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  #1    
Old April 3rd, 2013 (1:03 PM).
JuniorD JuniorD is offline
     
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    I think this is a very interesting idea to set in stone, so that the player can't deviate from the rules or have to waste time releasing each pokemon.
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      #2    
    Old April 4th, 2013 (6:55 AM).
    Agastya's Avatar
    Agastya Agastya is offline
    Grinding failed. Item Grind level dropped by 3.
       
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      there have been a few hacks in sideshow that have 'enforced' fainted = dead. they use some wizardry and force pokemon in your party to disappear at the end of battle if they have the faint status. they don't actually prevent you from capturing more than the first pokemon you see on a route though, since there's so many wimp clauses that prevent you from having an army of rattatas.

      i don't remember the links to them, but there's silver(?) and fr off the top of my head. i believe they're "silver nuzlocke edition" and "fire red roguelike" but i'm probably wrong about the second one.
      i want to say there's a gen 1 version as well, but don't quote me on that.
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        #3    
      Old April 4th, 2013 (7:57 AM). Edited April 4th, 2013 by Spherical Ice.
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      Spherical Ice Spherical Ice is offline
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      Using JPAN's Hacked FireRed Engine, you could make it so that fainted Pokémon essentially die. Perhaps, each time you go the Pokémon Center to heal your Pokémon the following happens:

      Code:
      #dynamic 0x800000
      
      //---------------
      #org @start
      lock
      faceplayer
      call @snippet1
      release
      end
      
      //---------------
      #org @snippet1
      msgbox @string1 MSG_KEEPOPEN //"Welcome to our POKéMON CENTER!\pPl..."
      closeonkeypress
      setvar 0x8004 0x0 // This will first check the Pokémon in the 1st Slot of the Player's party.
      goto @snippet2
      
      //---------------
      #org @snippet2
      compare 0x8004 0x6  // If the script is going to check the (non-existent) 7th slot, instead go to @snippet3.
      if 0x1 goto @snippet3
      special2 LASTRESULT 0x65  // Otherwise, check the HP of the Pokémon in the current slot.
      compare LASTRESULT 0x0  // If the HP is equal to 0...
      if 0x1 call @snippet4  // ...then call @snippet4
      addvar 0x8004 0x1  // Move onto the next slot...
      goto @snippet2  // ...and repeat the process.
      
      //---------------
      #org @snippet3
      compare 0x8005 0x1 
      if 0x0 call @snippet5 // If a Pokémon hasn't been erased, then call @snippet5.
      goto @snippet6 // Go to @snippet6
      
      //---------------
      #org @snippet4
      special 0x62 // Erase the party Pokémon in the current slot.
      setvar 0x8005 0x1 // Tell the script that at least one Pokémon has been erased.
      return // Go back to @snippet2.
      
      //---------------
      #org @snippet5
      msgbox @string2 MSG_FACE //"Oh, you don't have any fainted Pok..." // Display a congratulatory message for not sucking at keeping your Pokémon alive.
      return // Go back to @snippet3, essentially to go to @snippet6, which is just the normal Pokémon Center script.
      
      
      //---------------
      #org @snippet6
      special 0x187
      compare LASTRESULT 0x2
      if 0x1 goto @snippet7
      preparemsg @string3 //"Now, would you like me to\nheal yo..."
      waitmsg
      multichoice 0x13 0x8 0x0 0x2
      copyvar 0x8000 LASTRESULT
      compare 0x8000 0x0
      if 0x1 goto @snippet8
      compare 0x8000 0x1
      if 0x1 goto @snippet9
      compare 0x8000 0x7F
      if 0x1 goto @snippet9
      end
      
      //---------------
      #org @snippet7
      release
      end
      
      //---------------
      #org @snippet8
      cmdc3 0xF
      preparemsg @string4 //"Okay, I'll take your POKéMON for a..."
      waitmsg
      call @snippet10
      special 0x169
      goto @snippet11
      
      //---------------
      #org @snippet9
      msgbox @string5 MSG_KEEPOPEN //"We hope to see you again!"
      return
      
      //---------------
      #org @snippet10
      applymovement LASTTALKED @move1
      waitmovement 0x0
      doanimation 0x19
      checkanimation 0x19
      applymovement LASTTALKED @move2
      waitmovement 0x0
      special 0x0
      return
      
      //---------------
      #org @snippet11
      special2 LASTRESULT 0x1B1
      compare LASTRESULT 0x0
      if 0x1 goto @snippet12
      special2 LASTRESULT 0x183
      copyvar 0x8008 LASTRESULT
      compare 0x8008 0x0
      if 0x1 goto @snippet12
      compare 0x8008 0x1
      if 0x1 goto @snippet13
      end
      
      //---------------
      #org @snippet12
      preparemsg @string6 //"Thank you for waiting.\nWe've rest..."
      waitmsg
      applymovement LASTTALKED @move3
      waitmovement 0x0
      msgbox @string5 MSG_KEEPOPEN //"We hope to see you again!"
      return
      
      //---------------
      #org @snippet13
      checkflag 0x842
      if 0x1 goto @snippet12
      msgbox @string6 MSG_KEEPOPEN //"Thank you for waiting.\nWe've rest..."
      setflag 0x842
      preparemsg @string7 //"It appears as if [buffer1] is play..."
      waitmsg
      applymovement LASTTALKED @move3
      waitmovement 0x0
      msgbox @string5 MSG_KEEPOPEN //"We hope to see you again!"
      return
      
      
      //---------
      // Strings
      //---------
      #org @string1
      = Welcome to our POKéMON CENTER!\pPlease hand over any fainted\nPOKéMON you have.\pIt's the POKéMON LEAGUE's new\npolicy that any fainted POKéMON\lare to be permanently confiscated.
      
      #org @string2
      = Oh, you don't have any fainted Pokémon?\nThat's great!
      
      #org @string3
      = Now, would you like me to\nheal your POKéMON back to\lperfect health?
      
      #org @string4
      = Okay, I'll take your POKéMON for a\nfew seconds.
      
      #org @string5
      = We hope to see you again!
      
      #org @string6
      = Thank you for waiting.\nWe've restored your POKéMON to\lfull health.
      
      #org @string7
      = It appears as if [buffer1] is playing\nright now.\lGo for it!
      
      
      //-----------
      // Movements
      //-----------
      #org @move1
      #raw 0x2F //Face Left (Delayed)
      #raw 0xFE //End of Movements
      
      #org @move2
      #raw 0x2D //Face Down (Delayed)
      #raw 0xFE //End of Movements
      
      #org @move3
      #raw 0x5B //mov5B
      #raw 0x1A //Delay3
      #raw 0xFE //End of Movements
      Bolded text are changes I've made to the original Pokémon Center script.

      That will erase each fainted Pokémon in the player's party when they go to heal their Pokémon at the Pokémon Center. Then you just need to get rid of all of the Revives, Max Revives and Revival Herbs (or, if you're really lazy, just change their effects in Item Manager to do nothing) in the game, and that will be that.

      I'm not too sure about the rest of the rules, but this is progress at least.
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        #4    
      Old April 4th, 2013 (8:08 AM).
      Agastya's Avatar
      Agastya Agastya is offline
      Grinding failed. Item Grind level dropped by 3.
         
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        that will not stop people from healing fainted pokemon by putting them in pc storage and instantly withdrawing them
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          #5    
        Old April 4th, 2013 (8:14 AM).
        Spherical Ice's Avatar
        Spherical Ice Spherical Ice is offline
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        Location: Bristol, UK
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        Maybe a similar thing could be added when the Player boots up the PC? I'm not sure where that script is located but it doesn't seem too implausible. You could also maybe apply the Pokémon-removing part of that script to each map as a level script using the "05 On entering map/on menu close" level script, but that would probably result in lag. Idk.

        Either way, this isn't that good anyway because most people don't nuzlocke FireRed, at least in my experience, it tends to be Emerald/Plat/HG/B/B2, and maybe things like Volt White or Blaze Black.
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          #6    
        Old April 4th, 2013 (9:28 AM).
        giradialkia's Avatar
        giradialkia giradialkia is offline
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        I'm pretty sure Miksy made a hack of a second gen game with some Nuzlocke rules in place...

        Sure enough:
        http://www.pokecommunity.com/showthread.php?t=282684

        Basically he just made it so fainted Pokémon are permanently removed from the party. I think it'd be significantly more difficult to permit players to ONLY be able to catch the first Pokémon they encounter in each Route, to say the very least. But this hack is certainly a good part of the way there.
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          #7    
        Old April 4th, 2013 (10:21 AM). Edited April 4th, 2013 by miksy91.
        miksy91's Avatar
        miksy91 miksy91 is offline
        Dark Energy is back in action! ;)
           
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          Well, I was about to contribute writing about my hack there but gira got first in my place :D

          But anyway, that hack I made is basically made to remove all the pokemon in party that have 0 HP, each time a map is loaded. It also has the battle endings changed so that when you would normally "black out", a "game over music" is played and the text box will keep displaying text string "GAME OVER!!!" and the script continues by calling an infinite loop (so that the player can't do a thing).

          But although it's a bit different, it somewhat sticks to the rules.

          Quote:
          Originally Posted by giradialkia View Post
          I think it'd be significantly more difficult to permit players to ONLY be able to catch the first Pokémon they encounter in each Route, to say the very least. But this hack is certainly a good part of the way there.
          This shouldn't be so bad either, but the coding would have to be modified so that it loads data from a "have you caught a pokemon in this route already?" table everytime the player is about to throw a pokeball. If a bit of the area the player is on is set in this table, it could for example load the same code that is used in the game when trying to catch Ghost or some trainer's pokemon.

          This would totally require finding enough space in ram for fitting in such table first though.
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