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Old July 19th, 2013 (10:04 AM). Edited July 21st, 2013 by xGal.
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xGal xGal is offline
Join Date: Nov 2011
Location: A tree
Gender: Other
Nature: Relaxed
Posts: 243
Okay, it's like that. Once, I've found a way doing that without ASM, but I didn't want to release it to the public until I do some research on it.

Thanks to karatekid552, I am ready to release this!

Okay, it's damn simple, even ridiculous.
Any n00b could do that in no time!
This code is for R/S/FR/LG/E.

What we need:

- XSE 1.1.1 (that's what I am using)


Okay, just build a script going normally, and when you want your wildbattle to start, simply write that:

setwildbattle 0x[Species] 0x[Level] 0x[Item]
special 0x138
playsong 0x[Song to play INBATTLE] 0x0
And we are done! No, it won't play that sound after battle, it will be INBATTLE.

Please note that it is NOT fully developed, it is still under development, so I can't say it will work fine on ANY situation. I have checked that while using normal person talk script, a script block and even a level script and everything worked fine.

Also, I'd like to note that while using that on a long script, you should put
goto @[pointer]
, and in the new pointer, do the script I wrote before. After the playsong command, you should write another goto command to another pointer (if you want the script to continue), but for short scripts, example:
#dynamic 0x800000

#org @start
cry 0x1 0x2
msgbox @1 0x6
setwildbattle 0x1 0x5 0x0
special 0x138
playsong 0x299 0x0
hidesprite 0x800D
setflag 0x105

#org @1
= A wild Bulbasaur attacks!
You do NOT need the goto command.

If you're intersted, while talking with karatekid552, the subject of doing that on trainerbattles was talked about.
I will try to figure out if it's possible doing that on trainerbattles later on. Is one of the CMDs is actually settrainerbattle? (lol)

- Gal
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