- 476
- Posts
- 7
- Years
- Seen Feb 26, 2020
So, in my hack, one of the ideas I had was to change out the starters to be just one Pokémon, instead of a choice of three (if it were a choice of three, I could just edit the IDs and text, since it's literally that simple) and I want the "pick your starter" script to reflect that change in the story.
Basically, here's the gist of what I want to happen:
-Prof. tells you to pick starter
-Interact with a ball
-If it's the middle one, you're given the game's starter
-If it's the right one, you're told it's empty
-if it's the left one, you're told 'you're not ready for that Pokémon yet' (it's actually empty)
-You get starter
-Rival complains you got the "Epic Pokémon" that was hiding in it
-Prof chastises the rival for being greedy because they already received a Pokémon 'yesterday'
-end of script (walk down and rival battles you like normal)
Of course, this is the default script:
The only real issue here is that I'm havign trouble figuring out how the script seems to account for all three, even though it's stored on just one of the tiles. What I'm wanting ot know is
-how that works, and
-HOW to go about scripting my idea
I really want to write the script myself but I'm just not sure how to get started (pun not intended) here, because of how the default one works.
Basically, here's the gist of what I want to happen:
-Prof. tells you to pick starter
-Interact with a ball
-If it's the middle one, you're given the game's starter
-If it's the right one, you're told it's empty
-if it's the left one, you're told 'you're not ready for that Pokémon yet' (it's actually empty)
-You get starter
-Rival complains you got the "Epic Pokémon" that was hiding in it
-Prof chastises the rival for being greedy because they already received a Pokémon 'yesterday'
-end of script (walk down and rival battles you like normal)
Of course, this is the default script:
Code:
'---------------
#org 0x169BAB
lock
faceplayer
setvar 0x4001 0x0
setvar 0x4002 0x1
setvar 0x4003 0x4
setvar 0x4004 0x7
compare 0x4055 0x3
if 0x4 goto 0x8169DE4
compare 0x4055 0x2
if 0x1 goto 0x8169BE1
msgbox 0x818EA19 MSG_KEEPOPEN '"Those are Poké Balls.\nThey contai..."
release
end
'---------------
#org 0x169DE4
msgbox 0x818EA45 MSG_KEEPOPEN '"That's Prof. Oak's last Pokémon."
release
end
'---------------
#org 0x169BE1
applymovement 0x4 0x81A75EF
waitmovement 0x0
showpokepic 0x4002 0xA 0x3
textcolor 0x0
compare 0x4001 0x0
if 0x1 goto 0x8169C14
compare 0x4001 0x1
if 0x1 goto 0x8169C33
compare 0x4001 0x2
if 0x1 goto 0x8169C52
end
'---------------
#org 0x169C14
msgbox 0x818E272 MSG_YESNO '"I see! Bulbasaur is your choice.\n..."
compare LASTRESULT 0x1
if 0x1 goto 0x8169C74
compare LASTRESULT 0x0
if 0x1 goto 0x8169C71
end
'---------------
#org 0x169C33
msgbox 0x818E207 MSG_YESNO '"Hm! Squirtle is your choice.\nIt's..."
compare LASTRESULT 0x1
if 0x1 goto 0x8169C74
compare LASTRESULT 0x0
if 0x1 goto 0x8169C71
end
'---------------
#org 0x169C52
msgbox 0x818E194 MSG_YESNO '"Ah! Charmander is your choice.\nYo..."
compare LASTRESULT 0x1
if 0x1 goto 0x8169C74
compare LASTRESULT 0x0
if 0x1 goto 0x8169C71
end
'---------------
#org 0x169C74
hidepokepic
hidesprite LASTTALKED
msgbox 0x818E2E5 MSG_KEEPOPEN '"This Pokémon is really quite\nener..."
call 0x81A6675
setflag 0x828
setflag 0x291
givepokemon 0x4002 0x5 0x0 0x0 0x0 0x0
copyvar 0x4031 0x4001
bufferpokemon 0x0 0x4002
preparemsg 0x818E30D '"[player] received the [buffer1]\nf..."
waitmsg
fanfare 0x13E
waitfanfare
msgbox 0x81A56A7 MSG_YESNO '"Do you want to give a nickname to\..."
compare LASTRESULT 0x1
if 0x1 goto 0x8169CCC
compare LASTRESULT 0x0
if 0x1 goto 0x8169CDC
end
'---------------
#org 0x169C71
hidepokepic
release
end
'---------------
#org 0x1A6675
copyvar 0x8012 0x8013
return
'---------------
#org 0x169CCC
setvar 0x8004 0x0
call 0x81A74EB
goto 0x8169CDC
'---------------
#org 0x169CDC
closeonkeypress
compare 0x4001 0x0
if 0x1 goto 0x8169CFF
compare 0x4001 0x1
if 0x1 goto 0x8169D1F
compare 0x4001 0x2
if 0x1 goto 0x8169D0F
end
'---------------
#org 0x1A74EB
fadescreen 0x1
special 0x9E
waitstate
return
'---------------
#org 0x169CFF
applymovement 0x8 0x8169D62
waitmovement 0x0
goto 0x8169D2F
'---------------
#org 0x169D1F
applymovement 0x8 0x8169D72
waitmovement 0x0
goto 0x8169D2F
'---------------
#org 0x169D0F
applymovement 0x8 0x8169D6B
waitmovement 0x0
goto 0x8169D2F
'---------------
#org 0x169D2F
textcolor 0x0
msgbox 0x818DD34 MSG_KEEPOPEN '"[rival]: I'll take this one, then!"
hidesprite 0x4004
textcolor 0x3
bufferpokemon 0x0 0x4003
preparemsg 0x818DD52 '"[rival] received the [buffer1]\nfr..."
waitmsg
fanfare 0x13E
waitfanfare
setvar 0x4055 0x3
checkflag 0x83E
if 0x1 call 0x8169D5C
release
end
'---------------
#org 0x169D5C
setvar 0x4070 0x1
return
'---------
' Strings
'---------
#org 0x18EA19
= Those are Poké Balls.\nThey contain Pokémon!
#org 0x18EA45
= That's Prof. Oak's last Pokémon.
#org 0x18E272
= I see! Bulbasaur is your choice.\nIt's very easy to raise.\pSo, [player], you want to go with\nthe Grass Pokémon Bulbasaur?
#org 0x18E207
= Hm! Squirtle is your choice.\nIt's one worth raising.\pSo, [player], you've decided on the\nWater Pokémon Squirtle?
#org 0x18E194
= Ah! Charmander is your choice.\nYou should raise it patiently.\pSo, [player], you're claiming the\nFire Pokémon Charmander?
#org 0x18E2E5
= This Pokémon is really quite\nenergetic!
#org 0x18E30D
= [player] received the [buffer1]\nfrom Prof. Oak!
#org 0x1A56A7
= Do you want to give a nickname to\nthis [buffer1]?
#org 0x18DD34
= [rival]: I'll take this one, then!
#org 0x18DD52
= [rival] received the [buffer1]\nfrom Prof. Oak!
'-----------
' Movements
'-----------
#org 0x1A75EF
#raw 0x3 'Face Right
#raw 0xFE 'End of Movements
#org 0x169D62
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements
#org 0x169D72
#raw 0x10 'Step Down (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x2E 'Face Up (Delayed)
#raw 0xFE 'End of Movements
#org 0x169D6B
#raw 0x10 'Step Down (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x2E 'Face Up (Delayed)
#raw 0xFE 'End of Movements
The only real issue here is that I'm havign trouble figuring out how the script seems to account for all three, even though it's stored on just one of the tiles. What I'm wanting ot know is
-how that works, and
-HOW to go about scripting my idea
I really want to write the script myself but I'm just not sure how to get started (pun not intended) here, because of how the default one works.