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Tutorial [Gen III]: Battle Scripting with BSP Page 2

Started by Jambo51 March 25th, 2013 2:14 AM
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  • 42 replies

Lance32497

LanceKoijer of Pokemon_Addicts

Male
Criscanto town-Ginoa Region xD
Seen August 13th, 2017
Posted January 1st, 2017
793 posts
5.1 Years
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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GoGoJJTech

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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
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GoGoJJTech

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how to do that battle string?
You would need asm to make that battle string appear for specific pokemon first.
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GoGoJJTech

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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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daniilS

busy trying to do stuff not done yet

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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.

Red John

Progressing Assembly hacker

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Where ever there is peace and darkness
Seen May 31st, 2018
Posted September 25th, 2015
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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?

daniilS

busy trying to do stuff not done yet

Age 20
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Posted October 7th, 2015
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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

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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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kearnseyboy6

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Seen June 22nd, 2019
Posted November 19th, 2016
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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
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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Lance32497

LanceKoijer of Pokemon_Addicts

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Seen August 13th, 2017
Posted January 1st, 2017
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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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Criminon

Pokemon: Aqua Blue

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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?

GoGoJJTech

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Age 20
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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!
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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Criminon

Pokemon: Aqua Blue

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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.
Male
Seen January 5th, 2017
Posted January 5th, 2017
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One problem I'm facing for years while move hacking...
The move effect pointers of some moves points to one single move data (ie. pound - the first one)... Among them are the effects 'Never miss', 'High critical ratio', 'Hit when foe using Dive (ie.Surf)', etc...
You taught us how to make attacks which never miss by removing 'accuracycheck'; we can also make moves hit when foe is using fly, dive or dig by using your method... But what about the 'High Critical Hit Ratio' effect..???
Blaze Kick & Poison Tail just simply points to 'burn the foe' & 'poison the foe' data respectively... Cross Chop & Slash points to 'no effect' data.....
.
.
I want to make custom moves by adding this 'high critical hit ratio' effect...
For example:
1. High Critical Hit Ratio & foe Paralyze
2. High Critical Hit Ratio & user Lower Speed
3.HCHR with 'Knock Off' or 'Thief' effect
...and I have many more like these in my mind...
.
.
Please Help!!!

Overlord Kaktus

Made in Guatemala

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5.6 Years
I've been trying to insert the move effect for Phantom Force. I already have the animation and the move created. What I don't have yet is the proper effect. What I was trying to do is editing the move effect 155 (Fly/Dig/Dive/Bounce unreachable 1st turn and hit 2nd turn) and adding a new entry for the new move iD for Phantom Force. What happens is that everything works but the hidden effect. Only the animation plays but the Pokémon is never hidden during first turn, therefore any move can hit my Pokémon when it shouldn't. Additional to this I don't understand at all how to print the proper message for Phantom Force when Pokémon hides in the shadows first turn. If somebody could help me with that would be nice.
I'm just a normal romhacker c:
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