Quote:
Originally Posted by Crocky
How can I make a trainer battle script where the trainer checks that you have at least 2 Pokémon before you battle them? (Used for Double Battles)
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I haven't tested it, but I believe
trainerbattle 0x4 does this.
Quote:
Originally Posted by Crocky
How can I implement the VS Seeker Script (so you can rematch defeated trainers) into a basic trainerbattle script?
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After the
trainerbattle command in a script, add this:
Code:
special2 LASTRESULT 0x39
compare LASTRESULT 0x1
if 0x1 goto @snippet1
where
@snippet1 would have the data for the rematch. I believe
special 0x39 checks if the trainer has "agreed" to re-matching after you use the VS. Seeker.
Quote:
Originally Posted by Crocky
I'd really appreciate it if you would make it work into this script I currently use for battles.
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Code:
#dynamic 0x800000
#org @start
trainerbattle 0x0 0x1 0x0 @string1 @string2
msgbox @string3 0x6
end
#org @string1
= Go, all my PIKACHUs!
#org @string2
= Nooo! My PIKACHUs!!!!!
#org @string3
= My PIKACHUs can be used to\ncharge my Nintendo DS Lite.
This should work fine; make sure the overworld sprite in AdvanceMap has the "Trainer:" field checked, and a value in the "View radius:" field. As an aside, "PIKACHU" would be the grammatically correct way to refer to the plural of Pikachu, as is the case with all Pokémon.
Quote:
Originally Posted by Crocky
Also, is there a trainer battle editor out that allows you to set the Nature, EVs and IVs of a Pokémon?
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http://www.pokecommunity.com/showthread.php?t=307117
This thread by DoesntKnowHowToPlay explains how to implement trainers with EVs on their Pokémon. As for the other two, I believe IVs are always maxed out on NPC Pokémon, and the natures are always neutral, though I haven't checked that so don't quote me on it.