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[pokeemerald] Converting normal battles to doubles

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    New to the site, was lurking for a while before making an account.
    I've been messing around with the pokeemerald for a bit to learn ROM hacking, and part of my experiments with Trainers was trying to turn Archie and the Elite Four into double battles.

    I just changed the .doubleBattle field in trainers.h to TRUE instead of FALSE and thought it was a day. But when I read the "Make a new regular trainer battle" tutorial on the github wiki, I saw this:

    "Note that double battles also require a slightly different script compared to a regular trainer battle and include an extra line of text; this field alone is not enough."

    So, just changing that field is not enough. What would I need to do to change these battles from singles to doubles?
     
    New to the site, was lurking for a while before making an account.
    I've been messing around with the pokeemerald for a bit to learn ROM hacking, and part of my experiments with Trainers was trying to turn Archie and the Elite Four into double battles.

    I just changed the .doubleBattle field in trainers.h to TRUE instead of FALSE and thought it was a day. But when I read the "Make a new regular trainer battle" tutorial on the github wiki, I saw this:

    "Note that double battles also require a slightly different script compared to a regular trainer battle and include an extra line of text; this field alone is not enough."

    So, just changing that field is not enough. What would I need to do to change these battles from singles to doubles?
    You should use the trainerbattle_double command instead of trainerbattle_single to start the battle. As you can see from the command definitions, trainerbattle_double takes an additional not_enough_pkmn_text parameter, which you'll have to provide when using the command.

    You can look at the game's scripts for an example of a double battle script and the corresponding text.
     
    Ah, so something I need to get to when I start the map editing (which I'm saving for last due to some issues with porymap)
     
    Ah, so something I need to get to when I start the map editing (which I'm saving for last due to some issues with porymap)
    It's not necessarily related to map editing. While porymap makes event editing easier than manually editing the JSON files, you don't need to do that if you're only editing existing scripts (and your edits don't require changing properties of the events).

    Additionally porymap has a convenient button which lets you quickly open the script file of the map you're in, but that's all it really does for script editing. You can do that just as well by going through the data/maps/ folder and opening the script files in a text editor yourself.
     
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