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  #26    
Old November 19th, 2014 (06:02 AM).
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Sorry for being noob in my question

Can I add new abilities with this tool?(because it has abilities.blah blah)

Second thing, Can I make a new battle script for legendary battles...

example, instead of Wild GROUDON appeared, Legendary GROUDON appeared
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  #27    
Old November 19th, 2014 (11:14 AM).
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Quote originally posted by Lance32497:
Sorry for being noob in my question

Can I add new abilities with this tool?(because it has abilities.blah blah)

Second thing, Can I make a new battle script for legendary battles...

example, instead of Wild GROUDON appeared, Legendary GROUDON appeared
1: No, abilities are handled by asm, the abilities is just an ini file
2: That's not battle scripting, that's a battle string
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  #28    
Old November 21st, 2014 (04:43 AM).
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Quote originally posted by GoGoJJTech:
1: No, abilities are handled by asm, the abilities is just an ini file
2: That's not battle scripting, that's a battle string
how to do that battle string?
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  #29    
Old November 22nd, 2014 (08:41 AM).
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Quote originally posted by Lance32497:
how to do that battle string?
You would need asm to make that battle string appear for specific pokemon first.
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  #30    
Old November 22nd, 2014 (08:46 AM).
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So can i create a custom battle with this? Like the Oak tutorial battle at the start of FireRed?
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  #31    
Old November 22nd, 2014 (08:48 AM).
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Quote originally posted by Knight of Duty:
So can i create a custom battle with this? Like the Oak tutorial battle at the start of FireRed?
No you cannot, you can make move effects and only move effects.
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  #32    
Old November 22nd, 2014 (09:03 AM).
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Quote originally posted by GoGoJJTech:
No you cannot, you can make move effects and only move effects.
Actually, they can do way more than that. Almost everything happening during battles is a battle script (command). So I guess text could be handled by this too.
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  #33    
Old November 22nd, 2014 (06:38 PM).
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Quote originally posted by daniilS:
Actually, they can do way more than that. Almost everything happening during battles is a battle script (command). So I guess text could be handled by this too.
Sorry to be a noob but isn’t there a printstring type of command? Doesn’t it have any other use?
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  #34    
Old November 23rd, 2014 (12:28 AM).
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Quote originally posted by Knight of Duty:
Sorry to be a noob but isn’t there a printstring type of command? Doesn’t it have any other use?
There is. Just convert the string you're looking for to hex and search for it with a hex editor. Then look into the idb for battle scripts and asm surrounding it.
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  #35    
Old February 2nd, 2015 (06:46 AM).
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Hi, I just wanted to ask what determines how long status moves last for? Can you make them last for a set number of turns like sleep when resting? Also what's the command for doing damage to yourself? Does it have to be like recoil damage or can you set it so that a percentage of max health is lost?

Thanks
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  #36    
Old February 2nd, 2015 (03:52 PM).
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Quote originally posted by pokenoobend:
Hi, I just wanted to ask what determines how long status moves last for? Can you make them last for a set number of turns like sleep when resting? Also what's the command for doing damage to yourself? Does it have to be like recoil damage or can you set it so that a percentage of max health is lost?

Thanks
http://bulbapedia.bulbagarden.net/wiki/Pok%C3%A9mon_data_structure_in_Generation_III

Just use the setbyte command to change the status byte.
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  #37    
Old February 4th, 2015 (04:12 AM).
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I understood 75% ,
but I dunno how to execute a new message string.
like when the effects are applied, it shows "POKEMON had been trapped in FOE's Magic Aura"
I had seen this in Mrdollsteak rom, the worry seed
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  #38    
Old May 30th, 2015 (01:28 PM).
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Hey there everyone. I'm getting ready to dive into this program with the intention of having additional text pop up after a wild pokemon battle ends. I have a variable being stored in 8001 after a pokemon battle, and if its anything other than FF, or 00, the text should appear. From what I've been told by FBI, this is the best method to make this happen. If anyone can give me some pointers, I would love to hear them! Also! I'm using JPAN / Dollsteak engine, and it seems that the offsets aren't set up to handle this. Anyone know what offsets need changed?
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  #39    
Old May 30th, 2015 (01:30 PM).
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Quote originally posted by Criminon:
Hey there everyone. I'm getting ready to dive into this program with the intention of having additional text pop up after a wild pokemon battle ends. I have a variable being stored in 8001 after a pokemon battle, and if its anything other than FF, or 00, the text should appear. From what I've been told by FBI, this is the best method to make this happen. If anyone can give me some pointers, I would love to hear them!
This tool edits moves and their effects, not battle engine calls and workings.
For example, you can edit what tackle does in this program, but you can't edit the entire level up stuff in battle via this tool. That's just engine routine stuff and things.
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  #40    
Old May 30th, 2015 (01:36 PM). Edited 4 Weeks Ago by Criminon.
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Quote originally posted by GoGoJJTech:
This tool edits moves and their effects, not battle engine calls and workings.
For example, you can edit what tackle does in this program, but you can't edit the entire level up stuff in battle via this tool. That's just engine routine stuff and things.
I assumed this same thing.
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