Thanks guys.
:P it seem if you use more than one checkattack in the same script it will cause some problem and it will work only if the pokemon is in determined position in the index...and creating a new cut script would interfere with CUT from the pokemon MENU.
So i got it working the way i wanted like this. (way less elegant : P) but in the end i don't need to change all the scripts on the maps
It will work like this , you will create a new move script and will add its offset in the original CUT script in the part where it would say the tree can be cut
FIRE RED US
CHECK IF THE OFFSETS OF YOUR ROM ARE THE SAME, OTHERWISE DON'T COPY AND PASTE THIS.
1-
-OPEN THE ORIGINAL CUT SCRIPT, MAKE BACKUP (DON'T MAKE ANY CHANGES IN THIS SCRIPT YET )
-COPY THE MAIN PART AND CREATE A NEW SCRIPT[/B], ADD YOUR CHOSEN MOVE (MY CASE SLASH...
-NEXT_MOVE_OFFSET[/B] (IF YOU PLAN TO USE MORE MOVES LIKE ME) OTHER WISE JUST ADD THE OFFSET FOR THE FINAL MSG "This tree looks like it can be CUT\ndown" IN RED IS 0x81BDFE3
in FIRED RED it will look like this. coping from checkattack to the end of that script
---------------------------------------------------
NEW SCRIPT : NEXT MOVE
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#dyn 0x740000
#org @BEGIN
checkattack SLASH
compare LASTRESULT 0x6
if == jump *NEXT_MOVE_OFFSET OR END MSG OFFSET*
setanimation 0x0 0x800D
storepartypokemon 0x0 0x800D
storeattack 0x1 0xF
msgbox 0x81BDF94 ' This tree looks like...
callstd MSG_YESNO ' Yes/No message
compare LASTRESULT NO
if == jump 0x81BDF91 ' Equal To
msgbox @USED_MOVE
callstd MSG_NOCLOSE ' Non-closing message
closemsg
doanimation 0x2
waitspecial
jump 0x81BDF76
#org @USED_MOVE
= \v\h02 used SLASH!
---------------------------------------------------
-COMPILE, GET THE OFFSET
2-
-OPEN THE ORIGINAL CUT SCRIPT
-ADD THE OFFSET OF YOUR NEW MOVE IN THE CUT SCRIPT AS SHOWED BELLOW
-RECOMPILE THE SCRIPT
--------------------------------------------
CHANGING ORIGINAL CUT SCRIPT
--------------------------------------------
.
.
checkattack CUT
compare LASTRESULT 0x6
if == jump NEW_MOVE_OFFSET
.
.
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