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These are what I did. Spoiler:
And also, me too, I'm having problems with the BBT and HP Regen Addon for it. Spoiler:
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Alright, hopefully it's okay if I make a request here for FireRed? I'm not sure if this would be considered ASM, but would there be a way to change attacks as you gain more badges? I'm mostly thinking of making HMs more useful here, or making them less useful at first but better later for hacks where you need Surf early on or something. Basically what I'm asking is, would there be a way to change attacks the more badges you have?
For example, let's take Rock Smash. If you have zero to two badges, it's standard- 40 power, 50% chance of lowering defense. If you have three to six badges, however, it becomes 70 power with a 30% chance to lower defense. From seven to eight badges, it's 90 power with a 10% chance of lowering defense. Would there be a way to do this? |
Hey, let me start this post by saying thanks! Awesome thread! I already found a bunch of things I will be adding to my game!
I am trying to make a game that revolves around the starter pokémon. I was gonna do it with an Emerald ROM but there seems to be a lot more support for Fire Red so I guess I'll do it with Fire Red instead! There are some features I'd like to put in the game but I have no idea how to do it, so I am hereby humbly requesting help. The two most important ones are that the starter pokémon should not be able to be stored in the PC or daycare, and as soon as it loses all of its HP the battle should be lost. Are these two things possible to do? Then it'd also be cool if the starter pokémon was forced to always be the first to enter battle, as if it's always the first in the party. And if switching pokémon would be affected by the pokémons speed stat (so a pokémon can be attacked before it has the chance to switch out). And then there's also some other things I'd like to put in my game but I'll start by asking for just these :p Don't want to seem too demanding. And by the time I'm done experimenting with routines I might have learned how to do it myself (since they're kind of related to the ones I just requested). Thanks in advance! |
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That being said, getting these changes to be reflected in the move descriptions would be more difficult. |
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I got it working in battle, but couldn't get the descriptions to update (and MrDollSteak mentioned). I don't actually know which routine I used in the end ;-; I got frustrated and threw them all in one folder with pretty lackluster names :P. |
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@the guy who was wondering about BBT: I'll look at it soon too Quote:
I could post the routine, but it wouldn't be very scalable unless I complicated it. Quote:
Unfortunately, I don't really like doing battle routines :/ The switching after being attacked may actually be a little hard, but if you ask someone who's worked on moves like baton pass, maybe they can help. Quote:
The text for the damage number is still derived from the table in each instance, so if you hook after that derivation, you can adjust it in either case. Quote:
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i'm not 100% sure if this requires asm, but is there a way to temporarily change what pokemon appear in the wild? i'm thinking something like Mr. Backlot and the trophy garden from Diamond/Pearl/Platinum
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@FBI Agent - Thanks really. Hope you finish it soon. :)
Oh and a few questions. 1. Does the PSS Addon: Experience Gains have an on/off switch? 2. (Even though it's not yet fixed, I believe) Does the BBT Addon: HP-Regen also regenerate the opponent's HP? Because it's kinda unfair if it doesn't. :) 3. And lastly, I don't know if this involves ASM (if not, ignore it) but can we make it so that Trainers' Pokemon get levels according to the average level of your party (yes, as if it works with the Average Party Level routine)? Thanks! ^_^ |
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Edit: Hey, I scanned the thread but couldn't seem to find it. Do you remember what you called it or a sentence from your post so I can search for it in an other way? Also, I just realized that there is a simpler way to achieve the same goal; Just remove the option to change the order of your Pokémon. Do you think you could do this? (I assume this must be a hell of a lot easier to do since it's just removing a feature instead of adding them, but I might be completely wrong on this.) Spoiler:
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Is there any easier way to disable the bag option during battle in Fire red? Like another asm besides bag deleter/restorer or hex editing to permanently disable it? Thanks! :D
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I can't seem to get the BattleByMove compiled. I'm getting an error message saying "bad instruction 'main'"at line 6, and also one at line 47 "junk at end of line, first unrecognized character is 0" Any idea why it would say this? |
May I request custom moves for givepokemon. I feel this would really complete the player switching routines :)
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if it doesn't work, sorry! |
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