement 1 hidesprite 9 hidesprite 10 hidesprite 11 hidesprite 12 hidesprite 14 setflag 0x0024 setvar 0x4034 1 end the problem is the characters don't disappear the Poke ball is invisible but if makes a invisble wall when i try to walk forward as if it's there and if i try to talk to it it's empty dialogue
For the first test at 3:04, my game just freezes when I step on the tilescript heres what I have section0: # E45680 if.flag.set.goto 0x0029 special SpawnCameraObject move.camera { walk_up walk_up } waitmovement 127 applymovement 10 { jump_in_place_left } msgbox.default { ILL KILL YOU } closeonkeypress end
Small PSA: You can only expand the trainer table by a small amount. It's 9 trainers in Emerald & 25 trainers in FireRed.
Otherwise, great video! I especially like how you zoomed in on the script data at times!
Thanks! Didn't know about the trainer expansion, good tip!
THIS COMMENT JUST MADE MY DAY. I have an Emerald romhack I am making. Did the first 3 gyms easily, the next 3 I made brand new routes and towns and maps and definitely added more than 9 trainers. Way more. And it white screened on my next test. I was so confused and my file backup was two weeks old. If I delete the excessive new trainers, can I recover the current iteration? Or is it safer to just eat the week or two of time lost to get my backup to where I was minus the excess trainers?
@@jooniebewatchin You probably have to revert to before you expanded trainers as you also repointed the trainer table. However, white screens shouldn't result from expanding this table. The latest versions of HMA shouldn't have any problems with repointing the table, and your case is puzzling me.
back a couple years ago i don't think this program existed, i used to play around hacking ruby and never did anything useful cuz i sucked at it real bad, but i had so many hours of fun doing nonsense, i wish we had tutorials as clear as this back 10 years ago
This is incredibly well made! Thank you a lot for making these tutorial Videos, as there is very few information like this on TH-cam!
I hope you can bring more of these videos to your Channel!
Would you make a Video explaining on how to script Types of trainer Battles?
Stuff like One time only+ NPC disappear; Post Game boss type stuff ?
Something I really want to do is be able to ride off large cliffs with your bike, but once you hit the ground, you fall off your bike, making you just lay on the ground for a couple of seconds. I got the idea from when the spearows were attacking Ash and Pikachu in the anime.
0:13 rip brandon
Man fuck yes I was waiting to see if you’d do more and that’s what I appreciate about you homie keep it up
So I’m attempting to make a difficulty rom hack of Firered that attempts to stay to the feel of gen 3 kanto. One thing I wanna do is add all crossgen evos to Pokémon from gens 1-3 into the game. However I don’t know how and I don’t want any Pokémon other than those ones. I also don’t wanna add the physical special split. Do you thing you could give me some advice on how I would do this?
So the tile script method seems to be different than what the moving truck cutscene uses at the beginning of RSE, what do I have to do to edit that?
At single battle continue silent my characters name “Adam” doesn’t turn green does that effect anything?
0:13 I'm new to this but I want to make a mechanic where the trainer can swim without an HM with an animation like this, how would I do this?
I’m having difficulty with the script replaying and my characters not disappearing
Hey Cradi! my npc trigger puts it below the area where it is on my editing screen, is there anyway to fix that?
I wanna make one script activate after another how? Like say you go in a haunted house (old lady gives a lecture about mews legacy) you go out the house I want her to talk to you again
Babe wake up King cradi uploaded a new HMA tutorial!!
Hey brother is there a way in which we can create a mugshot which covers the whole screen in game??
What if it just keeps repeating like for me the pikachu attacks dodouo but the dialogue keeps repeating
same, the dialogue is repeating for me, did you find a solution?
What if the character just disappears instead of walking away
Is it possible to have multiple npcs/sprites move with applymovement?
@@Viselc yes, the apply movement command continues the script unless wait movement is after. So if you use back to back apply movement commands both will play out
@@kingcradi cheers!
@@kingcradi Would you also happen to know, if there's an alternative to applymovement? Something more akin to teleport npcs 1 block rather than have them walk with their animation. Try to get a "ghost" npc to move/teleport down but without animations
Saving this one!
is there a way to change music during cutscenes?
@@ric15 yeah, use the playsong command
i love your content king cradi.
I need help, I want an NPC to walk to the exit of a pokemon center and never come back, but I don't know how to do this without him reappearing in the same place he was before the player talked to him
pls help
Use the hidesprite command, then set a flag right after and assign that flag to that NPC
@@kingcradi thanks man, it helped me a lot
I'm first can you pin me pls?
This is my code
section0: # 366E00
applymovement 255
{
face_up
}
if.flag.set.goto 0x0023
special SpawnCameraObject
move.camera
{
walk_up
walk_up
}
waitmovement 127
applymovement 10
{
jump_2_left
jump_2_right
}
msgbox.default
{
?????: Ha Ha another victory good
job Pikachu!
}
applymovement 12
{
}
msgbox.default
{
?????: Ugh no not again!
Next time me and my Pokémon will
fight harder
}
closeonkeypress
move.camera
{
walk_down
walk_down
walk_down
}
applymovement 255
{
walk_down
}
waitmovement 255
special RemoveCameraObject
end
section1: # 366E50
special SpawnCameraObject
move.camera
{
walk_up
walk_up
}
waitmovement 127
applymovement 1
{
jump_in_place_left
}
msgbox.default
{
?????: Return!
}
cry Doduo 2
waitcry
movesprite 14 9 69
sound se_ball_open
applymovement 11
{
set_invisible
}
applymovement 14
{
set_visible
delay_16
delay_16
set_invisible
}
waitmovement 12
msgbox.default
{
?????: I've lost again.
}
closeonkeypress
applymovement 3
{
walk_left
walk_left
walk_up
walk_up
walk_up
walk_up
walk_up
}
sound se_ball_open
applymovement 14
{
set_invisible
}
applymovement 10
{
set_visible
delay_16
delay_16
set_invisible
}
waitmovement 3
applymovement 1
{
walk_left
walk_left
}
waitmovement 1
applymovement 1
{
walk_down
}
move.camera
{
walk_down
walk_down
}
waitmovement 127
special RemoveCameraObject
single.battle.continue.silent Adam
{
Hey, the name's Adam. You're a
Pokémon trainer too?
Let's battle!
}
{
Wow your powerful!
}
end
section2: #367000
msgbox.default
{
You and your Pokémon shine bright
here's a well deserved reward!
}
closeonkeypress
npc.item "Shiny Stone" 1
end
{
Adam: One day i'll become stronger and
beat you.
}
closeonkeypress
applymovement 1
{
walk_up
walk_up
walk_up
walk_left
walk_left
walk_left
walk_left
walk_up
}
waitmovement 1
hidesprite 9
hidesprite 10
hidesprite 11
hidesprite 12
hidesprite 14
setflag 0x0024
setvar 0x4034 1
end
the problem is the characters don't disappear the Poke ball is invisible but if makes a invisble wall when i try to walk forward as if it's there and if i try to talk to it it's empty dialogue
The flag has to assigned to the NPC events by clicking on them in the map editor
@@kingcradi I did that the flag is 0024 or “24” do the 0’s matter?
Oh wait it defaults to 0024 I can’t just do 24
@@kingcradioh I think I’m figuring it out I think the apply movement numbers are messed up I was doing the numbers in your video
For the first test at 3:04, my game just freezes when I step on the tilescript
heres what I have
section0: # E45680
if.flag.set.goto 0x0029
special SpawnCameraObject
move.camera
{
walk_up
walk_up
}
waitmovement 127
applymovement 10
{
jump_in_place_left
}
msgbox.default
{
ILL KILL YOU
}
closeonkeypress
end