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Force Set battle style or forbid item usage in battle
This tutorial explains how to force a battle style and forbid the use of items in battles outside of places such as the Battle Tower and link battles. This method is credited to Seasick.
- Force a battle style
- Forbid item usage
- Implement a new battle type in a trainer battle
- Optional: Fix the item prohibition text
Edit constants/battle_constants.asm:
; battle types (wBattleType values)
const_def
const BATTLETYPE_NORMAL
const BATTLETYPE_CANLOSE
const BATTLETYPE_DEBUG
const BATTLETYPE_TUTORIAL
const BATTLETYPE_FISH
const BATTLETYPE_ROAMING
const BATTLETYPE_CONTEST
const BATTLETYPE_SHINY
const BATTLETYPE_TREE
const BATTLETYPE_TRAP
const BATTLETYPE_FORCEITEM
const BATTLETYPE_CELEBI
const BATTLETYPE_SUICUNE
+ const BATTLETYPE_SET
Here we are adding the BATTLETYPE_SET
constant to be used in trainer scripts. In fact, we are technically not forcing a battle style. Rather than directly changing the battle style option to Set, as it's done in the Battle Tower, we are simply using a battle type to make an exception for the Pokémon switch check that takes place after defeating a Pokémon. This will be explained further below.
Edit engine/battle/core.asm:
CheckWhetherToAskSwitch:
ld a, [wBattleHasJustStarted]
dec a
jp z, .return_nc
ld a, [wPartyCount]
dec a
jp z, .return_nc
ld a, [wLinkMode]
and a
jp nz, .return_nc
ld a, [wOptions]
bit BATTLE_SHIFT, a
jr nz, .return_nc
+ ld a, [wBattleType]
+ cp BATTLETYPE_SET
+ jr z, .return_nc
This function checks, as its name implies, whether to ask to switch Pokémon after the player defeats a Pokémon in battle. As mentioned above, we are not checking for the actual battle style option selected by the player, but simply checking if BATTLETYPE_SET
is being used for the battle in question. If it is, then the check ends and the switch question is skipped.
Edit constants/battle_constants.asm again:
; battle types (wBattleType values)
const_def
const BATTLETYPE_NORMAL
const BATTLETYPE_CANLOSE
const BATTLETYPE_DEBUG
const BATTLETYPE_TUTORIAL
const BATTLETYPE_FISH
const BATTLETYPE_ROAMING
const BATTLETYPE_CONTEST
const BATTLETYPE_SHINY
const BATTLETYPE_TREE
const BATTLETYPE_TRAP
const BATTLETYPE_FORCEITEM
const BATTLETYPE_CELEBI
const BATTLETYPE_SUICUNE
const BATTLETYPE_SET
+ const BATTLETYPE_SETNOITEMS
Just like in step 1, we are adding a battle type, this time for both forcing Set and forbidding item usage. You may also wish to create a battle type that forbids items but does not force Set (e.g. BATTLETYPE_NOITEMS
). If so, make sure to add another constant here.
Edit engine/battle/core.asm again:
CheckWhetherToAskSwitch:
ld a, [wBattleHasJustStarted]
dec a
jp z, .return_nc
ld a, [wPartyCount]
dec a
jp z, .return_nc
ld a, [wLinkMode]
and a
jp nz, .return_nc
ld a, [wOptions]
bit BATTLE_SHIFT, a
jr nz, .return_nc
ld a, [wBattleType]
cp BATTLETYPE_SET
jr z, .return_nc
+ cp BATTLETYPE_SETNOITEMS
+ jr z, .return_nc
As we did in the second part of step 1, we're adding the check for our second new battle type, which will also be forcing the Set battle style. If you made a third constant that forbid items but didn't force Set, you wouldn't run a check for that third constant here.
Edit engine/battle/core.asm one last time:
BattleMenu_Pack:
ld a, [wLinkMode]
and a
jp nz, .ItemsCantBeUsed
+ ld a, [wBattleType]
+ cp BATTLETYPE_SETNOITEMS
+ jp z, .ItemsCantBeUsed
Here, we are adding a check in order to skip the Battle Pack call, which would load the pack once selected. Similar to the link battle check already in the code, this new one will check whether we are using BATTLETYPE_SETNOITEMS
. If so, we jump to .ItemsCantBeUsed
, which skips the pack call and loads text saying that items can't be used. If you added the third constant, you would want the same check for that battle type here as well.
Now that the battle types and checks have been implemented, it's time to add one to a trainer battle script. We'll use the battle with Red as an example.
Edit maps/SilverCaveRoom3.asm:
Red:
special FadeOutMusic
faceplayer
opentext
writetext RedSeenText
waitbutton
closetext
winlosstext RedWinLossText, RedWinLossText
loadtrainer RED, RED1
+ loadvar VAR_BATTLETYPE, BATTLETYPE_SET
startbattle
Voilà! With that battle type set, the player won't be asked whether they would like to switch Pokémon after defeating one, regardless of which battle style has been selected in Options. If you would like to have both forced Set and forbidden items in the same battle, swap out BATTLETYPE_SET
for BATTLETYPE_SETNOITEMS
. If you added the third battle type that I mentioned (or any other), include it here in the same way.
You may want to take this opportunity to change the text used when you are unable to use items in battle. The original text states that "Items can't be used here." While this is appropriate in the Battle Tower, it sounds odd when used in proximity of other trainers that don't force Set, since the item prohibition is not location-based in that instance.
Edit data/text/battle.asm:
BattleText_ItemsCantBeUsedHere:
text "Items can't be"
- line "used here."
+ line "used right now."
prompt