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[Gen III]: Battle Scripting with BSP

daniilS

busy trying to do stuff not done yet
409
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    • Seen Jan 29, 2024
    How do you think they get called in the first place? You do realize that all scripting is just a higher level of ASM right? It is basically a macro ASM language.

    Yes, I know, but how? I don't think a simple jump is enough, because the game has to know it should execute a battle script. How do I do this?
     

    karatekid552

    What happens if I push it?....
    1,771
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  • Yes, I know, but how? I don't think a simple jump is enough, because the game has to know it should execute a battle script. How do I do this?

    The battle script loader. If you set a break on loading of the first command, it should be the battle script loader which does this. You will have to work backwards to the top of the routine. Now, my question is, why?
     

    daniilS

    busy trying to do stuff not done yet
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    • Seen Jan 29, 2024
    The battle script loader. If you set a break on loading of the first command, it should be the battle script loader which does this. You will have to work backwards to the top of the routine. Now, my question is, why?

    I'm trying to add a check for the opponent pokemon's type and status ailment to implement in the code for a custom ball. Thank you for the tip, I'm going to try it.
     
    Last edited:

    daniilS

    busy trying to do stuff not done yet
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    Another question: what do call and goto execute? Do they jump to another battle script, or to an asm routine?
     

    Lance32497

    LanceKoijer of Pokemon_Addicts
    792
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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
     

    GoGoJJTech

    (☞゚ヮ゚)☞ http://GoGoJJTech.com ☜(゚ヮ゚☜)
    2,475
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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

    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
     

    daniilS

    busy trying to do stuff not done yet
    409
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    • Seen Jan 29, 2024
    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.
     

    daniilS

    busy trying to do stuff not done yet
    409
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    • Seen Jan 29, 2024
    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.
     

    C me

    Creator of Pokemon League Of Legends
    681
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    • Seen Apr 9, 2021
    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
     

    kearnseyboy6

    Aussie's Toughest Mudder
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    • Seen Jun 22, 2019

    Lance32497

    LanceKoijer of Pokemon_Addicts
    792
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    9
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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
     

    Criminon

    Forever Spriting
    265
    Posts
    11
    Years
  • 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?
     

    GoGoJJTech

    (☞゚ヮ゚)☞ http://GoGoJJTech.com ☜(゚ヮ゚☜)
    2,475
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    11
    Years
  • 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.
     

    Criminon

    Forever Spriting
    265
    Posts
    11
    Years
  • 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.
     
    Last edited:
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