Crocky
SuperScarlet!
- 97
- Posts
- 16
- Years
- Seen Jul 23, 2020
Hey All,
Today I stumbled across this thread, which made me find out you can change the wild Pokémon music without ASM. I thought, hey, if you could do this with wild Pokémon, why not trainers?
Introducing the script that makes it all happen, using XSE:
If you instert this into a FireRed game using XSE, you will find yourself in a battle with an unnamed cooltrainer who uses a level 5 Ekans, with the great Hoenn trainer battle music instead of the default Kanto trainer battle music. This is because the Hoenn Trainer battle music is still in the FRLG Game, and so are the leftover RS trainer sprites. (You can easily change the trainer you would like to battle, and the music to any music in the Fire Red game)
The way this script works is that it makes the trainer you are interacting with face you, then check to see if you already battled said trainer, because without this you can just re battle the trainer whenever you talk to them. If you didn't, it plays the male trainer encounter (this also can easily be changed) theme, and proceeds to enter the battle. It then plays your selected music for the battle and ends normally.
Currently, this script doesn't work when you give the trainer any amount of view radius above 0. If any of you know a way to stop the trainer battle from looping without the checktrainerflag, I believe it will work with view radius.
Today I stumbled across this thread, which made me find out you can change the wild Pokémon music without ASM. I thought, hey, if you could do this with wild Pokémon, why not trainers?
Introducing the script that makes it all happen, using XSE:
Spoiler:
#dynamic 0x800000
#org @start
lock
faceplayer
checktrainerflag 0x9
if 0x1 goto @alreadybattled
playsong 0x11D 0x0
msgbox @before 0x6
special 0x03B
playsong 0x10A 0x0
trainerbattle 0x0 0x9 0x0 @before @after
release
end
#org @alreadybattled
msgbox @beaten 0x6
release
end
#org @before
= Go, all my fight!
#org @after
= Tch!
#org @beaten
= Your good at this!
#org @start
lock
faceplayer
checktrainerflag 0x9
if 0x1 goto @alreadybattled
playsong 0x11D 0x0
msgbox @before 0x6
special 0x03B
playsong 0x10A 0x0
trainerbattle 0x0 0x9 0x0 @before @after
release
end
#org @alreadybattled
msgbox @beaten 0x6
release
end
#org @before
= Go, all my fight!
#org @after
= Tch!
#org @beaten
= Your good at this!
If you instert this into a FireRed game using XSE, you will find yourself in a battle with an unnamed cooltrainer who uses a level 5 Ekans, with the great Hoenn trainer battle music instead of the default Kanto trainer battle music. This is because the Hoenn Trainer battle music is still in the FRLG Game, and so are the leftover RS trainer sprites. (You can easily change the trainer you would like to battle, and the music to any music in the Fire Red game)
The way this script works is that it makes the trainer you are interacting with face you, then check to see if you already battled said trainer, because without this you can just re battle the trainer whenever you talk to them. If you didn't, it plays the male trainer encounter (this also can easily be changed) theme, and proceeds to enter the battle. It then plays your selected music for the battle and ends normally.
Currently, this script doesn't work when you give the trainer any amount of view radius above 0. If any of you know a way to stop the trainer battle from looping without the checktrainerflag, I believe it will work with view radius.